Hullmod

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Up to date for latest version, 0.97a.

Hullmods are special modifications applied to ships. Hullmods can provide a variety of effects, ranging from simply increasing stats like armor or weapon range to completely overhauling how a ship functions. Some hullmods are inherent to a particular ship hull and cannot be added or removed, while others can be installed and uninstalled for Ordnance Point cost.

At the start of the game, the following hullmods are available for installation: Additional Berthing, Armored Weapon Mounts, Auxiliary Fuel Tanks, Auxiliary Thrusters, Blast Doors, Dedicated Targeting Core, Expanded Cargo Holds, Flux Coil Adjunct, Flux Distributor, Hardened Subsystems, Reinforced Bulkheads, Militarized Subsystems, Safety Overrides, and Unstable Injector. New hullmods can be obtained by using "modspecs" that can be purchased at markets or found in salvage. Modspecs that you already have unlocked typically do not appear again. Some skills also unlock hullmods, although most of them can be learned though a modspec.

Once a hullmod has been unlocked it can be installed on any number of player ships. It's possible to have a ship with an installed hullmod that you do not have unlocked (for example, starting ships often have some) - if it's uninstalled, it will not be possible to install it again.

Logistics hullmods

Unlike regular hullmods, logistic hullmods can only be added and removed while docked. They usually affect non-combat stats like cargo capacity or maximum burn. A ship is normally limited to two logistics hullmods.

Damage hullmods

Example of price difference between Mules with different amounts of d-mods.

Damage hullmods (commonly known as D-mods) represent serious long-term damage to a ship, and are added when a ship is recovered after battle. They may be removed by restoring the ship in a dock at a planet or station, for a high credit cost. Ships with damage mods cost fewer supplies to deploy.

Many ships sold at the shop will have D-mods. Ships with D-mods are cheaper; the difference is particularly large for the first D-mod.

Ill-Advised Modifications and Special Modifications are also considered D-mods, but do not affect recovery cost and cannot be added after the ship recovery. They are instead similar to built-in mods, appearing on specific hulls. They can be removed by restoring the ship, but not with Hull Restoration skill.

Damage mods are shown as orange bars on the ship icon. A ship can have up to 5 D-mods.

Built-in

Many ship hulls come with hullmods built into them from the start. A built-in hullmod doesn't cost any OP and doesn't count against the logistics hullmod limit. A common example is Civilian-grade Hull, which is built into numerous ships. Some built-in mods are regular hullmods (for example, Venture has built-in Surveying Equipment, which can be installed on any ship), while others are unique to the hulls they are built into, such as Advanced Targeting Core or Salvage Gantry. Some built-in hullmods are disadvantageous, representing a specific limitation of a ship class, such as Ablative Armor or Delicate Machinery.

S-mods

A regular hullmod can be built-in for SP, turning it into an S-mod. S-mods are permanent and do not cost any OP. Additionally, many hullmods provide an additional effect when turned into an S-mod. Cheaper hullmods and logistics hullmods usually provide a bonus, while more expensive s-mods usually come with a disadvantage. Your ships are normally limited to two S-mods, increasing to three with Best of the Best. This use of story points grants bonus XP depending on the size of the ship, smaller ships give more.

Built-in hullmods with bonus effects can be enhanced instead. This also costs SP, always grants 100% bonus XP, and does not count against the maximum limit.

S-mods are shown as green bars on the ship icon.

Certain NPC fleets also have S-modded ships. These are fairly rare and only appear in specific conditions - there are currently no randomly-generated fleets with S-modded ships.

By Category

These categories are the ones used by the game and some hullmods may appear in multiple categories. Built-in only mods do not have categories but have been assigned them here. D-mods, faction mods, and hidden mods have not been included either.

