Building Mechanics
Resources Quick Guide
⬜🔷- Used for basic construction costs, repairing, upgrading.
⚡- Modules need this to provide their passive and active bonuses to the ship. Modules don't need power to be built, only to run.
💧- 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.
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, 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. 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 hexagon 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 hexagon 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 hex (if you really want to).
Wall Costs
The cost of walls is applied per hexagon. That is to say, you can construct a wall on any number of the six sides of a hexagon while only paying the cost once.
Wall Health
Each segment of a wall or door (one of six edges placed on a hexagon) has its own health pool. Doors of the same type always will have less health than wall.
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 and mechs can make an athletics or hull check to hold onto something and stay still.
