recursal/Fanatic-Fandom huggingface dataset:
Turret track

**Cost**  | 0.80

Tracks are necessary for a turret to rotate. Without tracks a turret will always be forward facing, by placing tracks in the appropriate areas it's possible to give turrets a full 360 degrees of rotation allowing a turret to track targets very effectively. If turret tracks are destroyed a turrets movement is not restricted.
Tachyon Burst ECM

**Capacity**  | 2250

Disables the target locking ability of the affected ship for 14,5 seconds, disrupting active target lock. Only affects player controlled ships.
If the combined strength (currently equivalent to the sensor range) of all installed scanners exceeds the jamming strength, the target locking ability will not be affected.
Projectile attack drones (x4)

Projectile attack drones like all other active modules require a selector to bind them to a cockpit. To use the drones mouse over a target while pressing the button related to the drones. (Default: num '1-9') Once deployed attack drones can be targeted and shot down, lost drones will need to be regenerated completely requiring a large amount of energy while recovered drones will simply need to charge before they will be ready for combat again.

# Acquiring

Projectile attack drones and bomb attack drones (x4) are obtained through the main campaign.
Ship Creation Tutorial

# Make your own ship tutorial

This tutorial will guide you through how to make a ship from an image file (PNG)

# What you will need

* A PNG of whatever you want to make into a ship
* Image editing software (GIMP or Paint.net, etc.)

# Overview

You need to create a few files/layers

"Top"layer = the colour of your ship

"Bot"layer = the interior of your ship

"Bump"layer = the 3d-esque shape of your ship (optional, but reccomended)

"Spec"layer = the shininess of your ship (optional)

"Emit"layer = the lights of your ship (optional)

File name examples would be

[shipname]Top.png

[shipname]Bump.png

## Preparing the PNG

First take the PNG and boot it up in your editor of choice (I used gimp) and crop out the image of the ship you want, eg, Lets say you want to make a smaller ship from an existing ship.

You crop out everything, except the thing you want. Then go into canvas settings and give it about 10~20 pixels around the left and right of free space (so you have space to install shields in the future)

## Making Top Layer

Then you must ensure that the uncoloured areas are of the RGB value "0,0,0,0"

You can do this by using the magic wand tool in GIMP, selecting all the empty space, filling all of them black, then deleting them with the delete key.

Save the image as a PNG. Preserve transparency, in 32 bit.
Congratulations, this is your "Top" layer.

Save it and make a copy of it

## Making Bot layer

With the copy of the Top layer, select every pixel of your ship. (not the empty transparent pixels)
Paint all of them a green colour (default structure colour) RGB "35,100,69,255"

Ensure transparent places are still "0,0,0,0"

If not, repeat process from making the top layer.

Save it as a PNG, Preserve transparency, in 32 bit.

## Making Bump Layer(and Spec layer)

If you want to take the time and effort to make a 3D model and generate a bump map from that, you most probably won't need this guide.

I shall be covering alternative easier methods (though they may not give that spectacular a result.

Use a suitable preferred web browser, load up this website http://cpetry.github.io/NormalMap-Online/

Select "PICTURES" from above the left most window, then drag and drop your TOP layer .png into all four of them.

Tweak the "STRENGTH" and "LEVEL" settings until the 3D preview on the right looks like you want it to.

(A good starting point might be S:5 L:4.5, though different pictures/ships may vary.)

Check the Invert boxes for "R", 'G" and "Height".
Download the PNG.

(You can also Download the Specular map PNG as well, though you might need to invert the colours of that.)

## Loading it into the game

You first need to create a new ship profile with any ship from the "select profile" screen. After naming and saving the profile, exit the game and find the file in the profiles directory.

You can then replace the ship files with the files of your custom ship, and delete any image files that you didnt change/use.
Ensure they are named correctly.
Dont delete the non image file.

You should be able to find your custom ship in game under the select profile menu.
Troubleshooting Bugs

# Building a team quest chain bugged

If you can not advance the quest due to a bug, you can edit your save file to unlock the first crew slot.

1. Download the programm "DB Browser for SQLite"

2. Go into the game directory "\Steam\steamapps\common\Zero Falls"

3. Make a security copy of the "characters.sqlite" file and open the file itself by clicking "Open Database" in SQlite Browser

4. Change to the "Browse Data" register and select the table "research".

5. It will show all currently avaible research for your character. Now press "New Record"

6. Go to the "Name" column of your new created record and type in the exact name of your current profile which you choose every time at the game start.

7. In the "id" column your type in "300101", in "paid" type "0" and in "cost" also "0".

8. Now press "Write Changes" and close the program (you will not be able to save in game while the file is open in the SQlite Browser)

After loading the game you should be able to find the "Remote Brain Transmitter" reserach in "General" register. It will not fix the quest itself, but you should be able to recruit crew members now.
Life Support

## Function

Life support is used to supply air to a ship. Crew will gradually deplete the air in the four squares in which they stand. Air can also be lost from a hull breach. Without air, the crew will slowly take damage and eventually die. Each tile has between 0 and 255 air, with the color gradually turning dark, then red and striped as it approaches zero. When the room is marked with stripes, it means you will take damage from lack of air, unless you manage to replenish the air or have a suit with a built in O2 supply

Life support modules have a certain amount of internal power storage. When a life support unit is in use, it will drain power from the storage. It generates a few units of air per energy, depending on the tier of the Life support module.

