Avorion

Avorion

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Универсальный помощник путешественника
   
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Mods: Mod
File Size
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307.393 KB
11 Jan @ 3:53am
28 Apr @ 7:29am
7 Change Notes ( view )

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Универсальный помощник путешественника

Description
Adds a module that combines convenience features of systems into a single unit. Completely rewritten, now dynamically reflects changes to vanilla subsystems. Modern remake of Universal Adventuring Companion.

What are the advantages of this mod over its preimages? It has dynamic loading of subsystems, that is, by installing a regular third-party mod for x5 tractor beam range, this will also affect this subsystem, and the object detector here works as intended (by default, permanent installation is required for highlighting)!

My other mods:
Flexible Tractor Beam
Popular Discussions View All (3)
8
28 Apr @ 1:15pm
Ошибки | Bugs
Ignat001
0
11 Jan @ 4:00am
Предложения | Suggestions
Ignat001
76 Comments
Ignat001  [author] 8 Oct @ 1:48pm 
You're welcome)
jupiter878 8 Oct @ 1:45pm 
Thanks for the quick confirmation and for the mod itself. It's nice to see that there's still coding experts in the Avorion community, even after almost a decade.
Ignat001  [author] 8 Oct @ 1:32pm 
This means that for basically any other system you would be good with just one argument for initModule. For example,
initModule("somecustommodulebooster")
Ignat001  [author] 8 Oct @ 1:29pm 
@jupiter878 This is due to lootrangebooster being coded differently into the game itself, comparing to all other modules: instead of getBonuses (which is used by initModule by default) it has getLootCollectionRange. This is the only exception (seems like later devs standardised code of modules), so only lootrangebooster has it. It isn't connected to anything else, including my other mod.
jupiter878 8 Oct @ 11:47am 
Yup, I've been enjoying it enough to try and modify this for other subsystems as well. Just for personal use.

It seems to be surprisingly smooth and straightforward, though I'm unsure about one thing, if you don't mind me asking.

local moduleList = {
initModule("lootrangebooster", getLootCollectionRange),
initModule("radarbooster"),
initModule("scannerbooster"),
initModule("transportersoftware"),
initModule("valuablesdetector")
}

In here, why does only the loot range booster (tractor beam upgrade) get a second thing besides its lua name? Is this just related to your other mod, or would I have to consider more than one thing for some other subsystems as well?
Ignat001  [author] 8 Oct @ 9:41am 
@jupiter878 Glad that you like it!
jupiter878 8 Oct @ 1:23am 
Good to see that it does indeed synergize well with other mods, even with 'Better Scaled Systems'. This mod picks the dozen or so buffed values of BSS
Ignat001  [author] 30 Jul @ 2:57am 
@gromsinatr Very strange, since this mod doesn't interfere in any way with vanilla object detector. Check the module rarity: it may be too low to highlight objects. If the issue still persists, check mods you are playing with: possibly, one of them breaks highlighting.
gromsinatr 28 Jul @ 2:18pm 
this has broken all object detector modules. they will notify me that there are object of value but they do not highlight them. Both the vanilla object detector modules and this modded one do the same thing. Doesnt matter how close or if they cover whole sector they simply will NOT highlight the valuable object, just tell you that there are valuable objects.
Ignat001  [author] 12 May @ 2:49pm 
@Nord__aenthium Шанс выпадения равен шансу выпадения любого другого обычного модуля.