hey i was trying to do something crazy with hull mods.
in fact i was trying to do a few things.
dose anyone know how to:
make a hullmod place other hullmods on a ship when it is install.
-i saw a mod that added a hullmod, forget its name, that only installed when equipping a gun on ship, so i know this is possable. no idea were to find it though, so i cant use it as a base
tell when a given hullmod is 'built in' (with story points) on a ship.
Most of the functions you're looking for are in the
ShipVariantAPI (link is to the online API).
The addMod/addPermaMod and getSMods functions, in particular.
When making a hullmod you can access the ShipVariantAPI from the MutableShipStatsAPI found in the applyEffectsBeforeShipCreation function by using stats.getVariant()
If you want some specific functionality demonstrated, I could write up an example when I have free time later.
make a hullmod interface with a fleet to add crew to it (for calculating things like planet surveys, or salvaging), but not be real crew?
Making fake crew that only function for certain events would require something along the lines of setting up a dynamic stat and rewriting the corresponding plugins to take it into account.
It would probably be easier to just reduce the requirements/cost instead.
In regards to surveying it unfortunately doesn't take crew into account outside of the total multiplier, but if you don't mind reducing every cost it would work as-is.
I haven't looked into the salvaging functions very much, so I can't help with that part.