recursal/Fanatic-Fandom huggingface dataset:
Shotgun

**1 ×  Copper tubes**
1 ×  Copper ingot
1 ×  Copper ore
**2 ×  Copper gun components****Total Base Ingredients**

The **Shotgun** is a tool.

## Usage

The Shotgun be used to fight COGs or damage COG drillships. As ammo, it uses Buckshots, Slugs, or AP Slugs. The player can switch ammo by scrolling using their mouse. It stores 2 shots in its barrels, and has a 3.5-second reload time.

## Modifiers

 Spread Multiplier
 Recoil Vertical Multiplier
 Recoil Horizontal Multiplier
 Recoil First-Shot Multiplier
 Recoil Minimum Burst Length Multiplier
 Projectile Count Multiplier
 Rate of Fire Multiplier
 Effective Range Multiplier
 Range Multiplier
 Muzzle Velocity Multiplier
 Gravity Factor Multiplier
 Noise Multiplier
 Hip-Cone Multiplier
 Aim-Cone Multiplier

## Additional notes

At point-blank range, the basic Buckshot is the most powerful, but its high spread wastes damage at longer ranges.

This weapon has a rather short range in general.

See also Shotgun turret module.
Diamond drill

**10 ×  Alloy T3 ingot**
**4 ×  Intel refinery T3**
**1 ×  Diamond drill parts**

## Usage

Once the Diamond Drill is installed in the Drillship's Upgrades tab, the Drillship will have the strongest drill available.

## Additional notes

This upgrade does not unlock any new movement capabilities and is not really needed for anything, though it has more armor and looks cool.

When this upgrade is installed, the Corundum Drill's crosswise cutting wheels will be replaced with an open ring of massive slanted teeth, and a counter-rotating core with a ring of smaller teeth and a superheated energy drill.
Spawn tube

**Health** | 100

The **Spawn Tube** is a device in COG drillships that regularly spawns new COGs and small COG drones. Each COG drillship usually has ~2 spawners per 3 hull panels of length. Spawners don't operate continuously; typically a drillship makes one COG per spawn tube, plus some detachments to guard nearby important sites (and to attack your ship!), and then only builds replacements.

In singleplayer normal, a spawn tube takes 40 seconds to build a new COG, of which half is a cooldown and half is actual build time. Each spawn tube makes one specific model (type and tier) of COG; drillships typically have a mix of one soldier and one worker model, though a few drillships have one or two spawners of a higher tier.

COG count and replacement rate can be adjusted when making a custom save. There are separate values for various places you'll encounter squads, as well as the overall replacement rate. For multiplayer games, there are also values for extra COGS and faster replacements per extra player; default (in all difficulty modes) is no extra COGS but replacements are built 70% faster per additional player.

Spawn tubes have 250 health, but take double damage from gunfire. This means that four Buckshot blasts will destroy a spawner, even though that technically only deals 160 damage. Spawn tubes on upper floors can also be destroyed by breaking the Copper floor they rest on, avoiding the need to go upstairs to deal with them.

If you claim a drillship that still has working spawn tubes installed, the tubes will stop working, but can be uninstalled and reinstalled like any other device.
Storage module tier 3

## Usage

When installed on the Drillship hull and opened, this module contributes its contents to the drillship's overall inventory, which feeds and collects from manufacturing modules, as well as feeding Coal to Powerplants and Ammo to Turrets. When closed, the contents are preserved, but can only be accessed by hand.

## Acquisition

With the Upgrade Advanced Production Schematic installed, this module can be crafted in a Production module tier 3.

## Additional notes

This module is 1.333x as space-efficient and 4x as core-slot-efficient as the T1 version. This makes it slightly less space-efficient than the T2 version, but further reduces the amount of space wasted on split stacks.
Medkit

The **Medkit** is a tool for restoring player health.

**2 ×  Copper tubes**
2 ×  Copper ingot
2 ×  Copper ore**Total Base Ingredients**

## Usage

Medkit heals 150 damage. Barring mods, one is enough for any injury.

You can use it on yourself or another player within 5 meters. Healing takes 5 seconds, and cancels if you switch to another tool. Sprinting prevents activating the Medkit but doesn't interfere with finishing the heal.

## Acquisition

Medkits can be crafted by hand or at any Production station.

In addition to crafting your own, Medkits can frequently be looted from Wooden chests, dead COGs or plundered COG Drillships.

## Additional notes

Between armor kits and the Healing device, medkits will rarely be used after early game. Typically they will only be necessary during raids on particularly nasty targets, when bad armor breaks are common.
Mortar turret module

## Usage

The Mortar turret module can be installed on the Drillship's side panels, and automatically shoots at nearby COGs. Takes Mortar Turret ammo.

Fires a single shot every 2 seconds, dealing 60 damage/shot with a 4m blast radius. Range 50m.

## Acquisition

In addition to Tier 2 manufacturing technology, Mortar turret requires the Improved explosives schematic.

## Additional notes

Mortar turrets have excellent damage output, capable of wiping out a whole group of top-tier COGs with just a couple hits, and their ammo is fairly cheap due to the large crafting multiplier. However, their slow-moving grenades make them very inaccurate against moving targets, especially at long range.

Mortar turrets pair well with Sniper turret module. The Sniper turret stuns the lead COG in a group long enough for the Mortar turret to take an accurate shot.

