PSSItems
This page contains general information about the item system in the computer game "Pixel Starships", as well as crafting sequences for what I personally find the most important items in the game.
The most up-to-date reference for items and recipes is Pixyship. The information on the PSS Wiki is better organized, though, but it sometimes is a bit outdated:
Introduction
Items are a kind of resource available to the player. Unlike Minerals or Gas or Starbux, which are currency-like and uniform resource types, items are quite varied and have names.
General characteristics of items:
- All items occupy a separate storage area in your ship. A ship can only store a limited number of items. The available storage can be dramatically increased by using the Warehouse room.
- All items can be sold in the in-game marketplace, named "Gbay". To be able to sell items on Gbay you must have researched "Commerce" in the Laboratory room. Any item can be sold for any amount of either Minerals, Gas or Starbux. In-game the crafting process starts when you tap an item's icon in the item storage view and select the "Sell" button.
- The major part of items can be used for crafting other, higher-class items. In-game the crafting process starts when you tap an item's icon in the item storage view and select the "Upgrade" button.
- All items can be categorized as either consumable or non-consumable. A consumable item that is used generates a one-time effect and then disappears. A non-consumable item generates a permanent effect while you have it in your ship's storage. Equipment items and module items are non-consumable, all other item types are consumable.
The following types of items exist:
- Equipment. These are items that can be equipped by crew members. An equipment item takes up storage space even when it is equipped by a crew member. An equipment item goes into one of five different equipment slots that a crew member can have. A given crew member does not have all 5 equipment slots at the same time, she generally has only 2 out of the 5 possible slots (at least I have seen only 2 so far). The 5 slots are:
- Head
- Body
- Leg
- Weapon
- Accessory
- Modules. These are items that can be placed into rooms. A module item takes up storage space even when it is placed in a room. There are 3 categories of modules:
- Barriers
- Landmines
- Sprinklers
- Basic materials. These items do nothing of their own, their only use is to craft other items. Examples: Void Particle, Carbon (C), Dolores Head.
- Training items. When used these items boost one or more of a crew members stats.
- Supply crates. When used these items release a certain amount of Minerals or Gas into your ship's Mineral or Gas storage. Supply crates can also be donated to your fleet, whereupon they are converted to supply boxes.
- Gambling items. The only known item of this type is the Scratchy.
- Immunity items. When used these items provide you with immunity from PVP attacks for a certain amount of time.
- Containers. When used these items drop several other items. Example: Quantum Container.
- Stickers. When used these items adorn your ship's outer hull. To be able to use these items you must have researched "Stickers" in the Laboratory room.
Basic materials
Void Particle
- x25 = Gold (Au)
- x22 = Titanium (Ti)
- x29 = Silicon (Si)
- x1 = Scrap Fragment x7 = Scrap Iron (Fe)
- x1 = Carbon Fragment, x7 = Carbon (C)
Scrap Fragment
- x7 = Scrap Iron (Fe)
Carbon Fragment
- x7 = Carbon (C)
Stardust
- Stardust is generated by recycling Equipment items. You gain the ability to recycle Equipment items by researching Atomic Dissassembly in the Laboratory. This research becomes available at Laborary level 7, which in turn requires ship level 8.
- Once the research has completed a new option "Recycle" becomes available when you tap Equipment items in the inventory. To reiterate: Only Equipment items can be recycled, other item types cannot be recycled.
- Generally speaking, higher level items recycle into higher level stardust, but there is a heavy RNG element to it. According to the PSS wiki, recycling can yield 1-3 stardust of either one rarity above, on, and below the recycled item's rarity. All resulting stardust has the same level. Note that Epic Stardust is the rarest type of stardust!
- I believe I have also seen Common Stardust sometimes being awarded for completing an objective.
