Avorion

Avorion

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Starting Ship
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Mods: Mod
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87.182 KB
20 Jun, 2021 @ 1:05pm
28 Aug, 2022 @ 7:22am
10 Change Notes ( view )

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Starting Ship

Description
NOT TESTED IN MULTIPLAYER!

With this mod, you will start the game with a ship!

Your starting ship will contain all crew necessary for operation, along with a captain and up to 2 generic crewmembers for manning a couple of turrets. You will also receive a reconstruction token if you are playing on an appropriate difficulty or using Bubbet!'s Insane Repair Tokens.

When it comes to choosing the ship's design, there are multiple options. The lower on the list an option is, the higher priority it has when determining ship design.

  1. Procedural Generation
    This will be a randomized ship sized at 1/10th the average size for ships in the sector. This requires only subscribing, activating, and then starting a new game.

  2. Build Menu
    In the build menu, save your selected ship's design in the root ships folder. Rename the saved ship to "startingShip" by using the right click menu. On your next new game, that ship will be selected as your starting ship.

  3. Copy/Paste 1
    <Steam>/steamapps/workshop/content/445220/2522540196/data/plans
    Placing a ship's xml file at the address above, renamed to "startingShip.xml", will make that your new starting ship. This will NOT uninstall along with the mod should you unsubscribe, plan on manual cleaning.

  4. Copy/Paste 2
    %AppData%/Avorion/galaxies/<galaxy name>/moddata/plans
    This was a feature request and allows for using a ship design specific to a particular galaxy. I do not recommend this option, at least for single player, but it is available. This does clean up with the galaxy data, so no manual cleaning required.


This mod is currently maintaining backward compatibility with pre2.0 versions of Avorion, this functionality will receive only limited support and may be dropped in the future.
38 Comments
Endrid 2 Apr, 2023 @ 1:39am 
Hey dude, this is awesome. i am trying to make it so the ship that spawns is a station founder also. i dont suppose you know how to work that in?
Beans  [author] 14 Sep, 2022 @ 9:40pm 
I will look into it this weekend. I have a couple theories and will be able to fix it one way or another. "Insane Repair Tokens" hasn't been updated in quite a while so I will likely just cut that bit of code out.
Greystar 7 Sep, 2022 @ 8:12am 
throws an error in relation to include ("reconstructiontoken") it's actually searches through virtually ever mod and script in the game looking for this target. Also there may be an issue at the lower section where you reference something about ModManager (referring to a specific mod) you might need to do that in a different fashion to actually find the mod you are looking for, not entirely sure on that one because I can find no reference to that particular bit of code anywhere else for looking up mods.
Beans  [author] 28 Aug, 2022 @ 7:32am 
Updated mod version info to work with newest Avorion versions. I apologize for any issues my delay in updating may have caused.
Beans  [author] 25 Sep, 2021 @ 7:15am 
Update live.

Thank you, Akerhamius, for making me aware of problems with the mod. Please let me know if anything else arises.
Beans  [author] 24 Sep, 2021 @ 6:23pm 
Looking like tomorrow will be when I release the update. It will address the lack of a captain and the overfilling of crew.
Beans  [author] 24 Sep, 2021 @ 4:06pm 
Hmmm, no longer getting a captain either, just another generic crewmember. I am working on that as well.
Beans  [author] 24 Sep, 2021 @ 3:43pm 
Okay, there seems to have been a change that I didn't notice. There used to be a min crew capacity of 8 that seems to be gone or reduced. I will work on an update and hopefully have it out tonight or tomorrow. Thank you for bringing that to my attention.
Akerhamius 24 Sep, 2021 @ 1:56pm 
Not so much of a problem, but more of a situational issue or observation maybe? I like this mod but I use it with starter ships to not break balance too much, and by starter i mean some really small ship with room for just a mechanic, an engineer and 2 miners so i end up with more people than what i need and gotta dismiss them every time i create a new ship. But like i said, i believe its just for this particular situation if you want to start on a small starter ship rather than on some larger one.
Beans  [author] 24 Sep, 2021 @ 9:21am 
@Akerhamius I apologize for not responding sooner, been busy with work and I had to catch up on some sleep yesterday.

I haven't spent much time on 2.0.* so I am not familiar with the new crew mechanics. Is it the 4 additional generic crewmembers that are causing problems?