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File credits
A big shoutout to cszolee79 for not only providing the YAML source code but also helping with so many questions and for accepting my patches.
Donation Points system
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Changelogs
Version 3.5.2
Compact HSK has been moved to YAML
NSS uses YAML's new stealth toggle system
Renamed some of the actuators to be easier recognizable as such
Improved names and descriptions for many of the non-lore equipment (thank you Greisyn)
A selection of 8 new non-lore equipment by Greisyn (Klystron Accelerator, Hydrazine Hotshot, check the full equipment list for details)
Version 3.3.1
Re-packaged for DLC5
Version 3.3
Added FCS Melee
Added FCS Bloodsport
Added first pirate equipment: The Pirate Engine
Version 3.2.5
Re-packaged for March 2023 game update
Version 3.2.4
Fixed modular armor weight (messed that up in my haste to get our the update)
Version 3.2.3
Fixed weight on original modular armor
Added Modular Ferro Mk1-Mk4 as an alternative: max armor for a bit of bulk.
Increased salvage shares, install/removal time and cost for modular armor.
Version 3.2.2
Reverted Modular Armor to original state. (It is impressive how people suddenly rush to curse at me for changing something on a free mod because of one small change.)
Version 3.2.1
Modular armor changes: 1 slot for Mk1 and Mk2, 2 slots for Mk3 and Mk4; stacking not possible anymore.
Fixed NSS armor using 1 slot in the CT.
Version 3.2
Major change to modular armor: mod armor increases max armor for bulk. As such they are more flexible but also a little less powerful.
Added prototype improved JJs (I need those for the Super Griffin)
All primitive equipment is very expensive to remove. This is done to simulate upgrading primitive mechs.
Version 3.1
Fixed Thermal Mass memory leak
Added configuration settings for Harjel (repair scaling and degradation toggle) via mod options
Version 3.0
DLC4-ready
Added Quikcell Thermal Mass
Advanced FCSs are back to only one slot
All TCs renamed to FCS
Version 2.9
NERFS and balance changes! Thanks to the amazing beta testers on Discord!
Harjel has been rebalanced with slower repairs and repair degradation. Black Carapace and Hardened Ferro should feel different now.
Added Endo Composite Clan
Added Laser Pulse Module and Laser Overcharge Module
Added Exchanger Clan
Added Blue Shield Particle Field Damper
PPC Capacitor now only benefits PPCs in the same location
Advanced TCs have seen a major nerf. They were just too powerful.
Command Console rework: heavier and more bonuses, can install BCs now.
Upper Hardened only benefits the install location.
Fixed some restrictions with Endo TSM, etc.
BCs and TCs do not give dmg bonuses anymore.
Slic suite gives sensor bonus to the entire lance (basically all friendly mechs)
Version 2.8.2
Increased salvage shares on many equipment like Harjel or armor upgrades
If TTRulez_AI is installed the improved JJs will use the same improved acceleration.
Version 2.8.1
Fixed Slic Suite slot count
BC Energy is now BC Laser to avoid overpowered PPCs with the capacitor
New clan naming scheme for ammo
Version 2.8
Support for new "Life Support" slot type in YAML
Added new Life Support equipment like the improved life support
Partial Wing Systems now let you glide! Then reduce the gravity for the mech.
Fixed QS XL ICE engine heat bonus to include weapons on the entire mech
Moved Ferro Lamellor Armor from the Savage Wolf mod (guess why)
Primitive cockpit now prevents eject
Version 2.7.1
BC Artemis V now requires the modular TC
Increased salvage cost for all BC
Slightly reduced installation cost for Harjel
Fixed radical DHS kit failure damage to affect structure directly instead of armor. Caution: 5 failures will kill a medium mech now!
Version 2.7
Quikcsell is here: 18 new equipments to let your mech shine without stretching your budget (I always loved what Roguetech did with the Quikcsell items and finally I manages to get all the required features into YAML)
Small nerf to prototype heatsinks: 2% less weapon heat instead of 3%
Several equipments now use multiple slot types. Example: Re-inforced legs use all 4 leg slots
Reduced regen time of improved JJs from 8 to 6.5 seconds
Version 2.6.1
Fixed Arrow IV ammo double bin capacity
Added AP Gauss ammo double bin
Version 2.6
Some small nerfs to jam chance bonuses
Added double ammo bins for Clan Arrow V and Clan Stream LRMs (YAW)
Adjusted double ammo bin capacity to match changes in YAW
Added PPC Capacitor (made this one 2 slot like Roguetech because I think it makes more sense for such a powerful item)
Added Supercooled Myomer: no movement heat. Maybe pointless but fun.
Added Prototype versions of Endo and Ferro for completeness sake.
Version 2.5
Added Thunderbolt double ammo bins from Yet Another Special Variant (TBolts are now part of YAW)
Added Searchlight equipment which enabled YAML''s new searchlight quirk on a mech.
OP prices for OP equipment!
Updated ammo count on YAW double bins.
