Dirtyredz Posted October 11, 2017 Share Posted October 11, 2017 ShipScriptLoader A small mod designed to automatically load a script onto the players ship, regardless of if they change ships or not. The script will always be loaded. This mod will be extremly usefull to other modders and server owners. INSTALLATION Step 1. Unzip the zip file and drag/drop the contents into the avorion directory. Step 2. Navigate to: data/scripts/server/server.lua and place these 2 lines of code at the bottom of the file: local s, b = pcall(require, 'mods/ShipScriptLoader/scripts/server/server') if s then if b.onPlayerLogIn then local a = onPlayerLogIn; onPlayerLogIn = function(c) a(c); b.onPlayerLogIn(c); end end end Step 3. Navigate to: mods/ShipScriptLoader/config/ShipScriptLoader.lua and add the script path of the script you want to autoload using the Config.Add() function DOWNLOAD ShipScriptLoader v1.1.0 ShipScriptLoader v1.0.0 GITHUB https://github.com/dirtyredz/ShipScriptLoader DONATE Wanna show your appreciation? http://dirtyredz.com/donate Become a patron: https://www.patreon.com/Dirtyredz 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...
Shrooblord Posted October 11, 2017 Share Posted October 11, 2017 Sounds interesting, but could you give an example as to how this would be applied? What kind of script would I want to always auto-load onto the player ship? Link to comment Share on other sites More sharing options...
cyrusblaze Posted October 11, 2017 Share Posted October 11, 2017 I would imagine a mod like Carrier commands could benefit from this as you currently have to exit/enter the ship for commands to appear and this seems to correct that issue :) Link to comment Share on other sites More sharing options...
Dirtyredz Posted October 11, 2017 Author Share Posted October 11, 2017 I would imagine a mod like Carrier commands could benefit from this as you currently have to exit/enter the ship for commands to appear and this seems to correct that issue :) Exactly what those mod is best at, any mod that has a menu/interface has to be attsched to the players ship. For example carrier commands, sector overview to name a few. That is why this mod is primarily a modders resource. Link to comment Share on other sites More sharing options...
Shrooblord Posted October 12, 2017 Share Posted October 12, 2017 Cool. I was mostly asking because I'm also looking into modding for in the near future and I was wondering if this is something I need to keep in mind for one of my planned projects. I'll keep tabs on it, for sure. Sounds useful. Link to comment Share on other sites More sharing options...
Dirtyredz Posted November 25, 2017 Author Share Posted November 25, 2017 1.1.0 --Added Failsafe loading, in the event a script doesnt exsist. https://github.com/dirtyredz/ShipScriptLoader/releases/download/1.1.0/ShipScriptLoader.v1.1.0.zip Link to comment Share on other sites More sharing options...
heyfunny Posted January 19, 2018 Share Posted January 19, 2018 I can't seem to get This or CarrierCommander to work in game is there some incompatibility with the current version? Is there some debug way of checking in game to see if the script loader itself is working? Just trying to troubleshoot from the starting point... Also is there any other scripts besides CarrierCommander that work with your loader? I just wish the game had some way to show you what it loaded kinda like Minecraft for example with mods.... My Server.lua looks like this "package.path = package.path .. ";data/scripts/lib/?.lua" package.path = package.path .. ";data/scripts/server/?.lua" require ("factions") require ("stringutility") function onStartUp() Server():registerCallback("onPlayerLogIn", "onPlayerLogIn") Server():registerCallback("onPlayerLogOff", "onPlayerLogOff") Galaxy():registerCallback("onPlayerCreated", "onPlayerCreated") Galaxy():registerCallback("onFactionCreated", "onFactionCreated") end function onShutDown() end function update(timeStep) local server = Server() local guardianRespawnTime = server:getValue("guardian_respawn_time") if guardianRespawnTime then guardianRespawnTime = guardianRespawnTime - timeStep; if guardianRespawnTime < 0 then guardianRespawnTime = nil end server:setValue("guardian_respawn_time", guardianRespawnTime) end local serverRuntime = server:getValue("online_time") or 0 serverRuntime = serverRuntime + timeStep server:setValue("online_time", serverRuntime) end function onPlayerCreated(index) local player = Player(index) Server():broadcastChatMessage("Server", 0, "Player %s created!"