Avorion

Avorion

Extra Ship Classes Core
60 Comments
Rassilon 9 Apr @ 8:39am 
Thanks for still caring and updating the Mod.
I started those to mod avorion totday with the "Extra Mission Pack" and im happy to find its still being taken care of.
KnifeHeart  [author] 31 Mar @ 3:52pm 
For all of you Xsotan Oppressor haters out there, I have nerfed the Oppressor.
KnifeHeart  [author] 30 Jul, 2024 @ 6:05pm 
In the past - yes, I think Xavorion uses it now, along with the Xsotan Civil War mod and maybe something else.
Axebeard 30 Jul, 2024 @ 5:09pm 
Ah thanks for the info. Is it just used for your extra mission mods?
KnifeHeart  [author] 30 Jul, 2024 @ 4:37pm 
Not by itself. It's a library mod for other mods.
Axebeard 30 Jul, 2024 @ 3:16pm 
Does this add more ship variants to the game automatically? I'm fairly new to Avorion and what the mods actually add.
KnifeHeart  [author] 25 Jun, 2024 @ 11:01am 
I haven't seen any issues with it and 2.5.2. If you find any please let me know.
KnifeHeart  [author] 25 Jun, 2024 @ 11:01am 
Yes.
sugarplum 25 Jun, 2024 @ 12:43am 
Is this mod set to be compatible with 2.5.2?
KnifeHeart  [author] 17 Jun, 2024 @ 9:53pm 
Yeah that's wacky. Okay. No need to test it then I suppose. If Xavorion gets updated to 2.5.2 and you're still having issues lmk.
Gamiseus 17 Jun, 2024 @ 8:33pm 
Yeah, somehow mine was working for a while, which is why I assume it was only some files were somehow the wrong version. I had the version set to 2.4.3 but something must have updated at some point and that's why it randomly broke. Updating to 2.5.2 resulted in completely game breaking bugs, then setting back to 2.4.3 fixed everything. Steam is wild sometimes.
KnifeHeart  [author] 17 Jun, 2024 @ 8:13pm 
Xavorion isn't even compatible with 2.5.2. I tried forcing everything but the game goes nuts with errors.
KnifeHeart  [author] 17 Jun, 2024 @ 6:39pm 
Hmmmm. Okay. So test it out with Avo 2.5.2 + Xavorion. Got it. I unfortunately can't give you a timetable on when I'll be able to do this but I'll try to get to it relatively soon.
Gamiseus 14 Jun, 2024 @ 11:29pm 
Well it seems that the issue may have just been incorrect file delivery via steam. I loaded up the newest version of the game, tried it and the issue persisted. So I went back to 2.4.3 and the mod suddenly doesn't have this issue. I think steam somehow bugged the first time I set the version and maybe it kept a file from the most recent version or something, and somehow it worked until now.

I've been testing on what I'm now sure is 2.4.3 for hours, and all is well again. There is likely a compat issue on 2.5.2 though, judging by that weird crash.
KnifeHeart  [author] 14 Jun, 2024 @ 9:29am 
It....... does???

Huh. I'm shocked. And also honored.

