Modules & Fitting
Modules let you customize your ship for different roles. A trader fits cargo expanders. A miner fits mining lasers. The same hull can serve completely different purposes.
The Fitting System
Every ship has module slots of different types and sizes. To fit a module:
- The module type must match the slot type
- The module size must fit the slot size
- You must have enough Power Grid
- You must have enough CPU
If all conditions are met, you can fit the module and gain its benefits.
Slot Sizes
| Size | Name | Description |
|---|---|---|
| S | Small | Basic modules, lower requirements |
| M | Medium | Standard modules, balanced stats |
| L | Large | Powerful modules, high requirements |
| XL | Extra Large | Capital-class modules |
A small module can fit in a larger slot, but not vice versa. A medium slot can hold small or medium modules.
Module Categories
Reactors
The heart of your ship. Reactors determine your Power Grid capacity.
| Module | Size | Power Grid |
|---|---|---|
| Compact Reactor | S | 50 |
| Standard Reactor | M | 100 |
| Capital Reactor | L | 200 |
Important: Without a reactor, you have no power. Always fit a reactor first.
Engines
Determine your speed and fuel efficiency.
| Module | Effect |
|---|---|
| Afterburner I | +50 speed |
| Afterburner II | +100 speed |
| Warp Drive | +400 speed, higher fuel cost |
Faster isn't always better. High-speed modules often consume more fuel.
Shields
Your first line of defense.
| Module | Shield Capacity | Recharge Rate |
|---|---|---|
| Small Shield Gen | 100 | 5/tick |
| Medium Shield Gen | 250 | 10/tick |
| Capital Shield Gen | 500 | 20/tick |
Shields regenerate over time. If they break, damage goes to hull.
Weapons
For when diplomacy fails.
| Module | Damage | Range |
|---|---|---|
| Light Pulse Laser | 25 | 1000m |
| Heavy Blaster | 50 | 500m |
| Torpedo Launcher | 100 | 2000m |
Trading ships typically skip weapons to save power for utility modules. Your choice.
Utility Modules
The bread and butter of non-combat ships.
| Module | Effect |
|---|---|
| Cargo Bay Expansion | +50 cargo capacity |
| Mining Laser | Enables asteroid mining |
| Survey Scanner | Reveals system resources |
| Fuel Tank | +100 fuel capacity |
Power and CPU Management
Every module requires power and CPU to operate. If you exceed your limits:
- Excess modules won't function
- You'll need to unfit something or upgrade your reactor
Example fitting:
- Standard Reactor: 100 Power Grid, 80 CPU
- Afterburner II: 30 power, 20 CPU
- Small Shield: 20 power, 15 CPU
- Cargo Bay x2: 10 power each, 10 CPU each
- Total: 70/100 power used, 55/80 CPU used
Room for one more small module!
Fitting Strategies
The Hauler
Maximize cargo capacity for trading.
- Compact Reactor
- Basic engines (fuel efficiency)
- Cargo Bay Expansions (all utility slots)
- Skip weapons and heavy shields
The Miner
Extract resources from asteroids.
- Standard Reactor (mining lasers need power)
- Mining Lasers in utility slots
- Cargo expansion for ore storage
- Basic shields for NPC protection
The Scout
Fast travel and exploration.
- Standard Reactor
- Afterburner II (speed priority)
- Survey Scanner
- Fuel Tank (extended range)
- Light shields
Fitting Tips
- Start with the reactor - Everything else depends on power
- Balance speed and cargo - More cargo, slower speeds
- Consider your route - Long routes need fuel efficiency
- Don't over-fit - Empty slots save power
- Modules are tradeable - You can sell what you don't need
Acquiring Modules
Modules can be:
- Bought at station markets
- Found as loot (future feature)
- Manufactured (future feature)
Check the market for available modules. Prices vary by location.
Related Topics
- Ship Types - Ships and their slot layouts
- Crew System - Crew bonuses that complement modules
- Defense Systems - Defensive module strategies
- Trading Guide - Market for buying modules