recursal/Fanatic-Fandom huggingface dataset:
Cattle Ranch

## General Overview

This station produces cattle. It is considered a low tech factory. Cattle are used to create dairy, meat, and bio gas. Cattle ranches are an excellent starter station since they are very easy to upkeep and have a decent starting profit range.

While both factories produce bio gas as garbage, only one of them produces them as a result of production. The difference is garbage is not considered in the profitability calculations for stations, which makes them mathematically free during production. Base profitability affects station startup costs which is why the profitability listed below does not include them. While more profitable, type 1 has a higher startup cost. The difference in profitability shouldn't be taken into account as primary consideration however, for example, if the supportive structures are not in the area.

## Station Manufacturing Process

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

Cattle: Dairy Factory, Meat Factory, Biotope
Bio Gas: Chemicals Factory, Fungus Farm, Plasma Cell Factory

## Production

This factory produces the following resources per cycle:

Ranch type 1

 Bio Gas

Ranch type 2

 Bio Gas

## Production Materials

These factories require the following resources to complete a cycle:

## Profitability

 Type 2

Either type requires 199 Production / second to reach 4 productions / per minute.
Ice Mine

## General Overview

Ice mines can only be used to gather water. An ice mine can only be constructed from a claimed asteroid. These cannot normally be removed from the sector where they originally reside. Water is used in a wide variety of applications throughout the galaxy.

Note: it is almost always better to use the water collector alternative to save you an asteroid for other needed mine.

## Station Manufacturing Process

Water produced at this type of mine is used in the following applications:

Water

Brewery, Cattle Ranch, Chemicals Factory, Cocoa Farm, Corn Farm, Distillery, Fish Farm, Fruit Farm, Fungus Farm, Medical Supplies Factory, Paint Manufacturer, Paper Factory, Plant Farm, Potato Farm, Rice Farm, Sheep Ranch, Spices Farm, Tea Farm, Vegetable Farm, Wheat Farm, Wood Farm

## Production

This mine produces the following resources per cycle:

Ice mine cycles are take the minimum time of 15 seconds by default so they derive no benefit from the addition of assembly blocks.

## Profitability

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

List of all Goods
Youre trash

Rare
Decor
11
 2
+2% reputation gain

**You're trash** is a vehicle part in *Crossout*.

## Overview

A while back millions of drivers used to obey these signs. Now it's just a stylish decoration. Increases reputation gain after battle by 2%.

## Crafting

Obtainable from loot crates. Can also be made by fusing 10 white decors together (+1%) and paying a small fee.
Fertilizer Factory

## General Overview

This station produces fertilizer. It is considered a low tech factory. Fertilizer is used in the manufacturing at a few farms. They may be occasionally be sold to trading post and smuggler hideout. There are two types of farms. These farms can be very profitable if the player is able to locate a manufacturing chain. Type 2 is incredibly efficient, but has a much higher startup cost.

### Station Manufacturing Process

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

 Fertilizer

Cocoa Farm, Coffee Farm, Spices Farm
 Toxic Waste

Toxic waste is not used in any manufacturing process.

## Production

This factory produces the following resources per cycle:

## Production Materials

These factories require the following resources to complete a cycle:

Fertilizer Factory Type 1

Fertilizer Factory Type 2

## Junk

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

# General Overview

This station produces medical supplies, these are a final product. This factory is an advanced factory. Medical supplies are consumed by casinos and military outposts. They are quite profitable for trading and are generally easy to find a station for.

## 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 3,040 credits per cycle.
Energy Consumption

### Base Energy Consumption

This is a list of all Blocks that constantly consume energy, but can be switched off in the Energy Menu. Their consumption depends ONLY on their size and the material used. Blocks that are not listed here do not consume Energy or behave in a different manner.

Here are the consumption ratios in W / m^3 :

These values have been measured in game with a 1 m^3 Cube in Game version 1.3.7.

### The Hyperdrive

The hyperdrive only consumes energy after a hyperspace jump, for the duration of your hyperspace recharge. How much energy is consumed depends on the volume and Mass of your ship. More volume and mass lead to a higher recharge energy.

### Life Support

The energy consumption of your life support systems only depends on the volume of blocks that use life support. The blocks that need life support are blank hull, hull and crew quarters. Thier energy consumption per volume can be found in the table above.

### Academies and Cloning Pods

Academies and cloning pods have a base energy consumption per volume, but the more crewmen are in production or in training, the more energy they will consume. The number of crewman being cloned or trained is proportional to the energy consumption they will add. So a crewman in cloning or training will always add the same amount of energy consumption based on the base consumption of the academy or cloning pod. Furthermore cloning generally needs more energy per crewman, but is faster and needs only very little volume. Training professionals needs less energy per crewman, but a lot more volume and is slower. Energy is only consumed by crewman that are currently in production/training, NOT for all ordered crewman.

