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plablo

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Posts posted by plablo

  1. Renaming will be fixed in the next release.

     

    miners only gathering 1 by 1 only if i leave then in another sector

     

    Please explain what you mean by that.

     

    when i put AI miners to work in the same sector i am they gather in chunks like we see

    but if i leave the AI miners in another sector that im not in i start to get 1 by 1 or 2 depending the efficiency

  2. if you rename your ship to nothing and then get out to your drone and return your ship will multiply with whatever you put it on

    sometimes i see enemy ships fly away at 5000m/s and never returning to me

    cant select ships on menu FIXED

    miners only gathering 1 by 1 only if i leave then in another sector

    3 million damage mad scientist

  3. if you compare turret base with armored

    iron turret base have 8HP compared with 12HP armored ones and goes on

    just the materials that dont have armored blocks, the base have more HP

    so turret base have less HP and are bound to break easily compared with armored blocks

  4. Sometimes some sectors that include empty or yellow ones don't register as visited sector, I can visit, do whatever I want but as soon I leave they stay like I never visit

     

    Is this happening to someone?

  5. the is this mod  [MOD] WEAPON ENGINEERING and the owner left the mod dead

    but this mod dont have the right click to move quickly the turrets

    anyone know how to add this feature?

     

    #1

    i found this from reserch station

        inventory.dragFromEnabled = 1

        inventory.onClickedFunction = "onInventoryClicked"

     

    mod break or inventory doesn't show or nothing change

  6. I don't know if people will get mad at me but I think the turret block is kinda irrelevant at this point.

    I mean, if you guys remove the turret block and leave the customizing just to the turrets

    This will remove a lot of programming and bugs and visuals while you guys work on new stuff 

    Right?

     

  7. I quite like the idea, its certainly something that would add something new to the game, although there is a problem: most asteroids aren't within 1,5 km distance between each other. So for built turrets it may work, but found ones would probably be less usefull... maybe it would be something nice for pd though? So one can focus on multiple fighters and actually do something instead of just picking away one by one those dodges... anyways, i like the idea, whatever use it might get

     

    if there isnt any asteroid close  they will target the asteroid pieces instead focusing in just one piece

    but there is the negative side,  the less power because this turret will be fully AI controlled without requiring crew(not sure)

     

    maybe for anti fighters, they still need to be really low power otherwise what if someone got lucky and get a bunch OP ones

    they would dominate anyone without turning

     

  8. you need to log in

    and btw

    - New Systems like Breakspeed, Pitch/Yaw/Roll Speed

    is this possible now?

    im not asking for you to make it, just some clarification

     

    No it's not so far i tested. Many Parts that i wanted to add were not possible for all the bib mods (like to add a config option for the main menu to select the astoroid size)

    This toghether with the nearly always mod breaking updates made me lose interest in modding Avorion seriously.

    Now i may update my mods when i start a new round with my friends and thats not that often ...

     

    not even a file related? sorry for the questions

    but thanks tho

  9. update

    looks like changing the plangenerator.lua mess with the creation of sectors with wreckage

     

    2018-07-22 18-28-04| Creating sector at (-7:264)
    2018-07-22 18-28-04| Generating new content for sector (-7:264)
    2018-07-22 18-28-05| Execution Context (inner to outer):
    2018-07-22 18-28-05| #0: generate data/scripts/server/generatesector.lua
    2018-07-22 18-28-05| 
    2018-07-22 18-28-05| could not execute function 'generate' in '"data/scripts/server/generatesector.lua"':
    2018-07-22 18-28-05| 
    2018-07-22 18-28-05| data/scripts/lib/plangenerator.lua:483: attempt to perform arithmetic on local 'volume' (a nil value)
    2018-07-22 18-28-05| stack traceback:
    2018-07-22 18-28-05|     data/scripts/lib/plangenerator.lua:483: in function <data/scripts/lib/plangenerator.lua:482>
    2018-07-22 18-28-05|     (...tail calls...)
    2018-07-22 18-28-05|     data/scripts/lib/SectorGenerator.lua:415: in function 'createUnstrippedWreckage'
    2018-07-22 18-28-05|     data/scripts/lib/SectorGenerator.lua:398: in function 'createWreckage'
    2018-07-22 18-28-05|     data/scripts/sectors/wreckagefield.lua:35: in function 'generate'
    2018-07-22 18-28-05|     data/scripts/server/generatesector.lua:37: in function <data/scripts/server/generatesector.lua:18>
    2018-07-22 18-28-05| 
    2018-07-22 18-28-05| Starting thread [stacktrace Sender]...
    2018-07-22 18-28-05| Started thread [stacktrace Sender] with id 16
    2018-07-22 18-28-05| Script "data/scripts/server/generatesector.lua" or one of its requirements is not in its original state, skipping sending of stack trace.
    2018-07-22 18-28-05| scheduled save for sector (-7:264), 0x115e3070, entities: 21
    2018-07-22 18-28-05| saving sector (-7:264)

    i got these lines on my log files

     

    i removed the * 2 and i guess that worked, im not 100% with the wreckage sectors properly working  because i didnt found it yet sector with scrapyard  only sectors with wreckage and some pirates

  10. if hx == x and hy == y and player.playtime < 30 * 60 then

    this is the line to change the time to pirates spawn?

    because i found some outdated pirate mods and i been tweaking some lines

     

    they do spawn properly using the dev but i want to leave the game to actually spawn by it self

  11. is someone having wierd loot bug?

    sometimes loot come to me but i dont gather, they follow me but dont gather

    but that only happens if youre not using any loot range

     

    also i did a clean install and that only happens if youre going a bit fast

  12. just to make sure i did it right.

    in the pirate/alien/trader attack lua files, i basically copied and pasted the

     

    pirateattack.lua:

    Code: [select]
             generator:createScaledRaider(MatrixLookUpPosition(-dir, up, pos)) 

    and i didnt forget to add the " + right * -distance * 2.0~  + right * distance * 2.0~"

     

    alienattack.lua

    Code: [select]
                      {size=1, title="Xsotan Scout"%_t},
    

    and their variations just to spawn even more

    did i did it right?

  13. Sorry if i put this topic in the wrong section

    i'm not a modder, but i want to mess with  pirate/xsotan/trader attacks to spawn more and bigger and powerfull even in normal difficulty not just on insane

    i already found how to add more ships  but where do i scale?

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