Tarantel
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Posts posted by Tarantel
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What's wrong with the shipyard captain currently?
If you use the normal shipyard you can buy a captain for 160 Credits on the shipyard so i fix this in my mod.
Because a Captain costs 7500 on hiring pools.
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Hey,
Suggestion from a web-dev here on your mod-list site, it's trying to be way too "glamorous" at a significant UX cost.
- The animated background is slow to load and distracting from the content
- The animated background covers up content with similar colors periodically
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It plays sound, I thought we where over this 1/2 a decade ago It's like a hidden advertisement you can't mute
- The full-width navbar is unwieldy, as you need to scan all the way to the edge of the page to find content, this actively makes it harder for readers to quickly digest what is infront of them. Especially combined with the animation and navbar obstruction via background colors.
- The full-width navbar does not fit without horizontal scrolling even on 1920*1080 screens
Nothing against you, I just wanted to highlight some issues with the site as far as usability goes so it can hopefully be taken into account
This is only a 10min sample of a site ^^
I have not the time atm to work on a better site ^^
I need to manage many servers/youtube channels and communitys ^^
And i dont think to create a better site for mods ^^ because the game needs a workshop via steam.
- The animated background is slow to load and distracting from the content
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Hey Tarantel,
I've updated the name and description of my pirate attack wave spawner if you don't mind updating that here!
A suggestion for this list. Can we start categorizing mods to make discovery a bit easier?
I added a small categorizing but if we have more mods i do it better ^^
Check the Mainpost on top ^^
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Nice idea dude ^^
waiting for more content ^^
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Is your Beta Branch update for 0.10.3?
as files seems identical.
on the last betabranch you can use the normal version ^^
This Betabranch has no changes to shipyard so you can use it ^^
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UPDATE!
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Thanks ^^
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ok new mods added!
Now we have 28 Mods!
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Hey nice idea ^^
But hey can you change the Postname to [MOD] ^^
So i find them better ^^
The Mod is added to the Modlist!
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Here is a way to insert the Mod with no new ship needs to be created
Name this script sovloader.lua
if onServer then package.path = package.path .. ";data/scripts/player/?.lua" function initialize() Player():registerCallback("onSectorEntered", "enteredSector" ) end function enteredSector() --Get the players index local sector = Sector() local ships = {sector:getEntitiesByType(EntityType.Ship)} --Get the players ship for _, ship in pairs(ships) do local faction = Faction(ship.factionIndex) if faction.isPlayer then if not ship:hasScript("data/scripts/entity/sectoroverview.lua") then ship:addScriptOnce("data/scripts/entity/sectoroverview.lua") end end end end end
Add the sovloader.lua to server.lua
after line 49
player:addScriptOnce("story/spawnadventurer.lua")
add
player:addScriptOnce("player/sovloader.lua")
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Dude this is a Tutorial and no Mod xD
The turretfactory.lua is also modified by me for a long time xD
I changed the Raritys and the Materials ^^
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Updated!
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I am unable to get the /crew command to work, suggestions?
You downloaded the 2 Files ? and copied in the correct path ?
data/scripts/commands/crew.lua
data/scripts/player/cmd/crew.lua
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having problem with /sethome command , it can be used only by admins , but not regular players ,.. any idea how to fix it ?
Scroll a bit it was answered on this page and on previous pages, too.
editing admin.xml didnot helped
You need to stop the server and then edit the admin.xml ^^
If you dont stop the server before the changes will undo on the next restart of server ^^
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Added Beta Branch Support for Better Shipyard and for merged version with Spawn Changer!
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While Avorion does sort of support mods, it seems safe to say that it does not have true mod support yet - not like other games.
The biggest issue with mods right now, I think, is the potential for mod incompatibility. That is, more than one mod trying to change the same files. But there are other concerns, such as when Avorion gets an update and your modded files are not updated to work with the new version. Also, there's the issue of uninstalling a mod such as when it stops working or you no longer want to use it.
Some mods which I've seen that try to change the same files:
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Out of sector production, Carrier Commands, and Highlite Players all replace server.lua.
- Better Shipyard and Spawn Changer both replace shipyard.lua.
Perhaps the solution would be for more mod authors to do like guiohm with Allow Multi Delivery by using a file comparison tool to compare their modified files with vanilla files and creating .diff files for players to patch their own game files (after making backups)? In theory, this might also allow mods to keep up with version changes as Avorion gets updated - to a very limited extent, anyway.
I added support for Theoman02's Spawn Changer ^^ check my Post ^^
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Out of sector production, Carrier Commands, and Highlite Players all replace server.lua.
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Added Support for Theoman02's Spawn Changer!
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ADDED!
Server Mod: out of sector Production(In testingphase!)
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Dock building
... [snip]
This is still WIP, as I have to figure out to make the player owning them actually matter. For now, they will just act as any other dock, but owned by you instead.
How about attaching a custom script/code to each of these stations so they will generate a small income for the player who owns them at a regular interval? It only makes sense that an equipment dock, repair dock, or turret factory would turn a profit for you. The research station is not as obvious. But I'd like to imagine that the owner could offer research services to a number of potential clients.
As for the amount of profit, I think there should be a random element - perhaps +/- 50% of a base value. And the base profit should scale higher based on the distance of the sector from the core. The closer to the core, the more expensive the turrets and equipment tend to be that customers typically buy. Also, the higher the demand for expensive repairs of expensive ships.
atm i working on a TAX script for custom stations like shipyard and the owner becomes some things cheaper on the stations
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Hey you give me the rights to merge your Shipyard respawn Mod with my Better Shipyard Mod ?
Some users want to use my mod and your mod but i changed also the shipyard.lua ^^
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Sadly, this mod is incompatible with Theoman02's Spawn changer mod:
[Mods] Gambling, Dock Building, Pirate Warlord, Spawn Changer & more
http://www.avorion.net/forum/index.php/topic,781.0.html
Both mods replace the vanilla shipyard.lua file...
I don't suppose someone could manually merge the changes from vanilla to get the best of both worlds?
i make a merge version if this is ok for Theoman02 ^^
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If someone has more ideas for the shipyard post it here ^^
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I have merged the topics. Please don't post a new topic for every time you update a mod, as Kane said already.
I posted a new one because the old thing was only a one line fix and not more xD
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In the other Script i only removed Captains from the addcrew system
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Posted
Mods with Server Mod only needed for Servers ^^
Mods with Mod are client/serverside needed ^^