Avorion
Scaling Turret System
63 条留言
Digan 2 月 12 日 上午 4:56 
Any chance for this to be updated?
InsanityXL 2022 年 12 月 7 日 下午 12:56 
Still not working as of now..
2014035735 is problematic: Mod 'Scaling Turret System' [2014035735]'s base game requirement (0.33.5 to 2.0.) doesn't match version 2.3 of the game.
Gantradies 2022 年 9 月 9 日 下午 10:20 
any word on id this is working or not atm?
blue_bear 2022 年 7 月 11 日 下午 1:41 
Unfortunately not. In our case, no additional places for turrets are generated. (Avorion 2.0.11)
terhun11 2022 年 6 月 13 日 上午 8:36 
Does this still work?
Dawnguard 2021 年 12 月 5 日 上午 3:55 
sorry i'm p lost when it comes to modding, if for say i want to halve this scaling of the effect, what do i need to edit ?
Bubbet!  [作者] 2021 年 9 月 17 日 下午 8:57 
It has supported 2.0 since july 28th
Raxos149 2021 年 9 月 17 日 下午 6:33 
Update for new version number?
Worthiestnobody 2021 年 9 月 10 日 下午 10:55 
same, id like to use this again
Binaryclock03 2021 年 8 月 30 日 上午 10:02 
Hey, any chance this is coming to 2.0 any time soon?
Mialu 2021 年 5 月 12 日 下午 1:15 
massiv server log spamm
Mialu 2021 年 5 月 12 日 下午 1:15 
T: 18
Object: N2cp13ServerScriptsE
Execution Context (inner to outer):
#0: getEnergy D:\Program Files (x86)\Steam\steamapps\workshop\content\445220\2014035735\data/scripts/systems/scalingturretsystem.lua

could not execute function 'getEnergy' in '"D:\Program Files (x86)\Steam\steamapps\workshop\content\445220\2014035735\data/scripts/systems/scalingturretsystem.lua"':

data/scripts/lib/utility.lua:103: bad argument #1 to 'pairs' (table expected, got nil)
stack traceback:
[C]: in function 'pairs'
data/scripts/lib/utility.lua:103: in function 'getValueFromDistribution'
D:\Program Files (x86)\Steam\steamapps\workshop\content\445220\2014035735\data/scripts/systems/scalingturretsystem.lua:60: in function <D:\Program Files (x86)\Steam\steamapps\workshop\content\445220\2014035735\data/scripts/systems/scalingturretsystem.lua:59>

