recursal/Fanatic-Fandom huggingface dataset:
Screenshot

```
   Press F8 to disable the HUD
   **Press F12** to make a screenshot (will make a screenshot in Avorion and Steam)
   You can find Avorion's screenshots in your **%appdata%\Avorion\**Screenshots folder (Windows) or ~/.avorion/screenshots (Linux)
   The backgrounds of sectors influence the lighting in the sector - Depending on what you're after you might want to change sectors before making a screenshot

```
DLC: Black Market

**Black Market** is a downloadable content for Avorion.

It expands on Avorion's base gameplay with a new set of storylines, as well as the Black Market system and the introduction of new subsystems.

## Setting

The constant struggle of the colonizing factions against the Xsotan sees the emergence of three underground affiliations. Each corporation operates under the radar of the factions, establishing black markets and weaving a web of connections to exert their ever-developing influence. More and more members of the society tend to join the ranks of these groups, however it turns out that it is not easy keeping balance between them...

## Gameplay additions

### Black Markets

Several faction stations are highly interested in the black market, buying and selling normally forbidden wares. These stations can only be revealed through opportunistic contacts, whose trust must be earned first. After revealing their identity, shady businesses open up new ways of obtaining upgrades, turrets, etc. at an extra price, as well as the possibility to trade stolen goods.

### Underground factions

Black Market's main lore revolves around the three background groups that try to influence the status quo in various ways:

* The Cavaliers: disappointed with the never-ending pirate infestations and the factions' inability to keep the situation under control, this militarist syndicate tries to bring order to the galaxy by force and determination.
* The Commune: a progressive organisation that tries to undermine the current system in peaceful means. They operate through spreading propaganda and controlling large swathes of the economy, demanding equality and opposing any trade bans.
* The Family: a loose circle of smugglers and criminals, whose main goal is to keep the status quo intact from the other underground group's influence. Trusting each other, the Family's members have deep connections and a name that ensure their business is never meddled in.

Over the course of the story missions, it becomes possible to join ranks with any of the three groups, eventually ceasing to work with the other two. Having good relations with a respective faction may grant a discount on certain types of wares.

### Hacking subsystem

Black Market introduces Code Injector upgrades, which can be used to attempt to hack secured containers by remaining near them, rather than delivering it to a Smuggler Hideout. Depending on the container's security level, the container can be either hacked in a few seconds, or it will alert the owner who deploys itchy Pirates to dispose of you. When alerted, the container can take up to 5 minutes to crack.

Besides hacking, there are also various subsystems that make operating in patrolled sectors less troublesome, when forbidden goods are on board. For example, Sphinx Systems help avert fines and confiscation of shady cargo when scanned, while Chameleon Systems reveal faction patrols from longer range and put them on the radar.
Mod Examples

There are several examples and proof-of-concept mods uploaded by Boxelware themselves. They are meant as a stepping stone for mods and to show how the modding API works.

This is an overview over those examples.

## Where to find

After subscribing to the examples, they will be downloaded to your Steam workshop content folder.

You can find downloaded workshop items in `[Steam Installation Folder]/steamapps/workshop/content/445220/`.

The folders will be named after the Workshop ID of the item you subscribed to. Check out this quick guide to find out how you can find out the ID of a workshop item.

## Examples

### Example: Chat Command

See: Mod Example: Chat Command

Introduces new chat commands and shows how to access an overview of all active mods on a server.

### Example: New Weapon

See: Mod Example: Weapon

Introduces a new weapon and shows how to modify libraries by adding that new weapon to all global locations in scripts where it's required to be generated as loot in the game.

### Example: New Entity

See: Mod Example: Entity

Introduces a new entity that can charge the player money and that uses remote calls to do synchronization of text. Also shows how to extend sector generation to add that new entity to existing sectors and how to extend existing stations.

### Example: New Upgrade

See: Mod Example: Upgrade

Introduces a new upgrade item and shows how to modify libraries by adding that new upgrade to all global locations in scripts where it's required to be generated as loot in the game.

### Example: New Inventory Item

See: Mod Example: Inventory Item

Introduces a new usable inventory item, that can be looted from secret stashes and which, on usage, gives the player money.

### Example: New Sector

See: Mod Example: Sector

Introduces a new sector and shows how to modify libraries by adding that sector to the sector generator, to be generated while the player is exploring.

### Example: Modifying Assets

See: Mod Example: Modifying Assets

Introduces a few new assets that override other assets of the game.

### Example: New Event

See: Mod Example: New Event

Introduces a new event and shows how to modify library files to have that event happen to players.

### Example: Mod Base: Bulletin Board

See: Mod Example: Bulletin Board Base

Shows how to modify library files and stations to create an easy to use base for missions on bulletin boards. This mod is used as a dependency by Mod Example: New Mission.

