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Shrooblord

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Posts posted by Shrooblord

  1. Actually they do not! The Docks themselves activate tractor beams. It's a fully automatic process with no participation from the docking ship whatsoever, other than signalling the Station that it would like to dock.

     

    But yes, Force Turrets might achieve what you want. But then you need to sacrifice those lovely Turret Slots...... ;)

  2. If you guys didn't know yet, F2 toggles a different camera control setting where you can arc around your ship without steering the ship towards the cursor, and thus operate the guns independently from the currently forward-facing direction. I haven't figured out how to effectively steer the ship in this mode though (maybe you're not meant to).

     

    This control scheme of addresses some of your wishes, but it has its issues. Check it out anyway. Maybe it's exactly what you wanted.

  3. Ahhhhhh herp-dee-derp my bad!!

     

    This script is already executed exclusively client-side, yes? In that case,

    local player = Player().index

    is required first. This will store the actual player index into the local variable I told you to use earlier......... xD sorry

     

    ====

    EDIT:

    NEVERMIND. Do this:

     

    function ShipNotifier.detect(playerIndex)
        if onClient() then
            invokeServerFunction('detect', playerIndex)
            return
        end
        
        local player = Player(playerIndex)
        (...)
    end
    

    ====

     

    You'll need to retrieve the Faction similarly. For example:

     

    Faction(player.craft.factionIndex)

     

    You may be wondering why you need to use the .index to determine the actual Faction. This is because Faction is like an object of sorts, an Entity, almost, and the index is like a UUID pointing to a specific Faction. You can't execute code on an "id" alone; you need to execute it on an actual, valid "object". So you need to "cast" the UUID into a Faction "object" in order for the code to know what you're referring to.

  4. Good catch, Pasu, and that highlights something important all modders should keep in mind: the client should never be trusted to handle anything but that, which is strictly necessary to be handled by client (eg. UI, referencing the local player, etc.). All bits of actual functionality should be handled by the server, usually with client-side collected information being passed over to server for processing.

     

    This is not only to prevent cheating as you highlighted, Pasu, but also because clients can desynch, and, more importantly, in general, the server is the de facto authority in every situation. Server decides things, and clients accept those changes. That's just healthy multiplayer coding.

     

    So keep that in mind when designing mods.

  5. The following code determines a player's faction, or, if they're piloting an Alliance ship, their Alliance's faction:

    local faction = player or player.allianceIndex

     

    You may or may not have to attach a .index to faction in order to get it to work in the line of code you posted. Not sure. Haven't tried myself.

     

    Also, could you provide a .zip with your changes when you're done? :)

     

    EDIT: Hero Member post! yay level up

  6. Thanks you very much for this great topic very useful  ;)

     

    It's sad to see so many good mods not compatible or abandoned in just one year.

    there's only a few in that list that are not compatible.  Most are just unknown.  Try a few out from the unknown list and report back.  That way the list can grow

    This! Most of the mods in the "Stability Unknown" list have simply not been tested (extensively) yet. I'll get to them all sooner or later, but first, life calls me for other duties and responsibilities!

     

    Only the mods listed under "Deprecated" are known to be incompatible with current versions of the game, and it is noted what the last-known stable version of the game was they still worked under.

     

    Happy modding!

  7. I have wanted this functionality for a while, and I've made a mod for it that does exactly that: AutoDock. I've been sitting on it for months, never quite satisfied 100% and wanting to perfect it, but you know what, that's silly. Why don't I give it to the community right now? Maybe I'll look into polishing the rough edges some time, but until then, have a mod that does basically 99% of what you wanted. ^-^

  8. AutoDock

    Do you find docking tedious? Do you wish you could just press a button when close to a Station, and get docked, like those lazy AI traders do? Do you want to fly at a dock at 2000 m/s and still dock perfectly fine without ever having to hit the brakes?

     

    Then AutoDock is for you!

     

     

    Usage

    This mod adds the Interaction "Auto-Dock to Station" to all Stations, which allows you to easily dock to them by flying up to a Docking Beacon that gets created when the Interaction is used. You'll get pulled into the Station dock by tractor beams like AI traders get too, and like so easily dock without having to try and manoeuvre yourself correctly or lose enough speed while approaching the dock. What's more, you can fly at the Docking Beacon at great speed (up to 2000 m/s due to, probably, engine limitations) and it will still instantly start the docking procedure for you, so you don't even have to make sure you slow down to dock anymore! Sound great? Install the mod now!

     

    See the following video for an explanation:

     

     

    Prerequisites

    This mod requires an external resource: ShipScriptLoader

    Please follow the installation instructions of ShipScriptLoader before you install AutoDock.

     

     

    Installation Instructions (Client-Side)

    - Download the mod ShipScriptLoader by Dirtyredz and follow its installation instructions. This is required to load AutoDock. If you are already using it you may skip this step.

