Hammelpilaw
-
Posts
595 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Events
Posts posted by Hammelpilaw
-
-
The mod still works on 0.14.1.
-
The roadmap looks great. We already use extended license times, up to a lifetime license. It makes you able to put some captain controlled ships into scrapyard and let them farm without killing reputation.
-
At least I could not find any issue in the code... although the GUI crashes sometimes on our server. So this fix is highly experimental. If you find any issue please let me know.
It also overwrites craftorders.lua.
Attached file is working for Avorion 0.13 and 0.14. Experimental - use with care!
-
Waiting for this for months... but it is planned on roadmap :) So we just have to wait some more.
-
I did not use it on 0.14 patch, but it is running on our server and should work fine.
-
This looks absolutely awesome ;D Thanks.
-
Yes it works on new ships. We got no issues with this mod on our server. At least with our modified version, wich does not fix issues, but does only some improvements.
-
My fault sorry, please delete the file craftorders.lua. It seems to be outdated since 0.13. Replace it by original file.
However i could not reproduce this error... using a modified version of this mod though. Maybe I will find some time soon to test it with original mod.
-
if you want to modify the exsisiting code prior to the patch, feel free. Im not stopping anyone, simply suggesting its better to wait.
This could be the right way... however, this last little bug is annoying me ;D ...and has to be fixed even after the patch. Thanks for the info.
-
I used the original mod. Did you make your version available for download somewhere, or were you referring to the code snippets you published in your posts on this thread?
Download a fixed version at reply #34.
-
theres actually little point to fixing this mod currently, The new patch brings new scripting api, and new fighter interactions. The best thing to do is wait for the patch and then recode, or make a new mod. Im leaning towards a new mod since from my understand the fighter interactions will change drastacilly, that a good majority of the code might not be necassary at all.
It does not mod fighters, it gives you an UI to control your own ships.
-
I was able to use this mod to automate one cargo ship, but it will not work with a second cargo ship I created. When I try to run the command "/haulgoods start" with the second ship selected, I get the following in the console:
could not execute function 'Traders.update' in '"data/scripts/sector/traders.lua"': data/scripts/sector/traders.lua:128 attempt to index local 'g' (a nil value) stack traceback: data/scripts/sector/traders.lua:128: in function <data/scripts/sector/traders.lua:39>
Did you use the modified version I published or the original mod?
-
Promotion topic, please delete. Do not click the link!
-
There is an issue when having entities (ships or stations) owned by a deleted alliance.
When logging in while you are still in the ship of the deleted alliance this happens once:
2017-09-09 07-50-26| error constructing Faction: Faction 3 doesn't exist at [C]:-1: in function Faction 2017-09-09 07-50-26| data/scripts/entity/insurance.lua:361: in function generateInsuranceMailText 2017-09-09 07-50-26| data/scripts/entity/insurance.lua:61: in function ? 2017-09-09 07-50-26| could not execute function 'Insurance.initialize' in '"data/scripts/entity/insurance.lua"': 2017-09-09 07-50-26| data/scripts/entity/insurance.lua:373: attempt to index local 'receiver' (a nil value) 2017-09-09 07-50-26| stack traceback: 2017-09-09 07-50-26| data/scripts/entity/insurance.lua:373: in function 'generateInsuranceMailText' 2017-09-09 07-50-26| data/scripts/entity/insurance.lua:61: in function <data/scripts/entity/insurance.lua:49> 2017-09-09 07-50-26| 2017-09-09 07-50-26| error constructing Faction: Faction 3 doesn't exist at [C]:-1: in function Faction 2017-09-09 07-50-26| data/scripts/entity/insurance.lua:361: in function generateInsuranceMailText 2017-09-09 07-50-26| data/scripts/entity/insurance.lua:61: in function ? 2017-09-09 07-50-26| could not execute function 'Insurance.initialize' in '"data/scripts/entity/insurance.lua"': 2017-09-09 07-50-26| data/scripts/entity/insurance.lua:373: attempt to index local 'receiver' (a nil value) 2017-09-09 07-50-26| stack traceback: 2017-09-09 07-50-26| data/scripts/entity/insurance.lua:373: in function 'generateInsuranceMailText' 2017-09-09 07-50-26| data/scripts/entity/insurance.lua:61: in function <data/scripts/entity/insurance.lua:49> 2017-09-09 07-50-26| 2017-09-09 07-50-26| error constructing Faction: faction 3 doesn't exist at [C]:-1: in function Faction 2017-09-09 07-50-26| data/scripts/entity/gate.lua:124: in function ? 2017-09-09 07-50-26| error constructing Faction: faction 3 doesn't exist at [C]:-1: in function Faction 2017-09-09 07-50-26| data/scripts/entity/gate.lua:124: in function ? 2017-09-09 07-50-26| error constructing Faction: faction 3 doesn't exist at [C]:-1: in function Faction
This is logged in client log at every update tick when the abandoned ship is selected in Avorion.
