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Devious

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Everything posted by Devious

  1. Thank you for making this public! I'm looking towards how this will develop, it has quite some potential :) Is it hard to get into the required stuff if you don't have any prior experience with them? I don't mind putting in some time to learn it, just curious towards how difficult it is.
  2. I found this in one of the module mods, that seems to apply to energy consumption. function getEnergy(seed, rarity) local num = getMechanics(seed, rarity) + getEngineers(seed, rarity) return num * 150 * 1000 * 1000 / 2 * (1.1 ^ rarity.value) end
  3. I would check your files to be sure, your logs will also mention that a mine is generated upon creation of the sector. You will need to install the exact files on your client as well to be able to interact and receive the resources.
  4. The mod protects you everywhere on logoff by default. The dangerzone is if you want to exclude an area of the core to not be protected.
  5. Thanks again for your mighty knowledge! With this mod griefing just became a lot harder, nearly impossible on our server :D
  6. I agree, some players on the (steam) forum are already turning a little anxious because of this. By being active on the forum you can make up a lot yourself by the reactions from the developers but I can imagine that for those who aren't it might seem as if things were going a bit slow due to the recent beta patches. There is already some sort of roadmap on the page of the kickstarter but that list can use a little update as well since quite a few things must have changed since the release.
  7. I don't know if notepad++ has such feature.. Im currently just using the compare plugin for both files It probably exists but I wouldn't trust such a feature, you'd always be better off comparing and making the changes yourself so you know what is changed :)
  8. Nice to see you are implementing Starflight further into Avorion! What I just thought of with the factions in mind was to add the materials from Starflight as Goods in-game which can be obtained from the custom factions, and maybe allow for some commerce between the factions?
  9. Nice to see that you are making progress on the mod :) Would it be viable to test this on a busy and heavily modded server yet? Our server is sometimes near 100% server load so I'm curious towards the performance if there is not much headroom left for the search.
  10. A /motd command that shows preconfigured information would still be very useful instead of using the player join/creation messages you would just have to reference the command so they can see the full list of info.
  11. I noticed that the player count will appear when turning authentication on, did you try that? Due to the lame vac dc process, we are keeping it off until it becomes more stable.
  12. stoked for that super secret mod :D
  13. The game overwrote the server logs but luckily a player on our server was able to provide it after I switched to the other UI in the modpack. The screen would work for a few moments, then crash with this error: Wed Mar 01 23:32:47 2017| could not execute function 'onShowWindow' in '"data/scripts/entity/transfercrewgoods.lua"': Wed Mar 01 23:32:47 2017| data/scripts/entity/transfercrewgoods.lua:546: attempt to index field '?' (a nil value) Wed Mar 01 23:32:47 2017| stack traceback: Wed Mar 01 23:32:47 2017| data/scripts/entity/transfercrewgoods.lua:546: in function 'updateData' Wed Mar 01 23:32:47 2017| data/scripts/entity/transfercrewgoods.lua:910: in function <data/scripts/entity/transfercrewgoods.lua:909> Wed Mar 01 23:32:47 2017| Wed Mar 01 23:32:47 2017| Setting script "data/scripts/entity/transfercrewgoods.lua" to invalid.
  14. With the convenient version an error concerning the transfer of fighters came up. If needed I can go through the logs to find it, just let me know!
  15. I am not sure wether this is a engine limit,poor optimisations or another cause but the hardware isn't even running at 100%. Sometimes the server load will be 100% while only using about 20-40% CPU and maximum 50% of RAM. This even with all cores (4 i7 4790k cores with 8 threads) assigned to Avorion, which is the first game to run into such problems for me. Most other games are only single threaded and run smoother than smooth on this machine so this shouldn't be a problem on our side. The problem with the server load seems to be that there are too much requests for updates which the code can't handle, which causes a lot of delay between requests. Examples of this are: Too many fighter crews harvesting/attacking, too many ships in one sector/battle and multiple players fighting bosses.
  16. We traced back some of the heavy lag that occurs with a lot of players online being caused by large groups of fighter pilots. When the server is almost full please do not use more than 3 groups of fighters. I will do some tests and hopefully we can allow more soon! If you come across a sector with swarms of fighters, you have my permission to destroy them as long as you notice me of it.
  17. That error has got nothing to do with this mod, check your server.lua, probably a typo in there.
  18. I hope the developer of this mod will return but haven't heard from him since he last updated this post, you could try merging both files to see where that takes you.
  19. switching back and forth between the resolution you want and one lower sometimes seem to work to get the context of the UI back to normal, but it is very annoying to have to do this every time I change screen/resolution.
  20. You can also easily upgrade your ship by editing the .xml file of the buildplan. Just look for the MaterialType=0 where 0 is Iron and 6 is Avorion and replace the needed material. If you use a different tech level than your armor for example Naonite and Titanium, it's very easy to upgrade both 1 level so your armor becomes Trinium and the tech Xanion by keeping the material types seperate.
  21. The last version of the modpack caused some issues so I had to make version 2.4.1. Here are the changes with this version: - Turned Steam authentication off due to lame VAC fail - Fixed interaction with claimable mines - Changed crew/goods transfer mod to NexGenUI - Fix for reputation bug with pirates/Xsotan - Updated Cargo Permit - Increased docking range to 0.5km Here is the download link for version 2.4.1: https://we.tl/NNRNcgJWfL
  22. That would be awesome Logic, thanks for the bugfix :) I'm sure the players will love this.
  23. Thank you for looking into this, it was getting quite annoying sometimes!
  24. That looks very promising! Too bad it's such a big toll on performance in this state, even when the galaxy map becomes more of use an in-game command specifically for finding stations can never hurt in a game that's already a lot less tedious due to the hard work of the modding developers :) I am more than willing to try it out on our server once it becomes usable so I'll be looking forward to that!
  25. From what I have seen we have no direct access to the plans or scripts that involve the procedural generation, so it will probably not be possible yet to mod those. Modding the scripts we have access to does not interfere with the achievements, our server is heavily modded and we are still able to earn them although some seem to be bugged. In my opinion the toothpick ships are due to the procedural generation being somewhat limited, hopefully, the current generation process is just a placeholder for one that allows for more realistic and intricate designs.
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