Hermitage

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Rock Hermit sm.png

Own your very own Rock Hermit!

Overview

This OXP gives the player the opportunity to operate their own Rock Hermit. In effect this OXP creates a new version of Oolite, with new goals and new problems.

Rock Hermits can be (i) purchased or (ii) pirated, or there are 3 different starting scenarios to try where you (iii) inherit a Rock Hermit with a mining-equipped small ship and try to make a living. The locations of each of these scenarios should mean a slightly different play experience in each, some easier, some harder.


Requirements

The OXP can be downloaded here: Link for v0.8.9 Hermitage.0.8.9.zip (beacon issues fixed!)

see OXP for details of what to do with it

The following OXP's are required to use "Hermitage":

IconBGS.png
  • If you want to utilise the option of piracy to acquire a Rock Hermit, you will also need one of the various versions of Broadcast Comms MFD.
  • BGS enhances this OXP

Getting your first Rock Hermit

There are a number of ways you can acquire a Rock Hermit. Some Rock Hermits are for sale, and will advertise this fact when you dock at the station. While some may not be for sale, the owner might still be willing to consider a purchase. In both cases, an F4 interface, "Discuss station purchase with owner" will be available.

If you want a particular station, but either don't want to spend the money, or don't have the money to spend, you can attempt to force the Rock Hermit owner to surrender it to you. You will need to attack the station, and using the Broadcast Comms MFD, demand that the owner surrender to you. You may need to apply some force before the owner becomes willing to do this. If the station explodes, you applied too much force.

Once you have taken ownership of your Rock Hermit in either of these ways, you will need to complete a mission at the main station of the system you are in. Once that mission is complete, you *must* save and reload the game in order for some settings to be reset correctly.

Alternatively, there are three scenarios available to start a new game with, at varying difficulty levels. In each one, you will start with a basic Rock Hermit and a mining-equipment ship.

General Instructions

Once you have a Rock Hermit for yourself, it is time to take up life as a hermit. In general, the basic process of operating your station is to use a mining laser to shoot asteroids into boulders, shoot those boulders into splinters, scoop those splinters and bring them back to your Rock Hermit. You can then process the splinters in your refinery to extract whatever minerals, alloys, precious metals and gems might be found inside, after which you can add those resources to your market for sale. Over time, traders will purchase those resources, bringing you cash.

However, you are not limited to that process as the only means to generate income. Various upgrades can be added to your station that will attract more clientele and bring in other sources of income: bars and restaurants, weapons manufacturing plants or distilleries. Each upgrade has the potential to increase the income you can generate from your station. All the upgrades available are listed below.

Everything you need to achieve on your station is managed through the following F4 interface screens (grouped together in the "Hermitage Management" section):

1) Mineral Refinery

This interface gives you access to the mineral refinery of the station, which will process splinters scooped from asteroids and potentially extract other commodities from them, like alloys, radioactives, precious metals or gem-stones.

The refinery can be upgraded through "Station Upgrades" (see below) for an improved refinery process that will extract more value from the splinters scooped. By default, refined goods will be sent straight to the market, or (if the market is at capacity) to storage.

2) Cargo Storage Facility

Every Rock Hermit has an area dedicated to cargo storage. Only cargo can be stored in this facility. Cargo can be transferred from your cargo hold, or from the station market.

  • The size of your storage area can be increased through "Station Upgrades" (see below).

3) Equipment Storage Facility

You can transfer equipment from your ship to this personal storage facility. Most equipment items installed and held on your ship can be stored in this facility. This can be useful when certain components required for building upgrades are purchased in advance, as they can be removed from your ship and stored safely here.

Stored items can then be transferred back to your ship, or sold if they are no longer required.

4) Personal Ship Hangar

Each Rock Hermit has a place to store a number of vessels the owner might need to use. For instance, the owner might have a ship dedicated to mining, but a different ship set up for defense or bulk hauling. The personal ship hangar is where these ships are stored, and they can be swapped for your current ship at any time, without penalty.

  • Additional ships can be purchased through "Station Upgrades" (see below).
  • The maximum number of ships you can house in your hangar is related to the maximum amount of space available. If you don't have any space upgrades, you can have 4 ships in your hangar. If you have the upgrade to 300m², you can have 6 ships. If you have the 500m² upgrade, you can have 10 ships.
  • You cannot transfer ships to another station, or have them delivered to you at some other location. Your ships are only available at your Rock Hermit.

5) Rock Hermit management

All other functions of the Rock Hermit are managed through the "Rock Hermit management" screen. This screen has the following six options:

5.1) Facilities Management

This option lists all facilities currently installed in your station, the state of those upgrades (active, inactive, damaged), and (if applicable) the current level of that facility, as a percentage.

