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Devious

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Everything posted by Devious

  1. The mod seems to be working nicely, haven't fully tested it yet but our players are loving it already. One thing we found is that when a client doesn't have the mod installed they will freeze during loading upon entering the sector that has regenerating roids.
  2. As DarkConsole said the *official* Discord might be the best place. I've found it pretty useful already, even just for sharing idea's but also for help with specific problems :)
  3. Hey, Installed your mod yesterday, really like the features! I did notice an error in the log, I should've installed the mod correctly. could not execute function 'onSectorEntered' in '"data/scripts/mods/infinion/playerScript.lua"': data/scripts/mods/infinion/playerScript.lua:66: attempt to index global 'alwaysInHomeSectors' (a nil value) stack traceback: data/scripts/mods/infinion/playerScript.lua:66: in function <data/scripts/mods/infinion/playerScript.lua:39> Setting script "data/scripts/mods/infinion/playerScript.lua" to invalid.
  4. We also noticed that the profit is no longer showing after last patch, I couldn't see that quickly what is affecting it, hopefully you can have a look because our players are loving it!
  5. Áfter recently moving over to Linux I still have a lot to discover so perhaps you could help me with getting in the right direction. I am using Aki's server manager, which issues the command "./manager start" to start the server. Can the script be adjusted to issue that command or do I need to configure the server.sh correctly for it to work? I have another question assuming I've already answered my own question above, will this interfere with a similar service that is checking if the process has crashed? Might be easier to integrate the crash handling also in this script, which would be perfect :)
  6. The mod that allows you to build a research station is the same one used to build shipyards. Just add an extra line and replace the info in that line with the info needed for a shipyard.
  7. How would increasing the size of fighters discourage players from using them, and especially from lagging the server? :p
  8. I like the idea and am willing to give it a try :) Tried messing with adding a script that would respawn resources in all sectors but it seemed to be a bit buggy. Is a player also alerted when he finds a sector with regenerating asteroids if the function to broadcast to server is turned off?
  9. After someone was crashing the server I had to protect the server with a password. Join our Discord to find out wat that password is!
  10. Due to a typo in one of the scripts, starting players didn't receive their turrets or starting package yesterday. Refunding them is a pain but I can wipe your player data so you receive it again easily. Contact me on discord if you would like that!
  11. What is the advantage of using a docker?
  12. What special use do groups have (especially in singleplayer) that it would need to go instead of the resources tab? Perhaps a better place for it would be the bottom right of the screen, when you are not in a group it doesn't show anything and when you are it doesn't get in the way of the resources tab. Or the other way around but then you'd have your resources all day long in the bottom right, where it seems more out of place to me.
  13. As the title says, it seems to me that it would be a nice feature to be able to save servers from the overview. Preferably in the same list to which direct IP's are saved, so that the player doesn't have to add it manually. I also noticed that when the server has a password this is not saved which is kinda tedious to enter every time to join.
  14. Devious

    Too many messages

    It happened to me too, validating the server files helped at first but now it came back after I moved the mods so I'm going to try it again. Also couldn't find the option to disable it yet.
  15. Fighters not coming back into the bays might be related to something obstructing the bay or the position of it. Try placing hangars somewhere else and in another direction.
  16. You are correct, the wormhole data is saved on sector level. Each sectorfile with wormhole data has got a second version with v behind the coordinates. This file lists if there is any wormhole and also the coordinates to where it is going. I luckily managed to remove wormholes with some help by running a script that sets the linked wormhole to a one-way wh. To delete them both at the same time it would need to happen in the same frame Koonschi said, otherwise they will spawn again because of that they are linked. Thanks to Toriath, I was able to unlink the wormholes by going to the linked sectors and running the command: WormHole(Sector():getEntitiesByType(9).index).oneWay = true . After that I was able to delete the wormholes while the sector was loaded with the entitydbg script but it should also be possible to remove the wormhole from the sector files when the sector is unloaded. Any way to prevent them from spawning again would be greatly appreciated since Koonschi is very busy with other things :)
  17. After wiping our server yesterday after the second patch in which this game-breaking bug was supposed to be fixed we found yet again a wormhole going to the center. I had a chat with Koonschi and it became clear that he is too busy himself and doesn't care about a hotfix untill next patch. To fix this both wormholes would need to be set to one way before they can be removed in the sector file. I tried running /run WormHole(index).oneWay = true on his suggestion but this doesn't work because it tries to index a nil value. Any help with this would be greatly valued, I have no coding experience myself so it's reaching in the dark for me. It probably has got to do with the index not matching the wormhole, is there a way to read all the indexes of a sector to see what the index of the wormhole is? I tried deleting everything in the sector through the entitydbg and using 1 as index, resulted in the same error. Edit: It appears the wormhole only spawned because the server wasn't validated after the update, Koonschi tried to replicate it but didn't find a wormhole at that location.
  18. I found out that it occured because the server wasn't validated after updating. After validating the files this was resolved.
  19. As with any code/name with spaces in it, you can still enter it by adding "" around it. So as an example "name name".
  20. The relationchanges.lua error is still occuring with the new beta patch, there doesn't seem to be any reference in all the other files which could cause that.
  21. It appears the server is not running on the beta branch while your client is. You can update it to the beta branch by adding - beta beta to the installation command. If your server is on beta too it might be something else tho.
  22. I don't think it is intended but the spam filter blocks everything once activated without cooling down. So in order to get rid of the block you need to relog, while it appears to me it should come back after waiting 5 seconds. Also couldn't find the option to disable it, should it be in the server.ini? Thanks!
  23. To me the whole collision mechanic seems a bit off. One tiny piece of asteroid can crash a large ship that has IGF's while some collisions do hardly any damage at all when they should. This probably also has to do with the damage model since collisions are doubled on the ships HP altough just a few blocks are destroyed. I'd love to see Robocraft mechanics where damage spreads through the block of impact, spreading the remaining damage over the nearby blocks. If the remaining damage on the blocks around it is still too large for that block, it is destroyed as well. This untill the remaining damage can no longer destroy a connecting block, in which it would go for the main pool of HP. This type of damage spread will literally leave chunks out of your ship instead of destroying your whole ship on the slightest impacts.
  24. Still not very happy with the current server we have so we will be upgrading again. In the meantime I am trying to minimize the lag at peak hours. The first step towards this was increasing the time for events to occur. I have also removed NPC fighter carriers to hopefully improve the performance during faction battles, once Koonschi has time to rework them they will come back. After today's update we are probably going to wipe the server again for a fresh start if the current game breaking bugs have been fixed. Edit: Server has been wiped so hopefully we can have a wipe without the previous game breaking bugs! Performance is smooth again which aids my suspicion of the lag issues being due to the massive amount of 40k sectors explored.
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