Avorion

Avorion

Subsystems Scaling
44 Comments
Mechanos 24 Mar @ 3:52pm 
Shame no one has taken up the mantle on this yet. There's a "Better Scaled Systems" mod, that goes with a slightly different approach. But some people are concerned it goes too far lol.
NalgaSucia 26 Apr, 2024 @ 4:01am 
I hear ya. Thank you for the reply. I'll download it later to see if it still works. Hopefully you get some free time and enjoy it. Hopefully after, if you got a bit extra time to kill, it will be easy to upgrade the mod :)
WarStalkeR  [author] 14 Apr, 2024 @ 8:33pm 
@NalgaSucia, please read mod's description thoroughly.
NalgaSucia 13 Apr, 2024 @ 9:19pm 
Hello, will this mod be updated to latest release? Or, I only have the base game, no DLCs, will it work fine on my end?
Abaddon 29 Dec, 2023 @ 12:58am 
I doubt they would.
I just reverse engineered the new Behemoth systems and made improvements to so it also reflects energy cost, compare values.

Here's a link of 1 of the systems with dynamic tooltips working equipped on 2 different ships. 1 is 15 subsockets, 1 is 2million proc power
https://imgur.com/a/0OjGasg
The Devil 28 Dec, 2023 @ 5:00am 
With 2.4 you can now make the tooltips update dynamically too.
Where can I find this information? The patchnotes and the Scripting Doc has nothing about this new feature. Thx
Abaddon 25 Dec, 2023 @ 7:06am 
@VividWitch rift systems are locked away so modders can't make any changes to them directly.

That said you can make the exact same system with scaling mechanics and replace the quest rewards to the new one.



With 2.4 you can now make the tooltips update dynamically too. So it shows exactly what you're getting in the tooltip which I've done with my own version of scaling systems with ship size


@BloodMoon Rising
You can't just integrate another system to scale. You'd have to make the system scale yourself
Raudoc 9 Dec, 2023 @ 9:57am 
Just a heads up This mod makes Turret control subsystems have an Energy Consumption of 1.#IFN YW when perminatly installed in the Behemoth DLC.
Vivid Witch 10 Jul, 2023 @ 4:24am 
Is there a way to get this to work with rift systems?
The Devil 11 Jan, 2023 @ 10:22am 
@[SN-] Gluttony
My mod introduces a whole new subsystem. You can't use one function of my mod to change another.
But you can create a mod that adapts your desired system.
You can find some basics on https://avorion.fandom.com/wiki/Modding

Basically you just rebuild the folder path of your desired system and change the "getBonuses" function according to your wishes.

So for example you create:
%AppData%\Avorion\mods\MyNewMod\data\scripts\systems\batterybooster.lua

and create an empty function getBonuses() with your additions.
The game merges the real and the new function before the return statement and then the function in the game outputs your desired values.

It might then look like this:

function getBonuses(seed, rarity, permanent)
energy = energy * 2
charge = charge * 3
end


Translated with www.DeepL.com/Translator (free version)
BloodMoon Rising 11 Jan, 2023 @ 8:56am 
how to i modify another mods subsystem to also scale
BloodMoon Rising 11 Jan, 2023 @ 8:56am 
hey how do i integrate another mod into yours
The Devil 4 Dec, 2022 @ 10:52am 
It would be nice if you would take a look. Otherwise maybe adjust the compatibility in the modinfo.
WarStalkeR  [author] 4 Dec, 2022 @ 10:50am 
@The Devil I haven't updated it for newest version.
The Devil 4 Dec, 2022 @ 10:04am 
Hello, since the new update I get this error in my console:

| #0: remoteInstallCallback internal/dlc/rift/systems/superscoutsystem.lua
|
| could not execute function 'remoteInstallCallback' in '"internal/dlc/rift/systems/superscoutsystem.lua"':
| G:\Steamspiele\steamapps\workshop\content\445220\2844147472\data/scripts/systems/valuablesdetector.lua:34: attempt to compare nil with number
| stack traceback:
| G:\Steamspiele\steamapps\workshop\content\445220\2844147472\data/scripts/systems/valuablesdetector.lua:34: in function 'onInstalledBase'
| [string "internal/dlc/rift/systems/superscoutsystem.lua"]:127: in function 'onInstalled'
| G:\Steamspiele\steamapps\workshop\content\445220\2844147472\data/scripts/systems/basesystem.lua:65: in function <G:\Steamspiele\steamapps\workshop\content\445220\2844147472\data/scripts/systems/basesystem.lua:59>
Boesergolf 11 Nov, 2022 @ 12:15pm 
with this mod aktive mining subsystem inst highlighting any asteroids anymore
WarStalkeR  [author] 18 Oct, 2022 @ 3:04pm 
@MustDy it sends notification in chat.
MustDy 18 Oct, 2022 @ 11:42am 
Is there a way to check the exact value a subsystem is providing without comparing before and after ship characteristics?
Fluffy Pagan 22 Sep, 2022 @ 12:58pm 
Ah, thought that was referring to something else. :steamthumbsup:
WarStalkeR  [author] 22 Sep, 2022 @ 8:41am 
@Fluffy Pagan, get Legendary Stabilizing Mainframe and get to 915,000 processing power or more. It is mentioned in Subsystems Scaling Effects .
Fluffy Pagan 22 Sep, 2022 @ 5:39am 
What processing power do I need my ship at to fully max out the systems? I've got a 15 slot but only 85k PP. Some are maxed out but others like Jump range, cargo space and dock distance aren't. I'm running current version now as well.
WarStalkeR  [author] 18 Sep, 2022 @ 10:58pm 
@doomspike, I will need to think this through, how to make it properly balanced.
WarStalkeR  [author] 14 Sep, 2022 @ 4:42am 
@adamsrealm because right now scaling is tied to processing power and not to ship size.
WarStalkeR  [author] 14 Sep, 2022 @ 4:41am 
@adamsrealm at some point.
AprilsRealm 14 Sep, 2022 @ 4:22am 
Any chance the power draw could also scale?