  • Each facility can be selected to display additional details and functions specific to that facility.
  • Some facilities have operational costs. This can be monetary, or in the form of resources. If resources are required to keep the facility operational, they will be taken from storage at the beginning of the day. If the resources are not present, the facility will be shut down, and any potential income for that facility will be lost until the required resources are supplied.
  • If resources are required for daily operations, it is possible to set up a scheduled transport to deliver those commodities, allowing you, as the Rock Hermit owner, to concentrate on other aspects of your station. The price for the transports will vary by distance travelled, and the danger of the route.
  • If a facility is damaged, the repairs can be ordered through this interface. Repairs will require certain commodities, which are different for each facility. If the required resources are not available, the facility will remain in a damaged state and any potential income from that facility will be lost.
  • Facilities can also be manually disabled. This may be necessary if you need to recover the power usage for other purposes, or you want to prevent the facility from using resources.
Details about specific facilities is covered in the "Station Upgrades" section below.

5.2) Scheduled Transports

This section lists all transports that have been booked to deliver commodities to your station. Transports are booked through each facilities management pages (see section above).

5.3) Personnel

As your base expands and increases in profitability, you may want to employ additional staff to help with certain functions. There are three main staffing areas open for employment:

1. Mining/Contractor pilots. These pilots will exit the station and perform mining activities outside your station.
2. Defense pilots. These pilots will launch to defend your station, if it comes under attack.
3. Security guards. These staff members increase the security of your station, preventing theft and damage.
  • Staff are paid on a daily basis. If you don't have sufficient credits to cover their wage, they will cease employment immediately and leave your station.
  • You can employ new staff through this interface. Higher-skilled pilots/guards will have a higher wage.

5.4) Market Functions

From this option you can adjust the price of any commodity on the market, increasing or decreasing them as you see fit. You can also transfer cargo between various locations: market, storage, or your hold. Whenever you go to the F8 Market screen on your Hermitage, you will be brought here to perform any market-related functions.

5.5) Income/Expenses

This option shows you how well your station is performing from an income and expenses perspective. All transactions with a monetary component will be displayed, with the daily total shown at the top. The report can show previous days summary as well.

5.6) Miscellaneous Services

There are potentially 10 different options here:

1. Shut down station: Turns off all system that can be shut down, and then turns off the reactor. All employment contracts will be terminated, and the station will not generate any income.
2. Rename station: Allows you to change the name of your Rock Hermit. This can be done at any time.
3. Set beacon code: If the navigation beacon has been installed, this option will let you change the code used by the space compass to represent your station.
4. Construction schedule: If you have upgrades currently being constructed, this option will shown you when they are due to be completed.
5. Allegiance: Use this option to change the allegiance of your station, to one of the following:
NEUTRAL: pirates and criminals will not dock, but may hang around outside safely. Everyone else may dock
CHAOTIC: anyone will be allowed to dock
PIRATE: pirates and criminals can dock, while others may be considered hostile
HUNTER: friendly to bounty hunters and hostile to offenders and fugitives
6. Station log: This is a record of all activity on your station, including buy/sell transactions from other ships, upgrade purchases, equipment damage and repair.
7. Visit mineral refinery: This will take you to the Mineral Refinery screen.
8. Visit cargo storage: This will take you to the Cargo Storage facility screen.
9. Visit equipment storage: This will take you to the Equipment Storage facility screen.
10. Visit ship hangar: This will take you to the Ship Hangar screen.

Station Market

The commodity market of the Rock Hermit is completely under your control. That is, you can move cargo in or out of the market without any cost involved. You can also set the price of any commodity using the Rock Hermit Management screen.

Production Commodities

Several station upgrades can produce commodities as part of their function. This includes the refinery, hydroponics unit, distillery, weapons manufacturing plant, and the narcotics processing plant. By default, any commodities produced are sent to the station market, ready for sale. To switch this default to be the cargo storage facility, go to the Mineral Refinery screen and change the default there. That will change the default for all production services.

If there are some commodities you want to deal with differently to the default, you can change the specific production destination on the commodity details page in the Hermitage Management screens.

Strategy and Tactics

Xiibli Nbilibli, the renowned hermit of Galaxy 2, famously built his empire starting as a humble hermit. Starting with mining asteroids to get splinters, and then building an ore processor to extract the valuables from them, he was able to amass enough capital to start upgrading the technology level of his hermit. As he did this, he was able to build more and more upgrades and then transcend his hermit and build his mining empire.

