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DracoNB

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Posts posted by DracoNB

  1.  

    Center of mass and mirroring - I may be wrong here but it seems that if you mirror X axis during construction the game bases the center line off the center mass of the ship. in my opinion this should always be a fixed point based on the original block. I quite like Asymmetry but often on a symmetrical  hull segment (thats hard to explain lol) and the shifting position of the X axis for mirror makes that kinda difficult.

     

     

    FYI you can change the X and Y mirror axis locations. Highlight a block(s) and then there is a button you can press to change the axis to the center of those blocks.

  2. Long titles cause the post response to look really bad and be almost unusable (attachment 1)

     

    Reducing the size of the text in the

    .navigate_section li span

    fixes it

     

    maybe just make that not wrap?

     

    Or use up the whole area at least, right now its a

    col-sm-8

    and the

    col-sm-4

    used for

    .social-icons

    is empty, make it span the whole width.

  3. Hey! That is great you got it working. I saw your (this) post at/about the same day a new patch dropped. Guess my questions to you are ? 1st does it still work after Combat update 2(turrets) ??? Even if you don't plan on doing long term support it would still be awesome if you would post your version of the mod, so that others may enjoy the fruits of your labor?  I Thank you for taking the time to get it working. Sadly for me looking at code is like looking at a hypno Wheel  ???

     

    Yes I will upload it. The only reason I didnt do yet is, that I can't just upload it. I have to extract it from my modpack, remove my modpacks custom modifications from modfiles and then package a new mod wich works for vanilla game. Because I did lot of changes in my modpack and the mod itself this will take some time to get everything working. Also I have to update my other mods before. I hope you can have some fun with new turret editor while waiting for this  ;)

     

    Did not test in 0.18 yet, but I expect it to work.

     

    Is your mod pack available somewhere?

  4. You need to have a dedicated server, maybe host one from your machines or buy a cheap vps server.

     

    You could also try syncing the galaxy folder using dropbox or something, but I'm guessing you'll end up with corruption trying to do that.

  5. make sure to check both client- and serverlogfiles for any errors. Since even singleplayer has a build in server.

    Client:

    %Appdata%/Roaming/Avorion/clientlog<timestamp>.txt

    Server:

    %Appdata%/Roaming/Avorion/galaxies/<YourGalaxyName>/serverlog<timestamp>.txt

     

    The functions will be called on client and server side each. And since Entity():addScript/Once() is not avaiable on the clientside, there will be something about it in the clientlog. The solution is to surround the statement with

    if onSever() then 
    --code 
    end

    That however is not the error you are looking for.

     

    Along with that, you'll need to have it call the server script if it runs client side with the

    invokeServerFunction("nameOfScript")

  6. Hallo,

     

    finde die Idee von "Auto Research" echt genial und hoffe du kannst auch die Geschütztürme noch einbauen.

     

    jetzt zu meinen Problem! Leider kann ich die meisten "systemsupgrade" nicht einer automatisches Upgrade unterziehen. Ich habe es versucht selbst zu lösen und denke das diese nicht gefunden werden.

    Hier die Liste(die durchgestrichenen können nicht Upgegradet werden):

        systemSelection:addEntry("All"%_t)

        systemSelection:addEntry("Battery Upgrade"%_t)

        systemSelection:addEntry("Cargo Upgrade"%_t)

        systemSelection:addEntry("Energy To Shield Converter"%_t)

        systemSelection:addEntry("Engine Upgrade"%_t)

        systemSelection:addEntry("Generator Upgrade"%_t)

        systemSelection:addEntry("Hyperspace Upgrade"%_t)

      systemSelection:addEntry("Mining System"%_t)

        systemSelection:addEntry("Object Detector"%_t)

        systemSelection:addEntry("Radar Upgrade"%_t)

        systemSelection:addEntry("Scanner Upgrade"%_t)

        systemSelection:addEntry("Shield Booster"%_t)

        systemSelection:addEntry("Shield Reinforcer"%_t)

        systemSelection:addEntry("A-TCS"%_t)

      systemSelection:addEntry("C-TCS"%_t)

        systemSelection:addEntry("M-TCS"%_t)

        systemSelection:addEntry("Technology Fragment"%_t)

        systemSelection:addEntry("Tractor Beam"%_t)

      systemSelection:addEntry("Trading System"%_t)

        systemSelection:addEntry("Velocity Security"%_t)

     

    könntest du mir da weiter helfen?

    lg

    Sarok

     

    I'm guessing it has to do with localization, I'm doing a string check against those values and they must be named differently in other locals. Not sure the best way to support that :(

  7. okay ... that sucks.

    so salvagers should not fire as long as anything that is not a wreck is in the line of fire ...

     

    Yes the "attack now" needs to be updated in general to check line of fire before attacking for mining, salvaging and regular weaponry.

     

    Also the "ouch now I hate you" needs to check if damage was actually done first, because mining lasers don't hurt shields, so they shouldn't get pissed at you.

  8. You can easily go from 100% Admired to 100% Hated in seconds with a huge salvaging squad if a friendly ship gets stuck next to a wreck... even though you won't hurt their shields with your salvagers they will still hate you. So that might be it, one of your salvagers might be hitting them for a second and making them angry.

