Avorion

Avorion

Starfall
64 Comments
kikta 3 Sep @ 7:04am 
someone needs to fix this a bit, subsystems ui does not show up
Izumi 21 Apr @ 5:36am 
I CANT FIND THE SUB SYSTEM UI should i Resub to get it to work `
omba 2 Apr @ 8:05am 
i absolutely love the subsystems this adds
萧鑫 23 Jan, 2024 @ 7:55am 
I need Chinese
NovakhinSheppard 11 Dec, 2023 @ 10:40am 
no idea how to fix this on server and client. thx paolini, staying away from that lasers. seems no fix coming soon either
Wilgryf 27 Nov, 2023 @ 9:32am 
@Paolini I had similiar issue with some weapons and it turned out that names of audiofiles that those turrets used were or lower case while in script they were upper case (or the otherway around I don't remember exactly) after changing names of crashing weapons to make them like those that not crash fixed the problem for me
Deviantz 24 Oct, 2023 @ 9:19am 
Is the repair system from this mod supposed to add any specific UI buttons? I see its supposed to add 3 features from what it lists.
"Polarizing nanobots"
"Repair matrix"
"Emergency Stabilization"
Paolini 17 Sep, 2023 @ 9:08am 
Would be nice to add ''Work in Progress'' somewhere in the description...

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 :winter2019sadyul:
Sykes Two 16 Sep, 2023 @ 8:30pm 
Also here to say the mod weapons are way too overpowered. Choosing to remove it because it takes any feeling of challenge out of fights. I feel like it just appeals to power trip fantasies, and it's more like a cheat. Neat idea though, but I won't be using it.
Paolini 15 Sep, 2023 @ 4:11am 
Mantis missile swarm is WAY too overpowered.
800 dps, 80 RANGE +seeker shots at NEONITE tier.....

What will it be at Avorion ? One shots enemies on other tiles ?
MossMan 11 Sep, 2023 @ 4:42pm 
Hello, Just curious, why can't i see any info on any of the turrets? does this info get unlocked later?
Street Captain 11 Sep, 2023 @ 2:22pm 
UI doesn't appear to work when the modules are slotted into Alliance ships
Desh 23 Aug, 2023 @ 2:50am 
Hello! I really appreciate your work! It's awesome!

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!
Saruman 22 Aug, 2023 @ 11:56am 
Эмм, это как? Ты хочешь сказать ,что с одним и тем же балансом модулей на "эксперте" - на котором я играл, играть будет гораздо легче ванили, а на следующем - рекомендованном - сложность резко изменится? о_О Надо будет когда-нибудь попробовать. Хотя не очень верится.
Neltharaku  [author] 22 Aug, 2023 @ 8:12am 
Орудия и модули сбалансированы под два последних уровня сложности, по этой причине на других играть действительно становится легче, потому что противники не могут дать сдачи.
Saruman 22 Aug, 2023 @ 6:45am 
Я не знаю, не тестил так долго. И играл, как ты понимаешь, со всем тем, что падает в начале. Играл на тяжёлом уровне сложности. И играть было заметно легче, чем на том же уровне сложности в ванилле. Когда я, после игры с модом, создал новый ванильный мир - был сильно удивлён разницей.
Neltharaku  [author] 22 Aug, 2023 @ 5:04am 
spacegeekFR

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?
Saruman 21 Aug, 2023 @ 3:58pm 
У меня тоже сложилось такое впечатление. Я не много играл с этим модом. Но в нём я с простеньким начальным кораблём быстро попал в сектора с 3-им металлом и весьма быстро и без проблем там развился. В ванили же до этих секторов мне пришлось добираться в разы дольше и сложнее.
Essyx 21 Aug, 2023 @ 6:16am 
I am really enjoying the mod and haven't run into any issues yet. My only complaint is that the weapons seem to be overpowered. Currently playing on Brutal Difficulty. I might have to remove the mod because it's too OP.
spacegeekFR 14 Aug, 2023 @ 8:27am 
With the latest avorion update, the STARFALL mod don't works correctly, the skill modules don't work anymore (on my save at least)
Neltharaku  [author] 9 Aug, 2023 @ 1:39pm 
dovahkiin-z-AK47
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.
Wilgryf 5 Aug, 2023 @ 8:15am 
I found what caused the problem, some audiofiles had uppercase letters while script was looking for ones named in lowercase and this caused crash.
Wilgryf 5 Aug, 2023 @ 3:57am 
Actually it crashes no matter what ability I'm using but it doesn't for my friend I'm playing with (I'm the host), weird
Wilgryf 4 Aug, 2023 @ 11:52pm 
Nevermind, I disabled sector overview and it's still crashing
Wilgryf 4 Aug, 2023 @ 11:47pm 
Hi, using pulse tractor beam generator crashed the game, some error lines at the end of client log were: from /scripts/CombatHUD: "could not execute function "CombatHUD.OnPlayerStateChanged' " ,"CombatHUD.lua:441: attempt to index global 'XAIState' (a nil value)"
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
dovahkiin-z-AK47 3 Aug, 2023 @ 12:33am 
Wow you did almost exactly what i had in mind years times ago but my lack of LUA skill has stopped me. Is it possible to split default in game weapons slots to Light slots, medium slots, heavy slots and main slots?
Neltharaku  [author] 23 Jul, 2023 @ 1:02am 
Divine.

