recursal/Fanatic-Fandom huggingface dataset:
Polis

**Polis** is a location from the horror video game Scorn. It consists of massive citadels and gothic but erotic statues. It is home to the dominant class of humanoids in Scorn, most of whom are found mutilated and stitched into a massive neural network composed of their own brain tissue. Workshops of the Homunculi and their Cyborg mechs can be found here as well, in addition to a swirling distortion of reality implied to lead somewhere "kinder" than the one the Protagonist is born into.

## Trivia

* The name "Polis" comes from the Greek word meaning "city."
Brutes

Brutes are a type of enemy encountered later in Scorn.

## Appearance

Brutes are four-legged creatures with a bulky hunched appearance.

## Behavior

If they see the player, they will quickly charge at him. However, if there is enough distance between the player or if the player manages to outrun the charging brute, the creature will ignore the player.

## Gallery

TBA
Weapons

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

*Scorn* features a multitude of exchangeable firing chamber and barrel mechanisms for the tool gun, all of which share the same pistol grip and receiver of the parasite's tail. New weapons are acquired within the confines of new areas, with the presence of ammo being kept scarce at best as described by the initial game description.

## Main Game

### Pistol

The trailer features the humanoid protagonist pointing what looks to be a bio-engineered pistol with an exchangeable firing chamber and barrel mechanism at the eerie creature. Judging by what the 2017 trailer has shown, its ammunition appears to be resembling small pellets of which the character can carry up to six shots in a 'clip'. Exactly how the pistol fires is somewhat odd, due to it being capable of allowing a single shot to be fired quickly or as a charged shot, which could allow the character to take out opponents at further ranges with increased accuracy.

### Schrotflinte (Shotgun)

Another weapon that has been shown in the 2017 trailer would be the bio-engineered shotgun, bearing its own exchangeable firing chamber upon the same grip as the pistol. Its ammunition also consists of pellets, albeit, ones at a larger size than that of the pistol's. The shotgun can store up to three of these pellets at any given time. As is the nature of shotguns, the weapon doesn't have an awful lot of range but is made up for by its higher damage output and wider spread.

### Tool Gun

The first weapon firing chamber to be unlocked is an extending fleshy appendage, similar to a xenomorph tongue. While also being the first weapon unlocked by the player, it is the only melee weapon and very risky to use against enemies because of its very low range and long recharge time that leaves the player open to being attacked. It also does low damage, killing Chickens in 2 hits and Arbejdere in 5.

The weapon is also called the 'melee weapon', IGN has coined it the 'Bolt-Rifle.'

### Grenade Launcher

The Grenade Launcher is the final weapon obtained by the player, taken after defeating a Cyborg boss (has also been dubbed a 'Husk') in combat. The Grenade Launcher has its own separate magazine for ammunition and its own station for restocking ammunition. It is used to solve puzzles where indicated.

 While being possibly the strongest weapon in the game, it is never used in combat outside of a single shot to the final Cyborg due to the lack of enemies in Act 5.
Missile Warhead Converters

Missile warhead converters are active modules which operate on any nearby magazine or missile factory. Their function is to instantly convert the type of ordinance contained or produced inside the that of the converter. They are an activated module, which means that if you have more than one you can use them to swap ordinance on the fly by connecting them to your bridge. However they are also automatic meaning that placing one of them on your ship triggers their activation by default and you can effectively choose the missile type used during the ship design phase.

Seen above, in order, are armor penetrating missiles with offset damage that is very effective at hitting the interior of ship systems, and graviton missiles which apply a slowing debuff to the ships they hit, effectively increasing their mass to prevent manuevers.
Chickens

Locations | TBA

**Chickens** are the second most commonly encountered creatures that roam around the bio-engineered ruins of *Scorn* right behind workers.

## Appearance

The Chickens are organic creatures that stand upright on two legs, but appear unbalanced. Their chest and head resemble a worker, suggesting they might be a larval form. Their small wing arms give them their chicken like appearance.

