Giving Credit where it's due:

The great majority of this mod was written by the FLU Modding Team but some assistance has been received through the examination and disection of mods by others. It is not our intention to exclude anyone from this list so if you see your work in this mod without credit let us know. We'll add your props to the list.

- The Starport.net and it's many knowledgable members deserve the lion's share of the credit for their patience and guidance in all things modding.
- Adoxa and Gibbon deserve particular mention for the many helps they've given over the years.
- Chips was the developer of the ServerOperator2 mod that the FLU mod was originally built off of. The dissection of that mod in particular was our foundational instruction in the basics of modding

- LANCERGUARD 1.03 MOD by Will/ElectricBrain
Reduces hitpoints on Freeport domes and space tanks to a more manageable level should those pesky spawners use them to spawn loot.
Disables most of the level 10 shields not normally accessible in a 1.0 server
Disabling of Cloaks has been removed and transferred to the Cloak Permissions mod. Most cloak mods require the spawning of a cloak and if you're running FLAC, FLShell, or FLHook you will have anti-spawn protection through those utilities.
Disables the ability to tractor in all Nomad weapons not normally available in a 1.0 server
Disables the ability to tractor in all invulnerable shields and invincible armor

- PLAYER LOOTING MOD by TATE
This mod was edited by The FLU Modding Team to include the fix for "space herpes", a phenomenon encountered when tractoring in weapons looted from borderworld and outcast ships using certain guns. The original loadout file included a cargo reference for ammo for the guns. When destroyed the ammo would drop. It would not appear in the loot list nor in your cargo hold but would reduce the capacity of your hold until you died. This player looting mod also adds the option to have freighters only lootable. Fighters will not drop ammo when destroyed and cargo will not be available for pickup to the winner of the engagement.

- XTS BATTLESHIP ENCOUNTERS MOD v1 and XTS BATTLESHIP WRECKS MOD v2 by {cat}Deathscythe of the XTS modding team.
This mod adds battleship encounters in all Government systems (Liberty, Bretonia, Kusari, and Rheinland) and gives the escorts level 10 loadouts. This mod has been adjusted so that only the battleship escorts have the level 10 loadouts. Missions against Navy will be manageable as they still have the original loadouts. Escorts have been given loadouts more appropriate to their faction. Frequency of encounters reduced from 20% to 1%. Battleships drop loot when destroyed. Capital Ship weapons damage increased.

- Harder Missions Mod by Wasabe
Increases the number of missions offered at Manhattan and allows for harder missions for the Navy and LSF including some 200k missions

- Engine Shop Freelancer Mod by OuterStar
Engines for fighters and freighters (excluding the ATs and the CSV) are now available for purchase on the bases that sell the associated ships. For example: The Patriot engine is sold wherever the Patriot is sold.

- Capital Ships Mod created with assistance from the Aargh XML Toolkit.

- Ghost Docking Ring Mod by IGx89, Wanderer added.

- Flak Cannon code and flak cannon effects by w0dk4 and Why485

- Advice on custom systems by Eagle of Eagle Utopia and FLAC fame

- Many of the special features unique to FLU are made possible by the plugins created by Jason Hood (Adoxa)

- Original concept for the Aberdeen system was from player Keely, many changes since his original submission but credit still deserved

- Original concept for the Epsilon Mu system was from the Kessel System in the Freeworlds mod.

- Weapons rebalancing by Beedo (CODEWEPS) and Silver (all others). Any complaints, it's their fault :P

- Omicron Kappa system concept and background by Righeira

- Title screen and menu screen created with help from J.R (Enigma mod)

- Option List features by khayman

Adoxa features added:
- Jump Out Point (allows for fine tweaking of jump-in locations)
- Moors (allows for large ships to use moors)
- Many tweaks in the code including crash offsets and other fixes allowing for fine-tuning of the game

- Arena Domes courtesy of and used by permission of: For the modified Bio dome, Empty Arena and Mausoleum: Free for use in any mod without asking permission if the following credit is given: To DwnUndr at http://UnderVerse.us for the conversions and extra structures. To Digital Anvil for the original space_dome.cmp

- Barrel roll added from JFLP update and from tips from Jeider of the Nomad Legacy mod

- FLHDE team for creating an amazing true to vanilla visual and QoL improvement to the game we all love and is acting as a baseline for the FLU mod.
