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Messages - unbekannt1984

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1
Suggestions / Re: Will some mods get adapted into the vanilla game?
« on: April 14, 2019, 09:32:43 PM »
To answer my own question: I just noticed that a function similar to FindStation was added to the base game, making said mod obsolete. I'm not yet aware of other examples, but I guess that I shouldn't be surprised if there are similar cases.
OOSP is another example.

2
Troubleshooting / Re: Own trading station not trading?
« on: April 10, 2019, 10:00:27 PM »
Ok, I now understand that the 0 selling and buying is normal, but both trading posts (and turret factory) have 0 stock of everything since I first built them, I've never seen a trader going their way either. Do I have to fill them up manually with the goods they buy for them to start selling and attracting traders?
Hi,

at least the trading posts should buy everything that's on the buy-tab from traders - except the prices aren't good.

BTW @cepheni: Shouldn't buy&sell tabs be swapped for the the owner of a trade station? That way mods like Goodshauler could deliver items to sell and get stuff that is needed elsewhere in the sector.

I'm not sure about the turretfactory, it offers its' customers to sell goods, so it shouldn't buy those (cheaper) from traders.

3
Mods / Re: Alter or create new materiels for ship construction
« on: March 18, 2019, 10:54:58 AM »
Hi Diablo,

.. is it already possible to add new systems (upgrade modules), weapons and/or usable Items?

I've got a couple of ideas to improve the game, but sadly wasn't able to find LUA files to do so.
take a look at the folder ~/.steam/SteamApps/common/Avorion/data/scripts/systems

4
News / Re: Beta Branch Patch 0.21 Patchnotes
« on: February 28, 2019, 03:02:28 PM »
Hi koonschi,

the changes to salvaging sound like a huge nerf to me:
  • Raw salvaging lasers have efficiencies of 5% - 40%
  • Reduced efficiencies of refining salvaging lasers to 7% - 14% from 8% - 36%
...
  • Added a refinery option to all Resource Depots
    • Refinery refines ores and scrap metals to resources 1:1
    • Refinery takes a small tax of 1 to 5%, based on relations
so, we were able to get up to 36% of the materials in wreckage. The old refining lasers were nerfed down to almost one third of their old efficency, instead we should use the new shiny raw-salvage lasers to get up to 40% of the materials as scrap metals - minus a little tax of 1 to 5%... That means we loose about 0.4% to 2% of those up to 40%.

Let's take a look at the cargo-bay (.steam/SteamApps/common/Avorion/data/scripts/lib/goodsindex.lua):
Code: [Select]
goods["Scrap Avorion"] = {name="Scrap Avorion", plural="Scrap Avorion", description="Scrap Avorion that can be refined into Avorion.", icon="data/textures/icons/rock.png", price=24, size=0.04, level=nil, importance=0, illegal=false, dangerous=false, }
...
At least all those scrap-metals have got the same volume: 0.04.

Have you done some math about the required storage? Well, let's say you salvage a small wormhole-guardian, round about 2.5 million Avorion just from the guardian itself, that means you will have to move about 1 million scrap-metal, with the volume of 0.04 that's a cargobay of 40.000 capacity - that's twice the capacity of my biggest freighter (so far) and that ship would need to do the salvaging - not a good idea and massive crew-costs...

Quote
  • Added AI-ship commands for refining ores and metals on board
So, a ship with captain could do the refinement, too... But why would you take those resources to a Resource Depot, if you can do everything on your ship? I'd expect quite a few losses here.

But first of all, I need those new salvaging-turrets, I need to build a few squadrons of salvaging fighters (again) that cost about 40k Avorion each and I have to wait for hours until I've got those fighters.

Thanks.

5
Gameplay Discussion / Re: PDC Fighters?
« on: February 23, 2019, 07:51:28 PM »
Hi,

Torpedoes should be no issue with a few point defense chainguns... But you need more firepower against fighter-spam, so anti-fighter fighters might be useful. I'd also think about using a PD- or normal laser for such a fighter.

6
News / Re: Patch 0.20.5 Patchnotes
« on: February 22, 2019, 11:57:36 AM »
Hi,

what's going on? I just received 2 updates for Avorion (from Steam)... One time 1.2 MB and now 9.6 MB.

7
Hi,

Server is not an official server machine but an old gaming pc reformatted to be used as a dedicate Avorion server.  Nothing is running on it cept for Windows 10 Home and an antivirus(I am not efficient enough with Linux to use that on the server)
which antivirus-software?

Another thing that always causes trouble on Windows-PCs is the Firewall (yes, if you didn't install one yourself, there is a weird Firewall that ships with Windows). It's better to install something that is more user-friendly, maybe Zone-Alarm Firewall free?
Make sure Avorion (and also the Avorion-Server) has got the needed permissions to communicate within your local network and to the internet.

