<?xml version="1.0"?>
<rss version="2.0"><channel><title>Mods Latest Topics</title><link>https://community.boxelware.com/index.php?/forum/11-mods/</link><description>Mods Latest Topics</description><language>en</language><item><title>Generated Names Mod Support</title><link>https://community.boxelware.com/index.php?/topic/41934-generated-names-mod-support/</link><description><![CDATA[<p>
	I'm looking for any support to override the generated names that are complete gibberish. Is there any way to override the code that generates names and create your own name lists in the same way you would Stellaris and similar games?
</p>
]]></description><guid isPermaLink="false">41934</guid><pubDate>Fri, 26 Dec 2025 20:15:11 +0000</pubDate></item><item><title>Brake subsystem</title><link>https://community.boxelware.com/index.php?/topic/41917-brake-subsystem/</link><description><![CDATA[<p>
	Hello everyone, I'm trying to create a subsystem mod that would increase the braking force (inertia damping), but I can't figure out what characteristics the subsystem should change. I also tried to find information to simply change the efficiency of the inertial damper block, but to no avail. I would appreciate any help.
</p>
]]></description><guid isPermaLink="false">41917</guid><pubDate>Thu, 09 Oct 2025 14:37:29 +0000</pubDate></item><item><title>Xavorion server issues</title><link>https://community.boxelware.com/index.php?/topic/41913-xavorion-server-issues/</link><description><![CDATA[<p>
	I’m having issues with faction packs in xavorion I am also using the faction pack sub mod, maybe someone could shed some light on this log.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p><a href="https://community.boxelware.com/uploads/monthly_2025_09/Screenshot2025-09-15at4_27_45pm.jpeg.2a89f26f8592d3b9c799fd0ecab1a391.jpeg" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="3963" src="https://community.boxelware.com/applications/core/interface/js/spacer.png" data-src="https://community.boxelware.com/uploads/monthly_2025_09/Screenshot2025-09-15at4_27_45pm.thumb.jpeg.a9bfa085d4d67a9814d3a59e47c62c56.jpeg" data-ratio="72.9" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Screenshot 2025-09-15 at 4.27.45 pm.jpeg"></a></p>]]></description><guid isPermaLink="false">41913</guid><pubDate>Mon, 15 Sep 2025 15:15:38 +0000</pubDate></item><item><title>[MOD] Shieldly (Clear Shields)</title><link>https://community.boxelware.com/index.php?/topic/3050-mod-shieldly-clear-shields/</link><description><![CDATA[
<p>I can shield clearly, now</p>
<p>
The rain has gone.</p>
<p> </p>
<p>
* gets rid of the blue tint</p>
<p>
* gets rid of the reflection which made shields look like rigid poly gons</p>
<p>
* gets rid of the omg all light gets multiplied x1000 by shield</p>
<p>
* leaves the shimmer</p>
<p>
* leaves the chromatic abbarigarigation</p>
<p> </p>
<p>
client side only</p>
<p> </p>
<p>
1) overwrite the data/shaders/blocks/shield.frag</p>
<p>
2) enjoy being blinded less</p>
<p> </p>
<p>
<img alt="qgab3sA.gif" data-src="http://i.imgur.com/qgab3sA.gif" src="https://community.boxelware.com/applications/core/interface/js/spacer.png" /></p>
<p> </p>
<p>
<img alt="uW8Nm30.gif" data-src="http://i.imgur.com/uW8Nm30.gif" src="https://community.boxelware.com/applications/core/interface/js/spacer.png" /></p>
<p> </p>
<p>
<img alt="C0ekroE.gif" data-src="http://i.imgur.com/C0ekroE.gif" src="https://community.boxelware.com/applications/core/interface/js/spacer.png" /></p>
<p> </p>
<p> </p>
<p> </p>
<p> </p>
<p>
</p>
<p><a href="https://community.boxelware.com/applications/core/interface/file/attachment.php?id=454" data-fileid="454" data-fileext="zip" rel="">avorion-shieldly.zip</a></p>
]]></description><guid isPermaLink="false">3050</guid><pubDate>Tue, 11 Apr 2017 06:18:28 +0000</pubDate></item><item><title>Help find working mods</title><link>https://community.boxelware.com/index.php?/topic/41723-help-find-working-mods/</link><description><![CDATA[<p>
	As longer i play the game i see that it become very boring without mods, so i wanna to dowload them but there is a problem - more than half of mods cant be dowloaded cause links or files are corrupted. Please, gimme as much mods as you can, in higher pririty mods that can really increase difficulty of NPCs cause they are too easy to kill and mods that allow you to have more guns, cause on big ship  like star destoyers placing near 60 guns looks like a joke
</p>
]]></description><guid isPermaLink="false">41723</guid><pubDate>Fri, 12 Apr 2024 20:52:54 +0000</pubDate></item><item><title>Custom mod questions</title><link>https://community.boxelware.com/index.php?/topic/41664-custom-mod-questions/</link><description><![CDATA[
<p>
	I have played Avorion for quite a few years now, and have made a few mods myself because I found overall it's not super difficult to mod things like turrets and can be fun.
</p>

<p>
	Recently I have thought of a weapon idea, but I have no clue how to implement it with modding if it is even possible to do so. The idea is that a large projectile will explode, then spawn smaller projectiles like a cluster munition. Would it be possible to mod, or is it not possible to make something like this currently?  I am not a professional programmer, but I know some of the basics and with a bit of help I believe it would be possible if you would not mind. <br /><br />
	Thanks!
</p>
]]></description><guid isPermaLink="false">41664</guid><pubDate>Wed, 27 Dec 2023 01:35:13 +0000</pubDate></item><item><title>v1.0 mod release! Tao - Total Avorion Overhaul</title><link>https://community.boxelware.com/index.php?/topic/18464-v10-mod-release-tao-total-avorion-overhaul/</link><description><![CDATA[
<p>
	<em>I'm pleased to announce...</em>
</p>

<p>
	Tao is a total-conversion mod for Avorion.
</p>

<p>
	<strong>Steam workshop link: </strong><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3007442662" rel="external nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=3007442662</a>
</p>

<p>
	It's "headline features" are:
</p>

<p>
	* less overwhelming loot system<br />
	* galaxy &amp; combat overhaul<br />
	* massively better performance<br />
	* quality of life improvements
</p>

<p>
	What to expect:
</p>

<p>
	* a fun sandbox experience<br />
	* a reasonably balanced "1.0"-quality release.
</p>

<p>
	What not to expect:
</p>

<p>
	* Any story, or tutorial. Play the original first!<br />
	* Multiplayer hasn't been tested at all.
</p>

