Fractal Softworks Forum

Starsector => Mods => Topic started by: PureTilt on May 01, 2020, 11:23:17 PM

Title: [0.97a] More HullMods 1.12.0
Post by: PureTilt on May 01, 2020, 11:23:17 PM
(https://i.imgur.com/EFDC3bF.png)
Now 100% free of unlicensed assets.
(all HME assets has been removed)

(https://img.shields.io/github/downloads/PureTilt/More-Hullmods/total?color=d15700&label=download&style=for-the-badge) (https://github.com/PureTilt/More-Hullmods/releases/latest/download/More.HullMods.zip)

20 Hullmods to expand your customization options. All of them obtainable through exploration.

List of hullmods:
(https://i.imgur.com/UBINI2l.png)
[close]

Some Hullmods in action:
Unstable Shields
(https://i.imgur.com/8TIfwC3.gif)
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Hullfoam Dispenser
(https://imgur.com/buhaLaH.gif)
[close]
[close]

Change log
1.12.0
Flux Overdrive
- Bonus increased from 25% to 30%

Fuel Additive
- Maintenance increase reduced from 25% to 20%

Hullfoam Dispenser
- Now reduces at which point it starts to repair ship as hullfoam runs out to a minimum of 50% hull at 0 hullfoam

Integrated Armor
- Reworked
- Now increases minimum armor by 600% but reduces max armor by 50%

Missile Prefabricator
- Fixed it reducing ammo regeneration of build-in weapons

Stiff mounts
- Recoil reduction increased from 30% to 35%
- Turn speed reduction reduced from 15% to 10%
[close]
1.11.1
Added Smod bonusses to:
- Emergency Venting System
- Flux Booster
- Hyper Engine Upgrade
- Integrated Armor
- Missile Prefabricator
- Split Chamber
- Unstable Shields
[close]

1.10.1
Exploration Refit
- Maintenance and fuel usage reduction increased from 20% to 25%
- Remove effect reduction when installed with Efficiency Overhaul

NEW:
Stiff Mounts:
- Reduces weapon's recoil by 30%
- Reduces weapon turn rate by 15%
[close]

1.10.0
Emergency Venting System
- OP cost reduced from 4/8/12/20 to 3/6/9/15

Exploration Refit
- Now also reduces reduces max fuel and cargo capacity by 15%.

Flux Booster
- Now makes engines fade to purple while boost is active
- Fixed crash on some ships

Hyper Engine Upgrade
- OP cost increased from 4/7/10/16 to 4/8/12/20

Hullfoam Dispenser
- Repair speed reduced from 2/1.5/1/0.5 to 1/0.8/0.6/0.4
- OP cost increased from 3/6/9/15 to 5/10/15/25

Torpedo Spec
- OP cost reduced from 4/8/12/20 to 3/6/9/15
- Speed bonus reduced from 35 to 30
- Maneuverability penalty reduced from 30 to 25


NEW:
Flux Generator
- Generates flux while ship below 50% flux
- Can be used to get flux depending effects on ships with too much dissipation

Campaign:
- Add more hullmods to more factions
[close]

1.9.0
Updated several icons
Updated several descriptions

Changes:
- Anti Armor Ammunition:
- - Armor penetration increased from 20% to 25%
- - Now reduces damage to shields by 5%
- Hyper Engine Upgrade:
- - Now compatible with Safety Overrides
- - Now active only at 5% flux
- - Fixed wrong speed in description

New Hullmods:
- Hullfoam Dispenser:
- - Slowly repairs hull in combat
- - Limited total repair amount

- Missile Prefabricator:
- - Turn reloadable missiles into limited ammo missiles, allowing for better performance in short combat

- Split Chamber:
- - More bullets, less damage per bullet
- - More DPS against shields, lower armor penetration
[close]

1.8.0
Bombardment Package
-Ground support increased from 10/30/90/120 to 25/50/100/150
-Now not compatible with Ground Support Package and Advanced Ground Support

Emergency Venting System
-Full rework
-When overloaded for more than 2 seconds reduce overload duration to 2 seconds
-Force vent when overload stops
-Flame outs ship when triggered
-OP cost 4/8/12/20

Flux Overdrive
-Now increases damage and flux cost instead of rate of fire

Hyper Engine Upgrade
-Changed speed formula from "(zero flux boost - (ship base speed/4)) + 10" to "(zero flux boost - (ship base speed/3)) + 20"
-Changes in formula results in more speed for slow ships and less speed for fast ships
-Maneuverability reduction while zero flux boost active removed
-OP cost reduced form 4/8/12/20 to 4/7/10/16

