Avorion

Avorion

Flight Sector Overview
56 Comments
LouieNJ 19 Jul @ 11:37pm 
Great mod. Thanks for this.
Malgar 1 Jan, 2024 @ 1:25am 
That is absolutly helpful, thank you very much!
Reconjack85 3 Jul, 2023 @ 1:12pm 
Great informational mod, works perfect in current version of game
GER HarzerII 11 Dec, 2022 @ 7:23pm 
This sounds wonderful, but i dont know how to open the Flight Sector Overview. Is there a key?
In the controls of the game there is no keybinding for it. :(
The Devil 5 Dec, 2022 @ 12:15am 
Hi,
it would be nice to have a list of rift objects too. Thanks
CurtimusPrime92 23 Sep, 2022 @ 10:29am 
this is a cool mod, but for some reason my personalized settings seem to "reset" to default every time i jump which is very annoying
Droknar 6 Aug, 2022 @ 5:42am 
With the latest DLC release/patch the object scanner has changed to be a ping you manually click and it hightlights for 30 seconds. With this mod turned on the highlight only lasts half a second, rendering the object scanner almost useless. This mod needs to be updated for the new feature.
SpaceNavy 14 Dec, 2021 @ 3:11pm 
Possible to make hotkeys to hide/open the side panel (numpad minus), go between the tabs (numpad forward slash/asterisk)?

Also make salvage and asteroids separate tabs?
rickcarson 4 Nov, 2021 @ 7:56pm 
In 2.0.9 Its complaining in the console about a call to PlayerStateType.Interact
Not sure where to find the specification of that enum otherwise I'd check whether it changed myself, sorry.
PISTOL CUPCAKES 17 Oct, 2021 @ 2:47pm 
is it possible to show rich asteroids (the jumbo sized ore ones with like ~100k ore) in the overview?
s0nycz3kk 26 Sep, 2021 @ 5:48am 
@LumberingTroll Ye it's intentional, I am trying to get the feature toggled with a keybind.
LumberingTroll 18 Sep, 2021 @ 1:51pm 
@s0nycz3kk I think that is intentional, at least I believe that was the response when I requested the feature to be added :D though I would at least appreciate a keybinding to quickly turn wreckage on so I don't need to click up, click wreckage, click apply, close ui every time I change sectors. Or better yet, a second option to leave it on all the time.
s0nycz3kk 12 Sep, 2021 @ 10:21am 
I would like report a bug where option for "Show wreckage" gets disabled on change of sector, it's kinda annoying but not mod breaking fortunately.
c0nnex 11 Sep, 2021 @ 6:02am 
Never mind. forgot to activate it on server.
c0nnex 9 Sep, 2021 @ 10:03am 
On dedicated server some errors are logged:
data/scripts/player/ui/sectorshipoverview.lua: Function 'serverSetValue' is uncallable from remote. To call it from remote, enter it into the 'Callable' table with 'callable(...).'
LumberingTroll 7 Sep, 2021 @ 3:12pm 
Great work, this has always been my favorite sector overview!
Madranis  [author] 16 Aug, 2021 @ 3:41am 
Basic 2.0 compatibility should now be working. There are graphics quirks from the other tabs, but it's usable. I'll see about cleaning it up after some of my other mods are working again. And the mod should still work with 1.3.x.
Hereh 15 Aug, 2021 @ 3:31pm 
Danke boy great job <3
Madranis  [author] 15 Aug, 2021 @ 2:54pm 
I'm working on getting my mods updated. This one isn't too badly broken by 2.0 beta so should have a version working with 2.0 soon.
Hereh 11 Aug, 2021 @ 1:05pm 
Brother can u update this usefull mod ? <3
Inchronoth 5 Aug, 2021 @ 3:00am 
love this mod, could it be updated for 2.0 Beta?
FuryoftheStars 7 Jul, 2021 @ 7:07pm 
Not sure if you're still playing/updating this, but could you add something that will enable leaving the Show Wreckages option on at all times (currently, any time I switch sectors I need to re-enable it) and also maybe add a few more width options (larger than 300; I have an ultra-wide monitor that's capable of taking advantage of this. In fact, if possible, I'd almost suggest making these user input instead of drop down so the user can input any figures they want?)?
Madranis  [author] 29 Dec, 2020 @ 6:20pm 
@Engine Of Darkness, I don't have a problem either adding a way for it to hook into this mod or even adding code to this mod to recognize and work with another mod. I'll look into abstracting the callout code.
Engine Of Darkness 28 Dec, 2020 @ 7:15pm 
Would it be possible for you to abstract the portion of the code using "systems/valuablesdetector.lua"?

