douglasg14b Posted January 29, 2017 Share Posted January 29, 2017 My buddies and I want to make mining less of a grind. I looked though the Lua scripts and was unable to find some sort of efficiency or mining weapon damage modifier. Is it possible to edit a script or add one to speed up mining? Link to comment Share on other sites More sharing options...
ChoMar Posted January 29, 2017 Share Posted January 29, 2017 You could spawn mining turrets https://www.avorion.net/forum/index.php/topic,830.0.html But ofc thats cheating. Other than that, look into common\Avorion\data\scripts\systems\miningsystem.lua could be something there. Edit: No, thats not it. Maybe somewhere are the turret scribts, but i dont know. Link to comment Share on other sites More sharing options...
Worm Posted January 29, 2017 Share Posted January 29, 2017 Or just build few AI miners ship, that will work too. common\Avorion\data\scripts\lib\turretgenerator.lua This script handles all's turret damage, you can add multiplier to damage for the miner in line to generate more powerful turrets Starting from line 16 function TurretGenerator.generate(x, y, offset_in, rarity_in, type_in, material_in) -- server local offset = offset_in or 0 local seed = rand:createSeed() local dps = 0 local sector = math.floor(length(vec2(x, y))) + offset local weaponDPS, weaponTech = Balancing_GetSectorWeaponDPS(sector, 0) local miningDPS, miningTech = Balancing_GetSectorMiningDPS(sector, 0) local materialProbabilities = Balancing_GetMaterialProbability(sector, 0) local material = material_in or Material(getValueFromDistribution(materialProbabilities)) local weaponType = type_in or getValueFromDistribution(Balancing_GetWeaponProbability(sector, 0)) local tech = 0 if weaponType == WeaponType.MiningLaser then dps = miningDPS -- * 1.5 -- if you want to make mining laser 50% stronger, remove first comment tech = miningTech elseif weaponType == WeaponType.ForceGun then dps = rand:getFloat(800, 1200); -- force tech = weaponTech else dps = weaponDPS tech = weaponTech end local rarities = {} rarities[5] = 0.1 -- legendary rarities[4] = 1 -- exotic rarities[3] = 8 -- exceptional rarities[2] = 16 -- rare rarities[1] = 32 -- uncommon rarities[0] = 128 -- common local rarity = rarity_in or Rarity(getValueFromDistribution(rarities)) return GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material) end I've added a comment inside Link to comment Share on other sites More sharing options...
thedamngod Posted January 29, 2017 Share Posted January 29, 2017 I have moved this topic to the mods section, as I think its more appropriate here. Link to comment Share on other sites More sharing options...
Tanksy Posted January 29, 2017 Share Posted January 29, 2017 Be wary that I think more damage doesn't equal more output, just faster breaking of the blocks. You might want to up the effeciency too, so you get more ores out of it. Link to comment Share on other sites More sharing options...
Kane Hart Posted January 29, 2017 Share Posted January 29, 2017 Mining is not actually grindy tbh unless you want it really easy then I recommend playing creative mode you get max ores/money but that is it. It still plays like normal. Link to comment Share on other sites More sharing options...
Tanksy Posted January 29, 2017 Share Posted January 29, 2017 Whilst creative is an option, I don't think that's what they're wanting. They feel like mining is a grind and want to reduce it, not eliminate it. Link to comment Share on other sites More sharing options...
Quellcrest Posted January 30, 2017 Share Posted January 30, 2017 Be wary that I think more damage doesn't equal more output, just faster breaking of the blocks. You might want to up the effeciency too, so you get more ores out of it. Do you know how to do that? Link to comment Share on other sites More sharing options...
BananaMonkey Posted January 30, 2017 Share Posted January 30, 2017 I also think the mining is grindy i think give all the mininlasers the " aoutomatic Targeting" ability and give them a higher range like 5 km or so would be better. I also think sometimes the ai ships (not your own created if you keep them small there is no problem) will less stuck between the roids if the Ai will make use of the increased range. After i found kanes script changes to the range of the mining systems i looked into the avorion files to found something similar for the mining lasers but sadly not or just not see it . Scripting is not my world. would be nice if somebody can/would help if its possible to mod the range.. Thx Link to comment Share on other sites More sharing options...
Theoman02 Posted January 30, 2017 Share Posted January 30, 2017 Found a way to make it less grindy. I came up with a way to make all newly generated mining turrets have a 20% bonus in their efficiencies by multiplying each newly generated turret's weapon stoneEfficiency&metalEfficiency that was made through turretgenerator.lua. Simply replace your turretgenerator with this one: http://puu.sh/tHspC/4d36653970.lua If you want to make 20% to something else, just change the efficiencyFactor variable. It won't make the gamestart generated turrets buffed though, so if you want to fix that, go into the factions.lua file, and where you see local turret = GenerateTurretTemplate(stuff) add in the line directly after it turret = TurretGenerator.upgradeTurret(turret) (this needs the lua file provided for it to work) Link to comment Share on other sites More sharing options...
LordHavoc Posted January 31, 2017 Share Posted January 31, 2017 I saw this and had a play with the settings for the miner and salvager; and encountered an interesting side effect. I had multiplied the generated salvager DPS by 4, and it produced the desired DPS - but it also increased the turret size significantly & the number of miners needed to operate each turret (10 per turret!) I'm going to have a look at the code and see where the scaling is applied. Might be interesting Link to comment Share on other sites More sharing options...