Version 2.4
Updated YAML API to 0.25
Version 2.3.1
Fixed Hip Armored slot type
Fixed a few equipment property spelling errors
Added Primitive Armor, Sensors, Cockpit (snuck in there, was actually supposed to go into 2.4, oh well)
Version 2.3
Added a status widget for Hotseat Cockpit to the HUD
Added Hip Armored (just to have something to install in that slot)
Small buff to Hotseat Cockpit cooldown
Version 2.2.2
Added missing I-Narc double ammo bin
Fixed names of LBX ammo bins
Fixed cooldown quirk on Melee Gyro Mk2
Version 2.2.1
Scaled down the removal cost of patchwork and most armor/structure upgrades. Installation is supposed to be expensive to counter-balance the power of patchwork, etc.
Version 2.2
Reverted Patchwork back to the original values. Sorry for the back and forth, the new values were just OP. Also: only one per mech component.
Added Heat Dissipating Armor
Moved Heavy Ferro to YAML
Halved weight of all Harjel equipment. It was just too heavy to really use it, especially in comparison to Black Carapace.
Fixed intro dates on some equipment.
Version 2.1.1
Slight nerf to Patchwork T2 and T3. The buff in 2.1 was just too much compared to something like Ferro.
Version 2.1
Yet another new mod name: Yet Another Equipment Collection
Rebalanced Patchwork T2 and T3 with higher tonnage reduction to make them more useful as compared to T1
Version 2.0
All incoming damage handling has been moved to YAML. This includes Reflective and Reactive armor. (hence the version bump to 2.0)
Added Armored Cockpit and Sensors
Version 1.0.1
Removed tonnage restrictions on all armor and structure upgrades to support superheavy 'mechs. These restrictions are not required anymore since YAML 0.20
Version 1.0
Bumped the version to 1.0. This is not a major release, I was just sick of the 0.
Reverted the restriction of one laser insulator per component
Lowered the slot size of improved JJs to 1 to make them really useful
Version 0.26
Dropped Compact engines, these are now handled in YAML
Allow engine heatsinks with the standard proto HSK, radical still does not support them
Small advanced cockpit now weighs one ton less to make it really good
Only one laser insulator per component, no more stacking
Added Gyro XL Dreadnought
Considerable buff to shoulder and upper armored
Version 0.25
Fixed YAW missile drop (harjel still needs to override the Projectile asset, next MW5 update should fix that)
Version 0.24beta3
Simplified double ammo bin tags (should fix some issues with shops, etc)
Removed Claws, Battle fists (YAML does not have hand slots anymore and DLC3 introduces proper claws and battlefists)
Fixed some intro dates
Version 0.24beta2
Added missing double ammo bin tag
Fixed incoming dmg modifiers for new melee weapons
Version 0.24beta1
DLC3 compatibility: everything should work, of course melee is still a bit wonky. I will probably remove the claws and battlefists once YAML is done.
Added Hardened Ferro because Black Carapace is not OP enough yet.
Version 0.24
Fixed Magshot double ammo bin tag
Version 0.23
Moved all heat sink kits and additional heat sink types from HeatSinkKits to this mod (excluding the installation restrictions)
Fixed packaging issue which caused the Timberwolf to not have any paint
Moved double ammo bins from my SpecialVariants mod here. These weigh 2 tons, use 2 slots but have 2.5x the ammo.
Version 0.22.2
Fixed Cockpit Hotseat heat buildup and mech switch handling
Renamed Cockpit Hotseat key binding to "ToggleCockpitHotseat" (Caution: you have to rebind the key if you do not like the default of DELETE)
Version 0.22.1
Fixed Slic Suite slots (it has 2 like the standard cockpit)
Version 0.22
New Battle Computers (PPC and predictive)
Battle Computer rebalance (thanks to Nuwisha)
Added weapon mount heat (RT) because why not?
Added Gyro Defensive which gives an evasion pilot bonus of 3
Added Slick Suite (RT), a cockpit with some sensor bonuses
Updated YAW code in Projectile to latest version
Updated default load order to override YAW
Version 0.21.2
Restored melee weapons which I accidentally removed, thus, causing incoming melee dmg modifiers not to work.
Prevent Cockpit hotseat to be installed with masc
Version 0.21.1
Hotfix for harjel healing. Sometimes max armor values were not initialized properly.
Version 0.21
Added Command Console
Added Cockpit Small Advanced
Added stability and defensive Gyro
Added improved JumpJets (using the Roguetech versions instead of TT since they are so much better)
Added Compact engine 200 (required for an ANH-3A in SpecialVariants, more ratings in the future)
Claws and Battle fists now install into hand slots rather than generic ones. This also resolves any issues with installation.
Version 0.20.1
Changed default load order to 10 to overwrite the Hatchetman mod. This fixes claw and battle fist installation issues.
Version 0.20
Added Exchanger and Exchanger Mk2
Version 0.19
Melee Galore: added a bunch of melee-focussed actuator upgrades (mostly stolen from Roguetech) like Battle Fists or Upper Melee.
Added Melee Gyros
Added Angel ECM
Added NSS (Null Signature System) - Essentially just a stacking ECM. NOT REALLY TESTED!
