Asteroids, ship combat and capture
Choose when to fight, mine or board. Asteroids run out, captured ships have their own acquisition rules and ship damage uses a different scale from your health.
These guides describe the October 23, 2026 development version. The older download with the same version number is missing later features.
Explanatory diagram based on the cited report; not an in-game interface or a spatial construction plan.
Hardpoint combat
Fit weapons through Ship Panel. Small weapons fit either mount size; Large weapons require Large mounts. Costs reserve FE, eligible fallback Pulse Cartridges or ammunition according to weapon type. The report’s compact constructor table is not a reliable basis for treating its range/cooldown text as player damage-per-second: its literal values are preserved in weapon records.
Ship damage and player HP differ. Exposed-player damage defaults to a 0.2 multiplier capped at 12 HP per hit. Ion Lance triples its remaining-shield damage component. Burst Driver reserves a three-round trigger, Scatter Cannon fires seven fixed-offset pellets and plasma/missiles combine direct and splash on a direct target. Missile lock needs a 15-degree cone for 30 ticks; flares decoy for two seconds with eight-second launch cooldown.
Finite mining targets
Asteroids are persistent and depletable. Ten kinds range from carbon rock, ironstone, copperstone, ice and volatile rock to rare Hollow Relics. Small/Medium/Large weights are 60/30/10 within each kind’s allowed sizes, and yield scales are 1/3/8. These are conditional weights, not global guaranteed percentages.
The Mining Laser preserves full mining yield and does four ship damage versus 20 asteroid damage. Explosive mining loses yield; volatile bodies add hazards. The hardpoint Mining Laser is distinct from the Utility Mining Beam, Prospector drill and handheld emitter. Hollow Relics draw from the closed ten-weapon pattern pool.
NPC encounters and captured ships
Encounters include hostiles, traders, escorts and patrols. Disable and board an eligible vessel to obtain its captured hull. Captured Mk I hulls have no fresh-cradle acquisition; their Mk II versions are refits. Sale requires packing the captured ship first.
Later ship simulation includes calibration ranges at repair shipyards, crew turret seats, towing and named captains. Parcel/passenger custody and Hidden Hold checks have their own state. NPC ships are explicitly not wind-pushed. None of these systems is certified in a fresh game by this wiki.
See hull generations, trade and custody and station law.
Sources & verification
Evidence: pdf-derived. Feature status: mixed. Article coverage: ready.
Documented input: October 23, 2026 source snapshot; declared 0.0.1-p0
PDF pages 28–29 · October 23 source snapshot — Asteroids, ship combat and capture · Beyond the Overworld report: E129–E139
October 23, 2026 source snapshot; older October 5 JAR is not equivalent. PDF-derived; no new mod build, game session or source/JAR audit. Pack overrides unknown.
The wiki has not independently playtested report-derived instructions. Your server or modpack settings may change them.