recursal/Fanatic-Fandom huggingface dataset:
Research Station

Research stations allow you to combine 3 to 5 items into a new item. These items must be within one rarity of each other (petty/common is fine, common/uncommon is fine, but petty/common/uncommon is not) but do not need to all be of the same type or material.

The item type and material of the new output item is randomly selected from the input items. For example: combining an iron chaingun, titanium laser, and naonite railgun could give you any combination of those materials and item types.

The rarity of the output item is also randomly selected from the input items but then has a chance to be increased by one rarity level. The probability of this increase is 20% per input item provided, meaning that 5 items of the same rarity guarantee an output item of the next rarity.

Tech level of output turrets is calculated based on the tech level of the input items and then weighted towards the tech level of the research station. In this way, researching items with low tech levels at a research station with a high tech level can produce new items with higher tech levels and correspondingly higher stats. Together with Turret Factories, research stations within a radial distance of 3 are one of the ways to potentially create very powerful turrets at a tech level of 52.

Any research station can exchange 3 legendary modules (ship modules, not weapons!) for the XSTN-II quest artifact. A maximum of 1 out of 3 modules exchanged can be a XSTN artifact.

## Optimal use

When combining items to increase rarity, researching items 3 at a time optimizes overall yield. This unintuitive conclusion arises because upgrade "failures" still give you an output item that can be used in future attempts.

Consider:

* Combining 300 items of the same rarity 5 at a time, there's a 100% (guaranteed) chance of getting 60 items with upgraded rarity
* Combining 300 items of the same rarity 3 at a time, each of 100 attempts has a 60% chance of success -- meaning an average of 60 upgraded items.
	+ BUT: the expected 40 failures each return a new input item, translating to 13 new attempts, about 8 more successfully upgraded items, and about 5 more returned input items.

Ultimately, combining items three at a time will give you an average of about 7 upgraded items per 30 input items.

This higher overall yield comes at the cost of unpredictability, however, so caution should be exercised when combining items that would be particularly painful to collect again for future attempts.

## Goods

Research stations will buy the following goods

* Anti-Grav Generators
* Drills
* Electron Accelerators
* Force Generators
* Fusion Generators
* High Capacity Lenses
* Neutron Accelerators
* Proton Accelerators
* Satellites
* Teleporters
* Turbines
Drill Factory

## General Overview

This station produces drills. These are used in the production of mining robots and may be sold to Mines and Research Stations

#### Station Manufacturing Process

 Drill
The following factories require this product during the manufacturing process:
Mining Robot Factory

## Production

This factory produces the following resources per cycle:

 Scrap Metal

### Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 5,866 credits per cycle.

List of all Goods
Plasma Cell Factory

## General Overview

This station produces plasma cells, which are used in the manufacture of several final products. Goods manufactured at this station are easy to transport in bulk due to their low volume.

#### Station Manufacturing Process

The following stations use this product during the manufacturing process:

 Transformator

Accelerator Factory, Display Factory, Drone Factory, Fusion Core Factory, Fusion Generator Factory, Laser Compressor Factory, Power Unit Factory, Teleporter Factory
#### Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Plasma Turret

## 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 429 credits per cycle.
Cloning

Cloning Pods are blocks that allow the ship/station fitted with them to create untrained crewmen and are available from Xanion up. They are similar to Academy Blocks, but produce untrained crewmen.

### Training Time and Cost

The rate at which crewmen are created is fixed, 1 crewmen is cloned each 15 minutes at 30 credit cost. At least one crewmen is needed to start cloning.

### Training Capacity

The cloning capacity increases with the volume used for cloning pods on a ship or station.

### Block Statistic

This block has 5/3 the mass and 5/8 the durability of a normal block.
Laser Compressor Factory

## General Overview

This station produces laser compressors, which are used in the production of weapons at a turret factory. Laser compressors are necessary for the construction of salvaging lasers, mining lasers, and standard lasers.

## Production

This factory produces the following resources per cycle:

### Garbage

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

### Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 1,732 credits per cycle.
Luxury Food Factory

## General Overview

This station processes high-value food for habitats and casinos.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:

Luxury Food

There are no factories that use luxury food as an ingredient.

## 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 1,810 credits per cycle.

List of all Goods
Asteroid

Asteroids are a special kind of object that the player can mine using a mining laser to collect different types of resources.

 File:Asteroids.jpg

## Characteristics

There are 7 different types of asteroids, one for each resource available in the game. Every different type is dyed in the color of the material it contains.

## Mining

Asteroids can be mined for resources using a drone or a ship equipped with at least 1 mining laser.

