⬜🔷- Used for basic construction costs, repairing, upgrading.
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⚡- Modules need this to provide their passive and active bonuses to the ship. Modules don't need power to be built, only to run.
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💧- Used during piloting maneuvers, but once again not required to build modules. Modules that store fuel begin empty (no free fuel). Unless the ship is completely out of fuel, all fuel storage modules considered explosive and flammable.
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❤️- When this is reduced to 0, Walls, doors, and airlocks are [[destroyed|Starfinder Ship Building/1 ❗Information❗/Global Symbols & Key Terms#destroyed]]
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. Other types of modules are [[damaged|Starfinder Ship Building/1 ❗Information❗/Global Symbols & Key Terms#damaged]]
Building new modules takes a long time, and while a shipyard helps, constructing new modules can take days or weeks depending on how many are being installed. Modules cannot be placed without being next to an adjacent module (no free-floating modules, they'll float away!)
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#### Repairing
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Modules that have ❤️health missing can be repaired outside of combat for free, with a crafting check and how many modules are being repaired determining how many hours it will take to fully restore them to their maximum ❤️health. Modules that have run out of ❤️health that are not walls, doors, or airlocks are considered damaged, are inoperable and will require half of the resources used to build them (rounded up to the nearest whole number) to restore to both full ❤️health and a functional state. It's a crafting check to determine how many days this takes.
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Modules that have ❤️health missing can be repaired outside of combat for free, with a crafting check and how many modules are being repaired determining how many hours it will take to fully restore them to their maximum ❤️health. Modules that have run out of ❤️health that are not walls, doors, or airlocks are considered [[damaged|Starfinder Ship Building/1 ❗Information❗/Global Symbols & Key Terms#damaged]]
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, and will require half of the resources used to build them (rounded up to the nearest whole number) to restore to both full ❤️health and a functional state. It's a crafting check to determine how many days this takes.
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#### Uninstalling & Upgrading
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Modules can be uninstalled, destroying them and restoring half of the resources used to build them. Uninstalled walls, doors, and airlocks return no resources.
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Modules can be uninstalled, [[destroying|Starfinder Ship Building/1 ❗Information❗/Global Symbols & Key Terms#destroyed]]
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them and restoring half of the resources used to build them. Uninstalled walls, doors, and airlocks return no resources.
Most non-combative modules have a Basic, Improved, and Advanced variant. When "upgrading" modules, the old module is uninstalled (like above), and the new module is built in its place at full price.