See also Hand mortar.
Chest

**1 ×  Copper plates**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper bolts**
1 ×  Copper ingot
1 ×  Copper ore**Total Base Ingredients**

## Usage

Chests are useful for storing personal gear, such as weapons and repair items, to prevent them from being shuffled around as the drillship's inventory turns over, or for storing rarely-used items such as spare devices, to keep them from clogging up the drillship storage. They also keep their contents safe from being consumed by overzealous automatic crafting setups.

All storage Modules have Chests as a component.

Chests have three mounting options: vertical on the floor, horizontal on the floor, and horizontal on a wall socket. They also have four color options: red, yellow, green and blue.

## Acquisition

In addition to crafting your own, Chests can frequently be found in Wooden chests and plundered COG drillships.

## Additional notes

COG drillships have lots of chests installed, so properly looting one involves more than just cleaning out the drillship inventory.

The Submarine has 15 chests installed. This makes it the only place on the island where you can safely store items outside your drillship, since Crates despawn after a short time and Wooden Chests refresh their contents every time the Volcano erupts.
Intel production T1

**Intel Production T1** is an Item used to make Production Schematics and equipment, and some Drillship Upgrades.

 **Resources breakdown**
**1 ×  Destroyed production module T1**
**2 ×  Builder head**
**2 ×  Pump**
**1 ×  Production module tier 1**

## Crafting note

The many ingredients listed in the infobox represent multiple recipes, not one complicated one.
Healing device

**1 ×  Copper plates**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper tubes**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Dials****Total Base Ingredients**

## Usage

On interaction, the Healing Device spends one of its four charges to heal the player by 150 hp. Expended charges return at a rate of one every 7.5 seconds. Healing is much faster than using a Medkit, and consumes no materials. Despite the description, the Healing Device doesn't consume any drillship power.

The Healing device has three mounting options: floor, floor stand, and wall socket.

## Additional notes

If you are at full health already, the Healing Device won't try to heal you further.

The paired wall sockets in segment gangways are perfect for a Healing Device and an Armor repair station.
Copper armor kit

**1 ×  Copper tubes**
1 ×  Copper ingot
1 ×  Copper ore
**2 ×  Copper bolts**
2 ×  Copper ingot
2 ×  Copper ore
**2 ×  Copper plates**
2 ×  Copper ingot
2 ×  Copper ore**Total Base Ingredients**

## Usage

The Copper Armor Kit provides a 200-hp Armor bar when used. Putting on armor takes 5 seconds.

You can use it on yourself or on another player within 5 meters. Copper Armor Kit cannot be used on a player who already has 200 or more armor.

## Acquisition

If you have Upgrade simple explosives installed, Copper Armor Kits can be crafted in a Production module tier 1.
Hub research

**1 ×  Iron tubes**
1 ×  Iron ingot
1 ×  Iron ore
**1 ×  Crystal**
1 ×  Raw crystals**Total Base Ingredients**

## Usage

The Hub Research does everything the Research station does, but also adds Threshold and Infinite crafting modes. Threshold mode automatically replenishes stocks of the item up to a set level, while Infinite will keep making the item as long as inputs are available.

The choice between Queue, Threshold and Infinite modes is made per Hub Research, not per item within one.

## Additional notes

Destroyed Crafting Modules are not used for anything except making Intel, so Hub Research units infinitely crafting all nine of them into their respective Intels should be built as soon as possible. Doing the same with COG Heads may also be a good idea, unless the resources they can be Scrapped for are in greater demand.
Diamond drill parts

**Diamond drill parts** are T4 Drillship parts.

 **Stack size** | 5

## Usage

3x Diamond drill parts are used to make Diamond drill.

Extras can be scrapped for 6x Diamond each. They stack 1.5 times more densely than Diamonds, making them a useful backup supply.

## Acquisition

Diamond drill parts can be obtained from the wreck of a COG Flagship, either by tunneling to an underground wreck or by destroying and then mining a live Flagship.
Improved tracks

**10 ×  Alloy T2 ingot**
**2 ×  Intel refinery T2**
**2 ×  Intel production T2**

## Usage

Once the Improved Tracks are installed in the Upgrades tab of the Drillship's inventory, its underground travel speed will be increased and it will take less time to dive and surface.

## Additional notes

Upgrading Tracks and Hull makes underground travel safer, since the Drillship will spend less time crossing lava and absorb less heat while it's there.
Devil's Stomach

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

**Devil's Stomach** is a cave in Area 1. It contains no structures.

It has three landing sites. Two COG drillships can be found here, either T2 military, T2 production, T2 refinery or T1 research.

Coal ore, Copper ore, Sulfur ore and Iron ore can be found here.
Copper wall

**Resources breakdown** [Expand]
**1 ×  Copper plates**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper tubes**
1 ×  Copper ingot
1 ×  Copper ore**Total Base Ingredients**

## Usage

Copper walls can be used to section large segments of the Drillship into smaller rooms. Large segments have two wall frames on each floor.

This version has one large and two normal sockets on each side. With no doorframe, it blocks passage.
Revolver

**1 ×  Copper tubes**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper gun components****Total Base Ingredients**

## Modifiers

 Spread Multiplier
 Recoil Vertical Multiplier
 Recoil Horizontal Multiplier
 Recoil First-Shot Multiplier
 Recoil Minimum Burst Length Multiplier
 Projectile Count Multiplier
 Rate of Fire Multiplier
 Effective Range Multiplier
 Range Multiplier
 Muzzle Velocity Multiplier
 Gravity Factor Multiplier
 Noise Multiplier
 Hip-Cone Multiplier
 Aim-Cone Multiplier

## Additional notes

Revolver and all its Ammo can be crafted in the field at a Worktable. Oddly, the Worktable recipe does not require copper gun components.

