Ship Customizer
Adds a CUSTOM loadout to the ship loadout terminal: any weapon or module of any tier on every hardpoint, any item on the storage racks, the fabricator's alloys and level, and the homunculus. Sandbox: no progression.
| Date uploaded | 3 days ago |
| Version | 0.5.1 |
| Download link | Captain_Chuncks_Mods-Ship_Customizer-0.5.1.zip |
| Downloads | 16 |
| Dependency string | Captain_Chuncks_Mods-Ship_Customizer-0.5.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Ship Customizer
Adds a CUSTOM loadout to the hub's ship loadout terminal. Fit any weapon or module, of any tier, on every hardpoint of your ship, choose what it starts with on its storage racks, and pick the homunculus. A sandbox for trying out builds the regular loadouts never offer.
Works on every ship (Frigate, Striker, Destroyer), on a monitor or in VR.
How to use
- In the hub, go to the ship loadout terminal and pick your ship.
- Choose CUSTOM at the bottom of the LOADOUTS list. It starts as a copy of ROOKIE.
- Change the ship:
- Click a hardpoint on the ship picture (a + marks a free one) to get every weapon and module that fits it, with rarity colours and the game's tooltips. A 2x1 hardpoint takes one 2x1 module or two 1x1 modules.
- HARDPOINTS lists every hardpoint as a big row (port or starboard, bow to aft), handy in VR.
- STORAGE opens every storage rack: click a slot to put any item there (ammo, power cells, repair plates, materials, animus crates, weapon crates, mods or relics).
- HOMUNCULUS picks the standard homunculus or any Blessed Homunculus.
- FABRICATOR sets how many alloys the run starts with, and the fabricator's level (MK I to MK III).
- COPY LOADOUT starts from any of the game's loadouts, including the challenge ones.
- EMPTY clears the hardpoints, the racks, or everything.
- Press SELECT and start a mission as usual.
Your CUSTOM loadouts are saved per ship and kept between sessions.
Multiplayer and the modding rules
Ship Customizer follows Void Crew's official modding guidelines for sandbox mods:
- Every player with Ship Customizer can choose CUSTOM and change it, and everyone in the room needs Ship Customizer for it. If someone without the mod joins while CUSTOM is chosen, the room goes back to ROOKIE. Nobody is kicked.
- Rooms you host are marked [mod_session] in the server list. Players need "Can join [mod_session] games" turned on to join them.
- A CUSTOM run gives nobody XP, rewards, quest progress or achievements, and the room is closed to new players until the CUSTOM mission is over. A saved CUSTOM run stays without progression when you continue it.
- The CUSTOM loadouts are the host's: everyone sees and changes them, and the changes are saved on the host's PC. With a host on 0.4.0 or older, only the host can.
- During a CUSTOM run the storage racks take any item.
Works with Void Crew Fleet
With Void Crew Fleet installed, its second ship can use CUSTOM too. Under SHIP 2 the terminal shows ship 2's CUSTOM loadout: the same as ship 1's until you change it there. COPY LOADOUT has SAME AS SHIP 1 to go back. Ship 2's fabricator gets its own level and, with a Void Crew Fleet that supports it, its own starting alloys (otherwise both ships start with ship 1's). Any player can set ship 2 up, and the same rules apply to both ships.
In a Fleet Battle (PvP), ship 1 belongs to the BLUE team and ship 2 to the RED team: only a ship's own team can change its CUSTOM loadout, and the other team sees it view-only.
Without Void Crew Fleet (not installed, or turned off in its config), all of this stays off and Ship Customizer works on its own.
Settings
BepInEx\config\com.captainchunck.voidcrew.shipcustomizer.cfg:
| Setting | Default | What it does |
|---|---|---|
| General > Enabled | true | Turn the mod off without removing it. |
| Rules > AllowAnySize | false | Let any module go in any hardpoint, whatever its size. Big modules in small hardpoints can stick through walls. |
| Rules > AnyItemOnAnyRack | true | Any item goes in any storage rack slot, in the CUSTOM editor and during a CUSTOM run. Big items can stick out of small slots. |
| Rules > CopyPresetModuleContents | true | A module that a game loadout also uses starts with the same contents (loaded ammo crate, power cell). |
| Rules > ShowQuestItems | false | List quest items in the storage picker. They can confuse mission objectives. |
| Diagnostics > WriteGameDataReport | true | Writes everything the mod found to ShipCustomizer\game-data.txt in the game's save folder, for bug reports. |
| Diagnostics > VerboseLogging | false | Extra detail in the BepInEx log. |
Known limits
- The pop-up lists work with the mouse (or a VR pointer); gamepad navigation isn't supported yet.
