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There are several examples and proof-of-concept mods uploaded by Boxelware themselves. They are meant as a stepping stone for mods and to show how the modding API works.

This is an overview over those examples.

Where to find[ | ]

After subscribing to the examples, they will be downloaded to your Steam workshop content folder.

You can find downloaded workshop items in [Steam Installation Folder]/steamapps/workshop/content/445220/.

The folders will be named after the Workshop ID of the item you subscribed to. Check out this quick guide to find out how you can find out the ID of a workshop item.

Examples[ | ]

Example: Chat Command[ | ]

See: Mod Example: Chat Command

Introduces new chat commands and shows how to access an overview of all active mods on a server.

Example: New Weapon[ | ]

See: Mod Example: Weapon

Introduces a new weapon and shows how to modify libraries by adding that new weapon to all global locations in scripts where it's required to be generated as loot in the game.

Example: New Entity[ | ]

See: Mod Example: Entity

Introduces a new entity that can charge the player money and that uses remote calls to do synchronization of text. Also shows how to extend sector generation to add that new entity to existing sectors and how to extend existing stations.

Example: New Upgrade[ | ]

See: Mod Example: Upgrade

Introduces a new upgrade item and shows how to modify libraries by adding that new upgrade to all global locations in scripts where it's required to be generated as loot in the game.

Example: New Inventory Item[ | ]

See: Mod Example: Inventory Item

Introduces a new usable inventory item, that can be looted from secret stashes and which, on usage, gives the player money.

Example: New Sector[ | ]

See: Mod Example: Sector

Introduces a new sector and shows how to modify libraries by adding that sector to the sector generator, to be generated while the player is exploring.

Example: Modifying Assets[ | ]

See: Mod Example: Modifying Assets

Introduces a few new assets that override other assets of the game.

Example: New Event[ | ]

See: Mod Example: New Event

Introduces a new event and shows how to modify library files to have that event happen to players.

Example: Mod Base: Bulletin Board[ | ]

See: Mod Example: Bulletin Board Base

Shows how to modify library files and stations to create an easy to use base for missions on bulletin boards. This mod is used as a dependency by Mod Example: New Mission.

Example: New Mission[ | ]

See: Mod Example: New Mission

Introduces a new mission and shows how to modify library files and stations to have that mission pop up on bulletin boards. This mod also uses another mod as a dependency, that allows it to easily add new missions to bulletin boards.

Example: New Block[ | ]

TBA

Note: This functionality is planned, but it's not possible yet to add new blocks to the game.

Introduces a new block to the game.

See Also[ | ]

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