Avorion

Avorion

Wreckage Detector
17 Comments
smurftrooper 12 Jun @ 6:22pm 
any chance some1 knows how this can work in 2.5.7? currently doesnt work for me. have tried disabling all mods I have no dice
[CSM] Duwen_Blade 6 Dec, 2024 @ 4:04pm 
in function detectWreckages()

local entities = {Sector():getEntitiesByType(EntityType.Wreckage)}

for _, entity in pairs(entities) do
local sphere = entity:getBoundingSphere()
local size = sphere and sphere.radius * 2 or 0
local material = entity:getLowestMineableMaterial()
local resources = 0
for a, value in pairs({entity:getMineableResources()}) do
resources = resources + value
end

if size >= 20 or resources > 10 then
table.insert(interestingEntities, entity)
end
end
end

i got rid of the if then for size and resources and its super laggy any way to not have the constraint while preserving performance?
kinngrimm 26 Jul, 2023 @ 2:15pm 
is this client side?
Valkerion™ 31 Aug, 2022 @ 11:41pm 
Hello! I wanted to ask if it is possible to lower the variance of the modules so that we don't end up with 100s of them taking inventory slots? As how the fighter modules tend to only have two variations and always stack together.
Myrianne  [author] 2 Aug, 2021 @ 10:05pm 
I went ahead and pushed a 2.0 update. Just did a quick check to see if it still worked and it seems fine, but let me know if anything weird pops up.

If anyone's desperate for a legacy version until 2.0 officially releases just let me know.
Myrianne  [author] 1 Aug, 2021 @ 3:01pm 
I may not come back and update this until 2.0 officially releases just because so many people will still be using it in 1.0. Just FYI.
Zeinath 30 Jul, 2021 @ 11:00pm 
Technically works in beta 2.0, but the Petty tier has crazy insane power costs. The green tier ones I have are just fine.
windsytheTTV 29 Jul, 2021 @ 10:28pm 
will this still work with version 1.3.8?
FuryoftheStars 15 Jul, 2021 @ 5:11pm 
To anyone wondering about drop rates, this mod doesn't do anything to modify its drop rate. If you're seeing a lot drop, then that's RNG for you.
Puronga 22 May, 2021 @ 12:30pm 
is the havy drop rate fixed? thanks
Vanover_Lord 30 Nov, 2020 @ 5:41pm 
I like this mod a lot but MAN that cards drop with way way to much frequency could you tone it down by like 75? After a long battle where I pick up like 250 cards probably 25% of them are these. Please fix it
Myrianne  [author] 8 Nov, 2020 @ 12:07pm 
Looks like you're doing it correctly. Do you have my universal companion module installed as well? That also has a wreckage detector that might be adding the smaller ones.
xFATAx 8 Nov, 2020 @ 5:44am 
Hi Myrianne, could you tell me which values to edit to alter the detection size of wreckages? I'd like to only detect larger wrecks.

I've altered the values in this line, but I don't see a change, even if I bump the numbers up to 1,000,000.

if size >= 1000000 or resources > 1000000 then

Thanks!
Myrianne  [author] 24 Apr, 2020 @ 11:39am 
It already limits the size of wreckage it detects. You can adjust it in the lua file if it's too small for your taste.

If you mean range, the lower rarity modules have smaller range.

Personally, I've never had trouble locating large wreckages in my strategic map. I made this mod to find the little ones!
krismoellegaard 24 Apr, 2020 @ 6:15am 
how abaut a limet to the amaunt of wreck shown (like the higher mining have a limet to shown astroids)
Myrianne  [author] 14 Apr, 2020 @ 4:17pm 
Woops! Updated 3 of my mods all at once and made an error in this one. All fixed now.
QBlisters 14 Apr, 2020 @ 1:19pm 
更新後失去作用
No effect after update
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