Occasionally you will come across large material asteroids. These asteroids can have a material content between 20000 to 250000 units.
**Note** that you can not mine an asteroid containing a resource *2 levels higher* than your mining laser.

You may mine an asteroid containing any resource that is *1 level higher*, *the same level*, or *any number of levels below* the level of your mining laser.

## Claiming

There are special, large asteroids that can be located either visually or with the aid of an object detector module. Claimable asteroids are almost always larger than regular ones and they are more irregular shaped or look like clumps of asteroids mushed together.

These asteroids can be interacted with at close distances (~0.2 km) and claimed, once claimed you have a choice of selling it to a local faction or to construct a mine of your choosing on it. Selling the asteroid to a faction will yield an increase in standing and a cash payment. The higher the factions opinion of you was before the sale, the more cash and the less standing will be gained (and visa-versa).

To construct the mine you must have the necessary credits.

Currently there are 14 different types of mines that can be constructed:

* Ore Mine
* Copper Mine
* Silicium Mine
* Lead Mine
* Aluminium Mine
* Zinc Mine
* Ice Mine
* Coal Mine
* Oil Rig
* Noble Metal Mine - 5 Types, Silver/Gold/Platinum.

## Distribution

Asteroids can appear in a sector in a small number of 3 or 4, or they can appear in the form of an asteroid field (as depicted in the image).

## Trivia

Before version 0.5, there was an asteroid containing precious metal, which would result in money being dropped when mined.
Aspect of the Drake

{{#ifeq:

**Aspect of the Drake** là phép **Epic** của phe Vanar.

## Năng lực

* Biến 1 đơn vị lính bất kỳ trên sân thành một Whyte Drake, mọi lính đồng minh của bạn xung quanh đơn vị này nhận được năng lực Flying.
	+ Hiệu ứng: **Flying**.
	+ Whyte Drake là token có chỉ số 4/4 và năng lực Flying.
	+ Trong khi bạn có thể dùng Aspect of the Drake lên đơn vị bất kỳ, chỉ có lính đồng minh là nhận được Flying.

## Chiến thuật

* Aspect of the Drake trao cho các đơn vị lính của Vanar khả năng di chuyển tự do nhờ năng lực Flying. Đây là loại Aspect cho phép bạn thật hiện đòn tấn công tổng lực một cách chớp nhoáng.
* Aspect of the Drake có thể được sử dụng lên đơn vị đối phương trong trường hợp bạn muốn vô hiệu hóa một năng lực nguy hiểm của đơn vị đó.
* Mặc dù Aspect of the Drake cho tất cả đơn vị đồng minh khả năng Flying, nó vẫn không cho phép các đơn vị Wall di chuyển. Tuy nhiên nếu bạn đã dùng Winter's Wake trước đó, việc cho mọi đơn vị Wall khả năng Flying sẽ cho chúng khả năng kết thúc trận đấu nhanh chóng.

## Thư viện ảnh

Sẵn sàngTập tin:Aspect of the Drake actionbar.gif

Trong thanh hành động
Planetary Trading Post

## General Overview

**Planetary Trading Posts** are a rare type of station which behave similar to a planetary mining colony and sell a large array of mining goods. They are rarely found inside the gate network and are the only reliable source of gems, which are used in the industrial processes of jewelry crafting alongside the diamonds of the Trading Posts. A player CANNOT found a planetary colony themselves!

## Production

This factory produces the following resources per cycle:

 Silicon

### Production Materials

This factory requires the following resources to complete a cycle:

 Tools

## Trivia

* The fact most if not all of these stations are outside of the common network might be rooted in security concerns. They mark, for all purposes, a very important resource colony. This is unlike similar colonies like habitats and biotopes, which are primarily for the people.
* While it can't be build... maybe it can be boarded? - Unlikely this would work due to Defunct Station mechanics
Ammunition Factory

# General Overview

This station produces various ammunitions, which are used in the production of turrets that utilize projectiles. There are three types of Ammunition factory in the galaxy, and for all intents and purposes, type 1 and 2 are identical.

### Station Manufacturing Process

The following factories require this product during the manufacturing process:

Gun Factory - Ammunition

### Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Chaingun - Ammunition S

Bolter - Ammunition M

## Production

These factories produce the following resources per cycle:

Factory type 1 and 2:

 Ammunition M
 Ammunition L

Factory Type 3:

 Toxic Waste

### Production Materials

These factories require the following resources to complete a cycle:
Assembly Block

Assembly blocks provide ships and stations with production capacity, which can be used to assemble fighters and improves the speed of production and refining at stations.

## Fighter Production

Ships and stations with assembly blocks can produce fighters internally. Production speed is determined by the total production capacity of all assembly blocks but is split between any simultaneous productions. The number of simultaneous productions is limited by the number of un-merged assembly blocks and the material tier of the highest tier assembly block present. For instance, one avorion assembly block will only be able to produce one fighter at a time, while four iron blocks and one avorion block will allow five to be produced at once.

## Factory Production

Factory and mine stations can reduce their production cycle time down to a minimum of 15 seconds with the use of assembly blocks. The time to complete a cycle is the value of the finished goods multiplied by the level of the good and then divided by total production capacity. All stations have a minimum production capacity of 100/s so adding anything less than that does not have any benefit. Some mines and stations production cycles are already at the minimum production cycle time and adding assembly blocks to these stations will have no effect. While there is no player in sector with a mine or factory they will update their production cycles less frequently, adding up to 5 seconds to the time between cycles.

Multiple factory productions running simultaneously do not exhibit the same splitting behavior as fighter production. If a factory has two production cycles which take 30 seconds and a third production cycle is added each cycle will still only take 30 seconds to complete. Factory goods and fighters being produced at the same time also do not effect each other's production times.

[1] This steam thread answer contains more information on the formula for calculating final production time vs production capacity.

Optimal factory production capacity

Details from lua version 2.3.1:

The actual math is in Avorion\data\scripts\entity\merchants\factory.lua function Factory.refreshProductionTime()

Where *value* is the price of all goods (including garbage) multiplied by their respective amounts produced in each cycle.

And *averageLevel* is the average level of all types of goods and garbage, ignoring the amounts of each.

```
   levelSpeedup = 1 + averageLevel / 100
   Factory.timeToProduce = math.max(Factory.MinimumTimeToProduce, value / Factory.productionCapacity / levelSpeedup)

```

For example, a Rubber Factory produces the following

 1 Toxic Waste
 1 Acid

Value is 2058 + 15 + 402 = 2475

Average level is ( 2 + 0 + 3 ) / 3 = 1.667

Speedup is 1 + 1.66.. / 100 = 1.01667

With the default 100 production capacity, cycle time is 2475 / 100 / 1.02 = 24.3

The optimal capacity to produce Rubber is 2475 / 15 / 1.01667 = 162.3 rounded up to 163.
Power Unit Factory

# General Overview

This station produces Power Units. This factory is an advanced factory. Power Units are consumed by Antigrav Unit Factory, Computation Mainframe Factory, Fusion Generator Factory, Mining Robot Factory, Teleporter Factory, Turbine Factory, Vehicle Factory and War Robot Factory.

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

It needs 404 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 419 credits per cycle.
The Family

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

## Organization

A network of smugglers and other shady entities, the Family is a loosely operating group that governs through interests and fame. They intend to keep their extensive web of relations afloat and therefore they prefer to undermine the rival groups' efforts by sabotage and striking when least expected, often taking fights to the enemy's very doorsteps.

The Family's one most prominent member is John Moretti: an opportunistic entrepreneur with many businesses and ever-branching connections. Moretti is known for his sharp wit and cool composure, and he does not hesitate to grab any possibility to turn to his advantage. He is also quick to recognize the most resourceful among the Family members, often assisting them personally to help prevail.

On the bottom of the chain of command serve the Family Associates: these are trusted members, who serve the group's purpose proud and without question. Any worthy outsider may become an Associate, should they catch the group's attention.

## Rivalry

The Family's most significant rivals are the Cavaliers, who threaten their ranks by amassing a large army and lead with zealotry all across the galaxy. Their headstrong attitude makes them almost unapproachable up-front, but chinks in their ranks make them very vulnerable to deceit and spreading misinformation.

Perhaps the most unexpected counterpart of Moretti is a former Family member himself: Mr. Jackson. This mysterious figure tends to always operate autonomously and with crushing efficiency, keeping three steps distance from any intervening figure. Jackson's high status and ruthlessness has earned him a somewhat worrying attention of the upper Family echelons.

## Trivia

* The Family bears a lot of resemblance with the modern day Mafia, operating in a grey area while also running a strict system mainly based on trust and name.
Sector/ru

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

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

Галактика в Avorion состоит из различных секторов.
Секторы - это места, где фактически происходит игра.

## Типы

Участки могут содержать разнообразие вещи как астероидные поля, станции, корабли, обломки, сокровища, квестовые объекты, червоточины и т.п...

Несколько типов секторов можно увидеть на карте (клавиша M). Чем более модернизирован радар используемого в настоящее время корабля, тем больше будет показано на карте.

