Void Crew

Void Crew

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Void Crew Modding Guide
By sentientCode
Get started using game modifications in Void Crew and destroy less friendships sooner!

Want to get to it?

TLDR: Install Gale[thunderstore.io], then use Gale to install my AnySession [http//%5Burl%3Dhttps]modpack. Launch game from within Gale. Accept Steam launch options confirmation. Done.

Many helpful Client-side/Allowed-in-Vanilla "Quality of Life" features already exist and are easily added to your game.

Developer HUTLIHUT's Void Crew Game Modificaton Policy

Void Crew Discord[discord.gg] and its modding channel[discord.com].

Modding-specific Discord server[discord.gg] from Void Crew Modding Team[github.com].

Thank you for looking!
   
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Installation
TLDR: Gale Mod Manager[thunderstore.io]

This is where VC mods are hosted.[thunderstore.io]

I don't like having Overwolf installed, which is necessary for Thunderstore. @Koishukaze has suggested Gale Mod Manager[thunderstore.io] over rdmodman, and thus Thunderstore by a massive margin, based on its faster speed, polished UI and lack of ads. I fully concur and add its lack of Overwolf.

If you've already installed Thunderstore and created mod profiles, they are easily imported into Gale Mod Manager! Unfortunately, you will have to recustomize your mod settings (unless you move everything needed over manually). But it is worth it.

Yes, you can install manually with BePinEx[thunderstore.io].

Do you want to?

Unlikely.

Is a mod manager ideal?

Not always, but here we are, not wanting to update mods manually, swap folders in and out, nor have to edit .cfg (configuration/config) files ourselves. All 3 mod managers I know of feature profile creation to switch between active mods for Mod Sessions and/or Mod Required Sessions and one allowed in Vanilla sessions, for example.

Fair enough.

Adjust mod settings within the VoidManager menu (F5 by default), at least for most mods which have settings and utilize VoidManager.
Necessary
Developer HUTLIHUT's Void Crew Game Modificaton Policy

BePinExPack[thunderstore.io]

VoidManager[thunderstore.io]

Vanilla sessions can be joined with various client and host-side mods enabled even when they would be disabled by not being host or by not being in a Mod Session. In other words, nearly all the mods other than the "Mod Required to Join" category will simply be disabled when playing Vanilla as a non-Host player.

You may occasionally get notified of which mod is incompatible with the session you attempted to join.

What does Vanilla mean?

Other than a lame flavor, in various contexts "vanilla" refers to stock, plain, boring, standard, normal types of things. In this case, it means an un-modded release version (or previous build) of the game.

Technically, a player Host who is running client-side/local mods is not running a vanilla version of the game, but people who are can still join their game and that session will not be marked as a Mod Session (unless the host escalates it after the fact).
Any Session Mods - mod_local (Client-side, does not affect other players)
Loading Screen Skipper[thunderstore.io]
Skips intro, various loading screens.

I Know What I'm Doing[thunderstore.io]
Skip all confirmation popups.

Sprint Invert[thunderstore.io]
Swaps the function of the Sprint button to Walk and sets avatar to sprint when moving by default. Hold keybind to walk instead of run.

Pilot HUD[thunderstore.io]
See the ship HUD outside the Helm, as long as it is powered.

Void Charge HUD[thunderstore.io]
Void Charge % at the Helm.

Void Jump Keybind[thunderstore.io]
Activates Void Jump from Helm with a keybind. Custom keybind option. Set to Y by default.

Never have to look at the lever again! I like G, 1, 4 or a mouse button for this keybind.

I'm Holding the Lever[thunderstore.io]
If keybind held before activation, will initiate Void Jump when Charge reaches full capacity.

Quit Overreacting[thunderstore.io]
Stops avatar breathing noises when not taking damage.

Dimmable Lights[thunderstore.io]
Adjust the intensity of ship lights.

RecentPlayers[thunderstore.io]
Populates the recent players window in Steam with people you recently played the game with, like it should.

Void Fixes[thunderstore.io]
Mix of 11-12 client and host-side fixes that do not force Modded Sessions.

Chair View[thunderstore.io]
When no gun seat is available and you would like to look at the view outside the doors (great for engineers who aren't scavenging at all, especially), sit in any chair and press tab for an external ship view. Add External Camera Distance for more customization of distance from ship to camera angle and zoom speed.

External Camera Distance[thunderstore.io]
Unlocks the camera angle distance from ship and also enables setting speed of zoom in/out (scrolling).

Look Up[thunderstore.io]
"Removes pesky camera limitations."

Flashlight[thunderstore.io]
Enables wonderful customization! Change your flashlight into a mobile rave!
"Mod Session"/Host-enabled Session Mods
If you are not yet in a Mod Session as the Host player, open the VoidManager menu with F5. Navigate to the VoidManager settings and within that menu select "Escalate to Mod Session".

Open Ship Doors[thunderstore.io] [Only Host needs it]
Opens internal ship doors at start of session.

Cancel Ability[thunderstore.io] [Client-side, requires Mod Session]
Press the ability keybind button after activation to end the ability duration of effect early and begin recharge from that point. Can also activate while on cooldown.

