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Devious

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Everything posted by Devious

  1. Sometimes the scale of the blocks is a bit messed up, I found changing the grid scaling to half that of the block scaling fixes that but it'll also double the possible amounts of placable spots so it can be a bit clumsy to place down.
  2. What I don't understand is how adding that will allow for a second server to run on the same machine? Will it use the same ports or does it change the IP for connecting (Which seems a bit odd to me)?
  3. That could be a nice feature, especially when you have a lot of stations it becomes pretty tedious to supply everything. The NPC traders/freighters that come by seem to trade and sell only a little bit, but atleast that works :)
  4. You can read a bit about the planned features on their Kickstarter page, and also some hints here and there on the forums. As for the sectors, they stay loaded by default for 5 minutes. You can change this in the server settings, but keeping them loaded for longer will badly increase use of performance as well. It seems to be planned, and also quite essential, for sectors to stay loaded or atleast for factories to keep producing. For now dear Laserzwei wrote a mod that emulates the process of factories by making a timestamp and calculating the produced goods when you re-enter the sector which works pretty well. His mod is called Out of Sector Production, which you will find in the Mods section or by searching for it ;)
  5. A player on our server also reported turret and module drops despawning after killing the boss, and the server seems to lag out once more than 3 players are fighting the boss at the same time.
  6. After looking into a few scripts I have made some quality of life improvements, note that these do not require a new install of the modpack: - Doubled fighter health (This unfortunately makes them more expensive) - Reduced pirate/alien spawn times a tiny bit - Resource Depot buy price x10, sell price x5 - Increased relation gain for trading resources - Reduced Salvage Yard spam I've noticed I forgot to update the main thread after the last three posts so I'll do that after I finished looking into the scriptable files.
  7. Same problem here, tried changing the ports as well but no luck with the --ip setting either. I'm probably doing something wrong as I don't understand how that parameter will work for two servers on the same machine.
  8. Players are reporting serious amounts of server lag resulting in high pings while someone is fighting the 0,0 boss. It seems to become even worse when multiple players are fighting the boss at the same time. Would it help to increase the worker/generator threads? If so, could you explain what they do since I haven't been able to find any information about this.
  9. I can't connect to our servers through the server overview, after connecting it gives the message that the server is on version 10.2 instead of running on 10.4. (See screenshots) It is possible to connect to the main server by joining the IP directly, but it is not displayed correctly in the server overview since the name of the server should be identical to the description, which is showing correctly. I'm also having a bit of trouble connecting to the second server we have created, all the ports are configured to be +5 of the default port but I have read changing the polling port will make the server unreachable so should I keep that on the default port and won't that interfere with our main server? Here is a screenshot:
  10. The server is now updated to the newest (beta) version, if any of the mods/features isn't working for you just let me know and w'll have a look!
  11. I think that would need to be hardcoded into the game but it is a good suggestion :)
  12. The basics for this is already somewhat in the game I found. When you install the mod or edit the code to allow for players to also build the shipyard, this will give the shipyard a building template type called test instead of the regular 3 types that differ per shipyard. The ships created with this template all look the same, so in theory this template should be editable. I haven't fully looked into it yet since I have only found out about this yesterday but it looks promosing!
  13. Doesn't matter if the game-mechanics are PvP or PvE, both sides still need a lot of work to be fair for everyone. There is too much of a difference between early and late game, especially when you get to know the game a bit. Not to mention those who find every exploitable feature/glitch to profit from, such as deconstructing breeders for a shitload of credits and resources that should only be earnable with serious effort.
  14. On their Kickstarter they mentioned having to buy all the required equipment to make it for Mac too, so I guess it could at least take more than 6 months before they will have time to focus on that. But who knows, maybe they can source it out and deliver it even faster. This is just based on what I have read myself and the speed in which Koonschi rolls out his updates. It still seems to be pretty much one guy doing most of the work, if that stays the way it is that can take even longer.
  15. Unless the devs want to make the gap between new and experienced players even larger, this problem should be adressed in the coming updates. The game is fun when you play it the way it's ment to be played, once you start rushing things and move on quickly to the center this kind of breaks gameplay since you can skip the first grindy half and then get lucky (and shit-rich) very fast. As an example: There are players on our server who have more than a few million Avorion already because of this, while other players who started around the same time but didn't rush getting to the center and they are only between Naonite-Xanion.
  16. Someone just came by on our server as well, his steamID is 76561198367024529. Willing to provide server logs but it just comes down to that there is no limit of maximum characters which stalls the server trying to handle the request of sending a huge text.
  17. When you delete a ship I think the core block is handled as a normal block, which can drop a turret on destruction. I have encountered it a couple times where I deleted my ship and a turret or module would drop out of it while those were not attached.
  18. I have updated the server, here are the changes and the new modpack. Note that there is now an extra folder that goes into your main Avorion folder where also the data folder is located. Changes: - Added MineCorp (Beta) mod that spawns claimable abandoned resource mines, earns 1000 every 5 minutes at a cost of 1.000.000 - Transfer cargo and crew faster by typing in the amount - Compass-like Gate Icons on the HUD - Sector Overview now shows gates and players on the map - Mined asteroids should spawn outside the starting sectors now too - Fixed (laser) turret range bug - Hopefully a fix for the scaling of turret components - Potential fix for stations having 0 stock in trading overview - Custom Xsotan Modules We have now passed the max allowed file size to upload the pack on the forums so I will provide a direct download link through WeTransfer. You will find a quick download for the modpack in the Announcements section on Discord as well. https://we.tl/qsx7D1JIuu
  19. You will find the right file in the folder scripts/entity/merchants, just let it overwrite the file there and you should be good!
  20. I've read that very boss can be defeated multiple times, someone told me it respawns in 30 minutes but I haven't tested that myself yet.
  21. With many players online the names will move out of the UI you see when pressing F1, overlaying with the ingame UI and any players after that are not being shown. Also the ping of other players is not showing, especially on crowded servers and the current stability of the server it is pretty important that players are not having too high pings. The whole server seems to be affected once players start reaching high pings it will lag the server causing spikes for the other players as well. You can see an example below: My suggestion would be to split the list up in a few rows to the left and right, possibly combined with the scaling of fontsize for the playernames.
  22. Devious

