[Starsector Mods][0.95.1a] Starfarers Workshop 1.5.1

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Starfarers Workshop
Adds a Variety of new Hullmods to the game.
The mod is currently sitting at 10 Hullmods with more coming over time.
The hullmods can be found through salvaging or through tech-mining, and a secret location somewhere in the sector.

Download V1.5.1 (Last Update: 20.7.22)

Changelog

Spoiler: click to expand
Changelog
V1.5.1 (20.7.2022) (Save Compatible)

Changes & Additions
-Vampirisms Visual effects have been slightly improved
-Several changes to the secret system (changed primary star, market doesnt require an active transponder anymore, changed descriptions)

Balance
-Vampirism now applies its health over time, instead of instantly. Unused Health (i.e if the ship gets to max health) now gets stored and will heal the ship when it suffers future damage

Fixes
-Fixed AI spamming ability activation sounds.

V1.5.0 (14.7.2022) (Not save Compatible)

Changes & Additions

– Changed the mod’s name from “Starfarers Hullmods” to “Starfarers Workshop”.
—> Make sure to delete the old version after installing the mod, and remember to re-enable the new one in the launcher.

– Added the “Secondary Shipsystem – Vampirism” Hullmod.

– Added a secret starsystem in to the sector that provides an alternate way to get some of the Hullmods.
– System Overloads Keybind can now be changed in “data/config/modSettings.json”
– The Mind Controls ability now draws a line between the ship and its target.
– Shortened the display name of all secondary system hullmods.
– Renamed IDs of all Hullmods to be easier to write down and to be more cross-mod compatible.
– Removed Legacy Version of Temporal Shield.

Balance
– “System Overload” now also reduces the ships Peak Performance Time on use in addition to reducing Hitpoints.
– Changed the cooldown of “Antimatter Drive” from 10 to 15 seconds.
– Changed the cooldown of “Flux void” from 12 to 20.
– Changed the “Syst. Substitude – Defense” flux capacity buff from 20% to 10%.
– Reduced “Terminus” timeflow from a factor of 15x to 10x.

Fixes
– Fixed an issue that caused Secondary Systems cooldowns to not correctly adjust to timeflow, causing abilities to last longer than they should.

V1.4.1 (12.7.2022)

Fixes:
-Fixed an issue that caused AI not to use the Mind Control Hullmod.

V1.4.0 (12.7.2022)

Additions & Changes:
-Added the “Secondary System – Mind Control” Hullmod

-MagicLib is now required to use the mod.
-Replaced the old Terminus & Secondary System UI with a easier to read UI hovering close to the ship.
-Improved the visual effect of Terminus, Flux Void and Singularity
-The keybind for secondary shipsystems can now be configured in: “data/config/modSettings.json”

V1.3.2 (11.7.2022)

Additions & Changes:
-Reworked Terminus to work on a timer instead of the ships health now. It now lasts for 15 seconds.
-Terminus does not restore HP anymore.

V1.3.1 (8.7.2022)

Fixes:
-Fixed an issue that caused Hullmods to not be unlockable on new saves.
-You can safely update from 1.2/1.3 to this patch, but you will loose access to all of the mods hullmods (except ones already installed on ships) and wont be able to unlock them again in the save. An issue like this shouldnt happen again in the future.

V1.3 (8.7.2022)

Additions & Changes:
-Added the “Secondary System – Singularity,” Hullmod.
-Added theĀ  “Secondary System – Antimatter Drive” Hullmod.
-Added the “System Substitute – Support” Hullmod.
-Removed the “Temporal Shields” Hullmod.

-Hullmods now need to be found through salvaging or tech mining (You will loose access to all of the mods hullmods on your current save)
—>Previously unlocked hullmods wont be able to be unlocked on the current save after updating to the patch.
-Changed most hullmod descriptions to be more easy to read and more informative.
-Added Cooldowns to Secondary System Hullmods
-Improved the Secondary System UI elements

Fixes:
-fixed an issue where the player activating a secondary system enables it for AI ships too,
-fixed an issue where secondary special duration was not affected by timeflow
-fixed an issue where some hullmods didnt correctly show their buffs on the ships stats page

V1.2 (6.7.2022)
-Added “Secondary Shipsystem – Flux Void” hullmod
-Fixed a crash with Terminus and Temporal Shield that occured when a ship had no shields.
-added the mods source code in to the /jars folder.
-added compatibility with Version Checker.

V1.1 – (6.7.2022)
-Fixed an incompability with Progressive-S-Mods

General Hullmods
The hullmods from the mod that cant be packed in to a single category.
The mod currently has two of them and they each have a unique effect.

Spoiler: click to expand
General Hullmods Preview

System Overload
A hullmod that allows you to use a ships system even when it has no charges remaining.
It comes at the cost of damaging the ship on each use of this ability. The damage varies with the ships system.

Terminus
If Terminus is installed on a ship, a hit to the ship that would usually destroy it will now instead increase the timeflow and disable all damage caused to the ship.
This effect is active for 15 seconds, afterwards the timeflow returns to normal, the ship can take damage again and it reduces the ships peak performance time to 0.
The timer can be seen in the bottom left side in the status report.

Secondary Systems
Those Hullmods install a second Shipsystem in to hull. Some of them have unique effects, some replicate effects from Primary Systems already in the game.
Secondary Systems can be used at the same time as the ships primary systems. The AI is also capable of using a system when it requires it.

