[Guide] Player Owned Base - Discovery Freelancer Tutorials - 05-16-2012
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PLAYER-OWNED BASE GUIDE
Updated: 26 / 06 / 2025
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You fancy yourself a station administrator do you? Hope you've got some deep pockets or some friends with some heavy transports; both would be better!
In this guide I'll detail exactly what you need to construct your base, the commands used to do so, and various other tid bits you should know before staking your claim in space.
@Daedric and @Pimper helped in testing various parts of the original player base feature. Tel-Aviv & @Exdeathevn have both provided video tutorials.
This tutorial was made to help newer or even older players. If something seems off post a message below.
INDEX - Clicking on a Part will jump you to that section.
Update Status- Updated: 9th January 2019. by @Dino
- Updated: 3rd April 2019. by @xiphos
- Updated: 21st October 2023. by @Wildkins
- Visual & Data Update: 13th November 2023. by @TheKusari
- This tutorial was originally made by @Daedric.
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Part I
QUICK START GUIDE
Player Bases are a feature added to the mod in version 4.86 Update 4. This feature allows players to construct persistent yet destructible bases any where they wish. The bases require regular supply to maintain as they have a built in decay rate to prevent unused bases from flooding the game space. Player bases serve as the means to producing some of the new items that were also introduced with 4.86 Update 4; cloaks, jump drives, hyperspace scanners, and docking bay modules.
With Discovery 5.0: Fire and Fortune, player bases have received a significant overhaul, and are now capable of much more than they were in previous versions. With ore refineries, weapon foundries, and several quality of life updates, POBs are more relevant to the game than ever - and hopefully, more enjoyable, too.
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Preparing to Deploy
The first thing you need is a Base Construction Platform, formerly known as the Heavy Lifter.
Secondly, you will need to gather the following commodities in the hold of the Base Construction Platform:
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.- "Hercules"-Class Civilian Base Construction Platform
- 150 Industrial Materials
- 150 Super Alloy
- 100 Basic Alloy
- 100 Optronics
- 50 Construction Machinery
- 50 Nanocapacitors
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Things to keep in mind before Deploying a Player-Owned Base
Once you have the resources listed, you'll need to find some prime real estate for your station.
There are mechanical restrictions on where bases can be deployed - in general, they need to be away from other existing objects.
In specific, bases can only be constructed:
.- Keep in mind that you will need to supply the base daily in order for it to survive.
- Proximity to the basic commodities that make your station tick is extremely helpful.
- Many of the houses and regional powers currently have in-roleplay laws restricting or forbidding the construction of player stations in their space.
- Do your homework before setting up shop, otherwise you may find a large fleet of battleships parked outside beating the doors down.
- If you know your base will eventually be assaulted, remember that asteroid fields hinder large ship movements.
- Player bases also take no damage from radiation fields, placing one inside a field will give it a passive defense mechanism.
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.- More than 2,000 meters from all trade lanes.
- More than 2,500 meters from the surface of planets.
- More than 5,000 meters from other Player Owned Bases.
- More than 8,000 meters from all other dockable stations.
- More than 12,500 meters from all jump gates and jump holes.
- More than 30,000 meters from the edge of all mining zones EXCEPT mining zones for:
- Alien Organisms
- Hydrocarbons
- Oxygen
- Scrap Metal
- Toxic Waste
- Uranium
- Water
- More than 2,500 meters from all other interactive objects (wrecks, buoys, etc.)
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Once you've found that prime location you're set. Zoom that Base Construction Platform to your location and remember,
once you enter the command the base will appear 1,000 meters in front of you, with the docking bays facing you.
Re-positioning a base is impossible. Be sure you're happy before you enter the command to construct the base.
Speaking of that command, here it is:
.- <password> this part of the command sets your master admin password; no spaces are allowed and there is no character limit.
- This password allows you to create and clear regular admin passwords. Do not give it out to anyone you do not trust with your station's life.
- <base name> this part of the command sets the display name of your station; spaces are allowed, but there is a 60 character limit.
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Code: /base deploy <password> <base name>
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Look at that beauty! Your very own piece of Disco, but you don't have time to sit back and sip some tea in your new pad.
That station is in need of a crew and commodities to make sure it doesn't turn into a wreck.
There are a few things you need to do immediately after your base is deployed.
Once you dock, you'll need to login in order to control the base:
<password> this can either be the master admin password you set or, after you've set up a 2nd tier password you can use that one here.
The only difference between the two tiers is that a master admin can remove a 2nd tier admin password.
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Code: /base login <password>
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<tag> is for faction tags
<name> is specific to named ships only
<faction> nominates the faction specifically, regardless of tag or name
<srp> Read the PoB SRP Whitelist thread
<whitelist> enables docking to the tag / name / faction entry
<blacklist> denies docking to the tag / name / faction entry
<entry> where you put in the nominated tag / name / faction
So to enable docking to Kishiro Technologies, you use:
/access add faction whitelist kishiro
To prevent a ship called "WannabePirate03" docking, you'd use:
/access add name blacklist WannabePirate03
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Code: /access add <tag|name|faction> <srp|whitelist|blacklist> <entry>
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This is a second-tier administration password. Give it out to only those who are helping you to administrate the base directly.
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Code: /base addpwd <password>
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This is a third-tier password. Give it to those who supply your base.
It allows them to view shop only, so it's easier to spot when the base requires food or repairs.
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Code: /base addpwd <password> viewshop
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Now that those two things are done, you need to get your base some supplies;
the place is likely already falling apart without a crew to maintain it! You have a couple of choices;
either have a friend with you with the following commodities in their transport:
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Or park one of yours nearby and F1 it when no one is around.
After you've done what I've instructed you to do above, log into that ship, dock, login as an admin, and then sell the commodities to the base.
Now go get more repair commodities! You'll need to feed the base a steady supply of alloy, panels, and robotics until it completes construction.
Your base isn't completed just because you typed in a command! It starts out at 50% of is maximum hit points - those repair commodities will see it to 100%,
so long as you keep your base well-fed. Fully stocked with three sets of repair commodities, your base should be at full strength after about two weeks.
