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Messages - Laserzwei

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Mods / Re: [MOD-Plugin] Loot Collection for Carrier Command
« on: July 18, 2019, 03:53:58 PM »
I just stumbled across this plugin.  Does this still work with the current release?
Bump on Bocephus666 question.

Mods / Re: [MOD] Carrier Command
« on: July 18, 2019, 03:53:34 PM »
Can this be automatically installed using the modconfig.lua and SteamCMD?  Will this auto-install on the client if subscribed to?
All yes.
But there is a bug with dedicated servers that prevent the Carrier Command mod from properly working right now. It will be fixed with the next Avorion-update:

Bugs / Re: FPS drop with mods & ingame console-log
« on: June 25, 2019, 08:41:42 PM »
I can confirm that there is no noticeable performance decrease due to enabling mods anymore. Your fix works! Thank you  ;)

Bugs / Re: FPS drop with mods & ingame console-log
« on: June 24, 2019, 08:02:19 PM »
1) Are those 2 profiles with the window closed or open?
2) Can you please post one with all mods enabled and in-game and a reference one from in-game?Same sector, preferrably an empty one?
1) Both profiles were made with the modselection window open

2) Sure:

With all mod enabled, I went down to 20FPS. And I noticed, with the help of the Frame Time Gaphs, that in semi-regular intervals a lagspike would occur. "client-profile-with-mods-no-cons-high.json" was made during such a lagspike.
With the console opened (and mods) it went down to 7FPS and keystrokes weren't registering properly anymore. That was really atrocious D:
"with-cons" == "consolelog was open"

Bugs / FPS drop with mods & ingame console-log
« on: June 24, 2019, 05:29:38 PM »
When enabling the ingame console-log (^) my FPS drop by 10-20% (only happened after its overhaul with multi-colors etc.)

I'm also affected by FPS loss when enabling mods. I observerd that this behaviour already occurs within the mainmenu. The FPS drop is correlates with the amount of mods enabled:

0 Mods:
Spoiler: show

1 Mod:
Spoiler: show

4 Mods:
Spoiler: show

10 Mods:
Spoiler: show

35 Mod:
Spoiler: show

I also attached my settings, the first 72 Lines of the clientlog (for references to my hardware) and 2 profile jsons (one with and one without mods enabled)

Mods / Re: [MOD] advanced shipyard
« on: June 04, 2019, 10:47:06 AM »
People on my server are getting a "No valid shipname" error. Any ideas why?
This could have multiple reasons.
What Avorion-version is your server on (0.22 / 0.23)?
What version of the mod do you use?
What's the name your people want to give to their ships? (Special characters in it, ... ?)
If on 0.23: Was this observed before 0.23.1?

Mods / Re: Looking to mod resource spawn quantites and utilities
« on: May 19, 2019, 06:19:34 PM »
Hello, new player here and modder of any game that would let me.

I was wondering if anyone has discovered how to increase the resource spawn chance yet? I would like to up the resource asteroid count by about 3-5% more. Finding an asteroid field of 300 and only coming across 10 or so seems a bit low.

Either that, or a way to have the fields respawn faster.

UPDATED TO ADD: Also, if possible a few changes to ship utilities. Is there a way to change quantities? Right now my ship only has 2 slots, looking to add another or make a slight change to starter upgrades like the radar range utility.
Resource-asteroid-fields are generated in scripts/lib/SectorGenerator.lua

Code: [Select]
function SectorGenerator:createDenseAsteroidField(probability)
function SectorGenerator:createAsteroidField(probability)
function SectorGenerator:createSmallAsteroidField(probability)
function SectorGenerator:createEmptyAsteroidField()
function SectorGenerator:createEmptySmallAsteroidField()
Is where you'd want to look. (probability is the % of "rich" asteroids). Gameplay wise there are also "hidden" resource asteroids, which look like normal ones, but have a very large amount of resources in them.
All code about asteroid respawning is in /scripts/sector/respawnresourceasteroids.lua
To get more slots, build a bigger ship. (Up to 15 Slots). There is no easy way to increase that specific value. (only changing .exe)
upgrades are defined in /scripts/systems/

