Fractal Softworks Forum

Starsector => Mods => Topic started by: Nextia on October 08, 2020, 06:33:48 PM

Title: [0.95a-RC15] Hullmod Barratry 1.3d
Post by: Nextia on October 08, 2020, 06:33:48 PM
shh

(https://i.imgur.com/t4jWIk3.png)


Download links;

(https://img.shields.io/github/downloads/Nextia-Git/Hullmod-Barratry/total?color=orange&label=github download&style=for-the-badge) (https://github.com/Nextia-Git/Hullmod-Barratry/releases/download/1.3d/Hullmod_barratry.zip)

Mega.nz Mirror (https://mega.nz/file/plRGgL7L#d6jQDvluDIZH9BZk_tHANJk1ZM5Q9-6Gz9ISHwP3Tqo)




"In admiralty law, barratry is an act of gross misconduct committed by a master or crew of a vessel which damages the vessel or its cargo. These activities may include desertion, illegal scuttling, theft of the ship or cargo, and committing any actions which may not be in the shipowner's best interests.

Barratry is usually considered a crime against the ship's owner. Therefore, if the owner himself chooses to wreck the ship, no crime is committed, as the owner simply destroyed his own property, though this can still be considered a crime against any other owners. Also, harm to the crew can qualify as barratry regardless of who damaged the vessel."





Now that little shpiel is out the way, hopefully you're less (or more) confused behind what barratry involves. Hullmod Barratry adds the option to be able to apply V-Mods (Vandal mods) to your ship hull on purpose, which are halved drawbacks/benefits counterparts of the base game D-Mods. Gaining D-Mods to your ships is a mixed bag depending on your play style, but some players, such as myself, try to make as much use out of the benifits that come with them. You'll also be pleased probably to know that cross-mod funkyness with HMI junker ships and their OP increasing effect isn't a thing with V-Mods. Sorry!

Intentionally obtaining these hullmods has always been tedious in my eyes, having your ships blow up over and over, or painstakingly searching for and buying the hull you want that happens to have maybe one or two mods already existing. So, I set out to make a system that's slightly easier to abuse utilise. Visit any station that has a working spaceport and navigate to the hullmod menu in the refit screen. Then for instance, ask that the big burly guys with hammers come and beat the hell out of your flight deck for a bit and voilà!


Obtaining the hullmods:
Spoiler
(https://i.imgur.com/cIieXAM.png)
[close]


To keep relevance in the base game's D-Mods, if you have a V-Mod equipped on your ship and that ship happens to blow up and gain the counterpart hullmod, the V-Mod will be removed and replaced with it. Afterwards just remove the conflict hullmod and you're golden. Unfortunately damage mods are no longer removable, that can only be done with V-Mods, as the workers that damaged it feel bad for you and just pay for the repair fees off their own backs!


Existing V/D-Mods:
Spoiler
(https://i.imgur.com/QJS63Y1.gif)
[close]


Specialty V-Mods such as Lethargic Phase Module can also only be applied to, obviously, phase type ships, and the same goes for the carrier mods too.


This mod also adds a cosmetic type of damage mod called S-Mods (Scuffed Mods), which basically do what they say on the tin. Add them to your hull for that D-Mod feel without any of the stat changes!


S-Mods:
Spoiler
(https://i.imgur.com/zMBpttN.gif)
[close]


And that's about it for now! Do feel free to suggest features to add to this if you feel it would fit along side the theme as I am always looking for ideas to improve upon.


Credit to the idea of using Barratry goes to TauKinth and his late night thoughts, along with many others for aiding me in this scrap heap  ::)

Credit for the banner's background at the top of the OP goes to Unknown Skies by Tartiflette (http://fractalsoftworks.com/forum/index.php?topic=12041.0)




Looking for the Maintenance Revamp hullmods? They've now been split into a side mini-mod to keep them seperate from the mainstay, and will stay here for people still interested!
Check out the spoiler below for more info.