Integrated Armor
-Changed wording
-Now actually gives +5% min armor as it should instead of +10%
-OP cost reduced from 6/12/18/30 to 4/8/12/20

Torpedo Spec
-Health bonus increased form 10% to 15%
-Maneuverability reduction reduced from 40% to 30%

Weapon Inhibitor
-Now also reduces damage by 10%
[close]

1.7.0
Anti Armor Ammunition:
-Icon has been updated

Exploration Refit
-Now correctly reduces effect if installed with efficiency overhaul

Fuel Additive
-Fuel consumption reduction reduced from 25% to 20%
-Maintenance increase increased from 20% to 25%
-Icon has been updated

Torpedo Spec:
-Icon has been updated

Unstable Shields
-Time to get 100% stable increased from 3 to 6 seconds
-Now shield starts to get charge only after 3 second of being disabled

Weapon Inhibitor
-Now correctly reduces rate of fire for ballistic weapons
[close]

1.6.0
Anti Armor Ammunition
-Description clarified that it affect all weapons

Flux Booster
-Fixed description

Flux Overdrive
-Rate of fire bonus increased from 30% to 40%

Unstable Shields
-Damage taken reduction and increase increased from 25% to 30%

Voltage Regulation System
-OP cost reduced form 3/6/9/15 to 2/4/6/10
-Now unlocked by default

Weapon Inhibitor
-OP cost reduced form 3/6/9/15 to 2/4/6/10
-Now unlocked by default
[close]

1.5.0
Exploration Refit
-Reduced effect reduction if installed with Efficiency Overhaul from 25% to 20%
--This now doesn't affect sensor range bonus

Flux Booster
-Now always give speed boost for 3 second
-Now formula for bonus is (full bonus * flux when you start venting)
-Now Venting bonus reduced by 50% if Resistant Flux Conduits installed

Flux Overdrive
-Reduced OP cost from 6/12/18/30 to 5/10/15/25

Particle Accelerator
-Increased OP cost from 2/4/6/10 to 3/6/9/15
-Reduced projectile speed increase from 35% to 30%

Torpedo Spec
-Increased missile speed bonus from 20% to 35%
-Increased missiles maneuverability decrees from 25% to 40%

Unstable Shields
-Increased stable time from 2 sec to 3 sec
-Increased time to 100% instability from 8 sec to 9 sec
-Reduced recharge time from 4 sec to 3 sec

Voltage Regulation System
-Reduced OP cost from 5/10/15/25 to 3/6/9/15

Weapon Inhibitor
-Reduced OP cost from 5/10/15/25 to 3/6/9/15
[close]

1.4.0
-Emergency Venting System
changed description

-Exploration Refit
Added "All effects reduced by 25% if Efficiency Overhaul is installed"

-Flux Booster
Changed - now gives a large, but quickly disappearing speed boost

-Particle Accelerator
Projectile travel speed increase Increased from 25% to 35%

-Unstable Shields
changed description to be more clear
fixed "Color parameter outside expected range" bug

-Weapon Inhibitor
fixed incorrect description
[close]

1.3.0
-Emergency Venting System
OP cost changed from 10/17/24/38 to 8/16/24/40
removed jitter from shield

-Exploration Refit
OP cost reduced from 5/10/15/25 to  3/6/9/15
Sensor strength increase Increased from 25% to 50%
Maintenance cost reduction Increased from 15% to 20%
now also reduce CR recovery rate by 25%

-Flux Booster
OP cost reduced from 5/12/19/31 to 4/8/12/20
Venting rate increased form 10% to 25%
Maneuverability increase increased from 30% to 40%
Top speed  increase increased from 30% to 40%

-Hyper Engine Upgrade
OP cost reduced from 7/14/21/35 to 4/8/12/20
Maneuverability reduction reduced from 50% to 25%

-Integrated Armor
OP cost increased from 4/10/18/30 to 6/12/18/30

-Particle Accelerator
OP cost reduced from 5/10/15/25 to 2/4/6/10

-Unstable Shields
OP cost reduced from 10/15/20/30 to 3/6/9/15

-Voltage Regulation System
Range reduction reduced from 15% to 10%
Flux usage redaction increased from 15% to 20%

-Weapon Inhibitor
OP cost reduced from 10/15/20/30 to 5/10/15/25
Rate of fire reduction reduced from 15% to 10%
Flux usage redaction increased from 15% to 20%
[close]

