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Devious

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Everything posted by Devious

  1. Validating on the beta branch seemed to get rid of the problems, but that was also without any mod installed. My guess is that a player his output to the console is also considered as spam. I haven't had the block in a few days but when it happened it wouldn't go away without a relog.
  2. Loving your mod so far! I'm curious towards the performance usage when a lot of players are using this at the same time, as the debug output is quite extensive. I've also added it on the client so they can use the UI assuming there is not extra going on, but I could be mistaken ofcourse. This spam is what concerned me: Assert: Trading route reset, no viable trading route found in object v0.9.2 Thu Mar 30 23:02:59 2017 (Lemming) data/scripts/entity/ai/haulgoods.lua: Empty list received, no queue left. v0.9.2 Thu Mar 30 23:02:59 2017 (Lemming) data/scripts/entity/ai/haulgoods.lua: Found a dispatcher. (J_C 1) Looking forward to your answer! :)
  3. Here are some of the changes I had in mind for this week, unfortunately not all but I luckily managed to recover some of them after I let FTP eat up my server files that I forgot to backup before uploading (lesson learned): - Updated Event Balancer and Regenerating Asteroid Fields for the latest patch - Fixed crew and disttocore commands - Since the custom factions aren't working out yet, donators can now request for your personal sector to have regenerating asteroids, it only works on roids that haven't been mined yet - (/findstation "station name") added with a cooldown of 10 minutes, donators have acces to the user interface through "/findstationui" <Untill balanced only accesible for donators and testers - Potential fix added for Trading Posts showing 0 stock, this might affect the trading system so please let me know if you notice something odd - Crew at stations now has the vanilla fix for more crew near the core, please let me know how this works out - Convenient crew transfer updated, should work now. Tranferring fighters might still be an issue - Sethome command removed due to incompatability, you now have to use a repair dock to set a new home - Removed printing of player's coordinates to player console by OOSP mod Download the latest modpack v3.3 here:https://we.tl/4Gg2PVnEkK
  4. Polarized hull plating :) http://memory-alpha.wikia.com/wiki/Polarized_hull_plating Could also open up the possibilities for space anomalies, and perhaps even with boarding.
  5. Ofcourse you can but in my opinion that is way too tedious unless you are making multiple screenshots at once. With Lightshot all you have to do is press the PrtSc button on your keyboard. click on upload or save and you are done. You can also edit the screenshot with drawings or text before uploading which is also really useful.
  6. Every update has the chance to overwrite the hooks needed for this mod to work, same for other mods. Therefore it's best to do a complete re-install and manual check of the mods after you update.
  7. We have been thinking about this for a while and the way this could be realised is that for example the radar scan module also picks up other players in the vicinity and shows them on the map. This could be bound to the deep scan function found in modules and a player could protect itself against it with something like a radar jammer. This jammer could range over the different rarity spectrum by starting with simply jamming the name and owner of the ship, up to having radar cloaking abilities at the higher rarities. I think this could greatly benefit the PvP aspect of the game, as well with the overall multiplayer experience.
  8. It's probably possible to remove them with a /run command, but you would probably have to script that yourself or find someone who can, I haven't come across it yet atleast. What you can do against it is increasing the time in eventscheduler.lua and the xsotan and pirate lua files, this will keep them from clogging up when you are not actively destroying them. How the settings are by default is not very lenient on that, they will just keep spawning untill your game crashes. You can also look into Darkconsole's event balancer, which is a lot more dynamic and realistic concerning the mob spawns.
  9. I think it is over time but I wouldn't have a clue what the exact time is.
