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Worlds and adventure

Planets, Colonies and Moons

Every star system in XETODUS has worlds you can fly down to. Land on a planet's surface, gather what it holds, claim a plateau and grow a city of your own, then lift off again for the moons that circle above. This chapter covers the whole planetside side of the game, from your first touchdown to running a Metropolis.

ContentsPlanets and colonies: 12 sections

On this page

  1. Planets and atmospheres
  2. Landing and takeoff
  3. Planetary harvesting
  4. Founding a colony
  5. Zones, supplies and growth
  6. Services and landmarks
  7. Terraforming and habitability
  8. Charters, taxes and upkeep
  9. Events and raids
  10. The Greenhouse (Xenobiology)
  11. Moons
  12. Extracting moon deposits

Planets and atmospheres#

Worlds come in nine types. All of them except gas giants have solid ground you can land on, and each type has its own gravity, sky, terrain and resources. Planets stay where they are on the map, so a world you find today is in the same place tomorrow.

World types
WorldLandableAtmosphereGravitySurface resourcesColony habitability
TemperateYesModerate8 to 11 m/s²Bio-Organics, Heavy Water85% to 100%
OceanYesThick8 to 12 m/s²Heavy Water, Bio-Organics80% to 100%
JungleYesThick9 to 13 m/s²Bio-Organics, Rare Earths, Heavy Water75% to 100%
DesertYesThin6 to 10 m/s²Rare Earths45% to 95%
GlacialYesThin5 to 9 m/s²Heavy Water35% to 90%
VolcanicYesThin8 to 13 m/s²Magmatic Salts, Rare Earths15% to 75%
BarrenYesNone2 to 6 m/s²Rare Earths10% to 80%
ToxicYesThick7 to 12 m/s²Rare Earths, Magmatic Salts20% to 85%
Gas GiantNo (orbit only)Thick, no solid surface18 to 26 m/s²NoneNo colonies

Colony habitability shows where a new colony starts and how far terraforming can take it. From the game's own data

A ship flying low over the rolling terrain of a planet's surface under an open sky
Every world is a full planet you can fly down to and explore.

Flying in an atmosphere#

  • Air slows you down and heats your hull when you fly fast through it. Watch the Hull heating warning on the HUD: let it climb too high and your ship starts taking damage.
  • You can't warp inside an atmosphere. Climb back to space first, then align and warp as usual.
  • Barren worlds have no air at all, so there is nothing to slow you or heat your hull on the way down.
  • Gas giants can't be landed on. Their moons can, though: see Moons.

Planetary spaceports#

Many landable worlds have spaceports on the surface. Each one runs its own market, and each world type trades its own goods (organics, rare earths, volcanic minerals, heavy water), often far cheaper than in orbit. Touching down on a spaceport pad docks you, just like a station. See Markets for how trading works.

Landing and takeoff#

Landing is mostly automatic. Warp to a landable planet and you drop out about 70 km above the surface. Within 75 km of the ground the Landing controls card appears, and one click brings you down.

  1. Warp to a landable world

    Pick the planet in the Tactical list, on the system map or from your Favorites and warp to it. Gas giants can't be landed on.

  2. Open the landing controls

    Once you are within 75 km of the surface, the Landing controls card shows up on its own.

  3. Press Land here

    Click Land here or press Y. Your ship brakes, levels out along the horizon, then descends at a safe speed through the air.

  4. Touch down

    The assist sets you down on the ground. If you land on a spaceport pad, you dock. Press X at any time to cancel and take the controls back.

  5. Take off again

    Click Take off to orbit or press Y to climb straight back to the arrival height, ready to warp.

Landing controls (desktop)
ControlWhat it does
YLand here, or Take off to orbit once landed
XCancel the landing or takeoff assist
FEase down during a manual landing
WLift off manually
RLift off manually

On touch screens the same card has Land here, Stop and lift-off buttons. Full control layouts are in Desktop controls and Touch controls.

