Fractal Softworks Forum

Starsector => Mods => Topic started by: Mayu on October 02, 2022, 06:37:43 AM

Title: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
Post by: Mayu on October 02, 2022, 06:37:43 AM
(https://i.imgur.com/rmbEVkB.png)
Download here! (https://github.com/CremeDeFramboise/Special-Hullmod-Upgrades/releases/download/v1.5/Special.Hullmod.Upgrades.zip)
(https://img.shields.io/github/downloads/CremeDeFramboise/Special-Hullmod-Upgrades/total?color=a&style=for-the-badge) (https://github.com/CremeDeFramboise/Special-Hullmod-Upgrades/releases/download/v1.5/Special.Hullmod.Upgrades.zip)


A new save is highly recommended!


Mod Requirements:
GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0) | LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0) | MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718)



Mod Feature:
This mod enables you to utilize AI cores and colony items by installing them into your ships for various benefits. It gives more usability for these items and options for those who don't play the colony game.

Gameplay:
There are two types of hullmods that you can install on your ship. The Armament Support System consumes AI cores and the other one is called Special Upgrades that consumes colony items. You can only install one AI core hullmod and one Special Upgrade hullmod at the same time. However, they are mutually exclusive in their own category.

They cost 0 OP but please keep in mind that if a ship with these hullmods gets destroyed in combat, the respective item from the hullmod is lost forever.

You may find yourself thinking why most of these give you that much of benefits while having minor detrimental effects. Well, my rationale behind it is that finding an AI core or even a colony item isn't easy unless you have mods that provide you with effortless access, and no, I will never balance it around mods. I tried to scale the hullmod effects with their monetary value, colony usefulness, and rarity.

How to obtain:
Simply reach level 9 or above and visit Port Tse Franchise Station located at Mayasura star system. Bring at least 100,000 credits then look for a troubled man drinking in the bar.

Nexerelin's Random Sector:
If you are using Nexerelin's random sector mode. He will actively look for you in Tri-Tachyon markets if you reached level 9. Just visit the bar.

LunaLib Soft Integration:
SHU provides a malleable and user friendly configuration with LunaLib's LunaSettings.

 LunaSettings
(https://i.imgur.com/a9NRdO0.png)
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----------------------------------------------

Featured Hullmods:

Obtainable Hullmods:

 Armament Support System:

 Armament Support System (Gamma)
(https://i.imgur.com/iPIjfRC.png)
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 Armament Support System (Beta)
(https://i.imgur.com/fCQLcSI.png)
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 Armament Support System (Alpha)
(https://i.imgur.com/vxQc6oo.png)
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 Special Upgrades:

 Arsenal Autoforge
(https://i.imgur.com/yF9WBip.png) (https://i.imgur.com/GGm2k9Q.png)
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 Arsenal Autoforge (Enhanced)
(https://i.imgur.com/NWjZMDZ.png) (https://i.imgur.com/c9HGWUN.png)
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 Biologic Commodity Replicator
(https://i.imgur.com/Kc39Hgk.png) (https://i.imgur.com/I47F1aZ.png)
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 Expanded Fighter Manufactory
(https://i.imgur.com/KkNyooI.png) (https://i.imgur.com/3eg0H1C.png)

Must be installed on a ship with at least one modular launch bay.
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 Fleet Tactical Relay
(https://i.imgur.com/4J4q2Gi.png) (https://i.imgur.com/EPqAqc6.png)
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 Flux Hypershunt
(https://i.imgur.com/Dyx4har.png) (https://i.imgur.com/P0zAkB5.png)

Can only be installed on capital ships.
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 High-Throttled Weapon Torque
(https://i.imgur.com/2lGOMDw.png)(https://i.imgur.com/lz7U7Lx.png)

Can not be installed on frigate ships.
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 Maintenance Optimizer
(https://i.imgur.com/KJZ4TLi.png) (https://i.imgur.com/fSRJtqA.png)
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 Nanite Swarm Cluster
(https://i.imgur.com/nbvdnJU.png) (https://i.imgur.com/6y6IfS5.png)
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 Orbital Filament Anchor
(https://i.imgur.com/9DIALUz.png) (https://i.imgur.com/UjDLAYJ.png)

Can not be installed on Arma Armatura's strikecrafts.
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 Plasma-Charged Shield Emitter
(https://i.imgur.com/qYdKiB9.png) (https://i.imgur.com/3J8zg1o.png)
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 Quantum Heatsink
(https://i.imgur.com/k4wRzIQ.png)(https://i.imgur.com/oxFcpyc.png)
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 Synchro-Fuel Loader
(https://i.imgur.com/c6kJBtd.png) (https://i.imgur.com/1wooadg.png)
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 Variable Fusion Capacitors
(https://i.imgur.com/WhaX5fS.png)(https://i.imgur.com/2b7y0Sw.png)

Can not be installed on frigate ships.
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Installation on modular ships:
Certain hullmods will extend to the ship modules if installed on a modular ship like SWP's Cathedral or UAF's supercapitals. The installation should be done on the main module.

List of applicable hullmods:

• Armament Support System (Gamma/Beta/Alpha)
• Arsenal Autoforge
• Arsenal Autoforge (Enhanced)
• Expanded Fighter Manufactory
• Flux Hypershunt
• High-Throttled Weapon Torque
• Nanite Swarm Cluster
• Plasma-Charged Shield Emitter
• Quantum Heatsink
• Variable Fusion Capacitors


Preview:
(https://i.imgur.com/nkwhdZK.png) (https://i.imgur.com/Dn68SR1.png)
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Custom Stats Mode:
If you ever felt that the bonuses are lacking or it's too much then this is a feature for you. This option allows the player to edit the stats of each hullmods. It can be enabled in the sphmu_options configuration file located inside the mod folder. This is disabled by default. I recommend that you use notepad++ for this.

Preview:
(https://i.imgur.com/1tlfWM4.png)

The config file.

(https://i.imgur.com/1cofFnP.png)
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Potentially Asked Questions:

PAQ

Q: Is this mod balanced?
A: NO, but it tried and at least it will not pretend to be balanced.

Q: Is there a way for us players to change the stats of the hullmods? I want to apply my own balance.
A: There is! You can edit it in the configuration file sphmu_options located inside the mod folder. You need to enable the Custom Stats Mode in order for you to make changes. Take note that not everything can be edited. However, I assure you that you have the freedom in doing so.

Q: I want to disable a specific hullmod because I feel that it overlaps with another modded hullmod.
A: You can disable it via configuration file sphmu_options.

Q: Can I disable hullmod penalties and their additional effects?
A: Yes. Same from above.

Q: I bought the hullmods from the academician and now I can't find the hullmods, what now?
A: In the ship refit screen, open the hullmod list and look for the Reverse Engineered tech/manufacturer tab.

Q: Can this mod be installed mid-game?
A: Yes.

Q: I installed it in mid-game but the Port-Tse station is gone, what now?
A: If that's the case then you can use the console command to specifically unlock all SHU hullmods. Open the console command and input SHUAllHullmods.
Note: This does not include collaboration hullmods.

Q: Can an AI fleet use these hullmods?
A: No? Why would they? If you read and understand carefully the story behind acquiring these hullmods then you will know why. And if you are going to ask me to make it available for the AI then no, I will not do it. Go away.

Q: Is this compatible with Nexerelin's random sector?
A: Yes.

Q: Is this safe to remove mid-game?
A: No.

Q: Losing the ships in combat with those precious colony items and AI cores are appalling. Will you remove that feature?
A: (lol) Yes, you can now remove it through the configuration file sphmu_options.
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Cross-mod Contents:
SHU contains interaction and additional content with the following mods below.

(https://i.imgur.com/myoUlVr.png) (https://fractalsoftworks.com/forum/index.php?topic=18751.0)

 Details:

SHU's Armament Support System provides additional benefits when installed on Arma Armatura's strikecrafts.

 Alpha Core:
(https://i.imgur.com/zKo2P1t.png)
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 Beta Core:
(https://i.imgur.com/6OE7v5y.png)
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 Gamma Core:
(https://i.imgur.com/L1w03rf.png)
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(https://i.imgur.com/gJpVEBP.png) (https://fractalsoftworks.com/forum/index.php?topic=26307.0)

 Details:
TBA
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(https://i.imgur.com/vWQPfRh.png) (https://fractalsoftworks.com/forum/index.php?topic=22744.0)

 Details:

This mod has a support feature for Gacha S-Mods (https://fractalsoftworks.com/forum/index.php?topic=22744.0) to further your gambling addiction. There are intentionally hidden hullmods that can only be obtained through rolling the Gacha of S-modding. These Gacha hullmods give strong bonuses or just outright broken (SSR) if you are lucky.

Spoiler

Your Gacha S-Mod settings should be like this, in order to roll the hidden hullmods.

 "GachaSMods_onlyKnownHullmods": false,
 "GachaSMods_onlyNotHiddenHullmods": false,

 SSR Sample:
(https://i.imgur.com/VgcRMeE.png)
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 SR Sample:
(https://i.imgur.com/hnJJf3w.png) (https://i.imgur.com/QBcjgti.png)
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 R Sample:
(https://i.imgur.com/8XEBMrp.png)
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(https://i.imgur.com/yHCmxb4.png) (https://fractalsoftworks.com/forum/index.php?topic=24215.0)

 Details:

These hullmods can be received from Yunris Kween and Gregory Mannfred. Good luck!

Fighter Nanoboosters
(https://i.imgur.com/C50cplD.png)(https://i.imgur.com/1LEY1ae.png)
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P-Space Stabilizer
(https://i.imgur.com/6CXMmg3.png)(https://i.imgur.com/6wAF1PJ.png)

Provides special effects when installed on the Ziggurat.
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(https://i.imgur.com/uNlwHss.png) (https://fractalsoftworks.com/forum/index.php?topic=24274.0)

 Details:
TBA
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(https://i.imgur.com/kXPfuOt.png) (https://fractalsoftworks.com/forum/index.php?topic=12709.0)

 Details:

To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

Defense Focus Integrator
(https://i.imgur.com/WoJQgxZ.png)(https://i.imgur.com/n4alyi3.png)
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Drive Field Actuator
(https://i.imgur.com/doP6fEq.png)(https://i.imgur.com/YMHCv3y.png)
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Dynamic Utility System
(https://i.imgur.com/B3V2ZOx.png)(https://i.imgur.com/SnrpqjI.png)
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Fighter Autoforge
(https://i.imgur.com/wu3vDCw.png)(https://i.imgur.com/rzlTOXX.png)
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Flight Control Transmitter
(https://i.imgur.com/7dulBxa.png)(https://i.imgur.com/EwIQKhu.png)
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Logistic Analyzer
(https://i.imgur.com/ZuCo5Bz.png)(https://i.imgur.com/BrjIea8.png)
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Magnetic Sensor Jammer
(https://i.imgur.com/F78WKNH.png)(https://i.imgur.com/Lo2cZ5J.png)
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(https://i.imgur.com/WObVU75.png) (https://fractalsoftworks.com/forum/index.php?topic=21968.0)

 Details:

SHU's Armament Support System has a hidden combo effect with Yunru's integrated AI core hullmods when it is paired with their respective AI core type.

 Alpha Core:
(https://i.imgur.com/0KyEcI6.png)

Spoiler
(https://i.imgur.com/2HCWxYp.png)
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 Beta Core:
(https://i.imgur.com/Sorc8xi.png)

Spoiler
(https://i.imgur.com/Y1MIFFu.png)
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 Gamma Core:
(https://i.imgur.com/FXT4L0x.png)

Spoiler
(https://i.imgur.com/kmZQol7.png)
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Credits:
List of people:

a_user_name - Inspired by their SSE mod!

Tartiflette - Hullmod blocker script!

Timid/techpriest - Script helping, advice, and intermittent mental anguish!!!!!!!!!!!!!!!!!!!!!!!!

barrackollama - Writing, proofreading, adding Hubert's portrait, and testing!

Nia Tahl - Balancing suggestions, afterimage vfx, and for the critical hit script!

rubi - For allowing me to add Gacha S-Mods support!

Himemi - For the hullmod rarity banner ideas and other cool stuff!

Caymon Joestar - For ideas and testing!

Iron Shell Server - For testing and other helpful things! You guys are the best!
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Change Log:
Details:
[SHU Version 1.5] 03/06/2024
==============================
[General]
- Updated to 0.97.
- Script refactoring.
- Cleaned some stuff.
- Complete soft integration with LunaLib config (check out the LunaLib options for SHU!).

[CROSS-MOD INTERACTION]
United Auroran Federation:
- New special hullmod: Defense Focus Integrator.
- Consumes one UAF Interplanetary Rice Cooker to install.

