recursal/Fanatic-Fandom huggingface dataset:
Ammunition Processor

Health
 Armour Class
 Structural
 Relative Buoyancy
 Material Cost | 3

In previous versions of the game **Ammunition Processors** produced ammo quickly, and didn't explode. Currently it is available for decoration only. All information below is for older versions of the game.

They consume material, which is usually in short supply at the start of the campaign. Also, they cannot store ammo, so you will still need a small number of ammo barrels.

Alternately, ammo barrels produce ammo more slowly, but they don't consume resources to do it. Unfortunately, they explode if damaged too much.

Ammo processors produce 20 ammo every 2 seconds at the cost of 2 material and a constant power usage of 20 throughout the process.

## Control via Automated Control Blocks

It can be helpful to set up Automated Control Blocks (ACBs) on a ship with Ammunition Processors in order to decrease unnecessary material and power consumption when they are not needed. For example, when combat ends and the ship is refilling its ammo storage, Ammunition Processors are no longer necessary because the ship's Ammo Barrels can passively regenerate ammo for free, albeit slower.

This is done by placing two ACBs anywhere on the vehicle with following setup:

Please help improve this if you can. The Discussion page may contain suggestions.Reason: "*ACBs have changed a bit, and the exact setup (mostly input, I think) has changed, allthough the general idea still applies*"

**This article may need updating to the game's current version. Use information provided here with care.**
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: "*ACBs have changed a bit, and the exact setup (mostly input, I think) has changed, allthough the general idea still applies*"

### "Turn on" ACB:

* **Input:** Activate when ammo fraction **<** [input]
* **Affected:** ammo processors
* **Affect:** turn **on**
* **Control panel input:** the percentage of ammo at wich you want the Ammo Processors to turn **on** (like 30)

### "Turn off" ACB:

* **Input:** Activate when ammo fraction **>** [input]
* **Affected:** ammo processors
* **Affect:** turn **off**
* **Control panel input:** the percentage of ammo at wich you want the Ammo Processors to turn **off** (like 60)

You can also use enemy range as an alternative control panel input.
Laser Pump

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 60

**Laser Pumps** pump energy into a *Laser System*, allowing it to function.

## Application

**Laser Pumps** are used to convert engine power into laser energy when attached to Cavities. The more pumps there are attached to a cavity, the more energy can be converted. There exists a bigger version of the Laser Pump, the *Laser Pump (3m)*.

## Requirement and Output

Laser Pumps require power to run.

- Power Use: 30
- Laser Energy/s created: 24
Applique Panel

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 2

**Applique Panels** are a non-structural block.

-Is not damaged by HEAT penetration

-Has a built in air gap inside it that will trigger HEAT fragmentation and HESH spall release

-Is treated as armour for HESH simulation, Increasing the armour piercing value of the spalling produced from it.

Drag reduced to: 0.5 front and back, 0.5 right and left

## Usage

Applique panels are surprisingly durable and lightweight, but cannot be used in place of alloy or metal, as applique panels are non-structural blocks, and thus cannot take advantage of Armour Layering. Instead, it should be placed on the outside of armour to defeat HEAT, filling a similar niche as ERA. It also provides high survivability for its cost and weight, though worse than layered metal or alloy.
Material

**Materials** are the only resource needed for construction since the Version 1.95871 update. Other resources such as Fuel and Ammo can be considered sub categories of the ship's material supply. If a ship runs out of Materials, both Fuel and Ammo will be instantly depleted as well.

Materials are stored in either dedicated non volatile storage containers, or volatile fuel/ammo containers that also allow conversion of materials to those sub resources.

Dedicated Material storage:

There is 16 variants of Material storage containers. Of those 16 containers there is 3 groups; the Cargo container, the two Coal piles, and everything else that can be lumped together as decorative storage (as the only difference between the blocks is aesthetic).

The Cargo container is generally the best choice for bulk storage of materials on a ship. It has the best storage to volume ratio of any of the storage methods. The Cargo container costs ~2.13 materials per cubic meter to build, while storing 1k materials per cubic meter, and having slightly higher armor than it's counterparts (7 instead of 5). The only drawback to the Cargo container is that it is large and can be difficult to fit on small and medium sized craft. It takes up 3x3x6 meters.

The next group, Coal piles, are largely similar to the decorative storage containers, but trade some storage capacity for extra health. The Coal piles cost 2 materials per cubic meter to build, while storing only 437.5 materials per cubic meter, and having 250 health per cubic meter.

The final group Decorative storage, is the most varied in appearance and shapes but all share the same stats per cubic meter. The blocks of this group cost 2 materials per cubic meter to build, while storing 500 materials per cubic meter, and having 150 health per cubic meter. This group is best used on small craft or when form factor is a concern or for decorative purposes.

See also: Resources
Claymore

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Armour

## Performance

More heavily armoured than Onyx Watch sail-ships of comparable size, but also slower. Unlike most OW easy designs, she has an AA-cannon, making her far less vulnerable to fliers.

