recursal/Fanatic-Fandom huggingface dataset:
Steel Factory

## General Overview

This station produces steel. It is considered a low tech factory. A vital manufacturing product, steel is used in a large variety of products, making it comparatively easy to sell.

#### Station Manufacturing Process

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

Ammunition Factory, Conductor Factory, Drill Factory, Electro Magnet Factory, Energy Tube Factory, Explosive Charge Factory, Force Generator Factory, Fusion Generator Factory, Gun Factory, High Pressure Tube Factory, Metal Plate Factory, Plasma Cell Factory, Rocket Factory, Semi Conductor Manufacturer, Servo Factory, Steel Tube Factory, Tesla Coil Factory, Tools Factory, Transformator Factory, Turbine Factory, Wire Manufacturer, Repair dock

## Production

This factory produces the following resources per cycle:

Steel Factory Type 1

Steel Factory Type 2

### Production Materials

These factories require the following resources to complete a cycle:

Steel Factory Type 1:

 Coal

Steel Factory Type 2:
Faction

Factions are a collective body that control stations, ships, and big asteroids. They determine ownership of sectors that these objects are in. The player may interact with them through the means of ships and stations, and depending on the relations, buy goods or get outright attacked.

## Build Projects

Factions are capable of being self-sustaining by being able to rebuild ships and stations. When a faction attempts to rebuild a station, they will create construction zones for said station, but only in sectors that aren't marked as hazard zones. Larger factions can have more concurrent construction zones.

Along with construction zones, factions also have a finite number of military ships, which eventually replenish over time, if some were to get destroyed.

## Traits

Factions have traits that affects the faction in some way. This can include a faction having more military ships, or even a faction having less patience during a tribute payment. A faction is given several traits, some of which match the faction more heavily than others. A "Very" trait will cause a trait's effects in that faction to happen more than typical, and a "Somewhat" trait will cause a trait's effects to happen a little less than typical, but still happen.

## Headhunters

When a faction has very low relations with another warring one, and some ships of the latter linger in their territory for too long, then there is a chance that a squad of headhunters will be deployed after them. These squads tend to have high firepower, and one of the ships brings a proximity hyperspace jammer, so it is mandatory to be prepared when facing them.
Chemical Factory

## General Overview

This station produces a variety of chemicals, which are used in the production of numerous goods.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:

Chemicals

Ammunition Factory, Explosive Charge Factory, Fertilizer Factory, Medical Supplies Factory, Paint Manufacturer, Warhead Factory
Adhesive

Ammunition Factory, Explosive Charge Factory, High Pressure Tube Factory
Coolant

Body Armor Factory, Mining Robot Factory, Turbine Factory, War Robot Factory
Solvent

Fertilizer Factory, Paint Manufacturer
Acid

Explosive Charge Factory, Paint Manufacturer

## 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 928 credits per cycle.

List of all Goods
Laser Head Factory

## General Overview

This station produces laser heads, which are used in the production of a variety of laser based turrets as well as Drills.

#### Station Manufacturing Process

The following stations require this product during the manufacturing process:

 Drill

Drill Factory
#### Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Laser

## 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 1,356 credits per cycle.
Solar Cell Factory

## General Overview

This station produces solar cells. It is considered a basic factory. While quite profitable, solar cells are used very sparsely throughout the galaxy. They may be occasionally be sold to trading posts and smuggler hideouts.

### Station Manufacturing Process

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

Solar Panel Factory

## Production

This factory produces the following resources per cycle:

## Production Materials

These factories require the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 1,290 credits per cycle.
Ship

File:Ship.jpg
Ships are objects that can be controlled by the player in Avorion. They are made of blocks and are capable of moving and flying.
When a server creates a new ship, it is usually randomly generated.
The basic shape of a randomly generated ship depends on the style it was generated from, whereas the style depends on the faction the ship belongs to.

## Building or deleting a ship

### Building

Ships can be built directly from a drone, using a button in the top right corner.

Ships can also be built at shipyards, where the style and size of the new ship can be specified before it is constructed. Ships constructed this way can be randomized by seed, can embark a crew+captain to allow them to receive orders and can also be set as a 'station founder' (just be warned that the ship will be deleted when building the station).

### Deletion

To delete a ship, switch to build mode. Then, disable Safe Mode, select all blocks and finally hit Delete blocks. Alternatively, you can destroy it with your weapons and then salvage it, but you will recieve far less resources back (not reccommended).

## Characteristics

### Turrets

Ships can have turrets attached to them. The number of turrets that can be placed on a ship can only be augmented by Turret Control Systems. A block will currently allow as many turrets as will fit on its surface.

### Visuals

Unlike stations, ships usually have engine blocks attached to them, giving them the possibility to fly around.

AI
--

If a player controlled ship has a captain, players can give orders to these ships. This can be simply accomplished by selecting them and pressing the interaction button (default: F). Players can manage multiple ships with captains. Fleet management is relatively limited at the moment.