[How to get]
- UAF mod must be present in your modlist.
- To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

[Changes]
- Fixed the item destruction toggle.
==============================


 Old Change Log:

--| OLD CHANGELOGS |--
[SHU Version 1.4b] 12/23/2023
==============================
[Changes]
Magnetic Sensor Jammer hullmod:
- Increased the radius of the jamming range from 800su to 1200su.
- Fixed the NPE.
==============================


[SHU 1.4a] 12/18/2023
==============================
[General]
- Polished some scripting.
- Added a new toggle option to turn off the item destruction penalty when the ship is destroyed or disabled in combat.

[CROSS-MOD INTERACTION]
United Auroran Federation:
- The collaboration content is now available.
- New six special hullmods have been added.

[How to get]
- UAF mod must be present in your modlist.
- To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

[Changes]
High-Throttled Weapon Torque hullmod:
- Adjusted hit strength of weapons to armor from 15% to 10%.

Nanite Swarm Cluster hullmod:
- Fixed the visual repair animation bug when not piloted by the player.

Orbital Filament Anchor hullmod:
- Blocks Monofilament Tow Cable hullmod.

Variable Fusion Capacitors hullmod:
- Fixed the stats description when in Custom Stats Mode.
==============================


[SHU v1.3c] 06/05/2023
==============================
[General]
- Updated to 0.96a.
- Refactored scripts and fixed the critical issue with Field Repair skill (this time, for sure!).
- Fixed the underlying issue when reloading the current save or loading into another save in-game. The bug makes the item installation and refunding unstable.
- Fixed the bizarre CTD with Plasma-Charged Shield Emitter hullmod in combat.
- Pre-setup for LunaLib's soft integration (For more convenient customization in Custom Stats Mode. Soon.).

[Changes]
Arsenal Autoforge hullmod:
- The reload function does not include the missile ammo bonus from skills and hullmods.
- Added the information above in the hullmod tooltip for clarity.
- Incompatible with Missile Autoloader.

Arsenal Autoforge (Enhanced) hullmod:
- The reload function does not include the missile ammo bonus from skills and hullmods.
- Added the information above in the hullmod tooltip for clarity.
- Incompatible with Missile Autoloader.

High-Throttled Weapon Torque hullmod:
- Fixed the misleading number of the critical damage text pop-out in combat.
- Changed the critical on-hit text in combat.

Nanite Swarm Cluster hullmod:
- Adjusted the hull repair rate of its passive system from 0.2% to 0.4%.

[CROSS-MOD INTERACTION]
United Auroran Federation
- WIP (Sorry, been super busy lately!)
==============================


[SHU Version 1.3] 03/11/2023
==============================
[General]
- Now requires GraphicsLib.
- Fixed the bug that happens with the Field Repair skill when learned (finally).
- Fixed the endless item duplication bug.
- Fixed the CTD when you view the hullmod tooltip of Maintenance Optimizer and Synchro-Fuel Loader in the main menu mission refit screen.
- Fixed more typos again and again.
- Fixed the bug where the installed AI core and colony item aren't removed when the ship is disabled or destroyed in combat.
- Disabling the incompatibilities of the Plasma-Charged Shield Emitter actually WORKS now.
- Arsenal Autoforge hullmods will now stick to the vanilla hullmod incompatibilities, it can now stack with modded autoforges.
- Each passive, additional, or extra system/effect of special hullmods can now be disabled individually via 'sphmu_options'.

[Changes]
Fleet Tactical Relay hullmod:
- The passive system no longer increases the fighters' weapon range in combat. This is an unintended effect.
- No longer extends the range of missile weapons.

Flux Hypershunt hullmod:
- Improves its flux shunt VFX.

High-Throttled Weapon Torque hullmod:
- New passive system: Ultra-Velocity Rounds.
- Projectiles have a chance to deal critical damage on-hit.
- Only applies to kinetic damage.

Nanite Swarm Cluster hullmod:
- Adjusted engine and weapon repair speed in combat from 80% to 60%.
- Adjusted the hull repair rate of its passive system from 1% to 0.2%.
- Fixed the issue where the were modules unable to use the N-Repair system.

Orbital Filament Anchor hullmod:
- Towed ships will have a reduced fuel cost if it is mothballed.
- Not applicable to ArmaA's strikecrafts.

Quantum Heatsink hullmod:
- New extra system: Cryoflare Launcher.
- The ship will launch cryoflares if a nearby enemy missile is detected during overload.

Variable Fusion Capacitors hullmod:
- New passive system: Supercharged Capacitors
- When the ship's flux level is above 30%, energy-type projectiles have a 10% chance to arc to weapons and engines, dealing extra damage half of the original hit.

[CROSS-MOD INTERACTION]
Arma Armatura
- Armament Support System (Gamma/Beta/Alpha) now increases Strikecraft's max combat readiness.

Gacha S-Mods
- One SSR Gacha hullmod was added to the list.
- Mikohime Blessings

Sindrian Fuel Company
- Adds two new special upgrade hullmods if the mod is present.
- These can be obtained from certain NPCs in SFC market.
==============================


[SHU Version 1.2] 11/04/2022
==============================
[General]
- Now compatible with Nexerelin's random sector.
- Added new configuration .ini file (sphmu_options) for disabling or enabling specific hullmod.
- Added a toggle option for disabling certain hullmod penalties.
- Added a toggle option for disabling incompatibilities with vanilla hullmods.
- Added console command SHUAllHullmods that lets you learn all the standard SHU hullmods (recommended to use if something weird happened).
- Further improved hullmod tooltips readability by adding a keypress feature for viewing additional information.
- Fixed the bug that indiscriminately eats up your items when you use the Strip option in the refit screen.
- Fixed the bug where if you saved a preset variant of a ship with SHU hullmods, the item gets eaten when that preset variant appears in your fleet doctrine screen.
- Fixed the inconsistent refunding and consumption of AI cores and colony items.
- Added SHU prefix to several files.
- Null checks for standard SHU and hidden Gacha hullmod's addPostDescriptionSection().
- More null checks in campaign-related scripts.
- Did I say more null checks?
- Added a new option called ~Custom Stats Mode~ that allows you to edit the stats of each standard SHU hullmods.
- Custom Stats Mode can be toggled on/off in "sphmu_options". It is disabled by default.

[Changes]
Armament Support System (Gamma/Beta/Alpha) hullmod:
- New cross-mod interaction with Yunru's Integrated AI core hullmods.
- A bonus effect will trigger if the respective AI core hullmod matches with its same type.
- When installed on a modular ship, the hullmod will extend to the modules.
- Minor bonus when installed on Armaa's strikecraft.

Arsenal Autoforge hullmod:
- Missile Autoforge (C-Nanoforge) renamed into Arsenal Autoforge.
- Adjusted ammo capacity of weapons from 10% to 20%.
- Adjusted ammo capacity of missiles from 20% to 30%.
- When installed on a modular ship, the hullmod will extend to the modules.

Arsenal Autoforge (Enhanced) hullmod:
- Missile Autoforge (P-Nanoforge) was renamed into Arsenal Autoforge (Enhanced).
- Now decreases the reload rate of ammo-base weapons by 30%.
- Adjusted ammo capacity of weapons from 20% to 50%.
- Adjusted ammo capacity of missiles from 40% to 100%.
- When installed on a modular ship, the hullmod will extend to the modules.

Biologic Commodity Replicator hullmod:
- Now provides a fleet-wide crew and fighter crew casualties reduction by 25%. Stacks with another ship that has Biologic Commodity Replicator but has a diminishing return.

Expanded Fighter Manufactory hullmod:
- New additional effect added: Atmospheric Invasion Refit
- Each wing squadron improves the effective strength of ground operation up to the total number of marines in the fleet.
- When installed on a modular ship, the hullmod will extend to the modules.

Flux Hypershunt hullmod:
- New passive system added: Flux Discharge
- When the ship's flux level is above 50%, the build-up flux can be released as a deadly discharge by venting, and this deals energy damage to nearby enemy ships.
- When installed on a modular ship, the hullmod will extend to the modules.

High-Throttled Weapon Torque hullmod:
- When installed on a modular ship, the hullmod will extend to the modules.

Maintenance Optimizer hullmod:
- Adjusted supply cost reduction from 40% to 50%.
- Now increases maximum peak CR by 40%.
- Now lessens the chance to suffer from weapon, engine, and critical malfunctions by 25%.
- Repair speed and CR recovery rate now affect the whole fleet when installed on a capital ship. The effect stacks with another ship that has Maintenance Optimizer and it caps at 200%.

Nanite Swarm Cluster hullmod:
- When installed on a modular ship, the hullmod will extend to the modules.

Plasma-Charged Shield Emitter hullmod:
- New passive system added: Charged Acceleration
- The rising flux level energizes the shield emitter and further improves the shield deployment and turn speed.
- When installed on a modular ship, the hullmod will extend to the modules.

Quantum Heatsink hullmod:
- Increased engine durability from 50% to 100%.
- When installed on a modular ship, the hullmod will extend to the modules.

Synchro-Fuel Loader hullmod:
- Now reduces the fuel consumption cost of the fleet by 5%. Stacks with another ship that has Synchro-Fuel Loader hullmod in your fleet and this bonus caps at 30%.

Variable Fusion Capacitors hullmod:
- When installed on a modular ship, the hullmod will extend to the modules.

[New]
Orbital Filament Anchor hullmod:
- Requires Fullerene Spool.
- Reduces supply and heavy machinery costs for survey operation.
- Increases normal salvage gain from salvage operations.
- Increases the chance of getting rare loot from salvage operations.
- Increases maximum burn speed of the slowest ship in your fleet when installed on a frigate or destroyer.

Fleet Tactical Relay hullmod:
- Fleet Commercial Interface hullmod renamed into Fleet Tactical Relay.
- Requires Dealmaker Holosuite.
- Increases command points recovery when installed on a flagship.
- Provides top speed increase for the allied ship in combat.
- Provides ECM bonus in combat.
- Now increases the maximum weapon range of your fleet in combat. Range increases depending on how many deployed ships with Fleet Tactical Relay.
==============================


[SHU Version 1.1] 10/02/2022
==============================
[General]
- Forum release.
- Fixed the description timer of Corrupted Nanoforge's missile forging in combat.
- Removed the annoying anvil sfx when installing hullmod.
- AI core hullmods got their own hullmod icons to set it apart from other mods.
- New custom intel that hints the player to visit Port Tse Franchise station if they still don't have the SHU hullmods.
- Removing the SHU hullmod will now immediately return the used AI cores or special items.
- Revised tooltip formatting in general.
- Changed Hubert's portrait.

[Changes]
Armament Support System (Gamma/Beta/Alpha)
- Now increases deployment points by 5%/10%/15%.

Expanded Fighter Manufactory hullmod:
- Now blocks Expanded Deck Crew.

Flux Hypershunt hullmod:
- Now increases overload duration by 20%.

Maintenance Optimizer hullmod:
- Now blocks Efficiency Overhaul.

Nanite Swarm Cluster hullmod:
- Adjusted flat armor bonus from 50/80/100/150 to 50/100/150/200.
- Overloading will prevent the N-Repair system to work.

Plasma-Charged Shield Emitter hullmod:
- Adjusted shield upkeep reduction from 40% to 60%.
- Now blocks Stabilized Shields.

High-Throttled Weapon Torque hullmod:
- Increased weapon projectile speed from 25% to 30%.
- Reduced weapon recoil from 50% to 60%.
- Now increases 15% projectile hit strength for armor damage reduction calculation.

Variable Fusion Capacitors hullmod:
- Increased damage to shields from 10% to 15%.
- Now reduces beam flux cost by 10%.
- Now blocks Advanced Optics.

[New]
Biologic Commodity Replicator hullmod:
- Requires Biofactory Embryo.
- Requires organics to produce harvested organs per 10 days.

[Discarded]
Drive Augmentation Net hullmod: (disabled)
- Requires Fullerene Spool.
- Increases maximum burn of the slowest ship in the fleet.

Fleet Commercial Interface hullmod: (disabled)
- Requires Dealmaker Holosuite.
- Reduces the tariff of current interacted market.
==============================


[SHU Version 1.0a] 12/23/2021
==============================
- Fix the weird NPE and bug with the hullmods.
- Additional tooltip information.
==============================


[SHU Version 1.0] 12/22/2021
==============================
- Initial Discord release.
==============================
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Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: KarlPh1sher on October 02, 2022, 07:58:34 AM
nice mod, though there is a typo in the version file stopping game from loading.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Mayu on October 02, 2022, 08:12:45 AM
nice mod, though there is a typo in the version file stopping game from loading.
Oopsie, I updated the download link. It should work properly now.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Yunru on October 02, 2022, 09:20:11 AM
Port Tse Franchise Station
That shade of blue really doesn't work with dark mode.

