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Stick of Doom

*This article is a stub. You can help Avorion Wiki by expanding it.*

[This article is new as of January 9, 2022. For brevity, this content is presented as though it were hard fact, but additional testing is required to verify many of the details presented herein.]

Stick of Doom is a boss that is summoned by acquiring, and then right-click using, the item "Staff Pager".

## Acquiring the Key

The clue that indicates the existence of this boss is found rarely in the results of some Captain missions, with the Captain reporting back to you: "We found a stash with a message on it: 'To call in a staff meeting, combine a Lightning Gun, Hacking Upgrade, Laser, Railgun and PDC at a research station.'"

[Image credit: Reddit user u/runetrantor]

Each of the five items listed must be Exotic quality or better. At least one of the items must be Legendary quality. Clicking the "RESEARCH" button then sacrifices the items to create a "Staff Pager". Then jump to an empty sector (preferably as close to the center of the galaxy as possible, as loot seems to scale with region, but boss difficulty does not), open Inventory, then right-click the Staff Pager and click Use.

## The Fight

The Stick of Doom will be summoned approximately 13 kilometers in front of the player's ship. It only has 30k to 40k hitpoints of hull and no (standard) shields, but initial attempts to shoot the boss will register as Immune with the boss saying in chat something like "You'll never get through our Hyper Integrity Field!"

Its weaponry is short-range (maximum of 10 kilometers), but it can have anywhere between 300k and 600k omicron.

The damage immunity can be temporarily disabled by causing the boss to spin. Force turrets *can* do this, but may not be viable because force turrets have short range and the boss has ***very*** high DPS at short range. A more reliable method is to ram the boss ship-to-ship at high speed starting from long range; this will send the boss spinning, thus disabling the hyper integrity field, ***and*** minimize time spent within range of the boss' weapons. The exact run-up distance is at the player's discretion, but keep in mind that it's helpful to be going at *several kilometers per second* before getting within 10 km of the boss. The player can then turn around and open fire using whatever long-range weaponry the player deems appropriate.

It's worth noting that, as the name "Stick of Doom" implies, the boss ship is a long, thin rod. Aim will be important in both high-speed ramming *and* in opening fire afterwards.

If the boss regains damage immunity, simply repeat the ramming procedure. The boss states in chat whether the hyper integrity field is working or not.
Hydra Subsystem

The Hydra Subsystem is an installable Subsystem.

## Statistics

Hydra Subsystems increase a craft's total Fighter Squadrons and possibly its Production Speedup, depending on rarity.

Permanently installing a Hydra Subsystem gives the additional Fighter Squadrons not added by normal installation, and adds a Production Speedup bonus.

Multiple Hydra Subsystems can be installed at once, increasing the bonuses additively.

## Naming Scheme

The naming scheme for the Hydra Subsystem is `${rarityName} Hydra ${serialNumber}`.

* `${rarityName}` is the rarity of the subsystem converted to a special string (e.g. Petty → "One-headed", Legendary → "Seven-headed").
* `${serialNumber}` is a semi-random string.

Example: **Two-headed Hydra FCS-B2YY**

## References

1. `data\scripts\systems\fightersquadsystem.lua`
Energy Tube Factory

# General Overview

This advanced factory produces Energy Tubes which are consumed by Accelerator Factory, Electromagnetic Charge Factory, Energy Inverter Factory, Fusion Core Factory, Gauss Rail Factory, Laser Compressor Factory and Laser Modulator Factory

## Production

This factory produces the following resources per cycle:

## Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 827 credits per cycle.
Glass Manufacturer

## General Overview

This station produces Glass. It is considered a low tech factory. Glass is used at the following stations:

Display Factory, High Capacity Lens Factory, Laser Head Factory, Biotope

## Production

This factory produces the following resources per cycle:

### Production Materials

These factories require the following resources to complete a cycle:

 Crystal

### Garbage

This station does not produce a byproduct.

## Profitability

This station's profitability is an average of 416 credits per cycle.
Plating Block

*This article is a stub. You can help Avorion Wiki by expanding it.*

Plating Blocks are the most simple type of block. They provide light armor but are primarily intended for structural or design purposes. Like all other blocks, they are available in all 7 Materials. They do not provide any special function.
Shield Generator

## Description

Shield Generators are technologically advanced devices, that project and sustain a protective energy matrix around the physical body of a ship or station. Shields receive a separate capacity level and regeneration rate from all the Shield Generator blocks installed and work as secondary defensive measures against incoming fire before it can cause any damage to the parent structure.

Shields consume vast amounts of energy to recover their capacity, but in return provide great degree of additional endurance on top of the Armor and Hull.

However, Plasma weapons deal additional damage against Shields, there are turrets and torpedoes which are capable of penetrating or disabling them, and Shields do not protect against collision damage.

## Shield Generator Stats by Material

Shield Generator Blocks become accessible starting from Naonite tier, and gain 1.5x hp for each following material tier. Ogonite also does not support Shield Generators.

