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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: Yunru's Mod Megathread  (Read 9990 times)

Yunru

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Yunru's Mod Megathread
« on: June 09, 2021, 09:37:27 AM »

Welcome, welcome everyone!
Ladies, Gents, and Gentlenyan!
To the most amazing collection of miscellaneosity you'll ever see!

-=-=-=-=-=-

We'll start right at the heart of the matter; YunruCore! (Download here!)
What does YunruCore do you ask? Well, other than being a required mod for any and all of the other mods listed here, it allows you to safely deactivate any of them without breaking your save file!

That's right! Where normally deactivating a mod would violently rip it from the game, tearing your saves asunder, with YunruCore you can deactivate any of the other mods and their contents will instead be quietly shuffled into the basement and forgotten about! Just remember to keep YunruCore enabled.

-=-=-=-=-=-

Which brings me on to the next of our line-up! Yunru's Hullmods! (Download here!)

Spoiler
Ever wanted to just blast through those enemies with your thick, juicy, beams? Ever thought "man, I wish my High Intensity Laser had the range of a Heavy Needler"? Look no further, Beam Shear is here! With Beam Shear, for the small price of half your beam's weapon range, you beams do 50% more damage!

Ever felt all that extra burn speed on your ships was a waste when you have to wait for slow-ass capital ships? Introducing Drive Efficiency Tweaks! At the cost of a level of burn speed, and some OP, you can now cruise around with twice the fuel efficiency!

Conversely, feeling like you want to go faster, but not too much faster? Drive Field Optimisation will customise your drive to your specific vessel, increasing the burn speed one level at no extra cost!

But what if you feel real speed needs real space? That you want the rush of flying fast, flying solo? Retuned Wings is here for you! Customised loadouts for your fighters increase their maximum speed by 50, and increase their engagement range by 50%! This does, however, come at the cost of also increasing refit times by 30%.

Maybe you're not into fighters? Maybe for you missiles are where the real deal is? Well WE PUT NITROS IN THEM! That's right, with our custom blend of missile fuel, your missiles can fly and accelerate 25% faster!

Or maybe you just like to shoot things. A lot. Fear not, we also have something for you! How would you like to be able to shoot... even more? Our trademark Fast Flux Conduits increase your ship's dissipation by 50%, at the cost of halving your flux capacity.
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-=-=-=-=-=-

Moving on, did you know the Persean League's been holding out on you? Here's our intercepted sales-pitch from one of their comm buoys:

Spoiler

A small mod that adds four more midline ships to the game, one of each size category.

First we have the frigate category, with the Hornet:
Spoiler
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The Hornet is little more than a mobile deployment platform for Limited Production Contracts. It has no innate defenses beyond it's shield and armour, but does possess an advanced targeting network to increase the damage of its fielded craft.

Second, we have the Dart Light Destroyer:
Spoiler
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While limited in offensive capabilities, the Dart is fast and well protected, making it perfect for escort and swarm roles. It possesses a medium ballistics turret mount and two small composite turret mounts, and is able to bring at least two of them to bear anywhere in its surrounding space.

Thirdly, the Armadillo Heavy Cruiser:
Spoiler
[close]
Like the Dart, it focuses more on survival than offense, making it best used alongside other ships. It has two small composite turrets to the stern, two medium ballistics turrets in its midsection, and two medium missile turrets to its aft.

Finally is the Harrier Missile Battlecruiser:
Spoiler
[close]
The result of intense study in the miniaturisation of limited nanoforges lead to the production of the Harrier. Armed with one large missile hardpoint, four medium missile hardpoints, and two small missile hardpoints as its primary means of offense, the Harrier would only see limited time on the battlefield if not for its ship system.
Like the Gryphon, the Harrier is able to quickly forge its own missile ammo. However, unlike the Gryphon, the Harrier is able to dedicated the space needed for the equipment to do so an unlimited number of times.
It also possesses two medium ballistic turret mounts, and several small ballistic turret mounts, primarily for anti-fighter defense as it otherwise risks getting attacked from behind, where it is most vulnerable.
[close]

-=-=-=-=-=-

How did we come by this info you ask? Allow me to answer your question with a distraction: Look at this we got off of the pirates!

Spoiler
This is just a small collection of ships designed to make the Pirate blueprint package more attractive, and give Pirates themselves some more options. They have more utility variants, variants of military ships, and even some ships of their own design, including a sheared off station part, and a true capital ship.

Here's a sample of what to expect:
Spoiler
First up, the Pirate Ox, which trades hull integrity and armour for an in-built efficiency hullmod:


Then we have the Chimera Frigate, cobbled together from parts of other ships. It's fast and adaptable, but lacks any form of rearward defence:


Thirdly, we have the Monitor Mk.II, gutting the ship of its silly weapon mounts and most of its internals for its very own hanger bay:


And finally we have the big boy, the Citadel-class Light Battleship. Slow and clunky, this behemoth focuses on putting as much lead at the enemy as possible, from as far as possible:
[close]

0.95a version
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-=-=-=-=-=-

And thus concludes the tour of events to come, I hope you enjoy!

All mods maintain save compatibility when updated unless otherwise stated. As long as YunruCore isn't disabled, all other mods can be safely disabled. Added ships will stop appearing in markets and fleets, although any you personally own will remain. Added hullmods will uninstall themselves, refunding story points if s-modded.