## Behavior

Unlike workers, Chickens can never be found idle, and will always immediately attack the player on sight. They attack by firing a small projectile from their head. The attack falls very quickly making it a medium or short range attack. They have very low health, and only take two hits from the pistol or melee to kill, or killed in a single head shot from the pistol. They will stagger towards the player while they fire, but still have good accuracy. The projectiles can be dodged if the player is moving, but not easily.

## Strategy

Usually, it will only take two shots to from the pistol or melee to kill one, but they can deal decent damage if not dealt with. Their attacks deal more damage than their small stature would suggest. They normally appear along side workers, staying in the back and firing. Try to take them out with ranged weapons while avoiding the workers, and finish the workers once they're done.

## Habitat

The creatures are generally seen along side workers, but are never found in the chains the workers create with their bodies.

## Notes

* The chickens are the first ranged enemy encountered in the game.

## Gallery

* Chicken.jpg
Set ModLab to use Dedicated Graphics

Low frames? Stuttering a lot? The program may not be properly using your dedicated Graphics Processor and may be defaulting to your integrated graphics.

Here's a guide on how to set that straight and get your GPU working.

## NVIDIA

### Bring up NVIDIA Control Panel

Either double-click on it's application icon or right click on the empty space of your desktop.

### Setting Preferred graphics processor

Under "Select a Task..." Select 3D settings > Manage 3D Settings > Program settings

#### Add Program to list

Under Program Settings press "Add"

Select ModLab and press "Add selected Program"

#### Set to Dedicated Graphics

Under "2. Select the preferred graphics processor for this program:" select "High-performance NVIDIA processor"

Remember to press "APPLY" before exiting.
Thruster D-24

**Energy/Second**  | 1.41

## 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.
Cryamore

**Cryamore** is a mineral discovered by her early settlers on Noka Island to replace the now-ancient steam-powered technology. It was later found out that they could be used as elemental catalysts to power a wide variety of things, even humans. There are 9 elemental types of cryamore:

* Fire
* Water
* Earth
* Wind
* Light
* Shadow
* Space
* Time
* And one more type that is secret for now
Bliss Barson

**Bliss Barson** is the older sister of Esmyrelda's friend Braxton Barson. She is a *brat*. She’ll always have something smart to say to Esmyrelda whether it involves reading books, Cryamore obsession, or her fashion sense. She was always jealous of Esmy ever since her parents adopted her, so it’s kinda normal to feel the way she feels, although she still had her life on a silver platter…

Sometimes, she’s actually amazed by the things that Esmyrelda can do and compliments her, but she always goes back to her petty ways. She gets really cranky when Cryamore resources dwindle and what was previously easy to do in life in Ghilcrest becomes unbearable (to a princess like Bliss).
Unreleased Content

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

This article contains a list of materials and content from *Scorn* that were unrealized, not used, or entirely scrapped prior to the game's final release.

## Skills

Skills were considered to be featured in *Scorn* but, as of the game's current release, no such feature was included.

## References

1. ↑ https://scorn.fandom.com/wiki/Skill?diff=988&oldid=651
Cargo Bays

Cargo bays do what they say on the tin; they store your stuff (or other people's stuff, mostly other people's stuff). In order to carry trade goods, collect the juicy exotic matter from the exploded reactors of that unwitting trader's ship or store that pirate's possessions which you redistributed to yourself. Generally the more of these you have on your ship the better as you can either carry more trade goods to make routes more profitable or carry more loot from destroyed pirate or SSC ships.
Scorn Wiki/Bottom section

Wiki

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Missile warhead converter HP

**Cost**  | 7.60

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.
Set WTF:ZF to use Dedicated Graphics

Low frames? Stuttering a lot? The game may not be properly using your dedicated Graphics Processor and may be defaulting to your integrated graphics.

Here's a guide on how to set that straight and get your GPU working.

## NVIDIA

### Bring up NVIDIA Control Panel

Either double-click on it's application icon or right click on the empty space of your desktop.

### Setting Preferred graphics processor

Under "Select a Task..." Select 3D settings > Manage 3D Settings > Program settings

#### Add Program to list

Under Program Settings press "Add"

Select Zero Falls and press "Add selected Program"

(Those using standalone "non-steam" version should look for "Wayward Terran Frontier")

#### Set to Dedicated Graphics

Under "2. Select the preferred graphics processor for this program:" select "High-performance NVIDIA processor"

Remember to press "APPLY" before exiting.
Homunculi

Homunculi are humanoid, fetus-like creatures encountered near the ending of Scorn.

