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MassCraxx

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  1. Somehow the link was broken, but its still there.
  2. The mod will be continued on the Steam Workshop.
  3. Fleet Jump through Gate Command Mod This mod lets you set jump commands to any location. If it leads to a system, which lies outside of the jump radius but is connected through a gate, the ship will fly to the gate and pay the entry fee. Invalid jump targets will be indicated by a red route and make the ship stop in place until it is freed from the invalid command. Updated version available on the Steam Workshop Altered files: /data/scripts/entity/orderchain.lua /data/scripts/player/map/mapcommands.lua /data/scripts/player/map/maproutes.lua This mod will not alter your savegame in any way. To uninstall restore old script files. Not compatible with any mod that alters the same files. Installation Instructions: Extract zip content into the Avorion installation folder and overwrite files. Fleet_Jump_through_Gate_Command-0.22.zip
  4. Fixed some icons as they were missing in 0.22 DetailedTurretTooltips-0.024.5.zip
  5. Thank you! I strongly agree. The same goes for OP's Detailed Turret Tooltips.
  6. Well with wormholes, the only way I found to remove them was setting both, start and end wormhole to one-way first, only then entities could be deleted, otherwise they would just respawn on delete. Since setting to one-way can only be done with wormholes in your current sector, you would need to change the sector to fully remove the connection. Therefore I assume this can not be done by the gate itself onDestroyed.
  7. I updated the script some more, the same applies. Tested with Avorion v0.19.1 r12932. v0.024.3 added the coaxial attribute made torpedo tooltip header consistent to turrets and fighters added the vanilla dps value as "Raw DPS" for comparing values with vanilla tooltip users rearranged a lot of stuff for easier comparison optimized text color alternation between lines disabled per size calculation for fighters by default (since imo it does not matter, as long as your hangar is big enough). This can easily be reenabled by setting the constant showFighterDpsPerSize in L29 to true Turret Tooltip Preview Fighter Tooltip Preview Torpedo Tooltip Preview DetailedTurretTooltips-0.024.3.zip
  8. I already reported this, but I thought it may interest some people wich encountered the same problem. I rebinded the Jump/Boost mapping to the SHIFT key. When the ship is strafing to the side using thrusters while the boost is activated, the game will not recognize the release of the strafing key, continue strafing, and therefore disable the inertial dampeners. It stops as soon the strafing key is pressed and released again. Controls should behave the same way, regardless of the key binding. To reproduce: 1. Set Jump/Boost to SHIFT 2. Strafe the Ship by pressing and holding A or D. 3. Start boosting by pressing and holding first SHIFT, then W while holding the strating key at the same time. There should be three keys pressed right now. 4. Release the strafing key (A or D) 5. Release SHIFT. The Ship continues to strafe, inertial dampeners stay disabled.
  9. Same here, I even got two, that is way too OP. Reported this as a bug already. This can not be intended...
  10. Very nice! I would prefer a mod that includes this feature into normal gameplay though. I stopped my efforts since Shrooblord seems to work on a very promising looking attempt https://www.avorion.net/forum/index.php/topic,4967.msg27205.html#msg27205. Additionally, it would be nice if it would be required to actually maintain the gate with crew, energy and shields like stations. Unfortunately, I am not sure if it is currently possible to remove the gate (or the Wormhole component) on destruction.
  11. Station Tether System Upgrade This mod adds a new System Upgrade to the game: The Station Tether While permanently equipped to a station, nearby alliance ships and player ships of the same alliance are tethered to the station. Tethered ships will not lose hull hp. The Station Tether makes it possible to store vulnerable ships and even ship hulls at stations without having to worry about their destruction on alien and pirate attacks. It is meant to be an alternative to a docking mechanic. Be aware that by default the system will not prevent block and ship destruction. Instead of making the ships invincible, the system checks every 0.25 seconds if any of the tethered ships have lost hp since the last check and restores it if necessary. This has the advantage that the ship's hull can still be repaired. However, this behavior still allows damage in general and will therefore not prevent destruction if enough damage is dealt within these 0.25 seconds. This behavior can be easily changed (see section Options). Updated version available on Steam Workshop Installation instructions 1) Copy zip content to ../Avorion/data/scripts/systems 2) Open ../Avorion/data/lib/upgradegenerator.lua in a text editor and add the following line to the UpgradeGenerator.add(..) block UpgradeGenerator.add("data/scripts/systems/stationtether.lua", 0.5) Advanced Options Known Issues Changelog stationtether-0.5.zip
  12. System Scanner System Upgrade This mod adds a new System Upgrade to the game: The System Scanner Ever wondered where all the material hides inside a big ship or station wreckage? The system scanner will reveal it! While equipped, valuable system blocks in targeted wrecks will be detected and highlighted. Updated version available on Steam Workshop Installation Instructions 1) Copy zip content to ../Avorion/data/scripts/systems 2) Open ../Avorion/data/lib/upgradegenerator.lua in a text editor and add the following line to the UpgradeGenerator.add(..) block. UpgradeGenerator.add("data/scripts/systems/systemscanner.lua",1) systemscanner-0.3.zip
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