init
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commit
ac9af23765
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.gitignore
vendored
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.gitignore
vendored
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*.lua
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2
inspired-by-bsg-plots.txt
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2
inspired-by-bsg-plots.txt
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Sabotaged Equipment
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Water Leak: lose 1o per turn until ???
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69
notes.txt
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69
notes.txt
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Cards are always a choice.
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Resources
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- fuel F (commonly required to escape things? used to make energy)
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- energy (0-4) E (essentially ship health?)
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- organic o (used to sustain life support)
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- catalyst C (can be used to repair equipment?)
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- structure S (both as a resource and ship health, as things that damage you take away structure)
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Draw cards, choose to play or discard.
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Most cards have a positive with a negative chance or a negative with a positive chance.
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- Some may be required to play, or have alternate negatives depending on discard or play.
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Some cards only have a positive, but require resources to use.
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When a location card is drawn, it has effects that last until the next location card is drawn? Or an immediate effect.
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- Lose 1 organic when moving to a new location? (How about 1E,1o,1F)
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Equipment can be constructed and lost..?
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What should cards do? Fuck with resources? Fuck with future cards?
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Scanner: Always can see the name of the next card. Requires 3 structure, 2 catalyst, 1 energy.
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Fuel Cell: 2S,3C,5F Allows you to use 5F to gain 1E.
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Ion Drive: Allows you to use energy instead of fuel?
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Black Hole: Requires 5F to avoid.
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Red Dwarf: Can scoop 2F? May cause damage (loss of structure).
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(white dwarf, blue giant, main sequence yellow star, brown dwarf, gas giant, hot Jupiter,
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cold Jupiter, ringed asteroid, comet, diamond planet, carbon star, neutron star)
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- Gaseous bodies should allow collection of 1F when discarded, but have riskier options?
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Solar Panels: Gain 1E at any star type card.
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Hydrogen: Gain 1F, 5% chance of losing half your fuel.
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Lithium: Catalyst
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Uranium: 12F, 5% chance of losing half of O or C or S.
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Deep Space Radio: Always see the next location name?
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- or warning for alien encounter?
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Hull Breach: Lose 2S or one equipment?
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Clone Bay: Allows survival of character death.
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Hostile Planet: ?
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Crash Landing: ?
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Platinum: Catalyst
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Palladium: Catalyst
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Carbon: Organic
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Sulfur: Organic
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Structures: Iron, Cobalt(?), Titanium, Copper, Aluminium
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Alien Relic
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Magnometer
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Spectrometer: doubles next collection of a resource?
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Nuclear Reactor
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Buggy Software: disables random equipment OR destroys half of random resource
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Gamma Ray Burst
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Radioactive Planet
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Water World: source of organics?
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Desert Planet
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Gyroscope
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Jungle Planet
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Dustball Planet
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Frozen Planetoid
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Abandoned Space Station
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Alien Shipyard
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Dyson Swarm
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Solar Sail
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Alien Probe
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Hyperdrive?
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Deflector Shield
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Advanced Landing System (eliminates negatives from rocky worlds' resource collection)
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Pebblebed Reactor (use other types from Aurora)
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Cloaking Device (waves negatives from alien encounters?)
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Shields that reduce damage? Or divert damage to energy?
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Different reactors or whatever can produce energy at different rates.
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Themed expansions? Firefly, Borg, Star Trek, Star Wars, BSG
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163
src/main.moon
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163
src/main.moon
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-- default left is "Discard"
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{
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{
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title: "Scanner"
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description: "Costs 1 energy per location. Always see the title of the next card."
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right: {
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"Build", structure: -3, catalyst: -2
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move: (ship) -> ship.energy -= 1
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}
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type: "equipment"
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}
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{
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title: "Fuel Cell"
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description: "Uses 2 fuel to create 1 energy when you have less than 2 energy and more than 2 fuel."
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right: {
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"Build", structure: -2, catalyst: -3
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dt: (ship) ->
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if ship.energy < 2 and ship.fuel > 2
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ship.energy += 1
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ship.fuel -= 2
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}
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type: "equipment"
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}
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{
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title: "Ion Drive"
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description: "Ship can use 2 energy instead of 1 fuel when traveling."
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right: {
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"Build", structure: -1, catalyst: -4
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move: (ship) ->
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if ship.fuel < 2 -- no secondary check on purpose
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ship.energy -= 2
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ship.fuel += 1
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}
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type: "equipment"
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}
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{
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title: "Black Hole"
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description: "A black void. You might be able to siphon energy from the swirling trail of light and material falling into its event horizon."
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left: { "Retreat to Safe Distance", fuel: -1 }
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right: {
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"Siphon Energy", fuel: -2, energy: 3
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once: (ship) -> ship.fuel -= 3 if ship.random! < 0.2
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}
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type: "location"
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subtype: "stellar remnant"
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}
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{
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title: "Solar Panels"
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description: "Gain 1 energy per star location."
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right: {
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"Build", structure: -4, catalyst: -2
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move: (ship) -> ship.energy += 1 if ship.locationType == "star"
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}
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type: "equipment"
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}
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{
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title: "Red Dwarf"
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description: "The smallest, coolest, longest-lived stars in the galaxy. You might be able to even siphon a little fuel from them."
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right: {
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"Siphon Energy", energy: -1
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once: (ship) -> ship.irradiate(2) if ship.random! < 0.1
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}
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type: "location"
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subtype: "star"
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}
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{
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title: "Ablative Shielding"
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description: "This will protect you from the next encounter with a source of radiation."
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right: { "Build", structure: -1, organic: -2 }
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type: "equipment"
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subtype: "radiation"
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}
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{
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title: "Brown Dwarf"
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description: "A failed star. You might be able to recover something from the upper atmosphere."
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right: {
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"Search", fuel: -1
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once: (ship) ->
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ship.structure += 1 if ship.random! < 0.2
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ship.organic += ship.random(1, 2) if ship.random! < 0.2
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ship.fuel += ship.random(1, 2) if ship.random! < 0.2
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ship.energy -= 1 if ship.random! < 0.2
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}
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type: "location"
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subtype: "stellar remnant"
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}
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{
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title: "Neutron Star"
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description: "The dying core of a massive star. You may be able to scoop material from the surrounding space."
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right: {
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"Search", fuel: -2
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once: (ship) ->
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ship.structure += ship.random(1, 2) if ship.random! < 0.2
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ship.catalyst += ship.random(1, 2) if ship.random! < 0.2
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ship.organic += ship.random(1, 2) if ship.random! < 0.2
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ship.energy -= 1 if ship.random! < 0.2
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}
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type: "location"
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subtype: "star"
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}
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{
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title: "Hydrogen"
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description: "You detect fuel in the nearby space."
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right: {
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"Scoop Fuel", energy: -2
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once: (ship) -> ship.fuel += ship.random(2,5) if ship.random! < 0.8
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}
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type: "resource"
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}
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{
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title: "Lithium"
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description: "A useful catalyst. Dangerous in water."
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left: "Leave It"
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right: { "Scoop Catalyst", catalyst: 2 }
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type: "resource"
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}
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{
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title: "Uranium"
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description: "An effective - yet dangerous - source of fuel."
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left: "Leave It"
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right: {
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"Attempt Recovery", fuel: 6
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once: (ship) -> ship.irradiate(2) if ship.random! < 0.2
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}
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type: "resource"
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subtype: "radiation"
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}
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{
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title: "Deep Space Telescope"
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description: "Always see the next location type."
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right: { "Build", structure: -3, energy: -3 }
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type: "equipment"
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}
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{
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title: "Hull Breach"
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description: "Something went wrong and part of the ship has been depressurized."
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immediate: { structure: -3 }
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left: {
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"Repair Slowly", organic: -2
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}
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right: {
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"Repair Quickly", energy: -1
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once: (ship) ->
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ship.structure += 1 if ship.random! < 0.1
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ship.structure -= 1 if ship.random! < 0.2
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ship.energy -= 1 if ship.random! < 0.1
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}
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type: "event"
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}
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{
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title: "Clone Bay"
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description: "Continue in a new body after death."
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right: {
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"Build", structure: -1, organic: -3, energy: -2
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}
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type: "equipment"
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subtype: "organic"
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}
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{
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title: "Crash Landing"
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description: "Attempt to"
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}
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}
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