Difference between revisions of "Hermitage"
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The following OXP's are required to use "Hermitage": |
The following OXP's are required to use "Hermitage": |
||
− | *[[Smugglers - The Galactic Underworld]] |
+ | *[[Smugglers - The Galactic Underworld]] (Phkb) |
− | *[[Bulletin Board System]] |
+ | *[[Bulletin Board System]] (Phkb) |
− | *[[Email System]] |
+ | *[[Email System]] (Phkb) |
− | *[[Fuel Tweaks]] |
+ | *[[Fuel Tweaks]] (Phkb) |
− | *[[Fast Target Selector]] |
+ | *[[Fast Target Selector]] (Phkb) |
− | *[[ |
+ | *[[GNN]] (Svengali - which also needs [[Library]] also by Svengali) |
− | *[[ |
+ | *[[Ship Storage Helper]] v.0.35 (CaptMurphy) |
+ | *[[Griff Station Bundle]] (Griff) |
||
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]]. |
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]]. |
Revision as of 00:30, 8 August 2021
Own your very own Rock Hermit!
Contents
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":
- Smugglers - The Galactic Underworld (Phkb)
- Bulletin Board System (Phkb)
- Email System (Phkb)
- Fuel Tweaks (Phkb)
- Fast Target Selector (Phkb)
- GNN (Svengali - which also needs Library also by Svengali)
- Ship Storage Helper v.0.35 (CaptMurphy)
- Griff Station Bundle (Griff)
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
Name | Price | Space/ Power Req | Min TL | Installation | Prerequisites (any of) | Operating costs | Income/Production (per day, approx) |
---|---|---|---|---|---|---|---|
Life Support (Type 1) | 500 ₢ | 2m² / 5MJ | TL1 | 3.4 hrs 1t Computers 1t Alloys | |||
Life Support (Type 2) | 800 ₢ | 5m² / 10MJ | TL2 | 5.8 hrs 2t Computers 2t Alloys | 4.0 ₢ p/day | ||
Life Support (Type 3) | 1200 ₢ | 8m² / 14MJ | TL3 | 9.1 hrs 3t Computers 3t Alloys | 8.0 ₢ p/day | ||
Life Support (Type 4) | 1800 ₢ | 10m² / 20MJ | TL5 | 13.7 hrs 4t Computers (TL4+) 4t Alloys (TL3+) | 15.0 ₢ p/day | ||
Life Support (Type 5) | 2300 ₢ | 14m² / 26MJ | TL8 | 15.7 hrs 5t Computers (TL6+) 5t Alloys (TL5+) | 30.0 ₢ p/day | ||
Life Support (Type 6) | 2900 ₢ | 20m² / 30MJ | TL11 | 19.9 hrs 7t Computers (TL9+) 6t Alloys (TL7+) | 50.0 ₢ p/day | ||
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
Name | Price | Space/ Power Req | Min TL | Installation | Prerequisites (any of) | Operating costs | Income/Production (per day, approx) |
---|---|---|---|---|---|---|---|
Navigational Beacon | 200 ₢ | 2m² / 10MJ | TL2 | 4.5 hrs 1t Computers 2t Alloys | 5.0 ₢ p/day | ||
Fast-Docking System | 300 ₢ | 2m² / 10MJ | TL7 | 2.0 hrs 3t Computers (TL11+) | Navigational Beacon | ||
Black Market | 1500 ₢ | 10m² / 30MJ | TL1 | 15.0 hrs | 20.0 ₢ p/day | 50.0 ₢ | |
Auto-Repair Facility (Type 1) | 1500 ₢ | 2m² / 2MJ | TL1 | 1.3 hrs 1t Computers 1t Alloys | |||
Auto-Repair Facility (Type 2) | 3750 ₢ | 2m² / 5MJ | TL2 | 2.6 hrs 2t Computers 2t Alloys | |||
Auto-Repair Facility (Type 3) | 6230 ₢ | 3m² / 10MJ | TL3 | 3.9 hrs 3t Computers 3t Alloys | |||
Auto-Repair Facility (Type 4) | 9125 ₢ | 4m² / 18MJ | TL5 | 5.2 hrs 3t Computers (TL6+) 3t Alloys (TL5+) | |||
Auto-Repair Facility (Type 5) | 12 680 ₢ | 7m² / 23MJ | TL7 | 9.7 hrs 3t Computers (TL6+) 3t Alloys (TL5+) | |||
Auto-Repair Facility (Type 6) | 23 295 ₢ | 10m² / 32MJ | TL10 | 12.6 hrs 5t Computers (TL9+) 6t Alloys (TL7+) | |||
Distillery (Type 1) | 15 000 ₢ | 12m² / 100MJ | TL4 | 15.1 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 / 120MJ | TL6 | 18.8 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 / 140MJ | TL8 | 22.8 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 / 180MJ | TL10 | 26.5 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 / 250MJ | TL7 | 27.8 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 / 280MJ | TL9 | 33.4 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 / 360MJ | TL11 | 37.9 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 / 130MJ | TL5 | 19.3 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 / 200MJ | TL7 | 32.7 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 / 290MJ | TL10 | 47.2 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 / 70MJ | TL2 | 6.3 hrs 5t Radioactives 5t Alloys 4t Machinery (TL2+) | 10.0 ₢ p/day | ||
