Kane Hart Posted February 8, 2017 Share Posted February 8, 2017 I guess I will need to give this a try soon. What is the easiest no maintenance station setup to making credits first that you guys recommend? Link to comment Share on other sites More sharing options...
Canute Posted February 8, 2017 Share Posted February 8, 2017 Best way to made alot of cash, upgrade one Improved Trading System to exoctic on a research station if you don't got any so far. Put a big cargo hold to your ship. You easyly should find a few very profitable traderoutes each faction that give you millions of credits. But you should look first if the destination buy 10000 before you buy that many ! :-) Link to comment Share on other sites More sharing options...
Laserzwei Posted February 8, 2017 Author Share Posted February 8, 2017 If you really want to maintain a station youreself: get a nobel metal mine. As they don't need any prerequirements for production. With this mod you can also choose the sector you want to place it in :P But in genereal traderoutes are more prosperous, because factories now use up the ingredients and produce products, "while" you aren't in the sector. This makes them last longer aswell :) Link to comment Share on other sites More sharing options...
AngryAdam Posted February 8, 2017 Share Posted February 8, 2017 Has anyone been able to get this to run on a Linux server, if so can you PM me how you did it? Thanks! Link to comment Share on other sites More sharing options...
Laserzwei Posted February 8, 2017 Author Share Posted February 8, 2017 Has anyone been able to get this to run on a Linux server, if so can you PM me how you did it? Thanks! Did you try it and got an error? -->pls send me an private message with a link to the logfile. If not: everyone who has tried (and succeded or failed -yes either) pls send me such a logfile. I still didn't get any logfile from any linux users. And I don't want to declare my mod stable before i had a glance at such a log. Just to make sure it works as intended. Link to comment Share on other sites More sharing options...
LoSboccacc Posted February 8, 2017 Share Posted February 8, 2017 I've a server will send log after it gets some population. 9_2 seemed to be working fine, will send 9_5 logs later. I've had to manually patch server.lua since everyone and their modher has to register there :P Link to comment Share on other sites More sharing options...
Laserzwei Posted February 8, 2017 Author Share Posted February 8, 2017 yep the multi registering in server.lua is a pain int the a$$. Thank you in advance. Well 0.9_2 could suffer from a servercrash when jumping with more than 3 Asteroids. so I took down and some other problems showed up a little later (see the version history for more). Link to comment Share on other sites More sharing options...
LoSboccacc Posted February 8, 2017 Share Posted February 8, 2017 I axed the asteroid jumping anyway :P Link to comment Share on other sites More sharing options...
Laserzwei Posted February 8, 2017 Author Share Posted February 8, 2017 I axed the asteroid jumping anyway :P I hope you didn't delete any files, did you? This can lead to inconsistency and crashes on both client and server side. If you need to make it inaccessible i recommend going into moveAsteroid.lua in lines 63, 398 and 401 change 500000 to something like 1000000000 (=1.000.000.000). Don't use dots though. Link to comment Share on other sites More sharing options...
AngryAdam Posted February 8, 2017 Share Posted February 8, 2017 Has anyone been able to get this to run on a Linux server, if so can you PM me how you did it? Thanks! Did you try it and got an error? -->pls send me an private message with a link to the logfile. If not: everyone who has tried (and succeded or failed -yes either) pls send me such a logfile. I still didn't get any logfile from any linux users. And I don't want to declare my mod stable before i had a glance at such a log. Just to make sure it works as intended. I didn't try to install as the directory structure doesn't match up. My directory structure is / home / avorion / .avorion / galaxies / GalaxyName / with factions, players, sectors as directories under GalaxyName. Link to comment Share on other sites More sharing options...
LoSboccacc Posted February 8, 2017 Share Posted February 8, 2017 I axed the asteroid jumping anyway :P I hope you didn't delete any files, did you? This can lead to inconsistency and crashes on both client and server side. If you need to make it inaccessible i recommend going into moveAsteroid.lua in lines 63, 398 and 401 change 500000 to something like 1000000000 (=1.000.000.000). Don't use dots though. no changed the range check to return false always Link to comment Share on other sites More sharing options...
Laserzwei Posted February 8, 2017 Author Share Posted February 8, 2017 Has anyone been able to get this to run on a Linux server, if so can you PM me how you did it? Thanks! Did you try it and got an error? -->pls send me an private message with a link to the logfile. If not: everyone who has tried (and succeded or failed -yes either) pls send me such a logfile. I still didn't get any logfile from any linux users. And I don't want to declare my mod stable before i had a glance at such a log. Just to make sure it works as intended. I didn't try to install as the directory structure doesn't match up. My directory structure is / home / avorion / .avorion / galaxies / GalaxyName / with factions, players, sectors as directories under GalaxyName. There should still be a "data" folder. But thanks for the notice. I don't have Linux set up. Could you give me the exact Path to "data"? no changed the range check to return false always This solution will only work for you. Every other client still can call the server functions and they won't even notice because the rangecheck is done clientsided.(not my decision. It is copied from claim.lua). Go with my solution. In 0.9_6 it wille be in a single variable at the top of the file. Link to comment Share on other sites More sharing options...