## Scripting

Version 0.3 introduces scripting of ships, for interaction and more specific behavior.

## Upgrades

Every ship can have at least one system upgrade. The more Processing power a ship has, the more upgrade slots it gets, until it reaches a total of 15 which is the maximum.

The following table\* shows the Processing power required per ship to unlock each new upgrade slot.

 15 | 148 371

(\* *credits for this* *data compilation goes to reddit user NullAshton*)

Upgrades of higher rarity will have a more significant effect.

There are 7 levels of rarity.

## Other ships

The following objects are also considered ships:

* Drone
* Abandoned ship: Those ones look like wreckages at first glance but can actually be claimed when interacted with (found in hidden mass sectors).

## Special ships

There are some special ships in the game:

* Hyperspace Blocker

## Trivia

It is possible to create a ship without engine blocks. However, this ship will be almost stationary and only able to turn around.

In rare cases the ship generator can generate ships without engines.
Ogonite

## Flavor

Ogonite

Ogonite is considered the second of the durable materials, making for the most durable armor in the galaxy.

While durable, Ogonite is extremely dense, and tends to be more trouble than it is worth for most ships. It also cannot be manipulated at the molecular level easily, disallowing shield generators and several other delicate equipment. It still supports power generation and containment, and is surprisingly able to manage fighter control.

That said, the lack of flexibility doesn't change the reason people care about it. Armor made from Ogonite is the most resilient known, surpassing that of even Avorion by volume. Proper armor plating is over twice as durable at slightly more than twice the mass.

By the characteristics above, you could consider ogonite the descendant of iron, and it is sort of a combo between the titanium energy properties and few energy properties of the other materials. Maybe it was created similar to trinium, a non-technological material (iron in this case) naturally gained energy properties.

## Special Blocks

- Supports Armor, Generators, Energy Containers, and Hangars.

## Where to find it

Ogonite can be easily found across The Barrier. It can also be found around the barrier ring within ore belts (rarely), or by using a deep space scanner to find wreckage in yellow sectors. It can also be salvaged from the
Specimen 8055 ship after defeating the boss.

## Usage

Used in all Ogonite building blocks & used for repairing all Ogonite ship components.

Can be sold to vendors for credits.
Body Armor Factory

# General Overview

This station produces body armor. All military outposts consume this product. While highly profitable, it is expensive to get this factory running at capacity.

## 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 24,306 credits per cycle.
Mod Example: Bulletin Board Base

This mod is a base for easily adding bulletin board missions through mods.

## About

Players won't see exactly what this mod is doing (or that it even exists), but it helps modders and gives them a way to better add bulletin board missions.

It adds a new script `bulletinboardmissions.lua` to entities that have the `bulletinboard.lua` script attached. The `bulletinboardmissions.lua` script has several categories for missions that it selects from, depending on the kind of station it was attached to, such as **Military**, **Trade**, etc.

When the `bulletinboardmissions.lua` script updates, it randomly adds or removes missions from matching categories to the bulletin board script.

The Mod Example: New Mission uses this mod as a dependency to easily add a new mission to the game's bulletin boards.

* `bulletinboard.lua` Extends the script's `initialize()` function to add the `bulletinboardmissions.lua` script.
* `bulletinboardmissions.lua` Core script of this mod that can be extended by other mods to add missions depending on category

### modinfo.lua

* `serverSideOnly = false` This mod introduces a new Entity script, and those have to be present on client and server.
* `clientSideOnly = false` Client side only is impossible, since new scripts are added through this mod, which is only possible on the server.
* `saveGameAltering = true` The mod adds a new script `data/scripts/entity/bulletinboardmissions.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).

## See Also

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

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

Fidget is a boss that behaves similarly to the Quantum Xsotan ships, in that when hit, jumps a distance away in a random direction in the same sector. Can be summoned by using the Hyperspace Interrupter.

With approximately 3 million hull and no shield, the fight is a considerable slog. Since only a single shot will land before Fidget teleports away, it is recommended that the player disable all turrets except a single long-range anti-hull weapon, such as a railgun.
As Fidget himself will usually teleport well outside his own range, he poses virtually no threat, resulting in a fight which is far more tedious than difficult.

Ramming with a large and sturdy ship is a viable method to defeat Fidget.

Also Fidget's jump ability can be temporarily disabled by lightning damage, making the boss immobile if you can fire weapons with lightning damage nonstop.

Fidget's ship is built out of Avorion if fought inside the core, and appears to scale with the region he is fought, being build of Xanion and Ogonite when fought just outside the barrier. He drops a single exotic+ rarity cannon turret. Also, he seems to drop at least one exotic+ turret of a random type, but further testing is needed to confirm whether this is a guaranteed drop.
Bottan the Smuggler

> *Looks like everything is here. Thank you very much for your cooperation, I'll be on my way then!*
>
>

Bottan the Smuggler is one of the bosses you'll fight in Avorion.

