Avorion

Avorion

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Subsystems Scaling
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Mods: Mod
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1.089 MB
3 Aug, 2022 @ 6:11am
9 Aug, 2022 @ 8:43am
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Subsystems Scaling

Description
Subsystems Scaling increases efficiency of installed subsystems according to ship's size (or rather, ship's processing power level). With it, bigger ships will receive much greater effect from same subsystems, compared to smaller ships.

Every time your ship processing power and/or level are changed, you need to re-calibrate installed subsystems to get best possible effect. To do so, you need to remove subsystem and install it again. In case, if your subsystem is permanently installed, do so near Equipment Dock, to ensure that subsystem won't be destroyed, once removed.

Subsystems Scaling Effects:
* Normal Subsystems (Petty ~ Legendary) - scaling starts ship's processing power level 3 and ends at ship's processing power level 13. Maximal effect of scaling is 400% for these subsystems. Changed pricing formula. Energy consumption is unchanged. In addition, some subsystems either fully or partially can benefit from excess scaling with up to 500% scaling on top of original 400% scaling effect. Valid only for humongous ships.
* XSTN-K Subsystems (Artifacts, Legendary) - scaling starts ship's processing power level 5 and ends at ship's processing power level 10. Maximal effect of scaling is 200% for these subsystems. It was made this way, because they are much easier to acquire, compared to normal legendary subsystems.
* Stabilizing Mainframes - now limited to one per ship and allow to access excess scaling feature for truly humongous ships (to my knowledge, any other mode beside "normal" doesn't require to use more processing power, thus can benefit from excess scaling from the get go). Effects start at 135,000 and maxed out at 915,000 processing power.
* DLC Subsystems (Petty ~ Legendary) - there is no viable way to alter them so far.

Mod Compatibility:
Since mod overwrites pretty much all the original files in data\scripts\systems\ folder, any other mod that touches these files is is incompatible almost by definition.

Error/Lags Instructions:
If you started seeing that game excessively slows down or stopped working, it means error has occurred. In that case, follow these instructions:
1) Verify that you're running latest stable/release version of the game.
2) Verify that you're running latest version of mod on client and server.
3) Take client log from: %userprofile%\AppData\Roaming\Avorion\
4) Take server log from: %userprofile%\AppData\Roaming\Avorion\galaxies\save_name\
5) Go to Avorion's official discord, #mod-discussion channel.
6) Upload these log files there and ping me @WarStalkeR#0001

P.S. I have soft spot for capital ships loaded with tons of guns, because there is no kill like overkill. And since the amount of subsystem slots is hardcoded to 15 (well, 14 due to almost everyone using mainframe), I decided to try making subsystems more efficient without breaking game itself too much.

Sadly, right now I'm lacking in free time, so any development of this mod is on hold. If anybody is eager, you can update it and re-release, so it will be compatible with latest game version.
44 Comments
Mechanos 24 Mar @ 3:52pm 
Shame no one has taken up the mantle on this yet. There's a "Better Scaled Systems" mod, that goes with a slightly different approach. But some people are concerned it goes too far lol.
NalgaSucia 26 Apr, 2024 @ 4:01am 
I hear ya. Thank you for the reply. I'll download it later to see if it still works. Hopefully you get some free time and enjoy it. Hopefully after, if you got a bit extra time to kill, it will be easy to upgrade the mod :)
WarStalkeR  [author] 14 Apr, 2024 @ 8:33pm 
@NalgaSucia, please read mod's description thoroughly.
NalgaSucia 13 Apr, 2024 @ 9:19pm 
Hello, will this mod be updated to latest release? Or, I only have the base game, no DLCs, will it work fine on my end?
Abaddon 29 Dec, 2023 @ 12:58am 
I doubt they would.
I just reverse engineered the new Behemoth systems and made improvements to so it also reflects energy cost, compare values.

Here's a link of 1 of the systems with dynamic tooltips working equipped on 2 different ships. 1 is 15 subsockets, 1 is 2million proc power
https://imgur.com/a/0OjGasg
The Devil 28 Dec, 2023 @ 5:00am 
With 2.4 you can now make the tooltips update dynamically too.
Where can I find this information? The patchnotes and the Scripting Doc has nothing about this new feature. Thx
Abaddon 25 Dec, 2023 @ 7:06am 
@VividWitch rift systems are locked away so modders can't make any changes to them directly.

That said you can make the exact same system with scaling mechanics and replace the quest rewards to the new one.



With 2.4 you can now make the tooltips update dynamically too. So it shows exactly what you're getting in the tooltip which I've done with my own version of scaling systems with ship size


@BloodMoon Rising
You can't just integrate another system to scale. You'd have to make the system scale yourself
Raudoc 9 Dec, 2023 @ 9:57am 
Just a heads up This mod makes Turret control subsystems have an Energy Consumption of 1.#IFN YW when perminatly installed in the Behemoth DLC.
Vivid Witch 10 Jul, 2023 @ 4:24am 
Is there a way to get this to work with rift systems?
The Devil 11 Jan, 2023 @ 10:22am 
@[SN-] Gluttony
My mod introduces a whole new subsystem. You can't use one function of my mod to change another.
But you can create a mod that adapts your desired system.
You can find some basics on https://avorion.fandom.com/wiki/Modding

Basically you just rebuild the folder path of your desired system and change the "getBonuses" function according to your wishes.

So for example you create:
%AppData%\Avorion\mods\MyNewMod\data\scripts\systems\batterybooster.lua

and create an empty function getBonuses() with your additions.
The game merges the real and the new function before the return statement and then the function in the game outputs your desired values.

It might then look like this:

function getBonuses(seed, rarity, permanent)
energy = energy * 2
charge = charge * 3
end


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