Avorion Forum

General => Mods => Topic started by: darkconsole on February 24, 2018, 08:42:17 AM

Title: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on February 24, 2018, 08:42:17 AM
ABOUT

Quote
By the time we reach Jupiter Station, I don't want their engineers to have a thing to do but give us a wash and a wax.

No longer must you play research station lottery or the shopping list game to fill a factory if you already have a turret you like. This mod allows you to cannibalize other turrets to upgrade an existing one. Please consider this mod BETA - while I have play tested it myself quite a bit, nevertheless it is still new and doing things nothing else is and nobody else documented.

Latest Version: v1.3.0 (2019-03-09)
See the Install/Update section for updating instructions.

Last Tested On: v0.21.2 (2019-03-09)
Minimum Version: v0.21.0

(https://i.imgur.com/W6fHVUf.png)

You select the turret you want to upgrade and drag it to the big box. Then you can select up to 5 additional turrets to destroy and drag them to the smaller boxes. The more turrets you select, the bigger the upgrade performed to the selected turret. The tech level of the turrets you scrap is also part of the upgrade math, use turrets greater than or equal to the tech level of the turret you want to upgrade for maximum effect. The rarity of the turrets you are scrapping also affects the final result.

The better the turret you are trying to upgrade, and the better weapons you use to upgrade it, the bigger the upgrade will be. Here I upgraded the damage on a crappy turret using more crappy turrets.

(https://i.imgur.com/dZeuIlm.png)

(https://i.imgur.com/5pEhomq.png)

Additionally, autotargeting can be added, and the colour of the projectiles and beam can be customised for credits. You want red beams and bullets? Then get some red beams and bullets.



Upgrade Options




Install / Update

If you don't read and follow these simple install instructions I will tell the Xsotan where you sleep.

DOWNLOAD: v1.3.0 (https://github.com/darkconsole/avorion-turret-editor/archive/v1.3.0.zip)

Github Page (watch it, report bugs, contribute, etc): https://github.com/darkconsole/avorion-turret-editor/
[do not download Github master. always use the above DOWNLOAD link.]

Multiplayer Server Admin


Single Player


Updating




COPY PASTE ConfigDefault.lua and name it Config.lua, DO NOT JUST RENAME ConfigDefault.lua.

The reason I tell you to make a copy of the file is that every time you update you do not lose your custom settings, second, if the Config.lua is missing newly added options, it will pull them from ConfigDefault.lua instead. At all times you should have BOTH a ConfigDefault and Config file. Are we good on this?



Usage

While in one of your ships use the chat command /tmod this will attach the Engineering Weapons Bay to your ship, adding an icon to open the main window in the top right corner of the screen. It looks like a little turret with a wrench on top of it.

(https://i.imgur.com/NE8ybtU.png)

1) Drag the turret you want to upgrade to the big box.

2) Drag 1 to 5 more turrets to the smaller boxes. These are the turrets you will destroy to upgrade the selected turret. Each turret you add will change the percentage displayed above the scrap bin. For example, if this says 2%, and you want to upgrade a turret that does 10 damage, after it will do 10.2 damage. If the turret does 20 damage, after it will do 20.4 damage.

3) Click one of the avaialble upgrade choices. If your weapon heats up too fast, then upgrade the heat sinks. If your turret fires too slow, upgrade the trigger mechanism. Hover over each button, the tooltip tells you what will happen. Clicking one of these buttons will consume the turrets in the scrap bin and upgrade the selected turret.

Stats which are already maxed out, or do not apply to the selected turret, will be greyed out.

4) You can add targeting and change the colour of the weapon for money. If you if you are just doing targeting and colour, you do not need to add any turrets to the scrap bin.



Notes

Targeting only costs money because I believe if you are paying the gunners to sit there then they can do their one job of pointing the damn gun for you. Consider the money an investment in a really comfortable chair for the douche that's gonna sit there and aim it.

The colour you set will change after clicking the button. That is because the code takes the colour you choose, and then modifies it a bit to try and produce laser beams that won't look as stupid as the colour you picked.

Item rarity and tech level are both used as part of the math to try and keep the usage of the Weapons Bay balanced. To get a good upgrade you are going to have to sacrifice good parts.

If you think a turret disappeared, double and triple check your inventory to be sure it did not stack with another. Avorion does a little bit of a dumb with the inventory where it stacks items after rounding their values, so if a turret is really close to another one in stats but not exact it can still be stacked. To combat this problem, every time a turret is upgraded it will have a Mark Number added to the name. "Double Mining Mk 2 Turret" means this is a turret you have upgraded twice, but I've totally stacked Mk 2 turrets before. It is not perfect.



Future Plans

Make it a system upgrade chip that drops from combat/scavving instead of the chat command to attach it to your ship.

If they ever allow adding custom blocks via mods, it will become an actual weapons bay where the quality of the mods is determined by how much weapons bay you build. Probably shouldn't hold our breath on this though.



Changelogue

v1.3.0 (https://github.com/darkconsole/avorion-turret-editor/archive/v1.3.0.zip) -2019-03-09
* Fix upgrading mining laser efficiency with the 0.21 mining changes that introduce a new type of mining laser.
* Enabling Coaxial on a turret will now scale its damage the same amount as the game originally would have generated it. IF YOU HAVE USED THE WEAPONS BAY TO TURN SOMETHING COAXIAL, TURN IT BACK TO NORMAL BEFORE INSTALLING THIS UPDATE TO GET THE DAMAGE SCALED PROPERLY. ELSE THE DAMAGE IT IS NOW IS WHAT IT IS.
* New ability: edit turret size with new server side config option.

v1.2.1 (https://github.com/darkconsole/avorion-turret-editor/archive/v1.2.1.zip) -2019-02-24
* Add coaxial toggle. If You Are Playing On A Multi Player Server Your Server Must Update Before This Will Work Fam

v1.2.0 (https://github.com/darkconsole/avorion-turret-editor/archive/v1.2.0.zip) - 2019-02-11
* Update for the scripting API callable stuff in 0.20.0+

v1.1.1 (https://github.com/darkconsole/avorion-turret-editor/archive/v1.1.1.zip) - 2018-03-13
* Fix Accumulating Energy (Transformers) buffing the wrong direction.

v1.1.0 (https://github.com/darkconsole/avorion-turret-editor/archive/v1.1.0.zip) - 2018-03-09
* The Config.lua thing is now technically optional.
* Values missing from Config.lua are pulled from ConfigDefault.lua
* Clients now fetch config values from server side so admins can set the settings.
* Tweaked colour settings to try and produce slightly nicer beams.
* Made the colour tweaks settings that can be tweaked in the config file.
* Lot of little optimizations.
* Fix where it wouldn't work for alliance ships.

v1.0.0 (https://github.com/darkconsole/avorion-turret-editor/archive/v1.0.0.zip) - 2018-02-24
* Initial release

Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Loony Liberator on February 24, 2018, 10:15:51 AM
Umm

2. Copy the file mods\DccTurretEditor\ConfigDefault.lua to Config.lua and tweak if you want.

Please clarify where its going (folder location) or if its just a renaming of the file from ConfigDefault.lua to Config.lua while maintaining its location in the DccTurretEditor folder  ;)

EDIT: Ahh it's 2. Rename the file mods\DccTurretEditor\ConfigDefault.lua to Config.lua and tweak if you want.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: A.Wolfrick on February 24, 2018, 04:54:31 PM
Thank you sir, you officially have a number one fan.


