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Experimental Hull Modifications

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)

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