Fractal Softworks Forum

Starsector => Mods => Topic started by: Audax on May 02, 2022, 08:11:31 AM

Title: [0.97a] Aptly Simple Hullmods 1.8.5
Post by: Audax on May 02, 2022, 08:11:31 AM
(https://i.imgur.com/id29F0m.gif)

Aptly Simple Hullmods 1.8.5

(https://img.shields.io/github/downloads/audaxludos/aptly-simple-hullmods/total?style=for-the-badge&label=Download%20Latest) (https://github.com/AudaxLudos/aptly-simple-hullmods/releases/download/1.8.5/AptlySimpleHullmods-1.8.5.zip) (https://img.shields.io/github/v/release/audaxludos/aptly-simple-hullmods?style=for-the-badge&label=Changelog) (https://raw.githubusercontent.com/AudaxLudos/aptly-simple-hullmods/main/CHANGELOG.txt) (https://img.shields.io/badge/Releases%20-%20GitHub%20-%20light%20green?style=for-the-badge) (https://github.com/AudaxLudos/aptly-simple-hullmods/releases)

Requires:
Lazylib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

Compatibility:
Incompatible with saves below 1.7.2
Not safe to remove from an ongoing campaign



Adds a few hullmods to the game, hullmods are obtained through exploration or bought from factions.
The hullmods are balanced based on my experience with vanilla and modded starsector playthroughs.
S-mod effects only give a slight increase in power or defense to keep it balance.

Previews
(https://i.imgur.com/j5XvBgW.gif)(https://i.imgur.com/8RR7NbS.gif)(https://i.imgur.com/QIhKO5B.gif)
[close]
Hullmods
Swift Retreat Protocol 3/6/9/15
When fighters are retreating/rearming
Increases the fighter's top speed by 25%
Increases the fighter's maneuverability by 25%
Increases the fighter's engine damage taken by 25%
If fighter has shields turn off shields

Mineral Refinery 3/6/9/15
Every 3 days
Generate 80/160/240/400 Metals / Transplutonics based on hull size
Consume 400/800/1200/2000 Ores / Rare ores based on hull size

Fighter Targeting Uplink 3/6/9/15
If a friendly ship has a targeting unit/core and is within 1000su OR the ship has targeting unit/core
Increases the damage of all fighters by 20%

Automated Racks 5/10/15/25
Increases fire rate of missile weapons by 20%
Decreases the max ammo of missile weapons by 10%
Decreases the turret turn rate of missile weapons by 10%

Convicted Crewmates 5/10/15/25
When killing or contributing to killing an enemy, gain 5/10/15/25 seconds of peak performance time
Frigates gain 2.0 times the peak performance time bonus
Destroyers gain 1.5 times the peak performance time bonus
Targets must die within 30 seconds
Decreases combat readiness by 15%

Missile Bay 3/6/9/15
Increases missile ammo by 25%
Remove 1 built-in fighter bay

Reactor Bay 3/6/9/15
Increases flux dissipation by 10%
Increases flux capacity by 10%
Remove 1 built-in fighter bay

Advance Radar Systems 1/2/3/5
Increases the ship's sight radius by 25%

Beam Combiners 4/8/12/20
Increases the damage of beam weapons by 20%
Increases the flux cost of beam weapons by 20%

Circuit Breakers 2/4/6/10
Reduces the duration of overloads by 33%

External Cargo Holds 2/4/6/10
Increases the cargo capacity by 60/120/180/300 points based on hull size
Reduces the ship's flux dissipation by 10%
Reduces the ship's sensor profile by 10%
Reduces the ship's armor strength by 10%

External Cryo Pods 2/4/6/10
Increases the crew capacity by 60/120/180/300 points based on hull size
Reduces the ship's flux dissipation by 10%
Reduces the ship's sensor profile by 10%
Increases the crew casualties by 10% when hull damage is taken during combat

External Fuel Tanks 2/4/6/10
Increases the fuel capacity by 60/120/180/300 points based on hull size
Reduces the ship's flux dissipation by 10%
Reduces the ship's sensor profile by 10%
Increases the explosive damage taken by 10%

Flux Amplifiers 4/8/12/20
Increases the damage of non-missile weapons by 20%
Increases the flux cost of non-missile weapons by 10%
Decreases the fire rate of non-missile weapons by 10%

Flux Limiters 4/8/12/20
Decreases the flux cost of non-missile weapons by 20%
Decreases the damage of non-missile weapons by 10%
Decreases the fire rate of non-missile weapons by 10%

Front Loaded Armor 3/6/9/15
Doubles the armor values towards the front of the ship
Halves the armor values towards the back of the ship

Fuel Ramscoop 3/6/9/15
Every 3 days, generate 1/2/3/4 fuel based on hull size

Graviton Attunement Drive 6/12/18/30
Increases the fleet's maximum burn by 1/2/3/4 based on hull size
Increases the sensor profile by 300%
Increases supplies used per month by 200%

Industrial Machine Forge 3/6/9/15
Every 3 days
generates 5/15/30/50 heavy machinery based on hull size
consumes 35/105/210/350 metals based on hull size

Makeshift Missile Autoforge 3/6/9/15
When missile weapons run out of ammo
Start Replenishing 10% of ammo for that weapon only
Only replenish ammo every 50 seconds

Marine Training Facility 3/6/9/15
Every week
levels up 2/4/6/10 current marines based on hull size
Converts 10/20/30/50 crew members into marines based on hull size
Can convert a maximum of 50/100/150/250 marines per ship with this hullmod

Reactive Shields 3/6/9/15
As hard flux levels rise
Increases the shield strength by up to 15%
Lowers the shield arc by up to 30 degrees

Reactive Subsystems 4/8/12/20
Increases the ship's max combat readiness by 15%
Increases the ship's deployment points by 1/2/3/5 based on hull size

Subverted Shields 3/6/9/15
Dissipates hard flux while shields are active by 15%
Reduces the shield upkeep by 15%
Reduces the shield strength by 15%
Increases the chance of EMP arcing by 25%

Targeting Transceiver 2/4/6/10
If a friendly ship has a Targeting Core / Unit and is within 1000su
Increases the autoaim accuracy of Capital and Cruise ship's by 40%
Increases the range of non-missile weapons of destroyers and frigates by 10%

Temporal Flux Reactor 5/10/15/25
As soft flux levels rise
Increases the speed of time by up to 33%
Accelerates the peak performance time reduction by up to 2 seconds

Venting Overdrive 5/10/15/25
While venting and hull integrity is above 20%
Increases the rate of venting by 100%
Increases the ship's speed by 100%
Increases the ship's maneuverability by 100%
Damages the ship, the higher the flux the longer you take damage

Volatile Warheads 4/8/12/20
Increases the damage of missiles by 20%
Reduces the max speed of missiles by 10%
Reduces the health of missiles by 10%
[close]

If you have suggestions or encountered problems with the mod just post them here.

Credits
Vildrian (https://fractalsoftworks.com/forum/index.php?action=profile;u=20141) - Sprites for some of the hullmods
PureTilt (https://fractalsoftworks.com/forum/index.php?action=profile;u=12418) - for the implementation of s-mod effects
Wispborne (https://fractalsoftworks.com/forum/index.php?action=profile;u=7678) - for the github action script in the starsector intellij template
Starsector Discord (https://discord.com/invite/a8AWVcPCPr) - coding and balancing advice
Alex & Co - The creators of starsector/starfarer (https://fractalsoftworks.com/)
Title: Re: [0.95.1a] Aptly Simple Hullmods 0.0.7 WIP
Post by: SirHartley on May 02, 2022, 08:34:23 AM
Congrats on release!
I'm not exactly an expert on balance, but that one:
Quote
Graviton Attunement Drive
Increases the fleet's maximum burn by 3 but increases the sensor profile and supplies used per month by a factor of 3.
Seems a bit too harsh with the downside - increasing upkeep by a factor of 3 will probably put a lotta people off using it. 30% would probably be more than enough (fact. 1.3).

I'm also not too sure on the hardflux one, as hardflux through shields usually is one of the most powerful effects - others will very likely weigh in on that :P
Title: Re: [0.95.1a] Aptly Simple Hullmods 0.0.7 WIP
Post by: Audax on May 02, 2022, 08:58:42 AM
Congrats on release!
Thanks, I kept staring at the post button for a few minutes whether or not I should release or polish it a bit more before release. But went with it anyways cause I have that feeling the more I delay the more likely its never going to happen.

