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Messages - Mattoropael

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General Discussion / Re: Calling for the death of the RNG god
« on: August 16, 2018, 10:27:15 AM »
So here's my scenario; I kinda new about Research stations from a video I watched prior to buying the game. I figured I'd save all the loot until I found a station. Well after several days playing, I finally found a station, but by that time I had several thousand guns and systems. I was NOT going to click and drag thousands of times, so I ran to the forums to get the Auto Researcher mod - which helped a LITTLE - with systems only. Now my only option was to sell remaining weapons/systems by hand - clicking sell over 1000 times at the equipment dock. Not fun.

TrashMan should help immensely in your quest to get rid of all those turrets.

Mods / Re: [Mod] Detailed Turret Tooltips
« on: April 23, 2018, 09:10:41 AM »
I guess this mod would need a complete rewrite now that update added dps in tooltips. What devs didn't add though is "dps per slot". Even if you find an awesome turret with 3000 dps with 4 slots, it is worse than 2 turrets of 2000 dps and 2 slots each.

The official turret tooltip is still not offering separate shield/hull DPS for weapons with shield/hull bonuses, or effective DPS for overheating weapons either.

Mods / Re: Advanced item spawner script/plugin?
« on: April 23, 2018, 09:01:43 AM »
There are some simple pre-defined customized spawn scripts floating out there that you can experiment with.

Overpowered Weaponry *
Custom Torpedo Spawn Script

* That one can be further customized since it isn't really using a lot of API functions.

Compared to the included chaingun spawn script:
Spoiler: show
Code: [Select]
package.path = package.path .. ";data/scripts/lib/?.lua"
function execute(sender, commandName, ...)
    TurretGenerator = require("turretgenerator")
    local turret = TurretGenerator.generate(200, 200, 0, Rarity(RarityType.Legendary), WeaponType.ChainGun, Material(MaterialType.Trinium))
    local weapons = {turret:getWeapons()}

    turret.size = 1

    for _, weapon in pairs(weapons) do
        weapon.reach = 1500
        weapon.damage = 200
        weapon.fireRate = 10
    turret.baseEnergyPerSecond = nil
    turret.energyIncreasePerSecond = nil
    turret.heatPerShot = 0
    turret.automatic = true
    turret.turningSpeed = 2
    for i=1,50 do
    return 0, "", ""

function getDescription()
    return "A shorter way to get entitydbg"

function getHelp()
    return "A shorter way to get entitydbg"

Here's a heavily-customized version based on that script with more API functions utilized, which I use for one of my ship's custom AF cannon-based CIWS:
Spoiler: show
Code: [Select]
package.path = package.path .. ";data/scripts/lib/?.lua"
function execute(sender, commandName, ...)
TurretGenerator = require("turretgenerator")
local turret = TurretGenerator.generate(200, 200, 0, Rarity(RarityType.Legendary), WeaponType.AntiFighter, Material(MaterialType.Trinium))
local weapons = {turret:getWeapons()}

turret.size = 0.1

for _, weapon in pairs(weapons) do
weapon.damage = 357
weapon.fireRate = 5
weapon.accuracy = 0.95
weapon.reach = 500
weapon.pvelocity = 300
weapon.recoil = 0
weapon.pmaximumTime = weapon.reach / weapon.pvelocity
weapon.shieldPenetration = 0
weapon.hullDamageMultiplicator = 1
weapon.shieldDamageMultiplicator = 1
weapon.stoneDamageMultiplicator = 10
--weapon.psize = 0.5
weapon.pcolor = ColorRGB(1, 1, 1)
turret.baseEnergyPerSecond = nil
turret.energyIncreasePerSecond = nil
turret.heatPerShot = nil
turret.automatic = true
turret.simultaneousShooting = true
turret.turningSpeed = 5
turret.slots = 1
turret.crew = Crew() -- No crew requirements
turret.flavorText = "CIWS"
for i=1,350 do
return 0, "", ""

function getDescription()
return "A shorter way to get entitydbg"

function getHelp()
    return "A shorter way to get entitydbg"

Mods / Re: [MOD] TrashMan
« on: April 23, 2018, 08:48:48 AM »
Looks like it's semi-broken after Combat Update.

Works fine until you have the new consumable items in your inventory.

This is intended by koonschi as safety guard.
If you leave your turrets on autofire, log out and forget about it and then fly into a sector with a faction you want to improve your standings with that would cause you to lose too much. So we thought it is better to have to remember to put them on a mode at the beginning. A bit tedious, but the consequences for forgetting wouldn't be too bad.