Devious Posted February 8, 2017 Share Posted February 8, 2017 Has anyone been able to get this to run on a Linux server, if so can you PM me how you did it? Thanks! Did you try it and got an error? -->pls send me an private message with a link to the logfile. If not: everyone who has tried (and succeded or failed -yes either) pls send me such a logfile. I still didn't get any logfile from any linux users. And I don't want to declare my mod stable before i had a glance at such a log. Just to make sure it works as intended. I didn't try to install as the directory structure doesn't match up. My directory structure is / home / avorion / .avorion / galaxies / GalaxyName / with factions, players, sectors as directories under GalaxyName. That is the folder where the server stores it's data, the folder you want to be looking for is the folder where Avorion itself is installed. For windows this is either the path you gave up in SteamCMD or in the Steamapps folder, not sure for Linux but it should be something similar. Once you find that folder you will find a folder named Data within it the folder Scripts, where you need to move the files over from mods. Note that server.lua is also used for other mods so if you use those you can better paste the new code in. Link to comment Share on other sites More sharing options...
AngryAdam Posted February 8, 2017 Share Posted February 8, 2017 Ahh that makes sense - well kind of but I found the directory and have installed the files. no errors yet but I havent checked to see if i can move an astroid or if my factories are running. Ill report back when I do. my path was: / home / avorion / serverfiles / data / Link to comment Share on other sites More sharing options...
Laserzwei Posted February 8, 2017 Author Share Posted February 8, 2017 / home / avorion / .avorion / galaxies / GalaxyName / there should be server logs. Everything starting with [OOSP] is related to factories. [mOS] is related to Asteroid moving Link to comment Share on other sites More sharing options...
LoSboccacc Posted February 9, 2017 Share Posted February 9, 2017 a sector restoration log: http://pastebin.com/raw/qY50S9J3 are the single process warning normal? Link to comment Share on other sites More sharing options...
Laserzwei Posted February 9, 2017 Author Share Posted February 9, 2017 Those aren't warnings. It's totally healthy output. It is not very informative of what exactly is going on to outsiders. But i break it down for you: Thu Feb 9 07:33:47 2017| [OOSP] can't do single process: Oil Manufacturer "Eaci'qig" is missing Oil (and maybe other ressources) to start production. Thu Feb 9 07:33:47 2017| [OOSP] Metal Plate: 7331 | required: 2 Thu Feb 9 07:33:47 2017| [OOSP] can't do single process: Coolant Factory "Neaau" has enough Metal Plates, but lacks Coolant. Thu Feb 9 07:33:47 2017| [OOSP] can't do single process: Wire Factory "Moiqoi" is missing Wires and so on. Here is what a full working production might look like: I made it a little more readable. the changes are marked green Wed Feb 08 09:24:19 2017| [OOSP] timestamp aquired: 269035 Wed Feb 08 09:24:19 2017| [OOSP] ${Water} Collector ${L} Vizu Wed Feb 08 09:24:19 2017| [OOSP] Status: 0 Wed Feb 08 09:24:19 2017| [OOSP] timeDelta: 511454 Wed Feb 08 09:24:19 2017| [OOSP] Starting with: 6819.3866666667 Wed Feb 08 09:24:19 2017| [OOSP] Current Process at: 7.1306254863739 Wed Feb 08 09:24:19 2017| [OOSP] Current Process at: 3.0698933601379 Wed Feb 08 09:24:19 2017| [OOSP] Current Process at: 10.139480113983 Wed Feb 08 09:24:19 2017| [OOSP] Current production reduces to: 6816.3866666667 Wed Feb 08 09:24:19 2017| [OOSP] Ressources reduce to: 6816.3866666667 Wed Feb 08 09:24:19 2017| [OOSP] Garbage Storage Space reduces to: 6816.3866666667 Wed Feb 08 09:24:19 2017| [OOSP] Free space for Water: 7532 minus: 3 | required: 4 Wed Feb 08 09:24:19 2017| [OOSP] The Factory is 6816 processes behind. 6816 * 4 = 27264 Wed Feb 08 09:24:19 2017| [OOSP] add 27264 of Water Wed Feb 08 09:24:19 2017| [OOSP] ${Crystal} Farm ${XL} Emtia Wed Feb 08 09:24:19 2017| [OOSP] Status: 0 Wed Feb 08 09:24:19 2017| [OOSP] timeDelta: 511454 Wed Feb 08 09:24:19 2017| [OOSP] Starting with: 6819.3866666667 Wed Feb 08 09:24:19 2017| [OOSP] Current Process at: 12.143175125122 Wed Feb 08 09:24:19 2017| [OOSP] Current Process at: 10.139480113983 Wed Feb 08 09:24:19 2017| [OOSP] Current Process at: 9.1375484466553 Wed Feb 08 09:24:19 2017| [OOSP] Current Process at: 0 Wed Feb 08 09:24:19 2017| [OOSP] Current production reduces to: 6815.3866666667 Wed Feb 08 09:24:19 2017| [OOSP] Ressources reduce to: 6815.3866666667 Wed Feb 08 09:24:19 2017| [OOSP] Garbage Storage Space reduces to: 6815.3866666667 Wed Feb 08 09:24:19 2017| [OOSP] Free space for Crystal: 22915 