Seems a bit too harsh with the downside - increasing upkeep by a factor of 3 will probably put a lotta people off using it. 30% would probably be more than enough (fact. 1.3).
My balance for this was comparing it to bringing 3 tugs and found out that it slightly loses compared to bringing 3 tugs. The thing is I don't want to completely make the tug ox ship irrelevant with that mod. Also can only be installed in capital ships.

I'm also not too sure on the hardflux one, as hardflux through shields usually is one of the most powerful effects - others will very likely weigh in on that :P
I tested this a few times and was going back and fort whether to lower the shield strength bonus or make it so that the shield arc can go below 30 or increase the threshold to around 95% for the full bonus to take effect. I might look into it.
Title: Re: [0.95.1a] Aptly Simple Hullmods 0.0.7 WIP
Post by: Harmful Mechanic on May 02, 2022, 05:39:55 PM
Congrats on making a thing and releasing it.

You can make perfectly serviceable hullmod icons very quickly by strategically cropping an in-game screenshot, boosting the contrast a bit, and, if you so desire, doing a little sloppy paintover for style, then downscaling to the final 32x32 size.

Will it look as nice as the miniature illustrations vanilla uses? Probably not.
Is it perfectly serviceable for now? Yeah.
Title: Re: [0.95.1a] Aptly Simple Hullmods 0.0.7 WIP
Post by: Audax on May 03, 2022, 10:42:49 AM
Hello! Updated the mod today, just added spirtes for the game. They look ok to me, some of them atleast but I might update them in the near future.

Added an new Hullmod

Makeshift Missile Autoforge
When missile weapons run out of ammo a dedicated autoforge is activated for that missile weapon, it restores 10% of its ammo every 60 seconds. Only works for missiles that don't regenerate ammo already.

Added new sprites to all the previous hullmods with the exception of the new one.
Title: Re: [0.95.1a] Aptly Simple Hullmods 0.0.7 WIP
Post by: Audax on May 03, 2022, 10:45:50 AM
Congrats on making a thing and releasing it.

You can make perfectly serviceable hullmod icons very quickly by strategically cropping an in-game screenshot, boosting the contrast a bit, and, if you so desire, doing a little sloppy paintover for style, then downscaling to the final 32x32 size.

Thank you. I did just that, also tried to make my own. They look ok to me but will update them at some point.
Title: Re: [0.95.1a] Aptly Simple Hullmods 0.1.8 WIP
Post by: Audax on May 09, 2022, 08:05:59 AM
Hello! Updated the mod!

Added 4 new Hullmods

Enhanced Autoloaders
Augments the ammo transfer and accelerates ammo feeding of all ballisitc weapons, allowing for an increase in ammo regeneration, ammo capacity and fire rate by 100% but lowers the damage by 25%.

Energized Capacitors
Streams of energy is continually directed to all capacitors of all energy weapons, allowing for an increase in ammo regeneration, ammo capacity and fire rate by 100% but lowers the damage by 25%.

Subatomic Accelerator
Installs a device that accelerates the particles that makes up an atom, increasing the projectile speed of all energy weapons by 20%.

Extended Barrels
Extends the barrels of all ballistic weapons allowing expanding gas to travel and push the bullet further before leaving the barrel, increasing the projectile speed by 20%.

The 2 new mods that increase fire rate may look OP but certain sacrifices have to be made to fully utilize them, tested them significantly in vanilla so it should be balance.
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.4.0
Post by: Audax on May 17, 2022, 01:58:52 AM
Hello! Huge update for the mod!

Added mor Hullmods

Volatile Ammunition
Ammunition used by all ballistic weapons are replaced with radioactive ammunition, allowing for an increase in damage by 25% but lowers the fire rate by a factor of 0.75 while increasing the flux cost by a factor of 1.25.

Overloaded Capacitors
A surge of energy is directed to all energy weapons overcharging them, allowing for an increase in damage by 25% but lowers the fire rate by a factor of 0.75 while increasing the flux cost by a factor of 1.25.

Reactive Subsystems
Replaces subsystems with reactive machines, a basic type of AI that only reacts to its given scenario but cannot go past it. This increases the max combat readiness by 15% and increases the peak performance time by 60 but in return it increases the rate at which combat readiness degrades by 50%.

External Cargo Holds
Installs cargo containers or pods around the front and sides of the ship, allowing for an increase in cargo capacity by 250/500/750/1000 depending on hull size but reduces the flux dissipation, speed, and maneuverability by 20% while increasing the armor damage taken by 20%.

External Fuel Tanks
Installs fuel tanks or barrels around the front and sides of the ship, allowing for an increase in fuel capacity by 250/500/750/1000 depending on hull size but reduces the flux dissipation, speed, and maneuverability by 20% while increasing the explosive damage taken by 20%.

External Cryo Pods
Installs cryo pods around the front and sides of the ship, allowing for an increase in crew capacity by 250/500/750/1000 depending on hull size but reduces the flux dissipation, speed, and maneuverability by 20% while increasing crew casualties by 20% when hull damage is taken during combat.

Maximized Drive Field
Enhances the ship's drive field to its maximum capabilities, increasing the max burn level by 3 but increases the fuel used per lightyear by a factor of 2.

Overloaded Drive Field
Enhances the ship's drive field but pushes it beyond its capabilities, increasing the max burn level by 3 but increases the fuel used per lightyear by a factor of 2, increases the sensor profile by 100%, and decreases the sensor strength by 50%.

A bunch of new hullmods, simple enough to understand in what they do. The new cargo hullmods are used to turn your combat ships into a cargo type ships but has big downsides in doing so good for just not wanting to have any sort of civ ships in your fleet. Combat hullmods are simple enough to allow changes in build to a certain degree.
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.4.5
Post by: Audax on May 22, 2022, 12:59:45 PM
Quick update on the mod as I will be going out of my country added a few hullmods, hope you like them. Haven't tested them heavily so they might be a bit OP maybe not, not sure yet.

Targeting Transceiver
Increases non-missile weapons range by 10% if installed on frigates or destroyers, or increases weapons autoaim accuracy by 40% if installed on cruisers or capital ships. But effects are only active if a cruiser or capital ship is within 1000su and has a Targeting Core / Unit hullmod installed.

Fuel Ramscoop
Installs a ramscoop that gathers interstellar matter then converts it into fuel. This generates 1/1/2/2 units of fuel based on hull size every 3 days.

Marine Training Facility
Trains excess crew into marines, this converts 10/20/40/50 crew to marines based on hull size every month. Can train up to a maximum of 50/100/200/250 based on hull size per ship with this hullmod.

Beam Combiners
Installs partial reflectors that combine two or more wavelengths of light on all beam weapons. This increases the damage by 20% but increases the flux cost by 40% and decreases its turn rate by 20%.

Hull Conversion
Convert parts of the hull into dedicated armor, this increases the armor by 20% and increases the minimum armor value by 5% but significantly decreases the hull by a factor of 0.8 and increases the chance of the ship breaking by a factor of 2.

the logistics hullmod regarding fuel and marines may need some testing but they should work and already have checks so no need to worry about them converting all your crew to marine or produce too much fuel beyond your capacity things like that.
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.4.5
Post by: Vildrian on August 06, 2022, 08:15:50 PM
Hello, just wanted to drop by and thank you for the wonderful mod! Just a heads up, the download link is still giving out the 0.4.0 version, though the latest can be obtained by going through the author's  main github link (https://github.com/AudaxLudos/aptly-simple-hullmods/releases) and download v0.4.5 there. Hoping this can be fixed.  :)

Also, if it's alright to share, I've made some hullmod icons for those that haven't got one yet:

Spoiler
(https://i.imgur.com/MGiltwB.png)
[close]


I'll post the link if it's alright, along with the edited .csv to apply the changes. Thanks again for the hullmods!  ;D
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.4.5
Post by: Audax on August 10, 2022, 07:30:03 AM
Hello, just wanted to drop by and thank you for the wonderful mod! Just a heads up, the download link is still giving out the 0.4.0 version, though the latest can be obtained by going through the author's  main github link (https://github.com/AudaxLudos/aptly-simple-hullmods/releases) and download v0.4.5 there. Hoping this can be fixed.  :)

Also, if it's alright to share, I've made some hullmod icons for those that haven't got one yet:

Spoiler
(https://i.imgur.com/MGiltwB.png)
[close]


I'll post the link if it's alright, along with the edited .csv to apply the changes. Thanks again for the hullmods!  ;D

