Fractal Softworks Forum

Starsector => Mods => Topic started by: Protonus on May 31, 2021, 12:33:52 AM

Title: [0.95a] Unusually Gullible Hullmods 0.4.0b
Post by: Protonus on May 31, 2021, 12:33:52 AM
Unusually Gullible Hullmods

Download Here: RAR (https://github.com/Protonus-xen/unusual-gullible/releases/download/UGH0.4.0b/Unusually.Gullible.Hullmods.0.4.0b.rar) / ZIP (https://github.com/Protonus-xen/unusual-gullible/releases/download/UGH0.4.0b/Unusually.Gullible.Hullmods.0.4.0b.zip)

0.3.0g: RAR (https://github.com/Protonus-xen/unusual-gullible/releases/download/UGH0.3.0g/Unusually.Gullible.Hullmods.0.3.0g.rar) / ZIP (https://github.com/Protonus-xen/unusual-gullible/releases/download/UGH0.3.0g/Unusually.Gullible.Hullmods.0.3.0g.zip)
Pre-nerfed Faultline/Autostruct: RAR (https://github.com/Protonus-xen/unusual-gullible/releases/download/UGH0.3.0c/Unusually.Gullible.Hullmods.0.3.0c.rar) / ZIP (https://github.com/Protonus-xen/unusual-gullible/releases/download/UGH0.3.0c/Unusually.Gullible.Hullmods.0.3.0c.zip)

0.2.0g: RAR (https://github.com/Protonus-xen/unusual-gullible/releases/download/UGH0.2.0g/Unusually.Gullible.Hullmods.0.2.0g.rar) / ZIP (https://github.com/Protonus-xen/unusual-gullible/releases/download/UGH0.2.0g/Unusually.Gullible.Hullmods.0.2.0g.zip)

(https://i.imgur.com/pcy2Guq.jpg)

Requirements:
      No other mods, but your sanity.

Featured:
      Just some silly hullmods that aren't easily acceptable in the current game's progression or at least makes the experience more terrible to the unfortunate users.

Some hullmods:
Spoiler
(https://i.imgur.com/iDgV8kf.jpg)(https://i.imgur.com/q6aCBQo.jpg)
(https://i.imgur.com/ttXPnpT.jpg)(https://i.imgur.com/XESCxVk.jpg)
[close]

Thanks to:
- Hullmod Expansion.
- Whoever had the regenerative armor cell script since 0.65a.
- Whoever had concerns about my wellbeing as an individual as I make this mod.

Changelog:
Spoiler
Quote
**** Version 0.4.0b ****
   Thrush Warheads:
      Missile Manueverability reduced further from 67% to 80%.
      Missile Health now reduced by 20%.

**** Version 0.4.0a ****
   Auxiliary Superbank Dissipator:
      Flux Dissipation factor reduced from 1.5 to 1.25.
   Expanded Phase Capacitors:
      No longer increases cooldown that benefits both Phasic Armor Frame and Inverted Phase Dilator.
   Bobulated Heral Armor:
      Static 20% Armor bonus changed from Multiplier to Percentage.
   Maximal Shield:
      Script Upkeep multiplier tied to innate variable of 4 instead of 5.

**** Version 0.4.0 ****
   Added Anti-Terminal Reactive Breakers, increases armor damage resistance and weapon/engine repair speed temporarily should the ship overload.
   Added Shunt Diverted Thrusters, Shield Shunt hullmod that increases speed.
   Added Auxiliary Superbank Dissipator, which massively increases Dissipation. Requires a Logistic slot, more overload/vent time, some hull reduction and more maintenance.
   Shunt Distributor:
      Linked variable tied to percentage Flux Dissipation bonus for the exact value of 15%.
   Extended Utility Engineering:
      Use Regeneration and Cooldown nerfed from 15% to 10%.

**** Version 0.3.0g ****
   Faultline Shield:
      Removes effects while venting. Meant to remove endless loop venting on certain ships.

**** Version 0.3.0f ****
   Tachyon Broadcast Comms:
      Implemented a dual logic for Before and After ship creation for the speed reduction.