If fighting her, speed is your friend – it will allow you to choose a range, and help avoid the slow-flying CRAM-shells she will send your way. The AA-cannon uses airburst frag, making glass-cannons a relatively poor choice when fighting the Claymore – However, the AA-gun itself is very vulnerable, and can be shot off easily.

## Gallery

* The loading screen featuring the Claymore.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=7821
Sensor Scrambler ECM

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 100

The **Sensor Scrambler ECM** uses engine-power to increase the errors of enemy sensors within 5km.

## Effect

A single Sensor Scrambler block may consume from 100 to 10000 engine-power to run.

* strength at distance = 2000 \* CurrentPower / (2000 + distance) (i.e. 80/67/50/29% of the used power remains at 500/1000/2000/5000m range.)

The strength of several scramblers stacks, though the inaccuracy-increase has diminishing returns with strength:

Enemy detector affected in the area will have an accuracy penalty of:

Please help improve this if you can. The Discussion page may contain suggestions.Reason: "*Examples no longer up-to-date, still using 1-0.9 for sensor accuracy*"

**This article may need updating to the game's current version. Use information provided here with care.**
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: "*Examples no longer up-to-date, still using 1-0.9 for sensor accuracy*"

* Sensor accuracy = 1 - 0.75 \*[ MIN(strength, 20000) / 20000) ]^0.25f (i.e. 76% for 100 power, 57% for 1000, 24% for 10000.)

E.g. to get 100 strength or 76% accuracy at 500m you need 125 power (due to falloff with range). Adding a second sensor scrambler at 2km range, you need 1,800 power on the second scrambler to increase the total strength to 1000, and the accuracy to 57%.

Contrary to its description, it uses only engine-power, but does not use the AI's processing.

## Other Usage

### Engine power drain

The variable power consumption is an quick and easy way to increase power demand when stress testing engines on an engine raft.

## History

* <Change><Sensor scrambler ECM>: Sensor scrambler uses power and reduces bearing/range accuracy of enemy sensors.
* <Change><Sensor scrambler ECM>: Sensor scrambler strength falls off with distance: 80/67/50/29% at 500/1000/2000/5000m.
* <Change><Sensor scrambler ECM>: Sensor scramblers stack, their effective strength is summed to determine the accuracy reduction.
* <Change><Sensor scrambler ECM>: Sensor accuracy multiplied by: 10 + (MIN(SCRAMBLERS\_POWER\_SUM, 20000) / 20000) ^ 0.25. 76% for 100 power, 57% for 1000, 24% for 10000.
 v2.2.27 | * [Add] <Missile signal jammer>: Currently uses 100-10000 power, that translates to 0.1-1 jamming strength in a ~300-1000m radius. Strength decreases further from the jammer
* [Add] <Missile signal jammer>: Each 0.1 strength adds ~1.5m inaccuracy to enemy remote guided missiles(only the strongest counts)
* [Add] <Missile signal jammer>: New AI block: signal jammer, attaches to mainframes/connectors
* [Add] <Missile signal jammer>: This means small fighters can get away with 100-200 power and have a decent defense against remotes(or a carrier can cover them from up to 1Km out)
* [Add] <Missile signal jammer>: Uses power and interferes with enemy electronics(read: remote guidance missiles)
Constellation

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Armour

## Performance

As a sailing ship, the speed depends heavily on the wind. It ranges from 4m/s (no wind) to about 14m/s. Each broadside consists of 106 32 Pdr Swivel Guns, and 3 16 Pdr Cannons. Frontal armament is a single 32 Pdr Swivel Gun, while two 32 pdr Swivel Guns and two 16 Pdr Cannons protect the rear. Armour is mostly wooden, with metal reinforcements.

If fighting her, consider using fliers (due to complete lack of anti-air weapons), and torpedoes (as many parts below the waterline are protected only by wood). If using ships, metal armour is recommended, as her simple weapons have little AP and will do little damage.

## Trivia

She was initially intended to be called "Bec De Corbin" (after a French name for a pole-arm war-hammer – "Raven's Beak"). However, majyst decided it did not fit Onyx Watch's naming conventions. The creator (forum-name Sumyunguy) proposed several other names, *Constellation* among them.

The original design-request for a "Mighty Man O' War" was the same that led to the Greenfield. Both designs were accepted.

## Links

Forum-entry: Does not appear to have one yet.

Original request that lead to it: https://forum.fromthedepthsgame.com/showthread.php?tid=30089
Loggerhead

Faction
 Corporation
 Difficulty
 Type
 Spawn Chance

 Armour
 Number of AIs
 Material Cost
 Other notes

Impressed by the young engineer, Lord Sven Kno took the boy under his wing, and brought forth all the resources and manpower needed to build a prototype

Rumours says Captain Aliquis now lies in wait under the surface at the borders of DWG's territory, ready to pounce on Onyx Watch merchant ships, at the helm of his own Loggerhead."

The Loggerhead is a Deepwater Guard submarine.
LAMs Node

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 200

LAM stands for laser anti munition. Note that it is possible to build a "laser CIWS" using a weaponised laser placed on a turret and controlled by an Anti Missile Cannon Controller. While that can reduce damage lost with range, it only works against missiles.
(CARD) Naval AI

Health
 Armour Class
 Structural
 Relative Buoyancy
 Material Cost | ?