### Flight Assist

This is primarily the energy consumption of the inertia dampeners. Thrusters and directional thrusters have their energy consumption divided to 2/3 in thrusters and 1/3 in flight assist.

### Battery Charge Weapons

Battery charge weapons will consume a fixed amount of energy while charging their battery.
Conductor Factory

## General Overview

This station produces conductors. It is considered an advanced factory. Conductors are used in manufacturing for numerous factories and turrets. Conductors find a fairly common demand throughout the galaxy. Their incredibly low volume makes them an easy product to move.

### Station Manufacturing Process

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

Accelerator Factory, Electro Magnet Factory, Energy Generator Factory, Energy Inverter Factory, Laser Head Factory, Servo Factory, Targeting System Factory, Teleporter Factory, Warhead Factory
### Turret Manufacturing Process

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

Plasma Turret

Repair Turret

Mining Laser

Salvaging Laser

Force Turret

Tesla Turret

Lightning\_Turret

## Production

This factory produces the following resources per cycle:

### Production Materials

These factories require the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 906 credits per cycle.

## Production Chain

This drawing depicts all the mines and factories (rectangles) and trade goods (ovals) needed to set up a player production chain for Conductors. The ovals in blue are trade goods that can't be manufactured by the player - they must be sourced throughout the galaxy at trading posts etc., or delivered by npc ships. The yellow oval is a trade good generated within the chain, but not used to produce Conductors. This good can be sold or used in other chains.
Shield Ionizer

The Shield Ionizer is an installable Subsystem.

## Statistics

Shield Ionizers protect a craft's shields against one of either Physical, Plasma, Electric, or Anti Matter damage depending on random chance.

Unless permanently installed, this subsystem only increases Required Energy.

Only one Shield Ionizer can be installed into a single craft.

## References

1. `data\scripts\systems\resistancesystem.lua`
Paper Factory

## General Overview

This factory produces Paper, which is used for the manufacturing of books.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:

Book 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 540 credits per cycle.

List of all Goods
Potato Farm

## General Overview

This Farm grows Potatoes, which are used in a certain type of Carbon Extractor.

## Station Manufacturing Process

The following stations requires this product during the manufacturing process:
Carbon Extractor

## Construction

Cost to produce: 2,730,000 credits.

This factory produces the following resources per cycle:

#### Garbage

The following ressources are a byproduct of the manufacturing process and therefore not included in the calculation of the profitability:

## Profitability

Considering that the station's 'garbage' output, Oxygen, is still worth 640 credits, this station's profitability is an average of 1,480 credits per cycle. However, if the Oxygen is allowed to accumulate in the station's cargo, then this station actually loses 260 credits per cycle. In fact, in an optimal scenario (no wasted cycles due to cargo/supply issues), this station's return-on-investment per cycle is 0.000542 credits, which is one of the highest in the game and higher than many high-tech factories.

Given that randomized traders may not be sufficient to clear the station of it's (otherwise perfectly usable) 'garbage', this station is not profitable without additional support. It is therefore only recommended to build this station if you have the ability to support it with trade routes and supply chains.

List of all Goods
Fighter Factory

Fighter Factories are Factories that can be used to create your own Fighters.

Unlike the Turret Factory, the Fighter Factory does not require crafting components to create an item. Instead, you only need to use a turret of the corresponding type of fighter you want to create.

## Fighter Stats

Fighter Stats are directly related to the stats of the turret used. Fighter specific stats can be increased using modification points; These points are determined by the turret rarity.

 Legendary | 35

Putting points in the following categories does as follows:

* Size - The amount of space it takes up in a Hangar. Decreases with each point expended, up to 8 points that reduces the size to 1. For Cargo Shuttle, counter intuitively, the less this stat the better. The total cargo depends on this statistic so less points produces a larger Fighter, which also translates in a bigger cargo space.
* Durability - The amount of times the fighter can get hit before it is destroyed.
* Maneuverability - How fast the fighter can turn. Does not effect dodge chance.
* Speed - How fast the fighter can move in m/s.

Fighter production costs are increased based on the amount of points spent, increasing based on what the points are put into. Every extra point in the same category seems to drastically increase the production cost. Please note that Efficiency on Mining and Salvage weapons have a much larger increase to the production cost than anything else.

The material of the turret used determines what material is used for construction, as well as its harvestability level. Each material also puts points in some of the above traits automatically, which can be seen below:

*Note: This table is not yet complete. - are used to represent missing information.*

The other stats are determined by the Turret. Certain stats are not modified and directly applied to Fighters. This Includes....

* Fire Rate
* Range
* Damage Type
* +X Damage
* +X Range
* +X Fire Rate
* %X to Penetrate Shields
* +X Damage to X
* -X Energy Usage
* +X Efficiency

Stats that are ignored or removed are...

