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Starsector 0.98a is out! (03/27/25)

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Topics - Dazs

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Mods / [0.98a] Tri-Tachyon Expansion - V0.9 04/29/25
« on: July 21, 2024, 10:45:46 AM »
    A compilation of various ships and stations designed to buff up Tri-Tac's fleet and military might.

    The mod offers:
    4 added Tri-Tachyon controlled stations (One each in Hybrasil, Valhalla, Mayasura and Magec)
    24 High-Tech ships specialized in energy weapons
    2 Wings - 1 mining/pulse pd drone & 1 high-tech bomber
    7 Pulse energy weapons
    2 Energy torpedoes
    1 faction specific hull mod that improves energy weapon performance pre-installed on every TTE ship
    1 simple event found in Tri-Tachyon bars, that you can complete once per playthrough
    Note: Safe to add to existing saves, the ships will be added but the stations will only appear during a new game sector generation



    All Ships Image

    Spoiler
    [close]

    Mod technical notes

    Spoiler
    • All TTE ships are energy weapon specialists and are modified to extend the range, flux rate and damage of energy weapons. All TTE ship’s turrets and hard points are energy focused.
    • All TTE ship variants are equipped solely with pulse energy weapons to take best advantage of the built-in hull mod. They have been added to the Tri-Tachyon fleet lineup.
    • The two new weapons are a small and medium pulse PD energy weapons based on the IR pulse laser and Pulse Laser. I used the vanilla graphics for each but modified them with yellow hazard markings to differentiate them as they double as mining weapons.
    • Each ship has better armor and hull than standard High-Tech ships but suffer from inefficient shields, require more crew and have higher operating costs. They also have better than average fleet strength and will perform better in AI controlled battles. I felt that each ship added fills a role that is currently missing in the High-Tech lineup and I will be adding more as ideas and suggestions arise.
    • The added stations are there to increase the power of Tri-Tachyon in what I consider the most at-risk of invasion sectors. This was a subjective choice and I may add/remove them while the mod is in testing.
    • To be clear this is a faction expansion and not a faction mod. All assets added by this mod are controlled by Tri-Tachyon and the ships are available only in their markets. All ships will appear in game created Tri-Tac fleets, more so on a new game generation.
    • All ships and weapons are available for purchase in Tri-Tachyon markets and have been added to the High-Tech blueprint.
    • Note: In Random Core Worlds mode the mod will not generate stations and become a ship/weapon pack, the added simple event will still function.
    [close]

    ANOTHER Dazs mod?! you ask. Well here is my reasoning:

    Spoiler
    During a correspondence with geminitiger on the TTSC forum it was brought up that of all the factions Tri-Tac falls first in their games and they were hoping TTSC was the answer. To make a long story short, I felt that TTSC's lore did not really fit that role. So being intrigued by their statements, I did some research on the forum and on reddit and found many players felt the same.

    I made this mod as an answer to the weaknesses I read about in those posts. I felt that giving them beefier and more damaging ships and new strong PD weapons was a good way to counter that Tri-Tachyon no longer fields carriers. What I mean by that is in the vanilla fleet doctrine, Tri-Tachyon has carriers set to 0 and they deploy larger ships over smaller ones which is why I added four capitals.

    The added stations will also give them a better chance to defend themselves and give them more trading opportunities. I added these as other vanilla factions have more systems and or stations and vanilla Tri-Tac was at a disadvantage they could not recover from.
    [close]

    Sources

    Spoiler
    Each TTE ship is a Dazs kit bash using vanilla High-Tech ship art assets and the weapons are modified game assets.

    Ship names are all sourced from Iain M. Banks culture series – a wonderful space opera that sparked my imagination, seek it out if you have not read them.

    The simple event "Internal Affairs" was sourced from https://fractalsoftworks.com/forum/index.php?topic=20281.0 - A big Thank you to Inventor Raccoon for allowing me to incorporate it.

    A special thank you to Alex and team for their hard work making this game and keeping it up to date all these years.
    [close]

    If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi!

    Current Changelog
    v0.9.1 - Save Game compatible
       -Energy Torpedo: Doubled the EMP damage - Makes is more competitive vs the Salamander since the changes in 0.8.1
       -Gelian: Raised the cost to deploy and supply per month to 28 - TY sycspysycspy for your commentary
       -Ion Burst: Removed the 0.5 charge up and increased the charge down from 0.5 to 1 - TY sycspysycspy for your investigation 
       -Added a new ship, the Meristinoux: A destroyer sized armed troop carrier - TY Le Roacher for noting TT lacked a dedicated troop carrier

    Previous Changelog
    Spoiler
    v0.9 -Not Compatible with game version .97a saves
       -Updated code to work with version .98a of Starsector

    v0.8.1 - Save Game compatible - minor balancing patch
       -Energy Torpedo: Raised the charge down from 3 to 4 on the small and 6 to 8 on the medium and lowered the range to 1500 - Received some feedback that it was too spammy
       -Energy Torpedo Shot: Lowered the glow radius from 125 to 75 - Same but that the blue glow was taking over the screen

    v0.8 - Save Game compatible *you may need to re-arm any Amorphia in your fleet, see notes*
       -Added a new ship, the Lupum - A TTE styled cruiser sized variation on the Wolf - Equipped with a phase skimmer and two medium missile mounts
       -Added a new ship, the Chiark - A destroyer sized High-Tech civilian exploration & survey tug with high resolution sensors, salvage gantry and drive field stabilizers
       -Added a new weapon, the Heavy Ion Pulsar - A large version of the vanilla Ion Pulsar
       -Added two new energy torpedoes - One small for 3 OP and one medium for 8 OP - Guided and does energy damage with an EMP burst on hit
       -Added a new bomber wing, the Grumman - Shielded with strong armor and armed with two small energy torpedoes
       -Dajeil: Changed the BP from the High Tech BP to the TTE BP - oversight from the previous patch
       -Amorphia: Raised the OP from 170 to 175 and replaced the two cobra wings with Grumman wings on the variant
       -Fixed a grammatical error with the Dajeil's description
       -Added the new ships and wing to the "All Ships Image" on the mod forum page and Discord post

    v 0.7 - Save Game compatible *See changelog notes
       - Added the Tri-Tac crest to the LunaLib & TriOS menus
       - Removed all TTE assets from the High tech blueprint package - Removes all TTE assets from non Tri-Tac markets (new game only)
       - Added two new blueprint packages, one for TTE ships and one for TTE weapons - These packages can be found like any other (loot, salvage, etc)
       - IR PD pulse laser: Lowered to damage from 50 to 45 and flux per shot from 40 to 38 - TY KalHirol for pointing out it was the same as the IR Pulse with 1 less OP
       - TY KalHirol for asking me to review the deployment costs of the larger TTE ships, the following ships have been adjusted:
          - Hofoen: Lowered the deployment cost, supplies to recover and supply per month from 48 to 45
          - Azadian: Lowered the deployment cost, supplies to recover and supply per month from 65 to 62 
          - Gurgeh: Lowered the deployment cost, supplies to recover and supply per month from 32 to 30
          - Gelian: Lowered the deployment cost, supplies to recover and supply per month from 27 to 25
          - Braijsa: Lowered the deployment cost, supplies to recover and supply per month from 26 to 25
          - Involucra: Lowered the deployment cost, supplies to recover and supply per month from 21 to 20

    v0.6.1 - Save Game compatible
       - Fixed a mount mismatch on the Azadian front hardpoints- TY Toad for noting it and letting me know
       - Fixed a graphics error with the nonex version of the mod - TY denil380 for informing me and sorry for the hassle it caused you
       - Removed the STRIKE hint on the Ion Burst - Initially this weapon was slow firing but the current version no longer needs this tag
       - Changed the primary role of the Pulse Blaster to Anti-Armor and the Ion Burst to Anti-Shield - Had them as General which is for energy weapons

    v0.6 - Save Game compatible
       - Fixed a weapon size mismatch on the Hoefen - You may need to rearm it if one is in your current fleet - TY last_misadventure for letting me know
       - Reduced the range of the Pulse Blaster, Ion Burst, & Light Plasma Cannon from 1k to 800 and the OP to 12 Medium, 18 Large - Ty Village for your cometary
       - Added a line (s,m,l) of Frag/EMP suppression Ion pulse weapons - Does equal amounts of Frag and EMP damage  - Test case idea, I'd appreciate feedback
       - Fixed a mismatch with the nonoex version file - TY ButtercupSandwich and Nissa, Typo Fairy for letting me know

    v0.5.1 - Save Game compatible*
       - Added Nexerelin as a dependency to support Random Core Worlds mode - *This will work with games saved with the 5.0 version using Nexerelin
       - Added a secondary download link to a version for players who do not use Nexerelin - *This version will work with games saved with the 5.0 version if it was saved w/out Nex installed
          - Note: In Random Core Worlds mode the mod will not generate stations and become a ship/weapon pack, the added simple event will still function
       - Added the above Note to the "mod technical notes" spoiler tab on the forum page

    v0.5 - Save Game compatible
       - I've read discussions on reddit and the forums regarding the lack of variety of non-beam energy in the medium slot so I added the following weapons to the TT lineup:
          - Added a new Medium Energy High Explosive weapon, the Pulse Blaster - Has the effect of removing armor on armor and hull hits
          - Added a new Medium Energy Kinetic Weapon, the Ion Burst - Has the effect of disabling weapons upon armor and hull hits
          - Added a new Large Energy Weapon, the Light Plasma Cannon - A scaled down version of the Plasma Cannon for ships with a tighter OP budget
       - Added a new Heavy Cruiser, the Braijsa - I noted a conversation on r/starsector regarding the lack of a Dominator style tank role ship for High Tech
       - Added the new ship to the "All Ships Image" on the mod forum

    v0.4 - Save Game compatible
       - Renamed the stations added by this mod to be more thematic - New game sector generation only - TY Coil for the suggestion
       - Added a cruiser sized heavy freighter, the Rabaroansa - TY Sheito for suggesting a non-phase High-Tech Colossus analog
       - Added a new Hybrid Cruiser, the Involucra - TY KnightR for suggesting a High-Tech analog of the Mora
       - Added the built in mod "Operations Center" to the Morat (destoyer) and the Hofoen (Battle Cruiser) - Gives a High-Tech flagship option for wolfpack as well as heavy ship fleets
       - Reduced the wing count of the Dajeil drone from 6 to 4 - Though having the same DPS as the mining laser, the PD Pulse does not have the drawback of beams
       - Touched up the image of the Genar - Noted some artifacts and breaks that needed some fixing
       - Re-worded the descriptions for a better sentence flow and refinement of meaning - TY BladedQueen for your ongoing editing
       - Added the two new ships as well as the touched up Genar to the "All Ships Image" on the mod forum

    v0.3 - Save Game compatible
       - Incorporated Inventor Racoon's quest mod "Internal Affairs" with permission - Adds a nice little starter quest for new TT captains that gives a contact at the end 
          -Though the above mod has not been updated in some time, if you have it installed disable it as this is an updated .97a replacement and not compatible
       - Changed the designation of the Jandraligeli and Chamlis from Combat Freighter to Combat Tanker as was intended - Fixing an oopsie
       - Added a line of High-Tech Tankers (1 frigate, 1 destroyer, 1 capital) - I read complaints on reddit that it made no sense that Tri-Tac was forced to use low tech tankers
       - Fixed an issue with the file download link - TY Coil for letting me know
       - Changed the mod folder name from TTE to Tri-Tac Expansion - As always delete the old folder (TTE 0.2) - The mod ID remains the same
       - Re-made the "All Ships Image" on the mod forum to add the three new ships - Take a peek if you are interested :)

    v0.2 - Save Game compatible
       - Added a line (1 frigate, 1 destroyer, 1 cruiser) of Hybrid ships that are not quite battle carriers but do carry wings and can put up a good fight for their weight
          -Note: The above addition will allow Tri-Tac to field some wings in their game made fleets and bypass their Carriers=0 setting
       - Gave the descriptions another pass - TY BladedQueen for your suggestions and submissions
       - Removed some extraneous lines in the generation scripts - Streamlines the memory load
       - Added a bonus to energy projectile speed to the built in hull mod - This benefits pulse weapons and not beams
       - Lowered the range bonus of the built in hull mod from 20% to 15% - In further testing I felt when combining it with a targeting core it was a little bit too much
       - Added a new weapon, PD Pulse Mining Laser - Essentially a mining laser pulse analog with roughly the same stats - To give a lacking option and better take advantage of the hull mod
       - Re-designed the Dajeil wing by replacing the weapon to the new PD Pulse Mining Laser and giving it similar stats as the Borer wing but retaining the support role of the mining drone
       - Re-made the "All Ships Image" on the mod forum to reflect the new ships from this and the previous patch

    v0.1.1 - Save Game compatible
       -Added two new ships to the lineup - Both are combat freighters with shielded cargo holds, 1 frigate and 1 cruiser - I felt Tri-Tac smugglers would appreciate a High-Tech option
       -Re-wrote several descriptions and fixed some grammatical errors - Rookie mistake oops. - TY BladedQueen for your observations

       v0.1
       - Initial release for review, testing and constructive criticism.

    [/list]
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    2
    Mods / [0.98a] Tri-Tac Special Circumstances - V 1.1 04/01/25
    « on: April 24, 2023, 10:18:37 AM »
    A High-Tech faction mod focused on the military and espionage might of Tri-Tachyon.

    The mod offers:
    3 faction stations (two in Hybrasil and 1 in Magec)
    Note: Should be installed before a new game for the stations to appear, not safe to uninstall during a saved game for that reason
    25 shielded ships
    4 phase ships (including a phase capital)
    4 wings - 1 interceptor, 1 fighter, 1 bomber and 1 mining drone
    19 beam weapons
    1 faction specific hull mod that improves beam performance pre-installed on every TTSC ship
    1 Commissioned Crews integration hull mod that increases a ship’s flux performance
    Custom tongue-in-cheek naming structure of their ships based on the works of Ian M Banks culture series



    Mod integrations:

    All Ships Image

    Spoiler
    [close]


    Faction Lore (Note: In-game lore is based on the Culture book series by Iain M. Banks with several references.)

    Spoiler
    The department of Special Circumstances has always been Tri-Tachyon’s moral espionage weapon, the very cutting edge of the corporations interfering diplomatic policy. It’s standing and its image within the corporation has been ambiguous. Special Circumstances, known as SC for short, is a subset of the corporations department of diplomacy assigned to the handling on unusual, delicate, stealthy, covert or otherwise special situations.

    As Tri-Tachyon grew more insular and neutral, SC became an independent organization of its own. The split occurred because SC’s activities could not be morally justified within the corporation’s publicly viewable policies. Commonly regarded with a combination of contempt and veneration by the corporation at large, SC performs the dirtiest and bloodiest work that the corporation, in SC’s opinion, needs to do.

    Seen as euphuism for corporate military intelligence, SC often acts outside public policies of Tri-Tachyon in order to preserve those same policies. SC deals in the moral equivalent of black holes, where the normal laws, the rules of right and wrong that people imagine, break down. Beyond those metaphysical horizons, there exists…Special Circumstances.

    Since Tri-Tachyon is a corporation and not a political entity, SC is not a publicly sanctioned group. By common practice and custom however, SC inserts itself into situations in which it believes a slackening of ordinary moralities is needed. From time to time this may irritate other divisions of the corporation. They handle the corporation’s dirtiest and bloodiest work and their ships and weapons are fine tuned to be both the first line of defense of Tri-Tachyon’s interests as well as its projection of corporate might.

    SC’s motto is, “If you want peace, you must be prepared for war.”

    [close]

    Mod technical notes

    Spoiler
    • All TTSC ships are beam specialists and are modified to extend the range, turn rate and damage of beam weapons. All SC ship’s turrets are energy and the hard points are synergy (energy/missile) with the exception of their dreadnaught, the Xenocrat, which has all synergy mounts, both turret and hard point.
    • The hull mod from Commissioned Crews grants access to subroutines that improve ship flux venting and capacity.
    • TTSC weapons are all variations of Vanilla high tech beam offerings. Each TTSC weapon either does a different damage type or role than its vanilla counterpart and they offer no PD weapons. I used the vanilla graphics for each but modified them with blue markings to differentiate them.
    • With no ballistic offerings, their markets only sell high tech weapons. Since they have synergy mounts, SC markets will sometimes sell missiles from other factions.
    • There is currently one TTSC “black ops” mission available at their stations that require smuggling of goods. I plan to add more as I learn more about the star sector mission code structure.
    • TTSC faction relations are set to be the same as Tri-Tachyon's and are allied with Tri-Tachyon. Since their stations are all based in Tri-Tac space I would recommend you stay that way :)
    • Starship Legends integration adds several TTSC ships to the SL derelict bar quest
    • All portraits and music used are the same that Tri-Tachyon uses
    [close]

    ANOTHER Dazs faction mod?! you ask. Well here is my reasoning:

    Spoiler
    JYD is low tech, CFT is all midline and Hiver is, well, Hiver so I found myself with some high tech ships I made that I had no use for. Initially I intended to either post them on Spiral Arms or release them as a ship pack mod.

    However the more I thought about it, it seemed to me that there are mods out there that are sub-factions of the vanilla factions up to the total re-write of Sindrian Diktat with the exception of Tri-Tachyon. Which gave me the idea of a sub-faction that deals with the corporation’s dirty work which lore wise would make sense for a mega-corp to have a cut-out department for deniability. That combined with my love of the Culture book series in which SC is the dirty jobs sub-department of Contact gave birth to this mod.

    Lastly and most important, if this mod inspires even one person to check out the works of Ian M. Banks then my time was well spent.
    [close]

    Sources and Thank You Credits

    Spoiler
    Each TTSC ship is a Dazs kit bash. The sprites used were sourced from:
    • Starsector’s art team - The ships are mostly kit based from vanilla art assets and the weapons are all modified game assets.
    • Spiral Arms II (https://fractalsoftworks.com/forum/index.php?topic=12896.0) and Sporaled arms (Spaceport Corvus discord server) contributors. - I used bits and pieces from the free to use art assets found there in some of the ships. All credit goes to the multitude of kind people who have donated their artwork.
    Beta Testers: – AsinineMorta, LukeTasrook, SpaceDrake, wepto, eidolad, LukeTasrook, PigeonPun, HuginBlar, Sorrydough, AsinineMortal, Moasseman, Knifiel, justnewaccount3131  - would you like to help? I’ll add your name here :)

    Timid – For helping me understand the mission code and supplying me with an example.

    Lore: Iain M. Banks – for writing such a wonderful space opera that sparked my imagination.

    A special thank you to Alex and team for their hard work making this game and keeping it up to date all these years.
    [close]

    If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi!

    Current Changelog

    v1.1 -Not Compatible with game version .97a saves
       -Updated code to work with version .98a of Starsector

    Past Changelogs
    Spoiler
    v1.0 - Save Compatible
       -Added Nexerelin as a dependency for the main version of the mod - Prevents players w/out Nexerelin from mistakenly using that version
       -Added the TTSC crest to the LunaLib & TriOS menus
       -Fixed the display name of the Plasma Beam - TY EnigmaniteZ for noticing
       -Changed the rarity of the TTSC omega variant weapons to 0.4 and tier to 3 making them much less likely to drop or be for sale - TY Vaelophisnyx for the message
       -Added code to the Nexerelin faction config to make it less likely for TTSC to fall out of favor with TT - It can still happen if you work at it :)
       -Touched up the sprite for the Caconyml - Comparison image on the forum and discord - My response to numerous discord dislikes   
       -Realigned the front side small turret of the Caconyml to be side facing to match the sprite and widened the arc from 125 to 175 to match the other side turrets
       -Replaced the LR PD lasers on the Caconyml variant with Twin mining lasers and added the Flux Distributor hull mod with the OP savings - Keeps it all TTSC
       -Replaced the sprite of the Caconyml on the "All Ships Image" on the forum and the discord post with the updated one

    v0.9 - Save Compatible with v0.8.1
       -Added the "phasefield" built in hull mod to the Caconyml - TY last_misadventure for noticing my mistake
       -Changed the shield efficiency on the Eschatologist and Arbitrary from 1 to 0.8 -Ty Shogouki for your input
       -Doubled the value of the TTSC ship BP package since it does have more valuable ships than standard - Ty Tirpitz for bringing that to my attention
       -Replaced the built-in hull mod Fighter Chassis Storage on the Hronish with Expanded Deck Crew - Big oopsie on my part ty TameFroggy for pointing out that is meant for stations only   

    V0.8.1 - Save Compatible with v0.8
       -Added back Nexerelin sector generation in the mod to support random core worlds mode - Use this if you have Nexerelin enabled
       -The TTSC flag above is the link to the main download version
       -NOTE: if you do not use Nexerelin then download the alternate "nonex" version - link is just below the mod dependencies

    v0.8 - Save Compatible with v0.7
       -Changed the designation of the Escarpment to light cruiser carrier to reflect that is is not a pure light cruiser
       -Added a new light cruiser, the Excession(nod to the sleeper service being downgraded from GSV to MSV - read the culture series and you'll get the reference) using a rejected sprite I made for Not_a_cat
       -Added the new ship to the "All Ships Image" on the forum OP and used in the Discord post
       -Adjusted the code so the mod can now be enabled with OR without Nexerelin - TY Teledahn and Astragoth for lighting a fire to get this done already :)
       -Removed the Nexerelin requirement in the code to enable the mod and changed the text on the forum OP - LeoSCfan & Vestung rejoice! - oh and see the above Comment and thank those two as well ;)
       -Adjusted the code so TTSC will start aligned with Tri-Tac and never fall below friendly - Nexerelin start new game only - TY Vestung for pointing me in the right direction
       -Changed the mod_info description to clarify that TTSC is a sub-faction of Tri-Tachyon
       -Updated the game version to RC-10 to alleviate your OCD triggering mod manager yellow warning :)

    v0.7 - Save Compatible with v0.6
       -Doubled the chargedown and increased the flux use by 10% of the TTSC Rift weapons - Received many complaints that being Omega clones they were too powerful and made getting Omega not worthwhile
       -Updated to 0.97a

    v0.6 - Save Compatible with v0.5
       -Added a NEX requirement to the forum OP - TY LeoSCfan for letting me know
       -Increased the damage of the TTSC short range laser from 40 to 45 and removed the chargeup time - Makes it more competitive for such a short range laser
       -Added a new weapon, the TTSC Twin Mining laser - TTSC lacked both a PD laser as well as a mining weapon and it fills a gap in being 2 OP which is rare for a PD laser weapon
       -Added a new frigate sized mining/salvage freighter, the Idiran - TTSC lacked some ships for their mining fleets so I added this as well as the next two to their lineup
       -Added a new destroyer sized mining/salvage freighter, the Gillan
       -Added a new cruiser sized mining/salvage freighter, the Azad - Decent cargo with strong mining stats and several small turrets which makes for a good deployable PD platform
       -Added a new mining drone wing, the Rascal - Similar stats to the vanilla mining drone but 1 OP, 2 wing, equipped with 1 Twin Mining Laser with less armor and an omni shield
       -Added missing "tags" to the TTSC fighters - Adds them to the TTSC BP and helps when autofitting - noticed it when I added the new drone
       -Added TTSC to the SCY Amity faction whitelist
       -Added TTSC to the Persean Chronicles Faction ids to it's whitelist   
       -Added mining strengths to the three new ships and drone
       -Added the ability for TTSC to form mining fleets in Nexerelin - I initially had it disabled as JYD was so mining focused but Tri-Tac has them so why not TTSC
       -Added the three new ships to the list of ships randomly picked to add to a mining fleet under Nexerelin
       -Updated the "All Ships Image" on the Forum OP with the new ships and drone - The are on the bottom of the image, take a peek if you are interested :)

    v0.5 - Save Compatible with v0.4.7
       -Increased the damage of TTSC Medium Range Laser from 75 to 85 - With the same OP as the TTSC Tactical laser it needed more DPS to make sense
       -Lowered the tier of the TTSC Medium and Long range lasers from 2 to 1 - Should allow them to show more frequently in TTSC markets
       -Increased the tier of the TTSC Tachyon Lance from 2 to 3 - As a high value weapon, tier 2 made it too available
       -Removed all TTSC weapons from the blueprint package
       -Made a new BP for weapons that will not be in the player's starting cargo but discoverable - Received complaints that their "OP" weapons are too readily available
       -Increased the value of the weapon BP based on the value of the weapons
       -Added missing crew to the Bora - TY Zoro89 for letting me know
       -Replaced the built-in high resolution scanners on the Revisionist with insulated engine assembly to match the tech on the Ingenui - TY Lathyr for the idea!

    v0.4.7 -Save Compatible with v0.4.6
       -Removed the two wings from the Determinist and increased the armor and hit points to make a pure Battlecruiser
       -Reclassified the role of the Eschatologist from CombatLarge to CarrierLarge as intended and is now listed as a Battlecarrier in the index
       -Added 10 OP to the Eschatologist and replaced two of the Scree wings with a Riptalon wing and an Equator wing - TY Noobishnoob for pointing out the need

    v0.4.6 - Save Compatible with v0.4.5
       -Some code changes for Linux compatibility - TY justnewaccount3131 for helping me

    v0.4.5 Save Compatible with v0.4
       -Capitalized the X in Xenocrat - TY SteelSirokos for letting me know
       -Raised the DP of the Kakistocrat from 8 to 11 to properly assign it's power level - TY Moasseman for making the case
       -Fixed a spelling mistake on the description of the Ablation - rear turrets not read turrets :)   
       -Looked over the remaining descriptions and added some missing commas as well as changed a couple poorly written descriptions.
       -Adjusted the code so the mod can now be enabled with OR without Nexerelin - TY Knifiel for letting me know


    v0.4- Save Compatible with v3.6 - Some changes require new sector generation
       -Fixed an error with the TTSC Graviton Beam having an incorrect tag
       -Lowered the energy per second of the TTSC High Intensity Laser to 400 - matches the vanilla 0.96a change to the HIL
       -Lowered the speed to 60 and acceleration to 45 of the Hronish and raised the deployment/supply use to 35 - Ty wepto for asking me to take a look at it
       -Changed the orbit of GSV Gobuchul Station to be a bit further out than SC Headquarters in Hybrasil - New sector generation only
       -Upgraded the station used on GSV Gobuchul Station to a Star Fortress - As a military station it needed more teeth - New sector generation only
       -Changed the Tier of the TTSC Rift Beam and Rift Lance from 2 to 3 - makes them less likely to be fitted on game generated assets
       -Updated the sprite for the Kraiklyn tanker - received complaints that it looked too much like the Prometheus - TY HuginBlar for the help
       -Converted the compression from RAR to ZIP - Received some "requests" and it is a more widely used format
       -Replaced the Kraiklyn sprite on the forum "all ships image" with the new one - It's much more sleek, take a peek!

    v3.6 Quick hotfix - Save compatible with v3.5 Note: If you have a Latebricole in your fleet you will need to re-arm it
       -Fixed an issue with the Latebricole missing a collision radius and re-balanced it by replacing the medium turret with two smalls - TY LukeTasrook for bringing this issue to my attention
       -Redesigned the Latebricole to match the new weapon layout and replaced the sprite on the "All Ships Image" on the forum OP   

    v0.3.5 Should be save compatible however you will have to rearm any Xenocrat ships in your fleet
       -Re-worked the sprite for the Xenocrat to better match 0.96a - TY to PigeonPun,Sorrydough,and my biggest discord fan ARandomRobloxJal for your helpful advice
       -Replaced/rearranged several mounts on the Xenocrat to give it a better weapon profile - You will need to rearm any in your saved fleet
       -Replaced the image of the Xenocrat on the "All Ships Image" on the forum OP - I spent a couple hours on this one, take a peek if interested.
       -Fixed an issue where the mod crashed when using Random Core Worlds in NEX - May break saves so save a copy of 0.3 just in case - ty eidolad for reporting the issue

    v0.3 - 0.96a balance pass - Should be save compatible with v0.2.5 but not sure since I did not have a save game to test against
       -Re-enabled Nexerelin features
       -Increased the damage of the Heavy Burst Laser from 400 to 450
       -Lowered the range of the Interdiction beam from 1200 to 1000 and impact from 500 to 400 - Hard to balance this one since it is a vanilla weapon but not implemented
       -Lowered the damage of the Long range laser from 150 to 100
       -Lowered the turn rare of the Medium Laser from 100 to 80
       -Increased the eng/sec of the Short range laser from 15 to 20
       -Removed the impact rating on the Plasma Beam
       -Added a missing zero to the cost of the Rift Beam and Rift Cascade Emitter to match the cost of their vanilla counterparts
       -Doubled the energy cost and damage output of the Rift lance - still half of the vanilla counterpart but makes it more desirable for a 9 op weapon
       -Lowered the damage of the Tactical laser from 85 to 75 - Puts in on par with it's vanilla counterpart
       -Lowered the range bonus on the hull mod OC Beams from 100 to 50 - AsinineMortal makes a good point that the range was a bit much when stacked with Advanced Optics
       -Lowered the max speed of all TTSC ships by 10% - AsinineMortal makes a good point that combined with their beam bonus and good shields their speed was making them a little too OP

    V0.2.5 -Minor patch to update for current game version
       -Removed all Nexerelin compatibility - will re-enable once a stable patch for that mod is released
       -Adjusted the code to be compliant with the 0.96a MagicLib changes
       -Adjusted the code compatibility to work with 0.96a
       -NOTE: mod integrations will be re-enabled as they are made 0.96a compliant

    v0.2 - Save Compatible with v 0.1
       -Removed some duplicate text from the forum page and added the TTSC Flag with an embedded d/l link for some color
       -Added a config file for the mod "take no prisoners" - TTSC officers can be captured, they now accept ransom and will send vengeance fleets after you if prisoners are not properly treated
       -Added config files for the mod Industrial Evolution - The TTSC embassy added to the whitelist, Some ships added to the reverse engineering and printing whitelists
       -Added TTSC to the list of factions included in the mod "New Beginnings"
       -Added TTSC to the Vayra Bounties whitelist - If you use that mod, TTSC can now be targets for bounties including you if you are commissioned with them
       -Added the more OP TTSC ships to the Prism Freeport blacklist
       -Changed the TTSC faction color to a darker blue that matches their flag - Differentiates their assets from Tri-Tac
       -Removed some unneeded comment code left over from when I was designing the mod
       -Gave all TTSC descriptions a once over and fixed some spelling and grammar mistakes

    v0.1
       - Initial release for review, testing and constructive criticism.
    [close]

    3
    Mods / [0.98a] Carter's Junk Hull Mods - V 1.0.1 - 04/12/25
    « on: January 14, 2023, 05:04:21 AM »

    Requires
    LazyLib, MagicLib

    44 questionable quality low OP requirement Hull Mods originating from my two faction mods (JYD and CFT) rolled into one.



    Why oh why? You ask

    R/L reason why
    Spoiler
    I am not a coder, I am not an artist I am just a guy who really enjoys this game and wanted to provide mods with what I thought were features lacking in the game for those who felt the same as me. I rely on player feedback in all it’s forms to get a sense if I am doing it right. After reading numerous comments on discord from players who stated they uninstalled my faction mods or just plain do not use them because the hull mods are just unbalanced and they did want them in their game, I decided to make this move.

    By separating the hull mods from both factions into a separate mod, I would not feel like I am bloating my faction mods with more code if I want to add more hull mods in the future. This allows me to slim down the load of JYD and CFT for those that do not want or care about the hull mods while still providing them to those that do. And most importantly, it allows me a forum page that I can interact with that focuses on this specific aspect of my mods.
    [close]

    The Dazs extended universe Lore tie-in reason
    Spoiler
    Forming military alliances against the pirate clans and providing mutual assistance versus the bully boy tactics the Hegemony employs, Carter’s Freetraders and the Junk Yard Dogs have been close trading allies for some time. The informal chatter and hushed voices in the bars all along the sector, whispers of a new alien threat has been verified. The return of a lone battered frigate from a once large mining fleet, pitted from energy blasts, provided the sensor logs revealing the new insect race on the edge of the sector. The two factions decided to focus and re-tool their mining and exploration fleets to be more militaristic in nature.

    John Carter first proposed the idea of combining the R&D labs of both factions to form a new organization to pool their resources to focus on their technical ship modifications and thus Carter’s Junk Hull Mods was formed. Their technology is a closely held secret and can only be found in their respective factions trading ports and among the Independent planets in the sector. There have been several hacking attempts by the pirates but surely they have not been successful.
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    Instructions to make the hull mods unlearned at start
    Spoiler
    To enable: Navigate to data\hullmods located in the CJHM mod folder and either move,rename or delete hull_mods.csv. Now rename the file unlearned_hull_mods.csv to hull_mods.csv
    [close]

    If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi!