<p>
	More info, report bugs, etc.:<br /><a href="https://github.com/golightlyb/tao" rel="external nofollow">https://github.com/golightlyb/tao</a>
</p>
]]></description><guid isPermaLink="false">18464</guid><pubDate>Fri, 21 Jul 2023 00:04:50 +0000</pubDate></item><item><title>How to mod the music in Avorion</title><link>https://community.boxelware.com/index.php?/topic/970-how-to-mod-the-music-in-avorion/</link><description><![CDATA[
<p>I just wanted to share my findings in trying to mod the music in Avorion.</p>
<p> </p>
<p>
It's really easy: Just make sure that the music you want to add is in .ogg format and put it in the appropriate folder. Since most music is .mp3, you'd probably need to either use a software program to convert them, or find a website that will do an online conversion for free. (Try searching for "mp3 ogg batch online convert".)</p>
<p> </p>
<p>
Myself, I used the free <a href="http://www.audacityteam.org/" rel="external nofollow">Audacity</a> audio program because it allowed me fine control of quality and file size. (I used a quality setting of "4", which is good enough for me. But "5" may be slightly better.)</p>
<p> </p>
<p>
But doing it that way was tedious. There are sites and programs that can <strong>batch</strong> convert dozens of songs at the same time, which is obviously much faster.</p>
<p> </p>
<p>
Background (ambient) music is located here:</p>
<p> </p>
<p>
{Steam folder} \steamapps\common\Avorion\data\music\background</p>
<p> </p>
<p>
Action (combat) music is located here:</p>
<p> </p>
<p>
{Steam folder} \steamapps\common\Avorion\data\music\action</p>
<p> </p>
<p>
Don't get me wrong: I <strong>love</strong> Avorion's music! However, there are only 8 background tracks and only 8 action tracks. After a while, they can start to sound a little repetitive. So, I wanted to add more.</p>
<p> </p>
<p>
In case anyone else would find this useful, here are the tracks in <strong>X2: The Threat</strong> that fit a background / ambient theme:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p>00012.mp3</p>
<p>
00014.mp3</p>
<p>
00015.mp3</p>
<p>
00016.mp3</p>
<p>
00019.mp3</p>
<p>
00020.mp3</p>
<p>
00021.mp3</p>
<p>
00022.mp3</p>
<p>
00023.mp3</p>
<p>
00024.mp3</p>
<p>
00025.mp3</p>
<p>
00026.mp3</p>
<p>
00027.mp3</p>
<p>
00028.mp3</p>
<p>
00029.mp3</p>
<p>
00030.mp3</p>
<p>
00031.mp3</p>
<p>
00032.mp3</p>
<p>
00033.mp3</p>
<p>
00034.mp3</p>
<p>
00035.mp3</p>
<p>
00036.mp3</p>
<p>
00037.mp3</p>
<p>
00038.mp3</p>
<p>
00039.mp3</p>
<p>
00040.mp3</p>
<p>
06015.mp3</p>
<p>
06031.mp3</p>
<p>
06032.mp3</p>
<p>
06033.mp3</p>
<p>
06153.mp3</p>
</div>
</div>
<p> </p>
<p> </p>
<p>
And here are the X2 tracks that fit an action / combat theme:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p>01001.mp3</p>
<p>
01002.mp3</p>
<p>
01003.mp3</p>
<p>
01004.mp3</p>
<p>
01005.mp3</p>
</div>
</div>
<p> </p>
<p> </p>
<p>
IMO, another game with music that sounds rather reminiscent of Avorion's is <strong>Eve Online</strong>.</p>
]]></description><guid isPermaLink="false">970</guid><pubDate>Tue, 31 Jan 2017 15:37:11 +0000</pubDate></item><item><title>Mail script problem</title><link>https://community.boxelware.com/index.php?/topic/18416-mail-script-problem/</link><description><![CDATA[
<p>
	I am working on a mod and trying to execute the following function:
</p>

<blockquote class="ipsQuote" data-ipsquote="">
	<div class="ipsQuote_citation">
		Quote
	</div>

	<div class="ipsQuote_contents">
		<p>
			function createDeathMail()<br />
			    local player = Player()<br />
			    local mail = Mail()<br />
			    x, y = Sector():getCoordinates()<br />
			    mail.text = Format("Sector %1%:%2% will be destroyed by the Xsotan. You must immediately evacuate.\n\nBest wishes, Space Association"%_t, x, y)<br />
			    mail.header = "Xsotan Report"%_T<br />
			    mail.sender = "Space Association"%_T<br />
			    mail.receiver = player.id<br />
			    mail.id = "Xsotan"<br />
			    player:addMail(mail)<br />
			end
		</p>
	</div>
</blockquote>

