Avorion

Avorion

133 ratings
Custom Subsystems I
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Mods: Mod
File Size
Posted
Updated
1.101 MB
1 Sep, 2022 @ 5:33am
18 Sep, 2024 @ 12:56pm
10 Change Notes ( view )

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Custom Subsystems I

Description
Build your own reprogrammable upgrade system according to your wishes. With almost all functions and live preview.

Requirements
  • Game version 2.2.2+
  • no problem with cheating

How to use this thing
You need more shield and hull strength? No problem. You need more turret slots and more fighter squads and pilots? No problem. You need it all at once? No problem!

You can create a subsystem to your liking and even easily customize it later. You don't even need to remove the system. Just change the values and go!

Want to see your language listed here? Help with a translation of the provided translation file.
You can find the files in
yoursteamfolder\steamapps\workshop\content\445220\2857165361\data\localization
.I recommend using the poedit[poedit.net] tool to enter the translated strings, but you can also use any text editor. Just enter the translated string in the line with msgstr and leave msgid untouched! After that, you can send me the finished file to my discord[discord.gg].

known issues
Unlike turrets or torpedoes, the properties of the system are not stored on the item itself, but are always calculated live. Therefore, fixed values must be stored somewhere so that you can use them exactly as they are at any time.

That's why the subsystems you create must always be saved, and if you delete them, the subsystem will no longer work. In every savegame!

The tooltips are cached by the game and therefore it can sometimes take time for new property to be displayed as well. Nevertheless they are already applied, at the latest when you uninstall and reinstall the system once.

Supported languages
  • english
  • german
  • russian
  • chinese

This mod works only for local players! Better don't install it on your multiplayer server.

other Problems

Q: I have no new Icon in the top right corner to open the tool window
A: Type "/cub readd" in your chat window to reinitialize the script on your current vessel

Translated with www.DeepL.com/Translator (free version)
172 Comments
Cr3sent_Mage 11 Jun @ 10:24am 
Fair enough, thanks for the heads-up.
The Devil  [author] 11 Jun @ 9:56am 
@Cr3sent_Mage
I had originally planned to make the system with a varying price depending on the features used. But actually it's up to you how much you cheat with it, a high price only leads to you cheating yourself out of money to buy it.
Cr3sent_Mage 10 Jun @ 6:25pm 
Is it possible to have the subsystems use credit instead of having them free? Then they will also have their own icons like the ones we see on the vanilla systems. It'd be cool to see something like that.
CJ Kondur 7 Jun @ 2:38pm 
I will give that a try, thank you
The Devil  [author] 7 Jun @ 2:20pm 
@CJ Kondur
try a lower collecting range. something around 10km. Avorion has problems with high ranges for loot. you can also use fighters to collect stuff.
CJ Kondur 7 Jun @ 2:09pm 
For some reason the loot collect range is not working for me. I have it set to 99km along with a transport block and all the stuff, but it is still not collecting range. Even if I am on top of the loot I still can't collect it. Not sure if it is this mod causing it, but I didn't start having this issue until I added this mod.
The Devil  [author] 13 May @ 10:51am 
@M.C.-GlorY
Don't forget that if you have an existing galaxy, you have to activate the checkbox Overwrite mod list before loading it - otherwise new mods will not be loaded into an existing savegame.
M.C.-GlorY 13 May @ 5:26am 
How i get into the Menu to create my own subsystems, can you add a screenshot?
Joseph Sneed 23 Apr @ 6:00pm 
Still works
The Devil  [author] 23 Apr @ 11:40am 
@Joseph Sneed
The mod you metioned is just altering the amount of a subsystem in your inventory.
Here is the code line:
inventory:setAmount(inventoryIndex,systemFinalQuantity)