* Пустые сектора: несмотря на то, что пусто, встречи все еще могут произойти внутри.
* Мигающие зеленые сектора: принадлежат к определенной фракции.
* Мигающие желтые сектора: не пустые, могут содержать что угодно, но не принадлежат ни одной фракции.
* Сверкающие звезды, где сетка стерлась: Это трещины и не могут быть пройдены (также блокирует гиперпространственные прыжки до поздней технологии).

## Изменение секторов

Секторы могут быть изменены с помощью гиперпространственного прыжка. Для этого игрок должен отметить сектор на карте, ввести его координаты в навигационный компьютер, а затем нажать пробел.

Корабли имейте ограниченную досягаемость, когда дело доходит до гиперпространственных прыжков, а это означает, что игрок может получить доступ только к секторам, которые находятся рядом с его/ее текущим сектором.

## Создание секторов

Сектора создаются процедурно, когда игроки исследуют галактику. Сектор создается только тогда, когда игрок совершает гиперпространственный прыжок в него.

Большинство секторов просто пустые. Для остальных секторов сценарий создания выбирается случайным образом на основе веса, предоставляемого всеми сценариями генерации секторов, а затем выполняется при создании сектора.
Avorion

## Flavor

Avorion - Avorium - Unobtainum - Legendary.

Avorion is considered the pinnacle of materials, providing massive performance increases and durability for anything built out of it, aside from heavy armor.

Avorion is the most prized mineral known, only showing up near the center of the galaxy.

Being exceptionally durable, it is used in the construction of the most powerful ships known, and can be manipulated at the atomic level almost without issue. It refuses to be made into armor plating however, with Ogonite being superior in that respect.
- Supports Generators, Energy Containers, Integrity Field generators, Shields, Hyperspace cores, Hangars, Inertia Dampeners, and Computer Cores.

## Special Blocks

- Supports Generators, Energy Containers, and Hangars.

- Avorion Hyperspace Core blocks allow you to pass through space rifts, regardless of block size

## Where to find it

Found Near the core of the galaxy in asteroids like the picture below.

## Usage

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

Can be sold to vendors for credits.
High Capacity Lens Factory

## General Overview

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

## Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Laser

Salvaging Laser

Mining Laser

Lightning Gun

## 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 1,413 credits per cycle.
Framework

Frameworks have negligible durability and mass.

This block has 1/1500 the mass and 1/800th the durability of a normal block.

It is extremely weak and should be only used for decoration or in the most extreme of circumstances.

One of its primary uses is as placeholder for future components (eg.: standard sized cubes of Framework under the armor of the ship). It can be easily displayed using the View menu in build mode, and swapped out for other components.

It is also recommended to use integrity field generators to help stabilize and increase the overall durability of the block.
Toxic Waste

*This page is currently blank and may or may not be under construction. If you'd like to contribute, please feel free to add relevant information to this page.*

Toxic Waste is the only junk item with little to no use in Avorion. It is a bi-product of manufacturing fertilizer from the Fertilizer Factory. If you are lucky, Toxic Waste can be taken to a Trading Post to be sold by chance of demand. Otherwise, the current most effective way to rid of Toxic Waste is by jettisoning it directly in space (and effectively waiting out it's despawn timer).
One Against All And All Against One

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

Organize allies for the fight against the Xsotan Wormhole Guardian.
To Find allies, The player has to locate a factions headquarters and ask if they are willing to assist the player.

Unless the factions relations towards the player are "admired", the player will have to convince the faction to join them in the battle against the XWG.

When convincing a faction, the player should keep the factions traits in mind, because the player will have diffrent options on what to tell the faction when persuading them. For example: If a faction has the trait "Very Greedy", the player should tell them, that the Xsotan Wormhole Guardian has great treasures, and thereby securing one or two ships from that faction.

If the player attempts, and fails, to convince a faction, then that faction cannot be convinced otherwise under any circumstances, not even if the player later gains Excellent relations and successfully negotiates a normal alliance with that faction.

One Against All And All Against One is directly linked with Getting Technical.
Targeting Card Factory

## General Overview

This factory produces Targeting Cards, which is omni-purpose software for missiles and turret systems.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:

 Targeting Card

Targeting System Factory
### Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Launcher

## 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 6,784 credits per cycle.

List of all Goods
Turret Rotation Lock

A **turret rotation lock** is a block used to disable the turning ability of turrets.

It can be useful when using the camera control (default key: Ctrl) as well as when accelerating to keep the turrets aligned with the ship's direction.

