Avorion

Avorion

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Extra Quality of Life Tweaks
   
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Mods: Mod
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1 Jul, 2024 @ 6:52pm
19 Oct, 2024 @ 3:12pm
14 Change Notes ( view )

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Extra Quality of Life Tweaks

Description
Changes several basegame features for more Quality of Life. These are changes we subjectively enjoy on my server.

There will be more changes to come, including some re-balancing or changes in how stats generate on certain items.

If you have any suggestions, feel free to post them in the discussions!

If you like this mod and want to help others find it


Changes:
  • Static founding cost of 500 Iron for all ships, regardless of number created.

  • Mining/Salvage beams have 3x range along with higher possible values for efficiency and damage. All three scale up with tech level and rarity.

  • Shipyard build-time reduced by about 10x and increases slower with more ship HP.
    Note: The time displayed with the Adv Shipyard mod will be incorrect until you press build, correct time will show in chat as normal, this is only a cosmetic issue.

  • Cargo systems now always have a % and flat cargo buff together. Scales with rarity.

  • Hull Polarizer can roll above 30%, scales with rarity. Damage debuff is lower and generates based on the hull buff % and rarity. Energy usage increased to balance for these buffs.

  • Hyperspace Booster can roll up to 65% faster cooldown, based on rarity. It also no longer increases the cooldown duration when rolling with "MegaReach" at higher rarities.

Game Files Modified:
For other modders mostly, may help with compatibility questions. If another mod overwrites any of the functions or files listed below, this mod, or the other mod may not work.
scripts\lib\shipfounding.lua Overwrites ShipFounding:getCosts scripts\lib\weapongenerator.lua Edits return of WeaponGenerator:generateMiningLaser Edits return of WeaponGenerator:generateSalvageLaser Edits return of WeaponGenerator:generateRawMiningLaser Edits return of WeaponGenerator:generateRawSalvageLaser scripts\lib\inventoryitemprice.lua Overwrites ArmedObjectPrice (For the lasers above) scripts\entity\merchants\shipyard.lua Overwrites shipyard:startServerJob scripts\systems\cargosystem.lua Overwrites getBonuses scripts\systems\weaknesssystem.lua Overwrites getBonuses Overwrites getEnergy scripts\systems\hyperspacebooster.lua Overwrites getBonuses
Popular Discussions View All (1)
3
6 Jul @ 10:24am
Suggestions and Bug Reports
Druark
53 Comments
endeyfire 26 Nov, 2024 @ 1:31pm 
yep thats true. i just tend to make such comments so that in the future if someone finds a conflict like i did, theres a small note for people to use as a refrence. i do like this mod alot, couldve sworn it worked in the past, but idk what changed.
Druark  [author] 26 Nov, 2024 @ 9:15am 
@endeyfire
Xavorion is a huge overhaul, its incompatible with most other mods. This isnt something i can fix.
endeyfire 26 Nov, 2024 @ 2:55am 
idk whats up but this mod breaks descriptors from almost all moduals. conflict is likely with xavorian.
Sanguetara 20 Oct, 2024 @ 7:38am 
Hi,
Ok, no problem, since it only affects T51 it doesn't seem serious to me, thanks for answering and reviewing it.
Druark  [author] 19 Oct, 2024 @ 6:01pm 
@Sanguetara
Had a look in to Turretgenerator.lua, I seem to have overlooked a function which does affect the range for mining/salvage turrets. Fixing it would likely cause incompatibilities with other mods though.
Druark  [author] 19 Oct, 2024 @ 5:13pm 
@Sanguetara
I tested it in-game shortly before making my comment and it gave expected values, although I didn't test all the way up to T51, are you using any other mods which touch turrets? It may be better if you DM me here or on the modding discord to help figure out the problem.
Sanguetara 19 Oct, 2024 @ 4:24pm 
The formula I see in the script for a mining laser is:
weapon.reach = math.floor(225 + ((tech / 50) * 225) + (((rarity.value + 1) / 7) * 350))

Calculating with the example I have:
Tech 51 -> Dual Prospector -> Exotic
225 + ((51 / 50) * 225) + (((6 + 1) / 7) * 350) = 801 -> 8.01Km

In game it shows 26.11Km (The turret has no range affixes added)
Something in the calculation is wrong.
Druark  [author] 19 Oct, 2024 @ 3:13pm 
@Sanguetara
Default reach is 3x higher (225), but it can additionally scale from tech and rarity.
With tech 1, and rarity -1 (grey), the result is 229. Tech 50 would take that up to 450. You seem to be evaluating the formula incorrectly?
If you want to test in Excel, use this:
=FLOOR.MATH(baseReach + ((tech/50)*techBonus) + (((rarity+1) / 6) * rarityBonus))

The reach in-game isn't a real km, so 459 shows as 4.59km. You can test this yourself by hardcoding to a value like 500, it'll show 5km.

There is one issue I forgot to update though: The /6 should be /7 as there are 7 rarities. I've just corrected that.
Sanguetara 19 Oct, 2024 @ 12:00pm 
Hello,

I have tried the mod, and I have seen that mining and scavenging turrets of between 15 and 21 kilometers are generated, when you indicate that they should be only 3 times more.

When reviewing the script you indicate in comments that the maximum should be 8 kilometers for mining and 16 for Raw.

In the formula (225 + ((tech / 50) * 225) + (((rarity.value + 1) / 6) * 350)) even if it is a level 1 technological and rarity 1 turret the result is 346, by the rule of three that I have done that already exceeds 331.9 which would be the equivalent of 8 kilometers.

I think the correct formula would be (225 + ((tech / 50) * 225) + (((rarity.value + 1) / 6) * 35)) or something similar.

Is it a bug or have you decided to leave it like that?
DingusOverlord 5 Oct, 2024 @ 7:22pm 
@{TAH} TheGdog Sorry for the late reply, I haven't checked.