Have you ever wanted to be able to instantly be on the other side of your base/map? Then this mod will get you close. You can use the Avatar Control Center to control avatars that are anywhere on the map. Avatars are like a remote controllable robot, that can do everything you can.
Need to do something dangerous? If the avatar dies, then you will be perfectly safe back in your base. **NOTE: Multiplayer avatar deaths are not supported yet. If your Avatar dies then you have exactly 10 seconds to remove your items or lose them! I suggest taking off anything valuable ahead of time**
(This will be fixed starting in 0.13)
To start building avatars you need to research the technology that comes with the mod. Afterwards, you will need to set up some assemblers to create the parts of the avatars (head, arms, legs, torso, and skin). You will then need to combine all of these parts to make an avatar. After that, you can place the avatar down and jump into any Avatar Control Center to control it.
**NEW**
The Avatar Remote Deployment Unit (ARDU) has been added to the game. This building can store up to 3 avatars and will deploy them automatically. It will only deploy an avatar if the currently deployed avatar is destroyed.
Known Issues
If someone disconnects from a multiplayer server, while connected to an avatar, it will disappear with them, but their real body will remain in the Avatar Control Center. (This cannot be fixed until 0.13)
Upon death of an avatar in a multiplayer game, after the player death 10 seconds later, there is a dummy player left behind.
Screenshots
Avatars:
GUI:
Crafting Tab:
Avatar Control Center:
Avatar Assembling Machine:
Avatar Remote Deployment Unit:
Commands
The mod has two commands for if you get stuck somehow. You can use them by pressing the tilda (~) key and pasting the code below into the command prompt.
This one will manually swap you back to your body if the Disconnect button either isn't working or not displayed.
This command is a last ditch effort. Only use this if you somehow do not have a body, but cannot easily reload. **You will lose any items that your body had**
Production modules now work on all intermediate items
0.3.0
Added the Avatar Remote Deployment Unit
Avatars are now minable
Avatars can now be made in any assembling machine that has enough ingredient slots
Reworked Avatar Assembling Machine
Costs less to make
Places avatars crafted inside in front of it
Avatar Assembling Machine now give the proper item when mined (oops)
Fixed a light compatibility issue
0.2.3
Fixed interaction with other control changing mods like FAT Controller
0.2.2
Added interface support for other mods that place entities
Corrected a bug with commands designed for players to call
0.2.1
Fixed Disconnect button disappearing when an avatar exits any vehicle
0.2.0
Initial public release
All feedback and bug reports are welcome!
Re: [MOD 0.12.x] Avatars
Posted: Wed May 04, 2016 3:52 am
by Jeri.c
So does this mean an avatar can craft something and then while another avatar craft another thing?
Re: [MOD 0.12.x] Avatars
Posted: Wed May 04, 2016 11:29 am
by DedlySpyder
Jeri.c wrote:So does this mean an avatar can craft something and then while another avatar craft another thing?
Yes, each avatar has its own crafting queue, inventory, armor, weapons, etc.
Re: [MOD 0.12.x] Avatars
Posted: Wed May 04, 2016 2:49 pm
by Xterminator
This is extremely cool sounding! There are so many possibilities with this.
I can imagine like creating one and leaving it at an outpost with some resources and miners and then when there is an issue at the outpost or you need to expand the mining you could hop over to the avatar there and get it done.
Also great for combat scenarios too. Definitely going to try this out. Look forward dto future development!
Re: [MOD 0.12.x] Avatars
Posted: Wed May 04, 2016 4:08 pm
by DedlySpyder
Xterminator wrote:This is extremely cool sounding! There are so many possibilities with this.
I can imagine like creating one and leaving it at an outpost with some resources and miners and then when there is an issue at the outpost or you need to expand the mining you could hop over to the avatar there and get it done.
Also great for combat scenarios too. Definitely going to try this out. Look forward dto future development!
Thanks . Also, I have plans for an entity that I will store a few avatars, and spawn them one at a time. (i.e. It starts with one and spawns the others if the first one dies). I can see having battle outposts that have trains giving them supplies, that the player controls an avatar when it's time to fight some biters far from home.
