There are 24 Laboratory Modules that can be obtained via research at a Laboratory. Laboratory modules cost resources, credits and time to construct. All Laboratory Modules are consumed (destroyed) after usage. Items with similiar effects acquired from an NPCs (such as Projectile Barriers, Pulse Bombs or Spectral Masks) usually have a cooldown time, instead of being destroyed after usage and are better in that regard.
Consumable modules cannot be unsocketed after they are being activated, therefore for example a Maintanace Unit module will occupy a Warehouse Item slot for 2 hours after activation.
Laboratory Modules have an equivalent License value and therefore it is possible to convert time, credits and resources into licenses by trading off the researched modules. (To the contrary it is not possible to convert licenses into credits or resources except by usage of F.A.T.H.E.R.'s License Trading).
Upon Researching a Laboratory Module you will have a probability of developing a Prototype, which is indicated by an Experiment value in the Laboratory menu. Prototypes are needed for researching Advanced Technologies at an Academy or they can be sold for Licenses.
Researching Laboratory Modules will also make the Laboratory susceptible to an Accident, which is indicated by the Development Risk value indicated in the Laboratory menu. The Developement Risk depends on the Module being developed. The Probability of an Accident may be reduced by using appropriate Ark and Warehouse Items.
The Laboratory's productivity is indicated by the Scientific Curiosity value indicated in the Laboratory menu. The Scientific Curiosity (which can be between 100 and 500) is affected by the number of Tech inhabitants residing in the influence area of the Laboratory. To get the maximum Scientific Curiosity (productivity) value of 500, 500 Tech inhabitants are required. You require fewer inhabitants when the Media Channel "Ideas, Theses, Theories" is active at your Information Centers.
All Laboratory Modules can be sold to NPCs for 150 or 200 Licenses (see the infoboxes below which value is applied). Trenchcoat always pays 180 / 240 Licenses.
There are three types of Modules thet can be developed in the Laboratory:
The Impact Booster is a Vehicle Item that will increase the Attack Power of the affected Vehicle by +20% for duration of 5 minutes. The item cannot be cancelled after activation and it is destroyed after usage.
The Kinetic Shield is a Vehicle Item and a Shield Item that will add 500 hitpoints to an affected vehicle in shield energy. Shield hitpoints regenerate slowly when vehicle is not being attacked. Rate of regeneration on Kinetic Shield is +25. The effect of Kinetic Shield lasts for 5 minutes, the item cannot be cancelled after activation and it is destroyed after usage. Note: Other Shield Items can be acquired from NPCs.
The Detonator is a Vehicle Item that will enable a ship to explode, causing 750 points damage to nearby ships. The Detonator's activation time is 15 seconds, the explosive force will cause 750 hitpoints of damage. The explosive force is classified normal. The item and the affected vehicle are both destroyed after usage. Note: you can also acquire various Detonators from NPCs.
The Electromagnetic Generator is a Vehicle Item that will enable a ship to generate an electromagnetic pulse that will temporarily paralyze all ships within its influence radius (ships cannot move or attack). The EMP Generator's range is 10 and duration of effect is 1 minute. You can manually set the EMP center point within the equipped ships influence area. Item is destroyed after usage. Note: Pulse Bombs acquired from an NPC have a similiar effect to the Electromagnetic Generatoris but the centerpoint of the pulse will always be in the center of the equipped ship.
The Metamaterial is a Vehicle Item that will allow the affected vehicle to cloak. Cloaked vehicle cannot be detected by enemy. Cloaking effect will be interrupted if the vehicle engages in an attack or is decloaked by the enemy. Duration of the Cloaking effect lasts for 10 minutes, after which the item is destroyed. Note: The Metamaterial icon is identical to a Warehouse Item called Licensing Software. Metamaterial function is somewhat similiar to Vehicle Item called Spectral Mask, that can be acquired from an NPC.
The Generator is a Warehouse Item that will give temporary boost of +75 units to an Island's Energy supply. The effect lasts for 30 minutes after which the Generator is destroyed. Generators are also required to research a blueprint for the Hydroelectric Power Plant at an Academy.
The Filtration Plant is a Warehouse Item that will give a temporary boost of +75 units to an Island's Ecobalance. The effect lasts for 30 minutes after which the Filtration Plant is destroyed. Filtration Plants are also required to research a construction plan for the Guardian 1.0 and the Keeper 1.0.
Increases Productivity of production buildings by +25%. Duration: 30:00
Monitors all running processes...
The Control Module is a powerful Warehouse Item that will increase Productivity of every production facility on an Island. The Productivity increase bonus is +25% and the effect lasts for 30 minutes, after which the Control Module is destroyed. The productivity bonus is summative.
Reduces the Maintenance Cost of production buildings by -10%. Duration: 30:00
Completes orders without grumbling.
The Worker Drone is a Warehouse Item that will reduce the Maintanance costs of every Production building on an island. The Maintanance costs are reduced by 10% and the effect lasts for 30 minutes after which the Worker Drone is destroyed. The Maintanance cost reduction bonus is summative.
Reduces the Probability of Accidents by -90%. Duration: 2:00:00
Regular service is worth it.
The Maintenance Unit is a powerful Warehouse Item that will reduce the probability of accidents in an island's Nuclear Power Plants, Oil Rigs, and Laboratories. Probability of accidents is reduced by 90% and the effect lasts for 2 hours after which the Maintenance Unit is destroyed.
The Fine Chemicals is a Warehouse Item that will instantly end the activity of a Black Smoker on an underwater Island once activated. After ending the activity of a Black Smoker the Underwater Island will develop a random (Iron Ore, Copper, Gold Nuggets, Uranium) Raw Material deposit which can then be harvested unlimitedly via a Metal Converter.
The Resource Replenishers (or rather Raw Material Replenshers) are also Warehouse Items. Their purpose is to add a certain amount of raw material to an Island's Raw Material Deposits. Basalt, Coal, Iron Ore, Copper, Limestone, Sand, Crude Oil, Gold Nuggets, Lobsters and Uranium are considered Raw Materials. Replenishers cannot be used to create a new Raw Material Deposit on an Island that previously didn't have one.