Difference between revisions of "Survival Mode"

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{{Under Construction}}
 
 
[[File:Survival_Mode_Survival01.jpg|thumb|700px|right]]
 
[[File:Survival_Mode_Survival01.jpg|thumb|700px|right]]
 
== Overview ==
 
== Overview ==
{{PAGENAME}} is a play mode introduced in [[Update 01.021.024]].  Unlike [[Creative Mode]], Survival requires investment of resources and introduces elements of real risk.  Resources, both natural and artificial, need to be managed and death and loss of materials is a very real possibility.  It might be easier to grasp if one remembers that the original name of this mode was "Realistic Mode", which describes many aspect of the mode more clearly, but this name was not selected due to gamer's familiarity with the general idea of "Survival".
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{{PAGENAME}} is a play mode introduced in [[Update 01.021.024]].  Unlike [[Creative Mode]], Survival requires investment of resources and introduces elements of real risk.  Resources, both natural and artificial, need to be managed and death and loss of materials is a very real possibility.  It might be easier to grasp if one remembers that the original name of this mode was "Realistic Mode", which describes many aspect of the mode more clearly, but this name was not selected due to gamer's familiarity with the general idea of "Survival". Note that without hand tools plus powered [[Assembler]] and [[Refinery]]* an astronaut will be unable to build anything, making survival impossible. (* or the parts to construct them)
  
 
=== Life and Death ===
 
=== Life and Death ===
  
Survival introduces health, which when reduced to 0%, will result in death. This means that more complicated setups need to be made while aware of anything that might go wrong. There are several ways one can be damaged, including:
+
Survival introduces health, which when reduced to <code>0%</code>, will result in death. This means that more complicated setups need to be made while aware of anything that might go wrong. There are several ways one can be damaged, including:
  
 
* Explosions
 
* Explosions
Line 15: Line 14:
 
* Asphyxiating (Suffocation) (see Oxygenbelow)
 
* Asphyxiating (Suffocation) (see Oxygenbelow)
  
Not all damage is lethal.  If the [[World Settings#Auto-Healing|Auto-Healing]] setting is toggled on, then damage will automatically start to (slowly) regenerate up to 70%. In either case, health can be renewed by visiting and using a [[Medical Room]], which will also act as your respawn point should you perish.
+
Not all damage is lethal.  If the [[World Settings#Auto-Healing|Auto-Healing]] setting is toggled on, then damage will automatically start to (slowly) regenerate up to <code>70%</code>. In either case, health can be renewed by visiting and using a [[Medical Room]], which will also act as your respawn point should you perish.
  
 
==== Death ====
 
==== Death ====
 
When dying and respawning in a [[Medical Room]], there are currently no repercussions except for the loss of any items in that Engineer's inventory, which can be retrieved by finding your engineers backpack ''(or body if still present)'' and looting it.
 
When dying and respawning in a [[Medical Room]], there are currently no repercussions except for the loss of any items in that Engineer's inventory, which can be retrieved by finding your engineers backpack ''(or body if still present)'' and looting it.
  
If there is no [[Medical Room]] present that can be used, engineers have the option of respawning in or out of a respawn ship a good distance away from the point of death and travelling back to reclaim their things.  
+
If there is no [[Medical Room]] present that can be used, engineers have the option of respawning in or out of a [[Rescue Ship|respawn ship]] a good distance away from the point of death and travelling back to reclaim their things.  
  
 
==== Permanent Death ====
 
==== Permanent Death ====
[[Update 01.039.010]] introduced the [[World Settings#Permanent Death|Permanent Death]] option, which, when enabled, if the engineer dies and has no [[Medical Room]] in which to respawn at, will be forced to spawn in a respawn ship or space suit. Doing so causes you to lose the [[Factions#Ownership|Ownership]] of all ships and other items owned by an engineer. The ships and items you had control over previously will treat you as hostile, and deny you access; your own turrets fire at you.
+
[[World Settings#Permanent Death|Permanent Death]] ''(if enabled)'' is the loss of control of blocks under the [[Factions#Ownership|Ownership]] of the player. This occurs when the player dies and has no [[Medical Room]] in which to spawn at. Blocks that you lose [[Factions#Ownership|Ownership]] of will treat you as hostile.
  