1.2.0
>Anti Armor Ammunition
  OP cost increased from 3/8/13/23 to 5/10/15/25
>Bombardment package
  value increased from 10/20/30/40 to 10/30/90/120
>Emergency Venting System
  OP cost reduced from 10/18/26/44 to 10/17/24/38
  amount of charges changes from 2/3/4/5 to 5/4/3/3
  vent time increased from 0 seconds to 0.5 seconds
>Exploration Refit
  CR redaction increased from 20% to 30%
  now also reduces maintenance cost for 15%
>Unstable Shields
  OP cost reduced from 14/20/26/40 to 10/15/20/30
  minimum damage taken reduced from 0.5 to 0.75
  maximum damage taken reduced from 1.5 to 1.25
>Voltage Regulation System
  range reduction reduced from -20% to -15%
>Weapon Inhibitor
  now reduce rate of fire instead of damage
  now affect only ballistic weapons
[close]

1.1.0
Add hullmods to vanilla factions and some modded factions
[close]

1.0.1
Add Version Checker Support
Scripts minor adjustments
[close]
[close]



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)
Title: Re: [0.9.1a] More HullMods 1.0
Post by: fu12 on May 01, 2020, 11:36:01 PM
a list of whats actually in this mod would be nice.
Title: Re: [0.9.1a] More HullMods 1.0
Post by: Cyan Leader on May 02, 2020, 12:48:56 AM
Ditto, and please tell us what they do if you could and how are they obtained.
Title: Re: [0.9.1a] More HullMods 1.0
Post by: Deageon on May 02, 2020, 01:36:49 AM
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.
Title: Re: [0.9.1a] More HullMods 1.0
Post by: NeoLemon on May 02, 2020, 10:16:57 AM
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.
Title: Re: [0.9.1a] More HullMods 1.0
Post by: Thaago on May 02, 2020, 10:56:31 AM
 I see you are already doing it, but please remove any assets from other modders that you do not have permission to repost.
Title: Re: [0.9.1a] More HullMods 1.0
Post by: Deageon on May 02, 2020, 09:10:07 PM
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.
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.
Title: Re: [0.9.1a] More HullMods 1.0
Post by: Harmful Mechanic on May 02, 2020, 09:50:24 PM
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.

Regardless, crediting the original modder is the polite thing to do, no? You can even drop him a PM first: http://fractalsoftworks.com/forum/index.php?action=profile;u=10839
Title: Re: [0.9.1a] More HullMods 1.0
Post by: Tartiflette on May 03, 2020, 12:09:49 AM
The license has been given anyway, all they have to do is either credit Phoenix or remove the infringing content. It's easy as that.
Title: Re: [0.9.1a] More HullMods 1.0.1
Post by: Chairman Suryasari on July 09, 2020, 03:38:42 AM
Thanks for the Update!
Title: Re: [0.9.1a] More HullMods 1.2.0
Post by: 123nick on August 01, 2020, 06:31:12 PM
I think emergency flux vents would be more balanced if it also had a dissipation penalty for every charge that gets used up, say, -3% flux dissipation, or -4% after the new update, so then once they are all used up even a ship that has good initial flux dissipation would struggle.
Title: Re: [0.9.1a] More HullMods 1.3.0
Post by: onychannel on August 25, 2020, 07:54:28 PM
is it intended for unstable shields to be flat better on ships with worse than 1.25 shield efficiency?, conquest for example with 1.4. just thinking about balance for certain ships like the conq or the scy lion
Title: Re: [0.9.1a] More HullMods 1.3.0
Post by: RegalRegolith on September 10, 2020, 02:15:54 PM
I'm getting an error with a crash "Fatal: Color parameter outside of expected range: Red". The crash only happens with unstable shields hullmod installed in combat

End of my starsector.log
Spoiler
4679463 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Red
java.lang.IllegalArgumentException: Color parameter outside of expected range: Red
   at java.awt.Color.testColorValueRange(Unknown Source)
   at java.awt.Color.<init>(Unknown Source)
   at data.hullmods.MHMods_UnstableShields.advanceInCombat(MHMods_UnstableShields.java:88)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] More HullMods 1.3.0
Post by: Worachot on September 11, 2020, 04:13:09 AM
i cant add these to my ship, do they only work for vanilla ships and not modded?
Title: Re: [0.9.1a] More HullMods 1.3.0
Post by: DubTre6 on September 12, 2020, 05:22:29 AM
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.
Title: Re: [0.9.1a] More HullMods 1.3.0
Post by: Chairman Suryasari on September 12, 2020, 03:51:04 PM
@DubTre6
Really? Try to change it on a colony with a  functional spaceport, some Hull mods need them, not a freshly raided spaceport or unfinished spaceport.

