Avorion

Avorion

Arsenal Extension - Vauss Cannon
32 Comments
KnifeHeart  [author] 18 Aug, 2023 @ 1:49pm 
There is no conflict between these three mods. I have loaded a galaxy with all three installed and I could not find an issue.
Palynium 10 Jun, 2023 @ 8:12pm 
Looks like there might be a conflict with the Arsenal weapons and HET and/or possibly Star Trek Weapons Pack 24th Century. I've flagged it up to all three of you, as I've run out of time to test it further myself today and didn't want to forget. End result of the conflicts if that no weapons make it into game and it breaks the vanilla one as well.
RogueRaiden 22 Jul, 2022 @ 3:08pm 
Vauss go BRRRRRRRRRRRR
KnifeHeart  [author] 25 Jan, 2022 @ 6:40am 
I have contacted the appropriate mod author.
KnifeHeart  [author] 25 Jan, 2022 @ 6:34am 
It's "Fighter Building Cost"
Greymane 24 Jan, 2022 @ 4:39pm 
Just recently got into this game, the mods are an addiction. Tried to give this one a try, and ran into the same tooltip issue. Just reporting here to give you more info to work with if you do decide to throw some time at it. My mods in Singeplayer save:

Turret Replicator for turret factories
Transporter_Software_Range_x10
System Upgrade Loot Range
Arsenal Extension - Hydra Torpedoes
Arsenal Extension - Vauss Cannon
Discovery Jump Sound
Homeworld Weapons sounds
Starfield
Darker Illumination
More Turrets at Equipment Docks Ex with 2.0
Fighter Building Cost
Object Detectors Range Modification
More Subsystems at Docks
Scout command fixes + improvements
Always Running Captain Commands

Disabling for now, but subscribing to thread if you need a test monkey. Thanks for your other mods btw, Hydra Torps are super fun!
Alenvire 19 Jan, 2022 @ 9:02pm 
You don't have to. I was just curious if you had a idea for where to start looking.
KnifeHeart  [author] 19 Jan, 2022 @ 9:43am 
Checked the mod itself recently and it's fine. It's almost certainly a conflict with... something in that list. I guess I'll have to compatibility check each of them. Sigh.
Alenvire 10 Jan, 2022 @ 9:19pm 
I didn't expect any response so I am perfectly fine with waiting a few days. I appreciate it.
KnifeHeart  [author] 10 Jan, 2022 @ 6:34am 
I'll take a look sometime over the next week. I'm pretty busy, unfortunately so I wouldn't expect a response from me for a few days.
Alenvire 10 Jan, 2022 @ 1:22am 
Azimuthlib, Detailed turret tooltips. I know I turned off detailed turret tooltips because that one seems the obvious problem. Research station lib and auto research. Both were turned off. Dunno if I ever activated them. Expand trade command size. Cargo control which was and is off. No cd hyperspace upgrade. Lost friend improvements. More system mod. Fighter build cost. More station delivery and fetch. More subsystems. Torpedo production. Universal adventuring companion.
KnifeHeart  [author] 9 Jan, 2022 @ 10:42pm 
What other mods did you have you first started installing them?
Alenvire 9 Jan, 2022 @ 5:04pm 
Its totally possible. When I installed this I only had a couple other mods and none of those seemed like they would conflict. Since then I have added more mods and its still the same.
KnifeHeart  [author] 9 Jan, 2022 @ 3:37pm 
Something's almost certainly conflicting. The last time I tested this, there weren't any problems with the descriptions. I'll take a look at it again over the next week.
Alenvire 7 Jan, 2022 @ 7:19pm 
I know this is a older mod and my not be supported anymore. But, it appears like the weapons are still usable in game but I get no descriptions. Is this the current state of the mod, something conflicting, or fixable some way by me? Should I delete all these weapons for now?
KnifeHeart  [author] 11 Aug, 2021 @ 1:22pm 
Removed the old images. They're not accurate to 2.0 and maintaining them is just too much work.
Moonshine Dusk 1 Aug, 2021 @ 11:18pm 
Ohhh. That is... An impressive way for them to screw up a mod that's only supposed to affect ore generation. Wow. Well, definitely disabling it, because this is worth it lol. Hopefully they do manage to fix that.
KnifeHeart  [author] 1 Aug, 2021 @ 5:15pm 
If he (or she) ever updates his mod to not overwrite the weaponProbabilites table in galaxy.lua I will gladly take off the incompatible flag. But until then, the flag stays.
KnifeHeart  [author] 1 Aug, 2021 @ 5:09pm 
Because the person who created the Extra Resources mod overwrote the weaponProbabilities table in galaxy.lua, so it eliminates the chance of any weapons other than the vanilla weapons dropping. I didn't feel like people coming in here and complaining about it not working with Extra Resources mod, so I flagged them as incompatible.
Moonshine Dusk 1 Aug, 2021 @ 2:07pm 
why is this mod incompatible with the Extra Resources mod?
KnifeHeart  [author] 31 Jul, 2021 @ 12:23am 
Okay. I'm apparently royalty of overestimating how much time that these things will take because I just updated it again and it should be fully 2.0 compatible now.
KnifeHeart  [author] 30 Jul, 2021 @ 11:32pm 
Eh. This is technically 2.0 compatible. I didn't realize exactly how much they had changed weapon generation. I'm going to do some more research over this weekend and maybe update this mod again.
KnifeHeart  [author] 28 Jul, 2021 @ 4:08pm 
This mod is now 2.0 compatible.
BOYCOTT S-T-E-A-M! 3 Jul, 2021 @ 3:00pm 
Much appreciated for the information. That was a very good explanation. I'll certainly be checking out your mod here. May have to consider messing around with some Avorion modding myself.
KnifeHeart  [author] 3 Jul, 2021 @ 2:02pm 
Every turret is scaled. Currently, the scale function only has a % chance of the turret being coaxial if the turret in question is 5 slots or higher. The Vauss Cannon has its own scaling function that bypasses that and simply always sets the coaxial property of the turret to true, then scales DPS appropriately. It scales slightly better than a normal coaxial turret would to keep it competitive with late-game coaxial tesla turrets (some of which can output an absurd amount of damage)
BOYCOTT S-T-E-A-M! 3 Jul, 2021 @ 9:02am 
What did you have to change to allow a coaxial weapon to appear in all zones (early game iron and up)?
I've been looking for a mod that allows coaxial weapons from the start of the game so my ship can grow naturally with them incorporated as a main part of the design.
KaneNOD 3 Jul, 2021 @ 7:21am 
Ahh.. good.. I know all weapons.. nice game ever.. :winter2019happyyul:
KnifeHeart  [author] 3 Jul, 2021 @ 5:49am 
Yeah.
KaneNOD 3 Jul, 2021 @ 3:00am 
From Descent??
KnifeHeart  [author] 2 Jul, 2021 @ 2:19pm 
Ha, just wait until you see the next two weapons I'm creating.
KaneNOD 2 Jul, 2021 @ 12:13pm 
Maybe you can build this fighter with your turret, will be awesome!! :winter2019happyyul: :winter2019joyfultearsbulb:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1658918514
KnifeHeart  [author] 30 Jun, 2021 @ 9:23am 
I have not done any compatibility testing on this with other mods. If you encounter any issues using this with another mod, please let me know.