%_t, player.name) end function onFactionCreated(index) end function onPlayerLogIn(playerIndex) local player = Player(playerIndex) Server():broadcastChatMessage("Server", 0, "Player %s joined the galaxy"%_t, player.name) player:addScriptOnce("headhunter.lua") player:addScriptOnce("eventscheduler.lua") player:addScriptOnce("story/spawnswoks.lua") player:addScriptOnce("story/spawnai.lua") player:addScriptOnce("story/spawnguardian.lua") player:addScriptOnce("story/spawnadventurer.lua") matchResources(player) end function onPlayerLogOff(playerIndex) local player = Player(playerIndex) Server():broadcastChatMessage("Server", 0, "Player %s left the galaxy"%_t, player.name) end local s, b = pcall(require, 'mods/ShipScriptLoader/scripts/server/server') if s then if b.onPlayerLogIn then local a = onPlayerLogIn; onPlayerLogIn = function© a©; b.onPlayerLogIn©; end end end" My mods folder has 3 things in it CarrierCommander mos ShipScriptLoader and it is in the base Avorion Folder and my ShipScriptLoader.lua from your config folder looks like this "local Config = {} Config.author = 'Dirtyredz' Config.name = 'Ship Script Loader' Config.homepage = "https://github.com/dirtyredz/AvorionBoilerPlate" Config.version = { major=1, minor=1, patch = 0, string = function() return Config.version.major .. '.' .. Config.version.minor .. '.' .. Config.version.patch end } Config.Scripts = {} function Config.Add(scriptPath) table.insert(Config.Scripts,scriptPath) end -- Example use to add a script to a players ship -- Config.Add("mods/YourMod/scripts/entity/YourMod.lua") Config.Add("mods/CarrierCommander/scripts/entity/CarrierCommander.lua") return Config" Anyone see my problem? Link to comment Share on other sites More sharing options...
Shrooblord Posted January 19, 2018 Share Posted January 19, 2018 What does your Avorion Steam Installation directory, including Carrier Commander, look like? It should be like this: (...)/Steam/steamapps/common/Avorion/ |-data |-scripts |-server |-server.lua |-mods |-CarrierCommander |-scripts |-entity |-CarrierCommander.lua I have only shown the two files you asked about, in their relative file directory structures. Other folders, like Documentation, are not shown here. If you have it set up like this, it should work. In-game, you can open the console window by pressing the quote key, the one with the ' and " characters on it. If either of the scripts is throwing an error, it will show in the Console window when you're playing the game. Link to comment Share on other sites More sharing options...
heyfunny Posted January 20, 2018 Share Posted January 20, 2018 my Avorion folder has 2 folders CarrierCommander ShipScriptLoader CarrierCommander has config and scripts folders config has CarrierCommanderConfig.lua scripts has 2 folders, entity and lib lib folder has 1 file lists.lua entity folder has ai folder and CarrierCommander.lua ai folder has 7 files all .lua aggressiveCommand.lua CarrierCivilCommandMine.lua CarrierCivilCommandSalvage.lua CarrierMilitaryCommand.lua dockAllFighters.lua mineCommand.lua salvageCommand.lua ShipScriptLoader folder has 2 Folders config and scripts + a README.md file config folder has ShipScriptLoader.lua scripts folder has 2 folders Player and server Player folder has ShipScriptLoader.lua server folder has server.lua So confused... I also hit the " button after the game started my game save and it just showed, "player events roughly every 12/02 seconds" and thats it Steam version of Avorion I'm on Windows 10 btw if that makes a difference Also this shows up in the server log 2018-01-20 04-38-00| Loading global variables... 2018-01-20 04-38-00| Setting startup script... 2018-01-20 04-38-00| Error while adding file "data/scripts/server/server.lua": 2018-01-20 04-38-00| 2018-01-20 04-38-00| data/scripts/server/server.lua:67: attempt to index local 'b' (a boolean value) Link to comment Share on other sites More sharing options...
