Avorion

Avorion

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Strip Miners & High-Tech Salvage Lasers (2.0)
   
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Mods: Mod
File Size
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334.731 KB
Apr 7, 2020 @ 11:54am
Jan 26, 2023 @ 4:48am
12 Change Notes ( view )

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Strip Miners & High-Tech Salvage Lasers (2.0)

In 1 collection by Drazhill
Drazhill's Weapon Mod Collection
6 items
Description
Updated for 2.0


Decided to combine the two mods, Strip Miners and High-Tech Salvagers, into one mod. It's optional to use either the two seperate mods or this one, the only perk from this one is that you get access to both turrets in the debug menu and get to save on active mods.

Features:
- Adds two new Mining Lasers to the game, one normal and one raw. They feature increased range and double the damage compared to normal mining lasers.
- Costs on normal mining lasers reduced.
- Adds two new Salvaging Lasers to the game, one normal and one raw. They feature increased range and damage compared to the normal salvaging lasers.
- Costs of normal salvaging lasers reduced.
- Adds all four new types to the debug menu under the turrets tab

Known bugs:
Sometime strip miners will leave a tiny sliver of asteroid behind. Cause unknown.

Additional Credits:
- KaneNOD, for help on the stripminer mod and cleanup of unnecessary code

Standalone Mods:
Strip Miners:
https://steamcommunity.com/sharedfiles/filedetails/?id=2009602662

High-Tech Salvagers:
https://steamcommunity.com/sharedfiles/filedetails/?id=2051437096

*Notice*
There appears to be a problem with the standard coaxial turret design, which prevents the 4 turrets from firing the beam. I'll be looking into this, so please be patient!
In the meanwhile, you can use custom designs to work around this.

*Notice Nr. 2*
The image preview was taken with the detailed turret tooltips mod. For reference, stripminers at the starting sector have around 6-10 dps/slot while normal mining lasers have around 3-5 dps/slots. In short, the modded turrets got double their normal counterparts damage per slot.
75 Comments
[CSM] Duwen_Blade Dec 20, 2024 @ 3:19am 
And the worst part is that that is hardcoded in the c++ so we will never know xD
[CSM] Duwen_Blade Dec 20, 2024 @ 3:17am 
In the end it ended up probably being an issue with the range value if you buff it past certain point. Which I could not determine I have a mining laser that’s 11 km auto shooting and then I have one that’s 9 and one that’s 43 and one that’s 112 and from those three only the 112 auto-aims and shoots asteroids but 43 and 9 are not and I do think it has something to do with the range values or salvaging lasers I have one that’s targets closest targets and it has range of some 30km then I have a second one that’s like 43km range and it either does not fire at all or it fires at what seems to be the “furthest” away wreck instead of joining the other salv laser there’s something rotten about their auto aim implementation and it’s not fully integrated with a foolproof api I think it should not be an issue as long as the range is positive number
Drazhill  [author] Dec 8, 2024 @ 3:02am 
So, I just tested it, and they do seem to auto target stuff.

But you can just add the values of these turrets to the normal mining/salvaging lasers. These turrets are just modified versions of the normal lasers.
[CSM] Duwen_Blade Dec 7, 2024 @ 5:59pm 
i think all of these mods that add unique weapontypes is the problem i cant seem to get any of these modded salvaging lasers to auto target wreckages while buffinf default salvager range works well i think the auto targeting depends on the weapon type as well. is there a way to switch the weapon type to the default SalvagingLaser right before it gets generated?
Drazhill  [author] Jul 4, 2024 @ 10:06am 
I've seen that happen too, but honestly I have no idea why it's happening. These turrets are essentially just beefed variants of their normal counterparts. I'm assuming it's something with the targeting ai, but I haven't tried just modifying the standard ones with additional range to see if it happens with them too.

so in short, I have no idea why it happens :/
vsilver Jul 4, 2024 @ 7:41am 
I have noticed that turrets ignore asteroids and salvage quite often and than i gotta go manually collect them
Drazhill  [author] Apr 13, 2024 @ 10:25am 
Sure, go ahead.
Jopazo Apr 13, 2024 @ 6:06am 
Would you mind if i give it a try? I don't know how either, but I could ask at the the modding channel at Discord
Drazhill  [author] Dec 13, 2023 @ 12:16pm 
Not a bad idea with the range tied to material. I, however, wouldn't know how to implement this. I'm a terrible coder after all :p

Might see if I can make it so they only drop in naonite regions and later.
Jopazo Dec 13, 2023 @ 9:59am 
Hi, I noticed that these salvage lasers are terribly overpowered for fighting, specially at iron and titanium zones where there are no enemies with shields.
I was thinking about it and maybe a solution would be to tie their range with the material of the turret? So iron and titanium lasers cant insta delete every enemy from like 9 km away, but high tier lasers dont see much of a nerf.
Or maybe just prevent these turrets from dropping and spawning at stations before naonite/trinium, or make them a very rare item?