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Messages - Laserzwei

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Mods / Re: [MOD] Carrier Command
« on: February 14, 2019, 01:41:09 PM »
I've just started with Avorion a few days ago and installed this mod to make my carrier life easier. Great work  :D
After the latest patch I updated the mod to version 1.10.1 and noticed some wrack parts that can't be salvaged and all salvagers are stuck till they are called back.
I think you are simply unlucky. Salvaging fighters have always had problems hitting very small moving targets.


first i want to say thanks for the mod. It really helps having a carrier.

Since the last update, 6th february, i've noticed that the mod have som issues. The "dock all fighters" won't work anymore. Is it a known issue or only for me?

kind regards
Dock all fighters works fine for me. I hope you are using 1.10.1 with the current 0.20.4.

Mods / Re: [MOD] Sector Manager
« on: February 04, 2019, 10:32:28 AM »
The sectors eventually go to sleep, does this not work with alliance ships. or did i not configure the mod properly.
Do you have the icon top right? Yes-->Good. No-->reinstall
The first 5 (or whatever is set in the config file on the serverside) sectors will be loaded. Loaded sectors are represented green in the UI. Sectors will unload, if you leave the galaxy. All sectors loaded by this mod are considered loaded by the player. Being in an alliance gives no bonus sectors with this mod.

I did some more tests with vanilla sector loading mechanics:
aliveSectorsPerPlayer    x or x+1?
Whenever I set this to something else than 500 in my singleplayer world it would reset to 500. So I copied the galaxy and started a dedicated server on it. This makes the results somewhat multiplayer only.
This config gives the total amount of sectors a player can have. This includes the players current sector. So it is x + 0.
The setting also affects alliances. So you can get 2 x loaded sectors. However: A sector loaded with player and alliance ships will count towards the sector threshold for both.

Giving ships orders. Is it getting stuck in the current or target sector?
You can't command ships in an unloaded sector. You will get this message: "That sector isn't loaded to memory on the server. Please contact your server administrator for help."

Giving a ship from a loaded sector the command to fly into an unloaded sector, will load said sector and move the ship over.
If you exceed your sector threshold and the target sector with the moved ship still has a low weight it will be unloaded. And the ship gets stuck.

Mods / Re: [MOD] Sector Manager
« on: January 31, 2019, 05:25:22 PM »
Hi Laser,

found the source, but it seems to be 500+1 (singleplayer) or 5+1 (multiplayer), or whatever the serveradmin felt happy with:
from the 0.12.7 (Alliance-Update) Patchnotes...
Nice, thank you!

Mods / Re: [MOD] Sector Manager
« on: January 31, 2019, 01:50:46 PM »
Is this supposed to be equivalent to the state of a system with player presence? Or it means off sector calculations for mining and  player stations run in these sectors and that's it?

I was wondering if it were possible to use a similar method to fake player presence in a sector. Keep all entities loaded ect.

(As to why am I asking this. Off sector mining for me usually does nothing, with this it does something sometimes, but not much. I use Multiverse so it may break something regarding this. In any case it's still damn annoying, so I'm looking for a solution. Don't much care how hacky it may be..)

I've written all I know about Vanilla sector loading in the previous post.
To go through your questions quick:
- It's no abstract simulation; it's the full vanilla sector behavior, but with a handbrake on (see the 2nd part of the last post for furthe details)
- I doubt multiverse has any effect on sector loading

Mods / Re: [MOD] Sector Manager
« on: January 31, 2019, 01:50:21 PM »
I will give a more in depth view on which sectors may get loaded, into what state and at what time.
The default Avorion galaxy has 1,000,000 (1000 x 1000) Sectors. Keeping all of them loaded at once takes far more computional resources than anyone could reasonably afford. Hence only sectors of interest for the player are loaded. If there is no player (e.g. in multiplayer), then no sector is loaded. An unloaded sector sees no movement, no ships enter it and no other events.
When a player joins (here also used as a synonym for loading into singleplayer) a galaxy, then the sector where he was last in will be loaded. That sector will run at 20 Ticks per second. The ticks define the main game logic (this will be important later). Furthermore a player's creations (ships & stations) in other sectors may invoke loading them too. The conditions to load a sector are as follows:
With descending priority:
  • A player can never load more sectors than the `aliveSectorsPerPlayer`-config option in the server.ini (located in your galaxies save folder). Let's call it threshold. By default for singleplayer it's at 500, for multiplayer it's 5. The player's current sector couns towards those limits!
  • The sectors with the highest weight get and are kept loaded first. The weight is calculated as follows:
    • +1 for every ship you own in that sector
    • +3 for every station you own in that sector
      (I couldn't find the source to the exact sources, so if they are wrong or incomplete notify me!) unbekannt1984 did find the source