 
== Space Suit ==
 
== Space Suit ==
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=== Suit Power ===
 
=== Suit Power ===
In {{PAGENAME}} the concept of suit energy represents the limited-capacity battery included in every space suit, and is drained in a variety of ways, including:
+
In {{PAGENAME}} the concept of suit energy represents the limited-capacity battery included in every space suit. Your suit's life support system slowly drains the suit's battery passively, whether or not you are actively using any of your suits systems or [[Tool]]s. When at <code>25%</code> energy, a voice and visual prompt will appear on the screen warning you of low energy. The energy indicator will turn red at <code>5%</code> or lower, and another audio/text warning will remind you you are at critical energy levels. At <code>3%</code> energy, you will not be able to use your jetpack. If your energy is ever depleted, your character will slowly asphyxiate as you're unable to pump [[Oxygen]] in your suit, resulting in death if energy is not replenished immediately. Energy can also be replenished at a [[Medical Room]], and will also be filled while sitting in a [[Cockpit]], [[Fighter Cockpit]], [[Control Station]], [[Flight Seat]] or [[Passenger Seat]], if the grid ''(ship)'' it is on is powered.
 +
 
 +
The suit battery is drained in a variety of ways, including:
 
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That last item isn't a joke. Your suit's life support system slowly drains the suit's energy, and if your energy is ever depleted, your character will slowly asphyxiate, resulting in death if energy is not replenished immediately.  The energy indicator will turn red at 20% or lower, and an audio/text warning will remind you at 5%. Energy can also be replenished at a Medical Room, and will also be filled while sitting in a [[Cockpit]], [[Fighter Cockpit]], or [[Control Station]], a [[Flight Seat]] or [[Passenger Seat]], if it is powered.
+
=== Suit Oxygen ===
 +
The space suit has an internal [[Oxygen]] tank to supply the player with breathable O2. While the player wears his or her helmet, the suits oxygen tank provides O2 to the player. The remaining oxygen capacity is displayed in the left status panel of the players HUD in <code>[%]</code> values. Oxygen supply in the suit can be replenished from [[Cryo Chamber]]s, [[Cockpit]]s, and [[Medical Room]]s if they're directly connected to an [[Oxygen Tank]]s or an [[Oxygen Generator]]. Oxygen can also be replenished on the go from [[Oxygen Bottle]]s, which will refill the suit when below <code>40%</code>.
  
=== Suit Oxygen ===
+
*For more information about the mechanics, see - [[Oxygen]]
In game version 01.074 ("Oxygen update") the suit has now an internal [[Oxygen]] tank to supply the player with breathable O2.<br />
 
The player now not only needs suit energy, but also O2 to breath in order to survive.<br />
 
While the player wears his helmet, the suits oxygen tank provides O2 to the player.<br />
 
The remaining oxygen capacity is displayed in the left status panel of the players HUD in [%]. As is the current status of the helmet (if worn or not).
 
For more information about the [[Oxygen]] system, follow this link.
 
  
 
=== Suit Hydrogen ===
 
=== Suit Hydrogen ===
Introduced in [[Update 01.105]] the players jetpack now requires [[Hydrogen]] in order to fly around. The remaining hydrogen supply is displayed in the left status panel. The player can regain hydrogen supply by either using a medical bay that is attached to a [[Hydrogen Tank]], or with a [[Hydrogen Bottle]] in their inventory. The effectiveness of the jetpack changes depending if the player flies in space or on a planet/moon with natural gravity. While in natural gravity, the lifespan of the hydrogen is heavily reduced.
+
The space suit's jetpack requires [[Hydrogen]] in order to fly around. The remaining hydrogen supply is displayed in the left status panel. The player can regain hydrogen supply by either using a [[Medical Room]] that is attached to a [[Hydrogen Tank]], or with a [[Hydrogen Bottle]] in their inventory. The effectiveness of the jetpack changes depending if the player flies in space, in an artifical gravity field or on a [[Planet]]/[[Moon]] with [[Gravity#Natural_Gravity|Natural Gravity]]. While in natural gravity, the lifespan of the hydrogen is heavily reduced. In addition, the stronger the local gravity is; such when mutliple [[Gravity Generator]]s overlap. The more fuel the suit will consume in maneuvering about within this field.
  
 
== Managing Power ==
 
== Managing Power ==
 
Energy is not limited to just being managed within an Engineer's suit in Survival.  All [[Blocks]] with any sort of active function, including the [[Refinery]], [[Assembler]], and others, require power to operate. Even [[Conveyor]] blocks require power in order to function ''(see [[Conveyor_Mechanics#Power_Usage|Conveyor Mechanics]])''. Powered blocks need sources of [[Electricity|Power]] such as [[Solar Panel]]s or [[Uranium Ingot|Uranium]] based [[Small Reactor]]s and [[Large Reactor]]s.
 
