Avorion

Avorion

Project M.A.R.S. T5 [15-65 slot*] Mother ship
42 Comments
Brisco County Jr Aug 19 @ 6:14pm 
This does not work. The mother ship needs to have all available turret slots, even for the docked ships. As I thought, unless you are running a modded server, there is 0 point to having a ship like this in vanilla. Only tractor and defense subsystems work on the docked ships.
red13seto Jun 4 @ 6:41pm 
i dont know why but when i make each part 100% smaller so its cheaper i cant dock the mainship to the module. if i try to fly the part into the ship it does dock in this smaller mode but i cant fly as the mainship it just does not move
Joseph Sneed May 12 @ 3:03am 
Figured out the problem. Ship requires a Mainframe modue and if you dont have one the game will shrink the ship. That said I have hit a combine 2M omicron with this ship. Was able to take down the wormhole guardian in literal seconds and The rouge AI never even made it through the shields. When its working this thing totally breaks the game. lol
Joseph Sneed May 11 @ 9:44pm 
Something is wrong with the build. The ship is in the way of the docks being able to function meaning that the modules cannot be docked to the ship. I also noticed that parts are somehow sized to 4 decimal points despite the lowest setting being only 2 and the modules will not fit into the slots at all even without the docking issue. (it isnt a skill issue the gap literally is not big enough) It seems like the ship got resized somehow as theres no way this would work in its current configuration.
Joseph Sneed May 6 @ 4:06am 
Not enough daka. In all seriousness though this concept is brilliant for getting around the limitations of your subsystems and I have not seen anything else like this on the workshop. You should consider making more modules along the lines of what Sloppyjosh is talking about and also consider making a half size 8 slot version for the mid game as this set up would outclass anything.
Sloppyjosh May 4 @ 6:26pm 
It works*, I had to switch my server ini to creative to build the main hull, something with the sizing.

You dont need auto turrets if you:
*Build the modules as stations and found them,
*Switch the game settings to freeplay after building it
*disable docking restrictions

You will need a tug to slot it, but then you can put them on autopilot and will stay that way between jumps

If you do do it as a station, https://steamcommunity.com/sharedfiles/filedetails/?id=3351084504 this mod will let you reengage them as stations while docked, that means you can carry useful items with you, like I did an equipment, repair, shipyard, and resource (as the cargo module in back)

So you can fully refit on the fly, and I keep 4 wings of salvagers in the back so you can live salvage and reprocess everything.

The repair dock harmonizes well with the xsotan wormhole device if you set it as your home reconstruction site, you can basically call in your own reinforcements from anywhere
DaLLaN  [author] Jan 10 @ 8:57pm 
Thank you very much. In single player mode, there will be no problems with this ship. In the settings of the created galaxy in the game files, you can change the setting that turns on the slots for the turrets of the mozul ships and allows them to shoot without restrictions.
lalelunatic Jan 10 @ 1:42am 
oh, that was exactly what i wanted to know, thanks a lot =). and the ship and work you done is not pointless. i play on solo free play and coudlnt give a frek about normal mode if its no fun. oh and btw. the ship looks awesome, the video was well made and i watched it about 10 times now. so dont sell yourself short here. =)
DaLLaN  [author] Jan 10 @ 1:39am 
There is no perfect formula. It was very difficult to create such a placement. The turret mounts must be under the mothership's shield, but the turrets themselves, or rather the turret block from which the shots come, must be above the shield. If the turret is under the mothership's shield, it will not be able to shoot. Therefore, the ideal sizes of the module ships were adjusted for tens of hours.