I am.. so blown away by this. Thank you! A million times thank you! I LOVE THIS!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on February 24, 2018, 06:05:21 PM
Umm

2. Copy the file mods\DccTurretEditor\ConfigDefault.lua to Config.lua and tweak if you want.

Please clarify where its going (folder location) or if its just a renaming of the file from ConfigDefault.lua to Config.lua while maintaining its location in the DccTurretEditor folder  ;)

EDIT: Ahh it's 2. Rename the file mods\DccTurretEditor\ConfigDefault.lua to Config.lua and tweak if you want.

same folder. i say copy so that you always have a backup of the original. updated the main post, thanks.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Lonewolf79 on February 26, 2018, 09:32:24 AM
This is a fantastic idea imo :) Thank you very much! Working like a charm
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Ravien on February 26, 2018, 11:16:53 AM
Wow.

This is not only useful and really cool, but looks REALLY well done too!

Question: is it compatible with the combat update currently on the beta branch?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on February 26, 2018, 06:24:08 PM
Question: is it compatible with the combat update currently on the beta branch?

probably, most of it is self contained. i didn't stay on 0.16 long it wasn't too playable for me. make a backup of the saves if you're feeling frisky. edit a crap turret and pull down the scripting error console (the ' key for me) to check for lua errors if you get there before me.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Ravien on February 27, 2018, 12:36:58 AM
I will let you know what I find. :D

Really looking forward to trying this out. Especially being able to change the color of the weapons. Something like this should be added into the base game as an option at turret factories!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: LordHavoc on February 27, 2018, 01:57:31 PM
Would you be able to create a similar mod for turret copying?
Requiring material and credit input in order to copy a turret you've found - perhaps even using the assembly blocks (similar to fighter production)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on February 27, 2018, 08:19:23 PM
Would you be able to create a similar mod for turret copying?
Requiring material and credit input in order to copy a turret you've found - perhaps even using the assembly blocks (similar to fighter production)

i will have to research finding the sell cost of a turret and decide on a way to make it immersive. don't want this to become a cheat engine so it can be used in multiplayer. the price is not a pre-calculated property on the turret itself according to the documentation.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: LordHavoc on February 28, 2018, 01:47:16 PM
That's right, the prices are controlled in the 'inventoryitemprice.lua'
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: TinchoX on March 03, 2018, 03:28:41 PM
Boy am I lovin this mod already, I had so many useless turrets lying around, I just sacrificed them all for a greater cause thanks to this mod!!  8)

The turret factory mod (One can create dozens of excotic turrets, at various costs), AND THIS MOD... I am the ruler of the ... MY galaxy.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Ravien on March 03, 2018, 07:24:37 PM
Seemed to work on the beta branch but I didn't check for any errors.

My one piece of feedback is that this mod allows you to add auto targeting to any turret without any reduction in damage. I'm not exactly opposed to this since in the future you'd expect everything to be auto targeting but it does mean there's no point in building auto targeting turrets in a turret factory or seek them out at an equipment dock since you can just add it with this mod.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 03, 2018, 09:51:35 PM
My one piece of feedback is that this mod allows you to add auto targeting to any turret without any reduction in damage.

if this is true then i am glad, the gunners are being paid to do one job, gun a gun, the fact that i have to have a reduction in damage for this is stupid. it is bad enough i have to pay a bunch of morons EVERY TWO HOURS with the title "gunner" and then they don't even do that one job. no the vanilla game gunners only know how to point where you point, and don't understand the concept of "fire at will" come on give me a break koon!

however, i do not believe it, because the tooltips still say it and that should be handled by the game code, because you can still manually target guns and get the damage back before this mod. the reduction in my experience was only while autofire was engaged. manual targeting the same turret always presented full damage.

if i am wrong and it doesn't really work like that and my tests have just been placebo, then koon can fix it in the game code where it should be fixed if they wanna keep punishing us for making gunners do their job heheh

this gunner thing is the entire reason i even started this mod. then i was like "well, while we are here, what else can i screw with"
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Ravien on March 04, 2018, 04:25:38 AM
Our gunners are lazy!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: TinchoX on March 05, 2018, 10:18:31 PM
Our gunners are lazy!
Lazy gunners indeed.  ::)


Also, glad to know this seems to be compatible with 0.16 BETA  ;D (Been using it in 0.15 for a while, works perfectly)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Mexld on March 06, 2018, 01:25:31 AM
Not sure what i did wrong but I'm not getting scrap percentages.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 06, 2018, 05:49:52 AM
Not sure what i did wrong but I'm not getting scrap percentages.

did you download the v1.0.0, or did you get the master from github? did you follow the config.lua instructions?

master is not always working that is the live development.

hit the ' key to bring down the console to show lua errors and screenshot that
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Mexld on March 06, 2018, 06:31:32 PM
I did download it via github.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Mexld on March 06, 2018, 06:37:32 PM
Switched to 1.0.0 and its working fine now. Didn't know the github was the development build.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Mexld on March 06, 2018, 10:51:29 PM
Ok different problem this time. Using version 1.0.0 and avorion 0.15.8 r10262 its not giving me the weapon. Screenshot shows the logs. I haven't changed anything from the download except copy configdefault and rename it.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 07, 2018, 12:00:22 AM
is this a multiplayer server or a local game?

when you went back to the v1.0.0, please make sure you exit/enter the ship and retype /tmod to update the script on the ship just to make sure.

i would suggest removing the DccTurretEditor folder, loading, saving, quitting, installing v1.0.0 fresh, and /tmod again just to make sure.

sorry this normally would not be a big deal but your very first original error i had already identified as a bug in the master branch so now you have to work backwards to the proper release.

Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: fraszoid on March 08, 2018, 03:41:07 AM
I'm getting some errors too, just trying to add targeting to a turret, as well as errors trying to combine and upgrade them. I deleted and readded the mod as suggested, redownloaded from the provided link. Not sure whats happening here. Hope this console information helps.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 08, 2018, 04:26:19 AM
...

same question, multiplayer or single player?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Devious on March 08, 2018, 01:17:31 PM
Would love to see a config option to remove/disable the adding of autotargeting as it counteracts the immersion of finding a good autotargeting turret at turret factories and it helps with balancing as well as the game already generates stronger stats for the turrets without autotargeting.

Will give it a try in singleplayer but I'm afraid it can break the balance in multiplayer, will report further on that ;)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: fraszoid on March 08, 2018, 04:02:56 PM
...

same question, multiplayer or single player?

Single player mode. Sorry I forgot to add that in.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 08, 2018, 05:51:43 PM
Would love to see a config option to remove/disable the adding of autotargeting as it counteracts the immersion of finding a good autotargeting turret at turret factories and it helps with balancing as well as the game already generates stronger stats for the turrets without autotargeting.

Will give it a try in singleplayer but I'm afraid it can break the balance in multiplayer, will report further on that ;)

i disagree, paying gunners to not aim the guns is the immersion breaker.

[but it is possible after the next main update because i did work to make sure the server forces config values into the client]
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Mexld on March 09, 2018, 12:07:16 AM
Mine was a "hosted" singleplayer game so my friends could join me without a dedicated server.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 09, 2018, 12:50:24 AM
this is the version i am personally using on my current game, it contains some config tweaks to better allow servers to be authoritative mainly. i just pushed it to github this morning.

https://github.com/darkconsole/avorion-turret-editor/archive/bfff6676e1404df65b38fce7a5f343f97745f1b3.zip

overwrite all files, rerun the /tmod command before use.

if you continue to have the same problem, the lua console should be reporting line 59 and 20 now as the problem lines. there is a chance it will not fix it, because we're totally having one of those "works for me" deals right now. the only idea i have is for some reason context has not been preserved and i may need to send the player index along.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 09, 2018, 01:16:39 AM
here is another version, i asserted the player id into all the serverside functions. worked [still] on my game.

https://github.com/darkconsole/avorion-turret-editor/archive/22f2b429ca85b08c263771f471102ef59ca345c8.zip

overwrite all files, rerun /tmod before using.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 09, 2018, 01:25:20 AM
@Mexld @fraszoid

were these by chance alliance ships?

also please try the version/instructions on the previous post.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Mexld on March 09, 2018, 01:47:28 AM
Facedesk... I feel stupid now. Yes mine was an alliance ship. Didn't think to test it in a normal personal ship.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 09, 2018, 01:51:11 AM
i made an alliance, and an alliance ship, just now, and it worked, so fingers crossed.


(same link from two posts ago to get it on this new page)

https://github.com/darkconsole/avorion-turret-editor/archive/22f2b429ca85b08c263771f471102ef59ca345c8.zip

overwrite all files, rerun /tmod
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: fraszoid on March 09, 2018, 04:49:30 AM
YAY it works! Thank you for your hard work making it work with alliance ships! Also it works with the new beta changes as this time around I had that installed, past test was running the latest stable release. I can finally use all those guns I keep getting to make some awesome firepower at last!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 09, 2018, 07:36:19 AM
hopefully mexld can confirm, and then ill update the main post.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Mexld on March 09, 2018, 08:04:43 AM
Aye. It does seem to be working now.  :D
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 09, 2018, 05:47:35 PM
(https://media.giphy.com/media/95H93p2pFhasE/giphy.gif)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 09, 2018, 06:09:21 PM
v1.1.0 - 2018-03-09

* The Config.lua thing is now technically optional.
* Values missing from Config.lua are pulled from ConfigDefault.lua
* Clients now fetch config values from server side so admins can set the settings.
* Tweaked colour settings to try and produce slightly nicer beams.
* Made the colour tweaks settings that can be tweaked in the config file.
* Lot of little optimizations.
* Fix where it wouldn't work for alliance ships.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shirurthane on March 09, 2018, 06:45:15 PM
install client and server?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Hammelpilaw on March 09, 2018, 06:52:55 PM
Your mod looks really interesting. I did not try it yet, but I think I will.
Did you ever think about using ShipScriptLoader mod (http://www.avorion.net/forum/index.php/topic,3918.0.html) to attach it to player ships instead of a command?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Burnthalo on March 09, 2018, 07:46:07 PM
Thank you! this will make all the useless crap from the research station much more worth-while!

this works for me using the link from this page. I hadn't tried it before today. however decreasing the power climb goes the wrong direction. the turret I tried it on was 34.4 /s and is over 37 now. I did it a few times using lower tier stuff and high tier stuff. it went up no matter what I put in the scrap slots. even legendaries.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 10, 2018, 02:48:52 AM
this works for me using the link from this page. I hadn't tried it before today. however decreasing the power climb goes the wrong direction. the turret I tried it on was 34.4 /s and is over 37 now. I did it a few times using lower tier stuff and high tier stuff. it went up no matter what I put in the scrap slots. even legendaries.

you are right, i forgot to invert the buff value for Accum Energy, like i did for Base Energy. ill fix it this weekend.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 10, 2018, 02:51:08 AM
Your mod looks really interesting. I did not try it yet, but I think I will.
Did you ever think about using ShipScriptLoader mod (http://www.avorion.net/forum/index.php/topic,3918.0.html) to attach it to player ships instead of a command?

actually, want to make it an upgrade chip that drops from scrapping. until the day we can add custom blocks and you can build an actual weapons bay. which will probably be never. but i wanted it where the more weapons bay you have the better you can improve things. would give you a reason to build your own research station. with the chips we can at least emulate that with the rarity.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Burnthalo on March 10, 2018, 06:07:12 AM
this works for me using the link from this page. I hadn't tried it before today. however decreasing the power climb goes the wrong direction. the turret I tried it on was 34.4 /s and is over 37 now. I did it a few times using lower tier stuff and high tier stuff. it went up no matter what I put in the scrap slots. even legendaries.

you are right, i forgot to invert the buff value for Accum Energy, like i did for Base Energy. ill fix it this weekend.

no worries. thanks for the work. its great
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: TinchoX on March 10, 2018, 07:48:32 PM
Nice! Thanks for the update!  8)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 13, 2018, 10:16:57 AM
Would you be able to create a similar mod for turret copying?
Requiring material and credit input in order to copy a turret you've found - perhaps even using the assembly blocks (similar to fighter production)

was thinking about this tonight. maybe 5 turrets of the same type you want to copy, all of equal or greater tech value. and some arbitrary amount of credits. and some arbitrary amount of the mineral the source is made of.

