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1. not order me around, it is not my job to provide either updates nor the mod at all, noone paid me to make this, noone pays me to maintain it, I made it for myself when I did play avorion consistently, I do not do so currently, I also have stated i have no problem with someone updating it as long as I am credited.
2. look five comments below, I do not have time to keep avorion mods updated and don't foresee change in that regard anytime soon
Cool way of doing the refining of ores!
Either way feel free to tinker with the code and if you figure this out, please publish fixed version as your own, just link back to here because I don't think I will have time to maintain avorion mods for a bit
OK, now that i am at my pc I took a look at the code and I didn't remember correctly, there are actually 2 hidden stats: one increases how much production is actually used in calculations and the other changes output by a factor.
Regarding non-stacking i am clueless because all the values are the same for given rarity - they are declared like this:
function getEnergyDebuff(seed, rarity)
if rarity.value == -1 then
return 30
elseif rarity.value == 0 then
return 25
elseif rarity.value == 1 then
return 20
elseif rarity.value == 2 then
return 15
elseif rarity.value == 3 then
return 10
elseif rarity.value == 4 then
return 5
elseif rarity.value == 5 then
return 5
end
return 0
end
So I don't see any reason for them to differ, even so slightly
I wonder if something in the seed generation is still causing them to not truly match up in values, because we changed our values for turret systems recently so that the amount of auto turrets always matched the amount of armed/unarmed slots added making all variants the same values, and it retroactively updated all of our systems. After changing them from alliance inv to player inv or vice versa they would all stack. Hoping to figure it out for this mod too because currently this is what it does to the inventory. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857473672
They should stack, in my play sessions they did, but i didn't pay much special attention
Higher rarities don't do anything besides less energy debuff, initially i planned these to TAKE some of your production stat (as a debuff) that would decrease while also incresing refinery speed but the game didn't (probably still doesn't, i did not play recently) have a way for me to do so
Maybe at an indeterminate later time when/if i buy the DLC
TBH I wanted to add that % symbol but had real trouble with finding how to do it and gave up.
I am unsure about stolen items, could be that it needs some extra params or something, will look into it around weekend
Also, it seems they don't process stolen items. Could that be added or even another type/extra effect with that ability?
Thanks for the great mod!
Yup, adding two or more should speed it by same amount each, so if u have 3x modules, it will work 3x as fast
Having a ship of almost only assemblies will also probably speed it a lot
not sure about beta but it probably should
You may need to look around a few equipment docks to get the module and you need assemblies on the ship
It's made for my server, but code is there, i just wanted to help people.
I don't really gain anything for "promoting" it.
It's says in its topic that its made for my server.
1. I did leave your post on purpose, so that someone visiting this place a few week in the future would have context. If I wanted it deleted, I'd do this myself
2. You misunderstood what was happening here. I previously pasted up some mods which I indirectly took inspiration from and were relevant for the context.
And Rolf pasted up one on my request so that I could see what was the difference in behaviour between my mod (which had issue) and one that did work without issue (so that paste was relevant to discussion) and you just came here, without any context and straight up were like "If you want refinery mod, maybe use mine instead?", which was both out-of-context and self-promotion.
I don't even know what self promoting means in this case, im not getting anything from it by pasteing link to my mod.
Maybe it has some effect to size of my virtual pen..
Anyway i deleted my post, since it seemed to deeply insult you.
Fly Safe o7 🐝🐝
Not that I would jealously protect my mod or something, honestly i made this for myself and my friends on my server, so I don't give a damn about anyone else who uses it, but selfpromotion in other mods' comments section, I'd consider at least very impolite, if not straight up rude.
It is a shame that the API still lacks some modifiers. I have seen a bunchof neat ideas that had to be scrapped due to the limits of modifiers on weapons, fighters and ships. Let alone the inability to mod new blocks into the game.
I cannot test this properly with any of my ships (all have ultra-large cargos) and i don't play regularly now so i don't want to build anything new for now, so let me know if the issue persists (check version before anything tho, new will be 0.3.1).
Honestly, current implementation is not exactly what i envisioned, I wanted to go a bit differently: Make the module debuff production capacity by some percent depending on module quality and use that amount as production base, but avorion lacks modifier for this stat :(
I currently use this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2090446289
I have not had any desync issues with that mod yet, but it does not scale very well.
I guess I will try something to bypass removecargo bug tommorow. And if you can, tell which mods that do something similar you use, I'll look at them to see if there's any clue in difference between them and my mod
I started a new save, with only this mod activated, and the problem persists. It really does look like it is a vanilla bug. The logs do not show any error, only a few debug messages about the production power of the ship. I am just surprised no other mod has had that problem, but they probably do not use the removeCargo() function.
I'm sorry I caused you extra work, I'll just have to wait for a vanilla fix I guess. As soon as that issue is gone, this is THE way to handle mobile refining, kudos to you!
Do you have the DLC, because I don't and it might have changed something? Also try to jump that ship a sector and check if the issue persists
I have had that issue on both player controlled and AI controlled ships, so that does not seem to matter.
I need some more info, logs from both server and client could be helpful (but may not be) and a precise list of mods so I could try to replicate, but I didn't notice this kind of behaviour in my testing (but i don't use any mods that would affect cargos at all)
However, I have a game breaking bug with this mod: The cargo bay empties, and the UI also says it's empty, but at some point, my ship will stop collecting raw ores and scrap. When I try to move cargo between ships, it says there is no free cargo space, although the cargo bay is empty.
It seems that any cargo space that was used by ores/scrap which was refined with this module only gets freed up in the UI, but is "blocked" and cannot be filled again.
I do use some other mods, but other refinery modules do not show this behaviour, it also does not happen on ships without onboard refinery, so I'm 99% sure the bug lies (at least partially) here.
Does anyone else have simmilar behaviour?
For fighters I use these:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1741744976
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1741735681
This deals with all my mining control needs (although I have more "single ship only" kind of playstyle, so this might not be ideal for you)
Also not sure if you are aware, but avorion has a bug in asteroid respawn system, which causes it to not respawn asts if you have a lot of wrecks in the system, for which I have a fix here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2260306640
I looked a bit more in depth at that mod you linked, and I think most of these features are available in other mods, which work together.
1. Resource Probabilities are kind of available in Galaxy Map QoL by Rinart73
2. Those nice resource arrows (although not for wrecks) are in Mining System Overhaul, also by Rinart73
3. Cargo indicator is now in base game
4. Mobile refinery module, although completely different is here, in my mod.
Nonetheless I am not currently considering any big overhaul of refining or anything for avorion as I currently am not playing avo regularly, this mod here is more like a PoC / something my friends asked me to make than anything.
@NikiNet - Doesn't seem to list any permission in the first place, secondly this is intended to be very simple
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2040989882
Take a look. This mod as good, but for current game ver. it`s not ready =(
Needs descriptive images.