They have 4/3rds the mass and 1/8th the durability of a Hull block, but provide 12.5 times more Shield HP than a hull block of the same material provides in Hull HP.

Shield Generated = vol \* 50 \* 1,5 ^ material\_level

Shield Regenerated = shield generated / 180
Fuel Factory

## General Overview

This station refines oil into fuel, which can be used for drones or rockets.

Fuel

Drone Factory, Rocket Factory
Toxic Waste

There are no factories that use toxic waste as an ingredient.

Rocket Launcher
### Legality

Purchasers of the products of this station should be aware that toxic waste is considered dangerous cargo. Transporting this cargo can result in fines and confiscation of the good if the individual does not have a transportation permit.

Sellers of goods to this station should be aware that fluorine is considered dangerous cargo. Transporting this cargo can result in fines and confiscation of the good if the individual does not have a transportation permit.

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources per cycle:

### Garbage

This station produces an indirect byproduct as a result of the process:

## Profitability

This station's profitability is an average of 367 credits per cycle.

List of all Goods
Mod Example: Inventory Item

This mod introduces a simple inventory item that gives credits to a player on usage.

## About

### creditcard.lua

Represents the credit card item inventory item that can be added to the player's inventory.

* `item.stackable = true` The item can be stacked in the inventory
* `item.depleteOnUse = true` The item will be removed from the inventory after it was used
* `function create(item, rarity)` The function that is called when a new object of this type is created by the game
* `function activate(item)` The function that is called when the object is used by the player

### modinfo.lua

* `serverSideOnly = false` The mod adds a new inventory item to the game, and the client has to be able to display tooltips, so the client has to know about it. Also: Localization.
* `clientSideOnly = false` Client side only is impossible, since new inventory items have to be created and added on the server.
* `saveGameAltering = true` The mod adds a new script `data/scripts/items/creditcard.lua` whose path will be saved into the database. Once the mod is disabled, the script is no longer existant and the savegame will be slightly corrupted (not unplayable though).

## Localization =

In the `data/localization/` folder you can find an example for a German localization of texts that appear in the mod.

## See Also

* Mod Examples
* Modding
* Writing your own Mod
* Avorion Internal Architecture
Habitat

*This article is a stub. You can help Avorion Wiki by expanding it.*

## General Overview

This station is an orbital habitat. It is a consumer station, and consumes food products.

Note: Transfered goods to your own habitat/biotop will be consumed yielding no money.

## Goods

This station will purchase the following goods:

* Beer
* Book
* Cocoa
* Coffee
* Food
* Fruit
* Liquor
* Meat
* Spices
* Tea
* Vegetable
* Water
* Wine
* Wood
Galaxy/ru

Reason: "*This page is extremely outdated, has broken links, and we already have other language options without creating new pages*"

**This page is a candidate for deletion.**
Reason: "*This page is extremely outdated, has broken links, and we already have other language options without creating new pages*"

Галактика в Avorion представляет мир, в котором происходит игра. Он состоит из различных секторов.
Он генерируется случайным образом и его размер в настоящее время 1000x1000 секторов, так, в одной галактике насчитывается 1 миллион секторов.

Галактика не полностью генерируется сразу, а процедурно генерируется по мере того, как игроки исследуют новые сектора.

## Зерно

Галактики генерируются сервером Avorion случайным образом. Каждая галактика имеет свое зерно, которое дается процедурному генератору, создающему ее. Это начальное значение можно указать в меню при создании новой галактики или в командной строке при настройке нового сервера.

Две галактики с одним и тем же семенем будут выглядеть одинаково и иметь одинаковое содержание, хотя это содержание может меняться со временем из-за взаимодействия игрока с миром.

## Разбивка

Расположение секторов в галактике представляет собой квадратичную двумерную систему координат. Диапазон координат составляет от -499 до 500.
Обозначение координат - это просто координаты x и y, разделенные двоеточием.

Координаты секторов обозначены следующим образом:

 450:0
 500:-499
 601:-500

Обратите внимание, что самое отрицательное значение -499, а не -500.
Ore Mine

Ore

Steel Factory, Glass Manufacturer

* Acid, Antigrav Units, Drills, Fusion Generators, Medical Supplies, Mining Robots, Solvent

### Production

This factory produces the following resources per cycle:

Ore mines have a default cycle time of 21 seconds which can be reduced to the minimum cycle time of 15 seconds by adding 140 production capacity worth of assembly blocks.

### Production Materials

The mine requires no resources to complete a cycle.

### Garbage

This station does not produce a byproduct.

### Profitability

This station's profitability is an average of 2100 credits per cycle.

## Version History

Prior to April 2020 the Ore mine could have a longer production cycle and was split into more productions per channel to compensate for that, which in return reduced its production to a similar length as if it had a 15 second window.

* Ore Mine S (4 Productions)
The Executive Secretary

**The Executive Secretary** is a group of bosses featured in the DLC: Black Market.

## Biography

As the Commune's administrative head office, the Executive Secretary is responsible for overseeing operations within the group. Favoring democracy and equality, it is comprised of three members with equal authority and power, who govern in unison. One member is always entrusted with leadership, and the others do not hesitate to take their place, should the situation arise.