Spoiler

(https://img.shields.io/github/downloads/Nextia-Git/Maintenance-Rebalancers/total?color=orange&label=github download&style=for-the-badge) (https://github.com/Nextia-Git/Maintenance-Rebalancers/releases/download/1.1/Maintenance_rebalancers.zip)

This mini-mod comes with a few custom maintenence cost reduction hullmods costing 0 OP to apply. This is 100% intentional, as I've wanted to be able to balance supply usage myself on a ship-by-ship basis, and now you can too! Self-moderation required of course. Comes in tiers of 30%, 50%, 75% and 95% and only one variety can be installed at one time (includes vanilla Efficiency Overhaul in the limitations).


Efficiency Revamp:
(https://i.imgur.com/udZkbUn.png)
[close]


(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Hullmod Barratry is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Title: Re: [0.9.1a] Hullmod Barratry 1.0a
Post by: DubTre6 on October 09, 2020, 12:57:07 PM
I love this mod in theory, but the supply cost reducing mods seem a little excessive, any chance you split these up into two mods?
Title: Re: [0.9.1a] Hullmod Barratry 1.0a
Post by: Nextia on October 09, 2020, 02:07:59 PM
I love this mod in theory, but the supply cost reducing mods seem a little excessive, any chance you split these up into two mods?

I was actually debating on doing that anyway, since I can understand that both concepts don't really fit eachother. Give me a few and I'll have it ready to go.
Title: Re: [0.9.1a] Hullmod Barratry 1.1
Post by: Nextia on October 09, 2020, 03:06:38 PM
Hullmod Barratry - Update 1.1


Download links-

(https://img.shields.io/github/downloads/Nextia-Git/Hullmod-Barratry/total?color=orange&label=github download&style=for-the-badge) (https://github.com/Nextia-Git/Hullmod-Barratry/releases/download/1.1/Hullmod_barratry.zip)

Mega.nz Mirror (https://mega.nz/file/YlZUjZjb#Q_ktZXwHilM1ZP1LTRjC01gYZfwHaSqns0zG1sB1giQ)


Project has been split into two separate mods, with the Efficiency Revamp hullmods having been separated from here. DL for both mods will still be here (with the new mini-mod Efficiency Rebalancers download in the spoiler at the bottom of the original post), and the old merged mod still exists for people that want it too on the Github as version 1.0a Release.


Title: Re: [0.9.1a] Hullmod Barratry 1.1
Post by: Chairman Suryasari on October 09, 2020, 04:19:05 PM
Sorry for asking too much but can you make a cosmetic only mod? So i can have D-mods look without actually having a downside for my ships, i always love the way d-mods look, just not really like the pinalty it have. Thanks in advance! Love your work  ;D
Title: Re: [0.9.1a] Hullmod Barratry 1.1
Post by: Nextia on October 09, 2020, 04:35:11 PM
Sorry for asking too much but can you make a cosmetic only mod? So i can have D-mods look without actually having a downside for my ships, i always love the way d-mods look, just not really like the pinalty it have. Thanks in advance! Love your work  ;D

Sounds like an interesting addition to have in, hadn't thought about that but it should be pretty easy to implement. Got some spare time on sunday to take a look at that so stay tuned.
Title: Re: [0.9.1a] Hullmod Barratry 1.1
Post by: Farya on October 10, 2020, 12:45:53 PM
You should probably add brand new modular d-mods that act the same as normal d-mods but with halved penalties/benefits.
Like Defective Manufactory -> Manual fighter assembly or Increased Maintenance -> Re-used grease or something like that. Basically rather then damaging your ship, your engineers would instead simplify/downgrade it's systems or use improper yet cheaper supplies required for maintanance. In case of crew capacity hull mods it could be something memey like air dumped from non-essential areas and passageways - only bridge and living areas for skeleton crew are pressurised.
Title: Re: [0.9.1a] Hullmod Barratry 1.1
Post by: Nextia on October 10, 2020, 04:20:12 PM
You should probably add brand new modular d-mods that act the same as normal d-mods but with halved penalties/benefits.
Like Defective Manufactory -> Manual fighter assembly or Increased Maintenance -> Re-used grease or something like that. Basically rather then damaging your ship, your engineers would instead simplify/downgrade it's systems or use improper yet cheaper supplies required for maintanance. In case of crew capacity hull mods it could be something memey like air dumped from non-essential areas and passageways - only bridge and living areas for skeleton crew are pressurised.

