Version 3.0 is an overhaul of two modules of the all in one. (The individual modules will be uploaded soon, just give me time.)
Supplemental Thrusters is totally redone. The thrusters no longer take up engine power, and instead there's several classes of supplemental thrusters. Afterburners increase your ship's speed (capped at +25% speed), Maneuvering Thrusters like the thruster array make your turning speed quicker, and Braking Thrusters make the steering more sensitive. VTOLs do a little bit of all of this.
There's also now Booster Fuel pieces which can currently be found in Fuel (though will be moved to their own category soon). These increase the available booster fuel at your disposal, adding up to 500% extra fuel.
Cargo capacity is now handled via a perk. This means that I am no longer touching the cargo modules directly unless they needed extra hull. This also means that it will triple all cargo capacity from any cargo from any mod. It might mean less cargo from shielded cargo modules though, since I am not adjusting those separately anymore. You will want to uninstall any patches which increase capacity.
The "DerreTech" patch has been named to DerreTech (Legacy) patch. I only support using it for DerreTech Legacy, and if you wish to try to use it on the newer DerreTech (which does not allow patching), then do so at your own risk.
Added a patch for Matilija's Aerospace. There wasn't much to change in the patch though, as Matilija's already uses very All in One style stats for the ship parts. I did however add the Habs and the Weapons to SBC categories in the patch.
Added a patch for AvonTech Shipyards. This changes hull and weight values for most structural parts, and adds supplemental reactors for the various AvonTech reactors. It also turns the decorative thrusters into working Afterburners, and the decorative tanks into working Booster Fuel tanks.
I am officially no longer supporting the old "No Requirements" version. If you know me, then you know I don't like supporting forks of the mod for long. The no requirements version is now horribly out of date, and I do not wish to go back and fix it. It's SBC from here on out!
Small aside, if you want to change your cargo capacity multiplier (say you don't like having it tripled, or want even more), then you can use a console command. You will just want to find out the load order prefix and replace XX with that. player.setav XX00171F ____ Default value is 3.0, 1.0 will disable it. As of Version 3.1, this is now a Gameplay Option.
Version 3.0.1: - Updated Booster Fuel tank Category. - Fixed the Pinpoint 3G Landing Gear flip issue.
New Dummy Dockers, Cargo Bays, and Lift-off Thrusters added to the pack.
Dummy Dockers: When you want your ship to appear like it has an additional docker module, but you don't want the ship to try to use it as a valid docker, use a Dummy Docker. It appears like a docker, and is used entirely for ascetics, but it won't count as a docker. You can find them under the "Equipment (Decorative)" category.
Cargo Bays: Cargo bays are converted Landing Bays. They add cargo capacity, but look like the vanilla landing bays. They do not connect to the interior of your ship, but do have working landing ramps. Within the Cargo Bays, you have a few additional panels. The panels for opening and closing the ramps work by default. They will work even better if you have the Immersive Landing Ramps mod. If you have SkinnyPig2's other mod Landing Bay Cargo Access, the Cargo Panel will function and open your ship's cargo. If you have my other mod TN's Realistic Oxygen Meter, you will find working Oxygen Panels within. In 3.1, the only versions of these ramps are the Empty versions. More will be on their way though. You can find the Cargo Bays under the Cargo category.
Lift-off Thrusters: Lift-off Thrusters are versions of the landing gear which do not need to be placed on the bottom of your ship, and (except for the VTOL ones) do not have landing gear attached to them. They are designed to be used on parts of your ship that you would want to have the stability of a thruster during takeoffs, but is too high up to put one under normally. These Lift-off Thrusters do add Landing Gear strength. They can be found in the Thrusters category.
Lift-off Thrusters will be added to the standalone Supplemental Thrusters mod eventually, and the Dummy Dockers and Cargo Bays will eventually be split off into their own stand-alone mod.
Version 3.1.1: - Fixed the perk that handles the new ship stats so it no longer overrides a vanilla perk, and is added to the player via quest.
Added new Manual Placement Doors in the Utility category.
(These doors mimic the function of PDY's doors, or Doorway Placeholders. However, they can be used without PDY, and you can decide what kind of door (each manufacturer) and which direction they face (fore, aft, port, starboard). Be careful when using these without PDY installed, as they can cause the dreaded missing interior glitch if you use too many.)
Added outpost style storage boxes and interfaces.
(In the decoration menu, you can place down smaller versions of the outpost storage boxes. These mini-versions work exactly like normal outpost storage, except they can be placed inside a ship. You can link outpost devices to them, and link them together. Only one size is available, but they are compatible with my Outpost Storage mod to increase their capacity. It also includes a panel that you can send items to (linking like an outpost object) that will automatically put any items put inside into your ship's cargo hold.)