Starting inventory includes a Revolver and 40 Revolver Ammo. Another 10 ammo can be found in the Submarine's stores.

See also Pistol Turret Module.
Drillship wreck

**Drillship wrecks** are the remains of Drillships that broke down underground or were destroyed in battle.

## Underground wrecks

Underground drillship wrecks are technology spawn areas, similar to technology villages on the surface but only reachable by a traveling drillship. Like surface spawn areas, they are surrounded by a scatter of Destroyed Modules and Scrap Metal, with fresh loot shaken loose by every Volcano eruption. Unlike surface spawns, they also feature Rare Components and Drillship Parts, but lack Wooden chests.

## Surface wrecks

Surface drillship wrecks are created by attacking a functional Drillship and destroying all its modules, causing it to explode. These wrecks are essentially drillship-shaped groups of resource deposits, which can be collected by mining with the Pickaxe. The drill yields Drill Parts, the track wings yield Track Parts, the back drill and segment gangways yield Hull Parts, and the segments themselves yield large quantities of Destroyed Modules, type depending on the type of drillship.

The tier of Drillship Parts collected from a drillship wreck matches the drillship's installed upgrades, so when raiding a COG drillship, check the Upgrades tab in its inventory to see if it's worth destroying. Tier 1 drillships that have no upgrades installed will yield Copper scrap metal instead of drillship parts.

Drillships caught on the surface by a eruption will be wrecked. Drillship wrecks left alone until the next eruption will be pulverized. A drillship wreck will also be pulverized if another drillship surfaces into it, and the parts will not be collected.

Wrecking a drillship will destroy its inventory contents and any Destroyed Modules left on its hull, along with any COGs or sailors unfortunate enough to be caught inside. It will also leave the area underpopulated, so a replacement COG drillship will soon surface nearby.
Devil's Roar

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

**Devil's Roar** is a cave in Area 1. It contains a Laser Device.

It has three landing sites. One COG drillship can be found here, either T2 military or T2 production.

Coal ore, Copper ore, Sulfur ore and Iron ore can be found here.
Module repair kit

**Repair speed** 30/sec
 **Resources breakdown** [Expand]
**1 ×  Copper bolts**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper plates**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper tubes**
1 ×  Copper ingot
1 ×  Copper ore**Total Base Ingredients**

Use with Wrench to make repairs to your Drillship's fittings.

## Usage

With at least one Module repair kit in inventory, take the Wrench in hand and examine modules, hull panels, devices and structures. When you find one that's at less than 100% health, simply click and hold on it while its health rises until it's completely repaired. As you do this, the repair kit's capacity bar will drop until eventually it vanishes. One repair kit at a time will be depleted.

Modules and devices that are damaged to 0% are beyond the Module repair kit's help; you will need to patch the hull breach (if any) with Breach replacement, then produce and install a replacement for the destroyed module or device.

## Acquisition

Can be made by hand or at any Production station.

In addition to crafting your own, Module repair kit can frequently be looted from Wooden chests, dead COGs and plundered COG Drillships.

Since they don't stack, it's best not to have too many of these at a time, especially not on your person.

## Additional notes

It's best to clear any spare devices and modules from your inventory when making repairs, otherwise the Wrench will be constantly trying to install them.

Badly damaged modules will appear dented and will visibly and audibly leak steam.

Devices, and structures other than door and window covers, will very rarely be damaged. Most incoming damage will be limited to the hull, unless attacking COGs create a major breach and fire in through it, or a sailor does something very irresponsible with explosives.

The Drill has an enormous health pool. If that's badly damaged, repairing it may chew up multiple Module repair kits.
Research module tier 2

**Placement** | Side / Top
 **Resources breakdown**
**2 ×  Sensors**

## Usage

When installed on the Drillship hull and opened, Research station and Hub research can use this module to craft Tier 1-2 intel and Tier 3 Schematics. More open modules means faster crafting. Multiple stations crafting at once will all slow down proportionately.

## Acquisition

With the Upgrade Basic Research Schematic installed, this module can be crafted at a Production module tier 2.
Buckshot

**1 ×  Copper bullet casings**

**Buckshot** is the basic ammo for the Shotgun.

## Usage

Shotgun consumes this ammo in magazines of 2. Switch ammo using center mouse button.

Buckshot fires 8 pellets in a 15° cone, each pellet deals 5 damage.

Buckshot is used to make Shotgun Turret ammo.

## Acquisition

Can be crafted at the Worktable or Production station. In addition to crafting your own, Buckshot can frequently be looted from dead COGs and plundered COG drillships.

## Additional notes

With a total of 40 damage per shot, Buckshot is the strongest Shotgun ammo at point-blank range, but the high spread means it's mostly wasted at longer ranges.
Granite Chambers

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

**Granite Chambers** is a cave in Area 3. It contains no structures.

It has three landing sites. Two COG drillships can be found here, either T3 military, T3 production, T3 refinery or T3 research.

