Avorion

Avorion

[2.0] - (SDK) System Upgrade - Specialized Mainframes
29 Comments
Garvony 2 Feb @ 5:22pm 
As of today, when I have this mod loaded, I'm getting a lot of blank subsystems showing in my Equipment docks. either with our without the icon, but not system info and no cost.
Demi 17 Jan @ 5:56am 
This mod is still working as of today.
Enlonwhite 9 Oct, 2024 @ 4:09am 
Mainframes that specialize in specific weapons would be nice, I find that Chainguns are actually pretty cool, until you realize the max range is about 8km.....6km average max.
So one that added say 2km to 4km to chainguns. (maybe some faster tracking)
extra auto slots, and
if possible cuts in half the armed slots used for chainguns?

Just throwing ideas out. I could think of about 4 other special weapon focus Mainframes, and a few damage type ones (maybe have the damage type ones be a seperate unique so we have them with special weapon type ones at the same time.)
Roll Fizzlebeef 24 Aug, 2024 @ 9:53am 
I can't figure out what Automatic Target Support means or is supposed to do.
kisel404 14 Jun, 2024 @ 4:47pm 
is this mod still working?
KLS 10 Jan, 2024 @ 4:35am 
is this mod still working?
Melfely 9 Aug, 2022 @ 6:49pm 
Has this mod been updated to work with the Rift DLC?
jivaii 24 Dec, 2021 @ 3:45pm 
I'd like to alter the settings on the mod, mainly to adjust the amount of power needed. I'd like to make the Legendary be 200 GW, and the exotic to 100 GW. Mainly looking at trying to balance a bit for my server.
Travis 15 Oct, 2021 @ 2:29pm 
I strongly agree with Eiskil's comment. The mainframe specializations for Industrial/unarmed turrets, and Military/armed turrets are nice, but what about carriers? Having similar specializations for carriers would be extremely desirable for me. I don't know about others' playstyles, but for me, as soon as I reach Trinium I begin converting my entire fleet to carriers...turrets become secondary to fighters. Similar bonuses to number of fighter squadrons, fighter production, etc. would be wonderful. They can also still be focused on harvesting (civilian) fighters, vs. military (armed) fighters, as I also do this with my carriers (try to specialize them to be either harvesting/civilian carriers, or armed combat carriers).
SDK  [author] 18 Sep, 2021 @ 9:11am 
@JaQ, I'll see if I can clear up the description to make it easier to understand. I'm glad you're enjoying it and thank you for the feedback.

@Bischop, I'll take a look at the calulations.
Treech 17 Sep, 2021 @ 2:26pm 
Yup, some clarification on how the mainframe calculates the extra turrets would be nice. Combat moreso than Industrial as the latter gives roughly the expected amount (except turret/volume).
And HOLY COW how many turrets it gives! With just 2 modules (Exotic mainframe and Exceptional TCS) I get 48 Unarmed turrets 40 auto and 11 Defensive at a hefty but managable cost of 76 GW on a 10 slot ship. One can build a massive multipurpose dreadnought that actually works as early as Trinium sectrors.
Bischop 12 Sep, 2021 @ 10:42am 
The turrets / volume does not seem to be working.
Echelon 5 Sep, 2021 @ 4:36pm 
Can confirm, thanks for the quick turnaround!
SDK  [author] 5 Sep, 2021 @ 4:01pm 
@Echelon, Got it, thanks for the backup. Should work now.
Echelon 5 Sep, 2021 @ 3:08pm 
Hmm we might need a double tap on the upload for this one boss, I'm still seeing the old Dec 8 2020 version on the workshop and in game.
SDK  [author] 5 Sep, 2021 @ 2:23pm 
Updated for Beta 2.0. Enjoy!
Eisekil 27 Jun, 2021 @ 6:28am 
You made very useful mods. But I think you have missed one important part (of course may be I didn't notice if you made already) - carriers. Some workshop carriers don't have enough producing blocks and/or you need really a lot of them - and fighters builds for long. And also they deserves some bonuses. There it would be nice to have carrier specialisation mainframe which can help produce/give bonuses to carriers and fighters.

ps - eng isn't my native lengv :3
derpimess 22 Jun, 2021 @ 5:09pm 
so are we getting updates to the sdk mods ?
CaptPatrick01 29 May, 2021 @ 12:33pm 
It seems to be responding to M-TCS (Number) without the mainframe connection instead of M-TCS (Roman Numeral) with the mainframe connection.
Engine Of Darkness 28 Apr, 2021 @ 6:48pm 
An alternative for Volume Based scaling (until SDK has time to take a look at the issue) is Bubbet!'s mod called "Scaling Turret System"

For Late game "Ancient Technology (Updated)" also has a rare system (Aegis Something Something) that doubles the amount of turrets your ship can have, however that one is truly late game due to Energy requirements in the Terrawatts.
Engine Of Darkness 28 Apr, 2021 @ 4:12am 
I think this mod is partially broken it seems.

Does not seem to work

- The Volume based bonus does not seem to work at all. e.g. If I use a "rare" Mainframe all I get is the bonus for the slotcount.
- Only an "M-TCS" is supported for the "Armed TCS Multiplier" but the "A-TCS" (which adds armed and unarmed hardpoints) should be aswell. The same is true for the Civilian Version of the Mainframe (does not support the "A-TCS" version either, only the "C-TCS")
Spags 30 Dec, 2020 @ 3:05pm 
Could the per 25k volume be elaborated upon? I thought this would mean per 25000 volume of the ship, but it definitely does not seem to add that many slots. Thinking about it logically, that would indeed be very extreme, so I was curious as to what the /25k volume actually meant.
SDK  [author] 8 Dec, 2020 @ 2:27pm 
I will have to look into it if it's not too hard I can do that.
Maxadam 5 Dec, 2020 @ 1:25am 
@SDK
Hi, I want to translate your mods. But finding words which need to be translated is difficult.
Can you set a "template.pot" file?
Yeah, your every mod.
SDK  [author] 8 Oct, 2020 @ 8:49pm 
I've just tested this mod, and it is working fine form what i can see. When the game updates sometimes it will remove stat bonus' from ships with installed modules. If this happens remove and reinstall the upgrade. Sorry for the late response i've been on night class'
EverNoob 18 Aug, 2020 @ 4:26pm 
Your Expanded System Upgrades are great, but they seem broken in the 1.1.4 patch. Please fix! Thanks!
Proud Wingman 28 May, 2020 @ 11:58am 
Thank you. I come back to your offer in approx. 2 weeks.
SDK  [author] 27 May, 2020 @ 6:49am 
Proud Wingman, if you want you can ping me in the Avorion Discord. I'm usually in chat in the streaming channels. I can stream and show you how to do it. My discord name is Shadow Doctor K#2203
Proud Wingman 27 May, 2020 @ 5:43am 
Hey SDK. Just a small question about your custom Icons. Any chance to show how you create them? Because I am working on a system module mod and i dont get the custom icon to show up. Do I have to set some specific PNG related properties?