Avorion

Avorion

[Vanilla] Better Scaled Systems v1.1.1 [v2.5.*]
67 Comments
1tt2t3/simon 5 Jun @ 10:02am 
Why is there a lack of awards for this post? Let's fix that!
Ash 13 Apr @ 4:57pm 
mainframe stabilisers seem to not work outright, not sure why or whats causing it. I could be misunderstanding how they work
TigersFangs 25 Dec, 2024 @ 9:24pm 
I only just found this mod and I VERY much like the concept. I think that it is a FABULOUS idea and think that this would be something that would be insanely helpful in vanilla. For my own play style, I might tone down the scale factor a bit as I tend to restrict myself more than I need to. ;) I am very much looking forward to playing with your mod. Thank you for developing it and keeping it relevant for so long.
John Fortnite 21 Sep, 2024 @ 1:26pm 
Slotting the mainframe stabilizers seems to have no effect on scaling the Xsotan artifacts' turret count. Is there something I'm doing wrong/missing here?
Zolokhan 18 Jul, 2024 @ 10:37am 
Any chance you could make less OP version for this ? maybe just doubles the turret count? This is for like hundreds of turret cheesefest.
Kxawzìtan  [author] 25 Jun, 2024 @ 12:56pm 
Hello Maple
I'm sorry, but what do you mean update the mod again? I already updated the mod on the 19th. What version of the mod are you running presently? You may need to resubscribe if it's still working for 2.4.x.
I401Maple 22 Jun, 2024 @ 12:29pm 
Hello, it would be great if you could update the mod again to version 2.5.X
Kxawzìtan  [author] 19 Jun, 2024 @ 10:44am 
Greetings everyone!
I apologise for the delay in updating to the latest game version, but here it is! Please let me know if the mod has any issues and I will add them to the bucket list for the next update.

- Chances are however, I may not be able to do another update for a while again.
Kxawzìtan  [author] 28 Jan, 2024 @ 7:10am 
Greetings all!
Just to let you know, I had gotten back to a busy state after the New Years. I hope you all had a wonderful festive season! As a result of my busyness, I won't be able to update the mod for a little while. However, I will see what I can do about any patches and minor updates by the end of February. Please let me know if any of the systems still require a tinker and I shall get to it then. One will be the hangar slots from one of the artifacts. In the meantime though, thanks so much for playing with my mod!
TSP 16 Dec, 2023 @ 12:55pm 
Happy holidays to you too Kxawzitan. It looks like there a beta branch up called 2.4.2 that buffed some of the behemoth subsystems you can get. Hopefully you'll feel inspired to do something with those too (They're both free DLC and their files are exposed for modders to use) come 2024. Always liked your mod, thanks!
Kxawzìtan  [author] 15 Dec, 2023 @ 10:24am 
v1.1.1 is now launched and fully compatible with v2.4 and the behemoths DLC!

Unfortunately however, because Christmas is coming up, I won't be able to work on the mod until some time after New Years. Because of this, I shall ask for all of you if you have a report to make, to chuck'em in Bug Reports so I can list them and fix them after the festive season. In the meantime however, Happy Holidays, I hope you all have a good time!
Kxawzìtan  [author] 7 Dec, 2023 @ 7:30am 
Thank you @Agent Orange! I will have a look into it and see what could do with an upgrade. I appreciate the assistance mate.
TSP 7 Dec, 2023 @ 12:08am 
1000 chr limit...

I don't think you can grab the references from rift systems, create a new subsystem, and for a lack of a better word, "overwrite" the rift subsystems themselves. If that were possible, that'd be a lot easier than to write new code to give a research station new functionality.
TSP 7 Dec, 2023 @ 12:08am 
There's some hope here regarding the into the rift subsystems.

For example, go to \Avorion\data\scripts\systems\behemothcarriersystem.lua
Here you'll find:
BoostingUpgrades["internal/dlc/rift/systems/miningcarrierhybrid.lua"] = true
Among other ones. The other behemoth systems also have references to the rift dlc.

While you still cannot directly edit the dlc systems, an alternative, that would cost a considerable amount of coding, could be:

1. You find a non-modded Rift subsystem.
2. You go to a new station or an existing station with a new option (i.e. research lab)
3. Here you turn in the normal rift subsystem (or 2? Or whatever) and get an upgraded one from your mod.

This is now possible as you now know what the rift subsystems are called and how to reference them due to the behemoth systems. So it's easy, but it is a lot of work to implement a solution smoothly.
Kxawzìtan  [author] 5 Dec, 2023 @ 6:05am 
2.4 just went live! I shall be updating the mod accordingly and performing bugfixes when and where necessary.

