Avorion

Avorion

[2.5.2+] Xavorion: eXtended Avorion
907 Comments
Battlespark 2 hours ago 
you can mine with fighters but you have to build them or..buy them that can use the proper mining laser
Sidelingknave Jun 6 @ 9:33pm 
Been a seriously long time since I last played and I may even be remembering things wrong,but I'm going to jump back in with Xavorion, and was wondering, can fighters be used to mine? I remember having a mining carrier using Laserzwei's carrier commands mod. Can fighters mine with basegame/Xavorion now? Is it compatible with that mod, or do I need to make do without?
Resetium Apr 30 @ 12:12pm 
@LM13 Good to know, honestly. Think I was having issues with another mod not working correctly, then.
LM13  [author] Apr 30 @ 2:51am 
@Resetium

There's no need to use commands for this. Order of material knowledge does not matter - its the amount of knowledge you have.
You can check player menu, one that displays "achievements", to see which material knowledge you've missed.

You can get Ogonite as your first material if you want - but when it comes to ship size and slots, its as if you were at Titanium level.

There's no cheating or balance issue here - mod was designed to allow going in arbitrary order.
Resetium Apr 29 @ 4:50pm 
v Issue has been resolved. In case anyone else wants to know: Reset your building knowledge with "/knowledge [your name] reset", then give yourself all the building knowledges you should have with "/knowledge [your name] [material]".
Resetium Apr 29 @ 4:30pm 
By some strange alchemy involving what I think included clearing a pirate sector, I've managed to get the building knowledge for Ogonite before Trinium, and now I need building knowledge for Avorion before I can build ships larger than 8 slots (and presumably can never build anything larger than 10 slots). Am I screwed? How do I fix this?
YamatoPower9000 Apr 23 @ 12:18am 
I mean if it's only quests than nobrainer to avoid them but if mechanics are safe from the start then it's safe? Right?
YamatoPower9000 Apr 23 @ 12:17am 
@LM13
Only with Quests like Hackatron or mechanics that are given?
LM13  [author] Apr 23 @ 12:05am 
@YamatoPower9000

Quest lines are broken, and cannot progress (without cheats). You can enable black market, just expect some issues.
YamatoPower9000 Apr 22 @ 11:56pm 
On this page it says "Black Market DLC: Won't work"
So I turned it off in steam even though it seemed to work with turned off (I had some serious gamebreaking bugs and had to shut down everything extra).
Is it safe? I kinda miss box hacking and without dlc I can't use Shadow Injector module. Or it's only quest lines?
YamatoPower9000 Apr 22 @ 9:10am 
Ok thanks. That will do.
LM13  [author] Apr 22 @ 8:49am 
@YamatoPower9000

Apologies, I misunderstood your question.

Easiest way to get full information, after Scout command/faction map usage, is to chain jumps to potentially interesting sectors.
Primary purpose of M1 - Scout ships with Scout Core modules is to do just that, as its easy, fast and cheap.

You don't have to pilot a scout yourself, just give orders from galaxy map.

That part will also change in 3.0
YamatoPower9000 Apr 22 @ 7:25am 
Thanks for respone.
1. Ok, kinda understood at least this part.
2. This melts my brain. "Exploration" gives basic info but does it gives info about Economics on that sector (not stations)? It's confusing cause it would only generate economy (if it can) only when I click on it on the map. So "Exploration" is not really helpful.
My issue that Exploration doesn't fill up info or better word "indexing" economic info for quick search in bar on map screen. I have to click on each scouted sector and sometimes I'm out of reach or nebula blocking. Or I need to scout it with merchant?
LM13  [author] Apr 22 @ 5:33am 
@YamatoPower9000

1. Yellow blips outside faction area ( aka deep space, or no man's space ), largest belts can generate up to ~5 claimables.

2. Scanning is not generating that sector, just picking basic information that's known for sure.
Economic stations are displayed as "???", since there's no way to predict what will be picked before generation.

Displayed resources/nebula indicate what kind of economic stations can be found there, or built.
So, in a way you get "full" information about a sector.

This is all new, and did not exist in vanilla - and will change with 3.0 release of Xavorion.
YamatoPower9000 Apr 22 @ 4:38am 
I have questions about exploration.
1.How do I find claimable asteroid easiest way?
2. Yellow Ping either have asteroid belt or salvage or some junk. If I press on it it starts to loading/generating that sector to tell me resources there but until I do that I wouldn't be able to tell what's inside meaning exploration missions are giving about 25% info like there's a shipyard and a bunch of "???????" to scout again. Meaning quick search on M(map) won't bring full results.
Salvage guy scouts salvage, Miner - mining belts.... But like what's type of stuff could be extracted there like Coal or Nebula....?
That's confusing. And yes I build ultimate scout ship and throw a bunch of sector scanners and radars.... unless I missing something. I played vanilla so long time ago I forgot what system was there. Like "Big object spotted there" and yep 99% it's claimable.
Anomalous Beanbag Apr 17 @ 12:09pm 
Sounds sexy.
LM13  [author] Apr 17 @ 12:06pm 
@everyone

Xavorion 3.0 is under development, current 2.5 version will be preserved as is on workshop, just like 1.3.8 was.