The Executive Secretary is fought towards the end of The Cavaliers and The Family storyline.

## Encounter

The three ships Executive Secretary is always found with a contingent of Commune Comrades as bodyguards. When meeting them, after some dialogue options they activate along with their team and attack.

Unlike most other bosses, the Executive Secretary is a group of three ships, identical in design and firepower. Their spiky, tower-like green hulls are indistinguishable from each other, which they make extensive use of during the fight.

The Council fights in a unique way: only one of them - called 'The Executive Secretary' - fights at a time, while the other members - the 'Secretary' ships - remain stationary and invulnerable. The three ships must be fought in order: shooting a normal Secretary merely invokes a sarcastic message. When the current Executive Secretary is dealt with, another member of the Council activates, taking the role of his predecessor.

While they have numbers, the individual Executive Secretary are rather unimpressive ships without potent defense. They shoot torpedoes from a large reserve, but otherwise their weaponry is average, Their engines can easily be disabled and broken, making the Secretary a sitting duck.

## Loot

When all ships are vanquished, the last Secretary member drops two copies of the legendary laser turret, the Spectral Separator. The individual vessels also prove useful to salvage, yielding large quantities of scrap Iron, Trinium and Xanion.
Laser Modulator Factory

## General Overview

This station produces laser modulators, which are used in the production of a variety of laser based turrets.

#### Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Laser

Salvaging Laser

Mining Laser

Repair Beams

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 4,087 credits per cycle.
Inertia Dampener

**This page is a page in need of work. It might be outdated, or contain misinformation.**

The Inertia Dampener is a block that provides thrust to the opposite of the direction the ship to slow the ship down. Being a block that specializes in braking, it provides the most force for thrust blocks, however only provides it into the deceleration stat of a ship, and not into the acceleration stat. The block consumes a lot of power, materials, and credits due to it providing such a powerful braking force. The block can only be placed on a ship in Iron and Avorion materials, making it the most restricted block in terms of materials.

## Stats

Iron and Avorion Inertia Dampeners differ in 3 visual ways: Mass, Thrust, and Power Draw.
Iron Inertia Dampeners have 25.5 t of mass per standard cube, has 2133.9 m/s deceleration, and consumes 54.39MW of power per standard cube. This indicates that Iron Inertia Dampeners also provide 54,414.45 Newtons of force, and has a power-efficiency of 1000.45 Newtons per Megawatt.

Avorion Inertia Dampeners have 18t of mass per standard cube, provides 5556.6 m/s deceleration, and consumes 71.28MW of power per standard cube. This indicates that Avorion Inertia Dampeners also provide 100,018.8 Newtons of force, and has a power-efficiency of 1403.18 Newtons per Megawatt.

Due to how Directional Thrusters *can* provide the same functionality, Iron and Avorion will be provided for comparison.
Iron Directional Thrusters have the same mass as their Inertia Dampener counterpart, however, only provide 491.2 m/s deceleration, which is merely 23% of the power of the Inertia Dampener. The power consumption of Directional Thrusters is a strong argument, though, with a block made of Iron consuming only 3.75MW, which is only 7% of the energy cost of an Inertia Dampener. In the same manner, one could calculate the energy efficiency of the Iron Directional Thruster and come out to 3340.16 Newtons per MW, which is 334% more efficient in energy than the Inertia Dampener.

Likewise, Avorion Directional Thrusters are less powerful, but more energy efficient. Providing 695.4 m/s deceleration, the Directional Thruster is 12.5% as powerful, and with 2.67 MW consumption, consumes 3.7% as much power as the Inertia Dampener. The Avorion Directional Thruster has an energy efficiency of 4688.09 Newtons per Megawatt, which is also 3.33x more efficient than Inertia Dampeners.
Mod Example: Entity

In this example, a new station script is introduced, which is both added as a separate new station, and added to some already existing stations.

The script demonstrates basic interaction between client- and server variants of entity scripts (which apply to **Player** and **Sector** scripts as well).

## About

* `init.lua` Extends the initialization script for entities so that the `paidbeacon.lua` script is added to all **Habitat**s as well
* `colony.lua` Extends this sector generator script to always add a paid beacon in the middle of a colony sector

### paidbeacon.lua

The `paidbeacon.lua` script adds a new interaction and corresponding window to an entity. It also changes the interaction text that is displayed when a player presses **F** to interact with the station. Players can pay credits to set the message of the beacon.

Additionally, it updates regularly and broadcasts the message that was set to the sector chat.

When a player presses the **Set Text** button, the following happens:

* The client-side of the script tells the server side that a player wants to change the text and sends the text to the server side of the script
* The server side checks if the player (or alliance) has enough money to pay
	+ If not, the server side sends an error message to the player and stops the interaction
* The server side reduces the amount of cash the player has and sets the message
* The server side broadcasts the message to all client side variants of the script in the sector so they all know about the changed message
* The server side sends the message to chat for all players in the sector

**Note:** When writing scripts, you can rely on the server-side of the script **always** being `initialize()`d **before** the client side.

