ZIVCAS - OS::MOD-TERMINAL
SCX WEAPON MODULES KNOWLEDGE BASE

Noomachine Stalcraft X · Weapon Module Reference

A community reference for the Noomachine and the items you'll feed into it. Data sourced from the public database, in-game testing, as well as community information.

Module Creation

The Noomachine is the Stalcraft‑X workstation where Stalkers convert raw Module Cores into finished Weapon Modules. Each crafted module exposes one or more research groups — Add‑On, Deviation and Concept — that shape what affixes the final module rolls.

Groups Excluded14 / 14
Expense▲ —
Total Inhibitors To Start The Roll:

Add‑On Groups

  • 1.Accuracy
  • 2.Control
  • 3.Convenience
  • 4.Speed

Deviation Groups

  • 1.Accuracy
  • 2.Control
  • 3.Convenience
  • 4.Speed

Concept Groups

  • 1.Impactor
  • 2.Speed
  • 3.Anomaly
  • 4.Accuracy
  • 5.Convenience
  • 6.Control

Weapon Module

  • Class Module
  • Weight 0.15 kg
  • Status Non‑Drop
  • Category weapon_modules

Description

An anomalous core caged inside a movable, ferromagnetic frame. Once seated into a weapon, the module reorganises the frame at sub‑molecular scale, projecting a tesseract‑state field into the host firearm.

Each module exposes a unique combination of Add‑On, Deviation and Concept affixes. Only one module can be installed at a time.

DB 1pyq.json

Module Core

  • Class Cores
  • Weight 0.25 kg
  • Status Non‑Drop
  • Crafted At Noomachine

Description

An anomalous formation, encased in a movable ferromagnetic frame. The unconscious entity within receives information and reorganises matter to produce a Weapon Module on demand.

Cores are the raw fuel of the Noomachine — every module begins life as a Core fed into the chamber.

DB 9yow.json

Quasi‑Destructor

  • Rank Master
  • Class Quasi‑Destructors
  • Weight 0.15 kg
  • Function Remove Module

Description

A mysterious device that generates a quantum field, restoring all particle states to their original baseline and erasing information about their fundamental interactions.

It is the only known device capable of detaching a stabilised Module from a weapon without destroying either. Operating principles remain poorly understood.

DB g3zg.json

How Crafting Works

01 · Acquire a Core

Cores are non‑droppable workstation inputs. Source them through quest progression and Master‑tier rewards. You'll need at least one Core per Noomachine session.

02 · Dial Groups

Each session exposes Add‑On, Deviation and Concept groups. Selecting a group commits an Inhibitor charge from your stockpile — the screen will warn Not Enough Inhibitors if you over‑commit.

03 · Stabilise & Extract

Once the Exposure counter clears the green threshold, the Noomachine stabilises the field and outputs a finished Module. Install it via the gunsmith — or detach a previously installed module with a Quasi‑Destructor.

[ ESC ] EXIT    [ TAB ] CYCLE    [ ENTER ] CONFIRM
Community knowledge base · stalcraft‑database