ShipLootPlus
Rewrite of the OG ShipLoot and enhanced with more customization
Screenshots 8 screenshots
About this mod Author’s original text
ShipLoot Plus (+)
Rewrite and enhancement to the original ShipLoot with a ton customization.
This started as a fork but I ended up rewriting 99% of it to allow for more dynamic customization.
_IMPORTANT_: With v1.0.1 there has been some changes which will reset any custom line formats and colors. You do not need to regenerate your configs and these settings will still be in your config file, its just that the line names and categories have changed (though now you would have extra data in the files). Please review the Change Log for more information on what has changed as you may want to have new customizations anyway.
Key Features
This mod adds three customizable HUD elements which allow you to display many different data points. This is expanded from the original ShipLoot which _only_ showed the value of scrap in the ship.
- Show more game information easily
- Highly customizable
- Font and Display Layout
- Colors (including Rich Text support)
- Information format
- Conditional display
- Default (on scan only)
- Always Shown
- Allow it to be shown when outside the ship and/or inside the dungeon
This is what the HUD looks like with its default data points.
_NOTE_: You can see what the different parts mean in the breakdown below
Feature Breakdown
DataPoint patterns and information
Below are the full list of what I call "DataPoints", essentially these DataPoints are basically replaced in the format string with the corresponding information from the game
%ShipLootValue% = Value of all scrap on the ship
%MoonLootValue% = Value of all scrap on the moon (excluding the ship)
%AllLootValue% = Value of all scrap (ship and moon)
%ShipLootCount% = Count of scrap items in the ship (excluding the moon)
%MoonLootCount% = Count of scrap items on the moon (excluding the ship)
%AllLootCount% = Count of scrap items (ship and moon)
%FulfilledValue% = Value of turned in scrap for quota
%QuotaValue% = Value of current quota
%CompanyRate% = Current company buy rate
%ExpectedProfit% = Expected profit from scap on ship at current company buy rate
%Deadline% = Days until quota is due
%DayNumber% = Integer of days in the ship/save (E.g. 1, 3,10)
%DayNumberHuman% = Human friendly days in the ship/save (E.g. 1st, 3rd, 10th)
%Weather% = Current moons weather full name
%MoonLongName% = Current moons full name
Example Breakdown
Default Lines:
Ship: $%ShipLootValue%(%ShipLootCount%) / $%MoonLootValue%(%MoonLootCount%) [%MoonName%:%Weather%]
Quota: $%FulfilledValue% / $%QuotaValue% - Profit: $%ExpectedProfit%(%CompanyRate%%)
Deadline: %Deadline% - %DayNumberHuman% day
Translated Lines:
Ship: $209(2) / $0(0) [Offense:Clear]
Quota: $0 / $229 - Profit: $63(30%)
Deadline: 3 - 5th day
DataPoint Shortening
Each data point can be shortened so that it shows a truncated version of the data. All you have to do is add a ':' and a number and it will truncate that value to the number provided
- %MoonName:3% becomes
- %MoonName:5% becomes
Rich Text Support
You can introduce further customizations inline with your formats.
Here are some resources to understand Rich Text and what tags are available (not every tag will work as the font that the game uses lacks some support)
- Style text with rich text tags
- Supported rich text tags
Inline Rich Text formatting will override the text color for the specific word or DataPoint in the line, they are applied after the text line color configuration.
Specific DataPoint settings
Some data points have specific settings tied to them
Deadline
Customizing how the %Deadline% data point is displayed
Zero Replacement
By default when the deadline reaches zero, it is replaced with "NOW!", this can be disabled or the word can be changed in the config
Color Coding
You can enable/disable color coding directly for this data point in the config, it is disabled by default.
The color is set using the following thresholds:
- 2+ Days left
- 1 Day left
- 0 Days left
Each color can be
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: