Avorion

Avorion

Scaling Turret System
63 Comments
Digan Feb 12 @ 4:56am 
Any chance for this to be updated?
InsanityXL Dec 7, 2022 @ 12:56pm 
Still not working as of now..
2014035735 is problematic: Mod 'Scaling Turret System' [2014035735]'s base game requirement (0.33.5 to 2.0.) doesn't match version 2.3 of the game.
Gantradies Sep 9, 2022 @ 10:20pm 
any word on id this is working or not atm?
blue_bear Jul 11, 2022 @ 1:41pm 
Unfortunately not. In our case, no additional places for turrets are generated. (Avorion 2.0.11)
terhun11 Jun 13, 2022 @ 8:36am 
Does this still work?
Dawnguard Dec 5, 2021 @ 3:55am 
sorry i'm p lost when it comes to modding, if for say i want to halve this scaling of the effect, what do i need to edit ?
Bubbet!  [author] Sep 17, 2021 @ 8:57pm 
It has supported 2.0 since july 28th
Raxos149 Sep 17, 2021 @ 6:33pm 
Update for new version number?
Worthiestnobody Sep 10, 2021 @ 10:55pm 
same, id like to use this again
Binaryclock03 Aug 30, 2021 @ 10:02am 
Hey, any chance this is coming to 2.0 any time soon?
Mialu May 12, 2021 @ 1:15pm 
massiv server log spamm
Mialu May 12, 2021 @ 1:15pm 
T: 18
Object: N2cp13ServerScriptsE
Execution Context (inner to outer):
#0: getEnergy D:\Program Files (x86)\Steam\steamapps\workshop\content\445220\2014035735\data/scripts/systems/scalingturretsystem.lua

could not execute function 'getEnergy' in '"D:\Program Files (x86)\Steam\steamapps\workshop\content\445220\2014035735\data/scripts/systems/scalingturretsystem.lua"':

data/scripts/lib/utility.lua:103: bad argument #1 to 'pairs' (table expected, got nil)
stack traceback:
[C]: in function 'pairs'
data/scripts/lib/utility.lua:103: in function 'getValueFromDistribution'
D:\Program Files (x86)\Steam\steamapps\workshop\content\445220\2014035735\data/scripts/systems/scalingturretsystem.lua:60: in function <D:\Program Files (x86)\Steam\steamapps\workshop\content\445220\2014035735\data/scripts/systems/scalingturretsystem.lua:59>