For very packed ships with very little breathing room to begin with, one life support unit should suffice. For large ships with large corridors or empty areas that might get decompressed in battle, it is recommended to have a large supply of life support units handy.

## Statistics

 Cost
 Internal storage
 Power usage/sec
Distrotion field generator

**Stored Charges**  | 1

"Because we live our entire lives in a 2 dimensional world it can be very difficult to imagine the implications of movement in a 3rd spatial dimension, however our best scientists assure us that a 3rd dimension does indeed exist. In fact, to prove it,they invented this fabulous device which can move your ship slightly into or out of what they refer to as the Z dimension. The practical application, as it turns out, is that while the thing is active incoming bullets will sometimes pass directly through you, as if you had moved out of the way in a direction that nobody can perceive."

## Function

These are special active modules boosting ship's maneuverability when activated. They require energy to use and have a storage of energy aboard them. When activated, they grant a 10% chance to avoid projectiles. The effect of multiple modules seems to be cumulative. Does not affect damage by missiles or beams.

## Trivia

The intended spelling is likely Distortion field generator but it is currently misspelled in game.
Crew

Characters you generally encounter on ships and stations around the universe will be either neutral or hostile towards you. After firing once on a neutral ship, it's crew will become hostile including every other ship of the same faction in close proximity.

When a ship loses all of it's crew, fires will go out. Also the reactors will shut down and won't explode any more by taking weapon damage. A crewless ship will despawn within 1-2 hours of game time.

If a crew member of damaged ship dies in space, he will leave bio-matter floating around as bubbles. Collecting bio-matter will increase ship building capacity of you home-station. If you kill the crew in ship interior, any loot from their inventory will also appear in space.

# Followers

NPC followers can be found in space station bars and through quests. They will follow you after you choose a suitably dialog option.
If you have not enough free space or your followers die, you can always recruit them again at the bar in your home base, after they choose to follow you. You will have to complete the "Building a team" quest first, before you can assign them to your crew slots.

If you have more then one bridge, you can order the crew with MB3 to occupy the second bridge. If you have point-defense guns connected to this console, your crew will use them to shoot down incoming missiles. Or use any other weapons connected to this console.

They also can use active modules, can follow you around in a second ship within one sector, however it can not be directly controlled by you.

Followers have different equipment, suitable for different ship/crew setups. The default equipment can not be exchanged.

As long as you have a medbay and at least one crew member on your ship, you can choose to be revived by your crew member on that ship if you die. If your follower is not on your ship, you will be able to transfer your consciousness into him.

Note: If your crew is not firing at the enemy while assigned to a second gunnery console, most likely you will have to switch aggressivity setting torwards the faction of this enemy. You can change the setting by target locking the enemy with "Tab" and pressing the middle mouse button with cursor over the enemy.
Ogre M-42

**Cost**  | 48.00

The Ogre M-42 is a special module which must be bound to a cockpit or bridge with a selector module to use like all other active modules. On activation it releases a group of dumb-fire rockets in front of the ship. A full loaded module can continuously release 3 rocket groups with 12 rockets in each group, though it can be fired again before it has fully reloaded.

This module is unlocked in the campaign by researching the required amount of Tier 1 modules to complete the Tier 1 research bar.
Shops

Aside from the Trade Depot which is present on all economic stations in the game, major trade hubs such as Independent Traders (the brown type excluded), Mega Malls and Shipyards host both an equipment and blueprint shop where you can buy equipment for your character and blueprints for research. Both of these shop types stock four items and like the Trade Depot they restock every 30 minutes. You can sell unwanted equipment to the equipment shop and blueprints to the blueprint shop and if you make a mistake there is a buyback tab you can switch to in order to buy equipment pieces you accidentally sold. As well as this any major trade hub you can find containing blueprint and equipment shop will accept exotic matter from exploded reactors at slightly less than the market value of $1000 per unit, somewhere around $750 to $800 per unit.

## Trade Depot

* The trade depot is where any and all trade goods can be bought and sold.

## Equipment Shop

* You can buy and sell equipment pieces for your character at this shop, it is wise to visit an independent trade early in the game to buy your first nano aura, weapon and armor in order to make boarding infested stations or ships you intend to capture easier.

## Blueprint Shop

* At the blueprint shop you can find blueprints ready to be activated and researched. Blueprints cost 20% of the research cost and you can find ship design blueprints sold at these shops, including those of some of the largest ships.
Twitter

Tweets by @wtfdevswindow.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"));
Scanners

Scanners help locate enemy ships, wreckage and other items of interest like stations in a radius around your ship.
The more advanced sensors you have on the ship, the greater the radius of the scan, and the further you can spot an enemy ship on the radar on the top right hand corner of your screen. Multiple scanners will add up their range.

