The Modules you build make up your spaceship in Genesis Alpha One. They are divided into several categories:
- Connections - Used to connect multiple modules together and expand the ship.
- Resources - Used to gather, store, and refine resources.
- Crew - Used to house the crew, and maintain their health.
- Life Systems - Used to maintain the ship's biosphere.
- Defense - Used to protect the interior of the ship from hostile lifeforms and other dangers.
- Space Travel - Used to help the ship travel across the galaxy more quickly, beyond the basic 1 tile jump to a new system.
- Bridge - Unlike other modules, the bridge cannot be built or deconstructed. If the bridge is destroyed, it's game over. Contains one built-in hyperdrive. Also handles the scanning of planets and debris.
Modules can include one or more of the following features. Weapon racks, health stations, and service tunnel access are called out because they are not available on all modules.
- Alien Detector - allow automatic detection of mobile aliens (not eggs or Lichen). Activates the camera over the module doors.
- Health Station - provides a terminal for accessing the biotank for healing.
- Main Terminal - provides an interface the the main function of the module, crew assignment, and general ship statistics. Crew can be assigned or unassigned to the module here, and activities of the module can be set and monitored by the captain.
- Energy Node - provides power to the module. Losing more than 50% of the energy nodes in a module risk module destruction. Reinforcement adds to the amount of damage the energy node can take before being damaged, and is available in two levels..
- Service Tunnel Access - provides access the ship's tunnels.
- Weapon Rack - provides access to the ships current weapons, including ammunition, turrets, and energy barriers.
- Workstation - provides a terminal to access the function of the room. Captains may use the terminal to speed up the ongoing processes in the module. One workstation is provided for each available crew member.
Some modules can have additional features added using module upgrade kits.
Comparison Table[ | ]
Category | Module name | Purpose | Features | Can spawn enemy? | Crew slots | Upgrades | Build cost | Reinforcement cost Level 1/ Level 2 |
Restriction | Dimension | Floor schematic | Note |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Connections | Access | Provides service tunnel access | Service tunnel access | No | None | None | 1 Energy | 1 Cable / 1 Centrifuge | None | 1 floor 1x1 |
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Beaming Station | Fast travel from one station to another. | None | No | None | None | 3 Circuit 5 Energy |
1 Cable / 1 Centrifuge | Build limit 7 | 1 floor 1x1 |
You need at least two stations to beam between. | ||
Corridor | Standard connection between modules. | None | No | None | None | 1 Energy | 1 Cable / 1 Centrifuge | None | 1 floor 1x1 |
General Ballistics build corridors with a glass roof. Connections between modules are also made of glass.
Framen build standard corridors, but the connections between modules are made of glass. | ||
Turbolift | Elevator to reach higher and lower decks. | None | No | None | None | 1 Energy | 1 Cable / 1 Centrifuge | Blocks placing module other than turbolift directly above or below. | 1 floor 1x1 |
The ship has 7 decks: 3 above the bridge and 3 below. | ||
Category | Module name | Purpose | Features | Can spawn enemy? | Crew slots | Upgrades | Build cost | Reinforcement cost Level 1/ Level 2 |
Restriction | Dimension | Floor schematic | Note |
Resources | ||||||||||||
Alien Research | Researchs aliens | ? | No | 2+1 Clones | Alien Detector Workstationz |
5 Panel 20 Energy |
4Cable / ? Centrifuge | None | 1 floor 5x5 (3x3 corridor) |
When researched, aliens can drop ammo (bipeds), biomass, DNA or ability fragments. | ||
Biotank (standard) | Stores 20 Biomass | Service tunnel access | No | None | Alien Detector | 3 Framework 5 Energy |
2 Cable / 2 Centrifuge | None | 1 floor 5x3 (3x2 corridor) |
Most corporations use this version. | ||
Biotank (large) | Stores 80 Biomass | Service tunnel access? | No | None | Health Station Alien Detector |
