
Requirements:
No other mods, but your sanity.
Featured:
Just some silly hullmods that aren’t easily acceptable in the current game’s progression or at least makes the experience more terrible to the unfortunate users.
Some hullmods:
Thanks to:
– Hullmod Expansion.
– Whoever had the regenerative armor cell script since 0.65a.
– Whoever had concerns about my wellbeing as an individual as I make this mod.
Changelog:
Can this mod be installed on an already ongoing campaign? Are they already unlocked or do they have to be found? Have you concocted some autofits of vanilla ships that use these mods or can only the player make use of them?
You better be adding this mod to your signature
These are very interesting. Altough I’m equally confused as to what they actually do in battle without a GIF, especially Inverted Phase Dilator and Arsenal Clock!
Can this mod be installed on an already ongoing campaign? Are they already unlocked or do they have to be found? Have you concocted some autofits of vanilla ships that use these mods or can only the player make use of them?
This mod only adds in hullmods and the scripts that operate them, so it’s fine install it mid-game. Since the mercenaries would be the ones that are going to use them. Though a spare save would be recommended on how some hullmods could do weird things.
The Arsenal clock is directly correlated to the Peak CR duration, which is pretty straight forward. On the other hand, Inverted Phase Dilator uses the Phase Cooldown as the base instead of the Phase itself, which can imply on a lot of something cursed can happen.
Additional, I’m not too good in making GIFs, but I’ll see if I could come up with them.
These are very interesting. Altough I’m equally confused as to what they actually do in battle without a GIF, especially Inverted Phase Dilator and Arsenal Clock!
Can this mod be installed on an already ongoing campaign? Are they already unlocked or do they have to be found? Have you concocted some autofits of vanilla ships that use these mods or can only the player make use of them?
This mod only adds in hullmods and the scripts that operate them, so it’s fine install it mid-game. Since the mercenaries would be the ones that are going to use them. Though a spare save would be recommended on how some hullmods could do weird things.
The Arsenal clock is directly correlated to the Peak CR duration, which is pretty straight forward. On the other hand, Inverted Phase Dilator uses the Phase Cooldown as the base instead of the Phase itself, which can imply on a lot of something cursed can happen.
Additional, I’m not too good in making GIFs, but I’ll see if I could come up with them.
Oh, I see! Let me look up on how I can copy save files real quick….
By “only mercenaries use them” you mean that only Bounties can have them? That’s quite nifty, I like it!
So, in short, Arsenal Clock increases the buffs provided to the ship it’s installed on based on how much time has passed?
The fact the buffs are at its maximum once the ship has burned through three quarters of its PPT also means it’s most useful to install on Frigates, Destroyers and Overriden ships as they’ll reach that point sooner and will be able to hang around the battlefield for a while if they both got 100% Combat Readiness and Hardened Subsystems!
I’ll have to try it out!
Trying to comprehend some of these is like mental gymnastics.
Your assumption is as good as mine. Knowing how many math loops for a single hullmod to get it working. It still works.
i wanna see how a ziggurat behaves as a bascially temporal shell capital which can also cool down its temporal shell whenever while also having the motes too.

edit: sorry i got it , good mod!
Though may or may not help break the monotony at least.
what… does inverted phase coils do?
Even though the ship was already real… they make the ship more real.
These are very interesting. Altough I’m equally confused as to what they actually do in battle without a GIF, especially Inverted Phase Dilator and Arsenal Clock!
The description makes it sound like it gives you the “accellerated time” of phasing without the “is untargetable” and “can’t fire weapons” of phasing, which explains the severe drawbacks of the hullmod.
also, just a thought; is there a way to increase the time it takes to unphase after you activate phase? bc if so you could also make an interesting hullmod that converts phase cloak into a high-tech burn drive, where maintaining the cloak costs almost nothing but activating the cloak costs a bunch more & once u activate phase you cant unphase for a while, but while ur phased the time slow is much higher than it normally would be — enough to be faster than 0 flux. So the point of it is using it to cross long distances faster. You could abuse the decreased cost of maintaining phase to stay in phase for much longer, but, doing so would make the ship break down at a proportionally faster rate
also a note about phase ships, currently the phase ops skill is literally one of the worst things you can get for the inverted phase dilators. if i may ask, would perhaps making some sort of exception when someone has that mod or maybe making a sort of reverse calculation, as in things that make phase jittering cool down faster makes them actually cool down slower(aka. reverse this one thing about it). the ziggurat is a horrible, horrible option for this hullmod because of the way it works as an example
theres definitely a mod that edits most of the skills to be something completely different, & modding hullmods to call for whether you have a different hullmod equipped to not allow them or change their functionality when u combine 2 hullmods is definitely a thing, so it shouldnt be impossible to have the hullmod see if you have that skill equipped then do the inverse of what the phase skill does to negate it