Post by julk on Mar 8, 2024 13:24:11 GMT -7
An assortment of my small addons can be found here (mostly in no particular order).
mostly small adjustments like race-specific names, increasing crew cap or more renegade cruiser spawns.
most of these are to be patched at the end of your mod list.
1.5x crew cap
as it says in the name, increases your crew cap by 50%, rounded up.
(patching it multiple times at once will result in a compounding effect 8 -> 12 -> 18 -> 27...)
download<- 1.5 years old as of writing this
hackslow: stackable zoltan shield
makes all* energy shields stack (*all that have less than 51hp)
(doesn't play nicely with zoltan shields that partially stack with other ones)
download<-1.5 years old
black ghost outlines
having trouble seeing phantoms? this mod makes them more visible by adding black outlines
download<-almost 2 years old
base phantom sheet with ship floor color for comparison, the same effect is applied to all phantom and alpha phantom subtypes (excluding dessius)
hackslow: race-specific crew names
when crew with 'random' names are given they will be given a name based on which race they belong to.
unsupported races pick from the list of human names (which is the name list as set in FTL)
randomly gained (like crapbucket) unique crew will get a name based on their ID (which generally matches their name, in the cases where it doesn't it is specified)
(now supports adding names in addons)
additional credits:
- Altzeus, who made the original mod before all files were lost (this mod is reconstructed from some screenshots of the code they had)
- Kix, for providing a lot of the names
undesired side effects:
- crew in stores and when shown in event rewards are called 'Deckhand' (this is a side-effect of the implementation)
- the list FTL picks names from is wiped so this system works, names added by different mods will not be used (this mod has to be patched last for this reason)
download
want to add custom names for crew in your mod? (notably your mod would be patched BEFORE/ABOVE this one)
here is how, make a lua file like this: (the first 3 lines are to ensure nothing breaks and to ensure compatiblity with other mods that also use this system, in this example we have our mod forgemaster(you would use the name of your addon to ensure no name collisions when adding names) and are setting the crew type "fm_forgemasterperson" to use the names "Alastair" and "Gorgemaster", and adding the names "Cyrus106" and "Terry" to the pool of male humans and to the pool of female names we are adding "V" and "Skye") (ask me in shipyard if this doesn't make sense)
hackslow: parallel sectors
want your run to be longer but don't want to use infinite mode? (because no node 17)
this mod adds a button(below your scrap counter) that will let you reroute to a random generic sector at any time (except some very specific moments) for just 10 fuel. (now also allowing for random unique sectors for 20 fuel)
scrap rewards, enemy hull and crew count won't increase, but renegade cruisers may spawn earlier.
whenever the button is used the system limits of all future enemies are raised by 1 and ship scaling similar to as seen in normal ship generation is applied, enemies will also gain +1 drone slots every 3 parallel sectors (riggers every 2)
hard-caps of enemy systems:
- weapons: 11
- shields: 30 (15 bubbles)
- engines: 8
- cloak, teleporter, clonebay, hacking, mind control: 3
- subsystems except battery: 3
- temporal: 16
download
hackslow: oops all renegade cruisers
hate non-boss renegades? here you go!
(when a renegade spawns it is always a cruiser, mv rebel chance drops in higher sectors, renegade chances: 1-2: 50%, 3: 54.545%, 4: 60%, 5: 33.333%, 6+:75%)
download
alternative version where callie, siren and mv rebes never spawn and spawn rate per sector is increase from 1 to 3-4
download
hackslow: hackslow
nerfs hacking (slower hacking drones, reduces weapon and artillery hack effectiveness by 50% and shield hack effectiveness by 10%) (this applies to both player and enemies)
the original purpose of the hackslow mod before it became a testing bed for a lot of the things found here.
download
all systems on flagship
ever wanted to install more systems onto the playable mv flagships? now you can!
download<-almost 1.5 years
hackslow: stackable replicator
all replicator augments stack multiplicatively now, meaning that kernel greenhouse + internal replicator would add up to 82.5% replication chance (should work with all missile replicator augments provided by other mods)
(the descriptions aren't adjusted, but even if they say they don't, they should stack)
download
mostly small adjustments like race-specific names, increasing crew cap or more renegade cruiser spawns.
most of these are to be patched at the end of your mod list.
