安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
[entity/merchants/resourcetrader.lua]
1. Comment out line 28 to unlock all materials at resource depots
2. To make Resource Depot only buy materials it does not have for increased price:
Replace code from line 117 to 123 with
"Any part of the galaxy is playable, but risk and rewards increase as you get closer to the barrier."
or completely random up to Avorion beyond the boundary.
What would need to be altered for something closer to vanilla but not exactly? like iron is more common farther from the core but you can still find rare areas of ogonite and xanion with high tech levels.
or is this how it works? Any info would be helpful I might look into how to alter things myself but am unfamiliar with how modding Avorion works.
Resource distribution works similiar to what you've described. As of now, there are 2 distribution tables for outside and inside.
I've cut relation between tech levels and materials on purpose, it's not completely random.
There's a new layer of properties for each individual sector, partially hooked into generator, partially into gameplay code.
I'll post which files hold some of the stuff related to galaxy generator,
but that might be too much if you're not familiar with Avorion modding specificially.
[GalaxyGenerator/Properties/BaseProperties.lua]
Line 61: @SectorProperty.Materials
This class contains two distributions of materials, with simple logic to swap between inside/outside barrier.
Distance and Coordinates are available in Get function, so it should be easy to lerp probabilities to your liking.
Just remember that encoding has to be there as it is in last line.
[GalaxyGenerator/Properties/DistributionProperties.lua]
Line 64: @SectorProperty.MaterialProbability
This class depends on [SectorProperty.Materials], and decides their amount in asteroids, depots, and ships.
Currently there is no logic there, changes are planned with Sectors Module.
Xavorion adds new upgrades that give more & equal number of slots - Core Modules found at Repair Docks/Shipyards.
Turret Control Systems are exactly the same as base game, and ca be overridden by workshop cheat mods.
Only way to remove Refiners is to modify Mining module directly.
All right, to edit mining turrets look at:
Mining module:
[2992809036/data/scripts/TurretsDatabase/MiningTurrets.lua]
for both of those you might want to boost efficiency ( since that's what you're looking for by that change I guess )
Efficiency = 0.1,
to 0.3
I am using the 8x turrets mod from the workshop but I noticed its only editing some of the systems, so assumed some are governed by this mod. I will mess around with some of those settings.
Yeah, Xavorion uses custom base for... well most stuff. Should be easier though, so feel free to ask.
Only those systems are touched by Xavorion, others are either completely Vanilla, or fully custom:
Where would the systems be located?
coresubsystem.lua - That's the turret one, interesting stuff starts at line 93
It's one of 4 variants in single file, it should be easy to modify slots from line 126 to 140, other variants look almost same
Hi,
I've commented out Line 28 like you said but only local resources are still able to be sold at the depots.
--
local _X, _Y = Sector():getCoordinates()
local _SectorMaterials = IGalaxy.GetProperty( _X, _Y, SectorProperty.MaterialProbability )
local _Factor = _SectorMaterials[ _Material - 0 ]
_Factor = _Factor or 1.0
-- if _Factor == 0.0 then return 0.0 end
--print( "[ResourceDepot.getBuyingFactor] %d : %d - material(%s) ; factor(%s)", _X, _Y, tostring(_Material), tostring(_Factor) )
-- Pay less for primary sector material
-- 0.5 0.3 0.2
-- Price scales from 20 - 100%, worst case scenario when sector is single material only, they wont pay much for that
_Factor = 0.2 + (1.0 - _Factor) * GalaxyModule.ResourceSellValueFactor
--
return _Factor
end
Hello,
hope that helps:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3134809180
There was a bug like that, I thought it was fixed...
If those turrets were assigned as automatic - attack target, then that's intended behaviour.
Otherwise, it's a bug - I'll check that