Avorion Forum

General => Mods => Topic started by: Laserzwei on October 08, 2017, 06:23:13 PM

Title: [MOD] advanced shipyard
Post by: Laserzwei on October 08, 2017, 06:23:13 PM
This mod extends the vanilla shipyard so you can build your own designs there as well:
Spoiler: show
(https://i.imgur.com/NA4zL8J.jpg)


You get there using the "Select Design" Button.
Spoiler: show
(https://i.imgur.com/SGRhCvp.jpg)

To unselect and use the vanilla functions click on the "unselect" Button.
A fix for the cheap Captain is also included.
Also adds a button for building 5 times the same ship and enqueing more than two ships

Changleog
Spoiler: show

- 1.9.0 (0.19)
  - added vanilla changes in beta 0.19
- 1.8.2 (0.18)
  - now using, in 0.18.3 introduced, createSavedDesignsSelection
- 1.8.1 (0.18)
  - removed turretdesigns from selectable ships
- 1.8.0 (0.18)
  - removed the ghost queue (No more enqueing when all parallel slots are taken)
  - increased parallel slots to 6 (is now a config option)
  - sanitized the way ordered custom ships get transferred to the customer
  - added an indicator on custom ships to show their build progress
- 1.7.0 (0.17)
  - custom designs are now selectable
- 1.4 (0.16.1)
  - Vanilla renaming refuses to work, so I added a custom renaming script. Rename Alle the things! (* doesn't apply to stations!)
-1.3 (0.15.8 )
  - will continue build queue oos
-1.2 (0.15.7)
  - Player-/Allianceshipyards would build custom ships instantly
  - Alliance shipyards have no craftstyle (Vanilla). This could cause state invalidation and have a loss of the current production queue
  - skipping invalid Blueprint Entities
  - fixed issue with spawning ships with the same name
-1.1
 -0.15 update
 - added build (5) Button to build 5 copies of the selected ship (with auto naming)
 - shipyards can now enque more than 2 ships
-1.0
 -release


installation:
1) Extract content to your Avorion installation folder.


This mod needs to be installed both on server- and clientside.
Title: Re: [MOD] advanced shipyard
Post by: Shrooblord on October 08, 2017, 09:04:37 PM
Oh, holy hell that's cool!
(also: first!)

I've read suggestions on these fora of members that would love this functionality. Great to see someone implement it / have the same idea, too.

I'll be trying this out in my savegame ASAP.

EDIT:
Just so I get this straight: the installation of this is as follows?

Correct?
Title: Re: [MOD] advanced shipyard
Post by: Laserzwei on October 08, 2017, 09:31:07 PM
EDIT:
Just so I get this straight: the installation of this is as follows?
  • Extract the contents of advShipyard 1.0.zip to .../Steam/.../Avorion/
  • Now the Avorion installation directory has these folders: bin, data, Documentation and the newly created "mods" folder

Correct?
That is correct. Don't forget to modify the vanilla shipyard.lua in /data/.../merchants/
Title: Re: [MOD] advanced shipyard
Post by: Laserzwei on November 14, 2017, 11:15:55 PM
update to 1.1
-1.1
 -0.15 update
 - added build (5) Button to build 5 copies of the selected ship (with auto naming)
 - shipyards can now enque more than 2 ships
Title: Re: [MOD] advanced shipyard
Post by: UlfMitHand on November 22, 2017, 05:14:30 AM
Will the ship have a crew on it? And will it be professionals? Guess, that even if there is a crew included, that it will have gunners,  miners, pilots  and enough sergeants etc. to run the ship with the rest of the crew?
Title: Re: [MOD] advanced shipyard
Post by: Laserzwei on November 22, 2017, 08:17:21 AM
Will the ship have a crew on it? And will it be professionals? Guess, that even if there is a crew included, that it will have gunners,  miners, pilots  and enough sergeants etc. to run the ship with the rest of the crew?
It will add a Captain and the minimum neccessary crew with lowest tier(the will not promote). Gunners, Miners or Pilots are not included. Seargents etc. are
Title: Re: [MOD] advanced shipyard
Post by: bobisback on January 19, 2018, 03:35:31 PM
Thanks for the awesome mod! Quick question, When building ships on an alliance shipyard it uses personal resources. Any reason for this? A bit annoying.

