PSSRooms
This page contains information related to room stats and how rooms work during combat in the computer game "Pixel Starships".
Some, if not most, of the room stats are never explained satisfactorily, either in-game or on the PSS wiki, so I have collected some info on them.
Room stats
Min Lvl
This stat means the same for all rooms: It denotes the minimum level the ship needs to be before it can house the room.
Notes:
- This stat can increase with the room level. For instance, a level 1 ship can house Gas Collector rooms at level 1 and 2, but from Gas collector room level 3 and higher the ship must be at least level 2.
- All rooms have this stat.
- In tables on the PSS wiki this is called "Ship Level Required".
Capacity
This stat is not to be confused with crew capacity, i.e. the number of crew that can target a room!
This stat means very different things for different rooms. Here is what I have found out so far:
- Academy: TODO: Unknown meaning.
- Anti Craft Laser: TODO: Unknown meaning.
- Armor: The amount of armor in percent the armor block is providing to rooms that it touches.
- Bedroom: The maximum number of crew that the bedroom can house. In tables on the PSS wiki this is called "Crew Capacity".
- Bridge: The basic chance in % to escape from a battle, making it a draw. See the wiki for the detailed escape mechanics. In tables on the PSS wiki this is called "Escape Modifier".
- Command Center: The maximum length in lines that AI scripts can have.
- Engine: The basic chance in % to dodge missiles. See the wiki for the detailed dodge mechanics. In tables on the PSS wiki this is called "Dodge Chance".
- Fleet Council: How many crew members can be borrowed from the fleet. In tables on the PSS wiki this is called "Crew Borrow Limit".
- Gas Storage: How many gas the room can store.
- Gas Collector: Same as "Man Capacity".
- Gym: TODO: Unknown meaning. It does not mean the number of crew that can train simultaneously - that number is always 2.
- Hangar: How much storage is available for storing crafts.
- Lift: The speed with which the lift operates. In tables on the PSS wiki this is called "Travel Speed" and is specified in pixels per second. In the game UI the value is given as 1/40 pixels per second.
- Mineral Miner: Same as "Man Capacity".
- Mineral Storage: How many minerals the room can store.
- Minigun: How much storage is available for storing ammunition. TODO: It is unclear what "storage" means in this case - the low number might indicate that this is in fact the number of volleys that the minigun can fire.
- Missile Launcher: How much storage is available for storing missiles. Different types of missiles take up different amounts of storage, so this number is not equal to the number of missiles that can be stored. Multiple Missile Launcher rooms combine their capacity, i.e. you don't store missiles separately per room but in a common storage area.
- Shield Generator: The maximum strength of the shield produced by the generator.
- Security Gate: The amount of crew damage the room deals when fully charged.
- Small Beacon: The amount of armor in percent the Small Beacon block is providing to rooms that it touches.
- Warehouse: How much storage is available for storing items, equipment and modules.
Max Power
This stat denotes the maximum amount of energy units that can be assigned to a room during battle. The more energy units that are assigned to a room (up to its "Max Power" stat) the faster it reloads.
Not all rooms have the "Max Power" stat. These are the rooms that have the stat.
- Anti Craft Laser
- Bolter
- Engine
- Hangar
- Mineral Mining Laser
- Minigun
- Missile Launcher
- Security Gate
- Shield Generator
Defence
This stat is the amount of armor a room has without any armor touching it. This tends to be a high number, typically 150 or 300, which usually does not change when the room is leveled up. In tables on the PSS wiki this is called "Innate Armor".
With only few exceptions, only passive rooms (i.e. rooms that don't have an active role during combat) have this stat. Possibly all rooms that can't be targeted with AI commands. Apparently in older versions of the game this was a hidden stat that was not shown in the UI.
The following rooms have a Defence stat:
- Academy
- Bedroom
- Bridge
- Command Center
- Fleet Council
- Gas Collector
- Gas Storage
- Gym
- Laboratory
- Mineral Miner
- Mineral Storage
- Security Gate (the only known exception of an active room having this stat; the stat value also increases when the room is leveled up)
- Warehouse
Reload Time
The "Reload Time" stat of a room denotes the time that it takes to fully charge the room when the maximum amount of energy units (see "Max Power" stat) is assigned to the room and no crew is present in the room. The room type determines what happens when the room becomes fully charged.
The value on the PSS wiki is given in seconds, while the value shown in the game UI is in frames, i.e. 25 milliseconds units (because the game runs at 40 frames per second).
Not all rooms have the "Reload Time" stat. These are the rooms that have the stat, together with what happens when the room becomes fully charged.
- Anti Craft Laser: The weapon fires.
- Bolter: The weapon fires.
- Hangar: The room launches a craft. Only 5 craft can be active at the same time. If that limit has already been reached the Hangar does nothing when it becomes fully charged. It keeps its charge and waits until a craft is shot down, at which time it uses up its charge and launches the next craft.
- Missile Launcher: The weapon fires (unless all missiles have been used up).
- Mineral Mining Laser: The weapon fires.
- Minigun: The weapon fires (unless all ammo has been used up).
- Security Gate: The room is capable of dealing its full amount of crew damage.
- Shield Generator: The shield gains 1 HP.
- Teleport: The room teleports the next crew member waiting in the outgoing queue to its destination. If no crew member is waiting the Teleport room does nothing when it becomes fully charged. It keeps its charge and waits until a crew members queues up, at which tile it uses up its charge and performs the teleport.
Man Capacity
"Man Capacity" is the abbreviation for "Manufacture Capacity". This stat means different things for different room types.
Not all rooms have the "Man Capacity" stat. These are the rooms that have the stat.
- Fleet Council: How many crew members can be lent to the fleet. In tables on the PSS wiki this is called "Crew Lend Limit".
- Gas Collector: Same as "Man Capacity" for Mineral Miner, but for gas.
- Hangar: TODO: Unknown meaning. Possibly comparable to Missile Launcher.
- Mineral Miner: How many minerals can be stored in the room. Once the manufacture capacity is reached the room is "full" and no more minerals can be manufactured. The manufactured minerals currently stored in the room can be collected, they are then stored in a Minerals Storage room. The room's manufacture capacity is freed by this so that the room can start to manufacture minerals again. In tables on the PSS wiki this is called "Production Capacity".
- Mineral Mining Laser: Same as "Man Capacity" for Mineral Miner.
- Missile Launcher: TODO: Unknown meaning. Up to level 7 this is the same as "Capacity", but from level 8 onwards the manufacturing capacity is different.
Man Rate
"Man Rate" is the abbreviation for "Manufacture Rate". This stat means different things for different room types.
Not all rooms have the "Man Rate" stat. These are the rooms that have the stat.
- Gas Collector: Same as "Man Rate" for Mineral Mining Laser, but for gas.
- Mineral Miner: Same as "Man Rate" for Mineral Mining Laser.
- Mineral Mining Laser: How many pieces of minerals are manufactured per time unit. In the UI the time unit is per hour. Technically in the background the time unit is per second. In tables on the PSS wiki this is called "Production per second".
- Minigun: How much ammo is regenerated per time unit. TODO: The exact meaning of the number is not known. It may mean the same as for the Mineral Mining Laser, i.e. how much ammo in relation to the Capacity stat is regenerated per hour. For instance, at level 2 the manufacture rate is 24 and the capacity is 8. This would mean that the capacity could be filled 3 times per hour, or every 20 minutes - this would match the information on the PSS wiki which says that at level 2 the minigun requires 19m 54s for a complete refill, which is approximately 20 minutes.
Man Type
"Man Type" is the abbreviation for "Manufacture Type". This is not a stat with a numeric value, instead it identifies the kind of item that is manufactured in this room.
- Gas Collector: Gas
- Gas Storage: Gas
- Hangar: Crafts
- Mineral Miner: Minerals
- Mineral Mining Laser: Minerals
- Mineral Storage: Minerals
- Minigun: Capacity
- Missile Launcher: Missiles
Power Output
Denotes the amount of energy units produced by a room when it has full health. During a battle, energy units are assigned to rooms that consume power. The more energy units are assigned to a room (up to its "Max Power" stat) the faster it reloads. When a room with the "Power Output" stat is damaged, it produces less energy than when it is at full health.
Only reactor rooms have this stat. These are the rooms that have the stat.
- Small Reactor