Difference between revisions of "Hermitage"

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(Core Systes)
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:8. The price of utility ships will be higher if the "Ship Configuration" OXP is in use.
 
:8. The price of utility ships will be higher if the "Ship Configuration" OXP is in use.
   
=== Core Systes ===
+
=== Core Systems ===
 
<table style='border: 1px solid black;border-collapse: collapse;'><tr><th style='border: 1px solid black;border-collapse: collapse;'>Name</th><th style='border: 1px solid black;border-collapse: collapse;'>Price</th><th style='border: 1px solid black;border-collapse: collapse;'>Space/<br/>Power Req</th><th style='border: 1px solid black;border-collapse: collapse;'>Min TL</th><th style='border: 1px solid black;border-collapse: collapse;'>Installation</th><th style='border: 1px solid black;border-collapse: collapse;'>Prerequisites<br/>(any of)</th><th style='border: 1px solid black;border-collapse: collapse;'>Operating costs</th><th style='border: 1px solid black;border-collapse: collapse;'>Income/Production<br/>(per day, approx)</th></tr>
 
<table style='border: 1px solid black;border-collapse: collapse;'><tr><th style='border: 1px solid black;border-collapse: collapse;'>Name</th><th style='border: 1px solid black;border-collapse: collapse;'>Price</th><th style='border: 1px solid black;border-collapse: collapse;'>Space/<br/>Power Req</th><th style='border: 1px solid black;border-collapse: collapse;'>Min TL</th><th style='border: 1px solid black;border-collapse: collapse;'>Installation</th><th style='border: 1px solid black;border-collapse: collapse;'>Prerequisites<br/>(any of)</th><th style='border: 1px solid black;border-collapse: collapse;'>Operating costs</th><th style='border: 1px solid black;border-collapse: collapse;'>Income/Production<br/>(per day, approx)</th></tr>
 
<tr><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'>Life Support (Type 1)</td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'>500 ₢</td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'>2m² / 5MJ</td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'>TL1</td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'>3.4 hrs<br/>1t Computers<br/>1t Alloys</td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'></td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'></td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'></td></tr>
 
<tr><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'>Life Support (Type 1)</td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'>500 ₢</td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'>2m² / 5MJ</td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'>TL1</td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'>3.4 hrs<br/>1t Computers<br/>1t Alloys</td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'></td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'></td><td style='vertical-align:top; border: 1px solid black; border-collapse: collapse;'></td></tr>

Revision as of 08:23, 7 August 2021

Rock Hermit sm.png

Own your very own Rock Hermit!

Overview

This OXP gives the player the opportunity to operate their own Rock Hermit. In effect this OXP creates a new version of Oolite, with new goals and new problems.

Rock Hermits can be (i) purchased or (ii) pirated, or there are 3 different scenarios to try where you (iii) inherit a Rock Hermit with a mining-equipped small ship and try to make a living. The locations of each of these scenarios should mean a slightly different play experience in each, some easier, some harder.


Requirements

The OXP can be downloaded here: Link for v0.7.1 Hermitage.zip

see OXP for details of what to do with it

The following OXP's are required to use "Hermitage":

If you want to utilise the option of piracy to acquire a Rock Hermit, you will also need one of the various versions of Broadcast Comms MFD.

Getting your first Rock Hermit

There are a number of ways you can acquire a Rock Hermit. Some Rock Hermits are for sale, and will advertise this fact when you dock at the station. While some may not be for sale, the owner might still be willing to consider a purchase. In both cases, an F4 interface, "Discuss station purchase with owner" will be available.

If you want a particular station, but either don't want to spend the money, or don't have the money to spend, you can attempt to force the Rock Hermit owner to surrender it to you. You will need to attack the station, and using the Broadcast Comms MFD, demand that the owner surrender to you. You may need to apply some force before the owner becomes willing to do this. If the station explodes... you applied too much force.

Alternatively, there are three scenarios available to start a new game with, at varying difficulty levels. In each one, you will start with a basic Rock Hermit and a mining-equipment Adder.

General Instructions

Once you have a Rock Hermit for yourself, it is managed through these four F4 interface screens:

1) Mineral Refinery

This interface gives you access to the mineral refinery of the station, which will process splinters scooped from asteroids and potentially extract other commodities from them, like alloys, radioactives, precious metals or gem-stones.

The refinery can be upgraded through "Station Upgrades" (see below) for an improved refinery process that will extract more value from the splinters scooped. Refined goods will be send straight to the market, or (if the market is at capacity) to storage.

2) Cargo Storage Facility

Every Rock Hermit has an area dedicated to cargo storage. Only cargo can be stored in this facility. Cargo can be transferred from your cargo hold, or from the station market.

  • The size of your storage area can be increased through "Station Upgrades" (see below).

3) Personal Ship Hangar

Each Rock Hermit has a place to store a number of vessels the owner might need to use. For instance, the owner might have a ship dedicated to mining, but a different ship set up for defense or bulk hauling. The personal ship hangar is where these ships are stored, and they can be swapped for your current ship at any time, without penalty.

  • Additional ships can be purchased through "Station Upgrades" (see below).
  • The maximum number of ships you can house in your hangar is related to the maximum amount of space available. If you don't have any space upgrades, you can have 4 ships in your hangar. If you have the upgrade to 300m², you can have 6 ships. If you have the 500m² upgrade, you can have 10 ships.
  • You cannot transfer ships to another station, or have them delivered to you at some other location. Your ships are only available at your Rock Hermit.

4) Rock Hermit management

All other functions of the Rock Hermit are managed through the "Rock Hermit management" screen. This screen has the following six options:

4.1) Facilities Management

This option lists all facilities currently installed in your station, the state of those upgrades (active, inactive, damaged), and (if applicable) the current level of that facility, as a percentage.

  • Each facility can be selected to display additional details and functions specific to that facility.
  • Some facilities have operational costs. This can be monetary, or in the form of resources. If resources are required to keep the facility operational, they will be taken from storage at the beginning of the day. If the resources are not present, the facility will be shut down, and any potential income for that facility will be lost until the required resources are supplied.
  • If resources are required for daily operations, it is possible to set up a scheduled transport to deliver those commodities, allowing you, as the Rock Hermit owner, to concentrate on other aspects of your station. The price for the transports will vary by distance travelled, and the danger of the route.
  • If a facility is damaged, the repairs can be ordered through this interface. Repairs will require certain commodities, which are different for each facility. If the required resources are not available, the facility will remain in a damaged state and any potential income from that facility will be lost.
  • Facilities can also be manually disabled. This may be necessary if you need to recover the power usage for other purposes, or you want to prevent the facility from using resources.
Details about specific facilities is covered in the "Station Upgrades" section below.

4.2) Scheduled Transports

This section lists all transports that have been booked to deliver commodities to your station. Transports are booked through each facilities management pages (see section above).

4.3) Personnel

As your base expands and increases in profitability, you may want to employ additional staff to help with certain functions. There are three main staffing areas open for employment:

1. Mining/Contractor pilots. These pilots will exit the station and perform mining activities outside your station.
2. Defense pilots. These pilots will launch to defend your station, if it comes under attack.
3. Security guards. These staff members increase the security of your station, preventing theft and damage.
  • Staff are paid on a daily basis. If you don't have sufficient credits to cover their wage, they will cease employment immediately and leave your station.
  • You can employ new staff through this interface. Higher-skilled pilots/guards will have a higher wage.

4.4) Market Functions

From this option you can adjust the price of any commodity on the market, increasing or decreasing them as you see fit.

4.5) Income/Expenses

This option shows you how well your station is performing from an income and expenses perspective. All transactions with a monetary component will be displayed, with the daily total shown at the top. The report can show previous days summary as well.

4.6) Miscellaneous Services

There are potentially 8 different options here:

1. Rename station: Allows you to change the name of your Rock Hermit. This can be done at any time.
2. Set beacon code: If the navigation beacon has been installed, this option will let you change the code used by the space compass to represent your station.
3. Construction schedule: If you have upgrades currently being constructed, this option will shown you when they are due to be completed.
4. Allegiance: Use this option to change the allegiance of your station, to one of the following:
NEUTRAL: pirates and criminals will not dock, but may hang around outside safely. Everyone else may dock
CHAOTIC: anyone will be allowed to dock
PIRATE: pirates and criminals can dock, while others may be considered hostile
HUNTER: friendly to bounty hunters and hostile to offenders and fugitives
5. Station log: This is a record of all activity on your station, including buy/sell transactions from other ships, upgrade purchases, equipment damage and repair.
6. Visit mineral refinery: This will take you to the Mineral Refinery screen.
7. Visit cargo storage: This will take you to the Cargo Storage screen.
8. Visit ship hangar: This will take you to the Ship Hangar screen.

Station Market

The commodity market of the Rock Hermit is completely under your control. That is, you can move cargo in or out of the market without any cost involved. You can also set the price of any commodity using the Rock Hermit Management screen.

Station Upgrades

Upgrades to your Rock Hermit can be found on the F3 Equip Ship screen, under the 'Station upgrades' item. Items are grouped into one of the following subsections: Core Systems, General Operations, Power/Energy, Shipyard Operations, Market Operations, Defensive Systems, TechLevel, Entertainment Facilities, and Utility Ships. Some items will need your station to be at a certain TechLevel before they can be constructed. Only those items that are able to be built at the current TechLevel of your station will be shown.

Most items will require resources of some sort in order to build them. The requirements are listed on the description page of each item. Additionally, the resource requirements can be very specific, for instance needing alloys from a TL7 system, or luxuries from a TL10 system.

The following tables provide a full list of all the possible upgrades available for your station and details of each.