This is also something I've been working on for a release eventually, since having it be the vanilla D-Mods seems like a rush job to me. Been working out some kinks with having the new hullmods be compatable along side the base games ones, so expect to see this idea come to fruition sometime soon  ::)
Title: Re: [0.9.1a] Hullmod Barratry 1.1
Post by: Serenitis on October 11, 2020, 01:03:28 PM
Some observations which may or may not be worth looking at:

The D-mods seem to be flagged as 'player can obtain/own', which in fairness they probably need to have in order to be useable.
This however makes the Dmods appear in loot drops as modspecs, which is going to negatively impact the drop rates of 'legit' ones.
Not sure if you can even do anything about this without breaking it entirely.

It is possible to apply civilian mods to military ships & vice-versa, thus giving you several 'no downside' options.
This is particularly noticeable for civilian ships, which can load up on Dmods which are entirely irrelevant for them.

Just in case anyone had any doubts about what kind of nonsense this mod enables, please consider the following:
Spoiler
(https://i.imgur.com/BcvlI4V.png)

(https://i.imgur.com/DPBi6sV.png)
(https://i.imgur.com/C55WRhg.png)

Spoiler
(https://i.imgur.com/NYXu4Bn.png)
I love this mod.
[close]
[close]
Title: Re: [0.9.1a] Hullmod Barratry 1.3
Post by: Nextia on October 11, 2020, 01:31:47 PM
Hullmod Barratry - Update 1.3


Download links-

(https://img.shields.io/github/downloads/Nextia-Git/Hullmod-Barratry/total?color=orange&label=github download&style=for-the-badge) (https://github.com/Nextia-Git/Hullmod-Barratry/releases/download/1.3/Hullmod_barratry.zip)

Mega.nz Mirror (https://mega.nz/file/AwJjVSAA#df-r_Zuehn9JuVEGtRwuOj2hNi8dwHTjJflzwuEMnKk)


Mod has been redone from the ground up. Can no longer apply vanilla D-Mods manually but have instead been replaced with custom V-Mods (Vandal Mods) with halved drawbacks/benefits. Also added cosmetic damage mods called S-Mods (Scuffed mods). Updated OP to reflect new changes so make sure to check it out!


Title: Re: [0.9.1a] Hullmod Barratry 1.1
Post by: Nextia on October 11, 2020, 01:35:48 PM
Some observations which may or may not be worth looking at:

The D-mods seem to be flagged as 'player can obtain/own', which in fairness they probably need to have in order to be useable.
This however makes the Dmods appear in loot drops as modspecs, which is going to negatively impact the drop rates of 'legit' ones.
Not sure if you can even do anything about this without breaking it entirely.

It is possible to apply civilian mods to military ships & vice-versa, thus giving you several 'no downside' options.
This is particularly noticeable for civilian ships, which can load up on Dmods which are entirely irrelevant for them.

Just in case anyone had any doubts about what kind of nonsense this mod enables, please consider the following:
Spoiler
(https://i.imgur.com/BcvlI4V.png)

(https://i.imgur.com/DPBi6sV.png)
(https://i.imgur.com/C55WRhg.png)

Spoiler
(https://i.imgur.com/NYXu4Bn.png)
I love this mod.
[close]
[close]

I take it you have an old version of the mod then? I had removed the maintenance hullmods a few days ago since I, along with a few others, felt like they didn't fit. Also in regards to finding blueprints for the hullmods, I don't think that should be an issue. They're set to be known by default from the get go and I'm fairly certain you have to go out of your way and actually make the BP's for them, which I haven't.

Glad you like the mod though ; )
Title: Re: [0.9.1a] Hullmod Barratry 1.1
Post by: Serenitis on October 12, 2020, 07:29:06 AM
I take it you have an old version of the mod then? I had removed the maintenance hullmods a few days ago since I, along with a few others, felt like they didn't fit.
That ridiculous ship is what happens when you add every available (vanilla) Dmod to something, along with having industry skills. (Used v1.1, after the split.)
Zombie ships are genuinely that cheap, but you hardly ever see stuff that broken because deliberately wrecking stuff, and then winning the fight so you can recover it is a huge chore.
The costs could possibly be halved again if I could add all the Dmods that other mods add.

