Avorion

Avorion

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[2.5.2+] Xavorion: Sectors
   
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1.192 MB
21 Jun, 2023 @ 6:34pm
1 Jul, 2024 @ 5:55am
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[2.5.2+] Xavorion: Sectors

In 2 collections by LM13
[2.5.2+] Avorion eXtended - Quick Install
28 items
[2.5.2+] Xavorion: eXtended Gameplay Preset
38 items
Description
New galaxy generator, extending gameplay with Economy Types, Natural Resources, new stations and more depth for exploration.

Part of "Avorion - eXtended" gameplay overhaul.
For more information, check "Xavorion: eXtended Avorion" mod page.


  • Save Game Altering: Yes, this mod can't be removed.

Procedural Sector Generation

Avorion sector templates have been replaced by procedurally generated sectors.
Those differ in sizes, shapes and content - based on natural resources and type of local economy.

New generator has been tweaked to offer galaxy-wide unique sectors, and unexpected situations.

Inner Faction Areas
- Much safer than other regions, with faction wars and pirate attack being rare
- Largest population and station density, offering best trade opportunities
- Natural resources are actively mined by factions, resulting in lower resource availability
- Higher population can result in NPCs competing with players for trade routes and asteroids

Outer Faction Areas
- While safer than deep space, outer regions can be controlled by pirates and attacked by other factions.
- Population is much smaller, with less stations available
- Natural resources are more available, and less likely to be actively mined by factions
- Competition with NPCs is small, and trade routes can be more profitable than in Inner regions

Deep Space
- Most dangerous regions, usually populated by Pirates and Xsotan
- Extremely valuable sectors can be found in those regions

Extended Exploration

It's unlikely that you'll find two similiar sectors. Each will differ in rarity, tech, economy, resources, prices and many other factors.
As content changes with faction regions, each playstyle should be rewarded by manual exploration.

Natural Resources

Mineable and extractable resources are specific to certain sectors, with Economies built around those resources.
It is not possible to gather non-existing resources anymore.

- Gas extraction depends on Nebula, with 3 different types composed of different elements
- Mines depend on asteroid belts, with 5 different types composed of different resources
- Buildable materials are part of natural resources, and differ greatly between sectors and regions

Sector Economies

There are 9 types of economies in Xavorion, each with different types of stations and goods.
Mixed types of economies can be found, depending on natural resources of a sector.

- Those add a predictable way to identify sectors of interest
- Certain types of stations can only spawn in their related economies
- Local and regional prices are affected by economies, making each part of galaxy unique
- Struggling economies can be found, providing an opportunity for station builders or traders
- Long range trade routes can be found, including wormhole jump between different regions

Dynamic economy - Supply, Stock, Demand

In addition to regional economies, prices change based on local stock of goods.
Economy overview provide regional, averaged pricing - actual values will differ from station to station.

- Produced goods will be sold at lower prices, when stations run out of space to store them
- Factories and stations will pay extra for goods they need, but don't have

As NPCs and Players trade, prices of goods will change instantly.
It's possible for NPC traders to snatch your profit in highly populated areas.
( If you're coming from X series, that should feel familiar )

New stations, new shops

Equipment Docks have been removed, instead - all buyable equipment is distributed between 10 stations.
A total of 4 new stations have been added, offering a specialized selection of equipment.

- Upgrading your ship performance belongs to Repair Docks and Shipyards
- Trading Posts offer equipment for merchants and haulers, and "imported" equipment added from other mods
- Scrapyards deal in equipment for salvagers
- Resource Depots deal in equipment for miners
- Scrap Markets offer entry level salvaging equipmnet, and cheap selection of other items
- Missile Markets deal in torpedos, missile launchers and proton torpedo launchers
- Civil Defenses Market are hubs for defensive systems and weapons
- Combat Equipment Markets offer combat specific weapons and upgrades
- Military Outposts have best selection of defensive and offensive equipment

Station Founding

Founding stations is much, much cheaper and accessible at early game.

But, not every station can be built everywhere.

