Dirtyredz
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Posts posted by Dirtyredz
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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
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Love the extra features the registered commands will be very useful, GJ.
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Looking forward to the update. You and your team are doing a great job. Keep up the good work.
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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.
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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)
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This looks as if this is only meant for Windows servers. Any thoughts on working on a Linux based web api?
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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
Version 1.0.0
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
DSM
-A project dedicated to server deployment, management, and exposing features to a web interface.
http://www.avorion.net/forum/index.php/topic,3507.0.html
Reganerative Asteroid Fields
-Regenerates designated sectors, and randomly appearing sectors, of minable asteroids.
http://www.avorion.net/forum/index.php/topic,3055.0.html
MoveUI
-A mod for adding custom UIs to the screen.
http://www.avorion.net/forum/index.php/topic,3834.0.html
Subspace Corridor
-A modders recources, designed to mimick /teleport, due to server commands not being available through the api.
http://www.avorion.net/forum/index.php/topic,3148.0.html
Dirty Buoy's
-Allows players to spawn Navigational and Sentry Buoys, More to come soon.
-These buoys have unique features players cant get in normal game play, for example: Navigational buoys are invincible and cannot be moved. A great way to mark a distance wreckage or minarable rich asteroid field.
--Rusty Servers only at the moment.
LogLevels
-LogLevels gives modders the ability to set levels for there print functions.
-Aswell as allowing server owners to clean up there consoles, making it easier to read.
http://www.avorion.net/forum/index.php/topic,3799.0.html
NoNeutralCore
-A small script for stopping the creation of neutral zones inside the core.
http://www.avorion.net/forum/index.php/topic,3472.0.html
DirtyCargoExtender
-Extends the cargo hold of any NPC station discovered with low cargo holds.
--Patreon Members only
DirtySecure
-A mod which assigned PVP or PVE sectors based on distance from core.
-Provides Offline Protection to Players ships.
-Provides protection for NPC stations.
--Rusty Servers only at the moment
Reganerative Claimable Asteroids
-A mod which respawns claimable asteroids, when theyve been moved or turned into a mine.
-Also will unclaim or unsell an asteroid after a configured number of days
-Keeps the galaxy alive, providing claimable asteroids for new players.
--Rusty Servers only at the moment
Death Info
-Used to track cords of a players death point, assigning player values, for other mods to use.
--Rusty Servers only at the moment.
/Back
-A command using DeathInfo and Subspace Corridor, to teleport a players drone BACK to there death point.
--Rusty Servers only at the moment.
DistCore HUD
-Displays distance to the core on the players hud
--Rusty Servers only at the moment.
Any mod listed as Rusty Servers only, are live and active on the Rusty Servers.
Want the mod for your server? Lets talk and ill see about releasing the mod to you/public.
Not all mods on Rusty will remain there, they will eventually be released to the public.
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Could you please clarify the current (version 1.1.0) status of server vs client installation requirements?
As your first posting says "...THIS MOD IS REQUIRED ONLY TO BE INSTALLED ON THE SERVER NO CLIENT INSTALLATION IS REQUIRED..."
...and then
The mod seems to be working nicely, haven't fully tested it yet but our players are loving it already.
One thing we found is that when a client doesn't have the mod installed they will freeze during loading upon entering the sector that has regenerating roids.
I got the impression you were working on the issue:
The mod seems to be working nicely, haven't fully tested it yet but our players are loving it already.
One thing we found is that when a client doesn't have the mod installed they will freeze during loading upon entering the sector that has regenerating roids.
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.
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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.
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The mod seems to be working nicely, haven't fully tested it yet but our players are loving it already.
One thing we found is that when a client doesn't have the mod installed they will freeze during loading upon entering the sector that has regenerating roids.
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.
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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.
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I dont understand what your specifically asking for. do you want fighters to split and take on multiple targets?
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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.
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I like the idea and am willing to give it a try :)
Tried messing with adding a script that would respawn resources in all sectors but it seemed to be a bit buggy.
