1
Mods / [0.96a] Experimental Hull Modifications 0.8.6a
« on: March 18, 2022, 12:08:29 AM »FOREWARNING
The 'Experimental' in the title is not just for novelty. Please use "Save Copy" before using this mod; in other words, back your save up.
The goal of this mod is providing extreme customization; balance isn't on any priority list. Extreme cases will be adjusted but that's pretty much it.
The 'Experimental' in the title is not just for novelty. Please use "Save Copy" before using this mod; in other words, back your save up.
The goal of this mod is providing extreme customization; balance isn't on any priority list. Extreme cases will be adjusted but that's pretty much it.
Experimental Hull Modifications
Requires LunaLib & LazyLib
Just some hull modifications. By some, I mean 40+ or something. However, most are mutually exclusive, so the usable list is rather short actually. On a new game or a load, all hull modifications and slot shunts will be added to player's known list. Any port you visit will have a new submarket where you can grab slot shunts from.
Hull Modifications:
• Experimental Hull Modifications: Provides a base to all other hull modifications in this mod
• Over-Engineered: Provides 20% OP bonus and some slot-points to the ship when built-in
• Logistics Overhaul: Strips the ship of all combat capabilities in favour of logistics
• Auxiliary Generators: Provides some slot-points in exchange for ordnance points
• AI Switch: Turns automated ships into normal, or normal ships into automated ones
Hull Modification Categories:
• Systems: Most vanilla systems are turned into hull modifications
• Retrofits: Alters the weapon slots of a ship all together
• Cosmetics: Fully customizable hull modifications to change shield and engine colours. Customization is done through the mod settings menu
• Activators: Uses slot shunts to provide the ship with various enhancements by altering the slot they're installed on
Slot Shunt Categories: These are utilities that can be equipped on weapon slots. Each require its own activator to do what it's supposed to do
• Adapters: Turns a bigger slot into smaller versions (3 large, 1 medium types)
• Converters: Turns a smaller slot into a bigger one by using slot points (1 medium, 1 small types)
• Diverters: Turns a slot inactive and yield slot points to be used by above (1 small type)
• Capacitors: Enhances the total flux capacity of the ship (1 small type)
• Dissipators: Enhances the total flux dissipation of the ship (1 small type)
• Launch Tubes: Turns a large slot into a fighter hangar (1 large type)
FAQ
Where to find these Hull Modifications?
All of these hull modifications will be taught to the player on a new game or on a load. There's no hunting or buying them, at least for now! You might need to select the new "Experimental" category and/or the new subcategories if you've installed the mod on an existing game.
Categories (click to enlarge)

Categories (click to enlarge)
[close]
Where to find these Slot Shunts?
There is a new ability called "Experimental Engineering". You may need to put the ability on your ability hotbar first. While this ability is turned on, when you enter the refit tab, enough of these will be added automatically, and upon leaving the refit tab, unused ones will be removed. An alternative option adds a submarket for these instead, which will be visible on any port while the ability is turned on. Keep this ability active or toggle it on/off as needed.
The ability (click to enlarge)

The market (click to enlarge)

The ability (click to enlarge)
The market (click to enlarge)
[close]
[close]
(Step Down Adapter, Mass Energy Conversion hullmods in action)

(click to open a larger version)
Download here
PS: I'm 99% more active on Discord.
Change Log
0.8.6a
Refactored and overhauled most of the stuff under the hood; initial changes begun on the previous version, which are now all completed. Most of the 0.8.x versions didn't offer much in terms of gameplay, but with all these out of the way, parts of the mod that needs attention may get some. Hopefully.
