Avorion

Avorion

Strip Mining Laser (2.0)
106 Comments
Jacob 20 Jan @ 5:30am 
No worries, rebuilding them on the ship mostly fixes it, thankfully the Command for Mining operations seems not affected thankfully
Jacob 20 Jan @ 5:29am 
AH gotcha okey so it isnt just my imagination^^
Drazhill  [author] 20 Jan @ 5:20am 
I know it's a problem, but I have no idea why it is a problem :/
Jacob 20 Jan @ 4:19am 
either im doing something wrong or Miners et to Auto mine sometimes just stop mining with those Mining turrets on the ship^^
Drazhill  [author] 26 Jan, 2023 @ 4:50am 
I will not reduce the range of the turrets, but I have reduced the range for crafted turrets. 9-10km range was the intended goal from the get go, but I can see after the 2.0 update, crafted turrets could get... much longer range than that. Now they should, unless you are very very lucky, not exceed much for than 15km for crafted ones.

Sorry if you were looking for even less, but i wan't them to be competitive with mining fighter carriers. :/
NITZ 25 Jan, 2023 @ 8:28pm 
Any chance on lowering the range of the miners for balance purposes?
Drazhill  [author] 22 Sep, 2022 @ 4:42am 
And here it is. Should be working. At least I had no problems... >.>

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2866164708

Let me know if you find any bugs or anything.

Also, I don't think there should be problems with building strip miner fighters. They at least seemed to work on my end, though I didn't do much more than basic testing.
Torkkar 22 Sep, 2022 @ 4:38am 
yeah no rush man Just putting that bug in your ear lol also can I make fighters with strip miner lasers?
Drazhill  [author] 22 Sep, 2022 @ 3:26am 
Well, i can try and take a look at it if I find the time :/
Torkkar 21 Sep, 2022 @ 6:45pm 
so Drazhill since this other modder is toxic by disabling comments (cause why not talk to improve & find the bugs?) why not make a mod that does the same thing but without this line of spaghetti code & IS compatible?
Darkracer125 30 Jul, 2022 @ 2:50pm 
yeah and he disabled comments on his mod. so i just disabled his mod
Drazhill  [author] 30 Jul, 2022 @ 1:31pm 
I took a look at it, and I think I see the problem. Not something I can fix, sadly. He includes some code that (is unnecessary) causes issues with my mod... and I think any other mod that adds or edits price weight to new turrets >.>
Darkracer125 30 Jul, 2022 @ 8:41am 
i have done the work to disable all mods and enabling them one by one.

it's not compatible with the mod. "fighter building cost" id=2584917526
a mod that reduces the material cost of fighters when building them in your ship.

disabling that mod makes your's work.
i noticed the phaser weapon mod suffered the exact same problem as your mod was having and it also got fixed when i turned off the fighter building cost mod.

so i don't think it's anything you can fix on your end. it's something the mod maker of fighter building costs is going to have to look it.

it seems to not be compatible with non default weapons.
Drazhill  [author] 30 Jul, 2022 @ 8:35am 
Tooltip mod? can you link it, and I'll take a look?

Also, is it only with the mod on or is it in general. I think there was a patch yesterday, and I haven't looked if anything changed there >.>
Darkracer125 30 Jul, 2022 @ 6:55am 
causes ever module in the equipment dock to be broken for me. (no icon. no tooltip. no price)
is this thing not compatible with tooltip mod?
Zrkata 5 Jun, 2022 @ 11:50am 
anyone running a server with these?
Drazhill  [author] 20 May, 2022 @ 7:48am 
So, I've tested a 21 km range strip miner, at various ranges, both normal and raw and I so far I haven't had any problems.

I did find an error with the raw miner in the code, which should be fixed, dunno if that was what caused it. If it's still happening let me know.
Drazhill  [author] 19 May, 2022 @ 1:47pm 
Guess I'll have to see if I can find a 20km+ range laser to test it with then :/
dabestgrimmreaper 19 May, 2022 @ 1:11pm 
'I've also had no issues with AI using this mod. Just the fact it doesn't collect the ore automatically from 20km away. :)' exactly, i want to use mining lasers on my fully operational halo ring that's 99km around :D
Drazhill  [author] 3 Feb, 2022 @ 9:46am 
Alright, so as RodneyCZ said there appears to be a pretty gamebreaking bug with the mod right now. I've added a notice about it at the top of the description... >.>
★StarBoy★ 3 Feb, 2022 @ 8:56am 
It is strange.. I tried the test again with same results, i create new game with mode and without mode, with mode when i declare war the warships stopped on the spot, without mode everything works fine, I can easily record a video where I will show it
Vandragorax 3 Feb, 2022 @ 8:28am 
I've also had no issues with AI using this mod. Just the fact it doesn't collect the ore automatically from 20km away. :)
Drazhill  [author] 3 Feb, 2022 @ 3:22am 
So, I've done some quick testing myself, and I for one have no problems with AI not shooting at pirates. I tried both a new game without this mod on at first, and a game with the mod enabled at start and in either case there was no problems with AI.

