Shrooblord Posted July 11, 2018 Share Posted July 11, 2018 Hi one and all! [spoiler=Introduction] I'm an enormous fan of Avorion and love creating a better experience for myself and friends in-game with mods, and by modding the game myself. However, whenever an update rolls around, it's always quite a fuss to determine what parts of which code and scripts have changed, how that will affect my installed mods, and, more importantly, how to reinstall all the mods I've effectively "lost" by updating my scripts folder when patching. To this extent, a mod manager would be ideal, but where such a tool does not exist for us (yet), I think the next best thing would be to compile a list of mods that we know are stable in this patch, to avoid headaches when patching up to the new version of the game, or the new beta version on the Beta Branch. This way, we can consult this one thread and find out which mods can be simply reinstalled, and which ones will need some more development / need to be patched before they become available to us again. Now, I do not have all the time in the world and I would love for you guys to help me set this up to - a community effort, if you will. On the Wiki! This list also exists on the Wiki, here. For everyone who has any information about mod compatibility, please edit the Wiki directly. You can still PM me and/or leave a message here to notify me of changes, if you want to have all bases covered. I'll also be checking the Wiki periodically, myself. If at any time there is a conflict between the information on the Wiki, and this list, assume the information on the Wiki is correct. That said, let's compile our shortlist of supported mods right now! [ MISSING YOUR GAME VERSION? ] Due to a character post limit, and an oversight on my part to not have reserved the first four or so replies to this topic for this purpose, the archive for older versions is located here, on page 3 of this thread. [ NOTE ] As a general rule on these forums, when the mod author doesn't seem to be updating the mod themselves, chances are someone on the latter pages of the thread has. So if a mod doesn't appear on this list, don't worry. Maybe someone has already updated it to be compatible to the latest patch! If someone has, please tell me by replying to this thread so I can keep this list as up-to-date as possible. [0.20.x] STABLE MODS -- [[CURRENTLY TESTING]] These mods are stable on the latest patch of the base game. Simply install them and play! Advanced Shipyard - by LaserZwei All Production Chains - by LaserZwei AutoDock - by Shrooblord Carrier Command - by LaserZwei Change Max Cargo - by Hammelpilaw Custom Craft Orders - by Hammelpilaw Extended Turret Factory - by Hammelpilaw Goods Hauler - by Splutty and unbekannt1984; NOTE: install the 0.20.2 version posted by unbekannt1984 (click the link to go directly to that post). Ham Galaxy Settings - HGS - by Hammelpilaw MilitaryMissions - by Hammelpilaw move Asteroids (mos) - by LaserZwei MoveUI - by Dirtyredz MoveUI Plugin - Sector Ship Notifier - by DracoNB Ship Script Loader - by Dirtyredz Simple Asteroid Respawner - by LaserZwei Useful Cargoshuttles - by theCrow; NOTE: install the 0.20.2 version posted by MRT in the same thread, or the v1.1.1 version of the mod with minor fixes posted by me (Shrooblord) in the same thread. Weapon Engineering (Turret Editor) - by darkconsole; NOTE: install the 0.20.2 version posted by okken in the same thread (page 8) Xsotan Dreadnought - by Hammelpilaw [0.19.x] STABLE MODS -- [[LAST TESTED PATCH -- REVIEWING FOR CURRENT PATCH]] These mods were stable on the last tested patch of the base game. It's possible they aren't compatible anymore. Advanced Shipyard - by LaserZwei All Production Chains - by LaserZwei Carrier Command - by LaserZwei move Asteroids (mos) - by LaserZwei ScrapyardPlus - by DNightmare [bB 0.21.2] STABLE MODS -- [[CURRENTLY TESTING]] These mods are stable on the latest patch of the beta branch. Simply install them and play! AutoDock - by Shrooblord Change Max Cargo - by Hammelpilaw Custom Craft Orders - by Hammelpilaw Extended Turret Factory - by Hammelpilaw Ham Galaxy Settings - HGS - by Hammelpilaw MilitaryMissions - by Hammelpilaw move Asteroids (mos) - by LaserZwei MoveUI - by Dirtyredz MoveUI Plugin - Sector Ship Notifier - by DracoNB, Bix and Shrooblord Ship Script Loader - by Dirtyredz Xsotan Dreadnought - by Hammelpilaw Internationalization - easy localization for mods - by Rinart73 Transfer Cargo Tweaks - Transfer Tab QoL - by Rinart73 Sector Overview - by shulrak and Rinart73 Avorion Multiverse 1.3 - by Popokattepetel [bB 0.20.3] STABLE MODS -- [[LAST TESTED BETA BRANCH -- REVIEWING FOR CURRENT BRANCH]] These mods were stable on the last tested patch of the beta branch. It's possible they aren't compatible anymore. Advanced Shipyard - by LaserZwei All Production Chains - by LaserZwei