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Outdated Fight For Universe: Per Aspera Ad Astra 0.055

Modular Starship Construction System & More Planned

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    Per Aspera Ad Astra - in Latin language it means "Through Hardships to the Stars" in other words, this is my intentions to add these "hardships" through my modification and yes it means my modification will be a hardcore one... a very hardcore one. This is list of things I intend to add:

    Highly Detailed Interface
    Such complex modification will require much more detailed interface which is rather almost impossible to achieve when you use 2x2 pixels as 1x1, otherwise player's screen will be imminently filled with lots of useful information which will block actual view of gameplay itself.


    Survival Environment
    Main intention of this part, is make exploration more interesting, extreme and hardcore, and in order to do so will be implemented a lot things such as temperature, satiety, fatigue, diseases, effective environment and other things.

    This is approximate example of how will look UI with new parameters (sure I will rework it to be more compact and seamless). Left is vanilla style, right is HD style:
    [​IMG] [​IMG]
    Explanation, what every bar means (from top to bottom):
    Health - amount of it depends on race, experience, evolution of self, implants, upgrades & other stuff that could possibly affect it. If it reaches zero, you're good as dead. Nuff said.
    Armor - depends on what armor currently equipped and protects to some extent from damage. In addition some armors will be able to protect from different environmental effects without being damaged/affected by them. Every armor will have such parameter as Breach Threshold, that means after how much damage to it, armor starts losing its protective effectiveness against damage and environment. For example if Breach Threshold is 80% it means if current armor points is less then 80% of total armor points, then it will start losing protection against environment and damage absorption. Formula will look like that: Environment Effect = 1 - Current Armor Points / (Total Armor Points * Breach Threshold). Lets make an example: lets say that armor has 150 Total Armor Points, 80% Breach Threshold and currently it has 70 Armor Points: player affected by environment on 41.6% => 1-(70/(150*0.8)). Don't forget that there also will be a limit from how harsh environment armor will be able to protect and absorb without damage to self.
    Shields - as additional layer of defense beside armor, that definitely will be required. Shields parameters will depend on what Shield Generator is equipped. Unlike armor, shields won't have Breach Threshold, but they will do protect against some harsh environmental hazards, it means shield environmental protection will work until shields will be drained out. But also like armor, for shields also there is a limit from how harsh environment shields will be able to protect and absorb without damage to self. Unlike armor, shields won't absorb certain % of damage done by weapons, but also unlike armor, shields do regenerate over time and they start regenerate if no damage received for certain amount of time.
    Energy - energy is required by some weapon and items to use them. Will energy in my mod be dependent from race, or also from equipment, upgrades, implant & etc, is still unknown and undecided. Also will it be self restoring, or will require batteries, special equipment & other stuff to be restored is also unknown and undecided for now.
    Mana/Biopower/Reiatsu/Ki/Chi/Charkra/Whatever - everything that have to do something with magic, psionics, biotics, runes and other magical stuff consumes this power. Certainly mental power is restored over time, but will it restoration speed be affected by items and equipment or will it be race dependent is still unknown.
    Ammunition - universal ammunition material, that changes it's shape automatically to suit currently used weapon. Used by any non-energy weapon, from bows and flintlock pistols to modern assault rifles and missile launchers. Compared to energy ammunitions usage is much lower, but also unlike energy it does not regenerate and must be refilled manually. In addition there are hybrid weapons that use both energy and ammunition.
    Satiety - if this bar reaches zero, player will starve to death quite fast, but if player is overfed he can end up losing speed, accuracy & agility which is necessity for survival in harsh environment, overeating also can cause damage to player. How fast player will die from starving, how fast player will become hungry, how often player must consume food will be dependent from race, as well could be affected by additional equipment and items. Average, in order to avoid starving, player will have to consume food every from 1 to 3 hours. Food & rations will be automatically consumed if present in inventory, but also can be consumed manually.
    Fatigue - if this bar will reach zero, player will lose conscious, while if it's very low it can badly affect player's performance. Also player's lose of conscious can lead to death from environment, animals or from whatever presents danger to player. Eventually player will have to spend "sleeping" or "relaxing" from 2 to 5 minutes every from 5 to 8 hours, to avoid lose of conscious and reduction of player's performance.
    Temperature - player can easily freeze to death or die from overheating, some armors will be able to help with that. Resistance/Vulnerability to temperatures depends from race. This bar shows relative temperature to player's race preference. For example if player's race is human then green zone temperature is 20°C, red zone temperature is 60°C and blue zone temperature is -20°C, it means if temperature of current environment is more then 60°C or less -20°C, player starts to receive damage, the more limits are surpassed, the more damage player gets from environment.
    Environmental Supply - in more simple words Oxygen or whatever your character needs to breathe. If this bar will reach zero, you surely will die fast, but very painful death. Even without completely sealed environmental suit, character has some basic environmental supply, like enough to dive underwater for couple minutes or something similar. But with sealed environmental suit or armor player will be able to spend much more time in places, which are environmental unsuitable.
    Important Note: Default parameters and their usage will vary based on character's race.

    Some additional information (more like notes for myself) of what I will have to implement:
    Atmosphere & Environment - every planet will have such parameters as gases composition in atmosphere, humidity, day/night temperature, solar radiation index, wind conditions and other environmental (as storms, meteors showers, magnetic bursts, earthquakes & etc) effects, that will affect positively or negatively player's presence on the planet. It means not all planets have oxygen to breathe for humans, some of them have only highly poisonous gases. So check your armor and planetary info, maybe you will need to equip sealed power armor, to survive on that planet.
    Procedurally Generated Bacterias - when exploring unknown planets, prepare some vaccines or sealed armor, or even both of them simultaneously, some peaceful planet with peaceful vegetation can only look "peaceful" but in reality can be filled with hundreds of unknown bacterias, that could be both dangerous or useful to player, or even capable metal corrosion and energy depletion. In addition on more advanced stages of game player will be able to cultivate such bacterias for personal support or complete biological warfare.
    Even if bacterias will be procedurally generated, bacteria's name won't affect it's parameters, thus bacterias even with very similar name will have very different effects. Currently planned procedural generation will allow about 90+ millions of different names for bacterias.

    Name Generation - bacteria's name will consist from two word, where each word is consist of random prefix, random root and random suffix.
    Prefixes: acti, azo, ba, borde, borre, caly, cory, coxi, deo, ehrli, ente, esche, fra, fuso, geo, hae, illu, juno, kle, lacto, liste, matha, micro, morpho, nei, nano, ortho, pseudo, quasi, rhizo, ricke, salmo, staphy, steno, stre, tre, uni, vi, xeno, zo.
    Roots: bacter, btil, burn, cell, cer, chomat, cloac, cytoph, ducr, form, garic, homin, mann, monocyt, nomyc, nsel, nthrac, nucleat, nulom, plasm, pneum, pylor, raifl, rhizob, rugin, sobr, thermoph, tular, typhim, vulnif.
    Suffixes: ae, ei, eus, ica, is, ium, ius, um, us.

    Propagation Methods - bacteria can spread through different methods, sometimes same bacteria has more propagation methods then one, thus making it more dangerous.
    Atmospheric - bacteria exists on planetary scale and will infect anybody who enters atmosphere unprotected.
    Airborne - bacteria exists in some gas and air pockets and will infect anybody who contacts them.
    Liquidized - bacteria exists in some or all liquids on planet and contact with water could infect anybody who is unprotected.
    Perforative - bacteria exists, pass and expand through hard materials, that has no biological resistance.
    Particle - bacteria only can infect player or animal on particle breakdown or/and assembly (i.e. teleporation).
    Direct - bacteria only can infect player or animal if there is direct contact with carrier like water, gas or something else, unless protected.
    Bleeding - bacteria only can infect player or animal if wounded. Severity of wound needed for infection depends from bacteria.
    Digestive - bacteria only can infect player or animal if infected food is consumed. Amount of food needed for infection depends from bacteria.
    Mental - bacteria is mental based and can only infect player or animal if meets psychological infection requirements for bacteria.

    Possible Effects - bacteria can have different kind of effects on player or animal, which can vary from extremely dangerous and deadly to neutral or even positive.
    Health - affects health parameters (such as amount, regeneration & etc.) of bacteria carrier.
    Temperature - affects temperature of bacteria carrier. Can make bacteria carrier die from cold to hot summer or die from heat during cold winter.
    Metabolism - affects metabolism parameters of bacteria carrier. Effect can be either positive or negative.
    Sight - affects sight parameters of bacteria carrier. Can make bacteria carrier almost blind or give ability to see at night.
    Accuracy - affects accuracy of bacteria carrier. Can increase or decrease accuracy.
    Satiety - affects satiety of bacteria carrier, until bacteria carrier becomes hungry.
    Digestion - affects how effective food consumption of bacteria carrier to become full from eating.
    Fatigue - affects how much time bacteria carrier can hold till loss of consciousness from fatigue.
    Rest - affects how much time bacteria carrier needs to rest to remove fatigue.
    Energy - affects energy supply parameters (such as amount, regeneration & etc.) of bacteria carrier.
    Force Stability - affects force shield parameters (such as amount, regeneration & etc.) of bacteria carrier.
    Mental - affects mental state of bacteria carrier. Carrier can become completely fearless or complete paranoid for example.
    Psionic - affects psionic powers regeneration speed and/or amount of bacteria carrier. Can be positive or negative.
    Decomposition - decomposes non organics, such as rocks, metals, armor and etc.
    Restoration - restores non organics, such as rocks, metals, armor and etc.
    Corruption - corrupts bacteria carrier with darkness, abyss or opposite destroys corruption.
    Adaptation - affects adaptation capabilities of bacteria carrier. Can reduce or increase carrier's adaptation cycles.
    Motor Functions - affects motor function of bacteria carrier. Carrier can become extremely fast or almost unable to jump for example.
    Skin Color - affects skin color of bacteria carrier.
    Mutation - affects physiology of bacteria carrier. Can partially or completely transform carrier in to something else.
    Immunity - affects immunity of bacteria carrier. Carrier can become more resistant or vulnerable to other bacterias.
    Resistances - affects different resistances that bacteria carrier has. Carrier can become invincible to radiation or very vulnerable to fire.
    Respiration - affects parameter that defines how much bacteria carrier can survive without air.

    How chosen difficulty would affect players:
    Normal Mode (Adventurer) - will have no bonuses.
    Hardcore Mode (Explorer) - will have +15% to everything bonus. It means more damage, more pixels, more HP, more armor, more shield. Just 15% more everything.
    Permadeath Mode (Conqueror) - will have +50% to everything bonus. Too much? Hey, but you can lose here everything (if you won't prepare resurrection facility).

    New Material System
    Main idea of this new system is to allow to the resources to have more influence on final quality of produced product and to have additional impact on the environment. For example if planet have huge amount of resources with high radioactivity, planet's atmosphere might be dangerous for everything that has insufficient protection against radiation. Same goes if resource has absolute electric conductivity, even simple ion storm might become catastrophic to deal with.

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    All materials will have properties. Quality, efficiency and durability of modules depends on material that was used for it's production.

    List of parameters that each material will have:
    Durability - measured in points, as damage & etc. When something runs out of them, it breaks.
    Hardness - measured in kN/m^3. Used to define armor strength and resistance to physical damage if greater number or elasticity of a module if smaller number.
    Density - measured in g/cm^3. Used to define mass and weight of an object, and will it hold afloat in another liquid material, or will it sink in it.
    Flammability - measured in °C. Used to define melting point or incineration point of material. Will it be fired up or melted depends from material type.
    Toxicity - measured in mg/L. Used to define how toxic and acidic certain blocks or liquid are. Affects everything in one block radius if it's block. Liquid affects everybody who in it. Moving to non-toxicity place, will wear off intoxication.
    Radioactivity - measured in mR/h. Used to define how effective isotope will be or what bonus damage ammo will have. Affects everything in one block radius if it's block. Liquid affects everybody who in it. Requires anti-rad pills to remove effect.
    Richness - measured in %. Used to define how much blocks will be produced from one block. More then 100% allows to get more blocks from one mined block.
    Thermal Conductivity - measured in %. Used to define will the material be suitable for thermal conduction, or will it be suitable for thermal isolation.
    Electric Conductivity - measured in %. Used to define will the material be suitable for electric conduction, or will it be suitable for electric isolation.
    Oxidation Resistance - measured in %. Can be from 0% to 100%. Used to define how much material resistant to rust and other environmental effects.
    Corrosion Resistance - measured in %. Can be from 0% to 100%. Used to define how much material resistant to acids and toxins.
    Biological Resistance - measured in %. Can be from 0% to 100%. Used to define how much material will be resistant to bacteria and viruses and can it hold them, or they will pass through.