Notes

1. Your station has limited space and power. Upgrades must remain inside these limitations, although there are some options available to expand the space and power limits of your station.
2. Some upgrades have ongoing costs, which must be paid each day for the facility to remain functional. If you do not have sufficient credits, the unit will be automatically deactivated.
3. Some upgrades have material requirements for operating. If you do not have these resources in storage, the unit will be automatically deactivated.
4. Life Support: if the life support system reaches 0%, the station will not be able to support life. Any pilots or guard you have employed will leave the station and your employment. The life support system can be recharged with minerals to quickly restore it to 100%, although it will recover slowly on it's own.
5. Fuel Reserve: this is the amount of fuel available to ships when they dock, if they want to refuel their ships. If this reaches 0, no more refuelling will take place. Additional fuel can be scooped from the sun, or a transport can be booked to perform this function for you.
6. Required after purchase: GalCop Certification. Items that have this requirement will necessitate a trip to a nearby system to register the upgrade with GalCop before it can be activated.
7. Installation/delivery time: unlike standard ship upgrades which happen immediately, upgrades to your station will be scheduled according to the amount of time required. When the completion time passes, the upgrade will become available.
8. The price of utility ships will be higher if the "Ship Configuration" OXP is in use.

Core Systems

NamePriceSpace/
Power Req
Min TLInstallationPrerequisites
(any of)
Operating costsIncome/Production
(per day, approx)
Life Support (Type 1)500 ₢2m² / 5MJTL13.4 hrs
1t Computers
1t Alloys
Life Support (Type 2)800 ₢5m² / 10MJTL25.8 hrs
2t Computers
2t Alloys
4.0 ₢ p/day
Life Support (Type 3)1200 ₢8m² / 14MJTL39.1 hrs
3t Computers
3t Alloys
8.0 ₢ p/day
Life Support (Type 4)1800 ₢10m² / 20MJTL513.7 hrs
4t Computers (TL4+)
4t Alloys (TL3+)
15.0 ₢ p/day
Life Support (Type 5)2300 ₢14m² / 26MJTL815.7 hrs
5t Computers (TL6+)
5t Alloys (TL5+)
30.0 ₢ p/day
Life Support (Type 6)2900 ₢20m² / 30MJTL1119.9 hrs
7t Computers (TL9+)
6t Alloys (TL7+)
50.0 ₢ p/day
Structural Reinforcement (Type 1)750 ₢TL16.2 hrs
2t Alloys
Structural Reinforcement (Type 2)1350 ₢2m²TL18.9 hrs
4t Alloys
Structural Reinforcement (Type 3)2230 ₢4m²TL411.4 hrs
7t Alloys (TL3+)
Structural Reinforcement (Type 4)2760 ₢7m²TL613.8 hrs
10t Alloys (TL5+)
Structural Reinforcement (Type 5)4270 ₢10m²TL817.3 hrs
12t Alloys (TL7+)
Structural Reinforcement (Type 6)7290 ₢12m²TL1021.6 hrs
15t Alloys (TL9+)
Fuel Reserve (40LY)500 ₢3m²TL13.4 hrs
1t Alloys
1t Machinery
Fuel Reserve (60LY)1250 ₢6m²TL18.6 hrs
3t Alloys
1t Machinery
Fuel Reserve (80LY)3670 ₢10m²TL112.1 hrs
5t Alloys
2t Machinery
Fuel Reserve (100LY)5820 ₢14m²TL115.3 hrs
8t Alloys
3t Machinery
Fuel Reserve (120LY)9480 ₢20m²TL118.6 hrs
12t Alloys
3t Machinery
Fuel Reserve (150LY)12 930 ₢25m²TL123.6 hrs
15t Alloys
4t Machinery
Available space expansion 1 (300m²)24 600 ₢TL722.4 hrs
15t Alloys (TL8+)
Available space expansion 2 (500m²)58 230 ₢TL1236.7 hrs
15t Alloys (TL13+)

