plablo
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Posts posted by plablo
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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
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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
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sector bug still happening
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as i said before
sector bug still happening and now pirates is not shooting at me and turrets with independent target is not working properly
tested without mod
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i guess it does need a little tutorial
because from 8 orders to 50~ its a lot of new stuff to learn
but been able to send ships to any coordinates without me
SWEET JESUS
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This will be really handy after I learn how to properly
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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
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gonna be painful serching swoks and ai with that bug
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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?
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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
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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?
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if this guy is still alive
i think you really need to put the right click on turrets to move more quickly instead the drag and drop
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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
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How about a new type that can shot multiple targets at the same time but with lower damage because their power are diverted through multiple lenses
Like the round turret templates but with lenses that can shot 180º without rotating
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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
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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
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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
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i wasn't out of range and that happen with any type of loot including ore
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they stay like that even idle
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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
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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
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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?
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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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- order "Collect Loot"
yeh boi
gonna be good this day
pirate/alien attack mod request?
in Mods
Posted
i know there was a mod that have more pirate/xsotan attacks
but someone have one more updated?