      If a player has more sectors with a weight > 0 than the threshold allows, only those with the highest weight will be kept loaded. There is no direct way to see the weight of a sector (and no modding interface either!), but if you have a large enough force in a sector, then you will see a dim green surrounding in the galaxymap- which is proportional in size to the number of ships and stations in that sector. There are also small white dots for every ship in a sector.

  • If you give orders to a ship which will have it move to/through other sectors, then the next sector will be loaded and the ship jumps into it. And if this target sector didn't gain enough weight through the moved ship, then it will be unload shortly after (15-20s).
  • Giving orders to a ship that is in an unloaded sector gives the following message:   "That sector isn't loaded to memory on the server. Please contact your server administrator for help."

All of this is the same with alliances, except that any player joining triggers loading the sectors to above rules. As far as I can tell the number of players has no effect on the amount of sectors that an Alliance can load at the same time.
This should conclude when, what sectors get loaded.

Sectors have 3 states:
  • unloaded: Nothin happens in there.
  • player loaded: Full action at 20 ticks/s. Here is where the fun is.
  • weak loaded
Weak loaded are the interesting ones. They weren't always part of the gameplay (added in 0.12). Before sectors -without players- would stick around for 5 minutes and then get unloaded. By default they update at 2 ticks/s, which is 1/10th of player sectors. When you notice that mining-/salvagingships give less resources per seconds its's also related to them getting less update-ticks.
But you can change the default behavior in your server.ini. To get the full updates/s change the following setting:
The long decimal number is due to float-point-arithmetic inaccuracy.

If you find anyone who asks why his ships are mining slower than when he's in the sector show them this post.,5397.msg29495.html#msg29495

Mods / Re: [MOD] Sector Manager
« on: January 31, 2019, 06:24:20 AM »
I apologize if this is abundantly obvious, but what is the point of wanting to keep multiple sectors "open" like this?  I'm still somewhat new to all this, so I'm not sure.  Is it to make loading into the sector quicker? Is this useful for solo play?

By default all sectors are unloaded (and if never visited, they aren't even created). Obviously upon joining a multiplayer- or starting your singleplayer galaxy the sector you are in will be loaded. There is a limit for how many sectors stay loaded per player. In singleplayer it's 500 and for multiplayer it's 5. Those values can be adjusted in the server.ini. Furthermore all sectors with player ships or station will get a score or weight. If I remember correctly you get +3 for stations and +1 for each ship (none for fighters). The sectors with the highest score will stay loaded.
With my mod you can choose which sectors will be kept loaded regardless of its score

Mods / Re: [MOD] advanced shipyard
« on: January 24, 2019, 06:45:56 AM »
For some reason I can not get this to work anymore, I have the most recent version, my rep is Admired(and maxed out) but I do not have the option to build custom ships. Any help would be greatly appreciated!
Help me first and provide a logfile:
.../Appdata/Roaming/Avorion/clientlog yyyy-mm-dd hh-mm-ss.txt
.../Appdata/Roaming/Avorion/galaxies/<Your Galaxy name here>/serverlog yyyy-mm-dd hh-mm-ss.txt

Mods / Re: Can't seem to have multiple mods working at once.
« on: January 20, 2019, 04:25:48 PM »
Ahh, so i get it now. "Mod" itself is just customized vanilla file and if different mods use the same file they will replace each other if i just try to put those files in.
As you've said before theres is no mod manager like nexus for skyrim, yes?
No proper modmanager yet. Steam workshop is planned tho

Mods / Re: Can't seem to have multiple mods working at once.
« on: January 20, 2019, 11:48:43 AM »

So i've tried "Bigger Better" all mods (asteroids,stations etc.),  Turret Editor and more commands. Can't get all Bigger Better mods to work, only bigger merchants, bigger asteroids and bigger stations work at once and more commands with /tmod editor.
The Author of the Bigger-is-Better mods (Fenrir) stopped updating them. From his signature:
I stopped modding until Avorion stops destroying any mod with every update...