Allows for AI-control.

* Broadside minimum distance - range below which it will turn vessel away from target. Above this range up to Enter range is the active broadsiding range.
* Enter broadside below this distance - range below which it actively turn the vessel to nominal broadside angle relative straight at target.
* Leave broadside above this distance - range beyond which it will turn vessel back toward target.
* Nominal broadside angle - 0 degrees is straight at the target, 90 degrees circles the target. Less approaches, more retreats.
* Idle Approach Distance - prevent AI from clustering friendly ships together resulting in collisions.
* Turning Circle - minimum radius ship can turn. Underestimating can produce bizarre AI behaviour as it plots paths the ship cannot follow.
* Depth Requirement - helps avoid shallows where ship may get stuck
* Disable Reverse - sometimes AI gets silly. Happens more if vessel cannot turn well. This may help.
Injector

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 20

The Injector is a part used in the Otto-engine. They're a more expensive alternative to the Carburettor.

## Summary

Like The Carburettor, the injector increases the fuel efficiency of nearby cylinders, and slightly increases their power. The difference between the two is that where the carburettor achieves this by constantly mixing fuel into the cylinder's air intake, the injector projects short quirts of atomized fuel directly into the cylinder through a high-pressure nozzle, resulting in significant fuel savings.

On the other-hand, Injectors can't connect to turbo- or superchargers,

Because of tighter design tolerances, this part is more expensive than the carburettor, but the extra efficiency just might be worth it if you're not expecting the engine to be damaged very often.
Lead

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 3

**Lead** is one of the several natural blocks which you can utilise for your construction projects.

## Usage

Lead blocks have no restrictions set upon them. You can place them more or less anywhere you want.

It is very heavy (Heavy Armour being just as heavy as lead) and cheap, making it decent ballast should you ever need some.
LUA Transceiver

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 2,000

## Summary

As the name suggests, the Lua Tranciever recieves target data from Lua Tranciever modules on missiles, allowing a Lua box to recieve target data from the missile's homing seeker head, and send instructions back to the missile from a missile guidance program running in a Lua Box.

## Trivia

Should technically be called "Lua Transceiver", as Lua is a name, and not a shorthand. See https://en.wikipedia.org/wiki/Lua\_(programming\_language)
Bayleaf

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Armour
 Speed with wind up to

## Performance

As a sailing ship, the speed depends heavily on the wind. It ranges from 8.6m/s (no wind) to just above 12m/s. Each broadside consists of 11 CRAM Cannons, able to elevate up to 45°. Most of the armour is made of wood, but she also has a belt of metal along most of her length.

If fighting her, consider using fliers (due to complete lack of anti-air weapons). Speed will help avoiding the CRAM shells she shoots.

## Links

Forum-entry: https://forum.fromthedepthsgame.com/showthread.php?tid=581
Long Range Missile Silo

Faction
 Difficulty
 Type
 Spawn Chance
 Top Speed in m/s

## Summary

The **LRMS** is a land structure/turret that fires 4 large missiles at ships. These missiles are either He Thumper Head-Remote Guidance or Radar Seeker-HE. The missiles themselves are not hard to shoot down for larger ships.

## Combat

The LRMS is fairly dangerous, with it's missiles being able to cause quite large holes in ships. However, these missiles are rather slow, and ships with proper CIWS should not have a problem shooting them down. It is quite vulnerable to EMP damage.
From the Depths Wiki

Welcome to the official

Wiki!

The official wiki guide for From the Depths, written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.
We are currently maintaining 1,374 pages (473 articles).

About From the Depths

*From the Depths* is a physics-driven warfare game from Brilliant Skies where players design and build their own vehicles block by block.

"Build devastating war machines to dominate the land sea and skies using our intuitive voxel based building system. Fully customise every weapon from a huge selection of components. Bring your creations to life with the simple and flexible AI tools. Battle with your friends online in our online co-op mode or conquer the world in the strategic single player campaign and story modes. From the Depths lets you do it all."

 [Read more]

News

Twitter

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Game information

**Early Access available now:** Steam  •  Gamesrocket

**Current version:** Version 2.7.1 (2020/06/10) | Patch notes

**Content:**

* Components
* Combat
* Main Tree for Wiki Pages
* Resources

Featured images

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Featured video

Wiki Community

We are currently maintaining 1,374 pages (473 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to From the Depths Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

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Main page sections: header · left · right · footer. Changes for the main page can be proposed here.
Grendal

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Armour

## Performance

A castleship broadsider with a single turret at the bow. She has an AA-cannon, providing limited protection against planes.

Her armour varies from 1m metal on the side of the Fuel Engine below the turret, to 2m metal, spacing, and another metre of metal around the ammo. The deck is mostly wooden, and easily pierced The keel is poorly protected as well, consisting of just 1m metal. The broadsiding CRAM Cannons use unfused APHE, the turret unfused HE. The AA-cannon will only fire at targets above 30m altitude, making it possible to swarm the Catapult with several smaller ships, which her CRAM Cannons will have trouble hitting.

