Author Topic: [Mod]Extra Crew Workforce System Moduls {v0.7} (Updated on: 24/07/2017)  (Read 14552 times)

DarkPaapi

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Hello Guys

This time Im here to give some extra aid for the crew.

Versio 0.7

 - Fixed the problem with the gunner crew

The modul have been changed. Now its combined into One.
(It was need to be changed since I notice its swarming the itemdrops and merchants...)



Giving random amouth of crew workforce bonus, and randomly selected Gunner or Miner.

Versio 0.41

Spoiler: show
The mod is adding 3 extra system moduls wich is:

Robotic Crew - Adding extra workforce for Mechanics and Engineers



Automated Turret System - Adding extra workforce for Gunners



Advanced Mining Tools - Adding extra workforce for Miners



Its going up to Legendary, and consume some energy for exchange.

NEED TO HAVE LEAST ONE CREW MEMBER ON THE SPECIFIC JOB TO ACTIVATE THE BONUS!

Installation:

To use it you don't need to start a new galaxy.

Important to make a Backup from the games steamapps\common\Avorion\data\scripts\lid folder!

Drop the content of the zip file into ...steamapps\common\Avorion

It will overwrite the upgradegenerator.lua file (\data\scripts\lib folder) what contains the drop/market table (i marked the added lines if someone want to use this with other mod what adding extra upgrades), and add an extra file into the systems folder.

Update:

To update simply copy the new one into the games folder, the changes will apply as soon as you reaload save.

CAUTION! Updating will case the Advanced Mining Tools and Automated Turret System Moduls go blanck so need to be discarded through Players Inventory OR if you want to keep the old moduls too (separated miners, gunners) just overwrite the roboticcrew.lua.

Uninstall:

Restore the upgradegenerator.lua from the backup, and delete the extra files from the ...Avorion\data\scripts\systems folder.

It will not brake the save, just need to discard the blank moduls from the ingame inventory.

Version History:

v0.7 - Fixed the problem with the gunner crew

v0.6 - Reworked the math, now its a bit more usefull for bigger ships

Spoiler: show
v0.1 - Test

v0.2 - Adding random amount of crew workforce, depends on drop and rarity.

v0.3 - Change in the Robotic Crew modul. Now giving slighly more Mechanics than Engineers. (As Thundercraft suggested) CAUTION IT WILL CHANGE THE ALREADY OBTAINED MODULS ON UPDATE

v0.4 - Repacked with v0.11.0 r7783 Upgradegenerator.lua. Reduced the energy cost of the moduls, AND Added a slight chance to get a modul what not requires Energy just to make the HUNT a bit more exciting ;)

v0.41 - Reduced the chance to get 0 energy modul.

v0.5 - Moduls have been combined into one to prevent them swarming the mercants and itemdrops.


Tested on v0.12.7 r8782
Uploaded on: 17/02/2017

UpDated on: 24/07/2017

Corrent Version: 0.7

Nearly Forgot:

Im NOT Claming any kinde of credit, or right for this mod. This idea is FREE TO USE by anyone without asking for permission!
« Last Edit: July 24, 2017, 08:59:09 PM by DarkPaapi »



Redparadize

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on: February 17, 2017, 11:30:33 PM
Nice, I will try this tonight!

You think it would be possible to get a upgrade that give a bonus on all crew type? Except officer maybe?

That would probably be another mod, but do you think it would be possible to have a upgrade that increase volume?
« Last Edit: February 17, 2017, 11:34:13 PM by Redparadize »



DarkPaapi

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on: February 18, 2017, 01:21:37 AM
Yes it is, im not sure about pilots i didnt tried it yet.

The other one you mean getting extra slots from a single modul? I did not find to way to do that....
« Last Edit: February 18, 2017, 01:57:54 AM by DarkPaapi »



Vaikin

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on: February 18, 2017, 04:29:50 AM
As neat as this is, not sure how useful they are. At the beginning, small ships have few system slots, making the choice of what goes in them very important. At later levels, you might have 10+ slots...but since your ship is so damn big, you might require hundreds or thousands of crew.