    List of some formulas that will be used in production:
    Stability Threshold - defines for all structures how much durability points structure must lose to become unstable. Formula: Stability_Threshold=Default_Threshold*(Hardness/Preferred_Hardness) is used.
    Efficiency of Module (Percent) - for percent based properties only. Formula: Actual=(Original*Parameter) or Actual=(Original*(1-Parameter)) if reverse one is needed.
    Efficiency of Module (Threshold) - for all properties. Only certain number provides 100%. Formula: Actual=Original*(Number/Parameter) and if less then certain number Actual=Original*(Parameter/Number) is used.
    Object's Weight - we assume that all blocks volumes are 1 m^3. Formula: Weight=(Density*Volume*Gravity)/10 is used to get weight in kilograms.
    Temperature Stabilization - defines for how much degrees temperature stabilizes in both directions. Formula: Stabilization=(((1-Thrm_Cond)*0.6)*(Oxd_Res*0.4)*Hardness) is used.
    Radiation Resistance - defines resistance from radiation. Formula: Rad_Res=(Cor_Res*0.2)*((1-Thrm_Cond)*0.4)*((1-Elct_Cond)*0.4) is used.
    Thermal Resistance - defines resistance from high temperatures. Formula: Thrm_Res=1-Thrm_Cond is used.
    Electric Resistance - defines resistance from volatile electricity. Formula: Elct_Res=1-Elct_Cond is used.
    Radiation Threshold - defines how much radiation is absorbed without any consequences. Formula: Rad_Thr=Rad_Res*Hardness is used.
    Thermal Threshold - defines how much active temperature (from source) is absorbed without any damage. Formula: Thrm_Thr=Thrm_Res*Hardness is used.
    Electric Threshold - defines how much active electricity (from source) is absorbed without any damage. Formula: Elct_Thr=Elct_Res*Hardness is used.
    Corrosion Threshold - defines how much toxicity and acidity is absorbed without any consequences. Formula: Cor_Thr=Cor_Res*Hardness is used.
    Biological Threshold - defines how much protection from bacteria and viruses is without consequences. Formula: Bio_Thr=Bio_Res*Hardness is used.
    Vaporization Temperature - defines temperature, at which material is vaporized. Formula: Temperature=Flammability/(0.5*(1-Oxd_Res+0.5)) is used.
    Progressive Influence - defines how much something affected by effects if surpassed Threshold twice. Formula: Influence=Effect*(((Effect/(Threshold*2))*Resistance)-1) is used.
    Kinetic Threshold - defines how much of physical damage is absorbed. Formula: Phys_Thr=Hardness*(Hardness/Density)*Oxd_Res only if (density > hardness) else Phys_Thr=Hardness*Oxd_Res is used.
    Progressive Kinetic Damage - defines how much physical damage done if surpassed Threshold twice. Formula: Phys_Dam=Threshold+(Damage*((Damage/(Threshold*2))-1)) is used.
    Piercing Damage - defines how much damage will be done by piercing weapon. Formula: Damage=Damage*(Damage/Threshold) or if (damage > threshold) Damage=Damage-Damage/((Threshold/Damage)+1.5) is used.


    Types and categories planned for material:
    Organics:
    Wood - trees, all kinds, some of them resistant to fire, some to electricity & etc.
    Biomass - tissue, organs of monsters, bones, corpses. Might be viral.
    Bioliquid - blood, organic acid and any other kind of bioliquid. Might be viral.
    Minerals:
    Soft - dirt, dust, sand, ash and other soft minerals.
    Hard - stone, obsidian and other kinds of hard minerals.
    Metallic - iron, silver, gold, cooper and other kinds of metallic minerals.
    Crystal - diamonds, rubies, emeralds and other kinds of crystal minerals.
    Liquid - water, acid, tar, liquid hydrogen and other kinds of liquids.
    Subtypes:
    Stable - stable resource. Through some advanced manipulation/reprocessing can be turned in to reactive or isotope.
    Reactive - reactive resource. Can explode/electrify/poison/irradiate (based on parameters) if catalyst is provided.
    Isotope - isotope resource. Has strong permanent radiation/electricity/toxic vapor (based on parameters) emission.

    Players will be able to use alchemical reactions to create even more complex materials. Steel is good example.


    Advanced Construction
    It will allow player to immerse deeper in to construction of buildings and equipment, because in order to survive on planet, not just explore it, you will need to setup good defensive perimeter with couple of laboratories, workshop, storage & etc or otherwise, you will have no place where to rest, invent "new" items and survive. Construction will be modular and wrong sequence or missing building modules can cause a catastrophe. All construction will be room-based, it means in order to define it as room, it must have floor, ceiling, walls and door if you want enter/exit it.

    So basically, Advanced Construction means:
    • Modular, room-based flexible building construction.
    • Modular, part by part, weapon prototype assembly and improvement.
    • Modular, part by part, ammunition and ordnance prototype assembly and improvement.
    • Modular, part by part, armor prototype assembly and improvement.
    • Modular, part by part, additional equipment (shield generators, scanners & etc.) prototype assembly and improvement.
    • Modular, part by part, vehicles/mechs/crafts/etc prototype assembly and improvement.
    • Seed-based DNA-style creation of monsters in Bio Laboratories.
    • Possible construction of factory-scale buildings for massive production of prototyped equipment.
    • Various modular defense measures, from traps and light sentry turrets to siege defense systems and anti-orbital cannons (anti-orbital stuff will be implemented, when Tiy will implement spaceship battles).
    • Sentry weapon will use same weapon as player, more serious defenses will use 2-linked and 3-linked weapons.
    • Variety of modular intelligence equipment like radars, sonars, scanners, meteocenters & etc.
    • Possible construction of modular autonomous resource gathering systems.
    • Permission Management System, that will allow grant permanent or temporary access to specified players/corporations/groups/alliances/powerblocks/etc.


    For example player wants Vehicle Workshop/Factory on the planet. Player builds room, puts all required furniture/items in it (like management console, production control unit, metallurgy complex, programming hardware, ship/mech holder, etc, something like this), then replace right or left wall with big hangar door and its ready. But if player adds Forge to this room, this whole room stops acting like Factory at all and becomes useless until player removes needless element from it. And more advanced factory/facility more complex things and combination of items it requires. Another example, AI Research Laboratory (for production of AI cores of something automatic) will require same management console or its advanced version (for interaction with factory), silicon enrichment complex, schematic hard-wiring complex, crystallization complex, precise forge. And in addition you need to connect all things between them in right sequence for all this to work.

    Same goes for defenses. You build a small tower, then inside you put AI Defense System (and configure it, whom to shoot) or Manual Control Console (for manual control, thank you Captain Obvious), ammo stash (for ammo of this weapon), on top of building you put turret emplacement, then you mount on it gun/bow/cannon/whatever you produced for it. Also it will be possible to use transmitter for remote manual control of turret: Manual Control Console => Signal Transmitter (here you set transmission frequency like 331.177 Hz) => Signal Receiver (must have same receiving frequency as transmission, example: 331.177 Hz) => Turret Emplacement.

    In addition when your base will be enough advanced and will have such facilities as Workshop, Prototype Assembly, Biological Laboratories, you will be able to create custom or improved variants of found weapon, create new types of creatures, new vehicles & etc.

    Some Mockup Examples:
    If somebody misunderstood me, here is Example of Nuclear Fission Power Plant in pictures:
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    First picture shows, how intend to make look modular building construction in game
    Second pictures shows 2 layers of wires, that connect all these parts between themselves.
    To make this reactor, I used:
    1x Improved Console - to configure speed and output of all modules used in building.
    1x Enrichment Chamber - isotope must be further enriched first before can be used.
    1x Isotope Storage - we need to store somewhere radioactive material, without being affected by radiation.
    1x Radioactive Waste Storage - used isotopes are sent here for disposal or further usage.
    1x Fission Reaction Chamber - generates energy from fission reaction of isotopes.
    3x Coolant Units - sends coolant liquid to reduce temperature of other modules.
    10x Capacitors - store volatile energy and stabilize it to normal energy.
    1x Power Output Connector - adds generated energy to global or local energy grid.


    There are can be up to 3 layers of wires/tubes & connectors per one block, but I currently use here only 2 of 3 layers:
    [​IMG] [​IMG]
    First layer is network of optical cables (red) that connected from console to each module for precise configuration. Second layer consists from liquids' tubes (blue), transporter tubes (brown), volatility cables (green). In addition you see there whitish dots there, they are called "Link Connectors" they allow you to link tube and module at same block, thus exclude possibility of tube/wire/cable being connected with some scenery objects by mistake. As you see here, one Liquids Tube goes from one Coolant Unit to Fission Reaction Chamber, while second Liquids Tube unifies two Coolant Units and connects them to Enrichment Chamber. There are three Transporter Tubes, one connects Isotope Storage to Enrichment Chamber to transfer isotopes, second connects Enrichment Chamber and Fission Reaction Chamber to transfer enriched isotopes and third one connects Fission Reaction Chamber to Radioactive Waste Storage to dispose of processed isotopes. And the last is set of Volatility Cables, that connects Fission Reaction Chamber, 10 Capacitors and Power Output Connector in to one network, as you see before connecting to Power Output Connector, Fission Reaction Chamber connected to 10 Capacitors to stabilize volatile energy, if it were connected directly you could expect explosion after starting entire system.

    Some important notes about screwing and not screwing up with Fission Reactor:
    • If you will set reactor's speed and output too high, you screwed up.
    • If you won't add capacitors between Fission Chamber and Power Output Connector, you screwed up.
    • If some of modules like Enrichment Module or Fission Chamber is damaged, you screwed up.
    • If you misconnected/misplaced something, or it won't work, or you screwed up.
    • If you won't add Cooling Units too reduce temperature of crucial parts, you screwed up!
    • You can improvise, you can try to create dual reactor system, or triple backup system (console configurable).
    • Most of items can be placed as furniture on walls. Just like on the picture.
    • Screwed up = Nuclear Explosion, so try to build reactor in remote place... but safe and protected...

    [​IMG]
    [​IMG]

    Since integration of new equipment is planned, so there is will be need for new slots in inventory. Unlike original inventory, that had only 4 armor slots (head, torso, legs & back + 4 vanity slots), 4 tech slots and 2 pets slots, new inventory will have in total:
    • 4x Armor Slots (Brown) - standard equipment slots for head, torso, legs and back.
    • 4x Vanity Slots (Brown) - standard vanity slots for head, torso, legs and back.
    • 1x Backpack Slot (Orange) - allows to equip backpacks to extend amount of items player can carry.
    • 5x Equipment Slot (Green) - allows to equip different kinds of items, such as: night vision goggles, sensors, mini-teleports & etc.
    • 3x Augmentation Slots (Blue) - allows to equip all kinds of bionic implants to boost performance to some extent.
    • 2x Pets Slots (Purple) - as in original inventory.
    • 4x Tech Slots (Yellow) - planned to be used, to give player special capability to do something, like to be able to enter vehicles or aircrafts.
    • 1x Resurrection Slot (Red) - allows to equip specific module, that will allow to cheat death and left alive. While modules equipped in this slot will be passive, there will be a cool-down timer between activations.
    List of Structural Modules:
    Simple Console - simple control console, with ability only to start or stop the facility. Suitable only for turning something on or off. Only parameter is durability and stability threshold, if it's broken, you won't be able to start or stop facility.
    Improved Console - more advanced console, can partially control process of facility like speed of reactor, speed of ore refining & etc. Can be use to overdrive facility's effectiveness or opposite, make it use less energy. From resources depends durability and stability threshold.
    Logical Console - console with AI algorithms, can work completely in dynamical mode, by setting rules with advanced logical commands. Like [SHOOT ANY IF IN RANGE 20] or [SHUTDOWN IF HP LESS THEN 85%] or [DISABLE CORE_1 IF HP LESS THEN 50% AND ENABLE CORE_2]. Very good in complicated facilities, where precision required. From resources depends durability and stability threshold.
    Manual Console - can be connected as additional console to ASSUME DIRECT CONTROL of current facility. It can be either prototype facility if you want to get 100% success it will require real-time manual control or if it's defense turret. Manual Console, it's the only console that can't be main, and can be connected only as addition to previous three consoles, but can be connected from far away, while other consoles must be in the same room as facility. Also can be used to control one of previous three consoles from far away. From resources depends durability, stability threshold.
    Link Connector - links module and tube/wire/cable at same block, thus exclude possibility of tube/wire/cable being connected with some scenery objects by mistake. In some cases a couple of wires/tubes/cables can be connected via same Link Connector, when you build parallel or unified network of cables/wires/tubes, but in some cases it can be only at start and end of the cable/wire/tube to ensure precision of what needs to be done via it.
    Optical Cable - cable required for control, for sending/receiving commands and for getting status information. Mainly connected to console or from console. Automatically destroys if connected module destroyed.
    Volatility Cable - cable that can withstand transfers of immense amounts of energy between such modules as capacitors and reactors. Mainly used inside Power Plants and other facilities that work with bursts of immense energy. Automatically destroys if connected module destroyed.
    Liquids Tube - tube require for transferring liquids or gasses. Can be used to transfer coolant to core, or transfer oil from oil derrick in to facility or transfer smoke out of coal power plant & etc. Automatically destroys if connected module destroyed.
    Transporter Tube - tube required for transferring of hard materials or ores. Can be used to transfer chunks of ores from storage in to refinery, or metal bars in to workshop, or machine parts in to factory, or isotope containers in to enrichment module, for creation of massive production, energy generation & etc. Automatically destroys if connected module destroyed.
    Power Cable - standard reinforced power cable to transfer power between buildings. Automatically destroys if connected module destroyed.
    Power I/O Module - it's where power cable connected. Not always needed. If you want to power the defence emplacement, you can connect power cable directly to it, but if you want to send energy directly to some delicate module like Fusion Module, it's better to use combination of Power Cable, Power Input Module, Volatility Cable. Also used to transfer power out of Power Plant or from Receiver to buildings.
    Cooling Unit - designed to cool continuously heating modules. Mostly used to cool all kind of modules in power plants that work with volatile energy like nuclear one. In addition can be used out-of-the-box for other purposes. From resources depends durability, stability threshold and cooling strength.
    Material Storage - used for keeping everything from jetpacks and laser guns, to armor plates and vehicle parts. Not really suitable to store resource as is, but can store them in packed environmental containers. From resources depends durability, stability threshold and capacity.
    Resource Storage - great for keeping and transferring ore-like resources like coal, stone, dirt & other. Usable only to store non-hazard/non-radioactive resource, so don't place here uranium ore. From resources depends durability, stability threshold and capacity.
    Liquids Container - some modules require liquid resource to work and its when this container comes handy. Usable only to store non-hazard/non-radioactive liquids. From resources depends durability, stability threshold and capacity.
    Gas Container - same as previous two containers but for gases, it can keep them or it can transfer them. Only exception that it can store any gases, include hazardous and radioactive ones with temperatures of thousand degrees. From resources depends durability, stability threshold and capacity.
    Lava Container - contains lava with stable temperature and doesn't gives it to cool off. From resources depends durability, stability threshold and capacity.
    Chemical Container - special container designed to store hazardous but non-radioactive liquids for further use. From resources depends durability, stability threshold and capacity.
    Biomass Container - special container designed to store biomass in active and living state for further use. From resources depends durability, stability threshold and capacity.
    Radioactive Storage - special storage, coated from inside and outside by anti-radiation composite alloys, that allows storage of raw radiation-emitting and hazard resources, that can't be stored on your bookshelf. From resources depends durability, stability threshold and capacity.
    Hazard Liquids Cells - advanced protected cell, that can hold radioactive liquids like Helium-3, Deuterium, Tritium & other nuclear liquids in stable state before sending it to Cold Fusion Reactor. From resources depends durability, stability threshold and capacity.

