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	<updated>2026-10-04T18:18:07Z</updated>
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		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41336</id>
		<title>Mod List</title>
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		<updated>2026-10-01T04:22:48Z</updated>

		<summary type="html">&lt;p&gt;Hev: Added entry for PersistentFracturing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Abandoned Technologies]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/JCalebBR/AftermarketHuds Ganymede Runners&#039; Aftermarket HUDs] ===&lt;br /&gt;
Adds some new HUDs based on current available HUDs with some adjustments to bring some new spice to the displays.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/JCalebBR/AftermarketHuds/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Ophidium/dv_premium_autopilots Premium Autopilots] ===&lt;br /&gt;
Adds a new autopilot that acts as a merger of the MA-337 and MLF autopilots, with the autopilot features from the ER-42.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Ophidium/dv_premium_autopilots/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MoveXenonSlider Move Xenon Slider] ===&lt;br /&gt;
This mod moves the Xenon tuning slider from the Tuning menu to the Dive Selection menu, adds a display for the transit time to get to the rings, and will automatically update the transit time and interlunar propellant usage when moving the slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MoveXenonSlider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/DVHudHueMod HUD Hue] ===&lt;br /&gt;
This mod lets you adjust the color of HUD panels with a large array of parameters that can be changed to provide a highly customizable system.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/DVHudHueMod/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC] ===&lt;br /&gt;
Adds a Discord Rich Presence integration within Delta-V itself, one that dynamically updates with whatever you are doing in that moment.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1 HevLib Language Font Pack 1] ===&lt;br /&gt;
Adds support for CKJ fonts for any menus making use of HevLib&#039;s fonts and/or themes.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/AutopilotComfortToggle AutopilotComfortToggle] ===&lt;br /&gt;
Adds an in-game tuning toggle under Autopilot to disable acceleration comfort limits, allowing any ship to maneuver with full thruster authority in permanent performance mode.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/1-WT-1/AutopilotComfortToggle/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DifficultyTweaker DifficultyTweaker] ===&lt;br /&gt;
Allows various parts of the game to be tweaked to create a more difficult environment to play in.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/DifficultyTweaker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Paradox-Edge/P-T_Pack P-T Pack] ===&lt;br /&gt;
Adds an assortment of new thrusters and sensor packages, with some more interesting sweep patterns.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/Paradox-Edge/P-T_Pack/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/PersistentFracturing PersistentFracturing]&#039;&#039;&#039; ===&lt;br /&gt;
Changes ringroids to remember their initial composition, and keep it regardless of traversal or astrogation. Ringroids fracturing into smaller roids also pass down their composition.&lt;br /&gt;
&lt;br /&gt;
Has the option to have roids brought to Enceladus Prime keep their composition instead of just giving you water.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/PersistentFracturing/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DV-Tools Hev&#039;s ∆V Tools] ===&lt;br /&gt;
A tool intended to help mod development with HevLib-based tools (manifests and drivers). Currently only supports manifests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This mod is currently undergoing a rewrite to make it a GDPlugin instead of a standalone application to more directly be helpful with modders, and is why the repository is archived.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/DV-Tools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or have had no support for a very long time. Any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
Succeeded by [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Profit_Strategy_-_Derelicts&amp;diff=41335</id>
		<title>Profit Strategy - Derelicts</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Profit_Strategy_-_Derelicts&amp;diff=41335"/>
		<updated>2026-09-27T03:42:46Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Derelict ships are worth a lot. Even a K37 with mediocre gear once patched up can sell for over 200 grand. Obviously this leads to the question of &amp;quot;how can you maximize profit using derelicts?&amp;quot; This guide hopes to cover the main aspects of derelict hunting, and how to make a living off of it.&lt;br /&gt;
==Basics to Gathering Derelicts==&lt;br /&gt;
This section will be a brief description of the bare minimum to pick up derelicts. This guide here goes into more depth about the process.&lt;br /&gt;
&lt;br /&gt;
There are two way to capture derelicts: sending a crewmember out to try to board pilot the ship, or grab it with a manipulator arm.&lt;br /&gt;
*Boarding a ship has a 50/50 success to failure rate.&lt;br /&gt;
**A successful salvage with crew will have the ship appear in dock, but you lose that crewmember for the rest of the dive.&lt;br /&gt;
**A failed salvage exposes damage to the ship, usually in the reactor, and will have the derelict&#039;s condition worsen as a result.&lt;br /&gt;
***A failed salvage has a &amp;amp;frac23; chance to injure the crewmember in the process, and they will have to be put on leave. The remaining &amp;amp;frac13; chance will have the crewmember notice the damage and evacuate in time.&lt;br /&gt;
**A failed piloting salvage will need a manipulator arm to re-attempt salvaging.&lt;br /&gt;
*Using a manipulator is a way to guarantee one derelict per dive (up to two on the OCP, as it has two high-stress hardpoints)&lt;br /&gt;
**The manipulator arm isn&#039;t particularly strong, and the derelict can be flung from fast enough maneuvers&lt;br /&gt;
***You can mitigate this by rotating the ship slowly, and disabling autopilot for astrogation.&lt;br /&gt;
&lt;br /&gt;
*Thrusters can still affect the derelict and cause it to be pushed out of the arm&#039;s grip, made to rotate fast, and will apply thermal heat too.&lt;br /&gt;
**Too much thermal heat on the reactor can cause it to undergo meltdown, and causing it to detonate. You can still collect the lifepod.&lt;br /&gt;
**Thrusters can be individually disabled through the Mechanic tab to prevent them from firing.&lt;br /&gt;
**The Vulture Prospector and the EIME are the two ships that have no thrusters that can easily interfere with a captured derelict, and can make salvage particularly easy. Reminder that sharp maneuvers can still free the derelict from the arms, and the ships do have the downside of low morale and expensive repairs for the respective ships, as well as being decently pricey for early-game.&lt;br /&gt;
If you fail to salvage a ship, and your arm is either full, or you don&#039;t have one on the current ship, you can always attempt to blow the reactor and capture the lifepod instead. This won&#039;t be possible with all tools, as it requires mainly thermal damage to cause meltdown. The EIME is a particularly hard case, as although the meltdown threshold is only 5 000 K, it&#039;s iron droplet radiator is extremely effective at cooling the reactor down.&lt;br /&gt;
==Finding and Collecting Derelicts==&lt;br /&gt;
====Finding Derelicts in the Wild====&lt;br /&gt;
Each hull type has a chance at failing the event spawn entirely when it is set to happen. The chance is based on an initial chance (the default when you have 0 E$ in the bank), and scales linearly as the amount of money in the bank increases up until it reaches a maximum money threshold, where it rounds off at a 10% spawn chance, where any more money past that value stops negatively affecting the chances. Each hull has a money threshold they&#039;re assigned, but these numbers will be different from the actual threshold to meet the 10% floor due to the set default chance. A table offers the chance and money requirement values below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Derelict Hull&lt;br /&gt;
!Default Chance at 0 E$&lt;br /&gt;
!Valued Money Threshold&lt;br /&gt;
!Actual Money Threshold&lt;br /&gt;
|-&lt;br /&gt;
|K37 TNTRL&lt;br /&gt;
|80%&lt;br /&gt;
|5,000,000 E$&lt;br /&gt;
|4,375,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|K44 MHFTR&lt;br /&gt;
|40%&lt;br /&gt;
|5,000,000 E$&lt;br /&gt;
|3,750,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Cothon-212&lt;br /&gt;
|80%&lt;br /&gt;
|10,000,000 E$&lt;br /&gt;
|8,750,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Eagle Prospector&lt;br /&gt;
|100%&lt;br /&gt;
|10,000,000 E$&lt;br /&gt;
|9,000,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Eon Interstellar Model E&lt;br /&gt;
|50%&lt;br /&gt;
|2,000,000 E$&lt;br /&gt;
|1,600,000 E$&lt;br /&gt;
|}A visualization of the chance rates in relation to bank balance is displayed here:[[File:Derelict Spawn Chances Graph.svg|1080x1080px]]&lt;br /&gt;
&lt;br /&gt;
The chance is calculated by taking one, and take the division of your current balance and the valued threshold, and then multiplying it by the default chance&amp;lt;sup&amp;gt;[[Profiteering Off of Derelicts#Footnote|1]]&amp;lt;/sup&amp;gt; The search and rescue MAD-CERF ships will also spawn a K37 the event spawn cycle after it spawns, although do note that these usually are claimed by the S&amp;amp;R ship, and crew will refuse to board most of the time. You can still successfully salvage with a manipulator.&lt;br /&gt;
&lt;br /&gt;
It is never worth trying to manipulate these values to provide better odds.The best case scenario, involving the least saturated event pool possible and a derelict with the best chances, it is a less than 0.2% difference between no money and exceeding the limit for every event cycle. Having little cash does additionally provide worse chances for derelicts overall, since it locks out other sources (such as talking to other crews). Event manipulation is even less worthwhile than just dropping your bank balance, as it requires such a specific setup that the time taken would be better off just playing normally.&amp;lt;sup&amp;gt;[[Profit Strategy - Derelicts#Footnote|2]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do note that although the modified AT-K225 is found in derelict condition, it is exempt from anywhere in this guide as it is a guaranteed find from a questline astrogation marker.&lt;br /&gt;
====Ganymedian Pirates (Part 1)====&lt;br /&gt;
The pirates are a fierce sight to many within the rings, and frequently attack civilian ships as well as the Vilcy. However, like everything else in the rings, they can be used to profit from in some way or another. In the case of derelict hunting, you can easily hunt them for their lifepods, or if you manage to incapacitate a ship without blowing the reactor, it then becomes legitimate salvage to be taken home to Enceladus Prime. You need a manipulator arm to salvage a derelict made of a pirate, as the ship likely won&#039;t be flyable anyway.&lt;br /&gt;
&lt;br /&gt;
If you have a bounty hunting license, you can bring the lifepod and/or derelict to the Big Bad Wolf to collect an extra bounty. Bounty from lifepods can be collected while they are anywhere attached to the ship (in the cargo bay, attached to a cradle arm, and/or attached to a manipulator arm). Derelicts will need a constant hold from a manipulator arm, which may be difficult with the nature of the BBW.&lt;br /&gt;
&lt;br /&gt;
Bounties from the BBW can range from 50k E$ to 150K E$, compared to the 25k E$ extra you get for lifepods only on Enceladus Prime. Being able to submit to BBW will require you to have access to it&#039;s location.&lt;br /&gt;
&lt;br /&gt;
Doing any of these activities, regardless of whether you were the aggressor or not, will lower the relations with the Ganymedians. It also requires combat to happen to succeed with, which requires at least appropriate equipment and willingness to fight.&lt;br /&gt;
====Civilian and Vilcy Ships====&lt;br /&gt;
You are given free reign over what you can do in the rings, and this can include attacking civilian and Vilcy ships. You will not be able to get legitimate salvage off of any of these ships, regardless of how they were knocked out, as they hold residency on Enceladus Prime, and the ship will be returned to them. However, this is not true of lifepods, being safety devices in an emergency. The 50k E$ reward is given to any lifepod regardless of source.&lt;br /&gt;
&lt;br /&gt;
Depending on which faction you attack, your relation will loosen with either, and fees will be incurred that, depending on faction, can be paid out to reps in the rings, or straight from the services menu at Enceladus Prime. Any miner using the EIME is also only going to incur fees, and as satated earlier, the reactor is hardy against meltdown, and worst case for them only shuts down the ship.&lt;br /&gt;
====Ganymedian Pirates (Part 2)====&lt;br /&gt;
The pirates have a knack for being profitable regardless of the side you take in their faction war. If you are particularly popular with the ganymedians, they can offer you certain drop points in return for a hefty sum. Any pirate will be able to make offers, and unlike their base (the Ganymedian Anarchy Station), they can offer both THICC and derelict drop points, instead of only the THICCs that the station provides.&lt;br /&gt;
&lt;br /&gt;
While not technically being derelicts, rogue THICCs at least deserve a mention. They are cargo containers filled and left alone by the pirates, as they are unable to return to EP. Upon spotting you, they will boot up and attempt to flee at speeds up to 100 m/s. They can spawn randomly, or be purchased from pirates for 100k E$, and contain a random mixture of all 6 minerals.&lt;br /&gt;
&lt;br /&gt;
Back to the main point, the pirates&#039; offer for derelicts are a more reliable way to collect salvage, albeit they aren&#039;t always as kitted as generously as a derelict found at random. They will be offered at 200k E$ regardless of hull, and will offer either a K37, Cothon-212, or Eagle Prospector. Despite being sourced from civilian miners, these derelicts are guaranteed to be legitimate salvage.&lt;br /&gt;
&lt;br /&gt;
All drop points bought from Ganymedians will appear in the geologist menu.&lt;br /&gt;
==Repairing and Reequipping Derelicts==&lt;br /&gt;
Most derelicts that you will find will end up being damaged and unable to fly safely. Regardless of whether you seek to use the derelict, or to sell for profit, it is almost required to properly repair the derelict.&lt;br /&gt;
====Repair Optimizations====&lt;br /&gt;
Repairs work on a system where every repair made halves the damage to each damage type. This leads to an exponential decline in cost efficiency to repair. For cost efficiency, It&#039;s generally a good idea to repair until the total durability is in the range of 80-90% total, which is just before the cost efficiency to the equipment value really drops off. If you are moving on to outfitting the ship for flying, this is good enough for use, however if you are looking to sell, there is another thing you can do to get a little extra cash out of the ship.&lt;br /&gt;
====Stripping Parts====&lt;br /&gt;
Once you have made the appropriate repairs, you should strip down the parts to the cheapest equipment for everything. This can easily net you at least an extra 20-30 thousand if it&#039;s fitted with decent equipment compared to selling straight, but does take a little extra time to setup.&lt;br /&gt;
&lt;br /&gt;
===== Footnote =====&lt;br /&gt;
#Formula used in-game: &amp;lt;code&amp;gt;clamp(randomChance * (1 - CurrentGame.getMoney() / moneyCeiling), minimumChance, 1)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;randomChance&amp;lt;/code&amp;gt; is the derelict&#039;s spawn chance, &amp;lt;code&amp;gt;CurrentGame.getMoney&amp;lt;/code&amp;gt; is your current bank balance, &amp;lt;code&amp;gt;moneyCeiling&amp;lt;/code&amp;gt; is the valued money threshold, and &amp;lt;code&amp;gt;minimumChance&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; (10%) [Taken from &amp;lt;code&amp;gt;res://story/RescueOperation.gd&amp;lt;/code&amp;gt;]&lt;br /&gt;
#Explanation of a complete minmax for derelict chances by manipulating event spawns [[https://discord.com/channels/426287934870781952/589767933169762316/1526433662873370647 @__hev, ∆V Discord #delta-v-spoilders, 2026-07-13]]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Profit_Strategy_-_Derelicts&amp;diff=41334</id>
		<title>Profit Strategy - Derelicts</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Profit_Strategy_-_Derelicts&amp;diff=41334"/>
		<updated>2026-09-27T03:26:28Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Derelict ships are worth a lot. Even a K37 with mediocre gear once patched up can sell for over 200 grand. Obviously this leads to the question of &amp;quot;how can you maximize profit using derelicts?&amp;quot; This guide hopes to cover the main aspects of derelict hunting, and how to make a living off of it.&lt;br /&gt;
==Basics to Gathering Derelicts==&lt;br /&gt;
This section will be a brief description of the bare minimum to pick up derelicts. This guide here goes into more depth about the process.&lt;br /&gt;
&lt;br /&gt;
There are two way to capture derelicts: sending a crewmember out to try to board pilot the ship, or grab it with a manipulator arm.&lt;br /&gt;
*Boarding a ship has a 50/50&amp;lt;sup&amp;gt;[[Profit Strategy - Derelicts#Footnote|2]]&amp;lt;/sup&amp;gt; success to failure rate.&lt;br /&gt;
**A successful salvage with crew will have the ship appear in dock, but you lose that crewmember for the rest of the dive.&lt;br /&gt;
**A failed salvage exposes damage to the ship, usually in the reactor, and will have the derelict&#039;s condition worsen as a result.&lt;br /&gt;
***A failed salvage has a &amp;amp;frac23; chance to injure the crewmember in the process, and they will have to be put on leave. The remaining &amp;amp;frac13; chance will have the crewmember notice the damage and evacuate in time.&lt;br /&gt;
**A failed piloting salvage will need a manipulator arm to re-attempt salvaging.&lt;br /&gt;
*Using a manipulator is a way to guarantee one derelict per dive (up to two on the OCP, as it has two high-stress hardpoints)&lt;br /&gt;
**The manipulator arm isn&#039;t particularly strong, and the derelict can be flung from fast enough maneuvers&lt;br /&gt;
***You can mitigate this by rotating the ship slowly, and disabling autopilot for astrogation.&lt;br /&gt;
&lt;br /&gt;
*Thrusters can still affect the derelict and cause it to be pushed out of the arm&#039;s grip, made to rotate fast, and will apply thermal heat too.&lt;br /&gt;
**Too much thermal heat on the reactor can cause it to undergo meltdown, and causing it to detonate. You can still collect the lifepod.&lt;br /&gt;
**Thrusters can be individually disabled through the Mechanic tab to prevent them from firing.&lt;br /&gt;
**The Vulture Prospector and the EIME are the two ships that have no thrusters that can easily interfere with a captured derelict, and can make salvage particularly easy. Reminder that sharp maneuvers can still free the derelict from the arms, and the ships do have the downside of low morale and expensive repairs for the respective ships, as well as being decently pricey for early-game.&lt;br /&gt;
If you fail to salvage a ship, and your arm is either full, or you don&#039;t have one on the current ship, you can always attempt to blow the reactor and capture the lifepod instead. This won&#039;t be possible with all tools, as it requires mainly thermal damage to cause meltdown. The EIME is a particularly hard case, as although the meltdown threshold is only 5 000 K, it&#039;s iron droplet radiator is extremely effective at cooling the reactor down.&lt;br /&gt;
==Finding and Collecting Derelicts==&lt;br /&gt;
====Finding Derelicts in the Wild====&lt;br /&gt;
Each hull type has a chance at failing the event spawn entirely when it is set to happen. The chance is based on an initial chance (the default when you have 0 E$ in the bank), and scales linearly as the amount of money in the bank increases up until it reaches a maximum money threshold, where it rounds off at a 10% spawn chance, where any more money past that value stops negatively affecting the chances. Each hull has a money threshold they&#039;re assigned, but these numbers will be different from the actual threshold to meet the 10% floor due to the set default chance. A table offers the chance and money requirement values below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Derelict Hull&lt;br /&gt;
!Default Chance at 0 E$&lt;br /&gt;
!Valued Money Threshold&lt;br /&gt;
!Actual Money Threshold&lt;br /&gt;
|-&lt;br /&gt;
|K37 TNTRL&lt;br /&gt;
|80%&lt;br /&gt;
|5,000,000 E$&lt;br /&gt;
|4,375,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|K44 MHFTR&lt;br /&gt;
|40%&lt;br /&gt;
|5,000,000 E$&lt;br /&gt;
|3,750,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Cothon-212&lt;br /&gt;
|80%&lt;br /&gt;
|10,000,000 E$&lt;br /&gt;
|8,750,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Eagle Prospector&lt;br /&gt;
|100%&lt;br /&gt;
|10,000,000 E$&lt;br /&gt;
|9,000,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Eon Interstellar Model E&lt;br /&gt;
|50%&lt;br /&gt;
|2,000,000 E$&lt;br /&gt;
|1,600,000 E$&lt;br /&gt;
|}A visualization of the chance rates in relation to bank balance is displayed here:[[File:Derelict Spawn Chances Graph.svg|1080x1080px]]&lt;br /&gt;
&lt;br /&gt;
The chance is calculated by taking one, and take the division of your current balance and the valued threshold, and then multiplying it by the default chance&amp;lt;sup&amp;gt;[[Profiteering Off of Derelicts#Footnote|1]]&amp;lt;/sup&amp;gt; The search and rescue MAD-CERF ships will also spawn a K37 the event spawn cycle after it spawns, although do note that these usually are claimed by the S&amp;amp;R ship, and crew will refuse to board most of the time. You can still successfully salvage with a manipulator.&lt;br /&gt;
&lt;br /&gt;
It is never worth trying to manipulate these values to provide better odds. The best case scenario, involving the least saturated event pool possible and a derelict with the best chances, it is a less than 0.2% difference between no money and exceeding the limit for every event cycle. Having little cash does additionally provide worse chances for derelicts overall, since it locks out other sources (such as talking to other crews). This does not include other opportunity costs lost with low cash, such as SAR insurance &amp;amp; G4A containers/derelicts.&lt;br /&gt;
&lt;br /&gt;
Do note that although the modified AT-K225 is found in derelict condition, it is exempt from anywhere in this guide as it is a guaranteed find from a questline astrogation marker.&lt;br /&gt;
====Ganymedian Pirates (Part 1)====&lt;br /&gt;
The pirates are a fierce sight to many within the rings, and frequently attack civilian ships as well as the Vilcy. However, like everything else in the rings, they can be used to profit from in some way or another. In the case of derelict hunting, you can easily hunt them for their lifepods, or if you manage to incapacitate a ship without blowing the reactor, it then becomes legitimate salvage to be taken home to Enceladus Prime. You need a manipulator arm to salvage a derelict made of a pirate, as the ship likely won&#039;t be flyable anyway.&lt;br /&gt;
&lt;br /&gt;
If you have a bounty hunting license, you can bring the lifepod and/or derelict to the Big Bad Wolf to collect an extra bounty. Bounty from lifepods can be collected while they are anywhere attached to the ship (in the cargo bay, attached to a cradle arm, and/or attached to a manipulator arm). Derelicts will need a constant hold from a manipulator arm, which may be difficult with the nature of the BBW.&lt;br /&gt;
&lt;br /&gt;
Bounties from the BBW can range from 50k E$ to 150K E$, compared to the 25k E$ extra you get for lifepods only on Enceladus Prime. Being able to submit to BBW will require you to have access to it&#039;s location.&lt;br /&gt;
&lt;br /&gt;
Doing any of these activities, regardless of whether you were the aggressor or not, will lower the relations with the Ganymedians. It also requires combat to happen to succeed with, which requires at least appropriate equipment and willingness to fight.&lt;br /&gt;
====Civilian and Vilcy Ships====&lt;br /&gt;
You are given free reign over what you can do in the rings, and this can include attacking civilian and Vilcy ships. You will not be able to get legitimate salvage off of any of these ships, regardless of how they were knocked out, as they hold residency on Enceladus Prime, and the ship will be returned to them. However, this is not true of lifepods, being safety devices in an emergency. The 50k E$ reward is given to any lifepod regardless of source.&lt;br /&gt;
&lt;br /&gt;
Depending on which faction you attack, your relation will loosen with either, and fees will be incurred that, depending on faction, can be paid out to reps in the rings, or straight from the services menu at Enceladus Prime. Any miner using the EIME is also only going to incur fees, and as satated earlier, the reactor is hardy against meltdown, and worst case for them only shuts down the ship.&lt;br /&gt;
====Ganymedian Pirates (Part 2)====&lt;br /&gt;
The pirates have a knack for being profitable regardless of the side you take in their faction war. If you are particularly popular with the ganymedians, they can offer you certain drop points in return for a hefty sum. Any pirate will be able to make offers, and unlike their base (the Ganymedian Anarchy Station), they can offer both THICC and derelict drop points, instead of only the THICCs that the station provides.&lt;br /&gt;
&lt;br /&gt;
While not technically being derelicts, rogue THICCs at least deserve a mention. They are cargo containers filled and left alone by the pirates, as they are unable to return to EP. Upon spotting you, they will boot up and attempt to flee at speeds up to 100 m/s. They can spawn randomly, or be purchased from pirates for 100k E$, and contain a random mixture of all 6 minerals.&lt;br /&gt;
&lt;br /&gt;
Back to the main point, the pirates&#039; offer for derelicts are a more reliable way to collect salvage, albeit they aren&#039;t always as kitted as generously as a derelict found at random. They will be offered at 200k E$ regardless of hull, and will offer either a K37, Cothon-212, or Eagle Prospector. Despite being sourced from civilian miners, these derelicts are guaranteed to be legitimate salvage.&lt;br /&gt;
&lt;br /&gt;
All drop points bought from Ganymedians will appear in the geologist menu.&lt;br /&gt;
==Repairing and Reequipping Derelicts==&lt;br /&gt;
Most derelicts that you will find will end up being damaged and unable to fly safely. Regardless of whether you seek to use the derelict, or to sell for profit, it is almost required to properly repair the derelict.&lt;br /&gt;
====Repair Optimizations====&lt;br /&gt;
Repairs work on a system where every repair made halves the damage to each damage type. This leads to an exponential decline in cost efficiency to repair. For cost efficiency, It&#039;s generally a good idea to repair until the total durability is in the range of 80-90% total, which is just before the cost efficiency to the equipment value really drops off. If you are moving on to outfitting the ship for flying, this is good enough for use, however if you are looking to sell, there is another thing you can do to get a little extra cash out of the ship.&lt;br /&gt;
====Stripping Parts====&lt;br /&gt;
Once you have made the appropriate repairs, you should strip down the parts to the cheapest equipment for everything. This can easily net you at least an extra 20-30 thousand if it&#039;s fitted with decent equipment compared to selling straight, but does take a little extra time to setup.&lt;br /&gt;
&lt;br /&gt;
===== Footnote =====&lt;br /&gt;
#Formula used in-game: &amp;lt;code&amp;gt;clamp(randomChance * (1 - CurrentGame.getMoney() / moneyCeiling), minimumChance, 1)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;randomChance&amp;lt;/code&amp;gt; is the derelict&#039;s spawn chance, &amp;lt;code&amp;gt;CurrentGame.getMoney&amp;lt;/code&amp;gt; is your current bank balance, &amp;lt;code&amp;gt;moneyCeiling&amp;lt;/code&amp;gt; is the valued money threshold, and &amp;lt;code&amp;gt;minimumChance&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; (10%) [Taken from &amp;lt;code&amp;gt;res://story/RescueOperation.gd&amp;lt;/code&amp;gt;]&lt;br /&gt;
#&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41333</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41333"/>
		<updated>2026-09-26T21:12:44Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Abandoned Technologies]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/JCalebBR/AftermarketHuds Ganymede Runners&#039; Aftermarket HUDs] ===&lt;br /&gt;
Adds some new HUDs based on current available HUDs with some adjustments to bring some new spice to the displays.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/JCalebBR/AftermarketHuds/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Ophidium/dv_premium_autopilots Premium Autopilots] ===&lt;br /&gt;
Adds a new autopilot that acts as a merger of the MA-337 and MLF autopilots, with the autopilot features from the ER-42.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Ophidium/dv_premium_autopilots/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MoveXenonSlider Move Xenon Slider] ===&lt;br /&gt;
This mod moves the Xenon tuning slider from the Tuning menu to the Dive Selection menu, adds a display for the transit time to get to the rings, and will automatically update the transit time and interlunar propellant usage when moving the slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MoveXenonSlider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/DVHudHueMod HUD Hue] ===&lt;br /&gt;
This mod lets you adjust the color of HUD panels with a large array of parameters that can be changed to provide a highly customizable system.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/DVHudHueMod/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC] ===&lt;br /&gt;
Adds a Discord Rich Presence integration within Delta-V itself, one that dynamically updates with whatever you are doing in that moment.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1 HevLib Language Font Pack 1] ===&lt;br /&gt;
Adds support for CKJ fonts for any menus making use of HevLib&#039;s fonts and/or themes.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/AutopilotComfortToggle AutopilotComfortToggle] ===&lt;br /&gt;
Adds an in-game tuning toggle under Autopilot to disable acceleration comfort limits, allowing any ship to maneuver with full thruster authority in permanent performance mode.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/1-WT-1/AutopilotComfortToggle/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DifficultyTweaker DifficultyTweaker] ===&lt;br /&gt;
Allows various parts of the game to be tweaked to create a more difficult environment to play in.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/DifficultyTweaker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Paradox-Edge/P-T_Pack P-T Pack] ===&lt;br /&gt;
Adds an assortment of new thrusters and sensor packages, with some more interesting sweep patterns.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/Paradox-Edge/P-T_Pack/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DV-Tools Hev&#039;s ∆V Tools] ===&lt;br /&gt;
A tool intended to help mod development with HevLib-based tools (manifests and drivers). Currently only supports manifests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This mod is currently undergoing a rewrite to make it a GDPlugin instead of a standalone application to more directly be helpful with modders, and is why the repository is archived.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/DV-Tools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or have had no support for a very long time. Any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
Succeeded by [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Profit_Strategy_-_Derelicts&amp;diff=41332</id>
		<title>Profit Strategy - Derelicts</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Profit_Strategy_-_Derelicts&amp;diff=41332"/>
		<updated>2026-09-26T21:09:32Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Derelict ships are worth a lot. Even a K37 with mediocre gear once patched up can sell for over 200 grand. Obviously this leads to the question of &amp;quot;how can you maximize profit using derelicts?&amp;quot; This guide hopes to cover the main aspects of derelict hunting, and how to make a living off of it.&lt;br /&gt;
==Basics to Gathering Derelicts==&lt;br /&gt;
This section will be a brief description of the bare minimum to pick up derelicts. This guide here goes into more depth about the process.&lt;br /&gt;
&lt;br /&gt;
There are two way to capture derelicts: sending a crewmember out to try to board pilot the ship, or grab it with a manipulator arm.&lt;br /&gt;
*Boarding a ship has a 50/50&amp;lt;sup&amp;gt;[[Profit Strategy - Derelicts#Footnote|2]]&amp;lt;/sup&amp;gt; success to failure rate.&lt;br /&gt;
**A successful salvage with crew will have the ship appear in dock, but you lose that crewmember for the rest of the dive.&lt;br /&gt;
**A failed salvage exposes damage to the ship, usually in the reactor, and will have the derelict&#039;s condition worsen as a result.&lt;br /&gt;
***A failed salvage has a &amp;amp;frac23; chance to injure the crewmember in the process, and they will have to be put on leave. The remaining &amp;amp;frac13; chance will have the crewmember notice the damage and evacuate in time.&lt;br /&gt;
**A failed piloting salvage will need a manipulator arm to re-attempt salvaging.&lt;br /&gt;
*Using a manipulator is a way to guarantee one derelict per dive (up to two on the OCP, as it has two high-stress hardpoints)&lt;br /&gt;
**The manipulator arm isn&#039;t particularly strong, and the derelict can be flung from fast enough maneuvers&lt;br /&gt;
***You can mitigate this by rotating the ship slowly, and disabling autopilot for astrogation.&lt;br /&gt;
&lt;br /&gt;
*Thrusters can still affect the derelict and cause it to be pushed out of the arm&#039;s grip, made to rotate fast, and will apply thermal heat too.&lt;br /&gt;
**Too much thermal heat on the reactor can cause it to undergo meltdown, and causing it to detonate. You can still collect the lifepod.&lt;br /&gt;
**Thrusters can be individually disabled through the Mechanic tab to prevent them from firing.&lt;br /&gt;
**The Vulture Prospector and the EIME are the two ships that have no thrusters that can easily interfere with a captured derelict, and can make salvage particularly easy. Reminder that sharp maneuvers can still free the derelict from the arms, and the ships do have the downside of low morale and expensive repairs for the respective ships, as well as being decently pricey for early-game.&lt;br /&gt;
If you fail to salvage a ship, and your arm is either full, or you don&#039;t have one on the current ship, you can always attempt to blow the reactor and capture the lifepod instead. This won&#039;t be possible with all tools, as it requires mainly thermal damage to cause meltdown. The EIME is a particularly hard case, as although the meltdown threshold is only 5 000 K, it&#039;s iron droplet radiator is extremely effective at cooling the reactor down.&lt;br /&gt;
==Finding and Collecting Derelicts==&lt;br /&gt;
====Finding Derelicts in the Wild====&lt;br /&gt;
Each hull type has a chance at failing the event spawn entirely when it is set to happen. The chance is based on an initial chance (the default when you have 0 E$ in the bank), and scales linearly as the amount of money in the bank increases up until it reaches a maximum money threshold, where it rounds off at a 10% spawn chance, where any more money past that value stops negatively affecting the chances. Each hull has a money threshold they&#039;re assigned, but these numbers will be different from the actual threshold to meet the 10% floor due to the set default chance. A table offers the chance and money requirement values below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Derelict Hull&lt;br /&gt;
!Default Chance at 0 E$&lt;br /&gt;
!Valued Money Threshold&lt;br /&gt;
!Actual Money Threshold&lt;br /&gt;
|-&lt;br /&gt;
|K37 TNTRL&lt;br /&gt;
|80%&lt;br /&gt;
|5,000,000 E$&lt;br /&gt;
|4,375,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|K44 MHFTR&lt;br /&gt;
|40%&lt;br /&gt;
|5,000,000 E$&lt;br /&gt;
|3,750,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Cothon-212&lt;br /&gt;
|80%&lt;br /&gt;
|10,000,000 E$&lt;br /&gt;
|8,750,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Eagle Prospector&lt;br /&gt;
|100%&lt;br /&gt;
|10,000,000 E$&lt;br /&gt;
|9,000,000 E$&lt;br /&gt;
|-&lt;br /&gt;
|Eon Interstellar Model E&lt;br /&gt;
|50%&lt;br /&gt;
|2,000,000 E$&lt;br /&gt;
|1,600,000 E$&lt;br /&gt;
|}A visualization of the chance rates in relation to bank balance is displayed here:[[File:Derelict Spawn Chances Graph.svg|1080x1080px]]&lt;br /&gt;
&lt;br /&gt;
The chance is calculated by taking one, and take the division of your current balance and the valued threshold, and then multiplying it by the default chance&amp;lt;sup&amp;gt;[[Profiteering Off of Derelicts#Footnote|1]]&amp;lt;/sup&amp;gt; The search and rescue MAD-CERF ships will also spawn a K37 the event spawn cycle after it spawns, although do note that these usually are claimed by the S&amp;amp;R ship, and crew will refuse to board most of the time. You can still successfully salvage with a manipulator.&lt;br /&gt;
&lt;br /&gt;
It is never worth trying to manipulate these values to provide better odds. The best case scenario. involving the least saturated event pool possible and a derelict with the best chances, it is a less than 0.2% difference between no money and exceeding the limit for every event cycle. Having little cash does additionally provide worse chances for derelicts overall, since it locks out other sources (such as talking to other crews). This does not include other opportunity costs lost with low cash, such as SAR insurance &amp;amp; G4A containers/derelicts.&lt;br /&gt;
&lt;br /&gt;
Do note that although the modified AT-K225 is found in derelict condition, it is exempt from anywhere in this guide as it is a guaranteed find from a questline astrogation marker.&lt;br /&gt;
====Ganymedian Pirates (Part 1)====&lt;br /&gt;
The pirates are a fierce sight to many within the rings, and frequently attack civilian ships as well as the Vilcy. However, like everything else in the rings, they can be used to profit from in some way or another. In the case of derelict hunting, you can easily hunt them for their lifepods, or if you manage to incapacitate a ship without blowing the reactor, it then becomes legitimate salvage to be taken home to Enceladus Prime. You need a manipulator arm to salvage a derelict made of a pirate, as the ship likely won&#039;t be flyable anyway.&lt;br /&gt;
&lt;br /&gt;
If you have a bounty hunting license, you can bring the lifepod and/or derelict to the Big Bad Wolf to collect an extra bounty. Bounty from lifepods can be collected while they are anywhere attached to the ship (in the cargo bay, attached to a cradle arm, and/or attached to a manipulator arm). Derelicts will need a constant hold from a manipulator arm, which may be difficult with the nature of the BBW.&lt;br /&gt;
&lt;br /&gt;
Bounties from the BBW can range from 50k E$ to 150K E$, compared to the 25k E$ extra you get for lifepods only on Enceladus Prime. Being able to submit to BBW will require you to have access to it&#039;s location.&lt;br /&gt;
&lt;br /&gt;
Doing any of these activities, regardless of whether you were the aggressor or not, will lower the relations with the Ganymedians. It also requires combat to happen to succeed with, which requires at least appropriate equipment and willingness to fight.&lt;br /&gt;
====Civilian and Vilcy Ships====&lt;br /&gt;
You are given free reign over what you can do in the rings, and this can include attacking civilian and Vilcy ships. You will not be able to get legitimate salvage off of any of these ships, regardless of how they were knocked out, as they hold residency on Enceladus Prime, and the ship will be returned to them. However, this is not true of lifepods, being safety devices in an emergency. The 50k E$ reward is given to any lifepod regardless of source.&lt;br /&gt;
&lt;br /&gt;
Depending on which faction you attack, your relation will loosen with either, and fees will be incurred that, depending on faction, can be paid out to reps in the rings, or straight from the services menu at Enceladus Prime. Any miner using the EIME is also only going to incur fees, and as satated earlier, the reactor is hardy against meltdown, and worst case for them only shuts down the ship.&lt;br /&gt;
====Ganymedian Pirates (Part 2)====&lt;br /&gt;
The pirates have a knack for being profitable regardless of the side you take in their faction war. If you are particularly popular with the ganymedians, they can offer you certain drop points in return for a hefty sum. Any pirate will be able to make offers, and unlike their base (the Ganymedian Anarchy Station), they can offer both THICC and derelict drop points, instead of only the THICCs that the station provides.&lt;br /&gt;
&lt;br /&gt;
While not technically being derelicts, rogue THICCs at least deserve a mention. They are cargo containers filled and left alone by the pirates, as they are unable to return to EP. Upon spotting you, they will boot up and attempt to flee at speeds up to 100 m/s. They can spawn randomly, or be purchased from pirates for 100k E$, and contain a random mixture of all 6 minerals.&lt;br /&gt;
&lt;br /&gt;
Back to the main point, the pirates&#039; offer for derelicts are a more reliable way to collect salvage, albeit they aren&#039;t always as kitted as generously as a derelict found at random. They will be offered at 200k E$ regardless of hull, and will offer either a K37, Cothon-212, or Eagle Prospector. Despite being sourced from civilian miners, these derelicts are guaranteed to be legitimate salvage.&lt;br /&gt;
&lt;br /&gt;
All drop points bought from Ganymedians will appear in the geologist menu.&lt;br /&gt;
==Repairing and Reequipping Derelicts==&lt;br /&gt;
Most derelicts that you will find will end up being damaged and unable to fly safely. Regardless of whether you seek to use the derelict, or to sell for profit, it is almost required to properly repair the derelict.&lt;br /&gt;
====Repair Optimizations====&lt;br /&gt;
Repairs work on a system where every repair made halves the damage to each damage type. This leads to an exponential decline in cost efficiency to repair. For cost efficiency, It&#039;s generally a good idea to repair until the total durability is in the range of 80-90% total, which is just before the cost efficiency to the equipment value really drops off. If you are moving on to outfitting the ship for flying, this is good enough for use, however if you are looking to sell, there is another thing you can do to get a little extra cash out of the ship.&lt;br /&gt;
====Stripping Parts====&lt;br /&gt;
Once you have made the appropriate repairs, you should strip down the parts to the cheapest equipment for everything. This can easily net you at least an extra 20-30 thousand if it&#039;s fitted with decent equipment compared to selling straight, but does take a little extra time to setup.&lt;br /&gt;
&lt;br /&gt;
===== Footnote =====&lt;br /&gt;
#Formula used in-game: &amp;lt;code&amp;gt;clamp(randomChance * (1 - CurrentGame.getMoney() / moneyCeiling), minimumChance, 1)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;randomChance&amp;lt;/code&amp;gt; is the derelict&#039;s spawn chance, &amp;lt;code&amp;gt;CurrentGame.getMoney&amp;lt;/code&amp;gt; is your current bank balance, &amp;lt;code&amp;gt;moneyCeiling&amp;lt;/code&amp;gt; is the valued money threshold, and &amp;lt;code&amp;gt;minimumChance&amp;lt;/code&amp;gt; is &amp;lt;code&amp;gt;0.1&amp;lt;/code&amp;gt; (10%) [Taken from &amp;lt;code&amp;gt;res://story/RescueOperation.gd&amp;lt;/code&amp;gt;]&lt;br /&gt;
#&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41331</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41331"/>
		<updated>2026-09-25T15:31:27Z</updated>

		<summary type="html">&lt;p&gt;Hev: Added DifficultyTweaker entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Abandoned Technologies]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/JCalebBR/AftermarketHuds Ganymede Runners&#039; Aftermarket HUDs] ===&lt;br /&gt;
Adds some new HUDs based on current available HUDs with some adjustments to bring some new spice to the displays.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/JCalebBR/AftermarketHuds/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Ophidium/dv_premium_autopilots Premium Autopilots] ===&lt;br /&gt;
Adds a new autopilot that acts as a merger of the MA-337 and MLF autopilots, with the autopilot features from the ER-42.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Ophidium/dv_premium_autopilots/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MoveXenonSlider Move Xenon Slider] ===&lt;br /&gt;
This mod moves the Xenon tuning slider from the Tuning menu to the Dive Selection menu, adds a display for the transit time to get to the rings, and will automatically update the transit time and interlunar propellant usage when moving the slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MoveXenonSlider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/DVHudHueMod HUD Hue] ===&lt;br /&gt;
This mod lets you adjust the color of HUD panels with a large array of parameters that can be changed to provide a highly customizable system.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/DVHudHueMod/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC] ===&lt;br /&gt;
Adds a Discord Rich Presence integration within Delta-V itself, one that dynamically updates with whatever you are doing in that moment.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1 HevLib Language Font Pack 1] ===&lt;br /&gt;
Adds support for CKJ fonts for any menus making use of HevLib&#039;s fonts and/or themes.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/AutopilotComfortToggle AutopilotComfortToggle] ===&lt;br /&gt;
Adds an in-game tuning toggle under Autopilot to disable acceleration comfort limits, allowing any ship to maneuver with full thruster authority in permanent performance mode.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/1-WT-1/AutopilotComfortToggle/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DifficultyTweaker DifficultyTweaker] ===&lt;br /&gt;
Allows various parts of the game to be tweaked to create a more difficult environment to play in.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/DifficultyTweaker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DV-Tools Hev&#039;s ∆V Tools] ===&lt;br /&gt;
A tool intended to help mod development with HevLib-based tools (manifests and drivers). Currently only supports manifests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This mod is currently undergoing a rewrite to make it a GDPlugin instead of a standalone application to more directly be helpful with modders, and is why the repository is archived.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/DV-Tools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or have had no support for a very long time. Any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
Succeeded by [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41330</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41330"/>
		<updated>2026-09-24T18:39:31Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Abandoned Technologies]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/JCalebBR/AftermarketHuds Ganymede Runners&#039; Aftermarket HUDs] ===&lt;br /&gt;
Adds some new HUDs based on current available HUDs with some adjustments to bring some new spice to the displays.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/JCalebBR/AftermarketHuds/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Ophidium/dv_premium_autopilots Premium Autopilots] ===&lt;br /&gt;
Adds a new autopilot that acts as a merger of the MA-337 and MLF autopilots, with the autopilot features from the ER-42.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Ophidium/dv_premium_autopilots/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MoveXenonSlider Move Xenon Slider] ===&lt;br /&gt;
This mod moves the Xenon tuning slider from the Tuning menu to the Dive Selection menu, adds a display for the transit time to get to the rings, and will automatically update the transit time and interlunar propellant usage when moving the slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MoveXenonSlider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/DVHudHueMod HUD Hue] ===&lt;br /&gt;
This mod lets you adjust the color of HUD panels with a large array of parameters that can be changed to provide a highly customizable system.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/DVHudHueMod/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC] ===&lt;br /&gt;
Adds a Discord Rich Presence integration within Delta-V itself, one that dynamically updates with whatever you are doing in that moment.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1 HevLib Language Font Pack 1] ===&lt;br /&gt;
Adds support for CKJ fonts for any menus making use of HevLib&#039;s fonts and/or themes.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/AutopilotComfortToggle AutopilotComfortToggle] ===&lt;br /&gt;
Adds an in-game tuning toggle under Autopilot to disable acceleration comfort limits, allowing any ship to maneuver with full thruster authority in permanent performance mode.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/1-WT-1/AutopilotComfortToggle/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DV-Tools Hev&#039;s ∆V Tools] ===&lt;br /&gt;
A tool intended to help mod development with HevLib-based tools (manifests and drivers). Currently only supports manifests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This mod is currently undergoing a rewrite to make it a GDPlugin instead of a standalone application to more directly be helpful with modders, and is why the repository is archived.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/DV-Tools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or have had no support for a very long time. Any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
Succeeded by [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41329</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41329"/>
		<updated>2026-09-24T18:21:35Z</updated>

		<summary type="html">&lt;p&gt;Hev: Added AutopilotComfortToggle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Abandoned Technologies]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/JCalebBR/AftermarketHuds Ganymede Runners&#039; Aftermarket HUDs] ===&lt;br /&gt;
Adds some new HUDs based on current available HUDs with some adjustments to bring some new spice to the displays.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/JCalebBR/AftermarketHuds/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Ophidium/dv_premium_autopilots Premium Autopilots] ===&lt;br /&gt;
Adds a new autopilot that acts as a merger of the MA-337 and MLF autopilots, with the autopilot features from the ER-42.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Ophidium/dv_premium_autopilots/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MoveXenonSlider Move Xenon Slider] ===&lt;br /&gt;
This mod moves the Xenon tuning slider from the Tuning menu to the Dive Selection menu, adds a display for the transit time to get to the rings, and will automatically update the transit time and interlunar propellant usage when moving the slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MoveXenonSlider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/DVHudHueMod HUD Hue] ===&lt;br /&gt;
This mod lets you adjust the color of HUD panels with a large array of parameters that can be changed to provide a highly customizable system.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/DVHudHueMod/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC] ===&lt;br /&gt;
Adds a Discord Rich Presence integration within Delta-V itself, one that dynamically updates with whatever you are doing in that moment.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1 HevLib Language Font Pack 1] ===&lt;br /&gt;
Adds support for CKJ fonts for any menus making use of HevLib&#039;s fonts and/or themes.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/AutopilotComfortToggle AutopilotComfortToggle] ===&lt;br /&gt;
Adds an in-game tuning toggle under Autopilot to disable acceleration comfort limits, allowing any ship to maneuver with full thruster authority in permanent performance mode.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/1-WT-1/AutopilotComfortToggle/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DV-Tools Hev&#039;s ∆V Tools] ===&lt;br /&gt;
A tool intended to help mod development with HevLib-based tools (manifests and drivers). Currently only supports manifests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This mod is currently undergoing a rewrite to make it a GDPlugin instead of a standalone application to more directly be helpful with modders, and is why the repository is archived.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/DV-Tools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
Succeeded by [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41328</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41328"/>
		<updated>2026-09-19T19:01:03Z</updated>

		<summary type="html">&lt;p&gt;Hev: Updated obsolescence for old Discord RPC and added HevLib&amp;#039;s sub-modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Abandoned Technologies]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/JCalebBR/AftermarketHuds Ganymede Runners&#039; Aftermarket HUDs] ===&lt;br /&gt;
Adds some new HUDs based on current available HUDs with some adjustments to bring some new spice to the displays.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/JCalebBR/AftermarketHuds/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Ophidium/dv_premium_autopilots Premium Autopilots] ===&lt;br /&gt;
Adds a new autopilot that acts as a merger of the MA-337 and MLF autopilots, with the autopilot features from the ER-42.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Ophidium/dv_premium_autopilots/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MoveXenonSlider Move Xenon Slider] ===&lt;br /&gt;
This mod moves the Xenon tuning slider from the Tuning menu to the Dive Selection menu, adds a display for the transit time to get to the rings, and will automatically update the transit time and interlunar propellant usage when moving the slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MoveXenonSlider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/DVHudHueMod HUD Hue] ===&lt;br /&gt;
This mod lets you adjust the color of HUD panels with a large array of parameters that can be changed to provide a highly customizable system.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/DVHudHueMod/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC] ===&lt;br /&gt;
Adds a Discord Rich Presence integration within Delta-V itself, one that dynamically updates with whatever you are doing in that moment.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1 HevLib Language Font Pack 1] ===&lt;br /&gt;
Adds support for CKJ fonts for any menus making use of HevLib&#039;s fonts and/or themes.&lt;br /&gt;
&lt;br /&gt;
A download can be found from its Github releases page [https://github.com/rwqfsfasxc100/HevLib-Language-Font-Pack-1/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DV-Tools Hev&#039;s ∆V Tools] ===&lt;br /&gt;
A tool intended to help mod development with HevLib-based tools (manifests and drivers). Currently only supports manifests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This mod is currently undergoing a rewrite to make it a GDPlugin instead of a standalone application to more directly be helpful with modders, and is why the repository is archived.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/DV-Tools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
Succeeded by [https://github.com/rwqfsfasxc100/HevLib-Discord-RPC HevLib Discord RPC]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Troubleshooting&amp;diff=41327</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Troubleshooting&amp;diff=41327"/>
		<updated>2026-09-18T15:15:00Z</updated>