Energy is not limited to just being managed within an Engineer's suit in Survival.  All [[Blocks]] with any sort of active function, including the [[Refinery]], [[Assembler]], and others, require power to operate. Even [[Conveyor]] blocks require power in order to function ''(see [[Conveyor_Mechanics#Power_Usage|Conveyor Mechanics]])''. Powered blocks need sources of [[Electricity|Power]] such as [[Solar Panel]]s or [[Uranium Ingot|Uranium]] based [[Small Reactor]]s and [[Large Reactor]]s.
  
An important mechanic to note is that only [[Thrusters]] and [Battery|Batteries]] will scale their performance based on the available power; e.g. a [[Refinery]] will not operate if there's not enough output power ''(if less than its maximum consumption is provided)''. They will simply operate at less than full potential.
+
An important mechanic to note is that only [[Thrusters]] and [[Battery|Batteries]] will scale their performance based on the available power. (they can operate at less than full potential.) A [[Refinery]] or [[Assembler]] will not function when there is not enough power available.  
  
 
=== Power (Uranium) ===
 
=== Power (Uranium) ===
Uranium powered reactors have the largest output in the game, far exceeding alternatives such as [[Solar Panel]]s or even [[Battery|Batteries]]. They are fairly expensive to build and to operate. Reactors require fuel in {{PAGENAME}}. The fuel source needed is [[Uranium Ingot]]s, which is processed from [[Uranium Ore]]. Uranium consumption is based on the reactor's output and efficiency. The ore can sometimes be difficult to locate on [[Asteroids]] or [[Planet]]s/[[Moon]]s.
+
Uranium powered reactors have the largest output in the game, far exceeding alternatives such as [[Solar Panel]]s or even [[Battery|Batteries]]. They are fairly expensive to build and to operate. Reactors require fuel in {{PAGENAME}}. The fuel source needed is [[Uranium Ingot]]s, which is processed from [[Uranium Ore]]. Uranium consumption is based on the reactor's output and efficiency. The ore can sometimes be difficult to locate on [[Asteroid]]s or [[Planet]]s/[[Moon]]s.
  
 
[[Small Reactor]]s are capable of powering systems that require a lot of power. However as more [[Thrusters]] and blocks such as [[Refinery]]s or [[Assembler]]s are added, it quickly will be overloaded. The player can add more reactors, or build the more powerful and efficient [[Large Reactor]].
 
[[Small Reactor]]s are capable of powering systems that require a lot of power. However as more [[Thrusters]] and blocks such as [[Refinery]]s or [[Assembler]]s are added, it quickly will be overloaded. The player can add more reactors, or build the more powerful and efficient [[Large Reactor]].
  
The [[Large Reactor]]s have <code>20x</code> the output of a [[Small Reactor]], but the [[Component]]s required to build them is very expensive up front. That being said, once built, they are capable of powering large amounts of powered blocks, and several [[Large Thruster]]s. Space wise, it is far better to build one large reactor, than several small ones for the same amount of output.
+
The [[Large Reactor]]s have <code>20x</code> the output of a [[Small Reactor]], but the [[Components]] required to build them is very expensive up front. That being said, once built, they are capable of powering large amounts of powered blocks, and several [[Large Thruster]]s. Space wise, it is far better to build one large reactor, than several small ones for the same amount of output.
  
 
=== Power (Solar) ===
 
=== Power (Solar) ===
[[Solar Panel]]s are capable of generating power from direct exposure to the sun. While not able to output as much power as [[Small Reactor]]s, they are a source of infinite power without any consumption of resources, except for the building of the solar panel itself. Blocks with high power consumption such as [[Assembler]]s cannot be supported by a single solar panelwith low demand on power such as [[Medical Room]s.When used in conjunction with [[Battery]]Batteries]], they are more than capable of rivaling uranium powered reactors on small scales.
+
[[Solar Panel]]s are capable of generating power from direct exposure to the sun. While not able to output as much power as [[Small Reactor]]s, they are a source of infinite power without any consumption of resources, except for the building of the solar panel itself. Blocks with high power consumption such as [[Assembler]]s cannot be supported by a single solar panel with low demand on power such as [[Medical Room]]s. When used in conjunction with [[Battery|Batteries]], they are more than capable of rivaling uranium powered reactors on a small scale.
 
