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Shrooblord

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Everything posted by Shrooblord

  1. Expose Custom Turret Designs to scripts by creating a loadTurretPlanFromFile(path) function that works the same as LoadPlanFromFile(path), except it specifically works for Turret Designs so we can stick them onto our Turret Blocks in-script. This would be excellent for designing custom turrets to be used by custom ships spawned in by scripts. For example: custom-designed coaxial guns for a giant boss battle with a ship designed specifically for that mod.
  2. Oof, low blow...! But correct. ;D There are so many mods to test ... so little time. I update the list based on what people report as working, and on what seems to be popular at the time -- I would love to take some time to do some thorough testing myself, but ... there's *so many mods*......! A lot of work to do on your own. ---- And yes, correct, Komb. You got it. A tip: if you mod your game, keep a copy of the game files you end up with before updating to a new Avorion version, because otherwise you will lose your modded files. And if you have multiple files installed that all mod the same file, you'll break multiple mods at once and have to retrieve which ones they were manually, or reinstall the whole lot. From experience, I can tell you that is quite a time-consuming and frustrating passtime, so don't go down that path. x) A lot of mods currently adhere to a certain "standard" where they modify vanilla files as little as possible (that is, if they are not override mods that replace current vanilla behaviour with something else) and ask you to create an Avorion/mods/ folder. The only thing they usually change in vanilla files is adding one line of code to make sure the new folder gets recognised as a directory to look for scripts in. This method has my personal preference, because it doesn't cause game updates to overwrite the entire mod, and it's easy to replace the load-in line if it does ever accidentally get replaced. Modding in Avorion currently, like the game itself, is still in an early alpha stage... ^^" Have fun! Mod away, and play some güd ol' games!
  3. Sounds awesome. I'm currently working hard on releasing my own mods that I really want to put a lot of effort into getting right, but I do love your mod's original purpose and its additions to the game. In fact it was one of my favourites. I'd love to help you out later. I'm pushing for a January 31st first-playtest-super-alpha version of my mod and until then want to focus hard on that, but after that, maybe...! Let's keep in touch? Meanwhile, if anyone else feels inspired to take up the torch, but all means...! I would love to see this being worked on again. Thanks w00zla!
  4. Ooooh that's awesome news. Thanks for the share!
  5. We've discussed this already in private, but I just want to voice publicly also that your Sector loading functions have been a big inspiration in helping me do what I needed for my own mods. Thank you for this work, Laser!
  6. Can confirm. Workshop Turrets are molto bene. It's already been said by others in this thread, but to clarify: no, you cannot "duplicate Turrets" found in the wild or place them symmetrically unless you happen to find 2 identical Turrets. You will know they're identical because they stack when you look at your Inventory. If they're not stacking, they ain't the same. As has been said, to obtain multiple Turrets of the exact same nature, you'll need to either purchase two of the same at an Equipment Dock, or build them yourself at a Turret Factory.
  7. As a general rule on these forums, when the mod author doesn't seem to be updating the mod themselves, chances are someone on the latter pages of the thread has. I'll put this notice in the "What Mods Are Supported This Patch?" post I made, too.
  8. Very nice ideas. I would love for a system like this to exist in the game. Space civilisation diplomacy is one of my favourite parts of space sims / civ games in space.
  9. Absolutely. Making your ships long and thin makes it harder for projectiles to hit you, also those fired by AI-piloted ships. Keep in mind though that, unlike humans, the AI ships will have "perfect targeting" i.e. won't get confused about spinning or thin ships, but will always have a lock-on. Another consideration is that to keep your ship "thin enough" for this to effective, you need to also be quite small, and as a result have not so much space for hull points, or actual functional blocks. You would be very easy to blow up if you did get hit. Oh, and torpedos don't care about your shape or size. :P
  10. Forcing the craft into Station-founding capabilities would be rather easy if you want to mod it in / don't mind "cheating". All you need to do is pilot the ship, open chat, and run the command: /run Entity():addScriptOnce("data/scripts/entity/stationfounder.lua") Alternatively, if you feel like writing a quick mod to always allow Station founding on any ship you pilot, consider adding this line to the data/scripts/lib/defaultscripts.lua file: ship:addScriptOnce("data/scripts/entity/stationfounder.lua") inside the function AddDefaultShipScripts(ship). For example, the lines near the start of my defaultscripts.lua now look like this: function AddDefaultShipScripts(ship) ship:addScriptOnce("data/scripts/entity/startbuilding.lua") ship:addScriptOnce("data/scripts/entity/entercraft.lua") ship:addScriptOnce("data/scripts/entity/exitcraft.lua") ship:addScriptOnce("data/scripts/entity/invitetogroup.lua") ship:addScriptOnce("data/scripts/entity/craftorders.lua") ship:addScriptOnce("data/scripts/entity/orderchain.lua") ship:addScriptOnce("data/scripts/entity/transfercrewgoods.lua") ship:addScriptOnce("data/scripts/entity/stationfounder.lua") end Actually, that's a good idea for a mod. I'm gonna keep this functionality in. I like not having to enable "station founder" and being able to always found a Station from any old ship I'm pilotting. Neato -- thanks for the suggestion. ;P
  11. Expose some Sector() variables that are currently read-only to have write-access, such as the Sector name. Being able to rename your claimed Sectors would help considerably in immersing yourself in the "Galactic Civilisation Sim" that is such a large part of what Avorion is about. I'm not asking for the renaming functionality. I could mod in the renaming functionality. I'm only asking for write-access to the Sector() values that are currently locked behind a C++ wall that I can't do anything about. Thank you for your consideration.