**** Version 0.3.0e ****
   Autostruct Manufactory:
      Added Effectiveness reduction when losing Peak CR to prevent nigh-immortal instances.
   Tachyon Broadcast Comms:
      Reworking on logic to prevent unnecessary speed reduction overlap.

**** Version 0.3.0d ****
   Faultline Shield:
      Increases Flux upkeep by 2x.
      Reduces shield efficiency by 50% more flux per damage.

**** Version 0.3.0c ****
   Auxiliary Ordinance Forge:
      Fixed the null in the description.
   Phasic Armor Frame:
      Laymanned-ish.
   Inverted Phase Dilator:
      Laymanned-ish.
      
**** Version 0.3.0b ****
   Gravitic Flux Conduit:
      Removed the supposedly non-existent hardflux effect.
      
**** Version 0.3.0a ****
   Reliant Utility Drives:
      Fixed forgotten description change.

**** Version 0.3.0 ****
   Added Auxiliary Ordinance Forge, a match made for Expanded Magazines, increases ammo regeneration and gives regeneration to limited non-missile weapons.
   Added Extended Utility Engineering, a Systems Expertise hullmod.
   Added Phasic Armor Frame, a damper field phase configuration.
   Added Expanded Phase Capacitors, a phase dedicated hullmod.
   Added Tachyon Broadcast Comms, allows fighters to reach much further in the map.
   Added Strikecraft Specialization.
   Added Bulked Fighter Armor, Heavy Armor for wings.
   Inverted Phase Dilator:
      Revived the jittering effect that indicates the state of the phase ship.
   Collapser Shield:
      Shield Efficiency reduction reduced from 2x to 67%.
      Kinetic Damage resistance increased from 67% to 80%.
      Now does Fragmentation resistance up to 34%.
   Reliant Utility Drives:
      Can no longer be equipped by Frigates.
   Gravitic Flux Conduit:
      Finally fixed the mass issue.

**** Version 0.2.0g ****
   Autostruct Manufactory:
      Laymanned-ish.
   Shunt Distributor:
      Added the irremovable condition when Shield Shunt is installed.

**** Version 0.2.0f ****
   Faultline Shield:
      Flux Dissipation is halved when equipped, but normalizes as malfunctions increases.
      Malfunctions only occur when shield is raised.

**** Version 0.2.0e ****
   Inverted Phase Dilator:
      Laymanned.

**** Version 0.2.0d ****
   Standoff Calcutron:
      Peak Readiness reduction increased from 20% to 10%/20%/30%/40%.
   Shunt Distributor:
      Moved from Weapons to Special and Shield.
      Added 20% Flux Dissipation.

**** Version 0.2.0c ****
   Autostruct Manufactory:
      Hull Regeneration increased from 0.2% (1%) to 0.8% (4.0%).
      Energy vulnerability reduced from 50% to 20%.
      Flux Dissipation reduction reduced from 1% to 0.5% per missing Hull.
      Ordinance Points reduced from 8/15/25/40 to 3/6/14/25.
      Hull Cap added that slows regen substantially up to 50000 Hull points.
   Bobulated Heral Armor:
      Fragmentation damage penalty reduced from 100% to 50%.

**** Version 0.2.0b ****
   Arsenal Clock:
      Fixed multiplier that isn't exacted from maximum CR time.
   Collapser / Faultline / Maximal Shields:
      Fixed condition where it should not be available if shield is not existing.

**** Version 0.2.0a ****
   Gravitic Flux:
      Fixed base Mass not inheriting from the hull.
   Hardload Discharge:
      Description changed.
      OP increased from 2/4/6/10 to 6/12/20/30.
      Now provides Armor damage resistance.
   Standoff Calcutron:
      Change maximum value of Energy threshold from 80% to 70%.
         This fixes the exceed value beyond 25% and also adds more leeway for Energy weapons.
[close]
Title: Re: [0.95a] Unusually Gullible Hullmods 0.2.0a
Post by: Arcagnello on May 31, 2021, 01:36:57 AM
These are very interesting. Altough I'm equally confused as to what they actually do in battle without a GIF, especially Inverted Phase Dilator and Arsenal Clock!

Can this mod be installed on an already ongoing campaign? Are they already unlocked or do they have to be found? Have you concocted some autofits of vanilla ships that use these mods or can only the player make use of them?