     

    - Open the file Avorion/mods/ShipScriptLoader/config/ShipScriptLoader.lua

    - Before the last line containing return Config add this:

    Config.Add("mods/AutoDock/data/scripts/player/autoDockMigrator.lua")

    - Modify defaultscripts.lua in Avorion/data/scripts/lib/: in the function AddDefaultStationScripts(station) (line 14) add the following code:

    station:addScriptOnce("mods/AutoDock/data/scripts/entity/autoDockInteraction.lua")

    For example, add it on line 28 such that the block of code becomes:

    function AddDefaultStationScripts(station)
        station:addScriptOnce("data/scripts/entity/startbuilding.lua")
        station:addScriptOnce("data/scripts/entity/entercraft.lua")
        station:addScriptOnce("data/scripts/entity/exitcraft.lua")
    
        station:addScriptOnce("data/scripts/entity/crewboard.lua")
        station:addScriptOnce("data/scripts/entity/backup.lua")
        station:addScriptOnce("data/scripts/entity/bulletinboard.lua")
        station:addScriptOnce("data/scripts/entity/story/bulletins.lua")
        station:addScriptOnce("data/scripts/entity/regrowdocks.lua")
    
        station:addScriptOnce("data/scripts/entity/craftorders.lua")
        station:addScriptOnce("data/scripts/entity/transfercrewgoods.lua")
    
    station:addScriptOnce("mods/AutoDock/data/scripts/entity/autoDockInteraction.lua")
    end
    

    - Copy the directory mods contained in the AutoDock .zip file directly into the Steam installation directory folder for Avorion.

     

    Multiplayer (Server Owners)

    NOTE: This mod needs to be installed both client-side and server-side in order to work. To install on the server, copy these same instructions, but use the server's root directory folder in place of the Avorion Steam Installation folder.

     

    For example: when installing for the server, if the installation instructions tell you to drop a file in the Steam installation directory for Avorion, drop it in the server's top-level folder instead.

     

    Addtionally, an instruction like

    - Modify defaultscripts.lua in Avorion/data/scripts/lib/

     

    becomes

     

    - Modify defaultscripts.lua in SERVER-TOP-LEVEL-FOLDER/data/scripts/lib/

     

     

    For Modders

    If you want to disable AutoDocks for a Station of yours, add the following code near the top of one of its scripts:

     

    local noAutoDock = require ("mods/AutoDock/data/scripts/lib/noAutoDock")
    if noAutoDock then
        noAutoDock.initialize()
    end
    

     

    This local variable is never used, but simply including it will execute the code inside the script, causing your station to be given a noAutoDock = true Entity Value which the AutoDock Migrator now checks for.

    If this value is found, and its value is true, the AutoDock Migrator will skip that station and not add any AutoDocks to it.

     

    If AutoDock is not installed, this value is nil, but because you're not using the value anywhere in your script, that doesn't matter. So it works with AutoDock installed, and with AutoDock not installed.

     

     

    Known Issues

     

     

    • Detected an issue where AutoDock Beacons will fail to spawn if something is in the way of the Station's "light line", i.e. Asteroids, another Ship, etc.

     

     

     

     

    Changelog

    ==MOST RECENT VERSION: 1.2.2==

     

    1.2.2

    • Fixed .zip directory structure so that it actually contains what it displays on the tin. Thanks to Amriel for notifying me of this problem!

     

    1.2.1

    • Fixed a bug where the opt-out functionality would not correctly remove AutoDock functionality. Opt-out functionality should behave as expected now. See updated installation instructions.

     

    1.2

    • Added functionality to opt-out your Station for AutoDocks. See the For Modders section for information.

     

    1.1.1

    • Removed erroneously included developer content from release zip.

     

    ==OLDER VERSIONS==

     

     

    1.1

    • Namespaced all scripts where applicable.
    • Added compatibility with 0.20.2 Beta Branch Security update.

     

    1.0

    • Initial Release

     

     

     

    Credits

    - Dirtyredz for the ShipScriptLoader.

    AutoDock.v1.2.2.zip

  9. Thank you for your work!

     

    Mind you it took me a while to get everything ported over
    As in, you had to manually make the mods compatible with 0.18? I think I should file those under "incompatible";  given that people would be looking to a thread like this wondering "can I install this to my version of the game just like that?", it would be misleading to tell them it's "Compatible*" with the asterisk being they have to power through some code to get it to work.

     

    With that in mind, could you review your list and tell us which mods on it are indeed 100% compatible out-of-the-box and which need to be updated to be compatible with 0.18?

     

    MineCorp was a total unknown, I'm not even sure I had it installed correctly but it does work on 17, my players are all finding the mines and receiving the resources. (I recommend manual merging since overwriting can break game code)
    What does this mean - "total unknown"? But if I read this correctly, MineCorp works correctly on 0.17, if you install it properly. How about 0.18?

     

    Civil turret and fighter range definitely still works on 17 have not tested with 18 (with somed edits, I recommend manually merging to avoid breaking current game code)
    What are these edits? Can you / did you post them in the mod's thread, so other people know what to do to make it compatible, too?

     

    I carefully merged at least 15 mods together off the forums, even some of the older ones, and they all work together for B17.
    When you say merged, what do you mean? You mean integrating the 15 mods into the game code i.e. installing them, resolving conflicts manually where necessary, correct? B17 - Beta Branch 0.17? How about 0.18?