Landing by hand#

You can also land yourself. Stop with X, cut the throttle and ease down with F. Touchdown only happens below 12 m/s, so come in slowly and level.

Hulls that can't land#

Some hulls are simply too big for a planet. The Behemoths and Worldships stay in orbit: they can't use planetary pads or the landing assist and never touch down on a planet or a moon. They also moor outside orbital stations instead of docking inside. See Ship classes.

Orbit-only hulls
HullClass
AsterionBehemoth
NacreBehemoth
BorealisBehemoth
OphionBehemoth
MeridianBehemoth
TellurionWorldship

From the game's own data

A fleet of ships holding position high above the curve of a planet
A fleet holding over a world. The largest hulls never leave orbit.

Planetary harvesting#

Every ship carries a small onboard collector, so you don't need any module to start gathering. Land on a world, then choose Gather in the landing controls (or Collect water for Heavy Water). The collector fills your hold every few seconds and trains the Harvesting skill until you stop or your hold is full.

Planetary resources
ResourceNeedsFound onPer cycle at that levelPer cycle at 99Per hour at 99
Bio-OrganicsHarvesting 1Temperate, Ocean, Jungle152213,200
Heavy WaterHarvesting 1Temperate, Ocean, Jungle, Glacial8127,200
Rare EarthsHarvesting 10Jungle, Desert, Volcanic, Barren, Toxic695,400
Magmatic SaltsHarvesting 25Volcanic, Toxic574,200

One collector cycle takes 6 seconds before perks. Yields are for a ship with no harvest tools fitted. From the game's own data

The Resources window lists every planetary material, the worlds that hold it and a Travel to nearest world button. Rare Earths and the volcanic resources are worth more per unit, so higher Harvesting levels pay off quickly.

Harvest tools and the Furrow#

  • Augers fit in low slots and raise every harvest: Regolith Auger and Deep Auger Array.
  • The Furrow is a dedicated planetary harvester (a Prospector) with +30% harvest yield, four low slots for augers and a 1,400 m³ hold.
  • Harvest tools and hull bonuses multiply together, up to three times the base yield.
Harvesting perks
Level 20: Collector Tuning I
Collector cycles run 4% faster.
Level 35: Deep Sampling
One cycle in twelve also brings up a batch of another resource the world holds.
Level 50: Collector Tuning II
Collector cycles run another 4% faster.
Level 60: Rich Pockets I
5% of collector cycles bring up a double haul.
Level 70: Frontier Harvesting
+10% harvest yield on worlds in Contested and Lawless space.
Level 80: Collector Tuning III
Collector cycles run another 4% faster.
Level 90: Master Collector
Another 5% of collector cycles bring up a double haul.

Two skill synergies tie Harvesting and Colonization together: Homestead Stores (Harvesting and Colonization) makes your colonies' farms grow more food, and Civic Command (Leadership and Colonization) trims colony upkeep. See Synergies.

Founding a colony#

Colonies are a city builder inside the game. Every landable world has 8 surveyed plateaus. Claim one, zone districts, add services and landmarks, and your colonists build the rest while you fly. The population pays taxes into the colony treasury, and you collect them.

A colony city at night, its towers and streets lit up across a flat plateau
A grown colony at night. Every colony in a system is visible to everyone who flies past.
  1. Open Colonies

    Open Colonies from the menu and go to Found a colony. The Skills window also has a Travel to nearest button for a world to settle.

  2. Pick a world

    Choose a planet in your current system. The wizard shows its starting habitability and whether the first colonists will live under a dome.

  3. Pick a site

    Choose one of the surveyed plateaus. Sites other pilots already hold show their owner.

  4. Name it and sign the charter

    Give it a name (3 to 28 letters, digits and spaces) and pay the ₡50,000 charter. You must be in orbit of the planet or docked at one of its stations.

Part of the charter fee seeds the new treasury with ₡10,000 to cover running costs for the first days. You start as an Outpost with a command hub at the center and a ring of open ground around it.