## Finding Bottan

You can start the questline in a system with a Smuggler post. You can find them in some hidden mass systems (and outside of the inner Core for this quest). Near the post, a smuggler will be floating around. Talk to him and he'll ask you if you're interested in making some easy money smuggling some goods, paid on delivery.

Accept, and you'll be given goods and a destination. Travel there (evade populated systems - you're smuggling stuff) and talk to Bottan.

He'll demand to be given the goods before he pays you. Do so, and he'll suddenly jump away, without paying you.

After that, you'll receive a mail (in the top-right menu) from a person stating you have a common enemy in Bottan, asking you to meet up somewhere. Go to that location (It may happen that he spawn in middle of SpaceTime Cracks, in this case you have no other choice that to ask an admin to teleport you, or do it yourself if you are in solo mode with /teleport command), and he'll explain he used to be Bottan's engineer who built his hyperdrive using Xsotan technology, which is why Bottan can jump away so quickly. He is also wronged by Bottan and is willing to build you a jammer to break Bottan's hyperdrive so you can defeat him and exact vengeance.

To do so, you need to bring him a set of items which you can buy at various stations. Do that, and you'll receive the Hyperspace Overloader upgrade.
(note: it only works on Bottan)

WARNING: if your inventory is full the upgrade will drop at your location in space.

Items needed:

*Note: These items can also be purchased at a trading posts, when available.*

*Note: Energy inverters can be obtained by dismantling Force Turrets and Tesla Turrets at a Scrapyard. More inverters are dropped at higher rates when dismantling higher rarity turrets.*

Start the first mission again by talking to a smuggler and going to the delivery system. (Make sure the jammer is equipped) When you contact Bottan now, aside from talking options, you'll have the option "Destroy hyperdrive". Do that, then go through his dialogue as normal. When the time comes for him to leave, his hyperdrive won't work and the fight starts. If the Common Enemy dies, you'll need to start over from the smuggler's station.

## The fight

Bottan is nothing special, just large and with more firepower than normal ships.

## Drops

* XSTN-VIII
* 1 exotic turret

## Respawn

Bottan can be fought again by restarting the original delivery mission. However, this mission is only available roughly every 30 minutes. Otherwise the smuggler (all smugglers) will not be interested in talking.
Omicron

**Omicron** is a measurement of firepower in Avorion. It estimates the *damage per second* (DPS) of a ship or turret, assuming that every shot hits a target.

## Calculation

A single turret's Omicron is calculated by multiplying its *Damage* with its *Fire Rate* (shots per second). For example, a turret with a Damage of 78 and a Fire Rate of 0.7 has a firepower of 54.6 Omicron, because

78 · 0.7 = 54.6

A ship's Omicron is calculated by summing the Omicron of all turrets on the ship. A ship with three turrets of 43, 55 and 75 Omicron would therefore have a total firepower of 173 Omicron, because

43 + 55 + 75 = 173

## Limitations of Omicron

The Omicron of a turret or ship may not accurately represent its ability to do damage. This is because factors such as overheating and accuracy are not included in the calculation.

A turret might have a Omicron of 700 whilst only being able to fire three shots before incurring a 20 second cool-down. Cool-down is determined by the negative attribute of *overheating*, and so doesn't affect *fire rate*. In this situation, a calculation that took overheating into account might yield an Omicron of only 35.

Adversely, a turret may have bonus damage, such as +29% damage to shields. This is not considered in the calculation Omicron either, and so the true damage may be underrepresented.
Gate

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

**Gates** are portal-like structures found in sectors across the entire galaxy. Two primary types of Gates exist: Smaller faction gates, and larger Ancient Gateways. The smaller faction gates exist in civilized portions of the galaxy, and these allow players to instantaneously travel long distances for a small fee, dependant on the player's relationship to the faction that owns it. Having max standing with a faction allows you use their gates for free. The small faction gates have a size limit for transporting ships, and may decline to warp a player's ship if it exceeds a certain size. Ancient Gates are larger, travel a significantly further distance, and does not contain a size limit. Ancient Gates open up when the player has an XSTN-1 system upgrade on their ship, and an Ancient Gate is guaranteed to spawn in the final sector of the Exodus quest. Both types of gateways form webs of gate lanes in the galaxy. Gates are immune to all damage, and cannot be destroyed even if the player goes to war with the owner.
Cargo Extension

The Cargo Extension is an installable Subsystem.

## Statistics

Cargo Extensions increase a craft's cargo space by a flat or percentage value, with either type having an equal chance to occur.

As a downside, they also increase the craft's power requirement by a flat value.

Permanently installing a Cargo Extension increases its Cargo Hold and Cargo Hold (Relative) bonuses by 50%.

Multiple Cargo Extensions can be installed at once, increasing the bonuses additively.

