Avorion

Avorion

[2.0] - (SDK) Overhaul - Ship & Station Generation
This topic has been locked
SDK  [developer] 24 Nov, 2020 @ 11:02am
Planned Update #4 (Closed)
Hey guys, I've been selected for advancement at my current job so this update might take a bit longer to get finished.

I have a lot of QoL items I want to address the overall feeling of the game. Here is a list of items I'm working on for this update. If you want to talk about Balancing or Fixes please use the Discussion for Balancing. I will add more to this list as I go. Not all items on this list may be completed for the initial release of update #4.

Content/Additions:
  • Add more ship designs ...
  • Add Player Owned Scrapyards and Other Related Stations
  • Add New Option for Scrapyards to sell Salvage Lasers
  • Add New Option for Resource Depots to sell Mining Lasers
  • Add Background Simulation: Random Patrols.
  • Add Background Simulation: Scrap Tugs cleaning populated sectors. This should work as a step in the right direction to balance the Salvaging mechanics.
  • Add Background Simulation: Repair & Recovery ships to fix up sectors post-battle
  • Add Background Simulation: Various types of Sector Traveling (Gates, Jumps etc...) using haulers and other civilian vessels.
  • Add Layered asteroids with multiple ore types.
  • Add new asteroid shapes, scales, and combinations
  • Add Sector: Super Rich Fields (Rare)
  • Add Sector: Asteroid Belts
  • Add Sector: Factory Production Chains
  • Add Sector: Specialized Productions
  • Add New Event: Meteor Showers

Rebalancing:
  • Adjust respawn timer for The AI and Boss Swokes so they each have their own.
  • Adjust the event spawns for Pirates and Xsotan to be more responsible and to take more factors into account than just a timer.
  • Adjust Pirate attacks to be more likely in off-grid sectors and less likely in populated/defended sectors. (Why pick hard targets?)
  • Adjust Asteroid Spawning to provide more variations of asteroids and field generation.
  • Reduce the number of wormholes that are generated but make them overall more useful.

Fixes:
  • Fix Lady Adventurous Exploit (Vanilla Game Issue)


---------------------------------------------------------------------------------------
--------------------------- Completed Content Below -------------------------------
---------------------------------------------------------------------------------------

(Update) Accomplished Change Notes for Update #4:
I will be breaking down this update into parts to allow me to give you content as I get it done. Between work and building this I don't want you guys to have to wait for new content.

Note: to get the new items on your scrapyards and resource depots you can toggle transport mode.
Update 1:
  • Added compatibility with the Xsotan Dreadnought mod so it will use the Overhaul's Designs.
  • Added the ability for players to found fully functional Scrapyards.
  • Adjusted the scrapyard background scripts to only count wreckages above a certain size.
  • Scrapyards now sell salvaging turrets. (Only on newly generated stations)
  • Resource Depots will now sell mining turrets. (Only on newly generated stations)
  • (temp fix) Pirate Attacks will occur every 30 - 60 mins randomly instead of every 15 mins.
  • Stopped the game from breaking up wrecks when generating new wrecks for performance.
  • Fixed a bug that prevented other mods from adjusting Summoner spawns.
  • Fixed the ship generation to detect if you are outside the barrier. This should prevent the random small amount of avorion from spawning outside the barrier.

Update 2:
  • All sectors will scrub all particle wreckage every 15 mins, or every 1 min for scrapyards.
  • Fixed a bug with the scrapyard sectors that prevented them from spawning in new games.
  • Replaced the vanilla Scrapyard Sector with my Custom one.
  • New Sector Type: Mega Asteroid Fields. May contain up to 5 claimable asteroids and ranges from 3000 to 5500 asteroids.
  • New Sector Type: Military Strongholds. Tailored towards fleet production, these sectors are key supporting sectors for the military might of the faction that owns them.
Last edited by SDK; 11 Sep, 2021 @ 5:13pm
< >
Showing 1-15 of 17 comments
Darkling 16 Dec, 2020 @ 8:40pm 
any updates
SDK  [developer] 16 Dec, 2020 @ 9:54pm 
Yeah I did part 1 of the update a few days ago. I'm kinda limited on free time for a few weeks based on a job promotion I got. I'll be working on new content when I can and put out small updates like the one above till I'm finished with all the stuff at work.
Darkling 21 Dec, 2020 @ 8:34pm 
having issues finding scrapyards on my new save. released several alliance faction maps to find them. i see them warp to them only to find a single wreck and no station. think somthing is broken
SDK  [developer] 21 Dec, 2020 @ 8:52pm 
Originally posted by Darkling:
having issues finding scrapyards on my new save. released several alliance faction maps to find them. i see them warp to them only to find a single wreck and no station. think somthing is broken

Yeah I noticed this too on my current game. I'm looking into it right now.
SDK  [developer] 23 Dec, 2020 @ 1:08pm 
Originally posted by Darkling:
having issues finding scrapyards on my new save. released several alliance faction maps to find them. i see them warp to them only to find a single wreck and no station. think somthing is broken

I've uploaded a small update that fixed the scrapyard spawning issue.
Darkling 24 Dec, 2020 @ 6:21am 
awesome
Darkling 24 Dec, 2020 @ 10:14pm 
these mods are just amazing. thanks for updating them!
SDK  [developer] 25 Dec, 2020 @ 12:37am 
Yeppers, thank you for giving me feedback so I know what to focus on :)
I have an issue i'm not sure if it might be caused by vanilla or this mod (or any other mod, maybe, but I don't remember having installed any mod that touches Sector generation)

I have some sectors in my game which have a Gate to another Sector. That Target sector however has no gates nor stations at all. Could these be "failed" Scrapyards from the previous version?

Another weird thing I got:

There is a sector with three gates (south, west and east) aswell as some stations. This sector existed previously (as in, with the version before the scrapyard fix)

Now north of this sector I found another sector that had a south gate leading to the previous sector without any north gate. Neither of the sectors are scrapyards. I don't remember the map showing any green blip there beforehand.


Again, not sure if this is a sideeffect of the scrapyard fix or not.

Also not sure if this would be fixable somehow (e.g. by checking if the sector the player is coming from has a gate to the current sector, but not vice versa) - depends on how "high" a issue this could be considered for playthroughs receiving mod updates if you intend to extend the sector generator further.
SDK  [developer] 26 Dec, 2020 @ 11:21am 
Originally posted by Engine Of Darkness:
I have an issue i'm not sure if it might be caused by vanilla or this mod (or any other mod, maybe, but I don't remember having installed any mod that touches Sector generation)

I have some sectors in my game which have a Gate to another Sector. That Target sector however has no gates nor stations at all. Could these be "failed" Scrapyards from the previous version?

Another weird thing I got:

There is a sector with three gates (south, west and east) aswell as some stations. This sector existed previously (as in, with the version before the scrapyard fix)

Now north of this sector I found another sector that had a south gate leading to the previous sector without any north gate. Neither of the sectors are scrapyards. I don't remember the map showing any green blip there beforehand.


Again, not sure if this is a sideeffect of the scrapyard fix or not.

Also not sure if this would be fixable somehow (e.g. by checking if the sector the player is coming from has a gate to the current sector, but not vice versa) - depends on how "high" a issue this could be considered for playthroughs receiving mod updates if you intend to extend the sector generator further.

Thanks for all the info on this. I looked into it and I believe I fixed it. I have 3 computer screens so when I was tabbing between them after I tested the update I think I might have entered in some rogue keystrokes into the code. I tested it again after the fix and it works. I pushed an update. If you have any issues let me know.
Originally posted by SDK:

Thanks for all the info on this. I looked into it and I believe I fixed it. I have 3 computer screens so when I was tabbing between them after I tested the update I think I might have entered in some rogue keystrokes into the code. I tested it again after the fix and it works. I pushed an update. If you have any issues let me know.


Haven't got around to check the old sectors because I'm far away, but I assume you mean it should retroactively fix sectors with missing gates?

I haven't noticed any problems with completely newly discovered sectors, if that's worth anything to you?