		<summary type="html">&lt;p&gt;Hev: Added note on driver-side FPS limiters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game settings ==&lt;br /&gt;
This game does not assume that it knows better than you what your computer can do and allows you to tweak many things, from the way the rendering engine works down to the accuracy of your physics simulation. Unfortunately, this means that you can configure the game in a way that makes it run really bad on your computer. Here are some tips for what to look out for:&lt;br /&gt;
&lt;br /&gt;
* If you are running into performance problems, try the default settings first. The defaults should deliver a sane performance across most systems.&lt;br /&gt;
* If running 4k display with a graphics card that has insufficient pixel fill performance, you can run into performance issues caused by the pixel drawing bottlenecks in the display system. This most commonly happens on laptops with 4k displays. Lowering the &amp;quot;Resolution Scale&amp;quot; slider by 4 notches and raising the &amp;quot;HUD Scale&amp;quot; slider up to the point where the HUD is clearly visible will solve this.&lt;br /&gt;
* If you set the display to &amp;quot;No FPS limit&amp;quot; and turn off the &amp;quot;VSync&amp;quot; you are basically telling your GPU to run at 100% all the time, up to overheating. For best results:&lt;br /&gt;
** On variable-framerate monitors (G-Sync, FreeSync) set the framerate limit to something you are comfortable with looking at.&lt;br /&gt;
** For classical monitors, use VSync to not render frames that would not be visible either way.&lt;br /&gt;
* A high &amp;quot;Physics Simulation FPS&amp;quot; setting will put a high demand on your CPU. If you turn it up to a high value, and not have the &amp;quot;Dynamic Temporal Simulation Simplification&amp;quot; option turned on, you might experience extreme slowdowns any time something demanding happens with the physics, like simulating exhausts from multiple ships or breaking many asteroids. For best results, leave the &amp;quot;Physics Simulation FPS&amp;quot; at the default value of 60, and have DTSS enabled at all times.&lt;br /&gt;
&lt;br /&gt;
== External compatibility ==&lt;br /&gt;
There are a couple of things that we know can crash Delta V, which aren&#039;t in our reach:&lt;br /&gt;
&lt;br /&gt;
* Please make sure your system meets the minimum hardware requirements for the game.&lt;br /&gt;
* Driver-side FPS limiters (V-Sync, FPS limit, etc.) should be disabled in favour of using the game&#039;s built-in equivalents. The command injection that these do to the game&#039;s draw call stream has been known to crash OpenGL.&lt;br /&gt;
* If using AMD Ryzen hardware, make sure that your system runs in the Ryzen-dedicated power plan. [https://asapguide.com/ryzen-balanced/ See this guide].&lt;br /&gt;
* At the top of the list, of course, are outdated drivers. Often a bug report circles around to outdated drivers, so check your drivers first, particularly video drivers. When running AMD cards, ensure that you have at least [https://www.amd.com/en/support/kb/release-notes/rn-rad-win-22-7-1 driver version 22.7.1] which contain significant performance enhancements.&lt;br /&gt;
* AMD Software: PRO Edition drivers have been reported to perform much worse than AMD Software: Adrenalin Edition. Players reported performance improvements from 10-15 fps to 60fps after changing the driver flavour.&lt;br /&gt;
*Some AMD cards can&#039;t handle OpenGL if the video is tunneled through integrated GPU. If you can&#039;t launch the game at all with a &amp;quot;unsupported driver&amp;quot; message, check if your monitor is plugged in directly into your GPU.&lt;br /&gt;
*Corrupted Windows files. Try to verify your system for corrupted files using the [https://support.microsoft.com/en-us/topic/use-the-system-file-checker-tool-to-repair-missing-or-corrupted-system-files-79aa86cb-ca52-166a-92a3-966e85d4094e Windows System File Checker tool].&lt;br /&gt;
*The Godot engine just doesn&#039;t like controllers that have over 22 buttons. You may have to disconnect a HOTAS or similar controller. Please verify that your system no longer detects the controller.&lt;br /&gt;
*Some users have reported crashes while using OSD software. We have specific reports of crashes that are resolved when turning off &amp;quot;Riva Statistics Server&amp;quot; or disabling OSD components of ASUS&#039;s &amp;quot;GPU Tweak 2&amp;quot;.&lt;br /&gt;
*Nahimic OSD service is known to cause crashes when enabled.&lt;br /&gt;
*NVIDIA Control Panel can be set up to override any setting the game makes and, in the case of dV and a few other games, freezes the display. Go to your NVIDIA Control Panel and in &amp;quot;Manage 3D settings&amp;quot; set &amp;quot;Let the 3D application decide&amp;quot;.&lt;br /&gt;
*The NVIDIA Control Panel setting for vertical sync is known to cause random crashes, it should also be set to &amp;quot;Let the application decide&amp;quot;.&lt;br /&gt;
*Using GSync, FreeSync or similar variable refresh rate monitor will have unexpected effects with VSync option turned on, as the game will struggle to understand what is the actual refresh rate of your monitor. Disable VSync and use frame rate limit option instead.&lt;br /&gt;
*GSync and FreeSync are reported to cause the game to flash occasionally on some configurations. If you are experiencing game flashing darkened frames or static, try disabling them for this game.&lt;br /&gt;
*If you are experiencing poor performance on a device with a GPU more than sufficient for the task, ensure that the game is using the dedicated GPU from your vendor&#039;s control panel software.&lt;br /&gt;
**Devices with multiple dedicated GPUs have been reported to crash. This same solution can be used for those devices.&lt;br /&gt;
*Running Razer Cortex software in background was reported to cause worse performance.&lt;br /&gt;
*If your audio is distorted (ticking at game launch and on dive, opening cinematic sounds like a bad voice changer), check your device (not game) audio output selection. The game could be trying to push audio through a channel designed for voice communication only.&lt;br /&gt;
*Rarely, on some system configurations, Bloom causes huge performance loss.&lt;br /&gt;
*Some users reported that disabling Steam Overlay improves performance a lot for them.&lt;br /&gt;
*On some systems, the exclusive full-screen mode works much faster than the borderless window mode.&lt;br /&gt;
*Some driver HDR features can prevent the game window from showing up at all. If you hear the game playing, but see your desktop, try disabling HDR on your monitor.&lt;br /&gt;
*When using a mouse with a very high polling rate (ie. 8000 Hz) you can experience degraded performance when moving your mouse cursor. You can use &#039;&#039;&#039;--accumulate-input&#039;&#039;&#039; command-line option to enable in-game workaround, or decrease your polling rate.&lt;br /&gt;
*On some systems enabled AMD Enhanced Sync Technology caused the game to not display at all. You can turn that option off in your Adrenaline software panel, under Gaming -&amp;gt; Graphics -&amp;gt; Advanced Settings.&lt;br /&gt;
*Running the game in Windows Compatibility Mode will hurt your performance a lot. This might be caused by setting the compatibility mode on the game directly, or running through a launcher (Steam Client, GOG Galaxy, etc) set to run in compatibility mode.&lt;br /&gt;
*Only one controller (or similar joy input) can be used by the game at once, and will prioritize the first joypad detected by the system. If you have multiple devices that register as a joypad or similar device plugged in at once, unplug all peripherals and plug in the desired device first.&lt;br /&gt;
**Alternatively, if you are using Steam, you can reorder the controllers using Steam Input.&lt;br /&gt;
*On ACER devices, some users have reported that disabling &amp;quot;ACER Device Enabling Service V2&amp;quot; helps prevent crashes when using a device with multiple GPUs.&lt;br /&gt;
&lt;br /&gt;
== Support and Bug Reporting ==&lt;br /&gt;
If you encounter a game bug, either with running the game or in gameplay, please zip/tar and upload your game data/log directory:&lt;br /&gt;
&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;%AppData%\dV&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$APPDATA\dV&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$env:APPDATA\dV&amp;lt;/code&amp;gt; (AppData is a hidden directory in Windows, so to open ΔV&#039;s data directory in windows explorer, hit &amp;lt;code&amp;gt;Win+R&amp;lt;/code&amp;gt; to open a run window, and type &amp;lt;code&amp;gt;%appdata%\dv&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/dV/&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;~/.var/app/com.valvesoftware.Steam/data/dV/&amp;lt;/code&amp;gt; &lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;~/Library/Application Support/dV&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please zip the entire directory, including your logs, saves and settings. Koder can use that data to attempt to recreate the bug. If you did something specific that caused the problem, describing it will also help a lot.&lt;br /&gt;
&lt;br /&gt;
You can alternatively use the &amp;lt;code&amp;gt;DV Annotate&amp;lt;/code&amp;gt; tool, which automatically packages logs and screenshots for bug reports, and provides a few other useful tools. More info can be found on this page: [[DV Annotate]]&lt;br /&gt;
&lt;br /&gt;
Upload/send your bug report to:&lt;br /&gt;
* Upload it directly on Discord https://discord.com/invite/dv channel [https://discord.com/channels/426287934870781952/1019875051480289281 #bug-reports] for real-time feedback.&lt;br /&gt;
* Email to [mailto:support@kodera.pl support@kodera.pl]&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; if mods are installed and running when the problem occurs, Koder will likely flag it as &amp;lt;code&amp;gt;using mods&amp;lt;/code&amp;gt; considering that a lot of the time, the issue originates within one of the installed mods. Please see if the issue can be replicated without mods installed before reporting.&lt;br /&gt;
== Using Mods ==&lt;br /&gt;
Your performance will be impacted while using mods by the very nature of your computer having to do more stuff than it would when playing with the vanilla game. The use of mods isn&#039;t directly supported by Kodera, and performance issues are a liability of the mod author and the user of the mod, however the following advice can help isolate the issue and help you and the mod author find a solution.&lt;br /&gt;
&lt;br /&gt;
* Disable specific mods that you are running until you can specify which mod or mods are causing issues.&lt;br /&gt;
** If a mod provides a config or other method to enable/disable certain features however this is heavily dependent on how the mod/config system is written and implemented.&lt;br /&gt;
* A common request to help with debugging problems involves enabling the &amp;lt;code&amp;gt;--verbose&amp;lt;/code&amp;gt; argument, however there have been reports that this causes further performance issues with some mods and some systems.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41326</id>
		<title>Modding:Writing Your Own Mod</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41326"/>
		<updated>2026-09-17T17:57:57Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers the basics to getting started with writing a mod for ΔV. It is a modified version of [https://github.com/ZakrinYoran/Delta-V-Modding Za&#039;krin&#039;s modding guide], where a large portion of the credit will be given.&lt;br /&gt;
&lt;br /&gt;
This guide is written for Windows users, however the equivalent for operating systems such as Linux and OS X should work extremely similarly.&lt;br /&gt;
&lt;br /&gt;
= Setup =&lt;br /&gt;
This section will cover the resources used for modding. They are heavily encourage to be used, as it will make your life considerably easier with their use.&lt;br /&gt;
&lt;br /&gt;
=== Downloaded Resources ===&lt;br /&gt;
First off, you will need a copy of [https://store.steampowered.com/app/846030/DV_Rings_of_Saturn/ ΔV: Rings of Saturn] as a decompiled copy of the game will be used as a reference. &lt;br /&gt;
&lt;br /&gt;
* A demo build will work fine as well, as at the time of writing, it and the full release are identical.&lt;br /&gt;
&lt;br /&gt;
Second, the [https://godotengine.org/download/archive/3.6-stable/ Godot Game Engine], specifically version 3.6, which is used for the writing and editing of mods. &lt;br /&gt;
&lt;br /&gt;
Third, [https://github.com/GDRETools/gdsdecomp/releases/latest Godot Reverse Engineering Tools] (a.k.a. GDRE), which is used to decompile the game.&lt;br /&gt;
&lt;br /&gt;
Extract and move these to somewhere accessible.&lt;br /&gt;
&lt;br /&gt;
=== Decompiling ===&lt;br /&gt;
The process for decompiling ΔV is fairly straightforward when using GDRE.&lt;br /&gt;
&lt;br /&gt;
* Open the folder containing &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; in your file explorer.&lt;br /&gt;
* Open the ΔV game folder (on steam it&#039;s Right-Click -&amp;gt; Manage -&amp;gt; Browse Local Files).&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; (not &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt;!) into the GDRE folder.&lt;br /&gt;
* Open GDRE and select &amp;quot;Recover Project&amp;quot; from the &amp;quot;RE Tools&amp;quot; menu.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; and wait for the file verification process to finish.&lt;br /&gt;
* Leave the default settings, set the folder location, and extract the project.&lt;br /&gt;
* Once the extraction process is finished, ΔV should be ready for import into Godot.&lt;br /&gt;
&lt;br /&gt;
In the case where there have been problems using the GUI, the command line can be used instead. To use that instead of the GUI, follow the below steps:&lt;br /&gt;
&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; into the GDRE folder as before.&lt;br /&gt;
* Open windows command prompt and &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into the folder (e.g. &amp;lt;code&amp;gt;cd C:\godotTools\GDRE_tools&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Run &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; with the following command: &amp;lt;code&amp;gt;gdre_tools --headless --recover=Delta-V.pck&amp;lt;/code&amp;gt;. This will create a new folder called containing the decompiled game files.&lt;br /&gt;
* Move the decompiled files to wherever you want your project located.&lt;br /&gt;
&lt;br /&gt;
For more detail on the usage of GDRE, see the [https://github.com/bruvzg/gdsdecomp?tab=readme-ov-file#usage usage section of their readme].&lt;br /&gt;
&lt;br /&gt;
=== Importing into Godot ===&lt;br /&gt;
Loading the decompiled game files into Godot is rather simple.&lt;br /&gt;
&lt;br /&gt;
* Open your copy of Godot and select the &#039;Import&#039; option.&lt;br /&gt;
* Navigate to where you stored your decompiled version of ΔV and select the &amp;lt;code&amp;gt;project.godot&amp;lt;/code&amp;gt; file.&lt;br /&gt;
* Launch the Delta-V Project, and let Godot import all of the files.&lt;br /&gt;
&lt;br /&gt;
It is highly recommend to develop mods with the help of the Godot Editor, a guide to [[Modding:Using the Godot Editor|which can be found here]].&lt;br /&gt;
&lt;br /&gt;
= GDScript =&lt;br /&gt;
Delta-V (and by extension, any and all mods written for it) are written in the GDScript language, Godot&#039;s duck-typed language. You are not required to know it or even use it for mods, even relatively large mods can be made without ever writing a line of code (for example, Derelict Delights was completely codeless for a good while), however it is still highly recommended that you are at least able to understand it and be able to write some code if needs be.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not well versed in GDScript, or in programming in general, the best thing you can do is ask on the [https://discord.gg/dv Delta-V Discord], specifically in the [https://discord.com/channels/426287934870781952/1252866978075512863 Modding Help/Discussion thread]. There are a few users who are perfectly willing to provide you directions and other help when making a mod, even with some more advanced concepts if needs be.&lt;br /&gt;
&lt;br /&gt;
Additionally, some good resources to learn would be [https://www.gdquest.com/ GDQuest] (it is intended for writing a game, but the same concepts can transfer pretty easily), and by reading the [https://docs.godotengine.org/en/3.6/ Godot Docs]. You can also access the docs from within the Godot editor.&amp;lt;blockquote&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;NOTICE:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT USE LLMs/AI&#039;&#039;&#039;. The only thing that will teach you is how to ask the LLM to do things. You, personally, won’t learn a thing. And LLMs, by design, will give you false information as they’re just very advanced word-suggestion-algorithms. They’re not programmed to say, “I don’t know” so they just put words together that statistically should go together, but don’t always. So it’ll give you a ton of wrong/broken/bloated/vulnerable code. So please, for the love of anything you hold dear, do it right.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mod Structure =&lt;br /&gt;
ΔV mods (and Godot projects in general) work in a hierarchical file structure centered around the project&#039;s root folder (referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;). If any file isn&#039;t referenced relative to the executed code, it will be relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;. There are also other file system prefixes, such as &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; and the OS&#039;s file system paths, however these are very rarely used, especially for modding, so will only be covered briefly later down the line.&lt;br /&gt;
&lt;br /&gt;
=== Mod Folder Structure ===&lt;br /&gt;
Mod zips will be mounted to the root as how they appear in the zip. For example, a zip with the structure of &amp;lt;code&amp;gt;A_Mod.zip/ModFolder/ModMain.gd&amp;lt;/code&amp;gt; is the equivalent to having added a folder named ModFolder to the root folder and adding the ModMain.gd file in it. In terms of &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;, it appears like &amp;lt;code&amp;gt;res://ModFolder/ModMain.gd&amp;lt;/code&amp;gt;. Mods don&#039;t need to follow this structure explicitly, however it is extremely convenient when structured like this as it makes it easy to work with in the editor.&lt;br /&gt;
&lt;br /&gt;
=== ModMain.gd ===&lt;br /&gt;
The &amp;lt;code&amp;gt;ModMain.gd&amp;lt;/code&amp;gt; file is just about the most important file in the entirety of the mod. It is where the mod&#039;s resources are initially loaded and run. Even if only a single file is needed to be loaded to get the entire mod to run, it will not work if not referenced here.&lt;br /&gt;
&lt;br /&gt;
It can be as simple or complex as you like, however the commonly utilized format works as follows:&lt;br /&gt;
 extends Node&lt;br /&gt;
 # Set mod priority if you want it to load before/after other mods&lt;br /&gt;
 # Mods are loaded from lowest to highest priority, default is 0&lt;br /&gt;
 const MOD_PRIORITY = 0&lt;br /&gt;
 # Name of the mod, used for writing to the logs&lt;br /&gt;
 const MOD_NAME = &amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 # Path of the mod folder, automatically generated on runtime&lt;br /&gt;
 var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&lt;br /&gt;
 # Required var for the replaceScene() func to work&lt;br /&gt;
 var _savedObjects := []&lt;br /&gt;
 var modConfig = {}&lt;br /&gt;
 #Initializes the configuration variable. Used by loadSettings.&lt;br /&gt;
 # Initialize the mod&lt;br /&gt;
 # This function is executed before the majority of the game is loaded&lt;br /&gt;
 # Only the Tool and Debug AutoLoads are available&lt;br /&gt;
 # Script and scene replacements should be done here, before the originals are loaded&lt;br /&gt;
 func _init(modLoader = ModLoader):&lt;br /&gt;
 	l(&amp;quot;Initializing DLC&amp;quot;)&lt;br /&gt;
 	&lt;br /&gt;
 	loadDLC() # preloads DLC as things may break if this isn&#039;t done&lt;br /&gt;
 	&lt;br /&gt;
 	# At this point, you are free to start modifying your code. &lt;br /&gt;
 	installScriptExtension(&amp;quot;Example/Script.gd&amp;quot;) # Example of how the file structure. Folders are relative to this file&lt;br /&gt;
 	replaceScene(&amp;quot;Example/Scene.tscn&amp;quot;) # Similar to the example script&lt;br /&gt;
 	&lt;br /&gt;
 # Do stuff on ready&lt;br /&gt;
 # At this point all AutoLoads are available and the game is loaded&lt;br /&gt;
 func _ready():&lt;br /&gt;
 	l(&amp;quot;Readying&amp;quot;)&lt;br /&gt;
 	l(&amp;quot;Ready&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # Helper function to extend scripts&lt;br /&gt;
 # Loads the script you pass, checks what script is extended, and overrides it&lt;br /&gt;
 func installScriptExtension(path:String):&lt;br /&gt;
 	var childPath:String = str(modPath + path)&lt;br /&gt;
 	var childScript:Script = ResourceLoader.load(childPath)&lt;br /&gt;
 	childScript.new()&lt;br /&gt;
 	var parentScript:Script = childScript.get_base_script()&lt;br /&gt;
 	var parentPath:String = parentScript.resource_path&lt;br /&gt;
 	l(&amp;quot;Installing script extension: %s &amp;lt;- %s&amp;quot; % [parentPath, childPath])&lt;br /&gt;
 	childScript.take_over_path(parentPath)&lt;br /&gt;
 &lt;br /&gt;
 # Helper function to replace scenes&lt;br /&gt;
 # Can either be passed a single path, or two paths&lt;br /&gt;
 # With a single path, it will replace the vanilla scene in the same relative position&lt;br /&gt;
 func replaceScene(newPath:String, oldPath:String = &amp;quot;&amp;quot;):&lt;br /&gt;
 	l(&amp;quot;Updating scene: %s&amp;quot; % newPath)&lt;br /&gt;
 	if oldPath.empty():&lt;br /&gt;
 		oldPath = str(&amp;quot;res://&amp;quot; + newPath)&lt;br /&gt;
 	newPath = str(modPath + newPath)&lt;br /&gt;
 	var scene := load(newPath)&lt;br /&gt;
 	scene.take_over_path(oldPath)&lt;br /&gt;
 	_savedObjects.append(scene)&lt;br /&gt;
 	l(&amp;quot;Finished updating: %s&amp;quot; % oldPath)&lt;br /&gt;
 # Instances Settings.gd, loads DLC, then frees the script.&lt;br /&gt;
 func loadDLC():&lt;br /&gt;
 	l(&amp;quot;Preloading DLC as workaround&amp;quot;)&lt;br /&gt;
 	var DLCLoader:Settings = preload(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	DLCLoader.loadDLC()&lt;br /&gt;
 	DLCLoader.queue_free()&lt;br /&gt;
 	l(&amp;quot;Finished loading DLC&amp;quot;)&lt;br /&gt;
 # Func to print messages to the logs&lt;br /&gt;
 func l(msg:String, title:String = MOD_NAME, version:String = MOD_VERSION):&lt;br /&gt;
 	Debug.l(&amp;quot;[%s V%s]: %s&amp;quot; % [title, version, msg])&lt;br /&gt;
The additional functions provided with this script are not necessary, however are used by effectively every mod, and are left for convenience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Runtime variables&amp;lt;/big&amp;gt; (&#039;&#039;&#039;variables used by the mod menu for the workings of other functions&#039;&#039;&#039;):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_PRIORITY = 0&amp;lt;/code&amp;gt;: The load priority of the mod. Zero by default, but can be changed to any integer. If a mod has the same priority, then it will go in alphabetical order of the zip files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_NAME = &amp;quot;&amp;quot; AND const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&amp;lt;/code&amp;gt;: Mod name and versions. Directly used for logging purposes with the &amp;lt;code&amp;gt;l()&amp;lt;/code&amp;gt; function later down the line, however is also used by the mod menu if you  choose to install it (more on that later)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&amp;lt;/code&amp;gt;: used to get the ModMain&#039;s file path. Used for other functions so is best leaving alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var _savedObjects := []&amp;lt;/code&amp;gt;: variable used by the &amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; function. This should be left blank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;System functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;static functions that should be where the body of your ModMain are&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _init(modLoader = ModLoader):&amp;lt;/code&amp;gt;: Any functions loaded in this function are done as soon as the script is run. The modloader variable is used to load various functions from the modloader as autoloads are not available yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; should be loaded as early as possible in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function. Ensures DLC loads properly as it breaks when mods are loaded for whatever reason&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _ready():&amp;lt;/code&amp;gt;: Functions loaded here will be loaded once everything else has loaded and all autoloads are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Load Functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;functions used to load resources from your mod&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;replaceScene&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; overrides or replaces a vanilla scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newPath:String&amp;lt;/code&amp;gt; is the path to your modded scene, relative to the mod folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldPath:String&amp;lt;/code&amp;gt; is an optional path to the vanilla scene you are overriding, if no path is provided, the same path as your new scene will be used, but relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* Replacing scenes requires loading the scene, which loads any resources present in the scene. Make sure any resources present (e.g. scripts) are modified before the scene is replaced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene from your mod at &amp;lt;code&amp;gt;res://ModFolder/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; that modifies the K37 ship scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;modifications/ships/RA-TRTL.tscn&amp;quot;,&amp;quot;res://ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene in your mod&#039;s folder at &amp;lt;code&amp;gt;res://ModFolder/modifications/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; which modifies the K37 scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;installScriptExtension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension()&amp;lt;/code&amp;gt; is used to override vanilla script behavior.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;path:String&amp;lt;/code&amp;gt; is the path to the new script, relative to the root of the mod folder.&lt;br /&gt;
* The [https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_basics.html#inheritance inherited] script gets overridden, whenever it is used, your modified script will instead be applied.&lt;br /&gt;
* Inheritance is very powerful, and can be used to override most vanilla behavior, with some exceptions.&lt;br /&gt;
* Scripts must be extended before they are loaded. Once applied to a node, the script is locked in and modifying the script resource will not affect existing instances.&lt;br /&gt;
* It can be used to load new scripts, however it is best used to modify preexisting scripts from the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension(&amp;quot;ships/Shipyard.gd&amp;quot;)&amp;lt;/code&amp;gt; loads a script from &amp;lt;code&amp;gt;res://ModFolder/ships/Shipyard.gd&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Add Translations ====&lt;br /&gt;
Translations are a useful part of any mod that adds something visually. They can be useful both for providing localized resources for anyone willing to translate, as well as giving names to any system names that couldn&#039;t be written as plain text (such as ship names). Translations are best handled through the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; function, with the following function itself being placed somewhere within the ModMain file.: &lt;br /&gt;
 &lt;br /&gt;
 # Helper script to load translations using csv format&lt;br /&gt;
 # `path` is the path to the transalation file&lt;br /&gt;
 # `delim` is the symbol used to seperate the values&lt;br /&gt;
 # `useRelativePath` setting it to false uses a `res://` relative path instead of relative to the file&lt;br /&gt;
 # `fullLogging` setting it to false reduces the number of logs written to only display the number of translations made&lt;br /&gt;
 # example usage: updateTL(&amp;quot;i18n/translation.txt&amp;quot;, &amp;quot;|&amp;quot;)&lt;br /&gt;
 func updateTL(path:String, delim:String = &amp;quot;,&amp;quot;, useRelativePath:bool = true, fullLogging:bool = true):&lt;br /&gt;
 	if useRelativePath:&lt;br /&gt;
 		path = str(modPath + path)&lt;br /&gt;
 	l(&amp;quot;Adding translations from: %s&amp;quot; % path)&lt;br /&gt;
 	var tlFile:File = File.new()&lt;br /&gt;
 	tlFile.open(path, File.READ)&lt;br /&gt;
 	var translations := []&lt;br /&gt;
 	&lt;br /&gt;
 	var translationCount = 0&lt;br /&gt;
 	var csvLine := tlFile.get_line().split(delim)&lt;br /&gt;
 	if fullLogging:&lt;br /&gt;
 		l(&amp;quot;Adding translations as: %s&amp;quot; % csvLine)&lt;br /&gt;
 	for i in range(1, csvLine.size()):&lt;br /&gt;
 		var translationObject := Translation.new()&lt;br /&gt;
 		translationObject.locale = csvLine[i]&lt;br /&gt;
 		translations.append(translationObject)&lt;br /&gt;
 	while not tlFile.eof_reached():&lt;br /&gt;
 		csvLine = tlFile.get_csv_line(delim)&lt;br /&gt;
 		if csvLine.size() &amp;gt; 1:&lt;br /&gt;
 			var translationID := csvLine[0]&lt;br /&gt;
 			for i in range(1, csvLine.size()):&lt;br /&gt;
 				translations[i - 1].add_message(translationID, csvLine[i].c_unescape())&lt;br /&gt;
 			if fullLogging:&lt;br /&gt;
 				l(&amp;quot;Added translation: %s&amp;quot; % csvLine)&lt;br /&gt;
 			translationCount += 1&lt;br /&gt;
 	tlFile.close()&lt;br /&gt;
 	for translationObject in translations:&lt;br /&gt;
 		var pms = translationObject.get_message_list()&lt;br /&gt;
 		var pmL = []&lt;br /&gt;
 		for m in pms:&lt;br /&gt;
 			var pt = translationObject.get_message(m)&lt;br /&gt;
 			pmL.append([m,pt])&lt;br /&gt;
 		var tr = TranslationServer.translate(pms[0])&lt;br /&gt;
 		TranslationServer.add_translation(translationObject)&lt;br /&gt;
 		var pms2 = translationObject.get_message_list()&lt;br /&gt;
 		var tr2 = TranslationServer.translate(pms[0])&lt;br /&gt;
 		pass&lt;br /&gt;
 	l(&amp;quot;%s Translations Updated&amp;quot; % translationCount)&lt;br /&gt;
&lt;br /&gt;
Syntax for the command is handled as &amp;lt;code&amp;gt;updateTL(path, delim)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;path&amp;lt;/code&amp;gt; is the path relative to the ModMain, and &amp;lt;code&amp;gt;delim&amp;lt;/code&amp;gt; is the character or string which the translation identifier and text are split with. &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; is commonly used as it is used very rarely. Other optional booleans include &amp;lt;code&amp;gt;useRelativePath&amp;lt;/code&amp;gt; which while it&#039;s enabled (and is by default), lets you use paths relative to the ModMain.gd file instead of the full paths, and &amp;lt;code&amp;gt;fullLogging&amp;lt;/code&amp;gt; makes the command more verbose and logs everything that it is doing, and is enabled by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;updateTL(&amp;quot;i18n/en.txt&amp;quot;,&amp;quot;|&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this loads a translation file at &amp;lt;code&amp;gt;res://ModFolder/i18n/en.txt&amp;lt;/code&amp;gt; and used the &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; character as a delimiter.&lt;br /&gt;
&lt;br /&gt;
Formatting for each translation file goes as follows:&lt;br /&gt;
 locale&amp;lt;delim character&amp;gt;&amp;lt;localization code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 LOCALIZATION_STRING&amp;lt;delim character&amp;gt;This is a translated string&lt;br /&gt;
&amp;lt;delim character&amp;gt; is whatever character is used as the delimination character in the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; call.&lt;br /&gt;
&lt;br /&gt;
locale|&amp;lt;localization code&amp;gt; is the identifier for the language to translate to. The translations currently supported by the game are as follows:&lt;br /&gt;
&lt;br /&gt;
* cs_CZ - Czech (Czech Republic)&lt;br /&gt;
* de - German&lt;br /&gt;
* el_GR - Greek (Greece)&lt;br /&gt;
* en - English&lt;br /&gt;
* es - Spanish&lt;br /&gt;
* fr - French&lt;br /&gt;
* hu_HU - Hungarian (Hungary)&lt;br /&gt;
* it_IT - Italian (Italy)&lt;br /&gt;
* ja - Japanese&lt;br /&gt;
* ko_KR - Korean (South Korea)&lt;br /&gt;
* nb_NO - Norwegian Bokmål (Norway)&lt;br /&gt;
* nl_NL - Dutch (Netherlands)&lt;br /&gt;
* pl - Polish&lt;br /&gt;
* pt_BR - Portugese (Brazil)&lt;br /&gt;
* ru_RU - Russian (Russia)&lt;br /&gt;
* th - Thai&lt;br /&gt;
* uk_UA - Ukrainian (Ukraine)&lt;br /&gt;
* zh_CN - Chinese (China)&lt;br /&gt;
* zh_HK - Chinese (Hong Kong)&lt;br /&gt;
&lt;br /&gt;
==== Config File ====&lt;br /&gt;
Config files are useful for making variables or settings configurable to the user. Given the nature of it, it does require a bit more setup and a lot of extra work outside of the ModMain, which will be deferred to it&#039;s own wiki page once it is written. In the meantime, you may benefit at looking at mods that use it for reference.&lt;br /&gt;
&lt;br /&gt;
To load a config file, you&#039;ll need this script at the bottom of your ModMain.gd file:&lt;br /&gt;
 # This function is a helper to provide any file configurations to your mod&lt;br /&gt;
 # You may want to replace any &amp;quot;Example&amp;quot; text with your own identifier to make it unique&lt;br /&gt;
 # Check the example Settings.gd file for how to setup that side of it&lt;br /&gt;
 func loadSettings():&lt;br /&gt;
 	installScriptExtension(&amp;quot;Settings.gd&amp;quot;)&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Loading mod settings&amp;quot;)&lt;br /&gt;
 	var settings = load(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	settings.load_ExampleMod_FromFile()&lt;br /&gt;
 	settings.save_ExampleMod_ToFile()&lt;br /&gt;
 	modConfig = settings.ExampleMod&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Current settings: %s&amp;quot; % modConfig)&lt;br /&gt;
 	settings.queue_free()&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Finished loading settings&amp;quot;)&lt;br /&gt;
Replace any instance of &amp;lt;code&amp;gt;ExampleMod&amp;lt;/code&amp;gt; with a unique identifier, preferably your mod&#039;s name. Remember this as you&#039;ll be using this later. It&#039;s best to use the find and replace tool (Ctrl + R in Godot) for this to make it easier, as well as prevent mistakes.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve added this, add a line calling &amp;lt;code&amp;gt;loadSettings()&amp;lt;/code&amp;gt; (leaving it just like that and pasting it in will work) in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function before you make a call to &amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; to ensure it gets loaded properly.&lt;br /&gt;
&lt;br /&gt;
Now you&#039;ll want to setup the config file itself. Make a new script in the same folder as the ModMain.gd file, and name it &amp;lt;code&amp;gt;Settings.gd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made the file, open it and insert the following text into it:&lt;br /&gt;
 extends &amp;quot;res://Settings.gd&amp;quot;&lt;br /&gt;
 # You may want to change many of the variable names to provide a unique identifier&lt;br /&gt;
 # Make sure anything read by the ModMain is consistent with this file or they will not work&lt;br /&gt;
 # These are default config values&lt;br /&gt;
 # Any value not set in the config file will generate the missing values exactly as these are&lt;br /&gt;
 var ExampleMod = {&lt;br /&gt;
     &amp;quot;section&amp;quot;:{&lt;br /&gt;
         &amp;quot;setting&amp;quot;:true,&lt;br /&gt;
         &amp;quot;string_option&amp;quot;:&amp;quot;setting_value&amp;quot;&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;section2&amp;quot;:{&lt;br /&gt;
         &amp;quot;option&amp;quot;:false,&lt;br /&gt;
         &amp;quot;numerical_option&amp;quot;:1000,&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;input&amp;quot;:{ # Defaults for anything that uses keybinds&lt;br /&gt;
         &amp;quot;key_setting_a&amp;quot;:[ &amp;quot;R&amp;quot; ],&lt;br /&gt;
         &amp;quot;key_setting_b&amp;quot;:[ &amp;quot;Shift&amp;quot; ],&lt;br /&gt;
     }, &lt;br /&gt;
 }&lt;br /&gt;
 # The config file name. Make sure you set something unique&lt;br /&gt;
 # Config is set to the cfg folder to make it easy to find&lt;br /&gt;
 var ConfigPath = &amp;quot;user://cfg/ExampleMod.cfg&amp;quot;&lt;br /&gt;
 var CfgFile = ConfigFile.new()&lt;br /&gt;
 func _ready():&lt;br /&gt;
     var dir = Directory.new()&lt;br /&gt;
     dir.make_dir(&amp;quot;user://cfg&amp;quot;)&lt;br /&gt;
     load_ExampleMod_FromFile()&lt;br /&gt;
     save_ExampleMod_ToFile()&lt;br /&gt;
 func save_ExampleMod_ToFile():&lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             CfgFile.set_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     CfgFile.save(ConfigPath)&lt;br /&gt;
 func load_ExampleMod_FromFile():&lt;br /&gt;
     var error = CfgFile.load(ConfigPath)&lt;br /&gt;
     if error != OK:&lt;br /&gt;
         Debug.l(&amp;quot;Example Mod: Error loading settings %s&amp;quot; % error)&lt;br /&gt;
         return &lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             ExampleMod[section][key] = CfgFile.get_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     loadKeymapFromConfig()&lt;br /&gt;
 # Keybind setting handlers&lt;br /&gt;
 func loadKeymapFromConfig():&lt;br /&gt;
     for action_name in ExampleMod.input:&lt;br /&gt;
         var addAction = true&lt;br /&gt;
         for m in InputMap.get_actions():&lt;br /&gt;
             if m == action_name:&lt;br /&gt;
                 addAction = false&lt;br /&gt;
         if addAction:&lt;br /&gt;
             InputMap.add_action(action_name)&lt;br /&gt;
         for key in ExampleMod.input[action_name]:&lt;br /&gt;
             var event = InputEventKey.new()&lt;br /&gt;
             event.scancode = OS.find_scancode_from_string(key)&lt;br /&gt;
             InputMap.action_add_event(action_name, event)&lt;br /&gt;
     emit_signal(&amp;quot;controlSchemeChaged&amp;quot;)&lt;br /&gt;
Once again, you&#039;ll need to change all instances of ExampleMod to the identifier you chose earlier. Find and Replace is heavily recommended with how many instances of ExampleMod there are.&lt;br /&gt;
&lt;br /&gt;
Once set up, you can query the settings from anywhere in the game. An example of how it would be queried, based on the above example, is as follows:&lt;br /&gt;
 var setting_value = Settings.ExampleMod[&amp;quot;section&amp;quot;][&amp;quot;setting&amp;quot;]&lt;br /&gt;
 print(&amp;quot;setting value: %s&amp;quot;) % setting_value&lt;br /&gt;
The &amp;lt;code&amp;gt;setting_value&amp;lt;/code&amp;gt; variant queries the settings for the ExampleMod&#039;s settings list, looks for the section named &amp;quot;section&amp;quot;, then gets the value of &amp;quot;setting&amp;quot; from that section. It then prints &amp;quot;setting value: true&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Mod.manifest File ===&lt;br /&gt;
The mod.manifest is a more recent addition to the modding scope. It&#039;s not a required file by any means, however it&#039;s an adopted standard to provide additional information to any mods looking to take info from said mod. It takes the form of a standard .ini config file, and as many or as few of these can be filled out, and blank sections can be left as &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt;. Current mods that use this may or may not support the removal of lines, so it is best to leave them in anyway.&lt;br /&gt;
&lt;br /&gt;
An example of the file&#039;s structure is as follows:&lt;br /&gt;
 [package]&lt;br /&gt;
 &lt;br /&gt;
 id=&amp;quot;test.ExampleMod&amp;quot;&lt;br /&gt;
 name=&amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 version=&amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 description=&amp;quot;A example description&amp;quot;&lt;br /&gt;
 group=&amp;quot;testing&amp;quot;&lt;br /&gt;
 github_homepage=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 github_releases=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/releases/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 discord_thread=&amp;quot;&amp;lt;nowiki&amp;gt;https://discord.gg/dv/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 nexus_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://www.nexusmods.com/dvringsofsaturn/mods/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 donations_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 wiki_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link_name=&amp;quot;Example url for the custom link&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [manifest_definitions]&lt;br /&gt;
 &lt;br /&gt;
 manifest_version=1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[package]&amp;lt;/code&amp;gt; is the identifer for the manifest&#039;s data section in manifest versions 1 and 2, and should be left alone as such. It is planned to be depreciated in future manifest versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; The unique identifier of the mod. Useful for differentiation with other mods that may use the same name. The common formatting is &amp;lt;code&amp;gt;(nick)name.ModName&amp;lt;/code&amp;gt;, but it can be whatever you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; The mod&#039;s display name. Used for any mods that may need to fetch other mods. Similar to the &amp;lt;code&amp;gt;MOD_NAME&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; The mod&#039;s version number. Can be any string, however is best kept numerical for version comparing. Similar to the &amp;lt;code&amp;gt;MOD_VERSION&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that version identifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;description&amp;lt;/code&amp;gt; A string used to describe the mod. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;group&amp;lt;/code&amp;gt; Used to group mods together. It&#039;s not currently used by any known mods, but useful to have for future reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; The Github URL for the mod. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_releases&amp;lt;/code&amp;gt; The Github releases page, if the mod has one. Same as the &amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; string, just with &amp;lt;code&amp;gt;releases/&amp;lt;/code&amp;gt; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;discord_thread&amp;lt;/code&amp;gt; URL for an associated discord thread, channel or server. Current uses link to the #workshop channel in the ΔV Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;nexus_page&amp;lt;/code&amp;gt; URL for the Nexusmods page of the mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;donations_page&amp;lt;/code&amp;gt; URL for a donations page if the writer chooses to add one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;wiki_page&amp;lt;/code&amp;gt; URL for any associated wiki page, be it ΔV Wiki, Github wiki, or another page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link&amp;lt;/code&amp;gt; A custom URL for an action button. Can be whatever you choose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link_name&amp;lt;/code&amp;gt; A string used for any text tooltips/labels used with the custom link. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[manifest_definitions]&amp;lt;/code&amp;gt; is the identifier for the manifest-specific information. This currently contains only the manifest version number, but may contain more options in future manifest versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;manifest_version&amp;lt;/code&amp;gt; The manifest formatting version. If not provided, a version number of &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is assumed.&lt;br /&gt;
&lt;br /&gt;
== Licensing / Copyright ==&lt;br /&gt;
&lt;br /&gt;
==== Licensing code within your mod ====&lt;br /&gt;
Licensing and/or copyrighting your work can be important if you want to have a set of guidelines for how you want others to use your code. Most authors choose an open source license that permits others to make use of their code with a basic set of limitations (e.g. no liability, does not provide rights to the mod&#039;s trademark, requiring the license to be appropriately copied by works incorporating it, etc.)&lt;br /&gt;
If you are unsure of what license to use, check out https://choosealicense.com/ which provides a list of some very common open-source licenses and gives a breakdown as to what each one does. For a list of all licenses, check their [https://choosealicense.com/appendix/ appendix page].&lt;br /&gt;
&lt;br /&gt;
==== Forking / copying code from other mods with a license ====&lt;br /&gt;
It is common for mods to have parts taken to help with the creation of someone else&#039;s mod, or be entirely forked (making a copy of the source) and modified for a user to make their own changes / additions that are either to help the original project or to make a copy that takes from the original works. You should always make sure that you are properly respecting a mod&#039;s license if you are taking code from it. &lt;br /&gt;
&lt;br /&gt;
Depending on how the code is copied, the process for attributing a mod&#039;s license will vary:&lt;br /&gt;
&lt;br /&gt;
* Forking a mod:&lt;br /&gt;
** Making a fork of a mod through the usual means (i.e. GitHub&#039;s fork feature) should keep the license from the original, since all files would have a copy &lt;br /&gt;
** It is still worthwhile double checking to make sure the license is there regardless.&lt;br /&gt;
** If you want to include your own license (if doing so is even permitted by the license of the source material, which most licenses may not without explicit permission from the author), check the next section on using code from others.&lt;br /&gt;
* Using code from other mods and/or sources:&lt;br /&gt;
** Current courtesy is to copy the licenses of all sourced materials into a folder named &amp;lt;code&amp;gt;.licenses&amp;lt;/code&amp;gt; and have the license filename match the exact name of the source project.&lt;br /&gt;
** It is also recommended to include a link to the source project within the license file to make sure the correct project is provided and credited.&lt;br /&gt;
** For an example, check the [https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/tree/main/.licenses .licenses folder for IoER] to see an example of the precedent.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41325</id>
		<title>Modding:Writing Your Own Mod</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41325"/>
		<updated>2026-09-16T16:10:55Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers the basics to getting started with writing a mod for ΔV. It is a modified version of [https://github.com/ZakrinYoran/Delta-V-Modding Za&#039;krin&#039;s modding guide], where a large portion of the credit will be given.&lt;br /&gt;
&lt;br /&gt;
This guide is written for Windows users, however the equivalent for operating systems such as Linux and OS X should work extremely similarly.&lt;br /&gt;
&lt;br /&gt;
= Setup =&lt;br /&gt;
This section will cover the resources used for modding. They are heavily encourage to be used, as it will make your life considerably easier with their use.&lt;br /&gt;
&lt;br /&gt;
=== Downloaded Resources ===&lt;br /&gt;
First off, you will need a copy of [https://store.steampowered.com/app/846030/DV_Rings_of_Saturn/ ΔV: Rings of Saturn] as a decompiled copy of the game will be used as a reference. &lt;br /&gt;
&lt;br /&gt;
* A demo build will work fine as well, as at the time of writing, it and the full release are identical.&lt;br /&gt;
&lt;br /&gt;
Second, the [https://godotengine.org/download/archive/3.6-stable/ Godot Game Engine], specifically version 3.6, which is used for the writing and editing of mods. &lt;br /&gt;
&lt;br /&gt;
Third, [https://github.com/GDRETools/gdsdecomp/releases/latest Godot Reverse Engineering Tools] (a.k.a. GDRE), which is used to decompile the game.&lt;br /&gt;
&lt;br /&gt;
Extract and move these to somewhere accessible.&lt;br /&gt;
&lt;br /&gt;
=== Decompiling ===&lt;br /&gt;
The process for decompiling ΔV is fairly straightforward when using GDRE.&lt;br /&gt;
&lt;br /&gt;
* Open the folder containing &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; in your file explorer.&lt;br /&gt;
* Open the ΔV game folder (on steam it&#039;s Right-Click -&amp;gt; Manage -&amp;gt; Browse Local Files).&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; (not &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt;!) into the GDRE folder.&lt;br /&gt;
* Open GDRE and select &amp;quot;Recover Project&amp;quot; from the &amp;quot;RE Tools&amp;quot; menu.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; and wait for the file verification process to finish.&lt;br /&gt;
* Leave the default settings, set the folder location, and extract the project.&lt;br /&gt;
* Once the extraction process is finished, ΔV should be ready for import into Godot.&lt;br /&gt;
&lt;br /&gt;
In the case where there have been problems using the GUI, the command line can be used instead. To use that instead of the GUI, follow the below steps:&lt;br /&gt;
&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; into the GDRE folder as before.&lt;br /&gt;
* Open windows command prompt and &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into the folder (e.g. &amp;lt;code&amp;gt;cd C:\godotTools\GDRE_tools&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Run &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; with the following command: &amp;lt;code&amp;gt;gdre_tools --headless --recover=Delta-V.pck&amp;lt;/code&amp;gt;. This will create a new folder called containing the decompiled game files.&lt;br /&gt;
* Move the decompiled files to wherever you want your project located.&lt;br /&gt;
&lt;br /&gt;
For more detail on the usage of GDRE, see the [https://github.com/bruvzg/gdsdecomp?tab=readme-ov-file#usage usage section of their readme].&lt;br /&gt;
&lt;br /&gt;
=== Importing into Godot ===&lt;br /&gt;
Loading the decompiled game files into Godot is rather simple.&lt;br /&gt;
&lt;br /&gt;
* Open your copy of Godot and select the &#039;Import&#039; option.&lt;br /&gt;
* Navigate to where you stored your decompiled version of ΔV and select the &amp;lt;code&amp;gt;project.godot&amp;lt;/code&amp;gt; file.&lt;br /&gt;
* Launch the Delta-V Project, and let Godot import all of the files.&lt;br /&gt;
&lt;br /&gt;
It is highly recommend to develop mods with the help of the Godot Editor, a guide to [[Modding:Using the Godot Editor|which can be found here]].&lt;br /&gt;
&lt;br /&gt;
= GDScript =&lt;br /&gt;
Delta-V (and by extension, any and all mods written for it) are written in the GDScript language, Godot&#039;s duck-typed language. You are not required to know it or even use it for mods, even relatively large mods can be made without ever writing a line of code (e.g. Derelict Delights was completely codeless for a good while), however it is still highly recommended that you are at least able to understand it and be able to write some code if needs be.&lt;br /&gt;
&lt;br /&gt;
Some good resources to learn would be [https://www.gdquest.com/ GDQuest] (it is intended for writing a game, but the same concepts can transfer pretty easily), and by reading the [https://docs.godotengine.org/en/3.6/ Godot Docs]. You can also access the docs from within the Godot editor.&amp;lt;blockquote&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;NOTICE:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOT USE LLMs/AI&#039;&#039;&#039;. The only thing that will teach you is how to ask the LLM to do things. You, personally, won’t learn a thing. And LLMs, by design, will give you false information as they’re just very advanced word-suggestion-algorithms. They’re not programmed to say, “I don’t know” so they just put words together that statistically should go together, but don’t always. So it’ll give you a ton of wrong/broken/bloated/vulnerable code. So please, for the love of anything you hold dear, do it right.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mod Structure =&lt;br /&gt;
ΔV mods (and Godot projects in general) work in a hierarchical file structure centered around the project&#039;s root folder (referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;). If any file isn&#039;t referenced relative to the executed code, it will be relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;. There are also other file system prefixes, such as &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; and the OS&#039;s file system paths, however these are very rarely used, especially for modding, so will only be covered briefly later down the line.&lt;br /&gt;
&lt;br /&gt;
=== Mod Folder Structure ===&lt;br /&gt;
Mod zips will be mounted to the root as how they appear in the zip. For example, a zip with the structure of &amp;lt;code&amp;gt;A_Mod.zip/ModFolder/ModMain.gd&amp;lt;/code&amp;gt; is the equivalent to having added a folder named ModFolder to the root folder and adding the ModMain.gd file in it. In terms of &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;, it appears like &amp;lt;code&amp;gt;res://ModFolder/ModMain.gd&amp;lt;/code&amp;gt;. Mods don&#039;t need to follow this structure explicitly, however it is extremely convenient when structured like this as it makes it easy to work with in the editor.&lt;br /&gt;
&lt;br /&gt;
=== ModMain.gd ===&lt;br /&gt;
The &amp;lt;code&amp;gt;ModMain.gd&amp;lt;/code&amp;gt; file is just about the most important file in the entirety of the mod. It is where the mod&#039;s resources are initially loaded and run. Even if only a single file is needed to be loaded to get the entire mod to run, it will not work if not referenced here.&lt;br /&gt;
&lt;br /&gt;
It can be as simple or complex as you like, however the commonly utilized format works as follows:&lt;br /&gt;
 extends Node&lt;br /&gt;
 # Set mod priority if you want it to load before/after other mods&lt;br /&gt;
 # Mods are loaded from lowest to highest priority, default is 0&lt;br /&gt;
 const MOD_PRIORITY = 0&lt;br /&gt;
 # Name of the mod, used for writing to the logs&lt;br /&gt;
 const MOD_NAME = &amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 # Path of the mod folder, automatically generated on runtime&lt;br /&gt;
 var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&lt;br /&gt;
 # Required var for the replaceScene() func to work&lt;br /&gt;
 var _savedObjects := []&lt;br /&gt;
 var modConfig = {}&lt;br /&gt;
 #Initializes the configuration variable. Used by loadSettings.&lt;br /&gt;
 # Initialize the mod&lt;br /&gt;
 # This function is executed before the majority of the game is loaded&lt;br /&gt;
 # Only the Tool and Debug AutoLoads are available&lt;br /&gt;
 # Script and scene replacements should be done here, before the originals are loaded&lt;br /&gt;
 func _init(modLoader = ModLoader):&lt;br /&gt;
 	l(&amp;quot;Initializing DLC&amp;quot;)&lt;br /&gt;
 	&lt;br /&gt;
 	loadDLC() # preloads DLC as things may break if this isn&#039;t done&lt;br /&gt;
 	&lt;br /&gt;
 	# At this point, you are free to start modifying your code. &lt;br /&gt;
 	installScriptExtension(&amp;quot;Example/Script.gd&amp;quot;) # Example of how the file structure. Folders are relative to this file&lt;br /&gt;
 	replaceScene(&amp;quot;Example/Scene.tscn&amp;quot;) # Similar to the example script&lt;br /&gt;
 	&lt;br /&gt;
 # Do stuff on ready&lt;br /&gt;
 # At this point all AutoLoads are available and the game is loaded&lt;br /&gt;
 func _ready():&lt;br /&gt;
 	l(&amp;quot;Readying&amp;quot;)&lt;br /&gt;
 	l(&amp;quot;Ready&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # Helper function to extend scripts&lt;br /&gt;
 # Loads the script you pass, checks what script is extended, and overrides it&lt;br /&gt;
 func installScriptExtension(path:String):&lt;br /&gt;
 	var childPath:String = str(modPath + path)&lt;br /&gt;
 	var childScript:Script = ResourceLoader.load(childPath)&lt;br /&gt;
 	childScript.new()&lt;br /&gt;
 	var parentScript:Script = childScript.get_base_script()&lt;br /&gt;
 	var parentPath:String = parentScript.resource_path&lt;br /&gt;
 	l(&amp;quot;Installing script extension: %s &amp;lt;- %s&amp;quot; % [parentPath, childPath])&lt;br /&gt;
 	childScript.take_over_path(parentPath)&lt;br /&gt;
 &lt;br /&gt;
 # Helper function to replace scenes&lt;br /&gt;
 # Can either be passed a single path, or two paths&lt;br /&gt;
 # With a single path, it will replace the vanilla scene in the same relative position&lt;br /&gt;
 func replaceScene(newPath:String, oldPath:String = &amp;quot;&amp;quot;):&lt;br /&gt;
 	l(&amp;quot;Updating scene: %s&amp;quot; % newPath)&lt;br /&gt;
 	if oldPath.empty():&lt;br /&gt;
 		oldPath = str(&amp;quot;res://&amp;quot; + newPath)&lt;br /&gt;
 	newPath = str(modPath + newPath)&lt;br /&gt;
 	var scene := load(newPath)&lt;br /&gt;
 	scene.take_over_path(oldPath)&lt;br /&gt;
 	_savedObjects.append(scene)&lt;br /&gt;
 	l(&amp;quot;Finished updating: %s&amp;quot; % oldPath)&lt;br /&gt;
 # Instances Settings.gd, loads DLC, then frees the script.&lt;br /&gt;
 func loadDLC():&lt;br /&gt;
 	l(&amp;quot;Preloading DLC as workaround&amp;quot;)&lt;br /&gt;
 	var DLCLoader:Settings = preload(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	DLCLoader.loadDLC()&lt;br /&gt;
 	DLCLoader.queue_free()&lt;br /&gt;
 	l(&amp;quot;Finished loading DLC&amp;quot;)&lt;br /&gt;
 # Func to print messages to the logs&lt;br /&gt;
 func l(msg:String, title:String = MOD_NAME, version:String = MOD_VERSION):&lt;br /&gt;
 	Debug.l(&amp;quot;[%s V%s]: %s&amp;quot; % [title, version, msg])&lt;br /&gt;
The additional functions provided with this script are not necessary, however are used by effectively every mod, and are left for convenience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Runtime variables&amp;lt;/big&amp;gt; (&#039;&#039;&#039;variables used by the mod menu for the workings of other functions&#039;&#039;&#039;):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_PRIORITY = 0&amp;lt;/code&amp;gt;: The load priority of the mod. Zero by default, but can be changed to any integer. If a mod has the same priority, then it will go in alphabetical order of the zip files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_NAME = &amp;quot;&amp;quot; AND const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&amp;lt;/code&amp;gt;: Mod name and versions. Directly used for logging purposes with the &amp;lt;code&amp;gt;l()&amp;lt;/code&amp;gt; function later down the line, however is also used by the mod menu if you  choose to install it (more on that later)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&amp;lt;/code&amp;gt;: used to get the ModMain&#039;s file path. Used for other functions so is best leaving alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var _savedObjects := []&amp;lt;/code&amp;gt;: variable used by the &amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; function. This should be left blank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;System functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;static functions that should be where the body of your ModMain are&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _init(modLoader = ModLoader):&amp;lt;/code&amp;gt;: Any functions loaded in this function are done as soon as the script is run. The modloader variable is used to load various functions from the modloader as autoloads are not available yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; should be loaded as early as possible in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function. Ensures DLC loads properly as it breaks when mods are loaded for whatever reason&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _ready():&amp;lt;/code&amp;gt;: Functions loaded here will be loaded once everything else has loaded and all autoloads are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Load Functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;functions used to load resources from your mod&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;replaceScene&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; overrides or replaces a vanilla scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newPath:String&amp;lt;/code&amp;gt; is the path to your modded scene, relative to the mod folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldPath:String&amp;lt;/code&amp;gt; is an optional path to the vanilla scene you are overriding, if no path is provided, the same path as your new scene will be used, but relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* Replacing scenes requires loading the scene, which loads any resources present in the scene. Make sure any resources present (e.g. scripts) are modified before the scene is replaced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene from your mod at &amp;lt;code&amp;gt;res://ModFolder/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; that modifies the K37 ship scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;modifications/ships/RA-TRTL.tscn&amp;quot;,&amp;quot;res://ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene in your mod&#039;s folder at &amp;lt;code&amp;gt;res://ModFolder/modifications/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; which modifies the K37 scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;installScriptExtension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension()&amp;lt;/code&amp;gt; is used to override vanilla script behavior.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;path:String&amp;lt;/code&amp;gt; is the path to the new script, relative to the root of the mod folder.&lt;br /&gt;
* The [https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_basics.html#inheritance inherited] script gets overridden, whenever it is used, your modified script will instead be applied.&lt;br /&gt;
* Inheritance is very powerful, and can be used to override most vanilla behavior, with some exceptions.&lt;br /&gt;
* Scripts must be extended before they are loaded. Once applied to a node, the script is locked in and modifying the script resource will not affect existing instances.&lt;br /&gt;
* It can be used to load new scripts, however it is best used to modify preexisting scripts from the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension(&amp;quot;ships/Shipyard.gd&amp;quot;)&amp;lt;/code&amp;gt; loads a script from &amp;lt;code&amp;gt;res://ModFolder/ships/Shipyard.gd&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Add Translations ====&lt;br /&gt;
Translations are a useful part of any mod that adds something visually. They can be useful both for providing localized resources for anyone willing to translate, as well as giving names to any system names that couldn&#039;t be written as plain text (such as ship names). Translations are best handled through the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; function, with the following function itself being placed somewhere within the ModMain file.: &lt;br /&gt;
 &lt;br /&gt;
 # Helper script to load translations using csv format&lt;br /&gt;
 # `path` is the path to the transalation file&lt;br /&gt;
 # `delim` is the symbol used to seperate the values&lt;br /&gt;
 # `useRelativePath` setting it to false uses a `res://` relative path instead of relative to the file&lt;br /&gt;
 # `fullLogging` setting it to false reduces the number of logs written to only display the number of translations made&lt;br /&gt;
 # example usage: updateTL(&amp;quot;i18n/translation.txt&amp;quot;, &amp;quot;|&amp;quot;)&lt;br /&gt;
 func updateTL(path:String, delim:String = &amp;quot;,&amp;quot;, useRelativePath:bool = true, fullLogging:bool = true):&lt;br /&gt;
 	if useRelativePath:&lt;br /&gt;
 		path = str(modPath + path)&lt;br /&gt;
 	l(&amp;quot;Adding translations from: %s&amp;quot; % path)&lt;br /&gt;
 	var tlFile:File = File.new()&lt;br /&gt;
 	tlFile.open(path, File.READ)&lt;br /&gt;
 	var translations := []&lt;br /&gt;
 	&lt;br /&gt;
 	var translationCount = 0&lt;br /&gt;
 	var csvLine := tlFile.get_line().split(delim)&lt;br /&gt;
 	if fullLogging:&lt;br /&gt;
 		l(&amp;quot;Adding translations as: %s&amp;quot; % csvLine)&lt;br /&gt;
 	for i in range(1, csvLine.size()):&lt;br /&gt;
 		var translationObject := Translation.new()&lt;br /&gt;
 		translationObject.locale = csvLine[i]&lt;br /&gt;
 		translations.append(translationObject)&lt;br /&gt;
 	while not tlFile.eof_reached():&lt;br /&gt;
 		csvLine = tlFile.get_csv_line(delim)&lt;br /&gt;
 		if csvLine.size() &amp;gt; 1:&lt;br /&gt;
 			var translationID := csvLine[0]&lt;br /&gt;
 			for i in range(1, csvLine.size()):&lt;br /&gt;
 				translations[i - 1].add_message(translationID, csvLine[i].c_unescape())&lt;br /&gt;
 			if fullLogging:&lt;br /&gt;
 				l(&amp;quot;Added translation: %s&amp;quot; % csvLine)&lt;br /&gt;
 			translationCount += 1&lt;br /&gt;
 	tlFile.close()&lt;br /&gt;
 	for translationObject in translations:&lt;br /&gt;
 		var pms = translationObject.get_message_list()&lt;br /&gt;
 		var pmL = []&lt;br /&gt;
 		for m in pms:&lt;br /&gt;
 			var pt = translationObject.get_message(m)&lt;br /&gt;
 			pmL.append([m,pt])&lt;br /&gt;
 		var tr = TranslationServer.translate(pms[0])&lt;br /&gt;
 		TranslationServer.add_translation(translationObject)&lt;br /&gt;
 		var pms2 = translationObject.get_message_list()&lt;br /&gt;
 		var tr2 = TranslationServer.translate(pms[0])&lt;br /&gt;
 		pass&lt;br /&gt;
 	l(&amp;quot;%s Translations Updated&amp;quot; % translationCount)&lt;br /&gt;
&lt;br /&gt;
Syntax for the command is handled as &amp;lt;code&amp;gt;updateTL(path, delim)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;path&amp;lt;/code&amp;gt; is the path relative to the ModMain, and &amp;lt;code&amp;gt;delim&amp;lt;/code&amp;gt; is the character or string which the translation identifier and text are split with. &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; is commonly used as it is used very rarely. Other optional booleans include &amp;lt;code&amp;gt;useRelativePath&amp;lt;/code&amp;gt; which while it&#039;s enabled (and is by default), lets you use paths relative to the ModMain.gd file instead of the full paths, and &amp;lt;code&amp;gt;fullLogging&amp;lt;/code&amp;gt; makes the command more verbose and logs everything that it is doing, and is enabled by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;updateTL(&amp;quot;i18n/en.txt&amp;quot;,&amp;quot;|&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this loads a translation file at &amp;lt;code&amp;gt;res://ModFolder/i18n/en.txt&amp;lt;/code&amp;gt; and used the &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; character as a delimiter.&lt;br /&gt;
&lt;br /&gt;
Formatting for each translation file goes as follows:&lt;br /&gt;
 locale&amp;lt;delim character&amp;gt;&amp;lt;localization code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 LOCALIZATION_STRING&amp;lt;delim character&amp;gt;This is a translated string&lt;br /&gt;
&amp;lt;delim character&amp;gt; is whatever character is used as the delimination character in the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; call.&lt;br /&gt;
&lt;br /&gt;
locale|&amp;lt;localization code&amp;gt; is the identifier for the language to translate to. The translations currently supported by the game are as follows:&lt;br /&gt;
&lt;br /&gt;
* cs_CZ - Czech (Czech Republic)&lt;br /&gt;
* de - German&lt;br /&gt;
* el_GR - Greek (Greece)&lt;br /&gt;
* en - English&lt;br /&gt;
* es - Spanish&lt;br /&gt;
* fr - French&lt;br /&gt;
* hu_HU - Hungarian (Hungary)&lt;br /&gt;
* it_IT - Italian (Italy)&lt;br /&gt;
* ja - Japanese&lt;br /&gt;
* ko_KR - Korean (South Korea)&lt;br /&gt;
* nb_NO - Norwegian Bokmål (Norway)&lt;br /&gt;
* nl_NL - Dutch (Netherlands)&lt;br /&gt;
* pl - Polish&lt;br /&gt;
* pt_BR - Portugese (Brazil)&lt;br /&gt;
* ru_RU - Russian (Russia)&lt;br /&gt;
* th - Thai&lt;br /&gt;
* uk_UA - Ukrainian (Ukraine)&lt;br /&gt;
* zh_CN - Chinese (China)&lt;br /&gt;
* zh_HK - Chinese (Hong Kong)&lt;br /&gt;
&lt;br /&gt;
==== Config File ====&lt;br /&gt;
Config files are useful for making variables or settings configurable to the user. Given the nature of it, it does require a bit more setup and a lot of extra work outside of the ModMain, which will be deferred to it&#039;s own wiki page once it is written. In the meantime, you may benefit at looking at mods that use it for reference.&lt;br /&gt;
&lt;br /&gt;
To load a config file, you&#039;ll need this script at the bottom of your ModMain.gd file:&lt;br /&gt;
 # This function is a helper to provide any file configurations to your mod&lt;br /&gt;
 # You may want to replace any &amp;quot;Example&amp;quot; text with your own identifier to make it unique&lt;br /&gt;
 # Check the example Settings.gd file for how to setup that side of it&lt;br /&gt;
 func loadSettings():&lt;br /&gt;
 	installScriptExtension(&amp;quot;Settings.gd&amp;quot;)&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Loading mod settings&amp;quot;)&lt;br /&gt;
 	var settings = load(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	settings.load_ExampleMod_FromFile()&lt;br /&gt;
 	settings.save_ExampleMod_ToFile()&lt;br /&gt;
 	modConfig = settings.ExampleMod&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Current settings: %s&amp;quot; % modConfig)&lt;br /&gt;
 	settings.queue_free()&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Finished loading settings&amp;quot;)&lt;br /&gt;
Replace any instance of &amp;lt;code&amp;gt;ExampleMod&amp;lt;/code&amp;gt; with a unique identifier, preferably your mod&#039;s name. Remember this as you&#039;ll be using this later. It&#039;s best to use the find and replace tool (Ctrl + R in Godot) for this to make it easier, as well as prevent mistakes.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve added this, add a line calling &amp;lt;code&amp;gt;loadSettings()&amp;lt;/code&amp;gt; (leaving it just like that and pasting it in will work) in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function before you make a call to &amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; to ensure it gets loaded properly.&lt;br /&gt;
&lt;br /&gt;
Now you&#039;ll want to setup the config file itself. Make a new script in the same folder as the ModMain.gd file, and name it &amp;lt;code&amp;gt;Settings.gd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made the file, open it and insert the following text into it:&lt;br /&gt;
 extends &amp;quot;res://Settings.gd&amp;quot;&lt;br /&gt;
 # You may want to change many of the variable names to provide a unique identifier&lt;br /&gt;
 # Make sure anything read by the ModMain is consistent with this file or they will not work&lt;br /&gt;
 # These are default config values&lt;br /&gt;
 # Any value not set in the config file will generate the missing values exactly as these are&lt;br /&gt;
 var ExampleMod = {&lt;br /&gt;
     &amp;quot;section&amp;quot;:{&lt;br /&gt;
         &amp;quot;setting&amp;quot;:true,&lt;br /&gt;
         &amp;quot;string_option&amp;quot;:&amp;quot;setting_value&amp;quot;&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;section2&amp;quot;:{&lt;br /&gt;
         &amp;quot;option&amp;quot;:false,&lt;br /&gt;
         &amp;quot;numerical_option&amp;quot;:1000,&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;input&amp;quot;:{ # Defaults for anything that uses keybinds&lt;br /&gt;
         &amp;quot;key_setting_a&amp;quot;:[ &amp;quot;R&amp;quot; ],&lt;br /&gt;
         &amp;quot;key_setting_b&amp;quot;:[ &amp;quot;Shift&amp;quot; ],&lt;br /&gt;
     }, &lt;br /&gt;
 }&lt;br /&gt;
 # The config file name. Make sure you set something unique&lt;br /&gt;
 # Config is set to the cfg folder to make it easy to find&lt;br /&gt;
 var ConfigPath = &amp;quot;user://cfg/ExampleMod.cfg&amp;quot;&lt;br /&gt;
 var CfgFile = ConfigFile.new()&lt;br /&gt;
 func _ready():&lt;br /&gt;
     var dir = Directory.new()&lt;br /&gt;
     dir.make_dir(&amp;quot;user://cfg&amp;quot;)&lt;br /&gt;
     load_ExampleMod_FromFile()&lt;br /&gt;
     save_ExampleMod_ToFile()&lt;br /&gt;
 func save_ExampleMod_ToFile():&lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             CfgFile.set_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     CfgFile.save(ConfigPath)&lt;br /&gt;
 func load_ExampleMod_FromFile():&lt;br /&gt;
     var error = CfgFile.load(ConfigPath)&lt;br /&gt;
     if error != OK:&lt;br /&gt;
         Debug.l(&amp;quot;Example Mod: Error loading settings %s&amp;quot; % error)&lt;br /&gt;
         return &lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             ExampleMod[section][key] = CfgFile.get_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     loadKeymapFromConfig()&lt;br /&gt;
 # Keybind setting handlers&lt;br /&gt;
 func loadKeymapFromConfig():&lt;br /&gt;
     for action_name in ExampleMod.input:&lt;br /&gt;
         var addAction = true&lt;br /&gt;
         for m in InputMap.get_actions():&lt;br /&gt;
             if m == action_name:&lt;br /&gt;
                 addAction = false&lt;br /&gt;
         if addAction:&lt;br /&gt;
             InputMap.add_action(action_name)&lt;br /&gt;
         for key in ExampleMod.input[action_name]:&lt;br /&gt;
             var event = InputEventKey.new()&lt;br /&gt;
             event.scancode = OS.find_scancode_from_string(key)&lt;br /&gt;
             InputMap.action_add_event(action_name, event)&lt;br /&gt;
     emit_signal(&amp;quot;controlSchemeChaged&amp;quot;)&lt;br /&gt;
Once again, you&#039;ll need to change all instances of ExampleMod to the identifier you chose earlier. Find and Replace is heavily recommended with how many instances of ExampleMod there are.&lt;br /&gt;
&lt;br /&gt;
Once set up, you can query the settings from anywhere in the game. An example of how it would be queried, based on the above example, is as follows:&lt;br /&gt;
 var setting_value = Settings.ExampleMod[&amp;quot;section&amp;quot;][&amp;quot;setting&amp;quot;]&lt;br /&gt;
 print(&amp;quot;setting value: %s&amp;quot;) % setting_value&lt;br /&gt;
The &amp;lt;code&amp;gt;setting_value&amp;lt;/code&amp;gt; variant queries the settings for the ExampleMod&#039;s settings list, looks for the section named &amp;quot;section&amp;quot;, then gets the value of &amp;quot;setting&amp;quot; from that section. It then prints &amp;quot;setting value: true&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Mod.manifest File ===&lt;br /&gt;
The mod.manifest is a more recent addition to the modding scope. It&#039;s not a required file by any means, however it&#039;s an adopted standard to provide additional information to any mods looking to take info from said mod. It takes the form of a standard .ini config file, and as many or as few of these can be filled out, and blank sections can be left as &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt;. Current mods that use this may or may not support the removal of lines, so it is best to leave them in anyway.&lt;br /&gt;
&lt;br /&gt;
An example of the file&#039;s structure is as follows:&lt;br /&gt;
 [package]&lt;br /&gt;
 &lt;br /&gt;
 id=&amp;quot;test.ExampleMod&amp;quot;&lt;br /&gt;
 name=&amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 version=&amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 description=&amp;quot;A example description&amp;quot;&lt;br /&gt;
 group=&amp;quot;testing&amp;quot;&lt;br /&gt;
 github_homepage=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 github_releases=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/releases/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 discord_thread=&amp;quot;&amp;lt;nowiki&amp;gt;https://discord.gg/dv/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 nexus_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://www.nexusmods.com/dvringsofsaturn/mods/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 donations_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 wiki_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link_name=&amp;quot;Example url for the custom link&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [manifest_definitions]&lt;br /&gt;
 &lt;br /&gt;
 manifest_version=1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[package]&amp;lt;/code&amp;gt; is the identifer for the manifest&#039;s data section in manifest versions 1 and 2, and should be left alone as such. It is planned to be depreciated in future manifest versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; The unique identifier of the mod. Useful for differentiation with other mods that may use the same name. The common formatting is &amp;lt;code&amp;gt;(nick)name.ModName&amp;lt;/code&amp;gt;, but it can be whatever you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; The mod&#039;s display name. Used for any mods that may need to fetch other mods. Similar to the &amp;lt;code&amp;gt;MOD_NAME&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; The mod&#039;s version number. Can be any string, however is best kept numerical for version comparing. Similar to the &amp;lt;code&amp;gt;MOD_VERSION&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that version identifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;description&amp;lt;/code&amp;gt; A string used to describe the mod. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;group&amp;lt;/code&amp;gt; Used to group mods together. It&#039;s not currently used by any known mods, but useful to have for future reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; The Github URL for the mod. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_releases&amp;lt;/code&amp;gt; The Github releases page, if the mod has one. Same as the &amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; string, just with &amp;lt;code&amp;gt;releases/&amp;lt;/code&amp;gt; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;discord_thread&amp;lt;/code&amp;gt; URL for an associated discord thread, channel or server. Current uses link to the #workshop channel in the ΔV Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;nexus_page&amp;lt;/code&amp;gt; URL for the Nexusmods page of the mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;donations_page&amp;lt;/code&amp;gt; URL for a donations page if the writer chooses to add one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;wiki_page&amp;lt;/code&amp;gt; URL for any associated wiki page, be it ΔV Wiki, Github wiki, or another page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link&amp;lt;/code&amp;gt; A custom URL for an action button. Can be whatever you choose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link_name&amp;lt;/code&amp;gt; A string used for any text tooltips/labels used with the custom link. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[manifest_definitions]&amp;lt;/code&amp;gt; is the identifier for the manifest-specific information. This currently contains only the manifest version number, but may contain more options in future manifest versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;manifest_version&amp;lt;/code&amp;gt; The manifest formatting version. If not provided, a version number of &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is assumed.&lt;br /&gt;
&lt;br /&gt;
== Licensing / Copyright ==&lt;br /&gt;
&lt;br /&gt;
==== Licensing code within your mod ====&lt;br /&gt;
Licensing and/or copyrighting your work can be important if you want to have a set of guidelines for how you want others to use your code. Most authors choose an open source license that permits others to make use of their code with a basic set of limitations (e.g. no liability, does not provide rights to the mod&#039;s trademark, requiring the license to be appropriately copied by works incorporating it, etc.)&lt;br /&gt;
If you are unsure of what license to use, check out https://choosealicense.com/ which provides a list of some very common open-source licenses and gives a breakdown as to what each one does. For a list of all licenses, check their [https://choosealicense.com/appendix/ appendix page].&lt;br /&gt;
&lt;br /&gt;
==== Forking / copying code from other mods with a license ====&lt;br /&gt;
It is common for mods to have parts taken to help with the creation of someone else&#039;s mod, or be entirely forked (making a copy of the source) and modified for a user to make their own changes / additions that are either to help the original project or to make a copy that takes from the original works. You should always make sure that you are properly respecting a mod&#039;s license if you are taking code from it. &lt;br /&gt;
&lt;br /&gt;
Depending on how the code is copied, the process for attributing a mod&#039;s license will vary:&lt;br /&gt;
&lt;br /&gt;
* Forking a mod:&lt;br /&gt;
** Making a fork of a mod through the usual means (i.e. GitHub&#039;s fork feature) should keep the license from the original, since all files would have a copy &lt;br /&gt;
** It is still worthwhile double checking to make sure the license is there regardless.&lt;br /&gt;
** If you want to include your own license (if doing so is even permitted by the license of the source material, which most licenses may not without explicit permission from the author), check the next section on using code from others.&lt;br /&gt;
* Using code from other mods and/or sources:&lt;br /&gt;
** Current courtesy is to copy the licenses of all sourced materials into a folder named &amp;lt;code&amp;gt;.licenses&amp;lt;/code&amp;gt; and have the license filename match the exact name of the source project.&lt;br /&gt;
** It is also recommended to include a link to the source project within the license file to make sure the correct project is provided and credited.&lt;br /&gt;
** For an example, check the [https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/tree/main/.licenses .licenses folder for IoER] to see an example of the precedent.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41324</id>
		<title>Modding:Writing Your Own Mod</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41324"/>
		<updated>2026-09-16T16:10:31Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers the basics to getting started with writing a mod for ΔV. It is a modified version of [https://github.com/ZakrinYoran/Delta-V-Modding Za&#039;krin&#039;s modding guide], where a large portion of the credit will be given.&lt;br /&gt;
&lt;br /&gt;
This guide is written for Windows users, however the equivalent for operating systems such as Linux and OS X should work extremely similarly.&lt;br /&gt;
&lt;br /&gt;
= Setup =&lt;br /&gt;
This section will cover the resources used for modding. They are heavily encourage to be used, as it will make your life considerably easier with their use.&lt;br /&gt;
&lt;br /&gt;
=== Downloaded Resources ===&lt;br /&gt;
First off, you will need a copy of [https://store.steampowered.com/app/846030/DV_Rings_of_Saturn/ ΔV: Rings of Saturn] as a decompiled copy of the game will be used as a reference. &lt;br /&gt;
&lt;br /&gt;
* A demo build will work fine as well, as at the time of writing, it and the full release are identical.&lt;br /&gt;
&lt;br /&gt;
Second, the [https://godotengine.org/download/archive/3.6-stable/ Godot Game Engine], specifically version 3.6, which is used for the writing and editing of mods. &lt;br /&gt;
&lt;br /&gt;
Third, [https://github.com/GDRETools/gdsdecomp/releases/latest Godot Reverse Engineering Tools] (a.k.a. GDRE), which is used to decompile the game.&lt;br /&gt;
&lt;br /&gt;
Extract and move these to somewhere accessible.&lt;br /&gt;
&lt;br /&gt;
=== Decompiling ===&lt;br /&gt;
The process for decompiling ΔV is fairly straightforward when using GDRE.&lt;br /&gt;
&lt;br /&gt;
* Open the folder containing &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; in your file explorer.&lt;br /&gt;
* Open the ΔV game folder (on steam it&#039;s Right-Click -&amp;gt; Manage -&amp;gt; Browse Local Files).&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; (not &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt;!) into the GDRE folder.&lt;br /&gt;
* Open GDRE and select &amp;quot;Recover Project&amp;quot; from the &amp;quot;RE Tools&amp;quot; menu.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; and wait for the file verification process to finish.&lt;br /&gt;
* Leave the default settings, set the folder location, and extract the project.&lt;br /&gt;
* Once the extraction process is finished, ΔV should be ready for import into Godot.&lt;br /&gt;
&lt;br /&gt;
In the case where there have been problems using the GUI, the command line can be used instead. To use that instead of the GUI, follow the below steps:&lt;br /&gt;
&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; into the GDRE folder as before.&lt;br /&gt;
* Open windows command prompt and &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into the folder (e.g. &amp;lt;code&amp;gt;cd C:\godotTools\GDRE_tools&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Run &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; with the following command: &amp;lt;code&amp;gt;gdre_tools --headless --recover=Delta-V.pck&amp;lt;/code&amp;gt;. This will create a new folder called containing the decompiled game files.&lt;br /&gt;
* Move the decompiled files to wherever you want your project located.&lt;br /&gt;
&lt;br /&gt;
For more detail on the usage of GDRE, see the [https://github.com/bruvzg/gdsdecomp?tab=readme-ov-file#usage usage section of their readme].&lt;br /&gt;
&lt;br /&gt;
=== Importing into Godot ===&lt;br /&gt;
Loading the decompiled game files into Godot is rather simple.&lt;br /&gt;
&lt;br /&gt;
* Open your copy of Godot and select the &#039;Import&#039; option.&lt;br /&gt;
* Navigate to where you stored your decompiled version of ΔV and select the &amp;lt;code&amp;gt;project.godot&amp;lt;/code&amp;gt; file.&lt;br /&gt;
* Launch the Delta-V Project, and let Godot import all of the files.&lt;br /&gt;
&lt;br /&gt;
It is highly recommend to develop mods with the help of the Godot Editor, a guide to [[Modding:Using the Godot Editor|which can be found here]].&lt;br /&gt;
&lt;br /&gt;
= GDScript =&lt;br /&gt;
Delta-V (and by extension, any and all mods written for it) are written in the GDScript language, Godot&#039;s duck-typed language. You are not required to know it or even use it for mods, even relatively large mods can be made without ever writing a line of code (e.g. Derelict Delights was completely codeless for a good while), however it is still highly recommended that you are at least able to understand it and be able to write some code if needs be.&lt;br /&gt;
&lt;br /&gt;
Some good resources to learn would be [https://www.gdquest.com/ GDQuest] (it is intended for writing a game, but the same concepts can transfer pretty easily), and by reading the [https://docs.godotengine.org/en/3.6/ Godot Docs]. You can also access the docs from within the Godot editor.&amp;lt;blockquote&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;NOTICE:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;DO NOT USE LLMs/AI&#039;&#039;&#039;. The only thing that will teach you is how to ask the LLM to do things. You, personally, won’t learn a thing. And LLMs, by design, will give you false information as they’re just very advanced word-suggestion-algorithms. They’re not programmed to say, “I don’t know” so they just put words together that statistically should go together, but don’t always. So it’ll give you a ton of wrong/broken/bloated/vulnerable code. So please, for the love of anything you hold dear, do it right.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mod Structure =&lt;br /&gt;
ΔV mods (and Godot projects in general) work in a hierarchical file structure centered around the project&#039;s root folder (referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;). If any file isn&#039;t referenced relative to the executed code, it will be relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;. There are also other file system prefixes, such as &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; and the OS&#039;s file system paths, however these are very rarely used, especially for modding, so will only be covered briefly later down the line.&lt;br /&gt;
&lt;br /&gt;
=== Mod Folder Structure ===&lt;br /&gt;
Mod zips will be mounted to the root as how they appear in the zip. For example, a zip with the structure of &amp;lt;code&amp;gt;A_Mod.zip/ModFolder/ModMain.gd&amp;lt;/code&amp;gt; is the equivalent to having added a folder named ModFolder to the root folder and adding the ModMain.gd file in it. In terms of &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;, it appears like &amp;lt;code&amp;gt;res://ModFolder/ModMain.gd&amp;lt;/code&amp;gt;. Mods don&#039;t need to follow this structure explicitly, however it is extremely convenient when structured like this as it makes it easy to work with in the editor.&lt;br /&gt;
&lt;br /&gt;
=== ModMain.gd ===&lt;br /&gt;
The &amp;lt;code&amp;gt;ModMain.gd&amp;lt;/code&amp;gt; file is just about the most important file in the entirety of the mod. It is where the mod&#039;s resources are initially loaded and run. Even if only a single file is needed to be loaded to get the entire mod to run, it will not work if not referenced here.&lt;br /&gt;
&lt;br /&gt;
It can be as simple or complex as you like, however the commonly utilized format works as follows:&lt;br /&gt;
 extends Node&lt;br /&gt;
 # Set mod priority if you want it to load before/after other mods&lt;br /&gt;
 # Mods are loaded from lowest to highest priority, default is 0&lt;br /&gt;
 const MOD_PRIORITY = 0&lt;br /&gt;
 # Name of the mod, used for writing to the logs&lt;br /&gt;
 const MOD_NAME = &amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 # Path of the mod folder, automatically generated on runtime&lt;br /&gt;
 var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&lt;br /&gt;
 # Required var for the replaceScene() func to work&lt;br /&gt;
 var _savedObjects := []&lt;br /&gt;
 var modConfig = {}&lt;br /&gt;
 #Initializes the configuration variable. Used by loadSettings.&lt;br /&gt;
 # Initialize the mod&lt;br /&gt;
 # This function is executed before the majority of the game is loaded&lt;br /&gt;
 # Only the Tool and Debug AutoLoads are available&lt;br /&gt;
 # Script and scene replacements should be done here, before the originals are loaded&lt;br /&gt;
 func _init(modLoader = ModLoader):&lt;br /&gt;
 	l(&amp;quot;Initializing DLC&amp;quot;)&lt;br /&gt;
 	&lt;br /&gt;
 	loadDLC() # preloads DLC as things may break if this isn&#039;t done&lt;br /&gt;
 	&lt;br /&gt;
 	# At this point, you are free to start modifying your code. &lt;br /&gt;
 	installScriptExtension(&amp;quot;Example/Script.gd&amp;quot;) # Example of how the file structure. Folders are relative to this file&lt;br /&gt;
 	replaceScene(&amp;quot;Example/Scene.tscn&amp;quot;) # Similar to the example script&lt;br /&gt;
 	&lt;br /&gt;
 # Do stuff on ready&lt;br /&gt;
 # At this point all AutoLoads are available and the game is loaded&lt;br /&gt;
 func _ready():&lt;br /&gt;
 	l(&amp;quot;Readying&amp;quot;)&lt;br /&gt;
 	l(&amp;quot;Ready&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # Helper function to extend scripts&lt;br /&gt;
 # Loads the script you pass, checks what script is extended, and overrides it&lt;br /&gt;
 func installScriptExtension(path:String):&lt;br /&gt;
 	var childPath:String = str(modPath + path)&lt;br /&gt;
 	var childScript:Script = ResourceLoader.load(childPath)&lt;br /&gt;
 	childScript.new()&lt;br /&gt;
 	var parentScript:Script = childScript.get_base_script()&lt;br /&gt;
 	var parentPath:String = parentScript.resource_path&lt;br /&gt;
 	l(&amp;quot;Installing script extension: %s &amp;lt;- %s&amp;quot; % [parentPath, childPath])&lt;br /&gt;
 	childScript.take_over_path(parentPath)&lt;br /&gt;
 &lt;br /&gt;
 # Helper function to replace scenes&lt;br /&gt;
 # Can either be passed a single path, or two paths&lt;br /&gt;
 # With a single path, it will replace the vanilla scene in the same relative position&lt;br /&gt;
 func replaceScene(newPath:String, oldPath:String = &amp;quot;&amp;quot;):&lt;br /&gt;
 	l(&amp;quot;Updating scene: %s&amp;quot; % newPath)&lt;br /&gt;
 	if oldPath.empty():&lt;br /&gt;
 		oldPath = str(&amp;quot;res://&amp;quot; + newPath)&lt;br /&gt;
 	newPath = str(modPath + newPath)&lt;br /&gt;
 	var scene := load(newPath)&lt;br /&gt;
 	scene.take_over_path(oldPath)&lt;br /&gt;
 	_savedObjects.append(scene)&lt;br /&gt;
 	l(&amp;quot;Finished updating: %s&amp;quot; % oldPath)&lt;br /&gt;
 # Instances Settings.gd, loads DLC, then frees the script.&lt;br /&gt;
 func loadDLC():&lt;br /&gt;
 	l(&amp;quot;Preloading DLC as workaround&amp;quot;)&lt;br /&gt;
 	var DLCLoader:Settings = preload(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	DLCLoader.loadDLC()&lt;br /&gt;
 	DLCLoader.queue_free()&lt;br /&gt;
 	l(&amp;quot;Finished loading DLC&amp;quot;)&lt;br /&gt;
 # Func to print messages to the logs&lt;br /&gt;
 func l(msg:String, title:String = MOD_NAME, version:String = MOD_VERSION):&lt;br /&gt;
 	Debug.l(&amp;quot;[%s V%s]: %s&amp;quot; % [title, version, msg])&lt;br /&gt;
The additional functions provided with this script are not necessary, however are used by effectively every mod, and are left for convenience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Runtime variables&amp;lt;/big&amp;gt; (&#039;&#039;&#039;variables used by the mod menu for the workings of other functions&#039;&#039;&#039;):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_PRIORITY = 0&amp;lt;/code&amp;gt;: The load priority of the mod. Zero by default, but can be changed to any integer. If a mod has the same priority, then it will go in alphabetical order of the zip files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_NAME = &amp;quot;&amp;quot; AND const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&amp;lt;/code&amp;gt;: Mod name and versions. Directly used for logging purposes with the &amp;lt;code&amp;gt;l()&amp;lt;/code&amp;gt; function later down the line, however is also used by the mod menu if you  choose to install it (more on that later)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&amp;lt;/code&amp;gt;: used to get the ModMain&#039;s file path. Used for other functions so is best leaving alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var _savedObjects := []&amp;lt;/code&amp;gt;: variable used by the &amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; function. This should be left blank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;System functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;static functions that should be where the body of your ModMain are&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _init(modLoader = ModLoader):&amp;lt;/code&amp;gt;: Any functions loaded in this function are done as soon as the script is run. The modloader variable is used to load various functions from the modloader as autoloads are not available yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; should be loaded as early as possible in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function. Ensures DLC loads properly as it breaks when mods are loaded for whatever reason&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _ready():&amp;lt;/code&amp;gt;: Functions loaded here will be loaded once everything else has loaded and all autoloads are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Load Functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;functions used to load resources from your mod&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;replaceScene&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; overrides or replaces a vanilla scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newPath:String&amp;lt;/code&amp;gt; is the path to your modded scene, relative to the mod folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldPath:String&amp;lt;/code&amp;gt; is an optional path to the vanilla scene you are overriding, if no path is provided, the same path as your new scene will be used, but relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* Replacing scenes requires loading the scene, which loads any resources present in the scene. Make sure any resources present (e.g. scripts) are modified before the scene is replaced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene from your mod at &amp;lt;code&amp;gt;res://ModFolder/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; that modifies the K37 ship scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;modifications/ships/RA-TRTL.tscn&amp;quot;,&amp;quot;res://ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene in your mod&#039;s folder at &amp;lt;code&amp;gt;res://ModFolder/modifications/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; which modifies the K37 scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;installScriptExtension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension()&amp;lt;/code&amp;gt; is used to override vanilla script behavior.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;path:String&amp;lt;/code&amp;gt; is the path to the new script, relative to the root of the mod folder.&lt;br /&gt;
* The [https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_basics.html#inheritance inherited] script gets overridden, whenever it is used, your modified script will instead be applied.&lt;br /&gt;
* Inheritance is very powerful, and can be used to override most vanilla behavior, with some exceptions.&lt;br /&gt;
* Scripts must be extended before they are loaded. Once applied to a node, the script is locked in and modifying the script resource will not affect existing instances.&lt;br /&gt;
* It can be used to load new scripts, however it is best used to modify preexisting scripts from the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension(&amp;quot;ships/Shipyard.gd&amp;quot;)&amp;lt;/code&amp;gt; loads a script from &amp;lt;code&amp;gt;res://ModFolder/ships/Shipyard.gd&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Add Translations ====&lt;br /&gt;
Translations are a useful part of any mod that adds something visually. They can be useful both for providing localized resources for anyone willing to translate, as well as giving names to any system names that couldn&#039;t be written as plain text (such as ship names). Translations are best handled through the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; function, with the following function itself being placed somewhere within the ModMain file.: &lt;br /&gt;
 &lt;br /&gt;
 # Helper script to load translations using csv format&lt;br /&gt;
 # `path` is the path to the transalation file&lt;br /&gt;
 # `delim` is the symbol used to seperate the values&lt;br /&gt;
 # `useRelativePath` setting it to false uses a `res://` relative path instead of relative to the file&lt;br /&gt;
 # `fullLogging` setting it to false reduces the number of logs written to only display the number of translations made&lt;br /&gt;
 # example usage: updateTL(&amp;quot;i18n/translation.txt&amp;quot;, &amp;quot;|&amp;quot;)&lt;br /&gt;
 func updateTL(path:String, delim:String = &amp;quot;,&amp;quot;, useRelativePath:bool = true, fullLogging:bool = true):&lt;br /&gt;
 	if useRelativePath:&lt;br /&gt;
 		path = str(modPath + path)&lt;br /&gt;
 	l(&amp;quot;Adding translations from: %s&amp;quot; % path)&lt;br /&gt;
 	var tlFile:File = File.new()&lt;br /&gt;
 	tlFile.open(path, File.READ)&lt;br /&gt;
 	var translations := []&lt;br /&gt;
 	&lt;br /&gt;
 	var translationCount = 0&lt;br /&gt;
 	var csvLine := tlFile.get_line().split(delim)&lt;br /&gt;
 	if fullLogging:&lt;br /&gt;
 		l(&amp;quot;Adding translations as: %s&amp;quot; % csvLine)&lt;br /&gt;
 	for i in range(1, csvLine.size()):&lt;br /&gt;
 		var translationObject := Translation.new()&lt;br /&gt;
 		translationObject.locale = csvLine[i]&lt;br /&gt;
 		translations.append(translationObject)&lt;br /&gt;
 	while not tlFile.eof_reached():&lt;br /&gt;
 		csvLine = tlFile.get_csv_line(delim)&lt;br /&gt;
 		if csvLine.size() &amp;gt; 1:&lt;br /&gt;
 			var translationID := csvLine[0]&lt;br /&gt;
 			for i in range(1, csvLine.size()):&lt;br /&gt;
 				translations[i - 1].add_message(translationID, csvLine[i].c_unescape())&lt;br /&gt;
 			if fullLogging:&lt;br /&gt;
 				l(&amp;quot;Added translation: %s&amp;quot; % csvLine)&lt;br /&gt;
 			translationCount += 1&lt;br /&gt;
 	tlFile.close()&lt;br /&gt;
 	for translationObject in translations:&lt;br /&gt;
 		var pms = translationObject.get_message_list()&lt;br /&gt;
 		var pmL = []&lt;br /&gt;
 		for m in pms:&lt;br /&gt;
 			var pt = translationObject.get_message(m)&lt;br /&gt;
 			pmL.append([m,pt])&lt;br /&gt;
 		var tr = TranslationServer.translate(pms[0])&lt;br /&gt;
 		TranslationServer.add_translation(translationObject)&lt;br /&gt;
 		var pms2 = translationObject.get_message_list()&lt;br /&gt;
 		var tr2 = TranslationServer.translate(pms[0])&lt;br /&gt;
 		pass&lt;br /&gt;
 	l(&amp;quot;%s Translations Updated&amp;quot; % translationCount)&lt;br /&gt;
&lt;br /&gt;
Syntax for the command is handled as &amp;lt;code&amp;gt;updateTL(path, delim)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;path&amp;lt;/code&amp;gt; is the path relative to the ModMain, and &amp;lt;code&amp;gt;delim&amp;lt;/code&amp;gt; is the character or string which the translation identifier and text are split with. &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; is commonly used as it is used very rarely. Other optional booleans include &amp;lt;code&amp;gt;useRelativePath&amp;lt;/code&amp;gt; which while it&#039;s enabled (and is by default), lets you use paths relative to the ModMain.gd file instead of the full paths, and &amp;lt;code&amp;gt;fullLogging&amp;lt;/code&amp;gt; makes the command more verbose and logs everything that it is doing, and is enabled by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;updateTL(&amp;quot;i18n/en.txt&amp;quot;,&amp;quot;|&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this loads a translation file at &amp;lt;code&amp;gt;res://ModFolder/i18n/en.txt&amp;lt;/code&amp;gt; and used the &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; character as a delimiter.&lt;br /&gt;
&lt;br /&gt;
Formatting for each translation file goes as follows:&lt;br /&gt;
 locale&amp;lt;delim character&amp;gt;&amp;lt;localization code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 LOCALIZATION_STRING&amp;lt;delim character&amp;gt;This is a translated string&lt;br /&gt;
&amp;lt;delim character&amp;gt; is whatever character is used as the delimination character in the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; call.&lt;br /&gt;
&lt;br /&gt;
locale|&amp;lt;localization code&amp;gt; is the identifier for the language to translate to. The translations currently supported by the game are as follows:&lt;br /&gt;
&lt;br /&gt;
* cs_CZ - Czech (Czech Republic)&lt;br /&gt;
* de - German&lt;br /&gt;
* el_GR - Greek (Greece)&lt;br /&gt;
* en - English&lt;br /&gt;
* es - Spanish&lt;br /&gt;
* fr - French&lt;br /&gt;
* hu_HU - Hungarian (Hungary)&lt;br /&gt;
* it_IT - Italian (Italy)&lt;br /&gt;
* ja - Japanese&lt;br /&gt;
* ko_KR - Korean (South Korea)&lt;br /&gt;
* nb_NO - Norwegian Bokmål (Norway)&lt;br /&gt;
* nl_NL - Dutch (Netherlands)&lt;br /&gt;
* pl - Polish&lt;br /&gt;
* pt_BR - Portugese (Brazil)&lt;br /&gt;
* ru_RU - Russian (Russia)&lt;br /&gt;
* th - Thai&lt;br /&gt;
* uk_UA - Ukrainian (Ukraine)&lt;br /&gt;
* zh_CN - Chinese (China)&lt;br /&gt;
* zh_HK - Chinese (Hong Kong)&lt;br /&gt;
&lt;br /&gt;
==== Config File ====&lt;br /&gt;
Config files are useful for making variables or settings configurable to the user. Given the nature of it, it does require a bit more setup and a lot of extra work outside of the ModMain, which will be deferred to it&#039;s own wiki page once it is written. In the meantime, you may benefit at looking at mods that use it for reference.&lt;br /&gt;
&lt;br /&gt;
To load a config file, you&#039;ll need this script at the bottom of your ModMain.gd file:&lt;br /&gt;
 # This function is a helper to provide any file configurations to your mod&lt;br /&gt;
 # You may want to replace any &amp;quot;Example&amp;quot; text with your own identifier to make it unique&lt;br /&gt;
 # Check the example Settings.gd file for how to setup that side of it&lt;br /&gt;
 func loadSettings():&lt;br /&gt;
 	installScriptExtension(&amp;quot;Settings.gd&amp;quot;)&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Loading mod settings&amp;quot;)&lt;br /&gt;
 	var settings = load(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	settings.load_ExampleMod_FromFile()&lt;br /&gt;
 	settings.save_ExampleMod_ToFile()&lt;br /&gt;
 	modConfig = settings.ExampleMod&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Current settings: %s&amp;quot; % modConfig)&lt;br /&gt;
 	settings.queue_free()&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Finished loading settings&amp;quot;)&lt;br /&gt;
Replace any instance of &amp;lt;code&amp;gt;ExampleMod&amp;lt;/code&amp;gt; with a unique identifier, preferably your mod&#039;s name. Remember this as you&#039;ll be using this later. It&#039;s best to use the find and replace tool (Ctrl + R in Godot) for this to make it easier, as well as prevent mistakes.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve added this, add a line calling &amp;lt;code&amp;gt;loadSettings()&amp;lt;/code&amp;gt; (leaving it just like that and pasting it in will work) in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function before you make a call to &amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; to ensure it gets loaded properly.&lt;br /&gt;
&lt;br /&gt;
Now you&#039;ll want to setup the config file itself. Make a new script in the same folder as the ModMain.gd file, and name it &amp;lt;code&amp;gt;Settings.gd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made the file, open it and insert the following text into it:&lt;br /&gt;
 extends &amp;quot;res://Settings.gd&amp;quot;&lt;br /&gt;
 # You may want to change many of the variable names to provide a unique identifier&lt;br /&gt;
 # Make sure anything read by the ModMain is consistent with this file or they will not work&lt;br /&gt;
 # These are default config values&lt;br /&gt;
 # Any value not set in the config file will generate the missing values exactly as these are&lt;br /&gt;
 var ExampleMod = {&lt;br /&gt;
     &amp;quot;section&amp;quot;:{&lt;br /&gt;
         &amp;quot;setting&amp;quot;:true,&lt;br /&gt;
         &amp;quot;string_option&amp;quot;:&amp;quot;setting_value&amp;quot;&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;section2&amp;quot;:{&lt;br /&gt;
         &amp;quot;option&amp;quot;:false,&lt;br /&gt;
         &amp;quot;numerical_option&amp;quot;:1000,&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;input&amp;quot;:{ # Defaults for anything that uses keybinds&lt;br /&gt;
         &amp;quot;key_setting_a&amp;quot;:[ &amp;quot;R&amp;quot; ],&lt;br /&gt;
         &amp;quot;key_setting_b&amp;quot;:[ &amp;quot;Shift&amp;quot; ],&lt;br /&gt;
     }, &lt;br /&gt;
 }&lt;br /&gt;
 # The config file name. Make sure you set something unique&lt;br /&gt;
 # Config is set to the cfg folder to make it easy to find&lt;br /&gt;
 var ConfigPath = &amp;quot;user://cfg/ExampleMod.cfg&amp;quot;&lt;br /&gt;
 var CfgFile = ConfigFile.new()&lt;br /&gt;
 func _ready():&lt;br /&gt;
     var dir = Directory.new()&lt;br /&gt;
     dir.make_dir(&amp;quot;user://cfg&amp;quot;)&lt;br /&gt;
     load_ExampleMod_FromFile()&lt;br /&gt;
     save_ExampleMod_ToFile()&lt;br /&gt;
 func save_ExampleMod_ToFile():&lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             CfgFile.set_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     CfgFile.save(ConfigPath)&lt;br /&gt;
 func load_ExampleMod_FromFile():&lt;br /&gt;
     var error = CfgFile.load(ConfigPath)&lt;br /&gt;
     if error != OK:&lt;br /&gt;
         Debug.l(&amp;quot;Example Mod: Error loading settings %s&amp;quot; % error)&lt;br /&gt;
         return &lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             ExampleMod[section][key] = CfgFile.get_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     loadKeymapFromConfig()&lt;br /&gt;
 # Keybind setting handlers&lt;br /&gt;
 func loadKeymapFromConfig():&lt;br /&gt;
     for action_name in ExampleMod.input:&lt;br /&gt;
         var addAction = true&lt;br /&gt;
         for m in InputMap.get_actions():&lt;br /&gt;
             if m == action_name:&lt;br /&gt;
                 addAction = false&lt;br /&gt;
         if addAction:&lt;br /&gt;
             InputMap.add_action(action_name)&lt;br /&gt;
         for key in ExampleMod.input[action_name]:&lt;br /&gt;
             var event = InputEventKey.new()&lt;br /&gt;
             event.scancode = OS.find_scancode_from_string(key)&lt;br /&gt;
             InputMap.action_add_event(action_name, event)&lt;br /&gt;
     emit_signal(&amp;quot;controlSchemeChaged&amp;quot;)&lt;br /&gt;
Once again, you&#039;ll need to change all instances of ExampleMod to the identifier you chose earlier. Find and Replace is heavily recommended with how many instances of ExampleMod there are.&lt;br /&gt;
&lt;br /&gt;
Once set up, you can query the settings from anywhere in the game. An example of how it would be queried, based on the above example, is as follows:&lt;br /&gt;
 var setting_value = Settings.ExampleMod[&amp;quot;section&amp;quot;][&amp;quot;setting&amp;quot;]&lt;br /&gt;
 print(&amp;quot;setting value: %s&amp;quot;) % setting_value&lt;br /&gt;
The &amp;lt;code&amp;gt;setting_value&amp;lt;/code&amp;gt; variant queries the settings for the ExampleMod&#039;s settings list, looks for the section named &amp;quot;section&amp;quot;, then gets the value of &amp;quot;setting&amp;quot; from that section. It then prints &amp;quot;setting value: true&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Mod.manifest File ===&lt;br /&gt;
The mod.manifest is a more recent addition to the modding scope. It&#039;s not a required file by any means, however it&#039;s an adopted standard to provide additional information to any mods looking to take info from said mod. It takes the form of a standard .ini config file, and as many or as few of these can be filled out, and blank sections can be left as &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt;. Current mods that use this may or may not support the removal of lines, so it is best to leave them in anyway.&lt;br /&gt;
&lt;br /&gt;
An example of the file&#039;s structure is as follows:&lt;br /&gt;
 [package]&lt;br /&gt;
 &lt;br /&gt;
 id=&amp;quot;test.ExampleMod&amp;quot;&lt;br /&gt;
 name=&amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 version=&amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 description=&amp;quot;A example description&amp;quot;&lt;br /&gt;
 group=&amp;quot;testing&amp;quot;&lt;br /&gt;
 github_homepage=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 github_releases=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/releases/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 discord_thread=&amp;quot;&amp;lt;nowiki&amp;gt;https://discord.gg/dv/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 nexus_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://www.nexusmods.com/dvringsofsaturn/mods/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 donations_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 wiki_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link_name=&amp;quot;Example url for the custom link&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [manifest_definitions]&lt;br /&gt;
 &lt;br /&gt;
 manifest_version=1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[package]&amp;lt;/code&amp;gt; is the identifer for the manifest&#039;s data section in manifest versions 1 and 2, and should be left alone as such. It is planned to be depreciated in future manifest versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; The unique identifier of the mod. Useful for differentiation with other mods that may use the same name. The common formatting is &amp;lt;code&amp;gt;(nick)name.ModName&amp;lt;/code&amp;gt;, but it can be whatever you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; The mod&#039;s display name. Used for any mods that may need to fetch other mods. Similar to the &amp;lt;code&amp;gt;MOD_NAME&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; The mod&#039;s version number. Can be any string, however is best kept numerical for version comparing. Similar to the &amp;lt;code&amp;gt;MOD_VERSION&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that version identifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;description&amp;lt;/code&amp;gt; A string used to describe the mod. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;group&amp;lt;/code&amp;gt; Used to group mods together. It&#039;s not currently used by any known mods, but useful to have for future reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; The Github URL for the mod. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_releases&amp;lt;/code&amp;gt; The Github releases page, if the mod has one. Same as the &amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; string, just with &amp;lt;code&amp;gt;releases/&amp;lt;/code&amp;gt; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;discord_thread&amp;lt;/code&amp;gt; URL for an associated discord thread, channel or server. Current uses link to the #workshop channel in the ΔV Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;nexus_page&amp;lt;/code&amp;gt; URL for the Nexusmods page of the mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;donations_page&amp;lt;/code&amp;gt; URL for a donations page if the writer chooses to add one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;wiki_page&amp;lt;/code&amp;gt; URL for any associated wiki page, be it ΔV Wiki, Github wiki, or another page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link&amp;lt;/code&amp;gt; A custom URL for an action button. Can be whatever you choose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link_name&amp;lt;/code&amp;gt; A string used for any text tooltips/labels used with the custom link. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[manifest_definitions]&amp;lt;/code&amp;gt; is the identifier for the manifest-specific information. This currently contains only the manifest version number, but may contain more options in future manifest versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;manifest_version&amp;lt;/code&amp;gt; The manifest formatting version. If not provided, a version number of &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is assumed.&lt;br /&gt;
&lt;br /&gt;
== Licensing / Copyright ==&lt;br /&gt;
&lt;br /&gt;
==== Licensing code within your mod ====&lt;br /&gt;
Licensing and/or copyrighting your work can be important if you want to have a set of guidelines for how you want others to use your code. Most authors choose an open source license that permits others to make use of their code with a basic set of limitations (e.g. no liability, does not provide rights to the mod&#039;s trademark, requiring the license to be appropriately copied by works incorporating it, etc.)&lt;br /&gt;
If you are unsure of what license to use, check out https://choosealicense.com/ which provides a list of some very common open-source licenses and gives a breakdown as to what each one does. For a list of all licenses, check their [https://choosealicense.com/appendix/ appendix page].&lt;br /&gt;
&lt;br /&gt;
==== Forking / copying code from other mods with a license ====&lt;br /&gt;
It is common for mods to have parts taken to help with the creation of someone else&#039;s mod, or be entirely forked (making a copy of the source) and modified for a user to make their own changes / additions that are either to help the original project or to make a copy that takes from the original works. You should always make sure that you are properly respecting a mod&#039;s license if you are taking code from it. &lt;br /&gt;
&lt;br /&gt;
Depending on how the code is copied, the process for attributing a mod&#039;s license will vary:&lt;br /&gt;
&lt;br /&gt;
* Forking a mod:&lt;br /&gt;
** Making a fork of a mod through the usual means (i.e. GitHub&#039;s fork feature) should keep the license from the original, since all files would have a copy &lt;br /&gt;
** It is still worthwhile double checking to make sure the license is there regardless.&lt;br /&gt;
** If you want to include your own license (if doing so is even permitted by the license of the source material, which most licenses may not without explicit permission from the author), check the next section on using code from others.&lt;br /&gt;
* Using code from other mods and/or sources:&lt;br /&gt;
** Current courtesy is to copy the licenses of all sourced materials into a folder named &amp;lt;code&amp;gt;.licenses&amp;lt;/code&amp;gt; and have the license filename match the exact name of the source project.&lt;br /&gt;
** It is also recommended to include a link to the source project within the license file to make sure the correct project is provided and credited.&lt;br /&gt;
** For an example, check the [https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/tree/main/.licenses .licenses folder for IoER] to see an example of the precedent.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41323</id>
		<title>Modding:Writing Your Own Mod</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41323"/>
		<updated>2026-09-16T16:10:08Z</updated>

