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Shrooblord

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Everything posted by Shrooblord

  1. Additionally, I added alphabetical sorting to the list (by ship name) and a tiny tweak to the colours that were used to display the names. My friend and I found the deep purple very hard to read so I made it slightly more pastel. avorion-shipnotifier-1.0_withStations_alphabetically.zip
  2. My friend wanted to be able to select Stations in the same way you can select ships. I basically hacked together that functionality by lazily copy-pasting what was already in-place for ships. Not super sure if it's buggy, but it seemed to work fine for us, so give it a try if that sounds interesting to you! Exact same installation instructions; see the first post. avorion-shipnotifier-1.0_withStations.zip
  3. I'm low-key super excited for this. It was a pain in the past not knowing exactly how long a build had been in progress for. Thanks for the update! --- EDIT: Hey, I looked into this. You can select your custom designs again as of old, but the new Folder Structure view in the Beta Branch doesn't show up; basically, the Folders themselves aren't items in the list, so anything you've put into Folders isn't available as a design to choose from.
  4. Interesting. So you're saying a Pirate ship stumbled into a Wormhole and found itself in a severely underequipped part of the Galaxy? That's kinda funny. At the same time though, I, if I were a Pirate, would totally go out to the fringes of space and curbstomp some fools who have no tech to defend themselves from time to time. So perhaps you've discovered new, evil Pirate AI...!! Really though, I think the game would become a lot more interesting if "weaker" Sectors could hire "muscle" from further Corewards either to fight in their wars, defend their Sectors, or - if they are Pirates - raid weakling Sectors for easy money grabs.
  5. I guess this is true, but the point of providing translations is to enable people who do not speak English to understand the game. If we're going to be using English words, even if they have become commonplace in many parts of the Netherlands and Belgium (and where-ever you live, you crazy maniac), that means we're not providing a full translated experience. In my opinion, that fails to fulfil the promise that a translation gives to its users by design. Finding a fitting translation that does not feel awkward is, indeed, the whole point of and trick to translating. But enough "ranting"; let's get back into things. ===== I like the ideas proposed by Wanderer. The problem, though, is that "turret" is a word that is also used in places where we don't know whether it's a Civilian or Military turret. So in those cases, it wouldn't work correctly. "Platform" is a nice alternative. It does feel a little... off... but better than "toren".
  6. Wow wow wow this looks like an amazing piece of work! Great job! I haven't tried the mod yet -- definitely will very soon --, but I already have one suggestion for future versions: consider using a System Module; or creating a new Station that houses all of this UI and functionality instead of using a chat command. That way, the mod becomes "more immersed" into the game experience of Avorion. If you have to use a chat command to activate "hidden" functionality in the game, that's something you can forget about, but more importantly, it "feels cheaty". Instead, if you run into a "shop" where they offer this service, or you find a System Module that "installs new functionality onto your ship", that feels like a new experience in the game, which should make the whole experience more awesome. Just my two cents. Can't wait to try this out for real....... By the way your post construction and instructions, text editing work and use of screenshots is commendable. I wish all mods had this level of attention put into their presentation. EDIT: Ah, lol, excited Shrooblord should continue reading the first post before his excitement carries him away and makes him write a post full of stuff you were already planning to begin with. Ignore me!