----

Only thing I noticed (before the update aswell) is that I find a lot of sectors with Headquarters in them (I expected only one, in the home sector, but maybe that changed in vanilla or I simply was unlucky until now).

These sectors also have multiple equipment docks (e.g. two), shipyards and repair docks (I think I once saw one such sector with three repair docks or something like that). Not sure if a bug, but I thought I'd report that anyways.

----

I found some other weird thing - is this "Ore Mine S" supposed to look like this? https://abload.de/img/20201227005938_1fojj9.jpg

I use the Global Faction Packs "Aegis Inc" and "Arakiss' Legion"


----

Some of the Stations (this was a wreckage I found in a sector) have a lot of stone in them. While I understand why (added HP) this befuddles AI Salvagers because they needlessly spent time firing at stone which yields nothing much for Salvagers (and even if I manually mine with miners, it yields almost nothing, again expected because these are not rich stone)

https://abload.de/img/20201211112951_1p0kj0.jpg

Now the AI does eventually "stop" (as in: reposition itself and randomly fire at other blocks) but I guess this slows down the salvage process "needlessly" so to speak.

Not really sure if that's fixable though.

----

Another thing, I am however not yet sure if this a vanilla issue excarbated by mods but I'll put it here anyways:

Weapons that do AoE Damage (especially if you have 10+ of them firing quite fast) can add massive slowdowns (probably also tickrate issues, since AI ships jump around wildly even in SP) or even hangs on hull hits (shield hits are perfectly fine) on certain ship models (haven't honestly tracked which models, maybe too many tiny blocks?).

I'm not sure if some of the ship models have too many small blocks, which in Combination with Mods like "Rebalance - Extended Mining & Salvage Drops (SDK)" (because I assume it does some checks on block destruction) and Weapon Mods like "Flak Cannon Turret" (large AoE Radius) cause that effect for me or if vanilla is the problem.

I'll probably try disabling "Rebalance - Extended Mining & Salvage Drops (SDK)" first and report back (I'll post that in the Workshop Page of that Mod then) since it drops stuff on block destruction and if that doesn't "fix" it, it probably simply means Vanilla is not optimized for processing a lot of AoE on a single target.
SDK  [developer] 27 Dec, 2020 @ 5:07am 
Okay so there is a lot in that post lol I'll just go down in order of the things you asked and just give you the answers.

- No it won't retroactively add gates to already generated sectors. Sorry :(
- Those sectors with the Headquarters are the Military Stronghold sector I added. Its designed like that to allow people who build fleets a place to build them. Also a safe sector that wont get attacked by pirates. (Just Xsotan)
- For the Mine, Yeah for now that is correct. I will be breaking down the individual mines so they each have their own spawn eventually but for now that is going to happen.
- The issue with stone in the wreck is something I'm going to solve here shortly. I'll be replacing/removing stone blocks from Wreckage designs.
- The extended Mining and Salvaging drops do calculations on hit and on destroy for blocks. So it is possible that large AoE wepaons might cause a huge spike in calculations. I've only tested that mod with Vanilla weapons. I'd be interested in what your results are.

Additionally, the game overall has a poorly done weapon system that pushes the tick rate when a lot of ships are in sector. I'm working on a weapon overhaul mod that hopefully will fix some of those issues.

Let me know if you have any other questions :)
KnifeHeart 5 Apr, 2021 @ 1:17pm 
Saw a VERY interesting problem with this mod on someone else's stream. They spawned a ship that had 18k omicron but wasn't shooting at them. I asked them to take over the ship. Apparently the ship had spawned with most of its turrets inside of hollow spots in the ship's hull and inside greebles. This made it so that the turrets couldn't establish line of sight to the player's ship and thus would never fire.
KnifeHeart 5 Apr, 2021 @ 1:19pm 
Was kind of reluctant to bring this up because I have no clue how you would go about fixing this, but I figured you'd rather know about it.
SDK  [developer] 10 Apr, 2021 @ 12:19am 
Thanks for letting me know. That comes down to fixing the ship that loaded in so I'd have to know which one was doing it.
< >
Showing 1-15 of 17 comments
Per page: 1530 50