    Capacitor - stores energy received generated through different means. Can be used to create Accumulator Station/Plant. From resources depends durability, stability threshold and capacity.
    Wind Turbine - cheap and inefficient wind generator. If the wind speed very low, it won't produce anything, but on other hand if wind is too fast, it will break down. From resources depends durability, stability threshold, generation multiplier and rotation speed limit.
    Wind Trap - advanced system that basically traps wind in itself and uses it, until wind's kinetic energy won't reach zero. Both works good with low speed and high speed wind. Efficiency lows if wind with ash, dirt, snow or other dusts. From resources depends durability, stability threshold, generation multiplier and dust resistance.
    Solar Array - cheap system that allows extract energy from light, doesn't works at night, effectiveness raises with more intensive light that reaches solar array. From resources depends durability, stability threshold, generation multiplier and light absorption efficiency.
    Solar Mirror - more advanced system that allows extraction of energy from light too. In addition to original solar array purpose, multiple solar mirrors can be used to redirect/reflect light, split it in to several light streams and amplify light strength. From resources depends durability, stability threshold, generation multiplier, redirection/reflection efficiency, amount of light streams, amplification efficiency and light absorption efficiency.
    Dynamo Wheel - generates energy when rotates. You can put in there trained giant hamster, penguins, slave or trained monkey... or your friend if you need energy so much... or even step your self in to fill capacitors with energy temporary. From resources depends durability, stability threshold, generation multiplier and rotation speed limit.
    Volatility Suppressor - sometimes energy that flows between power plant modules needs to be stabilized and this module makes it possible. Wrong use of this module can decrease efficiency of power plant. From resource depends durability, stability threshold only.
    Lightning Attractor - useful only on planets/locations with permanent storms and lightning strikes. Attracts lightning, and redirects it's volatile energy in to capacitor, which conserves it and makes useful for normal work. From resource depends durability, stability threshold, generation multiplier, chance to attract lightning strikes in radius and attraction radius.
    Tesla Coil Spire - based on original Tesla Coil design, this spire is more advanced version of original lightning attractor and it attracts all lightning strikes in a radius. In addition it can be used to redirect attracted lightning to other spire, or to selected area. From resource depends durability, stability threshold, generation multiplier, attraction radius, redirection dissipation and redirection range.
    Smoke Funnel - some facilities require to exhaust smoke or steam. So, if you completely descended to ruin planet's environmental system, smoke funnels are great help in that. From resource depends durability, stability threshold only.
    Steam Engine - one of the basic system to generate energy out of resources. Wood or coal used for fire to heat up the boiler and boiling water creates pressure, that can be further converted to energy. From resource depends durability, stability threshold and pressure strength.
    Furnace Core - little more advanced system to generate energy out of resources. Also uses same pressure system, but resource that is used as combustion also used to generate pressure, it means as long as resource burns, it generates pressure that can be further converted to energy. From resources depends durability, stability threshold, pressure strength and wastage percentage (what % of resource is wasted and not converted to energy).
    Piston Motor - generates energy out of pressure. originally has some similarities with dynamo wheel, but in this case dynamo wheel rotated by piston, that moved by a pressure. From resources depends durability, stability threshold, generation multiplier, pressure threshold and maximum rotation speed.
    Geothermal Chamber - receives lava from container in stable flow, reprocess it to energy and mostly its waste product is stone, some times coal, very rarely it can be something even more valuable. From resources depends durability, stability threshold, generation multiplier, lava consumption speed (better resource - lesser flow speed), wastage percentage (what % of lava is wasted and not converted to energy), waste quality (better quality means more useful waste like coal).
    Reactions Chamber - resistant chemical chamber used for mixing different liquids including hazardous ones, but non-radioactive. Used to produces new type of liquid with new properties, or to withstand energy produces during reaction of these liquids. From resources depends durability, stability threshold and wastage percentage (what % of liquids are wasted and not converted to chemical energy or to new liquid).
    Chemical Processor - allows to process chemical energy from chemical reactions in to actual energy. In combination with smoke funnel and low-quality hazardous liquids works out great to pollute atmosphere and make it unsuitable for current life on it. From resource depends durability, stability threshold, generation multiplier and wastage percentage (what % of chemical energy is wasted and not converted to normal energy).
    Tidal Turbine - used to generate energy directly from underwater streams. Effective in big water areas. From resource depends durability, stability threshold and generation multiplier.
    Hydroponic Chamber - special chamber for containment and growing plants with electrical properties, in other words, used to grow plants that produce energy and converts their energy in to normal and usable one. From resources depends durability, stability threshold and generation multiplier.
    Enrichment Chamber - special chamber, that protected against radiation and used to enrich already radioactive isotopes, also can enrich some materials to become isotopes, while their original state of stable element. From resource depends durability, stability threshold and enrichment chance (if enrichment chance more then 100% it means there is a chance that amount of enriched resource will be bigger then before enrichment).
    Fission Processing Chamber - fragile module that produces energy by forcefully splitting enriched elements to produce energy. From resource depends durability, stability threshold, generation multiplier, wastage percentage (what % of isotopes is wasted and not converted to energy, but converted in to low quality radioactive elements) and waste quality (better quality means more useful radioactive element and have better chance to be enriched later on).
    Fusion Processing Chamber - more advanced fragile module, that produces energy by forcefully joining and colliding enriched elements to the state of critical mass. Fusion Processing Chamber is more efficient by default then original Fission, but also harder to create. From resource depends durability, stability threshold, generation multiplier, wastage percentage (what % of isotopes is wasted and not converted to energy, but converted in to low quality radioactive elements) and waste quality (better quality means more useful radioactive element and have better chance to be enriched later on).
    Hazard Liquids Extractor - module that process water and other non-radioactive by default liquid resources in to hazard liquids like Deuterium and Tritium. From resources depends durability, stability threshold and wastage percentage (what % of liquids are wasted and not converted to hazard liquid).
    Cold Fusion Reactor - more advanced version of Fusion Processing Chamber, that been completely redesigned but uses same theoretical basis (forcefully joins and collides enriched liquids' molecules) and as main resource for energy generation uses hazardous liquids like Helium-3, Deuterium, Tritium. Very noticeable difference during energy production, heats only up to 40 °C, thus doesn't requires cooling unit. But it doesn't means that from received damage it won't go meltdown. In addition doesn't generates waste resources. From resource depends durability, stability threshold, generation multiplier and wastage percentage (what % of hazard liquids is wasted and not converted to energy, but completely gone).
    Ionization Chamber - heavily protected module, that uses ionization theory to heat up almost any material up to 40,000 °C very fast. The problem is, that plasma cannot be stored in any container beside Ionization Chamber and when it isn't used and not sent for processing for some time it decays extremely fast. From resources depends durability, stability threshold, ionization speed (how fast material turned in to plasma) and decay rate (how fast plasma decays in to nothing).
    Plasma Processing Reactor - temperature resistant and resilient reactor. Receives plasma and then process it to in normal energy. Doesn't produces waste, have high energy generation rate, but requires immense cooling, otherwise it will vaporize itself and surrounding in quite wide radius. From resources depends durability, stability threshold, generation multiplier and heat suppression percentage.
    Photon Collector - mechanism that collects photons from the light, when exposed to it, no matter what source of light is. The more intense source of light, the more efficient photon collection. From resources depends durability, stability threshold, collection rate and light-intensity ratio (i.e. intensive light should be, to have 100% collection speed).
    Photon Cell - special energy-type cell that can store photon collected from the light within specially isolated chambers, which can easily hold photons in dormant state without losing original quality. From resource depends durability, stability threshold and capacity.
    Photon Collisions Reactor - sealed and durable reactor that generates energy from simple method: Photons Collision. While photon collision do not cause any reaction and explosion, fluctuation that follows photon collision is more then enough great source of energy. In addition this reactor requires immense cooling to continue working in optimal state. From resource depends durability, stability threshold, power output multiplier and photon fading rate (i.e. how fast photons stop to exist).
    Bioenergy Specimen Container - heavily protected tank for extremely durable glass. Filled with soporific nutrient liquid to leave creature in sleeping state in order to gather bioenergy produced by it. Since it isn't stasis chamber that stops time for specimen in it, lifetime of creature slips away. From resources depends durability, stability threshold and creature decay rate.
    Bioenergy Life Support Module - special life support system, that improves overall quality of soporific nutrient liquid with additional vitamins and nutrients to extent creature's lifetime. From resources depends durability, stability threshold and creature's life extension efficiency.
    Bioenergy Fluctuations Collector - very delicate piece of machinery that gathers raw bioenergy produced by specimen held in the tank. Can be connected to a multiple tanks for increased performance. From resources depends durability, stability threshold, maximal amount of tanks it can be connected to, collection speed per tank and size-efficiency ratio (i.e. bigger creature produces more bioenergy).
    Bioenergy Reactions Processor - unlike normal reactors, this reactor doesn't cause any reactions to generate energy, instead it filters and process received bioenergy to the state, until it becomes pure energy that can be used by vehicles and buildings. Doesn't produces waste. From resource depends durability, stability threshold and processing efficiency.
    Seamless Matter Extractor - specialized device that processes any resources, including biomass and produces from them neutral seamless mass that neither have deviation to positive or negative particles, thus couldn't be affected by any of them and won't cause any reaction if it will be in contact with them. Used as basis for generation of pure anti-matter and pure posi-matter. From resource depends durability, stability threshold and seamless mater production efficiency.
    Positive Preprocessor - system with built-in enrichment system that enriches seamless matter with positive particles, thus turning it in to Positive Seamless Matter for further processing and converting it in to energy. From resources depends durability, stability threshold and efficiency of positive particles enrichment.
    Negative Preprocessor - system with built-in recession system that enriches seamless matter with negative particles, thus turning it in to Negative Seamless Matter for further processing and converting it in to energy. From resources depends durability, stability threshold and efficiency of negative particles enrichment.
    Magnetic Stabilization Chamber - special module that works in synchronized mode with other modules of same type within certain range even if they are not connected between themselves. It sends both Negative Seamless Matter and Positive Seamless Matter in same same portions toward reactor for further processing. From resource depends durability, stability threshold and matter transfer efficiency (i.e. how much actually matter you need to transfer required amount to reactor).
    Antimatter Reaction Core - extremely delicate and vulnerable reactor, which can lose stability extremely fast if misused. Energy that extracted from collision of posi-mater and anti-mater is immense and very unstable, thus to suppress it and to hold it without causing meltdown, reactor uses very specialized systems. But so far, this reactor is one of best source of energy if you need to power entire citadel-like base. In addition this reactor doesn't produces waste. From resources depends durability, stability threshold, power output efficiency multiplier, matter consumption rate efficiency (i.e. how much matter it will need to get to defined energy output) and suppression threshold (i.e. how much great energy output it can be, before reactor won't be able to suppress it).
    Vacuum Stasis Projector - specialized system that were designed to suppress noise in certain range generated by active non-vacuum elements. It creates so called "dead zone" where nothing produces noise on vacuum level, except vacuum itself in ground state. From resources depends durability, stability threshold, suppression range and suppression efficiency (i.e. how much suppressed noise that produced by background elements).
    Vacuum Fluctuations Amplifier - device that works as hypersensitive sonar, but only for vacuum fluctuations. Its main function is to amplify any vacuum fluctuations in its ground state it can detect for easier and more efficient extraction of energy from them. Even though amplified vacuum fluctuations are easier to exploit, the process is still very delicate. From resources depends durability, stability threshold and amplification efficiency.
    Zero-Point Calibrator - device that calibrates systems and synchronizes their wavelength with wavelength of current vacuum fluctuations in their ground state in certain radius. It allows other required systems to receive information to get on required wavelength for more efficient exploitation of this source of energy. From resources depends durability, stability threshold, calibration rate and recalibration delay.
    Zero-Point Receiver - mechanism that extracts raw energy from vacuum fluctuations in certain range. Since process of energy extraction using Zero-Point technology is very delicate, even simple background noise can seriously decrease efficiency. From resources depends durability, stability threshold, efficiency multiplier and interference suppression.
    Zero-Point Reactor Core - specialized reactor core that is responsible for converting raw energy received from vacuum fluctuations into normal that can be used by vehicles and structures. Unlike most reactor cores, this one is completely fail safe and won't cause explosion even if it will be severely damaged. From resources depends durability, stability threshold and power output multiplier.
    Einsof Core - piece of technology created by the Independent Defense Force. Completely fail safe and almost infinite source of energy. Generates as much energy as needed. Presented as node of infinite interconnection of infinite dimensions between themselves. Due completely fail safe design will shutdown automatically if too much damage received. Since design is very complex, chance of successful creation by schematics is close to 0.01% if not created by IDF. From resources depends only durability and stability threshold.