How many colonies you can hold#

The Colonization skill sets how many charters you may hold and how many construction crews each colony gets. Every pilot can found their first colony right away.

Colony slots and construction crews
LevelColoniesWith the Vanguard CharterConstruction crews
Colonization 1122
Colonization 25233
Colonization 50344
Colonization 75455
Colonization 99566

From the game's own data

Training Colonization#

  • Founding a colony, building, colony growth, milestones and collecting taxes all train Colonization.
  • Visiting other pilots' colonies trains it too: land at someone else's colony once a day for a little Colonization and Exploration XP.
  • Helping defend someone's colony from a raid pays Colonization XP too.

Selling, gifting and abandoning#

The Charter exchange tab lets you buy a developed colony from another pilot, or list your own (from its Settings) publicly or for a named pilot. The buyer pays a 2% transfer fee (minimum ₡250) and needs a free charter slot and the charter's Colonization level. Offers expire after 7 days, and editing the colony cancels its offer. Your skill XP always stays with you.

Zones, supplies and growth#

A colony is a 24 by 24 grid of 64 m tiles on its plateau. Open your colony and use the Build tab to place things, the Depot tab for supplies and the Overview tab for its numbers. You can place up to 64 tiles at a time, and clearing a tile costs ₡500.

Zoning#

You don't build homes and shops one by one. You zone tiles, and colonists build on them by themselves whenever there is demand. Each district then densifies one level at a time, and every step takes construction supplies from the colony depot.

Habitat
Homes. They follow jobs, happiness and land value. Parks, forests and lakes nearby raise land value; heavy industry next door lowers it, and nobody builds towers beside a smelter.
Industry
Workshops and factories. Lots of jobs, but also pollution.
Commerce
Shops and offices. Jobs plus a boost to tax income.
Agriculture
Greenhouses and vertical farms. They feed the colony; colonists without local food eat expensive imports, which shows up as upkeep.
Zone levels: what each step provides
Zone levels
ZoneLevelProvidesPower / waterUpkeep per hour
Habitat (₡1,500 a tile)Level 160 homes1 / 1₡2
Level 2320 homes2 / 2₡6
Level 31,400 homes3 / 3₡16
Level 45,200 homes5 / 5₡40
Industry (₡2,000 a tile)Level 150 jobs2 / 1₡3
Level 2220 jobs4 / 2₡8
Level 3800 jobs7 / 4₡20
Level 42,600 jobs11 / 6₡48
Commerce (₡2,000 a tile)Level 135 jobs1 / 1₡3
Level 2160 jobs2 / 2₡8
Level 3700 jobs4 / 3₡20
Level 42,500 jobs8 / 5₡45
Agriculture (₡1,000 a tile)Level 1900 food, 15 jobs1 / 2₡1
Level 23,500 food, 40 jobs2 / 4₡3
Level 312,000 food, 90 jobs4 / 6₡7

From the game's own data

The depot#

Districts grow from supplies in the colony depot: ordinary market goods such as Ferrium, Siliqon, Hull Plating and Power Cells. If something runs out, growth stalls and the colony shows what it is waiting for, along with what the next few steps will need.

  • Fly it down: land on the colony's plateau and unload cargo straight into the depot (or load from it).
  • Ship it as freight: dock at a station in the same system and send items between that station's hangar and the depot. Freight costs ₡4 for every m³ of cargo, with a minimum of ₡100.
  • Vanguard items can't be stored in a colony depot.

What limits density#

  • Your charter: an Outpost only grows level 1 districts; each charter upgrade allows taller ones (see Charters, taxes and upkeep).
  • Habitability: a domed colony builds low (see Terraforming).
  • Power and water: a real shortage stops all densifying until you fix it.
  • The skyline: towers rise downtown near the hub, mid-rises further out and low-rise suburbs at the edge. High land value lifts a habitat tile one level higher.

Services and landmarks#

Services keep the lights on and the colonists healthy. Landmarks are big, slow projects that add happiness and prestige. Each costs credits up front, takes supplies from the depot, needs a Colonization level and charter, and has a running cost every hour once it's finished.