Added ability to upgrade deco panels and remove ship doors.
(These gameplay options are turned off by default, but when turned on, you will upgrade any deco panel you look at, unlocking additional decoration categories. The other option lets you manually remove doors while crouched without your weapon drawn, but only on your own home ship.)
Patches:
Many of the patches have been updated to also remove the blueprints master, and to move structure pieces into the categories for their respective manufacturers.
Added several new patches: Falkland Systems, Darkstar Astrodynamics, AvonTech Raceyards, and AvonTech Traveller. All of these patches were either created by, or with help by Battousai124 | KenShin.
Special Note: I will not be updating the old DerreTech legacy patch any longer. If you haven't made the switch over to Redux yet, you really should. Using the old DerreTech can cause conflicts with Derrek's new mod Varuun'Sev. I will not be making a patch for Varuun'Sev either.
It's finally happened. The All In One is up. Some special notes. If you are updating from the individual modules, you will need to uninstall those before installing this mod. Remove them from your plugins.txt, go into the game, save once, then go back and enable THIS mod in your plugins.txt. Any supplemental reactors or supplemental cockpits you previously purchased will need to be repurchased. player.additem 0f ###### is the command for adding money to cover it.
Why would I release an all in one? Well, simple, we're gonna have a maximum number of mods eventually, and we'll hit the limit sooner or later. Putting everything in one mod helps keep your load order full of great jam packed mods.
Q. Will you add the Space Mining into the all in one? A. No, that mod has some ship modules, but its focus is not on ship building, and it will likely be getting its own set of features and the like.
To address questions about the v2 of the mod. Mod compatibility is always a big problem. There is a way for someone to add new categories to the Ship Builder. However, only one mod can normally do this at once. If the creator of Grav Boosters wants to add a category, and say the creator of another mod wanted to add a category for their own stuff, they couldn't. Those two mods would not be compatible.
I also wanted to place some of the content added by my mod into categories, and it had long been a thorn in my side that all of the weapons are shoved into one spot, and it's impossible to find the weapons I want to. So, I added a TON of categories and added them all in. Some are being used by my mod right now. Others can be referenced by other mods like Grav Boosters to use the "Grav Boosters" category from my mod, and then another mod could do the same. By making their mods compatible with my mod, they would also be compatible with each other.
So, v2 includes this as a feature. If you don't want to bother with this, keep using v1. However, the DerreTech Patch I also just released uses the new Cockpits (Supp) category added by the All In One v2, and the DerreTech patch only works with v2.
Did I mention I added a DerreTech patch where you can now have the Starborn cockpit as a supplemental cockpit?
Version 2.0.6 of the DerreTech patch has dropped! It includes the new structural parts now, as well as fixes an ongoing issue with the Satellite dish. The Satellite dish will now properly snap to weapon nodes, and even rotate around to match the snap point. There's no more unattached errors.
A patch for the Place Doors Yourself mod has been released for the Habs Tweaks mod. You can go and grab it from the files section of that mod, and it will work with both the Hab Tweaks mod, as well as the All in One.
I want to give a little boost and shout out for Grav Drive Boosters. The creator was talking with me for a while on discord about this coming out. He figured out how to do a few things that myself and Synth both thought wouldn't work. He managed to make a sort of supplemental grav drives mod, and even break the cap on the jump range. So it's worth checking out!
A patch for the All in One version of SMSEX is now available. I've been waiting for a long time for the All in One. I'm currently using it myself, and I love it. The version here as opposed to the version I put on the Useful Ship Structures page includes the Braking Thruster, and keeps it in the Thrusters category.
So, big change. The mod is now dependent on the Ship Builder Categories mod. This was created by rux616, the creator of Junk in Your Trunk, and it is based on the work I and others (rux616 and metalsnakegear) did in creating a bunch of categories for the ship builder. I was not the only one who wanted to add new categories. As you know the creator of Grav Drive Boosters was doing the same, JIYT was doing the same, and I am sure others were wanting to as well. Rux616 has taken it on himself to create and maintain a community resource mod so that all of our mods will remain compatible with one another.
I have updated all of my patches, including the JIYT patch. It is no longer a required patch for our mods to work together, but it is still highly recommended, as it does carry the changes I made to certain parts over to the flipped and alternate versions he created.
Lastly, you can still get a version of my mod without the extra dependency if you want, but I recommend you update as soon as Grav Drive Boosters is updated to work with Ship Builder Categories as well.
Edit: The update to Grav Drive Boosters is out!
Edit2: With the SBC update, I released another update that removes the formID List copy I was keeping in the All in One. This should improve compatibility. Download this if you're having trouble with the Habz patch he put out.
Do I still need those patches if I don't install All-in-One but install individual TN's mods? Are those individual mods up to date same as the All-in-One?