AutoDock - by Shrooblord Carrier Command - by LaserZwei Change Max Cargo - by Hammelpilaw Custom Craft Orders - by Hammelpilaw Extended Turret Factory - by Hammelpilaw Goods Hauler - by Splutty and unbekannt1984; NOTE: install the 0.20.2 version posted by unbekannt1984 (click the link to go directly to that post). Ham Galaxy Settings - HGS - by Hammelpilaw MilitaryMissions - by Hammelpilaw move Asteroids (mos) - by LaserZwei MoveUI - by Dirtyredz MoveUI Plugin - Sector Ship Notifier - by DracoNB, Bix and Shrooblord Sector Manager - by LaserZwei Ship Script Loader - by Dirtyredz Simple Asteroid Respawner - by LaserZwei Useful Cargoshuttles - by theCrow; NOTE: install the 0.20.2 version posted by MRT in the same thread, or the v1.1.1 version of the mod with minor fixes posted by me (Shrooblord) in the same thread. Weapon Engineering (Turret Editor) - by darkconsole; NOTE: install the 0.20.2 version posted by okken in the same thread (page 8) Xsotan Dreadnought - by Hammelpilaw STABILITY UNDER REVIEW We are currently testing these mods in our games on the current patches. Preliminary testing results seem good so far (no crash on startup, game is playable). More interactions / test cases need to be explored still to bump this up to Stable. DockBuilder - by Dirtyredz FleetControl - easy management of ship groups and more - by w00zla System Control - by Multirez STABILITY UNKNOWN We haven't tested yet whether these mods work under the current patches. We need to investigate further into these. All Turret Auto-Targeting - by RebCom1807 Automated Crew - by Rocksen AutoResearch - by Cypher Auto Research - by DracoNB Avorion Commands Package - by Aki Avorion Commands Package by Deadonstick - by Deadonstick Avorion Star Wars Sound FX - by Xavanux BetterDocking - by WASP103 Better Mining AI - by SailorSat Better Threats - by Fenrir Better Tradingsystem - by iiskullsii Better Shipsystems - by Fenrir better xoston keys - by howardxu23 Bonk Proximity - by NerArth Civil Turret & Fighter Range - by Fenrir Extended Xsotan Attacktypes - by Deadonstick Galaxy Mods: Balance & Difficulty Mods - by Wayleran Gambling, Dock Building, Pirate Warlord, Spawn Changer & more - by Theoman02 Improved Trading Overview - by geostar1024 Larger Asteroids - by rater193 LogLevels [v1.1.0] for modders and Server Owners - by Dirtyredz Loot Collection for Carrier Command - by Padwan MineCorp - by NexusNull More Cargo Shuttles - by Grandirus More equipment docks - by Carn13f0x More Modules & Enemies - by KickRAzz Mothballing - by darkconsole new shield systems and more - by Ronin213 Not Enough Stock - by NerArth Not Enough Turrets - by NerArth NoNeutralCore - by Dirtyredz Ohm/DPS calculation display - by kuro11 Player Warp Gates - by LogicSocket PVP Hyperspace blocker - by cdeeks Regenerative Asteroid Fields - by Dirtyredz Sell Useless Weapons - by Vaikin Ship-to-Ship Boarding rev2 - by bzy-xyz Sorted Foundstation Menu - by Hammelpilaw TrashMan - by multox Trying to modify enter ship distance - by MRT Turret Factory Seed Entry - by Alopix Universal System - by Sether0 Useful C43 Object Detectors - by Treexter Welcome Mail - by Shrooblord Wreckage Cleanup - by ThunderDodge Yet Another Mine - by NerArth DEPRECATED These mods are confirmed no longer stable on the current patches. Mod developer action is required to conform to the changes introduced to the game since the last time the mod was stable. For each mod, the last known stable patch is mentioned. CompleX3s - by Laserzwei -- deprecated by author -- last known version compatible: [0.15.x] Extended trading reach - by NexusNull -- functionality now integrated into vanilla Avorion! out of sector Production - by Laserzwei -- functionality now integrated into vanilla Avorion! -- last known version compatible: [0.16.0] RenameShips - by Shrooblord -- functionality now integrated into vanilla Avorion! -- last known version compatible: [0.18.0] To flesh out this list, we need to collect a list of all the mods for the game, put them in the "stability unknown" category, and systematically test them on the new patches. Here's to making all our lives easier! Thanks for your assistance, Shrooblord P.S. I'm just running down the list of mods I find in the Mods forum as sorted by last posting activity - got to page 6 - will continue to run through all the mods posted in this subforum at a later time. If you know a mod you love that isn't included in this list, don't hesitate to post! P.P.S. At the time of writing this post there's 27 pages worth of mods in this subforum. Indiscriminately and systematically going through all of them will take some time. This is why the "Stability Unknown" section is so huge right now compared to the other categories. If you know anything about the mods in that section, please let us know in a post down below! 1 Link to comment Share on other sites More sharing options...
