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Hammelpilaw

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Everything posted by Hammelpilaw

  1. This may be the problem. The only way to get a good performance on avo servers is a root server. All shared server solutions are not powerful enaugh for Avorion. When your friend start a dedicated server the connection should be the problem. You should better try a root server with 1gbit connection to get a good performance (or at least 100mbit upload, wich you never get with a private dsl connection).
  2. Ah currently Im trying to find out if my drivers could cause those client issues. This should be the reason. Thanks for info and fixing.
  3. Please post your server logs. When this issue always happens directly after starting the game, you could try to delete the server.ini (make a backup before!). If this fixes the issue there may be corrupted settings. You should merge your settings like difficulty and seed from old file into new one then.
  4. Ok changing difficulty may not be supported, but it should not cause a crash though. This always happens when a player has "Artifact delivery" mission running. When you change the difficulty, the server crashes everytime the player logs in. Sadly there is nothing logged about that. I do not know if this issue also happens with other quest, i only tried with this one. What I exactly did: - Have the "Artifact delivery" mission running - Stop the server - Change the difficulty to any other value - Start the server (it should work) - Login the player with the xsotan mission running, pulled at another difficulty - Server crashes To get it working again: - Stop the server - Set difficulty to previous value - Login the player with the mission (it will work) - Delete the mission - Save & Stop the server - Change the difficulty again - Start server and login again -> finally it is working fine. Version: 0.13 beta branch
  5. Very great, when will it be published? Missing Jack_Miron's dog pic ;D
  6. These are great news, thanks koonschi. Im excited to get the patch :) I like to see these technical details sometimes. The only thing i am missing is a more frequant presence of your team in the forum. A few short answers each week to most important topics would be enaugh ;)
  7. Hey there, nice to hear you will come back. Until you are back I will keep this compatible to current version :) Ofc you can always take everything from what I publish to improve the mod, its all your code. Im just some kind of code-sitter. Good luck for your exam.
  8. This is a known issue with duplicated entities as you can see in server log. First topics about this was in July and it is still not fixed.
  9. Thanks for the info. German version is working fine, but for english one there is a translation fault for lens factory. Will fix this soon. Edit: Fixed issue and added some new functions.
  10. Avofactory Avofactory is a web based economy database for Avorion. The database contains the whole economy, that means lists of all goods and factories. It is running only in your browser, you do not need to download anything. For more information and help watch the HowTo pages. https://avofactory.scrap-yard.org/en/factory-calculator.html There are two tools on this website, for one of them you have to register cause of technical reasons. Factory calculator This is a tool to calculate whole production chains containing any amount of factories. It has some great qualitity of life features for planning your productions. It also works really well with Complex mod by Laserzwei. Modpack Manager The modpack manager will make you able to create your own economy mods, even without any programming- or modding skills. It is a web gui for modifying all factories and productions or add new ones. Then you can automaticly export the mod file and insert it to your game directory to make your changes available ingame. Extending the gui for also editing goods is planned. This tool is in beta state, use it with care. If you find any issue please let me know.
  11. To me it looks like your loading screen does not disappear when you press space? Maybe try to deactivate the "press space on loading screens" in Avorion settings.
  12. Yes I used a vanilla minefounder.lua: I completely uninstalled and downloaded Avorion to Avoid any issue with game files... it is always the same issue. This issue also happens when you found the 2nd mine in another sector.
  13. Sadly this still is not fixed... I reported it a week ago, also there are some much older topics about this issue. Building mines is an essential part of the game, and it does not work. Hoping for a little fix coming soon... Maybe some scripting could solve it? Thought about copy each new created mine and delete the original to avoid duplicated entities? Or is there any way to change entitiy ids?
  14. For some reason... I don't know why... but I know those situations ;D It could be that namespaces in the carriercraftorders.lua file are not needed, cause the mod is not using namespaces too. Did not try to figure this out yet. But cause you need this mod and Nexus does not seem to be active anymore.... maybe I will try to get this working, but cant promise.