Thanks for the heads up, I have updated the download link properly. If you would still like to send me the link I can update the mod and this page and add you as a contributor.
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.4.5
Post by: Vildrian on August 11, 2022, 08:53:08 AM
Thanks for fixing the DL link! Also, here's the link for the hullmod icons (modified vanilla assets) along with the .csv file to reflect the changes:

https://www.mediafire.com/file/wi53z3589pvl6fn/Aptly_Simple_Hullmods.7z/file


Again, many, many thanks again for the mod! ;D
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.5.6
Post by: LinWasTaken on August 16, 2022, 05:05:01 AM
It might just be my banana brain but i don't understand why you would ever spend OP to install a hullmod that doesn't give you any advantage.
for example the "Volatile Ammunition" gives more damage for lowered shot speed. That alone would still be worth some OP since its more bang for your buck but then ruining it with lowered flux efficiency thus making the whole "upgrade" just becoming an OP waste.
Could someone explain to me, in what scenario is that a good/great pickup.
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.5.6
Post by: Audax on August 22, 2022, 07:21:48 AM
It might just be my banana brain but i don't understand why you would ever spend OP to install a hullmod that doesn't give you any advantage.
for example the "Volatile Ammunition" gives more damage for lowered shot speed. That alone would still be worth some OP since its more bang for your buck but then ruining it with lowered flux efficiency thus making the whole "upgrade" just becoming an OP waste.
Could someone explain to me, in what scenario is that a good/great pickup.

The mod is extremely cheap 13 op cost for capitals granted its good for ships with mostly ballistic weapons. Certain weapons become extremely reliable without the flux cost increase making those weapons if not all ballistic weapons just better overall.

I wanted to make sure that if you want to use this mod certain sacrifices have to be made like less guns, guns that use less flux, etc. I have tested the hullmod significantly enough so that it doesn't become a hullmod you choose because its 100% better than anything else. Granted the op cost alone is good enough of a choice to use it but it comes with a sacrifice. Though the flux cost increase is definitely high so I might look into it again.
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.6.2
Post by: Audax on September 02, 2022, 07:37:39 PM
Updated the mod adds a few more hullmods, added previews for people to see how some of the hullmods work, latest update fixes bugs for some of the hullmods.
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.6.7
Post by: TheProtagonists on September 05, 2022, 07:39:28 AM
Great mod! Always love more random assortments of hullmods to mess around with.

Few suggestions based on my recent playthrough:
1. Right now all the hullmods are available from the start, have you considered instead to make most of them non-default so one can get buy/acquire them over the course of a game?
2. The logistics hullmods in this mod doesn't automatically become uninstallable when a ship is at the logistics hullmod limits, so trying to install one will "kick" an existing logistics mod off the ship.
3. The fuel ramscoop could use a buff, right now the amount of fuel you get is so insignificant and becomes effectively nothing once you get a large lategame fleet, IMO adjusting it to 1/2/3/4 or even 1/2/4/8 would make them more useful.
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.6.7
Post by: Audax on September 06, 2022, 03:49:29 AM
Few suggestions based on my recent playthrough:
1. Right now all the hullmods are available from the start, have you considered instead to make most of them non-default so one can get buy/acquire them over the course of a game?
2. The logistics hullmods in this mod doesn't automatically become uninstallable when a ship is at the logistics hullmod limits, so trying to install one will "kick" an existing logistics mod off the ship.
3. The fuel ramscoop could use a buff, right now the amount of fuel you get is so insignificant and becomes effectively nothing once you get a large lategame fleet, IMO adjusting it to 1/2/3/4 or even 1/2/4/8 would make them more useful.


Thanks for the suggestions
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.6.7
Post by: TheProtagonists on September 06, 2022, 12:19:37 PM
Few suggestions based on my recent playthrough:
1. Right now all the hullmods are available from the start, have you considered instead to make most of them non-default so one can get buy/acquire them over the course of a game?
2. The logistics hullmods in this mod doesn't automatically become uninstallable when a ship is at the logistics hullmod limits, so trying to install one will "kick" an existing logistics mod off the ship.
3. The fuel ramscoop could use a buff, right now the amount of fuel you get is so insignificant and becomes effectively nothing once you get a large lategame fleet, IMO adjusting it to 1/2/3/4 or even 1/2/4/8 would make them more useful.

  • I have plans on turning some of the hullmods as unlockables in the future, I just have them unlocked for testing purposes as the is in WIP
  • Ahh I might look into checking that since I turned some of the hullmods into logistical ones without checking for those issues
  • Already have plans on increasing it same goes for changing marine training facility a bit since a month is too long

Thanks for the suggestions

I see, excited to see the future development of the mod!
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.7.6
Post by: Audax on September 09, 2022, 02:13:16 PM
Another update for the mod, 2 new hullmods and some balance changes, as well as a removal of a hullmod. Hullmod removal might be prominent in the next updates and maybe more exotic hullmods maybe.
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.7.6
Post by: Eidolon on September 17, 2022, 06:30:32 AM
Always like new hullmods to spice up builds and have been enjoying the mod so far. Have come into the issue that the external cryopods have no effect on my ships. Other than that, great mod!
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.7.6
Post by: Audax on September 19, 2022, 01:31:32 AM
Always like new hullmods to spice up builds and have been enjoying the mod so far. Have come into the issue that the external cryopods have no effect on my ships. Other than that, great mod!

Haven't gotten to the next patch yet but I've fixed the issue, Thanks for the feedback.
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.7.6
Post by: Aldazar on September 19, 2022, 02:35:15 AM
Gonna miss Conductive Rails since I have a railgun fetish.
Title: Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.7.6
Post by: Audax on September 19, 2022, 06:42:29 AM
Gonna miss Conductive Rails since I have a railgun fetish.
It was too strong, a modified version might come again if I get to it or it gets combined with energy flux regulators.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.0.0
Post by: Audax on October 21, 2022, 08:19:25 AM
Big update for the mod, lots of changes too many to list so prefer to here (https://raw.githubusercontent.com/AudaxLudos/aptly-simple-hullmods/main/CHANGELOG.md) for all of them.

Not gonna put it up yet in Mods board until I update it with ship variants, have tested some variants and had a playthrough with them, it has made the game harder to a certain degree, mostly tested with vanilla though, not a lot in modded playthroughs.

Some hullmods are kinda strong though I could just increase the tier and make it harder for players to find them but I digress and let you guys just go all out.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.0.0
Post by: KarlPh1sher on October 22, 2022, 08:49:10 AM
Don't know if anyone reported this yet Temporal Flux Reactor has problems with phase ships, and other time dilation mods/systems,(IE CTD) maybe set a check to block install on those ship/with those mods? I can't provide logs rn, just remember to report this, and I stopped using Temporal Flux Reactor.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.0.0
Post by: Audax on October 24, 2022, 06:14:40 AM
Don't know if anyone reported this yet Temporal Flux Reactor has problems with phase ships, and other time dilation mods/systems,(IE CTD) maybe set a check to block install on those ship/with those mods? I can't provide logs rn, just remember to report this, and I stopped using Temporal Flux Reactor.
I've fixed those issues already, so they should work with other time dilation mods or systems. If there is a mod that conflicts with other hullmods just post them here and I will fix them as soon as I can.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.0.0
Post by: KarlPh1sher on October 24, 2022, 06:42:14 AM
I'm still on a older build, Glad to hear you already fixed it.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.0.0
Post by: 0202 on November 27, 2022, 06:01:10 AM
Hello,bady,may I get your permission to translate this mod and upload it to this Chinese forum?(www.fossic.org)
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.0.0
Post by: Audax on November 27, 2022, 10:26:47 AM
Hello,bady,may I get your permission to translate this mod and upload it to this Chinese forum?(www.fossic.org)
Sure thing!
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.0
Post by: Audax on January 05, 2023, 12:03:46 AM
UPDATE!

Added s-mod effect bonuses for most of the hullmods

Added settings to disable s-effects
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.0
Post by: wasara on January 05, 2023, 09:01:13 PM
I'm getting a crash from an NPE when I hover over the modspec for Flux Conduction Armor


Spoiler
2064107 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.ASH_FluxConductionArmor.addPostDescriptionSection(ASH_FluxConductionArmor.java:43)
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:208)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.0
Post by: Audax on January 05, 2023, 09:06:13 PM
I'm getting a crash from an NPE when I hover over the modspec for Flux Conduction Armor


Spoiler
2064107 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.ASH_FluxConductionArmor.addPostDescriptionSection(ASH_FluxConductionArmor.java:43)
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:208)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Getting to it, seems to be when hovering the modspec in the market or inventory windows, ty for the report will get it fix a soon as possible. Seems to be from hovering any of my hullmods sorry about that forgot to test in markets.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.2
Post by: Audax on January 05, 2023, 09:33:13 PM
Fixed the issue, be sure to remove the previous mod before installing the latest one.