Red Chaldo explains in his Hermit's Almanac that it is vital to keep your market and fuel reserves stocked... and when one has amassed enough money, one can then diversify into other more amusing ways to earn a living... Needless to say, his Almanac contains a full set of blueprints for expanding the structure of one's hermit, increasing the fuel reserves, energy storage units, building life support systems, auto-repair facilities, distilleries, narcotics processing units, turret defense systems, security systems, bars & restaurants, etc etc.

Hermit Outfitters

Station Upgrades

Upgrades to your Rock Hermit can be found on the F3 Equip Ship screen, under the 'Station upgrades' item. Items are grouped into one of the following subsections: Core Systems, General Operations, Power/Energy, Shipyard Operations, Market Operations, Defensive Systems, TechLevel, Entertainment Facilities, and Utility Ships. Some items will need your station to be at a certain TechLevel before they can be constructed. Only those items that are able to be built at the current TechLevel of your station will be shown.

Most items will require resources of some sort in order to build them. The requirements are listed on the description page of each item. Additionally, the resource requirements can be very specific, for instance needing alloys from a TL7 system, or luxuries from a TL10 system.

Tables of Upgrades

The following tables provide a full list of all the possible upgrades available for your station and details of each. Expand each section with the hyperlinks on the right to view the details.

Notes

1. Your station has limited space and power. Upgrades must remain inside these limitations, although there are some options available to expand the space and power limits of your station.
2. Some upgrades have ongoing costs, which must be paid each day for the facility to remain functional. If you do not have sufficient credits, the unit will be automatically deactivated.
3. Some upgrades have material requirements for operating. If you do not have these resources in storage, the unit will be automatically deactivated.
4. Blueprints: Some upgrades require the purchase of a blueprint before details about the construction can be assessed. When a blueprint is required, the details on where to find it will be shown on the equipment details page. Blueprints can only be purchased from other Rock Hermits.
5. Life Support: if the life support system reaches 0%, the station will not be able to support life. Any pilots or guard you have employed will leave the station and your employment. The life support system can be recharged with minerals to quickly restore it to 100%, although it will recover slowly on it's own.
6. Fuel Reserve: this is the amount of fuel available to ships when they dock, if they want to refuel their ships. If this reaches 0, no more refuelling will take place. Additional fuel can be scooped from the sun, or a transport can be booked to perform this function for you.
7. Required after purchase: GalCop Certification. Items that have this requirement will necessitate a trip to the main station (plus a save and reload of the game) to register the upgrade with GalCop before it can be activated.
8. Installation/delivery time: unlike standard ship upgrades which happen immediately, upgrades to your station will be scheduled according to the amount of time required. When the completion time passes, the upgrade will become available.
9. The price of utility ships will be higher if the Ship Configuration OXP is in use.

Core Systems

Name

Price

Space/Power
Required

Min TL

Installation

Prerequisites

Operating Costs

Income/Production
(per day, approx)

Life Support (Type 1) 500 ₢ 2m² / 5MJ TL1 3.4 hrs
1t Computers
1t Alloys
Life Support (Type 2) 800 ₢ 5m² / 10MJ TL2 5.8 hrs
2t Computers
2t Alloys
4.0 ₢ p/day
Life Support (Type 3) 1200 ₢ 8m² / 14MJ TL3 9.1 hrs
3t Computers
3t Alloys
Bioregenerative substrate synthesiser
8.0 ₢ p/day
Life Support (Type 4)³ 1800 ₢ 10m² / 20MJ TL5 13.7 hrs
4t Computers
4t Alloys
Thermoelectric Cooling Manager
15.0 ₢ p/day
Life Support (Type 5)³ 2300 ₢ 14m² / 26MJ TL8 15.7 hrs
5t Computers
5t Alloys
Water Coolant Loop System
30.0 ₢ p/day
Life Support (Type 6)³ 2900 ₢ 20m² / 30MJ TL11 19.9 hrs
7t Computers
6t Alloys
Diluent gas eliminator
50.0 ₢ p/day
Structural Reinforcement (Type 1) 750 ₢ TL1 6.2 hrs
2t Alloys
Structural Reinforcement (Type 2) 1350 ₢ 2m² TL1 8.9 hrs
4t Alloys
Structural Reinforcement (Type 3) 2230 ₢ 4m² TL4 11.4 hrs
7t Alloys
Structural Reinforcement (Type 4)³ 2760 ₢ 7m² TL6 13.8 hrs
10t Alloys
Structural Reinforcement (Type 5)³ 4270 ₢ 10m² TL8 17.3 hrs
12t Alloys
Silastoplaston fibres
Structural Reinforcement (Type 6)³ 7290 ₢ 12m² TL10 21.6 hrs
15t Alloys
HiFlux chromon alloys
Fuel Reserve (40LY) 500 ₢ 3m² TL1 3.4 hrs
1t Alloys
1t Machinery
Fuel Reserve (60LY) 1250 ₢ 6m² TL1 8.6 hrs
3t Alloys
1t Machinery
Fuel Reserve (80LY) 3670 ₢ 10m² TL1 12.1 hrs
5t Alloys
2t Machinery
Fuel Reserve (100LY) 5820 ₢ 14m² TL1 15.3 hrs
8t Alloys
3t Machinery
Fuel Reserve (120LY) 9480 ₢ 20m² TL1 18.6 hrs
12t Alloys
3t Machinery
Fuel Reserve (150LY) 12 930 ₢ 25m² TL1 23.6 hrs
15t Alloys
4t Machinery
Available space expansion 1 (300m²)³ 24 600 ₢ TL7 22.4 hrs
15t Alloys
Available space expansion 2 (500m²)³ 58 230 ₢ TL12 36.7 hrs
15t Alloys