    Current Changelog

    v1.01 Save game compatible
       -Changed the OP cost of Adaptive Dampening to 1/1/1/1 - TY madbadger2 for noting it was such a niche mod it was too costly previously to be worthwhile
       -Removed the code to effect beams with the Energy Integration hull mod - With the .98 update it was double dipping with the energy code
       -Add a new 2 OP hull mod, Mount Stabilizer - Grants a turret turn speed bonus at the cost of reducing ship turn acceleration - Suggested by Madbadger 2
       -Updated the gameVersion to "0.98a-RC7"
       -Updated the forum Image to show the new hull mod icon and short description

    Past Changelogs

    Spoiler
    v1.0 -Not Compatible with game version .97a saves
       -Updated code to work with version .98a of Starsector

    v0.9.4 Save game compatible
       -Added the CJHM Engineering Icon to the LunaLib & TriOS menus
       -Fixed multiple spelling errors in the descriptions of the hull mods - TY EnigmaniteZ for pointing out these long standing errors

    v0.9.3 Save game compatible
       -Added High Scatter Amplifier and Advanced Optics incompatibility to Brawler Energy - It is intended for energy projectiles - TY hidefreek for your commentary
       -Changed the OP needed for Flux Swap to 1 OP for all sizes - Gives another option for larger ships with 1 OP leftover
       -Added a new Hull Mod, Scatter Amplifiers - Lowers beam range by 20% and damage by 10%, allows beams to deal hard flux - Had the idea while changing Brawler Energy

    v0.9.2 Save game compatible
       -Changed the effect of Brawler Energy from +damage to +rate of fire & projectile speed - TY hidefreek for noting that +damage affected beams which was unintended

    v0.9.1 Save game compatible
       -Fixed an oopsie with the version checker mistakenly having JYD's forum page - TY Resetium for letting me know
       -Changed the crew adjustment on Arsenal Lockers from a flat 20% to a scaling by ship size 20/15/10/5 - TY Seamus Donohue for pointing out that 20% was a bit outrageous for any size above frigate   

    v0.9 Save game compatible
       -Added dock needed requirements for the following logistics hull mods: Cargo Carver, Cargo Pods, Internal Tank, External Tank, Auxiliary Tank, Auxiliary Cargo
       -Added a new category listing (CJHML) and UI tag (Logistics+) for the hull mods that now require a dock - Having their own tab makes them easily identifiable when refitting
       -Added Exploration Refit and Booster Rockets to the CJHML tab as they already require a dock
       -Added a new hull mod, Arsenal Lockers, that adds 10 ground support by reducing crew berthing by 20% - The reduction in ability to carry marines balances the support - Let me know your opinion
          -TY CV514 for the ideas for the above changes
       -Added a new hull mod, Ballistic Integration, that reduces the OP of large ballistic weapons by 5 through removing 10% of a ship's hull and armor
       -Added a new hull mod, Energy Integration, that reduces the OP of large energy and beam weapons by 5 through removing 10% of a ship's hull and armor
       -Added a new hull mod, Missile Integration, that reduces the OP of large missile weapons by 5 through removing 10% of a ship's hull and armor
          -TY Tesser for the donated icons for all the new hull mods
       -Updated the image on the forum OP and discord post with the new hull mods

    v0.8 Save game compatible
       -Added a new low OP hull mod, Auxiliary Tanks - Reduces 25% crew and adds 15% fuel storage. Does not stack with Additional Berthing
       -Added a new low OP hull mod, Auxiliary Cargo - Reduces 25% crew and adds 15% cargo storage. Does not stack with Additional Berthing - TY SableDrake for the idea for both
          -Note there is a 10% disparity in these two to balance the 1/2/3/4 low OP and crew counts as a % are much lower than cargo/fuel on cargo ships and tankers
       -Updated the image on the forum OP and discord post with the new hull mods

    v0.7 Save game compatible
       -Added a new hull mod, Internal Tanks - Essentially a fuel analog for cargo carver - has the same exclusions but it is stackable with cargo carver
       -Added a new hull mod, External Tanks - Essentially a fuel analog for cargo pods - stackable with cargo pods - same deductions so it really makes a ship unwieldy if stacked
       -Adjusted Faraday cage by raising the hull deduction from 5% to 10% but increasing the flux from 50% to 60% - 5 was too low in retrospect but added 10% to help offset the increase
       -Adjusted PD Pep by increasing the Cr loss from 7% to 10% - 7 was a bit low and after testing 10 does have an effect but not so much it makes it useless to put on a ship
       -TY to SpiralMatai for bringing the above two hull mods in need of adjustment to my attention
       -Updated the image on the forum OP and discord post with the new hull mods and edited it to be more even
       -Fixed an oversight with the faction's "known hull mods" for those that want the hull mods unlearned at start, it is now updated to include all CJHM hull mods

    v0.6 Save game compatible
       -Added a new hull mod, Armor Swap that swaps 1 percent hull for 1 percent armor for 1 OP - While fitting out ships I realized there wasn't anything for 1 OP
       -Added a new hull mod, Hull Swap that swaps 1 percent armor for 1 percent hull for 1 OP - Same as above but not compatible for players that would rather have hull
          -Big Thank you to Tesser who made the icons that I used for the above new hull mods
       -Added a new hull mod, Brawler Energy that works the same as Brawler Ballistics but for energy bolt weapons. Note: does not effect beams
       -Added the images and descriptions of the new hull mods to the picture on discord and the forum OP
       -Updated the game version to RC-7 to alleviate your OCD triggering mod manager yellow warning :)

    v0.5.1 Save Game compatible
       -Updated to 0.97a

    v0.5 Save Game compatible* - Note before installing the update uninstall cargo carver, cargo filler or belt armor if you have them stacked on your ships
       -Added a block to prevent Cargo Carver, Cargo Filler or Belt Armor on at the same time - They all take from the cargo of a ship, making them mutually exclusive made sense
       -Increased the % that Flux swap modifies from 5% to 10% - TY Aran1 for your comments regarding this and the above change   
       -Updated the game version compatibility to the current version (0.96a-RC10) - Minor QOL change so the version checker will stop giving you a warning
       -Moved the Exploration Refit hull mod from JYD to CJHM - They will both exist if you have both mods installed until I can get around to updating JYD
          -It removes the penalties from a civilian-grade hull, increases the maximum burn level,sensor and sight range,cargo space and reduces CR loss from corona and similar conditions
          -In order to maintain these upgrades the ship requires more crew and uses more supplies per month - Essentially an exploration version of Militarized Subsystems
       - Added the image and description of the new hull mod to the picture on the forum OP


    v0.4.1 Quick Hotfix - Save game compatible with v0.4
       -Fixed a tooltip error with Magiclib - TY Soviet Tom Bombadil for finding it and letting me know
       -Converted the compression from RAR to ZIP - Received some "requests" and it is a more widely used format   

    v0.4 - Save game compatible with v0.3
       -Adjusted the code to be compliant with the 0.96a MagicLib changes
       -Adjusted the code compatibility to work with 0.96a
       -Changed the options for the hull mods to be unlocked by default and the unlearned version to be the optional
       -Added instructions on how to enable the optional "unlearned" file to the forum op

    v 0.3 - Save game compatible with v0.2
       -Fixed an error in the Weapon Overclock hull mod - TY to Madbadger2 for noticing and helping me fix it and helping me beta test the following changes
       -Changed the description of Reflected Armor to clarify that it works on shields as well as hull and armor
       -Changed the description of Fetch Deck to better describe what it does
       -Changed the wording of Brawler Missiles from acceleration to speed - more clarity
       -Lowered the hull penalty to Stripped hull from 20% to 15% and changed to description to clarify that the bonus effects all types on ammo, not just missiles
       -Added five new hull mods:
          -Nano Hull Repair - Regenerates hull by decreasing overall hull HP - Had some requests from players to make a version similar to the Hiver one
          -Belt Armor - Fills in a ship's cargo with more hull and armor, reduces cargo space and ship maneuverability - Based on R/L navy belt armor
          -Brawler Ballistics - Increases the damage of ballistic weapons, decreases flux use at the cost of weapon range -Inspired by my Brawler Missiles hull mod
          -Flux Swap - Increases flux venting by reducing flux capacity - A personal preference of mine
          -Adaptive Damping - Increases ballistic weapon range, reduces ROF - Designed to help LMGs and other short range cheap weapons like the Vulcan - Madbadger2 requested and designed
       -Added an optional hull_mods.csv that if enabled will make all CJHM hull mods unlocked and learned - JYD and CFT were originally this way and I have received requests for a revert
          -To enable: Navigate to data\hullmods located in the CJHM mod folder and either move,rename or delete hull_mods.csv. Now rename the file learned_hull_mods.csv to hull_mods.csv
       -Updated the forum OP image with the new hull mods
       -Added a direct download link to the Version file that mod managers can use to auto-update - Ty Timid for showing me how
       -Added a direct download link to the forum d/l link that bypasses the google drive preview - one less step to get to the good stuff :)

    v0.2 - Save game compatible with v0.1
       -Changed the description to Fetch Deck to better reflect what it does
       -Increased the decay of CR for PD Pep from 5% to 7% - better balances it
       -Increased the added CR decay on the Cargo Pod mod by 10% - Balance tweak that deters using it on combat ships
       -Decreased the OP requirement for Brawler Missiles from 3/6/9/12 to 2/4/6/8 - makes it more attractive when stacking missile mods
       -- TY Madbadger2 for the above ideas
       -Removed some unneeded code on Shield Overclock - a tiny bit less memory load freed up
       -Reduced the Op requirement for Salvaged Shield on capital ships from 25 to 20 - Puts it in line with other base 5 incremented hull mods
       -Added three new Hull mods to the lineup:
          -Weapon Overlock - Increases ballistic and energy weapon rate of fire for increased flux use
          -Sprint Missiles - Increases the speed and maneuverability of missiles at the cost of missile hull HP
          -Projectile Accelerator - Increases ballistic and energy projectile speed at the cost of turret turn rate - Note: it will slow down beam and missile turn rate to no benefit
       -Updated the image on the forum OP with the new hull mods

    v0.1.a - Quick hotfix - save game compatible with v0.1
       -Wrote a clearer description for the Missile Storage Expansion hull mod - Ty Zoro89 for your kind words and letting me know!

    v0.1 - Initial release for review, testing and constructive criticism - Not compatible with JYD 2.2 or CFT 1.0 or lower
       -Ported over all but the commissioned crews hull mods from JYD and CFT and the combat engineers mod from CFT as that is integral to two of their ships
       -Changed the hull mods from unlocked at start to standard
       -Added the hull mods as known only to Independents, Pirates, CFT and JYD
       -Changed the Combat adjustment hull mod from giving a flat +50 armor to all to a variable amount depending on hull size   
       -Changed the OP for Combat Adjustment from 1,2,3,4 to 2,3,4,5 - Minimal increase but they are junk hull mods after all
       -Fixed the description of the Stripped Hull hullmod - added it's missing short description   
       -Fixed some spelling mistakes in hull_mods.csv from CFT and JYD- I'm dyslexic and apparently did not use spellcheck when I wrote them whoops :)
    [close]

    4
    Bug Reports & Support / Embedding a URL to a picture on the forum
    « on: June 11, 2022, 07:37:04 AM »
    I was wondering if some kind person could help me in embedding a URL to a picture on my mod's forum post. I can link the image with "Insert Image" and the URL with "Insert Hyperlink" but I cannot seem to figure out how to have the image clickable to go to the URL. I know there is a way to do it because I see it on other pages but my dumbbrain cannot seem to figure it out, please help :)

    For example, Junk Yard Dogs has an image of their flag on the Forum Op and a separate download link and I would like to set it so that a user could click the flag image and go to the download rather than the clunky method I am currently using.

    Thank you in advance for any advice

    5
    Mods / [0.98a] Carter's Freetraders - V 2.8 - 04/01/25
    « on: April 14, 2022, 01:20:58 PM »

    A vanilla+ faction mod that focuses on smuggling, scrapping and trade

    New system full of wrecks and salvage
    Upgradeable faction colony structure
    Faction specific smuggling bar event
    45 faction ships
    31 standard weapons
    20 custom portraits with alternate optional hi-rez versions
    6 mining weapons
    3 CFT specific hull mods
    11 wings


    *An alternate "NoNex" version is available for players who do not use Nexerelin, click spoiler below for instructions to enable
    Spoiler
    Note: These changes will make it only useable w/out Nexerelin installed. In the future if you you decide to install Nexerelin you can always d/l the mod and reinstall.
    • First navigate to the CFT folder and delete "mod_info.json" then rename the file "Nonexmod_info.json" to mod_info.json
    • Next, while within the CFT folder, navigate to data\scripts and delete "CFTmodPlugin.java" then rename the file "NoNexCFTmodPlugin.java" to CFTmodPlugin.java
    That is it, now you can start a new game with CFT as a joinable faction without requiring Nexerelin to be installed - Enjoy!
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    Mod integrations:

    All Ships Image

    Spoiler
    [close]

    Employed Personnel

    Spoiler
    [close]

    Optional Hi-Rez Employed Personnel

    Spoiler
    [close]

    To replace the standard portraits with AI enhanced ones, click the spoiler below for instructions to enable
    Spoiler
    Note: I kept the originals as the standard for players who disagree with AI enhancments and prefer the low-rez look
    To enable: from the CFT mod folder navigate to graphics\CFT\ delete the "portraits" folder then rename the "hi-rez portraits" folder to portraits
    This can be done before a new game for potrait selection or during an existing game for direct replacement- Enjoy!
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    Faction Lore

    Spoiler
    This mod is dedicated to a distant relative, John Carter of Prussia Cove who was known as the “King of Prussia” and was the most successful and notorious smuggler of the Penzance district between 1777 and 1807, together with his two brothers, Harry and Charles. According to 19th century historian Sabine Baring-Gould, John Carter received his nickname as a boy. The cove was originally called Porthleah but became Prussia Cove in recollection of Carter’s exploits.

    John Carter had a reputation for honest dealing. On one occasion during his absence, the excise officers carried off a recently arrived cargo of tea to the Penzance custom house. On his return, Carter and his men broke into the stores at night and carried off all the confiscated cargo, without touching a single article which he did not consider belonged to him. The excise men knew immediately who had broken in as he was known to be an upright man. There are many other stories about the smuggler, including a history written later by his brother, Harry Carter.

    In-game lore is based on his history with several references.
    [close]

    Mod technical notes

    Spoiler
    • CFT ships are all midline and are made to be blockade runners. They are lightweight and fast with low armor, below average hulls, above average shields, and above average flux capacity and generation. Each trade ship has above average cargo space and is equipped with shielded holds. They use a mixed blend of weapons and ships will have mounts for each type of weapon.
    • CFT ships are intentionally given generous Ordnance Points that allow the player to customize the ships to their liking. You can choose to fill those points with w/e you would like and it would not effect anyone else's gameplay. Be creative and break out of the cookie cutter molds
    • The added system has salvage areas, wrecked ships, supplies, weapons and some blueprints floating around. Nothing too much, just enough to reward exploring. There is also a pirate planet with a strong battle station. There are two asteroid rings and different types of planets for mining. All CFT planets are flagged as freeports
    • The CFT "letter of marque" from commissioned crews adds an increase to sensor range, lowers sensor profile and increases cargo space.
    • There are five utility ships that have a custom hull mod called Combat Engineers. This mod repairs a % of armor and hull damage after battle and increases the recovery chance of any ship in the fleet that is disabled or destroyed
    • Each ship that has those yellow and black labels (Arethusa, Bawley, Danube, Clipper, Collier and Bolster) have mining stats and you will receive a bonus to mining if you have them in your fleet.
    • The included colony structure produces recreational drugs with an option to update it into an industry that also produces heavy weapons
    • Each CFT planet and station is flagged as a freeport and will trade in all goods with the exception of slaves
    • CFT is set as neutral to just below neutral to all in game factions (including pirates and pirate themed modded factions) with some exceptions like Hiver swarm. I set it this way so that the player can decide if they want to play as more of a pirate or a bit of a shady rogue with a good reputation. You will have some time to make that decision but the game will slowly make it for you since as time goes on you will loose reputation with one faction because you are friends with another. So think ahead on how you want to play and act accordingly.
    • All in game assets are named after real life naval terms. Mostly taken from the time period when John lived with some exceptions like the carriers which was a ship type that did not exist then so they have more modern naval names as well as laser weapons that are named after a certain old school space naval anime I loved as a kid.
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    Mod vision

    Spoiler
    In real life John Carter was what was known as a wrecker, which is someone who salvages wrecked ships and sells the cargo w/out paying excise taxes. In this version of game history John sold all his holdings and migrated his clan to the Corvus sector to start anew. The faction is based around a blend of smuggling and salvage to reflect the nature of wrecking. The system is littered with salvage and wrecked ships to reflect the nature of where John lived was a cove that the tides washed all manner of salvage ashore.
    [close]

    Sources and Thank You Credits

    Spoiler

    The John Carter Biography is from https://www.cornwalls.co.uk/history.

    Each ship, weapon and drone sprite is an original Dazs kit bash with a few of my own creations. I used the skills I picked up while designing ships for my other faction mods and I hope you enjoy them.

    All parts were sourced from game sprite assets, the forum page, Spiral Arms II https://fractalsoftworks.com/forum/index.php?topic=12896.0 and the #spiraled-arms forum on the Spaceport Corvus discord. All credit goes to the multitude of kind people who have donated their artwork.

    The logo and associated graphics are free assets from the site Vectorportal.com.

    Beta Testers: Big Thank you to Kris_xK, Zoro89, polkageist, Shadow Rune, rawkhawklives and 5ColouredWalker
    Quality Assurance Specialist: 5ColouredWalker, IceFire
    Portraits: TY to Severian Void for hosting the Stable Diffusion Image AI Generation page on Huggingface
    AI enhanced Portraits: TY to therealzOh, Gamemstery and Tigris from ThirstSector (https://www.nexusmods.com/starsector/mods/83?tab=description)
    Lore: Huge TY to KMS for writing and helping flesh out the in game ship descriptions and lore
    Code: Big ole hug to Timid for all the code help and advice
    A special thank you to Alex and team for their hard work making this game and keeping it up to date all these years
    [close]

    If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi!

    Current Changelog

    v2.8 -Not Compatible with game version .97a saves
       -Updated code to work with version .98a of Starsector
    Past Changelogs

    Spoiler
    v2.7 - Save game compatible Note: You may need to re-arm any of the drone carriers listed below
       -Fixed a spelling error in the faction description - TY Reshy for letting me know
       -Changed the graphic for the Shredder - Was a bit too JYD brown - TY Maritusa for suggesting it
       -Naruebet: Increased the base DP (and supply cost) to 12 and reduced the CR/deployment to 8 - Easier to deploy but costlier to run
       -Cog PD Platform: Added the hull mod Defensive Targeting Array - TY Maritusa for the idea
       -Added a new built-in drone only hull mod on all CFT drone carriers and opened up the slots for the player to equip the drones of their choice on the following ships:
          -Arethusa: added 20 OP and equipped the variant with 4 Tenders
          -Bawley: Equipped the variant with 2 Tenders
          -Danube: Added 20 OP and equipped the variant with 2 Apollo and 2 Brig
          -Draeck: Added 5 OP and equipped the variant with 1 Tender
          -Exeter: Added the hull mod but no increase in OP
          -Griffon: Added 20 OP and equipped the variant with 2 Cutter and 2 Brig
          -Kerberos: Added 10 OP and equipped the variant with 2 Cutter

    v2.6 - Save game compatible
       -Replaced the sprite for the Griffon - Was a bit of an eyesore and now has better turret coverage - TY leafybonsai for your commentary
       -Apollo and Arkyd, Blackburn, Centurion, Skjold, Tender: Widened the weapon arcs from 0 to 5 which is standard for wings - TY IceFire for you commentary
       -Hellfire Mirv: Lowered the launch speed from 400 to 250 - Gives them a more standard time before their engines ignite - TY KalHirol for you commentary
       -Freebooter: Switched the two rear turrets to Hybrid - Relieves OCD issues for players who enjoy symmetry - TY maksatat for pointing it out
       -Exeter: Reduced the deployment cost, supplies to recover and supply per month from 45 to 23 and added the High Maintenance hull mod - TY Maritusa for the idea
       -Reviewed all CFT ship and wing images and removed any stray particles - faster load time and reduced vram use - TY IceFire for going over it with me
       -Updated the "All Ships Image" on the forum and discord with the new Griffon and added a comparison image

    v2.5 - Save game compatible
       -Bourbon: Added to the list of variants that CFT sells in their markets - TY Zangetsuke for noting this long time oopsie
       -Basilisk: Lowered the flux per shot from 210 to 160 - Ty Zangetsuke for pointing out that the previous increase was extreme
       -TY KalHirol for asking me to review the deployment costs of CFT ships to better balance their power to DP ratio, the following ships have been adjusted:   
          -Knarr: Raised the deployment cost, supplies to recover and supply per month from 20 to 30
          -Barkentine: Raised the deployment cost, supplies to recover and supply per month from 11 to 14
          -Bawley: Raised the deployment cost, supplies to recover and supply per month from 6 to 8
          -Coventry: Lowered the deployment cost, supplies to recover and supply per month from 30 to 28
          -Exeter: Lowered the deployment cost, supplies to recover and supply per month from 55 to 45

    v2.4 - Save game compatible
       -Basilisk: Raised the energy per shot from 110 to 210 to better match it's description of being good damage but flux inefficient
       -Raven: Changed the system from burn drive to maneuvering jets - Fits it's fleet role better - Ty 5ColouredWalker for the suggestion
       -Dhow: Raised the supplies to recover and supply per month from 18 to 22 - Puts it more in line with other phase ships
       -Kerberos: Raised the supplies to recover and supply per month from 25 to 30 - To offset it's high ordinance capacity
       -Odam: Raised the supplies to recover and supply per month from 13 to 18 - TY dani.320 for noting it was a little broken at 13
       -Added an optional set of AI enhanced Hi-Rez portraits made by therealzOh, Gamemstery and Tigris
          -To enable: from the CFT mod folder navigate to graphics\CFT\ delete the "portraits" folder then rename the "hi-rez portraits" folder to portraits

    v2.3.2 - Save game compatible
       -Basilisk: Rebalanced the stats to make it a flux inefficient 800 range HE weapon with good damage - TY Zangetsuke for pointing out it's previous uselessness
       -Basilisk: Widened the shot sprite to match the barrels being widened in the previous hotfix

    v2.3.1 - Save game compatible
       -Exeter: Raised the fuel/ly from 15 to 18 and supplies/mo from 50 to 55 - TY ymarsakar for your commentary
       -Fixed an error with the description of the Katyusha Missile
       -Changed the sprite of the Basilisk to look less like the Heavy AC by widening the barrels and darkening the sprite - TY Roxorium for your input   
       -Reduced the flash of the Basilisk when it fires and added a visual recoil to the barrels which now alternate rather than all at once

    v2.3 - Save game compatible
       -Changed the aspect ratio of the CFT crest to a standard 256x256 - it was originally elongated to look more like the flag but did not show correctly in game
       -Added a CFT icon to the LunaLib & TriOS menus
       -Arethusa: Lowered the speed from 60 to 50 and raised the Flux Regen from 680 to 700 - Helps prevent it from rushing ahead of the fleet alone and getting swarmed
       -Bolster: Changed two of the small side facing ballistic mounts to medium front facing and rearmed the variant - Gives it some offensive power and worth deploying
       -Cog PD Platform: Assigned a missing default ship role - Long overdue oversight that prevented it from being assigned to AI controlled fleets
       -Barkentine: Replaced the ship system from reserve wing to flare launcher - For a light carrier with three wings and that strong a system it was OP
       -Lennox: Changed the wing count from 2 to 1 and reduced the op from 100 to 95
       -Vestale: Changed the wing count from 2 to 1 - Ty soundso for your post regarding CFT small carriers being OP
       -Wave Burst PD Laser - Reduced the size of the glow when firing - looked like a flashbang went off every time it fired :)

    v2.2 - Save game compatible
       -Changed the behavior of all CFT PD weapons to prioritize fighters over enemy ships - TY Shogouki for the idea and sorry it took me so long to get to it
       -Added the Hint DO_NOT_AIM to the Hellfire missile so it will fire outside of it's weapon arc - TY Axelord for the suggestion
       -Add the Hint CONSERVE_FOR_ANTI_ARMOR to the Inferno, Hellfire, Sledge and Firestorm as they are all Explosive and best not used on Shields
       -Increased the size of the Hellfire rocket, Chet and point defense missiles to make them more visible - TY Axelord for the suggestion
       -Lowered the speed of the Firestorm, Chet, Point Defense and Carronade missiles to bring them in line with similar vanilla analogs - TY Axelord yet again :)
       -Lowered the Armor on the Chester from 1090 to 900 - TY emto demto for your discord commentary
       -Lowered the wing count of the Cutter from 3 to 2 and the op cost from 7 to 6 - TY Hablmet for your discord commentary
       -Raised the default ship role of the Exeter from 3 to 12 - Increases the odds of it showing up for sale in CFT markets - They are traders after all ;)
       -Noted the Danube (destroyer) and Bawley (frigate) both had 7 deployment so I changed the Danube to 6 and the Bawley to 8 - Both are logistics ships with similar roles
       -Changed the OP message on discord for CFT to describe the mod and what it offers in more detail

    v2.1 -Save game compatible - Note: The new "NoNex" optional does require a new game if enabled
       -Cutter: Changed the Culverin firing arc from 360 degrees to 45 degrees rear facing - Repositions it in it's proper role as a PD mount and not contribute to overall DPS - Ty Aaroooon for your insights
       -Skjold: Increased armor from 400 to 500. lowered wing count from 2 to 1, cost from 9k to 6k, OP from 12 to 10 and refit from 10 to 9 - Puts it in it's role as a heavy fighter - TY Aaroooon & Shogouki for your comments
       -Triton: Raised the fleet points to 30, supplies per month to 50 and deployment cost to 50 - Better reflects it's big-boy status
       -Hellfire MIRV Launcher: Increased the ammo count from 30 to 60 giving it 10 more shots to keep it relevant throughout a fight - TY Shogouki for pointing it out
       -Katyusha Missile: Increased the projectile speed from 225 to 300 and launch speed from 125 to 150- Helps it's performance as a point defense distractor
       -Culverin: Fixed a long standing typo by changing the chargedown from 0.01 to the correct 0.1 and adjusting the damage to compensate - TY BirdWanderer for pointing out that it was below the hard cap
       -Fog of war: Reimagined it to be a 2 OP PD weapon by adjusting it's stats - I try to offer options that are not already offered and 3 OP PD weapons are common whereas 2 OP is lacking
       -Saker: Added a burst delay of 0.1 - Fixing an oopsie on my part where it was blank - TY Maritusa for pointing it out
       -Increased the range of all CFT unguided rockets to 1200 with the exception of the Chet - Puts them in line with Vanilla rocket ranges - I exempted the Chet for theme reasons - TY Shogouki for your commentary
       -Added optional files to enable CFT to work w/out Nexerelin - Instructions on the Forum OP - TY Morrow for giving me the idea


    v2.0 -Save game compatible - 1 change is more impactful with a new game, see notes below
       -Paixhan: Changed the damage from 800 to 200 and increased the flux per shot from 15 to 40 - With the other differences between the two it makes it an analog for a small version of the flak cannon as was intended
       -Bawley: Raised the fleet points, deployment points and supply per month from 4 to 7 - Meant to do that when I unlocked the wings in 1.9 - TY 5ColouredWalker for this and the above suggestions
       -Barkentine: Changed the speed from 90 to 70 and raised the DP from 10 to 11 - With it's heavier than normal armor and mass it did not make sense that it was so fast - TY Aaroooon for pointing that out
       -Cutter: Lowered the armor from 250 to 200 and raised the acceleration from 125 to 150
       -Fixed an error with the Skiff, Centurion and Dinghy not having a max crew by matching the max with the min - oversight on my part that I just caught
       -Corrected several minor grammar mistakes in the descriptions of ships and weapons
       -Changed CFT fleet doctrine to prioritize warships over carriers - I had them set to equal but I never intended CFT to be so carrier heavy - will not effect existing NPC fleets, more noticeable in new game
       -Changed the description of the Paixhan to reflect it's new role - Essentially it is now a small more flux efficient but shorter range version of the vanilla medium Flak Cannon
       -Adjusted the faction image on the blueprint package and commissioned crews hull mod to be left justified - I changed the flag and Seal in 1.9 but neglected those two - TY Cenbes for pointing it out

    v1.9.5 -Save game compatible - If you have a Knarr in your fleet you will need to re-arm it
       -Narubet: Changed the ability from flare launchers to reserve wing - This change improves the reason to choose it over the newly changed Bawley
       -Dhow: Changed a small turret to a medium, realigned the left fin small turret, added 10 OP and equipped the variant with dual flak - Was under performing and the misaligned image hurt my OCD once I saw it :)
       -Coventry: Changed all energy and ballistic mounts to hybrid, changed the system to fast missile racks and increased the speed to 65 - Helps it better stand out and the speed allows it to keep up with other CFT ships
       -Kerberos: Increased the max flux by 1k and the flux regen by 200 - It was flux starved and upon review I noticed I had the regen lower than my light cruiser
       -Chester: Increased the max speed, acceleration and deceleration by 10 - As a lightly armed medium carrier it needed to be more nimble to be worth using   
       -Note: The above changes were based on suggestions from 5ColouredWalker and I yet again thank him for the work put in
       -Knarr: Increased the OP to 260, unlocked the wings and armed the variant with a mix of pd and damaging weapons - Fixing an oopsie I made last patch I unlocked some mounts but never armed the variant -TY last_misadventure for letting me know
       -Increased the energy per shot of each weapon in the Electromagnetic line of weapons by 10% -Ty doll for pointing out they needed an adjustment and 5ColouredWalker for comparison suggestions
       -Dingy: Increased the refit from 10 to 12 -Puts it inline with similar bomber wings
       -Blackburn: Increased the refit from 8 to 10 and changed it's tag from bomber3 to bomber5 - same as above + correctly places it in the torpedo bomber class when you refit
       -Updated the all ships image on the forum and discord with the new Dhow

