Apologies for the slow response. I don't login to Nexus too often.
Basically, you need the listed amount of components to upgrade to the next higher tier. Getting most of those components requires harvesting drops from destroyed ships, though the top tier (exceptional) also requires an unstable crystal which can either be purchased from a black market trader (uncommon, maybe 25% 1-2 available) or mined from asteroid crystals (also uncommon, but requires finding crystals).
In your case, you'd need to loot more basic weapon chamber drops OR build basic weapon chambers using 5x high energy catalyst, etc.
The new mods such as hide your cargo, radar range reduction, hazard area reduction are all craftable. This game mod allows you to craft the basic, advanced, and exceptional engine, weapon, and shield parts needed to craft the ship mods themselves.
I installed hazard reduction mods on ships so I can take them into Xenon space and destroy their ship making infrastructure. I haven't tried any hazard reduction mods in Avarice but I assume they would reduce the amount of damage from the tide as well.
Thank you for this very excellent addition! It makes collecting dropped inventory worthwhile.
I modified the crafting components a bit (using the T1 - T3 version), making some mined crystals a base component. Bandannite (most common) for weapon and turret mod parts, Menelaene (common) for Engine, Boost, Thrust, and Travel mod parts, Aguilite (uncommon) for Drag and Mass mods, Mitonene (rare) for shield mod parts.
This makes crystal mining a necessity in mid and end game even when you've started raking in millions of credits. They also act as a kind of a gate where you can't just get everything handed to you.I realize a CEO or Admiral would have their "people" go mine crystals for them, but I kind of like having to jump into a scout with a beam weapon once in a while.
I didn't include Burnite crystals as there are only four different mod parts to build (each has their own crystal requirement) and these crystals are very hard to find, even with the crystal color mod. :)Unstable crystals collected as mining waste are still used but tend to be very common.
In case anyone wants to use the modified version that requires mined crystals. Replace the text in Wares.xml with the following:
Had a little more free time than expected so I knocked it out real quick. Need to get about my day now, but made the file available and updated the mod description. Hopefully I got everything right. Please let me know if you find any odd issues!
You're welcome. And I agree. Not completely stepping around the ideas that the designers came up with always feels better to me. I just got annoyed at having over 100 T1s I really wasn't using, but only 2 T2 and 1 T3. Seemed very imbalanced to me, especially when the X-series has always been more about the grind than about RNG (at least imo).
Mostly Xenon drop them, but really any ship seems to have a chance (rare on non-Xenon though). You can also sometimes find them for sale from traders on pirate faction stations or from unlocked blackmarket traders.
And you're welcome. I'm really hoping that Egosoft will eventually put something like this in game (crafted), or just make it less rare to find the T2/T3 stuff.
16 comments
Basically, you need the listed amount of components to upgrade to the next higher tier. Getting most of those components requires harvesting drops from destroyed ships, though the top tier (exceptional) also requires an unstable crystal which can either be purchased from a black market trader (uncommon, maybe 25% 1-2 available) or mined from asteroid crystals (also uncommon, but requires finding crystals).
In your case, you'd need to loot more basic weapon chamber drops OR build basic weapon chambers using 5x high energy catalyst, etc.
The new mods such as hide your cargo, radar range reduction, hazard area reduction are all craftable. This game mod allows you to craft the basic, advanced, and exceptional engine, weapon, and shield parts needed to craft the ship mods themselves.
I installed hazard reduction mods on ships so I can take them into Xenon space and destroy their ship making infrastructure. I haven't tried any hazard reduction mods in Avarice but I assume they would reduce the amount of damage from the tide as well.
I modified the crafting components a bit (using the T1 - T3 version), making some mined crystals a base component. Bandannite (most common) for weapon and turret mod parts, Menelaene (common) for Engine, Boost, Thrust, and Travel mod parts, Aguilite (uncommon) for Drag and Mass mods, Mitonene (rare) for shield mod parts.
This makes crystal mining a necessity in mid and end game even when you've started raking in millions of credits. They also act as a kind of a gate where you can't just get everything handed to you.I realize a CEO or Admiral would have their "people" go mine crystals for them, but I kind of like having to jump into a scout with a beam weapon once in a while.
I didn't include Burnite crystals as there are only four different mod parts to build (each has their own crystal requirement) and these crystals are very hard to find, even with the crystal color mod. :)Unstable crystals collected as mining waste are still used but tend to be very common.