* Burst Fire
* Independent Targeting
* Overheating

Damage is determined based on what each turret is, as well as its rarity and tech level. (Table WIP)
Galaxy

The galaxy in Avorion represents the world in which the game takes place. It consists of different sectors.
It is randomly generated and its size is currently 1000x1000 sectors, so in one galaxy there are 1 Million sectors.

The galaxy is not completely generated at once, but procedurally generated as the players explore new sectors.

## Seed

Galaxies are randomly generated by the Avorion server. Each galaxy has its own seed, that is given to the procedural generator that creates it.
This seed can be specified in the menu when a new galaxy is created, or via the command line when a new server is set up.

Two galaxies with the same seed will look the same and have the exact same content, though this content may change over time due to player interaction with the world.

## Layout

The layout of the sectors in the galaxy is a quadratic 2D coordinate system. The coordinate range goes from -499 to 500.
The notation of the coordinates is simply the x and y coordinates, separated by a colon.

Sector coordinates are noted as follows:

 -250:0
 500:-499
 601:-500

Note that the most negative value is -499, not -500.
Crew Quarters

* Iron Crew Quarters
* Titanium Crew Quarters
* Naonite Crew Quarters
* Trinium Crew Quarters
* Xanion Crew Quarters
* Ogonite Crew Quarters
* Avorion Crew Quarters

Crew Quarters are arbitrary rooms for habitation and recreation of the Crew members on a Ship or Station. The more crew you want to have on your ship the more crew quarters you need, and if no sufficient space is provided, the morale of the crew will diminish continuously. Any ship and station has a base crew capacity of 4 by default and Crew Quarters is the only way to expand it. Crew capacity scales with volume so the larger the quarters the more crew it can accommodate. The material used does not affect the crew capacity.

Pre 2.0 you get 20/19 (about 1.052631…) crew members per 1000 m3 of crew quarters volume. Post 2.0 you get 10/19

##### Formula.

The formula to calculate the crew capacity of a ship is:

```
<crew_capacity> = 4 + truncate(<total_volume_of_crew_quarters> * <crew_quarter_density>)

```

##### Some values.

For cubes of each size:

This block has 2/3rds the mass and the same Durability as a normal block.
Antigrav Unit Factory

## General Overview

This factory produces antigrav units. This is used in the construction of several advanced products. Antigrav units are also consumed by shipyards, equipment docks, Mines, and repair docks.

#### Station Manufacturing Process

The following factories require this product during the manufacturing process:

 Antigrav Unit

Anti-Grav Generator Factory, Body Armor Factory, Teleporter Factory, Vehicle Factory

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

It needs 11850 production capacity to achieve minimum cycle duration of 15 second. Any extra production capacity is wasted.

## Profitability

This station's profitability is an average of 6,249 credits per cycle.
Gun Factory

## General Overview

This station produces guns, which are used in the production of war robots, and consumed by military outposts.

#### Station Manufacturing Process

The following station requires this product during the manufacturing process:

War Robot Factory
#### Legality

Purchasers of the products from this station should be aware that these goods are 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:

## Profitability

This station's profitability is an average of 1,573 credits per cycle.
Gas Collector

## General Overview

Gas collectors produce a variety of gases. Gas collectors are a basic factory, and require no production materials. There are four different types of gas collector. Gases are used in a large variety of applications throughout the galaxy.

### Station Manufacturing Process

Gases produced at these collectors are used in the following applications:

Helium

Energy Tube Factory, Plasma Cell Factory
Oxygen

Chemicals Factory, Fish Farm, Wheat Farm, Plant Farm, Rice Farm, Potato Farm, Corn Farm, Wood Farm, Fruit Farm, Fertilizer Farm, Sheep Ranch, Cattle Ranch
Hydrogen

Chemicals Factory, High Pressure Tube Factory
Nitrogen

Chemicals Factory, Fuel Factory
Chlorine

Medical Supplies Factory
Fluorine

Explosive Charge Factory, Fuel Factory
Neon

Plasma Cell Factory, Energy Tube Factory
### Legality

Purchasers of the products from this station should be aware that fluorine 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.

## Construction

 Type 2
 Type 3
 Type 4

## Production

Gas collectors produce the following resources per cycle:

#### Type 3

 Hydrogen
 Nitrogen

## Profitability

 Type 2
 Type 3
 Type 4

It is notable that the Type 3 Gas Collector has a significantly higher profit/cycle and return-on-investment/cycle than any other Gas Collector, and the third-highest ROI/cycle among factories in the base game (as of 1.3.6). However the Type 3 Gas Collector has the drawback of producing a very large volume of product per cycle (24 units), meaning that it requires a very large cargo bay. NPC traders may not be able to clear the cargo fast enough, leading to the factory stalling with a full cargo bay and reducing profit. This can be offset by using a player ship to transport its product to a sufficient number of reliable buying stations.