- Fixed phase cloak checks of certain hullmods reporting incorrectly and blocking installation
- Fixed "Logistics Overhaul" not ignoring the hidden modular hull modifications in its checks
- Fixed an issue on base hullmod installation that added fixed built-in dmods back to the ship
- Fixed experimental hull modifications creating ghost categories in mission mode even though they were hidden
- Fixed undo button not getting disabled visually when it was supposed to
- Changed system retrofits so that they will be hidden if the system is not found, instead of crashing the game on install
- Changed engine cosmetic mods to apply the campaign engine changes immediately on install and/or when settings are saved
- Changed ship/module tracking completely, which comes with a few non-gameplay benefits:
- All of the ships in the fleet will be tracked when the refit tab is open
- "Play Drill Sounds - All" option will do so when a hullmod is installed on / removed from any ship
- Modules will not spawn unnecessary trackers or get confused by duplicates and instead use their own
- Officer and autofit menus will not cause the trackers to detect false-positive changes on the ship
- Combined some logging settings, suppressed most messages for default setting
- Fixed phase cloak checks of certain hullmods reporting incorrectly and blocking installation
- Fixed "Logistics Overhaul" not ignoring the hidden modular hull modifications in its checks
- Fixed an issue on base hullmod installation that added fixed built-in dmods back to the ship
- Fixed experimental hull modifications creating ghost categories in mission mode even though they were hidden
- Fixed undo button not getting disabled visually when it was supposed to
- Changed system retrofits so that they will be hidden if the system is not found, instead of crashing the game on install
- Changed engine cosmetic mods to apply the campaign engine changes immediately on install and/or when settings are saved
- Changed ship/module tracking completely, which comes with a few non-gameplay benefits:
- All of the ships in the fleet will be tracked when the refit tab is open
- "Play Drill Sounds - All" option will do so when a hullmod is installed on / removed from any ship
- Modules will not spawn unnecessary trackers or get confused by duplicates and instead use their own
- Officer and autofit menus will not cause the trackers to detect false-positive changes on the ship
- Combined some logging settings, suppressed most messages for default setting
[close]
0.8.5
- Fixed a fatal issue caused by a change in 0.8.4 that lead to slot not found crashes
- Changed "Logistics Overhaul" so that it cannot be installed on module-ships (for now)
- Changed "Logistics Overhaul" so that it cannot be installed on module-ships (for now)
[close]
0.8.4
- Fixed an issue with ship restoration that lagged the game if the ship had any activated slot shunts
- Fixed launch tube description
- Fixed launch tube description
[close]
0.8.3
- Fixed a rare crash happened on load related to a listener
- Fixed Over-Engineered failing to refresh the ship display for any existing inert converters that it activated
- Fixed an issue that caused "Hull Restoration" skill to be more effective when "Quality Captains" mod was active
- Added OP cost to Over-Engineered (the OP cost matters only if "Progressive S-Mods" mod is installed)
- Added total flux capacity and dissipation bonuses (if any) to Mutable Shunt Activator's tooltip
- Added a new hullmod "Launch Tube Activator"; Mutable Shunt Activator no longer activates launch tubes
- Added a new hullmod "Logistics Overhaul"; strips the ship bare and repurposes it for pure logistics use
- Added "Hide Adapters/Converters" options; if enabled, the slot shunts will be hidden upon activation
- Added "Cosmetics Only" option; only cosmetic hull modifications will be available in the mod picker
- Added a "Debug Settings" section; enable/disable logging for certain items, display extra information on base hullmod's tooltip
- Changed "Play Drill Sounds" option; is now a selection with 'Experimental' (default), 'All' and 'None' options
- Changed how mutually exclusive mods behave; installation is not blocked anymore as the newer mod will remove the older one
- Changed slot retrofits to prevent installation and removal if there are wings or inert slot shunts present on the ship to prevent an issue
- Changed the OP bonus of Over-Engineered (back) to 20% (from 15%)
- Removed all experimental hull modifications from Missions; mission refit panel mod picker will no longer show any of these
- Removed all experimental slot shunt blueprints from known lists as it is redundant due to the ability
If you are using "Quality Captains", make sure it's up-to-date as there was an issue. Author of "Quality Captains" mod Dal has already made a change with "1.5.3" to ensure compatibility between the mods. Thanks Dal!