If any of you guys have issues just reply to this thread and I will get to them as soon as I can.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.2
Post by: Dreadnought70 on January 06, 2023, 01:42:04 PM
Crash when looking at a hullmod in market:
ASH_MakeshiftMissileAutoforge seems to be the cause.

java.lang.NullPointerException
   at data.hullmods.ASH_MakeshiftMissileAutoforge.addPostDescriptionSection(ASH_MakeshiftMissileAutoforge.java:49)
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:208)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.2
Post by: Audax on January 06, 2023, 02:26:17 PM
Crash when looking at a hullmod in market:
ASH_MakeshiftMissileAutoforge seems to be the cause.

java.lang.NullPointerException
   at data.hullmods.ASH_MakeshiftMissileAutoforge.addPostDescriptionSection(ASH_MakeshiftMissileAutoforge.java:49)
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:208)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
Ah forgot to add a check for that hullmod fixed now, please delete previous mod before reinstalling the new one
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.3
Post by: Scauldy1 on January 31, 2023, 03:53:13 PM
 Hi, so while this isn't a crash, it does feel like something that needs updating, fixing, or clarifying; basically, venting overdrive seems to disable the zero flux speed boost of any ship that it's installed on, I assume this isn't intentional since it's not mentioned anywhere on the hullmods or in the description of the hullmod here on the forum, nor could I find anything on it in the changelog. Someone pointed out it might be the "an outdated venting protocol that overrides teh ship's saferty procedures when venting" part of the hullmod description, if it is, please, could you make it clearer that it disables zero flux speed boost, and if that is not an intended thing for it to do, please fix it, venting overdrive is a lovely hullmod, but it makes it in my opinion a lot worse for installing on say a capital.

 To make sure, I also updated the mod to the latest version, and tried it without any other mod, well, except console commands, and got the same result.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.3
Post by: Audax on February 04, 2023, 11:50:58 PM
Hi, so while this isn't a crash, it does feel like something that needs updating, fixing, or clarifying; basically, venting overdrive seems to disable the zero flux speed boost of any ship that it's installed on, I assume this isn't intentional since it's not mentioned anywhere on the hullmods or in the description of the hullmod here on the forum, nor could I find anything on it in the changelog. Someone pointed out it might be the "an outdated venting protocol that overrides teh ship's saferty procedures when venting" part of the hullmod description, if it is, please, could you make it clearer that it disables zero flux speed boost, and if that is not an intended thing for it to do, please fix it, venting overdrive is a lovely hullmod, but it makes it in my opinion a lot worse for installing on say a capital.

 To make sure, I also updated the mod to the latest version, and tried it without any other mod, well, except console commands, and got the same result.

It shouldn't affect zero flux boost as I never modified the stat. Let me check ty for the post.

EDIT: Ah found the problem I was unmodifying all the modifiers modified by venting overdrive. I will fix a soon as possible.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.4
Post by: Audax on February 05, 2023, 12:30:20 AM
Quick hotfix

- Fix venting overdrive unmodifiying all the modifiers from the stats it uses
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.4
Post by: lustfull on February 25, 2023, 04:08:09 PM
Hello , the marine training facility is way to broken for marines's  training. You should scale to the "advanced vr training sims" from Epta Consortium mod. I get 100 marines with 50% increased effectiveness of ground operations in three month.
Otherwise , still great to get more hull mods in game so keep up the good work and thanks you.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.4
Post by: Doa on March 06, 2023, 05:58:26 AM
I don't think the "Beam Combiners" hullmod is working as intended. Using the TMI hullmods I can't see any increase to damage from adding it. I can, however, increase beam damage by using the "Flux Amplifiers" hullmod.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.4
Post by: Audax on March 14, 2023, 06:56:46 AM
Hello , the marine training facility is way to broken for marines's  training. You should scale to the "advanced vr training sims" from Epta Consortium mod. I get 100 marines with 50% increased effectiveness of ground operations in three month.
Otherwise , still great to get more hull mods in game so keep up the good work and thanks you.

Ty for feedback, it is overtuned, even I rely on it in some of my playthroughs, I'll nerf it when I get the chance.

I don't think the "Beam Combiners" hullmod is working as intended. Using the TMI hullmods I can't see any increase to damage from adding it. I can, however, increase beam damage by using the "Flux Amplifiers" hullmod.

The damage increase happens but it doesn't show in TMI, just tested it with a tachyon lance.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.4
Post by: _YuukiFeya_ on March 22, 2023, 09:42:19 PM
I noticed that external cargo/fuel/crew hullmods can't be installed when ships can support more than 2 logistic hullmods (a skill from Quality Captain). However, other logistic hullmods from this mod still function properly. I took a quick look into the codes and compare to other hullmods from this mod. I believe that the override "getUnapplicableReason" might be the cause here.

Anyways, thanks for the mod!
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.4
Post by: Audax on March 24, 2023, 11:20:40 AM
I noticed that external cargo/fuel/crew hullmods can't be installed when ships can support more than 2 logistic hullmods (a skill from Quality Captain). However, other logistic hullmods from this mod still function properly. I took a quick look into the codes and compare to other hullmods from this mod. I believe that the override "getUnapplicableReason" might be the cause here.

Anyways, thanks for the mod!

Ah it seems I am getting the hard-coded max amount of logistics hullmods installable on ship, which is 2. I will update it, once I get around to it. Ty for the report.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.4
Post by: Laxxarus on April 02, 2023, 12:48:49 PM
I have a small and probably stupid problem. So i tried to customise the reload time, and amount of missiles reloaded in makeshift missile autoforge. I did that by changing corresponding values in public static final float MISSILE_AMMO_RELOAD_SIZE_MODIFIER = f; and public static final float MISSILE_AMMO_PER_SECOND_MODIFIER to the ones i wanted to try out. Unfortunately the change does not appear when using hullmod in game. Unfortuantely i thought it would be simple as that, and I don't realy understand what should I do to make that work. I am sorry for bother, but i am not good at that kinds of things.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.4
Post by: Audax on April 03, 2023, 12:37:51 PM
I have a small and probably stupid problem. So i tried to customise the reload time, and amount of missiles reloaded in makeshift missile autoforge. I did that by changing corresponding values in public static final float MISSILE_AMMO_RELOAD_SIZE_MODIFIER = f; and public static final float MISSILE_AMMO_PER_SECOND_MODIFIER to the ones i wanted to try out. Unfortunately the change does not appear when using hullmod in game. Unfortuantely i thought it would be simple as that, and I don't realy understand what should I do to make that work. I am sorry for bother, but i am not good at that kinds of things.
You need to build a jar file if you want to do modify it and see the changes in the game but that requires you to read on how to make a mod. There is also another option but that also requires you to read on how to make a mod.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.4
Post by: Nekrobotik on April 06, 2023, 11:38:45 PM
Crashing Errors:
Code
6573509 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Blue
at java.awt.Color.testColorValueRange(Color.java:310)
at java.awt.Color.<init>(Color.java:395)
at data.hullmods.ASH_ReactiveShields.advanceInCombat(ASH_ReactiveShields.java:53)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)

based on the log I suspect it's from this mod.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.4
Post by: Nekrobotik on April 07, 2023, 11:55:06 PM
Crashing Errors:
Code
6573509 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Blue
at java.awt.Color.testColorValueRange(Color.java:310)
at java.awt.Color.<init>(Color.java:395)
at data.hullmods.ASH_ReactiveShields.advanceInCombat(ASH_ReactiveShields.java:53)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)

based on the log I suspect it's from this mod.

