Avorion

Avorion

Improved Stash
50 Comments
crazeejeeves  [author] 26 Mar @ 7:19am 
Another feature drop - Reward scaling is using a completely custom scale to achieve my original vision. Also a small boost to the turret tech level.. not life changing, but makes stash-hunting more fulfilling.
Ozzatron 23 Mar @ 9:34pm 
Indeed, like how I ended up making Auto Research Legendary. If there still is any sort of extant Avorion modding circle, I'd be curious to see it.
crazeejeeves  [author] 23 Mar @ 9:23pm 
Well, it *is* one of those games that pulls me back every few years. This time, I also had the itch to tweak the mod, too :)
Ozzatron 23 Mar @ 3:17pm 
Kind of wild to see an update based on suggestions from four years ago. I wasn't aware anyone was still modding this game.
crazeejeeves  [author] 23 Mar @ 2:51pm 
Dropped a small update inspired by suggestions from @Cy in the discussion thread.

Haven't tested the multiplier scaling beyond naonite yet, so drop me feedback if they're overpowered.
crazeejeeves  [author] 22 Jun, 2024 @ 7:22am 
Just pushed an update to make it compatible with 2.5.
No functional changes needed. Enjoy.
Discomelon 21 Jun, 2024 @ 3:20pm 
This mod no longer works in multiplayer with update 2.5.2, i would really appreciate if it you could update it plz
zumich 13 Jun, 2024 @ 6:41am 
works on version 2.5.1?
crazeejeeves  [author] 28 Mar, 2024 @ 12:42am 
I re-checked on a private browser; the repo is accessible without an account. You just won't be able to directly fork it unless you create an account, but that is the same with GitHub afaik.
crazeejeeves  [author] 28 Mar, 2024 @ 12:34am 
Let me check again; i made it public and assumed it won't require an account.
Reason for not using GitHub? I've had my GitLab repo long before i had GitHub. Just didn't get around to moving it to GitHub (yet).
Aaron Tigan 23 Mar, 2024 @ 2:28pm 
Curious, GitLab seems to require a subscription? Why not use GitHub?
crazeejeeves  [author] 20 Mar, 2024 @ 12:55pm 
I shared a link to the mod source in the description. If you like the mod and need an urgent update when a patch comes out, this might help :)
crazeejeeves  [author] 20 Mar, 2024 @ 12:43pm 
I've pushed an update today. Sorry I didn't get around to it sooner.

@Hype365 - You were right; it only needed a version fix.
Aaron Tigan 28 Feb, 2024 @ 4:59am 
Agreed, appears to work fine still, just needs a version update. Were you still planning to do that CJ or would you permit me to upload a version fix?
Glass 29 Dec, 2023 @ 3:41pm 
Appreciate the Udate CJ Seems to still function might just need a version bump (from what I can tell.) Not seeing any errors thrown on my end.
crazeejeeves  [author] 20 Dec, 2023 @ 7:00am 
Hey all. Happy to see there is still active interest on this. I currently do not have access to a machine to check the changes and test them out.. at least for the coming week.

Will try to get a patch out as soon as I can. It's not complicated, just a logistical issue.
Aaron Tigan 19 Dec, 2023 @ 10:19am 
@crazeejeeves, can we please get a version update to 2.4.*?
icytux 5 Dec, 2023 @ 5:24am 
Hey with the release of behemoth the mod cannot be loaded on dedicated servers, sucks that you can force enable on client but not servers else this wouldnt be a problem. Thanks.
crazeejeeves  [author] 26 Apr, 2023 @ 3:19am 
@Palynium - Not sure what you mean. The mod version (from 0.2.1 -> 0.2.2) and min/max client versions have been updated. Can you share more details?

Note: The min client version is 2.2.0 and max is (currently 2.3.x) because the API had a minor change with The Rift (since v2.2). This is compatible to the latest client (v2.3.x)
Palynium 21 Apr, 2023 @ 11:42pm 
Updated but you forgot to update the version. Nice to see you back though.
🦊 Hermit 19 Apr, 2023 @ 9:06pm 
No worries, we can't hold you hostage lol. Understandable that you'd play other games and stuff too. But it's nice to have this one back just when you are able, that's all :GardenLove:
crazeejeeves  [author] 19 Apr, 2023 @ 6:32am 
Sorry about that. Been away from the game for more than a year. Had an itch to get back into it, and pushed the update while I was on it.
🦊 Hermit 19 Apr, 2023 @ 6:30am 
Nice to see this updated again, thank you :PhogsHappy:
UnnameD 凸 (◣_◢) 26 Nov, 2022 @ 2:30am 
Update is needed ? :)
lucifier 29 Aug, 2022 @ 7:03pm 
whats the standard default game values with the new update?
crazeejeeves  [author] 23 Nov, 2021 @ 9:16am 
Thanks for the catch. Haven't been able to play the game for a while now.
Seems I missed that statement when merging 2.0 changes. Update pushed to the workshop.
rickcarson 23 Nov, 2021 @ 6:04am 
Looks like just commenting out (or removing - it's a duplicate of line 34 but one of its variables hasn't been instantiated yet hence the nil pointer problems) line 28 should fix the server log complaint.
Ryvucz 27 Oct, 2021 @ 11:05am 
2.0.7
crazeejeeves  [author] 27 Oct, 2021 @ 10:45am 
What is your client version?
Ryvucz 25 Oct, 2021 @ 1:26am 
Found this error on the server log.

