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darkconsole

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Everything posted by darkconsole

  1. i will have to research finding the sell cost of a turret and decide on a way to make it immersive. don't want this to become a cheat engine so it can be used in multiplayer. the price is not a pre-calculated property on the turret itself according to the documentation.
  2. probably, most of it is self contained. i didn't stay on 0.16 long it wasn't too playable for me. make a backup of the saves if you're feeling frisky. edit a crap turret and pull down the scripting error console (the ' key for me) to check for lua errors if you get there before me.
  3. same folder. i say copy so that you always have a backup of the original. updated the main post, thanks.
  4. ABOUT No longer must you play research station lottery or the shopping list game to fill a factory if you already have a turret you like. This mod allows you to cannibalize other turrets to upgrade an existing one. Please consider this mod BETA - while I have play tested it myself quite a bit, nevertheless it is still new and doing things nothing else is and nobody else documented. Latest Version: v1.5.0 (2020-03-09) See the Install/Update section for updating instructions. Last Tested On: v0.33.6 (2020-03-09) Minimum Version: v0.32.2 You select the turret you want to upgrade and drag it to the big box. Then you can select up to 5 additional turrets to destroy and drag them to the smaller boxes. The more turrets you select, the bigger the upgrade performed to the selected turret. The tech level of the turrets you scrap is also part of the upgrade math, use turrets greater than or equal to the tech level of the turret you want to upgrade for maximum effect. The rarity of the turrets you are scrapping also affects the final result. The better the turret you are trying to upgrade, and the better weapons you use to upgrade it, the bigger the upgrade will be. Here I upgraded the damage on a crappy turret using more crappy turrets. Additionally, autotargeting can be added, and the colour of the projectiles and beam can be customised for credits. You want red beams and bullets? Then get some red beams and bullets. Upgrade Options Heat Sinks - Reduces the heat generated per shot, and increases the cooldown speed. Capacitors - Reduces the base power requirement of a turret. Transformers - Reduces the rate the energy use climbs. Ammunition / Power Amps - Increase the flat damage of the turret. Drive Motors - Increase how fast the turret can turn. Barrel / Lenses - Increase the range a turret can hit at. Trigger Mechanism - Increase the rate of fire. Stabilizers - Increase the accuracy rating. Phase Filters - Increase the efficiency rating of mining or scav gun. Targeting - Add or remove self targeting for the turret. Colour HSV - Drag the sliders to change the colour of the beam or projectiles. Fix Auto Nerf - Undo the game's nerfing of turrets that are generated with auto-targeting. Must not have been upgraded yet. Convert Anti-Fighter to Flak Cannon - For at least 3 other AF turrets you can convert one into a Flak Cannon. https://streamable.com/0bbso Reinforced Mounting - For 5 other orange or better turrets, reduce the slot cost of a turret. Install / Update If you do not know how to manually install mods you should be installing this via the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2017677089 If you wish to customize the settings of this mod you may copy ConfigDefault.lua to moddata/DccWeaponEngineering/Config.lua then any changes you make will persist when this mod gets updated. MULTIPLAYER NOTE: This must also be installed on the server to work. You know, so you can't just level up turrets without everyone else being able to as well. If installed on the server, clients are not required to install it if they do not intend to use it. [*]To allow players to use the /tmod command you will need to add it to the admin.xml file for the galaxy. See this post for info. Usage While in one of your ships use the chat command /tmod this will attach the Engineering Weapons Bay to your ship, adding an icon to open the main window in the top right corner of the screen. It looks like a little turret with a wrench on top of it. 1) Drag the turret you want to upgrade to the big box. 2) Drag 1 to 5 more turrets to the smaller boxes. These are the turrets you will destroy to upgrade the selected turret. Each turret you add will change the percentage displayed above the scrap bin. For example, if this says 2%, and you want to upgrade a turret that does 10 damage, after it will do 10.2 damage. If the turret does 20 damage, after it will do 20.4 damage. 