³ Blueprints must be purchased before equipment specifications are available.

General Operations

Name

Price

Space/Power
Required

Min TL

Installation

Prerequisites

Operating Costs

Income/Production
(per day, approx)

Navigational Beacon 200 ₢ 2m² / 10MJ TL2 4.5 hrs
1t Computers
2t Alloys
5.0 ₢ p/day
Fast-Docking System³ 300 ₢ 2m² / 10MJ TL7 2.0 hrs
3t Computers
Tri-Axial grid maps
AutoCom communicators
Navigational Beacon
Black Market 1500 ₢ 10m² / 30MJ TL1 15.0 hrs
CorCom trading computers
HoloFac messaging systems
20.0 ₢ p/day 50.0 ₢
Auto-Repair Facility (Type 1) 1500 ₢ 2m² / 2MJ TL1 1.3 hrs
1t Computers
1t Alloys
Auto-Repair Facility (Type 2) 3750 ₢ 2m² / 5MJ TL2 2.6 hrs
2t Computers
2t Alloys
Auto-Repair Facility (Type 3) 6230 ₢ 3m² / 10MJ TL3 3.9 hrs
3t Computers
3t Alloys
Auto-Repair Facility (Type 4)³ 9125 ₢ 4m² / 18MJ TL5 5.2 hrs
3t Computers
3t Alloys
Wrogerian Repair Droid AI
Auto-Repair Facility (Type 5)³ 12 680 ₢ 7m² / 23MJ TL7 9.7 hrs
3t Computers
3t Alloys
Auto-Repair Facility (Type 6)³ 23 295 ₢ 10m² / 32MJ TL10 12.6 hrs
5t Computers
6t Alloys
Silastoplaston fibres
Distillery (Type 1) 15 000 ₢ 12m² / 100MJ TL4 15.1 hrs
6t Alloys
1t Machinery
Tri-clamp sight glass
20.0 ₢ p/day
2t Food p/3 days
1t Liquor/Wines per day
Distillery (Type 2)³ 21 000 ₢ 14m² / 120MJ TL6 18.8 hrs
7t Alloys
2t Machinery
ASME Low pressure safety valve
45.0 ₢ p/day
4t Food p/3 days
2t Liquor/Wines per day
Distillery (Type 3)³ 26 000 ₢ 16m² / 140MJ TL8 22.8 hrs
8t Alloys
3t Machinery
Bain Marie alembic still
75.0 ₢ p/day
7t Food p/4 days
4t Liquor/Wines per day
Distillery (Type 4)³ 30 000 ₢ 20m² / 180MJ TL10 26.5 hrs
10t Alloys
4t Machinery
Mash tun
100.0 ₢ p/day
11t Food p/4 days
8t Liquor/Wines per day
Weapons Manufacturing (Type 1)³ 85 000 ₢ 10m² / 250MJ TL7 27.8 hrs
6t Alloys
1t Machinery
Arquebusian arms-automata
60.0 ₢ p/day
2t Minerals p/2 days
1t Alloys p/2 days
1t Firearms per day
Weapons Manufacturing (Type 2)³ 102 000 ₢ 13m² / 280MJ TL9 33.4 hrs
8t Alloys
3t Machinery
Vibronic solid-state maser ablater
120.0 ₢ p/day
4t Minerals p/2 days
3t Alloys p/2 days
3t Firearms per day
Weapons Manufacturing (Type 3)³ 156 300 ₢ 18m² / 360MJ TL11 37.9 hrs
10t Alloys
5t Machinery
Optical parametric oscillators
220.0 ₢ p/day
5t Minerals p/3 days
4t Alloys p/3 days
5t Firearms per day
Narcotics Processing (Type 1)³ 17 000 ₢ 9m² / 130MJ TL5 19.3 hrs
6t Alloys
1t Machinery
Montanistic biospherical laboratory
40.0 ₢ p/day
2t Minerals p/3 days
1t Liquor/Wines p/3 days
1t Narcotics per day
Narcotics Processing (Type 2)³ 36 000 ₢ 11m² / 200MJ TL7 32.7 hrs
8t Alloys
2t Machinery
Presynaptic opioid hyperpolarizer
85.0 ₢ p/day
4t Minerals p/4 days
2t Liquor/Wines p/4 days
3t Narcotics per day
Narcotics Processing (Type 3)³ 51 000 ₢ 15m² / 290MJ TL10 47.2 hrs
10t Alloys
3t Machinery
Cyclo-oxygenasian alembic
110.0 ₢ p/day
6t Minerals p/5 days
3t Liquor/Wines p/5 days
5t Narcotics per day
Refinery (Type 1) 2500 ₢ 12m² / 70MJ TL2 6.3 hrs
5t Radioactives
5t Alloys
4t Machinery
10.0 ₢ p/day
Refinery (Type 2) 3000 ₢ 18m² / 100MJ TL2 8.8 hrs
6t Radioactives
8t Alloys
5t Machinery
25.0 ₢ p/day
Refinery (Type 3) 4200 ₢ 25m² / 130MJ TL4 12.8 hrs
7t Radioactives
10t Alloys
7t Machinery
65.0 ₢ p/day
Refinery (Type 4)³ 6000 ₢ 40m² / 200MJ TL6 16.7 hrs
3t Computers
10t Radioactives
15t Alloys
10t Machinery
Kruger SRM79 splinter splicer
90.0 ₢ p/day
Refinery (Type 5)³ 8500 ₢ 55m² / 300MJ TL9 19.9 hrs
4t Computers
10t Radioactives
20t Alloys
12t Machinery
Ruthian Boulder-basher
125.0 ₢ p/day
Refinery (Type 6)³ 11 000 ₢ 75m² / 400MJ TL12 23.5 hrs
5t Computers
12t Radioactives
22t Alloys
15t Machinery
Pyrometallurgical plasma sinterer
224.0 ₢ p/day
Hydroponics Unit (Type 1)² 150 ₢ 10m² / 30MJ TL2 3.5 hrs
3t Alloys
1t Machinery
1t Computers
1t Food per day

