[Starsector Mods][0.95.1a] Better Deserved S-Mods 1.54

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S-mod in some hullmods, Get some bonuses/penalties. Only work with the selected vanilla hullmods below so far because I don’t know what other effects to give for the rest or it’s just a good smod in the first place to not need one. I’m open to any suggestions and balance feedback. I would not call myself an expert on vanilla balance, but this is just my opinion of it.

Instructions
If you don’t like any of the changes, remove the script! It’ll default back to vanilla behavior. For those mods in the Support Package section, you may have to look at the hullmod.csv for further instructions to remove them. Can be installed or uninstalled through saves! It does conflict with any mod that modifies the vanilla hullmods, but I have not found any so far. There is no current conflict with Gacha S-Mods, Progressive S-Mods, or Trophy S-Mods.

Incompatibility Issues
This mod is a semi-conversion of the following vanilla hullmods:
Accelerated Shields, Advanced Optics, Advanced Turret Gyro, Armored Weapon Mounts, Assault Package, Augmented Engines, Automated Repair Units, Auxiliary Thrusters, Ballistic Rangefinder, Blast Doors, Converted Fighter Bay, Converted Hangar, Dedicated Targeting Core, ECCM Package, ECM Package, Efficiency Overhaul, Escort Package, Expanded Deck Crew, Expanded Magazine, Extended Shields, Flux Coil Adjunct, Flux Distributor, Front Shield Conversion, Makeshift Shield Generator, Hardened Subsystem, Heavy Armor, Heavy Scatter Amplifier, Insulated Engine Assembly, Integrated Point Defense AI, Militarized Subsystems, Nav Relay, Omni Shield Conversion, Operation Centers, Reinforced Bulkheads, Resistant Flux Conduits, Solar Shielding, Stabilized Shields, Unstable Injector

Any mod that interferes with these listed hullmods may mean you may not see the smod bonuses/penalties. What you may do is either delete the line of the corresponding hullmod in their hull_mod.csv or leave it as it is. No crashes should come from this mod.

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Armor/Hull Mods

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Engine Mods

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General Mods

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Carrier Mods

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Flux Mods

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Shield Mods

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Package Mods

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Depreciated Mods

Credits
Thanks to PureTilt for sharing code!