General Operations

NamePriceSpace/
Power Req
Min TLInstallationPrerequisites
(any of)
Operating costsIncome/Production
(per day, approx)
Navigational Beacon200 ₢2m² / 10MJTL24.5 hrs
1t Computers
2t Alloys
5.0 ₢ p/day
Fast-Docking System300 ₢2m² / 10MJTL72.0 hrs
3t Computers (TL11+)
Navigational Beacon
Black Market1500 ₢10m² / 30MJTL115.0 hrs20.0 ₢ p/day50.0 ₢
Auto-Repair Facility (Type 1)1500 ₢2m² / 2MJTL11.3 hrs
1t Computers
1t Alloys
Auto-Repair Facility (Type 2)3750 ₢2m² / 5MJTL22.6 hrs
2t Computers
2t Alloys
Auto-Repair Facility (Type 3)6230 ₢3m² / 10MJTL33.9 hrs
3t Computers
3t Alloys
Auto-Repair Facility (Type 4)9125 ₢4m² / 18MJTL55.2 hrs
3t Computers (TL6+)
3t Alloys (TL5+)
Auto-Repair Facility (Type 5)12 680 ₢7m² / 23MJTL79.7 hrs
3t Computers (TL6+)
3t Alloys (TL5+)
Auto-Repair Facility (Type 6)23 295 ₢10m² / 32MJTL1012.6 hrs
5t Computers (TL9+)
6t Alloys (TL7+)
Distillery (Type 1)15 000 ₢12m² / 100MJTL415.1 hrs
6t Alloys
1t Machinery
20.0 ₢ p/day
2t Food p/3 days
1t Liquor/Wines per day
Distillery (Type 2)21 000 ₢14m² / 120MJTL618.8 hrs
7t Alloys
2t Machinery
45.0 ₢ p/day
4t Food p/3 days
2t Liquor/Wines per day
Distillery (Type 3)26 000 ₢16m² / 140MJTL822.8 hrs
8t Alloys
3t Machinery (TL3+)
75.0 ₢ p/day
7t Food p/4 days
4t Liquor/Wines per day
Distillery (Type 4)30 000 ₢20m² / 180MJTL1026.5 hrs
10t Alloys
4t Machinery (TL3+)
100.0 ₢ p/day
11t Food p/4 days
8t Liquor/Wines per day
Weapons Manufacturing (Type 1)85 000 ₢10m² / 250MJTL727.8 hrs
6t Alloys
1t Machinery
60.0 ₢ p/day
2t Minerals p/2 days
1t Alloys p/2 days
1t Firearms per day
Weapons Manufacturing (Type 2)102 000 ₢13m² / 280MJTL933.4 hrs
8t Alloys
3t Machinery
120.0 ₢ p/day
4t Minerals p/2 days
3t Alloys p/2 days
3t Firearms per day
Weapons Manufacturing (Type 3)156 300 ₢18m² / 360MJTL1137.9 hrs
10t Alloys
5t Machinery
220.0 ₢ p/day
5t Minerals p/3 days
4t Alloys p/3 days
5t Firearms per day
Narcotics Processing (Type 1)17 000 ₢9m² / 130MJTL519.3 hrs
6t Alloys
1t Machinery
40.0 ₢ p/day
2t Minerals p/3 days
1t Liquor/Wines p/3 days
1t Narcotics per day
Narcotics Processing (Type 2)36 000 ₢11m² / 200MJTL732.7 hrs
8t Alloys
2t Machinery
85.0 ₢ p/day
4t Minerals p/4 days
2t Liquor/Wines p/4 days
3t Narcotics per day
Narcotics Processing (Type 3)51 000 ₢15m² / 290MJTL1047.2 hrs
10t Alloys
3t Machinery
110.0 ₢ p/day
6t Minerals p/5 days
3t Liquor/Wines p/5 days
5t Narcotics per day
Refinery (Type 1)2500 ₢12m² / 70MJTL26.3 hrs
5t Radioactives
5t Alloys
4t Machinery (TL2+)
10.0 ₢ p/day
Refinery (Type 2)3000 ₢18m² / 100MJTL28.8 hrs
6t Radioactives
8t Alloys
5t Machinery (TL3+)
25.0 ₢ p/day
Refinery (Type 3)4200 ₢25m² / 130MJTL412.8 hrs
7t Radioactives
10t Alloys
7t Machinery (TL4+)
65.0 ₢ p/day
Refinery (Type 4)6000 ₢40m² / 200MJTL616.7 hrs
3t Computers (TL9+)
10t Radioactives
15t Alloys
10t Machinery (TL6+)
90.0 ₢ p/day
Refinery (Type 5)8500 ₢55m² / 300MJTL919.9 hrs
4t Computers (TL11+)
10t Radioactives
20t Alloys
12t Machinery (TL9+)
125.0 ₢ p/day
Refinery (Type 6)11 000 ₢75m² / 400MJTL1223.5 hrs
5t Computers (TL14+)
12t Radioactives
22t Alloys
15t Machinery (TL11+)
224.0 ₢ p/day

Shipyard Operations

NamePriceSpace/
Power Req
Min TLInstallationPrerequisites
(any of)
Operating costsIncome/Production
(per day, approx)
Station Shipyard¹175 000 ₢100m² / 150MJTL526.0 hrs
5t Computers (TL11+)
40t Alloys
10t Machinery (TL6+)
20kg Gold
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
1700.0 ₢ p/day2000.0 ₢
Equipment Price Factor 4.5¹0 ₢TL110.0 ₢ p/day
Equipment Price Factor 4.0¹1200 ₢TL212.0 ₢ p/day
Equipment Price Factor 3.5¹3400 ₢TL220.0 ₢ p/day
Equipment Price Factor 3.0¹8800 ₢TL330.0 ₢ p/day
Equipment Price Factor 2.5¹13 400 ₢TL450.0 ₢ p/day
Equipment Price Factor 2.0¹24 500 ₢TL680.0 ₢ p/day
Equipment Price Factor 1.5¹39 600 ₢TL9120.0 ₢ p/day
Equipment Price Factor 1.0¹53 200 ₢TL11290.0 ₢ p/day
Equipment Price Factor 0.75¹72 700 ₢TL11530.0 ₢ p/day
Equipment Price Factor 0.5¹123 900 ₢TL111150.0 ₢ p/day

¹ This item will require GalCop Certification before installation can be completed.

Power/Energy

NamePriceSpace/
Power Req
Min TLInstallationPrerequisites
(any of)
Operating costsIncome/Production
(per day, approx)
Energy Storage Unit (Type 1)²500 ₢5m² / 7MJTL11.5 hrs
2t Computers
5t Radioactives
2t Minerals
5.0 ₢ p/day p/item
Energy Storage Unit (Type 2)²1200 ₢5m² / 8MJTL11.5 hrs
2t Computers (TL4+)
5t Radioactives
2t Minerals
8.0 ₢ p/day p/item
Energy Storage Unit (Type 3)²1800 ₢5m² / 10MJTL82.5 hrs
2t Computers (TL6+)
5t Radioactives (TL4+)
2t Minerals (TL4+)
12.0 ₢ p/day p/item
Energy Storage Unit (Type 4)²2300 ₢5m² / 14MJTL103.5 hrs
2t Computers (TL8+)
5t Radioactives (TL6+)
2t Minerals (TL6+)
15.0 ₢ p/day p/item
Energy Storage Unit (Type 5)²2900 ₢5m² / 20MJTL134.5 hrs
2t Computers (TL11+)
5t Radioactives (TL9+)
2t Minerals (TL9+)
5.0 ₢ p/day p/item
Reactor (300 MW)1000 ₢10m²TL15.3 hrs
5t Radioactives
5t Alloys
50.0 ₢ p/day
1t Radioactives p/3 days
Reactor (500 MW)2200 ₢15m²TL36.7 hrs
8t Radioactives
8t Alloys
80.0 ₢ p/day
2t Radioactives p/4 days
Reactor (700 MW)3970 ₢25m²TL58.2 hrs
8t Radioactives
12t Alloys
5t Minerals
120.0 ₢ p/day
4t Radioactives p/5 days
Reactor (900 MW)7620 ₢40m²TL610.7 hrs
8t Radioactives
15t Alloys
8t Minerals
170.0 ₢ p/day
5t Quirium Fuel p/6 days
Reactor (1200 MW)12 400 ₢50m²TL714.5 hrs
8t Radioactives
18t Alloys
10t Minerals
220.0 ₢ p/day
8t Quirium Fuel p/8 days
Reactor (1500 MW)27 800 ₢65m²TL918.1 hrs
8t Radioactives
22t Alloys
12t Minerals
300.0 ₢ p/day
12t Quirium Fuel p/10 days

² Multiple instances of this item can be installed. Higher types give greater reliability.

TechLevel

NamePriceSpace/
Power Req
Min TLInstallationPrerequisites
(any of)
Operating costsIncome/Production
(per day, approx)
TechLevel 2¹0 ₢10m²TL1
TechLevel 3¹1600 ₢15m² / 25MJTL23t Computers (TL3+)
4t Alloys
10.0 ₢ p/day
TechLevel 4¹3300 ₢20m² / 50MJTL35t Computers (TL4+)
8t Alloys
5kg Gold
25.0 ₢ p/day
TechLevel 5¹6500 ₢25m² / 75MJTL48t Computers (TL5+)
12t Alloys
7kg Gold
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
50.0 ₢ p/day
TechLevel 6¹11 700 ₢30m² / 100MJTL510t Computers (TL6+)
14t Alloys
8kg Gold
4t Machinery (TL6+)
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
80.0 ₢ p/day
TechLevel 7¹18 500 ₢35m² / 125MJTL612t Computers (TL7+)
16t Alloys
9kg Gold
5t Machinery (TL7+)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
110.0 ₢ p/day
TechLevel 8¹28 200 ₢40m² / 150MJTL715t Computers (TL8+)
20t Alloys
1t Textiles (TL4+)
10kg Gold
6t Machinery (TL8+)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
150.0 ₢ p/day
TechLevel 9¹46 000 ₢45m² / 175MJTL820t Computers (TL9+)
25t Alloys
2t Textiles (TL5+)
12kg Gold
7t Machinery (TL9+)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
180.0 ₢ p/day
TechLevel 10¹64 100 ₢50m² / 200MJTL918t Computers (TL10+)
30t Alloys
3t Textiles (TL6+)
14kg Gold
8t Machinery (TL10+)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
240.0 ₢ p/day
TechLevel 11¹91 150 ₢55m² / 225MJTL1020t Computers (TL11+)
30t Alloys
4t Textiles (TL7+)
6kg Platinum
14kg Gold
9t Machinery (TL11+)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
300.0 ₢ p/day
TechLevel 12¹131 900 ₢60m² / 250MJTL1122t Computers (TL12+)
30t Alloys
5t Textiles (TL8+)
8kg Platinum
15kg Gold
10t Machinery (TL12+)
Reactor (1200 MW)
Reactor (1500 MW)
400.0 ₢ p/day
TechLevel 13¹194 000 ₢65m² / 275MJTL1224t Computers (TL13+)
30t Alloys
6t Textiles (TL9+)
10kg Platinum
15kg Gold
11t Machinery (TL13+)
Reactor (1200 MW)
Reactor (1500 MW)
500.0 ₢ p/day
TechLevel 14¹261 500 ₢70m² / 300MJTL1326t Computers (TL14+)
30t Alloys
7t Textiles (TL10+)
12kg Platinum
16kg Gold
13t Machinery (TL14+)
Reactor (1200 MW)
Reactor (1500 MW)
650.0 ₢ p/day
TechLevel 15¹425 500 ₢75m² / 350MJTL1430t Computers (TL15+)
30t Alloys
8t Textiles (TL11+)
14kg Platinum
20kg Gold
14t Machinery (TL15+)
Reactor (1500 MW)850.0 ₢ p/day