Glad to see you back in the saddle.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Mayu on October 02, 2022, 09:43:40 AM
Port Tse Franchise Station
That shade of blue really doesn't work with dark mode.

Glad to see you back in the saddle.
Thanks! There, I changed it. I forgot that this forum has dark mode. :^)
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: SoSD on October 02, 2022, 11:39:02 AM
Ignoring balance considerations for a moment, given the rarity of the Pristine Nanoforge and how common Corrupted Nanoforges can be, it feels like the difference between the Pristine and Corrupted hullmods should be more significant.

I don't know if it would be better to make the Corrupted hullmod worse, or the Pristine hullmod better; perhaps the former, given the relative ease of collecting a few Corrupted Nanoforges.

Finally, perhaps something for a future release, but it would be neat to be able to toggle specific hullmods via a configuration file, to let users disable hullmods that they feel are less balanced.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Aldazar on October 02, 2022, 12:17:09 PM
Should be able to add the hullmods with console commands for mid game save correct?

Also I can't seem to edit the src rar at all to make edits to the hullmods.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Nautilus81 on October 02, 2022, 01:29:57 PM
Finally, an actual use for all those spare items that I have lying around in storage! This'll be a welcome addition to my next run.

One question - would you be willing to add a config option in the settings.json that allows for more than one special item/AI core hullmod to be installed on a single hull, and perhaps one that removes mutual exclusivity with vanilla hullmods as well for those that have them?
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: raptormother on October 02, 2022, 04:05:13 PM
would there not be a way to learn these in a in progress game? Maybe spawning them with console commands?
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Zr0Potential on October 02, 2022, 07:31:37 PM
Whoa this is very nice, looking forward to trying it out for my next playthrough

Some of the upgrades are gonna be overlapping with Extra Systems Reloaded Augmentations though, wonder if we can disable some of them
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Mayu on October 03, 2022, 09:47:17 PM
I don't know if it would be better to make the Corrupted hullmod worse, or the Pristine hullmod better; perhaps the former, given the relative ease of collecting a few Corrupted Nanoforges.

Finally, perhaps something for a future release, but it would be neat to be able to toggle specific hullmods via a configuration file, to let users disable hullmods that they feel are less balanced.

For the Nanoforge hullmods, I'll make some adjustments and probably tone down the corrupted version. I might as well throw an additional minor quirk for the pristine knowing how rare the item is.

As for the toggle option, that's not a bad idea. For now, it's duly noted.

One question - would you be willing to add a config option in the settings.json that allows for more than one special item/AI core hullmod to be installed on a single hull, and perhaps one that removes mutual exclusivity with vanilla hullmods as well for those that have them?

Sadly no, I will not add such options. The mutual exclusivity and incompatibilities will remain as it is.

Should be able to add the hullmods with console commands for mid game save correct?

would there not be a way to learn these in a in progress game? Maybe spawning them with console commands?

I will eventually change the way of obtaining the hullmods; I'll make it more convenient for those who will add the mod mid-save.

Whoa this is very nice, looking forward to trying it out for my next playthrough

Some of the upgrades are gonna be overlapping with Extra Systems Reloaded Augmentations though, wonder if we can disable some of them

Thank you. Unfortunately, I don't play ESR, rather I use Exotica Technologies (https://fractalsoftworks.com/forum/index.php?topic=24660.0) so I can't help you with that. Though the suggestion of having a toggle on/off option for each upgrade in settings.json is a welcomed idea.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Hexxod on October 04, 2022, 04:07:18 AM
With all the mods I have to integrate AI cores into my ship, it's a real good thing that the Hegemony only sends AI inspections to planets.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Zr0Potential on October 04, 2022, 09:03:25 PM
Whoa this is very nice, looking forward to trying it out for my next playthrough

Some of the upgrades are gonna be overlapping with Extra Systems Reloaded Augmentations though, wonder if we can disable some of them

Thank you. Unfortunately, I don't play ESR, rather I use Exotica Technologies (https://fractalsoftworks.com/forum/index.php?topic=24660.0) so I can't help you with that. Though the suggestion of having a toggle on/off option for each upgrade in settings.json is a welcomed idea.

Oh yeah I'm still using ESR because of my current save but I'm pretty sure Exotica has their own Exotics in line with ESR's Augmentations though
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: e on October 05, 2022, 04:56:07 PM
Would you consider the option of enabling (maybe via a config option) the option to use some of these hullmods on modular ships? for example, the different sections on a Cathedral-class. Or have the effects of the hullmod installed in the central module affect the entire ship.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: power12359 on October 10, 2022, 09:05:08 AM
With all the mods I have to integrate AI cores into my ship, it's a real good thing that the Hegemony only sends AI inspections to planets.
And what mods are these? I'm always looking for more ways to power up my ships.

Also totally going to add this mod for my next run.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: MattyK on October 12, 2022, 04:29:45 AM
So I noticed an issue in a recent save I loaded, namely that the Special Hullmods just outright disappeared off my Flagship (particularly annoying, given it was an AI Core and a Ko Combat Replicator), any idea what could cause this? The only thing different I did recently was install an update for Industrial Evolution.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: sanya02 on October 12, 2022, 08:39:43 AM
You can do a hullmod: #Borer Mechanism ? Q: Losing the ships in combat with those precious colony items and AI cores are appalling. Will you remove that feature?
A: (lol)
then without special items or not removed after the explosion of the ship
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Mayu on October 13, 2022, 09:37:55 PM
Would you consider the option of enabling (maybe via a config option) the option to use some of these hullmods on modular ships? for example, the different sections on a Cathedral-class. Or have the effects of the hullmod installed in the central module affect the entire ship.
I'll give it a thought but please don't hold your breath!

So I noticed an issue in a recent save I loaded, namely that the Special Hullmods just outright disappeared off my Flagship (particularly annoying, given it was an AI Core and a Ko Combat Replicator), any idea what could cause this? The only thing different I did recently was install an update for Industrial Evolution.
That is extremely odd... It is my first time getting this report and as of now, I have no idea what has caused that. I'll conduct more extensive testing this weekend.

You can do a hullmod: #Borer Mechanism ?
I was preemptively preparing a hullmod for salvaging if ever Alex added a colony item for the Tech-Mining industry. But it looks like he won't since slotting an Alpha Core is already enough. The intended effect will go to the Fullerene Spool hullmod next update.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: MattyK on October 14, 2022, 08:46:05 AM
That is extremely odd... It is my first time getting this report and as of now, I have no idea what has caused that. I'll conduct more extensive testing this weekend.

Yeaaah, it seems to be centred on the Flagship itself, something changed between patches and suddenly I found I was missing an AI Core and a Ko Combat Replicator. If I run into it again, I'll let you know what happened.

Though I have a hunch that in Industrial Evolution's addition of consumable items, it may have re-indexed the hullmod or item list and caused the conflict (and summarily their removal). It could also be that there's a hidden hullmod limit somewhere in the game (or another mod interaction) that caused them to disappear.

My other hunch falls to Progressive S-Mods, where I recently increased the built-in hullmod capacity of my ship recently, though it's been a while so I cannot say if that caused the item removal or what, just that they were gone following a patch.

Here is my current modlist if you feel like poking through any of these for potential incompatibilities;

Quote
A New Level of Confidence - 40 - Rapid
Adjusted Sector v0.5.1
Audio Plus
Better Deserved S-Mods
Commissioned Crews
Dassault-Mikoyan Engineering
Diable Avionics
DIY Planets
ExiledSpace
FastEngineRendering
FleetSizeByDP
Fuel Siphoning
Grand Colonies
GraphicsLib
HexShields
Hazard Mining Inc.
Hyperdrive
Industrial Evolution3.1.b
Iron Shell
LazyLib
MagicLib
Missing ships
New Beginnings
Nexerelin
Progressive S-Mods
Quality of Life
Quality Captains
Special Hullmod Upgrades
SpeedUp
Arma Armatura
Starship Legends
Supply Forging
Tahlan Shipworks
UAF
UnknownSkies
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Wyvern on October 14, 2022, 09:24:10 AM
Neat idea. Since, in particular, you mentioned not having ideas for the Fullerene Spool & Dealmaker Holosuite, here, have some ideas!

Fullerene Spool: You mentioned salvaging bonuses, which seems reasonable; I'd suggest adding a tug effect as well - maybe a limited one, something like "increases burn rate & reduces fuel costs of mothballed ships"?

Dealmaker Holosuite: Command Holosuite, of course. Improved command point generation, deployment limits, and maybe some small fleet-wide bonuses if the ship is both on the field and the player flagship?

I'd also suggest having the Biofactory item grant a reduced crew casualties effect; perhaps a small fleet-wide bonus, with the vessel it's installed on serving as a hospital ship for the fleet?
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Farya on October 16, 2022, 04:27:36 AM
Neat idea. Since, in particular, you mentioned not having ideas for the Fullerene Spool & Dealmaker Holosuite, here, have some ideas!

Fullerene Spool: You mentioned salvaging bonuses, which seems reasonable; I'd suggest adding a tug effect as well - maybe a limited one, something like "increases burn rate & reduces fuel costs of mothballed ships"?

Dealmaker Holosuite: Command Holosuite, of course. Improved command point generation, deployment limits, and maybe some small fleet-wide bonuses if the ship is both on the field and the player flagship?

I'd also suggest having the Biofactory item grant a reduced crew casualties effect; perhaps a small fleet-wide bonus, with the vessel it's installed on serving as a hospital ship for the fleet?
Actually Roider Union already has a hullmod on Wrecker with an effect you want - it tugs the slowest ship in the fleet by +1, provided Wrecker itself has enough burn for that. By default it's 8, so without ADF it cannot tug capital ships except Atlas MK.II or Pathfinder without milsystems/bulk trading skill.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: DerpIsGud on October 17, 2022, 10:51:10 PM
Would you consider the option of enabling (maybe via a config option) the option to use some of these hullmods on modular ships? for example, the different sections on a Cathedral-class. Or have the effects of the hullmod installed in the central module affect the entire ship.

Seconded, I would personally love an option to apply this to modular ships since I love to use different powerful upgrades like Epta's Alpha Core Integration and Progressive S-mods to push ships to absolutely ridiculous proportions and this mod seems excellent for allowing me to push it even harder :D
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Hexxod on October 20, 2022, 06:47:23 PM
Using the strip option in the refit screen will eat the items rather than return them.

Anyway, whats the reason for some of the specials being classified as a logistics mod? For example, the Catalyst Core.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Ali on October 21, 2022, 01:36:51 AM
2nd'd for wishing for an option to install multiple special mods! ( why not let people have max fun! ;) )

will still download and use as is thou!
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Mayu on October 21, 2022, 04:49:45 AM
Yeaaah, it seems to be centred on the Flagship itself, something changed between patches and suddenly I found I was missing an AI Core and a Ko Combat Replicator. If I run into it again, I'll let you know what happened.

Though I have a hunch that in Industrial Evolution's addition of consumable items, it may have re-indexed the hullmod or item list and caused the conflict (and summarily their removal). It could also be that there's a hidden hullmod limit somewhere in the game (or another mod interaction) that caused them to disappear.

My other hunch falls to Progressive S-Mods, where I recently increased the built-in hullmod capacity of my ship recently, though it's been a while so I cannot say if that caused the item removal or what, just that they were gone following a patch.

Hi! I did a lot of testing and unfortunately, I still can not replicate it. There's a chance that you've accidentally used the "Strip" option in the refit screen. Nonetheless, I'll keep this in mind!


Neat idea. Since, in particular, you mentioned not having ideas for the Fullerene Spool & Dealmaker Holosuite, here, have some ideas!

Fullerene Spool: You mentioned salvaging bonuses, which seems reasonable; I'd suggest adding a tug effect as well - maybe a limited one, something like "increases burn rate & reduces fuel costs of mothballed ships"?

Dealmaker Holosuite: Command Holosuite, of course. Improved command point generation, deployment limits, and maybe some small fleet-wide bonuses if the ship is both on the field and the player flagship?

I'd also suggest having the Biofactory item grant a reduced crew casualties effect; perhaps a small fleet-wide bonus, with the vessel it's installed on serving as a hospital ship for the fleet?

Good suggestions! Next update, the Fullerene Spool will have the salvaging bonus and survey cost reduction including the ship towing effect if installed on a frigate or destroyer.

My initial plan for Dealmaker Holosuite is that it will act as a SpaceCoin™ miner that will generate credits every month. It will have a preset credit cap and it can be increased by installing more Dealmaker in your fleet. Your suggestion to make it relevant in combat is reasonable; I would love to make this happen next update!

