recursal/Fanatic-Fandom huggingface dataset:
Advanced Firing Piece

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 100

This is the Core Block of Advanced Cannons. All other APS-parts connect to it, directly or indirectly.

## Possible Connections

A Mantlet or Barrel (or any other variant of an APS-barrel) can connect to its front.

The gauge-snake can connect to the rear – Gauge Increasers, Gauge Cooling Units, and Gauge Increase Right Left Splitters.

Most things that can connect to the gauge-snake can also connect to any of the 5 non-front sides. Notably, Railgun Chargers cannot connect to it.

Ammo Input Feeders can also connect to those 5 sides, and will feed shells directly into the firing piece without need for Autoloaders – this is known as a "direct feed" cannon, and can be use to avoid the 8m shell-length cap, or to produce very compact cannons, possibly useful for light-AA purposes.

UI
--

Pressing Q while looking at the firing piece (or most connected components) will open the UI.

*This article is a stub. You can help From the Depths Wiki by expanding it.*

## Controls

Left CTRL/Middle Mouse Button - Fires the weapon, when character is in a range of the weapon, or Fire Control Computer, or when controlled by AI using a Local Weapon Controller.

## Limitations

Connecting to other firing pieces has no effect. If an Advanced Cannon component can connect to two different firing pieces, one will "steal" as many components as it can, so plan multi-gun Turrets accordingly.
Glaive

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

1 turreted AA-cannon

## Performance

A dedicated anti-air vehicle. Her lasers are hull-mounted and can only fire upwards, with an elevation of 45° or more. Moreover, she is protected by LAMS.

Her armour is spaced in many parts of the vessel, making HEAT less effective. However, the turret is protected by only 1m metal. The Laser Optics are protected by only 1m Light-Weight Alloy, and in some places that alloy is replaced with Window Blocks. It should be relatively easy to disarm her, if getting past the LAMS.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=1814
Minigun

Type
 Skill points

The **minigun** is a character-useable weapon that rapidly fires bullets in a medium-sized cone, roughly between the SMG and Blunderbuss in terms of accuracy. The bullets drop rapidly after approximately 45 metres, but the sheer volume of bullets allows it to deal moderate damage even at this range. Alloy blocks are destroyed in roughly a second, but metal blocks take about the same time as the SMG, suggesting that a significant amount of the weapon's damage per shot is being absorbed by the armour.

On the first plate of the gun you can see through the barrels there is a crimson omen, a Gears of War Reference.
Catapult

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Armour

## Performance

A frontal broadsider that will attempt to face its target at all times, while keeping a range of 500m, potentially driving in reverse at 3.3m/s. She has an AA-cannon, providing limited protection against planes.

Her front is heavily armoured, as are the sides. The keel is poorly protected however, consisting of just 1m metal below the Ammo Barrels. The CRAM Cannons use unfused APHE – The HE is strong enough that evading the shells is still very much advisable, despite the lack of a fuse. The AA-cannon will only fire at targets above 30m altitude, making it possible to swarm the Catapult with several smaller ships, which her CRAM Cannons will have trouble hitting.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=4336
32 Pdr Swivel Gun

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 150

The **32 pdr Swivel Gun**, formerly known as the **Large Cannon** (the 64 Pdr Cannon did not exist back then), is a Simple Weapon. It is best used in large amounts, typically being equipped in ships designed for broadsiding. While the damage is relatively high, the low AP makes the rounds ineffective against armour. The low velocity also limits effective range. It is the bigger brother of the 16 Pdr Cannon, and the small brother of the 64 Pdr Cannon.

-Uses simple shells

-Kinetic damage: 6000

-Armour piercing: 2

-Shot velocity [m/s]: 150

-Material use: 0.3

-Eff. Range [m]: 1500

-Dispersion [deg]: 1

-Reload time [s]: 8

-No magazine

-Max Elevation: 20

-Min Elevation: -10

-Max Traverse: 15
Armour Layering

Stacking multiple layers of structural blocks (i.e. armour) provides extra protection in the form of bonus AC (Armour Class) for the outer layers, based on the AC behind them. This only applies to explosive damage and kinetic damage (the latter includes frags, but not thump damage), and the effect only extends one layer deep.

Note that only structural blocks benefit from this. E.g. metal, wood, alloy, or stone. Any empty block, non-structural blocks, or the gaps generated by slopes, corners, poles, etc. (as their visual model implies) end the bonus.

## General

A beam of heavy armour has 60 AC, in one layer:

```
█ <==[ (my poor illustration of a shell)

```

100% = 100% = 60AC.

In 2 layers, the layer behind the first adds 20% of its AC (without giving up any of its own) to the first layer.

```
█ █ <==[

```

1 \* 60 + 0.2 \* 60 = 60 + 12 = 72 AC for the outer layer.
60 AC for the inner layer, as no layering applies.

## Strategy

If combining several types of armour, it is important to consider both their AC-value, and their hitpoints: A high AC only sets an effective damage multiplier, so having a high AC on blocks with little health may do less than having a medium AC and medium HP.

