Avorion

Avorion

Extra Quality of Life Tweaks
53 Comments
endeyfire 26 Nov, 2024 @ 1:31pm 
yep thats true. i just tend to make such comments so that in the future if someone finds a conflict like i did, theres a small note for people to use as a refrence. i do like this mod alot, couldve sworn it worked in the past, but idk what changed.
Druark  [author] 26 Nov, 2024 @ 9:15am 
@endeyfire
Xavorion is a huge overhaul, its incompatible with most other mods. This isnt something i can fix.
endeyfire 26 Nov, 2024 @ 2:55am 
idk whats up but this mod breaks descriptors from almost all moduals. conflict is likely with xavorian.
Sanguetara 20 Oct, 2024 @ 7:38am 
Hi,
Ok, no problem, since it only affects T51 it doesn't seem serious to me, thanks for answering and reviewing it.
Druark  [author] 19 Oct, 2024 @ 6:01pm 
@Sanguetara
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.
Druark  [author] 19 Oct, 2024 @ 5:13pm 
@Sanguetara
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.
Sanguetara 19 Oct, 2024 @ 4:24pm 
The formula I see in the script for a mining laser is:
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.
Druark  [author] 19 Oct, 2024 @ 3:13pm 
@Sanguetara
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.
Sanguetara 19 Oct, 2024 @ 12:00pm 
Hello,

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?
DingusOverlord 5 Oct, 2024 @ 7:22pm 
@{TAH} TheGdog Sorry for the late reply, I haven't checked.
{TAH} TheGdog 5 Oct, 2024 @ 5:31pm 
i dont, i checked that first. it could have just been a bug with a long exsisting world and adding the mod made the save for that shipyard bugged, idk. new world rn and ill try it again i guess
Druark  [author] 5 Oct, 2024 @ 3:22pm 
@TheGdog
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.
{TAH} TheGdog 4 Oct, 2024 @ 5:46pm 
@dingus, was ur shipyards working?
DingusOverlord 4 Oct, 2024 @ 12:17pm 
Mining and salvage buffs alone make this a banger mod but all the changes are pretty great. Thanks for sharing!
{TAH} TheGdog 29 Sep, 2024 @ 8:31pm 
for the astroids tho. i ended up on just spawning a few here and there in random sectors and tow them so still somewhat legit. but if u could make a mod that can do that, it would be a big help XD. trying to push the limit of the game and see how much i can do before it just cant handle it no more XD
{TAH} TheGdog 29 Sep, 2024 @ 8:30pm 
ik how to find them XD just would rather not spend sm time looking and would just want to make a normal station for them. there used to be a mod that did that many versions back but is no longer around. as for the stuck shipyard. even after destruction or coping it. it remained stuck. showed two progress bars below that never moved for the simplest of ships i queued originally. spawned in a local shipyard and made it my own and got it to work without the mod. all i did was ad the mod. started the server and queued up two starter ships (default settings for volume/size) usually takes 30 secs to produce but it never gave a eta after starting them. idr if it toke the $ and resources for the craft either.
Druark  [author] 29 Sep, 2024 @ 4:09pm 
@TheGdog
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.
{TAH} TheGdog 29 Sep, 2024 @ 2:23pm 
also with this mod. my shipyard is now stuck and wont produce any ships
{TAH} TheGdog 29 Sep, 2024 @ 2:23pm 
yeah thats what i mean, cant find a mod for it and idk how to make it possible myself without just spawning the astroids. for some odd reaosn my world has like none. found two since iv started and want to be able to produce some more goods XD
Druark  [author] 29 Sep, 2024 @ 12:36pm 
@TheGdog
Mining/Asteroid stations? What do you mean, founding them without finding an Asteroid first?
{TAH} TheGdog 29 Sep, 2024 @ 12:04pm 
also, could u look at adding mining/astroid stations to normal founded stations from ships?
{TAH} TheGdog 29 Sep, 2024 @ 12:02pm 
yeah ill take a look thank you
Druark  [author] 29 Sep, 2024 @ 3:20am 
@TheGdog
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.
{TAH} TheGdog 28 Sep, 2024 @ 9:22pm 
suggestion, can u make the captain commands last loner then the two hrs?
bidiguilo 18 Sep, 2024 @ 3:21pm 
wow!!!!!!!!!
Druark  [author] 2 Sep, 2024 @ 10:28am 
@sethtnt
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.
sethtnt 2 Sep, 2024 @ 10:05am 
You could try setting the turrets to simply aim at things you are locked onto. I have this issue in the normal game where after destroying a ship and going to salvage it the laser loves to aim at the smallest amount of debris around, and any time it cuts a piece off the ship it will focus on that instead of the things I care about.
Stroichik 7 Aug, 2024 @ 7:03am 
aiming is an issue only when range is too big. my only concern in late-game with beams was that they are too short compared to size of a ship, so i had to fly way too close for them to work. so i used paths to lua scripts you left, and tweaked range to double the vanilla. lets hope it will work.
Druark  [author] 7 Aug, 2024 @ 5:25am 
@Stroichik
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.
Stroichik 7 Aug, 2024 @ 2:07am 
idea is interesting, but stat scaling on turrets is insane. Trinium turrets have 17 km range, which makes mining or salvaging hard, because turrets aim anywhere, but not salvage or asteroids i`m nearby.