Services and landmarks
BuildingCostSuppliesNeedsBuild timeUpkeep per hourMax
Fusion Plant₡80,000160 Pyronite, 14 Power Cell, 80 CobaltiumColonization 1, Outpost1 h₡70Any
Water Reclamation₡40,000200 Ferrium, 80 Heavy WaterColonization 1, Outpost45 min₡35Any
Research Campus₡80,0008 Quantum Processor, 20 AureliteColonization 10, Settlement1 h 30 min₡803
Medical Center₡60,00040 Medical Supplies, 80 SiliqonColonization 5, Outpost1 h₡50Any
Defense Grid₡90,0004 Shield Emitter, 12 Hull Plating, 6 Power CellColonization 15, Settlement1 h 30 min₡704
Colony Spaceport₡150,00020 Hull Plating, 4 Thruster Assembly, 40 Cryo IsotopesColonization 20, Settlement2 h₡1201
Atmosphere Processor₡250,000120 Cryo Isotopes, 80 Magmatic Salts, 20 Power Cell, 4 Thruster AssemblyColonization 25, Settlement3 h₡1504
Climate Regulator₡180,00060 Cryo Isotopes, 12 Power Cell, 80 CobaltiumColonization 35, Settlement2 h₡1003
Beacon Tower₡2,000,000200 Aurelite, 40 Void Matter, 30 Quantum Processor, 60 Hull PlatingColonization 60, City12 h₡3001
Grand Biodome₡1,200,000800 Bio-Organics, 400 Heavy Water, 300 Siliqon, 6 Shield EmitterColonization 45, Township8 h₡2001
Orbital Elevator₡8,000,00040 Xetium, 200 Void Matter, 10 Warp Coil, 400 Hull Plating, 40 Thruster AssemblyColonization 85, Metropolis48 h₡6001
Exodus Monument₡400,00060 Aurelite, 200 CobaltiumColonization 30, Settlement4 h₡601

Base build times. Every Colonization level shortens them (by about 36% at Colonization 89), and the Master Planner perk at 90 takes off another 10%. From the game's own data

Services and landmarks are built by your construction crews, one project per crew (more crews come every 20 Colonization levels). Parks, forests, lakes and plazas use separate landscaping crews, so a big planting never blocks a power plant.

Landscaping#

Parks, forests, lakes and plazas (per tile)
FeatureCostSuppliesBuild timeWhat it does
Park₡2,00020 Bio-Organics10 minMeadows, paths and a few trees. Raises nearby habitat value.
Forest₡5,00060 Bio-Organics, 15 Heavy Water30 minPlant a stand of trees. Saplings mature over a day; mature forest cleans the air and adds habitability.
Lake₡8,000150 Glacite45 minExcavate a basin and flood it with melted ice. Supplies water, cools the climate and makes prime waterfront.
Plaza₡8,00020 Ferrium10 minPaved square with fountains and market stalls. A little happiness and land value.

From the game's own data

Terraforming and habitability#

Habitability is how livable your world is. Temperate, Ocean and Jungle worlds start almost perfect. Harsh worlds start below 50%, so the first colonists live under a dome: it costs extra upkeep, colonists are less happy, and districts stay low.

Below 35%
Under the dome, districts grow to level 2 at most.
35% to 50%
Still domed, districts grow to level 3.
50% and up
The dome comes down. The colony grows in the open air and districts can reach level 4.

