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- Mineable resource Letalium (also known as Letalium-666) which can be used to make Enriched Letalium for use in advanced reactors or to turn into supernukes.
- Mineable resource Duranium which is primarily used to make Durasteel armor, but can also be used for a couple other ship parts.
- Mineable resource Platinum which is used to manufacture Electrum Coils and Advanced Processors. Platinum is a rare resource which is only available from mid-game star systems.
It's only powerful enough to propel the smallest of ships and could also be used to power a batch of (barely used) sideways thrusters or a cluster of factories.
These tiny reactors should also work well with ship systems that rely on capacitors for burst power.
- Hyperium Fueled Reactor. Similar to a small reactor, these are based on hyperium instead of enriched uranium, making these small reactors cheaper to build while lacking the ferocious exploding when destroyed. Its battery production is much slower though, so some suggested uses for these very light reactors is in low intensity power usage (like factory clusters), for very simple ships or for positions where having a 'real' reactor is too dangerous.
- Boosted Small, Medium and Large reactors which are somewhat enhanced versions of the default reactors. These reactors are made of more advanced materials, making them run a bit more efficiently.
They have a somewhat higher raw power generation and have a higher battery storage capacity.
They cost the same amount of enriched uranium as their non-boosted counterparts.
- Compacted Medium and Large reactors are mid-game standard reactors using Electrum Coils to make them fysically smaller, providing significantly more capable uranium-based 2x2 and 3x3 reactors.
- Advanced Small, Medium and Large reactors which require enriched letalium instead of enriched uranium. These reactors supply ultra-powered high density plasma batteries of quadruple-capacity (4x), octuple-capacity (8x) and duodecuple-capacity (12x). These batteries are fully compatible with standard batteries, they just hold a larger charge and are blue instead of yellow.
- Boosted Advanced Small, Medium and Large reactors are mid-game upgraded Advanced Reactors using Electrum Coils and have an even higher energy output and larger battery storage.
- Improved Power Capacitor. Build using hyper-coils, it's an improved version of the regular power capacitor and can store up to 18 double-capacity (2x) batteries and fills in a spot between the regular and advanced power capacitors.
- Advanced Power Capacitor. Build using silver coils, it's a more advanced version of the standard power capacitor and can hold 18 quadruple-capacity (4x) batteries. May be filled up with smaller, same size or larger batteries, this Advanced Power Capacitor is more ideal for use with advanced weapons and shields, but will be inefficient for use in low-powered system.
- High-Tech Small, Medium and Large Reactors are the first generation of saturnium-based reactors intended to be mid-game parts, capable of providing higher density batteries of septuple-capacity (7x), quattuordecuple-capacity (14x) and unviguple-capacity (21x) respectively.
They also have higher power generation.
- Sulfur powered thrusters. These thrusters consume sulfur instead of hyperium, but are cheaper to build and the sulfur these (slightly less efficient) engines consume will cost a bit more than the hyperium will cost that the hyperium powered thrusters will consume. Sulfur powered thrusters have about 20% more thrust and sulfur is easier to find than hyperium, but sulfur powered thrusters don't come in a huge variant and don't benefit from an engine room.
- Armored Thrusters. Armored Thrusters are thrusters made from heavy steel that are more resistent to punishment and are somewhat harder to destroy. They can resist more enemy fire before being destroyed, are a bit more resistent to getting penetrated by enemy shelling (meaning enemy shells will tend to not pen the rest of the ship as deep as it would have had it penned a non-armored thruster, causing less damage to areas behind the armored thruster) and are fully immune to being set on fire.
Because these thrusters are more heat resistent, they can also be run at higher settings meaning they run a bit faster despite being a bit heavier at the cost of a moderate increase in power consumption.
Also they are more costly to build (but still a lot cheaper than any of the advanced thruster counterparts).
Please keep in mind that these are armored thrusters and not real armor, but atm they are the most durable thrusters available.
- Nuclear powered thrusters. Requiring enriched uranium, these thrusters require no external power at all to run, but can take a while before they are powered on (so if these get EMP-ed, you're dead in the water). More expensive, but can be build without a corridor next to it as it doesn't need external supplies. These thrusters have no doors so if it catches fire you have a problem.
-Advanced Booster Thruster. The advanced version of the regular Booster Thruster, it has a significant thrust increase in both non-boosted and boosted modes.