Coal ore, Raw diamonds and Titanium ore can be found here.
Devices

**Devices** are special items that can be placed in the interior of a Drillship using a wrench. They can access inventory, command crafting modules, rearrange open modules, report the state of the drillship's systems, drive the drillship, maintain your health and equipment, or simply serve as decoration.

Devices can be mounted either freestanding (directly on the floor or on tall stands) or on wall sockets. Many devices have multiple mounting options.

Sockets come in several varieties that accept different lists of devices;

* Ceiling and exterior light sockets accept only lights. They appear on the underside of floors and T2 or T3 roof modules, in gangways, on the upper exterior corners of segments, and on the outer edges of track wings.
* Wall light sockets accept lights, viewing panels and lever stands. They appear at the ends of segments and over door and window frames.
* Overhead sockets accept viewing panels and lever stands. They appear in segment gangways and the upper-floor exterior of some window and door modules.
* Wall sockets accept any socket-mounted device except lights and some of the largest devices. They appear on the ends of segments, walls, gangways, and the interior sides of many modules.
* Large wall sockets accept any socket-mounted device except lights. They appear only on solid walls and the upper-floor ends of segments.

Devices never use drillship energy, though some of them rely on Modules that do.

## List of devices

* Manual work devices
	+ Chest
	+ Refinery Worktable
	+ Research Worktable
	+ Worktable
* Manufacturing stations
	+ Research station
	+ Production station
	+ Refinery station
	+ Scrap station
	+ Hub production
	+ Hub research
	+ Hub refinery
	+ Hub scrap
* Module controllers
	+ Controller manufacture medium
	+ Controller system medium
	+ Controller manufacture small
	+ Controller system small
	+ Controller custom
	+ Controller shutdown
* Viewing panels
	+ Display small
	+ Display medium
	+ Display large
	+ Stats panel
	+ Panel core small
	+ Panel manufacture small
	+ Panel system small
	+ Panel manufacture medium
	+ Panel system medium
	+ Panel large
* Driving devices
	+ Pilot seat
	+ Gunner seat
	+ Lever stand
	+ Periscope
	+ Map stand
* Misc
	+ Armor repair station
	+ Healing device
	+ Bed
	+ Banner small
	+ Banner large
	+ Dispenser
	+ Light
	+ Long distance radio
	+ Storage door
* Enemy-only devices
	+ Spawn tube
Panel manufacture small

**1 ×  Copper bolts**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper tubes**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Dials****Total Base Ingredients**

## Usage

The **Panel Manufacture Small** has three dials, showing stats for one group of crafting modules: "Energy" showing fraction of power capacity used by these modules and all modules, "Core" showing core slot use, and "Modules" showing number of open and total modules in this group. It also features a shutdown valve for these modules.

It has two mounting options: vertical on a stand, or vertical on a wall socket. It can also be mounted in three varieties: Refinery, Production or Research.
COGs

The **COGs** are humanoid robot enemies that inhabit the island and will attack the player on sight. They operate drillships and Laser Devices that the player must destroy to stop the volcano eruptions.

## Behavior

COG drillships surface at various landing sites throughout the island, usually occupying about half of them at any one time. Squads of armed COGs then emerge from them to patrol the area and investigate nearby sites of interest, such as technology spawn areas and other landing sites. They will always drop whatever they're doing to attack players, and converge from great distances on any gunfire.

COG drillships come in Refinery, Production, Research and Military versions. All four have the full mix of modules and COG types, but in different proportions. Military drillships are naturally the hardest targets to attack, since they go heavy on turret modules and soldier COGs.

## Tiers

* Tier 1 COGs
* Tier 2 COGs
* Tier 3 COGs

## Additional notes

Individual COG units are created by Spawn tubes.

The COGs' damage resistance, numbers and replacement rate are configurable in custom saves.
Storage

Storage systems hold and retrieve large amounts of inventory items.

## Manual storage

*Main article: Chest*

Chests are manual storage systems, which interact only with the player's inventory. Each one features a 15-slot inventory, and a display featuring number of occupied slots and a picture of any one item. Chests are installed on the floor or on wall sockets.

Chests are useful for storing personal gear, such as weapons and repair items, to prevent them from being shuffled around as the drillship's inventory turns over. They also keep their contents safe from being consumed by overzealous automatic crafting setups.

## Module storage

*Articles: Storage module tier 1, tier 2, tier 3*

Storage Modules are installed on the sides or top of the Drillship, and use the drillship's inventory. While each storage module has its own inventory, all storage modules on the entire drillship (along with the Boiler) work together to form one huge inventory that feeds into and collects from all Production, Refinery and Research stations on board, as well as feeding Ammo to Turrets and Coal to Powerplants. The player can access the drillship inventory from any inventory currently connected to it, and items in it are displayed in a neatly condensed format rather than in separate stacks. Items dumped into the drillship inventory are put in the first slot that will hold them, which sometimes results in multiple partial stacks.

Open storage modules don't consume any power, though they do take up core slots and are vulnerable to attacking COGs. Open module counts can be managed by hand, or more conveniently through Module controllers. Closed storage modules aren't connected to the drillship's inventory, but can still be accessed manually like chests. If an open storage module is removed from the hull, its contents will be automatically distributed to the remaining drillship storage if there is room. If a storage module is destroyed, the wreckage will contain a Crate holding the module's contents.