Raising habitability#

  • Atmosphere Processors (up to 4) and Climate Regulators (up to 3) raise habitability every day. Each further one of the same kind adds a little less than the one before.
  • Mature forests, lakes and the Grand Biodome add a smaller nature bonus on top.
  • Every world type has a ceiling it can't go past, shown in the table below.
Starting habitability and terraforming
WorldStarts atCan reachStarts domedDome lifts after
Temperate85%100%NoOpen air from day one
Ocean80%100%NoOpen air from day one
Jungle75%100%NoOpen air from day one
Desert45%95%Yesabout 1 day
Glacial35%90%Yesabout 3 days
Volcanic15%75%Yesabout 6 days
Barren10%80%Yesabout 7 days
Toxic20%85%Yesabout 6 days

The last column assumes every Atmosphere Processor and Climate Regulator is running, before any nature bonus. From the game's own data

Two milestones reward terraforming a domed world: First Breath, when the dome comes down, and Garden World, when habitability reaches 75%. Prestige also rises with how far you have lifted a harsh world.

Charters, taxes and upkeep#

Colonies run in 10-minute cycles. Every cycle, people move in or out toward the housing on offer, districts grow, research accrues and taxes flow into the treasury while upkeep flows out.

Charter upgrades#

Upgrading the charter surveys more land around the hub and allows taller districts. Each step needs a Colonization level, credits and supplies in the depot.

Colony charters
CharterNeedsCostSupplies from the depotBuildable tilesTallest districts
OutpostColonization 1₡50,000None32Level 1
SettlementColonization 12₡750,0001,500 Ferrium, 24 Hull Plating, 8 Power Cell88Level 2
TownshipColonization 30₡3,000,0001,200 Cobaltium, 70 Hull Plating, 24 Power Cell, 10 Quantum Processor180Level 3
CityColonization 50₡10,000,0003,500 Cobaltium, 180 Hull Plating, 36 Quantum Processor, 10 Shield Emitter300Level 4
MetropolisColonization 70₡30,000,000260 Void Matter, 420 Hull Plating, 100 Quantum Processor, 10 Warp Coil468Level 4

From the game's own data

Taxes#

Income grows with population, happiness, employment and commerce. A Colony Spaceport, the Orbital Elevator and the Orbital Trade technology add to it. You choose the tax rate:

Low
Less income, happier colonists.
Normal
The default balance.
High
More income, but a clear happiness penalty.

Press Collect to move the treasury into your wallet. The treasury holds at most 24 hours of income (and never less than ₡25,000 of room); anything earned past that is lost, so collect at least once a day.

Upkeep and happiness#

Buildings and districts cost upkeep every hour. If the treasury can't cover it, services are cut back and happiness drops for a while. The Overview tab breaks happiness down into its parts: healthcare, security, nature and open space, landmarks and amenities, pollution, unemployment, power, water and food shortages, life under the dome, your tax rate and clanmates' colonies on the same planet.

Research#

Research Campuses produce research points. Spend them in the Research tab on colony technologies:

Colony technologies
TechnologyResearch pointsEffect
Vertical Farming200Farms grow 50% more food.
Fusion Tuning400Fusion plants deliver 25% more power.
Smart Grid600Colony upkeep −8%.
Genetic Forestry900Forests mature twice as fast and count 50% more toward land value.
Weather Control1,200Storm damage −75%.
Orbital Trade2,000+10% tax income.

From the game's own data

Colony milestones
  • 1,000 colonists
  • 10,000 colonists
  • 50,000 colonists
  • 100,000 colonists
  • A quarter million
  • Half a million
  • A million souls
  • First Breath: the dome comes down
  • Garden World
  • Inland Sea (20 lakes)
  • Township charter
  • Metropolis charter
  • First landmark

The Rankings tab lists the cluster's most prestigious colonies. Prestige grows with population, happiness, landmarks, lakes and forests, terraforming and visitors.

Events and raids#

Now and then something happens to your colony. The colony's event history shows each one.

Storms
Each world type has its own weather: dust storms, blizzards, monsoons, acid rain, ash falls and more. A storm lowers happiness for a few hours and can wreck a district, which then rebuilds. Climate Regulators and the Weather Control technology soften them. On Barren worlds it's a meteor shower, and a Defense Grid shoots down every fragment.
Discoveries
Surveyors find ruins (research points) or a cache of resources for the depot. Research Campuses make discoveries more common and richer.
Trade booms
Tax income rises by 20% for 8 hours. More likely in a colony with plenty of commerce.
Festivals
Colonists celebrate in the parks and plazas: a happiness boost.
Immigrants
A wave of settlers arrives when you have spare housing.
Epidemics
Large colonies without enough healthcare can suffer an epidemic. Medical Centers prevent them.