## Links

Forum-entry: Does not appear to have one.
Flying Squirrel

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Performance

Known for its "wobbly" flight-path, it is not the easiest target for AA-weapons. However, it is also very fragile, and will often be destroyed in just a single hit.

## Combat

Despite it's laughable design and being made out of wood, Flying Squirrels are deadly, and are able to evade most shots launched at them due to their "wobbliness".

Lasers and PACs can be used to reliably destroy them due to them being hitscan weapons.
Lua

This is an index of all classes available within the LUA Box.

Up-to-date with internal build of v1.945.

Please help improve this if you can. The Discussion page may contain suggestions.

**This article may need updating to the game's current version. Use information provided here with care.**
Please help improve this if you can. The Discussion page may contain suggestions.
Inter Vehicle Transmitter

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 60

Allows the AI to transmit detections to other vehicles.

Only the sending vehicle needs this. The receiving AI will use the more accurate position.

## Trivia

In-game name was "intra-vehicle transmitter" previously, which is incorrect – it would refer to a transmitter within a vehicle, not between separate ones.
Light-Weight Alloy

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 5

**Light-Weight Alloy** is one of the several natural blocks which you can utilize for your construction projects.

## Usage

Light Weight Alloy blocks are one of the basic block types in *From The Depths*. Alloy is half the weight of wood, it is commonly used for increasing floatation ability for larger ships, and as armour for vehicles that are not buoyant enough to use metal. It is often also used on superstructures, to avoid creating a high centre of mass (which would reduce stability).

## Use in the Campaign

The Onyx Watch use alloy to make their castle ships float. The White Flayers use it as an in-hull floatation supplement, but only sparingly. The Twin Guard, Lightning Hoods, and Scarlet Dawn use mostly alloy in all of their vehicles. The Steel Striders use alloy sparingly, instead defaulting to plain metal and wood in certain cases. The Gray Talons use alloy sparingly as well, instead using massive turbines and wings to stay in the air.
Hologram Projector

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 5

The **Hologram Projector** is used to display images. It can use images from the internet, or from your computer's files. Remember to add the image-type at the end (.jpg, .png, etc.) If using images stored on your PC, put `file:` in front of the path.
Decorations

*This article is a stub. You can help From the Depths Wiki by expanding it.*

* Type A railings
* Stairs
* Plates
* Truss blocks
* Ladder
* Crystal growth farm
* Acoustic sensor
* Portholes
* Chains
* Doors and hatches
* Anchors
* Hologram projector
* Scrap smelter
* Railing
* Spot light fitting
* Poster holder
* Standard door
* Sign Post
* Light fitting
* Deck Port
* Display
* Widget
* Smoke generator
* Neon light
* Video screen
* Machinery
* Build guide spawner
* Help page reader
* Text screen
* Crate
* Mannequin
* Sound block
* Mimic
Lua/MissilePartInfo

* **This part of the API is unstable and subject to change. Use with caution.** (Since 21:39, 29 March 2016 (UTC))
* *Added in version 1.945.*

## About Registers

Missile Components currently have 2 available settings registers, internally stored as a point (x,y). This binding exposes this set of registers as a single-dimensional, two-element table with the following mapping scheme:

 y

Most of the time, you can figure out which register maps to which setting on the GUI by counting from the top of the menu downwards.

This is a rather awkward arrangement, and will be changed in a future release of the game. -- N3X15 (talk) 22:19, 29 March 2016 (UTC)

## Properties

### Name

String Name *(readonly)*
Name of the part
### Registers

Single[] Registers *(readonly)*
**This part of the API is unstable and subject to change. Use with caution.** (Since 22:19, 29 March 2016 (UTC))
(DEPRECATED) Read-only list of the part's settings registers. 1 is the first register, corresponds with top settings section. There are always 2 registers.
## Functions

### SendRegister

Void SendRegister(Int32 index, Single value)
**This part of the API is unstable and subject to change. Use with caution.** (Since 22:19, 29 March 2016 (UTC))
(DEPRECATED) Send an update to the corresponding register.
Light Block

Health
 Armour Class
 Structural
 Relative Buoyancy
 Material Cost | 20

A **Light block** is a structural component.

## Game description

*The light block is completely ethereal--but allows connections. It can be useful for creating complicated mechanical assemblies such as counter rotating helicopter blades. It cannot be hit by projectile weapons but is weak to nearby explosions. It releases a lot of energy when destroyed.*

## Statistics

* Block has a relative buoyancy of -1
* Cannot be collided with
* Zero drag
From the Depths Wiki/Section 1

About From the Depths

*From the Depths* is a physics-driven warfare game from Brilliant Skies where players design and build their own vehicles block by block.

"Build devastating war machines to dominate the land sea and skies using our intuitive voxel based building system. Fully customise every weapon from a huge selection of components. Bring your creations to life with the simple and flexible AI tools. Battle with your friends online in our online co-op mode or conquer the world in the strategic single player campaign and story modes. From the Depths lets you do it all."

 [Read more]

News

Twitter

Tweets by @FTD\_Gamewindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
Tactical Nuke

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 2500

A **Tactical Nuke** produces a very large explosion when detonated.