No dependencies yet. I can recommend some QoL mods in steam/discord PMs, if u want.
Divine 17 Jul, 2023 @ 4:51pm 
Hi, just wanted to ask a question or two:

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!)
Neltharaku  [author] 8 Jul, 2023 @ 1:32pm 
I will deal with this bug as a priority as soon as I have the opportunity. I'm sorry, work leaves very little free time.
Scarlet Ice 7 Jul, 2023 @ 10:16pm 
@dynalon can confirm that I have the same bug.
Zandy man 5 Jul, 2023 @ 3:47pm 
"Ah so this is only for single/solo play. Damn."

"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.
dynalon 5 Jul, 2023 @ 3:19pm 
Hello,

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.
Neltharaku  [author] 5 Jul, 2023 @ 1:29pm 
Alastair

I apologize for the long response time.

I will add an appropriate warning with update 0.4

Thanks for the feedback!
Alastair 3 Jul, 2023 @ 5:21am 
Might I suggest then putting a disclaimer or warning somewhere on the page stating that this doesn't work with alliances. Saying what doesn't work which as far as I can tell is the subsystem UI and active effects. As well as fighter factories not working.

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.
Neltharaku  [author] 3 Jul, 2023 @ 2:11am 
Zandy man

Nope. In cooperative mode, everything works if the players are not flying on alliance ships
Zandy man 2 Jul, 2023 @ 6:42pm 
Ah so this is only for single/solo play. Damn.
Neltharaku  [author] 2 Jul, 2023 @ 12:24pm 
Alastair

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
Alastair 2 Jul, 2023 @ 10:00am 
New thing I can't be 100% sure on this like with the other thing. But it seems like trying to make fighters with a fighter factory doesn't work while piloting an alliance ship. But when I hopped into a personal ship and it worked fine.
Alastair 1 Jul, 2023 @ 5:47am 
I have tried to fix it myself and come across 2 issues/causes of the problem.

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.
Alastair 1 Jul, 2023 @ 3:55am 
Part 1:

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.
Alastair 1 Jul, 2023 @ 3:55am 
Part 2:

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
blackseven94 1 Jul, 2023 @ 3:11am 
jup got the same Problem is it fix able ? or wanted?
Alastair 30 Jun, 2023 @ 5:06pm 
Ok after further testing it seems to only effect alliance ships. Player owned ships are fine. But alliance ships even when piloted don't work.
Alastair 30 Jun, 2023 @ 4:35pm 
I have noticed sometimes the UI for the subsystems doesn't come up is there a fix for that?
Neltharaku  [author] 30 Jun, 2023 @ 1:24pm 
Nope. The mod contains only new weapons, systems and some additional interface elements
(っ◔◡◔)っ♥BoGdAnBoNeR 28 Jun, 2023 @ 9:32am 
Are there any new enemies in this mod?
Saruman 27 Jun, 2023 @ 12:59am 
Спасибо, ступил. Давно не играл и когда столкнулся, решил что это добавил мод. (К сожалению игра довольно малоинформативна и детальных гайдов мало.)
Neltharaku  [author] 26 Jun, 2023 @ 12:45pm 
Saruman

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.
Koijiro 24 Jun, 2023 @ 11:15am 
@Saruman, во вкладке I (в списке установленных турелей) можно назначать автоматическое управление турелями, не помню точно, модовая или ванильная фича, но можно доверить автоматике любую турель, кроме коаксиальных (с зафиксированным положением)
Neltharaku  [author] 21 Jun, 2023 @ 8:45am 
Steven,

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!