Shrooblord Posted January 20, 2018 Share Posted January 20, 2018 2018-01-20 04-38-00| Error while adding file "data/scripts/server/server.lua": 2018-01-20 04-38-00| 2018-01-20 04-38-00| data/scripts/server/server.lua:67: attempt to index local 'b' (a boolean value) Well, there's your problem. Something is definitely breaking with the server.lua script, specifically in line 67 of that script. In my server.lua, those lines are the hooks for the MoveUI and Ship Script Loader mods. I'm assuming your server.lua is similar: it's the hook for the Ship Script Loader mod you inserted there yourself. It should read: local s, b = pcall(require, 'mods/ShipScriptLoader/scripts/server/server') if s then if b.onPlayerLogIn then local a = onPlayerLogIn; onPlayerLogIn = function(c) a(c); b.onPlayerLogIn(c); end end end And the game is failing to load the mod there. So I'm going to have to ask another time, although it may seem silly, to double-triple check that your Avorion installation looks similar to mine. I've made a short video going through my folder structure: Ignore the fact that my folders will look slightly different because I have many more mods installed than you probably have. I highlight all the important parts of the folder structure and the server.lua script (which will also look slightly different to yours, because, again, I have more mods altering it than you probably have). If you can confirm that that's indeed what your installation looks like, try reinstalling the affected server.lua by deleting it and running Steam Integrity Verification, and deleting and reinstalling the mods you've installed. Warning: SIV will delete any other files you may have modified to install mods, and will install vanilla Avorion files in their place. Backup anything you don't want to lose, first. If that doesn't end up working, please let's continue trying to solve your problem. ;) Link to comment Share on other sites More sharing options...
heyfunny Posted January 21, 2018 Share Posted January 21, 2018 I checked all my folders and they were all the same as yours but it wasn't working so I tried what you suggested and deleted a bunch of the game files and verified and re downloaded them then added the lines into the server.lua and your config one and it finally started working ^_^ Thanks for all the help. Link to comment Share on other sites More sharing options...
Shrooblord Posted January 22, 2018 Share Posted January 22, 2018 Good to hear! Sometimes, the "turn it off and on again" approach simply is the easiest, even if it doesn't give you much knowledge about where exactly it went wrong, in order to prevent problems in the future. Link to comment Share on other sites More sharing options...
Raio_Verusia Posted February 1, 2018 Share Posted February 1, 2018 First off- Thank you for your service, D.R. This is correct file structure, yes? The config holds the config lua, and the other folders are correct as well as far as I can tell. Yet this does not work, what-so-ever, at all, period. What the gosh darn banana am I doing wrong here? It doesn't initialize anything when in game. Link to comment Share on other sites More sharing options...
Raio_Verusia Posted February 1, 2018 Share Posted February 1, 2018 -Doublepost :( Sorry, it wasn't going through and then suddenly did. Link to comment Share on other sites More sharing options...
Dirtyredz Posted February 1, 2018 Author Share Posted February 1, 2018 from what i can see your file structure looks good, did you follow the other instructions (im assuming yes) editing the server.lua is essential as thats what gets the mod started. secondly this mod does nothing by itself except force Entity scripts (scripts/mods attach to a ship) to follow the ship your piloting. the mod solves the issue of other modders having to write the same code for each mod and costing the players/server performance hits when 10 mods are all doing the EXACT same thing. by adding a script path to this mods config file. this mod will track the player entering/leaving of a ship and keep any scripts in the config attached to the players current ship. What mod are you trying to use with this mod? can i see your config file? also showing me the server.lua file you should have edited just to be sure would be helpfull. Link to comment Share on other sites More sharing options...
Raio_Verusia Posted February 1, 2018 Share Posted February 1, 2018 Dear me, I think I edited the server.lua but never saved it? Which confused me when I closed Sublime and opened it and it remembered the changes but then I opened it in notepad and it was nowhere to be found. Link to comment Share on other sites More sharing options...
Dirtyredz Posted February 1, 2018 Author Share Posted February 1, 2018 remember to only edit the files while the server is offlines, I sometimes hear people forgetting that. saving a document usually helps too :) Link to comment Share on other sites More sharing options...
Raio_Verusia Posted February 1, 2018 Share Posted February 1, 2018 I may have actually edited the wrong server.lua with that fix, so I just wiped the mods folder clean and will redo it. Will let you know. Edit: Can confirm, Raio derped. All works now, except me, off for coffee now. Link to comment Share on other sites More sharing options...