INDUSTRY STRONK

For ref, with all the new mods that same ship looks like this:
Spoiler
(https://i.imgur.com/KzEvPFQ.png)
[close]
Title: Re: [0.9.1a] Hullmod Barratry 1.0a
Post by: DubTre6 on October 12, 2020, 08:09:36 AM
I love this mod in theory, but the supply cost reducing mods seem a little excessive, any chance you split these up into two mods?

I was actually debating on doing that anyway, since I can understand that both concepts don't really fit eachother. Give me a few and I'll have it ready to go.

Great minds think alike as they say ;D
Title: Re: [0.9.1a] Hullmod Barratry 1.1
Post by: Nextia on October 12, 2020, 08:12:31 AM
That ridiculous ship is what happens when you add every available (vanilla) Dmod to something, along with having industry skills. (Used v1.1, after the split.)
Zombie ships are genuinely that cheap, but you hardly ever see stuff that broken because deliberately wrecking stuff, and then winning the fight so you can recover it is a huge chore.
The costs could possibly be halved again if I could add all the Dmods that other mods add

Ah, I had assumed you were still talking about the other hullmods, but now it makes sense. I think what they are currently is alright (although still quite mental), it’s a better alternative than before  ::)

I’m fairly happy with how they fit for the mean time so just have fun with them.
Title: Re: [0.9.1a] Hullmod Barratry 1.3
Post by: Serenitis on October 12, 2020, 09:00:38 AM
This might be something unintended though...

Spoiler
(https://i.imgur.com/CDQ5wT0.png)
[close]
This is a ship which is for sale in a market.
It has your new mods applied to it as part of the procgen (which is cool), but:

If you can get your mods to apply to only the same kinds of ship the mods apply to in vanilla, you've p. much cracked it.

[edit]
Also, the new mods don't appear to be affecting the recovery costs, just the maint. costs. Is this intentional?
Title: Re: [0.9.1a] Hullmod Barratry 1.3
Post by: Nextia on October 12, 2020, 11:32:29 AM
This might be something unintended though...

Spoiler
(https://i.imgur.com/CDQ5wT0.png)
[close]
This is a ship which is for sale in a market.
It has your new mods applied to it as part of the procgen (which is cool), but:
  • The mods aren't being marked as (D) in orange - not necessarily a big deal
  • The mods don't seem to be respecting compatibility - the example above is a carrier with a phase mod

If you can get your mods to apply to only the same kinds of ship the mods apply to in vanilla, you've p. much cracked it.

[edit]
Also, the new mods don't appear to be affecting the recovery costs, just the maint. costs. Is this intentional?

Just had a look at the stuff you mentioned, and yes most of those problems I'd like to fix, and hopefully have been with the latest update dropping momentarily.

Luckily was easier than I thought it would be.
Title: Re: [0.9.1a] Hullmod Barratry 1.3a
Post by: Nextia on October 12, 2020, 12:55:44 PM
Hullmod Barratry - Update 1.3a


Download links-

(https://img.shields.io/github/downloads/Nextia-Git/Hullmod-Barratry/total?color=orange&label=github download&style=for-the-badge) (https://github.com/Nextia-Git/Hullmod-Barratry/releases/download/1.3a/Hullmod_barratry.zip)

Mega.nz Mirror (https://mega.nz/file/kgwkGAwL#1OP4DibaFVzvPwNTn10K9jLyXeQ2EI-0caFBxu_KASk)


Bugfix update!

Fixed a few issues relating to unremovable V-Mods spawning on ships, blueprints spawning for vanilla D-Mods, deployment costs not being taken into account for V-Mods, and stopped civilian only V-Mods being applicable to combat ships.


Title: Re: [0.9.1a] Hullmod Barratry 1.3a
Post by: Serenitis on October 15, 2020, 02:51:50 AM
Something might not be quite right.

On starting the game with 1.3 enabled, recieved this:
Spoiler
75244 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.hullmods.incompatable.IncompatibleHullmodWarning]
java.lang.RuntimeException: Error compiling [data.hullmods.incompatable.IncompatibleHullmodWarning]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.hullmods.incompatable.IncompatibleHullmodWarning
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
[close]

Title: Re: [0.9.1a] Hullmod Barratry 1.3a
Post by: Nextia on October 15, 2020, 04:44:57 AM
Something might not be quite right.