- In VR the terminal pointer can drift from where clicks land when you turn your head, so small targets such as the hardpoint icons are hard to hit. Use HARDPOINTS instead.
- The first time the terminal opens, the mod reads every module and weapon from the game, which takes a second or two.
Source and bug reports
Source code, manual downloads and issues: https://github.com/CaptainChunck/VoidCrewShipCustomizer
When reporting a bug, please attach BepInEx\LogOutput.log and ShipCustomizer\game-data.txt from
%USERPROFILE%\AppData\LocalLow\Hutlihut Games ApS\Void Crew.
CHANGELOG
Changelog
0.9.0
- Up to 6 CUSTOM ships with Void Crew Fleet 0.4.0: up to 3 ships in co-op, and up to 3 a team in a Fleet Battle.
- Every ship has its own CUSTOM layout, fabricator level and starting alloys, set up under that ship on the terminal.
- In co-op a ship follows ship 1's CUSTOM until it is changed. LOAD LOADOUT can copy any other ship's CUSTOM once.
- In a Fleet Battle the odd ships are BLUE's and the even ships RED's. Only a ship's own team can change it.
- No ship follows or copies the other team's CUSTOM. An unchanged ship starts from its type's default loadout. Before, RED's ship 2 showed BLUE's ship 1 CUSTOM until it was changed.
- When the host makes a ship a given type, only that type's CUSTOM is offered for it, and other types are refused.
- CUSTOM on ships 3 to 6 needs everyone in the room on 0.9.0 or newer; the reason names who isn't. Ships 1 and 2 keep working with older versions.
- Ships that copy ship 1 in co-op get its fabricator level and contents. They are recognised as the very ship 1 loadout, so a plain ROOKIE ship is never mistaken for a copy of an unchanged CUSTOM ship.
- Void Crew Fleet's features only apply when the host runs Fleet too. Before, a player with Fleet could see Fleet features in a room whose host doesn't run it. Now, without Fleet on the host, Ship Customizer works exactly as it does without Fleet: ship 1 only, no team or match rules, nothing of Fleet's on the terminal.
- For other mods:
GetDefaultLoadout,CheckShip,SetShip,BuildShip,GetShipAlloysandShipCustomCancelledtake ships 2 to 6. The ship 2 members stay.
0.8.0
- Several players can change the same ship at once.
- Changes are made part by part: each hardpoint, each storage rack slot, the homunculus, the alloys and the fabricator level. Changes to different parts all stay.
- When two players change the same part at the same moment, the first change stays and the other player is told who got there first, instead of one change silently replacing the other.
- A pick from a list whose part changed while the list was open isn't made either, and everyone sees who changed the loadout.
- Players on 0.7 and older can still play with a 0.8.0 host; their changes work as before.
- CONTENTS for any fitted weapon or module: choose what it starts loaded with.
- Ammo crates or batteries for a weapon (whatever its type takes), weapon mods, power cells for shields and charge stations, and payloads for the payload launcher.
- Only what fits each slot is listed. USUAL CONTENTS keeps what the game's loadouts load it with.
- Power check: every weapon and module shows the power it draws (generators: what they make). The HARDPOINTS list, the hardpoint lists and the CUSTOM description show the ship's total: "Power: 18 of 24 made".
- Share codes: COPY AS A SHARE CODE (in SAVE LOADOUT) puts the whole loadout on the clipboard as one line of text. PASTE A SHARE CODE (in LOAD LOADOUT, and LOAD RACKS) brings one in; only what fits the ship comes in.
- Progression in CUSTOM runs, as the modding rules ask:
- Tracked stats, Steam stats and daily and weekly quests are now paused too. Before, a daily quest could be marked done in a CUSTOM run and its reward lost.