What has to be done to make the Utility/Doors work with 3rd party mods? The ones I was trying to work with was Ancient Mariner (AM) and Ancient Mariner Extended (AME). I have the PDY patch in place for those mods.
Is there a particular load order for PDY, TNAIO, AM? AME and the PDY patches will be controlled by dependencies.
Thanks!
P.S. I have never used AM without PDY so I do not know if it has custom doors. If anybody know please reply.
It seems I may have to download pdy and see what it is doing again. Last I used it, these doors would have worked fine with it. It sounds like things have changed somehow. I don't personally use PDY, because I have never needed it. I used to use doorway placeholders.
Should the remove doors feature work on passthroughs in DP Aerospace?
I am using an elevator (I have tried several different deck counts) and vanilla or mod habs placed next to the elevator with no PDY assigned show a passthrough and whatever clutter is in the hab on the elevator side an look like they are supposed to from inside the hab side.
DPA requires PDY and seems to work everywhere else on other habs than the elevator. I remembered your mention of the remove door feature and came back to see if that would remove them.
I may not be using it right but I have the feature turned on in settings and have tried accessing the passthroughs, as well as other doors in the ship in and out of decorate mode both standing and crouching. I get nothing on the passthroughs and open or close options on the doors.
Thank you! It was honestly added in as a last ditch for certain habs. Certain habs would add doors no matter what I did, and I hated it. I figured if the ship builder couldn't stop it, I could do something more extreme.
Question:<s>Considering that SMSEX is no longer being supported, and SMSEX - UPDATED has replaced it as the official version of SMSEX, is the SMSEX patch offered here compatible with SMSEX - UPDATED, and if not, are there plans on creating a patch for it?<s>
Correction: Ignore previous question. Too many SMSEX for me to keep track of.
Better Question:Which version of SMSEX does the SMSEX patch cover? There are several versions of SMSEX out there, and the Requirements section does not list or link to which mods are required for the patches.
How do the new storage boxes interact with your Space Mining and Salvage mod? Can the mats and parts be directed to them permanently or only during each flight? Thanks for great mods
The new storage boxes are for any "crafters" or "harvesters" on board your ship. There are not many that work, though TankGirl's Galactic Harvest works. You link those to the storage contains and/or the cargo interface.
Of course. It was becoming apparent that it was getting necessary with so many mods out with new structural parts. VarruunSev and AvonTech were starting to do it on their own now, and it felt like the right time to make it a standard.
i'm using this plus class M, with the proper patch: i notice that m reactors do not have hp neither regeneration! is this a textual matter or are they broken in some way?
Been looking at this for some time so planning to install this for the first time. Questions. How does this play with the new Darkstar TGO paid mod? and you mention needing Ship Builder Categories. Does this All in One need to be installed above or below SBC? Thanks.
623 comments
Small aside, if you want to change your cargo capacity multiplier (say you don't like having it tripled, or want even more), then you can use a console command. You will just want to find out the load order prefix and replace XX with that.
player.setav XX00171F ____
Default value is 3.0, 1.0 will disable it.
As of Version 3.1, this is now a Gameplay Option.Version 3.0.1:
- Updated Booster Fuel tank Category.
- Fixed the Pinpoint 3G Landing Gear flip issue.
Dummy Dockers: When you want your ship to appear like it has an additional docker module, but you don't want the ship to try to use it as a valid docker, use a Dummy Docker. It appears like a docker, and is used entirely for ascetics, but it won't count as a docker. You can find them under the "Equipment (Decorative)" category.
Cargo Bays: Cargo bays are converted Landing Bays. They add cargo capacity, but look like the vanilla landing bays. They do not connect to the interior of your ship, but do have working landing ramps. Within the Cargo Bays, you have a few additional panels. The panels for opening and closing the ramps work by default. They will work even better if you have the Immersive Landing Ramps mod. If you have SkinnyPig2's other mod Landing Bay Cargo Access, the Cargo Panel will function and open your ship's cargo. If you have my other mod TN's Realistic Oxygen Meter, you will find working Oxygen Panels within. In 3.1, the only versions of these ramps are the Empty versions. More will be on their way though. You can find the Cargo Bays under the Cargo category.
Lift-off Thrusters: Lift-off Thrusters are versions of the landing gear which do not need to be placed on the bottom of your ship, and (except for the VTOL ones) do not have landing gear attached to them. They are designed to be used on parts of your ship that you would want to have the stability of a thruster during takeoffs, but is too high up to put one under normally. These Lift-off Thrusters do add Landing Gear strength. They can be found in the Thrusters category.
Lift-off Thrusters will be added to the standalone Supplemental Thrusters mod eventually, and the Dummy Dockers and Cargo Bays will eventually be split off into their own stand-alone mod.
