Recent Posts

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1
Mhhh I tried your copy/paste method, but I think I broke everything ^^

-> https://pastebin.com/k494xDfx

The checkboxes are working, or displayed at least, I also have no error in server console, but there's nothing displayed on the UI...

Do someone have hints ?
2
Mods / Re: [MOD] Turret Factory Seed Entry
« Last post by DracoNB on Today at 01:02:21 AM »
Updated turretfactory mod to 04/25/18
http://dev-x.org/avorion/turretfactory.lua

The war for your turretfactory continues! (looking at all those other cool mods out there now)

Also made it so equipment factories have a regenerate button
http://dev-x.org/avorion/shop.lua

They are just time savers. So I don't have to warp to shop a, warp to b, warp to a again, etc.

I didn't plan for any multiplayer but, the shop one does server side things for sure, will probably refresh the item list for a factory for every player I would assume. (will probably break something if player 1 gets list, player 2 changes list, player 1 tries to buy from 1st list)


This still work ?

Use this one: https://www.avorion.net/forum/index.php/topic,4632.0.html
http://www.avorion.net/forum/index.php/topic,4632.0.html

One of those links should work depending on your http(s) settings
3
One more from me.

My friend wanted to know if I could add a "[!]" in front of the Stations' names for Stations that have a Bulletin active on their Bulletin Board, so you can in one glance see whether there are Bulletins available when you jump into a Sector.

The result is the attached file.

It includes all the previous changes, but now also overwrites the vanilla file data/scripts/entity/bulletinboard.lua. Will conflict with other mods that overwrite the same file.

Drag and drop the contents into your main Avorion folder.

----

EDIT:

And a bug report: the Persecutor Pirate teams that get spawned on you when you're weak in a certain part of the Galaxy are mislabelled as "Friendly Ships", even though relations with them are Abhorrent, with the "Friendly Threshold" set at 0.


----

Bug Report #2:

While piloting a Faction ship, the relations displayed are those of the ships towards the PLAYER, not towards the Faction. This is confusing behaviour.

Hah, I was actually going to make the stations one separate since the list can already get quite big. You could basically copy/paste the code and rename to it stations everywhere so that way you can place them in two locations and enable/disable as wanted. And yeah I noticed the Player not Faction coloring which is annoying. Meant to fix it but haven't been playing recently.
4
Thanks for this mod, really, this is my number one favorite !

One thing bother me thought, the alphabetic sorting, it's either on the ship.name and not useful at all (for me) or on the ship.title and then can flicker if there's two or more from the same type.
Is it possible to sort by title and/then by name ?

a bit like this :
Code: [Select]
local sort_func = function( a,b ) return a.title.name < b.title.name end
table.sort(ShipData.Ships, sort_func)

But I don't think it would work, I have zero knowledge in coding.


edit :

OK ! I've found with some search !

Code: [Select]
local sort_func = function( a,b ) return (a.title < b.title) or (a.title == b.title and a.name < b.name) end
table.sort(ShipData.Ships, sort_func)

Now everything is fine :D


Looks great, but it would be nice if the stations were separated out with their own heading, like it does in the original mod with "Friendly ships" and "Civilian ships"
5
Bugs / Re: loot gathering bug(i guess)
« Last post by plablo on Today at 12:10:54 AM »
i wasn't out of range and that happen with any type of loot including ore
6
Bugs / Re: loot gathering bug(i guess)
« Last post by Wanderer on July 17, 2018, 10:58:56 PM »
You mean the onces you are gathering, the blue and green one just dissapearing in your ship or the ones that float there in space? Bcs i would say you are just out of range, but if it isnt that, idk. If it are those green and blue ones, its probably a bug indeed.
7
Mods / Re: [MOD] Turret Factory Seed Entry
« Last post by GrisGris on July 17, 2018, 09:11:14 PM »
Updated turretfactory mod to 04/25/18
http://dev-x.org/avorion/turretfactory.lua

The war for your turretfactory continues! (looking at all those other cool mods out there now)

Also made it so equipment factories have a regenerate button
http://dev-x.org/avorion/shop.lua

They are just time savers. So I don't have to warp to shop a, warp to b, warp to a again, etc.

I didn't plan for any multiplayer but, the shop one does server side things for sure, will probably refresh the item list for a factory for every player I would assume. (will probably break something if player 1 gets list, player 2 changes list, player 1 tries to buy from 1st list)


This still work ?
8
Mods / Re: [MOD] MoveUI Plugin - Sector Ship Notifier (UI shows all ships in sector!)
« Last post by Bix on July 17, 2018, 08:53:32 PM »
Thanks for this mod, really, this is my number one favorite !

One thing bother me thought, the alphabetic sorting, it's either on the ship.name and not useful at all (for me) or on the ship.title and then can flicker if there's two or more from the same type.
Is it possible to sort by title and/then by name ?

a bit like this :
Code: [Select]
local sort_func = function( a,b ) return a.title.name < b.title.name end
table.sort(ShipData.Ships, sort_func)

But I don't think it would work, I have zero knowledge in coding.


edit :

OK ! I've found with some search !

Code: [Select]
local sort_func = function( a,b ) return (a.title < b.title) or (a.title == b.title and a.name < b.name) end
table.sort(ShipData.Ships, sort_func)

Now everything is fine :D
9
Troubleshooting / Re: Extreme Server Lag - How do we fix it?
« Last post by Hammelpilaw on July 17, 2018, 07:17:25 PM »
Upgraded the net to 2gb down and 1gb up kn server and lag is solved. With 3 players and fighters during a sector switch the server upload would sometimes spike to 35mb/s. Game loves to use the network.


Also noticed when two players are in the same sector the game will slow I am theorizing it runs the sector twice consecutively instead of splitting the data causing a lag related to the wait.

I am not a coder tho.

Im not sure whats causing this, but as you could see the main problem is network traffic when the servers or clients network gets overloaded. I gues this is the same. Btw: when 2 player and both launches 120 fighers, there is much more traffic for both clients compared tho one player with 120 fighters. That may be the issue there.
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