Refinery (Type 2) | 3000 ₢ | 18m² / 100MJ | TL2 | 8.8 hrs 6t Radioactives 8t Alloys 5t Machinery (TL3+) | 25.0 ₢ p/day | ||
Refinery (Type 3) | 4200 ₢ | 25m² / 130MJ | TL4 | 12.8 hrs 7t Radioactives 10t Alloys 7t Machinery (TL4+) | 65.0 ₢ p/day | ||
Refinery (Type 4) | 6000 ₢ | 40m² / 200MJ | TL6 | 16.7 hrs 3t Computers (TL9+) 10t Radioactives 15t Alloys 10t Machinery (TL6+) | 90.0 ₢ p/day | ||
Refinery (Type 5) | 8500 ₢ | 55m² / 300MJ | TL9 | 19.9 hrs 4t Computers (TL11+) 10t Radioactives 20t Alloys 12t Machinery (TL9+) | 125.0 ₢ p/day | ||
Refinery (Type 6) | 11 000 ₢ | 75m² / 400MJ | TL12 | 23.5 hrs 5t Computers (TL14+) 12t Radioactives 22t Alloys 15t Machinery (TL11+) | 224.0 ₢ p/day |
Shipyard Operations
Name | Price | Space/ Power Req | Min TL | Installation | Prerequisites (any of) | Operating costs | Income/Production (per day, approx) |
---|---|---|---|---|---|---|---|
Station Shipyard¹ | 175 000 ₢ | 100m² / 150MJ | TL5 | 26.0 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/day | 2000.0 ₢ |
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
Name | Price | Space/ Power Req | Min TL | Installation | Prerequisites (any of) | Operating costs | Income/Production (per day, approx) |
---|---|---|---|---|---|---|---|
Energy Storage Unit (Type 1)² | 500 ₢ | 5m² / 7MJ | TL1 | 1.5 hrs 2t Computers 5t Radioactives 2t Minerals | 5.0 ₢ p/day p/item | ||
Energy Storage Unit (Type 2)² | 1200 ₢ | 5m² / 8MJ | TL1 | 1.5 hrs 2t Computers (TL4+) 5t Radioactives 2t Minerals | 8.0 ₢ p/day p/item | ||
Energy Storage Unit (Type 3)² | 1800 ₢ | 5m² / 10MJ | TL8 | 2.5 hrs 2t Computers (TL6+) 5t Radioactives (TL4+) 2t Minerals (TL4+) | 12.0 ₢ p/day p/item | ||
Energy Storage Unit (Type 4)² | 2300 ₢ | 5m² / 14MJ | TL10 | 3.5 hrs 2t Computers (TL8+) 5t Radioactives (TL6+) 2t Minerals (TL6+) | 15.0 ₢ p/day p/item | ||
Energy Storage Unit (Type 5)² | 2900 ₢ | 5m² / 20MJ | TL13 | 4.5 hrs 2t Computers (TL11+) 5t Radioactives (TL9+) 2t Minerals (TL9+) | 5.0 ₢ p/day p/item | ||
Reactor (300 MW) | 1000 ₢ | 10m² | TL1 | 5.3 hrs 5t Radioactives 5t Alloys | 50.0 ₢ p/day 1t Radioactives p/3 days | ||
Reactor (500 MW) | 2200 ₢ | 15m² | TL3 | 6.7 hrs 8t Radioactives 8t Alloys | 80.0 ₢ p/day 2t Radioactives p/4 days | ||
Reactor (700 MW) | 3970 ₢ | 25m² | TL5 | 8.2 hrs 8t Radioactives 12t Alloys 5t Minerals | 120.0 ₢ p/day 4t Radioactives p/5 days | ||
Reactor (900 MW) | 7620 ₢ | 40m² | TL6 | 10.7 hrs 8t Radioactives 15t Alloys 8t Minerals | 170.0 ₢ p/day 5t Quirium Fuel p/6 days | ||
Reactor (1200 MW) | 12 400 ₢ | 50m² | TL7 | 14.5 hrs 8t Radioactives 18t Alloys 10t Minerals | 220.0 ₢ p/day 8t Quirium Fuel p/8 days | ||
Reactor (1500 MW) | 27 800 ₢ | 65m² | TL9 | 18.1 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
Name | Price | Space/ Power Req | Min TL | Installation | Prerequisites (any of) | Operating costs | Income/Production (per day, approx) |
---|---|---|---|---|---|---|---|
TechLevel 2¹ | 0 ₢ | 10m² | TL1 | ||||
TechLevel 3¹ | 1600 ₢ | 15m² / 25MJ | TL2 | 3t Computers (TL3+) 4t Alloys | 10.0 ₢ p/day | ||
TechLevel 4¹ | 3300 ₢ | 20m² / 50MJ | TL3 | 5t Computers (TL4+) 8t Alloys 5kg Gold | 25.0 ₢ p/day | ||