## Appearance

Homunculi almost resemble fetuses with large heads with external teeth without lips. Their heads are bigger than their small torsos.

They have small red eyes. They are protected by a shell, in which they're created.

## Story

Homunculi are used by the Protagonist as fuel to power the shell androids at the altar.

## Trivia

* According to the art book, in the early premise of the game that didn't make the final cut, Homunculi had a bigger role in the story; Homunculi yearned for power and into an attempt to take over the Polis, rebelled and started engineering Cyborgs to fight the opposing faction.
* In the art book, concept artist Filip Acović described them as "Living batteries".
* The Homunculi, apparently when not allowed to fully develop and emerge from their containers, were consumed by the denizens of Polis as an incredibly potent psychedelic to raise their consciousnesses to a higher state.
* In contrast to the race of humanoids born from the Genesis Wall as well as the Moldmen, Homunculi are all physically identical and are grown by the Polis denizens. The only natural physical differences between them are caused by the containers each one is grown in, affecting the shape of their bodies when they are fully developed.
* In contrast to the Protagonist, who is literally a newborn being assisted by the Parasite, the Homunculi are "born" seemingly with fully mature intellect, likely due to their lab-grown nature. The two that the Protagonist fights are immediately able to utilize the high-tech Cyborg mechs against him. It's made clear in the art book that the Homunculi are brilliant on average and are quite efficient at recycling the dead into semi-"reliving" organic machines.

## Gallery

### In-Game

* Homunculus in its container
* A homunculus activated and awakened, sitting inside the Cyborg's belly
* A defeated homunculus is picked up by The Protagonist

### Concept Art

* Homunculi fine tune a Cyborg.
* Cover image featuring a Homunculi for he "Inhabitants" section in the Scorn artbook.
Engine V-275

The engine V-275 requires 3 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.
Logistics Control Room

This module opens a logistics GUI, to manage accessible ship hulls. It activates by pressing "F" key while inside the room. To change back into crew mode press "F" again.
The only known occurrence for this room is on your home-base station.

Also it is accessible in the profile ship editor an can be used for workshop ships.

While it has no function in the sandbox mode, it still works as intended in the campaign, making it a very interesting design option for workshop ships.
Medical Bays

Medical bays are pretty important modules as they function as a mobile spawn point and provide fast, on-demand healing that outpaces the regeneration rate of even the most advanced EVA and armoured suits.

They are for the vast majority of cases only of benefit to the player as AI crew members are totally unaware of the existence of Medical bays though AI crew behaviour is likely to change as development continues. A player or crew character has to be standing inside the Medbay room to receive healing.

If at least one is installed on your ship, and providing that there is at least one crewmember remaining on your ship, you can choose to repsawn at the medbay when you die.

### Medical Bay Statistics Table

 Dimensions
 Tile Count
 Healing Rate (HP/Sec - HP%/Sec)
Airlock

**Cost**  | 6.40

The airlock is an important part of your ship,
It allows you to dock with stations and other ships, without it, you're either stuck on the ship until you die, or you cant even board the ship you've made.

# Placement

The airlock can be placed as long as it's two middle tiles that represent the door touches the outside of the ship. There should be also at least 2x2 empty tiles in front of the airlock for it to work properly.

# Docking

Pressing shift will turn on the docking mode.

Enemies usually have locked airlocks. Making sufficent damage to the ship should override the lock systems, turning them white, allowing you to dock.
You will have to deal damage until the ship mass on target lock UI reaches approximately 80% of "maximal" hull mass (undamaged ship mass + crew mass) to open any locked airlocks. Ship editor will show you the ship mass without the crew.

If maximal mass of the ship is under 3000 to begin with, you will only have to fire one shot for unlocking the airlock.

To dock, align with your airlock opposite to the other airlock, and press "x". To undock, simply press "z" and you're away. Or forget about that and slam the pedal until you rip your airlock apart, idiot. I've got a conversation prepped for ~~if~~ when that happens.
Large engine

**Energy/Second**  | 51.01

The Large engine requires 4 of the central 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.
Moldmen

Moldmen are humanoids, bred to have their bodies be utilized. They're put into molds/shells that heavily deform them.

