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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

Author Topic: [0.95.1a] Special Hullmod Upgrades v1.1  (Read 830 times)

Mayu

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[0.95.1a] Special Hullmod Upgrades v1.1
« on: October 02, 2022, 06:37:43 AM »


Download here!

Requires a new save!

Mod Requirements:
LazyLib | MagicLib

Recommended mod:
Gacha-Smods



Mod Feature:
This mod enables you to utilize AI cores and colony items by installing them into your ships for various benefits.

Gameplay:
There are two types of hullmods that you can install to your ship. One uses AI cores called Armament Support System, and the second is Special Upgrades that uses colony items. You can only install one AI core hullmod and one Special Upgrade hullmod at the same time. However, they are mutually exclusive to their own category.

Please keep in mind that if a ship with these hullmods gets destroyed in combat, the respective item from the hullmod is lost forever.

How to obtain:
Simply reach level 9 or above and visit Port Tse Franchise Station located at Mayasura star system. Bring at least 100,000 credits then look for a troubled man drinking in the bar.

Featured Hullmods:
Spoiler

 Armament Support System

 Armament Support System (Gamma)
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 Armament Support System (Beta)
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 Armament Support System (Alpha)
[close]
[close]

 Special Upgrades

 Biologic Commodity Replicator
[close]

 Maintenance Optimizer
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 Flux Hypershunt


Can only be installed on capital ships.
[close]

 Quantum Heatsink
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 Expanded Fighter Manufactory


Must be installed on a ship with at least one modular launch bay.
[close]

 Variable Fusion Capacitors


Can not be installed on frigate ships.
[close]

 High-Throttled Weapon Torque


Can not be installed on frigate ships.
[close]

 Missile Autoforge (Corrupted Nanoforge)
[close]

 Missile Autoforge (Pristine Nanoforge)
[close]

 Plasma-Charged Shield Emitter
[close]

 Nanite Swarm Cluster
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 Synchro-Fuel Loader
[close]
[close]
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Potentially Asked Questions:
Spoiler

Q: Where's the hullmod for Dealmaker Holosuite and Fullerene Spool?
A: I didn't add them because I can't think a suitable and less repetitive effects for the Dealmaker and Fullerene. The Fullerene Spool is the most unremarkable one.

Q: Is this mod balanced?
A: It tried but it will not pretend to be that balanced.

Q: Can this mod be installed mid-game?
A: You can but you won't be able to learn the hullmods.

Q: Is this safe to remove mid-game?
A: No.

Q: Is this compatible with Nexerelin's random sector?
A: No.

Q: Losing the ships in combat with those precious colony items and AI cores are appalling. Will you remove that feature?
A: (lol)
[close]

Extra Feature:
This mod has a support feature for Gacha S-Mods to further your gambling addiction. There are intentionally hidden hullmods that can only be obtained through rolling the gacha of S-modding. These gacha hullmods gives strong bonuses or just outright broken (SSR) if you are lucky.
Spoiler

Your Gacha-SMod settings should be like this, in order to roll the hidden hullmods.

 "GachaSMods_onlyKnownHullmods": false,
 "GachaSMods_onlyNotHiddenHullmods": false,
[close]

Credits:
Spoiler

a_user_name - Inspired by their SSE mod.

Tartiflette - Hullmod blocker script.

techpriest - Script helping, advice and intermittent mental anguish.

barrackollama - Writing, proofreading, adding Hubert's portrait, and testing.

Nia Tahl - Balancing suggestions.

rubi - For allowing me to add Gacha S-Mods support.

Himemi - For the hullmod rarity banner ideas and other cool stuff.
[close]

Changelog:
Spoiler
[SHU Version 1.1] 10/02/2022
==============================
[General]
- Forum release.
- Fixed the description timer of Corrupted Nanoforge's missile forging in combat.
- Removed the annoying anvil sfx when installing hullmod.
- AI core hullmods got their own hullmod icons to set it apart from other mods.
- New custom intel that hints the player to visit Port Tse Franchise station if they still don't have the SHU hullmods.
- Removing the SHU hullmod will now immediately return the used AI cores or special items.
- Revised tooltip formatting in general.
- Changed Hubert's portrait.

[Changes]
Armament Support System (Gamma/Beta/Alpha)
- Now increases deployment points by 5%/10%/15%.

Expanded Fighter Manufactory hullmod:
- Now blocks Expanded Deck Crew.

Flux Hypershunt hullmod:
- Now increases overload duration by 20%.

Maintenance Optimizer hullmod:
- Now blocks Efficiency Overhaul.

Nanite Swarm Cluster hullmod:
- Adjusted flat armor bonus from 50/80/100/150 to 50/100/150/200.
- Overloading will prevent the N-Repair system to work.

Plasma-Charged Shield Emitter hullmod:
- Adjusted shield upkeep reduction from 40% to 60%.
- Now blocks Stabilized Shields.

High-Throttled Weapon Torque hullmod:
- Increased weapon projectile speed from 25% to 30%.
- Reduced weapon recoil from 50% to 60%.
- Now increases 15% projectile hit strength for armor damage reduction calculation.

Variable Fusion Capacitors hullmod:
- Increased damage to shields from 10% to 15%.
- Now reduces beam flux cost by 10%.
- Now blocks Advanced Optics.

[New]
Biologic Commodity Replicator hullmod:
- Requires Biofactory Embryo.
- Requires organics to produce harvested organs every 10 days.