The damage-multiplier is:

# a
min

(

AP
AC

,
1

)

{\displaystyle a = \min \left(\frac{\text{AP}}{\text{AC}}, 1 \right)}

For example, 2m armour with 1m metal blocks and 1m heavy armour blocks:

```
Metal health = 350
HA    health = 1250

```

Due to the damage-multiplier above, AC \* health is the AP \* kineticDamage a kinetic projectile would need to destroy the block, and "Sum" to pierce the armour in one hit. Note that this only applies if the AP value is below minAC (so only up to AP = 40 in this case).

Note that while wood is effectively paper on its own, backing it with metal can provide you with cost-effective armour due to wood's high health for its cost (although it needs more volume than comparable metal-only armour).

### Non-Explosive/Kinetic Damage

As stacking only applies to kinetic and explosive damage, thick layers of armour aren't always the best choice.
Notably:

* HESH and HEAT easily spawn fragments behind even the thickest armour – you'll need spaced armour to counter HEAT and HESH.
* Thump damage, and Lasers ignore the layering-bonus.
	+ Moreover, lasers will almost always have more than 80 AP, so the AC of your armour is ignored (as 80 AP deals full damage to even heavy armour).
Laser Cavity

Health
 Armour Class
 Structural
 Relative Buoyancy
 Material Cost | 40

Laser cavities connect to the Laser Coupler and create and store energy. A laser cavity chain needs a Laser Pump to be fed with energy (but can be fed with pumps connected to other cavity-blocks from the same chain).

Each cavity stores up to 200 laser energy. Drain per second is 0.2 of the current charge (which can be increased using Laser Destabilisers).
Lua/BlockInfo

## Fields

### Position

Vector3
The position of the block in the world
### LocalPosition

Vector3
The position of the block in the construct
### LocalPositionRelativeToCom

Vector3
The local position relative to the center of mass
### Forwards

Vector3
The forwards direction in the world (east, up, north)
### LocalForwards

Vector3
The forwards direction in construct (right, up, forwards)
### Rotation

Quaternion
The rotation of the block in world coordinates
### LocalRotation

Quaternion
The rotation of the block in the vehicle's (or turret's) coordinate system
### Valid

Boolean
False means this block info packet is useless
### SubConstructIdentifier

Int
The sub construct identifier of the subconstruct the block is part of
### CustomName

String
Custom name assigned to the bock
Gauge Increase (CRAM)

Health
 Armour Class
 Structural
 Relative Buoyancy
 Material Cost | 12

A **Gauge Increase** is found in the CRAM Cannons menu. It increases the gauge of a CRAM cannon by 50mm for each gauge increase. This will increase the damage and shell health at the expense of recoil, fire rate, and ammunition consumption. Can only be connected to connector cannon blocks on the correct sides, or directly to the bottom or sides of the cannon firing piece.
Block

Blocks are the simplest components and are used to frame and armour a vessel.

Please help improve this if you can. The Discussion page may contain suggestions.Reason: "*Stats of block-types outdated, and there are now more shapes*"

**This article may need updating to the game's current version. Use information provided here with care.**
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: "*Stats of block-types outdated, and there are now more shapes*"

## Structural

### Structural Block Types

Statistics are given per m3. For convenience, we will assume that metric units are used throughout. Water then has a density of 0.375 t per m3, 37.5% of its real-world density.

### Shapes

Wood, Metal, and Light-Weight Alloy blocks come in different lengths and shapes besides the standard 1x1x1 basic block.

#### Effective volume

Each has an effective volume that scales health, weight, and cost.

If health scale differs from the rest, it is noted in parentheses.

### ERA

*Main article:* ERA

Explosive Reactive Armour (like its sloped variant, which is not structural) detonates when below half health or touched by a HEAT stream, causing the following effects:

* If triggered by a HEAT stream, the stream ends immediately.
* All non-CRAM projectiles within 2.25 m are removed.
* All non-CRAM projectiles within 16 m and 30 degrees of the armour's facing are removed.
* ERA armour reduces all explosive damage and radius to 20% of original (Added 1.964)

## Non-Structural

Ducts are an interesting  and OP block if used correctly. They are intended to armor up propulsion without blocking the thrust, and this applies to fuel engine exhaust as well. Due to their size large ducts are incredibly effective at defending against armor piercing projectiles because to their massive health pool. However, larger duct seizes have less health and weight per block, but retain their cost. They have a drag of 0.05 on their front and back which works regardless of any blocks behind them. HESH projectiles unload their payload on ducts with 1 AP fragments while HEAT can pass through. As such, Ducts followed by wedges are incredibly effective as HEAT will do negligible damage while HEAT will either nun out of distance or its tight cone of fragments will do very little to wedges. However, the lack of bonus health like beams and reduce health at large sizes means it is more venerable to explosions and thump damage.
Control Terminal

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 30

A **Control Terminal** connects to a Remote Vehicle Controller or a Wireless Camera. It can be used to pilot a vehicle remotely, but it cannot be used to fire the weapons of said vehicle remotely.