You better be adding this mod to your signature  ;)
Title: Re: [0.95a] Unusually Gullible Hullmods 0.2.0a
Post by: Protonus on May 31, 2021, 02:01:33 AM
These are very interesting. Altough I'm equally confused as to what they actually do in battle without a GIF, especially Inverted Phase Dilator and Arsenal Clock!

Can this mod be installed on an already ongoing campaign? Are they already unlocked or do they have to be found? Have you concocted some autofits of vanilla ships that use these mods or can only the player make use of them?

This mod only adds in hullmods and the scripts that operate them, so it's fine install it mid-game. Since the mercenaries would be the ones that are going to use them. Though a spare save would be recommended on how some hullmods could do weird things.

The Arsenal clock is directly correlated to the Peak CR duration, which is pretty straight forward. On the other hand, Inverted Phase Dilator uses the Phase Cooldown as the base instead of the Phase itself, which can imply on a lot of something cursed can happen.

Additional, I'm not too good in making GIFs, but I'll see if I could come up with them.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.2.0a
Post by: Arcagnello on May 31, 2021, 02:31:05 AM
These are very interesting. Altough I'm equally confused as to what they actually do in battle without a GIF, especially Inverted Phase Dilator and Arsenal Clock!

Can this mod be installed on an already ongoing campaign? Are they already unlocked or do they have to be found? Have you concocted some autofits of vanilla ships that use these mods or can only the player make use of them?

This mod only adds in hullmods and the scripts that operate them, so it's fine install it mid-game. Since the mercenaries would be the ones that are going to use them. Though a spare save would be recommended on how some hullmods could do weird things.

The Arsenal clock is directly correlated to the Peak CR duration, which is pretty straight forward. On the other hand, Inverted Phase Dilator uses the Phase Cooldown as the base instead of the Phase itself, which can imply on a lot of something cursed can happen.

Additional, I'm not too good in making GIFs, but I'll see if I could come up with them.

Oh, I see! Let me look up on how I can copy save files real quick....

By "only mercenaries use them" you mean that only Bounties can have them? That's quite nifty, I like it!

So, in short, Arsenal Clock increases the buffs provided to the ship it's installed on based on how much time has passed?
The fact the buffs are at its maximum once the ship has burned through three quarters of its PPT also means it's most useful to install on Frigates, Destroyers and Overriden ships as they'll reach that point sooner and will be able to hang around the battlefield for a while if they both got 100% Combat Readiness and Hardened Subsystems!
I'll have to try it out!
Title: Re: [0.95a] Unusually Gullible Hullmods 0.2.0b
Post by: IonDragonX on May 31, 2021, 07:39:26 AM
Trying to comprehend some of these is like mental gymnastics.

I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve. - Bilbo Baggins
Title: Unusually Gullible Hullmods 0.2.0c
Post by: Protonus on May 31, 2021, 09:29:32 AM
Trying to comprehend some of these is like mental gymnastics.

Your assumption is as good as mine. Knowing how many math loops for a single hullmod to get it working. It still works.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.2.0f
Post by: megabot on June 07, 2021, 01:30:24 PM
ok i know now after reading this that it is supposed to be only a mercenary hullmod thing but for one i can still find the blueprints(modspecs i think) of them for one, and second i want to use them in general too

i wanna see how a ziggurat behaves as a bascially temporal shell capital which can also cool down its temporal shell whenever while also having the motes too.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.2.0f
Post by: dcong89 on June 07, 2021, 07:56:04 PM
Did you change this mod name ? i cant keep track with this because of... you know, 71 mod i have right now... :-\

edit: sorry i got it , good mod!
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0d
Post by: Protonus on June 24, 2021, 07:37:58 PM
It's a weird mod.

Though may or may not help break the monotony at least.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0d
Post by: Deshara on June 25, 2021, 11:56:51 PM
what... does inverted phase coils do?
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0d
Post by: IonDragonX on June 26, 2021, 12:24:51 PM
what... does inverted phase coils do?
Even though the ship was already real... they make the ship more real.  ;D
Title: Re: [0.95a] Unusually Gullible Hullmods 0.2.0a
Post by: Shoat on June 26, 2021, 12:57:21 PM
These are very interesting. Altough I'm equally confused as to what they actually do in battle without a GIF, especially Inverted Phase Dilator and Arsenal Clock!