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.- 200 Crew
- 400 Food
- 400 Consumer Goods
- X Repair Commodities
- Basic Alloy
- Robotics
- Hull Panels
Where X is the rest of the cargo hold after the other commodities.
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At this point, your base is a bit of a target - but you have two things going for you.
The first is that your base is only able to be attacked during a certain window of time, also known as a vulnerability window.
Outside of this time, no weapons fire can damage your base whatsoever.
This ensures that you'll be around to keep evildoers away from your new home!
Currently, bases have one vulnerability window, and each window is two hours long.
The vulnerability window(s) can be set by inputting:
Where <start hour> is the starting hour in 24-hour server time (check /time for the current time!),
with the ending hour automatically calculated from your set starting hour.
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The second thing helping you defend your base is that only specialized,
ammo-using siege weapons can damage your base, even inside that vulnerability window.
These can be mounted to gunboat forward guns, cruiser heavy slots (on cruisers and battlecruisers), and battleship heavy slots.
On top of that, only a certain amount of total base HP in damage can be dealt per vulnerability window,
with the number of total windows (and thus total siege encounters) increasing as the Core Level of the base increases.
Keep in mind, though, that bases that are not kept supplied will perish. All cargo and credits on the station are lost.
Ships docked to the station at the time of its demise will appear 100k below the system's sun when they un-dock.
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Code: /base setshield <start hour>
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Part II
BASE CORE & LEVELS
What are base levels? Before I answer that question, let me explain what a Base Core is. A Base Core is module slot 0 on your base; this slot is effectively the base. A Base's Core can be upgraded four times; Core 2, 3, and 4 and 5. All bases start at level 1. Upgrading a Base's Core increases the number of modules it can house, increases the base's hit points, and also increases the number of Spaceship Crew required to effectively operate the base. I've listed the base stats for each base level below; these stats do not include any modules you may have constructed.
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Core Level Stats
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.- Maximum HP: 12,000,000
- Modular Slots: 3
- Required Crew: 200
- Integral Storage: 30,000 units
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.- Maximum HP: 16,000,000
- Modular Slots: 6
- Required Crew: 400
- Integral Storage: 40,000 units
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.- Maximum HP: 20,000,000
- Modular Slots: 9
- Required Crew: 600
- Integral Storage: 50,000 units
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.- Maximum HP: 24,000,000
- Modular Slots: 12
- Required Crew: 800
- Integral Storage: 60,000 units
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.- Maximum HP: 28,000,000
- Modular Slots: 15
- Required Crew: 1,000
- Integral Storage: 70,000 units
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Use the following command to start construction of the next Core Upgrade:
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Code: /build start basic 1
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Core Upgrade Requirements
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Core Upgrades do not require a free modular slot to start construction.
Construction will pause if you run out of all the required goods.
Once complete, the base stats will change immediately to reflect the new base level.
You need to have an extra 200 Crew dropped on the base immediately after a Core Upgrade completes.
Otherwise the base will not operate effectively; repairs won't happen.
Core levels are currently the only statistic that modify the appearance of your station.
Provided you have the means to quickly supply all necessary resources,
it is possible to "speedrun" your station to Core 4 in two months, provided enough roleplay has occurred.
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Code: [recipe]
nickname = module_coreupgrade
produced_item = module_coreupgrade
infotext = Core Upgrade
build_type = Basic
recipe_number = 1
module_class = 1
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 10000
consumed = commodity_industrial, 25000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_basic_alloys, 10000
consumed = commodity_super_alloys, 10000
consumed = commodity_titanium, 10000
consumed = commodity_construction_machinery, 10000
consumed = commodity_nanocapacitors, 5000
consumed = commodity_optronics, 5000
credit_cost = 2500000
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Code: [recipe]
nickname = module_coreupgrade_adv
produced_item = module_coreupgrade
infotext = Core Upgrade
recipe_number = 1
module_class = 1
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 10000
consumed = commodity_industrial, 25000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_basic_alloys, 10000
consumed = commodity_super_alloys, 10000
consumed = commodity_titanium, 10000
consumed = commodity_construction_machinery, 10000
consumed = commodity_nanocapacitors, 5000
consumed = commodity_optronics, 5000
consumed = commodity_base_prints, 1
credit_cost = 2500000
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.....Official Factions Only
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Code: [recipe]
nickname = module_coreupgrade_adv
produced_item = module_coreupgrade
infotext = Core Upgrade
recipe_number = 1
module_class = 1
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 10000
consumed = commodity_industrial, 25000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_basic_alloys, 10000
consumed = commodity_super_alloys, 10000
consumed = commodity_titanium, 10000
consumed = commodity_construction_machinery, 10000
consumed = commodity_nanocapacitors, 5000
consumed = commodity_optronics, 5000
consumed = commodity_base_prints, 1
credit_cost = 2500000
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Part III
COMMANDS TO CONSTRUCT MODULES
What are modules? Modules are how you expand your station. There are storage modules, defense modules, and factory modules. Each requires commodities to be built and take up one module slot.
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In order to construct a module you will need to enter a Hook command:
Entering an invalid command, empty /build command, or /build help
will list out the various commands you can use for building modules on your station.
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Here is the list of categories that will show once the command is used:
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Code: | defense
| basic
| factory
| utility
| refinery
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To get a further breakdown of what modules can be created within a category, use this command:
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Code: /build list <category>
example: /build list basic
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For the "Basic" category, the following will show as available modules to build:
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Code: | 1 = Core Upgrade
| 2 = Bulk Storage Module
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If you're wanting to find out what's needed to build a Bulk Storage Module, you would use:
Materials required to build modules are covered in Part V of this Guide.
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Code: /build info <category> <list number>
example: /build info basic 2
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To start construction of the Bulk Storage Module, use:
This will assign the construction to the next available empty slot of your station's F9 window.
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Code: /build start <category> <list number>
example: /build start basic 2
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You also have the option of pausing construction of a module:
No resources will be processed for the nominated module until it's resumed.