Anexgohan Posted January 31, 2017 Share Posted January 31, 2017 It won't make the science-station or gamestart generated turrets buffed though, so if you want to fix that, go into the science station lua file, include the turret generator (TurretGenerator = require("turretgenerator") after all the requires and surround GenerateTurretTemplate(stuff) with TurretGenerator.upgradeTurret( GenerateTurretTemplate(stuff) ) (this needs the lua file provided for it to work) Could you elaborate this part in detail please for us uninitiated. Link to comment Share on other sites More sharing options...
Theoman02 Posted January 31, 2017 Share Posted January 31, 2017 stuff Could you elaborate this part in detail please for us uninitiated. Checked the science station code and as it turns out it does indeed use the turretgenerator to create the resulting turret, my bad. It will work but if you still want to change the gamestart turrets, just add: turret = TurretGenerator.upgradeTurret(turret) after local turret = InventoryTurret(GenerateTurretTemplate(random:createSeed(), WeaponType.ChainGun, dps, tech, Rarity(RarityType.Uncommon), Material(MaterialType.Iron))) and after local turret = InventoryTurret(GenerateTurretTemplate(random:createSeed(), WeaponType.MiningLaser, dps, tech, Rarity(RarityType.Uncommon), Material(MaterialType.Iron))) Link to comment Share on other sites More sharing options...
stradar Posted November 12, 2017 Share Posted November 12, 2017 Or just build few AI miners ship, that will work too. common\Avorion\data\scripts\lib\turretgenerator.lua This script handles all's turret damage, you can add multiplier to damage for the miner in line to generate more powerful turrets Starting from line 16 function TurretGenerator.generate(x, y, offset_in, rarity_in, type_in, material_in) -- server local offset = offset_in or 0 local seed = rand:createSeed() local dps = 0 local sector = math.floor(length(vec2(x, y))) + offset local weaponDPS, weaponTech = Balancing_GetSectorWeaponDPS(sector, 0) local miningDPS, miningTech = Balancing_GetSectorMiningDPS(sector, 0) local materialProbabilities = Balancing_GetMaterialProbability(sector, 0) local material = material_in or Material(getValueFromDistribution(materialProbabilities)) local weaponType = type_in or getValueFromDistribution(Balancing_GetWeaponProbability(sector, 0)) local tech = 0 if weaponType == WeaponType.MiningLaser then dps = miningDPS -- * 1.5 -- if you want to make mining laser 50% stronger, remove first comment tech = miningTech elseif weaponType == WeaponType.ForceGun then dps = rand:getFloat(800, 1200); -- force tech = weaponTech else dps = weaponDPS tech = weaponTech end local rarities = {} rarities[5] = 0.1 -- legendary rarities[4] = 1 -- exotic rarities[3] = 8 -- exceptional rarities[2] = 16 -- rare rarities[1] = 32 -- uncommon rarities[0] = 128 -- common local rarity = rarity_in or Rarity(getValueFromDistribution(rarities)) return GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material) end I've added a comment inside So this does not work grrrr -- * 1.5 -- I put this part in for the DPS and it does not increase anything I also made it 1000 nothing am I missing something?? Link to comment Share on other sites More sharing options...
Laserzwei Posted November 12, 2017 Share Posted November 12, 2017 So this does not work grrrr -- * 1.5 -- I put this part in for the DPS and it does not increase anything I also made it 1000 nothing am I missing something?? I did a slightly different approach here: turretgenerator line 51 to 69. There you might also want to do something like this: weapon.damage = weapon.damage * 1.5 --increase damage by 50% Edit: You might also want to modify fightergenerator.lua Link to comment Share on other sites More sharing options...
Martin Levac Posted November 23, 2017 Share Posted November 23, 2017 See this thread for more info on turretfactory.lua parameters: http://www.avorion.net/forum/index.php/topic,2335.0.html Quick and dirty edit below just for the OP. In turretfactory.lua, for the mining laser, change this line: {name = "Laser Compressor", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", } to this: {name = "Laser Compressor", amount = 5, investable = 6, minimum = 1, weaponStat = "damage", investFactor = 100.0, } and change this line: {name = "Laser Modulator", amount = 2, investable = 4, minimum = 0, weaponStat = "stoneEfficiency", investFactor = 0.075, changeType = StatChanges.Flat } to this: {name = "Laser Modulator", amount = 2, investable = 4, minimum = 0, weaponStat = "stoneEfficiency", investFactor = 100.0, changeType = StatChanges.Flat } I just tested the above and it works fine. See where it says "investFactor"? You could try higher than 100.0 but that's up to you. You may have to hunt a bit for a good turret factory but when you got one, you can make mining lasers with uber dps and efficiency. For even easier mining, see this thread to get independent targeting on all turrets: http://www.avorion.net/forum/index.php/topic,1120.0.html Also see this thread to be able to change the seed to get different turrets from the same factory: http://www.avorion.net/forum/index.php/topic,1776.0.html Finally, see this thread to get the commands package so you can spawn the goods required to make turrets, without having to go all over the map to get the stuff: http://www.avorion.net/forum/index.php/topic,830.0.html Link to comment Share on other sites More sharing options...
TKOed Posted November 23, 2017 Share Posted November 23, 2017 I just wanted to leave a comment about the mining aspect in the game. I find if you just mine your self then yeah your gonna feel like its grindy. However there is a couple ways to make it feel not even grindy. Make mining ships controlled by AI. is one way. Another way is to not even mine , just sell goods and buy resources. Or there is a mine Mod that also helps with this system. But its just how you play the game that makes it feel grindy. Link to comment Share on other sites More sharing options...
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