     

    Again, thank you very much for your work. Just asking additional clarifications.

     

    I realize I'm a total nobody as far as the forums are concerned, and I'm relatively new to Avorion
    Oh? Well, welcome, then! Good to have you on-board. ;)

     

    but I've been modding games for almost a decade
    DEFINITELY GOOD TO HAVE YOU ON-BOARD. Come here and look at this blueprint I've got here... what do you think of...
  10. :o

     

    You have "rename ship" functionality in advanced Shipyard now, just like my Rename Ship mod! And it has a Title rename too, something I only thought of yesterday to add.

     

    But! It has a generic puzzle piece icon instead of my swaggalicious Holy Grail icon, so my mod still has a raison d'être. ;D

  11. Awesome! This was one of my favourite mods. Great to have it back in the pack! ;D

     

    ----

     

    EDIT: Bug report -- tried to enable fleet control HUD server-wide using /fleetcontrolconfig enablehud true. This resulted in the following error:

     

    2018-07-13 11-48-03| Execution Context (inner to outer):
    2018-07-13 11-48-03| #0: FleetControlConfigCommand.execute data/scripts/commands\fleetcontrolconfig.lua
    2018-07-13 11-48-03| 
    2018-07-13 11-48-03| could not execute function 'FleetControlConfigCommand.execute' in '"data/scripts/commands\fleetcontrolconfig.lua"':
    2018-07-13 11-48-03| 
    2018-07-13 11-48-03| data/scripts/commands\fleetcontrolconfig.lua:28: attempt to call global 'getModInfo' (a nil value)
    2018-07-13 11-48-03| stack traceback:
    2018-07-13 11-48-03|     data/scripts/commands\fleetcontrolconfig.lua:28: in function <data/scripts/commands\fleetcontrolconfig.lua:25>
    2018-07-13 11-48-03| 

     

    ----

     

    Bug report #2:

     

    I could not get this to work at all. After configuring some HUD options and putting my ships in the Groups, I left Sector then returned, because I saw no UI anywhere. Hoped that would give me a UI. However, still no UI and instead the changes I made were all lost. All my ships disappeared from the units list, too.

     

    Here's another error log:

     

    2018-07-13 11-50-26| SCRIPT FleetControl [v0.5] p#1 => UI was enabled  -> manager script attached to player
    2018-07-13 11-50-28| Execution Context (inner to outer):
    2018-07-13 11-50-28| #0: FleetControlUi.syncServerConfig data/scripts/entity/fleetcontrol/controlui.lua
    2018-07-13 11-50-28| 
    2018-07-13 11-50-28| could not execute function 'FleetControlUi.syncServerConfig' in '"data/scripts/entity/fleetcontrol/controlui.lua"'
    2018-07-13 11-50-28| invalid argument 'nil' at stack position 1, expected 'Player'
    2018-07-13 11-50-28| stack traceback:
    2018-07-13 11-50-28|     [C]:-1: in function invokeClientFunction
    2018-07-13 11-50-28|     data/scripts/entity/fleetcontrol/controlui.lua:230: in function ?
    
    ....
    
    2018-07-13 11-50-29| An error occurred during remote call to 'updateShipStates' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
    2018-07-13 11-50-29| An error occurred during remote call to 'updateShipStates' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
    2018-07-13 11-50-30| An error occurred during remote call to 'updateShipStates' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
    
    .... (this message x 100 or so) ...
    
    2018-07-13 11-54-24| An error occurred during remote call to 'savePlayerConfig' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
    
    ... more errrors ...
    
    2018-07-13 11-55-47| An error occurred during remote call to 'invokeOrdersScript' in script "data/scripts/entity/fleetcontrol/controlui.lua". Function doesn't exist.
    

  12. Nothing significant changed this patch that isn't easily solved by a compare and merge of the files.

    90% of the listed mods are inside our modpack, none gave a conflict when updating to beta 18.

    Could you be more specific? A list of names would be excellent. Do all of the mods still function correctly in-game?

     

    ----

     

    Hammelpilaw, thanks for the info! Updating the list now.

  13. One more from me.

     

    My friend wanted to know if I could add a "[!]" in front of the Stations' names for Stations that have a Bulletin active on their Bulletin Board, so you can in one glance see whether there are Bulletins available when you jump into a Sector.

     

    The result is the attached file.

     

    It includes all the previous changes, but now also overwrites the vanilla file data/scripts/entity/bulletinboard.lua. Will conflict with other mods that overwrite the same file.

     

    Drag and drop the contents into your main Avorion folder.

     

    ----

     

    EDIT:

     

    And a bug report: the Persecutor Pirate teams that get spawned on you when you're weak in a certain part of the Galaxy are mislabelled as "Friendly Ships", even though relations with them are Abhorrent, with the "Friendly Threshold" set at 0.

     

     

    ----

     

    Bug Report #2:

     

    While piloting a Faction ship, the relations displayed are those of the ships towards the PLAYER, not towards the Faction. This is confusing behaviour.

    avorion-shipnotifier-1.0_withStations_alphabetically_bulletins.zip

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