### Example: New Mission

See: Mod Example: New Mission

Introduces a new mission and shows how to modify library files and stations to have that mission pop up on bulletin boards. This mod also uses another mod as a dependency, that allows it to easily add new missions to bulletin boards.

### Example: New Block

TBA

**Note:** This functionality is planned, but it's not possible yet to add new blocks to the game.

Introduces a new block to the game.

## See Also

* Modding
* Writing your own Mod
* Avorion Internal Architecture
* Scripting API
Colors

There are 428 colors to paint your ship with in Avorion.

In previous updates one was required to collect colors that dropped from destroyed ships, either through their death or scrapping. You could even pick up the same color twice. You used to start with 33 colors.

Fun fact: Some colors are so similar they are indiscernible (for example, Red and Eternal Red, or Azure and Alice Blue).

Fun fact #2: All material types are present in color names.
Story

## Steam Introduction

Several hundred years ago, a cataclysmic catastrophe nearly ripped your galaxy apart - an impassable ring of torn hyperspace fabric appeared in the center of the galaxy, which normal hyperspace engines can’t overcome.

Since this Event nobody has managed to get near the central regions of the galaxy. All you know is that the Event also spawned multiple untraversable hyperspace rifts throughout the entire galaxy, and that a strange race of aliens, the Xsotan, has appeared in the center. It looks like these aliens have found a way to cross over the torn hyperspace fabric, but so far nobody has managed to establish contact with them.

There are also rumors about a strange new metal called ‘Avorion’ which has appeared in the center of the galaxy around the same time as the Xsotan have arrived. Apparently the aliens use this material to build their ships.

Start out as a nobody at the edge and work your way to the center of a galaxy that gets more dangerous, but also more rewarding the closer you get to its core. Avorion takes sandbox aspects from games like X or Freelancer, throws in co-op multiplayer and lets you build your own ships. It features ships made of freely scalable blocks that can be procedurally generated and that break into pieces where they're hit in space fights.

## Xsotan

The Xsotan is the primary antagonist in the game. They are the alien race that mysteriously appear after the "event". When exploring empty space near were you spawn {approximate location is unknown} you can find an abandoned research station that states their are no life support systems on their ships. This implies the Xsotan are themselves living ships.

When you cross the great barrier you will encounter the Resistance which presents to you more information about the Xsotan. They believe the Xsotan are not from this galaxy and must have come here when the event occurred. They consume space itself which is shown in the form of hyperspace rifts. It is said when they consume space they create breeders which produce Xsotan. They avoid attacking when there is no strong energy signature however the moment you fire your turrets they engage your ship.

Please expand on this article if you find anything interesting.
Teleporter Factory

## General Overview

This station produces teleporters. Teleporters are used to make mining robots and war robots. All research stations are willing to purchase this good.

#### Station Manufacturing Process

The following factories require this product during the manufacturing process:

 Teleporter

Body Armor Factory, Mining Robot Factory, War Robot 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 9926 credits per cycle.
The Commune

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

## Organization

The Commune is a collective of believers holding egalitarian and democratic views. Much like the Cavaliers, the group thinks that the factions' current system failed to uphold peace and prosperity, and therefore seeks to undermine it from the very foundation. The Commune however believes in peaceful solutions, trying to target the most populous but oppressed layer of society: factory and station workers, eager to stand up against their superiors.

Similarly to the underground groups, the Commune is a well-organized system. On the top of the pyramid sits the Council formed by the three Executive Secretary officers. The Council trusts each other and always appoints one of theirs to lead the organisation, granting them absolute power.

Next to the council operate trusted members of the Commune, like Juliana Rosen: an avid revolutionist who is most devoted to the common cause. Juliana has however not been popular among the rival syndicates: after countless attempts, she has been abducted. By convincing her captors, she uses her remaining power to communicate with those outside.

The main workhorse of the Commune is the countless Comrades: enthusiasts who are willing to complete their officials' commands at a whim and without question. Comrades however also arm themselves, should they ever become under attack by a hostile entity.

## Rivalry

Being the most progressive group out of the three, the Commune has garnered many rivals by their continuous effort. The Cavaliers aim to counteract the moderately peaceful faction by waging open war and leading skirmishes, implanting terror into the hearts of the common folk. More prominent however is the Family, whose deep connection webs and smuggling networks makes hard to dismantle leaderships, particularly those who enjoy the vast wealths and security of the clan.
Energy Container

The Energy Container expands your energy storage, allowing you to make up for energy production shortfalls, or sudden bursts of energy consumption.

This block has the same mass and 1/4th the Durability of a normal block.

