Avorion

Avorion

Laserzwei's Only Raw Lasers
27 Comments
xXPredzioXx 30 Sep, 2024 @ 8:49am 
is ther a comatible mod to this one that increase damage,range ETC ??
count9us 24 May, 2024 @ 3:46am 
Seems to still e working. Very nice to not have to deal with turrets that are useless. Thank you!
Laserzwei  [author] 9 Sep, 2021 @ 12:07pm 
Has been updated for 2.0 since August 1st
Kataz 9 Sep, 2021 @ 11:58am 
Any chance for a 2.0 update?
Arrax Shadowfang 30 Jul, 2020 @ 4:53pm 
For some reason i don't start with r-types anymore and they are not in the game either
WhiteWolf0100 11 Jul, 2020 @ 2:05am 
For anyone who experiences this issue, I was able to pin it down to SP Miners Boost. It was also causing stations to not sell turrets as well. Removing this fixed all issues, so if you're having any issues I'd check and see if you have that mod enabled.
WhiteWolf0100 9 Jul, 2020 @ 3:55am 
Are there any known mods that conflict with this? When starting a game I receive the cargo module, but the two starting turrets are regular miners. When checking stations, they also sell regular turrets. Haven't gotten far enough (high difficulty, taking it slow so haven't really fought many pirates) to get a mining laser or two as a drop to see if it's affecting those.
Cerberus 29 Mar, 2020 @ 5:18pm 
Would love to use this mod, they show up in the station to craft but get an error they cannot be crafted. Tried a brand new save too just in case
Sprut 19 Mar, 2020 @ 1:28pm 
THE Super mega beam thamks to you, man ^_^
Sprut 16 Mar, 2020 @ 12:48am 
man really, update this please
xXPredzioXx 15 Mar, 2020 @ 9:22am 
i love this mod used it for a long time any chance to update for all turrets and fighters are missing ??
Oskar 13 Mar, 2020 @ 10:32am 
game launches without problems, but equipment docks have no fighters and turrets at all. Thanks for all your mods though, waiting for the update
The Mad Man 3 Nov, 2019 @ 1:57pm 
I'm not sure why but when I activate this mod it seems to kill my game, I realize that other people have said the same but I thought I should give some detail. I launch the galaxy and come to a screen that shows a player drone on its side and no key commands respond with the exception of the map. I checked the code but due to my inexperience with game coding I couldn't make heads or tails of what everything means, the game also continues running in the background even after I close it with the task manager and only ends when I end "Steam Client Bootstrapper". Not sure why this happens but I would be over joyed if you could fix the issue as I really like the idea this mod brings.
B-UNIT 1 Nov, 2019 @ 11:09am 
Please update the mod Laserzwei . Love this mod and appreciate all of your fine work on this game !:steamhappy:
GamerPoet 30 Oct, 2019 @ 6:04pm 
Also unable to play this mod. The game actually won't even close properly when enabled. The game remains "running" in the Stream Library, but not running according to Task Manager.

Kinda crazy.
eMPii 27 Oct, 2019 @ 8:33am 
Can't play with this mod.:steamsad:
RandomPSUAlumni 18 Oct, 2019 @ 10:36am 
This mods recent update seems to make my game unplayable.
B-UNIT 15 Aug, 2019 @ 4:47pm 
Thanks for updating the mod Laserzwei !
Kirona 24 Jul, 2019 @ 6:16pm 
I'm definitely liking this mod, though I would like to note that it breaks NPC miners - once they hit full cargo (assuming they have any cargo space to begin with) they just kinda... sit there forever.

Reworking NPC miner design and AI is probably a bit much, but maybe you could re-enable refining lasers ONLY for them, just so they can remain functional?
Ixx 18 Jul, 2019 @ 1:08am 
I love the idea, especially for a "insane"-settings server as a way to extend the gameplay and force creative thinking.

I usually end up creating mining fleets and staying out of the zone, both to avoid the boring mining part and to spare the miners from the constant pirate hazzle. It's way to easy to take the easy way out and use normal mining lasers. This would mod will force me to either mine in a zone with a resource depot, or automate the selling of ore.

A natural extension of this would be to disable the "communal" ore pool and force ore to actually be stored somewhere ... but i suppose the brings on quite a few new issues =)

Great work!
JamesDread 13 Jul, 2019 @ 6:42pm 
subbed :)
Laserzwei  [author] 7 Jun, 2019 @ 11:45pm 
[1/2]
I had 2 intentions with this mod:
1) Logistics. See the other linked mod to get an even more "challanging" Logisitcs
2) When I see 70% Efficiency and 20% Eff. I will always take the 70%. No matter what, I can't help it, but take the higher one(s). So naturally the refining lasers woudldn't stick with me anyways
Laserzwei  [author] 7 Jun, 2019 @ 11:45pm 
[2/2]
@GamerPoet
50 Cargo is enough for 2,500 Ore per haul. Which grants the ability to create an bigger cargo haul and start snowballing from there. Compared to the vanilla Cargo modules [0-40] for Petty(light gray) up to [256-496] Legendary(purple), it's clear that it's aimed at early game stage. No energy cost is a slight bonus. Also: the first upgrade slot is usually unoccupied anyway.
Why did I use a upgrademodule? It's the easiest failsafe solution. The other 2 are:
1) Entity():addAbsoluteBias() . But that needs to be reapplied at every load-procedure (Which can happen multiple times in a single gamesession). Modules use exactly this approach, but the loading is done in the background
2) When creating a ship, adding a Cargo-Block. Which would require extra crew, give bonus resources (when removed) and it won't be a choice anymore
GamerPoet 7 Jun, 2019 @ 5:56pm 
thank you for this. game starts are a little awkward even with the cargo upgrade. i'm guessing modding cargo size directly isn't possible yet, or you probably would have?
Metro 7 Jun, 2019 @ 4:50pm 
i do indeed like this
Rinart73 6 Jun, 2019 @ 3:09pm 
Oh, this is evil :) I like it