It can also be useful when other objects are near like escorting ships because those last ones have the bad tendency to stay at such a short distance that turrets are troubled by them and start to aim randomly anywhere.
Goods

**Goods** are items that can be bought from and sold to stations and factories at varying prices, depending on supply and demand. They are stored in the cargo bay of a ship.

Trading Goods is a quick way to get rich, and players who know how to (ab)use trading will have few money problems in the game.

In addition to the methods listed here, a random variety of goods are also available at and demanded by Trading Posts as well as Smuggler Hideouts, while Turret Factories and Turret Factory Suppliers do offer the commodities that are needed for Turret construction.

## In-Sector Trading

Because there is a large price markup on trade stations compared to factories, one might get lucky and find a sector in which there are several factories and a trade station which buys those factories' output goods. This is an easy way to make money, especially early on, and when very lucky may even propel the player into the tens-of-millions early in the game (you can buy Iron at a Resource Depot to build a large cargo hauler, or simply mine some Titanium yourself for a better one).

To find such a sector, scout a territory, befriend the local faction for better prices (keeping in mind that trading also improves relations) and use the list below to find expensive goods. The more cash per volume, the more you can earn per run (the investment cap goes up). Then, you'll have to visit those sectors which have high-cost low-volume goods factories AND a trade station.

On the map screen, use the search function to find factories easily (they usually have their product in the name of the factory). Right-click a sector and choose "Add Note" to mark such sectors with an icon, which is incredibly useful (even if you're not a trader).

At worst, you'll now have icons with notes showing where the important factories are, and then you'll need to find a location to sell their output. As a bonus, you'll become familiar with the most important goods - notably the Computer Mainframe. Note that finding the best selling sector requires a Trading Subsystem. This Subsystem shows hot/cold regions on the map to signify prices, so pick a "hot" region and find a Trade Station there to sell to).

However, in-sector trading doesn't require a large cargo bay and is accessible early on. Long journeys can be more profitable but require a much larger investment to get started, and a larger cargo bay to increase your Goods capacity.

## Outlawed Goods

Some goods are controlled and have different levels of restrictions that the player can buy transportation permits for. The four types of controlled substances are Dangerous, Suspicious, Stolen, and Illegal.

There are eight goods that are marked as dangerous: Explosive Charges, Fluorine, Guns, Industrial Tesla Coils, Military Tesla Coils, Rockets, Toxic Waste, War Robots, and Warheads.

For Illegal goods, there are only three: Morn Drugs, Acron Drugs, and Slaves.

Any good labelled as stolen must be unbranded or sold at a smuggler hideout. Stolen goods also cannot be used as ingredients in factories until they are unbranded.

Currently, the only suspicious good in the game is related to the quest involving Bottan.
Academy Block

These are training centers that consume untrained crewmen (Produced by Cloning Pods or bought at stations) and create specialized crewmen. They are available from Trinium up and should always be built out of Trinium because they don't get any better with higher materials.

For more information on crewmen, visit this article: Crew

### Training Time and Cost

The training time and cost depends on the type of specialist to train, as seen in the table below. (Can also be seen in-game in the crew tab)

### Training Capacity

The Training Capacity of the academy is proportional to the volume of all the academies on a ship or station. That also means that it does not make a difference if its one large academy or a lot of small academies if the volume is the same.

Note, that crewmen that are in training will not count towards your ship's crew capacity.
Turret Base Block

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

## Description

Turret Base block is a special variant of the Hull block, that provide the ability to apply custom visual design for the turrets placed on them.

To enter the Turret Design mode, select a placed Turret Base block and press Shift+T. This will change the editor to an active surface of the Turret Block, allowing you to create a custom turret design.

You can allow smaller turrets to take on larger sizes, but larger turrets can't use any design smaller than itself.

## Features & Stats

Turret Base blocks has 2x the durability, 2x the cost and 1.2x the weight of the standard Hull blocks.

Turret Base blocks support the full and wedge block shapes.
Transformator Factory

## General Overview

This station produces transformators, which are used in the production of a wide variety of goods.

#### Station Manufacturing Process

The following stations use this product during the manufacturing process:

 Transformator

Electro Magnet Factory, Electromagnetic Charge Factory, Energy Container Factory, Energy Inverter Factory, Fusion Core Factory, Gauss Rail Factory, Laser Compressor Factory, Laser Modulator Factory, Power Unit Factory, Solar Panel Factory, Teleporter Factory
#### Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Repair Beam

## 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 549 credits per cycle.

## Production Chain

This drawing depicts all the mines and factories (rectangles) and trade goods (ovals) needed to set up a player production chain for Transformators. ~~The ovals in blue are trade goods that can't be manufactured by the player - they must be sourced throughout the galaxy at trading posts etc., or delivered by npc ships.~~ The yellow oval is a trade good generated within the chain, but not used to produce Transformators. This good can be sold or used in other chains.