Re: [MOD 0.12.x] Avatars (0.2.2)
Posted: Thu May 05, 2016 5:32 pm
by DedlySpyder
Hope no one blinked too fast, two updates coming in today. Sorry to anyone stuck in an avatar, check the first post for a new command to get you unstuck.
0.2.2
Added interface support for other mods that place entities
Corrected a bug with commands designed for players to call
0.2.1
Fixed Disconnect button disappearing when an Avatar exits any vehicle
Re: [MOD 0.12.x] Avatars (0.2.3)
Posted: Fri May 06, 2016 2:35 am
by DedlySpyder
(Ok, I swear I'm done updating at least for today)
0.2.3
Fixed interaction with other control changing mods like FAT Controller
Re: [MOD 0.12.x] Avatars (0.2.3)
Posted: Fri May 06, 2016 5:43 pm
by kiba
Just tried out this mod. Quite cool.
My only complaint is being reminded of how slow the default characters are without power armor and exoskeleton.
Re: [MOD 0.12.x] Avatars (0.2.3)
Posted: Fri May 06, 2016 6:40 pm
by DedlySpyder
kiba wrote:Just tried out this mod. Quite cool.
My only complaint is being reminded of how slow the default characters are without power armor and exoskeleton.
The avatars can wear power armor. I may actually make special, avatar-only equipment in the future (0.13 should add stuff to let me handle it).
Re: [MOD 0.12.x] Avatars (0.2.3)
Posted: Mon May 09, 2016 9:03 am
by meAndmyself
This mod is pure genius. The cost makes it a very late game tech, which is perfect.
Having an avatar at every outpost and a couple spread across the base removes one of the most annoying parts of the game, the walking and really increases the fun because you can be almost everywhere very quickly. Also it creates nice end game content and finally provides a good use for all the alien artefacts.
Only issue is that I've used up 10 k alient artefacts to make my avatars and their armor and now I'm out...
I also ran into the missing disconnect button bug by the way, went to the forum to complain and the solution was already posted. Kudos!
But not everything is perfect. I've encountered 3 bugs:
- Once when leaving a running train I was stuck without a body. Not reproducable. Fixed by loading the last autosave.
- Once two avatar control buttons got mixed up and both buttons controlled the same avatar with no way to reach the missing avatar. Not reproducable. Fixed by loading the last autosave.
- The inventory size of the avatars does not consider the inventory size of the main body. I'm using the inventory size mod.
Re: [MOD 0.12.x] Avatars (0.2.3)
Posted: Mon May 09, 2016 9:39 am
by Koub
This is the kind of things I hope to see in vanilla one day. I wonder, however, why an "avatar assembling machine" ? why not a regular assembling machine to assemble the avatar ?
Re: [MOD 0.12.x] Avatars (0.2.3)
Posted: Mon May 09, 2016 11:40 am
by DedlySpyder
meAndmyself wrote:But not everything is perfect. I've encountered 3 bugs:
- Once when leaving a running train I was stuck without a body. Not reproducable. Fixed by loading the last autosave.
- Once two avatar control buttons got mixed up and both buttons controlled the same avatar with no way to reach the missing avatar. Not reproducable. Fixed by loading the last autosave.
- The inventory size of the avatars does not consider the inventory size of the main body. I'm using the inventory size mod.
Thank you for the praise . As for the bugs, I will look into them, but if you have anymore information on them, that could help me find it better:
- Do you remember if you still had the Disconnect button when you didn't have a body? (Also, check the commands in the first post for a manual swap back command)
- Did you try leaving and re-entering the control center for the duplicate control button issue?
The inventory size is how I would prefer it, it gives you a tiny sacrifice to using the avatars (also I may tweak the numbers one day and maybe add higher tiers of avatars).
Koub wrote:This is the kind of things I hope to see in vanilla one day. I wonder, however, why an "avatar assembling machine" ? why not a regular assembling machine to assemble the avatar ?