<p>
	I get a error in logs: <strong>attempt to index local 'player' (a nil value)</strong>.  I'd really appreciate any advice on this.
</p>
]]></description><guid isPermaLink="false">18416</guid><pubDate>Thu, 23 Mar 2023 20:26:51 +0000</pubDate></item><item><title>[MOD] Weapon Engineering (Turret Editor)</title><link>https://community.boxelware.com/index.php?/topic/4377-mod-weapon-engineering-turret-editor/</link><description><![CDATA[
<p><span><strong>ABOUT</strong></span></p>
<p> </p>
<p>
</p>
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="4377" data-ipsquote-contentclass="forums_Topic"><div>By the time we reach Jupiter Station, I don't want their engineers to have a thing to do but give us a wash and a wax.</div></blockquote>
<p> </p>
<p>
No longer must you play research station lottery or the shopping list game to fill a factory if you already have a turret you like. This mod allows you to cannibalize other turrets to upgrade an existing one. Please consider this mod BETA - while I have play tested it myself quite a bit, nevertheless it is still new and doing things nothing else is and nobody else documented.</p>
<p> </p>
<p>
</p>
<div style="text-align:center;">
<p>
<span style="color:#FFA500;"><span><strong>Latest Version: v1.5.0 (2020-03-09)</strong></span></span></p>
<p><span style="color:#FFA500;">
See the Install/Update section for updating instructions.</span></p>
<p>
</p>
</div>
<p></p>
<p></p>
<p> </p>
<p>
</p>
<div style="text-align:center;">
<p>
<span style="color:#F5F5DC;"><span><strong>Last Tested On: v0.33.6 (2020-03-09)</strong></span></span></p>
<p><span style="color:#F5F5DC;">
Minimum Version: v0.32.2</span></p>
<p>
</p>
</div>
<p></p>
<p></p>
<p> </p>
<p>
</p>
<div style="text-align:center;"><img alt="W6fHVUf.png" data-src="https://i.imgur.com/W6fHVUf.png" src="https://community.boxelware.com/applications/core/interface/js/spacer.png" /></div>
<p></p>
<p></p>
<p> </p>
<p>
You select the turret you want to upgrade and drag it to the big box. Then you can select up to 5 additional turrets to destroy and drag them to the smaller boxes. The more turrets you select, the bigger the upgrade performed to the selected turret. The tech level of the turrets you scrap is also part of the upgrade math, use turrets greater than or equal to the tech level of the turret you want to upgrade for maximum effect. The rarity of the turrets you are scrapping also affects the final result.</p>
<p> </p>
<p>
The better the turret you are trying to upgrade, and the better weapons you use to upgrade it, the bigger the upgrade will be. Here I upgraded the damage on a crappy turret using more crappy turrets.</p>
<p> </p>
<p>
</p>
<div style="text-align:center;"><img alt="dZeuIlm.png" data-src="https://i.imgur.com/dZeuIlm.png" src="https://community.boxelware.com/applications/core/interface/js/spacer.png" /></div>
<p></p>
<p></p>
<p> </p>
<p>
</p>
<div style="text-align:center;"><img alt="5pEhomq.png" data-src="https://i.imgur.com/5pEhomq.png" src="https://community.boxelware.com/applications/core/interface/js/spacer.png" /></div>
<p></p>
<p></p>
<p> </p>
<p>
Additionally, autotargeting can be added, and the colour of the projectiles and beam can be customised for credits. You want red beams and bullets? Then get some red beams and bullets.</p>
<p> </p>
<p>
</p><hr /><p> </p>
<p>
<span><strong>Upgrade Options</strong></span></p>
<p> </p>
<p>
</p>
<ul><li>Heat Sinks - Reduces the heat generated per shot, and increases the cooldown speed.<br /></li>
<li>Capacitors - Reduces the base power requirement of a turret.<br /></li>
<li>Transformers - Reduces the rate the energy use climbs.<br /></li>
<li>Ammunition / Power Amps - Increase the flat damage of the turret.<br /></li>
<li>Drive Motors - Increase how fast the turret can turn.<br /></li>
<li>Barrel / Lenses - Increase the range a turret can hit at.<br /></li>
<li>Trigger Mechanism - Increase the rate of fire.<br /></li>
<li>Stabilizers - Increase the accuracy rating.<br /></li>
<li>Phase Filters - Increase the efficiency rating of mining or scav gun.<br /></li>
<li>Targeting - Add or remove self targeting for the turret.<br /></li>
<li>Colour HSV - Drag the sliders to change the colour of the beam or projectiles.<br /></li>
<li>Fix Auto Nerf - Undo the game's nerfing of turrets that are generated with auto-targeting. Must not have been upgraded yet.<br /></li>
<li>Convert Anti-Fighter to Flak Cannon - For at least 3 other AF turrets you can convert one into a Flak Cannon. <a href="https://streamable.com/0bbso" rel="external nofollow">https://streamable.com/0bbso</a><br /></li>
<li>Reinforced Mounting - For 5 other orange or better turrets, reduce the slot cost of a turret.<br /></li>
</ul><p></p>
<p> </p>
<p>
</p><hr /><p> </p>
<p>
<span><strong>Install / Update</strong></span></p>
<p> </p>
<p>
If you do not know how to manually install mods you should be installing this via the Steam Workshop: <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2017677089" rel="external nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=2017677089</a></p>
<p> </p>
<p>
If you wish to customize the settings of this mod you may copy ConfigDefault.lua to moddata/DccWeaponEngineering/Config.lua then any changes you make will persist when this mod gets updated.</p>
<p> </p>
<p>
MULTIPLAYER NOTE: This must also be installed on the server to work. You know, so you can't just level up turrets without everyone else being able to as well. If installed on the server, clients are not required to install it if they do not intend to use it.</p>
<p> </p>
<p>
</p>
<p>
[*]To allow players to use the /tmod command you will need to add it to the admin.xml file for the galaxy. <a href="http://www.avorion.net/forum/index.php/topic,4595.msg25458.html#msg25458" rel="external nofollow">See this post for info</a>.</p>
<p>
</p>
<p></p>
<p> </p>
<p>
</p><hr /><p> </p>
<p>
<span><strong>Usage</strong></span></p>
<p> </p>
<p>
While in one of your ships use the chat command <span style="text-decoration:underline;"><strong>/tmod</strong></span> this will attach the Engineering Weapons Bay to your ship, adding an icon to open the main window in the top right corner of the screen. It looks like a little turret with a wrench on top of it.</p>
<p> </p>
<p>
</p>
<p></p><div style="text-align:center;"></div><img alt="NE8ybtU.png" data-src="https://i.imgur.com/NE8ybtU.png" src="https://community.boxelware.com/applications/core/interface/js/spacer.png" /><p></p>
<p></p>
<p> </p>
<p>
1) Drag the turret you want to upgrade to the big box.</p>
<p> </p>
<p>
2) Drag 1 to 5 more turrets to the smaller boxes. These are the turrets you will destroy to upgrade the selected turret. Each turret you add will change the percentage displayed above the scrap bin. For example, if this says 2%, and you want to upgrade a turret that does 10 damage, after it will do 10.2 damage. If the turret does 20 damage, after it will do 20.4 damage.</p>
<p> </p>
<p>
3) Click one of the avaialble upgrade choices. If your weapon heats up too fast, then upgrade the heat sinks. If your turret fires too slow, upgrade the trigger mechanism. Hover over each button, the tooltip tells you what will happen. Clicking one of these buttons will consume the turrets in the scrap bin and upgrade the selected turret.</p>
<p> </p>
<p>
Stats which are already maxed out, or do not apply to the selected turret, will be greyed out.</p>
<p> </p>
<p>
4) You can add targeting and change the colour of the weapon for money. If you if you are just doing targeting and colour, you do not need to add any turrets to the scrap bin.</p>
<p> </p>
<p>
</p><hr /><p> </p>
<p>
<span><strong>Notes</strong></span></p>
<p> </p>
<p>
Targeting only costs money because I believe if you are paying the gunners to sit there then they can do their one job of pointing the damn gun for you. Consider the money an investment in a really comfortable chair for the douche that's gonna sit there and aim it.</p>
<p> </p>
<p>
The colour you set will change after clicking the button. That is because the code takes the colour you choose, and then modifies it a bit to try and produce laser beams that won't look as stupid as the colour you picked.</p>
<p> </p>
<p>
Item rarity and tech level are both used as part of the math to try and keep the usage of the Weapons Bay balanced. To get a good upgrade you are going to have to sacrifice good parts.</p>
<p> </p>
<p>
If you think a turret disappeared, double and triple check your inventory to be sure it did not stack with another. Avorion does a little bit of a dumb with the inventory where it stacks items after rounding their values, so if a turret is really close to another one in stats but not exact it can still be stacked. To combat this problem, every time a turret is upgraded it will have a Mark Number added to the name. "Double Mining Mk 2 Turret" means this is a turret you have upgraded twice, but I've totally stacked Mk 2 turrets before. It is not perfect.</p>
<p> </p>
<p>
</p><hr /><p> </p>
<p>
<span><strong>Future Plans</strong></span></p>
<p> </p>
<p>
Make it a system upgrade chip that drops from combat/scavving instead of the chat command to attach it to your ship.</p>
<p> </p>
<p>
If they ever allow adding custom blocks via mods, it will become an actual weapons bay where the quality of the mods is determined by how much weapons bay you build. Probably shouldn't hold our breath on this though.</p>
<p> </p>
<p>
</p><hr /><p> </p>
<p>
<span><strong>Changelogue</strong></span></p>
<p> </p>
<p>
<a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2017677089" rel="external nofollow"><strong>v1.5.0</strong></a><strong> -2020-03-09</strong></p>
<p>
* Steam Workshop Install-n-Go</p>
<p>
* Right click to send turrets up and down the UI.</p>
<p>
* Added Reinforced Mounting.</p>
<p>
* Added Flak Cannons.</p>
<p>
* Added Fix Auto Nerf</p>
<p>
* Fix Railguns showing Lenses instead of Barrel</p>
<p>
* Filterable widget.</p>
<p> </p>
<p>
<a href="https://github.com/darkconsole/avorion-turret-editor/archive/v1.3.0.zip" rel="external nofollow"><strong>v1.3.0</strong></a><strong> -2019-03-09</strong></p>
<p>
* Fix upgrading mining laser efficiency with the 0.21 mining changes that introduce a new type of mining laser.</p>
<p>
* Enabling Coaxial on a turret will now scale its damage the same amount as the game originally would have generated it. IF YOU HAVE USED THE WEAPONS BAY TO TURN SOMETHING COAXIAL, TURN IT BACK TO NORMAL BEFORE INSTALLING THIS UPDATE TO GET THE DAMAGE SCALED PROPERLY. ELSE THE DAMAGE IT IS NOW IS WHAT IT IS.</p>
<p>
* New ability: edit turret size with new server side config option.</p>
<p> </p>
<p>
<a href="https://github.com/darkconsole/avorion-turret-editor/archive/v1.2.1.zip" rel="external nofollow"><strong>v1.2.1</strong></a><strong> -2019-02-24</strong></p>
<p>
* Add coaxial toggle. If You Are Playing On A Multi Player Server Your Server Must Update Before This Will Work Fam</p>
<p> </p>
<p>
<a href="https://github.com/darkconsole/avorion-turret-editor/archive/v1.2.0.zip" rel="external nofollow"><strong>v1.2.0</strong></a><strong> - 2019-02-11</strong></p>
<p>
* Update for the scripting API callable stuff in 0.20.0+</p>
<p> </p>
<p>
<a href="https://github.com/darkconsole/avorion-turret-editor/archive/v1.1.1.zip" rel="external nofollow"><strong>v1.1.1</strong></a><strong> - 2018-03-13</strong></p>
<p>
* Fix Accumulating Energy (Transformers) buffing the wrong direction.</p>
<p> </p>
<p>
<a href="https://github.com/darkconsole/avorion-turret-editor/archive/v1.1.0.zip" rel="external nofollow"><strong>v1.1.0</strong></a><strong> - 2018-03-09</strong></p>
<p>
* The Config.lua thing is now technically optional.</p>
<p>
* Values missing from Config.lua are pulled from ConfigDefault.lua</p>
<p>
* Clients now fetch config values from server side so admins can set the settings.</p>
<p>
* Tweaked colour settings to try and produce slightly nicer beams.</p>
<p>
* Made the colour tweaks settings that can be tweaked in the config file.</p>
<p>
* Lot of little optimizations. </p>
<p>
* Fix where it wouldn't work for alliance ships.</p>
<p> </p>
<p>
<a href="https://github.com/darkconsole/avorion-turret-editor/archive/v1.0.0.zip" rel="external nofollow"><strong>v1.0.0</strong></a><strong> - 2018-02-24</strong></p>
<p>
* Initial release</p>
<p> </p>
<p> </p>
]]></description><guid isPermaLink="false">4377</guid><pubDate>Sat, 24 Feb 2018 07:42:17 +0000</pubDate></item><item><title>Seperate Audio Files for Engine Sounds, Thruster/Directional Thruster (Vectoring), and Idle</title><link>https://community.boxelware.com/index.php?/topic/18365-seperate-audio-files-for-engine-sounds-thrusterdirectional-thruster-vectoring-and-idle/</link><description><![CDATA[
<p>
	I've been noticing recently in the modding space that Avorion only has a single instance of the engine sound file for thrusters, engines (going forward), and idle. Having a seperate audio file instance for each action would allow some fun sound opportunities. A seperate file for engines when moving forward along side a different sound for vectoring would be amazing to have to improve the audio experience. 
</p>
]]></description><guid isPermaLink="false">18365</guid><pubDate>Sat, 14 Jan 2023 00:23:30 +0000</pubDate></item><item><title>Adding notes to a sector</title><link>https://community.boxelware.com/index.php?/topic/18337-adding-notes-to-a-sector/</link><description><![CDATA[
<p>
	I'm trying to make a mod, which will add trader post most expensive goods to a galaxy map, so i can find them later through a search box. Ended up with following code, attached to a server Player():
</p>