M.A.R.S. is a unique project that turned out to be useless. Because the turrets on the module ships only work in creative mode. If you dock a module ship with turrets to the mothership on the server, their number of turret slots will become common. Therefore, this entire project is pointless. Using fighters also makes little sense, because many servers have a limit on the number of fighters in a sector.
lalelunatic Jan 9 @ 10:37am 
no clue if dadmant reads this anymore, but what i would like to know is the specifications of getting the module ship parts under the parent ships shields. what spacing is applicable etc.

i just recently got the game and imediately thought about the modular designs, thus find this pretty soon. heard a lot about the turrets must not be "inside" the motherships hitbox, which didnt make any sense, but having them under the shield of it surely does.

problem is how bit/small do the modules have to/can be so the shield dosnt fall in the "gap" of the motherships hull where the modules will be? stuff like that =).
Blue North Star Jul 29, 2024 @ 10:54am 
The need to micromanage basically everything in the game is exactly why I can never play it more than a couple hours before getting bored, or annoyed at the tedium.
red13seto May 28, 2024 @ 12:05am 
ah i see you need to fly the mainpart into the parts rather than flying the parts into the ship never done any module docking system before
WasIstSeife Mar 8, 2024 @ 9:10am 
dont work for me if i dock with any of the parts i cant drive the main ship anymore
DaLLaN  [author] Oct 14, 2023 @ 9:21am 
All details match. But I made very small gaps when docking so that the module ships were completely under the shield of the mother ship. Therefore, it is very difficult for an unprepared person to dock. I do this on the first try, since I have tested these modules hundreds of times. My friend was able to dock all the modules only after 30-40 attempts the first time he did it.
Cru Oct 14, 2023 @ 1:02am 
i have tried over and over to get this to show up in the workshop menu and it just wont the other parts do just not the main body?
Twigletx Sep 1, 2023 @ 9:41am 
I just had to rebuild this bpnto remove the avorion. Im not there yet.

Still looking forward to having enough trinium to build ot lol
Lorrdy Mar 29, 2023 @ 9:53am 
Holy mother of M.A.R.S
X-Neo-X Oct 5, 2022 @ 11:01am 
Just Amazing!!!
Kaller Aug 30, 2022 @ 2:58pm 
Dont remove it from workshop please. You did great work. The standalone mothership works quit nice aswell. :-) keep going
Seqan Aug 24, 2022 @ 2:30pm 
@Amoc Equip a Mainframe Wiring Stabilizer when you build the mothership, and resign yourself to putting nothing but TCS on that ship, or not using guns on the daughterships.
Amoc Aug 14, 2022 @ 1:11pm 
Amazing idea but its not working for "Normal Gamemod" :(
DaLLaN  [author] Aug 11, 2022 @ 1:16pm 
I did not do anything
Seqan Aug 11, 2022 @ 10:41am 
It works again! DaLLaN did you do something or did devs mess with dock blocks again?
Seqan Aug 9, 2022 @ 9:20am 
Ship no longer works after changes to dock blocks. Hopefully this gets addressed, but for now this is broken.
Seqan Jul 14, 2022 @ 2:11pm 
It can still be utilized without that setting turned on. However, I have been exploring other options that're less potentially troublesome. That particular feature should not be messed with if avoidable, and cannot be toggled once a galaxy is made.

Unfortunately, modular ships like this one are not widely utilized, so there are little to no mods for the features around it.

Also, DaLLaN, your description still says 55 instead of 65. =P
DaLLaN  [author] Jul 14, 2022 @ 11:10am 
Only if functional docking is enabled in freeplay settings
Deus Jul 14, 2022 @ 11:02am 
IS this still working?
DaLLaN  [author] Jun 2, 2022 @ 11:39pm 
Oh shit, and after all, I have been living calmly for a month and did not suspect anything, but it turned out that I even had an error in the video :-D
Seqan Jun 2, 2022 @ 8:11pm 
This....this is.....

I need one.

Also, 15+12+12+12+14=65, not 55. You're underselling yourself here, sir.
HarvardAce May 10, 2022 @ 1:48pm 
My guess is that the size issue is the same thing. In creative mode, the "unlimited Max Ship Size" checkbox is checked, but in a standard game it is not. That means that there is a maximum processing power a single ship can have, and the mothership design exceeds it. However, if you install the module that increases the processing cap for 15-slot ships, you can then reload the design and it will scale up to full size. You can even then uninstall the module (not sure if that is intended or not) and it won't impact the ship, although you won't be able to add anything to it.