Mods / Re: Bigger Asteroids *fix*
« on: May 19, 2019, 06:12:40 PM »
I have the Problem that my NPC miner cant find any Asteroids with the mod Bigger Asteroids...
Can someone give me another mod or fix it maybe ?  :'(
It's probably missing the
Code: [Select]
Entity().isObviouslyMineable = true tag

Mods / Re: [MOD][mOS] move Asteroids
« on: April 28, 2019, 01:34:05 PM »
First of all, this mod rocks! This should be a default part of the game. Moving an asteroid can make the difference between a mine being profitable and not. And player-owned stations aren't terribly profitable to begin with. (The whole economy system desperately needs some TLC...)

However, there's one aspect about this mod that I really don't like:

I recently clicked on the "Move Asteroid" option on one of my claimed asteroids, because I wanted see how far away I could move it. I did not actually intend to move it. I then decided to click "Cancel"...

[Warning to others]
Unfortunately, this mod does not refund the moving fee if you click "Cancel"! At least, the version of this mod that my server uses doesn't. That would be bad enough, if the mod was left at the default 500,000 Credit moving fee. However, this server set the fee at 5,000,000 Credits! Talk about ouch!  :o  :'( And I really worked my behind off to make the few $million that I had. (I had $43 million, now down to $38 million...)

Any chance you could change this so that canceling the move would refund the moving fee?!
What (Avorion-)version is this server running on?
Move asteroids only charges you money, when it actually moves one, since 2018-11-09 (v0.19.0 for Avo 0.19). Avorions default branch is 0.21.4 with 0.22 around the corner. Your's is very far behind

I remember (back in 0.15/0.16), when I tried to reduce the impact of relationloss due to inflicted damage, that the damage applied to shields was in 1:1 ratio with the loss of relation. When the hull was hit the relationloss was higher, but I never figured out by what coeffcient (maybe AOE by cannons/rockets. Piercing railgun ... had an effect as well).
That's just about all I know in that regard

Mods / Re: [MOD] advanced shipyard
« on: April 19, 2019, 06:38:38 PM »
Update for Avorion 0.21.4
1.12.0 (0.21.4) [2019-04-19]
  - removed founding costs (vanilla)

Mods / Re: [MOD][OPW] Overpowered Weaponry
« on: April 12, 2019, 09:19:50 AM »
This is cool.

Question. Is there any reason you couldn't add additional weapons? Plasma weapons, cannons, bolter, lightning, tesla, etc?
This mod is a proof-of-concept to show modders, what and how to do weapon modding. It's quite dated (from March 2017!) and will be deprecated in 0.21[current Beta], where the weapon API has changed. For now it still works with 0.20.
I may pick it back up, when the Modding-Workshop-Update (either 0.22 or 0.23) will hit

Mods / Re: [MOD] advanced shipyard
« on: April 12, 2019, 09:14:32 AM »
I can't seem to get this to work. In reviewing  my client log there seems to be some type of error concerning "no file" called "shipbuilding.lua." I've attached the log. Any ideas? Thanks!

Thank you for the logfile.
You run on Avorion 0.20[stable]. So you should download  .
1.11.0 is for 0.21[Beta]

Mods / Re: [MOD] Carrier Command
« on: March 18, 2019, 11:01:09 AM »
little heads up, minor issue with the new support for repair fighters- if the mothership is damaged, they seem to just aimlessly swarm around it (ignoring all other damaged friendlies)  like they do if you give them a vanilla attack command on their carrier
Thanks for the heads up. It seems the fighter beahaviour has changed. Repair fighters have to "FighterOrders.Defend" their own mothership, while they have to "FighterOrders.Attack" any other ship, to even start repairing.

Mods / Re: [MOD] Carrier Command
« on: March 17, 2019, 12:56:15 PM »
additional question (it started working), ive been seeing some delays before my fighters will deploy on my server, longer (20-30 seconds) then id expect- the main thing ive changed since i last had it up was some changes to the number of worker ect threads- ive seen some odd script lag with larger numbers of threads before, and was wondering if this could be related?
It can, in fact, take up to 30 seconds until fighters start.

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