Avorion

Avorion

[2.5.2+] Xavorion: Class System
81 Comments
A lil Birdy Sep 1 @ 5:32am 
Hey, its there a guide on how the roll system works, is this something we can manually changed to make the ships in a fleet fly in specific formations?
Syl Aug 30 @ 5:24am 
I just cant seem to get my m6 to increase yaw and pitch, no matter howmany thrusters i add. The numbers look to change, then a couple seconds later they change back to much lower stats in yellow. Sure seems like a cap to me :/
Koinzell || Souza Aug 28 @ 3:09pm 
Wonderfull to see that you still improving the project ! its a really nice mod, thanks for the work and time youre investing in this, cant wait for the 3.0.
LM13  [author] Aug 28 @ 8:58am 
@terhun11

It's been a long time since I've checked which Xavorion mods could work as standalone,
at this point I'd suggest either using all of them, or none.

I think, in your case, is that shield component(custom code added by X), throws errors in some cases - due to missing X mods.
That would explain your issues, but that's just a guess.

I am working on a 3.0 version now, which will be just one package instead of 17+ mods, but it also means current version will stay as it is.
terhun11 Aug 27 @ 6:23pm 
It MOSTLY worked before, however I found that after testing to see what mod messed w/ shields it managed to brick the class displays on everything basically. and I run a bunch of errors such as smoothflightcomponent.Lua:307, and BalancerComponent.Lua:539
terhun11 Aug 27 @ 6:21pm 
I have a bunch of mods, but none that modify ships except for pirates (so ik why they were renamed)

as well as the fact that I only had xavorion class system (this mod) installed.
LM13  [author] Aug 27 @ 5:07pm 
@terhun11

Doesn't sound right, if it got disabled you would see missing icons as big black-yellow squares.

Not sure what's going on there - M4 takes around 45 seconds to fully recharge, with 25 second cooldown after damage. And even Heavy M8 Capital takes around 5 minutes max.

Did you have full Xavorion (17 mods) installed on new save? Or some other mods that could cause issues?
terhun11 Aug 27 @ 1:51pm 
to clarify I understand recharge is "Slower" on bigger ships but im barely an M4 and my shield regen is basically a 40 minute adventure in itself.
terhun11 Aug 27 @ 1:48pm 
Something I noticed about the mod after it somehow getting disabled on the world, it was severely capping shield regen to absurd rates on my playthrough I believe. It is the only mod currently off due to it somehow turning itself off and my shield regen is back to normal.. Is this intentional?
LM13  [author] Apr 1 @ 5:56am 
@The Last Another Crystal Wings

Editing ShipDatabase.lua values to your liking is the way to go. It's been used for servers and personal tweaks.

Keep in mind, values there are not "caps", but "base values" for each ship class.
Don't go any higher than M1-Scout speed, or below M8 - valid functional speed range has been used by default.

Removing Class System is not possible
Are there any mods to disable all limits(Velocity, yaw/pitch/roll, acc/dec...) from Class System? I tried to remove this mod and mods rely them and start a new save, but NPCs are broken. Or I just can override ShipsDatabase.lua
LM13  [author] Jan 15 @ 7:28am 
@KPOHOC

If you've got extended faction packs with Brankors or NovakhinShepard(much harder) packs then there's not much I can do about difficulty.

I assume you've already added difficulty mods from eXtended Gameplay Preset collection.
Btw. normally, players complain that game is too hard ;D

Other than that, you'd have to manually mod boss encounters.
KPOHOC Jan 13 @ 2:14pm 
Спасибо, позже проверю. Тут еще такое дело, на максимальной сложности с полной Вашей сборкой Xavorion игроки у меня на сервере за день пробегают внутрь разлома, нельзя ли боссов усилить?