- The pause holds when the host leaves mid-run, and the new host remembers the run as a CUSTOM run.
- A saved CUSTOM run only starts once everyone in the room has the mod.
- The pause ends when you leave the room, not only back in the hub.
- Fixes:
- With Void Crew Fleet:
- each ship's fabricator starts at its own level, whichever team the host is on;
- a ship 2 left on "as ship 1" gets ship 1's level;
- the host's changes to ship 1 no longer reach RED's ship 2.
- Some MK III weapons no longer start with weapon mods copied from the game's test loadouts. Usual contents come only from the loadouts the terminal lists, and never include mods.
- Changes from other players (and share codes) are checked part by part: only real modules that fit, real items, a real homunculus, and this PC's settings (AnyItemOnAnyRack, AllowAnySize).
- The save files are written in one step (a crash can't lose them), and a file that can't be read is never overwritten. Damaged loadout data no longer causes errors.
- SELECT no longer shows SELECTED when CUSTOM was refused.
- "CUSTOM was switched off" messages go to every modded player's chat.
- Rare errors can no longer start a CUSTOM ship with progression on, or block the hub.
- With Void Crew Fleet:
- Menus:
- FABRICATOR has 250 alloys, and always lists the current amount and a Fleet Battle's limit.
- HARDPOINTS is numbered and comes back after each pick.
- Players who can only look at a ship get read-only lists, and the storage window follows team changes while open.
- Replacing or clearing a saved slot asks for a second click.
- MATCH RULES rows go straight to the problem.
- The pop-up lists reuse their rows, so opening many of them no longer builds up memory until you leave the hub.
- The game-data report lists each weapon's and module's power, item slots and usual contents, and each ship's own power.
0.7.1
- Long item names on the storage-rack tiles are readable again. They get smaller text and show from their first line, so "Heavy Caliber: Large Crate" no longer shows only "Caliber:".
- The NOT ALLOWED mark on a storage tile no longer runs into two-digit slot numbers.
- A pop-up with tabs highlights the tab it opens on straight away, not only after you click a tab.
0.7.0
- The HOMUNCULUS menu shows what each Blessed Homunculus's blessing does: the text of the game's own tooltip, with its highlights, so you don't have to hover over each one. Blessed Homunculi in the storage-rack list show it too.
- Match rules keep a Fleet Battle (Void Crew Fleet's PvP) even:
-
In every Fleet Battle, a CUSTOM ship never starts with relics, the Armory Exchange Key, extra Fabricator modules or the game's unfinished Placeholder weapons (nor their crates, nor the Placeholder weapon mod). The menus leave them out, and the storage list has no RELICS tab. Relics found during the match are yours to use.
-
With Void Crew Fleet 0.3.0 or newer, the host sets the rest on Fleet's SHIP RULES tab:
- which tiers, categories and single items CUSTOM may use. Tiers are MK I to MK III; items go by rarity, and Legendary ones count as the top tier. Banning a weapon bans its weapon crate too;
- the fabricator's highest level (MK I is always allowed);
- the most starting alloys.
The menus grey out what the rules refuse: NOT ALLOWED IN THIS MATCH.
-
MATCH RULES, above the CUSTOM section, shows the rules and anything in the loadout that breaks them (the button then reads BREAKS MATCH RULES), with a one-click TAKE OFF. Storage tiles that break the rules are marked NOT ALLOWED.
-
When the mission starts, the host takes off whatever still breaks the rules, from a copy, so your saved loadouts keep everything. Ship 2's starting alloys are limited too. Every player with Ship Customizer is told in the chat what came off.
-
- For Void Crew Fleet: a new API member,
GetRuleOptions(ApiVersion stays 1). - The game-data report lists each homunculus's blessing and the match-rule options.
0.6.0
- SAVE LOADOUT and LOAD LOADOUT:
- Keep a CUSTOM loadout on your PC (10 slots per ship) and bring it back in any later match, as the host or as another player.
- LOAD LOADOUT also has the game's loadouts (what COPY LOADOUT did) and the EMPTY options.
- The pop-up windows (the pickers and the storage racks) are built like the game's own pop-ups: its dark-grey window with the light-blue outline and wings, the LOADOUTS list's rows, and its buttons. In a Fleet Battle the outline takes the team's colour.