On starting the game with 1.3 enabled, recieved this:
Spoiler
75244 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.hullmods.incompatable.IncompatibleHullmodWarning]
java.lang.RuntimeException: Error compiling [data.hullmods.incompatable.IncompatibleHullmodWarning]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.hullmods.incompatable.IncompatibleHullmodWarning
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
[close]

Ah, I have a feeling I know whats happening there. Cooked up a quick fix and uploading soon so should be fine now.
Title: Re: [0.9.1a] Hullmod Barratry 1.3a
Post by: Nextia on October 15, 2020, 04:57:06 AM
Hullmod Barratry - Update 1.3b


Download links-

(https://img.shields.io/github/downloads/Nextia-Git/Hullmod-Barratry/total?color=orange&label=github download&style=for-the-badge) (https://github.com/Nextia-Git/Hullmod-Barratry/releases/download/1.3b/Hullmod_barratry.zip)

Mega.nz Mirror (https://mega.nz/file/Z0gEzBAJ#PoL16F2bkkCmI8AF00S3ZIsYEN1-gO-bnidthNaTGWM)


Fixed a small crash on load bug related to a specific hullmod being referenced in the wrong place.


Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Chairman Suryasari on October 15, 2020, 05:51:41 AM
So huh, my ship get shredded and i try to restore it, but somehow my ship get all the V mod and it's impossible to remove.

(https://i.imgur.com/cEodo0X.jpg)
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Chairman Suryasari on October 15, 2020, 05:53:34 AM
And yes, i'm in spaceport.
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Nextia on October 15, 2020, 06:05:48 AM
So huh, my ship get shredded and i try to restore it, but somehow my ship get all the V mod and it's impossible to remove.

What version of the mod are you running? Those issues got fixed in 1.3a, and I haven't seen it crop up so far in my test playthrough at all. It shouldn't even be possible since they're not recognised as D-Mods anymore.
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Serenitis on October 15, 2020, 01:00:50 PM
Thanks for the speedy fix.
Can confirm in 1.3b:
- Any new ships are not generating the new mods.
- Any ships generated under the previous version with the mods still have them, and they can't be removed.
- Mods are adjusting stats in line with the descriptions once more.
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Nextia on October 15, 2020, 03:24:35 PM
Thanks for the speedy fix.
Can confirm in 1.3b:
- Any new ships are not generating the new mods.
- Any ships generated under the previous version with the mods still have them, and they can't be removed.
- Mods are adjusting stats in line with the descriptions once more.

Glad to hear it boots now, guess I had forgotten to change the error hullmod path for the public release back to the original one  ::). As for the ships with perm V-Mods, it is unfortunate but I suppose it's 100% not happening now which is a good sign.

Only thing I've seen still occuring is the V-Mod blueprints still showing up in salvage loot drops and I have no idea how to prevent it. For now it's not so gamebreaking to warrant not playing, but is of course a minor inconvenience. Once the hullmod BP's have been learnt once in a save though they stop showing up so there's that.
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: McQuark on November 01, 2020, 05:53:43 AM
any chance you could make it so HMI ships get a halved points benifit from using the v mods instead of nothing?
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Arcagnello on November 01, 2020, 08:45:38 AM
any chance you could make it so HMI ships get a halved points benifit from using the v mods instead of nothing?

That would just make it way too easy to make Junker ships obtain their insane capabilities from the get-go I fear.

On a side note, is this mod save-compatible or will it break an ongoing campaign savefile?
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Nextia on November 02, 2020, 05:28:08 PM
any chance you could make it so HMI ships get a halved points benifit from using the v mods instead of nothing?

As the post above already mentioned, I'm not planning on adding support for HMI junker ships just simply because it would be a touch too overpowered for what I had in mind. Went out of my way to make sure it didn't happen.

On a side note, is this mod save-compatible or will it break an ongoing campaign savefile?

Should be fine to add to an ongoing save yes, removing it from an existing one will however cause a crash.
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Arcagnello on November 02, 2020, 06:28:26 PM
any chance you could make it so HMI ships get a halved points benifit from using the v mods instead of nothing?