T: 9
Object: N2cp13ServerScriptsE
Execution Context (inner to outer):
#0: claim data/scripts/entity/stash.lua

Error calling Sector:dropTurret: invalid argument 'nil' at stack position 5, expected 'TurretTemplate'

stack traceback:
[C]:-1: in function dropTurret
C:\Users\Admin\AppData\Roaming\Avorion\galaxies\Galaxy\workshop\content\445220\2058470633\data/scripts/entity/stash.lua:28: in function receiveTurret
data/scripts/entity/stash.lua:132: in function ?
Cy 8 Sep, 2021 @ 12:27am 
thank you! :steamhappy:
crazeejeeves  [author] 8 Sep, 2021 @ 12:05am 
Pushed an updated for v2.

If anyone avoids the update (for whatever reason), be aware that there is a minor breaking change in the game API so the updated mod won't be backwards compatible with 1.x clients.
Cy 7 Sep, 2021 @ 3:51pm 
Hey there, 2.0 went to stable today. Can you please update the mod ? =D
Cy 9 Aug, 2021 @ 8:47am 
awesome, thank you!
crazeejeeves  [author] 9 Aug, 2021 @ 8:46am 
I haven't checked out the Beta, so I have no idea yet what changes will be required at this moment. I will check it out once 2.0 is officially out.
Cy 9 Aug, 2021 @ 5:02am 
hi there. I really like this mod hopefully it will work with v2.0 =)
crazeejeeves  [author] 22 Nov, 2020 @ 11:25am 
Pushed a compatibility update for v1.3.5.
I am not actively playing the game right now until the holidays, so I only did some basic tests to verify the changes. No issues on my end, but do file a bug report if something seems amiss.

The entity creation API is updated with this patch, including support for Black Market. As I do not have Black Market DLC, I cannot test that aspect.
LumberingTroll 19 Nov, 2020 @ 4:58am 
Needs an update to work properly it seems.
VortexBox 17 Oct, 2020 @ 4:24pm 
Cool thanks Dev of this mod
crazeejeeves  [author] 17 Oct, 2020 @ 11:35am 
Pushed a compatibility update. No changes in the base games stash script, so no functional change required for the mod.

Enjoy!
crazeejeeves  [author] 17 Oct, 2020 @ 11:20am 
Hey all. Apologies on the delay in update as I was away for the past month. I will push an update later today.
Baphnedia 18 Sep, 2020 @ 2:48am 
Same as DrBox; I *think* I had all the mods in order I needed for a server and then the game updated. ^_^ Would really like to keep your mod and hope that the game update makes the "game's base requirement (0.33.5 to 1.1.*)" to 1.2.* will be an easy change.
VortexBox 17 Sep, 2020 @ 7:26am 
Please update your mod crazeejeeves thank you for a epic mod!
crazeejeeves  [author] 5 Aug, 2020 @ 2:30am 
I posted a discussion topic on some ideas I have that could use more input on the scaling behavior for the mod. Hope to hear some feedback :)
PhearFactor 5 Aug, 2020 @ 1:53am 
thank you!
crazeejeeves  [author] 5 Aug, 2020 @ 1:43am 
Pushed a compatibility update.
PhearFactor 24 Jun, 2020 @ 1:56pm 
version update please :)
crazeejeeves  [author] 14 Apr, 2020 @ 2:43am 
Thanks for the feedback.

(Response to Part 1)
Your suggestions mirror my planned Todo, in order of priority:
1. Scale the cash amount more realistically to the world progression.
2. Increase rewards, decrease spawn rate

These are easy to alter, but hard to test as I don't have a save file with mid and late game progression.

(Response for Part 2)
Wow.. that escalated really fast, haha. But I like the ideas.
I need to dig further on the spawn behaviour. Still relatively new to Avorion scripting. From my understanding, spawning pirates should be easy; sector content are anyway spawned upon first entry. I will look into this.

As for linking to quests, I will take a lot more time to look into. Will get around to looking into it one step at a time.
Cy 14 Apr, 2020 @ 1:47am 
(Part 1)

While it is only a tiny almost meaningless part of the game, I am happy that you adress this vanilla problem to give this aspect of the game more meaning =).

What I think is needed to make secret stashes more valuable and to give treasure hunters a true feeling of reward.

- make secret stash drop 10 Items in addition to your modifications.
- reduce their appearance in a galaxy by 70-90%
- the cash should also be increased ( in best cases they should hold up to 20m cash )

Impression should change from " Just another secret stash lets not even open it"
to " Nice, I found a secret stashes. Let's see what goodies are in there =D"
Cy 14 Apr, 2020 @ 1:46am 
(Part 2)

Your changes are a step into the right direction. Maybe you can even expand this idea to include strong pirates guarding their "loot" in a secret stash which you get to open after beating them. Or you can somehow do a fly by steal action. This last part can even be paired with a quest that can be found on a station. called something like "rumors about loot". Such quest could include 1 of a couple scenarios.

1. loot that is not guarded
2. loot that is guarded very well
3. A trap! Pirates lure treasure hunters in with this fake rumor spreading to get their loot this way.

( This is just a start and can turn into something amazing =D )