  12. Awesome okken!! Daemonic, please PM me if you want me to look further into this. I assume okken's fix will do what you wanted.
  13. Thanks Laser! The list has been updated. I'm also personally excited about mos, ProdChains and AdvShipy being up-to-date... some of my favourite mods on this forum. ^^
  14. A small update. I've been working on creating my own little Dev Debug window so I can work with some of the variables better in-game. The result: ... well... a dev.. debug window. what did you expect Anyway, I'm quite proud of it -- another bout of UI hacking well-completed: This will help speed up some of the development process for sure. As you can tell from the length of the variable displayed in the larger text box on the right, it would be quite tedious to attempt to read all that in the tiny boxes the standard dev window provides. But not anymore! Up and over -- back to coding functionality you guys are probably actually interested in. ;>
  15. Hey there! Thanks for the bump. I'll keep this tab open and as my "front tab" until I do it. ;> I've been working some more on developing my own mod -- Gateway to the Stars -- and have been busy with other matters, but I'll reserve one of the days in this week to take a peek at what's going on with this mod.
  16. Thanks for voicing your interest guys! The mod is still very much under development. I had been away from Avorion for a long while as life called me to other duties, but I've been chiselling away at this again quite contently as of late. Current progress report: Players can create the Gate Beacon "factory" unit. Players can cause the Hyperspace Gate to start forming using the UI interaction (as shown in the video). The "mock UI data" you saw in the video has been replaced with actual data, i.e. it shows actual Sectors in the Galaxy where you have set up another Gate Beacon to form a link towards. The mod keeps track of which Sectors are currently forming Gates towards each other. The Gate is "built up" over multiple stages, taking real-time time to build up its shape, from tiny, 200 HP structures, up until the 200k HP monstrosities they are when near-completion. Obviously, the 200 HP babies are very hard to defend against attack (which is the point) -- I myself have already had my Gates curbstomped by Pirates or Xsotan a couple of times --, while the 200k HP monsters are almost invulnerable in large parts of the Galaxy. This adds a nice difficulty curve to creating and nurturing these Gates currently, and should only improve as I script in special events specifically for this mod. Completed Gates are functionally identical to "basegame Gates" in the way that they are invulnerable, contain wormhole-like travel, are named after the Sector they lead to and that they display cardinal directions, i.e. "SW Gate to...", and that you pay for travel through them depending on your relations with the owning faction. In fact, at the end of the Gate building process, the script spawns an actual Gate Entity, not just something that mimics its behaviour (also already shown in the video). Added some security checks to prevent (intentional) misuse of the new Hyperspace Gate functionality. You can place a lot of Gates in one system before things start to "break down". It is advisable not to build an excessive amount of multiple Gates in the same direction (> 8), but otherwise, Gate placement looks very natural. This allows you to create "hub systems" almost like an interstellar central station where all trains depart leaving for everywhere. The mod is 0.20.2 Security Update-compliant and runs smoothly on the current 0.20.3 Beta Branch. My most recent development has been a little struggle with getting the Gates to play nice with Alliance ships. Currently, only player-made Gates are supported; Alliance vessels appear not to want to trigger the appropriate interaction UI. It's a simple permissions issue, and I am currently investigating where along the grapevine the message is being blocked. All summarised, the core functionality appears to be working very well! If you want, I could release an extremely rough and cheaty alpha version Soon™. It will be horribly unbalanced, there will be none of the cool scripting or Event-driven functionality I want to have in there in the future, and it will allow you to make a Gate from anywhere to anywhere else, which is also not what I want for the final product, but the core functionality should work already. You could have your Gates, and it would be a good testing grounds for bug-finding for me. ^^ Now, to reply far too late to what you've said... For this, I looked long and hard at the original game's UI code and the documentation, but also especially at Laserzwei's Complex Mod. Couldn't have done it without that firm groundwork in place. When this is released / in some form of releasable alpha state, feel free to poke around in my code to see how I did the UI. Awesome! ^^ And consider me equally hyped...! I can't wait to show you guys the final product.
