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Devious

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Everything posted by Devious

  1. That's exactly what I did, after the patch I made a new server and the gates are still being generated. Maybe you can add a debug/admin feature to remove them?
  2. I have tried numerous times to change this. Sadly haven't figured it out yet. Ah too bad, the sector overview mod is using another image type so maybe you can find more direction there. Also we started to receive an error on player login, is that because that file doesn't need to be there on the client? Sat Feb 25 14:28:57 2017| could not execute function 'initialize' in '"data/scripts/player/scriptloader.lua"': Sat Feb 25 14:28:57 2017| data/scripts/player/scriptloader.lua:7: attempt to call global 'Server' (a nil value) Sat Feb 25 14:28:57 2017| stack traceback: Sat Feb 25 14:28:57 2017| data/scripts/player/scriptloader.lua:7: in function <data/scripts/player/scriptloader.lua:4> Sat Feb 25 14:28:57 2017| Sat Feb 25 14:28:57 2017| Setting script "data/scripts/player/scriptloader.lua" to invalid.
  3. I see now that this has been reported earlier, without any answer from staff. This however is pretty much a gamebreaking feature together with the gates going into the center.
  4. After wiping our server yesterday in the hope of balancing gameplay a bit more after the gates going into the center seemed to be patched, we just found out that is still not the case. We found a gate going into the center in an area closed off by voids, but there was another wormhole going into there from another position. And yes the map/seed was generated after the patch in which it was claimed to be fixed. If this takes longer to fix please provide a way to destroy gates since this is quite gamebreaking in the way that players can skip every quest and get right to the center without any effort.
  5. The beta branch is a bit more stable but any server with more than 20 players online will still become laggy. 100 players without problems is a dream still far away.
  6. Thank you for adding the different costs per resource :) Would there be a way to also limit the amount of mines a player can have per resource? We have a few players moaning about how the mines destroy gameplay since you won't have to gather anything yourself anymore after having a few mines of every resource type. Maybe a way to battle this would be if the player would only be able to gather the resources by actually visiting the mine, or only granting acces to the mine for something like 24 hours instead of buying them permanently.
  7. Patchnotes of the current release state that the turret factory has been fixed but it's not clear to what it applies. Do you have any idea if and how that would interfere with the old fixes?
  8. Looks like these huumaans have listened to your concerns!
  9. After today's patch, we are able to connect to our server through the overview but a new bug appeared. The player count always shows 0, while before this patch it would show the player count.
  10. After updating the server there was a stall on the server related to the worker threads. I still don't understand much about them but our performance seem to have improved after increasing the standard amount. How are these threads being utilised by the processor of the server? When I look at the thread usage of my CPU it still seems to mainly use the same two threads it always does. Here you will find the server log: https://we.tl/JsngOabY33
  11. players are reporting some serious unbalancing features which might be a bug. They are able to claim Breeder mines within the core of the galaxy. This could be due to the Xsotan infecting normal sector generation someone else mentioned. The balancing fact about is that they can deconstruct the mine after claiming it, gaining them lots of materials and credits. This is mostly Avorion as well, so it turned out to be a race who can get to the center first to get the most resources without any effort at all. Note that this is second day after a fresh wipe and players already are earning millions of Avorion.
  12. This definately would be very useful untill the ingame map allows us to search for specific types of stations. I am very interested in trying this, so I'll try to give my view on this. After messing about with a few spreadsheet and msoffice databases, I reached a few conclusions. While trading not all goods are noteworthy, some products only yield low profits compared to the space they require. Therefore I only started logging the stations with +30% selling prices or -30% buying prices for good with higher base values and quantities. For building stations and supplying them however, it would be more useful to map all goods with decent stock and positive selling prices and negative buying prices. By eliminating the stations that sell at bad prices (usually due to low stock), I managed to save some time on the spreadsheet by doing this. After a while the spreadsheet was so full the only way I could find something was by searching for the goods manually, at which I tried to input it all in a msoffice database but I'm not really experienced with that software so I need more time before I will get that working. But that should give for an easy way to input data and get something useful out of it such as own traderoutes. On a global level it would be best to store the information per seed, but on a player level per faction would suffice for the most general application as well. While using the spreadsheet I found that I could recall the faction that was selling or buying a specific good most of the times, but spend most time on finding the actual sector if I tried searching for it manually. Therefore it would be the most useful if the data logged also provides the coordinates, that way you can always find back the station and it's goods by searching through the datafile and specifing wether you are looking to buy or sell the specific item.