Version 3.1.1:
- Fixed the perk that handles the new ship stats so it no longer overrides a vanilla perk, and is added to the player via quest.
- Removed the Blueprints master.
- Fixed the Dummy Docker doors.
- Added new Manual Placement Doors in the Utility category.
(These doors mimic the function of PDY's doors, or Doorway Placeholders. However, they can be used without PDY, and you can decide what kind of door (each manufacturer) and which direction they face (fore, aft, port, starboard). Be careful when using these without PDY installed, as they can cause the dreaded missing interior glitch if you use too many.)
- Added outpost style storage boxes and interfaces.
(In the decoration menu, you can place down smaller versions of the outpost storage boxes. These mini-versions work exactly like normal outpost storage, except they can be placed inside a ship. You can link outpost devices to them, and link them together. Only one size is available, but they are compatible with my Outpost Storage mod to increase their capacity. It also includes a panel that you can send items to (linking like an outpost object) that will automatically put any items put inside into your ship's cargo hold.)
- Added ability to upgrade deco panels and remove ship doors.
(These gameplay options are turned off by default, but when turned on, you will upgrade any deco panel you look at, unlocking additional decoration categories. The other option lets you manually remove doors while crouched without your weapon drawn, but only on your own home ship.)Patches:
Why would I release an all in one? Well, simple, we're gonna have a maximum number of mods eventually, and we'll hit the limit sooner or later. Putting everything in one mod helps keep your load order full of great jam packed mods.
Q. Will you add the Space Mining into the all in one?
A. No, that mod has some ship modules, but its focus is not on ship building, and it will likely be getting its own set of features and the like.
I also wanted to place some of the content added by my mod into categories, and it had long been a thorn in my side that all of the weapons are shoved into one spot, and it's impossible to find the weapons I want to. So, I added a TON of categories and added them all in. Some are being used by my mod right now. Others can be referenced by other mods like Grav Boosters to use the "Grav Boosters" category from my mod, and then another mod could do the same. By making their mods compatible with my mod, they would also be compatible with each other.
So, v2 includes this as a feature. If you don't want to bother with this, keep using v1. However, the DerreTech Patch I also just released uses the new Cockpits (Supp) category added by the All In One v2, and the DerreTech patch only works with v2.
Did I mention I added a DerreTech patch where you can now have the Starborn cockpit as a supplemental cockpit?
Version 2.0.6 of the DerreTech patch has dropped! It includes the new structural parts now, as well as fixes an ongoing issue with the Satellite dish. The Satellite dish will now properly snap to weapon nodes, and even rotate around to match the snap point. There's no more unattached errors.
I have updated all of my patches, including the JIYT patch. It is no longer a required patch for our mods to work together, but it is still highly recommended, as it does carry the changes I made to certain parts over to the flipped and alternate versions he created.
Lastly, you can still get a version of my mod without the extra dependency if you want, but I recommend you update as soon as Grav Drive Boosters is updated to work with Ship Builder Categories as well.
Edit: The update to Grav Drive Boosters is out!
Edit2: With the SBC update, I released another update that removes the formID List copy I was keeping in the All in One. This should improve compatibility. Download this if you're having trouble with the Habz patch he put out.
What has to be done to make the Utility/Doors work with 3rd party mods? The ones I was trying to work with was Ancient Mariner (AM) and Ancient Mariner Extended (AME). I have the PDY patch in place for those mods.
Is there a particular load order for PDY, TNAIO, AM? AME and the PDY patches will be controlled by dependencies.
Thanks!
P.S. I have never used AM without PDY so I do not know if it has custom doors. If anybody know please reply.
Appreciate all the hard work!
I am using an elevator (I have tried several different deck counts) and vanilla or mod habs placed next to the elevator with no PDY assigned show a passthrough and whatever clutter is in the hab on the elevator side an look like they are supposed to from inside the hab side.
DPA requires PDY and seems to work everywhere else on other habs than the elevator. I remembered your mention of the remove door feature and came back to see if that would remove them.
I may not be using it right but I have the feature turned on in settings and have tried accessing the passthroughs, as well as other doors in the ship in and out of decorate mode both standing and crouching. I get nothing on the passthroughs and open or close options on the doors.
Any suggestions?
thank you. really tank you.
<s>Considering that SMSEX is no longer being supported, and SMSEX - UPDATED has replaced it as the official version of SMSEX, is the SMSEX patch offered here compatible with SMSEX - UPDATED, and if not, are there plans on creating a patch for it?<s>
Correction: Ignore previous question. Too many SMSEX for me to keep track of.
Thanks for great mods
i notice that m reactors do not have hp neither regeneration!
is this a textual matter or are they broken in some way?
thank you
As for SBC, SBC should always be near the top of your load order, loaded before this mod.