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Dirtyredz

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Everything posted by Dirtyredz

  1. Some fixs to the console, sucks that the client can see server console messages. Also by popular demand, apparently some players like knowing when others are inside these sectors. Version 1.2.1 -Removed console print out from asteroid regeneration, forgot that everyone could see the server console.... -Added config option Debug, if true you can see all messages about a sectors regenerative actions. Warning all players can see server console print outs. -Added config option for Repeated sector entry. By request to broadcast a message whenever a player is inside a regerative sector.
  2. New release lots of changes, let me know what you think. Version 1.2.0 -Consolidated commands into single cmd /regen with sub options start,stop,now,and set. -Added config option for Natural Asteroid generation, ie if a regenerative sector starts with 56 asteroids the script will never exceed 56 asteroids. -Added new command /regen set can be used to force a sector to maintain a specific amount of asteroids, ie /regen set 10 will always maintain 10 minable asteroids. see commands. -Fixed server announcment from always playing discovered message, even after its been discovered previously. -Added ModInfo and version to console print. -Consolidated player command scripts into one file. make sure you delete older versions of those files. -Optimized asteroid regeneration script to generate the specific amount of asteroids needed instead of a random amount. (Let me know if your getting to many none minable asteroids) -Added Sector X and Y to console print out
  3. Love the extra features the registered commands will be very useful, GJ.
  4. Looking forward to the update. You and your team are doing a great job. Keep up the good work.
  5. Ive found that even when not using independant targeting, that if i target what im aiming at. My laser will adjust there angle and hit the target. Properly. I think this is due to the fact that when there is no target the lasers default to x meters infront of them.
  6. Its unfortunate that were forced to start a new forum post on this again. It sounds like your already pretty busy as it is and checking every single mod for effectiveness and status might be a lot for you to take on. Either way I appreciate anyone taking their time to help others, so I will say Thank You sir. Ill be posting my two mods here as well, and More to come: Regenerative Asteroid Fields http://www.avorion.net/forum/index.php/topic,3055.0.html -Allows for random sector and selective sector dynamic asteroid regeneration. Does not require any asteroid to already be present, the mod is also highly configurable. Plenty of stuff planned and mod is Up to date. Subspace Corridor http://www.avorion.net/forum/index.php/topic,3148.0.html -A modders recourse not meant for general consumption but with the right creativity can be used my server admin aswell. Mod allows access to the /teleport command not available through the API. (Is not the same as /teleport uses a unique method for teleportation)
  7. This looks as if this is only meant for Windows servers. Any thoughts on working on a Linux based web api?
  8. Subspace Corridor This is a modders recources, designed to mimick /teleport, due to server commands not being available through the api. FAQ #### What does this mod do? This mod is a modders recource giving modders access to a teleport command. which they can call inside thier scripts. #### Does the client have to fly through a wormhole? No. the picture is just an a nice picture. If you watch the gif below youll see that the client is simply teleported to thier destination. #### does the client need to be an admin? No. This script will teleport any player. #### Whats an example use of this mod? Thier is a command included with the mod showing how you would call this command via /corridor. For examplea modder could limit the where the script is allowed to teleport allowing servers to give strict teleport command to their players. IE players can teleport back to their home base. #### Why did you make this mod? Ive got a mod in development that would not work without access to /teleport. So I made this allowing me to accomplish my mod. #### Can I use this in my mods? Yes, Thats why im posting it here. Some credit would be appreciated though. Click to see gif of script in use. INSTALL Place the SubspaceCorridor.lua inside data/scripts/player/ Access the script like so: local x = 1 local y = 1 player:addScriptOnce("SubspaceCorridor.lua",x,y) The script will then teleport the player to that destination. The script has built in safegaurds preventing a teleportation inside of a rift. In later versions i'll be making the script easier to use with 'require()' this will allow me to return an error if the x,y provided are not reachable. Or if their is an error in teleporting. UNINSTALL Just delete the files, and remove refrences to them out of your own scripts. Downloads Version 1.1.0 Subspace-Corridor v1.1.0 Version 1.0.0 Subspace-Corridor-V1.0.0 Changelog Changelog Version 1.1.0 -Added more print outs -Added check to identify if to close to other entities -Added configs page, (no required) -Cleaned up code for performance GITHUB https://github.com/dirtyredz/Subspace-Corridor MY OTHER MODS