As for the Biologic Commodity Replicator, the current Biofactory hullmod felt lackluster to have so I am definitely going to apply your idea. I might also add reduced crew casualties for fighters while I'm at it!


Would you consider the option of enabling (maybe via a config option) the option to use some of these hullmods on modular ships? for example, the different sections on a Cathedral-class. Or have the effects of the hullmod installed in the central module affect the entire ship.

Seconded, I would personally love an option to apply this to modular ships since I love to use different powerful upgrades like Epta's Alpha Core Integration and Progressive S-mods to push ships to absolutely ridiculous proportions and this mod seems excellent for allowing me to push it even harder :D

I have a different approach to this, I am still figuring out how to make the installed special hullmod and AI core on the parent ship clone itself to its modules so it can also have the bonuses. No promises though!


Using the strip option in the refit screen will eat the items rather than return them.

Anyway, whats the reason for some of the specials being classified as a logistics mod? For example, the Catalyst Core.

Thank you for reporting! This is now fixed in the dev version. I cleaned up the tags and added them properly to these hullmods.


2nd'd for wishing for an option to install multiple special mods! ( why not let people have max fun! ;) )

will still download and use as is thou!

While I understand people want to have their power fantasies, I would like to stick with my vision for this mod and keep it the way I want. This means the mutual exclusivity is absolute but I can compromise to an extent that I'll be adding a toggle option to turn off certain hullmod penalties and bonuses which will be included next update.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Zr0Potential on October 21, 2022, 04:52:28 PM
Sad to see your comment about mutual exclusivity but if I might ask would you be okay with modifications for personal use?
And if yes can you tell me which part of the code that controls it?

Thanks
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: SonnaBanana on October 22, 2022, 03:37:08 AM
Great mod! Too bad Alex is now going to refuse to do something like this for vanilla  :P
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: ShadowLurker on October 22, 2022, 03:48:53 PM
I'm getting some wildly inconsistent item returns on removing a hull mod.

Most of the time, removing a hull mod never returns the items. So, I played around a little and tried putting on and removing numerous hull mods.
Once in several tries, it gave me every single item back, and now I'm stuck with no items after testing since they've all been consumed.

I saw the prior message about stripping a loadout causing issues, but my tests never used the strip button. I only removed the hull mod directly.

The items were applied to my main capital ship, and I have also tried them on smaller ships.

I've waited an in-game day, hoping the logic was tied to the date, but nothing came back.

I tried Hypertap Shunts, Orbital Fusion Lamps, and Plasma Dynamos, but I imagine they'll affect every item.

Edit: As I continued playing, I noticed that I added Flux Hypershunt, but still had the Hypertap Shunt in my inventory, which is even more confusing.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Raptor13 on October 24, 2022, 03:09:49 PM
Most of the time, removing a hull mod never returns the items. So, I played around a little and tried putting on and removing numerous hull mods.
Once in several tries, it gave me every single item back, and now I'm stuck with no items after testing since they've all been consumed.

I'm having the exact same issue and judging from other posts it's definitely a compatibility issue with other mods:

Though I have a hunch that in Industrial Evolution's addition of consumable items, it may have re-indexed the hullmod or item list and caused the conflict (and summarily their removal). It could also be that there's a hidden hullmod limit somewhere in the game (or another mod interaction) that caused them to disappear.

My other hunch falls to Progressive S-Mods, where I recently increased the built-in hullmod capacity of my ship recently, though it's been a while so I cannot say if that caused the item removal or what, just that they were gone following a patch.

Here is my current modlist if you feel like poking through any of these for potential incompatibilities;

For those having this issue and that want to play the game without losing items every time they remove a hullmod go get the console command mod and just additem yourself the missing parts when refitting.
While maybe obvious to some people, I thought it could still be useful to leave this here.

Also the name of the items in the commands is just their full name with an underscore for spaces.
For example, the command for 2 x Cryoarithmetic Engine would be:
additem cryoarithmetic_engine 2
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Hexxod on October 25, 2022, 08:39:35 AM
I'm getting that vanishing items thing now - Seperate from the previous one, removing them manually this time rather than stripping the entire ship (Although in retrospect maybe the same thing is happening?) - and it turns out that the items aren't actually being deleted? Just... Not actually removed?

Only tried this with cores since I didn't have a colony item set to the ships, but I removed the core, Alphas, checked inventories, nothing. Put in another core, Beta this time since I was out of Alphas, checked inventories, and the old alpha core showed up in my inventory. Tried it again on another ship that I'd pulled the Alpha from earlier, put on a Beta, and the old Alpha popped up in my inventory.

I was actually checking something else. My first thought was that maybe it just didn't work right when refitting on owned planets? So yeah. I'd pulled the cores on my planet, thought I'd lost it, and grabbed stuff to try at a npc planet instead.

Edit - Same issue pops up on Epta.

2 - Yeah, same thing with colony items. I'm cycling between a couple items here, pulling a item won't return it, but if you have a spare of the same item then you can reinstall it and the item won't be taken from your inventory. Or maybe it's pulling the new item from your inventory and finally 'removing' the old one from the ship. idk which.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Mayu on October 27, 2022, 07:16:22 PM
I'm getting some wildly inconsistent item returns on removing a hull mod.

Most of the time, removing a hull mod never returns the items. So, I played around a little and tried putting on and removing numerous hull mods.
Once in several tries, it gave me every single item back, and now I'm stuck with no items after testing since they've all been consumed.

I saw the prior message about stripping a loadout causing issues, but my tests never used the strip button. I only removed the hull mod directly.

Most of the time, removing a hull mod never returns the items. So, I played around a little and tried putting on and removing numerous hull mods.
Once in several tries, it gave me every single item back, and now I'm stuck with no items after testing since they've all been consumed.

I'm having the exact same issue and judging from other posts it's definitely a compatibility issue with other mods:

For those having this issue and that want to play the game without losing items every time they remove a hullmod go get the console command mod and just additem yourself the missing parts when refitting.
While maybe obvious to some people, I thought it could still be useful to leave this here.

Also the name of the items in the commands is just their full name with an underscore for spaces.
For example, the command for 2 x Cryoarithmetic Engine would be:
additem cryoarithmetic_engine 2


I apologize for the inconvenience. I would like to ask in what cycle did this start to happen? Anyway, I managed to fix this inconsistency in the dev version including the Strip option bug, and hopefully, it is squashed forever!

2 - Yeah, same thing with colony items. I'm cycling between a couple items here, pulling a item won't return it, but if you have a spare of the same item then you can reinstall it and the item won't be taken from your inventory. Or maybe it's pulling the new item from your inventory and finally 'removing' the old one from the ship. idk which.

Same answer from above. However, this one seemed odd, the v1.0 of the mod (old discord release) had this issue before. In any case, I also addressed this in the dev version; not only that, I added a few more layers of assurance to the deduction and refunding of items.

The next version will be a big QoL update including the two remaining colony items. Certain SHU hullmods will extend themselves to the modules when installed on a modular ship like Cathedral or Caliph. Console command, a configuration file for the toggle option, and a new feature that allows the pl*yers to edit each bonus of standard SHU hullmods, which can be disabled or enabled.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: RustyCabbage on October 27, 2022, 08:50:42 PM
Quote
rubi - For allowing me to add Gacha S-Mods support.
I think you have the attributions backwards. Thanks for putting your own spin on the random craziness that is my mod! <3
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Mayu on November 04, 2022, 05:28:11 AM
Special Hullmod Upgrades v1.2 - QoL update, bug fixes, new stuff, and features.

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

Download here! (https://github.com/CremeDeFramboise/Special-Hullmod-Upgrades/releases/download/v1.2/Special.Hullmod.Upgrades.zip)

Is it save-compatible? Probably but it's preferable to start a new save with it.
In that way, the previous existing bugs will be completely stomped.

New addition:
 Orbital Filament Anchor
(https://i.imgur.com/A3cVlza.png) (https://i.imgur.com/TGO9unt.png)
[close]

 Fleet Tactical Relay
(https://i.imgur.com/RNpIGUm.png) (https://i.imgur.com/CHoypOC.png)
[close]

New feature - Custom Stats Mode
If you ever felt that the bonuses are lacking or it's too much then this is a feature for you. This option allows the player to edit the stats of each hullmods. It can be enabled in the sphmu_options configuration file located inside the mod folder. This is disabled by default. I highly recommend that you use notepad++ for this.

Preview
(https://i.imgur.com/1tlfWM4.png)

The config file.

(https://i.imgur.com/1cofFnP.png)
[close]

Installation on modular ships:
Certain hullmods will extend to the ship modules if installed on a modular ship like SWP's Cathedral or UAF's Supercapitals. The installation should be done on the main module.

 List of applicable hullmods:

Armament Support System (Gamma/Beta/Alpha)
Arsenal Autoforge
Arsenal Autoforge (Enhanced)
Expanded Fighter Manufactory
Flux Hypershunt
High-Throttled Weapon Torque
Nanite Swarm Cluster
Plasma-Charged Shield Emitter
Quantum Heatsink
Variable Fusion Capacitors
[close]

Changelog:
Spoiler
[General]
- Now compatible with Nexerelin's random sector.
- Added new configuration .ini file (sphmu_options) for disabling or enabling specific hullmod.
- Added a toggle option for disabling certain hullmod penalties.
- Added a toggle option for disabling incompatibilities with vanilla hullmods.
- Added console command SHUAllHullmods that lets you learn all the standard SHU hullmods (recommended to use if something weird happened).
- Further improved hullmod tooltips readability by adding a keypress feature for viewing additional information.
- Fixed the bug that indiscriminately eats up your items when you use the Strip option in the refit screen.
- Fixed the bug where if you saved a preset variant of a ship with SHU hullmods, the item gets eaten when that preset variant appears in your fleet doctrine screen.
- Fixed the inconsistent refunding and consumption of AI cores and colony items.
- Added SHU prefix to several files.
- Null checks for standard SHU and hidden Gacha hullmod's addPostDescriptionSection().
- More null checks in campaign-related scripts.
- Did I say more null checks?
- Added a new option called ~Custom Stats Mode~ that allows you to edit the stats of each standard SHU hullmods.
- Custom Stats Mode can be toggled on/off in "sphmu_options". It is disabled by default.


[Changes]
Armament Support System (Gamma/Beta/Alpha) hullmod:
- New cross-mod interaction with Yunru's Integrated AI core hullmods.
- A bonus effect will trigger if the respective AI core hullmod matches with its same type.
- When installed on a modular ship, the hullmod will extend to the modules.
- Minor bonus when installed on Armaa's strikecraft.

Arsenal Autoforge hullmod:
- Missile Autoforge (C-Nanoforge) renamed into Arsenal Autoforge.
- Adjusted ammo capacity of weapons from 10% to 20%.
- Adjusted ammo capacity of missiles from 20% to 30%.
- When installed on a modular ship, the hullmod will extend to the modules.

Arsenal Autoforge (Enhanced) hullmod:
- Missile Autoforge (P-Nanoforge) was renamed into Arsenal Autoforge (Enhanced).
- Now decreases the reload time of ammo-base weapons by 30%.
- Adjusted ammo capacity of weapons from 20% to 50%.
- Adjusted ammo capacity of missiles from 40% to 100%.
- When installed on a modular ship, the hullmod will extend to the modules.

Biologic Commodity Replicator hullmod:
- Now provides a fleet-wide crew and fighter crew casualties reduction by 25%. Stacks with another ship that has Biologic Commodity Replicator but has a diminishing return.

Expanded Fighter Manufactory hullmod:
- New additional effect added: Atmospheric Invasion Refit
- Each wing squadron improves the effective strength of ground operation up to the total number of marines in the fleet.
- When installed on a modular ship, the hullmod will extend to the modules.

Flux Hypershunt hullmod:
- New passive system added: Flux Discharge
- When the ship's flux level is above 50%, the build-up flux can be released as a deadly discharge by venting, and this deals energy damage to nearby enemy ships.
- When installed on a modular ship, the hullmod will extend to the modules.

High-Throttled Weapon Torque hullmod:
- When installed on a modular ship, the hullmod will extend to the modules.

Maintenance Optimizer hullmod:
- Adjusted supply cost reduction from 40% to 50%.
- Now increases maximum peak CR by 40%.
- Now lessens the chance to suffer from weapon, engine, and critical malfunctions by 25%.
- Repair speed and CR recovery rate now affect the whole fleet when installed on a capital ship. The effect stacks with another ship that has Maintenance Optimizer and it caps at 200%.

Nanite Swarm Cluster hullmod:
- When installed on a modular ship, the hullmod will extend to the modules.

