Jump to content

Hammelpilaw

Members
  • Posts

    595
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Hammelpilaw

  1. This can not be intended...

     

    Actually it is... there is a simple trick how to beat it. As far as I know there are some ingame tips how to do.

    I did not understand the intention of that patch in the beginning, thats why I said it is a bug, but that is wrong.

     

    For those who want to know the solution:

     

    It only got lightning turrets, wich does not do damage vs stone blocks. So tank it with a ship covered by stone. Be aware that it may have some defence weapons wich may cause a very little damage vs stone, but this should not be a problem.

     

     

    Ah lol misunderstood.... forget what I was talking about...

  2. Alright so after A LOT of help with an Experienced Lua coder, we now have a more detailed search function in the Turret Factory, there are alot of new features with it, but first I just wanted to make sure it is okay to Post an Update to the Extended Turret Factory. 

     

    You got a PM.

  3. A good idea at all. Though an invincible ship may still get the shileds damaged, so the problem is not really solved by just toggling invincibility. When you have huge shields an low hull youll be destroyed before you can do anything. Rinarts solution would require shields to be invincible, not just the ship itself.

     

    Also when the ship is invincible it must NOT start shooting with automatic weapons... hmm at all this solution may be more complicated I think.

     

    unbekannt's idea is awesome, but it would require a maximum duration at press enter screen or any similar setting, you should not be able to wait there forever... you have to spawn in time (same for Rinarts solution btw).

  4. I think there has been changes in game files wich broke the mod. I have a working version of this mod in my current modpack, wich is not public though. Maybe ill package it as a standalone mod and publish it inf forums in future.

  5. Thanks for the report.

     

    First thing is a known issue and will be fixed in upcoming update of this mod. Most times the script will work though, not really sure why. I think the SectorGenerator script is loaded from another script and the generator variable is still set.

     

    Second thing is... funny. I really dont know why update interval is 0.2. Should be 1. When you get the high execution time? On updating or initializing?

    However, I never watched performance of this mod, looks like if I should do. Updating up to a very few missions every hour should not take much performance.

  6. Added hints to research satellites on how to beat the M.A.D. science lab

     

    Please fix his weapon too. When it drops it has 200000 Omicron and can used by the player. Remove its damage to 500 again and add Entity().damageMultiplier instead  :)

  7. sy-logo-bg.png

     

    Scrap Yard

    (Deutsche version unten)

     

    We are a young german gaming community with Root server and TS. Because our main language is German, I will continue in german.

     

    Wir sind eine junge deutsche Gaming Community mit Root Server und TS.

     

    www.scrap-yard.org

    Avorion Server: gameserver.scrap-yard.org

    TS: ts.scrap-yard.org

    Discord

     

    Settings:

    Stable Branch

    Maximale Schwierigkeit (wird durch Mods weiter erhöht)

    Kollisionsschaden 1

    120 Fighter je Spieler je Sektor

    250 Blöcke je Turm

    Spieler starten in unterschiedlichen (nahe beieinander liegenden) Sektoren

    Erhöhte Wrack Despawn Zeit (ihr könnt in Ruhe abwracken)

     

     

    Einige unserer wichtigsten Mods:

    • Ham Galaxy Settings (umfangreiche Balancing Modifikation)
    • Wormhole Scout
    • Xsotan Dreadnought
    • Haulgoods
    • Carriercommand
    • Sorted Foundstation Menu
    • Regenerative Scrapyards

    ... um nur ein paar wenige zu nennen. Die vollständige Dokumentation des Modpacks findet ihr hier:

     

    www.scrap-yard.org/files/scrap-yard/public/downloads/Scrap-Yard-Modpack.docx

     

     

  8. Im currently setting up a new server, while testing I got a lot of server freezing issues. When this happens the server process completely stops responding and logging, the cpu load of server process stops. Nothing of this will be printed to log files.

     

    Ive talked to the Rusty community, they experienced similar issues in the past, but could not really reproduce it. We think it may be related to resource management.

     

    I can currently reproduce this on my server by generating a lot of stuff (spawning ships via entitydbg.lua). Thats the reason Im writing this post - maybe I can help solving this issue? I just don't know how to get helpful logs from this.

     

     

    I also tried to reproduce this offline on my home pc, but it did not happen. But once I let a friend join a test galaxy on my home pc for testing, and the issue happened while he was in the same sector where I tested. Maybe it is related to the network? The issue only happened yet when a client was involved over network. But thats just an idea, I dont know.

     

    I already experienced this issue on another server, after the hoster moved it to another machine it worked fine again. But I would prefer to help fixing it this time instead of just change the server wich would keep the issue in game.

     

    The server is virtualized with dedicated hardware (CPU, Ram, SSD).

    CPU: Intel Xeon Gold 6140 @ 14 x 2.3ghz

    64gb Ram

    SSD

    Running on Windows 8.1

     

    @devs: Please let me know if I can help you in any way or not. Because if I couldnt help I would try to get my server moved on another machine and start my new Avorion galaxy as soon as possible. Would prefer helping of course.

  9. Don't think its a bug, but put a big flat plate of stone at the front of your ship facing him and you won't loose hull to him :) .  His damage is insanely strong but it is lightning, so no damage to stone  blocks.  Also, not sure how, but I was able to get one of the guns this guy has... and man is it OP lol.

     

    At least this is a bug - 200k omicron... few of them kills the guardian in about 5 seconds. Best weapon ingame currently.

  10. Emergancy recharge is always shown as permanent bonus, even if it is not available because rarity of the update is too low.

     

    shieldbooster.lua:156:

    if bonusEmergencyRecharge then

     

    always matches (because in lua 0 matches true, not false). Should be

    if bonusEmergencyRecharge ~= 0 then

     

     

    Also the old issue about shield recharge bonus still exist - positive shield recharge bonus is a debuff. Should be negative instead to be a buff.

     

    But be aware that doing this will happen another bug to affect the ship: If the total shield recharge modifier of an entity gets to -1 or below, the shield of this entity will get bugged and does not seem to recharge anymore at all. Only way to fix the shield is deleting the entity.

     

    To avoid this the recharge bonus could be changed to modify the amount of hp, the shield gets healed every tick.

  11. Hi Koon, thanks for the update. Lot of things look really awesome, gotta try it soon  :)

     

    Hi,

     

    just 11 MB?!? That's the whole update?

     

    This game uses very little space on hard disk because the galaxy is not included into the game itself. So updates are small too. Well it may not be the only reason but at least one. Did not try yet, but the code looks like it also works for existing updates.

     

    But the new "Join via IP" window is a lil buggy. When trying to delete a server from list it deletes another one. It may be, because I had some custom server in the list before the update? Not sure...

     

  12. Thanks for that. Also it is still possible to build exotic and legendary turrets by exploit.

     

    To reproduce add this to line 404:

     

    rarityCombo:addEntry("Exotic"%_t)
    rarityCombo:addEntry("Legendary"%_t)

     

    The server will just use rarity from client witout checking if that rarity is buildable. Fix is easy:

     

    Line 842:

    if rarity.value > RarityType.Exceptional then
        return
    end

     

    Ok you could just reset a too high rarity to Exceptional, but that would falsify possible client ingredients, so I skipped exploiters here.

     

×
×
  • Create New...