Inner Star Base
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The class of module generally has to match the class of ship, eg a class 6 hull requires a class 6 warp drive to operate | The class of module generally has to match the class of ship, eg a class 6 hull requires a class 6 warp drive to operate | ||
− | Required same class modules are:- Reactor, Capacitor, Warp drive, Electronics, Computer, Gravity Generator, Armour and Propulsion System | + | Required same class modules are:- Reactor *, Capacitor *, Warp drive, Electronics, Computer, Gravity Generator, Armour and Propulsion System |
Required modules that only need to be class 1 for any ship class are:- Shields, Mining Beam, Salvage Beam, Axial Laser and Ram Scoop | Required modules that only need to be class 1 for any ship class are:- Shields, Mining Beam, Salvage Beam, Axial Laser and Ram Scoop | ||
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Blueprints for the hulls and modules have to be either purchased or researched from wreck salvage partial blueprints | Blueprints for the hulls and modules have to be either purchased or researched from wreck salvage partial blueprints | ||
+ | |||
+ | * Note - Technically capacitor and Reactor do NOT need to be same class but performance is reduced somewhat if less than. 1 class lower is half the capacity and performance is reduced accordingly. Eg. A player may have a class 10 Mamoth with class 13 Mining Beam attached that stays at Elysium and never leaves, in this case a class 9 reactor works fine as it doesn't do any long jumps. The advantage is freeing up cargo space. On the other hand, 1 class bigger is twice the size and a ship with one class bigger reactor can jump non stop without depleating the capacitor. The downside is reduced cargo space. | ||
= Additional Rings = | = Additional Rings = |
Revision as of 16:34, 10 March 2014
On SS Plato in Apollo space, you can purchase a basic starter Space Station for 10000 credits
You will find your space station after you warp into "deep space"
You will need to purchase Blueprints for the modules that are built onto the space station
There are 6 positions around the space station's first ring and several modules available.
Even though the modules say they need power, water and people, these are provided by the space station and don't need special modules to be built at this stage,
A fusion power plant will increase productivity and putting food in the warehouse will increase production slightly
Contents |
Space station Menu
the menu system to the left of the screen includes
Paint Ship
This button brings up a panel with 10 sliders.
The colours are based on the red/green/blue standard of colour selection
Main ship body colour also has a 'Tint Strength' slider to increase/decrease the intensity of the colour
Main body colour, Window colour and Stripe colour can be changed
When you have made your selection, click paint to apply, or if not right, click clear to reset to original
Hangar
This is where you swap to other ships you have built in the shipyard
You will not be permitted to leave your space station local space until you have fully fitted out with all required modules
Shipyard Construction
This is where you select the item to be constructed from the list of researched or purchased blueprints
The materials required to make the item will be displayed and construction will not start until the warehouse contains all materials required
Refit Ship
This is where you can remove and place modules on your current ship
You will not be permitted to leave your space station local space until you have fully fitted out with all required modules
Note - Adding extra modules or higher class module will take up cargo space
Plan Module
This is where you select space station module blueprints and then select on the space station ring where you would like that module to be built
After placing the module in its location you must then have the materials in you ship hull to supply the module to start the build, this is similar to planet surface module planning and construction starting
Remove Module
If a module has been placed and not wanted, you can delete it here, you will loose any materials supplied for construction
Power On/Off
Clicking this button will make it turn red to let you know it is active
Once active, you can then click on space station modules to power them down so they no longer produce.
This is most useful when you have made all the parts and robots you need and no longer want those factories using up resources
Place Sell Order
This is where you place items on the galactic market for sale
- Material - Select goods you have in the item hangar to place onto the galactic market stating amount and price per item
- Ship modules - Sell those modules you have built in your space station or removed from ships that have been upgraded. As modules can only be moved about by being fitted to a ship, they will need to be removed from your ship in the 'Refit Ship' submenu in the 'Shipyard'.
- Ship - Sell your unused space craft or space craft built at you shipyard. they will need to be in your 'Hangar'.
Galactic Market
This is where you can buy goods put up for sale by other players. Being Galactic means you view item located anywhere in the galactic system.