Ivanes Posted February 17, 2018 Share Posted February 17, 2018 Hi. First off, thanks for a great mod :). I have stumbled upon a small bug with version 1.1.0. If there is a problem with the mod that is being loaded, then it just writes "failed to locate script at %path". To reproduce, add the CarrierCommand mod and check the aggressiveCommand.lua file, line 222. If it looks like elseif entity.isStation and then priority = cc.Config.basePriorities.station then the load will fail. ShipScriptLoader version 1.0.0 does show an error message at line 222 but version 1.1.0 states it cannot locate the script. Deleting the unneeded AND and the mod loads just fine in both version 1.1.0 and 1.0.0. I hope it is an easy fix to get a good error message and keep up the good work :) Link to comment Share on other sites More sharing options...
Rudolf Pflanz Posted March 22, 2018 Share Posted March 22, 2018 hi there, thanks for the mod. i however, cant work out for the life of me whats wrong, as i cant load carrier commander mods either. Ive installed it all to the letter, but im not that experienced with mods like scripting. i can confirm that it looks identical to yours, and the instructions, and that the carrier commander is also installed how it should be. any ideas? what do i need to post? Link to comment Share on other sites More sharing options...
Dirtyredz Posted March 22, 2018 Author Share Posted March 22, 2018 Client log, server.lua, and shipscriptconfig.lua That will help us lead you in the right direction Link to comment Share on other sites More sharing options...
Rudolf Pflanz Posted March 22, 2018 Share Posted March 22, 2018 hi, this is the server package.path = package.path .. ";data/scripts/lib/?.lua" package.path = package.path .. ";data/scripts/server/?.lua" require ("factions") require ("stringutility") function onStartUp() Server():registerCallback("onPlayerLogIn", "onPlayerLogIn") Server():registerCallback("onPlayerLogOff", "onPlayerLogOff") Galaxy():registerCallback("onPlayerCreated", "onPlayerCreated") Galaxy():registerCallback("onFactionCreated", "onFactionCreated") end function onShutDown() end function update(timeStep) local server = Server() local guardianRespawnTime = server:getValue("guardian_respawn_time") if guardianRespawnTime then guardianRespawnTime = guardianRespawnTime - timeStep; if guardianRespawnTime < 0 then guardianRespawnTime = nil end server:setValue("guardian_respawn_time", guardianRespawnTime) end local serverRuntime = server:getValue("online_time") or 0 serverRuntime = serverRuntime + timeStep server:setValue("online_time", serverRuntime) end function onPlayerCreated(index) local player = Player(index) Server():broadcastChatMessage("Server", 0, "Player %s created!"%_t, player.name) end function onFactionCreated(index) end function onPlayerLogIn(playerIndex) local player = Player(playerIndex) Server():broadcastChatMessage("Server", 0, "Player %s joined the galaxy"%_t, player.name) player:addScriptOnce("headhunter.lua") player:addScriptOnce("eventscheduler.lua") player:addScriptOnce("story/spawnswoks.lua") player:addScriptOnce("story/spawnai.lua") player:addScriptOnce("story/spawnguardian.lua") player:addScriptOnce("story/spawnadventurer.lua") matchResources(player) end function onPlayerLogOff(playerIndex) local player = Player(playerIndex) Server():broadcastChatMessage("Server", 0, "Player %s left the galaxy"%_t, player.name) end local s, b = pcall(require, 'mods/ShipScriptLoader/scripts/server/server') if s then if b.onPlayerLogIn then local a = onPlayerLogIn onPlayerLogIn = function© a©; b.onPlayerLogIn©; end end else print("failed to load ShipScriptLoader", b) end this is the ships script local Config = {} Config.author = 'Dirtyredz' Config.name = 'Ship Script Loader' Config.homepage = "https://github.com/dirtyredz/AvorionBoilerPlate" Config.version = { major=1, minor=1, patch = 0, string = function() return Config.version.major .. '.' .. Config.version.minor .. '.' .. Config.version.patch end } Config.Scripts = {} function Config.Add(scriptPath) table.insert(Config.Scripts,scriptPath) end return Config Config.Add("mods/CarrierCommander/scripts/entity/CarrierCommander.lua") but im not sure how to find client log..... Link to comment Share on other sites More sharing options...