It takes at least 30 seconds to recharge and the quantity of stored energy changes with the material used. Energy storage can only be recharged with a 20th of the ships total energy capacity.

Values used for a standard 2x2x2 cube (8,000 m³, 140 resource cost):
Display Factory

## General Overview

This station produces touch displays, which are widely used in robotics and vehicles.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:

Display

Satellite Factory, Computation Mainframe Factory, Vehicle Factory, Mining Robot Factory, War Robot 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 2,377 credits per cycle.

List of all Goods
Computation Mainframe Factory

## General Overview

This station produces computation mainframes. These are not used in any manufacturing processes across the galaxy. They may only occasionally be sold to trading posts and smuggler hideouts.

#### Station Manufacturing Process

 Computation Mainframe

Computation Mainframes are not used in any manufacturing processes.

## 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 12,155 credits per cycle.

List of all Goods
Studded wheel

Rare
Wheel
60
+390 kgST: +215 kg
 85 pts
 35 kg

[[Category:Movement]]

**Studded wheel** is a vehicle part in *Crossout*.

## Overview

A wheel with a studded tyre. Doesn't pick ice of the remote north. Picks ice for the Lunatic's favourite refreshments instead. Each mounted wheel reduces cabin power.

## Obtaining

This item can be crafted in Lunatic slaughterhouse or bought from the market.
Drone

The Drone is the first craft available to the player.

Its main role is to mine asteroids for iron and titanium, to make your first personal ship.

it can freely be accessed while in control of any ship the player owns by pressing the 'change-craft' key ('T' by default). It is automatically destroyed when entering a ship.

## Characteristics

The drone is made of a single engine block, decorative hull blocks and 2 mining lasers with a DPS of 3, efficiency of 14, and a range of 0.5. These values are not randomized. This ship can not be edited or re-designed. If the ship is destroyed, it will be recreated.

While having a base speed of 75 m/s, it can however boost limitlessly making its effective speed 300 m/s. Due to its small size, it is also extremely easy to steer.

## Various uses

The drone intended use is to gather materials, in case you no longer have any ship able to do it. It is easily surpassed in every way by ships, and so it shouldn't be relied upon.

You can also only build ships by either founding one while using the drone or by going to a shipyard. This can prove very useful if the player's ship has been destroyed, thus enabling them to rebuild themselves.

Its lack of armed weapons and overall brittleness make it nearly useless for fighting ships. It can be used to safely scout sectors, though it is discouraged beyond the early-game due to its low speed and low jump range of 2. It is however worth noting that it only needs about 10 seconds to recharge its hyperdrive in a non-empty sector.
The Cavaliers/History

**Spoiler warning!**

It is recommended to read the content below only if you are familiar with the story.

## Outset

The player receives a notification from Izzy, who grants them an opportunity to join the Cavaliers. Through it, it is revealed that the Cavaliers are moving weapons and one of the transports became under attack by the Family. On the spot, the transport is nowhere to be found, as the Family's ambush group escaped with the cargo, leaving only a sole survivor and plenty of wreckages behind. The witness could however track an Associate's location.

The Associate is forced to reveal the location of the weapons cache, which is guarded by a group of smugglers. After the weapons are bought or they are persuaded to hand info over, they reveal that the Family does not fly with suspicious cargo in open space, but rather they stash them in unknown sectors, so as to not risk information spill. One such sector is found with a reinforced group of Family members, who are dealt with. Suddenly, the prominent Cavalier leader Adriana Stahl makes an appearance, thanking the player for their effort and letting them claim any loot found in the area.

## Securing supplies

Adriana warns that The Commune is also bound to sabotage the group's efforts, namely by claiming and stealing the Cavaliers containers. Some particularly valueable containers are to be delivered to a safe space. Three pairs of containers are docked, of which two sets are threatened by pirates. After the retrieval, Adriana wants to move another container that is believed by the Cavaliers to be safe.

As the player approaches, he is met by none other than The Emperor and a large group of Cavaliers. He is insulted by his interference and exclaims that Adriana is in fact trying to overthrow him, when suddenly, Adriana herself appears. She takes the opposition and accuses the Emperor for taking the mantle of a benevolent ruler, while treating everyone unfairly and getting rich in the process, not caring about the Cavalier soldiers' lives. The Emperor also provides a counterargument of Xsotan and pirates not caring about anyone's life, essentially nullifying moral doubts.

With Adriana overstepping his administrative boundaries, the player can follow either her, or the Emperor by being his general. After the side is chosen, the group is split into two and the rival side is fought to the death.

## Eliminating the rivals

After the inside tension is relieved, news come that the two other factions prepare a new technology that instantly disperses scouts. It is known that they and their leadership are operating in two separate sectors.

