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heyfunny

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Posts posted by heyfunny

  1. 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...

  2. 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.

  3. 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?

  4. 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?

  5. 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)

     

     

     

  6. 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?

     

     

     

     

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