Maintenance module: Difference between revisions
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Latest revision as of 19:09, 22 February 2026
This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.
| Component Information | |
|---|---|
| Type | Core |
| Class | Commercial |
| Tech Branch | Logistics & Ground Combat |
| Specifications | |
| Size (HS) | 100 |
| Crew Required | 50 |
| Cost | |
| Wealth | 100 (C#) / 200 (VB6) |
| Duranium | 50 (C#) / 100 (VB6) |
| Neutronium | 0 |
| Corbomite | 0 |
| Tritanium | 0 |
| Boronide | 0 |
| Mercassium | 0 |
| Vendarite | 0 |
| Sorium | 0 |
| Uridium | 0 |
| Corundium | 0 |
| Gallicite | 0 |
Maintenance Modules are the shipboard equivalent of a Maintenance Facility. They have the same capacity as maintenance facilities(1000-6250 tons total in C#, depending on technology, or a flat 200 tons per ship in VB6). A ship with operating maintenance modules functions just like maintenance facilities at a colony would. If they are at a colony, they add maintenance capacity to the colony just like maintenance facilities do. If they are operating in deep space away from a colony (only possible in C#), they function like a colony would. They consume supplies just like a maintenance facility, as well (MSP in C#, or minerals in VB6), and those supplies must be present for the module to function at full efficiency.
Due to their mobile nature, maintenance modules are ideal for quickly setting up a forward operating base for a military group. As they require no ground population or installation transport, a single ship with adequate maintenance capacity and MSP/minerals on board can service a whole fleet for an extended period. In C# this works anywhere, and in VB6, you can just approach an arbitrary system body, unload the resources in its cargo hold, and remain in orbit.
VB6 Notes
[edit]Maintenance modules in VB6 only work when they are in orbit of a colony with enough minerals to provide for the maintenance costs. They cannot function in deep space.
Maintenance modules can also be installed in PDCs, allowing a slightly more robust base to be rapidly deployed with the aid of a Construction Brigade or two.
- Caution
If you have a group of maintenance vessels in orbit, don't send new ships to join that task group. You must send ships to the planet first, then tell them to join the task group, otherwise their production rate won't be added to the total. The same applies to asteroid miners, terraformers, orbital habitats and harvesters.
List of Components
[edit]Engines and Power Plants: Engine • Fuel Storage • Jump Engine • Power Plants
Beam Weaponry: Beam Fire Control • Lasers • Particle Beams • Mesons • High-Powered Microwave • Plasma Carronade • Railguns • Gauss Cannons
Missile Weaponry: Missile Fire Control • Missile Launchers • Magazines
Defensive Systems: Armor • Shields • CIWS • Sensor Jammer • Fire Control Jammer • Missile Jammer • Decoy Launcher • Cloaking Device
Maintenance and Repairs: Engineering Spaces • Maintenance Storage Bay • Damage Control • Maintenance module
Carriers and Fighters: Hangar deck • Fighter Pod Bay
Sensors: Active Sensor • EM Sensor • Thermal Sensor • Geological Survey Sensors • Gravitational Survey Sensors • ELINT Modules
Command and Control: Bridge • Flag Bridge • Auxiliary Control • Science Department • Main Engineering • Combat Information Centre • Primary Flight Control
Transportation: Cargo Hold • Troop Transport Bay • Cryogenic Transport • Passenger Accommodation
Logistics: Cargo Shuttle Bay • Refuelling System • Ordnance Transfer System • Tractor Beam
Production: Orbital Mining Module • Sorium Harvester • Terraforming Module • Jump Point Stabilisation Module • Salvage Module