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 |
|---|---|
| Propulsion | Propulsion Engine, Thruster Nozzle, Leap Drive |
| Engineering | Power Generator, Fuel Bay, Capacitor, Hull Repairer |
| Command & Comms | Passive Gravity Scanner, Directional Scanner, Command Pod |
| Weapons | Small Cutting Laser, Crude Extractor, Weapons Receiver |
| Stowage & Crafting | Cargo 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.

- The Mobile Factory – Dual printers, dual refineries. Slow and hungry but never needs to dock.

- The Bulk Mule – Cargo maxed, everything else sacrificed. Short-range, high-volume hauling.

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.