List of all Goods
Supported Mods

This page contains a list of the mods, that are currently supported to the game.

## Credits

The "Authors" column may not contain all related credits to the mod. Please follow the links to get the full list contributors.

## Legend / explanation

Dependencies are required for the mod to run. If one or more dependencies are missing the mod may not work and cause issues. It also can cause loss of data.

Optional dependencies may enable optional functions of the mod, but they are not required at all.

Conflicts means, that the mod is not compatible with everything listed there.

If you see a "(deprecated)" after a link means, that the download you get there is deprecated.There may still be useful informations about the mod, but for downloading the latest version you should use one of the alternative links.

### Versioning

* Avorion ^0.20.\* [matches Avorion 0.20.0 or higher]
* Avorion <0.20 [matches everything below Avorion 0.20]
* Avorion 0.20.\* [matches 0.20.\*, but not 0.21 or higher]
* Custom Craft Orders ^0.2.0 [matches the "Custom Craft Orders" mod 0.2.0 or higher, watch related mod info for links and further informations]

### Beta branch

Please be aware that some mods may break on latest beta branch, when a new update comes out. This page will only mark a mod as deprecated, when there is really a known issue, not when a new update appears that MAY break a mod. Use at your own risk. If you want to keep it clean better use stable branch. Also you should always test mods before installing them in your live galaxy, even on stable branch.

### Notes

The intention of this page is to supplement the "compatible mods" list on the Forum. Where any differences arise, this page supercedes the information on the Forum.
Servo Factory

## General Overview

This station produces servos, which are used in the production of a variety of goods.

#### Station Manufacturing Process

The following stations use this product during the manufacturing process:

Laser Modulator Factory

Turbine Factory

Anti-Grav Generator Factory

#### Turret Manufacturing Process

The following turrets require this product during the manufacturing process:

Chaingun

Bolter

Cannon

Rocket Launcher

Rail Gun

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 591 credits per cycle.
Brewery

## General Overview

This station produces beer. It requires a large amount of water to facilitate the process, and is difficult to keep up production due to the commodity limit. It is consumed by habitats and casinos. It can also be occasionally sold to trade outposts and smuggler outposts. It currently does not have any uses outside of a final trade product.

## Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

## Profitability

This station's profitability is an average of 2,690 credits per cycle.
Hull Polarizer

The Hull Polarizer is an installable Subsystem.

## Statistics

Hull Polarizers increase a craft's hull hitpoints.

As a downside, its hull is also weakened against one of either Energy, Plasma, Electric, or Anti Matter damage depending on random chance.

Unless permanently installed, this subsystem only increases Required Energy.

Only one Hull Polarizer can be installed into a single craft.

## References

1. `data\scripts\systems\weaknesssystem.lua`
Shield Booster

The Shield Booster is an installable Subsystem.

## Statistics

Shield Boosters increase a craft's total Shield Durability and/or Shield Recharge Rate, depending on rarity.

Permanently installing a Shield Booster increases its Shield Durability bonus by 200% and its Shield Recharge Rate effect by 50%.

If the rarity is at or above Rare and the subsystem is permanently installed, then the craft's shields will recharge by 35% over 5 seconds when fully depleted.

This effect has a 5-minute cooldown after occuring.

Multiple Shield Boosters can be installed at once, increasing their effects additively.

## References

1. `data\scripts\systems\shieldbooster.lua`
Boarding

## Overview

Boarding is a feature where Boarders attempt to take over a ship or station and gain control of the construct. The construct must be at under 30% HP in order for boarding to be available. You cannot board bosses (like MAD Science Mobile Energy Lab.)

To execute boarding, a ship must have a Hangar which has a Crew Shuttle that is being piloted by a Pilot. Each such Shuttle can hold up to 10 Boarders. The size of the Crew Shuttle determines how much space the vessel takes up in the hangar (e.g a Size 2 vessel takes up 2 spaces in a hangar)

## Combat

When a ship or construct is under 30% HP, Boarding Squadrons will become available for use. When deployed, Crew Shuttles fly out of the hangars and drop off boarders onto the construct; the pilots and ships then return. The vessels can be destroyed while in transit just like any other small spacecraft.

When boarders board a ship, they will attempt to kill every crew member in the vessel. Security is the first defense, and the deadliest, although boarders are the strongest crew and can defeat an equal amount of security. After security has been eliminated, the rest of the crew is engaged, starting with untrained crew and going up to General\*. It may be noted that officers are one of the most resilient crew available.

During the battle between crews, the ship takes damage.

While Boarders are fighting Security, the enemy ship is still able to function; It will still move and shoot.

