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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 in facing direction, 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 (baseSpeedbaseSpeed):
    • 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 ship.weightship.weight be the sum of all module weights + base core weight (10).
    • Let baseWeightbaseWeight be core base weight (10).
    • Let divisordivisor be the epoch’s weight penalty divisor (default 10).
    • Let factorfactor be the epoch’s weight penalty factor (default 0.5).
    • weightPenalty=max(0,ship.weightbaseWeightdivisor)weightPenalty = \max(0, \frac{ship.weight - baseWeight}{divisor}).
  • Actual Speed:
    • speedMultiplierspeedMultiplier = 2 if Speed Boost consumable is active, else 1.
    • speed=baseSpeed×speedMultiplier1+weightPenalty×factorspeed = \frac{baseSpeed \times speedMultiplier}{1 + weightPenalty \times factor}. 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 to 0.
    • 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 enableModules and disableModules action 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 0 and its energy balance is negative, the ship will automatically shut down active modules to save power in a specific priority order:
    1. Propulsions (burner, burner_mk2, hyper_burner)
    2. Defenses (shield, advanced_shield)
    3. Weapons (gun, gun_mk2, railgun, burstgun) The shutdown halts when the energy balance is no longer negative.

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.