- Advanced nuclear powered thrusters. Powered by enriched letalium, these are easily the most expensive thrusters as of now. Nuclear powered variant of the advanced thrusters. Contrary to the standard nuclear powered thrusters, these advanced nuclear powered thrusters have a moderate capacity to withstand EMP damage.
- Giga Thrusters. Currently there are 5 variants of Giga Thruster in this mod. All of these are an evolutionary step-up from their Huge Thruster siblings and are bigger (4x4 instead of 3x3), provide much more thrust but also require much more energy. These thrusters are all compatible with Engine Rooms (please keep in mind that all nuclear powered thrusters in this mod get a speed boost from engine rooms, but won't be supplied with energy by them).
They are available as the Giga Thruster, the Armored Giga Thruster, the Advanced Giga Thruster, the Nuclear Powered Giga Thruster and the Advanced Nuclear Powered Giga Thruster. They can be unlocked after their respective Huge Thruster sibling blueprint have been researched.
- Advanced engine room. Much more expensive engine room which gives a 75% boost to power of all engines (with the exception of sulfur powered engines).
- Hyperium Powered Disruptor. Essentially a standard Disruptor which runs on hyperium instead of conventional power, it will require way fewer crew trips to keep powerded on and can be used on reactorless ships.
- Hyperium Powered Fixed Heavy Laser Blaser. Requiring only 1 crewmember to operate because of the turning mechanism having been replaced with a more powerful energy projectile emitter, it cannot turn its turret, but fires a much more powerful blast with significant range, projectile velocity and damage. Designed to be mounted on smaller ships which are to be used as long range snipers.
- Advanced small and large laser. Requiring more power, but also shoot more powerful energy projectiles that do more damage.
- Advanced Disruptor. Requires more power, but also is much more effective at shutting down shields than the standard Disruptor.
The Trebuchet advanced high explosive missile. The factory converts he missile parts and ammo parts into advanced he missile parts. These 2 combined pack a much larger punch and I wanted a way to get rid of all the excess ammo that tends to get strewn around everywhere.
The Shutdown advanced EMP missile system. Combines emp missile parts with hyperium to significantly increase its potency.
The Hole-In-One supernuke missile system. Built from letalium and tristeel, these rather expensive missiles pose a serious threat to any ship not using any kind of advanced armor. These are not one shot one kill wonders though, I took significant effort to balance these weapons between being useless for their cost and not being too strong.
The It-Follows Motion Mine system. These mines, once deployed, will slowly drift forward until they come in close proximity to an enemy after which they will activate magnetic homing and detonate on contact with a single explosion. These mines are actually inspired by the motion mines in Battlefield 2142 :)
- Advanced Hyperdrives (small, medium and large). These hyperdrives are more expensive to build and have the same area of effect of the standard hyperdrive, but are more efficient.
- Hyperium powered point defense. These will require much fewer resupply trips from your crew and can be run on a ship without a reactor.
- Advanced point defense and advanced hyperium powered point defense. These do more damage than the standard Point Defenses and have slighly better turret angles. They have improved energy storage, but also increased energy consumption.
- Advanced Flak Array. A more capable version of the standard Flak Array, it boasts improved damage output providing significantly improved defenses vs anything that it is designed for to shoot down.
- Small Flak Array and Advanced Small Flak Array. Miniaturized versions of the larger Flak Arrays, they sacrifice a significant amount of raw damage output to be able to be fit into a much smaller space.
- Hyperium powered shields. Powered by hyperium, these shields can be run on ships without a reactor.
- Advanced Shields. These shields require a lot of power to be run, but feature slighly better range and shield angles on top of having a significantly higher capacity to withstand damage (provided you can supply them with sufficient power)
- A 1x1 storage, because I wanted one.
- A 5x5 storage, because why not I guess. Along with a 5x4 storage as of ETTM patch 1.3.3
- Reinforced Storages. Made from Hardened Steel (which itself is made from iron and carbon), these storages are lighter (slightly) and more resilient (more than twice). The reinforced storages come in the sizes 1x1, 2x2, 3x2, 3x3, 4x3, 4x4, 5x4 and 5x5.
