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Messages - Laserzwei

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Mods / Re: [MODPACKS] Make-a-Modpack
« on: Today at 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.

Mods / Re: [MOD] CompleX3s [CPX3]
« on: Today at 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

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.

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

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)

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)

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

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)

Mods / Re: [MOD] [OOSP]out of sector Production
« on: February 11, 2018, 05:10:05 PM »
Seems not to work. Help me & add me pls http://steamcommunity.com/id/d0ggygibs/
I have a preference for not linking my steam account here in any way or form.
But I can assure you this is an OSI-8 error

Mods / Re: [MOD] [OOSP]out of sector Production
« on: February 11, 2018, 09:54:58 AM »
Code: [Select]
Error while adding file "mods/oosp/scripts/player/oosproduction.lua":

mods/oosp/scripts/player/oosproduction.lua:15: bad argument #1 to 'max' (number expected, got nil)

Did Steps as you said. Help Pls

Maybe oospConfig.consumptionTime is not available or nil...

Avorion 0.15.7 or 0.15.8?
On 0.15.7: See if "mods/oosp/config/oosp.lua" exists. And if "config.consumptionTime = 86400" is set within.
On 0.15.8: Properly install oosp_0.99_5b.zip

Mods / Re: [MOD] [OOSP]out of sector Production
« on: February 04, 2018, 07:36:14 PM »
I installed the latest version, but it does not seem to add any resource to resource depot. Also I couldnt find anything in code where adding resources is done. Function ResourceDepot.onRestoredFromDisk set a few variables, prints out the result, but does not add anything? Or am I blind?
I accidentally only changed a test-variable instead of the actual one. See 0.99_5b

Mods / Re: [MOD] [OOSP]out of sector Production
« on: February 03, 2018, 01:46:12 PM »
I have performed the installation steps you mention, but I run into a different problem. Whenever I boot the game, and periodically through playing, I'll get error messages in Console that table.insert is being used wrong, all to do with the resourcetrader.lua.

See this bug report I made for the vanilla code. Your code is triggering this same behaviour four times per execution. Basically, table.insert expects two arguments. You can pass it three, but then it expects the second to be a number, which it's not, so the code freaks out. Please read the original bug report. There's a link to a question on StackOverflow and everything where this is explained in further detail.
This bug is inherited from vanilla and I can't reproduce it. So I can't fix it either

Bugs / Re: resourcetrader.lua Is Using Table.Insert Wrong
« on: February 03, 2018, 01:45:21 PM »
I couldn't reproduce this error on a newly created 0.15.8 (0.15.7 would be the same, since the file didn't change) Galaxy. And the code has nothing in it that can produce the key "currentProductions".

Personally I think this is either some mod badly interacting or something that got ported from an older version of the file.

@Shrooblord, Since I can't reproduce it, would you be so kind and add the following in line 55:
Code: [Select]
printTable(data)and post the result?

Mods / Re: [MOD] [OOSP]out of sector Production
« on: February 03, 2018, 09:21:19 AM »
Code: [Select]
Error while adding file "mods/oosp/scripts/player/oosproduction.lua":

mods/oosp/scripts/player/oosproduction.lua:15: bad argument #1 to 'max' (number expected, got nil)

With the new version (0.99_5)
You updated from oosp <0.99_5 right?
You need to fully reinstall the mod:
 1) replace /data/scripts/server/server.lua with the VANILLA file
 2) delete /mods/oosp/*
 3) continue with the standard installation

I updated the installation guide accordingly

Mods / Re: [MOD] CompleX3s [CPX3]
« on: February 03, 2018, 09:13:21 AM »

could not execute function 'synchTradingLists' in '"mods/complexMod/scripts/entity/merchants/complexFactory.lua"':
invalid argument 'nil' at stack position 1, expected 'Player'
stack traceback:
 in function invokeClientFunction
data/scripts/lib/complextradingmanager.lua:195: in function ?
Setting state to invalid.

Tried with asteroid stations.
Tried with normal stations.

Checked crew,power,production,storage and did not modify any blocks or delete any blocks.

Dragged and dropped mod into data and mods folders. Avorion/data Avorion/Mods

Version 0.90c
I don't know what you did, but you did something very very wrong:
In 0.90c, in the function "synchTradingLists",  the function " invokeClientFunction" is NOT called. Hence the shown error can not occur.
Furthermore line 195 is literally just  "end". This can't throw the shown error either.

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