recursal/Fanatic-Fandom huggingface dataset:
Hangar

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

A **Hangar** is a block built on ships to provide access to a fighters fleet.

H
a
n
g
a
r
C
a
p
a
c
i
t
# y
0.5
(
X
−
0.5
)
(
Y
−
0.5
)
(
Z
−
0.5
)

{\displaystyle Hangar Capacity = 0.5(X-0.5)(Y-0.5)(Z-0.5)}

One hangar can launch one fighter at a time, even with two faces accessible. A full fleet of 120 fighters takes about 75 seconds to launch one by one. Multiple hangars allow multiple fighters to launch simultaneously, improving launch time. This scales up to 120 hangars launching all fighters instantly.

There is no restriction on the simultaneous return of fighters. A single hangar can instantly receive all fighters that fly into it. A larger surface area helps fighters reliably reach it, improving return speed. Fighters return very slowly within the outer bounds of the ship so it helps to put hangars near the outside surface.

More hangars do not provide more fighter squads, only subsystem modules do.

## Requirements

The hangar block has to be large enough in order to function properly. Any cube larger than 0.5 will technically provide capacity, but a cube of size 1.76 is needed to provide at least 1 capacity. The general formula for cube size is

H
a
n
g
a
r
C
a
p
a
c
i
t
y
∗
2

3

0.5

{\displaystyle \sqrt[3]{Hangar Capacity\*2}+0.5}

.

At least one of the two open faces must be unobstructed. The required free space is highlighted in build mode.

It is not available before Trinium tech.
AI

> *Xsotan detected. Commencing attack.*
>
>

The AI is one of the bosses you will find in Avorion. It was designed to fend off the Xsotan invasion in the past. It will only activate when you talk to it while a XSTN-K module is installed, otherwise it will be unresponsive and mostly invulnerable. It drops the XSTN-VI module which is needed to access the center of the galaxy.

## Spawn Conditions

The AI spawns in empty sectors that have a distance between 240 and 340 units to the center of the galaxy. It has a 5% chance to spawn each time an empty sector is entered. A counter is incremented on every jump into an empty sector such that on the 10th consecutive jump into an empty sector, the AI is guaranteed to spawn. This counter is reset when entering a sector with an Unknown Energy Signature, or when an AI or a Pirate Captain Swoks is spawned.

After the AI is defeated, the player that spawned the boss cannot spawn another AI or Pirate Captain Swoks for 30 minutes.

## Fight Mechanics

The AI is special in that when it takes damage, it will split, where every smaller part will keep shooting at you. To defeat it, you need to keep killing its split off parts until every bit of it is destroyed. As a caution to avoid being overwhelmed by its attacks, it may also be preferable to avoid splitting The AI into too many individual parts. The AI parts do not seem to use all of its available plasma turrets, especially when the center of The AI is connected. In essence, if the player splits The AI into two large pieces, one piece will use almost all of its turrets while the other will barely shoot. Also, if a piece of The AI has a shield generator when it breaks off, that piece may have a fully restored shield. As such, a possible tactic is to keep The AI largely intact during the battle while slowly destroying its extremities bit by bit. TIP: Use lasers, they are very accurate and do consistent damage, very useful to chop the AI´s pieces. The exotic turrets may drop before the entire fight is over, when you destroy the main piece and there is a medium-sized piece nearby. The XSTN-K will not drop until all pieces are defeated.

## Guaranteed Drops ( loots )

* XSTN-VI
* 2 Exotic turrets
Project IHDTX

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

**Project IHDTX** is an endgame boss as of Avorion 1.0. Its fundamental concept is similar to Specimen 8055, but far more lethal.

He is eligible for spawning for all players that defeat the Xsotan Wormhole Guardian at least once (you must be present in its sector in order to be eligible).

## Walk Through

*Verified as the correct way to find it as of 31.07.2020.*

In order to find Project IHDTX, you need to search through the hidden mass sector asteroid inside The Barrier. Apparently, through the secret stashes around asteroids you will find special crystal shards, which,with 2 shards, you will be able to pinpoint the origin of these shards, usually extremely close to the galaxy center. Once you find the location, a red skull marker will be placed on the galaxy map.

Once you warp to the sector, you will enter a confrontation with Project IHDTX, and regardless of the choice you make you will enter battle immediately. The ship have about 6 million hull, and a extremely low Omicron. However, its strength and weaknesses lies in two mechanisms.

The first one is similar to Specimen 8055, as the ship will be immune to damage while channeling through 4 asteroids surrounding the ship with white/bluish light. It is almost impossible to destroy these asteroids while Project IHDTX is constantly shooting at the player.

The second mechanism is its deadly front laser. As soon as the battle starts, the ship will try to aim the laser at the player's ship, which will show as a red aiming light. The light will turn green when it is locked in place, and fire within 1 second. This laser penetrates shields, even if you have an impenatrable module. the laser does about 1.5 mil damage per shot (the difficulty is on normal). for most ships this means 1 hit = death. The laser has a maximum range of 100km, which should not normally come in to play while fighting it.

Its drops are mostly laser turrets, with at least one legendary. this hasn't been fully confirmed yet though.

