Avorion

Avorion

(DISCONTINUED) Ancient Technology
33 Comments
SDK 9 May, 2020 @ 3:15pm 
The updated version is located here: I patched it up and left all the modules as they were.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2091059429
SDK 9 May, 2020 @ 2:58pm 
I've decided to pick up this mod and take over updating it upon based on community requests. I'll be updated the patched version.
Fousicek 9 May, 2020 @ 4:57am 
This sounds interesting. I hope it will get updated to the current version and next versions as well. :-D ..
Orillien 7 Mar, 2020 @ 11:47am 
The mod caused a problem with the debug mode. It ensures that many of the top tabs disappear and only the first 5 or so are available in the "Upgrade" tab.
Roboman5e15YT 6 Mar, 2020 @ 3:12am 
i hope you get the enthusiasm to mod i like these mods!
[CSM] Duwen_Blade 9 Feb, 2020 @ 9:43am 
does anyone know what needs to be rewritten on this mod, and where would i find sources for their modding API? i fixed one of the system upgrades mods that caused the same issue but it seems that the solution is not that easy for turrets, nevertheless i have no idea which function is now improperly named from just observing the turretUpgrades.lua files
Greywolf 14 Jan, 2020 @ 12:34pm 
@leareth
atleast he made the public mods instead of just flat out shutting them down or taking them off the workshop
Leareth 23 Dec, 2019 @ 1:59pm 
What? Discontinued? Come on, I was looking forward to these mods getting updated all week. Okay, I understand that life happens, and that all modders eventually abandon their projects at some point, but its still annoying. If anyone could keep clones of these mods updated, I for one would really appreciate it.
crymson  [author] 11 Dec, 2019 @ 12:41pm 
As of the current update most of my mods will need to be completely rewritten, this will take some time and this week I have other responsibilities. I hope to be able to tackle this over the weekend and have all the mods back up and running by Monday next week.
Zoe, the Bad Wolf 10 Dec, 2019 @ 6:38am 
Hi! :)
I'd like to point out that with the last update, this mod is breaking systems loot. :(

All systems are droppping as "Nameless" systems, with no effects or value.
eaglegundam 13 Nov, 2019 @ 10:04am 
wow loot on multiplayer is really bad
TESLA 28 Oct, 2019 @ 7:15am 
Love the mod btw
TESLA 28 Oct, 2019 @ 7:15am 
I have a suggestion for more systems, if it's even doable:

Automated nanite damage control system.
- Alows hull HP to regenerate even during combat.
- Increases hull regeneration rate if ship has required mechanics
- Increases hull total HP based on rarity (5% - 30%)

Pocket Dimension Shield Booster
- Allows shields to regenerate at their usual rate even during combat.
- Energy requirements for this system is exponentially based on total base shield volume (small shield volume doesnt require much energy where a large shield volume requires an enormous amount of energy. Something like 100k shields = 50GW and 1M shields = 15 TW)
(Hopefully this will help small ships tougher)
crymson  [author] 9 Sep, 2019 @ 1:11am 
yep buffed station stock simply makes the stations stock more of pretty much everything
Nuttercater1 8 Sep, 2019 @ 10:29pm 
Are you also aware that your mod for Buffed Station Stock also massively increases the availability of these modules? I think I have another issue for that mod as well but I'll put that one on that thread.
crymson  [author] 8 Sep, 2019 @ 12:50pm 
YW
Nuttercater1 8 Sep, 2019 @ 4:25am 
This is interesting and welcome news. I shall endeavour to move a station into that sector now. Thanks very much crymson.
crymson  [author] 7 Sep, 2019 @ 10:31pm 
Ok with the great help of Bubbet, the author, I have worked out the issues with the Systems Factory mod. Which modded modules it can produce is largely random, the further apart the factories are the more varied the modules available. The closer to the core the greater the number of modded modules it can produce. Right down at 1,1 it can produce all the modded modules.
crymson  [author] 7 Sep, 2019 @ 4:36pm 
So after reviewing and testing it thoroughly I am utterly stumped. There isnt a reasonable explanation for why ANY of these modules work out of the box in the Systems Factory. Much less why 4 of them do and the others don't. Additionally all of my other one off modded system modules also work with it just fine. Gonna post this question to the author on discord and see if he has any ideas.
crymson  [author] 6 Sep, 2019 @ 11:45pm 
1. I have a mod for that already you can find it in my collection
2. not off hand I'd hafta look at the mod and try to diagnose where its having issues. I'll try and take a look tomorrow when I have time.
Nuttercater1 6 Sep, 2019 @ 11:10pm 
Love the mod, have a couple of questions though.
1. Have you considered making an extension card of a cargo module or something similar?
2. I have the systems factory on my server, and it allows us to make only four or five of the new systems, any ideas why that might be?
crymson  [author] 6 Sep, 2019 @ 7:44pm 
ahh yeah gotta use the xsotan artifacts.
Made the Aegis module expensive power wise, the power cost goes down drastically with better versions but the idea was by the time you truly need the extra turret slots your starting to get into the ship size to handle the power cost
SixtyToZero 6 Sep, 2019 @ 6:31pm 
Yep the Aegis module really double the turret count, currently running with 4x turret and GR turret mods and the slots just went out the ui window LOL.
the power usage tho, can only mount it on my 15 slot dreadnaught.
Teleporters/barrier gateway: just found out they aren't xsotan artifacts so they won't power the gateway.
crymson  [author] 6 Sep, 2019 @ 12:38pm 
Ok thats fixed, was a simple math error, the function was still trying to multiply by an extra value I'm not using and had already compensated for.

The Aegis module doubles all the turret slots on your ship, so if you have 5, 9 slot modules for example that single aegis module allows you to mount an additional 47 turrets on your ship.

Do what trigger teleporters?
SixtyToZero 6 Sep, 2019 @ 6:59am 
Definite rollover credit bug on void shield generator; market value is a negative number; don't buy/sell it.
SixtyToZero 6 Sep, 2019 @ 6:02am 
Found a bug, have you?
Panzerwulfen 6 Sep, 2019 @ 5:23am 
found a void shielding upgrade at starting system ED for negative 2mil credits and when i bought it, the faction went from excellent standing to hostile.
SixtyToZero 6 Sep, 2019 @ 1:36am 
The Aegis module seems kinda underwhelming compared to other turret upgrades out there, btw do they trigger teleporters?
crymson  [author] 5 Sep, 2019 @ 4:17pm 
random, they can appear at equipment docks and merchants, or you can get them as a drop they have 1/10th the drop rate of normal upgrades cause they are rare items. Factor into that the game picks from all the upgrades each time one drops and these should drop one time in 50 or so.
markkarlanthony 5 Sep, 2019 @ 4:11pm 
Where are they found?
crymson  [author] 3 Sep, 2019 @ 12:39pm 
Double check your workshop content folder \SteamLibrary\SteamApps\workshop\content\445220\1852645976 and make sure the mod files downloaded.
Mezoteus 3 Sep, 2019 @ 8:16am 
I can't seem to get this Mod to work? When I install it into the game it doesn't show up on my Mod List?
指间丶红晕 3 Sep, 2019 @ 3:23am 
感谢分享。