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EyeDeck

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Posts posted by EyeDeck

  1. Here's a quick one-line fix for claimable asteroids. Find this code:

    			for _, a in pairs(mineables) do
    			if a.type == EntityType.Asteroid then
    					dist = distance2(a.translationf, ship.translationf)

    Don't confuse this with the first occurrence of if a.type == EntityType.Asteroid then since this line comes up twice, the first for resource asteroids (irrelevant here) and the second for generic asteroids, which is the one we want to modify.  Replace the middle line with:

    				if a.type == EntityType.Asteroid and not a:hasScript("entity/claim.lua") then

    Anyway, there might be a more performant way to do the same check, but it's good enough for me.

  2. On version Beta 0.19 r12825.

     

    The fifth Xsotan artifact accidentally uses the wrong modifier for the jump range attribute, multiplying it by 3 instead of adding 3. While this bonus is nice, obviously it is not intended to be this high.

     

    In \data\scripts\systems\teleporterkey5.lua, line 49:

        addBaseMultiplier(StatsBonuses.HyperspaceReach, hsReach)

    should be

        addAbsoluteBias(StatsBonuses.HyperspaceReach, hsReach)

     

  3.  

    I noticed that, unsurprisingly, this does not retroactively apply the docking script to stations in existing sectors. In case anyone finds it useful, you can manually add the script to enable auto-docking by targeting a station and running:

    /run Entity().selectedObject:addScriptOnce("mods/AutoDock/scripts/entity/autoDockInteraction.lua")

    Also, when you inevitably accidentally run that on the same station twice and end up with duplicate options, you can fix that with:

    /run Entity().selectedObject:removeScript("mods/AutoDock/scripts/entity/autoDockInteraction.lua")

     

    Disregard that; I spent the time to debug this properly and found that the note about "There is an issue in the installation instructions of ShipScriptLoader." etc is incorrect, at least for my installation, and that the correct lines to add to server.lua are the ones provided by the author of ShipScriptLoader:

    local s, b = pcall(require, 'mods/ShipScriptLoader/scripts/server/server')
    if s then if b.onPlayerLogIn then local a = onPlayerLogIn; onPlayerLogIn = function(c) a(c); b.onPlayerLogIn(c); end end end

    With the extra "Avorion/" appended to the beginning of the argument passed to require(), the pcall fails and so ShipScriptLoader does not load, which of course means that the retroactive script loader does not run.

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