The player eventually deals a devastating blow to the Commune and the Family by disposing of their leaders, The Executive Secretary and Capo dei Capi, respectively, making the Cavaliers emerge from the turmoil and the victor free to pursue their goals.
Hologram Block

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

Hologram blocks are decorative, massless blocks that frequently appear on AI stations. Hologram blocks also have no durability, which gives them no hitpoints, and renders them useless for combat and extending ships. Hologram blocks cost a minimum of 1 material in each group to be created.

Hologram blocks on ships will pass through other ships and asteroids. AI do not target these, and they are unaffected by any kind of damage. If a mass block is broken off of a ship and a hologram is on that block, the hologram will disappear.

Hologram blocks will still prevent fighters from starting if placed in front of the hanger block's entrance.
Meat Factory

## General Overview

This station produces meat products as well as a limited supply of leather. Leather is not consumed specifically by any stations. Meat is used in a couple of manufacturing processes. Meat may also be sold to habitats where they are consumed. Due to the limited nature of options for selling the products, it is not recommended as a starting factory without known trade routes.

### Station Manufacturing Process

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

 Meat

Food Factory, Protein Factory

## Production

This factory produces the following resources per cycle:

 Leather

## Production Materials

These factories require the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 76 credits per cycle.
Hyperspace Blocker

The Hyperspace Blocker is a ship used to prevent other ships from escaping the system.
You will encounter Hyperspace Blockers in enemy controlled or influenced sectors where they will spawn accompanied by two head hunters.

## Escaping the Blocker

There are a couple methods of escaping a Blocker. The first and most obvious is just to destroy the Blocker as it ceases to function. The second is to exceed the Blocker's range of 20 km and jump away.

## Future Versions

No information on any future versions of the Blocker.
Specimen 8055

* Due to its high DPS and high amount of HP, it can be dangerous for early and midgame ships.
* It's also known as Testobject 8055

#### *Finding Specimen 8055*

To find Specimen, you need to search for a hidden mass sector ( usually in the Naonite regions ) with a asteroid pattern pointing to a big asteroid in the middle. When you come close enough, you can investigate that asteroid and it will give you coordinates. When you jump to these sectors ( they are marked as hidden mass sectors ) you will likely find a system with the same content as the previous. Now you just hunt down these system.

You might jump into a system with multiple asteroids given different coordinates each, so you might have to search around a bit.

#### *Fight*

Because its shields are invulnerable, you first need to destroy the 4 asteroids which are connected by a light beam to it. Due to the high amount of HP the asteroids have, make sure you have enough HP yourself. When you destroy one, the boss's shields lose 25% of their initial HP. After you destroyed all 4, the boss behaves like a normal ship, but with a lot more HP compared to the usual ships in the Naonite regions.

You can safely mine the asteroids before engaging him if you keep your distance.

#### *Drops*

* More drops than a regular ship, e.g. pirates, usually 1-2 exotic upgrades, a few exceptional and some more. There's a chance of getting legendary items.
* Because he's doing research about invulnerable shields, most of the upgrades he drops are shield boosters.
High Pressure Tube Factory

# General Overview

This station produces high pressure tubes, which are used in the production of some weapons. High pressure tubes are also used in the manufacture of some scientific equipment.

### Station Manufacturing Process

The following stations require products from this station during the manufacturing process:

Accelerator Factory
Gauss Rail Factory
### Turret Manufacturing Process

The following turrets require products from this station during the manufacturing process:

Bolter

Cannon

Rocket Launcher

Rail 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 2,405 credits per cycle. It requires 1,550 production / second for optimal production.
Factories

A **Factory** is a generic term for stations which produce **trading goods** that are not to be mistaken with materials.

The production process consists of repeating cycles. At the beginning of each cycle, inputs, if there are any for the production being run, are consumed. Outputs are added to the station's cargo bay at the completion of each cycle. Player factories are created with two production cycle slots, but this number can be increased by upgrading the factory in its trade goods screen. Upgrading factories increases the number of concurrent production cycles (2 by default, +1 per upgrade, 6 maximum), but the time to finish a cycle remains the same. Example: A basic Display factory with a lot of assembly blocks produces 2 displays per 15 seconds. After first upgrade, it will produce 3 displays per 15 seconds.

Adding Assembly Blocks to factories decreases the time needed to perform one production cycle, down to a minimum of 15 seconds. When the player is not in the same sector as the factory they are updated less frequently. In some cases this may mean that the actual time to produce a cycle while a player is not present may be increased up to almost 5 seconds. More information on how much production capacity you need per station can be found on the page Optimal factory production capacity.

Player created factories can be interacted with the same as any other factory, except that the owner does not have to pay to purchase goods, and is not paid to sell goods to the station.