    [Mod] NexGenUI

    Nice, again a mod that makes life easier :) I assume the "*" in your mod allows you to input a quantity? I'm currently using Laserzwei's version since it's a bit cleaner on the input besides the option to move all but I really like the icons you added!
  23. Could you add icons like NexusNull did on his version so it's easier to see what is what? I'd like to see a combination of the mods where it's possible to transfer one or an amount input by user like on Laser's version but also with the option to move all the goods like on your version.
  24. 1. The moving of cargo is still a bit tedious in a vanilla game, there is a fix for this with a mod, which you will find in the modded section. There are currently two versions, one that allows you to input an amount yourself and the other one seems to have an option to transfer all. Both look quite nice: http://www.avorion.net/forum/index.php/topic,1895.0.html 2. Haven't run into it myself yet but indeed looks like a bug worth reporting. 3. I keep a large cargoship near my stations to dump off everything I don't need at the moment but might need later, such as the components for weapons and spare materials for my factories. 4. Gathering all required components for weapons is pretty tedious at the moment, the most efficient way is to make a list of the needed materials, find out if you can obtain them (some cargo types are "illegal/dangerous" in factions eyes so you'd have to handle quick before getting caught) and then make a spreadsheet where you can buy all the materials so you can get them in one run. Or what you did, buy everything the moment you see it but you'll find that some components are harder to get than others. 5. Factories will only produce when they have all the required resources for their production process, and they will only produce when the sector is loaded. There is a mod that emulates the production process while you are in other sectors, this applies to both NPC stations and your own. http://www.avorion.net/forum/index.php/topic,1322.0.html 5. Trading Posts will keep their stock, as long as the sector isn't loaded in the meantime by another player that interacts with the station ofcourse. If the system has a gate then other NPC ships can also visit the station and interact with it, that way they are resupplied. 6. I play the English version so no clue what the right factory is, but I found this list of goods helped me a lot finding the right stations and materials: http://avorion.gamepedia.com/Goods Hope to have answered your questions :)
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