### modinfo.lua

* `serverSideOnly = false` This mod can't be server side only, because it adds a new Entity script to the game, and Entity scripts have to be present on client and server. Also: Localization, which has to always be present on the client as well for translation.
* `clientSideOnly = false` The mod can't be client side only, since it adds scripts to entities, which has to happen on the server.
* `saveGameAltering = true` The mod adds a new script `data/scripts/entity/paidbeacon.lua` whose path will be saved into the database. Once the mod is disabled, the script is no longer existant and the savegame will be slightly corrupted (not unplayable though).

### Localization

In the `data/localization/` folder you can find an example for a German localization of texts that appear in the mod.

## See Also

* Mod Examples
* Modding
* Writing your own Mod
* Avorion Internal Architecture
Avorion Wiki

## Welcome to the Official *Avorion* Wiki!

Several hundred years ago, a cataclysmic catastrophe nearly ripped your galaxy apart - an impassable ring of torn hyperspace fabric appeared in the center of the galaxy, which normal hyperspace engines can’t overcome.

Since this Event nobody has managed to get near the central regions of the galaxy. All you know is that the Event also spawned multiple untraversable hyperspace rifts throughout the entire galaxy and that a strange race of aliens, the Xsotan, has appeared in the center. It looks like these aliens have found a way to cross over the torn hyperspace fabric, but so far nobody has managed to establish contact with them.

There are also rumors about a strange new metal called ‘Avorion’ which has appeared in the center of the galaxy around the same time as the Xsotan have arrived. Apparently, the aliens use this material to build their ships.

View the system requirements to play *Avorion*.
**Roadmap**

See the planned and upcoming features for future versions of *Avorion*.
**Technical Tutorials**

Guides for setting up *Avorion*.
**Server**

Information about *Avorion* servers.
**Modding**

Information about modding *Avorion*.
**FAQ**

Answers to commonly asked questions from *Avorion*'s community. | **Game Tutorials**

Guides for getting started in *Avorion*.
**Blocks**

Information about the various blocks and their properties.
**Materials**

Information about materials.
**Crafts**

Information on different ships.
**Diplomacy**

Information about interaction with other factions and diplomacy.
**Weapons**

Information about the different weapon types and their properties.
**Subsystems**

Information about different subsystems and their properties.
**Quests**

Information about available missions.
**Goods**

Information about the different goods that you can trade with stations.
**Factories**

List of Information on factories the player can build. | **Home Page**

You can read the latest news and download the latest version of *Avorion* from here!
**Forum**

Have something to report and/or need help? Want to share your newest creations? Meet others like you here!
**Discord.gg/Avorion**

The official *Avorion* Discord - Want to hang out with the devs and mods? Here's the place!
**X**

Follow *Avorion*'s X account for the latest news.
**Reddit**

Come visit our reddit: Meet other players and talk about your best *Avorion* moments!
**Steam Store Page**

Purchase *Avorion* here!
**Koonschi**
Get ID of a workshop item

### From Workshop Link

In order to get the id of a workshop mod, go to its workshop site, and look at the last number of its URL. That's your mod's id.

So for https://steamcommunity.com/sharedfiles/filedetails/?id=1682700568, the ID would be 1682700568.

### From modinfo.lua

In case of a subscribed workshop mod, you can look into the `modinfo.lua` file that will be in that mod's directory. Open the file with a text editor, and look for a line like `id = "1682700568",`. That number is your ID (without the quotation marks).
Mod Example: Chat Command

This example adds new chat commands to the game and shows how to register regular updates specific to mods on the server.

## About

This mod adds new chat commands to the game: **/mods** and **/outdatedmods**, represented by 2 files in `data/scripts/commands/`. It also shows how to use the `main.lua` file to have mod-specific update calls.

* **/mods** lists all mods that are currently running on the server.
* **/outdatedmods** lists all mods that are outdated, ie. a newer version is available in the steam workshop.

In the `main.lua` file, it regularly prints a message to the chat when mods are outdated on the server.

### modinfo.lua

* `serverSideOnly = false` This mod would be server-only, if it wasn't for some localization files that have to be present on the client to translate.
* `clientSideOnly = false` Client side only is impossible, since it uses chat commands that must run on the server.
* `saveGameAltering = false` The mod doesn't add any new scripts or assets to the game, so it doesn't alter save games in a way that they might become corrupted once the mod is no longer active.

### Localization

In the `data/localization/` folder you can find an example for a German localization of texts that appear in the mod.

## See Also

* Mod Examples
* Modding
* Writing your own Mod
* Avorion Internal Architecture
Mineral Extractor

## General Overview

This station generates Minerals, which are used in further productions.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:
Fertilizer Factory

Fungus Farm

## Production

This factory produces the following resources per cycle:

## Profitability

This station's profitability is an average of 2000 credits per cycle.

List of all Goods
Silicon Mine

## General Overview

Silicon mines can only be used to gather silicon. An silicon mine can only be constructed from a claimed asteroid. These cannot normally be removed from the sector where they originally reside. Silicon is used in a wide variety of applications throughout the galaxy.

