Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - cepheni

Pages: [1] 2 3 ... 26
Were did you send the logs? I can't see them here and I've not received any mail yet :|

Hey there, welcome to the forums. Sorry to hear that you ran into issues with Avorion.

The ship duplication that you're experiencing indicates a severe server crash, and the game rather gives you a second ship than leave you with nothing on reload. Have you tried starting a new galaxy and seen the same behavior?

If the problems persists, could you post your client and server logs?

News / Stress test server going live tomorrow!
« on: February 23, 2020, 01:25:37 PM »
Hey Guys!
Our friends over at Big Community Games are setting up a server with no player limit to collect tons of performance data for us. If you'd like to help, and have lots of fun in the process, check out their discord for more info!

Server data:
Game Name: Big Community Games
Start date: Tomorrow, Feb 24, 6 pm GMT.

Streamers and Youtubers are of course welcome to use any footage as they please!

Bugs / Re: Linux Dedicated server issue (v0.31.2)
« on: February 19, 2020, 09:04:55 AM »
The problem that causes this was the update of 31.1.. If one of you jumped into this sector you got an old version of the pirateshidingtreasure.lua that saved its necessary values a certain way. The new version of 31.2. now uses a different way of saving these and runs into this error because of it. I fear the sector will stay that way until you wipe it (only the sector of course) completely.
Otherwise you can of course simply move on, newly discovered sectors with this and similar scripts won't produce this issue.

Bugs / Re: Hull Repair turrets are still useless. Bugged since 2017
« on: February 14, 2020, 09:14:47 AM »
So guys, I went and tried to reproduce your problems with the repair turrets and I wasn't able to do it. Only issue I found is the combination repair turrets (hull and shield - they were only able to heal one of the two) and those will be fixed with one of the next patches.
Could you go into a game (use a new turret  and a current game version) and record a short video on it?   

Troubleshooting / Re: Graphic issue
« on: November 20, 2019, 04:18:25 PM »
Do you happen to have any kind of UI scaling (ingame) or dpi-scaling from external sources (e.g. Windows) active?
Are there any error messages in the client logs?

I definitely remember someone reporting an issue like this before, but I can't remember what the source of the problem was :|

Bugs / Re: Forum Bug
« on: November 14, 2019, 01:56:32 PM »
Yeah, sorry for that guys! We've seen it and are trying to fix it :)

News / Re: Update 0.27 now live
« on: October 30, 2019, 05:16:08 PM »
It's been updated last night as well :) It just took us a little longer. But thank you for reminding us!

News / Update 0.27 now live
« on: October 29, 2019, 01:57:12 PM »
Hey guys,

The patch from two weeks back is now available on the Steam default branch!

We always strive to make Avorion more accessible for new and returning players. To achieve this goal we have designed new tutorial missions. These missions will be unlocked during the game and explain more complicated mechanics such as how to use R-Mining Lasers, Torpedoes, Fighters and how to coordinate your fleet.

In addition to the tutorial missions, long-term quests are introduced. They are given to the player by the adventurer after completing the first dialog and guide the player through the galaxy.

As usual this update also contains a bunch of bug fixes. See the full patchnotes here:

Bugs / Re: Mine with A.I. is broken?
« on: October 18, 2019, 10:10:00 AM »
Do you have the necessary turrets / fighters? The upgrade level doesn't count towards the level you're able to mine, only the level you're able to detect.
So if you have Iron Mining Lasers and an Avorion Mining Upgrade you still can only collect Iron and Titanium.

News / Re: Beta Branch Patch 0.27: More Missions
« on: October 16, 2019, 07:06:56 PM »
We'll check that AI thing tomorrow :) As for the gates - that didn't make it into this update, but we'll sure get to it!

News / Beta Branch Patch 0.27: More Missions
« on: October 16, 2019, 06:21:44 PM »
Date: October 16th, 2019

With this update we want to help ease the learning curve of basic game mechanics. With several new tutorial missions the Adventurer helps the player to understand new block types and weapons.
In addition to the tutorial missions, long-term quests are introduced. These are given to the player after first meeting the Adventurer.

Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.

This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'.

"The Adventurer is the players' introduction to the story. Additionally the Adventurer now gives the player long-term quests that guide through the game."
  • Added new tutorial missions for introductions to
    • R-Mining
    • Torpedoes
    • Commanding Fighters
    • Fleet & Map Commands
  • The first dialog with the Adventurer is now forced (instead of hail) to reliably introduce players to the story
  • Added new missions that accompany the player through the game, specifically for
    • Crossing the barrier
    • Finding Avorion
    • Reaching the center of the galaxy
  • Particles and effects are now paused in pause mode
  • Added torpedo space to ship stats overview in ship menu
  • Added a tooltip line for consumption of energy when upgrades are permanently installed
  • Removed option for mailing items from alliance inventory since it wasn't possible anyway
  • Activating items from the alliance inventory is no longer possible
  • "Mission Updated" etc. texts no longer overwrite each other when multiple missions are started simultaneously
  • Quick-Switching of control schemes (F2) is now disabled by default
    • Can be turned back on in settings
  • Improved error messages when connection to (local) server doesn't work
  • Server now waits for Steam network response when initializing networking, not when downloading mods
  • Downloading mods is skipped entirely (not just download an empty list) when download list is empty