Spoiler: click to expand
Secondary Systems Preview

More about Secondary Systems
The secondary systems can all be enable with the “H” key. You can check the hullmod description to see all of their stats and an expanded description.
The hotkey can be configured in the settings file in “data/config/modSettings.json”

Flux Void
On activation it will rapidly vent away the flux stored on a ship during its activation period.
Without the “Shield Modulation” Elite skill it wont Vent Hardflux while your Shields are up.

Mind Control
Lets you take over a single frigate or destroyer and make it fight for your faction. After the activation period of the ability runs out it returns to its original faction.

Vampirism
Leaches the health of all allies within its Radius. All drained health is added to a pool that is used to heal the hitpoints of the user after its activation ends.

Singularity
Accelerates the ships timeflow during its activation. Its the secondary-system equivelant of the “Temporal Shell” shipsystem.
However, it only accelerates the timeflow by a factor of 2, unlike Temporal Shells 3x multiplier.

Antimatter Drive
Briefly increases the ships max speed, turn speed and acceleration in both. Its the secondary-system equivelant of the “Plasma Jet” shipsystem.

System Substitute
A series of hullmods that improves multiple stats, but in turn disable the main shipsystem of the ship it is installed on.
You cant add more than 1 of those on to a ship at the same time.

Spoiler: click to expand
System Substitute Preview


impressive. Few mod can critically change how ship work.

how do i add this to some sort of favorite posts list?

Went and updated the main post. It now shows all hullmods in the mod together with a few new gifs.

On the topic of extra shipsystems, why not leverage the existing utility mod by TomatoPaste?

this looks exactly what you wanted to achieve with the secondary system hullmods, but with a massively improved UI


On the topic of extra shipsystems, why not leverage the existing utility mod by TomatoPaste?

this looks exactly what you wanted to achieve with the secondary system hullmods, but with a massively improved UI

I did try using his framework for it but decided against it for a few reasons. Mostly because i wasnt sure if the mod would be getting future updates as the author seems to have gotten a lot less active, and in case a future update would have broken it, i did not want to to wait for them to port their mod over. The UI definitly does suffer in exchange, but im thinking of improving on that front over time.

Edit: I went and checked out the MagicUI function of MagicLib and managed to improve the UI issues the mod has. Should be part of the next update to the mod.


V 1.4.0 Changelog

-Added the “Secondary System – Mind Control” Hullmod

-MagicLib is now required to use the mod.
-Replaced the old Terminus & Secondary System UI with an easier to read UI hovering close to the ship.
-Improved the visual effect of Terminus, Flux Void and Singularity
-The keybind for secondary shipsystems can now be configured in: “data/config/modSettings.json”

The gif below showcases the new hullmod and the changes to the Secondary System UI
Link to full size gif


Released another update for the mod. Will slow down with the content added after this one as with the current ones i explored most ideas that i wanted to.
Though maybe i’l have some sudden ideas that i want to try out after some days.

Patchnotes:
V1.5.0 (14.7.2022) (Not save compatible)

Changes & Additions

– Changed the mod’s name from “Starfarers Hullmods” to “Starfarers Workshop”.
—> Make sure to delete the old version after installing the mod, and remember to re-enable the new one in the launcher.

– Added the “Secondary Shipsystem – Vampirism” Hullmod.

– Added a secret starsystem in to the sector that provides an alternate way to get some of the Hullmods.
– System Overloads Keybind can now be changed in “data/config/modSettings.json”
– The Mind Controls ability now draws a line between the ship and its target.
– Shortened the display name of all secondary system hullmods.
– Renamed IDs of all Hullmods to be easier to write down and to be more cross-mod compatible.
– Removed Legacy Version of Temporal Shield.

Balance
– “System Overload” now also reduces the ships Peak Performance Time on use in addition to reducing Hitpoints.
– Changed the cooldown of “Antimatter Drive” from 10 to 15 seconds.
– Changed the cooldown of “Flux void” from 12 to 20.
– Changed the “Syst. Substitude – Defense” flux capacity buff from 20% to 10%.
– Reduced “Terminus” timeflow from a factor of 15x to 10x.

Fixes
– Fixed an issue that caused Secondary Systems cooldowns to not correctly adjust to timeflow, causing abilities to last longer than they should.


Error crashing game when loading save, after update to 1.5v.

Fatal:Hullmod with id [TerminusHullmod] not found for faction [ML_bounty]


Error crashing game when loading save, after update to 1.5v.

Fatal:Hullmod with id [TerminusHullmod] not found for faction [ML_bounty]

Right, forgot to mention it on the Forum changelog and not just the Discord one, the update is not save-compatible.


with mindcontrol system, i still dont know why there is no space zombies mod already. It will be very similar to SPAZ.

Very nice mod good work! Keep it up!


Released a small patch that improves a few things here and there.
It specificly should make Vampirism a lot less Situational and have some benefit in most fights.
Example Gif of how Vampirism works now

V1.5.1 (20.7.2022) (Save Compatible)

Changes & Additions
-Vampirisms Visual effects have been slightly improved
-Several changes to the secret system (changed primary star, market doesnt require an active transponder anymore, changed descriptions)

Balance
-Vampirism now applies its health over time, instead of instantly. Unused Health (i.e if the ship gets to max health) now gets stored and will heal the ship when it suffers future damage

Fixes
-Fixed AI spamming ability activation sounds.


if i can get a chance to restore the charge of flux void, i will appreciate about that. ;)

if i can get a chance to restore the charge of flux void, i will appreciate about that. ;)

Flux Void is pretty much an emergency tool that can get you out of a lot of bad situations, so i feel like giving it more charges might be a bit much.


Cool,it give ships reborn.

May I ask for your permission to translate Starfarers Workshop into Chinese,
and upload it on Forum Of SartSector In China?

https://www.fossic.org/

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