Avorion

Avorion

Mobile Refinery
49 Comments
EpicDude1905 30 Apr, 2024 @ 5:27pm 
Thanks for responding, i shall make the mod myself ^^
Caellion  [author] 30 Apr, 2024 @ 5:23pm 
Might be something that was changed in base game or dlc recently or old bug. Either way I don't mod avorion actively now so I am not interested in fixing it for now. I suppose you could look if getComparableValues() even is in the file server points you to, if not create it and have it return 0 or something, I don't remember using any function named as such so it shouldn't break anything
EpicDude1905 30 Apr, 2024 @ 4:46pm 
Hey, a question about the mod that i have is, why does the server keep telling me that "Error comparing upgrades: data/scripts/systems/mobrefinery.lua: 'value' field in data gathered from getComparableValues() is not a number" is there anyway of fixing this or silencing it? Thanks for reading :3
Caellion  [author] 16 Feb, 2024 @ 7:38am 
@DarkSlayerEX, add me, i already added you, ask away, but be aware i probably won't answer right away, if steam country icons are to be believed we have about 9hours time difference
DarkSlayerEX 15 Feb, 2024 @ 1:00pm 
@Caellion I was hoping to talk to you in private for help modding... I know you aren't really modding anymore... but I have been trying to get help for days on the avorion discord, and have had no luck.. I'm close to outright giving up...
Caellion  [author] 11 Dec, 2023 @ 6:00am 
@Alanthier If you would kindly

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
Alanthier 9 Dec, 2023 @ 1:15pm 
still need the "assembly block required" description, and make it work with rift ores
andjca2000 6 Dec, 2022 @ 2:54pm 
He kinda says it in #3 - this is exactly production capacity, but I wouldn't have guessed it was the assembly blocks.

Cool way of doing the refining of ores!
The Chad Banisher 21 Sep, 2022 @ 1:30pm 
Please add to description that you NEED assembly blocks for this mod to function.
The Chad Banisher 21 Sep, 2022 @ 1:25pm 
Have even waited for 2.5 hours of IRL time with the refinery doing nothing.
The Chad Banisher 21 Sep, 2022 @ 1:13pm 
I installed the refinery module and it simply does nothing. Ive tried various ways and steps to uninstall with ore in storage, then no ore in storage, etc etc.
Caellion  [author] 2 Sep, 2022 @ 12:22pm 
@Valkerion™

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
Caellion  [author] 2 Sep, 2022 @ 12:18pm 
@Valkerion™
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
Valkerion™ 1 Sep, 2022 @ 9:40pm 
@Caellion
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
Caellion  [author] 1 Sep, 2022 @ 9:01am 
@Valkerion™
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
Valkerion™ 31 Aug, 2022 @ 11:44pm 
Also does the rarity do anything other than lower the energy decrease? Would be nice if we got some more processing speed on the higher versions or something. Especially since the legendary doesn't even appear to gain anything over the exotic (both 5% decrease).
Valkerion™ 31 Aug, 2022 @ 11:40pm 
Hey there! Not sure why these mods aren't always in the same stack when there is no visible difference in systems at the same level. Is there a hidden stat that causes them to almost never stack? It would be much nicer if these modules only took up single slots in the inventory, the clutter is pretty bad right now with them almost never stacking.
Caellion  [author] 9 Aug, 2022 @ 9:49am 
@Solenya Unfortunately for now no, as i don't own the DLC

Maybe at an indeterminate later time when/if i buy the DLC
Major Asshule 9 Aug, 2022 @ 5:28am 
Will this mod be updated to process rift ores from the Rift DLC?
Caellion  [author] 8 Aug, 2022 @ 9:05am 
@RogueRaiden

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
RogueRaiden 7 Aug, 2022 @ 8:23pm 
Could the % be added to the module descriptions? Currently its just a number and its confusing people as what it means XD

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! :peace_dove:
Worthiestnobody 2 Jul, 2022 @ 8:49pm 
guess ill just have to make a mining ship with just assemblers and mobile factory upgrades then, set it to mine the whole system and move to the nest xD
Caellion  [author] 2 Jul, 2022 @ 10:22am 
@Worthiestnobody

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
Worthiestnobody 1 Jul, 2022 @ 7:47pm 
its ok, im not using the beta, it seems adding multiple upgrades seem to kinda speed it up, that or because half of my ship is made of assembler blocks now lol
Caellion  [author] 1 Jul, 2022 @ 11:20am 
@Worthiestnobody as of latest stable,yes

