Day 11: You didn't sleep well last night. The faces of those dead crew members haunted your dreams. Especially the one who decided to go out on their own terms. You eat your jelly melons from the other ship. It had already started to go bad. You think 2 days of no refrigeration would turn them into inedible mush. You put on your spacesuit. It has a spattering of blood on it from where you walked through the suspended droplets. Today is going to be a bad day...
You start off the day by building a mining laser. You know you're going to need it in the future, especially for the detachment of ship rooms, so you go ahead and make it. It takes all your metal, but you know that you'll be able to use it to scrap the derelict ship in the coming days. It uses 10 power on use, and you think its going to take about two uses to cut through the corridors that connect the sections of the dead ship. You turn on the biomatter recycler and set it to water. After that you pilot your ship over to the living quarters section of the ship. You scout out the red section, it's the engine section, as you can see them protruding from that part of the ship. As you're distracted, you accidentally run into one of the bodies floating in space, luckily it just drifts into the wall of the dead ship, lazily spinning through nothing in a macabre ballet...
You set about your main task for the day, converting the dead crewmembers with the biomatter recycler. You realize you might be a terrible person. You examine the self contained unit and notice its meant to process fecal mater, not corpses. It's basically a fancy toilet. It would take some serious modifications to make it be able to handle flesh without it... being processed first... You vomit a little into your spacesuit. You could make a much larger recycler capable of handling things like this, if you decide you're desperate enough for cannibalism, but not so desperate you'd eat a person directly.
You spend the last bit of the day cleaning the inside and outside of your suit and then exploring the engines section. It seems that this ship had fairly outdated engines, likely purchased for a good price from a decommissioned ship or scrap yard. They have a completely different paint job, and don't seem to match the rest of the ship. They run off liquid fuel, several barrels can be seen nearby, one of which has spilled its contents across the floor. Bits and globs of the stuff hang in the zero g. There seems to be air here, but at the risk of breathing in rocket fuel, you keep your helmet on. There's a large battery, set to emergency power. It has enough power to keep the lights on for a few more weeks, but it really doesn't have that much charge. You could use it to recharge your ship, or even power some tools. But the amount of spilled, highly combustible, rocket fuel and fumes in this room make you very wary of even messing with it too much. Still, you could run much larger systems with a battery like that. The room also seems to have a control panel for the engines connected to the fuel input. That means that the area that was torn off the ship was likely the bridge. There are also several locked lockers in this area. One is unlocked, it seems to be an arms locker. It has two pistols inside, 10 ammo, and one ominously missing pistol slot.
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
0 metal
1 (MRE)
0 Jellymelon
3 water
3 oxygen
4 CO2
80% 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.
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
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.