> For the complete documentation index, see [llms.txt](https://little-orbit.gitbook.io/stfu/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://little-orbit.gitbook.io/stfu/the-ships/performance-mods.md).

# Performance Mods

![An overview of STFU mods](/files/JlLwDZCeu9vdMQ3AGu1y)

## Outperform the others

Performance mods provide changes to the core functioning of a ship as it relates to each of the 3 performance mod slots.&#x20;

Generally, performance mods have a cost/benefit adjustment as the bonus becomes more powerful. In example, **if you are massively increasing power to a ship’s weapons, there will likely be a cost somewhere else on the ship**. Given this balancing act, careful thought should be used when setting a performance mod.

<figure><img src="/files/wxF4RMEVUIRsFXcK8UI2" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/wb7sJ1MrqK75NEFKOLJ3" alt=""><figcaption></figcaption></figure>

## Weapon Mods

Weapons are, well, how your ship goes *pew pew pew*. These modifications have a large and varied adjustment to the ship functioning and could include something as simple as increased fire rate with decreased damage to the addition of a damage over time effect but increased weapon cool down. \
\
A few examples of weapon mods found in game:

<details>

<summary> Nitro Launchers</summary>

Tier 1: Missiles deal 5% more damage. Weapons deal 5% less damage.

</details>

<details>

<summary>Expanded Clusters</summary>

Tier 1: Your ship has 5 extra missile capacity. Missiles deal 5% less damage.

</details>

<details>

<summary>Simplicity Protocol</summary>

Tier 1: Dual Blasters deal 15% more damage. Other Weapons deal 5% less damage.

</details>

<figure><img src="/files/wb7sJ1MrqK75NEFKOLJ3" alt=""><figcaption></figcaption></figure>

## Hull Mods

Hull performance modifications will adjust things that relate to defense and mobility/weight of a ship.&#x20;

A few examples of hull mods found in game:

<details>

<summary>Inflexible Exoskeleton</summary>

Tier 1: Increases your ship HP by 10%. Your ship fire rate is 5% slower.

</details>

<details>

<summary>Security Barriers</summary>

Tier 1: Your ship receives 10% less damage from the front and the back. Your ship maneuverability is 10% slower.

</details>

<details>

<summary>Field Amplifier</summary>

Tier 1: Your ship has 10% extra shield. Your Weapons deal 5% less damage.

</details>

<figure><img src="/files/wb7sJ1MrqK75NEFKOLJ3" alt=""><figcaption></figcaption></figure>

## Utility Mods

Utility mods are somewhat of a catchall for some of the more unique mod designs such as passive shield regeneration.

A few examples of utility mods found in game:

<details>

<summary>Behemoth Containers</summary>

Tier 1: Your ship has 4 more hauling capacity. Your ship moves 5% slower.

</details>

<details>

<summary>Sustainable Eco-Conduits</summary>

Tier 1: Your tools consume 10% less energy. Your ship has 10% less energy.

</details>

<details>

<summary>Extra Tool Rack</summary>

Tier 1: Your ship has 5 more gadget capacity. Your ship gets 5% less energy from energy powerups.

</details>