Even if we roll with this explanation (which I personally will never agree with), this is way too tedious:
  • Limit it to the player ship and any ship under Escort Me command (so I don't have to go through 2000 sectors reissuing turret orders to ships that have nothing to do with this every time I load a save)
  • Increase control transfer range to at least 5km because escort ships sure as hell don't follow me all the way down to 0.5km
  • Make ships that are under Escort Me immediately resume that command after the player transfer out of that ship (so I don't have to reissue that every single time)

And yes, I would rather piss off 300 factions than losing one ship to this.

Mods / Re: Mod to combine equipment?
« on: April 12, 2018, 09:57:51 PM »
There is also TrashMan which allows you to auto-tag all non-favorite items as trash. This lets you get rid of them in one go at equipment docks (or any merchant/station that trade equipment).

Mods / Re: [REQUEST] Simple custom torpedo spawn script
« on: March 10, 2018, 06:02:02 PM »
Spoiler: show
Create 2 new files:

/scripts/commands/torpedo.lua :
Code: [Select]
package.path = package.path .. ";data/scripts/lib/?.lua"
package.path = package.path .. ";data/scripts/player/?.lua"
function execute(sender, commandName, warhead)

    local ship = Player(sender).craft
    ship:invokeFunction("data/scripts/player/torpedo.lua", "start", sender, commandName, warhead)

    return 0, "", ""

function getDescription()
    return "/torpedo [type]"

function getHelp()
    return "soo many torpedos"

/scripts/player/torpedo.lua :
Code: [Select]
package.path = package.path .. ";data/scripts/lib/?.lua"
local torps =
    Nuclear = 1,
    Neutron = 2,
    Fusion = 3,
    Tandem = 4,
    Kinetic = 5,
    Ion = 6,
    Plasma = 7,
    Sabot = 8,
    EMP = 9,
    AntiMatter = 10,

function initialize()


function start(sender, commandName, warhead)
    if not torps[warhead] then warhead = "Nuclear" end
    local ship = Player(sender).craft

    local TorpedoGenerator = require("torpedogenerator")
    local x, y = Sector():getCoordinates()

    local torpedo = TorpedoGenerator.generate(0, 0, nil, nil, torps[warhead])

    ---general properties
    torpedo.rarity = Rarity(RarityType.Legendary) =
    torpedo.size = torpedo.size

    -- body properties
    torpedo.durability = torpedo.durability
    torpedo.turningSpeed = torpedo.turningSpeed
    torpedo.maxVelocity = torpedo.maxVelocity
    torpedo.reach = torpedo.reach

    -- warhead properties
    torpedo.shieldDamage = torpedo.shieldDamage
    torpedo.hullDamage = torpedo.hullDamage * 100
    torpedo.shieldPenetration = torpedo.shieldPenetration --[true or false]
    torpedo.shieldDeactivation = torpedo.shieldDeactivation --[true or false]
    torpedo.shieldAndHullDamage = torpedo.shieldAndHullDamage --[true or false]
    torpedo.energyDrain = torpedo.energyDrain --[true or false]
    torpedo.storageEnergyDrain = torpedo.storageEnergyDrain
    torpedo.damageType = DamageType.Physical
    torpedo.acceleration = torpedo.acceleration -- reach max velocity after 10km of travelled way

    if warhead.damageVelocityFactor then
        -- scale to normal dps damage dependent on maxVelocity
        torpedo.damageVelocityFactor = torpedo.damageVelocityFactor
        torpedo.maxVelocity = torpedo.maxVelocity
        torpedo.hullDamage = 0

    -- torpedo visuals
    torpedo.numShockwaves = 1
    torpedo.shockwaveSize = 60
    torpedo.shockwaveDuration = 0.6
    torpedo.shockwaveColor = ColorRGB(0.9, 0.6, 0.3)
    -- torpedo.shockwaveColor = ColorRGB(0.1, 0.3, 1.2) -- this looks cool :)
    torpedo.explosionSize = 6
    torpedo.flashSize = 25
    torpedo.flashDuration = 1

    -- see /lib/torpedogenerator.lua for more

    local launcher = TorpedoLauncher()
    if launcher == nil then return end
    local shafts = {launcher:getShafts()}

    for _, shaft in pairs(shafts) do
        for i = 1, launcher:getMaxTorpedoes(shaft) do
            launcher:addTorpedo(torpedo, shaft)
    --torpedo storage
    --[[for j = 1, 50 do

Ingame type

This works well for my purposes, thanks a lot.

