[Starsector Mods][0.95.1a] Ship Catalogue/Variant Editor (SCVE) v1.7.0

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Main Features
Provides four out of campaign missions (accessible in the title screen):

  • one that contains a sorted list of all the ships in vanilla
  • one that contains a sorted list of all the ships added by mods filtered on a per-mod basis
  • one that allows custom searches through editing a CSV file
  • one that provides a list of variants with common issues

No more relying on modders creating a showcase mission for you!

Other Features:

  • Ship filters to avoid spoilers
  • Weapon/wing filters so you can also look at only the relevant mod gear (or mod gear + vanilla (or [REDACTED]^2 weapons))
  • Perma-modding s-mods in case you want to try out some builds without loading the campaign and doing a bunch of console commands

This mod is safe to add and remove from your saves.

For modders wanting to interact with the spoiler filter: simply add either a “HIDE_IN_CODEX” hint or a “restricted” tag to the relevant ship in data/hulls/ship_data.csv.

Spoiler: click to expand
Changelog
v1.7.0
-added ability to add officers for sim testing
-ship names now use the hull id (someone will find that useful maybe)
-sweep sweep

v1.6.1
– added a settings.json file to allow the user to set their own default filter settings
– entering the variant validator mission will now limit the weapon/wing filter to either DEFAULT or NONE
– fixed possible crash if no variants fail validation in variant validator mission
– fixed the weapon filter being totally broken

v1.6.0
-Added variant validator mission
-weapons and wings are now filtered nicely
-Added error message when every ship in a mod is hidden by the ship filter
-Removed loa_arscapitol since it breaks the simulator (and it’s basically a station so idc about ignoring it)
-Fixed incompatibility with Gacha S-Mods

v1.5.0
-custom mission: added filter options based on weapon slots
-added custom weapon and wing filters, same general format as the custom mission

v1.4.2
-Fixed issue where entries in weapon_data.csv without a corresponding weapon spec would break the weapon filter (thanks, Zym)
-Fixed some Diable Avionics modules showing up in mission
-improved naming for extra hullmods
-fixed the current mod highlighter not updated on first click
-removed excessive log statements

v1.4.1
-Fixed the ship filter not working for the mod mission (thanks, Tilt)

v1.4.0
-Fixed issue where some mod-added skins of vanilla ships wouldn’t show up
-Fixed issue where mods that add nothing but skins of vanilla ships wouldn’t show up
-Rewrote everything from the ground up so things are faster and cleaner
-Externalized all the strings and cleaned up a lot of the text
-Removed a bunch of features I don’t feel like maintaining anymore:
—adding +10 caps/vents over the limit
—adding custom officers
—adding officers to simulator ships
—the few weapon search options in the custom mission (I’ll probably figure this out eventually)
—missions that probably no one but yubby noticed

v1.3.2
-Many improvements and fixes
(really I’ve been tinkering with a bunch of different things and forgot exactly what I did. sorry.)

v1.3.1
-Added another file to allow player-side officers in SCVE missions
-Turned simulator officers off by default (oops!)
-Improved sorting, fixed star fortress drones showing up
-Fixed overriding AI cores not working
-AI Core officer skills are now always elite as omega intended
-Misc code fixes somewhere, probably

v1.3.0
-Added settings to allow enemy officers in simulator.
   -(still thinking about how I would implement allied officers)

v1.2.0
-Fixed vanilla skins not showing if modified by another mod.
-Added a search function!

(Thanks Meso for letting me use some Tiandong code!)

v1.1.1
-Spoiler filter set to ALL by default instead of MAJOR
-More robust checking for modules
-Fixed mission descriptions and added a blurb for where to find your .variant files

v1.1.0
-Some code cleanup, added prefixes to .java files
-Now shows Mod ID instead of names if you have over 15 ship-adding mods enabled
-Added a “~” prefix to d-mods so they are always at the bottom. This should disappear upon hiding them/campaign start.
-Added hullmods to mimic the increased capacitor/vent limit from Special Modifications. It’s pretty jank pls no boolly.
-Added data/hulls/SCVE/manual_spoilers.csv so I don’t have to recompile if I need to hide something as a major spoiler for some reason

-Fixed Secrets of the Frontier showing up in the list despite it not adding any viable ships.
-Fixed Tahlan Silberblut Regalia Kfg.D showing up in the wrong order.
-Workaround for ARS Capitol showing up in simulator (hidden unless you have Spoilers Filtered: NONE)
-(Fun fact: the Bento (LP) from Tahlan is tagged as a Low Tech ship)

(Thanks Yubby for bug catching!)

v1.0.0
-Initial release

Thank you to Dark.Revenant and MesoTroniK from whom I adapted some code.
Thanks Dragn, who helped me figure out how to fix a major issue with skins!
thanks techpriest for [REDACTED]

Poke me if you have a feature request or you notice things missing/broken. You can also find me on the Unofficial Starsector Discord @rubi#0864.