i feel that balances cost v reward.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 13, 2018, 06:29:04 PM
Changelogue

v1.1.1 (https://github.com/darkconsole/avorion-turret-editor/archive/v1.1.1.zip) - 2018-03-13
* Fix Accumulating Energy (Transformers) buffing the wrong direction.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Burnthalo on March 13, 2018, 11:47:52 PM
terrific! thank you so much for this mod and the quick fixes :D
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: TinchoX on March 15, 2018, 12:29:03 AM
Lovely changes, keep up the good work!  8)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: EagleGundam on March 15, 2018, 09:27:51 PM
Do i need admin rights on multiplayer?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 15, 2018, 10:12:00 PM
i do not know.

it does need to be installed on the server, it wont work if its not on both sides.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: EagleGundam on March 16, 2018, 07:03:56 AM
well it seems you need admin rights to use it on a dedicated server because the server replies with i dont have the rights to use that command
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 16, 2018, 06:09:47 PM
well it seems you need admin rights to use it on a dedicated server because the server replies with i dont have the rights to use that command

i asked on the discord if anyone knows if there is a whitelist.

when i make them droppable system chips that will probably solve that problem.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 16, 2018, 06:13:14 PM
in admin.xml it looks like you could do something like add tmod to the <defaultAuthorizationGroup>

Quote
<?xml version="1.0" encoding="utf-8"?>
<Administration>
   <administration>
      <defaultAuthorizationGroup>
         <commands>
            <command name="help"/>
            <command name="invite"/>
            <command name="join"/>
            <command name="leader"/>
            <command name="leave"/>
            <command name="players"/>
            <command name="seed"/>
            <command name="selfinfo"/>
            <command name="suicide"/>
            <command name="trade"/>
            <command name="version"/>
            <command name="w"/>
            <command name="whisper"/>
            <command name="tmod" />
         </commands>
      </defaultAuthorizationGroup>

which probably requires a server restart.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: EagleGundam on March 17, 2018, 10:19:31 AM
wow awsome it worked Many thanks

1 qouestion kann you make that same for upgrades?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: SnowDrakE on March 28, 2018, 03:09:21 PM
Does this mod work with the new Weapon Patch?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Burnthalo on March 28, 2018, 05:46:21 PM
Does this mod work with the new Weapon Patch?
I haven't tested it yet. but will be in a couple hours. I need to go thru the research first to clean out some of the over 23k items in inv..

edit:
I haven't finished researching yet. started getting a lot of runtime error crashes and disconnects shortly after starting to work on it. got about half done I think. will plug away and test out the mod once I'm done. hopefully today
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 28, 2018, 08:14:24 PM
Does this mod work with the new Weapon Patch?

working for me on 0.16.6. just upgraded the tracking speed on a point defense laser. you should not even need to reinstall it because it overwrites no stock files - only if you do clean installs each time.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: DopeEx on March 29, 2018, 06:54:43 PM
Cant Change Targeting since 0.16.5
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Burnthalo on March 30, 2018, 06:53:22 AM
this has worked just fine for me since combat update 1. changed targeting, range, damage, rounds per, heat sink and others with no issue.

one thing I did notice previous to the patch is be careful not to upgrade drive motors past 4.5ish. every turret I made faster than 4.5 has failed to work.

edit:
upon going and shooting the xsotan not one of the 6 guns I made will do any damage. they all fire just fine and track fine. but 0 damage at all.  maybe I just raised a stat too high again.. dunno.
tracking worked perfect ( I had to add it to all 6).
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 30, 2018, 05:57:31 PM
this has worked just fine for me since combat update 1. changed targeting, range, damage, rounds per, heat sink and others with no issue.

one thing I did notice previous to the patch is be careful not to upgrade drive motors past 4.5ish. every turret I made faster than 4.5 has failed to work.

edit:
upon going and shooting the xsotan not one of the 6 guns I made will do any damage. they all fire just fine and track fine. but 0 damage at all.  maybe I just raised a stat too high again.. dunno.
tracking worked perfect ( I had to add it to all 6).

(https://i.imgur.com/viADdlH.png)

doesn't sound like my problem, at least not directly. if the turret is still showing damage values not 0 then they had to have done something inside.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Ravien on March 30, 2018, 06:52:32 PM
this has worked just fine for me since combat update 1. changed targeting, range, damage, rounds per, heat sink and others with no issue.

one thing I did notice previous to the patch is be careful not to upgrade drive motors past 4.5ish. every turret I made faster than 4.5 has failed to work.

edit:
upon going and shooting the xsotan not one of the 6 guns I made will do any damage. they all fire just fine and track fine. but 0 damage at all.  maybe I just raised a stat too high again.. dunno.
tracking worked perfect ( I had to add it to all 6).

That bug has been a common occurrence since the combat update and might not be from the mod.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Burnthalo on March 31, 2018, 01:00:30 AM
only reason I post it here is non modded turrets do damage like normal.  I think its like the part I said about drive motors higher than 5. it goes outside the vanilla ability to figure it so the turret just jerks back and forth at a high rate of speed and refuses to shoot.
the same might be happening with the damage modifier if its too high. those 6 turrets I modded are all over 300k dps each constant. no heat/cooldown so might be too high for the client to handle.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 31, 2018, 11:03:10 AM
i just upgraded the damage on this one and its still registering damage to targets. i don't think it is this.

(https://i.imgur.com/JLVvKjO.png)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: DRMSKR on April 01, 2018, 05:14:07 AM
Hmm.. Can this be loaded into ShipScriptLoader? Instead of manually loading it? Or am I missing something?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: DRMSKR on April 01, 2018, 05:17:30 AM
Oh, also...

There was a similar mod, that allowed you to make all material types of turrets at the turret factory..

Why don't you sort of incorporate that and add this as an option to the Turret Factories, instead of part of the ship?

Then, you can perhaps have upgrade costs and such incorporated into it, based on the faction level you have with that particular faction, which is built into the turret factory...

Just a potential rambling..
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Nickshark on April 06, 2018, 12:28:54 PM
Hi i cant seem to figure out where to put the files of the mod can someone help?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Nickshark on April 08, 2018, 04:01:57 AM
ok. I think I figured out where everything goes but im running into a problem when i do /tmod. I have to post half of the screenshot here and the other half in the next post because apparently the screenshot is to big of a file to post in one post. so heres one.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Nickshark on April 08, 2018, 04:13:47 AM
and heres the other.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Vweegit on April 10, 2018, 06:21:12 AM
You extracted the files to the wrong location, it would seem.