Kampfkrapfn Posted July 11, 2018 Share Posted July 11, 2018 Great idea, Shrooblord ! For your list: I'm running these mods under 17.1, and do not experience any issues: CarrierCommander LootCommand for Carrier Commander Compass-like Gate Icons Detailed Turret Tooltips MoveUI Following mods are working well, but there seems to be an issue when both are active Regenerative Asteroid Fields Yet Another Mine Link to comment Share on other sites More sharing options...
Laserzwei Posted July 12, 2018 Share Posted July 12, 2018 Carrier Command is technically not compatible with either 0.17 and 0.18 since in both multiplayer-crashes appear. Also in 0.18 some Avorion-events aren't reliable and thus break the mod. All of these work with 0.17 and 0.18 All Production Chains move Asteroids I updated this one for beta 0.18 and 0.17 advanced shipyard Edit: this should be sticky Link to comment Share on other sites More sharing options...
Devious Posted July 12, 2018 Share Posted July 12, 2018 Nothing significant changed this patch that isn't easily solved by a compare and merge of the files. 90% of the listed mods are inside our modpack, none gave a conflict when updating to beta 18. Link to comment Share on other sites More sharing options...
Hammelpilaw Posted July 12, 2018 Share Posted July 12, 2018 All my mods listed in this topic are compatible with current Avorion stable and beta. The only "issue" with the Guardian Scout is, that it removes the Xsotan damage scaling near core. Watch mods topic for more information, I could use some help (ideas) there regarding the damage scaling. @devs: Sticky please :) Link to comment Share on other sites More sharing options...
Shrooblord Posted July 13, 2018 Author Share Posted July 13, 2018 Nothing significant changed this patch that isn't easily solved by a compare and merge of the files. 90% of the listed mods are inside our modpack, none gave a conflict when updating to beta 18. Could you be more specific? A list of names would be excellent. Do all of the mods still function correctly in-game? ---- Hammelpilaw, thanks for the info! Updating the list now. Link to comment Share on other sites More sharing options...
UnseenOni Posted July 14, 2018 Share Posted July 14, 2018 Did a swap to 18 last week with several mods and I can list which ones worked and which didnt. Mind you it took me a while to get everything ported over but here's the list I had with respect to the untested mods: Better mining AI is stable for 17 and 18 Better ship systems stable for both 17 and 18 MineCorp was a total unknown, I'm not even sure I had it installed correctly but it does work on 17, my players are all finding the mines and receiving the resources. (I recommend manual merging since overwriting can break game code) Command package 100% works on 17, did not generate any problems on 18 Not enough turrets is stable on 17 and was working on 18 Civil turret and fighter range definitely still works on 17 have not tested with 18 (with somed edits, I recommend manually merging to avoid breaking current game code) Universal system works for both 17 and 18 I realize I'm a total nobody as far as the forums are concerned, and I'm relatively new to Avorion, but I've been modding games for almost a decade, I carefully merged at least 15 mods together off the forums, even some of the older ones, and they all work together for B17. Link to comment Share on other sites More sharing options...