    Ore Quarry - automated ore mining system that automatically generates ore resource that present at certain range near it (mining area) without consuming the actual resource from the ground. Generation rate of selected resource depends on selected for mining resource concentration and amount within mining area. Generated resource quality will be exactly same, as selected for mining resource. Resources of same type placed by player within area, won’t affect (increase) productivity. Resource for mining could be selected both, remotely via console and locally at the facility, though you won’t be able to select resources not present within mining area. From resources depends durability, stability threshold, power consumption, mining area range and mining efficiency multiplier.
    Liquid Pump - automated liquid pumping system that automatically generates liquid resource that present at certain range near it (pumping area) without consuming the actual liquid from the lake or sea. Has a completely same rule as Ore Mining Facility. From resources depends durability, stability threshold, power consumption, pumping area range and pumping efficiency multiplier.
    Gas Collector - automated gas collector facility that automatically generates gas resource that present in planet’s atmosphere. Generation rate of selected gas depends on resource concentration in atmosphere and atmosphere density. The lower percent of concentration, the higher chance that generated gas will have reduced quality. From resources depends durability, stability threshold, power consumption and collection efficiency multiplier.
    Resource Purifier - facility that purifies received resources. Based on formula: quantity in to quality. The more pure resource player tries to produce, the greater amount of original resource is needed. This facility can purify both, simple resources (i.e. ore) and basic resources (i.e. metal bars). Difference is, if player purifies simple resource it takes greater amount of simple resource, but much less time, on the other hand if player purifies basic resource, to make it pure much less amount of resource is needed, but it takes more time. From resources depends durability, stability threshold, power consumption and purification efficiency (how much of impure resource is needed to produce more pure resource of same type).
    Resource Refinery - facility that refines simple ore/liquid/gas/organic resource in to basic resource (i.e. metal bars, different liquid extracts, compressed gas containers, biofuel & etc.) for further production in more advanced facilities. From resources depends durability, stability threshold, power consumption and production efficiency multiplier (there is chance that from same amount of simple resources refinery can produce more basic resources).
    General Parts Factory - facility that produces parts that used in most equipment (i.e. rivets, bolts, connectors & other general parts) from basic resources that used further for production. This and other more advanced factories have chance to create defective product (i.e. trash, that can be reprocessed in to basic resource), whilst such general parts have no chance of being defective because of resources, they still can be defective upon production if quality of factory itself is low, in addition they still can be potentially defective, thus badly result at later stages of production in more advanced factories or even assemblies, only way to avoid such cases it to use more pure or/and stable material in production both for parts and for factory that produces them. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier (based on quality of factory and multiplied by potential defectivity chance of parts that used for current part production), potential defectivity chance multiplier (based on quality of factory and multiplied by potential defectivity chance of parts that used for current part production) and inherited potential defectivity reduction multiplier (reduces both potential defectivity in currently produced part and possible production of defective part. i.e. it reduces defectivity parameters of part that used in production for current equipment, but not of currently produced equipment, but since General Parts Factory uses basic resources that don't have defectivity parameters, it not affects it's products, but rather introduced now for more advanced factories).
    Structural Parts Factory - facility that produces more specialized structural parts (such as turret mounts, cooling cores, container mounts & etc.) that used later in production at more advanced factories. Have exactly same rules about defectivity of produced parts and equipment as General Parts Factory. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier, potential defectivity chance multiplier and inherited potential defectivity reduction multiplier.
    Weapon Parts Factory - facility that produces more specialized weapon parts (such as laser emitters, cannon barrels, missile engines, shell casing & etc.) that used later in production at more advanced factories. Have exactly same rules about defectivity of produced parts and equipment as General Parts Factory. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier, potential defectivity chance multiplier and inherited potential defectivity reduction multiplier.
    Protection Parts Factory - facility that produces more specialized protection parts (such as body armor parts, shield emitters, armor plates & etc.) that used later in production at more advanced factories. Have exactly same rules about defectivity of produced parts and equipment as General Parts Factory. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier, potential defectivity chance multiplier and inherited potential defectivity reduction multiplier.
    Module Parts Factory - facility that produces more specialized module parts (such as UV lens, micro engines, antennas & etc.) that used later in production at more advanced factories. Have exactly same rules about defectivity of produced parts and equipment as General Parts Factory. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier, potential defectivity chance multiplier and inherited potential defectivity reduction multiplier.
    Machinery Parts Factory - facility that produces more specialized machinery parts (such as wheels, jet engines, tracks, wings & etc.) that used later in production at more advanced factories. Have exactly same rules about defectivity of produced parts and equipment as General Parts Factory. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier, potential defectivity chance multiplier and inherited potential defectivity reduction multiplier.
    Structural Prototype Assembly - facility that doesn't require blueprint to produce an product, but require manual design and researched technologies to ensure it's success. This assembly allows prototyping of any Structures such as Wind Turbines, Cooling Units, Capacitors, Defensive Turrets & etc. Any prototype assembly, including this one allows manual creation of product from different parts without blueprints. Prototype Assembly has chance that prototyping will fail, but upon success you can get genuine equipment that can further reproduced in workshops with slightly reduced parameters, if Prototype Assembly were connected to Prototypes Data Center during process to store blueprint. In addition, Prototype Assembly is only facility that can boost equipments' parameters with "Augmentation Mods" beyond maximum based on resources quality, but beware, every additional Augmentation Link increases chance of prototyping failure. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Weapon Prototype Assembly - this assembly allows prototyping of any weapons from most basic 7.62mm Assault Rifles, Laser Pistols, Rocket Launchers and Heavy Flamethrowers to most advanced 200mm Tank Railguns, Anti-Air Missile Launchers, Aircraft Particle Cannons, 1400mm Spaceship Howitzers, Low Orbit Bombs and Anti-Orbital Plasma Guns. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Ordnance Prototype Assembly - this assembly allows prototyping of any ordnance used in weapon prototyping assembly, such as from most basic 7.62mm Rounds and Light Focusing Lenses to most advanced Particle Charges and Darkmatter Payloads. In addition it includes design and prototyping of such independent ordnance such as Grenades, Mines, Portables Explosives and etc. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Equipment Prototype Assembly - this assembly allows prototyping of any Field Equipment from most basic UV Goggles, Medikits and Jet-Packs to most advanced Cloaking Devices, Portable Medpack Generators and Personal Teleporters. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Armors Prototype Assembly - this assembly allows prototyping of any Armors from most basic Bulletproof Vests and Riot Shields to most advanced Combat Power Armors and Spaceship Armor Hardener Cores. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Shields Prototype Assembly - this assembly allows prototyping of any Shields from most basic Portable Shield Generators to most advanced Planetary Shield Generators. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Add-ons Prototype Assembly - this assembly allows prototyping of any add-ons from Optical Scopes, Silencers, Focusing Lenses and Acceleration Modules for weapons to most Infrared Scanners, Noise Detectors, Cloaking Generators and Armor Hardeners for vehicles. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Mechanized Prototype Assembly - this assembly allows prototyping of any modules and parts relevant to Trucks, Tanks, Walker, Aircrafts, Ships and Submarines such as Wheels, Tracks, Walker Legs, Cargo Holds, Engines, Shield Generators, Turrets, Spinal Weapon Mounts, Radars, Scanners, Stealth and Cloak Generators, Point Defense Hardpoints & etc. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Vehicular Prototype Assembly - this assembly allows prototyping of any Vehicles from most basic Jeeps and APCs to most advanced Hover Tanks and Mobile Fortresses. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Walker Prototype Assembly - this assembly allows prototyping of any Mechas from most basic Light Walkers to most advanced Assault Titans. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Aircraft Prototype Assembly - this assembly allows prototyping of any Aircrafts from most basic Fighters and Helicopters to most advanced Atmospheric Bombers and Hotzone Dropships. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Naval Prototype Assembly - this assembly allows prototyping of any Naval Units from most basic Boats and Frigates to most advanced Heavy Submarines and Dreadnoughts. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Interstellar Prototype Assembly - this assembly allows prototyping of any modules and parts relevant to Spaceships, Satellites and ISHMs, such as Engines, Command Consoles, Exterior Plating, Orbital Thrusters, Navigation Systems, Reconnaissance Modules, Low/Medium/High/Far Orbit Weapon Mounts, Targeting Systems, Trajectory Correction System, Warheads & etc. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Satellite Prototype Assembly - this assembly allows design and prototyping of Satellites. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    ISHM Prototype Assembly - this assembly allows design and prototyping of any Interstellar Hyperspace Missiles. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Spaceship Prototype Assembly - this assembly allows design prototyping of Spaceships. From resources depends durability, stability threshold, power consumption, inherited potential defectivity reduction multiplier, prototyping failure chance multiplier, maximum amount of Augmentation Mods and failure increment chance multiplier per Augmentation Link.
    Module Workshop - facility that produces equipment automatically from blueprint as long as required parts and resources supplied. This workshop produces all equipment, that were prototyped at these assemblies: Equipment Prototype Assembly, Add-on Prototype Assembly, Mechanized Prototype Assembly and Interstellar Prototype Assembly. Unlike assembly, workshop has very small chance of producing defective product, which still affected by quality and potential defectivity of parts that used in production. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier and inherited potential defectivity reduction multiplier.
    Weapon Workshop - this workshop produces all weapons, that were prototyped at these assemblies: Weapon Prototype Assembly. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier and inherited potential defectivity reduction multiplier.
    Protection Workshop - this workshop produces all defensive equipment, that were prototyped at these assemblies: Armors Prototype Assembly & Shields Prototype Assembly. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier and inherited potential defectivity reduction multiplier.
    Machinery Workshop - this workshop produces all machinery, that were prototyped at these assemblies: Vehicular Prototype Assembly, Mecha Prototype Assembly, Aircraft Prototype Assembly & Naval Prototype Assembly. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier and inherited potential defectivity reduction multiplier.
    Spacecraft Workshop - this workshop produces all spacecraft related units, that were that were prototyped at Satellite Prototype Assembly, ISHM Prototype Assembly and Spaceship Prototype Assembly. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier and inherited potential defectivity reduction multiplier.
    Structural Workshop - this workshop produces all structures, that were prototyped at Structural Prototype Assembly. From resources depends durability, stability threshold, power consumption, defectivity chance multiplier and inherited potential defectivity reduction multiplier.
    Armory - this facility used for storage and modification of various equipment & weapons, from simple handguns and 5.56mm Combat Pistols and Medikits to Spaceship Weapons and Personal Teleporters. This facility allows modification of equipment and weapons with add-ons, but please do remember that if quality of facility is worse, then quality of weapon, newly installed add-ons could have their parameters reduced. In addition this facility also can be used for weapon complete restoration and full repair. From resources depends durability, stability threshold, power consumption and repair speed multiplier.
    Vehicle Garage - this facility used to keep all kinds of vehicles safe and clean, from simple Wheeled Vehicles to advanced Mobile Fortresses. Even though some vehicle can be packed in to Nano-Compressed Packages for transportation by player, this facility is only one that can store even biggest vehicles, in addition only in this facility player can change armor type of vehicle and other core elements, but please do remember that if quality of facility is worse, then quality of weapon, newly installed add-ons could have their parameters reduced. Also only in this facility player can completely repair damaged vehicles. From resources depends durability, stability threshold, power consumption and repair speed multiplier.
    Mecha Bay - this facility used to keep all kinds of mechas and robots safe and clean, from simple Speedy Walkers to advanced Assault Titans. Even though some mechas can be packed in to Nano-Compressed Packages for transportation by player, this facility is only one that can store even biggest ones, in addition only in this facility player can change shield generator of mech and other core elements. Also only in this facility player can completely repair damaged mechas. From resources depends durability, stability threshold, power consumption and repair speed multiplier.
    Aircraft Hangar - this facility used to keep all kinds of aircrafts safe and clean, from simple Fighters to advanced Gunships. Even though some aircrafts can be packed in to Nano-Compressed Packages for transportation by player, this facility is only one that can store even biggest aircrafts, in addition only in this facility player can change engines of aircraft and other core element, but please do remember that if quality of facility is worse, then quality of weapon, newly installed add-ons could have their parameters reduced. Also only in this facility player can completely repair damaged aircrafts From resources depends durability, stability threshold, power consumption and repair speed multiplier.
    Naval Docks - this facility used to keep all kinds of naval units safe and clean, from simple Frigates to advanced Submarines. Even though some naval units can be packed in to Nano-Compressed Packages for transportation by player, this facility is only one that can store even biggest of them, in addition only in this facility player can change coating of naval units and other core elements, but please do remember that if quality of facility is worse, then quality of weapon, newly installed add-ons could have their parameters reduced. Also only in this facility player can completely repair damaged naval units. From resources depends durability, stability threshold, power consumption and repair speed multiplier.
    Spaceship Hangar - consist from Spaceship Hangar Blast Doors (which allows spaceship to enter the hangar), Spaceship Hangar Blast Walls, Spaceship Hangar Bulkheads (as background) and Spaceship Hangar Gravity Basement (to hold spaceship in hangar without crashing it), and in theory can be of any size as long as it is constructed in seamless manner. This facility is only facility where you can reconfigure and remodel your spaceship (without any penalties) with modules that you've produced, such as installation of new weapons, hull alterations & etc. From resources depends durability, stability threshold, power consumption and repair speed multiplier.