Mialu 2021 年 5 月 8 日 下午 1:27 
found a bug in the mod scaling turret exotic 666k per turret and 533k per permament installation
doesnt apply that 533k math, 1998k needed for 3 slots with 666k per slot... with 533k needs only 533k means 1599k means display is not right
Weaver 2021 年 2 月 17 日 下午 3:46 
So, after a bit of testing, I have concluded that this mod is perfect for my needs. I can finally create a multi-role vessel like I've always wanted to. It never made any sense to me that gigantic, planet-sized ships were hard-capped to the same number of turrets as a battleship. There may be arguments to make in the way of balance, but that's above my pay grade. I like the mod. I look forward to seeing what you come up with next.
Weaver 2021 年 2 月 17 日 上午 8:41 
That's wonderful. Thanks for working on this concept, Bubbet. Most of your mods are part of my default loadout now. This may end up on that list too.
Bubbet!  [作者] 2021 年 2 月 17 日 上午 8:31 
It is a new system that could be any of the three types. Its also a framework for being anything you'd like it to do.
Weaver 2021 年 2 月 17 日 上午 8:02 
From the image, I'm getting that there are new systems which scale. Does this not alter the existing turret control systems? Just wanted to clarify. It's an awesome idea, and I'm eager to try it out.
Shado 2020 年 11 月 29 日 下午 5:56 
This mod breaks all equipment docks, cant buy anything, only shows 6 empty sell tabs when dockign with one, and if you close it the button to get to the equipment menu is not in the chat popup.
Calmaria 2020 年 11 月 9 日 下午 1:34 
Thank you, Its appreciated, as always!
Bubbet!  [作者] 2020 年 11 月 9 日 上午 11:33 
I'll version bump it but really don't feel like doing any bug fixing for this mod.
Calmaria 2020 年 11 月 9 日 上午 11:21 
Good Morning.. Would you be able to update this wonderful mod to work with Black Market? We at CraftAsOne, are hoping to add it into a new server were creating.
Digan 2020 年 11 月 2 日 下午 3:33 
does it work with latest update? :O aka 1.3?
Lt. Dan's Legs 2020 年 10 月 9 日 下午 6:40 
Will this mod get an update for 1.2?
Baphnedia 2020 年 9 月 18 日 上午 2:45 
It seems that the update to Avorion 1.2 broke the base game requirement identified in the mod (0.33.5 to 1.1.*). I'm hoping this is an easy update - but understand if its not.
John Doe 2020 年 7 月 4 日 上午 4:07 
Thx, works again.
Bubbet!  [作者] 2020 年 7 月 4 日 上午 1:26 
Should be fixed now, I really wish i could just update configloader so i can use that update for this mod that snuck in again.
Bubbet!  [作者] 2020 年 7 月 4 日 上午 1:17 
Oh thats epic. Probably leftover code from the preview i was testing with the updated configloader. I really wish i could just upload that and have it work.
John Doe 2020 年 7 月 3 日 下午 11:25 
The new update removes all stats from the controll systems. Now they are empty chips.
Lt. Dan's Legs 2020 年 7 月 3 日 下午 4:50 
Not sure if I am doing something wrong but when I tried to run this on my avorion server it says that this does not match the base game version. Any one know of a way to fix that.
Bubbet!  [作者] 2020 年 5 月 10 日 上午 7:51 
Ah great, its not a localised issue. I'm probably going to have to revert things back to how they were and get the devs to make the server not kill itself. The entity used in the invoke to fetch the configs from the server is not being able to be referenced. Hence the crash, although it should just fall back on other code it currently crashes the server.
Sumeragi 2020 年 5 月 10 日 上午 5:48 
Getting some weird server crashes stemming from the scalingturretsystem.lua file o.O :


Object: Unknown
Execution Context (inner to outer):
#0: getName
C:\Users\xxxx\AppData\Roaming\Avorion\galaxies\serv2\workshop\content\445220\2014035735\data/scripts/systems/scalingturretsystem.lua

Error constructing Entity: Entities can only be created in context of a scene

stack traceback:
[C]:-1: in function Entity
...tent/445220/2003555597/data/scripts/lib/ConfigLoader.lua:58 : in function ?
[C]:-1: in function pcall
...tent/445220/2003555597/data/scripts/lib/ConfigLoader.lua:58 : in function getConfig
...tent/445220/2003555597/data/scripts/lib/ConfigLoader.lua:80 : in function _updateConfig
...tent/445220/2003555597/data/scripts/lib/ConfigLoader.lua:86 : in function index
...\2014035735\data/scripts/systems/scalingturretsystem.lua:73: in function ?
Digan 2020 年 5 月 9 日 下午 6:18 
Oh awesome \o/ thanky <3
Bubbet!  [作者] 2020 年 5 月 9 日 下午 5:37 
I reworked the config loader to handle configing of functions, so you can input your own scaling function for your upgrades. I also changed the default function to be better than linear.
Digan 2020 年 5 月 9 日 下午 4:19 
Huh, update? :D im curious about what u mean with the whole "let people break it" XD
Bubbet!  [作者] 2020 年 5 月 9 日 下午 12:12 
They're as rare as the shield reinforcers. As for scaling, I suppose its finally time to release that update and let people break it.
Digan 2020 年 5 月 9 日 上午 11:02 
♥♥♥♥♥♥♥♥♥ XD THIS IS OP on big ships XD LMFAO, sooooo many turrets XD its such a good idea but i think the scaling is abit off XD for my one i got 1 per 800k m3 volume and i got soo much turret slots... Really strong :D i do like it but dislike at same time, kinda makes the normal turret upgrades useless on big ships XD it took a while to find one tho :O so im guessin they are really rare? if thats the case, then it balances it out :) if it was really hard to come by one :D
Bubbet!  [作者] 2020 年 4 月 19 日 上午 9:20 
I'm in the process of rewriting config loader to handle saving and loading of functions, which will allow you to put your own functions into the config configuring the scaling exactly how you want it, it'll just be a bit of math.
Darkracer125 2020 年 4 月 19 日 上午 9:17 
i do mean what adam says. but if there is a better way then i don't know about it.
Bubbet!  [作者] 2020 年 4 月 18 日 下午 5:07 
I dont think exponential scaling is what you're after, logarithmic maybe.
Cienna(RB) 2020 年 4 月 18 日 下午 4:43 
@Bubbet!

