1.6 Reference Sheets & Formulas
1.6.1 Module Specifications
The 7x7 build grid allows placing various modules. Orientation determines the nozzle/facing of burners, weapons, cameras, and shields. Note that occupied tiles are relative to the anchor coordinate(x, y):
- Core (
core): vital 2x2 system. Base weight = 10, max energy = 100, energy regen = +10/tick. Occupies:(x,y),(x+1,y),(x,y+1),(x+1,y+1). - Burner (
burner): moves ship. Weight = 1. Active move cost = 2 energy flat/tick. Occupies a 1x3 strip. Relative facing determines movement direction (south = forward, north = backward, west = strafeRight, east = strafeLeft) and exhaust line (which shoots out the back, extending to the grid boundary). Exhaust path must remain completely clear of other modules. - Camera (
camera): sensor. Weight = 1. Range = 15 tiles depth. Occupies a 2x1 strip. - Radar (
radar): omnidirectional sensor. Weight = 4. Range = 5 tiles depth. Occupies 2x2. - Standard Gun (
gun): weapon. Weight = 2. Damage = 10, cooldown = 3 ticks, speed = 4 tiles/tick, range = 10 tiles, fire cost = 5 energy. Occupies T-shape (barrel points infacingdirection, base extends behind it). - Railgun (
railgun): high-power weapon. Weight = 3. Damage = 30, cooldown = 8 ticks, speed = 7 tiles/tick, range = 10 tiles, fire cost = 5 energy. Occupies a 2x3 grid. - Burstgun (
burstgun): rapid-fire weapon. Weight = 3. Damage = 4, cooldown = 1 tick, speed = 5 tiles/tick, range = 10 tiles, fire cost = 5 energy. Occupies 2x3 grid with hole (shape of letter ‘n’). - Shield (
shield): defense. Weight = 2, max HP = 100. Absorbs 40% damage. Drains 2 energy/tick while active (HP > 0). If energy hits 0, all shields drop to 0 HP instantly. Occupies 2x2. - Armor (
armor): structure. Weight = 3. Bonus HP = +30 Hull HP. Occupies 2x1. - Minedropper (
minedropper): tactical. Weight = 3, cooldown = 15 ticks, cost = 5 energy. Occupies 2x2. Drops mine at ship’s current tile. - EMP (
emp): electronic warfare. Weight = 2, cooldown = 20 ticks, range = 6 tiles, cost = 5 energy. Disables hit enemy ship for 10 ticks. Occupies 1x3. - Battery (
battery): storage. Weight = 1. Increases ship max energy capacity by +50. Occupies 1x1. - Basic Generator (
generator): power source. Weight = 2. Generates +5 energy/tick. Occupies a 2x1 grid. - Standard Drill (
drill): resource harvesting. Weight = 2. Mining rate = 1 ore/tick. Occupies a 2x1 grid. Extracts ores from adjacent nodes. - Improved Mining Drill (
improved_drill): resource harvesting. Weight = 3. Mining rate = 2 ore/tick. Occupies a 2x1 grid. Extracts ores at double rate. - Standard Cargo Hold (
cargo_bay): resource storage. Weight = 1. Cargo capacity = 10. Occupies 1x1. Stores mined ores on ship. - Improved Cargo Hold (
improved_cargo_bay): resource storage. Weight = 2. Cargo capacity = 25. Occupies 1x1. Large-scale ship storage. - Active Armor Plating (
active_armor): tactical defense. Weight = 2. Negates the first projectile shot from its facing side. Occupies a 2x1 grid.
1.6.2 Speed & Weight Penalty Formula
Ship movement speed is derived from active burners and total weight:- Base Speed ():
- 1 active burner facing that direction = 1 cell/tick
- 2 or 3 burners = 2 cells/tick
- 4 or more burners = 3 cells/tick
- Weight Penalty:
- Let be the sum of all module weights + base core weight (10).
- Let be core base weight (10).
- Let be the epoch’s weight penalty divisor (default 10).
- Let be the epoch’s weight penalty factor (default 0.5).
- .
- Actual Speed:
- = 2 if Speed Boost consumable is active, else 1.
- . If the final calculated actual speed is less than
0.55, the ship is too heavily loaded or underpowered to move and the speed is set to0. - Fractional movement accumulates across ticks. A raycaster moves the ship 1 cell at a time.
1.6.3 Energy System Rules
- Max Energy Capacity: 100 base + 50 per active Battery module.
- Energy Regeneration: +10 energy per tick. Regen is disabled if the ship is EMP-disabled.
- Shield Energy Cost: If any shield module has HP > 0, the ship consumes 2 energy/tick. If ship energy drops to 0, all shields are depleted to 0 HP.
- Passive Energy Cost: Most modules consume passive energy every tick (e.g., shields: 2, burners: 2, cameras: 1, guns: 1).
- Action Energy Costs:
- Movement action: 2 energy flat/tick.
- Gun firing action: 5 energy per gun fired.
- Mine drop action: 5 energy per minedropper.
- EMP blast action: 5 energy per EMP module.
- Module States & Toggling: Modules can be toggled on/off via the
enableModulesanddisableModulesaction arrays (referencing the module index). Toggling a module takes exactly 1 tick to complete the transition. - Auto-Shutdown Protocol: If a ship’s energy reaches
0and its energy balance is negative, the ship will automatically shut down active modules to save power in a specific priority order:- Propulsions (
burner,burner_mk2,hyper_burner) - Defenses (
shield,advanced_shield) - Weapons (
gun,gun_mk2,railgun,burstgun) The shutdown halts when the energy balance is no longer negative.
- Propulsions (
1.6.4 Map Hazards & Fixtures
- Nebula: Blocks Line of Sight (LOS) and deals 2 damage/tick to any ship sitting inside. Also interrupts the Hull Repair item cycle.
- Gravity Well: Pulls ship 1 cell closer to the center
(width/2, height/2)if the destination cell is free. - Blast Door: Destructible obstacle. Default HP = 150. Projectiles deal damage to blast doors; they are removed from the map when HP reaches 0.
- Mine: Fixture dropped by minedropper. Triggers when any opposing ship enters a cell within Chebyshev distance of 1 tile (adjacent/diagonal). Deals 40 damage. The dropping ship is immune.