		<summary type="html">&lt;p&gt;Hev: Updated GDRE note and added section for GDScript&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers the basics to getting started with writing a mod for ΔV. It is a modified version of [https://github.com/ZakrinYoran/Delta-V-Modding Za&#039;krin&#039;s modding guide], where a large portion of the credit will be given.&lt;br /&gt;
&lt;br /&gt;
This guide is written for Windows users, however the equivalent for operating systems such as Linux and OS X should work extremely similarly.&lt;br /&gt;
&lt;br /&gt;
= Setup =&lt;br /&gt;
This section will cover the resources used for modding. They are heavily encourage to be used, as it will make your life considerably easier with their use.&lt;br /&gt;
&lt;br /&gt;
=== Downloaded Resources ===&lt;br /&gt;
First off, you will need a copy of [https://store.steampowered.com/app/846030/DV_Rings_of_Saturn/ ΔV: Rings of Saturn] as a decompiled copy of the game will be used as a reference. &lt;br /&gt;
&lt;br /&gt;
* A demo build will work fine as well, as at the time of writing, it and the full release are identical.&lt;br /&gt;
&lt;br /&gt;
Second, the [https://godotengine.org/download/archive/3.6-stable/ Godot Game Engine], specifically version 3.6, which is used for the writing and editing of mods. &lt;br /&gt;
&lt;br /&gt;
Third, [https://github.com/GDRETools/gdsdecomp/releases/latest Godot Reverse Engineering Tools] (a.k.a. GDRE), which is used to decompile the game.&lt;br /&gt;
&lt;br /&gt;
Extract and move these to somewhere accessible.&lt;br /&gt;
&lt;br /&gt;
=== Decompiling ===&lt;br /&gt;
The process for decompiling ΔV is fairly straightforward when using GDRE.&lt;br /&gt;
&lt;br /&gt;
* Open the folder containing &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; in your file explorer.&lt;br /&gt;
* Open the ΔV game folder (on steam it&#039;s Right-Click -&amp;gt; Manage -&amp;gt; Browse Local Files).&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; (not &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt;!) into the GDRE folder.&lt;br /&gt;
* Open GDRE and select &amp;quot;Recover Project&amp;quot; from the &amp;quot;RE Tools&amp;quot; menu.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; and wait for the file verification process to finish.&lt;br /&gt;
* Leave the default settings, set the folder location, and extract the project.&lt;br /&gt;
* Once the extraction process is finished, ΔV should be ready for import into Godot.&lt;br /&gt;
&lt;br /&gt;
In the case where there have been problems using the GUI, the command line can be used instead. To use that instead of the GUI, follow the below steps:&lt;br /&gt;
&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; into the GDRE folder as before.&lt;br /&gt;
* Open windows command prompt and &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into the folder (e.g. &amp;lt;code&amp;gt;cd C:\godotTools\GDRE_tools&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Run &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; with the following command: &amp;lt;code&amp;gt;gdre_tools --headless --recover=Delta-V.pck&amp;lt;/code&amp;gt;. This will create a new folder called containing the decompiled game files.&lt;br /&gt;
* Move the decompiled files to wherever you want your project located.&lt;br /&gt;
&lt;br /&gt;
For more detail on the usage of GDRE, see the [https://github.com/bruvzg/gdsdecomp?tab=readme-ov-file#usage usage section of their readme].&lt;br /&gt;
&lt;br /&gt;
=== Importing into Godot ===&lt;br /&gt;
Loading the decompiled game files into Godot is rather simple.&lt;br /&gt;
&lt;br /&gt;
* Open your copy of Godot and select the &#039;Import&#039; option.&lt;br /&gt;
* Navigate to where you stored your decompiled version of ΔV and select the &amp;lt;code&amp;gt;project.godot&amp;lt;/code&amp;gt; file.&lt;br /&gt;
* Launch the Delta-V Project, and let Godot import all of the files.&lt;br /&gt;
&lt;br /&gt;
It is highly recommend to develop mods with the help of the Godot Editor, a guide to [[Modding:Using the Godot Editor|which can be found here]].&lt;br /&gt;
&lt;br /&gt;
= GDScript =&lt;br /&gt;
Delta-V (and by extension, any and all mods written for it) are written in the GDScript language, Godot&#039;s duck-typed language. You are not required to know it or even use it for mods, even relatively large mods can be made without ever writing a line of code (e.g. Derelict Delights was completely codeless for a good while), however it is still highly recommended that you are at least able to understand it and be able to write some code if needs be.&lt;br /&gt;
&lt;br /&gt;
Some good resources to learn would be [https://www.gdquest.com/ GDQuest] (it is intended for writing a game, but the same concepts can transfer pretty easily), and by reading the [https://docs.godotengine.org/en/3.6/ Godot Docs]. You can also access the docs from within the Godot editor.&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;NOTICE:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;DO NOT USE LLMs/AI&#039;&#039;&#039;. The only thing that will teach you is how to ask the LLM to do things. You, personally, won’t learn a thing. And LLMs, by design, will give you false information as they’re just very advanced word-suggestion-algorithms. They’re not programmed to say, “I don’t know” so they just put words together that statistically should go together, but don’t always. So it’ll give you a ton of wrong/broken/bloated/vulnerable code. So please, for the love of anything you hold dear, do it right.&lt;br /&gt;
&lt;br /&gt;
= Mod Structure =&lt;br /&gt;
ΔV mods (and Godot projects in general) work in a hierarchical file structure centered around the project&#039;s root folder (referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;). If any file isn&#039;t referenced relative to the executed code, it will be relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;. There are also other file system prefixes, such as &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; and the OS&#039;s file system paths, however these are very rarely used, especially for modding, so will only be covered briefly later down the line.&lt;br /&gt;
&lt;br /&gt;
=== Mod Folder Structure ===&lt;br /&gt;
Mod zips will be mounted to the root as how they appear in the zip. For example, a zip with the structure of &amp;lt;code&amp;gt;A_Mod.zip/ModFolder/ModMain.gd&amp;lt;/code&amp;gt; is the equivalent to having added a folder named ModFolder to the root folder and adding the ModMain.gd file in it. In terms of &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;, it appears like &amp;lt;code&amp;gt;res://ModFolder/ModMain.gd&amp;lt;/code&amp;gt;. Mods don&#039;t need to follow this structure explicitly, however it is extremely convenient when structured like this as it makes it easy to work with in the editor.&lt;br /&gt;
&lt;br /&gt;
=== ModMain.gd ===&lt;br /&gt;
The &amp;lt;code&amp;gt;ModMain.gd&amp;lt;/code&amp;gt; file is just about the most important file in the entirety of the mod. It is where the mod&#039;s resources are initially loaded and run. Even if only a single file is needed to be loaded to get the entire mod to run, it will not work if not referenced here.&lt;br /&gt;
&lt;br /&gt;
It can be as simple or complex as you like, however the commonly utilized format works as follows:&lt;br /&gt;
 extends Node&lt;br /&gt;
 # Set mod priority if you want it to load before/after other mods&lt;br /&gt;
 # Mods are loaded from lowest to highest priority, default is 0&lt;br /&gt;
 const MOD_PRIORITY = 0&lt;br /&gt;
 # Name of the mod, used for writing to the logs&lt;br /&gt;
 const MOD_NAME = &amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 # Path of the mod folder, automatically generated on runtime&lt;br /&gt;
 var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&lt;br /&gt;
 # Required var for the replaceScene() func to work&lt;br /&gt;
 var _savedObjects := []&lt;br /&gt;
 var modConfig = {}&lt;br /&gt;
 #Initializes the configuration variable. Used by loadSettings.&lt;br /&gt;
 # Initialize the mod&lt;br /&gt;
 # This function is executed before the majority of the game is loaded&lt;br /&gt;
 # Only the Tool and Debug AutoLoads are available&lt;br /&gt;
 # Script and scene replacements should be done here, before the originals are loaded&lt;br /&gt;
 func _init(modLoader = ModLoader):&lt;br /&gt;
 	l(&amp;quot;Initializing DLC&amp;quot;)&lt;br /&gt;
 	&lt;br /&gt;
 	loadDLC() # preloads DLC as things may break if this isn&#039;t done&lt;br /&gt;
 	&lt;br /&gt;
 	# At this point, you are free to start modifying your code. &lt;br /&gt;
 	installScriptExtension(&amp;quot;Example/Script.gd&amp;quot;) # Example of how the file structure. Folders are relative to this file&lt;br /&gt;
 	replaceScene(&amp;quot;Example/Scene.tscn&amp;quot;) # Similar to the example script&lt;br /&gt;
 	&lt;br /&gt;
 # Do stuff on ready&lt;br /&gt;
 # At this point all AutoLoads are available and the game is loaded&lt;br /&gt;
 func _ready():&lt;br /&gt;
 	l(&amp;quot;Readying&amp;quot;)&lt;br /&gt;
 	l(&amp;quot;Ready&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # Helper function to extend scripts&lt;br /&gt;
 # Loads the script you pass, checks what script is extended, and overrides it&lt;br /&gt;
 func installScriptExtension(path:String):&lt;br /&gt;
 	var childPath:String = str(modPath + path)&lt;br /&gt;
 	var childScript:Script = ResourceLoader.load(childPath)&lt;br /&gt;
 	childScript.new()&lt;br /&gt;
 	var parentScript:Script = childScript.get_base_script()&lt;br /&gt;
 	var parentPath:String = parentScript.resource_path&lt;br /&gt;
 	l(&amp;quot;Installing script extension: %s &amp;lt;- %s&amp;quot; % [parentPath, childPath])&lt;br /&gt;
 	childScript.take_over_path(parentPath)&lt;br /&gt;
 &lt;br /&gt;
 # Helper function to replace scenes&lt;br /&gt;
 # Can either be passed a single path, or two paths&lt;br /&gt;
 # With a single path, it will replace the vanilla scene in the same relative position&lt;br /&gt;
 func replaceScene(newPath:String, oldPath:String = &amp;quot;&amp;quot;):&lt;br /&gt;
 	l(&amp;quot;Updating scene: %s&amp;quot; % newPath)&lt;br /&gt;
 	if oldPath.empty():&lt;br /&gt;
 		oldPath = str(&amp;quot;res://&amp;quot; + newPath)&lt;br /&gt;
 	newPath = str(modPath + newPath)&lt;br /&gt;
 	var scene := load(newPath)&lt;br /&gt;
 	scene.take_over_path(oldPath)&lt;br /&gt;
 	_savedObjects.append(scene)&lt;br /&gt;
 	l(&amp;quot;Finished updating: %s&amp;quot; % oldPath)&lt;br /&gt;
 # Instances Settings.gd, loads DLC, then frees the script.&lt;br /&gt;
 func loadDLC():&lt;br /&gt;
 	l(&amp;quot;Preloading DLC as workaround&amp;quot;)&lt;br /&gt;
 	var DLCLoader:Settings = preload(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	DLCLoader.loadDLC()&lt;br /&gt;
 	DLCLoader.queue_free()&lt;br /&gt;
 	l(&amp;quot;Finished loading DLC&amp;quot;)&lt;br /&gt;
 # Func to print messages to the logs&lt;br /&gt;
 func l(msg:String, title:String = MOD_NAME, version:String = MOD_VERSION):&lt;br /&gt;
 	Debug.l(&amp;quot;[%s V%s]: %s&amp;quot; % [title, version, msg])&lt;br /&gt;
The additional functions provided with this script are not necessary, however are used by effectively every mod, and are left for convenience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Runtime variables&amp;lt;/big&amp;gt; (&#039;&#039;&#039;variables used by the mod menu for the workings of other functions&#039;&#039;&#039;):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_PRIORITY = 0&amp;lt;/code&amp;gt;: The load priority of the mod. Zero by default, but can be changed to any integer. If a mod has the same priority, then it will go in alphabetical order of the zip files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_NAME = &amp;quot;&amp;quot; AND const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&amp;lt;/code&amp;gt;: Mod name and versions. Directly used for logging purposes with the &amp;lt;code&amp;gt;l()&amp;lt;/code&amp;gt; function later down the line, however is also used by the mod menu if you  choose to install it (more on that later)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&amp;lt;/code&amp;gt;: used to get the ModMain&#039;s file path. Used for other functions so is best leaving alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var _savedObjects := []&amp;lt;/code&amp;gt;: variable used by the &amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; function. This should be left blank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;System functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;static functions that should be where the body of your ModMain are&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _init(modLoader = ModLoader):&amp;lt;/code&amp;gt;: Any functions loaded in this function are done as soon as the script is run. The modloader variable is used to load various functions from the modloader as autoloads are not available yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; should be loaded as early as possible in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function. Ensures DLC loads properly as it breaks when mods are loaded for whatever reason&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _ready():&amp;lt;/code&amp;gt;: Functions loaded here will be loaded once everything else has loaded and all autoloads are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Load Functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;functions used to load resources from your mod&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;replaceScene&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; overrides or replaces a vanilla scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newPath:String&amp;lt;/code&amp;gt; is the path to your modded scene, relative to the mod folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldPath:String&amp;lt;/code&amp;gt; is an optional path to the vanilla scene you are overriding, if no path is provided, the same path as your new scene will be used, but relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* Replacing scenes requires loading the scene, which loads any resources present in the scene. Make sure any resources present (e.g. scripts) are modified before the scene is replaced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene from your mod at &amp;lt;code&amp;gt;res://ModFolder/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; that modifies the K37 ship scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;modifications/ships/RA-TRTL.tscn&amp;quot;,&amp;quot;res://ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene in your mod&#039;s folder at &amp;lt;code&amp;gt;res://ModFolder/modifications/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; which modifies the K37 scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;installScriptExtension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension()&amp;lt;/code&amp;gt; is used to override vanilla script behavior.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;path:String&amp;lt;/code&amp;gt; is the path to the new script, relative to the root of the mod folder.&lt;br /&gt;
* The [https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_basics.html#inheritance inherited] script gets overridden, whenever it is used, your modified script will instead be applied.&lt;br /&gt;
* Inheritance is very powerful, and can be used to override most vanilla behavior, with some exceptions.&lt;br /&gt;
* Scripts must be extended before they are loaded. Once applied to a node, the script is locked in and modifying the script resource will not affect existing instances.&lt;br /&gt;
* It can be used to load new scripts, however it is best used to modify preexisting scripts from the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension(&amp;quot;ships/Shipyard.gd&amp;quot;)&amp;lt;/code&amp;gt; loads a script from &amp;lt;code&amp;gt;res://ModFolder/ships/Shipyard.gd&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Add Translations ====&lt;br /&gt;
Translations are a useful part of any mod that adds something visually. They can be useful both for providing localized resources for anyone willing to translate, as well as giving names to any system names that couldn&#039;t be written as plain text (such as ship names). Translations are best handled through the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; function, with the following function itself being placed somewhere within the ModMain file.: &lt;br /&gt;
 &lt;br /&gt;
 # Helper script to load translations using csv format&lt;br /&gt;
 # `path` is the path to the transalation file&lt;br /&gt;
 # `delim` is the symbol used to seperate the values&lt;br /&gt;
 # `useRelativePath` setting it to false uses a `res://` relative path instead of relative to the file&lt;br /&gt;
 # `fullLogging` setting it to false reduces the number of logs written to only display the number of translations made&lt;br /&gt;
 # example usage: updateTL(&amp;quot;i18n/translation.txt&amp;quot;, &amp;quot;|&amp;quot;)&lt;br /&gt;
 func updateTL(path:String, delim:String = &amp;quot;,&amp;quot;, useRelativePath:bool = true, fullLogging:bool = true):&lt;br /&gt;
 	if useRelativePath:&lt;br /&gt;
 		path = str(modPath + path)&lt;br /&gt;
 	l(&amp;quot;Adding translations from: %s&amp;quot; % path)&lt;br /&gt;
 	var tlFile:File = File.new()&lt;br /&gt;
 	tlFile.open(path, File.READ)&lt;br /&gt;
 	var translations := []&lt;br /&gt;
 	&lt;br /&gt;
 	var translationCount = 0&lt;br /&gt;
 	var csvLine := tlFile.get_line().split(delim)&lt;br /&gt;
 	if fullLogging:&lt;br /&gt;
 		l(&amp;quot;Adding translations as: %s&amp;quot; % csvLine)&lt;br /&gt;
 	for i in range(1, csvLine.size()):&lt;br /&gt;
 		var translationObject := Translation.new()&lt;br /&gt;
 		translationObject.locale = csvLine[i]&lt;br /&gt;
 		translations.append(translationObject)&lt;br /&gt;
 	while not tlFile.eof_reached():&lt;br /&gt;
 		csvLine = tlFile.get_csv_line(delim)&lt;br /&gt;
 		if csvLine.size() &amp;gt; 1:&lt;br /&gt;
 			var translationID := csvLine[0]&lt;br /&gt;
 			for i in range(1, csvLine.size()):&lt;br /&gt;
 				translations[i - 1].add_message(translationID, csvLine[i].c_unescape())&lt;br /&gt;
 			if fullLogging:&lt;br /&gt;
 				l(&amp;quot;Added translation: %s&amp;quot; % csvLine)&lt;br /&gt;
 			translationCount += 1&lt;br /&gt;
 	tlFile.close()&lt;br /&gt;
 	for translationObject in translations:&lt;br /&gt;
 		var pms = translationObject.get_message_list()&lt;br /&gt;
 		var pmL = []&lt;br /&gt;
 		for m in pms:&lt;br /&gt;
 			var pt = translationObject.get_message(m)&lt;br /&gt;
 			pmL.append([m,pt])&lt;br /&gt;
 		var tr = TranslationServer.translate(pms[0])&lt;br /&gt;
 		TranslationServer.add_translation(translationObject)&lt;br /&gt;
 		var pms2 = translationObject.get_message_list()&lt;br /&gt;
 		var tr2 = TranslationServer.translate(pms[0])&lt;br /&gt;
 		pass&lt;br /&gt;
 	l(&amp;quot;%s Translations Updated&amp;quot; % translationCount)&lt;br /&gt;
&lt;br /&gt;
Syntax for the command is handled as &amp;lt;code&amp;gt;updateTL(path, delim)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;path&amp;lt;/code&amp;gt; is the path relative to the ModMain, and &amp;lt;code&amp;gt;delim&amp;lt;/code&amp;gt; is the character or string which the translation identifier and text are split with. &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; is commonly used as it is used very rarely. Other optional booleans include &amp;lt;code&amp;gt;useRelativePath&amp;lt;/code&amp;gt; which while it&#039;s enabled (and is by default), lets you use paths relative to the ModMain.gd file instead of the full paths, and &amp;lt;code&amp;gt;fullLogging&amp;lt;/code&amp;gt; makes the command more verbose and logs everything that it is doing, and is enabled by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;updateTL(&amp;quot;i18n/en.txt&amp;quot;,&amp;quot;|&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this loads a translation file at &amp;lt;code&amp;gt;res://ModFolder/i18n/en.txt&amp;lt;/code&amp;gt; and used the &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; character as a delimiter.&lt;br /&gt;
&lt;br /&gt;
Formatting for each translation file goes as follows:&lt;br /&gt;
 locale&amp;lt;delim character&amp;gt;&amp;lt;localization code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 LOCALIZATION_STRING&amp;lt;delim character&amp;gt;This is a translated string&lt;br /&gt;
&amp;lt;delim character&amp;gt; is whatever character is used as the delimination character in the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; call.&lt;br /&gt;
&lt;br /&gt;
locale|&amp;lt;localization code&amp;gt; is the identifier for the language to translate to. The translations currently supported by the game are as follows:&lt;br /&gt;
&lt;br /&gt;
* cs_CZ - Czech (Czech Republic)&lt;br /&gt;
* de - German&lt;br /&gt;
* el_GR - Greek (Greece)&lt;br /&gt;
* en - English&lt;br /&gt;
* es - Spanish&lt;br /&gt;
* fr - French&lt;br /&gt;
* hu_HU - Hungarian (Hungary)&lt;br /&gt;
* it_IT - Italian (Italy)&lt;br /&gt;
* ja - Japanese&lt;br /&gt;
* ko_KR - Korean (South Korea)&lt;br /&gt;
* nb_NO - Norwegian Bokmål (Norway)&lt;br /&gt;
* nl_NL - Dutch (Netherlands)&lt;br /&gt;
* pl - Polish&lt;br /&gt;
* pt_BR - Portugese (Brazil)&lt;br /&gt;
* ru_RU - Russian (Russia)&lt;br /&gt;
* th - Thai&lt;br /&gt;
* uk_UA - Ukrainian (Ukraine)&lt;br /&gt;
* zh_CN - Chinese (China)&lt;br /&gt;
* zh_HK - Chinese (Hong Kong)&lt;br /&gt;
&lt;br /&gt;
==== Config File ====&lt;br /&gt;
Config files are useful for making variables or settings configurable to the user. Given the nature of it, it does require a bit more setup and a lot of extra work outside of the ModMain, which will be deferred to it&#039;s own wiki page once it is written. In the meantime, you may benefit at looking at mods that use it for reference.&lt;br /&gt;
&lt;br /&gt;
To load a config file, you&#039;ll need this script at the bottom of your ModMain.gd file:&lt;br /&gt;
 # This function is a helper to provide any file configurations to your mod&lt;br /&gt;
 # You may want to replace any &amp;quot;Example&amp;quot; text with your own identifier to make it unique&lt;br /&gt;
 # Check the example Settings.gd file for how to setup that side of it&lt;br /&gt;
 func loadSettings():&lt;br /&gt;
 	installScriptExtension(&amp;quot;Settings.gd&amp;quot;)&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Loading mod settings&amp;quot;)&lt;br /&gt;
 	var settings = load(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	settings.load_ExampleMod_FromFile()&lt;br /&gt;
 	settings.save_ExampleMod_ToFile()&lt;br /&gt;
 	modConfig = settings.ExampleMod&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Current settings: %s&amp;quot; % modConfig)&lt;br /&gt;
 	settings.queue_free()&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Finished loading settings&amp;quot;)&lt;br /&gt;
Replace any instance of &amp;lt;code&amp;gt;ExampleMod&amp;lt;/code&amp;gt; with a unique identifier, preferably your mod&#039;s name. Remember this as you&#039;ll be using this later. It&#039;s best to use the find and replace tool (Ctrl + R in Godot) for this to make it easier, as well as prevent mistakes.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve added this, add a line calling &amp;lt;code&amp;gt;loadSettings()&amp;lt;/code&amp;gt; (leaving it just like that and pasting it in will work) in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function before you make a call to &amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; to ensure it gets loaded properly.&lt;br /&gt;
&lt;br /&gt;
Now you&#039;ll want to setup the config file itself. Make a new script in the same folder as the ModMain.gd file, and name it &amp;lt;code&amp;gt;Settings.gd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made the file, open it and insert the following text into it:&lt;br /&gt;
 extends &amp;quot;res://Settings.gd&amp;quot;&lt;br /&gt;
 # You may want to change many of the variable names to provide a unique identifier&lt;br /&gt;
 # Make sure anything read by the ModMain is consistent with this file or they will not work&lt;br /&gt;
 # These are default config values&lt;br /&gt;
 # Any value not set in the config file will generate the missing values exactly as these are&lt;br /&gt;
 var ExampleMod = {&lt;br /&gt;
     &amp;quot;section&amp;quot;:{&lt;br /&gt;
         &amp;quot;setting&amp;quot;:true,&lt;br /&gt;
         &amp;quot;string_option&amp;quot;:&amp;quot;setting_value&amp;quot;&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;section2&amp;quot;:{&lt;br /&gt;
         &amp;quot;option&amp;quot;:false,&lt;br /&gt;
         &amp;quot;numerical_option&amp;quot;:1000,&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;input&amp;quot;:{ # Defaults for anything that uses keybinds&lt;br /&gt;
         &amp;quot;key_setting_a&amp;quot;:[ &amp;quot;R&amp;quot; ],&lt;br /&gt;
         &amp;quot;key_setting_b&amp;quot;:[ &amp;quot;Shift&amp;quot; ],&lt;br /&gt;
     }, &lt;br /&gt;
 }&lt;br /&gt;
 # The config file name. Make sure you set something unique&lt;br /&gt;
 # Config is set to the cfg folder to make it easy to find&lt;br /&gt;
 var ConfigPath = &amp;quot;user://cfg/ExampleMod.cfg&amp;quot;&lt;br /&gt;
 var CfgFile = ConfigFile.new()&lt;br /&gt;
 func _ready():&lt;br /&gt;
     var dir = Directory.new()&lt;br /&gt;
     dir.make_dir(&amp;quot;user://cfg&amp;quot;)&lt;br /&gt;
     load_ExampleMod_FromFile()&lt;br /&gt;
     save_ExampleMod_ToFile()&lt;br /&gt;
 func save_ExampleMod_ToFile():&lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             CfgFile.set_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     CfgFile.save(ConfigPath)&lt;br /&gt;
 func load_ExampleMod_FromFile():&lt;br /&gt;
     var error = CfgFile.load(ConfigPath)&lt;br /&gt;
     if error != OK:&lt;br /&gt;
         Debug.l(&amp;quot;Example Mod: Error loading settings %s&amp;quot; % error)&lt;br /&gt;
         return &lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             ExampleMod[section][key] = CfgFile.get_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     loadKeymapFromConfig()&lt;br /&gt;
 # Keybind setting handlers&lt;br /&gt;
 func loadKeymapFromConfig():&lt;br /&gt;
     for action_name in ExampleMod.input:&lt;br /&gt;
         var addAction = true&lt;br /&gt;
         for m in InputMap.get_actions():&lt;br /&gt;
             if m == action_name:&lt;br /&gt;
                 addAction = false&lt;br /&gt;
         if addAction:&lt;br /&gt;
             InputMap.add_action(action_name)&lt;br /&gt;
         for key in ExampleMod.input[action_name]:&lt;br /&gt;
             var event = InputEventKey.new()&lt;br /&gt;
             event.scancode = OS.find_scancode_from_string(key)&lt;br /&gt;
             InputMap.action_add_event(action_name, event)&lt;br /&gt;
     emit_signal(&amp;quot;controlSchemeChaged&amp;quot;)&lt;br /&gt;
Once again, you&#039;ll need to change all instances of ExampleMod to the identifier you chose earlier. Find and Replace is heavily recommended with how many instances of ExampleMod there are.&lt;br /&gt;
&lt;br /&gt;
Once set up, you can query the settings from anywhere in the game. An example of how it would be queried, based on the above example, is as follows:&lt;br /&gt;
 var setting_value = Settings.ExampleMod[&amp;quot;section&amp;quot;][&amp;quot;setting&amp;quot;]&lt;br /&gt;
 print(&amp;quot;setting value: %s&amp;quot;) % setting_value&lt;br /&gt;
The &amp;lt;code&amp;gt;setting_value&amp;lt;/code&amp;gt; variant queries the settings for the ExampleMod&#039;s settings list, looks for the section named &amp;quot;section&amp;quot;, then gets the value of &amp;quot;setting&amp;quot; from that section. It then prints &amp;quot;setting value: true&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Mod.manifest File ===&lt;br /&gt;
The mod.manifest is a more recent addition to the modding scope. It&#039;s not a required file by any means, however it&#039;s an adopted standard to provide additional information to any mods looking to take info from said mod. It takes the form of a standard .ini config file, and as many or as few of these can be filled out, and blank sections can be left as &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt;. Current mods that use this may or may not support the removal of lines, so it is best to leave them in anyway.&lt;br /&gt;
&lt;br /&gt;
An example of the file&#039;s structure is as follows:&lt;br /&gt;
 [package]&lt;br /&gt;
 &lt;br /&gt;
 id=&amp;quot;test.ExampleMod&amp;quot;&lt;br /&gt;
 name=&amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 version=&amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 description=&amp;quot;A example description&amp;quot;&lt;br /&gt;
 group=&amp;quot;testing&amp;quot;&lt;br /&gt;
 github_homepage=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 github_releases=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/releases/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 discord_thread=&amp;quot;&amp;lt;nowiki&amp;gt;https://discord.gg/dv/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 nexus_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://www.nexusmods.com/dvringsofsaturn/mods/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 donations_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 wiki_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link_name=&amp;quot;Example url for the custom link&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [manifest_definitions]&lt;br /&gt;
 &lt;br /&gt;
 manifest_version=1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[package]&amp;lt;/code&amp;gt; is the identifer for the manifest&#039;s data section in manifest versions 1 and 2, and should be left alone as such. It is planned to be depreciated in future manifest versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; The unique identifier of the mod. Useful for differentiation with other mods that may use the same name. The common formatting is &amp;lt;code&amp;gt;(nick)name.ModName&amp;lt;/code&amp;gt;, but it can be whatever you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; The mod&#039;s display name. Used for any mods that may need to fetch other mods. Similar to the &amp;lt;code&amp;gt;MOD_NAME&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; The mod&#039;s version number. Can be any string, however is best kept numerical for version comparing. Similar to the &amp;lt;code&amp;gt;MOD_VERSION&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that version identifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;description&amp;lt;/code&amp;gt; A string used to describe the mod. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;group&amp;lt;/code&amp;gt; Used to group mods together. It&#039;s not currently used by any known mods, but useful to have for future reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; The Github URL for the mod. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_releases&amp;lt;/code&amp;gt; The Github releases page, if the mod has one. Same as the &amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; string, just with &amp;lt;code&amp;gt;releases/&amp;lt;/code&amp;gt; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;discord_thread&amp;lt;/code&amp;gt; URL for an associated discord thread, channel or server. Current uses link to the #workshop channel in the ΔV Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;nexus_page&amp;lt;/code&amp;gt; URL for the Nexusmods page of the mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;donations_page&amp;lt;/code&amp;gt; URL for a donations page if the writer chooses to add one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;wiki_page&amp;lt;/code&amp;gt; URL for any associated wiki page, be it ΔV Wiki, Github wiki, or another page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link&amp;lt;/code&amp;gt; A custom URL for an action button. Can be whatever you choose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link_name&amp;lt;/code&amp;gt; A string used for any text tooltips/labels used with the custom link. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[manifest_definitions]&amp;lt;/code&amp;gt; is the identifier for the manifest-specific information. This currently contains only the manifest version number, but may contain more options in future manifest versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;manifest_version&amp;lt;/code&amp;gt; The manifest formatting version. If not provided, a version number of &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is assumed.&lt;br /&gt;
&lt;br /&gt;
== Licensing / Copyright ==&lt;br /&gt;
&lt;br /&gt;
==== Licensing code within your mod ====&lt;br /&gt;
Licensing and/or copyrighting your work can be important if you want to have a set of guidelines for how you want others to use your code. Most authors choose an open source license that permits others to make use of their code with a basic set of limitations (e.g. no liability, does not provide rights to the mod&#039;s trademark, requiring the license to be appropriately copied by works incorporating it, etc.)&lt;br /&gt;
If you are unsure of what license to use, check out https://choosealicense.com/ which provides a list of some very common open-source licenses and gives a breakdown as to what each one does. For a list of all licenses, check their [https://choosealicense.com/appendix/ appendix page].&lt;br /&gt;
&lt;br /&gt;
==== Forking / copying code from other mods with a license ====&lt;br /&gt;
It is common for mods to have parts taken to help with the creation of someone else&#039;s mod, or be entirely forked (making a copy of the source) and modified for a user to make their own changes / additions that are either to help the original project or to make a copy that takes from the original works. You should always make sure that you are properly respecting a mod&#039;s license if you are taking code from it. &lt;br /&gt;
&lt;br /&gt;
Depending on how the code is copied, the process for attributing a mod&#039;s license will vary:&lt;br /&gt;
&lt;br /&gt;
* Forking a mod:&lt;br /&gt;
** Making a fork of a mod through the usual means (i.e. GitHub&#039;s fork feature) should keep the license from the original, since all files would have a copy &lt;br /&gt;
** It is still worthwhile double checking to make sure the license is there regardless.&lt;br /&gt;
** If you want to include your own license (if doing so is even permitted by the license of the source material, which most licenses may not without explicit permission from the author), check the next section on using code from others.&lt;br /&gt;
* Using code from other mods and/or sources:&lt;br /&gt;
** Current courtesy is to copy the licenses of all sourced materials into a folder named &amp;lt;code&amp;gt;.licenses&amp;lt;/code&amp;gt; and have the license filename match the exact name of the source project.&lt;br /&gt;
** It is also recommended to include a link to the source project within the license file to make sure the correct project is provided and credited.&lt;br /&gt;
** For an example, check the [https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/tree/main/.licenses .licenses folder for IoER] to see an example of the precedent.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41322</id>
		<title>Modding:Writing Your Own Mod</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41322"/>
		<updated>2026-09-10T01:47:27Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers the basics to getting started with writing a mod for ΔV. It is a modified version of [https://github.com/ZakrinYoran/Delta-V-Modding Za&#039;krin&#039;s modding guide], where a large portion of the credit will be given.&lt;br /&gt;
&lt;br /&gt;
This guide is written for Windows users, however the equivalent for operating systems such as Linux and OS X should work extremely similarly.&lt;br /&gt;
&lt;br /&gt;
= Setup =&lt;br /&gt;
This section will cover the resources used for modding. They are heavily encourage to be used, as it will make your life considerably easier with their use.&lt;br /&gt;
&lt;br /&gt;
=== Downloaded Resources ===&lt;br /&gt;
First off, you will need a copy of [https://store.steampowered.com/app/846030/DV_Rings_of_Saturn/ ΔV: Rings of Saturn] as a decompiled copy of the game will be used as a reference. &lt;br /&gt;
&lt;br /&gt;
* A demo build will work fine as well, as at the time of writing, it and the full release are identical.&lt;br /&gt;
&lt;br /&gt;
Second, the [https://godotengine.org/download/archive/3.6-stable/ Godot Game Engine], specifically version 3.6, which is used for the writing and editing of mods. &lt;br /&gt;
&lt;br /&gt;
Third, [https://github.com/GDRETools/gdsdecomp/releases/latest Godot Reverse Engineering Tools] (a.k.a. GDRE), which is used to decompile the game.&lt;br /&gt;
&lt;br /&gt;
Extract and move these to somewhere accessible.&lt;br /&gt;
&lt;br /&gt;
=== Decompiling ===&lt;br /&gt;
The process for decompiling ΔV is fairly straightforward when using GDRE.&lt;br /&gt;
&lt;br /&gt;
* Open the folder containing &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; in your file explorer.&lt;br /&gt;
* Open the ΔV game folder (on steam it&#039;s Right-Click -&amp;gt; Manage -&amp;gt; Browse Local Files).&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; (not &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt;!) into the GDRE folder.&lt;br /&gt;
* Open GDRE and select &amp;quot;Recover Project&amp;quot; from the &amp;quot;RE Tools&amp;quot; menu.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; and wait for the file verification process to finish.&lt;br /&gt;
* Leave the default settings, set the folder location, and extract the project.&lt;br /&gt;
* Once the extraction process is finished, ΔV should be ready for import into Godot.&lt;br /&gt;
&lt;br /&gt;
In the case where there have been problems using the GUI, the command line can be used instead. To use that instead of the GUI, follow the below steps:&lt;br /&gt;
&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; into the GDRE folder as before.&lt;br /&gt;
* Open windows command prompt and &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into the folder (e.g. &amp;lt;code&amp;gt;cd C:\godotTools\GDRE_tools&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Run &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; with the following command: &amp;lt;code&amp;gt;gdre_tools --headless --recover=Delta-V.pck&amp;lt;/code&amp;gt;. This will create a new folder called containing the decompiled game files.&lt;br /&gt;
* Move the decompiled files to wherever you want your project located.&lt;br /&gt;
&lt;br /&gt;
For more detail on the usage of GDRE, see the [https://github.com/bruvzg/gdsdecomp?tab=readme-ov-file#usage usage section of their readme].&lt;br /&gt;
&lt;br /&gt;
=== Importing into Godot ===&lt;br /&gt;
Loading the decompiled game files into Godot is rather simple.&lt;br /&gt;
&lt;br /&gt;
* Open your copy of Godot and select the &#039;Import&#039; option.&lt;br /&gt;
* Navigate to where you stored your decompiled version of ΔV and select the &amp;lt;code&amp;gt;project.godot&amp;lt;/code&amp;gt; file.&lt;br /&gt;
* Launch the Delta-V Project, and let Godot import all of the files.&lt;br /&gt;
&lt;br /&gt;
The initial import process will take a couple of minutes at worst if everything is followed. In the case where it takes a significant amount of time, you may have used a newer version of GDRE. If it appears to freeze, don&#039;t worry, it is still processing, and can be used regardless. After the first import, future loading times usually will be significantly better, although it is always better to use GDRE 0.5.3 to ensure quick loading times.&lt;br /&gt;
&lt;br /&gt;
It may also be worth taking a look at the guide for modding with the Godot Editor, [[Modding:Using the Godot Editor|which can be found here]].&lt;br /&gt;
&lt;br /&gt;
= Mod Structure =&lt;br /&gt;
ΔV mods (and Godot projects in general) work in a hierarchical file structure centered around the project&#039;s root folder (referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;). If any file isn&#039;t referenced relative to the executed code, it will be relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;. There are also other file system prefixes, such as &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; and the OS&#039;s file system paths, however these are very rarely used, especially for modding, so will only be covered briefly later down the line.&lt;br /&gt;
&lt;br /&gt;
=== Mod Folder Structure ===&lt;br /&gt;
Mod zips will be mounted to the root as how they appear in the zip. For example, a zip with the structure of &amp;lt;code&amp;gt;A_Mod.zip/ModFolder/ModMain.gd&amp;lt;/code&amp;gt; is the equivalent to having added a folder named ModFolder to the root folder and adding the ModMain.gd file in it. In terms of &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;, it appears like &amp;lt;code&amp;gt;res://ModFolder/ModMain.gd&amp;lt;/code&amp;gt;. Mods don&#039;t need to follow this structure explicitly, however it is extremely convenient when structured like this as it makes it easy to work with in the editor.&lt;br /&gt;
&lt;br /&gt;
=== ModMain.gd ===&lt;br /&gt;
The &amp;lt;code&amp;gt;ModMain.gd&amp;lt;/code&amp;gt; file is just about the most important file in the entirety of the mod. It is where the mod&#039;s resources are initially loaded and run. Even if only a single file is needed to be loaded to get the entire mod to run, it will not work if not referenced here.&lt;br /&gt;
&lt;br /&gt;
It can be as simple or complex as you like, however the commonly utilized format works as follows:&lt;br /&gt;
 extends Node&lt;br /&gt;
 # Set mod priority if you want it to load before/after other mods&lt;br /&gt;
 # Mods are loaded from lowest to highest priority, default is 0&lt;br /&gt;
 const MOD_PRIORITY = 0&lt;br /&gt;
 # Name of the mod, used for writing to the logs&lt;br /&gt;
 const MOD_NAME = &amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 # Path of the mod folder, automatically generated on runtime&lt;br /&gt;
 var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&lt;br /&gt;
 # Required var for the replaceScene() func to work&lt;br /&gt;
 var _savedObjects := []&lt;br /&gt;
 var modConfig = {}&lt;br /&gt;
 #Initializes the configuration variable. Used by loadSettings.&lt;br /&gt;
 # Initialize the mod&lt;br /&gt;
 # This function is executed before the majority of the game is loaded&lt;br /&gt;
 # Only the Tool and Debug AutoLoads are available&lt;br /&gt;
 # Script and scene replacements should be done here, before the originals are loaded&lt;br /&gt;
 func _init(modLoader = ModLoader):&lt;br /&gt;
 	l(&amp;quot;Initializing DLC&amp;quot;)&lt;br /&gt;
 	&lt;br /&gt;
 	loadDLC() # preloads DLC as things may break if this isn&#039;t done&lt;br /&gt;
 	&lt;br /&gt;
 	# At this point, you are free to start modifying your code. &lt;br /&gt;
 	installScriptExtension(&amp;quot;Example/Script.gd&amp;quot;) # Example of how the file structure. Folders are relative to this file&lt;br /&gt;
 	replaceScene(&amp;quot;Example/Scene.tscn&amp;quot;) # Similar to the example script&lt;br /&gt;
 	&lt;br /&gt;
 # Do stuff on ready&lt;br /&gt;
 # At this point all AutoLoads are available and the game is loaded&lt;br /&gt;
 func _ready():&lt;br /&gt;
 	l(&amp;quot;Readying&amp;quot;)&lt;br /&gt;
 	l(&amp;quot;Ready&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # Helper function to extend scripts&lt;br /&gt;
 # Loads the script you pass, checks what script is extended, and overrides it&lt;br /&gt;
 func installScriptExtension(path:String):&lt;br /&gt;
 	var childPath:String = str(modPath + path)&lt;br /&gt;
 	var childScript:Script = ResourceLoader.load(childPath)&lt;br /&gt;
 	childScript.new()&lt;br /&gt;
 	var parentScript:Script = childScript.get_base_script()&lt;br /&gt;
 	var parentPath:String = parentScript.resource_path&lt;br /&gt;
 	l(&amp;quot;Installing script extension: %s &amp;lt;- %s&amp;quot; % [parentPath, childPath])&lt;br /&gt;
 	childScript.take_over_path(parentPath)&lt;br /&gt;
 &lt;br /&gt;
 # Helper function to replace scenes&lt;br /&gt;
 # Can either be passed a single path, or two paths&lt;br /&gt;
 # With a single path, it will replace the vanilla scene in the same relative position&lt;br /&gt;
 func replaceScene(newPath:String, oldPath:String = &amp;quot;&amp;quot;):&lt;br /&gt;
 	l(&amp;quot;Updating scene: %s&amp;quot; % newPath)&lt;br /&gt;
 	if oldPath.empty():&lt;br /&gt;
 		oldPath = str(&amp;quot;res://&amp;quot; + newPath)&lt;br /&gt;
 	newPath = str(modPath + newPath)&lt;br /&gt;
 	var scene := load(newPath)&lt;br /&gt;
 	scene.take_over_path(oldPath)&lt;br /&gt;
 	_savedObjects.append(scene)&lt;br /&gt;
 	l(&amp;quot;Finished updating: %s&amp;quot; % oldPath)&lt;br /&gt;
 # Instances Settings.gd, loads DLC, then frees the script.&lt;br /&gt;
 func loadDLC():&lt;br /&gt;
 	l(&amp;quot;Preloading DLC as workaround&amp;quot;)&lt;br /&gt;
 	var DLCLoader:Settings = preload(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	DLCLoader.loadDLC()&lt;br /&gt;
 	DLCLoader.queue_free()&lt;br /&gt;
 	l(&amp;quot;Finished loading DLC&amp;quot;)&lt;br /&gt;
 # Func to print messages to the logs&lt;br /&gt;
 func l(msg:String, title:String = MOD_NAME, version:String = MOD_VERSION):&lt;br /&gt;
 	Debug.l(&amp;quot;[%s V%s]: %s&amp;quot; % [title, version, msg])&lt;br /&gt;
The additional functions provided with this script are not necessary, however are used by effectively every mod, and are left for convenience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Runtime variables&amp;lt;/big&amp;gt; (&#039;&#039;&#039;variables used by the mod menu for the workings of other functions&#039;&#039;&#039;):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_PRIORITY = 0&amp;lt;/code&amp;gt;: The load priority of the mod. Zero by default, but can be changed to any integer. If a mod has the same priority, then it will go in alphabetical order of the zip files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_NAME = &amp;quot;&amp;quot; AND const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&amp;lt;/code&amp;gt;: Mod name and versions. Directly used for logging purposes with the &amp;lt;code&amp;gt;l()&amp;lt;/code&amp;gt; function later down the line, however is also used by the mod menu if you  choose to install it (more on that later)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&amp;lt;/code&amp;gt;: used to get the ModMain&#039;s file path. Used for other functions so is best leaving alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var _savedObjects := []&amp;lt;/code&amp;gt;: variable used by the &amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; function. This should be left blank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;System functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;static functions that should be where the body of your ModMain are&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _init(modLoader = ModLoader):&amp;lt;/code&amp;gt;: Any functions loaded in this function are done as soon as the script is run. The modloader variable is used to load various functions from the modloader as autoloads are not available yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; should be loaded as early as possible in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function. Ensures DLC loads properly as it breaks when mods are loaded for whatever reason&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _ready():&amp;lt;/code&amp;gt;: Functions loaded here will be loaded once everything else has loaded and all autoloads are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Load Functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;functions used to load resources from your mod&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;replaceScene&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; overrides or replaces a vanilla scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newPath:String&amp;lt;/code&amp;gt; is the path to your modded scene, relative to the mod folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldPath:String&amp;lt;/code&amp;gt; is an optional path to the vanilla scene you are overriding, if no path is provided, the same path as your new scene will be used, but relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* Replacing scenes requires loading the scene, which loads any resources present in the scene. Make sure any resources present (e.g. scripts) are modified before the scene is replaced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene from your mod at &amp;lt;code&amp;gt;res://ModFolder/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; that modifies the K37 ship scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;modifications/ships/RA-TRTL.tscn&amp;quot;,&amp;quot;res://ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene in your mod&#039;s folder at &amp;lt;code&amp;gt;res://ModFolder/modifications/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; which modifies the K37 scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;installScriptExtension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension()&amp;lt;/code&amp;gt; is used to override vanilla script behavior.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;path:String&amp;lt;/code&amp;gt; is the path to the new script, relative to the root of the mod folder.&lt;br /&gt;
* The [https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_basics.html#inheritance inherited] script gets overridden, whenever it is used, your modified script will instead be applied.&lt;br /&gt;
* Inheritance is very powerful, and can be used to override most vanilla behavior, with some exceptions.&lt;br /&gt;
* Scripts must be extended before they are loaded. Once applied to a node, the script is locked in and modifying the script resource will not affect existing instances.&lt;br /&gt;
* It can be used to load new scripts, however it is best used to modify preexisting scripts from the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension(&amp;quot;ships/Shipyard.gd&amp;quot;)&amp;lt;/code&amp;gt; loads a script from &amp;lt;code&amp;gt;res://ModFolder/ships/Shipyard.gd&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Add Translations ====&lt;br /&gt;
Translations are a useful part of any mod that adds something visually. They can be useful both for providing localized resources for anyone willing to translate, as well as giving names to any system names that couldn&#039;t be written as plain text (such as ship names). Translations are best handled through the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; function, with the following function itself being placed somewhere within the ModMain file.: &lt;br /&gt;
 &lt;br /&gt;
 # Helper script to load translations using csv format&lt;br /&gt;
 # `path` is the path to the transalation file&lt;br /&gt;
 # `delim` is the symbol used to seperate the values&lt;br /&gt;
 # `useRelativePath` setting it to false uses a `res://` relative path instead of relative to the file&lt;br /&gt;
 # `fullLogging` setting it to false reduces the number of logs written to only display the number of translations made&lt;br /&gt;
 # example usage: updateTL(&amp;quot;i18n/translation.txt&amp;quot;, &amp;quot;|&amp;quot;)&lt;br /&gt;
 func updateTL(path:String, delim:String = &amp;quot;,&amp;quot;, useRelativePath:bool = true, fullLogging:bool = true):&lt;br /&gt;
 	if useRelativePath:&lt;br /&gt;
 		path = str(modPath + path)&lt;br /&gt;
 	l(&amp;quot;Adding translations from: %s&amp;quot; % path)&lt;br /&gt;
 	var tlFile:File = File.new()&lt;br /&gt;
 	tlFile.open(path, File.READ)&lt;br /&gt;
 	var translations := []&lt;br /&gt;
 	&lt;br /&gt;
 	var translationCount = 0&lt;br /&gt;
 	var csvLine := tlFile.get_line().split(delim)&lt;br /&gt;
 	if fullLogging:&lt;br /&gt;
 		l(&amp;quot;Adding translations as: %s&amp;quot; % csvLine)&lt;br /&gt;
 	for i in range(1, csvLine.size()):&lt;br /&gt;
 		var translationObject := Translation.new()&lt;br /&gt;
 		translationObject.locale = csvLine[i]&lt;br /&gt;
 		translations.append(translationObject)&lt;br /&gt;
 	while not tlFile.eof_reached():&lt;br /&gt;
 		csvLine = tlFile.get_csv_line(delim)&lt;br /&gt;
 		if csvLine.size() &amp;gt; 1:&lt;br /&gt;
 			var translationID := csvLine[0]&lt;br /&gt;
 			for i in range(1, csvLine.size()):&lt;br /&gt;
 				translations[i - 1].add_message(translationID, csvLine[i].c_unescape())&lt;br /&gt;
 			if fullLogging:&lt;br /&gt;
 				l(&amp;quot;Added translation: %s&amp;quot; % csvLine)&lt;br /&gt;
 			translationCount += 1&lt;br /&gt;
 	tlFile.close()&lt;br /&gt;
 	for translationObject in translations:&lt;br /&gt;
 		var pms = translationObject.get_message_list()&lt;br /&gt;
 		var pmL = []&lt;br /&gt;
 		for m in pms:&lt;br /&gt;
 			var pt = translationObject.get_message(m)&lt;br /&gt;
 			pmL.append([m,pt])&lt;br /&gt;
 		var tr = TranslationServer.translate(pms[0])&lt;br /&gt;
 		TranslationServer.add_translation(translationObject)&lt;br /&gt;
 		var pms2 = translationObject.get_message_list()&lt;br /&gt;
 		var tr2 = TranslationServer.translate(pms[0])&lt;br /&gt;
 		pass&lt;br /&gt;
 	l(&amp;quot;%s Translations Updated&amp;quot; % translationCount)&lt;br /&gt;
&lt;br /&gt;
Syntax for the command is handled as &amp;lt;code&amp;gt;updateTL(path, delim)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;path&amp;lt;/code&amp;gt; is the path relative to the ModMain, and &amp;lt;code&amp;gt;delim&amp;lt;/code&amp;gt; is the character or string which the translation identifier and text are split with. &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; is commonly used as it is used very rarely. Other optional booleans include &amp;lt;code&amp;gt;useRelativePath&amp;lt;/code&amp;gt; which while it&#039;s enabled (and is by default), lets you use paths relative to the ModMain.gd file instead of the full paths, and &amp;lt;code&amp;gt;fullLogging&amp;lt;/code&amp;gt; makes the command more verbose and logs everything that it is doing, and is enabled by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;updateTL(&amp;quot;i18n/en.txt&amp;quot;,&amp;quot;|&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this loads a translation file at &amp;lt;code&amp;gt;res://ModFolder/i18n/en.txt&amp;lt;/code&amp;gt; and used the &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; character as a delimiter.&lt;br /&gt;
&lt;br /&gt;
Formatting for each translation file goes as follows:&lt;br /&gt;
 locale&amp;lt;delim character&amp;gt;&amp;lt;localization code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 LOCALIZATION_STRING&amp;lt;delim character&amp;gt;This is a translated string&lt;br /&gt;
&amp;lt;delim character&amp;gt; is whatever character is used as the delimination character in the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; call.&lt;br /&gt;
&lt;br /&gt;
locale|&amp;lt;localization code&amp;gt; is the identifier for the language to translate to. The translations currently supported by the game are as follows:&lt;br /&gt;
&lt;br /&gt;
* cs_CZ - Czech (Czech Republic)&lt;br /&gt;
* de - German&lt;br /&gt;
* el_GR - Greek (Greece)&lt;br /&gt;
* en - English&lt;br /&gt;
* es - Spanish&lt;br /&gt;
* fr - French&lt;br /&gt;
* hu_HU - Hungarian (Hungary)&lt;br /&gt;
* it_IT - Italian (Italy)&lt;br /&gt;
* ja - Japanese&lt;br /&gt;
* ko_KR - Korean (South Korea)&lt;br /&gt;
* nb_NO - Norwegian Bokmål (Norway)&lt;br /&gt;
* nl_NL - Dutch (Netherlands)&lt;br /&gt;
* pl - Polish&lt;br /&gt;
* pt_BR - Portugese (Brazil)&lt;br /&gt;
* ru_RU - Russian (Russia)&lt;br /&gt;
* th - Thai&lt;br /&gt;
* uk_UA - Ukrainian (Ukraine)&lt;br /&gt;
* zh_CN - Chinese (China)&lt;br /&gt;
* zh_HK - Chinese (Hong Kong)&lt;br /&gt;
&lt;br /&gt;
==== Config File ====&lt;br /&gt;
Config files are useful for making variables or settings configurable to the user. Given the nature of it, it does require a bit more setup and a lot of extra work outside of the ModMain, which will be deferred to it&#039;s own wiki page once it is written. In the meantime, you may benefit at looking at mods that use it for reference.&lt;br /&gt;
&lt;br /&gt;
To load a config file, you&#039;ll need this script at the bottom of your ModMain.gd file:&lt;br /&gt;
 # This function is a helper to provide any file configurations to your mod&lt;br /&gt;
 # You may want to replace any &amp;quot;Example&amp;quot; text with your own identifier to make it unique&lt;br /&gt;
 # Check the example Settings.gd file for how to setup that side of it&lt;br /&gt;
 func loadSettings():&lt;br /&gt;
 	installScriptExtension(&amp;quot;Settings.gd&amp;quot;)&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Loading mod settings&amp;quot;)&lt;br /&gt;
 	var settings = load(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	settings.load_ExampleMod_FromFile()&lt;br /&gt;
 	settings.save_ExampleMod_ToFile()&lt;br /&gt;
 	modConfig = settings.ExampleMod&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Current settings: %s&amp;quot; % modConfig)&lt;br /&gt;
 	settings.queue_free()&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Finished loading settings&amp;quot;)&lt;br /&gt;
Replace any instance of &amp;lt;code&amp;gt;ExampleMod&amp;lt;/code&amp;gt; with a unique identifier, preferably your mod&#039;s name. Remember this as you&#039;ll be using this later. It&#039;s best to use the find and replace tool (Ctrl + R in Godot) for this to make it easier, as well as prevent mistakes.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve added this, add a line calling &amp;lt;code&amp;gt;loadSettings()&amp;lt;/code&amp;gt; (leaving it just like that and pasting it in will work) in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function before you make a call to &amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; to ensure it gets loaded properly.&lt;br /&gt;
&lt;br /&gt;
Now you&#039;ll want to setup the config file itself. Make a new script in the same folder as the ModMain.gd file, and name it &amp;lt;code&amp;gt;Settings.gd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made the file, open it and insert the following text into it:&lt;br /&gt;
 extends &amp;quot;res://Settings.gd&amp;quot;&lt;br /&gt;
 # You may want to change many of the variable names to provide a unique identifier&lt;br /&gt;
 # Make sure anything read by the ModMain is consistent with this file or they will not work&lt;br /&gt;
 # These are default config values&lt;br /&gt;
 # Any value not set in the config file will generate the missing values exactly as these are&lt;br /&gt;
 var ExampleMod = {&lt;br /&gt;
     &amp;quot;section&amp;quot;:{&lt;br /&gt;
         &amp;quot;setting&amp;quot;:true,&lt;br /&gt;
         &amp;quot;string_option&amp;quot;:&amp;quot;setting_value&amp;quot;&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;section2&amp;quot;:{&lt;br /&gt;
         &amp;quot;option&amp;quot;:false,&lt;br /&gt;
         &amp;quot;numerical_option&amp;quot;:1000,&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;input&amp;quot;:{ # Defaults for anything that uses keybinds&lt;br /&gt;
         &amp;quot;key_setting_a&amp;quot;:[ &amp;quot;R&amp;quot; ],&lt;br /&gt;
         &amp;quot;key_setting_b&amp;quot;:[ &amp;quot;Shift&amp;quot; ],&lt;br /&gt;
     }, &lt;br /&gt;
 }&lt;br /&gt;
 # The config file name. Make sure you set something unique&lt;br /&gt;
 # Config is set to the cfg folder to make it easy to find&lt;br /&gt;
 var ConfigPath = &amp;quot;user://cfg/ExampleMod.cfg&amp;quot;&lt;br /&gt;
 var CfgFile = ConfigFile.new()&lt;br /&gt;
 func _ready():&lt;br /&gt;
     var dir = Directory.new()&lt;br /&gt;
     dir.make_dir(&amp;quot;user://cfg&amp;quot;)&lt;br /&gt;
     load_ExampleMod_FromFile()&lt;br /&gt;
     save_ExampleMod_ToFile()&lt;br /&gt;
 func save_ExampleMod_ToFile():&lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             CfgFile.set_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     CfgFile.save(ConfigPath)&lt;br /&gt;
 func load_ExampleMod_FromFile():&lt;br /&gt;
     var error = CfgFile.load(ConfigPath)&lt;br /&gt;
     if error != OK:&lt;br /&gt;
         Debug.l(&amp;quot;Example Mod: Error loading settings %s&amp;quot; % error)&lt;br /&gt;
         return &lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             ExampleMod[section][key] = CfgFile.get_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     loadKeymapFromConfig()&lt;br /&gt;
 # Keybind setting handlers&lt;br /&gt;
 func loadKeymapFromConfig():&lt;br /&gt;
     for action_name in ExampleMod.input:&lt;br /&gt;
         var addAction = true&lt;br /&gt;
         for m in InputMap.get_actions():&lt;br /&gt;
             if m == action_name:&lt;br /&gt;
                 addAction = false&lt;br /&gt;
         if addAction:&lt;br /&gt;
             InputMap.add_action(action_name)&lt;br /&gt;
         for key in ExampleMod.input[action_name]:&lt;br /&gt;
             var event = InputEventKey.new()&lt;br /&gt;
             event.scancode = OS.find_scancode_from_string(key)&lt;br /&gt;
             InputMap.action_add_event(action_name, event)&lt;br /&gt;
     emit_signal(&amp;quot;controlSchemeChaged&amp;quot;)&lt;br /&gt;
Once again, you&#039;ll need to change all instances of ExampleMod to the identifier you chose earlier. Find and Replace is heavily recommended with how many instances of ExampleMod there are.&lt;br /&gt;
&lt;br /&gt;
Once set up, you can query the settings from anywhere in the game. An example of how it would be queried, based on the above example, is as follows:&lt;br /&gt;
 var setting_value = Settings.ExampleMod[&amp;quot;section&amp;quot;][&amp;quot;setting&amp;quot;]&lt;br /&gt;
 print(&amp;quot;setting value: %s&amp;quot;) % setting_value&lt;br /&gt;
The &amp;lt;code&amp;gt;setting_value&amp;lt;/code&amp;gt; variant queries the settings for the ExampleMod&#039;s settings list, looks for the section named &amp;quot;section&amp;quot;, then gets the value of &amp;quot;setting&amp;quot; from that section. It then prints &amp;quot;setting value: true&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Mod.manifest File ===&lt;br /&gt;
The mod.manifest is a more recent addition to the modding scope. It&#039;s not a required file by any means, however it&#039;s an adopted standard to provide additional information to any mods looking to take info from said mod. It takes the form of a standard .ini config file, and as many or as few of these can be filled out, and blank sections can be left as &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt;. Current mods that use this may or may not support the removal of lines, so it is best to leave them in anyway.&lt;br /&gt;
&lt;br /&gt;
An example of the file&#039;s structure is as follows:&lt;br /&gt;
 [package]&lt;br /&gt;
 &lt;br /&gt;
 id=&amp;quot;test.ExampleMod&amp;quot;&lt;br /&gt;
 name=&amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 version=&amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 description=&amp;quot;A example description&amp;quot;&lt;br /&gt;
 group=&amp;quot;testing&amp;quot;&lt;br /&gt;
 github_homepage=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 github_releases=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/releases/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 discord_thread=&amp;quot;&amp;lt;nowiki&amp;gt;https://discord.gg/dv/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 nexus_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://www.nexusmods.com/dvringsofsaturn/mods/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 donations_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 wiki_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link_name=&amp;quot;Example url for the custom link&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [manifest_definitions]&lt;br /&gt;
 &lt;br /&gt;
 manifest_version=1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[package]&amp;lt;/code&amp;gt; is the identifer for the manifest&#039;s data section in manifest versions 1 and 2, and should be left alone as such. It is planned to be depreciated in future manifest versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; The unique identifier of the mod. Useful for differentiation with other mods that may use the same name. The common formatting is &amp;lt;code&amp;gt;(nick)name.ModName&amp;lt;/code&amp;gt;, but it can be whatever you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; The mod&#039;s display name. Used for any mods that may need to fetch other mods. Similar to the &amp;lt;code&amp;gt;MOD_NAME&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; The mod&#039;s version number. Can be any string, however is best kept numerical for version comparing. Similar to the &amp;lt;code&amp;gt;MOD_VERSION&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that version identifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;description&amp;lt;/code&amp;gt; A string used to describe the mod. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;group&amp;lt;/code&amp;gt; Used to group mods together. It&#039;s not currently used by any known mods, but useful to have for future reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; The Github URL for the mod. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_releases&amp;lt;/code&amp;gt; The Github releases page, if the mod has one. Same as the &amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; string, just with &amp;lt;code&amp;gt;releases/&amp;lt;/code&amp;gt; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;discord_thread&amp;lt;/code&amp;gt; URL for an associated discord thread, channel or server. Current uses link to the #workshop channel in the ΔV Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;nexus_page&amp;lt;/code&amp;gt; URL for the Nexusmods page of the mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;donations_page&amp;lt;/code&amp;gt; URL for a donations page if the writer chooses to add one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;wiki_page&amp;lt;/code&amp;gt; URL for any associated wiki page, be it ΔV Wiki, Github wiki, or another page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link&amp;lt;/code&amp;gt; A custom URL for an action button. Can be whatever you choose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link_name&amp;lt;/code&amp;gt; A string used for any text tooltips/labels used with the custom link. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[manifest_definitions]&amp;lt;/code&amp;gt; is the identifier for the manifest-specific information. This currently contains only the manifest version number, but may contain more options in future manifest versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;manifest_version&amp;lt;/code&amp;gt; The manifest formatting version. If not provided, a version number of &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is assumed.&lt;br /&gt;
&lt;br /&gt;
== Licensing / Copyright ==&lt;br /&gt;
&lt;br /&gt;
==== Licensing code within your mod ====&lt;br /&gt;
Licensing and/or copyrighting your work can be important if you want to have a set of guidelines for how you want others to use your code. Most authors choose an open source license that permits others to make use of their code with a basic set of limitations (e.g. no liability, does not provide rights to the mod&#039;s trademark, requiring the license to be appropriately copied by works incorporating it, etc.)&lt;br /&gt;
If you are unsure of what license to use, check out https://choosealicense.com/ which provides a list of some very common open-source licenses and gives a breakdown as to what each one does. For a list of all licenses, check their [https://choosealicense.com/appendix/ appendix page].&lt;br /&gt;
&lt;br /&gt;
==== Forking / copying code from other mods with a license ====&lt;br /&gt;
It is common for mods to have parts taken to help with the creation of someone else&#039;s mod, or be entirely forked (making a copy of the source) and modified for a user to make their own changes / additions that are either to help the original project or to make a copy that takes from the original works. You should always make sure that you are properly respecting a mod&#039;s license if you are taking code from it. &lt;br /&gt;
&lt;br /&gt;
Depending on how the code is copied, the process for attributing a mod&#039;s license will vary:&lt;br /&gt;
&lt;br /&gt;
* Forking a mod:&lt;br /&gt;
** Making a fork of a mod through the usual means (i.e. GitHub&#039;s fork feature) should keep the license from the original, since all files would have a copy &lt;br /&gt;
** It is still worthwhile double checking to make sure the license is there regardless.&lt;br /&gt;
** If you want to include your own license (if doing so is even permitted by the license of the source material, which most licenses may not without explicit permission from the author), check the next section on using code from others.&lt;br /&gt;
* Using code from other mods and/or sources:&lt;br /&gt;
** Current courtesy is to copy the licenses of all sourced materials into a folder named &amp;lt;code&amp;gt;.licenses&amp;lt;/code&amp;gt; and have the license filename match the exact name of the source project.&lt;br /&gt;
** It is also recommended to include a link to the source project within the license file to make sure the correct project is provided and credited.&lt;br /&gt;
** For an example, check the [https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/tree/main/.licenses .licenses folder for IoER] to see an example of the precedent.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41321</id>
		<title>Modding:Writing Your Own Mod</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41321"/>
		<updated>2026-09-09T22:51:08Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers the basics to getting started with writing a mod for ΔV. It is a modified version of [https://github.com/ZakrinYoran/Delta-V-Modding Za&#039;krin&#039;s modding guide], where a large portion of the credit will be given.&lt;br /&gt;
&lt;br /&gt;
This guide is written for Windows users, however the equivalent for operating systems such as Linux and OS X should work extremely similarly.&lt;br /&gt;
&lt;br /&gt;
= Setup =&lt;br /&gt;
This section will cover the resources used for modding. They are heavily encourage to be used, as it will make your life considerably easier with their use.&lt;br /&gt;
&lt;br /&gt;
=== Downloaded Resources ===&lt;br /&gt;
First off, you will need a copy of [https://store.steampowered.com/app/846030/DV_Rings_of_Saturn/ ΔV: Rings of Saturn] as a decompiled copy of the game will be used as a reference. &lt;br /&gt;
&lt;br /&gt;
* A demo build will work fine as well, as at the time of writing, it and the full release are identical.&lt;br /&gt;
&lt;br /&gt;
Second, the [https://godotengine.org/download/archive/3.6-stable/ Godot Game Engine], specifically version 3.6, which is used for the writing and editing of mods. &lt;br /&gt;
&lt;br /&gt;
Third, [https://github.com/GDRETools/gdsdecomp/releases/latest Godot Reverse Engineering Tools] (a.k.a. GDRE), which is used to decompile the game.&lt;br /&gt;
&lt;br /&gt;
Extract and move these to somewhere accessible.&lt;br /&gt;
&lt;br /&gt;
=== Decompiling ===&lt;br /&gt;
The process for decompiling ΔV is fairly straightforward when using GDRE.&lt;br /&gt;
&lt;br /&gt;
* Open the folder containing &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; in your file explorer.&lt;br /&gt;
* Open the ΔV game folder (on steam it&#039;s Right-Click -&amp;gt; Manage -&amp;gt; Browse Local Files).&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; (not &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt;!) into the GDRE folder.&lt;br /&gt;
* Open GDRE and select &amp;quot;Recover Project&amp;quot; from the &amp;quot;RE Tools&amp;quot; menu.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; and wait for the file verification process to finish.&lt;br /&gt;
* Leave the default settings, set the folder location, and extract the project.&lt;br /&gt;
* Once the extraction process is finished, ΔV should be ready for import into Godot.&lt;br /&gt;
&lt;br /&gt;
In the case where there have been problems using the GUI, the command line can be used instead. To use that instead of the GUI, follow the below steps:&lt;br /&gt;
&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; into the GDRE folder as before.&lt;br /&gt;
* Open windows command prompt and &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into the folder (e.g. &amp;lt;code&amp;gt;cd C:\godotTools\GDRE_tools&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Run &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; with the following command: &amp;lt;code&amp;gt;gdre_tools --headless --recover=Delta-V.pck&amp;lt;/code&amp;gt;. This will create a new folder called containing the decompiled game files.&lt;br /&gt;
* Move the decompiled files to wherever you want your project located.&lt;br /&gt;
&lt;br /&gt;
For more detail on the usage of GDRE, see the [https://github.com/bruvzg/gdsdecomp?tab=readme-ov-file#usage usage section of their readme].&lt;br /&gt;
&lt;br /&gt;
=== Importing into Godot ===&lt;br /&gt;
Loading the decompiled game files into Godot is rather simple.&lt;br /&gt;
&lt;br /&gt;
* Open your copy of Godot and select the &#039;Import&#039; option.&lt;br /&gt;
* Navigate to where you stored your decompiled version of ΔV and select the &amp;lt;code&amp;gt;project.godot&amp;lt;/code&amp;gt; file.&lt;br /&gt;
* Launch the Delta-V Project, and let Godot import all of the files.&lt;br /&gt;
&lt;br /&gt;
The initial import process will take a couple of minutes at worst if everything is followed. In the case where it takes a significant amount of time, you may have used a newer version of GDRE. If it appears to freeze, don&#039;t worry, it is still processing, and can be used regardless. After the first import, future loading times usually will be significantly better, although it is always better to use GDRE 0.5.3 to ensure quick loading times.&lt;br /&gt;
&lt;br /&gt;
It may also be worth taking a look at the guide for modding with the Godot Editor, [[Modding:Using the Godot Editor|which can be found here]].&lt;br /&gt;
&lt;br /&gt;
= Mod Structure =&lt;br /&gt;
ΔV mods (and Godot projects in general) work in a hierarchical file structure centered around the project&#039;s root folder (referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;). If any file isn&#039;t referenced relative to the executed code, it will be relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;. There are also other file system prefixes, such as &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; and the OS&#039;s file system paths, however these are very rarely used, especially for modding, so will only be covered briefly later down the line.&lt;br /&gt;
&lt;br /&gt;
=== Mod Folder Structure ===&lt;br /&gt;
Mod zips will be mounted to the root as how they appear in the zip. For example, a zip with the structure of &amp;lt;code&amp;gt;A_Mod.zip/ModFolder/ModMain.gd&amp;lt;/code&amp;gt; is the equivalent to having added a folder named ModFolder to the root folder and adding the ModMain.gd file in it. In terms of &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;, it appears like &amp;lt;code&amp;gt;res://ModFolder/ModMain.gd&amp;lt;/code&amp;gt;. Mods don&#039;t need to follow this structure explicitly, however it is extremely convenient when structured like this as it makes it easy to work with in the editor.&lt;br /&gt;
&lt;br /&gt;
=== ModMain.gd ===&lt;br /&gt;
The &amp;lt;code&amp;gt;ModMain.gd&amp;lt;/code&amp;gt; file is just about the most important file in the entirety of the mod. It is where the mod&#039;s resources are initially loaded and run. Even if only a single file is needed to be loaded to get the entire mod to run, it will not work if not referenced here.&lt;br /&gt;
&lt;br /&gt;
It can be as simple or complex as you like, however the commonly utilized format works as follows:&lt;br /&gt;
 extends Node&lt;br /&gt;
 # Set mod priority if you want it to load before/after other mods&lt;br /&gt;
 # Mods are loaded from lowest to highest priority, default is 0&lt;br /&gt;
 const MOD_PRIORITY = 0&lt;br /&gt;
 # Name of the mod, used for writing to the logs&lt;br /&gt;
 const MOD_NAME = &amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 # Path of the mod folder, automatically generated on runtime&lt;br /&gt;
 var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&lt;br /&gt;
 # Required var for the replaceScene() func to work&lt;br /&gt;
 var _savedObjects := []&lt;br /&gt;
 var modConfig = {}&lt;br /&gt;
 #Initializes the configuration variable. Used by loadSettings.&lt;br /&gt;
 # Initialize the mod&lt;br /&gt;
 # This function is executed before the majority of the game is loaded&lt;br /&gt;
 # Only the Tool and Debug AutoLoads are available&lt;br /&gt;
 # Script and scene replacements should be done here, before the originals are loaded&lt;br /&gt;
 func _init(modLoader = ModLoader):&lt;br /&gt;
 	l(&amp;quot;Initializing DLC&amp;quot;)&lt;br /&gt;
 	&lt;br /&gt;
 	loadDLC() # preloads DLC as things may break if this isn&#039;t done&lt;br /&gt;
 	&lt;br /&gt;
 	# At this point, you are free to start modifying your code. &lt;br /&gt;
 	installScriptExtension(&amp;quot;Example/Script.gd&amp;quot;) # Example of how the file structure. Folders are relative to this file&lt;br /&gt;
 	replaceScene(&amp;quot;Example/Scene.tscn&amp;quot;) # Similar to the example script&lt;br /&gt;
 	&lt;br /&gt;
 # Do stuff on ready&lt;br /&gt;
 # At this point all AutoLoads are available and the game is loaded&lt;br /&gt;
 func _ready():&lt;br /&gt;
 	l(&amp;quot;Readying&amp;quot;)&lt;br /&gt;
 	l(&amp;quot;Ready&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # Helper function to extend scripts&lt;br /&gt;
 # Loads the script you pass, checks what script is extended, and overrides it&lt;br /&gt;
 func installScriptExtension(path:String):&lt;br /&gt;
 	var childPath:String = str(modPath + path)&lt;br /&gt;
 	var childScript:Script = ResourceLoader.load(childPath)&lt;br /&gt;
 	childScript.new()&lt;br /&gt;
 	var parentScript:Script = childScript.get_base_script()&lt;br /&gt;
 	var parentPath:String = parentScript.resource_path&lt;br /&gt;
 	l(&amp;quot;Installing script extension: %s &amp;lt;- %s&amp;quot; % [parentPath, childPath])&lt;br /&gt;
 	childScript.take_over_path(parentPath)&lt;br /&gt;
 &lt;br /&gt;
 # Helper function to replace scenes&lt;br /&gt;
 # Can either be passed a single path, or two paths&lt;br /&gt;
 # With a single path, it will replace the vanilla scene in the same relative position&lt;br /&gt;
 func replaceScene(newPath:String, oldPath:String = &amp;quot;&amp;quot;):&lt;br /&gt;
 	l(&amp;quot;Updating scene: %s&amp;quot; % newPath)&lt;br /&gt;
 	if oldPath.empty():&lt;br /&gt;
 		oldPath = str(&amp;quot;res://&amp;quot; + newPath)&lt;br /&gt;
 	newPath = str(modPath + newPath)&lt;br /&gt;
 	var scene := load(newPath)&lt;br /&gt;
 	scene.take_over_path(oldPath)&lt;br /&gt;
 	_savedObjects.append(scene)&lt;br /&gt;
 	l(&amp;quot;Finished updating: %s&amp;quot; % oldPath)&lt;br /&gt;
 # Instances Settings.gd, loads DLC, then frees the script.&lt;br /&gt;
 func loadDLC():&lt;br /&gt;
 	l(&amp;quot;Preloading DLC as workaround&amp;quot;)&lt;br /&gt;
 	var DLCLoader:Settings = preload(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	DLCLoader.loadDLC()&lt;br /&gt;
 	DLCLoader.queue_free()&lt;br /&gt;
 	l(&amp;quot;Finished loading DLC&amp;quot;)&lt;br /&gt;
 # Func to print messages to the logs&lt;br /&gt;
 func l(msg:String, title:String = MOD_NAME, version:String = MOD_VERSION):&lt;br /&gt;
 	Debug.l(&amp;quot;[%s V%s]: %s&amp;quot; % [title, version, msg])&lt;br /&gt;
The additional functions provided with this script are not necessary, however are used by effectively every mod, and are left for convenience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Runtime variables&amp;lt;/big&amp;gt; (&#039;&#039;&#039;variables used by the mod menu for the workings of other functions&#039;&#039;&#039;):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_PRIORITY = 0&amp;lt;/code&amp;gt;: The load priority of the mod. Zero by default, but can be changed to any integer. If a mod has the same priority, then it will go in alphabetical order of the zip files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_NAME = &amp;quot;&amp;quot; AND const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&amp;lt;/code&amp;gt;: Mod name and versions. Directly used for logging purposes with the &amp;lt;code&amp;gt;l()&amp;lt;/code&amp;gt; function later down the line, however is also used by the mod menu if you  choose to install it (more on that later)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&amp;lt;/code&amp;gt;: used to get the ModMain&#039;s file path. Used for other functions so is best leaving alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var _savedObjects := []&amp;lt;/code&amp;gt;: variable used by the &amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; function. This should be left blank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;System functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;static functions that should be where the body of your ModMain are&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _init(modLoader = ModLoader):&amp;lt;/code&amp;gt;: Any functions loaded in this function are done as soon as the script is run. The modloader variable is used to load various functions from the modloader as autoloads are not available yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; should be loaded as early as possible in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function. Ensures DLC loads properly as it breaks when mods are loaded for whatever reason&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _ready():&amp;lt;/code&amp;gt;: Functions loaded here will be loaded once everything else has loaded and all autoloads are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Load Functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;functions used to load resources from your mod&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;replaceScene&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; overrides or replaces a vanilla scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newPath:String&amp;lt;/code&amp;gt; is the path to your modded scene, relative to the mod folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldPath:String&amp;lt;/code&amp;gt; is an optional path to the vanilla scene you are overriding, if no path is provided, the same path as your new scene will be used, but relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* Replacing scenes requires loading the scene, which loads any resources present in the scene. Make sure any resources present (e.g. scripts) are modified before the scene is replaced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene from your mod at &amp;lt;code&amp;gt;res://ModFolder/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; that modifies the K37 ship scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;modifications/ships/RA-TRTL.tscn&amp;quot;,&amp;quot;res://ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene in your mod&#039;s folder at &amp;lt;code&amp;gt;res://ModFolder/modifications/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; which modifies the K37 scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;installScriptExtension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension()&amp;lt;/code&amp;gt; is used to override vanilla script behavior.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;path:String&amp;lt;/code&amp;gt; is the path to the new script, relative to the root of the mod folder.&lt;br /&gt;
* The [https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_basics.html#inheritance inherited] script gets overridden, whenever it is used, your modified script will instead be applied.&lt;br /&gt;
* Inheritance is very powerful, and can be used to override most vanilla behavior, with some exceptions.&lt;br /&gt;
* Scripts must be extended before they are loaded. Once applied to a node, the script is locked in and modifying the script resource will not affect existing instances.&lt;br /&gt;
* It can be used to load new scripts, however it is best used to modify preexisting scripts from the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension(&amp;quot;ships/Shipyard.gd&amp;quot;)&amp;lt;/code&amp;gt; loads a script from &amp;lt;code&amp;gt;res://ModFolder/ships/Shipyard.gd&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Add Translations ====&lt;br /&gt;
Translations are a useful part of any mod that adds something visually. They can be useful both for providing localized resources for anyone willing to translate, as well as giving names to any system names that couldn&#039;t be written as plain text (such as ship names). Translations are best handled through the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; function, with the following function itself being placed somewhere within the ModMain file.: &lt;br /&gt;
 &lt;br /&gt;
 # Helper script to load translations using csv format&lt;br /&gt;
 # `path` is the path to the transalation file&lt;br /&gt;
 # `delim` is the symbol used to seperate the values&lt;br /&gt;
 # `useRelativePath` setting it to false uses a `res://` relative path instead of relative to the file&lt;br /&gt;
 # `fullLogging` setting it to false reduces the number of logs written to only display the number of translations made&lt;br /&gt;
 # example usage: updateTL(&amp;quot;i18n/translation.txt&amp;quot;, &amp;quot;|&amp;quot;)&lt;br /&gt;
 func updateTL(path:String, delim:String = &amp;quot;,&amp;quot;, useRelativePath:bool = true, fullLogging:bool = true):&lt;br /&gt;
 	if useRelativePath:&lt;br /&gt;
 		path = str(modPath + path)&lt;br /&gt;
 	l(&amp;quot;Adding translations from: %s&amp;quot; % path)&lt;br /&gt;
 	var tlFile:File = File.new()&lt;br /&gt;
 	tlFile.open(path, File.READ)&lt;br /&gt;
 	var translations := []&lt;br /&gt;
 	&lt;br /&gt;
 	var translationCount = 0&lt;br /&gt;
 	var csvLine := tlFile.get_line().split(delim)&lt;br /&gt;
 	if fullLogging:&lt;br /&gt;
 		l(&amp;quot;Adding translations as: %s&amp;quot; % csvLine)&lt;br /&gt;
 	for i in range(1, csvLine.size()):&lt;br /&gt;
 		var translationObject := Translation.new()&lt;br /&gt;
 		translationObject.locale = csvLine[i]&lt;br /&gt;
 		translations.append(translationObject)&lt;br /&gt;
 	while not tlFile.eof_reached():&lt;br /&gt;
 		csvLine = tlFile.get_csv_line(delim)&lt;br /&gt;
 		if csvLine.size() &amp;gt; 1:&lt;br /&gt;
 			var translationID := csvLine[0]&lt;br /&gt;
 			for i in range(1, csvLine.size()):&lt;br /&gt;
 				translations[i - 1].add_message(translationID, csvLine[i].c_unescape())&lt;br /&gt;
 			if fullLogging:&lt;br /&gt;
 				l(&amp;quot;Added translation: %s&amp;quot; % csvLine)&lt;br /&gt;
 			translationCount += 1&lt;br /&gt;
 	tlFile.close()&lt;br /&gt;
 	for translationObject in translations:&lt;br /&gt;
 		var pms = translationObject.get_message_list()&lt;br /&gt;
 		var pmL = []&lt;br /&gt;
 		for m in pms:&lt;br /&gt;
 			var pt = translationObject.get_message(m)&lt;br /&gt;
 			pmL.append([m,pt])&lt;br /&gt;
 		var tr = TranslationServer.translate(pms[0])&lt;br /&gt;
 		TranslationServer.add_translation(translationObject)&lt;br /&gt;
 		var pms2 = translationObject.get_message_list()&lt;br /&gt;
 		var tr2 = TranslationServer.translate(pms[0])&lt;br /&gt;
 		pass&lt;br /&gt;
 	l(&amp;quot;%s Translations Updated&amp;quot; % translationCount)&lt;br /&gt;
&lt;br /&gt;
Syntax for the command is handled as &amp;lt;code&amp;gt;updateTL(path, delim)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;path&amp;lt;/code&amp;gt; is the path relative to the ModMain, and &amp;lt;code&amp;gt;delim&amp;lt;/code&amp;gt; is the character or string which the translation identifier and text are split with. &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; is commonly used as it is used very rarely. Other optional booleans include &amp;lt;code&amp;gt;useRelativePath&amp;lt;/code&amp;gt; which while it&#039;s enabled (and is by default), lets you use paths relative to the ModMain.gd file instead of the full paths, and &amp;lt;code&amp;gt;fullLogging&amp;lt;/code&amp;gt; makes the command more verbose and logs everything that it is doing, and is enabled by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;updateTL(&amp;quot;i18n/en.txt&amp;quot;,&amp;quot;|&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this loads a translation file at &amp;lt;code&amp;gt;res://ModFolder/i18n/en.txt&amp;lt;/code&amp;gt; and used the &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; character as a delimiter.&lt;br /&gt;
&lt;br /&gt;
Formatting for each translation file goes as follows:&lt;br /&gt;
 locale&amp;lt;delim character&amp;gt;&amp;lt;localization code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 LOCALIZATION_STRING&amp;lt;delim character&amp;gt;This is a translated string&lt;br /&gt;
&amp;lt;delim character&amp;gt; is whatever character is used as the delimination character in the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; call.&lt;br /&gt;
&lt;br /&gt;
locale|&amp;lt;localization code&amp;gt; is the identifier for the language to translate to. The translations currently supported by the game are as follows:&lt;br /&gt;
&lt;br /&gt;
* cs_CZ - Czech (Czech Republic)&lt;br /&gt;
* de - German&lt;br /&gt;
* el_GR - Greek (Greece)&lt;br /&gt;
* en - English&lt;br /&gt;
* es - Spanish&lt;br /&gt;
* fr - French&lt;br /&gt;
* hu_HU - Hungarian (Hungary)&lt;br /&gt;
* it_IT - Italian (Italy)&lt;br /&gt;
* ja - Japanese&lt;br /&gt;
* ko_KR - Korean (South Korea)&lt;br /&gt;
* nb_NO - Norwegian Bokmål (Norway)&lt;br /&gt;
* nl_NL - Dutch (Netherlands)&lt;br /&gt;
* pl - Polish&lt;br /&gt;
* pt_BR - Portugese (Brazil)&lt;br /&gt;
* ru_RU - Russian (Russia)&lt;br /&gt;
* th - Thai&lt;br /&gt;
* uk_UA - Ukrainian (Ukraine)&lt;br /&gt;
* zh_CN - Chinese (China)&lt;br /&gt;
* zh_HK - Chinese (Hong Kong)&lt;br /&gt;
&lt;br /&gt;
==== Config File ====&lt;br /&gt;
Config files are useful for making variables or settings configurable to the user. Given the nature of it, it does require a bit more setup and a lot of extra work outside of the ModMain, which will be deferred to it&#039;s own wiki page once it is written. In the meantime, you may benefit at looking at mods that use it for reference.&lt;br /&gt;
&lt;br /&gt;
To load a config file, you&#039;ll need this script at the bottom of your ModMain.gd file:&lt;br /&gt;
 # This function is a helper to provide any file configurations to your mod&lt;br /&gt;
 # You may want to replace any &amp;quot;Example&amp;quot; text with your own identifier to make it unique&lt;br /&gt;
 # Check the example Settings.gd file for how to setup that side of it&lt;br /&gt;
 func loadSettings():&lt;br /&gt;
 	installScriptExtension(&amp;quot;Settings.gd&amp;quot;)&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Loading mod settings&amp;quot;)&lt;br /&gt;
 	var settings = load(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	settings.load_ExampleMod_FromFile()&lt;br /&gt;
 	settings.save_ExampleMod_ToFile()&lt;br /&gt;
 	modConfig = settings.ExampleMod&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Current settings: %s&amp;quot; % modConfig)&lt;br /&gt;
 	settings.queue_free()&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Finished loading settings&amp;quot;)&lt;br /&gt;
Replace any instance of &amp;lt;code&amp;gt;ExampleMod&amp;lt;/code&amp;gt; with a unique identifier, preferably your mod&#039;s name. Remember this as you&#039;ll be using this later. It&#039;s best to use the find and replace tool (Ctrl + R in Godot) for this to make it easier, as well as prevent mistakes.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve added this, add a line calling &amp;lt;code&amp;gt;loadSettings()&amp;lt;/code&amp;gt; (leaving it just like that and pasting it in will work) in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function before you make a call to &amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; to ensure it gets loaded properly.&lt;br /&gt;
&lt;br /&gt;
Now you&#039;ll want to setup the config file itself. Make a new script in the same folder as the ModMain.gd file, and name it &amp;lt;code&amp;gt;Settings.gd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made the file, open it and insert the following text into it:&lt;br /&gt;
 extends &amp;quot;res://Settings.gd&amp;quot;&lt;br /&gt;
 # You may want to change many of the variable names to provide a unique identifier&lt;br /&gt;
 # Make sure anything read by the ModMain is consistent with this file or they will not work&lt;br /&gt;
 # These are default config values&lt;br /&gt;
 # Any value not set in the config file will generate the missing values exactly as these are&lt;br /&gt;
 var ExampleMod = {&lt;br /&gt;
     &amp;quot;section&amp;quot;:{&lt;br /&gt;
         &amp;quot;setting&amp;quot;:true,&lt;br /&gt;
         &amp;quot;string_option&amp;quot;:&amp;quot;setting_value&amp;quot;&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;section2&amp;quot;:{&lt;br /&gt;
         &amp;quot;option&amp;quot;:false,&lt;br /&gt;
         &amp;quot;numerical_option&amp;quot;:1000,&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;input&amp;quot;:{ # Defaults for anything that uses keybinds&lt;br /&gt;
         &amp;quot;key_setting_a&amp;quot;:[ &amp;quot;R&amp;quot; ],&lt;br /&gt;
         &amp;quot;key_setting_b&amp;quot;:[ &amp;quot;Shift&amp;quot; ],&lt;br /&gt;
     }, &lt;br /&gt;
 }&lt;br /&gt;
 # The config file name. Make sure you set something unique&lt;br /&gt;
 # Config is set to the cfg folder to make it easy to find&lt;br /&gt;
 var ConfigPath = &amp;quot;user://cfg/ExampleMod.cfg&amp;quot;&lt;br /&gt;
 var CfgFile = ConfigFile.new()&lt;br /&gt;
 func _ready():&lt;br /&gt;
     var dir = Directory.new()&lt;br /&gt;
     dir.make_dir(&amp;quot;user://cfg&amp;quot;)&lt;br /&gt;
     load_ExampleMod_FromFile()&lt;br /&gt;
     save_ExampleMod_ToFile()&lt;br /&gt;
 func save_ExampleMod_ToFile():&lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             CfgFile.set_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     CfgFile.save(ConfigPath)&lt;br /&gt;
 func load_ExampleMod_FromFile():&lt;br /&gt;
     var error = CfgFile.load(ConfigPath)&lt;br /&gt;
     if error != OK:&lt;br /&gt;
         Debug.l(&amp;quot;Example Mod: Error loading settings %s&amp;quot; % error)&lt;br /&gt;
         return &lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             ExampleMod[section][key] = CfgFile.get_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     loadKeymapFromConfig()&lt;br /&gt;
 # Keybind setting handlers&lt;br /&gt;
 func loadKeymapFromConfig():&lt;br /&gt;
     for action_name in ExampleMod.input:&lt;br /&gt;
         var addAction = true&lt;br /&gt;
         for m in InputMap.get_actions():&lt;br /&gt;
             if m == action_name:&lt;br /&gt;
                 addAction = false&lt;br /&gt;
         if addAction:&lt;br /&gt;
             InputMap.add_action(action_name)&lt;br /&gt;
         for key in ExampleMod.input[action_name]:&lt;br /&gt;
             var event = InputEventKey.new()&lt;br /&gt;
             event.scancode = OS.find_scancode_from_string(key)&lt;br /&gt;
             InputMap.action_add_event(action_name, event)&lt;br /&gt;
     emit_signal(&amp;quot;controlSchemeChaged&amp;quot;)&lt;br /&gt;
Once again, you&#039;ll need to change all instances of ExampleMod to the identifier you chose earlier. Find and Replace is heavily recommended with how many instances of ExampleMod there are.&lt;br /&gt;
&lt;br /&gt;
Once set up, you can query the settings from anywhere in the game. An example of how it would be queried, based on the above example, is as follows:&lt;br /&gt;
 var setting_value = Settings.ExampleMod[&amp;quot;section&amp;quot;][&amp;quot;setting&amp;quot;]&lt;br /&gt;
 print(&amp;quot;setting value: %s&amp;quot;) % setting_value&lt;br /&gt;
The &amp;lt;code&amp;gt;setting_value&amp;lt;/code&amp;gt; variant queries the settings for the ExampleMod&#039;s settings list, looks for the section named &amp;quot;section&amp;quot;, then gets the value of &amp;quot;setting&amp;quot; from that section. It then prints &amp;quot;setting value: true&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Mod.manifest File ===&lt;br /&gt;
The mod.manifest is a more recent addition to the modding scope. It&#039;s not a required file by any means, however it&#039;s an adopted standard to provide additional information to any mods looking to take info from said mod. It takes the form of a standard .ini config file, and as many or as few of these can be filled out, and blank sections can be left as &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt;. Current mods that use this may or may not support the removal of lines, so it is best to leave them in anyway.&lt;br /&gt;
&lt;br /&gt;
An example of the file&#039;s structure is as follows:&lt;br /&gt;
 [package]&lt;br /&gt;
 &lt;br /&gt;
 id=&amp;quot;test.ExampleMod&amp;quot;&lt;br /&gt;
 name=&amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 version=&amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 description=&amp;quot;A example description&amp;quot;&lt;br /&gt;
 group=&amp;quot;testing&amp;quot;&lt;br /&gt;
 github_homepage=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 github_releases=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/releases/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 discord_thread=&amp;quot;&amp;lt;nowiki&amp;gt;https://discord.gg/dv/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 nexus_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://www.nexusmods.com/dvringsofsaturn/mods/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 donations_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 wiki_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link_name=&amp;quot;Example url for the custom link&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [manifest_definitions]&lt;br /&gt;
 &lt;br /&gt;
 manifest_version=1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[package]&amp;lt;/code&amp;gt; is the identifer for the manifest&#039;s data section in manifest versions 1 and 2, and should be left alone as such. It is planned to be depreciated in future manifest versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; The unique identifier of the mod. Useful for differentiation with other mods that may use the same name. The common formatting is &amp;lt;code&amp;gt;(nick)name.ModName&amp;lt;/code&amp;gt;, but it can be whatever you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; The mod&#039;s display name. Used for any mods that may need to fetch other mods. Similar to the &amp;lt;code&amp;gt;MOD_NAME&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; The mod&#039;s version number. Can be any string, however is best kept numerical for version comparing. Similar to the &amp;lt;code&amp;gt;MOD_VERSION&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that version identifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;description&amp;lt;/code&amp;gt; A string used to describe the mod. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;group&amp;lt;/code&amp;gt; Used to group mods together. It&#039;s not currently used by any known mods, but useful to have for future reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; The Github URL for the mod. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_releases&amp;lt;/code&amp;gt; The Github releases page, if the mod has one. Same as the &amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; string, just with &amp;lt;code&amp;gt;releases/&amp;lt;/code&amp;gt; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;discord_thread&amp;lt;/code&amp;gt; URL for an associated discord thread, channel or server. Current uses link to the #workshop channel in the ΔV Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;nexus_page&amp;lt;/code&amp;gt; URL for the Nexusmods page of the mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;donations_page&amp;lt;/code&amp;gt; URL for a donations page if the writer chooses to add one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;wiki_page&amp;lt;/code&amp;gt; URL for any associated wiki page, be it ΔV Wiki, Github wiki, or another page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link&amp;lt;/code&amp;gt; A custom URL for an action button. Can be whatever you choose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link_name&amp;lt;/code&amp;gt; A string used for any text tooltips/labels used with the custom link. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[manifest_definitions]&amp;lt;/code&amp;gt; is the identifier for the manifest-specific information. This currently contains only the manifest version number, but may contain more options in future manifest versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;manifest_version&amp;lt;/code&amp;gt; The manifest formatting version. If not provided, a version number of &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is assumed.&lt;br /&gt;
&lt;br /&gt;
== Licensing / Copyright ==&lt;br /&gt;
&lt;br /&gt;
==== Licensing code within your mod ====&lt;br /&gt;
Licensing and/or copyrighting your work can be important if you want to have a set of guidelines for how you want others to use your code. Most authors choose an open source license that permits others to make use of their code with a basic set of limitations (e.g. no liability, does not provide rights to the mod&#039;s trademark, requiring the license to be appropriately copied by works incorporating it, etc.)&lt;br /&gt;
If you are unsure of what license to use, check out https://choosealicense.com/ which provides a list of some very common open-source licenses and gives a breakdown as to what each one does. For a list of all licenses, check their [https://choosealicense.com/appendix/ appendix page].&lt;br /&gt;
&lt;br /&gt;
==== Forking / copying code from other mods with a license ====&lt;br /&gt;
It is common for mods to have parts taken to help with the creation of someone else&#039;s mod, or be entirely forked (making a copy of the source) and modified for a user to make their own changes / additions that are either to help the original project or to make a copy that takes from the original works. It is always a good idea to make sure that you are properly respecting a mod&#039;s license if you are taking code from it. &lt;br /&gt;
&lt;br /&gt;
Depending on how the code is copied, the process for attributing a mod&#039;s license will vary:&lt;br /&gt;
&lt;br /&gt;
* Forking a mod:&lt;br /&gt;
** Making a fork of a mod through the usual means (i.e. GitHub&#039;s fork feature) should keep the license from the original, since all files would have a copy &lt;br /&gt;
** It is still worthwhile double checking to make sure the license is there regardless.&lt;br /&gt;
** If you want to include your own license (if doing so is even permitted by the license of the source material, which most licenses may not without explicit permission from the author), check the next section on using code from others.&lt;br /&gt;
* Using code from other mods and/or sources:&lt;br /&gt;
** Current courtesy is to copy the licenses of all sourced materials into a folder named &amp;lt;code&amp;gt;.licenses&amp;lt;/code&amp;gt; and have the license filename match the exact name of the source project.&lt;br /&gt;
** It is also recommended to include a link to the source project within the license file to make sure the correct project is provided and credited.&lt;br /&gt;
** For an example, check the [https://github.com/rwqfsfasxc100/IndustriesOfEnceladusRewrite/tree/main/.licenses .licenses folder for IoER] to see an example of the precedent.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding&amp;diff=41320</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding&amp;diff=41320"/>
		<updated>2026-09-05T04:34:41Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page acts as a bridge to multiple pages related to modding ΔV:&lt;br /&gt;
&lt;br /&gt;
* [[Modding:Introduction to Modding|Introduction to Modding]] - A how-to on installing and uninstalling mods with a lot of useful information for anyone looking to mod.&lt;br /&gt;
* [[Mod List]] - A list of every known mod and tool repository for anyone looking for preexisting mods.&lt;br /&gt;
* [[Modding:Writing Your Own Mod|Writing Your Own Mod]] - Beginning of a collection of guides that cover the basics on writing a mod.&lt;br /&gt;
** [[Modding:Using the Godot Editor|Using the Godot Editor]] - Guide to setting up mods to be run in the Godot Editor.&lt;br /&gt;
**&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding&amp;diff=41319</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding&amp;diff=41319"/>
		<updated>2026-08-30T05:29:43Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page acts as a bridge to multiple pages related to modding ΔV:&lt;br /&gt;
&lt;br /&gt;
* [[Modding:Introduction to Modding|Introduction to Modding]] - A how-to on installing and uninstalling mods with a lot of useful information for anyone looking to mod.&lt;br /&gt;
* [[Mod List]] - A list of every known mod and tool repository for anyone looking for preexisting mods.&lt;br /&gt;
* [[Modding:Writing Your Own Mod|Writing Your Own Mod]] - Beginning of a collection of guides that cover the basics on writing a mod.&lt;br /&gt;
* [[Modding:Using the Godot Editor|Using the Godot Editor]] - Guide to setting up mods to be run in the Godot Editor.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41318</id>
		<title>Modding:Writing Your Own Mod</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41318"/>
		<updated>2026-08-30T05:29:35Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers the basics to getting started with writing a mod for ΔV. It is a modified version of [https://github.com/ZakrinYoran/Delta-V-Modding Za&#039;krin&#039;s modding guide], where a large portion of the credit will be given.&lt;br /&gt;
&lt;br /&gt;
This guide is written for Windows users, however the equivalent for operating systems such as Linux and OS X should work extremely similarly.&lt;br /&gt;
&lt;br /&gt;
= Setup =&lt;br /&gt;
This section will cover the resources used for modding. They are heavily encourage to be used, as it will make your life considerably easier with their use.&lt;br /&gt;
&lt;br /&gt;
=== Downloaded Resources ===&lt;br /&gt;
First off, you will need a copy of [https://store.steampowered.com/app/846030/DV_Rings_of_Saturn/ ΔV: Rings of Saturn] as a decompiled copy of the game will be used as a reference. &lt;br /&gt;
&lt;br /&gt;
* A demo build will work fine as well, as at the time of writing, it and the full release are identical.&lt;br /&gt;
&lt;br /&gt;
Second, the [https://godotengine.org/download/archive/3.6-stable/ Godot Game Engine], specifically version 3.6, which is used for the writing and editing of mods. &lt;br /&gt;
&lt;br /&gt;
Third, [https://github.com/GDRETools/gdsdecomp/releases/latest Godot Reverse Engineering Tools] (a.k.a. GDRE), which is used to decompile the game.&lt;br /&gt;
&lt;br /&gt;
Extract and move these to somewhere accessible.&lt;br /&gt;
&lt;br /&gt;
=== Decompiling ===&lt;br /&gt;
The process for decompiling ΔV is fairly straightforward when using GDRE.&lt;br /&gt;
&lt;br /&gt;
* Open the folder containing &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; in your file explorer.&lt;br /&gt;
* Open the ΔV game folder (on steam it&#039;s Right-Click -&amp;gt; Manage -&amp;gt; Browse Local Files).&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; (not &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt;!) into the GDRE folder.&lt;br /&gt;
* Open GDRE and select &amp;quot;Recover Project&amp;quot; from the &amp;quot;RE Tools&amp;quot; menu.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; and wait for the file verification process to finish.&lt;br /&gt;
* Leave the default settings, set the folder location, and extract the project.&lt;br /&gt;
* Once the extraction process is finished, ΔV should be ready for import into Godot.&lt;br /&gt;
&lt;br /&gt;
In the case where there have been problems using the GUI, the command line can be used instead. To use that instead of the GUI, follow the below steps:&lt;br /&gt;
&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; into the GDRE folder as before.&lt;br /&gt;
* Open windows command prompt and &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into the folder (e.g. &amp;lt;code&amp;gt;cd C:\godotTools\GDRE_tools&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Run &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; with the following command: &amp;lt;code&amp;gt;gdre_tools --headless --recover=Delta-V.pck&amp;lt;/code&amp;gt;. This will create a new folder called containing the decompiled game files.&lt;br /&gt;
* Move the decompiled files to wherever you want your project located.&lt;br /&gt;
&lt;br /&gt;
For more detail on the usage of GDRE, see the [https://github.com/bruvzg/gdsdecomp?tab=readme-ov-file#usage usage section of their readme].&lt;br /&gt;
&lt;br /&gt;
=== Importing into Godot ===&lt;br /&gt;
Loading the decompiled game files into Godot is rather simple.&lt;br /&gt;
&lt;br /&gt;
* Open your copy of Godot and select the &#039;Import&#039; option.&lt;br /&gt;
* Navigate to where you stored your decompiled version of ΔV and select the &amp;lt;code&amp;gt;project.godot&amp;lt;/code&amp;gt; file.&lt;br /&gt;
* Launch the Delta-V Project, and let Godot import all of the files.&lt;br /&gt;
&lt;br /&gt;
The initial import process will take a couple of minutes at worst if everything is followed. In the case where it takes a significant amount of time, you may have used a newer version of GDRE. If it appears to freeze, don&#039;t worry, it is still processing, and can be used regardless. After the first import, future loading times usually will be significantly better, although it is always better to use GDRE 0.5.3 to ensure quick loading times.&lt;br /&gt;
&lt;br /&gt;
It may also be worth taking a look at the guide for modding with the Godot Editor, [[Modding:Using the Godot Editor|which can be found here]].&lt;br /&gt;
&lt;br /&gt;
= Mod Structure =&lt;br /&gt;
ΔV mods (and Godot projects in general) work in a hierarchical file structure centered around the project&#039;s root folder (referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;). If any file isn&#039;t referenced relative to the executed code, it will be relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;. There are also other file system prefixes, such as &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; and the OS&#039;s file system paths, however these are very rarely used, especially for modding, so will only be covered briefly later down the line.&lt;br /&gt;
&lt;br /&gt;
=== Mod Folder Structure ===&lt;br /&gt;
Mod zips will be mounted to the root as how they appear in the zip. For example, a zip with the structure of &amp;lt;code&amp;gt;A_Mod.zip/ModFolder/ModMain.gd&amp;lt;/code&amp;gt; is the equivalent to having added a folder named ModFolder to the root folder and adding the ModMain.gd file in it. In terms of &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;, it appears like &amp;lt;code&amp;gt;res://ModFolder/ModMain.gd&amp;lt;/code&amp;gt;. Mods don&#039;t need to follow this structure explicitly, however it is extremely convenient when structured like this as it makes it easy to work with in the editor.&lt;br /&gt;
&lt;br /&gt;
=== ModMain.gd ===&lt;br /&gt;
The &amp;lt;code&amp;gt;ModMain.gd&amp;lt;/code&amp;gt; file is just about the most important file in the entirety of the mod. It is where the mod&#039;s resources are initially loaded and run. Even if only a single file is needed to be loaded to get the entire mod to run, it will not work if not referenced here.&lt;br /&gt;
&lt;br /&gt;
It can be as simple or complex as you like, however the commonly utilized format works as follows:&lt;br /&gt;
 extends Node&lt;br /&gt;
 # Set mod priority if you want it to load before/after other mods&lt;br /&gt;
 # Mods are loaded from lowest to highest priority, default is 0&lt;br /&gt;
 const MOD_PRIORITY = 0&lt;br /&gt;
 # Name of the mod, used for writing to the logs&lt;br /&gt;
 const MOD_NAME = &amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 # Path of the mod folder, automatically generated on runtime&lt;br /&gt;
 var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&lt;br /&gt;
 # Required var for the replaceScene() func to work&lt;br /&gt;
 var _savedObjects := []&lt;br /&gt;
 var modConfig = {}&lt;br /&gt;
 #Initializes the configuration variable. Used by loadSettings.&lt;br /&gt;
 # Initialize the mod&lt;br /&gt;
 # This function is executed before the majority of the game is loaded&lt;br /&gt;
 # Only the Tool and Debug AutoLoads are available&lt;br /&gt;
 # Script and scene replacements should be done here, before the originals are loaded&lt;br /&gt;
 func _init(modLoader = ModLoader):&lt;br /&gt;
 	l(&amp;quot;Initializing DLC&amp;quot;)&lt;br /&gt;
 	&lt;br /&gt;
 	loadDLC() # preloads DLC as things may break if this isn&#039;t done&lt;br /&gt;
 	&lt;br /&gt;
 	# At this point, you are free to start modifying your code. &lt;br /&gt;
 	installScriptExtension(&amp;quot;Example/Script.gd&amp;quot;) # Example of how the file structure. Folders are relative to this file&lt;br /&gt;
 	replaceScene(&amp;quot;Example/Scene.tscn&amp;quot;) # Similar to the example script&lt;br /&gt;
 	&lt;br /&gt;
 # Do stuff on ready&lt;br /&gt;
 # At this point all AutoLoads are available and the game is loaded&lt;br /&gt;
 func _ready():&lt;br /&gt;
 	l(&amp;quot;Readying&amp;quot;)&lt;br /&gt;
 	l(&amp;quot;Ready&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # Helper function to extend scripts&lt;br /&gt;
 # Loads the script you pass, checks what script is extended, and overrides it&lt;br /&gt;
 func installScriptExtension(path:String):&lt;br /&gt;
 	var childPath:String = str(modPath + path)&lt;br /&gt;
 	var childScript:Script = ResourceLoader.load(childPath)&lt;br /&gt;
 	childScript.new()&lt;br /&gt;
 	var parentScript:Script = childScript.get_base_script()&lt;br /&gt;
 	var parentPath:String = parentScript.resource_path&lt;br /&gt;
 	l(&amp;quot;Installing script extension: %s &amp;lt;- %s&amp;quot; % [parentPath, childPath])&lt;br /&gt;
 	childScript.take_over_path(parentPath)&lt;br /&gt;
 &lt;br /&gt;
 # Helper function to replace scenes&lt;br /&gt;
 # Can either be passed a single path, or two paths&lt;br /&gt;
 # With a single path, it will replace the vanilla scene in the same relative position&lt;br /&gt;
 func replaceScene(newPath:String, oldPath:String = &amp;quot;&amp;quot;):&lt;br /&gt;
 	l(&amp;quot;Updating scene: %s&amp;quot; % newPath)&lt;br /&gt;
 	if oldPath.empty():&lt;br /&gt;
 		oldPath = str(&amp;quot;res://&amp;quot; + newPath)&lt;br /&gt;
 	newPath = str(modPath + newPath)&lt;br /&gt;
 	var scene := load(newPath)&lt;br /&gt;
 	scene.take_over_path(oldPath)&lt;br /&gt;
 	_savedObjects.append(scene)&lt;br /&gt;
 	l(&amp;quot;Finished updating: %s&amp;quot; % oldPath)&lt;br /&gt;
 # Instances Settings.gd, loads DLC, then frees the script.&lt;br /&gt;
 func loadDLC():&lt;br /&gt;
 	l(&amp;quot;Preloading DLC as workaround&amp;quot;)&lt;br /&gt;
 	var DLCLoader:Settings = preload(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	DLCLoader.loadDLC()&lt;br /&gt;
 	DLCLoader.queue_free()&lt;br /&gt;
 	l(&amp;quot;Finished loading DLC&amp;quot;)&lt;br /&gt;
 # Func to print messages to the logs&lt;br /&gt;
 func l(msg:String, title:String = MOD_NAME, version:String = MOD_VERSION):&lt;br /&gt;
 	Debug.l(&amp;quot;[%s V%s]: %s&amp;quot; % [title, version, msg])&lt;br /&gt;
The additional functions provided with this script are not necessary, however are used by effectively every mod, and are left for convenience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Runtime variables&amp;lt;/big&amp;gt; (&#039;&#039;&#039;variables used by the mod menu for the workings of other functions&#039;&#039;&#039;):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_PRIORITY = 0&amp;lt;/code&amp;gt;: The load priority of the mod. Zero by default, but can be changed to any integer. If a mod has the same priority, then it will go in alphabetical order of the zip files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_NAME = &amp;quot;&amp;quot; AND const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&amp;lt;/code&amp;gt;: Mod name and versions. Directly used for logging purposes with the &amp;lt;code&amp;gt;l()&amp;lt;/code&amp;gt; function later down the line, however is also used by the mod menu if you  choose to install it (more on that later)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&amp;lt;/code&amp;gt;: used to get the ModMain&#039;s file path. Used for other functions so is best leaving alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var _savedObjects := []&amp;lt;/code&amp;gt;: variable used by the &amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; function. This should be left blank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;System functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;static functions that should be where the body of your ModMain are&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _init(modLoader = ModLoader):&amp;lt;/code&amp;gt;: Any functions loaded in this function are done as soon as the script is run. The modloader variable is used to load various functions from the modloader as autoloads are not available yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; should be loaded as early as possible in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function. Ensures DLC loads properly as it breaks when mods are loaded for whatever reason&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _ready():&amp;lt;/code&amp;gt;: Functions loaded here will be loaded once everything else has loaded and all autoloads are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Load Functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;functions used to load resources from your mod&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;replaceScene&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; overrides or replaces a vanilla scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newPath:String&amp;lt;/code&amp;gt; is the path to your modded scene, relative to the mod folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldPath:String&amp;lt;/code&amp;gt; is an optional path to the vanilla scene you are overriding, if no path is provided, the same path as your new scene will be used, but relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* Replacing scenes requires loading the scene, which loads any resources present in the scene. Make sure any resources present (e.g. scripts) are modified before the scene is replaced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene from your mod at &amp;lt;code&amp;gt;res://ModFolder/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; that modifies the K37 ship scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;modifications/ships/RA-TRTL.tscn&amp;quot;,&amp;quot;res://ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene in your mod&#039;s folder at &amp;lt;code&amp;gt;res://ModFolder/modifications/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; which modifies the K37 scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;installScriptExtension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension()&amp;lt;/code&amp;gt; is used to override vanilla script behavior.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;path:String&amp;lt;/code&amp;gt; is the path to the new script, relative to the root of the mod folder.&lt;br /&gt;
* The [https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_basics.html#inheritance inherited] script gets overridden, whenever it is used, your modified script will instead be applied.&lt;br /&gt;
* Inheritance is very powerful, and can be used to override most vanilla behavior, with some exceptions.&lt;br /&gt;
* Scripts must be extended before they are loaded. Once applied to a node, the script is locked in and modifying the script resource will not affect existing instances.&lt;br /&gt;
* It can be used to load new scripts, however it is best used to modify preexisting scripts from the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension(&amp;quot;ships/Shipyard.gd&amp;quot;)&amp;lt;/code&amp;gt; loads a script from &amp;lt;code&amp;gt;res://ModFolder/ships/Shipyard.gd&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Add Translations ====&lt;br /&gt;
Translations are a useful part of any mod that adds something visually. They can be useful both for providing localized resources for anyone willing to translate, as well as giving names to any system names that couldn&#039;t be written as plain text (such as ship names). Translations are best handled through the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; function, with the following function itself being placed somewhere within the ModMain file.: &lt;br /&gt;
 &lt;br /&gt;
 # Helper script to load translations using csv format&lt;br /&gt;
 # `path` is the path to the transalation file&lt;br /&gt;
 # `delim` is the symbol used to seperate the values&lt;br /&gt;
 # `useRelativePath` setting it to false uses a `res://` relative path instead of relative to the file&lt;br /&gt;
 # `fullLogging` setting it to false reduces the number of logs written to only display the number of translations made&lt;br /&gt;
 # example usage: updateTL(&amp;quot;i18n/translation.txt&amp;quot;, &amp;quot;|&amp;quot;)&lt;br /&gt;
 func updateTL(path:String, delim:String = &amp;quot;,&amp;quot;, useRelativePath:bool = true, fullLogging:bool = true):&lt;br /&gt;
 	if useRelativePath:&lt;br /&gt;
 		path = str(modPath + path)&lt;br /&gt;
 	l(&amp;quot;Adding translations from: %s&amp;quot; % path)&lt;br /&gt;
 	var tlFile:File = File.new()&lt;br /&gt;
 	tlFile.open(path, File.READ)&lt;br /&gt;
 	var translations := []&lt;br /&gt;
 	&lt;br /&gt;
 	var translationCount = 0&lt;br /&gt;
 	var csvLine := tlFile.get_line().split(delim)&lt;br /&gt;
 	if fullLogging:&lt;br /&gt;
 		l(&amp;quot;Adding translations as: %s&amp;quot; % csvLine)&lt;br /&gt;
 	for i in range(1, csvLine.size()):&lt;br /&gt;
 		var translationObject := Translation.new()&lt;br /&gt;
 		translationObject.locale = csvLine[i]&lt;br /&gt;
 		translations.append(translationObject)&lt;br /&gt;
 	while not tlFile.eof_reached():&lt;br /&gt;
 		csvLine = tlFile.get_csv_line(delim)&lt;br /&gt;
 		if csvLine.size() &amp;gt; 1:&lt;br /&gt;
 			var translationID := csvLine[0]&lt;br /&gt;
 			for i in range(1, csvLine.size()):&lt;br /&gt;
 				translations[i - 1].add_message(translationID, csvLine[i].c_unescape())&lt;br /&gt;
 			if fullLogging:&lt;br /&gt;
 				l(&amp;quot;Added translation: %s&amp;quot; % csvLine)&lt;br /&gt;
 			translationCount += 1&lt;br /&gt;
 	tlFile.close()&lt;br /&gt;
 	for translationObject in translations:&lt;br /&gt;
 		var pms = translationObject.get_message_list()&lt;br /&gt;
 		var pmL = []&lt;br /&gt;
 		for m in pms:&lt;br /&gt;
 			var pt = translationObject.get_message(m)&lt;br /&gt;
 			pmL.append([m,pt])&lt;br /&gt;
 		var tr = TranslationServer.translate(pms[0])&lt;br /&gt;
 		TranslationServer.add_translation(translationObject)&lt;br /&gt;
 		var pms2 = translationObject.get_message_list()&lt;br /&gt;
 		var tr2 = TranslationServer.translate(pms[0])&lt;br /&gt;
 		pass&lt;br /&gt;
 	l(&amp;quot;%s Translations Updated&amp;quot; % translationCount)&lt;br /&gt;
&lt;br /&gt;
Syntax for the command is handled as &amp;lt;code&amp;gt;updateTL(path, delim)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;path&amp;lt;/code&amp;gt; is the path relative to the ModMain, and &amp;lt;code&amp;gt;delim&amp;lt;/code&amp;gt; is the character or string which the translation identifier and text are split with. &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; is commonly used as it is used very rarely. Other optional booleans include &amp;lt;code&amp;gt;useRelativePath&amp;lt;/code&amp;gt; which while it&#039;s enabled (and is by default), lets you use paths relative to the ModMain.gd file instead of the full paths, and &amp;lt;code&amp;gt;fullLogging&amp;lt;/code&amp;gt; makes the command more verbose and logs everything that it is doing, and is enabled by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;updateTL(&amp;quot;i18n/en.txt&amp;quot;,&amp;quot;|&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this loads a translation file at &amp;lt;code&amp;gt;res://ModFolder/i18n/en.txt&amp;lt;/code&amp;gt; and used the &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; character as a delimiter.&lt;br /&gt;
&lt;br /&gt;
Formatting for each translation file goes as follows:&lt;br /&gt;
 locale&amp;lt;delim character&amp;gt;&amp;lt;localization code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 LOCALIZATION_STRING&amp;lt;delim character&amp;gt;This is a translated string&lt;br /&gt;
&amp;lt;delim character&amp;gt; is whatever character is used as the delimination character in the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; call.&lt;br /&gt;
&lt;br /&gt;
locale|&amp;lt;localization code&amp;gt; is the identifier for the language to translate to. The translations currently supported by the game are as follows:&lt;br /&gt;
&lt;br /&gt;
* cs_CZ - Czech (Czech Republic)&lt;br /&gt;
* de - German&lt;br /&gt;
* el_GR - Greek (Greece)&lt;br /&gt;
* en - English&lt;br /&gt;
* es - Spanish&lt;br /&gt;
* fr - French&lt;br /&gt;
* hu_HU - Hungarian (Hungary)&lt;br /&gt;
* it_IT - Italian (Italy)&lt;br /&gt;
* ja - Japanese&lt;br /&gt;
* ko_KR - Korean (South Korea)&lt;br /&gt;
* nb_NO - Norwegian Bokmål (Norway)&lt;br /&gt;
* nl_NL - Dutch (Netherlands)&lt;br /&gt;
* pl - Polish&lt;br /&gt;
* pt_BR - Portugese (Brazil)&lt;br /&gt;
* ru_RU - Russian (Russia)&lt;br /&gt;
* th - Thai&lt;br /&gt;
* uk_UA - Ukrainian (Ukraine)&lt;br /&gt;
* zh_CN - Chinese (China)&lt;br /&gt;
* zh_HK - Chinese (Hong Kong)&lt;br /&gt;
&lt;br /&gt;
==== Config File ====&lt;br /&gt;
Config files are useful for making variables or settings configurable to the user. Given the nature of it, it does require a bit more setup and a lot of extra work outside of the ModMain, which will be deferred to it&#039;s own wiki page once it is written. In the meantime, you may benefit at looking at mods that use it for reference.&lt;br /&gt;
&lt;br /&gt;
To load a config file, you&#039;ll need this script at the bottom of your ModMain.gd file:&lt;br /&gt;
 # This function is a helper to provide any file configurations to your mod&lt;br /&gt;
 # You may want to replace any &amp;quot;Example&amp;quot; text with your own identifier to make it unique&lt;br /&gt;
 # Check the example Settings.gd file for how to setup that side of it&lt;br /&gt;
 func loadSettings():&lt;br /&gt;
 	installScriptExtension(&amp;quot;Settings.gd&amp;quot;)&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Loading mod settings&amp;quot;)&lt;br /&gt;
 	var settings = load(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	settings.load_ExampleMod_FromFile()&lt;br /&gt;
 	settings.save_ExampleMod_ToFile()&lt;br /&gt;
 	modConfig = settings.ExampleMod&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Current settings: %s&amp;quot; % modConfig)&lt;br /&gt;
 	settings.queue_free()&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Finished loading settings&amp;quot;)&lt;br /&gt;
Replace any instance of &amp;lt;code&amp;gt;ExampleMod&amp;lt;/code&amp;gt; with a unique identifier, preferably your mod&#039;s name. Remember this as you&#039;ll be using this later. It&#039;s best to use the find and replace tool (Ctrl + R in Godot) for this to make it easier, as well as prevent mistakes.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve added this, add a line calling &amp;lt;code&amp;gt;loadSettings()&amp;lt;/code&amp;gt; (leaving it just like that and pasting it in will work) in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function before you make a call to &amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; to ensure it gets loaded properly.&lt;br /&gt;
&lt;br /&gt;
Now you&#039;ll want to setup the config file itself. Make a new script in the same folder as the ModMain.gd file, and name it &amp;lt;code&amp;gt;Settings.gd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made the file, open it and insert the following text into it:&lt;br /&gt;
 extends &amp;quot;res://Settings.gd&amp;quot;&lt;br /&gt;
 # You may want to change many of the variable names to provide a unique identifier&lt;br /&gt;
 # Make sure anything read by the ModMain is consistent with this file or they will not work&lt;br /&gt;
 # These are default config values&lt;br /&gt;
 # Any value not set in the config file will generate the missing values exactly as these are&lt;br /&gt;
 var ExampleMod = {&lt;br /&gt;
     &amp;quot;section&amp;quot;:{&lt;br /&gt;
         &amp;quot;setting&amp;quot;:true,&lt;br /&gt;
         &amp;quot;string_option&amp;quot;:&amp;quot;setting_value&amp;quot;&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;section2&amp;quot;:{&lt;br /&gt;
         &amp;quot;option&amp;quot;:false,&lt;br /&gt;
         &amp;quot;numerical_option&amp;quot;:1000,&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;input&amp;quot;:{ # Defaults for anything that uses keybinds&lt;br /&gt;
         &amp;quot;key_setting_a&amp;quot;:[ &amp;quot;R&amp;quot; ],&lt;br /&gt;
         &amp;quot;key_setting_b&amp;quot;:[ &amp;quot;Shift&amp;quot; ],&lt;br /&gt;
     }, &lt;br /&gt;
 }&lt;br /&gt;
 # The config file name. Make sure you set something unique&lt;br /&gt;
 # Config is set to the cfg folder to make it easy to find&lt;br /&gt;
 var ConfigPath = &amp;quot;user://cfg/ExampleMod.cfg&amp;quot;&lt;br /&gt;
 var CfgFile = ConfigFile.new()&lt;br /&gt;
 func _ready():&lt;br /&gt;
     var dir = Directory.new()&lt;br /&gt;
     dir.make_dir(&amp;quot;user://cfg&amp;quot;)&lt;br /&gt;
     load_ExampleMod_FromFile()&lt;br /&gt;
     save_ExampleMod_ToFile()&lt;br /&gt;
 func save_ExampleMod_ToFile():&lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             CfgFile.set_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     CfgFile.save(ConfigPath)&lt;br /&gt;
 func load_ExampleMod_FromFile():&lt;br /&gt;
     var error = CfgFile.load(ConfigPath)&lt;br /&gt;
     if error != OK:&lt;br /&gt;
         Debug.l(&amp;quot;Example Mod: Error loading settings %s&amp;quot; % error)&lt;br /&gt;
         return &lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             ExampleMod[section][key] = CfgFile.get_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     loadKeymapFromConfig()&lt;br /&gt;
 # Keybind setting handlers&lt;br /&gt;
 func loadKeymapFromConfig():&lt;br /&gt;
     for action_name in ExampleMod.input:&lt;br /&gt;
         var addAction = true&lt;br /&gt;
         for m in InputMap.get_actions():&lt;br /&gt;
             if m == action_name:&lt;br /&gt;
                 addAction = false&lt;br /&gt;
         if addAction:&lt;br /&gt;
             InputMap.add_action(action_name)&lt;br /&gt;
         for key in ExampleMod.input[action_name]:&lt;br /&gt;
             var event = InputEventKey.new()&lt;br /&gt;
             event.scancode = OS.find_scancode_from_string(key)&lt;br /&gt;
             InputMap.action_add_event(action_name, event)&lt;br /&gt;
     emit_signal(&amp;quot;controlSchemeChaged&amp;quot;)&lt;br /&gt;
Once again, you&#039;ll need to change all instances of ExampleMod to the identifier you chose earlier. Find and Replace is heavily recommended with how many instances of ExampleMod there are.&lt;br /&gt;
&lt;br /&gt;
Once set up, you can query the settings from anywhere in the game. An example of how it would be queried, based on the above example, is as follows:&lt;br /&gt;
 var setting_value = Settings.ExampleMod[&amp;quot;section&amp;quot;][&amp;quot;setting&amp;quot;]&lt;br /&gt;
 print(&amp;quot;setting value: %s&amp;quot;) % setting_value&lt;br /&gt;
The &amp;lt;code&amp;gt;setting_value&amp;lt;/code&amp;gt; variant queries the settings for the ExampleMod&#039;s settings list, looks for the section named &amp;quot;section&amp;quot;, then gets the value of &amp;quot;setting&amp;quot; from that section. It then prints &amp;quot;setting value: true&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Mod.manifest File ===&lt;br /&gt;
The mod.manifest is a more recent addition to the modding scope. It&#039;s not a required file by any means, however it&#039;s an adopted standard to provide additional information to any mods looking to take info from said mod. It takes the form of a standard .ini config file, and as many or as few of these can be filled out, and blank sections can be left as &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt;. Current mods that use this may or may not support the removal of lines, so it is best to leave them in anyway.&lt;br /&gt;
&lt;br /&gt;
An example of the file&#039;s structure is as follows:&lt;br /&gt;
 [package]&lt;br /&gt;
 &lt;br /&gt;
 id=&amp;quot;test.ExampleMod&amp;quot;&lt;br /&gt;
 name=&amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 version=&amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 description=&amp;quot;A example description&amp;quot;&lt;br /&gt;
 group=&amp;quot;testing&amp;quot;&lt;br /&gt;
 github_homepage=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 github_releases=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/releases/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 discord_thread=&amp;quot;&amp;lt;nowiki&amp;gt;https://discord.gg/dv/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 nexus_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://www.nexusmods.com/dvringsofsaturn/mods/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 donations_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 wiki_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link_name=&amp;quot;Example url for the custom link&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [manifest_definitions]&lt;br /&gt;
 &lt;br /&gt;
 manifest_version=1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[package]&amp;lt;/code&amp;gt; is the identifer for the manifest&#039;s data section in manifest versions 1 and 2, and should be left alone as such. It is planned to be depreciated in future manifest versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; The unique identifier of the mod. Useful for differentiation with other mods that may use the same name. The common formatting is &amp;lt;code&amp;gt;(nick)name.ModName&amp;lt;/code&amp;gt;, but it can be whatever you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; The mod&#039;s display name. Used for any mods that may need to fetch other mods. Similar to the &amp;lt;code&amp;gt;MOD_NAME&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; The mod&#039;s version number. Can be any string, however is best kept numerical for version comparing. Similar to the &amp;lt;code&amp;gt;MOD_VERSION&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that version identifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;description&amp;lt;/code&amp;gt; A string used to describe the mod. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;group&amp;lt;/code&amp;gt; Used to group mods together. It&#039;s not currently used by any known mods, but useful to have for future reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; The Github URL for the mod. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_releases&amp;lt;/code&amp;gt; The Github releases page, if the mod has one. Same as the &amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; string, just with &amp;lt;code&amp;gt;releases/&amp;lt;/code&amp;gt; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;discord_thread&amp;lt;/code&amp;gt; URL for an associated discord thread, channel or server. Current uses link to the #workshop channel in the ΔV Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;nexus_page&amp;lt;/code&amp;gt; URL for the Nexusmods page of the mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;donations_page&amp;lt;/code&amp;gt; URL for a donations page if the writer chooses to add one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;wiki_page&amp;lt;/code&amp;gt; URL for any associated wiki page, be it ΔV Wiki, Github wiki, or another page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link&amp;lt;/code&amp;gt; A custom URL for an action button. Can be whatever you choose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link_name&amp;lt;/code&amp;gt; A string used for any text tooltips/labels used with the custom link. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[manifest_definitions]&amp;lt;/code&amp;gt; is the identifier for the manifest-specific information. This currently contains only the manifest version number, but may contain more options in future manifest versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;manifest_version&amp;lt;/code&amp;gt; The manifest formatting version. If not provided, a version number of &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is assumed.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding:Using_the_Godot_Editor&amp;diff=41317</id>
		<title>Modding:Using the Godot Editor</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding:Using_the_Godot_Editor&amp;diff=41317"/>
		<updated>2026-08-30T05:29:20Z</updated>

