Core Units

Core Units are elements that serve a number of critical purposes in construct creation. First, core units define ownership and administration for a construct. They also identify a construct, providing information about its owner and who has permissions to edit it. They are also the nexus for all Lua scripts run on a given construct. Finally, core units can be used to create a blueprint for their construct, which can be used in manufacturing.

## Mechanics

When placed, a core unit automatically creates a building zone around itself. The size of this zone is determined by the size of the core unit, with larger constructs requiring larger and more expensive cores. The dimensions of the construct within the building zone is limited only by the player's ability to gather the resources needed to build the construct.

Core units come in three types: Static, Space and Dynamic. Constructs with static and space core units cannot move, so dynamic units must be used for all vehicles and ships. Static and space core units are the only cores where industry can operate.

### Dynamic Cores

Dynamic cores need a place to anchor when first deployed, a player cannot deploy dynamic cores in open space or thin air. The anchor is called a parent and can either be a planetary body or a static, space or other dynamic core. The player will need to have permission to deploy a dynamic core on the respective anchor. This is a different permission than one to deploy a construct from a blueprint.

Placing a dynamic core on another dynamic core (parenting) enforces the same mechanic as the docking mechanic in that the player can only place a dynamic core of a smaller size on the parent i.e. small on medium, medium on large etc. The error message '*construct too small*' will indicate if the player comes across this mechanic.

A dynamic core anchored to another dynamic core will also need to be placed within the build zone of the parent, if any part of the cube of the core (not the build area) is outside this zone the parenting error will be displayed.

The anchoring to a parent is only used for initial deployment and has no significance after the core is deployed. Dynamic cores have their own micro gravity that is effective on the gravity plane of the construct, the side of the core the blue direction arrow is on. The micro gravity only affects avatars and has short range, well within the build zone.

### Static Cores

To deploy a static core a player will need permissions on the particular territory to do so. Static cores can overlap and be placed on any planetary body but cannot be placed on asteroids

### Space Cores

Space cores can be deployed outside of the atmosphere of planets, the closest a deployment can be depends on the planet, Alioth is 65 km. Space cores have a micro gravity along one side of the gravity plane. Space cores built outside of the safe zone are subject to combat mechanics and can be destroyed. Space cores cannot be deployed within 100km of an active asteroid.

Claiming Abandoned Cores

From time to time players will notice abandoned constructs with destroyed cores. To claim an abandoned construct locate the core, equip the same type of core using the repair tool and Alt+RMB the core.

## Slot Limits

Core units have a slot limitation of 10 control input slots