As the new update includes new subsystems, I shall (and I hope to) look into them and make adjustments if need be! I may also work on Into the Rift subsystems again, however I may not have the time to make an update before Christmas or New Years. I'll keep you all updated with what happens in the meantime.
Kxawzìtan  [author] 2 Oct, 2023 @ 2:43am 
Hey NoKaEl-Gaming
Thank you for the feedback, I shall have a look into it, though I did alter it as part of a balancing act, however the mod does need an update so I shall indeed see if it needs updating for sure.

Glad to hear you're enjoying the mod. :)
NoKaEl-Gaming 1 Oct, 2023 @ 9:58pm 
hey, realy nice mod. The only thing i wish for is that the AI artifact would have more then 2 fighter squads. If u see that the "normale" ones ma give like 3, think that the AI should give like 4/5 and 50% of pilots. Just little tought of that.

Grtz and take care.
Btw English not so good at srr
wesley 20 Apr, 2023 @ 9:12am 
ok
Kxawzìtan  [author] 17 Apr, 2023 @ 6:03am 
Hi Wesley
I'm not sure what you mean about, the gun slots being low. Are you potentially playing with other mods installed? If so, you may want to remove the ones that change turret slots, as no doubt there is conflicting code between this mod, and the other.

The turret subsystems are supposed to be somewhat balanced, and a slight improvement to the vanilla version in terms of rarity scaling. There is another mod out there that can give you even more slots if that's what you're looking for, and installing XSTN-2, 3 or 4 will grant more based on processing power.

This mod however, will not go near or above 1000 turret slots, as I believe that will cause an imbalance.
wesley 17 Apr, 2023 @ 4:38am 
is there a way i can get to some setings
wesley 17 Apr, 2023 @ 4:25am 
cant even put 2 guns on my ship now
wesley 17 Apr, 2023 @ 4:21am 
i need over 2000
gun slots
wesley 17 Apr, 2023 @ 4:21am 
why the gun ones so low
Kxawzìtan  [author] 2 Feb, 2023 @ 10:12am 
Update:
All major situations have been resolved on my end. I can now focus my attention on modding once more. I have a brand new project lined up as it is, so I may not make any additions to this mod until after its completion.
Kxawzìtan  [author] 23 Jan, 2023 @ 10:21am 
Update:
Delays may persist, as I was expecting a fix to a major problem IRL today, and could not. I presently do not know when this issue may be resolved, however I will update again when there is something new.
Kxawzìtan  [author] 13 Jan, 2023 @ 11:02am 
Update for everyone
I have a major problem IRL I need to deal with presently. So I won't be able to make an update until I'm certain it's properly sorted.
Kxawzìtan  [author] 17 Dec, 2022 @ 10:54am 
Hmm. I'll have to look into that for after Christmas. Thanks for the heads up on that Agent Orange. o7
TSP 15 Dec, 2022 @ 1:17am 
Major bug found that you can exploit regarding the scaling of turret slots in XSTN-K II, III and IV. I'll start with how to reproduce as that also would explain it better:

1. Make a 15 slot ship. (or 36 slot version or w/e)
2. Install one of these modules. (XSTN-K II, III and IV)
3. Downscale your ship (I did it by loading just a different ship blueprint)
4. Don't log out
5. Your lower slot ship now has all the extra turret slots until you log out and back in.

The exploitative factor in this is especially powerful regarding the rifts in the DLC.

There may be other ways to maintain the slot count but I haven't tested those (Such as having these XSTN modules in a now deactivated slot during step #3 basically giving you a "free" subsystem slot. But yeah, haven't tested this.
TSP 13 Dec, 2022 @ 1:15am 
I've been thinking it over a few times. Since you don't have access to existing hybrids from the DLC, but the distortion protection is available, and the DLC hybrids being a combination of the existing subsystem variables anyway...

You could create your own hybrid subsystems (There's also at least one mod on the workshop for an older version of the game that did this) and then reward these hybrid subsystems + add distortion protection on them (Since that's exposed anyway).

Using this method, the player playing with this mod will not notice the difference on whether it came from an "internal.hybridsubsystem.lua" or "\data\scripts\systems\batteryplusenergyplusenginebooster.lua", while giving you full access to fine tune variables to your liking or have a small % chance to get a super hybrid at depth >70 or whatever.
Kxawzìtan  [author] 12 Dec, 2022 @ 9:39am 
Hi Agent Orange
Thank you for clarifying. I shall look into it, and make a decision once I understand the mechanics of this a little more.

Unfortunately as planned, I want to be able to alter the subsystems directly. When it comes to the missions? That's a little out of the realm of what this mod was made for. As I only want it to modify existing systems. However, if by popular demand, I'll see about implementing this potential idea, but I wouldn't be too confident about it.
TSP 11 Dec, 2022 @ 10:41pm 
Hello Kxawzitan.

avorion\data\scripts\dlc\rift\lib\riftmissionutility.lua


line 321 is the function that decides the rarity of the reward depending on all the factors (rift depth, difficulty etc)

line 455 is the start of the function that combines two subsystems

line 439 is the function that decides how much subspace distortion protection the subsystem will roll.

line 518 shows that these hybrid files are still internal but since the rewards are exposed, you should be able to increase the rewards and power of them, no? For example, wouldn't it be possible to code so that you roll two rewardSpecs on one side? (i.e. one Rare and one Legendary effect on one side of the hybrid?)