2017-09-09 07-33-52| error constructing Faction: faction 8 doesn't exist at [C]:-1: in function Faction 2017-09-09 07-33-52| data/scripts/entity/invitetogroup.lua:14: in function ? 2017-09-09 07-33-52| could not execute function 'InviteToGroup.interactionPossible' in '"data/scripts/entity/invitetogroup.lua"': 2017-09-09 07-33-52| data/scripts/entity/invitetogroup.lua:15: attempt to index local 'faction' (a nil value) 2017-09-09 07-33-52| stack traceback: 2017-09-09 07-33-52| data/scripts/entity/invitetogroup.lua:15: in function <data/scripts/entity/invitetogroup.lua:11>
In another galaxy there was also an error in another script, wich did not happen though when I reproduced this issue:
2017-09-09 07-33-52| error constructing Faction: Faction 8 doesn't exist at [C]:-1: in function Faction 2017-09-09 07-33-52| data/scripts/entity/transfercrewgoods.lua:58: in function ? 2017-09-09 07-33-52| could not execute function 'TransferCrewGoods.interactionPossible' in '"data/scripts/entity/transfercrewgoods.lua"': 2017-09-09 07-33-52| data/scripts/entity/transfercrewgoods.lua:59: attempt to index local 'shipFaction' (a nil value) 2017-09-09 07-33-52| stack traceback: 2017-09-09 07-33-52| data/scripts/entity/transfercrewgoods.lua:59: in function <data/scripts/entity/transfercrewgoods.lua:43>
Steps to reproduce:
- Found an alliance
- Found an alliance ship
- Get on the ship and stay there (this may increase errors, but can be skipped though)
- Delete the alliance
- Log off
- Log on
- Select the abandoned ship by clicking 3rd mouse button
This issue does not cause a bug or glitch ingame, but spams the client logs with error messages.
- Found an alliance
-
Because w00zla is too busy to fix it, I just tried. With a very small change everything works fine, but I stuck at giving commands to the ships. I could use some modders help to get it working.
The mod invokes vanilla functions from file craftorders.lua (f.e. onEscortMeButtonPressed) for executing commands, this works fine at least. Then the checkCaptain function in craftorders.lua prevents executing the command beacause this is returning a nil value:
checkEntityInteractionPermissions(Entity(), AlliancePrivilege.ManageShips)
I just do not understand why... maybe anybody can help out or fix it? My current progress is attached to the answer.
Ok finally I got it. Getting still a few other errors wich could need some fixing.
-
The pirate/xsotan attack events are triggered by players, not by active sectors. That means, they only spawn in sectors wich contains at least one online player. Your mines should be save without any guardian ship.
-
You can earn millions of credits per minute with factories (ok that requires some modding). But lets start slowly:
When you want to earn some starter credits with your own productions i would recommand a Gold/Platin mine. You can sell both at a lot of stations. In the later game you could start to build your own production chains: F.e. solarpanels are very easy to produce, and has a price of ~6800 / piece.
I like to produce Targettingsystems, processor and displays (use the expensive processor-, display- and targettingcard-factory, not computercomponent factory). The required factories are expensive, but you earn millions of cerdits this way, espacially when you use the complex mod (http://www.avorion.net/forum/index.php/topic,3268.0.html). I also recommand to use the mod "all production chains" (http://www.avorion.net/forum/index.php/topic,2686.msg14058.html#msg14058).
This page will be helpful: a factory calculator wich also contains lists of all goods and all stations.
https://avofactory.scrap-yard.org/en/factory-calculator.html
If you have more questions feel free to ask.
-
Sadly there is no error in your logs. Try to repair the game files (steam can do this for you). Do you use any mods?
-
Might be worth mentioning this is strictly single player only, so it's not like sort of alike issues I see where people have issues once they get 3+ players.
Please give us some information about your system and the server logs.
-
Im hoping to make some changes to this mod soon, like attaching the script to the entity instead of the player. making it possible to teleport anything, not just the players ship.
Thats a great thing. Waiting for it :)
-
Could not get rcon working. Did I do something wrong or is there an issue?
-
How to set the rcon password? There is no variable for it in server.ini (or I am blind).
-
Thanks a lot dude. If you want I can update the newest version with yours.
Also, my last exam is on the 22th of September so I will start doing work after that.
Sure, do it if you want. There are not many changes at all, I only had to insert the hooks into updated game files.
-
Sometimes broken blocks of a ship can not be repaired when using repair block (Blöcke reparieren in german, not sure how it is called in english). Also the icon in the top middle of the screen, indicating that blocks are broken, does not pop up.
When you try to add/change blocks to your ship, you can not do because the ship is broken (that is correct, but icon should pop up).
When you repair the whole ship, the broken blocks are added again and everything is working fine.
But sometimes it seem to happen, that repairing the whole ship does remove some blocks that are not broken and adds it again (or whatever it does, there is something wrong). Watched this 2 times happen:
[*]Repairing my ship once removed all guns from a block, that was not broken. The guns worked fine until i clicked repair. Repairing removed all guns and added them to my inventory. Weapons mounted on other blocks were not affected.
[*]I am using the mod Complex3s. When I repaired a whole complex, lot of the factories in the complex were removed. This only happens, when the factories main-blocks get removed (if there is no bug in the mod, and it worked fine up to now).
Of course, Im not asking for support for a mod here, but both issues look similar to me, and in this case it would be an Avorion bug.
Tips on station profitability
in Gameplay Discussion
Posted
This is the most efficient way. Your station should have 25000 cargo space (needs about 2 days to completely fill it). Use the factory calculators good list to find out wich stations buy gold and/or platin, then search in your galaxy for these stations and sell it.