The Drillship Boiler functions as a built-in T1 storage module, and also stores items collected by the drill while tunneling. The Boiler's inventory remains available to devices such as Storage doors and Dispensers even when the drillship is underground.

Storage doors are wall-mounted Devices which allow access to the drillship's inventory without storing anything themselves. While the game says that they don't work while underground, in fact they will still allow access to the Boiler's inventory.
Drillship Core

*Articles: Drillship core 1, core 2, core 3*

The Drillship Core is craftable Drillship upgrade in three different tiers. Each tier has increased Core Slots, and energy capacity, allowing for more modules to be installed, as well as store more energy.

Both COG and Player drillships have a physical core in the front borehead room. COG Drillships can be captured after 60% of the modules/hull panels have been destroyed, and the player has a core in their inventory with a tier at least equal to the target drillship.
Corundum drill parts

**Corundum drill parts** are T3 Drillship parts.

 **Stack size** | 5

## Usage

1x Corundum drill parts are used to make Corundum drill.

Extras can be scrapped for 6x Crystal each. They stack 1.5 times more densely than Crystals, making them a useful backup supply.

## Acquisition

Corundum drill parts can be obtained from the wreck of any T3 COG Drillship, either by tunneling to an underground wreck or by destroying and then mining a live drillship.
High-explosive mortar grenade

**Resources breakdown** [Expand]
**5 ×  Titan tubes**
5 ×  Titanium ingot
**4 ×  Diamond****Total Base Ingredients**

**High-explosive mortar grenade** is the advanced ammo for Hand mortar. Crafted in batches of 2, stacks to 20.

## Acquisition

In addition to Advanced production, crafting this item also requires the Advanced explosives schematic.

## Additional notes

Devastating anti-structure munition, but very expensive.
Breach replacement

**Resources breakdown** [Expand]
**1 ×  Copper bolts**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper plates**
1 ×  Copper ingot
1 ×  Copper ore**Total Base Ingredients**

Use with Wrench to repair hull breaches in your Drillship.

## Usage

With Wrench in hand and Breach Replacements in inventory, click on any destroyed hull panels in the walls or roof of the Drillship to install fresh, undamaged hull panels there. A Breach Replacement repairs only the hull itself, it doesn't restore anything that was installed there.

If a module or hull panel is merely damaged rather than outright destroyed, use Module repair kit instead.

## Acquisition

Can be produced by hand or at any Production station.

In addition to crafting your own, Breach replacements can frequently be looted from Wooden chests, dead COGs and plundered COG drillships.

## Additional notes

Large breaches created by the destruction of T2 or T3 modules will need to be replaced all at once, consuming 2 or 3 breach replacements.

Breach replacements cannot be used to save an exploding drillship. The installation succeeds, but the explosion happens anyway.
Drillship Boiler

The Drillship Boiler is set in the front of each drillship, just under the core and behind the drill, and is the heart of the drillship. It includes the equivalent of a T1 Storage and Coal Powerplant module, drives the drillship's overall inventory and power supply, stores items collected by the drill, features the helm wheel and dive control, has a module shutdown valve, and has a core display showing power use, core slots and number of open modules.

## Usage

The power supply and inventory function more or less autonomously, as long as there is coal. However, while drilling the inventory might need emptied occasionally, as all storage modules are closed while drilling and can't automatically accept new items from it.

The helm wheel allows piloting the drillship while underground, to navigate from place to place and find underground minerals and loot from wrecked COG drillships. It also has its own internal rise/dive control, although the Boiler features an extra large lever that does the same thing in case of emergency.

The core display is an at-a-glance readout of how many modules are open and what their power and slot cost are. If those numbers get too high, the shutdown valve can close everything, restoring power and allowing you to start fresh opening only the modules you need.

## Additional notes

Creating a control station with all the functions of the Boiler requires a Pilot seat, Storage door and Panel core small.

The following are useful accessories to have near the Boiler or an imitation control center:

* Periscope: to check out landing sites before rising.
* Map Stand: to get a larger overview of the area when the sight radius is too small.
* Display Small showing your raw materials: so you know what to collect and what to leave alone while tunneling.
Panel core small

**1 ×  Copper plates**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Sulfur powder**
1 ×  SulfurOre
**1 ×  Dials****Total Base Ingredients**

## Usage

The **Panel Core Small** has three dials, showing stats for the entire drillship: one with a dial icon showing level of stored power and consumption vs. generation, one with a mechanism icon showing core slot use, and one with a gear icon showing number of open and total modules. It also features a shutdown valve for all modules.

It has three mounting options: vertical on a stand, horizontal on a wall socket, and square on a wall socket. It can be mounted on a wall-mounted Light socket.

## Additional notes

The Drillship Boiler includes a built-in Panel Core Small.

The Panel Core Small's shutdown valve does everything a Controller shutdown does.
Lever stand

**1 ×  Copper plates**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper tubes**
1 ×  Copper ingot
1 ×  Copper ore**Total Base Ingredients**

## Usage

Tripping the up/down lever sends the Drillship underground if it's on the surface, or to the surface if it's underground. Tripping the lever again within a five-second grace period cancels the movement.

The Lever Stand has three mounting options: floor stand, wall socket and wall light socket.

## Additional notes

The Drillship Boiler and Pilot seat both have up/down levers built in. Additionally, the drillship can be ordered to rise or dive from anywhere, inside or outside, by holding the G key.