Thanks,
Bob
Title: Re: [MOD] advanced shipyard
Post by: Shrooblord on February 02, 2018, 12:30:06 PM
-1.3 (0.15.8)
  - will continue build queue oos
Owh! So good! I recently ran into this issue in my own savegames and it was... confusing more than annoying. Thanks for a fix!
Title: Re: [MOD] advanced shipyard
Post by: Laserzwei on July 12, 2018, 10:45:55 AM
updated for beta 0.18
Changelog
- 1.8.0 (0.18)
  - removed the ghost queue (No more enqueing when all parallel slots are taken)
  - increased parallel slots to 6 (is now a config option)
  - sanitized the way ordered custom ships get transferred to the customer
  - added an indicator on custom ships to show their build progress
Title: Re: [MOD] advanced shipyard
Post by: Shrooblord on July 12, 2018, 02:05:24 PM
Quote
added an indicator on custom ships to show their build progress
I'm low-key super excited for this. It was a pain in the past not knowing exactly how long a build had been in progress for. Thanks for the update!

---

EDIT:

Hey, I looked into this. You can select your custom designs again as of old, but the new Folder Structure view in the Beta Branch doesn't show up; basically, the Folders themselves aren't items in the list, so anything you've put into Folders isn't available as a design to choose from.
Title: Re: [MOD] advanced shipyard
Post by: Shrooblord on July 13, 2018, 11:42:32 AM
:o

You have "rename ship" functionality in advanced Shipyard now, just like my Rename Ship mod (https://www.avorion.net/forum/index.php/topic,4470.msg24038.html#msg24038)! And it has a Title rename too, something I only thought of yesterday to add.

But! It has a generic puzzle piece icon instead of my swaggalicious Holy Grail icon, so my mod still has a raison d'ĂȘtre. ;D
Title: Re: [MOD] advanced shipyard
Post by: Laserzwei on July 13, 2018, 12:44:47 PM
:o

You have "rename ship" functionality in advanced Shipyard now, just like my Rename Ship mod (https://www.avorion.net/forum/index.php/topic,4470.msg24038.html#msg24038)! And it has a Title rename too, something I only thought of yesterday to add.

But! It has a generic puzzle piece icon instead of my swaggalicious Holy Grail icon, so my mod still has a raison d'ĂȘtre. ;D

It was a necessary counter to Avorions auto-naming (you can see that when the ship is still under construction)
Title: Re: [MOD] advanced shipyard
Post by: Shrooblord on July 13, 2018, 09:06:13 PM
Yes. Renaming ships in Avorion is a bare necessity! (But I still think you should use a Holy Grail icon if you're gonna touch on ship renaming. I mean, look at it. It's so good.)
Title: Re: [MOD] advanced shipyard
Post by: Dreadarm on July 14, 2018, 01:05:15 PM
I am trying to install your mod and get it up and running, but when I go to use the shipyard I get a grey screen and I cant see any selections.

https://prnt.sc/k6d5zm
Title: Re: [MOD] advanced shipyard
Post by: Laserzwei on July 14, 2018, 09:11:59 PM
I am trying to install your mod and get it up and running, but when I go to use the shipyard I get a grey screen and I cant see any selections.

https://prnt.sc/k6d5zm
make sure you are using 1.7.0, if you are on the main brancch. or 1.8.1, if you aree on the beta branch.
If that doesn't help, send your logfile.
Title: Re: [MOD] advanced shipyard
Post by: Dreadarm on July 14, 2018, 10:47:46 PM
Thank you! Works great now!
Title: Re: [MOD] advanced shipyard
Post by: Shrooblord on July 15, 2018, 02:34:02 AM
The logfile can be found in %AppData%/Roaming/Avorion/clientlog(...MOST RECENT DATE...).txt, in case anyone was wondering.
Title: Re: [MOD] advanced shipyard
Post by: RCTFORME on July 20, 2018, 12:54:28 AM
The server that I play on uses this mod, but when I select my plan, and hit build, it does nothing and provides no error message.  Then, the shipyard will not build any ship (random or plan) after that point.  Should I provide the server name/IP? (I am not the admin but based on these features, I know it uses this).
Title: Re: [MOD] advanced shipyard
Post by: Gantradies on August 15, 2018, 05:29:03 AM
seems to have minor issues with the latest beta version- it functions, but im guessing it doesn't recognise the new folder system- aside from that, its still ticking over smoothly
Title: Re: [MOD] advanced shipyard
Post by: Laserzwei on September 12, 2018, 01:54:28 PM
seems to have minor issues with the latest beta version- it functions, but im guessing it doesn't recognise the new folder system- aside from that, its still ticking over smoothly
This was vanilla related, but it's fixed now

Update:
1.8.2 (0.18)
  - now using, in 0.18.3 introduced, createSavedDesignsSelection
Title: Re: [MOD] advanced shipyard
Post by: Adsixnine on September 17, 2018, 06:50:09 AM
oh awesome

thank you guys