TechLevel 5¹ | 6500 ₢ | 25m² / 75MJ | TL4 | 8t 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 6¹ | 11 700 ₢ | 30m² / 100MJ | TL5 | 10t 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 7¹ | 18 500 ₢ | 35m² / 125MJ | TL6 | 12t 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 8¹ | 28 200 ₢ | 40m² / 150MJ | TL7 | 15t 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 9¹ | 46 000 ₢ | 45m² / 175MJ | TL8 | 20t 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 10¹ | 64 100 ₢ | 50m² / 200MJ | TL9 | 18t 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 11¹ | 91 150 ₢ | 55m² / 225MJ | TL10 | 20t 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 12¹ | 131 900 ₢ | 60m² / 250MJ | TL11 | 22t 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 13¹ | 194 000 ₢ | 65m² / 275MJ | TL12 | 24t 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 14¹ | 261 500 ₢ | 70m² / 300MJ | TL13 | 26t 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 15¹ | 425 500 ₢ | 75m² / 350MJ | TL14 | 30t 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
Name | Price | Space/ Power Req | Min TL | Installation | Prerequisites (any of) | Operating costs | Income/Production (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
Name | Price | Space/ Power Req | Min TL | Installation | Prerequisites (any of) | Operating costs | Income/Production (per day, approx) |
---|---|---|---|---|---|---|---|
E.C.M. System | 1200 ₢ | 3m² / 25MJ | TL6 | 3.5 hrs 5t Computers (TL7+) 3t Minerals 1t Radioactives 3kg Gold | |||
Turret defense (Top) | 10 000 ₢ | 25MJ | TL5 | 8.9 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 ₢ | 25MJ | TL5 | 8.9 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 ₢ | 25MJ | TL5 | 8.9 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 ₢ | 25MJ | TL5 | 8.9 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 ₢ | 25MJ | TL5 | 8.9 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 ₢ | 50MJ | TL8 | 12.3 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 ₢ | 50MJ | TL8 | 12.3 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 ₢ | 50MJ | TL8 | 12.3 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 ₢ | 50MJ | TL8 | 12.3 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 ₢ | 50MJ | TL8 | 12.3 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 / 10MJ | TL2 | 1.5 hrs 1t Computers 1t Machinery | 10.0 ₢ p/day | ||
Security System (Market) | 1250 ₢ | 1m² / 15MJ | TL3 | 3.2 hrs 1t Computers 1t Machinery | 10.0 ₢ p/day | ||
Security System (Storage) | 1740 ₢ | 2m² / 20MJ | TL4 | 3.2 hrs 2t Computers (TL3+) 1t Machinery | 10.0 ₢ p/day | ||
Security System (Hangar) | 2550 ₢ | 1m² / 20MJ | TL3 | 5.7 hrs 3t Computers 1t Machinery | 20.0 ₢ p/day |
Entertainment Facilities
Name | Price | Space/ Power Req | Min TL | Installation | Prerequisites (any of) | Operating costs | Income/Production (per day, approx) |
---|---|---|---|---|---|---|---|
Bar (Type 1) | 1000 ₢ | 20m² / 10MJ | TL1 | 8.4 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 / 15MJ | TL2 | 12.3 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 / 30MJ | TL3 | 18.7 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 / 50MJ | TL4 | 22.6 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 / 70MJ | TL5 | 29.1 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 / 100MJ | TL6 | 33.8 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 / 50MJ | TL4 | 12.6 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 / 75MJ | TL6 | 16.7 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 / 100MJ | TL7 | 20.9 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 / 125MJ | TL8 | 26.2 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 / 150MJ | TL9 | 32.7 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 / 200MJ | TL10 | 39.4 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
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 | TL2 | 10.0 hrs |
Krait (Fighter) | 106 140 ₢ | 2t | 0.300 LS | TL4 | 10.0 hrs |
Mamba (Fighter) | 111 200 ₢ | 4t | 0.320 LS | TL6 | 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
- 0.7.1
- - 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
- Feedback for this WIP: here
- Author: Phkb
- Rock Hermit (Oolite)
- Career Options - see Mining!