So, i've been looking into this for a while and found these lines of code:
Code
        int red = (int) Math.abs((ship.getFluxLevel() * CUSTOM_SHIELD_COLOR.getRed()) + ((1 - ship.getFluxLevel()) * defaultShieldColor.getRed()));
        int green = (int) Math.abs((ship.getFluxLevel() * CUSTOM_SHIELD_COLOR.getGreen()) + ((1 - ship.getFluxLevel()) * defaultShieldColor.getGreen()));
        int blue = (int) Math.abs((ship.getFluxLevel() * CUSTOM_SHIELD_COLOR.getBlue()) + ((1 - ship.getFluxLevel()) * defaultShieldColor.getBlue()));

I'm not a Java programmer but based on the exception info, I believe the "blue" parameter going over than 255, where the valid input is 0-255. I see you already safeguard it from negative value by using Math.abs.
so I add another safeguard to not go over 255 as so:

Code
        int red = (int) Math.min(Math.abs((ship.getFluxLevel() * CUSTOM_SHIELD_COLOR.getRed()) + ((1 - ship.getFluxLevel()) * defaultShieldColor.getRed())), 255);
        int green = (int) Math.min(Math.abs((ship.getFluxLevel() * CUSTOM_SHIELD_COLOR.getGreen()) + ((1 - ship.getFluxLevel()) * defaultShieldColor.getGreen())), 255);
        int blue = (int) Math.min(Math.abs((ship.getFluxLevel() * CUSTOM_SHIELD_COLOR.getBlue()) + ((1 - ship.getFluxLevel()) * defaultShieldColor.getBlue())), 255);

perhaps need to utilize some private function. but this works enough for me that would prevent non-reproducible crashing for me. it only happen sometime, and I prefer to use the reactive shield hullmods in combat still.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.4
Post by: Audax on April 08, 2023, 01:59:19 PM
Crashing Errors:
Code
6573509 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Blue
at java.awt.Color.testColorValueRange(Color.java:310)
at java.awt.Color.<init>(Color.java:395)
at data.hullmods.ASH_ReactiveShields.advanceInCombat(ASH_ReactiveShields.java:53)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)

based on the log I suspect it's from this mod.

Thanks for the report and ty for the solution will update soon.
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.9
Post by: Audax on April 08, 2023, 02:05:35 PM
QUICK HOTFIX

-Fix Reactive Shields Hullmod crash when shield color changes
-Fix External Cargo Holds to be installable on ships that support 2 or more logistics hullmod
-Fix External Cryo Pods to be installable on ships that support 2 or more logistics hullmod
-Fix External Fuel Tanks to be installable on ships that support 2 or more logistics hullmod
-Reduce Marine Training Facility marine xp gain to 2/4/6/10 from 5/10/15/25
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.2.9
Post by: Dadada on April 12, 2023, 03:06:13 AM
Excellent mod, thank you for the mod and the update!
Title: Re: [0.95.1a] Aptly Simple Hullmods 1.3.0
Post by: Audax on May 10, 2023, 06:04:22 AM
Update the mod to latest version since dependencies are now up to date.

(https://img.shields.io/github/v/release/AudaxLudos/aptly-simple-hullmods?label=download%20latest&style=for-the-badge) (https://github.com/AudaxLudos/aptly-simple-hullmods/releases/download/1.3.0/ASH_1.3.0.zip)
Title: Re: [0.96a] Aptly Simple Hullmods
Post by: Fishkung on May 19, 2023, 04:55:50 AM
Hello! Love the mod (especially the marine training facility, it's really handy!)

I updated my game to 0.96a but crash when I tried to run the game with this mod, any clues or idea as to why?
Here is the error when I checked the log;
Code
632690 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Problem loading class [data.hullmods.ASH_FuelRamscoop]
java.lang.RuntimeException: Problem loading class [data.hullmods.ASH_FuelRamscoop]
at com.fs.starfarer.loading.scripts.ScriptStore.?00000(Unknown Source)
at com.fs.starfarer.loading.specs.P.getEffect(Unknown Source)
at lyr.lyr_plugin.registerHullMods(lyr_plugin.java:104)
at lyr.lyr_plugin.onApplicationLoad(lyr_plugin.java:79)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at data.hullmods.ASH_FuelRamscoop.<init>(ASH_FuelRamscoop.java:25)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
... 10 more

Thank you in advance!
Title: Re: [0.96a] Aptly Simple Hullmods
Post by: Audax on May 28, 2023, 04:51:12 AM
Code
632690 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Problem loading class [data.hullmods.ASH_FuelRamscoop]
java.lang.RuntimeException: Problem loading class [data.hullmods.ASH_FuelRamscoop]
at com.fs.starfarer.loading.scripts.ScriptStore.?00000(Unknown Source)
at com.fs.starfarer.loading.specs.P.getEffect(Unknown Source)
at lyr.lyr_plugin.registerHullMods(lyr_plugin.java:104)
at lyr.lyr_plugin.onApplicationLoad(lyr_plugin.java:79)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at data.hullmods.ASH_FuelRamscoop.<init>(ASH_FuelRamscoop.java:25)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
... 10 more

Sorry for the long reply, it seems that I need to check a value within my code, as it currently stands I also might need to change it entirely and this would include marine training facility. I've never gotten this crash before so could you tell me how it occurred? as well as include your mod list?
Title: Re: [0.96a] Aptly Simple Hullmods
Post by: Audax on May 28, 2023, 08:05:17 AM
Update mod to 1.3.2

Did a quick fix for a crash issue when other mods would look through certain hullmods, might have introduce some new bugs, haven't tested far enough but everything is working like before.

(https://img.shields.io/github/v/release/AudaxLudos/aptly-simple-hullmods?label=download%20latest&style=for-the-badge) (https://github.com/AudaxLudos/aptly-simple-hullmods/releases/download/1.3.2/ASH_1.3.2.zip)
Title: Re: [0.96a] Aptly Simple Hullmods
Post by: Lupin III. on July 26, 2023, 06:29:53 AM
I tried this mod but found that it is way out of balance. When a hullmod makes a ship a better transport or freighter than an actual transport or freigther, something is very off. Look at the example below. By adding external cryo pods to a shuttle it becomes a better transport than the standard nebula transport. The shuttle has a higher burn level, lower fuel usage, lower maintenance, less DP, lower minimum crew requirement and a lower sensor profile.  The downsides of the module don't matter, because they are all for in combat only. And even then it's better than the standard transport (neither of these are made to fight, but the shuttle is way faster to run away). On top of that the OP of the mod are way too low.

Hull mods should be a tradeoff. E. g. if you bolt something on the outside of a ship its sensor profile needs to go way up, burn level decrease or fuel usage increase massively, as well as having maintenance and crew requirements increase.

I hope you can work on balancing this mod, because I do like a few of the ideas. But currently this mod feels more like a cheat than an addon  ;).
Title: Re: [0.96a] Aptly Simple Hullmods
Post by: Audax on July 26, 2023, 08:40:19 AM
I tried this mod but found that it is way out of balance. When a hullmod makes a ship a better transport or freighter than an actual transport or freigther, something is very off. Look at the example below. By adding external cryo pods to a shuttle it becomes a better transport than the standard nebula transport. The shuttle has a higher burn level, lower fuel usage, lower maintenance, less DP, lower minimum crew requirement and a lower sensor profile.  The downsides of the module don't matter, because they are all for in combat only. And even then it's better than the standard transport (neither of these are made to fight, but the shuttle is way faster to run away). On top of that the OP of the mod are way too low.

Hull mods should be a tradeoff. E. g. if you bolt something on the outside of a ship its sensor profile needs to go way up, burn level decrease or fuel usage increase massively, as well as having maintenance and crew requirements increase.

I hope you can work on balancing this mod, because I do like a few of the ideas. But currently this mod feels more like a cheat than an addon  ;).
Thanks for the feedback, I didn't think of people using cheap combat ships as replacement for logistic ships, as I did my testing mostly on mid game combat oriented fleet and only added the mods when needing storage. I did have plans for nerfing the hullmods since the bonus it gives for storage is quite high but no one was really complaining about it so I kept it in.
Title: Re: [0.96a] Aptly Simple Hullmods
Post by: w00d on August 10, 2023, 08:19:48 PM
hi Audax

thank you for the mod, i was hoping i did not have to do any fancy unpacking of the j.jar files and could just mod the java data but it would seem that is not the case.

can you give me a quite and dirty tutorial if i wanted to change some of the values in the hull mods to test things and adapt to my game?

much appreciated.
Title: Re: [0.96a] Aptly Simple Hullmods
Post by: Audax on August 13, 2023, 11:35:18 PM
hi Audax

thank you for the mod, i was hoping i did not have to do any fancy unpacking of the j.jar files and could just mod the java data but it would seem that is not the case.

can you give me a quite and dirty tutorial if i wanted to change some of the values in the hull mods to test things and adapt to my game?

much appreciated.
Still need some technical know how in certain areas but should still relatively be easy to do.
You require a few things:
-vscode
-vscode plugin Extension pack for java (there should be boxes to the left of the screen click that search for the plugin and install it)
-source code (https://github.com/AudaxLudos/aptly-simple-hullmods/) (top right corner of center screen click code > download as zip)

Here are the steps on how to pack your own jar after editing the code:
-install vscode
-install vscode extension
-extract the source code to the mods folder of starsector
-open the folder using vscode
-edit a file/hullmod you want to modify and save it (this should activate the vscode extension)
-and at the bottom left corner there will be a tab called "java projects" hover over it and click on this icon |-> should export a jar
-uncheck all options except for bin then click ok
-run the game and see your changes

Should work hopefully
Title: Re: [0.96a] Aptly Simple Hullmods
Post by: w00d on August 16, 2023, 05:13:32 AM
thank you !
Title: Re: [0.96a] Aptly Simple Hullmods
Post by: Zalpha on August 28, 2023, 02:01:24 PM
Hi, I love your mod. I was wondering if you could update it with bonus S build-in bonuses? I find myself always choosing to build in a mod that offers a bonus over ones that do not. Because of that I have never built-in any of these hull mods into my ships. Anyway more is always better in my opinion.

