Difference between revisions of "Setting up a planetary colony"
(Remove commodities from industry since Commodities page is here to stay. Also move new stuff to top) |
|||
Line 6: | Line 6: | ||
''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'' | ''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'' | ||
− | |||
− | |||
− | + | = 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. You can buffer with a storage facility or just live with the loss. If you are living with the loss, you can reduce it somewhat by staggering your extractors' cycles to minimize the chance that two extractors deliver at the same time. | ||
− | |||
− | + | == Your First Colony == | |
− | + | By way of introducing you you the user interface, let us install a colony. | |
− | + | Buy a "XXX Command Center" on the market. (We are going to a Temperate Planet, so I bought a Limited Command Center). Fly to the system with the command center in your cargo, and sit in space cloaked (I am doing this in 0.0, stealing resources from The Syndicate who might object, but since they an NPC corp, their sovereignty is not blocking my deployment). | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | (There are pictures coming.) | |
− | + | * Select Planet in Overview [[File:PI_YFC-SelectPlanet.png]] | |
− | + | * Enter Planet Mode | |
− | + | * Survey for Resources (Scan, adjust resource level sliders, pick favourite spot). | |
− | + | * Place Command Center [[File:PI_YFC-PlaceCmdCtr.png|200px|frameless]] | |
− | + | * Submit [[File:PI_YFC-CmdCntrPlaced.png|200px|frameless]] | |
− | + | * Place Extractor [[File:PI_YFC-PlaceExtractor.png|350px|frameless]] Under the Build Tab, choose Extractors, select the type of extractor that matches the desired resource, then click in the location you wish to place it on the map. Below the edit tab, you will see the edits pending, the change in PG and CPU that will result and the cost of these upgrades. You can make a number of changes and then submit or cancel the changes. | |
− | + | * Place More Extractor | |
− | + | * Create Links | |
− | + | * Place Processor | |
− | + | * Choose Schematic | |
− | + | * Place Launch Pad | |
− | | | + | * Create Links |
− | | | + | * Submit. You will not be able to survey until your extractors are placed permanently, ie you must commit your changes. |
− | + | * Survey Extractors | |
− | + | * Create Routes to Launchpad | |
− | | | + | * Create Route Launchpad to Processor |
− | | | + | * Upgrade links |
− | + | * Submit | |
− | + | * Wait 15 minutes | |
− | | | + | * Had a little bit of power/CPU left, so add 2 more extractors, Submit |
− | | | + | * Check out the Competition |
− | + | * Check on Processor Buffer | |
− | + | * Wait 15 minutes | |
− | + | * Processor Starts | |
− | + | * Wait 30 minutes | |
− | + | * Horray! Product. Now you can move to Interplanetary Logistics to get your stuff off planet. | |
− | + | * Observe that this is in really good deposit, and will be building up a backlog for the first 24 hours, and then work on that backlog over the next little while waiting for you to come back to and re-survey the extractors. | |
− | + | * Teardown colony | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | = Manufactured Goods = | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Most of these goods are manufactured normally in space, away from [[Planets]], but rely heavily on [[Planetary Commodities]] | |
− | |||
− | |||
− | |||
− | + | == POS Fuels == | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Not actually manufactured, but an intermediate planetary product. Usable immediately as POS fuel | |
− | |||
− | |||
*Coolant | *Coolant | ||
*Enriched Uranium | *Enriched Uranium | ||
Line 441: | Line 69: | ||
*Robotics | *Robotics | ||
− | ==T2 parts== | + | |
+ | == T2 parts == | ||
+ | |||
''Most T2 manufacturing uses a PI good. Mainly P2 and P3.'' | ''Most T2 manufacturing uses a PI good. Mainly P2 and P3.'' | ||
*Construction Blocks | *Construction Blocks | ||
Line 451: | Line 81: | ||
*Super Conductor | *Super Conductor | ||
− | ==Miscellaneous== | + | |
+ | == Miscellaneous == | ||
+ | |||
''Created with Blueprint and PI products'' | ''Created with Blueprint and PI products'' | ||
*Nanite Repair Paste | *Nanite Repair Paste | ||
− | ==Sovereignty Structures== | + | |
