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Messages - Shrooblord

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1
News / Re: Beta Branch Patch 0.29 - Preliminary Notes
« on: Today at 12:58:21 AM »
LOVE the new update notes. Hella excited to see this in-game.

I do, however, have to object:
Quote
Corrected "Aluminium" to "Aluminum"
My English heart is breaking. :"(
(Aluminium: British spelling; Aluminum: American spelling)

2
Suggestions / Re: Scripting API requests
« on: September 15, 2019, 02:44:46 PM »
I would love the ability to more precisely control what happens to System Module Upgrades. More specifically, I request:
  • A hook to prevent the functionality that triggers the onUninstall() callback from occuring. In other words, prevent a Player from uninstalling an SMU and/or destroying it permanently.
  • Force-install an SMU to a Player's Ship through scripts.
  • Force-uninstall an SMU from a Player's Ship through scripts.

This is because, in certain conditions, we might want to permanently lock-in an SMU into their Ship. Think of vampiric / parasite systems, or exploitable uninstall-reinstall mechanics (when the SMU adds flat bonuses like Crew Workforce for crew such as Pilots and Boarders that might not be on-board the Ship at time of uninstallation) that could be fixed by preventing the uninstallation dead in its tracks.

Additionally, you could add cool questlines with upgrades becoming replaced by some corrupted version of them, and/or have nefarious characters forcibly install systems on your Ship that act like in-game spyware, etc..

EDIT:
Re: Force Uninstallation


You can actually force-uninstall an SMU; in the end they're just scripts added to your Ship. You can remove this script manually using removeScript().

Adding it using addScript() doesn't seem to be fully functional, as the script is loaded and added to the Entity, and when you pass it a sufficient seed and rarity, it runs without errors, but no SMU is ever physically added, and so no bonuses are added to the Ship.

Happy coding with this new knowledge! ^^

3
Suggestions / Re: Scripting API requests
« on: September 09, 2019, 08:39:25 PM »
Expose StatsBonuses.Pilots to lua. Every other profession crewmen can have has been exposed, except this one. PilotsPerFighter exists, but fills a different role.

Reason: StatsBonuses.Engineers and related StatsBonuses exist for a good reason: they allow us to add Crew via System Module Upgrades, or some other "buffing" mechanic. Why should Pilots be excluded from this capability?

4
Suggestions / Re: Scripting API requests
« on: August 31, 2019, 01:13:38 PM »
A function complementary to the Sector() and Entity() API's onRestoredFromDisk() (triggered when the Sector() or Entity() is read from disk and put into active memory). Let's call it onSecuredToDisk() for the purposes of this discussion. It would be called just before the Sector() or Entity() finishes saving to disk and unloads from memory.

It would be cool to be able to act upon the unloading of data from memory, such as triggering a "start simulations now" script, warning the player about the unloading status of a Sector, saving our own data somewhere else than in the secure() space so we still have access to it, a last-known-location type of thing... just knowing that a Sector has become unloaded the instant it happens, because we acted on the callback... the list goes on and on. So many cool use-cases.

EDIT:

An additional callback named something along the lines of onSecureToDisk() which triggers before the saving process begins. This would be used so you can make last-minute changes to a running script before the Sector() or Entity() is well and properly hermetically sealed. This callback is requested because Sectors and Entities can save to disk using secure() without unloading from memory, but it would be useful to act upon the case when and only when the Sector() or Entity() actually unloads from memory.

P.S.
Thanks to Hammelpilaw for the original spark of the suggestion.

5
Mods / Re: Torpedo Builder
« on: August 26, 2019, 12:14:57 PM »
This sounds excellent! I've always wanted a Torpedo-building mechanic since I've played From the Depths and that's one of the most fun parts of that game to me -- the pure, raw customisation of everything.

Regarding uploading to Workshop, read this.