Thanks, I'll check it later. Here's another thing, at maximum difficulty with your complete Xavorion build, the players on my server run inside the rift in a day, can we strengthen the bosses?
LM13  [author] Jan 12 @ 7:11am 
@KPOHOC

All you need to do is create new mod, with dependency on this mod and single file override
[ \data\scripts\ShipBalancer\Lib\ShipsDatabase.lua ]

contents of this file should look like so:

[code]

-- M4 Class
ShipsDatabase[4].Velocity = 270.0 -- whatever value you want

-- M5 Class
ShipsDatabase[5].Velocity = 220.0


[/code]

For a list of properties, check original file.

Just remember, that a file override should not have a "return" statement, and should not delete data via "Variable = {}" statement.
KPOHOC Jan 12 @ 1:06am 
Все супер! Но хотелось бы себе на сервер поменять скоростные характеристики. (ближе к оригиналу сделать начиная с М4) . Сам попробовал найти, отредактировать и перезолить и началось, то один сломался мод, то другой.

Everything is great! But I would like to change the speed characteristics on the server. (make it closer to the original starting with the M4). I tried to find, edit and re-salt it myself, and it started, then one mod broke, then another.
Trinium Sep 18, 2024 @ 12:29am 
not gona lie i removed this mod a fter a few days due to i like the bigger is better thing lol i had a 10 slot ship that didnt move anymore due to this mod also had to make a new galaxy on my server besides that loving the other mods
LM13  [author] Jul 18, 2024 @ 12:15pm 
@Jedithenoooblet

Glad it's fun so far :)
As for upgrades, this mod adds basic few to Equipment Docks - Engine, Gyro and Framework.
Those replace 3 upgrades from base game, few of those were limited by game to Titanium zone and above.

Full set of upgrades requires full set of mods (added by Class Upgrades, the most recent addition).
Reason was, most features required extensive changes to game - and distribution among new equipment stations.
( There's just too much stuff to fit into single one as base game does )
Jedithenoooblet Jul 18, 2024 @ 11:45am 
Thank you for the info! I decided i'd stick with just a few of your optional mods (this one included) and so far I'm having a lot of fun. Also, how do I acquire these class upgrades? Is this a feature added from another X mod?
LM13  [author] Jul 18, 2024 @ 8:42am 
Hello there @Jedithenoooblet

1. It can't be removed easily( as most eXtended mods ). NPC ships will be corrupted, your own ships will just fly as base game.
New upgrades will also turn into corrupted items.

2. Very easy, vanilla ships just work. Moving from X to vanilla usually is just about replacing thrusters with gyros, or adding more.
Great example of workshop ship built with Class System, where author made sure to check it on both games:

https://steamcommunity.com/sharedfiles/filedetails/?id=3290741953

Btw.
As you are a new player, Xavorion is a pack of 16+ mods that add gameplay built for Class System.
You can try out just this mod in creative mode - but actual gameplay only makes sense with full overhaul.
Jedithenoooblet Jul 17, 2024 @ 8:41pm 
Hi, i'm new to avorion and am interested in this mod but have a few questions

1. Is it possible to remove this mod later if I find I dislike the class changes? (if I removed this mod after I added it, would it corrupt my save or just break the functionality of the ships I built with this mod?)

2. How easy is it to port designs to and from this mod? Do I need to completely redesign ships built in vanilla --> this mod / redesign ships from this mod --> vanilla?
Pteromaxylus Jun 5, 2024 @ 3:24pm 
Thankyou so much, that really cleared up a lot. I'll make sure to let my friends know why those upgrades seemed bugged.
LM13  [author] Jun 5, 2024 @ 2:40pm 
@Pteromaxylus

Calculations and ratios for Block/Mass to Thrust are much more forgiving than vanilla - and yes,
upgrades can improve ships that lack thrusters or engines(which was not allowed in based game).

Gyros are subsystem upgrades now, sold at Shipyards. Those can be used to improve or pick desired rotation style.

As for UI - the new one on the left displays correct values. It may take a second to refresh.
Original right side UI values can be wrong (those just can't be changed).

Not sure what ships you have there, but since build mode is Class based now - you're always building a relative performance for that class.
If a ship falls into M5 Frigate class, it cant ever be faster than M4 or M3.