Dirtyredz Posted March 22, 2018 Author Share Posted March 22, 2018 these two look good, the client log is the most important also the server log, you can find both located in your %appdata% directory or if the server is on a seprate machine (usually linux) then taht can be found in /home/user/.avorion/ Link to comment Share on other sites More sharing options...
Rudolf Pflanz Posted March 23, 2018 Share Posted March 23, 2018 Morning! This? 2018-03-23 06-35-15| Client started: "C:\Program Files (x86)\Steam\steamapps\common\Avorion\bin\Avorion.exe" "--serverpath=bin/AvorionServer.exe" 2018-03-23 06-35-15| Enabled Traces: 2018-03-23 06-35-15| Client Beta 0.15.8 r10262, running on Windows 8.1+. 2018-03-23 06-35-15| CPU: AuthenticAMD 16 Cores 2018-03-23 06-35-15| RAM: 16GB 2018-03-23 06-35-15| Init Steamworks...Installed Steam exception handler 2018-03-23 06-35-15| Init Steamworks... ok 2018-03-23 06-35-15| Init Steamworks ok 2018-03-23 06-35-15| Init SDL2... ok 2018-03-23 06-35-15| SDL version (compiled): 2.0.3 2018-03-23 06-35-15| SDL version (linked): 2.0.3 2018-03-23 06-35-15| Getting display mode... ok 2018-03-23 06-35-15| Current display mode: 2560 x 1440 2018-03-23 06-35-15| Creating settings... loading... setting language... ok 2018-03-23 06-35-15| Creating client window...Creating window ... 2018-03-23 06-35-15| Detected 1 displays 2018-03-23 06-35-15| Display 0: x: 0, y: 0, w: 2560, h: 1440 2018-03-23 06-35-15| Using display 0 2018-03-23 06-35-15| Trying to create OpenGL 4.0 core window ... 2018-03-23 06-35-15| Creating window, x: 0, y: 0, w: 2560, h: 1440... ok 2018-03-23 06-35-15| Creating GL context... ok 2018-03-23 06-35-15| Initializing GLEW... ok 2018-03-23 06-35-15| Setting display mode 2560 x 1440 (WindowedSeamless)... ok 2018-03-23 06-35-15| GetDrawableSize: 2560 1440 2018-03-23 06-35-15| GetWindowSize: 2560 1440 2018-03-23 06-35-15| Creating client window ok 2018-03-23 06-35-15| Init rendering... starting rendering... initialize...OpenGL Context Information: 2018-03-23 06-35-15| Version: 4.0 2018-03-23 06-35-15| VersionString: 4.0.0 NVIDIA 388.13 2018-03-23 06-35-15| Vendor: NVIDIA Corporation 2018-03-23 06-35-15| Renderer: GeForce GTX 1070/PCIe/SSE2 2018-03-23 06-35-15| GLSL Version: 4.00 NVIDIA via Cg compiler 2018-03-23 06-35-15| GL_MAX_CUBE_MAP_TEXTURE_SIZE: 32768 2018-03-23 06-35-15| GL_MAX_ELEMENTS_INDICES: 1048576 2018-03-23 06-35-15| GL_MAX_ELEMENTS_VERTICES: 1048576 2018-03-23 06-35-15| GL_MAX_RENDERBUFFER_SIZE: 32768 2018-03-23 06-35-15| GL_MAX_TEXTURE_SIZE: 32768 2018-03-23 06-35-15| GL_MAX_VERTEX_ATTRIBS: 16 2018-03-23 06-35-15| GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 32 2018-03-23 06-35-15| Init Debug Message Callback... ok 2018-03-23 06-35-15| Set VSync... ok 2018-03-23 06-35-15| Secure BackBuffer... ok 2018-03-23 06-35-15| Init Canvas...Create canvas of size 2560 x 1440... ok 2018-03-23 06-35-15| Init Canvas ok 2018-03-23 06-35-15| Init Refraction Texture... ok 2018-03-23 06-35-15| Init Post Processing... ok 2018-03-23 06-35-15| Init Debug Renderers... ok 2018-03-23 06-35-15| DepthTexturesSupported: yes 2018-03-23 06-35-15| IntVertexAttributesSupported: yes 2018-03-23 06-35-15| DeferredSupported: yes 2018-03-23 06-35-15| LowSpecGPUDetected: no 2018-03-23 06-35-15| Available video memory: 7.28711 GB 2018-03-23 06-35-15| Rendering initialized 2018-03-23 06-35-15| Init rendering ok 2018-03-23 06-35-15| Check problematic drivers... ok 2018-03-23 06-35-15| Init shader level... ok 2018-03-23 06-35-15| Init loading screen... ok 2018-03-23 06-35-16| Draw first loading screen... draw... ok 2018-03-23 06-35-16| Init SFX... ok 2018-03-23 06-35-16| Init Input... ok 2018-03-23 06-35-16| Init GameInput... ok 2018-03-23 06-35-16| Init WorkerPool... ok 2018-03-23 06-35-16| Init Main Menu... ok 2018-03-23 06-35-17| Init Music... ok 2018-03-23 