Fractal Softworks Forum

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

Title: [0.97a] Unusually Gullible Hullmods 0.5.0-RC2
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/UGH0.5.0-RC2/Unusually.Gullible.Hullmods.0.5.0-RC2.rar) / ZIP (https://github.com/Protonus-xen/unusual-gullible/releases/download/UGH0.5.0-RC2/Unusually.Gullible.Hullmods.0.5.0-RC2.zip)

0.4.2b: RAR (https://github.com/Protonus-xen/unusual-gullible/releases/download/UGH0.4.2b/Unusually.Gullible.Hullmods.0.4.2b.rar) / ZIP (https://github.com/Protonus-xen/unusual-gullible/releases/download/UGH0.4.2b/Unusually.Gullible.Hullmods.0.4.2b.zip)
0.4.0b: 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/IThqJup.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 (too lazy to change):
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 0.5.0-RC1 ****
   Strikecraft Specialization:
      Fixed value grouping for the Smodded variant that results absurd scaling.

**** Version 0.5.0 ****
   Updated to version 0.96a-RC10.
   Most of the hullmods have received an S-mod bonus.
   Anti-Terminal Breakers:
      Weapon/Engine repair bonus reduced from 67% (triple) to 50% (double):
         Description reiterated to reflect the reduction.
         Original effect is given to Smodded version.
      When S-modded, removes shield damage efficiency reduction, reduces Overload time, increases Weapon/Engine repair speed and extends Anti-Terminal duration.
      Bug note: Antiterminal cannot reset its timer while the effect is active.
   Autostruct Manufactory:
      Hull Regeneration reduced from 0.8% (4%) to 0.6% (3.0%).
   Hardload Discharge:
      (Still Experimental)
      Time mechanic added that gives a short duration of the bonus instead of being directly dependent on the flux tracker.
      Strength of the buff will now only be locked when the shield was recently dropped.
      Peak non-missile damage bonus increased from 25% to 33%.
      Peak Armor damage resistance increased from 25% to 50%.
   Jandor Time Reactor:
      When S-modded, makes you go even faster but makes everything else even worse.
   Arsenal Clock:
      When S-modded, flux dissipation penalty removed, required peak readiness time for maximum effect is reduced and damage bonus provided is increased.
   Auxiliary Ordinance Forge:
      When S-modded, weapon turn rate penalty removed, existing non-missile ammo regeneration is increased and lower limit of ammo capacity for forge to take effect is reduced.
   Thrush Warheads:
      Missile range increased reduced from 2x to 33%.
      Missile speed increased from 1.25x to 1.33x.
      When S-modded, missile durability is flipped to increase and additional ammo is added.
   Weighted Rounds:
      When S-modded, ballistic range penalty is removed and weapon projectile speed penalty is reduced.
   Extended Phase Capacitors:
      When S-modded, flux upkeep reduction increased further and phase cooldown reduced.
   Collapser Shields:
      Damage reduction calculation changed to receive the full effect than a flat value.
      Shield Efficiency reduction from 67% to 50%.
      When S-modded, reduces shield efficiency reduction.
   Maximal Shields:
      Shield flux generation per second multiplier reduced from 4x to 3.5x.
      Shield movement speed penalty increased from 50% to 67%.
      When S-modded, further increases shield damage resistance while reducing flux upkeep cost.
   Shunt Diverted Thrusters:
      Engine hullmod tag added.
      As Makeshift Shift Shield Shunt is no longer possible, scripts associated with it are removed.
      When S-modded, maneuverability bonus is doubled, zero-flux penalty is halved and engines take less damage.
   Shunt Distributor:
      Flux Dissipation percentage bonus reduced from 20% to 10%. Additional 10% is given to S-mod instead.
      Added Flux Capacity bonus by 10%.
      When S-modded, Ballistic/Energy weapons have increased flux efficiency and slight increase further in rate of fire.
   Bulked Fighter Armor:
      Refit penalty changed from a flat 20% to 5% per deck.
   Tachyon Broadcast Comms:
      Engagement range buff reduced from 20x to 10x. Farewell catapult memes (except no)
      Original Engagement range buff is given to S-mod instead.
      When also S-modded, removes Flux Dissipation penalty.
   Strikecraft Specialization:
      When S-modded, all existing buffs are stronger, removes penalties and reduces crew loss from fighter losses.
   Reliant Utility Drives:
      When S-modded, Zero-Flux speed is a solid flat increase, maneuverability and engine health are increased and adds an additional burn level.
   Sustaining Motivator:
      When S-modded, Maximum Combat Readiness is removed but now imitates the bonus while CR loss penalty is removed.
   Extended Utility Engineering:
      System Charge increase is moved as an S-mod bonus.
      When S-modded, system cooldown is reduced further and range is also increased.