## Statistics

* EMP susceptibility: 60%.
* EMP damage reduction 10/m.
Atlas

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

Four CRAM bombs with high explosive payloads
 Armour
 Material Cost

## Performance

With respectable speed the Atlas is still an easy, entry-level opponent. Not particularly durable, but it is capable of flying with a propeller missing.

## Trivia

* Perhaps one of the oldest airships, the Atlas has been present in some fashion as an enemy craft since around 2015.
External Communities

## IRC

Unofficial From the Depths IRC channel can be found at:

**##fromthedepths @ freenode**

#### What is IRC?

Internet Relay Chat (wikipedia) is traditional way of communicating online on chat rooms. Where people with common interests can talk. In this case, it will be talking about From The Depths.

#### How do I join IRC?

You can join IRC by using a real IRC-client like HexChat or weechat Alternatively you can join using a webchat

## Discord

Official Discord: https://discord.gg/pKgnWdf

Discord is a software created to help communities talk to each other, where files and images can be shared. You can talk to the developers of From The Depths on the Discord server, or talk about other topics not necessarily relevant to FtD. More information about Discord can be read here: https://en.wikipedia.org/wiki/Discord\_(software)

## Forum

From The Depths has a forum. You can access it here: https://forum.fromthedepthsgame.com/ . Conversations can be started by creating threads.

## Twitter

From The Depths has a Twitter. You can access it here: https://twitter.com/FTD\_Game where featured images are shown.

## Facebook

From The Depths has a Facebook. You can access it here: https://www.facebook.com/FromTheDepthsGame/ where featured images are shown, similar to Twitter.

## Reddit

From The Depths has a subreddit. You can access it here: https://www.reddit.com/r/FromTheDepths/ where users can talk to each other, similar to the forum or Discord.

## Steam

From The Depths can be purchased and discussed on Steam. You can access the Store Page here: https://store.steampowered.com/app/268650/From\_the\_Depths/
Halberd

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Material Cost

## Summary

The **Halberd**, like all *Onyx Watch* ships, is tanky in design, and resembles a castle like all *Lochforge Industrial Marine* creations.

## Combat

Instead of using CRAM Cannons, the Halberd uses AA-focused APS guns, allowing it to target fast flying targets, which, combined with it's tankyness and powerful LAMS coverage, makes it a strong enemy.
Anti Missile Cannon Controller

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 50

An anti missile cannon controller is a type of remote weapons controller that turns the turret it controls into a CIWS ("Close-In Weapons System"). This gun will then proceed to target and try to shoot down incoming missiles by using data it collects from Munition Warner blocks. Although it's name implies that it can only shoot down missiles, this controller allows the turret to also shoot and destroy hostile CRAM and APS shells.

The Anti Missile Cannon Controller can also be used to control missiles, to launch interceptor-missiles, or even offensive lasers, although the latter has a much narrower field of fire than LAMS-nodes. Note that the AMCC will only control turreted weapons, it does not work on hull-mounted ones. Also, it will only fire at incoming ordinance detected by the AI it is connected to, and will ignore other projectiles.

Missiles health depends on size-class, length, and reinforcement – as a rule of thumb, S missiles can be assumed to have about 50-100 health, M missiles about 500-1,000 health, and L missiles about 5,000-10,000. This depends heavily on the exact design though, and all types of missiles may exceed that.

Currently all projectiles have an AC of 20.
Fusing

## Overview

There are a variety of fuses you can use on CRAM cannons and APS cannons. The way the fuses work are the same for both systems, but the way they are added onto the system is different from CRAM and APS.

Cram cannons use a CRAM fusing box to set up fuses. Each fuse added lowers the original health of the projectile by 10% (ie, 90%, 80%, 70%, etc.). Without a fuse, CRAM cannon projectiles will be purely impact fuses.

APS cannons use fuses as one of the shell components. Each fuse added lowers the original health of the projectile by 35%. Without a fuse, APS cannon projectiles will be purely impact fuses.

## Fuse types

### Altitude

This fuse is triggered when the shell is above (high altitude fuse) or below (low altitude fuse) the specified altitude. This appears to be only checked every frame. When connected to a laser targeter this fuse can be set dynamically.

### Time from launch

This fuse is triggered after the specified time has passed since firing. This appears to be only checked every frame (ie, faster projectiles have a chance to be less precise with this fusing). When connected to a laser targeter this fuse can be set dynamically.

### Inertial

This fuse is triggered on any instantaneous angle change exceeding the specified angle. These include:

* Reflections or disruptions from shields
* Richochets
* Skimming off the surface of water

### Penetration depth

This fuse is triggered after the shell has passed through the specified amount of blocks. Note that empty space is not counted towards the depth. \*For APS only, a pen depth fuse increases projectile speed by 10%.

### Time from first impact

This fuse is triggered after the specified time has passed since the first impact. The timer appears to be only checked every frame (ie, faster projectiles have a chance to be less precise with this fusing).

The following count as impacts for purposes of this fuse:

* Hitting a block, whether the shell ricochets or not.