## Appearance

The moldman encountered in-game is stuck in a shell, limbs entangled awkwardly. Similar to the Protagonist, the moldman has no mouth.

His entire body is painfully twisted due to being stuck in the shell, which has fused with his body. It's possible for the Protagonist to free the moldman.

Once freed, the moldman's posture is crooked and he has trouble standing on his skeletal legs and feet. Due to being stuck in that shell for so long, his muscles have atrophied.

Once the Protagonist no longer has use for the moldman, he is left behind for an unknown fate.

## Trivia

* In the artbook, there are depictions of female looking moldmen as well.
* More moldmen are found around the facility. These are all dead bodies.

## Gallery

* Full body of Moldman
* Head shot of a Moldman
Missile warhead converter Graviton

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.
Engine X-312

**Energy/Second**  | 7.28

The engine X-312 requires 4 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.
Spinal Mounts

# Drillbore

Drillbore is an active module which means it requires a connection via a wiring selector to a console. It doesn't require connection to a power source.

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

Targeting works by hovering your mouse cursor over an asteroid while activating the module.

In the current version of the game this module is only obtainable by unlocking with a core node from a workshop ship containing this module. In previous versions of the game you could find "mining ship" version of "Welder" hull with this module integrated. It was probably removed from the campaign due to incomplete integration of mining mechanics in the game concept. If you try to use this module in sandbox mode, the game will crash. However it still works as intended in the campaign.

which drills into the asteroid and automaticly constructs a docking port.
you can mine the minerals inside.
Wayward Terran Frontier Wiki

**Please, mind our dust. The Wiki is being overhauled.**

the Wayward Terran Frontier: Zero Falls compendium by the players, for the players.

We are currently maintaining 874 pages (167 articles).
Please feel free to contribute by creating new articles or expanding existing ones.
 **What is Wayward Terran Frontier: Zero Falls?**
Wayward Terran Frontier: Zero Falls draws from many genres for inspiration, and has a very large scope in terms of desired gameplay. I want to add fun new gameplay features the way dwarf fortress adds accurate simulations of things. At its core, Wayward Terran Frontier: Zero Falls aims to be a mix of a space trader, and an exploration based action RPG. Inside the procedurally generated galaxy there will be some core human worlds where players will enjoy a dynamic economy and NPC characters going about their daily lives that can be messed with or exploited for profit. However, outside of those core worlds players will find the galaxy plays more like an action RPG. As they explore players will find dynamic events which are similar to quests, they will find monsters to fight and bad guys to explode and most of all they will find loot.
 **The Game**

Current Version: 0.8.1.00 Hollowed Barnacle
Project Bio

Gameplay Guide
Controls
Beam Systems
Missiles Tutorial
Power Tutorial
List of Ship Components
Stations

Screenshots
 **Videos**

 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"));

To write a new article, just enter the article title in the box below.

**Registering**

* Feel free to register and join our user base by clicking **here**.

**Adding content**

* If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
Missile Systems

# Missile Tubes and Missile Magazines

## Missiles (Normal)

There are two types of tubes, one with an auto-loader, and one without.
Both function the same for launching a missile.
The one with the auto-loader will reload the tube with a missile in a nearby Missile Magazine 15 seconds after the launch of the currently loaded missile.

### Missile loading

The auto-loader will pull from any missile magazine that has at least one tile in the 2x3 area behind it as represented by the green/turquoise/blue dots in the above picture.

The Missile Magazine will also pull from any missile magazine that has at least one tile in the 2x1 area. This allows you to create banks of missile magazines like this.

### Missile Tube placement and connection to console

The tube can be placed anywhere as long as at least one of the four green edges of the tiles (shown in picture above) touch the side of the ship's hull.
Same goes for the one with the auto-loader.

The Console Designator can be placed anywhere, as long as it contacts with one tile of the tube. It does not have to be placed in contact with missile magazines.
Rosen tunneler

**Storage**  | 600

The Rosen tunneler is an active module which can be bound to a cockpit or bridge with a selector module. On activation, it allows you to travel a short distance in the direction of your mouse pointer instantly through any object.