Just a suggestion as a thought on how to balance out this mod is to make things percentage based of a (total) value rather an a set value. Example 10% storage instead of a set 100 for a frigate. A frigate with a base value of 10 storage would only give you 1 extra storage but if a frigate had 100 storage it would give out 10 more storage. If a Capital had 100 storage it would give 10 extra storage or if it had 1000 it would give a bonus 100 storage. These values as an example are low and could be raised higher and also raised by tier, 10/20/30/40 as an example.
Title: Re: [0.96a] Aptly Simple Hullmods
Post by: Audax on August 30, 2023, 10:47:40 PM
Hi, I love your mod. I was wondering if you could update it with bonus S build-in bonuses? I find myself always choosing to build in a mod that offers a bonus over ones that do not. Because of that I have never built-in any of these hull mods into my ships. Anyway more is always better in my opinion.

Just a suggestion as a thought on how to balance out this mod is to make things percentage based of a (total) value rather an a set value. Example 10% storage instead of a set 100 for a frigate. A frigate with a base value of 10 storage would only give you 1 extra storage but if a frigate had 100 storage it would give out 10 more storage. If a Capital had 100 storage it would give 10 extra storage or if it had 1000 it would give a bonus 100 storage. These values as an example are low and could be raised higher and also raised by tier, 10/20/30/40 as an example.
The only reason why some other hullmods don't have s-bonuses was that they are already strong or special to begin with compared to the others, granted some hullmods are already strong. I will see what I can do for the other hullmods without s-mods.

As for the combat storage hullmods I already have plans on how to balance it, I might combine both percentage and flat bonuses like vanilla hullmods where if storage percentage gain is greater than the flat gain it would use that. TY for the feedback.
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Audax on August 31, 2023, 11:23:29 AM
Small mod update:

- Add s-mod effect Industrial Machine Forge: Increases machinery generated to 15/30/40/75
- Add s-mod effect for Marine Training Facility: Increases the amount of marines to level up to 3/6/9/15
- Add s-mod for Fuel Ramscoop: increases the fuel generated to 2/3/5/6
- Add s-mod effect for Temporal Flux reactor: reduces the peak performance time debuff to 1.5 seconds
- ExternalCargoHolds, ExternalCryoPods, ExternalFuelTanks lowered stat modifiers to 10% from 20%
- ExternalCargoHolds, ExternalCryoPods, ExternalFuelTanks removed speed and turn rate ship modifiers
- ExternalCargoHolds, ExternalCryoPods, ExternalFuelTanks added increase sensor profile modifier by 10%
- ExternalCargoHolds, ExternalCryoPods, ExternalFuelTanks reduced flat cargo modifiers to 60/120/180/300 from 200/400/600/1000

(https://img.shields.io/github/v/release/AudaxLudos/aptly-simple-hullmods?label=download%20latest&style=for-the-badge) (https://github.com/AudaxLudos/aptly-simple-hullmods/releases/download/1.3.5/ASH_1.3.5.zip)
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: DeClare249 on September 01, 2023, 01:53:58 AM
Thank you for the new update. Keep up the good work!
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Desudesudesu on September 01, 2023, 05:31:21 AM
Dunno if it's possible but if you could add a skill to turn off the effects of machine forge (and maybe marine training but it's less of a big deal) it would be great. Currently if you have the Industrial Machine Forge hullmod on a ship you'll never be able to set up comms relays, sensors etc when exploring because all your metal will be used up.
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Audax on September 01, 2023, 07:48:31 AM
Dunno if it's possible but if you could add a skill to turn off the effects of machine forge (and maybe marine training but it's less of a big deal) it would be great. Currently if you have the Industrial Machine Forge hullmod on a ship you'll never be able to set up comms relays, sensors etc when exploring because all your metal will be used up.
Skill implementation isn't really something I have experience with but I can set a certain amount of metals to not be consumed instead. I'll add it to the list of changes.
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: ThomasMannerheim on September 01, 2023, 07:55:16 AM
hey this might be an obvious question but is 1.3.5 save game compatible with 1.3.2?
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Zalpha on September 01, 2023, 07:56:26 AM
Super happy this has been updated. Thank you for the changes, it makes for a better and more well balanced game. Thank you. Personally I wouldn't mind seeing more additions of hull mods but I cannot think of any, I hope you can come up with more awesomeness. XD
Thanks for the update.
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Zalpha on September 01, 2023, 07:58:51 AM
Just a heads up but the descriptions of what each hull mod does is outdated, just in case you want to fix the listing of each mods current effects.
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Audax on September 01, 2023, 09:08:26 AM
hey this might be an obvious question but is 1.3.5 save game compatible with 1.3.2?
yes, its compatible
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Audax on September 01, 2023, 09:35:43 AM
Super happy this has been updated. Thank you for the changes, it makes for a better and more well balanced game. Thank you. Personally I wouldn't mind seeing more additions of hull mods but I cannot think of any, I hope you can come up with more awesomeness. XD
Thanks for the update.
I have a few new hullmods implemented but not released. As I am pondering whether to add the new hullmods to the new mod I am making and maybe moving some of the unique hullmods on this mod to the new mod as the unique hullmods matches the theme of the new mod.
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Desudesudesu on September 01, 2023, 05:23:30 PM
Skill implementation isn't really something I have experience with but I can set a certain amount of metals to not be consumed instead.
That would be great. I think 100 reserved would be a good number, I rarely take any more than that myself when exploring since you can easily find more from scavenging but it's enough to make all 3 structures in 1 system.
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Zalpha on September 01, 2023, 10:15:34 PM
Super happy this has been updated. Thank you for the changes, it makes for a better and more well balanced game. Thank you. Personally I wouldn't mind seeing more additions of hull mods but I cannot think of any, I hope you can come up with more awesomeness. XD
Thanks for the update.
I have a few new hullmods implemented but not released. As I am pondering whether to add the new hullmods to the new mod I am making and maybe moving some of the unique hullmods on this mod to the new mod as the unique hullmods matches the theme of the new mod.

I am a little worried about that as I am having an issue with to many faction mods slowing down my game. I have to be very selective of what I use, I can handle about 4 faction mods with no problem but I am suffering currently trying to play with about 12 faction mods but I don't want to give them up because of what they add into the game. A mod like this is perfect because I get more will little impact into my game. If you were to remove things and make them depended on a faction mod, I might not be able to play with the content any more. My suggestion is to have this mod stand alone and have your other mods be reliant on this mod as a requirement for you main mods to work. It wouldn't be much of an issue to do so.
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Zalpha on September 02, 2023, 11:59:13 PM
I was thinking now that the mod is getting balanced out some, perhaps there is room for S grade buffs? It might make it more in line with the old versions before nerfs but the mod been popular before them and probably for that reason to begin with that it is so well loved.
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Audax on September 04, 2023, 02:09:21 AM
I am a little worried about that as I am having an issue with to many faction mods slowing down my game. I have to be very selective of what I use, I can handle about 4 faction mods with no problem but I am suffering currently trying to play with about 12 faction mods but I don't want to give them up because of what they add into the game. A mod like this is perfect because I get more will little impact into my game. If you were to remove things and make them depended on a faction mod, I might not be able to play with the content any more. My suggestion is to have this mod stand alone and have your other mods be reliant on this mod as a requirement for you main mods to work. It wouldn't be much of an issue to do so.
I don't want dependencies with mods though, but I can change the theme/name of this mod though as "aptly simple" doesn't match with some of the complicated hullmods I might include in the future.

