Avorion

Avorion

System Scanner Upgrade
42 Comments
Enlonwhite 9 Oct, 2024 @ 6:59am 
I just realized I would love to see the normal scanner range subsystem merged with this mod, but then again scanners are usually useless in general.

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.
Enlonwhite 19 Sep, 2024 @ 4:56am 
Sorry assumed it worked on functional targets.....Still I do love it when I personally go salvaging. Does this subsystem boost scrap missions?
Enlonwhite 17 Sep, 2024 @ 2:53am 
wow a mod that actually makes scanners or scanning systems actually cool? Highlighting areas of ships helps tons, and even would help against players technically (if I ever played this game pvp which I dont for several reasons.)

but nice job here!
MassCraxx  [author] 15 Aug, 2024 @ 8:10pm 
@tindolf Thanks for the update!
tindolt 15 Aug, 2024 @ 12:52pm 
MassCraxx This works on 2.5.2
MassCraxx  [author] 2 Apr, 2024 @ 9:41am 
The mod is working as expected for Avorion v2.4. Since I do not own the new dlc, I cannot say if it will work the same there. As soon as I get confirmation I will gladly increase the compatible version number.
Thundercraft 11 Mar, 2024 @ 7:47pm 
Like Lone_Ghost asks, I'm also extremely curious whether this mod still works (ignoring the version mismatch warning).
Lone_Ghost 2 Mar, 2024 @ 12:00am 
Is mod still working? as for 2024?
MassCraxx  [author] 25 Nov, 2021 @ 10:52am 
Fair point. Completely agree...
Pokeking 24 Nov, 2021 @ 7:27pm 
I feel like this should instead be called a "Salvage Scanner" because that's what it does
Echelon 8 Sep, 2021 @ 9:04pm 
I must say I was missing this one playing 2.0 Beta. Thanks for the update!
MassCraxx  [author] 15 Jun, 2020 @ 9:15am 
I added cargo indicators in green for uncommon and above tiers. I may look into the RNG based version later as I currently do not find the time. But y'all feel free to fork this mod on github and create a pull request.

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
Leptailurus Serval 14 Jun, 2020 @ 5:32am 
if you added anything like highlighting cargo blocks that'd be awesome. Or a silly idea for a different mod that either auto breaks cargo blocks on wrecks or auto sucks the items out of them when close enough. just ideas, i really like your mods
MachoNatchoMan 14 May, 2020 @ 10:26pm 
Part 2
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 :)
MachoNatchoMan 14 May, 2020 @ 10:25pm 
i like the sound of the latter,
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,
MassCraxx  [author] 13 May, 2020 @ 6:44am 
@Macho Yes, highlighting the cargo blocks seems to make a lot of sense actually. I am not sure if highlighting too many block types with different colors could lead to not being able to distinguish between them though. I thought about using target markers instead, but with the random generation this can be a mess if there are a lot of small blocks. So my ideas would be to either:
- 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?
MachoNatchoMan 12 May, 2020 @ 7:45pm 
unless he's running a dedicated style server like me in which case it's quite a bit more involved :q
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
MachoNatchoMan 12 May, 2020 @ 7:45pm 
Part2 :p 1k character limit