- Hyperium powered fighter cockpit. Having no real radar, but slightly increased view range, these are the cheapest way to pilot any ship. Meant to be used on the smallest of reactorless (expendable) ships. By far the cheapest cockpit available.
- Hyperium powered advanced fighter cockpit. Made from more advanced materials and improved technology, the hyperium powered advanced fighter cockpit offers more control points, more view range and more radar range than the standard hyperium powered fighter cockpit, while retaining its compact feature.
- Hyperium powered cockpit. The centerpiece of any reactorless expendable smaller ship.
- Advanced Cockpit. An advanced version of the standard cockpit, it gives more control points than the same sized standard cockpit, so you can use it to fly a somewhat larger ship while not taking up more space.
- Nuclear Powered Control Room. Exactly like the standard Control Room, except that this Control Room doesn't require an external source of batteries to be powered. It is however more costly, even though control rooms don't require that much power to be run anyway.
- Advanced Control Room is an upgrade to the standard control room. It has more than twice the control points of the standard control room and has a much larger power reserve. It also has slightly increased viewrange.
- Nuclear Powered Bridge. Similar to the standard Bridge, except this Bridge doesn't require an external source of batteries to be powered. It comes at the cost of being more expensive though.
- Advanced Bridge. For use on the largest of ships, as of now it doesn't get any better than this.
- Small Sensor Array. A simplified version of the Sensor Array, it is smaller and less complex in construction and has less capabilities than the game default sensor array. It's ideal for very small ships that may are somewhat more expendable.
- Hyperium Powered Small Sensor Array. Essentially a hyperium powered version of the regular Small Sensor Array, it is powered by hyperium instead of batteries, requiring way fewer crew to keep resupplying it for power. This is the cheapest sensor available for reactorless ships.
- Advanced Small Sensor Array. An advanced version of the standard Small Sensor Array, it is build using more advanced materials giving it increased sensor and view ranges, at the cost of requiring more power and being more expensive even than the standard Sensor Array.
- Nuclear Powered Sensor Array. Exactly what it sais on the tin :P
- Large Sensor Array. An enlarged version of the standard Sensor Array, this 4x4 ship part does a 'larger is better' approach, being somewhat cheaper than the Advanced Sensor Array but more bulky and less high-tech (size is 4x4 instaed of 3x3). It has very similar capabilities to the Advanced Sensor Array and can be build earlier.
- Advanced Sensor Array. An advanced version of the standard Sensor Array, it features increased radar range and increased sight distance. This may provide a huge advantage over enemy ships that you can see, but cannot see you back.
It is however more expensive, uses more power (but it can store more power as well), slightly heavier and requires 12 instead of 8 command points.
- Advanced Large Sensor Array. The most powerful (and most costly) Sensor Array in this mod as of now.
- Semi-automated Sensor Arrays are Advanced Sensor Arrays which use Advanced Processors to lower the crew requirements while costing a bit more power to be run.
- Hyperium Powered Mining Laser. Consumes hyperium instead of batteries and can be used on reactorless ships. It is moderately more efficient compared to the sulfur powered mining laser, but slightly more expensive to research and build.
- Nuclear Powered Mining Laser. Essentially a Mining Laser with a Small Reactor fitted to it, it requires no external power to run, but needs some time to spin up before it can get to work.
- Advanced Mining Laser. A more powerful and more costly version of the standard mining laser, it features improved laser cutting technology and materials to mine asteroids significantly faster, but also requires significantly more power to be used.
It has a very slightly increased range.
- Advanced Nuclear Powered Mining Laser. Basically an Advanced Mining Laser with an Advanced Small Reactor build into it. The most expensive Mining Laser available as of now.
- Mega Mining Laser and Advanced Mega Mining Laser. Enlarged versions of their respective smaller original counterparts, the Mega Mining Lasers both feature a larger and more powerful quad mining beam turret that also has more range at the cost of being more bulky and requiring more power to run.
- Sulfur and Hyperium Powered Mega Mining Lasers enable the use of mega mining laser technology on reactorless hulls without needing to use up any costly enriched uranium. They are cheap and powerful, but without fuel these will fall silent..
- Nuclear Powered Megan Mining Laser and Advanced Nuclear Powered Mega Mining Laser. Nuclear powered variants of the mega mining lasers, these require no external source of power, being able to run on their own (but still requiring a crewmember to man them).