<pre class="ipsCode prettyprint lang-lua prettyprinted"><span class="kwd">function</span><span class="pln"> sectorEntered</span><span class="pun">(</span><span class="pln">palyerIndex</span><span class="pun">,</span><span class="pln"> x</span><span class="pun">,</span><span class="pln"> y</span><span class="pun">)</span><span class="pln">
	</span><span class="kwd">local</span><span class="pln"> sector </span><span class="pun">=</span><span class="pln"> Sector</span><span class="pun">()</span><span class="pln"> </span><span class="com">--get current sector	</span><span class="pln">
	</span><span class="kwd">local</span><span class="pln"> tradePosts </span><span class="pun">=</span><span class="pln"> </span><span class="pun">{</span><span class="pln">sector</span><span class="pun">:</span><span class="pln">getEntitiesByScript</span><span class="pun">(</span><span class="str">"entity/merchants/tradingpost.lua"</span><span class="pun">)}</span><span class="pln"> </span><span class="com">--get all trade posts in sector	</span><span class="pln">
	</span><span class="com">--if there are none skip</span><span class="pln">
	</span><span class="kwd">if</span><span class="pln"> </span><span class="pun">#</span><span class="pln">tradePosts </span><span class="pun">&gt;</span><span class="pln"> </span><span class="lit">0</span><span class="pln"> </span><span class="kwd">then</span><span class="pln"> 	
		</span><span class="kwd">local</span><span class="pln"> view </span><span class="pun">=</span><span class="pln"> Galaxy</span><span class="pun">():</span><span class="pln">findPlayer</span><span class="pun">(</span><span class="pln">palyerIndex</span><span class="pun">):</span><span class="pln">getKnownSector</span><span class="pun">(</span><span class="pln">x</span><span class="pun">,</span><span class="pln"> y</span><span class="pun">)</span><span class="pln">
		</span><span class="kwd">local</span><span class="pln"> noteText
		</span><span class="kwd">for</span><span class="pln"> _</span><span class="pun">,</span><span class="pln"> tradePost </span><span class="kwd">in</span><span class="pln"> pairs</span><span class="pun">(</span><span class="pln">tradePosts</span><span class="pun">)</span><span class="pln"> </span><span class="kwd">do</span><span class="pln">
			</span><span class="com">--</span><span class="pln">
			</span><span class="kwd">local</span><span class="pln"> sellable </span><span class="pun">=</span><span class="pln"> </span><span class="pun">{}</span><span class="pln">
			</span><span class="kwd">local</span><span class="pln"> buyable </span><span class="pun">=</span><span class="pln"> </span><span class="pun">{}</span><span class="pln">
			</span><span class="com">--get all goods sold by station</span><span class="pln">
			TradingUtility</span><span class="pun">.</span><span class="pln">getBuyableAndSellableGoods</span><span class="pun">(</span><span class="pln">tradePost</span><span class="pun">,</span><span class="pln"> sellable</span><span class="pun">,</span><span class="pln"> buyable</span><span class="pun">)</span><span class="pln">
			</span><span class="com">--full station name</span><span class="pln">
			noteText </span><span class="pun">=</span><span class="pln"> string</span><span class="pun">.</span><span class="pln">format</span><span class="pun">(</span><span class="str">"%s - %s"</span><span class="pun">,</span><span class="pln"> tradePost</span><span class="pun">.</span><span class="pln">title</span><span class="pun">,</span><span class="pln"> tradePost</span><span class="pun">.</span><span class="pln">name</span><span class="pun">)</span><span class="pln">
			</span><span class="com">--sorting by price, most expensive first</span><span class="pln">
			table</span><span class="pun">.</span><span class="pln">sort</span><span class="pun">(</span><span class="pln">buyable</span><span class="pun">,</span><span class="pln"> </span><span class="kwd">function</span><span class="pun">(</span><span class="pln">a</span><span class="pun">,</span><span class="pln"> b</span><span class="pun">)</span><span class="pln"> </span><span class="kwd">return</span><span class="pln"> a</span><span class="pun">.</span><span class="pln">price </span><span class="pun">&gt;</span><span class="pln"> b</span><span class="pun">.</span><span class="pln">price </span><span class="kwd">end</span><span class="pun">)</span><span class="pln"> 
			</span><span class="com">--get NUM first</span><span class="pln">
			</span><span class="kwd">for</span><span class="pln"> i </span><span class="pun">=</span><span class="pln"> </span><span class="lit">1</span><span class="pun">,</span><span class="pln"> NUM </span><span class="kwd">do</span><span class="pln">
				noteText </span><span class="pun">=</span><span class="pln"> string</span><span class="pun">.</span><span class="pln">format</span><span class="pun">(</span><span class="str">"%s\n%s"</span><span class="pun">,</span><span class="pln">noteText</span><span class="pun">,</span><span class="pln">buyable</span><span class="pun">[</span><span class="pln">i</span><span class="pun">].</span><span class="pln">good</span><span class="pun">.</span><span class="pln">name</span><span class="pun">);</span><span class="pln">
			</span><span class="kwd">end</span><span class="pln">			
			view</span><span class="pun">.</span><span class="pln">note </span><span class="pun">=</span><span class="pln"> NamedFormat</span><span class="pun">(</span><span class="pln">noteText</span><span class="pun">,</span><span class="pln"> </span><span class="pun">{})</span><span class="pln"> </span><span class="com">--not working, sector notes are empty		</span><span class="pln">
			print</span><span class="pun">(</span><span class="pln">view</span><span class="pun">.</span><span class="pln">note</span><span class="pun">.</span><span class="pln">text</span><span class="pun">)</span><span class="pln"> </span><span class="com">--working, print what i want in console</span><span class="pln">
		</span><span class="kwd">end</span><span class="pln">
	</span><span class="kwd">end</span><span class="pln">
	print</span><span class="pun">(</span><span class="str">"OK!"</span><span class="pun">)</span><span class="pln">
</span><span class="kwd">end</span></pre>

<p>
	The problem is notes won't show on a map, but show in console just fine. Not sure where is issue here, can someone explain?
</p>
]]></description><guid isPermaLink="false">18337</guid><pubDate>Sat, 03 Dec 2022 14:50:31 +0000</pubDate></item><item><title>[WIP] Armor Plating Mod</title><link>https://community.boxelware.com/index.php?/topic/18306-wip-armor-plating-mod/</link><description><![CDATA[
<p>
	Hello All,
</p>

