Dirtyredz Posted June 3, 2017 Share Posted June 3, 2017 No Neutral Core This mode stops Neutral Zones from generating. (prior to that sectors discovery) It is advised to add this mod prior to players entering the core. The distance modification can be changed by changing the number 150 to any value you would like to measure from the center: if self.templates[i].path == 'sectors/neutralzone' and distanceFromCenter < 150 then INSTRUCTIONS: You have two choices: A). Download and drag and drop the data folder into the Avorion directory. This option is NOT advised for servers with multiple mods, as replacing the sectorspecifics.lua file will revert other mods changes to this file Clients are not required to have this file when playing on a server. B). Edit your current SectorSpecifics.lua file and change/add these lines of code: Use the Downloaded file or view the github source to identify the precise location inside sectorspecifics.lua you need to change. --self.generationTemplate = self.templates[i] --Commented out by Dirtyredz | David McClain --Begin Added by - Dirtyredz | David McClain local distanceFromCenter = length(vec2(x,y)) if self.templates[i].path == 'sectors/neutralzone' and distanceFromCenter < 150 then print('Sector is set to a neutralZone and inside the core, Reverting to a Colony sector....') self.generationTemplate = self.templates[1] else self.generationTemplate = self.templates[i] end --End Added by - Dirtyredz | David McClain DOWNLOAD: https://github.com/dirtyredz/NoNeutralCore/releases/download/1.0.0/NoNeutralCore.v1.0.0.zip GITHUB: https://github.com/dirtyredz/NoNeutralCore UNINSTALL: Simply remove the "Added by" lines of code and uncomment this line of code: --self.generationTemplate = self.templates[i] MY OTHER MODS DSM -A project dedicated to server deployment, management, and exposing features to a web interface. http://www.avorion.net/forum/index.php/topic,3507.0.html Reganerative Asteroid Fields -Regenerates designated sectors, and randomly appearing sectors, of minable asteroids. http://www.avorion.net/forum/index.php/topic,3055.0.html MoveUI -A mod for adding custom UIs to the screen. http://www.avorion.net/forum/index.php/topic,3834.0.html Subspace Corridor -A modders recources, designed to mimick /teleport, due to server commands not being available through the api. http://www.avorion.net/forum/index.php/topic,3148.0.html Dirty Buoy's -Allows players to spawn Navigational and Sentry Buoys, More to come soon. -These buoys have unique features players cant get in normal game play, for example: Navigational buoys are invincible and cannot be moved. A great way to mark a distance wreckage or minarable rich asteroid field. --Rusty Servers only at the moment. LogLevels -LogLevels gives modders the ability to set levels for there print functions. -Aswell as allowing server owners to clean up there consoles, making it easier to read. http://www.avorion.net/forum/index.php/topic,3799.0.html NoNeutralCore -A small script for stopping the creation of neutral zones inside the core. http://www.avorion.net/forum/index.php/topic,3472.0.html DirtyCargoExtender -Extends the cargo hold of any NPC station discovered with low cargo holds. --Patreon Members only DirtySecure -A mod which assigned PVP or PVE sectors based on distance from core. -Provides Offline Protection to Players ships. -Provides protection for NPC stations. --Rusty Servers only at the moment Reganerative Claimable Asteroids -A mod which respawns claimable asteroids, when theyve been moved or turned into a mine. -Also will unclaim or unsell an asteroid after a configured number of days -Keeps the galaxy alive, providing claimable asteroids for new players. --Rusty Servers only at the moment Death Info -Used to track cords of a players death point, assigning player values, for other mods to use. --Rusty Servers only at the moment. /Back -A command using DeathInfo and Subspace Corridor, to teleport a players drone BACK to there death point. --Rusty Servers only at the moment. DistCore HUD -Displays distance to the core on the players hud --Rusty Servers only at the moment. Any mod listed as Rusty Servers only, are live and active on the Rusty Servers. Want the mod for your server? Lets talk and ill see about releasing the mod to you/public. Not all mods on Rusty will remain there, they will eventually be released to the public. Link to comment Share on other sites More sharing options...
Feather Posted July 9, 2017 Share Posted July 9, 2017 Not many reactions, yet I consider this mod to be VITAL for some MP servers, meant to be hardcore in the way that people are more threatening than pirates! For example, the excellent mod regenerative asteroid mod you made, it's way more interesting (Imo) to have disputes and large scale deadly battles for potentially-infinite-resources zones, than just "farmlands" where you just battle to tag asteroid before other players! I just hope you'll keep updating this mod! Link to comment Share on other sites More sharing options...
Dirtyredz Posted July 10, 2017 Author Share Posted July 10, 2017 Yeah made it for our mp server specifically. we had hoards of players setting up in neutral zones, to the point that the neutral zones were so packed they were causing severe lag. much better in our opinion to force them to setup outside the core and jump in and farm when they need to. Ive got plans to continue developing for this game, most of my time goes into my server manager and my server. If you have any ideas for any of my mods, let me know in there respective forums. Maybe i can add those features with some configs or what now to allow you to style it to what ya need. Link to comment Share on other sites More sharing options...
Feather Posted July 10, 2017 Share Posted July 10, 2017 Hmmm.... Creating an "avid agressiv miner" option, like a pirate attack, but from a normal factions, with military ships and miners, trying to take over some of the zones that are ressource regenerative but not neutral. That way, you can't just hop into a regen-sector when server is empty and mine to your heart content with just a tinyminy miner ship! That way, players would have to count on their alliance to take over a full sector, (creating station, patroling AI squads, ect), to defend their members when they mine, without having the player having to warp in with an armada by himself (causing probably way more lag), and making Alliances even more important in the next update, adding a cool gameplay feature! A simple check with a customized event script "if regen=>check if neutral => if not => launch factionattackonshipexaustionpipepoundingmuchwow.lua every 15-30minutes" and the combination of both mods make a whole new sense! Link to comment Share on other sites More sharing options...
Devious Posted May 7, 2018 Share Posted May 7, 2018 Hmmm.... Creating an "avid agressiv miner" option, like a pirate attack, but from a normal factions, with military ships and miners, trying to take over some of the zones that are ressource regenerative but not neutral. That way, you can't just hop into a regen-sector when server is empty and mine to your heart content with just a tinyminy miner ship! necrobump Link to comment Share on other sites More sharing options...
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