NOTE: Raw Oil and Coal now have mines that can be built by the player to produce them, and Scrap Metal has a factory that can be built as well. Diagram has not been updated to match changes to the game.

## Trivia

Due to a translation error, this facility (and the related commodity) is still called "Transformator Factory". See also Zink Mine, Silicium Mine, etc.
Weapon

Reason: "*There is another more up-to-date page overshadowing this: Weapons.*"

**This page is a candidate for deletion.**
Reason: "*There is another more up-to-date page overshadowing this: Weapons.*"

Weapons are attached to turrets and are fired when the player presses the 'Fire' button.
They can be made of different material.

## Characteristics

### Types

There are 3 different weapon types:

* Projectile Weapons
* Laser Weapons
* Mining Lasers

### Appearance

The visual appearance of weapons is randomly generated. Each weapon has its own look, as well as its own sound when fired.

### Strength

As with blocks, weapons consist of different materials, and the material strength factor applies to them. **How** it applies to the specific weapon depends on its type.

## Acquisition

Weapons can not be attached manually to turrets yet. However, it is planned that weapons can be combined with turret templates in the future, forming new turret plans.
Wine Factory

## General Overview

This station brews wine, which is can be processed further into luxury food or sold to casinos or habitats.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:

Wine

Luxury Food Factory

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

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

List of all Goods
Vehicle Factory

## General Overview

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

## Station Manufacturing Process

Vehicle

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

Steel 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 22,049 credits per cycle.

List of all Goods
Steel Tube Factory

## General Overview

This station produces Steel Tubes which are used in the production of turrets that utilize projectiles. There are three types of Ammunition factory in the galaxy, and for all intents and purposes, type 1 and 2 are identical.

#### Station Manufacturing Process

The following factories require this product during the manufacturing process:

 Steel Tube

Energy Tube Factory, High Pressure Tube Factory, Satellite Factory
#### Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Chaingun - Steel Tube

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

 Aluminium

## Profitability

This station's profitability is an average of 1,280 credits per cycle. It requires 463 production / second for optimal production.
Plant Farm

## General Overview

This facility produces plants, which are used by Biotopes.

## Station Manufacturing Process

Plants are not used in any manufacturing processes.

## Construction

Cost to produce: 2,730,000 credits.

This factory produces the following resources per cycle:

#### Garbage

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

## Profitability

Considering that the station's 'garbage' output, Oxygen, is still worth 840 credits, this station's profitability is an average of 420 credits per cycle. However, if the Oxygen is allowed to accumulate in the station's cargo, then this station actually loses 60 credits per cycle.

Given that randomized traders may not be sufficient to clear the station of it's (otherwise perfectly usable) 'garbage', this station is not profitable without additional support. It is therefore only recommended to build this station if you have the ability to support it with trade routes and supply chains.

List of all Goods
Optimal factory production capacity

Factories and mines in Avorion produce goods in cycles. These have a variable length depending on the product and can be shortened by adding Production Capacity to your station by building more assembly blocks. It can be reduced to a minimum of 15 seconds (30 seconds for some stations, which get twice the amount of tracks to make up for it). The length of a cycle is not affected by the size of the factory and the amount of tracks it has to produce items in parallel.

### 1.0 Formula

The formula for calculating the production time per cycle is as follows:

> Time = product price \* product quantity \* product level / production capacity.
>
>

if a station produces more than one item, multiply the price, quantity and level of each individual product and add these together. then divide the total by the production capacity.

the production capacity cap is the value that you need to get the minimal track length of 15 seconds.

The formula for the optimal production capacity can be derived from the above formula to be as follows.

> total production / 15 = Optimal Production capacity
>
>

> total production = sum(product price \* product quantity \* product level) for each product that is produced.
>
>

A product of level 0 is treated as lv 1 in this formula.

All the values can be found in game except for product level. This is a hidden value in the game files that acts as a multiplier for the production time. This means that a product of 2000 credits of level 4 would for example take twice as long as a similar product of 2000 credits of level 2.

### 2.0 Formula

> Time = value / production capacity / level speedup
>
>

> value = product price \* product quantity
>
>

> level speedup = 1 + average level / 100
>
>

Note that division happens before addition.

if a station produces multiple products, calculate the values of each individual product and add these together.

