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  Discovery Gaming Community Welcome Help & Support Tutorials & Tools [Guide] Player Owned Base

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[Guide] Player Owned Base
Offline Ponge
06-04-2014, 03:22 PM,
#181
Member
Posts: 1,266
Threads: 103
Joined: Feb 2013

(06-04-2014, 02:13 PM)St.Denis Wrote:
(06-04-2014, 10:31 AM)FynnMcScrap Wrote: *sighs*

Ok... NPC Pirates around, I open fire...
i hit my own base, my base gets hostile...

Tips ?
How do I get my own base bachk to neutral or friendly ?
Admin chara is still on board, but what command or what trick do I use ?

Using your Admin Character add the Name of the Character that shot the Base. Relog that character and the Base shouldn't be hostile anymore. If not you will have to wait for the Server to reset.

Anybody whose name is added to the Base allowed docking list can shoot the Base freely and it won't become hostile.

The base shield will still activate though, and you have to wait/turn it off to dock.

[Image: 2whqqh0.png]
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Offline FynnMcScrap
06-04-2014, 10:38 PM,
#182
Member
Posts: 1,097
Threads: 73
Joined: May 2014

THX, very helpful.

:-)

[Image: Signature1_zpsab81d9ee.png]
FynnMcScrap, Foreman of Tinkers Haven
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Offline St.Denis
07-05-2014, 06:03 PM,
#183
Member
Posts: 100,606
Threads: 1,347
Joined: Dec 2011

I have recently noticed that this Guide is out of date due to the recent changes added.

Seeing as this is a very good Guide for those I have decided to try some of the Information so that Daedric, if he is still around and interested, can up date his Thread.

If those who have Bases can add the latest information that I can't add at this moment then that will be great. This will allow the information to be complete and up to date.

Thanks in advance.

Core Upgrade.

40,000 Hull Segments
100,000 Industrial Hardware
40,000 Robotic Hardware
40,000 Reinforced Alloy
40,000 High Performance Alloy
40,000 Optronic Arrays
40,000 Heat Sinks
20,000 Plasfoam Conduits
20,000 Nanomembrane Filters
1 Core Upgrade Blueprints

Docking Module Factory.

20,000 Robotic Hardware
10,000 Hull Segments
10,000 Industrial Hardware
10,000 Optronic Arrays

Jump Drive Factory.

10,000 Scientists
20,000 Robotic Hardware
10,000 Optronic Arrays
10,000 Quantum Arrays
20,000 Magnetic Superconductors
20,000 Critical Temperature Alloys


Hyperspace Survey Factory.

10,000 Scientists
10,000 Robotic Hardware
30,000 Optronic Arrays
30,000 Quantum Arrays
30,000 Bio-Neural Arrays

Cloaking Device Factory.

5,000 Scientists
10,000 Robotic Hardware
20,000 Optronic Arrays
20,000 Quantum Arrays
10,000 Bio-Neural Arrays
1 Derelict Nomad Artefact

Defence Module.

10,000 Armaments
10,000 Hull Segments
15,000 Robotic Hardware
15,000 Industrial Hardware
10,000 Optronic Arrays
10,000 Quantum Arrays

Shield Generator Module.

15,000 Robotic Hardware
15,000 Industrial Hardware
10,000 Magnetic Superconductors
10,000 Fusion Diodes


Updated ~Snoopy

'I would like to be half as clever as some people like to believe they are'
Life is full of disappointments, it is how we handle them that helps to define us, as a person
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Offline St.Denis
07-05-2014, 06:11 PM,
#184
Member
Posts: 100,606
Threads: 1,347
Joined: Dec 2011

The only devices that I have information on are listed below:

Docking Module.

5,000 Reinforced Alloy
20,000 Industrial Hardware
10,000 Plasfoam Conduits
10,000 Robotic Hardware
5,000 Hull Segments
5,000 High Performance Alloys

Jump Drive MkII.

75,000 Reinforced Alloy
1,000 Gravity Field Stabilisers
10,000 Critical Temperature Alloy
15,000 Industrial Hardware
15,000 Robotic Hardware
10,000 Argentium Silver
5,000 Magnetic Superconductors

If others can supply the information on the:

JD - MkIII and IV
Cloaking Devices - Small, Medium (MkII) and Large (MkII Advanced).
Hyperspace Survey Module MkI, MkII and MkIII.


Thanks in advance.


Updated ~Snoopy

'I would like to be half as clever as some people like to believe they are'
Life is full of disappointments, it is how we handle them that helps to define us, as a person
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Offline St.Denis
07-08-2014, 10:24 PM,
#185
Member
Posts: 100,606
Threads: 1,347
Joined: Dec 2011

Thanks Snoopyman.