The price of Cargo Extensions increase relative to their Cargo Hold and Cargo Hold (Relative) effects.

## Naming Scheme

The naming scheme for the Cargo Extension is `T1M-LRD-Tech Cargo Extension MK ${mark}${post}`.

* `${mark}` is the rarity of the upgrade converted to roman numerals (e.g. Petty → I, Legendary → VII).
* `${post}` is "SC" if the subsystem increases Cargo Hold (Relative), otherwise it is blank.

Example: **T1M-LRD-Tech Cargo Extension MK IV SC**

## References

1. `data\scripts\systems\cargoextension.lua`
System Requirements

These are the requirements your computer should meet for installing and playing Avorion.

## Minimum Requirements

* OS:
	+ Windows 7 x64 or higher
	+ Ubuntu 12.04 or higher
	+ Mac OS X 10.11 (El Capitan)
* Processor: Dual Core CPU
* Memory: 4 GB RAM
* Graphics: A graphics device that supports OpenGL 3.0 or higher.
* Network: Broadband Internet connection
* Storage: 1 GB available space

## Recommended Requirements

* OS:
	+ Windows 7 x64 or higher
	+ Ubuntu 12.04 or higher
	+ Mac OS X 10.13 (High Sierra) or higher
* Processor: Quad Core CPU
* Memory: 6 GB RAM
* Graphics: A graphics device that supports OpenGL 4.5.
* Network: Broadband Internet connection
* Storage: 3 GB available space (Individual galaxies can take up hundreds of megabytes and more on playthroughs)
Dangerous cargo

Reason: "*"Goods" already has these details.*"

**This page is a candidate for deletion.**
Reason: "*"Goods" already has these details.*"

**Dangerous Cargo**

Cargo that ships can carry that is illegal if you carry them without a Transportation permit. If you go within a range of 4000 meters of a military craft, you will be given a fine and lose relations with that faction.

 Explosive Charges
Drone Factory

## General Overview

This factory produces high-tech unmanned drones.

### Station Manufacturing Process

Drone

There are no factories that use drones as an ingredient.
Scrap Metal

Steel Factory

## Production

his factory produces the following resources per cycle:

### Production Materials

This factory requires 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 3,425 credits per cycle.

List of all Goods
Clothes Factory

## General Overview

This station produces clothes. It is considered a advanced factory. Clothing factories are not recommended for players to own, as they have a small profit margin, high volume per product, and no designated stations that consume or utilize them. Occasionally trading posts and smuggler hideouts will purchase these goods.

## Production

This factory produces the following resources per cycle:

## Production Materials

These factories require the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 2580 credits per cycle.
The Four

> *You are looking at the first people in centuries who will fly into Xsotan territory.*
>
>

The Four are a group of experienced explorers who seek to be the first to cross The Barrier around the center of the galaxy and are one of the bosses you'll fight in Avorion.

## Finding The Four

To find The Four, you need to take on the mission "Artifact Delivery". It can be found on bulletin boards near the barrier as "Looking For Xsotan Artifacts".
Follow it to the system specified, where you will find a beacon. Interact with said beacon while having a XSTN-K equipped (any will do).

The Four will show up, explain to you why they need the Xsotan artifact, and demand it from you. No matter how you respond, a fight ensues.

## The Fight

The Four each have their own specialization, related to their name:

* Reconstructo heals his allies
* Shieldbreaker has plasma turrets to sap your shields
* Hullbreaker has railguns to drain your ship HP
* Tankem has less firepower but is very durable

Recommended order of destruction:

* Reconstructo: Destroying other ships will be very difficult due to its healing.
* Shieldbreaker: Hullbreaker and Tankem deal poor damage through shields.
* Hullbreaker: Heavy firepower in comparison to Tankem.
* Tankem: Large health pool, but low threat overall.

## Repeating The Mission

You will need to wait 30 minutes after defeat in order to start the fight again. 35 Minutes if failing to kill The Four.
When picking up the "Artifact Delivery" mission after recently completing the fight, the beacon will display the following message.
"You again? Just you wait. We'll regroup and get your artifact soon enough".

## Drops

* XSTN-V
* 1 exotic repair turret
* 1 exotic laser
* 2 exotic railguns
Noble Metal Mine

## General Overview

Noble metal mines are used to gather a variety of metals. Noble metal mines can only be constructed from a claimed asteroid. There are five different types of noble metal mine. Metals are used in a large variety of applications throughout the galaxy.

### Station Manufacturing Process

Metals produced at these mines are used in the following applications:

Gold

Computer Component Factory, Conductor Factory, Fusion Core Factory, Jewelry Manufacturer, Processor Factory, Semi Conductor Manufacturer, Solar Cell Factory, Wire Manufacturer
Silver

Metal Plate Factory, Tools Factory, Transformator Factory
Platinum

Computer Component Factory, Conductor Factory, Energy Tube Factory, Jewelry Manufacturer, Processor Factory, Solar Cell Factory, Tools Factory
## Construction

 Type 2
 Type 3
 Type 4
 Type 5

## Production

Please note 3 of the mines currently perform the same function. Noble metal mines produce the following resources per cycle:

#### Type 5

 Gold

All five varieties of Noble Metals Mines have default cycle times at the minimum of 15 seconds. Adding assembly blocks provides no additional benefit.