- Fixed Over-Engineered failing to refresh the ship display for any existing inert converters that it activated
- Fixed an issue that caused "Hull Restoration" skill to be more effective when "Quality Captains" mod was active
- Added OP cost to Over-Engineered (the OP cost matters only if "Progressive S-Mods" mod is installed)
- Added total flux capacity and dissipation bonuses (if any) to Mutable Shunt Activator's tooltip
- Added a new hullmod "Launch Tube Activator"; Mutable Shunt Activator no longer activates launch tubes
- Added a new hullmod "Logistics Overhaul"; strips the ship bare and repurposes it for pure logistics use
- Added "Hide Adapters/Converters" options; if enabled, the slot shunts will be hidden upon activation
- Added "Cosmetics Only" option; only cosmetic hull modifications will be available in the mod picker
- Added a "Debug Settings" section; enable/disable logging for certain items, display extra information on base hullmod's tooltip
- Changed "Play Drill Sounds" option; is now a selection with 'Experimental' (default), 'All' and 'None' options
- Changed how mutually exclusive mods behave; installation is not blocked anymore as the newer mod will remove the older one
- Changed slot retrofits to prevent installation and removal if there are wings or inert slot shunts present on the ship to prevent an issue
- Changed the OP bonus of Over-Engineered (back) to 20% (from 15%)
- Removed all experimental hull modifications from Missions; mission refit panel mod picker will no longer show any of these
- Removed all experimental slot shunt blueprints from known lists as it is redundant due to the ability
If you are using "Quality Captains", make sure it's up-to-date as there was an issue. Author of "Quality Captains" mod Dal has already made a change with "1.5.3" to ensure compatibility between the mods. Thanks Dal!
[close]
0.8.2
- Added a new setting for slot shunt availability, both options* rely on the ability
- Added a new setting to control deployment point penalty for the hull modifications
- Unused slot points from hull modifications will no longer increase deployment point cost
- Missile Slot Retrofit suppresses built-in HBI if present
- Adjusted some icons and text colours, fixed a few tooltips
- Fixed a vanilla issue with the weapon groups
- Prevented a potential problem with a listener
* "Always" (new, default) option makes slot shunts available whenever refit tab is opened
* "Submarket" (old) option makes slot shunts available only when docked at a port
- Added a new setting to control deployment point penalty for the hull modifications
- Unused slot points from hull modifications will no longer increase deployment point cost
- Missile Slot Retrofit suppresses built-in HBI if present
- Adjusted some icons and text colours, fixed a few tooltips
- Fixed a vanilla issue with the weapon groups
- Prevented a potential problem with a listener
* "Always" (new, default) option makes slot shunts available whenever refit tab is opened
* "Submarket" (old) option makes slot shunts available only when docked at a port
[close]
0.8.1
A new hull modification which turns automated ships to normal, or normal ships to automated. Its tooltip is dynamic and will tell you about bonuses / penalties. Having the skill "Automated Ships" is required.
Other than that, there are a few "balance" changes, and fixes. First thing that's thrown out of the window with this mod is balance but I'll still try to achieve some semblance of "balance" whenever I can. Even though it's probably impossible!
- Added a new hullmod "AI Switch"; turns automated ships into normal, and normal into automated
- Added energy version of HBI; built-in HBI is replaced with HEI when Mass Energy Retrofit is installed
- Over-Engineered slot point bonus changed to 1/2/3/5* (from 1/2/4/6), OP bonus lowered to 15% (from 20%)
- Slot points gained through Over-Engineered and Auxillary Generators increase DP by 1 per slot point
- Mass Missile Retrofit OP cost reduced to 6/12/18/30 (from 8/16/24/40). It now raises missile weapon OP cost by 2/4/8
- Fixed weapon checks ignoring activated shunts on the adapted slots which allowed adapter activator removal
- Fixed some incorrect text in the settings
- Updated some tooltips
- Restored the unmodification
* The game will load fine, but you may be in a slot point deficit. No penalties for this state, just a heads-up!
Other than that, there are a few "balance" changes, and fixes. First thing that's thrown out of the window with this mod is balance but I'll still try to achieve some semblance of "balance" whenever I can. Even though it's probably impossible!