The Lever Stand is the only non-readout device that can be placed on the overhead wall sockets in the gangways between drillship segments.
Sniper turret module

## Usage

The Sniper turret module can be installed on the Drillship's side panels, and automatically shoots at nearby COGs. Takes Sniper Turret ammo.

Fires 10 very accurate shots over 20 seconds, dealing 50 damage/shot. Range 50m.

## Acquisition

Despite being a Tier 2 module, Sniper Turret requires Tier 3 production technology.

## Additional notes

Sniper turrets pair well with Mortar turret module. The Sniper turret stuns the lead COG in a group long enough for the Mortar turret to take an accurate shot.

See also Sniper.
Drillship segment

**Resources breakdown** [Expand]
**10 ×  Copper plates**
10 ×  Copper ingot
10 ×  Copper ore
**5 ×  Copper bolts**
5 ×  Copper ingot
5 ×  Copper ore
**2 ×  Copper tubes**
2 ×  Copper ingot
2 ×  Copper ore**Total Base Ingredients**

## Usage

Installing an extra Drillship Segment increases the size, and therefore module capacity and floor space, of the Drillship.

The second segment (first one you install) is 3 hull panels long (equal to the original segment with the drill), and remains at the far stern of the drillship. The third and fourth segments are 9 panels long, and are installed between the stern segment and the rest of the drillship.

## Acquisition

In addition to Basic production, making a Drillship Segment also requires Basic refinery.

While segments must be built above ground, they can only be added to the drillship while submerged.

## Additional notes

You can have up to 4 segments, the last two you place are large ones. The first and second additional segments each more than double the drillship's useful size.

3 and 4 segments require Engine 2 and Engine 3 respectively.

Segments are linked by flexible gangways. A gangway cannot hold any freestanding Devices, but does have a cluster of four assorted sockets and a doorframe at each end.

No COG drillship, even the Flagship, has the full four segments.
Hardened drill

**10 ×  Alloy T1 ingot**
**2 ×  Intel refinery T1**
**1 ×  Hardened drill parts**

## Usage

Once the Hardened Drill is installed in the Drillship's Upgrades tab, the Drillship will be able to travel through sandstone patches. Sandstone will still slow the drillship down more than soil.

## Additional notes

This upgrade is required to reach Devil's Roar and then Area 2.

Even with this drill, traveling through sandstone is slower than through soil.

When this upgrade is installed, the Copper Drill's single spiral flute will be replaced with rows of cleat-style cutters and a counter-rotating tip.
MapStand

**1 ×  Copper plates**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper tubes**
1 ×  Copper ingot
1 ×  Copper ore**Total Base Ingredients**

## Usage

Displays the surface of Area 1. Clicking on the Map Stand opens the main map.

## Acquisition

In addition to crafting your own, this item can frequently be looted from Wooden chests and plundered COG Drillships

## Additional notes

The map can be opened from anywhere just by pressing M, so the Map Stand is really just decorative.
Living Flame

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

**Living Flame** is a cave in Area 2. It contains no structures.

It has two landing sites. One COG drillship can be found here, either T3 military or T3 production.

Coal ore, Iron ore, Raw crystals and Titanium ore can be found here.
Research Worktable

**Health** | 30

## Usage

The **Research Worktable** can be used for manual production of Intel and Schematics from the player's own inventory, powered by Coal. Worktables don't require any Drillship power (or even a Drillship at all), but can only produce very basic products, more limited than even starter Modules.

## Acquisition

In addition to building your own, Research Worktables can frequently be found in Wooden chests and plundered COG Drillships. They also exist freestanding in some Blast Shelters, Mines and the Submarine.

## Additional notes

The Research Worktable's repertoire is extremely limited. It can only produce the five Starter crafting schematics and the three Tier 1 Intel units. However, along with the Worktable, this is enough to set up a freshly-claimed Drillship for real manufacturing.
Map

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

The **map** of the island is divided into 3 main sections, Area 1, Area 2, and Area 3, with the Volcano in the center.

Now you need to discover the map by walking around and moving with your drillship which has a new traveling system, and now there are different types of ground for digging, lava pools that can damage your drillship if the temperature is high enough.

## Area 1

* Surface 1 Map
* Caves 1 Map

## Area 2

* Surface 2 Map
* Caves 2 Map

## Area 3

* Surface 3 Map
* Caves 3 Map
Hardened drill parts

**Hardened drill parts** are T2 Drillship parts.

 **Stack size** | 5

## Usage

1x Hardened drill parts are used to make Hardened drill.

Extras can be scrapped for 6x Sulfur powder each. They stack 1.5 times more densely than sulfur powder, making them a useful backup supply.

## Acquisition

Hardened drill parts can be obtained from the wreck of any T2 COG Drillship, either by tunneling to an underground wreck or by destroying and then mining a live drillship.
Destroyed refinery module T3

**Stack size** | 1000

## Usage

The only use for Destroyed Refinery Module T3 is crafting Intel refinery T3.

## Acquisition

* Mine near technology spawn villages or collect near underground Drillship wrecks.
* Destroy Refinery module tier 3 on COG Drillships and mine the remains.
* Mine the wreckage of destroyed COG Refinery Drillships.

## Additional notes

If COGs destroy your own crafting modules, the Destroyed Module can still be collected and reprocessed (even if you submerge), so you don't lose the Intel.