<p>
	I started playing Avorion recently (coming from Eve Online) and the game caught me by surprise. Liked it a lot that i am continuously playing for hours and the single player server is running 24x7. I felt some of the features could really make this game more interesting and challenging. One of those are the "Armor Tanking". (I did not like the concept of adding 5 to 6 of "energy shield booster" in the end game to play).  I have been going through the scripts/documentation and have few points on how this can be achieved. 
</p>

<p>
	<span style="font-size:16px;"><strong>Armor Plating Mod</strong></span>
</p>

<p>
	I am a big fan of armor tanking than the shield tanking. but unfortunately, its not balanced yet right now. 
</p>

<p>
	<u>Advantages</u>
</p>

<ol><li>
		Its a sub-system
	</li>
	<li>
		Provides defense against "Physical", "Anti-matter", "plasma", "energy", "electric"
	</li>
	<li>
		multiple sub-system can be used. but with heavy penalty.
	</li>
	<li>
		defense rating varies depending on the rarity, starting from 4% to 35% (for the maximum)
	</li>
	<li>
		slightly increases the durability.
	</li>
</ol><p>
	<u>Penalty</u>
</p>

<ul><li>
		usage of single armor plating
		<ul><li>
				Armor plating increases the overall mass of the ship. 
				<ul><li>
						Affected stats - Thrusters, velocity, acceleration.
					</li>
				</ul></li>
		</ul></li>
	<li>
		Usage of multiple armor plating
		<ul><li>
				Doubles the affected stats.- thrusters, velocity, acceleration.
			</li>
			<li>
				gives diminishing defense ratings.
			</li>
		</ul></li>
</ul><p>
	How it is implemented.
</p>

