Dirtyredz Posted January 20, 2018 Author Share Posted January 20, 2018 What am I doing wrong with this mod? Placed it in the mods folder, and edited the .lua files. Would need too know more before helping you. Link to comment Share on other sites More sharing options...
Shrooblord Posted January 21, 2018 Share Posted January 21, 2018 Nice one, astraltor (also, cool username)! DirtyRedz, hiya! I meant to ask you: can you teach me the ways of your beautiful mods folder and pcall script hooks sometime, o sensei? I want to learn how to do it properly for my own mods. Link to comment Share on other sites More sharing options...
Kamo Posted January 21, 2018 Share Posted January 21, 2018 Just upgraded to 2.1.1... Some of the "handles" to MoveUI elements are really badly placed, like, at the top of the box, so I have a lot of difficulty to move them up :(. The new Faction Controller is kinda cool, and the Notepad is ideal for planning objectives :). Link to comment Share on other sites More sharing options...
Dirtyredz Posted January 21, 2018 Author Share Posted January 21, 2018 What do you mean badly placed?!!! Link to comment Share on other sites More sharing options...
Shrooblord Posted January 22, 2018 Share Posted January 22, 2018 Lol I have encountered some trouble moving the UI in the past, actually. I end up having to drag very, very slowly with my mouse, or the UI would "fall off" of my moving mouse. Additionally, if you click on it again, the snap point is somewhere in the top center, so if you click in the middle of the UI, it would snap with its top centre point to you mouse position, effectively moving it down. These two factors combined caused me to have to take a couple of minutes to properly adjust the UI. Link to comment Share on other sites More sharing options...
Dirtyredz Posted January 22, 2018 Author Share Posted January 22, 2018 I get it, i was thinking somthing completly different. Ive been working on improving that, but have been busy. Link to comment Share on other sites More sharing options...
Nopal Posted January 31, 2018 Share Posted January 31, 2018 Totally new at installing mods. Does this mod work in single player mode ? I ask because I followed the instructions and did not notice any changes. Do I have to hit a special key for the mod to become active ? Sorry if these are stupid questions. I am new to this game. Link to comment Share on other sites More sharing options...
Dirtyredz Posted January 31, 2018 Author Share Posted January 31, 2018 It works on sp as long as you installed it correctly including editing server.lua, sp is technically a restricted server. If installed propperlly you'll see a new icon in the top right, a box with a mouse icon. Click that and youll open a menu were you can enable disable various ui's Link to comment Share on other sites More sharing options...
Shrooblord Posted February 1, 2018 Share Posted February 1, 2018 I'm here to report a bug. Se my post on the bugs subforum for repro steps. The script FactionNotifier.lua spazzes out when a ship being built by a Shipyard is loaded into memory after a game has been shut down while the ship was still being built. Line 180 is failing because faction.name does not exist. Seems like the ship doesn't belong to any Faction while it is being built (or at least, when it gets loaded while being built, which, as you can read in my bug report, is already super buggy), and so FactionData can't return accurate data to work with. Consider implementing a clause to check whether the data is nil. EDIT: In fact, forget the repro steps I mentioned. The repro steps are: Start building a Ship at a Shipyard. Open Console. EDITII: I made a hotfix: from if #FactionData.OtherFactions > 0 and LoadedOptions.PF then drawTextRect('Factions in Sector:', HSplit:partition(2), -1, 0,ColorRGB(1,1,1), FontSize-2, 0, 0, 0) local i = 3 for _,factionData in pairs(FactionData.OtherFactions) do local faction = Faction(factionData.index) local MainVSplit = UIVerticalSplitter(HSplit:partition(i), 5, 5, 0.80) local Name = faction.name:gsub("%/*This refers to factions, such as 'The Xsotan'.", "") Name = Name:gsub("%/*", "") Name = Name:gsub("%*", "") drawTextRect(Name, MainVSplit.left,1, 0,ColorRGB(GetRelationColor(factionData.relation)), FontSize-2, 0, 0, 0) drawTextRect(factionData.License, MainVSplit.right,-1, 0,factionData.Color, FontSize-2, 0, 0, 0) i = i + 1 end end to if #FactionData.OtherFactions > 0 and LoadedOptions.PF then drawTextRect('Factions in Sector:', HSplit:partition(2), -1, 0,ColorRGB(1,1,1), FontSize-2, 0, 0, 0) local i = 3 for _,factionData in pairs(FactionData.OtherFactions) do local faction = Faction(factionData.index) local MainVSplit = UIVerticalSplitter(HSplit:partition(i), 5, 5, 0.80) local Name = nil if faction then Name = faction.name:gsub("%/*This refers to factions, such as 'The Xsotan'.", "") else Name = "???" end Name = Name:gsub("%/*", "") Name = Name:gsub("%*", "") drawTextRect(Name, MainVSplit.left,1, 0,ColorRGB(GetRelationColor(factionData.relation)), FontSize-2, 0, 0, 0) drawTextRect(factionData.License, MainVSplit.right,-1, 0,factionData.Color, FontSize-2, 0, 0, 0) i = i + 1 end end But do please look at it yourself, too. I may not have covered all grounds with this one fix. Link to comment Share on other sites More sharing options...
Dirtyredz Posted February 1, 2018 Author Share Posted February 1, 2018 Thxs i was going to push a new mo ve version here soon anyways. I appreciate the help. Link to comment Share on other sites More sharing options...
