Hazard Level

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As of Update 0.4.0, the Hazard Level system has been reworked to use a numerical system. At each level, a new hazard is introduced that was not previously present on the ship. Not every ship is available at every hazard level.

## Hazard Levels

### Hazard Level 0

The ship does not have any dangerous components; no reactor, no fuel, no pressurization, no electronics, and no coolant. The only danger the ship itself poses is crushing. There is also no furniture present, so no risk of things being set on fire.

Ships available:

* Mackerel (Light Cargo)
* Mackerel (Station Hopper)

### Hazard Level 2

For whatever reason, there is no Hazard Level 1, it immediately jumps to level 2. At this level, the player can encounter fuel and furniture, which can pose a fire hazard if the player is not careful. Fuel tanks, when damaged, will leak their contents, which can be also set on fire. Doors and airlocks are introduced, although as pressurization is not present, these will not pose much of a use to the player besides being worth money for salvage. Electronics, such as computers and power cells, are still not present at this level.

Ships available:

* Mackerel (Light Cargo)
* Mackerel (Station Hopper)

### Hazard Level 3

At this level, the player can now encounter electrical components such as power junction boxes, computer terminals, and power cells. Upon being damaged, these components will spark, lighting flammable furniture on fire and damaging the player if nearby. These arcs can also cause nearby metal and electrical components to spark as as well. The Mackerel Exolab is also introduced at this hazard level.

Ships available:

* Mackerel (Light Cargo)
* Mackerel (Station Hopper)
* Mackerel (Exolab)

### Hazard Level 4

The two major valuable components are introduced at this level, those being the Class I Reactor and Thruster Class I. The reactor, when removed, will begin to spark, and must quickly be salvaged before it explodes. The thruster will begin to leak burning fuel if damaged, which can destroy nearby salvage.

Ships available:

* Mackerel (Light Cargo)
* Mackerel (Station Hopper)
* Mackerel (Exolab)
* Javelin (Small Refueling)

### Hazard Level 5

Pressurization is introduced at this hazard level, along with atmosphere regulators. Opening a gap too small between a pressurized and non-pressurized zone will cause whatever surface the gap was in to be ruptured. However, the earlier introduced doors will always be large enough to prevent a rupture, allowing them to be used to somewhat safely depressurize a room. Players should also be careful regarding loose objects, as they will be flung around during a depressurization event, possibly hurting the player or destroying the object.

Ships available:

* Mackerel (All Variants)
* Javelin (Small Refueling)
* Javelin (Small Heavy Cargo)

### Hazard Level 6

This level introduces coolant, radiation, and Class II Reactors. Coolant holding objects, when damaged, will begin to leak their contents, flash-freezing anything nearby, including the player. Any object that is flash-frozen becomes brittle, and will break if hit with an object or sometimes when force pushed. Radiation works in a similar fashion to coolant, where if the containing object is damaged, it will begin to leak its contents, leaving a radioactive cloud behind that will damage the player and electronic items. If the cloud comes into contact with fire, it will turn orange, and will do more damage to the player and electronics for a period of time. The clouds grow over time although they eventually do dissipate; the process can be sped up by the use of coolant-holding objects.

Class II Reactors are a more valuable and more complicated version of the Class I Reactor. It can simply be pulled out of its protective casing, however this will lead to a very short time to detonation. Removing the thrusters or disconnecting the ECU, another component, will extend the time before detonation. However, if both are removed, the reactor will instantly go into meltdown, regardless of whether it is still attached to its protective casing, but there will be more time to detonation than if it were simply removed without disconnecting these two systems.

Ships available:

* Mackerel (All Variants)
* Javelin (Small Refueling)
* Javelin (Small Heavy Cargo)
* Javelin (Medium Refueling)
* Javelin (Medium Heavy Cargo)

### Hazard Level 7

This hazard level introduces broken atmospheric regulators, meaning that they can not be interacted with to safely change pressurization. This means the player is required to use decompression in order to depressurize rooms.

Ships available:

* Mackerel (All Variants)
* Javelin (Small Refueling)
* Javelin (Small Heavy Cargo)
* Javelin (Medium Refueling)
* Javelin (Medium Heavy Cargo)

### Hazard Level 8

No new hazardous items are introduced at this level, but the chance of encountering a broken atmospheric regulator is increased. However, Gecko cockpits will always have a working atmospheric regulator[needs testing].

Ships available:

* Mackerel (All Variants)
* Javelin (Small Refueling)
* Javelin (Small Heavy Cargo)
* Javelin (Medium Refueling)
* Javelin (Medium Heavy Cargo)
* Gecko (All Variants)

### Hazard Level 9

At this hazard level, atmosphere regulators will never be functional, except for the regulators in gecko cockpits, which are guaranteed to be working.

Ships available:

* Mackerel (All Variants)
* Javelin (All Variants)
* Gecko (All Variants)