The description makes it sound like it gives you the "accellerated time" of phasing without the "is untargetable" and "can't fire weapons" of phasing, which explains the severe drawbacks of the hullmod.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0e
Post by: Deshara on July 08, 2021, 03:59:24 AM
you've got a couple of mods in this that do interesting things with phase ships, which almost no other mod touches. & I noticed a lot of them use increasing the time it takes to phase/unphase & increasing the cost of doing so as a drawback, which made me wonder... would it be possible and/or make sense to make a hullmod that just drastically decreases the time it takes to be able to re-phase for flickering & weaving between shots with much more fidelity? Also probably make sense for it to reduce the cost of activating phase but increases the cost of maintaining phase proportionally, to encourage staying in phase as little as possible & discourage using it to cruise.

also, just a thought; is there a way to increase the time it takes to unphase after you activate phase? bc if so you could also make an interesting hullmod that converts phase cloak into a high-tech burn drive, where maintaining the cloak costs almost nothing but activating the cloak costs a bunch more & once u activate phase you cant unphase for a while, but while ur phased the time slow is much higher than it normally would be -- enough to be faster than 0 flux. So the point of it is using it to cross long distances faster. You could abuse the decreased cost of maintaining phase to stay in phase for much longer, but, doing so would make the ship break down at a proportionally faster rate
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0e
Post by: megabot on July 10, 2021, 11:11:56 AM
also a note about phase ships, currently the phase ops skill is literally one of the worst things you can get for the inverted phase dilators. if i may ask, would perhaps making some sort of exception when someone has that mod or maybe making a sort of reverse calculation, as in things that make phase jittering cool down faster makes them actually cool down slower(aka. reverse this one thing about it). the ziggurat is a horrible, horrible option for this hullmod because of the way it works as an example
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0e
Post by: Deshara on July 10, 2021, 11:59:03 AM
also a note about phase ships, currently the phase ops skill is literally one of the worst things you can get for the inverted phase dilators. if i may ask, would perhaps making some sort of exception when someone has that mod or maybe making a sort of reverse calculation, as in things that make phase jittering cool down faster makes them actually cool down slower(aka. reverse this one thing about it). the ziggurat is a horrible, horrible option for this hullmod because of the way it works as an example

theres definitely a mod that edits most of the skills to be something completely different, & modding hullmods to call for whether you have a different hullmod equipped to not allow them or change their functionality when u combine 2 hullmods is definitely a thing, so it shouldnt be impossible to have the hullmod see if you have that skill equipped then do the inverse of what the phase skill does to negate it
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0e
Post by: megabot on July 10, 2021, 03:15:03 PM
also a note about phase ships, currently the phase ops skill is literally one of the worst things you can get for the inverted phase dilators. if i may ask, would perhaps making some sort of exception when someone has that mod or maybe making a sort of reverse calculation, as in things that make phase jittering cool down faster makes them actually cool down slower(aka. reverse this one thing about it). the ziggurat is a horrible, horrible option for this hullmod because of the way it works as an example

theres definitely a mod that edits most of the skills to be something completely different, & modding hullmods to call for whether you have a different hullmod equipped to not allow them or change their functionality when u combine 2 hullmods is definitely a thing, so it shouldnt be impossible to have the hullmod see if you have that skill equipped then do the inverse of what the phase skill does to negate it

perhaps even not just inverse it normally but inverse it more than what the original skill/hullmod did. so that they actually provide a benefit
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0f
Post by: Protonus on July 14, 2021, 10:53:18 PM
you've got a couple of mods in this that do interesting things with phase ships, which almost no other mod touches. & I noticed a lot of them use increasing the time it takes to phase/unphase & increasing the cost of doing so as a drawback, which made me wonder... would it be possible and/or make sense to make a hullmod that just drastically decreases the time it takes to be able to re-phase for flickering & weaving between shots with much more fidelity? Also probably make sense for it to reduce the cost of activating phase but increases the cost of maintaining phase proportionally, to encourage staying in phase as little as possible & discourage using it to cruise.

