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Hammelpilaw

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Everything posted by Hammelpilaw

  1. EntityType.Loot is a constant, it will never change. Watch Enums section in Scripting API docs for more information. This will get all entities of type loot in the current sector: Sector():getEntitiesByType(EntityType.Loot) Then you could do a for loop to find out wich kind of loot it is. Watch Entity section in docs. I never scripted with loot entities, so I don't know what exactly you could do with it, sorry.
  2. Could not reproduce in a fresh galaxy. Wich Avorion version do you use? This mod is only provides compatibility for Avorion 0.16.2 or above. If you use Avorion 0.16.2 please send me your logfiles.
  3. Your mod looks really interesting. I did not try it yet, but I think I will. Did you ever think about using ShipScriptLoader mod to attach it to player ships instead of a command?
  4. Yes, need to be installed on both sides.
  5. No not yet, maybe i'll add this in upcoming versions.
  6. New version 0.1.2 - Added support for Avorion 0.16.2.
  7. New version 0.6.4 - Added torpedoes to boss to provide compatibility to Avorion 0.16.x.
  8. Add some code to the file aibehaviour.lua. Before line 14 if onClient() then add: local spawnedShips = false In function updateServer() add this: health = 0 shield = 0 local maxHealthSum = 0 local maxShieldSum = 0 local entities = {Sector():getEntitiesByType(EntityType.Ship)} for _, entity in pairs(entities) do if entity:hasScript("aibehaviour.lua") then health = health + entity.durability shield = shield + entity.shieldDurability maxHealthSum = maxHealthSum + entity.maxDurability maxShieldSum = maxShieldSum + entity.shieldMaxDurability end end maxHealth = math.max(maxHealth, maxHealthSum) maxShield = math.max(maxShield, maxShieldSum) if not spawnedShips and health < maxHealth / 2 then -- Insert your custom code here. This will be executed once when health drops below 50% end I did no test it, it may be buggy. To spawn the ships you may copy paste code from the file xsotan.lua, asyncpirategenerator.lua or any other script file where ships get spawned.
  9. Extended Turret Factory This mod allows you to modify the seed of turret factories. You can chose the used seed, like you do at the shipyard, to build a turret. This way you can change the stats of built turrets. Therefore I used ressources of the mod Turret Factory Seed Entry by Alopix and version fixes by some others (watch credits below for more information). For a long time I did not use the Factory Seed Entry mod on our server, because to me it is much overpowered: Build one turret factory and get op weapons. So I did some changes and improved code to balance it. Also it does some quality of life changes and bugfixes. Summary of modifacations Modify the factories seed Upgrade your factories to gain more seeds Added an input field to set the amount of built turrets Added a setting to chose the maximum rarity of the turret wich can be built Fixed an exploit wich make users able to build Legendary turrets Custom seeds In default settings you still have only the vanilla seed at turret factories, but you can upgrade your own factories to get more available seeds. If you got more then one seed you can chose the seed you want to use for the current weapon, just like you do at a shipyard. You like the old style, with unlimited amount of seeds? Just change it in the config file. Amount of turrets Choose the amount of turrets you want to build: enter the number and press on Build button one time to build the choosen amount of turrets. Configuration You should take a look in the config file `/mods/ExtTurretFactory/config/ExtTurretFactoryConfig.lua`: you can change a lot of stuff there like the maximum rarity wich can be built, upgrade costs much more. Installation instructions Download the Extended Turret Factory zip file and extract the content of its Avorion directory into your local Avorion directory. Compatiblity This mod overrides the file `/data/scripts/entity/merchants/turretfactory.lua`. I can not provide compatibility to other mods, wich overrides this file. Compatiblity to existing galaxies When you chose seed 0 at your turret factory, it is equal to the vanilla seed. That means (if you did not use the mod "Turret Factory Seed Entry" before) weapons at already existing turret factories will not be changed. But it will add the ability to your own factories to upgrade it to gain more seeds. If you already used "Turret Factory Seed Entry", it will change all seeds you had before because seeds in this mod includes both: the customized number you can chose and the vanilla seed. Version history 0.2.0 Updated mod for Avorion 0.21.x 0.1.3 Restored backwards compatibility to a very old version of this mod 0.1.2 Updated mod for Avorion 0.20.2 0.1.1 Initial release Credits This mod uses ressources by some other people: Alopix - Creator of this mod DevX - Did some compatibility modifications in July '17 HERC - Modified the mod to work in version 0.15.0 mechi - Modified the mod to work in version 0.15.7 douglasg14b - Added the ability to search for best turrets Many people did changes to this mod, if I missed anybody please let me know, i'll add credits. ExtTurretFactory-0.1.3.zip ExtTurretFactory-0.2.0.zip
  10. The xml file is only the ship plan. Put it in your local ship folder (C:\users\USERNAME\AppData\Roaming\Avorion\ships) and you can load it on your ship in build menu. Try to take a look into /data/scripts/entity/story/aibehaviour.lua and /data/scripts/lib/story/ai.lua. If you have further questions ask again.
