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.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.