@Worachot
I'm not gonna call it a stolen content.
Title: Re: [0.9.1a] More HullMods 1.3.0
Post by: PureTilt on September 17, 2020, 01:05:48 AM
I wouldn't use these tbh, its stolen content. But if you do, it probably only works on vanilla ships.

I used HME as example when i started to work on this mod, i left some unused HME script on first release, now all HME code is removed and all is 100% mine 0% stolen content. All hullmods should work on all ships.
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: Lethice on September 20, 2020, 04:34:20 AM
Is the new update save compadible?
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: Chairman Suryasari on September 20, 2020, 05:50:04 AM
Is the new update save compadible?

Not the author but in my experience it's work fine and dandy.
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: Chairman Suryasari on September 20, 2020, 05:50:20 AM
Better backup you old mod tho.
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: CrixM on September 20, 2020, 10:24:04 AM
There's a hullmod that increases weapons strength vs armor, does this apply to all weapon types, or only ballistic?
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: Chairman Suryasari on September 21, 2020, 05:20:09 AM
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.
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: PureTilt on September 21, 2020, 08:36:18 AM
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.

nope its actually for all weapons (need to change description, apparently its not clear enough)
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: KRKIII on October 05, 2020, 04:14:18 PM
Hi, so I just started using this mod and everything was working fine up till five minutes ago when the hullmods, specifically the ones I recently bought and probably all of them (I used a console command to check - all blueprints) were no longer there, just disappeared for some reason, the mod is enabled and it's enabled according to the console as well, any idea what might be causing the issue?
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: Arcagnello on October 05, 2020, 04:52:36 PM
It is fun you say this because I actually was on the verge of writing the same exact thing you posted now until I realized that when you open the modspecs selector, all these mods are categorized into their own category wich is off by default, just select it and all the modspecs you unlocked should all be there.

I would provide a screenshot showing where to click on the modspecs selector but I'm at bed, supposedly trying to sleep  ::)


P.S: it's quite easy to find really, it took me less than half a minute of fiddling with the modspecs selector to figure it out as I rarely used that filter before.
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: KRKIII on October 05, 2020, 05:09:09 PM
I just found it myself.. oh lord
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: Arcagnello on October 05, 2020, 05:11:02 PM
I just found it myself.. oh lord

I know the feeling.

"Was I this dumb yesterday?" or "I'm bloody 24, this should not be happening"  :P
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: Dampfnudel on October 18, 2020, 02:14:56 AM
Can you create a hullmod that increase ammunition regeneration? (one for balistics and one for missiles).
Title: Re: [0.9.1a] More HullMods 1.4.0
Post by: Aldazar on October 18, 2020, 08:31:51 AM
There is a missile mod out there I forgot what it's called. Would like a ammo regeneration for those occasional mods that do it. Can we get a fighter survivalbility increase? Like to shields/hp/armor at the cost of pilot loss rates going up to 100% for them being super.
Title: Re: [0.9.1a] More HullMods 1.6.0
Post by: Farya on December 06, 2020, 03:14:29 AM
What about a hullmod that refits your fighters/bombers for atmospherics combat to support your ground forces? Kinda like kataphracts from ARMA could. But such refits would instead reduce wing effectiveness in space combat due to specialised refits.
Title: Re: [0.9.1a] More HullMods 1.6.0
Post by: Klokinator on December 07, 2020, 02:49:51 AM
If I could suggest a mod, how about 'Regenerative Missiles'?

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%.
Title: Re: [0.9.1a] More HullMods 1.6.0
Post by: Chairman Suryasari on December 07, 2020, 06:04:56 AM
That's actually a neat idea but it can severely broken the game when player use Overriden ship with Cyclone Reaper. Even capital can greatly benefit from this like Legion and Onslaught Annihilator spam. Not mention the downside can be easily negated with officer skill.

