lyravega Posted February 13, 2017 Share Posted February 13, 2017 Compass-like Gate Pixel Icons - v0.008 Compass-like gate icons. Aimed to help you by saving time - instead of targeting gates one by one, you can just check their icons to see the direction they are going. Some users of the mod have stated that this is required only on the clients, for your information. [spoiler=Change Log]v0.008 -Disabled the Not Ready gate icons as the vanilla bug still persists. They'll return later, when the vanilla bug is fixed -Made the icons rounder v0.007 -Updated for 0.15.x v0.004 & 0.005 -Updated for 0.12.x -Fixed German localization v0.003 -Added a "Not Ready" icon (after ramming my ship to a gate that wasn't ready and getting destroyed in the process, I thought this can be useful) v0.002 -Works with German localization [spoiler=Known Issues]For some reason, some gates may report "Not Ready" with a crossed icon. However, I checked if this is happening without the mod, and still some gates report "Not Ready". I believe it is a bug in the vanilla (related to function callbacks), but it is more obvious with this mod since this mod gives a crossed icon to the gates that are "Not Ready". Also, even though these gates look like "Not Ready", they are actually usable. Just approach with caution in case it really is a "Not Ready" one. Hopefully it'll be fixed by the devs. For now, Not Ready icons are disabled Compass-like_Gate_Pixel_Icons_0.008.zip Link to comment Share on other sites More sharing options...
Devious Posted February 13, 2017 Share Posted February 13, 2017 Nice, I was using the sector overview mod for this but since you can see them most of the time this will save even more effort :D Link to comment Share on other sites More sharing options...
lyravega Posted February 13, 2017 Author Share Posted February 13, 2017 Nice, I was using the sector overview mod for this but since you can see them most of the time this will save even more effort :D That mod is awesome :) but sometimes I'm too lazy to click heheh By the way, are icons clear enough? I hope so. Also, anyone with German localization, I added support for German, tested it for a while, everything seems to be in order now. Link to comment Share on other sites More sharing options...
Kane Hart Posted February 13, 2017 Share Posted February 13, 2017 Such a frigan good idea :) Link to comment Share on other sites More sharing options...
Ertil87 Posted February 13, 2017 Share Posted February 13, 2017 love it Thank you its perfect for my GF who has no sense of direction ;D dont tell her i said that Link to comment Share on other sites More sharing options...
TalSh Posted February 13, 2017 Share Posted February 13, 2017 Wonderful idea. I would also post a link to this in the suggestions forum. If the on screen icons simulate some sort of HUD, there's no reason these shouldn't be included in the base game. Link to comment Share on other sites More sharing options...
iSkrumpie Posted February 15, 2017 Share Posted February 15, 2017 Mod dosnt work on my server :( Link to comment Share on other sites More sharing options...
LoSboccacc Posted February 15, 2017 Share Posted February 15, 2017 beta or standard? did you install the mod on the client as well? Link to comment Share on other sites More sharing options...
iSkrumpie Posted February 15, 2017 Share Posted February 15, 2017 Standart and only Server side Link to comment Share on other sites More sharing options...
Kane Hart Posted February 15, 2017 Share Posted February 15, 2017 Works on beta just fine. Link to comment Share on other sites More sharing options...
lyravega Posted February 16, 2017 Author Share Posted February 16, 2017 Standart and only Server side This is a client mod though. Link to comment Share on other sites More sharing options...
eastwood6510 Posted February 16, 2017 Share Posted February 16, 2017 Great mod! Link to comment Share on other sites More sharing options...
lyravega Posted February 18, 2017 Author Share Posted February 18, 2017 New version. Nothing interesting really, got pissed off the other day a little. v0.003 -Added a "Not Ready" icon (after ramming my ship to a gate that wasn't ready and getting destroyed in the process, I thought this can be useful) Link to comment Share on other sites More sharing options...
Devious Posted March 1, 2017 Share Posted March 1, 2017 Hey, still loving your mod and our players do too :) One thing that came up to me was that in one of the recent patches the gate generation was changed so that they shouldn't spawn gates anymore going through the core barrier, could it be that your gate.lua is interfering with that? I have tried comparing your gate.lua against a vanilla file from the current beta branch but the layout was a bit messed up and I don't understand enough from lua to see if anything crucial was changed so perhaps you can look into that? Link to comment Share on other sites More sharing options...