Constructing cargo bays on player stations will increase the amount of storage capacity per resource, up to the limit of 50,000 capacity per commodity. Cargo space is divided evenly between all the goods involved in a production cycle with consideration for their individual Volume ratio and amount. Automatically generated stations belonging to NPC factions also follow these rules.

NPC traders visit factories to sell to and buy from them. Thanks to this, player created factories provide passive income. The amount of goods that NPC traders sell/buy depends on current factory stock, the amount of available space for that good and allegedly also on distance from core.

The "actively buy/sell" settings cause NPC traders to bring goods that are missing for production, and to buy produced goods that are full or almost full.

Crewmen can be hired at any station or factory in the galaxy. For more information on crewmen please visit the Crew page.

## Types of Factories

Factories are categorized into four types: Basic, Low Tech, Advanced and High Tech. Below is a list of every foundable factory.

Mines are not listed here; for more information on mines, please visit Mine.

Data assumes all goods are bought/sold for their base prices in the sector the factory is founded in.

Lower prices for ingredients and higher prices for results will increase the profit made per cycle, but will also increase the station's founding cost.

Optional goods are marked in the **Ingredients** column with an asterisk (\*). Supplying optional goods halves the required Production Capacity of a factory.

They are not included in the calculation for **Profit/Cycle**.
Paint Manufacturer

This article contains information about the commodity paint. If you are looking for ship coloring, see Colors.

# General Overview

This station produces paint, a substance generally used to coat surfaces to produce an alternate look or color. Currently painting any ship does not consume resources. This is a resource that is used sparsely and unusually throughout the galaxy.

### Station Manufacturing Process

The following stations use products from this station in the manufacturing process:

Paint
Ammunition Factory - Type 3

Toxic Waste
This byproduct is unable to be processed at any facilities in the galaxy.

### Legality

Purchasers of goods from this station should be aware that toxic waste is 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 640 credits per cycle.
Fusion Core Factory

## General Overview

This factory produces Fusion Cores, which are usedin further manufacturing as well as by Equipment Docks and Shipyards.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:
Fusion Generator Factory

Tesla Coil 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 2,922 credits per cycle.

List of all Goods
Events

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

**This page is a page in need of work. It might be outdated, or contain misinformation.**

Events, as the name suggest, are random events that occur after a fixed amount of time has passed. It's normally around 12 minutes between each event.

There are a number of diffrent events that can occur, following is the console text followed by the action that happens in-game:

* alienattack - Xsotan attack will commence shortly after. The Xsotan will be neutral to the player until a turret is fired then they will be hostile. They will be hostile to the NPCs in the sector when they warp in. There is no reward for their defeat.
* piratehunter - A pirate attack on the current sector, happens immediately. The pirates will be hostile to the player when they warp in. If in a populated sector and the player assists in the defeat of the pirates the controlling faction will pay the player a credit amount determined by the distance to the core.
* convoidistressignal - You'll receive a distress signal and coordinates to a sector where a convoy is being ambushed by pirates
* fakedistresssignal - You'll receive a distress signal and coordinates to a sector where a pirate ambush awaits you
* spawntravelingmerchant - A traveling merchant will appear in your current sector
* xsotaninvasion - a large amount of xsotan will spawn in the sector a progress bar will fill up after the wormholegaurdianprototype spawns. (this event only happens when the player defeats the worm hole guardian
* searchandrescue - You'll receive weak distress signal and 4 sector coordinates, which one of them contains the disabled ship.(update required)
* urgentdelivery - You'll receive an urgent message to deliver certain goods to the given sector coordinates in reward of 4 times the price. It's possible to encounter pirates, waiting to receive the requested goods.(update required)
Computer Core

Computer cores are functional blocks which greatly increase the Processing Power of a ship to add more Subsystem sockets. This block adds 7.5 times more Processing Power (7.5 Processing Power per 10m^3 rounded up!) than other functional blocks.

Computer cores are available in Trinium, Xanion and Avorion, but do not get any better with higher material used. They do however get more HP.

Computer Core stats for a 1x1x1 block
 Xanion
 Avorion

For a comparison with other blocks, see block.
Mod Example: New Mission

This mod shows how to add a new mission to the game, and how to do dependencies between mods.

## About

This mod adds a new mission where the player has to find a lost freighter. It has a dependency to Mod Example: Bulletin Board Base, and extends a script of it.

The mission can be found and accepted at all bulletin boards of all stations. The player has to jump into another sector, fly close to a wreckage that will be generated by the mission when he enters the sector, and then return to the station where he accepted the mission from.

* `bulletinboardmissions.lua` Extends the script from Mod Example: Bulletin Board Base to add the mission to the bulletin board.
* `lostfreighter.lua` Core mission file of this mod.