## Results

When a ship is captured, it joins the capturer's side. All items still on the ship (i.e did not get shot off during the main battle) will remain on the ship; Cargo, weapons and weapon systems remain on the ship. The crew will only consist of the boarders, and new crew contingent has to be transferred to the ship in order to use it. If the captured ship is scrapped or disassembled, much like with any other construct, all the present boarders will disappear as well.

When a station is captured, it turns into a 'defunct station'. A defunct station does not have the original function and acts like an immobile founding ship. The station must be re-founded, paying **half the original cost** (e.g it still costs 10.060.000 Cr to re-found a Repair Dock from capturing a Repair Dock, which costs 20.120.000 Cr to found from a founding ship), on top of any repair costs.

Another advantages for boarding stations are acquiring mines in a region without many to claim from a NPC faction or for example conquer an outpost to found a shipyard from a local pirate clan deeper within the galaxy without the need for diplomacy or a lot of hyperjump modules.

The shipyard in the "Investigate Missing Freighters" mission cannot be boarded.
Plastic Manufacturer

## General Overview

This station is considered an Intermediate Factory and produces plastic that is used by Transformator, Servo, and Energy tube factories, respectively.

## Station Manufacturing Process

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

 Plastic

Shipyard, Energy Tube Factory, Explosive Charge Factory, Force Generator Factory, Gun Factory, High Capacity Lens Factory, Servo Factory, Tesla Coil Factory, Transformator Factory, Wire Manufacturer

## Production

This factory produces the following resources per cycle:

## Production Materials

These factories require the following resources to complete a cycle:

* A current bug (as of release up to April 2020) allows for the station to request energy cells and fill up its distributed cargo hold, but not use them upon production. Past the intial fill up cost, this reduces the effective cost per cycle by 150 and increases profit.
* Note that the oil cost for production was increased from 1 to 3 and the energy cell demand might be a relic of the old system which was meant to be removed.
* Energy Cells are listed as an optional ingredient. It is not required for production, however when present and used it will double production speed.

## Profitability

This station's profitability is an average of 1419 credits per cycle.
Credits

**Credits** are the current currency in Avorion and are used to pay everything that can be paid for. They are acquired by selling resources, blocks, turrets, or entire spaceships. Furthermore, credits can be obtained by selling whole asteroids or completing missions. There are two Steam achivements for obtaining credits: One for a million credits and one for a billion.

## Usage of credits

Credits are used for 2 things

1. for building new blocks
2. the purchase of new systems/turrets
3. to maintain morale of a ships crew

## how to earn credits

1. is by killing ships/stations and getting credit drops from them
2. is to found stations and mines that produce goods
3. is to complete missions given by stations
4. given as rewards for killing pirates
5. claiming asteroids and selling them. There is a picture of one on the linked page
6. selling of systems/turrets
Mod Example: Modifying Assets

This is a very simple mod that shows how to replace assets through mods.

## About

This mod provides no scripts but a few assets. The assets provided here will shadow (or replace) the vanilla ones that are used by the game.

* `avorion.png` The big "AVORION" letters that are to be shown in the main menu, with yellow `[modded]` letters
* `bug-report.png` The bug report icon, but rotated by 90°

**Note:** Even though only textures are replaced in this case, you can replace nearly all assets in the game, including music, plan xml files, sfx files and so on.

### modinfo.lua

* `serverSideOnly = false` This mod only introduces visual changes, that the server doesn't know anything about.
* `clientSideOnly = true` This mod only introduces visual aesthetics changes that the server doesn't know (and doesn't have to know) about.
* `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. Client side only mods never alter save games, since saves are a server-only thing.

## See Also

* Mod Examples
* Modding
* Writing your own Mod
* Avorion Internal Architecture
Rocket Factory

## General Overview

This station produces rockets, which are used in the production of weapons.

Rocket

There are no factories that use rockets as an ingredient.

Rocket Launcher
### Legality

Purchasers of the products of this station should be aware that rockets are considered dangerous cargo. Transporting this cargo can result in fines and confiscation of the good if the individual does not have a transportation permit.

Sellers of goods to this station should be aware that warheads are 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 per cycle:

## Profitability

This station's profitability is an average of 3,215 credits per cycle.

List of all Goods
Carbon Extractor

## General Overview

Carbon extractors are a low tech factory. This extractor is reliant on food to reduce into carbon, each one is designed for a carbon source. They will convert corn, rice, wheat, or potatoes into carbon. Carbon is used in manufacturing steel, armor, and in chemical processes.

### Station Manufacturing Process

Carbon produced at these extractors are used in the following applications:

Carbon

Body Armor Factory, Chemicals Factory, High Capacity Lens Factory, High Pressure Tube Factory, Steel Factory
## Construction

 Type 2
 Type 3
 Type 4

## Production

Currently all four of the stations have the same production.

### Production Materials

This extractor requires the following resources to complete a cycle:

* The in system cycle lasts 45 seconds and is split into three channels (giving a S station 6 channels instead of 2). This is in contrast to the common 15 seconds.