As the post above already mentioned, I'm not planning on adding support for HMI junker ships just simply because it would be a touch too overpowered for what I had in mind. Went out of my way to make sure it didn't happen.

On a side note, is this mod save-compatible or will it break an ongoing campaign savefile?

Should be fine to add to an ongoing save yes, removing it from an existing one will however cause a crash.

You know, I am almost cursing at your mod being so compatible with HMI.

This must've been the 8th time I fed both my Locomotive converted junker battlestations to hungry [Redacted] Fleets for them to gain more D-mods and I only managed to get 2. I do not know if the following idea fits this mod more than HMI or vice versa, but here it is anyway:

New Hull-Mod: Crude Bulkheads
Description: Unlike the proper method of applying reinforcing structures to an already existing frame, this bulkhead design redistributes the already installed hull reinforcements to key areas instead. The end result of such welding barbarism being a sturdier ship hull overall that is prone to running into significant, long lasting damage would the "new and improved" Bulkheads spring into action and keep the ship in once piece.
Effects: Ship hull points increased by 25%, Ship is almost always recoverable after being disabled (same as R.B), significantly increases the chance of receiving a D-Mod upon ship recovery. It should cost a bit less than the standard Reinforced Bulkheads and also be Incompatible with it.

What do you think?
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: CyberSultanVader on November 16, 2020, 09:08:45 AM
Hello, I just want to point out that unzipping your mod in the mods folder spills out a bunch of different files instead of just one file like all other mods. This clutters up the games mod folder and makes things confusing in the future when there may be a need to remove a mod. Please advise on what can be done here. I downloaded from the github link on the first page and used 7zip to extract. I didnt have this problem with any other mod.
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Szasz on November 16, 2020, 10:08:58 AM
I wish scuffed mods were somehow separated from the main mod, they not only clutter the loadout screen, they clutter the list of available hull mods even if you don't want to use them.
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Chairman Suryasari on November 16, 2020, 10:53:46 AM
Use mods category menu to navigate the vast collection of mods easily.

(https://i.imgur.com/jcNhofJ.png)

(https://i.imgur.com/jfUzPd0.png)
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Nextia on November 17, 2020, 07:02:36 AM
You know, I am almost cursing at your mod being so compatible with HMI.

This must've been the 8th time I fed both my Locomotive converted junker battlestations to hungry [Redacted] Fleets for them to gain more D-mods and I only managed to get 2. I do not know if the following idea fits this mod more than HMI or vice versa, but here it is anyway:

New Hull-Mod: Crude Bulkheads
Description: Unlike the proper method of applying reinforcing structures to an already existing frame, this bulkhead design redistributes the already installed hull reinforcements to key areas instead. The end result of such welding barbarism being a sturdier ship hull overall that is prone to running into significant, long lasting damage would the "new and improved" Bulkheads spring into action and keep the ship in once piece.
Effects: Ship hull points increased by 25%, Ship is almost always recoverable after being disabled (same as R.B), significantly increases the chance of receiving a D-Mod upon ship recovery. It should cost a bit less than the standard Reinforced Bulkheads and also be Incompatible with it.

What do you think?

While that is quite a decent idea, the mod for me is pretty much what I had envisioned it to be as it is now. If something like that were to be made it'd likely be in a new seperate mod, but thank you for the suggestion anyway  ;D

Hello, I just want to point out that unzipping your mod in the mods folder spills out a bunch of different files instead of just one file like all other mods. This clutters up the games mod folder and makes things confusing in the future when there may be a need to remove a mod. Please advise on what can be done here. I downloaded from the github link on the first page and used 7zip to extract. I didnt have this problem with any other mod.

(https://i.imgur.com/coOdDmi.gif)

Seems to extract just fine into it's own folder, unsure why it would be spilling out it's contents for you. Others that I know have used it havent reported this issue which makes it even more bizzare.

I wish scuffed mods were somehow separated from the main mod, they not only clutter the loadout screen, they clutter the list of available hull mods even if you don't want to use them.

