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Hammelpilaw

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Posts posted by Hammelpilaw

  1. You can controll the values of the upgrades. But not by commands.

    Example - hyperspace reach amount:

     

    reach = math.max(0, getInt(rarity.value, rarity.value * 2.5)) + 1

     

    if you change this to

    reach = (math.max(0, getInt(rarity.value, rarity.value * 2.5)) + 1) * 10

     

    the total reach is multiplied by 10.

     

    Or you do:

    rech = 20

     

    Then ALL upgrades that got the reach bonus, have a bonus 20. Doesnt matter wich rarity.

    Then you could add a custom module with the values you want to have.

     

     

    Btw... sometimes you talk about turrets, sometimes about upgrade. I dont understand at all wich one you want to modify.

     

    For getting your own turrets you should use a turret spawning modded command.

  2. Sectors stay loaded ~ 5Minutes until shut down, after a player leaves. Within that time OOSP runs simultainiously with the game.

    Edit: If you keep a Sector selected it will stay loaded. So there would also be a doubling effect.

     

    Ah I thought loading/unloading a sector would trigger oosp to set ticks/timers. Just watched the code and saw I was wrong... That means activating sectors with player factories would also double productions if i'm right?

  3. I'm unsure if this last little update is even functioning still.  I am still unable to make the mines interact with me.

     

    Max range for interacting is 2km. This should solve it, otherwise send logfiles please.

  4. The production of the current version looks bugged to me. Also there is an error in my server log (wich has nothing to do with too high productions).

     

    Shorted server log (send me a pm if you need the whole logfile):

     

     

    2017-08-07 21-41-57| [OOSP][0.9_8] timestamp: 154387.85238661 for Sector -434:133 updated
    2017-08-07 21-41-57| could not execute function 'onSectorEntered' in '"data/scripts/player/oosproduction.lua"':
    2017-08-07 21-41-57| data/scripts/player/oosproduction.lua:207: attempt to index a nil value
    2017-08-07 21-41-57| stack traceback:
    2017-08-07 21-41-57| 	data/scripts/player/oosproduction.lua:207: in function <data/scripts/player/oosproduction.lua:196>
    2017-08-07 21-41-57| 
    2017-08-07 21-41-57| Player Hammelpilaw moved to sector (-435:133)from (-434:133) server time taken for change: 179ms
    2017-08-07 21-46-42| [OOSP][0.9_8] timestamp: 154673.79451005 for Sector -435:133 updated
    2017-08-07 21-46-42| [OOSP][0.9_8] Sector: -434:133 needed 000:00:00:00.000246053: for sorting out
    2017-08-07 21-46-42| [OOSP][0.9_8] Player: Hammelpilaw entered sector with: 0 more player(s)
    2017-08-07 21-46-42| [OOSP][0.9_8] timestamp aquired: 154387.852386612017-08-07 21-46-42| [OOSP][0.9_8]     Aluminium Mine S    Njavdbi
    2017-08-07 21-46-42| [OOSP][0.9_8] Garbage Storage Space reduces to: 36.125616459052
    2017-08-07 21-46-42| [OOSP][0.9_8] The Factory is 36 processes behind.

     

     

    I jumped out of the sector -435:133 at 21:41:57. About 5 minutes later i jumped in again, in that time the alu mine S should produce about 40 alu (4 processes per minute (15 sec per process) * 2 (size S factory) * 5 minutes = 40 goods), but it added almost 80 goods to it, wich fits to the logged 36 processes * 2. Maybe the size S multiplier is added twice in the calculation? Did not test with a higher sized factory yet.

  5. Looks to me like you are hosting this on your own pc behind a router? Or on a dedicated server?

     

    If you are using a connection with router for the server you need to forward the Avorion ports to the server:

     

    27000 TCP and UDP

    27003, 27020, 27021 UDP

     

    Watch Avo wiki for more information.

     

    I hope this can help.

  6. Are the scripts located in /data/scripts/systems called only when a new system upgrade is generated, or every time a system upgrade is used?

     

    The scripts in this directory are required to load a system upgrade (so you could not use an upgrade without its script). The seed gets generated when the upgrade is generated the first time, the values of the upgrade are always regenerated by the script, using the seed to calculate always the same values. By editing values in the scripts you can also modify upgrades you already have.

     

    To make an own upgrade you could try to copy an existing and replace values, names and icons by your own ones (thats how I would do it).