Okay I'll definitely have to check this out now.
Gamiseus 14 Jun, 2024 @ 9:28am 
Really? Lol, that's actually kinda funny cause Xavorion lists your mod as a dependency, so I imagine that usually it works
KnifeHeart  [author] 14 Jun, 2024 @ 9:25am 
Oh boy. I've never tried to run this with Xavorion before. I guess I should probably try to compatibility test the two of them since Xavorion seems to be somewhat popular.
Gamiseus 14 Jun, 2024 @ 9:12am 
hey! running the Xavorion mod set (plus no other mods) and this mod is throwing an error suddenly as of last night. Mid save, was working just fine and then weird things happened. My starter ship had all 15 subsystem slots, then I changed up the ship and built a ship with 5 slots. At some point after, the ship suddenly only had 5 total subsystem slots and only 1 was unlocked? Then after some time passed, my game now crashes anytime I pick up a subsystem as loot or if I open the subsystem's menu. The only error in the time-frame of the crash refers to this mod.

```
File expected, got something else instead: "E:\SteamLibrary\steamapps\workshop\content\445220\2207469437"
An exception occurred: St13runtime_error: File expected, got something else instead: "E:\SteamLibrary\steamapps\workshop\content\445220\2207469437"
```
Not sure if it's something being caused by the Xavorion mods or if you know what might be causing this. Any help is appreciated, thanks!
KnifeHeart  [author] 11 Jun, 2024 @ 11:26pm 
Any console errors would help.
KnifeHeart  [author] 11 Jun, 2024 @ 7:58pm 
I just tested the mod tonight and I did not have an issue getting knowledge to drop. It is probably another mod that you have installed that you are having an issue with. I am still willing to help you test it.
count9us 11 Jun, 2024 @ 2:53pm 
Thank you for responses. I'm having trouble testing this, as pirates outside of mission random encounter (usually here I get the clear sector message and knowledge drops) now seems to have n infinate spawn. Everytime I'm one the last one a new set spawns in. By then I'm out of shields so have to leave this either resets encounter or just keep respawning. So I never get the clear sector notification. Lastly, even after removing mod the ships look like the new ones the mod created.
I'll try the ` and get back if I see any error. Thinking though the only way would be to have a fresh start. Probably would also solve the issue if using mod from the start instead of right y the barreir.
KnifeHeart  [author] 10 Jun, 2024 @ 11:47am 
Okay! Let me know what you find. Also, if you find any console errors feel free to drop them here. You can open the console with `
count9us 9 Jun, 2024 @ 9:51pm 
Yes I have the mod that says where each resource is and I'm right at the barrier too. I had to try a work around with another mod to still give me knowledge another way. It's been dropping just fine until I added this with the other mods in the collection for extra missions. I'll start with unsubbing this one and see if that fixes it.
KnifeHeart  [author] 9 Jun, 2024 @ 6:00pm 
Are you in one of the systems where the knowledge drops? I can try to test it I suppose, but it might be another mod you have installed.
KnifeHeart  [author] 9 Jun, 2024 @ 5:59pm 
Don't think so.
count9us 9 Jun, 2024 @ 5:58pm 
is there an issue with building knowledge not dropping?
I've killed 20 pirates since I put on this mod and not a single one has dropped it.
Valkerion™ 11 May, 2023 @ 8:49pm 
Honestly our entire endgame on Roguehouse is running Knife's missions, fighting Knife's bosses... Invaluable mods really. :albedobeer:
🦊 Hermit 11 May, 2023 @ 8:26pm 
Yeah I do have a few of your mission mods downloaded with it, thanks^^ Not tried them all out yet, but the ones which I have are pretty good, I always felt like the mission side of Avorion was rather lacking and these additions give a little more life to the universe :PhogsHappy:
KnifeHeart  [author] 11 May, 2023 @ 8:02pm 
Huh. Weird stuff. Glad to know this mod wasn't causing your issue.

Let me know if you have any other issues with it. Do keep in mind that this particular mod doesn't do anything by itself. You'll want the extra mission mods or Increasing Threat to actually see the extra ships that this adds.
🦊 Hermit 11 May, 2023 @ 5:34pm 
And it might be irrelevant now with the results of this test, but for the record, here's the stash mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2058470633
🦊 Hermit 11 May, 2023 @ 5:34pm 
lol your response was perfectly timed! I'm actually in the game doing some testing right now, and literally just was about to come to this page when I saw your comment notification.

I have to say, I apologise - after some testing, it seems I was wrong, this mod is not the cause of the issue, nor is any other mod. I tried playing a creative save I have which has never had any mods active on it, and in that save the miner ship AI is just frozen unmoving as well. So I'm getting the same behaviour in completely vanilla games.

I do thank you very much for your response and insight though^^ I will say that I don't think it's a turret issue with the ships, because when I zoom the camera in to them very close I can see turret models scattered about the vessel's hulls - they do definitely have at least the shape of turrets on them. Whether those actually are functional in game standards or just visual models I don't know.
KnifeHeart  [author] 11 May, 2023 @ 4:55pm 
This doesn't change any AI scripts.

It sounds like a generation error with the ships that is getting rid of their turrets. Can you provide a link to the stash mod?
🦊 Hermit 10 May, 2023 @ 8:25pm 
So I've recently been playing with this mod and some of the extra missions which require it, and I've noticed a small issue - NPC mining ships in off-gate asteroid sectors seem to have no AI any more, and just sit there doing nothing. It's not a huge problem, but it does hurt the immersion just a little.

I haven't had the chance to test this issue on an unmodded profile, I do intend to do this when I can to double-check whether it has something to do with these mods. However the only other mod I am using is a booster for secret stash loot, which doesn't make any adjustments to AI scripts as far as I'm aware.