The trick on getting rid of the asteroids is to have the boss' laser hit them. It appears that you MUST get him to destroy his own asteroids. Having a heavier ship hide behind the asteroid and destroying it with mining lasers has a high risk of bugging him out, and leaving him immune to damage.

The laser is mildly forgiving in terms of hitting the asteroids so even a shot that would normally miss may still hit them.

The best thing that you can bring to this fight is a disposable ship that can turn somewhat but has very good strafing movement. if you're willing to cheese it entirely, bring some sort of ring ship that he can shoot through without actually hitting.

Your main ship waiting in a sector nearby will definitely be useful for destroying the boss when its shields go down.
Glow Block

## Description

Glow blocks are a universal decorative light source, that can be used to cast local illumination over nearby blocks of the construct in short range.

Blocks themselves are opaque, unshaded, untextured, uniform and self-illuminated objects of assigned color, that produce a bright flare (Bloom) when occupying a significant portion of the screen view, although they do not affect nearby blocks of other objects.

Hue and Saturation of the Glow block depends on the chosen color, and intensity of the glow effect is relative to Color Value (apparent brightness) of that color. As such, pure white color produces the strongest flare, while pure black color produces no illumination at all.

Glow blocks are available in all materials, have and provide 1/4 Hull Points of the regular Hull block for 1/3 of the Mass and require no upkeep.
Shield Reinforcer

The Shield Reinforcer is an installable Subsystem.

## Statistics

Shield Reinforcers render a craft's shields impenetrable, at the cost of lowering their durability and increasing its recharge delay.

This subsystem only increases required energy unless permanently installed.

Multiple Shield Reinforcers can be installed at once, increasing the Shield Durability effect multiplicatively, and other effects additively.

## References

1. `data\scripts\systems\shieldimpenetrator.lua`
Avorion Wiki/ru

Reason: "*This page is extremely outdated, but should maybe stay as a landing page for Russian players.*"

**This page is a candidate for deletion.**
Reason: "*This page is extremely outdated, but should maybe stay as a landing page for Russian players.*"

Вы можете добывать астероиды, чтобы собирать ресурсы, которые вы будете использовать, чтобы построить свои собственные корабли.
Есть и другие способы получить кредиты: вы можете торговать с другими игроками (или ИИ) или уничтожать и грабить корабли, контролируемые другими фракциями или пиратами.
Все в игре состоит из блоков различных размеров, таким образом, легко построить свои собственные космические корабли, как вы хотите, и даже генерировать их случайным образом для бесконечных возможностей!

Посмотреть системные требования, чтобы сыграть в игру.
 **История версий**

Информация о текущих и предыдущих версиях и функциях.
 **Дорожная карта**

Смотрите запланированные и предстоящие функции для будущих версий.
 **Технические руководства**

Руководства по настройке игры.
 **Сервер**

Информация о серверах Avorion.
 **Моддинг**

Информация о моддинге. |  **Руководства по игре**

Руководства по началу работы в игре.
 **Блоки**

Информация о различных блоках и их свойствах.
 **Материалы**

Информация о материалах.
 **Судна**

Информация о различных кораблях.
 **Дипломатия**

Информация о взаимодействии с другими фракциями и дипломатии.
 **Оружие**

Информация о различных типах оружия и их свойствах.
 **Улучшения систем**

Информация о различных улучшениях систем и их свойства.
 **Квесты**

Информацию о квестах которые вы можете сделать в Avorion.
 **Товары**

Информация о различных товарах, которыми вы можете торговать со станциями.
**Фабрики**

Список информации о фабриках, которые игрок может построить. | * Веб-сайт Avorion

Вы можете прочитать последние новости и скачать свежую версию игры отсюда!* Магазин Steam

Здесь можно купить Avorion.* Форум(ENG)

Есть что-то, чтобы сообщить, или вы хотите, чтобы расслабиться с разработчиками и модами? Вот место!* Koonschi

Свяжитесь с разработчиком!* Akagetsu

Свяжитесь с модератором!* AvorionForum.de

Немецкий фанатский форум | **Новости**
* 24 Окт 2018 - Предстоящее обновление (ENG)
* 18 Окт 2018 - Обновление "Улучшение систем" вышло! (ENG)
* 3 Окт 2018 - Игроки Avorion: 10% скидка на Nimbatus (ENG)
* 18 Сент 2018 - Оружейное обновление II вышло! (ENG)
* 7 Сент 2018 - Мы вернулись с Gamescom! (ENG)
* 13 Авг 2018 - Релиз перенесен на Q2 2019 (ENG)
* 19 Июля 2018 - Обновление для разработчиков (ENG)

**Обновления**

B - Бета ветка, S - Стабильная ветка* 2 Окт 2018 [B] | 18 Окт 2018 [S] - Выход Avorion 0.19.1
* 18 Сент 2018 [B] - Выход Avorion 0.19
* 12 Сент 2018 [B] | 18 Сент 2018 [S] - Выход Avorion 0.18.3
* 30 Июля 2018 [B] - Выход Avorion 0.18.2
* 22 Июля 2018 [B] - Выход Avorion 0.18.1
* 4 Июля 2018 [B] - Выход Avorion 0.18
* 19 Июня 2018 [S] - Выход Avorion 0.17.1
Tea Farm

## General Overview

This farm grows Tea, which is used in any Habitat.