Further to my last is the JD MkIII

90,000 Reinforced Alloy
5,000 Gravity Field Stabilisers
15,000 Critical Temperature Alloy
21,000 Industrial Hardware
15,000 Robotic Hardware
20,000 Argentium Silver
15,000 Magnetic Superconductors


I have also worked out how much each costs and how many trips required using a 5k transport. This is calculated that you have exactly 5k of cargo space to use. I don't know if this is worth adding in.

Core Upgrade - Cost to make 116M. 5k trips = 84 (per Upgrade)
Docking Module Factory - Cost to make 15.5M. 5k trips = 12
Docking Module - Cost to make 14.25M. 5k trips = 12
Jump Drive Factory - Cost to make 34M. 5k trips = 20
JD MkII - Cost to make 37.25M. 5k trips = 27
JD MkIII - Cost to make 69.2M. 5k trips = 40
Hyperspace Scanner Factory - Cost to make 49.5M. 5k trips = 24
Cloaking Device Factory - Cost to make 30M. 5k trips = 14
Weapon Platform - Cost to make 27.75M. 5k trips = 16
Shield Generator Module - Cost to make 20.25M. 5k trips = 12
Storage Module - Cost to make 23.25M. 5k trips = 19

To make a Core 4 Base with the following Modules:

5 x Storage
2 x Weapon Platforms
1 x Shield Module
1 x Docking Module Factory
1 x Jump Drive Factory
1 x Cloaking Device Factory
1 x Hyperspace Scanner Factory

It will cost 642.5M to build and will take a total of 461 Trips using a 5ker.


Updated ~Drrobe

'I would like to be half as clever as some people like to believe they are'
Life is full of disappointments, it is how we handle them that helps to define us, as a person
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Offline Connor
07-09-2014, 11:55 AM,
#186
Nomadmin
Posts: 3,606
Threads: 327
Joined: Aug 2012

I had a look around yesterday and i found out that all the information, in regards to building items and modules, can be found your Disco folder

Code:
.../[Discovery Folder]/Exe/flhook_plugins

In there is a file called "base.cfg". Open it up with note pad and you've got all the requirements to build all the items and modules there. I'll get around to updating this when i get home. But thank you for your help, St.Denis.

[Image: Snoopyman.gif]
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Offline St.Denis
07-09-2014, 09:40 PM,
#187
Member
Posts: 100,606
Threads: 1,347
Joined: Dec 2011

Thanks again Snoopyman for that. I have never bothered to look in these files as I wouldn't know where to look. It has saved me having to make all the items to update my records and these ones. Seeing as you can fill in the missing blanks for the rest, don't forget the Storage Upgrade which I seemed to have forgotten to add in my first Posts.

Thanks again.

Just to finish what I started with regards to cost and loads for each item and seeing as Drrobe added that information I will post here and finish it off.

Jump Drive MkIV - Cost to make 74.75M. 5k trips = 47
Hyperspace Survey Mk1 - Cost to make 47M. 5k trips = 35
Hyperspace Survey Mk2 - Cost to make 59.5M. 5k trips = 44
Hyperspace Survey Mk3 - Cost to make 70.75M. 5k trips = 52
Cloaking Device (Small) - Cost to make 15M. 5k trips = 12
Cloaking Device (Medium/MkII) - Cost to make 30M. 5k trips = 23
Cloaking Device (Large/MkII Advanced) - Cost to make 45M. 5k trips = 34


.

'I would like to be half as clever as some people like to believe they are'
Life is full of disappointments, it is how we handle them that helps to define us, as a person
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Offline Connor
07-10-2014, 06:05 PM,
#188
Nomadmin
Posts: 3,606
Threads: 327
Joined: Aug 2012

Updated:

Storage module
JM Mk4
Hyperspace Scanner Mk1
Hyperspace Scanner Mk2
Hyperspace Scanner Mk3
+ All module requirements
Weapon Platform module
The above price information
Core 5 information

[Image: Snoopyman.gif]
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Offline Rebirth
08-30-2014, 01:07 PM,
#189
Member
Posts: 417
Threads: 42
Joined: Dec 2013

Shield generator and daily consumption need adjustment it still says one day needs 8600 alloy but this is wrong since the last update? And the shield says 99% absorption should be 96 %
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Offline Ponge
08-30-2014, 04:44 PM,
#190
Member
Posts: 1,266
Threads: 103
Joined: Feb 2013

" one day needs 8600 alloy"

It still needs that much in 24 hours.

[Image: 2whqqh0.png]
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