Avorion

Avorion

No Independent Targeting Penalty
120 Comments
Regicide 6 May @ 8:21am 
Oh you don't need it anymore on the latest version? That's nice. But in that case: Thank you very much for the mod, it helped a lot :-)
Edmar Thorn 9 Mar, 2024 @ 1:03pm 
Linked mod no longer exists :'(
Yooppi 11 Dec, 2023 @ 9:45am 
So it doesn't work. I guess
Sanki 9 Sep, 2022 @ 10:42am 
that's great! It's been some time since my last game play, sorry I didnt notice that info in the description, thank you very much!
John™  [author] 8 Sep, 2022 @ 8:26pm 
It does still work if you happen to be using an old version of the game, otherwise it's no longer needed since there is no damage penalty any more.
Sanki 8 Sep, 2022 @ 2:53pm 
does this still work ?
Un patron desalineado 13 Apr, 2022 @ 7:34pm 
loved this mod so much, thank to you <3
alpha545 14 Nov, 2021 @ 8:13am 
your mod was great
thank you for your kind service all this time
Babygirl 4 Nov, 2021 @ 8:13am 
Any chance for an update, please and thank you?
HinanawiTenko 7 Sep, 2021 @ 9:18pm 
You are limited on slots but you can swap the auto function between turrets at will
John™  [author] 7 Sep, 2021 @ 5:49pm 
Yes, I'm glad this is how it is in vanilla now. Haven't tested the auto slots system much yet but if it's too restrictive we can use this mod .

I'll leave my mod up in case someone out there is still playing the pre-2.0 branch with it or something.
HinanawiTenko 7 Sep, 2021 @ 4:23pm 
The penalty has been removed entirely in 2.x
This mod is no longer necessary, thank you for the support good sir.
Danger Noodle 7 Sep, 2021 @ 3:23pm 
This mod doesn't currently work with version 2.x
John™  [author] 29 Jun, 2021 @ 8:35pm 
The mod affects the generation of turrets, rather than existing turrets. So if you add it to an existing game, your old turrets will keep their old stats but new ones won't have the penalty. If you remove it, any turrets that generated without the penalty still won't have it but new ones will have the penalty again.
Arc 29 Jun, 2021 @ 4:11pm 
Just had 2 questions on this mod - how does this mod interact with existing saves and also, can this mod be removed at any point if I want the debuff back in my games?
John™  [author] 28 Jun, 2021 @ 6:25pm 
I probably won't update this mod for 2.0 because they're essentially incorporating it into the game. It's going to be that IT turrets don't have a penalty, but you have a limited number of slots for them. The mod people might still want at that point is 'All Turrets Independent', which if it gets updated will probably make the turret modules give enough IT slots for all the turrets to be placed in them I'd guess.

That's my interpretation of the changes from what I remember of that one blog post anyway.
The Tactician 28 Jun, 2021 @ 10:35am 
will this be updated for 2.0 since there will be turret changes?
Raxos149 5 May, 2021 @ 7:51pm 
Manually add and remove the other mods you have installed until you find the mod that is interfering with this one. I had to do it recently.

(Remember to update the mods loaded onto a specific save before loading into a game)
John™  [author] 5 May, 2021 @ 3:41pm 
Not sure how much help I can be right now as it's still working 100% fine on my end.

Wonder if it could possibly be an issue of having the DLC or not, as I don't... kinda doubt it though.
Captain 5 May, 2021 @ 3:13pm 
Mod is broken. No other mods, fresh game, still doesn't work.
John™  [author] 4 May, 2021 @ 11:38pm 
FYI, the tooltip still says that the damage is reduced even when it's working and it only works on new turrets you find/craft after enabling the mod. Are you sure it's actually not working?

Decent way to check is go into a sandbox world and admin spawn a bunch of mining turrets to see if the damage is the same with auto targeting.
Mialu 4 May, 2021 @ 6:19pm 
raz334 did you found out which mod broke this mod? its not working for me eighter
Captain 22 Apr, 2021 @ 7:42am 
@raz334
Remove all mods and install 1 by 1 until you get error. This will be faster and there is no way for anyone to know which mos is braking it for you.
raz334 22 Apr, 2021 @ 1:59am 
Can anyone tell me which of my mods are breaking this one?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1984151819
belko 25 Mar, 2021 @ 12:11pm 
My 2 mining turret are in group n°1 in autofire. Sometime they dont do full damage so i need to disable and enable them again so they do full damage.
s6110151116 13 Mar, 2021 @ 9:21pm 
I use "/inventory turret" command to spawn turret but it dosen't work,. how can I solve it......
Aviage 10 Mar, 2021 @ 10:34pm 
This will soon be part of the base game.
Vulpsune 3 Mar, 2021 @ 6:08am 
From what I can tell, avorion has no mod organisation. so just install after "All turrets indipendent" and it should be fine
Meister der Fleischpeitsche 10 Feb, 2021 @ 7:29am 
When i install the mod on my server, i get a version mismatch and cant join..
Mytre 2 Jan, 2021 @ 8:40am 
You are right, I was following your comment before about the issue. but I reinstalled the mod and is working as expected so far. I have not found any issue with the other mod . :) I was about to comment this today and just saw your comment .
John™  [author] 2 Jan, 2021 @ 3:56am 
I kinda forgot exactly what I was thinking before, but I believe I was mistaken about the problem there. I was under the impression that the other mod lowered the damage of all turrets for some reason, so I thought to put this after it in the load order, but that's not true. Long story short, I did some testing and they're working together fine for me right now. If there's something I can't replicate in my game and they're still not working together, I added a line you can uncomment in the turretgenerator.lua file of this mod to make all turret drops independent.