- Added a new hullmod "AI Switch"; turns automated ships into normal, and normal into automated
- Added energy version of HBI; built-in HBI is replaced with HEI when Mass Energy Retrofit is installed
- Over-Engineered slot point bonus changed to 1/2/3/5* (from 1/2/4/6), OP bonus lowered to 15% (from 20%)
- Slot points gained through Over-Engineered and Auxillary Generators increase DP by 1 per slot point
- Mass Missile Retrofit OP cost reduced to 6/12/18/30 (from 8/16/24/40). It now raises missile weapon OP cost by 2/4/8
- Fixed weapon checks ignoring activated shunts on the adapted slots which allowed adapter activator removal
- Fixed some incorrect text in the settings
- Updated some tooltips
- Restored the unmodification
* The game will load fine, but you may be in a slot point deficit. No penalties for this state, just a heads-up!
[close]
0.8.0
Big version bump due to accomplishing another milestone; implementing fully customizable engines, and as a bonus, implementing LunaLib and taking advantage of its options menu for mods.
Make sure to delete the old mod folder as a different folder will be used from now on. Also, EHM now requires LunaLib (and LazyLib) to function. Old IDs are still in use for savegame compatibility.
Changes/Fixes:
- LunaLib integration; removed old .json files and moved necessary stuff to the new options menu
- Renamed some shield cosmetic hullmods to "Low-Tech", "High-Tech", "Midline" and "Crimson" shields
- Converted remaining shield hullmods to fully customizable* "Red", "Green" and "Blue" shields
- Added 3 fully customizable* engine cosmetic hullmods; "Red", "Green" and "Blue" engines
- Added full shield and engine customization options through the new options menu
- Added "Auxilary Generators" hullmod; provides 1/1/2/2 slot points at the cost of 10/10/20/20 OP
- (D) is removed, or if 'showExperimentalFlavour' is enabled, replaced with (E) from hull class names
- Fixed shunt market ability toggle not properly persisting through reloads
- Fixed value reduction on ships that persisted till a reload
- Hid the removal tool from .csv for now
* Shield customization is rather simple, however engine customization offers a lot with flexibility. All three customizable engines are tweaked like "Low-Tech" engines by default, however you can customize them like [REDACTED] ones as well if you so desire. Experiment as you wish!
Customizable cosmetic hullmods have a yellow triangle in the upper right corner of their icons, and their names can be changed within game as well. Most settings are self-explanatory, but some might require some experimentation to have an idea what they do.
To start customizing your shields/engines, simply open LunaLib's settings menu by pressing "F2" on the campaign layer. After that all you need to do is install the hullmod on a ship. When you save the new values, (most) changes will be reflected in the game immediately.
Make sure to delete the old mod folder as a different folder will be used from now on. Also, EHM now requires LunaLib (and LazyLib) to function. Old IDs are still in use for savegame compatibility.
Changes/Fixes:
- LunaLib integration; removed old .json files and moved necessary stuff to the new options menu
- Renamed some shield cosmetic hullmods to "Low-Tech", "High-Tech", "Midline" and "Crimson" shields
- Converted remaining shield hullmods to fully customizable* "Red", "Green" and "Blue" shields
- Added 3 fully customizable* engine cosmetic hullmods; "Red", "Green" and "Blue" engines
- Added full shield and engine customization options through the new options menu
- Added "Auxilary Generators" hullmod; provides 1/1/2/2 slot points at the cost of 10/10/20/20 OP
- (D) is removed, or if 'showExperimentalFlavour' is enabled, replaced with (E) from hull class names
- Fixed shunt market ability toggle not properly persisting through reloads
- Fixed value reduction on ships that persisted till a reload
- Hid the removal tool from .csv for now
* Shield customization is rather simple, however engine customization offers a lot with flexibility. All three customizable engines are tweaked like "Low-Tech" engines by default, however you can customize them like [REDACTED] ones as well if you so desire. Experiment as you wish!
Customizable cosmetic hullmods have a yellow triangle in the upper right corner of their icons, and their names can be changed within game as well. Most settings are self-explanatory, but some might require some experimentation to have an idea what they do.
To start customizing your shields/engines, simply open LunaLib's settings menu by pressing "F2" on the campaign layer. After that all you need to do is install the hullmod on a ship. When you save the new values, (most) changes will be reflected in the game immediately.