## Stats

* Automated Control Block 'Weapon Systems/Fire' will set this off
* Destruction of this block will set if off
* Although fitted with tailfins, it will not point its nose in the direction of travel. This technically doesn't matter as any impact with another construct will cause this block to be destroyed (see the point above), but in practice an aerial bomb will fall faster (and, generally, more accurately) when dropped nose-down.
* Vehicle warranty and insurance invalidated by placement of this thermonuclear device.

-Explosion damage: 500,000

-Explosion radius: 51.2

IT MAKE BIG BOOM and nothing else
Type L Casemated Gun

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 2,500

The **130mm Casemate** is a large simple weapon. Fires custom shells – Caliber is 130mm, max shell-length 1.3m (i.e. 10 modules).

-Using customized shells

-Max shell length: 1.3

-Caliber: 130

-Barrel Length: 5

-Reload time [s]: 4.5

-No magazine

-Max Elevation: 30

-Min Elevation: -20

-Max Traverse: 360
Sea Viper

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

 Material Cost

## Performance

As a really tiny vehicle armed with only a few Simple Weapons, the Sea Viper is a craft that shouldn't be particularly hard to destroy since it deals little damage to armoured targets, and is quite vulnerable to any sort of enemy fire due to being relatively slow for such a small craft.
Spiral

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Summary

The Spiral is a small jet with a light payload of air-to-ground missiles, cheap and simple it is mass produced by Aerodyne quickly allowing replacement parts or planes to reach the front lines. Being effective enough in its ground attack role as well as its suitability for training new recruits means that Air Command are actively upgrading the base models over several years rather than replacing it once it becomes obsolete. Lacking more advanced flight characteristics, its top speed is limited to 192mhp, which slow compared to most other Aerodyne jets. This is exactly what makes it a perfect trainer. The trainer variant of the craft is unarmed with a dual cockpit and extra training features such as stabilizing canards.

## Other Notes

The over all design was based on the SU-25 Frogfoot.

Built by mech\_romancer & Karbengo.
60mm Auto Cannon

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 100

The **60mm Auto Cannon** is a low-damage simple weapon that will fit nearly anywhere. Contrary to the description, it can now fire bursts of less than 9 rounds (though it has a 9-round magazine), and can aim 2° in any direction – though mounting it on a turret is still recommended.

-Uses simple shells

-Kinetic damage: 500

-Armour piercing: 2

-Shot velocity [m/s]: 500

-Material use: 0.3

-Eff. Range [m]: 2500

-Dispersion [deg]: 0.25

-Reload time [s]: 0.2

-Magazine Capacity: 9

-Magazine Reload time [s]: 2

-Max Elevation: 2

-Min Elevation: -2

-Max Traverse: 2
Novgorod

Faction
 Type
 Volume in m³
 Spawn Chance

## Summary

The Novgorod is an experimental design produced by Rapromium Heavy Industries as a test of the usefulness of zeppelins. It is widely feared by any surface ship, with or without Anti-Air Methods, due to its durability.

It is accompanied by two 'Oblaka' drones.

## Trivia

* The Main Zeppelin is accompanied by two smaller ones.
* Although classified as airships, the Novgorod and its companions derive most of their lift from a large number of ducted helicopter rotors built into the "rim" around the central "balloon", and eat resources like cookies as a result.
Adventure Mode

```
== Warp Gates ==

```

There is a 3% chance of spawning a warp gate per 100 metres travelled.

* Blue "alone" gates (base 5%) lead to a plane with no enemy or resource spawns, at the cost of a difficulty increase of 1.3. Only red gates lead out of the plane.

### Weather

The further east a gate is, the worse the weather of the plane on the other side, and the more green and blue gates there will be (up to x1.25 at 5000 m east of the starting point). The converse is true the further west a gate is.

## Resource Zones

There is a 1% chance of spawning a resource zone per 100 metres traveled.

## Enemy Spawns

### Spawn Frequency

There are two checks for enemy spawns:

* There is a 5% chance to spawn an enemy for every 500 metres traveled (including moving vertically or in circles).
* A counter starts ticking up after 5 minutes in the warp plane. The longer the player spends in the warp plane and the less they have moved in the last hour in the warp plane, the faster the counter ticks. Enemies will spawn periodically on the counter.

Therefore:

* To minimize spawn frequency, travel forwards until a warp gate appears, then go through that warp gate and repeat.
* To maximize spawn frequency, avoid going through warp gates, and run around in circles as fast and as tightly as possible, or use adventure bell/s.
Pajandrum

[A pic will be put here]

difficulty: medium

- Deadly at close range

- Somewhat tough

-Horribly slow

-Poor emp protection

### General overview

The pajandrum is an imposing ship that can be recognized instantly due to its huge paddles, which double as rams, against structures and fortresses, the pajandrum is a beast, having no problem decimating them with its crams and paddle rams, though it’s helpless against just about anything else, it turns slow, it’s very slow all together (and it’s even possible to double the speed simply by speeding up the spin blocks), and it’s only powerful weapons are the frontal CRAMS, which can only hurt frontsiding airships and ships. Generally all you have to do is make some sort of light bomber plane and watch the thing get blown up easy, and if you really want to save, make an rtg airplane that won’t use any materials and give it a laser, and have a cheesy plane that doesn’t have an operational cost.
Type19

