KaneNOD Posted August 6, 2019 Share Posted August 6, 2019 Hello everyone. I'm KaneNOD and i'm trying to build a mod for this game. I'm new on modding but i'm trying to make my best. Pls, visit this link to find the mod i'm building, subscribe it and leave your feedback about it and help me to make this mod better. https://steamcommunity.com/sharedfiles/filedetails/?id=1821043731 Have a nice week everyone. Good luck and have fun!!! ;D Link to comment Share on other sites More sharing options...
Eruner Posted August 7, 2019 Share Posted August 7, 2019 There is a lack of description / documentation. Based on screenshots, this mod just gives 100% Accuracy and Efficiency to turrets, quite lazy for my survival gameplay. Link to comment Share on other sites More sharing options...
KaneNOD Posted August 7, 2019 Author Share Posted August 7, 2019 There is a lack of description / documentation. Based on screenshots, this mod just gives 100% Accuracy and Efficiency to turrets, quite lazy for my survival gameplay. The accuracy is already in the game right from the start. The 100% of efficiency has been changed according to its rarity. The value of turrets is much higher than normal turrets. To buy one, you need more money, so to buy one you need to spend more. I will change the probability of dropping a HET turret. This will make it harder to find a HET turret. You need to subscribe the mod and test it to give me wa right feedback. Want everyone follow the mod. I make some changes and I need your support to understand how to make this mod better. Gook luck and have fun! ;) Link to comment Share on other sites More sharing options...
Eruner Posted August 7, 2019 Share Posted August 7, 2019 I would like to read more accurate and detailed description, so that I can imagine what the mod does, and what player does to get such turrets. Could you review it, please? Link to comment Share on other sites More sharing options...
KaneNOD Posted August 7, 2019 Author Share Posted August 7, 2019 I would like to read more accurate and detailed description, so that I can imagine what the mod does, and what player does to get such turrets. Could you review it, please? All changes made since the beginning of my project have been described in the "Update Notes" or "ChangeLog" area on Steam. You can read them at this link: https://steamcommunity.com/sharedfiles/filedetails/changelog/1821043731 Link to comment Share on other sites More sharing options...
KaneNOD Posted August 12, 2019 Author Share Posted August 12, 2019 Need help to create HET ForceGun on my mod. Everything is ok for me, but not understand why the HETForceGun is not working in Turret Factory! Can someone that knows about moding in this game, help me to solve the problem? weapongenerator.lua --======================================================================================================-- --=========================================HET FORCE TURRET=============================================-- --======================================================================================================-- function WeaponGenerator.generateHETForceGun(rand, force, tech, material, rarity) local weapon = Weapon() weapon:setBeam() local fireDelay = 0.2 -- always the same with beams, does not really matter local reach = rand:getFloat(150, 200) weapon.fireDelay = fireDelay weapon.reach = reach weapon.appearanceSeed = rand:getInt() weapon.continuousBeam = true weapon.appearance = WeaponAppearance.Tesla weapon.name = "HET Force Gun /* Weapon Name*/"%_t weapon.prefix = "HET Force Gun /* Weapon Prefix*/"%_t weapon.icon = "data/textures/icons/HETforce-gun.png" -- previously echo-ripples.png weapon.sound = "beam" weapon.material = material weapon.rarity = rarity weapon.tech = tech local forceFactor = (1 + rand:getFloat(0.5, 1) + rarity.value) * material.strengthFactor * material.strengthFactor weapon.impactParticles = ImpactParticles.Energy weapon.blength = weapon.reach local hue = rand:getFloat(0, 360) local saturation = 0.3 local value = 0.1 local forceType = rand:getInt(1, 6) if forceType == 1 then -- ForceType::OtherPush weapon.otherForce = force * forceFactor weapon.banimationSpeed = 1 hue = 0 value = 0.4 saturation = 0.05 elseif forceType == 