To put it, the Phase Frame and Inverted Dilator becomes effective when you flicker the phase. Having the Phase Cooldown as the duration of these abilities.

And yeah, I didn't think this method has been used before. Thankfully with the cooldown being a status, there's room to experiment around this mechanic.

also, just a thought; is there a way to increase the time it takes to unphase after you activate phase? bc if so you could also make an interesting hullmod that converts phase cloak into a high-tech burn drive, where maintaining the cloak costs almost nothing but activating the cloak costs a bunch more & once u activate phase you cant unphase for a while, but while ur phased the time slow is much higher than it normally would be -- enough to be faster than 0 flux. So the point of it is using it to cross long distances faster. You could abuse the decreased cost of maintaining phase to stay in phase for much longer, but, doing so would make the ship break down at a proportionally faster rate

It could be weird for the AI to work with a forced engine throttle, but then again like the mechanic aforementioned, it's not yet done before. Let's see if I could work with that.


also a note about phase ships, currently the phase ops skill is literally one of the worst things you can get for the inverted phase dilators. if i may ask, would perhaps making some sort of exception when someone has that mod or maybe making a sort of reverse calculation, as in things that make phase jittering cool down faster makes them actually cool down slower(aka. reverse this one thing about it). the ziggurat is a horrible, horrible option for this hullmod because of the way it works as an example

I am aware with this. Though I usually prefer this, if you tend to avoid the whole Phase-thing entirely, but I might implement in sometime with a script that prevents like the Phase corps skill from interfering with this.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0f
Post by: KDR_11k on July 15, 2021, 03:19:31 AM
What makes these mods so gullible?
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0f
Post by: Protonus on July 15, 2021, 05:08:42 AM
What makes these mods so gullible?

Just a nudge into how the hullmods would work out differently. They aren't special, they just pad in stuff that wouldn't normally be in Vanilla with some being a niche QoL.

You'd usually look into these and yeah, how I thought the name is there. Even though they're Unusual and not Gullible in the tag.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0f
Post by: Freakycrafter on August 06, 2021, 10:11:10 AM
Hey, so for some reason this mod isn't working properly in my game, I have no idea why that is, but I'm running with a whole lot of other mods (some of which also add more hullmods).
It seems to be working fine, if i enable just your mod, but I haven't been able to pinpoint what mod causes this one to break.
The way it breaks is basically just, that you can still get the blueprints for the hullmods, however, when you want to add new hullmods none of yours show up for some reason.
This is my current modlist
Spoiler
{"enabledMods": [
  "pantera_ANewLevel40R",
  "Adjusted Sector",
  "lw_autosave",
  "beyondthesector",
  "BSC",
  "Csp",
  "CSP",
  "chatter",
  "lw_console",
  "diableavionics",
  "exshippack",
  "extra_system_reloaded",
  "XLU",
  "HHE",
  "GrandColonies",
  "HMI",
  "hte",
  "IndEvo",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "missingships",
  "more_hullmods",
  "nexerelin",
  "OcuA",
  "ORA",
  "PulseIndustry",
  "QualityCaptains",
  "remnant_command_transfer",
  "roider",
  "tahlan_scalartech",
  "SEEKER",
  "speedUp",
  "sun_starship_legends",
  "superweapons",
  "Terraforming and Station Construction",
  "TORCHSHIPS",
  "UGH",
  "vayrashippack",
  "mir_np",
  "shaderLib"
]}
[close]
I've never tried making my own mods for Starsector, so I don't know if there is an error log/console log, which I could send you somehow, if there is please tell me, then I'll send you the log, otherwise I'll just do the old trick of disabling half of all mods and that to find out which mod is causing the issues, even if it takes an hour each time to reload the game...
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0f
Post by: 6chad.noirlee9 on August 29, 2021, 09:22:35 AM
hey if i wanted to change some of the values on the regenerative armor/hull mods what would i have to do?  neither excel nor notepad++ are showing the values i want to alter
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0f
Post by: tantananan on September 16, 2021, 03:49:01 AM
Inverted phase dilator seems to reduce the cooldown to zero. is this intentional? I just tested it on a Doom and I can spam it with zero cooldown.
Title: Unusually Gullible Hullmods 0.3.0f
Post by: Protonus on September 17, 2021, 08:44:53 PM
Hey, so for some reason this mod isn't working properly in my game, I have no idea why that is, but I'm running with a whole lot of other mods (some of which also add more hullmods).
It seems to be working fine, if i enable just your mod, but I haven't been able to pinpoint what mod causes this one to break.
The way it breaks is basically just, that you can still get the blueprints for the hullmods, however, when you want to add new hullmods none of yours show up for some reason.
I've never tried making my own mods for Starsector, so I don't know if there is an error log/console log, which I could send you somehow, if there is please tell me, then I'll send you the log, otherwise I'll just do the old trick of disabling half of all mods and that to find out which mod is causing the issues, even if it takes an hour each time to reload the game...

