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Messages - Laserzwei

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Mods / Re: [MOD] advanced shipyard
« 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

1.8.2 (0.18)
  - now using, in 0.18.3 introduced, createSavedDesignsSelection

Mods / Re: [MOD] Carrier Command
« on: August 11, 2018, 09:22:03 AM »
cant get work 1.7.5... i get stuck everytime in loading screen.... where i can download old 1.7.4? my fiail was to delete my zip file after downloading...need to go back to working version

got work only if i dont copy/overide "claimalliance.lua"

i play now with 1.7.5 in 1.7.1game and ignore claimalliance.lua file ^^

Spoiler: show

ok still not work.....

2018-08-11 02-08-01| #0: dockAll.initialize mods/CarrierCommander/scripts/entity/ai/dockAllFighters.lua
2018-08-11 02-08-01|
2018-08-11 02-08-01| could not execute function 'dockAll.initialize' in '"mods/CarrierCommander/scripts/entity/ai/dockAllFighters.lua"':
2018-08-11 02-08-01|
2018-08-11 02-08-01| mods/CarrierCommander/scripts/entity/ai/dockAllFighters.lua:81: attempt to index field 'cc' (a nil value)
2018-08-11 02-08-01| stack traceback:
2018-08-11 02-08-01|     mods/CarrierCommander/scripts/entity/ai/dockAllFighters.lua:81: in function 'getSquadsToManage'
2018-08-11 02-08-01|     mods/CarrierCommander/scripts/entity/ai/dockAllFighters.lua:20: in function <mods/CarrierCommander/scripts/entity/ai/dockAllFighters.lua:18>
2018-08-11 02-08-01|
2018-08-11 02-08-01| Starting thread [Stacktrace Sender]...
2018-08-11 02-08-01| Started thread [Stacktrace Sender] with id 20
2018-08-11 02-08-01| Script "mods/CarrierCommander/scripts/entity/ai/dockAllFighters.lua" or one of its requirements is not in its original state, skipping sending of stack trace.
2018-08-11 02-08-01| scheduled save for sector (204:5), 0xadf40b0, entities: 15
2018-08-11 02-08-01| saving sector (204:5)
2018-08-11 02-08-01| sector (204:5) saved to "C:\Users\Kartonka\AppData\Roaming\Avorion\galaxies\dedicated_server\sectors\204_5"
2018-08-11 02-08-01| player events roughly every 11.53 minutes
2018-08-11 02-08-01| Player Stahlglanz moved to sector (204:5) server time taken for change: 3ms
2018-08-11 02-08-01| scheduled save for sector (204:5), 0xadf40b0, entities: 15
2018-08-11 02-08-01| saving sector (204:5)
2018-08-11 02-08-01| sector (204:5) saved to "C:\Users\Kartonka\AppData\Roaming\Avorion\galaxies\dedicated_server\sectors\204_5"
2018-08-11 02-08-02| Execution Context (inner to outer):
2018-08-11 02-08-02| #0: dockAll.updateServer mods/CarrierCommander/scripts/entity/ai/dockAllFighters.lua

You didn't follow the install instructions, no wonder bad things happen
Go here: . I might be able to still help you

Mods / Re: [MOD] Carrier Command
« on: August 10, 2018, 08:36:07 AM »

-- 1.8.5 for 0.18.x (beta) [2018-08-10]
-- 1.7.5 for 0.17.1 (main)

  - fixed "stuck" looking UI with dock All

Edit: If you are updating, make sure all fighters are docked.

Mods / Re: [MOD] Carrier Command
« on: August 09, 2018, 03:23:12 PM »
Another random question. I'm on a server and I know the mod versions match (friends with the admin and I helped create the modpack we're using which includes this awesome mod), but for some reason my salvage fighters are always performing as if "Salvage Nearest" is unchecked.  Even logged out and back in, recalling and changing it then and the fighters always move to whatever is closest to my ship if I'm flying around a sector.  We're using the 1.7.3 version if that makes a difference.  Any ideas?  It's making the salvagers not very efficient if they're flying KM's away from their current target if I get close to another wreck.
You've observed that right! (and it affected miners and attackers as well)


-- 1.8.4 for 0.18.x (beta) [2018-08-09]
-- 1.7.4 for 0.17.1 (main)
  - switched from nearest old target to nearest of squad
  - dock-all now forcefully stops carrier-commands

Mods / Re: [MOD] Carrier Command
« on: August 06, 2018, 07:27:54 PM »
Maybe I'm missing something but you said that salvaging/mining were separate addons for this mod.  Where are those located? I don't see anything about them in the mods  folder from the updated zips on the initial post.

Mods / Re: [MOD] Carrier Command
« on: August 06, 2018, 04:43:37 PM »
I seen a loot command that supposedly works with your mod but I cant seem to get it to. when added the color coding on your wings does not work as well as the settings . Is there anyway you could make a command for cargo shuttles or even better wings with no target to seek out and collect dropped loot.
This   mod is currently not compatible with Carrier Command
There is a difference in can do and will do

Mods / Re: [MOD] Carrier Command
« on: August 06, 2018, 12:10:13 PM »
It's a great mod, but it's missing a repair command for repair fighters. Could you add that at some point, please?
wish granted:

-- 1.8.3 for 0.18.x (beta)
-- 1.7.3 for 0.17.1 (main)

  - added repair command
  - fixed typo in mine command
  - fixed a typo in
  - added readme.txt without the formatting characters of
  - removed uneccessary data-saving in salvage command

Mods / Re: [MOD] Carrier Command
« on: August 03, 2018, 03:51:02 PM »
Thankyou, also amazing mod, definitely a must have mod.
Also a question, is the wait time intentional or game engine limit?
The 15s delay when starting a command comes from the way the timed calls in scripts are done in Avorion.
In short every CarrierCommander command is its own script. Avorion offers a function called  getUpdateInterval()  to grab the timing when a Script's update() gets called.
 I programmed it to return 15(s), if currently there is no target (1-5(s) else).
 The target gets selected in  update(). It's not called immediately after adding the script, but only after the time specified in getUpdateInterval(). And because update() hasn't run, no target has been selected, yet. And therefore getUpdateInterval() says to wait 15s.

