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Components are the building blocks from which all constructables, or constructs, are made. There's quite a few different kinds of components, but the big ones are the blocks which serve as both the structural backbone and armour of whatever you're building, the propulsion components which keep your constructs moving, the weapons whose purpose should be obvious, and the Power systems which, you guessed it, power the propulsion parts, as well as some of the weapon systems, although most guns just use raw resources. Speaking of which, you'll need some resource storage blocks as well.

A ship's wheel or some other part from the Control category may also be useful to help you keep your craft moving in the right direction, and you should probably also put a remote weapon controller nearby while you're at it so that you can aim and fire your vehicle's weapons without having to leave the steering wheel unattended.

Once you actually bring your creations into Combat however, you may find that armour blocks, while useful, will only survive so much punishment. Eventually, you'll encounter enemies so powerful that you'll need to start building defence systems to make it harder for the enemy to actually hit you.

As you build more constructs (In case you're wondering, it's the game's technical term for ships, fortresses, airplanes, and such), you may also want to add some AI components to your creations so that they're able to drive around and fire their weapons at stuff all on their own.

That last part is optional, but trying to turn every rudder and aim every gun on every ship in the fleet, all at the same time, well... it's a good recipe for a headache if nothing else. And besides, even once you have an AI mainframe or three for every ship, you can press the C key, disable the AI's movement routine, and take the wheel just like before.

Categories

Blocks

Main article: Block

The core building blocks, beams, slopes and corners.

The "full set" of shapes includes the basic block, 2m, 3m, and 4m beams, 1-4m slopes, diagonal 4m slope, 1-4m left and right square and triangle corners, 1-4m inverted triangle corners, 1-4m wedges, 1-4m poles, and 1-4m front and back wedge slopes.

Image Block Health Armour Weight Cost Shapes Notes
Wood.png
Wood 180 3 10 1 Full set, and aesthetic versions of the normal block Paper on its own, but useful combined with other materials

Very cheap, relatively buoyant, and offering some protection against EMP, wood is nonetheless lacking both in hitpoints and armour class, though it can provide useful protection when backed by high-AC materials, or as a spall liner

Stone.png
Stone 300 7 40 3 Full set Damage Sponge.

Far tougher than wood, and fairly cheap, but also heavier, stone is best suited as an ablative outer layer built on top of something with higher Armour Class.

Metal.png
Metal 350 15 40 5 Full set + structural and non-structural variations in the "Decorative" section General-purpose armour.

High hitpoints and armour class makes this block useful both as stand-alone armour and as a reinforcing layer behind stone or wood.

The "porthole" decorative block does not obstruct Visual detectors

Light-Weight Alloy.png
Light-Weight Alloy 260 13 5 5 Full set + structural and non-structural variations in the "Decorative" section Light-weight armour.

Lightest structural block, and with about 2/3 the toughness of metal, alloy is very useful for aircraft and other weight-sensitive vehicles. Reduced sonar-, and radar-signature, compared to most other materials.

Glass.png
Glass 60 1 10 1 Full set, window block aesthetic variant Eye protection.

Nearly useless as armour, glass slopes nonetheless remain widely used as a way of preventing visual detectors causing drag, and as see-through anti-fragmentation protection for the player character when manually controlling a vehicle from its bridge or cockpit.

Tip: glass blocks become invisible when looked at through other glass blocks. This allows the player to turn a two-block thick wall of glass into a one-way tinted window.

Lead.png
Lead 300 4 200 3 Full set Ballast

Incredibly dense, lead is best used as a simple means of changing a vehicle's centre of mass, most commonly as a keel for boats.

Tip: For very small or light vehicles, including aircraft, Stone might be a better choice of ballasting material

Heavy Armour.png
Heavy Armour 1000 40 200 25 Full set Volume-efficient, but cost-, and weight-inefficient protection. Takes damage from EMP.

While its hitpoints and Armour Class are second to none, this high-tech armour costs five times as much as metal, is as dense as lead. Is vulnerable to EMP jolts, which can be used to turn it into a makeshift Surge Protector.

For most purposes, using several layers of metal will provide more protection at a lower cost and weight.

HA is thus best used either in small amounts to protect important parts of a vehicle, or more rarely as a backing plate to boost the AC of other, cheaper armour blocks.

Surge Protector.png
Surge Protector 250 5 10 20 Block Absorbs and attracts EMP damage at 90% resistance.
Rubber.png
Rubber 100 3 20 3 Full Set Stealthy shock-absorber.

This block neither deals nor receives collision damage. It also has the lowest radar-, and sonar-signature in-game.

Glass.png
Light block 50 3 1 20 Block Does not collide with other blocks. Cannot be hit by projectiles. Explodes when destroyed.
ERA.png
ERA Armour 100 3 40 5 Block, 1m slope Detonates when below half health or touched by a HEAT stream. Stops HEAT streams, destroys non-CRAM projectiles in front of it and nearby it[citation needed], and reduces explosion damage and radius to 20%.

Water

Main article: Water

Components specific to ships and submarines.

Image Block Health Armor Weight (t) Material Additional Stats Notes
Propeller.png
Propeller 300 10 0.3 30 Force: 150

Power use: 5

Needs 8 blocks of clear space in front of it to function at full efficiency. Provides force when in water.
Huge Propeller.png
Huge Propeller 2700 10 2.7 270 Force: 3000

Power use: 75

Needs 8 blocks of clear space in front of it to function at full efficiency. Provides force when in water.
Rudder.png
Rudder 85 1 0.15 10 Force per mass: 1 Needs 8 blocks of clear space in front of it to function at full efficiency. Provides turning force when in water. Amount of force increases with vehicle mass.
AirPump.png
Air Pump 85 4 0.1 10 Buoyancy per volume: 3 Pumps water from an enclosed or non-flooded space and provides buoyancy. Amount of buoyancy provided is adjustable.
Paddle.png
Paddle 75 3 0.01 3 Force per velocity: 2.5 Provides force when moving through water.
Hydrofoil.png
Hydrofoil 85 1 0.05 3 Force per velocity: 10 Provides force proportional to the speed and angle at which is is moving through water.
Sail Main Block.png
Sail Main Block/Sail Main Block(Square Rig) 85 1 0.05 15 Main block of a sail. Sails create force based on both the strength and direction of the wind and the size of the sail. Normal block creates a rounded/triangular sail. Square rig creates a square sail.
Sail Attachment.png
Sail Attachment 85 1 0.05 1 Attaches to the main block to expand the sail.
Sail Winch.png
Sail Winch 85 1 0.05 1.5 Attaches to the end of the sail to allow the adjustment of sail size using a controller.
Weather Vane.png
Weather Vane 25 1 0.01 1 Points in the direction of the wind.

Air

Main article: Air

Components specific to planes, hot air balloons and space ships.

Control

Main article: Control

All of the components required to control your vehicles, spin blocks and sky fortresses as well as other components such as chairs and fire control computers.

Resource

Main article: Resource

Resource gathering, processing and storage components.

Engines

Main article: Engine

Engine components as well as electric engines and generators.

Misc

Main article: Misc

Various things that allow for repairing, spawning and re-spawning amongst other things.

Simple Weapons

Main article: Simple Weapons

A variety of one-component weapons.

Missiles

Main article: Missile

Everything you need to make missiles, torpedoes, mines and depths charges.

Decorations

Main article: Decorations


Doors, stairs, lights, etc.

CRAM Cannons

Main article: CRAM Cannon

Ballistic projectile weapons.

Advanced Cannons

Main article: Advanced Cannon

Laser

Main article: Laser

Laser and anti-missile projection systems.

AI

Main article: AI

AI components used to make autonomous vessels

Collections

Subobject

Main article: Subobject

Subobjects are attached to spin blocks or turrets. Entire subobjects may be saved, and then later loaded in a single step.

Prefabs

Allows loading and saving of large chunks of a vehicle.

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