[CNEIO] Modifiable Shuttle – Trailblazer
This mod adds a unique shuttle: the Trailblazer. On top of everything a vanilla shuttle can do, it comes with a wide range of upgradable modules.
A fully upgraded Trailblazer holds immense strategic value — it is a mobile stronghold in its own right.
•Engine Upgrade•
Significantly boosts maximum flight range and world map travel speed while shortening launch cooldown, at the cost of increased fuel consumption. Up to Level 5.
Requires shuttle engines to upgrade.
•Antigrav Core Upgrade•
Drastically increases flight range and cargo capacity while reducing fuel consumption. Up to Level 20.
Requires gravlite panels and gravcores to upgrade, with increasing costs per level.
•Antigrav Power Generator•
Allows the shuttle to output large amounts of power externally. +2000W per level. Up to Level 20.
Requires gravlite panels and gravcores to upgrade, with increasing costs per level.
•Shield Core Upgrade•
Generates an omnidirectional shield centered on the shuttle, capable of blocking both conventional projectiles and mortar shells simultaneously. Each level increases shield capacity and recharge rate. Up to Level 8.
Requires shield cores to upgrade, with increasing costs per level.
•Psychic Detection Array• (Requires Anomaly DLC)
Generates an anti-cloak field centered on the shuttle, forcibly revealing all invisible units within range (not just a red glow warning — full decloaking). Detection radius: 20 cells.
Requires shards to upgrade.
•Signal Extension Relay• (Requires Biotech DLC)
Generates a mechanoid command signal centered on the shuttle, turning it into a signal relay station that extends a mechanitor’s command range over their mechanoids. +10 cells radius per level; at max level (Level 5), covers the entire map.
Requires various Biotech DLC materials to upgrade. Max level additionally requires a mechlink (really expensive).
•Jump Drive• (Requires Royalty DLC)
Enables the shuttle to perform instant in-map teleportation. Upgrading reduces cooldown. Up to Level 3.
Requires a psylink neuroformer for the initial installation; Levels 2 and 3 do not require one.
•Heavy Turret Mount / Light Turret Mount•
After installing a weapon mount, you can select and install any compatible turret from your game onto the shuttle. The shuttle will automatically engage enemies.
The heavy mount supports 3×3 turrets; the light mount supports 2×2 turrets. They are mutually exclusive. Installing either mount reduces cargo capacity and increases fuel consumption.
Upgrading the mount level reduces turret warmup and cooldown times.
Turrets have an ammo system, requiring colonists to haul ammo for resupply.
Broadly compatible with modded turrets — any auto-firing, non-manually-operated building turret can be installed.
Q: CE?
A: Compatible. Turret ammo system and ammo type switching all function properly.
Q: Which mod turrets are supported?
A: All qualifying auto-turrets are automatically detected. Requirements: non-mortar, non-manually-activated, non-enemy-exclusive, 2×2 or 3×3 building turrets.
Q: Which DLCs are required?
A: Odyssey DLC is required. Certain upgrade modules require their respective DLCs (marked in descriptions above) — they simply won’t appear if the corresponding DLC isn’t installed.
Q: Can this be added to an existing save?
A: Yes.
Q: Isn’t this too overpowered? A maxed-out shuttle can output nearly 40,000W of power and carry over a hundred tons of cargo!
A: Where exactly did you get 100 gravcores and 4,000 gravlite panels from?
More Useful Grenade
Storytellers Expanded – Sparkle
Extra Armor For Cinder
More Useful Injection and Drug
VFE – Empire: Frugal Nobles
You Are So Beautiful
There’s Nothing Here
Vanilla Genetics Expanded-Quality Is More Effective
More Reasonable Mortars