Liminal: Custom, Upgradeable Hullmods

Using a hole in reality to change the laws of physics. What could possibly go wrong?
- Last words of a Galatia Academy Researcher
Create custom, upgradeable hullmods that rewrite reality. Unlock, upgrade, and slot together different effects into templates, that can be equipped as hullmods onto your ships. Research costs credits, as does using templates (so you probably can't equip a massive fleet with these).
Delve too deep and trigger an extremely difficult endgame crisis. This is the most difficult modded content I know of (especially on harder difficulties).
Begin your journey today at the Galatia Academy!
Screenshots
FAQ
How do I get started?Go to the Galatia Academy and talk to the researchers there.
Is this balanced?Are any mods balanced? I tried though, and things should be kind of balanced overall? This isn't meant to be super high-power.
It's moderately balanced so that at least at early levels it should be hopefully not too OP for vanilla. It more provides a different way of playing focusing on a smaller number of ships, because of the upkeep involved.
Does this affect enemy ships?Yes!
Dependencies/Incompatibilities/Supported mods?This mod actually shouldn't require any other mods. It also should be compatible with every other mod. If you run into any issues, let me know!
It does have support for LunaSettings and Console Commands, but they are not required.
I need more RP/things cost too much!Use the LunaSettings menu to adjust these options.
Future plans?Liminal is currently feature complete! It has everything I wanted to include in this system. I have ideas for future related submods, but this system works as intended.
Can be added to existing saves?I think so! Save before to be sure. Probably can't be removed though.
Isn't this kind of like...?Regular hullmods? Kind of. The difference is mostly: (1) hullmods with negative OP costs, (2) a research system to unlock and upgrade new hullmods, (3) better managed limits on the number of effects you can fit in a single ship, (4) limits that stop you from putting an OP hullmod on all your ships, (5) a credit upkeep system, and (6) limits in the number of templates you can make.
Exotica/Ship Mastery System/...? As well as the above, I have a more philosophical difference that I wanted to minimize ongoing management of this system. I didn't like having to collect items for exotica, gathering XP for each ship in SMS, etc. Having generic templates that can be applied to
any ship, including new ones, without having to keep track of a bunch of factors was a major motivator. You only have to interact with this system when you want to, and you won't feel like you're playing suboptimally.
Changelog
Refer to changelog link above.
To Modders
Modders
For my end-game crisis, I randomly select from every loaded ship in the game that is not UNBOARDABLE, STATION, HIDE_IN_CODEX, SHIP_WITH_MODULES, unrecoverable, restricted, no_drop, no_bp_drop, no_drop_salvage. I randomly select from every weapon in the game that is not SYSTEM, unrecoverable, restricted, no_drop, no_bp_drop, no_drop_salvage. Weapons are limited to ballistic, energy, missile, or any of the hybrid types.
I believe this should exclude anything that's supposed to be secret or hidden, and from asking around it seems like this should be acceptable? For example, all the ships are visible in the codex. But if you see any issues with this, let me know. Also, you can add your ship to the list of banned hulls by creating `data/config/liminal/banned_hulls.csv` (or message me and I'll be happy to add it on my end).
Credits
Thanks to people on the Unofficial discord for their thoughts and suggestions! In particular, thanks to
Lukas04, Arthr, AtlanticAccent, Histidine, and others for some help coding.
Thanks to other mod makers for providing inspiration, and to Alex, David, et al. for making Starsector.
AI generation was used for: most of the images (Midjourney and Imagen 3) with subsequent manual editing, and used for code completion.