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[Collection] List of Mods


suldrak

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Welcome to the New List of Mods

 

Your One Stop Shop to all your Mod Needs

 

In Tarantel's absence on the original list I decided to start it up again.

Original Author:

Tarantel  Original List: Link

 

I currently work 7 days a week and am going to school,

so the list will most likely be updated every few days.  :P

 

Edit: Added Mothballing Mod to the List (Not sure why it wasn't there before :P). April 21.

 

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Collections

 

[spoiler= "Collections"]

Collection: Laserzwei's Mod Collection

Desc: Main overview of Laserzwei's mods.

Author: Laserzwei

Link - FORUM POST

 

Command Mods

 

[spoiler= "Command Mods"]

Server Mod: Avorion Commands Package

Desc: Provides set of server-side commands for use of administrators and players. Contains inter alia: /sethome, /price, /inventory and /crew.

Author: Collective

Link - FORUM POST

 

Server Mod: Show Distance Command

Desc: This mod delivers you two commands which can be used to display the distance of the player to certain locations, measured in sectors.

Those locations can either be the center/core of the galaxy, the home sector of the player or a user-defined sector.

This may be usefull for different things like finding Boss Swoks ;) or planning some trading- and jump-routes...

Author: w00zla

Link - FORUM POST

 

Server/Client Mod: Subspace Corridor

Desc: A modders recourse not meant for general consumption but with the right creativity can be used my server admin aswell.  Mod allows access to the /teleport command not available through the API. (Is not the same as /teleport uses a unique method for teleportation)

Author: Dirtyredz

Link - FORUM POST

 

Server Mod: Wormhole Command

Desc: This mod adds a /wormhole command to your game.

Author: Cypher

Link - FORUM POST

 

Server Mod: Pirate Attack wave spawer

Desc: This mod gives you a command to spawn waves of enemies to attack the sector you are currently in.  As of now there are 10 waves of pirate difficulties, ranging from the equivalent of fighting an asteroid to fighting a solo faction battle. There is a bonus difficulty of 11 that should be equivalent to fighting multiple bosses at once, depending on the RNG.

Author: douglasg14b

Link - FORUM POST

 

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Quality of Life Mods - Part One

 

[spoiler= "Quality of Life Mods - Part One"]

Server/Client Mod: Find Station

Desc: This mod provides a UI and command to search for specific stations in all known/created sectors in the galaxy.

Author: w00zla

Link - FORUM POST

 

Server/Client Mod: Regenerative Asteroid Fields

Desc: Allows for random sector and selective sector dynamic asteroid regeneration. Does not require any asteroid to already be present, the mod is also highly configurable. Plenty of stuff planned and mod is Up to date.

Author: Dirtyredz

Link - FORUM POST

 

Mod: Out of Sector Production (In testingphase!)

Desc: This mod emulates the production cycles of Factories while you are not in the same sector. It does so by catching-up the production process as soon as you re-enter a sector.

Author: Laserzwei

Link - FORUM POST

 

Mod: Move Asteroids

Desc: This mod allows you to move asteroids between Sectors.

Author: Laserzwei

Link - FORUM POST

 

Mod: All Production Chains

Desc: This small addon adds

1) Coal Mine

2) Raw Oil Mine

A different way of getting Biogas:

3) Bio Gas Fermenter

Author: Laserzwei

Link - FORUM POST

 

Mod: CompleX3s

Desc: This mod will allow you to connect Factories into a single "Complex", where their production power is focused.

Author: Laserzwei

Link - FORUM POST

 

Mod: Carrier Commands

Desc: This mod adds a new UI to ships with hangars that will allow you to issue commands to launched fighters. While not perfect, it does aim to solve some of the issues with fighters and their limitations the best that it can.

Author: Nexus

Link - FORUM POST

 

Mod: BetterTransfer : UI Upgrade & Transfer Cargo/Crew/Fighters

Desc: This mod aims at improving the UI for transfers of crew, goods, and fighters in ship to ship and ship to station configuration.

Also adds another button to every line, allowing to transfer of each item by 1 or by 10.

It also display more different cargo so you will be more likely to have less invisible cargo while transferring things.

Author: Salminar

Link - FORUM POST

 

Mod: Detailed Turret Tooltips

Desc: Alters the turret tooltips to give much more information to the player, aiming to make weapon comparisons easy. No German translation available.

