Just some hull modifications. By some, I mean 40+ or something. However, most are mutually exclusive, so the usable list is rather short actually. On a new game or a load, all hull modifications and slot shunts will be added to player's known list. Any port you visit will have a new submarket where you can grab slot shunts from.
Hull Modifications:
- Experimental Hull Modifications: Provides a base to all other hull modifications in this mod
- Over-Engineered: Provides 15% OP bonus and some slot-points to the ship when built-in
- Auxiliary Generators: Provides few slot-points in exchange for ordnance points
- Logistics Overhaul: Strips the ship of all combat capabilities in favour of logistics
- AI Switch: Turns automated ships into normal, or normal ships into automated ones
Hull Modification Categories:
- Systems: Most vanilla systems are turned into hull modifications
- Retrofits: Alters the weapon slots of a ship all together
- Cosmetics: Fully customizable hull modifications to change shield and engine colours. Customization is done through the mod settings menu
- Activators: Uses slot shunts to provide the ship with various enhancements by altering the slot they're installed on
Slot Shunt Categories: These are utilities that can be equipped on weapon slots. Each require its own activator to do what it's supposed to do
- Adapters: Turns a bigger slot into smaller versions (3 large, 1 medium types)
- Converters: Turns a smaller slot into a bigger one by using slot points (1 medium, 1 small types)
- Diverters: Turns a slot inactive and yield slot points to be used by above (1 small type)
- Capacitors: Enhances the total flux capacity of the ship (1 small type)
- Dissipators: Enhances the total flux dissipation of the ship (1 small type)
- Launch Tubes: Turns a large slot into a fighter hangar (1 large type)