Yeah, you can't edit the subsystems directly, I should have been more clear.
Kxawzìtan  [author] 11 Dec, 2022 @ 5:12am 
Hi Agent Orange
Where did you hear/find that out? I checked through the game files 3 times to be sure the hybrid systems were unhidden, not long after the update launched, but couldn't find the new systems at all.
TSP 11 Dec, 2022 @ 4:35am 
Really pleased to say that the unhidden files for the rift DLC are very useful for modders. You can reduce the restrictions, increase the rewards, change mission deadlines and such. So you can make missions that are a real pain such as xenology and rescue missions much more enjoyable.

Furthermore, the file that makes improved subsystems in the DLC is also exposed!
Kxawzìtan  [author] 9 Dec, 2022 @ 2:55pm 
Lol, no need to worry. I'm not working on this mod atm mate xD
Xiardom 9 Dec, 2022 @ 2:42pm 
Okay man we are going to give this another shot. No breaking the server with 10 updates a day lol.
Kxawzìtan  [author] 3 Dec, 2022 @ 9:17am 
Haha thanks Fuchs!
I'm glad you're enjoying the mod! <3
fuchsfoxfox 3 Dec, 2022 @ 9:12am 
This is really good! Probably the best mod like this I've used yet. It's still really balanced, and I still find myself weighing what subsystems to install in a ship while still enjoying "haha turrets go dakka dakka dakka" on my bigger vessels. I think you still end up with a bit inflated DPS when you do that but.... not sure what can be done about that. All around, very good stuff!
Kxawzìtan  [author] 2 Dec, 2022 @ 10:00am 
Once they do become available, I'll get to work on v1.2 ASAP.
Kxawzìtan  [author] 2 Dec, 2022 @ 9:59am 
Yeah they said that they revealed several Into the Rift DLC files, but weren't specific about what files were unhidden. A little disappointing, but not entirely unexpected imo.
Athreon 2 Dec, 2022 @ 9:31am 
Oh, really? I had thought I read that in one of the updates. Oh well! In the meantime this should be great!
Kxawzìtan  [author] 2 Dec, 2022 @ 9:27am 
Hey Athreon
Unfortunately the new systems weren't unhidden in the update. Ngl, I'm not too chuffed about it, and I certainly hope they will be made available in a future update. - At least as far as I can tell right now anyway.
Athreon 2 Dec, 2022 @ 9:04am 
Very excited to see this updated for the Rift DLC systems, now that those are available to modders! (I think)
Kxawzìtan  [author] 30 Nov, 2022 @ 5:02am 
Hope you all enjoy the mod! Please let me know if there are any issues or problems, so I can exact a fix ASAP!
Kxawzìtan  [author] 18 Nov, 2022 @ 12:51pm 
Alright I have an update for all of you!
My PC will be back to normal soon, and I plan to make an update before then end of the month. Furthermore, I haven't completely resolved my IRL issues as yet and I'm not certain as yet to whether I will have the time for further updates to the mod after i release the upcoming one.

In the meantime, if anyone has suggestions, bugs to report, or recommendations to put forth, please list them in Upcoming Updates or Bug Reports respectively.
Bone Tomahawk 5 Sep, 2022 @ 12:37am 
Good mod, thank you!
Kxawzìtan  [author] 16 Aug, 2022 @ 5:00pm 
Good news all!
A recent Roadmap of Avorion has stated that DLC content will be made unhidden soon!
Once this has come to pass, work on incorporating DLC system modules into the mod shall begin!
I shall update again once Exposing several central DLC configs and files for modding part of the roadmap has been implemented. Stay tuned!
Kxawzìtan  [author] 5 Aug, 2022 @ 5:11pm 
I may go ahead with the idea of improving Stabilizing Mainframes to give the update a little more substance if the DLC material can't be modded.
Kxawzìtan  [author] 5 Aug, 2022 @ 4:55pm 
Heads up everyone!
There's a major issue that's gonna hit the next update's plan hard. Please check Upcoming Updates for further information.
Kxawzìtan  [author] 4 Aug, 2022 @ 5:10pm 
Hehe, caught me off guard when I tested that new piece of vanilla content earlier today xD
Didn't anticipate the clicky in the top right either, but it does make things a little nicer imo, giving the use of that module a little extra use :)
Redrum Jackle 4 Aug, 2022 @ 5:04pm 
wait, i think i figured it out. lol