💧- 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.
❤️- When this is reduced to 0, Walls, doors, and airlocks are completely destroyed. Other types of modules are damaged, but not destroyed.
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 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 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.
+
+
Repairing
+
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 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.
+
+
Uninstalling & Upgrading
Modules can be uninstalled, destroying them and restoring half of the resources used to build them.
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.