### modinfo.lua

* `serverSideOnly = false` This mod introduces a new Player script, and those have to be present on client and server. The script is also a mission script where the client has to read out information to display in the mission UI. Also: Localization.
* `clientSideOnly = false` Client side only is impossible, since new scripts are added through this mod, which is only possible on the server.
* `saveGameAltering = true` The mod adds a new script `data/scripts/player/missions/lostfreighter.lua` whose path will be saved into the database. Once the mod is disabled, the script is no longer existant and the savegame will be slightly corrupted (not unplayable though).

### Localization

In the `data/localization/` folder you can find an example for a German localization of texts that appear in the mod.

### Dependencies

This mod has a dependency to Mod Example: Bulletin Board Base which it uses to easily add a new bulletin board mission to the game.

## See Also

* Mod Examples
* Modding
* Writing your own Mod
* Avorion Internal Architecture
Energy-To-Shield Converter

The Energy-To-Shield Converter is an installable Subsystem.

## Statistics

Energy-To-Shield Converters increase a craft's Shield Durability by a percentage value.

As a downside, they also decrease the craft's Generated Energy by a percentage value.

Permanently installing an Energy-To-Shield Converter increases its Shield Durability bonuses by 250%.

Multiple Energy-To-Shield Converters can be installed at once, increasing the bonuses additively.

## Naming Scheme

The naming scheme for the Energy-To-Shield Converter is `MK ${mark} Energy-To-Shield Converter`.

* `${mark}` is the rarity of the upgrade converted to Roman numerals (e.g. Petty → I, Legendary → VII).

Example: **MK VI Energy-To-Shield Converter**

## References

1. `data\scripts\systems\energytoshieldconverter.lua`
The Family/History

**Spoiler warning!**

It is recommended to read the content below only if you are familiar with the story.

## Outset

The Family storyline picks up after the player receives quests Izzy, a freelancer who is trying to find her place in the shady corporations. After helping her out, she forwards several quests to the player so that they can join one of the circles.

The player's first task with the Family is to smuggle booze to a casino. After the task is completed successfully, John Moretti contacts the player with the prospect of more missions and fruitful cooperation.

## Deceiving the Cavaliers

Moretti judges that the Cavaliers, one of the rival circles interferes most with the Family's interests and operations.

The first task is to shut down a transport by making use of a misguided Cavalier combatant, who is a gambling addict and has been leaving information behind. When he is met, he can either be offered to have his debt settled (about 175-200k credits), or he can be killed. In his accommodation details to a delivery are found, which can be ambushed and dealt with.

Somewhat later, Moretti gets word that the Cavaliers have mobilized their effort in order to stockpile a large amount of weaponry, namely a cargo of bombs this time. For this, he devises a plan to infiltrate Cavalier ranks and hands the player a Cavalier camouflage subsystem to install, with which he will identify as one of the enemy. Using this, the player visits a trading post, and picks up the bombs, effectively depriving the rival group. Moretti wants that the player returns the bombs to the Cavaliers after he has rigged them, so as to not raise suspicion.

With the bombs, Moretti's second action comes into effect: he commands the player to attack another Cavalier transport. This time, the Cavaliers have brought some reinforcements, easily outnumbering the Family forces. Moretti warps in however, and he commences with a secret diversion: the bombs that got installed on Cavalier ships trigger, blowing up several of their ships. With the escort weakened, the transport is confronted and the Cavaliers are deprived of yet again another transport.

## Toppling the rivals

Despite the Family's best efforts, the Cavaliers prove successful with their efforts and they decide to launch a crusade across all the galaxy. If they could accomplish their goals, the Cavaliers would bring order to all factions by force. It becomes Moretti's main goal to stop not only them, but the Commune as well, so that the Family can reign with overwhelming odds.

Therefore, he intensifies scouting activities and decides to ambush a large Cavaliers force in no man's space. The battalion is however led by none another than the Grand Master of the Order, the Cavaliers' second-in-command. The Grand Master puts up more of a fight with his armored vessel, but he is defeated by the player.

The Commune is also to suffer the same fate. Their conglomerate is found in another unpopulated sector, with the Commune Council present. The trio of Executive Secretary is quickly dispatched by orderly eliminating the council members, making the Family victorious for the time being.
Fish Farm

## General Overview

This station produces fish. It is considered a low tech factory. Fish are currently only consumed by Biotops . They are also currently not used in any designated trades, making them one of the most difficult and cheapest final products to sell. They may only occasionally be sold to trading posts and smuggler hideout. Due to this, this station is not recommended as a starting station unless the player has several of the limited randomized locations that would be willing to purchase goods from it.

