Updated to 1.0.4. Changelog:
1. Fixed NullPointerException in mission refit screens where mousing over forge hullmods caused crash.
2. Civilian grade check now allows Archean Order Civilian-grade hullmod.
3. Added a setting to disable civilian-grade requirement.
4. Corrected hullmod descriptions with regards to "available" carge space requirement,
while in code it was base cargo space stat derived from ShipHullSpecAPI.
(Changing code to check for modified cargo space is unfeasible due to the nature of refit screen,
which clones ship instances, therefore leading to hard-to-fix wonky behaviour.)
5. Added a setting to disable cargo space requirement.
(Adding a setting for disabling hullsize requirement requires extensive rewrite, not something I'm willing to do.)
6. Enabled Fuel Centrifuge installation on Prometheus-class hulls.
7. Moved campaign burn abilities incompatibility from tags to code and added a setting to disable it.
Move slowly restriction and sensor profile penalty settings are split and toggled off separately.
8. Added status lines in ability tooltip that tell whether conversion is working or halted due to insufficient inputs.
Important: I do NOT guarantee that your save will be compatible with this update or that there will be no crashes. It is working fine on my end, but no promises.
While this is one solution on the user's end. i think there is a more elegant solution on the mods side.
Most faction mods already tag their logictical v.s warships with the Freighter,Tanker and Civilian tags on their ship_hull.csv so insted of detecting if a ship has the civilian-spec hullmod as some mods don't add them due to lore reasons or just becuse they forgot or for balanceing.
Insted detect if a ship has the relevent civilian tags or lacks tags for warships. (That way anything produciable that the game reconises as a non-warship will be valid for forge modules) and i don't think this would break balance either. as you usualy don't have more then 3 copy's of each type of cargo/tanker/crew on your fleet (EXPECIALY with the cargo transport skill).
this would make it so you have more oportunity's to consider these hullmods while considering sacrificeing other hullmods you would usualy add. as the production balance is already pretty good, expecialy with nex mineing allowing you to be self suficient with enough mineing capacity.
The idea sounds good, but mods are not really that consistent in applying their tags. Settings for disabling requirements are implemented, should be enough.
I'm honestly asking for this mod's localization and drainage to our community(www.fossic.org).The text will be proofreaded and tested during the whole process(including this topic), and Original author name, pages URL and authorization will be quoted when posting out.You can withdraw this localization at anytime.
Are you still there?
Still waiting for your permission to drainage this mod to Fossic.org.
Sure, you are free to do whatever you please with this content. I take no responsibility for any issues.