I tried with both patrol sector and attack all enemies command.
I tried both with and without strip miners attached to the vessels.
★StarBoy★ 3 Feb, 2022 @ 2:24am 
This mod breaks AI.. when this mod is activated, will it stops attacking player (me) and pirates, when i deactivate that mod, ai is still broken, so you have to start a new galaxy !!without!! this mode and AI will works normally
Drazhill  [author] 2 Feb, 2022 @ 1:39pm 
I don't have any problems gathering the ores they harvest. And yes, it should come back to the ship automaticly.
Vandragorax 2 Feb, 2022 @ 12:03pm 
I don't remember if it functioned differently before 2.0 but I am finding one problem using these now. They are so long range they smash all the asteroids within 20km range but my ship can't collect the ore unless I fly super close to it.

Seems they heavily nerfed tractor beam upgrades too and there's no way my ship can collect the ore being shot by all these cool long range beams.

Maybe I'm not remembering well but I seem to recall that the ore harvested from these would just come back to the ship right away?
eaglegundam 29 Jan, 2022 @ 1:21pm 
cool you managed to get it working again
Drazhill  [author] 28 Jan, 2022 @ 6:48pm 
Should have been fixed now. Apologize for the inconvience >.>
Drazhill  [author] 28 Jan, 2022 @ 6:33pm 
Time to dive back into coding :D
Xenthian 28 Jan, 2022 @ 3:05pm 
Really glad to see this updated. Kinda reluctant to point it out, but the R-strip's have refinement on them
Vandragorax 27 Jan, 2022 @ 12:52pm 
AMAZING! I will be trying it out with my friends on our server. Thank you :)
Drazhill  [author] 26 Jan, 2022 @ 4:06pm 
So... I think I got it working again... with some slight changes. Still don't know if coaxial works though...
Vandragorax 22 Jan, 2022 @ 4:21pm 
I also echo other comments that this mod was AWESOME when it worked before. I love having this option, as now the vanilla game is only acceptable to use mining fighters because of their speed and efficiency in mining a sector of resources.

Would love the devs to pick up on this and give us some long range mining lasers by default. It's a real shame this mod cannot work anymore! Thanks Drazhill for all your efforts :)
Kithsakhai 8 Nov, 2021 @ 10:24am 
hope you or someone can figure out how to fix this, this mod is arguably one of the coolest additions to Avorion IMHO giving much more variety to the mundane mining profession!
Drazhill  [author] 6 Nov, 2021 @ 6:17pm 
I know they work to an extend, it's just I can't get it to work without some kind of problem here and there, so I can't say it works as intended which is infuriating >.<

And thanks for your comment Niuq. Glad you have enjoyed it.
Bob11 6 Nov, 2021 @ 5:01pm 
I've been using it on my single player run and they seem to be working. There's an error that lists them as requiring armed turret slots, but once you install them onto the ship, they use unarmed as intended. YMMV, but it seems to be more or less ok atm
Niuq 6 Nov, 2021 @ 3:46pm 
Just wanted to pass on how much i enjoyed your hard work, and hoped it would make ya smile.
Drazhill  [author] 6 Nov, 2021 @ 1:35pm 
Sorry, but I currently have no plans for trying to update it again... I just can't for the life of me figure out how to get it to work with the new code :<
Niuq 6 Nov, 2021 @ 9:48am 
Drazhill i tryed to play without this mod and im just crying in a corner now.
Bob11 30 Jul, 2021 @ 5:07pm 
No worries, matey. I love this mod, so thank you for making and taking time to update it, whenever you get round to doing it :)
Drazhill  [author] 30 Jul, 2021 @ 3:21pm 
Thank you for letting me know. I'll need to get them up to date with 2.0 at some point when I can find the time for it.
Bob11 30 Jul, 2021 @ 10:49am 
Strip miners are currently listed as ARMED slots on 2.0, fyi
Drazhill  [author] 13 Jun, 2021 @ 1:25pm 
Hmm... not sure I can do anything about that, but I'll look at it tomorrow, see if I can at least replicate the issue
Bennyㅇㅅㅇ 13 Jun, 2021 @ 7:55am 
Very often there is a bug that turrets that are a meter further than the closest - do not reach. They are trying hard to collect a resource, but do not reach the same meter to him.
Daemon 13 Dec, 2020 @ 1:54pm 
kk i will take a look
Drazhill  [author] 12 Dec, 2020 @ 1:16pm 
pretty much from starting zone I believe
Daemon 12 Dec, 2020 @ 12:02pm 
How early should we be seeing these in turret factories? i will happily try going through the mods to see which one is deactivating this one.
Drazhill  [author] 27 Nov, 2020 @ 1:15pm 
Hello

Yes, it should still work. Just did a test, and they show up just fine for me.
Have you tried with only this mod enabled and see if they still don't show up?
Daemon 27 Nov, 2020 @ 9:27am 
Does this mod still work? cause i have reached the center of hte galaxy and still have yet to see one, and they dont show up in the turret factory either.
Drazhill  [author] 13 Oct, 2020 @ 10:09am 
Alright, so I've done some testing. From what I can see, it appears it's an error with the standard design, as when I change it to a workshop design, the beam is there. I'll see if I can figure something out with the standard design, but until then, try changing the turret into a workshop design and see if that helps