Mialu May 8, 2021 @ 1:27pm 
found a bug in the mod scaling turret exotic 666k per turret and 533k per permament installation
doesnt apply that 533k math, 1998k needed for 3 slots with 666k per slot... with 533k needs only 533k means 1599k means display is not right
Weaver Feb 17, 2021 @ 3:46pm 
So, after a bit of testing, I have concluded that this mod is perfect for my needs. I can finally create a multi-role vessel like I've always wanted to. It never made any sense to me that gigantic, planet-sized ships were hard-capped to the same number of turrets as a battleship. There may be arguments to make in the way of balance, but that's above my pay grade. I like the mod. I look forward to seeing what you come up with next.
Weaver Feb 17, 2021 @ 8:41am 
That's wonderful. Thanks for working on this concept, Bubbet. Most of your mods are part of my default loadout now. This may end up on that list too.
Bubbet!  [author] Feb 17, 2021 @ 8:31am 
It is a new system that could be any of the three types. Its also a framework for being anything you'd like it to do.
Weaver Feb 17, 2021 @ 8:02am 
From the image, I'm getting that there are new systems which scale. Does this not alter the existing turret control systems? Just wanted to clarify. It's an awesome idea, and I'm eager to try it out.
Shado Nov 29, 2020 @ 5:56pm 
This mod breaks all equipment docks, cant buy anything, only shows 6 empty sell tabs when dockign with one, and if you close it the button to get to the equipment menu is not in the chat popup.
Calmaria Nov 9, 2020 @ 1:34pm 
Thank you, Its appreciated, as always!
Bubbet!  [author] Nov 9, 2020 @ 11:33am 
I'll version bump it but really don't feel like doing any bug fixing for this mod.
Calmaria Nov 9, 2020 @ 11:21am 
Good Morning.. Would you be able to update this wonderful mod to work with Black Market? We at CraftAsOne, are hoping to add it into a new server were creating.
Digan Nov 2, 2020 @ 3:33pm 
does it work with latest update? :O aka 1.3?
Lt. Dan's Legs Oct 9, 2020 @ 6:40pm 
Will this mod get an update for 1.2?
Baphnedia Sep 18, 2020 @ 2:45am 
It seems that the update to Avorion 1.2 broke the base game requirement identified in the mod (0.33.5 to 1.1.*). I'm hoping this is an easy update - but understand if its not.
John Doe Jul 4, 2020 @ 4:07am 
Thx, works again.
Bubbet!  [author] Jul 4, 2020 @ 1:26am 
Should be fixed now, I really wish i could just update configloader so i can use that update for this mod that snuck in again.
Bubbet!  [author] Jul 4, 2020 @ 1:17am 
Oh thats epic. Probably leftover code from the preview i was testing with the updated configloader. I really wish i could just upload that and have it work.
John Doe Jul 3, 2020 @ 11:25pm 
The new update removes all stats from the controll systems. Now they are empty chips.
Lt. Dan's Legs Jul 3, 2020 @ 4:50pm 
Not sure if I am doing something wrong but when I tried to run this on my avorion server it says that this does not match the base game version. Any one know of a way to fix that.
Bubbet!  [author] May 10, 2020 @ 7:51am 
Ah great, its not a localised issue. I'm probably going to have to revert things back to how they were and get the devs to make the server not kill itself. The entity used in the invoke to fetch the configs from the server is not being able to be referenced. Hence the crash, although it should just fall back on other code it currently crashes the server.
Sumeragi May 10, 2020 @ 5:48am 
Getting some weird server crashes stemming from the scalingturretsystem.lua file o.O :


Object: Unknown
Execution Context (inner to outer):
#0: getName
C:\Users\xxxx\AppData\Roaming\Avorion\galaxies\serv2\workshop\content\445220\2014035735\data/scripts/systems/scalingturretsystem.lua

Error constructing Entity: Entities can only be created in context of a scene

stack traceback:
[C]:-1: in function Entity
...tent/445220/2003555597/data/scripts/lib/ConfigLoader.lua:58 : in function ?
[C]:-1: in function pcall
...tent/445220/2003555597/data/scripts/lib/ConfigLoader.lua:58 : in function getConfig
...tent/445220/2003555597/data/scripts/lib/ConfigLoader.lua:80 : in function _updateConfig
...tent/445220/2003555597/data/scripts/lib/ConfigLoader.lua:86 : in function index
...\2014035735\data/scripts/systems/scalingturretsystem.lua:73: in function ?
Digan May 9, 2020 @ 6:18pm 
Oh awesome \o/ thanky <3
Bubbet!  [author] May 9, 2020 @ 5:37pm 
I reworked the config loader to handle configing of functions, so you can input your own scaling function for your upgrades. I also changed the default function to be better than linear.
Digan May 9, 2020 @ 4:19pm 
Huh, update? :D im curious about what u mean with the whole "let people break it" XD
Bubbet!  [author] May 9, 2020 @ 12:12pm 
They're as rare as the shield reinforcers. As for scaling, I suppose its finally time to release that update and let people break it.
Digan May 9, 2020 @ 11:02am 
Holy shit XD THIS IS OP on big ships XD LMFAO, sooooo many turrets XD its such a good idea but i think the scaling is abit off XD for my one i got 1 per 800k m3 volume and i got soo much turret slots... Really strong :D i do like it but dislike at same time, kinda makes the normal turret upgrades useless on big ships XD it took a while to find one tho :O so im guessin they are really rare? if thats the case, then it balances it out :) if it was really hard to come by one :D
Bubbet!  [author] Apr 19, 2020 @ 9:20am 
I'm in the process of rewriting config loader to handle saving and loading of functions, which will allow you to put your own functions into the config configuring the scaling exactly how you want it, it'll just be a bit of math.
Darkracer125 Apr 19, 2020 @ 9:17am 
i do mean what adam says. but if there is a better way then i don't know about it.
Bubbet!  [author] Apr 18, 2020 @ 5:07pm 
I dont think exponential scaling is what you're after, logarithmic maybe.
AprilsRealm Apr 18, 2020 @ 4:43pm 
@Bubbet!

