Contributors: SarenSoran beta tester, desc and balancing King Alfonzo unstable shield desc (sorry Alfonzo i use new one) Avanitia balancing and descriptions Phoenix original idea and some of the (now removed) scripts used as reference | If you like what I am doing and what to support me. (https://uploads-ssl.webflow.com/5c14e387dab576fe667689cf/5ca5bf1dff3c03fbf7cc9b3c_Kofi_logo_RGB_rounded.png) (https://ko-fi.com/puretilt) |
This mod is copying not just names, descriptions, and images from HME (now deleted off the forums) but also copied the coding directly too. And claimed that all the code was theirs.
Yep! Lied about it too, which is scummy, and went quiet after someone else posted the two same hullmods from his pack and the HME pack to show they had the same code.This mod is copying not just names, descriptions, and images from HME (now deleted off the forums) but also copied the coding directly too. And claimed that all the code was theirs.
Really?
If so RIP then.
I see you are already doing it, but please remove any assets from other modders that you do not have permission to repost.I believe the original mod's terms allowed for reusing the code as long as it was credited, although who knows if that's still in force since The Flouncening, MKII.
i cant add these to my ship, do they only work for vanilla ships and not modded?
I wouldn't use these tbh, its stolen content. But if you do, it probably only works on vanilla ships.
Is the new update save compadible?
There's a hullmod that increases weapons strength vs armor, does this apply to all weapon types, or only ballistic?
There's a hullmod that increases weapons strength vs armor, does this apply to all weapon types, or only ballistic?
It's does say projectile so probably balistic only.
I just found it myself.. oh lord
If I could suggest a mod, how about 'Regenerative Missiles'?You want the "Missiles and Sundry" mod, then.
You can safely change line 7 in mod_info.json to thisDo the hull mods work properly though? As if so that's super exciting!
"gameVersion":"0.95a-RC8",
Doesn't seem to break the game, but you'll need console commands to get the hullmods.
All seems to work fine, not sure about torpedo specs or unstable shield, but everything else works.You can safely change line 7 in mod_info.json to thisDo the hull mods work properly though? As if so that's super exciting!
"gameVersion":"0.95a-RC8",
Doesn't seem to break the game, but you'll need console commands to get the hullmods.
.
The fact you think anti-armor munition is bad is enough to disregard your entire post
If I could suggest a mod, how about 'Regenerative Missiles'?I have a different idea. Remove any spare ammunition from the launcher. Instead launchers generate a new full salvo after a prolonged cooldown between shots - you can no longer deal as much of burst damage but could potentially fire more salvos in long term. Might be useful if your ships uses a couple of torpedo launchers to take down overloaded ships but otherwise relies on energies or ballistics. Basically the ammo magazine is replaced with nanoforge.
All missiles with limited ammunition now gain a 10 second fabrication time between creating new salvos, giving all of them infinite usage during combat. However, in exchange, their engagement range and damage both drop by -33%.
I have a different idea. Remove any spare ammunition from the launcher. Instead launchers generate a new full salvo after a prolonged cooldown between shots - you can no longer deal as much of burst damage but could potentially fire more salvos in long term. Might be useful if your ships uses a couple of torpedo launchers to take down overloaded ships but otherwise relies on energies or ballistics. Basically the ammo magazine is replaced with nanoforge.
With the recent change to exploration refit, I'd like to know what you think its niche is. It can't be used on combat vessels, the CR hit is too large a downside, but at the same time using it on a freighter/tanker doesn't make sense either since your capacity goes down (lowering its efficiency). The name doesn't really fit anymore as well, since on a long expedition out of the core worlds you'd want more capacity, not less.
Maybe make it give different bonus/malus depending from whatever ship got Civilian grade hull or no?With the recent change to exploration refit, I'd like to know what you think its niche is. It can't be used on combat vessels, the CR hit is too large a downside, but at the same time using it on a freighter/tanker doesn't make sense either since your capacity goes down (lowering its efficiency). The name doesn't really fit anymore as well, since on a long expedition out of the core worlds you'd want more capacity, not less.
For utility ships such as Ox, Shepherd and Salvage Rig, or if you want to better sustain your fleet on salvage. Probably can remove penalty if installed with EO but not sure about it.
Is it just me or does this not work? maybe installed wrong. But I get the pads with the hull mods on them use the pad but no dosen't show up that I can add them. I am using the latest version of the game....When you are in Refit screen, the categories of hullmods are on the bottom of the UI. Try turning them all off and then back on. You might find that they were just not displayed.
Thank you for your amazing mod!
Suggestions for some additional hull mods:
Missle engine overdrive: + speed + acceleration -- range...
Any ideas does this work with 0.96?It seems like it's working. None of the hullmods interact with the tooltip API changes and won't cause crashes. Haven't tested each and every single one to see if they are working as intended, but it doesn't appear like it will cause any major issues.
Any ideas does this work with 0.96?It seems like it's working. None of the hullmods interact with the tooltip API changes and won't cause crashes. Haven't tested each and every single one to see if they are working as intended, but it doesn't appear like it will cause any major issues.
I thiiink the error is coming from MHM, but not sure, so I figured I'd mention it in both threads.
57588 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.MissingFormatArgumentException: Format specifier '%20H'
java.util.MissingFormatArgumentException: Format specifier '%20H'
at java.util.Formatter.format(Formatter.java:2519)
at java.util.Formatter.format(Formatter.java:2455)
at java.lang.String.format(String.java:2940)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at lunalib.backend.ui.versionchecker.LunaVersionUIPanel.addRightPanel(LunaVersionUIPanel.kt:633)
at lunalib.backend.ui.versionchecker.LunaVersionUIPanel$createModsList$cardPanel$1$1.invoke(LunaVersionUIPanel.kt:372)
at lunalib.backend.ui.versionchecker.LunaVersionUIPanel$createModsList$cardPanel$1$1.invoke(LunaVersionUIPanel.kt:367)
at lunalib.backend.ui.components.base.LunaUIBaseElement.processInput(LunaUIBaseElement.kt:240)
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Something saucy going on with Anti Armor Ammunition modspec (https://i.imgur.com/yq5q5LK.png)Looking at the src, it seems the mod is suppose to increase overall damage by 25% but lower damage to shields by 5%. It doesn't seem to do this when looking in TMI. Haven't had a chance to test but looks like the mod does nothing in game? Will try to test later after work.
Also couple typos there (such as "by by") and additionally, "by a factor of X%" is effectively saying the same thing twice, you don't need the "a factor of" in there