Most sources of Destroyed Modules offer only a single type and tier, but the attached module loadout of a COG Drillship will have a balanced mix. When attacking Drillships, mine the Destroyed Modules before finishing off the Drillship, or the explosion will delete them.
Display large

**1 ×  Titan plates**
1 ×  Titanium ingot
**4 ×  Diamond****Total Base Ingredients**

## Usage

Each of its twenty (or twelve) display slots can be set to show any one Item, and will show stocks of that item in Drillship Storage. An icon of a green gear will appear next to the item if a Station or Hub device has it on order, including automatic threshold crafting in a Hub.

This device has four mounting options: 5x4 on a stand, 5x4 or 4x3 on a large wall socket, or 4x3 on a wall socket.

## Additional notes

Despite what the description says, the item display will still give an accurate reading while underground, as long as the modules containing the item would be open on the surface. Instead the number simply turns red. This comes in handy when collecting resources underground with the drill.
Intel research T1

**Intel Research T1** is an Item used to make Research Schematics and equipment, and some Drillship Upgrades.

 **Resources breakdown**
**1 ×  Destroyed research module T1**
**2 ×  Explorer head**
**2 ×  Converter**
**1 ×  Research module tier 1**

## Crafting note

The many ingredients listed in the infobox represent multiple recipes, not one complicated one.
Sensors

**1 ×  Iron frame**
1 ×  Iron tubes
1 ×  Iron ingot
1 ×  Iron ore
1 ×  Iron bolts
1 ×  Iron ingot
1 ×  Iron ore
**1 ×  Intel research T2**
**1 ×  Crystal**
1 ×  Raw crystals**Total Base Ingredients**

## Usage

Research 2 to make Intel research T2, or use to produce modules.

## Acquisition

Loot from dead Chemist COGs, steal from inventory of COG Drillships, or find near underground Drillship wrecks.

## Additional notes

Can be crafted, but you probably won't need any by the time the recipe unlocks.
Controller shutdown

**1 ×  Copper tubes**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper bolts**
1 ×  Copper ingot
1 ×  Copper ore**Total Base Ingredients**

## Usage

The **Controller Shutdown** has only one function: a shutdown valve controlling all Modules on the Drillship.

It has three mounting options: floor, stand, and wall socket.

## Additional notes

The Panel core small's shutdown valve does everything a Controller Shutdown does.
Crate

**Crates** are small (15 slot) inventory boxes, which are created whenever a player drops items on the ground, and destroyed when they are emptied. Like most things, they are destroyed when left on the surface during an eruption. They also have a timer, represented by a green bar that slowly shortens and reddens, and despawn along with their contents when the timer runs out. A Crate can be "refreshed" at need by dragging everything in it to the player's drop slot, which puts it all in a new Crate.

Crates are useful when plundering a COG drillship, allowing a player to dump an overfull inventory on the ground (outside, please!) and pick it all up later after the drillship is eliminated. Also, dead COGs, Wooden chests and destroyed storage modules are all functionally Crates.
Refinery Worktable

**Health** | 30

## Usage

The **Refinery Worktable** can be used for manual refining of Items from the player's own inventory. It can accept recipes in batches of one or five, with each batch also requiring a piece of Coal for fuel. Refinery Worktables don't require any Drillship power (or even a Drillship at all), but can only produce very basic products, more limited than even starter Modules.

## Acquisition

In addition to building your own, Refinery Worktables can frequently be found in Wooden chests and plundered COG Drillships. They also exist freestanding in most Blast Shelters, Mines and the Submarine.

## Additional notes

The Worktable's repertoire is extremely limited. It can only make Copper ingots from ore or scrap, Sulfur powder, and Black powder. However, together with the Worktable, this can provide the tools to claim a Drillship and set it up for real production. It also provides the materials for Medkits and basic Ammo, allowing you to rearm in most Adranian ruins if you're caught away from your Drillship and low on firepower.
Crystal

## Usage

Crystal is the Tier 2 nonmetal ingot, used to advance the Drillship to Tier 2 technology and unlock Iron recipes and automated production.

## Acquisition

Crystal is refined from raw crystals (found anywhere in Area 2) at a refinery station. With Tier 2 Refinery modules, it can also be acquired by scrapping Tier 2 COG salvage or Tier 3 Drillship Parts.

## Additional notes

Unlike both Sulfur powder and Diamond, Crystal is rarely used in production after the Tier upgrade is complete. Its main ongoing uses are constructing Hubs, and making SMG ammo and Explosive.

Crystal is the gateway to Tier 2, and cannot be found before destroying the Devil's Roar Laser Device and crossing the soft-rock passage into Area 2. Tier 2 drillships found in Area 1 never have Crystal or Raw Crystals in inventory, and lack Scrap stations that could be used to make it by recycling, and a lava flow prevents simply walking into Area 2.
Destroyed production module T2

**Stack size** | 1000

## Usage

The only use for Destroyed Production Module T2 is crafting Intel production T2.

## Acquisition

* Mine near technology spawn villages or collect near underground Drillship wrecks.
* Destroy Production module tier 2s on COG Drillships and mine the remains.
* Mine the wreckage of destroyed COG Production Drillships.

## Additional notes

If COGs destroy your own crafting modules, the Destroyed Module can still be collected and reprocessed (even if you submerge), so you don't lose the Intel.