The following do *not* count:

* Hitting a shield, whether the shell is affected by the shield or not.
* Hitting the water, whether the shell skims or not.
Ammo Parts Box

Health
 Armour Class
 Structural
 Relative Buoyancy
 Material Cost | 10

An **Ammo Parts Box** holds 500 points of material storage as well as 50 points of ammo. Regenerates 50 ammo per minute. Functionally identical to Ammo Barrel in the current version.

## Stats

* Health loss from one meter of HEAT penetration is 100%.
* Block has a relative buoyancy of -7.4
* Material storage: 500
* Ammo storage: 50
* Ammo regenerates at a rate of 50 per minute per cubic meter of ammo storage. (Be that Ammo part boxes, Ammo Barrels, or one of the larger Ammunition boxes)
* Highly explosive. Deals explosive damage in a 12.7m radius when destroyed. Damage scales based on the % of **material** storage available on the vehicle - from 4,751 damage at full storage to 0 when no are materials available onboard the vehicle.
* Used by all weapons except lasers, and Particle Cannons
AI Breadboard

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 10

* EMP susceptibility: 60%
* EMP damage reduction: 10/m

The **AI Breadboard** allows you to build logic circuits to control actuators such as spin blocks and pistons, augment AI behavior, or construct your own custom behaviors from scratch without requiring any experience in coding. The block is located in the AI build menu and is distinct from the 'Bread Board' located in the control build menu, as it must be either directly or wirelessly connected to a mainframe. The AI Breadboard also has special components that the Bread Board does not, such as being able to access information regarding the mainframe's primary target and steering points used for navigation.

## Controls

Press Q on the AI Breadboard to open the interface. You can navigate the circuit using directional zoom by scrolling up/down to zoom in and out on the area you want to focus on. At the top right are the Breadboard components, which you can spawn in by left clicking on. Components spawn in at the top left of the interface, which may be out of view. If you don't see the component, right click to center it at your cursor. Each component has either an input or output tab, in some cases both, which you can use to connect them to other components. You can do this by left clicking to select the input/output tab of the first component, and then right clicking the input/output tab of the second component.

## Examples

Here are two examples of circuits you can build using the AI Breadboard. There are many possible applications for breadboards, but these two circuits might give you somewhere to start. After you have constructed a couple circuits from example, you should have a good feel for the logic and start realizing some other potential applications.

**Evasive Maneuvering**

This circuit generates a sine wave, which is a value that shifts between (-1, 1) over time, and sends it to our strafe control. Where “sin(a\*100)” we can increase or decrease the value “100” to increase or decrease how quickly the value shifts between (-1, 1). Strafing is an excellent way to dodge low velocity projectiles such as slow missiles and cram shells.

**VTOL Engines**

This circuit allows you to pitch stabilize engines for vertical take off and landing using spin blocks. The pitch will be within a range of (-180, 180) which is divided by 180 as the spin block can only receive an input between (-1, 1) and sent to the misc axis that the spin block responds to, in this case we are using misc axis A. This keeps the engines pointing straight down when the craft is below an altitude of 100m. When above 100m the switch sends an open value of -0.5 which rotates the spin block so the engines point backward to provide forward thrust. If the engines on one side of your craft are pointing in the wrong direction, set their misc axis response to -1.

*This article is a stub. You can help From the Depths Wiki by expanding it.*
Lua/FleetInfo

*Added in version 1.945.*

## Properties

### ID

Int32 ID *(readonly)*
Unique ID of the fleet.
### Name

String Name *(readonly)*
Name of the fleet.
### Flagship

FriendlyInfo Flagship *(readonly)*
The ship set as the fleet's flagship.
### Members

FriendlyInfo[] Members *(readonly)*
A list of fleet members. May contain nils.
## Functions

### GetMemberIndex

Int32 GetMemberIndex(FriendlyInfo fi)
Find a friendly within a fleet and return its index.
Auto Loader x3

Health
 Armour Class
 Structural
 Relative Buoyancy
 Material Cost | 35

If rate of fire is too slow, attaching auto loader to the cannon, improves the firing rate (ammo reloading time).

## Application

Each auto loader component has 3 sockets for Ammo Box. Up to 3 ammo boxes can be attached, reducing reload time by 0.75 (multiplier).

If the cannon has initially rate of fire 4 seconds, first attached ammo box multiplies the rate by 0.75. So, 4 x 0.75 = 3. If another ammo box is attached, then it further multiplies by 0.75. So, 3 x 0.75 = 2.25. If third ammo is attached, then 2.25 x 0.75 = 1.69 seconds. And so on.

## Requirement

Auto loader should be attached directly to Firing Piece, Up & Down Connector, Front & Back Connector, or Six Way Connector.

To auto loader take effect, it need be attached also to at least one Ammo Box, but up to maximum 3 per each auto loader.
Marauder

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Armour

## Performance

Neither fast nor well-armoured. However, the cannon is quite lethal for a Deepwater Guard easy design of the Marauder's size. Evading the shells is recommended.

