Difference between revisions of "Hermitage"
Cholmondely (talk | contribs) (→Requirements: Added link to download) |
Cholmondely (talk | contribs) (More tweaks) |
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== Overview == |
== Overview == |
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− | This OXP gives the player the opportunity to operate their own Rock Hermit |
+ | This OXP gives the player the opportunity to operate their own [[Rock Hermit (Oolite)|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. |
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. |
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Line 111: | Line 111: | ||
== Notes == |
== Notes == |
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− | 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. |
+ | :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. |
+ | :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. |
+ | :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. |
+ | :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. |
+ | :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. |
+ | :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. |
+ | :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. |
+ | :8. The price of utility ships will be higher if the "Ship Configuration" OXP is in use. |
+ | |||
+ | ---- |
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+ | <br><br> |
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+ | <font color="Red">'''Tables start here: only the bottom one is currently formatted...'''</font><br><br> |
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== CORE SYSTEMS == |
== CORE SYSTEMS == |
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Line 916: | Line 916: | ||
== Links == |
== Links == |
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*Feedback for this WIP: [http://aegidian.org/bb/viewtopic.php?f=4&t=20329 here] |
*Feedback for this WIP: [http://aegidian.org/bb/viewtopic.php?f=4&t=20329 here] |
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+ | *Author: [[User:Phkb|Phkb]] |
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+ | *[[Rock Hermit (Oolite)]] |
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+ | *[[Career Options]] - see Mining! |
Revision as of 11:50, 6 August 2021
Own your very own Rock Hermit!
Contents
- 1 Overview
- 2 Requirements
- 3 Getting your first Rock Hermit
- 4 General Instructions
- 5 Station Market
- 6 Station Upgrades
- 7 Notes
- 8 CORE SYSTEMS
- 9 GENERAL OPERATIONS
- 10 SHIPYARD OPERATIONS
- 11 POWER/ENERGY
- 12 TECHLEVEL
- 13 MARKET OPERATIONS
- 14 DEFENSIVE SYSTEMS
- 15 ENTERTAINMENT FACILITIES
- 16 Utility Ships
- 17 Licence
- 18 Version History
- 19 Links
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 Hermitage.zip
The following OXP's are required to use "Hermitage":
- Smugglers - The Galactic Underworld
- Bulletin Board System
- Email System
- Fuel Tweaks
- Fast Target Selector
- Ship Storage Helper v.0.35
- Griff Station Bundle
If you want to utilise the option of piracy to acquire a Rock Hermit, you will also need one of the 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 the following F4 interface screens:
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.
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).