The special assembling machine was my hope of having an awesome graphic for it in my head, but when it came down to putting it in I have very little artistic talent. I think I am going to remove the requirement of it, or try to make it so that the current one automatically places the avatars, while a normal assembler would just craft it as normal.
Re: [MOD 0.12.x] Avatars (0.3.0)
Posted: Sat May 14, 2016 7:55 pm
by DedlySpyder
I got a few quality of life things fixed for this patch. Multiplayer is still wonky, but that should be fixable in 0.13. Any feedback is welcome.
0.3.0
Added the Avatar Remote Deployment Unit
Avatars are now minable
Avatars can now be made in any assembling machine that has enough ingredient slots
Reworked Avatar Assembling Machine
Costs less to make
Places avatars crafted inside in front of it
Avatar Assembling Machine now give the proper item when mined (oops)
Fixed a light compatibility issue
Re: [MOD 0.12.x] Avatars (0.3.1)
Posted: Mon May 30, 2016 4:56 pm
by DedlySpyder
Minor fix, also remove a useless graphic file.
0.3.1
Production modules now work on all intermediate items
Re: [MOD 0.12.x] Avatars (0.3.1)
Posted: Wed Jun 22, 2016 9:13 pm
by sporefreak
For the avatar remote deployment unit, would you say that its a force field or a liquid tank?
Also I think the avatar assembler should be the only assembler that is able to correctly program the avatar parts.
Re: [MOD 0.12.x] Avatars (0.3.1)
Posted: Thu Jun 23, 2016 2:39 am
by DedlySpyder
sporefreak wrote:For the avatar remote deployment unit, would you say that its a force field or a liquid tank?
It's just the alien tech icon with the biter photo-shopped out for an avatar, so I'd say liquid.
sporefreak wrote:Also I think the avatar assembler should be the only assembler that is able to correctly program the avatar parts.
I originally had the avatars only craftable by my assembling machine, but it felt too contrived.
Re: [MOD 0.12.x] Avatars (0.3.1)
Posted: Thu Jun 23, 2016 2:45 am
by sporefreak
DedlySpyder wrote:
It's just the alien tech icon with the biter photo-shopped out for an avatar, so I'd say liquid.
Want me to try animating it? I was playing around with the icon earlier and i think i can pull off a good animation
Also maybe make it a config for avatars only being craftable via special assembling?
Love the mod by the way! I have had the most fun tinkering with this one so far.
Re: [MOD 0.12.x] Avatars (0.3.1)
Posted: Thu Jun 23, 2016 2:58 am
by DedlySpyder
sporefreak wrote:Want me to try animating it? I was playing around with the icon earlier and i think i can pull off a good animation
Go for it, I don't plan to, I don't have the patience to try that kind of graphic work.
As for the crafting config, I think that is doable, I've written it down to add it when I have time. Although, I think there may be some issues with changing it midway through a game (there is sadly no way to tell if someone edits a config file at the moment).
Re: [MOD 0.12.x] Avatars (0.3.1)
Posted: Fri Aug 26, 2016 11:50 pm
by Jürgen Erhard
Like it... although I haven't fully used it, because to my disappointment, Avatar Skin cannot(!) be made in an Avatar Assembling Machine. I think it at least should. Haven't found where the restriction comes from, but then, I'm still getting a feel for modding. Maybe it's because the AAM cannot take water input?
I'd like an option so anything avatar can only be made in those special assemblers. And I don't see it as contrived, it's just *very* special tech. Other mods have special assemblers too, so why not this?
Re: [MOD 0.12.x] Avatars (0.3.1)
Posted: Sat Aug 27, 2016 12:18 am
by DedlySpyder
Jürgen Erhard wrote:Like it... although I haven't fully used it, because to my disappointment, Avatar Skin cannot(!) be made in an Avatar Assembling Machine. I think it at least should. Haven't found where the restriction comes from, but then, I'm still getting a feel for modding. Maybe it's because the AAM cannot take water input?
I'd like an option so anything avatar can only be made in those special assemblers. And I don't see it as contrived, it's just *very* special tech. Other mods have special assemblers too, so why not this?
The doors on the assembler are actually fluid boxes, so I can't have fluid inputs on the assembler