Plasma-Charged Shield Emitter hullmod:
- New passive system added: Charged Acceleration
- The rising flux level energizes the shield emitter and further improves the shield deployment and turn speed.
- When installed on a modular ship, the hullmod will extend to the modules.

Quantum Heatsink hullmod:
- Increased engine durability from 50% to 100%.
- When installed on a modular ship, the hullmod will extend to the modules.

Synchro-Fuel Loader hullmod:
- Now reduces the fuel consumption cost of the fleet by 5%. Stacks with another ship that has Synchro-Fuel Loader hullmod in your fleet and this bonus caps at 30%.

Variable Fusion Capacitors hullmod:
- When installed on a modular ship, the hullmod will extend to the modules.


[New]
Orbital Filament Anchor hullmod:
- Requires Fullerene Spool.
- Reduces supply and heavy machinery costs for survey operation.
- Increases normal salvage gain from salvage operations.
- Increases the chance of getting rare loot from salvage operations.
- Increases maximum burn speed of the slowest ship in your fleet when installed on a frigate or destroyer.

Fleet Tactical Relay hullmod:
- Fleet Commercial Interface hullmod renamed into Fleet Tactical Relay.
- Requires Dealmaker Holosuite.
- Increases command points recovery when installed on a flagship.
- Provides top speed increase for the allied ship in combat.
- Provides ECM bonus in combat.
- Now increases the maximum weapon range of your fleet in combat. Range increases depending on how many deployed ships with Fleet Tactical Relay.
[close]
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Szasz on November 04, 2022, 06:24:40 AM
Special Hullmod Upgrades v1.2 - QoL update, bug fixes, new stuff, and features.
Items still get eaten up except the very specific case of staying on the refit screen to remove a hullmod after adding it (which is inherently impossible for Armament Support System).
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Mayu on November 04, 2022, 06:32:22 AM
Items still get eaten up except the very specific case of staying on the refit screen to remove a hullmod after adding it (which is inherently impossible for Armament Support System).

Really? Is this on a new save or not? I forgot to add a reminder.  Please start a new game if not. Anyway, I'm pretty sure I already squashed that bizarre bug, and if that still persists kindly let me know exactly how it is getting eaten up.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: MattyK on November 04, 2022, 11:10:55 AM
I really enjoy the idea of fleet-wide bonuses on these very high-priced 'upgrades'. Thank you.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Aldazar on November 04, 2022, 01:08:43 PM
Will Legio actually end doom stacks at me? I need to see my overpowered system defense forces be tested truly.  8)
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: MrNage on November 04, 2022, 02:53:14 PM
Is it possible that an ability toggle for the BCR's organics->organs conversion can be added?
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.1
Post by: Szasz on November 04, 2022, 04:49:14 PM
Items still get eaten up except the very specific case of staying on the refit screen to remove a hullmod after adding it (which is inherently impossible for Armament Support System).

Really? Is this on a new save or not? I forgot to add a reminder.  Please start a new game if not. Anyway, I'm pretty sure I already squashed that bizarre bug, and if that still persists kindly let me know exactly how it is getting eaten up.

Ouch. Ye, it seems to work on a new save apart from OP exploit with ai cores.

I don't like the towing system which is already implemented in vanilla but not released for a reason. How about turning the mechanic around: towing cables should be installed on the slow ship and the hullmod requires a certain number of faster ships to operate (eliminating the silly situation of one cheap frigate speeding up a bulky capital)?

Love the work, the options seem well thought-out and the mods compete against each other, I was afraid of going for a no-brainer option in the beginning but there is none.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Mayu on November 05, 2022, 10:06:03 PM
Quote
rubi - For allowing me to add Gacha S-Mods support.
I think you have the attributions backwards. Thanks for putting your own spin on the random craziness that is my mod! <3

Hi rubi and you're welcome! The idea behind your mod is fun so I decided to throw more stuff into it.

I really enjoy the idea of fleet-wide bonuses on these very high-priced 'upgrades'. Thank you.

Glad you liked the changes! Hopefully, these are more worth putting in your fleet now.

Is it possible that an ability toggle for the BCR's organics->organs conversion can be added?

An ability toggle huh, I would like to limit the features within hullmods only, though I'll give it a thought.

Ouch. Ye, it seems to work on a new save apart from OP exploit with ai cores.

Love the work, the options seem well thought-out and the mods compete against each other, I was afraid of going for a no-brainer option in the beginning but there is none.

Exploit? I assumed this is from a weird mod interaction. Anyway, I'm delighted that it worked fine for you!


--

Disclaimer:
I received a report from SteelSirokos yesterday that the Field Repair skill when learned can cause inconsistent refunding and consumption of items with SHU hullmods. It turns out that this is another source of inconsistencies of which I am not aware. If you are curious about this bug then you can test it yourself by doing the following steps below.

1. Learn the Field Repair skill (vanilla).
2. Try to install any SHU hullmod. For example, Quantum Heatsink.
3. The hullmod is installed.
4. Exit the refit screen and check your inventory.
5. The item is consumed.
6. Now go back to the refit screen and remove the hullmod.
7. The item did not get refunded.
8. In some cases, if you installed a different item the previous item will be returned.

I tested it with only SHU and the required libraries including the console command mod.

The bug persists even if you load to a different save; the only way to undo it is to restart the game.

I kindly suggest that to please avoid learning the said skill until a fix is provided. Sorry for the inconvenience this may have caused!
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Uttrik on November 06, 2022, 01:37:40 AM
Question, I assume the Arsenal Autoforge cannot be built into the Traumtanzer for balancing reasons, but is it possible to have it somehow replace (or upgrade to keep it more lore friendly) the Traumtanzer's autoforge when installed?  And if not, would it be possible to get an option to allow it to be installed in sphmu_options?  The enhanced version of the Arsenal Autoforge literally has every stat that the Traum would want, and it makes me drool a little bit just looking at it, but also sad that it can't be installed.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: FreonRu on November 06, 2022, 02:01:02 AM
Good day.
A good idea for a mod, I really liked that it became possible to use unused special items (artifacts of the domain era), as well as artificial intelligence cores.

A couple of questions:
1 Are you planning to cooperate with modifications that add special items? For example with industrial evolution?
2 Are you planning to use artificial intelligence cores only with an increase in the cost of deploying a ship? It seems that the player already pays for installing the core in the ship (meaning the cost of the core itself, which will now be part of the ship). How about installing a core without increasing the cost of deploying a ship - for example when using history points to fully integrate such a modification or using only half the power of the core. Or give the player a choice of negative consequences when installing the core: "cost of deploying a ship" or "increased cost of upkeep and maintenance."

Thank you very much for the modification, it solves the problem of meaningless storage of unused items
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Ramiel on November 09, 2022, 11:21:16 PM
Right....installed the mod, got the quest at Tse, completed it, it said the hulls are now available for viewing, there are no new hulls in the refit screen....got some of the items, still no new hulls...is it like Exotica Technologies? Where there is a separate screen to view them, and I just can't find it?
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Donahue on November 17, 2022, 10:30:43 PM
Null.PointerException crash on mousing over either Maintenance Optimizer or Synchrotron-Core Upgrades
Tested with only this mod and the required libs. Version 1.2

Code
java.lang.NullPointerException
at data.hullmods.SUCatalyticCoreUpgrades.addPostDescriptionSection(SUCatalyticCoreUpgrades.java:195)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.super.new(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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)

Code
java.lang.NullPointerException
at data.hullmods.SUSynchrotonCoreUpgrades.addPostDescriptionSection(SUSynchrotonCoreUpgrades.java:192)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.super.new(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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)
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: gogochlwns on November 27, 2022, 06:50:39 AM
The compatibility option for the Plasma-Charged Shield Emitter does not seem to work properly.

related options have been set to 'True'.

The still conflicting hull mode is automatically unmounted.

Also, CUSTOM STATS of Variable Fusion Capacitors does not apply.

Everything else is working properly, but only modifications to the VFC are not working.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: PilotBland on November 28, 2022, 01:05:38 AM
Do you lose the cores if the ship is disabled? Or only destroyed?
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Szasz on November 28, 2022, 06:17:37 AM
Do you lose the cores if the ship is disabled? Or only destroyed?
U lose the items if the ships are scuttled/aren't recovered.
Pretty much like AI captains on automated ships in vanilla. (Still a problem tho, but the Field Repair bug should be top priority rn.)


I stand corrected. You get items back if you strip a ship or specifically remove the associated hullmod, that's it. Even recovery results in loss.

And sometimes I get them back. I give up.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: e on December 01, 2022, 03:07:51 AM
Is it possible that an ability toggle for the BCR's organics->organs conversion can be added?
An ability toggle huh, I would like to limit the features within hullmods only, though I'll give it a thought.

I'd like to elaborate further on why something like this is being requested:

For situations like when you get a mission to move X amount of organics to another place, because you have the hullmod installed it's eating away at these organics making it somewhat awkward to complete the delivery mission.

Now the more obvious solution to this is to remove the hullmod before the mission, but say you are dumb and realize this midway to the destination and there is no planet nearby where you can dock while you have a hullmod eating away the organics that you are supposed to deliver.

I'm not saying that a toggle would be the solution to this, what i'm saying is that this is probably the issue that some people are encountering.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Xhaldor on December 09, 2022, 10:04:33 AM
Maintainance optimizer causes a crash if highlighted, gonna have to go back to 1.1 because of that.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Xhaldor on December 09, 2022, 10:06:00 AM
Can't find the old downlod so I'll play but I have to watch out as if I even touch that thing, it both deletes my LAST save and crashes. So I have to be careful.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Death_Silence_66 on December 24, 2022, 10:05:02 AM
Items don't seem to be consumed on hullmod install
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: miles341 on December 24, 2022, 10:18:36 PM
I'm also confirming that crash when hovering over Maintenance Optimizer or Synchrotron-Core Upgrades. However, it only seems to happen in main menu missions refit screen, but if you go into a normal campaign game, then quit out into the main menu, then go into a mission it works perfectly fine.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Zr0Potential on December 25, 2022, 07:07:04 PM
Can you please remove the blocker for using more than 1 Hullmod on a ship (or at least put it on the settings)?
Also if I might suggest maybe add an OP discount for Missile Weapons for Arsenal Autoforge

Thanks  ;D
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Blutark on December 26, 2022, 07:31:09 PM
Hi there.

I'm getting a 'memory leak detected' warning every time I enable this mod. I'm 90% certain that I have isolated it to this mod. I trimmed my mod list to test, re-enabled in batches...and it occurs about 45 seconds into a new game everytime I add this mod. 100% repeatable for me.

I can add 15+ large ship packs and faction mods to my core mod list with no problem, but if I add this one - boom.

I'm not sure if you want logs or anything, but let me know - I'll check back later. To my limited inspection, there is nothing obvious logged...but I'm a rank novice at Starsector mods.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: sanya02 on January 13, 2023, 06:11:02 PM
Hi there.

I'm getting a 'memory leak detected' warning every time I enable this mod. I'm 90% certain that I have isolated it to this mod. I trimmed my mod list to test, re-enabled in batches...and it occurs about 45 seconds into a new game everytime I add this mod. 100% repeatable for me.

I can add 15+ large ship packs and faction mods to my core mod list with no problem, but if I add this one - boom.

I'm not sure if you want logs or anything, but let me know - I'll check back later. To my limited inspection, there is nothing obvious logged...but I'm a rank novice at Starsector mods.

I also have a memory leak because of this mod. I deleted it, as well as my moderator veshe comment about the memory leak)
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: mkire on January 19, 2023, 07:22:51 PM
came to report a crash, see other people have reported it.
Spoiler
3251048 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.SUCatalyticCoreUpgrades.addPostDescriptionSection(SUCatalyticCoreUpgrades.java:195)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$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.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.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialogV3.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.title.TitleScreenState.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]
here's a log for the issue if it is helpful
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: bruhmungus on February 01, 2023, 02:33:12 PM
weird thing with the nanite clusters where after a couple seconds into battle, all of your ship's systems and weapons disable.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Zecevic081 on February 08, 2023, 10:35:41 PM
Are there exceptions to how these are unlocked? I've gone through Nexerelin custom starts and it works fine except for the tutorial which seems to prevent me from seeing the mods in the refit screen even after doing the quest to unlock them and using the SHUAllHullmods command to brute-force it.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Zr0Potential on February 09, 2023, 12:09:32 AM
Are there exceptions to how these are unlocked? I've gone through Nexerelin custom starts and it works fine except for the tutorial which seems to prevent me from seeing the mods in the refit screen even after doing the quest to unlock them and using the SHUAllHullmods command to brute-force it.