 
Which can passively charge [[Battery|Batteries]] and generate a limited amount of charge, at least enough for less demanding modules such as the Medical Room.
 
  
 
== Inventory ==
 
== Inventory ==
 +
In {{PAGENAME}} [[Cargo Container]]s, and other blocks with an inventory have a capacity, this also includes the engineer ''(player)'' as well Inventory capacity can be modified in the [[World_Settings#Inventory_Size|World Settings]] of the world. Each item in the game has a set amount of space they take up when in an inventory.
  
In {{PAGENAME}} inventories have a capacity, including your space suit.  On default realistic settings, Engineers have 400L of space, which when working on large builds can quickly become a nuisance.  This makes ships designed for mining and construction very important, as a dedicated ship with enough containers can have an inventory many hundreds or thousands of times larger than what an Engineer can carry himself.
+
It should be noted, that as more [[Components]], [[Material]]s, [[Ore]], etc you store on your ship, the heavier and less maneuverable it will become. See [[Thrusters]] for more information.
 
 
It also underlines the importance of proper [[Conveyor]] systems connecting all the parts of a well-oiled base.  No need to be trucking things back and forth when you can make the machines do it!
 
 
 
Disposal of worthless materials (mostly [[Stone]]) also becomes an issue.  When one is working with finite space and mining a large amount of ore to power the industrial complex, an alarming amount of Stone will be produced regardless of the care put into avoiding it.  Stone intake can be minimized by using the secondary function of [[Drill|Drills]] and [[Hand Drill|Hand Drills]], which destroys rock without harvesting.  Excess stone can be released through the use of [[Ejector|Ejectors]], though since Ejectors are limited to Small Ships, specialized setups that allow Small Ships to be connected to your Station through the use of [[Connector|Connectors]] must be utilized to take advantage of this functionality.
 
  
 
== Block Construction ==
 
== Block Construction ==
Perhaps the most involved change from Creative to Survival is the way that blocks are placed and arranged. In Creative Mode, Engineers simply select their block of choice and click in the world, and the block is placed, fully formed and fully functioning.  In Survival, blocks are made up of [[Components]], which are themselves made of [[Raw Materials]], which are refined from [[Ores]].  Thusly, the general workflow when constructing is as follows:
+
''See also: [[Building#Building in Survival]]''
 
 
* Harvest [[Ores]], either by hand or by a ship-based [[Drill]]
 
* Use a [[Refinery]] to process the ores into the various [[Raw Materials]] needed for assembly
 
* Use an [[Assembler]] to construct the various [[Components]] making up your Block of choice
 
* With the Components in your Engineer's (or construction ship's) inventory, place a framework of the block in the world
 
* Using either a handheld or ship-based [[Welder]], add and weld on the remaining Components to maximize the Block's integrity.
 
 
 
For example, let's say you want to build a [[Medical Room]] from scratch.  First view that block's linked page to see the Components required for such a device (or view it within the game on the [[Toolbar Config]] screen).  You'll see that a couple hundred [[Interior Plate]] are required, as well as 15 [[Medical Components]] and several other Components.  If you check the build recipes for these components, you'll see that a large amount of [[Iron Ore]] will need to be mined, followed by a small amount of [[Nickel Ore]], [[Silver Ore]], and [[Silicon Ore]], as well as a tiny handful of [[Gold Ore]].  Once these have been refined, an Assembler would need to be told to produce the items, and then it would only take a few minutes to produce each item on the list in the number required.
 
 
 
The bottommost Component on the listing is usually the bulk of the structure of the block we are constructing, and at least 1 of that Component is required just to place the block for further building.  In the case of our Medical Room, we would first need at least 1 [[Interior Plate]], at which point we could put the Medical Room on our [[Toolbar]] from the [[Toolbar Config]] screen, select it, and then place our framework with the mouse.  A hollow metal framework is now where our Medical Room will be, and all that remains is to flesh it out.  Using a [[Welder]] while the remaining Components are in your inventory, simply click and hold on the block and the parts will each be welded as they are needed.  Once the bar showing integrity has filled past the red line, your block is now up and ready to use!  Any Components used beyond the red line will be to reinforce the structural integrity of the block, preventing or mitigating damage from the more fragile and expensive inner Components.
 