## Station Manufacturing Process

Silicon produced at this type of mine is used in the following applications:

Silicon

Semi Conductor Manufacturer, Solar Cell Factory, Transformator Factory

## Production

This mine produces the following resources per cycle:

Silicon mines have a default cycle time of 20 seconds per cycle. This can be reduced to the minimum cycle time of 15 seconds by adding 134 production capacity worth of assembly blocks.

## Profitability

This mine's profitability is an average of 2000 credits per cycle.

## Version History

Prior to April 2020 the Silicon mine could have a longer production cycle and was split into more productions per channel to compensate for that, which in return reduced its production to a similar length as if it had a 15 second window.

* Silicon Mine (4 Channels 12 Productions)

## Trivia

Due to a translation error, this facility had originally been named "Silicium Mine".

List of all Goods
Naonite

## General

Naonite is the third material tier in the game. It has very moderate stats for a block, with 33t weight for a 1m3 cube and 9hp for a cube of the same size, base. This tier is especially known for its addition of shield generators, integrity field generators, and hyperspace cores.

Naonite can easily be feasible in an offensive standpoint, due to its addition of the shield generators. Inclusively, Naonite is also pretty great for civilian tasks like mining and salvaging due to the material being average enough that it isn't too slowed down.

## Acquisition

Naonite can be found earliest at a radial distance of 350. However, it is still rare at that range, so it is advised to jump several sectors closer to the galactic center to get a richer presence of Naonite asteroids and ships that utilize the material.

The player can buy Naonite from Resource Depots starting from this distance.

## Usage

Naonite can be used in ships like any other material, wherein it's consumed when you build Naonite-based blocks on your ship, or when you repair damaged naonite blocks on a ship.

Like all other materials, it can also be sold to resource vendors for credits.
Spices Farm

## General Overview

This station produces Spices, which are used in Habitats as well as in the production of Luxury Food

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:
Luxury Food Factory

Additionally, the following stations require Oxygen in their manufacturing process, which is a byproduct of this facility:

Cattle Ranch

Chemicals Factory

Fish Farm

Sheep Ranch

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

#### Garbage

The following ressources are a byproduct of the manufacturing process and therefore not included in the calculation of the profitability:

## Profitability

This station's profitability is an average of 871 credits per cycle.

List of all Goods
Capo dei Capi

**Capo dei Capi** is a boss featured in the DLC: Black Market.

## Biography

The Family's most sacred member, Capo dei Capi is the 'Godfather' of Avorion, managing and weaving the complex connections behind the scenes. Running an extensive network on full steam, the Capo always ensures that he is never left without personal protection.

Capo dei Capi is fought towards the end of The Cavaliers and The Commune storyline.

## Encounter

Capo dei Capi is always found with a contingent of Family Associates as bodyguards. When meeting him, after some dialogue options he activates along with his team and attack.

The Capo brings a large cube-like red carrier vessel in battle. While his ship is nowhere near impressive, he has multiple layers of defense: strong shields and a personal fleet of Family Associates, who are docked to the main ship.

Capo dei Capi fights a little bit similar to the other faction bosses: he brings numbers and indirect impenetrable parts through his Associates. As long as the reinforcements are docked, they remain invulnerable, absorbing projectiles and torpedoes for the Capo indefinitely. Most parts of the Capo are still exposed to incoming fire, but he continuously fires torpedoes to keep you away.

Whenever the Capo loses a quarter of his health, he releases pairs of Family Associates, which remain close to the Capo's location. As these ships are removed, the Capo becomes more and more vulnerable, until he loses all protection with less than 25% health left. The bodyguards are usually not of concern due to their behaviour, but they provide consistent damage output for their leader nonetheless.

## Loot

When the Capo is dealt with, he drops two copies of the legendary railgun turret, the Distant Destroyer. His vessel also proves useful to salvage, yielding large quantities of scrap Iron, Trinium and Xanion.
Blocks

**Blocks** are what all structures in *Avorion* are built from. They directly influence the behaviour of the what they make up, depending on the type of block and the material it's made of.

Players can attach new blocks and remove old blocks from their crafts in Build Mode to construct and modify them.

When an structure is built, a hierarchy is created. Except for the root block, every new block needs another block to attach to, thus forming a connected graph structure.

Supporting blocks cannot be deleted in Build Mode while Safe Mode is active. This also determines which blocks are detached when a block is destroyed.

## Properties

* **Multipliers**
	+ **Mass** - The block's mass multiplier.
	+ **Hull** - The block's hull multiplier.
	+ **CD Reduction** - The block's collision damage reduction multiplier. Uses material Hull value as a base.
	+ **Credits** - The multiplier on the amount of credits the block costs to build.
	+ **Materials** - The multiplier on the amount of materials the block costs to build.
* **Available Materials** - The materials the block can be built out of.

