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GenesisAlphaOne ShipBuilding-Menu1

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
Schematic common11e
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
Schematic common11e 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
Corridor-Block 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
Schematic common11e 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)

Biotank-Block 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)
Biotank-Block 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)
Schematic common33t 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
Schematic common11e 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)
Schematic refinery big 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)
Schematic hangar 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)
Schematic refinery small 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)
Refinery-Block 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
Schematic common11e 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
Schematic common11e
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)
Schematic common33x
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)
CloneLabI-Block 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)
CloneLabII-Block 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)
Schematic common33t 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)
Schematic common33d
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)
Schematic common33e
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)
Schematic greenhouse 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)
Schematic greenhouse big 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)
Schematic reactor 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)
Schematic common21d 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)
Schematic common21d 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)
Schematic common22d
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)
Schematic common22d
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)
CloneLabI-Block 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)
Schematic common33t 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)
Schematic workshop3Schematic workshop3 top 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
Schematic common11e
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)
Schematic hyperdrive
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)
Schematic common22d 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.
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