Avorion

Avorion

61 ratings
[2.0+] Useful Stations - Income for Casinos, Equipment Docks+
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Mods: Mod
File Size
Posted
Updated
1.850 MB
7 Jan @ 1:50am
16 Feb @ 12:50am
5 Change Notes ( view )

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[2.0+] Useful Stations - Income for Casinos, Equipment Docks+

Description
Description
This mod provides a passive income to various stations that would otherwise be a waste of money. Each affected player/alliance station has a chance to generate money, equipment, turrets, or resources every few minutes, depending on their purpose. If a player is present to witness it, then an NPC trader ship will be spawned to act out the transaction, making the sector feel more alive.

Station list
* Resource Depot: Gives resources depending on the station's location. (compatible with Xavorion's changes)
* Casino: Gives $$$
* Smuggler's Market: Gives $$$
* Repair Dock: Gives $$$ - NPCs don't literally repair themselves; they just give you money as if they did.
* Shipyard: Gives $$$ - NPCs don't actually build new ships at your shipyard, they just "repair" themselves
* Travel Hub: Gives $$$ - NPCs don't fly through the big hoop thing like a player would, they simply warp out of the sector after paying you.
* Equipment Dock: Can give money, systems, or turrets. Systems are the most common.
* Research Station: Has a chance to give systems or turrets, systems being more common.
* Military Outpost: Has a high chance to yield turrets and a slightly lower chance of systems.
* Turret Factory: Gives turrets
* Fighter Factory: Gives $$$


Notes
Some stations generate revenue more frequently, while others are less frequent but yield more. This mod isn't intended to make these stations incredibly profitable but rather to provide them with a greater purpose aside from vanilla's very niche uses (like the Repair Dock). Some stations only summon a trader every 10 minutes or longer, but it is typically worth the wait.

Please note that your station must have docks to receive profits.

GitHub
Github: https://github.com/thebigsleepjoe/Avorion-UsefulStations

This mod was inspired by Sir Mario's (mostly outdated) mods.
24 Comments
immortal man  [author] 29 Jun @ 6:17pm 
@KPOHOC Yes, you can trade goods and make a profit automatically if the station is a consumer. However, this vanilla feature is lacking, as the stations that *are* consumers don't give you much money anyway.

But if you read the description, you can see that about half the stations give you **more than just money.** This also gives you extra income options that should already exist in the base game on top of the consumer system.
KPOHOC 29 Jun @ 7:37am 
Какой смысл от этого мода, в игре любая станция итак дает $$$, достаточно поставить галку на автоматическое обеспечение, станция за ваши деньги скупает для жителей предметы у торговцев и продает жителям внутри себя, возвращая большую сумму вам назад.
count9us 7 Jun @ 12:55am 
Still Working. Very nice, it's well balanced where it's not OP but also useful enough that these stations aren't just stilling around gathering dust until you use them again. I will say the only issue might be with resources depot. If you have several of them all in one they do start to give you a good amount of resources, then the resource quest triggers and you can start making lots of cash quick with resources you didn't really gather. However by that time you probably already have so much income that you wont bother gaming the system or it wont matter if you do.
immortal man  [author] 14 Apr @ 8:54pm 
Thanks. I was always bothered by it, too. These stations really should be useful in the base game.
Russ 7 Mar @ 6:39am 
Sick mod, kinda knew I wanted something like this in the back of my mind but didn't realize how bad this game needed it until i saw it on the workshop page. Thanks for making the vanity stations less vain
EastWoodGrap 20 Feb @ 9:18pm 
Lol yeah, it looks like changing a station's class back to its original class reverses the effect and makes the script work again.. so I guess you can have a toggle-able script by simply changing the station class.
immortal man  [author] 20 Feb @ 5:58pm 
"It's a feature, not a bug"
immortal man  [author] 20 Feb @ 5:58pm 
Semi-intentional. The scripts require the station class to be unchanged to work correctly. I didn't even realize you could change that for stations. Good to know.
EastWoodGrap 20 Feb @ 5:47pm 
So it looks like when you rename the class of a station the script stops working on that station. I don't know if that is a bug, just something to do with how the script works, etc. but if you want this to work, don't rename your station classes. :steamthumbsup:
EastWoodGrap 15 Feb @ 6:04pm 
Alright, I sent you you a friend request, I can send you my debug logs so you can get an indepth look at whats going wrong