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I dont have much time to spend right now. Maybe there will be an update when I return to Avorion and balance is still messed up (for me/me idea of the game). But currently no.
The code is on github, feel free to use it or update it.
tried to bring this up to a new version, but cant bring myself to spent that much time on this project right now.
there is a lot of work that has to be done and to be honest I dont know when or if I will work on it again :| I havent spent much time playing avorion in the last month, so im not sure if if works out.
@JProffit71 would be a great honor if you work on this mod : ) feel free!
I could also make a github repo for this and make my changes there so you can see what' exactly changed and push your own changes. That'd also let other people suggest their own changes that you could accept/reject (like updating it to work with the latest version). That would be my preferred solution.
It looks like the issue is just that getPrice is defining but not returning price. So 0 is assumed.
My RL is very demanding right now and I cant find the time.
I have many plans but currently no time to invest - so no ETA for an update.
Realy sorry guys.
@zipzap45 thanks for the input, put it on my list
@venrom yes, this is intened, scrap should be smaller than raw ore
@dG B-UNIT thanks for the input, put it on my list as well
hope i have time to fix the issues this weekend :) thank you all for the feedback!!!!
I guess it's based on this idea https://steamproxy.net/sharedfiles/filedetails/?id=1845382000
Is it normal that scrap is 0.01 and material 0.02 vol?
I'm not skilled enough to point out where the bug occurs, but as wokraround you can edit the price in shieldBoosterActive.lua
just replace (or comment out):
function getPrice(seed, rarity)
local rechargeBase,shieldBase = getBonuses(seed, rarity, false)
local price = rechargeBase * 100000 * 250
end
with
function getPrice(seed, rarity)
local amplification = getBonuses(seed, rarity)
local price = 7500 * amplification;
return price * 2.5 ^ rarity.value
end
1741735681"}, -- Laserzwei's Carrier Commander
1917119779"}, -- AzimuthLib - Library for modders - Updated
--Hammelpilaw lib--
1720259598"}, Mod configuration library
1723585481"}, Custom Craft Orders
1722412006"}, Extended Utility Library
1694550170"}, Laserzwei's Sector Manager
1741744976"}, Laserzwei's Basic Commands for the Carrier Commander
1924641337"}, Loot Carrier Command
1788913474"}, Trash Manager
1916970118"}, Auto Research - Updated
1769379152"}, Resource Display
1831470519"}, Haul Goods
1922535211"}, Galaxy Map QoL - Updated
1751636748"}, Detailed Turret Tooltips
1948105415"} Geevorion - Balance Overhaul
Geevorion is now as last load order. Will see after restart if this helps.
Difficulty was indeed hardcore. Didnt know that this disabled it.
@dG B-UNIT for me the only think not working is the display amount of rescources. If this means wracks. Mining system works just fine for wracks.
Reconstruction Token depends on difficulty, if you play on Insane or Hardcore they are disabled by default. https://avorion.gamepedia.com/Difficulty
Try 1803087904 to stop the spam.
Thanks for your great mod and support.
Version 1.2.7:
- fixed a bug, trading module will now drop again
keep in my this mod overwrites the function, you must adjust in in the mods galaxy.lua / create amod that is loaded after this one.
Would be glad if some more ppl leave their feedback for difficulty level.
I in Galaxy.lua i did
shipVolume = shipVolume + linFactorOverall * loverall * 3
shipVolume = shipVolume + linFactorOuter * louter * 4
shipVolume = shipVolume + linFactorMid * lmid * 5
Version: 1.2.6
- scaling to the center is becomes a bit more steep
- fixed passive shield booster bug with selling price
How about a config where we can tweak difficulty? <- its already there but not that trivial, there a script file named galaxy.lua where the power of enemies/ weapons is defined. A difficult setting is already there ingame, which defines how much damage pirates do.
Which difficulty did you use?
Some suggestions:
I saw in another mod where it spawns alot Pirates (15-20) in theese sector which only contains Gates. This makes it that you have to explore more carefully.
Back in the days without workshop there was a mod which changed events to make them more challenging. (Pirate Flagship attack, Xsotan Raid, and such).
@FLSoz:
They werent deleted, they are all there, but they never drop, and pirates should not use them.
i didnt want to overwrite the tabled to allow other avorion mods to add weapons as well :)
bu i see this issue here , hmmm
@nickless
thats a bug! i will fix it, thx!
I got many feedback, that the game is to hard, but ya, if you know what you are doing its to easy. i will adjust difficulty again i guess, to make them much harder close to the center. thats a very thin line, ill do my best, thx a lot for the feedback!
@Zekie
you can sell it for 20% for moneys :) extremly random money drop