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Changelog
1.54
– Accelerated Shield S-Mod no longer has beam damage reduction!
– Accelerated Shield S-Mod now increases shield deployment and turn rate by +400%!
– Front Shield Conversion S-Mod now adds +25% extra arc!
– Omni Shield Conversion S-Mod now increases damage reduction taken by shield to 8%!
– Adaptive Phase Coils S-Mod provides 25% speed and acceleration while phased instead of reducing flux usage from phase cloak activation!
– Advanced Optic S-Mod no longer provides +5% Beam damage!
– Automated Repair Units S-Mod reduces CR loss from deployment and restore 15% hull and armor damage taken during combat at the end of combat instead of a hull damage reduction!
– ECM Package S-Mod grants +50% target leading accuracy to both fighters and ships!
– Heavy Armor’s armor penalty when smodded decreased: 150/300/400/500 -> 150/250/350/450!
– Hardened Shield S-Mod now increases damage reduction taken by shield to 22%!
– Hardened Subsystem S-Mod now reduces malfunction chances instead of providing increased CR reduction!
– High Scatter Amplifier S-Mod now adds +5% Beam damage!
– Nav Relay S-Mod now provides +20% top speed to fighters!
– Operation Center S-Mod reworked: Granting DP reduction, ECM, and Nav rating when installed on the Flagship!
1.53
– Fixed S-Modded Reinforced Bulkhead bug with dmods!
– Fixed S-Modded Efficiency Overhaul not applying its bonuses properly!
1.52
– Converted Fighter Bay S-Mod adds 100/200/250/300 Armor and +5% flux stats and an additional +2% per built-in cargo bay!
– Efficiency Overhaul S-Mod has two new bonuses depending if the ship is civilian or combat: Reduced logistic usage or increased recovery and repair rates!
– Extended Shield S-Mod converts excess shield arc beyond 360 arc up to 480 arc capped into flux capacity scaling on shield upkeep!
– Fixed S-Mod ECM Package not providing immunity to weapon range penalty reduction from Electronic Warfare!
– Fixed ECCM Package not providing weapon range penalty reduction from Electronic Warfare (Vanilla fix!)
1.51
– Advanced Optic S-Mod now replaces 200 bonus range with 200 base range increase!
– Converted Hangar S-Mod should properly display stat changes!
– Extended Shield S-Mod converts excess shield arc beyond 360 arc into flux capacity scaling on shield upkeep!
1.5
– Accelerated Shield S-Mod beam damage reduction increased from -15% to -20%!
– Armored Weapon Mount S-Mod no longer increases armor by an additional 5%, but a flat +5 per weapon mount!
– Blast Door S-Mod now reduces armor damage taken by -10%!
– ECM Package S-Mod now grants immunity to Electronic Warfare penalties!
– Insulated Engine Assembly S-Mod no longer grants additional hull integrity, but greatly reduces sensor profiles!
– Flux Coil Adjunct S-Mod reworked: Adds 400/800/1200/2000 flux capacity and doubles flux dissipation when overloaded!
– Flux Distributor S-Mod adds 15/30/40/50 flux dissipation and also reduces flux generated by missile weapons by -5%!
– Nav Relay S-Mod now grants +5% Top Speed to Fighters of that Ship!
– Reinforced Bulkhead S-Mod reworked: Adds 250/400/500/1000 hull integrity and reduce effects of D-mods by 50% (stacks with Rugged Construction)!
– Resistant Flux Conduit S-Mod no longer increase EMP dmg reduction, but reduces overload duration by -20%!
– Stabilized Shields S-Mod hard flux dissipation reduced from 15% to 12%!
1.4
– S-Mod Accelerated Shield no longer reduces high explosive damage and instead grants a -15% beam damage reduction taken by shields!
– S-Mod Advanced Turret Gyro no longer grants recoil reduction and instead grants +100% target leading autoaccuracy!
– S-Mod Adaptive Phase Coils reworked: Reduces flux usage from activating phase cloak by -75% and reduces phase cooldown by -25%!
– Added S-Mod bonus for Augmented Drive Field: reduces fuel consumption by 30%!
– Added S-Mod bonus for Ballistic Rangefinder: Grants any non-large ballistic weapons their bonuses regardless of what slot they’re mounted on!
– S-Mod Efficiency Overhaul grants +20% max CR instead of +10% max CR!
– S-Mod Expanded Magazines reworked: Ammo capacity bonus increased to +100% and grants +50% reloading speed of ballistic and energy when there is no nearby significant enemy presence!
– S-Mod Extended Shield no longer reduces kinetic damage and instead grants 120-degree arc of shields!
– S-Mod HSA no longer increase base range threshold by 100 and instead reduces the range reduction to -25%!
– S-Mod Insulated Engine Assembly reworked: +100% more engine health and +5% hull integrity!
– S-Mod IPDAI now adds +50% damage to fighters!
– S-Mod Makeshift Shield Generator removes the top speed reduction as well as grants an omni-directional shield with -20% upkeep and +10% improved efficiency!
– S-Mod Operation Centers reworked: grants fighters +15% top speed and +33% target leading accuracy!
– S-Mod Reinforced Bulkhead now adds 50 armor for damage reduction calculation instead of 30 armor!
– S-Mod Solar Shielding’s Energy Dmg reduction increased to -33%!
1.33
– Removed Shield Shunt S-Mod
– Changed Resistant Flux Conduits
– Changed High Scatter Amplifier
1.32
– Fixed Hardened Subsystem’s bug
– Fixed Armored Weapon Mount’s tooltip
1.31
– Fixed Militarized Subsystem
– Added Phase Adaptive Coils
1.3 – New Smods!
– There is now a setting in setting.json you must set to TRUE for built-in hullmods to function like S-Mods.
– Removed Assault and Escort Package from selection (bonuses transferred to Militarized Subsystem)
– Temporarily removed Augmented Drive Field S-Mod for the time being.
– A lot of hullmods got changed. Check the forum thread to see what changed mostly.
1.2 – New Smods!
– Augmented Drive Field now has an S-Mod Bonus: reduces the ship’s sensor profile by 20%.
– Automated Repair Unit now repairs 1% of your hull integrity if it’s below 40%.
– Converted Fighter Bay now has an S-Mod Bonus: Adds +80 Armor and +40 Flux Dissipation per built-in cargo bay.
– Converted Hangar now has an S-Mod Bonus: Buffed Fighter Speed and Reduced Fighter Damage Taken.
– High Scatter Amplified now has an S-Mod Bonus: -30% Range on non-PD Beams and a -20% Range on PD Beams.
– Militarized Subsystems get their bonus amplified to 1.5x.
– Assault Package gets its bonus amplified to 1.5x.
– Escort Package gets its bonus amplified to 1.5x.
1.1 – GitHub release
– Oopsy fixed a CTD bug!
– Built-in Hullmods now incur their respective S-Mod Bonus.
– Adjusted description that you don’t need to memorize what S-Mod Bonus it has without S-Modding!
– Accelerated Shields S-mod Modifier increased: 1.50x -> 2.00x.
– Advanced Optics now has an S-Mod Bonus: +5% Beam Damage.
– Advanced Turret Gyro S-mod Modifier increased: 1.00x -> 2.66x.
– Automated Repair Unit S-mod Modifier increased: 1.50x -> 1.60x.
– Blast Door S-mod Modifier Reduced Crew Casualties increased: 1.00x -> 1.50x
– ECCM Package now has an S-Mod Bonus: Part of a bonus can now be applied to fighters and bombers with missiles.
– Efficiency Overhaul now has an S-Mod Bonus: +10% Max CR.
– Expanded Deck Crews now has an S-mod Bonus: 1.5x modifier
– Extended Shields S-mod Modifier increased: 1.50x -> 1.75x.
– Built-in Heavy Armor do not suffer from smod penalties.
– Heavy Armor’s armor penalty when smodded increased: 150/300/400/500 -> 125/250/325/400.
– Heavy Armor’s additional manueverability penalty when smodded removed. DONE
– Hardened Shields no longer has an S-Mod Bonus and Penalty.
– Flux Distributor now has an S-Mod Bonus: Reduces flux cost from weapons by -4%. DONE
– Fixed Unstable Injector Bug
1.0 – release