You can't mine resources that don't exist, and
unrelated stations cannot be built in certain economies.
Chemical factory is not welcome in Farming sector.

Functional stations, like Repair Docks, can be built anywhere.

Galaxy Scanner

Simple sector scanner is available from Galaxy Map, providing basic information about sector economy and resources.
Initially, its range is limited and blocked by Nebulas. Deep space scanners extend range and negate nebula interference.


Discussions, Suggestions, Bug Reports

Questions, discussions and bug reports for full overhaul are available at main mod page.
If you have anything to ask/share but are not sure where, that's the place:

https://gtm.steamproxy.vip/sharedfiles/filedetails/discussions/2923179923
67 Comments
TeacherGuy 28 Aug @ 8:47pm 
@LM13

Oh, I didn't realize that those subsystems were removed from the game completely. Thank you for clarifying that! Can you tell me the locations of the Lua files that (1) remove those old subsystems and (2) specify the new subsystems so that I can take a peek? I literally spent two hours trying to figure this all out yesterday, but I got lost so badly :(. Thank you again! Your insight was very helpful.
LM13  [author] 28 Aug @ 9:05am 
@TeacherGuy

If you're looking for vanilla upgrades specifically - those don't exist anymore.
Instead of energy-to-shield converters, we've got a bunch of Shielding Modules for different classes, and impenetrable shields are a perk of a Defender Core module. Other shield boosting upgrades exist too, like frameworks or even boosters that recharge shields instantly.

In terms of features, nothing was removed - but upgrades changed massively.
Rift DLC upgrades are still as they were - since those cannot be modified.

As for weights, as long as you're in relevant tech level area - upgrades will show up. Not much to tweak here.
TeacherGuy 27 Aug @ 7:08pm 
@LM13

I appreciate your timely reply! Sadly, I have never seen any shield impenetrator or energy-to-shield converter at those stations even though I have gotten into the upper 30s in tech levels, so I am wondering whether my installation is bugged. I am looking in the "Class Upgrades" code but haven't been able to figure it out completely yet. Can you tell me how I could, for instance, adjust the weights of those two subsystems so that I could test whether my galaxy will allow shops to sell them at all? Thanks in advance! I greatly appreciate your work in this mod and your time here with me :).
LM13  [author] 27 Aug @ 10:16am 
@TeacherGuy

You'll find shielding upgrades at Civil Defenses Market, Combat Equipment Market, Military Outpost, and faction Headquarters.
Special upgrades that also boost shields at Shipyards and Repair Docks ( Framework / Core modules ).

Those are available regardless of distance to center, but M class availability depends on sector tech level.
( Which means, if you've got M6 Cruiser sized ship, you need tech 25+ sector )

As for code logic, X was developed over years and major updates were released as modules.
Shops and upgrades are currently in "Class Upgrades" mod, which overrides some code parts found here.
TeacherGuy 27 Aug @ 7:46am 
I am having a hard time finding shield reinforcers and energy-to-shield converters even though I have gotten up to the barrier (I think it's the barrier at least?) at the ogonite boundary; I have not seen either of them even once. I am trying to look in the code to find where the inventory logic is for the various stations in this mod, but I can't find the pertinent code. I have gotten as far as finding files names in Lua code like "data/scripts/Merchant/DefenseUpgrades.lua", but I can't find that "Merchant" folder. Is it hidden or something? Please help :).
Lulu 19 Aug @ 9:30pm 
My kingdom for a standalone and up to date version, my god does this sounds good
LM13  [author] 1 Aug @ 5:34am 
@Elite Rice Farmer

This isn't possible right now, only single type of economy can exist per sector.

But - Xavorion 3.0 will be coming this year, with overhauled player economies.
Elite Rice Farmer 1 Aug @ 12:46am 
How do I devmode a sector into all 9 economies?
LM13  [author] 19 May @ 2:54am 
@CloudSenpai

Solar Power plants are not available in "dusty" sectors (nebulas).
Toxic Waste Power Plants are used there instead.
CloudSenpai 11 May @ 6:12pm 
Did this mod remove Solar Power plants from being Created?!