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Code: /build pause <category> <list number>
example: /build pause basic 2
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Once you are in a position to continue construction, simply use:
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Code: /build resume <category> <list number>
example: /build resume basic 2
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You can also outright stop an ongoing construction:
This will void any processed resources. You will not be refunded.
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Code: /build stop <category> <list number>
example: /build stop basic 2
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If you want to order your modules a certain way, you swap the slot positions with the following command:
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Code: /base swap <module number> <module number>
example: /base swap 1 3
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Later on, if you wish to destroy a constructed module, use this command:
Be warned that this will not refund any resources that were used to construct the module.
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Code: /destroy <module number>
example: /destroy 4
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Part IV
COMMANDS TO CRAFT ITEMS
Factory modules are modules that once constructed can create in game items; currently these items include: cloaking devices, hyperspace scanners, jump drives, docking bay modules, cloak disruptors, and exotic (codename) weapon and equipment foundries. In order to build those items you will have to provide the factory module with the required goods to construct the item. Constructing items is similar to construction modules: they consume commodities at the same rate, but their required commodities tends to be much higher or more expensive.
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As with base modules there are Hook commands that list what you can build.
This is the command to display that list:
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The list will populate with items that you can craft, depending on the factories installed.
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Code: Example list: (including, but not limited to)
1. hydroponics
2. battlecruisercodes1
3. battleshipcodes1
4. battleshipcodes2
5. cloak
6. cloakdisr
7. copperrefining
8. cruisercodes1
9. diamondrefining
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All the commands are the same as building the standard modules and factories.
Only difference is that "build" is now replaced with "craft."
Refer to Part III for an explanation on the commands.
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Code: /craft list <category>
/craft info <category or number> <list number>
/craft start <category or number> <list number>
/craft pause <category or number> <list number>
/craft resume <category or number> <list number>
/craft stop <category or number> <list number>
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Part V
FACTORIES & CRAFTING RECIPES
There are several factory modules currently available for construction, all with different types of equipment available to manufacture. Some are broad, while others are specialized, and the sheer volume of items available now and in future patches means that the best source of up-to-date recipe information will always be in-game, at a POB using the help commands.
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Online LIBRARY for all factory & crafting lists
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Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
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Shipbuilding Basics
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.- The Shipyard requires your PoB needs to be at least Core 3.
- The above is the same for making Ship Components.
- Ship Assembly requires your PoB to be Core 4.
- To build certain ships require your PoB to be a specific IFF.
- All components have different faction bonuses.
- Commands to build each ship / component are within their respective spoilers.
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Modular Shipyard
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Code: [recipe]
nickname = module_modular_shipyard
infotext = Modular Shipyard
craft_list = ShipyardComponent
craft_list = ShipyardAssemblyCivilian
craft_list = ShipyardAssemblyFactions1
build_type = Factory
recipe_number = 8
module_class = 2
cooking_rate = 50
reqlevel = 3
consumed = commodity_ship_hull_panels, 7200
consumed = commodity_industrial, 10000
consumed = commodity_energy_field_equip, 10000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_construction_machinery, 10000
consumed = commodity_optronics, 10000
consumed_dynamic_alt = 10000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_nanocapacitors, 7800
consumed_dynamic_alt = 5200, commodity_gold, commodity_pirate_gold
consumed_dynamic_alt = 5200, commodity_diamonds, commodity_bluediamonds
consumed = commodity_prototype_components, 3000
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Ship Components
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...../craft list shipyardcomponent 1
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Code: [recipe]
nickname = ship_part_avionics
infotext = Avionics Systems
craft_type = ShipyardComponent
shortcut_number = 1
cooking_rate = 200
reqlevel = 3
loop_production = 1
produced_item = commodity_ship_part_avionics, 1
catalyst = commodity_scientists, 100
catalyst = commodity_crew, 200
consumed_dynamic_alt = 100, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 100
consumed = commodity_platinum, 100
consumed = commodity_superconductors, 100
;Kusari
affiliation_bonus = co_kt_grp, 0.25 ; Kishiro
affiliation_bonus = co_shi_grp, 0.25 ; Samura
affiliation_bonus = fc_bd_grp, 0.25 ; BD
affiliation_bonus = fc_gc_grp, 0.25 ; GC
affiliation_bonus = fc_h_grp, 0.25 ; Hogosha
;Liberty
affiliation_bonus = co_vr_grp, 0.25 ; Ageira
affiliation_bonus = co_me_grp, 0.25 ; DSE
affiliation_bonus = fc_lh_grp, 0.25 ; LH
affiliation_bonus = fc_lr_grp, 0.25 ; LR
affiliation_bonus = fc_x_grp, 0.25 ; Xeno
;Pan-region
affiliation_bonus = co_bcm_grp, 0.25 ; Bristol
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...../craft list shipyardcomponent 2