When zooming out, there are two circles, one is the highlight circle to highlight asteroids and ships, the smaller circle seen here is the scanner circle.

Enemies outside of the sensor range will not have a red arrow to represent them, they however still can been seen with a sharp eye.
Energy emitter l-3

**Charge Rate**  | 80/s

This is in the largest variety of beam emitters and is capable of pointing any any of the cardinal directions. Multiple emitters mounted in the same direction will pool their capacity allowing larger beams to be fired and allowing a beam to be sustained for longer periods.

## Beam mechanics

Beam weapons require three parts to function. An emitter to provide the energy to the beam in the first place, a controller to determine the properties of the beam, and a cockpit with a linked selector so that the beam can be used. Below is a brief overview of the beam system in the game. For a more detailed overview see the article on Beam Systems.

### Emitters

The emitter determines the amount of capacity available to the beam as well as the directions in which the beam is able to fire. Multiple emitters pointing in the same direction will pool their capacity, allowing more energy hungry beams to be fired and allowing beams to be fired for longer periods of time.

### Controllers

Controllers determine the damage, range, and other properties of the beam itself including how quickly capacity is depleted from the emitters. A selector next to a controller will give the related cockpit the ability to produce a beam of that type using every emitter on the ship. Multiple controllers can be connected to the same cockpit to produce a more powerful beam with the combined effects of them all. The range of the beam is the only property which will not be increased in this way.

 Graviton beam controller | 120
Higgs accumulator

## Functionality

This is a special module that boosts ship's speed while traveling in travel drive mode. Additionally it has the effect of "phase shifting" the ship out of normal space, which allows you to travel through solid objects like asteroids.

To use the drive accelerate in a straight line in travel mode, after the bar shows up a second time, keep accelerating straight ahead.

The actual speed modification depends on the mass of your ship. While small ships can reach up to 24 km/s (on small module), big ships may not gain any speed addition at all. However the "phase shifting" effect remains regardless of speed modification.

## Statistics

 Travel rate m/s
 Cost
 Power usage/sec

# References

1. ↑ Effect of the drive, https://steamcommunity.com/app/392080/discussions/0/1621724915770368773/#c1621724915772945668
Graviton beam controller

**Secondary Effect**  | Adds Mass to Target

The graviton beam controller creates a beam which deals constant damage as well as increasing the mass of any ship it hits. The increase in mass both slows the other ship and reduces its integrity. The graviton beam is most useful when used with strong energy emitters due to its energy demands. This beam controller requires a selector to link its control to a cockpit, like all other weapons. The emitters themselves don't require any kind of control.

## Beam mechanics

Beam weapons require three parts to function. An emitter to provide the energy to the beam in the first place, a controller to determine the properties of the beam, and a cockpit with a linked selector so that the beam can be used. Below is a brief overview of the beam system in the game. For a more detailed overview see the article on Beam Systems.

### Emitters

The emitter determines the amount of capacity available to the beam as well as the directions in which the beam is able to fire. Multiple emitters pointing in the same direction will pool their capacity, allowing more energy hungry beams to be fired and allowing beams to be fired for longer periods of time.

### Controllers

Controllers determine the damage, range, and other properties of the beam itself including how quickly capacity is depleted from the emitters. A selector next to a controller will give the related cockpit the ability to produce a beam of that type using every emitter on the ship. Multiple controllers can be connected to the same cockpit to produce a more powerful beam with the combined effects of them all. The range of the beam is the only property which will not be increased in this way.

 **Graviton beam controller** | 120
Burgmauer (diagonal, ohne Stütze)

Eine **Burgmauer (diagonal, ohne Stütze)** ist die größte Mauer, die man bauen kann. **Sie** ist so hoch wie ein Großes dreistöckiges Holzhaus und hat außerdem einen Wehrgang auf dem sich Schützen positionieren können.

* Siehe auch: Burgmauer, Burgmauer (ohne Stütze), Burgmauer (ohne Zinnen), Burgmauer (ohne Zinnen/Stütze), Burgmauer (diagonal), Burgmauer (diagonal, ohne Zinnen) und Burgmauer (diagonal, ohne Zinnen/Stütze).

## Galerie

* Burgmauer (diagonal, ohne Stütze) - neue Modelle
* Burgmauer (diagonal, ohne Stütze) (Vorderansicht)
* Burgmauer (diagonal, ohne Stütze) (Rückansicht)
Graviton web G-46

**Use Cost**  | 2

Ever willing to capitalize on the shortcomings of their top earning product, Graviton Inc also sells the "Web" line of internal dampening jammers to their partners in the law enforcement, military, and freelance annoying jerks industries. Remember: disabled internal dampeners means disabled travel drive.
XL engine

**Energy/Second**  | 21.65

The largest engine available the XL engine requires the 5 central spaces at its rear to be touching an edge in order to be placed.

## Engine mechanics

Engines provide thrust for your ship while thrusters effect your ships ability to turn. In order to control a ships thrusters a ship requires a cockpit with an attached navigation selector.