  11. Will the torp be ported to the other sector? This reminds me of another issue... If you have a station in a sector with gate or wormhole, you can teleport it in another sector by building stuff on it until it reaches into the gate/wormhole. It will teleport. Imo gates/wormholes should only teleport ships and nothing else.
  12. Will fix this. Should add some of the new weapons of 0.16, maybe some torps ;D
  13. This issue is still not fixed in version 0.16.1. When anything is sold to a player/alliance owned consumer/tradingpost, the owner of the station does not pay for the goods. Must be fixed. Also people on Galaxy server telling me, consumer/tradingposts are filled by out of sector simulation without paying anything for it.
  14. Great idea, thanks. Maybe I'll add it in upcoming versions :)
  15. Good to know. Values for Salvagers and miners are correct? Or bugged too? I don't know wich values would be correct.
  16. All unarmed fighters and weapons, that were built before the update 0.16.0, are broken. If you build new ones I think it should work.
  17. Servers on version 0.16.0 got some issues with server load: even with 0 players online, and 0 sectors in memory, the server load is constantly at 100% when the galaxy is huge, the systems cpu usage keeps about 25%. Also there may sometimes be huge lags in game. The server load is related to the amount (and maybe size, can't say) of already generated sectors. If you delete all sectors of the galasy and start the server again, the usage keeps <1% when no sector is alive. I already reproduced this in a fresh vanilla galaxy: when there were about 100 sectors with npc factions generated, the server load was at 2% with no sector in memory. Steps to reproduce: Create a new galaxy at version 0.16.0 Print out server load with 0 sectors in memory: it will be 0% Generate at least 200 sectors with some stuff in it (better 1000 or even more sectors) Print out server load with 0 sectors in memory: it will be higher then 0 and get up to 100% when there are many generated sectors This did not happen in 0.15.8. We are using a Windows server, but I've talked to other server admins, using Linux, and they got the same issue.
  18. In version 0.16.0 the crash logging got improved. Today our server crashed again and console printed out: 11:48:32:235 An exception occurred: boost::filesystem::status: Zugriff verweigert: "C:\GameServer\Avorion\galaxy\Galaxy-Gamers\sectors\6_7~" 11:49:49:270 threadtools.cpp (3294) : Assertion Failed: Illegal termination of worker thread 'Thread(0x000000005DF3B5E0/0x000' Server log: 2018-02-18 11-48-32| An exception occurred: boost::filesystem::status: Zugriff verweigert: "C:\GameServer\Avorion\galaxy\Galaxy-Gamers\sectors\6_7~" I'm think this is related to the issue of this topic.
  19. Maybe related to a reported bug: http://www.avorion.net/forum/index.php/topic,4104.0.html Not sure if devs fixing it... maybe it is already fixed. I dont know. I can confirm there have been some other server that got fighter related crashes during last months.
  20. Open the file server.ini in galaxy and change DevMode=false to DevMode=true Launch the game and open the interacting menu from the ship you wanna own and open the ~dev menu. In the first tab "Ship commands" click the button own, then you will own this ship.
  21. It is not possible to get the ship back. Ok... you could cheat though... but there is no common way.
  22. Any news about this bug? Has it been fixed or is it going to be fixed soon?
  23. Change Max Cargo This little mod allows the player to change the max cargo size of his own stations. It will still be capped by the size of the cargo bay, but absolute cap of 25000 per good can be changed for every station. This is only possible for stations the player owns, AI stations are not affected. The server admin (also a single player) can also change the absolute cap of 25000 to another value. It affects player- and npc stations. Custom settings for player stations as described above will overwrite this. Installation instructions Download the mod file and extract the content of its Avorion directory into your local Avorion directory. Configuration (optional) You may want to take a look into the config file: mods/ChangeMaxCargo/config/ChangeMaxCargoConfig.lua There you can change the default cap for produced/traded goods (default 25000). It also affects npc factories. Compatiblity This mod overwrites factory.lua and tradingmanager.lua, wich may cause incompatibility to other mods. Version History 0.2.0 - Provide compatibility to Avorion 0.21.x 0.1.4 - Provide compatibility to Avorion 0.20.x 0.1.3 - Provide compatibility to Avorion 0.19.1 - Fixed possible exploits inherited from vanilla game using negative trading prices - Added new config to disable bought goods simulation on restoring from disk 0.1.2 - Updated for Avorion 0.17.1 r11753 0.1.1 - Updated for Avorion 0.17.1 0.1.0 - Initial release ChangeMaxCargo-0.1.4.zip ChangeMaxCargo-0.2.0.zip
  24. Hehe interesting question. But I just tried in debug mode, dialogue will stay the same on max relation.
  25. But console commands are not available in scripting api.
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