## Station Manufacturing Process

Tea is not used in any further manufacturing.

## Construction

Cost to produce: 5,587,500 credits.

This factory produces the following resources per cycle:

### Garbage

This station produces an indirect byproduct as a result of the process, that is not included in the calculation of its profitability:

## Profitability

This station's profitability is an average of 575 credits per cycle, or 895 credits per cycle if the 'garbage' product Oxygen can be sold/used via trading routes or supply chains.

List of all Goods
Scrapyard

## General Overview

**Scrapyards** are stations which are found in sectors with a lot of wreckages. They do not buy or sell goods but can offer some services to the player. Jumpgates rarely connect to a **Scrapyard**

### Salvaging Licenses

They sell salvaging licenses that allow the player to scrap wreckages of that sector. Licenses prices increase according to their duration which vary from 5 minutes to an hour. The closer to the core the player is, the more expensive a salvage license will be. A player will need a salvaging laser turret in order to salvage.

Purchasing a salvaging license *will* increase the existing timer. So, for example, with a remaining time of 15:00, purchasing a 5:00 license will increase the total time to 20:00.

Higher duration have less credit per minute cost.

### Scrap ship

Players may scrap their ship. This will refund them for the credits, but the player will lose the materials used to construct the ship. The player will also lose crew and turrets present on a ship, so it is highly recommended to remove those before scrapping the ship.

### Dismantle turret

Players may scrap turrets they don't need into components, returning part of the resources used for construction. Parts obtained from such deconstruction are randomized but correspond to the turret type (i.e. a player will probably get High Capacity Lenses from laser turrets - including mining ones - or Servos and Ammunition S from chainguns). Assumed overview of possible components for the selected turret is shown at the top of the window, but one should note that random number of components starts from zero (meaning you don't always get all of the components shown, especially rare components). Some kind of system can be detected though:

* Total price of components obtained is usually less than the price of a turret (meaning that buying components at corresponding factories, if present, is more economically effective).
* Turrets of higher tech level and rarity tend to return better components.
* Price of a turret is a good hint at how rare the components may be.

## Penalties

Salvaging in a scrapyard sector without the license will worsen relations to the scrapyard's faction. If the player continues to salvage, military intervention will be called to remove the player. The player will be constantly messaged by the scrapyard if he does not have a license. The longer a player salvages without a license, the harsher the faction penalty becomes.

If relations are poor, players will not be able to obtain a salvage license at all. If the player is at war with the faction and he has a sufficiently powerful ship, the scrapyard may be destroyed and he will no longer be messaged by the scrapyard for services.

Caution should be taken when fighting enemies in a **Scrapyard** sector as damaging any wrecks, even those made in the current engagement, will anger the **Scrapyard**.
Rich Stone Block

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

Rich Stone is a very heavy block that has little use other than for aesthetic purposes.

Unlike regular stone blocks, rich stone is not immune to electricity weapons but it does offer a good collision damage reduction like the regular stone blocks do.

Rich Stone resembles a resource asteroid of the material you used.
Iron

## General

Iron is the first in the tier of materials of Avorion. It is the heaviest and most fragile material in Avorion, only made up for how cheap it is to build with.

Typically, Iron is rarely feasible in an offensive standpoint, since it isn't capable of taking shots well or moving around easily, so its use is more effective for start-up mining or cargo transportation ships.

## Acquisition

Iron, being the lowest quality resource, can be found anywhere in the map in both asteroid and wreckage form. However, the easiest way to get iron is in the outer stretches of the galaxy, where most of the other materials do not spawn.

The player can also buy Iron anywhere in the galaxy as a resource from Resource Depots, unless that depot has a delivery request for iron.

## Usage

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

Despite iron's lack of feasibility in a military standpoint, the player can still use Iron for civilian-based ships, such as mining or cargo ships. Iron's most useful feature for other material-based ships is the inertia dampener, which is only available for iron and Avorion.

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

Cargo ships are an easy and effective way to transport cargo across the avorion galaxy.

If you are wondering how to build one here is the basic plan
You will need: an engine, thrusters and 1 or more cargo bay.

there is many ways to become a “cargo transporter”

and they are: have a cargo ship, collect resources, and trade with stations.

i myself love cargo ships and I think it is a easy, effective, and neutral way to get money and fly a ship.

there are reasons to become a cargo transporter: you can make money, you don’t have to fight, and because... it’s fun!

thank you for reading and now that you know this you can become a cargo transporter!
The Grand Master of the Order

The Grand Master of the Order is a boss featured in the DLC: Black Market.

## Biography

Being a militaristic leader of The Cavaliers, the Grand Master of the Order is responsible for supervising operations in the syndicate. He is known to overplan security for his deeds, even outfitting his ship with almost impenetrable armor.

The Grand Master is fought towards the end of The Commune and The Family storyline.