minus: 4 | required: 1 Wed Feb 08 09:24:19 2017| [OOSP] The Factory is 6815 processes behind. Wed Feb 08 09:24:19 2017| [OOSP] add 6815 of Crystal Wed Feb 08 09:24:19 2017| [OOSP] Solar Power Plant ${L} Eiey Wed Feb 08 09:24:19 2017| [OOSP] Status: 0 Wed Feb 08 09:24:19 2017| [OOSP] timeDelta: 511454 Wed Feb 08 09:24:19 2017| [OOSP] Starting with: 3409.6933333333 Wed Feb 08 09:24:19 2017| [OOSP] Current Process at: 7.1306254863739 Wed Feb 08 09:24:19 2017| [OOSP] Current Process at: 13.243344306946 Wed Feb 08 09:24:19 2017| [OOSP] Current production reduces to: 3407.6933333333 Wed Feb 08 09:24:19 2017| [OOSP] Ressources reduce to: 3407.6933333333 Wed Feb 08 09:24:19 2017| [OOSP] Garbage Storage Space reduces to: 3407.6933333333 Wed Feb 08 09:24:19 2017| [OOSP] Free space for Energy Cell: 16812 minus: 2 | required: 4 Wed Feb 08 09:24:19 2017| [OOSP] The Factory is 3407 processes behind. Wed Feb 08 09:24:19 2017| [OOSP] add 13628 of Energy Cell As this mod is still in its testingphase I need to log the details, to find patterns that might lead to problems that still can occur. Link to comment Share on other sites More sharing options...
LoSboccacc Posted February 9, 2017 Share Posted February 9, 2017 what about this one tho? [OOSP] This is not critical on first start: Loading galaxyticks failed: data/scripts/server/tickhandler.lua:34: cannot open file 'galaxyticks.txt' (No such file or directory) keeps happening even after many serer restarts Link to comment Share on other sites More sharing options...
Laserzwei Posted February 9, 2017 Author Share Posted February 9, 2017 what about this one tho? [OOSP] This is not critical on first start: Loading galaxyticks failed: data/scripts/server/tickhandler.lua:34: cannot open file 'galaxyticks.txt' (No such file or directory) keeps happening even after many serer restarts windows or linux? look in the version history spoiler. [bugfixes] [bug] if for some reason (server crashing etc.) no full server save was executed, it is likely that the galaxytick.txt file was never created and therefore the calculation couldn't be done properly which might feel like the mod is not working. if you see the following on every serverstart in your serverlog: Wed Feb 08 00:40:38 2017| [OOSP] This is not critical on first start: Wed Feb 08 00:40:38 2017| Loading galaxyticks failed: data/scripts/server/tickhandler.lua:34: cannot open file 'galaxyticks.txt' (No such file or directory) Chances are very high you suffer from this problem. Only if you show these symptoms place this in data/scripts/server: https://www.dropbox.com/s/pmzol06p4b1n291/tickhandler.lua?dl=1 please report if it worked! Link to comment Share on other sites More sharing options...
LoSboccacc Posted February 9, 2017 Share Posted February 9, 2017 linux. just saw the patch now :) anyway, since I got the mod enabled sector generation is way way slower if I jump in a new sector that turns out to have asteroids would you be able to time initialization times? looks like jumping in a sector afterward is fine. Link to comment Share on other sites More sharing options...
Laserzwei Posted February 9, 2017 Author Share Posted February 9, 2017 linux. just saw the patch now :) You are not the first one to ask :D anyway, since I got the mod enabled sector generation is way way slower if I jump in a new sector that turns out to have asteroids would you be able to time initialization times? looks like jumping in a sector afterward is fine. That is because I accidentally call a function that resolves Collision issiues on every sectorchange. It should only be called in some rare situations. I have a fix for it but it's not a [critcal] problem. If you want it pm me. or wait for 0.9_6 ;) Link to comment Share on other sites More sharing options...
Salminar Posted February 11, 2017 Share Posted February 11, 2017 With the new patch in beta you should be able to put your script in the sector.lua so it won't affect other scripts, thus making it more compatible with other mods. Link to comment Share on other sites More sharing options...
Laserzwei Posted February 11, 2017 Author Share Posted February 11, 2017 I will have a look at it. Tbh atm. I haven't even installed the new patch yet. More compatibility sounds awesome :D Link to comment Share on other sites More sharing options...
Laserzwei Posted February 12, 2017 Author Share Posted February 12, 2017 0.9_6b Only for beta 0.10.3.7509 released Link to comment Share on other sites More sharing options...
LoSboccacc Posted February 12, 2017 Share Posted February 12, 2017 what do you mean by not backward compatible? does it need a galaxy reset? also, does this fix the sector load time issue with the colliders? Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now