8
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: February 20, 2019, 09:33:16 AM »
Hi,

I assume this mod only works if you're physically in the sector with the ship you've designated as a hauler?
the script keeps running, when you leave the sector.

The problem is: Ship movement and docking/undocking aren't simulated in weak-loaded sectors - and that causes the script to be stuck.

9
Mods / Re: [MOD] Custom Craft Orders
« on: February 17, 2019, 08:27:01 PM »
Hi,

and the first Mod with support for your new Mod is: The current 0.10.0-alpha5 of Goods Hauler.

I added an example-configuration for Custom Craft Orders.

10
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: February 17, 2019, 07:39:16 PM »
Hi,

I know you like my Patchnotes (collected since 0.9.3):
Spoiler: show

These changes should slowly free your cargospace - or at least keep the cargobay free as good as possible:
    Ships don't buy stuff that's already in the cargobay
    Amount of goods to transport is determined just before buying - previous versions used the dispatcher-information (old data - very likely wrong)
    alpha3: Introduced shortcuts:
          If a route with amount 0 is received, it won't be excuted
          If a route is received and the required amount of goods are in the cargobay "Buy"-Stages are skipped
          alpha4: If a route updates to the amount 0 during the buy-stage, we ask for a new route.
 
Added limitation to transporterrange (35km range should be enough - or do people equip ships with 10 legendary Transporter-Software now?)
Changed docking distance calculation for ships with transporters (alpha4: twice now)

Introduced Log-Levels, haulGoodsLogThreshold (default 2):
      5 and higher values should suppress all messages,
      choose 4 for Errors,
      choose 3 for Errors and Warnings,
      choose 2 for Errors, Warnings and Notifications,
      choose 1 for all the beauty of console- and log-spamming that you know from previous versions: Errors, Warnings, Notifications and the rest of the Spam.
  Also changed Log-Entry format.
  alpha3: Dropped date from messages - it will be added in the logs and shouldn't matter that much while playing
 
Ships without transporters: Properly resetting DockAI.dockStage and .undockStage, and waiting until ships are fully undocked
    Fixes: Ships without transporters are sometimes going mad and fly thousands of kilometers away
 
Added additional stages for undocking - this reduces spamming of buy- and sell-stages
      alpha3: Added additional stages to haulGoodsStatus (/goodshauler status)- Oops
          fixes: Wrong status-messages in alpha2

alpha5: Added a shitload of patches from Hammelpilaw (33 lines of code imported from his version)
      Changed filestructure - most files are in the mods-directory now
      Made Mod compatible with Custom Craft Orders (by Hammelpilaw), includes config-files and a Readme.txt.

When upgrading to this version, active Goodshaulers won't find their scripts - don't worry about a few weird errors.

Custom Craft Orders (by Hammelpilaw) can be found here.

11
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: February 15, 2019, 07:41:44 PM »
Hi,

So I tested the formula as follows.
Code: [Select]
local Distance = range - ship.radius
In this case, as far as I tested a little, the problems such as stopping and colliding on the way did not occur.
in my tests, the distance exceeded the 3.5km range of the Transporter Software, so you won't need to reduce it further.

I've got a stupid idea:  Line 422 looks like this:
Code: [Select]
ShipAI(ship):setFly(target, 0)The 0 in the end is the distance from the target-coordinates, so we could try to change it to:
Code: [Select]
ShipAI(ship):setFly(target, range)but the target would need to be changed, line 417 could be changed to:
Code: [Select]
local target = station.translationfthe ship-AI should avoid collisions.

12
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: February 15, 2019, 05:23:34 PM »
Hi,

The ship is small with 6 slots.

Upload the sector I tested.
thank you. Well, I was unable to run tests in that sector (becoming a friend of that pirate-faction would have taken some time), but I think I've got a working formula now...
Code: [Select]
local Distance = range + station.radius - ship.radiusIf you put that formula into line 416 of your haulgoods.lua, your ship shouldn't try to crash into the stations, but it should be able to dock and do business then.
BTW: That's the formula I'm using in 0.10.0alpha4 now...

My tests with the formula above were successful:
Code: [Select]
2019-02-15 17-07-52| Goods Hauler v0.10.0-alpha4 17:07:52 (Longrange) : Trying to dock with Transporters to Chemiefabrik. Calculated Distance is 4513.9723396301 meters.
2019-02-15 17-08-32| Goods Hauler v0.10.0-alpha4 17:08:32 (Longrange) : Trying to dock with Transporters to Siliziummine. Calculated Distance is 4439.3046760559 meters.
That ship has got a legendary Transporter-Software (3.5 km range).