    Data Processing Center - core of any research or/and science facility.
    Core Processing Unit - affects research speed.
    Core Data Storage - decides how advanced and big research can be.
    Equipment Data Module - allows research of equipment and devices.
    Offensive Data Module - allows research of weaponry.
    Defensive Data Module - allows research of different defensive systems.
    Mechanized Data Module - allows research of different parts for vehicles, crafts, walkers, ships and submarines.
    Interstellar Data Module - allows research of spaceship modules and parts.
    Structural Data Module - allows research of any buildings and constructions.
    Prototypes Data Center - complex system, when connected to Prototype Assembly, generates blueprint of prototyped equipment with slightly reduced parameters if prototyping of equipment was successful. Once blueprint generated, it can be copied to main database, to avoid losing it even if Prototypes Data Center itself is lost. If unneeded, blueprint can be removed from main database. From resources depends durability, stability threshold, power consumption, maximum amount of stored blueprints and equipment's parameters' reduction multiplier (i.e. the better material that used in Prototypes Data Center, the less parameters are decreased in the blueprint, when it is generated).
    Reverse Engineering Complex - allows to get blueprints with approximate parameters from object. Object destroyed in process. Has high chance of failure.
    Backup Data Storage - allows you to save/backup current progress of research or reverse engineer process in case of failure, catastrophe or destruction of entire research complex.
    Data Core Export Complex - allows you to create data cores that contain blueprints (one blueprint per data core), which can be shared with player. How much time will take to make data core for certain blueprint, depends from parameters of object, which blueprint is used. In addition this complex allows creation of blueprint copies, which much faster to create, but can be used only limited amount of times.
    Data Improvement Center - allows improve quality of original blueprint in database. Improvement of blueprint's quality won't affect final parameters of object created from it, but it will reduce resources required for it's creation and time for it's production, and how much time needed to create data core or blueprint copy from original.
    Artifact Analysis Center - allows to analyze artifacts and data cores, and if possible to add knowledge from them to database.
    Blueprint Copy Database - here placed blueprint copies. When it connected to Research Center, player can use blueprint copies from production.
    Viral Analyzer - analyzes character/creatures for diseases.
    Viral Data Module - allows to research countermeasure against detected infections and diseases.
    Vaccine Synthesizer - after analysis and research, this module allows to create vaccine from disease.
    Small Specimen Container - for small pet like creatures.
    Medium Specimen Container - for medium sized creatures like humans, apex & etc.
    Large Specimen Container - for large sized creatures like lions, hippos & etc.
    Huge Specimen Container - for huge creatures like elephants, mammoth & bigger.
    Specimen Life Support Module - allows creatures in Specimen Container to live much more longer and grow more faster. Amount of Life Support Modules is needed depends from creature's size and parameters.
    Specimen Processor - allows to turn living creatures in to processed living biomass and stored in the Biomass Container. Amount of recovered Biomass depends on creature's size and parameters.
    Genetic Analyzer - allows to analyze living beings in Specimen Container, to read their DNA and add it to database for further usage.
    Genetic Modulator - allows to create both creatures and infections/viruses based on acquired knowledge. Also can be used to create anti-viruses, that will take out virus/infection on planetary level.
    Viral Containment Module - module, that contains removable chamber that used to contain created viruses, infections or diseases. Only one infection in chamber. One is more then enough to become doomsday weapon. Also can be used to store anti-viruses.
    Experimentation Chamber - huge, durable, sealed and mostly transparent chamber, which allows to pit different creatures together to see their behavior. Also this chamber has connector for Virus Container to check effects on creatures and built-in analyzer to get real time information about creatures. In addition it divided in 3 parts, first biggest one is for creatures, second smaller unaccessible for creatures, where player in sealed suit can check different weaponry on creatures without being attacked back and third part is exit/entrance with sterilization system, which allows players to leave it without causing outbreaks. If player is infected, he will be killed by sterilization system, unless sealed armor is equipped to seal infected player from environment.
    Sterilization Entrance Systems - special entrance system with built-in sterilization system, which allows to exit/enter room that allows players to leave it without causing outbreaks. If player is infected, he will be killed by sterilization system, unless sealed armor is equipped to seal infected player from environment. If entire room is infected with dangerous virus which sterilization system can remove, door will be sealed and won't open unless destroyed.
    Alchemy Prototyping Lab - allows player to experiment with mixing of different types of resources, gases, liquids, biocomposites and organics to create different types of materials or payloads for any weapons based on payload carrying ammunition.
    Biohazard Prototyping Lab - allows player to experiment with different types of acquired genetic material to create very own viruses and bacterias, which can be used as payload for for any weapons based on payload carrying ammunition.
    Optics Prototyping Lab - allows player to experiment with mixing of different types of resources, gases, liquids, biocomposites and organics to create different types of concentration lenses and emission crystals for any beam-based weapons.
    Environmental Field Generator - allows player to create a serious area of friendly environment protected from hostile environment. Can't protect from hostile effects cause by player, such as player created bacterias or viruses.
    Microwave Detection Array - uses microwaves to detect above ground objects, vehicles and structure with time lag. Can't scan for underground locations.
    Ultrasonic Detection Array - uses ultrasonic waves to scan in addition depth of caves, lakes and seas with time lag. Can't scan for closed underground locations and above ground territory.
    Subspace Detection Array - allows triangulate ships' location at current planet's orbit in real time, useless for planetary level detection.
    Particle Detection Array - detects particles emission of object at planetary and orbital level in real time. The more power producing/consuming is object, the easier to detect it.
    Biomass Detection Array - detects biomass and biological activity at planetary and orbital level in real time.
    EM-R Detection Array - detects Electromagnetic Radiation emission activity at planetary and orbital level in real time that produced by most metallic objects.
    Stereometric Detection Array - provides real time feed of objects at planetary and orbital level. Can't detect cloaked units.
    Hyperspace Detection Array - capable to warn base about incoming hyperspace arrival of any ship. Useless for other things.
    Multidimensional Detection Array - detection array that includes capabilities of all other detection arrays. Jack of all trades, master of none.

    Command & Control Center - while this facility isn't required for autonomous operation of simple defense and trapping systems, it is required for operation of advanced warfare systems that require manual targeting and control assisted by multiple support systems. In addition it allows autonomous simple defense systems to work more efficiently in groups, i.e. it won't allow missile turret to fire at fast moving target, instead it will use another rapid fire turret, which more suitable for this job.
    Command & Control Nexus - extremely advanced version of CnC Center. While some types of structure require dedicated usage of CnC Cneter, CnC Nexus allows to connect all of these structures with requirement of dedicated usage in to one CnC Nexus, thus making possible creation of backup network of CnC much easier, since only one set of CnC Nexus is required to backup and not per each dedication required system.
    Direct Targeting Matrix - facility, which improves accuracy and range perception of automated weaponry linked to it. Explanation regarding range perception: by default all turrets will react to enemy only based on turret's activation range (it's unique for each turret size) and this system will allow turret to react to enemy based on what weapon mounted on it. Bad range perception could mean long turrets starts firing after enemy passed weapon range long ago, or short range turret will start firing long before enemy will be in weapon's optimal range.
    Artillery Guidance Matrix - facility that will improve accuracy of any artillery weapons, that using low, medium or high arc and not direct sight fire. It will improve all calculation responsible for trajectory and projectile flight time, thus improving artillery type weapon accuracy.
    Orbital Probability Matrix - facility that improves accuracy and critical damage probability of any anti-orbital weaponry.
    Directional Shield Generator - rather small shield generator, that projects a shield wall in selected direction. Absorbs or reflects enemy projectiles while allows friendly projectiles to pass. Any creature or vehicle can pass through shield.
    Fortress Shield Generator - shield generator used for base defense that covers serious area. When shields created by this shield generator overlay one another they become seamless and linked, thus multiplying amount of total shield points for entire shielded area by amount of linked shield generators. Don't forget that shield load distributed evenly between all shield generators and if one shield generator has less cooling systems, then others, it's likely will burn out from extreme overload from intensive enemy fire. While this shield stops enemy projectiles, it doesn't stop enemy units getting under shield and wiping out shield generators.
    Planetary Shield Generator - shield generator that covers entire planet, thus preventing orbital bombardment and destruction of low orbit satellites. Overloading Planetary Shield requires serious effort of small fleet. But it doesn't prevent enemy from hot dropping aircrafts, tanks, naval units, mechs & infantry at your planet. Unlike Fortress one, Planetary can't have backup and when Planetary Shield Generator is overloaded, it will require some time to restart, thus increasing amount of Planetary Shield Generators won't increase defense efficiency, but still will increase energy consumption.
    Cloaking Field Generator - makes invisible every structure, unit or character in certain radius. Won't hide player built blocks. Approaching to close to cloaked units, structures or characters will disable this optical camouflage on them.
    Camouflage Field Generator - disguises all player built block. Makes them look like they are part of biome and distorts actual form of construction. True image can be seen in close proximity of camouflaged place.
    Stealth Field Generator - renders all enemy radars useless in certain radius. I.e. enemy radars won't get any reading about all kinds of emissions & etc only if Stealth Field Generator power output is greater. If Stealth Field Generator has same power output as enemy radars, there is 50% chance that enemy radars will catch something, if it has less power output, it basically useless since enemy radars will see everything.
    Lambda Field Generator - generates special field that redirects almost all projectiles, away from the source of the field. The closer incoming projectile to field's source, the stronger repelling force. Completely useless against beam weaponry.
    Disruption Field Generator - decreases efficiency of all kinds of sensors and detection arrays, as well decreases accuracy of all autonomously controlled weapon systems in effective radius of the disruption field. Can be upgraded to have other negative effects on non-friendly units.
    Light Single Turret - light modular turret with single weapon mount. Can mount light weapon usable by players & NPC, such as: Pistols, Sub Machine Gun, Micro Missile Launcher, Mini Grenade Launcher & etc. Exist in two variants: 1) Can be attached to ceiling, floor and walls as pop-up turret with hatch - has limited fire arc to 270°, since can't shoot/rotate pass block, on which it is mounted. 2) Can be attached to background wall as side pop-up with hatch - has entire 360° fire arc. Please do remember that weapon mounted on turrets require ammo or direct electricity connection if it's energy weapon.
    Light Dual Turret - very same modular turret as previous one with exception that it has two light weapon mounts. As previous turret, it also exists in two variants listed above.
    Medium Single Turret - medium modular turret. Have very similar properties as light variant, except that its bigger, slower, more protected and has one medium weapon mount that utilizes same weapon as used by player, such as: Assault Rifles, Machine Guns, Rocket Launchers, Grenade Launchers, Plasma Guns, Rail Guns & etc. Also exists in two variants like light version.
    Medium Dual Turret - dual mount variant of medium modular turret. Please note, that only light and medium modular turrets exist in these two variants, other turrets exist only in pop-up variant and can't be placed on background wall.
    Heavy Single Turret - heavy modular turret with single heavy weapon mount. Can mount any heavy weaponry utilized by player such as: Gatling Cannons, Assault Grenade Launchers, Barrage Missile Launchers, Heavy Plasma Guns, Assault Railguns & etc. Little bit slow, but heavily armored. Most of time is hidden like all other turrets, only pops up from hatch when enemy is detected or issues command from CnC Center to be on alert, since deploying from hatch takes time. Has limited fire arc to 270°, since can't shoot/rotate pass block, on which it is mounted, though player always can mount it from sides or bottom of blocks, not only on top.
    Heavy Dual Turret - dual variant of heavy modular turret, which has two heavy weapon mounts. Other then that, completely identical to single mount variant.
    Citadel Siege Turret - ultra heavy modular turret, which mounts ultra heavy weaponry, specially produced by it, which can't be used by player directly, unless mounted on very heavy machinery. Has 225° fire arc and mostly used as artillery emplacement to take out incoming enemy forces en masse from great range, long before other turrets will start to fire. As all other turrets it has hatch for pop-up deployment, but unlike other turrets, it can be placed only on top of blocks.
    Orbital Defense Turret - modular turret of epic sizes, designed to take out spaceships, which struggle meanwhile against planetary shield and hot drop forces on player's planet. Though this is modular turret, it only can mount super heavy weaponry developed only for it, which even surpasses size of most spaceships weaponry. Even though it is turret, it doesn't rotates, but does has hatch for pop-up deployment which grants additional protection from random threats while it is not deployed. The only other machinery, on which it can be deployed are Mobile Fortresses and Titan Class Mechas. Orbital Defense Turrets require dedicated CnC Center, it means no other weaponry connected to CnC Center, that used for Orbital Defense Turrets, though support systems such as detection arrays & data processing center with them will work in conjunction with these turrets.
    ISHM Silo Ignition Core - main part of the ISHM (a.k.a. Interstellar Hyperspace Missile) Silo which allows any ISHM to start the "ignition" process. Interstellar Hyperspace Missile are modular missiles which can be used for different purposes, including: delivery of destructive and/or biological payload to enemy planet, deployment of satellites both on enemy and friendly planets for different purposes, distribution of anti-virus payload on allied and own planets, and etc. ISHM can be intercepted during two different phase of traveling: 1) Hyperspace - Defender Missiles are capable of Interdiction even in Hyperspace. 2) Reentry - Defender Missiles can destroy it before ISHM arrived in to deep atmosphere of planet, let's not forget that natural behavior of the planet, can also destroy ISHM if it's too violent. The bigger and more maneuverable ISHM missile, the more Defender Missiles will be required to take it down.
    ISHM Silo Mass Driver - part of ISHM Silo that responsible for holding launching ISHM. The more Mass Drivers you will use to create ISHM Silo, the longer it will be, the bigger ISHM it will fit in, thus more deadlier ISHM can be used. Even though player has capability to make ISHM Silo with length of entire planet, ISHM maximum size will be limited and dependent on research progress.
    ISHM Silo Blast Door - part of ISHM Silo that have extreme protection, and this is only part of ISHM Silo that can be seen from above. Developed to sustain huge amounts of punishment from Orbital and Artillery bombardment, it will take a lot of time to destroy it from above, much easier to infiltrate base and destroy it from below. ISHM Silo requires dedicated CnC Center connected to it. Basically if you want use CnC Center for ISHM, it must be connected only to ISHM Silos and not other weaponry, though some additional systems like radar and/or navigation systems can be connected to it, to work in conjunction with ISHM Silos.
    Satellite Uplink Center - facility that allows remote operation of Satellites launched in to space via ISHM. Each uplink center can control only certain amount of satellites, but any amount of uplink centers can be connected to CnC Center. Requires dedicated CnC Center, it means beside uplink centers only support structures can be connected.
    Missile Defense Silo - facility that carries a certain amount of Defender Missiles that capable to intercept incoming ISHM both in hyperspace and at reentry. Requires dedicated CnC Center. Works automatically, launches next Defender Missile, if previous is failed to intercept ISHM. In addition player can manually launch batch of Defender Missiles if required.
    Combined Armory System - can store immense amounts of ammunition and repair parts. But only ammunition and repair parts. In order to make transfer of ammunition to turret or missiles defense silo easier and avoid usage of Transporter Tube, works in conjunction with Ammunition Distribution Complex.
    Ammunition Distribution Complex - automatically teleports ammunition to turrets or missile defense silos and maxing it out. As long as one Ammunition Distribution Complex placed near Combined Armory System, it will automatically transfer ammo and repair parts to other turrets and silos across other Ammunition Distribution Complexes, thus making instant ammunition and repair parts logistic chain possible. Utilization of several Combined Armory System in addition to network of Ammunition Distribution Complexes will allow avoid lose of ammunition and repair parts upon destruction one of several Combined Armory System, since Ammunition Distribution Complex will move them to another Combined Armory System.
    Pressure Sensor - has built-in IFF system, activates connected systems when somebody unrelated to player steps on it.
    Noise Sensor - has built-in IFF system, activates connected systems when somebody unrelated to player makes noise in certain radius around it.
    Optical Sensor - has built-in IFF system, activates connected systems when somebody unrelated to player passes near it.
    Biomass Sensor - has built-in IFF system, activates connected systems when somebody unrelated to player emits biological pulse in certain radius near it.
    Particle Sensor - has built-in IFF system, activates connected systems when somebody unrelated to player emits particles in certain radius near it.
    Alarm Speaker - upon activation makes loud noise. Has couple sound configuration such as: Readiness Alert, High Alert, Infiltration Alert, Imminent Destruction Alert, ISHM Launch Alert.
    Smasher Trap - hidden when inactive, attached to ceiling. Drops massive weight from above that retracts back when hidden.
    Kinetic Trap - hidden when inactive, attached to floor. Instantly generates immense kinetic field, that smashes whoever was on it to ceiling.
    Spike Trap - hidden when inactive, attached to floor. Highly technological spikes nail everybody under them.
    Gravity Trap - hidden when inactive, attached to floor. Slams anybody how near it with 1000 G-force in to floor.
    Weapon Trap - hidden when inactive, attached to floor. Very customizable trap, that can be designed to use as weapon everything from arrows to railguns.
    Explosive Trap - hidden when inactive, attached to background wall. Creates fragmentation explosion that is deadly to low armored targets in certain radius near it. Also can just drop small cluster bombs.
    Acidic Trap - hidden when inactive, attached to floor. When activates, drops whoever was there in to acidic pool and then closes. Acid can be replaced by any liquid.
    Beam Trap - hidden when inactive, attached to floor, ceiling or non-background wall. Activates low-yield but focused moving laser that is deadly to all light units. Beam can be altered.
    Incinerator Trap - hidden when inactive, attached to background wall. Incinerates anyone in certain radius near it. Simple napalm can be replaced by Hydrogen, Plasma & etc.
    Tesla Trap - hidden when inactive, attached to floor. Electrifies and slows down anybody who is within range of coils. Can be improved and altered.
    Cryogenic Trap - hidden when inactive, attached to background wall. Releases icy cloud that capable to freeze most living beings in instant. Freezing payload can be altered.
    Stasis Trap - hidden when inactive, attached to floor. When activates, extremely slows anybody who is stuck between stasis projector coils.

