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Topics - darkconsole

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Mods / [MOD] Weapon Engineering (Turret Editor)
« on: February 24, 2018, 08:42:17 AM »

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

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.

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

  • Heat Sinks - Reduces the heat generated per shot, and increases the cooldown speed.
  • Capacitors - Reduces the base power requirement of a turret.
  • Transformers - Reduces the rate the energy use climbs.
  • Ammunition / Power Amps - Increase the flat damage of the turret.
  • Drive Motors - Increase how fast the turret can turn.
  • Barrel / Lenses - Increase the range a turret can hit at.
  • Trigger Mechanism - Increase the rate of fire.
  • Stabilizers - Increase the accuracy rating.
  • Phase Filters - Increase the efficiency rating of mining or scav gun.
  • Targeting - Add or remove self targeting for the turret.
  • Colour HSV - Drag the sliders to change the colour of the beam or projectiles.

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

Github Page (watch it, report bugs, contribute, etc):
[do not download Github master. always use the above DOWNLOAD link.]

Multiplayer Server Admin

  • Copy the data and mods folder into the game directory. This must be installed on both the client and the server, unless the players do not intend to use it then they don't have to install it. This mod does not overwrite any stock files at this time.
  • Copy [NOT rename] the file mods\DccTurretEditor\ConfigDefault.lua to Config.lua [in the same folder] and tweak if you want.
  • To allow players to use the /tmod command you will need to add it to the admin.xml file for the galaxy. See this post for info.

Single Player

  • Copy the the data and mods folders into your game
  • Copy [NOT rename] the file mods\DccTurretEditor\ConfigDefault.lua to Config.lua [in the same folder] and tweak if you want.


  • Overwrite all the files. Any custom config you have will be safe because Config.lua is not included. See now?
  • Check ConfigDefault.lua to see if there are any new options you care about and add them to Config.lua if you want.
  • Rerun the /tmod command on your ship to make sure the scripts get updated.

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?


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.

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.


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.


v1.3.0 -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 -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 - 2019-02-11
* Update for the scripting API callable stuff in 0.20.0+

v1.1.1 - 2018-03-13
* Fix Accumulating Energy (Transformers) buffing the wrong direction.

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.

v1.0.0 - 2018-02-24
* Initial release

Bugs / Mine/Scav Turrets Stacking Issue
« on: February 19, 2018, 06:56:51 AM »
i think yall may be rounding values in the decision to stack. i notice if i change a value like damage (damage specifically seems suspect for this) by a small value like 0.01 it will still stack but not if i change it by 0.1

im working on a mod that lets you grind up turrets to improve a specific one, and its possible the grinding values will be very small if a user selects a bunch of grey levels.

if you want to keep the rounding, maybe making item.stackable writable

i believe the super rounded checks are happening during the inventory:add time

Gameplay Discussion / hyperdrive cooldown oddity
« on: April 14, 2017, 06:44:09 AM »
has anyone seen which game mechanic causes this odd discrepancy in the hyperdrive cooldown?

i am almost always able to jump away before the hyperdrive timer actually finishes. also, the time difference seems to be different every time/sector.

Mods / [MOD] Shieldly (Clear Shields)
« on: April 11, 2017, 08:18:28 AM »
I can shield clearly, now
The rain has gone.

* gets rid of the blue tint
* gets rid of the reflection which made shields look like rigid poly gons
* gets rid of the omg all light gets multiplied x1000 by shield
* leaves the shimmer
* leaves the chromatic abbarigarigation

client side only

1) overwrite the data/shaders/blocks/shield.frag
2) enjoy being blinded less

Suggestions / [req] start screen ship spin
« on: April 08, 2017, 03:06:16 AM »
this is going to sound stupid but you have no idea how much it bugs me that i cannot click and rotate the ships that show on the very first game screen.

when i play heroes of the storm and dota, all i do is basically sit there and rotate the character. idle habit while waiting for someone/something.

it would make me so happy lol.

double so if i can flick spin them XD

Suggestions / [req] firemode tweak
« on: March 30, 2017, 09:44:02 AM »
autotarget mode - like autofire but instead of shooting it just tracks, and only fires when you click.  im thinking of cinematic fly by pew pew. plus avoid the turrets wasting energy when they should not be because lol.

i like that the lasers go everywhere but we need better control over their power and heat

Mods / [MOD] Mothballing
« on: March 29, 2017, 05:40:32 AM »


stop using (a piece of equipment or a building) but keep it in good condition so that it can readily be used again.

This mod will allow you to mothball a ship, or, keep it from blowing up without having to maintain a full mechanic workforce on it. There are multiple reasons you may want to do this, but the main one is that the ship is just costing you too much to maintain in active duty, and you dont want to abandon it in an unused sector or destroy it. You cant even trust the empty sector trick on a multiplayer server anyway as nothing is stopping other players from keeping it awake.

With this mod you can keep the pride of your fleet around for fraction of the cost of its full crew.


See the mod's main Github page for information about the configuration options you can tweak.


When you park a ship and remove its crew it will slowly die. When mothballed, you only need to have 25% of the normal mechanic force on board. That will stop the ships health from falling below 25%. If you need to keep it closer to battle ready then you can keep 69% and it will not fall below 69%, etc.

NOTE: Parts of your ship literally just start fucking exploding for no reason at 26%, so remember that when building your skeleton crew.