## Profitability

 Type 2
 Type 3
 Type 4

List of all Goods
Materials/ru

File:MaterialDistribution.jpg

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*"

Материалы, необходимые для сборки блоков. Они также необходимы на верфях для покупки новых кораблей.
Они повышают прочность и стоимость с уровнем, имеют разный вес и могут образовывать различные типы блоков.
Материал блока также влияет на такие вещи, как энергия, генерируемая генераторами, и мощность генераторов щитов и гиперпространственных ядер, но не на энергию, генерируемую солнечными батареями или тягой двигателей и маневровых двигателей или эффективность компьютерного ядра.

## Типы

Существует 7 видов материалов (по возрастанию прочности):

* Железо
* Титан
* Наонит
* Триниум
* Ксанион
* Огонит
* Аворион

### Цвета

Каждый материал имеет определенный цвет:

Астероиды, содержащие определенный материал, окрашиваются в цвет материала, а также блоки из этого материала.

## Статы материалов

Каждый материал имеет уровень прочности. Начиная с Титана, каждый материал на 50% прочнее своего предшественника. Это означает, что, например, корабль из титана имеет в 1,5 раза больше ХП, чем корабль с точно такой же формой, который сделан из железа. Материальные затраты всегда постоянны, но стоимость в кредитах увеличивается на 35% каждый уровень.

Значения, приведенные для куба корпуса размером 1x1x1.

См. таблицу в API:Material для получения дополнительной информации и точных цифр из кода игры.

Avorion примерно в 11 раз прочнее железа.
Железо - самый тяжелый, затем Огонит, Аворион, Наонит, Титан, Ксанион, и, наконец, Триниум.

## Приобретение

Материалы могут быть приобретены путем добычи астероидов, которые содержат материал, утилизации обломков кораблей и станций, построенных с его использованием или посещения хранилища ресурсов в соответствующем регионе Галактики, чтобы купить их за кредиты.

Каждый материал имеет свой уровень усвоения, в зависимости от его типа. Этот уровень просто номер или индекс материала, старт с Железа (уровнем 0), до Авориона (уровня 6).
Буровой лазер может успешно добывать материалы которые не больше чем один уровень выше, и эти же правила для демонтирующих лазеров.
Независимо от технологического уровня и редкости, Буровые и Демонтирующие лазеры из титана (уровень 1) может извлечь только Наонит (Уровень 2), но не Триниум (Уровень 3) и более прочные материалы, и они также будут получать железо (уровень 0) по повышенной ставке (будет наносить больше урона).

## Распределение

Распределение материалов зависит от положения сектора в галактике. Обычные материалы, такие как железо или титан, можно найти на краю галактики, в то время как более продвинутые материалы можно найти только в центральных областях галактики.
Corn Farm

## General Overview

This station produces Corn, which is used as a food or carbon source.

## Station Manufacturing Process

Corn

Carbon Extractor, Cattle Ranch, Food Bar Factory, Food Factory, Sheep Ranch, Biotope

### Production

This factory produces the following resources per cycle:

### Production Materials

This factory requires the following resources to complete a cycle:

### Garbage

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

### Profitability

This station's profitability is an average of 600 credits per cycle, or 840 credits per cycle if the 'garbage' product Oxygen can be sold/used via trading routes or supply chains.

List of all Goods
Oil Refinery

An Oil Refinery converts Raw Oil to Oil.

Raw Oil is produced by Oil Rig.

## Station manufacturing process

The following stations use this product during the manufacturing process:

**Oil**

Fuel Factory, Paint Manufacturer, Plastic Manufacturer, Rubber Factory.

## Production

This factory produces the following resources per cycle:

## Production Materials

This factory requires the following resources to complete a cycle:

 Energy Cell

* The in system cycle lasts 30 seconds and is split into two channels (giving a S station 4 channels instead of 2). This is in contrast to the common 15 seconds.

## Profitability

This factory's profitability is an average of 700 credits per cycle.

List of all Goods
Mod Example: Sector

This mod adds a new sector with lots of resource-rich asteroids. It also extends the sector specifics so that the sector is recognized where necessary.

## About

* `richasteroidfield.lua` Script that will generate the sector
* `richasteroidfield.lua` Extension so that the new sector is added to `SectorSpecifics`

### richasteroidfield.lua

* `SectorTemplate.getProbabilityWeight(x, y)` Sets the probability (in comparison to other sectors) of this sector
* `SectorTemplate.offgrid(x, y)` true, if the sector is meant to be a yellow dot (hidden mass sector) on the map, false for a green dot (default sector)
* `SectorTemplate.gates(x, y)` indicates if the sector should have gates (if yes, be sure to actually create gates in `SectorTemplate.generate`!)
* `SectorTemplate.ships(x, y)`, `SectorTemplate.stations(x, y)` indicates how many ships and stations (from, to) there can be in this sector. Important for estimates of missions.
* `SectorTemplate.musicTracks()` The music that should be played in this sector
* `SectorTemplate.generate(player, seed, x, y)` Function that is called when the sector generation actually happens

The `SectorTemplate.generate(player, seed, x, y)` ist the heart of this script. It creates the content of the sector, in this case several rich asteroid fields.