<ul><li>
		A series of new sub systems are introduced which can be installed by the player. 
	</li>
	<li>
		Once this is installed, it affects the ships stats.
	</li>
	<li>
		 I  could not find any exposed interface for armor. But the script only exposes the "Durability" factor. Durability cannot be used for this defense rating. Though it will be slightly improved when this sub-system is installed.
	</li>
	<li>
		Hence i am listening to the onHullHit event and modifying the incoming damage to the ship, based on the damage type and the damage amount. (This script will be added to the sector). Please do let me know if there are other ways to achieve this.
	</li>
</ul><p>
	Kindly do feedback on the same. 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">18306</guid><pubDate>Wed, 16 Nov 2022 12:43:10 +0000</pubDate></item><item><title>[Mod] Avorion Commands Package (/inventory, /crew, /sethome and more)</title><link>https://community.boxelware.com/index.php?/topic/690-mod-avorion-commands-package-inventory-crew-sethome-and-more/</link><description><![CDATA[
<p><span>Avorion Community Commands Package</span></p>
<p>
<span style="color:#FF0000;"><strong>This mod is currently outdated, please use it with caution.</strong></span></p>
<p>
Sadly for now I don't have enough time to sit down and release new version of this package, sorry. I'm planning to update it but the date is unknown.</p>
<p> </p>
<p>
<span style="text-decoration:underline;"><span>Description:</span></span></p>
<p>
This package contains commands for use of server administrators and general use of players. All commands are meant to be <strong>server-side</strong> only to avoid incompatibility with clients and make it easier to install and use on servers.</p>
<p> </p>
<p>
Package repository is hosted on <a href="https://github.com/nthirtyone/avorion-commands" rel="external nofollow">github</a>. We are open for any kind of contribution. Further details available on github page.</p>
<p> </p>
<p>
<span style="text-decoration:underline;"><span>Commands:</span></span></p>
<p>
<strong>/crew</strong></p>
<p>
Adds or removes crew to currently boarded ship. Usage:</p>
<p>
<span style="font-family:courier;">/crew help or /crew for help</span></p>
<p><span style="font-family:courier;">
/crew add &lt;profession&gt; [rank] [level] [amount]</span></p>
<p><span style="font-family:courier;">
/crew fill</span></p>
<p><span style="font-family:courier;">
/crew clear</span></p>
<p> </p>
<p>
<strong>/inventory</strong> also: <em>/inv</em></p>
<p>
Modifies inventory of a player. Usage:</p>
<p>
<span style="font-family:courier;">/inventory turret &lt;type&gt; [rarity] [material] [tech] [amount]</span></p>
<p><span style="font-family:courier;">
/inventory upgrade &lt;script&gt; [rarity] [amount]</span></p>
<p> </p>
<p>
<strong>/price</strong></p>
<p>
Prints price of currently boarded ship. Usage: <span style="font-family:courier;">/price</span></p>
<p> </p>
<p>
<strong>/sethome</strong></p>
<p>
Allows player to change home sector to current if friendly or own station is present. Usage: <span style="font-family:courier;">/sethome</span></p>
<p> </p>
<p>
<strong>/whereis</strong></p>
<p>
Gets the position of a player. Usage: <span style="font-family:courier;">/whereis &lt;name&gt;</span></p>
<p> </p>
<p>
<strong>/list</strong></p>
<p>
Lists possible variables for <span style="font-family:courier;">/inventory</span> or <span style="font-family:courier;">/crew</span>. Usage: </p>
<p>
<span style="font-family:courier;">/list &lt;type&gt;</span></p>
<p><span style="font-family:courier;">
/list help or /list for help.</span></p>
<p> </p>
<p>
<strong>/agoods</strong></p>
<p>
Adds goods to currently boarded ship. Usage:</p>
<p>
<span style="font-family:courier;">/agoods &lt;good name&gt; &lt;quantity&gt;</span></p>
<p> </p>
<p>
<em>Must capitalize all names</em></p>
<p><em>
Must replace spaces with _(underscore)</em></p>
<p><em>
Can not add more then your hold can handle</em></p>
<p> </p>
<p>
<span style="font-family:courier;">/agood Steel 100</span></p>
<p><span style="font-family:courier;">
/agood Steel_Tube 10</span></p>
<p> </p>
<p>
<strong>/fighter</strong></p>
<p>
Adds a fighter to the payers hanger. Usage:</p>
<p>
<span style="font-family:courier;">/fighter add &lt;weapons&gt; [rarity] [material] [tech]</span></p>
<p> </p>
<p> </p>
<p>
<span style="text-decoration:underline;"><span>Files:</span></span></p>
<p>
</p>
<pre class="ipsCode">
scripts/
├───commands/
│       crew.lua
│       inv.lua
│       inventory.lua
│       list.lua
│       price.lua
│       sethome.lua
│       whereis.lua
│       agoods.lua
│       fighter.lua
│
├───lib/cmd/
│       common.lua
│       materials.lua
│       professions.lua
│       ranks.lua
│       rarities.lua
│       upgrades.lua
│       weapons.lua
│
└───player/cmd/
        crew.lua
        price.lua
        sethome.lua
        tellposition.lua
        whereis.lua
        agoods.lua
        fighter.lua
</pre>
<div></div>
<p></p>
<p> </p>
<p>
<span style="text-decoration:underline;"><span>Installation:</span></span></p>
<p>
You can download current package from GitHub: <a href="https://github.com/nthirtyone/avorion-commands/archive/master.zip" rel="external nofollow"><strong>download link</strong></a>.</p>
<p>
Once you have downloaded and unpacked, move <em>scripts/</em> directory into your <em>&lt;Avorion&gt;/data/</em> directory.</p>
<p> </p>
<p>
If you plan to host a public server with some of these commands available for players/moderators/other groups, you will need to configure <em>admin.xml</em> located in your galaxy root directory.</p>
<p> </p>
<p>
If you want you can clone it into <em>&lt;Avorion&gt;/data.</em> and then use git for updating.</p>
<p> </p>
<p> </p>
<p>
Suggestions for new commands, feedback, bug reports or pull requests are welcome. Enjoy!</p>
]]></description><guid isPermaLink="false">690</guid><pubDate>Fri, 27 Jan 2017 17:48:55 +0000</pubDate></item><item><title>[MOD] CompleX3s [CPX3]</title><link>https://community.boxelware.com/index.php?/topic/3055-mod-complex3s-cpx3/</link><description><![CDATA[
<p><span>
</span><span><span style="color:#FF0000;">The complex mod is not updated for 0.16.x and later versions!</span></span><span> </span></p>
<p> </p>
<p>
<span style="text-decoration:line-through;">This mod will allow you to connect Factories into a single "Complex", where their production power is focused.</span></p>
<p><span style="text-decoration:line-through;"> </span></p>
<p><span style="text-decoration:line-through;">
I got the idea for this mod, when I was shipping goods between ~15 of my own factories and felt too bored to continue. From my game experience of the x-Series(The space sim, not X-COM) I knew complexes would be the solution.</span></p>
<p><span style="text-decoration:line-through;"> </span></p>
<p><span style="text-decoration:line-through;">
</span><img alt="LzLGvof.jpg" data-src="http://i.imgur.com/LzLGvof.jpg" src="https://community.boxelware.com/applications/core/interface/js/spacer.png" /></p>
<p><span style="text-decoration:line-through;"> </span></p>
<p><span style="text-decoration:line-through;">
Combine all the Factories!</span></p>
<p><span style="text-decoration:line-through;"> </span></p>
<p><span style="text-decoration:line-through;">
</span><span style="text-decoration:line-through;"><span style="color:#FFA500;">Tutorial</span></span></p>
<p><span style="text-decoration:line-through;">
</span><a href="https://github.com/Laserzwei/complex/wiki" rel="external nofollow"><span style="text-decoration:line-through;">Tutorial</span></a></p>
<p><span style="text-decoration:line-through;"> </span></p>
<p><span style="text-decoration:line-through;">
  </span></p>
<p><span style="text-decoration:line-through;"> </span></p>
<p><span style="text-decoration:line-through;">
known issues:</span></p>
<p><span style="text-decoration:line-through;">
    - Stations founded before the installation of this mod, can't </span><span style="text-decoration:line-through;"><span style="text-decoration:underline;">start</span></span><span style="text-decoration:line-through;"> a new complex.</span></p>
<p><span style="text-decoration:line-through;">
      However: </span><span style="text-decoration:line-through;"><span style="color:#008000;">You will still be able to integrate them into any complex within the sector</span></span><span style="text-decoration:line-through;">, from the next station placed after installation.</span></p>
<p><span style="text-decoration:line-through;"> </span></p>
<p><span style="text-decoration:line-through;">
</span><span style="text-decoration:line-through;"><span style="color:#FFFF00;">Installation Guide</span></span><span style="text-decoration:line-through;">:</span></p>
<p><span style="text-decoration:line-through;">
Download the mod-File.</span></p>
<p><span style="text-decoration:line-through;">
Go to your Avorion installation Folder.</span></p>
<p><span style="text-decoration:line-through;">
Put the content of the zipped "data" folder into the avorion data-folder.</span></p>
<p><span style="text-decoration:line-through;">
Put the content of the zipped "mods" folder into Avorion\mods\. It should look like this: Avorion\mods\complexMod\ ...</span></p>
<p><span style="text-decoration:line-through;"> </span></p>
<p><span style="text-decoration:line-through;">
</span><span style="text-decoration:line-through;"><span style="text-decoration:underline;">MODS that work very well together with this:</span></span></p>
<p><span style="text-decoration:line-through;">
</span><a href="http://www.avorion.net/forum/index.php/topic,2685.0.html" rel="external nofollow"><span style="text-decoration:line-through;"> move Asteroids [mOS]</span></a></p>
<p><span style="text-decoration:line-through;">
A mod to transfer Asteroids beetween sectors.</span></p>
<p><span style="text-decoration:line-through;">
</span><a href="http://www.avorion.net/forum/index.php/topic,2686.0.html" rel="external nofollow"><span style="text-decoration:line-through;">all Production Chains</span></a><span style="text-decoration:line-through;">  or similar mods!</span></p>
<p><span style="text-decoration:line-through;">
Adds missing Factories.</span></p>
<p><span style="text-decoration:line-through;">
</span><a href="http://www.avorion.net/forum/index.php/topic,3892.0.html" rel="external nofollow"><span style="text-decoration:line-through;">Better Docking </span></a></p>
<p><span style="text-decoration:line-through;">
Lets Freighters move more careful.</span></p>
<p><span style="text-decoration:line-through;">
PM me, if you find more!</span></p>
<p><span style="text-decoration:line-through;"> </span></p>
<p><span style="text-decoration:line-through;"> </span></p>
<p><span style="text-decoration:line-through;">
</span><a href="https://github.com/Laserzwei/complex" rel="external nofollow"><span style="text-decoration:line-through;">Github </span></a></p>
<p><span style="text-decoration:line-through;">
Downloads below.</span></p>
<p><a href="https://community.boxelware.com/applications/core/interface/file/attachment.php?id=565" data-fileid="565" data-fileext="zip" rel="">CPX3_0.90b.zip</a></p>
<p><a href="https://community.boxelware.com/applications/core/interface/file/attachment.php?id=589" data-fileid="589" data-fileext="zip" rel="">CPX3_0.90c.zip</a></p>
]]></description><guid isPermaLink="false">3055</guid><pubDate>Tue, 11 Apr 2017 16:55:15 +0000</pubDate></item><item><title>Tough Missions for Military Missions Mod [WIP]</title><link>https://community.boxelware.com/index.php?/topic/4830-tough-missions-for-military-missions-mod-wip/</link><description><![CDATA[
<p>Hi Everyone, I'm Gabriel and this is my first release.</p>
<p>
First of all, the mod isn't mine, only those missions are.</p>
<p> </p>
<p>
There are two missions to add in your mod, they're simple to add, if you have Military missions mod, you just can add those files in your military missions  directory and add those lines to your config file. You will see the mission pirateWarlord there, just copy the code right after it.</p>
<p> </p>
<p>
</p>
<pre class="ipsCode">
{bulletin = "mods/MilitaryMissions/scripts/player/missions/dffBulletin", probability = 50, maxDistance = 300},
{bulletin = "mods/MilitaryMissions/scripts/player/missions/braveHeroBulletin", probability = 20, maxDistance = 225},
</pre>
<div></div>
<p></p>
<p> </p>
<p>
Well said, let's talk about the missions.</p>
<p> </p>
<p>
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------</p>
<p> </p>
<p>
First mission: <strong>Defend Faction Factories</strong></p>
<p> </p>
<p>
Objective: <strong>Destroy the pirate leader in the target sector</strong>.</p>
<p> </p>
<p>
That mission is like the wipe out pirates one from the vanilla, but the size of those ships are OP to the area, for example, in vanilla, usually the Hull points from the ships in Iron area are around 5k (Faction defense ships), the most strong is around 100k (Station)</p>
<p>
Those pirates can have too much more than that. In the tests, those ships has Hull points between 80k up to 300k in the iron area.</p>
<p>
They haven't a OP weapons but they will take a lot of time from you, if you don't have the right weapon to destroy it fast.</p>
<p> </p>
<p>
Second Mission: <strong>Brave Hero</strong></p>
<p> </p>
<p>
Objective: <strong>Destroy the Unknow ship in the target Sector</strong>.</p>
<p> </p>
<p>
This one is tricky, You will fight against a unknow ship from an unknow faction. The ship has futuristic weapons and has better material in the ship. On the tests, the boss has trinium or xanion in the iron area. So it's an opportunity to  get better materials. </p>
<p> </p>
<p>
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------</p>
<p> </p>
<p>
If you have any issues while trying those missions, email me at <a href="mailto:" rel="">sysgabriel.6te.net@gmail.com</a>.</p>
<p>
Remember, those plugins are under development. You should expect some bugs or some issues.</p>
<p> </p>
<p>
Changelog: 0.1.0</p>
<p>
Initial release.</p>
<p> </p>
<p>
Military Missions Mod - From HammelPilaw</p>
<p>
<a href="https://www.avorion.net/forum/index.php/topic,4903.0.html" rel="external nofollow"> https://www.avorion.net/forum/index.php/topic,4903.0.html</a></p>
<p><a href="https://community.boxelware.com/applications/core/interface/file/attachment.php?id=741" data-fileid="741" data-fileext="zip" rel="">missions_plugin.zip</a></p>
]]></description><guid isPermaLink="false">4830</guid><pubDate>Mon, 06 Aug 2018 16:58:38 +0000</pubDate></item><item><title>Requesting Faction Packs</title><link>https://community.boxelware.com/index.php?/topic/8802-requesting-faction-packs/</link><description><![CDATA[
<p>
	Hi!
</p>