Try the Hullmods Filter at the bottom
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: jeffg10 on February 13, 2023, 02:06:34 AM
I'd be really nice to have either a config option to have them always available or an alternate unlock method that doesn't require a pregen sector so this mod can be used with nex random generation!
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Artay on February 13, 2023, 09:51:46 AM
I'd be really nice to have either a config option to have them always available or an alternate unlock method that doesn't require a pregen sector so this mod can be used with nex random generation!

"If you are using Nexerelin's random sector mode. He will actively look for you in Tri-Tachyon owned markets if you reached level 9. Just visit the bar."
From the mod's description.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: jeffg10 on February 15, 2023, 10:19:04 PM
I'd be really nice to have either a config option to have them always available or an alternate unlock method that doesn't require a pregen sector so this mod can be used with nex random generation!

"If you are using Nexerelin's random sector mode. He will actively look for you in Tri-Tachyon owned markets if you reached level 9. Just visit the bar."
From the mod's description.

Must have missed this somehow, thanks!
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: AngelOfDeathIX on February 18, 2023, 11:01:44 AM
The hullmods don't seem to be removing anything from my inventory when added to ships or adding anything to my inventory when removed from ships.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: StahnAileron on February 19, 2023, 03:39:04 PM
The hullmods don't seem to be removing anything from my inventory when added to ships or adding anything to my inventory when removed from ships.
I had that happen to me before. It got fixed after restarting the game.

Out of curiosity, did this happen during a game session where you reloaded a save mid-game? SS seems to have issues with mid-game save-game reloads; I usually get a memory leak warning stating it has 2 copies of the save loaded in memory. I can imagine all kinds of issues stemming from that, including item duping in this mod. I wasn't paying attention and loaded up several ships with Nano-filaments I didn't have. I got them "back" during a later session, so wound up duplicating that item inadvertently.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: AngelOfDeathIX on February 20, 2023, 01:17:51 PM
The hullmods don't seem to be removing anything from my inventory when added to ships or adding anything to my inventory when removed from ships.
I had that happen to me before. It got fixed after restarting the game.

Out of curiosity, did this happen during a game session where you reloaded a save mid-game? SS seems to have issues with mid-game save-game reloads; I usually get a memory leak warning stating it has 2 copies of the save loaded in memory. I can imagine all kinds of issues stemming from that, including item duping in this mod. I wasn't paying attention and loaded up several ships with Nano-filaments I didn't have. I got them "back" during a later session, so wound up duplicating that item inadvertently.

It happened when I reloaded a save, yes.  After a bit of testing, I came up with a makeshift solution that has been working thus far. 
 
1. Unequip all items from your ships and make sure that you still have the items in your inventory. 
2. Save copy.
3. Restart game.
4. Load the saved copy.
5. Re-install all the items.
6. Save game.
7. It seems to work now, reloading the game doesn't break anything.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: prokit on February 22, 2023, 09:56:27 AM
Does this mod work with certain mod that have ship type that is not within the game base-type ?
Something higher "tier" than Capital, will it works ? And what is the stat given to that type ?
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Morbo513 on February 23, 2023, 07:47:13 AM
When mousing over one the Synchrotron hullmods (whichever appears first in the list), my game CTD's:
Code
166791 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.SUSynchrotonCoreUpgrades.addPostDescriptionSection(SUSynchrotonCoreUpgrades.java:192)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$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.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.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.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.title.TitleScreenState.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(Unknown Source)
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Solarshade on February 24, 2023, 03:22:56 PM
I found what I think is a bug: uninstalling the cryoarithmetic engine upgrade seems to give you back a lot of the item, somehow turning 1 engine into around twenty. Not sure why this happens, but hopefully it's not some weird cross-mod interaction.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Government Monkey on February 24, 2023, 06:41:27 PM
Hi, so I think I found a very annoying bug....

So I am going pretty far in a playthrough, and finally unlocked the hullmods at level 9 from Port-Tse station. But the mods don't pop up.

I used SHUAllHullmods. Which says "you already know all unlockable SHU hullmods". But the mods simple are not showing up. So I opened a new save, and used the command code. all the mods show up in this case. So this seems to be an issue related to my specific save....
Is there any possible fixes for this issue.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Zr0Potential on February 24, 2023, 06:57:00 PM
Hi, so I think I found a very annoying bug....

So I am going pretty far in a playthrough, and finally unlocked the hullmods at level 9 from Port-Tse station. But the mods don't pop up.

I used SHUAllHullmods. Which says "you already know all unlockable SHU hullmods". But the mods simple are not showing up. So I opened a new save, and used the command code. all the mods show up in this case. So this seems to be an issue related to my specific save....
Is there any possible fixes for this issue.

Try the Hullmods Filter at the bottom
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: unslaught on February 24, 2023, 11:27:46 PM
Thank you for making this mod. Could I get your permission to translate and share it on the chinese forum? I shall credit you and give the original link, when I finished, I will link back here.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Government Monkey on February 26, 2023, 02:29:01 PM
Hi, so I think I found a very annoying bug....

So I am going pretty far in a playthrough, and finally unlocked the hullmods at level 9 from Port-Tse station. But the mods don't pop up.

I used SHUAllHullmods. Which says "you already know all unlockable SHU hullmods". But the mods simple are not showing up. So I opened a new save, and used the command code. all the mods show up in this case. So this seems to be an issue related to my specific save....
Is there any possible fixes for this issue.

Try the Hullmods Filter at the bottom

Thank you so much!
I was not aware of a hullmod filter haha.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: lustfull on March 07, 2023, 09:32:48 AM
i put a nanoforge on an altagrave( from Armaa armatura)  and the game crashed at first battle. tryed with other special item hullmod and it crashed to.
keep up the good work.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: Mayu on March 11, 2023, 12:44:16 AM
Special Hullmod Upgrades v1.3 - Fixes, additional effect for existing special upgrades, and Cross-mod contents.

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

Download here! (https://github.com/CremeDeFramboise/Special-Hullmod-Upgrades/releases/download/v1.3/Special.Hullmod.Upgrades.zip)

Needs a new save!
This is to completely fix the previous bugs and issues.

Changes:
Spoiler
 High-Throttled Weapon Torque
(https://i.imgur.com/syWxzHZ.png)(https://i.imgur.com/sRkiEna.png)

Can not be installed on frigate ships.
[close]

 Orbital Filament Anchor
(https://i.imgur.com/9DIALUz.png) (https://i.imgur.com/UjDLAYJ.png)

Can not be installed on Arma Armatura's strikecrafts.
[close]

 Quantum Heatsink
(https://i.imgur.com/k4wRzIQ.png)(https://i.imgur.com/oxFcpyc.png)
[close]

 Variable Fusion Capacitors
(https://i.imgur.com/WhaX5fS.png)(https://i.imgur.com/2b7y0Sw.png)

Can not be installed on frigate ships.
[close]
[close]

Cross-mod Content:
 New Additions:

 Arma Armatura

SHU's Armament Support System provides additional benefits when installed on Arma Armatura's strikecrafts.

 Alpha Core:
(https://i.imgur.com/zKo2P1t.png)
[close]

 Beta Core:
(https://i.imgur.com/6OE7v5y.png)
[close]

 Gamma Core:
(https://i.imgur.com/L1w03rf.png)
[close]
[close]

 Gacha S-Mods:
(https://i.imgur.com/udIMmvf.png)(https://i.imgur.com/jFghiSG.png)
[close]

 Sindrian Fuel Company:

These hullmods can be received from Yunris Kween and Gregory Mannfred. Good luck!

Fighter Nanobooster
(https://i.imgur.com/C50cplD.png)(https://i.imgur.com/1LEY1ae.png)
[close]

P-Space Stabilizer
(https://i.imgur.com/6CXMmg3.png)(https://i.imgur.com/6wAF1PJ.png)
[close]

[close]
[close]

Change log:
Spoiler
[General]
- Now requires Graphicslib.
- Fixed the bug that happens with the Field Repair skill when learned (finally).
- Fixed the endless item duplication bug.
- Fixed the CTD when you view the hullmod tooltip of Maintenance Optimizer and Synchro-Fuel Loader in the main menu mission refit screen.
- Fixed more typos again and again.
- Fixed the bug where the installed AI core and colony item aren't removed when the ship is disabled or destroyed in combat.
- Disabling the incompatibilities of the Plasma-Charged Shield Emitter actually WORKS now.
- Arsenal Autoforge hullmods will now stick to the vanilla hullmod incompatibilities, it can now stack with modded autoforges.
- Each passive, additional, or extra system/effect of special hullmods can now be disabled individually via 'sphmu_options'.


[Changes]
Fleet Tactical Relay hullmod:
- The passive system no longer increases the fighters' weapon range in combat. This is an unintended effect.
- No longer extends the range of missile weapons.

Flux Hypershunt hullmod:
- Improves its flux shunt VFX.

High-Throttled Weapon Torque hullmod:
- New passive system: Ultra-Velocity Rounds.
- Projectiles have a chance to deal critical damage on-hit.
- Only applies to kinetic damage.

Nanite Swarm Cluster hullmod:
- Adjusted engine and weapon repair speed in combat from 80% to 60%.
- Adjusted the hull repair rate of its passive system from 1% to 0.2%.
- Fixed the issue where the modules were unable to use the N-Repair system.

Orbital Filament Anchor hullmod:
- Towed ships will have a reduced fuel cost if it is mothballed.
- Not applicable to ArmaA's strikecrafts.

Quantum Heatsink hullmod:
- New extra system: Cryoflare Launcher.
- The ship will launch cryoflares if a nearby enemy missile is detected during overload.

Variable Fusion Capacitors hullmod:
- New passive system: Supercharged Capacitors
- When the ship's flux level is above 30%, energy-type projectiles have a 10% chance to arc to weapons and engines, dealing extra damage half of the original hit.


[CROSS-MOD INTERACTION]
Arma Armatura
- Armament Support System (Gamma/Beta/Alpha) now increases Strikecraft's max combat readiness.

Gacha S-Mods
- One SSR Gacha hullmod was added to the list.
- Mikohime Blessings

Sindrian Fuel Company (Coming soon!)
- Adds two new special upgrade hullmods if the mod is present.
- These can be obtained from certain NPCs in the SFC market.
[close]
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: Princess_of_Evil on March 11, 2023, 02:20:47 AM
Would be nice to have SHUs for DIY Planets terraforming equipment.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: Zr0Potential on March 11, 2023, 03:06:59 AM
Would be nice to have SHUs for DIY Planets terraforming equipment.

Oh yeah this would be very neat
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: chickenboy on March 11, 2023, 06:00:20 AM
Incredible mod, part of the reason why I made my own mod Chicken's Tech Shop (https://fractalsoftworks.com/forum/index.php?topic=26229.0) so that I can get the items needed for this mod.
The source code for this mod really helped me when coding certain functions of my own one, so I was wondering if you would be able to provide the source code for your jars.
Right now, theres three separate .jar files in /src, along with a bunch of different compressed folders that contain most (but not all!) of the source code for the mod.
I'm most interested in how you setup your initial intel reminder but I cant find the file SUHintIntel.java. I'm currently using a BreadcrumbIntel but I think your mod does it better

In return, you may want to look at how I setup my rules.csv (https://github.com/hamzah-hayat/ChickenTechShop/blob/master/assets/data/campaign/rules.csv).
I used this rulecmd (https://github.com/hamzah-hayat/ChickenTechShop/blob/master/src/chickentechshop/campaign/rulecmd/CTS_IsChickenHere.java) to figure out if Chicken (the character) was at your location, so that I didn't need to have a duplicate set of rules when setting up the mission for the random sector from Nex
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: Mayu on March 11, 2023, 06:45:06 PM
Thank you for making this mod. Could I get your permission to translate and share it on the chinese forum? I shall credit you and give the original link, when I finished, I will link back here.
Sure thing!

I'm most interested in how you setup your initial intel reminder but I cant find the file SUHintIntel.java. I'm currently using a BreadcrumbIntel but I think your mod does it better

Ah, I made multiple compressions just in case someone doesn't have Winrar or 7zip! Anyway, I'll send you a pm regarding that.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: Princess_of_Evil on March 11, 2023, 10:56:20 PM
Ah, I made multiple compressions just in case someone doesn't have Winrar or 7zip!
Just FYI, between Explorer, tar, and jar, the latter being *literally* bundled with Starsector, there isn't a single system out there that can't handle a simple .zip file.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: wrobell on March 17, 2023, 03:08:46 PM
Hi, is there a way to see what the hidden mods for gatcha do? Specifically I rolled
Spoiler
Abyss Gazer
[close]
and it doesn't say what it does =] Or will the effects be revealed after a while?
Cool mod btw!
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: unslaught on March 19, 2023, 08:58:36 AM
Thank you for making this mod. Could I get your permission to translate and share it on the chinese forum? I shall credit you and give the original link, when I finished, I will link back here.
Sure thing!


