Pokey's Hull Mod Rebalance
🟡 Updated this yearPreview

🔍 Analysis
- ✅ Updated 39 days after the latest game patch — actively maintained
- 🏆 #314 of 318 Ship mods mods in this game by downloads
📋 About This Mod
▎ Rebalances hull (ship) equipment mods into real choices. No roll RNG (every value pinned), four clear archetypes per tier (Racer, Tank, Ghost, Explorer), and non-speed roles buffed so speed no longer wins every slot. Max hull rider means
Pokey's Hull Mod Rebalance
A followup to my Weapon Mod Rebalance, same spirit. These sections don't have quite the same structural problems weapons did, so this took more judgement about what is "fun". Being honest with myself, they are probably a bit overpowered, but I like it this way.
The problem
Hull mods cover about 11 stat families (hull, mass, drag, radar range, stealth, hazard resistance, cargo hiding, and four separate consumable-capacity stores) crammed across 18 mods. Two things cause this:
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[]Lopsided and overcrowded. 10 of the 18 mods are jammed into Basic, with only 4 each at Enhanced and Exceptional, so the entry tier is a wall of near-duplicates and the top tiers are thin.[/]
[]Speed dominates. Speed is the strongest effect you can get out of vanilla. Polisher and Nanotube are incredible, everything else is meh.[/]
What this mod does
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[]No RNG. Every value is pinned. What you craft is what you get, and rerolling is pointless. I dislike rerolling as a mechanic.[/]
[]Four clear archetypes instead of a wall of overlapping stats. Each tier gives one carrier per archetype, chosen so the mod's name matches its job, and everything else is parked at a token value so it is obviously not the pick.[/]
[]Higher tiers are always an upgrade. Every Enhanced (+10%) and Exceptional (+20%) mod carries a max-hull rider (the "always-good" stat), so stepping up a tier improves your ship no matter which archetype you pick.[/]
[]Roles, not just speed. Buffs have been combined so that archetypes differ by role, and the non-speed roles have been buffed to be worth taking.[/]
The four archetypes
One carrier per tier:
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[]Racer (acceleration and top speed): Honeycomb, Lubricator, Nanotube[/]
[]Tank (max hull, radar range, and consumables): Buttress, Mettle, Tenacity[/]
[]Ghost (stealth): Cloak, Veil, Shroud[/]
[]Explorer (hazard resistance and cargo hiding): Grit, Composite, Mirage[/]
Compatibility & safety
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[]Numbers only. No new wares or ships, it only re-tunes the existing equipment-mod table.[/]
[](Relatively) savegame-safe. Add or remove any time. It partially retroactively re-tunes mods you've already installed to the new fixed values (it will not add or remove effects), and vice-versa for removal, but you can just reinstall your mods and move on.[/]
Built for X4: Foundations v9. 0. Feedback welcome.
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[]Numbers only. No new wares or ships, it only re-tunes the existing equipment-mod table.[/]
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[]Racer (acceleration and top speed): Honeycomb, Lubricator, Nanotube[/]
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[]No RNG. Every value is pinned. What you craft is what you get, and rerolling is pointless. I dislike rerolling as a mechanic.[/]
📊 Mod Details
- Game
- X4foundations Mods
- Author
- sirpokington
- Version
- 1
- Downloads
- 77
- Endorsements
- 2
- Category
- Ship mods
- Created
- 7/19/2026
- Updated
- 7/19/2026
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