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Modular Building: Your Ship, Your Way

Your ship is now a canvas. Begin with your pre-assembled Creation, then strip it, swap it, and rebuild it entirely to your vision.

What You're Working With

Modules fall into five families:

Family

Modules

PropulsionPropulsion Engine, Thruster Nozzle, Leap Drive
EngineeringPower Generator, Fuel Bay, Capacitor, Hull Repairer
Command & CommsPassive Gravity Scanner, Directional Scanner, Command Pod
WeaponsSmall Cutting Laser, Crude Extractor, Weapons Receiver
Stowage & CraftingCargo Container, Material Processor, Mini Printer

Some Directions to Consider

These aren't rules; just starting points. Tear them apart and rebuild them your way:
  • The Long Hauler – Max fuel, lean cargo. Built for range, not profit-per-run.
    https://images.ctfassets.net/nl199sv2jlik/29BHqEKo7tpD9tG0IOsVdP/15bed4815ee8066b5718c59b283f85f6/fuelcapacitybanner.jpg
  • The Mobile Factory – Dual printers, dual refineries. Slow and hungry but never needs to dock.
    https://images.ctfassets.net/nl199sv2jlik/5qVEZDZFdSfJ5MElttxf4I/64d490e10dbf2fb7f20d99da350964cd/dualprinterbanner.jpg
  • The Bulk Mule – Cargo maxed, everything else sacrificed. Short-range, high-volume hauling.
    https://images.ctfassets.net/nl199sv2jlik/2QSlGO1GE1F9QlaIvBIqFl/f8588bafe9595c1154c8daef6f3a7a2e/cargohaulerbanner.jpg

A Few Things Worth Knowing

  • Start with the job, not the module. Build for what you're doing today, not every scenario at once.
  • Trade-offs are the point. A ship that does everything does nothing well.
  • Printing changes the game. Repair in the field, print tools on demand, recover from situations that used to end runs.
  • Power management matters. A well-managed grid lets a small ship punch above its weight.
  • Stay flexible. New modules are coming. Experiment now, exploit later.

The Point

The pre-built ship is training wheels. Break it down, understand it, rebuild it to fit your hands and make it yours.
 
Your ship. Your call. Build something worth flying.
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