. . 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.
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
2,500,000 credits
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.
<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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Next, you'll need to set your base's affiliation (IFF) - this is the NPC faction that your base will display in-game.
Without setting an IFF, you will be unable to repair your base, or craft goods, build modules, and upgrade your core level.
Dock on your base to use the command - it'll set the IFF of your current ship. Think carefully about this, as your base's rep can't be changed after this!
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Code:
/base rep
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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
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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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.
. 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.
. 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. .
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.
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.
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.