13
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: February 15, 2019, 01:17:57 PM »
Hi,

Code: [Select]
: ERROR: Can't dock to Moyouwua using Transporters. Calculated Distance is -2257.4322414398 meters.
hmm, how big are the ships and stations? Since the ship was able to "dock" at the other stations, I'd guess Moyouwua is big (compared to the other stations).

In alpha2 I calculated the possible distance in line 416:
Code: [Select]
local Distance = (range - ((ship.radius + station.radius)/2))I don't see how to further reduce that... (And if it's radius even that formula is wrong, the radius-values shouldn't be divided by 2)

If you could find the sector-file, compress it to a zip and upload it here, so I could take a look myself, it would be a great help.
Quote
I am looking forward to 0.10.0alpha4.
Well, first I need to finish it, then I'll need to run tests for hours... And after that I'll think about releasing it.

I didn't release alpha3, the reason is: It didn't change a lot for the players. I introduced shortcuts - if a ship receives a route and has got the needed goods in the cargobay, it can skip flying to the selling station. The result was:
Code: [Select]
torsten@debian:~/.avorion/galaxies/avorion_galaxy$ cat serverlog\ 2019-02-14\ 17-00-59.txt | grep directly
2019-02-14 17-21-37| Goods Hauler v0.10.0-alpha3 17:21:37 (Frachter 1) : Amount is in the cargobay, directly moving to buyer.
2019-02-14 18-05-37| Goods Hauler v0.10.0-alpha3 18:05:37 (Frachter 3) : Amount is in the cargobay, directly moving to buyer.
2019-02-14 18-57-37| Goods Hauler v0.10.0-alpha3 18:57:37 (Allianz-Frachter 1) : Amount is in the cargobay, directly moving to buyer.
2019-02-14 20-26-45| Goods Hauler v0.10.0-alpha3 20:26:45 (Frachter 3) : Amount is in the cargobay, directly moving to buyer.
2019-02-14 20-51-20| Goods Hauler v0.10.0-alpha3 20:51:20 (Allianz-Frachter 2) : Amount is in the cargobay, directly moving to buyer.
2019-02-14 21-10-09| Goods Hauler v0.10.0-alpha3 21:10:09 (Frachter 1) : Amount is in the cargobay, directly moving to buyer.
torsten@debian:~/.avorion/galaxies/avorion_galaxy$
The shortcut was used 6 times during 4 hours of testing in a sector with 20 stations and 5 Goods Hauler controlled freighters - as I said before, it didn't change a lot for the players.

There was also another shortcut: If a route is received and the updated amount of goods is 0, then the route is reset. That didn't happen at all during the test.

14
General Discussion / Re: [0.17.1] TRADERS STUCK - HELP PLEASE
« on: February 15, 2019, 11:08:24 AM »
Hi,

I already tried out gravitation beams, forget these. I'm playing mod-free on vanilla, 0.17.1 r12316 a186915a28c6
you do know that the current stable branch is version 0.20.4? Tell the server-admin to upgrade and upgrade your own game, too.

15
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: February 15, 2019, 10:17:23 AM »
Hi,

Thanks for the mod.
I tested 0.10.0-alpha2. And in the case without Transporters it did a nice operation.
Improved dispatchers are great.
However, it seems that the ship with Transporters is stuck when leaving the station.

The part considered to be the log at that time is below.
Code: [Select]
Execution Context (inner to outer):
#0: updateServer data/scripts/entity/ai/haulgoods.lua

 could not execute function 'updateServer' in '"data/scripts/entity/ai/haulgoods.lua"':
 
data/scripts/entity/ai/haulgoods.lua:425: attempt to concatenate local 'station' (a userdata value)
 stack traceback:
     data/scripts/entity/ai/haulgoods.lua:425: in function 'haulGoodsMoveToStation'
     data/scripts/entity/ai/haulgoods.lua:576: in function <data/scripts/entity/ai/haulgoods.lua:548>

I didn't touch the dispatcher so far, I just updated the data (amount) before buying anything.

Well, the Error you found is a bug in one of the only Error-Messages at the moment. In line 425 the variable station needs to be replaced with station.name. If you changed that, you would get the following output:
Quote
ERROR: Can't dock to <Enter station-name here> using Transporters. Calculated Distance is <some negative value here> meters.
The Transporter-Software is limiting the range, in your case the Freighter would need to park somewhere inside the station - and I dislike crashing your ships into stations.

During my tests with transporters, I saw that 500m range are not sufficient, even on smaller stations.  However, the transporter-code in 0.9.3 is even worse, it needs about twice the range to work (compared to 0.10.0alpha2).

I'm currently working on 0.10.0alpha4, so I can't release a fixed alpha2 version at the moment.

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