- x2 Common Stardust = Repair Kit
- x2 Common Stardust + x1 Elite Stardust = Three Days Immunity
- x2 Common Stardust + x2 Elite Stardust = Espresso Shot (Restores crew fatigue)
- x1 Common Stardust = Dummies' Guide To The Galaxy (+100 XP)
- x2 Common Stardust = Beginner's Guide To The Galaxy (+300 XP)
- x3 Common Stardust + x1 Elite Stardust = Traveler's Guide To The Galaxy (+1k XP)
- x2 Common Stardust + x2 Elite Stardust = Wanderer's Guide To The Galaxy (+3k XP)
- x2 Elite Stardust + x1 Unique Stardust = Advanced Guide To The Galaxy (+10k XP)
- x3 Common Stardust + x1 Elite Stardust + x2 Unique Stardust = Expert Guide To The Galaxy (+20k XP)
- x1 Epic Stardust = Winner's Guide To The Galaxy (+40k XP)
- x5 Common Stardust + x5 Elite Stardust + x3 Unique Stardust + x2 Epic Stardust = Love Renovation Kit
- x20 Common Stardust + x20 Elite Stardust + x20 Unique Stardust + x20 Epic Stardust = Pink EMP Cannon Renovation
- x1 Unique Stardust + x1 Epic Stardust = Memory Eraser (resets crew training progress)
- x1 Unique Stardust + x1 Epic Stardust = Starmap Wrap (hull wrap)
- x1 Unique Stardust + x1 Epic Stardust +x2 Magpie of Determination and Faith = Magpie of Love and Destiny (Stamina +23, Random +?)
Moon Cake Cut
- I obtained this material at ship level 7 from intercept mission 2 on the Ross System Expedition. The material is probably available only seasonal (but I don't know when).
- x50 = Smart Moon Cake (randomly generates an academy stat training item)
- x50 = Healthy Moon Cake (randomly generates a physical stat training item)
Modules
Barriers
Barriers boost a room's HP, but without affecting its energy production or consumption. Barriers can become damaged or destroyed during a battle. Damaged/destroyed barriers can be repaired, but only after the battle has finished.
Regular barriers crafting sequence:
- Silicon x6 = Sandbag (+2 HP) x3 + 2 Carbon (C) = Bricks (+3 HP) x3 + 2 Carbon (C) = Concrete Barrier (+4 HP) x4 + 4 Scrap Iron (Fe) = Steel Barrier (+5 HP)
- 1 Concrete Barrier = 54 Silicon (Si), 6 Carbon (C)
- 1 Steel Barrier = 216 Silicon (Si), 32 Carbon (C), 4 Scrap Iron (Fe)
Plant barriers crafting sequence:
- Pot Plant (+2 HP) x3 + x2 Carbon (C) = Planter Box (+3 HP) x3 + 3 Carbon (C) = Succulent (+4 HP) x4 + 4 Scrap Iron (Fe) = Super Succulent (+5 HP)
- 1 Super Succulent = 36 Pot Plant, 24 Carbon (C), 4 Scrap Iron (Fe)
- Pot Plant cannot be crafted. I currently don't know how to obtain a Pot Plant.
Other non-craftable barriers:
- Sandbug (+2 HP)
- Zaki Barrier (+6 HP)
- Energy Barrier (+6 HP)
Landmines
When an enemy crew member enters a room with a landmine in it, the landmine explodes after a short delay of 40 frames, or 1 second (confirmed by Kildare in PSS Discord and by measuring a battle video). When the landmine explodes it deals its damage to all crew members in the room - regardless of whether they are friendly or enemy crew members! The landmine does not damage the room. The amount of damage increases with higher-level landmines. Several landmines in the same room combine their damage.
The delay can be useful because another enemy boarder might enter the room on the heels of the first one, thus multiple boarders could be damaged or killed by a single landmine. On the other hand, the delay could also cause friendly crew members who rush in to defend to be hit by the explosion.
Landmines can be temporarily or permanently disabled. If a landmine is already triggered to explode, it will not explode while the disabling effect exists. AFAIK, at the time of writing (November 2019) the following rules apply:
- The System Hack crew ability permanently disables a landmine.
- EMP damage to the room temporarily disables landmines in that room. After the EMP effect wears off, there is 0.5 seconds delay until the landmine becomes re-armed. A notable EMP source is the SavySoda and Ardent crew collection bonus. See this wiki page for full details on EMP and its effects on landmines.
Landmines can be destroyed when ship weapons deal damage to the room that contains the landmine. A landmine is also "destroyed" when it explodes. A destroyed landmine cannot be repaired during a battle. The landmine must be repaired after the battle has finished. Repairing a landmine costs a small amount of Minerals.
Regular landmines crafting sequence:
- Scrap Iron (Fe) x6 = Proximity Mine (4 damage) x3 + 1 Silicon (Si) = C4 Mine (+6 damage) x5 = Semtex Mine (+8 damage) x6 = Nuclear Mine (+10 HP)
- 1 Nuclear Mine = 540 Scrap Iron (Fe), 30 Silicon (Si)
Xmas landmines crafting sequence:
- Xmas Deco Mine (4 damage) x3 = Xmas Grenade Mine (6 damage) x5 = Xmas Gift Mine
- 1 Xmas Gift Mine = 15 Xmas Deco Mine
Other landmines:
- Retro Game Console (10 damage)
- Firework Mine (8 damage)
Sprinklers
Sprinklers extinguish fire in the room they are placed in. A sprinkler is activated when a fire ignites in the room that the sprinkler is located in. The module never breaks and keeps working even if the room it is located in is destroyed. A sprinkler can be EMP'd. An EMP'd sprinkler does not activate when a fire is ignited. See this wiki page for more details on EMP and its effects on sprinklers.
When a sprinkler is activated it simply reduces the length of the fire by a percentage that depends on the sprinkler's fire resistance stat: (Duration * 100) / (100 + Fire Resistance)
.
Sprinkler crafting sequence:
- Scrap Iron (Fe) x7 + Silicon (Si) x1 = Water Sprinkler (50 fire resistance, or reduce fire length by 1/3) x5 = Pressure Sprinkler (60 fire resistance, or reduce fire lengthby 3/8) x6 = Foaming Sprinkler (70 fire resistance, or reduce fire length by 41%) x7 = Pneumatic Sprinkler (80 fire resistance, or reduce fire length by 44%)
- 1 Pneumatic Sprinkler = 1470 Scrap Iron (Fe), 210 Silicon (Si)
Equipment
Attack-boosting equipment
The highest Attack boost that any equipment can provide is +0.9 (Captain's Skullmet). The usual maximum boost of other equipment is +0.7 Attack. Some pieces of Attack-boosting equipment require exotic ingredients to craft, in this section I'm listing only those crafting sequences that involve basic materials. If followed to the last, the end piece of each of these sequences has a good boost (in the case of Captain's Skullmet the best available), so assuming that you're willing to spend all those hundreds of materials they are a good investment.
Captain's Skullmet
- Carbon (C) x3 = Skullcap (+0.1 Attack) x3 = Skullmet (+0.3 Attack) x4 = Horned Skullmet (+0.5 Attack) ) x4 = Raider Skullmet (+0.7 Attack) x4 + 1 Dark Matter (Dm) = Captain's Skullmet (+0.9 Attack)
- 1 Captain's Skullmet = 576 Carbon (C), 1 Dark Matter (Dm)
Golden Combat Armor
- Scrap Iron (Fe) x7 = Combat Armor (+1 HP) x5 + 7 Titanium (Ti) = Improved Combat Armor (+2 HP) x5 + 3 Gold (Au) = Golden Combat Armor (+0.5 Attack)
- 1 Golden Combat Armor = 175 Scrap Iron (Fe), 35 Titanium (Ti), 3 Gold (Au)
Large Axe
- Scrap Iron (Fe) x5 = Small Axe (+0.2 Attack) x3 = Medium Axe (+0.4 Attack) x4 = Large Axe (+0.6 Attack)
- 1 Large Axe = 60 Scrap Iron (Fe)
Epic Combat Helmet
- Scrap Iron (Fe) x6 = Combat Helmet (+0.2 Attack) x6 + 6 Titanium (Ti) = Improved Combat Helmet (+0.3 Attack) x5 + 5 Gold (Au) = Golden Combat Helmet (+0.4 Attack) x5 = Epic Combat Helmet (+0.6 Attack)
- 1 Epic Combat Helmet = 900 Scrap Iron (Fe), 150 Titanium (Ti), 25 Gold (Au)
- Note: I'm listing this crafting sequence merely because I researched it at one time. In my opinion it's not worth following this crafting sequence because the end result is quite inferior to Captain's Skullmet but the material cost exceeds the one for Captain's Skullmet. Admittedly, the sequence uses Scrap Iron (Fe) instead of Carbon (C) as the base material, but I would rather spend the Srap Iron (Fe) on crafting a Golden Combat Armor or Large Axe, especially because these go into different equipment slots than Captain's Skullmet and Epic Combat Helmet (which both occupy the Head slot). Since not all crew members have a Head slot, it's better to craft equipment for other slots as well.