Is a player also alerted when he finds a sector with regenerating asteroids if the function to broadcast to server is turned off?
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.
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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.
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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
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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
Past Download Links:
Version 1.5.1
Version 1.5.0
Version 1.4.5
Version 1.4.4
Version 1.4.3
Version 1.4.2
Version 1.4.1
Version 1.4.0
Version 1.3.0
Version 1.2.5
Version 1.2.4
Version 1.2.3
Version 1.2.2
Version 1.2.0
Version 1.2.1
Version 1.1.0
Version 1.0.0
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.
Version 1.4.5
--Hotfix, dont delete claimable asteroids.
Version 1.4.4
--Added MaxNonMinable config option, Deletes any non-minable asteroids past the config option default 1500.
Version 1.4.3
--Updated sectorspecifics.lua
Version 1.4.2
--Added missing loglevel commands
--Redid entire config file.
--Updated all files to match new config file settup
--Removed NeutralZone option, and neutralzone file.
Version 1.4.1
-Moved most file to mods/ directory in preperation for steam support
-Added Loglevel
-Fixed custom nsming on newly generated sectors
Version 1.4.0
-Moved configuration to /configs/
Version 1.3.0
-Added Namespacing
Version 1.2.5
-Fixed Conflict with MineCorp mod (changed renamed config.lua).
-IMPORTANT: DELETE THE OLD CONFIG.LUA otheriwse the conflict will remain.
-Updated All files to compensate for the rename of CONFIG.lua, also Updated SectorSpecifics.lua.
-Added CustonName support for sectors generated as Regenerative Asteroids.
ie: it will now show "Regenerative Asteroids" on the map overview when hovering or a Regernative Asteroid SectorTemplate
Version 1.2.4
-Added clickable sector cords, to discovery message.
-Fixed bug from version 1.2.3
Version 1.2.3
-Removed redundant code in Sectors files causing a cyclic dependency.
Version 1.2.2
-Fixxed race condition in script Initialize(). (Error: could not execute function 'initialize' in '""':)
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.
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
Version 1.1.0
-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
DONATE
Wanna show your appreciation?
Become a patron:
https://www.patreon.com/Dirtyredz
MY OTHER MODS
DSM
-A project dedicated to server deployment, management, and exposing features to a web interface.
http://www.avorion.net/forum/index.php/topic,3507.0.html
Reganerative Asteroid Fields
-Regenerates designated sectors, and randomly appearing sectors, of minable asteroids.
http://www.avorion.net/forum/index.php/topic,3055.0.html
MoveUI
-A mod for adding custom UIs to the screen.
http://www.avorion.net/forum/index.php/topic,3834.0.html
Subspace Corridor
-A modders recources, designed to mimick /teleport, due to server commands not being available through the api.
http://www.avorion.net/forum/index.php/topic,3148.0.html
Dirty Buoy's
-Allows players to spawn Navigational and Sentry Buoys, More to come soon.
-These buoys have unique features players cant get in normal game play, for example: Navigational buoys are invincible and cannot be moved. A great way to mark a distance wreckage or minarable rich asteroid field.
--Rusty Servers only at the moment.
LogLevels
-LogLevels gives modders the ability to set levels for there print functions.
-Aswell as allowing server owners to clean up there consoles, making it easier to read.
http://www.avorion.net/forum/index.php/topic,3799.0.html
NoNeutralCore
-A small script for stopping the creation of neutral zones inside the core.
http://www.avorion.net/forum/index.php/topic,3472.0.html
DirtyCargoExtender
-Extends the cargo hold of any NPC station discovered with low cargo holds.
--Patreon Members only
DirtySecure
-A mod which assigned PVP or PVE sectors based on distance from core.
-Provides Offline Protection to Players ships.
-Provides protection for NPC stations.
--Rusty Servers only at the moment
Reganerative Claimable Asteroids
-A mod which respawns claimable asteroids, when theyve been moved or turned into a mine.