## Used Goods

The following goods are used by the mine and can be sold to it:

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

## Profitability

 Type 2
 Type 3
 Type 4
 Type 5

List of all Goods
Crystal Farm

## General Overview

This station produces Crystals. It is considered a basic factory. Crystals are used in the creation of more advanced materials in the following factories:
Glass Manufacturer, Nanobot Factory.

## Production

This factory produces the following resources per cycle:

### Production Materials

These factories require no resources to complete a cycle.

### Garbage

This station does not produce a byproduct.

## Profitability

This station's profitability is an average of 1900 credits per cycle.
Food Bar Factory

Food Bar Factory

* Produces: Food Bar
* Requires: Energy Cell, Wheat, Corn, Rice

Part of the Biotope supply chain.

## Construction

Cost to produce: 4,600,000 credits.

This factory produces the following resources per cycle:

## Profitability

This station's profitability is an average of 1,046 credits per cycle. Optimal production requires 197 production / second.
Operation Exodus

> *After we realized we couldn't beat the Xsotan at the time, we decided to flee.*
>
>

Back when the Xsotan first arrived, a part of the then galactic federation decided to flee the galaxy, trying to stay safe from the alien invaders. While doing so they left behind a path of beacons, so those coming behind could find where they went and reunite. Reward: XSTN-I

## Quest

As most quests, the start of these can be found in hidden mass systems. Equip a scanner upgrade with deep scan range and visit the yellow blips on the map.

The start beacons have a 33% chance to spawn in asteroid and wreckage sectors which are at least 200 sectors from the center of the galaxy.
They're easy to spot on the sector map - some of them blink (zoom out to spot them).
The beacons are numbered, e.g. #35 X=65 and #37 Y=97 - find beacons until you have the same numbered coordinates (Example: #24 X=27, #24 Y=233. This should lead to 27, 233 on the main galaxy map). Go to that location (via mission menu-> show on map).
You'll find a beacon in that sector with new coordinates. Follow them.
Repeat that until you've reached the final sector (somewhere near the very edge of the map).

Talking to the communication beacon will reveal the backstory to the current, fractured state of the galaxy and finally the player will be given the XSTN-I artifact.

## Known Bugs

There could be a chance that the last sector has nothing, this means you have to start over.

The sector can have the coordinates of a space-time rift or inside barrier, meaning the player is unable to reach the final sector, and therefor has to start over.

1. ↑ asteroidfield.lua, defenderasteroidfield.lua, functionalwreckage.lua, pirateasteroidfield.lua, smallasteroidfield.lua, wreckageasteroidfield.lua, wreckagefield.lua, version 2.0.7
2. ↑ operationexodus.lua, version 2.0.7
Enemy of my Enemy

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

1.You've received a letter from someone claiming to be a "friend". He wants to talk to you about Bottan.

2.The mysterious figure turned out to be Bottan's ex chief engineer. He wants to take revenge and asked you to collect parts so he can build a ray that destroys bottan's hyperspace drive.

Current materials:

1x Neutron Accelerator
1x Electron Accelerator
2x Fusion Generator
5x Energy Inverter
6x Transformator
8x Semi Conductor
2x Processor
Force Generator Factory

## General Overview

This station produces force generators. These devices are used for scientific purposes, and may be sold to research stations.

## Production

This factory produces the following resources per cycle:

### Production Materials

These factories require the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 14,167 credits per cycle.
Internal Defense Weapons System

The Internal Defense Weapons System is an installable Subsystem.

## Statistics

Internal Defense Weapons Systems increase a craft's Internal Defense Weapons.

An Internal Defense Weapons System will only add Required Energy unless permanently installed.

Multiple Internal Defense Weapons Systems can be installed at once, increasing the bonuses additively.

## Naming Scheme

The naming scheme for the Internal Defense Weapons System is `Internal Defense Weapons System IDWS-${num}`.

* `${num}` is the amount of Internal Defense Weapons the subsystem provides.

Example: **Internal Defense Weapons System IDWS-53**

## References

1. `data\scripts\systems\defensesystem.lua`
Gyro Array Block

## Description

Gyro Array blocks are attitude control devices, that increase the turning capability of a Ship. Gyro Arrays are comprised of a collection of suspended gyroscopic cylinders with a stored angular momentum, which can be changed through an application of electromagnetic field. This change in angular momentum transfers to the rest of the ship as counteracting force, causing it to turn in the opposite direction. This principle allows to control the ship's attitude without the need of using direct leverage of Thrusters.

Gyro Arrays vastly outperform Thrusters in their immediate purpose, offering roughly 4 times the angular acceleration in perfect conditions. However, unlike Thrusters, Gyro Arrays do not offer any lateral movement assistance (strafing, braking or reverse).

Every given block provides angular acceleration relative to a single axis of rotation, which is displayed as arrows when a block is being placed or selected.

Gyro Arrays work well as an addition to Thrusters in larger ships, where placement of the latter may prove too difficult or provide insufficient turning rates on their own merit. The largest end-game ships can be built with little consideration for lateral maneuverability and thus rely completely on Engines, Gyro Arrays and Inertial Dampeners for navigation.

## Features & Stats

Gyro Arrays can be built out of any material and their power, as well as the associated power demands, scale with the material chosen. Blocks made out of more advanced material require more power, but produce exponentially stronger effect.

Opposite to how Thrusters operate, Gyro Array blocks work best when their axis of rotation is aligned coherently with the same axis traced from ship's Center of Mass. Once those two axis lines are as close to each-other as possible, distance between the center of a Gyro Array Block and Center of Mass marker along them makes no difference. For example, placing a Gyro Array block for the blue (Roll) axis further in the left/right or top/down direction will reduce its efficiency, but placing it further forward or backward will not.

Gyro Array Blocks cost 5 times more in materials and credits to build, weight 6 times less and have/give 2 times less hit points compared to regular Hull.
Antigrav Generator Factory

## General Overview

This station produces Anti-Gravity Generators. While highly profitable, the station has a very large startup cost. These devices are consumed by research stations.

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

It needs 38204 production capacity to achieve minimum cycle duration of 15 second. Any extra production capacity is wasted.

## Profitability

This station's profitability is an average of 20,467 credits per cycle.
Scripting API

The Avorion installation includes an extensive scripting API. You can find the complete exposed API in your Avorion installation directory, in **Documentation/index.html**. Open it with your browser.

Depending on whether the script runs on the client or server application of the game, different Objects and Functions of the API will be available. For example, you won't find major game-changing functions on the client since those must be synchronized with the server. You also won't find any UI or rendering-related functions on the server, since the server doesn't do visualization.

**Note:** Since the game and thus the API is ever changing and evolving and depends on the version of Avorion, we won't list the API in the wiki here. **Check out your Avorion installation folder if you want to access the API.**

## Example Scripts & Predefined Functions

In the predefined functions section of the API, you can find all functions that are called by Avorion in the scripts it loads, including loads of documentation on how they're called, when, and so on. You can also find large generated file templates with all possible functions defined for these kinds of scripts.

## Callbacks

In the callbacks section you can find an overview of all callbacks of all objects that you can register to in the game.

## Objects

The API contains a lot of different objects, that represent objects in the game. Some objects are used as references only and creating that object in a script will only create a new reference to an existing object in the game (example: `Entity`).

Some objects are only available on the client (ie. `Music`, `Mouse`, `Keyboard`), while some others are only available on the server (ie. `Galaxy`).

Since objects can vary tremendously in their functionality, please consult the documentation of the object you want to work with for more information.

## Enums

Enums contain various, predefined values. One example for an enum would be the *RarityType*, which at the time of this writing would look like this, if declared in lua:

```
RarityType =
{
    Petty = -1,
    Common = 0,
    Uncommon = 1,
    Rare = 2,
    Exceptional = 3,
    Exotic = 4,
    Legendary = 5,
}

```

## Free Functions

There are also a lot of free functions defined in the API, that are not specifically bound to an object.

## See Also

* Avorion Internal Architecture
* Best Practices
* Debugging Mods
* Performance Optimization
* Writing your own Mod
* Mod Examples
Equipment Dock

## General Overview

An **Equipment Dock** is a station that allow players to buy and sell system upgrades, turrets and utilities. It is also the only place a permanently-installed system upgrade can be removed without destroying it.

Prices depend on the player's relation to the owner faction.

Equipment restocks when the server is booted up, every fifteen minutes while in the system, and when the sector has been unloaded by the server.

You can also detach subsystems from your ship without destroying them while near (3KM) the equipment dock.

## Trading

Equipment Docks do not sell any goods. Of the goods they obtain through trading, this station will consume them over time. They will purchase the following goods from the player:

Antigrav Unit
Display
Drill
Fuel
Fusion Core
Laser Compressor
Laser Head
Plastic
Power Unit
Rocket
Warhead
Wire
Generator Subsystem

The Generator Subsystem is an installable Subsystem.

## Statistics

Generator Subsystems increase a craft's total Generated Energy and/or Recharge Rate, depending on rarity.

Permanently installing a Generator Subsystem increases its Energy Capacity and Recharge Rate effects by 50%.

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

## Naming Scheme

The naming scheme for the Generator Subsystem is `${serial} ${name} R-${rarity}`.

* `${serial}` is a semi-random string.
* `${name}` is:
	+ "Battery Booster" if there is no Generated Energy bonus.
	+ "Generator Enhancer" if there is a Generated Energy bonus.
	+ "Generator Booster" if there is also an Recharge Rate bonus.
* `${rarity}` is the rarity of the upgrade converted to the Greek alphabet (e.g. Petty → Alpha, Legendary → Eta).

Example: **V0L7-T Generator Booster R-Zeta**

## References

1. `data\scripts\systems\energybooster.lua`
Cocoa Farm

## General Overview

This station produces cocoa. It is considered a low tech factory. Cocoa currently has no manufacturing processes. These are also consumed by habitats, and may occasionally be sold to trading outposts and smuggler hideouts.

#### Station Manufacturing Process

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

 Cocoa

Cocoa is not used in any manufacturing process.

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory 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 452 credits per cycle (or 532 credits if including Oxygen).
Computer Component Factory

## General Overview

This station produces a wide variety of computer components and electronic goods.

## Production

This factory produces the following resources per cycle:

 Targeting Card
 Processor

### Production Materials

These factories require the following resources to complete a cycle:

## Profitablity

This station's profitability is an average of 9,250 credits per cycle.

List of all Goods
Engine Booster

The Engine Booster is an installable Subsystem.

## Statistics

Engine Boosters increase a craft's Max Velocity and/or Acceleration, depending on rarity.

Permanently installing an Engine Booster increases its Max Velocity and Acceleration effects by 50%.

Multiple Engine Boosters can be installed at once, increasing the bonuses additively.

## Naming Scheme

The naming scheme for the Engine Booster is `${serial} ${name}`.

* `${serial}` is a semi-random string.
* `${name}` is:
	+ "Accelerating Engine Booster" if there is both a Max Velocity and an Acceleration bonus.
	+ "Engine Booster" if there is only a Max Velocity bonus.
	+ "Accelerating Engine Subsystem" if there is only an Acceleration bonus.

Example: **V-AC0 Accelerating Engine Booster**

## References

1. `data\scripts\systems\enginebooster.lua`
Accelerator Factory

## General Overview

This station produces particle accelerators. These devices are used for scientific purposes, and may be sold to research stations.

## Production

This factory produces the following resources per cycle:

 Proton Accelerator
 Electron Accelerator

### Production Materials

These factories require the following resources to complete a cycle:

It needs 200690 production capacity to achieve minimum cycle duration of 15 second. Any extra production capacity is wasted.

## Profitability

This station's profitability is an average of 96,789 credits per cycle and its return-on-investment per cycle is 0.000222 credits.

The Accelerator has the highest profit per cycle of any factory in the base game (as of 1.3.6). Due to its high cost, its ROI/cycle is not particularly high, being beaten by several other High-Tech factories and even a few Advanced factories. This makes it a poor choice for anyone except for players in the late-game who have ample resources. In its best performance (fully-upgraded with enough production to reach the 15 second cycle minimum, and no wasted time due to missing input goods or an excess of output products), it can generate 2,322,936 credits per minute of income. Reaching this point will require a large investment and a great deal of support in the form of supply-chain freighters and a vast network of cooperating stations, including several Research Stations to consume its product.
Lead Mine

## General Overview

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

## Station Manufacturing Process

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

Lead

Ammunition Factory

## Production

This mine produces the following resources per cycle:

Lead mines have a default cycle time of 20 seconds which can be reduced to the 15 second minimum by adding 134 production capacity worth of assembly blocks to the mine.

## Profitability

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

List of all Goods
Sheep Ranch

## General Overview

This station produces sheep. It is considered a low tech factory. Both fabric and sheep are used in a few manufacturing processes. These are also consumed by biotopes, and may occasionally be sold to trading outposts and smuggler outposts. Provided the infrastructure is available, these stations can be quite profitable. There are currently two types of sheep ranch.

## Station Manufacturing Process

### Fabric

Clothes Factory, Medical Supplies Factory

## Production

This factory produces the following resources per cycle:

Ranch type 1

Ranch type 2

### Production Materials

These factories require the following resources to complete a cycle:
The Cavaliers

The Cavaliers is an underground faction appearing in the DLC: Black Market.

Having high relations with the Cavaliers provides 30% discount on Turrets at a Black Market.

## Organization

The Cavaliers is a militaristic crusader faction, encompassing vigilant fighters who are sworn to bring order to the galaxy by force. They believe that the Xsotan and the pirates have become such a commonplace threat that they must step out in the limelight and sweep the current status quo aside.

Governed and controlled by the Emperor, the Cavaliers field massive armies that have few answers on the battlefield. Using their never-dwindling morale, the Emperor tries to establish a position of power by mostly accumulating weapons and other destructive assets. In order to achieve efficiency, field operations are delegated to the appointed generals:

* Adriana Stahl: a kind-hearted, yet ambitious individual, who is poised to uphold her moral code at all costs.
* The Grand Master of the Order: a military advisor and organizer, who ensures that all operations and even his own vessel are protected at all times.