- Storage racks start with exactly what you chose.
- The CUSTOM ship gets fresh rack entries (nothing left over from the loadout it's built on).
- Right after it spawns, the host checks every rack slot and puts back the chosen item if a slot holds anything else. The log names any slot it had to fix.
- With Void Crew Fleet, ship 2 uses its own CUSTOM only when CUSTOM is chosen (SELECT) under SHIP 2; set to AS SHIP 1, it starts as a copy of ship 1.
0.5.1
- With Void Crew Fleet, ship 2's FABRICATOR menu has ALLOYS too, so ship 2 (the RED team's ship in a Fleet Battle) can start with alloys of its own. It needs a Void Crew Fleet that supports this. With an older Fleet, the menu shows the level only, and both ships start with ship 1's alloys as before.
- For Void Crew Fleet: a new API member,
GetShip2Alloys(ApiVersion stays 1).
0.5.0
- Every player with Ship Customizer can choose CUSTOM and change it, not only the host.
- Everyone sees and changes the host's CUSTOM loadouts, and the changes are saved on the host's PC. COPY LOADOUT has YOUR OWN CUSTOM to bring in the one saved on your PC.
- With Void Crew Fleet, any player can set up and choose ship 2's CUSTOM too.
- Needs the host on 0.5.0 or newer. With an older host, only the host can, as before.
- Storage racks take any item in any slot, in the CUSTOM editor and during a CUSTOM run (setting AnyItemOnAnyRack).
- New FABRICATOR button: the alloys a run starts with, and the fabricator's level (MK I to MK III). With Void Crew Fleet, ship 2's fabricator gets its own level, and both ships start with ship 1's alloys.
- Void Crew Fleet's Fleet Battle (PvP): ship 1 belongs to the BLUE team and ship 2 to the RED team, and only a ship's own team can change its CUSTOM loadout (the host too); the other team's is view-only. The CUSTOM pop-ups take the team's colour.
- Without Void Crew Fleet (not installed, or turned off in its config), everything for a second ship stays off and Ship Customizer works on its own.
- The CUSTOM buttons are now a section in the terminal's own style, level with DESCRIPTION and HOMUNCULUS.
- The modding-guideline rules are unchanged: everyone in the room needs Ship Customizer for CUSTOM, CUSTOM runs give no progression, and the room is closed to new players during a CUSTOM mission.
0.4.0
- Works with Void Crew Fleet: its second ship can use CUSTOM too, with a layout of its own.
- Under SHIP 2 the terminal shows and edits ship 2's CUSTOM loadout. It is the same as ship 1's until you change it there; COPY A LOADOUT has SAME AS SHIP 1 to go back, and SHIP 1'S CUSTOM to copy it once.
- The same rules as ship 1: only the host chooses it, everyone in the room needs Ship Customizer, and a CUSTOM ship 2 makes the run a CUSTOM run (no progression, room closed to new players).
- Other players with the mod see the host's ship 2 CUSTOM loadout.
- A public API for other mods (
ShipCustomizerApi, API version 1). - With Ship Customizer alone, nothing changes.
0.3.0
- Follows Void Crew's official modding guidelines for sandbox mods:
- Rooms you host are marked [mod_session] from the start, so players opt in before they join.
- Everyone in the room needs Ship Customizer for CUSTOM. If someone without it joins in the hub, CUSTOM switches back to ROOKIE (nobody is kicked).
- Nobody earns progression in a CUSTOM run, and the room is closed to new players until the CUSTOM mission is over.
- A saved CUSTOM run can only be continued while everyone has the mod.
- Important notices also appear in your text chat, so you see them away from the loadout terminal too.
0.2.0
- CUSTOM is built on ROOKIE (the game's default loadout) instead of a hidden challenge loadout.
- New HARDPOINTS button: every hardpoint as a big row, easy to pick in VR.
- The CUSTOM buttons moved above SELECT, clear of the panel headers.
- COPY A LOADOUT lists the terminal's loadouts and the challenge loadouts on separate tabs.
- Empty hardpoints in game loadouts no longer cause warnings.
0.1.0
- First test build: CUSTOM loadout, clickable hardpoints, storage-rack editor, homunculus picker, copy and empty.