-Also will unclaim or unsell an asteroid after a configured number of days
-Keeps the galaxy alive, providing claimable asteroids for new players.
--Rusty Servers only at the moment
Death Info
-Used to track cords of a players death point, assigning player values, for other mods to use.
--Rusty Servers only at the moment.
/Back
-A command using DeathInfo and Subspace Corridor, to teleport a players drone BACK to there death point.
--Rusty Servers only at the moment.
Any mod listed as Rusty Servers only, are live and active on the Rusty Servers.
Want the mod for your server? Lets talk and ill see about releasing the mod to you/public.
Not all mods on Rusty will remain there, they will eventually be released to the public.
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This thing is absolutely awesome, nice job.
One question though, where the f*** did you hide the cargo hold?
It says it has about 2500 cargo space but for the life of me I can't find the block(s).
Regards
Jagged
I snuck some above the rear engines, if you have no need you can replace it. Heres a pic:
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For example an energy production station or solar power station uses solar panels, does adding extra solar panels increase the production rate?
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This. is. fucking. epic.
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.
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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
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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:
Sun Mar 19 15:01:46 2017| <Server> Your sensors picked up a short burst of subspace signals.
Sun Mar 19 15:01:48 2017| Auto saving ship to "C:\Users\Dirtyredz\AppData\Roaming\Avorion\ships\Invincible17.xml"
Sun Mar 19 15:04:45 2017| <Server> More strange subspace signals, they're getting stronger.
Sun Mar 19 15:05:45 2017| <Server> A small group of alien ships appeared!
Sun Mar 19 15:06:51 2017| Auto saving ship to "C:\Users\Dirtyredz\AppData\Roaming\Avorion\ships\autosave155.xml"
Sun Mar 19 15:07:24 2017| Auto saving ship to "C:\Users\Dirtyredz\AppData\Roaming\Avorion\ships\Invincible18.xml"
Sun Mar 19 15:14:25 2017| <Server> Pirates are attacking the sector!
Sun Mar 19 15:18:42 2017| <Mobile Turret Merchant Nexi's Catharsis> Hello Everybody! Mobile Turret Merchant Nexi's Catharsis here. I'll be here for the next 15 minutes. Come look at my merchandise!
Sun Mar 19 15:25:27 2017| <> The crew of your ship 'Merlin' was paid.
Sun Mar 19 15:26:41 2017| <Server> Your sensors picked up short bursts of subspace signals.
Sun Mar 19 15:29:09 2017| <Server> Moving player Snake_Ey3s to sector (-110:436).
Sun Mar 19 15:29:40 2017| <Server> The signals are growing stronger.
Sun Mar 19 15:29:55 2017| <> The Nav-Computer is calculating the jump route. Please stand by.
Sun Mar 19 15:30:19 2017| <> Jump route calculated.
Sun Mar 19 15:30:31 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 47 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:30:32 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 49 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:30:32 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 51 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:30:41 2017| <Server> A group of alien ships warped in!
Sun Mar 19 15:30:47 2017| could not execute function 'setData' in '"data/scripts/systems/tradingoverview.lua"':
Sun Mar 19 15:30:47 2017| data/scripts/systems/tradingoverview.lua:483: bad argument #2 to 'format' (not a number in proper range)
Sun Mar 19 15:30:47 2017| stack traceback:
Sun Mar 19 15:30:47 2017| [C]: in function 'format'
Sun Mar 19 15:30:47 2017| data/scripts/systems/tradingoverview.lua:483: in function 'refreshSellablesUI'
Sun Mar 19 15:30:47 2017| data/scripts/systems/tradingoverview.lua:559: in function 'refreshUI'
Sun Mar 19 15:30:47 2017| data/scripts/systems/tradingoverview.lua:362: in function <data/scripts/systems/tradingoverview.lua:332>
Sun Mar 19 15:30:47 2017|
Sun Mar 19 15:30:47 2017| Setting script "data/scripts/systems/tradingoverview.lua" to invalid.
