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Jack_Modding-Void_Tunnel_Decay-0.4.0 icon

Void Tunnel Decay

Mutator: void-tunnel stability now decays on a fixed real-time clock while travelling, independent of the vanilla per-jump interdiction roll. Left alone long enough in the void, interdiction becomes certain rather than merely likely.

Date uploaded 2 weeks ago
Version 0.4.0
Download link Jack_Modding-Void_Tunnel_Decay-0.4.0.zip
Downloads 12
Dependency string Jack_Modding-Void_Tunnel_Decay-0.4.0

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305
NihilityShift-VoidManager-1.2.11 icon
NihilityShift-VoidManager

Manages mods for multiplayer, gives users Mod controls via GUI (when provided by the mod, default keybind F5), provides API for developers, and minor Chat improvements.

Preferred version: 1.2.11

README

Void Tunnel Decay

Version 0.4.0
For Game Version 1.3.0
Developed by Jack
Some AI tooling used
Requires: BepInEx-BepInExPack-5.4.2305, NihilityShift-VoidManager-1.2.11


💡 Function(s)

  • Adds an Interdiction Decay mutator to the game's own Mutators menu.
  • While selected, void-tunnel stability decays on a fixed real-time clock during travel, independent of the vanilla per-jump interdiction roll. Stay in the void tunnel long enough and interdiction becomes near-certain instead of merely possible.
  • Stability starts lower than full if the ship jumps in on damaged hull, giving a beat-up ship a head start toward interdiction rather than always starting the clock at 100%.
  • The in-flight stability HUD number is scaled to track this mutator's real clock instead of vanilla's cosmetic, randomized figure.
  • Correctly stays inert on sectors/quests that natively disallow interdiction - it adds risk on top of the vanilla system, it does not override quests authored to be interdiction-free.
  • Grants +25% run XP while selected, like the game's own mutators.

🎮 Client Usage

  • In the Hub, open the Mutators menu on the galaxy map and select Interdiction Decay before launching a run. Nothing else to configure.
  • The F5 menu under Mod Settings → Void Tunnel Decay shows whether the mutator is registered, currently active, and currently enforcing (rolling) for troubleshooting.

👥 Multiplayer Functionality

  • ✅ Client
    • Only the host needs this mod. The decay clock, the interdiction roll, and the forced transition into an unstable jump all run once on the host and replicate to the rest of the crew through the game's own networking - the same mechanism a vanilla interdiction already uses. Crewmates without the mod see the same effect play out; they just can't select or control it themselves.
    • Verified in single-player. Multiplayer behavior is not yet confirmed from a live multi-client session - if something looks off for a crewmate (the HUD number, the interdiction sequence itself), please report it.

🔧 Install Instructions - Install following the normal BepInEx procedure.

Ensure that you have BepInEx 5 (stable version 5 MONO) and VoidManager installed.

✔️ Mod installation - Unzip the contents into the BepInEx plugin directory

Drag and drop VoidTunnelDecay.dll into Void Crew\BepInEx\plugins, or install through r2modman / Gale.

CHANGELOG

0.9.2

  • Multiplayer Functionality section now states plainly that this version requires everyone in the room to have the mod installed, to avoid a crash for a crewmate who doesn't.

0.9.1

  • Loading a saved game no longer runs the decay clock on the jump back into the run. The game skips the spin-up state when restoring a save - the same state vanilla's own interdiction roll runs in - so that jump was never at risk in vanilla, and the clock now arms only on jumps that actually spin up. Any tunnel entry that skipped spin-up is exempt the same way.

0.9.0

  • In-game mutator name is now Void Tunnel Decay (was Interdiction Decay). Same asset GUID, so saves and rooms are unaffected.

  • The tunnel now throws lightning-like bursts of the unstable look while the clock runs: the red light source with a bright overshoot and dimmer restrikes, the colour grade snapping in and fading out, and late on a brief camera jolt, arriving at random at a rate proportional to the per-tick interdiction chance - quiet while safe, frantic near the end. Each layer has a chance multiplier and every hold, gap, decay and blend is fuzzed. Sixteen new tuning knobs.

  • Crewmates with the mod see the flicker too: the host broadcasts the clock state each tick on VoidManager's ModMessage channel. Crewmates without it still see the vanilla tunnel.

0.7.0

  • The clock now keys on the ship's power, not its hull. Community feedback: punishing a ship that was already damaged felt bad. Each jump's clock length is BaseClockSeconds * (P_ref / P)^k * (1 - c)^m, with P = 3G + 2*max(0, U - G) from the ship's generated/used power and c the vanilla per-jump interdiction chance the game has already climbed to - so the game's own rising risk and ours pull the same way. Hull damage no longer starts the clock lower or drains it faster.
  • Repairs during the jump still buy time: a hull rise rewinds the clock by RepairCredit (default 2) times the fraction repaired, never past the clock's start. Damage in the void does nothing.
  • One curve instead of a blend: interdiction time over the clock has cumulative distribution F(x) = 1 - cos(pi*x/2)*(1 - sin(pi*x/2)^a)^b and the per-tick gate is derived from it, so tick length no longer changes the odds. At the defaults (240 s base, a = 9, b = 3) the reference ship on a fresh run has a median 132 s to interdiction, one in ten before 69 s.
  • PercentPerTick config entry removed; TickIntervalSeconds default 2 -> 1. Tuning knobs replaced wholesale: BaseClockSeconds, BasePower, PowerExponent, ChanceExponent, ShapeA, ShapeB, RepairCredit.
  • scripts/monte-carlo.py rewritten to the new formula: --ship G[:U], --chance, --repair-start/--repair-amount; --exact now also prints the mean.

0.6.0

  • Stability now tracks the ship's hull during the jump, not only at its start. Any change in hull HP moves stability by the same exchange rate the starting value uses (a hull change of d is worth d / GateExponentBase stability, so repairing 40% -> 100% hull restores 20 points), and the decay rate follows the current hull rather than the hull at jump start. Repairs made in the void buy time; damage taken in the void spends it.
  • scripts/monte-carlo.py --repair-start/--repair-rate/--repair-to previews a repair made during the jump.

0.5.0

  • Interdiction odds now follow a target curve that keeps most interdictions toward the end of the clock instead of front-loading them: the original per-tick gate is blended into a hazard derived from an ease-in-quartic cumulative distribution, so a full-hull jump keeps a quiet first half-minute and is typically pulled with the stability readout around 20-25%.
  • Default TickIntervalSeconds 1 -> 2. A full-hull jump now runs a median ~150s to interdiction (was ~40s), with a 200s hard cap.
  • Hull damage now speeds up decay as well as lowering the starting value: decay per tick is PercentPerTick * (1 + 2 * (1 - startingStability)). At 40% hull that is ~85s median; at 10% hull ~65s.
  • scripts/monte-carlo.py models the shipped formula end to end and takes hull fractions directly.

0.4.1

  • Thunderstore README: documented the extra-mutator-slot toggle in Function(s) and Client Usage, matching Insanity's page.

0.4.0

  • Stability now seeds from a hull-HP-damped fraction of full instead of always starting at 100%: a ship jumping on damaged hull starts its decay clock partway toward interdiction, with GateExponentBase (the same knob shaping the interdiction-odds curve) controlling how hard that penalty bites.
  • Fixed two Harmony patches that silently swallowed exceptions instead of logging them.

0.3.0

  • Initial release.