Shrooblord Posted July 15, 2018 Author Share Posted July 15, 2018 Thank you for your work! Mind you it took me a while to get everything ported overAs in, you had to manually make the mods compatible with 0.18? I think I should file those under "incompatible"; given that people would be looking to a thread like this wondering "can I install this to my version of the game just like that?", it would be misleading to tell them it's "Compatible*" with the asterisk being they have to power through some code to get it to work. With that in mind, could you review your list and tell us which mods on it are indeed 100% compatible out-of-the-box and which need to be updated to be compatible with 0.18? MineCorp was a total unknown, I'm not even sure I had it installed correctly but it does work on 17, my players are all finding the mines and receiving the resources. (I recommend manual merging since overwriting can break game code)What does this mean - "total unknown"? But if I read this correctly, MineCorp works correctly on 0.17, if you install it properly. How about 0.18? Civil turret and fighter range definitely still works on 17 have not tested with 18 (with somed edits, I recommend manually merging to avoid breaking current game code)What are these edits? Can you / did you post them in the mod's thread, so other people know what to do to make it compatible, too? I carefully merged at least 15 mods together off the forums, even some of the older ones, and they all work together for B17.When you say merged, what do you mean? You mean integrating the 15 mods into the game code i.e. installing them, resolving conflicts manually where necessary, correct? B17 - Beta Branch 0.17? How about 0.18? Again, thank you very much for your work. Just asking additional clarifications. I realize I'm a total nobody as far as the forums are concerned, and I'm relatively new to AvorionOh? Well, welcome, then! Good to have you on-board. ;) but I've been modding games for almost a decadeDEFINITELY GOOD TO HAVE YOU ON-BOARD. Come here and look at this blueprint I've got here... what do you think of... Link to comment Share on other sites More sharing options...
Delerium76 Posted July 15, 2018 Share Posted July 15, 2018 Played with System Control for a bit on 0.17.1. It works, albeit there are some annoyances to the mod: 1. It uses alt+1 to alt+5 (unconfigurable keybinds) to switch between system sets, which has the happy side effect of also toggling your weapons on and off as well as re-centering your ship every time you use it. Only solution is to either deal with it and keep adjusting every time, or change the game's default keybinds since you can't change the mod's keybinds. 2. There is no keybind (that I could find) to open the configuration menu to assign your current system set to a keybind. A minor annoyance, but oh well. 3. As listed on their page, when you use a hotkey to switch systems, the systems currently installed will no longer show up on the vanilla ship systems menu. This wouldn't be so bad except when combined with number 2 makes it frustrating to look at what you currently have equipped, and impossible to just swap out one or two systems of an existing set without clearing the whole thing and building it from scratch. Nothing here game breaking or what I would necessarily call a bug, so I'd probably classify it as stable with room for improvement. Link to comment Share on other sites More sharing options...
Seloune Posted July 19, 2018 Share Posted July 19, 2018 Thanks you very much for this great topic very useful ;) It's sad to see so many good mods not compatible or abandoned in just one year. Link to comment Share on other sites More sharing options...
Delerium76 Posted July 19, 2018 Share Posted July 19, 2018 Thanks you very much for this great topic very useful ;) It's sad to see so many good mods not compatible or abandoned in just one year. there's only a few in that list that are not compatible. Most are just unknown. Try a few out from the unknown list and report back. That way the list can grow Link to comment Share on other sites More sharing options...
Shrooblord Posted July 23, 2018 Author Share Posted July 23, 2018 Thanks you very much for this great topic very useful ;) It's sad to see so many good mods not compatible or abandoned in just one year. there's only a few in that list that are not compatible. Most are just unknown. Try a few out from the unknown list and report back. That way the list can grow This! Most of the mods in the "Stability Unknown" list have simply not been tested (extensively) yet. I'll get to them all sooner or later, but first, life calls me for other duties and responsibilities! Only the mods listed under "Deprecated" are known to be incompatible with current versions of the game, and it is noted what the last-known stable version of the game was they still worked under. Happy modding! Link to comment Share on other sites More sharing options...
TenshiRyu Posted July 24, 2018 Share Posted July 24, 2018 Weapon Engineering (Turret Editor) - by darkconsole I have this one working on the Beta branch without any problems! Link to comment Share on other sites More sharing options...