To put the ship you are currently controlling in mothballs use the chat command /mothballs on. A moment later you will see the message if you didn't fail at the installation.

To pull a ship out of mothballs use the chat command /mothballs off.

Suggestions / [req] option to disable mail, force p2p docking
« on: March 28, 2017, 05:13:20 AM »
you have to dock with everything else, seems kinda silly to have instamail where players can send anything.

probably in the galaxy ini settings.

Suggestions / [req] mothballing
« on: March 28, 2017, 04:32:20 AM »
i would like to mothball a ship.

stop using (a piece of equipment or a building) but keep it in good condition so that it can readily be used again.

keep a skeleton crew on board, like 30% of the normal mechanics  ONLY required, thats the point the profession goes from red to orange in the performance column. no engineers, no military ranks.

it needs to stop decaying, say, at 30%. in fact, just in general, ships should probably never decay lower than the mechanic percentage...........

it needs to stay in a populated sector because the entire point is to look cool.

as it is right now, it looks like its going to blow itself up.

the fact it cannot be ran well without re-staffing and rearming it is punishment enough.

some of these ships need 700+ mechanics to keep them alive which is so many.

Gameplay Discussion / max decay of ship/stations without mechanics?
« on: March 27, 2017, 05:14:00 AM »
is there a limit to how far the health of a ship can go down if it has no mechanics on board? i am mothballing my cuiser beacuse its 1.5mil each hour and i just cannot afford it for some reason.

right now i have it parked with no staff except mechanics and the military required to organize them and its still costing me out the arse.

i'd rather pull the entire crew but i don't want it to randomly explode one day.

even at 30% mechanics which is the marker where the performance category goes from red to orange, its losing health as a stupid rate.

it would be nice if it at least stops decaying at like 50% or something. i dont understand how a completely idle ship can just die. maybe add a full off switch in the systems power panel?

Mods / [MOD] Asteroid Respawner
« on: March 27, 2017, 04:19:31 AM »


This mod will respawn asteroids after some time has passed. It works best on multiplayer servers since they are constantly running - time does not pass in Single Player games while not playing. By default this will make the asteroids respawn between 10-14 real life hours from the time they were mined out. It uses the game's balance mechanics to choose a mineral that makes sense for that sector, so you will never see Avorion spawn where it should not.

This mod DOES NOT AUTOMATICALLY make all asteroids respawn. You must first attach it to a sector if you want that sector to have the ability. This requires you have the /run permission on the server or for you to ask a server moderator to come in and do it for you. You must attach the script to the sector BEFORE you mine it dry, it will not magically make asteroids you already mined come back from the dead. I think it will stay this way to help server admins not completely kill their server with a million scripts.

Instructions on how to install, change the delay time, and delay randomization, on the mod's main page.

Note, don't set Drift to be larger than Timer that would be stupid.


Activation Process.

1) Find a sector you are like "wow this would be great if it respawned, its so close to my home or whatever"

2a) /run Sector():addScript("dcc-asteroid-respawn")

2b) Then if you pull down the console you will then see how many asteroids it noticed have minerals.

3) Mine crap.

4) Profit after whatever you have the delay set to. ~12hr by default.

Here is a video that shows how it works when the delay is disabled. Which would be silly.


This mod will help you adjust how often you get attacked by pirates/aliens. More details than you care to know, as well as installation instructions are on the main mod page.


  • Increase the delay between events. There is no reason to get attacked by pirates every 10 minutes space is huge come on.
  • Look at the average volume of ships in the sector. If a sector is beefy pirates will not attack they have no chance. If a sector is too small it is not even worth the fuel to attack.
  • Even if your sector is too stronk, there is a chance the pirate is so drunk he is like whatevs and you get attacked anyway.
  • Even if the sector is in the perfect range for attacking, space is huge come on, adds a flat chance that the pirates just wont find you.


You WILL Need To Tune The Settings To Fit Your Server's Playstyle Mmmkay. The default values I have tuned for how I want MY server to be, which favours slightly smaller vessels than I build so that pirates leave me the hell alone lol.

Bugs / station build mode consume resources for disallowed blocks
« on: March 26, 2017, 11:40:18 PM »
1) found station
2) "you sure, it will become immobile"
3) `yeah right watch this`
4) try to put engines on it
5) watch your ore and money vanish
6) no engines


no engines and not stealing my crap.


engines. deep space nine had them. :o

[interesting update]

after reconnecting to the server, i now see a bunch of engines lol. and then the game spawned a docking port on them lol.

Suggestions / [req] docking lighting distance
« on: March 26, 2017, 05:58:28 AM »
the lights that direct you to docking ports, it would be nice if we could increase the distance that they are visible from. those of us with giant ships need more time to get aligned.

currently they dont seem to pop in till about 5km out, and these big ships need at least 20km to slow down.

if its an issue with screen clutter then maybe only if its targeted. consider it a part of the hud, an ILS system.

Feedback / compat vs high shaders
« on: March 21, 2017, 06:29:22 AM »
does anyone know what the actual features are that "high" mode turns on?

on my nvidia 760 honestly, high looks kinda bad to me. the reflections go from being nice to being super grainy, so does light. i know its an old card. just wondering if anyone else noticed the grain. runs at a solid 60fps on or off. the bump mapping on the metal also gets super  grainy in high.

antialiasing also seems to suffer greatly in the areas affected by the effects it enables.

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