## Trivia

* The semi-official (see in-game description) main testing target of From the Depths. It's the top-most design when opening the enemy spawner (X-menu) for the first time in designer mode. The AI also stays off if disabling it (using the C-menu), which helps if you need a static target.
	+ In addition, its ubiquity as a testing target has also made it a common object used to get a sense of scale when showing images of custom ships: for reference, a marauder is 70 meters long, 76 including the paddle.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=7121
The Long Journey Home

From the bridge of your ship, you see a million points of light. Only one of them matters. Home.

It was only supposed to be a short trip. But when your jump drive malfunctions, you and a mismatched crew of specialists along for the ride find yourselves trapped and alone on the wrong side of the galaxy.
The only way back is through. Forge alliances with strange Alien Races. Explore distant Planets for the Ruins, Artifacts and Resources they hide. Harness your crew’s Skills, from archeology to diplomacy. Make deals and moral decisions that change the universe. Do whatever it takes to survive.

Enter a new galaxy every game. Will you find yourself welcomed by Traders and noble warrior knights... or surrounded by Pirates, psychopaths, and an unspeakable cosmic horror that threatens to snuff out the stars themselves. One destination. Endless adventures. Where will your Journey take you?

**The Long Journey Home** was released 30 May, 2017 for PC (14 November, 2018 for PS4 and Xbox One and 4 September, 2019 for Nintendo Switch) and will focus on a procedurally generated, endless surprising living universe inspired by beloved modern science fiction shows like Farscape and Firefly available on Steam and GOG...

## Game Features

Endless Space
Explore a living, procedurally generated Galaxy inspired by both classic and modern Science Fiction. Meet different Aliens. Find different Stories. Take different risks. Learn the secrets of the universe and with them, new possibilities.
Hidden stories
Raid Alien tombs full of traps and Treasure. Compete in the galaxy’s greatest combat tournament. Find and research strange artifacts, and use your crew’s skills to find out whether that old skull is just a piece of bone, or the Holy Grail of an aggressive new species.
A Crew worth leading
Choose four out of ten experts, all with personality as well as specialties. Far from just stats, you’ll come to know them as they share their feelings, their fears, their excitement and their concerns on the trip and your decisions. Learn how best to use their skills to help the others... and who might be willing to sacrifice themselves to get the others back Home.
Preserve your Ship
Your ship wasn't built for this. Find new modules to upgrade it, and replenish your stores by mining resources
***Can you make it back home?***
Light Fitting

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 3

A **Light Fitting** provides lighting. Colour, intensity, and range can be set in the Q-menu. A Neon Light can be used instead – It works the same, but looks different and has slightly different stats.

## Statistics

* Health loss from one meter of HEAT penetration is 100%.
* EMP susceptibility 60%. Protective drainage 50 damage units.
Blunderbuss

Type
 Skill points

The **blunderbuss** is a character-useable weapon that fires a wide-angled spread of 10 pellets. The damage per shot is roughly equal to the pistol, as 6 point-blank shots are required to destroy a wooden block. The pellets fall rapidly after 45 meters, but the shots will not consistently land within a 1 meter square past 8 or 9 meters. Has the same slow fire rate of the pistol.
Laser Optics

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 50

**Laser Optics** are components of a Laser that focus the beam. They do not increase the damage of the laser directly, but instead decrease the attenuation (in-game description did not get updated when lasers were overhauled).

They are placed directly in front of the Laser Combiner in an offensive Laser system.

### Effects

*This article is a stub. You can help From the Depths Wiki by expanding it.*
Buttress

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Armour

## Performance

One of the smallest ships in the Onyx Watch fleet. She reaches just 2.3m/s when in-play, the listed speed of 3m/s result of a hardcoded minimal speed for all vehicles. Uses unfused HE CRAMs.

If fighting her, speed is your friend - it will allow you to choose a range, and help avoiding the slow-flying CRAM-shells she will send your way. Surprisingly, she has armour comparable to her larger sister the Bastion. Notably, she has spaced metal armour, where most of the Bastion's armour is unspaced – this gives her superior protection against HEAT and HESH. An exception to this are the two ammo caches, which are located inside the spaced armour. Generating fragments inside the spacing could set the ammo there off, but she will likely remain combat-capable, due to having one ammo cache on each side.

## Trivia

The Parapet mentioned in the lore seems to have been removed from the Onyx Watch fleet.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=5023
Duster

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Performance

The **Duster** is a relatively fast plane, made mostly made out of wood with a metal underside, however it is still quite weak. It is propeller-driven, like most DWG planes.

## Combat

Despite it's size, it can prove to be a little more than a nuisance to smaller/lightly armored ships with it's missiles and speed.
Allegiance

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Summary

The Allegiance class is a series of coast guard cutters with a rather unique hull design. The long and straight bow, dubbed "bearded axe bow" by its designer, is a clever example of naval engineering to prevent the boat from capsizing. When a wave hits the flank, its impact is spread between the small area above the surface and the much bigger surface under. As a result, the hull rights itself instead of rolling dangerously. The Allegiance cutter is thus perfectly capable to operate in rough seas, for long periods and in all weathers. However, the tiny hull of this unassuming boat, once crammed with supplies for long patrol mission, only allows for very little living space, much to the chagrin of the bedraggled crew.

