Ships are the unit of agency in Spacewar — you fly them, fight in them, mine in them, deliver cargo in them. Every player gets a starter Frigate on first login.
A ship is the VI world (a small dimension) that holds the ship's interior + a master-sim pose (where it appears in space). When you sit in the helm seat, you're piloting from inside the ship's VI; observers in space see your hull projected at the master-sim pose.
A ship has:
A ship is always in one of seven states:
Edits (module install, paint, cosmetic blocks) are only permitted in DOCKED. Trying to install in flight is rejected.
When you take damage:
The damage that gets through is then rolled against your modules: a random INTACT module is picked, and damage transitions its damage state (INTACT → DAMAGED → DESTROYED based on accumulated damage).
DESTROYED modules don't work (no firing, no mining, no cargo capacity from that module). They CAN be repaired (see Repair below). Truly destroying a module (so it's gone) takes a placement-remove action, not just HP damage.
Shield modules have:
Bigger shields are better in protracted fights; small shields refresh faster between skirmishes.
Weapons are modules you fire from the hotbar while at the helm seat:
Higher tiers do more damage and require harder-to-acquire materials.
Multi-crew weapons. Larger hulls have extra control seats. A second player sitting at an Aux Helm can man an Aux Cannon or Aux Missile on its own cooldown — so a crewed ship outputs more than a solo pilot, and kills are attributed to the gunner who fired.
Every hull ships with a Salvage Arm (Mk I) as a starter module. Aim it at a wreck (a destroyed ship, a distress-beacon derelict, or a wormhole-seeded hulk) and hold to strip its cargo into your hold. Salvage is open to anyone — first to strip a wreck keeps the haul. The arm is the core loot mechanic behind wrecks, distress beacons, and wormholes. Higher tiers strip faster.
After a fight, dock at any station and visit the Repair Terminal. Each damaged module can be repaired for a fee. Repair takes time (a scheduled job runs); during repair the module is unusable. Insurance subsidizes the cost based on your active policy tier.
You can queue several modules at once. Cancelling a repair refunds the fee but the module stays damaged.
When your ship is destroyed:
After the cooldown, your respawn picks a bay at an eligible station (your faction's stations + IPU stations). The ship rebuilds there (REBUILDING state); when ready, embark normally.
If even a fallback bay can't be found, the ship lands in OVERFLOW_DOCKED — retrieve from the Shipyard's overflow menu.
Open the regional map (vanilla MapItem-based) — it shows the current region's belts, stations, and other points of interest. Zoom levels match the spatial grid.
For directional guidance, your vanilla compass needle points at the currently-selected anchor target. Cycle through anchor types:
Two cargo types:
Each hold has a volume (m³) and items have per-unit volume. Your hull template defines baseline capacities; cargo modules expand them.
The hold blocks ARE visible in your ship — usually chests + hopper- style blocks. Right-click them to open the inventory directly; items inside are part of the hold.
Cargo modules are break-protected — you can't accidentally remove a cargo hold full of cargo with a normal block break.
NPC Shipyards sell ship hulls. Walk to a Shipyard NPC, pick a hull class:
You pay credits, the ship is registered to you, lands in a station bay (or OVERFLOW_DOCKED if no bay fits).
/ships shows your fleet. Right-click a ship row to open per-ship settings: