20.2.2 AETHERSHIP MODULES
See also AETHERSHIP, AETHERSHIP CREWS, AETHERSHIP ARTIFACTS, AETHERSPACE, AETHERSPACE ENCOUNTERS, AETHERSPACE ENVIRONMENTS All aetherships are constructed using ship modules, starting with an algontherine egg which releases the extraplanar entity which transforms a manse into a ship. After that, other modules may be added, though each module requires its own separate room. Algontherine Egg - Infuses an aethermanse with an algontherine entity, turning it into an aethership. - Go to an empty room in an aethermanse and ACTIVATE EGG. - You can only have one algontherine on an aethership. Empathic Grid Module - Creates an empathic grid throughout an aethership, capable of healing and communicating through aetherspace. - Go to an empty room in an aethermanse and ACTIVATE <module>. - You can only have one empathic grid on an aethership. Battle Turret Module - Creates a battle turret on an aethership. - Go to an empty room in an aethermanse and ACTIVATE <module>. - You can have up to three battle turrets on an aethership. Energy Collector Module - Creates an energy collector on an aethership. - Go to an empty room in an aethermanse and ACTIVATE <module>. - You can have any number of energy collectors on an aethership. Shield Orb Module - Creates a shield generator on an aethership. - Go to an empty room in an aethermanse and ACTIVATE <module>. - You can have one shield orb on an aethership. Ramhead Module - Creates a ramhead on an aethership. - Go to an empty room in an aethermanse and ACTIVATE <module>. - You can have one ramhead on an aethership. Aetherhold Module - Holds glaetherial dust. - See HELP AETHERCOMMERCE for more details. Ship Hull - Ship hull can be upgraded with SHIP UPGRADE from within your ship. - Each upgrade is 150,000 gold and will increase the hull by 50. - Rooms may be consumed with SHIP CONSUME HULL <direction> - It will destroy the room, all objects inside the room, and add it to your hull free of charge. - Upgrading the hull has a prerequisite number of rooms to upgrade past certain hull thresholds. - Hull: 5,000 No prerequisite - Hull: 10,000 Minimum 5 rooms - Hull: 25,000 Minimum 10 rooms - Hull: 50,000 Minimum 15 rooms - Hull: 75,000 Minimum 20 rooms - Hull: 100,000 Minimum 25 rooms Module Permissions ------------------ Once activated you may modify the permissions on your modules such that certain groups may or may not use them. This is done using the following syntaxes: MODULE PERMS/PERMISSIONS ADD <permissions> MODULE PERMS/PERMISSIONS REMOVE <permissions> MODULE PERMS/PERMISSIONS CLEAR MODULE PERMS/PERMISSIONS SHOW