  7. Hi one and all! [spoiler=Introduction] I'm an enormous fan of Avorion and love creating a better experience for myself and friends in-game with mods, and by modding the game myself. However, whenever an update rolls around, it's always quite a fuss to determine what parts of which code and scripts have changed, how that will affect my installed mods, and, more importantly, how to reinstall all the mods I've effectively "lost" by updating my scripts folder when patching. To this extent, a mod manager would be ideal, but where such a tool does not exist for us (yet), I think the next best thing would be to compile a list of mods that we know are stable in this patch, to avoid headaches when patching up to the new version of the game, or the new beta version on the Beta Branch. This way, we can consult this one thread and find out which mods can be simply reinstalled, and which ones will need some more development / need to be patched before they become available to us again. Now, I do not have all the time in the world and I would love for you guys to help me set this up to - a community effort, if you will. On the Wiki! This list also exists on the Wiki, here. For everyone who has any information about mod compatibility, please edit the Wiki directly. You can still PM me and/or leave a message here to notify me of changes, if you want to have all bases covered. I'll also be checking the Wiki periodically, myself. If at any time there is a conflict between the information on the Wiki, and this list, assume the information on the Wiki is correct. That said, let's compile our shortlist of supported mods right now! [ MISSING YOUR GAME VERSION? ] Due to a character post limit, and an oversight on my part to not have reserved the first four or so replies to this topic for this purpose, the archive for older versions is located here, on page 3 of this thread. [ NOTE ] 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. So if a mod doesn't appear on this list, don't worry. Maybe someone has already updated it to be compatible to the latest patch! If someone has, please tell me by replying to this thread so I can keep this list as up-to-date as possible. [0.20.x] STABLE MODS -- [[CURRENTLY TESTING]] These mods are stable on the latest patch of the base game. Simply install them and play! [0.19.x] STABLE MODS -- [[LAST TESTED PATCH -- REVIEWING FOR CURRENT PATCH]] These mods were stable on the last tested patch of the base game. It's possible they aren't compatible anymore. [bB 0.21.2] STABLE MODS -- [[CURRENTLY TESTING]] These mods are stable on the latest patch of the beta branch. Simply install them and play! [bB 0.20.3] STABLE MODS -- [[LAST TESTED BETA BRANCH -- REVIEWING FOR CURRENT BRANCH]] These mods were stable on the last tested patch of the beta branch. It's possible they aren't compatible anymore. STABILITY UNDER REVIEW We are currently testing these mods in our games on the current patches. Preliminary testing results seem good so far (no crash on startup, game is playable). More interactions / test cases need to be explored still to bump this up to Stable. STABILITY UNKNOWN We haven't tested yet whether these mods work under the current patches. We need to investigate further into these. DEPRECATED These mods are confirmed no longer stable on the current patches. Mod developer action is required to conform to the changes introduced to the game since the last time the mod was stable. For each mod, the last known stable patch is mentioned. To flesh out this list, we need to collect a list of all the mods for the game, put them in the "stability unknown" category, and systematically test them on the new patches. Here's to making all our lives easier! Thanks for your assistance, Shrooblord P.S. I'm just running down the list of mods I find in the Mods forum as sorted by last posting activity - got to page 6 - will continue to run through all the mods posted in this subforum at a later time. If you know a mod you love that isn't included in this list, don't hesitate to post! P.P.S. At the time of writing this post there's 27 pages worth of mods in this subforum. Indiscriminately and systematically going through all of them will take some time. This is why the "Stability Unknown" section is so huge right now compared to the other categories. If you know anything about the mods in that section, please let us know in a post down below!
  8. I suggest SoundCloud. It has an embed feature so you can play it right here on the forum, if the forum allows for embedding media like that.
  9. Omg what a quality mod. I love you for this. I'll have to think about Localisation from now on...... ;)
  10. Looks great! When I go to the website and login, however, there's no way for me to use the Modpack Manager. There's only instructions on how to do it and a link to the FAQ, with more instructions. Where is the actual tool located?
  11. My negative opinions on the new "black flag" behind the collected Resources and error messages have already been voiced in the thread Hammelpilaw linked to in his post right above this one, so I won't repeat them. I did want to weigh in on the matter in this topic too. The new black flag is obnoxious. Please reconsider it. ===== Another remark: I used to be able to go into Build Mode, edit the Scale and Grid sizes, go out of BM, and return to BM, and the values would be "remembered". The only thing that would reset them was if I exited the game and loaded the game again. However, now, that functionality has changed. Every time you enter Build Mode, the values are reset to 0.5 for each. This is rather annoying, as I prefer working at 0.25 for both most of the time. ===== Otherwise, I love most of the things in the newest updates, including the icon you see on Captained AI craft so you see what they're up to, and the turret designing feature. Especially the latter is fantastic! I've created a classic 90s "floating laser turret" with a head that's slightly detached from the base and floats in mid-air. If you create it at a larger scale, then use it on a base that's too small and scale it down, the effect will be exaggerated and will be even better. Good stuff!
  12. Nice. Let's open this discussion. I'll link to the patch notes forum thread here so we can all follow along.
  13. Love the new style! I'm sort of sad to see the old one go; it reminded of that classic retro "forum golden years" time when forums were still very much the de facto platform to communicate on. However, the new style is clean, modern, and shows user avatars on post titles so you can in one glance see who's dominating the front page with all their topics the author of a post. I like it! One remark though: the "brights" seem "rather bright" - the whites are very high contrast with the dark blues, and the light blues are extremely bright against the dark backgrounds, too. I suggest toning them down just a tad so its a little easier on the eyes.