+ | == Sovereignty Structures == | ||
+ | |||
''Created with Blueprints and P4 products.'' | ''Created with Blueprints and P4 products.'' | ||
*Infrastructure Hub | *Infrastructure Hub | ||
Line 461: | Line 95: | ||
*Territorial Claim Unit | *Territorial Claim Unit | ||
− | ==Starbase Structures== | + | |
+ | == Starbase Structures == | ||
+ | |||
''Created with Blueprints and P4 products.'' | ''Created with Blueprints and P4 products.'' | ||
*Assembly Array | *Assembly Array | ||
Line 484: | Line 120: | ||
*System Scanning Arrays | *System Scanning Arrays | ||
− | |||
− | + | = Production Ratios = | |
+ | |||
+ | ''Note: These values are inaccurate but should likely be redone somewhere as the overall numbers could be useful. Maybe add to bottom of [[Planetary Commodities]]'' | ||
+ | Output Product Cycle = Input Product 1 + Input Product 2 + Input Product 3 | ||
Line 576: | Line 214: | ||
1 P4 = 108000 R | 1 P4 = 108000 R | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |
Revision as of 03:56, 13 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
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. You can buffer with a storage facility or just live with the loss. If you are living with the loss, you can reduce it somewhat by staggering your extractors' cycles to minimize the chance that two extractors deliver at the same time.
Your First Colony
By way of introducing you you the user interface, let us install a colony.
Buy a "XXX Command Center" on the market. (We are going to a Temperate Planet, so I bought a Limited Command Center). Fly to the system with the command center in your cargo, and sit in space cloaked (I am doing this in 0.0, stealing resources from The Syndicate who might object, but since they an NPC corp, their sovereignty is not blocking my deployment).
(There are pictures coming.)
- Select Planet in Overview File:PI YFC-SelectPlanet.png
- Enter Planet Mode
- Survey for Resources (Scan, adjust resource level sliders, pick favourite spot).
- Place Command Center 200px
- Submit 200px
- Place Extractor 350px Under the Build Tab, choose Extractors, select the type of extractor that matches the desired resource, then click in the location you wish to place it on the map. Below the edit tab, you will see the edits pending, the change in PG and CPU that will result and the cost of these upgrades. You can make a number of changes and then submit or cancel the changes.
- Place More Extractor
- Create Links
- Place Processor
- Choose Schematic
- Place Launch Pad
- Create Links
- Submit. You will not be able to survey until your extractors are placed permanently, ie you must commit your changes.
- Survey Extractors
- Create Routes to Launchpad
- Create Route Launchpad to Processor
- Upgrade links
- Submit
- Wait 15 minutes
- Had a little bit of power/CPU left, so add 2 more extractors, Submit
- Check out the Competition
- Check on Processor Buffer
- Wait 15 minutes
- Processor Starts
- Wait 30 minutes
- Horray! Product. Now you can move to Interplanetary Logistics to get your stuff off planet.
- Observe that this is in really good deposit, and will be building up a backlog for the first 24 hours, and then work on that backlog over the next little while waiting for you to come back to and re-survey the extractors.
- Teardown colony
Manufactured Goods
Most of these goods are manufactured normally in space, away from Planets, but rely heavily on Planetary Commodities
POS Fuels
Not actually manufactured, but an intermediate planetary product. Usable immediately as POS fuel
- Coolant
- Enriched Uranium
- Mechanical Parts
- Oxygen
- Robotics
T2 parts
Most T2 manufacturing uses a PI good. Mainly P2 and P3.
- Construction Blocks
- Consumer Electronics
- Transmitter
- Guidance Systems
- Robotics
- Miniature Electronics
- Super Conductor
Miscellaneous
Created with Blueprint and PI products
- Nanite Repair Paste
Sovereignty Structures
Created with Blueprints and P4 products.
- Infrastructure Hub
- Sovereignty Blockade Unit
- Territorial Claim Unit
Starbase Structures
Created with Blueprints and P4 products.
- 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
Note: These values are inaccurate but should likely be redone somewhere as the overall numbers could be useful. Maybe add to bottom of Planetary Commodities
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