  
As you can see, this process is significantly more complex than the equivalent process in Creative, and the bulk of one's time while in Survival will be tied up in one step or another of this build process.  See [[Building]] for more information.
+
In {{PAGENAME}}, all blocks must be constructed in stages before they are in a finished build state. Blocks are made up of [[Components]], which can be piled into the block to slowly constructed into its completed stage with either a [[Welder_(Tool)|Hand Welder]] [[Welder (Ship)|Ship Welder]]. Welding speed can be modified in the [[World_Settings#Welding_Speed|World Settings]].
  
 +
=== Deconstruction ===
 +
Blocks can alternatively be salvaged for their materials using a [[Grinder_(Tool)|Hand Grinder]] or [[Grinder (Ship)|Ship Grinder]]. As the block is being deconstructed, their [[Components]] are placed in the engineers or ships inventories. Almost all blocks will return all of the same components needed for its construction. The exception for this is the [[Battery]] block. Grinding speeds can be modified in the [[World_Settings#Grinding_Speed|World Settings]].
  
== Further Reading ==
+
[[Category:Game Mechanics]]
[http://blog.marekrosa.org/2014/03/space-engineers-survival-mode-update_13.html Mark Rosa's original Survival announcement on his development blog.]
 

Latest revision as of 19:53, 9 July 2018

Survival Mode Survival01.jpg

Overview

Survival Mode is a play mode introduced in Update 01.021.024. Unlike Creative Mode, Survival requires investment of resources and introduces elements of real risk. Resources, both natural and artificial, need to be managed and death and loss of materials is a very real possibility. It might be easier to grasp if one remembers that the original name of this mode was "Realistic Mode", which describes many aspect of the mode more clearly, but this name was not selected due to gamer's familiarity with the general idea of "Survival". Note that without hand tools plus powered Assembler and Refinery* an astronaut will be unable to build anything, making survival impossible. (* or the parts to construct them)

Life and Death

Survival introduces health, which when reduced to 0%, will result in death. This means that more complicated setups need to be made while aware of anything that might go wrong. There are several ways one can be damaged, including:

  • Explosions
  • High-speed collisions
  • Falling (up or down; beware of Gravity Generators set too strong!)
  • Gunfire
  • Energy Loss (Which can lead to Asphyxiating below)
  • Asphyxiating (Suffocation) (see Oxygenbelow)

Not all damage is lethal. If the Auto-Healing setting is toggled on, then damage will automatically start to (slowly) regenerate up to 70%. In either case, health can be renewed by visiting and using a Medical Room, which will also act as your respawn point should you perish.

Death

When dying and respawning in a Medical Room, there are currently no repercussions except for the loss of any items in that Engineer's inventory, which can be retrieved by finding your engineers backpack (or body if still present) and looting it.

If there is no Medical Room present that can be used, engineers have the option of respawning in or out of a respawn ship a good distance away from the point of death and travelling back to reclaim their things.

Permanent Death

Permanent Death (if enabled) is the loss of control of blocks under the Ownership of the player. This occurs when the player dies and has no Medical Room in which to spawn at. Blocks that you lose Ownership of will treat you as hostile.

Space Suit

Survival Mode Space Suit Survivalspacesuit11.jpg

The Space Suit protects the wearer from the harsh environments in Planets and space. It regulates its own energy supply, contains its own Oxygen supply, Hydrogen fuel for the jetpack, and a built-in Antenna with a range of 200m. It has no means of defense against Weapons, therefore the wearer is quite vulnerable to weapons fire of any sort.

Jetpack

The Jetpack is what allows the engineer to free-roam in space & Planets. It allows for easier construction, maneuvering in environments with no Gravity, climbing and breaking falls. Without it, players have no means of movement in non-gravity environments and are doomed till they run out of resources in their space suit. The space suit jetpack also comes with a built-in Inertial Dampeners, which passively allow the engineer to automatically stabilize their position, or slow down.

Suit Power

In Survival Mode the concept of suit energy represents the limited-capacity battery included in every space suit. Your suit's life support system slowly drains the suit's battery passively, whether or not you are actively using any of your suits systems or Tools. When at 25% energy, a voice and visual prompt will appear on the screen warning you of low energy. The energy indicator will turn red at 5% or lower, and another audio/text warning will remind you you are at critical energy levels. At 3% energy, you will not be able to use your jetpack. If your energy is ever depleted, your character will slowly asphyxiate as you're unable to pump Oxygen in your suit, resulting in death if energy is not replenished immediately. Energy can also be replenished at a Medical Room, and will also be filled while sitting in a Cockpit, Fighter Cockpit, Control Station, Flight Seat or Passenger Seat, if the grid (ship) it is on is powered.