Everything from the mod ZIP belongs in (PATH)\Avorion\ and it appears you have dropped them into (PATH)\Avorion\bin\
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on April 10, 2018, 07:49:11 AM
drag drop like this done
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Nickshark on April 10, 2018, 11:48:31 AM
Alright its working now! Thanks. Also i didnt have anything from the mod in the bin folder. I had the tmod command with all the other commands and i have the mod folder in the Data folder. All i had to do to get it working was move the mod folder out of the Data folder and into the Avorion folder like you said.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Burnthalo on April 10, 2018, 01:02:29 PM
i just upgraded the damage on this one and its still registering damage to targets. i don't think it is this.
somehow or other everything is working now that the servers been restarted. I got busy for a few days with other things and hadnt been in game. when I got on last night the turrets all registered damage and are still working fine.  no idea lol
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Tlalocan on April 20, 2018, 03:50:29 PM
Hello everyone. i just tried the T-Editor and in Singleplayer it workes fine so far.

I have also a little Server going so i installed it as said from the dev. but it worked only once for a short time. the symbol was already in the right hand corner i clicked it and i could not drag any turrets in the box it would not even show me some turrets.
then i tried to type the command /tmod and the symbol was gone and now i cant seem to get the command working on my server.

as i have said in single: perfect in mp: not

plz help, ideas, etc.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Kampfkrapfn on May 02, 2018, 12:56:05 AM
Does this nice little mod work with the current game version?
Asking before trying, don't wanna scrap my galaxy :)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Vraalika on May 17, 2018, 06:25:08 AM
Does this nice little mod work with the current game version?
Asking before trying, don't wanna scrap my galaxy :)

Yeah we plugged this into our server mid-playthrough and it worked fine, just /tmod on your ship and the new options appear.

Unrelated, I've been having issues upgrading weapon heat or energy stats. Damage, fire rate, and servos work fine, but clicking "Heat Sinks", "Capacitors" or "Transformers" simply does nothing. No items are consumed but no stats are modified, and no error appears.

My friends are able to do it, and I even mailed them the weapon I was trying to modify and they were able to when I couldn't. Any help?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: genrside on May 17, 2018, 06:16:47 PM
Hey,

very nice mod :)

is there a way to sort/filter turrets? i have a lot of turrets to choose from.

Thanks in advance.

greetings
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on May 17, 2018, 07:01:42 PM
the widget that included rarity and material sorting, like on the inventory window, did not work last time i tried.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: genrside on May 17, 2018, 07:21:13 PM
thanks for the fast reply.

but any other ideas to solve this? wonder why nobody asked this before.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on May 17, 2018, 09:20:46 PM
right now it sorts by "stars" and "trash"

if you star things in your normal inventory, they should show up in the top left of the turret editor list. if you trash icon things in your normal inventory, they should show up in the lower right of the turrent editor list. unforunately the turret editor is not able to display the stars/trash, probably for the same reason the sorting ui doesn't work. but it does sort them in this manner.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Luzivras on June 01, 2018, 09:29:32 AM
is the scaling ingame really worth it, problem: investing exotic turrets dont do it that much like 2 normal, at least a cost scaling, and if possible make scaling for each turret type and attribute diffrent, so you just wouldnt get only 0,5 efficienzy on salavging laserers for 5 turrets that cost much,
scaling needs to get better at low stats and hard on high stats, if you have a salavaging laser with a effiency of 14% and you infest 5 good turrets for? 0,5 ??? better 2-3% and over 30% you will get 2-1 and over 45% 1-0,5
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Luzivras on June 03, 2018, 12:45:36 PM
just another tipp for more qually of life: make it that you can rightclick or shift richtclick into the scrap inventory
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: HI-IAM-JEEF on June 24, 2018, 04:31:40 PM
i dont know how to do that
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: HI-IAM-JEEF on June 24, 2018, 06:35:00 PM
I did everything as described in the description and it does not work why?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: mostbrilliant1 on June 26, 2018, 09:50:43 PM
not working for me.

not sure what i am doing wrong. i think i did everything i should have. i type '/tmod' in game and nothing happens.

although i find the instructions a little odd.

you mention to copy the folders to 'your game'. what folder is 'my game' exactly?

is this in the steam directory?

please help I NEED my lasers to be purple, thats all I want.

thats all ive ever wanted. spaceships with freaking purple laser beams attached to their heads.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Kampfkrapfn on June 27, 2018, 01:38:19 AM
you mention to copy the folders to 'your game'. what folder is 'my game' exactly?

[...]\SteamLibrary\SteamApps\common\Avorion
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: mostbrilliant1 on June 27, 2018, 02:33:12 AM
thank you very much.

I do have it working but for some reason the icon is really messed up. where does the icon file go?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: mostbrilliant1 on July 10, 2018, 02:26:38 AM
This is an awesome mod, but I have 800+ turrets. Without a filter of some kind I doubt I will ever be able to use it. It takes me a massive amount of time to change my turrets, because I can never find them.

(EDIT) - Nevermind. It never, until now, occurred to me to 'favorite' the specific turrets.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shrooblord on July 11, 2018, 11:46:27 PM
Wow wow wow this looks like an amazing piece of work! Great job!

I haven't tried the mod yet -- definitely will very soon --, but I already have one suggestion for future versions: consider
that houses all of this UI and functionality instead of using a chat command. That way, the mod becomes "more immersed" into the game experience of Avorion. If you have to use a chat command to activate "hidden" functionality in the game, that's something you can forget about, but more importantly, it "feels cheaty".

Instead, if you run into a "shop" where they offer this service, or you find a System Module that "installs new functionality onto your ship", that feels like a new experience in the game, which should make the whole experience more awesome.

Just my two cents.

Can't wait to try this out for real.......

By the way your post construction and instructions, text editing work and use of screenshots is commendable. I wish all mods had this level of attention put into their presentation.

EDIT:
Ah, lol, excited Shrooblord should continue reading the first post before his excitement carries him away and makes him write a post full of stuff you were already planning to begin with. Ignore me!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Pasukaru on July 22, 2018, 03:21:29 PM
WARNING: Do NOT use this mod on a server!

All buffs are calculated client side and sent to the server.
The server then simply trusts the client and takes the values from the client instead of calculating them.
This means that any player can manipulate their client files to get insane buffs.

(Go to TurretModding.lua and change 'return BuffValue' to 'return BuffValue + 10000')

Edit: You can download a fixed version of the 2 files in my PR: https://github.com/darkconsole/avorion-turret-editor/pull/2

I hope darkconsole will merge this soon/fix it himself.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shrooblord on July 25, 2018, 06:59:00 PM
Good catch, Pasu, and that highlights something important all modders should keep in mind: the client should never be trusted to handle anything but that, which is strictly necessary to be handled by client (eg. UI, referencing the local player, etc.). All bits of actual functionality should be handled by the server, usually with client-side collected information being passed over to server for processing.

