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Hammelpilaw

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Everything posted by Hammelpilaw

  1. Im currently playing on our server on 0.15.7, update worked fine. Using the windows Avorion server manager. Maybe a linux related issue? Or DSM bug?
  2. Espacially the bugfixing in 0.15.6 was really important, and to me the reduced damage was not a bad idea at all, but it was reduced too much. It was interesting for huge station wrackages, because on huge blocks you really can use your normal weapons to drop lifepoints of single blocks. This doesnt really work for smaller wrackages, it just took much longer for them. However I think now its great :) To make mining less underpowered, maybe just increase the minable material you get out of a 1x1x1 block. No need to make asteroids bigger or spawn more of them, but multiply the minable material by 2 or so. Just an idea.
  3. Beside an Y coordinate you need the proper X coordinate. In this case you need either #2 X or #13 X.
  4. People on our server reported the same to me. Did not test yet by myself though. Building a weapon should not reset the amount of parts to default values.
  5. Ok now I am able to reproduce this issue with vanilla scripts. The galaxy is still created by modded scripts, and I cant say for sure it is not bugged by mods, but when I load the savestate (no matter if modded or vanilla sripts are used) and calculate a jumping route into some specific sector, the server crashes. It is not only one sector that causes crashing, i found at least 2 different sectors that causes a server crash when I calculate jumping route as soon as i logged in. This does not help to find the issue yet... but maybe anybody got an idea what to do to find the issue?
  6. I agree, the new calculations of the crew rework are wrong... You should have enaugh ranking officers for ~2700 crew members. Either the calculations, or the descuriptions are wrong. Also I do not like that an empty ship without crew requires any ranking officer. When you build a really huge ship it requires thousends of ranking officers and you are in hurry to get them, before the ship loose morale and they leave again... Why doesn't the amount of required ranking officers only depend on current amount of crew members?
  7. I think you can keep the old savestate. But lot of factories change, so factories that are generated before the patch may be outdated. They still work but are different to the current factories.
  8. Holy... huge list of patch notes ;D Thanks koon and to all others of the team :)
  9. The settings looks fine... please post your client and server logs. All paths are relative so it does not matter if it runs in steamapps or anywhere else. Please also post your complete server.lua and ScriptLoader.lua files.
  10. Ah finally there it is :) I could pay my dept: this game is much more worth then ~18€. I hope you will use it well ;)
  11. But it also changed the dependency of the amount of ranking officers. In 0.15.3 (I think, or was it 0.15.2? not sure) you needed ranking officers dependent on the crew thats on the ship. Now you need ranking officers dependent on the ship size. I think the first one was much better.
  12. Why does a big ship, but without crew, require thousends of ranking officers? You should only need them for crew you really have on your ship. How could you found a big ship now? You cant buy that many until morale drops and they leave again... When you got only 6 crew member like on the screenshot, you should not need any ranking officer. To me the crew rework is half baked yet, although the idea is really good. In my opinion the amount of required sergeants ("unteroffiziere", not sure if the english word is correct) should depend on the amount of crew members. Then you need 1 lieutenant for 4 sergeant and so on. It is relatively easy to manage, even on big ships, and it matches exactly the descriptions that should be the base for these calculations. Bad english... sry I hope you understand :)
  13. It may be script related, we use lot of mods... Complex3s Out of sector production DockBuilder ExtraminesM AutoResearch MineCorp GuardianScout CarrierCommander This are only the most important mods. Ofc all mods are compatible or merged to the current Avorion version and working well. Cause there are no error messages in the logs I think they should be ok... but cant say for sure. Oh and i forgot to say that the server used beta branch. Yesterday it crashed once when the related player was not online. This happened after I let 2 ships (controlled by captains) launch 240 fighters to salvage a scrapyard. Baridor uses even more fighters. Maybe this is the issue. I will try to reproduce this by using even more fighters.
  14. Once I had some ships in his main sector (with ships and factories) to keep it active, then it crashed. But I do not remember wich entities was active in his main sector. But there is no sector that crashes the server as soon as it is active. Sometimes it crashes when any specific sector gets active, but sometimes it does not crash when this sector is active for a longer time. I already regenerated a sector that seems to crash (not sure if it did), but it did not solve the issue. When I regenerate a sector all fighers are deleted. Up to now this issue only happened, when the server setting "aliveSectorsPerPlayer" was higher then 0... His figherts should work at all. I use the same type of figher (created of the same type of weapon). Could a bugged ship-xml cause those issues?
  15. Please post client and server logs.
  16. We have a chain crash problem on our server, that seems to be related to a specific player (Baridor). When the player is not online and sectors with his ships and stations are not active, there is no issue. I thought there might be an issue in an entity or sector. So we deleted most of his entities and regenerated sectors, but nothing seems to fix it. 2017-11-25 16-16-00| Error: EXCEPTION_ACCESS_VIOLATION 2017-11-25 16-16-00| [1] ?? 6751232 2017-11-25 16-16-00| [2] ?? 6107660 2017-11-25 16-16-00| [3] ?? 6045273 2017-11-25 16-16-00| [4] ?? 6082818 2017-11-25 16-16-00| [5] ?? 7323042 2017-11-25 16-16-00| [6] ?? 10804158 2017-11-25 16-16-00| [7] ?? 12387688 2017-11-25 16-16-00| [8] ?? 13052367 2017-11-25 16-16-00| [9] ?? 10032548 2017-11-25 16-16-00| [10] beginthreadex 140704628716218 2017-11-25 16-16-00| [11] endthreadex 140704628716428 2017-11-25 16-16-00| [12] BaseThreadInitThunk 140704629162852 The error looks always like this. Does anybody have another idea what could be wrong? The server is modded, but the modpack used to work, and it still seems to work when Baridor is not online, so I dont thik the issue is related to our mods. serverlog_2017-11-29_19-17-04.zip
  17. It does not matter where you add new productions to productionsindex.lua, at the top or bottom or middle or wherever. Never modded new goods, but i think it should be the same there. What you may do in an existing galaxy: Add/change/delete entries in productionindex.lua (existing stations are not affected by changes in this file) Add new goods to goodsindex.lua Change stats of existing goods like price or size (but not the name) What you must NOT do in an existing galaxy: Change good names Delete goods The reason is, that productionsindex.lua is only used when stations are created/generated. The productions and consumtions will be saved at the entity and the values of productionsindex.lua does not do anything to this station anymore. But goodsindex.lua is always used to load goods. As soon as you implement "Aluminum" (the wrong spelled one) to the galaxy, you must have this good in your goodsindex.lua, or you get errors. If you change the size of any good, all existing goods of this type will use the new value cause its always loaded from goodsindex.lua.
  18. Usely the game takes about 1Gb RAM, there must be any issue that make Avorion take all memory. Please post your client logs.
  19. Koon fixed some things regarding this bug on current beta branch (0.15).
  20. Whats your version of Avorion? 0.14 or 0.15?
  21. [*]Pizza Box factory - change "Aluminum" to Aluminium [*]Marinara Sauce factory - change Mushrooms to Mushroom [*]Do another facepalm ;D
  22. Hammelpilaw

    Crewmoral

    But a working power of 36 commander should be enaugh for 108 leutnants (not sure how to spell in english). It should be at 100%, but it is not as you can see on the screenshot. Same for generals. Or did I mess anything up?
  23. Hammelpilaw

    Crewmoral

    Will it come soon? Currently i do not login cause i loose my whole crew on all ships and stations because of this bug.
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