## Encounter

The Grand Master is always found with a contingent of Cavaliers Soldiers as bodyguards. When meeting him, after some dialogue options he activates along with his team and attacks you.

The Grand Master brings a large grey and blue vessel with very thick layers of armor and decorative spikes. His ship is divided into four parts, which are covered with large armor plating, exposing only very small parts of functional blocks (mostly engines) and a large array of generators in the middle. The Grand Master also has outstanding shield strength.

Due to the nature of his design, most shots are immediately absorbed with no effect, and ramming attempts are harmlessly deflected from the Grand Master's hull. He only takes damage from a select few points, namely the generator, the engines and each cross painted blue on the auxiliary modules. It is possible to detach each part with enough damage dealt. Torpedoes are also ineffective due to the presence of PDCs.

It is most advised to bring considerable firepower and target the exposed parts of the Grand Master in order to maximize damage. Fighting him at close range may be ill-advised, however preventing his shield from regeneration is of priority. Weapons with area of effect, such as cannon and launcher turrets may prove an effective choice.

## Loot

Upon death, the Grand Master drops two copies of the legendary cannon turret, the Distant Destroyer. His enormous vessel also proves useful to salvage, yielding large quantities of scrap Iron, Trinium and Xanion.
Rice Farm

## General Overview

This station grows rice, which can be used for food or converted into carbon.

## Station Manufacturing Process

Rice

Carbon Extractor, Food Bar Factory
## Construction

Cost to produce: 3,630,000 credits.

This factory produces the following resources per cycle:

## Profitability

This station's profitability is an average of 140 credits per cycle, or 460 credits per cycle if the 'garbage' product Oxygen can be sold/used via trading routes or supply chains.

List of all Goods
Mining/ru

Reason: "*This page is extremely outdated, has broken links, and we already have other language options without creating new pages*"

**This page is a candidate for deletion.**
Reason: "*This page is extremely outdated, has broken links, and we already have other language options without creating new pages*"

Майнинг - это процесс добычи материалов из астероидов. Некоторые астероиды могут быть присвоенными для добычи.

Это можно сделать с помощью бурового лазера. Чтобы добывать, игроку нужен корабль, на котором есть лазер для добычи. Если его нет, можно использовать дрон, так как у него есть два буровых лазера. Для извлечения ресурсов игрок должен стрелять в объект своим лазером.
Как видно на приведенном выше изображении, части астероида будут уничтожены, чтобы сбросить ресурс.
Лут появится, готовый к сбору.

Когда ресурсы астероида истощаются, его уже нельзя добывать. Некоторые астероиды содержат большее количество ресурсов. Они заметны даже на некотором расстоянии, и искать эти астероиды в каждом секторе может быть выгоднее, чем добывать стандартные астероиды.
Food Factory

Food Factory

* Produces: Food
* Requires: Wheat, Meat, Corn, Vegetables

Part of the Biotope supply chain.

## Construction

Cost to produce: 6,960,000 credits.

This factory produces the following resources per cycle:

## Profitability

This station's profitability is an average of 1,480 credits per cycle. Optimal production requires 700 production / second.
Mine

**Mines** are special stations that are founded from a claimed asteroid.

## Types

Below is a list of every foundable mine.

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

Higher prices for results will increase the profit made per cycle, but will also increase the station's founding cost.

## Founding a mine

Mines can be founded by the player from a claimed big asteroid.

The cost of founding a mine depends on its type.

A mine only needs a cargo bay to store mined goods. A mine will not produce goods unless its cargo bay is big enough to hold one full cycle of production - if you upgrade a mine it may stop working if the cargo bay is not big enough! Note attached cargo bays (such as via docking) do not count. No other blocks are needed; however, a mine may only have a maximum cargo bay size of 485 units until it requires at least one mechanic (and associated crew quarters). Since this cargo bay is likely to fill quickly (an upgraded Coal Mine for example would fill this cargo bay in only 15 minutes), it is recommended to include a larger cargo bay and also the required crew quarters.

Each mine has a default time per production cycle, seen above. Adding Assembly blocks will reduce the production cycle time, however the minimum production cycle time for all stations is 15 seconds and many mines are already at this limit, meaning that they will not benefit from the addition of assembly blocks.
Fleets

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

## General Overview

The player can utilize ships outside of controlling the ships themselves as a player. In order for the player to have a fleet, more than one ship is needed to be owned, and the ships that the player does not control must be controlled by a ship captain.

## Fleet Management

### In-sector

The in-sector fleet can be managed easily by switching to to the strategy mode by pressing F9 (the default key). This mode provides an overhead view, and at this point the player can control ships their ships. From this mode, the player can drag-select groups of ships and command them where to move to. Once they arrive at their location they will begin carrying out their previously issued orders. Standard orders that would normally issued through the interaction function by pressing F (Default key) cannot be issued from the strategy mode.

### Galactic-fleet

Fleets can also be controlled via the galaxy map. When the player highlights the sector the ship to be given orders to is in, the player can then select that ship and apply it orders. By holding Shift key (the default key), the player can chain-link orders.

