Avorion

Avorion

(HET) Xsotan Key-1
43 Comments
KaneNOD  [author] 24 Aug, 2023 @ 7:38pm 
I can look and do something!! :winter2019happyyul:
Cookiestefan 24 Aug, 2023 @ 3:00pm 
i have another question would you consider to rework the 5th artifact its pretty useless when you play modded
Cookiestefan 24 Aug, 2023 @ 2:58pm 
oh okay
KaneNOD  [author] 24 Aug, 2023 @ 7:51am 
The owner of Avorion! He is the guy who code the game we play!! :winter2019happyyul:
Cookiestefan 24 Aug, 2023 @ 6:43am 
who is Koonschi?
KaneNOD  [author] 23 Aug, 2023 @ 5:59pm 
It's a know problem that only Koonschi can fix!! :winter2019neutralbulb:
Cookiestefan 23 Aug, 2023 @ 1:25pm 
is it normal that every time i leave my world or server i need to take it out and install it again
KaneNOD  [author] 3 Jan, 2022 @ 3:23am 
All informations about this mod ate into the changelog.

And yw, my dude!! :winter2019happyyul:
Rune Trantor 2 Jan, 2022 @ 2:00pm 
Yeah, thanks.

Hopefully this comment helps others be aware of that, I had been trying so far to end sessions next to an Equip dock. :P
KaneNOD  [author] 2 Jan, 2022 @ 11:48am 
No problem dude... have fun!! :V
Rune Trantor 2 Jan, 2022 @ 11:27am 
Wait what?

But the bonuses look greyed out when placed without perma install..
https://i.imgur.com/q2AcV0q.jpeg

EDIT: Oooooh, it still works even when its greyed out!
Thats great to know, didnt realize it worked like that. Figured non perma install only had the vanilla usage for the gates, and everything else needed to perma. Whoops. :P
KaneNOD  [author] 2 Jan, 2022 @ 6:55am 
Cuz you don't need to perma intall it..
Rune Trantor 30 Dec, 2021 @ 6:22pm 
Given the whole 'take off and back on' thing every load for it to work, since it cant be fixed on your end, would it be possible for the module to give the bonuses without perma install, so we can take them off and on as soon as we load in rather than go look for an equipment dock?
Seamus Donohue 5 Dec, 2020 @ 7:25pm 
Thanks, KaneNOD! Hopefully he gets around to it at some point. :)
EverNoob 30 Nov, 2020 @ 12:55pm 
Understood, hope he makes that change, thanks!
KaneNOD  [author] 30 Nov, 2020 @ 6:11am 
It's a know problem. Can't fix it cuz this specific key is linked to a c++ hardcode. I will send an email to koonschi about it and see if is possible to him to fix "his side" of code.
Thanks for the feedback! :winter2019joyfultearsbulb:
EverNoob 29 Nov, 2020 @ 5:10pm 
I'm getting the same thing for the players on my server. You have to uninstall and re-install each time you start playing to get the bonuses.
Seamus Donohue 29 Nov, 2020 @ 2:16pm 
I don't know if this is related to the Black Market DLC, but every time I load a Singleplayer game where my ship already has XSTN-K I installed, the bonuses from this mod do NOT apply until the XSTN-K I is uninstalled and then permanently reinstalled.
EverNoob 24 Sep, 2020 @ 1:47pm 
Thanks, this is a great mod! :steamhappy:
KaneNOD  [author] 23 Sep, 2020 @ 3:03am 
Many mods will stop in v1.2 cuz koonschi did many changes. I will work on an update soon as possible for all mod I have made!! Thanks for the feedback!! :winter2019happyyul:
EverNoob 20 Sep, 2020 @ 2:57pm 
This mod seems to not be working, even though it's set for v1.2.
KaneNOD  [author] 22 Apr, 2020 @ 7:26am 
Or create your own mod with your own numbers..
TSP 22 Apr, 2020 @ 2:44am 
Yes it is customisable. Go to the mod directory and open the file with a text editor, tweak the numbers to your liking there.
Darkracer125 22 Apr, 2020 @ 12:45am 
i just mean i would love to have a less overpowered version of this. great mod. but the stats are too high for my taste.
is it customisable in some way?
KaneNOD  [author] 21 Apr, 2020 @ 7:38pm 
This mod was created for fun reason. That's why I put the "Uganda Worrior" on it's icon! Ok?! ;)
Darkracer125 21 Apr, 2020 @ 6:53am 
isn't this a little overpowered?
zDoctor 4 Mar, 2020 @ 4:34am 
Just make in no need to perm install))
KaneNOD  [author] 30 Nov, 2019 @ 6:48am 
"if not permanent then return end"
I've try this Agent Orange, but I remove this line to make the upgrade functional.
If I put this line, the mod stop to work.

