# Building Mechanics ## Repairing, Disassembly, Uninstalling & Upgrading #### Building 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|Starfinder Ship Building/1 ❗Information❗/Global Symbols & Key Terms#damaged]] , 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. Floors cannot be typically targeted by attacks. ___ #### Uninstalling & Upgrading Modules can be uninstalled, [[destroying|Starfinder Ship Building/1 ❗Information❗/Global Symbols & Key Terms#destroyed]] them and restoring half of the resources used to build them (rounded up). 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. ___ ## Walls, Doors, and Airlocks #### Wall & Door Placement As far as placing walls goes, they can only be placed on the edges of each [[tile|Starfinder Ship Building/1 ❗Information❗/Global Symbols & Key Terms#tile]] that has a floor (all modules come with a floor in the space they occupy). Walls also cannot be placed on tiles that are inside of modules that are more than one tile large, only the outside. Doors can be placed anywhere walls occupy, costing nothing and adapting the type (light, sturdy, heavy) of the wall. Lower tier walls and doors can be placed if the cost for a higher tier has been paid for that tile (if you really want to). ___ #### Wall Costs The cost of walls is applied per tile. That is to say, you can construct a wall on any number of the six sides of a hexagonal tile while only paying the cost once. ___ #### Wall Health Each segment of a wall or door (one of six edges placed on a tile) has its own ❤️health pool. Doors of the same type always will have less ❤️health than wall. ___ #### Airlocks Airlocks are modules that occupy one tile 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-tile 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. Spaces must have floors to be airtight.