Shinny Posted February 17, 2018 Share Posted February 17, 2018 Is this still working? Can't get it to run...(not on 15.8 or beta branch) Haven't played for some time but I remember using this mod in the past Link to comment Share on other sites More sharing options...
Dirtyredz Posted February 17, 2018 Author Share Posted February 17, 2018 This still works both in beta and 15.8, if your having issue please descibe what's choking on and I'll he'll out. Link to comment Share on other sites More sharing options...
RediusMaximus Posted February 17, 2018 Share Posted February 17, 2018 Small bug: The clock never updates the hour, only the minutes. Thanks for the hard work! Link to comment Share on other sites More sharing options...
inpacem Posted February 18, 2018 Share Posted February 18, 2018 function Clock.updateClient(timeStep) if currentDate then currentDate.sec = math.floor(currentDate.sec + timeStep) if currentDate.sec >= 60 then currentDate.sec = 0 currentDate.min = currentDate.min + 1 if currentDate.min >= 60 then currentDate.min = 0 currentDate.hours = currentDate.hour + 1 -- TODO: add 12/24hr support if currentDate.hour >= 24 then currentDate.hour = 0 end end end currentTime = string.format("%02d:%02d:%02d", currentDate.hour, currentDate.min, currentDate.sec) end AllowMoving = MoveUI.AllowedMoving() end currentDate.hours = currentDate.hour + 1 Another problem: if you pause the game (ESC in SP) the clock stands still, keeps the time before the pause when you play again.... Link to comment Share on other sites More sharing options...
Dirtyredz Posted February 18, 2018 Author Share Posted February 18, 2018 This is an old version, ill push the current version later today. Link to comment Share on other sites More sharing options...
Blaha Posted February 23, 2018 Share Posted February 23, 2018 Is this mod working with the beta branch? I extracted the zip to avorion folder so now i have /avorion/MoveUI-master/. Also copy pasted the lines of code at the end of the two .lua files after the last end statement. Is that all you mean by dragging and dropping or do i need to overwrite/add files in the games data folder? Or is it supposed to be /avorion/mods/MoveUI Instructions unclear, spilled my coffee all over keyboard. EDIT: Worked, for any others having issues installing the file structure should be /avorion/mods/MoveUI. not just an extraction of the zip to the main folder. Link to comment Share on other sites More sharing options...
Dirtyredz Posted February 25, 2018 Author Share Posted February 25, 2018 2.1.1 release get it here: https://github.com/dirtyredz/MoveUI/releases/download/2.1.1/MoveUI.v2.1.1.zip 2.1.1 --Fixed bug in PowerSystems --Changed how Clock UI gets current time Link to comment Share on other sites More sharing options...
Elvisman2001 Posted February 27, 2018 Share Posted February 27, 2018 Does this need to be on both client and server or will just server side work? Completely new to modding this game. I installed the files in the specified directory on my dedicated server. Added the lines to the bottom of the lua files after the last end statements. But i am not getting the option button on screen for the mod. I am also running beta branch. Link to comment Share on other sites More sharing options...
Dirtyredz Posted February 27, 2018 Author Share Posted February 27, 2018 Mod needs both server and client side installations. The clients dont need to do anything past placing the files in the proper location. It also works on beta branch. Link to comment Share on other sites More sharing options...
Elvisman2001 Posted February 27, 2018 Share Posted February 27, 2018 Perplexing. Still not working. Does it require a clean start? (Cant see why it would) Does the game require me to do anything specific to enable mods in the mod folder? I noticed that the mod folder didnt exist and i had to create one. Link to comment Share on other sites More sharing options...
Dirtyredz Posted February 27, 2018 Author Share Posted February 27, 2018 Lets continue this on my Avorioning Modding discord: https://discord.gg/52YZMPt Send me your server.lua and your last server log and client log plz Update: (Just so everyone knows the conclussion) The problem has been fixed, Remember its important to place the mods directory alongside the data folder NOT IN IT! Link to comment Share on other sites More sharing options...
Kamo Posted April 20, 2018 Share Posted April 20, 2018 Ah, the PowerSystems bug probably was the cause for the CocoCrash bug. I'll try updating the mod before uninstalling it if it keeps happening, just in case :). More news next Sunday, maybe. Link to comment Share on other sites More sharing options...
DracoNB Posted May 22, 2018 Share Posted May 22, 2018 I added a plugin for this to allow the user to see and select ships in their sector from a list. http://www.avorion.net/forum/index.php/topic,4853.0.html Thanks for making this great mod, hope some people will get some use from mine as well Link to comment Share on other sites More sharing options...
DiabloPower Posted July 20, 2018 Share Posted July 20, 2018 Hello ! i installed the MOD and it is possible to use the configuration window, but Nothing else is shown with the UI (only the normal stuff from the vanilla game of course) is this still working with Version 17? thx! [edit] i downloaded older Versions of the Mod, now i run 1.4 without any Problems, 2.1 and 2.1.1 are still not working for me Link to comment Share on other sites More sharing options...
Venne Posted July 27, 2018 Share Posted July 27, 2018 Brand spanking new here - Got a question about the instructions. When inserting the lines at the bottom of the lua files, you mean the bottom, and not inside the last function, yes? I haven't played around with lua scripts before, but I'm setting up a server for myself and a few buddies. Link to comment Share on other sites More sharing options...
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