Sun Mar 19 15:30:54 2017| <> The Nav-Computer is calculating the jump route. Please stand by.
Sun Mar 19 15:31:15 2017| <> Jump route calculated.
Sun Mar 19 15:32:18 2017| <> Your ship is facing in the wrong direction.
Sun Mar 19 15:32:22 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 47 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:32:22 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 51 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:32:22 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 49 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:32:55 2017| <> The Nav-Computer is calculating the jump route. Please stand by.
Sun Mar 19 15:33:03 2017| <Unkown> Mayday! CHRRK ... under attack CHRRK ... pirates ... CHRRK ... position (-75:264) ... help!
Sun Mar 19 15:33:03 2017| <> You have received a distress signal by an unknown source.
Sun Mar 19 15:33:35 2017| <> Jump route calculated.
Sun Mar 19 15:39:12 2017| <Server> Player Snake_Ey3s left the galaxy
Sun Mar 19 15:43:31 2017| <Server> online players (1): Dirtyredz
Sun Mar 19 15:43:43 2017| <> Your ship is facing in the wrong direction.
Sun Mar 19 15:43:49 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 47 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:43:49 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 51 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:43:49 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 49 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:45:08 2017| <> The Nav-Computer is calculating the jump route. Please stand by.
Sun Mar 19 15:45:33 2017| <> Jump route calculated.
Sun Mar 19 15:45:38 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 47 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:45:38 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 51 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:45:38 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 49 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:45:49 2017| could not execute function 'setData' in '"data/scripts/systems/tradingoverview.lua"':
Sun Mar 19 15:45:49 2017| data/scripts/systems/tradingoverview.lua:483: bad argument #2 to 'format' (not a number in proper range)
Sun Mar 19 15:45:49 2017| stack traceback:
Sun Mar 19 15:45:49 2017| [C]: in function 'format'
Sun Mar 19 15:45:49 2017| data/scripts/systems/tradingoverview.lua:483: in function 'refreshSellablesUI'
Sun Mar 19 15:45:49 2017| data/scripts/systems/tradingoverview.lua:559: in function 'refreshUI'
Sun Mar 19 15:45:49 2017| data/scripts/systems/tradingoverview.lua:362: in function <data/scripts/systems/tradingoverview.lua:332>
Sun Mar 19 15:45:49 2017|
Sun Mar 19 15:45:49 2017| Setting script "data/scripts/systems/tradingoverview.lua" to invalid.
Sun Mar 19 15:46:31 2017| <> You have no sector selected.
Sun Mar 19 15:48:04 2017| <> The Nav-Computer is calculating the jump route. Please stand by.
Sun Mar 19 15:48:26 2017| <> Jump route calculated.
Sun Mar 19 15:48:35 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 47 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:48:36 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 51 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:48:36 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 49 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:49:01 2017| <> The Nav-Computer is calculating the jump route. Please stand by.
Sun Mar 19 15:49:22 2017| <> Jump route calculated.
Sun Mar 19 15:49:25 2017| <> Your hyperdrive still needs 49 seconds to recharge.
Sun Mar 19 15:50:10 2017| <> Your hyperdrive still needs 3 seconds to recharge.
Sun Mar 19 15:50:11 2017| <> Your hyperdrive still needs 2 seconds to recharge.
Sun Mar 19 15:50:11 2017| <> Your hyperdrive still needs 2 seconds to recharge.
Sun Mar 19 15:50:12 2017| <> Your hyperdrive still needs 2 seconds to recharge.
Sun Mar 19 15:50:12 2017| <> Your hyperdrive still needs 1 seconds to recharge.
Sun Mar 19 15:50:16 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 47 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:50:16 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 51 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:50:16 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 49 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:50:19 2017| <> You have no sector selected.