You will have to travel to where the goods are so take note of the location.
- Material - You can buy any item that can be carried in your cargo hold, The items will become available in the 'Item Hangar'.
- Ship Modules - Purchase upgrades for your ship, they will appear in the 'refit ship' menu withing the shipyard menu.
- Ships - Purchase whole complete ships other players are selling, they will become available in you 'Hangar'.
Repair Ship
After a Battle with Pirates, your ship will be damaged and when you have a Hyperdrive fitted ship, it *will* deteriorate with use and need repair. A popup will tell you what materials will be used from your warehouse and the 'repair Ship' button will repair your ship
Additional Space Station Functions
Module status
Mousing over modules on you space station will pop up a box showing its current status. eg mech parts built per day and materials required / offline
Warehouse access
Mousing over your warehouse (if you have one) will bring up a box showing inventory. Clicking on the your warehouse will allow you to load or unload items and materials.
Research
Mousing over your Research Facility (if you have one) will bring up a box stating current research item and percentage completed. Clicking on your Research Facility will bring up a box where you can select a fragment to be researched or a blueprint to be up-classed.
Shipyard
Mousing over your shipyard (if you have one) will show your ship module inventory and current item construction with time to completion (ETA)
Available Space Station Modules
Blue prints for 6 modules can be purchased on the contracts market and are:-
Farming Robot Factory
Build farming robots to sell on the contract market and use on farms
Requires Aluminium, Electronics and Mechanical parts to build robots
Mining Robot Factory
Build mining robots to sell on the contract market and use in mines
Requires Aluminium, Electronics and mechanical parts to build robots.
Mechanical Parts Factory
Build mechanical Parts used in other modules and land based buildings.
Requires Carbon and Iron to produce the Mechanical Parts.
Electronics factory
Build Electronics for use in other modules and land based buildings.
Requires Aluminium, Silicon and Iron to produce Electronics.
Star base warehouse
Provide storage of manufactured goods, manufacturing raw Materials and food for your workers.
Needs to be kept stocked with other modules requirements.
Also great for offloading excess minerals from asteroid mining until you have enough to fill a contract.
Research Facility
Research improvements to Blueprints as well as new blueprints from fragments scanned from wreckage.
Additional Modules
Blue prints for additional modules that are researched in the Research facility include the following
Fusion Power plant
Space station based facility provides added productivity to space station factories
Needs to be researched at the research facility
Shipyard
Needs to be researched at the research facility
This facility is used to make ship hulls and ship components (modules) for the hulls
The class of module generally has to match the class of ship, eg a class 6 hull requires a class 6 warp drive to operate
Required same class modules are:- Reactor *, Capacitor *, Warp drive, Electronics, Computer, Gravity Generator, Armour and Propulsion System
Required modules that only need to be class 1 for any ship class are:- Shields, Mining Beam, Salvage Beam, Axial Laser and Ram Scoop
Additional modules that are not required for basic flight include:- Turret Lasers, Broadside Lasers and Hyperdrives
The Shipyard can also be used to make upgraded modules for existing ships, eg you could put a class 10 mining Beam on your class 6 ship to get greatly increased yield from asteroid mining
Blueprints for the hulls and modules have to be either purchased or researched from wreck salvage partial blueprints
- Note - Technically capacitor and Reactor do NOT need to be same class but performance is reduced somewhat if less than. 1 class lower is half the capacity and performance is reduced accordingly. Eg. A player may have a class 10 Mamoth with class 13 Mining Beam attached that stays at Elysium and never leaves, in this case a class 9 reactor works fine as it doesn't do any long jumps. The advantage is freeing up cargo space. On the other hand, 1 class bigger is twice the size and a ship with one class bigger reactor can jump non stop without depleating the capacitor. The downside is reduced cargo space.
Additional Rings
With a Premium payment of $1/month for premium industry, you may research additional rings to expand the space station to provide more modules, up to 6 rings total to provide space for 36 modules
Here is a video of a fly by of a 6 ring starbase
http://www.youtube.com/watch?v=VAneySgGTuw&feature=share
Continue to Research
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