lyravega Posted March 2, 2017 Author Share Posted March 2, 2017 Hey, still loving your mod and our players do too :) One thing that came up to me was that in one of the recent patches the gate generation was changed so that they shouldn't spawn gates anymore going through the core barrier, could it be that your gate.lua is interfering with that? I have tried comparing your gate.lua against a vanilla file from the current beta branch but the layout was a bit messed up and I don't understand enough from lua to see if anything crucial was changed so perhaps you can look into that? This gate.lua handles naming and stuff, generation is handled by sectorgenerator.lua with the help of a few other files such as passagemap.lua. Don't take my word on this but I'm inclined to think that this change isn't retroactive. However occurence of having such gates should be very, VERY rare with the normal version (as it only leaves a handful of possible spots if my math is right, but would love to see a screenshot of it) and it shouldn't happen with the beta anymore. Also, a small hint: when comparing files, make sure you ignore the whitespace. I use tabs instead of spaces, and some compare tools go nuts over this. Link to comment Share on other sites More sharing options...
Devious Posted March 2, 2017 Share Posted March 2, 2017 Yeah I noticed the freaking out about too many spaces, took a while tho! I don't know what I've done wrong but I have wiped the server after the patch and gates are still being generated, the odd thing is that the gates we've found all were 1 sector outside the barrier. Link to comment Share on other sites More sharing options...
lyravega Posted March 2, 2017 Author Share Posted March 2, 2017 Yeah I noticed the freaking out about too many spaces, took a while tho! I don't know what I've done wrong but I have wiped the server after the patch and gates are still being generated, the odd thing is that the gates we've found all were 1 sector outside the barrier. Still happening in beta? Can I get a screenshot for it? I'm assuming they happen at a "corner square"? Below is a code piece from passagemap.lua, line 157 local max = Balancing.BlockRingMax + 1 Before the BlockRingMin was taken into action. BlockRingMin is 147, BlockRingMax is 150. Before a system at the edge of the inner ring could be considered outside even though it is visually inside. With this change above in the beta, another but a similar problem may occur; a system at the edge of the outer ring could be considered inside. Both can result in the same problem - a gate may lead from outside to inside visually, but as far as the game goes, it's well within rules. Basically the generation rules say that there can be no wormholes/gates from outside to inside, only from outside to outside or inside to inside, but you cannot have a perfect circle with pixels - this is the real thing that is causing the problem. That +1 is more or less for error correction, but I think instead of BlockRingMax+1, BlockRingMax-1 would solve this issue. In short what I'm saying is, change the +1 in the code above to -1, or even -1.5 as it'd be the average. Anything between 147 and 150. Let me know if this helps (I cannot play Avorion due to HDD failure, so I can only guess at this point :() Examples (all are the same, last one is more flexible) local max = Balancing.BlockRingMin + 1.5 or local max = Balancing.BlockRingMax - 1.5 or local max = (Balancing.BlockRingMax + Balancing.BlockRingMin)/2 Link to comment Share on other sites More sharing options...
Gatt Posted March 2, 2017 Share Posted March 2, 2017 This is an amazing mod. So simple yet makes travel so much easier(the gate i wanted was usually the last i picked). Thank you very much Link to comment Share on other sites More sharing options...
lyravega Posted March 2, 2017 Author Share Posted March 2, 2017 This is an amazing mod. So simple yet makes travel so much easier(the gate i wanted was usually the last i picked). Thank you very much Thank you too :) Link to comment Share on other sites More sharing options...
lyravega Posted June 26, 2017 Author Share Posted June 26, 2017 v0.004 -Updated for 0.12+ (download the other attachment that says "0.12+" if you are on that version) If you encounter any problems with either of my mods (this or Detailed Turret Tooltips), contact me directly on Steam (hint: my steam profile link is below my avatar) Link to comment Share on other sites More sharing options...
lyravega Posted July 16, 2017 Author Share Posted July 16, 2017 v0.005 -Fixed German localization Link to comment Share on other sites More sharing options...
Dirtyredz Posted July 17, 2017 Share Posted July 17, 2017 Hehe that's funny. That's fix is exactly what I did to fix your mod a week or so ago. Nice to see were both thinking alike. Link to comment Share on other sites More sharing options...
lyravega Posted July 17, 2017 Author Share Posted July 17, 2017 Hehe that's funny. That's fix is exactly what I did to fix your mod a week or so ago. Nice to see were both thinking alike. My old trick didn't work. Even if it worked, I realized I didn't include it at the first place. This is easier :P Link to comment Share on other sites More sharing options...
Umbral Reaver Posted November 11, 2017 Share Posted November 11, 2017 This mod no longer works on the current beta. :( Link to comment Share on other sites More sharing options...
lyravega Posted November 11, 2017 Author Share Posted November 11, 2017 This mod no longer works on the current beta. :( It should now. Try the latest version! Also, please read the "Known Issues" section, this time there is something odd with the vanilla game. Link to comment Share on other sites More sharing options...
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