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.
Rock Hermit management
All other functions of the Rock Hermit are managed through the "Rock Hermit management" screen. This screen has the following options:
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.
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).
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.
Market Functions
From this option you can adjust the price of any commodity on the market, increasing or decreasing them as you see fit.
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.
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.
This is the 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.
Tables start here: only the bottom one is currently formatted...
CORE SYSTEMS
Space/ Prerequisites Income/Production
Name Price Power Req Min TL Installation (any of) Operating costs (per day, approx)
Life Support (Type 1) 500 ₢ 2m² TL1 3.4 hrs
5MJ 1t Computers 1t Alloys
Life Support (Type 2) 800 ₢ 5m² TL2 5.8 hrs 4.0 ₢ p/day
10MJ 2t Computers 2t Alloys
Life Support (Type 3) 1200 ₢ 8m² TL3 9.1 hrs 8.0 ₢ p/day
14MJ 3t Computers 3t Alloys
Life Support (Type 4) 1800 ₢ 10m² TL5 13.7 hrs 15.0 ₢ p/day
20MJ 4t Computers (TL4+) 4t Alloys (TL3+)
Life Support (Type 5) 2300 ₢ 14m² TL8 15.7 hrs 30.0 ₢ p/day
26MJ 5t Computers (TL6+) 5t Alloys (TL5+)
Life Support (Type 6) 2900 ₢ 20m² TL11 19.9 hrs 50.0 ₢ p/day
30MJ 7t Computers (TL9+) 6t Alloys (TL7+)
Structural Reinforcement (Type 1) 750 ₢ TL1 6.2 hrs
2t Alloys
Structural Reinforcement (Type 2) 1350 ₢ 2m² TL1 8.9 hrs
4t Alloys
Structural Reinforcement (Type 3) 2230 ₢ 4m² TL4 11.4 hrs
7t Alloys (TL3+)
Structural Reinforcement (Type 4) 2760 ₢ 7m² TL6 13.8 hrs
10t Alloys (TL5+)
Structural Reinforcement (Type 5) 4270 ₢ 10m² TL8 17.3 hrs
12t Alloys (TL7+)
Structural Reinforcement (Type 6) 7290 ₢ 12m² TL10 21.6 hrs
15t Alloys (TL9+)
Fuel Reserve (40LY) 500 ₢ 3m² TL1 3.4 hrs
1t Alloys 1t Machinery
Fuel Reserve (60LY) 1250 ₢ 6m² TL1 8.6 hrs
3t Alloys 1t Machinery
Fuel Reserve (80LY) 3670 ₢ 10m² TL1 12.1 hrs
5t Alloys 2t Machinery
Fuel Reserve (100LY) 5820 ₢ 14m² TL1 15.3 hrs
8t Alloys 3t Machinery
Fuel Reserve (120LY) 9480 ₢ 20m² TL1 18.6 hrs
12t Alloys 3t Machinery
Fuel Reserve (150LY) 12 930 ₢ 25m² TL1 23.6 hrs
15t Alloys 4t Machinery
Available space expansion 1 (300m²) 24 600 ₢ TL7 22.4 hrs
15t Alloys (TL8+)
Available space expansion 2 (500m²) 58 230 ₢ TL12 36.7 hrs
15t Alloys (TL13+)
GENERAL OPERATIONS
Space/ Prerequisites Income/Production
Name Price Power Req Min TL Installation (any of) Operating costs (per day, approx)
Navigational Beacon 500 ₢ 2m² TL2 4.5 hrs 5.0 ₢ p/day
10MJ 1t Computers 2t Alloys
Fast-Docking System 300 ₢ 2m² TL7 2.0 hrs Navigational Beacon
10MJ 3t Computers (TL11+)
Black Market 1500 ₢ 10m² TL1 15.0 hrs 20.0 ₢ p/day 50.0 ₢
30MJ
Auto-Repair Facility (Type 1) 1500 ₢ 2m² TL1 1.3 hrs
2MJ 1t Computers 1t Alloys
Auto-Repair Facility (Type 2) 3750 ₢ 2m² TL2 2.6 hrs
5MJ 2t Computers 2t Alloys
Auto-Repair Facility (Type 3) 6230 ₢ 3m² TL3 3.9 hrs
10MJ 3t Computers 3t Alloys
Auto-Repair Facility (Type 4) 9125 ₢ 4m² TL5 5.2 hrs
18MJ 3t Computers (TL6+) 3t Alloys (TL5+)
Auto-Repair Facility (Type 5) 12 680 ₢ 7m² TL7 9.7 hrs
23MJ 3t Computers (TL6+) 3t Alloys (TL5+)
