Upgrade Stats

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I suppose this is just a dump of a bunch of code diving? It's a bunch of different stats on all the system upgraded modules, and also the best cheats for god mode items. Have fun!

The command to cheat yourself a specific system upgrade with a given Seed and Rarity is:

Faction():getInventory():add(SystemUpgradeTemplate(<script path>, Rarity(<rarity>), Seed(<seed #>)))

Where <script path> is the path as a string to the script mentioned below, which is located in "data/scripts/systems" unless otherwise noted, <rarity> is the rarity (probably 5), and <seed #> is the seed value.

In this article, I use the notation: Seed[n], which represents the n-th number (in a range from 0 to 1) in the series generated by the random function with the seed specified as it's parameter.

Turret Control Systems[edit | edit source]

Script file: "arbitrarytcs.lua" / "civiltcs.lua" / "militarytcs.lua"

  • # Turrets = Rarity (specific turret systems get + 1), but always at least one; Range = +1 - +6.
  • Energy Usage= # Turrets * 1 megawatt * (civil: 130, military: 200, arbitrary:250) * (arbitrary: 1.1, specific: 1.2)^rarity
  • Price = 1000 * # Turrets * 2.5^rarity * (civil: 5, military: 6, arbitrary: 7.5)

Turret Control Systems do not utilize their seed value in any way.

Radar Booster[edit | edit source]

Script file: "radarbooster.lua"

  • If seed[2] is > rarity / 4 then the upgrade gets both a Radar Reach Bonus and a Hidden Sector Radar Reach Bonus.
    • Otherwise, if seed[3] is < 50%, you only get the + radar reach bonus, else you only get the + hidden radar reach bonus.
    • This means you get both bonuses for Legendary and Exotic level items (rarity >= 4), and you're guaranteed to only get one bonus on Petty and Common level items (rarity <= 0).
  • Radar Reach = 1 + Max(0, (rarity + 0)*(seed[0] + 1)), rounded down to the nearest whole number; Range = 1 - 11
  • Hidden Reach = 1 + Max(0, 0.5*(rarity + 0)*(seed[1] + 2)), rounded down to the nearest whole number; Range = 1 - 8
  • Energy = 75 megawatts * (Radar Reach + 2 * Hidden Reach); Range = 75MW - 2.025GW
  • Price = 1000 * 2.5^rarity*(3 * Radar Reach + 5 * Radar Reach)

Best Legendary(/Exotic) seed: 18 (+11 Radar Reach, +8 Hidden Reach, 2.025GW)

Shield Booster[edit | edit source]

Script file: "shieldbooster.lua"

  • If seed[2] is > rarity / 4 then the upgrade gets both a + Shield Durability % Bonus and a + Shield Recharge Rate % Bonus.
    • Otherwise, if seed[3] is < 50%, you only get the + durability bonus, else you only get the + recharge bonus.
    • This means you get both bonuses for Legendary and Exotic level items (rarity >= 4), and you're guaranteed to only get one bonus on Petty and Common level items (rarity <= 0).
  • Durability Bonus % = 5 + 10*(rarity + 1)*(seed[0] + 1.5); Range = +5% - +155%
  • Recharge Bonus % = 5 + 2*(rarity + 0)*(seed[1] + 1); Range = +5% - +25%
  • Energy = 1 megawatt * (7.5 * Durability % + 20 * Recharge %); Range = 37.5MW - 1.6625GW
  • Price = TODO

Best Legendary(/Exotic) seed: 420033 (+155% Durability, +25% Recharge Rate, 1.6625GW)

Battery Booster[edit | edit source]

Script file: "batterybooster.lua"

  • If item is Exotic or better (rarity >= 4), then the upgrade gets both an energy increase and a charge rate increase.
    • Otherwise, if seed[2] is < 50%, you only get the % charge rate bonus, and if seed[2] is >= 50%, you only get the % energy bonus.
  •  % Energy bonus = 15 + 10*(rarity + 1)*(seed[0] + 1.5); Range = +15% - +165%
  •  % Charge bonus = 15 + 4*(rarity + 1)*(seed[1] + 1); Range = +15% - +63%
  • Price = 50*2.5^rarity*(3*Charge% + 5*Energy%)

Best Legendary(/Exotic) seed: 420033 (+165% energy capacity, +63% recharge rate)

Scanner Booster[edit | edit source]

Script file: "scannerbooster.lua"

  • + Scanner Reach % = 20 + 15*(rarity + 1)*(seed[0] + 1); Range = +20% - +200%
  • Energy = 5.5 megawatts * Bonus %; Range = 110MW - 1.1GW
  • Price = 250 * 2.5^rarity * Bonus %

Best seed: 587027 (+200% scanner reach, 1.1GW)

Cargo Extension[edit | edit source]

Script file: "cargoextension.lua"

This is the only upgrade module that's legendary variant still has two types.T

  • If seed[2] is < 50%, then only the flat bonus is given, otherwise only the % bonus is given.
  •  % Bonus = 10 + 4*(rarity + 0)*(seed[0] + 1); Range = 2% - 49.99...%
  • Flat Bonus = 20 + 50*(rarity + 1)*(seed[1] + 1); Range = 0 - 620
  • Energy = 10 megawatts * (Flat Bonus + 1.5 * % Bonus)
  • Price =75 * 2.5^rarity*(Flat Bonus + 6 * % Bonus)

Best legendary seed for the flat bonus is 1700 (+620 cargo space, 6.2GW), and the best seed for a % bonus is 820769 (+50% cargo space, 0.75GW), which is much better.