This is not only to prevent cheating as you highlighted, Pasu, but also because clients can desynch, and, more importantly, in general, the server is the de facto authority in every situation. Server decides things, and clients accept those changes. That's just healthy multiplayer coding.

So keep that in mind when designing mods.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: plablo on August 01, 2018, 02:46:15 AM
if this guy is still alive
i think you really need to put the right click on turrets to move more quickly instead the drag and drop
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: EagleGundam on December 18, 2018, 11:22:35 PM
If The  Mod author is still working on this awsome mod Please Update
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on December 18, 2018, 11:48:39 PM
If The  Mod author is still working on this awsome mod Please Update

maybe soon. we're almost max level in destiny 2 and talking about coming back to this once the boredom level reach max too.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: AncientAliensGuy on December 25, 2018, 12:48:44 AM
Just wanted to send a quick "happy holidays" and wishing that you would update this mod! Beta branch 0.20.2 looks promising and it's not the same without your mod. Having said that, I hope the festivities are going well. Ciao
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Hellsmith on December 28, 2018, 08:53:34 AM
The fix is pretty easy for the new patch:

Go through the files of the mod and look for any line that says something like

Code: [Select]
InvokeClientFunction("blablabla")
Then search for the function with the name blablabla and add directly after it

Code: [Select]
callable(nil, "blablabla")
You do that for every  invoke in every file and use the correct function names instead of blablabla and the mod works again.... I guess :D
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: AncientAliensGuy on December 28, 2018, 08:25:48 PM
Ah, I see. Welp, I've gone back to 0.19.1 for the time being to get my custom mods functioning again, but when I go back to the beta branch I'll be sure to try this out. Thanks!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: gn_leugim on December 31, 2018, 12:44:37 AM
Hey! great mod! I hope you will be back to it soon!

As a suggestion, or as a new mod maybe, a "turret reshaper"

On a similar HUD/interface, you would select two turrets, of the same type, tech level, material and rarity, and one of them would be remodelled to be the same as the other.

This would allow us to get a more uniform payload of turrets. Is it possible to add or create?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on December 31, 2018, 01:11:20 AM
Hey! great mod! I hope you will be back to it soon!

As a suggestion, or as a new mod maybe, a "turret reshaper"

On a similar HUD/interface, you would select two turrets, of the same type, tech level, material and rarity, and one of them would be remodelled to be the same as the other.

This would allow us to get a more uniform payload of turrets. Is it possible to add or create?

it may be. i do not recall off hand if the model or seed is changeable. i'll add it to the list.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: gn_leugim on December 31, 2018, 11:13:40 AM
Hey! great mod! I hope you will be back to it soon!

As a suggestion, or as a new mod maybe, a "turret reshaper"

On a similar HUD/interface, you would select two turrets, of the same type, tech level, material and rarity, and one of them would be remodelled to be the same as the other.

This would allow us to get a more uniform payload of turrets. Is it possible to add or create?

it may be. i do not recall off hand if the model or seed is changeable. i'll add it to the list.

Thanks for considering it ;)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: APolarBear on January 01, 2019, 11:36:26 AM
Does this still work in the most updated stable?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: reyyn on January 02, 2019, 06:45:25 AM
So I have a problem with the grey bars that show up for overheating/energy turrets in the in game UI. I used this mod to lower the heat on a railgun and it did eventually remove the "overheats" modifier from the tooltip at least. However, the grey bar still shows in game. Is it possible for the mod to remove this grey bar? (I suspect not as it is in UI code somewhere in the game client that displays those bars based on the turret type).

This then got me questioning if it was possible to add other modifiers with a mod such as burst fire, ionized projectiles and what have you.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shrooblord on January 03, 2019, 01:33:39 AM
Some of the UI is hard-baked into the C++ side of the code, and us modders can't touch it if that's the case. For many "basic" elements such as the Turret Icons, their placement, the healthbars, etc., this is true. So I expect that, no, we cannot remove the grey bar.

What *might* be possible is that one could remove the "overheats" modifier from the railgun completely, stripping it from the game. But only if "overheats" is a property added to the railgun in lua script and isn't baked into the behaviour of what defines a weapon as a railgun. But that's also beyond the purview of this mod, I feel.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: reyyn on January 03, 2019, 04:06:41 PM
Some of the UI is hard-baked into the C++ side of the code, and us modders can't touch it if that's the case. For many "basic" elements such as the Turret Icons, their placement, the healthbars, etc., this is true. So I expect that, no, we cannot remove the grey bar.

This is what I suspect to be the case. I was unable to see anything that looked to me as a change I could make anywhere.

Quote
What *might* be possible is that one could remove the "overheats" modifier from the railgun completely, stripping it from the game. But only if "overheats" is a property added to the railgun in lua script and isn't baked into the behaviour of what defines a weapon as a railgun. But that's also beyond the purview of this mod, I feel.

This is what I hope is the case. I have been unable to figure this out myself, though admittedly I am not very familiar with the modifiable lua scripts.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Daemonic on January 04, 2019, 05:45:27 AM
Is anyone able to make a copy of this that works with 20.2 on the beta branch? I have no idea what im doing with lua modding/coding, and id prefer not to mess with it just in case i break things i cant fix :P
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shrooblord on January 05, 2019, 12:56:15 AM
If it's simply making the mod compliant with the 0.20.2 security update, all that needs to happen is adding callable() function calls to the appropriate functions.

Search the scripts included in this mod for the word "invoke". You should get hits that include either invokeClientFunction(), invokeServerFunction(), or both.

Then you look inside the brackets for that invoke function. For example, say you find the function call invokeServerFunction("updateTooltip"). The word enclosed in the parentheses is updateTooltip, so we're going to have to find the function called updateTooltip() in that same script.

Once you find updateTooltip(), scroll down to where its end statement is. Put the following code after that end:

Code: [Select]
callable(NAMESPACE, "updateTooltip")
where NAMESPACE is the script's namespace. In our example, the code shows:

Code: [Select]
function AncientGate.updateTooltip(ready)
in which case, the namespace is AncientGate. If the script has no namespace, your job will be a little bit harder, and I suggest you either ask for help again or try and namespace the script yourself.