### Engines

Engines effect a ships acceleration and the rate at which the ships travel drive spins up but will not effect its maximum speed. Speed is determined by the ship type itself. The acceleration of a ship is a function of its mass and its thrust so lower mass ships will accelerate more quickly as will ships with more thrust. Engines can only face backward and will not effect the turn rate of a ship in any way.

### Thrusters

Thrusters effect the turn rate of a ship. The further from the center of the ship that a thruster is mounted the more of an effect it will have on the ships turn rate. Heavier ships with require more thrust to make maneuverable. Thrusters will not effect the acceleration of ship in any way even if they are backward facing.
Tiny energy mount

**Cost**  | 12.00

A weapon mount for energy turrets. Requires a navigation selector to function. turret track determines the firing arc weapons can be rotated in and the specific energy needs of the mounts vary depending on the weapon used. This mount is functionally equivalent to the T2 energy mount, but can be fit within a smaller footprint.
Upcoming Features

# Zero Falls Update priority

## Debugging

Responding and resolving issues surfaced by the community.
And Making Quality Of Life changes.

* add a slowing effect to graviton turrets
* Make itchy twitchy weapon firing cones not itchy
* a loading screen which will warn people if their computer has insufficient hardware to actually run the game so they don't experience random crashing and blame the devs
* improvements for ordering crew
* step interpolation for bullets
* ability to toggle some graphics settings
* stations are moving after you dock with them due to a center of mass bug
* new NPC added with quest and lots of dialog (partially written)

## Sleep

Yes, sleep would be nice. Perhaps a nap, sometime... A boy can dream, right?

## Overhaul

* Logistics screen
* Save game selection

## New features

* pirate station prefabs
* more early game quests/dialogue
* adding the main objectives to the game which will be a series of large complexes full of bad guys and ship spawns, and turrets and stuff that you need to fight past to complete the actual game play objectives
* Drones(T2)
Economy

The 0.4.0.00 version of Zero Falls introduced the dynamic economy to the game where civilian traders travel around between various inhabited stations acting as trade nodes and buying or selling goods between each, looking for the highest-paying routes. This gives the player new opportunities to engage in piracy, with the aforementioned highest-paying routes being the most populated they provide and ideal target for smash-and-grab attacks. Exotic matter, Armor, Weapons and other equipment which previously would have been solely dumped into a furnace on the home station can now be sold at various central trading nodes. The player can also join the ranks of the civilian traders and buy goods at one station to sell at a profit to another though this isn't nearly as profitable as avoiding paying for the goods by stealing them from another ship. The various trade goods which can now be traded are displayed in the table below.
Ship Design

# Power, Reactors and Capacitors

## Connecting modules to power

### Notes on power

Power originates from reactors and flows along conduits towards power-using modules. That means power can’t come out of power-using modules and it can’t go in to reactors. Modules can not be daisy-chained without an Engineering Room. Otherwise, power is allowed to take any path through connected conduits but be aware that conduits have a limited bandwidth so it’s good to try and avoid choke-points.
For further detail on power, how to manipulate it and the components you can use to do so see Power.

# Weapon Mounts

## Turrets and Tracks

There are six different sizes of mounts, one fixed position mount, and five different sized turreted mounts.
Turreted mounts can be installed with turret tracks to enable them to turn, limited by the position of the tracks.

Each placement of track allows the turret to turn 22.5 degrees in the sector opposite of it, aka to make the turret turn in the forward arc, you have to have turret tracks in the back.
This diagram shows the correlation of the track placements to what angles they are linked to. Note, for it to travel in the track properly, adjacent tracks must be filled.

Note that when spawning a new ship at the home station the turret begins facing backwards before rotating as far anti-clockwise as the tracks allow, if one or both of the top-most tracks are filled and any other sections of track are filled, but not directly connected then the turret will be facing backwards (downwards) and will be unable to rotate towards the front of the ship (upwards) resulting in your guns being stuck facing backwards!

If you're looking for a list of the various weapons you can mount to these turrets then see Weaponry.
Structure

Structural components are used to increase a ship's integrity while adding non structural components will increase a ship's inertia. If a ship's inertia ever climbs above its integrity the ship will begin to make ominous groaning noises and any damage the ship sustains will have a chance to damage additional tiles throughout the craft, turning the ship into Swiss cheese. At a base any tile which is not occupied by any component will contribute +300 to a ships integrity, this means that even when empty tiles are damaged your ships integrity can suffer.
Pilgrim

The Pilgrim is the first ship blueprint you get access to as a part of the quest First Life. It is minimally equipped with no weapons, but can dock with the nearby Dragonfly which possesses some armaments. Pilgrims are sometimes encountered in the brown zone and are often hauling goods between various stations. Killing them usually results in 15 cargo slots of whatever goods they were carrying making them a very easy target for early game piracy.
Stellar Cartographer

"This stellar cartography room allows access to the universe map and also lools pretty. In the future a cartography room like this will also add functionality to your ship's navigation and cartography functions."

