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Integration

The Integration Module is a ship placeable where you combine items from your inventory into new results: upgrades, conversions, and rare crafts defined by merge recipes in the game.

Integration Module modal
Integration Module modal
  • Add one or more items from inventory to the merge list. Each line is one stack, and the quantity on that line is how many units you commit from that stack.
  • Recipes list ingredients, bits, fuel, and sometimes ores or cores as costs.
  • Some recipes support extra committed materials to shift odds toward better outcomes (similar to power cartridge synthesis).
  • Merging takes real time. You can run jobs on the module while doing other ship activities.
  • Research increases how many merge lines you can use at once on a module.
  • Integration Efficiency research (planned) improves odds for stronger outcomes from the same ingredients and optional offer materials, the same role Power Cartridge Synthesis Efficiency plays for cartridge level odds.
  • Only items with a defined merge recipe appear in the Integration Module.

When you start a merge, the game figures out every possible result and how likely each one is, then locks that table until you finish or cancel. The preview in the module shows the same chances before you commit. When the timer ends and you press Complete, the game makes one random pick from that locked table.

Each recipe can list several possible result types (for example a specific weapon upgrade versus a material payout). Each type starts with a base share of the total chance. Types with a higher base share come up more often before anything else is applied.

Some recipes let you add extra bits, ship fuel, or optional items on top of the required ingredients. The game turns those extras into a single bonus score (bits and fuel count using rates set on that recipe, and optional items count like synthesis materials).

That bonus score adds weight to the most likely result type on the recipe:

extra weight=bonus scorerecipe scale\text{extra weight} = \frac{\text{bonus score}}{\text{recipe scale}}

Each recipe sets how strongly bits, fuel, and optional items count toward the bonus score. Every bit of extra material increases this weight. Bigger offers help more and more, but each step helps a little less than the last. The odds never stop moving when you keep adding offers.

When you merge several stacks of the same weapon, tool, or material and the recipe is built for that kind of merge, one result type can fan out into several output levels (from the weakest ingredient tier you used up to two levels above your strongest). Chances form a bell curve over those levels, favoring the middle unless you push them.

Let tt be your bonus score divided by the same recipe scale as above. The curve slides toward higher levels as tt grows:

slide=tt+80\text{slide} = \frac{t}{t + 80}

Larger offers increase slide with diminishing returns (it never reaches 1 while you are still adding a finite amount). That nudges the bell so stronger outcomes gain a bigger slice of the pie. A tiny fixed random wobble (based on your ship and what you merged) breaks exact ties without changing the overall shape.

Ore and material merges can also split how many units you receive across levels (weaker outcomes may give more pieces). Gear-style outcomes usually grant one item per row in the table.

When the result is equipment that can roll different augments or styles, one share of chance splits across eight possible outcomes in a bell shape (center outcomes are most likely, edge outcomes are rare but never exactly zero). The preview can list all eight with small tail chances instead of hiding the rare ones.

While the job is still running, you may cancel and get your materials back. The locked chance table is thrown away.

While you wait (and after the timer is ready, until you press Complete), the module shows a read-only summary of what you locked in at start: confirmed ingredients, committed costs, then the outcome chance table. You cannot edit those lists mid-run.

After the wait, you must press Complete to receive the item. The game does not recalculate chances from what is in your inventory at finish time. What you locked in at start is what you get.