In case anyone wants to use the modified version that requires mined crystals. Replace the text in Wares.xml with the following:
<?xml version="1.0" encoding="utf-8"?>
<diff>
<!-- makes the various core mod components craftable, including T1 components -->
<!-- engine modules -->
<add sel="//ware[@id='modpart_enginefuelinjector_t1']/price" pos="after">
<production time="10" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="inv_interfaceunit" amount="1" />
<ware ware="inv_crystal_02" amount="10" />
<ware ware="inv_carbonfilter" amount="1" />
<ware ware="inv_rapidsandfilter" amount="1" />
<ware ware="inv_hydraulicpump" amount="1" />
</primary>
</production>
</add>
<add sel="//ware[@id='modpart_enginefuelinjector_t2']/price" pos="after">
<production time="20" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="modpart_enginefuelinjector_t1" amount="2" />
<ware ware="inv_interfaceunit" amount="2" />
</primary>
</production>
</add>
<add sel="//ware[@id='modpart_enginefuelinjector_t3']/price" pos="after">
<production time="30" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="modpart_enginefuelinjector_t2" amount="3" />
<ware ware="inv_interfaceunit" amount="3" />
</primary>
</production>
</add>
<!-- shield modules -->
<add sel="//ware[@id='modpart_shieldgeneratorcoil_t1']/price" pos="after">
<production time="10" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="inv_interfaceunit" amount="1" />
<ware ware="inv_crystal_04" amount="5" />
<ware ware="inv_unstablecrystal" amount="10" />
<ware ware="inv_crystalbit" amount="1" />
<ware ware="inv_fluxcapacitor" amount="1" />
</primary>
</production>
</add>
<add sel="//ware[@id='modpart_shieldgeneratorcoil_t2']/price" pos="after">
<production time="20" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="modpart_shieldgeneratorcoil_t1" amount="2" />
<ware ware="inv_interfaceunit" amount="2" />
</primary>
</production>
</add>
<add sel="//ware[@id='modpart_shieldgeneratorcoil_t3']/price" pos="after">
<production time="30" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="modpart_shieldgeneratorcoil_t2" amount="3" />
<ware ware="inv_interfaceunit" amount="3" />
</primary>
</production>
</add>
<!-- chassis modules -->
<add sel="//ware[@id='modpart_shipnanoweave_t1']/price" pos="after">
<production time="10" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="inv_interfaceunit" amount="1" />
<ware ware="inv_crystal_03" amount="5" />
<ware ware="inv_magneticmaterial" amount="5" />
<ware ware="inv_programmablefieldarray" amount="1" />
</primary>
</production>
</add>
<add sel="//ware[@id='modpart_shipnanoweave_t2']/price" pos="after">
<production time="20" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="modpart_shipnanoweave_t1" amount="2" />
<ware ware="inv_interfaceunit" amount="2" />
</primary>
</production>
</add>
<add sel="//ware[@id='modpart_shipnanoweave_t3']/price" pos="after">
<production time="30" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="modpart_shipnanoweave_t2" amount="3" />
<ware ware="inv_interfaceunit" amount="3" />
</primary>
</production>
</add>
<!-- weapon chamber modules -->
<add sel="//ware[@id='modpart_weaponchamber_t1']/price" pos="after">
<production time="10" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="inv_interfaceunit" amount="1" />
<ware ware="inv_crystal_01" amount="10" />
<ware ware="inv_microgimble" amount="1" />
<ware ware="inv_micromotor" amount="1" />
<ware ware="inv_modulartrigger" amount="1" />
<ware ware="inv_advancedtargetingmodule" amount="1" />
</primary>
</production>
</add>
<add sel="//ware[@id='modpart_weaponchamber_t2']/price" pos="after">
<production time="20" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="modpart_weaponchamber_t1" amount="2" />
<ware ware="inv_interfaceunit" amount="2" />
</primary>
</production>
</add>
<add sel="//ware[@id='modpart_weaponchamber_t3']/price" pos="after">
<production time="30" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="modpart_weaponchamber_t2" amount="3" />
<ware ware="inv_interfaceunit" amount="3" />
<ware ware="inv_unstablecrystal" amount="3" />
</primary>
</production>
</add>
</diff>
Thank you sir.
Hope you enjoy it!
But finding 5 AGI neural networks is realy hard. witch enemy does drop them? I just found one of them in ~20h ingame...
Anyhow, thanks for this!
And you're welcome. I'm really hoping that Egosoft will eventually put something like this in game (crafted), or just make it less rare to find the T2/T3 stuff.