## Outfittings

It is more efficient to build your ships in your fleet for a specific purpose, as all turrets on automated ships will fire given targets .

### Mining Ships

A mining ship outfit could be created simply by adding some mining turrets to it. It is recommended to never have these ships mine in systems that are out of their mining tiers. Another recommendation is to give the mining ship orders to jump to a sector that has a refining station and refine the materials for the player, if the ship has raw mining turrets applied.

### Combat Ships

Ships that are outfitted with any combat weapon fall into this category. Combat ships equipped with hangars and fighters will automatically utilize them and re-dock them during and after combat events. Combat ships equipped with salvaging beams as weapons can still use them in combat to do damage, and it will still collect resources. It should be noted that salvage beams cannot penetrate shields and have short reach, so it should be used sparingly.

### Salvage Ships

Players can outfit ships with salvaging lasers and order them to salvage in a given sector, which will cause the ship to start salvaging the different wrecks. The AI is not programmed to seek out dropped turrets, modules, or trading goods, though they will be picked up if the ship gets close enough to draw them in, so it is recommended to apply tractor beam upgrades.

### Cargo/Market Ships

A player can also use any ship with a cargo bay to have automated trade routes, by giving it orders from the galaxy map to buy from one or more factories or trading posts, and sell it to another factory or trading posts. Higher credit/hour rates can be achieved by having larger cargo space.
Electro Magnet Factory

# General Overview

This station produces electro magnets. These devices are used in a variety of crafting applications. They may be occasionally be consumed by smuggler hideouts and trading posts.

### Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Rail Guns

### Station Manufacturing Process

The following stations require this product during the manufacturing process:

 Electro Magnet

Anti-Grav Generator Factory, Electromagnetic Charge Factory, Force Generator Factory, Gauss Rail Factory

## Production

This factory produces the following resources per cycle:

## Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 467 credits per cycle.
Armor Block

* Iron Armor
* Titanium Armor
* Trinium Armor
* Ogonite Armor

Armor blocks is a main physical defense for the ships and other space structures. While generally similar to conventional Hull blocks, Armor adds 6.25 times as much durability to the structure's total Hit Points, and can take just as much damage as individual blocks for the same volume. As such, it is the first method of protection available from Iron, further reinforced by Integrity Field Generators made with Titanium. It also provides an additional defensive factor against Railguns by preventing these weapons from dealing damage to the blocks protected by it. Armor blocks are 66% heavier, however, and a major contributor to mass inflation, so it should be used in moderation.

There are angled variants of the armor block, namely Corners and Edges.

Also note that there are no armor blocks available for Naonite, Xanion, or Avorion.
Mining Robot Factory

## General Overview

This factory produces the most expensive good in the galaxy; mining robots. These aren't used for any further production and may be sold to mines and planetary trading posts.

## Station Manufacturing Process

 Mining Robot

There are no factories that use mining robots as an ingredient.

## Production

This factory produces the following resources per cycle:

 Scrap Metal

### Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 41,732 credits per cycle.

List of all Goods
Tesla Coil Factory

## General Overview

This factory produces industrial and military tesla coils. Be aware that tesla coils are listed as dangerous goods and require you to have at least a basic trading licence to prevent a factions patrols from scanning you.

These two coils are only used in the turret manufactoring process at a Turret Factory.

Tesla Turret

Lightning Turret

## Production

This factory produces the following resources per cycle:

 Military Tesla Coil

### Production Materials

These factories require the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 5,895 credits per cycle.

List of all Goods
Infinitesimals Wiki/Section 4

Wiki Community

We are currently maintaining 265 pages (18 articles)!

Recent changes | New pages | Missing pages

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

Register
Register an account to keep track of your contributions.
Dioltas

{{#ifeq:

**Dioltas** là đơn vị lính **Epic** của phe Trung lập.

## Năng lực

* **Dying Wish**: Khi Dioltas bị tiêu diệt - Triệu hồi một đơn vị Tombstone tại một ô trống ngẫu nhiên xung quanh Tướng đồng minh.
	+ Tombstone là đơn vị token có chỉ số 0/10 và năng lực Provoke.

## Chiến thuật

* Bản thân Dioltas có sức tấn công cao và có thể tấn công Tướng mà vẫn còn sống, vậy nên nó gây áp lực lớn cho đối phương.
* Tombstone mà Dioltas tạo ra là điều đáng để bận tâm. Trong đa số trường hợp nên chủ động tiêu diệt Dioltas vì nếu để Dioltas tấn công nó sẽ có cơ hội chọn mục tiêu có lợi nhất để phát huy lượng sát thương cao của mình.

## Thư viện ảnh

Sẵn sàng

Đứng tại chỗ

Di chuyển

Tấn công

Bị tiêu diệt
## Thay đổi

* 0.21: **Được tạo ra**. Dioltas có chỉ số 5/2, tốn 6 mana để triệu hồi.
* 0.26: Lượng mana cần thiết giảm về 4.
* Patch 1.63: Chỉ số tăng lên 5/3.
Mod Example: Weapon

This mod extends the Turret and Weapon generators to add a new Gatling-Railgun Weapon to the game.