Never mind balance, I think I really like the concept of this mod. It enables some really specific build and makes the game that much more interesting. Thanks!

These are some really neat ideas. No clue if the balance is good or not, but it’s really creative and I think you’ve done a great job.

Hmm… what kind of S-Mod bonus would you give Augmented Drive Field?

More structure? Maneuverability?


Edit 3:
 – found the crashing problem. it’s

Code
if (ship.getMutableStats().getVariant().getSMods().contains("magazines"))"

in the hullmods. I get that you want to remove the text so that it only shows up when you install it as a smod. however, making it show up all the time makes it easier to determine what hullmod i would like to install, since i can see the bonuses before installing them. Removing this line also solves the crashing issue.

 – With the shield bonuses like with omni shield. I suggest adding something like this:

Code
tooltip.addPara("S-mod Bonus: Reduction of soft flux generated by shields increased to %s.", 10f, Misc.getPositiveHighlightColor(), Misc.getHighlightColor(), "66" + "%");
if (ship == null) return;
else if (ship.getMutableStats().getVariant().getSMods().contains("frontemitter")) {
tooltip.addPara("S-mod Bonus: Reduces the amount of damage taken by shields by %s.", 10f, Misc.getPositiveHighlightColor(), Misc.getHighlightColor(), (int) SHIELD_BONUS + "%");
}else if (ship.getMutableStats().getVariant().getSMods().contains("hardenedshieldemitter")) {
tooltip.addPara("Hardened Shield Bonus: Reduces the amount of damage taken by shields by %s.", 10f, Misc.getPositiveHighlightColor(), Misc.getHighlightColor(), (int) SHIELD_BONUS + "%");
}

This way, you’ll still be able to hide the hardened shield bonus when it’s not present without crashing.

– Bug: Unstable Injector loses its bonus speed when installed as smod.

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Edit 2: Started a campaign with only this mod enabled, everything else disabled. I crash everytime i try to purchase an Expanded Magazine hullmod. Hovering over an Expanded Magazine hullmod item in your inventory also crashes the game.

Edit: It’s apparently working already. Do the hullmods already installed as S Mods before installing this mod aren’t affected?

Hello! This isn’t working for me for some reason. what are the possible mods that would conflict with this? Thank you.


Looks awesome, was previous working on something similar myself. Never thought of applying it to vanilla mods. Good call.

As a suggestion, I would suggest expanding your mod so that it also applies the full bonus when the hullmods are built-in. Currently, the Omen is a fringe case as it doesn’t receive the s-mod bonuses for its ECM package but in the interest of future proofing it would be worth adding this feature. It would also provide consistency across with other peoples mods which use built in hullmods for flavour.


I really think the Hardened Shield shouldn’t have an S-Mod penalty at all and just keep as it is like you did with ITU(?I think) and Expanded Missile Racks.

Neat execution tho.


– Oopsy fixed a CTD bug!
– Built-in Hullmods now incur their respective S-Mod Bonus.
– Adjusted description that you don’t need to memorize what S-Mod Bonus it has without S-Modding!
– Accelerated Shields S-mod Modifier increased: 1.50x -> 2.00x.
– Advanced Optics now has an S-Mod Bonus: +5% Beam Damage.
– Advanced Turret Gyro S-mod Modifier increased: 1.00x -> 2.66x.
– Automated Repair Unit S-mod Modifier increased: 1.50x -> 1.60x.
– Blast Door S-mod Modifier Reduced Crew Casualties increased: 1.00x -> 1.50x
– ECCM Package now has an S-Mod Bonus: Part of a bonus can now be applied to fighters and bombers with missiles.
– Efficiency Overhaul now has an S-Mod Bonus: +10% Max CR.
– Expanded Deck Crews now has an S-mod Bonus: 1.5x modifier
– Extended Shields S-mod Modifier increased: 1.50x -> 1.75x.
– Built-in Heavy Armor do not suffer from smod penalties.
– Heavy Armor’s armor penalty when smodded increased: 150/300/400/500 -> 125/250/325/400.
– Heavy Armor’s additional manueverability penalty when smodded removed.
– Hardened Shields no longer has an S-Mod Bonus and Penalty.
– Flux Distributor now has an S-Mod Bonus: Reduces flux cost from weapons by -4%.
– Fixed Unstable Injector Bug


Awesome! Thanks for the update!

Pretty interesting concept. Gives players a reason to s-mod hullmods they normally wouldn’t, since most of the time we just use them on what’s pricy to conserve OP. Results in much more consideration between saving OP, or getting a powerful bonus, especially if the pricier ones get a bit weaker from being s-mods.

This is especially interesting for modded hullmods that modders try to balance around the fact that most players would s-mod them.


I highly suggest adding a smod bonus for High Scatter Amplifier since most people hate the high range reduction. Maybe reduce the range reduction to half and add a small reduction to flux cost? Just a quick thought. Cheers!

If the hull already has the hullmod as standard, like the Odyssey’s ECCM Package, will the s-mod bonus apply?

edit: derp


If the hull already has the hullmod as standard, like the Odyssey’s ECCM Package, will the s-mod bonus apply?

Yes.

– Built-in Hullmods now incur their respective S-Mod Bonus.


Is it safe to add mid run

Is it safe to add mid run

As with most other mods, it’s better to start a new save if a mod changes anything already in it. This is true for updates too, and it’s good practice to start a new save any time you change your mod lineup past a bug patch.

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