The suit battery is drained in a variety of ways, including:

  • Using Jetpack (flying around)
  • Oxygen consumption
  • Grinding with the hand-held Grinder
  • Welding with the hand-held Welder
  • Mining with the hand-held Hand Drill

Suit Oxygen

The space suit has an internal Oxygen tank to supply the player with breathable O2. While the player wears his or her helmet, the suits oxygen tank provides O2 to the player. The remaining oxygen capacity is displayed in the left status panel of the players HUD in [%] values. Oxygen supply in the suit can be replenished from Cryo Chambers, Cockpits, and Medical Rooms if they're directly connected to an Oxygen Tanks or an Oxygen Generator. Oxygen can also be replenished on the go from Oxygen Bottles, which will refill the suit when below 40%.

  • For more information about the mechanics, see - Oxygen

Suit Hydrogen

The space suit's jetpack requires Hydrogen in order to fly around. The remaining hydrogen supply is displayed in the left status panel. The player can regain hydrogen supply by either using a Medical Room that is attached to a Hydrogen Tank, or with a Hydrogen Bottle in their inventory. The effectiveness of the jetpack changes depending if the player flies in space, in an artifical gravity field or on a Planet/Moon with Natural Gravity. While in natural gravity, the lifespan of the hydrogen is heavily reduced. In addition, the stronger the local gravity is; such when mutliple Gravity Generators overlap. The more fuel the suit will consume in maneuvering about within this field.

Managing Power

Energy is not limited to just being managed within an Engineer's suit in Survival. All Blocks with any sort of active function, including the Refinery, Assembler, and others, require power to operate. Even Conveyor blocks require power in order to function (see Conveyor Mechanics). Powered blocks need sources of Power such as Solar Panels or Uranium based Small Reactors and Large Reactors.

An important mechanic to note is that only Thrusters and Batteries will scale their performance based on the available power. (they can operate at less than full potential.) A Refinery or Assembler will not function when there is not enough power available.

Power (Uranium)

Uranium powered reactors have the largest output in the game, far exceeding alternatives such as Solar Panels or even Batteries. They are fairly expensive to build and to operate. Reactors require fuel in Survival Mode. The fuel source needed is Uranium Ingots, which is processed from Uranium Ore. Uranium consumption is based on the reactor's output and efficiency. The ore can sometimes be difficult to locate on Asteroids or Planets/Moons.

Small Reactors are capable of powering systems that require a lot of power. However as more Thrusters and blocks such as Refinerys or Assemblers are added, it quickly will be overloaded. The player can add more reactors, or build the more powerful and efficient Large Reactor.

The Large Reactors have 20x the output of a Small Reactor, but the Components required to build them is very expensive up front. That being said, once built, they are capable of powering large amounts of powered blocks, and several Large Thrusters. Space wise, it is far better to build one large reactor, than several small ones for the same amount of output.

Power (Solar)

Solar Panels are capable of generating power from direct exposure to the sun. While not able to output as much power as Small Reactors, they are a source of infinite power without any consumption of resources, except for the building of the solar panel itself. Blocks with high power consumption such as Assemblers cannot be supported by a single solar panel with low demand on power such as Medical Rooms. When used in conjunction with Batteries, they are more than capable of rivaling uranium powered reactors on a small scale.

Inventory

In Survival Mode Cargo Containers, and other blocks with an inventory have a capacity, this also includes the engineer (player) as well Inventory capacity can be modified in the World Settings of the world. Each item in the game has a set amount of space they take up when in an inventory.

It should be noted, that as more Components, Materials, Ore, etc you store on your ship, the heavier and less maneuverable it will become. See Thrusters for more information.

Block Construction

See also: Building#Building in Survival

In Survival Mode, all blocks must be constructed in stages before they are in a finished build state. Blocks are made up of Components, which can be piled into the block to slowly constructed into its completed stage with either a Hand Welder Ship Welder. Welding speed can be modified in the World Settings.

Deconstruction

Blocks can alternatively be salvaged for their materials using a Hand Grinder or Ship Grinder. As the block is being deconstructed, their Components are placed in the engineers or ships inventories. Almost all blocks will return all of the same components needed for its construction. The exception for this is the Battery block. Grinding speeds can be modified in the World Settings.