ATLAS
Custom Item Stacks v2.4 (Discontinued)
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Update: May 15, 2019 @ 9:04am

  • Refactored code base to remove obsolete and no longer in use code pieces for example of gunpowder and fertilizer fixing logic
  • Decreased min clamp for InitItem- and SaveItemDelaySkipCounter down to 1

Update: Apr 30, 2019 @ 10:59am

  • Added SaltedPrimeFish and SaltedPrimeMeat to default item settings
  • Refactored item init code to reduce server crash probability
  • Added an option to tweak the init loop delays - Default setting in milliseconds: ItemInitLoopDelay=10
  • Extended the item init and save delay settings clamp from 50 and 1000 to 20 and 1000 - smaller means it takes longer but will get more stable
  • Updated GitHub repo

Update: Apr 15, 2019 @ 9:38am

  • Removed subroutines for gunpowder and fertilizer fixing, since grapeshot did fix it in the vanilla game
  • Removed game.ini option DisableGunpowderAndFertilizerFixing since it's no longer required
  • Reduced default save skip counter setting to 400
  • Reduced default item init skip counter setting to 400
  • Refactored delayed save cycle which happens every 5 minutes
  • System does now use default spoil multi if it isn't provided with manual ItemSettings

Update: Feb 23, 2019 @ 7:18am

  • HOTFIX: Ship healing buff no longer is affected by stasis

Update: Feb 23, 2019 @ 5:03am

  • HOTFIX; Gunpowder and Fertilizer fixing logic is now working as intended

Update: Feb 22, 2019 @ 4:37am

  • Reduced GoldCoin origin weight by 50% as stated in grapeshots' patch notes
  • Cleaned up main singleton actor code
  • Buff does now update weight for NPC Crew
  • Completely refactored logic for item init phase, to handle ships first, then players and their surroundings and then the rest
  • Added a new game.ini option to disable Weight Testing - default: DisableCreativeModeProbing=false
  • Refactored Weight Tester logic, it is now using a different approach to determine if CreativeMode is active

Update: Feb 15, 2019 @ 8:24am

  • Refactored client weight calc to fix cases where buff didn't start to show the correct weight, got stuck in a refresh cycle.
  • Added a warning for players that the CIS system isn't done with initialization
  • Replaced cross grid communication logic since it wasn't reliable - it will from now on rely (not as hard dependency) on the upcomming Admin Helper Tool mod, which is a dedicated mod for such communication purposes
  • Refactored the check CreativeMode logic so that the Weight Tester item only gets added if the player actually has admin rights.. in order to reduce player confusion, since the HUD message cannot be suppressed
  • Added new game.ini options to set item init skip delay counter
  • Added new game.ini options to set item save skip delay counter
  • Reduced item save speed - reduced default init skip counter from 1k to 500 - decreasing server crash probability
  • Corrected issue that admins in fly mode fell from the sky if the fix movement component logic did kick in
  • Massively refactored the ship heal/keeping alive logic - outsource a logic to a dedicated ship buff that stays active for the whole initialisation phase

Update: Feb 8, 2019 @ 11:26am

  • HOTFIX; restored old ship heal logic, refactored one seemed not to be enough to keep ships alive during initialisation phase

Update: Feb 8, 2019 @ 10:03am

  • Refactored unique ID generator for item id distribution to improve performance
  • Refactored ship healing logic
  • Fixed issue with weak object references that could have cause server crashes in some cases
  • Changed item init logic to first cover all ships, as well as added duplicate sacn filter logic to further improve performance and init speed
  • Fixed issue with ReinitCIS script command deleting all items
  • Added Resin to default ItemSettings
  • Vanilla GlobalSpoilingTimeMultiplier does now get correctly applied to actual item settings upon CIS init phase
  • Weight for equipment gets now calculated correctly after server restart
  • Reduced time that was required to perform an item save cycle
  • Fixed case where client did show minus weight in some cases
  • Activated CreativeMode check logic again, it has been refactored and fixed
  • Added new logic that enables the script command SaveCIS to save all grids if executed in one through own cross grid communication logic

Update: Feb 1, 2019 @ 2:41pm

  • HOTFIX; disabled CreativeMode check logic for the time being, since it did clutter the player inventory