Can u make a second mod that only gives 2x of vanilla range to mining and salvage turrets?
RedRoyce 25 Jul, 2024 @ 8:13pm 
Awesome mod, thanks !
EWeapon 12 Jul, 2024 @ 6:30am 
That did the trick.
Thank you, Keep up the good work buddy.
Druark  [author] 12 Jul, 2024 @ 6:24am 
@EWeapon
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)
EWeapon 12 Jul, 2024 @ 6:11am 
Hey chief, sorry to bother ya.
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.
RedGoat 11 Jul, 2024 @ 7:20am 
great modder right here, attentive and very helpful, even gave me some tips on how the game works
Druark  [author] 11 Jul, 2024 @ 7:17am 
Fixed, it was when selecting "Single Block" in the shipyard, it'll now use a static time whilst ships use the normal formula for time.
Druark  [author] 11 Jul, 2024 @ 6:19am 
Might be worth DMing me on Steam, as this is getting rather long-winded for a comment section.
Try resubbing the mod as well, it may be just using an old version as steam doesn't always autoupdate right away.
RedGoat 11 Jul, 2024 @ 6:08am 
never looked at this file before but i found the server log and the most recent one there arent any errors i could notice that relate to shipyards only for two mods i have that are outdated but i also dont know what im looking for so idk
Druark  [author] 11 Jul, 2024 @ 6:04am 
Does the serverLog in %AppData%\Avorion\galaxies\[SaveName] have any errors?
RedGoat 11 Jul, 2024 @ 5:48am 
so i made a new singleplayer game with only this mod not adv shipyards, cheated in some stuff and shipyards didnt work, removed this mod and the old ship orders are still stuck but any new ones i place work completely fine no matter if i have adv SY or not
Druark  [author] 11 Jul, 2024 @ 5:44am 
Try testing in a new savegame, see if you have the same problem.
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.
RedGoat 11 Jul, 2024 @ 5:36am 
the progress bar appears but doesnt move it stays blank and just queues another ship on top of the first i ordered, maybe my singleplayer game just broke for some reason
Druark  [author] 11 Jul, 2024 @ 5:35am 
I just tested with and without Adv Shipyard and all was OK.
Is the progress bar on the shipyard not appearing at all for you?
RedGoat 11 Jul, 2024 @ 5:35am 
went to a creative server i use to test ships before applying them to my main save which still has the adv shipyard mod and this one and there the shipyards work fine and gives me whatever ship i order but im unsure if its a thing with creative mode instantly building them? just thought i should add this here if it helps
RedGoat 11 Jul, 2024 @ 5:27am 
didnt work, removed the mod and the shipyards i ordered are still stuck and if i go to a new one it still doesnt build anything
RedGoat 11 Jul, 2024 @ 5:23am 
il try removing adv shipyard then
Druark  [author] 11 Jul, 2024 @ 5:21am 
That's Adv Shipyard right? It affects the same shipyard function which controls the timing (and other things). It may be causing compatibility issues.
RedGoat 11 Jul, 2024 @ 5:20am 
only a mod that allows me to build custom designs straight from the shipyard
Druark  [author] 11 Jul, 2024 @ 5:19am 
@Redgoat
That's strange, not an issue I encountered. I'll look in to it.
Have you got any other mods which affect the shipyard?
RedGoat 11 Jul, 2024 @ 5:17am 
ever since installing this in my singleplayer server shipyards dont build ships anymore they just queue and eat my resources, tried to build stuff at 3 different sectors now and none of em progress or finish the builds