Hollow Crown raids#

Once a colony is a Settlement or bigger, the Hollow Crown pirates take an interest in its treasury. Raids are far more frequent in Contested and Lawless space than in Secure space. They come in two forms.

  • Live raids: while pilots are in the system, a strike group can arrive and circle low over the colony. Everyone in the system is alerted and has 12 minutes to shoot the raiders down. Larger colonies and rougher space bring heavier raiders.
  • Raids while nobody is around: they are settled in the background. A colony with enough Defense Grids drives them off; one without loses part of its treasury and may lose a district.

Beat a live raid and the colony rallies with a happiness boost. Every pilot who stayed to fight (other than the owner) splits a thank-you from the treasury, up to ₡25,000 each, and earns Colonization XP. Fail, and the raiders loot part of the treasury and wreck a district.

The Greenhouse (Xenobiology)#

Every station has a members' Greenhouse Bay. Open it from the Vanguard menu (the Greenhouse tab) or a station's Vanguard Skills service while docked. Buy a strain's seed stock, plant it with Bio-Organics from that station's hangar, and it grows in real time through four stages, even while you're offline. Come back to harvest in person: the crop goes into that station's hangar.

Strains
StrainXenobiologyGrows inSeed stockYieldThrives aboveNotes
Lumen Moss11 h₡30040 to 60 Bio-OrganicsTemperate, Jungle
Brinecap Kelp102 h₡80060 to 90 Food RationsOcean
Hollow Gourd103 h₡1,30090 to 116 Food RationsJungle, TemperateFestival seed stock only
Tidesilk Fern153 h₡1,20085 to 110 Heavy WaterOcean, GlacialCharter Reach and Lantern Veil bays only
Emberroot203 h₡2,00050 to 70 Magmatic SaltsVolcanic, Desert
Frostcap Shoots284 h₡3,00058 to 76 Cryo IsotopesGlacial
Frost Lantern305 h₡3,50044 to 56 Medical SuppliesGlacialFestival seed stock only
Mendleaf355 h₡5,00045 to 65 Medical SuppliesTemperate, Jungle
Salvemoss404 h₡4,00044 to 58 Medical SuppliesTemperate, JungleHybrid of Lumen Moss and Mendleaf
Starglass Lotus456 h₡6,000175 to 220 Rare EarthsGlacial, BarrenCharter Reach and Lantern Veil bays only
Glasswing Orchid508 h₡12,00028 to 40 Luxury GoodsGlacial
Bloomtide Blossom508 h₡11,00028 to 36 Luxury GoodsTemperate, OceanFestival seed stock only
Aureate Coral589 h₡14,00080 to 100 AureliteDesert, Volcanic
Duskbloom6510 h₡20,00022 to 32 Dusk ResinJungle, ToxicLawless bays only
Pulsebloom7010 h₡24,00016 to 20 XetiumGas Giant, ToxicCharter Reach and Lantern Veil bays only
Emberglass Orchid759 h₡18,00040 to 52 Luxury GoodsVolcanic, GlacialHybrid of Emberroot and Glasswing Orchid
Voidvine8012 h₡30,00055 to 75 Void MatterGas Giant, Barren
Novaheart Lily8816 h₡33,0007 to 9 Nova LatticeGas Giant, Glacial
Nightshade Crown9214 h₡30,00060 to 76 Void MatterGas Giant, ToxicHybrid of Voidvine and Duskbloom
Crownroot Bonsai9520 h₡42,00030 to 38 XetiumTemperate, Barren

From the game's own data

Duskbloom is a contraband crop: it only grows in Lawless bays, and Accord Marshals scan for its harvest in Secure space (see Law and security). Seasonal strains are sold only while their festival runs, then keep growing afterwards (see Seasons). A hybrid unlocks once you have harvested both of its parents.

