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Messages - Laserzwei

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1
Bugs / Re: problem with (broadcast-)invokeClientfunction
« on: February 20, 2018, 11:30:12 PM »
Thanks for reporting! This looks like there's something weird going on in the reading of tables from lua. Should be fixed soon!
Nice! Thank you

2
Bugs / Re: Cargo drones have the wrong WeaponCategory
« on: February 20, 2018, 10:50:26 PM »
combat-fighters, miners and salvagers are recognised correctly, fighters with healing beams not tested, and cargo-fighters are recognized wrongly as Armed. Probably because there is no Cargo-Enum

3
Bugs / Re: Cargo drones have the wrong WeaponCategory
« on: February 20, 2018, 09:58:38 PM »
awesome I will test that
Edit: tested it in a new 0.16 Galaxy, Hangar():getSquadMainWeaponCategory() will return 0(=WeaponCategory.Armed) for a cargo-fighters only squad. (and 1 for miners and 2 for salvagers)
So this bug is still here

4
Bugs / problem with (broadcast-)invokeClientfunction
« on: February 20, 2018, 09:55:36 PM »
When using either broadcastInvokeClientFunction or invokeClientFunction and sending tables as payload, there can occur the following crash:
Quote
2018-02-17 16-48-26| could not execute function 'send' in '"mods/invtest/new.lua"':
2018-02-17 16-48-26| stof
2018-02-17 16-48-26|     [C]:-1: in function invokeClientFunction
2018-02-17 16-48-26|     mods/invtest/new.lua:23: in function ?
2018-02-17 16-48-26| Setting state to invalid.
The error is reproducable in 0.16 and 0.15.8 (not tested earlier, but most likely also present there).
Affected are all lists, where string- AND number-keys are used. Specifically only if these "mixed keys" are used in the very same list- Having a string-key only list with a nested number-key list is totally fine. Having a mixed-keys list somewhere nested within the payload will throw said error.

lists that are fine (divided by underscores):
Code: [Select]
li[1] = 1
li[2] =  "a"
________________
li[1] = 1
li[20] = "a"
________________
li[1] = 1
li[math.huge] = "a"
________________
li[1] = 1
li["2"] = "a"
________________
{1,2,{vec3(4,5,6), vec2(1,2)}, "test", ["10"]=1}

lists that don't work:
Code: [Select]
data[1] = {["name"] = "Name1", [1] = 2}
data[2] = {["name"] = "Name2", [2] = 2}
________________
data[1] = 1
data["a"] = "b"

While testing some of the lists I noticed a 2nd most likely related unexpected behaviour/bug:
When sending:
Code: [Select]
li[1] = 1
li[20] = 2
li["4"] = 3
The client will not receive      li["4"]

When sending:
Code: [Select]
li[1] = 1
li["4"] = 3
li[20] = 2
the client will receive:
Quote
li[1] = 1
li[4] = 2
li[20] is missing and li[4] has the wrong value!
There is some serious weirdness going on


5
Bugs / Cargo drones have the wrong WeaponCategory
« on: February 20, 2018, 09:38:14 PM »
When using Hangar():getSquadMainWeaponCategory(squad) on a cargo fighter squad it will return WeaponCategory.Armed.    For the unarmed drones

6
Suggestions / Changing Cargo-drone Cargospace
« on: February 20, 2018, 09:35:31 PM »
Cargo drone storage is set to 5. And it's not modifyable by any means.
Allowing Cargo-drone cargo space to be modifyable, would open extend the existing in sector trading by a lot. That also requires changes to factory.lua, in a way thtat the drones actually load their cargo with more than 1 good at a time.

Also who wouldn't want to have some cargo-drones in its own ship that auto-buy/sell goods when found with the trading-overview?