Added Laser Insulators
Added Cockpit Hotseat
Version 0.18.1
Fixed broken self-repair on mech in mechbay 1
Version 0.18
Fixed Flamer damage
Fixed Harjel "over-healing": never heal more armor than the component had before
Added TC Nova: reduced laser heat
Version 0.17
New armor types: reflective, reinforced, ballistic reinforced, spall liner
Version 0.16
No more AbstractMech thanks to YAML's new extension system (requires YAML 0.8.3)
Support for Harjel self-repair in mech quirks
Dropped patchwork conflicts introduced in 0.15 (did not really like them)
Version 0.15
All equipments now have proper gameplay tags which should solve problems like patchwork being treated as a heat sink.
Self-healing after 0 armor should be fixed.
Version 0.14
Fixed structure self-healing
Fixed TC spread distance buffs
Added Composite, Endo-Composite and Heavy Ferro
Damaged Harjel components now are only half as effective
Version 0.13
Fixed Black Carapace Fillers: no more filler in CT
Added Advanced PPC targeting computer
Slight nerf to Advanced TC damage bonus (feedback welcome)
Version 0.12
Fixed Black Carapace conflicts with Harjel (no more installing both at the same time)
Fixed slot number on Black Carapace (visual thing only)
Version 0.11
Renamed mod to "The Equipment Collection Formerly Known As HarJel" because I do not want to maintain two more mods
This mod adds additional armor upgrades to the game which can be installed into individual locations.
HarJel I, II, III - Self-Repair systems. Upon taking damage they will repair armor and structure in their install location for a certain amount of time. Also they add a 1.1. armor multiplier to their install location. Install a total of 7 HarJel systems to make the entire mech self-repair. Different HarJel tiers cannot be combined, also they cannot be installed in the head (lore forbids it!).
Patchwork T1 - T3: provide a small amount of weight in exchange for some slots. Because Patchwork is awesome.
Modular Armor Mk1 - Mk4: Armor upgrades which add a fixed amount of armor to their installation location. Variants for rear armor are included.
Black Carapace - Find it, cower in its presence.
Advanced Targetting Computers - TC upgrades which weigh a ton but add considerable upgrades for different weapon systems.
Composite Structure - Half weight but also half the structure points
Endo-Composite Structure - 0.75 of the weight but with some bulk
Heat-Dissipating Armor - -50% heat damage taken from flamers, etc. for some bulk.
Reinforced Ballistic Armor - 50% more effective against missile and ballistic attacks
Spall Liner Armor - 15% damage reduction for all incoming damage with 15% more armor weight
Actuators - A bunch of actuator equipment which can be installed in arm actuator slots, many being melee-focused.
NSS - The Null Signature System (armor upgrade) is essentially just a stacking ECM. NEEDS TESTING AND FEEDBACK.
Battle Computers - One ton upgrades which can be installed with a "modular TC" and add different bonuses.
Laser Insulator - Essentially an advanced single heatsink which lowers the heat output of lasers installed in the same location.
Cockpit Hotseat - A cockpit upgrade with an integrated TSM that can be triggered via hotkey. The longer the Hotseat is active the more heat it produces.
Exchanger and Exchanger Mk2 - very rare and very powerful heatsinks which also lower the heat output of all weapons. Explode!
Command Console - A big cockpit-mounted ECM with sensor and cooldown improvements
Advanced Small Cockpit - Frees up a slot in the head
Improved JumpJets - Improved jump jets weight 50% more but burn 15% longer and allow the installation of 1.5 JJs per walk MP. These are RT's I-JJs which I found to be much more reasonable than the TT ones (why would you ever want to use those?).
Double ammo bins for all vanilla, YAW and YAWC ammo types (2 slots, 2 tons, 2.5 times the ammo)
Now contains the heat sink kits from my other mod "(Radical) Heat Sink Kits" without any of the installation restrictions. If you want those (I recommend them of course) go install my other mod, too.
Requirements The HarJel mod depends on YetAnotherMechLab (YAML). It makes use of the extended equipment property system provided by YAML. In fact, the requirements I had for Harjel let me to develop the equipment properties system in the first place. See below for details.
Mod Compatibility
Now compatible with pretty much everything! Starting with 0.16 the AbstractMech override was dropped which means it should be compatible with any mod that does not mess up YAML's DerivedMech.
Mod Recommendations Apart from cszolee79's required mods YAML, YAW and YAWC I recommend my own stuff: - I highly recommend my Special Variants mod which puts all the goodies in here to use for you to encounter and salvage. - My HeatSinkKits mod adds more heat sink types and heat sink kits like radical ones and protos. - The AdvacedCareerStarts lets you start a new career in the Dark Age, customize the pilots and starting mechs. Very useful if you ever want to encounter some of the stuff in this mod.
Customization See HarJel on GitHub for details on the implementation and customization possibilities.
Acknowledgements
A big shoutout to the one and only cszolee79 for not only providing the YAML source code but also helping with so many questions and for accepting my patches.
Thanks to Shedovv for inital testing and feedback.
Thanks to Nuwisha for testing, debugging, balancing feedback, and being awesome