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Fabricator Recipes

Recipes for the Fabricator, authored as data. One heading per recipe. The Engineering Fabricate tab lists these; a build consumes the Inputs and, after Time seconds, yields the Output. Beacon recipes (Output: Beacon) also carry a Program (kind) and take a monster + attract/repel chosen at build time; non-beacon recipes just produce their Output into the ship inventory.

Bio Beacon

Fact Value
Output Beacon
Inputs bio_sample x1, salvage x5
Time 30
Build at engineering
Program kind=bio
Properties Monster: 'gui_drop_down("list: shark, dragon, piranha, leech, charybdis, grazer, any", var="monster")' Mode: 'gui_drop_down("list: attract, repel", var="mode")'
Defaults monster: shark mode: attract

A distress-beacon hull rewired to broadcast an ultrawave carrier that attracts or repels a chosen space monster across the sector.

Sensor Beacon

Fact Value
Output Beacon
Inputs salvage x8
Time 20
Build at engineering
Program kind=sensor, range=medium

A passive relay that brightens sensor returns around its position - a future kind; drops and scans like any beacon. The standard (medium-range) build. Replaces the 2.8 Probe.

Sensor Beacon (Long Range)

Fact Value
Output Beacon
Inputs salvage x16
Time 30
Build at engineering
Program kind=sensor, range=long

A wider-reaching sensor relay: greater range costs more materials (2x salvage) and build time. The beacon's program carries range=long for the sensor sweep to read.

Coolant Cell

Fact Value
Output coolant_cell
Inputs salvage x4
Time 15
Build at engineering

A general (non-beacon) example: fabricates a spare coolant cell into the ship inventory, proving the Fabricator builds more than beacons.