  15. Because you would need to add huge cargos to small stations. I want to keep the factions custom style. This way it is compatible with every faction seed and does not destroy its custom look.
  16. When you fly threw the galaxy and look for some npc stations for trading or to buy goods to feed your own stations, you often find stations with a cargo bay of 100 or even less. This is making the whole station absolutely senseless. Especially mines are often very low on cargo. This mod can fix it. Incompatible to current Avorion version. We use an updated version of this on the Galaxy-Gamers server, but since this does not seem to be used very much at all I do not publish current versions. If you are interested to get this mod please let me know, maybe Ill create a current mod package. What does it do? When entering a sector it recreates plans of the stations in this sector, wich got less then 10,000 pieces of each good to sell (may vary a little cause of rounded numbers in calculations). This also works for stations/sectors, that were already created before. While doing this it keeps the own style of the faction, so the custom look is not gone. Right now, this only work for mines, I do not know yet if support for other factories will be added. Because it changes the stations plans, it will do irreversible changes to the affected stations in your galaxy. That does not hurt though if everything is working fine. It is a beta version... so I can not guarantee, but also installed it on our live server and it works great. Player stations are excluded of course, it only modifies stations with a valid npc faction. Known issues Performance - it takes too much time to process all mines in a sector, depending on how many mines needs to be upgraded. That could cause lags on the server, but did not test it yet. This can happen only once per sector. Setting the plan size does not work, I just don't know yet how the plan size for stations works (only of interest for modders) Roadmap Improve performance Add other factories then mines to this mod (maybe) Make plan size working Add an option to exclude already existing stations Settings local minGoods = 10000 -- The minimum amount of goods wich should be sold at a station. If the station is smaller, regenerate its plan (possible values: any number > 1) --Note: It seems that increasing the size value doesn't increase the cargo bay, will have to check out how the plan sizes work. So default is set to {1} local sizes = {1} -- Plan sizes (Possible values: 1-5)(when small plans result in too little cargo the mod tries the next higher one) local AttemptsPerSize = 9 -- Max attempts per size to get a plan with the required cargo (possible values: 1-12)(Total attempts per station are limited to 12) minGoods: sets the minimum amout that should be sold of each good. sizes: This option is not fully implemented yet, you should not change. AttemptsPerSize: decrease this to improve performance. When trying to generate a plan with bigger cargo, the mod uses the vanilla functions to create the new plan. This means, that there is a chance to get a cargo bay wich is big enaugh, but it could also be smaller. So it generates plans until it created a plan wich got enaugh cargo. AttemptsPerSize is the maximum amount of attempts, then it chooses the best plan (with fallback to the original plan if this is the best). Compatibility with other mods This mod modifies the file "data/scripts/server/server.lua". If you got another mod wich also modified this, you need to add this line... player:addScriptOnce("lib/StationCargoExtender.lua") --StationCargoExtender ...to the player scripts: function onPlayerLogIn(playerIndex) local player = Player(playerIndex) Server():broadcastChatMessage("Server", 0, "Player %s joined the galaxy"%_t, player.name) player:addScriptOnce("headhunter.lua") player:addScriptOnce("eventscheduler.lua") player:addScriptOnce("story/spawnswoks.lua") player:addScriptOnce("story/spawnai.lua") player:addScriptOnce("story/spawnguardian.lua") player:addScriptOnce("story/spawnadventurer.lua") player:addScriptOnce("lib/StationCargoExtender.lua") --StationCargoExtender matchResources(player) end Uninstall To uninstall this mod you just need to delete file "data/scripts/lib/StationCargoExtender.lua" and remove the following line from "data/scripts/server/server.lua": player:addScriptOnce("lib/StationCargoExtender.lua") --StationCargoExtender
  17. You can find the ip in the client log. Do following steps: [*]Connect to the server [*]Open the client log (C:\Users\{USERNAME}\AppData\Roaming\Avorion\). Choose the current one. There should be a line wich looks like this: 2017-08-12 15-51-47| Connecting to server at 127.0.0.1:27000 In this case, the ip is 127.0.0.1, ignore the ":" and the numbers behind. But I agree to your suggestion, there should be a favorite marker and/or a button to automaticly add the selected server.