## About

* `weapontype.lua` A new `WeaponType` **GatlingRailGun** has to be added so that the Turret and Weapon generators can be extended for that type.
* `turretgenerator.lua` is extended to add a new generator function for the new turret type and some specifics about that turret.
* `weapongenerator.lua` is extended to add a new generator function for the new weapon type, which builds on the existing Railgun generation function
* In `galaxy.lua` the drop probability for the new weapon is added and set to a weight of `1`, so that the turret will be generated in loot drops

### modinfo.lua

* `serverSideOnly = false` This mod would be server-only, if it wasn't for some localization files that have to be present on the client to translate.
* `clientSideOnly = false` The mod cannot be client side only, since weaponry has to be generated on the server.
* `saveGameAltering = false` The mod doesn't add any new scripts or assets to the game, so it doesn't alter save games in a way that they might become corrupted once the mod is no longer active. It only alters some numbers in weapons, but doesn't add any actually completely new weapons.

### Localization

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

## See Also

* Mod Examples
* Modding
* Writing your own Mod
* Avorion Internal Architecture
Scrap Metal Trader

## General Overview

This facility generates Scrap Metal, which can be manufactured to Steel.

## Station Manufacturing Process

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

## Production

This factory produces the following resources per cycle:

## Profitability

This station's profitability is an average of 1500 credits per cycle.

List of all Goods
Nanobot Factory

## General Overview

This factory produces Nanobots, which are used in several further manufacturing processes as well as at Repair Docks.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:
Body Armor Factory

Force Generator Factory

Mining Robot Factory

War Robot Factory

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 1905 credits per cycle.

List of all Goods
Trading Subsystem

The Trading Subsystem is an installable Subsystem.

## Statistics

Trading Subsystems display trade and economy information.

Detected trade routes from the last few sectors a craft has visited will be displayed, along with local prices and price deviations for every trade good.

Permanently installing a Trading Subsystem will also display information about the economy on the Galaxy Map.

Any trade good, and either its price deviation or demand can be selected to be displayed.

Depending on what is selected, sectors will appear with cold to warm colors denoting either -30% to +30% price deviation, or low to high demand.

Multiple can be installed at once, however this is not useful as each subsystem will display the same information.

## References

1. `data\scripts\systems\tradingoverview.lua`
Distillery

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:

Liquor

Casino, Habitat
## Construction

Cost to produce: 15,082,500 credits.

This factory produces the following resources per cycle:

* The in system cycle lasts 195 seconds and is split into **THIRTEEN** channels (giving a S station 26 channels instead of 2). This is in stark contrast to the common 15/30/45 seconds. If enough resources are present parking in the system creates a lot of liquor compared to the passive cycle.

## Profitability

This station's profitability is an average of 2,685 credits per cycle.

List of all Goods
The Barrier

**The Barrier**, as the name suggests, is a barrier blocking the player from entering a radius of 150 sectors of the galaxy's middle. The Barrier functions and looks like space-time rift - although it's circular in shape and not shaped like a rift - and therefore it cannot be seen as a physical object, and it is only marked on the map.

## Getting past The Barrier

To get past The Barrier, the player has to find a sector with a hidden mass signature very close to the barrier, or the player can ask The Hermit again for hints. The sector will contain nothing but 8 asteroids. These asteroids will, when active, serve as a gate to get past The Barrier. To activate them, the player must collect all 8 XSTN-K artifacts. Each asteroid is labeled from 1-8 in roman numerals (I, II, III, etc.), and each XSTN-K artifact is labeled in the same manner.

When the player has acquired all artifacts, they need to be placed in 8 different ships, and those 8 ships need to be placed within 1.5 km of their respective asteroid - the ship containing XSTN-I needs to be placed close to the asteroid labeled I, XSTN-II close to asteroid II, etc.. If the XSTN-K has been placed successfully, a small red light will be lit at the edge of the asteroid.

When all 8 XSTN-K artifacts are in place, all 8 asteroids will collectively shoot a red beam into the center of the circle, that the 8 asteroids create, and a wormwhole will open. This will however trigger a fleet of Xsotan ships to enter the sector, but they won't attack unless a turret is fired as with other Xsotan fleets.

## Post-Barrier

Once the player gets past The Barrier, they will encounter a large number of Xsotan ships. The Xsotan will not only appear at random through subspace, but they can also be found in sectors with hidden mass signatures. Within these sectors, a large number of Xsotan ships will reside, being neutral towards the player, until a turret is fired which will make them hostile. When near the very center of the galaxy, the player will almost solely meet Xsotans, although it is possible to meet other faction outposts.

Bear in mind, that Avorion can be found very quickly when across The Barrier, but requires both Ogonite and Avorion building knowledge to build. Once you can build with Avorion, you can use an Avorion hyperspace core of any size to jump through rifts, therefore rendering the gate useless to any ship with an Avorion hyperspace core.
Solar Panel Factory

## General Overview

This factory produces Solar Panels, which are used in the production of Satellites.

## Station Manufacturing Process

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

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 1,959 credits per cycle.