#### Station Manufacturing Process

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

 Fish

Biotope
 Plankton

Fertilizer Factory

## Production

This factory produces the following resources per cycle:

roduce the following resources per cycle:

### Production Materials

These factories require 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 800 credits per cycle. It requires 94 production / second for optimal production.
Salvaging Laser

You can get Salvaging lasers of different materials, but they can only salvage materials one tier level higher than their own.

### General Overview

A Salvaging Laser can be found by destroying other Ships or by buying one from an equipment station or merchant. Salvaging turrets are found often in combat much more often with enemies that are utilizing salvaging lasers. To use the Salvaging Laser, simply attach it to a ship by pressing the Build Key and placing the turret on your ship. To then activate the toggle of the laser, press the ship menu key, select the salvaging laser and assign it to a number.

### Combat Effectiveness

Salvaging lasers are excellent in early areas as even a primary weapon source. With sufficient damage, they can be used effectively in combat. Salvaging lasers are completely ineffective against shields, causing no damage.

### Salvaging

Salvaging Lasers can only salvage up to materials one tier higher than their own. Salvaging lasers will deal more damage to materials that are lower tier than their own. Efficiency is an important stat, as is damage. In resource rich areas efficiency will not matter as much as how quickly you can gather the material. In the following example you will see more clearly. For sake of simplicity, we will assume 1 Damage/s will gather 1 resource/s for simplicity:

 Laser 2
 Laser 3

While the least efficient, the first laser would get you the most material every second.

### Salvaging Strategy

It is recommended you put your highest efficiency salvaging lasers separate from your lowest efficiency salvaging turrets. Occasionally you will come across blocks that have high resource densities and low health. Provided you are able to identify them, you would want to use specifically your highest efficiency lasers for these. For general salvaging it is recommended to use all lasers.

Some salvaging lasers consume energy. These should also be separated into their own group so they can be cycled properly to prevent your ship's power from running at empty.
Aluminium Mine

## General Overview

Aluminium mines can only be used to gather one specific resource. An aluminium 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 aluminium. Scrap metal does not contain a process to recover this metal. Aluminium is used in a large variety of applications throughout the galaxy.

### Station Manufacturing Process

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

Aluminium

Ammunition Factory, Gun Factory, High Pressure Tube Factory, Laser Head Factory, Servo Factory, Steel Tube Factory, Tools Factory

## Production

This mine produces the following resources per cycle:

Aluminum mines can have their cycle times reduced to 15 seconds by adding 134 production capacity. Any production capacity after that will have no further effect.

## Profitability

This mine's profitability is an average of 2000 credits per cycle.

List of all Goods
Station/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*"

Станции это большие неподвижные судна.

## Характеристика

Станции обычно намного больше, чем другие корабли и имеют гораздо больше HP, что делает их почти неразрушимыми для ранней игры. Более крупные станции также имеют большие товарные лимиты.

Станции, производящие товары, чаще называют фабриками.

Как корабли, станции принадлежат фракциям.

Игроки могут взаимодействовать со станциями, нажав кнопку F. В зависимости от станции появится меню, в котором игроки смогут продавать ресурсы, покупать корабли и т. д. Появляющиеся окна могут отличаться в зависимости от отношения к фракции, управляющей станцией. Большинство станций предлагают доску экипажа, где игроки могут нанять новых членов экипажа.

Если отношения слишком плохи, то при попытке использовать меню станции он сообщит вам, что он не в состоянии делать бизнес с вами, пока отношенияне улучшатся.

Игроки могут нанимать членов экипажа с любой станции, при условии, что они находятся в хороших отношениях с фракцией являющейся владельцем этой станции.

## Типы станций

Типы станций определяются сценариями, используемыми станциями.

Официальные типы станций на момент написания статьи:

* Биотоп
* Пивоваренный завод
* Казино
* Сборщик
* Станция оборудования
* Фабрика
* Ферма
* Жилой комплекс
* Военный аванпост
* Шахта
* Ремонтный док
* Исследовательская станция
* Хранилище ресурсов
* Свалка
* Верфь
* Укрытие контрабандистов
* Торговая станция
* Солнечная электростанция

## Скриптинг

Станции могут иметь назначенные скрипты. Они определяют интерфейс станции, когда игрок взаимодействует с ними, а также общее поведение станции.

Скрипты могут запускать задания станции, к которым также прикреплен скрипт.

## Работа

Скриптовые задания станции используются для представления текущей работы станции. Они имеют определенную продолжительность и вызываются сценарием станции родительской станции.

Ход выполнения заданий отображается в целевом индикаторе станции в виде маленького светло-синего индикатора выполнения.

## Станции игрока

Вы создаете свои собственные заводы, используя корабль, сделанный на верфи.