Shields

Table
Accelerated Shields Increases shield turn rate and extension speed.
Extended Shields Increases maximum shield arc.
Hardened Shields Reduces damage taken by shields.
Stabilized Shields Reduces flux upkeep for shields.
Shield Conversion - Front Converts omni shield to front, extends arc.
Shield Conversion - Omni Converts front shield to omni, reduces arc.
Shield Shunt Removes shields, increases armor.
Makeshift Shield Generator Installs basic shields on shieldless ship. Reduces top speed.
Flux Shunt Built-in Only, Allows dissipation of hard flux while shields are up.

Defences

Table
Automated Repair Unit Increases weapon repair rate in combat.
Blast Doors Increases hull integrity, reduces crew casualties.
Heavy Armor Increases armor.
Reinforced Bulkheads Increases hull integrity; ship almost always recoverable if lost.
Resistant Flux Conduits Reduces EMP damage taken, improves venting speed.
Shield Shunt Removes shields, increases armor.
Armored Weapon Mounts Makes weapons harder to disable, reduces recoil, increases armor.
Integrated Point Defense AI PD unaffected by decoy flares, improved target leading, more damage to missiles.
Solar Shielding Requires Dock, Reduces effect of being in corona and energy damage taken.

Weapons

Table
Advanced Optics Increases beam weapon range.
Advanced Turret Gyros Increases turret turn rate.
Ballistic Rangefinder Increases base range of small and medium weapons in ballisic slots.
Dedicated Targeting Core Increases weapon range, more so for larger ships.
ECCM Package Improves missile speed and guidance, reduces effect of enemy Electronic Warfare.
Escort Package Increases maneuverability, top speed, and weapon range when near a larger friendly ship.
Expanded Magazines Increases ammo/charges for ballistic and energy weapons.
Expanded Missile Racks Increases missile weapon ammo.
Missile Autoloader Reloads missile weapons in small missile mounts
High Scatter Amplifier Reduces beam range; beams deal more damage and apply hard flux to shields.
Integrated Targeting Unit Increases weapon range, more so for larger ships.
Armored Weapon Mounts Makes weapons harder to disable, reduces recoil.
Integrated Point Defense AI PD unaffected by decoy flares, improved target leading, more damage to missiles.
ECM Package Increases ship's ECM rating.
Missile Autoforge Built-in only, Periodically reloads all missile weapons.
Energy Bolt Coherer Built-in only, Increases base range of non-beam energy weapons.

Engines

Table
Auxiliary Thrusters Increases maneuverability.
Escort Package Increases maneuverability, top speed, and weapon range when near a larger friendly ship.
Unstable Injector Increases speed, reduces weapon range.
Safety Overrides Drastic improvement in performance, much lower peak time.
Nav Relay Increases top speed of deployed ships.
Insulated Engine Assembly Requires Dock, Makes engines harder to disable, lowers sensor profile.

Fighters

Table
Converted Hangar Improvised fighter bay for non-carriers.
Defensive Targeting Array Increases fighter PD damage, reduces fighter roam range to zero.
Expanded Deck Crew Improves fighter replacement rate, increases crew requirements.
Recovery Shuttles Reduces fighter pilot casualties.
Converted Fighter Bay Converts built-in fighter bays into improvised cargo holds.
B-Deck Built-in only, Launches fresh wing once per combat and replenishes the replacement rate.
Fighter Chassis Storage Built-in Only, Fighter replacement rate does not go down.

Special

Table
Flux Coil Adjunct Increases flux capacity.
Flux Distributor Increases flux dissipation.
Hardened Subsystems Increases peak time, CR degrades more slowly.
Neural Interface Allows rapid switching between ships, resets system cooldown and adds a charge.
Neural Integrator Specialized Neural Interface for automated ships.
Operations Center Increases command point recovery rate when on flagship.
Resistant Flux Conduits Reduces EMP damage taken, improves venting speed.
Safety Overrides Drastic improvement in performance, much lower peak time.
Shield Shunt Removes shields, increases armor.
Escort Package Increases maneuverability, top speed, and weapon range when near a larger friendly ship.
Militarized Subsystems Requires Dock, Removes sensor penalties, increases maximum burn level, increases crew required.