DarkPaapi

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on: February 18, 2017, 05:01:57 AM
Yeah i was wandering too. This is why need some testing and balancing. For small miner ships its alright i think. Probably there will be some what give percentage intead of a flat number.



DarkPaapi

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on: February 18, 2017, 02:22:21 PM
Updated to v0.2
« Last Edit: February 18, 2017, 04:48:23 PM by DarkPaapi »



Rundai

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on: February 18, 2017, 07:55:47 PM
could it be possible to have thecode instead of the file? because i already use a mod wich modifys this script



Ishmod

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on: February 19, 2017, 02:51:28 AM
Suggestion , make the computer processor core blocks a requirement for these ....



DarkPaapi

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on: February 19, 2017, 09:58:24 AM
could it be possible to have thecode instead of the file? because i already use a mod wich modifys this script


The only part wich can conflict with other mods is in the upgradegenerator.lua (data/scripts/lib folder) if you open it with Nodpad++ or similar program and scroll down to line 36 you will see the the added lines

Code: [Select]
-- added by Crew Aid mod
UpgradeGenerator.add("data/scripts/systems/roboticcrew.lua", 1)
UpgradeGenerator.add("data/scripts/systems/automatedturretsystem.lua", 1)
UpgradeGenerator.add("data/scripts/systems/advminingtools.lua", 1)

simply just copy this part after the other Upgradegenerator.add(........) lines. And place the other 3 files in the systems folder.



DarkPaapi

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on: February 19, 2017, 10:06:57 AM
Suggestion , make the computer processor core blocks a requirement for these ....

Since they taking up ridiculous amount of energy already i dont realy see its neccesary. Plus i dont know how to do that yet.... :)
« Last Edit: February 19, 2017, 10:11:23 AM by DarkPaapi »



Thundercraft

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on: March 06, 2017, 10:22:16 PM
They do take a ridiculous amount of energy. But I guess that's only fair.

I do have some observations, though. And I would like to know if others are seeing the same thing:

  • Robotic Crew modules always seems to have far more Engineers than Mechanics. (And I've purchased, found, and collected many dozens of these - probably over a hundred by now.) Rarely, I'll find a Robotic Crew module with equal or nearly equal Engineers and Mechanics. But, I've never seen one with more Mechanics than Engineers. And, usually, it will have about 50% or more Engineers than Mechanics. I found it irritating because my ships always need far more Mechanics than Engineers. If the ratio of Engineers to Mechanics was reversed, I think it would be about right.
  • The "Petty"version of Robotic Crew modules seem to be equivalent to around 23 Engineers and 20 Mechanics. In contrast, the "Common" version is equivalent to between 25 of each and 60 of each. (Which is a very wide variation, to be sure.) For a "Petty" or level 1 module, I thought that it should only be equivalent to around 8 Engineers and 12 Mechanics, maybe even start around 6 : 9 (and with a proportionally lower energy cost, of course). My early ships are small. They only have 2 to 4 modules (or less than 90 k cubic meters in volume). They don't require anything close to 20 engineers or mechanics. Indeed, I usually get by with only 2 or 3 engineers.



DarkPaapi

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on: March 11, 2017, 08:01:36 PM
Nice observation. Yes it was always gave more Engineers then Mechanics. But not anymore just as you suggested Thundercraft.

Updated to v0.3
« Last Edit: March 19, 2017, 11:43:55 PM by DarkPaapi »



DarkPaapi

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on: March 21, 2017, 08:15:04 AM
Updated to v0.4

v0.4 - Repacked with v0.11.0 r7783 Upgradegenerator.lua. Reduced the energy cost of the moduls, AND Added a slight chance to get a modul what not requires Energy just to make the HUNT a bit more exciting ;)



Canute

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on: March 22, 2017, 10:46:10 AM
These Robotic Crew are nice.
But sadly you never can get over the 130% boni.
It is possible to made a module that increase the repair speed/amount ?



DarkPaapi

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on: March 22, 2017, 03:30:01 PM
Updated on v0.41

Sorry about it but after a couple of hours testing its turned out that slight chance is not realy that small to get a modul what not consumes energy. So i Reduced it about a 1% chance.
« Last Edit: March 23, 2017, 01:14:48 AM by DarkPaapi »