But let's hear what PureTilt have to say on the matter.
Title: Re: [0.9.1a] More HullMods 1.6.0
Post by: IonDragonX on December 07, 2020, 08:22:32 AM
If I could suggest a mod, how about 'Regenerative Missiles'?
You want the "Missiles and Sundry" mod, then.

https://fractalsoftworks.com/forum/index.php?topic=14921.0
Title: Re: [0.9.1a] More HullMods 1.6.0
Post by: Chairman Suryasari on December 07, 2020, 03:22:29 PM
Missiles and Sundry make other mod effectively unusable because the change too much to be compatible with other mods.
Title: Re: [0.9.1a] More HullMods 1.6.0
Post by: megabot on December 24, 2020, 08:32:49 AM
hey umm, not every mod is shown in the description. could you please add them?
Title: Re: [0.9.1a] More HullMods 1.7.0
Post by: Agalyon on January 18, 2021, 06:46:35 AM
That unstable shields nerf seems EXTREMELY harsh to me. I think either of the two changes would probably be fine on its own but together its hard to justify ever using it.

[EDIT] With some more testing, I think I was too hard on the change, or maybe the changelog isn't really accurate? Its hard to tell exactly whats going on with it. The changelog doesn't mention it now also takes longer for shields to START decaying while deployed, which does make a big difference. I still dont like how long they have to be down to START "repairing" though. I think taking 6 seconds to recharge fully is fine, but the new long delay means you almost have to be totally out of a fight to start getting them back. I think this is bad because it just encourages and rewards shield flicking even more than it did before, especially with ships that have normally terrible shields.

Maybe experiment with having the shields both decay and recharge very slowly, but start recharging almost immediately when closed. That way flicking wouldn't be as good, and making the choice to let them deploy more isn't as permanent of a downside.
Title: Re: [0.9.1a] More HullMods 1.7.0
Post by: TheNotReallyMyName on April 06, 2021, 05:51:50 AM
You can safely change line 7 in mod_info.json to this
"gameVersion":"0.95a-RC8",
Doesn't seem to break the game, but you'll need console commands to get the hullmods.
Title: Re: [0.9.1a] More HullMods 1.7.0
Post by: captinjoehenry on April 11, 2021, 02:30:11 PM
You can safely change line 7 in mod_info.json to this
"gameVersion":"0.95a-RC8",
Doesn't seem to break the game, but you'll need console commands to get the hullmods.
Do the hull mods work properly though?  As if so that's super exciting!
Title: Re: [0.9.1a] More HullMods 1.7.0
Post by: TheNotReallyMyName on April 13, 2021, 05:19:35 AM
You can safely change line 7 in mod_info.json to this
"gameVersion":"0.95a-RC8",
Doesn't seem to break the game, but you'll need console commands to get the hullmods.
Do the hull mods work properly though?  As if so that's super exciting!
All seems to work fine, not sure about torpedo specs or unstable shield, but everything else works.
Title: Re: [0.95a] More HullMods 1.8.0
Post by: Wywern on May 12, 2021, 08:13:46 AM
I think the weapon inhibitor nerf is too harsh. 10% RoF and 10% damage is 19% DPS lost, which overpowers the benefit of 20% less flux in most situations, since just dropping 20% of your weapons loses you the same amount of damage, and instead of costing ordinance points, it gives you more. The mod went from a good mod on flux-starved ships with high amounts of ballistics to a mod that is almost detrimental in most circumstances. Now you'd need to be desperate to make your weapons 12.5% more efficient at a cost to your OP and DPS, when for example just adding in flux distributor will increase your flux venting while not reducing your DPS by a chunk. I don't think it's a reasonable trade given that ballistics deal hard flux and almost all specialize in efficiency, whether inherently and/or by dealing HE or kinetic damage. I used to use weapon inhibitors quite a bit on ships like the onslaught and the dominator, but I don't think it has almost any place now.

Personally, if giving ballistics a higher flux efficiency was such a problem, I'd suggest changing the nerf to change the 10% rate of fire decrease to a 10% damage reduction instead of giving both -10% RoF and damage. This would have the effect of reducing the damage per flux efficiency gained, and would bring weapon inhibitors in line with the much more powerful voltage regulation system.
Title: Re: [0.95a] More HullMods 1.8.0
Post by: Deshara on June 02, 2021, 12:16:53 PM
I just wanted to swing by to say, I sat yesterday & played Forlone Hope and realized that this is my favorite mod. Everything in this mod pack is interesting, creates interesting & new gameplay possibilities. I was running a Fortress Shield Paragon with emergency venting system, flux booster & resistant flux conduits & forcing the enemy to make me overload every time so I can hot-vent in their face & be back up & running with a full fortress shield ready to go in seconds and it was incredibly fun.
Fuel Additive is a must-have (augmented drive field is just too much), hyper engine upgrade is exactly point-for-point a mod that I've wanted for a long time, I use torpedo spec constantly, & integrated armor is a really cool & clever mod.
And! They're ALL vanilla friendly!! You've managed to make a modpack with at least 5 mods on par with Safety Overrides in terms of how much of a game-changer they are, and they're ALL VANILLA FRIENDLY?! Its madness!!
13/10. I love it. I'll never play this game again without this. I'm literally being driven to the brink of insanity by how much this mod is exactly what I want it to be