    v1.9 -Save game compatible but you will need to rearm most of the ships below if you have them in your current fleet
       -Increased the range of the Shredder and Saker kinetic weapons from 650 to 700 to better pair with CFT's 700 range HE weapons
       -Adjusted the CFT crest for the floral image to be left justified (was center) like the flag - I remember seeing a discord comment about how that really triggered their OCD and since then I could not unsee it :)
          -The reason CFT is jumping to 1.9 is the following list of ship adjustments based on feedback given from various players but specifically by 5ColouredWalker:
       -Assigned the title "Quality Assurance Specialist" to 5ColouredWalker on the forum OP for all the help he has given      
       -Freebooter: Lowered the DP and supplies/mo from 50 to 45, removed the built in wings and added tender wings to the variant
       -Bourbon: Replaced all the ballistic and energy mounts with hybrid, changed the shield from front to omni, efficiency from .9 to .6 and reduced the shield arc from 200 to 180 - My gift to 5ColouredWalker
       -Exeter: Added a missing civilian-grade hull tag,changed the designation to a Civilian ship, removed the built in wings and added mining drones to the variant
       -Galleon: Removed the two built in wings and added 2 brig wings to the variant
       -Bolster: Lowered the DP and supplies/mo from 50 to 40, unlocked all the wings, reduced the wing count from 6 to 4 and increased the OP from 250 to 265
       -Retourschip: Added a missing civilian-grade hull tag, removed the built in wings and added borer drones to the variant
       -Odam: Removed the built in wings and added them to the open slots on the variant
       -Kerebos: Removed the built in wings, changed the small turrets to all be 360 degrees to better use them as PD mounts and added 5 OP to compensate
       -Conventry- Changed the variant loadout by replacing the volley rockets with a mix of hellfire and point defense missiles
       -Bombadier: Removed the built in wings, added 5 OP, replaced the Volley rockets with Inferno Mirv on the variant, and put mining drones in the open slots
       -Ironclad: Added advanced turret gyros to the variant to fill in the unused OP
       -Dhow: Widened the front side facing mounts from 190 to 225 degrees to better engage targets and added insulated engine assembly to the variant by replacing culverns with mining lasers
       -Griffon: Added built-in Advanced turret gyros and replaced the wings to 2 Brigs and 2 Cutters
       -Foudre: Raised the deployment/supplies per month to 25 and the Fleet points to 18 to better reflect it's power
       -Dromon: Unlocked the built in wings, changed the mounts to a mix of hybrid, composite and synergy and added 2 Borer drones to the open slots on the variant
       -Cog: Unlocked the two built in wings and added 2 Mining drones to the open slots on the variant and filled in the extra op with Advanced Turret Gyros
       -Knarr: Unlocked the large and two medium turrets and set them to energy
       -Collier: Added a missing civilian-grade hull tag, unlocked all the weapon mounts and wings, set them to hybrid, increased the OP to 115 and equipped the variant with a mix of mining lasers, mining drones and electro-magnetic railguns
       -Carrack: Unlocked the wing slots and fitted the variant with mining drones
       -Astera: Converted into a Combat Tanker by replacing the civilian tag with a built in targeting unit, increasing FP to 10, armor to 560, MF to 2800, FD to 280, DP/supply to 10 and refitted the variant with combat weapons
       -Lennox: Unlocked the built-in wings, added 1d0 OP and added two brig wings to the variant
       -Clipper: Raised the armor by 50, lowered the max speed from 110 to 90, added 10 mass, and increased min crew by 10
       -Brigantine: Increased the shield arc to 100 since it so wide of a ship
       -Barque: Lowered the DP/supply per month by 1
       -Barkentine: Unlocked the third wing slot, raised the op by 5 and added a brig to the open slot on the variant
       -Vergulde: Added a missing civilian-grade hull tag, added built in insulated engines, lowered the OP by 10 and removed reinforced bulkheads on the variant
       -Jacht: Added a missing civilian-grade hull tag and raised the DP/supply per month by 2
       -Vestale: Unlocked the built in wings and added 2 Mizzen to the now open slots on the variant
       -Scow: Changed the PD turret on the variant to a mining laser and used the free op to add blast doors for better survivability
       -Jackdaw: I noticed there were 4 unused OP on the variant so I added the Flux Coil Adjunct hull mod
       -Fusta: Added the missing civilian-grade hull tag that I forgot when I made it
       -Bawley: Unlocked the wing slots, added 10 OP, added tenders to the open slots on the variant and advanced turret gyros with the leftover OP
       -Draeck: Unlocked the built in Mizzen wing and added mining drones to the variant
       -Sloop: Added a missing civilian-grade hull tag

    v1.8 -Save compatible with v1.7.1 - Some changes require a new game to take effect, see notes below
       -Added a new capital sized mining and salvage combat support ship, the Arethusa - Gives CFT players a capital ship with an operations center to lead their fleets
       -Added the Arethusa to the list of ships that form CFT NPC mining fleets - Gives their NPC mining fleets more effectiveness and teeth
       -Added the Arethusa to the "Explorer Large" Nexerelin starting option along with the Bolster
       -Added the Arethusa to the "all ships image" on the forum OP and discord post - It is the large yellow one (I made it yellow in memory of Vayra's utility ships, miss you.)
       -Updated the mod description on the forum and discord to state that CFT is intentionally a vanilla plus faction mod with generous Ordinance Point allotments - Because CFT=OP :)
       -Updated the "Mod technical notes" on the forum OP to reflect changes made to the mod since I wrote it
       -Removed the Irradiated flag on Porthleah - In retrospect it does not make sense for that planet - new game (sector generation) only   
          -The following changes are based on suggestions by a long time collaborator 5ColouredWalker - You are the best!
       -Increased the size of the planet Porthleah from 4 to 6 - Better stability and gives the pirates in the system more teeth - new game (sector generation) only         
       -Increased the deployment points and supply use of the Jackdaw from 5 to 7 - Reflects the fact that it is a bit more extra than a standard frigate
       -Slightly widened the spread per shot on the line of Electro-Magnetic Rail weapons - For spam machines they were a little too accurate
       -Changed the loadout on the Clipper variant to use Electro-Magnetic and Pulse mining weapons - I introduced these weapons after making the Clipper and they make more sense

    v1.7.1 -Save compatible with v1.7a
       -Unlocked the turrets on the Bawley, changed them to Synergy and added 10 OP - Gives the player more options
       -Updated to 0.97a

    v1.7a -Save compatible with v1.7 - A quick "HOT" fix :)
       -Changed the planetary condition on the Frozen World Porthleah from "hot" to "cold" -Ty Liral for letting me know -New game only

    v1.7 - Save compatible with v1.61 but you will need to re-arm any ships changed in this update that are in your saved fleet
       -A needed ship re-balance update - TY 5ColouredWalker for your suggestions:   
       -Increased the cost of the Danube by 50k, lowered the OP by 10 and added survey equipment
       -Replaced the middle PMB on the Tender drone with a mining laser - Brings down the power and mining strength but keeps is effective
       -Changed the medium mounts on the Scow to Synergy and Hybrid to give more options in loadout - Better matches CFT's multiuse lore
       -Changed out the small missile mount on the Barque to a medium - Gives it better punch w/out increasing the OP
       -Lowered the OP on the Naruebet by 5 and switched out one of the Skiff fighters with a brig interceptor on the variant
       -Widened the side facing turrets on the Knarr from 180 to 200 degrees - Gives them better engagement
       -Increased the OP on the Foudre by 15 and changed the loadout on the variant - Allows it to carry a better compliment of fighters
       -Re-wrote the description to Combat Engineers to clarify they only effect the ship they are assigned to - TY Indie Winter for pointing it out
       -Lowered the range of the line of CFT railguns to 1k - 5ColouredWalker made a good point that the range advantage was a bit too much   
       -Corrected grammar errors in the descriptions by replacing all instances of it's with its` - TY jamitron for letting me know   
       -Touched up the ship sprite for the Barque to reflect the medium mount and cleaned it up - Barque_old is in the ZIP if you are curious to compare
       -Replaced the sprite for the Barque on the "All Ships Image" with the updated version
       -Converted the compression from RAR to ZIP - Received some "requests" and it is a more widely used format

    V1.6.1 - Just a quick hotfix - Save Compatible with v 1.6
       -Adjusted the sprites for the Wrecker base and recoil to differentiate them from the HVD - TY Inhilicon for pointing out that it was very similar just darker
       -Fixed an error with the Wrecker not producing any sound - TY Inhilicon again for noticing it and letting me know

    v1.6 - Save Save Compatible with v 1.5.2 - Fine tuning update
       -Fixed an issue with the Schooner having misaligned turret arcs - TY oporpu for letting me know
       -Fixed an issue with the medium pulse mining blaster being underpowered, I raised the damage from 60 to 120 and energy from 55 to 110 - TY sajberhippien for the report
       -Fixed the shield placement on the Apollo - It was slightly misaligned
       -Realigned the launch bays on the Barkentine - The launch animation is synched now
       -Realigned the center of the Clipper - Only slightly off but helps with weapon accuracy to have it precise
       -Widened the side missile firing arcs from 15 to 25 degrees on the Coventry - Increases the chance of a lock on
       -Widened the firing arcs of the forward facing turrets from 75 to 120 degrees on the Dhow - matches the arcs on the side and rear facing turrets
       -Widened the firing arcs of the side facing turrets from 180 to 270 and the rear missile mounts from 5 to 25 on the Griffon - Better symmetry and greater chance of engagement
       -Widened the firing arcs of the forward facing turrets from 75 to 360 degrees on the Jackdaw - Now matches the rear facing turret arcs
       -Note: There is still an unsolved issue with Linux that popped up in the .96a update as reported by Solar Mechanis that I am still trying to find an answer to

    v1.5.2 - Nex is back! edition - Not save compatible with prior versions - Sorry, if I had only waited another day before releasing 1.5.1 :(
       -Re-enabled Nexerelin interactions and features   

    v1.5.1 - Not save compatible with prior versions
       -Updated the mod to work with 0.96a
       -Disabled Nexerelin interactions - I will re-enable them once a stable patch for that mod is released by Histidine
          -NOTE: mod integrations will be re-enabled as they are made 0.96a compliant

    v1.5  Save Compatible with v 1.4 - note if you have a Fusta in your fleet, you may need to reallocate OP
       -Expanded the new CFT specific smuggling mission that occurs in CFT bars introduced in v1.3 - Lucrative "Free Trade" missions now show up with priority from CFT military and trade contacts - TY Timid
       -Added a new light cruiser carrier, the Foudre - ARandomRobloxJal asked me to add a sprite he made, emto demto had some suggestions and I cleaned it up to it's final form - hope you like the group effort :)
       -Re-classified the Dromon in the default ship roles from combat capital to large carrier - Noticed the boo boo when I was adding the Foudre
       -Added two new mining weapons 1 med and 1 large based on the Electro-Magnetic Rail Gun released last update - I received some nice comments and requests for larger versions
       -Fixed a typo in the Electro-Magnetic Rail gun's description - noticed it when I was adding the medium and large variants
       -Changed the vanilla escort package hullmod on the Fusta variant to fluxbreakers - there was a conflict with the mod 'Of Ludd and Lions' escort package hull mod
       -Replaced the image used for Biolab - numerous complaints that the stock image I used was out of place - TY to Butterslingshot for the initial image I bashed from
       -Replaced the image used for Grey Industry - Same as above, ok I get it discord fans, no more stock images - A kitbash remake of light industry not great but not a stock image :)
       -Added the new ship to the "All Ships Image" on the forum OP - Take a peek!

    v1.4 - Save Compatible with v 1.3
       -Swapped/fixed the designations destroyer/heavy destroyer of the Cute and the Happy - The Cute is an in and out skirmisher and the Happy is a hard charger
       -Added a direct download link to the forum and discord d/l links that bypasses the google drive preview - one less step to get to the good stuff :)
       -Added a missing label to the asteroid field near the Prussia jump point - TY Maradrax for noting it
       -Added a new small long range fragmentation mining weapon, the Electro-Magnetic Rail Gun  - CFT lacked a non-PD frag weapon and it gives them a long range option for small ballistic mounts - TY Madbadger2 for helping balance it
       -Added a new manned fighter mining wing, the Arkyd - It is equipped with the new weapon and a custom ship system that deploys four mining drones - Ty HopeFall for giving me the idea
       -Added the new fighter to the "all ships image" link on the forum OP so you can take a sneak peek! - Hint, it's the one with the black and yellow lines ;)

    v1.3 - Save Compatible with v 1.2.1  - Some changes will only take effect on a new game (see log notes for details)
       -Added new lore-friendly descriptions to the CFT fighters and drones written by KMS
       -Finished adding new lore friendly descriptions for all CFT ships - Ty so much KMS for writing these and helping me flesh out the CFT lore.
       -Re-named the Dingy to its' proper spelling of Dinghy - My guess is spellcheck changed it at some point and it took KMS' keen eyes to spot it, ty again.
       -Fixed an error in the title of the Carronade Torpedo Pod and made the description grammatically correct- TY SteelSirokos for noticing my boo boos.
       -Re-wrote the description for the Volley Rocket that better describes its flaws - TY Maradrax for pointing out that is was vague
       -Lowered the impact particle effect of the Pulse Mining Blaster - for a small weapon it had quite the eye glaring whallop :)
       -Ditto for the medium Pulse Mining Blaster - a happy medium between the small and the large
       -Lowered the probability that CFT NPC fleets will use combat freighters in favor of standard combat ships from 40% to 10% - Too many tankers were being used in their fleets
       -Raised the probability that CFT NPC fleets will use combat freighters in favor of standard freighters from 60% to 80% - Helps balance the above change
       -Added two built in Mizzen drone wings on the Kerebos - When I designed the sprite I put two hangers on it but neglected to add the wings in the code -just fixin yet another oopsie :)   
       -The following eight changes give the CFT ships with the yellow and black stripes a common identity and purpose
          -Changed the effects of the Combat Engineer hullmod - they still repair damage but now they reduce d-mods on the ships they are installed on - Timid kindly let me know that my assumptions in the old version were incorrect
          -Added a new cruiser, the Knarr - A combat engineer mining & salvage rig - CFT lacked a cruiser mining ship and it adds another combat engineer ship to the lineup - win/win
          -Added a new mining drone, the Tender - Able to withstand the battering of an asteroid field it also doubles as an armored fighter when things get hairy
          -Added a new ship system for the Knarr, EMP Burst Wave - a modified version of the EMP system that has a larger radius and does more damage but has lower uptime and increased flux cost
          -The Bawley, Bolster, Clipper, Collier, Danube and Knarr all now have the Combat Engineer hull mod and EMP burst ship system
          -Changed the built in Borer drones on the Bawley, Bolster, Collier and Danube to the new Tender drone but left the mining drone wings as was - On brand that all Combat Engineer ships have them
          -Added/adjusted Nexerelin mining strength to the above Combat Engineer ships varying on their ship size - CFT lacked dedicated mining ships for Nexerelin
          -Added all the above CE ships to the list of ships that are randomly picked to add to NPC mining fleets
       -Added the Knarr and Tender to the ship image on the forum OP
       -The following is added to the mod with the insight and generous code donation from Timid who's assistance allowed me to offer the following additions/changes:
          -Added an RNG mission and bar event that allows Freetraders to ask you to smuggle in goods to other factions for the sake of free trade (save-game compatible)
          -Once the first smuggling mission is completed you receive the option to develop that quest giver a trade or military agent who will give new smuggling missions every 2 game days
          -Removed some unnecessary conditions (up to you if you were keeping those not save-game compatible but wont break old saves)
          -Kings Cove now has 5 industry cap instead of 4 (this change not save-game compatible, but wont break old saves)
          -Added introduction text if you start as the Carter's Freetraders - requires a new game start to see this (duh?)
          -Updated the description text of the faction information in the intel blurb
          -Updated the description of Prussia Station
          -Added a direct download link to the Version file that mod managers can use to auto-update

    V1.2.1 Just a quick little fix - Save Compatible with v 1.2
       -Changed the mixed engines on the following ships to all midline - A style choice I made for JYD and carried over to CFT - TY Klize1917 for noting that it did not fit with CFT
          -Astera,Barkentine, Barque, Carrack, Chester, Clipper, Collier, Coventry, Exeter, Griffon, Jacht,Jackdaw, Schooner, Sloop and Vasa
       -Widened the boundary lines on the Bourbon, Exeter and Scow - noticed it while I was checking the engines
       -Removed an extra engine exhaust on the Draeck - Only has one engine, I guess I double clicked when I made it 

    v1.2 - Save Compatible with v 1.1 - Note: you may need to rearm any CFT ships in your fleet that have been adjusted
       -Added new lore-friendly descriptions to some of the CFT ships - Ty so much KMS for writing these and helping me flesh out the CFT lore - more to come!
       -Added a new ship, the Fusta, a very fast corvette sized ship that is a favorite among blockade running smugglers or capturing strategic points when deployed
       -Fixed an error regarding the Basilisk's description not showing in game - TY Noobishnoob for pointing it out
       -Went through the other description texts and fixed some grammatical errors - because punctuation matters!
       -Added a line of HE damage energy mining weapons, small medium and large pulse mining blasters - though CFT has some mining ships, they lacked weapons with mining stats
       -Fixed the glow effect on the Wavemotion Pulse Laser - mistake on my part when I introduced it I misspelled the file path
       -Re-equipped all the variants of CFT mining ships (Bawley, Danube, Clipper, Collier, and Bolster) with the new mining weapons
       -Changed the weapon mounts on the Danube from 2 Ballistic/2energy to 4 Synergy - because options are nice :)
       -Adjusted the sprite for the Barkentine -Took out a lot of the green tint and changed the sides to be less grimy
       -Cleaned up the sprite for the Pinnacle - The body was too blurry and chaotic and the saucer tail was choppy
       -Removed some stray pixels on the Barque ship sprite - Noticed it when I adding the new ships to the forum ship image
       -Added 20 AI generated portraits (10 female 10 male) all in CFT white and red -Formerly it was set to random and I was unhappy with some of the results - Ty to Severian Void for hosting Stable Diffusion Image Generation
       -Added the new Fusta as well as the improved Barkentine, Pinnacle and Barque to the ship image on the forum OP
       -Made a new spoiler post on the forum OP that shows the added portraits

    v1.1 -The great hull mod migration and fixing the oopsies edition - NOT save compatible - New game required due to removed content
       - TY edixo for noticing the shield on the Freebooter was off center and giving me the idea to check all the ships for errors and fixed the following:
          -Centered the shield on the Freebooter, Chester, Danube, Exeter, Jacht, Mizzen, Vergulde
          -Fixed misaligned engine exhaust on the Apollo, Bombardier, Bourbon, Brig, Brigantine, Carrack, Chester, Clipper, Pinnacle, Retourschip, Skjold, Vasa, Vergulde, Vestale
          -Fixed some off center mounts on the Bombardier, Bourbon, Clipper, Coventry, Cutter, Dhow, Dromon, Galleon, Raven,Schooner, Scow, Shallop, Sloop, Triton,
          -Matched weapon alignments on the Carrack, Clipper, Cutty, Dhow, Dromon, Exeter, Freebooter, Ironclad, Jackt, Schooner, Skjold, Sloop, Triton, Vasa, Vestale - the right mount didn't match the left
          - Sorry for the sloppy coding and visual headaches and overall OCD nightmares all
       -While I was doing all that close up work I noted a couple ships that needed some clean up, nothing major like I did for Hiver Swarm but a little nicer I think:
          -Barkentine - Deleted some stray pixels, lightened the edges, added a light strip to the engines like the apogee has and changed the side strip from a dirty brown to a bronze
          -Barque - Cleaned up the engines from some stray grey pixels, lightened the lower body a shade and darkened the side stripe to be closer to the Barkentine's stripe
          -Oram - added a missing outline on the sides, raised the lower right turret to the same height as the left, darkened the side strip and added bridge lights
          -Pinnacle - added some missing pixels and lightened up all the black pixels along the lower bottom, cleaned up the sides and changes the purple lighting to yellow
          -Shallop - Added some bridge lighting, lighted up the sides a little and filled in some missing sprites on the hardpoints and lightened the side strip to better match the other Apogee rip offs :)
          -Coventry - deleted some loose pixels along the sides
       -Based on numerous "feedback" regarding the balance of the Sledge I decided to rework it: Lowered range and damage from 10k to 5k, increased turn rate and ammo count to 6, reduced the chargedown to 40 and HP down to 2000
       -Removed all hull mods with the exception of the commissioned crews and combat engineers mods and added them to the new CJHM mod (link in my forum signature)
       -Removed the former CFT hull mods from the following CFT ship and variants:
          -missile_ammo built-in hull mod from the galleon
          -salvagedarmor hull mod from the bawley_standard variant
          -missile_ammo hull mod from the galleon_standard, ironclad_standard, pdplat_standard variants
       -Updated the ships image on the forum OP with the cleaned up sprites mentioned above

    v1.0 - Save Compatible with 0.9
       -Added a new kinetic interceptor, the Centurion as requested by Centurion Chet, Fighter Enjoyer - Though fragile, it is fast and deadly and equipped with a front shield to help stay in the fight
       -Added a new bomber, the Blackburn as requested by Centurion Chet - Armed with Carronade torpedoes, equipped with a rear pd turret to defend against interceptors and an active flare launcher to fend off missiles
       -Added a new rocket weapon, the Chet Scrap Launcher also requested by, you guessed it! - A cheap, fast, and terrible frag damage brawler weapon - Quantity over quality best describes it
       -Fixed a minor error with the Skiff being described as a drone
       -Fixed a couple spelling mistakes in the weapons descriptions
       -Fixed the Inferno Rocket not rendering it's missile before firing
       -Added a turret sprite for the Volley Rocket
       -Redesigned the Heavy Railgun with greatly changed stats to be a High Explosive version of the Hypervelocity Driver - The past version was the #1 complaint against CFT and now it fills a hole in the vanilla weapon lineup - win/win
       -Added the two new fighters to the All Ships Image on the forum OP

    v0.9 - Save Compatible with 0.8
       -Reduced the impact visual effect of the Basilisk - TY Titann for pointing it out - the length was set to 48 instead of 8 lol
       -Changed the stats of the Saker - Range 750 to 650, energy/shot 9 to 10, burst size 10 to 8, projectile speed from 1200 to 800 - Titann made a good point that for it's OP it was too strong
       -Lowered the range of the Heavy Railgun from 1500 to 1100 - I received numerous complaints regarding that extended range causing issues
       -Lowered the cargo capacity of the Dhow from 1300 to 1000 - Essentially I matched the fuel capacity for balance reasons
       -Increased the supply use and deployment of the Carrack from 12 to 18 - Having the same as the Schooner was too low for it's size - (edit ty Mendora for your comments)   
       -Increased the supply use and deployment of the Scow from 4 to 5 - I felt being a combat freighter it should use more than the standard freighter
       -Changed the nanoforges on all CFT industries from pristine to corrupted - Made them a bit too OP  - Also pristine are way too rare for a bunch of hardscrabble smugglers
       -In 0.7 I added custom Tech/Manufacturer tags to all CFT weapons and Ships but apparently I neglected the drones and fighters - fixed
       -Added a new Heavy Fighter, the Skjold - CFT lacked a manned fighter option in it's lineup and I wanted to give them a punch with some staying power
       -Added missing fleet points to all CFT drones and fighters - Had not realized they were blank until I designed the Skjold - oopsie :)
       -Fixed a capitalization mismatch in the wing data that could cause issues with players who use Linux
       -Slanted the small lower side mounts on the Bombardier and widened the firing arcs from 15 to 35 degrees to help them better engage - TY Mendora for your comments
       -Fixed the middle right side slanted mount on the Bombardier being off center - noticed it when I was widening the arcs
       -Added the new fighter pixel and replaced the Bombardier pixel with the updated one on the "All Ships Image" on the forum OP

    v0.8 - v0.7 Save Compatible
       -Changed the name of Salvaged hull to Stripped Hull - More in line with what it does
       -Change the graphic of Salvaged hull - looked too similar to reinforced hull
       -Deleted some redundant Java files - less load and HD space (not much but every little bit)
       -Replaced the center section of the Clipper due to a plagiarism claim by MesoTroniK -  A lingering issue that I thought I had corrected months ago
       -Changed the graphic for the Clipper in the "All Ships Image" on the forum OP with the updated Dazs kitbash version
       -Corrected the designation and description of the Clipper from Light Cruiser to Heavy Destroyer - Hadn't thought it an issue until I tried to install a targeting core...
       -Increased the Supply use and deployment of the Freebooter from 45 to 50 - As was pointed out by SirStargateur it is a powerful ship
       -Lowered the projectile speed of the Heavy Railgun from 2500 to 1500 and projectile HP from 750 to 75 - that was a insane mistake on my part woops!
       -Flagged all CFT stations as Freeports - Ty N3ophobe for pointing out that having a free market w/out that "can be a bit awkward" :)
       -Added CFT as well as it's two industries (Bioloab & Grey Industry) to Timid's Better Colonies mod Age of Innovation feature whitelist
       -Added a link to Better Colonies as a mod integration on the Forum OP
       -Changed the name of King's Cove to Kings Cove - Improper grammar, I know, but for some reason the system map could not translate the ' - TY Stormy Fairweather for the comment
          -Note: the above change will only take effect on a new game start when the system is generated

    v0.7 -  Save Compatible with 0.6
       -Increased the fleet points, deployment and supply use of the Danube from 6 to 7 - Ty to 5ColouredWalker for noting that when I updated the ship I should have done it then
       -Added custom Tech/Manufacturer tags to all CFT weapons and Ships - TY Hexxod for suggesting the QOL idea, sorry it took me so long to update :)
       -Centered the shields on the Freebooter - Good catch from 5ColouredWalker
       -Increased the fleet points for the Freebooter to 30 and deployment/supply use to 45 - More in line with it's performance
       -Changed the four side hardpoints on the Ironclad from small to medium, increased it's OP by 5, redesigned it's variant and updated the Ship Image - 5ColouredWalker made a good point that it lacked a role in is past form
       -Added the phase field built in hull mod to all CFT phase ships - Another good point made by 5ColouredWalker
       -Added a new Phase Combat Tender, the Dhow - A cruiser sized freighter/tanker for smugglers that rely on super sneaky phase tech - A gift for 5ColouredWalker for all the testing he has done
       -Adjusted the CFT doctrine to have less warships and more phase ships. - When I added phase ships to the faction I neglected to tell the game to use them, oopsie :)
       -Changed the rear turret of the Cutter from Fog of War to Culvern, increased speed by 50 and lowered rebuild time by 1 - It was slower than the heavy drone and the range of the fog of war was too low to be of use
       -Added the Bawley, Naruebet and Lennox to the CFT blueprint - The first was listed under JYD, the second and third were blank - oopsies on my part - TY yet again 5ColouredWalker
       -Added the new ship to the forum front page image (it's on the bottom left if you'd like a peek) and re-arranged the image so it no longer cuts off on the right on smaller monitors
       -Cleaned up the Forum page making it an easier read - TY Liral for your suggestion

    v0.6 - Save Compatible with 0.5 - Some changes require a new game to take effect
       -Fixed an error with the Carrack, the right rear turret was incorrectly flagged as a medium and is now small - you will have to re-arm it if you have one
       -Fixed a typo with the Odam being listed as the Oram in the description
       -Fixed some grammar issues with he CFT faction description
       -Changed the description of the Inferno Rocket to be more descriptive of it's two stage firing system
       -Widened the firing arcs of the Danube's rear turrets to 360 and front turrets to 275 - Gives it complete PD coverage as was intended in the design
       -Widened shield arc of the Bourbon from 110 to 200 to better protect it's sides from strikecraft and missiles   
       -Renamed the Auto Cannon to Heavy Railgun - A suggestion by Centurion Chet on discord to help soothe his OCD
       -Fixed an error in the description of the Wrecker from Kinetic to Explosive - TY Waffle for pointing it out on discord
       -Fixed the boundary lines of the Bombardier that could cause a crash in rare cases - TY to my favorite Discord fan, MapleDaddy for noticing it
       -Fixed the description of the Howitzer to correctly state it is a 2 burst weapon not 3 - Was originally 3 but I had lowered it w/out fixing the description - TY DemonX3 on Discord for catching it
       -Increased the flux per shot of the Howitzer from 250 to 275 - My main man on Discord, MappleDaddy, correctly pointed out that it needed a balance pass
       -Decreased the speed of the Galleon from 70 to 50 and removed the missile auto forge and added the CFT hull mod missile storage expansion to the Standard loadout - Received numerous complaints it was OP for the missile forge
       -Lowered the armor on the Triton from 1690 to 1500 and increased the deployment and supply use to 48 - Balance pass based on comments on Discord
       -Fixed two case sensitive mistakes that would cause a crash in Linux - TY Oik for letting me know
       -*NOTE*: Unless otherwise stated, changes below are thanks to 5ColouredWalker for his tireless pursuit in helping me balance the mod
       -Increased the wing count of the Mizzen from 1 to 2, widened the shield arc to 270, lowered the hit points from 125 to 100 and armor from 100 to 80 - Gives them a better chance of intercepting missiles
       -Increased the wing count of the Brig interceptor from 2 to 3   
       -Increased the OP on the Danube from 70 to 80 and added twO hullmods to the Standard layout - gives it more flexibility in weapon choice and/or hullmods
       -Re-aligned the two small energy turrets on the Barque to forward facing, widened the arcs to 360, increased the DP by 1 and added surveying equipment to it's built in mods - It is an Apogee based variant after all
       -Added two built in Mizzen PD drones to the Carrack and increased its DP and supply use from 10 to 12 - With it's size and weapon layout it had difficulty engaging missiles
       -Added a battered Clipper to the list of recoverable ships in Pengersick - A request from 5ColouredWalker and implemented by me as a personal TY for all their hard work
       -Changed the Standard layout of the Raven to be more offensive by replacing the Bombard with a Saker, the Shredder with a Basilisk, Inferno rockets with volley rockets and added a Flux Distributer
       -Lowered the DP and supply use of the Griffon from 33 to 28 - It is partially automated after all
       -Lowered the speed of the Kerberos from 85 to 70 and acceleration from 60 to 50 - As a more armored ship it shouldn't have been so fast
       -Increased the speed of the Odam from 60 to 70 and acceleration from 50 to 60 - As a light cruiser ship it shouldn't have been so slow
       -Lowered the OP of the Falconet from 6 to 5 - Brings it more in line with similar explosive weapons
       -Decreased the ammo count of the Inferno from 100 to 60, the Volley from 250 to 200, the Firestorm from 180 to 120 and the PD missile from 360 to 300
       -Increased the speed of the Volley Rockets from 750 to 850 - with it's low hp per missile, not many were reaching their target
       -Changed the sound used on the point defense misses to be less loud
       -Reduced the MIRV split of the Hellfire and Firestorm rockets from 12 to 8
       -Changed the descriptions of the Hellfire and Firestorm to reflect that they are MIRV and split into 8 homing missiles and that the Inferno splits into 4
       -Changed the names of the Hellfire, Inferno and Firestorm rockets to correctly reflect that they are actually MIRV launchers
       -Changed the damage type of the Firestorm from Kinetic to Explosive, added the STRIKE AI hint and reduced the range from 2000 to 1000 to match the other CFT MIRV Launchers
       -Reduced the damage of the Wrecker from 500 to 450 - was outperforming similar weapons
       -Reduced the range of the Heavy Railgun (formerly Autocannon) from 2500 to 1500, the damage from 2700 to 2500 and increased the energy per shot from 750 to 900
       -Added a new medium sized direct fire kinetic rocket - The Twin Plasma Rocket Launcher fires two fast direct fire unguided superheated rockets that deplete enemy shields - Fills a gap left in the CFT weapon lineup when I changed the Firestorm

    v0.5 Save Compatible with 0.45 but if you have a Scow in your fleet, it may need to be refitted.
       -Fixed an error with the Inferno and Hellfire MIRV behavior, makes them more effective and flashy - TY Wasara for pointing this out
       -Added Nexerelin and lib dependencies to the mod files - TY Avanitia, drunk test pilot and Tim, IRS Mommy for the idea and solution
       -Removed the small missile mount from the Scow, touched up it's graphic to reflect the change and lowered it's OP by 5 - TY Kumquat & 5ColouredWalker for your valid points
       -Lowered the speed of the Scow from 180 to 120 putting in line with other CFT frigates - PeopleThief made a valid point that the speed was OP for a combat freighter
       -Updated the ship image on the forum OP with the new Scow sprite

    v0.45 - Save Compatible with 0.4
       -Fixed a typo on the Demi-Culvern - changed the flux per shot from 2 to 20 as was intended
       -Changed the damage of the PD rockets 75 to 35 - Balances them and puts them in line with other PD weapons
       -Fixed an error on the Inferno rockets by swapping the damage rating of 25 and impact rating of 50 - They do the correct damage now
       -Reduced the Ammo count on the Auto Cannon from 100 to 50 - Makes the ammo limitation more realistic
       -Reduced the OP on the Sloop tanker from 60 to 50 and replaced the weapons on the variant to lower OP ones - was a tad too OP for it's role
       -Changed the Ship System of the Bombardier from microburn to forgevats
       -Changed the Ship System of the Galleon form microburn to cannister flack - Both ships are meant to be backline support and giving them a speed boost did not make sense
       -Replaced the sprites of the PD and inferno missile images with larger versions
       -A big THANK YOU to rawkhawklives and 5ColouredWalker for the above Balance and graphic suggestions - I've added you both to my list of Beta testers *hugs*
       -Added a new sound file to the Autocannon - TY ThatFolfy for pointing out that the previous sound was bugged
       -Sharpened the image of the Fog of War hardpoint and base - was a little too blurry and the barrel was not showing up
       -Added three torpedo weapons to the CFT lineup - All based on the new Carronade Fragmentation Torpedo in small medium and large sizes
       -Added a new small long range fragmentation missile the Katyusha - designed to be a small version of the Pilum
       -Replaced the single medium Pilum missile on the Apollo missile pod to a dual small mount Katyusha missile and the wing count from 2 to 1
       -Added a new Hull mod - Overclocked Shields inserts new circuitry into a shield generator that increases shield turn rate and unfolding speed at the cost of an overload duration increase

    v0.4 Save compatible with v0.35a - Weapon balance changes and many graphic updates - Some ships in you current fleet may need to be re-armed (see below)
       -Changed the weapon mounts on the following CFT ships (Astera, Barque, Bolster, Bourbon, Carrack, Chester, Exeter, Griffon, Ironclad, Pinnacle, Retourschip) to be side by side symmetrical
          -In testing I found the AI had problems with the different ranges when facing forward in the asymmetrical layouts and it gave the more OCD players a headache :) -Ty 5ColouredWalker for having me look into it
             - NOTE: If you have any of the following ships in your fleet you will need to re-arm them due to the symmetry changes:
                -Bourbon: Changed the left large turret to be energy and the right medium turret to be ballistic
                -Carrack: Changed the left medium turret to ballistic and the left small turret to energy
                -Freebooter: Changed the right large turret to ballistic and the left small turret to energy and increased the OP by 5
                -Griffon: Changed the top left small turret to ballistic
                -Pinnacle: Changed the left small turret to energy      
       -Widened the firing arcs of the Astera mounts to line up with the symmetrical changes
       -Replaced the middle turret graphic on the Astera - Accidently used a side facing instead of a forward facing
       -Replaced the medium turret graphics on the Chester and re-aligned the left small turrets from 94 degrees to the proper 90 degrees - Fixing minor initial release oopsies
       -Re-designed the Dingy making it more symmetrical - Added missing boundary lines and weapon mount graphics and changed the rear forward facing hardpoint to a rear facing turret
       -Added a missing small turret graphic on the Cutter and centered the ship sprite - another graphical fix from the initial release
       -The above graphic changes are reflected on the forum OP image
       -Equipped a Wave Burst PD laser on an empty weapon mount on the Bolster variant - fixing a mistake on my part from initial release
       -Lowered the range of the Auto Cannon from 3k to 2500, Increases the flux per shot from 630 to 750 and projectile speed from 2k to 2500 - Balance suggestions from rawkhawklives and ThatFolfy
       -Adjusted the Culverin PD to be an upgraded version of the Fog of war PD - same damage/flux, more range and better accuracy for 2 OP more - Ty rawkhawklives for pointing out it was unsustainable in it's past stats
       -Increased the projectile speed of the Fog of War PD from 200 to 400 - puts it in line with the Culverin changes but still below the light machine gun
       -Increased the damage of the Paixhan and reduced it's charge down - Making it worthy of a 7 OP PD weapon
       -Added a new Hull mod, Salvaged Shield - Similar to makeshift shield but instead of a speed penalty it has a 15% hull & armor penalty - For when players use ships like the Hound but want to keep the CFT midline playstyle
       
    v0.35a Save game compatible
       -Fixed some capitalization mismatches that would case a crash under Linux - Ty polkageist for taking the time to make a forum account to let me know, appreciated!
       