		<summary type="html">&lt;p&gt;Hev: Hev moved page Using the Godot Editor to Modding:Using the Godot Editor without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ever since [https://github.com/GDRETools/gdsdecomp/releases/tag/v0.9.1 GDRE 0.9], it has been economical to use the Godot Editor to run the game to test mods instead of packaging them and launching the standalone game to test.&lt;br /&gt;
&lt;br /&gt;
Mods can currently be run through two methods: placing a mod&#039;s zip in a mods folder next to the Godot executable, or manually patching the modloader to load mods from the filesystem. The latter is preferred, as it lets you more effectively modify code without repackaging it as a zip, as a mod loaded from Zip will always override code in the filesystem.&lt;br /&gt;
&lt;br /&gt;
Enabling mods is as simple as setting the &amp;lt;code&amp;gt;areModsEnabled&amp;lt;/code&amp;gt; variable to true in the &amp;lt;code&amp;gt;ModLoader.gd&amp;lt;/code&amp;gt; file. This lets mods be loaded from a mods folder just fine, however loading mods directly from the editor requires additional patching. &lt;br /&gt;
&lt;br /&gt;
A complete mod loader replacement can be found from a Github page here: https://github.com/rwqfsfasxc100/Delta-V-Useful-Files/blob/main/ModLoader.gd. Alternatively, you can copy-paste the following code to replace the &amp;lt;code&amp;gt;ModLoader.gd&amp;lt;/code&amp;gt; file. The array &amp;lt;code&amp;gt;addedMods&amp;lt;/code&amp;gt; lists all &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt; paths to mods that you want to load. Anything commented out will not be registered. The mods in the file are used purely as an example.&lt;br /&gt;
 extends Node&lt;br /&gt;
 &lt;br /&gt;
 var areModsEnabled = true&lt;br /&gt;
 &lt;br /&gt;
 var addedMods = [&lt;br /&gt;
 #		&amp;quot;res://ModMenu/ModMain.gd&amp;quot;,&lt;br /&gt;
 #		&amp;quot;res://HevLib/ModMain.gd&amp;quot;,&lt;br /&gt;
 #		&amp;quot;res://No Simulation Hex/ModMain.gd&amp;quot;,&lt;br /&gt;
 #		&amp;quot;res://DerelictDelights/ModMain.gd&amp;quot;,&lt;br /&gt;
 #		&amp;quot;res://IndustriesOfEnceladusRevamp/ModMain.gd&amp;quot;,&lt;br /&gt;
 #		&amp;quot;res://Better Recon Drones/ModMain.gd&amp;quot;,&lt;br /&gt;
 #		&amp;quot;res://NTCED Parts Pack/ModMain.gd&amp;quot;,&lt;br /&gt;
 #		&amp;quot;res://Remove Ring Restrictions/ModMain.gd&amp;quot;,&lt;br /&gt;
 	]&lt;br /&gt;
 &lt;br /&gt;
 const is_debugged = true&lt;br /&gt;
 &lt;br /&gt;
 func _init():&lt;br /&gt;
 	for arg in OS.get_cmdline_args():&lt;br /&gt;
 		if arg == &amp;quot;--enable-mods&amp;quot;:&lt;br /&gt;
 			areModsEnabled = true&lt;br /&gt;
 &lt;br /&gt;
 	if not areModsEnabled:&lt;br /&gt;
 		return &lt;br /&gt;
 &lt;br /&gt;
 	Debug.l(&amp;quot;ModLoader: Loading mods...&amp;quot;)&lt;br /&gt;
 	_loadMods()&lt;br /&gt;
 	Debug.l(&amp;quot;ModLoader: Done loading mods.&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 	Debug.l(&amp;quot;ModLoader: Initializing mods...&amp;quot;)&lt;br /&gt;
 	_initMods()&lt;br /&gt;
 	Debug.l(&amp;quot;ModLoader: Done initializing mods.&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 var _modZipFiles = []&lt;br /&gt;
 &lt;br /&gt;
 func _loadMods():&lt;br /&gt;
 	var gameInstallDirectory = OS.get_executable_path().get_base_dir()&lt;br /&gt;
 	if OS.get_name() == &amp;quot;OSX&amp;quot;:&lt;br /&gt;
 		gameInstallDirectory = gameInstallDirectory.get_base_dir().get_base_dir().get_base_dir()&lt;br /&gt;
 	var modPathPrefix = gameInstallDirectory.plus_file(&amp;quot;mods&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 	var dir = Directory.new()&lt;br /&gt;
 	if dir.open(modPathPrefix) != OK:&lt;br /&gt;
 		Debug.l(&amp;quot;ModLoader: Can&#039;t open mod folder %s.&amp;quot; % modPathPrefix)&lt;br /&gt;
 		return &lt;br /&gt;
 	if dir.list_dir_begin() != OK:&lt;br /&gt;
 		Debug.l(&amp;quot;ModLoader: Can&#039;t read mod folder %s.&amp;quot; % modPathPrefix)&lt;br /&gt;
 		return &lt;br /&gt;
 &lt;br /&gt;
 	while true:&lt;br /&gt;
 		var fileName = dir.get_next()&lt;br /&gt;
 		if fileName == &amp;quot;&amp;quot;:&lt;br /&gt;
 			break&lt;br /&gt;
 		if dir.current_is_dir():&lt;br /&gt;
 			continue&lt;br /&gt;
 		var modFSPath = modPathPrefix.plus_file(fileName)&lt;br /&gt;
 		var modGlobalPath = ProjectSettings.globalize_path(modFSPath)&lt;br /&gt;
 		if not ProjectSettings.load_resource_pack(modGlobalPath, true):&lt;br /&gt;
 			Debug.l(&amp;quot;ModLoader: %s failed to load.&amp;quot; % fileName)&lt;br /&gt;
 			continue&lt;br /&gt;
 		_modZipFiles.append(modFSPath)&lt;br /&gt;
 		Debug.l(&amp;quot;ModLoader: %s loaded.&amp;quot; % fileName)&lt;br /&gt;
 	dir.list_dir_end()&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 func _initMods():&lt;br /&gt;
 	var initScripts = []&lt;br /&gt;
 	for modFSPath in _modZipFiles:&lt;br /&gt;
 		var gdunzip = load(&amp;quot;res://vendor/gdunzip.gd&amp;quot;).new()&lt;br /&gt;
 		gdunzip.load(modFSPath)&lt;br /&gt;
 		for modEntryPath in gdunzip.files:&lt;br /&gt;
 			var modEntryName = modEntryPath.get_file().to_lower()&lt;br /&gt;
 			if modEntryName.begins_with(&amp;quot;modmain&amp;quot;) and modEntryName.ends_with(&amp;quot;.gd&amp;quot;):&lt;br /&gt;
 				var modGlobalPath = &amp;quot;res://&amp;quot; + modEntryPath&lt;br /&gt;
 				Debug.l(&amp;quot;ModLoader: Loading %s&amp;quot; % modGlobalPath)&lt;br /&gt;
 				var packedScript = ResourceLoader.load(modGlobalPath)&lt;br /&gt;
 				initScripts.append(packedScript)&lt;br /&gt;
 &lt;br /&gt;
 	&lt;br /&gt;
 	for m in addedMods:&lt;br /&gt;
 		var packedScript = ResourceLoader.load(m)&lt;br /&gt;
 		initScripts.append(packedScript)&lt;br /&gt;
 &lt;br /&gt;
 	initScripts.sort_custom(self, &amp;quot;_compareScriptPriority&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 	for packedScript in initScripts:&lt;br /&gt;
 		Debug.l(&amp;quot;ModLoader: Running %s&amp;quot; % packedScript.resource_path)&lt;br /&gt;
 		var scriptInstance = packedScript.new(self)&lt;br /&gt;
 		add_child(scriptInstance)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 func _compareScriptPriority(a, b):&lt;br /&gt;
 	var aPrio = a.get_script_constant_map().get(&amp;quot;MOD_PRIORITY&amp;quot;, 0)&lt;br /&gt;
 	var bPrio = b.get_script_constant_map().get(&amp;quot;MOD_PRIORITY&amp;quot;, 0)&lt;br /&gt;
 	if aPrio != bPrio:&lt;br /&gt;
 		return aPrio &amp;lt; bPrio&lt;br /&gt;
 &lt;br /&gt;
 	&lt;br /&gt;
 	var aPath = a.resource_path&lt;br /&gt;
 	var bPath = b.resource_path&lt;br /&gt;
 	if aPath != bPath:&lt;br /&gt;
 		return aPath &amp;lt; bPath&lt;br /&gt;
 &lt;br /&gt;
 	return false&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 func installScriptExtension(childScriptPath:String):&lt;br /&gt;
 	var childScript = ResourceLoader.load(childScriptPath)&lt;br /&gt;
 &lt;br /&gt;
 	&lt;br /&gt;
 	&lt;br /&gt;
 	&lt;br /&gt;
 	&lt;br /&gt;
 	&lt;br /&gt;
 	&lt;br /&gt;
 	&lt;br /&gt;
 	childScript.new()&lt;br /&gt;
 &lt;br /&gt;
 	var parentScript = childScript.get_base_script()&lt;br /&gt;
 	var parentScriptPath = parentScript.resource_path&lt;br /&gt;
 	Debug.l(&amp;quot;ModLoader: Installing script extension: %s &amp;lt;- %s&amp;quot; % [parentScriptPath, childScriptPath])&lt;br /&gt;
 	childScript.take_over_path(parentScriptPath)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 func addTranslationsFromCSV(csvPath:String):&lt;br /&gt;
 	var translationCsv = File.new()&lt;br /&gt;
 	translationCsv.open(csvPath, File.READ)&lt;br /&gt;
 	var TranslationParsedCsv = {}&lt;br /&gt;
 &lt;br /&gt;
 	var translations = []&lt;br /&gt;
 &lt;br /&gt;
 	&lt;br /&gt;
 	var csvLine = translationCsv.get_csv_line()&lt;br /&gt;
 	for i in range(1, csvLine.size()):&lt;br /&gt;
 		var translationObject = Translation.new()&lt;br /&gt;
 		translationObject.locale = csvLine[i]&lt;br /&gt;
 		translations.append(translationObject)&lt;br /&gt;
 &lt;br /&gt;
 	&lt;br /&gt;
 	while not translationCsv.eof_reached():&lt;br /&gt;
 		csvLine = translationCsv.get_csv_line()&lt;br /&gt;
 		if csvLine.size() == 1 and csvLine[0] == &amp;quot;&amp;quot;:&lt;br /&gt;
 			break&lt;br /&gt;
 		var translationID = csvLine[0]&lt;br /&gt;
 		for i in range(1, csvLine.size()):&lt;br /&gt;
 			translations[i - 1].add_message(translationID, csvLine[i])&lt;br /&gt;
 &lt;br /&gt;
 	translationCsv.close()&lt;br /&gt;
 &lt;br /&gt;
 	&lt;br /&gt;
 	for translationObject in translations:&lt;br /&gt;
 		TranslationServer.add_translation(translationObject)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 func appendNodeInScene(modifiedScene, nodeName:String = &amp;quot;&amp;quot;, nodeParent = null, instancePath:String = &amp;quot;&amp;quot;, isVisible:bool = true):&lt;br /&gt;
 	var newNode&lt;br /&gt;
 	if instancePath != &amp;quot;&amp;quot;:&lt;br /&gt;
 		newNode = load(instancePath).instance()&lt;br /&gt;
 	else :&lt;br /&gt;
 		newNode = Node.instance()&lt;br /&gt;
 	if nodeName != &amp;quot;&amp;quot;:&lt;br /&gt;
 		newNode.name = nodeName&lt;br /&gt;
 	if isVisible == false:&lt;br /&gt;
 		newNode.visible = false&lt;br /&gt;
 	if nodeParent != null:&lt;br /&gt;
 		var tmpNode = modifiedScene.get_node(nodeParent)&lt;br /&gt;
 		tmpNode.add_child(newNode)&lt;br /&gt;
 		newNode.set_owner(modifiedScene)&lt;br /&gt;
 	else :&lt;br /&gt;
 		modifiedScene.add_child(newNode)&lt;br /&gt;
 		newNode.set_owner(modifiedScene)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 var _savedObjects = []&lt;br /&gt;
 &lt;br /&gt;
 func saveScene(modifiedScene, scenePath:String):&lt;br /&gt;
 	var packed_scene = PackedScene.new()&lt;br /&gt;
 	packed_scene.pack(modifiedScene)&lt;br /&gt;
 	packed_scene.take_over_path(scenePath)&lt;br /&gt;
 	_savedObjects.append(packed_scene)&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding&amp;diff=41316</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding&amp;diff=41316"/>
		<updated>2026-08-30T05:28:48Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page acts as a bridge to multiple pages related to modding ΔV:&lt;br /&gt;
&lt;br /&gt;
* [[Modding:Introduction to Modding|Introduction to Modding]] - A how-to on installing and uninstalling mods with a lot of useful information for anyone looking to mod.&lt;br /&gt;
* [[Mod List]] - A list of every known mod and tool repository for anyone looking for preexisting mods.&lt;br /&gt;
* [[Modding:Writing Your Own Mod|Writing Your Own Mod]] - Beginning of a collection of guides that cover the basics on writing a mod.&lt;br /&gt;
* [[Using the Godot Editor]] - Guide to setting up mods to be run in the Godot Editor.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Guides&amp;diff=41315</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Guides&amp;diff=41315"/>
		<updated>2026-08-30T05:28:27Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is dedicated to guides about the game. Need help learning how to play, or want to find out how to do something specific, then check here. If something is yet to be written, check this game&#039;s [https://steamcommunity.com/app/846030/guides/ Steam guide page] or ask on the [https://discord.gg/dv community Discord] for help or to request a guide for your liking in the [https://discord.com/channels/426287934870781952/598454634515791873 #wiki] channel. (if wiki channel link does not work, you might need to join the Discord server first using the previous link) &lt;br /&gt;
&lt;br /&gt;
== Beginners Basics: ==&lt;br /&gt;
&lt;br /&gt;
* [[Getting Started]] &lt;br /&gt;
* [[How to fly your ship]] &lt;br /&gt;
* [[Quickstart guide]]&lt;br /&gt;
* [[Tuning guide]]&lt;br /&gt;
* [[Navigating Enceladus Prime&#039;s Menus]]&lt;br /&gt;
* [[Energy Management]]&lt;br /&gt;
&lt;br /&gt;
== Ship &amp;amp; Equipment Loadouts: ==&lt;br /&gt;
&lt;br /&gt;
* [[How to fly your ship: Advanced]]&lt;br /&gt;
* [[Understanding the Ship&#039;s Equipment]]&lt;br /&gt;
* [[Beginner&#039;s Guide to Ships]]&lt;br /&gt;
* [[The Spoiler-Free New Game Strategy Guide for ΔV: What to Buy First and 3 Steps to 1M E$ per 15 Minutes]]&lt;br /&gt;
* [[Different Playstyles for the Ships You Own]]&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Derelict Hunting Guides: ==&lt;br /&gt;
&lt;br /&gt;
* [[Beginner&#039;s Guide to Derelicts]]&lt;br /&gt;
* [[Beginner&#039;s Guide to Pirate Hunting]]&lt;br /&gt;
* [[Hunting AI]]&lt;br /&gt;
&lt;br /&gt;
== Trading &amp;amp; Profiting in the Rings: ==&lt;br /&gt;
&lt;br /&gt;
* [[Profit Strategy - Derelicts]]&lt;br /&gt;
&lt;br /&gt;
== Lore &amp;amp; Story Guides: ==&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
* [[Modding:Introduction to Modding|Introduction to Modding]]&lt;br /&gt;
* [[Modding:Writing Your Own Mod|Writing Your Own Mod]]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Launch_Parameters&amp;diff=41314</id>
		<title>Launch Parameters</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Launch_Parameters&amp;diff=41314"/>
		<updated>2026-08-30T05:28:14Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently two known launch parameters (aka launch options) that ΔV currently recognizes.&lt;br /&gt;
&lt;br /&gt;
=== [[--enable-mods]] ===&lt;br /&gt;
This option enables the modloader, which allows the game to run mods whilst disabling achievements and the leaderboard while it is enabled. Check the [[Modding:Introduction to Modding|introduction to modding page]] to read more&lt;br /&gt;
&lt;br /&gt;
=== [[--debug-console]] ===&lt;br /&gt;
This option enables a select few tools intended to be used for testing the game&#039;s development. It adds several debug features, and moves the default functionality of the &amp;lt;code&amp;gt;`&amp;lt;/code&amp;gt; key to the F11 key.&lt;br /&gt;
&lt;br /&gt;
=== [[--screensaver]] ===&lt;br /&gt;
This removes all menu screens, and shows purely the main menu background animations for a neat screensaver. Pressing any key causes the game to exit&lt;br /&gt;
&lt;br /&gt;
=== [[Troubleshooting|--accumulate-input]] ===&lt;br /&gt;
This is a workaround for high-polling mice causing lag spikes in the game. Page links to the troubleshooting guide for more info.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding:Introduction_to_Modding&amp;diff=41313</id>
		<title>Modding:Introduction to Modding</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding:Introduction_to_Modding&amp;diff=41313"/>
		<updated>2026-08-30T05:27:58Z</updated>