Mods / [REQUEST] Simple custom torpedo spawn script (SOLVED)
« on: March 09, 2018, 10:45:17 PM »
Simply put, something similar to [MOD][OPW] Overpowered Weaponry but for torpedoes.

I tried jury-rigging a command script from entitydbg.lua without much success. Didn't even get to mixing in customized elements like OPW - I failed at the stage of separating the "Add Torpedo" spawn script from entitydbg.lua into a functional chat command.

News / Re: News: Combat Update
« on: February 13, 2018, 09:00:28 AM »
I dont think that the big issue is the turret usage/slot, but how pd is going to handle with the 3+ dodges/min. If it negotiates that, they should use at least 1 turret slot but if it doesnt, then you should be able to fit 2 or 3/turret slot. Honestly i dont think new weapons need to be added, but that you should be able to have ind. Targ. Weapons with the order "attack fighters" or make it a stat just like ind. Targ. Is, but why make completely new weapons? Its a lot of work i imagine but the difference in what's added isn't that big.

By not requiring a direct hit to deal damage (rockets and cannons do despite having AoE), a flak gun can use up those guaranteed dodges easily and start rapidly rolling the percentage dodges. And since fighters have laughable health they'd pretty much die as soon as they fail a dodge roll.

That is assuming the new PD weapon actually functions like flak and does not have other unique feature regarding dodges, of course.

Creations / Re: [REQUEST] Star Wars MonCal ships & Snoke's Star Destroyer
« on: February 12, 2018, 03:09:52 AM »
While I'm completely worthless at building ships, I'd like to point out that MonCal ships are very difficult to accurately recreate in Avorion due to how curvy they are, unless we get round blocks in the future.

General Discussion / Re: Is your fleet AI just trolling?
« on: January 25, 2018, 09:08:21 PM »
Out of curiosity, are any of your guns on ROT lock blocks

No, those blocks are bloody useless, why would anyone ever use them?

They're good for firing seeker missiles toward targets outside the turret's normal firing arc.

Mods / Re: [MOD PACK] - Galaxy Mod Pack - Balancing and Difficulty Mods
« on: January 10, 2018, 08:28:39 AM »
I dont want my other mod  get removed by vertify integrity on steam.

Thats why i asked recov file.

Get used to making backups to any file you overwrite then.

Mods / Re: [MOD][OPW] Overpowered Weaponry
« on: August 27, 2017, 12:39:35 PM »
Why shouldn you coustemize them? you can even open the commands with editor and there you can change the numbers or Materials of the weapon which you would like.

sry bad eng

You can't:
  • Select some of the bonus stats (extra shield/hull damage, etc.) (A lot of them are overrode by the stats enforced by the script, but some aren't)
  • Select the model used (i.e. how many barrels, the type of barrel and how they're arranged)

I have however found a way to force synchronized shooting for multi-barrel turrets (or force it off to increase RoF) by adding this line:
Code: [Select]
turret.simultaneousShooting = true

Mods / Re: [MOD] Universal System
« on: July 05, 2017, 11:35:40 AM »
Is there any way to reliably obtain this module?  Likewise is there a way to prevent the obtaining of this module?  It'd be nice for the admins on my server, not so nice to have players abusing it.  lol

Got a little workaround here:

Only use the modified upgradegenerator.lua briefly, when only the admins are around to obtain it with the dev commands, then revert to the normal upgradegenerator.lua, but keeping universalsystem.lua around. This will keep any Universal System modules you have already created, but making it unobtainable through normal means.

Probably won't stop it from dropping when your ship is destroyed but frankly, something is wrong with you if you somehow get killed while having this installed...

I disagree with the idea of adding independent targeting to all turrets. In real milititary weaponry there are also weapon systems that can fire indepently but there are as well those ones that need a central to fire. Both need personnel to be operated. (i.e. artillery)
Applied on the game's turret scheme there are some turrets that can fire indepently because they have the required electronics onboard and those ones Who don't.
I believe this versatility makes the game more challenging. If you want to have auto fire turrets only then go out and find them!

This is what you hired gunners for. You don't pay them to aim the guns only at the direction your magic pointer points at. You expect them to target the thing you specified (i.e. Attack Target) or, if given the "fire at will" command (i.e. Autofire), fire at whatever the hell they think they should. On the contrary I can very well argue that non-independent guns shouldn't require gunners, because you're doing all the crap that they should logically be doing for you anyway.

A ship's captain doesn't do all the things himself, especially not painstakingly handholding his gunners about where exactly to train the ship's weapons on.

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