    Interstellar Intelligence Center - allows access to the stellar map. Shows information on already about explored planets. Can work in conjunction with other structures if connected to them.
    Energy Transmitter - simple structure that allows wireless transfer of energy between transmitters, though other structures require to be connected to transmitter in order to be powered up. Player can create network of such transmitters to extend energy supply over entire base, without worrying about infinite amounts of required power cable.
    Energy Projector - structure that allows transfer energy over great distances in wireless matter. Requires special receiver. Must be locked manually or via consoles on receiver in order to start energy transfer.
    Energy Receiver - structure that allows receive energy from projector over great distances. This buildings combination is useful in case if player wants to setup powerful but unstable source of energy.
    Bionic Farm Entrance - part of bionic farm where player can enter inside to seed or farm crops and other plants or breed cattle. While player can leave freely, cattle can't pass though this entrance.
    Bionic Farm Hub - part of bionic farm that is responsible for supporting and providing required environment for plants and crops to born. Also can be used to breed cattle.
    Bionic Farm Modulator - part of bionic farm that is responsible for configuring the environment and setting for Hubs. Can be controlled remotely via console.
    Maglev Station Depot - part of Maglev Station which stores all train locomotives and wagons.
    Maglev Station Hub - part of Maglev Station which docks for loading or unloading train, as well for repair and resupply. The more Hubs used in Maglev Station the longer train can be used and maintained.
    Maglev Station Connector - part of Maglev Station, which allows train to undock from and start moving on rails.
    Maglev Transit Rails - heavily protected rails for maglev trains, so they could ride with immense speed. Rails are very durable and consume energy constantly as part of Maglev Stations.
    Global Network Teleport - allows teleportation between all other Global Network Teleports, but has charge time before teleportation and cool down time after teleportation.
    Inbound Vector Teleport - allows one sided teleportation to selected outbound teleport without any charge time and cool down time. Requires time for calibration after selecting outbound teleport.
    Outbound Vector Teleport - allows to receive one sided teleportation from Inbound teleport.
    Weather Control Nexus - facility that configures and manages weather on planetary scale. Requires modulators to work.
    Weather Control Modulator - structure that directly affects weather on planetary scale. Controlled via nexus, the bigger planet, the more amount of modulators is required.
    Modular Medical Bay - complex structure that can remove all negative effects from player, except diseases and viruses - but can greatly slow them down.
    Health Bay Station - small structure that can heal player, but can't remove negative effects.
    Armor Hardener - small structure that can fix holes in the armor, but can't restore armors durability and efficiency.
    Shield Recharger - small structure that recharges players shields.
    Energy Accumulator - small structure that recharges player energy meter.
    Biopower Supply - small structure that restores player's biopower supply.
    Ammunition Replicator - small structure that restores player's ammunition.
    Nutrient Injector - small structure that injects tasteless nutrients in players blood to avoid death from starving.
    Recreation Capsule - small structure that allows player to rest in very short time, instead normal nine-hour sleep.
    Hot-Drop Catapult - structure that drops infantry, light vehicles and light mechs on to incoming enemy by covering them in protective bubble, that allows safe landing.
    Polymorph Chamber - main module that allows to resurrect player's body and put player's consciousness inside it. From resources depends durability and physical drawbacks after resurrection. Based on difficulty mode how much and what will be lost after resurrection.
    Infomorph Assembler - support module that ensures that player's consciousness assembled correctly, without loss of knowledge. From resources depends durability and how much knowledge was lost and if loss was temporary or permanent.
    Material Coordinator - support module that reduces loss of player's items themselves and their durability. From resources depends durability and player's item loss upon resurrection.
    Insurance Modulator - support modules that reduces loss of player's pixels. From resources depends durability and player's pixels loss upon resurrection.
    Psyimprint Database - support module that allows more then one player to use same Polymorph Chamber for resurrection. From resources depends durability and amount of available slots for other players.

    List of Planned Mechanics:
    Core of this mod's gameplay, which utilizes earlier mentioned New Material System. As was mention earlier quality and parameters of used material will greatly affect final quality of the product. Even with implementation of completely new system, player still will be able to craft "instantly" already researched part using default crafting accessories such as Robotic Table, but such crafting method will provide player with crafted part, which has only with 10% of part's base parameters, thus it will be highly advised to move on to new crafting system as fast as possible.

    Currently planned new crafting system is multi-staged. More precise description stage-by-stage:
    1) Acquisition of raw material (such as stone or metal ore for example) through manual mining or usage of automated mining facility.
    2) Purification of raw material. Raw material purified until purity of material reaches required by player percentage. This step can be skipped.
    3) Processing and refining raw material in to basic resources unit (such as iron bar or stone block).
    4) Production of general parts. General parts divided on tiers by complexity (tier 1 - rivets, tier 2 - transistors, tier 3 - microchips & etc).
    5) Production of specialized part for final assembly (such as rifle stock, sword's hilt, armor plate & etc).

    This is mockup of how Parts Production Interface will look like:
    [​IMG]
    • Blueprints Tabs: "NEW" for default templates, "SAVED" for blueprints saved by player and "AUTO" for auto-saved blueprints.
    • Materials List: I used default materials icons, but upon release there will be multiple types of same materials with different purity levels.
    • Production of huge amount of parts takes more time, but overall will be faster and will allow to spend less resources, then production of each part individually.
    • Player will be able to create parts from different materials to boost parts' quality. But beware, some materials are incompatible.
    • By selecting already chosen material and material from the list, player will be able to compare what material is more suitable for chosen part.

    Structures are heavily depended on quality and type of components used in their production (as anything other in this mod, which will utilize this planned assembly mechanics for prototyping and production). With such planned assembly mechanics it is almost impossible to make a perfect structure due large variety of parameters per structure and diversity of their basis on different parameters of components used in production. For example if player prototypes Enrichment Chamber, there is decision to be made, will it be durable and suitable to highly hostile environment, or will it will have great performance and enrichment rate, or will it require less cooling and etc.
    [​IMG]
    Durability - defines how much damage Enrichment Chamber can take. When durability reduced to zero, structure has slight change to break apart irrecoverably.
    Reduction Cycle - defines how much time needs to pass in real time, to reduce Enrichment Chamber's durability by 1 point.
    Stability Threshold - defines at less then which amount of available durability Enrichment Chamber will start failing (which can either just shut down it or start chain reaction).
    Temperature Threshold - defines after which internal temperature Enrichment Chamber will shut down (or will start losing durability if set to overwork).
    Energy Consumption - defines how much energy in grid Enrichment Chamber needs to run.
    Enrichment Efficiency - defines how much isotopes is enriched and sent further, and how much will become waste.
    Enrichment Speed - defines how much units of isotopes are enriched per minute.
    Heat Production - defines how much heat produces Enrichment Chamber during process per minute.
    Heat Dissipation - defines how much heat per minute Enrichment Chamber can dissipate by itself.
    Waste Percentage - defines how much waste player will receive from Enrichment Chamber, because waste can be reprocessed and purified in to isotopes again and again.
    • As you see, there is no Blueprints tab here, because it's prototyping facility and in order to acquire blueprint of prototyped Enrichment Chamber, player will have to use Prototypes Data Center in conjunction with this facility.
    • In addition, Enrichment Chamber as any other Structure might be affected by external environment if is not installed inside environmentally sealed compartment. Radiation/Thermal/Electric/Corrosion/Biological/Kinetic thresholds, which are used to define how much Enrichment Chamber environmentally resistant, are inherited from parameters' average values of parts used in production. To avoid confusion with Enrichment Chamber: Thermal Threshold goes for external sources of heat and has nothing to do with Temperature Threshold, which provides information only about internal temperature limits.
    • For easier sorting and searching all structures are divided by types and subtypes.
    • Number near icon of chosen for component indicates the amount of component required for assemble one prototype.
    • Assembly process of prototype isn't pausable and not reversible, if player will stop prototyping, player will lose all used resources.
    • Question icons are placeholders and won't be present in final product.

    Weapons. All kinds of weapons. Everything that shoots and cuts are in this category. Everything for pistols and swords to siege weapons and low orbit bombardment weaponry. Weapon is assembled from multiple parts. For example, rifle is assembled from stock, core, barrel - which define what kind of ammo weapon uses and how it looks graphically, and such additional parts as sight, barrel add-on, ammo modification & etc. While swords consists from handle and blade - which define what kind of damage type it deals and how it looks graphically, and such additional parts as coating, capsule, voltage generator & etc.
    [​IMG]
    Durability - defines how much damage Light Gauss Machine Gun can take, before becoming useless, thus requiring complete repair. When durability reduced to zero, weapon has slight change to break apart irrecoverably.
    Reduction Cycle - defines how much shots need to be done, to reduce weapon's durability by 1 point.
    Stability Threshold - defines at less then which amount of available durability weapon will start failing (which can either just jam or explode in user's hands).
    Stable Min/Max Temp - defines at what temperatures weapon works flawlessly and when it starts failing.
    Rate of Fire - defines how much shots per minute weapon can do.
    Zero Overheat - defines how much shots can be done with weapon at zero Celsius degrees, before it will overheat and stop working. Overheat limiter might be removed via Augmentation Mods, but bypassing such limit might cause serious damage to weapon and user in exchange for unstoppable fire.
    Accuracy - defines minimal value of how accurate and stable weapon is during continuous firing.
    Muzzle Velocity - defines projectile exit velocity from muzzle. The higher speed, the faster projectile will reach (or miss) player's target.
    Effective Range - provides information about effective range of weapon's ammunition, such as at what range projectile still preserve it's impact power.
    Ammo Usage - defines how much Universal Ammunition Material is used for every shot.
    • As you can see, player choses what kind of ammunition will be used by weapon. It will be described later in Ordnance Assembly Mechanics part.
    • While weapon has lots of components listed at design screen, to build it weapon parts and rivets are more then enough. While core requires only weapon parts and stabilizers require rivets, rest of the components (sight, barrel, muzzle, stock, handle and converter) are used to make weapon more specialized (as by placing 4x Optical Scope and Silencer) for certain mission or possibly universalized for all player's needs. If these components are not present, player can replace them by same weapon parts as used in weapon's core.
    • Since weapon might be affected by external environment as any other object, Radiation/Thermal/Electric/Corrosion/Biological/Kinetic thresholds are used to define how much weapon environmentally resistant and inherited from parameters' average values of parts used in production.
    • Prototyping facility is required order to acquire blueprint of prototyped weapon, player will have to use Prototypes Data Center in conjunction with this facility.
    • For easier sorting and searching all weapons are divided by types and subtypes.
    • Number near icon of chosen for component indicates the amount of component required for assemble one prototype.
    • Assembly process of prototype isn't pausable and not reversible, if player will stop prototyping, player will lose all used resources.
    • Question icons are placeholders and won't be present in final product.

    Close Combat Weapon Types:
    [​IMG]

    Ranged Combat Weapon Types:
    [​IMG]

    Notes:
    "Vibro" - vibroswords, vibrodaggers and other close combat weapons that use high frequency vibration to cut everything.
    "Power" - power blades, power axes and other close combat weapons that energized and discharged on impact.
    "Elemental" - weapons with elemental properties: Fire, Freezing, Harmonics & etc. Completely HiTech.
    "Beam (Pulse)" - same plans for both continuous beam weapons and pulse beam weapons, but different tech trees.
    "Torsion" - ranged weapons that use bowstring, springs and other raw sources of kinetic energy.
    "S-String" - half abbreviation for word Superstring.

    Ordnance. Everything that fits this category: bullets, missiles, grenades, mines, bombs, focusing crystals, plasma capacitors and other. Unlike standard design of ammunition, the final object that prototyped here is the converter, which converts Universal Ammunition Material (and Energy if it's Energy or Hybrid weapon) in to designed bullet/missile/mine/beam/charge/whatever. Mostly these converters are installed in to the weapon or vehicles, but there are some exception, like for example land mines or portable timed bombs, that should be carried by player. Converters for these are installed in to special structures which allow players to convert their Universal Ammunition Material in to land mines or portable timed bombs and then collect them for further usage at the battlefield.

    As was mentioned earlier, all resources has 3 subtypes: stable, reactive and isotope. While stable and reactive resources has completely different effects on ordnance in the production, isotope resources provide combined effect of stable and reactive resources, but with reduced efficiency, for example: Isotope of Coal during production will provide only 50% of current parameters of Stable Coal and Reactive Coal. In theory it is possible to process isotopes, to increase their quality to such state, that it will provide 95% of parameters of Stable Coal and Reactive Coal, but it will require most advanced processing equipment, which is very hard to get or produce. In addition, usage of isotopes, reduce life time and stability of any weapon or equipment, unless special module is used to prevent these negative effects to some extent.