[Discarded]
Drive Augmentation Net hullmod: (disabled)
- Requires Fullerene Spool.
- Increases maximum burn of the slowest ship in the fleet.

Fleet Commercial Interface hullmod: (disabled)
- Requires Dealmaker Holosuite.
- Reduces the tariff of current interacted market.
==============================


--| OLD CHANGELOGS |--

[SHU Version 1.0a] 12/23/2021
==============================
- Fix the weird NPE and bug with the hullmods.
- Additional tooltip information.
==============================


[SHU Version 1.0] 12/22/2021
==============================
- Initial Discord release.
==============================
[close]
« Last Edit: October 03, 2022, 11:53:34 PM by Mayu »
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KarlPh1sher

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Re: [0.95.1a] Special Hullmod Upgrades v1.1
« Reply #1 on: October 02, 2022, 07:58:34 AM »

nice mod, though there is a typo in the version file stopping game from loading.
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Mayu

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Re: [0.95.1a] Special Hullmod Upgrades v1.1
« Reply #2 on: October 02, 2022, 08:12:45 AM »

nice mod, though there is a typo in the version file stopping game from loading.
Oopsie, I updated the download link. It should work properly now.
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Mayu

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Re: [0.95.1a] Special Hullmod Upgrades v1.1
« Reply #4 on: October 02, 2022, 09:43:40 AM »

Port Tse Franchise Station
That shade of blue really doesn't work with dark mode.

Glad to see you back in the saddle.
Thanks! There, I changed it. I forgot that this forum has dark mode. :^)
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SoSD

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Re: [0.95.1a] Special Hullmod Upgrades v1.1
« Reply #5 on: October 02, 2022, 11:39:02 AM »

Ignoring balance considerations for a moment, given the rarity of the Pristine Nanoforge and how common Corrupted Nanoforges can be, it feels like the difference between the Pristine and Corrupted hullmods should be more significant.

I don't know if it would be better to make the Corrupted hullmod worse, or the Pristine hullmod better; perhaps the former, given the relative ease of collecting a few Corrupted Nanoforges.

Finally, perhaps something for a future release, but it would be neat to be able to toggle specific hullmods via a configuration file, to let users disable hullmods that they feel are less balanced.
« Last Edit: October 02, 2022, 11:41:30 AM by SoSD »
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Aldazar

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Re: [0.95.1a] Special Hullmod Upgrades v1.1
« Reply #6 on: October 02, 2022, 12:17:09 PM »

Should be able to add the hullmods with console commands for mid game save correct?

Also I can't seem to edit the src rar at all to make edits to the hullmods.
« Last Edit: October 02, 2022, 02:56:52 PM by Aldazar »
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Nautilus81

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Re: [0.95.1a] Special Hullmod Upgrades v1.1
« Reply #7 on: October 02, 2022, 01:29:57 PM »

Finally, an actual use for all those spare items that I have lying around in storage! This'll be a welcome addition to my next run.

One question - would you be willing to add a config option in the settings.json that allows for more than one special item/AI core hullmod to be installed on a single hull, and perhaps one that removes mutual exclusivity with vanilla hullmods as well for those that have them?
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raptormother

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Re: [0.95.1a] Special Hullmod Upgrades v1.1
« Reply #8 on: October 02, 2022, 04:05:13 PM »

would there not be a way to learn these in a in progress game? Maybe spawning them with console commands?
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Zr0Potential

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Re: [0.95.1a] Special Hullmod Upgrades v1.1
« Reply #9 on: October 02, 2022, 07:31:37 PM »

Whoa this is very nice, looking forward to trying it out for my next playthrough

Some of the upgrades are gonna be overlapping with Extra Systems Reloaded Augmentations though, wonder if we can disable some of them
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Mayu

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Re: [0.95.1a] Special Hullmod Upgrades v1.1
« Reply #10 on: October 03, 2022, 09:47:17 PM »

I don't know if it would be better to make the Corrupted hullmod worse, or the Pristine hullmod better; perhaps the former, given the relative ease of collecting a few Corrupted Nanoforges.

Finally, perhaps something for a future release, but it would be neat to be able to toggle specific hullmods via a configuration file, to let users disable hullmods that they feel are less balanced.

For the Nanoforge hullmods, I'll make some adjustments and probably tone down the corrupted version. I might as well throw an additional minor quirk for the pristine knowing how rare the item is.

As for the toggle option, that's not a bad idea. For now, it's duly noted.

One question - would you be willing to add a config option in the settings.json that allows for more than one special item/AI core hullmod to be installed on a single hull, and perhaps one that removes mutual exclusivity with vanilla hullmods as well for those that have them?

Sadly no, I will not add such options. The mutual exclusivity and incompatibilities will remain as it is.

Should be able to add the hullmods with console commands for mid game save correct?

would there not be a way to learn these in a in progress game? Maybe spawning them with console commands?

I will eventually change the way of obtaining the hullmods; I'll make it more convenient for those who will add the mod mid-save.

Whoa this is very nice, looking forward to trying it out for my next playthrough

Some of the upgrades are gonna be overlapping with Extra Systems Reloaded Augmentations though, wonder if we can disable some of them

Thank you. Unfortunately, I don't play ESR, rather I use Exotica Technologies so I can't help you with that. Though the suggestion of having a toggle on/off option for each upgrade in settings.json is a welcomed idea.
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Mayu

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Re: [0.95.1a] Special Hullmod Upgrades v1.1
« Reply #11 on: October 03, 2022, 11:49:29 PM »

Test
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