## Other Notes

Based on unique hull shapes designed by Damen Shipyards.

Built by Awellner and mech\_romancer
Metal

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 5

**Metal** is one of the several natural blocks which you can utilize for your construction projects.

## Usage

Metal blocks have no restrictions set upon them. You can place them more or less anywhere you want. They are structurally sound, and will provide a layering bonus to the armour class of other structural blocks.
Typically used for heavy armoured crafts. However, its disadvantages are the relatively heavy weight, high radar return and its susceptibility to EMP.
Glass

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 3

**Glass** is one of the several natural blocks which you can utilise for your construction projects. For unknown reasons, Window Blocks have twice the cost, despite otherwise seeming identical to glass (except for visuals).

## Usage

Glass blocks have no restrictions set upon them. You can place them more or less anywhere you want.
It is a light material with the ability to float. Due to its low health and armour, its typical application would be for decorative windows and transparent fences.

Visual detection blocks (cameras, but not IR-cameras) are able to detect enemies through them, making glass useful to add a little protection to those blocks, or reduce drag.

Note that it is often not a good choice if building bridges for the player – Other blocks with mostly transparent features will often provide more protection. For example, see-through Advanced Cannon Ammo Clips may be used for this.

## Trivia

At some point in the game, the glass-block looked a lot like the window block does now.
AI Mainframe

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 300

An **AI Mainframe** can control any craft or weapon. It controls most other automated functions, and the loss of all mainframes will render an automated craft largely inert and useless. They are heavily susceptible to EMP effects and will explode upon being destroyed.

## Stats

* EMP susceptibility: 60%
* EMP damage reduction: 10/m

Has 2 processing power. Can be further increased with General Purpose Processing Cards.
Ammo Box

Health
 Armour Class
 Structural
 Relative Buoyancy
 Material Cost | 20

An **Ammo Box** is an essential part of a CRAM Cannon. It provides a cannon with easy access to a limited supply of ammunition. Once this is depleted it will refill slowly, reducing the rate of fire. They are mildly explosive, meaning they will explode and cause damage to surrounding components when destroyed, but will not chain react nor do massive damage.

## Application

Attaching to the custom cannon components, increases the ammo of the cannon by 200.

## Requirement

Ammo boxes can be connected to any Auto-Reloader or connector component from the Custom Cannon tab of the build menu. When connected to a connector component, it must be connected to the correct faces. When connected to Auto-Reloaders they improve fire rate based on how many ammo boxes are connected to the Auto-Reloaders, Up to a maximum of 14\*.

* It actually depends on how many Auto-Loader connections are connected to ammo boxes. If three Auto-Loader faces are connected to a single ammo box, they will provide three times the reload speed bonus as compared to one.
Flag post

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 1

A component that when connect to AI will display a flag. The flag is chosen in your character sheet. If not connected to an AI it will show a skull and crossbones style pirate like flag. And if you never linked an image in the character sheet it displays no flag when connected.
Megalodon

The Megalodon is the Steel Striders' strongest singular craft. Outfitted with powerful LAMS and capable railguns, it's a force to be reckoned with.

It's main weapons are 3x4 heavy 500mm railgun turrets. These have a velocity of 2km/s, and a supercavitation base, so hiding under water will not help. The turrets are known for firing two shells at once when the ship engages, since rails hold a larger charge than its needed.

A viable strategy against it is to come close, under it, or above, since railguns have a relatively low elevation. Its advised to pilot that vessel manually, so great precision can be achieved. Once under the ship, aim at the turret mounts and disable the main weapons. Then its easy to sink the ship.

### Trivia

-The ship's name comes from an extinct shark, Megalodon.

-When fighting this ship (or any other large shark-type), a special soundtrack will play.

-The ship originally had simple casemates as secondary armenent, but that got substituted for PACs later on.

-The railguns the ship carries are likely the most powerful railgun weapons any ship carries.

 Firepower | 1,062
Enemy Simulator

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 40

## Summary

As its in-game description suggests, this thing, when attached to an AI mainframe, connector, or the "edges" of a card slot, and turned on, will cause the craft to behave as though it belonged to an enemy faction, and will be targeted by friendly units as permitted by their target priorities.

As for how long it stays hostile, that can be adjusted from 10s to 600s (10 minutes) by means of a slider in the Enemy Simulator's UI.

* If you manually activate the enemy simulator the vehicle itself may not change to the enemy team until your avatar has vacated the vehicle
Factions

Scavengers from the desert archipelago of Janwall.

* Mainly CRAM Cannons, and bombs. Limited use of Advanced Cannons. No lasers (with the exception of 2 special vehicles). Only unguided missiles.
* Shields are limited to a strength of 6.

### Onyx Watch

*Main article:* Onyx Watch

Merchants from the snow tundra of Cold Loch.

