Recent Posts

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Gameplay Discussion / Copy NPC Designs?
« Last post by Deter on Today at 03:27:08 AM »
Is there a way to possibly copy the NPC's station designs with console commands/debug menu? I want to have nice looking stations, but most on the workshop are... well, reaaaaaaally block heavy.  Anyone know a way to copy NPC stations?
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Bugs / Tiny (and pretty hard to fix) bug
« Last post by Kamo on September 22, 2018, 11:23:59 PM »
Just a tiny bug I encountered while painting the Chiwa's smile ♡.
If you put two blocks at the same place (possible with opposing edge/corner blocks) and try to paint one, both will be painted.
The bug can be avoided by copypasting the block somewhere else then putting it back, or preparing the block's color when placing it.

(Also, the forum does not like the new Unicode 10 emojis. Error is "The message body was left empty." :-X)
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Bugs / Re: [0.19.0] XSTN-V Artifact Has Incorrect Jump Range
« Last post by Hammelpilaw on September 22, 2018, 03:29:40 PM »
Yes, currently it multiplies the total reach by 3  ;D

Btw: map may get a little laggy when having 1000 hyperspace reach  :P
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Bugs / [0.19.0] Shieldbooster issues
« Last post by Hammelpilaw on September 22, 2018, 03:18:57 PM »
Emergancy recharge is always shown as permanent bonus, even if it is not available because rarity of the update is too low.

shieldbooster.lua:156:
Code: [Select]
if bonusEmergencyRecharge then
always matches (because in lua 0 matches true, not false). Should be
Code: [Select]
if bonusEmergencyRecharge ~= 0 then

Also the old issue about shield recharge bonus still exist - positive shield recharge bonus is a debuff. Should be negative instead to be a buff.

But be aware that doing this will happen another bug to affect the ship: If the total shield recharge modifier of an entity gets to -1 or below, the shield of this entity will get bugged and does not seem to recharge anymore at all. Only way to fix the shield is deleting the entity.

To avoid this the recharge bonus could be changed to modify the amount of hp, the shield gets healed every tick.
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Mods / Re: [Mod][Announcement] Ham Galaxy Settings - HGS
« Last post by Hammelpilaw on September 22, 2018, 01:56:46 PM »
Great Idea, I have a mod I made that lets users change the behavior of asteroid generation to fit their play style that would probably be a great addition to this mod. If you want to check it out (by default does not change game play) https://www.avorion.net/forum/index.php/topic,4293.0.html

Thanks, I will watch your mod and see if it fits in the HGS mod.
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Mods / Re: Biggers guns on the turret factory
« Last post by Serenity424 on September 22, 2018, 06:07:39 AM »
WORK RESUMED

Sooo, found a way around using the rarity this time, it does work I'll need to make a mod for each weapons (at least the main types) and rework the ui to help.
But you can have pretty big weapons, to have to note the ship has 300M Hp +, the plat where the coax big gun is mounted is 100*100
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Mods / Re: Biggers guns on the turret factory
« Last post by Serenity424 on September 22, 2018, 05:03:17 AM »
Okay someone need to point out the problem here I'm giving up, I looked into again to find who/what what bugging the mod.
If I let a if loop in the turret making function it will never build a turret, like if I let only the if loop without instructions in it, and even turret that does not trigger the IF.

If I try to printlog anything in the "buildturret" function it's just like the game is blind to this, like nothings happens, wtf ?
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Mods / Re: [Mod][Announcement] Ham Galaxy Settings - HGS
« Last post by Narhalles on September 22, 2018, 03:53:26 AM »
Great Idea, I have a mod I made that lets users change the behavior of asteroid generation to fit their play style that would probably be a great addition to this mod. If you want to check it out (by default does not change game play) https://www.avorion.net/forum/index.php/topic,4293.0.html
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Mods / Re: [MOD] Salvager/Miner range and auto turrets
« Last post by Narhalles on September 22, 2018, 02:45:57 AM »
it seems that since combat update 1 that this prevents satellites and torps from generating in stations. Any ideas on how to fix this behavior?
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Gameplay Discussion / Re: Fleet AI?
« Last post by GOForce3 on September 21, 2018, 08:29:55 PM »
Awesome, thanks.  I'll try that mod.  The civil ship destruction is by far the most annoying bug to me.  I hope the devs give fleet AI some love soon.
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