    If you want your upgrade to drop from enemies and get sold by equipment docks, you need to add your own script in /data/scripts/lib/upgradegenerator.lua like this:

     

    .............
    UpgradeGenerator.add("data/scripts/systems/shieldbooster.lua", 1)
    UpgradeGenerator.add("data/scripts/systems/tradingoverview.lua", 1)
    UpgradeGenerator.add("data/scripts/systems/velocitybypass.lua", 1)
    UpgradeGenerator.add("data/scripts/systems/energytoshieldconverter.lua", 1)
    UpgradeGenerator.add("data/scripts/systems/valuablesdetector.lua", 1)
    UpgradeGenerator.add("data/scripts/systems/yourcustomscript.lua", 1)

     

    The last line is the line you need to add, change "yourcustomscript" to the name of your script. Do not change any existing line.

     

    If you want to create these upgrades only by commands you could try to modify the admin commands package and add your upgrade to it.

  7. Nice to see you restarted this great project. To include NPC consumers (equipmentdocks and so on) is a also a very good thing, thanks.

     

      -The mod does not affect Sectors with Player-property anymore (This excludes the current Playership).

    The reason is the new vanilla game mechanic that loads such sectors autonomous.

     

    I agree to Devious to make this configurable. To simulate player productions too does not hurt, we are doing this on our server since 0.12 came out (I merged the mod to the current version by myself) and it works fine.

     

    How about complex support for this mod? Is there any chance to get this?

  8. updated for version 0.12.7 r8782

     

    [Changes]

      -Added ability to change the name of a Complex.

      -The Trademenu is now fully dynamic and can hold any amount of trading-goods

      -The Complexoverview now has Scrollbars. This improves visibility of Productions.

      - Many smaller improvements in the UI.

     

    Wow great  ;D Thank you very much for updating this mod.

  9. Thanks Splutty for the great mod.

    I got some ideas to improve its ai without lot of trouble:

     

    When I watched people on our server using this mod, I noticed some problems when the mod is handling many stations (about 30 in this case).

     

    Ships often transport a few goods (about 100 or even less) while other stations stuck at 25k produced goods or are low on required goods. The first thing I did is to set a minimum of 1000 traded goods to be a valid route. This improved things a little, but did not solve it at all.

     

    The only solution would be to add a priority to all valid routes, calculated by the relation of available and max goods of both stations of each route. So I started to implement this into .../entity/ai/haulgoods.lua.

     

     

    for _, good in pairs(soldgoods)
    			do
    				-- Don't bother doing anything if there isn't anything to actually sell
    				local numGoods
    				local maxgoods
    				local priority
    
    				--retval, numGoods = station:invokeFunction(stationscript, "getNumGoods", good)
    				retval, numGoods, maxgoods = station:invokeFunction(stationscript, "getStock", good)
    --				debug_msg(station.name .. " is selling " .. numGoods .. " " .. good)
    
    				if (retval == 0 and numGoods > 1000)
    				then
    					if maxgoods > 0 then
    						priority = numGoods / maxgoods
    					else
    						priority = 0
    					end
    					if (haulGoodsList[good]) -- Already initialized?
    					then
    						table.insert(haulGoodsList[good]["from"], station)
    
    						if priority > haulGoodsList[good]["fpriority"] then
    							haulGoodsList[good]["fpriority"] = priority
    						end
    					else -- Initialize good
    						haulGoodsList[good] = {from = {station}, to = {}, amount = numGoods, fpriority = priority, tpriority = 0, priority = 0}
    					end
    				end
    			end

     

     

     

    for _, good in pairs(boughtgoods)
    			do
    				-- Don't bother if the station's already full
    				local available, maxgoods
    				local priority
    				retval, available, maxgoods = station:invokeFunction(stationscript, "getStock", good)
    
    --				debug_msg(station.name .. " is buying " .. good .. " available/max " .. available .. "/" .. maxgoods)
    
    				if (retval == 0 and (maxgoods - available) > 1000)
    				then
    					if maxgoods > 0 then
    						priority = (maxgoods - available) / maxgoods
    					else
    						priority = 0
    					end
    					if (haulGoodsList[good])
    					then
    						table.insert(haulGoodsList[good]["to"], station)
    
    						if priority > haulGoodsList[good]["tpriority"] then
    							haulGoodsList[good]["tpriority"] = priority
    							-- *2 because bought goods are more important to keep productions running
    							haulGoodsList[good]["priority"] = priority * 2 + haulGoodsList[good]["fpriority"]
    						end
    					else
    						haulGoodsList[good] = {from = {}, to = {station}, amount = 0, fpriority = 0, tpriority = priority, priority = priority * 2}
    					end
    				end
    			end

     

     

    After assigning the priority I just had to sort the haulgoods table by the priority. Only tested this with ~5 stations yet, but it seemed to work great, so I will try this on our server soon. But no warrenty yet, i need more testing until I really know if it helps.