But they should be okay, I think Avorion load orders are determined in a consistent way and I didn't have any issues using just the workshop versions of the mods (not my local copy).
Mytre 1 Jan, 2021 @ 9:08am 
Any update on that patch? Just wondering since this mod is integral with the other mod "All turrets independent" since the drop rate of independent turrets on the vanilla game is super low. Thanks , awesome mod btw.
John™  [author] 25 Nov, 2020 @ 8:31pm 
As far as I could tell, it still works fine in the current version. I did notice there seems to be a compatibility issue with 'All Turrets Independent' though. If no penalty is loaded first, it doesn't work on dropped turrets, and if it's loaded second it only works on turrets that were forced to be independent by that mod (and factories). May see if I can make a patch for that since it's something people are likely to use together.
StuFine 25 Nov, 2020 @ 6:15pm 
is this going to be updated?
Calmaria 24 Nov, 2020 @ 3:41pm 
Is there an ETA on an update?
CubeBix9000 19 Nov, 2020 @ 6:03pm 
please update thank you very much :)
Raxos149 18 Nov, 2020 @ 3:21pm 
It works for drops... but station built turrets still have the penalty... at least in projected dmg numbers.
Copper Boltwire 18 Nov, 2020 @ 3:19pm 
Like to know too
Raxos149 11 Nov, 2020 @ 4:19pm 
Is this mod still working?
Katami 9 Nov, 2020 @ 11:17am 
The signature of TurretGenerator.addSpecialties was changed, it now takes 5 parameters.

-- TurretGenerator.addSpecialties(rand, turret, type)
++ TurretGenerator.addSpecialties(rand, turret, type, customSpecialties, forbiddenSpecialties)
Berkys32 24 Oct, 2020 @ 4:00am 
Sorry, my bad. I didnt read description, so I missed "(Currently does not alter the tooltip which includes " - lower damage")".
John™  [author] 22 Oct, 2020 @ 9:28pm 
Still appears to be working for me (tested on current beta branch) after spawning lots of turrets and factories. Only thing that has changed is they added a small variance to the penalty, goes from like 44% to 49% reduction now or something like that. As a consequence this mod actually makes IT turrets do slightly more damage than they should. I'll try and find some time to fix that at some point.
Berkys32 22 Oct, 2020 @ 9:36am 
Yup, mod not working now
gregor.schiele 14 Sep, 2020 @ 1:49am 
Great idea! Sadly, it doesn't work for me. No idea what is the problem...
SnakeWildlife 25 Jun, 2020 @ 4:06am 
Im still in the learning process with modding, it came up as Red on the online server as if it was not allowed to be used after the recent update. I'll go poke it.
John™  [author] 24 Jun, 2020 @ 8:58pm 
Just generated some turrets and factories in 1.1.2 and didn't notice any issues. Anything in particular you saw that was broken? Maybe I just misled you with the 'last tested' line, if you thought that meant it didn't work on later versions.
SnakeWildlife 24 Jun, 2020 @ 1:10pm 
Hoping for an update soon! We really appreciate all that you do for the modding community
TheJollyKraut 9 Jun, 2020 @ 2:28am 
Oh, ok. Nah, I was still using the turrets I had installed before enabling this mod. Thought it would just apply to all turrets after activation.
Guess I have to grind for some new pewpew then. :)

Thanks for getting back to me so quick. o7
John™  [author] 8 Jun, 2020 @ 11:22pm 
It has definitely had extensive use in 1.0 and is still working for me, are you sure it's actually enabled and new turrets aren't receiving the right damage numbers? It doesn't affect old turrets or that little 'reduced damage' text, only the damage numbers.

@Elcarim Sorry I missed your question. I'm guessing it wouldn't be too hard to check for weapon type in the middle of there if you want to try, but I'm probably not going to upload any variants myself right now.
TheJollyKraut 8 Jun, 2020 @ 7:58pm 
Client version 1.0 - downloaded mod today, but sadly it doesn't work