Finally, add the following code at the top of the script, near the other require statements (or just place it near the top of the code if the code has no requires):

Code: [Select]
require ("callable")
-----

In summary, your changes will alter the code in the following manner:

Code: [Select]
require ("callable")

...

function NAMESPACE.x()
  invokeServerFunction("y")
end

function NAMESPACE.y()
  ...
end
callable(NAMESPACE, "y")

Good luck! There's honestly not a lot you could break performing these updates. If you get it working, do post the fruit of your labours here -- it helps the community a lot!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Daemonic on January 05, 2019, 04:52:51 AM
Thanks for the advise. Ive had a bit of a play around trying to add in the stuff you said, but no luck so far. Ill tinker a little more over the next day or two and keep you all posted.

Before any changes, the mod menu itself can be accessed in 20.2, but you are unable to see any turrets in your inventory, and all the stat boxes show up as NIL.
In my experiments, i managed to stop the mod from showing up at all, and in my second attempt it appeared to be no change to the default state that it loads in.

This is literally the first time ive ever touched LUA, or any kind of code, so ill keep playing and see how it goes.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shrooblord on January 05, 2019, 12:21:52 PM
Ah, sorry. That sounds like you might be running into other issues than a simple patch-to-security-update-compliance-fix (PtSUC?) will solve.

You can access the in-game console by pressing the quote key (the one with ' and " on it). This may be displaying errors, which will help you pinpoint where things are going wrong.

If that doesn't work, reply here again and I'll see if I can take a look.

Good luck, and welcome to the modding team! ;>
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Daemonic on January 05, 2019, 01:20:45 PM
Wonderful haha. No worries, ill keep tinkering and see what i come up with. Will keep you posted

Edit: Have been playing around with it for a couple of days now, and no luck. Maybe someone else could take a look when they have a chance. Good Luck!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shrooblord on January 09, 2019, 01:01:13 AM
Alright too bad. Reply back here if I haven't done so myself in a couple of days. (I am forgetful.)

I'll have a look and see what I can do.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Daemonic on January 13, 2019, 03:34:05 AM
Bump! My bad, i also am forgetful apparently! Theres no rush, but just a reminder if/when you get some time :)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shrooblord on January 14, 2019, 06:03:39 PM
Hey there! Thanks for the bump. I'll keep this tab open and as my "front tab" until I do it. ;>

I've been working some more on developing my own mod -- Gateway to the Stars (https://www.avorion.net/forum/index.php/topic,4967.0.html) -- and have been busy with other matters, but I'll reserve one of the days in this week to take a peek at what's going on with this mod.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Daemonic on January 15, 2019, 11:58:44 AM
Oh snap. that looks awesome! By all means, please do focus on your own mod first! Ill be bookmarking your mod as well to keep an eye on its progress!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: okken on January 16, 2019, 08:04:34 AM
fix for  0.20.2
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Daemonic on January 16, 2019, 08:43:57 AM
Oh nice, thanks! Ill give it a try now :)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shrooblord on January 16, 2019, 02:29:48 PM
Awesome okken!! Daemonic, please PM me if you want me to look further into this. I assume okken's fix will do what you wanted.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: TenshiRyu on January 16, 2019, 10:42:47 PM
Are you still working on this mod? Unfortunately it doesn't work with the latest version of the game anymore :(

NVM... I was on the wrong page and didn't see the last replies on this threat :D
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shrooblord on January 17, 2019, 01:16:37 AM
NVM... I was on the wrong page and didn't see the last replies on this threat :D
As a general rule on these forums, when the mod author doesn't seem to be updating the mod themselves, chances are someone on the latter pages of the thread has. I'll put this notice in the "What Mods Are Supported This Patch? (https://www.avorion.net/forum/index.php/topic,4961.0.html)" post I made, too.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Daemonic on January 17, 2019, 08:36:21 AM
Can confirm it is fully working on the latest version of the beta branch, thanks for the update!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on January 17, 2019, 09:55:51 PM
relevant to our's all's interests: https://twitter.com/qui_sum/status/1085893932326608897
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: SneakyTacts on January 18, 2019, 12:07:03 AM
relevant to our's all's interests: https://twitter.com/qui_sum/status/1085893932326608897
That's great news, darkconsole! For others, Qui_Sum, a developer, says this:

"I am porting the #avorion turret generator from c++ to lua to expose it to modders."

So we'll be getting all sorts of turret-related mods, now. Sweet!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shrooblord on January 18, 2019, 01:55:05 PM
Ooooh that's awesome news. Thanks for the share!
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Kamo on January 20, 2019, 11:29:55 AM
Yaaay ! A very big step closer to the turrets of our dreams ! :D
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: fallensungaming on January 27, 2019, 06:32:47 AM
I don't seem to have any turrets that I can upgrade


Nothing shows up for my buddy and I on our server.

https://i.imgur.com/OlDiXzD.jpg is all we see
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Hypo0008 on February 09, 2019, 06:57:38 PM
I don't seem to have any turrets that I can upgrade


Nothing shows up for my buddy and I on our server.

https://i.imgur.com/OlDiXzD.jpg is all we see

You and I are in the same boat! :P I downloaded the fix and followed the instructions and it looks the same as yours. Did you manage to find the fix for this??
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Salminar on February 10, 2019, 06:10:36 PM
Was working some time ago for me i changed nothing at all simply made a fresh install of the game (and not removing the mod directory) but it's the same as you now and it's like this for more than a week.

I think something in the recent updates broke the mod.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on February 10, 2019, 09:18:24 PM
(https://i.imgur.com/UxRz3Tq.png)

i heard you guys liked the turret editor.

updated against the beta branch 0.20.4 but should be fine on any version that depended on the new callable stuff. here is a test version before i update the main mod page. install exactly as before.

its attached to this post directly below here, if you are logged in.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Salminar on February 11, 2019, 12:21:20 PM
Work perfectly again for me.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on February 12, 2019, 01:39:12 AM
main post updated with v1.2.0 with the fixes for 0.20.0+
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on February 19, 2019, 11:11:39 AM
how about a coaxial toggle with its own server side cost setting.