**Notes:**

* Precise values representing relative credit costs are currently unavailable for these blocks:
	+ Shield Generator
	+ Generator
	+ Integrity Field Generator
	+ Computer Core
	+ Hyperspace Core
	+ Transporter
	+ Solar Panel
* Precise values representing relative material costs are currently unavailable for these blocks:
	+ Solar Panel

## Destruction

To destroy a block on any craft (excluding The AI), it must recieve equal or greater damage than that of itself and every block it supports.

When a craft is destroyed or a section is detached, it turns into wreckage.

Each block in this wreckage has a chance to either:

1. Stay intact.
2. Turn into a Wreckage block of the same shape.
3. Be destroyed.

What happens to a block depends on the amount of damage it recieved before its craft was destroyed.

The more damage that happens to a block, the greater chance it becomes Wreckage, or is destroyed. Destroying a block is less rare than it turning into wreckage.

## Size

The default created ship has dimensions of 2x2x2 in Build Mode and dimensions of 20×20×20 metres in game, meaning that a Build Mode length of 1 unit is equal to 10 metres (1 decametre) in game.
Explosive Charge Factory

## General Overview

This station produces explosive charges, which are used in the production of some weapons.

## Station Manufacturing Process

Explosive Charge

There are no factories that use explosive charges as an ingredient.
### Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Bolter, Cannon
### Legality

Purchasers of the products from this station should be aware that these goods are considered dangerous cargo. Transporting this cargo can result in fines and confiscation of the good if the individual does not have a transportation permit.

Sellers of goods to this station should be aware that fluorine is considered dangerous cargo. Transporting this cargo can result in fines and confiscation of the good if the individual does not have a transportation permit.

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 914 credits per cycle.

List of all Goods
Mining Subsystem

The Mining Subsystem is an installable Subsystem.

## Statistics

Mining Subsystems highlight nearby mineable asteroids up to a certain material, depending on rarity.

Permanently installing a Mining Subsystem increases its Highlight Range and Highlight Amount bonus by 50%, and highlights asteroids one material higher.

Multiple can be installed at once, increasing the Highlight Range bonus additively.

## References

1. `data\scripts\systems\miningsystem.lua`
Farm

A farm is a station where any product is grown. These are a type of factory.

## Production Chain

This drawing depicts all the mines and factories (rectangles) and trade goods (ovals) needed to set up all 15 player production chains for farm products. The yellow ovals are trade goods generated within the chain, but not used to produce other farm goods. These goods can be sold or used in other chains. The Toxic Waste oval is red which indicates a useless byproduct that must be emptied periodically and disposed of to permit the chain to continue functioning.

The farms on the left side of the diagram are relatively primitive, requiring only water and energy cells to operate. In the case of the Crystal Farm no inputs are needed. The farms to the right are a bit more advanced and require inputs from additional production chains, which are noted in the diagram. Of course these inputs can be sourced from elsewhere in the galaxy, or players can rely on npc transports to deliver the products, but these methods will be slow, expensive, and unreliable.
Gauss Rail Factory

## Construction

Cost to produce: 22,903,500 credits.

This factory produces the following resources per cycle:

## Profitability

This station's profitability is an average of 4,423 credits per cycle.

## Production Chain

This drawing depicts all the mines and factories (rectangles) and trade goods (ovals) needed to set up a player production chain for Gauss Rails.

~~The ovals in blue are trade goods that can't be manufactured by the player - they must be sourced throughout the galaxy at trading posts etc., or delivered by npc ships.~~ The Blue ovals can now produced by the player.

The yellow ovals are trade good generated within the chain, but not used to produce Gauss Rails. These goods can be sold or used in other chains.
Solar Panel

**This page is a page in need of work. It might be outdated, or contain misinformation.**

These supply a small amount of energy to your ship however they are the cheapest way to upgrade your ships energy.

When placing these on your ship you need to aim for surface area not volume. For example a long thin and wide solar panel will be more effective than a large cube with only a small surface area.

Stats in comparison to a hull block:

Mass: 1/6th, 0.1666x

Durability: 1/1, 1.0x

Credits: 11/5, 5.0x

Materials, 1/1, 1.0x

Power generation:

1 MW per surface area, unaffected by material.

If packed optimally, this equates to a maximum of 120 MW per kM³ of volume, which falls between Trinium and Xanion Generators in terms of energy density (but at a far lower resource cost!). If packed into 0.001 thin plates ( tiny blocks refuse to line up with 2x2x2 blocks) and stacked up to 2x2x2 you can get around 0.53 MW per resource. Less than half of the 1.65 MW per resource, but in the same space as a 660 MW generator, solar panels can generate 16 GW of power. Though not at all cost effective, certainly energy-dense.

Some calculations:

* 1x1x1 cube, 6 MW, costs 61 credits, 5 resources (=10.166 credits and .8 res for 1 MW)
* 1x1x10 prism, 42 MW (2 1x1, and 4 1x10), costs 611 credits, 50 res (=14.5 credits and 1.19 res for 1 MW)
* 1x10x10 prism, 240 MW (4 1x10, 2 10x10), costs 6111 credits, 500 res (=25.46 credits and 2.083 res for 1 MW)
* 10x10x10 prism, 600 MW (6 10x10), costs 61111 credits, 5000 res (=101.9 credits and 8.33 res for 1 MW)

Currently the equation does not support the tooltip's statement. Tiny cubes work better than large flat panels.

