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Tao is a total-conversion mod for Avorion.
It's "headline features" are:
- less overwhelming loot system
- galaxy & combat overhaul
- massively better performance
- quality of life improvements
What to expect
- a fun sandbox experience
- a reasonably balanced "1.0"-quality release.
What not to expect
- Any story, or tutorial. Play the original first!
- Multiplayer hasn't been tested at all.
-
inventory
- less focus on managing heaps of random loot
- reduced trading goods from more than 150 to less than 50.
- fewer weapons and subsystems, but with clearer roles
- no randomised weapon or system bonuses or variants
- main progression is material & rarity
-
performance
- all around fewer stutters, better framerates, and shorter loading screens
- plan cache system
- optimised asteroid plan generation speed
- fixed and improved wreckage cleanup script
- some expensive shaders simplified
- salvaged and mined materials appear directly in cargo bay if possible rather than becoming entities
- no more fighter spam
- fewer asteroids, but arranged in a way that feels much denser
-
combat
- fewer guns with clearer roles
- fun coaxial weapons from the start
- slowly-rotating main guns for battleship style combat
- no "accumulatingBlockHealth" - ships can now be broken in half
- vastly reduced turret slots, but...
- weapons don't take up more slots as they get bigger
- instead, each type of weapon takes up a specific number of slots (e.g. artillery cannons take 4, dirsuptors take 2, autocannon takes 1...)
- so you have fewer weapons
- but as you progress those weapons can get bigger and better
- NPC ships can equip coaxial weapons (front side only) and actually use them properly.
-
story
- blank slate with existing story removed completely
- may be extended by other mods in future
-
overhaul
- completely new goods, systems, weapons, stations, events, sectors, etc.
- completely new station founding mechanic
- completely new equipment and weapon purchasing UIs
- pirates only attack outer sectors
- no Xsotan :p
-
new features
- proximity mines
-
quality of life enhancements
- hidden stashes can now be interacted with at transporter range
- some Avorion bug fixes
- refining is instant - no more waiting at refineries
- Torpedo bulk auto-purchase-and-install at spacedocks
Close the spacedock dialog then open it again. The sell tab will now be populated properly.
Exit to your drone with T and build by pressing B.
However, you will have a lack of starting crew.
Current workaround for that is to build a second small ship that has enough starting crew to be manouverable and use that as a crew shuttle.
This is merely a cosmetic issue with Avorion. Rest assured that weapons testing has verified that the resistance is still applied as intended.
Wormholes can now pass through the barrier.
Open the player menu with P and go to the new station founding tab.
Go to an ore processor for ores, and a recycling station for scrap.
Please feel free to make a GitHub issue or comment on the Steam workshop page!
Yes!
- Graphics - can you make promotional graphics e.g. a logo for the mod? Can you make models that can appear in the universe?
- Video making - can you make a video of you playing the mod?
- Financial - v1.0 was a month-long side-project. Can you sponsor me montly or as a once-off for future work?
- Programming - pull requests are welcome! (I'll actually unzip the files at some point; I don't normally develop on Windows so don't have git installed...)
- Social - tell your friends! :)
See LICENSE.txt but basically you can do whatever you want as long as you keep the credit.