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Code: [recipe]
nickname = ship_part_interior
infotext = Interior Systems
craft_type = ShipyardComponent
shortcut_number = 2
cooking_rate = 200
reqlevel = 3
loop_production = 1
produced_item = commodity_ship_part_interior, 1
catalyst = commodity_scientists, 100
catalyst = commodity_crew, 200
consumed = commodity_industrial, 100
consumed = commodity_titanium, 100
consumed = commodity_copper, 100
consumed = commodity_xenobiotic, 100
;Gallia
affiliation_bonus = ga_efl_grp, 0.25 ; EFL
affiliation_bonus = ga_gms_grp, 0.25 ; GMS
affiliation_bonus = fc_maquis_grp, 0.25 ; Maquis
affiliation_bonus = fc_corse_grp, 0.25 ; UC
;Liberty
affiliation_bonus = co_vr_grp, 0.25 ; Ageira
affiliation_bonus = co_me_grp, 0.25 ; DSE
affiliation_bonus = fc_lh_grp, 0.25 ; LH
affiliation_bonus = fc_lr_grp, 0.25 ; LR
affiliation_bonus = fc_x_grp, 0.25 ; Xeno
;Pan-region
affiliation_bonus = fc_rn_grp, 0.25 ; CR
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...../craft list shipyardcomponent 3
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Code: [recipe]
nickname = ship_part_propulsion
infotext = Propulsion Systems
craft_type = ShipyardComponent
shortcut_number = 3
cooking_rate = 250
reqlevel = 3
loop_production = 1
produced_item = commodity_ship_part_propulsion, 1
catalyst = commodity_scientists, 100
catalyst = commodity_crew, 200
consumed = commodity_high_temp_alloys, 100
consumed = commodity_ship_hull_panels, 100
consumed = commodity_engine_components, 100
consumed = commodity_niobium, 100
;Kusari
affiliation_bonus = co_kt_grp, 0.25 ; Kishiro
affiliation_bonus = co_shi_grp, 0.25 ; Samura
affiliation_bonus = fc_bd_grp, 0.25 ; BD
affiliation_bonus = fc_gc_grp, 0.25 ; GC
affiliation_bonus = fc_h_grp, 0.25 ; Hogosha
;Rheinland
affiliation_bonus = co_alg_grp, 0.25 ; ALG
affiliation_bonus = co_khc_grp, 0.25 ; Daumann
affiliation_bonus = co_rs_grp, 0.25 ; Imperial
affiliation_bonus = rh_m_grp, 0.25 ; Kruger
affiliation_bonus = fc_rh_grp, 0.25 ; Hessians
affiliation_bonus = fc_u_grp, 0.25 ; Unioners
;Pan-region
affiliation_bonus = gd_im_grp, 0.25 ; IMG
affiliation_bonus = co_bcm_grp, 0.25 ; Bristol
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...../craft list shipyardcomponent 4
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Code: [recipe]
nickname = ship_part_superstructure
infotext = Superstructure Systems
craft_type = ShipyardComponent
shortcut_number = 4
cooking_rate = 250
reqlevel = 3
loop_production = 1
produced_item = commodity_ship_part_superstructure, 1
catalyst = commodity_scientists, 100
catalyst = commodity_crew, 200
consumed_dynamic_alt = 100, commodity_gold, commodity_pirate_gold
consumed = commodity_ship_hull_panels, 100
consumed = commodity_ablativearmor, 100
consumed = commodity_super_alloys, 100
;Bretonia
affiliation_bonus = br_m_grp, 0.25 ; BMM
affiliation_bonus = co_be_grp, 0.25 ; Bowex
affiliation_bonus = fc_g_grp, 0.25 ; Gaians
affiliation_bonus = fc_m_grp, 0.25 ; Mollys
;Rheinland
affiliation_bonus = co_alg_grp, 0.25 ; ALG
affiliation_bonus = co_khc_grp, 0.25 ; Daumann
affiliation_bonus = co_rs_grp, 0.25 ; Imperial
affiliation_bonus = rh_m_grp, 0.25 ; Kruger
affiliation_bonus = fc_rh_grp, 0.25 ; Hessians
affiliation_bonus = fc_u_grp, 0.25 ; Unioners
;Pan-region
affiliation_bonus = fc_rn_grp, 0.25 ; CR
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...../craft list shipyardcomponent 5
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Code: [recipe]
nickname = ship_part_reactor
infotext = Reactor Systems
craft_type = ShipyardComponent
shortcut_number = 5
cooking_rate = 200
reqlevel = 3
loop_production = 1
produced_item = commodity_ship_part_reactor, 1
catalyst = commodity_scientists, 100
catalyst = commodity_crew, 200
consumed = commodity_energy_field_equip, 100
consumed = commodity_super_alloys, 100
consumed = commodity_niobium, 100
consumed_dynamic_alt = 100, commodity_mox_fuel, commodity_gallic_fuel
;Bretonia
affiliation_bonus = br_m_grp, 0.25 ; BMM
affiliation_bonus = co_be_grp, 0.25 ; Bowex
affiliation_bonus = fc_g_grp, 0.25 ; Gaians
affiliation_bonus = fc_m_grp, 0.25 ; Mollys
;Gallia
affiliation_bonus = ga_efl_grp, 0.25 ; EFL
affiliation_bonus = ga_gms_grp, 0.25 ; GMS
affiliation_bonus = fc_maquis_grp, 0.25 ; Maquis
affiliation_bonus = fc_corse_grp, 0.25 ; UC
;Pan-region
affiliation_bonus = gd_im_grp, 0.25 ; IMG
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...../craft list shipyardcomponent 6
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Code: ;Ship Components - Exotic Systems
[recipe]
nickname = ship_part_exotic
infotext = Exotic Systems
craft_type = ShipyardComponent
shortcut_number = 6
cooking_rate = 200
reqlevel = 3
loop_production = 1
produced_item = commodity_ship_part_exotic, 1
catalyst = commodity_scientists, 100
catalyst = commodity_crew, 200
consumed = commodity_cryocubes, 40
consumed = commodity_high_temp_alloys, 60
consumed = commodity_super_alloys, 60
consumed = commodity_xeno_relics, 40
consumed_dynamic_alt = 40, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_azurite_gas, 60
consumed = commodity_prototype_components, 100
affiliation_bonus = li_lsf_grp, 0.5 ; LSF
affiliation_bonus = ku_koi_grp, 0.5 ; KOI
affiliation_bonus = fc_ouk_grp, 0.5 ; BIS
affiliation_bonus = rh_mnd_grp, 0.5 ; MND
affiliation_bonus = ga_gni_grp, 0.5 ; GNI
affiliation_bonus = fc_core, 0.25 ; Core
affiliation_bonus = fc_or_grp, 0.25 ; Order
affiliation_bonus = fc_technocracy, 0.25 ; Technocracy
affiliation_bonus = fc_c_grp, 0.25 ; Corsairs
affiliation_bonus = fc_ou_grp, 0.25 ; Outcasts
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Buildable Ships
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...../craft list shipyardassemblycivilian 2
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Code: [recipe]
nickname = ship_assembly_medium_miner
infotext = Medium Miner Assembly
craft_type = ShipyardAssemblyCivilian
shortcut_number = 2
cooking_rate = 50
reqlevel = 4
loop_production = 0
produced_item = medium_miner_package, 1
catalyst = commodity_crew, 400
consumed = commodity_ship_part_avionics, 180
consumed = commodity_ship_part_interior, 138
consumed = commodity_ship_part_propulsion, 223
consumed = commodity_ship_part_superstructure, 197
consumed = commodity_ship_part_reactor, 205
catalyst = blueprint_medium_miner, 1