All 5 cosmetic 'scuffed' hull mods should be grouped up together and shouldnt clutter up the selection screen *that* much, but unfortunately I don't plan on splitting the mod up into seperate modules since it's fairly small to begin with. As SukmaZaki mentioned above you can just sort by category if it bothers you that much.
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Farya on November 17, 2020, 11:48:07 AM
I like that you now added unique V-mods. New icons are great. Though some does not really make sense to me description wise. There is a difference between gross negligence and cutting corners on stuff you don't need that much. Though that's just my opinion.
BTW might it be possible to add some new icon for them so that they are listed at the corner of fleet tab just like d-mods? Maybe instead of red notches it could be yellow ones?
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Agalyon on November 18, 2020, 06:05:38 AM
Just wanted to drop in and say this is such a great idea for a mod. I was hoping someone would make something like this for a while. The idea of seriously cutting corners to cut costs is very thematic for starsector I feel. It also reminds me of the grungy "make ends meet at any cost" feel of mechwarrior. Also, I've been in that exact scenario of trying to pick up D mods and it is a total nightmare. Keep up the good work!

PS the zip is missing its own folder for me too like Sultan mentioned.

PSS I humbly suggest removing all tags from the UI table for the mods except for V/S Mod tab, even requires dock. That will clean up the UI much more effectively, because otherwise you have to toggle off every category they fall under and everyone already knows they're dock only.

PSSS It doesn't look like the math is right on V mods, the recovery CR cost doesn't seem to actually go down. I think its actually reducing maintenance cost instead when it shouldn't. Is each 10% supposed to be multiplicative? I think its supposed to be flat but I'm not sure.
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: Serenitis on December 07, 2020, 11:19:57 AM
PSSS It doesn't look like the math is right on V mods, the recovery CR cost doesn't seem to actually go down.

Just checked, and I was wrong previously.
Maintenance costs are being reduced (seemingly) correctly, but recovery costs are not.
Title: Re: [0.9.1a] Hullmod Barratry 1.3b
Post by: rawardy on December 08, 2020, 01:12:51 PM
For Linux users /jars/Hullmod_Barratry.jar needs to be renamed to Hullmod_barratry.jar or the mod will crash on startup. Linux cares about case sensitivity in filenames whilst Windows does not.
Title: Re: [0.9.1a] Hullmod Barratry 1.3c
Post by: Nextia on January 23, 2021, 05:44:45 PM
Hullmod Barratry - Update 1.3c


Download links-

(https://img.shields.io/github/downloads/Nextia-Git/Hullmod-Barratry/total?color=orange&label=github download&style=for-the-badge) (https://github.com/Nextia-Git/Hullmod-Barratry/releases/download/1.3c/Hullmod.Barratry.1.3c.zip)

Mega.nz Mirror (https://mega.nz/file/twphwYKI#FE26fw3gPHPD-Cf57c9oQFg8gmWyGe34uTvwqRsMYSM)


-Fly-by visit fix-

Fixed mod files not having their own subfolder when being unzipped. Sorry to anyone that's had this issue till now, got access to a PC to sort it quickly since it seemed to be so widespread.
Unsure when I'll have more time to work on this but I hope people are able to enjoy it in it's current state.