Useful things to know.

Solar panels have a great ratio of hp to weight:Trinium solar panel 10,10,10. 13500hp at 3.5kt. Over 3,800 hp per kt, (I've noticed trinium solar panel is more efficient for sys slots than its computer core, takes more space, but is lighter.

The equivalent hull block being much worse weighing 21kt for the same size and hp. just over 620hp per kt, and it costs more material and goesnt give any energy gen. just cheaper with credits tho saving around 30k credits

Avorion solar panel 10,10,10

45500hp at 6kt giving over 7500 hp per kt. making it the most weight->hp efficient block in the game. glow blocks coming not to far behind, being half as affective.

Update: power generated is directly proportional to the SURFACE AREA that the block has. In calculations above:

* 1x1x1 cube has surface area of 6 (6 times 1x1)-> hence it produces 6MW of pwer
* 1x1x10 prism - surface area of 42 (4 times 10x1 + 2 times 1x1) - produces 42MW
Copper Mine

## General Overview

Copper mines can only be used to gather one specific resource. A copper mine can only be constructed from a claimed asteroid. These cannot normally be removed from the sector where they originally reside. This is the only existing method to gather copper. Scrap metal does not contain a process to recover this metal. Copper is used in a large variety of applications throughout the galaxy.

### Station Manufacturing Process

Metals produced at this type of mine are used in the following applications:

Copper

Computer Component Factory, Electro Magnet Factory, Processor Factory, Targeting Card Factory, Tesla Coil Factory

## Production

This mine produces the following resources per cycle:

Copper mines have a default cycle time of 17.5 seconds. This can be reduced to the minimum time of 15 seconds by adding 117 production capacity to the mine.

## Profitability

This mine's profitability is an average of 1750 credits per cycle.

List of all Goods
Dairy Farm

# Dairy Factory

## General Overview

This station produces dairy products as well as a limited supply of leather. Dairy and leather is not consumed specifically by any stations. Dairy is used in only one manufacturing process. Due to the limited nature of options for selling the products, it is not recommended as a starting factory without known trade routes.

**Note:** The volume increase per cycle of the product increases 21x. A haul of 500 (1.5 Volume) cattle would result in a volume of 15,750.

### Station Manufacturing Process

Products from these stations are used in the manufacturing processes at the following stations:

 Dairy

Protein Factory

## Production

This factory produces the following resources per cycle:

 Leather

## Production Materials

These factories require the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 87 credits per cycle.
Fungus Farm

## General Overview

This station produces fungus. It is considered a low tech factory. Fungus is used in the manufacturing process for alcoholic products. They may be occasionally be sold to trading outposts and smuggler outposts. Fungus is also consumed by biotopes. These farms can be profitable if the player is able to locate a manufacturing chain.

#### Station Manufacturing Process

Products and byproducts from these stations are used in the manufacturing processes at the following stations:

 Fungus

Brewery, Wine Factory, Biotope
 Toxic Waste

Toxic waste is not used in any manufacturing process.

## Production

This factory produces the following resources per cycle:

roduce the following resources per cycle:

### Production Materials

These factories require the following resources to complete a cycle:

### Garbage

This station produces an indirect byproduct as a result of the process:

## Profitability

This station's profitability is an average of 313 credits per cycle.
Home Sector

*This article is a stub. You can help Avorion Wiki by expanding it.*

The **Home Sector** is the original sector where a player has spawned. It is marked with a house icon on the map.

Players return to their respective home sector if all their ships are destroyed. They can also switch to their home sector in their drone at any time, even if no ships are located at it.

A home sector usually is populated by a friendly faction, on whose stations the player depends in the early game.

## NPC Home Sectors

Each faction a player meets has its own Prime Sector, to which the player refers to, in the dialogs, as being their **home sector**. In the dialogs, this is also referred to as *Prime*.

Although the two terms appear together, a prime sector has unique stations such as the headquarters and likely a habitat.
Difficulty

Difficulty in Avorion is a setting that can be adjusted to either give the player an easier time playing, or making it more difficult by choosing one of the harder settings.
These options change difficulty by a number of ways, such as giving innate damage reduction to the player, adjusting starting relations of neighboring factions, and even making ships unable to be reconstructed.

There are seven difficulty settings: **Beginner**, **Easy**, **Normal**, **Veteran**, **Expert**, **Hardcore**, and **Insane**

## Effects

As aforementioned, each setting has different effects that pertain to it. These effects are listed below.
AI Damage is the adjusted damage that the player takes from weapon fire, and Block Threshold is the threshold a ship's HP must be below before blocks can start to be individually destroyed.
Perma-destruction is an effect where a player's ship, once destroyed, cannot be reconstructed at a repair dock, and all turrets and upgrades on the ship are lost.