¹ This item will require GalCop Certification before installation can be completed.

Market Operations

NamePriceSpace/
Power Req
Min TLInstallationPrerequisites
(any of)
Operating costsIncome/Production
(per day, approx)
Market Capacity 15t¹75 ₢7m²TL13.0 ₢ p/day
Market Capacity 30t¹100 ₢10m²TL210.0 ₢ p/day
Market Capacity 45t¹500 ₢15m²TL415.0 ₢ p/day
Market Capacity 60t¹1500 ₢25m²TL620.0 ₢ p/day
Market Capacity 90t¹2500 ₢40m²TL740.0 ₢ p/day
Market Capacity 120t¹3500 ₢60m²TL880.0 ₢ p/day
Storage Capacity 45t7300 ₢20m²TL25.1 hrs
5t Alloys
Storage Capacity 60t9900 ₢24m²TL28.6 hrs
8t Alloys
Storage Capacity 80t12 600 ₢28m²TL310.7 hrs
10t Alloys
Storage Capacity 100t15 230 ₢32m²TL413.7 hrs
8t Alloys (TL5+)
Storage Capacity 140t19 320 ₢36m²TL416.2 hrs
4t Alloys (TL8+)
Storage Capacity 200t25 900 ₢40m²TL620.5 hrs
5t Alloys (TL10+)

¹ This item will require GalCop Certification before installation can be completed.

Defensive Systems

NamePriceSpace/
Power Req
Min TLInstallationPrerequisites
(any of)
Operating costsIncome/Production
(per day, approx)
E.C.M. System1200 ₢3m² / 25MJTL63.5 hrs
5t Computers (TL7+)
3t Minerals
1t Radioactives
3kg Gold
Turret defense (Top)10 000 ₢25MJTL58.9 hrs
3t Firearms (TL5+)
2t Computers (TL6+)
3t Alloys
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
75.0 ₢ p/day
Turret defense (Bottom)10 000 ₢25MJTL58.9 hrs
3t Firearms (TL5+)
2t Computers (TL6+)
3t Alloys
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
75.0 ₢ p/day
Turret defense (Rear)10 000 ₢25MJTL58.9 hrs
3t Firearms (TL5+)
2t Computers (TL6+)
3t Alloys
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
75.0 ₢ p/day
Turret defense (Left)10 000 ₢25MJTL58.9 hrs
3t Firearms (TL5+)
2t Computers (TL6+)
3t Alloys
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
75.0 ₢ p/day
Turret defense (Right)10 000 ₢25MJTL58.9 hrs
3t Firearms (TL5+)
2t Computers (TL6+)
3t Alloys
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
75.0 ₢ p/day
Enhanced Turret defense (Top)20 000 ₢50MJTL812.3 hrs
3t Firearms (TL10+)
2t Computers (TL9+)
3t Alloys (TL8+)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
115.0 ₢ p/day
Enhanced Turret defense (Bottom)20 000 ₢50MJTL812.3 hrs
3t Firearms (TL10+)
2t Computers (TL9+)
3t Alloys (TL8+)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
115.0 ₢ p/day
Enhanced Turret defense (Rear)20 000 ₢50MJTL812.3 hrs
3t Firearms (TL10+)
2t Computers (TL9+)
3t Alloys (TL8+)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
115.0 ₢ p/day
Enhanced Turret defense (Left)20 000 ₢50MJTL812.3 hrs
3t Firearms (TL10+)
2t Computers (TL9+)
3t Alloys (TL8+)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
115.0 ₢ p/day
Enhanced Turret defense (Right)20 000 ₢50MJTL812.3 hrs
3t Firearms (TL10+)
2t Computers (TL9+)
3t Alloys (TL8+)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
115.0 ₢ p/day
Security System (Fuel Reserve)250 ₢1m² / 10MJTL21.5 hrs
1t Computers
1t Machinery
10.0 ₢ p/day
Security System (Market)1250 ₢1m² / 15MJTL33.2 hrs
1t Computers
1t Machinery
10.0 ₢ p/day
Security System (Storage)1740 ₢2m² / 20MJTL43.2 hrs
2t Computers (TL3+)
1t Machinery
10.0 ₢ p/day
Security System (Hangar)2550 ₢1m² / 20MJTL35.7 hrs
3t Computers
1t Machinery
20.0 ₢ p/day