Just wondering if anyone else has had this sort of issue, either with this or one of the missions?
Valkerion™ 25 Feb, 2023 @ 3:28am 
No worries, it does seem overall the ships are much more stable with whatever changes were made, I didn't have any opportunity to attempt boarding them again yet to make sure all is well with what you wrote on the changelog lol. Can't explain that one ship with all four buffs being an issue but if anything it's a rare one, and if boarding is no longer possible shouldn't be an immediate issue for others.
KnifeHeart  [author] 24 Feb, 2023 @ 7:17am 
I should probably have the scripts delete themselves after the player takes over the ship, but I didn't want to check that every 2 seconds. Maybe it won't be that much of a hit on performance, I'm not sure.

Regardless, I did eventually want to make some of those buffs into a system upgrade for players, but I'm not very good at making those so that has been on the backburner for eons, and with me losing interest in playing this game again it will likely be on the backburner for a while longer.
Valkerion™ 23 Feb, 2023 @ 8:31pm 
Alright, looks like the ships aren't all getting the buffs anymore unless they actually have "Boosted" in their name. Based on my collection of ~20 ships of different buffs, only the ones that said boosted still have a buff. Further, two of those were previously blue and green, and now only green. One boosted was just red and still is just red. All others stopped having the ally boost.

Interestingly though, the only ship I ever recorded a crash on who had all four color buffs still seems to be able to cause crash. I was able to reconstruct, repair, and load a design to it, and only had server stop responding after the design loaded, before would instantly have stopped.

Maybe you wonder why I still care but I really did like the ability to capture and collect these ships, even if they would have lost all effects on ship death. Either way, seems much more stable with the update, idk what kind of curse is upon that first ship I caught. :albedobeer:
KnifeHeart  [author] 20 Sep, 2022 @ 5:55pm 
All of the missions give reputation.
BlackViper 18 Sep, 2022 @ 2:50am 
Missions are great, but I don't get any reputation from these
James Steiner 2 Dec, 2021 @ 6:29pm 
That was the odd thing. They weren't getting those modifiers, and where still getting that much firepower. If they did get one of the modifiers, I could only imagine how much it would be. Probably upwards of 6-10 million, just as a rough estimate.
KnifeHeart  [author] 2 Dec, 2021 @ 5:54am 
Especially if they get a tough / savage / hardcore modifier.
KnifeHeart  [author] 2 Dec, 2021 @ 5:54am 
To be fair, some of the heavier ships in this mod can easily have upwards of 2.2 million omicron even without other mods installed.
James Steiner 1 Dec, 2021 @ 8:04pm 
Update: It's not your mods! It is something about the SDK Ship and Station Generation Overhaul. Even with your stuff gone, the ships are still packing over 1 million omicron. Ignore the previous post.
James Steiner 1 Dec, 2021 @ 7:44pm 
Love the combination of mods and the extra classes that your mods add. However, it seems like combining the SDK mods and factions ships with your mods might stack firepower by a lot. Whenever ships come in to defend a zone that has turned into a hazard zone, the ships end up having over 1.5 to 4.0 million omicron. I'm just outside the Avorion sectors. I do have a lot of mods, so I'm troubleshooting to try and see if it is the combination or not. Still love your mods.
LumberingTroll 18 Sep, 2021 @ 1:54pm 
Love the variety this adds! If only all the factions could be more diverse like this.
KnifeHeart  [author] 30 Jul, 2021 @ 11:06pm 
This is now 2.0 compatible.

And I don't need to add pirate carriers, because they are already in-game! I'll see about updating some mods that work with ESCC to add pirate carriers to some events.
DesuVults 27 Jun, 2021 @ 7:17am 
think you could make a carrier class for the pirates? I would love to see fighters flying around getting shot at by AA
KnifeHeart  [author] 29 Apr, 2021 @ 8:16pm 
You learn something new every day!
Exmortis 29 Apr, 2021 @ 6:03pm 
......
I have 400+ hours in this game
I have been playing since release
I have built every kind of ship possible, from artillery to carrier to torpedo boats

I had no idea there was an Ion Torpedo...
KnifeHeart  [author] 29 Apr, 2021 @ 8:29am 
Now that I think about it, it sounds like they're just hitting you with the energy draining torpedo. That's definitely not something I added. It's in the base game. I don't think any of the mods you have add a weapon that drains energy.
Exmortis 29 Apr, 2021 @ 12:42am 
Capital Class Weapons
Cruise Missile Launcher
Autocannon Turret
Weapon Engineering
Advanced Ballistics
Mega Mining Turret

Thats all
I have some of SDK's mods installed as well, but none of them mention it either.