    Table of parameters per weapon type provided by the Stable Resource:
    [​IMG]

    Table of parameters per weapon type provided by the Reactive Resource:
    [​IMG]

    Equipment. Anything from portable cloaking generators and micro radars to night vision goggles, ammunition backpack cartridges and medical kits. Only color of equipment is affected by parts that used in there, but not form. There are different tiers of same equipment, which allow to use more parts in production in same equipment type, thus increasing equipment's efficiency and capability. In addition there is equipment that capable of producing more simple equipment by itself, such as Medical Pack Workstation will produce Medical Packs for player per request, but being limited by time interval between production of each Medical Pack.

    Equipment is divided in to 2 categories:
    Deployable Equipment which can be carried out to be deployed in the field, which can work both in standalone and wireless managed (via deployable console or something similar) modes. Good example is Deployable Turret, which can be deployed and configured (it can be configured before deployment too) and then activated to work in standalone mode, until it's capacitors will run out of energy or use wireless connection to be managed or/and charged. While deployment of normal turret requires construction of small base with fire control center, small power plant to supply it with energy & other complex stuff, which isn't suitable for rapid field deployment. In addition, if removed deployable equipment contains other modules or resources, they can't be access until it is redeployed.
    Portable Equipment, which can be equipped and used by player. Unlike add-ons, which require special tools on hands or even facilities to be installed, portable equipment can be equipped and removed any time. Good example is Portable Biomass Detector, which shows life signs of organic beings in certain radius. While it's range isn't best, these negative qualities are easily compensated by portability, low to none energy consumption and capability of instantly being replaced by another portable equipment if needed.

    List of Deployable Equipment:
    Field Management Console - allows remote usage of other deployable equipment via wireless connection.
    Field Signal Amplifier - used to support wireless connection over extended ranges.
    Field Compact Storage - can be used to store any kind of resources. Must be configured to store required resources without any problem.
    Field Power Capacitor - used to store excess energy, which can be used later.
    Field Solar Array - deployable version of Solar Array. Requires natural light to work.
    Field Furnace Power Plant - deployable version of complete Furnace Power Plant. Requires combustible resources to work.
    Field Photon Power Plant - deployable version of complete Photon Power Plant, doesn't need anything to work. Performance depends on environment.
    Field Zero-Point Power Plant - deployable version of complete Zero-Point Power Plant, doesn't need anything to work. Always provides stable energy supply.
    Field Maintenance Bay - allows to repair all kinds of vehicles in the field and installation/removal of any add-on without need to equip or disassemble anything.
    Field Data Storage - self sustained module, which can store found blueprints. Extremely durable.
    Field Medical Laboratory - allows to analyze players for infections, create simple vaccines and perform surgeries if needed.
    Field Sensor Array - can work in multiple modes of detection. Amount of modes reduce overall detection efficiency. Requires time for recalibration when changing detection modes.
    Field Optical Scanner - allows players to see over the long distances at different modes (Night Vision, Infra Red, etc). Amount of optical modes increases time needed for recalibration when changing them.
    Field Sealed Housing - self sustaining, sealed from external environment, where players can rest and eat without any dangers.
    Field Outpost Housing - same as sealed housing, except that it is equipped with turrets.
    Field Environmental Generator - forces back to some extent hostile environment and creates friendly one to player.
    Field Shield Emitter - covers certain area with shield that protects from direct damage.
    Field Lambda Emitter - smaller and less powerful version of Lambda Field Generator.
    Field Cloaking Emitter - smaller and less powerful version of Cloaking Field Generator.
    Field Stealth Emitter - smaller and less powerful version of Stealth Field Generator.
    Field Disruption Emitter - smaller and less powerful version of Disruption Field Generator.
    Field Deployable Turret - can be equipped with light, medium or heavy weapon. Can be attached to any surface.
    Field Ordnance Bay - supplies player with ordnance based on installed converters.
    Field Ammunition Bay - converts either player's energy or energy provided from capacitors near by in to Universal Ammunition Material.
    Field Psyimprint Chamber - allows to store dead players' consciousness (which play in permadeath mode) to be resurrected later in special facility.

    List of Portable Equipment:
    Single Mode Goggles - goggles that can use only one mode such as Night Vision, Infra Red or something else, but consume small amount of power upon usage.
    Multi Mode Goggles - goggles that can use multiple modes such as Night Vision, Infra Red or something else, but consume more energy and require time for recalibration when changing modes.
    Optical Targeting Unit - allows to target at longer ranges without taking special stance at cost of reduced line of sight.
    Sniper Targeting Unit - greatly increases targeting range when taking special stance.
    Direct Targeting Sight - normal laser targeting sight. Shows approximate range to target.
    Ballistic Targeting Sight - almost same as normal targeting sight, but beside range shows approximate ballistic trajectory.
    Passive Recon Device - can be build with Stealth, Cloaking or/and Camouflage generators inside. While moving, uses energy and reduces efficiency. Standing sill returns efficiency back 100% over time.
    Active Recon Device - can be build with Stealth, Cloaking or/and Camouflage generators inside. Always uses energy, but also always has it's efficiency at 100%.
    Shoulder Turret - automatic, AI controlled shoulder turret. Can be enabled/disabled whenever needed.
    Backpack Launcher - can be equipped with all kinds of Missiles, Mortars and other ordnance. Launches ordnance at targeted place.
    Portable Sensor - can work in multiple modes of detection. Amount of modes reduce overall detection efficiency. Requires time for recalibration when changing detection modes.
    Combat Teleport - allows multiple teleportations over small distances at fast pace. Requires serious amount of energy.
    Vengeance Device - always active. Makes you and your equipment go boom by wiping out serious area when you're killed/dead. Good way to die off with the fireworks.
    Portable Field Generator - can emit any type of field: Cloaking, Stealth, Disruption, Lambda, Environmental, Shield & etc. Uses energy.
    Portable Particle Emitter - can emit any particles: Flame, Cryo, Acid & etc. Based on type either uses energy, ammunition or both.
    Portable Ammunition Bay - converts energy in to Universal Ammunition Material when active, but with much lower efficiency.
    Portable Ordnance Bay - converts Universal Ammunition Material in to Mines/Explosives/etc, whatever is built-in.
    Drone Assistant - launches automated drone, which can be built for multiple purposes. When runs out of energy, returns back to player.
    Regenerator Unit - regenerates player's health and with special improvements player's armor over time while consuming energy.
    Data Theft Device - allows to steal and carry a certain amount of blueprints from Data Storages.
    Hacking Device - allows to hack all kinds of remote systems (such as doors, turrets & etc). Must have twice hacking power then target's hacking defense for 100% result.

    Everything that has something to do with armor resides here. Whether it is Bulletproof Vests, Light Armor Vest, Heavy Power Armor, Sealed Armor Suit, Riot Shield or even Armor Hardener Cores (that used to strengthen spaceship's hulls or base walls) and everything else . Armor can be designed to have very specific objectives, such as: to allow to survive in highly dangerous environment, greatly absorb damage from firearms or energy weapons and even allow player to be dropped from low orbit directly to the battlefield.

    During prototyping and production armor's base parameters heavily depend on quality of resources used for it, yet it still affected by special multiplier that are unique for each armor type. Only stable resources can be used in armor prototyping and production. Handheld shield have parameters similar to armor, but unlike armor, if it's armor points depleted, it actually loses only some percent of durability (based on shield's parameters) and after some time can be used again with fully replenished armor points. This can repeat, until handheld shield's durability is completely depleted. More information:
    Armor Durability - defines how much damage armor can sink in, before received damage will be transferred to player (it also depends from other parameters). Formula: [Armor Durability] = [Average Durability of all Resources Used] * [Armor Durability Multiplier].
    Armor Points - parameter unique to handheld or deployable shields only. Defines how much damage handheld or deployable shield can sink in, before restoration sequence is initiated (restoration sequence depends on shield type and used resources quality). After depletion of armor points, some % of depleted armor points is reduced from durability (mostly it's 10%, but it's based on shield type and depends on used resources quality). Formula: [Armor Points] = [Armor Durability].
    Stability Threshold - very important parameter for armor, defined in percents. If armor loses more hit points then it defined in stability threshold, it becomes more vulnerable: less resistant to all kinds of damages, vulnerable to environmental effects (if its sealed armor), provides less bonuses and less protection, and some of the received damage starts transferring to the player's health (up to 25% if stability threshold is breached for more of then 75% of defined value, i.e. if stability threshold is 60% and armor already lost more then 90% of points, 25% of damage received to armor, will be transferred to player's health). The more stability threshold is breached, the more vulnerable player wearing armor. Default armor threshold is 50%, though there are some exceptional armor types. Formula: [Stability Threshold] = [Default Threshold] * ([Hardness] / [Preferred Hardness]).
    Armor Mass - defines how much armor will slowdown player, reduce it's jumping height & etc (also depends on planet's gravity). Can be easily reduced, nullified or even made positive through the usage of Servo Motors. Formula: [Armor Mass] = [Density of all used Resources] * [Armor Volume].
    Temperature Stabilization - affects only sealed armors. Defines for how much degrees (in [percents) temperature stabilizes in both directions from temperature comfortable to player versus current environmental temperature. For example: if current temperature is -130 °C, player's comfortable temperature is 25 °C and armor's temperature stabilization is 92%, then player's temperature inside armor decreases maximum by -130 * (1 - 0.92) + 25 = 14.6 °C. Temperature stabilization can't be higher then 100%, but it can be 100%. Formula: [Temperature Stabilization] = ((1 - ([Thermal Conductivity] / 100)) * 0.3) + (([Oxidation Resistance] / 100) * 0.3) + (([Hardness] / [Preferred Hardness]) * 0.4).
    Thermal Resistance - defines in percent how much of the thermal damage is suppressed by armor. Thermal resistance can't exceed 95%. Formula: [Thermal Resistance] = (1 - [Thermal Conductivity]) * ([Hardness] / [Preferred Hardness]).
    Energy Resistance - defines in percent how much of the electric damage is suppressed by armor. Energy resistance can't exceed 95%. Formula: [Energy Resistance] = (1 - [Electric Conductivity]) * ([Hardness] / [Preferred Hardness]).
    Kinetic Resistance - defines in percent how much of the kinetic damage is suppressed by armor. Kinetic resistance can't exceed 95%. Formula: [Kinetic Resistance] = ((Root of [Hardness]) / (Root of [Preferred Hardness])) * ([Hardness] / [Preferred Hardness]).
    Acidic Resistance - defines in percent how much of the acidic damage is suppressed by armor. Acidic resistance can't exceed 95%. Formula: [Acidic Resistance] = [Corrosion Resistance] * ([Hardness] / [Preferred Hardness]).
    Oxidiation Resistance - defines in percent how much of the oxidiation damage is supressed by armor. Oxidiation resistance can't exceed 95%. Formula: [Oxidiation Resistance] = [Oxidation Resistance] * ([Hardness] / [Preferred Hardness]).
    Virulent Resistance - defines in percent how much of the biological damage is supressed by armor. Virulent resistance can't exceed 95%. Formula: [Virulent Resistance] = [Biological Resistance] * ([Hardness] / [Preferred Hardness]).
    Radiation Resistance - defines in percent how much of the radiation damage is supressed by armor. Radiation resistance can't exceed 95%. Formula: [Radiation Resistance] = [Radiation Resistance] = (1 - ([Radioactivity] / [Allowed Radioactivity])) * ([Hardness] / [Preferred Hardness]).
    Resistance Threshold - defines how much damage is absorbed and nullified without any effect to armor. Based on selected resistance type. Warning, weapon with pierceing (penetration) capability ignores resistance and only suppressed by resistance threshold parameter! Formula: [Selected Resistance Threshold] = [Selected Resistance] * [Hardness].

