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NerArth

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Posts posted by NerArth

  1. Are you using Laserzwei's updated version of minecorp?

     

    I remember the older version giving issues.

     

    I took that version and updated it to work with the current game version (see http://www.avorion.net/forum/index.php/topic,1607.msg26135.html#msg26135); I don't really understand what all the code does, especially since large lua files are a bit foreign to me, but I did think there was something that still wasn't right. What I corrected was mostly typos and the pay function in a couple of places it was used.

     

    Unfortunately, if it's the mod causing the crash, I haven't been able to identify the specific event or whatever that is causing it.

     

    Since my first post I've tried using the --trace all command with the game, but looking through an entire log where the crash happened with that, there was really no new information.

     

    If you do think it's the MineCorp mod, I might just put some more debug text in it, so I can see if any of it comes up at or before crashes...

  2. For some context, I have been playing with a couple of mods just fine on my "dedicated_server" galaxy.

     

    I've noticed this happen before while I was fixing the MineCorp mod, and eventually it stopped, and I could never find out why it was happening: I created a new galaxy, called "creativ", it starts to load, but then the game just closes after a little bit of loading; the logs do not really seem to be saying why the game just exits either.

     

    There is one error in the client log;

    2018-05-01 16-55-02| Thread 1 Error: EXCEPTION_ACCESS_VIOLATION

     

    But apart from this, everything seems to just stop after this timestamp, at 16-55-03 on the server log...

     

    I can still start, enter, save and stop my dedicated server galaxy just fine; all of which I do through the game client anyway.

     

    Server log: https://pastebin.com/YM7pj7Vm

    Client log: https://pastebin.com/KWHCAJpq

     

    Edit: Since I've made this post, I've tried making 5 more galaxies, of which, 2 worked (and 1 I tried to delete, which made the client crash on trying to delete), and the other 3 just did the same thing of just exiting the game after being in the loading screen for some time.

     

    Again in the client log, on the 3 failed attempts, there was the same access violation;

     

    This is the client log for the one that did work that I deleted and then crashed: https://pastebin.com/NGc8pPYH

     

    Server log for one that did work but I've kept: https://pastebin.com/CTNCbNeT

    Client log for the same galaxy which worked, but then I left the galaxy and tried to make a new galaxy and then failed: https://pastebin.com/qBcQ6iZf

     

     

  3. ... But then its still a pain to search the color in the palette, since colors offset randomly when new color are picked up.

     

    Even without the function for tagging favorite colors, it at least would be fine if the colors already used in the build are highlighted in the palette.

     

    Yeah, this would be quite useful. Atm I mainly memorise a few favourites and re-use those and some close off-shades of them; but if it's a ship I haven't touched in a little while with some random colours, it can be a bit difficult to remember the exact shade.

  4. Hi guys,

    Im having an issue with this where it will cause some sectors to crash unsure as to why. Is there some sort of debug trace available in avorion to figure out what is causing it to crash?

     

    What version of the mod are you using?

     

    You can probably find a stack trace to why the crash happened on the galaxy log; go to your %appdata%\Avorion\ folder, find the galaxy the crash occurred in, and look in the serverlog files.

  5. After reaching the final destination to which I was led to by the series of beacons, I found the poor descendants that were left stranded near the edge of the galaxy.

     

    I felt very sorry for them, especially for the fact that the ships were simply wreckages and there wasn't even a station built out of the wreckages. In the distance there happened to be a planet that could have been colonised. It was even worse for the fact that you can salvage the wreckages and they don't respond to this act.

     

    It was good to hear the story from the descendants but I was disappointed I could not offer to help, either by building stations for them or donating resources; surely those colony ships they'd come in had at least basic manufacturing systems for when they'd find a suitable place to settle again...

     

    I would like to know what other people who completed the series thought of the story and this final exchange between the player and the descendants.

  6. Second question I've seen a post about building on an asteroid if this is a thing what's the point of it?

     

    Asteroid mines can produce things coal, oil and noble metals without any other required goods to be produced, and these are entry-level materials to several different industries; this is a bit too in-depth for me to explain, especially since I don't know each production chain individually. I have 3 production stations and even though I'm not near them and they are just small, I seem to be getting cash from them now and then, though I can't confirm that yet. (There's no notification :s )

     

    But bases you own, be it on asteroids or otherwise, can have massive cargo bays (if you build them), so you can stockpile any random goods you like at any station.

     

    Having any station is also useful for hiring whatever random variety of crewmen it has; the prices will be slightly better than elsewhere, but of course the station's investment is already kind of high.

     

    Now, why would you care about goods at all? Well, personally, a good reason for me is that with enough production chains I'll be able to make certain components that are required for building turrets at turret factories (and you can also own these ;D )

  7. Edit: In case you missed it like I had, see: https://www.avorion.net/forum/index.php/topic,1607.msg24677.html#msg24677 According to Hammelpilaw this one is compatible with the latest version, not to mention that since I've made my own mod I would have no real reason to maintain someone else's mod (which is fine because looking at someone else's code can be confusing for me :P )

     

    Edit: MineCorp 1.6a Download Link (there should be a download icon on top right if it doesn't just start downloading it.)