  9. Big wrecks fighters have issues with for sure. I dunno if they have reduced damage vs hull prices or what but it is painful since they fly in and out so only really active like 50% of the time. For small wrecks this is improved because they change targets and this attack angles more often.

     

    High damage is also important. Try to get a energy based one which have high base damage

     

    Big wrecks like stations of highly recommend salvaging yourself or leave a ship there while you do something else.

  10. Very odd, not sure, maybe try getting a new mission? Most stations will offer it and it will spawn in a different location.

     

    I've tried this multiple times, unfortunately without success. I've also had someone who plays on my local server try it as well, and he got the same result.

     

    Very strange. I've googled around and checked the forum, and I haven't found an answer to this.

     

    So no one on your server is able to get the quest to work properly? What version are you playing on? Any mods installed?

  11. Wonderful design ! And in the next patch those huge cannons will go live ;D !

    I like the "fighter-like" design. It feels kinda small, then you notice the hangar and go :o ugaah it's a huge ship ! Wonderful stats too - no weakness, and it's cheap for a heavy cruiser size craft.

    The big thrusters and rounded two-tiered hull on the top are a nice touch :).

     

    Maybe needs an alternative version with another material replacing Avorion~

     

    Thanks :). Yeah I wanted a smaller ship, its tiny compared to all my friend's builds, I can fly through some of their ships :D. The internals are heavily stacked. Was my first attempt at a "nice" ship and took a long time (started at trinium, finally finished it after having avorion :D). Did the hull first and then filled with overlapping framework, then replaced those with different parts as needed.

     

    I was hoping that the front hanger would be functional but ended up just blocking it as fighters were having a hard time landing in it (even size 1). Most of the hanger is internal to the ship with just the 4 exists on the undersides of the wings.

     

    I actually posted a Trinium only one last night:

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=1406728310

     

    Cost: 2,265,764

    Trinium: 226,365

     

    Slots: 7

     

    Hull: 61,796

    Shield: 187,054

    Blocks: 3,006

     

    69A328A73199054D1C37C2B9280D1395732A1C08

     

    48DD0C8DB8949DD251770DCB4B34AF677FF3A9C9

     

    What I used while building it, with some xanion hardpoints which would be simple to replace, but figured I'd leave it pure trinium for ease of using ingame. The weapon bay area on the wings is also much larger than it was when building since I couldn't fit in avorion weapons to had to re-design it, but it still looks cool with larger guns like cannons and railguns.

  12. https://steamcommunity.com/sharedfiles/filedetails/?id=1406559926

     

    F7634F81812474A4ADD0ACF0F27888989DCDB5D1

     

    1F6C9B28F2EBFC27842D0FA4D9F9D137DB70417E

     

    FA130A7A77D7F96BBF5C169AFA916E39A636AE6A

     

    Sleek and Agile ship that packs a punch. Mostly Trinium hull with hardpoints for Avorion turrets. Avorion or Trinium Insides. Inspired by the Everspace Interceptor.

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=1406559926

     

    Cost: 3,863,634

    Trinium: 69,816

    Avorion: 182,408

     

    Slots: 7

     

    Hull: 72,652

    Shield: 631,307

    Blocks: 3006

    Volume: 9.1m^3

     

    Also a Trinium only mid game version:

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=1406728310

     

    Cost: 2,265,764

    Trinium: 226,365

     

    Slots: 7

     

    Hull: 61,796

    Shield: 187,054

    Blocks: 3,006

  13. https://github.com/draconb/avorion-autoresearch

     

    Before:

     

    2wXhc5l.png

     

    After:

     

    icmnhPe.png

     

    Features

    • Will not remove favorited items! Research without worry :)
    • Allows you to limit how high of rarity it will auto-research items (capped at Exceptional since I didn't want people accidently making all their exotics into one legendary, you can add it if you want!)
    • Allows you to select all systems or specific ones
    • Will research from lowest to highest, so only one click needed!

     

    Install

     

    Backup your "Steam\steamapps\common\Avorion\data\scripts\entity\merchants\researchstation.lua" file

     

    Download the latest release from https://github.com/draconb/avorion-autoresearch/releases and unzip it or just download the lua script and place it in "Steam\steamapps\common\Avorion\data\scripts\entity\merchants\researchstation.lua".

     

    It will replace the existing researchstation.lua file in there, so make sure to back it up.

     

    Usage

     

    Fly to research station (found at faction "home" sectors and randomly through the galaxy)

     

    Select MAX item rarity to research (capped at Exceptional so you don't research away your exotics!)

     

    Select the system or leave it at All

     

    Click on "Auto Research", it will disable the button and re-enable once completed. Depending on how many items you might have quite a delay on the right side of the screen of it showing the added/removed items.

     

    Uninstall

     

    To uninstall, replace the file with the original one you backed up, or verify files in steam (will remove all mods!)

     

    Requirements

     

    Needs to be installed on both **client and server**.

     

     

    Known issues

     

    * Some systems don't properly combine if they have differing attributes, the names are different so they don't get grouped together.

     

    TODO

     

    * Add extra UI space for placing the minimum required. Currently only researches if 5 are available (for 100% success).

    * Add auto researching for weapons as well? Have to determine how and also need custom UI for the options.

     

     

    Note:

     

    The original researchstation.lua doesn't use a namespace, so thats why I edited everything inline, I might move it to a separate file at some point in the future.

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