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...../craft list shipyardassemblyfactions1 6
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Code: [recipe]
nickname = ship_assembly_medium_miner_legit
infotext = Medium Miner Assembly [Kishiro / GMG / Samura]
craft_type = ShipyardAssemblyFactions1
shortcut_number = 6
cooking_rate = 50
reqlevel = 4
loop_production = 0
produced_item = medium_miner_package, 1
catalyst = commodity_crew, 400
consumed = commodity_ship_part_avionics, 180
consumed = commodity_ship_part_interior, 138
consumed = commodity_ship_part_propulsion, 223
consumed = commodity_ship_part_superstructure, 197
consumed = commodity_ship_part_reactor, 205
restricted = true
affiliation_bonus = co_kt_grp, 1.0 ; Kishiro
affiliation_bonus = gd_gm_grp, 1.0 ; GMG
affiliation_bonus = co_shi_grp, 1.0 ; Samura
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...../craft list shipyardassemblycivilian 4
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Code: [recipe]
nickname = ship_assembly_dsy_cargobarge_1
infotext = Barge Assembly
craft_type = ShipyardAssemblyCivilian
shortcut_number = 4
cooking_rate = 100
reqlevel = 4
loop_production = 0
produced_item = dsy_cargobarge_1_package, 1
catalyst = commodity_crew, 1000
consumed = commodity_ship_part_avionics, 1867
consumed = commodity_ship_part_interior, 2391
consumed = commodity_ship_part_propulsion, 2317
consumed = commodity_ship_part_superstructure, 1365
consumed = commodity_ship_part_reactor, 1415
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...../craft list shipyardassemblycivilian 5
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Code: [recipe]
nickname = ship_assembly_starfliers_explorer
infotext = Starfliers Compact Explorer Assembly
craft_type = ShipyardAssemblyCivilian
shortcut_number = 5
cooking_rate = 50
reqlevel = 4
loop_production = 0
catalyst = commodity_crew, 100
consumed = commodity_ship_part_avionics, 30
consumed = commodity_ship_part_interior, 20
consumed = commodity_ship_part_propulsion, 30
consumed = commodity_ship_part_superstructure, 10
consumed = commodity_ship_part_reactor, 20
consumed = commodity_ship_part_exotic, 30
consumed = commodity_sciencedata, 150
consumed = commodity_prototype_components, 300
consumed = dsy_specialequipment_5, 1 (hyperspace matrix)
produced_item = zoner_exploration_fr_package, 1
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...../craft list shipyardassemblycivilian 1
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Code: [recipe]
nickname = ship_assembly_asteroid_miner
infotext = Asteroid Miner Assembly
craft_type = ShipyardAssemblyCivilian
shortcut_number = 1
cooking_rate = 50
reqlevel = 4
loop_production = 0
produced_item = dsy_miner_package_stripped, 1
catalyst = commodity_crew, 100
consumed = commodity_ship_part_avionics, 4
consumed = commodity_ship_part_interior, 4
consumed = commodity_ship_part_propulsion, 4
consumed = commodity_ship_part_superstructure, 4
consumed = commodity_ship_part_reactor, 4
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...../craft list shipyardassemblycivilian 3
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Code: [recipe]
nickname = ship_assembly_dsy_barge
infotext = Civilian Carrier Assembly
craft_type = ShipyardAssemblyCivilian
shortcut_number = 3
cooking_rate = 100
reqlevel = 4
loop_production = 0
produced_item = dsy_barge_package, 1
catalyst = commodity_crew, 1000
consumed = commodity_ship_part_avionics, 505
consumed = commodity_ship_part_interior, 517
consumed = commodity_ship_part_propulsion, 501
consumed = commodity_ship_part_superstructure, 492
consumed = commodity_ship_part_reactor, 510
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...../craft list shipyardassemblyfactions1 1
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Code: [recipe]
nickname = ship_assembly_li_frigate
infotext = Liberty Heavy Frigate Assembly
craft_type = ShipyardAssemblyFactions1
shortcut_number = 1
cooking_rate = 50
reqlevel = 4
loop_production = 0
produced_item = li_frigate_package, 1
catalyst = commodity_crew, 400
consumed = commodity_ship_part_avionics, 103
consumed = commodity_ship_part_interior, 132
consumed = commodity_ship_part_propulsion, 102
consumed = commodity_ship_part_superstructure, 128
consumed = commodity_ship_part_reactor, 78
restricted = true
affiliation_bonus = co_me_grp, 1.0 ; DSE
affiliation_bonus = co_vr_grp, 1.0 ; Ageira
affiliation_bonus = li_n_grp, 1.0 ; LN
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...../craft list shipyardassemblyfactions1 2
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Code: [recipe]
nickname = ship_assembly_bristol_transport
infotext = Bristol Heavy Explorer Assembly
craft_type = ShipyardAssemblyFactions1
shortcut_number = 2
cooking_rate = 50
reqlevel = 4
loop_production = 0
produced_item = bristol_transport_package, 1
catalyst = commodity_crew, 400
consumed = commodity_ship_part_avionics, 154
consumed = commodity_ship_part_interior, 198
consumed = commodity_ship_part_propulsion, 153
consumed = commodity_ship_part_superstructure, 191
consumed = commodity_ship_part_reactor, 117
restricted = true
affiliation_bonus = co_bcm_grp, 1.0 ; Bristol
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...../craft list shipyardassemblyfactions1 3
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Code: [recipe]
nickname = ship_assembly_ku_destroyer02
infotext = Kusari Destroyer Prototype Assembly
craft_type = ShipyardAssemblyFactions1
shortcut_number = 3
cooking_rate = 50
reqlevel = 4
loop_production = 0
produced_item = ku_destroyer02_package, 1
catalyst = commodity_crew, 600
consumed = commodity_ship_part_avionics, 214
consumed = commodity_ship_part_interior, 176
consumed = commodity_ship_part_propulsion, 170
consumed = commodity_ship_part_superstructure, 128
consumed = commodity_ship_part_reactor, 217
consumed = commodity_ship_part_exotic, 159
restricted = true
affiliation_bonus = ku_n_grp, 1.0 ; KNF
affiliation_bonus = co_kt_grp, 1.0 ; Kishiro
affiliation_bonus = co_shi_grp, 1.0 ; Samura
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...../craft list shipyardassemblyfactions1 4
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Code: [recipe]
nickname = ship_assembly_li_dreadnought_hybrid
infotext = Liberty Advanced Battlecruiser Assembly
craft_type = ShipyardAssemblyFactions1
shortcut_number = 4