  10. I see that I forgot to update the forums last week so here is a big update, note that this was spread over two updates so I've kept them seperate. Changes in 3.0: - Next to Coal and Oil mines you can now make a Diamond factory and Bio Gas Fermenter factory - Changed respawning of resources to random regenerative asteroid fields (All online players are alerted when a player finds one) - Switched Trading Permit for Infinion Irregular Goods, you will find a new station selling the permits - Event balancer has been added, this should simulate space being vast and also stop pirates from being dumber than a Ferengi without lobes - Disabled NPC Fighters, hopefully this will increase performance at peak hours - Buffed volume and turrets of Defender ships that now spawn instead of Carrier ships - You can now give your ship orders to haul goods between your stations - Added CargoUI for better management of goods - Trading Overview temporarily removed due to incompatability - Possible fix for Trading Systems showing 0 stock - Pirate Warlord added as test for mini-boss, you can find the mission randomly at a Military Outpost - "/price" Command added that will show the value of your ship - Pirate The Galaxy mod added which allows you to be a real pirate by hijacking ships and demanding ransom Changes in 3.2: - Disabled hijacking of ships till further development/balancing - Spawnrate of Infinion stations nerfed to 5% (You'll find one for sure in the home sector of a faction) - Updated Trading Permit mod, it should actually work now - Added Sector Overview and custom Xsotan modules back - Infinion MTS/CTS modules added which are rare drops from certain kind of ships - Attempt to balance Event spawns, you should notice them a little more often now - Added fix for textures of gates not loading correctly in German - Fix for the range and scaling of turrets at Turret Factories is back - Fixed and re-arranged the ships order UI Download the latest modpack v3.2 here:https://we.tl/I0HD1kwWpb
  11. Is the latest one on the beta branch? Thought it was on the main branch too, my bad. So far we haven't had someone stuck on loading but I only updated the server yesterday so we'll see how that goes from now.
  12. Does your server instance ever crash/stall while it happened? We've had a few stalls which did seem to cause for players to lose their ships, it would happen while they were jumping to another sector. Lost in hyperspace so to speak.
  13. Thank you for the update :) Will the cost for the replacable fighters be configurable?
  14. Yeah that is correct Kooper, Koonschi just needs to increase it.
  15. Uhoh :P I also read in the patchnotes that Koonschi might have a fix for this in the latest patch, are you using that?
  16. This still does seem to happen every now and then, as well on MP. The server will just stop reacting while it's trying to save/create a sector. Sometimes with mutex errors, sometimes without any at all.
  17. The fix indeed worked :) One thing we noticed is that the new factions appear randomly through normal factions their territory instead of having their own. We found one vanilla faction that had all the custom factions spawning in it's territory, each custom faction with just one sector.
  18. All mods that affect modules need to be both on the server and client for them to work.
  19. Thanks to the recent patch most of our issues have been fixed concerning the game mechanics, one point that doesn't seem to be helped yet is the issue where players are stuck on the loading screen. A common factor with this issue seems to be that there is something big going on in that specific sector, being either a faction battle or a lot of pirate/Xsotan spawns. This seems to apply mostly to players with a poor to decent connection, but my suspicion is that it has got to do something with the net-code since it also happens rarely to players with a superb connection. The logs report nothing useful besides the error that the UDP process failed, in which it is reverted to TCP. I've been seeing this since the start of steam authentication, while all the ports seem to be correctly configured. It might have something to do with that as well, but I wouldn't have a clue how I would need to fix that. I hope that if there are others with the same issue they will share their findings, so that if this indeed is an issue not on our side Koonschi will have enough information to do something about it. Thanks for reading!
  20. Nonetheless this would be very useful later on when the API allows for it! Something purely on the client will be hard since the whole game is based around the server-side, but commands to deal with your fleet would definitely be doable some time.
  21. In the latest patch Koonschi nerfed the amount of tradable goods hard, it also seems that a lot of stations don't have any storage capacity. It is still possible to get shit lucky and hit a too overpowered trade, but randomly buying from a station that has decent stock and price and then hoping to sell it somewhere else looks like it has became a lot more tedious.
  22. Is sethome still working for you after the patch? For us the repair dock method Koonschi added seems to override it.
  23. I use Lightshot most of the time for making screenshots, it allows for any size screenshots and has the option to edit/draw on them before uploading to ptrscr.com. It works pretty smooth and is much less tedious than using the steam screenshot feature :)
  24. Devious

    Turret Factory bug

    This must have slipped through as the fix for this is very easy. I'll have a look where it was posted!
  25. I've also found that when updating and validating, modded files are left untouched. This caused for some weird bugs over the last patches, after doing a clean re-install of the game and mods they have been resolved.
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