Yunru

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Re: Yunru's Mod Megathread
« Reply #1 on: June 11, 2021, 05:28:31 AM »

YunruCore now updated, in parallel with Pirate Collection.
For those with the Pirate Collection, added an unique Commissioned Crew bonus for those who don't like to (just) smuggle goods. Now those pirate engineers will use their history of working with junk to halve the negative impact of your D-Mods.

Jaghaimo

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Re: Yunru's Mod Megathread
« Reply #2 on: June 11, 2021, 07:51:45 AM »

While I can understand the need for shared sub-mod used by all mods (been there, done that) the way you split them looks very odd to me. For example, assets like graphics, which are used by a specific mod of yours should live in that mod - not in the core (pirates, midlines assets are in core, yet are not used by the core - only by specific mod of yours).
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Yunru

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Re: Yunru's Mod Megathread
« Reply #3 on: June 11, 2021, 07:55:02 AM »

While I can understand the need for shared sub-mod used by all mods (been there, done that) the way you split them looks very odd to me. For example, assets like graphics, which are used by a specific mod of yours should live in that mod - not in the core (pirates, midlines assets are in core, yet are not used by the core - only by specific mod of yours).
Alas, that's a necessary evil, I believe. You have to have something present image-wise to avoid crashing, at which point it didn't seem worth it to simply not have the same art.

Everything that exists in any of the associated mods exists in the core in as minimalistic fashion as possible, in order to not break saves.

tomatopaste

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Re: Yunru's Mod Megathread
« Reply #4 on: June 12, 2021, 07:08:45 AM »

chimera and harrier are names already used by active mods
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Yunru

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Re: Yunru's Mod Megathread
« Reply #5 on: June 12, 2021, 07:35:13 AM »

chimera and harrier are names already used by active mods
If we're being technical, one is already in use by a 0.91a mod, while Chimera as a name was first used by this mod.

But we're not going to be technical, because I don't care :P
(Harrier is still under revision for a name change though, because it's super generic.)

Nym

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Re: Yunru's Mod Megathread
« Reply #6 on: June 12, 2021, 07:25:12 PM »

I wasn't sure about the sales pitch first...
Then I got distracted by the pirates, and now I got the Hullmods.
 
I don't know how you did it, but you sold me on those good ol' hullmods set.

Looking forward to more from your local selection of goods.

...Ignore my shiny metal plating, it's just an ExoSuit or something.
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EmotionalSkyscrapers

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Re: Yunru's Mod Megathread
« Reply #7 on: July 10, 2021, 07:39:14 PM »

Thanks for the mods. I really enjoyed Fast Flux Conduits. It's a nice hullmod that isn't quite as restrictive as SO or shield shunt but still allows for some fun stuff.
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Yunru

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Re: Yunru's Mod Megathread
« Reply #8 on: July 12, 2021, 01:02:35 PM »

Apologies for the lack of formal announcement, or update to the OP (working on a full redesign for that if possible), but all listed mods have updated, now with new version numbering to put them all on the same page and balance passes to many ships. Every mod saw some love, with more hullmods for the hullmods mod, some better auto-resolve weight to the Pirate's secret weapon, a new ship for Midline, and the Ptero got bonked for being to missile horny.

Also, one of my other mods has entered the "done enough to release, hopefully" stage, Yunru Arsenal: https://drive.google.com/file/d/1V5703sTJdW-fGRBKAZ-XHXuB-iJECGj7/view?usp=sharing
Note that it's still in testing phase, so some weapons may be lacking OP, unique sprites or such.

shpooky

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Re: Yunru's Mod Megathread
« Reply #9 on: July 15, 2021, 09:37:09 PM »

HAM hullmod image is a delete!
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Yunru

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Re: Yunru's Mod Megathread
« Reply #10 on: July 16, 2021, 03:25:43 AM »

A few have a dummy image until I can source a decent replacement, yes. Alas, I'm not graphically gifted, so that could be a wait.

Spess Mahren

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Re: Yunru's Mod Megathread
« Reply #11 on: July 18, 2021, 05:35:54 AM »

Do the hull mods have to be scavenged off fleets/derelict stations and such? I'm not seeing any at markets despite searching quite a bit.
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Yunru

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Re: Yunru's Mod Megathread
« Reply #12 on: July 18, 2021, 10:07:10 AM »

They should be appearing similar to other hullmods you don't start knowing. Although the stronger ones vary in rarity, much like vanilla.

(Alternatively, it may be that I forgot to assign any factions to know them, and that causes them to not show up?)

Spess Mahren

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Re: Yunru's Mod Megathread
« Reply #13 on: July 18, 2021, 07:09:12 PM »

They should be appearing similar to other hullmods you don't start knowing. Although the stronger ones vary in rarity, much like vanilla.

(Alternatively, it may be that I forgot to assign any factions to know them, and that causes them to not show up?)

Pretty sure that is the issue, none of the hull mods are unlocked in the hull_mods.csv so they they aren't given by default to the player or any faction with base_bp in known hullmods. There is also no faction files to tell the game what faction knows what specific hull mod, they can only sell what they know.

Also after checking you are going to have to add faction files for your arsenal mod weapons that aren't attached to a vanilla blueprint package or faction tag and are simply a rare_bp if you want them to show in markets.
« Last Edit: July 18, 2021, 07:12:46 PM by Spess Mahren »
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dEVoRaTriX_LuX

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Re: Yunru's Mod Megathread
« Reply #14 on: July 18, 2021, 09:53:49 PM »

What does Ramburn Engines actually do? It doesn't raise the ships top speed, is this intentional or a bug?
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