Author: lyravega

Link - FORUM POST

Incompatible with: Ohm/DPS calculation display

 

 

Mod: [Mod/Fix] Turret Factory Fix(es)

Desc: Turret Factories have several problems related to crafting, this mod/fix only fixes three of those:

-Range stat of the weapon to be crafted is incorrect (the real range of the weapon doesn't get changed)

-Tesla Gun is not on the list (even though its variables are there)

-Changing the amount of materials has an opposite effect on the stats (the statDelta was getting multiplied by -1 unnecessarily)

Author: lyravega

Link - FORUM POST

 

Mod: Dock Building

Desc: Makes station founders able to construct equipment docks, repair docks, research stations and turret factories.

Author: Theoman02

Link - FORUM POST

 

Mod: Goods Hauler

Desc: Let's ships automatically do all the trading within a sector.

Author: Splutty

Link - FORUM POST

 

Mod: CivilShipCapture

Desc: Take over ships such as freighters or miners

Author: Albert_Eichel

Link - FORUM POST

 

Server Mod: Extended trading reach

Desc: This mod changes it so that you can interact with a station when you are 0.3 km away, even if not docked.

Author: NexusNull

Link - FORUM POST

 

Mod: Highlight other players in sector

Desc: This mod adds indicator arrows around your ship to show you when other players are in the same sector.

Author: TheSilentOracle

Link - FORUM POST

 

Mod: All Turret Auto-Targeting

Desc: So! After fiddling about in the files, I have something that, while not the most elegant of solutions, works. This mod modifies the factions.lua file under ..scripts/server, and the turretgenerator.lua file under ..scripts/lib - So the mod will probably conflict with anything that modifies those files.

Author: RebCom1807[/url

Link - FORUM POST

 

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Quality of Life Mods - Part Two

 

[spoiler=Quality of Life Mods - Part Two]

Mod: Shieldly (Clear Shields)

Desc: * gets rid of the blue tint

* gets rid of the reflection which made shields look like rigid poly gons

* gets rid of the omg all light gets multiplied x1000 by shield

* leaves the shimmer

* leaves the chromatic abbarigarigation

Author: darkconsole

Link - FORUM POST

 

Mod: Hiring Pool Scaling

Desc: Mod makes a change to the way the hiring pool is generated at stations to [nonlinearly] scale for the distance from the center.

Author: bit

Link - FORUM POST

 

Mod: Mothballing

Desc: This mod will allow you to mothball a ship, or, keep it from blowing up without having to maintain a full mechanic workforce on it.

Author: darkconsole

Link - FORUM POST

 

Mod: Ohm/DPS calculation display

Desc: I couldn't find a way to display DPS/Ohms at a glance so I made this.

Author: kuro11

Link - FORUM POST

Incompatible with: Detailed Turret Tooltips

 

Mod: Sector Overview and Players on Galaxy map

Desc: This mod will give you a menu with the list of station around you.

It is showing the type of the station and the name next to it.

When you click on one of the entry it will target it.

I mainly created this mod because I needed a way to quickly find entities around me. (Like in X3)

New : You can also have a list of players and pin point them on the galaxy map. (the list is not persistent for the moment)

For now you can add any player (not good for PvP servers). I will add some kind of grouping soon.

Author: shulrak

Link - FORUM POST

 

Mod: AutoResearch

Desc: As the name suggests this mod adds the option to do automated research for both System Upgrades & Turrets. This is easily done by selecting the rarities in the Research Station window and selecting Automatic

Author: Cypher

Link - FORUM POST

 

Mod: Compass-like Gate Pixel Icons

Desc: Compass-like gate icons. Aimed to help you by saving time - instead of targeting gates one by one, you can just check their icons to see the direction they are going.

Author: lyravega

Link - FORUM POST

 

Mod: Convenient Cargo and Personel transfer

Desc: This mod is based on HellkerN's coding snippets:

http://www.avorion.net/forum/index.php/topic,1846.0.html

But it goes further, as it modifies the UI to just feel right

Author: Laserzwei

Link - FORUM POST

 

Mod: "Mining System/Module" Balance Changes. - Increases The Distance

Desc: (Mod name has all Infos)

Author: Kane Hart

Link - FORUM POST

 

Server Mod: Wreckage Cleanup

Desc: When a player leaves a sector, which is empty then, he will automatic trigger the cleanup.

You can set a cooldown time, until the sector gets cleared, from that, what you defined. ( default: loot & wreckages )

The cleanup is getting corrupted, when another player HP-J in the sector and the cooldown isnt finished.

Author: ThunderDodge

Link - FORUM POST

 

Mod: Captained Ship Salvage Command

Desc: This is a small mod I made that adds a salvage mode for ships with captains in them.