[close]
0.7.3
- Added automatic clean-up for the slot shunts remaining in cargo holds after the shunt market interaction
- Added workarounds* to prevent possible crashes related to slot not found errors
- Fixed an issue with ship restoration that made refit tab unresponsive for a few seconds
- Fixed weapon checking; mass retrofits can now be installed on Invictus and Retribution (and alike)
- Added relevant tags to hullmods to prevent hidden ones from dropping as loot
- Updated out-dated slot shunt tooltips
- Improved Version Checker support
* These workarounds unfortunately cause a few "visual" issues:
- Ships that can be restored to their base versions will have their visuals restored immediately
- Restoration is still required and can be used to remove the d-mods, restoration cost remains the same
- Ships will be marked as (D)amaged even without any damage, but they will be identical to pristine ones
- The value loss due to being (D)amaged is negated, d-mods and actual damage still reduce value as normal
- Added workarounds* to prevent possible crashes related to slot not found errors
- Fixed an issue with ship restoration that made refit tab unresponsive for a few seconds
- Fixed weapon checking; mass retrofits can now be installed on Invictus and Retribution (and alike)
- Added relevant tags to hullmods to prevent hidden ones from dropping as loot
- Updated out-dated slot shunt tooltips
- Improved Version Checker support
* These workarounds unfortunately cause a few "visual" issues:
- Ships that can be restored to their base versions will have their visuals restored immediately
- Restoration is still required and can be used to remove the d-mods, restoration cost remains the same
- Ships will be marked as (D)amaged even without any damage, but they will be identical to pristine ones
- The value loss due to being (D)amaged is negated, d-mods and actual damage still reduce value as normal
[close]
0.7.2
Fixes:
- "Slot not found" crash related to d-hulls
- "Slot not found" crash related to mod ships using different slot numbering convention
Changes:
- Added an ability to control the visibility of the the shunt market
- Mutable Shunt Activator now costs 2/4/6/10 OP instead of being free
- Flux shunts (dissipator and capacitors) costs are removed (they weren't using any after activation)
- Flux shunts now grant 1.5 OP points worth of flux dissipation & capacity (+15 dissipation, +300 capacity)
- Flux shunts' multiplicative bonus to total is halved (reduced to 0.01)
- "Slot not found" crash related to d-hulls
- "Slot not found" crash related to mod ships using different slot numbering convention
Changes:
- Added an ability to control the visibility of the the shunt market
- Mutable Shunt Activator now costs 2/4/6/10 OP instead of being free
- Flux shunts (dissipator and capacitors) costs are removed (they weren't using any after activation)
- Flux shunts now grant 1.5 OP points worth of flux dissipation & capacity (+15 dissipation, +300 capacity)
- Flux shunts' multiplicative bonus to total is halved (reduced to 0.01)
[close]
0.7.1
Hotfix:
• Fixed crashing due to trying to register non-experimental hull modifications
Game related:
• Added a submarket for experimental weapon slot shunts
• Changed how player faction is determined (for Nexerelin)
• Fixed system slots interfering with ship weapon checks
• Over-Engineered now grants 1 slot points to frigates
• Fixed wrong tooltip for Over-Engineered's +OP% bonus
• Fixed crashing due to trying to register non-experimental hull modifications
Game related:
• Added a submarket for experimental weapon slot shunts
• Changed how player faction is determined (for Nexerelin)
• Fixed system slots interfering with ship weapon checks
• Over-Engineered now grants 1 slot points to frigates
• Fixed wrong tooltip for Over-Engineered's +OP% bonus
[close]
0.6.3
Hotfix:
• Fixed main hull modification not adding on load (oopsie)
• Halved mutable shunt bonuses for now
• Fixed a fatal issue
• Fixed activated shunts showing up in weapon groups
General:
• Added missing icons, sprites and whatnot to anything that required one
• Expanded the options in "ehm_settings.json" a little bit and added more entries to "ehm_localization.json"
• Moved back to the old tracking system; should eliminate tracking related crashes
• Some unique mod-ships should be tracked by the "new" tracking system
Slot Shunts:
• Expanded on the "Adapter" idea, added "Diverters", "Converters", "Capacitors", "Dissipators" and "Launch Tubes"