Faction
 Type
 Volume in m³
 Spawn Chance
 Top Speed in m/s

## Summary

Type 19 is an experimental ship, designed to test a variety of technology in the field, railguns, laser guided missiles, CIWS, drones, hydrofoils, trimaran hull, azipod, basically everything on this ship is Raporium's attempt at updating "classic" surface ships, in contrast to the radical thinkers at Selachii. Hopes were high from those members of the Admiralty that opposed Selachii's ideas for a modern navy, the Type 19 needed to pass any tests thrown at it as all previous types before had failed to meet sufficient benchmarks to be put into production. Skimming past most tests the Type 19 almost floundered when it was discovered that if its hydrofoils became fouled then it could quickly become swamped in rough seas. Despite this troubling flaw it was pushed through by the dissenting admiralty as they covered up the issue and instead hailing its other impressive abilities. One Technician was even dismissed for talking about the Sea trials to a reporter which raised some eyebrows, however the looming threat of the Scarlet dawn quickly drew attention away from the project.

## Other Notes

This ship carries 3 Dromae drones slaved to the ships targeting systems, an experimental weapon system based on Twin Guard Technology. Each drone carries 16 Small Missiles.
Missile Controller

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 50

A **Missile Controller** is required to launch any missiles, torpedoes or mines.

## Application

A single missile control block can control any number of Missile Launchers at the same time. They must be next to the controller, or connected via a connector.

If AI control is desired, then a Local Weapon Controller should be placed next to the missile controller block.

## Requirements

Controller should be placed next to the Missile Launch Pad, or Missile 6 Way Connector if extension is needed.

## Settings

If you face the missile controller and hit the action key (Q) then you will have access to the settings. You may then edit the firing angle either through the simple slider or complex settings and may also choose the firing group (1, 2, 3, 4, 5, or all). You, as with most menus, have the ability to halt the camera's rotation with the E key while editing. Note that the required accuracy setting does not affect hull-mounted missiles – you can, however, limit firing arcs to achieve the desired effect. There is an option to set the firing mode to continuous, salvo, or full salvo.

## Controls

Left CTRL or MMB - Fires the weapon, when character is in a range of the weapon, or a Fire Control Computer.

## Limitations

Can be placed only with its side and back faced to the Missile Launch Pad, or Missile 6 Way Connector. Different placement will not result in a connection.

Can only control 176 missile launchers at a time.
Remote Vehicle Controller

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 40

*This article is a stub. You can help From the Depths Wiki by expanding it.*

A **Remote Vehicle Controller** works with a Control Terminal to control the vehicle is in placed on remotely.

## Stats

* EMP susceptibility 60%.
* EMP reduction: 10/m.
One Axis Turret (5m)

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 1750

A **One Axis Turret (5m)** is a useful place to put many large weapon-types. It can turn through the azimuth, but not elevation. It is significantly tougher than the 1m One Axis Turret, and turns heavy turrets faster (light turrets at the same speed). The rotational speed is calculated as the MIN(20000/SQRT(Mass of sub object), 400) in degrees per second regardless of where the mass is located.
Wing

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 5

A **Wing** provides uplift force in respect to the vehicle's speed.

-EMP damage reduction: 100/m

## Application

Wings are mostly desired for aircraft.

But because they work both in the air and underwater, wings are not limited to air-based units. While underwater, wings provide 5 times the force. The number of wings required to cancel gravity is 3.93m/v where v is velocity, and m is mass.

## Requirement

The speed of the block is used to calculate lift. Upwards or downwards is relative to the block's orientation.

## Output

-Lift force per speed: 0.8

-Wings can create lift force in it's upward or downwards direction.

-Lift factor can be adjusted in [-1,1] range. (via the block menu)

If put on a spin block can be used to create propellers. CAUTION: wing propellers take more CPU power to calculate force than other methods of propulsion. There is also no upper speed limit as it is raw lift calculations. Taken to extremes can cause the game or your computer to lag.
Stone

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 2

**Stone** is one of the several natural blocks which you can utilise for your construction projects.

## Usage

The stone block is a cheaper alternative to metal blocks. As they both weigh the same, the advantage of using stone blocks is a lower cost (3 materials vs 5) and it is immune to EMP. Therefore it is most commonly used as EMP protection for blocks such as AI, being a cheap alternative to Surge Protectors and Heavy Armour.
Version 1.969

**Version chronology**

**External links**

Sneaking in a small patch before the next step of Unity 5.6 and FTD 2.0

[Bug fix] Multiplayer campaign time being reset on loading save fixed
[Bug fix] Game paused on instance load after crash bug fixed
[Bug fix] Missiles being offset occasionally on fast craft when using 'apply to all' bug fixed
[Improvement] Wireless transmitter now controllable via ACB
[Improvement] New models for turrets, rubber, Rams and simple weapons
[Improvement] New simple laser fire sound (should help everyones eardrums)
[Change] Simple weapons substantially improved. Stats for them will require testing and feedback

The Unity 5.6 upgrade is on the way!