7
Suggestions / Extend the EnergrySystem-API
« on: February 20, 2018, 09:30:13 PM »
Could you guys make it possible to properly add an Energy-consumer, which also shows up in the ship's power menu?- Like so (photomontage):

Something along this:
Code: [Select]
EnergySystem:addEnergyConsumer(double  amount, string  IconPath)
If that is not possible atm. (e.g. because the main-UI is not easily available for scripts), then making EnergySystem().requiredEnergy writable would help a lot too.

8
Mods / Re: [MODPACKS] Make-a-Modpack
« on: February 17, 2018, 02:51:54 PM »
(...)and I see now Laserzwei added a 1.6 now for carrier commnand. that wasnt there when I was doing all this.

I did?
I sure have not been able to make Carrier Commands run in Avorion 0.16.x   :-\
Minecorp however got its update.

9
Mods / Re: [MOD] CompleX3s [CPX3]
« on: February 17, 2018, 10:29:08 AM »
Thanks for the Mod and making npc traders work again. I tried to figure out how exactly the npc trade spawning works, maybe you have some insight. As I see it there are 3 reasons to built stations. Get Mats for turret building, get mats for manual trading for free and passivly generate money from npc traders. For passive money the complex seem to be actually worse than single stations in some situations as they only spawn as many traders as a single station would. This would mean that its better to only sell the most valuable stuff so the cargo ships dont waste their trip on energy cells, water etc. Or is it dependent on the amount of different ressources you sell?

There are 2 different ways  Traders spawn:
1) via the discussed Sector-script: traders.lua
2) Factories - and only factories - have a 2nd mechanic that allows them to spawn more traders:
In the config menu you can tell your factory to request and sell goods to traders. This mechanic will spawn additional traders. iirc this is independant of the contents of the sector and happens in /lib/tradingutility.lua (it is also dependand on the price margin)

Complexes for Money were ment to produce high tech goods that can be sold at many places:
Processors: guaranteed at every repair-station and some tradingposts
Mining robots, Anti-Grav Unit, Fusion generator, Drill: At many mines around the Galaxy
War Robots, Body Armor, Vehicle, electromagn. Charge ... etc. : At Militarty Outposts

Edit:
The complex mod is not updated for 0.16.x.

It is also undergoing a lot of behind the scenes changes, which will take a lot of time, so don't expect any fixes, when something breaks

10
Mods / Re: [MOD] [OOSP]out of sector Production
« on: February 16, 2018, 01:29:45 PM »
With Avorion 0.16 adding support for resourcetraders and shipyards, this mod is now 100% included in Vanilla Gameplay!
Therefore no further updates will be provided.

11
Mods / Re: [Mod][Beta] MineCorp
« on: February 16, 2018, 01:23:54 PM »
Updated Minecorp to Avorion 0.16
This update was mostly done by Dirtyredz!
In this version Mines will not show up on the galaxymap.

Is that a bug or a feature? - Yes.

download Minecorp 1.6.zip

12
News / Re: Beta Branch Patch 0.16.0 Patchnotes - Combat Update I
« on: February 15, 2018, 11:54:13 AM »
Many awesome big and little things were added with 0.16. Thank you very much  :)
I have another request though:
Could you guys make it possible to properly add an Energy-consumer, which also shows up in the ship's power menu?- Like so (photomontage):

Something along this:
Code: [Select]
EnergySystem:addEnergyConsumer(double  amount, string  IconPath)

13
Mods / Re: [MOD] CompleX3s [CPX3]
« on: February 15, 2018, 09:47:03 AM »
Well judging on an a -very- quick initial test of downloading the updated mod from GitHub and dirtily smashing them into the /data and /mods folders, it looks like you fixed it!

I'll do more thorough testing though.

Issues :
1) I have immediately noticed is that complex's do not have the `Buy/Sell Goods` menu item until one of the other menu options is chosen on the complex first. This resets each time you enter a new sector it seems. Doesn't seem breaking at the moment, I've had traders sell to complex's that I've not opened the menu for when jumping into the sector.

2) There is no chat notification that your complex's are buying or selling any items from traders. However there is a resource change notification and faction status change notification on the right of the screen when the complex's buy and sell.

2a update) There -is- a chat notification of complex station buy/sells if you are out-of-sector, but conversely there is -no- resource or faction notification on the right side of the screen.

3) I've had a couple of empty trade ships dock with a complex that does not buy goods. This complex has max stock of energy cells, yet zero stock of both other sellable items, warheads and scrap metal.

4) Existing complex's built before installing the mod do not seem to trade. This however could be because both existing 'old' complex's in my game are built in empty sectors and you've addressed this in your previous post.

5) Extending on 4) In an empty sector with an 'old' mine and an 'old' complex, the mine trades but the complex does not. This seems to indicate that the script 'traders.lua' is present(?). The complex is old however and existed before updating the mod.


I'll let you know if I encounter any breaking bugs and I might put a pull-request in for item 2) above if I get time to investigate more.

Cheers for fixing it so fast ! :)

1) I noticed it too, while testing yesterday. Nothing big to worry about though
2-3) are vanilla behaviour. The complex mod just registers into the selection-list. No further changes to traders are made
4) I thought about manually adding that script, when a complex gets build and it's not present for the sector yet.
5) Mines are technically factories as well. And factories have their own trader script running in addition to the sector-wide one (which the complex mod uses)

14
Mods / Re: [MOD] CompleX3s [CPX3]
« on: February 14, 2018, 12:48:04 PM »
Edited the tradingultility.lua lines 26 and 27 (added comma and reference to complexFactory.lua script):
The moment I realized, you know what you're doing.

Notes :
1) I am using an existing galaxy that I backed up before installing the mod - no complex stations exist, just the mine.
2) The complex station does not have a full compliment of crew and is suffering normal damage over time due to lack of maintenance.
3) The complex station does not have a captain.
4) The station is set up inside of the barrier at [-32,40]
5) The sector was initially completely empty of all entities. No asteroids, no wrecks, no containers etc.
6) Can confirm that the config still has 'config.enableNPCTrading = true'
7) I have tried removing all existing docks from the merged complex station, exited build mode, entered build mode again and reapplied a single dock.
(...)
8 ) Looking at the logs when the station is constructed :
Code: [Select]
    Warning: Couldn't add script from stream: index is already taken

1-4) should not matter.
5) I'm not 100% certain, but the sector has to have the script :
Code: [Select]
"data/scripts/sector/traders.lua"From a rough look at the sector generator-files the following sector-types support traders (or you could add the script yourself):
  • asteroidfieldminer
  • colony
  • factoryfield
  • gates
  • loneconsumer
  • lonescrapyard
  • loneshipyard
  • lonetrader
  • lonetradingpost
  • lonewormhole
  • miningfield
  • neutralzone
  • basefactories
  • lowfactories
  • midfactories
  • highfactories

6) while following my little guide, you made that obsolete
7) there is a vanilla script that periodicly adds those back (called "(...)/entity/regrowdocks.lua")

8 ) That always happens due to the mod adding that script twice, from both ends (client and server). Otherwise things would go out of synch, since the Multi-Thrading-Upgrade

Also I accidentally changed a little bit of code in 0.90c, which would prevent traders from spawning.
So I put the correct  /data/scripts/lib/tradingutility.lua as an attachment here

15
Mods / Re: [MOD] CompleX3s [CPX3]
« on: February 12, 2018, 11:17:37 PM »
Try the following:
Get the vanilla /lib/tradingutility.lua and save it somewhere else
Install the mod
Overwrite /lib/tradingutility.lua with the vanilla one you just held back
Add at the top of the scripts-list the following line:
Code: [Select]
"mods/complexMod/scripts/entity/merchants/complexFactory.lua"report back, if it helped (at least 15 min. are required in an empty sector , +5min for every other station)

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