-- 1.8.2 for 0.18.x (beta)
-- 1.7.2 for 0.17.1 (main)

  - Removed the Assign All command (did nothing special anymore)
  - xsotan fighters target name fix
  - reduced time for attack fighters to switch targets, after their previous target died
  - Founding a ship as alliance ship, would break the mod. This was due to claimalliance.lua using namespace (no idea why it caused it though). I've included a namespace-less version for now

Mods / Re: [MOD] Carrier Command
« on: August 03, 2018, 07:08:44 AM »
What does the (A) and (D) mean after the various commands like Attack and Salvage, etc.
(A) stands for: Click this and the command Activates
(D) stands for: Click this and the command Deactivates

Mods / Re: [MOD] Carrier Command
« on: August 02, 2018, 06:43:53 PM »

-- 1.8.1 for 0.18.x (beta)
-- 1.7.1 for 0.17.1 (main)
  - fixed a crash in aggressiveCommand.lua that could halt action on that ship
  - fixed attack-fighters switching targets
  - renamed aggressive to attack command
  - Auto Assign now properly sets button actions

Mods / Re: [MOD] Carrier Command
« on: August 02, 2018, 12:14:03 PM »
I meant the return/dock command= an arrow.

Think everything works now.

The first time I tried it (yesterday) I could only use it once, then nothing, on any ship.

Today all commands go smooth and now I can see excactly what the mod does. Very Nice!
There is currently a 15s delay before the command starts to get fighters off. Maybe that's what you've experienced?

Mods / Re: [MOD] Carrier Command
« on: August 02, 2018, 10:25:04 AM »
I think I've done everything correct with both Shipscriptloader and carrier command.
And the first time I use commands it seemed to work.  I set fighters to agressive and they all went killing with the 'return' icon. But only for one command after that the mod dont correspond.

Am I doing something wrong?
Is the mod still active or has vanilla made it obsolete?
There is no `return` icon. Only docking (orange/yellow) or idle (blue), active (green), something went wrong (red). I can't decipher the 4th sentence, please elaborate further.

Q1: probably
Q2: Yes this mod is useable with 1.7.1 (current default/main version) and beta 1.8.2. Avoid using Vanilla commands and CC on the same ship at the same time though

Mods / Re: [MOD] Carrier Command
« on: July 27, 2018, 01:40:10 PM »
updated CC to Avorion 0.17.1 and 0.18.1(beta)

-- 1.8.0 for 0.18.x (beta)
  - update from 1.7.0 to 0.18
-- 1.7.0 for 0.17.1 (main)
  - rewrote code base
  - moved from (buggy) Event-based system to Busy-waiting-based system
  - mining/salvaging/attacking are now their own addons that are hold within its own modfolder (If you still have an CC installation make sure to delete it before updating from 0.10.1)
  - changed license to QPL-1.0

Please note: There is a delay of ~20s after you activate a command until it starts operation. (It will show a blue "idle" icon beforehand though)

Mods / Re: [REQUEST] Complex mod support for 0.17.
« on: July 20, 2018, 10:18:21 PM »
I have been trying the past few days to update it and get it working. Unfortunately, my knowledge of lua is not as good as the author. perhaps if we get enough players asking for it someone will step up to the challenge.
Making it compatible with the newest version of Avorion isn't the challange. The challange is to have it running without any unexpected behavior.
And currently there a many things keeping me from releasing a satisfying update:
  • reducing transmission overhead when a production cycle finishes. (Causes massive lags on multiplayer)
  • prevent the complex from breaking, when the repair button gets used
  • avoid data-loss, when the LUA-VM crashes.  "That's a nice mutli-billion Credits complex you have there. It would be a shame, if it got voided by a VM crash  ::)"
  • integration of fighters (like casual factories do)
  • have onRestoredFromDisk(timeSinceLastSimulation) simulate the time passed
to name a few. There's a lot of utility and convenience stuff that I want to add as well.

Edit: You have the permission to release a functioning fork of the complex mod, if you provide a link to the original forum thread (here:,3268.msg17943.html#msg17943)

Mods / Re: Help ! Starter Dron Moding...
« on: July 15, 2018, 10:37:38 AM »
Sorry if this is not in the right place.

So as the title says, is posible to mod visually or just the stats of the dron one start with? (Not the fighters, i do mean the dron that one use on the start)
I was unable to find any file to edit the dron, is this even posible?

Thanks in advance.
pretty easy:
1) You need the BlockPlan of the design you want to apply to your drone.
2) You need to get it to the serverside and execute the following code:
Code: [Select]
Entity():setPlan(blockPlan)In a script running on your drone.
Spoiler: show

Or alternative, if the script is not on your drone:
Code: [Select]

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