Station Augments: Hullmods for your stations
CAN BE ADDED TO A SAVE (USE SA_generateAugments AND SA_genSpecialContent COMMANDS) - CANNOT BE REMOVED
Adds station "augments" which allow you to modify your orbital station. While not as expansive as hullmods, this collection will still make stations just a bit more engaging.
Augments can be find by salvaging and at markets, and are an uncommon find. They do
NOT dilute the loot pool, instead adding more loot in total. Augments can also be obtained by destroying a station with augments.
Augments are also applied to NPC markets (Currently, theyre manually placed via modsettings).
The entire augment system was designed with other mods in mind, meaning other mods can create their own augments and apply augments to their own markets
without a hard dependency.
Modding information
HOW TO INTERACT WITH STATION AUGMENTS AS A MODDER
How to... define a new augment
- Create a new stationAttachment class
- Create a new stationAugmentStore.allAugments entry (see stationAugmentStore for examples)
It's pretty simple!
How to... add an augment to a market
- Either...
- Call market.addStationAugment() directly...
- Or...
- If the market exists after procgen, add a key-value pair of marketId to augmentId (as defined in the allAugments entry) to modSettings under "niko_stationAugments" and "MarketsWithAugments"
Modsettings can survive invalid marketIds and augmentIds, but they will throw warnings.
Examples
- Bubble shield: A massive shield that surrounds the station and protects it from harm. Doesnt block ships, but blocks projectiles.
- SAFETY OVERRIDES: Need I explain this one? Faster firerate, better flux, CR drain.
- KL-Pattern Shield Shunt: Shield shunt, but it gives the modules a damper field instead.
- Axial overclocking: Makes the station spin REALLY FAST.
- Economy conversion: Expensive, nerfs the stations in-combat performance, but adds +1 industry slot to the market.
And more...
Download:
https://github.com/nikothedude/Station-Augments/releases/Repo:
https://github.com/nikothedude/Station-AugmentsBuy me a ko-fi: https://ko-fi.com/nikotheguydudeChangelog
2.1.0
SEMI-SAVE COMPATIBLE - It wont crash, but some features will be missing
New augments
Hardened shields
Effiency overhaul
Decreases upkeep
AWM made base_bp
Axial overclocking made base_bp
Tag logic fixed - standard augments now go to all factions (excluding player)
[REDACTED] now has higher weight for autoresolve
2.0.1
SAVE COMPATIBLE
Fixes version checker, finally
2.0.0
NOT SAVE COMPATIBLE!!
Augments refactored
Now handled through data/campaign/SA_station_augments.csv
Basic autoresolve support
Good augments BOOST your autoresolve score based on the augment's AP cost, but debuffing augments DECREASE your autoresolve score
AUTOFIT!!!
Markets without predefined augments will be given random augments based on their pick weighting
Military markets way more likely to get combat augments
Civilian markets sometimes get logistics augments
Additionally, factions are now dynamically given augment blueprints based on their known hullmod tags
MODDED FACTIONS HAVE AUGMENTS
A lunasetting, as well as a faction/market config, can disable this
Codex support
Stellar shielding now applies its corona resisting to nearby fleets as well
A few tweaks to the AP cost of various augments
Fixed logistics drones not working
1.2.3
Fixes a reflection crash
1.2.2
Update to Starsector 0.98
Now compiled on Java 17 and Kotlin 2.1
Fixed regenerative drones crashing arty stations (IndEvo)
1.2.1
Fixes a crash with jump engine
Please remove all instances of jump engine from your game before updating - might have to wait a few months too
1.2.0
SAVE COMPATIBLE
Finishes the mod_info.json description (lol I completely forgot about this)
The augment option is now greyed out if the market has no augments and cannot be modified
Makes it more clear when you should hit J - and now, if you hit J, youll always get useful info
Fixes a bug where you could refresh the augments available on a market
