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.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, the game's tooltips and the power each one draws. A 2x1 hardpoint takes one 2x1 module or two 1x1 modules. The lists show the ship's power: what everything fitted draws against what the ship makes.
- CONTENTS (on a fitted weapon or module) picks what it starts loaded with: ammo or batteries for a weapon (what its type takes), weapon mods, power cells for shields and charge stations, payloads for the payload launcher.
- HARDPOINTS lists every hardpoint as a big, numbered 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, each with what its blessing does.
- FABRICATOR sets how many alloys the run starts with, and the fabricator's level (MK I to MK III).
- SAVE LOADOUT keeps the loadout on your PC (10 slots per ship) to bring back in any later match, or copies it as a share code: one line of text to paste in a chat.
- LOAD LOADOUT brings back a saved loadout or a share code someone sent you, starts from any of the game's loadouts (challenge ones included), or empties 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, achievements, stats or daily and weekly quest progress, 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.
- Several players can change the same ship at once: changes to different hardpoints, rack slots and settings all stay, and when two players change the same thing at the same moment, the first change stays and the other player is told who got there first. Nobody's change is silently replaced.
- During a CUSTOM run the storage racks take any item.
Works with Void Crew Fleet
With Void Crew Fleet installed, every player ship it adds can use CUSTOM too: up to 3 ships in co-op and up to 3 a team in a Fleet Battle with Void Crew Fleet 0.4.0 or newer (ship 2 with an older Fleet). Under each ship the terminal shows that ship's CUSTOM loadout, and SELECT there makes the ship use it. Each ship's fabricator gets its own level and, with Void Crew Fleet 0.2.1 or newer, its own starting alloys. Any player can set the ships up, and the same rules apply to every ship.
- In co-op, a ship's CUSTOM loadout is the same as ship 1's until you change it there (LOAD LOADOUT has SAME AS SHIP 1 to go back). LOAD LOADOUT can also copy another ship's CUSTOM once.
- CUSTOM on ships 3 to 6 needs everyone in the room on Ship Customizer 0.9.0 or newer.
- When the host makes a ship a given type, only that type's CUSTOM is offered for it.
In a Fleet Battle (PvP), the odd ships (BLUE 1, 2, 3) belong to the BLUE team and the even ships (RED 1, 2, 3) to the RED team: only a ship's own team can change its CUSTOM loadout, and the other team sees it view-only. No ship follows or copies the other team's CUSTOM.
Match rules keep a Fleet Battle even:
- A CUSTOM ship never starts with relics, the Armory Exchange Key, extra Fabricator modules or the game's unfinished Placeholder weapons; the menus leave them out. 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 lobby screen (SHIP RULES): tiers, categories, single items, the fabricator's highest level and the most starting alloys. The menus grey out what the rules refuse.
- MATCH RULES, above the CUSTOM section, shows the rules and what breaks them, and can take it off. Anything that still breaks them comes off when the mission starts (your saved loadouts keep everything), and everyone is told in the chat.
Fleet's features only apply when the host runs Void Crew Fleet too. Without it (not installed, turned off in its config, or not running on the host), all of this stays off and out of sight, 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.