I was thinking now that the mod is getting balanced out some, perhaps there is room for S grade buffs? It might make it more in line with the old versions before nerfs but the mod been popular before them and probably for that reason to begin with that it is so well loved.
I've tried buffing some of the combat hullmods but it makes them far stronger than what they are now, the removal or decrease of certain negatives was slightly less impactful but good enough as a buff when s-modded.
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Texas Redhawk on September 10, 2023, 04:30:25 PM
Since we've got a hullmod to create machinery out of metals now, can we get a hullmod that turns ore into metals? Would give more reason to do asteroid mining with Nex.
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Ash and dust on September 13, 2023, 08:40:18 PM
Excuse me, Could i translate Aptly Simple Hullmods Mod into Chinese and upload it to the Chinese forum?
Title: Re: [0.96a] Aptly Simple Hullmods 1.3.5
Post by: Audax on September 14, 2023, 12:51:33 AM
Excuse me, Could i translate Aptly Simple Hullmods Mod into Chinese and upload it to the Chinese forum?
Yes you can translate it to Chinese.
Title: Re: [0.96a] Aptly Simple Hullmods 1.5.5
Post by: Audax on October 02, 2023, 05:17:04 AM
MAJOR UPDATE 1.5.5

Should be compatible to old versions of the mod, but not the other way around. Here is the list of major changes:

- Add new hullmod missile bay - remove 1 built-in fighter bay to gain missile ammo
- Add new hullmod reactor bay - remove 1 built-in fighter bay to gain flux cap and dissipation
- Add new hullmod convicted crewmates - gain ppt when killing enemies
- Change all hullmod descriptions to match vanilla style

Here is a more detailed list of changes:

Spoiler
###### 1.5.5
- Update CHANGELOG from md to txt
- Update LICENSE from md to txt
- Remove settings.json
- Update files that has old version numbers
- Fix missile bay and reactor bay description
- Update missile bay missile ammo increase to 25% from 50%
- Update convicted crewmates ppt gain to 5/10/15/25 from 10/20/30/50
###### 1.5.0
- Update circuit breakers now unlocked at the start
- Add hullmod sprites for new hullmods
- Update subverted shields stats reduced shield up keep and shield strength to 15% and reduced shield pierce chance to 25%
- Fix flux conduction armor description
- Remove s-mod effect for temporal flux reactor
- Fix fighter hullmods install requirements
- Update hullmod descriptions to match vanilla starsector
- Change industrial machine forge s-mod effect to decrease heavy machinery survey cost instead of increase heavy machinery production
- Fix missile bay s-mod description
- Add convicted crewmates hullmod
- Add reactor bay and missile bay to vanilla factions
- Fix missile bay and reactor bay to only work for built-in fighter bays
- Add hullmods missile bay & reactor bay
[close]
Title: Re: [0.96a] Aptly Simple Hullmods 1.5.5
Post by: DeClare249 on October 03, 2023, 01:32:56 AM
Congrats on the new update. I do enjoy the hullmod descriptions to better match the vanilla style.
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.0
Post by: Audax on October 10, 2023, 04:43:02 AM
Quick update with some bug fixes and buffing low op cost hullmods.

- Update hullmod smod check to use built in vanilla functions
- Update ASH_AdvanceRadarSystems increase sight radius buff to 25% from 20%
- Update ASH_AdvanceRadarSystems increase auto aim accuracy buff to 50% from 20%
- Update ASH_TargetingTransceiver change detection to any friendly ships from capital/cruiser ships only
- Update ASH_TargetingTransceiver decrease overall OP cost to 2/4/6/10 from 3/6/9/15
- Remove s-mod effect for convicted crewmates (I keep forgetting that 25 OP hullmods don't have smod bonuses)
- Fix crash when s-modding reactor bay and missile bay
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.0
Post by: rogerbacon on October 13, 2023, 06:41:28 AM
In ReactiveShields at line 42 I get a null reference exception when using this hull mod on a ship without a system.

ship.getSystem().getId()

Adding ship.getSystem() != null should fix it.
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.0
Post by: Audax on October 13, 2023, 09:43:24 PM
In ReactiveShields at line 42 I get a null reference exception when using this hull mod on a ship without a system.

ship.getSystem().getId()

Adding ship.getSystem() != null should fix it.

Ty for the report will fix it when I can.
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: Audax on October 14, 2023, 12:53:36 PM
QUICK HOTFIX 1.6.1

- Fix issue with Reactive Shields when installed on a ship with no system
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: PeopleThief on October 14, 2023, 05:23:42 PM
Is there a way to download the older versions of this mod? (haven't made the jump from 95.1a yet)
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: Audax on October 14, 2023, 10:54:47 PM
Is there a way to download the older versions of this mod? (haven't made the jump from 95.1a yet)

https://github.com/AudaxLudos/aptly-simple-hullmods/releases

Just look for the mod version your looking for, click on the "Assets" and on the top of that list should be the download link. You can probably use 1.3.5 and just change the gameVersion number in mod_info file to the game version you want, as that is the cut of point when I started using the new vanilla smod implementations. Though backing up your save before doing so just in case.
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: hidefreek on October 15, 2023, 12:02:04 AM
About Hull conversion.
When the increase chance of ship breaking will occur?
During the battle (weapon and engine disable) or the ship is destroyed?
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: Audax on October 15, 2023, 05:00:14 AM
About Hull conversion.
When the increase chance of ship breaking will occur?
During the battle (weapon and engine disable) or the ship is destroyed?
its when the ship is destroyed, ship would need to be recovered with story point, to bypass just install reinforced bulkheads or have an officer on the ship.
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: hidefreek on October 15, 2023, 08:09:53 PM
About Hull conversion.
When the increase chance of ship breaking will occur?
During the battle (weapon and engine disable) or the ship is destroyed?
its when the ship is destroyed, ship would need to be recovered with story point, to bypass just install reinforced bulkheads or have an officer on the ship.

Thank you for the explanation.
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: hidefreek on October 17, 2023, 11:25:02 PM
1.61 is save compatible with 1.60, yes?
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: Audax on October 18, 2023, 03:50:47 AM
1.61 is save compatible with 1.60, yes?
Yes its save compatible
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: Desregaurd on October 23, 2023, 06:35:49 PM
Don't know if it's a conflict with a different mod, but Industrial Machine Forge periodically converts metals to heavy machinery at an extremely inflated rate that would be impossible for my fleet to achieve even if they were all capitals with it S-modded in.

I don't know if it counts ships in storage or if it's stacking each instance of it without updating each time it's removed, but it's persistent and ever increasing as the game goes on where it'll convert an obscenely massive volume of metal to machinery and then going back to normal rates.
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: Audax on October 24, 2023, 02:05:46 AM
Don't know if it's a conflict with a different mod, but Industrial Machine Forge periodically converts metals to heavy machinery at an extremely inflated rate that would be impossible for my fleet to achieve even if they were all capitals with it S-modded in.

I don't know if it counts ships in storage or if it's stacking each instance of it without updating each time it's removed, but it's persistent and ever increasing as the game goes on where it'll convert an obscenely massive volume of metal to machinery and then going back to normal rates.
Thank you for the report.

It seems that my calculations for keeping a certain amount of metals is messing with the the final generated heavy machinery, will fix as soon as I can.
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: Audax on October 24, 2023, 02:46:04 AM
Quick Hotfix from reported bug

- Fix bug periodic sudden consumption and generation of all materials for industrial machine forge
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: Xalimur on October 24, 2023, 08:09:57 AM
can't download the mod though, github said file not found
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.1
Post by: Audax on October 24, 2023, 11:08:14 PM
can't download the mod though, github said file not found
Woops, sorry, I forgot to update the link when I renamed the zip to something else, should work now.
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.3
Post by: Jaime Wolf on January 17, 2024, 02:37:53 AM
Do you have a 0.95.1a version hanging around still? If you do could i get a download link for it please?
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.3
Post by: Audax on January 17, 2024, 02:51:27 AM
Do you have a 0.95.1a version hanging around still? If you do could i get a download link for it please?

Here you go, Click here for version 1.2.9 (https://github.com/AudaxLudos/aptly-simple-hullmods/releases/tag/1.2.9). Might have some bugs that haven't been fix in this version but its not game breaking iirc.
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.3
Post by: Jaime Wolf on January 17, 2024, 03:16:02 AM
Do you have a 0.95.1a version hanging around still? If you do could i get a download link for it please?

