Difference between revisions of "Setting up a planetary colony"
(Update top todo note) |
|||
Line 562: | Line 562: | ||
1 P4 = 108000 R | 1 P4 = 108000 R | ||
+ | |||
+ | |||
+ | = Connecting It Together = | ||
+ | |||
+ | Insert text about hooking up buildings together. | ||
+ | |||
+ | To setup an outgoing route for products from a storage facility (Command Center, Launch Pad, or Storage Facility), you can wait for product to build up in the facility and route up to the amount of product current in storage, or you can click on one of the incoming routes and send that amount to the destination (eg Processor). | ||
+ | |||
+ | If you hook the extractor directly to the processor, you might end up throwing away resources if there is an uneven lot when it fills up (Processors accumulate resources until they have an even lot of input product (eg P1 would be 6000), and then start processing. If the buffer has 5950 in it, and the extractor delivers 210, then 160 units are lost. If there is inputs in the buffer when you change the schematic, they are lost. |
Revision as of 01:23, 10 May 2010
The Planetary Interaction feature of the Tyrannis expansion allows players to utilize planetary industries. Below is a general overview of what can be exploited with this new feature.
Note: Planetary Commodities page has been introduced to hold the main tables with Resources and Products, the tables below that overlap with that page will be used to fill the Commodities page. This page should focus on how to connect Extractor A to Processor B via Storage C to produce product D, the best way to organize links, routes, exploit deposits, and so on
Resources
Each Planet has a set of 5 raw resources available to it, which in turn each produce one base good when processed by a planetside production plant. These resources and baseline products are as follows:
Resource | Planet Types |
---|---|
Autotrophs | Temperate |
Aqueous Liquids | Barren, Gas, Ice, Oceanic, Storm, Temperate |
Base Metals | Barren, Gas, Lava, Plasma, Storm |
Carbon Compounds | Barren, Oceanic, Temperate |
Complex Organisms | Oceanic, Temperate |
Felsic Magma | Lava |
Heavy Metals | Ice, Lava, Plasma |
Ionic Solutions | Gas, Storm |
Micro Organisms | Barren, Ice, Oceanic, Temperate |
Noble Gas | Gas, Storm |
Noble Metals | Barren, Ice, Plasma |
Non-CS Crystals | Lava, Plasma |
Planktic Colonies | Ice, Oceanic |
Reactive Gas | Gas |
Suspended Plasma | Lava, Plasma, Storm |
Products
First Tier Products
Product (0.08 m³) (P1) | Resource (0.02 m³) (R) | |
---|---|---|
Industrial Fibers | <--- | Autotrophs |
Water | <--- | Aqueous Liquids |
Reactive Metals | <--- | Base Metals |
Biofuels | <--- | Carbon Compounds |
Proteins | <--- | Complex Organisms |
Silicon | <--- | Felsic Magma |
Toxic Metals | <--- | Heavy Metals |
Electrolytes | <--- | Ionic Solutions |
Bacteria | <--- | Micro Organisms |
Oxygen | <--- | Noble Gas |
Precious Metals | <--- | Noble Metals |
Chiral Structures | <--- | Non-CS Crystals |
Biomass | <--- | Planktic Colonies |
Oxidizing Compound | <--- | Reactive Gas |
Plasmoids | <--- | Suspended Plasma |
20 units | <--- | 6000 units |
Note: Oxygen is now 1.00 m3/unit and not 0.08 m3/unit. Water is now 0.25 m3/unit
Second Tier Products
Several products used for Player Owned Structure (POS) fuel.
Output Product (1.0 m³) (P2) | Input Product 1 (P1) | Input Product 2 (P1) |
---|---|---|
Biocells | Biofuels | Precious Metals |
Construction Blocks | Reactive Metals | Toxic Metals |
Consumer Electronics | Toxic Metals | Chiral Structures |
Coolant | Electrolytes | Water |
Enriched Uranium | Precious Metals | Toxic Metals |
Fertilizer | Bacteria | Proteins |
Gen. Enhanced Livestock | Proteins | Biomass |
Livestock | Proteins | Biofuel |
Mechanical Parts | Reactive Metals | Precious Metals |
Microfiber Shielding | Industrial Fibers | Silicon |
Miniature Electronics | Chiral Structures | Silicon |
Nanites | Bacteria | Reactive Metals |
Oxides | Oxidizing Compound | Oxygen |
Polyaramids | Oxidizing Compound | Industrial Fibers |
Polytextiles | Biofuels | Industrial Fibers |
Rocket Fuel | Plasmoids | Electrolytes |
Silicate Glass | Oxidizing Compound | Silicon |
Superconductors | Plasmoids | Water |
Supertensile Plastics | Oxygen | Biomass |
Synthetic Oil | Electrolytes | Oxygen |
Test Cultures | Bacteria | Water |
Transmitter | Plasmoids | Chiral Structures |
Viral Agent | Bacteria | Biomass |
Water-Cooled CPU | Reactive Metals | Water |
5 units (3600s) | 40 units | 40 units |
Note: Coolant is 1.00 m3 on Sisi, but 2.00 m3 on the live server
Third Tier Products
Output Product (2.0 m³) (P3) | Input Product 1 (P2) | Input Product 2 (P2) | Input Product 3 (P2) |
---|---|---|---|
Biotech Research Reports | Nanites | Livestock | Construction Blocks |
Camera Drones | Silicate Glass | Rocket Fuel | |
Condensates | Oxides | Coolant | |
Cryoprotectant Solutions | Test Cultures | Synthetic Oil | Fertilizer |
Data Chips | Supertensile Plastics | Microfiber Shielding | |
Gel-Matrix Biopaste | Oxides | Biocells | Super Conductors |
Guidance Systems | Water-Cooled CPU | Transmitter | |
Hazmat Detection Systems | Polytextiles | Viral Agent | Transmitter |
Hermetic Membranes | Polyaramids | Gen. Enhanced Livestock | |
High-Tech Transmitters | Polyaramids | Transmitter | |
Industrial Explosives | Fertilizer | Polytextiles | |
Neocoms | Biocells | Silicate Glass | |
Nuclear Reactors | Microfiber Shielding | Enriched Uranium | |
Planetary Vehicles | Supertensile Plastics | Mechanical Parts | Miniature Electronics |
Robotics | Mechanical Parts | Consumer Electronics | |
Smartfab Units | Construction Blocks | Miniature Electronics | |
Supercomputers | Water-Cooled CPU | Coolant | Consumer Electronics |
Synthetic Synapses | Supertensile Plastics | Test Cultures | |
Transcranial Microcontroller | Biocells | Nanites | |
Ukomi Super Conductor | Synthetic Oil | Superconductors | |
Vaccines | Livestock | Viral Agent | |
3 units (3600s) | 10 units | 10 units | 10 units |
Fourth Tier Products
- High-Tech Production Plants can only be placed on Temperate or Barren planets. Products will be used for manufacturing POS and other structures which were previously npc seeded.