  14. Hey gang, I've been away from the game and this forum for a while. Recently played a multiplayer game with my friend again, and, at least for a short while, I'm ready to get sucked right back into the thick of things, haha. Some of the new updates are amazing! We both fell in love with designing custom turrets for our ships - good stuff! One of the updates, however, pissed me off to no extent! :P I'm talking about the "black flag" that's behind every Resource and Upgrade and Error Message you collect and receive on the right hand side of the screen. There's no menu option to disable it, or control its opacity, and frankly I find it obnoxious, especially when you're in build mode and a mining ship of yours is collecting Resources. If you've got a steady income, you literally can't read the majority of the stats that are supposed to be displayed to you in Build Mode. So I was wondering if anyone's taken a closer look at the scripts and knows where this was introduced, and if it can be disabled. If it's a texture file you can "delete" by replacing it with a fully transparent image, I'd find that acceptable too. I tried looking myself, but couldn't find what I was after in the short 20 minutes I spent searching. I hope this is not hard-locked and baked into the game engine itself. Yare yare... Anyway have a good one! Shrooblord
  15. Pff haha I think it would be hilarious if you could use a ridiculous amount of Force Turrets to slow down and reverse a torpedo back into the one who fired it. That addition I would welcome with open arms. Let the trolling commence! ;D
  16. I'm not sure what you've been experiencing, but personally, when I had 4 turret slots available, then dropped to 2 slots, I can keep my 4 turrets, but only 2 of them will fire.
  17. I can advise even a 100 HP shield. You'll save so much money on repair costs when randomly catching stray bullets from a fight you didn't want to be involved in. The trading game is very fun. I love doing the Delivery missions from Bulletin Boards, myself. Good pay!
  18. Aw, sweet! It has round bits! I bet those are quite vulnerable... Thanks for the link.
  19. We can all only wish for a cleaner and much easier mod process than that dreadful manual approach we have to go through now. In the meantime, maybe the community can compile modpacks for each other so we have a "clean install drag-and-drop" zip file that "just works". In fact, let me make a thread for that.
  20. Hi there! The modding process is tedious. It's incredibly tedious. It takes a long time, it's error-prone, and, worst of all, come update, you have to do it all over again, because the modded vanilla files get silently replaced. That's boring work and not many people are enthusiastic about repeatedly doing it, I'm sure. So, how about we make life easier for each other? Request a modpack here, and we'll compile it for you and put her right up on this first post. I'll also keep track of what version of Avorion the modpack is meant to run on. That way, we'll have a neat little archive of modpacks you can just install-and-play, as opposed to having to do all that gruelling manual labour DiffCheckering every file included in every mod you want to install. Bleh! Without further ado... [[MODPACKS]] [0.16.x] None yet... request a modpack now! [0.15.x] None yet... request a modpack now!
  21. To perform a full factory reset, if you will, you can delete both the folder in the Steam Program Files install directory (default path) and the AppData/Roaming/Avorion folder. Delete or rename so you have a backup. Whichever fits your preference. If that doesn't provide you with a clean reinstall of the vanilla files, I don't know what will. :P Caution: you will lose everything. Save games, mods, profile data, key bindings, the lot. I haven't finished investigating yet what changes the new update brought and so don't know for which mods I had installed previously compatibility has been broken, but I can say with certainty that the following mods do work under 0.16.0, as my friend and I have 10+ hours running them on our multiplayer server at this point: move Asteroids MoveUI Scrapyard Plus Ship Script Loader Rename Ships My in-development Auto-Docking Mod Furthermore, after Laserzwei posted an update, it has become apparent that the 0.16.x updates have made Out of Server Productions obsolete; all its changes have been implemented in vanilla. Yay, mod integration!
  22. See I'm genuinely surprised by that. I've had such an easy time installing it, and it works a charm for me, yet here we are with a whole group of people who can't get it to install. I'm going to investigate next week if I can repro my own installation steps, and post some instructions in the mod thread. Maybe that'd help the community gain access to a great mod. I'd love to help.
  23. These are fantastic! Any chance you could put them on the Steam Workshop so I can have some of my Captained ships be these beauties? I love that you went for a clear animal-inspired design for the first few. It works really well and for some reason it inspires me to think of creating Factions that have particular ship designs for particular jobs. Eg. the bugs would be cargo shuttles and miner drones, while the larger ones are like patrol craft and then you have the cruisers of course, etc. etc. Out of curiosity: how did you create the turntable effect? It's quite cool.
  24. Well, what can I say except that it looks kick-ass and I want one!
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