**** Version 0.4.2b ****
   Shunt Thursters:
      Changed how the base shield value is considered for each stack,
      bonus will increase immediately upon reaching a 0.2 threshold instead of passed it.

**** Version 0.4.2aaa ****
   Anti Terminal Breakers:
      Tooltip fix.
   Expanded Phase Capacitors:
      Tooltip fix.

**** Version 0.4.2aa ****
   Faultline Shield:
      Replaced the "a certain skill" with Rugged Construction, as no skill has ever affected the hullmod since the Skill revamp.

**** Version 0.4.2a ****
   Faultline Shield:
      Added a missing script that removes the effects when unshielded.

**** Version 0.4.2 ****
   Restructured tooltips for all hullmods that use tooltips for translation compatibility.
   Stored text for hullmods are in "strings/strings.json".
   Shunt Thursters:
      Added fourth bonus stack for really impossible 0.4 or lower Shield Efficiency.
      Simplified description for multiple base Shield efficiency values.

**** Version 0.4.1a ****
   Hardload Discharge:
      Added forgotten Null and Shield check logic.
   Collapser Shield:
      Added forgotten Null and Shield check logic.

**** Version 0.4.1 ****
   Up ticked to 0.95.1a.
   Added Jandor Time Reactor, directly increases time flow but increases damage taken from all sources.
   Anti-Terminal Reactive Breakers:
      Ordinance point cost reduced from 4/8/14/25 to 2/4/6/10.
      Shield Efficiency penalty reduced from 20% to 10%.
      Break Time increased from 2/3/4/5 (3) to 5/6/7/9 (7).
      Weapon/Engine repair bonus during break increased from 25% to 67%.
      Now doubles Minimum Armor during the break.
      Fixed Repair bonus still being in effect after break.
   Autostruct Manufactory:
      Has a streamlined description section.
   Bobulated Heral Armor:
      Has a streamlined description section.
   Bulked Fighter Armor:
      Provides 10% additive Hull and Armor.
      Maneuverability penalty increased from 15% to 20%.
      Has a streamlined description section.
   Strikecraft Specialization:
      Now reduces Replacement recovery rate instead of increasing it.
      Interceptor bonus increased from 20% to 25%.
   Auxiliary Ordinance Forge:
      Fix ammo regeneration to limit at its maximum capacity.
   Shunt Distributor:
      Flux Dissipation percentage bonus increased from 15% to 20%.
      Non-Missile Firing Speed bonus reduced from 15% to 10%.
      Ordinance point cost reduced from 3/6/10/18 to 3/6/10/15.
      Will actively remove itself now if Shield Shunt is no longer present, even as an S-mod.
   Shunt Diverted Thrusters:
      Now increases Manueverability depending on Shield efficiency.
      Now reduces Zero-Flux speed bonus depending on Shield efficiency.
      Extends to a near impossible base value of 0.5 to squeeze that extra power for very specific ships.
      Ordinance point cost reduced from 5/10/15/20 to 3/6/10/15.
      Will actively remove itself now if Shield Shunt is no longer present, even as an S-mod.
      Added a very specific condition where if Makeshift Shield Generator is installed just to use Shield Shunt, the doubled effect is applied.
   Expanded Phase Capacitors:
      Moved from Special to Phase category.
      Has a streamlined description section.
      Phase Activation flux generation bonus reduced from 25% to 15%.
      Phase Upkeep generation bonus increased from 20% to 25%.
   Phasic Armor Frame:
      Moved from Special to Phase category.
      Has a streamlined description section.
   Inverted Phase Dilator:
      Moved from Special to Phase category.
      Has a streamlined description section.