5 Cable 5 Energy |
1 Cable / 1Centrifuge | None | 1 floor 5x5 (3x3 corridor) |
Superior Genetics and Mechanics build this bigger version of the biotank. | ||
Deposit (standard) | Stores 8 raw resources | None | Yes | None | None | 3 Framework 5 Energy |
2 Cable / 2 Centrifuge | None | 1 floor 1x1 |
Most corporations use this version. | ||
Deposit (large) | Stores 48 raw resources | Charging station | Yes | 2 Robots | None | 10 Framework 20 Energy | 5 Cable / 5 Centrifuge | None | 2 floor (blocks the deck above) 5x5 (3x3 corridor) |
Stahlunion and Framen build this bigger version of the deposit. | ||
Hangar | Planet harvesting | Health Station Weapons Rack Service tunnel access Charging Station |
Yes | 4 Clones 2 Robots |
Alien Detector | 10 Framework 20 Energy |
5 Cable / 5 Centrifuge | Build limit 1 | 2 floor (blocks the deck above) 9x7 (5x4 corridor) |
Blocks all tiles in front of the bay on both decks | ||
Refinery (standard) | Refines raw material | Service tunnel access | Yes | 2 Clones | None | 5 Framework 5Energy |
4 Cable / 4 Centrifuge | None | 1 floor 3x3 (2x2 corridor) |
Most corporations use this version. | ||
Refinery (large) | Refines raw material | Service tunnel access | Yes | 3 Clones | None | 5 Framework 10 Energy |
4 Cable / 4 Centrifuge | None | 2 floors 7x5 (4x3 corridor) |
Stahlunion and Framen build this bigger version of the refinery. | ||
Robot Station | Adds one additional robot station | None | No | 1 Robots | None | 5 Framework) 3 Energy |
2 Cable / ? Centrifuge | None | 1 floor 1x1 |
Does not add to the total number of robots allowed on the ship, but allows them to recharge in additional locations. | ||
Storage | Stores 20 refined Resources | None | No | None | None | 3 Framework 5 Energy |
2 Cable / 2 Centrifuge | None | 1 floor 1x1 |
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Tractor Beam | Loots resources from space debris | Service tunnel access | Yes | 2+1 Clones | Workstation Alien Detector |
5 Cable 5 Energy |
4 Cable / 4 Centrifuge | None | 2 floors (blocks the deck above and all decks below) 5x5 (3x3 corridor) |
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Category | Module name | Purpose | Features | Can spawn enemy? | Crew slots | Upgrades | Build cost | Reinforcement cost Level 1/ Level 2 |
Restriction | Dimension | Floor schematic | Note |
Crew | ||||||||||||
Bar | Provides health regeneration for the crew | ? | No | None | ? | 5 Copper 5 Energy |
5 Cable / 5 Centrifuge | None | 2 floor 5x5 (3x3 corridor) |
? | ||
Cantina | Provides health regeneration for the crew | ? | No | None | ? | 5 Cable 5 Energy |
? | None | 2 floor ? |
? | ||
Clone Lab I | Cloning of crew members | None | No | 1 Clones | None | 5 Framework 5 Energy |
4 Cable / 4 Centrifuge | None | 1 floor 5x3 (3x2 corridor) |
Low cloning speed Tier 1 research | ||
Clone Lab II | Cloning of crew members | None | No | 2 Clones | Health Station | 5 Panel 5 Energy |
4 Cable / 4 Centrifuge | None | 1 floor 5x3 (3x2 corridor) |
Better cloning speed Tier 2 research | ||
Clone Lab III | Cloning of crew members | None | No | 3 Clones | Health Station Alien Detector |
5 Circuit 5 Energy |
4 Cable / 4 Centrifuge | None | 1 floor 5x5 (3x3 corridor) |
Fast cloning speed Tier 3 research | ||
Lounge | Provides health regeneration for the crew | Service tunnel access | No | None | Health Station Alien Detector x2 |
5 Cable 5 Energy |
5 Cable ? Centrifuge |
None | 2 floors 5x5 (3x3 corridor) on both floors with center cross, and service tunnel access on both floors |
? | ||
Medical Research | Enables research and curing of sicknesses | ? | No | 1 Clones | Health Station Alien Detector |
5 Panel 5 Energy |
4 Cable / 4 Centrifuge | None | 1 floor 5x5 (3x3 corridor) |
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Quarters | Provides quarters for 5 Clones | No | None | Health Station | 5 Framework 5 Energy |
4 Cable / 4 Centrifuge | Your ships crew is limited (hard cap) to 40 Clones. | 1 floor 5x5 (3x3 corridor) |
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Category | Module name | Purpose | Features | Can spawn enemy? | Crew slots | Upgrades | Build cost | Reinforcement cost Level 1/ Level 2 |
