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.
By Jack_Modding
| Date uploaded | a week ago |
| Version | 0.5.0 |
| Download link | Jack_Modding-Void_Tunnel_Decay-0.5.0.zip |
| Downloads | 10 |
| Dependency string | Jack_Modding-Void_Tunnel_Decay-0.5.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305NihilityShift-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: 1.2.11README
Void Tunnel Decay
Version 0.5.0
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 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 certain instead of merely possible.
- Stability starts lower than full if the ship jumps in on damaged hull.
- Correctly stays inert on sectors/quests that natively disallow interdiction.
- Grants +25% run XP while selected.
- Allows an additional mutator to be selected (toggleable from mod menu).
🎮 Client Usage
- In the Hub, open the Mutators menu on the galaxy map and select Interdiction Decay before launching a run.
- The F5 menu under Mod Settings → Void Tunnel Decay shows whether the mutator is registered, currently active, and currently enforcing (rolling) for troubleshooting. It also allows you to turn off the extra allowed mutator.
👥 Multiplayer Functionality
- ✅ Host
- Only the host needs this mod. 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, withP = 3G + 2*max(0, U - G)from the ship's generated/used power andcthe 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)^band 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. PercentPerTickconfig entry removed;TickIntervalSecondsdefault 2 -> 1. Tuning knobs replaced wholesale:BaseClockSeconds,BasePower,PowerExponent,ChanceExponent,ShapeA,ShapeB,RepairCredit.scripts/monte-carlo.pyrewritten to the new formula:--ship G[:U],--chance,--repair-start/--repair-amount;--exactnow 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
dis worthd / GateExponentBasestability, 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-topreviews 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
TickIntervalSeconds1 -> 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.pymodels 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.