    v0.35 Tested with 0.3a save with no problems
       -Added a CFT emoji to the SS discord, you can now show your love CFT style - Ty to Timid for suggesting it and Avanitia for adding it!
       -Added the following missing code to the CFT weapons and Wings - TY to Shadow Rune for their help in tracking them down!
          -Added a PD tag to the Culverin so it will now target missiles and wings as intended
          -Changed the description of the Inferno rocket to reflect that is NOT a large mount, has tracking unlike the volley rocket and that it is explosive.
          -Added missing UI tags to all wings to better matchup when autofitting
          -Added UI tags to all weapons to better classify them and improve their functionality
       -Fixed an error in the planet King's Cove starting conditions - TY Kris_xK for that bug hunt
       -Added a fighter flare launcher system to the Mizzen PD drone - Makes them even more PD!
       -Changed the damage type of the point defense rockets from fragmentation to high explosive and set them to priority target fighters
       -Changed the following stats on the Barque - FP 8 to 10, flux 3200 to 6700, flux regen 230 to 400, price 29k to 39k - Puts it between the Hammerhead and the Sunder
       -Changed the following stats on the Barkentine - OP from 110 to 100, locked the first fighter bay to a Mizzen PD drone, changed the shield from omni to front - Puts it on balance with the Dover
       -Changed the flux rate of the Basilisk to be more efficient - TY Zoro89 for this and the two above suggestions
       -Touched up the graphic for the Barkentine to look less battered - As I was working on it I realized it looked more low tech than midline
       -Removed the scar running across the Pinnacle's graphic - Same reason as above - I can change either or both back if enough players want the previous battered sprites
       -Updated the ship picture on the Forum OP with the two new ship sprites if you'd like a peek
       -Updated the description string for the Barkentine to reflect the above ship changes
       -Added a missing description for the Dingy heavy bomber
       -Fixed a spelling error in the description string for the Skiff interceptor preventing it's description from showing - It's skiff not skif - D'oh!
          
    v0.3a -Minor change save game compatible
       -Changed the version file to reflect being moved to the MOD forum

    v0.3 Tested with a 0.2 save with no issues though if you have one of the changed ships in your current fleet they may need to be re-outfitted.
       -Re-designated the Ironclad from cruiser to Heavy Cruiser - I felt that the size and stats were a little out of line for a standard cruiser and the faction lacks a heavy cruiser so voila 2 birds 1 stone :)
       -Changed the Firestorm Missile damage type from Explosive to Kinetic, raised the damage to 50, increased the charge down to 2, and reduced the ammo count to 180 - Rounds out the CFT missile lineup   
       -Removed two of the missile pods from the Freebooter - it was a little too much and needed a balance pass
       -Replaced the built in hull mod, missile auto forge, on the Cog PD platform with expanded missile racks and removed the advanced turret gyros- Yet another balance pass change
       -Added a new phase cruiser, the Vasa - Partially to replace the Ironclad's slot as a phase cruiser but it adds a phase strike ship to the lineup
       -Added a new missile focused capital ship, the Galleon - A back line capital that will stay out of direct combat while flooding the field with ordnance to tie up enemy PD systems and deliver extended long range damage
       -Added a new light cruiser variant of the Apogee, the Odam - The faction lacked a medium/large scout/explorer ship   
       -Added a new hull mod that increases missile ammo storage by reducing cargo space - Since most CFT ships (especially the Bombard) have missile hardpoints this mod would allow them to be relevant longer
       -Added a new hull mod that increases ship speed when at zero flux, Zeroflux (original I know) - Could be used for several applications but envisioned as a way to give a boost to fleeing ships like freighters
       -Added a new hull mod that increases ship speed in combat, Booster Rockets - Similar effect of unstable injector but at a much lower OP and effect - UA and SO are incompatible
       -Fixed an error with the Volley Rockets being labeled as Anti-Armor to Anti-Shield as they are Kinetic damage
       -Optimized the script for the Pengersick system - Cleaned up some unneeded code and arranged the structure logically
       -Did a spelling and grammar pass on the CFT hull mods and fixed some mistakes
       -Raised the XP earned by salvaging the fields in Pengersick by 20% - Not game breaking by any means but it gives a new player a little head start
       -Removed 2 duplicates from the list of screen variants and sim opponents - Just removing some unneeded bloat
       -Updated the sprite for the Firestorm missile to reflect that it is a MIRV - The previous sprite only had 1 missile holder
       -Updated the sprites for the Fog of War base and turret - In the editor they looked fine but in-game they were kind of a JYD early era blurry mess :)

    V 0.2 Tested with a 0.1a save with no issues
       -Removed the repair gantry from the Draeck - Balance change, it did not make sense for a ship that small to have that many mods
       -Added a new frigate sized logistics/mining ship the Bawley - Partially to make up for the loss of a small ship gantry but also to add a frigate sized miner for wolfpack players
       -Increased the cargo space of the Danube - it was a little low for a logistics destroyer
       -Adjusted the "Good trait frequency" for Starship Legends to be in line with CFT being a lightweight good shield smuggler faction
       -Added the Scow, Shallop and Sloop to the list of ships that can be generally offered in the Starship Legends derelict bar event
       -Added the Bolster and the Ironclad to the list of ships that can only be offered at a CFT faction bar in the Starship Legends derelict bar event
       -Fixed several grammatical errors found in the ship and weapon description files - Should have done that before initial release sorry
       -Cleaned up some of the CSV code - Essentially made it more efficient
       -Modified the the med energy turret on the Clipper by widening it to match the med ballistic turrets - I also touched up the sprite work a little while I was there
       -Did some minor touch up work on the Bolster's sprites
       -Fixed an issue with version checker - I had accidently referenced JYD instead of CFT in the file (I swear it wasn't some marketing gimmick :) ) - TY andristzr for brining it to my attention!
       
    V 0.1a - Should be save game compatible
          -Received a PM regarding a conflict crash and had to do a quick hotfix
          -Updated the graphic on the Clipper - I accidently left a nono sprite and only noticed when I posted the op picture - my bad sorry

    v 0.1
       - Initial release for review, testing and constructive criticism.
       
    [close]

    6
    Bug Reports & Support (modded) / PermGen space crashes
    « on: December 23, 2021, 05:13:28 AM »
    I have been having random crashes after the last update of the game. I run a heavy modded game so I can ensure my three mods are compatible. I currently have my vmprams set to use 8g and haven't had issues in the past and from what I gather, PermGen is a separate memory usage. Here is a log of the last 3 crashes and the only commonality I can see is that just before the crash, the game was loading a music or sound file. Correlation or causation, idk.

     For some reason the forum will not allow me to post the logs so I have attached them

    I have already removed several mods that may have been an issue but here are the current mods active during the log crash:
    Spoiler
    {"enabledMods": [
      "$$$_lightshow",
      "pantera_ANewLevel25",
      "anotherportraitpack",
      "apex_design",
      "armaa",
      "lw_autosave",
      "battletechportraitpack",
      "timid_admins",
      "beyondthesector",
      "BSC",
      "bountiesexpanded",
      "HMI_brighton",
      "CaptainsLog",
      "capturecrew",
      "Csp",
      "chatter",
      "timid_commissioned_hull_mods",
      "lw_console",
      "istl_dassaultmikoyan",
      "diableavionics",
      "Diktat Enhancement",
      "XLU",
      "FPE",
      "fluffships",
      "sun_fuel_siphoning",
      "GrandColonies",
      "HMI_SV",
      "HMI",
      "gunnyhegexpeditionary",
      "hte",
      "HIVER",
      "IndEvo",
      "interestingportraitspack",
      "internalaffairs",
      "Imperium",
      "JYD",
      "keruvim_shipyards",
      "LTA",
      "lw_lazylib",
      "ArkLeg",
      "locknloaded",
      "luddenhance",
      "mag_protect",
      "MagicLib",
      "Mayasuran Navy",
      "missingships",
      "more_hullmods",
      "wisp_NeutrinoDetectorMkII",
      "sun_new_beginnings",
      "nexerelin",
      "objects_analysis",
      "OcuA",
      "Ocutek",
      "JYDR",
      "ORA",
      "wisp_perseanchronicles",
      "roider",
      "sun_ruthless_sector",
      "SCY",
      "secretsofthefrontieralt",
      "SEEKER",
      "shadow_ships",
      "speedUp",
      "sun_starship_legends",
      "stelnet",
      "StopGapMeasures3",
      "superweapons",
      "timid_supply_forging",
      "surveycorpssp",
      "tahlan",
      "Terraforming & Station Construction",
      "star_federation",
      "TORCHSHIPS",
      "transfer_all_items",
      "underworld",
      "US",
      "URW",
      "vayrasector",
      "vayrashippack",
      "whichmod",
      "XhanEmpire",
      "yunruhullmods",
      "yunru_midline_expansion",
      "yunru_misc_ships",
      "yunru_pirate_collection",
      "yunrucore",
      "prv",
      "shaderLib"
    ]}
    [close]

    I have torn through this already and am stumped, any help would be appreciated.

    [attachment deleted by admin]

    7
    Mods / [0.98a] Hiver Swarm - V1.3.1 - 05/09/25
    « on: November 14, 2021, 06:27:18 PM »

    Hiver Swarm is a non player enemy AI faction designed to be aggressive invaders and can colonize systems. An insectoid race that uses high tech bio-cybernetics to grow their living ships. Their home world is found in deep space and their relations range from inhospitable to hostile for all factions. Their exclusive living hull designs (seen below) allow them to regenerate their hulls in combat and to be tougher made than the average factions' making them a challenge to fight. They use custom made drones, energy pulse weapons and missiles (also seen below) but have been known to use captured Corvus ships.
    They are vengeful toward the player and will become hostile on sight, you have been warned.

    New game required to have them appear in the sector
    Note: see the optional files if you want to have them appear in Nexerelin's Random Core Worlds option(disabled by default)
    Recommended: Using the Nexerelin option to delay invasions until the player settles a colony

    The mod comes in three different variations:
    Only install one version at a time





    Recommended mods
    Ruthless Sector
    Adds Remnant fleets to hyperspace that will intercept Hivers, and you :)

    Adds a well defended system directly in the path of Hiver invasions (Plus a great mod in its own right :))

    The following briefing contains the known history of the Hivers since they appeared in the sector.

    Spoiler
    NOTE: This information is cleared for admiralty use and distribution only. If this document has come into your possession outside of protocol 25 then you must destroy this document and report immediately to your unit intelligence officer for enhanced debriefing.

    In the year 189, the Core Worlds were surprised by the appearance of a new star system on the comm network. The data received described lush, habitable planets and incredibly productive industries at the very furthest reaches of the sector. The Persean League dispatched a grand trade fleet, along with an official diplomatic mission. By the time the scattered, broken remains of the League's fleet made it back to the orbit of Kazeron, two new systems were broadcasting along with the first. Garbled attempts at communication arrived soon after, and the hostility of the new worlds was made very clear.

    Despite attempts by the survivors of the first expedition to warn them, the Hegemony understood this to mean only one thing: AI. A new fleet burned its way to the edge of the sector, designed to both survey the new systems and eradicate their inhabitants. What followed was a months-long fighting retreat from the jump points of Zesketet to a lucky slipstream that ferried a battered contingent of frigates and support ships back to the Core.

    Spysats seeded across the new worlds by mercenaries traveling dark told of comm relays and sensor arrays built from the gutted hulk of a Domain mothership. Great hives towering over the land, covered in an unending chitinous swarm. Innumerable species of sapient insectoid, all working together as a multiplanetary eusocial colony of immense scale.

    Debate persists as to where the Hivers first originated. Galatia Academy sees their preference for human-habitable worlds and repurposing of Domain-era salvage as evidence of a pre-Collapse terraforming project gone horribly awry. Philip Andrada himself has proclaimed Tunguska Station as proof of alien origin from beyond the sector. Meanwhile, the Church of Galactic Redemption struggles to reconcile the insects with their own human-centric view of creation.

    For the moment, the average inhabitant of the Core Worlds does not see the Hivers as much of a threat - they are simply too far away to worry about. For now.
    [close]

    Peek here for the lineup of ships and weapons in the base mod
    Spoiler

    Lineup of the ship weapons
    [close]

    The mod comes with an all mechanical looking alternate ship and weapon pack for players that prefer not to have bugs on their screen

    Peek here for an image of all the mechanical replacement ships and installation instructions if you install the optional "Replacement Ships.zip" found in the faction folder
    Spoiler
    Included in the RAR is an alternate weapon pack that fits more in line with the replacement ship graphic design

    To install the alternate pack, unpack the Replacement Ships.rar over your Hiver Swarm folder and accept overwrite. This will install both the ship and weapon pack. If you only want one or the other then you would first need to unzip into a temporary folder, delete the subfolders you do not want (data/hulls, data/variants and graphics/ships to delete the ships or data/weapons and graphics/weapons to delete the weapons then re-zip and install as above or just move the folders manually if desired
    [close]

    Meet the Hivers (portraits)
    Spoiler
    [close]

    Optional AI enhanced Hiver portraits (Install instructions in the README file)
    Spoiler
    [close]

    The mod comes with several optional files that can be enabled before the start of a new game - below are the various instructions also found in the ZIP as README
    Spoiler
    NOTE: for the options that requite editing use Notepad++ or a java complier. If you make changes with standard notepad or some other editor it may mess with the Java code.


    The mod comes with two optional files that make Ships and Weapons purchasable and available at the Arms Dealer for players that play as Hivers or just want them at the Arms Dealer.
    Spoiler
    -Find a file named purchasable_ship_data.csv located in data/hulls - If you delete the current ship_data.csv and rename the optional file ship_data.csv it will make all Hiver ships purchasable and available at the Arms Dealer
    -Find a file named purchasable_weapon.data_csv located in data/weapons If you delete the current weapon_data.csv and rename the optional file weapon_data.csv it will make all Hiver weapons purchasable and available at the Arms Dealer
    [close]

    To disable their blueprints from dropping in salvage or as loot

    Spoiler
    -Find a file named special_items.csv located in data/campaign and delete, rename or move it - select the file named nodrop_special_items.csv in the folder, rename it to special_items.csv and you are good to go
    [close]

    The mod comes with three optional files that make Ships, wings and Weapons unrecoverable for players that prefer not to have Hiver Technology in their fleets

    Spoiler
    -Find a file named unrecoverable_ship_data.csv located in data/hulls - If you delete the current ship_data.csv and rename the optional file ship_data.csv it will make all Hiver ships and their BP unrecoverable
    -Find a file named unrecoverable_weapon.data_csv located in data/weapons. If you delete the current weapon_data.csv and rename the optional file weapon_data.csv it will make all Hiver weapons unrecoverable
    -Find a file named unrecoverable_wings.data_csv located in data/hulls. If you delete the current wing_data.csv and rename the optional file (unrecoverable_wing.data_csv) to wing_data.csv it will make all Hiver wings unrecovera
    [close]

    The mod comes with an optional file that lowers weapon prices to base vanilla levels. Good for players who do not want high value loot and/or expensive manufacturing costs

    Spoiler
    -Find a file named vanilla_weapon.data_csv located in data/weapons. If you delete the current weapon_data.csv and rename the optional file weapon_data.csv it will make all Hiver weapons base value set to vanilla standard
    [close]

    Instructions to make them a playable faction

    Spoiler
    As stated earlier by default the Hiver faction is unplayable but if you follow these steps you will be able to play as a Hiver with a fully functional market. You will be on good standing with the Hivers however the faction itself will remain enemies with all other factions. As the player you will have some factions that are neutral to favorable as well as several enemies. Each step is modular and it is up to you what level of functionality you would like. For example. if you just want to flag them as playable so they show up on random core world mode but want them still hidden on the intel tab and don't care for the portraits being used then just enable the first change.

    From the mods tab in you Starsector folder go to Hiver Swarm\data\config\exerelinfactionConfig\HIVER.json and open it with your editor. Navigate to line 3 "startingFaction":false and set it to true, and save. Now go to Hiver Swarm\data\campaign and open rules.csv and delete lines 27-31 see below spoiler for the lines to delete if you are unsure:

    Spoiler
    hiver_cmsn_askForCommissionOpt_disable,PopulateOptions,"$isPerson
    Nex_Commission personCanGiveCommission
    !Nex_Commission hasFactionCommission
    $faction.id == HIVER","SetEnabled cmsn_askCommission false
    SetTooltip cmsn_askCommission ""The Hivers do not take in outsiders.""",,,
    [close]

    To enable the Hiver faction to show on the intel tab: Go to Hiver Swarm\data\world\factions\HIVER.faction and open it with your editor on line 14 you will see "showInIntelTab":false,  change the false, to true, and save the file.

    Follow the instructions on how to make their ships and weapons purchasable (above)

    Lastly to enable the Hiver playable portraits shown below when you make a new character: Go to Hiver Swarm\data\world\factions\ - now the tricky part, you will see a file named xxplayer.faction - rename that to player.faction - Sorry to make it so difficult :)
    [close]

    Instructions to manually adjust the difficulty level of the mod

    Spoiler
    There are a couple different ways to manually modify the mod:

    Go into the mod folder data\config\exerelinFactionConfg and open a file called HIVER.json with an editor. If you do not have one you can download notepad++ it is free and easy to use and automatically recognizes Java code.
    Once you have that file open and ready for editing, navigate to:
       Line 21 "invasionPointMult":1.25 and lower the number to lessen their invasion fleets. If set to 0 it will disable their invasions all together.
       Line 58 "colonyExpeditionChance":1.75 determines their chance to sending a colony mission. Lower it and they will be less likely to be picked by Nexerelin to start a colony.

    You can also open data\world\factions and open HIVER.faction the same way:
    At lines 259-261 the composition of their fleets are set to max so lower those 5's and it will effect the strength of their fleets and officers.
    At line 264 "aggression":5, determines how aggressive the faction will be in invasions and expansion and 5 is the maximum. Lower that and they will be less aggressive.
    At line 327 "canBombard":true, enables their ability to saturation bomb, set that to false and they will no longer.

    If you feel uncomfortable making these changes manually I included an optional ZIP in the main folder called Vplus.zip that has preconfigured settings for a vanilla plus gameplay with few faction mods.
    Just extract Vplus.zip into the mods folder and overwrite the main files.
       -The files in Vplus.zip lower their aggression, halves the invasion and colony fleet frequency, lowers their officer & ship quality, the number and size of ships in a fleet, and turns off saturation bombing.
    NOTE: If you want to revert back to the base settings you can either make backups for those files first or you could just reinstall the mod.

    There is an optional Hard Mode that increases Hiver ship and wing stats by 20% but makes them unrecoverable due the OP nature of the change:
    First navigate to data\hulls and delete the hulls folder. In the mod folder you will see a ZIP labeled "Hard Mode hulls" and extract that into the data folder, essentially replacing the former hulls folder you just deleted.
    Note: This can be done mid game but only newly generated Hiver ships will have the new hull mod

    Lastly, there is sadly no way to specifically delay Hiver invasions but before you start a new game you can go to the "mod settings" button that LunaLib adds on the top left of the game menu.
    Scroll down to the Nexerelin button, select the "fleet and battles" tab and look for an option "invasion grade period". The default is set to 90 which equates to 90 in game days until any invasions occur.
    You can use that slide bar on the right and increase it up to 1825 days which is 5 years. Enter the # of days you feel you need to prepare before invasions occur.
    NOTE: this will effect ALL faction invasions, not just Hivers. For example, if you set it to say 365 days it will delay ALL faction invasions for 1 in-game year after game start.
    [close]

    Instructions to enable them to appear in Nexerelin's random core world setting
    Spoiler
    When you start a new game and get to the screen to enable random core worlds, go to option 4)faction settings then 1)Enable/disable factions. A screen will appear on the right and depending on how may faction mods you have installed you may have to scroll down but look for HIVER. It will be disabled by default, just press the Enabled button and go back. The game will remember this setting for this game only and you will need to do this each time you start a new RCW game.

    You can enable them for RCW permanently but be aware this will also make them a starting faction so do not do this in a normal Corvus sector game.
    From the mods tab in you Starsector folder go to Hiver Swarm\data\config\exerelinfactionConfig\HIVER.json and open it with your editor. Navigate to line 3 "startingFaction":false and set it to true, and save.

    A note about adding Hiver Swarm to your Nexerelin game that has Random Core Worlds enabled:
    I do not recommend enabling them in RCW because Hivers may be a threat in the early game but due to a lack of trading partners, random planet/placement negatively affecting the Hiver economy, and everyone being at war with them basically permanently, the Hiver faction will become starved of resources, begin to lose worlds and not be much of a threat to anyone. On the positive side, it makes them a source of easy to obtain valuable salvage and some early game XP.
    [close]

    [close]
    Peek here for spoilers on their tactics - no really, do not read unless you do not want to figuring out how to face them yourself
    Spoiler
    Hiver ships are high tech in nature with good shields, heavy armor and regenerating hulls. Their weapons do general damage with no bonuses to shields armor or hull but they swarm targets and the accumulative damage makes short work of weaker or lone enemies. Their smaller ships regenerate much faster than the larger ones and will wolfpack until they take about half damage then fly away to self repair while the larger ships keep you occupied. Also, their fleets will swarm if you attack a fleet in their sector and there is another fleet nearby. Approach fighting them tactically with a fleet that can handle these threats. I do not recommend you stick around for too long, take your salvage and run to come back repaired.

    Update: 09/20/22 found this on reddit and it is great advice for those who are struggling:

    By Candelestine on reddit

    Yeah they'll take over your sector, you have to actively beat them back if you put them in. They're a straight-up villain faction, not balanced against the others at all.

    Their weapons in particular average under .5 flux/dmg efficiency, so their sustained firepower is pretty unrivalled. Their torpedos are also broken as hell, regenerating torpedos for 5 ordinance pts is just ***. Put five on an Eradicator and laugh at everything.

    They are beatable though. High armor strats work well, and DO NOT SKIMP on pd. You gotta crank that *** so you can stop their torpedoes, which is mostly how they get through armor.

    Their drones are also extremely deadly, if you see a swarm coming at you, treat it like a proper battlegroup of ships, do not treat it like normal carrier wings. They will wreck you.

    On the whole they're on par with Remnants, imo Remnants are actually a touch harder, but they're certainly beatable if you strategize around their strengths and weaknesses.

    Oh yeah, weaknesses. Don't know if you noticed, but their ships are pretty slow. All of them. High turn rates though, they spin around quick. But top speed? Mediocre at best.
     
    [close]

    Why oh why?
    Spoiler
    My inspiration for this mod started when I was selecting ships for my faction mod, Junk Yard Dogs and came across these great sprites on Spiral Arms II. I was originally going to make them a sub-feature in JYD with a mini lore of them being found derelict ships from an unknown race while mining in deep space. The more I spent refining that mod, which led to time spent on my second mod Ore Refinery, the idea laid on the scrap floor. Well I am also a huge fan of Kerebos production's Sword of the Stars game series and it hit me to make them an enemy faction based on the Hiver faction in that game. Their lore and ship setups are loosely based on those Hivers but this is a Starsector version confined to the rules here (sorry no gate tech).

    I made the mod nonplayer because the ships are overpowered compared to standard. They are not as difficult as Remnant Ordo fleets but a mid game challenge for sure. Their ships are capturable but I did set a chance for them to shatter. I do have the bare bones structure to make them playable still in the mod so I could test them so if you really want to you could follow the instructions above and make it playable but that is not in the scope of my release idea.
    [close]

    Credits
    Spoiler
    Alex for making this wonderful game!
    Dandilion, Tecris, Xenoargh, HELMUT and Protonus for allowing dreamers with no art skill to use these sprites on Spiral Arms. (which I shamelessly bashed and re-colored for a consistent look)
    Portraits used for the Hivers in game are from SWOTS, permission was given to non-profit fan made mods for that game.
    Vayra for her modding tutorial that helped so much as well as the guide makers on discord.
    The MutableShipStatsAPI page (Alex again I assume) giving me the inspiration to use getHullRepairRatePercentPerSecond on the Hiver ships.
    Ty to the Beta Testers / Suggesters: 6chad.noirlee9, Deageon, Arthur_The_Ok, MapleDaddy__ TTV, grinningsphinx
    A huge TY to Hyperion505 for supplying several high res versions of Spiral Arms sprites
    An extra large thank you to HuginBlar for spending dozens of hours collaborating on ideas and sprite overhauls
    A cheer to KMS who helped me with the Hiver lore and wrote the briefing on the forum page
    Trylobot and Deathfly for the ship and weapon editor that allows a clueless ape like me to code.
    Multiple thank you notes located in the changelog to all the people who have helped me along the way - thank you!
    [close]

    If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi!

    Current Changelog
    v1.3.1 - Save compatible
       -Deathfly: Added the missing HIDE_IN_CODEX tag -Ty TS360 / Hugh 359 for letting me know
       -Updated the code to the Blueprints from no_bp_drop to no_drop - Apparently that was updated at some point and BP were still dropping in standard and hard modes
       -Updated the hard mode replacement ships to have the hard mode hull mod - oversight on my part sorry
       -Updated the Vplus mode replacement ships to have the Vplus mode hull mod - oversight on my part sorry   
       -Removed the Hard Mode Hulls.zip and Vplus.zip files from the hard mode and Vplus versions as they are duplicative in these modes - Saves some disk space
       