cooking_rate = 100
reqlevel = 4
loop_production = 0
produced_item = li_dreadnought_hybrid_package, 1
catalyst = commodity_crew, 1000
consumed = commodity_ship_part_avionics, 343
consumed = commodity_ship_part_interior, 213
consumed = commodity_ship_part_propulsion, 426
consumed = commodity_ship_part_superstructure, 340
consumed = commodity_ship_part_reactor, 433
consumed = commodity_ship_part_exotic, 317
restricted = true
affiliation_bonus = li_n_grp, 1.0 ; LN
affiliation_bonus = co_me_grp, 1.0 ; DSE
affiliation_bonus = co_vr_grp, 1.0 ; Ageira
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...../craft list shipyardassemblyfactions1 5
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Code: [recipe]
nickname = ship_assembly_co_battlecruiser_heavy
infotext = Corsair Command Battlecruiser Assembly
craft_type = ShipyardAssemblyFactions1
shortcut_number = 5
cooking_rate = 100
reqlevel = 4
loop_production = 0
produced_item = co_battlecruiser_heavy_package, 1
catalyst = commodity_crew, 1000
consumed = commodity_ship_part_avionics, 343
consumed = commodity_ship_part_interior, 439
consumed = commodity_ship_part_propulsion, 426
consumed = commodity_ship_part_superstructure, 255
consumed = commodity_ship_part_reactor, 346
consumed = commodity_ship_part_exotic, 317
restricted = true
affiliation_bonus = fc_c_grp, 1.0 ; Corsairs
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Part VII
REFINERIES & RECIPES
Similar to factory modules in usage are refineries, however they principally take in one input material and output a processed version of that material, while also costing fuel (and perhaps other commodities) to run. These are more 'jobs' than one-time crafts, and most are set to auto-repeat unless explicitly told to run once.
Except for the refinement of Uncharted commodities, these recipes offer discounts to certain IFFs, which require less input volume and time for the same output.
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Online LIBRARY for all refinery & smelting lists
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Base Defense Modes
Defense modes are settings that tell your base how to treat those who approach it.
There are currently only three settings. You set these modes with the following command.
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Defense Mode 1 - Any ship in good standing with base's IFF except blacklisted ones
Defense Mode 2 - Only whitelisted ships (either by IFF, name or tag), neutral otherwise
Defense Mode 3 - Only whitelisted ships (either by IFF, name or tag), hostile otherwise
Please bear in mind the following:- NPCs ignore player bases. Player Bases ignore NPCs.
- Bases have no IFF and no faction diplomacy.
- The only thing a base recognizes as an ally is whatever you set out in the list of nametags.
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Code: /base defensemode <mode>
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Defense Arrays
You have three types of Defense Arrays that you can build.
These arrays target certain ships, depending on the type built, and deal incredible amounts of Shield and Energy Damage.
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- Will only target Fighters, Freighters and Gunboats
- Will target everything except Fighters and Freighters
- Will only target Cruisers and Capital ships
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This command lists current positions of all defense platforms.
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This command positions the selected defense platform.
Co-ordinates required is to place the platform relative to the base facing forward.
X - Left/Right
Y - Down/Up
Z - Front/Back
Maximum values for placing platforms is 5,000m
Note: Placing platforms at 5k, 5k, 5k will exceed the 5k distance as it's within 3D space (diagonal)
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Code: /base defmod set <index> <relPosX> <relPosY> <relPosZ>
example
/base defmod set 3 -4066 501 3564
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Part IX
VULNERABILITY TIMERS
Once upon a time, base owners rushed to construct a Shield Generator module to protect their base from sieges. Now, such shields are included automatically in the core of your base as soon as it's deployed - and they render you totally immune from all forms of damage, except during a specific set of vulnerability window(s) that you, the base owner, define.
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Currently, a new base created will have one vulnerability window, set at 1000 - 1200 server time.
This window can be changed ONCE PER MONTH using the following command:
Where <starting hour> is the hour digits in 24 hour time for your first vulnerability window,
and <starting hour 2> is the hour digits for your second vulnerability window, et cetera.
Currently, we are only requiring one vulnerability window, but this may change in the future.
If it does, the timer on setting vulnerability windows will likely be reset.
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Code: /base setshield <starting hour> <starting hour 2...>
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An example of a command to set the vulnerability window for my base at 2100 - 2300 SMT is:
Which results in a vulnerability window of 2100 - 2300 SMT.
And in a hypothetical future where two vulnerability windows are required,
which must be at least eight hours apart - that same command would be:
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Which results in a vulnerability window of 2100-2300 SMT, and a second vulnerability window of 0700-0900 SMT.
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Code: /base setshield 21 7
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Even during a vulnerability window, player owned bases only take damage from special, ammo-fed siege weapons mountable to gunboats, cruisers, battlecruisers, and battleships.
These weapons are available anywhere their non-siege equivalents are sold, with the following names:- Battleship Siege Turret (Class 10 - Battleship Heavy)
- Cruiser Siege Cannon (Class 8 - Cruiser Heavy)
- Gunboat Siege Cannon (Gunboat Forward Gun)
These weapons are fully capable combat weapons, albeit with an ammo restriction, which are specifically tuned to be the only weapons capable of damaging POBs.
