ITEM-LIST GOOGLE-DOCS - https://docs.google.com/spreadsheets/d/1smwBwZ77Z-2UZkrSYAW23lk8-1mWqrka8i82LHPo8kM/edit#gid=499234259
I didn't make that list and I don't know who did.  I stumbled across it and am now sharing it's existence.


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Hazard Protection Unit -into- Shield Stantions
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USING AMUMSS TO PROCESS [.LUA] SCRIPTS
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	-Download AMUMSS from Nexus, here:	https://www.nexusmods.com/nomanssky/mods/957
	-Place contents of .ZIP file into a folder named anything you choose (eg. AMUMSS) and place folder somewhere convenient 
		-(eg.	C:\AMUMSS 	is suggested.  Right-click folder and "pin to Quick-access" for accessibility)
	
	-Place any new .LUA's you download into the folder "ModScript".  For now, place only "HPU2SS.lua"
	      NOTE: -You can process a single .LUA in here or multiple (as well as .PAK's)
		 -AMUMSS read's the the intended edits to be made by the files in "ModScript" and makes a single .PAK file to place into your MOD folder
		-You can process multiple .LUA's in here to merge multiple edits of the same .EXML by multiple mods.  Yay!
			NOTE: -Edits done to the same line's of code within the same .EXML by different mods will still not be compatible

	-When you have your .LUA's in "ModScript" you are ready to execute "BUILDMOD.bat".
		-You will be asked if you want to copy the built .PAK into your MODS folder and delete DISABLEMODS.TXT, press "Y"
		-You will be asked if you want to check your mods for conflicts, "Y" or "N" (up to you)
			-Checking your mods for conflicts is very useful.  AMUMSS will inform you if multiple mods edit the same files.
			-You can easily identify which mods to merge or make patches for
			-Merge .LUA's that edit the same files by simply having them in "ModScript" together and executing "BUILDMOD.bat"

	-All done.
		-You can read REPORT.TXT for a full summary of what the .LUA scripts edited and what AMUMSS was up to
		-Also informs of any mods that are conflicting, if any, and pinpoints the conflicts in the appropriate .EXML's


=============================================================================================================
README=========================================================
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This mod makes ALL Hazard Protection Units (HPU's) turn into Shield Stations, simply by changing the HPU's name and effect.
Essentially, HPU's are masquerading around as Shield Stations now.

This means HPU's built by you AND other players (even in their bases) will identify as Shield Stations and work as Shield Stations for you.
Includes procedural HPU's you would find in buildings.  No new game required.
You'll find Shield Stations in the build-menu in the same tree where HPU's were (they are the same object, just now with a different name and effect) 

The .LUA script is structured to be easily customizable.  
You can:

﻿	-Set the amount of shields recharged by a single use. 
﻿﻿		It can be set to 30% recharged per use -or- 100% recharged per use.  Default set to 30%.
		﻿﻿﻿	-Probably can be changed to activate all sorts of different effects instead of recharging shields
			﻿﻿﻿-Modifies a "Reward" value, so you could potentially turn it into a reward machine of some kind if you scrounge around for the proper ID's
	﻿﻿
	-Set the ingredient and cost for a single use. 
		Default set by this mod is 10x Di-hydrogen per use.  Can easily be reverted back to Ferrite Dust or made to be free via editing the .LUA

﻿﻿	-Rename the HPU to what ever you like. 
﻿﻿		I renamed it to "Shield Station", but you can take a look at the .LUA and change the name and description to what ever you want.

	﻿﻿-Optional ability to change recipe ingredients and costs associated with building HPU's
		﻿﻿The recipe for building HPU's in this is mod is vanilla by default.

NOTE:
(Open up .LUA's with something like Notepad++)

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This mod is fairly compatible as a number of edits are done to .MBIN's specific to the HPU alone.
﻿If you use AMUMSS to merge the .LUA with any mods that this may conflict with, then this mod should be compatible with virtually anything.
﻿There are only a small number of minor edits, and they only reference HPU's.

All .MBIIN's edited:
MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\TECH\SHIELDSTATION\ENTITIES\SHIELDSTATION.ENTITY.MBIN
MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\TECH\SHIELDSTATION\ENTITIES\SHIELDON.ENTITY.MBIN
LANGUAGE\NMS_LOC1_ENGLISH.MBIN
LANGUAGE\NMS_LOC4_ENGLISH.MBIN
METADATA\REALITY\TABLES\NMS_REALITY_GCPRODUCTTABLE.MBIN

NOTE:
METADATA\REALITY\TABLES\NMS_REALITY_GCPRODUCTTABLE.MBIN is a fairly common .MBIN to edit by other mods.
The only things my mod edits in that particular .MBIN is the ability to modify recipe ingredients and costs associated with building the HPU (no edits are made by default).
If this .MBIN is overwritten by another mod, you would only lose the option to edit this recipe. 
The Shield Station will still have the vanilla HPU build recipe (1x Metal Plate + 20x Ionized Cobalt + 50x Phosphorus).  