No ETA, we'll see how long it takes to finish.

Target major feature is an extension to player economies and station founding,
also a github release and modding framework documentation.
LM13  [author] Apr 14 @ 8:12am 
@Elga

In sectors with tech level 10+, these are easier to find the closer you get to the center, but low tech sectors still appear. You've probably missed few of those before reaching that area.
Elga Apr 14 @ 7:51am 
Hi how do i find M3 modules for ships M4 and above ive travelled closer to the core to what would have been trinium area yet im still only finding M2 size modules (energy upgrade system etc)
Zuleahbh Apr 8 @ 6:00pm 
@LM13

Thanks!
LM13  [author] Apr 7 @ 3:37am 
@Zuleahbh

Repair Docks and Shipyards enable removal of permanent upgrades. Also, they sell upgrades
Zuleahbh Apr 6 @ 5:01pm 
Here's another question... is there a way to replace a subsystem that has been "permanently" Installed? I know that equipment docks are gone now so is there another way to uninstall them without scrapping them?
Zuleahbh Apr 6 @ 4:58pm 
@LM13

Ah that explains a lot... The only weapons I have right now are burst so I have to get way closer than I normally would... Fun... Thanks for the info
LM13  [author] Apr 6 @ 3:43am 
@Zuleahbh

Only Burst weapons penetrate shields. Those are only used by Assassin role ( AS-F ), or xsotan randomly. It's the shortest range/lowest accuracy type of weapon - shouldn't really be a problem unless you're brawling or ramming.
Zuleahbh Apr 5 @ 4:50pm 
So... do all weapons penetrate shields to some degree with this mod or am I just extremely unlucky and encountered pirates with shield penetrating weapons...? Cause I have been having issues where my shields are almost completely full but my hull is still getting pounded... its kinda annoying...
LM13  [author] Apr 1 @ 6:01am 
@DRAMER

Boarding works as vanilla, so any default behaviour should apply here.

@Juan_Domingez .Srg

Not sure what happened there, we usually use Quick Install or eXtended Gameplay Preset collections.

@Tant

Ah, that's a bug that needs fixing. Thanks
DRAMER Mar 25 @ 11:32am 
tell me. does your mod reset the characteristics to normal after boarding? i know that after capture the computer bonus multiplier for captured ships does not reset. at least i have seen this
Juan_Domingez .Srg Mar 18 @ 11:28am 
why is the problem that some mods arent suscribed, when i suscribed to all the modpack that you did everyone had that problem??
Tant Mar 18 @ 11:12am 
Do energy supressors not work any more? me and my friend made a small solar cell factory to make some credits and it almost instantly got spawned on by a pirate miniboss with a energy supressor satelite up...
LM13  [author] Mar 18 @ 7:01am 
@Riley

You'll need "1.0 Orders And Looping" from recommended mods collection for fixed mining loop command.
By default, vanilla mining is used - which depends on captain missions.

@Rémm Yuss

No way, weapons are a part of class system.
Even if we could revert to vanilla, it wouldn't make much sense.

Progression may take a while to "click" after playing vanilla.
It's really about a class system and builds, not resource grind.
LM13  [author] Mar 18 @ 6:42am 
@Juan_Domingez .Srg
Yes, works with current 2.5.7

@Elga

There's something missing from X mods or conflicting with version/other mods. Please verify you have all X mods enabled.
Blank UI on turrets means an error, and details should be present in your client.log file.

@JadedChris

Economy is dynamic, you will find profitable routes but those change and run dry quickly.
Overall, income is balanced - getting couple of mils isn't as much as you'd think.

If you need extra challenge, try eXtended Gameplay Preset and higher difficulties.
Riley Mar 17 @ 5:45pm 
Using only the mods from the quick install preset, for some reason the AI fails to mine. I turn on auto pilot and select 'mine' then the AI starts trying to mine everything but the asteroid in front of it. Im not sure if this is a bug on my end or the mods. Anyone else have any issues getting the AI to do stuff?
Rémm Yuss Mar 17 @ 1:59pm 
Using the mod with all the requirement and I have some issues with my own sense of progression, yet I'm intrigued about the ship class.

Is there a way to get the mods runs properly with all except the weapons changes? or all of the mods are MUST HAVE to have it run properly
Juan_Domingez .Srg Mar 17 @ 6:05am 
is this mod updated to play on the current version ?
Elga Mar 16 @ 2:32pm 
hi i have an issue the weapon turrets when hovered over have a blank stats ui the mining and salvage turrets are ok just the missile turret and gun turret you start with ive turned all mods minus yours off could it be because im playing beta version?
JadedChris Mar 16 @ 1:57pm 
how can i descrease the prices for items like energy cells etc? Or increase repair cost on a server? its very easy to make millions
LM13  [author] Mar 15 @ 3:13pm 
@Mercury

Hello there. Could I ask you to start a new discussion here:

https://steamcommunity.com/sharedfiles/filedetails/discussions/2923179923

I don't want to spam notifications for everyone, since we'll probably need to exchange few posts and logs.
LM13  [author] Mar 14 @ 1:07pm 
@Flaming007

Fighters work fine unless you meet heavily defensive enemies, M*-Ca or M*-CIW ships.
Those roles will shoot down most fighters and torpedos in their PDs range.

