Modules are a type of machine that serves a specific purpose. With the exception of turrets, all modules are required to be on a piloted ship in order to be activated. There are 4 classes of modules. Utility, Auxiliary, Combat, and Cannons. Each ship-type can only have a certain amount of each of the classes, depending on the ship type. Read Ship Classes for more info about the classes.
Utility modules tend to be modules for passive ships like exploration ships or freighters. The utility modules are:
Auxiliary modules are used for travel and pirating. The auxiliary modules are:
- Speed Booster
- Tractor Beams
- Cloaking Devices
- Blink Drives
- Improbability Drives
- Shield Generators
Combat modules. The name explains it all. Combat modules are used to damage stuff. The combat modules are:
While cannons are technically a combat module, they are categorized differently on ships so that ship can have a certain amount of cannons and a certain amount of combat modules. The only cannon is:
Untyped modules do not use module slots, but you can only have 1 per ship.
These aren't necessarily modules, but they can be used on ships (except elevators, which don't have to be on ships, but can be).
Table Of Contents
|Store||Bugs & Suggestions|
|Ship Blocks and HP||Ship Classes|
|SQTech Machines||Ship Modules|
|Faction Basics||Claiming and Sieges|
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