Author: Nexus

Link - FORUM POST

 

Mod: Allow Multi Delivery in Organize Goods missions

Desc: So I made this little mod. And for you guys that have started such a mission and went back with half the cargo expecting to do it it 2 trips and the station just said to you "There must have been a misunderstanding, you don't have the cargo". Well,you can install this mod right now and interact again with the station.It won't do any bad stuff if installed in the middle of a mission. It won't change the time left. It will just allow you to go back and forth and deliver the goods little by little. You'll only get the reward at the end of course.

Author: guiohm

Link - FORUM POST

 

Mod: Spawn changer

Desc: To do so, you need to go to a sector with a shipyard, where you need to have 60k+ reputation, interact with it and choose the "Set Homeworld" option.

Author: Theoman02

Link - FORUM POST

 

Mod: Turret Factory Seed Entry

Desc: With this mod, you can manually set the seed used to generate turret schematics at turret factories the same way you can when building a ship at a shipyard.

Author: Alopix (No Link)

Link - FORUM POST

 

Mod: Permissions Extender

Desc: This mod adds 4 permissions: "Give Crew", "Take Crew", "Give Cargo", "Take Cargo", which can be managed through the original Collaboration/Permissions window. It works for ships and stations that are controlled by players.

Author: rinart73

Link - FORUM POST

 

Mod: AI-Ship Salvages Now All Wreckages

Desc: I've modified the ai-script-file "salvage.lua".

Now your captained salvage ship should break down all wreckages.

Author: JohnnySinclair

Link - FORUM POST

 

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Miscellaneous Mods and External Tools

 

[spoiler= "Miscellaneous Mods"]

Mod: Overpowered Weaponry

Desc: This mod add commands to create overpowered weapons

Author: Laserzwei

Link - FORUM POST

 

Mod: [Tweak] Unique Xsotan Keys

Desc: Changeing the properties of the Xsotan Key systems, make them more unique.

Author: DarkPaapi

Link - FORUM POST

 

Mod: Universal System

Desc: The mod is adding 1 extra system module: Universal System

Author: Sether0

Link - FORUM POST

 

Mod: [WIP] Extra Crew Workforce System Modules

Desc: The mod is adding 3 extra system modules which is:

Robotic Crew - Adding extra workforce for Mechanics and Engineers

Automated Turret System - Adding extra workforce for Gunners

Advanced Mining Tools - Adding extra workforce for Miners

Author: DarkPaapi

Link - FORUM POST

 

Mod: Reign of the Core

Desc: I was petty much get disapointed about the difficult what the game can provide. So start to work on a way to change it. "The Core need to be like a Dungeon!" As they said.

Author: DarkPaapi

Link - FORUM POST

 

Mod: CaptainMyShip

Desc: This mod INTENDS to put in features and functionalities which let you captain your ship.

Author: tangowrangler

Link - FORUM POST

 

Mod: MineCorp

Desc: So what does this mod do? Well, it adds an abandoned station into the game, which when you refurbish it gives you free resources for life.

Author: NexusNull

Link - FORUM POST

 

Mod: Casino "Gambling"

Desc: This mod makes you able to "gamble" at casinos, which is basicly generating a random turret or system each time you press the button, at the cost of sector tech level * 8k. The odds are the same as a mob dropping items, but the benefit here is being able to do quickly (provided you got the cash). Comes with a very basic GUI, too!

Author: Theoman02

Link - FORUM POST

 

Mod: New faction the Federation of Engineers and new station the Clone Bank

Desc: This release includes a new faction and station.

Author: TheSilentOracle

Link - FORUM POST

 

Mod: Better Shipyard!

Desc: This Mod removes the glitchy 160 Credits Captain from the Shipyard and addet a new checkbox for it.

Author: Tarantel

Link - FORUM POST

 

Mod: Pirate warlord

Desc: This one adds a new mission to military outposts, "Eliminate pirate warlord", which tells you to kill a pirate miniboss/warlord in a pirate asteroid field. He drops a guaranteed exceptional item (there's a chance it could be exotic!) on top of what a standard pirate would drop.

Author: Theoman02

Link - FORUM POST

 

 

[spoiler= "External Tools"]

Mod: Ship Converter

Desc: Allows you to convert 3D objects to .xml files that work with Avorion

Author: Korenos

Link - FORUM POST

 

Mod: Sector Cleaner

Desc: A small utility that allows you to remove an attached scripts from all sectors and entities.

Author: rinart73

Link - FORUM POST

 

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