1.5x crew cap
as it says in the name, increases your crew cap by 50%, rounded up.
(patching it multiple times at once will result in a compounding effect 8 -> 12 -> 18 -> 27...)
download<- 1.5 years old as of writing this
hackslow: stackable zoltan shield
makes all* energy shields stack (*all that have less than 51hp)
(doesn't play nicely with zoltan shields that partially stack with other ones)
download<-1.5 years old
black ghost outlines
having trouble seeing phantoms? this mod makes them more visible by adding black outlines
download<-almost 2 years old
base phantom sheet with ship floor color for comparison, the same effect is applied to all phantom and alpha phantom subtypes (excluding dessius)
hackslow: race-specific crew names
when crew with 'random' names are given they will be given a name based on which race they belong to.
unsupported races pick from the list of human names (which is the name list as set in FTL)
randomly gained (like crapbucket) unique crew will get a name based on their ID (which generally matches their name, in the cases where it doesn't it is specified)
(now supports adding names in addons)
additional credits:
- Altzeus, who made the original mod before all files were lost (this mod is reconstructed from some screenshots of the code they had)
- Kix, for providing a lot of the names
undesired side effects:
- crew in stores and when shown in event rewards are called 'Deckhand' (this is a side-effect of the implementation)
- the list FTL picks names from is wiped so this system works, names added by different mods will not be used (this mod has to be patched last for this reason)
download
want to add custom names for crew in your mod? (notably your mod would be patched BEFORE/ABOVE this one)
here is how, make a lua file like this: (the first 3 lines are to ensure nothing breaks and to ensure compatiblity with other mods that also use this system, in this example we have our mod forgemaster(you would use the name of your addon to ensure no name collisions when adding names) and are setting the crew type "fm_forgemasterperson" to use the names "Alastair" and "Gorgemaster", and adding the names "Cyrus106" and "Terry" to the pool of male humans and to the pool of female names we are adding "V" and "Skye") (ask me in shipyard if this doesn't make sense)
mods.hackslow = mods.hackslow or {}
mods.hackslow.customRaceNames = mods.hackslow.customRaceNames or {}
mods.hackslow.customRaceNames.addonNames = mods.hackslow.customRaceNames.addonNames or {}
mods.hackslow.customRaceNames.addonNames.forgemaster = {
fm_forgemasterperson = {"Alastair","Gorgemaster"},
human = {
male = {"Cyrus106","Terry"},
female = {"V", "Skye"}
}
}
hackslow: parallel sectors
want your run to be longer but don't want to use infinite mode? (because no node 17)
this mod adds a button(below your scrap counter) that will let you reroute to a random generic sector at any time (except some very specific moments) for just 10 fuel. (now also allowing for random unique sectors for 20 fuel)
scrap rewards, enemy hull and crew count won't increase, but renegade cruisers may spawn earlier.
whenever the button is used the system limits of all future enemies are raised by 1 and ship scaling similar to as seen in normal ship generation is applied, enemies will also gain +1 drone slots every 3 parallel sectors (riggers every 2)
hard-caps of enemy systems:
- weapons: 11
- shields: 30 (15 bubbles)
- engines: 8
- cloak, teleporter, clonebay, hacking, mind control: 3
- subsystems except battery: 3
- temporal: 16
download
hackslow: oops all renegade cruisers
hate non-boss renegades? here you go!
(when a renegade spawns it is always a cruiser, mv rebel chance drops in higher sectors, renegade chances: 1-2: 50%, 3: 54.545%, 4: 60%, 5: 33.333%, 6+:75%)
download
alternative version where callie, siren and mv rebes never spawn and spawn rate per sector is increase from 1 to 3-4
download
hackslow: hackslow
nerfs hacking (slower hacking drones, reduces weapon and artillery hack effectiveness by 50% and shield hack effectiveness by 10%) (this applies to both player and enemies)
the original purpose of the hackslow mod before it became a testing bed for a lot of the things found here.
download
all systems on flagship
ever wanted to install more systems onto the playable mv flagships? now you can!
download<-almost 1.5 years
hackslow: stackable replicator
all replicator augments stack multiplicatively now, meaning that kernel greenhouse + internal replicator would add up to 82.5% replication chance (should work with all missile replicator augments provided by other mods)
(the descriptions aren't adjusted, but even if they say they don't, they should stack)
download