I will find a way to solve this problem. i'm thinking if I can add a module together with the Key-1. When the Key-1 dropps, the module will drop together.

But anyway. Your feedback was bery good. I will try make some changes on this Key-1 and make this mod better. Thanks! :D
KaneNOD  [author] 30 Nov, 2019 @ 6:43am 
Yes @Zoe, the Bad Wolf, I did this a way to use the key-1.
I will try to find a way to solve this issue, but now i'm really focus on another mod that i'm building. (High Efficiency Turrets)

But anyway, thank you for your feedback. It's precious.
Zoe, the Bad Wolf 30 Nov, 2019 @ 1:39am 
I'm having an issue that whenever I change ships or reload the game, the Artifact stop working and must be unequipped/equipped to work again. Thankfully, as the guy below pointed out, it doesn't need to be permanently installed.

I hope you only make it require permanency when the isse with it stopping working is solved. :)
TSP 29 Nov, 2019 @ 8:59pm 
In teleporterkey1.lua on line 26 change the empty space to:
if not permanent then return end

This will make sure it doesn't work when not permanently installed, as intended.

To prevent certain compatibility issues with future versions, make sure the variables don't have more tabs/spaces in them than required. e.g.:

addBaseMultiplier(StatsBonuses.ShieldDurability, shields)
addAbsoluteBias(StatsBonuses.HyperspaceReach, hsReach)
addBaseMultiplier(StatsBonuses.Velocity, velocity)
addAbsoluteBias(StatsBonuses.LootCollectionRange, lootRange)
addAbsoluteBias(StatsBonuses.HiddenSectorRadarReach, deepScan)
addAbsoluteBias(StatsBonuses.RadarReach, radar)
KaneNOD  [author] 21 Oct, 2019 @ 6:44am 
Don't need to replace it. Just remove and intall it without perma-equip. It will work again.
SixtyToZero 19 Oct, 2019 @ 9:42pm 
It does work even when not perma-equipped ; I redone the the exodus quest several times; storing the keys in my alliance vault then using a different ship, so i have several xstn-1 keys in my inventory atm. When the key i am using becomes inactive i just replace it with another . XD
KaneNOD  [author] 19 Oct, 2019 @ 3:44pm 
Hello Destro! Ty to use my mod. But this key have an issue don't reload the stats when you restart your game. Thats why I leave the key usable without permanent. Sorry about It. But you will need to reinstall it everytime u restart your game.
Destro 19 Oct, 2019 @ 7:52am 
I have the problem that if I restart the game it does not work I have to take it out on the equipment dock and use it again

KaneNOD  [author] 8 Oct, 2019 @ 6:47am 
mods that use same vanilla files like keys, will cause problems.
but it my mod can work with this mod you have use, stay with them enabled. But remember, they can cause issues on your game.
SixtyToZero 7 Oct, 2019 @ 8:40pm 
Seems you can slap it on and it immediately works; no perma-equip; tho it does become inactive once in a while; btw i have the Upgraded Upgrades mod, it might be affecting it, i wonder.
KaneNOD  [author] 20 Sep, 2019 @ 8:11am 
KaneNOD  [author] 20 Sep, 2019 @ 3:34am 
I will revert to old version..
KaneNOD  [author] 20 Sep, 2019 @ 3:33am 
Ty for your feedback.. I will see it!!
Iron_Hide4 19 Sep, 2019 @ 11:01pm 
same here. getting in and out of the ship does it too.
Dolomich 19 Sep, 2019 @ 8:16pm 
It seems that every time I jump to a new sector the stats are reapplied now, my shields and hyperspace reach are exploding, and that make the deep scan radar so long I can't see it anymore. The loot collection range also become so long objects aren't looted.
KaneNOD  [author] 19 Sep, 2019 @ 3:19pm 
The problem when you reload the game and the key lose the stats is fixed!

Any problems just tell me.