In the campaign, if you visit this room on a station, it will mark nearby stations on your universe map.
Thruster C-12

**Energy/Second**  | 0.52

## Engine mechanics

Engines provide thrust for your ship while thrusters effect your ships ability to turn. In order to control a ships thrusters a ship requires a cockpit with an attached navigation selector.

### Engines

Engines effect a ships acceleration and the rate at which the ships travel drive spins up but will not effect its maximum speed. Speed is determined by the ship type itself. The acceleration of a ship is a function of its mass and its thrust so lower mass ships will accelerate more quickly as will ships with more thrust. Engines can only face backward and will not effect the turn rate of a ship in any way.

### Thrusters

Thrusters effect the turn rate of a ship. The further from the center of the ship that a thruster is mounted the more of an effect it will have on the ships turn rate. Heavier ships with require more thrust to make maneuverable. Thrusters will not effect the acceleration of ship in any way even if they are backward facing.
Engine Z-500

**Energy/Second**  | 51.01

Among largest engines available the Z-500 engine requires 6 of the central spaces at its rear to be touching an edge in order to be placed.

## Engine mechanics

Engines provide thrust for your ship while thrusters effect your ships ability to turn. In order to control a ships thrusters a ship requires a cockpit with an attached navigation selector.

### Engines

Engines effect a ships acceleration and the rate at which the ships travel drive spins up but will not effect its maximum speed. Speed is determined by the ship type itself. The acceleration of a ship is a function of its mass and its thrust so lower mass ships will accelerate more quickly as will ships with more thrust. Engines can only face backward and will not effect the turn rate of a ship in any way.

### Thrusters

Thrusters effect the turn rate of a ship. The further from the center of the ship that a thruster is mounted the more of an effect it will have on the ships turn rate. Heavier ships with require more thrust to make maneuverable. Thrusters will not effect the acceleration of ship in any way even if they are backward facing.
Missile magazine

**Cost**  | 5.00

Missile magazines act as ammunition for missile systems. Missiles will automatically travel between adjacent magazines toward a launcher so long as one of the magazines is placed immediately behind the missile tube. The simpler missile tube is single use and cannot be reloaded using missile magazines. If a warhead converter is used all missiles in any magazines anywhere on the ship will be converted.

## Trivia

The magazine feed system actually works in reverse, each time a missile is loaded an empty magazine will propagate between magazines until it has no neighbor to spread to.
Small energy mount

**Cost**  | 12.00

A weapon mount for energy turrets. Requires a navigation selector to function. turret track determines the firing arc weapons can be rotated in and the specific energy needs of the mounts vary depending on the weapon used. This mount is functionally equivalent to the T2 energy mount, but can be fit within a smaller footprint.
Energy emitter l-1 (angle)

**Charge Rate**  | 15/s

This is in the smallest variety of beam emitters and can point 45 degrees to any any of the cardinal directions. Multiple emitters mounted in the same direction will pool their capacity allowing larger beams to be fired and allowing a beam to be sustained for longer periods.

## Beam mechanics

Beam weapons require three parts to function. An emitter to provide the energy to the beam in the first place, a controller to determine the properties of the beam, and a cockpit with a linked selector so that the beam can be used. Below is a brief overview of the beam system in the game. For a more detailed overview see the article on Beam Systems.

### Emitters

The emitter determines the amount of capacity available to the beam as well as the directions in which the beam is able to fire. Multiple emitters pointing in the same direction will pool their capacity, allowing more energy hungry beams to be fired and allowing beams to be fired for longer periods of time.

### Controllers

Controllers determine the damage, range, and other properties of the beam itself including how quickly capacity is depleted from the emitters. A selector next to a controller will give the related cockpit the ability to produce a beam of that type using every emitter on the ship. Multiple controllers can be connected to the same cockpit to produce a more powerful beam with the combined effects of them all. The range of the beam is the only property which will not be increased in this way.

 Graviton beam controller | 120
Energy emitter l-1

**Charge Rate**  | 15/s

This is the smallest variety of beam emitters and is capable of pointing any any of the cardinal directions. Multiple emitters mounted in the same direction will pool their capacity allowing larger beams to be fired and allowing a beam to be sustained for longer periods.

## Beam mechanics

Beam weapons require three parts to function. An emitter to provide the energy to the beam in the first place, a controller to determine the properties of the beam, and a cockpit with a linked selector so that the beam can be used. Below is a brief overview of the beam system in the game. For a more detailed overview see the article on Beam Systems.

### Emitters

The emitter determines the amount of capacity available to the beam as well as the directions in which the beam is able to fire. Multiple emitters pointing in the same direction will pool their capacity, allowing more energy hungry beams to be fired and allowing beams to be fired for longer periods of time.

### Controllers

Controllers determine the damage, range, and other properties of the beam itself including how quickly capacity is depleted from the emitters. A selector next to a controller will give the related cockpit the ability to produce a beam of that type using every emitter on the ship. Multiple controllers can be connected to the same cockpit to produce a more powerful beam with the combined effects of them all. The range of the beam is the only property which will not be increased in this way.

