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Hammelpilaw

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Posts posted by Hammelpilaw

  1. I also found a Solar-Cell factory in a nearby System and sold the first load of Gold/Platin there (well, the prices are nice).

     

    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.

  2. 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.

  3. 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?

  4. 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.

  5. 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.

    fleetcontrol_v04_modified.zip

  6. 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.

  7. 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.

  8. 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.

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