		<summary type="html">&lt;p&gt;Hev: Hev moved page Introduction to Modding to Modding:Introduction to Modding without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Delta-V: Rings of Saturn supports mods, and has provided modding support since mid-2021. The game&#039;s modloader, when active, loads mods as .zip files from a &#039;mods&#039; folder within the game&#039;s directory.&lt;br /&gt;
&lt;br /&gt;
Mods can execute unsafe or dangerous code on your computer, and may carry bugs or game-breaking issues. Mods are not guaranteed to be compatible with another mod, and it is advised to use only a small handful of mods at a time to get the best experience from them. Contact the mod author if you have problems, as Kodera Software cannot and will not help with problems caused by mods, and will flag bugs reported as &amp;quot;using mods&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you want to make your own mod, check out [https://github.com/ZakrinYoran/Delta-V-Modding Za&#039;krin&#039;s Modding Helper Guide], and the [https://discord.com/channels/426287934870781952/1252866978075512863 modding help channel] in the [https://discord.gg/dv Kodera Software Discord] where you can ask for assistance, or the (currently under construction) [[Technical Info|technical info]] page which goes into how various numbers and mechanics work and are formatted. (if the first discord link does not work, you may need to have joined the Discord server, which you can do [https://discord.gg/dv here]&lt;br /&gt;
&lt;br /&gt;
If you are already familiar with how modding works and are aware of the dangers, you can find a list of every known mod and mod repository on it&#039;s [[Mod List|dedicated page]]. &lt;br /&gt;
&lt;br /&gt;
It is highly advised you give the &#039;&#039;Getting Started section&#039;&#039; a read, as mods can very easily cause irreparable damage to your save. &#039;&#039;&#039;YOU HAVE BEEN WARNED!!!&#039;&#039;&#039;&lt;br /&gt;
==Getting Started With Installing Mods==&lt;br /&gt;
This part of the guide will assume you&#039;re on Steam, and using Windows given it is a port of [https://steamcommunity.com/sharedfiles/filedetails/?id=3406497378 this guide], however they will work with alternatives on other Operating Systems and launchers. If you need any help, feel free to ask on the [https://discord.gg/dv ΔV Discord]&lt;br /&gt;
&lt;br /&gt;
=== Part One: Installing Mods ===&lt;br /&gt;
Starting off with this section may seem counter-intuitive to some, however it is one of the easiest steps, and provides the setup needed for when you actually come to download mods.&lt;br /&gt;
&lt;br /&gt;
==== Creating the Mods Folder ====&lt;br /&gt;
The first step is making a folder for the mods to go. To start off with, you either right click on the game, or click the gear icon on the game page, then go to the &amp;quot;Manage&amp;quot; tab, then &amp;quot;Browse local files&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Browse Local Files.png]]&lt;br /&gt;
&lt;br /&gt;
This will open up a file explorer (or your OSes equivalent) at the location of the game&#039;s executable and .pck files. Here, you will want to create a new folder, and name it &#039;&#039;&#039;mods&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Mod Guide - Mod Folder.png]]&lt;br /&gt;
&lt;br /&gt;
From here, this is the folder where you&#039;ll be placing the .zip files of the mods you want to install.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - zip examples.png]]&lt;br /&gt;
&lt;br /&gt;
==== Enabling Mods ====&lt;br /&gt;
Similar to accessing the executable&#039;s folder, you&#039;ll want to either right click or press the gear icon, and this time go to the properties section.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Properties.png]]&lt;br /&gt;
&lt;br /&gt;
From here, you&#039;ll want to select the launch options, and put &#039;&#039;&#039;--enable-mods&#039;&#039;&#039;. While this is in the launch options (as long as there&#039;s no typo), mods will load and you will no longer be able to earn achievements or leaderboards, however achievement progress won&#039;t be blocked internally and can be granted after disabling mods.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Launch params.png]]&lt;br /&gt;
&lt;br /&gt;
Once this has been enabled, mods will load. If you want to stop loading a mod, you can change the file extension to anything that isn&#039;t a &#039;&#039;&#039;.zip&#039;&#039;&#039; file, move it to a different folder, or if you want to stop loading all mods, you can remove the &#039;&#039;&#039;--enable-mods&#039;&#039;&#039; flag.&lt;br /&gt;
&lt;br /&gt;
=== Part Two: Downloading Mods ===&lt;br /&gt;
&lt;br /&gt;
==== Where Do I Find Mods ====&lt;br /&gt;
Mods will be distributed through a multitude of ways. Most have their own Github or Gitlab repository, many have threads on the ΔV Discord&#039;s workshop board, and a handful are available on the [https://www.nexusmods.com/dvringsofsaturn Nexusmods page for ΔV]. If you want an easy way to look over available mods, a list is maintained on the [[Mod List|wiki]] containing every known mod for the game, including redundant or currently broken mods.&lt;br /&gt;
&lt;br /&gt;
==== Downloading Mods from Github ====&lt;br /&gt;
Most mods have a Github release, and depending on how they&#039;re set up, will have different ways of downloading them.&lt;br /&gt;
&lt;br /&gt;
===== Github Releases Tab =====&lt;br /&gt;
The first and most common way to download a mod is through the releases tab of the mod. The releases section is on the right-hand-side of the page. Clicking on the Releases text shows all releases, with the most recent release being displayed directly below it. I&#039;m using my own mod as an example, as many mods follow a similar scheme.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Github Releases Button.png|1080x1080px]]&lt;br /&gt;
From here, you will want to go to the release of choice. Clicking on the latest release is usually the best way, but some may have several releases for different mods, especially those with multiple mods in the same repository (such as [https://github.com/digitalbarrito/BootlegIndustries Bootleg Industries]). In this case, there is one mod release to check, being the latest, and you&#039;ll want to download the pre-compiled zip. Some mods may have several pre-compiled zips, where you can choose specific mod versions to your liking.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Github Releases Download.png|1080x1080px]]&lt;br /&gt;
&lt;br /&gt;
===== Pre-compiled Zips In the Repository =====&lt;br /&gt;
Some mods (such as for this example, [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/ K-Tech Industrial of Mars]) have the pre-compiled zips stored within the repository itself. There are a few ways to download these. The first is to download the entire repository using either the download zip from the code button, or the download source button from the releases tab. From there, you can open the zip, go through the folders and extract the zip files you want.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Github Download A.png]][[File:Modding Guide - Github Download B.png]]&lt;br /&gt;
&lt;br /&gt;
The second way is to download each zip individually. For this, navigate through the repository&#039;s folder structure, open the desired zip, and press the download button. This method is considerably slower, and only a good idea if you only want one or two of the mods offered through this method.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Github Download C.png|1080x1080px]]&lt;br /&gt;
&lt;br /&gt;
===== Compiling Uncompiled Mods =====&lt;br /&gt;
Several mods are provided on the repository, but don&#039;t have either a release or compiled zip elsewhere. These are more difficult as you have to manually zip each mod yourself. First you&#039;ll want to do similar to the last section with downloading the repository&#039;s files (see above). After this, you&#039;ll want to extract the entire folder to an accessible folder (the downloads folder is usually a reliable choice). Next, you&#039;ll decide which mod you want to download. For this example, I&#039;ll be using Bootleg Industries&#039;s TurnNBurn mod, which unlike the PDT laser and ERM420 mods from that collection, lacks a release.&lt;br /&gt;
The first step is to find the mod&#039;s ModMain.gd file. This file is the core to where the game loads the mod, and if it&#039;s not in the right place, it will fail to load.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Compiling Part A.png]]&lt;br /&gt;
&lt;br /&gt;
Once you have found the ModMain.gd file, you go to the previous folder above it, and compress the folder that the ModMain is contained in. On Windows 11, this can be done by right clicking the folder, then clicking &#039;Compress to...&amp;quot;, then clicking &amp;quot;ZIP File&amp;quot;. On Windows 10, this can be done by right clicking the folder, then &amp;quot;Send to&amp;quot;, then &amp;quot;compressed folder&amp;quot; (no screenshot for the latter as I don&#039;t have a Win10 device on hand while writing this).&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Compiling Part B.png]]&lt;br /&gt;
&lt;br /&gt;
This should produce a zip that can be loaded by the game.&lt;br /&gt;
&lt;br /&gt;
==== Downloading Mods from Nexus ====&lt;br /&gt;
This step is rather straightforward. Each mod on Nexus has a manual download button, which should show you the steps needed to download the zip just fine. Just follow through with the free options and you should have it downloaded in seconds.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Downloading from Nexus.png|1080x1080px]]&lt;br /&gt;
&lt;br /&gt;
==== Downloading Mods from Gitlab ====&lt;br /&gt;
Most of the old mods (pre-Za&#039;Krin era mods) were hosted on the [https://gitlab.com/Delta-V-Modding/Mods modding Gitlab]. Most of these mods are very old, and are not guaranteed to work, however you can always ask for an updated version on the Discord in case you want a patch made.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Downloading from Gitlab A.png]]&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the mod you want, most will provide a link to a CI artefacts link, where a large and obvious download button is provided for the zip.&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Downloading from Gitlab B.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Modding Guide - Downloading from Gitlab C.png|1080x1080px]]&lt;br /&gt;
&lt;br /&gt;
==== Downloading Mods from Other Places ====&lt;br /&gt;
This guide has gone over most of the hosting sites used for mods, however some may be downloaded from elsewhere. Most others you&#039;ll find will be on the Discord, which is rather easy and intuitive to download from and will work out of the box. Other sites may be used in future, after this guide was written, and if they become common enough, may get a section of their own.&lt;br /&gt;
== Uninstalling mods ==&lt;br /&gt;
Removing mods is generally an easy of a step as installing, and in many cases easier as if you just want to stop using mods entirely, as you only need to remove the &amp;lt;code&amp;gt;--enable-mods&amp;lt;/code&amp;gt; launch parameter. Stopping mods from loading is effectively as easy as moving them to a different folder or changing the file&#039;s extension. The most common methods involve creating a subfolder named &amp;lt;code&amp;gt;disabled&amp;lt;/code&amp;gt; and moving unwanted mods there, or adding a &amp;lt;code&amp;gt;.disabled&amp;lt;/code&amp;gt; extension to the mod to disable it. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; these methods may not work when loaded using mods that extend modloader functionality.&lt;br /&gt;
&lt;br /&gt;
However, some mods (namely mods that add content in the form of ships, equipment, locations, and the like) may need extra steps to go through before a save that had been used can be loaded without that mod. Mods generally fall into one of three categories when it comes to footprint: none (lightweight mods), null equipment, and ghost slots.&lt;br /&gt;
&lt;br /&gt;
==== None (Lightweight Mods) ====&lt;br /&gt;
These mods generally don&#039;t add much in terms of functionality. Most of the time they compliment without adding anything &#039;new&#039;, or add onto existing vanilla mechanics that the vanilla game can handle perfectly fine. &lt;br /&gt;
&lt;br /&gt;
You will be free to add and remove these mods at will.&lt;br /&gt;
&lt;br /&gt;
==== Null Equipment ====&lt;br /&gt;
Although these mods will have slight differences depending on which equipment becomes unavailable (ships or equipment), they&#039;re classified under the same category as both require a very minor task to be vanilla-compatible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Equipment:&#039;&#039;&#039; Any equipment added by mods that is compatible with vanilla slots will just not appear on the slots they were fitted to, and it will act like an empty equipment worth 0 E$. The only loss with this is whatever the equipment cost to apply, which could easily be sold with the mod enabled to get the money back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Ships:&#039;&#039;&#039; New ships will work very similarly to new equipment, in the fact they just disappear from the fleet menu. &#039;&#039;&#039;HOWEVER&#039;&#039;&#039;, if the ship is the active ship, it will crash the game. The solution is to just switch to a vanilla ship before removing the mod.&lt;br /&gt;
&lt;br /&gt;
==== Ghost Slots ====&lt;br /&gt;
Ghost slots appear when any mod that physically changes how slots are handled on a ship gets removed, and act in one of two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirrored Slots:&#039;&#039;&#039; these appear with two or more slots on the equipment screen with the same title, and always share the same equipment regardless when one changes. These can also work vice versa where one slot type on the equipment screen changes equipment on the ship in more than one place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empty Slots:&#039;&#039;&#039; these are slots on the equipment screen that can be interacted with and have equipment changed on, but doesn&#039;t get applied on the ship.&lt;br /&gt;
&lt;br /&gt;
These happen when a mod that altered the way slots are used on a ship gets removed. This can be counteracted by buying a new ship from the dealer.&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
* [https://discord.gg/dv ΔV Discord] ([https://discord.com/channels/426287934870781952/1175491436788060301 Workshop Postboard], [https://discord.com/channels/426287934870781952/1252866978075512863 Mod Dev Discussion/Help thread])&lt;br /&gt;
* [[Mod List|Wiki mod list]]&lt;br /&gt;
* [https://www.nexusmods.com/dvringsofsaturn ΔV Nexusmods]&lt;br /&gt;
* [https://gitlab.com/Delta-V-Modding/Mods ΔV Gitlab]&lt;br /&gt;
&lt;br /&gt;
Special thanks goes to Za&#039;Krin for helping spark the recent surge in mods for this game (including the small handful of mods I&#039;ve written), as well as providing the backbone for most mods produced starting from the mod Industries of Enceladus a few months back.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Wiki:Style_guide&amp;diff=41312</id>
		<title>Wiki:Style guide</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Wiki:Style_guide&amp;diff=41312"/>
		<updated>2026-08-30T05:27:12Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The wiki aims to be as freeform as possible, trying to prevent creative restrictions. This page is just a set of guideline-esque standards that have come about, and you do not need to follow them, but it may make things look a bit more uniform if you choose to.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
* Since the game has been set to use US English as the standard, the wiki should follow suit. Not all pages have made the changes, but if you see any that could do with changing it would be appreciated.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
&lt;br /&gt;
* Page header images should aim to use a 1080x300 to 1080x360 resolution. The height can be off, but the width resolution is the size to aim for as it spans the width of the page to be flush on desktop systems.&lt;br /&gt;
* Image used to showcase equipment should be shown on a K37, and uses the leftmost hardpoint (if applicable). Images can be different resolutions, but a good size to use is a 500x330 resolution and use the thumbnail image type. &lt;br /&gt;
* If you want to source a layered file that was used to produce an image, given restrictions for the wiki&#039;s file uploads, you would have to link it externally and add the URL to the file&#039;s description when uploading.&lt;br /&gt;
&lt;br /&gt;
=== Page Prefixes ===&lt;br /&gt;
&lt;br /&gt;
Some pages should preferably use a suffix for specific content:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mod:&#039;&#039;&#039; - Page dedicated to a specific mod&lt;br /&gt;
* &#039;&#039;&#039;Modding:&#039;&#039;&#039; - Guide that covers a modding topic&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding&amp;diff=41311</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding&amp;diff=41311"/>
		<updated>2026-08-30T05:23:25Z</updated>