Here you go, Click here for version 1.2.9 (https://github.com/AudaxLudos/aptly-simple-hullmods/releases/tag/1.2.9). Might have some bugs that haven't been fix in this version but its not game breaking iirc.


Thank you! Unfortunately I installed the mod you just sent tried it out and the hull mods will show up in the markets. But they wont show up in the actual ship editor. Only reason im on 0.95.1a is due to Archaen order not being updated in awhile. Any idea what could be the cause?
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.3
Post by: Jaime Wolf on January 17, 2024, 02:59:30 PM
Never mind im just a numb skull and just realized you have to start a new game for the modules to show up.
Title: Re: [0.96a] Aptly Simple Hullmods 1.6.3
Post by: Audax on January 17, 2024, 10:40:14 PM
Never mind im just a numb skull and just realized you have to start a new game for the modules to show up.
Not sure how archean order works unless that mod unlocks all hullmods but you need to learn the hullmods blueprint to use them. No need to start a new game for them. Just buy them or find them in the sector.
Title: Re: [0.97a] Aptly Simple Hullmods 1.7.0
Post by: Audax on February 03, 2024, 02:05:14 PM
Hello! Updated the mod to the latest game version which is 0.97a

I have only done a superficial test of the mod, so if you found any bugs or issues just post them in this topic, and I will fix them as soon as I can. Thank you!

If your looking for old versions of my mod, just click the "RELEASES" button on the main page or this one here: (https://img.shields.io/badge/Releases%20-%20GitHub%20-%20light%20green?style=for-the-badge) (https://github.com/AudaxLudos/aptly-simple-hullmods/releases)
Title: Re: [0.97a] Aptly Simple Hullmods 1.7.0
Post by: psykose on February 03, 2024, 08:20:26 PM
The latest version fails to load with version checked because of a typo in "ApltySimpleHullmods.version" (Aplty -> Aptly). Fixing that works fine :)
Title: Re: [0.97a] Aptly Simple Hullmods 1.7.0
Post by: Rorrim on February 04, 2024, 03:24:36 AM
This is probably a dumb question but I'm not super familiar with modding (or coding at large) and I wanted to tweak some values in some of the hull mods to better suit the experience I'm looking to have in my playthrough. How would I go about doing that?

To be more specific, I am currently looking at adjusting the % and frequency of the reloads granted by the Makeshift Missile AutoForge. I tried adjusting the values in the following lines:

public static final float MISSILE_AMMO_RELOAD_SIZE_MODIFIER = 10f;
public static final float MISSILE_AMMO_PER_SECOND_MODIFIER = 50f;

But to no avail... regardless of how drastic I changed them to make it more obvious/quick to test in game in order to figure out if I altered the right value it continued to function as normal.
Also, not sure how important this is to note, I was messing with these lines in: Starsector/mods/Aptly Simple Hullmods/src/data/hullmods -> ASH_MakeshiftMissileAutoforge.java

Could you please let me know where I went wrong? Thank you!

Title: Re: [0.97a] Aptly Simple Hullmods 1.7.0
Post by: Zerias on February 04, 2024, 10:47:12 AM
This is probably a dumb question but I'm not super familiar with modding (or coding at large) and I wanted to tweak some values in some of the hull mods to better suit the experience I'm looking to have in my playthrough. How would I go about doing that?

To be more specific, I am currently looking at adjusting the % and frequency of the reloads granted by the Makeshift Missile AutoForge. I tried adjusting the values in the following lines:

public static final float MISSILE_AMMO_RELOAD_SIZE_MODIFIER = 10f;
public static final float MISSILE_AMMO_PER_SECOND_MODIFIER = 50f;

But to no avail... regardless of how drastic I changed them to make it more obvious/quick to test in game in order to figure out if I altered the right value it continued to function as normal.
Also, not sure how important this is to note, I was messing with these lines in: Starsector/mods/Aptly Simple Hullmods/src/data/hullmods -> ASH_MakeshiftMissileAutoforge.java

Could you please let me know where I went wrong? Thank you!


The src files are just a record of what code went into the jar. Only the finished .jar has an effect on the game. You would need to use a code compiler program (example:  Visual Studio) to compile the .java and .class files into a new ASH.jar file.
Title: Re: [0.97a] Aptly Simple Hullmods 1.7.0
Post by: Rorrim on February 04, 2024, 11:59:57 AM
Considering a number of question marks just appeared at reading two simple sentences I'm going to assume that I'm in over my head and this is a more complicated process than I'm capable of handling with my limited knowledge. I suppose I'll give up on the endeavor then. Thank you again for the information!
Title: Re: [0.97a] Aptly Simple Hullmods 1.8.5
Post by: Audax on February 04, 2024, 12:27:09 PM
Quick update!

Fix the file name typo!

Thank you for the reports!

Considering a number of question marks just appeared at reading two simple sentences I'm going to assume that I'm in over my head and this is a more complicated process than I'm capable of handling with my limited knowledge. I suppose I'll give up on the endeavor then. Thank you again for the information!
You could install another mod that you can easily modify, carters hullmods iirc. Right now I just compile my code because that is how people mod the game.

I could also just not compile it and have it easily modified like the mod mentioned above. I have been planning on doing that way back but I was too focus on changing my code format to my desired format that I forgot. I'll do it in the next update of the game.
Title: Re: [0.97a] Aptly Simple Hullmods 1.7.2
Post by: Rorrim on February 04, 2024, 12:39:33 PM
Oh that would be fantastic! Definitely looking forward to it! I'll check out the mod you recommended as well, thanks for the tip off!
Title: Re: [0.97a] Aptly Simple Hullmods 1.8.5
Post by: Audax on March 25, 2024, 09:34:27 AM
Major update added new hullmods and hidden some hullmods! Here are the most significant changes:

New Hullmods
Swift Retreat Protocol 3/6/9/15
When fighters are retreating/rearming
Increases the fighter's top speed by 25%
Increases the fighter's maneuverability by 25%
Increases the fighter's engine damage taken by 25%
If fighter has shields turn off shields

Mineral Refinery 3/6/9/15
Every 3 days
Generate 80/160/240/400 Metals / Transplutonics based on hull size
Consume 400/800/1200/2000 Ores / Rare ores based on hull size

Fighter Targeting Uplink 3/6/9/15
If a friendly ship has a targeting unit/core and is within 1000su OR the ship has targeting unit/core
Increases the damage of all fighters by 20%

Automated Racks 5/10/15/25
Increases fire rate of missile weapons by 20%
Decreases the max ammo of missile weapons by 10%
Decreases the turret turn rate of missile weapons by 10%
[close]
Balance Patch
- Change industrial machine forge smod effect to increase heavy machinery production by 25% from survey cost of 25%
- Remove Convicted Crewmates peak performance time penalty
- Increase Convicted Crewmates ordnance points to 6/12/18/25from 4/8/12/20
- Increase Graviton Attunement Drive ordnance cost to 6/12/18/30 from 5/10/15/25
- Update Graviton Attunement Drive sensor profile scaling to a 3x multiplier from 100/200/300/400 flat modifier
- Decrease Front Loaded Armor ordnance points to 3/6/9/15 from 4/8/12/20
- Decrease Reactive Subsystems ordnance points to 3/6/9/15 from 4/8/12/20
- Update Reactive Subsystems deployment points penalty to 1/2/3/5 from 1/2/3/4
- Remove Reactive Subsystems combat readiness degradation rate penalty
- Remove Reactive Subsystems peak performance s-mod bonus
- Add Reactive Subsystems deployment points penalty of 1/2/3/4
- Update Circuit Breakers overload time to 33% from 25%
- Update Circuit Breakers emp damage taken to 50% from 25%
- Change Advance Radar Systems s-mod effect to weapon range bonus bonus of 5% from autoaim accuracy of 50%
- Hidden hull conversion hullmod
- Hidden conduction armor hullmod
[close]

If you wish to un-hide the hidden hullmods just go to data/hullmods/hull_mods.csv then just go to the row of the hidden hullmods and update the hidden and hiddenEverywhere columns to nothing. There also some other new hullmods that I thought I would add and are just currently hidden so you can check those out if you want.

View full change log here:
(https://img.shields.io/github/v/release/audaxludos/aptly-simple-hullmods?style=for-the-badge&label=Changelog) (https://raw.githubusercontent.com/AudaxLudos/aptly-simple-hullmods/main/CHANGELOG.txt)