 Graviton beam controller | 120
Graviton web G-22

**Use Cost**  | 4

Ever willing to capitalize on the shortcomings of their top earning product, Graviton Inc also sells the "Web" line of internal dampening jammers to their partners in the law enforcement, military, and freelance annoying jerks industries. Remember: disabled internal dampeners means disabled travel drive.
Cloning Vat

Cloning vats are a part of the system on your home-base, which rebuilds you and your fellow crew members after death. Your station has six cloning vats and most of them are broken at the beginning of the game. "One" manged to fix only one of them by himself, which he uses to make your clones. In order to open up more crew slots, you will have to find blueprints for some parts, to fix the remaining five.

# Remote Brain Transmitter

This part opens up the first additional crew slot. It can be obtained through the quest "building a team"

# Subspace Tube

This part opens up the second additional crew slot. Blueprint can be found randomly on abandoned stations which are surrounded by asteroid walls.

# Fluid Filtration System

This part opens up the third additional crew slot. Unknown if this blueprint can be obtained in the campaign yet. (item found in game files)

# Serenity Unit

This part opens up the fourth additional crew slot. Unknown if this blueprint can be obtained in the campaign yet. (item found in game files)

# HCAA Spec Glass Canopy

This part opens up the fifth additional crew slot. Unknown if this blueprint can be obtained in the campaign yet. (item found in game files)
Siege missile magazine

**Cost**  | 5.00

Siege missile magazines act as ammunition for siege missile systems. Missiles will automatically travel between adjacent magazines toward a launcher and will automatically be loaded so long as one of the magazines is placed immediately behind the siege missile tube.

## Trivia

The magazine feed system actually works in reverse, each time a missile is loaded an empty magazine will propagate between magazines until it has no neighbor to spread to.
Medium engine

The medium engine requires 2 of the tiles at its rear to be touching an edge in order to be placed.

## Engine mechanics

Engines provide thrust for your ship while thrusters effect your ships ability to turn. In order to control a ships thrusters a ship requires a cockpit with an attached navigation selector.

### Engines

Engines effect a ships acceleration and the rate at which the ships travel drive spins up but will not effect its maximum speed. Speed is determined by the ship type itself. The acceleration of a ship is a function of its mass and its thrust so lower mass ships will accelerate more quickly as will ships with more thrust. Engines can only face backward and will not effect the turn rate of a ship in any way.

### Thrusters

Thrusters effect the turn rate of a ship. The further from the center of the ship that a thruster is mounted the more of an effect it will have on the ships turn rate. Heavier ships with require more thrust to make maneuverable. Thrusters will not effect the acceleration of ship in any way even if they are backward facing.
Projectile attack drones (x2)

Projectile attack drones like all other active modules require a selector to bind them to a cockpit. To use the drones mouse over a target while pressing the button related to the drones. (Default: num '1-9') Once deployed attack drones can be targeted and shot down, lost drones will need to be regenerated completely requiring a large amount of energy while recovered drones will simply need to charge before they will be ready for combat again.

# Acquiring

Projectile attack drones and bomb attack drones (x4) are obtained through the main campaign.
Hadron converter

**Storage**  | 1200

The Hadron converter is an active module which can be bound to a cockpit or bridge with a selector module. On activation, it allows you to travel instantly a short distance in the direction of your mouse pointer.
It is apparently based on a different physical principle then Rosen tunneler module, shifting the ship not completely out of space, damaging objects lying in the path between starting point and destination, while the traveling ship remains undamaged.
Missile warhead converter AP

Missile warhead converters are active modules which when linked to a cockpit with a selector can instantly convert the type of ordinance contained or produced inside a missile factory or magazine to that of the converter. They are activated modules meaning a ship with more than one can swap ordinance types on the fly. Even without a linked selector just having a converter on a ship with automatically convert all warheads to that type allowing a converted missile type to be chosen during the ship design phase. Converters must be touching the system of missile magazines, missile factories, and missile tubes you wish to convert in order for the conversion to take place afterward all missiles in that connected network will be converted automatically to the desired type. All missile converters work with both standard and siege missiles.

Armor piercing missiles have a reduced visual trail making them visually distinct from standard missiles. Armor piercing missiles on impact deal very high damage, but in a much smaller radius, making them ideal for making small holes in very heavily armored ship sections but much less effective en masse.
Weaponry

# Trivia

If you fire bullets from guns directly on top of enemy targets, they will glance off dealing 10% damage.

# Weapons

Weapons have multiple stats.

* Energy type determines the type of damage applied upon hit.
* Energy determines the summation of all the values of the damage map of the bullet.
* Range determines how far the bullet shot by the weapon will exist for
* Shot cost is the amount of energy required to fire the weapon once
* Storage is the amount of energy the turret can store for one charge, turrets can essentially hold two charges, one currently loaded, and one extra as it's internal energy storage, this also determines how many shots there are per charge/reload
* Shots per second is the rate of fire of the weapon, not including reload rate
* Rotation is the speed the turret can rotate if given enough turret track to do so

*Click here to see weapon stats in earlier versions of the game.*

I've gone through and updated values as they stand at version 0.8.1.00 (Hollowed Barnacle). Here is an old album containing images of the tooltips of all the weapons from mid 2016 for reference - Hashtastrophe, 4/12/18.

