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User talk:Braden fanguard: Difference between revisions

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''For more details, see [[Planetary Buildings]]''
''For more details, see [[Planetary Buildings]]''


To extract and produce resources and products you need buildings! Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built in-place on the planet and thus always of the right type. Each building beyond the Command Center costs a set amount of Powergrid (PG) and CPU. At a glance, the following structures exist:
To extract and produce resources and products you need buildings. Buildings match the planet they are constructed on, but players only need to worry about selecting the right type of command center, the rest are built on-site and cost ISK to build. Each building also requires a set amount of Powergrid (PG) and CPU to build, which is supplied by your Command Center. At a glance, the following structures exist:


* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Only a basic command center can be bought from the market. Command centers can be upgraded after built in ranges from basic to elite, providing more CPU and Powergrid per level. Can store a small amount of material and offers a simple rocket launch mechanism by which you can ship said materials to orbit.
* [[Planetary Buildings#Command Centers|Command Centers]] - The first building you must construct, deployed from orbit (or technically anywhere undocked in the system). Only a basic command center can be bought from the market. Command centers can be upgraded after built in ranges from basic to elite, providing more CPU and Powergrid per level. They can also store a small amount of material (500m3) and offers a simple rocket launch mechanism by which you can ship said materials to orbit.
* [[Planetary Buildings#Extractor Control Units|Extractor Control Units]] - Extractor Control Units (ECUs) allow installation of extraction programs and the building of extraction heads.In the extraction programs have to pick the resource type for all heads, a duration of the program (up to 14 days), and must provide a route for the raw material to travel once extracted, lest it be lost. Additionally, you must manually initiate the extraction of a particular "seam" of the resource and submit your action before extraction begins.
* [[Planetary Buildings#Extractor Control Units|Extractor Control Units]] - Extractor Control Units (ECUs) allow installation of extraction programs and the building of extraction heads. Each Extractor Control Unit can only extract one type of material at a time, and can do so over a duration of time up to 14 days non stop. They must be linked to, and have their output routed to a storage facility, command center, or launchpad, to store the extracted materials, lest they be lost.
* [[Planetary Buildings#Extractor Heads|Extractor Heads]] - Extraction of resources is done by extractor heads that are installable via the ECUs. The heads can be placed within the ECUs area and can be moved via drag and drop to resource hot-spots for a greater extraction amount.
* [[Planetary Buildings#Extractor Heads|Extractor Heads]] - Extraction of resources is done by extractor heads that are installed via Extractor Control Units. The heads can be placed anywhere within the Extractors sphere of influence, and can be moved by dragging and dropping them to resource hot-spots.
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier.
* [[Planetary Buildings#Processors|Processors]]- These come in three different types, [[Planetary Buildings#Basic_Industry_Facility|Basic]], [[Planetary Buildings#Advanced Industry Facility|Advanced]], and [[Planetary Buildings#High Tech Production Plant |High Tech]]. Each takes a set of raw materials and/or processed goods to produce a product of a specific tier. It is worth noting that [[Planetary Buildings#High Tech Production Plant |High Tech Processors]] can only be built on Barren and Temperate planets.
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.
* [[Planetary Buildings#Storage Facilities|Storage Facilities]] - About as simple as a planetary building goes, these hulks simply store materials or goods, potentially as part of a larger logistics system.
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Cargo Link in orbit above the planet, from where the owner can import and export goods. Very costly, however.
* [[Planetary Buildings#Launchpad|Launchpad]] - A building dedicated to moving materials and goods to and from the planet. Similar in function to the rocket launch function of the Command Center, but superior as it is connected to a Customs office in orbit above the planet, from where the owner can import and export goods. Customs offices however, are owned by either and NPC faction of player Corperations and have a tax on anything imported and exported (unless the owner has the the tax to 0%). Larger and more valuable imports & exports will have higher tax costs.
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. In addition to being built (which has a base cost plus a distance cost) actual routes have to be defined using the links to route specific products across your planetary network. They have a finite capacity in m3 per hour and can be upgraded.
* [[Planetary Buildings#Planetary Links|Planetary Links]] - These can essentially be thought of as railroads, connecting different structures. they do cost some powergrid and CPU to build, and have a maximum capcity in m3/hr (depending on the length and volume of the materials to pe transported), but can be upgraded at the cost of some ISK. Links are nessesary to route materials from extractors to storage areas, and to processors. A colony cannot function without them.