  17. Hmmm I have MoveUI and this mod installed both on my Beta Branch 0.20.3 server and it's working fine for us. I don't expect to have broken backwards compatibility with any upates performed, but to be sure, let's make sure of a couple of things. For clarification: absolutely no AutoDocks are spawning? You don't get the option -- does this mean the interaction is missing from the UI when you try and interact with stations? Are you flying player vessels, or Alliance vessels? When you press the quote key ( ' " ) to open the console in-game, does it display any error messages? EDIT: Another possibility: did you by accident only update the mod locally, and not both in the local and server installations?
  18. Hey there, It would be awesome if AI ships jumping from Sector to Sector could utilise the Gates when this speeds up their travel time / when their hyperdrive is on cooldown. Currently, they'll jump to a Sector, and just sit there like a ... well, sitting duck ... until their hyperdrive is recharged. With using Gates, they could be constantly on the move. I freaking love the new what I call "RTS update". It's made my Avorion life so much more enjoyable. Keep up the good work!
  19. Hi, Has anyone gotten looping Trade AI ships working? Because whenever I give my AI ships trade commands (buy, sell, repeat), it performs the queue once and then forgets about it. This is what I've done: [*]Craft Trader ship. [*]Give it a Captain. [*]Outfit it with a Trading System (so it can do the trades). [*]Give it an order: buy 10 goods from Sector at 85% price threshold. [*]Hold shift. [*]Right-click another Sector to jump there. Shift queues it up. [*]Give it an order while holding Shift: sell goods until 0 left at 110% price threshold. [*]Right-click the first Sector to jump back to the place we got the goods from. [*]Loop Commands using the Loop Commands button that appears while holding Shift. For me, it executes the orders once, then forgets about its queue. Am I simply doing it wrong?
  20. Alright too bad. Reply back here if I haven't done so myself in a couple of days. (I am forgetful.) I'll have a look and see what I can do.
  21. Oh, absolutely, and my modder mind runs wild with the crazy ideas I could try and mod into the game if I could add my own block types to Avorion. Cloaking fields for stealth ambush attacks (by enemies too!), EMP emitters, ship-to-ship connecting blocks for classic alienesque mothership designs with detachable "children craft", wormhole drives........ the ideas don't stop. But I must quell them for they have no foothold here... ;D Perhaps in the future!
  22. Indeed. In fact, we were just talking about some of our visions on what we would want in a "new version" of this mod.
  23. Correct. We cannot touch the materials themselves, nor any of the blocks. That includes modifying, adding new ones, and switching the material properties of the ones that are in the game. Sorry. It's just not within our reach. If the devs ever decide to open source their C++ code, or allow us to somehow access those parts of the game engine anyway, we can talk about this again. In the meantime, the "plating" method is nice aesthetically, but like you said, time consuming and, much to my frustration, annoying to deal with once you get hit by something. The plating is so flimsy, the smallest scuff will break it, and then your ship is considered "damaged" so you have to repair it or be unable to edit it any further. And that costs a lot of resources, repairing it over and over again. ==== I like your mention of the paint system; I wish that was a little more sophisticated myself. I'd wish for a Colour Picker myself as first new feature to improve that part of the game...!
  24. Oh fk I messed up the directory inside the zip folder sorry about that. I'll fix it so it's more obvious. The top-level folder is just the container; what's inside *should* have been a clear /mods/ folder so you just drop the contents of the container folder onto your Steam installation dir. Fixing it now. Thanks for letting me know! EDIT: Oh, in fact the whole zip file seems to be for an older version of the mod. Wtf. I'll have it updated properly within a couple of minutes.
  25. Actually, Kamo, in the update post it said that Sector loading is now a function we can call from script. I'm very excited about this for multiple reasons. To be honest, I would love if this mod, or a similar one, would make it easier to select groups of ships on Galaxy screen at once. It's such a hassle currently, especially with the pictogram portraits not being the best thing ever, to select the units you want to move, and jump them around. Especially if one of them already jumps before the others get the chance to, it becomes a bit of a headache to ensure that all of them remain selected and following your orders. And then sometimes, they just randomly deselect of their own accord. Quite annoying! And in-Sector, with the new Selection system (soft-select) requiring you to hit the actual ship itself and not its "selection box" for the "Press F to interact" and similar UI elements to show up, tiny ships are very hard to interact with. So more reason for better ship selection methods. I personally use the MoveUI Ship Notifier add-on, but the more options for easy selection the better, especially if it includes mass group selection like this mod used to add. So yes, a mod that could make fleet management -- or even just selection -- easier would be much appreciated.
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