#### Features

* Two distinct vessel styles, one old one new yet both look medieval.
* Low rate of fire, high gauge explosive cannons almost exclusively.
* uses Some Shields and rarely uses protective Lasers, extremely rare offensive lasers: They waste the precious.
* Vehicles typically larger than other factions with an emphasis on durability over fire-power.
* No real Airforce.
* Experimental craft from Black Powder antiques can often surprise with forbidden technology.

### White Flayers

*Main article:* White Flayers

Zealots of the Flayed God.

#### Features

* Heavy use of rams and grinders; avoid close quarters at all costs.
* Limited use of harpoon missiles to drag targets in.
* One of the few factions with suicidal vehicles that possess built-in small nukes.

### Twin Guard

*Main article:* Twin Guard

Rogue self-aware AI created by the Scarlet Dawn.

#### Features

Weapons:

* Male ships/ air: Cannons and missiles
* Female ships/ air: Missiles and lasers

Defense:

* Male: Alloy hull/metal hull and internal reinforcement. Minor shields
* Female: Alloy Hull, Metal bracing, LAMS, minor shields

Composition:

* 80% Ships (a few subs would be ok) No fast hydrofoil ships
* 20% Air

Style: Robotic, Metal Struts, Bracings, Mech

### Lightning Hoods

*Main article:* Lightning Hoods

Technology thieves.

#### Features

* Emphasis on lasers and missiles.
* High speed.

### Steel Striders

*Main article:* Steel Striders

Modern armed forces.

#### Features

* Prefer long range high caliber cannons and long range missiles.
* Metal hulls.
* Limited future technology (LAMS, space ships).

### Grey Talons

*Main article:* Gray Talons

Tribal air-dwellers.

#### Features

* All vessels fly.
* Primarily use cannons
* Different tribes, each with a different style

### Scarlet Dawn

*Main article:* Scarlet Dawn

Alien invaders.

#### Features

* 4 class vehicle system
* Turreted self defence systems like LAMS, LAMS spoofing, IR-decoys.
* Light craft come usually unshielded, while heavier vehicles are extremely shielded.
* 80% aircraft, 20% hovercraft
Barrel (APS)

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 20

The basic **Barrel** for Advanced Cannon weapons. Must be part of a completed cannon to fire.

## Application

A barrel is a part that can be attached to the firing piece or any other barrel. This piece increases the accuracy of the shell. The effect can stack with other barrels.

Note that you need enough barrels to make use of your gunpowder modules. Having a shorter barrel will reduce speed, but having more does not affect speed.

## Requirement

Must be attached in-line with a firing piece or another barrel.

## Controls

The barrel itself does not have any controls.

## Limitations

Can only be placed on firing piece or other cannon barrels.
Bastion

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Armour

## Performance

More heavily armoured than Onyx Watch sail-ships of comparable size, but also far slower. Uses HE CRAMs.

If fighting her, speed is your friend - it will allow you to choose a range, and help avoiding the slow-flying CRAM-shells she will send your way. Due to the thin metal armour, lacking any spacing, HESH will make short work of any internals. Alternatively, the lack of Heavy Armour and Surge Protectors makes EMP very effective.

## Trivia

The Bastion's iconic single barreled CRAM cannon is a universal design used on most Castle Ships designed by LIM.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=1712
Jet Engine

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 100

**Jet Engines** allow vehicles to accelerate and decelerate in the atmosphere. This simple jet engine turns power (typically provided by engines) into thrust. It is also possible to create Custom Jet Engines that turn fuel directly into thrust.

## Application

They can be used for planes and ships. Depending on placement, controls will be automatically assigned to the Vehicle Controller.

An AI with an aerial AI card installed will use these for acceleration.

## Requirement

Jet Engines require engine power to run.

-Max Power use: 120

For it to run optimally, it needs 10 empty spaces behind it.

## Output

-Max force:2000

-Top speed is: 120

The further away from the center of mass the center-line of the Jet Engine is, the more it will impact the vehicles rotation.

## Modes

In Main Thruster mode, thrust will be controlled with U and J regardless of the orientation of the jet.

In Thruster mode, the controls are dependent on the orientation of the jet. A thruster should be put on the front of the vehicle.

Since 1.23, Jet Engines have a Reverse Thruster mode. Reverse thrusters should be put on the rear of the vehicle.

## Air Controls

T - Accelerate rear jets

G - Decelerate rear jets

H,Y - Left jets instantaneous power

K,I - Right jets instantaneous power

U - Up jets instantaneous power

J - Down jets instantaneous power

## Limitations

They don't provide thrust under water, or when faced forward.
Operation: Rescue

**Operation: Rescue** is one of the Reeve Quests in The Long Journey Home.

## Description

This quest starts when the player finds and contacts a Reeve Primitive Probe with an exclamation mark. It explains that the colony around which it is orbiting lost a pioneer team through a gate.

On the planet is an Expedition Colony, that gives the player coordinates of the lost expedition's location. There are two quest lines:

### Expedition survived

In a star system nearby the player has to land on a planet. The Expedition is still alive, but the gate is broken. The player is asked to bring an Expedition Report back to a Reeve colony to get some help. Showing the Expedition Report at a Reeve planet gives approximately 250-360 and the Reeve respect increases.