		<summary type="html">&lt;p&gt;Hev: Added `Modding:` prefix to mod guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page acts as a bridge to multiple pages related to modding ΔV:&lt;br /&gt;
&lt;br /&gt;
* [[Introduction to Modding]] - A how-to on installing and uninstalling mods with a lot of useful information for anyone looking to mod.&lt;br /&gt;
* [[Mod List]] - A list of every known mod and tool repository for anyone looking for preexisting mods.&lt;br /&gt;
* [[Modding:Writing Your Own Mod|Writing Your Own Mod]] - Beginning of a collection of guides that cover the basics on writing a mod.&lt;br /&gt;
* [[Using the Godot Editor]] - Guide to setting up mods to be run in the Godot Editor.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Guides&amp;diff=41310</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Guides&amp;diff=41310"/>
		<updated>2026-08-30T05:23:08Z</updated>

		<summary type="html">&lt;p&gt;Hev: Added `Modding:` prefix to mod guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is dedicated to guides about the game. Need help learning how to play, or want to find out how to do something specific, then check here. If something is yet to be written, check this game&#039;s [https://steamcommunity.com/app/846030/guides/ Steam guide page] or ask on the [https://discord.gg/dv community Discord] for help or to request a guide for your liking in the [https://discord.com/channels/426287934870781952/598454634515791873 #wiki] channel. (if wiki channel link does not work, you might need to join the Discord server first using the previous link) &lt;br /&gt;
&lt;br /&gt;
== Beginners Basics: ==&lt;br /&gt;
&lt;br /&gt;
* [[Getting Started]] &lt;br /&gt;
* [[How to fly your ship]] &lt;br /&gt;
* [[Quickstart guide]]&lt;br /&gt;
* [[Tuning guide]]&lt;br /&gt;
* [[Navigating Enceladus Prime&#039;s Menus]]&lt;br /&gt;
* [[Energy Management]]&lt;br /&gt;
&lt;br /&gt;
== Ship &amp;amp; Equipment Loadouts: ==&lt;br /&gt;
&lt;br /&gt;
* [[How to fly your ship: Advanced]]&lt;br /&gt;
* [[Understanding the Ship&#039;s Equipment]]&lt;br /&gt;
* [[Beginner&#039;s Guide to Ships]]&lt;br /&gt;
* [[The Spoiler-Free New Game Strategy Guide for ΔV: What to Buy First and 3 Steps to 1M E$ per 15 Minutes]]&lt;br /&gt;
* [[Different Playstyles for the Ships You Own]]&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Derelict Hunting Guides: ==&lt;br /&gt;
&lt;br /&gt;
* [[Beginner&#039;s Guide to Derelicts]]&lt;br /&gt;
* [[Beginner&#039;s Guide to Pirate Hunting]]&lt;br /&gt;
* [[Hunting AI]]&lt;br /&gt;
&lt;br /&gt;
== Trading &amp;amp; Profiting in the Rings: ==&lt;br /&gt;
&lt;br /&gt;
* [[Profit Strategy - Derelicts]]&lt;br /&gt;
&lt;br /&gt;
== Lore &amp;amp; Story Guides: ==&lt;br /&gt;
* N/A&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
* [[Introduction to Modding]]&lt;br /&gt;
* [[Modding:Writing Your Own Mod|Writing Your Own Mod]]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41309</id>
		<title>Modding:Writing Your Own Mod</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Modding:Writing_Your_Own_Mod&amp;diff=41309"/>
		<updated>2026-08-30T05:22:34Z</updated>

		<summary type="html">&lt;p&gt;Hev: Hev moved page Writing Your Own Mod to Modding:Writing Your Own Mod without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide covers the basics to getting started with writing a mod for ΔV. It is a modified version of [https://github.com/ZakrinYoran/Delta-V-Modding Za&#039;krin&#039;s modding guide], where a large portion of the credit will be given.&lt;br /&gt;
&lt;br /&gt;
This guide is written for Windows users, however the equivalent for operating systems such as Linux and OS X should work extremely similarly.&lt;br /&gt;
&lt;br /&gt;
= Setup =&lt;br /&gt;
This section will cover the resources used for modding. They are heavily encourage to be used, as it will make your life considerably easier with their use.&lt;br /&gt;
&lt;br /&gt;
=== Downloaded Resources ===&lt;br /&gt;
First off, you will need a copy of [https://store.steampowered.com/app/846030/DV_Rings_of_Saturn/ ΔV: Rings of Saturn] as a decompiled copy of the game will be used as a reference. &lt;br /&gt;
&lt;br /&gt;
* A demo build will work fine as well, as at the time of writing, it and the full release are identical.&lt;br /&gt;
&lt;br /&gt;
Second, the [https://godotengine.org/download/archive/3.6-stable/ Godot Game Engine], specifically version 3.6, which is used for the writing and editing of mods. &lt;br /&gt;
&lt;br /&gt;
Third, [https://github.com/GDRETools/gdsdecomp/releases/latest Godot Reverse Engineering Tools] (a.k.a. GDRE), which is used to decompile the game.&lt;br /&gt;
&lt;br /&gt;
Extract and move these to somewhere accessible.&lt;br /&gt;
&lt;br /&gt;
=== Decompiling ===&lt;br /&gt;
The process for decompiling ΔV is fairly straightforward when using GDRE.&lt;br /&gt;
&lt;br /&gt;
* Open the folder containing &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; in your file explorer.&lt;br /&gt;
* Open the ΔV game folder (on steam it&#039;s Right-Click -&amp;gt; Manage -&amp;gt; Browse Local Files).&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; (not &amp;lt;code&amp;gt;.exe&amp;lt;/code&amp;gt;!) into the GDRE folder.&lt;br /&gt;
* Open GDRE and select &amp;quot;Recover Project&amp;quot; from the &amp;quot;RE Tools&amp;quot; menu.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; and wait for the file verification process to finish.&lt;br /&gt;
* Leave the default settings, set the folder location, and extract the project.&lt;br /&gt;
* Once the extraction process is finished, ΔV should be ready for import into Godot.&lt;br /&gt;
&lt;br /&gt;
In the case where there have been problems using the GUI, the command line can be used instead. To use that instead of the GUI, follow the below steps:&lt;br /&gt;
&lt;br /&gt;
* Copy &amp;lt;code&amp;gt;Delta-V.pck&amp;lt;/code&amp;gt; into the GDRE folder as before.&lt;br /&gt;
* Open windows command prompt and &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; into the folder (e.g. &amp;lt;code&amp;gt;cd C:\godotTools\GDRE_tools&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Run &amp;lt;code&amp;gt;gdre_tools.exe&amp;lt;/code&amp;gt; with the following command: &amp;lt;code&amp;gt;gdre_tools --headless --recover=Delta-V.pck&amp;lt;/code&amp;gt;. This will create a new folder called containing the decompiled game files.&lt;br /&gt;
* Move the decompiled files to wherever you want your project located.&lt;br /&gt;
&lt;br /&gt;
For more detail on the usage of GDRE, see the [https://github.com/bruvzg/gdsdecomp?tab=readme-ov-file#usage usage section of their readme].&lt;br /&gt;
&lt;br /&gt;
=== Importing into Godot ===&lt;br /&gt;
Loading the decompiled game files into Godot is rather simple.&lt;br /&gt;
&lt;br /&gt;
* Open your copy of Godot and select the &#039;Import&#039; option.&lt;br /&gt;
* Navigate to where you stored your decompiled version of ΔV and select the &amp;lt;code&amp;gt;project.godot&amp;lt;/code&amp;gt; file.&lt;br /&gt;
* Launch the Delta-V Project, and let Godot import all of the files.&lt;br /&gt;
&lt;br /&gt;
The initial import process will take a couple of minutes at worst if everything is followed. In the case where it takes a significant amount of time, you may have used a newer version of GDRE. If it appears to freeze, don&#039;t worry, it is still processing, and can be used regardless. After the first import, future loading times usually will be significantly better, although it is always better to use GDRE 0.5.3 to ensure quick loading times.&lt;br /&gt;
&lt;br /&gt;
It may also be worth taking a look at the guide for modding with the Godot Editor, [[Using the Godot Editor|which can be found here]].&lt;br /&gt;
&lt;br /&gt;
= Mod Structure =&lt;br /&gt;
ΔV mods (and Godot projects in general) work in a hierarchical file structure centered around the project&#039;s root folder (referred to as &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;). If any file isn&#039;t referenced relative to the executed code, it will be relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;. There are also other file system prefixes, such as &amp;lt;code&amp;gt;user://&amp;lt;/code&amp;gt; and the OS&#039;s file system paths, however these are very rarely used, especially for modding, so will only be covered briefly later down the line.&lt;br /&gt;
&lt;br /&gt;
=== Mod Folder Structure ===&lt;br /&gt;
Mod zips will be mounted to the root as how they appear in the zip. For example, a zip with the structure of &amp;lt;code&amp;gt;A_Mod.zip/ModFolder/ModMain.gd&amp;lt;/code&amp;gt; is the equivalent to having added a folder named ModFolder to the root folder and adding the ModMain.gd file in it. In terms of &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt;, it appears like &amp;lt;code&amp;gt;res://ModFolder/ModMain.gd&amp;lt;/code&amp;gt;. Mods don&#039;t need to follow this structure explicitly, however it is extremely convenient when structured like this as it makes it easy to work with in the editor.&lt;br /&gt;
&lt;br /&gt;
=== ModMain.gd ===&lt;br /&gt;
The &amp;lt;code&amp;gt;ModMain.gd&amp;lt;/code&amp;gt; file is just about the most important file in the entirety of the mod. It is where the mod&#039;s resources are initially loaded and run. Even if only a single file is needed to be loaded to get the entire mod to run, it will not work if not referenced here.&lt;br /&gt;
&lt;br /&gt;
It can be as simple or complex as you like, however the commonly utilized format works as follows:&lt;br /&gt;
 extends Node&lt;br /&gt;
 # Set mod priority if you want it to load before/after other mods&lt;br /&gt;
 # Mods are loaded from lowest to highest priority, default is 0&lt;br /&gt;
 const MOD_PRIORITY = 0&lt;br /&gt;
 # Name of the mod, used for writing to the logs&lt;br /&gt;
 const MOD_NAME = &amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 # Path of the mod folder, automatically generated on runtime&lt;br /&gt;
 var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&lt;br /&gt;
 # Required var for the replaceScene() func to work&lt;br /&gt;
 var _savedObjects := []&lt;br /&gt;
 var modConfig = {}&lt;br /&gt;
 #Initializes the configuration variable. Used by loadSettings.&lt;br /&gt;
 # Initialize the mod&lt;br /&gt;
 # This function is executed before the majority of the game is loaded&lt;br /&gt;
 # Only the Tool and Debug AutoLoads are available&lt;br /&gt;
 # Script and scene replacements should be done here, before the originals are loaded&lt;br /&gt;
 func _init(modLoader = ModLoader):&lt;br /&gt;
 	l(&amp;quot;Initializing DLC&amp;quot;)&lt;br /&gt;
 	&lt;br /&gt;
 	loadDLC() # preloads DLC as things may break if this isn&#039;t done&lt;br /&gt;
 	&lt;br /&gt;
 	# At this point, you are free to start modifying your code. &lt;br /&gt;
 	installScriptExtension(&amp;quot;Example/Script.gd&amp;quot;) # Example of how the file structure. Folders are relative to this file&lt;br /&gt;
 	replaceScene(&amp;quot;Example/Scene.tscn&amp;quot;) # Similar to the example script&lt;br /&gt;
 	&lt;br /&gt;
 # Do stuff on ready&lt;br /&gt;
 # At this point all AutoLoads are available and the game is loaded&lt;br /&gt;
 func _ready():&lt;br /&gt;
 	l(&amp;quot;Readying&amp;quot;)&lt;br /&gt;
 	l(&amp;quot;Ready&amp;quot;)&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # Helper function to extend scripts&lt;br /&gt;
 # Loads the script you pass, checks what script is extended, and overrides it&lt;br /&gt;
 func installScriptExtension(path:String):&lt;br /&gt;
 	var childPath:String = str(modPath + path)&lt;br /&gt;
 	var childScript:Script = ResourceLoader.load(childPath)&lt;br /&gt;
 	childScript.new()&lt;br /&gt;
 	var parentScript:Script = childScript.get_base_script()&lt;br /&gt;
 	var parentPath:String = parentScript.resource_path&lt;br /&gt;
 	l(&amp;quot;Installing script extension: %s &amp;lt;- %s&amp;quot; % [parentPath, childPath])&lt;br /&gt;
 	childScript.take_over_path(parentPath)&lt;br /&gt;
 &lt;br /&gt;
 # Helper function to replace scenes&lt;br /&gt;
 # Can either be passed a single path, or two paths&lt;br /&gt;
 # With a single path, it will replace the vanilla scene in the same relative position&lt;br /&gt;
 func replaceScene(newPath:String, oldPath:String = &amp;quot;&amp;quot;):&lt;br /&gt;
 	l(&amp;quot;Updating scene: %s&amp;quot; % newPath)&lt;br /&gt;
 	if oldPath.empty():&lt;br /&gt;
 		oldPath = str(&amp;quot;res://&amp;quot; + newPath)&lt;br /&gt;
 	newPath = str(modPath + newPath)&lt;br /&gt;
 	var scene := load(newPath)&lt;br /&gt;
 	scene.take_over_path(oldPath)&lt;br /&gt;
 	_savedObjects.append(scene)&lt;br /&gt;
 	l(&amp;quot;Finished updating: %s&amp;quot; % oldPath)&lt;br /&gt;
 # Instances Settings.gd, loads DLC, then frees the script.&lt;br /&gt;
 func loadDLC():&lt;br /&gt;
 	l(&amp;quot;Preloading DLC as workaround&amp;quot;)&lt;br /&gt;
 	var DLCLoader:Settings = preload(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	DLCLoader.loadDLC()&lt;br /&gt;
 	DLCLoader.queue_free()&lt;br /&gt;
 	l(&amp;quot;Finished loading DLC&amp;quot;)&lt;br /&gt;
 # Func to print messages to the logs&lt;br /&gt;
 func l(msg:String, title:String = MOD_NAME, version:String = MOD_VERSION):&lt;br /&gt;
 	Debug.l(&amp;quot;[%s V%s]: %s&amp;quot; % [title, version, msg])&lt;br /&gt;
The additional functions provided with this script are not necessary, however are used by effectively every mod, and are left for convenience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Runtime variables&amp;lt;/big&amp;gt; (&#039;&#039;&#039;variables used by the mod menu for the workings of other functions&#039;&#039;&#039;):&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_PRIORITY = 0&amp;lt;/code&amp;gt;: The load priority of the mod. Zero by default, but can be changed to any integer. If a mod has the same priority, then it will go in alphabetical order of the zip files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;const MOD_NAME = &amp;quot;&amp;quot; AND const MOD_VERSION = &amp;quot;1.0.0&amp;quot;&amp;lt;/code&amp;gt;: Mod name and versions. Directly used for logging purposes with the &amp;lt;code&amp;gt;l()&amp;lt;/code&amp;gt; function later down the line, however is also used by the mod menu if you  choose to install it (more on that later)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var modPath:String = get_script().resource_path.get_base_dir() + &amp;quot;/&amp;quot;&amp;lt;/code&amp;gt;: used to get the ModMain&#039;s file path. Used for other functions so is best leaving alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;var _savedObjects := []&amp;lt;/code&amp;gt;: variable used by the &amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; function. This should be left blank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;System functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;static functions that should be where the body of your ModMain are&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _init(modLoader = ModLoader):&amp;lt;/code&amp;gt;: Any functions loaded in this function are done as soon as the script is run. The modloader variable is used to load various functions from the modloader as autoloads are not available yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; should be loaded as early as possible in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function. Ensures DLC loads properly as it breaks when mods are loaded for whatever reason&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;func _ready():&amp;lt;/code&amp;gt;: Functions loaded here will be loaded once everything else has loaded and all autoloads are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Load Functions&amp;lt;/big&amp;gt; (&#039;&#039;&#039;functions used to load resources from your mod&#039;&#039;&#039;):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;replaceScene&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene()&amp;lt;/code&amp;gt; overrides or replaces a vanilla scene.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newPath:String&amp;lt;/code&amp;gt; is the path to your modded scene, relative to the mod folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldPath:String&amp;lt;/code&amp;gt; is an optional path to the vanilla scene you are overriding, if no path is provided, the same path as your new scene will be used, but relative to &amp;lt;code&amp;gt;res://&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
* Replacing scenes requires loading the scene, which loads any resources present in the scene. Make sure any resources present (e.g. scripts) are modified before the scene is replaced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene from your mod at &amp;lt;code&amp;gt;res://ModFolder/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; that modifies the K37 ship scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;replaceScene(&amp;quot;modifications/ships/RA-TRTL.tscn&amp;quot;,&amp;quot;res://ships/RA-TRTL.tscn&amp;quot;)&amp;lt;/code&amp;gt; loads a scene in your mod&#039;s folder at &amp;lt;code&amp;gt;res://ModFolder/modifications/ships/RA-TRTL.tscn&amp;lt;/code&amp;gt; which modifies the K37 scene at the vanilla location &amp;lt;code&amp;gt;res://ships/RA-TRTL.tscn&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;installScriptExtension&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension()&amp;lt;/code&amp;gt; is used to override vanilla script behavior.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;path:String&amp;lt;/code&amp;gt; is the path to the new script, relative to the root of the mod folder.&lt;br /&gt;
* The [https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_basics.html#inheritance inherited] script gets overridden, whenever it is used, your modified script will instead be applied.&lt;br /&gt;
* Inheritance is very powerful, and can be used to override most vanilla behavior, with some exceptions.&lt;br /&gt;
* Scripts must be extended before they are loaded. Once applied to a node, the script is locked in and modifying the script resource will not affect existing instances.&lt;br /&gt;
* It can be used to load new scripts, however it is best used to modify preexisting scripts from the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;installScriptExtension(&amp;quot;ships/Shipyard.gd&amp;quot;)&amp;lt;/code&amp;gt; loads a script from &amp;lt;code&amp;gt;res://ModFolder/ships/Shipyard.gd&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==== Add Translations ====&lt;br /&gt;
Translations are a useful part of any mod that adds something visually. They can be useful both for providing localized resources for anyone willing to translate, as well as giving names to any system names that couldn&#039;t be written as plain text (such as ship names). Translations are best handled through the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; function, with the following function itself being placed somewhere within the ModMain file.: &lt;br /&gt;
 &lt;br /&gt;
 # Helper script to load translations using csv format&lt;br /&gt;
 # `path` is the path to the transalation file&lt;br /&gt;
 # `delim` is the symbol used to seperate the values&lt;br /&gt;
 # `useRelativePath` setting it to false uses a `res://` relative path instead of relative to the file&lt;br /&gt;
 # `fullLogging` setting it to false reduces the number of logs written to only display the number of translations made&lt;br /&gt;
 # example usage: updateTL(&amp;quot;i18n/translation.txt&amp;quot;, &amp;quot;|&amp;quot;)&lt;br /&gt;
 func updateTL(path:String, delim:String = &amp;quot;,&amp;quot;, useRelativePath:bool = true, fullLogging:bool = true):&lt;br /&gt;
 	if useRelativePath:&lt;br /&gt;
 		path = str(modPath + path)&lt;br /&gt;
 	l(&amp;quot;Adding translations from: %s&amp;quot; % path)&lt;br /&gt;
 	var tlFile:File = File.new()&lt;br /&gt;
 	tlFile.open(path, File.READ)&lt;br /&gt;
 	var translations := []&lt;br /&gt;
 	&lt;br /&gt;
 	var translationCount = 0&lt;br /&gt;
 	var csvLine := tlFile.get_line().split(delim)&lt;br /&gt;
 	if fullLogging:&lt;br /&gt;
 		l(&amp;quot;Adding translations as: %s&amp;quot; % csvLine)&lt;br /&gt;
 	for i in range(1, csvLine.size()):&lt;br /&gt;
 		var translationObject := Translation.new()&lt;br /&gt;
 		translationObject.locale = csvLine[i]&lt;br /&gt;
 		translations.append(translationObject)&lt;br /&gt;
 	while not tlFile.eof_reached():&lt;br /&gt;
 		csvLine = tlFile.get_csv_line(delim)&lt;br /&gt;
 		if csvLine.size() &amp;gt; 1:&lt;br /&gt;
 			var translationID := csvLine[0]&lt;br /&gt;
 			for i in range(1, csvLine.size()):&lt;br /&gt;
 				translations[i - 1].add_message(translationID, csvLine[i].c_unescape())&lt;br /&gt;
 			if fullLogging:&lt;br /&gt;
 				l(&amp;quot;Added translation: %s&amp;quot; % csvLine)&lt;br /&gt;
 			translationCount += 1&lt;br /&gt;
 	tlFile.close()&lt;br /&gt;
 	for translationObject in translations:&lt;br /&gt;
 		var pms = translationObject.get_message_list()&lt;br /&gt;
 		var pmL = []&lt;br /&gt;
 		for m in pms:&lt;br /&gt;
 			var pt = translationObject.get_message(m)&lt;br /&gt;
 			pmL.append([m,pt])&lt;br /&gt;
 		var tr = TranslationServer.translate(pms[0])&lt;br /&gt;
 		TranslationServer.add_translation(translationObject)&lt;br /&gt;
 		var pms2 = translationObject.get_message_list()&lt;br /&gt;
 		var tr2 = TranslationServer.translate(pms[0])&lt;br /&gt;
 		pass&lt;br /&gt;
 	l(&amp;quot;%s Translations Updated&amp;quot; % translationCount)&lt;br /&gt;
&lt;br /&gt;
Syntax for the command is handled as &amp;lt;code&amp;gt;updateTL(path, delim)&amp;lt;/code&amp;gt; where &amp;lt;code&amp;gt;path&amp;lt;/code&amp;gt; is the path relative to the ModMain, and &amp;lt;code&amp;gt;delim&amp;lt;/code&amp;gt; is the character or string which the translation identifier and text are split with. &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; is commonly used as it is used very rarely. Other optional booleans include &amp;lt;code&amp;gt;useRelativePath&amp;lt;/code&amp;gt; which while it&#039;s enabled (and is by default), lets you use paths relative to the ModMain.gd file instead of the full paths, and &amp;lt;code&amp;gt;fullLogging&amp;lt;/code&amp;gt; makes the command more verbose and logs everything that it is doing, and is enabled by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;updateTL(&amp;quot;i18n/en.txt&amp;quot;,&amp;quot;|&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this loads a translation file at &amp;lt;code&amp;gt;res://ModFolder/i18n/en.txt&amp;lt;/code&amp;gt; and used the &amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt; character as a delimiter.&lt;br /&gt;
&lt;br /&gt;
Formatting for each translation file goes as follows:&lt;br /&gt;
 locale&amp;lt;delim character&amp;gt;&amp;lt;localization code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 LOCALIZATION_STRING&amp;lt;delim character&amp;gt;This is a translated string&lt;br /&gt;
&amp;lt;delim character&amp;gt; is whatever character is used as the delimination character in the &amp;lt;code&amp;gt;updateTL()&amp;lt;/code&amp;gt; call.&lt;br /&gt;
&lt;br /&gt;
locale|&amp;lt;localization code&amp;gt; is the identifier for the language to translate to. The translations currently supported by the game are as follows:&lt;br /&gt;
&lt;br /&gt;
* cs_CZ - Czech (Czech Republic)&lt;br /&gt;
* de - German&lt;br /&gt;
* el_GR - Greek (Greece)&lt;br /&gt;
* en - English&lt;br /&gt;
* es - Spanish&lt;br /&gt;
* fr - French&lt;br /&gt;
* hu_HU - Hungarian (Hungary)&lt;br /&gt;
* it_IT - Italian (Italy)&lt;br /&gt;
* ja - Japanese&lt;br /&gt;
* ko_KR - Korean (South Korea)&lt;br /&gt;
* nb_NO - Norwegian Bokmål (Norway)&lt;br /&gt;
* nl_NL - Dutch (Netherlands)&lt;br /&gt;
* pl - Polish&lt;br /&gt;
* pt_BR - Portugese (Brazil)&lt;br /&gt;
* ru_RU - Russian (Russia)&lt;br /&gt;
* th - Thai&lt;br /&gt;
* uk_UA - Ukrainian (Ukraine)&lt;br /&gt;
* zh_CN - Chinese (China)&lt;br /&gt;
* zh_HK - Chinese (Hong Kong)&lt;br /&gt;
&lt;br /&gt;
==== Config File ====&lt;br /&gt;
Config files are useful for making variables or settings configurable to the user. Given the nature of it, it does require a bit more setup and a lot of extra work outside of the ModMain, which will be deferred to it&#039;s own wiki page once it is written. In the meantime, you may benefit at looking at mods that use it for reference.&lt;br /&gt;
&lt;br /&gt;
To load a config file, you&#039;ll need this script at the bottom of your ModMain.gd file:&lt;br /&gt;
 # This function is a helper to provide any file configurations to your mod&lt;br /&gt;
 # You may want to replace any &amp;quot;Example&amp;quot; text with your own identifier to make it unique&lt;br /&gt;
 # Check the example Settings.gd file for how to setup that side of it&lt;br /&gt;
 func loadSettings():&lt;br /&gt;
 	installScriptExtension(&amp;quot;Settings.gd&amp;quot;)&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Loading mod settings&amp;quot;)&lt;br /&gt;
 	var settings = load(&amp;quot;res://Settings.gd&amp;quot;).new()&lt;br /&gt;
 	settings.load_ExampleMod_FromFile()&lt;br /&gt;
 	settings.save_ExampleMod_ToFile()&lt;br /&gt;
 	modConfig = settings.ExampleMod&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Current settings: %s&amp;quot; % modConfig)&lt;br /&gt;
 	settings.queue_free()&lt;br /&gt;
 	l(MOD_NAME + &amp;quot;: Finished loading settings&amp;quot;)&lt;br /&gt;
Replace any instance of &amp;lt;code&amp;gt;ExampleMod&amp;lt;/code&amp;gt; with a unique identifier, preferably your mod&#039;s name. Remember this as you&#039;ll be using this later. It&#039;s best to use the find and replace tool (Ctrl + R in Godot) for this to make it easier, as well as prevent mistakes.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve added this, add a line calling &amp;lt;code&amp;gt;loadSettings()&amp;lt;/code&amp;gt; (leaving it just like that and pasting it in will work) in the &amp;lt;code&amp;gt;_init()&amp;lt;/code&amp;gt; function before you make a call to &amp;lt;code&amp;gt;loadDLC()&amp;lt;/code&amp;gt; to ensure it gets loaded properly.&lt;br /&gt;
&lt;br /&gt;
Now you&#039;ll want to setup the config file itself. Make a new script in the same folder as the ModMain.gd file, and name it &amp;lt;code&amp;gt;Settings.gd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve made the file, open it and insert the following text into it:&lt;br /&gt;
 extends &amp;quot;res://Settings.gd&amp;quot;&lt;br /&gt;
 # You may want to change many of the variable names to provide a unique identifier&lt;br /&gt;
 # Make sure anything read by the ModMain is consistent with this file or they will not work&lt;br /&gt;
 # These are default config values&lt;br /&gt;
 # Any value not set in the config file will generate the missing values exactly as these are&lt;br /&gt;
 var ExampleMod = {&lt;br /&gt;
     &amp;quot;section&amp;quot;:{&lt;br /&gt;
         &amp;quot;setting&amp;quot;:true,&lt;br /&gt;
         &amp;quot;string_option&amp;quot;:&amp;quot;setting_value&amp;quot;&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;section2&amp;quot;:{&lt;br /&gt;
         &amp;quot;option&amp;quot;:false,&lt;br /&gt;
         &amp;quot;numerical_option&amp;quot;:1000,&lt;br /&gt;
     }, &lt;br /&gt;
     &amp;quot;input&amp;quot;:{ # Defaults for anything that uses keybinds&lt;br /&gt;
         &amp;quot;key_setting_a&amp;quot;:[ &amp;quot;R&amp;quot; ],&lt;br /&gt;
         &amp;quot;key_setting_b&amp;quot;:[ &amp;quot;Shift&amp;quot; ],&lt;br /&gt;
     }, &lt;br /&gt;
 }&lt;br /&gt;
 # The config file name. Make sure you set something unique&lt;br /&gt;
 # Config is set to the cfg folder to make it easy to find&lt;br /&gt;
 var ConfigPath = &amp;quot;user://cfg/ExampleMod.cfg&amp;quot;&lt;br /&gt;
 var CfgFile = ConfigFile.new()&lt;br /&gt;
 func _ready():&lt;br /&gt;
     var dir = Directory.new()&lt;br /&gt;
     dir.make_dir(&amp;quot;user://cfg&amp;quot;)&lt;br /&gt;
     load_ExampleMod_FromFile()&lt;br /&gt;
     save_ExampleMod_ToFile()&lt;br /&gt;
 func save_ExampleMod_ToFile():&lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             CfgFile.set_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     CfgFile.save(ConfigPath)&lt;br /&gt;
 func load_ExampleMod_FromFile():&lt;br /&gt;
     var error = CfgFile.load(ConfigPath)&lt;br /&gt;
     if error != OK:&lt;br /&gt;
         Debug.l(&amp;quot;Example Mod: Error loading settings %s&amp;quot; % error)&lt;br /&gt;
         return &lt;br /&gt;
     for section in ExampleMod:&lt;br /&gt;
         for key in ExampleMod[section]:&lt;br /&gt;
             ExampleMod[section][key] = CfgFile.get_value(section, key, ExampleMod[section][key])&lt;br /&gt;
     loadKeymapFromConfig()&lt;br /&gt;
 # Keybind setting handlers&lt;br /&gt;
 func loadKeymapFromConfig():&lt;br /&gt;
     for action_name in ExampleMod.input:&lt;br /&gt;
         var addAction = true&lt;br /&gt;
         for m in InputMap.get_actions():&lt;br /&gt;
             if m == action_name:&lt;br /&gt;
                 addAction = false&lt;br /&gt;
         if addAction:&lt;br /&gt;
             InputMap.add_action(action_name)&lt;br /&gt;
         for key in ExampleMod.input[action_name]:&lt;br /&gt;
             var event = InputEventKey.new()&lt;br /&gt;
             event.scancode = OS.find_scancode_from_string(key)&lt;br /&gt;
             InputMap.action_add_event(action_name, event)&lt;br /&gt;
     emit_signal(&amp;quot;controlSchemeChaged&amp;quot;)&lt;br /&gt;
Once again, you&#039;ll need to change all instances of ExampleMod to the identifier you chose earlier. Find and Replace is heavily recommended with how many instances of ExampleMod there are.&lt;br /&gt;
&lt;br /&gt;
Once set up, you can query the settings from anywhere in the game. An example of how it would be queried, based on the above example, is as follows:&lt;br /&gt;
 var setting_value = Settings.ExampleMod[&amp;quot;section&amp;quot;][&amp;quot;setting&amp;quot;]&lt;br /&gt;
 print(&amp;quot;setting value: %s&amp;quot;) % setting_value&lt;br /&gt;
The &amp;lt;code&amp;gt;setting_value&amp;lt;/code&amp;gt; variant queries the settings for the ExampleMod&#039;s settings list, looks for the section named &amp;quot;section&amp;quot;, then gets the value of &amp;quot;setting&amp;quot; from that section. It then prints &amp;quot;setting value: true&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Mod.manifest File ===&lt;br /&gt;
The mod.manifest is a more recent addition to the modding scope. It&#039;s not a required file by any means, however it&#039;s an adopted standard to provide additional information to any mods looking to take info from said mod. It takes the form of a standard .ini config file, and as many or as few of these can be filled out, and blank sections can be left as &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt;. Current mods that use this may or may not support the removal of lines, so it is best to leave them in anyway.&lt;br /&gt;
&lt;br /&gt;
An example of the file&#039;s structure is as follows:&lt;br /&gt;
 [package]&lt;br /&gt;
 &lt;br /&gt;
 id=&amp;quot;test.ExampleMod&amp;quot;&lt;br /&gt;
 name=&amp;quot;Example Mod&amp;quot;&lt;br /&gt;
 version=&amp;quot;1.0.0&amp;quot;&lt;br /&gt;
 description=&amp;quot;A example description&amp;quot;&lt;br /&gt;
 group=&amp;quot;testing&amp;quot;&lt;br /&gt;
 github_homepage=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 github_releases=&amp;quot;&amp;lt;nowiki&amp;gt;https://github.com/example/repo/releases/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 discord_thread=&amp;quot;&amp;lt;nowiki&amp;gt;https://discord.gg/dv/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 nexus_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://www.nexusmods.com/dvringsofsaturn/mods/&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 donations_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 wiki_page=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link=&amp;quot;&amp;lt;nowiki&amp;gt;https://example.url&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
 custom_link_name=&amp;quot;Example url for the custom link&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 [manifest_definitions]&lt;br /&gt;
 &lt;br /&gt;
 manifest_version=1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[package]&amp;lt;/code&amp;gt; is the identifer for the manifest&#039;s data section in manifest versions 1 and 2, and should be left alone as such. It is planned to be depreciated in future manifest versions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; The unique identifier of the mod. Useful for differentiation with other mods that may use the same name. The common formatting is &amp;lt;code&amp;gt;(nick)name.ModName&amp;lt;/code&amp;gt;, but it can be whatever you like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; The mod&#039;s display name. Used for any mods that may need to fetch other mods. Similar to the &amp;lt;code&amp;gt;MOD_NAME&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; The mod&#039;s version number. Can be any string, however is best kept numerical for version comparing. Similar to the &amp;lt;code&amp;gt;MOD_VERSION&amp;lt;/code&amp;gt; constant in the ModMain file, however is preferred for use over that version identifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;description&amp;lt;/code&amp;gt; A string used to describe the mod. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;group&amp;lt;/code&amp;gt; Used to group mods together. It&#039;s not currently used by any known mods, but useful to have for future reference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; The Github URL for the mod. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;github_releases&amp;lt;/code&amp;gt; The Github releases page, if the mod has one. Same as the &amp;lt;code&amp;gt;github_homepage&amp;lt;/code&amp;gt; string, just with &amp;lt;code&amp;gt;releases/&amp;lt;/code&amp;gt; appended to the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;discord_thread&amp;lt;/code&amp;gt; URL for an associated discord thread, channel or server. Current uses link to the #workshop channel in the ΔV Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;nexus_page&amp;lt;/code&amp;gt; URL for the Nexusmods page of the mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;donations_page&amp;lt;/code&amp;gt; URL for a donations page if the writer chooses to add one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;wiki_page&amp;lt;/code&amp;gt; URL for any associated wiki page, be it ΔV Wiki, Github wiki, or another page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link&amp;lt;/code&amp;gt; A custom URL for an action button. Can be whatever you choose.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;custom_link_name&amp;lt;/code&amp;gt; A string used for any text tooltips/labels used with the custom link. Can be either plain text or a translation string.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[manifest_definitions]&amp;lt;/code&amp;gt; is the identifier for the manifest-specific information. This currently contains only the manifest version number, but may contain more options in future manifest versions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;manifest_version&amp;lt;/code&amp;gt; The manifest formatting version. If not provided, a version number of &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is assumed.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Achievements&amp;diff=41308</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Achievements&amp;diff=41308"/>
		<updated>2026-08-29T00:45:29Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
Achievements are earned by completing specific tasks, reaching certain milestones, or by finding something within the rings.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Achievements&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Instructions&lt;br /&gt;
!Icon&lt;br /&gt;
|-&lt;br /&gt;
|Pot of Gold&lt;br /&gt;
|Make your first million&lt;br /&gt;
|Have 1 000 000 E$ available in the bank at least once&amp;lt;!-- These shouldn&#039;t be changed, it does require 1 million to be in the bank at once as per res://achievement/AchievementSteam.gd, line 25 --&amp;gt;&lt;br /&gt;
|[[File:Achievement PotOfGoldUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Stonks&lt;br /&gt;
|Make 10 million E$&lt;br /&gt;
|Have 10 000 000 E$ available in the bank at least once&amp;lt;!-- These shouldn&#039;t be changed, it does require 1 million to be in the bank at once as per res://achievement/AchievementSteam.gd, line 22 --&amp;gt;&lt;br /&gt;
|[[File:Achievement StonksUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Driving License&lt;br /&gt;
|Get through the tutorial&lt;br /&gt;
|Complete the tutorial&lt;br /&gt;
|[[File:Achievement DrivingLicenseUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Diver&lt;br /&gt;
|Reach 10km into the rings&lt;br /&gt;
|Reach a depth of 10 km into the rings&lt;br /&gt;
|[[File:Achievement DiverUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Deep Diver&lt;br /&gt;
|Reach 50km into the rings&lt;br /&gt;
|Reach a depth of 50 km into the rings&lt;br /&gt;
|[[File:Achievement DeepDiverUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Enceladus Prime&lt;br /&gt;
|Get back to Enceladus Prime station&lt;br /&gt;
|Return to Enceladus prime by astrogating, exiting the rings, or engaging emergency return protocols by exceeding 200 m/s&lt;br /&gt;
|[[File:Achievement EnceladusPrimeUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Escape Velocity&lt;br /&gt;
|Trigger emergency autopilot return&lt;br /&gt;
|Exceed 200 m/s to engage emergency return protocols&lt;br /&gt;
|[[File:Achievement EscapeVelocityUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Manned Mission&lt;br /&gt;
|Hire a crewmember&lt;br /&gt;
|Hire a crewmember on Enceladus Prime&lt;br /&gt;
|[[File:Achievement MannedMissionUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Full House&lt;br /&gt;
|Man all the stations on your ship&lt;br /&gt;
| Have an equal number of crewmembers active as the maximum number of Dive Crew slots on a ship&lt;br /&gt;
|[[File:Achievement FullHouseUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Pest Disposal&lt;br /&gt;
|Get a ship&#039;s cat&lt;br /&gt;
|Certain crewmembers will request to get a pet after some time diving with you. Allowing this will net you this achievement and a cat!&lt;br /&gt;
|[[File:Achievement PestDisposalUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Just hit it with a Hammer&lt;br /&gt;
|Repair your ship&lt;br /&gt;
|Repair a damaged piece of equipment once on Enceladus Prime&lt;br /&gt;
|[[File:Achievement JusthititwithaHammerUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|New and Shiny&lt;br /&gt;
|Replace a part with a new one&lt;br /&gt;
|Replace a damaged piece of equipment once on Enceladus Prime&lt;br /&gt;
|[[File:Achievement NewandShinyUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|This is no Moon&lt;br /&gt;
|Discover a moonlet&lt;br /&gt;
|Encounter a moonlet and unlock its astrogation point by approaching  it&lt;br /&gt;
|[[File:Achievement ThisisnoMoonUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Fissile Goods&lt;br /&gt;
|Discover Uranium Caves&lt;br /&gt;
|Pass the entrance to a Uranium Cave, which can be found inside small moonlets&lt;br /&gt;
|[[File:Achievement FissileGoodsUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Ganymedian Anarchy&lt;br /&gt;
|Discover Ganymedian Anarchy station&lt;br /&gt;
|Encounter the station randomly, investigating a [[Big Lidar Contact|Big LIDAR Contact]], or trading the coordinates from a [[Pirate (Ship)|Ganymedian]].&lt;br /&gt;
|[[File:Achievement GanymedianAnarchyUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Modern Artifacts&lt;br /&gt;
|Discover Phage-Class station&lt;br /&gt;
|Encounter a station randomly or from investigating a [[Big Lidar Contact|Big LIDAR Contact]]&lt;br /&gt;
|[[File:Achievement ModernArtifactsUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|A little break&lt;br /&gt;
|Discover the Space bar&lt;br /&gt;
|Pass the entrance to the Space Bar, found randomly inside a small moonlet&lt;br /&gt;
|[[File:Achievement AlittlebreakUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Paradise Lost&lt;br /&gt;
|Discover a destroyed Habitat&lt;br /&gt;
|Encounter the Destroyed Habitat from the coordinates provided for [[Obonto_Habitat#Obonto_01/SRA-01|SRA-01]]&lt;br /&gt;
|[[File:Achievement ParadiseLostUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|A Touch of Singularity&lt;br /&gt;
|Touch a Singularity Core&lt;br /&gt;
|Touch a [[Singularity Core]] with any part of your ship&lt;br /&gt;
|[[File:Achievement ATouchofSingularityUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Close Call&lt;br /&gt;
|Evade an almost-certain collision&lt;br /&gt;
|Acquire 2 000 cumulative points from the pilot&#039;s automatically-engaged adrenaline booster (expanded explanation at the bottom of the page)&lt;br /&gt;
|[[File:Achievement CloseCallUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Hard Burn&lt;br /&gt;
|Skim near the ringroids like a master pilot&lt;br /&gt;
|Acquire 5 000 cumulative points from the pilot&#039;s automatically-engaged adrenaline booster (expanded explanation at the bottom of the page)&lt;br /&gt;
|[[File:Achievement HardBurnUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Leaf on the Wind&lt;br /&gt;
|Wash would be proud&lt;br /&gt;
| Acquire 20 000 cumulative points from the pilot&#039;s automatically-engaged adrenaline booster (expanded explanation at the bottom of the page)&lt;br /&gt;
|[[File:Achievement LeafontheWindUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Race Condition&lt;br /&gt;
|Get access to racing gear&lt;br /&gt;
|Ask a [[racer]] about their thrusters&lt;br /&gt;
|[[File:Achievement RaceConditionUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Level Up&lt;br /&gt;
|Improve level of your crew&lt;br /&gt;
|Have a crewmember reach a higher experience level by diving with you&lt;br /&gt;
|[[File:Achievement LevelUpUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Transcendence&lt;br /&gt;
|Level up to maximum level&lt;br /&gt;
|Have a crewmember&#039;s experience and education (internally) reach 0.995 in both stats&lt;br /&gt;
|[[File:Achievement TranscendenceUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t Panic!&lt;br /&gt;
|Find Elon&#039;s car&lt;br /&gt;
|Collect [[Tesla|Elon&#039;s Ride]] from the rings and bring it back to Enceladus Prime.&lt;br /&gt;
|[[File:Achievement DontPanicUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Serene Ballad&lt;br /&gt;
|Let the Singer Sing&lt;br /&gt;
|Don&#039;t interrupt a singing crewmate&#039;s music&lt;br /&gt;
|[[File:Achievement SereneBalladUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Lost in Space&lt;br /&gt;
|Reach the Keeler Gap&lt;br /&gt;
|Located at a depth of 260 to 300 km. Entering it naturally or diving directly into it from Enceladus Prime will grant the achievement&lt;br /&gt;
|[[File:Achievement LostInSpaceUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Big Emptiness&lt;br /&gt;
|Reach the Encke Gap&lt;br /&gt;
|Located at a depth of around 3000 km. The maximum dive depth from Enceladus Prime is 2700 km, so manual flight or an astrogation contact is needed&lt;br /&gt;
|[[File:Achievement BigEmptinessUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Here, there be dragons&lt;br /&gt;
|Fly 5km into Encke gap&lt;br /&gt;
|Fly 5km into Encke gap (roughly 3005 km depth). This will trigger an automatic return to Enceladus so beware!&lt;br /&gt;
|[[File:Achievement HeretherebedragonsUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Hackers in Wonderland&lt;br /&gt;
|Hack a ship&lt;br /&gt;
|Have a [[Hacker]] crewmember successfully hack a hostile ship&lt;br /&gt;
|[[File:Achievement HackersinWonderlandUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Frozen for Eternity&lt;br /&gt;
|Find a frozen body &lt;br /&gt;
|Collect a frozen body into your cargo hold&lt;br /&gt;
|[[File:Achievement FrozenforEternityUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Did You See My Kid?&lt;br /&gt;
|Find a missing child&lt;br /&gt;
|Complete the [[Agenda#Missing Child|Missing Child]] quest&lt;br /&gt;
|[[File:Achievement DidYouSeeMyKidUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|K37 TNTRL&lt;br /&gt;
|Get and pilot the K37 TNTRL&lt;br /&gt;
|Return to Enceladus Prime once while in a K37 TNTRL (or K37 series ship)&lt;br /&gt;
|[[File:Achievement K37TNTRLUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Pilot: K37 TNTRL&lt;br /&gt;
|Pilot the K37 TNTRL for 1 hour&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the K37 TNTRL is at or exceeds 3600 seconds (1 hour) (K37 series ships share dive time)&lt;br /&gt;
|[[File:Achievement PilotK37TNTRLUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain: K37 TNTRL&lt;br /&gt;
|Pilot the K37 TNTRL for 10 hours&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the K37 TNTRL is at or exceeds 36000 seconds (10 hours) (K37 series ships share dive time)&lt;br /&gt;
|[[File:Achievement CaptainK37TNTRLUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Antonoff-Titan K225&lt;br /&gt;
|Get and pilot the Antonoff-Titan K225&lt;br /&gt;
|Return to Enceladus Prime once while in an Antonoff-Titan K225 (or K225 series ship)&lt;br /&gt;
|[[File:Achievement Antonoff-TitanK225Unlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Pilot: Antonoff-Titan K225&lt;br /&gt;
|Pilot the Antonoff-Titan K225 for 1 hour&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the Antonoff-Titan K225 is at or exceeds 3600 seconds (1 hour) (K225 series ships share dive time)&lt;br /&gt;
|[[File:Achievement PilotAntonoff-TitanK225Unlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain: Antonoff-Titan K225&lt;br /&gt;
|Pilot the Antonoff-Titan K225 for 10 hours&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the Antonoff-Titan K225 is at or exceeds 36000 seconds (10 hours) (K225 series ships share dive time)&lt;br /&gt;
|[[File:Achievement CaptainAntonoff-TitanK225Unlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Obonto OCP-209&lt;br /&gt;
|Get and pilot the Obonto OCP-209 &lt;br /&gt;
|Return to Enceladus Prime once while in an Obonto OCP-209&lt;br /&gt;
|[[File:Achievement ObontoOCP-209Unlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Pilot: Obonto OCP-209&lt;br /&gt;
|Pilot the Obonto OCP-209 for 1 hour&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the Obonto OCP-209 is at or exceeds 3600 seconds (1 hour)&lt;br /&gt;
|[[File:Achievement PilotObontoOCP-209Unlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain: Obonto OCP-209&lt;br /&gt;
|Pilot the Obonto OCP-209 for 10 hours&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the Obonto OCP-209 is at or exceeds 36000 seconds (10 hours)&lt;br /&gt;
|[[File:Achievement CaptainObontoOCP-209Unlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Eagle Prospector&lt;br /&gt;
|Get and pilot the Eagle Prospector&lt;br /&gt;
|Return to Enceladus Prime once while in an Eagle Prospector (or Prospector series ship (except the Bald Eagle))&lt;br /&gt;
|[[File:Achievement EagleProspectorUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Pilot: Eagle Prospector&lt;br /&gt;
|Pilot the Eagle Prospector for 1 hour&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the Eagle Prospector is at or exceeds 3600 seconds (1 hour) (Prospector series ships (except the Bald Eagle) share dive time)&lt;br /&gt;
|[[File:Achievement PilotEagleProspectorUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain: Eagle Prospector&lt;br /&gt;
|Pilot the Eagle Prospector for 10 hours&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the Eagle Prospector is at or exceeds 36000 seconds (10 hours) (Prospector series ships (except the Bald Eagle) share dive time) &lt;br /&gt;
|[[File:Achievement CaptainEagleProspectorUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Eon Interstellar Model E&lt;br /&gt;
|Get and pilot the Eon Interstellar Model E&lt;br /&gt;
|Return to Enceladus Prime once while in an Eon Interstellar Model E &lt;br /&gt;
|[[File:Achievement ElonInterstellarModelEUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Pilot: Eon Interstellar Model E&lt;br /&gt;
|Pilot the Eon Interstellar Model E for 1 hour&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the Eon Interstellar Model E is at or exceeds 3600 seconds (1 hour)&lt;br /&gt;
|[[File:Achievement PilotElonInterstellarModelEUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain: Eon Interstellar Model E&lt;br /&gt;
|Pilot the Eon Interstellar Model E for 10 hours&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the Eon Interstellar Model E is at or exceeds 36000 seconds (10 hours)&lt;br /&gt;
|[[File:Achievement CaptainElonInterstellarModelEUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Cothon-212&lt;br /&gt;
|Get and pilot the Cothon-212&lt;br /&gt;
|Return to Enceladus Prime once while in a Cothon-212 (or Cothon series ship)&lt;br /&gt;
|[[File:Achievement Cothon-212Unlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Pilot: Cothon-212&lt;br /&gt;
|Pilot the Cothon-212 for 1 hour&lt;br /&gt;
| Return to Enceladus Prime when total dive time with the Cothon-212 is at or exceeds 3600 seconds (1 hour) (Cothon series ships share dive time)&lt;br /&gt;
|[[File:Achievement PilotCothon-212Unlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain: Cothon-212&lt;br /&gt;
|Pilot the Cothon-212 for 10 hours&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the Cothon-212 is at or exceeds 36000 seconds (10 hours) (Cothon series ships share dive time)&lt;br /&gt;
|[[File:Achievement CaptainCothon-212Unlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Bald Eagle&lt;br /&gt;
|Get and pilot the Bald Eagle&lt;br /&gt;
|Return to Enceladus Prime once while in a Bald Eagle&lt;br /&gt;
|[[File:Achievement BaldEagleUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Pilot: Bald Eagle&lt;br /&gt;
|Pilot the Bald Eagle for 1 hour&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the Bald Eagle is at or exceeds 3600 seconds (1 hour)&lt;br /&gt;
|[[File:Achievement PilotBaldEagleUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain: Bald Eagle&lt;br /&gt;
|Pilot the Bald Eagle for 10 hours&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the Bald Eagle is at or exceeds 36000 seconds (10 hours)&lt;br /&gt;
|[[File:Achievement CaptainBaldEagleUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|ND-LIS Kitsune&lt;br /&gt;
|Get and pilot the ND-LIS Kitsune &lt;br /&gt;
|Return to Enceladus Prime once while in an ND-LIS Kitsune&lt;br /&gt;
|[[File:Achievement ND-LISKitsuneUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Pilot: ND-LIS Kitsune&lt;br /&gt;
|Pilot the ND-LIS Kitsune for 1 hour&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the ND-LIS Kitsune is at or exceeds 3600 seconds (1 hour)&lt;br /&gt;
|[[File:Achievement PilotND-LISKitsuneUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Captain: ND-LIS Kitsune&lt;br /&gt;
|Pilot the ND-LIS Kitsune for 10 hours&lt;br /&gt;
|Return to Enceladus Prime when total dive time with the ND-LIS Kitsune is at or exceeds 36000 seconds (10 hours)&lt;br /&gt;
|[[File:Achievement CaptainND-LISKitsuneUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|The magic of Xmas&lt;br /&gt;
|Enjoy the Xmas spirit on Enceladus Prime Station&lt;br /&gt;
|Be on Enceladus Prime when the date (either in-game and IRL) is or is near December 25th (May require reloading to trigger. Decorations will appear when correctly triggered)&lt;br /&gt;
|[[File:Achievement ThemagicofXmasUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Unlimited power!&lt;br /&gt;
|Fire an SPC Gungnir at a full charge (and HIT!)&lt;br /&gt;
|Charge an SPC Gungnir for 30 seconds (or until you see purple zaps on it) and hit something with it&#039;s shot &lt;br /&gt;
|[[File:Achievement UnlimitedpowerUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Big Rig&lt;br /&gt;
|Fly a really, really heavy ship&lt;br /&gt;
|Fly a ship when it&#039;s mass exceeds half a kilotonne (500,000 kg)&lt;br /&gt;
|[[File:Achievement BigRigUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Blue Gold&lt;br /&gt;
|Gather 5,000kg of beryllium in your processed cargo hold &lt;br /&gt;
|With an MPU, gather, process, and store 5 000 kg of processed beryllium in your processed cargo hold. Can also be obtained from [[Rogue THICC|Rogue THICCs]]&lt;br /&gt;
|[[File:Achievement BlueGoldUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic&lt;br /&gt;
|Fly with kinetic weapons for over 1 hour&lt;br /&gt;
|Fly a ship with at least one hard-point equipped with a [[Mass Driver|mass driver]] for 3600 seconds (1 hour)&lt;br /&gt;
|[[File:Achievement KineticUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Lasermania&lt;br /&gt;
|Fly with lasers for over 1 hour&lt;br /&gt;
|Fly a ship with at least one hard-point equipped with equipment with a [[laser]] for 3600 seconds (1 hour)&lt;br /&gt;
|[[File:Achievement LasermaniaUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Micro management&lt;br /&gt;
|Fly with microwaves for over 1 hour&lt;br /&gt;
|Fly a ship with at least one hard-point equipped with microwave generators for 3600 seconds (1 hour)&lt;br /&gt;
|[[File:Achievement MicromanagementUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|With A Little Help From My Friends&lt;br /&gt;
|Fly with mining companions for over 1 hour&lt;br /&gt;
|Fly a ship with at least one hard-point equipped with an NT Mining Companion for 3600 seconds (1 hour)&lt;br /&gt;
|[[File:Achievement WithALittleHelpFromMyFriendsUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Breath of Fire&lt;br /&gt;
|Fly with plasma throwers for over 1 hour&lt;br /&gt;
|Fly a ship with at least one hard-point equipped with an [[EINAT Kzinti Lesson Mk II|EINAT Kzinti Lesson MkII]] or a [[NANI]] for 3600 seconds (1 hour)&lt;br /&gt;
|[[File:Achievement BreathofFireUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Play Dead&lt;br /&gt;
|Turn off every system on your ship&lt;br /&gt;
|Disable all togglable equipment on your ship using the mechanic tab in [[OMS#Mechanic|OMS]]&lt;br /&gt;
|[[File:Achievement PlayDeadUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;ll be Back&lt;br /&gt;
|Use the B8 claim Beacon&lt;br /&gt;
|Release and activate a [[B8 Claim Beacon|B8 claim beacon]]&lt;br /&gt;
|[[File:Achievement IllbeBackUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Short Circuit&lt;br /&gt;
|Have both a hacker and an AI hater in the same crew when confronted by an AI&lt;br /&gt;
|Have a Hacker crewmember and an AI Hater crewmember argue about the morality of AI when encountering a Phage-class station&lt;br /&gt;
|[[File:Achievement ShortCircuitUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Playing it safe&lt;br /&gt;
|Get your company insured for at least a million E$&lt;br /&gt;
|Reach at least 1 000 000 E$ in insurance coverage on your company. Insurance can be purchased from Jameson&#039;s Insurance on Enceladus Prime or from a [[MAD-CERF|rescue ship]] in the rings&lt;br /&gt;
|[[File:Achievement PlayingitsafeUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Firefly&lt;br /&gt;
|Nearly melt your reactor when overheating occurs&lt;br /&gt;
|Survive a near-meltdown by managing to bring your ship&#039;s core temperature below 6 000 Kelvin after exceeding 6 000 Kelvin (considerably harder on the [[Model E|EIME]])&lt;br /&gt;
|[[File:Achievement FireflyUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Driving Stick&lt;br /&gt;
|Conduct a 15-minute flight by relying solely on manual piloting techniques.&lt;br /&gt;
|Fly for 600 consecutive seconds (15 minutes) with your autopilot disengaged. An autopilot equipped with Fly-By-Wire can not be an enabled feature, (or if they are the On-Board Computer must be shut down) and you must fly at or above 20 m/s for the timer to increment (flying below this will pause it but not stop it, as long as the autopilot does not engage). Turning on the autopilot resets the timer.&lt;br /&gt;
|[[File:Achievement DrivingStickUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|And His Name Will Be Forty and Four&lt;br /&gt;
|Play the game when there is more than 44 concurrent players&lt;br /&gt;
|Be online when there at least 44 players. In the main menu and pause menu, the number in the top corner displays the current number of players online&lt;br /&gt;
|[[File:Achievement AndHisNameWillBeFortyandFourUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Squadron 303&lt;br /&gt;
|Play the game when there is more than 303 concurrent players&lt;br /&gt;
|Be online when there at least 303 players. In the main menu and pause menu, the number in the top corner displays the current number of players online&lt;br /&gt;
|[[File:Achievement Squadron303Unlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Once more, with feeling&lt;br /&gt;
|Start a new save&lt;br /&gt;
|Create a new save&lt;br /&gt;
|[[File:Achievement OncemorewithfeelingUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Hello Darkness My Old Friend&lt;br /&gt;
|Return to a save a month after last playing it. &lt;br /&gt;
|Open a save after not opening it for 30 consecutive IRL days &lt;br /&gt;
|[[File:Achievement HelloDarknessMyOldFriendUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Parley&lt;br /&gt;
|Hear the pirate side of the story &lt;br /&gt;
|After negotiating a truce with a pirate, hail them again to hear what they have to say. Some may be more open to conversation&lt;br /&gt;
|[[File:Achievement ParleyUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Dirty Job&lt;br /&gt;
|Get a quest from the pirates&lt;br /&gt;
|Purchase a rogue THICC or a derelict off of a pirate&lt;br /&gt;
|[[File:Achievement DirtyJobUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Illicit goods&lt;br /&gt;
|Trade with the pirates&lt;br /&gt;
|Sell Kinetic Ammunition or Nanodrone Components to the [[Ganymedian Anarchy Station]]&lt;br /&gt;
|[[File:Achievement IllicitGoodsUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Inside Job&lt;br /&gt;
|Infiltrate the Ganymedean Anarchy Station&lt;br /&gt;
|Assist the Vilcy in infiltrating the Ganymedian Anarchy Station. After discovering the Ganymedian Anarchy Station, report it to the Vilcy HQ frigate &amp;quot;Big Bad Wolf&amp;quot; and ask how you can help&lt;br /&gt;
|[[File:Achievement InsideJobUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Bounty Hunter&lt;br /&gt;
|Get a bounty hunters licence&lt;br /&gt;
|Deliver a pirate lifepod to the Vilcy HQ frigate &amp;quot;Big Bad Wolf&amp;quot; after assisting a Vilcy patrol and purchase the license from them&lt;br /&gt;
|[[File:Achievement BountyHunterUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Dead or Alive&lt;br /&gt;
|Get a pirate lifepod&lt;br /&gt;
|Grab a pirate lifepod in your cargo bay, cradle, or manipulator arm&lt;br /&gt;
|[[File:Achievement DeadorAliveUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Who rescues the rescuers?&lt;br /&gt;
|Attack and destroy a rescue ship&lt;br /&gt;
|Attack and destroy a non-pirate rescue ship&lt;br /&gt;
|[[File:Achievement WhorescuestherescuersUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Wolf Hunting&lt;br /&gt;
|Blow up the Big Bad Wolf&lt;br /&gt;
|Attack and destroy the Vilcy HQ frigate &amp;quot;[[Big Bad Wolf]]&amp;quot;&lt;br /&gt;
|[[File:Achievement WolfHuntingUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Death of Ganymede&lt;br /&gt;
|Destroy the Ganymedean Anarchy station&lt;br /&gt;
|Attack and destroy the [[Ganymedean Anarchy Station]] (Hint: Go for the glowing reactors) &lt;br /&gt;
|[[File:Achievement DeathofGanymedeUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Lords of the Ring&lt;br /&gt;
|Destroy both G4A station and BBW during one game&lt;br /&gt;
|Destroy both the [[Ganymedean Anarchy Station]] and Vilcy HQ frigate &amp;quot;[[Big Bad Wolf]]&amp;quot; in one save game &lt;br /&gt;
|[[File:Achievement LordsoftheRingUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Lost and Found&lt;br /&gt;
|Recover a derelict ship&lt;br /&gt;
|Successfully obtain a ship from a floating [[Derelict|derelict]] by having a [[Crew|crewmember]] successfully pilot it back to Enceladus, or bring it back with an [[AR-1500 Manipulator|manipulator arm]] &lt;br /&gt;
|[[File:Achievement LostandFoundUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Graveyard Shift&lt;br /&gt;
|Recover 10 derelict ships&lt;br /&gt;
|Successfully obtain 10 ships using crew or a manipulator arm &lt;br /&gt;
|[[File:Achievement GraveyardShiftUnlocked.jpg|64x64px]]&lt;br /&gt;
|-&lt;br /&gt;
|Hullraiser&lt;br /&gt;
|Recover 50 derelict ships&lt;br /&gt;
|Successfully obtain 50 ships using crew or a manipulator arm &lt;br /&gt;
|[[File:Achievement HullraiserUnlocked.jpg|64x64px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*The stat for the Close Call, Hard Burn, and Leaf on the Wind achievements is a hidden cumulative stat that takes the current ship velocity and time under the Pilot&#039;s automatic adrenaline to add onto the stat.&lt;br /&gt;
*Only flying with the EMD-14, ERFMD-17, MPI Railgun MkI, AEMD-14, and NDPT-4205 Point Defence Turret count for the &#039;&#039;Kinetic&#039;&#039; achievement, despite the existence of other mass driver like tools.&lt;br /&gt;
*Progress achievements will have their progress based on the highest value achieved on a single save. For example, if you have a save with 4 hours flying the K37, and another with 6 hours, the Captain: K37 achievement will have 6 hours of progress on it.&lt;br /&gt;
&lt;br /&gt;
== References==&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;This is no Moon&#039;&#039; achievement is a reference to Star Wars&lt;br /&gt;
*The &#039;&#039;Don&#039;t Panic!&#039;&#039; achievement is both a reference to Douglas Adams&#039; book &#039;&#039;The Hitchhiker&#039;s Guide to the Galaxy&#039;&#039; and the Tesla that Elon Musk launched into space&lt;br /&gt;
*The &#039;&#039;Here, there be dragons&#039;&#039; achievement is a reference to a phrase used when sailing beyond the borders of a map&lt;br /&gt;
*The &#039;&#039;I&#039;ll be Back&#039;&#039; achievement is a reference to a phrase from &#039;&#039;The Terminator&#039;&#039;&lt;br /&gt;
*The &#039;&#039;Firefly&#039;&#039; achievement is a reference to a TV show of the same name&lt;br /&gt;
*The &#039;&#039;Play Dead&#039;&#039; achievement&#039;s internal name is CrazyIvan, which is a reference to the [https://firefly.fandom.com/wiki/Crazy_Ivan maneuver of the same name]&lt;br /&gt;
* The &#039;&#039;And His Name Will Be Forty and Four&#039;&#039; achievement is a reference to the Polish poem [https://en.wikipedia.org/wiki/Dziady_(poem) Dziady], more specifically the line in part III: &amp;quot;The Son of a foreign mother, in his blood old heroes And his name will be forty and four&amp;quot;&lt;br /&gt;
* The &#039;&#039;Squadron 303&#039;&#039; achievement is a reference to the [https://en.wikipedia.org/wiki/No._303_Squadron_RAF 303rd Squadron of the RAF], one of the two Polish squadrons who fought in the battle of Britain&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41307</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41307"/>
		<updated>2026-08-11T00:50:04Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Abandoned Technologies]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/JCalebBR/AftermarketHuds Ganymede Runners&#039; Aftermarket HUDs] ===&lt;br /&gt;
Adds some new HUDs based on current available HUDs with some adjustments to bring some new spice to the displays.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/JCalebBR/AftermarketHuds/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Ophidium/dv_premium_autopilots Premium Autopilots] ===&lt;br /&gt;
Adds a new autopilot that acts as a merger of the MA-337 and MLF autopilots, with the autopilot features from the ER-42.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Ophidium/dv_premium_autopilots/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MoveXenonSlider Move Xenon Slider] ===&lt;br /&gt;
This mod moves the Xenon tuning slider from the Tuning menu to the Dive Selection menu, adds a display for the transit time to get to the rings, and will automatically update the transit time and interlunar propellant usage when moving the slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MoveXenonSlider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/DVHudHueMod HUD Hue] ===&lt;br /&gt;
This mod lets you adjust the color of HUD panels with a large array of parameters that can be changed to provide a highly customizable system.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/DVHudHueMod/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DV-Tools Hev&#039;s ∆V Tools] ===&lt;br /&gt;
A tool intended to help mod development with HevLib-based tools (manifests and drivers). Currently only supports manifests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This mod is currently undergoing a rewrite to make it a GDPlugin instead of a standalone application to more directly be helpful with modders, and is why the repository is archived.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/DV-Tools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Wiki:Style_guide&amp;diff=41306</id>
		<title>Wiki:Style guide</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Wiki:Style_guide&amp;diff=41306"/>
		<updated>2026-08-04T18:26:12Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The wiki aims to be as freeform as possible, trying to prevent creative restrictions. This page is just a set of guideline-esque standards that have come about, and you do not need to follow them, but it may make things look a bit more uniform if you choose to.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
* Since the game has been set to use US English as the standard, the wiki should follow suit. Not all pages have made the changes, but if you see any that could do with changing it would be appreciated.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
&lt;br /&gt;
* Page header images should aim to use a 1080x300 to 1080x360 resolution. The height can be off, but the width resolution is the size to aim for as it spans the width of the page to be flush on desktop systems.&lt;br /&gt;
* Image used to showcase equipment should be shown on a K37, and uses the leftmost hardpoint (if applicable). Images can be different resolutions, but a good size to use is a 500x330 resolution and use the thumbnail image type. &lt;br /&gt;
* If you want to source a layered file that was used to produce an image, given restrictions for the wiki&#039;s file uploads, you would have to link it externally and add the URL to the file&#039;s description when uploading.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Wiki:Style_guide&amp;diff=41305</id>
		<title>Wiki:Style guide</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Wiki:Style_guide&amp;diff=41305"/>
		<updated>2026-08-04T06:35:10Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The wiki aims to be as freeform as possible, trying to prevent creative restrictions. This page is just a set of guideline-esque standards that have come about, and you do not need to follow them, but it may make things look a bit more uniform if you choose to.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
* Since the game has been set to use US English as the standard, the wiki should follow suit. Not all pages have made the changes, but if you see any that could do with changing it would be appreciated.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
&lt;br /&gt;
* Page header images should aim to use a 1080x300 to 1080x360 resolution. The height can be off, but the width resolution is the size to aim for as it spans the width of the page to be flush on desktop systems.&lt;br /&gt;
* Image used to showcase equipment should be shown on a K37, and uses the leftmost hardpoint (if applicable). Images can be different resolutions, but a good size to use is a 500x330 resolution and use the thumbnail image type. &lt;br /&gt;
* If you want to source a layered file that was used to produce an image, given restrictions for the wiki&#039;s file uploads, you would have to link it externally and add the URL to the file&#039;s description when uploading.&lt;br /&gt;
&lt;br /&gt;
=== General Content ===&lt;br /&gt;
&lt;br /&gt;
* It is advised against using AI in any form when working on the wiki due to it&#039;s hallucinatory nature being potentially problematic for anyone wanting to look up correct information.&lt;br /&gt;
** If you are unsure on something regarding the Vanilla game, ask Koder in the #ama channel in the ∆V Discord.&lt;br /&gt;
** Additionally, this also includes any references to AI generated content linked by a page within this wiki (e.g. a link to an AI-generated mod) due to similar concerns.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41304</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41304"/>
		<updated>2026-08-04T06:24:44Z</updated>