Blight#

Blight can strike between growth stages. Diagnose it at the bay and treat it before the next stage, either with the right material from the station's hangar or by paying the bay's agronomist. Each untreated blight cuts the harvest to 60% of what it would have been, and three untreated blights wither the crop.

There are 3 kinds: Leaf Rust (orange pustules on the leaves; treat with Bio-Organics), Root Mites (wilting from the roots up; treat with Magmatic Salts) and Spore Bloom (mold and drifting spores; treat with Medical Supplies).

  • Compost doubles the growth medium and halves the blight chance.
  • A bay keeper costs 30% of the seed price and prevents blight entirely.
  • Each Xenobiology level raises yields and lowers the blight chance a little.

Bigger harvests#

A crop yields 25% more when the bay's station orbits a world the strain thrives on, and 15% more when you run a colony in the same system. Together with bay fittings, the bonus is capped at 40%.

Plots
LevelPlots in one bayWith every fitting you can installPlots across all bays
Xenobiology 1225
Xenobiology 10336
Xenobiology 25457
Xenobiology 45579
Xenobiology 656811
Xenobiology 8571013
Xenobiology 9971014

From the game's own data

Bay fittings (per bay, bought in order, plus materials from the station's hangar)
FittingNeedsCreditsEffect
Tray racksXenobiology 15₡120,000+1 plot in this bay
Climate controlXenobiology 35₡400,000+1 plot in this bay and crops planted here blight 40% less often
Full-spectrum lampsXenobiology 55₡1,200,000Crops planted here grow 10% faster
Misting arrayXenobiology 75₡3,000,000+1 plot in this bay and +5% yield (within the bay bonus cap)

From the game's own data

Moons#

Many planets have moons: small, airless bodies that really orbit their world. Gas giants always have at least two. Moons are named after their planet with a letter (a world's first moon is its "-a"), and you'll find them in the Tactical list alongside the other destinations.

Irregular moonlets
Lumpy, potato-shaped bodies a few kilometers across, with a giant crater and grooves.
Moons
Rounder bodies of 12 km radius or more around large worlds and gas giants, with dark plains and old craters.
Make-up
Each moon is basaltic, dusty silicate, carbon-rich, icy or iron-rich, which sets its colors and the deposits it tends to hold.

Flying to and landing on a moon#

  • Warp to a moon like any other destination. The game aims for where the moon will be when you arrive, and you drop out several kilometers above its highest ground.
  • Close to a moon you fly in its frame, so you can hover, land and park on a body that is racing around its planet without being dragged along.
  • Gravity is very low and there is no air, so descents are gentle and nothing heats your hull. Land here works just as on planets, and Take off climbs back to the drop-out height.
  • The outermost moon of some worlds is a captured body: on a steep or even backward orbit, and slowly tumbling.

Anyone can land on a moon. Drilling their deposits is the Vanguard skill Extracting, below. The Almanac's Moons tab explains deposits and rigs at a glance.

Extracting moon deposits#

Open Extracting from the menu or with [. The loop is survey, build, run, collect.

  1. Survey

    Buy a Seismic Beacon (₡30,000 at any trade hub), land on a moon and plant it. It maps the deposits around it, for you alone.

  2. Build

    Land within 350 m of a flat spot inside a mapped deposit and build a rig from a kit in your hold. Building pays a permit: ₡50,000 in Secure space, ₡20,000 in Contested and nothing in Lawless.

  3. Run

    The rig works on its own, burning Fusion Cartridges, until its fuel runs out or its hopper fills.

  4. Collect and refuel

    Land beside the rig, empty the hopper into your hold and load more cartridges. XP comes with every unit collected.

  5. Pack up

    To move a rig, empty its hopper and pack it up: the kit and any unburned cartridges come back.

Every trade hub stocks the Seismic Beacon, the Burrow Rig Kit and Fusion Cartridges. Heavier kits come from the largest foundries or your own manufacturing (see Manufacturing).

Deposits
DepositOreLightest rigExtractingSecurity bands
Grayfall regolith fieldGrayfall RegolithBurrow RigLevel 1Secure, Contested, Lawless
Ilmenite sand flatIlmenite SandBurrow RigLevel 10Secure, Contested, Lawless
Cold-trap iceCold-Trap IceBurrow RigLevel 20Secure, Contested, Lawless
Helium-3 regolithHelium-3 FinesAuger RigLevel 35Secure, Contested, Lawless
Rare-earth nodule bedRare-Earth NodulesAuger RigLevel 50Secure, Contested, Lawless
Impact glass strewnfieldImpact GlassCore BoreLevel 65Contested, Lawless
Meteoric iron seamMeteoric Iron-NickelCore BoreLevel 80Secure, Contested, Lawless
Core song veinCore Song CrystalTidal RigLevel 92Lawless (large moons only)

Every moon's first deposit is a Grayfall field, so a new driller always has somewhere to start. From level 20 up, some deposits are richer deep seams that need a Core Bore or a Tidal Rig. From the game's own data

Rigs
RigNeedsOutputHopper holdsTank holdsCartridges per hourDeep seams
Burrow RigExtracting 1×110 h12 h0.5No
Auger RigExtracting 30×1.2514 h16 h0.8No
Core BoreExtracting 60×1.4518 h20 h1.2Yes
Tidal RigExtracting 85×1.6524 h28 h1.6Yes

From the game's own data

Limits#

  • At most 3 of your rigs on one moon, 5 rigs on one deposit and 36 rigs on one moon, counting everyone's.
  • The survey office caps the value of moon ore an account may collect each day (the daily manifest).
Rig slots and daily manifest
LevelRigs across all moonsDaily manifest
Extracting 11₡233,000
Extracting 82₡324,000
Extracting 183₡454,000
Extracting 284₡584,000
Extracting 405₡740,000
Extracting 556₡935,000
Extracting 707₡1,130,000
Extracting 858₡1,325,000
Extracting 909₡1,390,000

From the game's own data

Siphons#

Rigs can't be destroyed, but in Contested and Lawless space other pilots can tap a rig's hopper. A tap means landing nearby and holding still for 40 seconds, and it takes a share of the hopper. Each rig can only be tapped once every few hours, clanmates can't tap each other, and a tap in Contested space marks the thief a criminal for 10 minutes. Secure space seals every rig, but Contested and Lawless deposits are richer.

Extracting perks
Level 12: Steady Bits I
Your rigs bring up 3% more (rigs only).
Level 22: Seismic Reading
Seismic Beacons map deposits 20% farther out.
Level 33: Fuel Discipline I
Rigs burn 10% fewer Fusion Cartridges (rigs only).
Level 45: Deep Hoppers
Rig hoppers hold 25% more before they stop (rigs only).
Level 52: Tamper Lock
Siphons take a quarter less from your rigs.
Level 62: Steady Bits II
Your rigs bring up another 3% more (rigs only).
Level 74: Fuel Discipline II
Rigs burn another 10% fewer Fusion Cartridges (rigs only).
Level 82: Prospector's Eye
One Seismic Beacon maps every deposit on the moon.
Level 90: Master Driller
One more rig, and your rigs bring up another 4% more (rigs only).

Dark Matter pockets#

From Extracting 5 you can also work Dark Matter pockets: pitch-black knots hanging off the plane of a system, ringed by a shimmering fringe. They appear in the Tactical list. Hold position near one with a harness in your hold and start a run: every cycle burns Containment Cells, draws Dark Matter from the pocket's shared reserve and sometimes turns up something the pocket had swallowed.

Dark Matter harnesses
HarnessNeeds
Dark Matter Harness IExtracting 5
Dark Matter Harness IIExtracting 25
Dark Matter Harness IIIExtracting 50
Dark Matter Harness IVExtracting 80

From the game's own data

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