YunruCore is, in essence, a library mod for all my other mods. For me, it makes it easier to use programmes like the Ship and Weapon Editor, but for you the user, it allows you to enable and disable the other mods listed here at will without losing your saves. This mod must be enabled if you are or have used any of the other mods listed here.
My first, and thus oldest mod. Formerly known as the Pirate Collection, this adds three capital ships, one cruiser, one destroyer, two frigates, and one tug to the Pirates’ roster. It also adds two special somethings to the Luddic Path, one forged using techniques known only to them.
A somewhat smaller mod, this adds one capital ship, two cruisers, one destroyer, and one frigate, all in the midline style.
A small collection of assorted hullmods, ranging from logistical fuel saving to improved missile loading times.
A collection of low and high tech ships, not yet numerous enough to warrant their own packs.
Slightly unfinished, this collection of weapons is nonetheless functional.
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.
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.
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
(Harrier is still under revision for a name change though, because it’s super generic.)
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.
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.
(Alternatively, it may be that I forgot to assign any factions to know them, and that causes them to not show up?)
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.