I didn't know about the activation on cooldown part initially, but makes it feel cheaty after finding out. I would like to request someone make a fork of the same mod but without the activating while on cooldown feature. If this is something I can do myself, let me know!

Set Exit Vector[thunderstore.io] [Only Host needs it]
Automatically sets the exit vector when void drive charging is initiated.

Homonculus Safety[thunderstore.io] [Only Host needs it]
Recreates Homonculus in original position if lost.

Open Ship Doors[thunderstore.io] [Only Host needs it]
Opens internal ship doors upon spawning into the ship at the start.

Retrigger Gun from Seat[thunderstore.io] [Client-side, requires Mod Session]
Turn on/off weapon when seated.

Steam Banning[thunderstore.io] [Only Host needs it]
Host can ban players from lobby. I doubt it persists through a change in Host player.

Improved Scoop[thunderstore.io] [Only Host needs it]
Increases (or decreases if RP that's somehow/wanted for some reason) Range, Radius, and Pull speed of gravity scoops with customization options. Ignores chosen Mission Items. Ejects chosen items inserted from within ship.

Saves time! If your crew is struggling with time, this could be helpful but also be much more serious of a cheat.

Independent Brains[thunderstore.io] [Only Host needs it]
Options to allow brains to target separate mines and/or fighters or everything.

Definitely something that feels like it should be implemented in the release build of the game soon.
Mod Required to Join
Mod Required means that the Modified Session is using a certain mod or multiple that players must have running to join the game.

Pause[thunderstore.io]
Uncertainty about your untrustworthy friends making you nervous when you go to the bathroom? OCD Engineer or Pilot much? Feel like pausing the game at any time, anywhere? Here you go.

Uncapped Turret Stats[thunderstore.io]
Remove the release build's restrictions on weapon stats.

Booster[thunderstore.io]
Adds simultaneous thrust boosters with diminishing returns. I am told the maximum effectiveness is reached at 11 active boosters.

Max Players[thunderstore.io]
Increase maximum lobby player count.
FAQ: "But isn't it cheating?"
TLDR: No.

Not necessarily, even in the case of some of the mods that can be used for gaining more than an insignificant advantage over a non-modded group of equal ship, skills and min-max ability.

In context as of writing this and for posterity, the logic regarding the current mods that could be considered cheats of sorts, not all of which require modded sessions:

Mod(s) Required
[in progress]

Booster
Engage multiple boosters simultaneously with diminishing returns (stops gaining speed at 11 simultaneous thrust boosts in its current iteration, for those curious). Probably "just" saves time, unless you don't have an automechanic or dedicated engineer, but if your crew/ship is struggling with time in some fashion, whether for mission completion, more comprehensive looting, or Biomass/Hull-related reasons, etc., using this feature would be considered cheating.

Even a quality of life time-saver is gaining a time advantage over non-modded crews, but all of them have the option of using mods themselves if concerned about the greater disadvantage IRL due to time spent in-game.

It is worth noting that even a session running this mod does not necessarily have to use the feature and would therefore not necessarily be cheating even if running the mod in the session.

Most Mod Required mods at this point, at least, are cheaty. All Mod Required sessions necessitate all players in the session have at least the ones Host has enabled running.

Modded Session
[coming soon]

Client-Side, Vanilla, Allowed in Any Session
[coming soon]
Role-Specific Suggestions
a. Gunner

Cancel Ability [Enabled Only in Mod Sessions]

Retrigger Gun from Seat [Enabled Only in Mod Sessions]

Pilot HUD

Help at the right time with trims/boosters when your Engineer is busy!


b. Pilot

Cancel Ability [Enabled Only in Mod Sessions]

Pilot HUD

Void Charge HUD

Void Jump Keybind

I'm Holding the Lever


c. Scavengeer [17/14, for ex.]

Pilot HUD

The engineer ability sucks in comparison to the Scav's Grappling Hook. Forget about the Engineer ability and bringing Scav mains, for now, and get another Gunner!

If you still choose to select the Engineer ability, you still don't want to use Cancel Ability until that particular mod is fixed (12/27/24).

I typically have everything wanted in the Scav tree except the Grappling Hook item-grabbing upgrade as an Engineer. Perhaps this should be patched.
Thank you!
Please feel free to leave additions, suggestions, comments, criticisms, insults, tips, awards, favorites, likes, etc. for all to enjoy!
3 Comments
Koishukaze 27 Dec, 2024 @ 2:04am 
@sentientCode

in my personal opinion the thunderstore mod manager is subpar (due to its ads and poor performance from last time i used it), r2modman is a good middle choice but i much prefer Gale over any other
sentientCode  [author] 27 Dec, 2024 @ 12:27am 
@koishukaze

Thank you for the tip! I hadn't included it as I hadn't seen it recommended or suggested anywhere before now.

What about Gale v Thunderstore?
Koishukaze 26 Dec, 2024 @ 10:31pm 
I recommend Gale mod manager over r2modman as it runs a lot faster and the ui is a bit nicer (but it is a personal preference thing)