ECM Package now applies it's defense rating even if the station is disrupted
ECM Package and structural repair unit both cannot be added while the station is disrupted
Augments now always show design type
Added a small breadcrumb for the secret
Level 10, indie/tritach bars
New augments
Jump Engine
Very rare
Adds a jump point on a tight orbit around the station
Increases market accessibility by 20%
The jump point cannot be added if the system has no jump points
1.1.4
SAVE COMPATIBLE
Fixes a bug where highressensors had the wrong ID
Adds a unit test to prevent this from ever happening again
Shield shunt can now be used off windnows, but the damper f ield does not appear
[SECRET] AP reduced to 15
1.1.3
SAVE COMPATIBLE
Regenerative drones now uses reflection rather than obf symbols, so it works off windows
Trimmed more hanging zeros
Tries to fix the highressensors crash
1.1.2
SAVE COMPATIBLE
Fixes the AI tweaks crash
Adds a way to add arbitrary augment budget to a market (MARKET_BONUS_BUDGET_MEMID)
Clarified something in the shield shunt description
1.1.1
SAVE COMPATIBLE
Hotfix for hydroponics crash
1.1.0
SAVE COMPATIBLE - RUN SA_genSpecialContent AND SA_generateAugments
Augments are now sold at markets
A bit of backend refactoring had to be done for this, so if you have a dependency...
stationAugmentData knownToAllFactionsByDefault replaced by a set of strings
Added a few new augments
High Resolution Sensors
Massively increases station vision range in-combat, and provides a boost to nearby fleet sensor strength in campaign
Tactical Link
Escort package but reversed
Nearby ships receive maneuverability, speed, and weapon range
Stacks with escort package, to very funny effect
Logistics drones
Rare
Increases CR of fleets nearby the station, up to 15%
Also, 10% extra accessibility
Hydroponics basins
Rare
On ancrya by default
+2 food production, +1 organics
20 AP
Structural repair unit
Rare
21 AP
Halves the time it takes for the station to recover from being disrupted
Must be found via looting
Added a secret to the far reaches of the sector
And a secret augment...
getStationCampaignEntity can now defer to the primary entity itself
Some more QOL
1.0.3a
SAVE COMPATIBLE
Hotfix for crashes
1.0.3
SAVE COMPATIBLE
Fixed reflection breaking on non-vanilla orbital stations
1.0.2
SAVE COMPATIBLE
Fixed a crash when using fighter temporal cores on a non-star fortress
1.0.1
SAVE COMPATIBLE
Fixed a bug where campaign-level effects would apply without the hullmod being applied
Fixed fighter AI uplink crashing
Rare augments made slightly rarer
1.0.0
SAVE COMPATIBLE
Full release
Shield shunt and regenerative drones are no longer available off windows (would crash the game otherwise)
Finally fixed UI performance
0.1.1dev
Removes a hard dependency on WWLB
0.1.0dev
PROBABLY SAVE COMPATIBLE?
Added new augments
Reinforced bulkheads - Always known
Also prevents modules from detaching or breaking apart
Armored Weapon Mounts
ECCM Package
Automated repair unit
Stabilized shields
ECM Package
Resistant flux conduits
+20% ECM rating, +1.1x defense rating
Nav Relay
+20% Nav rating, +1 burn to nearby fleets
Command center
Infinite CP for defending fleets, +10% accessability
Economic Conversion - Rare
+1 industry on the market
30 AP
Worse flux and hull stats
Augments made cheaper across the board
Redid the distribution of augments across the core worlds
New lunasettings
0.0.2dev
NOT SAVE COMPATIBLE
Adds new augments
Fighter temporal cores: +30% timeflow to fighters and drones launched by the station
Volatile reactor fuel: Ever wanted to turn your station into a bomb? Now you can!
Fighter AI uplink - Applies the station's AI core to fighers and drones
You can now get augments by fighting stations with them
Removed defense garrison - it just sucks and is unlikely to function
Augments now have icons
Augment blueprints are now blue to distinguish themselves
Augments somewhat more common
Fixed all the major bugs with the UI
0.0.1dev
Removed a hard dependency of WWLB