Source: https://github.com/RustyCabbage/ShipCatalogueVariantEditor


SCVE v1.4.0

v1.4.0
-Fixed issue where some mod-added skins of vanilla ships wouldn’t show up
-Fixed issue where mods that add nothing but skins of vanilla ships wouldn’t show up
-Adjusted ship ordering so that ships that can be hidden by the filter are always at the bottom (thus the edited versions that appear in the saves folder are maintained)
-Rewrote everything from the ground up so things are faster and cleaner
-Removed a bunch of features I don’t feel like maintaining anymore:
—adding +10 caps/vents over the limit
—adding custom officers
—adding officers to simulator ships
—the few weapon search options in the custom mission (I’ll probably figure this out eventually)
—missions that probably no one but yubby noticed


Hey, thanks for the update, and I’m gonna take the chance to state how incredibly useful your mod is, despite the lack of comments here.

For players like me, who try A LOT of ship/faction mods and have the habit of looking for the more unique (likely hidden) vessels – often to then further edit them a bit before starting a campaign – this is a godsend that saves A LOT of time otherwise wasted starting dummy campaigns and looking for things in the console. Seriously, thank you  ;)


Glad you find the mod helpful; thanks for the kind words :D

Honestly I was extremely surprised to see the 2.4k total downloads when I finally got around to checking – pleasant surprise seeing how much it’s being used.


As someone who spends a lot of time planning/researching his ship builds in missions so i can later make a “shopping list” in the campaign, your mod is a massive time saver.

Thank you very much!


This mod is very nice. I always like finding hidden variants(or hidden ships entirely) or just knowing how many variants there are in each mod. Also being able to test anything with whatever loadout you want.

+1 to my must-have mod list.


Thank you both, glad you’re enjoying the mod. (Also sorry for the issues that I just had to fix :skull:)


SCVE v1.4.1SCVE v1.4.2

v1.4.1
-Fixed the ship filter not working for the mod mission (thanks, Tilt)

v1.4.2
-Fixed issue where entries in weapon_data.csv without a corresponding weapon spec would break the weapon filter (thanks, Zym)
-Fixed some Diable Avionics modules showing up in mission
-improved naming for extra hullmods
-fixed the current mod highlighter not updated on first click
-removed excessive log statements

I tested it this time I swear


Your download link is broken, it looks like you missed the ‘v’
https://github.com/RustyCabbage/ShipCatalogueVariantEditor/releases/download/v1.4.2/SCVE.v1.4.2.zip

Your download link is broken, it looks like you missed the ‘v’
https://github.com/RustyCabbage/ShipCatalogueVariantEditor/releases/download/v1.4.2/SCVE.v1.4.2.zip

Yikes, can’t get anything done right today :v thank you very much.


SCVE v1.5.0

v1.5.0
-custom mission: added filter options based on weapon slots
-added custom weapon and wing filters, same general format as the custom mission

(there’s a new tournament thing happening in the Discord and god do I hate scrolling through multiple factions worth of weapons and wings)
((if anyone has recommendations on how to make it less unwieldy, i’m all ears))


SCVE v1.6.1

v1.6.1
– added a settings.json file to allow the user to set their own default filter settings
– entering the variant validator mission will now limit the weapon/wing filter to either DEFAULT or NONE
– fixed possible crash if no variants fail validation in variant validator mission
– fixed the weapon filter being totally broken

v1.6.0
-Added variant validator mission
-weapons and wings are now filtered nicely
-Added error message when every ship in a mod is hidden by the ship filter
-Removed loa_arscapitol since it breaks the simulator (and it’s basically a station so idc about ignoring it)
-Fixed incompatibility with Gacha S-Mods


The main download link still goes to 1.6.0!

The main download link still goes to 1.6.0!

Thank you, fixed!


Is this mod not updated to RC6?  The launcher won’t let me enable it saying it’s for RC5.

Is there any chance for a update or alternative? Someone recommended me this mod because I was asking for something that does what fleet tester does (also not updated  :'(  )

I really just want to test fleets, is there any way?


Is this mod not updated to RC6?  The launcher won’t let me enable it saying it’s for RC5.

Is there any chance for a update or alternative? Someone recommended me this mod because I was asking for something that does what fleet tester does (also not updated  :'(  )

I really just want to test fleets, is there any way?

Hi, it still works on RC6. You just have to check the box.

But it’s not that great for fleet-wide testing.

If you want an updated Fleet Tester, you’re going to AI Battles, which is available on the Starsector Unofficial Discord (albeit a bit finicky to use)

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