<p>
	I'm a huge Halo Junkie and was wondering if anyone had the time to put together these ships for a faction pack.
</p>

<p>
	<strong>Covenant Empire by Velraven</strong>
</p>

<p>
	<a href="https://steamcommunity.com/workshop/filedetails/?id=1210764312" rel="external nofollow">https://steamcommunity.com/workshop/filedetails/?id=1210764312</a>
</p>

<p>
	<strong>UNSC by Velraven (They weren't put together in 1 thread unfortunately but they're there)</strong>
</p>

<p>
	<strong>(1 ship example)</strong>
</p>

<p>
	<a href="https://steamcommunity.com/sharedfiles/filedetails/?id=945867659&amp;searchtext=unsc" rel="external nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=945867659&amp;searchtext=unsc</a>
</p>

<p>
	I would absolutely kill to ally/fight stuff like this haha!
</p>
]]></description><guid isPermaLink="false">8802</guid><pubDate>Sat, 28 May 2022 22:01:56 +0000</pubDate></item><item><title>stylegenerator.lua</title><link>https://community.boxelware.com/index.php?/topic/8795-stylegeneratorlua/</link><description><![CDATA[
<p>
	Hello,
</p>

<p>
	I am enjoying Avorion right now.
</p>

<p>
	But I'd like to learn much more about everything that happens in the file "internal/stylegenerator.lua".
</p>

<p>
	I've checked the documentation provided with the game, the front page of the Internet website, DuckDuckGo, the Avorion wiki... but I was sadly unable to locate any documentation, noting that the documentation is "<strong style="background-color:#1a1a1a;color:#e0e000;font-size:medium;">not</strong><span style="background-color:#1a1a1a;color:#e0e000;font-size:medium;"><span> </span>necessarily complete"</span>.
</p>

<p>
	The best documentation would simply by the LUA code. According to forum moderator koonschi's comment number 25054, "<span style="background-color:#292929;color:#ababab;font-size:14px;">we don't encrypt anything"</span>. I have a legal copy of Avorion. What would be the best way to obtain the LUA code (or detailed documentation) for the "internal/stylegenerator.lua" file?
</p>

<p>
	Thank you very much for your assistance.
</p>
]]></description><guid isPermaLink="false">8795</guid><pubDate>Tue, 24 May 2022 06:02:49 +0000</pubDate></item><item><title>Turret vendors not selling anything</title><link>https://community.boxelware.com/index.php?/topic/8748-turret-vendors-not-selling-anything/</link><description><![CDATA[
<p>
	I use a few mods that add weapon types and one that makes the sellers sell more of everything, everything else but the turret vendors seem to work but the turret vendor code seems to be really upset by some part of these mods and i'm not sure really why. if any more infos needed i can give more but i'm not to sure whats needed. thanks to anyone who can help me.
</p>

<p><a href="https://community.boxelware.com/uploads/monthly_2022_03/841383971_Screenshot(1058).png.25449c77ab71cc21c944e3f8986d0257.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="2025" src="https://forum.avorion.net/applications/core/interface/js/spacer.png" data-src="https://community.boxelware.com/uploads/monthly_2022_03/667777920_Screenshot(1058).thumb.png.f2fddd926d321c1f63ab8b9561335c81.png" data-ratio="56.3" width="1000" class="ipsImage ipsImage_thumbnailed" alt="Screenshot (1058).png"></a></p>]]></description><guid isPermaLink="false">8748</guid><pubDate>Thu, 31 Mar 2022 02:11:02 +0000</pubDate></item><item><title>[MOD][WIP] Map Asset Replacement - Issues</title><link>https://community.boxelware.com/index.php?/topic/8719-modwip-map-asset-replacement-issues/</link><description><![CDATA[
<p>
	Howdy all, 
</p>

<p>
	Looking to get a little advice on a mod tweaking assets. I am having issues with 2 of the 3 assets I am trying to replace. 2 of them are not working but the 3rd is. I did this to test my method of saving the .png files is working. I used the example mod as a base for replacing assets and got it working with 1 of them. But not sure why the other 2 are not working. 
</p>

<p>
	Published what I have here: <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2772023731" rel="external nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=2772023731</a>
</p>

<p>
	 
</p>

<p>
	Basically just trying to replace the map-ui assets for the green / yellow blip. I have the avorian.png in there as a test to make sure how I created the .png's was valid and its working. Just the 2 map-ui items that dont seem to be recognized, green / yellow blip. 
</p>

<p>
	 
</p>

<p>
	Any help would be appreciated on why these 2 assets are not being loaded for this mod. 
</p>

<p>
	Thanks
</p>
]]></description><guid isPermaLink="false">8719</guid><pubDate>Fri, 04 Mar 2022 17:20:41 +0000</pubDate></item><item><title>[solved] shop.lua issue</title><link>https://community.boxelware.com/index.php?/topic/8655-solved-shoplua-issue/</link><description><![CDATA[
<p>
	I've downloaded a few mods (mostly more subsystems in equipment docs, more turrets being sold, etc) recently but they seem to be bugged or not work. So i've been making my own based off these and I've ran into a problem.
</p>

<p>
	I've been able to increase the inventory no problem, and include page left/right scrollers no problem (similar to the sell items back to the equipment doc page)
</p>

<p>
	However it appears I'm doing something wrong, or there is a hardcoded limit in the engine for the visual line items that are listed on buying items.
</p>

<p>
	The issue appears when you go to (equipment dock buy gui) page 2 in the listing of the sold items. While the title caption, colors, icon, price and buy button all update to the correct information, 2 items do not update, and use the information from the initially created 1st page listing, which are the item mouse hover tooltip and the actual buy information for the item. They seem to be cached/only set once they are created and do not update. 
</p>

<p>
	So for example, if I scroll to the 3rd page of turrets or subsystems and I mouse over the 1st line item on page 3, it shows the tooltip information from the 1st page. The buy button is highlighted correctly (greyed out or not greyed out, based off reputation) but clicking it attempts to buy the item from the 1st page. 
</p>

<p>
	So basically the gui line items element fields ALL properly update except for Tooltips and Actual Button item for purchasing. 
</p>

<p>
	I'm at work so don't have any source code to provide, however all I really did was take the SELL section (which has multiple pages and shows correct tooltips on page 2 or 3 etc) and adopted it for the buy section. But the tooltips/buy item populate once, then are locked do not update from that point on (but the other items do populate correctly, like title caption color, mineral, price etc etc).
</p>

<p>
	Curious if anyone has experience with this or if its a engine limitation.  I can provide code if needed when I get home. 
</p>

<p>
	Perhaps I can make a clear/re-build function for the tooltips / button item buy per page change. Not sure why it works in sell mode and not in buy mode. 
</p>

<p>
	[Edit] I figured it out, I had to over ride the item in both the Buttonbuy function and hover functions in the shop.lua file to have the correct item
</p>
]]></description><guid isPermaLink="false">8655</guid><pubDate>Thu, 20 Jan 2022 22:19:56 +0000</pubDate></item><item><title>Faction Packs for 2.0: Questions Questions Questions</title><link>https://community.boxelware.com/index.php?/topic/8279-faction-packs-for-20-questions-questions-questions/</link><description><![CDATA[
<p>
	Had a few hundred hours in a 1.0 galaxy and was looking to get back in with 2.0, but boy am I hitting a few walls with setting up a nice new Galaxy to play around in. I had stopped playing because the blandness of the Avorion universe had gotten to me, but with all the new missions and content, and the added personality of ship captains, I figured it was tiem to come back.
</p>