Auto-Repair Facility (Type 6) 23 295 ₢ 10m² TL10 12.6 hrs
32MJ 5t Computers (TL9+) 6t Alloys (TL7+)
Distillery (Type 1) 15 000 ₢ 12m² TL4 15.1 hrs 20.0 ₢ p/day 1t Liquor/Wines per day
100MJ 6t Alloys 2t Food p/3 days 1t Machinery
Distillery (Type 2) 21 000 ₢ 14m² TL6 18.8 hrs 45.0 ₢ p/day 2t Liquor/Wines per day
120MJ 7t Alloys 4t Food p/3 days 2t Machinery
Distillery (Type 3) 26 000 ₢ 16m² TL8 22.8 hrs 75.0 ₢ p/day 4t Liquor/Wines per day
140MJ 8t Alloys 7t Food p/4 days 3t Machinery (TL3+)
Distillery (Type 4) 30 000 ₢ 20m² TL10 26.5 hrs 100.0 ₢ p/day 8t Liquor/Wines per day
180MJ 10t Alloys 11t Food p/4 days 4t Machinery (TL3+)
Weapons Manufacturing (Type 1) 85 000 ₢ 10m² TL7 27.8 hrs 60.0 ₢ p/day 1t Firearms per day
250MJ 6t Alloys 2t Minerals p/2 days 1t Machinery 1t Alloys p/2 days
Weapons Manufacturing (Type 2) 102 000 ₢ 13m² TL9 33.4 hrs 120.0 ₢ p/day 3t Firearms per day
280MJ 8t Alloys 4t Minerals p/2 days 3t Machinery 3t Alloys p/2 days
Weapons Manufacturing (Type 3) 156 300 ₢ 18m² TL11 37.9 hrs 220.0 ₢ p/day 5t Firearms per day
360MJ 10t Alloys 5t Minerals p/3 days 5t Machinery 4t Alloys p/3 days
Narcotics Processing (Type 1) 17 000 ₢ 9m² TL5 19.3 hrs 40.0 ₢ p/day 1t Narcotics per day
130MJ 6t Alloys 2t Minerals p/3 days 1t Machinery 1t Liquor/Wines p/3 days
Narcotics Processing (Type 2) 36 000 ₢ 11m² TL7 32.7 hrs 85.0 ₢ p/day 3t Narcotics per day
200MJ 8t Alloys 4t Minerals p/4 days 2t Machinery 2t Liquor/Wines p/4 days
Narcotics Processing (Type 3) 51 000 ₢ 15m² TL10 47.2 hrs 110.0 ₢ p/day 5t Narcotics per day
290MJ 10t Alloys 6t Minerals p/5 days 3t Machinery 3t Liquor/Wines p/5 days
Refinery (Type 1) 2500 ₢ 12m² TL2 6.3 hrs 10.0 ₢ p/day
70MJ 5t Radioactives 5t Alloys 4t Machinery (TL2+)
Refinery (Type 2) 3000 ₢ 18m² TL2 8.8 hrs 25.0 ₢ p/day
100MJ 6t Radioactives 8t Alloys 5t Machinery (TL3+)
Refinery (Type 3) 4200 ₢ 25m² TL4 12.8 hrs 65.0 ₢ p/day
130MJ 7t Radioactives 10t Alloys 7t Machinery (TL4+)
Refinery (Type 4) 6000 ₢ 40m² TL6 16.7 hrs 90.0 ₢ p/day
200MJ 3t Computers (TL9+) 10t Radioactives 15t Alloys 10t Machinery (TL6+)
Refinery (Type 5) 8500 ₢ 55m² TL9 19.9 hrs 125.0 ₢ p/day
300MJ 4t Computers (TL11+) 10t Radioactives 20t Alloys 12t Machinery (TL9+)
Refinery (Type 6) 11 000 ₢ 75m² TL12 23.5 hrs 224.0 ₢ p/day
400MJ 5t Computers (TL14+) 12t Radioactives 22t Alloys 15t Machinery (TL11+)
SHIPYARD OPERATIONS
Space/ Prerequisites Income/Production
Name Price Power Req Min TL Installation (any of) Operating costs (per day, approx)
Station Shipyard¹ 175 000 ₢ 100m² TL5 26.0 hrs Reactor (700 MW) 1700.0 ₢ p/day 2000.0 ₢
150MJ 5t Computers (TL11+) Reactor (900 MW) 40t Alloys Reactor (1200 MW) 10t Machinery (TL6+) Reactor (1500 MW) 20kg Gold
Equipment Price Factor 4.5¹ 0 ₢ TL1 10.0 ₢ p/day
Equipment Price Factor 4.0¹ 1200 ₢ TL2 12.0 ₢ p/day
Equipment Price Factor 3.5¹ 3400 ₢ TL2 20.0 ₢ p/day
Equipment Price Factor 3.0¹ 8800 ₢ TL3 30.0 ₢ p/day
Equipment Price Factor 2.5¹ 13 400 ₢ TL4 50.0 ₢ p/day
Equipment Price Factor 2.0¹ 24 500 ₢ TL6 80.0 ₢ p/day
Equipment Price Factor 1.5¹ 39 600 ₢ TL9 120.0 ₢ p/day
Equipment Price Factor 1.0¹ 53 200 ₢ TL11 290.0 ₢ p/day
Equipment Price Factor 0.75¹ 72 700 ₢ TL11 530.0 ₢ p/day
Equipment Price Factor 0.5¹ 123 900 ₢ TL11 1150.0 ₢ p/day
¹ This item will require GalCop Certification before installation can be completed.
