Alex, noted a minor issue with the current build in regards to modding in HullMods. When I updated my HullMods I wanted to make them skill-dependant, but doing so requires me to completely override default skills in my own mods - posting a minimised file with just the addtions does not append but replaces the skill lacking its usual functionality. Getting a HM to unlock at L2 of Flux Dynamics for examples requires me to copypasta the entire FD skill (or it FD wont work properly,) which for a game in development, is not really sustainable (every time you make an adjustment, I'd have to spot the change and re-copy the .skill file, which shouldn't even be the case.)
That leaves three options; 1. Any custom HullMods being immediately available (and that would be like we've made no progress at all! (in this little area,)) 2. The .skill files working more like the player.faction etc. files where if something isn't mentioned, it's assumed to be default or otherwise, 3. Assuming doing so works at present, I make my own skill to tie my HM's into ("Starlight Tech") which I can also see some potential for - if it could be arranged so that the skill has to be unlocked by buying a book or something from one of my shipyards.
I'm already tempted to work on option 3 there, since I'm not happy with the way I've done it now and skills are something I haven't made one of yet. Just wondering if option 2 is going to be a likely change we're going to see because that would allow modders in general more flexibility.
Oh and if this should have gone in the Modding forum, my apologies, it just seemed relevant here because it's about the latest patch and its new additions.