Laserzwei Posted February 12, 2017 Author Share Posted February 12, 2017 what do you mean by not backward compatible? does it need a galaxy reset? once you installed 0.9_6b you should avoid going back to 0.9_5. upgrading is fine Edit: Also clarified it on the front page. also, does this fix the sector load time issue with the colliders? yes Link to comment Share on other sites More sharing options...
TitusAres Posted February 14, 2017 Share Posted February 14, 2017 Is there a plan to update good consumers along with factories. Ex. Military Outposts, Habitats, Casinos? I love the production so far but without a way to consume the goods I feel there will be a lot of unsalable final products. Link to comment Share on other sites More sharing options...
Laserzwei Posted February 14, 2017 Author Share Posted February 14, 2017 Is there a plan to update good consumers along with factories. Ex. Military Outposts, Habitats, Casinos? I love the production so far but without a way to consume the goods I feel there will be a lot of unsalable final products. Yes it is planned. It belongs to update 1.1 (see the roadmap) Link to comment Share on other sites More sharing options...
Bopkasen Posted February 15, 2017 Share Posted February 15, 2017 Am a moron or not seeing it I am used to forum that have download link showing but can't find your mod download link Link to comment Share on other sites More sharing options...
Laserzwei Posted February 15, 2017 Author Share Posted February 15, 2017 Am a moron or not seeing it I am used to forum that have download link showing but can't find your mod download link at the bottom of the very first post, before the second Link to comment Share on other sites More sharing options...
Sno250 Posted February 15, 2017 Share Posted February 15, 2017 I am not seeing a download link either. this is at the very bottom of first post uninstall: remove files and restore server.lua. It will leave the value "oostimestamp" in every sector visited while the mod was active. (about 64Byte per sector) There is not much i can do about that. and I dont see a download link NVM had to register for an account and login to get download links Link to comment Share on other sites More sharing options...
LoSboccacc Posted February 17, 2017 Share Posted February 17, 2017 would it be possible to let factory without ingredients produced at a reduced rate, say, 1/10th? to simulate traders replenishing them as they do when you are in sector. Link to comment Share on other sites More sharing options...
Laserzwei Posted February 17, 2017 Author Share Posted February 17, 2017 would it be possible to let factory without ingredients produced at a reduced rate, say, 1/10th? to simulate traders replenishing them as they do when you are in sector. In theory absolutely. But why not give it the resources and simulate the production the way it would be in sector? That way it might still produce when players come around. This however are features for the timeframe of versions 1.0-1.1. Link to comment Share on other sites More sharing options...
LoSboccacc Posted February 17, 2017 Share Posted February 17, 2017 well I was asking because ai traders spawn resources out of thin air, which cause people to rely on them instead of searching 1k sectors to find that one conductor factory. so I've people that stay parked in their own sector, watching ai traders come and go, and I really want to avoid that because it ties up server resources for nothing and encourages passive behavior Link to comment Share on other sites More sharing options...
Laserzwei Posted February 17, 2017 Author Share Posted February 17, 2017 well I was asking because ai traders spawn resources out of thin air, which cause people to rely on them instead of searching 1k sectors to find that one conductor factory. I wouldn't want to search for that many sectors aswell :P I'm generally against spawning resources out of thin air, but mines do exactly that. This mitigates the argument. But still doesn't feel right. so I've people that stay parked in their own sector, watching ai traders come and go, and I really want to avoid that because it ties up server resources for nothing and encourages passive behavior I have something in the pipeline that might bring a handy solution for this. It is however far too early to give any specific information. Especially since I just don't have much spare time for the next week. Link to comment Share on other sites More sharing options...
LoSboccacc Posted February 20, 2017 Share Posted February 20, 2017 I've done it myself if you or anyone else wants to integrate the change is there: http://pastebin.com/nZ0E91M9 what it does: - if the factory wasn't stocked when you hit the sector, you still get some inefficient production, 1/4th of the nominal rate - if the factory cargo is full, you get some money out of the excess being inefficiently sold, 1/5th of the nominal good price so working actively is quite more efficient but passive parking in sector is not the only way to get money out of factories. the idea is to simulate npc traders as they work currently. lower margin, lower earning, but adequate, so ppl don't stay parked overnight tying up server resources ;) Link to comment Share on other sites More sharing options...