2 then -- ForceType::OtherPull weapon.otherForce = -force * forceFactor weapon.banimationSpeed = -1 hue = 240 value = 0.5 saturation = 0.2 elseif forceType == 3 then -- ForceType::SelfPush weapon.selfForce = force * forceFactor weapon.banimationSpeed = 1 hue = 60 value = 0.4 elseif forceType == 4 then -- ForceType::SelfPull weapon.selfForce = -force * forceFactor weapon.banimationSpeed = -1 hue = 180 value = 0.4 saturation = 0.1 elseif forceType == 5 then -- ForceType::BothPush weapon.otherForce = force * forceFactor weapon.selfForce = force * forceFactor weapon.banimationSpeed = 1 hue = 30 value = 0.4 elseif forceType == 6 then -- ForceType::BothPull weapon.otherForce = -force * forceFactor weapon.selfForce = -force * forceFactor weapon.banimationSpeed = -1 hue = 210 value = 0.5 saturation = 0.2 end weapon.bouterColor = ColorHSV(hue, 1, value * 0.25) weapon.binnerColor = ColorHSV(hue, saturation, value) weapon.bwidth = 0.5 weapon.bauraWidth = 1 weapon.banimationSpeed = weapon.banimationSpeed * 4 weapon.bshape = BeamShape.Swirly return weapon end generatorFunction[WeaponType.HETForceGun] = WeaponGenerator.generateHETForceGun turretgenerator.lua --======================================================================================================-- --=========================================HET FORCE TURRET=============================================-- --======================================================================================================-- scales[WeaponType.HETForceGun] = scales[WeaponType.ForceGun] possibleSpecialties[WeaponType.HETForceGun] = possibleSpecialties[WeaponType.ForceGun] function TurretGenerator.generateHETForceTurret(rand, force, tech, material, rarity) local result = TurretTemplate() -- generate weapons local numWeapons = rand:getInt(1, 2) local weapon = WeaponGenerator.generateHETForceGun(rand, force, tech, material, rarity) force = math.max(math.abs(weapon.selfForce), math.abs(weapon.otherForce)) local requiredCrew = math.floor(1 + math.sqrt(force / 2000)) local crew = Crew() crew:add(requiredCrew, CrewMan(CrewProfessionType.Engine)) result.crew = crew if weapon.otherForce ~= 0 then weapon.otherForce = weapon.otherForce / numWeapons end if weapon.selfForce ~= 0 then weapon.selfForce = weapon.selfForce / numWeapons end -- attach weapons to turret TurretGenerator.attachWeapons(rand, result, weapon, numWeapons) -- add more beams, for this we add invisible weapons doing nothing but creating beams local weapons = {result:getWeapons()} for _, weapon in pairs(weapons) do weapon.selfForce = 0 weapon.otherForce = 0 weapon.bshape = BeamShape.Swirly weapon.bshapeSize = 1.25 weapon.appearance = WeaponAppearance.Invisible result:addWeapon(weapon) end local forceToEnergy = rand:getFloat(1, 4) local energyPerSecond = force / 1000 * forceToEnergy local increasePerSecond = energyPerSecond * rand:getFloat(0.01, 0.03) TurretGenerator.createContinuousEnergyCooling(result, energyPerSecond, increasePerSecond) TurretGenerator.scale(rand, result, WeaponType.HETForceGun, tech, 1) TurretGenerator.addSpecialties(rand, result, WeaponType.HETForceGun) return result end generatorFunction[WeaponType.HETForceGun] = TurretGenerator.generateHETForceTurret galaxy.lua -- I don't wanna work on Raw turrets (but can add to my plans if needed!) weaponProbabilities[WeaponType.HETMiningLaser] = {p = 0.65} -- Mining Turret weaponProbabilities[WeaponType.HETSalvagingLaser] = {p = 0.65} -- Salvage Turret weaponProbabilities[WeaponType.HETRepairBeam] = {d = 0.65, p = 1.0} -- Repair Turret weaponProbabilities[WeaponType.HETForceGun] = {d = 0.85, p = 1.0} -- Force Gun Turret weapontype.lua -- Unarmed Turrets -- WeaponTypes.addType("HETMiningLaser", "(HET) MiningLaser /* Weapon Type */"%_t, unarmed) WeaponTypes.addType("HETSalvagingLaser", "(HET) SalvagingLaser /* Weapon Type */"%_t, unarmed) WeaponTypes.addType("HETRepairBeam", "(HET) Repair /* Weapon Type */"%_t, unarmed) WeaponTypes.addType("HETForceGun", "(HET) Force Gun /* Weapon Type */"%_t, unarmed) -- Armed Turrets (Future HET weapons) -- -- WeaponTypes.addType("HETChainGun", "(HET) Chaingun /* Weapon Type */"%_t, armed) -- WeaponTypes.addType("HETPointDefenseChainGun", "(HET) Point Defense Chaingun /* Weapon Type */"%_t, armed) -- WeaponTypes.addType("HETPointDefenseLaser", "(HET) Point Defense Laser /* Weapon Type */"%_t, armed) -- WeaponTypes.addType("HETPlasmaGun", "(HET) Plasma /* Weapon Type */"%_t, armed) -- WeaponTypes.addType("HETRocketLauncher", "(HET) Launcher /* Weapon Type */"%_t, armed) -- WeaponTypes.addType("HETCannon", "(HET) Cannon /* Weapon Type */"%_t, armed) -- WeaponTypes.addType("HETRailGun", "(HET) Railgun /* Weapon Type */"%_t, armed) -- WeaponTypes.addType("HETBolter", "(HET) Bolter /* Weapon Type */"%_t, armed) -- WeaponTypes.addType("HETLightningGun", "(HET) Lightning Gun /* Weapon Type */"%_t, armed) -- WeaponTypes.addType("HETTeslaGun", "(HET) Tesla Gun /* Weapon Type */"%_t, armed) -- WeaponTypes.addType("HETPulseCannon", "(HET) Pulse Cannon /* Weapon Type */"%_t, armed) -- WeaponTypes.addType("HETAntiFighter", "(HET) Anti Fighter /* Weapon Type */"%_t, armed) inventoryitemprice.lua function ArmedObjectPrice(object) local costFactor = 1.0 -- collect turret stats local dps = object.dps local material = object.material if object.coolingType == 0 and object.heatPerShot > 0 then dps = dps * object.shootingTime / (object.shootingTime + object.coolingTime) end dps = dps + dps * object.shieldDamageMultiplicator + dps * object.hullDamageMultiplicator dps = dps + object.hullRepairRate * 2.0 + object.shieldRepairRate * 3.0 dps = dps + math.abs(object.selfForce) * 0.005 + math.abs(object.otherForce) * 0.01 local value = dps * 0.5 * object.reach * 0.5 -- mining laser value scales with the used material and the efficiency if object.stoneRefinedEfficiency > 0 or object.stoneRawEfficiency > 0 then costFactor = 3.0 local materialFactor = material.strengthFactor * 5.0 local efficiencyFactor = object.stoneRefinedEfficiency * 17.5 + object.stoneRawEfficiency * 5.6 -- -30% -- default valor local efficiencyFactor = object.stoneRefinedEfficiency * 25.0 + object.stoneRawEfficiency * 8.0 value = value * materialFactor value = value * (1.0 + efficiencyFactor) end if object.metalRefinedEfficiency > 0 or object.metalRawEfficiency > 0 then costFactor = 3.0 local efficiencyFactor = object.metalRefinedEfficiency * 17.5 + object.metalRawEfficiency * 5.6 -- -30% -- default valor local efficiencyFactor = object.metalRefinedEfficiency * 25.0 + object.metalRawEfficiency * 8.0 value = value * (1.0 + efficiencyFactor) end -- rocket launchers gain value if they fire seeker rockets if object.seeker then value = value * 2.5 end --value = value * 1.5 local rarityFactor = 1.0 + 1.35 ^ object.rarity.value value = value * rarityFactor value = value * (1.0 + object.shieldPenetration) value = value * costFactor -- check for numerical errors that can occur by changing weapon stats to things like NaN or inf value = math.max(0, value) if value ~= value then value = 0 end if not (value > -math.huge and value < math.huge) then value = 0 end return value end Link to comment Share on other sites More sharing options...
KaneNOD Posted August 14, 2019 Author Share Posted August 14, 2019 I solve the problem. The new version of the game changes the scripts for this turret. local forceToEnergy = rand:getFloat(1, 4) local rechargeTime = force / 1000 * forceToEnergy -- previously -- local energyPerSecond = force / 1000 * forceToEnergy local shootingTime = rechargeTime * rand:getFloat(0.7, 0.9) -- previously -- local increasePerSecond = energyPerSecond * rand:getFloat(0.01, 0.03) TurretGenerator.createBatteryChargeCooling(result, rechargeTime, shootingTime) -- previously -- TurretGenerator.createContinuousEnergyCooling(result, energyPerSecond, increasePerSecond) TurretGenerator.scale(rand, result, WeaponType.ForceGun, tech, 1) TurretGenerator.addSpecialties(rand, result, WeaponType.ForceGun) result:updateStaticStats() -- Now the "result" is updated by Statics Stats of the turret -- previously this line don't exist Now it works fine! ;D Link to comment Share on other sites More sharing options...
KaneNOD Posted September 11, 2019 Author Share Posted September 11, 2019 New updates aveilable!! Follow the link for more informations https://steamcommunity.com/sharedfiles/filedetails/?id=1821043731&searchtext= Link to comment Share on other sites More sharing options...
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