Expect a bit of a performance boost initially, followed by the potential for more performance enhancements as well as better graphics with all sorts of gubbins in the future as we extract the precious potential of Unity 5.6.

Whether FTD 2.0 or the Unity 5.6 upgrade hits first is still a race at this stage.

If your having issues, remove any mods installed until the mod compatibly is back up.

Generic simple weapon changes:

* Health, armour and weight normalised to the equivalent of a metal block per space
* Some minor cost changes

Cannons (small/large):

* Recoil- 2000/4000 from 2/2000
* Azimuth movement- 45/40 from 45/30 degrees
* Reload time- 4/8 from 4/4 seconds
* Velocity- 120/150 from 50/60 m/s
* Damage 9000/15000 from 250/600
* Armour Pierce- 1/2 from 3/4 AP
* Accuracy 2/1.7 from 4/4 degrees

Autocannons:

* Velocity- 250 from 100 m/s
* Damage 500 from 75
* Armour Pierce- 3 from 2 AP
* Duration of 9 round burst- 1.125 from 0.225 seconds

Laser:

* Range- 500 from 100 m
* Armour Pierce- 10 from 1 AP
* Ramp up time before fire- 2 from 4 seconds
* Damage per second during burst- 1600 from 400
* Burst duration- 5 from 11 seconds
* Reload time between bursts- 3 from 5 seconds
Shard Cannon

Purpose built to fire glowy rocks found on Erwick. Slow firing but accurate.

Health: 1500
Armour:20
Weight: 100
Material cost: 1000
Relative buoyancy: +126.9

-Using simple shells

-Kinetic damage: 1000

-Armour piercing: 30

-Shot velocity [m/s]: 750

-Material use: 6

-Effective Range: 3000

-Dispersion [deg]: 0

-Reload time [s]:2

-Magazine Capacity: 3

-Magazine Reload time [s]: 10

-Max Elevation: 30

-Min Elevation: -2

-Max Traverse: 360
Rhea

Faction
 Type
 Volume in m³
 Spawn Chance
15% chance "Ships with fighter jet escort",
10% chance in "Submarine and Ship",
 Top Speed in m/s

3 x 121mm high-velocity gatling turrets
96 x Small Frag Missiles.
 Armour
 Speed with wind up to
 Material Cost

## Summary

A large, powerful battlecruiser, the Rhea can be considered as a smaller sister ship to the Tyr battleship, just as the in-game description suggests. Sporting a similar main armament of nine 500mm APS guns, it nonetheless just doesn't offer quite the same brute strength.

## Other Notes

The Rhea is equipped with a helicopter hangar, but this is only decorative.

## Trivia

The Rhea and its primary mainframe, High Empress Rhea, is named after one of the artists who help develop FTD, Rhea.
Shield Projector

Health
 Armour Class
 Structural
 Weight
 Relative Buoyancy
 Size
 Material Cost | 100

A **Shield Projector** creates an energy shield. See Shield for details on usage.

The "Shield Color Changer" was used to change the colour of the shield, it is now decoration.

## Stats

* EMP susceptibility: 60%
* EMP damage reduction: 10/m

-Shields have a reduction in reflect effectiveness when moving at high speeds.

-Shield projectors can not run when Shield Rings are present on your vehicle.

## Mechanics

If the range of the shield is represented with R, width with W, height with H, and the affect strength with S the power usage of the shield is then equal to:

P
o
w
e
r
U
s
# e
(
D
∗
W
∗
H
∗

S
2

)

/

200

{\displaystyle PowerUse=(D\*W\*H\*S^2)/200}

*The equivalent smoke strength of a shield is equal to:*

S
m
o
k
e
S
t
r
e
n
g
t
h
E
q
u
i
v
a
l
e
n
# t
100
∗
S

{\displaystyle SmokeStrengthEquivalent=100\*S}

*The minimum and maximum reflect chances are equal to:*

M
i
n
R
e
f
l
c
e
t
C
h
a
n
c
# e
(
(
5
∗
S
)
10
)

/

3

{\displaystyle MinReflcetChance=((5\*S)+10)/3}

M
a
x
R
e
f
l
c
e
t
C
h
a
n
c
# e
2
∗
M
i
n
R
e
f
l
e
c
t
C
h
a
n
c
e

{\displaystyle MaxReflcetChance=2\*MinReflectChance}

*The max shield strength regeneration is equal to:*

S
t
r
e
n
g
t
h
R
e
g
e
# n
S
∗
√
(
D
∗
W
∗
H

/

125000
)

{\displaystyle StrengthRegen=S\*\surd(D\*W\*H/125000 )}
Version 1.95885

**Version chronology**

**External links**

Heat sensor player item is now Detection Viewer and is unlocked and equipped for all new players (and new profiles).

I hope it allows you to view all necessary detection info but let me know if you need anything else (or anything less!).

Drag on the wedges changed.