POWER/ENERGY
Space/ Prerequisites Income/Production
Name Price Power Req Min TL Installation (any of) Operating costs (per day, approx)
Energy Storage Unit (Type 1)² 500 ₢ 5m² TL1 1.5 hrs 5.0 ₢ p/day p/item
7MJ 2t Computers 5t Radioactives 2t Minerals
Energy Storage Unit (Type 2)² 1200 ₢ 5m² TL1 1.5 hrs 8.0 ₢ p/day p/item
8MJ 2t Computers (TL4+) 5t Radioactives 2t Minerals
Energy Storage Unit (Type 3)² 1800 ₢ 5m² TL8 2.5 hrs 12.0 ₢ p/day p/item
10MJ 2t Computers (TL6+) 5t Radioactives (TL4+) 2t Minerals (TL4+)
Energy Storage Unit (Type 4)² 2300 ₢ 5m² TL10 3.5 hrs 15.0 ₢ p/day p/item
14MJ 2t Computers (TL8+) 5t Radioactives (TL6+) 2t Minerals (TL6+)
Energy Storage Unit (Type 5)² 2900 ₢ 5m² TL13 4.5 hrs 5.0 ₢ p/day p/item
20MJ 2t Computers (TL11+) 5t Radioactives (TL9+) 2t Minerals (TL9+)
Reactor (300 MW) 1000 ₢ 10m² TL1 5.3 hrs 50.0 ₢ p/day
5t Radioactives 1t Radioactives p/3 days 5t Alloys
Reactor (500 MW) 2200 ₢ 15m² TL3 6.7 hrs 80.0 ₢ p/day
8t Radioactives 2t Radioactives p/4 days 8t Alloys
Reactor (700 MW) 3970 ₢ 25m² TL5 8.2 hrs 120.0 ₢ p/day
8t Radioactives 4t Radioactives p/5 days 12t Alloys 5t Minerals
Reactor (900 MW) 7620 ₢ 40m² TL6 10.7 hrs 170.0 ₢ p/day
8t Radioactives 5t Quirium Fuel p/6 days 15t Alloys 8t Minerals
Reactor (1200 MW) 12 400 ₢ 50m² TL7 14.5 hrs 220.0 ₢ p/day
8t Radioactives 8t Quirium Fuel p/8 days 18t Alloys 10t Minerals
Reactor (1500 MW) 27 800 ₢ 65m² TL9 18.1 hrs 300.0 ₢ p/day
8t Radioactives 12t Quirium Fuel p/10 days 22t Alloys 12t Minerals
² Multiple instances of this item can be installed.
TECHLEVEL
Space/ Prerequisites Income/Production
Name Price Power Req Min TL Installation (any of) Operating costs (per day, approx)
TechLevel 2¹ 0 ₢ 10m² TL1
TechLevel 3¹ 1600 ₢ 15m² TL2 3t Computers (TL3+) 10.0 ₢ p/day
25MJ 4t Alloys
TechLevel 4¹ 3300 ₢ 20m² TL3 5t Computers (TL4+) 25.0 ₢ p/day
50MJ 8t Alloys 5kg Gold
TechLevel 5¹ 6500 ₢ 25m² TL4 8t Computers (TL5+) Reactor (500 MW) 50.0 ₢ p/day
75MJ 12t Alloys Reactor (700 MW) 7kg Gold Reactor (900 MW) Reactor (1200 MW) Reactor (1500 MW)
TechLevel 6¹ 11 700 ₢ 30m² TL5 10t Computers (TL6+) Reactor (500 MW) 80.0 ₢ p/day
100MJ 14t Alloys Reactor (700 MW) 8kg Gold Reactor (900 MW) 4t Machinery (TL6+) Reactor (1200 MW) Reactor (1500 MW)
TechLevel 7¹ 18 500 ₢ 35m² TL6 12t Computers (TL7+) Reactor (700 MW) 110.0 ₢ p/day
125MJ 16t Alloys Reactor (900 MW) 9kg Gold Reactor (1200 MW) 5t Machinery (TL7+) Reactor (1500 MW)