• "Diverters" are used to divert power from a weapon slot to another, yielding slot points
• "Converters" are used to make a weapon slot bigger, using available slot points
• "Capacitors" boosts the total flux capacity of the ship
• "Dissipators" boosts the total flux dissipation of the ship
• "Launch Tubes" adds new fighter hangars to the ship
Hull Modifications:
• Renamed "Torpedo Engines" to "Crimson Engines"
• Added a new hull modification category: "Activators", renamed and moved "Step Down Adapter"
• Added "Experimental Hull Unmodification" under all EHM categories; removes the base hull modification
• Added "Mass Missile Retrofit" modification; much more expensive than the others
• Added "Mass Small Universal Retrofit" modification; only affects small slots, cheaper than the others
• Added "Over-Engineered" under "Retrofits"; has no effect till it gets built-in, then it provides extra OP and slot points
• Added "Converter/Diverter Activator" modification; "Converters" use the slot points generated by "Diverters"
• Added "Mutable Shunt Activator" modification; Activates "Capacitors", "Dissipators" and "Launch Tubes"
• Fixed main hull modification not adding on load (oopsie)
• Halved mutable shunt bonuses for now
• Fixed a fatal issue
• Fixed activated shunts showing up in weapon groups
General:
• Added missing icons, sprites and whatnot to anything that required one
• Expanded the options in "ehm_settings.json" a little bit and added more entries to "ehm_localization.json"
• Moved back to the old tracking system; should eliminate tracking related crashes
• Some unique mod-ships should be tracked by the "new" tracking system
Slot Shunts:
• Expanded on the "Adapter" idea, added "Diverters", "Converters", "Capacitors", "Dissipators" and "Launch Tubes"
• "Diverters" are used to divert power from a weapon slot to another, yielding slot points
• "Converters" are used to make a weapon slot bigger, using available slot points
• "Capacitors" boosts the total flux capacity of the ship
• "Dissipators" boosts the total flux dissipation of the ship
• "Launch Tubes" adds new fighter hangars to the ship
Hull Modifications:
• Renamed "Torpedo Engines" to "Crimson Engines"
• Added a new hull modification category: "Activators", renamed and moved "Step Down Adapter"
• Added "Experimental Hull Unmodification" under all EHM categories; removes the base hull modification
• Added "Mass Missile Retrofit" modification; much more expensive than the others
• Added "Mass Small Universal Retrofit" modification; only affects small slots, cheaper than the others
• Added "Over-Engineered" under "Retrofits"; has no effect till it gets built-in, then it provides extra OP and slot points
• Added "Converter/Diverter Activator" modification; "Converters" use the slot points generated by "Diverters"
• Added "Mutable Shunt Activator" modification; Activates "Capacitors", "Dissipators" and "Launch Tubes"
[close]
0.2.0
• Phase Cloak subsystem will be hidden for now
• Added new JSON files ("ehm_localization.json" and "ehm_settings.json") under the customization folder
"ehm_localization.json"
• A few things about the hullMod tooltips can be altered to some degree
"ehm_settings.json"
• Cosmetic shield hullMods can now be renamed and their colours can be adjusted
• Flavour text that is applied on the ship manufacturer & descriptions can be enabled/disabled
• Added new JSON files ("ehm_localization.json" and "ehm_settings.json") under the customization folder
"ehm_localization.json"
• A few things about the hullMod tooltips can be altered to some degree
"ehm_settings.json"
• Cosmetic shield hullMods can now be renamed and their colours can be adjusted
• Flavour text that is applied on the ship manufacturer & descriptions can be enabled/disabled
[close]
0.1.7
• Fixed conflicts with Progressive S-Mods
• Added Version Checker support
• Altered the blueprint teacher to not teach hidden hullmods (which are visible through some mods)
• None of the experimental hullmods can be built-in
• Drone systems now regen a drone every 10s
• Missile Autoforge now has a cooldown of 45s instead of being a single-time use system
• Added Version Checker support
• Altered the blueprint teacher to not teach hidden hullmods (which are visible through some mods)
• None of the experimental hullmods can be built-in
• Drone systems now regen a drone every 10s
• Missile Autoforge now has a cooldown of 45s instead of being a single-time use system
[close]
[close]
Many thanks to Lukas04 for the LunaLib!