Turret Editor (by darkconsole) developement is also halted. But on page 8 is a version that claims to be working with the beta (0.20.2/3)

"more commands". I think you are talking about Avorion Commands Package? Well on the first post Aki says:
This mod is currently outdated, please use it with caution.
On the last page is an update from August last year by Anexgohan, which seems to be the newest. But I can't guarantee compatibility with 0.19 mainline or even beta-0.20

There is a (partial?) List of mods reported working with 0.19 and 0.20 here:,4961.0.html

And if mods overwrite each others files careful merging is required. Which means you one has to look at the changes every mod does to the vanilla file and integrate all of them into it.

Mods / Re: Can't seem to have multiple mods working at once.
« on: January 20, 2019, 10:04:10 AM »
What mods are you trying to install? Can you please list them
Sadly there is no modloading support built into Avorion yet. So sometimes mods have to be made compatible

Mods / Re: [Proof-Of-Concept] Sector Manager
« on: January 17, 2019, 09:19:16 PM »

0.2.0 for 0.20.x [2019-01-17]
  - added init scripts, which gives all players access to the sector Manager by default and makes setting it up a cake walk.
  - Had to move files. This requires a full uninstall of the previous versions!(For the 6 downloads/downloaders)

*also not proof-of-concept anymore!

Mods / Re: [MOD] [WIP] GTTS:It's Coming...
« on: January 15, 2019, 11:13:45 AM »
Put me in on the hype train  ;D
Are there any good places to look for examples for gui modding? That gui you've got going looks slick!
For this, I looked long and hard at the original game's UI code and the documentation, but also especially at Laserzwei's Complex Mod. Couldn't have done it without that firm groundwork in place. When this is released / in some form of releasable alpha state, feel free to poke around in my code to see how I did the UI.
@jmattspartacus also have a look into the UI code of Sector Manager, as it has much less other code, but uses many of the techniques I learned from my work with the complex mod.
Also pm me, if you got any further questions.

Mods / Re: [Proof-Of-Concept] Sector Manager
« on: January 13, 2019, 08:34:39 PM »
Version history
0.2.1 for 0.20.x [2019-01-20]
  - removed useless servercall
  - library is now loaded as module
  - code cleanups
Spoiler: show

0.2.0 for 0.20.x [2019-01-17]
  - added init scripts, which gives all players access to the sector Manager by default.
  - Had to move files. This requires a full uninstall of the previous versions!

0.1.0 for 0.20.x [2019-01-14]
  - config is now loaded from the server
  - added a small label to indicate #sectors wanted to load / sectors available to load/currently loaded
  - added color to clickable sectorLabels to indicate they are loaded (grabs the loaded status when opening the UI)[updated pic in the OP]

0.1.0 for 0.20.x [2019-01-13]
  - initial release

Mods / [MOD] Sector Manager
« on: January 13, 2019, 08:33:38 PM »
A small proof-of-concept mod to keep a set of sectors loaded, while a player is online.

  • Select the sectors to be kept open yourself.
  • Every player controls its own set of sectors.
  • Easy to use interface.

Spoiler: show

Note: As a serverowner you might want to set "aliveSectorsPerPlayer" to 1. As this mod will simply ignore that. Use the config file to set the max number of allowed sectors.

Install instructions
Spoiler: show

Place the contents of the "data" folder into your /steam/.../Avorion/data/ folder. This will overwrite .../entity/init.lua  and  .../player/init.lua.
If you have any other modifying one of these files you will need to merge their content.
Place the contents of the "mods" folder into your /steam/.../Avorion/mods/ folder.

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