Calculations are CPU heavy, so you can see "old" values for a second after placing blocks.
Full explanation with screenshots has been provided at in-game encyclopedia, in case you need it.
Pteromaxylus Jun 5, 2024 @ 2:22pm 
I'm porting my designs over from vanilla so that is likely the case, most of my ships are like 40% thrusters lol. Is that saying that if I had too few thrusters it would be allowed to be improved by those systems? Also you mention gyros. But I'm not allowed to make gyros, they always get automatically converted to thrusters at the same moment that my stats update to what the mod thinks my maneuverability should be. Incase that isn't clear enough, for instance when I'm placing a large thruster on the side of a ship it'll say it'll dramatically increase handling, then after placing my stats update to that value then get retroactively nerfed back down.
LM13  [author] Jun 4, 2024 @ 1:02am 
@Pteromaxylus

Vanilla acceleration and velocity bonuses cant work, so that's normal.
Xavorion engine/gyro upgrades should affect speeds - unless your ship plan is already at 100% efficiency.
Pteromaxylus Jun 3, 2024 @ 7:28pm 
Hey, my friends and I have been playing with these mods and are really enjoying them but we ran into some really upsetting hickups, none of the xavorion mobility subsystems work. They all say some number + p.p. and when you install them, you do lose energy production but clearly do not gain any handling. And all the vanilla into the rift acceleration% and velocity% are nullified by this mod. Is this an issue we caused or a normal thing?
Mister Cthulhu Apr 21, 2024 @ 5:24pm 
Ah okay, Thanks for the awesome mods LM!
LM13  [author] Apr 21, 2024 @ 5:14pm 
@Mister Anubis

No plans to add more. Current 8 classes almost completely exhaust possible speeds and other values available in game.
It is possible to add more, but overall balancing and content has grown around those 8 - meaning, it would be a lot of work to adjust spawns, weapons, upgrades, and other stuff too.
Mister Cthulhu Apr 20, 2024 @ 11:54pm 
If not is it possible to add more classes for ourselves?
Mister Cthulhu Apr 20, 2024 @ 11:51pm 
Do you plan on adding more classes?
Kira Apr 6, 2024 @ 1:43pm 
Just want to thank you again for the phenominal work on this mod!
LM13  [author] Mar 30, 2024 @ 1:23pm 
@GabEn

If you can't see any difference when using Directional Thrusters, or Gyro upgrades then something is wrong - mod conflict most likely.

Directional thrusters have same effect as gyro blocks did
(but gyros have issues, and had to be removed).

Conversion is automatic to match gyro direction - so nothing really changes, and there's no need to tweak existing ships.

Class upgrades are not required - but since class system is a large change, full modpack is recommended, unless you know what you're doing.
GabEn Mar 30, 2024 @ 12:59pm 
It seems that this mod is converting any and all gyro's on a ship into directional thrusters. I assume based on the warning I have gotten occasionally that i might need a subsystem to be installed to allow gyro's but from testing all subsystems that focus on rotation, none seem to do so.
Does it require class upgrades as well for gyro's to be usable?
LM13  [author] Jan 25, 2024 @ 1:57am 
@Kira

Class is based on volume, with weight variants landing somewhere inbetween those raw values:

[code]
M1 ~100
M2 ~500
M3 ~1 000
M4 ~3 000
M5 ~9 000
M6 ~25 000
M7 ~75 000
M8 ~200 000
[/code]
Kira Jan 24, 2024 @ 8:42pm 
Hi again! Thank you for your answers and such an amazing mod.
Question... What is class based on? Volume? Mass? also how much of X does each class require? trying to nail down some world building using this mod for our server and it would be very helpful to know what volume separates each class (assuming they use volume)
LM13  [author] Jan 9, 2024 @ 6:46am 
@Kira

Combat Roles are assigned by Fleet Generator at spawn time, with custom weaponry loadouts.
That part is implemented by Weaponry and Encounters module.

