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artforz

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Everything posted by artforz

  1. Well, I didn't technically find these, but the factories making them ;) Found plenty random turrets and a few factories with higher dps, but nothing with such a nice combination of range, dps, low/no power draw and IT.
  2. Sure looks like it. There's noting done explicitly for TL, and following what's done with x,y from researchstation transform -> turretgenerator TurretGenerator.generate -> galaxy Balancing_Get... dps and tech values passed into GenerateTurretTemplate are solely derived from floor(distance to center of research station's sector)-5
  3. Well, here's one thing I came across that really threw me for a loop: Entity:invokeFunction does a substring search for scriptName over the paths of the entities' bound scripts.
  4. take a look at data\scripts\entity\merchants\researchstation.lua ... other than rolling stats for the new module/turret, it's all done via scripting. 1. picks rarity using # and rarity of input items. 2. picks turret/module using input ratio of turrets/modules. if it picked "turret": 3. picks weapon type using ratio of input turret weapon types 4. picks turret material using ratio of input turret weapon materials 5. picks "has independent targeting" using ratio of input turret having IT modifier. 6. generates a random turret of the selected material/rarity/weapontype, overrides IT modifier of result to what 5. rolled. if it picked "module: 3. picks module type using input ratio of input module types 4. generates random module of the selected material/rarity/module type TLDR: If you put in 4 chainguns and a cannon, you get chances of 80% chaingun and 20% cannon.
  5. I also did the math, but got a slightly different result: My approach: "how many uncommon do you put in, how many uncommon and rare do you get out on 10 runs of 3/4/5 uncommon inputs with perfectly average luck" 5: 10*5 uncommon in, 10 win/0 loss so 10 rare out. 10 rare / 50 uncommon = 0.2 rare/uncommon 4: 10*4 uncommon in, 8 win/2 loss so 8 rare out, 2 uncommon out. 8 rare / (40 uncommon - 2 uncommon) = ~0.21053 rare/uncommon 3: 10*3 uncommon in, 6 win/4 loss so 6 rare out, 4 uncommon out. 6 rare / (30 uncommon - 4 uncommon) = ~0.23077 rare/uncommon So I get (6/26)/(1/5) = 15/13 = ~ +15.4% rares/uncommon from running sets of 3 instead of 5, not the +13% you got. It can't be +15.4% and +13%, so there's gotta be a mistake somewhere. Anyone care to point out the thinko?
  6. Seems that's the same issue, again. Jump to a non-generated sector I *know* is sectors/teleporter (added print x/y/generationTemplate to sectorspecifics), and ... absolutely empty sector. Try another one. Again completely empty. Slap a DeletionTimer(entity.index):disable() into the loop in teleporter.lua SectorTemplate.generate jump to another one and ... hey look, there's the 8 teleporter roid stations. For fun, change that to if i%2==0 then DeletionTimer(entity.index):disable() end jump to another one and ... 4 teleporter stations (II,IV,VI and VIII). It's like everything spawned via Sector():createEntity(...) ends up with a 10 sec despawn timer. ... or not. Playing around with it some more, creating them without a WreckageCreator component seems to also prevent them from insta-despawning?!?
  7. Unless I misunderstand something, it seems it only changed the conditions for how they can occur, but they can still pop up. PassageMap:passable impassable ring condition : 147**2 < (x**2+y**2) < 150**2 r7448 PassageMap:insideRing : (x**2+y**2) < 147**2 r7633 PassageMap:insideRing : (x**2+y**2) < 151**2 in r7448 you can have a gate between let's say 147:0 and 160:0 because for both insideRing is false, yet both are passable so with the right seed can be regular w/ gates. in r7633 you can have a gate between let's say 140:0 and 150:1 because for both insideRing is true, yet both are passable so with the right seed can be regular w/ gates. so to me it looks like local max = Balancing.BlockRingMax + 1 in insideRing should be local max = Balancing.BlockRingMax Exactly matching the less than check in passable. That should guarantee there can't be a passable sector either side of the ring that's considered "on the wrong side" for gate connection purposes.
  8. There seems to be a (beta only?) bug, added a command that lets me trigger respawnresearchsatellite at will, and I can watch the sat spawn in, then despawn about 10 seconds later. Adding DeletionTimer(satellite.index):disable() to the end of the Scientist.createSatellite function appears to fix it. Though no idea what else that'd might break, so experiment at your own risk. Guess they're somehow considered wreckages and given a stupidly short despawn timer?
  9. Uhm, why exactly are people calling research gambling "wasteful"? It seems on average it's cheaper to gamble. 3 items: 4.333... quality N to get 1 quality N+1 4 items: 4.75 N to get 1 N+1 5 items: 5 N to get 1 N+1 You can either figure that out from the probabilities/outcomes directly or just calculate -N/+N/+N+1 over 10 trials at perfectly average luck and divide. This is because you get 1 qual N back on a "loss". If you did't get anything on a loss it'd always be 5 N for 1 N+1, but ... you do.
  10. Slight necro, but this thread was pretty much the only one I came across searching for the cargo space scaling formula. Ended up figuring it out on my own: Cargo bay capacity is simply "every side is shorter by 0.5 units", multiplied by 3.5 1x1x1 gives 0.5*0.5*0.5*3.5 = 0.4375 cargo space 10x10x10 gives 9.5*9.5*9.5*3.5 = 3000.8125 cargo space
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