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Raif Redacted

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RaifRedacted

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Splits Logistics hullmods into two categories: Logistics and Science. Maintains the 2-hullmods-per-category rule and slightly adjusts a few minor things. Also, makes Shielded Cargo Holds unlocked and available from the start.

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Author: Raif Redacted
Mod Name: Logistics Overhaul

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Logistics Overhaul is a simple mod that splits the base game's Logistics hullmods into two categories: Logistics and Science (it also adjusts a few things, otherwise). You may now choose 2 from each category of 5 hullmods rather than having to choose 2 from all 10.

While I'm aware the intention was to balance the game and force a few choices, it didn't make sense that finding extra space for a few things on your ship would also prevent you from augmenting your drive field or changing your sensors. Below are all the changes I've made, and keep in mind that anything I've done here can easily be changed by swapping tags and adjusting numbers in my "hull_mods" excel file.

Logistics category now has:
Additional Berthing
Auxiliary Fuel Tanks
Efficiency Overhaul
Expanded Cargo Holds
Surveying Overhaul (previously Surveying Equipment)

Efficiency Overhaul and Surveying Overhaul both had their "Requires Dock" tag removed. To me, they're both about the study and understanding of supply chain and not at all about finding new equipment or hiring specific people to make your ship better, while the other three would absolutely require new equipment (new racks to sleep in, new storage for fuel and equipment, etc). It's also thematic, in that it represents your crew having written new SOPs (Standard Operating Procedures) that actually worked well enough to make positive changes. Since these hullmods represent learning, they shouldn't require a dock or any new equipment (thus the name change).

Science category now has:
Augmented Drive Field
High Resolution Sensors
Insulated Engine Assembly
Militarized Subsystems
Solar Shielding

High Resolution Sensors OP cost has been adjusted down to 3/6/9/15 from 9/9/9/15, since the benefits are also based on hullsize and you're not buying the exact same equipment for each of the first three ships then randomly buying a completely different set of equipment for the largest ships.

Adjusted from base game:
Shielded Cargo Holds

I've removed this hullmod from the ship-specific category and tagged it as unlocked from the start. It's not a Logistics or Science hullmod but it was something that made zero sense and is related to both logistics and science. If you start the game with any of the as-of-now provided options, you don't get to fly as a space pirate (yet, though maybe it'll be add in at some point). Well, what if that was your intended roleplay? You'd have to find and/or buy very specific ships and, to me, that would just flag every one of those ships as illegal in any system that isn't controlled by the Pirate faction. Since this game mechanic of policing certain ships doesn't exist, it didn't make much in-universe sense to lock this hullmod down. Now that it's unlocked, you can decide for yourself if you want to try to run around with illegal stuff. If you'd rather it be something you purchase, feel free to adjust that by deleting the word "TRUE" from the "unlocked" column in my "hull_mods" excel file. It has a base price of 5000 and OP cost of 3/6/9/15 already setup, just in case you make that decision.

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Changelog:
1.0 - Release