### modinfo.lua

* `serverSideOnly = true` The mod can be run server-side only as sector generation only happens on the server. The mod also doesn't add any new scripts, assets or localization.
* `clientSideOnly = false` Client side only is impossible, since the mod is already server side only. Sector generation happens only 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 reuses already existing game objects and logic.

## See Also

* Mod Examples
* Modding
* Writing your own Mod
* Avorion Internal Architecture
Profitability

The profitability of a station is a value that allows to estimate the profit a station can offer per cycle. The calculation adds the average prices (base prices) of all goods produced in one cycle and reduces the result by the total cost of all goods that are directly needed for one cycle (production chains are not taken into consideration for this).

### Example

The profitability of a Vehicle factory is calculated like this:

```
[ Amount of Credits from selling the produced goods of one cycle (average prices) ] - [ Amount of Credits needed to buy the goods needed for one cycle (average prices) ]

```

```
= [ Avg. price of Vehicle x 1 + Avg. price of Scrap Metal x 1 ] - [ Avg. price of Rubber x 1 + Avg. price of Power Unit x 1 + avg. price of Energy Generator x1 + avg. price of Metal Plate x 5 + avg. price of Antigrav Unit x 1 + avg. price of Display x1 ]

```

```
= ( 77,087 Credits x 1 + 25 Credits x 1) - ( 686 Credits x 1 + 1,211 Credits x 1 + 15,957 Credits x 1 + 792 Credits x 5 + 25,391 Credits x 1 + 7,858 Credits x 1 ) = 22,049 Credits

```

Note that the production of one vehicle needs five metal plates, which is why the related value has been multiplied.
Scanner Booster

The Scanner Booster is an installable Subsystem.

## Statistics

Scanner Boosters increase the range of a craft's details scanner.

Permanently installing a Scanner Booster increases its Scanner Range effect by 100%.

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

## References

1. `data\scripts\systems\scannerbooster.lua`
Drone/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*"

Дроны-это юниты, которыми может управлять игрок. Они изготовлены из единого блока двигателя и 2 добывающих лазеров.

Главная роль этого корабля добывать на астероидах ресурсы .

Во время управления любым кораблем, которым владеет игрок, нажимая клавишу "смена судна" (по умолчанию "T") на клавиатуре, игрок может отстыковать и взять под свой контроль дрон.

## Характеристики

Дрон состоит из одного блока двигателя и 2-х лазеров.
Этот корабль нельзя редактировать или переконструировать.
Если корабль будет уничтожен, он будет воссоздан.

## Различное применение

Дрон можно использовать для добычи астероидов и сбора ресурсов. Еще одно очень важное использование дрона заключается в том, что он позволяет игроку построить новый корабль со станции или верфи. Это может оказаться очень полезным, если корабль игрока был уничтожен, что позволит ему восстановить себя. Беспилотник также может быть полезен для атаки входящих пиратов, защищая ваш главный корабль.
Best Practices

## Use Namespaces

In order to save memory and ease access of scripts between each other, you should use namespaces. Note that namespaces should be used mainly for scripts that are supposed to remain on scriptable objects for a long time. Scripts like **missions** that are attached to the player for a limited time and then cleaned up again, can remain without a namespace to make it easier for the game to clean them up again.

## Working together with other Mods

To access other mods' meta data, use the `Mods()` function. You can find more details the `Mods()` function in the Scripting API.

### Use include()

Avorion brings its own variant of `require()`: `include()`, which should be used instead of `require()` since it can load mod extensions as well. For more information check out this guide on modifying modules and libraries and why you should use `include()`.

### Compatibility with other Versions

In order to achieve good compatibility between mods, use the `Mods()` call to gather information about other enabled mods and their version.

Use `GameVersion()` calls to get the current Avorion version and maybe adjust your mod code to API changes that might have happened between updates.

### Avoid locals in onServer() / onClient() blocks

Avoid constructs like

```
if onServer() then
local myVar = 15 -- some value
end

```

If another mod wants to access your mod, it won't have access to `myVar`, since that variable is only visible inside the `if onServer() then` block.

**Note:** This behavior *can* be used on purpose to restrict access to some local variables. But keep in mind that other mods can still very much access your mod and *potentially undo and access everything* it does anyways, so comment on your code why you're restricting access.

### Avoid top-level returns

```
if onServer() then return end

-- this stuff is supposed to run only on the client
local myVar = 15 -- some value

```

A script like this is **not extendable** if the `if` clause isn't met.

### Avoid conditional return of modules

```
-- BAD
local Module = {}

function Module.concat(a, b)
    return a .. " - " .. b
end

if onServer() then
    return Module
else
    return {}
end
-- << extensions will be added here - AFTER the returns! >>

```

```
-- GOOD
local Module = {}

function Module.concat(a, b)
    return a .. " - " .. b
end

if onServer() then
    Module = {}
end
-- << extensions will be added here - BEFORE the return! >>
return Module

```

When Avorion does its extension injection inside the `require()` call, it looks for a single `return` statement at the bottom of the file, to distinguish it from a non-module file. The above code doesn't have that and thus won't be recognized as a module, meaning extensions to the file will be placed after the `return` statement, which is not what you want in a module file.

## See Also

* Modding Pitfalls
* Debugging Scripts
* Writing your own Mod
* Scripting API
* Avorion Internal Architecture
* Performance Optimization
Black Market

**Black Markets** are a feature introduced in the DLC: Black Market.

## Characteristics

Some stations operate a secondary market belonging to the illegal world, outside of the radar of the legal authorities. These businesses are only revealed to the most trusted clients.

Any type of station can become a Black Market associate, whose identity can be unveiled through an informant. These whistleblowers usually lurk around faction sectors, randomly addressing you and asking for a favor, like defeating pirates. Sometimes they themselves can also be under attack in no man's space, in which case they will also reveal a black market once saved.

Black Markets are marked both on the galaxy map, as well as in-sector with a purple mask icon. When interacted with, the option "Black Market" will appear for selection, opening up a market interface.

## Mechanics

Black Markets sell wares much like equipment docks, however their selection is limited to subsystems and turrets. Moreover, they also sell stolen goods fresh off the shelf, which can be immediately taken to a Smuggler Hideout. They also buy stolen goods of your own, if you want to dispose of them conveniently.

Due to their special status, Black Markets sell goods for a high surplus: turrets and subsystems cost +30% of the original price, while stolen goods cost +15%. These can however be influenced by keeping high relations with one of the underground associations:

* The Commune gives 30% discount on system upgrades.
* The Cavaliers gives 30% discount on turrets.
* The Family gives 15% discount on stolen goods.
Integrity Field Generator

Integrity field generator blocks create an aura that protects blocks and decrease the damage transmited to the ship HP.

Each block has its own HP, which is a threshold until it breaks, which is normally its HP that it contributes to the ship (with several exceptions, but we're not going into too much detail here. For example, inner blocks have a higher break threshold to make intricate ship designs combat-viable and to make designing more fun). Damage to blocks is ALSO directed to the normal HP of a ship (health bar). What integrity fields do, is reduce both the damage that a block itself takes and the damage transmited to the ship.

Also it is important to have into account, that blocks on PLAYER owned ships (not NPCs!) that take damage start breaking only after a certain threshold of ship HP is reached, based on difficulty.

Protection of blocks inside aura: 95% (blocks inside integrity fields can take 20 times as much damage before they explode)

Ship HP damage transmission reduction: 75%

## Generated Aura.

Each Integrity Field Generator block creates an aura with different range in the 3 axis depending on its size in that axis.

* Axis X aura radius = <block's X> \* 4.685
* Axis Y aura radius = <block's Y> \* 4.685
* Axis Z aura radius = <block's Z> \* 4.685

The aura affects another block if it touches the block at some point, it is not needed to cover all the block size.

The aura range is calculated from the center of the block, not from its borders.

1. ↑ 1.0 1.1 1.2 0.16.6 patch notes
2. ↑ 2.0 2.1 1.3.4 patch notes
Mod Example: New Event

This is a mod that shows how to add new events to the game that happen randomly. In this case, a new event is added that spawns a mysterious, large resource-rich asteroid.

## About

This event spawns a large, resource rich asteroid that despawns after 15 minutes. The event itself is also terminated after 15 minutes, so that other events only happen after this event finished.

* `eventscheduler.lua` Extension to the `eventscheduler.lua` script, that tells the event scheduler about the event
* `mysteryasteroid.lua` Core file that spawns the asteroid

### mysteryasteroid.lua

Player script that spawns the asteroid. On initialization, starts a callback that, after 15 minutes, terminates the script again so that other events can start.

The spawned asteroid gets a `ComponentType.DeletionTimer` component, that will delete the asteroid after 15 minutes.

On spawn, the script sends a message to every player in the sector that a mysterious asteroid appeared.

### modinfo.lua

* `serverSideOnly = false` This mod introduces a new Sector script, which the client has to know about. Also: Localization.
* `clientSideOnly = false` Client side only is impossible, since a new script is added to sectors, which is only possible on the server.
* `saveGameAltering = true` The mod adds a new script `data/scripts/events/mysteryasteroid.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