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Dunning

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  1. Found out that there is also a stat bonus multiplier for crew members. It can be used to increase your workforce/productivity. This would reduce crew costs because you won't need as many crew members anymore. addBaseMultiplier(StatsBonuses.Engineers, 2) addBaseMultiplier(StatsBonuses.Mechanics, 2) addBaseMultiplier(StatsBonuses.Gunners, 2) addBaseMultiplier(StatsBonuses.Miners, 2) addBaseMultiplier(StatsBonuses.Sergeants, 2) addBaseMultiplier(StatsBonuses.Lieutenants, 2) addBaseMultiplier(StatsBonuses.Commanders, 2) addBaseMultiplier(StatsBonuses.Generals, 2) EDIT: Removed addBaseMultiplier(StatsBonuses.Pilots, 2). Noticed it broke my game when I tried to add in pilots this way.
  2. Don't know of any mods that change it by 50, but I know how it can be done if you're comfortable with adding in a line of code to a lua file. Navigate to basesystem.lua under SteamLibrary\steamapps\common\Avorion\data\scripts\systems. Any text editor (like notepad) can edit lua files. Add this 1 line of code to the initialize section. addAbsoluteBias(StatsBonuses.ArbitraryTurrets, 50) Any and every upgrade in the game will grant you 50 turret slots. Simply install any upgrade to your ship and it'll have plenty of turrets. If you also want to reduce crew requirements you can also add in addAbsoluteBias(StatsBonuses.MechanicsPerTurret, -10) addAbsoluteBias(StatsBonuses.GunnersPerTurret, -10) The init function will look something like this after you've added it: function initialize(seed32_in, rarity_in, permanent_in) if seed32_in and rarity_in then seed = Seed(seed32_in) rarity = rarity_in permanent = permanent_in if seed and rarity then onInstalled(seed, rarity, permanent) end end if onClient() then invokeServerFunction("remoteInstall") end addAbsoluteBias(StatsBonuses.ArbitraryTurrets, 50) --Turret Mod Code. Adds 50 turrets slots to all upgrades. addAbsoluteBias(StatsBonuses.MechanicsPerTurret, -10) --Turret Mod Code. Removes crew requirements for turrets. addAbsoluteBias(StatsBonuses.GunnersPerTurret, -10) --Turret Mod Code. Removes crew requirements for turrets. end As with any changes to your game, make a backup of the files you edit and definitely make a backup of your savegame. Your save game is located in C:\Users\<username>\AppData\Roaming\Avorion\galaxies If you don't have hidden folders enabled, you can also access it by copying %appdata%\Avorion\galaxies into file explorer as %appdata% is a shortcut that points to that hidden folder.
  3. There was a thread on this back in 2017 and it was basically determined that the variables were not exposed. Duncan Idaho however had an idea that https://avorion-modding.fandom.com/wiki/Player_Callbacks I've been trying to figure out a way to add this onResourcesChanged callback but I don't even quite understand how callbacks work. I am a super newbie at this.. i've been trying to put the code below in various locations/scripts, but I don't get any feedback from it. local player = Player() player:registerCallback("onResourcesChanged", "onResourcesChanged") function onResourcesChanged(player) print("Callback test") end The only example of onResourcesChanged that I could find is in fightertutorial.lua under data/scripts/player/missions/tutorials Since i've also had trouble finding a way to edit salary, i've been looking for ways to remove crew requirements altogether. I've found some ways to mitigate crew requirements addAbsoluteBias(StatsBonuses.PilotsPerFighter, -2) addAbsoluteBias(StatsBonuses.MinersPerTurret, -2) addAbsoluteBias(StatsBonuses.MechanicsPerTurret, -2) addAbsoluteBias(StatsBonuses.GunnersPerTurret, -2) This code can be added to various ship upgrades like the radarbooster. You could also put it in basesystem.lua and make all upgrades have it. Another thing I tried is to trick the game into thinking a ship has a captain where there are none so ships can mine/salvage without a captain. For example... local captains = entity:getCrewMembers(CrewProfessionType.Captain) + 1 No success there, but I am going to keep trying various things.
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