You can watch "Carrier Combat" video linked at the top to see actual combat setup.

Going full carrier is an option, with long range fighters and some bomber squadrons.
Adding escort ship works better though.


@Alpharius

Thanks! Really glad it works like that :)
Flaming007 Mar 14 @ 12:25pm 
do i need to have a carrier to have somehow usefull fighters , when i use them as single flight squadron on trading ships they died very fast(fighters)?
Angel of Baal Mar 7 @ 9:46pm 
Hey :) just wanted to thank you for the mod :D For someone playing solo, this is about a x20 expansion of the game and its mechanics ^^
i love having fun :) Feb 26 @ 3:40am 
@LM13

https://steamcommunity.com/sharedfiles/filedetails/?id=3434546627

Working on single and serv. 100% of the mod should be translated but users gonna tell me anyway. Would modify description when i have time :)

thank you for this awesome mod
LM13  [author] Feb 26 @ 2:43am 
@i love having fun :)

Hey, thanks for asking.
Sure you can, I'll pin it to localization collection if you don't mind.
i love having fun :) Feb 26 @ 2:38am 
Hey @LM13 i made a french localization for my serv, do i have authorization to upload it to public ?
LM13  [author] Feb 24 @ 1:45pm 
@Lord Enoch

Hello there, glad you liked it enough to try full overhaul.

Weapons here are completely new with replaced sound effects, at least most of them.
So SFX replacement may not change much, but will work where it can.
Any tweaks to weapons, like rate of fire, are not needed and won't work anyway.

Real Stations mod, not sure how it works, can't check its files yet.
Try adding it to X save after you've seen how new stations work, just to be sure.
(I expect no issues, but you never know)

In general, I'd recommend starting fresh with just Xavorion, checking out new stuff, and only then adding other mods.
Keep in mind, you need to start new save file with X, and most modules cannot/shouldnt be removed or disabled.
Lord Enoch Feb 24 @ 12:57pm 
Hi ! So i have been using parts of Xavorion, namely the fleet commands and AI. I love it. I thinking of starting Xavorion full on play through but was looking at keeping some other mods I like. I was in the progress of add in mods such as the star wars sound effects and one that slows down rate of fire match that of what you see in the movies.

Question I does you mods list above play nice whit mods that replace sound effects, music, or weapons speed?

I also use real captions an stations. I saw your mod adds and changes upgrade modules would I have any issues here good sir?
LM13  [author] Feb 22 @ 3:15am 
@One Autumn Leaf

Freeplay settings have no impact here. Only game seed provided on galaxy creation.

Still, rare material sectors can appear near starting area.
Those only make game harder, unless you've removed Mining overhaul.
One Autumn Leaf Feb 21 @ 3:08pm 
whilst looking at the mining section of this mod Rare resources like Xanion and Trinium is meant to be rare in the outer ring. however on my MP new save its in multiple sectors close to the spawn point. did the generation go wrong or was I meant not to start on freeplay?
LM13  [author] Feb 15 @ 9:47am 
@Malachi

Subsystem slots have no impact on speed. Only block volume & mass.
For ships above M6(Vanilla cap), you still can boost rotation by 60% with Gyro upgrades,
same applies to speed and boosting.

Current default balance won't change, but it's very easy to tweak,
and has been done already for some servers.

All balancing data can be found in a single file:
[ClassSystem\data\scripts\ShipBalancer\Lib\ShipsDatabase.lua]

where every ship class has simple parameters like so:
Data.Pitch = 0.7 * 0.5

If you need help in creating your own mod tweak, let me know.
Just keep in mind, those values are not "hard caps",
but base values boosted further by crew and upgrades.
Palad1n Feb 14 @ 8:45am 
The one down side to the mod I have found, is that even though I build structurally and place thrusters and gyro's to be efficient with my builds, it doesn't matter with this Mod pack, because once you get above 10 slot ships, at 11-12 slot, your ability to maneuver tanks big time.

It doesn't make much sense to hinder larger ships to extreme, when proper placement of thrusters are being used. I can double or triple the amount of thrusters in those sections and it won't change the "hard cap" values this mod seems to make all ships of size 12 and up use.

Any consideration for a little re-balancing of this? Not every ship should be equal when it comes to movement, especially if you are set up for it. It's one thing to have some giant battleship / star destroyer hulking around and being slow, but different if you have another config of the ship that is set up with extra thrusters and gyro systems.
LM13  [author] Feb 8 @ 8:51am 
@Thimorn

SDK and X can't work together, unfortunately.
Both make lots of changes as overhaul mods, so really there's no way of mixing them.

It's possible to add new upgrades to X, but someone would need to re-create that Refinery Bay upgrade.
To be fair, gameplay was supposed to depend on order loops to refine ores.

I'm not planning any new content right now, but I'll keep that request in mind.