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Xavorion is a huge overhaul, its incompatible with most other mods. This isnt something i can fix.
Ok, no problem, since it only affects T51 it doesn't seem serious to me, thanks for answering and reviewing it.
Had a look in to Turretgenerator.lua, I seem to have overlooked a function which does affect the range for mining/salvage turrets. Fixing it would likely cause incompatibilities with other mods though.
I tested it in-game shortly before making my comment and it gave expected values, although I didn't test all the way up to T51, are you using any other mods which touch turrets? It may be better if you DM me here or on the modding discord to help figure out the problem.
weapon.reach = math.floor(225 + ((tech / 50) * 225) + (((rarity.value + 1) / 7) * 350))
Calculating with the example I have:
Tech 51 -> Dual Prospector -> Exotic
225 + ((51 / 50) * 225) + (((6 + 1) / 7) * 350) = 801 -> 8.01Km
In game it shows 26.11Km (The turret has no range affixes added)
Something in the calculation is wrong.
Default reach is 3x higher (225), but it can additionally scale from tech and rarity.
With tech 1, and rarity -1 (grey), the result is 229. Tech 50 would take that up to 450. You seem to be evaluating the formula incorrectly?
If you want to test in Excel, use this:
=FLOOR.MATH(baseReach + ((tech/50)*techBonus) + (((rarity+1) / 6) * rarityBonus))
The reach in-game isn't a real km, so 459 shows as 4.59km. You can test this yourself by hardcoding to a value like 500, it'll show 5km.
There is one issue I forgot to update though: The /6 should be /7 as there are 7 rarities. I've just corrected that.
I have tried the mod, and I have seen that mining and scavenging turrets of between 15 and 21 kilometers are generated, when you indicate that they should be only 3 times more.
When reviewing the script you indicate in comments that the maximum should be 8 kilometers for mining and 16 for Raw.
In the formula (225 + ((tech / 50) * 225) + (((rarity.value + 1) / 6) * 350)) even if it is a level 1 technological and rarity 1 turret the result is 346, by the rule of three that I have done that already exceeds 331.9 which would be the equivalent of 8 kilometers.
I think the correct formula would be (225 + ((tech / 50) * 225) + (((rarity.value + 1) / 6) * 35)) or something similar.
Is it a bug or have you decided to leave it like that?
I've just tested the shipyard myself, it produces a default ship fine within the expected 30s. Even on my server with many other mods installed.
You may have a mod conflict if you have anything else which touches the shipyard.lua file.
The asteroids spawn at Mass Signatures (the yellow dots) usually. They're easy to miss as you have to practically land on them to interact.
Your shipyard is stuck how, what steps did you take exactly? Someone else had a similar issue before but I fixed it as it was to do with building the 'single block' mode.
Mining/Asteroid stations? What do you mean, founding them without finding an Asteroid first?
Probably not as part of this mod, this is intended to be smaller changes for QOL. I'll have a look at how durations are set by default though.
I actually have 2 other addons which change the rewards and area size for captain commands already. They might interest you.
Yep, that's the usual fix for it as it's a vanilla issue with the automatic targeting. Not something caused by any changes made here. Although it's still far more time-efficient to manually target reactors n such with your salvagers.
The stats arent final and will go down, but bear in mind the range is partly RNG too: Depends on tech level, rarity and material together.
Although the turret aiming is more of a basegame issue, you should really manually aim salvagers at tech components anyway.
Can u make a second mod that only gives 2x of vanilla range to mining and salvage turrets?
Thank you, Keep up the good work buddy.
Apologies, fixing the other issue yesterday I forgot to remove some test code, can you try it again now? (May need to unsub and resub to the addon to force an update)
But i developed an issue with the shipyards not starting production on a current save. A new save works just fine. server log shows the following error
Object: N2cp13ServerScriptsE
Execution Context (inner to outer):
#0: Shipyard.startServerJob data/scripts/entity/merchants/shipyard.lua
| could not execute function 'Shipyard.startServerJob' in '"data/scripts/entity/merchants/shipyard.lua"':
I:\SteamLibrary\steamapps\workshop\content\445220\3279979380\data/scripts/entity/merchants/shipyard.lua:110: attempt to perform arithmetic on local 'requiredTime' (a nil value)
| stack traceback:
I:\SteamLibrary\steamapps\workshop\content\445220\3279979380\data/scripts/entity/merchants/shipyard.lua:110: in function <I:\SteamLibrary\steamapps\workshop\content\445220\3279979380\data/scripts/entity/merchants/shipyard.lua:18>
Any insight or corrective measure would be appreciated
Thank you.
Try resubbing the mod as well, it may be just using an old version as steam doesn't always autoupdate right away.
I just tested both with and without AdvShipyard in new savegames, both worked fine. Although I have added it to my server which was already using an old save and that worked too.
Is the progress bar on the shipyard not appearing at all for you?
That's strange, not an issue I encountered. I'll look in to it.
Have you got any other mods which affect the shipyard?