		<summary type="html">&lt;p&gt;Hev: Added HUD Hue mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Derelict Delights]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/JCalebBR/AftermarketHuds Ganymede Runners&#039; Aftermarket HUDs] ===&lt;br /&gt;
Adds some new HUDs based on current available HUDs with some adjustments to bring some new spice to the displays.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/JCalebBR/AftermarketHuds/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Ophidium/dv_premium_autopilots Premium Autopilots] ===&lt;br /&gt;
Adds a new autopilot that acts as a merger of the MA-337 and MLF autopilots, with the autopilot features from the ER-42.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Ophidium/dv_premium_autopilots/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MoveXenonSlider Move Xenon Slider] ===&lt;br /&gt;
This mod moves the Xenon tuning slider from the Tuning menu to the Dive Selection menu, adds a display for the transit time to get to the rings, and will automatically update the transit time and interlunar propellant usage when moving the slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MoveXenonSlider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/DVHudHueMod HUD Hue] ===&lt;br /&gt;
This mod lets you adjust the color of HUD panels with a large array of parameters that can be changed to provide a highly customizable system.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/DVHudHueMod/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DV-Tools Hev&#039;s ∆V Tools] ===&lt;br /&gt;
A tool intended to help mod development with HevLib-based tools (manifests and drivers). Currently only supports manifests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This mod is currently undergoing a rewrite to make it a GDPlugin instead of a standalone application to more directly be helpful with modders, and is why the repository is archived.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/DV-Tools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Wiki:Contribute&amp;diff=41303</id>
		<title>Wiki:Contribute</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Wiki:Contribute&amp;diff=41303"/>
		<updated>2026-07-24T06:22:26Z</updated>

		<summary type="html">&lt;p&gt;Hev: /* Creating your account */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Anyone can edit and improve articles. You just need to create an account.&lt;br /&gt;
&lt;br /&gt;
== Creating your account ==&lt;br /&gt;
&lt;br /&gt;
Due to repeated spam on the wiki on a daily basis (noted by the outstanding user and edit count of the wiki), a measure was put in place that requires each account to be manually created by the admin (Koder) or any other Wiki moderators. To do this, you can request the creation of your account in the [https://discord.gg/dv Game&#039;s Discord] in the #wiki channel. If it&#039;s a minor fix you want, or want info double checking, you can also ask many of the other members of the Discord, and they&#039;re always willing to provide help in other areas as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:2px solid orange; margin:30px 0 0 20px; padding-left:10px; width:45%; float:right&amp;quot;&amp;gt;&lt;br /&gt;
=== Reminder ===&lt;br /&gt;
* Capitalization: &#039;&#039;&#039;Use sentence case!&#039;&#039;&#039;&amp;lt;br/&amp;gt;(Do Not Capitalize Everything. NO ALL CAPS!)&lt;br /&gt;
* Use &amp;lt;code&amp;gt;&amp;amp;amp;Delta;&amp;lt;/code&amp;gt; to insert the &amp;amp;Delta; sign! ([https://www.mediawiki.org/wiki/Help:Formatting#Inserting_symbols symbols])&lt;br /&gt;
* Use &#039;&#039;&#039;American&#039;&#039;&#039; English spellings if not directly quoting another spelling case!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to edit ==&lt;br /&gt;
&lt;br /&gt;
* Read the [[Wiki:style guide|style guide]]. Consistency is important for a wiki!&lt;br /&gt;
* There are two methods of editing: [https://www.mediawiki.org/wiki/Help:Editing_pages source mode] or [https://www.mediawiki.org/wiki/Help:VisualEditor/User_guide VisualEditor]&lt;br /&gt;
* MediaWiki reference: [https://www.mediawiki.org/wiki/Help:Formatting Formatting] | [https://www.mediawiki.org/wiki/Help:Links Links]&lt;br /&gt;
&lt;br /&gt;
== Contribute ==&lt;br /&gt;
&lt;br /&gt;
* To upload an image, click the menu icon on the sidebar, then &#039;&#039;Upload file&#039;&#039;.&lt;br /&gt;
* [[:Category:TODO|To-do list]] &amp;amp;ndash; a list of pages that are wanted, need further edits, or new/updated images&lt;br /&gt;
* Maintenance: [[Special:RecentChanges|Recent changes]] | [[Special:Log|Logs]]&lt;br /&gt;
* Managing pages: [[Special:NewPages|New pages]] | [[Special:AllPages|All pages]] | [[Special:LonelyPages|Orphaned pages]]&lt;br /&gt;
* Managing files: [[Special:NewFiles|New files]] | [[Special:ListFiles|All files]] | [[Special:UnusedFiles|Unused files]] | [https://www.mediawiki.org/wiki/Help:Managing_files Help]&lt;br /&gt;
&lt;br /&gt;
== Administrational ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Troubleshooting&amp;diff=41302</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Troubleshooting&amp;diff=41302"/>
		<updated>2026-07-18T16:32:39Z</updated>

		<summary type="html">&lt;p&gt;Hev: Added note on devices &amp;amp; certain ASUS devices with multiple GPUs (both dedicated and iGPUs) crashing or having bad performance by the wrong GPU being used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game settings ==&lt;br /&gt;
This game does not assume that it knows better than you what your computer can do and allows you to tweak many things, from the way the rendering engine works down to the accuracy of your physics simulation. Unfortunately, this means that you can configure the game in a way that makes it run really bad on your computer. Here are some tips for what to look out for:&lt;br /&gt;
&lt;br /&gt;
* If you are running into performance problems, try the default settings first. The defaults should deliver a sane performance across most systems.&lt;br /&gt;
* If running 4k display with a graphics card that has insufficient pixel fill performance, you can run into performance issues caused by the pixel drawing bottlenecks in the display system. This most commonly happens on laptops with 4k displays. Lowering the &amp;quot;Resolution Scale&amp;quot; slider by 4 notches and raising the &amp;quot;HUD Scale&amp;quot; slider up to the point where the HUD is clearly visible will solve this.&lt;br /&gt;
* If you set the display to &amp;quot;No FPS limit&amp;quot; and turn off the &amp;quot;VSync&amp;quot; you are basically telling your GPU to run at 100% all the time, up to overheating. For best results:&lt;br /&gt;
** On variable-framerate monitors (G-Sync, FreeSync) set the framerate limit to something you are comfortable with looking at.&lt;br /&gt;
** For classical monitors, use VSync to not render frames that would not be visible either way.&lt;br /&gt;
* A high &amp;quot;Physics Simulation FPS&amp;quot; setting will put a high demand on your CPU. If you turn it up to a high value, and not have the &amp;quot;Dynamic Temporal Simulation Simplification&amp;quot; option turned on, you might experience extreme slowdowns any time something demanding happens with the physics, like simulating exhausts from multiple ships or breaking many asteroids. For best results, leave the &amp;quot;Physics Simulation FPS&amp;quot; at the default value of 60, and have DTSS enabled at all times.&lt;br /&gt;
&lt;br /&gt;
== External compatibility ==&lt;br /&gt;
There are a couple of things that we know can crash Delta V, which aren&#039;t in our reach:&lt;br /&gt;
&lt;br /&gt;
* Please make sure your system meets the minimum hardware requirements for the game.&lt;br /&gt;
* If using AMD Ryzen hardware, make sure that your system runs in the Ryzen-dedicated power plan. [https://asapguide.com/ryzen-balanced/ See this guide].&lt;br /&gt;
* At the top of the list, of course, are outdated drivers. Often a bug report circles around to outdated drivers, so check your drivers first, particularly video drivers. When running AMD cards, ensure that you have at least [https://www.amd.com/en/support/kb/release-notes/rn-rad-win-22-7-1 driver version 22.7.1] which contain significant performance enhancements.&lt;br /&gt;
* AMD Software: PRO Edition drivers have been reported to perform much worse than AMD Software: Adrenalin Edition. Players reported performance improvements from 10-15 fps to 60fps after changing the driver flavour.&lt;br /&gt;
*Some AMD cards can&#039;t handle OpenGL if the video is tunneled through integrated GPU. If you can&#039;t launch the game at all with a &amp;quot;unsupported driver&amp;quot; message, check if your monitor is plugged in directly into your GPU.&lt;br /&gt;
*Corrupted Windows files. Try to verify your system for corrupted files using the [https://support.microsoft.com/en-us/topic/use-the-system-file-checker-tool-to-repair-missing-or-corrupted-system-files-79aa86cb-ca52-166a-92a3-966e85d4094e Windows System File Checker tool].&lt;br /&gt;
*The Godot engine just doesn&#039;t like controllers that have over 22 buttons. You may have to disconnect a HOTAS or similar controller. Please verify that your system no longer detects the controller.&lt;br /&gt;
*Some users have reported crashes while using OSD software. We have specific reports of crashes that are resolved when turning off &amp;quot;Riva Statistics Server&amp;quot; or disabling OSD components of ASUS&#039;s &amp;quot;GPU Tweak 2&amp;quot;.&lt;br /&gt;
*Nahimic OSD service is known to cause crashes when enabled.&lt;br /&gt;
*NVIDIA Control Panel can be set up to override any setting the game makes and, in the case of dV and a few other games, freezes the display. Go to your NVIDIA Control Panel and in &amp;quot;Manage 3D settings&amp;quot; set &amp;quot;Let the 3D application decide&amp;quot;.&lt;br /&gt;
*The NVIDIA Control Panel setting for vertical sync is known to cause random crashes, it should also be set to &amp;quot;Let the application decide&amp;quot;.&lt;br /&gt;
*Using GSync, FreeSync or similar variable refresh rate monitor will have unexpected effects with VSync option turned on, as the game will struggle to understand what is the actual refresh rate of your monitor. Disable VSync and use frame rate limit option instead.&lt;br /&gt;
*GSync and FreeSync are reported to cause the game to flash occasionally on some configurations. If you are experiencing game flashing darkened frames or static, try disabling them for this game.&lt;br /&gt;
*If you are experiencing poor performance on a device with a GPU more than sufficient for the task, ensure that the game is using the dedicated GPU from your vendor&#039;s control panel software.&lt;br /&gt;
**Devices with multiple dedicated GPUs have been reported to crash. This same solution can be used for those devices.&lt;br /&gt;
*Running Razer Cortex software in background was reported to cause worse performance.&lt;br /&gt;
*If your audio is distorted (ticking at game launch and on dive, opening cinematic sounds like a bad voice changer), check your device (not game) audio output selection. The game could be trying to push audio through a channel designed for voice communication only.&lt;br /&gt;
*Rarely, on some system configurations, Bloom causes huge performance loss.&lt;br /&gt;
*Some users reported that disabling Steam Overlay improves performance a lot for them.&lt;br /&gt;
*On some systems, the exclusive full-screen mode works much faster than the borderless window mode.&lt;br /&gt;
*Some driver HDR features can prevent the game window from showing up at all. If you hear the game playing, but see your desktop, try disabling HDR on your monitor.&lt;br /&gt;
*When using a mouse with a very high polling rate (ie. 8000 Hz) you can experience degraded performance when moving your mouse cursor. You can use &#039;&#039;&#039;--accumulate-input&#039;&#039;&#039; command-line option to enable in-game workaround, or decrease your polling rate.&lt;br /&gt;
*On some systems enabled AMD Enhanced Sync Technology caused the game to not display at all. You can turn that option off in your Adrenaline software panel, under Gaming -&amp;gt; Graphics -&amp;gt; Advanced Settings.&lt;br /&gt;
*Running the game in Windows Compatibility Mode will hurt your performance a lot. This might be caused by setting the compatibility mode on the game directly, or running through a launcher (Steam Client, GOG Galaxy, etc) set to run in compatibility mode.&lt;br /&gt;
*Only one controller (or similar joy input) can be used by the game at once, and will prioritize the first joypad detected by the system. If you have multiple devices that register as a joypad or similar device plugged in at once, unplug all peripherals and plug in the desired device first.&lt;br /&gt;
**Alternatively, if you are using Steam, you can reorder the controllers using Steam Input.&lt;br /&gt;
*On ACER devices, some users have reported that disabling &amp;quot;ACER Device Enabling Service V2&amp;quot; helps prevent crashes when using a device with multiple GPUs.&lt;br /&gt;
&lt;br /&gt;
== Support and Bug Reporting ==&lt;br /&gt;
If you encounter a game bug, either with running the game or in gameplay, please zip/tar and upload your game data/log directory:&lt;br /&gt;
&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;%AppData%\dV&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$APPDATA\dV&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$env:APPDATA\dV&amp;lt;/code&amp;gt; (AppData is a hidden directory in Windows, so to open ΔV&#039;s data directory in windows explorer, hit &amp;lt;code&amp;gt;Win+R&amp;lt;/code&amp;gt; to open a run window, and type &amp;lt;code&amp;gt;%appdata%\dv&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/dV/&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;~/.var/app/com.valvesoftware.Steam/data/dV/&amp;lt;/code&amp;gt; &lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;~/Library/Application Support/dV&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please zip the entire directory, including your logs, saves and settings. Koder can use that data to attempt to recreate the bug. If you did something specific that caused the problem, describing it will also help a lot.&lt;br /&gt;
&lt;br /&gt;
You can alternatively use the &amp;lt;code&amp;gt;DV Annotate&amp;lt;/code&amp;gt; tool, which automatically packages logs and screenshots for bug reports, and provides a few other useful tools. More info can be found on this page: [[DV Annotate]]&lt;br /&gt;
&lt;br /&gt;
Upload/send your bug report to:&lt;br /&gt;
* Upload it directly on Discord https://discord.com/invite/dv channel [https://discord.com/channels/426287934870781952/1019875051480289281 #bug-reports] for real-time feedback.&lt;br /&gt;
* Email to [mailto:support@kodera.pl support@kodera.pl]&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; if mods are installed and running when the problem occurs, Koder will likely flag it as &amp;lt;code&amp;gt;using mods&amp;lt;/code&amp;gt; considering that a lot of the time, the issue originates within one of the installed mods. Please see if the issue can be replicated without mods installed before reporting.&lt;br /&gt;
== Using Mods ==&lt;br /&gt;
Your performance will be impacted while using mods by the very nature of your computer having to do more stuff than it would when playing with the vanilla game. The use of mods isn&#039;t directly supported by Kodera, and performance issues are a liability of the mod author and the user of the mod, however the following advice can help isolate the issue and help you and the mod author find a solution.&lt;br /&gt;
&lt;br /&gt;
* Disable specific mods that you are running until you can specify which mod or mods are causing issues.&lt;br /&gt;
** If a mod provides a config or other method to enable/disable certain features however this is heavily dependent on how the mod/config system is written and implemented.&lt;br /&gt;
* A common request to help with debugging problems involves enabling the &amp;lt;code&amp;gt;--verbose&amp;lt;/code&amp;gt; argument, however there have been reports that this causes further performance issues with some mods and some systems.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41301</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41301"/>
		<updated>2026-07-04T01:21:33Z</updated>

		<summary type="html">&lt;p&gt;Hev: Added Move Xenon Slider&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Derelict Delights]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/JCalebBR/AftermarketHuds Ganymede Runners&#039; Aftermarket HUDs] ===&lt;br /&gt;
Adds some new HUDs based on current available HUDs with some adjustments to bring some new spice to the displays.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/JCalebBR/AftermarketHuds/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Ophidium/dv_premium_autopilots Premium Autopilots] ===&lt;br /&gt;
Adds a new autopilot that acts as a merger of the MA-337 and MLF autopilots, with the autopilot features from the ER-42.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Ophidium/dv_premium_autopilots/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MoveXenonSlider Move Xenon Slider] ===&lt;br /&gt;
This mod moves the Xenon tuning slider from the Tuning menu to the Dive Selection menu, adds a display for the transit time to get to the rings, and will automatically update the transit time and interlunar propellant usage when moving the slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MoveXenonSlider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DV-Tools Hev&#039;s ∆V Tools] ===&lt;br /&gt;
A tool intended to help mod development with HevLib-based tools (manifests and drivers). Currently only supports manifests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This mod is currently undergoing a rewrite to make it a GDPlugin instead of a standalone application to more directly be helpful with modders, and is why the repository is archived.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/DV-Tools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Calo2407/PerMineralMinValue PerMineralMinValue] ===&lt;br /&gt;
Adds tabs to select which specific minerals the geologist value sliders will apply to. Currently does not work as of the addition of the Albedo slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Calo2407/PerMineralMinValue/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41300</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41300"/>
		<updated>2026-06-26T20:57:57Z</updated>

		<summary type="html">&lt;p&gt;Hev: Added premium autopilots and hev&amp;#039;s dv tools&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Derelict Delights]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/JCalebBR/AftermarketHuds Ganymede Runners&#039; Aftermarket HUDs] ===&lt;br /&gt;
Adds some new HUDs based on current available HUDs with some adjustments to bring some new spice to the displays.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/JCalebBR/AftermarketHuds/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Ophidium/dv_premium_autopilots Premium Autopilots] ===&lt;br /&gt;
Adds a new autopilot that acts as a merger of the MA-337 and MLF autopilots, with the autopilot features from the ER-42.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Ophidium/dv_premium_autopilots/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/DV-Tools Hev&#039;s ∆V Tools] ===&lt;br /&gt;
A tool intended to help mod development with HevLib-based tools (manifests and drivers). Currently only supports manifests&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This mod is currently undergoing a rewrite to make it a GDPlugin instead of a standalone application to more directly be helpful with modders, and is why the repository is archived.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/DV-Tools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Calo2407/PerMineralMinValue PerMineralMinValue] ===&lt;br /&gt;
Adds tabs to select which specific minerals the geologist value sliders will apply to. Currently does not work as of the addition of the Albedo slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Calo2407/PerMineralMinValue/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41299</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41299"/>
		<updated>2026-06-16T17:34:56Z</updated>

		<summary type="html">&lt;p&gt;Hev: added Ganymede Runners&amp;#039; Aftermarket HUDs mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Derelict Delights]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/JCalebBR/AftermarketHuds Ganymede Runners&#039; Aftermarket HUDs] ===&lt;br /&gt;
Adds some new HUDs based on current available HUDs with some adjustments to bring some new spice to the displays.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/JCalebBR/AftermarketHuds/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Calo2407/PerMineralMinValue PerMineralMinValue] ===&lt;br /&gt;
Adds tabs to select which specific minerals the geologist value sliders will apply to. Currently does not work as of the addition of the Albedo slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Calo2407/PerMineralMinValue/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41298</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41298"/>
		<updated>2026-06-16T17:32:49Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time (typically 6 months or more) and the mod no longer functions properly on current game versions. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Derelict Delights]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Calo2407/PerMineralMinValue PerMineralMinValue] ===&lt;br /&gt;
Adds tabs to select which specific minerals the geologist value sliders will apply to. Currently does not work as of the addition of the Albedo slider.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Calo2407/PerMineralMinValue/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41297</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41297"/>
		<updated>2026-06-16T17:13:41Z</updated>

		<summary type="html">&lt;p&gt;Hev: fixed header formatting being broken for the mods section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s).&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Derelict Delights]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Calo2407/PerMineralMinValue PerMineralMinValue] ===&lt;br /&gt;
Adds tabs to select which specific minerals the geologist value sliders will apply to.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Calo2407/PerMineralMinValue/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=NT_Mining_Companion&amp;diff=41296</id>
		<title>NT Mining Companion</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=NT_Mining_Companion&amp;diff=41296"/>
		<updated>2026-06-04T15:42:13Z</updated>

		<summary type="html">&lt;p&gt;Hev: fixed typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NT Mining Companion.png|thumb|An NT Mining Companion fitted to the left hardpoint of a K37]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
In the early 23rd century, a joint-venture between Nakamura Dynamics and Titan Heavy Industries produced autonomous mining drones in an attempt to automate ring excavation. While initially successful, drone swarms developed personality quirks in their neural networks which diminished performance over time, with drones engaging in social behaviour rather than excavation. The autonomous mining project was ultimately cancelled, but the drones were quietly refurnished and rebranded as Mining Companions, to be sold to independent miners.&lt;br /&gt;
&lt;br /&gt;
== User Manual ==&lt;br /&gt;
&lt;br /&gt;
* Deploy by powering down the arm and moving away.&lt;br /&gt;
* Will gather ore automatically&lt;br /&gt;
* Gathering parameters can be adjusted on the Geologist tab&lt;br /&gt;
* Returns to the station when full or low on propellant.&lt;br /&gt;
* When attached, grinders are synchronized with your ship.&lt;br /&gt;
* Empty cradle arm can catch drones and lifepods.&lt;br /&gt;
&lt;br /&gt;
== Technical Information ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Cargo capacity&lt;br /&gt;
|50 m^3&lt;br /&gt;
|-&lt;br /&gt;
|Autonomy class&lt;br /&gt;
|C2&lt;br /&gt;
|-&lt;br /&gt;
|Power usage (nominal)&lt;br /&gt;
|10MW&lt;br /&gt;
|-&lt;br /&gt;
|Cradle Mass&lt;br /&gt;
|500 kg&lt;br /&gt;
|-&lt;br /&gt;
|Manufacturer&lt;br /&gt;
|Nakamura-Titan&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Ships&amp;diff=41295</id>
		<title>Ships</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Ships&amp;diff=41295"/>
		<updated>2026-06-02T20:11:21Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a variety of ships available for ownership in the Rings. Prices at the [[Enceladus Prime&#039;s Menus#Dealer|dealer]] may vary, depending on installed equipment, damage and age. (Note: salvage vessels and military craft are not available to the civilian market.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This page provides only short descriptions to each line of ships. To see their full potential, please check out each ship&#039;s page directly, or compare raw stats on the [[:Category:Ships]] page.&lt;br /&gt;
&lt;br /&gt;
== Civilian Ships ==&lt;br /&gt;
These ships can be obtained via various means, such as the dealer, legitimate salvage, or quests.&lt;br /&gt;
&lt;br /&gt;
See also: [[List of ship variants]]&lt;br /&gt;
&lt;br /&gt;
===[[K37|K37 TNTRL]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:K37-tntrl.png|300px|right]] --&amp;gt;&lt;br /&gt;
[[File:K37TNTRL.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
Often labeled &amp;quot;Workhorse of the Rings&amp;quot;, the K37 is the most common ship between Enceladus and Saturn. Introduced in the late 22nd century, the simple and robust design has proven its worth many times over, leading to the creation of numerous variants.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Rusatom-Antonoff&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Length: || Dry mass: || Processed cargo:||Cargo bay:||Hardpoints:|| Crew:||New price:&lt;br /&gt;
|-&lt;br /&gt;
|34 m||33 t||42 t (7 t each)&lt;br /&gt;
|96 m^3||1 High-stress, 2 Low-stress&lt;br /&gt;
|4||365,999 E$&lt;br /&gt;
|}&lt;br /&gt;
{{#invoke:Ships|variants|K37&lt;br /&gt;
|Name&lt;br /&gt;
|High-Stress&lt;br /&gt;
|Low-Stress&lt;br /&gt;
|Crew&lt;br /&gt;
|Dry mass&lt;br /&gt;
|Cargo bay&lt;br /&gt;
|Processed cargo&lt;br /&gt;
|Stripped hull price&lt;br /&gt;
|Variant}}&lt;br /&gt;
&lt;br /&gt;
===[[Eagle Prospector]]===&lt;br /&gt;
&lt;br /&gt;
[[File:EagleProspector.png|400px|right]]&lt;br /&gt;
The Eagle Prospector is a modern, dedicated mining ship. Devised in the early 23rd century, incorporating recent yet affordable technology, its sophisticated design allows it to surpass the K37 in almost every stat, and still achieve a lower dry mass.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Mitsudaya-Starbus&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Length: || Dry mass: ||Processed cargo:|| Cargo bay:||Hardpoints:||Crew: ||New price:&lt;br /&gt;
|-&lt;br /&gt;
|50 m||28 t||84 t (14 t each) ||125 m^3&lt;br /&gt;
|2 Low-stress, 2 Drone mounts||6||2,539,999 E$&lt;br /&gt;
|}&lt;br /&gt;
{{#invoke:Ships|variants|Eagle Prospector&lt;br /&gt;
|Name&lt;br /&gt;
|High-Stress&lt;br /&gt;
|Low-Stress&lt;br /&gt;
|Drone hardpoints&lt;br /&gt;
|Crew&lt;br /&gt;
|Dry mass&lt;br /&gt;
|Cargo bay&lt;br /&gt;
|Engines&lt;br /&gt;
|Stripped hull price&lt;br /&gt;
|Variant}}&lt;br /&gt;
&lt;br /&gt;
===[[Cothon-212]]===&lt;br /&gt;
&lt;br /&gt;
[[File:C212.png|400px|right]]&lt;br /&gt;
Too useful to be dismantled, the Cothon stood the test of time. It stands out by being one of the few ships that have EMP shielding. The Cothon originally was developed in the late 21st century as interlunar cargo hauler, hence the impressive cargo space and reinforced frame with sturdy Faraday cage. The focus on automated interplanetary flights meant that besides adding a strong main engine to the mix, not much else was given attention.&lt;br /&gt;
&lt;br /&gt;
Many years later, resourceful ringdivers would welcome the cheap cargo space, retrofit a [[lifepod]] to serve as minimalist crew cabin – and there you have today’s Cothon-212. The ships are no longer in production, but continually change hands as yet another Cothon captain made enough profit to swap to a more comfortable ship – and the next up-and-coming miner is looking to buy a Cothon to do just the same.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Conlido RVM&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Length:&lt;br /&gt;
|Dry mass: ||Processed cargo:|| Cargo bay: || Hardpoints:||Crew: ||Stripped hull price:&lt;br /&gt;
|-&lt;br /&gt;
|54 m||84 t||162 t (27 t each)||260 m^3||4 Low-stress||3||79,549 E$&lt;br /&gt;
|}&lt;br /&gt;
{{#invoke:Ships|variants|Cothon-212&lt;br /&gt;
|Name&lt;br /&gt;
|Dry mass&lt;br /&gt;
|Processed cargo&lt;br /&gt;
|Engines&lt;br /&gt;
|EMP shielding&lt;br /&gt;
|Stripped hull price&lt;br /&gt;
|Variant}}&lt;br /&gt;
&lt;br /&gt;
===[[OCP-209]]===&lt;br /&gt;
&lt;br /&gt;
[[File:OCP209.png|400px|right]]&lt;br /&gt;
The OCP, short for Orbital Construction Platform, is a utility vessel of unusual design, specialized in extended construction or resupply missions. The entire ship is designed around a huge cylindrical cargo bay, with the center of mass exactly in the middle. This allows the OCP to transport large assemblies and components such as reactors, and also side-load and rotate around them as needed.&lt;br /&gt;
&lt;br /&gt;
The twin high-stress [[Hardpoint|hardpoints]] are located on the starboard side, where the bay opens. The standard loadout features two manipulator arms to assist in (un)loading or installation work. Ringdivers gladly repurpose the ship’s capabilities for salvaging, possibly retrieving two ships via ARMs (in addition to raw materials and smaller derelicts in the sizable cargo bay).&lt;br /&gt;
&lt;br /&gt;
The comfortable habitat works wonders for crew morale. However, the 209 cannot carry any [[Cargo Container|cargo containers]], captains are therefore limited to 50 t of processed minerals.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Obonto Microengineering&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Length:&lt;br /&gt;
|Dry mass:|| Processed cargo:||Cargo bay:||Hardpoints:||Crew:||Stripped hull price:&lt;br /&gt;
|-&lt;br /&gt;
|85 m||185 t||50 t (combined)||610 m^3||2 High-stress, 2 Low-stress||8||217,200 E$&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[K225|K225 &amp;quot;Titan&amp;quot;]]===&lt;br /&gt;
&lt;br /&gt;
[[File:AT-K225.png|400px|right]]&lt;br /&gt;
The AT-K225, commonly referred to as &amp;quot;Titan&amp;quot;, is a modular design cargo carrier. The stock variant comes with 6 [[THI Cargo Container|THI Cargo Containers]] preinstalled, which increase mineral capacity by 540 tons. (The capacity below refers to the internal base storage.)&lt;br /&gt;
&lt;br /&gt;
This is not a ship for inexperienced captains. Titan miners will commonly swap some containers for nanodrones and point defense weapons, but even then it still becomes harder to maneuver as it fills up with ore. Last but not least, the K225 is capable of equipping the largest [[Propellant Tank|propellant]], [[Kinetic Ammunition|ammunition]], and [[Nanodrone Components|nanodrone]] storages.&lt;br /&gt;
&lt;br /&gt;
It&#039;s docking bays are equivalent to rear low-stress hardpoints, making the stock ship able to fit twice as much equipment than any other ship in-game.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Antonoff-Titan Heavy Industries&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Length: ||Dry mass:||Processed cargo:|| Cargo bay:||Hardpoints:||Crew: || New price:&lt;br /&gt;
|-&lt;br /&gt;
|84 m||220 t||42 t (7 t each)&lt;br /&gt;
|280 m^3||2 Low-stress, 6 Docking bays||12 ||3,999,999 E$&lt;br /&gt;
|}&lt;br /&gt;
{{#invoke:Ships|variants|K225&lt;br /&gt;
|Name&lt;br /&gt;
|Low-Stress&lt;br /&gt;
|Docking bays&lt;br /&gt;
|Dry mass&lt;br /&gt;
|Cargo bay&lt;br /&gt;
|Engines&lt;br /&gt;
|EMP shielding&lt;br /&gt;
|Stripped hull price&lt;br /&gt;
|Variant}}&lt;br /&gt;
&lt;br /&gt;
===[[Model E]]===&lt;br /&gt;
&lt;br /&gt;
[[File:EIME.png|400px|right]]&lt;br /&gt;
The Model E is an extraordinary ship. The price tag reflects that, but how could it not when this is the first commercial vessel with a fusion reactor. Those who get to pilot one, tend to confirm that the Stellarator and Z-Pinch indeed deliver on the marketing claims of &amp;quot;unparalleled performance&amp;quot;. Still, the general notion is the [[HUD]] and semi-autonomous [[autopilot]] are hard to get used to, as are the cargo doors and [[MPU]] placement.&lt;br /&gt;
&lt;br /&gt;
The stock loadout includes entirely [[Main Propulsion|gimbaled engines]] and [[RCS]]. Despite all the technical marvel, it’s still a ship, and if you fly her into a rock, she will need repairs. Just be prepared that with a Model E, the repair bill will be equally unparalleled, ground-breaking and stellar.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Eon Interstellar&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Length: || Dry mass: ||Processed cargo:|| Cargo bay:||Hardpoints:||Crew:||New price:&lt;br /&gt;
|-&lt;br /&gt;
|39 m||27 t||66 t (11 t each)||140 m^3 ||1 High-stress, 2 Low-stress||5||8,999,999 E$&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[ND-LIS Kitsune]]===&lt;br /&gt;
&lt;br /&gt;
[[File:ND-LIS Kitsune STATS.png|400px|right]]&lt;br /&gt;
Kitsune are small ex-military shuttlecraft, decommissioned for civilian use. They were designed for short-range hauls and, due to their low hull mass, can operate without a main engine. Another unusual feature is the extendable cargo bay. Many miners use them for pilot training, quick trading runs with Obonto habitats, and racing among many other things.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Nakamura Dynamics&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Length:&lt;br /&gt;
|Dry mass:||Processed cargo: || Cargo bay:||Hardpoints: || Crew:||Stripped hull price:&lt;br /&gt;
|-&lt;br /&gt;
| 13 m||4 t||18 t (combined)||40-75 m^3||1 Low-stress|| 3||14,999 E$&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Non-Civilian Ships==&lt;br /&gt;
These ships cannot be obtained by the player unless mods are used. These ships can be encountered in the Rings.&lt;br /&gt;
;[[MAD-CERF]]&lt;br /&gt;
:A ship designed specifically for SAR (search and rescue) and salvage operations. Built to recover stranded or abandoned vessels, it&#039;s large enough to fit most ships within it.&lt;br /&gt;
&lt;br /&gt;
;[[Big Bad Wolf|Tsukuyuomi-Class Frigate]]&lt;br /&gt;
:In the late 22nd century, the light tactical frigate with NSWR propulsion was a novelty, and state of the art. Today however, the enormous waste heat of its main drive make it obsolete on the modern battlefield. Nevertheless, it is rumored that Vilcy still operate one, and given their influence and ex-military background, a viable possibility.&lt;br /&gt;
:Dry mass: 1,300 t&lt;br /&gt;
See also: [[:Category:Ships]]&lt;br /&gt;
&lt;br /&gt;
{{Ships}}&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Ships&amp;diff=41294</id>
		<title>Ships</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Ships&amp;diff=41294"/>
		<updated>2026-06-02T14:13:56Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a variety of ships available for ownership in the Rings. Prices at the [[Enceladus Prime&#039;s Menus#Dealer|dealer]] may vary, depending on installed equipment, damage and age. (Note: salvage vessels and military craft are not available to the civilian market.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: This page provides only short descriptions to each line of ships. To see their full potential, please check out each ship&#039;s page directly, or compare raw stats on the [[:Category:Ships]] page.&lt;br /&gt;
&lt;br /&gt;
== Civilian Ships ==&lt;br /&gt;
These ships can be obtained via various means, such as the dealer, legitimate salvage, or quests.&lt;br /&gt;
&lt;br /&gt;
See also: [[List of ship variants]]&lt;br /&gt;
&lt;br /&gt;
===[[K37|K37 TNTRL]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:K37-tntrl.png|300px|right]] --&amp;gt;&lt;br /&gt;
[[File:K37TNTRL.png|400px|right]]&lt;br /&gt;
&lt;br /&gt;
Often labeled &amp;quot;Workhorse of the Rings&amp;quot;, the K37 is the most common ship between Enceladus and Saturn. Introduced in the late 22nd century, the simple and robust design has proven its worth many times over, leading to the creation of numerous variants.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Rusatom-Antonoff&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Length: || Dry mass: || Processed cargo:||Cargo bay:||Hardpoints:|| Crew:||New price:&lt;br /&gt;
|-&lt;br /&gt;
|34 m||33 t||42 t (7 t each)&lt;br /&gt;
|96 m^3||1 High-stress, 2 Low-stress&lt;br /&gt;
|4||365,999 E$&lt;br /&gt;
|}&lt;br /&gt;
{{#invoke:Ships|variants|K37&lt;br /&gt;
|Name&lt;br /&gt;
|High-Stress&lt;br /&gt;
|Low-Stress&lt;br /&gt;
|Crew&lt;br /&gt;
|Dry mass&lt;br /&gt;
|Cargo bay&lt;br /&gt;
|Processed cargo&lt;br /&gt;
|Stripped hull price&lt;br /&gt;
|Variant}}&lt;br /&gt;
&lt;br /&gt;
===[[Eagle Prospector]]===&lt;br /&gt;
&lt;br /&gt;
[[File:EagleProspector.png|400px|right]]&lt;br /&gt;
The Eagle Prospector is a modern, dedicated mining ship. Devised in the early 23rd century, incorporating recent yet affordable technology, its sophisticated design allows it to surpass the K37 in almost every stat, and still achieve a lower dry mass.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Mitsudaya-Starbus&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Length: || Dry mass: ||Processed cargo:|| Cargo bay:||Hardpoints:||Crew: ||New price:&lt;br /&gt;
|-&lt;br /&gt;
|50 m||28 t||84 t (14 t each) ||125 m^3&lt;br /&gt;
|2 Low-stress, 2 Drone mounts||6||2,539,999 E$&lt;br /&gt;
|}&lt;br /&gt;
{{#invoke:Ships|variants|Eagle Prospector&lt;br /&gt;
|Name&lt;br /&gt;
|High-Stress&lt;br /&gt;
|Low-Stress&lt;br /&gt;
|Drone hardpoints&lt;br /&gt;
|Crew&lt;br /&gt;
|Dry mass&lt;br /&gt;
|Cargo bay&lt;br /&gt;
|Engines&lt;br /&gt;
|Stripped hull price&lt;br /&gt;
|Variant}}&lt;br /&gt;
&lt;br /&gt;
===[[Cothon-212]]===&lt;br /&gt;
&lt;br /&gt;
[[File:C212.png|400px|right]]&lt;br /&gt;
Too useful to be dismantled, the Cothon stood the test of time. It stands out by being one of the few ships that have EMP shielding. The Cothon originally was developed in the late 21st century as interlunar cargo hauler, hence the impressive cargo space and reinforced frame with sturdy Faraday cage. The focus on automated interplanetary flights meant that besides adding a strong main engine to the mix, not much else was given attention.&lt;br /&gt;
&lt;br /&gt;
Many years later, resourceful ringdivers would welcome the cheap cargo space, retrofit a [[lifepod]] to serve as minimalist crew cabin – and there you have today’s Cothon-212. The ships are no longer in production, but continually change hands as yet another Cothon captain made enough profit to swap to a more comfortable ship – and the next up-and-coming miner is looking to buy a Cothon to do just the same.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Conlido RVM&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Length:&lt;br /&gt;
|Dry mass: ||Processed cargo:|| Cargo bay: || Hardpoints:||Crew: ||Stripped hull price:&lt;br /&gt;
|-&lt;br /&gt;
|54 m||84 t||162 t (27 t each)||260 m^3||4 Low-stress||3||79,549 E$&lt;br /&gt;
|}&lt;br /&gt;
{{#invoke:Ships|variants|Cothon-212&lt;br /&gt;
|Name&lt;br /&gt;
|Dry mass&lt;br /&gt;
|Processed cargo&lt;br /&gt;
|Engines&lt;br /&gt;
|EMP shielding&lt;br /&gt;
|Stripped hull price&lt;br /&gt;
|Variant}}&lt;br /&gt;
&lt;br /&gt;
===[[OCP-209]]===&lt;br /&gt;
&lt;br /&gt;
[[File:OCP209.png|400px|right]]&lt;br /&gt;
The OCP, short for Orbital Construction Platform, is a utility vessel of unusual design, specialized in extended construction or resupply missions. The entire ship is designed around a huge cylindrical cargo bay, with the center of mass exactly in the middle. This allows the OCP to transport large assemblies and components such as reactors, and also side-load and rotate around them as needed.&lt;br /&gt;
&lt;br /&gt;
The twin high-stress [[Hardpoint|hardpoints]] are located on the starboard side, where the bay opens. The standard loadout features two manipulator arms to assist in (un)loading or installation work. Ringdivers gladly repurpose the ship’s capabilities for salvaging, possibly retrieving two ships via ARMs (in addition to raw materials and smaller derelicts in the sizable cargo bay).&lt;br /&gt;
&lt;br /&gt;
The comfortable habitat works wonders for crew morale. However, the 209 cannot carry any [[Cargo Container|cargo containers]], captains are therefore limited to 50 t of processed minerals.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Obonto Microengineering&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Length:&lt;br /&gt;
|Dry mass:|| Processed cargo:||Cargo bay:||Hardpoints:||Crew:||Stripped hull price:&lt;br /&gt;
|-&lt;br /&gt;
|85 m||185 t||50 t (combined)||610 m^3||2 High-stress, 2 Low-stress||8||217,200 E$&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[K225|K225 &amp;quot;Titan&amp;quot;]]===&lt;br /&gt;
&lt;br /&gt;
[[File:AT-K225.png|400px|right]]&lt;br /&gt;
The AT-K225, commonly referred to as &amp;quot;Titan&amp;quot;, is a modular design cargo carrier. The stock variant comes with 6 [[THI Cargo Container|THI Cargo Containers]] preinstalled, which increase mineral capacity by 540 tons. (The capacity below refers to the internal base storage.)&lt;br /&gt;
&lt;br /&gt;
This is not a ship for inexperienced captains. Titan miners will commonly swap some containers for nanodrones and point defense weapons, but even then it still becomes harder to maneuver as it fills up with ore. Last but not least, the K225 is capable of equipping the largest [[Propellant Tank|propellant]], [[Kinetic Ammunition|ammunition]], and [[Nanodrone Components|nanodrone]] storages.&lt;br /&gt;
&lt;br /&gt;
It&#039;s docking bays are equivalent to rear low-stress hardpoints, making the stock ship able to fit twice as much equipment than any other variant.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Antonoff-Titan Heavy Industries&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Length: ||Dry mass:||Processed cargo:|| Cargo bay:||Hardpoints:||Crew: || New price:&lt;br /&gt;
|-&lt;br /&gt;
|84 m||220 t||42 t (7 t each)&lt;br /&gt;
|280 m^3||2 Low-stress, 6 Docking bays||12 ||3,999,999 E$&lt;br /&gt;
|}&lt;br /&gt;
{{#invoke:Ships|variants|K225&lt;br /&gt;
|Name&lt;br /&gt;
|Low-Stress&lt;br /&gt;
|Docking bays&lt;br /&gt;
|Dry mass&lt;br /&gt;
|Cargo bay&lt;br /&gt;
|Engines&lt;br /&gt;
|EMP shielding&lt;br /&gt;
|Stripped hull price&lt;br /&gt;
|Variant}}&lt;br /&gt;
&lt;br /&gt;
===[[Model E]]===&lt;br /&gt;
&lt;br /&gt;
[[File:EIME.png|400px|right]]&lt;br /&gt;
The Model E is an extraordinary ship. The price tag reflects that, but how could it not when this is the first commercial vessel with a fusion reactor. Those who get to pilot one, tend to confirm that the Stellarator and Z-Pinch indeed deliver on the marketing claims of &amp;quot;unparalleled performance&amp;quot;. Still, the general notion is the [[HUD]] and semi-autonomous [[autopilot]] are hard to get used to, as are the cargo doors and [[MPU]] placement.&lt;br /&gt;
&lt;br /&gt;
The stock loadout includes entirely [[Main Propulsion|gimbaled engines]] and [[RCS]]. Despite all the technical marvel, it’s still a ship, and if you fly her into a rock, she will need repairs. Just be prepared that with a Model E, the repair bill will be equally unparalleled, ground-breaking and stellar.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Eon Interstellar&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Length: || Dry mass: ||Processed cargo:|| Cargo bay:||Hardpoints:||Crew:||New price:&lt;br /&gt;
|-&lt;br /&gt;
|39 m||27 t||66 t (11 t each)||140 m^3 ||1 High-stress, 2 Low-stress||5||8,999,999 E$&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[ND-LIS Kitsune]]===&lt;br /&gt;
&lt;br /&gt;
[[File:ND-LIS Kitsune STATS.png|400px|right]]&lt;br /&gt;
Kitsune are small ex-military shuttlecraft, decommissioned for civilian use. They were designed for short-range hauls and, due to their low hull mass, can operate without a main engine. Another unusual feature is the extendable cargo bay. Many miners use them for pilot training, quick trading runs with Obonto habitats, and racing among many other things.&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Nakamura Dynamics&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Length:&lt;br /&gt;
|Dry mass:||Processed cargo: || Cargo bay:||Hardpoints: || Crew:||Stripped hull price:&lt;br /&gt;
|-&lt;br /&gt;
| 13 m||4 t||18 t (combined)||40-75 m^3||1 Low-stress|| 3||14,999 E$&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Non-Civilian Ships==&lt;br /&gt;
These ships cannot be obtained by the player unless mods are used. These ships can be encountered in the Rings.&lt;br /&gt;
;[[MAD-CERF]]&lt;br /&gt;
:A ship designed specifically for SAR (search and rescue) and salvage operations. Built to recover stranded or abandoned vessels, it&#039;s large enough to fit most ships within it.&lt;br /&gt;
&lt;br /&gt;
;[[Big Bad Wolf|Tsukuyuomi-Class Frigate]]&lt;br /&gt;
:In the late 22nd century, the light tactical frigate with NSWR propulsion was a novelty, and state of the art. Today however, the enormous waste heat of its main drive make it obsolete on the modern battlefield. Nevertheless, it is rumored that Vilcy still operate one, and given their influence and ex-military background, a viable possibility.&lt;br /&gt;
:Dry mass: 1,300 t&lt;br /&gt;
See also: [[:Category:Ships]]&lt;br /&gt;
&lt;br /&gt;
{{Ships}}&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Category:TODO&amp;diff=41293</id>
		<title>Category:TODO</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Category:TODO&amp;diff=41293"/>
		<updated>2026-06-01T20:39:13Z</updated>