Restriction | Dimension | Floor schematic | Note |
Life Systems | Greenhouse (standard) | Grows 5 Plants to create the biosphere | Yes | 3+1 Clones | Workstation Alien Detector |
5 Panel 5 Energy |
4 Cable / 4 Centrifuge | None | 2 floor (blocks the deck above) 9x9 (5x5 corridor) |
Most corporations use this version. | ||
Greenhouse (large) | Grows 6 Plants to create the biosphere | Yes | 3+1 Clones | Workstation Alien Detector |
5 Panel 10 Energy |
6 Cable / 6 Centrifuge | None | 2 floor (blocks the deck above) 13x13 (7x7 corridor) |
Superior Genetics builds this bigger version of the greenhouse. | |||
Reactor | Produces 40 energy | Service tunnel access | No | 1 Clones | None | 5 Framework 2 Cable |
4 Cable / 4 Centrifugex | limit 7 (configurable during setup) | 1 floor 3x3 (2x2 corridor) |
Assigning an engineer increases output by 10% (+4). | ||
Category | Module name | Purpose | Features | Can spawn enemy? | Crew slots | Upgrades | Build cost | Reinforcement cost Level 1/ Level 2 |
Restriction | Dimension | Floor schematic | Note |
Defense
|
Decontamination A | Damages hostile creatures when they pass through. | No | None | None | 5(Cable) 10 Energy |
3 Cable / ? Centrifuge | To unlock, heal a sick crew member in his cabin with the Healing ability. | 1 floor 3x1 (2x1 corridor) |
Identical to version B? | ||
Decontamination B | Damages hostile creatures when they pass through. | No | None | None | 5 Circuit 10 Energy |
4 Cable / 4 Centrifuge | 1 floor 3x1 (2x1 corridor) |
Identical to version A? (B may do more damage?) | ||||
Respawn Chamber | Crew assigned here will be promoted to captain if the captain dies. | Weapons Rack | No | None | 2 Clones | 5 Framework 5 Energy |
4 Cable / 4 Centrifuge | 1 floor 3x3 (2x2 corridor) |
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Security Gate | This gate can block hostile creatures | Service tunnel access | No | None | Health Station | 3 Cable 10 Energy |
4 Cable / 4 Centrifuge | 1 floor 3x3 (2x2 corridor) |
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Workshop I | Produces weapons, defenses, robots and ammunition | Weapons Rack Charging station |
No | 1 Clones 2 Robots |
Health Station | 5 Framework 5 Energy |
5 Cable / 4 Centrifuge | None | 1 floor 5x3 (3x2 corridor) |
Research of tier I weapons and defenses | ||
Workshop II | Produces weapons, defenses, robots and ammunition | Weapons Rack Charging station |
No | 1 Clones 2 Robots |
Alien Detector | 5 Cable 5 Energy |
4 Cable / 4 Centrifuge | None | 1 floor 5x3 (3x2 corridor) |
Research of tier II weapons and defenses | ||
Workshop III | Produces weapons, defenses, robots and ammunition | Weapons Rack Charging station |
No | 3 Clones 2 Robots |
Health Station Alien Detector |
5 Centrifuge 5 Energy |
4 Cable / 4 Centrifuge | None | 2 floor (access to the deck above) 9x5 (5x3 corridor) |
Research of tier III weapons and defenses | ||
Panic Room | The crew can use these rooms to hide from aggressive alien life forms. | No | None | ? | 3 Centrifuge 5 Energy |
2 Cable / 2 Centrifuge | None | 1 floor 1x1 |
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Category | Module name | Purpose | Features | Can spawn enemy? | Crew slots | Upgrades | Build cost | Reinforcement cost Level 1/ Level 2 |
Restriction | Dimension | Floor schematic | Note |
Space Travel | Hyperdrive | Adds 2 squares to your maximum jump range for each installed unit. | No | None | None | 5 Panel 2 Energy |
4 Cable / 4 Centrifuge | Build limit 3 This module cannot be rotated |
3 floor (blocks the deck above and below) 5x7 (3x4 corridor) (also block 3 floor 3x5 behind it) |
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Shield | Add 1 shield bar to the ship for each installed unit | No | 1 Clones | Alien Detector | 5 Centrifuge 5 Energy |
4 Cable / 4 Centrifuge | Build limit 4 | 2 floor (blocks the deck above) 3x3 (2x2 corridor) |
Assigning an engineer increases recharge rate. | |||
Ship Assault | This module is used to attack and enter enemy ships | No | 2+1 Clones | Workstation Health Station |
5 Framework 15 Energy |
4 Cable / ? | 1 floor | Assigned crew members can attack enemy shields and scan shipwrecks. |