The average level is taken across all types of goods produced. Quantities are ignored so every different product has the same weight. Goods without level (nil) are treated as 0. A level of 0 is not treated specially so the average can be less than 1.

Both the value and the average level include garbage.

## List of Factories and their optimal Production Capacity

This is a table of known factories with their optimal production capacity and their produce. Note that Factories have an inherent production capacity of 100 so any factory with a cap value of less than 100 will already be working at optimal capacity. The game takes the maximum value of either 100 or the PC of the station. *This table was generated for Avorion 1.0 using [1]Avorion Wikify Factory Optimization (a fork avorion wikify) in 2020. The table was updated for Avorion 2.3.1 in 2023.*

* Toxic waste contributes to the production time of factories but has been left out of the calculation because this was uncertain when this table was generated. To include it, add 1 pc to the value to correct for it.
Zinc Mine

## General Overview

Zinc mines can only be used to gather one specific resource. A zinc mine can only be constructed from a claimed asteroid. These cannot normally be removed from the sector where they originally reside. This is the only existing method to gather zinc. Zinc is used in a few important manufacturing processes.

### Station Manufacturing Process

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

Zinc

Conductor Factory, Medical Supplies Factory, Solar Cell Factory

## Production

This mine produces the following resources per cycle:

Zinc mines have a default cycle time of 25 seconds which can be reduced to the minimum time of 15 seconds by adding 167 production capacity worth of assembly blocks.

## Profitability

This mine's profitability is an average of 2500 credits per cycle.

## Trivia

* Originally named 'Cink Mine'.

List of all Goods
Travel Hub

## General Overview

A *Travel Hub* offers one-time hyperspace boosts as a service.

Travel boosts are available in four tiers, and they increase the next hyperspace jump by a number of sectors. It's possible to book either for a single ship, or all ships under the player's control that are currently in the sector. The boost can be executed by flying through the travel hub's energy charge, and its fee is charged after it's finished.

The fee of the travel boost depends on its tier, requiring credits and a selection of components. When the service is bought for a fleet, the fees are doubled.

## List of tiers

 Tier II
 Tier III
 Tier IV

## Trading

The Travel Hub sells no goods, however it functions as a *consumer station*. It buys mainly generator, propulsion and battery type goods:

* Electron Accelerator
* Neutron Accelerator
* Proton Accelerator
* Energy Cell
* Force Generator
* Fusion Core
* Fusion Generator
* Plasma Cell
* Turbine
Wreckage

Wreckages are the remnants of a destroyed ship, station or shipyard.

 File:Wreckage.jpg
## Characteristics

Wreckages appear when ships or stations are destroyed. A destroyed ship will transform into wreckage once its health reaches 0.
They can also be created by destroying only parts of a ship. The destroyed part might break off and form a wreckage.

Wreckages can be created by the procedural generator, when generating a new sector.

## Destruction

The player can destroy the wreckages and collect credits from them.
blocks made from a certain material will drop resources of that material type on destruction.
Occasionally, the cargo bays may still hold cargo, which can be sold for a profit. Also, destroying wreckage tends to yield more modules and turrets than simply salvaging them (\*).

## Salvaging

Players can salvage wreckages with salvaging lasers to gather resources. The amount of resources you get from mining or salvaging depends on the efficiency of the turret.
Upcoming Features

Reason: " *This page is heavily outdated, and the Roadmap page renders this entire page obsolete.*"

**This page is a candidate for deletion.**
Reason: " *This page is heavily outdated, and the Roadmap page renders this entire page obsolete.*"

These are the upcoming and planned features for the game. These lists are not fixed and can change over time.

## Upcoming Versions

These are the features that are confirmed for the upcoming Avorion version.

## Planned Features

These are features that are planned to be implemented some day. Only because a feature is listed here, does not mean it will always find its way into the game.
For some features, it may take a long time until they will be implemented. Some features may not get implemented at all if the gameplay should develop in a direction where they would no longer fit in.

 **Turrets:*** Different size ( Small, Medium, Large, Huge, Experimental, "Unknown" )
* Subsystems bust: range, DPE, Over Heat etc.
* Special blocks for special Weapons (experimental the better influence whit civilization/group will unlock special trading options)

**Economy:**
* Ability for players to trade items among each other
* Collecting Trading Goods from asteroids
* Trading with Planets

**Construction/Industry:**
* Grid block sizes in building mode
* Co-axial guns and Mass Drive guns
* Crews
	+ Shield crew
* Subsystems for ships

**Blocks:**
* Weaponry system
* Radar
* Cloaking device
* Repair block

**Weapons & Combat**
* Torpedoes
* Mines
* Cloaking

**Environment:**
* Dynamic Events
* Missions/Quests
* Ability for NPCs to change sectors
* Large transport ships with abundant cargo holds
* Special points of interest/resources to control
* Megaliths
* Scripted random events
	+ Pirates attack your base
	+ Ambushes
* Scripted server-wide events
	+ Unknown enemy from another galaxy invades
* Weapon modifications
* Abandoned ships
* Travel Hubs

**Server & Administration**
* Login System
* Download of server mods
Trading route

A **trading route** is a path the player can follow to buy trading goods from one station in order to sell it later to an other one.