    Past Changelogs
    Spoiler
    v-1.3 Released today - Save compatible if updating the Standard mode version from 1.2 to 1.3, need a new game if switching between versions
       -Fixed an oopsie with the unrecoverable_wing_data file - TY Joejoemyo for letting me know
       -Removed a duplicate variant file for the Catcher - TY Star007 for noticing it and letting me know
       -Fixed incorrect names for the variants of Aphid, Gnawler and Katydid
       -Added an optional set of higher resolution AI made portraits for players who prefer that look, instructions in the README file - TY Bisaster for your help
       -Emperor: Added a third large turret and increased the OP by 20 and flux regen by 100 - Ty wraithyouth for suggesting that the big bad needed another big tooth :)
       -Emperor (alternate): Added a missing small weapon to the rear of the ship - turret graphic was there but I guess I missed a weapon - oops ;)
       -Changed the Blueprints availability to unrecoverable for the standard version of the mod - numerous requests as it is alien technology
       -Added a zip to the mod folder to make Blueprints recoverable -instructions in the README and on the forum page under spoilers
       -Added two more versions of the mod for a total of three (only install one at a time):
          -Vanilla plus: Ships 10% weaker vs the player, a much lower aggressive invasive nature, no sat bombing and recoverable ships/weapons/bp - For players with few (0-3) faction mods installed       
          -Standard mode: Standard ships with an aggressive invasive nature and recoverable ships/weapons, unrecoverable bp - For players with (4-7) faction mods installed
          -Hard Mode: Enhanced ships that are 20% tougher vs the player as well as game controlled fleets and unrecoverable ships/weapons/bp - For players with multiple (8+) faction mods installed

    v1.2 -Not Compatible with game version .97a saves
       -Updated code to work with version .98a of Starsector

       v1.1.7 - Save compatible
       -Added the "monstrous" diplomacy trait to the Nexerelin faction config file which makes sat bombing them have a lesser negative effect- TY Reshy for informing me of the trait
       -Added missing ship class designations in the descriptions for the Carabidae and the Chalcosoma - TY Star007 for letting me know
       -Updated the mod title in Vplus.zip to the current version of the mod - TY Star007 for your correspondence

    v1.1.6 - Save compatible - Quick update to fix a rare Linux Issue
       -Removed all files pertaining to Stellar Networks integration - If it ever gets revived I will add them back
       -Carabidae: Raised the speed from 36 to 55 -It was so slow it struggled to maintain contact and it is a Battelcruiser not a Battleship
       -Updated the optional file "Hard Mode hulls" with the current Carabidae change and the autofighter change from last patch I neglected to add
       -Fixed a capitalization mismatch which would sometimes cause the game to crash under Linux - TY alexwtb234 for letting me know

    v1.1.5 - Save compatible
       -Added the autofighter tag to all Hiver drones and adjusted the descriptions slightly - TY Maritusa for reaching out on discord
       -Ommatidia: changed the flux/shot to flux/sec to properly match the weapon's specClass - TY EnigmaniteZ for pointing it out and float for your input

    v1.1.4 - Save compatible
       -Added the HIVER crest to the LunaLib & TriOS menus
       -Fixed an oopsie on my part making some Hiver ships unrecoverable by default in the previous update

    v1.1.3 - Save compatible with v1.12
       -Added a new optional Hard Mode as suggested by TheSAguy, when enabled it does the following:
          -Adds a built-in hullmod to all Hiver ships and wings that raises multiple stats by 20%
          -Increases the fleet pts of all Hiver Ships by 20% - Used for when two AI fleets clash in the campaign to determine fleet strength calculations
          -Makes all Hiver ships and wings unrecoverable - Way too OP to be in a player's fleet IMO - Weapons are still lootable as they are not changed
       -Added instructions to the forum OP and README located in the mod ZIP on how to enable the new Hard Mode option
       -New hull mod icon provided by Tesser - TY

    v1.1.2 - Save compatible with v1.11
       -Changed the numbering system for the mod versions going forward using the standard decimal format - example this update would have been 1.12 and is now 1.1.2
       -Added instructions on how to change the difficulty level of the mod to the README file and Forum OP that outlines all the optionals
       -Added Sundog's Ruthless Sector mod as a recommendation on the forum OP since it adds Remnant fleets in hyperspace that will intercept Hiver invasion fleets, and you :)
       -Added no_drop and no_sell tags in unrecoverable_ship_data for the Caelifera, Scarabaeidae, Gangis and Creatonotos -TY Joejoemyo for noting my oopsie :)
       -Added a new optional file to make wings unrecoverable - Instructions to enable it is in the README and forum OP - TY Joejoemyo for the idea
       -Added instructions to the README and Forum OP on how to manually adjust the difficulty level of the mod
       -Added a ZIP with pre-configured setting files that are intended for a more vanilla plus playthrough with few mods enabled for players who do not want to do the above manual adjustments - instructions in the README
          -The files in the ZIP lower their aggression, halves the invasion and colony fleet frequency, lowers their officer & ship quality, the number and size of ships in a fleet, and turns off saturation bombing
       -Added instructions to the README and Forum OP on how to delay invasions using the LunaLib mod settings for Nexerelin on the game menu - Note, effects ALL faction invasions      
       -Updated the version checker to the latest version of Starsector
       -Updated the replacement ships ZIP to the current version of the mod (1.1.2)

    v1.11 - Save compatible with v1.10
       -Increased the max flux by 50 and flux regen by 100 on the Princess - Noticed it was struggling to maintain fire while watching Butter Baronet's videos
       -Increased the range of the Ommatidia to 200 - Though mainly a credit reward trophy weapon it was not working on some ships due to boundary lines
       -Renamed the Replacement Ships Zip to the current mod version (1.11) - Sorry for any confusion, I missed that last time in 1.10
       -Updated to 0.97a

    v1.10 - Save compatible with v1.09
       -Changed all Hiver tankers and freighters to civilian hulls - They will not be deployed in combat over military ships now - TY Uther Phobos for making the point
       -Widened the boundary lines on the Calopteryx and Carabidae - Fixing an issue that could case a crash in rare instances
       -Adjusted the default ship roles of several ships - This effects a ship's chance to spawn in a formed fleet and should field a better mix
       -Increased the range of the Medium Rizokis Laser to match the range of the light - They are generally used in conjunction on the variants

    v1.09 -Save compatible with v1.08c
       -Updated the working version to RC-10
       -Renamed the asteroid fields in Zesketet -TY KDR_11k for noticing and letting me know I left placeholders
       -Added the Fragmentation line of weapons to the alternate pack -TY Zalpha for letting me know
       -Widened the shield arc and boundary lines on the Scarabaeidae -TY NaitNait for informing me
       -Widened the shield arc and boundary lines on the Scarabaeidae Alternate - TY Kreo for providing screenshots
       -Changed the version of the alternate pack to match the current version of the mod
       -Went through every ship in the alternate pack and redefined the boundary lines to be more detailed - Fixing my previous sloppy work, sorry about that
       -Went through every ship in the main pack and fixed some issues with the boundary lines, cantering and shield arcs - details matter in an investigation :)
       -Fixed an issue with the alternate Meloidae loading the incorrect graphic
       -Centered the mounts on the Snipper - noticed they were misaligned when I was fixing boundary issues
       -Changed the verbiage of the README to clarify which files are the optional files - Ty Richared for sticking with it until we drilled it down
       -Changed the compression of the mod and the "Replacement Ships" file from RAR to Zip - A popular request that I received for my other mods and it is a more widely used format

    v1.08c -Save game compatible with v1.08b
       -Updated the forum OP and in the RAR README file with instructions on how to make them appear in the sector when random core worlds is enabled - TY eidolad for the idea
       -Added the required libs for the mod to show in the mod menu - Ty KDR_11k for letting me know I oopsied that :)
       -Added an optional file that lowers weapon prices to base vanilla levels - Good for players who do not want high value loot and/or expensive manufacturing costs
       -Updated the RAR README and forum OP with instructions on how to activate the new optional file - TY NasaBrindle and KDR_11k for inspiring the idea

    v1.08b - Not save compatible with prior versions
       -Added a blacklist for stelnet that prevents Hiver ships and weapons showing up - Jaghaimo is working on a commodities blacklist and I will add to it once released
       -Updated the mod to work with 0.96a   

    v1.08a -Just a quick hotfix for a potential issue, Save game compatible with 1.08
       -Changed a couple ships that had the Ommatidia (eyeball) weapon set to hidden to turret/hard point - Ty ruddygreat for letting me know it could cause a problem
       -Added two Ommatidia to the Lucanidae for symmetry with the ship image

    v 1.08 - Save game compatible but if you have a captured Hiver logistics ships with Militarized Subsystems on it you want to remove it before installing or it may get wonky
       -Changed the percent Hivers will use logistics ships as part of their overall fleets - I've noted an overabundance of tankers and freighters - ty mllhild for the heads up
       -Changed supplies/rec and supplies/mo form 14 to 24 on the Cerambycidae and the Scarabaeidae -  14 was higher than an Atlas but they are beefier
       -Raised the fleet points of all Hiver ships by 10% - Correctly calculates their strength when used in AI vs AI battles based on their stats/loadouts vs vanilla ships
       -Removed the block on Hiver patrols remembering patrol data - Makes their home systems a little more dangerous
       -Reduced the value of the Ommatidia weapon by 25% - received numerous complaints that even though it is a trophy it was still too high a value
       -Removed the civilian tag from all logistics ships to give them more teeth - Hivers are a militant empire it makes sense lore wise that everything they do is martially focused - Ty mllhild for the suggestion
       -Replaced the ship and alternate ship images on the forum with a larger format - you no longer need a magnifying glass to see them in all their glory
       -Re-arranged the forum page and organized subsections under spoilers for easier navigation between the various mod optional features

    v1.07 -Save game compatible but if you started a new game with 1.06 then a new 1.07 game required if you want them to invade, sorry folks I made a boo boo
       -Added the built in mod Delicate Machinery to all Hiver phase ships - It is pretty standard for phase ships and gives them a bit of a nerf
       -Raised the deployment points and supplies used per month on the Crabby and the Eyes - when going over the phase ships they were a little low
       -Raised the phase cost and upkeep on all Hiver phase ships - Reduces the time they can stay in phase and heal
       -Raised the fleet costs of all the Hiver Phase ships - They will be less used in their their fleet deployment - TY Madbadger2 for helping balance the phase ships
       -Lowered the chance of Hiver AI fleets having combat freighters instead of combat ships
       -Greatly reduced the price of the small Hiver weapons - Still higher than Vanilla but this will balance the "payout" when looting since they are the most frequent drops
       -Fixed a mistake with the naming of the alternate ship pack RAR - I forgot to change it from 1.05 to 1.06 last update, it is now correct at 1.07
       -Fixed a mistake on the Princess alternate - Accidently placed a small in the medium slot and vice versa - TY Bloodbath for noticing it and letting me know
       -Added a method and instructions on how to make their blueprints not lootable as salvage to the instructions on the forum and in the README - Ty Volsungare for giving me the idea
       -Reverted the following changes made in 1.06 due to some unforeseen consequences, sorry:
          -By taking them off the market it gutted their economy and essentially pulled their teeth, apparently they could not trade with each other to afford invasion fleets
             -Initial Hiver markets no longer show up on the StelNet commodity market
             -Initial Hiver planets no longer initially show as owned on the sector map
             -Initial Hiver planets and stations are no longer the target of vanilla quests
       -Deleted the instructions on the forum OP and in the README for re-enabling their markets since this update does that by default - again sorry for the hassle

    V1.06 - v1.05 save game compatible but some changes (marked) require a new game to take effect
       -Fixed a issue with the old weapon BP still being available - when I divided them up I forgot to delete the original that had them all together
       -Added mining stats to the Hiver frag beam weapons
       -Added mining stats and salvage gantries to the following ships: Carabidae, Burrower, Weevil, Chalcosoma, Lucanidae, Chinavia, and Viridula
       -Added the above ships to the list of randomly picked ships to add to a mining fleet - TY mllhild for pointing out that they lacking any mining features
       -Added an additional line to the above ship and weapon descriptions indicating that they serve as mining assets
       -Added several ships to the SCY amity blacklist - I never updated it as I added ships to the mod, woops
       -Added all of the Secrets of the Frontier factions to the list of factions in the HIVER_gen java file that are set to Vengeful - mllhild made a good point that they needed to be added
       -Added integration with presidentmattdamon's Take No Prisoners mod - Lowered the chance of capturing a Hiver officer and they will now send a vengeance fleet if you do
       -Changed the flag to "punitiveExpeditionData" "vsFreePort" from false to true - yea they really don't like anything Corvus do they?
       -Changed the stations used by Hiver planets from low/midline to high tech - I initially had them use ballistics but later decided to go full high tech but forgot to change that - Ty WENth100 for noting it- New game only
       -Changed the descriptions for the Hiver planets and made them more lore friendly - TY Cgoober for calling out my lazyness :)
       -Increased the size of Hiver Nexerelin vengeance fleets dispatched and the the length of time they spend searching to 2x - They now love you long time :)
       -Added the new weapon BP's to a player's starting inventory if they use the optional file(s) to make them playable and start as them - New game only
       -Initial Hiver markets no longer show up on the StelNet commodity market - Numerous requests and finally untangled it -Thanks to Histidine, Alex, Dalton and Lukas04 for helping me figure it out - New game only
       -Initial Hiver planets no longer initially show as owned on the sector map - They will show when discovered by the player same as others - New game only
       -Initial Hiver planets and stations are no longer the target of vanilla quests - Note: this and the above two notes do not effect planets that Hivers conquer - Ty to Madbadger2 for being a sounding board and keeping me sane - New game only
       -Added an additional optional file and updated the instructions in the README file and on the forum OP that would revert the above three changes for players who want to see their markets
       -Added a note to the instructions in the README file and on the forum OP regarding the optional BP only works when installed before a new game start
       -Fixed an error with the optional weapon no-drop file - TY Volsungare for noticing it and letting me know

    v1.05 - v1.04b save game compatible
       -Corrected a mistake with the Calopteryx requiring 58 DP to deploy and is now 38 as intended - TY Paragon Bane for brining it to my attention
       -Changed the description of the Eyes - TY st0mpa for noticing that I had not changed the text when last modified it from a capital ship to a cruiser
       -Added descriptions to the asteroid fields in Zesketet - TY Wojmistrz for noticing they were missing and letting me know
       -Added the Phase Field hull mod to the Crabby and Eyes - TY st0mpa for let me know  - now they can better sneaky sneak!
       -Added the hint "HIDE_IN_CODEX" to the Chalcosoma and Cerambycidae - must have missed that when I added then last patch oopsie
       -Fixed three mistakes in the Replacement Ships RAR and it will now work correctly for all ships - TY Bloodbath for noticing it and helping me correct the errors
       -Added two new requested phase ships:
          -Creatonotos - Phase Capital - A terrifying sight to behold as it phases in and out of reality. Imbedded powerful energy emitters can devastate it's enemies before needing to phase out to recover.
          -Gangis - Phase Frigate - Able to sneak into enemy formations and phase into reality to emit a powerful EMP burst and unload it's energy weapons on it's disabled prey.
       -Increased the deployment cost of the Mantis battleship from 12 to 18 - was little too low for it's loadout
       -Added both versions (main/replacement) of the two new ships to their respective all ships images on the forum OP
       -Added a direct download link to the Version file that mod managers can use to auto-update - Ty Timid for showing me how
       -Added a direct download link to the forum d/l link that bypasses the google drive preview - one less step to get to the good stuff :)

    v1.04b - Just a minor tweak - v1.04a save game compatible
       -Added optional ship and weapon csv for players who would like them to be purchasable and available at the Arms Dealer - TY herkul121 for letting me know
       -Updated the instructions on the forum OP and in the README to include how to activate the above option

    v1.04a - Just a quick oopsie hotfix - v1.04 save game compatible
       -Fixed the Swimmer's engine exhaust being misaligned - Noticed when I captured one and decided to go through all the ships for similar errors:
          -Widened the boundary lines on the Aphid, Calopteryx, Gnawler, Katydid, and Snipper
          -Better aligned the engine exhaust on the Aphid, and Scorpifly
          -Weapon placement alignment on the Caelifera, and Silverfish
          -Centered the shield on the Cerambycidae, Ceruchus,and Moth
       -Fixed an issue with the weapon BP not working correctly - Ty Ensign vjhc for taking the time to help diagnose it, you're a captain in my book :)

    v1.04 - 1.03 save game compatible
       -Lowered the cost of all Hiver weapons by 50% - TY alaricdragon for noting that the risk/reward for loot as a total salvage was still too high on the reward end
       -Increased the range on the Ommatidia from 80 to 100 and the damage from 1 to 2 - More of a sellable trophy than a weapon but with the price drop I buffed it a little
       -Starting with the new lowered prices as the base, I increased the cost spread between small medium and large weapons -TY steve1592 for making the case
       -Added the tags "no_dealer, no_sell" to all Hiver ships and weapons to prevent them from showing up under the Arms Dealer - TY Paragon Bane for pointing this out
       -Changed the hostilityImpactOnGrowth flag from false to true - Yes let the hate flow through you
       -Removed Hiver weapons from the Industrial Evolution blacklist - Forgot to remove it when I made the BP learnable - Ty vjhc for pointing it out
       -Added a README file in the RAR that details how to activate all the optional files included
       -An apology to the players who asked for Hiver commodities to be omitted from Stelnet - Spent several hours and asked multiple people to no avail, hopefully next update

    v1.03 -Sort of save game compatible - Your 1.02 game will load and work but a new game start is needed to load the faction relation code changes
       -Replaced the following Hiver ships with organic looking versions for the default lineup:
       - Beetle, Caelifera, Catcher, Cerambycidae, Ceruchu, Chalcosoma, Cleridae, Crabby, Emperor, Eyes, Deathfly, Hornet, Lucanidae, Moth, Prince, Scarabaeus, Scarab, Silverfish, Snipper, Viridan, Viridula 
       -Replaced all the Hiver drones with organic looking versions for the default lineup
       -Replaced all the Hiver portraits with higher resolution versions and added two new ones (One male and One female)
       -Replaced the Hiver BP with a cleaner version
       -Big Thanks to HuginBlar for your collaboration and team work in making these new sprites over the last two months and for all your work!   
       -Widened the firing arcs of the Prince's medium turret mounts from 60 degrees to 75 degrees to accommodate the new placement on the updated sprite
       -Re-sized the Lucanidae to be more SS compatible - The original sprite I used from Spiral arms was huge and it was a good time to address it
       -Added a second Ommatidia mount to the Eyes for symmetry on the updated sprite
       -Slightly darkened the details on the Princess to be more in line with the other ships - essentially it doesn't shine as much now
       -Changed the settings for Hiver relations using the code generously donated by Harmful Mechanic - essentially if a faction ever reaches neutral with them it will automatedly reset to vengeful- TY HM!
       -Deleted some unneeded code that could potentially cause a small memory leak - old code from a previous version that I hadn't removed in 1.02 my bad sorry   
       -Added a line of Fragmentary damage beams (sm,med.lg) to the Hiver Lineup of weapons - Ty steve1592 for the suggestion noting they lacked a frag weapon
       -Broke down the Hiver weapon BP into four different packages by missile, pulse, plasma and beam - Makes their full weapon lineup harder to obtain
       -Added the new beam weapons as well as the Ommatidia weapon to the prism freeport blacklist
       -Added two new light beams to the Allsup interceptor and one to the Katydid fighter
       -Added a new drone, the Meloidae - It is armed with one medium and two small beams it is specialized for hull depletion
       -Added a new destroyer sized drone carrier, the Scarabaeidae - Carries four of the new Meloidae and is designed as a close in ship with one large, two medium and two small beams
       -Designed mechanical analogs of both the new drone and the drone carrier for the replacement ships RAR
       -Renamed the Beetle to the Mantis - the old sprite was oversized and the new one doesn't look like a beetle at all :)
       -Added the new drone and the drone carrier to the Prism freeport blacklist
       -Updated some ship descriptions and added descriptions for the new ships/drone and weapons
       -Updated the ship images for both the standard layout as well as the Mechanical version on the forum OP - take a peek!
       -Added the portraits to a spoiler linked image to the forum OP - I am so happy with the higher resolution versions I wanted to show them :)
       -Added a Comsec Declassified lore entry to the forum main page - TY KMS so much for writing it!

    v1.02
       -Lowered the armor of the phase ships Eyes and Crabby by 20% - deathkahhn on discord made a good point that it was tedious to fight them
       -Finished a complete mechanical ship alternate pack RAR - A huge TY to by Sparranova on discord for submitting base and part sprites which were a great help!
       -Added a weapon sprite alternate pack for players who want a complete aesthetic included in the replacement RAR - TY again to Sparranova for their work!
       -Added UAF to the list of mod factions Hivers are set hostile to - Saw some complaints on discord regarding the relations
       -Re-made the Alternate Pack image found on the forum OP with the new sprites and added the new weapon pack image as well

    v1.01 - 1.0 save game compatible - Note: If you have any captured Hiver ships that have been replaced in this patch in your fleet they may need to be re-armed
       -Raised the energy per shot of the Svreraxx Bio-Plasmic Catapult from 192 to 230 as a balance change - TY sevhern for noting it's efficiency was too OP
       -Increased the supplies/rec and supplies/mo of every Hiver ship by 15% (rounded up) - This will lower the amount of ships Hivers can deploy at once
       -Increased the fleet points on the Emperor from 55 to 60 - Being one of the strongest ships in the game it deserved a little more
       -Added a file named unrecoverable_ship_data.csv located in data/hulls - If you delete the current ship_data.csv and rename the new file ship_data.csv it will make all Hiver ships and their BP unrecoverable
       -Added a file named unrecoverable_weapon.data_csv located in data/weapons If you delete the current weapon_data.csv and rename the new file weapon_data.csv it will make all Hiver weapons unrecoverable
       -NOTE: If you retain the current ship_data but use the new weapon_data then weapons can still be recovered from wrecks and salvaged wrecks but not as salvage themselves
       -Increased the OP of the Catcher by 5 and changed one of the small mounts to medium
       -Increased the OP of the Princess by 20 and changed four of the small mounts to medium and added 2 Ommatidia mounts to the front
       -Replaced the sprites and data files for the Aphid, Beetle, Burrower, Carabidae, catcher, Chinavia, Chrysopidae, Lacewing, Mantabee, Princess, Silverfish, Swallowtail, Swimmer, Viridan and Weevil ships
       -Replaced the sprites and data files for the Allsup, Flyter, Gnawler, Katydid and Scorpifly drones
       -*A HUGE TY to Hyperion505 for supplying the high res versions of the above Spiral Arms sprites*
       -Replaced the vanilla weapons on the Flyter with Hiver ones - Made that drone before I made the hiver weapons
       -Halved the value of all Hiver weapons - Island makes a good point that individually it was a reward but as a whole loot haul it was a bit much
       -Increased the size and explosion radius of the Xrrymm-type Hive and Launcher Istkrrtc-type Hive missile sprites to be more visually hefty - Island made the point that they looked like pop-guns
       -Widened the sprites for the Xrrymm-type Hive and the Istkrrtc-type Hive in order to fit the larger missiles made for this patch
       -Hiver Xrrymm-type Hive and Istkrrtc-type Hive now properly render and fire all their missiles - Been meaning to fix that   
       -Lowered the hit points of the Scorpifly from 1800 to 1500 and armor from 450 to 400 - Island made the point that it was on par with a destroyer and this puts it just above the Flyter
       -Increased the range of the Ommatidia from 60 to 80 - gives it an actual chance to engage fighters
       -Added a new light cruiser, the Caelifera - the Hiver fleet lacked a light cruiser and with the increase in overall fleet supply use it fills a niche role
       -Added the new ship and all updated sprites to their respective images on the forum OP

    v1.0 -.99 save game compatible - Note: IF you have a captured Cleradie in your fleet it may need to be re-armed
       -Increased the deployment and supply use of the Burrower from 3 to 23 - typo on my part TY Bonisagus for noting it
       -Increased the deployment and supply use of the Viridan and Crabby to 9 - noticed they were set low as well
       -Fixed an error with the Cleradie using the Crabby variant as it's standard loadout - Must have been an issue for a bit sorry about that
       -Replaced the Ommatidia weapon mounts on all Hiver ships that had them - there was an issue with looting them - TY Bonisagus for pointing that out
       -Added a missing weapon on the Calopteryx standard loadout - noticed it when I was replacing the Ommatidia
       -Fixed a misaligned turret mount on the Hornet - It was facing backward instead of forward - idk
       -Added Ommatidia mounts to the Moth - If a Hiver needed eyes it was this one :)
       -Added Ommatidia mounts to the Viridula - For the cuteness factor
       -Did a spelling, grammar and punctuation check on all Hiver asset descriptions - woo wee it needed that
       -Added the Ommatidia to the list of Hiver "knownweapons" - in case that was causing an issue since it is not on their BP
       -Updated the replacement ship pack RAR to 1.0 - you will need to re-install it if you are using it
       -Added the Ommatidia to the list of blacklisted weapons from from Amity's Freeport discount trader is you are using the SCY mod - Love SCY but no eyes for them!

    0.99 -0.98 save compatible - some changes will only take effect in a new game
       -Fixed an error with the Queen's Tech being BioTech instead of Bio Tech - TY alaricdragon for noticing it
       -Reduced the range and damage of the Ezkepren-type Hive torpedo -received numerous concerns that the Gnawler was too OP and making the game less fun
       -Added additional tips on how to fight Hivers under the spoiler tags on the main page - TY to Candelestine for their writeup on reddit
       -Reduced the turn rate on the Emperor from 40 to 30 - Saw a discussion on Discord that made some good points regarding its size vs nimbleness
       -Touched up the graphic on the Princess giving her darker green highlights and tinting the weapon mounts - Sort of stood out how bright she was
       -Touched up the graphic for the Chinavia, Lacewing, Viridan, Viridula, Silverfish and Aphid by darkening the tint and sharpening the lines - Same reason as above   
       -Added a new EMP "weapon", Hiver Eyes - They are mounted on each bio-metal style Hiver ship - More of a high value sellable than actual useable weapon, also adds a little cosmic horror :)
       -Replaced the Pristine Nanoforges with Corrupted on all Hiver planets with the exception of their capital, Vilani  - Should satisfy the multiple requests to tone down their fleet production
          -Note: The above change does not effect fleets that are already in game so will not be as noticeable in a saved game
       -Added the UNBOARDABLE AI tag to the Beetle so they cannot be recovered like the Emperor and Queen - I felt that it too was a tad too OP to put in player hands
       -Added the no_drop UI tag to the Beetle, Emperor and Queen to prevent their blueprint from dropping during exploration missions
       -Updated the folder used in the replacement ships RAR to match the current folder 0.99 - Should have been doing that since 0.95, my bad
       -Remade the forum OP ship image to reflect the graphic changes made this update
       -Made a separate image on the forum OP that shows the lineup if you use the replacement images - Again something I should have done a bit ago, ah well better late than never
       -Added a message on the forum OP that the mod is not recommend for use in Nexerelin's Random Core Worlds option - It really weakens them and defeats their purpose

    0.98 - *Should* be save game compatible - *I did not have an old save to test against
       -Increased the price for the Swallowtail and Princess Heavy Cruisers to be inline with other Hiver Ships - Good catch by 5ColouredWalker - TY
       -Changed the Tech Tree that Hiver ships and weapons are listed under from High Tech to Bio Tech
       -Removed the shields on every Hiver drone and increased their HP by 20% - I believe this will address OP complaints while interacting with their bio hull better - this *should* bring them in line and more manageable
       -Added a flag to the Emperor and the Queen to be UNBOARDABLE, meaning that they cannot be recovered - These two are OP living ships and are meant only for Hivers
       -Raised the price of every Hiver weapon by 100k to reflect tier above average status - Ty gentuff for the suggestion
       -Increased the probability that a Hiver ship will explode to 90% - *Should* make their ships, based on this stat, to be in the worst shape if recovered
       -Lowered the combat readiness recovery per day by 1 for each hiver ship - slows down their recovery if they are fleeing a battle, doing a hard burn or coming out of a storm
       -Added a missing description for the Krrakt Thermionic Exiter weapon
       -Added a missing description for the Cerambycidae capital tanker
       -Added a new ship system Bio Energy Focus - Similar to High Energy focus but longer lasting and more charges for a higher flux use plus it glows a nice Hiver green when activated :)

    0.97 - Save Compatible with 0.96 however, The Rizdet system change will only take effect on a new game start
       -Moved the Rizdet star system to be clustered with the other two Hiver systems - due to the aggression fixes in the last patch it no longer needs to be so far away
       -Increased the flux per shot of every Hiver energy weapon by 10% - Ty derrzzedd for making the case their weapons were a bit too OP
       -Decreased the ammo count of the Istkrrtc-type Hive by 3 and the Xrrymm-type Hive by 4 - A needed fix for their damage
       -Reduced the speed of the Beetle, Carabidae, Queen, Emperor, and Lucanidae by 10% - These are the larger tankier Hiver ships that with their armor needed a little nerf
       -Added hostile flags for Iron Shell and HMI - TY gufiu for noticing those two factions were too close to neutral
       -Changed the percentage of hull that the BIO Hull mod kicks in from 90 to 95% - Will kick in faster and repair more

    0.96 -Save compatible with V 0.95 -If you have them set to be playable revisit the instructions on the forum OP - I recommend a new game start to take advantage of all changes 
       -Added a "Buy me a Coffee" tip link to Ko-Fi on the forum OP - By no means do I expect anyone to use it :) but it was requested by travhill20      
       -Added some lines to the code to better integrate Hivers in the picking of colony fleets in NEX
       -Added some code to better interact with NEX so that Hivers are more aggressive in invading the sector (you have been warned) - Ty so much Histidine for all your help!
       -Added new custom greetings when a player encounters a Hiver fleet or attempts to interact with a Hiver planet
       -Increased the range of the Krrakt Thermionic Hyper-Exiter PD from 350 to 400 - minor range increase to make it more competitive
       -Increase the speed of the Istkrrtc-type Hive from 225 to 325 - Allows it a better chance of reaching it's target
       -Increased the armor of the Scorpifly heavy drone from 325 to 450 - With it being unshielded this change will allow it to survive a little longer vs PD weapons
       -Added the Cerambycidae to the Hiver blueprint - Was incorrectly added to the high tech bp by mistake
       -Removed entries in unused columns on the ship hulls - Just removing some bloat that I though was needed when I started the project
       -Removed the nanoforge from each instance of light industry on Hiver planets - Learned that it was unneeded when fixing JYD so another small bloat removal
       -Changed the instructions on the forum OP on how to make the Hiver faction playable - The code changes made the previous way obsolete

    0.95 Save Game compatible with version 0.9
       -Replaced the Hiver crest graphic with a better quality one
       -Received some requests to add more Hiver ship graphics to the alternate ship pack so I made replacements for the Aphid, Chrysopidae, Lacewing, and Lucanidae
       -Replaced the ship sprite for the Cleridae freighter with a cleaner version - Same graphic just less saturated
       -Replaced the ship sprite for the Viridula tanker with a less blurry version - Darker tint with some minor changes
       -Added a new Super Freighter to the Hiver lineup, the Chalcosoma - With the new colony added in 0.9 I felt they needed a large well defended freighter for their long distance trade fleets
       -Added a new Super Tanker to the Hiver lineup, the Cerambycidae - Same reason as above but for fuel
       -Added a new small energy weapon to the Hiver lineup, the Krrakt Thermionic Exiter and gave it a custom shot
          -Based of the vanilla IR pulse laser but does 10 more damage per shot, has a longer range of 700, a higher energy per shot of 70 and an additional chargedown of 0.1
       -Replaced every vanilla IR pulse laser equipped on all Hiver ship variants with the new Krrakt Thermionic Exiter
       -Changed the projectile of the Krrakt Thermionic Hyper-Exiter PD to the new custom shot I made for the Krrakt Thermionic Exiter
       -Added a glow effect to the Krrakt Thermionic Hyper-Exiter PD   
       -Added a turret image and glow effect to the Krrakt Thermionic Hyper-Exiter PD - The base image was a bit too large for a turret mount
       -Added a glow effect to the Svrerresh Bio-Plasmic Launcher and gave it a custom shot - Previously used the vanilla pulse laser shot
       -Added a glow effect to the Sverrtrrsx Bio-Plasmic Caster
       -Added a glow effect to the Xhezek Thermionic Sling - seeing a pattern here yet :)
       -Fixed and error in the Hiver weapons to prioritize - Added a missing entry for the Ezkepren-type Hive torpedo
       -Added turret mount images to the Deathfly and sharpened it up a little, also added missing Biological Hull mod - Just cleaning it up a little and noticed the missing hull mod
       -Added turret mount images to the Princess and sharpened it up, also added two missing small weapons on the variant
       -Fixed and error with the Scarabaeus not being added to the Hiver medium blueprint
       -Added the four new replacement ship sprites to the side by side comparison image on the forum OP
       -Re-made the ship sprite image on forum OP - replaced the above changed images and added the two new logistics ships(bottom of the image)- The old image was being cropped on smaller monitors
       -Added a Hiver emoji to the SS discord, you can now show your love Hiver style - Ty to Timid for suggesting it and Avanitia for adding it!

    v0.9 - Save Game compatible however I recommend a new game since the new system requires a new game start to appear - Also, if you currently have any of the ships listed below in your save game fleet, you may need to refit them
       -Increased the % that the Biological Hullmod will kick in from 75% to 90% - Received some feedback that it needed a tweak
       -Added a new Hiver system; Rizdet is located on the map at the diametrical opposite of the other Hiver systems which should force Hiver fleets to travel the map to reach each other but still far away from normal traffic
       -Added yet more code flags to make Hivers aggressively hostile - An ongoing process that I am sure I'll nail down eventually :)
       -Increased the supply use and deployment points of the cruisers Prince, Catcher and Eyes from 15 to 20 - Brings them in line with other cruisers
       -Changed the loadout of the Scarab by removing it's offensive missile mounts and replacing them with more small turrets for defense - it is a freighter after all   
       -Increased the OP and the flux on the Eyes phase cruiser and added a second medium turret to bring it more in line with similar ships
       -Added a new logistics cruiser, the Ceruchus is well defended with PD mounts and equipped with a salvage & survey suite - Their fleet lacked these logistics - Essentially a heavy Apogee
       -Added a new destroyer, the Scarabaeus is primarily an energy weapon powerhouse for it's size - Essentially a beefier Sunder - The Hiver midweight class was lacking 
       -Updated the sprite for the Emperor - Same graphic just less saturated
       -Replaced the sprite of the Twinblaster weapon - the previous sprite was a blurry mess
       -Updated the sprite for the Twinpd weapon - Same graphic, just darkened a little    
       -Replaced the graphic used for the Scarab - Replacing one of my early blown up blurry messes, I swear I'll get them all eventually :)
       -The above graphic changes and additions are reflected on the Forum OP picture
       -Added a secondary RAR file to the download called "Replacement Ships.rar" that when extracted over the base mod will replace 11 pixel and data files for the biological looking ships (see below)
          -This is a request I have received from several players and the number one complaint regarding the "bug" sprites that I see on discord
          -The added RAR makes no other changes to the mod and can be ignored if you want to keep the original sprites
          -The replaced ships are the Beetle, Calopteryx, Crabby, Eyes, Flyter, Moth, Prince, Scorpifly, Snipper, Swimmer and the Viridula - Added a graphic to the mod main page showing the side by side differences
          -To enable all these changes, first install the base mod then open the "Replacement Ships.rar" (found in the Hiver Swarm base folder) and extract to your mod folder (same as any other mod)and accept overwritten files
          -To replace only some of the old sprites then install the mod as above but extract the "Replacement Ships.rar" to a dummy folder. Select the files for hull, variant and ship graphic you want and drag these to your HIVER folder and overwrite
          -To revert back to the original sprites, delete the HIVER mod from your mod folder and extract the base Hiver RAR to your mod folder. You can ignore or delete the Replacement Ships.rar file

    v0.85a - Save Compatible from 0.85
       -Raised the break point of all Hiver ships to 60% for the smaller up to 90% for the larger to make them less recoverable
       -Raised the base cost of all Hiver assets by ~25% to make them more of a prize and more expensive to rebuild- TY vcuaoiwk for this and the above idea idea
       -A code update to fix a compatibility crash when using Linux - TY Phantasia for brining this to my attention   

    v0.85 - 0.8 Save Compatible however most changes require a new sector generation and will only take effect on a new game
       -Tagged all Hiver ships to no longer be able to be spit out by the machine god during an Industrial Evolution sacrifice event - Big thanks to SirHartly for adding a tag to allow this - will take effect on the next Indi Evo update
       -Reviewed every major modded faction config and set Hivers to a higher percentage to be picked for colony evaluation - Best I can do to force them to be picked other than writing my own custom colony code (sadly way beyond my abilities)
       -Increased the distance Hiver fleets can travel to find a colony planet - Should cover the map
       -Installed Alpha Cores to run all Hiver Star Fortresses - Being a high tech civilization it is on brand plus it gives their planetary defense a little more teeth
       -Tweaked the Hiver planets to produce more fuel - Fuel was a limiting factor in their production of ships and fleets, this will hopefully increase their Invasion and Colony fleets in campaign mode
       -Increased the Hiver invasion chance a little to spur their growth
       -Increased the size of Hiver invasion and vengeance fleets - Makes them more of a threat
       -Added the tag that if the Hivers are used in Random mode they will get a bonus Orbital Works and Fuel production to give them a decent start in that mode 
       -Fixed an issue with the Zesketet background image causing a crash. - Essentially I changed the name of the sector but not the image - Ty to Omega_DarkPotato for the crash report

    v0.8
       -Added Version Checker integration
       -Renamed Homehive to a Hiver name - Will only effect new games since SS only assigns system names at game creation
       -Hiver ships are no longer searchable in the codex - TY gentulf for this and the above suggestions
       -Added a Industrial Evolution black list making HIVER assets not available at the requisitions center industry
       -Added a Blacklist to exclude all Hiver ships, weapons and wings from SCY's Amity's Freeport discount trader
       -Added the ability for all Hiver missiles to be immune to Diable Avionics' Derecho ECM system - see below
       -Added the ability for all Hiver missiles to be immune to Arma Armatura's Karma hacking - I feel that Hiver weapons are too alien to be effected by these two mod's abilities
       -Changed Hiver relationship status to all from Hostile to Vengeful - enter their systems at your own risk!
       -Changed the ship system of the Queen to Targeting Feed  -More in line with the Queen being a back line command ship
       -Changed the ship system of the Calopteryx to Recall device - More in line with the Calopteryx being a highly mobile strike carrier  - TY to grinningsphinx for this and the above suggestions
       -Changed the weapon type of the Calopteryx from energy to synergy and added Expanded missile racks as a built in mod. Also reset the Standard refit to reflect these changes - Gives it more flexibility
       -Changed all ship weapon mounts from hidden to shown (Turret & Hardpoint). TY Namesarethings for brining this discord discussion to my attention and guiding my research into the topic
          Did this for three reasons:
          1) As hidden mounts they could not be disabled which made them a little too hard to overcome
          2) By converting some of the hidden mounts to hardpoints they gained the benefit of having lower recoil
          3) What self respecting cyborg wouldn't want to show off it's shiny?
       
