Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm sorry, but what do you mean update the mod again? I already updated the mod on the 19th. What version of the mod are you running presently? You may need to resubscribe if it's still working for 2.4.x.
I apologise for the delay in updating to the latest game version, but here it is! Please let me know if the mod has any issues and I will add them to the bucket list for the next update.
- Chances are however, I may not be able to do another update for a while again.
Just to let you know, I had gotten back to a busy state after the New Years. I hope you all had a wonderful festive season! As a result of my busyness, I won't be able to update the mod for a little while. However, I will see what I can do about any patches and minor updates by the end of February. Please let me know if any of the systems still require a tinker and I shall get to it then. One will be the hangar slots from one of the artifacts. In the meantime though, thanks so much for playing with my mod!
Unfortunately however, because Christmas is coming up, I won't be able to work on the mod until some time after New Years. Because of this, I shall ask for all of you if you have a report to make, to chuck'em in Bug Reports so I can list them and fix them after the festive season. In the meantime however, Happy Holidays, I hope you all have a good time!
I don't think you can grab the references from rift systems, create a new subsystem, and for a lack of a better word, "overwrite" the rift subsystems themselves. If that were possible, that'd be a lot easier than to write new code to give a research station new functionality.
For example, go to \Avorion\data\scripts\systems\behemothcarriersystem.lua
Here you'll find:
BoostingUpgrades["internal/dlc/rift/systems/miningcarrierhybrid.lua"] = true
Among other ones. The other behemoth systems also have references to the rift dlc.
While you still cannot directly edit the dlc systems, an alternative, that would cost a considerable amount of coding, could be:
1. You find a non-modded Rift subsystem.
2. You go to a new station or an existing station with a new option (i.e. research lab)
3. Here you turn in the normal rift subsystem (or 2? Or whatever) and get an upgraded one from your mod.
This is now possible as you now know what the rift subsystems are called and how to reference them due to the behemoth systems. So it's easy, but it is a lot of work to implement a solution smoothly.
As the new update includes new subsystems, I shall (and I hope to) look into them and make adjustments if need be! I may also work on Into the Rift subsystems again, however I may not have the time to make an update before Christmas or New Years. I'll keep you all updated with what happens in the meantime.
Thank you for the feedback, I shall have a look into it, though I did alter it as part of a balancing act, however the mod does need an update so I shall indeed see if it needs updating for sure.
Glad to hear you're enjoying the mod. :)
Grtz and take care.
Btw English not so good at srr
I'm not sure what you mean about, the gun slots being low. Are you potentially playing with other mods installed? If so, you may want to remove the ones that change turret slots, as no doubt there is conflicting code between this mod, and the other.
The turret subsystems are supposed to be somewhat balanced, and a slight improvement to the vanilla version in terms of rarity scaling. There is another mod out there that can give you even more slots if that's what you're looking for, and installing XSTN-2, 3 or 4 will grant more based on processing power.
This mod however, will not go near or above 1000 turret slots, as I believe that will cause an imbalance.
gun slots
All major situations have been resolved on my end. I can now focus my attention on modding once more. I have a brand new project lined up as it is, so I may not make any additions to this mod until after its completion.
Delays may persist, as I was expecting a fix to a major problem IRL today, and could not. I presently do not know when this issue may be resolved, however I will update again when there is something new.
I have a major problem IRL I need to deal with presently. So I won't be able to make an update until I'm certain it's properly sorted.
1. Make a 15 slot ship. (or 36 slot version or w/e)
2. Install one of these modules. (XSTN-K II, III and IV)
3. Downscale your ship (I did it by loading just a different ship blueprint)
4. Don't log out
5. Your lower slot ship now has all the extra turret slots until you log out and back in.
The exploitative factor in this is especially powerful regarding the rifts in the DLC.
There may be other ways to maintain the slot count but I haven't tested those (Such as having these XSTN modules in a now deactivated slot during step #3 basically giving you a "free" subsystem slot. But yeah, haven't tested this.
You could create your own hybrid subsystems (There's also at least one mod on the workshop for an older version of the game that did this) and then reward these hybrid subsystems + add distortion protection on them (Since that's exposed anyway).
Using this method, the player playing with this mod will not notice the difference on whether it came from an "internal.hybridsubsystem.lua" or "\data\scripts\systems\batteryplusenergyplusenginebooster.lua", while giving you full access to fine tune variables to your liking or have a small % chance to get a super hybrid at depth >70 or whatever.
Thank you for clarifying. I shall look into it, and make a decision once I understand the mechanics of this a little more.
Unfortunately as planned, I want to be able to alter the subsystems directly. When it comes to the missions? That's a little out of the realm of what this mod was made for. As I only want it to modify existing systems. However, if by popular demand, I'll see about implementing this potential idea, but I wouldn't be too confident about it.
avorion\data\scripts\dlc\rift\lib\riftmissionutility.lua
line 321 is the function that decides the rarity of the reward depending on all the factors (rift depth, difficulty etc)
line 455 is the start of the function that combines two subsystems
line 439 is the function that decides how much subspace distortion protection the subsystem will roll.
line 518 shows that these hybrid files are still internal but since the rewards are exposed, you should be able to increase the rewards and power of them, no? For example, wouldn't it be possible to code so that you roll two rewardSpecs on one side? (i.e. one Rare and one Legendary effect on one side of the hybrid?)
Yeah, you can't edit the subsystems directly, I should have been more clear.
Where did you hear/find that out? I checked through the game files 3 times to be sure the hybrid systems were unhidden, not long after the update launched, but couldn't find the new systems at all.
Furthermore, the file that makes improved subsystems in the DLC is also exposed!
I'm glad you're enjoying the mod! <3
Unfortunately the new systems weren't unhidden in the update. Ngl, I'm not too chuffed about it, and I certainly hope they will be made available in a future update. - At least as far as I can tell right now anyway.
My PC will be back to normal soon, and I plan to make an update before then end of the month. Furthermore, I haven't completely resolved my IRL issues as yet and I'm not certain as yet to whether I will have the time for further updates to the mod after i release the upcoming one.
In the meantime, if anyone has suggestions, bugs to report, or recommendations to put forth, please list them in Upcoming Updates or Bug Reports respectively.
A recent Roadmap of Avorion has stated that DLC content will be made unhidden soon!
Once this has come to pass, work on incorporating DLC system modules into the mod shall begin!
I shall update again once Exposing several central DLC configs and files for modding part of the roadmap has been implemented. Stay tuned!
There's a major issue that's gonna hit the next update's plan hard. Please check Upcoming Updates for further information.
Didn't anticipate the clicky in the top right either, but it does make things a little nicer imo, giving the use of that module a little extra use :)