Shrooblord Posted July 25, 2018 Author Share Posted July 25, 2018 Thanks, list updated! Also thank you for the sticky, kind moderator. Your appreciation for this thread means a lot to me. <3 Link to comment Share on other sites More sharing options...
Rinart73 Posted July 25, 2018 Share Posted July 25, 2018 My mod TransferCargoTweaks was updated to 0.17.1+, so please add it to the list Link to comment Share on other sites More sharing options...
Shrooblord Posted July 26, 2018 Author Share Posted July 26, 2018 Done! I'll be on holiday for a couple of weeks starting Friday; if I'm unresponsive in this thread, you know why! Link to comment Share on other sites More sharing options...
Anexgohan Posted August 3, 2018 Share Posted August 3, 2018 Just a heads up, "Carrier Command" mod is working fine on 0.18.2 but its sub mod "CarrierLoot Collection for Carrier Command" mod is not. Link to comment Share on other sites More sharing options...
Rinart73 Posted September 14, 2018 Share Posted September 14, 2018 Hi. All following mods work on both stable and beta 0.18.3: Complex Craft Orders Transfer Cargo Tweaks Turret Selling Fix Improved Energy Suppressor No Civil Fire Mod Helper - Craft Orders i18n - Internationalization Link to comment Share on other sites More sharing options...
dnightmare Posted October 13, 2018 Share Posted October 13, 2018 ScrapyardPlus - by DNightmare (it's actually by me, not Dirty like in your list :D But he has a plugin in MoveUI to support extended info from this mod inside his) The classical "Works on my machine" running 0.19 (and tested on 0.17 before that) So far no bugreports from other users or server-owners. Link to comment Share on other sites More sharing options...
Shrooblord Posted January 2, 2019 Author Share Posted January 2, 2019 Thanks, dnightmare! Sorry for the mislabelling! I will bump it up to stable for 0.19. ---- Hi folks! I pulled another one of my disappearing acts on you. Sumi! I'm back for now and currently testing Beta 0.20.2 -- what a bunch of amazing updates Avorion has gotten recently! I'm super excited. The list is being updated again as I test mods' compatibility with the current Beta Branch. Link to comment Share on other sites More sharing options...
Laserzwei Posted January 15, 2019 Share Posted January 15, 2019 I should mention that my mods work with [0.19] [mos] https://www.avorion.net/forum/index.php/topic,2685.0.html [Production Chains] https://www.avorion.net/forum/index.php/topic,2686.0.html [Advanced Shipyard] https://www.avorion.net/forum/index.php/topic,3910.0.html [Carrier Command] https://www.avorion.net/forum/index.php/topic,4268.0.html [0.20] [mos] https://www.avorion.net/forum/index.php/topic,2685.0.html [Production Chains] https://www.avorion.net/forum/index.php/topic,2686.0.html [Advanced Shipyard] https://www.avorion.net/forum/index.php/topic,3910.0.html [Carrier Command] https://www.avorion.net/forum/index.php/topic,4268.0.html [simple Asteroid Respawner] https://www.avorion.net/forum/index.php/topic,5394.0.html (should work with 0.19, but I haven't tested it) [sector Manager] https://www.avorion.net/forum/index.php/topic,5397.0.html (It's in an early dev stage, but does what it advertises) Link to comment Share on other sites More sharing options...
Shrooblord Posted January 16, 2019 Author Share Posted January 16, 2019 Thanks Laser! The list has been updated. I'm also personally excited about mos, ProdChains and AdvShipy being up-to-date... some of my favourite mods on this forum. ^^ Link to comment Share on other sites More sharing options...
L2P_Gaming Posted January 24, 2019 Share Posted January 24, 2019 what about the bigger is better mod pack are they stable in most current beta build? Link to comment Share on other sites More sharing options...
fallensungaming Posted January 30, 2019 Share Posted January 30, 2019 what about the bigger is better mod pack are they stable in most current beta build? This, or would anyone be able to explain what needs to be changed to make them work? Link to comment Share on other sites More sharing options...
unbekannt1984 Posted February 11, 2019 Share Posted February 11, 2019 Hi Shrooblord, Goods Hauler v0.9.3 https://www.avorion.net/forum/index.php/topic,2896.msg29518.html#msg29518 works with Avorion 0.20.2 (that version was the first with full transporter-implemementation, I don't know about earlier 0.20 revisions) and later, Link to comment Share on other sites More sharing options...
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