**** 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. ._.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.4.0b
Post by: MapleDaddy__ TTV on December 28, 2021, 07:28:21 AM
https://i.imgur.com/k1KY4UI.png

Something isn't right here, seems like you can build in the shunt distributor, and remove the shield shunt and keep all the benefits of the shunt distributor. Might wanna look into that one
Title: Re: [0.95a] Unusually Gullible Hullmods 0.4.0b
Post by: Chief_Curtains on January 07, 2022, 04:19:25 PM
The hullmod Reliant Utility Drives doesn't seem to do anything when equipped to a ship. What does it mean by "dedicates an entire utility section of a ship"?

Seems like it is meant to take the place of something in order to function but I cannot figure out what that is.

Thanks for the mod! It adds a lot of excitement to the salvage search!
Title: Re: [0.95a] Unusually Gullible Hullmods 0.4.0b
Post by: 5ColouredWalker on January 07, 2022, 05:49:07 PM
The hullmod Reliant Utility Drives doesn't seem to do anything when equipped to a ship. What does it mean by "dedicates an entire utility section of a ship"?

Seems like it is meant to take the place of something in order to function but I cannot figure out what that is.

Thanks for the mod! It adds a lot of excitement to the salvage search!

It improves the ships special abilities and takes up a logistics mod slot.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.4.0b
Post by: Chief_Curtains on January 07, 2022, 08:10:31 PM
The hullmod Reliant Utility Drives doesn't seem to do anything when equipped to a ship. What does it mean by "dedicates an entire utility section of a ship"?

Seems like it is meant to take the place of something in order to function but I cannot figure out what that is.

Thanks for the mod! It adds a lot of excitement to the salvage search!

It improves the ships special abilities and takes up a logistics mod slot.

Ahh, got it. Thanks for the reply.
Title: Re: [0.95a] Unusually Gullible Hullmods 0.4.0b
Post by: captain q on January 11, 2022, 11:31:24 AM
i figured out that the "Standoff Calcutron" mod INCREASES the per shot flux gerneration of ballistic weapons instead of reducing it if you have a low flux level.
The mod says: "Ballistics start of with an 25% increase of firing speed with no flux generation increase"
If you want to achive an increased firing speed with no increased flux gernaertion the flux per shot should be reduced by 20% not 25% at the start because if you multiply the firering speed with the new flux per shot cost you will get 1.25 * 0.75 = 0.9375 which means a reduction of 6.25% of flux/s.
If you reduce by 20% you get 1.25 * 0.8 = 1
Title: Re: [0.95a] Unusually Gullible Hullmods 0.4.0b
Post by: lyravega on January 22, 2022, 03:38:53 PM
These hullmods are awesome =)
Title: Re: [0.95a] Unusually Gullible Hullmods 0.4.0b
Post by: Obsidian Actual on January 30, 2022, 07:15:07 PM
Love your hullmods Protonus.

I am especially a fan of the Auxiliary Ordinance Forge. Might I suggest the following change to Line 77 of UGH_AuxOrdinanceForge.java in your compiled JAR?

OLD:
Code
gun.setAmmo(gun.getAmmo() + reload);
NEW:
Code
gun.setAmmo( Math.min( gun.getAmmo() + reload, gun.getMaxAmmo() ) );
This should prevent weapons from regenerating ammo over the maximum magazine capacity.
Title: [0.95.1a] Unusually Gullible Hullmods 0.4.1
Post by: Protonus on April 23, 2022, 10:50:18 AM
Love your hullmods Protonus.

I am especially a fan of the Auxiliary Ordinance Forge. Might I suggest the following change to Line 77 of UGH_AuxOrdinanceForge.java in your compiled JAR?

Done.

There's also some changes to some of the hullmods. Not sure if it helps readability.
Title: Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
Post by: Proxima-b on August 07, 2022, 07:19:06 PM
The Maximum shield hullmod is somewhat op
Title: Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
Post by: Sgt.Schnitzel on August 12, 2022, 04:59:59 AM
Hey just wanted to say that im a huge fan of the hullmods.

On another note i just cant seem to get the regenerative armor percentage up no matter what value i change, help would be much appreciated ^^
Title: Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
Post by: Yunru on September 09, 2022, 09:48:25 AM
Question: Why do all the "counts as a logistics mod" hullmods have such a weird workaround, rather than simply being logistics hullmods?
Title: Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
Post by: SlightEye on October 11, 2022, 12:18:35 AM
I am having an issue running this on [0.95.1a-RC6]. while the modspecs can be found and learnd they don't appear in the mods list on the refit screen.
Also the mod_info claims the game versions should be [0.95a-RC15] while the forum post topic lists it as [0.95.1a].
Preemptive answers: Yes, I tried running this mod alone without any others on a new save.

