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"Polarizing nanobots"
"Repair matrix"
"Emergency Stabilization"
Farmed and searched the ressources for hours this weekend to craft a lot of Transphasic Lasers and now the game randomly freezes and crashes whenever i use them.
Lesson well learnt. Never install turret mods.
Sounds like a dumb hate comment im sorry your mod looks great and can't imagine how long it took but im too pissed my whole save is wasted
800 dps, 80 RANGE +seeker shots at NEONITE tier.....
What will it be at Avorion ? One shots enemies on other tiles ?
There is a conflict with the mod, Equipment Dock x10 ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2854476884 ). I looked through and saw that you addressed this. Apologies, but is there a timeline of when?
Thank you for your work!
You can try "default" button to reset UI of aSystems.
Everything still works for me and my friends. Is it possible to have local issue?
Essyx
Which weapons are OP? I'm testing the mod almost alone and feedback would be helpful
Saruman
Мод предполагает игру на двух последних сложностях. Какие пушки, по твоему мнению, перешли в разряд имбы?
Cannon, Railgun, Launcher and Lightning now belong to the heavy class. I am not ready to make the rest of the changes yet due to serious changes in the balance of the vanilla weapons, which I lack the skill to do.
Wilgryf
Starfall is not able to generate such an error, because it does not contain the scripts/Combat MOD.lua file.
Please send it to me in discord, I will try to see where the conflict is.
and few lines from /scripts/player/ui/sectorshipoveriew but I'm not sure if it's part of this mod or of "Sector Overview for 2.x" mod and which one (or conflict) caused the crash
No dependencies yet. I can recommend some QoL mods in steam/discord PMs, if u want.
1. Does this have any dependencies?
2. Do you have any recommendations for other mods that might work well with this mod
(i.e, what are some QOL mods that can help improve gameplay, completely unrelated, im new to modding Avorion. Thanks!)
"Zandy man
Nope. In cooperative mode, everything works if the players are not flying on alliance ships"
Why would you not make an alliance when playing coop. That would be single/solo because your each doing your own thing, yes you can be in a party/team but your still choosing to do your own thing and not really share.
That is the same problem I have with the base game is that all of the missions require that you have your own non-alliance ship. Such a waste of time and resources.
Nothing against this mod or you but I just wont be interested in it. Sorry to waste your time or bother you.
I believe I found an UI bug. When you uninstall subsystem which adds active abilities (repair subsystem, bastion subsystem), then remove it and install it again the UI with abilities does not initialize. Only thing which helps is restarting the game.
I also noticed that when you remove the subsystem the UI still allows me to change position of the window which renders ability buttons even though there are no buttons.
I checked the code and found this in data\scripts\systems\repairDrones.lua:
if onClient() and not(RDwindow) then
I believe the not(RDwindow) condition is true only the first time this piece of code is called. When the subsystem is removed the empty window remains there and prevents re-initialization of the UI.
I apologize for the long response time.
I will add an appropriate warning with update 0.4
Thanks for the feedback!
Since me and my two friends got all the way to Trinium before we encountered the issues. And it wasn't until Xanion that we actually figured out the causes. We were liking the mod a lot. But finding out all this so deep into the playthrough kinda killed it.
Nope. In cooperative mode, everything works if the players are not flying on alliance ships
There is absolutely no interaction with the alliance in the mod code, only with players (player factions). Adapting the code for alliances takes quite a lot of time and effort, which I simply don't have.
Sorry
The first is that the functions to drawn/spawn the UI aren't running for alliance ships. I know this because when I have a personal ship that I transfer to the alliance then the UI remains visible. Even when switching between ships.
The second issue is that the UI doesn't register alliance ships. When doing the transfer to alliance ship thing while the UI is visible it doesn't work. Clicking on the UI results in the error of. "Error calling invokeClientFunction: Invalid argument 'nill' at stack position 1, expected 'Player'"
I though don't know why the UI won't load for alliance ships as that seems to fail silently/fail an if check and be ignored unintentionally.
Sorry this ended up really long.
After even more testing I have not managed to get any of the subsystems I tested to show up on alliance ships. Those being the jump drive, the pulse generator and the repair system.
I suspect the reason why it doesn't work on alliance ships, is that the subsystems are coded to work on player ships to prevent the AI using them. But likely due to how Avorion handles alliances and alliance ships they aren't considered player owned.
But instead might be considered AI owned due to them being owned by a "faction" so to speak. Either that or just player owned and alliance owned are different in the coding.
My guess for why is due to the black market. Since the black market can detect when you are in an alliance ship and will refuse to trade with you, until you swap back to a player owned ship.
I think it should be possible to fix since similar mods like Foreman work just fine. Maybe it is possible to check how that mod did it to fix it? Here is the link if it helps. https://gtm.steamproxy.vip/workshop/filedetails/?id=2852200686
Активация автоматической стрельбы осуществляется нажатием английской A точно также, как назначаются группы орудий (1,2,3) на экране вооружения корабля. Эта механика и модуль принадлежат самому Авориону :)
Слоты автоматических турелей не добавляют возможности ставить больше орудий. Зенитки же ставятся благодаря оборонительным (защитным) слотам.
Mods are incompatible: the turretmerchant.lua is overwritten by a Starfall.
I Took note. In future updates, I will add optional settings that expand the list of products at the equip docks.
Thanks!