It makes no sense a small ship would have the same power draw as a giant one
WarStalkeR  [author] 12 Sep, 2022 @ 11:56am 
@The Custodians of The Cosmos, the "Mod Compatibility" description says it all.
The Custodians of The Cosmos 11 Sep, 2022 @ 5:53pm 
Does this work with 'Xsotan Artifacts Remade?'
Fluffy Pagan 7 Sep, 2022 @ 11:15am 
Oh, that's too bad.
WarStalkeR  [author] 6 Sep, 2022 @ 9:47am 
@Fluffy Pagan, 2.0.11 is extremely outdated version. Mod no longer supports it. It is compatible with 2.2+
Fluffy Pagan 6 Sep, 2022 @ 5:48am 
IDK. I'm playing on 2.0.11 beta. Just tested it by itself with no other mods running and it comes up blank and a 0 cost at equipment docks.
WarStalkeR  [author] 5 Sep, 2022 @ 9:46pm 
@Fluffy Pagan, I've verified that Object Detector works as intended, once I changed it. Unless there was another patch that changed something.
Fluffy Pagan 5 Sep, 2022 @ 8:58am 
For some reason this breaks the Object Finder/Detector in my game. I have a feeling that it's a compatibility issue with another mod, but I've not been able to figure out which one yet.
Droknar 26 Aug, 2022 @ 6:49am 
alright, the more I thought on the fact that both civil and military had the same minus I started thinking it wasn't an error but intended.
WarStalkeR  [author] 26 Aug, 2022 @ 6:42am 
@Droknar this is intended. Originally arbitrary had less autos as well, but I changed it.
Droknar 26 Aug, 2022 @ 4:59am 
not sure if this is a bug or if you intended it to be this way but the auto turret scaling on the Militarytcs and civiltcs has a minus instead of a + like the other turret tcs files have.

if permanent then autos = math.max(0, math.floor(turrets - 1 * scale * ultimate))

This gives less auto turrets on combat and civil turret systems compared to say arbitrary turret systems of the same rarity.
WarStalkeR  [author] 15 Aug, 2022 @ 4:40am 
@guardiandown, please read "DLC Subsystems" related notes.
guardiandown 15 Aug, 2022 @ 4:38am 
Can you take the new subsystems included in "into the rift" into consideration?
WarStalkeR  [author] 11 Aug, 2022 @ 8:25pm 
@Lazy Invincible General, it only overrides vanilla subsystems. If you want it to work for modded subsystems, you need to make mod-patch that requires both, this subsystem scaling mod and and mod that adds new subsystems. Then create subsystem override lua files that use same formula as I had used in my mod.
Lazy Invincible General 11 Aug, 2022 @ 2:43pm 
do these work with modded sub systems as well? if not how would one go about making a patch for said modded sub systems
WarStalkeR  [author] 9 Aug, 2022 @ 3:56am 
@Bluetail next update will also implement excess bonuses, i.e. after you got 15 slots, at certain processing power levels you will get even more turret slots on even bigger ships. But there is absolutely no chance for it to be stackable with other turret limit mods.
Bluetail 9 Aug, 2022 @ 2:57am 
I wish this mod would stack with the turret mods out there, as in, times ten or 5 turrets, cause Im finding this mod overlaps that one and prevents those bonuses which breaks alot of my ships I tend to go player control (Cause I don't aim the guns on them, Ai does it better.)
WarStalkeR  [author] 4 Aug, 2022 @ 7:46pm 
@Bluetail, for now I'm not going to increase upper limit, but once in normal playthrough I will reach processing power level 15 and get Stabilizing Mainframe, I will start analyzing how all of it can be used and maybe all turret related subsystems will get capacity increase, but not before.

@A Big Hairy Monster, price has changed along with scaling capacity. Legendary subsystems cost tens and hundreds of millions. So fear not and shove all subsystems below legendary into research station. If you'll use 5 subsystems of same type and rarity, you'll get one of same type but better rarity.
Bluetail 4 Aug, 2022 @ 5:10pm 
Anyway you can up the turret bonuses? I still am finding myself short with just one subsystem lol.
A Big Hairy Monster 4 Aug, 2022 @ 5:04pm 
Thank you SO much for making this! The DLC update killed the additional turrets mod my buddy and I were using and pretty much made all our fleet unusable for the part of the game we're at... this totally fixed it!

Only one minor complaint -- higher-tier subsystems are *ludicrously* expensive now. I mean where an Exceptional Civil Turret Control mightve cost 800k before, now they cost like 9M. Could be a DLC change thing, i havent looked, but we've uninstalled all mods for now except this one and everything is hella expensive. (Otoh, it makes research labs stupidly good investments since it makes upgrading all the endless pirate loot and then selling it *incredibly* lucrative.)