06-35-17| Apply loaded settings... ok 2018-03-23 06-35-17| Adjust settings to GPU... ok 2018-03-23 06-35-17| Client initialized 2018-03-23 06-35-17| Received stats and achievements from Steam 2018-03-23 06-35-17| STAT_PIRATES_DESTROYED: 776i 2018-03-23 06-35-17| STAT_XSOTAN_DESTROYED: 501i 2018-03-23 06-35-17| STAT_CIVIL_SHIPS_DESTROYED: 11i 2018-03-23 06-35-17| STAT_SHIPS_DESTROYED: 71i 2018-03-23 06-35-17| STAT_STATIONS_DESTROYED: 4i 2018-03-23 06-35-17| STAT_RESOURCES_MINED: 1616099i 2018-03-23 06-35-17| STAT_GOODS_TRADED: 972i 2018-03-23 06-35-17| STAT_GOODS_SOLD: 243i 2018-03-23 06-35-17| STAT_GOODS_BOUGHT: 729i 2018-03-23 06-35-17| STAT_GATES_USED: 78i 2018-03-23 06-35-17| STAT_WORMHOLES_USED: 30i 2018-03-23 06-35-17| STAT_JUMPS_USED: 767i 2018-03-23 06-35-17| STAT_SECTORS_DISCOVERED: 619i 2018-03-23 06-35-17| STAT_SECTORS_TRAVELED: 9607.45f 2018-03-23 06-35-17| STAT_METERS_FLOWN: 28960322i 2018-03-23 06-35-17| Finished download of workshop plan Trinium battleship 2018-03-23 06-35-17| Finished download of workshop plan Homeworld Junkyard Dawg (rough) 2018-03-23 06-35-17| Finished download of workshop plan [Fighter Blueprint] N'Daal 'Adze' Fighter Drone 2018-03-23 06-35-18| Startup successful. 2018-03-23 06-35-36| Starting server 'bin/AvorionServer.exe' with arguments '--galaxy-name PS1 --server-name RudolfPflanz's Server --port 27000 --public 0 --safe-player-input false --pausable true --alive-sectors-per-player 500 --listed 0 --authentication 0 --exit-on-last-admin-logout --admin 76561198031156927 --use-steam-networking 1 --threads 15 ' 2018-03-23 06-35-36| Connecting to 127.0.0.1:27000, query port: 27003 2018-03-23 06-35-37| Waiting for Online polling threads 2018-03-23 06-35-37| Online polling threads finished 2018-03-23 06-35-37| Waiting for LAN polling threads 2018-03-23 06-35-37| LAN polling threads finished 2018-03-23 06-35-37| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0 2018-03-23 06-35-38| remote address: ip, init: steam 2018-03-23 06-35-38| Connecting to server at 127.0.0.1:27000 2018-03-23 06-35-38| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0 2018-03-23 06-35-38| Initiating connection with server ID 90113916854777863 2018-03-23 06-35-42| Authentication successful! 2018-03-23 06-35-45| <Server> Player RudolfPflanz joined the galaxy 2018-03-23 06-35-46| Finished download of workshop plan [Fighter Blueprint] N'Daal 'Adze' Fighter Drone 2018-03-23 06-35-46| Finished download of workshop plan Homeworld Junkyard Dawg (rough) 2018-03-23 06-35-46| Finished download of workshop plan Trinium battleship 2018-03-23 06-36-09| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-36-54| <> The Nav-Computer is calculating the jump route. Please stand by. 2018-03-23 06-37-09| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-37-25| <> The jump route is still being calculated. 2018-03-23 06-37-27| <> The jump route is still being calculated. 2018-03-23 06-37-27| <> The jump route is still being calculated. 2018-03-23 06-37-28| <> Jump route calculated. 2018-03-23 06-38-08| <Server> Your Ship Iron Fighter has been destroyed! 2018-03-23 06-38-30| Finished download of workshop plan [Fighter Blueprint] N'Daal 'Adze' Fighter Drone 2018-03-23 06-38-30| Finished download of workshop plan Homeworld Junkyard Dawg (rough) 2018-03-23 06-38-30| Finished download of workshop plan Trinium battleship 2018-03-23 06-38-47| <> Paid 13.712 credits to build a fighter. 2018-03-23 06-38-58| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-38-59| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-40-01| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-41-45| Auto saving ship to "C:\Users\Baba Dada\AppData\Roaming\Avorion\ships\MCRN Enterprise5.xml" 2018-03-23 06-41-46| Auto saved ship to "C:\Users\Baba Dada\AppData\Roaming\Avorion\ships\MCRN Enterprise5.xml". 