Avorion

Avorion

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Mods: Mod
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14 Aug, 2024 @ 7:20pm
23 Aug, 2024 @ 5:24pm
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Better Research

Description
Improves the Research system to allow for better recycling.

The two optional item slots in the research UI now only count towards the resulting item rarity, not the item type.
This means that you can use this to give any "trash" items you wouldn't even want to have an upgraded version of to have a higher chance of improving the rarity of an item you do want to upgrade!
There are and may come more minor tweaks to the research system, read on for more.


Features:
> Top 3 slots - the "required" slots - determine item type, tech level, etc.
> Bottom 2 slots - the "optional" slots - only count towards the item's rarity.*
> Station is now considered to be in the actual sector it's in rather than 5 sectors further out.
> Predetermined research recipes - won't spoil them here, if you know you know - remain intact.

*: Each item in all 5 slots adds a 20% chance for that rarity +1, as in the default game.
Only the RARITY of the optional slots is taken into account, allowing you to recycle unwanted items for a higher chance at your desired rarity without adding a chance for an item you don't want.


Usage example:
I have 3 common mining lasers and 2 common chain guns.
Here I don't want the chain guns, but I do want a better mining laser.

In vanilla:
I would put the 3 mining lasers in, giving me 100% chance at a mining laser but 60% chance that it will be a higher rarity.
Alternatively I could add the chain guns, this gives me a 100% chance at a higher rarity but a 40% chance it will be a chain gun, which I don't want and thus isn't any different from me not putting those in as I still only have a 60% chance at the higher rarity mining laser I want.

With this mod:
I put the 3 mining lasers in the first three slots, this guarantees a mining laser at 60% chance of a higher rarity.
Now I add the two chain guns, or any other item of the same rarity.
This gives me a 100% chance at a higher rarity, but doesn't add a chance to get anything other than a mining laser.

With my mod the bottom two slots (the optional slots) do not count towards the resulting item type, only the rarity.
So now I have used the chain guns I wanted to get rid of anyway, for something I do want, thus recycling them.


Do note that if you put a different rarity in the optional slots, this will still work the same as vanilla rarities.
Meaning two lower rarity items gives 60% chance at a higher rarity and 40% at the same rarity. (no different from no items in the optional slots at all)
The same goes for items of a higher rarity where two items of a higher rarity than the rarity of the items in the required slots will add a chance of 40% to effectively upgrade the items in the required slots by two rarity levels.

This however is vanilla behaviour, difference being the optional items don't contribute to the generated item type nor its stats.
10 Comments
Enlonwhite 12 Oct, 2024 @ 6:28am 
Yeah been testing on friends vanilla server (he hates mods sadly)

Tech level is the most important aspect of determining a turrets stats.

Rarity is the next (with large varying RNG possible on results still, its a gamble on this.)
Material really has not shown any difference on stats. Heck some of our tech 33 Trinium rocket launchers we built have 2 times the DPS of the average rolled Avorion turrets at tech 50, and even the best Avorion ones rolled at the turret factory, barely beat that trinium one likely due to tech level not material.

I am almost certain you can randomly create just as good turrets as the turret factory but the range of stats are so wide, and there are so many that have to roll just right, that its a lottery system to see if you get lucky.

I love your mod, as it allows ways to rig material type with far less time/cost using randomly gained turrets to good use. Yes I have a solo game going too, so I have used it.
Shinra  [author] 9 Oct, 2024 @ 11:07am 
Yup you definitely did rant, that's alright though I'm glad you like the mod.
I can assure you both predetermined recipes still function correctly, and I would argue both of them are very much worth making.

I haven't read into the scripts surrounding turrets being destroyed in combat, if that's in the Lua scripts at all.
However it would make sense that higher material turrets would need more hits to be destroyed on average, slot count seems likely to factor in as well since it's related to the weapon's physical size and thus likelihood of being hit.
Haven't read it though so it's all speculation.
Enlonwhite 9 Oct, 2024 @ 6:14am 
I apologize, I forgot you could only use one of the pieces of the 'One' recipe being a specific thing I mention to buy in bulk using trade beacons over and over. You still need two others of that similar rarity to do this. Still way worth to use that useless.....converted to a more useful thing.
Enlonwhite 9 Oct, 2024 @ 6:10am 
Overall short story, I like your mod.

Since I want the game to have different mechanics, as many vanilla are too simple or just terrible for healthy gameplay. I am glad I have mods like this one to fix it.
Enlonwhite 9 Oct, 2024 @ 6:08am 
I know i am ranting but your mod does make one interesting little effect much easier to pull of on researching. (basically you could do this in vanilla with some extra time/turrets to use)

But I hate using avorion ore for Turret bases. Oginite and Trinium armored turret bases I feel are better for protection, yes hp vs mass, wise I think Avorion wins but besides that point.

if the last two slots dont determine Material type or turret type, then you could manually control what turret material type you create. This could save tons of time I spent testing Material type researching (I had to make lower tech turrets then spam research them to upgrade tech level at higher tech level research stations.) Effectively making random dropped turrets actually useful for tech testing and material control.
Enlonwhite 9 Oct, 2024 @ 5:59am 
Yeah from what I did in testing, TECH level is the only real thing that matters for turrets.

Material type I think only affects break off chance ( I believe that is the only really bonus helpful effect of material type on turrets.)

I literally can RNG roll at the research station (in center of galaxy) make a IRON weapon that does the same damage as an Avorion Weapon. Tech level is the only thing that determines max stats a weapon can have. Again, I do believe material type does affect the chance the turret will be blown off if hit by a weapon attack.

And based on RNG of Turret factories, I have seen Tech 33 turrets that out damage most Turrets til about tech 48 on average, and even then manually made turrets at Tech 42 can out damage most turrets you can make/find on average.
(heck even 60%-70% of your tech 52 turrret will SUCK compared to those Tech 42 turrets.)
Enlonwhite 9 Oct, 2024 @ 5:52am 
But now that I think about it, I only really care about 3 things when researching.
-Upgrading subsystems (only reason why Research Station is not a useless station)

-Randomly rolling for TECH 51 and 52 weapons to just see what you get end game wise.
(Built turrets of Tech 42 or higher will basically beat any weapon drops normally.)
Heck you can end game push with Trinium tech 32 or 33 turrets (max 34 or 36 before barrier)

-Getting you "the one" know what for story/I like that item alot
(hint if you have lost of money to waste, use trade beacon to summon a trader equipment dock ship, to spam buy something.....yeah its about what? 9 million a pop for what I plan but if you know you know why its good.)
Enlonwhite 9 Oct, 2024 @ 5:52am 
I love the idea, this has me wondering.....
Predetermined research recipes - won't spoil them here, if you know you know - remain intact.
I can only think of one reciepe that actually matters.....and it better be able to stay in considering what it is to the story...and its super useful.
Are there really more then one? Like I havent played around with researching more then auto researching recently.
Shinra  [author] 24 Aug, 2024 @ 8:36am 
Glad you like it
howardxu23 23 Aug, 2024 @ 6:06pm 
this is pretty neat