Helium Pump now an "important block" for viewing "important blocks only" in build mode.
Version 1.60 (Dev only)

**Version chronology**

**External links**

1.60 has arrived in development branch. Changes are too numerous to mention but let me identify the problems you'll find in it...

1) Your saves in the 1.59 campaign will not work. Ever. Go back to stable branch if you need to open a save, save a vehicle to a blueprint file etc.

2) Your progress through story missions will not follow on from 1.59 to 1.6. You'll need to win those missions again.

3) The way to make a new "custom planet" is to go to the map editor and basically save the planet. You then need to hit "Generate new Identifier" in the main setting's "edit" tab. If you don't do this then FtD will think your planet is a later version of Neter and will start to do crazy things like delete story mission progression (if you delete those story missions in your planet). I'll try and find a work around to make this automatically happen- but in the mean time- generate a new identifier manually.

4) There is no auto save in the map editor. I recommend since this is the first release of the map editor you save to a couple of different files. A backup system (with a single backup) is automatically in place (same as for blueprints).

5) Heartstones are required in the story missions.

6) There may be some serious problems with it so please do post in the bug reports section anything you can find (screen shots of problem are a plus) so I can fix as soon as possible
Selachii Industries

Selachii Industry's was founded by the remaining scientists, Naval architects and Weapons designers who did not align themselves with the Lightning Hoods betrayal. They rose to prominence by studying and deciphering what remained of the Twin Guard AI's gift to the Steel Striders. They where able to salvage laser powered anti missile systems, Particle acceleration weapons and some artificial Semi intelligent constructs which would form the basis of new targeting and automation systems. With these discovery's thoroughly impressing the SS admiralty, they where requested to build a new breed of warship to harness the bleeding edge tech being developed. The result of this request became know by code name "Shark" due to their fish like profile, cooling vent gills and dorsal fin styled superstructure.
Walrus

Faction
 Type
 Spawn Chance
 Top Speed in m/s

## Performance

Neither fast nor well-armoured. While able to take some smaller hits, any large volley of fire will rapidly tear the Walrus apart. The cannons are arguably, useless. Suffering from a decade long reload and shells that bounce off of their target frequently, may it be angled or flat, wood or metal. Altough, for it's purpose, it does it's job. Electrically powered and charged, and capable of ferrying 300k materials, makes it a decent cargoship.
Patch notes

This game is updated regularly, though the game has reached the point where major overhauls of the game are uncommon. Most patches now are game balancing and bug fixing, though we do occasionally receive new parts or new graphic models for existing parts. All game patches are uploaded to this site:
https://fromthedepthsgame.com/category/patch-note/

*This article is a stub. You can help From the Depths Wiki by expanding it.*

As this page was not updated for a very long time, it is currently best to check the Announcements and Stickies subforum. Feel free to add the info there to this page.
Spaced Armour

Spaced armour is a way to make vehicles more durable against specialty APS shells and possibly HE. There are a few ways to create spaced armour and each have their pros and cons.

## Air Gaps

Shaped charges (also called HEAT, APS and missiles only) and squash heads (also called HESH, APS only) are made to bypass strong armour by creating fragments on the inside of the vehicle. While the mechanics differ slightly between HEAT and HESH, defending against both is achieved through similar armour setups. The basic principle is to create a gap in the armour. This will cause both HEAT and HESH to spawn their fragments. If there is more armour behind the gap, then that armour will get damaged by the fragments which is a much better outcome than the fragments damaging ammo, AI, engines, and other internals directly.

These gaps can be created in two ways. You can simply leave a 1-meter gap or use one of two kinds of blocks: structural blocks that do not fill the space they occupy, or non-structural blocks. For non-structural blocks, the ideal blocks are applique panels. While applique does not benefit from added AC from armour layering, it does offer good protection for its cost. ERA armour blocks also work as they, in theory, destroy themselves and the shell/fragments hitting them but are single use until repaired.

The other alternative is using structural blocks with airgaps in their model. This is somewhat difficult to explain, but it does allow to protect a vehicle against the specialty shells while using the space that would otherwise need to be empty. Slopes, for example, will work and add a small amount of AC via stacking although less than a full block would. Poles laid parallel to the armour also work and have considerably more HP than slopes.

Finally, in the case of HESH, the last layer of your external armour (as illustrated in the picture below), has special importance as it has a stronger impact on the final AP of the fragments that will spawn. Wood will have the most reduction in the fragments' AP. The lower the armour value of the blocks, the lower the AP.

Here are some potential armour setups, the heavy armour on the left represents the outside layer where fire is coming from whereas the metal and applique represent the internal layer protecting your fragile components:

## Empty Space

A lot of Onyx Watch designs use this approach. The key idea here is to use empty space as a form of protection by having your exterior walls be far from important internal components. This is especially good against high explosives (HE) as shells and missiles will hit the outer layer first and the damage simply should not reach anything important or be severely weakened by the time it reaches the next wall. This does tend to create very large vehicles with poor drag profiles, making it a bigger and slower target.

This also works against HEAT and HESH, as the space between both layers of armour allows fragments to spread out over a very wide area. Spreading the damage over a larger area reduces the chance the internal armour will be broken and hit fragile internal components.