2018-03-23 06-48-08| <> Received 100000 iron from RudolfPflanz. 2018-03-23 06-48-08| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-48-08| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-48-46| <> The Nav-Computer is calculating the jump route. Please stand by. 2018-03-23 06-49-03| <> Jump route calculated. 2018-03-23 06-49-12| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-49-12| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-49-36| <> The Nav-Computer is calculating the jump route. Please stand by. 2018-03-23 06-49-47| <> The Nav-Computer is calculating the jump route. Please stand by. 2018-03-23 06-49-58| <> Jump route calculated. 2018-03-23 06-50-14| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-50-14| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-51-17| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-51-17| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-52-20| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-52-20| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-53-23| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-53-23| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-53-34| <Server> Pirates are attacking the sector! 2018-03-23 06-54-26| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-54-26| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-55-30| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-55-30| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-56-33| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-56-33| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-57-10| <Server> Your sensors picked up a short burst of subspace signals. 2018-03-23 06-57-36| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-57-36| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-58-39| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-58-39| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-59-41| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 06-59-41| <> Paid 4099 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 07-00-09| <Server> More strange subspace signals, they're getting stronger. 2018-03-23 07-01-09| <Server> A small group of alien ships appeared! 2018-03-23 07-08-59| <> Paid 3952 Iron for production of a fighter on MCRN Enterprise. 2018-03-23 07-10-27| <Unknown> This is a distress call! Our position is (34:442) We are under attack by pirates, please help! 2018-03-23 07-10-27| <> You have received a distress signal by an unknown source. 2018-03-23 07-16-19| UDP closed 2018-03-23 07-16-19| Client UDP: Connection closed 2018-03-23 07-16-19| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0 2018-03-23 07-16-19| UDP closed 2018-03-23 07-16-19| Client UDP: Connection closed 2018-03-23 07-16-20| Client UDP: Error receiving from 127.0.0.1, error: No connection could be made because the target machine actively refused it, received bytes: 0 2018-03-23 07-16-20| Client UDP: Error receiving from 127.0.0.1, error: An existing connection was forcibly closed by the remote host, received bytes: 0 2018-03-23 07-16-20| Server shutdown successful. 2018-03-23 07-16-20| UDP closed 2018-03-23 07-16-20| Client UDP: Connection closed 2018-03-23 07-16-21| Startup successful. 2018-03-23 07-16-25| Exiting client. 2018-03-23 07-16-25| Exited client main loop. 2018-03-23 07-16-25| Waiting for Online polling threads 2018-03-23 07-16-25| Online polling threads finished 2018-03-23 07-16-25| Waiting for LAN polling threads 2018-03-23 07-16-25| LAN polling threads finished 2018-03-23 07-16-25| Stopping local server ... Link to comment Share on other sites More sharing options...
Rudolf Pflanz Posted March 23, 2018 Share Posted March 23, 2018 aaarrgh the waiting is killing me XD im so eager to clear up these wasted hunks of junk!! 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