List of all Goods
Getting Technical

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

Once this quest has been taken, all Xsotan ships have a chance to drop a piece of Xsotan technology. The Xsotan tech pieces will be found as "rare" in quality and be researched at a laboratory. As to be expected, when 5 tech pieces are researched together, a new tech piece will be made in "exeptional" quality, 5 exeptional tech pieces can be researched into an "exotic" tech piece, and lastly, 5 exotic tech pieces can be researched into a Xsotan Wormhole Key, which can be used against the Xsotan Wormhole Guardian.

Getting Technical is directly linked to One Against All And All Against One.

If the player has the Xsotan Wormhole Generator equipped while fighting the Xsotan Wormhole Guardian, the player can interact with the boss, and that brings up a menu with the option "Harness the blackhole generator's power". If this option is selected while the XSG is shooting a beam at the large black hole, allied ships will appear through wormholes. The amount of ships depends on the amount of allies the player has gathered from the "One Against All And All Against One" mission.
Rubber Factory

## General Overview

This station produces rubber materials which are used in the manufacture of vehicles.

## Station Manufacturing Process

Rubber

Vehicle Factory
Acid

Explosive Charge Factory, Paint Manufacturer
Toxic Waste

There are no factories that use toxic waste as an ingredient.
### Legality

Purchasers of goods from this station should be aware that toxic waste is considered dangerous cargo. Transporting this cargo can result in fines and confiscation of the good if the individual does not have a transportation permit.

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

### Garbage

This station produces an indirect byproduct as a result of the process:

 Acid

## Profitability

This station's profitability is an average of 955 credits per cycle.

List of all Goods
Jewelry Manufacturer

## General Overview

The Jewelry Manufacturer creates Jewelry. While there are two different types of this station which need different goods for their production, the result will be the same commodity for both. Jewelry is not bought by any stations except trading posts (by chance).

## Station Manufacturing Process

Jewelry is not used in any manufacturing processes.

## Production

Both factory-types produce the following resources per cycle:

### Production Materials

These factories require the following resources to complete a cycle:

## Profitability

 Type 2

It is notable that the Type 1 factory has a significantly higher profit per cycle and return-on-investment per cycle than Type 2. In fact, the Type 1 Jewelry Factory has the highest ROI/cycle of any factory in the base game (as of 1.3.6) and pays back its initial construction cost in just 1,793 cycles (7.5 hours at production cycle minimum length of 15 seconds). However, both types of Jewelry Factory require input goods (Gems for Type 1 and Diamonds for Type 2) that have no regular supplier stations, and produce goods (Jewelry) that have no regular buyers. This means that a Jewelry Factory relies on randomized elements (NPC freighters and Trading Posts) to be profitable and is therefore not recommended to build without proper support, including:

1. A friendly Trading Post that sells Gems / Diamonds to be used as input,
2. A friendly Trading Post that buys the station's output Jewelry, and
3. A player ship to carry goods between these stations.

List of all Goods
Torpedoes

[This page is unfinished. Requested in-game information will be highlighted in square brackets.]

Torpedoes are a special type of armament that can be launched with the Torpedo Launcher block. They require a Torpedo Storage block on a ship to function. Torpedoes are sold at Equipment Docks within the Naonite Reaches or further towards the center of the galaxy. Torpedoes are classified by two different attributes: the warhead and the body class. The body class determines the torpedo's flight speed and manoeuvrability (Turn rate), while the warhead determines the type and amount of damage a torpedo deals. Torpedoes can be visually identified by the color of the warhead and body class. The different types of torpedo warheads and bodies are detailed below:

[A table showing the different kinds of warheads, displaying the damage dealt, corresponding colour, and any other relevant details.]

[A table showing the different kinds of body classes, displaying their speed, manoeuvrability, corresponding colour, and any other relevant details.]

### Warheads

The warheads primarily determine the damage type, any special effects the torpedo may have, and of course the amount of damage dealt to hull and shield. Damage dealt scales with rarity and tech level.

### Body Classes

Range and Durability vary with rarity (common, uncommon, rare, exceptional, exotic), and Durability *seems* to be affected by warhead, but most other stats remain constant. Max speed also changes with it being doubled on Kinetic torpedoes but remaining constant through rarities. Total size is also affected by the warhead.

Torpedoes can be defended against using Point-Defense turrets or fighters. Auto-Turrets set to "Defend" will attempt to shoot down incoming torpedoes, fighters, and boarding shuttles. [Test if fighters set to "Defend" behave the same. Find out order in which they target those three.]
Crescent Spear

{{#ifeq:

**Crescent Spear** là trang bị **Legendary** của phe Songhai.

* Thẻ này nằm trong bản mở rộng Denizens of Shim'zar.

## Năng lực

* Tướng bạn được +1 tấn công. Các phép gây sát thương mà bạn sử dụng sẽ gây thêm 1 sát thương nữa.