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
MassCraxx  [author] 14 Feb, 2020 @ 4:36pm 
To use this in a single or multiplayer game, simply click the green subscribe button on this page and enable the mod in Avorion's settings. If that is done, the system upgrade can randomly drop from enemies and can randomly appear in equipment dock offers.
Speckerle 14 Feb, 2020 @ 11:20am 
how can i add this mod to my Multiplayer server for me and my friends ?
MassCraxx  [author] 29 Jan, 2020 @ 4:30am 
@Yojimbo Yes it is. Just write here if you encounter any issues,
Ross 28 Jan, 2020 @ 10:12pm 
Is this still being kept up to date? I would legit pay for the mod.
MassCraxx  [author] 26 Jan, 2020 @ 8:21am 
@iAreL33tI just tested 0.31 r20056 and could not discover any problems. Could you check your console for any error messages or provide additional information via PM please?
iAreL33t 23 Jan, 2020 @ 11:18am 
mod don't work in 0.31 Unstable branch
derpasorus-rex 11 Jan, 2020 @ 1:00pm 
the max grade upgrade for this mod item is just called scaner system of doom:steamhappy:
MassCraxx  [author] 14 Dec, 2019 @ 9:25am 
@Molotov Thanks for pointing that out. Fixed and updated for 0.29 now, seems like it stopped working in 0.28 already...
Molotov 12 Dec, 2019 @ 8:23pm 
Just wanted to report the mod has some issues after the recent 29.5 release.

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)
MassCraxx  [author] 7 Dec, 2019 @ 8:31am 
@Jay This system upgrade simply indicates the position of the most valuable blocks in wrecks, which hold the majority of building materials. It will not modify the materials earned from salvaging nor any drop chance for equipment items. So yeah if you salvage everything anyway this upgrade will not help you.
Soup 17 Nov, 2019 @ 10:13am 
Just a question. Does this actually increase the odds of getting upgrades from wreckages? Is this mod useful if I'm just going to salvage everything I run across anyways?
MassCraxx  [author] 2 Nov, 2019 @ 10:29am 
@falsetruth Hey, I just tested them out together in a new savegame and had no problems picking up loot. Did you try it in a new ship in the same savegame? Could you check your console when you try to pickup loot? Maybe that gives a hint.
falsetruth1988 2 Nov, 2019 @ 1:45am 
Hey @MassCraxx to ask do your mod and wreck hunter work together? Im had them both installed and mid game decided to try out system scanner and now I cant pick up loot, it spawns but can not collect it or interact with it at all but restarting a new game seems both mods work fine by themselves.
SirPhoenixBlood 16 Sep, 2019 @ 10:09pm 
Can you add a color for claimable Asteroids that would make finding them a lot less pain full
ParGellen 30 Jul, 2019 @ 2:48am 
Ah I see thanks.
MassCraxx  [author] 29 Jul, 2019 @ 10:20am 
@ParGellen Yes it works in scrapyard systems. Check the description of your upgrade, a normal tier system scanner will just give you a small notification icon if a valuable system is found. Higher tiers provide more indicators such as the glow and detect more types of systems. Maybe I should make this more clear in the description... Also note, there are not many wrecks in scrapyards that actually do contain any valuable system blocks such as a generator.

You are right, the pricing seems a little broken, will patch this eventually.
ParGellen 28 Jul, 2019 @ 10:26pm 
Is there a difference between rarities of this module? Oddly the trash tier one sells at equipment docks at -20 credits... wut?
Mr.Kat 28 Jul, 2019 @ 7:44pm 
I don't think this is working for me but it might just be me breaking it. Dose this work for anyone else right now?
ParGellen 27 Jul, 2019 @ 7:50am 
Does this not work in Scrapyard systems or am I doing something wrong? I installed a System Scanner in my ship with a range of 1 but no matter how close I get it shows no glow on any of the wrecks.
Eigyriel 9 Jul, 2019 @ 4:45am 
Only usefull if you don't have a fleet of high damage salvaging fighters :)
MassCraxx  [author] 6 Jul, 2019 @ 3:53am 
@thebigl1 The mod will render glow around blocks with high salvaging value. The more material the block contains, the bigger the glow effect gets. It will not detect any turret drops.
thebigl1 2 Jul, 2019 @ 10:36am 
Does this show which blocks will drop turrets or upgrades, or only which ones drop the most materials?
Anubitfire 2 Jun, 2019 @ 8:25am 
Nice! I was hoping the devs would get around to something like this or make one of the existing modes more useful. Thanks for sharing this!
Timoruz 26 May, 2019 @ 4:50am 
Awesome!