     

    Mybe you'd like to add these ideas to the mod when my tests are finished? Imo it could be a great improvement for using this mod with many stations, if it works like I expect.

  10. I am new to modding in this game.  I am not sure i understand where those text lines need to be inserted or what they should look like when finished.    could someone post a screenshot.  currently playing an unmodded game.

     

    A little late, but maybe it still helps anybody... Use the attached file for Avorion 0.12.7. For other versions you should verify the compatibilty though.

     

    The file is outdated since 0.13, I removed it from this post.

  11. Thanks for the informations Ny. It's a great game, and I rudimentary understand how hard it is to make this possible with such a small team of developers. Thanks for all the work  :)

     

    I'm excited to see the roadmap.

  12. Hello,

     

    Same situation here. Blank mine menu after update.

     

    It is beacause of the fixed spelling of zinc, mod needs to be updated.

    But you can also easily do by yourself until mod gets updated:

     

    Open the modfile with any texteditor like notepad and replace all "Cink" entries by "Zinc", then it will work again.

  13. Is 1.4 the newest update of this one?  It seems to have stopped allowing claim of new mines, and also is not providing resources every 15 minutes. 

     

    If there is a github of the most recent version I'd be happy to help maintain it since I use it on my server.

     

    Oh... I forgot to add the attachment, sry. Download the fix at reply #94.

  14. There are a lot of changes for Avorion scripts in files the mod is using. I highly recommand not to use the original version by Nexus anymore because it should cause other issues beside not working mod!

     

    Because NexusNull does not seem to be active in Avorion anymore I'll offer a modified version wich works for Avo 0.12.x to keep his great project alive, thanks Nexus  :)

     

    But still remember:

     

    !!! BETA: INSTALL ONLY IF YOU KNOW WHAT YOU ARE DOING !!!

     

    Howto:

    • Install original mod version 1.4
    • Install the update attached in this reply

    Update for Avorion 0.14: MineCorp.1.4_modified-1.1.zip

    MineCorp.1.4_modified.zip

    MineCorp.1.4_modified-1.1.zip

  15. The client side stuff actually doesn't do anything either... I installed it for single player use and there no way to interact still.

     

    It is working fine on our server. But I do not remember if I needed to update the mod for version 0.12. Will check this after work.

  16. If you ask for feedback: very great mod, always used it on version 0.11  ;) Good thing the developer added this to vanilla game.

    But the point actually was if it is still working.

     

    Hey guys and girls,

     

    is this mod still working for everyone or are fixes required (besides the obvisious ones, like namespace etc.) ??

     

    I just replied to the question... I did not want to talk bad about it.

  17. NPC Traders deliver goods. But always only about 300 pieces, you should not wait for them to deliver what you need for production.

     

    When you use weapons on your station, you need a captain and set order to "attack enemies".

  18. Bugfixes:

    • Fixed an issue that caused an error when trying to found a special factory with an alli ship. This will work now.
    • Changed alert that the ship needs to have 500k volume to 200k, because these stations can be founded with 200k volume or more.

     

    Download this mod in reply #58 in this topic.

     

    This one did not do it, sorry. Version 1.2 should work fine. If you find any issue just let me know (reply #58).

  19. I created dockbuilding as standalone mod.

     

    I also added shipyards. That means you can build your own shipyards now.

     

    Bugfixes:

    • Fixed an issue that caused an error when trying to found a special factory with an alli ship. This will work now.
    • Changed alert that the ship needs to have 500k volume to 200k, because these stations can be founded with 200k volume or more.

     

    Download this mod in reply #58 in this topic.

  20. Avorion singleplayer tries to connect to localhost, but connections seems to get blocked.

     

    2017-07-23 18-24-01| Client UDP: Error receiving from 127.0.0.1, error: No connection could be made because the target machine actively refused it, received bytes: 0

     

    Maybe a firewall blocks connections? Allow connections of client and server exe. Does it work when you connect to a server?

     

    Watch system requirements: Avorion requires Windows 7 or higher. It does not say it cant work on Viasta, but there is no official support for it. Maybe thats the reason.

  21. Is there a walk through on this mod on how to install it? Running a server via ping perfect, i thought it was installed but new faction battles still appearing i did something wrong here...?

     

    Extract the content of "disableFactionWars-1.0" directory into Avorion server folder. One file in a subdirectory of "data" should be overwritten if you did well.

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