It can be obtained in campaign through the "mysterious curvature" quest, and unlocked with a core node.
Genesis Wall

The Genesis Wall is a location set in the horror video game Scorn where The Protagonist is born. It is a tall wall that gives birth to humanoid creatures. All of the humanoids are born with a large umbilical cord anchoring them to their pods. The ones born at the top usually die to long falls. The humanoids on the mid and lower levels have a better chance of survival. Some of the survivors of the initial fall are seen having died further into the wasteland. It is unclear if this is the case of all births, but the Protagonist is born falling backwards out of his cocoon and into the world.

* Official concept from The Art of Scorn book
* In-game scene of cocoons
* A dead humanoid dangling from umbilical
* Official concept
* Cocoon and umbilical concept
Tick

# 5 Ticks = 1 Second

A tick is a unit of time at which the game updates. A tick is 1/5th of a second, or 0.20 seconds. If you see ticks listed as a rate (IE "2 energy per tick"), just multiply it by 5 to get the rate per second. If anything says "per second", divide by 5 to get the amount per tick.
This is an expected value, however. Computer slowdowns may result in longer-than-average ticks. The approximations should apply, but units will operate more slowly and take less resources per second.
Engine Y-405

**Energy/Second**  | 17.60

The engine Y-405 requires 4 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.
Thruster E-38

**Energy/Second**  | 4.49

## 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.
Photon beam controller

**Secondary Effect**  | None

The photon beam controller creates a low energy cost long range beam whose only effect is damage. The photon beam is most useful when used with weaker energy emitters as it allows them to output sustained damage at small targets. The Photon beam controller requires a selector to control it from 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
Energy emitter l-2

**Charge Rate**  | 30/s

This is in the medium sized 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
Tiny thruster

**Energy/Second**  | 0.64

## 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.
Stations

There are a number of stations unrelated to your home base scattered around the solar system, most of which are active crewed economic stations that produce goods which are ferried around the system by civilian trade ships. It is rumored that there are still a number of abandoned stations out there infested with some kind of strange alien creatures.
Huge beam controller

**Totally Unbalanced**  | True

As of v0.8.03.05 (Hollowed Dvorak) the Huge beam controller is a placeholder and in use is functionally identical to the photon beam controller.

## 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
Missiles Tutorial

Missiles are a powerful alternative to energy-fed turrets without the worries involved with capacitors, reactors and turret tracks, and they can provide smaller ships enough punch to destroy and out-range much larger foes, especially in the case of fighters and corvettes. However your ship can only carry a finite number of missiles and the magazines and single-shot tubes have to be reloaded at a station from the logistics screen (right click on the ship and select restock ammo).

So you're wanting to outfit one of your ships with missiles. First things first, lets enter the designer and look at what modules are available under the missiles section in the weaponry tab. This is assuming you know how to make a new profile from the 'Select Profile' screen from the main menu.

# Picture Tutorial

Basic missile tubes without autoloaders are a compact one-shot launcher which can easily be fitted in
Missile tubes must have the 'mouth' of the tube (the side with the darker pair of protrusions) connected to the black 'exterior' tiles.

On the left here we have an example of incorrect placement, and on the right we have an example of correct tube placement.

All connected missile magazines act as a common pool that all connected auto-loading missile tubes can all pull from, regardless of the distance of the missile magazine with the visible missile in it. Orientation of the missile tube does not matter, nor the flow, which did in earlier patches.

Don't forget to add control assignment modules to your tubes, here navigation assignment modules have been added to both the missile tubes and the bridge. You are now ready to save your design, return to the main menu and enter the ship testing arena via the 'Test Ship' button from the main menu.

When your ship spawns you should be greeted to a similar sight- your ship has spawned with all it's missile launcher tubes and magazines fully loaded and ready to fire. Whilst piloting the ship you can move your mouse over a target and press tab to sensor lock it, and after the lock is established, either press the missile firing key (default binding is 'MB4') to fire one missile per keystroke or hold the key until a beep is heard to fire all loaded tubes at the target.