For player ships, it's manual - you're free to follow NPC roles, or mix/name something of your own. New upgrades help with that.
Kira Jan 8, 2024 @ 8:06pm 
How is a ships combat role determined?
Enlonwhite Jan 7, 2024 @ 11:39pm 
I havent used this yet, due to mod incompatibilities, But the more I play the more I realize the game really only cares about the Bigger ship, no point in having smaller ships. Even with most my mods I feel that ship size should matter in different ways. (yes there were ways to get 4.0 thrust in all directions on even size 12+ slot ships in base vanilla)

No ship those sizes really should hit max thrust of Pitch and Yaw.

Heck Ship size only mattered for Rifts, and that was Tonnage to worry only. Either you brought one super ship max tonnage you could, or you brought 3-5 ships using subsystem to crank out more hp/shield count between all your ships. With super fighters that ruled the battlefield.

After seeing the latest update, and thinking of playing a game i remembered this mod and I would of loved to try it so. I am going to do so.
LM13  [author] Jan 3, 2024 @ 6:40am 
Apologies, but I'm not sure what you mean.

Classes, their size and stats have been picked and tested to fit within game limits,
while extending the game for usage of all 8 classes.

It does change the game a lot, but all other changes were built specificaly for that type of gameplay.
🅶🅴🆁🆃🆂🅾🅶 Jan 2, 2024 @ 11:48pm 
You do a great pack of modification, but why you stangling the ship size so hardfull?
Halcyon Dec 27, 2023 @ 10:25pm 
I'd like to suggest further classes after adding Stabilizing Mainframe wiring.
M9 - Super Capital - Equivalent Slot 16
M10 - Super Dreadnought - Equivalent Slot 16
M11 - Fast Titan - Equivalent Slot 16
M12 - Titan - Equivalent Slot 17
M13 - etc ?
LM13  [author] Dec 15, 2023 @ 3:03pm 
For some reason mod version is not up-to-date. Remove it from mods folder, or resubscribe to force an update. All X mods are set to requirement (2.0 to 2.4.*) now
RedRapture Dec 15, 2023 @ 2:54pm 
2023-12-14 21-34-13| Error while enabling mod: 2918443067 is problematic: Mod 'Xavorion: eXtended Scripting Framework' [2918443067]'s base game requirement (2.0 to 2.3.9) doesn't match version 2.4.1 of the game.
2023-12-14 21-34-13| Error while enabling mod: 2992808773 is problematic: Mod 'Xavorion: Class System' [2992808773]'s base game requirement (2.0 to 2.3.9) doesn't match version 2.4.1 of the game.
2023-12-14 21-34-13| Error while enabling mod: 2992808843 is problematic: Mod 'Xavorion: Flight Physics' [2992808843]'s base game requirement (2.0 to 2.3.9) doesn't match version 2.4.1 of the game.
RedRapture Dec 15, 2023 @ 12:49pm 
when i can get him on i'll get what you require. He's finishing his work day.
LM13  [author] Dec 15, 2023 @ 12:18pm 
Well then, I'd need to see those logs to check exactly - failed to load is a message I got from Trade Routes and its dependencies after updating to 2.4, but that's it. So no idea what's wrong without more data.
RedRapture Dec 15, 2023 @ 11:59am 
That's what we did, I hosted the game, friend couldn't connect. We went into the server logs on his system and discovered the Xvorion mods listed as failing to load.
LM13  [author] Dec 15, 2023 @ 1:17am 
@RedRapture

You mean, starting up a dedicated server? Any chance of specific serverlog information?
The only thing that could cause that error are Optional mods that have not been updated yet.
There is no reason for dedicated server to fail, while singleplayer startrs up. It's still a server.
RedRapture Dec 14, 2023 @ 6:35pm 
Your xvorion mods are causing an 'error while loading mods' issue with multiplayer games after the update. Works fine singleplayer but not multiplayer.
Deviantz Oct 18, 2023 @ 12:04pm 
Thank you!
LM13  [author] Oct 18, 2023 @ 11:48am 
@Deviantz

Flight Physics is responsible for that, not Class System.
Deviantz Oct 18, 2023 @ 11:31am 
So as long as this particular sub-mod isnt active, we dont have to worry about ships zipping around at breakneck speeds that guns cant keep up with, correct?