TechLevel 8¹ 28 200 ₢ 40m² TL7 15t Computers (TL8+) Reactor (700 MW) 150.0 ₢ p/day
150MJ 20t Alloys Reactor (900 MW) 1t Textiles (TL4+) Reactor (1200 MW) 10kg Gold Reactor (1500 MW) 6t Machinery (TL8+)
TechLevel 9¹ 46 000 ₢ 45m² TL8 20t Computers (TL9+) Reactor (900 MW) 180.0 ₢ p/day
175MJ 25t Alloys Reactor (1200 MW) 2t Textiles (TL5+) Reactor (1500 MW) 12kg Gold 7t Machinery (TL9+)
TechLevel 10¹ 64 100 ₢ 50m² TL9 18t Computers (TL10+) Reactor (900 MW) 240.0 ₢ p/day
200MJ 30t Alloys Reactor (1200 MW) 3t Textiles (TL6+) Reactor (1500 MW) 14kg Gold 8t Machinery (TL10+)
TechLevel 11¹ 91 150 ₢ 55m² TL10 20t Computers (TL11+) Reactor (900 MW) 300.0 ₢ p/day
225MJ 30t Alloys Reactor (1200 MW) 4t Textiles (TL7+) Reactor (1500 MW) 6kg Platinum 14kg Gold 9t Machinery (TL11+)
TechLevel 12¹ 131 900 ₢ 60m² TL11 22t Computers (TL12+) Reactor (1200 MW) 400.0 ₢ p/day
250MJ 30t Alloys Reactor (1500 MW) 5t Textiles (TL8+) 8kg Platinum 15kg Gold 10t Machinery (TL12+)
TechLevel 13¹ 194 000 ₢ 65m² TL12 24t Computers (TL13+) Reactor (1200 MW) 500.0 ₢ p/day
275MJ 30t Alloys Reactor (1500 MW) 6t Textiles (TL9+) 10kg Platinum 15kg Gold 11t Machinery (TL13+)
TechLevel 14¹ 261 500 ₢ 70m² TL13 26t Computers (TL14+) Reactor (1200 MW) 650.0 ₢ p/day
300MJ 30t Alloys Reactor (1500 MW) 7t Textiles (TL10+) 12kg Platinum 16kg Gold 13t Machinery (TL14+)
TechLevel 15¹ 425 500 ₢ 75m² TL14 30t Computers (TL15+) Reactor (1500 MW) 850.0 ₢ p/day
350MJ 30t Alloys 8t Textiles (TL11+) 14kg Platinum 20kg Gold 14t Machinery (TL15+)
¹ This item will require GalCop Certification before installation can be completed.
MARKET OPERATIONS
Space/ Prerequisites Income/Production
Name Price Power Req Min TL Installation (any of) Operating costs (per day, approx)
Market Capacity 15t¹ 75 ₢ 7m² TL1 3.0 ₢ p/day
Market Capacity 30t¹ 100 ₢ 10m² TL2 10.0 ₢ p/day
Market Capacity 45t¹ 500 ₢ 15m² TL4 15.0 ₢ p/day
Market Capacity 60t¹ 1500 ₢ 25m² TL6 20.0 ₢ p/day
Market Capacity 90t¹ 2500 ₢ 40m² TL7 40.0 ₢ p/day
Market Capacity 120t¹ 3500 ₢ 60m² TL8 80.0 ₢ p/day
Storage Capacity 45t 7300 ₢ 20m² TL2 5.1 hrs
5t Alloys
Storage Capacity 60t 9900 ₢ 24m² TL2 8.6 hrs
8t Alloys
Storage Capacity 80t 12 600 ₢ 28m² TL3 10.7 hrs
10t Alloys
Storage Capacity 100t 15 230 ₢ 32m² TL4 13.7 hrs
8t Alloys (TL5+)
Storage Capacity 140t 19 320 ₢ 36m² TL4 16.2 hrs
4t Alloys (TL8+)
Storage Capacity 200t 25 900 ₢ 40m² TL6 20.5 hrs
5t Alloys (TL10+)
¹ This item will require GalCop Certification before installation can be completed.