  13. I have tried editing the config as well but after halving the chance for them to spawn I still barely get any normal asteroid spawning, while I still seem to find sectors with 3 abandoned mines.
  14. Haven't ran into any troubles with the mod yet, only thing I can remark is that the symbol for the carrier commands is the same as the insurance one. This is a little bit distracting, especially since they are placed next to eachother.
  15. Cheers! Are the different prices for the mines coming soon?
  16. The server has been wiped, this means no more gates going to the center and hopefully no more corrupt sectors either. Enjoy the fresh start, hopefully the next wipe will be with the next balancing patches/forced wipe! Here are the changes: - PvP allowed in the center - Trading overview now shows quantities and total profit - New players receive a few starting materials in their mail when they join the galaxy - Every player now starts with one iron mine for a little passive income early on - Automated research at Research Stations - Fix for cheap captains in Shipyard - Carrier commands for more fighter functionality - New attempt to fix the bugged turret factories - New modules for extra crew space
  17. We will be wiping the server today between 19.00 and 20.00 CET (UTC+1) The reason for this wipe is that players are starting to lose their homesectors due to a bug in the sector generator. We hope to fix this and the gates going into the center by wiping the map since that has been fixed in the last patch. I have a few more additions planned for the server, so stand by!
  18. Hey I have a question regarding your mod, why is it calling this script twice? Sector():addScriptOnce("sector/relationchanges.lua") After installing your mod I received errors in the logs regarding this file and I see that in the vanilla files this line is not added. This is the error: Wed Feb 22 22:18:58 2017| Creating sector at (77:-28) Wed Feb 22 22:18:58 2017| Generating new content for sector (77:-28) Wed Feb 22 22:18:59 2017| could not execute function 'onDestroyed' in '"data/scripts/sector/relationchanges.lua"': Wed Feb 22 22:18:59 2017| data/scripts/sector/relationchanges.lua:50: attempt to index local 'faction' (a nil value) Wed Feb 22 22:18:59 2017| stack traceback: Wed Feb 22 22:18:59 2017| data/scripts/sector/relationchanges.lua:50: in function <data/scripts/sector/relationchanges.lua:13> Wed Feb 22 22:18:59 2017| Wed Feb 22 22:18:59 2017| Setting script "data/scripts/sector/relationchanges.lua" to invalid. Wed Feb 22 22:18:59 2017| could not execute function 'onDestroyed' in '"data/scripts/sector/relationchanges.lua"': Wed Feb 22 22:18:59 2017| data/scripts/sector/relationchanges.lua:50: attempt to index local 'faction' (a nil value) Wed Feb 22 22:18:59 2017| stack traceback: Wed Feb 22 22:18:59 2017| data/scripts/sector/relationchanges.lua:50: in function <data/scripts/sector/relationchanges.lua:13> Wed Feb 22 22:18:59 2017| Wed Feb 22 22:18:59 2017| Setting script "data/scripts/sector/relationchanges.lua" to invalid. Wed Feb 22 22:18:59 2017| generated claimable Mine Wed Feb 22 22:19:01 2017| scheduled save for sector (77:-28), 0x12a0c80d0, entities: 2735 Wed Feb 22 22:19:01 2017| saving sector (77:-28) Wed Feb 22 22:19:01 2017| sector (77:-28) saved Wed Feb 22 22:19:01 2017| Received an invoke script message for an entity that does not exist: 885
  19. This is a known bug, Koonschi is looking into it. For now sure way is to connect directly to the IP like you already found out.
  20. Thank you very much for making this, it makes trading a lot less tedious :) Especially when they are going to nerf it haha
  21. Nice, good work! I have two questions, the first being what the reference to the Dweenlebehaviour.lua does. And second, if it would also be possible to create a faction but let the game generate the ships for them. I'm also curious wether it is possible to control how they spawn through the galaxy, for example their population density or how close to the center they spawn. I think I understand how your file structure is so I will have a look at it myself but others could use some instructions on how to implement your code.
  22. All it takes are a few good trade routes and enough cargo :P My friend found a trade earning him 3 billion while only investing 200 million.
  23. A player on our server had the same issue, we fixed it by teleporting him to another sector while he was trying to log in.
  24. Indeed they both look interesting, I'll give them a try later today :) It seems that after the last update sectors are becoming corrupt due to a bug in the sector generator, we might have to wipe the server to get rid of it. We are also thinking about upgrading our server but in order to do so, we'd need your help so please join the discussion on Discord!
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