# References

1. ↑ 0.7.0.07 patch notes, https://steamcommunity.com/games/392080/announcements/detail/1599206906247138836
Beam Systems

Beam systems provide beam-type weaponry.

Beam weapons deal mostly continues focused instant damage combined with additional effects. The firing angle of a beam changes almost instantly compared to conventional turrets.
Creating a working beam requires two components: emitters and controllers. The amount and type of emitters defines sustainability of the beam, while the amount and type of controllers defines strength and characteristics.

# Beam GUI

In ship editor you can open a GUI, to display the characteristics of your beam system. Click with the left mouse button on the control room, connected to the beam controllers, while "?" option selected.

# Beam Emitters

Emitters store the power internally and require a connection to the power system. Each emitter covers a 45° angle in the direction of the arc (N NE E SE S SW W NW).
The duration of a specific type beam is defined by amount and total capacity of all emitters in the entire ship, facing the same direction and covering the same angle. Larger emitters will typically provide more beam duration per tile, and less reloading time.

If two emitters are placed aligned in the same direction and adjacent to each other, they do not add their capacities in overlapping areas. The effect area of the right emitter will be fully used by the arc, while the emitter(s) on the left side will only work in the area not overlapped by any other emitter on the right side.

# Controllers

Controllers do not require connection to a power source (all existing ports are inactive), however they require a connection through a wiring selector to a console. The more controllers you have connected to a console, the stronger beam and greater energy cost (of the energy stored within emitters).
You can connect up to 5 controllers to 1 console.

# References

1. ↑ Amount of controllers interacting in beam alchemy, https://steamcommunity.com/games/392080/announcements/detail/3706910016005143715
Small thruster

**Energy/Second**  | 1.28

## Engine mechanics

Engines provide thrust for your ship while thrusters effect your ships ability to turn. In order to control a ships thrusters a ship requires a cockpit with an attached navigation selector.

### Engines

Engines effect a ships acceleration and the rate at which the ships travel drive spins up but will not effect its maximum speed. Speed is determined by the ship type itself. The acceleration of a ship is a function of its mass and its thrust so lower mass ships will accelerate more quickly as will ships with more thrust. Engines can only face backward and will not effect the turn rate of a ship in any way.

### Thrusters

Thrusters effect the turn rate of a ship. The further from the center of the ship that a thruster is mounted the more of an effect it will have on the ships turn rate. Heavier ships with require more thrust to make maneuverable. Thrusters will not effect the acceleration of ship in any way even if they are backward facing.
Attack Drones

Attack Drones are active modules which means they require a connection via a wiring selector to a console.

They can be activated by pressing "1", "2", "3" ... keys. The amount of usable activation modules per console is limited by the number of avaible system slots.

Targeting ships works by hovering your mouse cursor over a ship while activating the module. Drones can be targeted by point-defence weapons.

# Projectile Attack Drones

"Long ago the daytime television lobby, fearing for their ratings due to increasing internet adoption, pushed for legislation that would incentivize AI programmers to worshipping behavior, and the need to gossip constantly. As a result, this drone enclosure with space for 2/4 projectile based attack drones, has an extra layer of EM shielding built into a shell around it. The shielding is to block radio broadcasts from inside the enclosure, because these drones will not shut up. Please feel free to sent them to their fiery deaths."

# Bomb Attack Drones

"Bomber drones fly towards their target as a group and release unguided inertial bombs that detonate on impact. You cant hear them, but they giggle uncontrollably every time they do it. The bombs are released carelessly without regard for the target's maneuvers and so are most effective against large slow moving targets."
Spinal Weapons

# Ogre M-42

"The rocket artillery 'Ogre' M-42 module is not an elegant device"

Ogre M-42 is a special active module which can be bound to a cockpit or bridge with a designator module. It also requires a connection to a power source. On activation it releases a group of unguided rockets in front of the ship. A full loaded module can continuously release 3 rocket groups with 12 rockets in each group.

This module can be unlocked in the campaign by researching the required amount of Tier 1 modules to complete the Tier 1 research bar.
Apotheke

Ein **Apotheke** ist eine Produktionstätte für Kräuterkunde und Alchemie, um Zubereitungen und Cocktails herzustellen.

Welche Kräuter Zubereitungen, Naphtha, Flussmittel oder Aromen ergeben, ist nicht einheitlich gleich geregelt. Das heißt, bei jedem Spieler geben Kräutern ein anderes Ergebnis.

**Es** gibt ebenfalls einen Bonus von 20% auf die Qualität von Produkten.

* Siehe auch: Apothekertisch und Apotheke aus Holz.

## Herstellung

Dieses Bauwerk benötigt folgende Ressource aus einer *bestimmten* Region: Tür. Welche Region das ist, hängt davon ab, wo die Baustelle platziert wurde.
Um mehr über regionale Ressourcen zu erfahren klicke hier

## Galerie

* Apotheke
* Apotheke (Innenansicht)
Navigation selector

**Cost**  | 0.10

Navigation and gunnery selectors are used to determine what cockpits control which systems. All weapons, systems, and missiles require a selector to function.