There are some effects not listed in the table. Normal Difficulty and below gets a protection from having poor relations with immediate neighbors.
Veteran and harder difficulties will get tougher enemies, where ships attempt to utilize long-ranged weaponry to their advantage. Harder difficulties also get improved loot rarity chances. For example, Insane has a 200% chance of dropping rare loot compared with normal mode (the percentage scales with difficulty).

## Changing Difficulty

It is possible to change the difficulty of the game after its creation. Do note, after the difficulty has been switched down from Hardcore or Insane, the galaxy cannot return back up to Hardcore or Insane.

To do it, either type the command or adjust it in the settings.

`/difficulty <difficulty_code>`

Difficulty codes:

* Beginner: -3
* Easy = -2
* Normal = -1
* Veteran = 0
* Expert = 1
* Hardcore = 2
* Insane = 3
Hyperspace Core

## General Overview

The Hyperspace core is a block that can be placed on a ship, and can be made from the following materials:

* Naonite
* Trinium
* Xanion
* Avorion

## Functionality

The Hyperspace Core enhances the hyperdrive's range and charging time. Higher quality materials will give greater bonuses to range and charging time. Hyperspace range does not scale linearly.

### The Avorion Special Ability

The Hyperspace Core made of Avorion has a special ability, as it allows the player to jump across space time rifts. No matter what size Avorion Hyperspace Core is used. When the ability is acquired, it will not matter how many Hyperspace Cores of other materials there are present, they will only add to the total number of sectors that the player is able to jump.

## Formulas

### 1.a) Increment general formula.

The formula to calculate the increment of the hyperspace range that provides each group of hyperspace cores of the same material is:

* **I** = increment of hyperspace range
* **V**= total volume of hyperspace cores of that material.
* **K** = some numeric constant.
* **round['x']()** = a function that rounds the number at 'x' zeros: if 5 or more, rounds up, if not, rounds down. In this case, it rounds to 1 decimal.
* **M** = a number correlated with a material: it is 6 for Avorion, 5 for Ogonite, 4 for Xanion, 3 for Trinium, 2 for Naonite, 1 for Titanium and 0 for Iron.

### 1.b) Increment specific formula.

Or, what is the same, for a particular material:

with:

* Naonite K= 1,45597631
* Trinium K= 1,666669836
* Xanion K= 1,907852049
* Avorion K = 2,499968584

### 2) Total Reach formula.

The total hyperspace reach of a ship is the sum of all increments plus a 2.5 of base reach:

## Details

This block has 4/3rds the mass and 1/8th the durability of a normal block.
Resource Depot

A **Resource Depot** is a station.

It is the only place where the player can trade materials. It also refines raw ores into those materials, for a small percentage, called "refinery tax".

Prices and refinery tax depend on the player's relation to the owner faction and the amount of materials available in the station.

## Building a Resource Depot

Founding a Resource Depot costs 15 million credits.

Advantages of building and using your own Resource Depot:

* Refinery tax is not paid (small advantage)
* Sell prices of materials are about 30% higher compared to what an allied faction's Resource Depot will pay.
* It is possible to build it close to rich asteroid fields that are far away from civilization, in order to refine ores there.
* Adding Assembly Blocks can reduce refining time (up to half at 600k production capacity), allowing for faster rotations and higher resource output when using R-Miners or R-Salvagers.

A Resource Depot does not require any blocks to function. It is possible to build it only from stone blocks and it will work.
Stone Block

Stone Blocks are unconventional building blocks with 4x the mass of a normal Hull block of the same volume with no associated functionality or upkeep. Stone blocks are primarily intended as structural base of asteroids. For that purpose, they come in all available materials, include different shapes available for Hull and Armor and have three variants - regular, Rich and Super Rich.

Regular **Stone** is associated with barren asteroids, large claimable asteroids and already developed Mines owned by NPC Factions. It costs 1 unit of material for up to 66.67 units of volume and returns pretty much nothing when mined.

**Rich Stone** blocks cost and contain 1 unit of the corresponding material per 1 unit of volume and are 50% more durable. All readily visible ore-containing rocks in the asteroid clusters are made entirely out of Rich Stone.

**Super Rich Stone** blocks cost and contain 10 times the materials of Rich Stone, but also nearly 6 times stronger. Hidden ore-rich asteroids, that can only be identified using the Mining System module installed on the ship, have the core made out of this block.

Since Stone is a readily procured material that require no processing, neither type of Stone blocks require any Credits to be constructed.

Due to its amorphous chemical structure, any Stone has nonexistent electric conductivity and as such acts as a natural isolator. This makes Stone blocks completely immune to damage dealt by weapons with Electric damage type, such as Tesla and Lightning Turrets and Fighters, and when hit will prevent any damage to Hull Points as well. Due to immense mass of Stone blocks, though, this benefit is difficult to use without incurring significant penalties to ship's overall mobility.

Stone Blocks has an additional and essential use in constructing Stations. Stone Blocks can be used as extremely cheap source of Hull Points, that also inflates Station's total mass, which makes it resistant to collisions, outside forces and recoil.