DEFENSIVE SYSTEMS
Space/ Prerequisites Income/Production
Name Price Power Req Min TL Installation (any of) Operating costs (per day, approx)
E.C.M. System 1200 ₢ 3m² TL6 3.5 hrs
25MJ 5t Computers (TL7+) 3t Minerals 1t Radioactives 3kg Gold
Turret defense (Top) 10 000 ₢ 25MJ TL5 8.9 hrs Reactor (500 MW) 75.0 ₢ p/day
3t Firearms (TL5+) Reactor (700 MW) 2t Computers (TL6+) Reactor (900 MW) 3t Alloys Reactor (1200 MW) Reactor (1500 MW)
Turret defense (Bottom) 10 000 ₢ 25MJ TL5 8.9 hrs Reactor (500 MW) 75.0 ₢ p/day
3t Firearms (TL5+) Reactor (700 MW) 2t Computers (TL6+) Reactor (900 MW) 3t Alloys Reactor (1200 MW) Reactor (1500 MW)
Turret defense (Rear) 10 000 ₢ 25MJ TL5 8.9 hrs Reactor (500 MW) 75.0 ₢ p/day
3t Firearms (TL5+) Reactor (700 MW) 2t Computers (TL6+) Reactor (900 MW) 3t Alloys Reactor (1200 MW) Reactor (1500 MW)
Turret defense (Left) 10 000 ₢ 25MJ TL5 8.9 hrs Reactor (500 MW) 75.0 ₢ p/day
3t Firearms (TL5+) Reactor (700 MW) 2t Computers (TL6+) Reactor (900 MW) 3t Alloys Reactor (1200 MW) Reactor (1500 MW)
Turret defense (Right) 10 000 ₢ 25MJ TL5 8.9 hrs Reactor (500 MW) 75.0 ₢ p/day
3t Firearms (TL5+) Reactor (700 MW) 2t Computers (TL6+) Reactor (900 MW) 3t Alloys Reactor (1200 MW) Reactor (1500 MW)
Enhanced Turret defense (Top) 20 000 ₢ 50MJ TL8 12.3 hrs Reactor (700 MW) 115.0 ₢ p/day
3t Firearms (TL10+) Reactor (900 MW) 2t Computers (TL9+) Reactor (1200 MW) 3t Alloys (TL8+) Reactor (1500 MW)
Enhanced Turret defense (Bottom) 20 000 ₢ 50MJ TL8 12.3 hrs Reactor (700 MW) 115.0 ₢ p/day
3t Firearms (TL10+) Reactor (900 MW) 2t Computers (TL9+) Reactor (1200 MW) 3t Alloys (TL8+) Reactor (1500 MW)
Enhanced Turret defense (Rear) 20 000 ₢ 50MJ TL8 12.3 hrs Reactor (700 MW) 115.0 ₢ p/day
3t Firearms (TL10+) Reactor (900 MW) 2t Computers (TL9+) Reactor (1200 MW) 3t Alloys (TL8+) Reactor (1500 MW)
Enhanced Turret defense (Left) 20 000 ₢ 50MJ TL8 12.3 hrs Reactor (700 MW) 115.0 ₢ p/day
3t Firearms (TL10+) Reactor (900 MW) 2t Computers (TL9+) Reactor (1200 MW) 3t Alloys (TL8+) Reactor (1500 MW)
Enhanced Turret defense (Right) 20 000 ₢ 50MJ TL8 12.3 hrs Reactor (700 MW) 115.0 ₢ p/day
3t Firearms (TL10+) Reactor (900 MW) 2t Computers (TL9+) Reactor (1200 MW) 3t Alloys (TL8+) Reactor (1500 MW)
Security System (Fuel Reserve) 250 ₢ 1m² TL2 1.5 hrs 10.0 ₢ p/day
10MJ 1t Computers 1t Machinery
Security System (Market) 1250 ₢ 1m² TL3 3.2 hrs 10.0 ₢ p/day