Thanks for your permission. Hope you enjoy your game. Here is the link: https://www.fossic.org/forum.php?mod=viewthread&tid=7853
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: mkire on March 20, 2023, 07:26:20 PM
i have a minor request; would you make the yunru+ interaction independent of what core is installed?

like say i want to have an alpha SHU, paired with the yunru+ beta core to get that PD boost, or with a delta for a damage boost
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: jackix on March 28, 2023, 05:50:10 AM
First of all great mod concept and mod as a whole!

A minor annoyance is having to re-add the mods each time my pilots make a stupid mistake  ::)

So would it be possible to add a "Don't loose installed item on destroyed ship" option in the config?

I know you have done it for risk/reward reasons, but as a player who likes to have incremental improvements to their fleet it either scares me off taking hard fights or I simply cheat in the upgrades again after a fight is over.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
Post by: unslaught on April 03, 2023, 05:22:39 AM
The hullmods don't seem to be removing anything from my inventory when added to ships or adding anything to my inventory when removed from ships.

Here are some bug reports from chinese forum users:
1. As other people mentioned before: Sometimes installing hullmods won't consume item correctly. Sometimes it costs nothing, sometimes it costs all the stacked items it needs. This likely happens after loading a save. If you start the game directly, it seems to work normally.
2. Sometimes the strip option won't return items correctly. It seems that if you strip once, you won't get your item back, if strip many ships at once, you won't get the first item back.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: vicegrip on April 15, 2023, 04:55:18 PM
Great mod, but I've noticed some unintended interactions with installed items not being consumed properly, or not dropping properly. Weirdly enough this also seems related to when a save is loaded relative to when a game was open. For example, I've experienced the following interaction:

Ship is equipped with an alpha core and cryoarithmetic engine. Open the game, load save, unequip either hullmod.
Result: 1 extra alpha core always drops when either hullmod is removed, but adding and removing hullmods after that works properly.

Reloading the exact same game, after a game has already been loaded once.
Result: AI hullmods no long drop the AI core, but will not consume it either. If a core is present, any number of ships can be modded, but removing a mod will never drop a core.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: Bishop on April 21, 2023, 03:35:45 AM
I've also discovered this bug. It also happens with the "PD Drone Defence" Hullmod from the "Modern Carriers" mod (it returns a Wasp LPC and a Gamma core to cargo)

Are there any known fixes/causes for the items not being correctly consumed / returned when applying / removing the Hullmods?
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: TalRaziid on May 07, 2023, 11:53:52 AM
Anyone determined if this mod still works in the newest game version?
EDIT: seems to crash the game when you mouse over the  hullmod in refit screen!
Also, my save cannot be loaded if i remove this mod, so fair warning to other folks
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: TalRaziid on May 11, 2023, 07:57:58 AM
Tested again, I get this error when mousing over the hullmods from SHU in the refit menu. NOt sure what the crash is from, I assume due to one of the dependencies changing something as they updated
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: Rockow on May 16, 2023, 03:37:15 AM
Bug with the manufactory: It doesn't account for modified max missile ammo count from skills/hullmods it only restores off of the base missile amount.

ex. Say you have the enhanced manufactory and a base of 9 missiles but have the missile skill so 18 missiles, instead of restoring the expected 6 you only replenish 3.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: MattyK on May 16, 2023, 06:35:11 AM
Maaaaan I didn't realise how much of a staple this mod had become to my playthroughs; the AI Core mods really add a new level of optimization to your ships.

I hope it gets updated to 0.96a soon.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: Sottom on May 18, 2023, 12:19:22 PM
I hope it gets updated to 0.96a soon.

Same. I need muh core and ship enhancing shenanigans.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: Deftblade on May 21, 2023, 05:25:09 AM
I hope that this mod gets back to working soon. Because at this point i need it in my games as much as Nexerelin.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: MattyK on May 25, 2023, 05:24:49 AM
Ironically, in the absence of this mod, it's caused me to fish around for other modification-style addons to the game; Exotica Technologies (https://fractalsoftworks.com/forum/index.php?topic=24660.0) provides a stopgap solution for the OP Reductions to Weapons/Fighters via the "Integrated Alpha AI Core" exotic modification.

Which, might also be worth checking if the two conflict later on, and maybe a compatibility patch between the two to prevent 'OP Stacking Reductions' from making truly-overpowered ships.
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: FreonRu on May 29, 2023, 11:31:47 AM
Hello.
Is it planned to update the mod for the current version of the game?
Thanks in advance for your reply
Title: Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
Post by: Mayu on June 05, 2023, 04:50:37 AM
Special Hullmod Upgrades v1.3c - 0.96a update and fixes again.

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

Download here! (https://github.com/CremeDeFramboise/Special-Hullmod-Upgrades/releases/download/v1.3c/Special.Hullmod.Upgrades.zip)

Needs a new save!


Change log:
Spoiler
[General]
- Updated to 0.96a.
- Refactored scripts and fixed the critical issue with Field Repair skill (this time, for sure!).
- Fixed the underlying issue when reloading the current save or loading into another save in-game. The bug makes the item installation and refunding unstable.
- Fixed the bizarre CTD with Plasma-Charged Shield Emitter hullmod in combat.
- Pre-setup for LunaLib's soft integration (For more convenient customization in Custom Stats Mode. Soon.).


[Changes]
Arsenal Autoforge hullmod:
- The reload function does not include the missile ammo bonus from skills and hullmods.
- Added the information above in the hullmod tooltip for clarity.
- Incompatible with Missile Autoloader.

Arsenal Autoforge (Enhanced) hullmod:
- The reload function does not include the missile ammo bonus from skills and hullmods.
- Added the information above in the hullmod tooltip for clarity.
- Incompatible with Missile Autoloader.

High-Throttled Weapon Torque hullmod:
- Fixed the misleading number of the critical damage text pop-out in combat.
- Changed the critical on-hit text in combat.

Nanite Swarm Cluster hullmod:
- Adjusted the hull repair rate of its passive system from 0.2% to 0.4%.


[CROSS-MOD INTERACTION]
United Auroran Federation
- WIP (Sorry, been super busy lately!)
[close]
Title: Re: [0.96a-RC10] Special Hullmod Upgrades v1.3c - Update!
Post by: MattyK on June 05, 2023, 06:50:14 AM
Thanks for the update, Mayu!
Title: Re: [0.96a-RC10] Special Hullmod Upgrades v1.3c - Update!
Post by: sajberhippien on June 05, 2023, 07:00:58 AM
Question: Is it still the case that this mod can't be added to an existing save, in any way?

I know the OP says it requires a new save, but I'm asking just to be sure since sometimes opening posts aren't entirely accurate in regards to current iterations of a mod, and also because I'm asking unofficially whether it's possible rather than if it's something supported by the mod creator; I'm fine with risking my save-game (I make backups).
Title: Re: [0.96a-RC10] Special Hullmod Upgrades v1.3c - Update!
Post by: FreonRu on June 05, 2023, 11:06:48 AM
Good day.
Thank you very much for updating the modification, it is simply necessary for my new passage.
There is a small question - is it planned to integrate with industrial evolution? A few artifacts are being added there, it will be very interesting to find out what effects they can give to ships. Thanks in advance for your reply.
Title: Re: [0.96a-RC10] Special Hullmod Upgrades v1.3c - Update!
Post by: Mayu on June 05, 2023, 08:54:16 PM
Question: Is it still the case that this mod can't be added to an existing save, in any way?

You can try, but to make sure nothing is amiss, I suggest for a new save.

Good day.
Thank you very much for updating the modification, it is simply necessary for my new passage.
There is a small question - is it planned to integrate with industrial evolution? A few artifacts are being added there, it will be very interesting to find out what effects they can give to ships. Thanks in advance for your reply.

You are welcome! There are no plans yet of content integration with Industrial Evolution, however, I do welcome the idea!
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
Post by: Zr0Potential on June 05, 2023, 11:07:22 PM
NEW UPDATE LET'S GO!!!!

Still hoping that we can use multiple upgrades in a ship pretty please with a cherry on top  :)
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
Post by: Recar on June 08, 2023, 10:52:18 AM
Does this mod work with Progressive S-Mods?
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
Post by: MattyK on June 08, 2023, 01:40:33 PM
Does this mod work with Progressive S-Mods?

Can you build in these mods?

Yes, but they're zero cost so there's literally no point unless you've modified Progressive S-Mods to do some kooky stuff with the more built-in's you have.

Does it remove the restriction on equipping more than one AI Core and one Colony Item? Nope.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
Post by: Recar on June 09, 2023, 06:17:38 AM
I was just wondering because I didn't think you could build in normally when using Progressive S-Mods Mod and didn't know if that would mess with it.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
Post by: Recar on June 09, 2023, 06:19:37 AM
Oh I see what you mean. I misread that and though it was zero cost PSMod exp. Thank you.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
Post by: Aleverette on June 12, 2023, 08:41:16 PM
It is a very interesting mod that added tons of utility to duplicate colony items that normally just collecting dust inside player inventory

But hot dayum is it punishing to lose one of those irreplaceable items in a random encounter and usually have to save edit it back

It would be nice for the config file to offer player the option to toggle perma loss off alongside op cost adjustments for those Hullmod, or maybe the ability to build-in those hullmods if it is doable code-wise

Damn blocker script(lol, learn it me filthy casual :(
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
Post by: TheDapperDoge on June 15, 2023, 08:21:27 AM
Is there a way to make the Gacha hullmods obtainable without the mod installed? Preferably without console commands.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
Post by: Light Dimf on June 20, 2023, 03:06:15 PM
What about some more hullmod variance for AI-core hullmods?
Like hullmod that for partial logistical automation of the ship that can reduce required skeleton crew, somewhat reduce maintenance, etc?
Or hullmod that can add smart controls for the systems like shields and will be able to reduce their soft flux generation and do some other things?

It won't hurt balance of the mod since only one hullmod of such kind can be installed, but will give some more space for customization where to put that AI-cores.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
Post by: Mayu on June 24, 2023, 04:51:37 PM
Is there a way to make the Gacha hullmods obtainable without the mod installed? Preferably without console commands.

There isn't, unfortunately.

What about some more hullmod variance for AI-core hullmods?
Like hullmod that for partial logistical automation of the ship that can reduce required skeleton crew, somewhat reduce maintenance, etc?
Or hullmod that can add smart controls for the systems like shields and will be able to reduce their soft flux generation and do some other things?

It won't hurt balance of the mod since only one hullmod of such kind can be installed, but will give some more space for customization where to put that AI-cores.

More variation for AI cores, huh... I'll give it a thought.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony items on ships!
Post by: lustfull on June 25, 2023, 01:48:23 AM
Hello , I had an idea to make the mod less punishing but still strict.

When a ship with an item upgrad get destroy , you would have to go on a
Colony ( size six minimum , for more salt)
And refit to repair the item ( with cost or not).
 The item would be lock on the ship and wouldn't work at all until dock at a station and to be repair . And if you deploy  the said ship to battle again without repairing it , the item would be lost for ever.

Or  to be more flexible the ship could battle  a certain number of time before the item get destroy. 1/2/3/4  allowed battle per size category.

Have a nice day a thanks for the mod.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
Post by: Desudesudesu on June 25, 2023, 05:32:36 PM
But hot dayum is it punishing to lose one of those irreplaceable items in a random encounter and usually have to save edit it back

It would be nice for the config file to offer player the option to toggle perma loss off alongside op cost adjustments for those Hullmod, or maybe the ability to build-in those hullmods if it is doable code-wise
The mod author won't do it because they think it makes it balanced or something and they have made it clear they will not add that feature despite requests. In reality the mod is still imbalanced and it just encourages savescumming or other methods. Personally I use the console command mod and just add the items back. The problem is if you use a lot of ships and items you have to remember what to replace in the first place. It's pretty bad. I wish I knew how to code so I could just change it myself lol.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
Post by: sawert42 on July 02, 2023, 04:50:34 AM
Hey chief, i get it that you don't want to change that and i'm not gonna preasure you to do that, but can you tell me if i can disable by myself the destruction of the item when a ship gets destroyed, like which file i need to change to disable that, and is it hard-coded into the mod that disabling it would require more work ?

Also i second that, this is a really good idea
What about some more hullmod variance for AI-core hullmods?
Like hullmod that for partial logistical automation of the ship that can reduce required skeleton crew, somewhat reduce maintenance, etc?
Or hullmod that can add smart controls for the systems like shields and will be able to reduce their soft flux generation and do some other things?