Alternatively Benoit, Professor Lebedev and Alessandra are able to investigate the Expedition Report and to write a Gate Repair Instruction. When handing the Gate Repair Instruction to the Expedition, the player receives a Reeve Gate Pass, some platinum and the Reeve respect increases (2x).

### Expedition died

All Reeve died on the planet. The pilot can only find a Reeve Beacon. If the player shows it to any Reeve planet, he will get approximately 250-360 and the Reeve respect increases.

## Trivia

Found in universe:

* MARINER
* NEDREAR (instead of The Shivering Rot)
Essen

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Performance

Unlike other crafts from the Onyx Watch, she is relatively quick (she can go up to 30 m/s) and frail.

Her speed may surprise beginner players, but the lack of armour and good weapons (her broadsider CRAM Cannons are low-gauge and without inertial fuses, they will simply bounce off a decent metal armour) make the *Essen* a not particularly strong design.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=2876
Fortress

Fortresses are quasi-static constructs.

## Overview

Fortresses are characterized by Sky Fortress Turbines, which allow them to hover perfectly statically, and even allow a very slow rate of movement (about 1 m/s). They are unaffected by physics, making them a good choice for permanent resource gathering bases, as unlike vehicles there is no risk of them unintentionally drifting out of resource zones, and unlike structures they do not require a connection to the ground.

## Components

* Sky Fortress Turbine
* Fortress Controller

For a fortress of mass

m

{\displaystyle m}

 and center-of-mass height

h

{\displaystyle h}

 above surface level the base static power draw is

P

f
b

=

m
8

(

1

h
2

100

)

γ

{\displaystyle P\_{fb} = \frac{m}{8} \left(1 + \frac{h^2}{100}\right) \gamma}

where

γ

{\displaystyle \gamma}

 is the game speed (a bug).

This is then multiplied by an efficiency factor

α

{\displaystyle \alpha}

 according to the base power draw and the number of turbines

n

{\displaystyle n}

 to get the net power draw:

α
≈
0.25

P

f
b

16410

γ

{\displaystyle \alpha \approx 0.25 + \frac{P\_{fb}}{16410} \gamma}

P
f

=
α

P

f
b

{\displaystyle P\_f = \alpha P\_{fb}}

Each turbine holds up to 10000 MJ of energy and can sustain a power draw of 10000 MW. If the turbines run out of power, components on the fortress will start to take damage at the rate of 1 damage per missing MJ of energy.

The Fortress Controller allows the fortress to be moved along any of its six axes at 1 m/s and/or yawed at 10 degrees/s. Each costs 1 power per 8 tons with the same efficiency factor as above.
Hydrofoil

Health
 Armour Class
 Structural
 Relative Buoyancy
 Material Cost | 3

A **Hydrofoil** allows to change an angle of the vehicle in the water.

-EMP damage reduction: 100/m

-Max force per velocity: 10

-Only works when in water

-Can rotate from +45 degrees to -45 degrees at a rate of 40 degrees per second.

## Application

Submarines can use hydrofoils, while in the move, for submerging, changing depth and surfacing.
For other crafts, hydrofoils can help keeping vehicle on the surface of the water, while traveling.

To make a simple skimmer craft simply put hydro foils on the bottom of the craft manually set to +45 degrees and turn off other inputs. this will allow the craft to skim along the surface of the water as long as forward force is present.

## Output

Creates up and down force in the water, with a respect to the vehicle speed.

## Water Controls

T - Rotate up

G - Rotate down

## Limitations

* Can not be built on structures.
* Can not be placed on the top or bottom of the other blocks.
Cannon

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

"Cannon" may refer to:

* Custom Cannon, a now obsolete weapons-system
* Advanced Cannon
* CRAM Cannon
* Various Simple Weapons
Construct

*This article was created to act as a central hub for all matters regarding the game's units (constructs/blueprints), including explaining the functions of the three primary unit categories (Vehicle, Fortress, Structures), and their various subsystems (Power, Propulsion, Weapons, Detection, AI, Defences, etc.), and listing secondary (Aether, Air, Ground, Sea, Submarine, etc.) and tertiary (repair, reconnaisance, attack, transportation, defence, etc.) unit classifications with explainations as to their use.*

*The author has determined that they have failed in this effort. Reasons include:*

* *The author misjudged the relations between processes such as the construction of subsystems, construction of units, navigation of units around a world map, and combat.*
* Because of said misjudgements, the article was cluttered with only loosely-related subjects, a case of "jack of all trades, master of none" in terms of its informative qualities.

*The* *author hereby requests that their article be deleted.*
Iron Maiden

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Material Cost

## Trivia

* Originally created by Silver with the hull/insides later being re-done by Majyst. The Iron Maiden once again was reworked to look much better by IronFudge and Karbengo sporting a much more sleeker and better look, now considered one of the best looking SS Ships.
Light

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

This is a disambiguation page, please see:

* Light sources:
	+ Light Fitting
	+ Neon Light
	+ Spot Light Fitting
* Light Block