  9. I got the impression you were working on the issue: I ran into the issue of clients required having the mod installed as well last night. Im looking into it today but my knowledge of the games hasnt revealed the answer. to be sure im not done with this mod I think there is more to add and I would like to remove the depends of clients needing the mod. How do your players like the balance? I wanted it to only regenerate when a player enters a system to discourage afking all night long. As well as it being random through out the galaxy. I turned on regeneration in my start sector and thats it. My friend suggested making all neutral sectors into regenerating sectors whats your thoughts on that? ps. I noticed the server wide message wasn't working properly, Ive already fixed it and it will be in the next update. However, your 1.1.0 release notes does not provide any hints as to whether or not an install is required client-side or not. My apologies for being unclear, my mod was always intended to be server side only. Unfortunately with how Koon had some of the client side working, the client was required to have the same files the sector had. With today's update Koon fixed that so now all my version are 100% server side only. No client side installation is required with ANY version. The reason for my first posting being contradictory to the previous posts is that I modified the post to reflect the mods current state. I hope this answers your question.
  10. Version 1.1.0 Release -Moved Config.lua FROM scripts/mods/ TO scripts/mods/Regenerative-Asteroids/ -Fixed Server announcment only sending announcment to player and not server. -Added Neurtral Zone Regenerative ASteroids Configuration option, default false. -Added config check to neutralzone.lua for configuration options -Added SectorGenerator Configuration option, default true. -Added config check to SectorSpecifics.lua for configuration options -Updated Uninstall to contain original neutralzone.lua(patch 0.11.0.7844) and sectorspecifics.lua(patch 0.11.0.7844) -Added readme.txt to Uninstall zip EDIT: To clarify due to todays update themod no longer requires a client side installation.
  11. I ran into the issue of clients required having the mod installed as well last night. Im looking into it today but my knowledge of the games hasnt revealed the answer. to be sure im not done with this mod I think there is more to add and I would like to remove the depends of clients needing the mod. How do your players like the balance? I wanted it to only regenerate when a player enters a system to discourage afking all night long. As well as it being random through out the galaxy. I turned on regeneration in my start sector and thats it. My friend suggested making all neutral sectors into regenerating sectors whats your thoughts on that? ps. I noticed the server wide message wasn't working properly, Ive already fixed it and it will be in the next update.
  12. I see what you mean, im trying to see if there is any reason for the targets being clear. Ill let you know if i find anything. I enjoy using your mod and want to see what i can do to help.
  13. I dont understand what your specifically asking for. do you want fighters to split and take on multiple targets?
  14. Im interested in joing either a teamspeak, discord, gitter, skype group. Other modifiable games usually have something like this for modders to ask questions or bounce ideas off of each other without clogging up the forums.
  15. The player is alerted via the player notification, the same for neutral sectors, regardless of server announcement. I wanted to keep the frequency average with the other sectors. Thats why I made a point to add a configuration for it, some people might feel they want it to appear more often then not. Thxs for giving it a try let me know what ya think.
  16. I will mention that i have 2 side facing hangers and the forward facing hangers cover with glass due to the bug in the game that fighters cant return to a hanger whos entry point doesnt exceed the x,z, or y access of the ship that the hangars are on.
