Commit ffdb4c

2026-08-08 22:35:58 Wee Woo: updated after cold read
starfinder ship building/1 ❗information❗/building mechanics.md ..
@@ 14,7 14,7 @@
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!)
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.
+ 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.
Uninstalling & Upgrading
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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Airlocks
Airlocks are modules that occupy one hex and tend to have a high amount of health. They represent a room with doors on all sides that open and close so that they do not let air escape from the ship. Additionally, they are large enough to let mechs through them, and can be placed adjacent to each other to let larger mechs through. They can be occupied and passed through. When occupied the unit inside cannot target or be targeted by anything outside the particular airlock. They are airtight no matter if their space is occupied or not (unless overridden somehow).
Airtight spaces
- Any space (multi-hex or not) enclosed with walls, doors, or airlocks is considered airtight and will be filled with breathable air by any onboard life support systems. Any spaces that are not enclosed are considered in the vacuum of space or in the atmosphere of the planet you are on. Spaces can lose airtight status when walls, doors, and airlocks are opened or destroyed. Anything not bolted down or fastened within a newly vacuumed space will go flying out the hole in the hull! This includes people, mechs, and any random objects in the room, all of which are deposited nearby in space. People can make an athletics check to hold onto something and stay still.
+ Any space (multi-hex or not) enclosed with walls, doors, or airlocks is considered airtight and will be filled with breathable air by any onboard life support systems. Any spaces that are not enclosed are considered in the vacuum of space or in the atmosphere of the planet you are on. Spaces can lose airtight status when walls, doors, and airlocks are opened or destroyed. Anything not bolted down or fastened within a newly vacuumed space will go flying out the hole in the hull! This includes people, mechs, and any random objects in the room, all of which are deposited nearby in space. People and mechs can make an athletics or hull check to hold onto something and stay still.
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