Sun Mar 19 15:50:27 2017| could not execute function 'setData' in '"data/scripts/systems/tradingoverview.lua"':
Sun Mar 19 15:50:27 2017| data/scripts/systems/tradingoverview.lua:483: bad argument #2 to 'format' (not a number in proper range)
Sun Mar 19 15:50:27 2017| stack traceback:
Sun Mar 19 15:50:27 2017| [C]: in function 'format'
Sun Mar 19 15:50:27 2017| data/scripts/systems/tradingoverview.lua:483: in function 'refreshSellablesUI'
Sun Mar 19 15:50:27 2017| data/scripts/systems/tradingoverview.lua:559: in function 'refreshUI'
Sun Mar 19 15:50:27 2017| data/scripts/systems/tradingoverview.lua:362: in function <data/scripts/systems/tradingoverview.lua:332>
Sun Mar 19 15:50:27 2017|
Sun Mar 19 15:50:27 2017| Setting script "data/scripts/systems/tradingoverview.lua" to invalid.
Sun Mar 19 15:51:05 2017| <Server> Your sensors picked up a short burst of subspace signals.
Sun Mar 19 15:51:33 2017| <> The Nav-Computer is calculating the jump route. Please stand by.
Sun Mar 19 15:51:58 2017| <> Jump route calculated.
Sun Mar 19 15:52:42 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 47 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:52:42 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 51 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:52:42 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 49 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 15:52:53 2017| <> You have no sector selected.
Sun Mar 19 15:53:37 2017| <> The Nav-Computer is calculating the jump route. Please stand by.
Sun Mar 19 15:54:02 2017| <> Jump route calculated.
Sun Mar 19 15:54:04 2017| <Server> More strange subspace signals, they're getting stronger.
Sun Mar 19 15:55:04 2017| <Server> A small group of alien ships appeared!
Sun Mar 19 16:04:05 2017| <Server> Pirates are attacking the sector!
Sun Mar 19 16:08:54 2017| <Server> Pirates are attacking the sector!
Sun Mar 19 16:16:28 2017| <Server> Your sensors picked up short bursts of subspace signals.
Sun Mar 19 16:19:27 2017| <Server> There are lots and lots of subspace signals! Careful!
Sun Mar 19 16:20:28 2017| <Server> A large group of alien ships appeared!
Sun Mar 19 16:24:41 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 47 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 16:24:41 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 51 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 16:24:41 2017| GL DBG: MEDIUM PERFORMANCE API 131186: Buffer performance warning: Buffer object 49 (bound to NONE, usage hint is GL_DYNAMIC_DRAW) is being copied/moved from VIDEO memory to HOST memory.
Sun Mar 19 16:25:47 2017| could not execute function 'setData' in '"data/scripts/systems/tradingoverview.lua"':
Sun Mar 19 16:25:47 2017| data/scripts/systems/tradingoverview.lua:483: bad argument #2 to 'format' (not a number in proper range)
Sun Mar 19 16:25:47 2017| stack traceback:
Sun Mar 19 16:25:47 2017| [C]: in function 'format'
Sun Mar 19 16:25:47 2017| data/scripts/systems/tradingoverview.lua:483: in function 'refreshSellablesUI'
Sun Mar 19 16:25:47 2017| data/scripts/systems/tradingoverview.lua:559: in function 'refreshUI'
Sun Mar 19 16:25:47 2017| data/scripts/systems/tradingoverview.lua:362: in function <data/scripts/systems/tradingoverview.lua:332>
Sun Mar 19 16:25:47 2017|
Sun Mar 19 16:25:47 2017| Setting script "data/scripts/systems/tradingoverview.lua" to invalid.
Sun Mar 19 16:32:10 2017| <> The crew of your ship 'Invincible' was paid.
Sun Mar 19 16:33:15 2017| <Server> Pirates are attacking the sector!
Sun Mar 19 16:34:11 2017| [/spoiler]
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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.
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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.
[MOD] Regenerative Asteroid Fields [Update 1.5.2]
in Mods
Posted
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.