Edit: Did some snooping of my own in the files. I noticed some differences with the vanilla hullmods.csv file. You had 2 "tech/manufacturer" fields instead of one. The first being empty like the vanilla file the other being filled "unusual". It appears that in [0.95.1a-RC6] the "tech/manufacturer" field is empty for all hullmods. Any hullmods that have anything there does not appear in the "add hullmod" list for some reason unknown to me.
So I just deleted the column with the "unusual" and they appear, now the default "Common" as everything else. I can finally do more stupid things in my brutal sector+starpocalypse+1ship fleet run that I installed this for. Yey!

Edit 2: I noticed that all other mods have the same issue. Except the hullmods that are marked learnt when starting the save, hullmods with a non-common manufacturer don't appear in the "add hullmod" menu after you learn the modspeck.
Title: Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
Post by: strinn on January 19, 2023, 03:49:53 AM
Hey is there any way to manually change this mod? Everything I've tried didn't work. I want to alter a few hullmods. Maximal Shields I want to remove the shield arc reduction as it's very restrictive in shipbuilding (you usually only want to use it on omni-shielded ships and 360 degree omni-shielded frigates because otherwise they die to mines), increase the upkeep, and reduce the flux per damage benefit.
Title: Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
Post by: T1 on April 15, 2023, 07:14:16 AM
fam you should change the regen rates of bobulated armor and autostruct manufactory
both to 1%.
at current rate theyre just both awful.
hp regen is far too strong.
armor one might aswell be worthless.
you cannot die with 4% hp regen. despite dmg drawbacks no matter what. you need to be surrounded by several cruisers and or capitals to actually die.
armor regen just doesnt exist making that hullmod..... kinda..... pointless? considering how mad expensive it is in terms of op.

i had to ask a friend to change these two values for me since the mod creator did not even include editable hullmod files.
gotta decompile and recompile the whole damned jar for that and i dont have the tools for that.

i tested both 1% values in game. and take a guess. its actually fairly balanced and fun to use them now and they have a purpose to exist aswell.

take care.
Title: Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
Post by: DanzyDanz on May 28, 2023, 09:46:24 AM
Bumping in hope this get updated
Title: Re: [0.96a] Unusually Gullible Hullmods 0.5.0-RC1
Post by: Seamus Donohue on July 01, 2023, 06:44:16 AM
In v0.5.0-RC1, on the "Anti-Terminal Reactive Breakers", under the "S-mod bonus", one particular line reads "Overload time reduced by 10."

Given my testing in-game, I suspect this is supposed to say "10%"; currently the % sign is missing.
Title: Re: [0.96a] Unusually Gullible Hullmods 0.5.0-RC1
Post by: Lazyjer on August 02, 2023, 10:01:16 PM
Is the strike craft specialization affects drones?(e.g. timeless)
Title: Re: [0.96a] Unusually Gullible Hullmods 0.5.0-RC1
Post by: Desudesudesu on September 01, 2023, 05:26:53 AM
What does "will not be considered repaired" even mean when it comes to the armor and hull regen mods? It's as unclear as it gets.
Title: Re: [0.96a] Unusually Gullible Hullmods 0.5.0-RC1
Post by: wiike on September 20, 2023, 07:11:32 AM
Playing on 096aRC10, Shunt Distributor and Shunt Diverted Thrusters can not be removed from a ship after build in Shield Shunt
Title: Re: [0.96a] Unusually Gullible Hullmods 0.5.0-RC1
Post by: F2PVegan on November 18, 2023, 04:44:01 PM
I'm not able to s-mod in shunt distributor, I s-modded in shield shunts, but shunt distributor doesn't allow me to
Title: Re: [0.96a] Unusually Gullible Hullmods 0.5.0-RC1
Post by: Anduin1357 on December 27, 2023, 09:48:47 AM
What does "will not be considered repaired" even mean when it comes to the armor and hull regen mods? It's as unclear as it gets.

It means that after any fight, the lowest hull/armor value you had in battle is what the game will assume you ended up leaving the fight with, and would not consider the 'patchwork' hull/armor you left the fight with through regeneration. If you redeployed the ship in battle, you would be regenerating from the worst state you managed to be in the last battle.