Modules


Equipment encompasses everything that can be equipped on your ship. This includes:



Equipping, Spacing, and Upkeep


  • Almost all equipment takes up Decks when equipped ("Active" or "Equipped") or Cargo Space when not equipped ("Inactive" or "Unequipped").
  • Equipment takes up the same amount of Decks as it does Cargo Space
    • i.e. Titanium Plating takes up 5 Decks when equipped. It therefore also takes up 5 units of Cargo Space when unequipped.
  • All equipment increases the upkeep cost of your ship, which is automatically paid once per day. Upkeep is always 5% from the original buying price, with the exception of the builder profession, which pays a 2.5% rate, or half the amount.
  • Unequipped modules continue to contribute to upkeep costs while in your Cargo. Do not unequip modules to reduce your upkeep because this will not work. If you cannot afford the upkeep, sell some modules or colonise some more mining planets.
  • Modules take 10% durability damage every time they are unequipped. See below for an explanation of what this means.

Durability


All equipment (excluding Mission Items as these cannot be un-equipped) lose 10% durability each time they are unequipped, lowering their sell value. When their durability reaches 0%, they become "broken", and you must pay credits to repair it. Generally, the price in credits is equal to the price of buying the same module again, minus the requirement of Minerals (which also cost if bought).

Note: There is a known bug where some equipment will become broken at 10% durability instead of 0%. Where this is the case, you will only need to pay 90% of the normal repair value though, since the module still has 10% of its durability. This bug therefore has no overall effect on the repair cost. The developers are working on fixing this issue.

The upkeep cost and stats (attack, defense, energy, energy recharge, shields, shield recharge, hull, scan, or cloak) of ship modules are not affected by reduced durability. Modules always work at 100% strength, regardless of their condition, except when they are broken.

When a module is broken, the unequip option will be replaced by "demolish". This option will permanently destroy the module. You will not receive any credits or minerals back from demolished modules. The equip button will also be replaced by "repair". Repairing a module has the same Credit cost of buying a new one, minus any minerals needed to build it. (So if you repair a Light Laser Cannon, it will cost 3842 Credits to repair. The cost of building one is 3842 Credits and 77 Dynite)


Looking for something?

Use the form below to search the wiki:

 

Still not finding what you're looking for? Drop a comment on a post or contact us so we can take care of it!