"Since we often ran into performance issues, we had to introduce some changes to the inventory and mail system. A frequent performance issue is the unlimited inventory size. We have limited inventory space to 1000 slots (which we think is a good compromise between performance and comfort) to see how things work out. Keep in mind that these are experimental changes."
  • Limited inventory of players and alliances to 1000 slots
    • This prevents players and alliances to pick up or get items when the inventory is full
    • The limit is introduced to save performance without limiting the player too much
    • 1000 Slots means 1000 different items, stackable items can still be stacked to infinity
  • Sending mails is no longer possible when inbox is already full
  • Mails sent to a player with a full mailbox bounce back
  • Increased fighter dodge recharge time to 120 seconds from 60
  • AI ships no longer get coaxial guns

Scripting API
  • Inventory():hasSlot() now ignores item type
  • Added a maxSlots property to Inventory
  • Added Inventory:hasSlot(item) function to check if items can be added
  • Implemented a "addOrDrop" function for Inventory that drops the item when inventory is full
  • Adding mails to a player is no longer inhibited by max mails limit
  • Implemented sendCallback() function for Faction that delegates it to alliance or player
  • Added callback to refinery for onTakeAllPressed
  • Added more control for bullet points in mission description
  • Upgrades of all player ships now accessible from scripts
  • structuredmission.lua framework: Implemented a "noBossEncountersTargetSector" property for disabling the spawn of the AI and Swoks
  • Improved docs for new properties for disabling player events
  • Implemented properties for structuredmission.lua framework to disable player events in target sector
  • Implemented disabling of certain player-related events in specific sectors
  • Merged spawnswoks.lua and spawnai.lua into their own script to have random encounters in one place
  • PlayerID's property "id" is now a string
  • Fixed several issues when registering new callbacks while callbacks are being executed
  • Added a setter to Hyperspace Engine for "can pass blocked sectors" property
  • stringutility's join() now uses tostring() internally to convert values reliably
  • Added more tags to civil ships to distinguish freighters, miners and traders
  • Moved script updates of player communicator to update of the sector the player is in for improved performance while multiple players are online
    • Players' scripts are now updated in parallel for better performance
    • Invoking functions on players from another sector is no longer possible
  • Implemented invokeRemoteFactionFunction() and runRemoteFactionCode() to make up for removing invoking function on players in other sectors

"Bugs marked with [UBR] are user bug reports. Thanks to everyone for reporting and keep it up!"
  • Fixed a bug in Cover Retreat mission where the two factions didn't attack each other
  • Fixed a bug in Cover Retreat mission where the enemy fleet didn't attack the player
  • Fixed an issue where sellable inventory items couldn't be sold
  • [UBR] Fixed an issue where fighters started from ships with AI Xsotan artifact would never need pilots again
  • [UBR] Fixed an issue where destroying items in Alliance inventory wasn't working
  • [UBR] Empty reconstruction tokens that are applied to alliance crafts now put the token into the Alliance's inventory
  • [UBR] Fixed an issue with Merchant Beacon where Alliances couldn't call in merchants
  • [UBR] Fixed an issue with Merchant Beacon where any faction would respond (instead of specific faction)
  • [UBR] Fixed an issue with Reinforcements Transmitter where Alliances couldn't call in reinforcements
  • [UBR] Fixed an issue with Reinforcements Transmitter where timer would be set wrongly when player is not in a ship
  • [UBR] Fixed several issues where turrets weren't deleted while modifying crafts
  • [UBR] Fixed relations of factions improving when killing their own hired head hunter
  • [UBR] Fighters are now correctly displayed as enemies, even if their mothership is gon
  • [UBR] Fixed "Pick up stolen Cargo" combo box not having the correct setting selected for the current ship
  • Fixed an issue where dumping cargo could lead to bad cargo problem not disappearing
  • AI, Swoks and Guardian can no longer immediately spawn on game start / login

Bugs / Re: [0.26.1] More crashes - ut::signalBacktrace
« on: October 15, 2019, 12:13:37 PM »
You can send the full logs to if you like. Or you can send them to cepheni | Boxelware#4605 on Discord.

Bugs / Re: [v0.26] Problematic text
« on: August 29, 2019, 12:28:47 PM »
Thank you for reporting these! They'll be fixed with the next update.

Feedback / Re: Fighter's problems and the ships of the factional groups
« on: August 29, 2019, 10:51:19 AM »
Although its been a while since you wrote this:
Thank you for your feedback! And you're right, player built fighters will always be better than generated ones. We might need to take a look at that.

Pages: [1] 2 3 ... 26