## Chiến thuật

* 1 sát thương cộng thêm là vừa đủ để Tướng bạn tự mình tiêu diệt các đơn vị cấp thấp của đối phương.
* 1 sát thương phép cộng thêm có thể trở nên rất lợi hại với các chiến thuật aggro dùng phép của Songhai. Khiến các Phoenix Fire trở nên mạnh mẽ hơn, các Ghost Lightning dễ dàng dọn dẹp kẻ địch hơn. Với 2 hoặc 3 Crescent Spear đồng thời được sử dụng, mỗi Phoenix Fire mà bạn tung ra sẽ đau như cắt, còn mỗi Ghost Lightning giờ có đủ sức mạnh để ngay lập tức quét sạch sân đấu.

## Thư viện ảnh

Sẵn sàng

Trong thanh hành động
Arcane Devourer

{{#ifeq:

**Arcane Devourer** là đơn vị lính **Epic** của phe Abyssian.

* Thẻ này nằm trong bản mở rộng Denizens of Shim'zar.

## Năng lực

* **Opening Gambit**: Khi Arcane Devourer được triệu hồi từ thanh hành động - Đơn vị kế tiếp được triệu hồi từ thanh hành động của bạn có lượng mana cần thiết chuyển thành 1. Hiệu ứng duy trì tới hết lượt.
	+ Hiệu ứng: '***.***
	+ Lượng mana được đặt lại, có nghĩa là những đơn vị có lượng mana cần thiết để triệu hồi là 0 thì cũng sẽ tăng lên 1 mana.

## Chiến thuật

* Arcane Devourer có sức tấn công lớn, là một kẻ thù mà đối thủ khó có thể làm ngơ.
* Sức mạnh chủ yếu của Arcane Devourer là thực hiện một combo 8 mana bao gồm nó và đơn vị kế tiếp vốn giờ đây chỉ tốn 1 mana, đơn vị đó có thể là những đơn vị 6, 7 mana hùng mạnh, hoặc thậm chí là Blood Taura. Nhớ kỹ là hiệu ứng của Arcane Devourer mang lại chỉ duy trì trong một lượt.
* Arcane Devourer có lượng máu rất yếu, vậy nên ả có thể nhanh chóng bị trao đổi, có thể chọn triệu hồi ả ở tuyến sau để chờ tới khi ả có khả năng hành động.

## Thư viện ảnh

Sẵn sàng

Đứng tại chỗ

Di chuyển

Tấn công

Bị tiêu diệt
Mod Example: Upgrade

This mod shows how to add a new System Upgrade to the game. A new upgrade script is added, and the upgrade is added to the upgrade generator, so that it will be created as loot drops as well.

## About

* `upgradegenerator.lua` Extends the vanilla upgrade generator and tells it about the new script

### superhyperspace.lua

Script that represents the actual upgrade. In this case, it's a slightly modified (boosted) variant of the vanilla `hyperspacebooster.lua` upgrade.

### modinfo.lua

* `serverSideOnly = false` Mod has to be present on client and server, since new Upgrade scripts are added. Also: Localization.
* `clientSideOnly = false` Mod has to pe present on client and server, since new Upgrade scripts are added. Also: Localization.
* `saveGameAltering = true` The mod adds a new script `data/scripts/systems/superhyperspace.lua` whose path will be saved into the database. Once the mod is disabled, the script is no longer existant and the savegame will be slightly corrupted (not unplayable though).

### Localization

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

## See Also

* Mod Examples
* Modding
* Writing your own Mod
* Avorion Internal Architecture
Flight Recorder

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

The flight recorder block provides the benefit of being able to locate the place your ship was destroyed at. However, the block only records information if the ship was destroyed before the block itself was. For that reason, it is suggested to be put in the center of the ship's mass. It's worth to note that size doesn't matter for this block.

One special mission you can find at a military outpost requires the destruction of this block in a distant Sector. You are told to scrap a ship, but to complete the mission, you just need to destroy the flight recorder.
Military Outpost

The Military outpost offers combat and exploration missions, as well as a variety of crewmen for hire.

## Goods

The Military outpost buys the following goods:

* Ammunition
* Ammunition L
* Ammunition M
* Ammunition S
* Body Armor
* Explosive Charge
* Food Bar
* Gun
* Targeting System
* Vehicle
* War Robot
* Medical Supplies
Stabilizing Mainframe Wiring

The Stabilizing Mainframe Wiring is an installable Subsystem.

## Statistics

Stabilizing Mainframe Wiring increase a craft's Max. Processing Power by 117.2k.

The craft must have 15 subsystem sockets before this subsystem can be installed.

Stabilizing Mainframe Wiring can only be installed permanently.

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

## References

1. `data\scripts\systems\excessvolumebooster.lua`
Oil Rig

## General Overview

Oil rigs can only be used to gather one specific resource. An oil rig is classified as a mine, so it can only be constructed from a claimed asteroid. These cannot normally be removed from the sector where they originally reside. This is the only existing method to gather raw oil.

## Station Manufacturing Process

Crude oil produced at this type of mine is used in the following application:

Raw Oil

Oil Refinery

## Production

This mine produces the following resources per cycle:

Oil Rig cycle times default to the 15 second minimum, thus they derive no additional benefit from the addition of assembly blocks.

## Profitability

This mine's profitability is an average of 750 credits per cycle.

List of all Goods