- High-Tech Mining Laser. A new type of mining laser, it features focussed beam technology and increased power usage to enable the mining of Compacted Rocks, which are a feature in ETTM from update 1.3.29.
Compacted Rocks are impossible to damage otherwise, so the High-Tech Mining Laser enables mining of the resources contained within these exotic asteroids.
Currently there are 10 different ammo storages:
- Bullets (60)
- Advanced bullets (60)
- He missile parts (30)
- Emp missile parts (30)
- Nuke missile parts (30)
- Mine parts (24)
- Adv He missile parts (30)
- Adv Emp missile parts (30)
- SuperNuke missile parts (30)
- Motion Mine parts (24)
- Advanced Large Cannon. A more advanced version of the default Large Cannon. It uses advanced ammo for increased damage and penetration and has 25% more hp to make it more dureable.
- Advanced Deck Cannon. A Deck Cannon which uses advanced ammo for increased damage and penetration.
- Advanced Chaingun. A more advanced version of the standard Chaingun, it does more damage and has a bit higher ammo capacity (the latter meaning its bursts will last a bit longer), range and durability while being more expensive to build and use and being more massive compared to the default chaingun. Because of the somewhat higher ammo capacity, it will also take a bit more time to reload.
- Self Detonating Explosive Structure. This is essentially Explosive Structure with a 10 second timer after which it auto-detonates. I added this variant of Explosive Structure so I could create ships for some of my other mods Upgraded Enemy Fleets and Merchant Raiders which utilise ships that auto-split into multiple smaller ships.
- Faradium Armor is a special type of armor build using steel and coils and is able to absorb much larger amounts of EMP damage. This comes at the price of being more expensive while being hardly any stronger than regular steel armor.
- Hardened Armor is roughly twice as touch as regular steel armor and is made from Hardened Steel, which is made using Iron and Carbon. The factory needs to be unlocked. It is just as heavy as regular armor.
- Heavy Armor is roughly thrice as strong as regular steel armor and is made from Heavy Steel, which is made using Iron and Uranium. It may glow in the dark, but it will not explode when hit! This armor type is heavier than regular steel armor, but also has extra resistance vs penetration damage and vs explosive damage due to how compact it is. It also has a higher resistance to taking damage when coming too close to the sun (it will still take damage, but much more slowly).
- Durasteel Armor is made from Durasteel, which is made from a new mineable resource Duranium. Each Duranium ingot can produce 2 Durasteel plates because of Duranium remaining a very strong material despite being able to use thinner plates. This results in Durasteel Armor being much stronger while also being lighter (but Light Armor remains lighter still).
It can be run without any crew. Also it has much more range than the Manipulator Beam Emitter.
None of the AI resource collectors require any crew, but they cost a processor to build (overall price has remained roughly the same).
- AI Hyperium Powered Resource Collector. Functionally the same as the default AI Resource Collector, it has been converted to run on hyperium instead of batteries and can thus be used on reactorless ships.
- AI Nuclear Powered Resource Collector. Functional identical to the regular AI Resource Collector, except it is more expensive (including costing enriched uranium) and take a few seconds to fully charge up, but can be used indefinitely as it will never require external batteries to be run.
- AI Advanced Resource Collector, which has even more range than the default AI Resource Collector. Its beams are also significantly faster.
- AI Advanced Nuclear Powered Resource Collector. The nuclear powered variant of the AI Advanced Resource Collector, just like the regular Nuclear Powered Resource Collector it doesn't require any batteries to run it and on top of that it also has limited capacity to withstand EMP attack. Also the most expensive Resource Collector in this mod as of now.
- Nuclear Powered Hyperdrive Beacon. Identical in function to the standard Hyperdrive Beacon, it is nuclear powered and thus doesn't require any external power to be run.
- Advanced Hyperdrive Beacon. It has the same capabilities as the standard Hyperdrive Beacon, but being made of more modern parts, it is 3x3 instead of 4x4, requires fewer crew and also requires less power and fewer command points to be run whilst having increased power storage capacity.
- Advanced Tractor Beam Emitter is a more powerful version of the standard Tractor Beam Emitter. It excerts significantly more force, being able to move objects much faster compared to the standard Tractor Beam Emitter, but it is more expensive to build and requires more power to be run.