damage increase does work on blast capacitors, been using it and it's juicy. though it does help to have a mod that shows stat increases on the weapons...
I came here to poke the author a tad about their code, since one of their hullmods inspired me to make a variant of it for my own mod (that isn't released yet, lol)
the jandor time reactor does a particular thing that it shouldnt, which I fixed in my other hullmods; when you swap ships, the time modification to the game interface does not end.
the implementation I use in my hullmods is that in advanceInCombat I assign a 'unique' ID for further operations, local to advanceInCombat
since jandor uses ugh_id for its ID purposes, the variable would be thus:
ugh_id_local=ugh_id+ship.getID()
from there, we would take this section:
if (player) {
if (ship.isAlive()){
Global.getCombatEngine().getTimeMult().modifyMult(ugh_id, 1f / (1f + (soup_time * 0.01f)));
if (sMod) Global.getCombatEngine().maintainStatusForPlayerShip(ugh_id, "graphics/icons/hullsys/temporal_shell.png", "Time Reactor", "1.67x Timeflow", false);
else Global.getCombatEngine().maintainStatusForPlayerShip(ugh_id, "graphics/icons/hullsys/temporal_shell.png", "Time Reactor", "1.33x Timeflow", false);
} else {
Global.getCombatEngine().getTimeMult().unmodify(ugh_id);
}
}
and remake it into this:
if (player) {
if (ship.isAlive()&&!ship.isPiece()){
Global.getCombatEngine().getTimeMult().modifyMult(ugh_id_local, 1f / (1f + (soup_time * 0.01f)));
if (sMod) Global.getCombatEngine().maintainStatusForPlayerShip(ugh_id_local, "graphics/icons/hullsys/temporal_shell.png", "Time Reactor", "1.67x Timeflow", false);
else Global.getCombatEngine().maintainStatusForPlayerShip(ugh_id_local, "graphics/icons/hullsys/temporal_shell.png", "Time Reactor", "1.33x Timeflow", false);
} else {
Global.getCombatEngine().getTimeMult().unmodify(ugh_id_local);
}
} else {
Global.getCombatEngine().getTimeMult().unmodify(ugh_id_local);
}
tada, now time functions as it should when you swap ships. (you also need to remove that return if not alive or if is piece check, however)