Last but not least, the most populous circle of the Cavaliers is the Soldiers, who do the heavy lifting for the syndicate. Soldiers are responsible for moving and securing cargo, as well as providing the frontline and the fighting in order to achieve smaller victories.

## Rivalry

The Cavaliers' upfront and aggressive methods brought them rivals, which prefer more subtle ways to undermine their effort. The Commune aims to counteract militaristic demonstrations by covertly stealing from them and influence the ideology of lower layers of society, dissuading them from waging war.

The most significant counterpart of the Cavaliers is hands down the Family, employing all types of dirty tricks and even challenging their efforts in the open field, disrupting transports and planting their undercover agents in various offices, where they can topple any challenge to their structural integrity.
Pirate Captain Swoks

**Drops** | * XSTN-III
* Exotic Turret

> *You have not heard of me yet? I am Boss Swoks III, scourge of the outer sectors. You will get to know me soon enough.*
>
>

Boss Swoks is one of the bosses you can fight in Avorion, and likely the first you'll encounter. He drops the XSTN-III module which is needed to access the center of the galaxy. He can be found in empty sectors that have a radial distance between 350 and 430 units to the center of the galaxy. The formula for "radial distance" is the square root of (x2+y2). For instance the radial distance of a sector (275, 290) is about 399.66, which falls within the distance at which Swoks spawns.

## Spawn Mechanics

Boss Swoks spawns in empty sectors that have a distance between 350 and 430 units to the center of the galaxy. It has a 5% chance to spawn each time an empty sector is entered. A counter is incremented on every jump into an empty sector such that on the 10th consecutive jump into an empty sector, Swoks is guaranteed to spawn. This counter is reset when entering a sector with an Unknown Energy Signature, or when an AI or a Boss Swoks is spawned.

After Boss Swoks is defeated, the player that spawned the boss cannot spawn another AI or Boss Swoks for 30 minutes.

## Fight Mechanics

Boss Swoks is not much different from other pirate ships, except for his very high HP, and a large number of turrets. He is accompanied by 11 standard pirate ships: two Raiders, two Ravagers, two Marauders, two Pirates, and three Bandits.
Due to the nature of this early-game fight, it can be a challenge for new players. With the addition of hyperdrive jamming when near enemies, new players should take extra precautions to make sure they are ready for the fight.
More advanced ships will have no issue fighting Boss Swoks upon revisiting the outer rim.

## Achievements

* Listen here you little... - Ask stupid questions to Swoks

* Scourge of the Scourge - Defeat Boss Swoks

## Trivia

Re-battling Boss Swoks increments the Roman numeral after his name. The numeral is server-wide and serves as a way to see how many Swoks are defeated on the server. So if a player beats Boss Swoks III, the next encounter will have the name of Boss Swoks IV.
System Requirements/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*"

Ваш компьютер должен соответствовать требованиям для установки и игры в Avorion.

## Минимальные Требования

Требуются 64-разрядные процессор и операционная система

* ОС:
	+ Windows 7 or higher
	+ Ubuntu 12.04 or higher
* Процессор: Dual Core CPU
* Оперативная память: 4 GB ОЗУ
* Видеокарта: A graphics device that supports OpenGL 3.0 or higher.
* Сеть: Широкополосное подключение к интернету
* Место на диске: 600 MB

## Рекомендуемые Требования

* ОС:
	+ Windows 7 or higher
	+ Ubuntu 12.04 or higher
* Процессор: Dual Core CPU
* Оперативная память: 6 GB ОЗУ
* Видеокарта: A graphics device that supports OpenGL 4.5.
* Сеть: Широкополосное подключение к интернету
* Место на диске: 1 GB
Light Block

## General Overview

Light blocks are 33.6% the mass of hull blocks per cubic cm and an equal mass with cargo bays. They have the same health, and cost the same price per cubic cm.

These blocks will cause a light sprite to appear above where the block is placed. These blocks can be oriented however the player wishes and the light sprite will follow the orientation the player selects. At the moment, scaling the light block will not affect the scale of the generated sprite.

## Purpose

These can be used on player stations to highlight docking ports more effectively. In sectors with dense fog, lights can be seen effectively at a long distance. Players can put them on their ships and be able to see them much easier. You can increase the intensity by building a 2x2x2 box of light blocks as small as possible to make them even clearer in fog.
Fruit Farm

## General Overview

This station grows fruit, which can either be sold directly or processed into higher-end goods.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:

Fruit

Luxury Food Factory, Wine Factory

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires 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 760 credits per cycle, or 1,000 credits per cycle if the 'garbage' product Oxygen can be sold/used via trading routes or supply chains.

List of all Goods