=== Deploying a Command Center ===
=== Deploying a Command Center ===
[[File:PlacingPlasmaCC.png|thumb|Placing a Plasma CC]]
[[File:PlacingPlasmaCC.png|thumb|Placing a Plasma CC]]


To get started on building stuff you need to first deploy a Command Center (CC) of the right type to your target planet.  
To get started on building stuff you need to first deploy a Command Center of the right type to your target planet (ex. Lava Command Center on a lava planet).


Consider first which resources you're targeting and where they are, placing your CC at some ideal spot near them. You'll usually end up placing your CC on the edge of one resource type (or a "pair" of resources that usually hang out together) with another resource type growing in intensity the further it gets from the white "peak" of the first. Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See [[Planet]] for more details.
Consider first which resources you're targeting and where they are on the planet, and place your Command Center at some ideal spot near them. Depending on the planet type, some resource might be grouped close together, opposite from each other, exist in bands, etc. See [[Planet]] for more details.


With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are greyed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can group some orders before submitting them (you might get a timer if you keep hitting Submit after every tiny change).
With the Build menu up, select the "Command Centers" menu and the appropriate Command Center will be lit up, ready to be placed. If it is greyed out, make sure you put the correct Command Center in your cargo hold, that you are undocked, and that you are not at your colony cap ([[Skills:Planet Management#Interplanetary Consolidation|Interplanetary Consolidation]] skill). Drop the Command Center down wherever you want your colony to be. Once you are sure it is where you want it, be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Interaction is finalized until you click "Submit" and you can make multipule changes before submitting them.


After your CC has been deployed and you have submitted changes, further build options will become available. There seems to be a bug whereby sometimes these new options remain greyed out and are not selectable after deploying your CC. If this happens, simply leave planetary interaction mode (click "exit") and then go back into it. Build options should now appear correctly allowing you to continue building your colony.
After your Command Center has been deployed, and you have submitted changes, further build options will become available. There seems to be a bug whereby sometimes these new options remain greyed out and are not selectable after deploying your Command Center. If this happens, simply leave planet mode (click "exit") and then re-enter it. The build options should now appear correctly allowing you to continue building your colony.


You can upgrade your Command center as needed once placed, up to your maximum skill ([[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]] skill).
You can upgrade your Command center as needed once placed, up to your maximum skill (''For more details, see [[Skills:Planet Management#Command Center Upgrades|Command Center Upgrades]]'') by clicking on your Command Center and selecting the circle icon with a plus sign on it.


=== Surveying with an Extractor Control Unit ===
=== Surveying with an Extractor Control Unit ===
[[File:Surveying.png|thumb|Surveying window]]
[[File:Surveying.png|thumb|Surveying window]]


Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get the Extractor Heads in a rich spots, and the Extractor Control Unit in an area that can reach out to rich spots. After you've placed an Extractor Control Unit (ECU), you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor Head. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.
Placing other buildings is just like placing a Command Center, though you'll want to keep consulting your Scan tab to make sure your Extractor Control Units are close enough to a resource so that the Extractor Heads can reach them. After you've placed an Extractor Control Unit (ECU), you have to Survey, which is distinct from Scanning. Surveying relates to the availability of a single resource in a single spot, right under an existing Extractor Head. To perform a survey simply select an Extractor and click the left-most button, highlighted in this screenshot.


You will be presented with another window (in the bottom half of the screenshot).  First select the type of resource you wish to extract.  Second move the "Extractor Area Size" slider until you have the desired program duration (how often you will have to come back to resurvey your extractors (ranges from 1 hour to 14 days)).  Next, click on the first "Extractor Head Units" circle to create an Extractor Head.  You can now move this new Extractor Head around within the radius of influence of the Extraction Control Unit (the grey circle you saw when placing the ECU) and watch the graph of extraction amount to see where a good deposit appears.  The Extraction Area Size/Duration is a trade-off of varying total amount, cycle time (15 min for short program duration to 4 hours for long program duration), per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.
You will be presented with another window (in the bottom half of the screenshot).  First select the type of resource you wish to extract.  Second move the "Extractor Area Size" slider until you have the desired program duration (how often you will have to come back to resurvey your extractors (ranges from 1 hour to 14 days)).  Next, click on the first "Extractor Head Units" circle to create an Extractor Head.  You can now move this new Extractor Head around within the radius of influence of the Extraction Control Unit (the grey circle you saw when placing the ECU) and watch the graph of extraction amount to see where a good deposit appears.  The Extraction Area Size/Duration is a trade-off of varying total amount, cycle time (15 min for short program duration to 4 hours for long program duration), per-cycle yield, and total lifespan. If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors.