MassCraxx
-
Posts
13 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by MassCraxx
-
-
The mod will be continued on the Steam Workshop.
-
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.
-
Fixed some icons as they were missing in 0.22
-
Decided to update this, because this is one of the 'must have' mods.
Should work on 0.20.x - 0.21.x
Thank you! I strongly agree. The same goes for OP's Detailed Turret Tooltips.
-
Seems to be fixed in 0.20
[uBR] Fixed MAD science lab dropping extreme turrets -
But in general it should be possible to remove the placed gates because they are just entities like other stations, ships or asteroids.
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.
-
I made some updates to the script. Due note that a majority of this script is still the same as v24 from lyravega
lyravega I hope you don't mind me re-posting this here. Feel free to incorporate any my changes into your next update.
...
Notes:
* Still using same eDPS/DPS calculations as @lyravega, so concerns about calculations from his last post still exist.
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
- added the coaxial attribute
-
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.
-
Also, not sure how, but I was able to get one of the guns this guy has... and man is it OP lol.
Same here, I even got two, that is way too OP. Reported this as a bug already. This can not be intended...
-
Nevermind, found a solution and the gates are working now!
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.
-
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
Between lines 12 and 15 there are some constants that can be adjusted to change some behavior of the tether:
-
debug = false
Set to true to allow the tether to be used without any restrictions.
-
makeTetheredInvincible = false
Set to true to make tethered ships invincible instead of restoring their health every 0.25 seconds. Invincible ships will not allow any change to the hull hp and can therefore not be repaired. Since only invincible ships prevent one-shot kills, this option should be considered on PvP servers.
-
slowShipsDown = false
Experimental: Set to true to slow down tethered ships that are faster than 1000 m/s.
-
maxTetherSpeed = 30
Only ships below this value (default 300 m/s) will be tethered.
Known Issues
- the tethered indicator icon on top of the screen has a delay after being removed
- the tethered indicator icon on top of the screen may be occluded by other system upgrade icons like the valuables scanner
- tethered ships will not glow and lasers will not move with the ship if player HUD is hidden by F8
Changelog
v0.5 (Avorion v0.22+)
- add tagged client functions callable
- fix missing icon
v0.4
- only tether ships <= 300m/s
- fix error feedback handling
v0.3
- check if station actually has power
- add experimental ship slow down (disabled by default)
- fix range on low rarity
v0.2
- restore hp instead of invincibility
- add players of same alliance
- fix performance
v0.1
- first working approach
-
debug = false
-
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)
[MOD][0.22.x] System Scanner
in Mods
Posted
Somehow the link was broken, but its still there.