Aux Module Expansion Mod


Aux Module Expansion Mod

A simple mod that adds a bunch more choices for your auxiliary slots. There are tiered models of each module, each tied to assorted vanilla technologies, one unique module, and two new modules available via a new tech, for a total of almost 80 auxiliary items!

Icons from EvE Online, with minor image editing.

Please note that certain components may be bugged or broken, due to extremely inconsistent scope requirement for certain modifiers (some things want ship_modifier, others want modifier, and it isn’t clear what wants which until something silently breaks). If you find something that doesn’t work as advertised, leave a bug report comment!

No translation into other languages yet. Localization files are all in english. Various costs and power consumption values are early balance/WIP, so may not be 100% perfect.

If you’re using Aux Sensor Expansion, you can safely upgrade to AME (this mod) and disable Aux Sensor Expansion; AME includes the ASE components with the exact same object/entity names.

Overwriting: This mod doesn’t overwrite any vanilla files. It may not be compatible with every other mod on the workshop, especially those that do modify vanilla files, though.

Compatibility: AME is balanced around an assumption of 2-4 auxiliary slots per ship, perhaps 5 at the most. I cannot be held responsible for your own poor decisions, like a ship composed of nothing but guns[www.awkwardzombie.com].

Recommendations:
* folk’s Ship Power Stations can significantly increase the amount of juice you have to throw around, and make fitting those weapon cores slightly less punishing.
* Issen’s Adv. Ship Behaviour Modules is arguably essential for getting the most out of your fleets and designs.

Credits:
Arcalane
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