Most sources of Destroyed Modules offer only a single type and tier, but the attached module loadout of a COG Drillship will have a balanced mix. When attacking Drillships, mine the Destroyed Modules before finishing off the Drillship, or the explosion will delete them.
Light

**1 ×  Copper bolts**
1 ×  Copper ingot
1 ×  Copper ore
**1 ×  Copper tubes**
1 ×  Copper ingot
1 ×  Copper ore**Total Base Ingredients**

## Usage

Creates a patch of light to brighten interior spaces of the Drillship, or light up the exterior. Without lights, the drillship's interior still has enough light to see by, but is dark and gloomy. Exterior lights can be strategically positioned to guide players to doors.

This item has many places it can be mounted:

* Ceiling sockets: underneath floors and roof-mounted T2 or T3 Modules, and in segment gangways.
* Wall sockets: at the ends of segments, on walls, and over doorways and windows.
* Exterior sockets: on the upper corners of segments and the outer edges of the track wings.
* Freestanding: anywhere inside segments.

## Acquisition

This item never appears as loot, but can be crafted by hand or in any Production station almost instantly.

## Additional notes

Oddly, the scrap value of Lights is 1 Sulfur powder, even though the Light is crafted entirely from copper components.
Production module tier 3

## Usage

When installed on the Drillship hull and opened, Production station and Hub production can use this module to craft Tier 3 or lower equipment, including the other Tier 3 modules. More open modules means faster crafting. Multiple stations crafting at once will all slow down proportionately.

## Acquisition

With the Upgrade Advanced Production Schematic installed, this module can be crafted at a Production module tier 2.
Ammo

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

**Ammo** is an item used with Tools and Turrets.

## List of ammo

### Player Ammo

* Revolver ammo
* Explosive revolver ammo
* Revolver high-power ammo
* Mortar grenade
* High-explosive mortar grenade
* Buckshot
* Slugs
* AP Slugs
* Gatling ammo
* SMG ammo
* Sniper Rifle ammo

### Turret ammo

* Pistol Turret ammo
* SMG Turret ammo
* Shotgun Turret ammo
* Gatling Turret ammo
* Sniper Turret ammo
* Mortar Turret ammo
Turrets

*"No one should be fooled by the hulking bodies of Drillships into thinking they are indestructible. If Drillships aren't well defended, COGs will eventually manage to break it down and leave its riders stranded."*

## Usage

**Turrets** are a type of Module that serve as an automated defense system for both your Drillship and for COG drillships. They automatically shoot at approaching enemies, using Turret Ammo. In COG-free areas, turrets can be packed up to save energy. There are a number of types of turrets. You unlock the basic one early then the shotgun one, there are also other types.

Turrets can be mounted on both the roof and sides of segments and have limited firing arcs, so a complete defense will require several turrets spaced around the hull. Be warned if mounted on the roof COG’s can get alongside the drillship and be in a blind spot. Meaning rampaging is possibible. (See below about this for COG’s)Turrets can be manually controlled through a Gunner seat.

An even better defense than Turrets is to send the drillship underground, but this cuts off your best line of retreat while outdoors, and prevents crafting.

## Enemy turrets

COG drillships (except for T1 non-military drillships) have turrets of their own which shoot at human sailors. These can be dealt with by shooting back at them, attacking them with grenades, or using the Hacking tool to close them. Also hiding behind rocks and lobbing grenades is effective if you can aim, and all but potentially the mortar turret cannot shot you if they don’t have direct line of sight. Unfortunately hugging the side of the enemy drillship when a turret is on top doesn’t shield you from fire.

Once a COG drillship's hull is breached, Turrets can easily be destroyed by attacking them from inside with melee weapons or Explosives. Note, however, that turrets can shoot through hull breaches to attack intruders inside.

## List of turrets

* Pistol turret module
* Shotgun turret module
* SMG turret module
* Mortar turret module
* Gatling turret module
* Sniper turret module
Panel system medium

**1 ×  Iron plates**
1 ×  Iron ingot
1 ×  Iron ore
**1 ×  Iron tubes**
1 ×  Iron ingot
1 ×  Iron ore
**2 ×  Dials****Total Base Ingredients**

## Usage

The **Panel System Medium** has three columns of three dials, each column showing stats for one group of system modules: "Energy" showing fraction of power capacity used by these modules and all modules, "Core" showing core slot use, and "Modules" showing number of open and total modules in this group. Each column also features a shutdown valve for these modules. The three columns are Powerplants, Storage and Turrets. The "Energy" dial for Powerplants also shows level of stored power and consumption vs. generation.

It has two mounting options: stand, or wall socket.

## Additional notes

This item is basically just all three versions of the Panel system small side-by-side.
Hand mortar

**1 ×  Iron tubes**
1 ×  Iron ingot
1 ×  Iron ore
**4 ×  Copper gun components****Total Base Ingredients**

## Usage

The **Hand Mortar** is a Tool used to fight COGs. As a ranged weapon, it goes in tool slot 3. Takes Mortar grenade and High-explosive mortar grenade as ammo. Fires single shots with a 3-second reload time.

## Additional notes

The Hand Mortar is a valuable weapon for destroying Laser Devices, because it has enough range to fire from one of the Laser Device's feet and hit the others. However, its ammo is quite expensive.

Unlike other gunfire, Hand Mortar shots travel slowly in a high arc. They trail smoke, making their trajectory easy to judge and correct.

See also Mortar turret module.