    v0.75
       -Added a blacklist for the Hivers that exempts the Hivers adjusting reputation if a player uses the Ruthless Sector mod
       -Added more AI tags to the faction ID that limit their chances of showing up on missions
       -Added all their weapons and ships to a blacklist preventing them from showing up at the Prism Freeport
       -Added HIVER to a faction blacklist preventing them from interacting with Varya Bounties
       -Configured all options for HIVER to flag false under the conditions for bar events when a player has the Starship Legends mod

    v07a - quick hot fix - 0.7 save game compatible
       -Re-drew the boundaries on all Hiver hulls - Read a comment on discord that if player owned Hiver ships with hidden weapon mounts are equipped with non-Hiver weapons there is a small chance it may go out of bounds and cause a crash.

    v0.7 Save Game Compatible - New game start needed for rep level changes see below
       -Lowered the starting and max possible relationship with Hivers to Vengeful - Essentially they hate you personally now and will do so to perpetuity - **This will only take effect on new game starts**
          Reason: Read a couple comments of players "working the system" and making them trade partners which is very op since their economy is very strong and not on brand
       -After some testing I decided to increase the dps of the Twin Blaster from 300 to 600 and energy per shot from 95 to 85 - it is essentially two medium pulse lasses (300 dmg and 40 energy) on a large mount
       -After some consultation with Histidine, I increased the range that Hivers will look for colony planets - This will help but overall it is a matter of how many faction mods installed that determines colony change %
       -Upgraded the Hornet's ground support to advanced groud support - ty to grinningsphinx for the suggestion
       -Increased the break probability of all the unarmored living ship variety of Hiver (Calopteryx, Crabby, Eyes, Moth, Prince, Snipper) to make them less recoverable
       -Removed the above list from the Industrial Evolution whitelist which disables them from being reverse engineered
       -Lowered the deployment points of the Emperor from 90 to 70 -It's dps was lowered by fixing the OP error on the Twin Blaster so it seems more balanced
       -Added a new torpedo weapon- grinningsphinx pointed out that the Hiver bomber was underpowered with the MIRV plus they lacked a torpedo so voila here it is!
       -Replaced the MIRV with the new torpedo on the Gnawler bomber drone and reduced the wing count from 2 to 1
       -Increased the EMP damage on the two plasma weapons - 100 to 125 and 200 to 250 respectively
       -Swapped out missile mounts on some of the ship variants with the new torpedo mount
       -Renamed all Hiver weapons and added custom description as wrote by grinningsphinx - At this point thank you just does not seem enough for all his efforts for this mod but TY just the same :)   
       
    v0.6
       -Changed the faction colony behavior based on feedback. They will now look for standard colony planets instead of industrial and I increased their chance to send a fleet from 1 to 1.5 -let me know if you see a difference
       -After reading numerous discord comments about the Twin Blaster being overpowered, I looked over the code and realized I made a typo and fixed it
          The charge up and charge down were set to 0.05 instead of 0.5. I intended it to be 300 dps not 3000, my bad
       -Changed the graphics of the two beetle ships adapting Protonus's designs after receiving a private messages that they were too disturbing and reading discord comments that they were too different from the other ships
          FYI: the Emperor is also a Prontus adaptation so he's not so lonely now :)
       -The Cleridae has been redesigned from a frigate to a destroyer and to not only be a tug for the Hivers but also a good small pd ship which they lacked and is now armed with 7 pd mounts and 1 small missile
       -Added 2 small hard point missile mounts to the Scarab giving it a bit more teeth
       -Replaced the graphics of the two beetle ships with the new ones on the picture posed in the OP
       -Fixed some code and naming left over from when the Hivers were part of my JYD mod
       -Took a posted suggestion from Tipnick on my JYD mod and going forward the mod tab and RAR updates will have version numbers
       -Added text descriptions to all the Hiver weapons, ships and drones. Not my best work but I banged it out this morning for this patch, I'll probably update them later - Feel free to give me suggestions!
          At least there is no more lazy boilerplate "Very little is known about Hiver ships. They are bio-cybernetic in nature featuring high tech weapons and living heavy armor." :)
       
    v0.55 oopise edition
       -Quick hotfix:
          Essentially I accidentally assigned JYD SRM missiles instead of HIVER MIRV missiles on the new Scorpifly drone (fixed) and it you do not have JYD installed it would kick a fit - ty Futanagatari!   
    v0.5
       -Added a new heavy drone - the Scorpifly is a heavily armored drone equipped with 2 MIRV missile launchers, 1 Spitter and 1 Twin PD - TY grinningsphinx for the collaboration and great name!
       -Added a new large Drone Tender - the Lucanidae is heavily armed and comes pre equipped with 6 drones including 2 of the new Scorpifly Heavy Drone - you have been warned
       -Fixed the AI tags for the HIVER wings, they should fight more intelligently now
       -Added 2 new ships that fill in missing utility ships for people who play as HIVERS:
          small tanker - the Viridula  - I'm pretty happy with the kitbash, hope you like it
          small combat freighter - the Silverfish - a beefier analogue of the hound but high tech with weak shields
       -Increased the fuel capacity of the Swimmer to 1400 and designated it as a medium/large tanker
       -Increased the range of the Spitter from 750 to 800
       -Added a Cryosanctum to Chozanti to supply Harvested Organs to the Hivers
       -Removed Harvested Organs from illegal wares and added Hand Weapons - They do not have hands after all :)
       -Increased the % that the Biological Hull hull Mod kicks in from 50% to 75% - Ty grinningsphinx for that last minute callout
       -Added the Biological Hull hull mod to all HIVER fighters and drones - sort of of an oversight I fixed when I was tinkering with it
       -Added images of the three new ships and the new heavy drone to the op link

    V0.45
       -Reworked the HIVER economy to be less cheatery by limiting industries to standard and adding an additional settled planet to each system to compensate - TY MapleDaddy__ TTV for the suggestion.
       -Added new patrol fleets to each HIVER system to cover some blind spots
       -Added a mine laying system to the Beetle - Ty grinningsphinx for the idea to add Hive mines :)
       -Added an emp system to the Snipper making it a more effective pd ship
       -Adjusted the Queen's standard variant to use all its OP
       -Reworked the ship systems of several ships. They can now do more than microburn and high energy focus. TY grinningsphinx for the suggestion
       -Changed the Crabby to a Phase Destroyer
       -Changed the Eyes to a Phase Cruiser - It's eyes now glow in the dark oOoOoOooo spooky!
       -Changed the weapons on the Katydid to be more in line with Hiver high tech
       -Added a new troop transport ship the Hornet - TY grinningsphinx again for the suggestion, hope you like it I'm pretty happy with the kitbash
       -Added a new Tug utility ship the Cleridae
       -Added images of the Hornet and Cleridae to the op link (bottom) - The two beetles are holding hands how cute :)

    v0.4
       -Fixed a typo with the long range blaster. Now uses 175 flux per shot - TY grinningsphinx for pointing out that OP mistake :)
       -Added a new Heavy Cruiser, the Princess. Heavy armor and hull with 2 small missiles as well as 5 medium and 3 small energy mounts
       -Added image of the princess to the op link (bottom)
       
    v0.35
       -Made changes and tested to ensure compatibility with the latest version of Starsector
       -Fixed an error in the starting blueprints graphics when you flag them as playable
       -Added 16 Hiver player portraits that the player can enable if they choose to make them playable - see forum OP for instructions
       -Added two Hiver specific interaction images for their planets
       -Each Hiver planet now has a market that will only sell Hiver ships
       -Hiver Military markets sell Hiver weapons as well as other Corvus energy and missile weapons
       -Added detailed instructions on how to make them playable to the forum page
       -Hiver ships will now remain in dark running even if you are commissioned with them
       -Lowered the price of the Chrysopidae and changed the class from destroyer to heavy frigate
       -Increased the size of the Crabby and Deathfly to be more in line with other destroyer hulls

    v0.3
       -Added 5 new Hiver specific BP packages that can be found when looting any area a BP pack can be found, for example a research station
       -Added the new BP packs as start items if you enable the mod to be playable
       -Added some functionality code to the Hiver wing AI
       -Fixed a mistake with the Scarab being accidentally flagged as a JYD ship
       -Ran a spell check on every text file and fixed several errors in spelling/grammar

    v0.25
       -All Hiver weapons and Ships are now blacklisted for the Prism Freeport and will not show up for sale
       -Disabled the Hiver blueprint package so it should now not show up as loot. - may cause a crash if you have it in your inventory
       
    v0.2 New Game Required
       -Added new hull - Scarab - Medium Freighter
       -Greatly increased the credit value of Hiver weapons as a reward for salvaging them (assuming you do not use them)
       -Reworked initial Hiver system to be more self sufficient
       -Added a secondary Hiver system for inter faction trade
       -Increased patrols in both Hiver systems
       -Set Player relations to Inhospitable (just a little above hostile) - you can visit their systems and view their assets but one wrong move....

    v0.1
       - Initial release for review, testing and constructive criticism.
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    8
    Mods / [0.98a] Ore Refinery v1.0 - 04/01/25
    « on: October 29, 2021, 09:45:02 PM »

    A cargo space compression utility mod that adds 6 new toggle abilities (Ore Refinery Rare Ore Refinery   Bio Refinery Volatiles Refinery Fuel Compression
    And Food Compression ) that refine resources found in mining stations, orbital habitats or from the Nexerelin mod mining feature by using heavy machinery and forges them into custom manufactured commodities that take up less space.


    For example: To activate the Ore Refinery, manually assign the ability by right-clicking the ability toolbar on an empty space and select the icon from the drop down menu that appears.

    Once activated, it refines 185 ore and 1 heavy machinery in you inventory per day and in return gives 1 custom commodity (Platinum) until the inventory is out of source materials. That shrinks 186 inventory space down to 1 space used at base level. The ability is increased by 10% for every salvage gantry in your fleet and also gets a 10% bump if you have a corrupted nanoforge or 20% for pristine in you inventory (multiple nanoforges do not stack).

    The conversion image below is for the Ore Refinery ability in the above example. The math charts are for the four remaining abilities.


    I enjoy the mining function added by NEX but always hated having to toss away low value commodities in my inventory to make room. What this does is "refine" the mined commodity in your inventory and produces these custom resources:
    Platinum (base value of 2000) Palladium (base value to 4800)  Biophotovoltaics (base value of 3000)  CompV (base value of 6250) Compressed Fuel (base value of 2500) and Famine Wafer Crate (base value of 2000)

    The first three are equal to the base values of the mined commodity and heavy machinery used to make them as seen in the math charts above. Due to fractional integers Volatiles Refinery rounds up for a slight gain and Famine Wafer Crate rounds down for a slight loss (see chart)

    I envision this mod as a space saver and the conversion ratio stays the same with the bonuses applied from gantries and nanoforges, only the amount used and made is increased not the overall value. I have balanced the output to be as near to the input in value and all new custom commodities are effected by market demand valuation using their base commodity demand. Note: The mod can be installed during a saved game but cannot be uninstalled during one due to the custom commodities.

    I am always open to suggestions and respond as I see them.

    If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi!

    Credits
    Spoiler
    A special thank you to Timid, the modder formerly known as Techpriest :), for allowing me to modify code from Supply Forge
    Testers: IonDragonX, 6chad.noirlee9, mkire, slowpersun, Uhlang, Jaghaimo, cardgame and 5ColouredWalker- Thank you all for your input and patience as I learn to code Java
    Alex for his hard work making this game and keeping it up to date all these years

    Icons used are royalty free from Vectorstock.com
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    Current Changelog
    v1.0 -Not Compatible with game version .97a saves
       -Updated code to work with version .98a of Starsector

    Past Changelog
    Spoiler
    v0.9.1 -Save game compatible*
       -Changed the commodity listing for Fuel Cannisters from fuel to a custom designation - Ty balordezul for initially reporting the issue
          *Though save compatible, any Canisters in your inventory will be effected by this change as market prices are based on demand. The canister is still worth 2500 but
          markets will buy it for less due to it now being a low demand custom commodity so sell any in your cargo before updating -I received multiple private messages to change it
          as the original version disrupted fuel procurement missions and market listings.

    v0.9 -Save game compatible
       -Added an Asteroid Icon for the mod to the LunaLib & TriOS menus
       -Added a missing sound ID from the Famine Wafer commodity when it becomes cargo - Fixing an oopsie from the previous update
       -Added a new ability - Fuel compression that compresses 94 fuel and 1 Heavy Machinery to a Compressed Fuel Cannister worth 2500 credits - TY Nanoelite001 for the idea
       -Added a new custom commodity, Compressed Fuel Cannister for the new toggle ability - Ty Tesser for the initial sprite which I used as a base for the kitbashed icon
       -Doubled the default amount of ore compressed from 185 to 370, uses 2 Heavy Machinery per cycle with an output of 2 Platinum - Ty mkire for making the point that it could take forever to convert
          -To revert to the previous ratio, navigate to data\config\settings.json with notepad++, navigate to "MF_OreConversionRate": revert from 20 to 10 and "MF_OreCost": from 370 to 185
       -Changed the mod description by changing the phrase "mined resources" to "resource commodities" - For consistency sake since Food and Fuel are not mined
       -Changed the ore conversion graphic on the mod page to reflect the change
       -Added a new mod graphic for Fuel on the mod page to detail the conversion ratio
       -Added the new fuel toggle icon and the Compressed Fuel Cannister sprite to the mod page - Take a peek if interested
       -Added a note to the mod page that the mod can be installed during a saved game but cannot be safely uninstalled during due to the custom commodities

    v0.8 -Save game compatible
       -Added a new ability, Food Compression, which compresses food into a new commodity Famine Wafer Crate - Lore wise, makes sense with the constant wars and invasions - TY GoldenGlory for the idea
       -Updated the forum OP with the new icons and food values added to the conversion chart
       -Note: with food being an even number and machinery being an odd number and having to use round numbers for food consumption, I have the conversion round down resulting in a slight loss (see chart)
          -I set it to a 10 credit loss per conversion to prevent exploit but as a whole it is a gain to not have to dump food into space
          -To instead round up for a 20 credit gain per conversion you can open data\config\settings.json with notepad++, or w/e java editor you prefer, navigate to "MF_FOODCost": 93, and change it to 92    

    v0.7.1 -Save game compatible with v0.7
       -Updated to 0.97a

    V0.7 - Save game compatible with v0.65
       -Darkened the icon for biophotovoltaics and gave it some depth - Player request that it was too shiny and out of place compared to the other icons
       -Added a direct download link to the Version file that mod managers can use to auto-update - Ty Timid for showing me how
       -Added a direct download link to the forum and discord d/l links that bypasses the google drive preview - one less step to get to the good stuff :)
       -Adjusted the code to work with 0.96a

    v0.65
       -Added version checker support
       -Replaced the cargo icons for Palladium and Compressed Volatile - TY Yunru for the donation
       -Replaced the cargo icons for Biophotovoltaics and Platinum - Bashed newer hi-rez versions

    v0.6
       -Added compatibility with the latest version of Starsector
       
    v0.55
       -Added a new toggle ability that condenses Volatiles into a new custom commodity, Compressed Volatiles Canister or CompV for short
       -Added new altered versions of royalty free icons for above from Vectorstock.com
       -Tidied up all the tool tips and floating text to now show all commodities in proper lower case
       
    v0.5
       -Changed some calculations in the files so that the custom commodities show up correctly on the market tool tip -TY Jaghaimo for pointing me in the correct direction!

    v0.4
       -As requested, I finally figured out how to have more than one toggle ability per mod - cheer! -mkire ask and ye shall receive! :)
       -Created two new commodities Palladium and Biophotovoltaics
       -Added new royalty free icons for above from Vectorstock.com
       -Scripted a new toggle ability for Rare Ore that converts it into Palladium
       -Scripted a new toggle ability for Organics that converts them into Biophotovoltaics
       -Changed the commodity valuation of Platinum to be more in line with ore -Ty slowpersun for pointing that out

    v0.3
       -Cleaned up the code, deleting several references and graphics for compressing other commodities.
       -I tired oh I tried to get more than one toggle ability in the same mod but this is my release version and I am happy with it. :)

    v0.2
       -Added an all new conversion chart to the forum
       -Adjusted the ratios in the formula to increase the compression for a base savings of 186 to 1    
       -Increased the price of Platinum to 2000 and set it's demand closer to the combination of ore and heavy machinery

    v0.1
       -Ready for test release
       -Separated the ability from the mod Junk Yard Dogs to form it's own utility mod.   
       -Ore forged to Platinum a success!
       -Rare Ore turned to Palladium a failure :( Keeping the resource and it's icon in the mod for future use.
       -Added Platinum as a resource
       -Added Palladium as a resource
       -Added royalty free icons for above from Vectorstock.com
       -Obtained permission from Techpriest to modify code from Supply Forge
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    9
    Junk Yard Dogs
    A powerful neutralist faction mod that focuses on ships that excel at mining, scrapping, exploration and survey



    New system full of wrecks, mining opportunities and salvage
    Upgradeable faction colony structure
    43 faction ships
    10 pirate ships
    10 High Value Bounties tied into the faction's lore
    25 mining weapons
    Commissioned Crew hull mod
    13 wings
    20 custom portraits



    To maximize mining profit potential I recommend:
    Ore Refinery

    Mod integrations:

    All assets are categorized under spoiler tags and can be seen below

    Spoiler
    All Faction Ships Image

    Spoiler
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    Frigate Details

    Spoiler
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    Destroyer Details

    Spoiler
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    Cruiser Details

    Spoiler
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    Heavy Cruiser Details

    Spoiler
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    Capital Ship Details

    Spoiler
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    Weapon Details

    Spoiler
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    Fighter and Drone Wing Details

    Spoiler
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    Custom JYD Portraits

    Spoiler
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    Optional AI generated JYD Portraits

    Spoiler

    To enable, unzip the file called "Junk Yard Dogs Hi-Rez Portraits" found in the mod folder and overwrite the standard ones
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    Pirate Hulls: Technical information and identification redacted

    Spoiler
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    Pirate Bounty Portraits

    Spoiler
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    Optional AI genertaed Pirate Bounty Portraits

    Spoiler

    See above for installation instructions
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    CC Hull mod and Planetary Industry Summaries

    Spoiler
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    Faction Lore

    Spoiler
    The Junk Yard Dogs are comprised of working class independent miners that provide many raw materials for the core worlds through the mining and other work facilities built in the various asteroid belts across the sector. With pirates and other outlaw factions strategically attacking their initial low quality civilian ships and stealing their cargo and other supplies, they banded together and started commissioning their own designs from the Independent ship yards. After months of piecemeal fighting, the Independents formed a temporary alliance with their major buyers, Tri-Tachyon and the Hegemony, to eliminate their common threat.

    The unlikely combined forces were able to track down the pirate base of operations in the Dogstar system. The battle was long and extensive, resulting in wrecks and scrap debris scattered across the system. Dogstar was granted to the newly formed JYD as a neutral buffer as it was located between both faction's space. They have set up their base of operations in the system taking over the former pirate planet Junkyard and using it as combination base of operations, smelting and ship-building repair service and resale. Their fleet is primarily comprised of carriers and support craft in a mix of Low Tech and Midline all focused on deep space exploration and exploitation.

    They are allied with the Independents and have a close working relationship with Tri-Tachyon but their forays into automated mining has made the other factions suspicious and the Hegemony concerned.
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    Mod technical vision and commissioned crews support

    Spoiler
    • Each ship increases your mining stats under Nexerelin. The weapons, fighters and missiles all increase your mining stats as well. The utility ships greatly increase your mining and are equipped with both survey and salvage mods to consolidate fleet usage. Their power level is higher than vanilla ships and weapons.
    • The ship load outs are flexible in order to take advantage of this and to give players more options. Low tech designs have all composite slots so they can have a missile or a ballistic weapon in each one. Midline ships have hybrid (Energy/Ballistic) or synergy (energy/missile). They are designed to be durable with good hulls and armor but lower shields and fewer medium/large mounts for small mounts.
    • The added system is literally a bit of a junk yard. There are salvage areas, wrecked ships, supplies, weapons and some blueprints floating around Dogstar. Nothing too much, just enough to reward exploring. There is also a pirate planet with a strong battlestation so the faction fleets are always fighting them thus adding more wrecks and salvage. There are two asteroid rings and different types of planets for mining. 
    • The commission from crews hull mod is focused on efficient logistics by reducing the ship's monthly maintenance and deployment costs by 1 unit. I felt this hull mod was in line with the faction being mainly logistics and exploration centric and exploration costs a lot of supplies so the savings would mitigate that somewhat.
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    My journey and vision

    Spoiler
    I grew up reading science fiction from Heinlien, Azomov, Clarke, Banks and many others. I like both the space opera as well as hard science fiction. For a more recent example: The gritty well told stories of the Expanse versus the fun romps like Firefly.

    I always envisioned the Independent faction as a hard scrabble lot that are taken advantage of by the other factions. I made this faction focused on building themselves on mining, scrapping and exploration rather than combat as a means of leveling. I added every type of ship I thought needed to form a fleet comprised solely from this faction.

    The ships are designed with Nexerelin's mining mini-mod in mind and are able to better focus on the mining and exploration aspects of the game while also being able to take a punch without being overpowered (I hope). They are a mix of low tech and midline but the overall aesthetic I went for is a lived in quality that would reflect the hardscrabble life of a scrapper/miner. Every weapon, fighter and most ships have added mining strength. Their mining strengths will show up on the list when you ask while mining a planet or asteroid.

    As a side note, I added some Easter eggs around Dogstar for a little tongue in cheek fun so I hope you enjoy exploring the system.
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    Optional manual adjustment instructions

    Spoiler
    I have received some complains regarding the loading tips. You can edit them or delete them with no consequences by doing the following:
    Navigate to the JYD mod folder, then to data\strings. There you will see a file labeled tips.json and you can either open it and edit out the ones you do not like, or add even more :),  or just delete that file all together. 
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    Sources and Thank You Credits

    Spoiler
    The mod runs fine and tested alongside multiple other mods. However, I have no experience with Java and wound up writing this in Notepad++ The last time I coded anything was a Lunar Lander clone on my Ti-99 4/a back in the 80's. :) I learned how to make this mod by a combination of going over all the online tutorials (sadly most are outdated), the templates hosted on the discord channel but mainly by reviewing the Java Script in every mod I play and piecing together how it all fits together. I have learned a lot from the varying styles used by the different modders and I now have mad respect for the work they have put in.

    NOTE: If I have accidently plagiarized anyone's creative work it is not on purpose as I used a lot of code as examples to make my own. If any other mod author finds things that they believe are theirs please let me know and I will remove, give direct credit or rework it. I will work on formatting the mod as I learn more

    Sources

    All the ship, weapon and pirate portrait sprites were sourced from the forum page, Spiral Arms II https://fractalsoftworks.com/forum/index.php?topic=12896.0 and the #spiraled-arms forum on the Spaceport Corvus discord. Some of the ships are untouched because I thought they were a great fit but most are kitbashed, adapted, resized and/or re-colored to have a more gritty lived in feel by me. I would like to personally thank all the contributors to those forums for their generosity and artwork. If you have not been to either one, I recommend you do if just for the great artwork.

    The logo and associated graphics are free assets from the site Vectorportal.com.

    Portraits: TY to Severian Void for hosting the Stable Diffusion Image AI Generation page on Huggingface and Bisaster for providing Thirst Sector AI generated versions

    Credits

    A special thank you goes to RationalPotato who kindly donated replacement icon graphics to replace my low rent versions :)
    Timid, formerly known as Techpriest, for allowing me permission to modify their code to make the faction hull mod
    Beta Testers: IonDragonX, Deageon, 6chad.noirlee9, Arthur_The_Ok, Scamper and exuvo  - Thank you all for your input and patience as I learn to code Java
    balordezul for all his help post-beta testing and balance suggestions
    Madbadger2 for being a good sounding board and contributor to all my mods
    Alex and team Star Sector for their hard work making this game and keeping it up to date all these years
    [close]
    [close]
    If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi!

    Current Changelog

    V3.6 - Save Compatible Note: you may need to rearm the ships listed below
       -Confident: Replaced the three built in wings with a small turret, increased OP by 5 and raised the speed from 55 to 65 - Wing balance and to help keep in range with it's target
       -Commanding: Unlocked the hangers but removed two wing slots - More user customizable while balancing the wing count
       -Stalwart Removed 2 wings - Balancing the wing count
       -Smart: Removed 2 built in Mosquito Wings - Balancing the wing count
       -Industrious: Removed 4 built in support wings and added two small mounts - Balancing the wing count
       -Obedient: Removed 1 built in wing - Balancing the wing count
       -Trusty: Removed the built in wings, increased the OP to 180 and replaced the hanger image with a large mount - Balance pass
       -Intense: Removed the built in wing - Balancing the wing count
       -Relaxed: Removed the built in wings replacing them with two small mounts and increased the OP by 10 - Balancing the wing count
       -Adorable: Removed the built in wings, increased the OP to 60 and replaced the hanger image with a medium mount - Balance pass
       -Cordelia: Removed the Heavy Drone and middle medium mount and replaced them with a large mount - Balance Pass
       -Protective: Replaced the dual cockpits with a single, removed the built in wings and replaced it with a rear facing med turret - Balance pass and a cleaner look
       -Rambunctious: Replaced the two wings with side facing small turrets - Balancing the wing count
       -Energetic: Replaced the two wings with small turrets, added a cockpit to the image and increased the OP by 5 - Balancing the wing count
       -Endurance: Replaced the built in wings with a rear facing medium turret and raised the OP by 10 - Balancing the wing count
       -Curious: Replaced the built in wings with a small turret and raised the OP by 5 - Balancing the wing count
       -Rugged: Removed the wing, increased the OP by 5 and replaced the hanger graphic with a medium mount - Balancing the wing count
       -Reliable: Removed the wing, increased the OP by 5 and replaced the hanger graphic with a small mount - Balancing the wing count
       -Cute: Replaced the built in wing with a small turret and raised the OP by 5 - Balancing the wing count
       -Irksome: Replaced the built in wing with a small turret and raised the OP by 5 - Balancing the wing count
       -Sharp: Replaced the built in wings with a medium rear facing turret and raised the OP by 10 - Balancing the wing count
       -Happy: Replaced the built in wing with a small rear facing turret and raised the OP by 5 - Balancing the wing count
       -Eaglefang: Since it is a boss version of the Eagle which had it's stats changed in .98 I made the following changes:
          Raised Flux dissipation to 710, max speed to 65, acceleration to 45, and deceleration to 35   
       -Replaced the fighter focused Commissioned Crews hull mod with one that reduces the ship's monthly maintenance and deployment supply consumption by one unit
       -Edited the descriptions of the above changed ships to no longer mention wings - ugh what a chore that was :)
       -Added an optional set of higher resolution AI made portraits for players who prefer that look, instructions on the forum page under the spoiler tag - TY Bisaster for your help
       -Added an image with all the pirate portraits as well as an image of the optional higher resolution pirate portraits, instructions on the forum page under the spoiler tag
       -Replaced all the images of the above changed ships on the "All Faction Ships Image" found on the forum page and discord link
       -Replaced all the changed images and descriptions on the ship class breakdown graphics found on the forum page - Long time overdue
       -Updated the "CC Hull mod and Planetary Industry Summaries" graphic on the forum page updating the CC hull mod description and removing a hull mod that was ported to CJHM
       -Updated the mod gameVersion compatibility to "0.98a-RC8"

    Past Changelogs

    Spoiler
    v3.5 -Not Compatible with game version .97a saves
       -Updated code to work with version .98a of Starsector

    v3.4.2 - Save Compatible
       -Replaced the sprite for the Smart and swapped two of the Mosquito drones for Heavy drones - TY the burning ones for your commentary
       -Replaced the sprite for the Smart on the "All Faction Ships Image" on discord and the forum and "Capital Ship Details" on the forum
       -Posted a comparison image of the Old Smart vs the new on the forum and discord
          -Note: Emergency update, no other changes - I was commanded by the burning ones on discord to replace that blurry Prometheus horror ASAP :)
    v3.4.1 - Quick Hotfix - Save Compatible
       -Fixed an oopsie with some of the wings that were changed in v3.4: Tick, Termite, Mosquito, Botfly, and Gnat

    v3.4 - Save Compatible
       -Obedient: Removed the civilian tag and increased the supply/mo and deployment to 10 - makes it analogous to an upgraded Mule as intended
       -Changed the mount type of the Mining Plinker and Medium Asteroid Breaker Cannon to hybrid - Matches their energy counterparts (mining laser/mining blaster)
       -Fixed an error with the naming of the Heavy Asteroid Buster Cannon with the correct Heavy Asteroid Breaker Cannon
       -Renamed the variant for the Flea, Gnat, Botfly, Mosquito, Tick, and Heavy Drone wings from New to Standard which is the vanilla naming convention
       -Fetching: Unlocked the two small built-in mounts and increased the OP by 5 to compensate - Kept the shard on the variant - TY Bobamelius for your commentary
       -Shard Anti-Fighter Swarmer: Increased the range to 1200 to match the Drill SRM - Helps prevent AI shenanigans when used together
       -Massive: Raised the deployment and supply use from 45 to 50 - Ty Zangetsuke for your commentary
       -Heavy Drone: Fixed a misaligned mount and widened the missile arcs from 25 to 45
       -After reading numerous comments on discord I changed the description for JYD from "A vanilla+ power level faction mod that focuses on exploration, mining, scrapping and survey"
          to "A powerful neutralist faction mod that focuses on ships that excel at mining, scrapping, exploration and survey" - Apparently v+ doesn't mean what I thought it meant :)

    v3.3 - Save Compatible Note: You will need to re-arm any Commanding in your old save fleet
       -Added the JYD crest to the LunaLib & TriOS menus
       -Fixed a caps lock mistake with the Hardy variant replacing STANDARD with Standard
       -Commanding: Closed the hangers with built-in pd drones and lowered the OP from 280 to 260 - TY yajusenpai for your commentary
       -Vicious: Raised the fleet points from 35 to 40 and deployment and supply/mo from 50 to 60 - TY yajusenpai for your commentary 
       -Smart: Raised the fleet points from 30 to 35 and deployment and supply/mo from 50 to 60 - TY yajusenpai for your commentary 
       -Sharp: Raised the fleet points from 24 to 30 and deployment and supply/mo from 40 to 45 - TY yajusenpai for your commentary
       -Cute: Raised the supply/mo from 6 to 10 - TY Lilian 'Strawberry' Kirschner for your discord comment
       -Intense: Gave it a sprite re-work - One of the remaining originals that needed a touch up
       -Updated the "All Faction Ships Image" and "Cruiser Details" with the new Intense sprite