15MJ 1t Computers 1t Machinery
Security System (Storage) 1740 ₢ 2m² TL4 3.2 hrs 10.0 ₢ p/day
20MJ 2t Computers (TL3+) 1t Machinery
Security System (Hangar) 2550 ₢ 1m² TL3 5.7 hrs 20.0 ₢ p/day
20MJ 3t Computers 1t Machinery
ENTERTAINMENT FACILITIES
Space/ Prerequisites Income/Production
Name Price Power Req Min TL Installation (any of) Operating costs (per day, approx)
Bar (Type 1) 1000 ₢ 20m² TL1 8.4 hrs 80.0 ₢ p/day 75.0 ₢
10MJ 5t Liquor/Wines 1t Liquor/Wines p/2 days 5t Alloys 3t Textiles
Bar (Type 2) 2500 ₢ 23m² TL2 12.3 hrs 160.0 ₢ p/day 150.0 ₢
15MJ 5t Liquor/Wines (TL3+) 1t Liquor/Wines (TL3+) p/3 days 6t Alloys 4t Textiles (TL2+)
Bar (Type 3) 5500 ₢ 28m² TL3 18.7 hrs 190.0 ₢ p/day 175.0 ₢
30MJ 5t Liquor/Wines (TL4+) 1t Liquor/Wines (TL4+) p/3 days 7t Alloys 5t Textiles (TL3+)
Bar (Type 4) 8700 ₢ 32m² TL4 22.6 hrs 470.0 ₢ p/day 420.0 ₢
50MJ 8t Liquor/Wines (TL5+) 2t Liquor/Wines (TL5+) p/4 days 10t Alloys 5t Textiles (TL4+) 4t Luxuries (TL6+)
Bar (Type 5) 12 800 ₢ 40m² TL5 29.1 hrs 700.0 ₢ p/day 610.0 ₢
70MJ 8t Liquor/Wines (TL6+) 2t Liquor/Wines (TL6+) p/5 days 12t Alloys 8t Textiles (TL5+) 4t Luxuries (TL9+)
Bar (Type 6) 21 010 ₢ 45m² TL6 33.8 hrs 980.0 ₢ p/day 800.0 ₢
100MJ 8t Liquor/Wines (TL7+) 2t Liquor/Wines (TL7+) p/7 days 14t Alloys 10t Textiles (TL6+) 10t Luxuries (TL13+)
Restaurant (Type 1) 5000 ₢ 30m² TL4 12.6 hrs 200.0 ₢ p/day 150.0 ₢
50MJ 2t Liquor/Wines 1t Food (TL5+) p/2 days 5t Food (TL5+) 1t Liquor/Wines p/2 days 8t Alloys 5t Textiles (TL4+)
Restaurant (Type 2) 8600 ₢ 32m² TL6 16.7 hrs 280.0 ₢ p/day 220.0 ₢
75MJ 3t Liquor/Wines 1t Food (TL6+) p/2 days 6t Food (TL6+) 2t Liquor/Wines p/2 days 10t Alloys 10t Textiles (TL6+)
Restaurant (Type 3) 13 400 ₢ 36m² TL7 20.9 hrs 470.0 ₢ p/day 400.0 ₢
100MJ 4t Liquor/Wines (TL3+) 1t Food (TL7+) p/3 days 10t Food (TL7+) 1t Liquor/Wines (TL3+) p/3 days 12t Alloys 10t Textiles (TL9+) 5t Luxuries (TL9+)
Restaurant (Type 4) 20 500 ₢ 40m² TL8 26.2 hrs 1020.0 ₢ p/day 960.0 ₢
125MJ 5t Liquor/Wines (TL4+) 2t Food (TL8+) p/5 days 12t Food (TL8+) 1t Liquor/Wines (TL4+) p/5 days 14t Alloys 12t Textiles (TL11+) 8t Luxuries (TL11+)
Restaurant (Type 5) 32 300 ₢ 45m² TL9 32.7 hrs 2100.0 ₢ p/day 1860.0 ₢
150MJ 8t Liquor/Wines (TL6+) 2t Food (TL9+) p/7 days 14t Food (TL9+) 1t Liquor/Wines (TL6+) p/7 days 15t Alloys 14t Textiles (TL13+) 10t Luxuries (TL13+)