		<summary type="html">&lt;p&gt;Hev: added albedo to the todo page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pages that need creation: ==&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Anomalies]] (Anomaly)&lt;br /&gt;
* [[Tug Drones]]&lt;br /&gt;
* [[Haul Drones]]&lt;br /&gt;
* [[Maintenance Drones]]&lt;br /&gt;
* [[SAR]]&lt;br /&gt;
* [[Trading]]&lt;br /&gt;
* [[Thrusteroid]]&lt;br /&gt;
* [[XASER]]&lt;br /&gt;
* [[Minefield]] ([[mikefield]])&lt;br /&gt;
* [[Events]]&lt;br /&gt;
* [[IFF]]&lt;br /&gt;
* [[Drop Point]]&lt;br /&gt;
* [[Ganymedean Ship Pickup Point]]&lt;br /&gt;
* [[Vilcy Patrol Rendevouz]]&lt;br /&gt;
* [[Racing Site]]&lt;br /&gt;
* [[Racing Site|Racers]]&lt;br /&gt;
* [[Radiator]]&lt;br /&gt;
* [[Bounty Hunting]]&lt;br /&gt;
* [[Point Defence]]&lt;br /&gt;
* [[Rogue NT Companion]]&lt;br /&gt;
* [[Pirate (Ship)]]&lt;br /&gt;
* [[Pirate (Abductor)]]&lt;br /&gt;
* [[Pirate Trap]]&lt;br /&gt;
* [[Pirate in Combat]]&lt;br /&gt;
* [[Tesla]] (elon&#039;s car)&lt;br /&gt;
* [[Locust Swarm]]&lt;br /&gt;
* [[Mineral Market]]&lt;br /&gt;
* [[Virtual Flight Service]]&lt;br /&gt;
* [[Fusion Reactor]] ([[Stellarator]])&lt;br /&gt;
* [[Story]]&lt;br /&gt;
* [[Anomalies]]&lt;br /&gt;
* [[Microwave Generator]] (change redirect to dedicated page)&lt;br /&gt;
* [[Excavator]]&lt;br /&gt;
* [[Center of Mass]]&lt;br /&gt;
* [[EMP Resistance]] ([[Faraday Cage]])&lt;br /&gt;
* [[Emergency Return Protocol]]&lt;br /&gt;
* [[AI (Faction)]]&lt;br /&gt;
* [[Miner&#039;s Guild]]&lt;br /&gt;
* [[Jury-Rig]]&lt;br /&gt;
* [[Mining Laser]] (change redirect to dedicated page)&lt;br /&gt;
* [[SPC Gungnir]] (change redirect to dedicated page, [[Synchotron]])&lt;br /&gt;
* [[Computer]]&lt;br /&gt;
* [[Spelunker Caves|spelunker caves]]&lt;br /&gt;
* [[Tuning]] (maybe split into separate page and make tuning guide more guide-ey?)&lt;br /&gt;
* [[Encke Gap]]&lt;br /&gt;
* [[Albedo]] - also make unique section in the OMS Geologist Tab and LIDAR pages&lt;br /&gt;
&lt;br /&gt;
Also see [[Special:WantedPages|this page]] for pages that are linked but do not exist&lt;br /&gt;
&lt;br /&gt;
==  Pages that need editing: ==&lt;br /&gt;
* [[How to fly your ship]] guide needs finishing&lt;br /&gt;
* [[Enceladus Prime]] Needs double checking of numbers and reciting sources for numbers modified after the posting of that tweet&lt;br /&gt;
* [[Agenda]]&lt;br /&gt;
* [[:Category:Events]]&lt;br /&gt;
* [[Technical Info]] - just work on whenever going through anything technical, potentially get something useful to put when doing so&lt;br /&gt;
* Achievements Data Pages (update on a per-page basis once complete, finish data pages first: [[Module:Achievements]] [[Module:Achievements/Data]])&lt;br /&gt;
* [[Launch Parameters]] (and it&#039;s subsequent pages)&lt;br /&gt;
* [[MAD-CERF]] needs some extra info plus a reference to the ganymedian variant&lt;br /&gt;
* [[Slang/Terms]]&lt;br /&gt;
* [[Corporations]] adding pages for corps still not noted, as well as provide masses for stations&lt;br /&gt;
* [[Coilgun]]&lt;br /&gt;
* [[Vilcy]] still needs much more work&lt;br /&gt;
* [[Factions]] expand upon some factions&lt;br /&gt;
* [[Equipment]]&lt;br /&gt;
* [[:Category:Stations]] expand upon, add better descriptions, and create a table for it&lt;br /&gt;
* [[Hardpoint]] additional info needed for spinal hardpoints&lt;br /&gt;
* [[Moonlet]] needs more information for variants, variants need separate sections with proper info, uses, screenshots, etc..., and new variants need sections, and needs relinking on music page. add diameters asap&lt;br /&gt;
* [[Energy Weapons]], [[Main Propulsion]], [[Reaction Control System]] bring&amp;lt;nowiki/&amp;gt; up to standards with page for [[Mass Driver]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
* [[Enceladus]]&lt;br /&gt;
* [[Nuclear propulsion]] needs double checking&lt;br /&gt;
* [[Damage]] find out and provide damage factors for tuning&lt;br /&gt;
* [[EINAT Kzinti Lesson Mk II]]&lt;br /&gt;
* [[NANI]]&lt;br /&gt;
* [[UIO]] (pirates page needed, and pirates (&amp;lt;nowiki/&amp;gt;disambiguatio&amp;lt;nowiki/&amp;gt;n) for UIO&amp;lt;nowiki/&amp;gt;s specifically)&lt;br /&gt;
* [[THI Cargo Container]] needs extra hyperli&amp;lt;nowiki/&amp;gt;nks&lt;br /&gt;
* [[THI Monocargo Container|TH]]&amp;lt;nowiki/&amp;gt;[[THI Monocargo Container|I Mo]]&amp;lt;nowiki/&amp;gt;[[THI Monocargo Container|nocargo Container]] similar case to&amp;lt;nowiki/&amp;gt; THICC page&lt;br /&gt;
* [[Edge Runner|Edge R]]&amp;lt;nowiki/&amp;gt;[[Edge Runner|unner]] (needs improved info, espec&amp;lt;nowiki/&amp;gt;ially towards behaviour)&lt;br /&gt;
* [[Uranium Caves|Uraniu]]&amp;lt;nowiki/&amp;gt;[[Uranium Caves|m Caves]]&lt;br /&gt;
* [[Saturn]] decide later if Saturn needs her own page or linking to the A-ring suffices&lt;br /&gt;
* [[ΔV]]: needs a lot more info. mostly just on how thruster efficiency affects it and a table of thrusters with their effects&lt;br /&gt;
* Documentation of all Template: and Module: pages that don&#039;t have it&lt;br /&gt;
* [[Reaction Control System|Thrusters]] &amp;amp; [[Main Propulsion|Torches]] - need MBTF values, including min/max/inbetween tunes and graphs to accompany&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pages in need of new/updated images: ==&lt;br /&gt;
&lt;br /&gt;
* [[Factions]] Obonto habs and other AI drones (NT companions, ATLAS &amp;amp; Hybrid)&lt;br /&gt;
* [[Services]] needs images/gifs of the showcase animation w/o text&lt;br /&gt;
* [[DLC]] needs portrait and crew menu image of the Easter Egg of Rademenes&lt;br /&gt;
* [[:Category:Stations]] images to work alongside a future edit where more info is added&lt;br /&gt;
* [[Damage]] example images for the more visually obvious damage types (misalignment and such)&lt;br /&gt;
* [[AI]] images of the rogue drones (perhaps?)&lt;br /&gt;
* [[B8 Claim Beacon]] beacon deployed&lt;br /&gt;
* [[Core]] update QC and D20 images to be higher resolution&lt;br /&gt;
* [[Coilgun]] images for each coilgun equipment&lt;br /&gt;
* [[Derelict]], [[Beginner&#039;s Guide to Derelicts]] &amp;amp; [[Profiteering Off of Derelicts]] having images for each derelict, or just an example of derelicts and/or capture of them for the guides&lt;br /&gt;
* [[Drones]] &amp;amp; [[Nanodrone Components]] showing nanodrones in use from a hardpoint&lt;br /&gt;
* [[Encelado]] gif of spending/gaining money, plus buy/sell icons maybe?&lt;br /&gt;
* [[Fission]] detonating reactor perhaps?&lt;br /&gt;
* [[Floating Bodies]]&lt;br /&gt;
* [[Ganymedean Anarchy]] images of GA CERF&lt;br /&gt;
* [[Hardpoint]] example equipment on each type, plus spinal when edit is added&lt;br /&gt;
* [[Kinetic Ammunition]] mass driver in use and maybe evidence reward mass driver ammo&lt;br /&gt;
* [[Main Propulsion]] example torch and/or each equipment after page redo&lt;br /&gt;
* [[Mass Driver]] image for each equipment, plus maybe example images of a mass driver being fired&lt;br /&gt;
* [[Minerals]] mineral colours, their pallets, and chunks after redo of page&lt;br /&gt;
* [[Moonlet]] each moonlet type after rework of page&lt;br /&gt;
* [[Music]] examples for visual audio cue borders &lt;br /&gt;
* [[Nuclear propulsion]] examples&lt;br /&gt;
* [[Vilcy]]&lt;br /&gt;
* [[Ore Chunks]] example images in tandem with minerals page&lt;br /&gt;
* [[Phage-class Station]] example station, can be used for other station pages&lt;br /&gt;
* [[Propellant Tank]] &amp;amp; [[Reaction Mass]] maybe show thrusters/torches being used and/or remass leaks&lt;br /&gt;
* [[Reaction Control System]] example RCS and/or each equipment after page redo&lt;br /&gt;
* [[Reactor Core]] show reactor for each ship, and maybe a detonating reactor (gif?)&lt;br /&gt;
* [[Understanding the Ship&#039;s Equipment]] example for equipment images?&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Agenda&amp;diff=41292</id>
		<title>Agenda</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Agenda&amp;diff=41292"/>
		<updated>2026-05-29T07:33:55Z</updated>

		<summary type="html">&lt;p&gt;Hev: handing off agendas is now more obvious&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several crew members will have an additional agenda outside of their initial job title. Currently, there are eight different agendas that a crewmember can have. Only one crewmember can have a unique agenda at a time. Once a crewmember with an agenda leaves your crew or is fired, that agenda will be freed up and can be taken by another crewmember, resetting any quests or storylines specific to that agenda in the process.&lt;br /&gt;
&lt;br /&gt;
== Hacker ==&lt;br /&gt;
&#039;&#039;&#039;How to Identify:&#039;&#039;&#039; Special interactions with [[Phage Station|Phage stations]] (asking for discounts), hacking hostile [[Pirate (Disambiguation)|pirate]] ships.&lt;br /&gt;
&lt;br /&gt;
== Ex-Anarchist ==&lt;br /&gt;
&#039;&#039;&#039;How to Identify:&#039;&#039;&#039; Special interactions with [[Pirate (Disambiguation)|pirates]], [[Vilcy]], &amp;amp; the [[Ganymedean Anarchy Station]], once will ask you for forgiveness for their life in piracy.&lt;br /&gt;
&lt;br /&gt;
== AI Hater ==&lt;br /&gt;
&#039;&#039;&#039;How to Identify:&#039;&#039;&#039; Special interactions with a negative tone towards anything [[AI]] ([[Phage Station|Phage Stations]], [[ATLAS]]), will quarrel with the hacker.&lt;br /&gt;
&lt;br /&gt;
== Singer ==&lt;br /&gt;
&#039;&#039;&#039;How to Identify:&#039;&#039;&#039; Will occasionally sing, may ask for time off, special interactions with the [[Ganymedean Anarchy Station]].&lt;br /&gt;
&lt;br /&gt;
== Cat Lover ==&lt;br /&gt;
&#039;&#039;&#039;How to Identify:&#039;&#039;&#039; Occasional remarks of pain, worn insulation, or similar over comms, sometimes proceeding the occasional ship malfunction&lt;br /&gt;
&lt;br /&gt;
== Sick Crewmember ==&lt;br /&gt;
&#039;&#039;&#039;How to Identify:&#039;&#039;&#039; Asks for time off, advances on their pay, or more frequent raises.&lt;br /&gt;
&lt;br /&gt;
== Missing Child ==&lt;br /&gt;
&#039;&#039;&#039;How to Identify:&#039;&#039;&#039; Initially asking other vessels for their child.&lt;br /&gt;
&lt;br /&gt;
== Missing Sibling ==&lt;br /&gt;
&#039;&#039;&#039;How to Identify:&#039;&#039;&#039; Initially asking Obonto Habitats for the whereabouts of their sister.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Troubleshooting&amp;diff=41268</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Troubleshooting&amp;diff=41268"/>
		<updated>2026-05-13T05:29:54Z</updated>

		<summary type="html">&lt;p&gt;Hev: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game settings ==&lt;br /&gt;
This game does not assume that it knows better than you what your computer can do and allows you to tweak many things, from the way the rendering engine works down to the accuracy of your physics simulation. Unfortunately, this means that you can configure the game in a way that makes it run really bad on your computer. Here are some tips for what to look out for:&lt;br /&gt;
&lt;br /&gt;
* If you are running into performance problems, try the default settings first. The defaults should deliver a sane performance across most systems.&lt;br /&gt;
* If running 4k display with a graphics card that has insufficient pixel fill performance, you can run into performance issues caused by the pixel drawing bottlenecks in the display system. This most commonly happens on laptops with 4k displays. Lowering the &amp;quot;Resolution Scale&amp;quot; slider by 4 notches and raising the &amp;quot;HUD Scale&amp;quot; slider up to the point where the HUD is clearly visible will solve this.&lt;br /&gt;
* If you set the display to &amp;quot;No FPS limit&amp;quot; and turn off the &amp;quot;VSync&amp;quot; you are basically telling your GPU to run at 100% all the time, up to overheating. For best results:&lt;br /&gt;
** On variable-framerate monitors (G-Sync, FreeSync) set the framerate limit to something you are comfortable with looking at.&lt;br /&gt;
** For classical monitors, use VSync to not render frames that would not be visible either way.&lt;br /&gt;
* A high &amp;quot;Physics Simulation FPS&amp;quot; setting will put a high demand on your CPU. If you turn it up to a high value, and not have the &amp;quot;Dynamic Temporal Simulation Simplification&amp;quot; option turned on, you might experience extreme slowdowns any time something demanding happens with the physics, like simulating exhausts from multiple ships or breaking many asteroids. For best results, leave the &amp;quot;Physics Simulation FPS&amp;quot; at the default value of 60, and have DTSS enabled at all times.&lt;br /&gt;
&lt;br /&gt;
== External compatibility ==&lt;br /&gt;
There are a couple of things that we know can crash Delta V, which aren&#039;t in our reach:&lt;br /&gt;
&lt;br /&gt;
* Please make sure your system meets the minimum hardware requirements for the game.&lt;br /&gt;
* If using AMD Ryzen hardware, make sure that your system runs in the Ryzen-dedicated power plan. [https://asapguide.com/ryzen-balanced/ See this guide].&lt;br /&gt;
* At the top of the list, of course, are outdated drivers. Often a bug report circles around to outdated drivers, so check your drivers first, particularly video drivers. When running AMD cards, ensure that you have at least [https://www.amd.com/en/support/kb/release-notes/rn-rad-win-22-7-1 driver version 22.7.1] which contain significant performance enhancements.&lt;br /&gt;
* AMD Software: PRO Edition drivers have been reported to perform much worse than AMD Software: Adrenalin Edition. Players reported performance improvements from 10-15 fps to 60fps after changing the driver flavour.&lt;br /&gt;
*Some AMD cards can&#039;t handle OpenGL if the video is tunneled through integrated GPU. If you can&#039;t launch the game at all with a &amp;quot;unsupported driver&amp;quot; message, check if your monitor is plugged in directly into your GPU.&lt;br /&gt;
*Corrupted Windows files. Try to verify your system for corrupted files using the [https://support.microsoft.com/en-us/topic/use-the-system-file-checker-tool-to-repair-missing-or-corrupted-system-files-79aa86cb-ca52-166a-92a3-966e85d4094e Windows System File Checker tool].&lt;br /&gt;
*The Godot engine just doesn&#039;t like controllers that have over 22 buttons. You may have to disconnect a HOTAS or similar controller. Please verify that your system no longer detects the controller.&lt;br /&gt;
*Some users have reported crashes while using OSD software. We have specific reports of crashes that are resolved when turning off &amp;quot;Riva Statistics Server&amp;quot; or disabling OSD components of ASUS&#039;s &amp;quot;GPU Tweak 2&amp;quot;.&lt;br /&gt;
*Nahimic OSD service is known to cause crashes when enabled.&lt;br /&gt;
*NVIDIA Control Panel can be set up to override any setting the game makes and, in the case of dV and a few other games, freezes the display. Go to your NVIDIA Control Panel and in &amp;quot;Manage 3D settings&amp;quot; set &amp;quot;Let the 3D application decide&amp;quot;.&lt;br /&gt;
*The NVIDIA Control Panel setting for vertical sync is known to cause random crashes, it should also be set to &amp;quot;Let the application decide&amp;quot;.&lt;br /&gt;
*Using GSync, FreeSync or similar variable refresh rate monitor will have unexpected effects with VSync option turned on, as the game will struggle to understand what is the actual refresh rate of your monitor. Disable VSync and use frame rate limit option instead.&lt;br /&gt;
*GSync and FreeSync are reported to cause the game to flash occasionally on some configurations. If you are experiencing game flashing darkened frames or static, try disabling them for this game.&lt;br /&gt;
*Running Razer Cortex software in background was reported to cause worse performance.&lt;br /&gt;
*If your audio is distorted (ticking at game launch and on dive, opening cinematic sounds like a bad voice changer), check your device (not game) audio output selection. The game could be trying to push audio through a channel designed for voice communication only.&lt;br /&gt;
*Rarely, on some system configurations, Bloom causes huge performance loss.&lt;br /&gt;
*Some users reported that disabling Steam Overlay improves performance a lot for them.&lt;br /&gt;
*On some systems, the exclusive full-screen mode works much faster than the borderless window mode.&lt;br /&gt;
*Some driver HDR features can prevent the game window from showing up at all. If you hear the game playing, but see your desktop, try disabling HDR on your monitor.&lt;br /&gt;
*When using a mouse with a very high polling rate (ie. 8000 Hz) you can experience degraded performance when moving your mouse cursor. You can use &#039;&#039;&#039;--accumulate-input&#039;&#039;&#039; command-line option to enable in-game workaround, or decrease your polling rate.&lt;br /&gt;
*On some systems enabled AMD Enhanced Sync Technology caused the game to not display at all. You can turn that option off in your Adrenaline software panel, under Gaming -&amp;gt; Graphics -&amp;gt; Advanced Settings.&lt;br /&gt;
*Running the game in Windows Compatibility Mode will hurt your performance a lot. This might be caused by setting the compatibility mode on the game directly, or running through a launcher (Steam Client, GOG Galaxy, etc) set to run in compatibility mode.&lt;br /&gt;
*Only one controller (or similar joy input) can be used by the game at once, and will prioritize the first joypad detected by the system. If you have multiple devices that register as a joypad or similar device plugged in at once, unplug all peripherals and plug in the desired device first.&lt;br /&gt;
**Alternatively, if you are using Steam, you can reorder the controllers using Steam Input.&lt;br /&gt;
&lt;br /&gt;
== Support and Bug Reporting ==&lt;br /&gt;
If you encounter a game bug, either with running the game or in gameplay, please zip/tar and upload your game data/log directory:&lt;br /&gt;
&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;%AppData%\dV&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$APPDATA\dV&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$env:APPDATA\dV&amp;lt;/code&amp;gt; (AppData is a hidden directory in Windows, so to open ΔV&#039;s data directory in windows explorer, hit &amp;lt;code&amp;gt;Win+R&amp;lt;/code&amp;gt; to open a run window, and type &amp;lt;code&amp;gt;%appdata%\dv&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/dV/&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;~/.var/app/com.valvesoftware.Steam/data/dV/&amp;lt;/code&amp;gt; &lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;~/Library/Application Support/dV&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please zip the entire directory, including your logs, saves and settings. Koder can use that data to attempt to recreate the bug. If you did something specific that caused the problem, describing it will also help a lot.&lt;br /&gt;
&lt;br /&gt;
You can alternatively use the &amp;lt;code&amp;gt;DV Annotate&amp;lt;/code&amp;gt; tool, which automatically packages logs and screenshots for bug reports, and provides a few other useful tools. More info can be found on this page: [[DV Annotate]]&lt;br /&gt;
&lt;br /&gt;
Upload/send your bug report to:&lt;br /&gt;
* Upload it directly on Discord https://discord.com/invite/dv channel [https://discord.com/channels/426287934870781952/1019875051480289281 #bug-reports] for real-time feedback.&lt;br /&gt;
* Email to [mailto:support@kodera.pl support@kodera.pl]&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; if mods are installed and running when the problem occurs, Koder will likely flag it as &amp;lt;code&amp;gt;using mods&amp;lt;/code&amp;gt; considering that a lot of the time, the issue originates within one of the installed mods. Please see if the issue can be replicated without mods installed before reporting.&lt;br /&gt;
== Using Mods ==&lt;br /&gt;
Your performance will be impacted while using mods by the very nature of your computer having to do more stuff than it would when playing with the vanilla game. The use of mods isn&#039;t directly supported by Kodera, and performance issues are a liability of the mod author and the user of the mod, however the following advice can help isolate the issue and help you and the mod author find a solution.&lt;br /&gt;
&lt;br /&gt;
* Disable specific mods that you are running until you can specify which mod or mods are causing issues.&lt;br /&gt;
** If a mod provides a config or other method to enable/disable certain features however this is heavily dependent on how the mod/config system is written and implemented.&lt;br /&gt;
* A common request to help with debugging problems involves enabling the &amp;lt;code&amp;gt;--verbose&amp;lt;/code&amp;gt; argument, however there have been reports that this causes further performance issues with some mods and some systems.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Troubleshooting&amp;diff=41267</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Troubleshooting&amp;diff=41267"/>
		<updated>2026-05-13T05:29:04Z</updated>

		<summary type="html">&lt;p&gt;Hev: Moved the using mods section to the bottom of the troubleshooting page considering it&amp;#039;s a secondary source of issues not supported by Koder, and improved it&amp;#039;s wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game settings ==&lt;br /&gt;
This game does not assume that it knows better than you what your computer can do and allows you to tweak many things, from the way the rendering engine works down to the accuracy of your physics simulation. Unfortunately, this means that you can configure the game in a way that makes it run really bad on your computer. Here are some tips for what to look out for:&lt;br /&gt;
&lt;br /&gt;
* If you are running into performance problems, try the default settings first. The defaults should deliver a sane performance across most systems.&lt;br /&gt;
* If running 4k display with a graphics card that has insufficient pixel fill performance, you can run into performance issues caused by the pixel drawing bottlenecks in the display system. This most commonly happens on laptops with 4k displays. Lowering the &amp;quot;Resolution Scale&amp;quot; slider by 4 notches and raising the &amp;quot;HUD Scale&amp;quot; slider up to the point where the HUD is clearly visible will solve this.&lt;br /&gt;
* If you set the display to &amp;quot;No FPS limit&amp;quot; and turn off the &amp;quot;VSync&amp;quot; you are basically telling your GPU to run at 100% all the time, up to overheating. For best results:&lt;br /&gt;
** On variable-framerate monitors (G-Sync, FreeSync) set the framerate limit to something you are comfortable with looking at.&lt;br /&gt;
** For classical monitors, use VSync to not render frames that would not be visible either way.&lt;br /&gt;
* A high &amp;quot;Physics Simulation FPS&amp;quot; setting will put a high demand on your CPU. If you turn it up to a high value, and not have the &amp;quot;Dynamic Temporal Simulation Simplification&amp;quot; option turned on, you might experience extreme slowdowns any time something demanding happens with the physics, like simulating exhausts from multiple ships or breaking many asteroids. For best results, leave the &amp;quot;Physics Simulation FPS&amp;quot; at the default value of 60, and have DTSS enabled at all times.&lt;br /&gt;
&lt;br /&gt;
== External compatibility ==&lt;br /&gt;
There are a couple of things that we know can crash Delta V, which aren&#039;t in our reach:&lt;br /&gt;
&lt;br /&gt;
* Please make sure your system meets the minimum hardware requirements for the game.&lt;br /&gt;
* If using AMD Ryzen hardware, make sure that your system runs in the Ryzen-dedicated power plan. [https://asapguide.com/ryzen-balanced/ See this guide].&lt;br /&gt;
* At the top of the list, of course, are outdated drivers. Often a bug report circles around to outdated drivers, so check your drivers first, particularly video drivers. When running AMD cards, ensure that you have at least [https://www.amd.com/en/support/kb/release-notes/rn-rad-win-22-7-1 driver version 22.7.1] which contain significant performance enhancements.&lt;br /&gt;
* AMD Software: PRO Edition drivers have been reported to perform much worse than AMD Software: Adrenalin Edition. Players reported performance improvements from 10-15 fps to 60fps after changing the driver flavour.&lt;br /&gt;
*Some AMD cards can&#039;t handle OpenGL if the video is tunneled through integrated GPU. If you can&#039;t launch the game at all with a &amp;quot;unsupported driver&amp;quot; message, check if your monitor is plugged in directly into your GPU.&lt;br /&gt;
*Corrupted Windows files. Try to verify your system for corrupted files using the [https://support.microsoft.com/en-us/topic/use-the-system-file-checker-tool-to-repair-missing-or-corrupted-system-files-79aa86cb-ca52-166a-92a3-966e85d4094e Windows System File Checker tool].&lt;br /&gt;
*The Godot engine just doesn&#039;t like controllers that have over 22 buttons. You may have to disconnect a HOTAS or similar controller. Please verify that your system no longer detects the controller.&lt;br /&gt;
*Some users have reported crashes while using OSD software. We have specific reports of crashes that are resolved when turning off &amp;quot;Riva Statistics Server&amp;quot; or disabling OSD components of ASUS&#039;s &amp;quot;GPU Tweak 2&amp;quot;.&lt;br /&gt;
*Nahimic OSD service is known to cause crashes when enabled.&lt;br /&gt;
*NVIDIA Control Panel can be set up to override any setting the game makes and, in the case of dV and a few other games, freezes the display. Go to your NVIDIA Control Panel and in &amp;quot;Manage 3D settings&amp;quot; set &amp;quot;Let the 3D application decide&amp;quot;.&lt;br /&gt;
*The NVIDIA Control Panel setting for vertical sync is known to cause random crashes, it should also be set to &amp;quot;Let the application decide&amp;quot;.&lt;br /&gt;
*Using GSync, FreeSync or similar variable refresh rate monitor will have unexpected effects with VSync option turned on, as the game will struggle to understand what is the actual refresh rate of your monitor. Disable VSync and use frame rate limit option instead.&lt;br /&gt;
*GSync and FreeSync are reported to cause the game to flash occasionally on some configurations. If you are experiencing game flashing darkened frames or static, try disabling them for this game.&lt;br /&gt;
*Running Razer Cortex software in background was reported to cause worse performance.&lt;br /&gt;
*If your audio is distorted (ticking at game launch and on dive, opening cinematic sounds like a bad voice changer), check your device (not game) audio output selection. The game could be trying to push audio through a channel designed for voice communication only.&lt;br /&gt;
*Rarely, on some system configurations, Bloom causes huge performance loss.&lt;br /&gt;
*Some users reported that disabling Steam Overlay improves performance a lot for them.&lt;br /&gt;
*On some systems, the exclusive full-screen mode works much faster than the borderless window mode.&lt;br /&gt;
*Some driver HDR features can prevent the game window from showing up at all. If you hear the game playing, but see your desktop, try disabling HDR on your monitor.&lt;br /&gt;
*When using a mouse with a very high polling rate (ie. 8000 Hz) you can experience degraded performance when moving your mouse cursor. You can use &#039;&#039;&#039;--accumulate-input&#039;&#039;&#039; command-line option to enable in-game workaround, or decrease your polling rate.&lt;br /&gt;
*On some systems enabled AMD Enhanced Sync Technology caused the game to not display at all. You can turn that option off in your Adrenaline software panel, under Gaming -&amp;gt; Graphics -&amp;gt; Advanced Settings.&lt;br /&gt;
*Running the game in Windows Compatibility Mode will hurt your performance a lot. This might be caused by setting the compatibility mode on the game directly, or running through a launcher (Steam Client, GOG Galaxy, etc) set to run in compatibility mode.&lt;br /&gt;
*Only one controller (or similar joy input) can be used by the game at once, and will prioritize the first joypad detected by the system. If you have multiple devices that register as a joypad or similar device plugged in at once, unplug all peripherals and plug in the desired device first.&lt;br /&gt;
**Alternatively, if you are using Steam, you can reorder the controllers using Steam Input.&lt;br /&gt;
&lt;br /&gt;
== Support and Bug Reporting ==&lt;br /&gt;
If you encounter a game bug, either with running the game or in gameplay, please zip/tar and upload your game data/log directory:&lt;br /&gt;
&lt;br /&gt;
* Windows: &amp;lt;code&amp;gt;%AppData%\dV&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$APPDATA\dV&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;$env:APPDATA\dV&amp;lt;/code&amp;gt; (AppData is a hidden directory in Windows, so to open ΔV&#039;s data directory in windows explorer, hit &amp;lt;code&amp;gt;Win+R&amp;lt;/code&amp;gt; to open a run window, and type &amp;lt;code&amp;gt;%appdata%\dv&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Linux: &amp;lt;code&amp;gt;~/.local/share/dV/&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;~/.var/app/com.valvesoftware.Steam/data/dV/&amp;lt;/code&amp;gt; &lt;br /&gt;
* Mac: &amp;lt;code&amp;gt;~/Library/Application Support/dV&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please zip the entire directory, including your logs, saves and settings. Koder can use that data to attempt to recreate the bug. If you did something specific that caused the problem, describing it will also help a lot.&lt;br /&gt;
&lt;br /&gt;
You can alternatively use the &amp;lt;code&amp;gt;DV Annotate&amp;lt;/code&amp;gt; tool, which automatically packages logs and screenshots for bug reports, and provides a few other useful tools. More info can be found on this page: [[DV Annotate]]&lt;br /&gt;
&lt;br /&gt;
Upload/send your bug report to:&lt;br /&gt;
* Upload it directly on Discord https://discord.com/invite/dv channel [https://discord.com/channels/426287934870781952/1019875051480289281 #bug-reports] for real-time feedback.&lt;br /&gt;
* Email to [mailto:support@kodera.pl support@kodera.pl]&lt;br /&gt;
Do note that if mods are installed and running when the problem occurs, Koder will likely flag it as &amp;lt;code&amp;gt;using mods&amp;lt;/code&amp;gt; as a lot of the time the issue originates within one of the installed mods. Please see if the issue can be replicated without mods installed before reporting.&lt;br /&gt;
== Using Mods ==&lt;br /&gt;
Your performance will be impacted while using mods by the very nature of your computer having to do more stuff than it would when playing with the vanilla game. The use of mods isn&#039;t directly supported by Kodera, and performance issues are a liability of the mod author and the user of the mod, however the following advice can help isolate the issue and help you and the mod author find a solution.&lt;br /&gt;
&lt;br /&gt;
* Disable specific mods that you are running until you can specify which mod or mods are causing issues.&lt;br /&gt;
** If a mod provides a config or other method to enable/disable certain features however this is heavily dependent on how the mod/config system is written and implemented.&lt;br /&gt;
* A common request to help with debugging problems involves enabling the &amp;lt;code&amp;gt;--verbose&amp;lt;/code&amp;gt; argument, however there have been reports that this causes further performance issues with some mods and some systems.&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41265</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41265"/>
		<updated>2026-04-18T19:04:22Z</updated>

		<summary type="html">&lt;p&gt;Hev: added new mods and tools&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s). == Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Derelict Delights]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Calo2407/PerMineralMinValue PerMineralMinValue] ===&lt;br /&gt;
Adds tabs to select which specific minerals the geologist value sliders will apply to.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Calo2407/PerMineralMinValue/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1493595835533889586 MicroseismicToPercentage] ===&lt;br /&gt;
Converts the readout from the microseismic recon drone from cubic meters to a percentage of volume.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1493595835533889586/1493596218234769500 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/FullMineralNames Full Mineral Names] ===&lt;br /&gt;
Turns all mineral symbols into their full names. Includes all vanilla minerals, even those not usually found in ore chunks.&lt;br /&gt;
&lt;br /&gt;
Also support&#039;s: Hev&#039;s More Minerals&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/FullMineralNames/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/TranslationTracker TranslationTracker] ===&lt;br /&gt;
A tool intended to help with the addition and maintenance of translation strings for a mod, both for the default language (usually English), as well as any secondary languages supported. Outputs files in HevLib&#039;s translation driver formats, so that will be needed to load translations produced by this tool.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/TranslationTracker/wiki/How-To-Use-Translation-Tracker here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/TranslationTracker/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41263</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41263"/>
		<updated>2026-03-26T05:42:29Z</updated>

		<summary type="html">&lt;p&gt;Hev: added blurb describing mod types and categories for this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
=== Categories ===&lt;br /&gt;
This page is split between multiple categories depending on the desired content:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Mods|Mods]]&#039;&#039;&#039; - Direct modifications to the game. These can be as little as a change to the starting ship to complete feature mods with new mechanics, equipment and ships. These do take a small bit of setup to work. These mods have had active support and/or developers within the last few months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#DLC|DLC]]&#039;&#039;&#039; - Asset replacements. These contain cosmetic changes usually in the form of crew portraits, but can also change various other object textures as well. Little setup and are plug and play with the vanilla game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Tools and Libraries|Tools / Libraries]]&#039;&#039;&#039; - Either mods used to store shared code for other mods (aka libraries), or external tools that provide functionality for the game without directly interfacing with it. Libraries will be installed like regular mods, and tools will be at the discretion of the author.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Out-of-Support Mods|Out-of-support Mods]]&#039;&#039;&#039; - These are mods that may or may not work correctly, and have been either explicitly discontinued by their developers, or their developer / mod has not been active for a long time. Debugging these should be done either by yourself or with the assistance of another modder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mod List#Obsolete Mods|Obsolete Mods]]&#039;&#039;&#039; - These are mods that still may function, but their functionality has either been partially or fully integrated with the vanilla game, or another mod has superseded it with the intent of replacing the older mod(s). == Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Derelict Delights]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Calo2407/PerMineralMinValue PerMineralMinValue] ===&lt;br /&gt;
Adds tabs to select which specific minerals the geologist value sliders will apply to.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Calo2407/PerMineralMinValue/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A standalone tool that mimics VelocityPlus&#039;s Auto Repair maximise profit mode and provides the most cost effective maintenance needed to perform on a specific equipment in order to get the most cash out of it. A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.\.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
	<entry>
		<id>https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41262</id>
		<title>Mod List</title>
		<link rel="alternate" type="text/html" href="https://delta-v.kodera.pl/index.php?title=Mod_List&amp;diff=41262"/>
		<updated>2026-03-26T05:34:57Z</updated>

		<summary type="html">&lt;p&gt;Hev: added FunnelTitan and DLC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page intends to list every known mod and tool repository at the time of writing this article. If a mod is missing or info is outdated, please let it be known in the [https://discord.com/channels/426287934870781952/598454634515791873 wiki channel in the Discord] and it will be fixed shortly after.&lt;br /&gt;
&lt;br /&gt;
Many mods here will be split into subcategories if they are either made by the same developer and/or are complimentary towards the same idea (i.e. Bootleg Industries). Many of these cases will have multiple mods split into the same directory, and may take extra effort to install, and help will be given where necessary. Due to the nature of them, they&#039;re more likely to not conflict with each other due to the nature of how they are developed.&lt;br /&gt;
&lt;br /&gt;
== Mods ==&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/ModMenu2 Mod Menu 2] ===&lt;br /&gt;
The Mod Menu acts similarly to how a mod menu works in other games. It displays all mods currently installed to the game, alongside some other general information about the mod, links provided by the mod, and if provided, a configuration window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; The latest version of Mod Menu 2 can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/ModMenu2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[Mod:Industries of Enceladus|[SPDX] Industries of Enceladus]]===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Industries of Enceladus is a mod that focuses on ship configuration and options in a way that tries to be as inline with the established canon and world of the game as possible. Its key feature is the implementation of Cargo Bay Accessories, a separate upgrade route that offers an assortment of modules to be installed inside the cargo bay, with their own benefits and drawbacks. -GITHUB Description&amp;lt;/blockquote&amp;gt;Industries of Enceladus (IoE for short) is a content mod that adds 13 new ships, 48 new installable equipment options, overhauls to cargo bay systems and improvements, and adds four new docking bays to the OCP line of ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib] since 2.3.0!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download:&#039;&#039;&#039; IoE&#039;s latest version can be found on it&#039;s [https://github.com/rwqfsfasxc100/Industries-Of-Enceladus-Rewrite/releases/latest Github releases page]. If you are looking for SpaceDOTexe&#039;s original version of IoE, please check the legacy page of the mod [[Mod:Industries of Enceladus (Legacy)|here]].&lt;br /&gt;
===[[Mod:Bootleg Industries|Bootleg Industries]]===&lt;br /&gt;
Bootleg Industries (BLI for short) is a collection of mods themed around a haphazardly-produced set of equipment and tools. It&#039;s split across several mods, intended to act as a mix-and-match set for the player&#039;s preferred features.&lt;br /&gt;
&lt;br /&gt;
A list of mods associated with BLI is displayed below. Many have pre-compiled downloads, found in the [https://github.com/digitalbarrito/BootlegIndustries/releases releases section of the github], however for those that don&#039;t, instructions on how to download them is below the table.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Mod Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s Personal Defense Laser Turret&lt;br /&gt;
|A PDT-Laser based off of the CL-200AP, with PDMWG-like aiming performance. Requires Fire Input.&lt;br /&gt;
|-&lt;br /&gt;
|Bootleg&#039;s ERM-420 Autopilot System&lt;br /&gt;
|An Autopilot System that combines the ER-42&#039;s performance and trajectory display, with the NDCI&#039;s Boresight.&lt;br /&gt;
|-&lt;br /&gt;
|AchieveDeez! Gimme my Achievements Back!&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when the modloader is active.&lt;br /&gt;
|-&lt;br /&gt;
|AcheetaDeez! Gimmy my Achievements Back! *Cheetahs Welcome&lt;br /&gt;
|Re-enables earning achievements in-game and on Steam/GoG when your save is marked cheated.&lt;br /&gt;
|-&lt;br /&gt;
|TurnNBurn&lt;br /&gt;
|Mod that allows you to set Keybinds for &amp;quot;180 degree flip from current heading&amp;quot; for quick TurnNBurns, and &amp;quot;orient ship to mouse location&amp;quot; to turn your ship torch towards where ever your mouse is.&lt;br /&gt;
|-&lt;br /&gt;
|M Is For MPU&lt;br /&gt;
|Mod that adds a keybind to toggle the MPU on/off, I recommend M.&lt;br /&gt;
|}&#039;&#039;&#039;Download Guide:&#039;&#039;&#039;&lt;br /&gt;
*Step 1: Download the BLI package [https://github.com/digitalbarrito/BootlegIndustries/archive/refs/heads/main.zip here].&lt;br /&gt;
*Step 2: Unzip the file using your preferred program&lt;br /&gt;
*Step 3: Open the unzipped folder, and then open the folder for the mod you want to install.&lt;br /&gt;
*Step 4: Select all files using the appropriate button (or CTRL + A).&lt;br /&gt;
*Step 5: Zip the selected files using your preferred program.&lt;br /&gt;
*Step 6: Copy the newly-made .zip into the mods folder.&lt;br /&gt;
===[https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod Nishikawa Technologies Corporate Engineering Division (NTCED)]===&lt;br /&gt;
NTCED builds upon and extends the drone launcher lines of equipment to provide enhanced range or fitting dual drone mounts to a hardpoint.&lt;br /&gt;
&lt;br /&gt;
Proper specs can be found under the [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/wiki mod&#039;s wiki].&lt;br /&gt;
&lt;br /&gt;
Download under the Github&#039;s releases page [https://github.com/Nishikawa-Technologies-Corporation/NTCED-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/Kadaire/K-Tech-Industrial-of-Mars K-Tech Industrial]===&lt;br /&gt;
K-Tech Industrial is focused on creating robust industrial equipment with the durability to survive the rings of Saturn, Their main production facilities are located in the Hellas Basin on mars.&lt;br /&gt;
&lt;br /&gt;
K-Tech currently focuses within the realms of shipyards, thrusters, and in direct competition to Mars Power Industries, power generation.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the Github through the main folder structure (entire collection can be downloaded and selected from [https://github.com/Kadaire/K-Tech-Industrial-of-Mars/archive/refs/heads/Main.zip here])&lt;br /&gt;
===[https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod Moar RADARs]===&lt;br /&gt;
A mod that adds 3 new RADAR equipments to equip on the ship, all inspired by similar devices used by the LIDAR tech, with both beamformed and phased RADAR arrays, and a hyper-accurate LIDAR-RADAR combination array that combines both technologies.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/Moar-RADARs-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[https://github.com/1-WT-1/EarthTourism-Delta-V-Mod Earth Tourism]===&lt;br /&gt;
Adds a new service that lets you and your crew spend time visiting Earth for a whole year, while costing an arm and a leg in the process.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github&#039;s releases page [https://github.com/1-WT-1/EarthTourism-Delta-V-Mod/releases/latest here].&lt;br /&gt;
===[[Mod:Derelict Delights|Derelict Delights]]===&lt;br /&gt;
A content mod aiming to flesh out the ship-related finds and interactions in the rings. Adds all ships that were previously obtainable only through the dealership as derelict forms, as well as giving NPCs the opportunity to use them as well. It increases the available equipment loadouts usable by ships by a decent number, and does take community requests as well from a link in the [https://discord.com/channels/426287934870781952/1316256288329699419/1317210374961106944 Discord thread].&lt;br /&gt;
&lt;br /&gt;
Ganymede also benefits from this mod by being given the opportunity to sell you more than the default 3 ship vessels, and adds new equipment and types of encounters.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Derelict-Delights/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Kitsune-Start Kitsune Start] ===&lt;br /&gt;
This mod adds an extra challenge when starting a new save, where you have to start in a ND-LIS Kitsune and make profit from that.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Kitsune-Start/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://discord.com/channels/426287934870781952/1305976254998249582 ZAPeroid]===&lt;br /&gt;
This mod adds a new event based on the Thrusteroid event, being a similar object instead using ZAP torches for thrust.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord post [https://discord.com/channels/426287934870781952/1305976254998249582/1305976289290747956 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1331368363569582233 Y®] ===&lt;br /&gt;
A lightweight mod that changes all references to Eon Interstellar to Y®. English translation only.&lt;br /&gt;
&lt;br /&gt;
A download can be found at the top of the Discord thread [https://discord.com/channels/426287934870781952/1331368363569582233/1331368522592292915 here]. Requires you to be joined on the Discord first.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EIME_M EIME_M] ===&lt;br /&gt;
Adds a new Model E variant that removes all RCS mountings, and replaces them with 6 additional ZAPs, and makes all ZAP fittings unremovable. Also supports the Y® translation mod&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EIME_M/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/1-WT-1/RGB-Lasers RGB Lasers]===&lt;br /&gt;
This mod changes the beams of all lasers to cycle through all colors while being active.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RGB-Lasers/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Thrusterhaul Thrusterhaul] ===&lt;br /&gt;
Changes the way thrusters are handled on vanilla ships to allow each individual thruster mounting to choose a specific thruster, instead of being replaced in a batch.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Thrusterhaul/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Stated-Claims Stated Claims] ===&lt;br /&gt;
Adds a named identifier for the equipment-side for claim beacons, allowing the differentiation on the equipment menu.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Stated-Claims/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Duct-Taped Trigger] ===&lt;br /&gt;
Allows NDPT-4205 (kinetic point defense turrets) to fire on their own like the microwave point defense. You can still turn them off from the Mechanic menu or numbered hotkey.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the [https://discord.com/channels/426287934870781952/1357119179089641684/1357119179089641684 Discord] (you may need to join first)&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Pilotable-Companions Pilotable Companions] ===&lt;br /&gt;
Adds a new ship that can be found in the dealer, being a retrofitted NT Mining Companion that allows it to be flown as a standalone ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Pilotable-Companions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/VelocityPlus VelocityPlus] ===&lt;br /&gt;
A collection of minor QOL changes or fixes combined into a singular mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/VelocityPlus/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/RapidSynchro RapidSynchro] ===&lt;br /&gt;
Adds a new type of synchrotron that fires low-energy shots in quick succession until the equipment overheats.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/RapidSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/DV-skip-preflight Skip Preflight] ===&lt;br /&gt;
Removes the pre-flight inspections, allowing you to leave for the rings regardless of how damaged your vessel is.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/DV-skip-preflight/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/Kilotsune Kilotsune] ===&lt;br /&gt;
Adds a new variant of the Kitsune that is 10 times larger: the Kilotsune&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/Kilotsune/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Torches-As-RCS Torches As RCS] ===&lt;br /&gt;
Allows vanilla torches to be fitted in the RCS slot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Torches-As-RCS/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat Treasure Planet - Torpedo Boat] ===&lt;br /&gt;
Adds the Royal Navy Torpedo Boat from the game &amp;quot;Treasure Planet: Battle at Procyon&amp;quot; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/TreasurePlanet-TorpedoBoat/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Randomizer Delta-V Randomizer] ===&lt;br /&gt;
Randomizes the ships and equipment for any vessel in the game, with extra configurable features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: This mod will destroy saves. Make backups and use a new save while this mod is in use.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Randomizer/releases/latest here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ShipTransponder Ship Transponder] ===&lt;br /&gt;
Adds the ship&#039;s variant name or model to the OMS target list, with various customisation to boot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ShipTransponder/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Calo2407/PerMineralMinValue PerMineralMinValue] ===&lt;br /&gt;
Adds tabs to select which specific minerals the geologist value sliders will apply to.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Calo2407/PerMineralMinValue/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second 1 in 10,000 Chance Withered Foxy Jumpscare Every Second] ===&lt;br /&gt;
Inspired by the Terraria mod of the same name, this mod adds a small random chance to cause the Withered Foxy jumpscare to happen every second, with configurable chances.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/1-in-10-000-chance-for-withered-foxy-jumpscare-every-second/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/UwUify UwUify] ===&lt;br /&gt;
Changes numerous texts to have an UwU lisp.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/UwUify/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/EMPSynchro EMPSynchro] ===&lt;br /&gt;
Adds a variant of the SPC Gungnir that deals less damage but emits a huge amount of lightning after hitting a target.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/EMPSynchro/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/GravityTools GravityTools] ===&lt;br /&gt;
Adds a drone equipment that when released can be hailed to produce either an attractive or repulsive force for 60 seconds, acting on all objects in the near vicinity.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/GravityTools/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/kittywitty1363/Elon-Interstellar Elon Interstellar] ===&lt;br /&gt;
Replaces all instances of &amp;quot;Eon Interstellar&amp;quot; with &amp;quot;Elon Interstellar&amp;quot;, like how it was prior to game update 1.72.13. &lt;br /&gt;
&lt;br /&gt;
Additionally, has support for the Industries of Enceladus mod.&lt;br /&gt;
&lt;br /&gt;
It is completely incompatible with the UwUify mod.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/kittywitty1363/Elon-Interstellar/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Hevs-More-Minerals Hev&#039;s More Minerals] ===&lt;br /&gt;
An extended support continuation of the More Minerals and Realistic Minerals mods. Adds 22 new minerals, with 20 Obonto Habitat trades to match.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Hevs-More-Minerals/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest DiscordRPC] ===&lt;br /&gt;
Adds support for Discord RPC, and stating situationally appropriate information based on which menu you&#039;re on or what&#039;s going on in the rings.&lt;br /&gt;
&lt;br /&gt;
Requires a second application to connect to Discord due to technical limitations.&lt;br /&gt;
&lt;br /&gt;
The mod can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
The application can be downloaded from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Delta-V-Discord-RPC-Application/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/ToggleDrone ToggleDrone] ===&lt;br /&gt;
Adds a new drone equipment that can toggle between &#039;haul&#039;, &#039;tug&#039;, and &#039;off&#039; modes by pressing the toggle key.&lt;br /&gt;
&lt;br /&gt;
Also supports Industries of Enceladus&#039;s harvester class drones and VelocityPlus&#039;s toggle menu&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/ToggleDrone/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/MimicGun Mimic Gun] ===&lt;br /&gt;
Adds a new weapon periodically cycles through and mimics the behavior of any vanilla weapon.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/MimicGun/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/1-WT-1/FunnelTitan FunnelTitan] ===&lt;br /&gt;
Adds a variant of the AT-K225 with a large opening and grinders to move ore towards the bay of the ship, alongside adjusted thruster positioning to make a maneuverable ship.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/1-WT-1/FunnelTitan/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== DLC ==&lt;br /&gt;
These are small asset replacements (portraits, stations, etc.) that are handled in the same way that the game would handle it&#039;s own DLC packages. They require no additional setup apart from the addition of the required files to the &amp;lt;code&amp;gt;dlc&amp;lt;/code&amp;gt;folder.&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1430626109283893379 Android Face pack] ===&lt;br /&gt;
This pack replaces all crew portraits with the Android mascot.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1430626109283893379/1430626109283893379 this thread].&lt;br /&gt;
&lt;br /&gt;
=== [https://discord.com/channels/426287934870781952/1486574161995235460 KemoPortraits] ===&lt;br /&gt;
This pack replaces all crew portraits with various anime portraits.&lt;br /&gt;
&lt;br /&gt;
To download this pack, you must have joined the [https://discord.gg/dv ΔV Discord], and can be found in [https://discord.com/channels/426287934870781952/1486574161995235460/1486574369420476488 this thread].&lt;br /&gt;
&lt;br /&gt;
==Tools and Libraries==&lt;br /&gt;
These are dependency mods with no direct function but have functionality used by other mods, standalone applications that can provide information outside of the game itself, or debugging tools that can provide functionality not entirely desirable during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HevLib HevLib] ===&lt;br /&gt;
A library mod that aims to assist mod creators with various functionality of mods. It is recommended to take a look at it&#039;s [https://github.com/rwqfsfasxc100/HevLib/wiki documentation] to better understand it&#039;s capabilities.&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HevLib/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYLoader ZKYLoader]===&lt;br /&gt;
A library extension to the modloader that provides several useful features that mods can utilize for ease of use when being written and run.&lt;br /&gt;
&lt;br /&gt;
This mod is currently under development, a release from the Github has to be compiled by the user, however the [https://discord.com/channels/426287934870781952/1296705616919789598 Discord thread] for the mod does hold a handful of releases, with more information being available on it there.&lt;br /&gt;
===[https://github.com/uniqueuser-name/DV-shenanigans VeinFinder]===&lt;br /&gt;
VeinFinder is a separate app that can be used to show the average ore composition of a section of the rings.&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/uniqueuser-name/DV-shenanigans/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A standalone tool that mimics VelocityPlus&#039;s Auto Repair maximise profit mode and provides the most cost effective maintenance needed to perform on a specific equipment in order to get the most cash out of it. A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on the Github&#039;s releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[[DV Annotate]]===&lt;br /&gt;
DV Annotate is a tool intended to help streamline the bug reporting process by compiling relevant information and screenshots into a package that can be easily submitted to the [https://discord.com/channels/426287934870781952/1019875051480289281 bug reports channel] in the [https://discord.gg/dv ΔV Discord].&lt;br /&gt;
&lt;br /&gt;
Due to the inns and outs of this tool, it is the first one to hold a dedicated page on the wiki. Usage and download info will be kept there.&lt;br /&gt;
===[https://github.com/rwqfsfasxc100/WikiEventTest WikiEventTest]===&lt;br /&gt;
Collection of mods used to consistently and quickly spawn different events, initially used for documentation for the wiki.&lt;br /&gt;
&lt;br /&gt;
A ZIP containing all of the event mods can be found on the releases page [https://github.com/rwqfsfasxc100/WikiEventTest/releases/latest here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/SaveEdit SaveEdit]===&lt;br /&gt;
SaveEdit is a tool focused on providing players the ability to modify a save file in a way that gives them full control over the data. From the GUI, it gives the option to modify generic values (money, insurance, stored ores, etc.), crew (wages, morale, education and experience levels, etc.), astrogation points (editing the location, time and tracked object), and many other options.&lt;br /&gt;
&lt;br /&gt;
It also provides the ability to export and import a save to a text file for those who want to change things not available in the GUI, however it does require some know-how to use.&lt;br /&gt;
&lt;br /&gt;
SaveEdit will taint a save as &amp;quot;cheeted&amp;quot; when you save a modification or imported save, which means that you cannot earn achievements or leaderboard positions (outside of using mods that disable the functionality of it). It is always a good idea to back up the save before modifying it.&lt;br /&gt;
&lt;br /&gt;
Downloads can be found on the releases page on the Github [https://github.com/ZakrinYoran/SaveEdit/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool Repair Calculator Tool] ===&lt;br /&gt;
A tool that can simulate and display the most cost effective repairs you can perform on a ship. This will not take into account the ability to dive with the equipment, and is purely intended for selling equipment/ships. This tool is a standalone tool displaying the behaviour of VelocityPlus&#039;s Auto Repair tool in Max Profit mode.&lt;br /&gt;
&lt;br /&gt;
A usage guide can be found [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/blob/main/README.md#usage here].&lt;br /&gt;
&lt;br /&gt;
A download can be found on it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Repair-Calculator-Tool/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
== Out-of-Support Mods ==&lt;br /&gt;
These mods are still likely functional, however all support for them has been either explicitly ceased by their developers or had no support for a very long time, and any bugs you find will have to be debugged by either yourself, or someone else willing to aide with it.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/Minecrafter8001/NDCI-mk2 NDCI-mk2] ===&lt;br /&gt;
Adds a variant of the NDCI that combines it&#039;s functionality with that of the ER-42 autopilot.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/Minecrafter8001/NDCI-mk2/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/HeavyCothon Heavy Cothon]===&lt;br /&gt;
Adds a new Cothon variant with a high-stress hardpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Bug:&#039;&#039;&#039; DLC does not load properly with this mod installed.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/HeavyCothon.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/AlertSounds Alert Sounds]===&lt;br /&gt;
Plays different alert sounds depending on the cause. New sounds are played in the following situations: A collision is imminent (for autopilots with that functionality), or an indicator is in the red (e.g. due to low fuel). Other causes will play the default HUD sound, as before.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/AlertSounds.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/SalaryAlert Salary Alert]===&lt;br /&gt;
Makes the crew button at Enceladus turn red if any crewmember is unpaid. Useful for when you don&#039;t have enough liquid assets to pay them in time.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/SalaryAlert.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MysteryHunt Mystery Hunt]===&lt;br /&gt;
Changes the mystery music volume (and the intensity of screen effects) of an event based on how close you are to it.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/MysteryHunt.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ShowReliability Show Reliability]===&lt;br /&gt;
Shows the reliability and limits of equipment&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ShowReliability.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/ARMFocus ARM Focus]===&lt;br /&gt;
Makes the AR-1500 manipulator focus on objects if they&#039;re selected by the autopilot.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/ARMFocus.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/TogglePropulsion Toggle Propulsion]===&lt;br /&gt;
Adds keybinds to toggle all thrusters.&lt;br /&gt;
&lt;br /&gt;
Partially obsolete as the torches can be disabled with the zero key in vanilla.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/TogglePropulsion.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/BetterRefining Better Refining]===&lt;br /&gt;
Changes the MPUs to work at the values specified by the user. Currently works with the highest values provided by all MPUs combined, but can be changed by editing the &amp;lt;code&amp;gt;MineralProcessingUnit.gd&amp;lt;/code&amp;gt; file within the mod.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/BetterRefining.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/rmIdLim Remove ID Limit]===&lt;br /&gt;
Increases the maximum number of objects identifiable by the crew by a significant number&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/rmIdLim.zip here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/YeetProtocol Yeet Protocol]===&lt;br /&gt;
Haul drones will yeet away anything that fails the geologist check. Will consume a lot of nanodrones, and it is recommended to leave unmarked on.&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/YeetProtocol.zip here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/113p9v9/mod_prospector_ram_nerfed_revised/ Prospector RAM] ===&lt;br /&gt;
Adds an Eagle variant that builds off of the Vulture Prospector to make for a multirole ship.&lt;br /&gt;
&lt;br /&gt;
Download can be found in it&#039;s Mega folder [https://mega.nz/folder/e08E3CbK#oIXxLI5utFWfJ5xOK9VVqQ/file/ekdGkJLK here].&lt;br /&gt;
===[https://github.com/ZakrinYoran/ZKYs-of-Saturn ZKYs of Saturn]===&lt;br /&gt;
A collection of 3 content mods: DroneOCP, MoreMinerals, and ZKY.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DroneOCP&#039;&#039;&#039; is a mod that adds a variant to the OCP-209 (the OCP-209-D) which is identical to the standard OCP, except it has an additional hardpoint for drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MoreMinerals&#039;&#039;&#039; is a mod that adds 6 new minerals (4 of which are purchased by Obonto habitats), and changes ore chunks to be able to hold multiple mineral types at once, and closer represents a rock&#039;s density ratios. Includes several configs for how the mod interacts with vanilla processed ore behavior as well. (note this specifically is succeeded by Hev&#039;s More Minerals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZKY&#039;&#039;&#039; is a content mod with several additions and changes, with nearly all of them that can be toggled/adjusted via the config files. It adds: 1 new transponder configuration, new crew names, 4 new ship variants, 1 new event, 6 new minerals, 4 new Obonto habitat trades, and many more settings. A full list of features can be found [https://github.com/ZakrinYoran/ZKYs-of-Saturn/blob/main/ZKY/README.md here].&lt;br /&gt;
&lt;br /&gt;
Download instructions can be found in each of the respective package&#039;s folders, with instructions on how to package them as a mod.\.&lt;br /&gt;
==Obsolete Mods==&lt;br /&gt;
These mods no longer provide any changes or benefits to the game, having since been implemented directly into the vanilla game, fixed a bug that has since had a fix pushed to the vanilla game, or succeeded by another mod. They are kept here for the sake of documentation.&lt;br /&gt;
&lt;br /&gt;
Do not expect mods in this section to be functional or have working downloads.&lt;br /&gt;
&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/relaxPerformanceThrottling Relax Performance Throttling]===&lt;br /&gt;
Originally let you change how much of the ringroid spawning performance is throttled to prevent the banding of ringroid formations. The issue this mod aimed to fix was patched on two separate occasions in the vanilla game.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/EnceladusPOIs Enceladus POIs]===&lt;br /&gt;
Originally added a list of tracked POIs to the dive screen. This was implemented into the vanilla game and can be selected to astrogate directly.&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/MaximumSpeed Maximum Speed]===&lt;br /&gt;
Originally increased the maximum speed allowed by the autopilot to 400 m/s. Succeeded by the Remove Ring Restrictions mod.&lt;br /&gt;
&lt;br /&gt;
=== [[Mod:Industries of Enceladus (Legacy)|Industries of Enceladus (Legacy)]] ===&lt;br /&gt;
An older version of IoE which, due to the way it was implemented originally, lacks a large portion of compatibility with other mods, especially those which add hardpoint equipment.&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/HUD-Hider HUD Hider] ===&lt;br /&gt;
Adds a toggle that can turn all HUD visuals on and off. &lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/HUD-Hider/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Ring-Activity RingActivity] ===&lt;br /&gt;
This mod provides some randomness to the empheral contacts (single use, such as lidar and radar contacts) to make it seem like the sources will supply the coordinates from their own timers instead of the static 90 days. These contacts will now have a random timer between 7 days and 108 days.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This mod requires [https://github.com/rwqfsfasxc100/HevLib HevLib]!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Ring-Activity/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Crew-Portraits No Crew Portraits] ===&lt;br /&gt;
This mod allows the crew portraits at Enceladus Prime and in OMS to be hidden, each can be toggled in it&#039;s config.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Crew-Portraits/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions Remove Ring Restrictions] ===&lt;br /&gt;
Adds the option to remove the velocity limit, the automatic return to Enceladus when exiting the rings to the left, and/or the automatic return to Enceladus when going deeper into the Encke Gap.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/Remove-Ring-Restrictions/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix OCP Voyager Fix] ===&lt;br /&gt;
A lightweight mod that rotates the Voyager RSLS MPU 180 degrees in the bay of the OCP-209 to fix a common issue with putting chunks in it&#039;s bay.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/OCP-Voyager-Fix/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/rwqfsfasxc100/No-Simulation-HEX No Simulation Hex] ===&lt;br /&gt;
This mod removes the hexagonal blur overlayed over the [[Minding Virtual Flight Service]], which can make it a lot easier on the eyes.&lt;br /&gt;
&lt;br /&gt;
Succeeded by VelocityPlus &lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/No-Simulation-HEX/releases/latest here].&lt;br /&gt;
&lt;br /&gt;
=== [https://www.reddit.com/r/deltavringsofsaturn/comments/10ru3fc/mod_kx37ram_ringa_aftermarket_modification/ KX37-RAM] ===&lt;br /&gt;
A modification to the K37 with several improvements to make for a more comfortable experience.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Industries of Enceladus&lt;br /&gt;
&lt;br /&gt;
A download can be found on this Mega page [https://mega.nz/file/CptgyTKK#h1BRanDJsyjZgYEzrNUWgg_qs94LKFSQz0r4KoXZKo4 here].&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[https://github.com/rwqfsfasxc100/ModMenu Mod Menu]&#039;&#039;&#039; ===&lt;br /&gt;
Adds a mod menu that lists and allows you to configure mods.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Mod Menu 2, which provides a much more user-oriented experience and fixes a large number of issues with the original, alongside cutting out a large amount of bloat and making things more convenient for modders.&lt;br /&gt;
&lt;br /&gt;
A download can be found from it&#039;s Github releases page [https://github.com/rwqfsfasxc100/ModMenu/releases/latest here].&lt;br /&gt;
===[https://gitlab.com/Delta-V-Modding/Mods/-/tree/main/mods/DiveClock Dive Clock]===&lt;br /&gt;
Adds a clock to the OMS menu that provides both dive time and the current in-game date and time.&lt;br /&gt;
&lt;br /&gt;
Partially implemented in the vanilla game, with the rest implemented by VelocityPlus&lt;br /&gt;
&lt;br /&gt;
Download can be found [https://gitlab.com/Delta-V-Modding/Mods/-/jobs/4656495780/artifacts/file/mods/DiveClock.zip here].&lt;br /&gt;
===[https://github.com/JCalebBR/Realistic-Minerals Realistic Minerals]===&lt;br /&gt;
Replaces the usual 6 ores found in rocks in the base game with a collection of 16 different ore types that would be considerably more feasible to be found in the rings. Obonto habitat trades for these minerals are included.&lt;br /&gt;
&lt;br /&gt;
Succeeded by Hev&#039;s More Minerals.&lt;br /&gt;
&lt;br /&gt;
Download can be found on the Github [https://github.com/JCalebBR/Realistic-Minerals/releases/latest here], however requires MoreMinerals which can be found from the ZKY collection above, or a direct link [https://github.com/ZakrinYoran/ZKYs-of-Saturn/tree/main/MoreMinerals here]&lt;/div&gt;</summary>
		<author><name>Hev</name></author>
	</entry>
</feed>