3) Click one of the avaialble upgrade choices. If your weapon heats up too fast, then upgrade the heat sinks. If your turret fires too slow, upgrade the trigger mechanism. Hover over each button, the tooltip tells you what will happen. Clicking one of these buttons will consume the turrets in the scrap bin and upgrade the selected turret. Stats which are already maxed out, or do not apply to the selected turret, will be greyed out. 4) You can add targeting and change the colour of the weapon for money. If you if you are just doing targeting and colour, you do not need to add any turrets to the scrap bin. Notes Targeting only costs money because I believe if you are paying the gunners to sit there then they can do their one job of pointing the damn gun for you. Consider the money an investment in a really comfortable chair for the douche that's gonna sit there and aim it. The colour you set will change after clicking the button. That is because the code takes the colour you choose, and then modifies it a bit to try and produce laser beams that won't look as stupid as the colour you picked. Item rarity and tech level are both used as part of the math to try and keep the usage of the Weapons Bay balanced. To get a good upgrade you are going to have to sacrifice good parts. If you think a turret disappeared, double and triple check your inventory to be sure it did not stack with another. Avorion does a little bit of a dumb with the inventory where it stacks items after rounding their values, so if a turret is really close to another one in stats but not exact it can still be stacked. To combat this problem, every time a turret is upgraded it will have a Mark Number added to the name. "Double Mining Mk 2 Turret" means this is a turret you have upgraded twice, but I've totally stacked Mk 2 turrets before. It is not perfect. Future Plans Make it a system upgrade chip that drops from combat/scavving instead of the chat command to attach it to your ship. If they ever allow adding custom blocks via mods, it will become an actual weapons bay where the quality of the mods is determined by how much weapons bay you build. Probably shouldn't hold our breath on this though. Changelogue v1.5.0 -2020-03-09 * Steam Workshop Install-n-Go * Right click to send turrets up and down the UI. * Added Reinforced Mounting. * Added Flak Cannons. * Added Fix Auto Nerf * Fix Railguns showing Lenses instead of Barrel * Filterable widget. v1.3.0 -2019-03-09 * Fix upgrading mining laser efficiency with the 0.21 mining changes that introduce a new type of mining laser. * Enabling Coaxial on a turret will now scale its damage the same amount as the game originally would have generated it. IF YOU HAVE USED THE WEAPONS BAY TO TURN SOMETHING COAXIAL, TURN IT BACK TO NORMAL BEFORE INSTALLING THIS UPDATE TO GET THE DAMAGE SCALED PROPERLY. ELSE THE DAMAGE IT IS NOW IS WHAT IT IS. * New ability: edit turret size with new server side config option. v1.2.1 -2019-02-24 * Add coaxial toggle. If You Are Playing On A Multi Player Server Your Server Must Update Before This Will Work Fam v1.2.0 - 2019-02-11 * Update for the scripting API callable stuff in 0.20.0+ v1.1.1 - 2018-03-13 * Fix Accumulating Energy (Transformers) buffing the wrong direction. v1.1.0 - 2018-03-09 * The Config.lua thing is now technically optional. * Values missing from Config.lua are pulled from ConfigDefault.lua * Clients now fetch config values from server side so admins can set the settings. * Tweaked colour settings to try and produce slightly nicer beams. * Made the colour tweaks settings that can be tweaked in the config file. * Lot of little optimizations. * Fix where it wouldn't work for alliance ships. v1.0.0 - 2018-02-24 * Initial release
  5. my brief jump into 0.16 was all the scav and miner guns on my ship also were recognized as armed. additionally, the unarmed ship system was being counted as armed, so loading up i had 8 armed slots instead of 4.
  6. changing the names of the weapons seems to be a pretty good work around for the stacking issue. im pretty confident its due to rounding.
  7. i think yall may be rounding values in the decision to stack. i notice if i change a value like damage (damage specifically seems suspect for this) by a small value like 0.01 it will still stack but not if i change it by 0.1 im working on a mod that lets you grind up turrets to improve a specific one, and its possible the grinding values will be very small if a user selects a bunch of grey levels. if you want to keep the rounding, maybe making item.stackable writable i believe the super rounded checks are happening during the inventory:add time
  8. This mod has been updated to use the mod folders and with fixes needed when Avorion changed to UUIDs internally. * Command has changed to just /mothball [on|off] (the s has been dropped) * After installing, copy mods/DccMothballing/ConfigDefault.lua to Config.lua. This way the mod can be updated without blowing away your settings in the future.
  9. scrollFrame like super screwed up right now its not really worth it. i spent about 14 hours with it and got nothing usable. it absorbs padding with some completely weird offset that none of the other widgets do, and also performs weird scaling on things like labels. then it also does this weird ass thing where sometimes what it scrolls gets shrunk smaller so you can see it like take lines in and out as you scroll. go through some of the vanilla scripts that use it and you'll see the authors own comments suggesting it, and he even uses incorrect rects (also admitted in the comments), on purpose, to make them work.
