Secrets
How to control the output of forge ships - UNLOCKED!
Finder:
CKCritterClue:
They are in the place where things are set.Secret: All of the important values of all forge mods in YREX, YRXP and ARIA are exposed in each mod's settings.json! While I recommend playing with the default values first, you can set them to whatever values you want, in case you want to fine-tune its balance to how you like to play, or just want to try God mode for a bit.
Addendum: Did you know Volturnian Lobsters have a mating season? Well, if you have this mod installed, they do! This is also set in settings.json, and if you have an active Volturnian Aquarium during those months, you can just sit back and watch your lobster numbers explode! (but only if you feed them, of course)
I. Summary:
This mod is an
standalone expansion pack for
Yuri Expedition and
Arian Empire. It contains the strange ideas I come up with that are either larger than either mod, or are silly and don't belong. These features include:
-
Utility weapons - Items that are mounted on weapon slots but don't fire - instead giving unique bonues
-
Forge Ships - Hullmods that allow the production of goods from the comfort of your own ship.
-
Criminal Industries - Colony buildings that bring in money directly, but can negatively impact your colony in other ways.
-
Agreus-Caparice Tech Cooperative - Adds a market in Agreus (Vanilla) and Caparice (YRXP), A&C Co-op, where you can buy the gadgets offered by this mod.
If you wish to only have these features but not install either faction, you
can!
II. Utility Weapons:
*
Important: These were part of Yuri Expedition, so if you have been using YRXP pre-2.0.0, and then update to the latest version of that mod, then you MUST also install this mod if you wish to continue your current save.
Engineering Bay /
Maintenance Center /
Emergency Repair Gantry This low-tech utility repairs the ship's
armor around the weapon. Larger mounts repair a larger area and do so faster. They can be disabled, wherein the repair process stops, but resumes again when the weapon is repaired.
Flux Battery /
Flux Battery Array /
Auxiliary Flux Core This new high-tech utility 'weapon' will
recover flux (even hard flux)
equal to its ammo stores (500/1500/5000) when the ship goes
over 50% of its maximum flux. Its sounds great, but don't get ahead of yourself! If the weapons get destroyed, the flux they've absorbed is released in the form of several
EMP arcs that bounce around the ship! If you're not careful, Flux Batteries can arc into other Flux Batteries and they next thing you know, you have a completely disabled ship in the middle of an enemy fleet!
Reserve Ammo Magazine /
Spare Ammo Dump /
Backup ArmoryThis one comes in the mid-line BP and it restores the ammo of
missile weapons that have the
same or
smaller size than its mount! That, too, sounds great, and I bet you're raring to try out your infinite reaper ship, but just like the previous one - it has a fatal drawback. If this weapon is disabled, even just by stray EMP, the entire magazine will
explode, and permanently disabling the weapon. More than that, it does 1000 High-Explosive damage straight into your hull
for every remaining ammo in the magazine! If you want the power, you're gonna take on the risk! Enjoy your ticking time bombs!
III. Forge Ships:
Adds several hullmods that allows a ship to produce and convert goods as time passes. All of these hullmods are dependent on the
Forge Ship hullmod being mounted first - this gives the ship
one (1) slot to mount any of the forge mods below:
Antimatter Centrifuge - Produces fuel from volatiles. Passively improves the ship's fuel economy.
Shipborne Smelter - Produces Metals and Transplutonics from Ores and Transplutonic Ores. Passively improves the ship's repair rate.
Manufacturing Bay - Produces Supplies from Metals and Transplutonics. Passively increases the max ammo of all of this ship's weapons.
Volturnian Aquarium - If you have at least 2 volturnian lobsters in your cargo, feeds Food (commodities) to them and lets them reproduce. Passively increases this ship's CR recovery rate.
This mod also adds a new ship (seen in the banner) which comes with the forge mod, and a related, if silly, mission.
-- Demo --
IV. Criminal Industries:
*
Important: These were part of Yuri Expedition, so if you have been using YRXP pre-2.0.0, and then update to the latest version of that mod, then you MUST also install this mod if you wish to continue your current save.
Mob-Run Business District - Greatly increases the colony's overall income at the cost of stability.
Privateer's Haven icon by Mayu - Adds a
pirate patrol and gives a steady income at the cost of a lot of stability.
V. Agreus-Caparice Tech Cooperative:
Everything added by this mod - weapons, hullmods and ships are available at the new submarket added at
Agreus (Vanilla) and
Caparice (YRXP). This fixes the problem I've found where the AI mounts these very special items in the absolute worst ways - crippling their own ships in the process. This way, these are now exclusive to the player! (Please use responsibly!)
VI. Special Thanks: For providing their high-quality sprites free for the community to use:
HELMUT
The decals are made by these talented artists:
Tamomoko
koruri
tomono rui
g.haruka
okita
moyashi
miorine
mozuo
geduan
asuteroid
robert knight
aamond
u.s.m.c
h2so4
honzawa yuuichirou
sibu
ddal
ryosios
Special art for commodities, structures and hullmods:
Mayu
Tamomoko
koruri
tomono rui
g.haruka
okita
moyashi
For coding and internals-related help:
Alex
Histidine
Sundog
For scripts and references (especially on faction creation):
Linking hull behaviors between parent and child modules - Dark.Revenant
Again, a big thank you to the Starsector team, who created this wonderful game that has, by now, claimed
hundreds thousands of hours of my life.
And finally,
you. Thank you for trying out YREX. I hope you enjoy it!