Nozeron Posted February 24, 2017 Share Posted February 24, 2017 So I'm a bit confused. " Extract the "data"-folder in the zip file into your <installdir>\Avorion\data Folder. If ther is a folder called "data within <installdir>\Avorion\data you did it wrong :-[. Leave the "client" folder untouched." So we are suppose to extract the "data" folder into <installdir>\Avorion\data, but if there is a data folder in the file we were suppose to extract the data folder to, we did it wrong? Wouldn't extracting the "data" folder from the zip file into <installdir>\Avorion\data put a data folder in <installdir>\Avorion\data, which would mean we did it wrong? I'm also have no clue of where to find "<installdir>\Avorion\data". Link to comment Share on other sites More sharing options...
Laserzwei Posted February 24, 2017 Author Share Posted February 24, 2017 Extract the "data"-folder in the zip file into your <installdir>\Avorion\data Folder. Content of the zips' Data folder. <installdir>\Avorion\data = <steaminstalldirectory>\SteamApps\common\Avorion\data Link to comment Share on other sites More sharing options...
MansourMF Posted March 2, 2017 Share Posted March 2, 2017 The option stays after claiming an Asteroid and you need to activate the jump manually how to activate the jump manually ? i lost two asteroid i didn't find it anywhere Link to comment Share on other sites More sharing options...
Laserzwei Posted March 2, 2017 Author Share Posted March 2, 2017 The option stays after claiming an Asteroid and you need to activate the jump manually how to activate the jump manually ? i lost two asteroid i didn't find it anywhere Did you try this: If you cant find it, look in your strategy view (scroll out very far) and search it. If you tried it and still have trouble locating your asteroids, please pm me and send me the logfile where you jumped. Link to comment Share on other sites More sharing options...
MansourMF Posted March 2, 2017 Share Posted March 2, 2017 i tried but found nothing and how i get logfile where i jumped ? :-X :-\ Link to comment Share on other sites More sharing options...
Devious Posted March 2, 2017 Share Posted March 2, 2017 The asteroids don't show up on the HUD yet like they do before jumping, this is a feature Laser will have to implement. For now, you can drag a box across your screen while being zoomed out in RTS view, this will light them up. Link to comment Share on other sites More sharing options...
Laserzwei Posted March 3, 2017 Author Share Posted March 3, 2017 and how i get logfile where i jumped ? :-X :-\ your logfiles are usually located in %appdata%/roaming/Avorion/galaxies/<yourGalaxyName>/ they are named "serverlog" and ordered by date and time. Link to comment Share on other sites More sharing options...
MansourMF Posted March 3, 2017 Share Posted March 3, 2017 i found it :-X in same sector i jumped it but it hide in corner :-\ Link to comment Share on other sites More sharing options...
Laserzwei Posted March 6, 2017 Author Share Posted March 6, 2017 Version 0.9_7 released. Splitted the mod into move Asteroids and its core component of updating out-of-sector-production If you upgrade: make sure you install "move Asteroids" as well or you might loos your claimed asteroids. If you really don't like the move Asteroid aspect have a look in the "move Asteroid" Uninstall folder's instructions. All at your own risk! Don't ask for help if you lost something. You haven been warned! http://www.avorion.net/forum/index.php/topic,2685.0.html Link to comment Share on other sites More sharing options...
ShakinBabyBacon Posted March 9, 2017 Share Posted March 9, 2017 getTick/setTick <amount> added. Admins make sure normal users can't acces setTick! silly question but, how do i do this? Link to comment Share on other sites More sharing options...
Devious Posted March 9, 2017 Share Posted March 9, 2017 getTick/setTick <amount> added. Admins make sure normal users can't acces setTick! silly question but, how do i do this? By not doing anything at all, by default only admins have permission to use all commands. To give players permission for a specific command you have to edit the admin.xml. Link to comment Share on other sites More sharing options...
ShakinBabyBacon Posted March 9, 2017 Share Posted March 9, 2017 thank you again devious lol Link to comment Share on other sites More sharing options...
ShakinBabyBacon Posted March 9, 2017 Share Posted March 9, 2017 Okay so we put 0.9_7 on both the server and the client and it is all installed correctly but on the client side we are getting: Update your version (no version received) to [0.9_6c] . OOPS is deactivated for you! as an in game notification Link to comment Share on other sites More sharing options...
Laserzwei Posted March 9, 2017 Author Share Posted March 9, 2017 That means it is installed corectly on the server. Does everyone get this message or only some? Are you using hamachi? your version (no version received) This can only happen if 1) The message receiver has OOSP not installed 2) OOSP crashed on the client side 3) The server didn't get the answer from the client fast enough. If 2) is the case please send me the crashlog 3) can be resolved if you change derefferedTimeout = 10 in "oosproduction.lua" on the server to a higher value. Also don't worry about [0.9_6c] in the message. I forgot to rename it. Link to comment Share on other sites More sharing options...
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