Other craftable Attack-boosting equipment
- Carbon (C) x5 + Scrap Iron (Fe) x1 = Fantom (+0.2 Attack)
Other non-craftable Attack-boosting equipment
- Sentinel (+0.2 Attack)
HP-boosting equipment
Dark Matter Armor
- Scrap Iron (Fe) x7 = Combat Armor (+1 HP) x5 + 7 Titanium (Ti) = Improved Combat Armor (+2 HP) x7 + 30 Titanium (Ti) = Titan Armor (+3 HP) x3 + 3 Dark Matter (Dm) = Dark Matter Armor (+3 HP)
- 1 Dark Matter Armor = 735 Scrap Iron (Fe), 147 Titanium (Ti), 3 Dark Matter (Dm)
Dark Matter Helmet
- Scrap Iron (Fe) x6 = Combat Helmet (+0.2 Attack) x6 + 6 Titanium (Ti) = Improved Combat Helmet (+0.3 Attack) x7 + 7 Titanium (Ti) + 7 Silicon (Si) = Assault Helmet (+1 HP) x6 + 10 Titanium (Ti) = Heavy Assault Helmet (+2 HP) x3 + 3 Dark Matter (Dm) = Dark Matter Helmet (+3 HP)
- 1 Dark Matter Helmet = 4536 Scrap Iron (Fe), 912 Titanium (Ti), 126 Silicon (Si), 3 Dark Matter (3 Dm)
Power Gauntlet
- Scrap Iron (Fe) x7 + Titanium (Ti) x3 = Gauntlet (+1 HP) x5 = Fit Fist (+2 HP) x3 + 1 Unknown Material = Iron Fist (+3 HP) x4 + 2 Dark Matter (Dm) + 1 Unknown Material = Power Gauntlet (+4 HP)
- 1 Power Gauntlet = 420 Scrap Iron (Fe), 180 Titanium (Ti), 5 Unknown Material, 2 Dark Matter (Dm)
Scoped Med Spoon
- Scrap Iron (Fe) x8 = Med Spoon (+1 HP) x4 = Triggered Med Spoon (+2 HP) x8 + 1 Unknown Material = Scoped Med Spoon (+3 HP)
- 1 Scoped Med Spoon = 256 Scrap Iron (Fe) + 1 Unknown Material
Rocket Pig
- Fantom x5 + Steak x2 = Propeller Pig (+2 HP) x3 = Flappy Pig (+3 HP) x3 = Rocket Pig (+3 HP)
- 1 Rocket Pig = 225 Carbon (C), 45 Scrap Iron (Fe), 18 Steaks
Energy Shield crafting sequence:
- Scrap Iron (Fe) x12 = Tin Shield (+1 HP) x3 + 5 Gold (Au) + 3 Sandbag = Heavy Shield (+2 HP) x2 + 5 Titanium (Ti) + 3 Concrete Barrier = Riot Shield (+3 HP) x3 + 3 Steel Barrier + 1 Focus Shiv = Energy Barrier (+4 HP)
- 1 Energy Shield = 228 Scrap Iron (Fe), 30 Gold (Au), 15 Titanium (Ti), 1242 Silicon (Si), 150 Carbon (C), 1 Unknown Material
Other craftable HP-boosting items
- Carbon (C) x4 + Unknown Material x2 = Flying Husky (+3 HP) x3 = King Husky (+3 HP)
- Carbon (C) x4 + Unknown Material x2 = Flying OrangeBun (+3 HP)
Other non-craftable HP-boosting items
- Football (+1 HP)
- Soccer Ball (+1 HP). Can be obbtained from a Scratchy or bought from the Drop Ship (I don't remember which one).
- Pink Scarf (+1 HP). Can be obtained from a Scratchy. Possibly other sources as well.
