heyfunny
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Posts posted by heyfunny
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I don't know what I did but even with the default research station files I am getting blank in the inventory section. Did something change with the latest patch so the backup default files in the zip are not compatible with the newest patch?
(Update) I backed up my "with mods" Data folder and re verified the game files to see if it was the newest research lua that was needed to get it back to normal then saved the newest default data folder as a newer base data backup then copied back my modded data folder and then copied the newest research file from the last patch and then completely fixed my blank inventory issue so something must have changed in the last patch with the research station lua... I wonder if that borked up the mod or if it was something else...
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I think something is borked on my end the only station I have listed is Crystal everything else is blank,.. wth did I do?
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Is it possible to find a Avorion Tier Factory?
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So I'm using this and it has a bit of a bad side effect and another that is hilarious.. It changes the size of normal asteroids as well so close to the center the clusters of rocks are all crazy big which is funny to me.. trouble is I can't claim anything anymore not sure if this mod did it or not.
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Oh yeah thats true can we just get an additional option in the command window for clearing? Or would that break it?
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Im not so much worried about resources more those turrets and system mods that can drop from the bits :P So if I changed that line to say I dunno 3 or 2 instead of 5 that might do the trick possibly? Or would that just break stuffs?
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I'm curious if there is a way to get the fighters to salvage all parts of wrecks and not just the parts that drop mine-able resources? I get really annoyed seeing all those bits of ships everywhere and my OCD gets triggered playing clean up crew. Another mod that changed the default "Salvage" command from captained ships (The original script is using "getEntitiesByComponent(ComponentType.MineableMaterial)" to find wreckages. This kind of wreckages are not listed there. I've modified this line into "getEntitiesByType(EntityType.Wreckage)") Is this somethingCarrierCommander could possibly implement or is that the method it already uses?
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I checked all my folders and they were all the same as yours but it wasn't working so I tried what you suggested and deleted a bunch of the game files and verified and re downloaded them then added the lines into the server.lua and your config one and it finally started working ^_^
Thanks for all the help.
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my Avorion folder has 2 folders
CarrierCommander
ShipScriptLoader
CarrierCommander has config and scripts folders
config has CarrierCommanderConfig.lua
scripts has 2 folders, entity and lib
lib folder has 1 file lists.lua
entity folder has ai folder and CarrierCommander.lua
ai folder has 7 files all .lua
aggressiveCommand.lua
CarrierCivilCommandMine.lua
CarrierCivilCommandSalvage.lua
CarrierMilitaryCommand.lua
dockAllFighters.lua
mineCommand.lua
salvageCommand.lua
ShipScriptLoader folder has 2 Folders config and scripts + a README.md file
config folder has ShipScriptLoader.lua
scripts folder has 2 folders Player and server
Player folder has ShipScriptLoader.lua
server folder has server.lua
So confused...
I also hit the " button after the game started my game save and it just showed, "player events roughly every 12/02 seconds" and thats it
Steam version of Avorion
I'm on Windows 10 btw if that makes a difference
Also this shows up in the server log
2018-01-20 04-38-00| Loading global variables...
2018-01-20 04-38-00| Setting startup script...
2018-01-20 04-38-00| Error while adding file "data/scripts/server/server.lua":
2018-01-20 04-38-00|
2018-01-20 04-38-00| data/scripts/server/server.lua:67: attempt to index local 'b' (a boolean value)
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I can't seem to get This or CarrierCommander to work in game is there some incompatibility with the current version? Is there some debug way of checking in game to see if the script loader itself is working? Just trying to troubleshoot from the starting point... Also is there any other scripts besides CarrierCommander that work with your loader? I just wish the game had some way to show you what it loaded kinda like Minecraft for example with mods....
My Server.lua looks like this
"package.path = package.path .. ";data/scripts/lib/?.lua"
package.path = package.path .. ";data/scripts/server/?.lua"
require ("factions")
require ("stringutility")
function onStartUp()
Server():registerCallback("onPlayerLogIn", "onPlayerLogIn")
Server():registerCallback("onPlayerLogOff", "onPlayerLogOff")
Galaxy():registerCallback("onPlayerCreated", "onPlayerCreated")
Galaxy():registerCallback("onFactionCreated", "onFactionCreated")
end
function onShutDown()
end
function update(timeStep)
local server = Server()
local guardianRespawnTime = server:getValue("guardian_respawn_time")
if guardianRespawnTime then
guardianRespawnTime = guardianRespawnTime - timeStep;
if guardianRespawnTime < 0 then
guardianRespawnTime = nil
end
server:setValue("guardian_respawn_time", guardianRespawnTime)
end
local serverRuntime = server:getValue("online_time") or 0
serverRuntime = serverRuntime + timeStep
server:setValue("online_time", serverRuntime)
end
function onPlayerCreated(index)
local player = Player(index)
Server():broadcastChatMessage("Server", 0, "Player %s created!"%_t, player.name)
end
function onFactionCreated(index)
end
function onPlayerLogIn(playerIndex)
local player = Player(playerIndex)
Server():broadcastChatMessage("Server", 0, "Player %s joined the galaxy"%_t, player.name)
player:addScriptOnce("headhunter.lua")
player:addScriptOnce("eventscheduler.lua")
player:addScriptOnce("story/spawnswoks.lua")
player:addScriptOnce("story/spawnai.lua")
player:addScriptOnce("story/spawnguardian.lua")
player:addScriptOnce("story/spawnadventurer.lua")
matchResources(player)
end
function onPlayerLogOff(playerIndex)
local player = Player(playerIndex)
Server():broadcastChatMessage("Server", 0, "Player %s left the galaxy"%_t, player.name)
end
local s, b = pcall(require, 'mods/ShipScriptLoader/scripts/server/server') if s then if b.onPlayerLogIn then local a = onPlayerLogIn; onPlayerLogIn = function© a©; b.onPlayerLogIn©; end end end"
My mods folder has 3 things in it
CarrierCommander
mos
ShipScriptLoader
and it is in the base Avorion Folder
and my ShipScriptLoader.lua from your config folder looks like this
"local Config = {}
Config.author = 'Dirtyredz'
Config.name = 'Ship Script Loader'
Config.homepage = "https://github.com/dirtyredz/AvorionBoilerPlate"
Config.version = {
major=1, minor=1, patch = 0,
string = function()
return Config.version.major .. '.' ..
Config.version.minor .. '.' ..
Config.version.patch
end
}
Config.Scripts = {}
function Config.Add(scriptPath)
table.insert(Config.Scripts,scriptPath)
end
-- Example use to add a script to a players ship
-- Config.Add("mods/YourMod/scripts/entity/YourMod.lua")
Config.Add("mods/CarrierCommander/scripts/entity/CarrierCommander.lua")
return Config"
Anyone see my problem?
[MOD] Asteroid size based on distance
in Mods
Posted
Yeah I wish there was a way to turn it down a bit having all the asteroids that big causes frustrations later especially if you have collision damage on.