    V3.2.1 - Save Compatible with V3.2
       -Remade the boundary lines on several JYD ships - This will tighten up their hitbox radius - TY Axelord for your suggestions
       -Increased the size of JYD missiles to be more in line with vanilla images

    v3.2 - Save Compatible with V3.1
       -Added the missing bounty for the Eaglefang cruiser Ty- Madbadger for pointing out that I made the bounty ship but not the actual bounty - doh! :)
       -Added a custom portrait for the above bounty
       -Adaw: Re-drew the boundary lines to account for the front mount and replaced the light asteroid blaster with a Drone PD gun - Lowers their sustained DPS
       -Confident: Fixed the facing angle of the small side mounts to match the direction of the mount image
       -Fixed a typo in the description of the Heavy Drill MRV launcher
       -Added instructions to the forum page on how to edit or delete the JYD loading tips since some players find them annoying - TY ChronosMrk1 for the idea

    v3.1 - Save Compatible with V3.0.2 - You will need to re-outfit any Courageous in your currently saved fleet due to the change
       -Increased the number of ships that accompany JYD bounties by 30% - After testing the changes made in 3.0.1(2) I found them to be too easy based on their payouts
       -Lowered the OP on the Endurance from 95 to 75 and re-equipped the variant accordingly - One of my most OP discussed ships needed a nerf - Ty Maritusa for your discussion points
       -Wrote descriptions for the 10 bounty ships - After having written unique descriptions for literally hundreds of ships between my mods my brain was tapped - They are not the best but better than nothing :)
       -Raised the fleet points of the Courageous from 18 to 23 and lowered the wing count from 6 to 4 but kept the OP so it can be fitted with less but more powerful wings - Ty last_misadventure for your comments
          -Went though each ship sprite that has not been adjusted recently looking for things needing correction:
       -Empathetic: Removed some stray pixels, fixed the centering of the sprite and added missing exhaust graphics to the inner engines
       -Fluffy: Sharpened the image by 10%, erased some stray pixels, fixed a centering mismatch, realigned the weapon mounts to face the direction of the mount graphics
       -Industrious: Replaced some of the small mount graphics that were blurry and added a missing medium mount graphic on the right side
       -Intelligent: Fixed some minor blemishes, centered the medium turret mount position and changed the Thumper on the variant to a Flack Cannon
       -Intelligentmkq: Fixed some stray pixels and adjusted the right side to match the left for symmetry
       -Intense: Replaced the shiny medium turret mounts with bronzed ones and faced the rear ones to the side to correctly reflect the intended placement
       -Irksome: Remade the sprite using a game asset asteroid, replaced the fuzzy hazard stripe, replaced the mount sprites and swapped the PD weapon on the variant with a Shock Cannon 
       -Knowledgeable: Replaced the turret sprites with ones that faced the intended gun placement direction and widened the firing arcs from 90 to 125 degrees for better coverage
       -Obedient: Replaced one front facing small mount sprite with the correct side facing one
       -Peppy: Replaced the shiny weapon turret mounts with bronzed ones
       -Relaxed: Added a missing small turret mount and touched up the ship graphic
       -Stalwart: Replaced the bottom medium turret mount sprite with one that correctly faces backward
       -Trusty: Removed some stray pixels, correctly centered the sprite, replaced some of the weapon mount graphics, realigned the weapon mounts to face according to the mount graphics
       -Vicious Front Module: Added proper medium mount graphics
       -Replaced all the visually changed ships on the "all ships image" as well as the class specific images found on the forum OP
       -Note: I decided to not make a comparison image this time as though the changes were time consuming to do, they were multiple small details not readily identifiable in a comparison

    V3.0.2 - Save Compatible with V3.0.1 - Quick hotfix
       -Fixed an issue where JYD bounties would sometimes show up as blank - TY VikStahl for letting me know

    V3.0.1 - Save Compatible with V3.0 - A quick fix
       -In 2.9.2 I stated that I implemented an adjustment to the Adaw and apparently I forgot to actually do it  :-[
             -Reduced the wing count on the Adaw from 6 to 4 and OP cost from 20 to 18 - The balance was OP vs large ships with that many bomblets most of them hit
       -Remade the Downtown sprite to look more like the heavy cruiser that it is - Received a couple messages that it looked like a destroyer
       -Updated the pirate ships image on the forum OP and the previous patch's comparison image (Third one down if interested) with the updated sprite
       -Ty to Cenbes for their help in this and the previous patch for being a good sounding board for ideas - I neglected to put that in 3.0 sorry :(   

    V3.0 - Save Compatible with v2.9.3 - You may need to rearm some of the ships that were changed in this update if you have them in your current fleet
       -Replaced the sprite for the Loyal,increased the drone count to 5, replaced two small turrets with mediums
       -Replaced the sprite for the Courageous, changed two small turrets to medium, removed 1 small turret and added 1 hanger
       -Replaced the sprite for the Continental, downsized the middle large missile to a medium composite and added a hanger in the rear
       -Replaced the sprite for the Downtown, removed one small turret and used the spare OP to equip typhon torpedoes on the variant
       -Desaturated the sprite for the Slim and re-armed the variant to be more DPS orientated
       -Lowered the frequency that the stronger JYD ships will appear in Independent markets and fleets - TY SSchorik0101 for brining this to my attention
       -Increased the frequency the Industrious will appear in JYD markets and fleets - Ty Cenbes for messaging me about never seeing them
       -Increased the HP of the Asteroid Launcher's shot - Being so slow it was frequently getting shot down in long range engagements which it is designed for
       -Adjusted the player levels that JYD Bounties will appear on a scaling system - Prevents them from spamming the board on a new game
       -With the newest version of magicLib, JYD bounties now show properly on the bounty board - Horray!
       -Replaced the old ship images with the updated ones on the Forum OP and added a comparative image

    v2.9.3 - Save Compatible with v2.9.2
       -Updated wings_data.csv for a more complete list of wings the game uses when a player is autofitting JYD ships - Shadow Rune to the rescue yet again!
       -Increased the energy per second of the Particle Emitter from 70 to 90 and turn rate from 30 to 50 - TY to "a player who will remain unnamed by choice" for pointing out it was in need of adjustment
       -Increased the refit of the Heavy Drone from 15 to 20 - Ty 5ColouredWalker for pointing out it needed some balance adjustment
       -Separated the JYD BP into three parts: ships, weapons and wings - All three will be in a JYD commissioned start's inventory
       -Updated the sprite for the Endurance, increased it's DP from 7 to 10 and added advanced gyros to the variant using some unused op - My response to a discord discussion on how ugly it looked :)
       -Updated the respective images on the forum OP for the Endurance - Take a peek if you are interested   
       -Updated the game version to RC-11 to alleviate your OCD triggering mod manager yellow warning :)

    v2.9.2 - Save Compatible with v2.9.1
       -Fixed a grammar oopsie that would prevent the Heavy Drone to autofit - TY Shadow Rune for letting me know
       -Reduced the wing count on the Adaw from 6 to 4 and OP cost from 20 to 18 - The balance was OP vs large ships with that many bomblets most of them hit
       -Restricted the Asteroid Launcher making it not recoverable or buyable - The graphic and balance is specific to the Industrious
       -Updated to 0.97a

    v2.9.1 - Save Compatible with v2.9 - Quick compression hotfix bundled with some WIP changes that I had already done
       -Changed the weapons on the Tick wing to match the description - Now has all JYD weapons as intended
       -Added a ballistic analog of the 1 OP mining laser, the Mining Plinker - For captains that specialize in ballistic weapons and want the skill modifier that the mining laser lacks
       -Replaced the mining laser with the Mining Plinker on the following variants: Exuberant, Intelligent, Knowledgeable, Lean, Mosquito, Spirited, and Splendid - Keepin' it JYD ya'll :)
       -Replaced the PD weapons on the Lean Variant to the Mining Plinker, the Salamander to a Drill SRM and a Flux Distributor hull mod - Noted the OP was overbudget and this balances it
       -Added the Mining Plinker weapon and description to the forum OP "Weapon Details" image - For your viewing pleasure ;)
       -Fixed a compression issue with the mod, accidently downloaded as Junk Yard Dogs.rar.zip (Google Drive Nonsense)- Ty MnHebi for noticing it

    v2.9 - Save Compatible with v2.8 NOTE: Any 2.8 ship with the exploration refit hull mod needs to have it removed before updating
       -Removed the exploration refit hull mod and added it to my CJHM mod - Load a 2.8 save, remove the hull mod, save, exit and update to prevent a conflict
       -Changed the loadout of the Happy Variant by replacing the front two asteroid breakers with shock cannons - Gives it some armor piercing damage
       -Fixed an error with one of the loading tips -Accidently had it doubled typed oopsie!
       -Removed the COMBAT,NO AUTO ESCORT hint from the Fluffy - Though it could be configured as a combat carrier it does not have the stats to be AI effective
       -Cleaned up all the "noise" on the Cute - The graphic was very busy so I smoothed out many of the breaking lines
       -Removed some of the red pigment from the Happy to make it more JYD brown and removed some stray pixels
       -Cleaned up the Fetching (2nd time, maybe I'll get it right) by removing some breaks and sharpening up the blurry areas
       -Shifted the green tint on the Exuberant to a JYD brown - Varya did a great job with this one but it stuck out as the only green JYD ship
       -Darkened the shade of the Empathetic from a tan to a brown and added some kitbash elements
       -Darkened the shade of the Commanding and added a kit bashed bridge section - Was a bit bright and I've been meaning to add a bridge to it
       -Widened the firing arcs of the two rear turrets on the Cute - Narrow as it was it made engagement too limited
       -Replaced the Harpoon with a Shard on the Exuberant variant and filled in the missing OP - Must have overlooked this one when I ported all the JYD hull mods
       -Replaced the built in wings on the Fetching from the Malinois to the Gnat - The former made it too OP so I replaced it with the weaker PD drone
       -I've read numerous complains on discord regarding JYD's aggression so I deiced to make the following changes to their doctrine:
          -Officer Quality from 3 to 2 - Their AI officers will have less skills
          -Ship Quality from 3 to 2 - Lowers the power level of their AI controlled ships
          -Aggression from 3 to 2 - Makes them less likely to attack unprovoked
          -Punitive Expedition vs Competitors from True to False - They are a neutralist faction after all
          -Note these changes will be more noticeable on a new 2.9 game since your 2.8 faction setting are already loaded
       -Added "voices" to to the JYD AI - I matched the Independent faction settings as they were formerly that faction
       -Added "A vanilla+ power level faction mod" to the mod description on the forum OP - TY gladius2metalfor the suggestion
       -Replaced all the old ship images with the updated ones on the Forum OP and added a comparative image   

    v2.8 - Save Compatible with v2.7.3
       -Fixed an issue with the left rear small turret on the Smart facing the wrong direction
       -Raised the energy/sec of the Phase Emitter from 120 to 210, a dyslexic typo on my part that made it way too OP - Thank you Tapkomet for pointing that out
       -Fixed several issues with the Cordelia being off center and added two missing built in mining drones to the flight bays on the top sides
       -Rearmed the Cordelia standard variant with JYD weapons to fit the new layout
       -Fixed a misaligned front hardpoint on the Curious
       -Changed two small turrets on the Viscous to medium to match the sprite image and re-armed the variant - fixing a lingering mistake
       -Added descriptions to the asteroid fields in Dogstar - TY LukeTasrook for reminding me to fix that
       -Fixed a few spelling/grammar mistakes in the descriptions
       -Included the JYD portraits I added in v2.7 to the list of portraits used in character creation - oversight on my part - oops   

    v2.7.3 - Nex is back! edition - Not save compatible with prior versions - Sorry, if I had only waited another day before releasing 2.72 :(
       -Re-enabled Nexerelin interactions and features

    v2.7.2 - Not save compatible with prior versions
       -Updated the mod to work with 0.96a
       -Disabled Nexerelin interactions - I will re-enable them once a stable patch for that mod is released by Histidine
          -NOTE: mod integrations will be re-enabled as they are made 0.96a compliant   

    v2.7.1 - Save Compatible with v2.7 - Just a teenie tiny little change
       -Changed the tooltip on supply use in new hullmod that reported the amount increased by instead of the percentage for consistency sake - TY AKAJIA for pointing it out
       -Replaced the image of the new portraits on the forum OP with one you can actually see - No idea why Imgur shrunk it previously
       -Fixed a small typo in the description of the Exploration Refit hull mod

    v2.7 -Save Compatible with v2.6
       -Fixed a typo in the Particle Emitter - Ty madbadger2 for noticing and letting me know
       -Added a new unlocked JYD hullmod for civilian ships - Exploration Refit - Similar to militarized subsystems in removing civ penalties but increases sensor range and cargo space
       -Lowered the Pather interest in the Scrapyard from 3 to 1 - It was above the Workshop's interest level of 2 which did not make sense
       -Added introduction text if you start as JYD - requires a new game start to see this (duh?) :) - Ty Timid for showing me how to do this
       -Replaced the 10 old portraits with all new ones that better fit the JYD and game aesthetic - Previous ones were from another game and did not really fit the Star Sector style   
       -Added 10 new portraits to the lineup giving them a total of 20 - 10 female and 10 male all in JYD brown and gold - Gives them more variety so you do not see faces doubled up   
       -Replaced the Massive with an entirely new size appropriate image - One of my first attempts at kitbashing and my most complained about ship - About time that bloated mess was replaced ;)
          -Same weapon and fighter loadout but now midline using the parts that the Reliable and Fluffy are made from - they now have a big sister!
       -Touched up the Fetching's color palette and reduced it's size- I want JYD ships to look a bit battered since they are a mining faction but it needed some corrections
       -Raised the DP and supply use of the Irksome to 6 - Should have done that when I added the burn drive since it far more offensive now
       -Changed the hullmod on the Industrious variant from dedicated targeting core to missile racks and one Asteroid Breaker to a Shard AF - As a missile platform, no idea why I had a core on it
       -Added a new weapon exclusive to the Industrious, the Asteroid Launcher - Using electrometric force along it's rails it launches an asteroid that conveys Kinetic as well as EMP damage - TY Hopefall for the idea
       -Added 20 more loading tips from the Culture series, really read more Ian M banks. - TY FrownTown for the kind words on discord and inspiring me to add more
       -Added 10 more ship names - because who doesn't like a dad joke? - Well Timid likes them at least :)
       -Added an image to the forum OP of all the new portraits
       -Added the new hull mod summary to the image on the forum OP
       -Updated the respective images on the forum OP for the Fetching and Massive - Take a peek if you are interested

    v2.6 -Save Compatible with v2.5 but you may need to re-equip the changed ships if you have them in your fleet   
       -Widened the boundary lines on the Sixfootfour bounty ship - Ty darkwarrior1000 for notifying me of the issue
       -Improved the Heavy Drill MIRV Launcher to now have a slow regen - Madbadger2 made the case that is uses the same tech as the LRM
       -Changed the image used for the SRM missile to be a little longer than the AF  - I had used the same image for the Shard Anti-Fighter missile in the past
       -Redesigned the Shard Anti-Fighter missile to have a slow regen and a custom missile graphic - TY Madbadger2 for noting it spammed out it's ammo supply too fast to be useful   
       -Changed the image used for the MRM missile to be thicker and a little longer - TY Kendris, the *** Knight for noting JYD missiles looked too similar to micro missiles
       -Removed the built in drones on the JYD dedicated Carriers - Kendris, the *** Knight and Madbadger2 made a good point that the short range drones interfere with the other fighters
          -Courageous: removed one drone hanger, opened the other hanger, added 5 OP to the hull and placed a Midge on the variant in the formerly closed hanger
          -Eager: removed the drone hanger, added 5 op, widened the turret arcs to 360 for better PD coverage and changed the variant to a heavy drone, shard missile and drone pd
          -Fluffy: opened up the two drone hangers, added 10 OP to the hull and placed a Mite and a Midge on the variant in the formerly closed hangers
          -Lean: removed the drone hanger and increased the OP by 5 to increase the types of wings it can equip
       -Increased the DP and supply use of the Spirited to 6 - was a little low for a destroyer - TY Madbadger2 for making the case
       -Increased the DP and supply use of the Muscular to 12 - having it the same as the Prometheus didn't make sense as it is objectively a more robust ship
       -Replaced the damper ship system on the Protective with maneuvering jets - Allows it to better bring it's PD turrets to engage
       -Replaced the increased maintenance d-mod on the Eager with high maintenance - makes it cheap to deploy but expensive to maintain as was intended
       -Increased the OP on the Gambler from 70 to 75 and reduced it's supply use from 14 to 12 - For a bounty ship it needed a little buff to make it worthwhile to go after
       -Fixed an engine exhaust mismatch on the Justbeware bounty ship - had one low tech that I changed to midline like the rest
       -Fixed a spelling error is the description of the Mining Recoilless Blaster - Sorry SteelSirokos for enflaming your OCD :)
       -Added a direct download link to the Version file that mod managers can use to auto-update - Ty Timid for showing me how
       -Added a direct download link to the forum d/l link that bypasses the google drive preview - one less step to get to the good stuff :)
       -Increased the size of the download link on the forum op from 10pt to 14pt - Makes it a stand out a little more

    v2.5 - Save Compatible with v2.4 but you may need to re-equip the changed ships if you have them in your fleet
       -Changed the Phase Emitter damage to 300, the EMP to 1500, 0.33/1.0 up/down and beam speed to 7k - That long chargedown confused the AI and it would not fire
       -Removed the text on the Phase Emitter that stated it would arc to engines and shields as part of the balancing change
       -Increased the range on the Particle Streamer to 500 - Matches the Particle Emitter for better synergy using them both on a ship
       -Fixed an issue with the Mining Recoilless Blaster changing it's BP to "jyd_bp" from a typo that had it as "jyd.bp" - Will now show up on the weapon bp
       -Added the Drone PD gun to the JYD PD - It was originally drone only but I missed putting on the bp when I made it player available a couple patches back
          -Thank you Madbadger2 for all your help with the above changes
       -Fixed punctuation in the descriptions for JYD assets - I wrote them at different times as I released new content and there was inconsistency between the old and the new      
       -Replaced the vanilla weapons on the Adorable standard variant with JYD weapons - More in line with JYD lore
       -Added a second large composite hardpoint mount to the Industrious and equipped a Squall Mlrs on the variant - adds some more support when deployed
       -Widened the side missile mounts on the Rambunctious from 180 to 275 - The AI was having trouble lining up shots
       -Widened the side small mounts on the Troublesome from 10 degrees to 25   - same as above
       -Changed the ship system on the Irksome from Burn drive to the JYD Ram drive - With it's heavy armor and durability it made sense
       -Sharpened and lighted up the image for the Sharp - I like my mining ships dinged up but it was too dirty for a midline
       -Changed the images on the forum op with the new Sharp
       -Had some leftover Op on most ships from removing the JYD hull mod last patch so I made the following changes to JYD variants:
          -Added advanced turret gyros to the Courageous variant
          -Added Flux coils to the Cute standard variant
          -Added Resistant flux coils to the Empathetic standard variant
          -Added advanced turret gyros to the Fluffy standard variant
          -Added advanced turret gyros to the Happy standard variant
          -Added ECM package to the Hardy standard variant
          -Changed the mining laser to a JYD particle emitter on the Intelligent Variant
          -Added Flux distributor to the Intelligentmkq standard variant
          -Added Flux distributor to the Intense standard variant and changed the weapon layout to all JYD weapons
          -Added advanced turret gyros to the Irksome standard variant
          -Changed the machine guns on the Knowledgeable standard variant to Asteroid Breakers - Gives it more mining strength and keeps it JYD
          -Added advanced turret gyros to the Loyal standard variant
          -Added Resistant flux coils to the Massive standard variant
          -Changed the mining lasers on the Protective standard variant to JYD particle emitters - Better pd coverage and slightly more mining stats
          -Added advanced turret gyros to the Rugged standard variant
          -Changed the weapon mounts on the Sharp standard variant to all JYD weapons and added advanced turret gyros - Lore and mining strength       
          -Changed the Shard missiles to SRM on the Short Standard Variant - gives it more offensive power
          -Added a small composite mount to the Spirited and changed one of the small turrets to medium - armed it with 1 SRM and 1 LRM missile on the variant
          -Changed the weapons on the Stalwart standard variant to all JYD weapons - lore friendly and more mining strength
          -Changed the missiles on the Troublesome standard variant from Shard to SRM and LRM to MRM - less defensive to more offensive
          -Changed the two rear Vulcans on the Trusty standard variant to Asteroid Breakers - Lore and mining strength
          -Added armored weapon mounts to the Viscous front standard

    v2.4 - Save Compatible with v2.3
       -Added a new mining drone, the Tsetse which acts as a hardy and nimble PD support with armored weapon mounts and equipped with six side mounted drone guns
       -Added a second built in drone bay to the Obedient equipped with the new Tsetse drone - Was underperforming after the nerf
       -Changed the front hardpoints on the Obedient variant from railguns to Drill Missiles - Now uses all JYD weapons and also allows more points to cap the Vent and Capacitor
       -Added a Tsetse drone wing to the Endurance and Gnat wing to the Curious -They lacked a drone and with the new commissioned crew mod only effecting fighter bays I felt they needed it
       -Added reinforced bulkheads to the Endurance Variant - It has left over points from removing the JYD hull mods last patch
       -Added drone bay graphics to the Endurance and Curious ship sprites and updated their images on the forum OP
       -Added the new drone to the drones image on the forum OP
       -Changed the name of the commissioned crew hull mod from Armor & Fighter Support to Drone and Fighter Support - should have done that last patch when I removed the armor buff
       -Replaced all instances of kite_Interceptor being used in JYD bounties with kite_pirates_Raider - MVP of this update is darkwarrior1000 for his constant vigilance in helping me get JYD bounties correct!

    v2.3 -The great JYD nerfing edition - NOT save compatible - New game required due to removed/changed content
       -Removed all JYD hull mods with the exception of the commissioned crews mod and added them to the new CJHM mod (link in my forum signature)
       -Removed the former JYD hull mods from the following JYD ships and variants:
          -fetchdeck built-in hull mod from the Commanding, Fetching,
          -fetchdeck and auxsensor built-in hull mods from the Eager
          -pdext built-in hull mod from the Malinois
          -reinforcedhull built-in hull mod from the Reliable
          -auxsensor hull mod from the confident_standard variant
          -pdext hull mod from the continental_lincoln, courageous, curious, downtown,fluffy, gambler, happy, intense, irksome, peppy, protective, reliable, troublesome standard variants
          -brawlermissiles hull mod from the cordelia_standard variant
          -pdext and ablativearmor hull mods from the cute_standard variant
          -cargocarver and engineeringsection hull mods from the empathetic_standard variant
          -brawlermissiles, pdext, and reinforcedhull hull mods from the endurance_standard variant
          -engineeringsection, auxsensor and brawlermissiles" hull mods from the fetching_standard variant
          -ablativearmor, reflectivearmor and fetchdeck hull mods from the hardy_standard variant
          -pdext, fetchdeck, reinforcedhull and auxsensor hull mods from the industrious_standard variant
          -cargocarver hull mod from the intelligent_standard,knowledgeable_standard variants.
          -pdext and brawlermissiles hull mods from the intelligentmkq and spirited standard variants
          -reinforcedhull and pdext hull mods from the loyal_standard variant
          -pdext",reinforcedhull and brawlermissiles hull mods from the massive_standard variant
          -engineeringsection hull mod from the muscular and rambunctious standard variants
          -pdext, reinforcedhull hull mods from the rugged_standard variant
          -reinforcedhull and engineeringsection hull mods from the short_standard variant
          -pdext and engineeringsection hull mods from the stalwart_standard variant
          -brawlermissiles and auxsensor hull mods from the vicious_front_standard variant
          -pdext and auxsensor hull mods from the vicious_standard variant
       -Changed the Commissioned Crews mod to no longer increase their armor - The fighter buff is already good and it also gives their combat strength a little nerf

    v2.2 Save Game compatible with v 2.1 - If you have a Cute or Lean in your fleet they will need to be re-armed
       -Added a new ship system for the Rambunctious, the Ram Drive - As the name states, it is a burndrive that turns off shields and greatly increases speed to ram opponents @balordezul :)
       -Increased the DP and Supply Use of the Trusty from 15 to 20 - TY DeusVault on discord for pointing out that is was out of synch with other JYD cruisers
       -Increased the flux capacity and dissipation of the Tick - Ty again DeusVault for pointing out that it did not have the flux capacity or dissipation to use its autocannons
       -Simplified and widened the boundary lines on the Lean - TY darkwarrior1000 for noting it was needed
       -Added a missing small turret mount graphic on the Lean, added a small missile mount and increases it's op by 5 - Noted the graphic mistake while working on it's boundary lines and that it had a small hardpoint on the front
       -Changed the standard variant for the Lean to accommodate the changes
       -Simplified and widened the boundary lines on the Adorable, Confident, Exuberant, Flea, Fluffy, Gnat, Heavy Drone, Intense, Irksome, Knowledgeable, Massive, Mite, Obedient, Relaxed, Short, Smart, Spirited, Splendid, and Tick
       -Fixed the misaligned weapon mounts on the Exuberant, Fluffy, Muscular, Obedient, and Relaxed
       -Fixed the misaligned engine trails on the Commanding and Intense
       -Removed the graphic for the unused front small turret on the Smart, added three missing turret images and changed the launch bays to emerge from the front hanger graphic
       -Touched up the graphics of the Continental  -A little less blurry and a slightly darker tint to the body and less red in the weapon mounts - IDK not my best sprite but a little better
       -Re-designed the Cute with a larger sharper graphic, changed the middle turret to medium, re-classed it a Heavy Destroyer, increased supply use to 6 and increased the OP by 10 - Was underperforming and ugly :)
       -Changed the standard variant for the Cute to accommodate the changes   
       -Updated the respective forum OP images with the new ship sprite

    v2.1 Save Game compatible with v 2.0  - Happy 1 yr birthday JYD edition
       -Flagged El Dorado as a Freeport - Ty N3ophobe for pointing out that having a free market w/out that "can be a bit awkward" :)
       -Removed an extra population setting on Junkyard - Ty N3ophobe for pointing that out
       -Added a TY on the previous patch notes to Stormy Fairweather for their bounty spellcheck idea - credit where credit is due
       -In 1.99 I added custom Tech/Manufacturer tags to ships but apparently forgot about midline - Fixed that my bad :)
       -Replaced the graphic for the Eaglefang - TY darkwarrior1000 for noticing that the same sprite was used by Dark Revenant in SWP
       -Upgraded the Eaglefang to Heavy Cruiser by adding two medium turrets, +20 OP, +60 venting and +80 armor - Already had a pirate cruiser
       -Added JYD as well as it's two industries (Scrapyard & Workshop) to the Better Colonies mod Age of Innovation feature whitelist
       -Increased the burn of the Puzzle to 8 - TY darkwarrior1000 for pointing out that 7 was a bit low for a cruiser
       -Replaced the front two small missile mounts on the Puzzle with medium and increased the OP by 10 - In further testing I found it to be underperforming
       -Increased the DP and supply use of the Puzzle from 15 to 22 and the FP from 10 to 20  - I had not changed them when I upgraded from a light to a heavy cruiser - TY Pixicode for noticing
       -Increased the DP and supply use of the Gambler from 10 to 14 - Ty flute fetishist for noting it had the same stats as a Condor but is superior
       -Reduced the DP and supply use of the Sixfootfour to 40 and the Treetop for 55 - flute fetishist made a good point that they were a bit too much versus their vanilla counterparts
       -Added a new hullmod, Ablative Armor - Reduces explosive damage taken at the cost of acceleration and maneuverability    
       -Added a new drone, the Manticore missile pod - Equipped with a jamming system and armed with Drill LRM missiles to escort the carrier that deploys it   
       -Added the auto fighter AI tag to the Midge - missed that when I introduced it last patch and noticed when I made the Manticore   
       -Added a new ship, the Hardy - A destroyer sized pod tender equipped with two Manticore missile pods - probably don't need another JYD ship but idk I like it :)
       -Added all new assets to their respective images on the forum OP

    v2.0 - Save Game compatible with 1.99 - Note if you have the Combat Adjustment hull mod installed you may find yourself with some extra OP (see below)
       -Added the PD UI tag to the drone PD gun - Ty Madbadger2 for catching that
       -Increased the range of the Particle Emitter back to 500 - Ty Madbadger2 for your commentary
       -Increased the range of the drone pd gun from 350 to 450 and the damage per shot to 50 - TY Madbadger2 for making the point they were underpowered when I switched them to frag damage
       -It was brought to my attention on discord that ship sprite for the Puzzle was being used in SWP so to avoid confusion I replace it with a new one of my design - TY Morphine_Blues for the ping
       -The new version of the Puzzle has been upgraded from light cruiser to cruiser with better stats - The sprite I made was thicker and it seemed a better fit
       -Replaced the pristine nanoforges on Junkyard and the Processing station to Corrupted nanoforges - It is a junkyard after all
       -Edited the shortened description of the fetch deck hull mod to reflect that is JYD only
       -Edited the Combat Adjustment hull mod by halving the OP needed to install - I see complaints regarding the pre-installed drones on JYD ships and this mod alleviates that
       -Added a new weapon, the Shock Cannon - JYD was lacking a small ballistic explosive weapon and added some EMP damage to stand apart - Think HE version of the Hypervelocity Driver
       -Added a new drone wing, the Midge - Mounts the new Shock Cannon and is good against unshielded targets
       -Added the new weapon and drone to the list of mining assets and assigned them mining strength
       -Added the new images of the Puzzle, Shock Cannon and Midge to their respective forum OP images
       -Moved the bounty portraits into the main portrait folder in order to save load time and potential issues - TY darkwarrior1000 for the suggestion
       -Reduced the player fleet point requirement for all JYD bounties to appear down to 1 - One less requirement to acquire them
       -Replaced the basic CSV for Vayra Bounties with the extended version  - may eventually make them tiered bounties once (if?) I figure out the portrait issue
       -Fixed some spelling corruption in the descriptions of the bounties - some weird characters where replacing contractions
       -Matched capital vs lower case naming on the bounty portraits for Linux compatibility
       -Note: After hours of research and trial/error I am still stumped as to why bounty portraits no longer show after a save load - Maybe I'll convert to magic bounty in the next update

    v 1.99 - Save Game compatible with 1.98
       -Changed the firing sound of the Ion Burst Cannon to have more OOMPH - TY Yohll on Discord for the suggestion
       -Added custom Tech/Manufacturer tags to all JYD weapons and Ships - TY Hexxod for suggesting the QOL idea, sorry I forgot to do it in the last update
       -Added all JYD Pirate HVB ships to the blacklist for prism freeport so they will no longer show up there for sale
       -Removed all HVB ships from the pirate faction lineup - You will no longer see them in use by random pirate fleets
       -Changed the blueprint used for all JYD Pirate HVB ships from Pirate.bp to Rare.bp - TY Stormy Fairweather for making the point that HVB's should be rare
       -Increased the hit points and armor rating of all JYD HVB ships by 20% - Makes them more of a challenge as well as a more desirable capture
       -Fixed an oopsie with the Curious being on the lowtech.bp by changing it to the jyd.bp where it belongs - Just noticed it while I was playing with the pirates :)
       -Went though the descriptions of JYD weapons and ships and fixed 4 spelling error and 3 grammar errors - Some of those have been around since release
       -Added a new hull mod, Cargo Filler - Essentially the opposite of Cargo Carver (reduces cargo for more hull) - as requested by a PM on discord
       -Changed the description on the hull mod Fetch Deck to reflect that it is only installable on JYD hulls - Been meaning to fix that
       -Changed the animation on the Asteroid Buster Cannon from glow to barrel recoil - It is a cannon after all
       -The Shard Anti-Fighter Swarmer now properly animates it's missile graphic
       -Updated the Massive with weapon turret and side engine sprites, fixed the hanger launching and centered the weapon mounts - Ty to Tassyr for noticing it on discord
       -Updated the Happy with turret and rear hanger graphics and widened the front turrets to 75 degrees - Another original that needed a touch up
       -Added a new weapon, the Twin Rail Cannon - JYD was lacking a ballistic large mount kinetic weapon so here you are! :)
       -Added the new hull mod, ship images and weapon graphics to their respective forum front page images