- Santa Costum (+1 HP)
- Ragdoll Mask (+2 HP)
- Head Lice (+1 HP)
- ZAKI Heavy Armor (+3 HP)
- Hitchhiker's Towel (+1 HP)
Special Ability-boosting equipment
The highest Special Ability boost that any equipment can provide is +21%. These items appear to be unobtainable for me, so the next best boosts that are obtainable are betwen +17% and +20%. The most interesting ones (because it appears they don't use excessive amounts of materials are):
- 9Bit Helmet (+16% Special Ability): Only 3 8Bit Helmets are required, and these already provide a nice +10% boost. The only question is where I can obtain 8Bit Helmets - it seems they should be obtainable because their rarity is only Unique.
- Anonymous Mask (+18% Special Ability) and Emoji Helmet (+18% Special Ability): Both of these are uncraftable, but their rarity is only Unique, so in theory they should be obtainable somehow
Heavy Assault Armor
- Scrap Iron (Fe) x7 = Combat Armor (+1 HP) x5 + 7 Titanium (Ti) = Improved Combat Armor (+2 HP) x7 + 7 Titanium (Ti) = Assault Armor (+12% Special Ability) x6 + 7 Titanium (Ti) = Heavy Assault Armor (+20% Special Ability)
- 1 Heavy Assault Armor = 1470 Scrap Iron (Fe), 343 Titanium (Ti)
Extra Small Phone Max
- Scrap Iron (Fe) x5 + Silicon (Si) x1 = Phone (+7% Special Ability) x4 + 6 Silicon (Si) = Phone Extra Regular (+10% Special Ability) x5 + 10 Gold (Au) = Extra Small Phone (+15% Special Ability) x6 + 20 Silicon (Si) = Extra Small Phone Max (+18% Special Ability)
- 1 Extra Small Phone Max = 600 Scrap Iron (Fe), 320 Silicon (Si), 60 Gold (Au)
Aldara
- Unknown Material x1 = Mystic Egg (+8% Special Ability) x2 = Mystic Hatchling (+11% Special Ability) x2 = Mystic Chick (+14% Special Ability) x2 = Young Aldara (+17% Special Ability) x2 = Aldara (+19% Special Ability)
- 1 Aldara = 16 Unknown Material
Focus Saber
- Scrap Iron (Fe) x8 + Unknown Material x1 = Focus Shiv (+14% Special Ability) x5 = Focus Blade (+16 Special Ability) x8 = Focus Saber (+19% Special Ability)
- 1 Focus Saber = 320 Scrap Iron (Fe), 40 Unknown Material
La Paula
- Carbon (C) x3 + Scrap Iron (Fe) x3 = Second Hand Guitar (+6% Special Ability) x3 + 2 Silicon (Si) = Electric Guitar (+9% Special Ability) x3 = Squiji Guitar (+12% Special Ability) x3 = Gisbon (+16% Special Ability) x3 = La Paula (+17% Special Ability)
- 1 La Paula = 243 Carbon (C), 243 Scrap Iron (Fe), 54 Silicon (Si)
Gold Samurai Helmet
- Scrap Iron (Fe) x6 = Combat Helmet (+0.2 Attack) x6 + 6 Titanium (Ti) = Improved Combat Helmet (+0.3 Attack) x5 + 5 Gold (Au) = Golden Combat Helmet (+0.4 Attack) x4 + 25 Gold (Au) = Gold Samurai Helmet (+17% Special Ability)
- 1 Gold Samurai Helmet = 720 Scrap Iron (Fe), 120 Titanium (Ti), 45 Gold (Au)
Other craftable Special Ability-boosting items
- 8Bit Helmet (+10% Special Ability) x3 = 9Bit Helmet (+16% Special Ability)
- Sentinel (+0.2 Attack) x5 = Dark Sentinel (+5% Special Ability)
Other non-craftable Special Ability-boosting equipment:
- Anonymous Mask (+18% Special Ability)
- Emoji Helmet (+18% Special Ability)
- Rabbit Ears (+9% Special Ability)
- Various Class A/B/C/D/S Helmet/Armor/Pants/Sabre/Drone (with MKII/MKIII variants) items and Rainbow/Chimera Helm/Armor/Greaves/Sabre/Drone items that provide up to +21% Special Ability. These seem to be items obtained from a good tournament ranking, so probably unobtainable for me.
- D.R.A.G.O.N. Samurai Helmet (+19% Special Ability). Limited edition, no longer obtainable.