The ammunition is quite expensive, which imposes something of a cost to the sieging party. In return, however, sieges are now typically much faster across the board if uncontested.
As a POB takes damage, the internal shield will react accordingly and begin to harden against outside fire.
This will manifest in the shield resistance to damage massively increasing over time, until such a point where no more damage can be done to the base until the next vulnerability window.
Short, combative siege windows which can be performed by a larger variety of ships and factions spread out over a longer campaign are the ultimate objective of this new system.
The 'reinforcement' threshold, or point at which a POB can take no further damage in that window, is noted below:- Core 1: 6 000 000 damage
- Core 2: 6 000 000 damage
- Core 3: 7 300 000 damage
- Core 4: 9 200 000 damage
- Core 5: 11 000 000 damage
Note that a POB's repairs are NOT paused either during a siege nor between windows while reinforced, which results in higher-core bases taking more vulnerability periods to kill.
The effective repair rate of a fully stocked base (minus wear & tear damage) is listed below:- Core 1: 1 440 000 HP per day
- Core 2: 3 168 000 HP per day
- Core 3: 4 896 000 HP per day
- Core 4: 6 624 000 HP per day
- Core 5: 8 640 000 HP per day (no wear & tear)
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Part XI
ESSENTIAL CARGO & CONSUMPTION RATES
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Here is a list of essential resources needed to keep your base running.
Only one of the three materials listed under Wear & Tear Upkeep is required. More later.
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- Wear & Tear Upkeep
- Basic Alloy
- Robotics
- Hull Panels
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Player-Owned Bases use resources to maintain their hull integrity and safety of it's crew.
As you jump up in Core Levels, more resources are needed to keep up with the demand.
Here is a basic calculation for a Core 1 Player-Owned Base:
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.- Crew Upkeep
- Crew Needed: 200
- The daily Food, Consumer Good consumption rate is your Crew (+Scientists crafting), multiplied by 2.
- That means you will need to make sure 400 units of Food, Consumer Goods are on station to run for one day.
- Total of 800 units per day.
- Wear & Tear Daily Upkeep
- Basic Alloy & Robotics: 4,320
- Hull Panels: 2,880
- These rates remain the same regardless of Core Level.
- Total Daily Upkeep
- Adding together the daily Crew Upkeep and, for example, Basic Alloy.
- This would result in a total of 5,520 needed to run for a day.
- For a week, this would mean you will need:
- 2,800 Food
- 2,800 Consumer Goods
- 30,240 Basic Alloy
- 35,840 TOTAL
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Factories & Refineries:
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The additional factories and refineries require additional Crew and Scientists to run.
Depending on the modules running, this may greatly increase your Crew's consumption rates.
An important note is that consumption will increase as long as the modules are ACTIVE. Inactive or paused factories will not consume resources, regardless of the amount of crew or scientists.
Example being if you are building a Battleship Codename weapon, which requires 1,000 scientists, you will not need the extra 1,600 Food and Consumer Goods per day if the factory is paused or not running, only if the recipe is actively running and "building" the weapon.
Weigh your options and read over which modules you can afford to run and supply. Be mindful to turn on and off the ones which aren't needed at any time.
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Repairing your Player-Owned Base:
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Below are the calculations on how player bases use the above commodities:- 1 Crew eats 1 Food item + 1 Consumer Good every 12 hours
If Food or Consumer Goods numbers are less than the number of Crew you have on your base (when the code makes its 12-hour check) then 10 Crew start disappearing every minute.- Less than 200 x Core Level of Crew in your cargo = NO REPAIRS
- Less than 200 Robotics OR Hull Panels OR Basic Alloy in your base cargo = ONE THIRD REPAIRS
- Less than 200 Robotics AND Hull Panels AND Basic Alloy in your base cargo = NO REPAIRS
Base repair rates and damage rates are:- Wear and Tear Damage every 60 seconds = (200 * Core Level)
- Wear and TearBase will take 4x Damage on bases below Crew requirement
- Repair every 60 seconds = Number of repair commodities x 240 x Core Level
Every 60 seconds the base will check for damage and use 3 Basic Alloy to repair the damage. Then it checks for damage again. If it detects more damage it will use 3 Robotics to make repairs. Then it will check for damage again. If it detects damage it will use 2 Hull Panels. This is one repair cycle that processes every 60 seconds.- If, after it makes repairs with Basic Alloy, it detects no damage it will not continue the cycle. If, after it makes repairs with Robotics, it detects no damage it will not continue the cycle
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Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
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Part X
COMPREHENSIVE BASE COMMANDS
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General Management & Information
This command will invoke a Freelancer style interface. This interface is the in game help feature for base commands.
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Prints out a quick overview of Food, Oxygen, and Water supplies, as well as repair commodity stocks and current crew count.
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Set a percentage margin for autobuy restock
Example, setting to double the usual restock price, use 200 in percentage field.
Does not apply to:
- Anomaly Batteries
- Cloak Batteries
- Jump Drive Batteries
Requires "Hangar Provisions" to be on base to operate.
Available from various NPC bases.
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Code: /base setrestockmargin [percentage]
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Choose the Food variant your bases uses first (if you have multiple or produce multiple variants)
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Base Administration Commands
This command allows a base administrator to easily change the master password.
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Code: /base setmasterpwd <old password> <new password>
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Allows an administrator to access the base command functions.
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Code: /base login <password>
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Lists all passwords except the first password. Requires Master Password to print the list.
Since the first password is not listed, a base owner can keep their password secret but allow other players to be administrators of the base.
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Code: /base lstpwd <master password>
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Adds an administrator password to the base.
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Removes a selected administrator or viewshop password.
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Either sets the current affiliation of the base to the IFF of the player using the command.
Clearing the reputation of the base is only available to base admins.