It won't hurt balance of the mod since only one hullmod of such kind can be installed, but will give some more space for customization where to put that AI-cores.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
Post by: Aziraphale on July 23, 2023, 06:24:22 AM
I noticed a bug. I had the same kind of hullmod (Quantum Heatsink) into two ships. One ship got destroyed (but recovered) and the mod was lost, which is correct. So I wanted to remove the hullmod from the non-destroyed ship and move it to the previously destroyed one, but when I removed the mod from the non-destroyed ship the mod was lost, nowhere to be found. Same thing happened again when I loaded and tried again.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
Post by: Kwaize on August 19, 2023, 12:11:29 PM
When in custom stats mode, the description for Variable Fusion Capacitors lies and displays default values.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
Post by: hawknight on August 28, 2023, 07:14:34 PM
First things first, thanks for this amazing mod. I love it.


Now, is there any chance you would upload the java project on github or something? There's some change I've made for the previous version by decompiling the code, but I lost the decompiled files... Of course, I can decompile again, but I decided to ask because other people might be interested in changing some stuff as well.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
Post by: anhkhoa3302 on September 13, 2023, 06:49:42 PM
Can elite fleet/bounty have ship with these hullmods ?
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
Post by: OrariusTempus on November 12, 2023, 01:53:08 AM
Bug: The nanite repair effect only works if the ship is being piloted by the player or was previously piloted by the player when the ship was below 50% hull. Additionally, the visual effect only occurs when piloted by the player.

Have not tested if other in-combat passive systems are bugged or not.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
Post by: coolphoton on November 30, 2023, 05:24:10 AM
I love the mod. In fact, I cant play without it.
My only request is to allow a second colony item at once, even at drastically reduced efficiency
I am forever torn between adding a nanoforge or literally anything else. I find regenerating missiles just that important.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
Post by: Fusion on December 15, 2023, 06:30:11 AM
Hello
Bug: Editing stats of Variable Fusion Capacitors in sphmu_options, don't change them in game. Other mods can be edited normally.
Title: Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
Post by: Mayu on December 18, 2023, 06:53:45 AM
Special Hullmod Upgrades v1.4a - United Auroran Federation Collaboration Update

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

Download here! (https://github.com/CremeDeFramboise/Special-Hullmod-Upgrades/releases/download/v1.4a/Special.Hullmod.Upgrades.zip)


Change Log
Spoiler
[General]
- Polished some scripting.
- Added a new toggle option to turn off the item destruction penalty when the ship is destroyed or disabled in combat.

[CROSS-MOD INTERACTION]
United Auroran Federation:
- The collaboration content is now available.
- New six special hullmods have been added.

[How to get]
- UAF mod must be present in your modlist.
- To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

[Changes]
High-Throttled Weapon Torque hullmod:
- Adjusted hit strength of weapons to armor from 15% to 10%.

Nanite Swarm Cluster hullmod:
- Fixed the visual repair animation bug when not piloted by the player.

Orbital Filament Anchor hullmod:
- Blocks Monofilament Tow Cable hullmod.

Variable Fusion Capacitors hullmod:
- Fixed the stats description when in Custom Stats Mode.
[close]

 New Collaboration Hullmods:

To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

Drive Field Actuator
(https://i.imgur.com/doP6fEq.png)(https://i.imgur.com/YMHCv3y.png)
[close]

Dynamic Utility System
(https://i.imgur.com/B3V2ZOx.png)(https://i.imgur.com/SnrpqjI.png)
[close]

Fighter Autoforge
(https://i.imgur.com/wu3vDCw.png)(https://i.imgur.com/rzlTOXX.png)
[close]

Flight Control Transmitter
(https://i.imgur.com/7dulBxa.png)(https://i.imgur.com/EwIQKhu.png)
[close]

Logistic Analyzer
(https://i.imgur.com/ZuCo5Bz.png)(https://i.imgur.com/BrjIea8.png)
[close]

Magnetic Sensor Jammer
(https://i.imgur.com/F78WKNH.png)(https://i.imgur.com/DENKpar.png)
[close]

[close]

The mod will now enter its maintenance mode. This might be the last update of SHU for the foreseeable future. It will still receive patches if there's something that needs to be addressed. So yeah, have a good one!
Title: Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
Post by: Mayu on December 23, 2023, 02:53:15 AM
Special Hullmod Upgrades v1.4b - Small hotfix

Save compatible!

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

Download here! (https://github.com/CremeDeFramboise/Special-Hullmod-Upgrades/releases/download/v1.4b/Special.Hullmod.Upgrades.zip)


Change Log
Spoiler
[Changes]
Magnetic Sensor Jammer hullmod:
- Increased the radius of the jamming range from 800su to 1200su.
- Fixed the NPE.
[close]
Title: Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
Post by: Redeye43 on December 30, 2023, 08:37:41 PM
Hope this isn't rude or anything, but the source code is missing from the latest release of the mod - the folder structure seems odd in general, actually, there's a src folder under jars which has a *second* src folder inside it which has a copy of SHU.jar but renamed to SpecialUpgrades.jar, and the com and data folders inside the first src folder are empty. I assume something went awry involving file management (god knows how often that happens to me).
Title: Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
Post by: paulogabbi on January 03, 2024, 06:16:56 AM
disabling item destruction is not working
Title: Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
Post by: Anduin1357 on January 05, 2024, 09:51:07 PM
It's stupid that disabled ships also lose their colony item. The ship held together but somehow the hullmod gets destroyed??? This really penalizes aggressive and reckless personalities.
Title: Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
Post by: Mayu on January 22, 2024, 06:29:31 AM
disabling item destruction is not working
Noted. Will issue a hotfix for this when I have the time.
Title: Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
Post by: Razzy on February 22, 2024, 09:56:41 PM
Does this work fine by just changing the mod version?
Title: Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
Post by: Heretic01 on February 23, 2024, 07:34:10 AM
Does this work fine by just changing the mod version?
I'd love to learn that too. I guess I'll try it in some hours to find out.

edit.
Yes, it works after manually changing version!
Title: Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
Post by: Razzy on February 24, 2024, 02:01:42 AM
Does this work fine by just changing the mod version?
I'd love to learn that too. I guess I'll try it in some hours to find out.

edit.
Yes, it works after manually changing version!

Very nice to hear!
Title: Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
Post by: AcetheAxolotl on March 01, 2024, 07:44:29 AM
Hi, im fairly new in poking around mods, and am wondering if there is a way to make the hidden gacha hullmods require instead the location of the modspecs? I've been wanting to try them since i discovered them just lying around in Missions without any buffs or debuffs
Title: Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
Post by: Ikyogdi on March 01, 2024, 02:25:19 PM
Would you add an option to change deployment cost values from AI cores? I neither found that in the topic nor in options and I just can't code.
Title: Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
Post by: Xoatl on March 05, 2024, 01:36:46 PM
Ended up turning off destruction of items on ship death because I ended up just reloading saves which got annoying because in order to avoid corrupted saves ive been starting every reload by restarting the game. Figured that isnt the intended consequence. However I still want some consequence. Is there some way to add extra supplies cost to recover a ship with these items after they're destroyed in combat? I think thats a fair consequence that wont make me save scum. Thank you.

EDIT: Disabling it via FAQ instructions dont seem to work sadly
Title: Re: [0.97] Special Hullmod Upgrades v1.5 — Install colony item on ships!
Post by: Mayu on March 06, 2024, 07:45:46 AM
Special Hullmod Upgrades v1.5

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

Download here! (https://github.com/CremeDeFramboise/Special-Hullmod-Upgrades/releases/download/v1.5/Special.Hullmod.Upgrades.zip)

A small update with quality of life improvement, fixes and new hullmod.

 LunaSettings
(https://i.imgur.com/a9NRdO0.png)
[close]

Defense Focus Integrator
(https://i.imgur.com/WoJQgxZ.png)(https://i.imgur.com/n4alyi3.png)
[close]

Change Log
Spoiler
[General]
- Updated to 0.97.
- Script refactoring.
- Cleaned some stuff.
- Complete soft integration with LunaLib config (check out the LunaLib options for SHU!).

[CROSS-MOD INTERACTION]
United Auroran Federation:
- New special hullmod: Defense Focus Integrator.
- Consumes one UAF Interplanetary Rice Cooker to install.

[How to get]
- UAF mod must be present in your modlist.
- To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

[Changes]
- Fixed the item destruction toggle.
[close]
Title: Re: [0.97] Special Hullmod Upgrades v1.5 — Install colony item on ships!
Post by: hal970 on March 06, 2024, 08:23:34 AM
Special Hullmod Upgrades v1.5

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

Download here! (https://github.com/CremeDeFramboise/Special-Hullmod-Upgrades/releases/download/v1.5/Special.Hullmod.Upgrades.zip)

A small update with quality of life improvement, fixes and new hullmod.

 LunaSettings
(https://i.imgur.com/a9NRdO0.png)
[close]

Defense Focus Integrator
(https://i.imgur.com/WoJQgxZ.png)(https://i.imgur.com/n4alyi3.png)
[close]

Change Log
Spoiler
[General]
- Updated to 0.97.
- Script refactoring.
- Cleaned some stuff.
- Complete soft integration with LunaLib config (check out the LunaLib options for SHU!).

[CROSS-MOD INTERACTION]
United Auroran Federation:
- New special hullmod: Defense Focus Integrator.
- Consumes one UAF Interplanetary Rice Cooker to install.

[How to get]
- UAF mod must be present in your modlist.
- To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

[Changes]
- Fixed the item destruction toggle.
[close]

Thank you for the update, love the additional cross-mod interactions!  Can't wait to try it out in-game!
Title: Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
Post by: Goumindong on March 12, 2024, 01:47:26 PM
Getting a crash error at load. Active mods are graphics, lazy, magic.  I had some other mods active(console, perilous expanse, legends, salavage ship expansion) but still getting the same crash with them inactive

Code
37204 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: Could not initialize class data.hullmods.SUAlphaCoreUpgrades
java.lang.NoClassDefFoundError: Could not initialize class data.hullmods.SUAlphaCoreUpgrades
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
at com.fs.starfarer.loading.specs.P.getFleetEffect(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ô00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source)
at com.fs.starfarer.api.impl.campaign.world.TTBlackSite.addFleet(TTBlackSite.java:288)
at com.fs.starfarer.api.impl.campaign.world.TTBlackSite.generate(TTBlackSite.java:245)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGame(CoreLifecyclePluginImpl.java:776)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

edit: FIXED by adding Lunalib. Lunalib should be added to the required mods.

Title: Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
Post by: Sajuuk on March 14, 2024, 09:39:06 AM
Crashes when starting the game, adding it didn't help "Lunalib. Lunalib should be added to the required mods."
Title: Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
Post by: Redeye43 on March 16, 2024, 04:07:33 PM
Source code is still missing - just to ask directly, do you want to not put your source code up? If that's what you want I don't blame you, I just feel paranoid about running anything in Java without the source out there in the open.
Title: Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
Post by: The_haminator on March 17, 2024, 02:34:02 PM
Hi all, traced a game crashing bug back to this mod alone.

Not sure if copy paste dumping end of starsector.log is ok or helpful, but here it is. Crash discontinues occurring when special hullmod upgrades is unselected as an active mod in the game.

13803 [Thread-3] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: rat_visitSettlementScript
13803 [Thread-3] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: meetPortTseGamblerBar
13872 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [SPHMUHaveNexRand] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
org.lazywizard.console.rulecmd
exoticatechnologies.campaign.rulecmd
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
progsmod.data.campaign.rulecmd
assortment_of_things.campaign.rulecmd

com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [SPHMUHaveNexRand] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
org.lazywizard.console.rulecmd
exoticatechnologies.campaign.rulecmd
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
progsmod.data.campaign.rulecmd
assortment_of_things.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Command [SPHMUHaveNexRand] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
org.lazywizard.console.rulecmd
exoticatechnologies.campaign.rulecmd
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
progsmod.data.campaign.rulecmd
assortment_of_things.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source)

Title: Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
Post by: Goumindong on March 18, 2024, 08:21:05 PM
Not sure this is this mod alone.

RAT is Random Assortment of Things (https://fractalsoftworks.com/forum/index.php?topic=26260.0)

I don't know what SPHMU is because this mod tends to use SU as its command coder. But "have nex rand" implies that its attempting to call a specific effect that will occur when you have nexelerin installed.

edit: RAT requires nexelerin and nexelerin doesn't seem to be installed.
Title: Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
Post by: MongolNinjaMech on March 19, 2024, 10:28:46 PM
I think I found a bug, you lose colony items and AI cores if you remove them from the ship using the undo bottom in the refit screen. Tested on 0.97a-RC11 with item loss and hullmod incompatibilities on and off and I have lazy, magic, luna and graphics library installed along with a number of minor mods.
Let me know if you need the full mod list or any other information. BTW Thank you for your mod and work :thumbsup: