Avorion

Avorion

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Arsenal Extension - Mining Railguns
   
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1 Aug, 2024 @ 2:40pm
4 Apr @ 7:09am
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Arsenal Extension - Mining Railguns

Description
Adds a new type of non-combat Railgun that can mine ores but do little to no damage to ships.
These railguns have on average lower dps than equivalent mining lasers, will overheat and have the typical railgun features such as Penetration and high range. They will target rocks in the same way mining lasers will when used as Auto-turrets and come in Raw/Refining versions.


While this mod is not dependant on either Capital Weapons Foundry or Original Turret balancing, Mining Railguns will adapt to both of them.
-Original Turret Balancing will buff these turrets in a similar vein it does with others
-Capital Weapons Foundry will spawn larger, more powerful Ultra-Railgun variants of the mining railguns. Please note that the CWF variants have known issues with AI Targeting (Auto-targeting and Captains seem incapable of using them.)

If neither mod is present, this mod will balance itself around vanilla levels.


Heavily Inspired by Knifehearts Arsenal Extension mods~
11 Comments
Airstrike Commando 12 Jun @ 9:33am 
Finally, the ideal mining setup, hurling a massive piece of metal at another massive piece of metal.
Laevathea  [author] 5 Apr @ 5:59pm 
Yeah, sadly I have zero idea why this is happening. I can't see anywhere in the code to cause this.
Vertu 5 Apr @ 10:01am 
Should clarify that this is out of a sample size of 27. Only 1 has what seems to be correct damage values for a mining weapon. Which is less than 50(?). The Turret with a DPS/Slot of 10.2 is made of Oganite and of rare quality.
Vertu 5 Apr @ 9:56am 
I just looked at my inventory ever since crossing the barrier and noticed, I have *a lot* of mining railguns of over 200 DPS/Slot. And only one has a DPS/Slot of 10 while the 2nd lowest is 90/slot. Turret factories made them with the correct DPS/Slot but it seems something is going wrong with the random turret loot as its producing a lot of very powerful and expensive mining railguns.
Laevathea  [author] 4 Apr @ 9:55am 
I was working on a patch to give better consistency to these guns now, but tbh I can't see anything in the code causing these turrets to weirdly spike in dps values. Hopefully it is more consistent now.

I also removed the coaxial capability from these turrets for the time being.
Vertu 4 Apr @ 9:41am 
Yes I am using detailed tooltips. So yeah, pre-mining DPS that high in hiegn sight justifies the cost a lot more.
But 100mil feels like something that usually takes considerable effort to reach. Though I probably should of looked at the *actual* selling price rather than the turret value in credits. If you think its perfectly fine, then I have nothing else to say.
Though its still funny this weapon has a coaxal variant.
Laevathea  [author] 4 Apr @ 3:19am 
Are you using detailed turret tooltips?

Because 410/slot mining dps would be extremely low, but 410/slot pre-mining dps would be an insane turret worthy of that cost.
Vertu 3 Apr @ 1:46pm 
I doubt this is intended, when entering the Oganite sectors and nearing avorion, I found a Coaxal version of this weapon.
2,000 DPS, 410/slot, selling price of 100,000,000+. Rarity is common and is of the oganite material. Its the R-Mining variant.
Thing is more expensive than a pulse accelerator from a turret factory that has a burst DPS of 10k, 4,734 DPS, 2,367/slot (made of Xanian).
Laevathea  [author] 18 Aug, 2024 @ 1:11am 
Just got back from a holiday, should be fixed now. Nice bugcatching work, made it very easy for me to fix.
rickcarson 12 Aug, 2024 @ 12:54am 
So I looked up weapongenerator.lua:864 and that's just:

> function WeaponGenerator.generateWeapon(rand, type, dps, tech, material, rarity)
return generatorFunction[type](rand, dps, tech, material, rarity)
end

Not sure if it's mis-matching on the [type] bit?

FWIW I did have some (raw only which seems odd) Mining Railguns drop as loot or possibly salvage loot.

I've looked at some of the stuff I've done and your weapongenetor.lua seems to be missing this bit:

generatorFunction[WeaponType.foo] = WeaponGenerator.generateFoo

But because you're using different generator methods depending on what other mods it's possible that I'm not smart enough to grok what's going on with that.

------

FWIW I'm not using CWF in case that helps with bug finding / detective work.

Also I checked several other recent galaxies (all 2.5.2) with a variety of mods and none of the others had this problem, only the one galaxy where I was using this otherwise very cool mod.