    Everything that has something to do with forcefield based shields resides here. Whether it is Portable Shield Generators, Environmental Repulse Generators, Spaceship Reflective Shield Generators or even Planetary Shield Generators and everything else that relevant to good old armor based protection resides in this category. Shield Generators can be designed to have very specific objectives: some of them designed to work as environment repulsion field, some of them can be used to absorb some energy from damage & etc.
    Everything has slot or two for add-ons. And it is true for everything, whether it is weapon, vehicle, armor, space satellite or even low orbit ion cannon. Players can design add-ons to improve some parameter of weapons/vehicles/etc, if less lucky or knowledgeable reduce other parameters or even provide required object with additional functionality, like for example to suppress the overheat limiter, which will allow to fire weapon more frequently, but not without a cost. Beside specialized add-ons that can only be mounter in certain slot, such as Sniper Scope for a rifle, there are universal add-ons which can be mounted on to any object in to Augmentation Mods slots, though usage of every additional Augmentation Mod in prototype increases chance of prototyping failure.
    Before producing a vehicle, player needs to produce all required parts for it, whether it is atmospheric aircraft, heavy walker or mobile bunker. This includes: wheels, tracks, walker legs, engines, hull parts, shield generators, turrets, spinal weapon mounts, radars, scanners, stealth and cloak generators, point defense hardpoints & etc. Modules categorized under relevant categories, beside being divided by relevance toward trucks/tanks/walkers/aircrafts/ships/submarines, including text search. And as always: quality of final product is heavily relies on quality of parts used in its production.
    Currently under "vehicle" categorized every machinery that can travel within planet's reach, including low (possibly higher) orbit, but without interplanetary or interstellar capability. Small reconnaissance jeeps and bikes, any kind of tanks including mobile bunkers, atmospheric fighters, armored personnel carriers, naval ships, submarines, mechas, siege walkers, heavy dropships capable of atmospheric reentry and even trains, everything that somehow related to vehicles resides in this category. Design and prototyping of vehicles planned to be very flexible and modular, basically the plans are is to allow players to create any required vehicle by using set of available parts, giving player complete freedom over looks, size and other parameters of designed and prototyped vehicle. Well somebody might want to create submersible air-carrier with nuclear cannon and tactical missiles and plans are to give players such capability.
    Before producing a spaceship, satellite or ISHM, player needs to produce all required parts for spaceship. This includes: thrusters, hyperdrives, power generators, all kinds of engines, shield generators, broadside weapon mounts and turrets (which later will be equipped by the weapons designed in weapon assembly), disruption emitters, radars, scanners, stealth and cloak generators, point defense hardpoints, bulkheads and etc. Modules categorized under relevant categories, beside being divided by relevance toward Satellites/ISHMs/Spaceships, including text search. And as always: quality of final product is heavily relies on quality of parts used in its production.
    When some people hear word "satellite" they already imagine Low Orbit Ion Cannon. And they are not wrong. Satellites placed in to different category, because of their modus operandi, as well because of their way of deployment. Unlike any normal vehicle, since satellites can't move on their own, they need to be deployed by ISHM (will be described in the next part) or by player controlled spaceship on to Low/Medium/High/Far orbit of the planet. Satellite can be specialized for many different objectives, including: orbital bombardment, ISHM interception, spaceship interception, reconnaissance, geo-exploration, communication disruption and etc. In addition satellites can be different in sizes: small satellites are less detectable, cheaper in production and deployment, while big ones provide more place for payload, thus making them more universal. In addition satellites that became needless for current objective can be retrieved by special module installed on spaceship and used at different place or recycled. Please do not forget, that satellite as any stellar structure can be taken out by enemy ships, or stolen if not capable of self-defense.
    Interstellar Hyperspace Missile. I know what you think there. And you think it right. Modular monstrous missiles that only limited by the depth of the missile silo and power of thrusters installed on them. ISHM is capable of carrying variety of payloads: it could be Anti-Matter warhead for utter destruction of enemy base, or highly protected containers with newest and deadly bacteria, or containers of anti-bacterias to purify planet from infection, or super MIRV warhead with millions of small missiles inside, or even huge cluster of mines to turn entire planet in to one huge minefield, it could be anything player wants. In addition ISHMs are used for fast deployment of satellites, because deployment of satellite by spaceship takes much more time and renders it occupied by process itself, thus making spaceship useless for anything else, unlike ISHM that almost instantly deploys satellite. Please remember, ISHM could be intercepted by Defender Missiles even during hyperspace travel, but final result is heavily based on quality of Defender Missiles and quality modules used in the ISHM.
    Design and prototyping of spaceship is rather complex process. Hull of the spaceship is designed block by block, tile by tile, module by module, till the hull of the spaceship is completely sealed. Unlike standard assembly, which saves only last design, spaceship assembly can store any amount of designs, which are work in progress and can be finished later. These saved designs can be renamed or removed when needed, but become exportable only upon successful creation of prototype. Size of the designed and prototyped ship is only limited by size of space allocated for spaceship hangar. Process goes like this: at first player designs how spaceship will look using sketch tool, then over sketch player starts placing hull blocks/tiles, then adding such built in parts as engine mounts, weapon broadside mounts and turrets, portholes and only at the end equipping spaceship with objects that can be removed or installed manually (via simple Matter Manipulator), such as hyperdrives, shield generators, fire control consoles, weapons on to weapon mounts & etc.
    Bacterias, Viruses and Infections - basis of any Biological Warfare. As well live countermeasure to it. This mechanics will allow player to cultivate any combat virus or zombie infection as longs, as required knowledge and digitalized DNA is provided. It also can be an anti-virus bacteria that consumes certain virus and self-destroys (due starvation) after completing the mission. The fearsome part that even after deployment of bioweapon, your enemy won't know what hit them, unless they are very prepared for such event and use highest quality Biomass Detection Array to detect any changes in environment's biology. In addition player will be able to reverse engineer already encountered bacterias, viruses and infections to get a hunch what parameters are affected by certain code parts. Unlike procedurally generated bacterias/viruses/infections player will gave them their own unique name and description, which other (or infected) players will be able to see upon deep inspection and research.
    This mechanics will allow players to make their own unique familiar/pet, or even army dumb mobs to start the invasion and use them as cover before real assault on enemy base. Or just populate planet with new type of creatures. Player will be able to design unique creature that could be resistant to certain elements and/or bacterias. Unlike bacteria cultivation mechanics, beside digitalized DNA and required knowledge, player still will needs to inspect and research creatures as well. In addition player will be able to give newly designed creatures their own unique names and descriptions, which will be seen by other players upon inspection of the creature.

    New Research Progression
    Current research system as is, which requires player to find a blueprint isn't suitable as main research system, but rather as support or reward system. New research system will have completely progressive research tree, which will be required to unlock new structural, weapon, vehicle and other parts, or unlock additional capabilities for already researched systems. In addition planned research system will be supported by catalysts system (beside default way to find blueprints), that can boost speed of current research based on quality of Catalyst itself. Theoretically anything can be used as catalyst, but perfect choice would be high quality artefacts, that could be found in very dangerous dungeons. Every player will start with some technologies researched by default and available for productions, one of them will be earlier mentioned Data Processing Center, which will allow player to research other technologies. Since mod planned to be used on MMO like server, some researches could take days to finish, even with good catalysts, but since not everybody will play this mod on MMO server, I will implement multiplier variable which will allow players who play locally research new technologies at much greater speed.


    Magic, Spells, Runes
    I also intend to add more RPG content, such as skills, spells, runes & etc. Spells will be stored in spell book, that can store limited amount of spells. In addition I will implement Mana System to player, so beside energy bar, player will have Mana bar, also all spells will have chance of failure upon learning, that eventually can cause injury and even death to player. There are will be couple of ways to obtain spells and add them to your spell book: scriptures - one time possibility to learn spell, grimoires - magical books will allow you try to learn certain spells infinite times, so eventually after learning it you can give book to friend so he can obtain this spells to and the last way is Altars/Ancient Writings - you can try to learn certain spell as much as you want, but only at certain location. Regarding runes - you will find them, or even at some stage you will be able to create them if you will find blueprints, upon using them on weapon, they will be able to improve or worsen weapon temporary or permanently. So... how does sound Runic Mass Driver or Power Armor of Lightning? I know - awesome...


    Colonial Warfare
    This feature will add to players possibility to unite in Corporations. Each planet will provide some points upon creating there base, the more harsh and hellish planet, the more points Corporation will receive. In order to avoid infinite expansion, amount of planets for Colonial Warfare will be limited, still players will be able to explore other planets and install there base, but they won't receive points for that. If somebody want to capture already colonized planet by other corporation, first new corporation need to build their own base on planet and second, new owners must destroy previous owner's base, only upon destruction of first owner's base, planet's sovereignty will more to the new owner with points it provide. In addition very long term warfare with use of weapon, including weapon of mass destruction, can cause sometimes irreversible changes to planetary environment, thus by decreasing or increasing amount of points it provide to owner corporation.


    Advanced Spaceships & Space Battles
    It seems there no need for me to mod and implement Advanced Spaceships & Space Battles, because Starbound's Project Leader, Tiy already have some serious plans for post release regarding it:

    It seems after implementation of such thing we will definitely need earlier mentioned anti-orbital cannons.
    So far implementation of Modular Starship Construction continues, but it seems, it became more complex and harder to learn then I've planned, but allows more flexibility. So, for people who not interested in creating own starship, I will create default ships divided in to 7 different classes for each vanilla race, that will be available through upgrades on later stages of mod development. Here is list of ship planned ship classes:

    Shuttle - has 1 short deck. Default.
    Frigate - has 1 deck. A little bit extended version of default ship.
    Destroyer - has 2 decks.
    Cruiser - has 3 decks. Human ship that currently displayed on the picture.
    Battlecruiser - has 4 decks. Minimal amount of decks interconnected in to large ones.
    Battleship - has 5 decks. Average amount of decks interconnected in to large ones.
    Dreadnought - has 6 decks. Considerable amount of decks interconnected in to large ones.
    Mothership - has 7 decks. Serious amount of decks interconnected in to large ones.

    Accepted Sprites & Animations
    Rules are simple. You choose any module from Advanced Construction (Parts Subsections) you want to draw sprite or make animation for. If I find it suitable to module you've chosen (in most cases I do), you will get $ for it. Amount of $ received (mostly it will be $1~$5, some really epic and cool stuff can go up to $10) for it depends on quality of sprite (how beautiful sprite is, how complex it is and how big it is) and quality of animation (how smooth animation, how much frames & etc.). All earned $ can be received only through Steam (so far what is planned). Maybe I will be ready to pay up with PayPal, but please do remember that PayPal takes % from received $, Steam - don't. Also, your nickname will be listed as one of the contributors to mod development. And do please don't forget to send me source file of sprite (PSD or whatever).
    [​IMG] Simple Console by Arcadiax
    [​IMG] Advanced Console by Arcadiax
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] Liquids Containers by Master_Discord (Contact me and take your prize dammit!)
    [​IMG] Deployable Wind Turbine by (me) WarStalkeR
     
    Last edited: Jun 1, 2021
  2. Eta

    Eta Pangalactic Porcupine

    Opens a whole new world of mini-games :)
     
  3. Not quite. It makes gameplay and building construction more deep and interesting (I hope for everybody).
     
  4. TheSilentObserver

    TheSilentObserver Big Damn Hero

    While I like the idea of more complicated buildings for more complicated tasks, I wouldn't much enjoy having my carefully constructed factory cease functioning simply because I chose to install a vending machine. Perhaps it could require something more... substantial... to shut down my factory than a forge? After all, shouldn't -I- be the one who gets to decide what goes into my factory?

    It seems a bit petty if the game designer says: "This is what goes in a factory. Add anything else, and it doesn't work anymore."

    Wouldn't it be better to say... have a list of things that NEED to be there and let folks decide for themselves if they want to install supposedly 'needless' things? To avoid the obvious question of 'What if somebody builds all the things for two kinds of room/building in one place?'... simply have it stand that whichever room/building is completed first be the only one which counts.
     
    Ymedron and Lobo like this.
  5. Sorry TheSilentObserver, I explained myself wrong. You will have a list of things that NEED to be there and have to be connected special or alike sequence to work. By needless things I meant, needless things that connected to same management line as console of power plant or factory. You can put in the same room vending machine, just don't connect it to console and everything will work fine. Later on I will put some images to explain myself more correctly.
     
  6. TheSilentObserver

    TheSilentObserver Big Damn Hero


    Ahhhhh, I think I get it now. You were referring to the console-type system with which would control said factory requiring only certain objects be connected.

    That makes much more sense, and seems perfectly reasonable! Now I can find no flaw with this suggestion!
     
  7. Updated. With pictures, basic example and rules of how to build Fission Power Plant (a.k.a. Nuclear Reactor) and not to screw up :)
     
  8. GlobularDuke

    GlobularDuke Phantasmal Quasar

    Hmm i didn't notice a cooling part, may be bad if it over heats
     
  9. Right. Example was just very raw proof of concept, it's not like Nuclear Reactor actually will be without Cooling part or additional Fail-Safe switches.
     
  10. nomotog

    nomotog Scruffy Nerf-Herder

    I like the idea. Not all of the idea, but I like the idea of connecting items to each other to change their effectiveness.
     
  11. Lobo

    Lobo Spaceman Spiff

    I'm ok with this idea, as long as it doesn't need maintenance... after the system is all set, it'll run fine forever.
    Or at least, you can hire some NPC to keep it working.
    If I have to keep coming back to add water, press buttons, fix malfunctions, this would tottaly kill the gameplay for me...:down:
    it's a game about space, planets, it should focus on exploration and adventure, not base building

    Like, for those who play minecraft, when you install buildcraft, it sucks to add coal to engines everytime, and water to keep temperatures low.... I think you get my point
     
    Aeon, Heartstrings, Jonesy and 3 others like this.
  12. Drithyl

    Drithyl Phantasmal Quasar

    Yup, we get it. I also like this idea, but actually the maintenance idea isn't all that bad either, as long as it doesn't need you to keep coming back every few minutes to do a 20 minute maintenance task. I mean, there COULD be very minor maintenance, to add a bit of immersion to the whole "I got a factory up and running" concept. I agree with you though, it would have to be very carefully measured so as not to become annoying, and hiring NPCs should also be a possibility (or, you know... enslave penguins... o_O)
     
  13. Well... If to include Tiy's Procedural Generation... If you will build Enrichment Module from... wood... You will have to spend a lots of time for maintenance :)
     
  14. Updated, added part of code written in C-like language in the end of the first post :)
     
  15. Drithyl

    Drithyl Phantasmal Quasar

    Hah, seems like I'm beginning to understand C after several hours spent trying to learn. I can't get everything (especially the very last part), but it seems like a good job to me ;)
     
  16. Cappuccino

    Cappuccino Phantasmal Quasar

    Looks well planned. C confuses me though.. Never coded anything before.
     
  17. Well it's not actual "C", it's written C-like, for actual "C" it missile a lot variables, parameters, prefixes and pointers...
     
  18. Alpha_Squad

    Alpha_Squad Cosmic Narwhal

    I hadn't thought nuclear generators actually used diffusion, I thought it just used the energy the uranium released in the form of radiation to heat water and turn a turbine. Then again what you suggested maybe something completely different. I am fine with being able to build something block by block as long as I get the option to have predefined blue-prints so I don't have to constantly try to make each individual system work. As for maintenance, I am really do not like trying to keep trying to make a system continue operating. Even if I did make it out wood I would not want to maintain it, so I would suggest that the efficiency of the generator would vary depending on the materials used rather than the time it takes for me to need to maintain the generator.
     
  19. There is Nuclear Fission, and there is Nuclear Fusion, both of them have actual use in real world. Fission used in older version of Nuclear Power Plants, while Fusion in newer ones. There is also a Cold Fusion, but for now it's mainly theory.

    That what I said too. There must be default blueprints. This function will be used only by players, who will want to experiment to create dual reactors with triple backup systems, or something like this.

    Default ones will not require even maintenance, only repair them when they damaged by local fauna, or flora... Like normal buildings do.

    This what I wrote in C-like function at the end of post...
     
  20. Derpinstein

    Derpinstein Starship Captain

    so... (dam i type this alot) room filled with wepon holders and chair not a wepon storage room until the chair is gon?
     

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