After a period of time the fired missile tube will reload and pull a missile from the end of the magazine and into the tube.

The light show is what makes missile so worth it. Experimentation is key, go wild and add 20 missile tubes on each side of your ship, use them as your main weapon if you fancy.

The missile factory is a pretty big module which has four outputs; two at each end which will put new missiles into empty missile magazines, allowing you to reload your missile launchers in the field and removing the need to return to your home station to reload your ship's missile stocks from the logistics screen. Each missile costs a fairly significant sum of energy- 600 at a maximum rate of 120/s.
Red beam controller

As of v0.8.03.05 (Hollowed Dvorak) the red beam controller is a placeholder and in use is functionally identical to the photon beam controller.

## 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-3 (angle)

**Charge Rate**  | 80/s

This is in the largest 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
Locations

## The Field

The game's concept art and the gameplay trailer depict the surface of the game's world as a rocky area surrounded by canyon walls and an orange sky. Scattered about are the decaying corpses of creatures found in the game and the red biological mass they produce as well as scattered artificial structures. There seems to be two types of structures. The are hollowed out tombstone shaped monoliths that at their base have openings into underground facilities. The second are much larger cylindrical towers of an unknown purpose.

## The Wall

The Wall is where the protagonist and all other humanoids are birthed from, it is made of flesh, organs, and uterine lining

## The Assembly

The assembly is the location in which the player first finds themselves, it is a recycling plant

## The Tower

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

We do not have specific information yet on the locations in *Scorn*.
Energy emitter l-2 (angle)

**Charge Rate**  | 30/s

This is in the medium 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
Bridges

**Work In Progress**

Ok calling them 'Bridges' isn't entirely accurate. They're all actually control rooms which CAN be bridges when wired up with a navigation designator, which some have an empty internal for. Anyway, despite this error I will use both terms because inconsistency has character.

As for what they are for; they allow you to pilot your ship and/or operate designated weapons and systems. They can be set up as the one bridge on board or can be a secondary, tertiary, quaternary, quinary, senary, septenary, octonary, nonary, or even denary control room. Such control rooms can be wired to control other weapons and/or systems too, although wiring multiple rooms to the same component is just asking for a mid-flight mess. Also each bridge can support a limited number of special systems.

# Tier 1 Bridges

A bunch of control rooms added after the Tier 2's were already in. As a result they tend to be more odd and 'charismatic' instead of actually coming in a practical range of sizes. But you're stuck with these at the start and will just have to grit your teeth, sucker.

# Tier 2 Bridges

Sleek, effective, and better than the Tier 1's in almost every way. Use these and don't look back.

# Tier 3 Bridges

Confirmed in development, but yet to come. (pictures extracted from the game files)
Repair Drones

Repair 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.

When a drone is launched, air from the drone bay and surrounding doorless rooms will leak into space. Drones can be targeted by point-defence weapons.

# Tier 1 Repair Drones

"This repair drone is highly intelligent, however many complains were received when customers learned their service drones could feel pain, depression, lonliness, and even abject terror. As a result this one has been fitted with a comforting yellow sticker which reads 'Mindless'. It is designed to fly around performing repairs until it runs low on energy or is killed by incoming bullets. Don't worry, they are easily replaced. Also they can be targeted at ships other than your own."

# Tier 2 Repair Drones

"Unlike its lower tier counterpart, this drone bay is designed to service two repair drones at the same time. To enhance moral in the case of a lost drone and to ensure optimal repair efficiency, the drones are programmed to hate each other."
Core Node

Core nodes are special usable items, which give you the possibility to instantly research one research-able module from a ship design. If you acquire a core node by scooping it out of the space it will be used automatically before getting to your inventory, otherwise you can right click it to use.

After using the item, it will appear in the ship editor as a usable option, a purple icon  on top of the screen. From there you can choose a module to research. Usually you will find this item by winning big boss-fights. It is also accessible in debug mode as random inventory spawn.

*Click here to see known drop locations of this item.*

* Ghost ship in the red zone.
Bomb attack drones (x4)

Bomb 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

Bomb attack drones and projectile attack drones are obtained through the main campaign.