    v1.98 - Save Game compatible with 1.97
       -Reformatted and slightly edited the forum page for an easier read based on a good suggestion by Liral, TY!
       -Changed the AI code for the Irksome combat freighter to be more aggressive - It was always intended to be a combat freighter but I had it set as a normal freighter - TY 5ColouredWalker for pointing it out
       -Changed the built-in wing on the Exuberant, Cute, Happy, Irksome and Relaxed from the Borer to Termite drone -They are all JYD ships after all
       -Changed the built-in wing on the Courageous, Intense, Knowledgeable, Obedient and Sharp from Mining to Mosquito drones - See above^
       -Changed the built-in wings on the Fetching, Reliable, Peppy, Trusty and Viscous from the Gnat to the Malinois - Being heavier ships I felt they deserved the upgraded version of the energy based PD drone
       -Changed the Standard Variant for the Irksome to mount a Medium Asteroid Blaster instead of a Drill LRM and the hull mod from Resistant coils to PD pep - A mix more in line with it's updated code
       -Changed the code for the Troublesome troop transport by removing it's civilian status - As 5ColouredWalker pointed out, it is possible to kit it as a weak destroyer and will now engage in battle
       -Reduced the EMP damage of the Phase Emitter from 5500 to 3000 and increased the damage from 300 to 350 - It is still one of the best suppression beams for it's size but not as OP
       -Reduced the EMP damage for the Ion Burst Cannon from 10k to 6k and increased the damage from 600 to 650 - Same as above
       -Reduced the range of the Particle Emitter and Particle Streamer from 500 to 400 - Was a little too OP when combined with the PD Pep Hullmod - TY again 5ColouredWalker for pointing that combination out
       -Changed the AI code for the drone gun used in the Termite and Mosquito wings by changing it from Kinetic to Fragmentation and flagging it as a PD weapon - TY 5ColouredWalker for your comments
       -Added the re-designed drone gun for ship use to the JYD lineup of weapons - Figured since I already had it made, may as well offer it as a low budget mining PD weapon
       -Reduced the rebuild time for the Termite and Mosquito drones by 1 second each - They seem to be getting targeted more often due to the above change in code   
       -Fixed some grammar errors on the description for the Armored MRM - 5ColouredWalker to the recue yet again!
       -Removed the missile auto forge text from the Loyal's description - Accidently left it in when I removed it from the ship last patch - TY power12359 for catching that
       -Changed the ship system on the Sharp from Maneuvering Jets to Microburn - As darkwarrior1000 pointed out, it was bumping into everything being so maneuverable
       -Widened the boundary lines for the Sharp to prevent it from taking unnecessary damage - *Should* prevent the hull damage issue darkwarrior1000 noted
       -Adjusted the Standard loadout for the Knowledgeable to include Expanded Cargo Holds
       -Added two built-in Anti-Fighter missiles to the Gambler pirate ship - I captured one in a playthrough and found it underwhelming for it's deployment
       -Added a new weapon, the Light Asteroid Buster Cannon - a direct analog for the light mortar but Kinetic - I was outfitting a ship in game and it occurred to me there was no 2 OP Kinetic I could find
       -Added mining stats to the Light Asteroid Buster Cannon and the Drone PD to keep them in line with JYD lore
       -Added mining stats to the Malinois Wing - Noticed I hadn't added it to the list as I was adding the above weapons
       -Replaced the drone gun with the new Light Asteroid Blaster on the Adaw, Botfly, Mite and Heavy Drone
       -Added a new Hullmod, Cargo Pods, that increases cargo capacity based on hull size at the cost of speed, maneuverability and fuel cost - TY to [email protected] on Spiral Arms II for the PNG used
          - I was inspired while re-watching (for the xth time) the Expanse and how their cargo ships are designed - Google Barbapiccol for example - Stay safe rockhoppers

    v1.97 -
       -Changed the Viscous front module to MRM missiles - Made more sense to range reasons
       -Changed the loadout of the Viscous Variant to Kinetic Drills in the large turrets and SRM missiles in the front two small - Balances out the Kinetic and Explosive armaments
       -Fixed an error with the Confident in the Starship Legends config file  - TY to Fumeiryo for findting it and Tim, IRS Mommy notifying me on discord

    v1.96 - Save Compatible with 1.95
       -Fixed an error with the Courageous variant not being flagged as the default autofit - TY Cookein for noting it on discord
       -Removed the Missile auto forge from the Loyal - was a leftover from when I had the weapons set to built-in plus it already has 3 other built in mods - TY Usgiyi for pointing it out
       -Updated the graphic for the Loyal by sharpening the outlines and embedding proper weapon mounts - just a slight touch up I noted when I was removing the auto forge
       -Fixed a mistake with the Reflective Armor hull mod - Essentially I thought the MutableShipStat involved did the opposite of what it actually does - Ty to Bigwheel for the bug report.
       -Fixed an error in the Heavy Asteroid Blaster - Due to an error on my end it was not draining flux as was intended - TY AKAJIA for pointing it out and Usgiyi for posting a fix while I got some sleep
       -Re worked the Drill LRM by reducing the range from 9k to 3k, damage from 550 to 450, flight time from 80 to 50 and increased speed from 175 to 200 and the HP from 60 to 80 - TY AKAJIA for your comments
       -Removed the nanoforge from the light industry on Scrapyard - Ty Usgiyi for brining my attention that light industry does not benefit from having a forge
       -Made an edit to the description to the Particle Emitter replacing the suppression claim to disable - The EMP damage will disable targets not suppress and push them back like the Graviton
       -Added a new medium energy PD weapon, the Particle Streamer - Essentially a medium version of the Particle Emitter - Just filling in a gap in the JYD energy weapon lineup
       -Added the Particle Streamer to the weapons image on the forum OP
       -Added the new image for the Loyal on the forum OP ship image and the heavy cruisers image

    v1.95 - Save Compatible with 1.9 however the El Dorado change will only take effect on a new game sector generation
       -Removed several old unused art assets from the mod - Makes it load a tad a faster and it was unneeded bloat
       -Re-worked the SRM, MRM and LRM to both be more visible and to load their missiles rather than be static -TY Usgiyi for the idea and most of the code to boot!
       -Replaced the Heavy Industry on El Dorado with Orbital works and removed the pristine nanoforge -Reduces the production of heavy weapons while increasing the amount of pirate ships
       -Added a new small kinetic energy weapon, the Blaze Energy Blaster - I felt there was lack of low OP kinetic energy weapons for small mounts, it's essentially the light mortar of kinetic energy
       -Added a new medium kinetic energy weapon, the Blaze Energy Array - A low OP medium kinetic weapon, mainly for frigates with limited overall OP - same reason as above
       -Added a new frigate sized combat tanker, the Curious - Filling a need for exploratory wolfpack captains to have a tanker they can deploy in combat
       -Added a new support drone, the Malinois is an advanced version of the Gnat with hardened shields and more PD mounts - The Gnat has it's place as a low OP fill in but JYD needed a true support drone
       -Combined the chargeup and chargedown for the Planet Buster Torpedo for an overall chargedown of 15 seconds - A QOL suggestion as posted by Usgiyi, ty for the idea
       -Did the same for the Phase Emitter for an overall chargedown of 9
       -Ditto for the Armored MRM for an overall chargedown of 3.2
       -Added a code line to the Planet Buster Torpedo that disables interrupt burst - received a couple complaints about it's performance when left to the AI to fire it. I've seen the AI use it more often now
       -Changed the AI code for the Gnat drone so it will fly around it's carrier rather than run off chasing targets - When I was designing the Malinois, I noticed I had the Gnat set as an interceptor instead of support
       -Re-worked the Long Range Kinetic Drill, Heavy Asteroid Blaster & Mining Recoilless Blaster to now show a recoiling barrel and added a turret image - They sit better on turret mounts and go pew pew!
       -Re-worked the Asteroid Blaster PD to now show a recoiling barrel and tuned down the smoke particles - My first four weapons finally updated, yea me!
       -Added a turret image for the Long Range Asteroid Blaster and a glow effect to both the hardpoint and turret - Sits better when on a turret mount and just me getting fancy
       -Reduced the smoke when the Mining Recoilless Blaster fires - it was a bit ridiculous and needed a trim
       -Increased the chargedown of the Mining Recoilless Blaster from 0.3 to 1 and changed the accuracy from very poor to poor - Balance change to keep it in line with similar weapons
       -Increased the supplies per month and post combat recovery of the following ships that serve as combat logistics:
          Troublesome 5 to 8 / Relaxed 2 to 3 / Intelligent 5 to 8 / Obedient 6 to 9 / Knowledgeable 10 to 12 / Confident 14 to 16 - TY Regularity and Usgiyi for making the case
       -Replaced the missile auto forge on the Fetching with surveying equipment and high resolution sensors - Auto forge made it OP TY Usgiyi for pointing it out. The replacements fit with it being an Apogee variant
       - Added the UI tag of ALWAYS_PANIC to the JYD freighters & tankers which makes them really free with missiles if equipped - Forces them to fire missile when fleeing, less ideal for core combat though
       -Fixed an error with the Relaxed UI tag that had it incorrectly flagged as a carrier instead of a civilian tanker - An initial mistake that I just caught, should stop the auto-deploy picking it as well
       -Fixed an error with JYD markets not listing the Gnat and Heavy drones for sale as frequently as they should - Just a fixed oversight on my part
       -Replaced the Borer drones on the Splendid to Termite drones - Replacing vanilla drones with JYD drones makes more lore sense
       -JYD will no longer go hostile for atrocities and no longer engages in hostilities - Based on comments on discord about their aggression and lore wise they are a neutral faction
       -Changed the color of the outline on the Splendid from red to bronze - More in line with the JYD color scheme and I had a couple complaints it looked too much like the Mudskipper it is based off of
       -Updated the Splendid ship sprite and added the Curious on the forum OP ship image and the frigates spoiler image
       -Updated the weapons image on the forum OP by adding the two new energy weapons
       -Updated the wings image on the forum op with the new drone
       -Updated the ship image on the forum OP by reformatting it to fit the screen - Idk what happened but it used to fit and I noticed it on a couple other mod pages as well
       -Cleaned up the forum OP by putting all those individual spoiler tags under one master spoiler tag - It was getting too busy
       -Added embedded download and reference links to the JYD flag image, DOWNLOAD, required mods and recommended mods on the Forum OP - TY so much Alex for showing me how to do it!
       -Added a Buy me a Coffee tip link to the forum OP - By no means do I expect anyone to use it :) but it was requested by travhill20

    v1.9 -Save Game compatible with v1.85 - Yet another graphic update based on discord "feedback" - Changed ships in your save may need to be re-outfitted
       -Added Nexerelin and lib dependencies to the mod files - TY Avanitia, drunk test pilot and Tim, IRS Mommy for the idea and solution
       -Re-made the sprite for the Empathetic freighter and changed it's loadout - Similar kitbash but the previous graphic was a bloated blur
       -Doubled the OP on the Empathetic from 55 to 110, widened the firing arcs of the side mounts and changed the imbedded borer drone to the termite drone - a needed overhaul for a cruiser sized ship
       -Touched up the sprite for the Protective by lightening it up a bit and replacing the weapon mounts with better graphics - just some light cosmetic work
       -Touched up the sprite for the Fetching by lightening the edges and changing the blue highlights to tan - brings it more in line with other JYD ships
       -Re-drew the boundaries of the Fetching - lowers load time and one of the lines was intersecting potentially causing a crash
       -Touched up the sprite of the Sharp by lightening the edges and replacing the green tint with bronze - color scheme more in line with JYD aesthetic
       -Added weapon mount sprites to the turrets on the Sharp - previous sprite just had the weapons placed on the hull
       -Touched up the sprite for the Rambunctious by widening it and better defining the outline - The middle was a little too skinny and lacked definition
       -Touched up the sprite for the Short by sharpening the detail and darkening the tan to a light brown - Same sprite, just an aesthetic change
       -Increased the OP on the Short from 29 to 30 and added an engineering hull mod to the variant - because odd numbers are odd
       -Touched up the sprite for the Peppy by making it less saturated and fixed the gun layout on the variant - It was a little too shiny for an asteroid miner logistics ship
       -Touched up the sprite for the Courageous giving it a darker tint and added missing weapon mounts - So many missing mounts, what was I thinking?
       -Re-drew the boundary lines for the Courageous and widened the firing arc of the two rear turrets - WAAAY too many boundaries again, what was I thinking? :)
       -Touched up the sprite for the Lively by changing the peach side hull to yellow and trimmed the background waste - Minor cosmetic change and will load slightly faster
       -Touched up the sprite for the Heavy Blaze Laser making it less janky and re-positioned the beam to emit from the front instead of the center
       -Re-positioned the beam on the Light and Medium Blaze Laser to emit from the front instead of the center
       -Re-positioned the glow effect for the Heavy Blaze Laser - Wasn't centered correctly
       -Added a turret image for the Shard Anti-Fighter Swarmer - It now sits correctly on turrets, my bad for not adding it in the first place
       -Replaced all changed images on the forum OP spoiler tagged pictures
       -Added a new master JYD ship image to the forum OP - Pirate ships are still under spoiler tags because F those guys :)

    v1.85 - Save compatible with version 1.8 but some updates require a new game to take effect
       -Updated the starting relationships with the vanilla factions to more neutral and inline with JYD lore - Ty N3ophobe for your thoughts.
       -Changed the size of the pirate planet, Eldorado, in Dogstar and lowered their core usage from beta cores to gamma cores - This should balance their economy vs other pirate planets.
       -Updated the UI tags for JYD hull mods by replacing the special tag with the correct UI tags - Correctly categorizes them and fixes some minor GUI lag when using multiple mods that add hull mods
       -Changed the output for JYD industries to no longer provide ore and rare ore and reduced the demands to balance - Ty Holy for pointing out that it did not make sense and invalidated the need for the mining industry.
       -Updated the CSV that interacts with Vayra's bounties with MagicLib's HVBs conversion, *should* fix conflicts with other bounties - Ty Armadir for not only pointing it out but also providing a fix.

    v1.8 - Requires a new game start for all changes to take effect. FYI: My 1.75a save crashed on load after I changed the bounty code and had to start a new game, experiences may vary.
       -Removed all bounties related to Magic bounty, Vayra's Sector HVB are unaffected - Addressing complaints that the code I was using was interfering with other bounties
       -Fixed an issue with the Vicious' front armor only showing up in simulation but not in actual battle - TY to Abim and Dreamsteal sorry it took me so long to figure that one out
       -Adjusted the size and clarity of all three Blaze Lasers - A little less blurry and due to a pixel error they were not properly centered
       -Added turret sprites to the Medium and Large Blaze Lasers  - An oversight on my part, they will now show better when mounted on a turret
       -Adjusted the brightness and contrast of the Phase Emitter - shows up cleaner in game now
       -Touched up the JYD faction flag and added the image to the forum OP
       -Re-made the JYD faction crest to match the faction flag - One of the first images I made for the mod finally updated
       -Increased the max flux on the Smart from 13k to 17k and flux regen from 900 to 1k - Being a capital sized ship it was easily overwhelmed at it's previous flux settings
       -Added two small turrets and redesigned the body of the Troublesome - It needed more PD coverage and I wasn't happy with the side by side look so two birds one stone
       -Updated the forum main page Cruiser Picture to reflect the new version of the Troublesome
       -Adjusted the JYD faction relationships to have a more neutral stance - Ty to Flying Pepperoni on discord for pointing out their Tri-Tac love being a bit off brand
       -Widened the rear small turret firing arcs of the Eaglefang - The coverage was was too limited, should help
       -Increased the OP of the Jealous by 15 and added a targeting core to the variant - makes it more of a contender
       -Desaturated the sprite work for the pirate ship, Downtown - was a saturated mess, still not great but much cleaner than it was
       -Remade the pirate ship, Sixfootfour - OH my what a mess that one was - Same size and style, just less early JYD bleck :)
       -Touched up the sprite work on the pirate ship, The Continental, changed the medium turrets to large and OP from 350 to 360 - Less messy for now, I'll probably replace it when I have time
       -Cleaned up the pirate ship, Slim - Less glaring and cleaner weapon mounts - Added a targeting core to the variant and increased the OP by 15 - Better but not my best
       -Sharpened the sprite work on the pirate ship, Gambler - Darkened the runway and replace the turrets with less blurry ones
       -Cleaned up the graphics on the pirate ship, The Treetop - Changed the weapon loadout and widened the firing arcs to make it more of a contender
       -Re-worked the boundaries of the above pirate ships, essentially they will render and load a little bit faster - Just fixing up some of my first ships
       -Added built in operation center hullmods to all the JYD pirate ships - Lore wise they are all flagships for the JYD high value bounties
       -Replaced all the pirate ships sprites on the Forum OP picture with the new versions this patch - Kind of ashamed the old picture had over 14k views
       -Added brief descriptions to all the JYD pirate ships - TBH the previous "Redacted" description was just plain laziness on my part ;)
       -Added a JYD emoji to the SS discord, you can now show your love JYD style - Ty to Timid for suggesting it and Avanitia for adding it!

    v1.75a
       -Fixed an error in the Hullmod UI tag from special to Special - Fixed a potential issue with Linux users - Learned about it in discord from Phantasia and my biggest hull mod fan Kintsu.
       -Tuned the Phase Emitter with the following changes: Increased charge down from 1 to 3, increased the energy per second from 80 to 120, and reduced the EMP damage from 7000 to 5500 - TY Screech9791 for your insights

    v1.75
       -Changed the two rear turrets on the Endurance from ballistic to Hybrid (ballistic/energy) - Mistake on my part since every other JYD midline is Hybrid or Synergy
       -Reduced the max speed of the Commanding to 40 and increased the acceleration to 40 - After reviewing the concern by TheSpruceMoose, I agreed that it was too fast but felt that by increasing the acceleration it would make it more tactical
       -Reduced the max speed of the FLuffy to 50 and increased the acceleration to 30 -same as above, ty again to TheSpruceMoose for their insight
       -Increased the deployment of the Peppy to 20, fleet points to 18, supply use to 16, removed the shielded cargo hold mod and added the increased maintenance mod- TY Hexxod for your well thought out points
       -Removed the drone gun from JYD markets - Mistake on my part, it was never meant to be purchasable - TY Screech9791 for the call out
       -Added a trade liner designation "Entrepreneurial Fleet" to NPC JYD fleet lists
       -Added a food relief designation "Relief Convoy" to NPC JYD fleet lists
       -Adjusted the Planet Buster torpedo by increasing the OP to 5, the chargeup to 3 and the chargedown to 12 - Took some advice from Screech9791 and balordezul TY both for your detailed analysis
          Turns it into a tactical weapon that requires some planning as it now takes 3 seconds from pressing the fire button before it launches and 12 seconds until the next torp can start it's launching sequence
       -Adjusted the Flea bomber: Separated the missile and torpedo firing to be independent of each other rather than linked and changed the shield from Omni to Front (as was intended)
       -Added a new Large energy weapon -the Ion Burst Emitter as a large scale variation of the Ion Beam by taking the core technology and converting it to a dual barrel burst-fire configuration
       -Added a new Medium energy weapon - The Phase Emitter, an emp weapon used for suppression that has mining stats
       -Added a new Small energy weapon - An advanced hybrid PD/Suppression weapon that ignores flares, can disrupt fighter navigation making them spin out of control and can be used as a suppression beam when not engaging enemy fighters or missiles
       -Added a new hull mod - Reflective armor - Faced with the threat of Ordo fleets, JYD developed this coating to ship armor that reduces damage taken from beam weapons, interferes with shield flux generation and slows shield unfolding
       -Added a new Midline Cruiser - The Reliable - An EMP hardened cruiser equipped with hybrid turrets designed to be a suppression ship
       -Added a new Midline Destroyer - The Rugged - Designed as a command ship for JYD admirals that prefer fast wolfpack fleet compositions
       
    v1.7
       -Increased the deployment of the Protective and the Intelligent MKq - just fixing two mistakes on my part, trying to keep it balanced
       -Added the tag that if JYD are used in random mode they will get a bonus Orbital Works and Fuel production to give them a decent start in that mode
       -Increased the amount of planets given to JYD when starting in random mode - Puts them on parity with other factions
       -Added several ships to the list of ships to form JYD mining fleets
       -Increased the deployment and supply use of the Massive from 40 to 45 - With the Viscous at 50 it seemed more in line with them being on parity for dps if not durability
       -Removed two small front turrets on the Commanding, increased the deployment from 27 to 29 and reduced the OP by 10 - balordezul had a point that it needed a little adjustment for it's class
       -Fixed a mistake with the Irksome being at 9 fleet points lowering it down to 5 which is more in line for a frigate
       -Reduced the turn rate and turn acceleration on the JYD destroyers and frigates - They are still nimble but they were a little too OP as pointed out by balordezul
       -Balanced the Large Planet Buster Torpedo - Took some suggestions from balordezul and reduced the burst and increased the refire delay. I also reduced the range and increased the speed and armor a little
       -Balanced the Long Range Kinetic Blaster - Took some suggestions from balordezul and turned it from a small damage rapid fire weapon to a slow heavy hitter. I also increased the speed of the projective as well as the impact.
       -Reduced the range of the Medium Blaze Laser - Was a little too far reaching for a medium weapon
       -Reduced the range and turn speed of the Large Blaze Laser - Was a little too OP but still a competitor
       -Changed some stats on the Medium Asteroid Buster - I wanted to get it to an OP of 11 which I believe is a spot that very few mediums occupy
       -Redesigned the Viscous - Simplified the boundaries, removed the two front hardpoints, changed the middle medium turrets to large, and added a front module with two medium hardpoints - My first try at a module ship, I'd appreciate feedback
       -Reduced the armor and hull on the Adaw drone and slightly increased it's speed to it can properly drop it's bombs on the correct target better but stay on par with other 20 OP drones
       -Fixed an error on the Adaw Drone - Reduced the crew count from 3 to zero, it is a drone after all, my bad
       -Changed the chargeup on the Drone gun from 0.3 to 0.2 and reduced the range from 350 to 300 - This will allow the JYD drones to do a little more dps but force them to engage closer to enemy PD weapons
       -Simplified the boundaries of the Botfly Drone and increased it's wing count to 2 - Made the drone before I knew that complicated boundaries area a bit of a no no
       -Reduced the cost, built time, and monthly maintenance of the JYD workshop - Makes it more of an early colony jump start building - Ty Algoul for the suggestion
       -Added an upgraded industry slot version of the JYD workshop that increases the output, requires more Heavy Machinery, Supplies and Ship Hulls, and has higher maintenance - TY balordezul for the idea
       -Added a new original ship, the Endurance - A destroyer equipped with an auto-forge and one large missile mount - Got the idea from a post by SethMK on the SS suggestions forum

    v1.65a
       -A quick hotfix for a bonehead mistake on my part regarding the Faraday Cage hull mod. Ty to Fuzzlewhumper and Ovid for their tech support while I slept :)

    v1.65 - I want to start with a hearty TY to balordezul for all his help beta testing and balance suggestions!
       -Changed the wording on Faraday from Flux to EMP resistance and reduced the resistance from 75% to 50% also fixed a typo from -5 hull to -5% hull- ty to Demto on discord for the suggestion
       -Increased the range of PD pep back to 50% but added a 5% CR loss dmod to compensate - Stemmed from a request from LinWasTaken and others to revert from 30 to 50 and my need to balance it - let me know if the dmod is balanced
       -Added a new Hull mod, Improvised Sensor Cloak - Reduces sensor profile by 60% at the cost of also reducing sight range and sensor strength by 60% -TY LinWasTaken for the suggestion (I went with 60%, 80% seemed too op)
       -Updated the mining strength for ships and weapons from the depreciated .csv method to the magic lib .json method for smoother mod integration
       -Gave all the JYD drones the ability to find hidden weapons and ships while mining - By default only having the borer drone installed on a ship would flag that event - NOTE this does not effect the Mite, Tick or Flea as they are all manned ships
       -Added integration with SCY's Amity's Freeport discount trader - If you have SCY installed you can now find JYD ships available there
       -Added integration with Persean Chronicles mod - JYD planets may now be used as quest starting/mid/ending locations
       -Changed the ship system of the Massive to Recall device - A ship system more in line with the Massive being a back line fortress ship
       -Changed the ship system of the Courageous to Targeting Feed - A ship system more in line with the Courageous being a strike carrier
       -Changed the ship system of the Lean to Reserve Deployment - Initially envisioned as a back line missile carrier. However with the Lean now only having 3 weapon mounts, the missile ship system does not make sense
       -Reduced the Shield Arc of all JYD ships above 100 by 10% - Balancing reasons to compensate for high hull and armor
       -Reduced the Shield Efficiency of all JYD ships by 10% - For example: 1 means every 1 point of damage gets turned into 1 point of flux. Higher numbers mean less efficiency. 1.1 means every 1 point of damage gets turned into 1.1 points of flux
       -Reduced the turn rate and turn speed of numerous JYD ships - I set most of these up when I started before knowing exactly what I was doing. They are now more in line for their respective size and mass
       -Reduced the armor on the Fluffy to 1150 - was a bit tanky for a carrier
       -Reduced the armor on the Intense to 1600 and increased it's deployment to 30 - The previous armor rivaled a battleship and deployment a regular cruiser - oops
       -Locked in an Asteroid PD on the rear mount on the Intelligent Q and reduced it's OP by 5 - By being able to place a damaging weapon in that slot it became a bit too OP
       -Rebalanced the load out on the Intense. Changed the front two medium turrets to small and changed some weapon arcs. - Those mounts should have always been small I just corrected a mistake from 3 months ago
       -Changed the front two small turrets on the Courageous to Hybrid to match the back two small turrets - Gives more PD options
       -Locked the front mounts on the Energetic and changed the standard variant to use blaze lasers
       -Locked the four small hardpoints to 0 degree arcs, changed the front two turrets to Hybrid and reduced the armor by 300 on the Commanding - Mainly for balancing reasons
       -Changed the rear small mounts on the Cordelia from Energy to Hybrid - Allows more flexibility
       -Changed the ship image of the Trusty to a new low-tech Kitbash, swapped out the borer drones for gnats and increased the OP to 155 - Fan request that I replace the curved alien look plus the original was an untouched SA asset
       -Changed the two small side mounts on the Fetching to Built-in Shard anti-fighter missiles, cleaned up the ship graphic and reduced it's OP - With 4 open small mounts it was a bit op so rather than removing 2, I locked them in to support missiles
       -Replaced the blurry Peppy with a new Kitbash - Removed 2 flight bays, added 2 more mounts but made all 3 built-in and locked to PD only (It's a lover not a fighter) and decreased the OP to 130 - The last enlarged ship image is gone RIP
       -Updated the descriptions of the Fetching and the Peppy to reflect the above changes
       -Added a Light Cruiser, the Protective - A Lightly armored fast and maneuverable ship equipped with two Gnat drones, EMP protection and a Damper system. It can be outfitted as a mixed skirmisher, dedicated PD platform or light missile cruiser.         
       -Added two new ballistic kinetic weapons that have mining stats - The Asteroid Blast Cannon (small) and the Medium Asteroid Blast Cannon (med) - Rounds out the arsenal for players who want to only play as JYD
       -Added a new Large Mount Explosive Ballistic Weapon that has mining stats- The Long Range Asteroid Blaster
       -Added a new Large Mount Torpedo that has mining stats - A triple mount Planet Buster Torpedo launcher
       -Added a new Drone Bomber wing - The Adaw is equipped with a forward facing drone gun and rear mounted cluster bombs (unguided missiles that do explosive damage)
       -Fixed an issue with the Heavy Asteroid Breaker - Balanced it so it now fires all three barrels at once as intended
       -Increased the Impact of the Shard anti-fighter missiles to 35 - As I was reviewing weapons, I realized I had it super low for a weapon that is made to attack fighters
       -Adjusted the Small Blaze to be a little more flux efficient and reduced the turn rate of the Medium Blaze
       -Reduced the burst of the Asteroid Breaker from 5 to 3 - The dps was a bit high for an accurate long range PD, hopefully it is finally balanced :)
       -Changed the beam color of the Blaze Laser to an amber core with a red raggedy glow - More of a aesthetic change to reflect they are scrapped re-built weapons so their beams aren't pure   
       -Increased the ammo count on the Heavy Drill MIRV Launcher from 20 to 40 - With it firing 4 at a time it emptied too fast in a fight, you now have 10 salvos enjoy!
       -Removed the Splendid wreck in Dogstar and added a Lively and an Irksome wreck - Gather up all the salvaged wrecks in the system and you got yourself a small/medium scrapper exploration fleet - New game only
       -Updated all the Forum OP images with their respective changes and added assets (Cruisers, Heavy Cruisers, Capitals, Weapons, Wings, Hull mods) - Also took the time to replace all the blown up blurry wing and weapon images with in game sized versions
       
    V1.6 - The discord and reddit graphic update and balance pass - Ty to all the JYD fans for the helpful callouts
       -Fixed a typo on the Fetch Deck Hullmod. The range increase was meant to be 250 not 2500 - Lowered the OP cost from 3/6/9/12 to 2/4/6/8
       -Removed the armor and fighter support built in hull mod on the Eager (s/b a commission only mod my bad) and replaced one open fighter bay with a built-in gnat support drone - it is only a frigate after all
       -Reduced the range of PD pep to 30% - More balanced for it's OP cost
       -Lowered the energy per second of the medium blaze laser from 300 to 250 and the light blaze from 150 to 125 - was a little too draining for their size
       -Increased the wing count of the gnat to 3 - Borer drone wing is 6 count with each carrying 1 mining laser and costs 0 op, this brings the gnat on par with 6 lasers (2 per drone)
       -Reduced the Gnat drones on the Fetching from 6 to 4 due to the new increased wing count
       -Replaced the graphic of the Commanding with a new kitbash and re-balanced the loadout - Too many changes to list but less built-in mods more mounts - I tried my best to salvage the original but at least I kept it a yellow schoolbus
       -Replaced the graphic of the Muscular, added 2 mounts and increased the OP for a ship it's size - The previous graphic was just an enlarged blur. The new image is a kitbash using parts from the original graphic
       -Replaced the graphic of the Puzzle, removed the fighter bay and added a missile rack - Replaced one of my early bloated mishaps with a nice ship I found on spiral arms buried under spoiler tags from 2015 - how has this sweet ride not been used in 7 years?
       -Replaced the graphic of the Justbeware and changed the loadout - The original was a poorly done re-color so here's a nicer model
       -Replaced the graphic of the Jealous - The original was a poorly done re-color kitbash the replacement is similar but not so symmetrical
       -Replaced the graphic of the Adorable, added a weapon mount, increased it's OP from 45 to 50, increased deployment to 5, and swapped the borer drone for a Gnat drone - A bittersweet balance pass on the last of my initial blurry ships
       -Added a JYD only bar mission bounty to to eliminate one of the fleeing Dogstar pirates and added a new pirate ship as the target flagship - My first attempt using magic bounty let me know if you would like to see more
       -Added firing sounds to all the JYD ballistic weapons - About time I got around to that :)
       -Yet again updated the relevant images (Heavy Cruiser, Frigate, Pirate) on the OP to reflect the new ship sprites
       -Added support for Version Checker - Ugh what a malformed mishap journey that was lol

    Note: Had to delete earlier changelog entries due to the forum character limit - They can bee seen in the ZIP's embedded changelog if interested in the full story
       
    [close]

    10
    General Discussion / Why does Alex want me to be a pirate?
    « on: March 28, 2021, 03:44:41 PM »
    I've restarted a couple times but it seems like 70-80% of the bar missions are pirate given/related. Maybe it is just my luck but it seems a bit unbalanced toward the pirate faction, anyone else notice this?

    11
    Modding / Campaign story mods question
    « on: February 01, 2021, 12:15:38 PM »
    Hello all,

    I am a relatively new player, about a year now, and really enjoy the modded campaign play. I use Nexerelin and the Vayra's Sector megamods as well as a good amount of Miscellaneous Mods. I have tried most of the faction mods and really enjoy the time and effort the community has put into all of this.

    Now my question revolves around mods that add story elements to the campaign. I was only aware of this as a possibility after playthrough being commissioned (shout out to commissioned crews) by Tiandong Heavy Industries and coming across its faction story. The main page of the mod does list "One quest and several unique campaign layer mechanics and mysteries to discover" which is why I decided to play as them. It really added to the game and I went into a deep dive of the faction mods but I do not see any that specify list a similar story mechanic on their main page.

    Are there any other mods that you could recommend that add a story or questing element that is similar?

    Thank you for taking the time to read this

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