I'll see what I could do once I get the log. And hopefully decipher it...

hey if i wanted to change some of the values on the regenerative armor/hull mods what would i have to do?  neither excel nor notepad++ are showing the values i want to alter

It can be change within the jar script. I'm going to provide in the 0.3.0g version with its src files that have to be compiled to commit the changes.

Inverted phase dilator seems to reduce the cooldown to zero. is this intentional? I just tested it on a Doom and I can spam it with zero cooldown.

I'm not sure how to read this but, as far as I know, once you use phase once it turns off immediately triggering the vibrating coil effect with the bonus tied to it.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0f
Post by: Stealth16 on September 18, 2021, 11:38:18 AM
Hey, so for some reason this mod isn't working properly in my game, I have no idea why that is, but I'm running with a whole lot of other mods (some of which also add more hullmods).
It seems to be working fine, if i enable just your mod, but I haven't been able to pinpoint what mod causes this one to break.
The way it breaks is basically just, that you can still get the blueprints for the hullmods, however, when you want to add new hullmods none of yours show up for some reason.
This is my current modlist
Spoiler
{"enabledMods": [
  "pantera_ANewLevel40R",
  "Adjusted Sector",
  "lw_autosave",
  "beyondthesector",
  "BSC",
  "Csp",
  "CSP",
  "chatter",
  "lw_console",
  "diableavionics",
  "exshippack",
  "extra_system_reloaded",
  "XLU",
  "HHE",
  "GrandColonies",
  "HMI",
  "hte",
  "IndEvo",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "missingships",
  "more_hullmods",
  "nexerelin",
  "OcuA",
  "ORA",
  "PulseIndustry",
  "QualityCaptains",
  "remnant_command_transfer",
  "roider",
  "tahlan_scalartech",
  "SEEKER",
  "speedUp",
  "sun_starship_legends",
  "superweapons",
  "Terraforming and Station Construction",
  "TORCHSHIPS",
  "UGH",
  "vayrashippack",
  "mir_np",
  "shaderLib"
]}
[close]
I've never tried making my own mods for Starsector, so I don't know if there is an error log/console log, which I could send you somehow, if there is please tell me, then I'll send you the log, otherwise I'll just do the old trick of disabling half of all mods and that to find out which mod is causing the issues, even if it takes an hour each time to reload the game...

Re-select "All Hullmods" at the bottom of the hullmod menu. The unusual hullmods aren't filtered to appear by default and you have to filter to find them. This is something you'll have to do with pretty much every modded collection of hullmods.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0g
Post by: tantananan on September 21, 2021, 04:01:24 PM
Bug report:

Shunt Distributor flux dissipation percent bonus is only set to 10% instead of 20% that's indicated in the description.

10f should be 20f
Code
stats.getFluxDissipation().modifyPercent(id, 10f);

I highly suggest creating a variable that has a 20f value that you can then use on both the modifyPercent and the getDescriptionParam so that it's easier to debug.

Really fun mod btw! Cheers!
Title: Re: [0.95a] Unusually Gullible Hullmods 0.3.0g
Post by: Protonus on September 22, 2021, 08:07:25 PM
Shunt Distributor flux dissipation percent bonus is only set to 10% instead of 20% that's indicated in the description.
Code
stats.getFluxDissipation().modifyPercent(id, 10f);
Really fun mod btw! Cheers!

Noted. Both variables are linked now. Though it's actually 15% and neither of the two that I somehow managed to miss. ._.