All that said, the 15-slot mothership (after rescaling as per the previous paragraph) with the cargo 14-slot ship docked has been more than enough firepower and tank for me to solo pirate sectors and handle full xsotan spawns. Haven't tangled with the guardian yet.
HarvardAce May 10, 2022 @ 1:48pm 
If the "No Docking Restrictions" is checked, then all that matters is that each ship has enough slots for its own turrets. In the same example, the mothership would only need 30 slots but all 60 slots would fire (assuming the child has them on auto, of course).
HarvardAce May 10, 2022 @ 1:48pm 
As Hattori has said, in normal modes the "No Docking Restrictions" is not checked. When that is not checked, each child ship must have modules to cover all of its own turrets, but the "mother ship" must have enough modules to cover all turrets, including those in child docked ships. For example, if I want to use 30 slots on the child and 30 slots on the mothership, the child would need to have 30 slots available but the mothership would need to have 60. If you only had 40 slots on the mothership, then only 10 slots worth of guns would be active on the child ship (not sure how it chooses which 10, but probably similar to how the game handles it when you remove a module and have more guns than slots or not enough gunners on the ship itself).
Hattori May 10, 2022 @ 6:30am 
nvm found out why its not working by some ppl. all have a game option: "restickted docking" is mostly off by defult thats disable the turrets. in creative mode its on by defult.
DaLLaN  [author] May 9, 2022 @ 10:31pm 
do fighter jets work? or does the place for fighters also disappear at the modules when docking?
DaLLaN  [author] May 9, 2022 @ 8:30pm 
It is a sorry, it means that the modular shipbuilding died, and without starting. Thanks for the information, you will have to remove modules from the workshop. Do Faimers work? Cargo blocks?
Hattori May 9, 2022 @ 4:17pm 
in creative mode all works like in your video. on any other game mode its disable the turrets of the PKM´s
Hattori May 9, 2022 @ 3:58pm 
really love the idee. but have the same problem as HarvardAce has. as soon i dock any of the PKM with turret modul and turrets , its diable all waepons on it and say "your schip dont have so many turret slots"
DaLLaN  [author] May 9, 2022 @ 3:15pm 
if possible, please record a video or show screenshots
DaLLaN  [author] May 9, 2022 @ 3:14pm 
I didn't understand a bit what your problem with the turrets is. The ship was created in 2.0.11, the video was also recorded in v 2.0.11. Maybe I have no restrictions due to creative mode? Did I understand correctly that when a module ship docks with the mother ship, all the slots for turrets disappear?
HarvardAce May 9, 2022 @ 1:15pm 
Love the idea, but two issues:

1) The Mother Ship is bigger than the maximum 15-slot size, so when you first build it, it is scaled down to the 15-slot max. I then had to install one of those modules that give you more processing capacity, which then allowed me to re-load the ship design to its full size. Not really an issue, but something that you may want to highlight in your description.
2) As soon as I docked the CGM to the Mother Ship, I was immediately told I didn't have enough turret slots. It appears that the turret slots/modules of docked ships do not count, and all turrets on all ships that are docked to the Mother Ship must have enough slots in the Mother Ship. Are you seeing differently? A quick search suggests that this was changed way back in version 1.3, but this is a very recent design so I'm wondering if you have something different that you're seeing. Without this working there isn't much point for the docked ships.
DaLLaN  [author] Apr 29, 2022 @ 5:42pm 
Thank you)) I used only standard game mechanics, no mods.
plparkhurst Apr 29, 2022 @ 8:25am 
Crazy! Love the concept, and the performance is top notch.
Did you use a stacking mod or something to get the block density in the internal sections of the ship? (Like directional thrusters, gyros, engines, etc.)