  10. has anyone seen which game mechanic causes this odd discrepancy in the hyperdrive cooldown? i am almost always able to jump away before the hyperdrive timer actually finishes. also, the time difference seems to be different every time/sector.
  11. client side @darkconsole thanks for this mod indeed client side
  12. I can shield clearly, now The rain has gone. * gets rid of the blue tint * gets rid of the reflection which made shields look like rigid poly gons * gets rid of the omg all light gets multiplied x1000 by shield * leaves the shimmer * leaves the chromatic abbarigarigation client side only 1) overwrite the data/shaders/blocks/shield.frag 2) enjoy being blinded less avorion-shieldly.zip
  13. this is going to sound stupid but you have no idea how much it bugs me that i cannot click and rotate the ships that show on the very first game screen. when i play heroes of the storm and dota, all i do is basically sit there and rotate the character. idle habit while waiting for someone/something. it would make me so happy lol. double so if i can flick spin them XD
  14. i ran into this crash too when i was trying to be crafty and have a script reload its own source lol.
  15. this thread rekt so many souls koon can probably upgrade one of his skills now
  16. so far as far as i can tell situation mode works like this 1) are you physically capable of hitting the target? (range, etc) yes: aim it yourself asshole no: AUTO FIRIN MY LAZORS 2) are you physically incapable of hitting the target? yes: AUTO FIRIN MY LAZORS no: goto yes
  17. if i recall i think that is how firing worked in star trek legacy.
  18. autotarget mode - like autofire but instead of shooting it just tracks, and only fires when you click. im thinking of cinematic fly by pew pew. plus avoid the turrets wasting energy when they should not be because lol. i like that the lasers go everywhere but we need better control over their power and heat
  19. made a mod to do exactly what i want lol http://www.avorion.net/forum/index.php/topic,3139.0.html
  20. rather than continue to trying to explain it, and also due to me being impatient and totally not wanting my ships to blow up, made a mod to do what i want. http://www.avorion.net/forum/index.php/topic,3139.0.html
  21. ABOUT This mod will allow you to mothball a ship, or, keep it from blowing up without having to maintain a full mechanic workforce on it. There are multiple reasons you may want to do this, but the main one is that the ship is just costing you too much to maintain in active duty, and you dont want to abandon it in an unused sector or destroy it. You cant even trust the empty sector trick on a multiplayer server anyway as nothing is stopping other players from keeping it awake. With this mod you can keep the pride of your fleet around for fraction of the cost of its full crew. Main Page URL: https://github.com/darkconsole/avorion-mothballing Install Scope: Server AND Client (unless player elects to not use) SERVER ADMINS See the mod's main Github page for information about the configuration options you can tweak. WHAT IT DOES When you park a ship and remove its crew it will slowly die. When mothballed, you only need to have 25% of the normal mechanic force on board. That will stop the ships health from falling below 25%. If you need to keep it closer to battle ready then you can keep 69% and it will not fall below 69%, etc. NOTE: Parts of your ship literally just start fucking exploding for no reason at 26%, so remember that when building your skeleton crew. To put the ship you are currently controlling in mothballs use the chat command [b]/mothballs on[/b] . A moment later you will see the message if you didn't fail at the installation. To pull a ship out of mothballs use the chat command [b]/mothballs off[/b] .
  22. i have noticed these things as well. my most noticable is a framerate hit while docking, ai ships moving jerky, deleting blocks they turn red and take ~40sec to vanish, and really big asteroids like 70k+ when destroying them they take forever to actually visually update to reflect the mining done to it. clientlog_2017-03-27_20-51-03.txt clientlog_2017-03-28_10-55-50.txt
  23. a lot of people are just not getting it between the threads and discord. we are spending more hours in the build mode than playing the game. i want to see my creations parked around my home sector. it's about having cool shit to see. don't want to park it in the middle of nowhere. dont want to destroy and rebuild it. plus when you have to retire a ship that served you well it deserves better than being destroyed. plus in the event of galaxy war 1, want to be able to jump home, grab a ship, grab the skeleton crew and jump back into the frey. that's kinda the point of mothballing in real life, too.
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