Output Product (100.0 m³) (P4) | Input Product 1 (P3) | Input Product 2 (P3) | Input Product 3 (P3 or P1) |
---|---|---|---|
Broadcast Node | Data Chip | High-Tech Transmitters | Neocoms |
Integrity Response Drones | Gel-Matrix Biopaste | Hazmat Detection Systems | Planetary Vehicles |
Nano-Factory | Industrial Explosives | Ukomi Super Conductors | Reactive Metals * |
Organic Mortar Applications | Condensates | Robotics | Bacteria * |
Recursive Computing Module | Guidance Systems | Synthetic Synapses | Transcranial Microcontrollers |
Self-Harmonizing Power Core | Camera Drones | Hermetic Membranes | Nuclear Reactors |
Sterile Conduits | Smartfab Units | Vaccines | Water * |
Wetware Mainframe | Biotech Research Reports | Cryoprotectant Solution | Supercomputers |
1 unit | 6 units | 6 units | 6 units (* 40 units) |
Manufactured Goods
POS Fuels
- Coolant
- Enriched Uranium
- Mechanical Parts
- Oxygen
- Robotics
T2 parts
Most (all?) T2 manufacturing uses a PI good. Mainly P2 and P3.
Sovereignty Structures
Created with P4 products and blueprints.
- Infrastructure Hub
- Sovereignty Blockade Unit
- Territorial Claim Unit
Starbase Structures
Created with P4 products and blueprints.
- Assembly Array
- Control Towers
- Corporate Hangar Array
- Cynosural Generator Array
- Cynosural System Jammer
- Electronic Warfare Batteries
- Energy Neutralizing Array
- Hybrid Turret Batteries
- Jump Bridges
- Laser Turret Batteries
- Missile Batteries
- Mobile Laboratory
- Moon Harvesting Array
- Projectile Turret Batteries
- Reactors
- Refining Arrays
- Shield Hardening Arrays
- Ship Maintenance Arrays
- Silos
- System Scanning Arrays
Production Ratios
Output Product Cycle = Input Product 1 + Input Product 2 + Input Product 3
20 P1 = 6000 R
5 P2 = 40 P11 + 40 P12
5 P2 = 12000 R1 + 12000 R2
3 P3 = 10 P21 + 10 P22 + 10 P23
3 P3 = 80 P11 + 80 P12 + 80 P13
3 P3 = 24000 R1 + 24000 R2 + 24000 R3
1 P4 = 6 P31 + 6 P32 + 6 P33
1 P4 = 20 P21 + 20 P22 + 20 P23
1 P4 = 160 P11 + 160 P12 + 160 P13
1 P4 = 48000 R1 + 48000 R2 + 48000 R3
or
1 P4 = 6 P31 + 6 P32 + 40 P13
1 P4 = 6 P31 + 6 P32 + 12000 R3
1 P4 = 20 P21 + 20 P22 + 40 P13
1 P4 = 20 P21 + 20 P22 + 12000 R3
1 P4 = 160 P11 + 160 P12 + 40 P13
1 P4 = 160 P11 + 160 P12 + 12000 R3
1 P4 = 48000 R1 + 48000 R2 + 12000 R3
At a glance:
20 P1 = 6000 R
5 P2 = 80 P1
5 P2 = 24000 R
3 P3 = 30 P2
3 P3 = 240 P1
3 P3 = 72000 R
1 P4 = 18 P3
1 P4 = 60 P2
1 P4 = 480 P1
1 P4 = 144000 R
or
1 P4 = 12 P3 + 40 P1
1 P4 = 12 P3 + 12000 R
1 P4 = 40 P2 + 40 P1
1 P4 = 40 P2 + 12000 R
1 P4 = 360 P1
1 P4 = 320 P1 + 12000 R
1 P4 = 108000 R
Connecting It Together
Insert text about hooking up buildings together.
To setup an outgoing route for products from a storage facility (Command Center, Launch Pad, or Storage Facility), you can wait for product to build up in the facility and route up to the amount of product current in storage, or you can click on one of the incoming routes and send that amount to the destination (eg Processor).
If you hook the extractor directly to the processor, you might end up throwing away resources if there is an uneven lot when it fills up (Processors accumulate resources until they have an even lot of input product (eg P1 would be 6000), and then start processing. If the buffer has 5950 in it, and the extractor delivers 210, then 160 units are lost. If there is inputs in the buffer when you change the schematic, they are lost.