I was looking into making the Mod "Adventuring Companion" compatible in so far that valuables the system detects show up in the list. However I would have to overwrite / extend your method aswell since "systems/valuablesdetector.lua" is hardcoded in your code, which seems a bit overkill.
wayfarer 30 Nov, 2020 @ 7:12pm 
Found it! Thank you.
Madranis  [author] 30 Nov, 2020 @ 3:24am 
@wayfarer, the game devs placed it in a terrible location. On the load screen to load a save, select the save you want to enable the mod in. Once the save is selected, the "Override Galaxy's Mods" and its checkbox should appear in the top right of the load screen window. Set the checkbox and load the save for your new mod selections to take effect.
wayfarer 29 Nov, 2020 @ 7:12pm 
Your Mod is checked in the Main Menu/Mods and I am playing from the game's normal auto save that is restored upon game loading. I'm playing Single Player/defaultgalaxy/load to continue. I don't recall seeing any "Override Galaxy's Mods" checkbox.
Madranis  [author] 29 Nov, 2020 @ 3:50am 
@wayfarer, are you adding it to an existing game save? If so, did you set the "Override Galaxy's Mods" checkbox before loading the save so that your existing game would enable new mod selections? If the mod is running, the overview window should show up in flight mode even if the settings window hasn't been used to customize it. If you're not seeing the settings icon or overview window, that sounds like the mod isn't really enabled yet.
wayfarer 29 Nov, 2020 @ 2:25am 
I don't have the Settings icon on the screen to enable the Mod
Gorodoff-BE 20 Nov, 2020 @ 2:43pm 
thanks for your upgrade :}
Snuggl 19 Nov, 2020 @ 10:01am 
@Madranis: Thanks! Keep up the good work.
Madranis  [author] 18 Nov, 2020 @ 5:43am 
The crash should be fixed. The latest base game added some code on double-click which assumed the game was in strategy mode. I've added a quick fix to the mod to prevent the condition which was crashing the game.
LumberingTroll 14 Nov, 2020 @ 9:01am 
Yeah My group is getting a CTD when clicking on things in the overview as well, which is really sad this mod is pretty much a MUST have for me.
Snuggl 4 Nov, 2020 @ 5:31pm 
Using current stable of the game, double clicking on one of the ships / stations in the sector overview makes the game crash.
matt 31 Aug, 2020 @ 12:36pm 
Greetings - I am trying to create a window similar to the one this mod uses - the window doesn't need to close to play the game and the window remains on the screen. I've been reading and reading your script but can't figure out how to do it. Any ideas or tips you can give me? Thx.
Drexl 17 Jul, 2020 @ 8:04am 
One additional suggestion: hotkeys to toggle various settings, especially the (sort by distance) setting which is more useful in combat.
Drexl 17 Jul, 2020 @ 7:58am 
Absolute must-have mod. Thanks for this.
A couple suggestions, add transparency level options, even larger height choices, and (ideally) dynamic height adjustment (up to a cap the user specifies).
lammaer 9 May, 2020 @ 3:56am 
Man, this is a real QOL mod, I couldn't understand why such functionality is not implemented by default. This is a MUST in this game.

I had some additional ideas, posted in the discussions.
Madranis  [author] 8 Apr, 2020 @ 2:39pm 
@FuryoftheStars, @gorodoff: Latest version should now default to the old behavior of the sector overview window being movable and closeable by default, and a new option added which can turn the lockdown of the window back on.
FuryoftheStars 8 Apr, 2020 @ 5:54am 
Understood. Thanks. :)
Madranis  [author] 8 Apr, 2020 @ 5:50am 
@FuryoftheStars: That was another tweak I was playing with from the random mouse clicks. My window shenanigans seem to be causing as many problems as they fix so I'll revert them, maybe add options to turn them back on.
Gorodoff-BE 8 Apr, 2020 @ 5:50am 
ok thanks
FuryoftheStars 8 Apr, 2020 @ 5:46am 
Hey Madranis, I've noticed that even when in keyboard steering mode (so the mouse is free without the need to hold shift) I can't move the window without holding shift. I can click on and select thing in it, but actually moving it won't happen unless I hold shift. I don't recall it working like this before?
Madranis  [author] 8 Apr, 2020 @ 5:36am 
@gorodoff: Sorry, I should have mentioned this change with the recent update. Even when the mouse pointer isn't shown, the game can still pass mouse clicks to the window. I've had this randomly close the overview several times. To work around this, I hid the close button outside of strategy mode. If you want to close the overview window outside of strategy mode, there's an option in the configuration window to only have the overview open in strategy mode.
Gorodoff-BE 8 Apr, 2020 @ 4:06am 
the close window button does not show up for me
is it the same for somebody else?
LumberingTroll 28 Mar, 2020 @ 6:03pm 
@Madranis I sent you a steam friends request, np if you decline, had a couple of thoughts to chat with you about.
LumberingTroll 28 Mar, 2020 @ 3:42pm 
@Madranis AWESOME! Thank you very much! That will be great.
Madranis  [author] 28 Mar, 2020 @ 11:52am 
@LumberingTroll, the overview should now show the player's claimed asteroids as well as any valuable objects the object detector has in range. And now that I've used it with these features, I can't imagine going back and not having them. Re-finding claimed asteroids was always annoying.
FuryoftheStars 26 Mar, 2020 @ 9:56am 
@Madranis, can confirm that works now. Thanks!
wizaerd 25 Mar, 2020 @ 4:05pm 
Thank you, this is great for quickly selecting far away stations or gates without pressing F9... Something I think would be beneficial is to have an option for ship visibility. A lot of times I only need to see my own if possible.