Entertainment Facilities

NamePriceSpace/
Power Req
Min TLInstallationPrerequisites
(any of)
Operating costsIncome/Production
(per day, approx)
Bar (Type 1)1000 ₢20m² / 10MJTL18.4 hrs
5t Liquor/Wines
5t Alloys
3t Textiles
80.0 ₢ p/day
1t Liquor/Wines p/2 days
75.0 ₢
Bar (Type 2)2500 ₢23m² / 15MJTL212.3 hrs
5t Liquor/Wines (TL3+)
6t Alloys
4t Textiles (TL2+)
160.0 ₢ p/day
1t Liquor/Wines (TL3+) p/3 days
150.0 ₢
Bar (Type 3)5500 ₢28m² / 30MJTL318.7 hrs
5t Liquor/Wines (TL4+)
7t Alloys
5t Textiles (TL3+)
190.0 ₢ p/day
1t Liquor/Wines (TL4+) p/3 days
175.0 ₢
Bar (Type 4)8700 ₢32m² / 50MJTL422.6 hrs
8t Liquor/Wines (TL5+)
10t Alloys
5t Textiles (TL4+)
4t Luxuries (TL6+)
470.0 ₢ p/day
2t Liquor/Wines (TL5+) p/4 days
420.0 ₢
Bar (Type 5)12 800 ₢40m² / 70MJTL529.1 hrs
8t Liquor/Wines (TL6+)
12t Alloys
8t Textiles (TL5+)
4t Luxuries (TL9+)
700.0 ₢ p/day
2t Liquor/Wines (TL6+) p/5 days
610.0 ₢
Bar (Type 6)21 010 ₢45m² / 100MJTL633.8 hrs
8t Liquor/Wines (TL7+)
14t Alloys
10t Textiles (TL6+)
10t Luxuries (TL13+)
980.0 ₢ p/day
2t Liquor/Wines (TL7+) p/7 days
800.0 ₢
Restaurant (Type 1)5000 ₢30m² / 50MJTL412.6 hrs
2t Liquor/Wines
5t Food (TL5+)
8t Alloys
5t Textiles (TL4+)
200.0 ₢ p/day
1t Food (TL5+) p/2 days
1t Liquor/Wines p/2 days
150.0 ₢
Restaurant (Type 2)8600 ₢32m² / 75MJTL616.7 hrs
3t Liquor/Wines
6t Food (TL6+)
10t Alloys
10t Textiles (TL6+)
280.0 ₢ p/day
1t Food (TL6+) p/2 days
2t Liquor/Wines p/2 days
220.0 ₢
Restaurant (Type 3)13 400 ₢36m² / 100MJTL720.9 hrs
4t Liquor/Wines (TL3+)
10t Food (TL7+)
12t Alloys
10t Textiles (TL9+)
5t Luxuries (TL9+)
470.0 ₢ p/day
1t Food (TL7+) p/3 days
1t Liquor/Wines (TL3+) p/3 days
400.0 ₢
Restaurant (Type 4)20 500 ₢40m² / 125MJTL826.2 hrs
5t Liquor/Wines (TL4+)
12t Food (TL8+)
14t Alloys
12t Textiles (TL11+)
8t Luxuries (TL11+)
1020.0 ₢ p/day
2t Food (TL8+) p/5 days
1t Liquor/Wines (TL4+) p/5 days
960.0 ₢
Restaurant (Type 5)32 300 ₢45m² / 150MJTL932.7 hrs
8t Liquor/Wines (TL6+)
14t Food (TL9+)
15t Alloys
14t Textiles (TL13+)
10t Luxuries (TL13+)
2100.0 ₢ p/day
2t Food (TL9+) p/7 days
1t Liquor/Wines (TL6+) p/7 days
1860.0 ₢
Restaurant (Type 6)53 100 ₢60m² / 200MJTL1039.4 hrs
10t Liquor/Wines (TL8+)
15t Food (TL10+)
16t Alloys
15t Textiles (TL14+)
13t Luxuries (TL14+)
4300.0 ₢ p/day
2t Food (TL10+) p/7 days
1t Liquor/Wines (TL8+) p/7 days
3350.0 ₢

Utility Ships

NamePriceCargoSpeedMin TLDelivery Time
Worm (Mining)57 630 ₢5t0.100 LSTL210.0 hrs
Transporter (Mining)80 860 ₢12t0.100 LSTL310.0 hrs
Adder (Mining)95 040 ₢5t (5t)0.220 LSTL410.0 hrs
Cobra Mark I (Mining)150 170 ₢10t0.260 LSTL510.0 hrs
Cobra Mark III (Mining)182 480 ₢20t (15t)0.350 LSTL710.0 hrs
Sidewinder (Fighter)60 720 ₢0t0.370 LSTL210.0 hrs
Krait (Fighter)106 140 ₢2t0.300 LSTL410.0 hrs
Mamba (Fighter)111 200 ₢4t0.320 LSTL610.0 hrs
Asp Mark II (Fighter)410 030 ₢0t0.400 LSTL910.0 hrs
Fer-de-Lance (Fighter)488 060 ₢12t0.300 LSTL910.0 hrs
Python (Hauler)235 690 ₢100t (15t)0.200 LSTL510.0 hrs
Boa (Hauler)496 340 ₢125t0.240 LSTL710.0 hrs
Boa Class Cruiser (Hauler)540 040 ₢175t0.312 LSTL810.0 hrs
Anaconda (Hauler)735 910 ₢750t0.140 LSTL910.0 hrs

