Modules

A list of **Modules**, that can be installed in the ship or the lander.

Modules can be damaged and have defects.

## Lander

### Fixed modules

The fixed modules of the lander are preinstalled and cannot be completely destroyed by wear and tear. Repairing a fixed module always costs 100 independent of how many defects it has. The price for repairing the Lander Hull depends on the chosen lander.

* Lander Hull - "The Lander's hull can get damaged by impact, heat, lightning and earthquakes. Use metals or find help to repair it."

* Lander Engine - "Module manages lander control, fuel injection system, hull integrity, and pilot safety"

* Lander Drill - "Module manages drill systems, filters and material conversion for all known planetary types"

* Lander Probe - "Module controlling fuel usage and planetary gas absorption"

### Custom modules

In the beginning of the game the Pilot Ejector is installed in the lander. All custom modules can be destroyed to make space for other modules or to avoid repair costs, if buying a new one is cheaper.

The Pilot Ejector is exclusively sold at Reeve planets.

## Ship

### Fixed modules

The fixed modules of the ship are preinstalled and cannot be completely destroyed by wear and tear. Repairing a fixed module always costs 100 independent of how many defects it has. The price for repairing the Ship Hull or refilling the Fuel Tank depends on the chosen ship. Refilling the Exotic Matter Tank cost 100 per jump.

* Ship Hull - "The ship's hull can get damaged by impact, flying too close to stars or over planets. Use metals or find help to repair it."

* Fuel Tank - "Fuel is crucial. Use gravity to help economise. Find help or use gas to refuel."

* Exotic Matter Tank - "Shows number of possible jumps. Use minerals, fly near suns (DANGER!) or find help to refuel."

* Ship Engine - "Module controls fuel injection systems, jump drive range and exotic matter collector"

* Resource Processing - "Module includes converters for minerals, metals and gases"

* Ship Scanner - "Module controls the planetary scanner array for detecting Lifeforms, Weather and Resources"

### Custom modules

All custom modules can be destroyed to make space for other modules or to avoid repair costs, if buying a new one is cheaper.

There are modules that show up in the code, but can probably not be obtained:

* Asteroid Scanner - "Destroyed resource asteroids spawn more resources" Resources from Asteroids: 200%
* Market Analyzer - "Gather market prices, automatically increase deal quality" Trading improved by 30%

#### Weapons

The ship cannot have two weapon systems at a time. In the beginning of the game the Schiaparelli Corp Mining Laser is installed in the ship. Battle Damage  damages the weapon systems.

Starbases do not sell weapons.

#### Shields

The ship cannot have two shielding systems at a time. In the beginning of the game the Experimental IASA Shielding is installed in the ship. Battle Damage  can damage the shielding systems.

A shield has two recharge times, an active and a broken recharge. If a shield is broken, the recharge rate is slowed down to a crawl and forces the player to abandon one side for a time. Try to rotate your ship to distribute damage evenly. Since the earliest shields often break by one barrage, this can hardly be avoided. Later shields like 'Phased Crystal Shielding' recharge extremely fast, but also suffer from total breakdowns. If used smart, the PCS can carry you through all 'minor' battles due to quick recharge in its active mode.

Starbases do not sell shields.