my ooone tiny little itty bitty criticism is, it feels like anti-armor ammunition is a little on the low side. For 5 OP on a frigate, it gives 20% bonus but only to armor & does nothing against shields (which you'll be hitting the most) & hull (which is the most important)? Feels a little underwhelming -- any guns that need a boost to their anti-armor isnt gonna benefit enough by that to make a difference enough to be worth 5 OP. Plus expanded missile racks give a +100% to a ship's capacity to nuke its way through armor and only costs slightly more. If the bonus were, like, from +40% to +60% I think it would be a bit more viable without yet becoming a must-pick -- good enough for ships with no missiles that u arent putting explosives onto, but not good enough to use on anything else bc a single LAG or harpoon rack is enough to make that obsolete

.

it was pretty obvious to me that the purpose of weapon inhibitor is to be a second tier of flux distributor, IE dont use this unless you've got OP to spare, have maxed out flux vents, AND have flux distributor, AND have stabilized shield AND STILL dont have enough flux to run your guns. It isn't like integrated targeting unit, you arent supposed to use it on most ships, or even a few ships, ur just supposed to use it when you've reached the hard limit of how much flux you can squeeze out of a ship & still dont have enough, and absolutely cannot bring yourself to remove a gun.
It's also a low-OP alternative to flux distributor in case you've reached the point where u need it but dont have enough OP for it.
Im actually quite happy with where its at! I think its perfect. It's half the OP of FD, and is 1:1 in cost to reward, it should never be run on a normal ship bc the cost is 1 thing basically no ship can ever afford to give up (damage) & you can get the same result and cost WHILE GETTING OP INSTEAD OF SPENDING IT just by removing guns, so it stays niche & doesnt overlap anything you can already do in vanilla, which keeps it vanilla friendly, while filling in a gap that the base-game has. If it was better so as to be a viable option it would no longer be vanilla friendly
Title: Re: [0.95a] More HullMods 1.8.0
Post by: CrixM on June 04, 2021, 07:39:01 AM
The fact you think anti-armor munition is bad is enough to disregard your entire post
Title: Re: [0.95a] More HullMods 1.8.0
Post by: Tecrys on June 04, 2021, 08:21:55 AM
The fact you think anti-armor munition is bad is enough to disregard your entire post

This isn't reddit, please be more constructive.
Posting an answer just to say 'your post is bad' is quite the opposite of being constructive. I and many others on this forum like to keep it a toxicity-free place where anyone can discuss matters without fear of getting an unfriendly answer.
Thank you for keeping this in mind for future posts  :)
Title: Re: [0.95a] More HullMods 1.8.0
Post by: Retry on June 04, 2021, 11:29:02 AM
Damage buff hullmods of any sort (be it +Penetration like this hullmod, +ROF, +Damage vs specific targets or even just raw +Damage) are very rare, even in mods, because they're easy to make wrong and turn into must-haves.

Anyways, the initial analysis is incorrect, due to fundamentally misunderstanding what the hullmod is doing.  Anti-Armor Ammunition increases the hit strength of weapons by +20% for the purpose of armor-based damage reduction: This increases damage dealt to armor yes, but hull as well due to 5% residual armor effects.  This can have significant effect on both cracking armor and peeling out hull, especially for weapons with intrinsically low hit strength (LAGs, almost all Frag and KE based weapons).

It's not a huge effect, but it's not a huge cost either; Hullmod isn't budget breaking at 5/10/15/25, so it's a step under Hardened Shields and several steps beneath Hardened Armor.  Which is fine, not everything has to be a huge 40 OP stat bar, and cheaper hullmods with weaker effects

By contrast, Anti-Armor Ammunition would become a must-have at +40-60% effect, even with an accompanied OP increase.
Title: Re: [0.9.1a] More HullMods 1.6.0
Post by: Farya on June 05, 2021, 03:20:56 AM
If I could suggest a mod, how about 'Regenerative Missiles'?

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.
Title: Re: [0.9.1a] More HullMods 1.6.0
Post by: BreenBB on June 05, 2021, 03:52:40 AM
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.