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Code: /base rep
/base rep [clear]
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To allow and remove docking permissions for factions, tags and individual ships
<add> adds the single entry
<remove> opposite of the above
<list> prints all entries
<clear> clears a specific section
<tag> is for faction tags
<name> is specific to named ships only
<faction> nominates the faction specifically, regardless of tag or name
<whitelist> enables docking to the tag / name / faction entry
<blacklist> denies docking to the tag / name / faction entry
<entry> where you put in the nominated tag / name / faction
<srp> Read the PoB SRP Whitelist thread
To enable docking to Kishiro Technologies, you use:
/access add faction whitelist kishiro
To prevent a ship called "WannabePirate03" docking, you'd use:
/access add name blacklist WannabePirate03
To list all blacklisted entries, you'd use:
/access list blacklist
To clear all whitelisted entries:
/access clear whitelist
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Code: /access add|remove|list|clear <tag|name|faction> <srp|whitelist|blacklist> <entry>
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Base Info-card Description
This command allows the base administrator to set the base info-card text that is shown when the base info icon is clicked.
<paragraph> The paragraph number in the range 1-5.
<command> The command to perform on the paragraph, 'a' for append and 'd' for delete
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Code: /base info <paragraph> <command> <text>
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Bank Commands
List the current balance of the base's bank. The base needs money to buy goods off players.
Unlike player ships, the bank can hold many times more than 2 billion credits and is essentially unlimited.
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Deposits / withdraws credits between the player's credits the base's bank.
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Code: /bank deposit [credits]
/bank withdraw [credits]
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Shop Commands
Both the trade window and equipment window are controlled via the shop Hook commands.
By default the shop will not accept goods that it does not already have in its shop status list.
This simple command brings up a Freelancer-style interface, where you can see your listed goods, their price,
as well as the minimum and maximum cargo allotments for each good.
The screen also displays the other ship commands available to you.
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This command allows the price of goods to be controlled.
<item> refers to the number of the item as listed by the /shop command.
<buy / sell price> is the price of the good in credits.
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Code: /shop price <item> <buy price> <sell price>
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<min stock> is the minimum cargo allotment for a commodity.
A commodity will not show up for sale if the amount of it is less than <min stock>.
<max stock> is the maximum cargo allotment for a commodity.
A base will not let you sell any more of a commodity, if the current stock is over <max stock>.
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Code: /shop stock <item> <min stock> <max stock>
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Allows you to completely remove a commodity from the base.
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Show the shop stock list for <page>. A maximum of 40 items are listed per page.
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This command will take whatever entered in [search] and only show you results from that page that contain that search term.
[page] is the normal shop page that the items would be listed on without a filter.
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Code: /shop filter [search] [page]
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Player Base Guide - William Frederick Cody - 05-18-2012
Feedback:
Please add, what it will cost to enlarge a base from base level 1 up to base level 4 in total. What will it cost at minimum. That would be nice.
Thanks in advance.
Player Base Guide - Psymple - 05-18-2012
' Wrote:Feedback:
Please add, what it will cost to enlarge a base from base level 1 up to base level 4 in total. What will it cost at minimum. That would be nice.
Thanks in advance.
Erm...
I think its more of a Time issue than a Cost issue... :O
If you take the shortest routes, it will cost ALOT more.. but it will take alot less time...
So it depends...
Way I see it, I can earn 100 mil an hour... I take the shortest routes possible to my base
and just pay the higher prices...
The fact is that the costs are so vastly different and huge that its more about time than money...
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Feedback:
Nice guide...
A good thing to add might be:
Suggestions of what makes a good system for bases to be in.
Such as: Close to BA, Oxy, Water and Food
Edit: For Clarification.
Player Base Guide - Daedric - 05-18-2012
' Wrote:Feedback:
Please add, what it will cost to enlarge a base from base level 1 up to base level 4 in total. What will it cost at minimum. That would be nice.
Thanks in advance.
Will do.
' Wrote:Feedback:
Nice guide...
A good thing to add might be:
Suggestions of where to build bases and what makes a good systems for bases to be in.
(Close to BA, Oxy, Water and Food)
There is a short list regarding suggestions on where to construct a base in the Quick Start Guide. I will not name specific systems as it completely depends on what faction the base will belong to.
Player Base Guide - Ronnie Rayburn - 05-23-2012
' Wrote:Feedback:
Please add, what it will cost to enlarge a base from base level 1 up to base level 4 in total. What will it cost at minimum. That would be nice.
Thanks in advance. The minimum cost for materials for each upgrade is ~111 mill SC if you use the cheapest price on the materials needed for it. With a 5k transport, it means 100 trips (500k materials). Maximum cost would be ~1,3 bill SC.
Those who want a more extensive calculation, can PM me to get the Excel-calcs.
I would also like to have the bank-commands for the base added to the guide if possible.
Player Base Guide - Daedric - 05-23-2012
' Wrote:The minimum cost for materials for each upgrade is ~111 mill SC if you use the cheapest price on the materials needed for it. With a 5k transport, it means 100 trips (500k materials). Maximum cost would be ~1,3 bill SC.
Those who want a more extensive calculation, can PM me to get the Excel-calcs.
I would also like to have the bank-commands for the base added to the guide if possible.
I calculated purchasing all the goods from the cheapest point. Cost is in the guide and was around 350m total. This of course is if you did all the work yourself and doesn't include time. And not every ID can purchase the required goods at their cheapest purchase point.
Bank command are on the docket.
@ Everyone else - anything else you can think of please do drop a note here for us and I'll try to get it added in.
Player Base Guide - Daedric - 05-25-2012
Added info about the Docking Module Factory and the Docking Module. Still need info regarding how much cargo space it takes up and what hard point it mounts to.
Added in the base commands and explanations. Most of it was pulled from Friday's Guide.
Added some images to parts of the guide. Plan to add more in to help make certain things easier to understand via visual aids.
Corrected the consumption rates for construction projects. It is 200 per 16 seconds.
Player Base Guide - heaven - 06-02-2012
I want to build a Cloaking Device Factory, but i cannot find it in wiki,how to get Derelict Nomad Artefact (not Nomad Power Cell) ? thanks for u help. :)
heaven
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