  17. Wanted to let you know I recently uploaded a mod that could solve your problem. http://www.avorion.net/forum/index.php/topic,3055.msg16389.html#msg16389
  18. Regenerative Asteroid Fields COMMANDS /regen start Will force a sector to become a Regenerative Asteroid Field Sector. THIS WILL NOT overwrite anything already in the sector. Turn your start sectors or your players home sectors into regenerative Asteroid Fields. /regen stop Will Remove the Regenerative Asteroids script to be removed. This will not remove any asteroids, just the script. Will also make the sector safe for uninstall. /regen now Will force the script to calculate asteroids and the sector limits, instead of waiting on a player to enter the sector. /regen set x Will set a sector to maintain a specific amount of minable asteroids. This will be Priority over MinableAsteroidLimit and MaintainNaturalAsteroidLimit options. INSTALL simply copy the DATA and MODS folders inside your steam avorion folder (steam local folder) usually C:\Program Files (x86)\Steam\steamapps\common\Avorion THIS MOD IS REQUIRED ONLY TO BE INSTALLED ON THE SERVER NO CLIENT INSTALLATION IS REQUIRED UNINSTALL STEP 1: Replace sectorspecifics.lua with orignial. STEP 2: Delete all files associated with this mod. After which you need to delete every file installed by this mod (except sectorscripts.lua which needs to be modified) STEP 3: Add my Uninstall script to data/scripts/sector/ then add the data folder included in "UninstallRegenerativeAsteroids.rar" to your Avorion directory. this will add script to terminate and remove the script from each sector you visit which contains the RegenerativeAsteroids Script. Step 4: Visit every sector which was a Regenerative Asteroid Sector The uninstall is safe to leave in place as it does nothing but kill the script. Otherwise if your confident every sector that had the Regenerative Asteroids script has been visited, you can remove the uninstall file aswell. WARNING - Failure to remove the script before deleteing the mod will CLEAR the entire sector of every entity (including your ship) All messages except for those alerting the player to the sector will be sent to the console. by default you can access the sector with the ' key. GITHUB https://github.com/dirtyredz/Regenerative-Asteroids Downloads Version 1.5.2 Regenerative Asteroids v1.5.2 Past Download Links: Changelog Changelog Version 1.5.2 --Fixed print command Version 1.5.1 --Updated SectorSpecifics file --Fixed Version info Version 1.5.0 --Updated Loglevels --Added 3 new config options to control the size of asteroids --Fixed bug where MaintainNaturalAsteroidLimit was always set --Fixed bug where server announcement wasnt working. --Fixed bug where the asteroids were generating twice. DONATE Wanna show your appreciation? http://dirtyredz.com/donate Become a patron: https://www.patreon.com/Dirtyredz MY OTHER MODS Regenerative-Asteroids-v1.5.2.zip
  19. I snuck some above the rear engines, if you have no need you can replace it. Heres a pic:
  20. For example an energy production station or solar power station uses solar panels, does adding extra solar panels increase the production rate?
  21. Thxs, spent alot of time on it, if your going to use it in game I suggest filling the inside with some shield generators and generators, and upgrade them to naonite or trinium. this shis works and moves great when using trinium.
  22. My first major creation in Avorion. This is my OWN flare to the battleship USAF Daedalus. With the entire ship being built by Titanium it operates pretty well. Upgrading functional blocks to Naonite or Trinium the ship works extremely well. I wanted to pay particular attention to making the ship functional and just for looks. Apparently this ships xml is to large for the forums so here is a dropbox link https://www.dropbox.com/s/b3gmvjdsguaty7q/Deadalus.xml?dl=0
  23. So my trading overview UI works except for whenever i jump to a specific system. When im inside this sector the trade routes is blank and the buy/sell taps only have a few items listed. Sometimes the Window wont even open when clicking the button inside this sector. I can jump back to my previous sector and see the trade routes leading to the problematic sector. So there are active trade routes in and out of that sector as well as more items for buy/selll that are being listed. Windows 10 MSI Geforce GTX 750 Ti 2gb Intel i7 Log:
  24. I see so i was just mis understanding what the timeline and seeing the /groups commands already in the game, thxs ill give it a few days.
  25. I see there are commands in the game for /groups which according too Koons Post here: http://www.avorion.net/forum/index.php/topic,2880.0.html Should allow players to be grouped together so that they can see each other on the map. However when attempting to use /groups it does not provide any commands to create a new group.
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