  18. This mod has no craftorders.lua. The only file it overrides is server.lua. It seems that "server" was a global variable in version 0.11 (but I dont know, didnt mod before 0.12) but is replaced now, also the server.lua has changed. So there are 2 things that are at least wrong (if my thoughts about server variable are correct): [*]Mod content (its only one line) in server.lua needs to be merged into current server.lua [*]Replace "server" globals in mod by "Server()" or set the server variable You should not use the original mods server.lua file as long as the mod is not fixed, cause it could also cause lot of other issues.
  19. I do not know the omicron of other bosses, but the guardian got 25k omicron on highes difficulty, but I agree though, it is too easy. It should be at least about 10 times more, 250k omicron, or even higher, also I would add a little pulse cannon damage to penetrate the shields. On our server we modded the guardian, he has about 1mio omicron i think (I dont know the real value cause the displayed value is falsified by some calculations), and it is still not too hard to kill it with a good 15slot ship, but means lot of more fun then the vanilla one. The vanilla guardian should really be stronger. But i agree to ndervish, to scale enemies based on the player is not the nice way.... also I don't know how this should work in Avorion? Every sector has its own difficulty (so also the npc ships and stations has). You can not change it this way, you need to change the sectors difficulty.
  20. It is definitely not caused by a mod, because i get this issue also in a new generated vanilla galaxy. MineCorp should not touch claimable asteroids... but even if it does, the mod works fine. So if I am not the only one this must be an Avorion bug. Lets hope for a fix soon.
  21. Finally i completely uninstalled Avorion, deleted all config and user-data and tried again with a new installed game: It is still the same, I can't imagine that I am the only one with this problem. Can anybody confirm if it works or not?
  22. Just did some testing: The problem seems to happen, when you found two mines of the same type, like two copper mines. The first one works fine, the 2nd one gets bugged. I reproduced this in a vanilla offline game, in a new galaxy (ok I used the Avorion command package to spawn some equipment for finding asteroids, but this should not cause these issues). So to me it looks like an avorion bug.
  23. We use a lot of mods, but the scripts itself does not seem to be the problem. The scripts itself works. 2017-08-07 12-39-39| Entity exists already I think there should be a problem with entities... we just backed up the galaxy and started to destroy and delete some of the existing player mines, now it works fine again. But this was not the first time that this error accured... the last time there was only one player mine wich needed to be completely deleted to make everything work fine again.
  24. We have a problem on our server while founding mines from claimable asteroids: 2017-08-07 12-39-39| could not execute function 'foundFactory' in '"data/scripts/entity/minefounder.lua"': 2017-08-07 12-39-39| Entity exists already 2017-08-07 12-39-39| [C]:-1: in function createEntity 2017-08-07 12-39-39| data/scripts/entity/minefounder.lua:285: in function transformToStation 2017-08-07 12-39-39| data/scripts/entity/minefounder.lua:252: in function ? 2017-08-07 12-39-39| Setting state to invalid. 2017-08-07 12-39-43| An error occurred during remote call to 'foundFactory' in script "data/scripts/entity/minefounder.lua". Function doesn't exist. When this happens the claimable asteroid does not despawn, but most times the claimed mine spawns anywhere in the sector with strange plans loaded, wich already exist on other player mines. For example this one: The huge stone block looks like a mine wich already exists in the galaxy (sadly we do not know wich one exactly), the small cargo blocks wich looks like what a founded station adds to a founding ship are automaticly added. This was generated when I founded the mine, I did not modify it... and it caused the error log above. Could this be caused by loading ship plans on founded mines?
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