I like that too, makes missiles regenerable, but limits salvo to one or two.

About regenerating missiles, also on forum is present mod called Hullmod Specialization, but its pretty OP, since missiles almost never end with that hullmod, but I personally edited it so it regenerates slower.
Title: Re: [0.95a] More HullMods 1.10.0
Post by: Mr_8000 on October 01, 2021, 03:30:48 PM
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.
Title: Re: [0.95a] More HullMods 1.10.0
Post by: PureTilt on October 04, 2021, 08:59:19 PM
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.
Title: Re: [0.95a] More HullMods 1.10.0
Post by: Farya on October 04, 2021, 09:57:13 PM
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.
Maybe make it give different bonus/malus depending from whatever ship got Civilian grade hull or no?
Title: Re: [0.95a] More HullMods 1.10.0
Post by: demolish238 on October 12, 2021, 02:28:25 PM
That change to exploration refit just doesn't make sense to me, the only advantage to having it on any ship over efficiency overhaul is the sensor boost, while unlike efficiency it has a bunch of massive downsides that make it worthless on combat ships and with the decreased storage also pointless on civilian ships, even with tugs you might as well put efficiency on instead because you are only losing out on sensor strength and avoiding all the massive downsides.
Honestly I never even understood not making it work alongside efficiency, it just seems like a wasted hullmod since you would only ever use one or the other, the only reason I used exploration before was because it could be stacked with scy's minimal prep hullmod which was awesome.
Title: Re: [0.95a] More HullMods 1.10.0
Post by: Noviastar on November 11, 2021, 06:11:56 PM
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....
Title: Re: [0.95a] More HullMods 1.10.0
Post by: sharkley123 on December 05, 2021, 05:29:06 PM
bit of a personal suggestion: Maybe make it so the hullfoam dispenser hullmod can heal your ship more effectively (higher total hull restored, or doing it faster, or some other benefit), if the ship doesn't have any shields. It'd give it a nice niche of allowing unshielded ships to recover from damage in combat, without taking a ton of ordinance points to install a proper shielding system.
Title: Re: [0.95a] More HullMods 1.10.0
Post by: IonDragonX on December 05, 2021, 06:14:10 PM
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.
Title: Re: [0.95a] More HullMods 1.10.0
Post by: Oni on December 06, 2021, 01:26:03 AM
Hi there,

If you're accepting suggestions... I'd love some hullmods that reduce ordinance point cost for certain types of weapons (in the same vein as 'Heavy Ballistics Integration'... which would stack I suppose). It's something I keep wanting when I'm trying to kit my ship out to a theme but the ordinance points just don't add up.

Mind you I know that'd probably be horrible to balance, but I got an idea while looking at a different mod (Better Deserved S-Mods (https://fractalsoftworks.com/forum/index.php?topic=22670)) and what if the hullmod just gives a slight advantage to using a certain type of weapon, but only applies the ordinance point reduction if you S-Mod it (plus make the variants mutually exclusive so you can only use one type, energy/ballistic/beam/projectile/explosive/etc).

Something like: 5% Bonus damage to energy weapons, if S-Modded energy weapons also have a 30% ordinance point reduction (round up).

... not sure what a 5% damage bonus should cost by itself though.   :-\
Title: Re: [0.95.1a] More HullMods 1.11.1
Post by: WOWOWO on February 08, 2022, 08:11:56 PM
Hello, author, can I translate this mod?
Title: Re: [0.95.1a] More HullMods 1.11.1
Post by: Dampfnudel on April 08, 2022, 10:03:56 AM
Thank you for your amazing mod!

Suggestions for some additional hull mods:

Missle engine overdrive: + speed + acceleration -- range

Anti Shield Ammunition
Shield Concentrator: Less Shield Arc, Less Shield damage

Ablative Armor: +% Armor for damage calculation
Living Armor: Armor repair %
Light Alloy Armor: Minus Armor %; + Speed %

Low Maintenence: Less Peak Performance, Less Maintenence Cost










Title: Re: [0.95.1a] More HullMods 1.11.1
Post by: PixiCode on August 04, 2022, 01:15:45 PM
Thank you for your amazing mod!

Suggestions for some additional hull mods:

Missle engine overdrive: + speed + acceleration -- range...

