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Messages - Splutty

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1
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: August 31, 2018, 06:44:18 PM »
Thank you guys for keeping this alive. I've been otherwise busy on a lot of things, and don't actively play Avorion at the moment, although I'm sure that will change again in the future :)

Glad to see people are still using my mod, even though it's mostly been rewritten by now it looks like.  ;D

2
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: January 02, 2018, 11:15:04 PM »
I missed that you were looking for an update for the beta ^^" sry
I fixed the script (as far as I see) for the 0.15.6 update released yesterday.
Might be that I missed something, so tell me about your results :)

I've added your message to the original post for now. Thanks for updating things in my absence!

3
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: January 02, 2018, 11:11:38 PM »
Good to see people provide updates for my mod while I was AWOL :)

I'm not sure if I'm coming back to Avorion any time soon. This mod was the thing I wrote while I was stuck sick at home, just to see if I still could. It was mainly meant to be used by myself, but I decided to post it.

Good to see people have been using it and thanks from everyone for those who modified it to make things work with newer versions!

4
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: June 01, 2017, 04:53:54 PM »
I think he means that it doesn't work with a factory complex, which is a mod that merges stations together into one (made by Laserzwei). That's probably why it isn't working, as it's no longer a normal station.

There's a list of all the stationscripts used in determining what's a station, so that should be easy to do, as long as Laser has a script that defines the combined station as an actual station.

5
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: May 27, 2017, 06:57:37 PM »
I love your mod.  It doesnt seem to work with Complex3s mod though.  Is there a way to make it work.

If you use the / commands to control your ships, the mod shouldn't interfere with any other mods at all, since it doesn't modify any source files.

Not sure which mod you mean that gives problems, though :)

6
Bugs / Re: [r7857] Friendlies jamming hyperdrive
« on: April 16, 2017, 02:34:03 PM »
Makes perfect sense to me. How would a hyperdrive blocking field distinguish between friendlies or enemies?

7
Mods / Re: [MOD] Goods Hauler (Automatically buy/sell/move goods!)
« on: April 13, 2017, 05:16:58 PM »
After testing it a while on our server it seems there is an increase in server load when multiple ships are hauling goods in multiple sectors. It came to mind after jumping around trying to narrow down the cause but all I could find were 3 afk players hauling goods in their sectors that could have a significant load.
It might have more to do with how the game handles updates as one laggy sector slows down everything else and the cause might also lie somewhere else as we use many more mods tho.

Would it be possible to somehow limit the amount of ships a player can use to haul goods?
The few players I found were using 3-6 ships so that might have something to do with it.

It must be some other mod interfering with mine, since there's no way my mod uses up any sort of significant CPU even with 100 haulers. (And yes, I've tried that :)

So not sure what's affecting it. But each sector only has 1 ship building the actual list, and if it fails that it'll try to rebuild it in increments of 5 seconds, and the rest basically does nothing and will also increase their polling interval by 5 seconds up to 60 seconds.

So the most impact you can possibly have is one goods rebuild every 5 seconds if there's nothing to haul (and with my system with 50 stations that takes a very short time), and one inter-object call for each of the haulers doing nothing every 60 seconds.

If they actually *are* doing something, they do a check every 5 seconds if the previous step has finished, and kick off a new flying or docking step. That's about it. I can't see how any of that has any impact.

I'll build some timings in my next version, though. Always interesting to see what might be causing this sort of stuff :)

8
Mods / Re: (Questsion) Scaled production on Player stations
« on: April 07, 2017, 11:34:15 PM »
For completeness sake, this is the bit of code that Laser and I are talking about:

Code: [Select]
function setProduction(production_in, size)

    factorySize = size or 1
    maxNumProductions = 1 + factorySize

maxNumProductions is used to determine the maximum amount of productions the factory can run at the same time, so it's completely dependent on the size of the factory.

Try cloning an XXL Solar Power Plant, and you'll see what we mean.

ps. How this ties in with your original question/suggestion: We just need to be able to make player stations different sizes! :)

9
Troubleshooting / Re: Claimable Asteroids
« on: April 07, 2017, 07:59:05 PM »
Do they have weird stuff sticking out of them?

In that case they're infected by Xsotan and not claimable anymore.

And if you're playing on a server, someone else might have already claimed and sold them.

10
Suggestions / Re: Folder Support for saved Ships
« on: April 07, 2017, 04:12:10 PM »
I end up organizing them in the folder itself, and immediately renaming the templates I want to use to an actual template name that isn't the name of the ship, so it doesn't get cluttered with autosaves.

That's about all you can do right now.

Sorting, Renaming, Folders, all those would be great to have, though.

The same for build templates, actually.

11
Mods / Re: (Questsion) Scaled production on Player stations
« on: April 07, 2017, 04:10:14 PM »
The game actually does do this.

Depending on the size of the station you will have more max production slots, so they will produce more.

An XL station will run 4 productions (might be XXL), whereas an S station will only run 1.

12
Mods / Re: [MOD] out of sector Production
« on: April 07, 2017, 04:08:36 PM »
This mod keeps telling me to update to 0.9.7_c I have already done that and I am still getting that message. Is there something I am missing?

Read the notes about the asteroid mod, and make sure you have the same versions on client and server, and read the notes about the different installs for client and server if you're running them separately.

13
Mods / Re: Moded servers and basic clients working togeather?
« on: April 07, 2017, 04:07:48 PM »
I was asking because of some mods I liked as in;

[Mod] Captined ship salvage command
[Mod][Beta] MineCorp
[Mod] Casino "Gambling
[MOD] Regenerative Asteroid Fields
[Mod] Highlight other players in sector
[Mod] Compass-like Gate Pixel Icons

I one did not see if they said everyone had to have it or two did not understand the instructions.

That's because most mod coders make no such distinction, and just have you install it on both the client and server.

For Single Player games, that's exactly what it does as well, with the difference that the server install and the client install actually *is* the exact same install.

As I said, everything that makes changes to the UI needs a client component. And most mods don't bother making two different files for client and server.

14
Mods / Re: (Question) invokeServerFunction - is it safe?
« on: April 07, 2017, 04:05:39 PM »
As I understand, using invokeServerFunction function client can call almost any lua function of any entity on a server side. And if this function isn't supposed to be called by the client, some random junk arguments can cause error on a server side and affected script will be unattached. And this eventually will get us to the entity that doesn't work properly for all players.
Am I right or I don't understand something? Yes, I know that function must be in the same attached script.

the function is not safe related to your concerns, as every invoked function should be prepared for invocation and you could produce errors with wrong parameters or timing ... BUT i think thats not really an issue, since a normal function call can fuck up the same way! plan the functions, invoke only functions that should be invoked and which have onClient() / onServer() conditions ... with producing "bad" code you are always at risk of corrupting things in the game... and invokeServerFunction is just essential to use, since many important function/properties are not available client-side

I totally agree that invokeServerFunction is essential, but it would be good to just implement some sort of 'flags' or 'labels' in Lua for the functions that can be invoked. Like public/private but in the client-server terms.

Doesn't exist, will never exist, is impossible to do in LUA. Since that's simply not how LUA works.

LUA is a single pass script interpreter, basically, and the invoke functions are something that is implemented in Avorion and not standard LUA.

LUA has no concepts of objects, private or public functions, or anything like that. Even 'worse' from your point of view is that you can actually store functions in variables, and call them through those variables.

15
Bugs / Re: Loading single player on Galaxy crashes game [Solved]
« on: April 07, 2017, 12:52:47 AM »
Glad I could help out. This one had me frustrated as well, until I started experimenting a bit, and putting my thoughts to the test.

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