Day 12: Today will be about air acquisition. You detach your gas pump from your airlock after you've used it. You continue into the the other ship and see something sticking out of the debris pile. Its an air tank! It looks like it can hold up to 200 oxygen. Its a bit battered, and it looks like it's been modified to attach directly to a spacesuit. You don't have to wonder long why that is... You begin pumping 02 out of the corridors, getting a total of 4 02 from them at the cost of 10 power. While you're at it you replace the pistol into the arms locker, the other two lockers still unopened. Lastly you transfer over a melon for tomorrow and eat one now. There are still a few weeks of food in those fridges, and you consider moving them to your ship, but there would be a power cost related to keeping those fridges cold.
You think a bit about a few of your issues. You look up a welder schematic, finding it would require about 20 metal to build and 10 on use with a 20 power requirement. Though you suppose you could skimp on any of those if you didn't care so much about structural integrity. You also contemplate how to get that rocket fuel out of the engine room. Not only is it a very real and present danger, but also that shit is valuable. If you could salvage that barrel that spilled, you would increase your fuel count by 1/3, and when you're talking about rocket fuel, that's a lot of money. You decide the best way to deal with it would be a modified pump, a liquid pump with a hose attached. That would let you suck up the vast majority of it.
You spend the rest of the day scrapping the bedroom. After moving the bodies and one of the bed into the rec room, you cut apart the sleeping quarters with your mining laser. It takes 40 power, and you get 120 useable metal from the deconstruction of the room. You also discover a room module! These nifty devices are used to design rooms for quick construction. You could use this to build a room without having to do all the work yourself. They're typically used to make additions onto spaceships or construct small ships in mass quantities. It's a clue to the ship's origin. Maybe its part of a fleet, though its lack of weapons makes you doubt that. Its more likely a vessel used in local operations of some sort. normally a vessel like this would be limited to intrastellar travel, but those engines are for long distance travel, and are huge compared to the rest of the ship. Not sure what to make of it, but you can now build a custom room if you so wished.
Health: 100/100
Inventory:
ORIENT PDA- Keeps track of your oxygen and food levels, allows scanning of objects, allows research of new objects.
Metal cable
Metal trowel
Jelly melon seeds
120 metal
1 room module
1 (MRE)
1 Jellymelon
2 water
7 oxygen
0 CO2
40% power
1 biowaste
1 industrial waste
Ship:
Broken stasis pod- It's seriously busted, probably why you're awake and can't remember anything. Can be broken into 100 metal. Can be repaired for 40 metal.
Tiny Engine: It'll get you somewhere someday, but nowhere fast. Using 5 power a day.
Airlock with Air Pump. Uses 5 power on use.
Mining laser: A small laser typically used to mine asteroids for metal or ice. Requires 10 power to use.
Schematics:
Biomatter recycler: By sterilizing and recombining waste products, this machine can produce one food unit every three days. It comes two flavors: plain and spicy. Requires 5 power per use. 10 metal.
Tiny engine: An incredibly small engine capable of moving at a very low speed. 50 metal. 5 power a day.
CO2 scrubber: Removes CO2 from the atmosphere of a room. Turns 4 C02 into 1 02. 10 metal to build. Uses 5 power.
Airlock: Relatively simple pressurized door system. Can stop gas transfers between rooms.
Airpump: Saves 02 at the cost of some power when using an airlock. 5 power. 10 metal to build.
Liquid pump: Can suck up and pup liquid into containers. 5 power. 10 metal to build.
External sensors: Allows you to to monitor the exterior of your ship and scan a fair distance out into space. 5 power upon use, background detection is powerless, 20 metal.
Solar panel: Collects light in order to recharge system batteries. +10 power a day, 20 metal.
Mining laser: Allows for the drilling of asteroids and other space objects. 10 power per use, 40 metal.
Basic Pistol: 15 metal.
Pistol ammo: 1 metal
Spacewelder: 20 metal to construct. 10 metal 20 power on use.
Advanced Schematics:
Centralized computer system: A large powerful computer capable of automating several ship functions and connecting to your PDA. 10 power a day. 100 metal to make.
Stasis Pod: A large hibernation chamber capable of perfectly sustaining one individual over a incredible spans of time. 150 metal to make. 5 power a day.