Avorion

Avorion

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Improved Systems Cargo
   
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Mods: Mod
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226.011 KB
15 Sep, 2022 @ 1:08am
18 Nov, 2023 @ 11:23am
4 Change Notes ( view )

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Improved Systems Cargo

In 1 collection by DaLLaN
DaLLaN content for Avorion
14 items
Description
A small modification that corrects some of the flaws in the game. Upgrades the systems for increasing the level of increase in carrying capacity (within reason) and increases the number of automatic turret slots for all modules on the turret by 2-3 times.

Cargo Systems Improvement (in %) - improves existing cargo systems by about 50% of the base value, the difference begins to be felt as the rarity of the module increases. Thus, the system of exceptional quality (gold) will increase the hold by about 30% (in vanilla by 20%), exotic by 38% (in vanilla 24%) without taking into account the permanent installation.

Improvement of cargo systems (in numerical value) - gives much more space in the hold than in vanilla. It also requires much less energy. So, the exotic rarity system will give approximately 4000 carrying capacity (220 in vanilla). And the power consumption will be 400 mV (in vanilla 2300 mV). This will allow such cargo systems to be used with real benefit in the early stages of the game.

14 Comments
MattyK 28 Feb @ 6:36am 
Almost predictably, this conflicts with the Derandomize Systems mod (which overwrites the stats on all modules to be as close to 'perfect'), so it's one or the other.

Still, this is a great mod for those that find building giant blocks of cargo space tedious and are running short on it up to Naonite space.
DaLLaN  [author] 21 Nov, 2023 @ 8:46am 
shagiahmetov, не вижу смысла. Уже полно модов на х-увеличение слотов турелей и на авто-турели. Советую х2 поставить. Потому что сейчас так говняно баланс выстроен, что у неписей по 50-100к ом, а у тебя на 52 техе падает говно по 500-700 урона за слот.
shagiahmetov 21 Nov, 2023 @ 5:41am 
DaLLaN, сделай пожалуйста отдельный мод на увеличение количества авто-турелей. Данный мод может не всем нужен, но он бывает полезен некоторым игрокам.
Спасибо.
DaLLaN  [author] 18 Nov, 2023 @ 11:27am 
Removed the influence of fashion on turrets. Now, as before, it only works on cargo
Enlonwhite 24 Aug, 2023 @ 3:51am 
Interesting fixes for subsystems, simple, within reason, and not overpowering.

Now if my turret double mod works with this I will be overjoyed!
(x2 for slots seems about right, all other using anything more are just looking to abuse something about the game.)

By the way scanner range, and radar subsystems could be buffed by simlpy combining them.
(still probably wouldn't really use them but this would help make it better.)
Its either combine some (less useful) subsystems together (or buffs to them if cant)
or
have a Secondary sub system slot setting and set some subsystems to be secondary and others as Primary which is the normal slots already in the game.
but that setup is a complete overhaul.

Just spreading my ideas, please take as the opinion it is.
wesley 17 Apr, 2023 @ 4:23am 
8 is noting
wesley 17 Apr, 2023 @ 4:23am 
add more turets
Valkerion™ 28 Mar, 2023 @ 3:55pm 
Sweet, will keep an eye out, thanks @DaLLaN
Will see it if you make a post here when you release it, to have it added to servers. :albedobeer:
DaLLaN  [author] 28 Mar, 2023 @ 4:57am 
Don't worry, and I myself would like to share these bonuses. there are already a lot of mods for turret slots. Most likely, I will remove all bonuses related to turrets. And it will be ready in the coming days.
Zergor 27 Mar, 2023 @ 9:34am 
Would like to split this out as well! I may take a crack at it unless the DaLLaN is opposed to that. We used several other mods for cargo, the built in refinery. (Had to fix that one though as it was not actually adding the cargo in all cases).