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Devious

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Posts posted by Devious

  1. 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 ;)

  2. 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.

  3. 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.

  4. 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:

     

    EFE8BCC465D15D66E25ECD46F21BF567E12B47A8

     

  5. 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!

  6. 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.

  7. 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.

  8. 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.

  9. 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

  10. Thanks a lot for this mod, but how can i use it ?

     

    For the moment i have created  a file : "turretfactory.lua" based on your source code and place it in ...data/script/lib

    But it doesn't work.

     

    What must i do exactly with your code ?

     

    You will find the right file in the folder scripts/entity/merchants, just let it overwrite the file there and you should be good!

  11. 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:

     

    9769977D8DB3EBD519D5CB1686490819A4C96DC8

     

     

    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.

  12. 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!

  13. 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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