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Scenario=1
Seed=Ia8aCgblTe
Difficulty=1
HardcoreEnabled=false
InfiniteResources=false
PlayTutorial=false
CollisionDamage=1
SafePlayerInput=false
PlayerToPlayerDamage=true
LogoutInvincibility=true
LogoutInvincibilityDelay=30
ShipyardBoundBuilding=true
FullBuildingUnlocked=false
RepairingAlwaysAllowed=false
BlockOverlapExploit=false
PermaDestruction=false
DockingRestrictions=true
Barrier=true
Storyline=true
UnlimitedProcessingPower=false
UnlimitedShipSize=false
RelationLossFactor=1
RelationGainFactor=1
StartingResources=1
DamageMultiplier=1
InitialRelations=1
MapFactions=350
Rifts=200
ResourceAsteroidFactor=1
ResourceWreckageFactor=1
EventsFactor=1
PreciseAIAim=true
BlockDestructionThreshold=1.10000002
DevMode=false
ExplicitCallables=true
RiftMassFactor=1
RiftDamageFactor=1
BigWreckageDespawnTime=1800
SmallWreckageDespawnTime=900
MaximumFightersPerSectorAndPlayer=-1
MaximumStationsPerSector=-1
MaximumBlocksPerCraft=-1
MaximumVolumePerShip=-1
MaximumVolumePerStation=-1
MaximumPlayerShips=-1
MaximumPlayerStations=-1
MaximumAllianceShips=-1
MaximumAllianceStations=-1
MaximumAllianceShipsPerMember=-1
MaximumAllianceStationsPerMember=-1
MaximumBlocksPerTurret=250
BoardingAllowed=true
MinimumCraftSize=0
MaxShipVelocity=0
PlayerInventorySlots=1000
AllianceInventorySlots=1000
Version=2.3.1
sameStartSector=false
xsotanInvasionSectors=5
startUpScript=data/scripts/server/server.lua
startSectorScript=startsector
motd=
Fix has been published for Fleet Generator.
A typo in code,
Thanks a lot.
#EDIT:
I noticed, that bosses can spawn as weaklings. This may take longer than fixing a crash.
Thanks a lot, we'll make sure to play the mod more and report you any bugs we come across.
Speaking of: Try and put repair laser on a Captain piloted ship and tell it to repair you. I don't think it can be fixed because of Avorion's general spaghetti AI code but it looks funny.
Haven't run across swoks but we'll keep you updated.
I tried repair laser, but all I see is a classic "i will repair if you happen to be in right direction and I feel like it" : D
In theory, I can fix AI now - but it is still tedious. I'd rather not touch vanilla stuff that kind of works.
After jump via gate ships stop following leader ship. With jump all working fine.
https://steamcommunity.com/sharedfiles/filedetails/?id=2993739984
I deactivated all the non-xavorion mods to make sure they were not causing the issue, and I even went into the 445220 folder in Steam's Workshop directory to delete all the files and force them to redownload. Still got the same error even after doing that.
EDIT: Check that, I just noticed that the Ships Extended mod is now classed as obsolete. Sorry my bad, didn't see that before.
Context: 24/7 running Xavorion server with few visual mods.
What I did:
- Left my ship mining and my game running for 2 hours.
What happened:
- 104 Border Patrol ships of [Generic Faction Name here] in Non-Border sector. And the sector is basically now running at whopping 20fps on high-end PC.
I'm pretty sure they'd keep spawning if i left my game on for longer.
Report 2
I am not paying 245mil credits for a trinium mining laser (At resource depot and Equipment station) when I can buy xanion one for 600k.
suggestion [/b]
Please make scrap markets more common or make them a guaranteed spawn at Scrapyard sectors.
Per 100 visited sectors we'd found 3 scrap markets. Considering the fact that what stations sell is directly tied to what Tech level the sector is, we are stuck with Tech-2 scrap markets and it makes early game tedious, not really challanging.
#2: This has been fixed today with Station Founding
#3: Scrap Markets, this seems to be extremely tied to seed, I've seen them as too common and removed a guaranteed match for scrapyards. I'll fix that
Out of curiosity - Iron turrets at higher tech levels should be much cheaper than other stuff.
It does not work as it should I guess?
No, it works, at least for Tech-4 Scrap Market (SM From now on) i see Iron Tech-3's for 3k credits, compared to Trinium Tech-3 for 30k.
It's as if I hold space to start the jump, then suddenly let go of space for a fraction of a second, then press it again, then let go again, etc. The jump does eventually fully charge and go through as the 'pressed' times are longer than the 'not pressed' times, but it does delay jumps a bit, and when it's doing it every time you hop from one sector to another it can start to become a little frustrating.
I'm not out of energy - the energy usage of the jump is much higher than the ship can produce, but the battery is not yet drained so it has plenty in storage to complete the jump. And I don't see this behaviour in normal Avorion gameplay, it's something I've only seen with this mod.
Performance optimization is my priority right now, not sure how much exactly I'll be able to improve, but it is in progress.
It is like the game is dropping keyboard input, I think it matches spikes in Client frame times ( a graph can be enabled in game settings to see what is happening )