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Vanilla Scanner Booster subsystems should given several minor buffs in my opinion
Name ---- effect
Frequency Modulating----Shield strength like 5-20% based on rarity. (probly only starting on Rare or higher)
Predictive Weapon Guidance----some tracking speed to all turrets. (accuracy buffs would do nothing currently. most turrets are already 90% plus accurate anyways.)
Freqency Canceling----maybe a damage reduction vs some energy types (minor protections like 5-25%, based on rarity)
-
Remove over cluttered subsystem effects in the game
Add in the Radar Booster subsystem effect of Radar and Deep Radar to Scanner Booster subsystems, and remove the other vanilla one.
but nice job here!
I did not realize how many cargo blocks are used by generated npc ships, so I decided to limit the rendered indicator count to 15 per system (may be adjusted in the future). That means, at every time only the 15 biggest blocks of each system will be shown, which I hope does not lead to too much confusion when breaking wrecks into parts. Enjoy
say if i have 3 upgrades,
Nr1 does hyperspace cores, but also Teleporters when installed permanently
Nr2 does shield gens, but also energy gens when installed permanently
Nr3 does energy gens and cargo bays, but also hyperspace cores when installed permanently
i could then install Nr1 and just plopp Nr2 and Nr3 in modularly so if i need to or want to i could swap out Nr2 in the field,
or i could just plopp all 3 in modularly
but ofc final choice is up to you :)
that way it forces the player to make a balance decision on what they want to prioritize and those that want to keep ones that do them all could put both in (if possible for you, coding wise.)
and lastly, if you want my opinion, i'd say they maybe should be installed permanently to gain full benefits, at least when it comes to range,
that way you have to decide which ones you want to install before going out far from known equipment docks or if you're fine suffering the range decrease and possible functionality decrease for the modularity,
- just add cargo blocks, making a total of four highlighted block types or
- the system upgrade chooses three/four blocktypes by random. That way every system scanner (of a certain tier) could have a chance to include the desired block types. Rare would include engines and cargo, Exceptional adds shield generator and cargo to the pool and exotic adds hyperspace core and teleporters.
What do you think about that?
i'm sure he figured it out by now though, if not, just google it and look at the avorion wikki stuff
TLDR for everything bellow :p :)
could you make a update or separate mod where cargo blocks and maybe engines also are highlighted to some degree at least? (if you do a separate one then please make it so anyone can unload this mod and load the new extended mod without problems)
anyway. i have a question/request
have you considered making an update to this or a separate version (that this could be swapped out with without breaking items or saves/galaxies) where there is an availability to highlight more types of blocks? specifically 2 types, engines and cargo bays, i find that engines can sometimes at least be worth wile and not to mention cargo bays
at the point i and my friend are in our game we are attacking a aggressive faction to raid their factories and other stations mainly (for me anyway) to get all of their sweet sweet cargo for turret crafting materials and also for profit as the goods they sometimes carry is worth hundreds of millions.. however with the changes to the way cargo in wreckages work since last i played it is much harder to find the cargo blocks and destroy them to get as much as you can out of the station (stations do drop a lot of their cargo once destroyed but not all)
as a suggestion, if willing and able ofc, you could make it so that the exotic and/or legendary system upgrade has a chance to have most or even luckier, all of the highlighters
Error during first execution of "data/scripts/lib/upgradegenerator.lua":
D:\Steam\steamapps\workshop\content\445220\1751798934\data/scripts/lib/upgradegenerator.lua:1: attempt to call field 'add' (a nil value)
You are right, the pricing seems a little broken, will patch this eventually.