Those trading routes can be developed by the player based on exploration or be listed and displayed in a window using a trading system upgrade of *rare* or superior level. These can be seen by clicking the special icon which shows in the top right corner of the screen. Alternatively, the player may target their own ship and use the interaction function, and select "Trading System Extension" from the list. Note that the routes given by the upgrades are in many cases not the most profitable trading routes.
Xanion

## General

5th Tier Resource. Yellow in color. Sometimes hexagonal in shape.

## Flavor

Xanion - Xanium

Xanion is considered the second of the Technological Materials. Nothing but armor is beyond its capabilities.

Xanion shares many properties with Naonite, being malleable at tiny scales, and to be made into proper armor. Its properties do support advanced computing, like Trinium.

## Special Blocks

- Supports Generators, Energy Containers, Integrity Field generators, Shields, Hyperspace Cores, Hangars, and Computer Cores.

## Where to find it

Xanion is found in sectors within a radial distance of 200 from the galaxy's middle.

## Usage

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

Can be sold to vendors for credits.
Using Mods

**Note: Achievements are disabled when using mods!**

## Installing Mods

### Workshop Mods

Subscribe to the mods on the workshop and wait until they are downloaded. Restarting the game may be necessary for the mods to show up.

### Non-Workshop Mods

Download the mod and place it in your *%AppData%/Avorion/mods/* (*~/.avorion/mods/* on Unix) folder. Restarting the game is necessary for the mods to show up.

## Enabling Mods

In the main menu, go to `Settings -> Mods` to enable or disable mods.

* **Note**: Force enabling or disabling is highly discouraged and can lead to broken saves.
* **Note**: Client will override the server's config in singleplayer and when hosting a game. Use the menu to configure mods!
* **Note**: For easier mod development, the client will prefer local mods over workshop mods in case of an ID collision!

## See Also

* Using Mods on Dedicated Servers
* Modding
* Writing your own Mod
Tutorials

## Gameplay

These are tutorials regarding gameplay elements of Avorion.

* Getting started: The first ship.
* Getting started: I got a ship. What's next?
* Know-how: Being a Trader.
* Know-how: Being a pirate.
* Battlefield basics: The most powerfull turrets.
* Getting Rich (tips for quick game progression)

## Server

These are all tutorials concerning server administration.

* Setting up a server

## Technical

Tutorials created to help the average user with some pretty technical stuff.

* Performance Optimization

## Linux

These are tutorials regarding Linux installation and use.

* Linux installation
Tools Factory

### General Overview

This station produces tools. Currently no factory or turret requires tools. All equipment docks are willing to purchase this good.

### 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 861 credits per cycle.
Warhead Factory

## General Overview

This station produces warheads. Warheads are used in the manufacture of explosive projectiles. They are also consumed by equipment docks.

## Station Manufacturing Process

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

Warhead

Rocket Factory
Scrap Metal

Steel Factory
### Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Cannon
### Legality

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

## 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 1,635 credits per cycle.

List of all Goods
Torpedo Launcher Block

## Intro

The torpedo launcher block is the first type of block based weaponry introduced to the game if you ignore the ship ramming tactics.

the amount of torpedoes a launcher can hold is dependent on the material of the block. its size doesn't matter

when placing the launcher block there will be an arrow/line showing how the torpedo with path when launched

there is a cap of 10 launchers on any ship

## turret block storage table

 titanium
 naonite
 trinium
 xanion
 ogonite
 avorion

## controls

the torpedo block can be assigned to a control group in the same way that turrets can be

to fire your torpedoes the block must be on and you need to right click

there isn't way to auto fire torpedoes you have to click each time you want to fire

right clicking will fire all activated torpedo launchers

A keyboard shortcut exists for launching torpedoes ‘G’ by default.
Turbine Factory

## General Overview

This station produces Turbines, which are used by research stations as well as in the production of Particle Accelerators.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:

Accelerator Factory

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 4,783 credits per cycle.

List of all Goods