     

     

    Also, one small note, in the OP, the author states there's a 10% chance to find one; the default config file seems to indicate less than that, so if you want to make sure you find some mines or just want plenty, go into the mods\minecorp\config\config.lua and alter the config.probabilityPerAsteroidField to something between 0.01 or 0.1; I was personally using 0.05 while testing my changes.

     

    1.6a edit: Made sure the upgrades work and don't break everything.

     


     

    Just old stuff in here.

     

    I don't know how Burnthalo had it working for themselves on the current live version, but the mod didn't work for me.

     

    So I strangled the mod and made it work.

     

    I have just finished testing it and got the mine buying and resource delivering to work. Will make my adjusted version downloadable shortly (will edit this post).

     

    MUqxk5p.jpg
    ohltaxI.jpg

     

  8. Just thought I'd drop in because I've been noticing something similar.

     

    In singleplayer I've been noticing that railguns will sometimes be dealing damage (to any target) but will randomly stop dealing damage on a specific target. Nothing comes up in the logs about this either.

     

    Sometimes if it's a shielded target, and the shields are taken down by rockets or pulse cannons/etc, the railguns will be able to deal damage against the hull again.

     

    I don't normally use them, but I will be testing the lightning guns to see if I get the issue with those too.

  9. I like your endless sky ship quite a lot; your barlgura has a good shape but maybe you could give it a paint-over? And I would be very happy to have those turning speeds on my crescent. :P

     

    Mine is 160ktonnes roughly, and 60kish hp and the turning rates are all 0.1/0.2...

     

    I think your ship will perform just fine on Xanion tier area with those stats on Easy; I'm also playing on Easy with this ship I mentioned and Xanion isn't being too bad (and I don't even have 10% of that shield you got!)

  10. I haven't exactly run into this issue to the point where I can't hire just one, but I do think something like a number input box (like with cargo buying/selling) would be helpful; I have chronic pain and it affects my hands and this is just one of those tiny little things that adds up with all the other typical RSI actions.

  11. Maybe I'm reading too much into the OP's words, but what I'm understanding they are asking for is that when you use a ctrl+v blueprint, when selecting the anchor block, being able to use an existing block as the anchor block, if it already matches the would-be anchor from the blueprint being pasted...

     

    I don't think there's a need for a feature like that, but then I don't build in very complex shapes, so I dunno. But anyway, that's my interpretation of what's being asked. It's the kind of suggestion where pictures would be helpful to understand exactly what's being suggested.

  12. Mighty industrial look, with all those loose-like armor plates !

    That's some nice mining ship ! Definitely not the usual scavenger :)

     

    Thanks! I'm going to add some more shots to the op now. My ships often tend to look sort of unfinished because even though I've planned a bit what I want them to look like, I can't get them to work efficiently if I try to make it look finished. And this thing flies like a bath tub already...

  13. Stuff I've published on the Steam Workshop:

     

     

     

    Some ships I've made that I had fun with:

     

     

    A super-freighter meant for big heists. Or just legal cargo transport if that's more your way. ::)

     

    3EFWmSh.jpg

    QfXU71g.jpg

     

     

     

    Experimental stuff:

     

     

    I decided to give my crescent-type ship a try on Avorion; it's a concept I haven't really seen done much and that hasn't worked well for me in other games, so I wanted to try a prototype (open spoiler):

     

    cN5Fnf1.jpg
    The very first iteration.
    MmDG257.jpg
    Next to a medium/large-ish station.
    AcshXr9.jpg
    Better view of new inner paint job.
    v8OF5KJ.jpg
    Bombarding from a distance.

     

    This is still a very rough prototype but this gives some context of size and useability. It relies quite a lot on using turrets with independent targetting for good control, and I have to fly it in keyboard control layout, due to the size.

     

    And of course I play with no collision damage. ;D

     


     

    I've been progressing towards being able to overcome the barrier, and on the wiki I saw that you supposedly need 8 ships parked in front of each asteroid...

     

    I only have 4 of the artifacts, but I can prove this doesn't have to be this way...  8)

     

    This is the "completed" ring I made to test this, viewed at an angle, so we can see the lights on the asteroids.

    JxvJ05l.jpg

     

    Mostly made with Iron stone but starting point was a large shipyard-built ship, so I could have enough system slots to eventually put in all 8 artifacts.

     

    Here is the ring, with all artifacts in, activating the wormhole! Note: There was a small problem when I reloaded my game and came back to it; the rotation had changed massively and I had to remove all the stone, move the ship to the correct position, and apply from the previous saved blueprint.

    CUBcvA9.jpg

     

     

     


     

     

     

    Edit notes:

     

     

    Added some more images and made everything go into a spoiler.

     

    27 April 18:

    Added the core breaching ring.

     

    28 April 18:

    Gave the post a slightly different format, trying to improve organisation.

     

     

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