P.S.
May I recommend creating a System Module Upgrade that adds this functionality, instead of a command? Commands feel very hacky to use, and you can forget about how they work again in this huge, huge game. SMUs instantly make your mod feel like it's part of the Universe proper. ;)

6
Thanks, Hammel.

I did enjoy maintaining this list while the modding scene was still relatively small, but if the Workshop starts exploding with mods like I expect -- case-in-point: Stellaris Steam WS --, then it would be unfeasible to maintain a list like this by myself.

I guess we'll have to wait and see where this goes for a little while.

7
Mods / Re: [MOD] AutoDock -- v1.2.2
« on: August 15, 2019, 03:35:30 PM »
Hey guys! Sorry to come back to the forums to see that you're having trouble with installing this mod.

Out of all mods I've worked on, this is personally my favourite, and quite frankly nearly essential to my gameplay experience in Avorion. So, rest assured, I will try and get it up and running ASAP and give you clearer instructions on how to run this in your own games once I'm done.

Those installation instructions will hopefully be as simple as: go to the Steam Workshop. Click Subscribe. Launch your game. ?. Profit!

I'm working on the new Steam Workshop integration paradigm that Avorion works with now. Stay tuned. I'm hoping this won't take more than a couple of days for me to get used to the new system.

----

If you absolutely don't want to update to the newer versions of Avorion where the Steam Workshop integration was included, please leave a message and I can try to explain the installation instructions in a way that's clearer than I have apparently done in the past.

Thanks for your messages! Your interest in my mod brings me great joy.  ;D

8
News / Re: Beta Branch Patch 0.26
« on: August 15, 2019, 01:07:50 AM »
Quote
Reduced relation point descriptions from 8 to 5 (Hostile, Bad, Neutral, Good, Excellent)
Pressing F for Abhorrent, my favourite name for a Faction standing. x)

----

These changes are very exciting! I can't wait to see how more dynamic this makes interacting with the AI Factions. Being able to "bribe" goodwill and call in reinforcements sounds amazing.

9
Hey all,

With the advent of the Steam Workshop mods paradigm going to take over our little modding scene here on the forums, how interested are you in continued maintenance of a thread like this?

If we all agree it could die in peace now, I could ask a moderator to take it down as a pinned message. Or perhaps you'd like to keep it around, for if you ever want to play older versions of Avorion?

I will update the mod list with your last additions, and then await reply.

10
Reserved: Archive of older versions, part 4.

11
Reserved: Archive of older versions, part 3.

12
Reserved: Archive of older versions, part 2.

13
OLDER VERSIONS ARCHIVE: [0.16-0.17] [BB 0.18]
What is this? An archive for older versions of the game, for which the information may not be completely relevant anymore for most people. But it's here, for your convenience, in case you do need that information!

[0.17.1] STABLE MODS
These mods were stable on an older patch of the base game. It's possible they aren't compatible anymore.
Spoiler: show



[0.16.x] STABLE MODS
These mods were stable on an older patch of the base game. It's possible they aren't compatible anymore.


[BB 0.18.x] STABLE MODS
These mods were stable on a previous patch of the beta branch. It's possible they aren't compatible anymore.
Spoiler: show


14
Thank you for your work, Hammel. A Wiki is an easier way to maintain this list, indeed!

For everyone who has any information about mod compatibility, please edit the Wiki directly. You can still PM me and/or leave a message here to notify me of changes, if you want to have all bases covered. But I'll also be checking the Wiki periodically, myself. (Here, I made a note on my calendar already!)

That said, I will keep this list updated, still. You'll still be able to see a summary of all the information on the Wiki, here. If at any time there is an information disparity, i.e. the information on the Wiki and here are in conflict, assume the Wiki is correct. It's nice to have a centralised location in the same place as the Mods forum itself, where this information is available.

15
News / Re: Suchen Community Manager/in!
« on: March 07, 2019, 09:13:29 PM »
I agree. I'm very excited to see what this new Community Manager will bring to the Community and to the general Avorion experience, whoever they turn out to be. Onwards and upwards! Avorion is one of my favourite games of all time, and I love the Community here. Let's make great new things happen!

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