While torpedo spec kind of fits this niche, that gave me the idea for... well, the 'opposite' of torpedo spec: interceptor spec. This isn't really a suggestion, just thought it was a cool idea.
+speed +maneuverability -health --range

Love this pack of hullmods, by the way. Surprisingly balanced besides hullfoam and maybe? hyper engines, while it enables some really fun stuff.
Title: Re: [0.95.1a] More HullMods 1.11.1
Post by: DanzyDanz on October 06, 2022, 08:48:38 PM
If I want to edit some  values how do I do it?

Tried removing the .jar file and moving the .java files from source to data/hullmods, but i got errors instead
Title: Re: [0.95.1a] More HullMods 1.11.1
Post by: HopeFall on November 22, 2022, 06:15:53 PM
Just want to say, love this mod. I can't play the game without Split Chamber and Loader anymore. There's something utterly satisfying about more daka.
Title: Re: [0.95.1a] More HullMods 1.11.1
Post by: Egren on May 11, 2023, 01:25:00 PM
A lot of fun hullmods in here!

I noticed a discrepancy with, well, either this mod or Too Much Information (lets you view way more of a ship's stats than in vanilla), so I'm posting in both threads.

I noticed that hullmod Particle Accelerator (+30% projectile speed) seems to apply twice (a default proj speed of 1000 becomes 1690, in the TMI info window which is equal to 1000*1.3*1.3). There aren't a lot of ways to modify proj speed, so I've yet to determine if it's just TMI displaying the wrong number or if it's really applied twice to actual ship performance, in which case the issue is coming from MHM. I thiiink the error is coming from MHM, but not sure, so I figured I'd mention it in both threads.

versions used:

Starsector: 0.95.1a
TMI: 0.96
MHM: 1.11.1

aka current version of both mods, both meant for Starsector 0.95.1a.
Title: Re: [0.95.1a] More HullMods 1.11.1
Post by: Hexallium on May 22, 2023, 10:00:01 AM
Any ideas does this work with 0.96?
Title: Re: [0.95.1a] More HullMods 1.11.1
Post by: Uttrik on May 22, 2023, 06:19:52 PM
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.
Title: Re: [0.95.1a] More HullMods 1.11.1
Post by: Hexallium on May 23, 2023, 11:01:52 AM
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.

Thank you for helping testing it, going to give a try with new game.
Title: Re: [0.95.1a] More HullMods 1.11.1
Post by: Egren on May 25, 2023, 09:29:21 AM
I thiiink the error is coming from MHM, but not sure, so I figured I'd mention it in both threads.

Timid, the creator of Too Much Information, has replied in the other thread and confirmed the issue was a display error with TMI, not an issue with MHM.
Title: Re: [0.97a] More HullMods 1.12.0
Post by: PureTilt on February 14, 2024, 10:08:46 AM
updated to 0.97 with some minor balance changes
Title: Re: [0.97a] More HullMods 1.12.0
Post by: bibigun23 on February 14, 2024, 04:50:40 PM
Hello and sorry for the trouble but i need some help. I updated everything in my mods list and this mod gives me some weird crashes.
  At the start it was crashing on starsector.exe lanch stating fatal JSONObject about pitch is not a number.
  I disabled several mods at a time with SMOL tool to find the issue and it was not consistent.
  Next thing i loaded a few mods at a time and with it in i tried to check the version checker tab from within the main menu of the game.

 (https://i.imgur.com/SiK4vel.png)

  As soon as i clicked to the mod version in the image, the game crashed calling [Fatal: Format specifier '%20H' Check the log for more info] ..
 Same thing keeps happening every time i try to click on it.

 Using starsector v 0.97a-rc10 with java 8  and ram changes. Here is the log entry as well: 

Spoiler
Code
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)
[close]

 Edit: redownloaded the mod and fixed the issue. Again sorry and thanks for your work ^^
Title: Re: [0.97a] More HullMods 1.12.0
Post by: Moasseman on February 15, 2024, 05:25:53 PM
Something saucy going on with Anti Armor Ammunition modspec (https://i.imgur.com/yq5q5LK.png)

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
Title: Re: [0.97a] More HullMods 1.12.0
Post by: SpiralMatai on February 18, 2024, 07:25:48 PM
Was checking anti armor ammunition and it seems to actually reduce damage dealt rather than raising it.
Title: Re: [0.97a] More HullMods 1.12.0
Post by: Malignantcookie on March 23, 2024, 10:16:50 AM
Something saucy going on with Anti Armor Ammunition modspec (https://i.imgur.com/yq5q5LK.png)

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
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.

Edit: Old version is old, updated and it works fine. Ignore this post.