So, since I've been working on hullmod-related mods lately, and I decided to just roll all of my previous hullmod-related mods into one mod.
So here it is;
Advanced Hullmods
Get it here (https://www.dropbox.com/s/3b6yqugvc7x360l/SD_Advanced_Hullmods.zip?dl=1).
What's in it?
Several new mods, most of which I made because I absolutely loathe paying twice for something. I'll pay in Ordnance Points or I'll pay in drawbacks, but not both!Seriously that's why I tossed Shadowrun 5 in the bin.
Spoiler
Armored Weapon Mounts (Advanced)
Like the idea of armored weapons but find yourself not installing the armored weapons hullmod because you don't like the downside? This Advanced form of Armored Weapons has 75% of the efficacy of the vanilla hullmod, and 0% of the drawbacks. Not compatible with conventional Armored Weapon Mounts.
Augmented Drive Field (Tweaked)
Do you ever find yourself with a ship that only needs +1 Burn, and begrudging the extra Ordnance Points spent on Burn you can't actually make use of? Then Tweaked Augmented Drive Fields are for you! Half the Ordnance Points cost, half the Burn! Not compatible with Augmented Drive Field or the (Detuned) version from this mod.
Augmented Drive Field (Detuned)
Conversely, do you ever find yourself with ships that go faster than the slowest ship you plan to keep around, and wish you could shed that excess Burn capacity for something "nice" (not thrilling, but... "nice"), like, say, fuel economy? For the princely sum of zero (0) Ordnance Points, even on a capital ship, you can voluntarily shed one (1) Burn rating in exchange for a thirty percent (30%) fuel economy boost! Not compatible with Augmented Drive Field or the (Tweaked) version from this mod.
Heavy Armor (Advanced)
Like the idea of extra armor, but find yourself never installing it because you don't like the downside? This Advanced form of Heavy Armor has 75% of the efficacy of the vanilla hullmod, and 0% of the drawbacks. Not compatible with conventional Heavy Armor, or Dassault-Mikoyan Engineering monobloc construction.
Logistic Capacity Increase
If you're like me, you gotta have more Logistic mods. All the Logistic mods! For a price in Ordnance Points, you can have one (1) more Logistic hullmod on your ship.
Unstable Injector (Advanced)
Like the idea of SPEEED, but find yourself not installing an Unstable Injector because you don't like the downside? This Advanced form of Unstable Injector has 75% of the efficacy of the vanilla hullmod, and 0% of the drawbacks. Not compatible with conventional Unstable Injectors, nor with Safety Overrides.
Some vanilla hullmods have been modified
Spoiler
Solar Shielding has been revamped in-line with my original Sundiving mod, as much as Starsector will actually let me. Due to the way a Starsector class is coded, making it prevent starts from hellaciously gobbling up your CR is not possible, but this still reduces the rate at which the coronal environments degrade your Combat Readiness by 90%. So you may be out of supplies, but you won't be out of CR when you jump those guys lurking on the other side of your star. Solar Shielding was also recategorized as not-a-logistics hullmod.
Militarized Subsystems is no longer a Logistics hullmod.
Lastly, Relaxed and Eased Logistics have been incorporated in the form of extra hull_mods.csv files. Change the filenames to hull_mods.csv to change the Logistics hullmods' costs:
Relaxed Logistics are 50% cheaper.
If that's too much cheaper for you,
Eased Logistics are 20% cheaper.
Will not be fully compatible with any mods that change of the above-mentioned vanilla mods. Very strange things may occur if you try. Or you may not even notice if something has been changed out-of-spec with this mod by another.
Stretch goals: non-crappy recolor/pathetic paint.net modified hullmod icons, if I can sweet-talk an artist into making me something.