They come in five modes, Navigation, 1,2,3,4.
The navigation selector is unique in that it gives that cockpit control of the ships engines and maneuvering thrusters. You do not need to place designators with engines or thrusters.
All designators can be placed next to modules that require them (Missile tubes, weapon mounts, spinal mounts, beam computers, etc.) to link them to a console, this includes the navigation selector, the navigation selector can also be used to hook up weapons to the bridge.

# Placement

They can be placed anywhere, but in order to fufill their purpourse, they have to be placed in contact (Touching) any tile of the module that they need to link.
The area where a selector is meant to attach is often indicated with small yellow dots on most weapons an control systems, but they need not always be put in there.
Adrenalincocktail

Um diesen Cocktail herzustellen muss man zunächst Kräuter mit Hilfe der Fertigkeit Kräuterkunde sammeln. Zwei dieser Kräuter und eine Flasche Alkohol (z.B. Cider, Bier etc.) können mit Apothekerutensilien und der Fertigkeit Alchemie zu trinkbaren Cocktails verarbeitet werden. Wichtig ist hierbei, dass es für jeden Spieler die Kräuter die einen Adrenalineffekt haben individuell sind.

Zwei Kräuter ergeben einen Effektstärke von 1,0. Nimmt man ein drittes Kraut dazu, kann man einen Cocktail mit bis zu drei Effekten mischen. Man kann auch einen Effekt verstärken auf 1,5 Punkte.

Man kann noch mineralischen bzw. tierischen Katalysatoren hinzugeben.

## Herstellung

Zur Herstellung benötigt man zwei unterschiedliche Kräuter mit der gleichen Eigenschaft, hier *Adrenalin*.

Nimmt man den Cocktail zu sich, so erhält man den Effekt: **Voll** und **Wiederbelebt**, und folgendes Symbol erscheint auf dem Bildschirm.

Durch die Aufnahme erhält man "Restore sHP". In diesem Fall werden weiche Lebenspunkte kurzzeitig um den Wert erhöht, der an der Zubereitung steht. Und zwar so lange der Cocktail wirkt. Je höher die Qualität des Cocktails ist, desto länger hält der Effekt an.

Nimmt man einen Cocktail mit mehreren Effekten zu sich, so erhält man auch diese Effekte - auch vergiftende.

## Gallerie

* Voll - Du bist betrunken.
* Wiederbelebt - Du bist dabei zum Leben zurück zu kehren.
Inertia

Excess inertia will cause your ship to fall apart when damaged. To counteract this, you need to have more integrity on your ship than inertia. Larger ships have more inertia, thus requiring more structure. It is good practice to make sure you have extra structure, as it can get damaged in battle and cause your integrity value to dip below your inertia.

When integrity is below inertia, spooky groaning sounds will be heard, and upon the slightest amount of damage, the ship will start turning into swiss cheese, with holes popping up everywhere randomly.

The default tile for empty tiles on the ship is a basic structure tile with 300 points of integrity, placing any modules will replace these tiles, that includes structural modules.

Larger pieces of structure are more efficient at providing integrity per square occupied, so it's sometimes a good idea to place large pieces of structure early in ship building, rather than trying to wedge in small pieces later.
List of Ship Components

# Modules

## Utility

* Tier 1 Corridor Life Support
* Tier 2 Corridor Life Support
* Tier 2 Life Support
* Airlock
* Navigation selector
* Drillbore
* Distortion field generator
* Repair drone
* Repair drone double
* Missile control
* Hadron converter
* Medbay single
* Medbay triple
* Scanner tier 1
* Scanner tier 2
* Scanner tier 2 large
* Rosen tunneler
* Ogre M-42
* Missile warhead converter HP
* Missile warhead converter AP
* Missile warhead converter Graviton
* Utility closet
* Engineering room

* Tier 1 Corridor Life Support
* Tier 2 Corridor Life Support
* Tier 2 Life Support
* Airlock
* Navigation selector
* Drillbore
* Distortion field generator
* Repair drone
* Repair drone double
* Missile control
* Hadron converter
* Medbay single
* Medbay triple
* Scanner tier 1
* Scanner tier 2
* Scanner tier 2 large
* Rosen tunneler
* Ogre M-42
* Missile warhead converter HP
* Missile warhead converter AP
* Missile warhead converter Graviton
* Utility closet
* Engineering room

## Defense

* Armor
* Shields and Emitters
* Shield Boosters
* TOBI Devices

## Weapons

* Mounted Weaponry
* Missile Systems
* Missile Converters
* Beam Systems
* Attack Drones
* Spinal Weapons

## Movement

* Engines
* Thrusters
* Higgs Drives
* Rosen Tunneler

## Power

* Reactors
* Capacitors
* Conduits
* Heat Sinks

## Rooms

* Cockpits and Bridges
* Cargo Bays
* Medical Bays
* Dormitories
* Stellar Cartographer
* Hallways and Doors
* Trade Depots and Shops
* Logistics Room