I think he means a soft cap on the scaling,

For example for every 100 volume up to 1000 you gain 1 turret,
After 1000 you gain 1 turret every 200 volume up to 2000,
After 2000 you gain 1 turret every 300 volume up to 3000,
and so on... ect... ect...

Basically I think @darkracer125 means diminishing returns to balance out large ships without making the scaling system useless on small ships.

This is similar to how the upgrade slot system works, with more processor power being required for the next slot exponentially.
Bubbet!  [作者] 2020 年 4 月 18 日 上午 10:19 
The scaling is currently linear, are you suggesting some other algorithm? If so what did you have in mind?
Darkracer125 2020 年 4 月 18 日 上午 1:52 
this mod would be great if it also scaled up with bigger ships.
it's either usefull for small ships. and hella overpowered for big ships.
or it's useless for small ships. and still hella overpowered for big ships.

as soon as you get to a certain size, then only a 1% scale up will give you several hundred turret slots.
it would be better if this increases the amount needed for extra slots every time you get bigger.
Cienna(RB) 2020 年 4 月 13 日 上午 7:53 
@Bubbet! I'd also advise having the UI alterations as a separate mod (listed as a dependency) to help reduce conflicts with other UI mods in the load order :)
Cienna(RB) 2020 年 4 月 13 日 上午 7:50 
@Bubbet, Thanks! :D
Bubbet!  [作者] 2020 年 4 月 13 日 上午 7:33 
The stats array, but you should probably do it in your galaxy/moddata/configloader so your changes dont get overwrote by the mod updating.
Cienna(RB) 2020 年 4 月 13 日 上午 7:22 
Smaller decimal?

which value do I edit?
(is it the one i've added an arrow to the end of the line?)


local config = {
stats = { -- stat followed by weight for weighted average
volume = 0.0025 -- can be anything that returns double in BlockStatistics <------
},
units = {
volume = "k m³"
},
probabilities = {
[StatsBonuses.ArmedTurrets] = 1,
[StatsBonuses.UnarmedTurrets] = 1,
[StatsBonuses.ArbitraryTurrets] = 0.75,
},
stattypes = {
[StatsBonuses.ArbitraryTurrets] = "Arbitrary Turret",
[StatsBonuses.UnarmedTurrets] = "Unarmed Turret",
[StatsBonuses.ArmedTurrets] = "Armed Turret",
},
}

return config

Bubbet!  [作者] 2020 年 4 月 13 日 上午 7:15 
You could nerf the scaling in the config if you'd like. Just make the "volume" entry a smaller decimal.
Bubbet!  [作者] 2020 年 4 月 13 日 上午 7:13 
Hard cap kind of defeats the point. I was supposed to take a look at remaking that turret screen so you can assign your turrets better but haven't got around to it yet.
Cienna(RB) 2020 年 4 月 13 日 上午 7:03 
even petty doesn't work... 2500+ turret slots... Is there any method to put a "hard cap" on this? say 300-400?
Cienna(RB) 2020 年 4 月 13 日 上午 6:59 
this mod does not play nicely with large ships... are there any UI mods that allow scrolling for turrets? As 170305 turret slots seriously mess up the menu screen...