Restaurant (Type 6) 53 100 ₢ 60m² TL10 39.4 hrs 4300.0 ₢ p/day 3350.0 ₢
200MJ 10t Liquor/Wines (TL8+) 2t Food (TL10+) p/7 days 15t Food (TL10+) 1t Liquor/Wines (TL8+) p/7 days 16t Alloys 15t Textiles (TL14+) 13t Luxuries (TL14+)
Utility Ships
Name | Price | Cargo | Speed | Min TL | Delivery Time |
---|---|---|---|---|---|
Worm (Mining) | 57,630 ₢ | 5 TC | 0.100 LM | TL 2 | 10.0 hrs |
Transporter (Mining) | 80,860 ₢ | 12 TC | 0.100 LM | TL 3 | 10.0 hours |
Adder (Mining) | 95,040 ₢ | 5 TC (+5 TC) | 0.220 LM | TL 4 | 10.0 hours |
Cobra Mark I (Mining) | 150,170 ₢ | 10 TC | 0.260 LM | TL 5 | 10.0 hours |
Cobra Mark III (Mining) | 182,480 ₢ | 20TC (+15TC) | 0.350 LM | TL 7 | 10.0 hours |
Sidewinder (Fighter) | 60,720 ₢ | 0 TC | 0.370 LM | TL 5 | 10.0 hrs |
Krait (Fighter) | 106,140 ₢ | 2 TC | 0.300 LM | TL 6 | 10.0 hours |
Mamba (Fighter) | 111,200 ₢ | 4 TC | 0.320 LM | TL 7 | 10.0 hours |
Asp Mark II (Fighter) | 410,030 ₢ | 0 TC | 0.400 LM | TL 9 | 10.0 hours |
Fer-de-Lance (Fighter) | 488,060 ₢ | 12 TC | 0.300 LM | TL 9 | 10.0 hours |
Python (Hauler) | 235,690 ₢ | 100 TC (+15 TC) | 0.200 LM | TL 5 | 10.0 hours |
Boa (Hauler) | 496,340 ₢ | 125 TC | 0.240 LM | TL 7 | 10.0 hours |
Boa Class Cruiser (Hauler) | 540,040 ₢ | 175 TC | 0.312 LM | TL 8 | 10.0 hours |
Anaconda (Hauler) | 735,910 ₢ | 750 TC | 0.140 LM | TL 9 | 10.0 hours |
Name Price Cargo Speed Min TL Delivery Time
Worm (Mining) 57 630 ₢ 5t 0.100 LS TL2 10.0 hrs
Transporter (Mining) 80 860 ₢ 12t 0.100 LS TL3 10.0 hrs
Adder (Mining) 95 040 ₢ 5t (5t) 0.220 LS TL4 10.0 hrs
Cobra Mark I (Mining) 150 170 ₢ 10t 0.260 LS TL5 10.0 hrs
Cobra Mark III (Mining) 182 480 ₢ 20t (15t) 0.350 LS TL7 10.0 hrs
Sidewinder (Fighter) 60 720 ₢ 0t 0.370 LS TL5 10.0 hrs
Krait (Fighter) 106 140 ₢ 2t 0.300 LS TL6 10.0 hrs
Mamba (Fighter) 111 200 ₢ 4t 0.320 LS TL7 10.0 hrs
Asp Mark II (Fighter) 410 030 ₢ 0t 0.400 LS TL9 10.0 hrs
Fer-de-Lance (Fighter) 488 060 ₢ 12t 0.300 LS TL9 10.0 hrs
Python (Hauler) 235 690 ₢ 100t (15t) 0.200 LS TL5 10.0 hrs
Boa (Hauler) 496 340 ₢ 125t 0.240 LS TL7 10.0 hrs
Boa Class Cruiser (Hauler) 540 040 ₢ 175t 0.312 LS TL8 10.0 hrs
Anaconda (Hauler) 735 910 ₢ 750t 0.140 LS TL9 10.0 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
- - 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
- Feedback for this WIP: here
- Author: Phkb
- Rock Hermit (Oolite)
- Career Options - see Mining!