<p>
	On top of those, I wanted to make sure my new galaxy would have a lot more personality, so I really wanted to start by adding some faction packs, but boy did I ever hit some hard walls!
</p>

<p>
	1) As of this writing there only NINETEEN faction packs in the Workshop, and most of them are Trek or Star Wars. Am I crazy or didn't there used to be a LOT more, including many original designs? What on earth happened? There's dozens of amazing sets of modular ship and station parts - where are all the faction packs?<br /><br />
	Okay, I guess I'll be making some faction packs of my own. No worries, there's all those resources from great modders. But wait...
</p>

<p>
	2) I also realized that most of the faction packs which do exist are very block intensive (as are most ships, period, but it's less of a problem for player-only ships). I get that everyone wants the super-pretty ships, but the difference between someone's 10,000 (or 20,000!) block frigate versus the average procedural ship having less than 1,000 blocks is kind of massive! I know the more thoughtful modders add build-screen screenshots with all their ship's stats, but isn't there ANY way to filter the workshop search by block count? Help?
</p>

<p>
	Well, fine, I guess I'll make my own damn ships then, and THEN make faction packs out of them if each ship is only 1k/2k-ish blocks, that's not a huge job, right? Though it's a lot more work than I wanted to do before starting a new game. Hmmm...
</p>

<p>
	3) Okay, so the game does the works of balancing ship volume and Omicron, so I don't need to worry about those, but what about all the other factors? There's a great article on making faction packs (<strong><a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2475253799" rel="external nofollow">here</a></strong>), but there's nothing there (or anywhere else I could find) about how fast or manoeuvrable to make the ships. If I just want them within vanilla parameters, or a range close to that, what values do I need to be setting??? Sure, I can start a creative galaxy and look at some of the starter ships as a reference, but about the regions inward from that? What benchmarks do you use for, ships from a faction centred around radius 350? What about around Radius 100?
</p>

<p>
	3b) Also, does difficulty scale these attributes? What's the correct capabilities to give to a ship meant for a game set to Veteran? What if I want to try harder or easier modes... do I need to actually make ships faster or slower?
</p>

<p>
	At this point I've gone so cold on starting a new galaxy. If it's going to be this hard to make a new game with a bunch of factions which actually look and feel different from the procedural ones, that just sucks all my enthusiasm right out the proverbial airlock. I'd really appreciate some help here. Anyone? Anything?
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">8279</guid><pubDate>Wed, 10 Nov 2021 01:56:06 +0000</pubDate></item><item><title>Sending automatic Welcome Mails in Version 2.0 to new players.</title><link>https://community.boxelware.com/index.php?/topic/8268-sending-automatic-welcome-mails-in-version-20-to-new-players/</link><description><![CDATA[
<p>
	Greetings, as the title states, im searching for a way to send welcome mails that include ressources to new players. I already setup the Rust Admin tool to display regular messages but I werent able to do more. I would really appreciate an answer.    
</p>
]]></description><guid isPermaLink="false">8268</guid><pubDate>Tue, 09 Nov 2021 17:53:45 +0000</pubDate></item><item><title>[Fork / Mod Release] Lead Sight Module</title><link>https://community.boxelware.com/index.php?/topic/7541-fork-mod-release-lead-sight-module/</link><description><![CDATA[
<p>
	Hello! It has been a journey adapting SigmatroN's Lead Sight mod (<a href="https://steamcommunity.com/sharedfiles/filedetails/?id=2538356784&amp;searchtext=" rel="external nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=2538356784</a>) into a system module, but it is ready!
</p>

<p>
	<u><strong>Lead Sight Module (or LSM)</strong></u> completely tosses the original mod on it's head.
</p>

<p>
	I had some real fun with scripting the functionality of Lead Sight into a system. It is in my eyes, such a powerful capability for your ship to have on board, so it is set to be a very rare module to find! While I was developing this, I explored and implemented a range of randomizers to how the system works.
</p>

<p>
	Upgrades to the original include:
</p>

<ul><li>
		Brutal pricing, all scaled against its' stats. Can be worth a LOT of money, 40-50mil at the top end for legendary. You could also get fairly lucky and get a bargain bin variant for only a few mil.
	</li>
	<li>
		LSM fixes an issue with the original mod burning CPU cycles needlessly. It now checks for changes less frequently and filters out invalid targets. I really don't feel the value is there such that you need a lead sight module to hit asteroids at speed....
	</li>
	<li>
		LSM has ongoing notifications to tell you the state of the system
	</li>
	<li>
		LSM will limit itself to active ballistic weapon systems that are NOT set to automatic fire. As with the original, all valid weapon ranges and shot speeds are averaged.
	</li>
	<li>
		LSM does not burn CPU cycles for targets that can't fight back (ie: rocks)
	</li>
	<li>
		LSM comes with a limiter of maximum range for most grades, but there is the possibility to find a module that can calculate out to 100km... woof!
	</li>
	<li>
		LSM introduces a link delay when selecting a new target before showing the leading sight. Rarer modules are faster at linking and "acquiring" the calculations
	</li>
	<li>
		Variable power consumption stats, derived at random. I wanted the system to be a HARD choice for the player to consider against other modules. Although, the stat can require hilarious levels of power consumption. I feel it is fairly balanced for LSM's rarity and what it brings to your ship
	</li>
	<li>
		LSM will overheat periodically when targets are selected for extended periods, due to the incredible amount of heat generated during data processing. Different modules have varying tolerance levels... Hard to cool off in a vacuum you know! Don't worry, LSM will re-engage shortly.
	</li>
	<li>
		Exciting tooltip descriptions, including special flavour text (psst: Easter eggs!)
	</li>
	<li>
		LSM contains some modifications for the drawing of the sight cross from the original. Mostly to alleviate (hide) the issue of the cross being rendered behind objects. Only the largest objects (or closest) continue to have this happen.
	</li>
</ul><p>
	Overall, this should make your cannon fire so much more satisfying!
</p>

<p>
	Note that this is untested on multiple player servers. Let me know what quirks out and I'll try to address it. There "might" also be a icon display bug, even though it follows the same formatting as other system modules in the game...
</p>

<p>
	I don't have Steam for this game, so if you are so inclined <u>please</u> proceed to upload it with attribution so others can enjoy!
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://community.boxelware.com/uploads/monthly_2021_08/24119230_Avorion_v2.0Screenshot2021_08.15-04_44_41_32.png.a7a0b6011b10d115417231281380a904.png" data-fileid="1436" data-fileext="png" rel=""><img alt="Avorion.v2.0 Screenshot 2021.08.15 - 04.44.41.32.png" class="ipsImage ipsImage_thumbnailed" data-fileid="1436" data-ratio="63.56" style="height:auto;" width="859" data-src="https://community.boxelware.com/uploads/monthly_2021_08/24119230_Avorion_v2.0Screenshot2021_08.15-04_44_41_32.png.a7a0b6011b10d115417231281380a904.png" src="https://community.boxelware.com/applications/core/interface/js/spacer.png" /></a>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="1435" href="https://community.boxelware.com/applications/core/interface/file/attachment.php?id=1435&amp;key=6a4de3152dfe6b3230d8287150bea0cf" rel="">LSM.zip</a>
</p>
]]></description><guid isPermaLink="false">7541</guid><pubDate>Sun, 15 Aug 2021 08:49:12 +0000</pubDate></item><item><title>Mod Request</title><link>https://community.boxelware.com/index.php?/topic/7910-mod-request/</link><description><![CDATA[
<p>
	Hi,
</p>

<p>
	 
</p>

<p>
	I'd really like it if there was a mod that let you buy other factions stations/mines etc.
</p>

<p>
	Ofc the price whould be above the prize of building one on ur own but it whould let you get those sweet 6 mine systems under ur control to setup a station system.
</p>

<p>
	 
</p>

<p>
	Going to war with a faction to buy stations seems to be the only way atm but I'd really like it if there was a diplomatic way.
</p>
]]></description><guid isPermaLink="false">7910</guid><pubDate>Tue, 28 Sep 2021 09:46:23 +0000</pubDate></item></channel></rss>
