Avorion
[2.0] - (SDK) Overhaul - Ship & Station Generation
Remove ship explosions
Ships exploding are causing issues, Removing wreckage you might want to salvage later but mainly destroying ships with their blast AND fights instantly making salvaging carriers 100% useless because all your fighters explode all the time
< >
Affichage des commentaires 1 à 15 sur 24
fink 19 janv. 2023 à 8h17 
yes, please at least offer a version of the mod without the explosions. The ship designs and stations look amazing but the explosions are really a pain for me
Please remove the ship exploding function. Salvaging is completely messed up because of it
I appear to have fixed it for myself.

Went into the SDKBackgroundSectorManager - Wreckage.lua and changed self.ProcessTimer = 150000000000

Wrecks have ceased to blow up for me. By no means to I mean to undermine the people who worked hard on the mod (as it is great), but wanted to share what I found.
fink 20 janv. 2023 à 12h11 
TY that is all I wanted to make this mod perfect. I also added the AMP up the damage mod so the fights don't take quite so long.

Love this work, the new ships and stations make it feel like a whole new game, thanks SDK
Ra 20 janv. 2023 à 12h17 
fink a écrit :
TY that is all I wanted to make this mod perfect. I also added the AMP up the damage mod so the fights don't take quite so long.

Love this work, the new ships and stations make it feel like a whole new game, thanks SDK
Amp up damage mod? Can i see this?
fink 23 janv. 2023 à 2h04 
SkullDog a écrit :
fink a écrit :
TY that is all I wanted to make this mod perfect. I also added the AMP up the damage mod so the fights don't take quite so long.

Love this work, the new ships and stations make it feel like a whole new game, thanks SDK
Amp up damage mod? Can i see this?


https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2442089978&searchtext=amp

here!
Any other way to fix this as I cant get to that file while using a server host
This is a better solution (otherwise you will get too many wreckages and start lagging):

There is a function to adjust in SDKBackgroundSectorManager.lua file:

second to last function, this should have the explosion effect but no damage dealt:

function SDKBackgroundSectorManager.DeathDamage(E) local pos = E.translationf local rad = E:getBoundingSphere().radius -- Sent Visuals to Client if onServer() then broadcastInvokeClientFunction("DeathDamage", E) end if onClient() then local C = ColorRGB(0.466,0.466,0.466) -- Dim Grey Dust Clouds local p1 = Position.Around(pos, rad/8, rad/7) local p2 = Position.Around(pos, rad/8, rad/7) local p3 = Position.Around(pos, rad/8, rad/7) local p4 = Position.Around(pos, rad/8, rad/7) local p5 = Position.Around(pos, rad/8, rad/7) Sector():createDustExplosion(p1, Rand.Float(rad/5, rad/3), C) Sector():createDustExplosion(p2, Rand.Float(rad/5, rad/3), C) Sector():createDustExplosion(p3, Rand.Float(rad/5, rad/3), C) Sector():createExplosion(p4, Rand.Float(rad/5, rad/3), false) Sector():createExplosion(p5, Rand.Float(rad/5, rad/3), false) Sector():createDustExplosion(pos, rad, C) Sector():createDustExplosion(pos, rad * 2, C) Sector():createDustExplosion(pos, rad * 3, C) Sector():createDustExplosion(pos, rad * 4, C) Sector():createExplosion(pos, rad, false) end if onServer() then -- Remove the entire for loop that iterates through entities and reduces their durability or shieldDurability end end
This way you have explosions but no damage.
Savage a écrit :
Any other way to fix this as I cant get to that file while using a server host

You will have to "make your own version of the mod", upload it to workshop and keep it private I believe.
SDK  [dév.] 8 juil. 2023 à 18h01 
Sorry for the long delay on responding. I've been on travel for 9 months. I just got back. I'll see if I can nerf the stuff for scrapyards. It shouldn't be triggered like that in there.
In my current game, one titanium wreckage explosion just kills all of my fighters made of 70k of avorion each. It isn't right.
Dernière modification de WeirdStranger; 8 aout 2023 à 4h40
Thank you for sharing this, I made serverSideOnly mod that overrides this function and it solved my issue.

This is a better solution (otherwise you will get too many wreckages and start lagging):

There is a function to adjust in SDKBackgroundSectorManager.lua file:

second to last function, this should have the explosion effect but no damage dealt:

function SDKBackgroundSectorManager.DeathDamage(E) local pos = E.translationf local rad = E:getBoundingSphere().radius -- Sent Visuals to Client if onServer() then broadcastInvokeClientFunction("DeathDamage", E) end if onClient() then local C = ColorRGB(0.466,0.466,0.466) -- Dim Grey Dust Clouds local p1 = Position.Around(pos, rad/8, rad/7) local p2 = Position.Around(pos, rad/8, rad/7) local p3 = Position.Around(pos, rad/8, rad/7) local p4 = Position.Around(pos, rad/8, rad/7) local p5 = Position.Around(pos, rad/8, rad/7) Sector():createDustExplosion(p1, Rand.Float(rad/5, rad/3), C) Sector():createDustExplosion(p2, Rand.Float(rad/5, rad/3), C) Sector():createDustExplosion(p3, Rand.Float(rad/5, rad/3), C) Sector():createExplosion(p4, Rand.Float(rad/5, rad/3), false) Sector():createExplosion(p5, Rand.Float(rad/5, rad/3), false) Sector():createDustExplosion(pos, rad, C) Sector():createDustExplosion(pos, rad * 2, C) Sector():createDustExplosion(pos, rad * 3, C) Sector():createDustExplosion(pos, rad * 4, C) Sector():createExplosion(pos, rad, false) end if onServer() then -- Remove the entire for loop that iterates through entities and reduces their durability or shieldDurability end end
This way you have explosions but no damage. [/quote]
Dernière modification de WeirdStranger; 8 aout 2023 à 6h42
Any link?
SDK would you mind making a version where wrecks do not do damage. Fighters just don't survive
Morkbrann a écrit :
Any link?

It wasn't uploaded to workshop, but you may find it on official Avorion Discord: https://discord.gg/avorion
< >
Affichage des commentaires 1 à 15 sur 24
Par page : 1530 50