
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)
Requires MagicLib
Changelog
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.
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.
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.
https://fractalsoftworks.com/forum/index.php?topic=22274.0
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?
https://fractalsoftworks.com/forum/index.php?topic=22274.0
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.
-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
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.
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.
Very nice mod good work! Keep it up!
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.
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.
May I ask for your permission to translate Starfarers Workshop into Chinese,
and upload it on Forum Of SartSector In China?