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
Worthiestnobody 1 Jul, 2022 @ 12:36am 
does this even work anymore?
Ravenis 26 Dec, 2020 @ 6:06pm 
You can always check my mod how its done?
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.
Caellion  [author] 26 Dec, 2020 @ 5:53pm 
@Ravenis,

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.
Ravenis 26 Dec, 2020 @ 3:18pm 
Since everyone else was throwing other refinery mods around here, i was just giving one option what is working very well.
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 🐝🐝
Caellion  [author] 26 Dec, 2020 @ 2:15pm 
@Ravenis,
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.
Caellion  [author] 26 Dec, 2020 @ 4:51am 
Yup, original idea (one before production stat modifier) had mobile refinery blocks that would just copy production blocks but add a "refinery power" stat and the rest would work as it does now, but use refinery power from these blocks and then I hit a wall with non-moddability for blocks.
RolfMao 26 Dec, 2020 @ 2:31am 
I just tested the new version with my clean save from yesterday, and it works like a charm now, thank you!

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.
Caellion  [author] 25 Dec, 2020 @ 5:09pm 
Ok, I think I have a tentative fix for now, gonna publish after quick test.

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 :(
Caellion  [author] 25 Dec, 2020 @ 4:47pm 
With a quick glance I can say, it definitely uses RemoveCargo, but instead of passing to it the name of ore, it looks over ships inventory to find a good with matching name, and then passes the object to removeCargo... which by "coincidence" is exactly as the guy over at forum has had
RolfMao 25 Dec, 2020 @ 4:17pm 
Thank you for looking into this!

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.
Caellion  [author] 25 Dec, 2020 @ 1:31pm 
Unfortunately i think they won't fix this tho... same as with asteroid respawn bug (my other mod fixes this)...

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
RolfMao 25 Dec, 2020 @ 10:39am 
I do have the black market DLC, yes. I have tried jumping, but but I cannot clearly remember if it helped. I reckon it didn't.

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!
Caellion  [author] 25 Dec, 2020 @ 10:13am 
I found a similar thing on avo forums https://forum.avorion.net/index.php?/topic/5294-0211-entityremovecargo/ so maybe we're seeing this thing again here.

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
RolfMao 25 Dec, 2020 @ 9:09am 
I'll send some logs your way, I assume there is some kind of desync issue. I'll do some fiddling myself and try to work out if there is a mod conflict. It seems likely at this point, since no one else reported a simmilar problem, either.

I have had that issue on both player controlled and AI controlled ships, so that does not seem to matter.
Caellion  [author] 25 Dec, 2020 @ 8:05am 
Also if this happens on ship you control or one that is working stand-alone, without player control?
Caellion  [author] 25 Dec, 2020 @ 8:04am 
@RolfMao, i use ship:removeCargo() function on the server side, so what you are describing seems quite impossible.

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)
RolfMao 25 Dec, 2020 @ 5:47am 
I should also mention: The blocked space persists until server restart/mainmenu and load and happens in both multiplayer and single player server
RolfMao 25 Dec, 2020 @ 5:45am 
I have tried various mobile refinery mods,and so far, I like this one best, since the rate is fixed at 100% efficiency, and the speed is determined by your actual build, and not the module.

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?
Caellion  [author] 11 Dec, 2020 @ 2:10pm 
@NikiNet

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
NikiNet 11 Dec, 2020 @ 11:29am 
@Caellion I tried that arrows. Not so cute. Especially if you have a bunch of fighters or just ships that dig in sectors. Arrows are useful at the early game. But,I like your "train of ideas")
Caellion  [author] 11 Dec, 2020 @ 10:43am 
@NikiNet

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.
Caellion  [author] 11 Dec, 2020 @ 10:30am 
@stormageddon Description - Done, Images - Doesn't need one at all
@NikiNet - Doesn't seem to list any permission in the first place, secondly this is intended to be very simple
NikiNet 11 Dec, 2020 @ 2:06am 
If you know, how to make mods, and you thinking, about better refine system in Avo, maybe you can change this mod and adapt it for current game version?
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 =(:steamsad:
stormageddon 10 Dec, 2020 @ 4:32pm 
Needs a better description.
Needs descriptive images.