Phase

Table
Adaptive Phase Coils Reduces impact of hard flux level on top speed while phased.
Phase Anchor Increases flux dissipation and weapon recharge while phased, emergency dive maneuver.
Phase Field Built-in only, Increases resources gained from salvage.

Support

Table
Nav Relay Increases top speed of deployed ships.
ECM Package Increases ship's ECM rating.

Logistics

Table
Additional Berthing Requires Dock, Increases crew capacity.
Auxiliary Fuel Tanks Requires Dock, Increases fuel capacity.
Expanded Cargo Holds Requires Dock, Increases cargo capacity.
Converted Fighter Bay Converts built-in fighter bays into improvised cargo holds.
Augmented Drive Field Requires Dock, Increases maximum burn level.
High Resolution Sensors Requires Dock, Increases fleet's sensor range.
Insulated Engine Assembly Requires Dock, Makes engines harder to disable, lowers sensor profile.
Militarized Subsystems Requires Dock, Removes sensor penalties, increases maximum burn level, increases crew required.
Efficiency Overhaul Requires Dock, Reduces ongoing costs and enables more deployments.
Solar Shielding Requires Dock, Reduces effect of being in corona and energy damage taken.
Surveying Equipment Requires Dock, Reduces resource requirements for surveying.
Phase Field Built-in only, Reduces fleetwide sensor profile.
Shielded Cargo Holds Built-in only, Improves chance to avoid detection of contraband.
Salvage Gantry Built-in only, Increases resources gained from salvage.
Phase Field Built-in only, Reduces fleetwide sensor profile.
Civilian-grade Hull Built-in only, Increases sensor profile, reduces sensor strength.
High Maintenance Built-in only, Increases maintenance cost.




Change History

0.8a

  • Auxiliary Thrusters now available at game start; reduced OP cost for capitals to 25(from 30)
  • Unstable Injector
    • Removed acceleration bonus and engine damage penalty
    • Now reduces weapon range by 25%
    • Reduced OP cost
  • Augmented Engines
    • Removed in-combat speed bonus
    • Reduced cost
    • Renamed to "Augmented Drive Field"
  • Dedicated Targeting Core: reduced cost
  • Integrated Targeting Unit:
    • Reduced cost to match DTC
    • Slightly increased range bonus for cruisers (+5%) and capital ships (+10%)
  • Hullmods can now be acquired from a "Modspec" item
    • Dropped by enemies
    • Found as salvage
    • Bought on markets

New/adjusted hullmods:

  • All percentile reductions applied by hullmods are now multiplicative
    • Most already were; this is just cleanup to ensure consistency
    • Goal is to avoid unreasonable stacking, i.e. -50% and -50% reducing a value to 0
  • Flux Coil Adjunct, Flux Distributor:
    • Cost 4/8/12/20 ordnance points
    • Provide dissipation/capacity at 75% efficiency compared to vents and capacitors
    • Available from the start
  • Generally reduced penalties from d-mods
  • ECCM Package: now also reduces weapon range penalty from losing Electronic Warfare
  • Expanded Missile Racks:
    • Now increases missile ammo by 100% (was: 75%)
    • Ordnance point cost increased substantially
    • One-shot Reaper torpedo launcher now has a 5 second cooldown
  • Degraded Engines: reduced sensor signature penalty, reduced movement penalty
  • Accelerated Shields: no longer available from start
  • Expanded Magazines: no longer available from start
  • Reinforced Bulkheads: available at campaign start
  • Salvage Gantry: removed bonus to salvage from being deployed in combat, wasn't working right design-wise
  • New hullmods:
    • Expanded Deck Crew
    • Recovery Shuttles
    • Nav Relay
    • ECM Package
    • Operations Center
  • Adjusted various related hullmods; of particular note:
    • High Resolution Sensors give a flat +60 to sensor strength
    • Phase Field sets the ship's profile to 0