(https://cdn.discordapp.com/attachments/231654495950602242/547359396532060170/Base_Profile_Screenshot_2019.02.19_-_04.10.07.50.png)
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on February 24, 2019, 10:24:28 AM
v1.2.1 adds coaxial toggle and new server side config for its cost

your server must update before this will work
Title: Filter
Post by: Noco on February 24, 2019, 04:30:19 PM
Darkconsole, Why you don't add a filter for the weapon list?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shadowflare on February 25, 2019, 08:03:11 PM
+1 for awesome factor on this mod. Is the coax toggle supposed to add stats? I tried using it on a mining laser and the damage didn't change.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on February 25, 2019, 11:37:26 PM
+1 for awesome factor on this mod. Is the coax toggle supposed to add stats? I tried using it on a mining laser and the damage didn't change.

no?

i've never even see a coaxial turret drop before. are they more powerful than ones that cant move? literally all this does is toggle that turret type flag. i just saw that it was a thing i can hack and hacked it. im assuming if the game didn't change the damage based on the flag being toggled then they aren't suppose to be any stronger than normal.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shadowflare on February 26, 2019, 02:36:18 AM
Doing some research though can't test in my current save yet, having coaxial on a max size weapon is supposed to give it stat boosts. Would explain why I don't see a difference with my small weapons.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on February 26, 2019, 09:33:48 PM
Doing some research though can't test in my current save yet, having coaxial on a max size weapon is supposed to give it stat boosts. Would explain why I don't see a difference with my small weapons.

i found the damage scaling in the weapon generator. coaxial turrets are suppose to be 3x stronger. next update will include this.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on February 26, 2019, 10:31:25 PM
you will not be able to upgrade mining/scav effenciency (phase filters) on version 0.21 with the mining update until i update this this week.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Shadowflare on February 27, 2019, 01:55:20 AM
Thanks for looking into that! Looking forward to my coaxial raw miners >:D

EDIT: Any chance we can get filters on the turret bay UI?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on March 09, 2019, 08:39:43 PM
main posted updated with 1.3.0 for 0.21+

* Fix upgrading mining laser efficiency with the 0.21 mining changes that introduce a new type of mining laser.
* Enabling Coaxial on a turret will now scale its damage the same amount as the game originally would have generated it. IF YOU HAVE USED THE WEAPONS BAY TO TURN SOMETHING COAXIAL, TURN IT BACK TO NORMAL BEFORE INSTALLING THIS UPDATE TO GET THE DAMAGE SCALED PROPERLY. ELSE THE DAMAGE IT IS NOW IS WHAT IT IS.
* New ability: edit turret size with new server side config option.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: CycloCyanide on March 10, 2019, 06:39:33 PM
Oh Man, I really want to use this mod, but I cannot figure out why its not working.
I tried the previous version and the new new version.
I copy the data and mods folder to the game directory, I copy and paste the config file renaming it.
In the game I enter the /tmod command, and I get the turret icon. I can open the icon, I can drag the guns I want to edit to the slots, I click on the upgrade I want, it removes the turrets from my inventory and the money cost. and then nothing. it does not edit the turret, there are no messages nothing.
If I go to the config file and change something like the cost of an upgrade, the value changes in game, so that part is working. but nothing happens to the turret.  The turret editor window stays open, I cant drag more turrets to be salvaged after the initial ones are used up. I have to close the window and then rerun the /tmod command to get the turret editor window to open again. the scrapped turrets are gone. and the turret I tried to edit is still the same, no changes no name change nothing.

any ideas whats wrong?



Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Gantradies on March 16, 2019, 02:31:21 PM
Oh Man, I really want to use this mod, but I cannot figure out why its not working.
I tried the previous version and the new new version.
I copy the data and mods folder to the game directory, I copy and paste the config file renaming it.
In the game I enter the /tmod command, and I get the turret icon. I can open the icon, I can drag the guns I want to edit to the slots, I click on the upgrade I want, it removes the turrets from my inventory and the money cost. and then nothing. it does not edit the turret, there are no messages nothing.
If I go to the config file and change something like the cost of an upgrade, the value changes in game, so that part is working. but nothing happens to the turret.  The turret editor window stays open, I cant drag more turrets to be salvaged after the initial ones are used up. I have to close the window and then rerun the /tmod command to get the turret editor window to open again. the scrapped turrets are gone. and the turret I tried to edit is still the same, no changes no name change nothing.

any ideas whats wrong?




appears to be broken for my server as well- the editor comes up, but all the buttons are nonresponsive- i can confirm it WAS working with the previous version, if it helps slightly narrow things down- if you edited the code regarding the GUI, maybe theres a mispell or the like?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: techstepman on March 23, 2019, 07:17:33 PM
followed installation. Copy pasted files and configdefault.lua and renamed it to config.lua
/tmod doesnt add any icon.

edit: after exiting game and reentering game icon appeared
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: monk120 on April 01, 2019, 07:45:46 PM
i installed the mod as described.  after using command /tmod the icon appears as normal.
when using it takes the credits and turrets but nothing happens to the to be modified turret.   
i screenshotted the error messages.  had to adapt the file to fit the upload limit of 128kb so i hope it is still readable
what would the problem be?
edit: played in singleplayer existing savegame
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: fordhamflash on April 04, 2019, 02:20:00 PM
i installed the mod as described.  after using command /tmod the icon appears as normal.
when using it takes the credits and turrets but nothing happens to the to be modified turret.   
i screenshotted the error messages.  had to adapt the file to fit the upload limit of 128kb so i hope it is still readable
what would the problem be?
edit: played in singleplayer existing savegame

I had the exact same error message and the same problem you had.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Gantradies on April 04, 2019, 03:26:26 PM
yeah- appears for now the previous versions the way to go- will admit im a little surprised the author hasnt responded by now- hope nothing happened irl >.<
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: Silveressa on April 08, 2019, 01:18:37 PM
Any word on a potential update to this or is the creator still MIA? I'm using the previous version, but the turret efficiency upgrading seems to be buggy there with the current game version.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: SneakyTacts on April 09, 2019, 01:07:30 AM
I'm using version 1.3.0 on Avorion version 0.21.3 and it works as expected. I've also set the new variable "ExplicitCallables=false" just in case. I'm posting this information so that others know it is functional, for myself, at least.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: fordhamflash on April 12, 2019, 02:24:44 AM
I was looking at this some more. Not that I know anything about this stuff, but I did see the error in the clientlog file.  In this case, it says "could not execute function 'TurretModdingUI_OnClickedBtnBaseEnergy' in '"mods/DccTurretEditor/Interfact/TurretModding.lua"' and then something about property not found or readable:  InventoryTurret.updateStaticStats.

Any ideas?
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: darkconsole on April 12, 2019, 05:03:11 AM
I was looking at this some more. Not that I know anything about this stuff, but I did see the error in the clientlog file.  In this case, it says "could not execute function 'TurretModdingUI_OnClickedBtnBaseEnergy' in '"mods/DccTurretEditor/Interfact/TurretModding.lua"' and then something about property not found or readable:  InventoryTurret.updateStaticStats.

Any ideas?

these errors mean you're using it on a version of the game it doesn't support, or installation/upgrade of the mod was done incorrectly.

fwiw, working here, and im waiting to do anything bit until the new built in mod management thing drops.
Title: Re: [MOD] Weapon Engineering (Turret Editor)
Post by: monk120 on April 16, 2019, 06:51:53 PM
ah got it working now.
i set the game to the beta branch and it now works.