При заказе нового корабля вы должны выбрать опцию "Создает станции", после создания вы можете получить доступ к нему с помощью меню взаимодействия, и у вас будет возможность создать новую фабрику. Корабль израсходуется в процессе.

Фабрики делятся на четыре категории, начиная от базового уровня 1 производства до высокого уровня 4 производственных цепочек.

Примечание: станции не могут быть основанными, если они находятся ближе, чем 4.25 км от другой станции.

"Они будут производить товары, которые вы можете взять бесплатно. Они также будут привлекать NPC-торговцев, которые будут покупать или продавать товары на вашей станции." - *Koonschi*
Titanium

## General

Titanium is the second material in the tier of the game. It is one of the lightest at 30t for a 1m3 cube and the second most fragile material in Avorion at 6hp for a cube of the same size.

Titanium can be feasible in an offensive standpoint with a ship built well enough due to this material being the first tier to have energy generator blocks. However, titanium ships aren't as feasible as most other materials due to the lack of shield generator blocks.

Titanium asteroids are mostly looks like a lot of rectangle rock with white vein on it, rarely, you could find the cube variant inside the rock asteroid

## Acquisition

Titanium can be found anywhere in the map, however they are very rare in the far reaches of the galaxy. The easiest way to get titanium is finding it around a radial distance of 380, and mining or salvaging like the other materials.

The player can also buy Titanium anywhere in the galaxy as a resource from Resource Depots.

## Usage

Titanium can be used in ships like any other material, wherein it's consumed when you build Titanium-based blocks on your ship, or when you repair the damaged Titanium blocks on a ship.

Titanium could also be used as an early-game energy generation system, where they use the initial Titanium for generator blocks.

If the player does not wish to build with it, it can also be sold to resource vendors for credits.
Battery Booster

The Battery Booster is an installable Subsystem.

## Statistics

Battery Boosters increase a craft's total Energy Capacity and/or Recharge Rate, depending on rarity.

Permanently installing a Battery Booster increases its Energy Capacity and Recharge Rate effects by 50%.

Multiple Battery Boosters can be installed at once, increasing the bonuses additively.

## Naming Scheme

The naming scheme for the Battery Booster is `${serial} ${name} R-${rarity}`.

* `${serial}` is a semi-random string.
* `${name}` is:
	+ "Battery Booster" if there is no Recharge Rate bonus.
	+ "Fast-Charge Battery Upgrade" if there is a Recharge rate bonus.
	+ "Fast-Charge Battery Booster" if there is also an Energy Capacity bonus.
* `${rarity}` is the rarity of the upgrade converted to roman numerals (e.g. Petty → I, Legendary → VII).

Example: **W477-T Fast-Charge Battery Upgrade R-III**

## References

1. `data\scripts\systems\batterybooster.lua`
Fusion Generator Factory

## General Overview

This factory produces fusion generators, which are significantly larger and more advanced than fusion cores.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:

Fusion Generator

Accelerator Factory

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

It needs 18500 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 26,637 credits per cycle, and its return-on-investment per cycle is an average of 0.000495 credits.

This station's profit per cycle is third-highest among all factories in the base game (as of 1.3.6) and its ROI per cycle is the fourth-highest in the base game. After applying local cost multipliers, a Fusion Generator Factory has a greater return on investment even in its worst performance (-30% local cost multiplier) than an Accelerator Factory in its best performance (+30% local cost multiplier). Combined with the small volume and high price of its output goods, a Fusion Generator Factory is an attractive option as a "set-it-and-forget-it" factory which can generate lots of passive income if the station is set to purchase and sell automatically without the player's involvement. Alternatively, by investing additional production capacity via Assembly Blocks and committing ships to supply the factory and carry its output to buyers, the Fusion Generator Factory can be scaled to provide even more income, at up to 639,288 credits per minute (for a fully-upgraded factory with enough production to reach the 15 second cycle minimum, and no wasted time due to missing input goods or an excess of output products).

List of all Goods
Metal Plate Factory

# General Overview

This advanced factory produces Metal Plates which are consumed by Body Armor Factory, Drone Factory, Teleporter Factory, Vehicle Factory, Warhead Factory, Shipyards and Repair Docks

## Production

This factory produces the following resources per cycle:

## Production Materials

This factory requires the following resources to complete a cycle:

 Silver

## Profitability

This station's profitability is an average of 603 credits per cycle.
Object Detector

The Object Detector is an installable Subsystem.

## Statistics

Object Detectors detect valuable objects in the sector when activated.

When permanently installed, valuable objects will also be highlighted in a certain range for 30 seconds after activation.

Only one Object Detector can be installed per craft.

## References

1. `data\scripts\systems\valuablesdetector.lua`