Title: Re: [0.9.1a] Hullmod Barratry 1.3c
Post by: Farya on February 22, 2021, 01:49:45 AM
So I decided to expand my opinion on how V-mods should look like - not a criminal negligence but intentionally cutting corners/downgrading systems that your ship won't need. They should also be somewhat more unique rather then being full d-mod counterparts and maybe not every of them should require dock to apply. Some could actually be designed similar to Repurpoused Fighter Bays from DaRa (which would become vanilla in next update, yay!) - they are to be used on salvaged ships to trade one negative effect from d-mod with something else.
General V-mods:
Light bulkheads - remove some bulkheads or cut holes in them to make it easier to access some of the systems for quicker maintenance. Reduces hull integrity and makes the ship more likely to fall apart in combat but reduces maintenance costs.
Reused armor plates - normally damaged armor plates have to completely replaced with pre-manufactured replacements. Welding the damaged plates together and reusing them would make the repair faster and cheaper but at the price of worser overall armor condition.
Ion thrusters - replace standard chemical thrusters with ion ones. These don't require as much gas to operate but are also weaker. Reduces maintenance cost at the cost of maneuverability.
Stabilized Engine (?) - reduce burn of the ship by 1/2 but also reduce the amount of fuel and supplies consumed by the ship.
Minimized Life Support - the standard operation precedure before entering combat is to depressurize any area that is not neccessary in combat, keeping only the bridge and other important areas stationed by crew pressurized. Doing so and restoring the pressure after combat is time consuming... and might feel expensive when your crew is barely a skeleton crew. Caps the crew capacity at skeleton crew level, reduces maintenance costs.
Carrier V-mods:
Manual fighter assembly - removes ship's built-in speciallized autoforge and assembly automation. Parts are now produced on that civilian shuttle nanoforge and manually modified/assembled by your industrious slaves. Reduced fighter replacement rate, fighters quality and doubles the amount of people required per hangar.
Depressurised hangar - removes blast doors/docking fields from hangar making it easier for fighters to launch, especially with a flight deck damaged. Your deck crew however would doubtly appretiate the fact that they now have to work in space suits and slowly walk around with magnetic boots. Reduces fighter replacement rate recovery but increases replacement fighter deployment speed. Drone wings are less affected.
Phase V-mods:
Shallow dive phase coil: removes phase speed bonus but reduces rate at which PPT runs down.
Title: Re: [0.9.1a] Hullmod Barratry 1.3d
Post by: Nextia on May 19, 2021, 05:25:03 AM
Hullmod Barratry - Update 1.3d


Download links-

(https://img.shields.io/github/downloads/Nextia-Git/Hullmod-Barratry/total?color=orange&label=github download&style=for-the-badge) (https://github.com/Nextia-Git/Hullmod-Barratry/releases/download/1.3d/Hullmod_barratry.zip)

Mega.nz Mirror (https://mega.nz/file/plRGgL7L#d6jQDvluDIZH9BZk_tHANJk1ZM5Q9-6Gz9ISHwP3Tqo)


-Fly-by visit fix V2-

Updated to work on current Starsector version, which was luckily just changing mod_info and no under the hood stuff. Mod still works as intended but obviously is in a kind of limbo right now with the skill that it had previously relied on now being gone. Could potentially reimplement the traits from the old skill if possible and if/when my motivation comes back to me, but we'll have to see.

Tested for a while in game but had no issues come up but please do report any here if there was something I missed!


Title: Re: [0.95a-RC8] Hullmod Barratry 1.3d
Post by: Bidiguilo on May 20, 2021, 11:41:24 AM
Here's some feedback: Aftermarket plating has no description, there is a typo in maneuverability in impotent replacement thrusters and careless welding is marked as hidden and unlocked at the same time (Not sure if it does anything bad). Another minor issue is that these hullmods aren't red like the normal d-mods, but I don't have any particular problem with that.

Also, do the V-mods/S-mods work with derelict contingent? Just to know.
Title: Re: [0.95a-RC8] Hullmod Barratry 1.3d
Post by: Nextia on May 20, 2021, 03:26:56 PM
Aftermarket plating has no description, there is a typo in maneuverability in impotent replacement thrusters and careless welding is marked as hidden and unlocked at the same time (Not sure if it does anything bad). Another minor issue is that these hullmods aren't red like the normal d-mods, but I don't have any particular problem with that.

Got some spare time on sunday to take a look at this stuff, thanks for bringing this up! It's by choice that the hullmods don't show up as red too so no worries there.

Also, do the V-mods/S-mods work with derelict contingent? Just to know.

To be honest I haven't actually checked with that skill, but they shouldn't. The way I did the V/S mods is by just making regular hullmods with D mod characteristics, so they technically shouldn't be affected by it. Hopefully.
Title: Re: [0.95a-RC15] Hullmod Barratry 1.3d
Post by: BaBosa on June 02, 2021, 11:14:48 PM
I love the mod. It’s really handy for making deployment costs lower for constant fighting in core worlds.
Would it be possible to make them work with derelict contingent? Like so each vmod is worth half a dmod?
Also noticed you haven’t added vmods for the new dmods, really looking forward to it. The faulty automated dmod seems ripe for abuse as a vmod.
Though with that one, may be worth giving it the full penalty because it’s so easy to deal with.