I think he means a soft cap on the scaling,

For example for every 100 volume up to 1000 you gain 1 turret,
After 1000 you gain 1 turret every 200 volume up to 2000,
After 2000 you gain 1 turret every 300 volume up to 3000,
and so on... ect... ect...

Basically I think @darkracer125 means diminishing returns to balance out large ships without making the scaling system useless on small ships.

This is similar to how the upgrade slot system works, with more processor power being required for the next slot exponentially.
Bubbet!  [author] Apr 18, 2020 @ 10:19am 
The scaling is currently linear, are you suggesting some other algorithm? If so what did you have in mind?
Darkracer125 Apr 18, 2020 @ 1:52am 
this mod would be great if it also scaled up with bigger ships.
it's either usefull for small ships. and hella overpowered for big ships.
or it's useless for small ships. and still hella overpowered for big ships.

as soon as you get to a certain size, then only a 1% scale up will give you several hundred turret slots.
it would be better if this increases the amount needed for extra slots every time you get bigger.
AprilsRealm Apr 13, 2020 @ 7:53am 
@Bubbet! I'd also advise having the UI alterations as a separate mod (listed as a dependency) to help reduce conflicts with other UI mods in the load order :)
AprilsRealm Apr 13, 2020 @ 7:50am 
@Bubbet, Thanks! :D
Bubbet!  [author] Apr 13, 2020 @ 7:33am 
The stats array, but you should probably do it in your galaxy/moddata/configloader so your changes dont get overwrote by the mod updating.
AprilsRealm Apr 13, 2020 @ 7:22am 
Smaller decimal?

which value do I edit?
(is it the one i've added an arrow to the end of the line?)


local config = {
stats = { -- stat followed by weight for weighted average
volume = 0.0025 -- can be anything that returns double in BlockStatistics <------
},
units = {
volume = "k m³"
},
probabilities = {
[StatsBonuses.ArmedTurrets] = 1,
[StatsBonuses.UnarmedTurrets] = 1,
[StatsBonuses.ArbitraryTurrets] = 0.75,
},
stattypes = {
[StatsBonuses.ArbitraryTurrets] = "Arbitrary Turret",
[StatsBonuses.UnarmedTurrets] = "Unarmed Turret",
[StatsBonuses.ArmedTurrets] = "Armed Turret",
},
}

return config

Bubbet!  [author] Apr 13, 2020 @ 7:15am 
You could nerf the scaling in the config if you'd like. Just make the "volume" entry a smaller decimal.
Bubbet!  [author] Apr 13, 2020 @ 7:13am 
Hard cap kind of defeats the point. I was supposed to take a look at remaking that turret screen so you can assign your turrets better but haven't got around to it yet.
AprilsRealm Apr 13, 2020 @ 7:03am 
even petty doesn't work... 2500+ turret slots... Is there any method to put a "hard cap" on this? say 300-400?
AprilsRealm Apr 13, 2020 @ 6:59am 
this mod does not play nicely with large ships... are there any UI mods that allow scrolling for turrets? As 170305 turret slots seriously mess up the menu screen...