Licence

This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/

Sound effects obtained from https://www.zapsplat.com
Asteroid image from https://icon-icons.com/icon/asteroid/96045
Storage image from https://ya-webdesign.com/download.html?id=2545390
Factory image from http://simpleicon.com/factory.html
Rocket image from http://simpleicon.com/rocket.html
Warning image from http://simpleicon.com/warning-3.html.
Adder texture borrowed from gsagostinho's Adder texture pack.
Cobra MkIII texture borrowed from gsagostinho's Cobra MkIII texture pack.
Sidewinder and Cobra Mk1 textures borrowed from ZGroovy's Variety pack.
Asp MkII texture borrowed from gsagostinho's Asp Mk II texture pack.
Fer-de-Lance texture borrowed from gsagostinho's Fer-de-Lance texture pack.
Python texture borrowed from gsagostinho's Python texture pack.
Krait maps borrowed from Griff's Krait.

Version History

  • 0.7.1
- Removed some unused shipdata.plist entries.
- Small tweak to the initial new game story text, including the name of the Hermitage in the text.
- Changed start location for the "Easy" start to be in G1 Rexebe (TL13, Corporate State, Average Industrial), to make general flying around a bit easier.
  • 0.7
- Added new item that can be purchased for the station: and Auto-Repair facility, which will automatically repair damaged items.
- Added multiple types of energy unit, with differing reliability scores.
- Added a switch to allow for refined materials to be sent to storage, rather than to the market.
- Repairs can now be initiated remotely, if there are sufficient resources in the station storage.
- Bug fixes for scooped cargo.
- Fixed issue where credits were not being correctly added/removed when moving cargo between your ship and the Hermitage market via the F8 market screen.
- Switched text randomisation code to utilise GNN, making it a requirement for this OXP.
- Extended the amount of time one batch of process commodities will last for.
- Turned off the "auto-launch" system if Life Support fails on a station. Will now just shut down station operations.
- Added numeric value to energy units, which will (in total) correspond to the current energy level of the station.
- Values of energy units will reflect the current energy level of the station.
- Fuel reserve value is now stored as a direct LY value, rather than as a percentage.
- Fixed issue with not being able to purchase upgrades when required commodities are in storage.
- Extensions to the data definition.
- Re-engineered the entire damage/reliability system to make it more logical and visible.
- Decreased the chance for thefts to take place.
- Fixed issue with Life Support Type 1 repair commodities, that was making it very hard to repair.
- Added success and failure sound effects for certain actions.
- Docking protocol is now turned on by default on each of the scenarios.
- Changed starting scenarios to begin at the main station in each system, and added some explanatory story to show after the scenario begins.
- Changed initial ships in starting scenarios to match the difficulty.
- Tweaked the resources and TL required to construct a station beacon, to make it available in a starting Rock Hermit.
- Added a waypoint to the rock hermit in the starting scenarios, so the player can easily reach it the first time.
- Added some provision for refined materials hitting capacity at both the target destination and in the ship's hold.
- When moving between days on the Profit and Loss statement, the paging wasn't being reset correctly.
- Integrated with Docking Fees OXP.
- Added custom texture for Krait and Mamba utility ships.
- Code refactoring, script file reorganisation, and data definition clean-up.
- Readme file updates.
- Bug fixes and UI tweaks.
  • 0.6
- Tweaked specs of Adder Miner to have slightly more cargo with a slightly lower top speed.
- Reworked the start game scenarios, reducing the options to 3 (Easy, Medium and Hard).
- Added some commodities to the storage of newly acquired stations.
- Added gloss values to ships.
  • 0.5
- Station upgrades purchases are now recorded to the station log.
- Log also reports when station upgrades are completed.
- Refinery interface item is now always visible, even if no splinters are in ship's hold.
- Life support will now start reducing if power is off and life support is at 100%.
- Bug fixes.
  • 0.4
- Fixed issue with timers being garbage collected while running.
- Fixed some invalid function name calls.
- Fixed an issue where damaged items could not be repaired directly with cargo in your hold.
- Bug fixes.
  • 0.3
- Fixed bug in process of transferring cargo from your ship to the station market via the F8 Market screen.
- Added missing exhaust definition to Adder.
- Fixed bug that was preventing the remote management page from opening.
- Fixed bug in the process of damaging station equipment.
  • 0.2
- Beta release.

Links