² Multiple instances of this item can be installed.
³ Blueprints must be purchased before equipment specifications are available.

Shipyard Operations

Name

Price

Space/Power
Required

Min TL

Installation

Prerequisites

Operating Costs

Income/Production
(per day, approx)

Station Shipyard³ 175 000 ₢ 100m² / 150MJ TL5 26.0 hrs
5t Computers
40t Alloys
10t Machinery
20kg Gold
Self propelled modular transporters
Astrodynamic transverse stabiliser
Tension leg platforms
HiFlux chromon alloys
Silastoplaston fibres
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
1700.0 ₢ p/day 2000.0 ₢
Equipment Price Factor 4.5¹ 0 ₢ TL1 10.0 ₢ p/day
Equipment Price Factor 4.0¹ 1200 ₢ TL2 12.0 ₢ p/day
Equipment Price Factor 3.5¹ 3400 ₢ TL2 20.0 ₢ p/day
Equipment Price Factor 3.0¹ 8800 ₢ TL3 30.0 ₢ p/day
Equipment Price Factor 2.5¹ 13 400 ₢ TL4 50.0 ₢ p/day
Equipment Price Factor 2.0¹ 24 500 ₢ TL6 80.0 ₢ p/day
Equipment Price Factor 1.5¹ 39 600 ₢ TL9 120.0 ₢ p/day
Equipment Price Factor 1.0¹ 53 200 ₢ TL11 290.0 ₢ p/day
Equipment Price Factor 0.75¹ 72 700 ₢ TL11 530.0 ₢ p/day
Equipment Price Factor 0.5¹ 123 900 ₢ TL11 1150.0 ₢ p/day

¹ This item will require GalCop Certification before installation can be completed.
³ Blueprints must be purchased before equipment specifications are available.

Power/Energy

Name

Price

Space/Power
Required

Min TL

Installation

Prerequisites

Operating Costs

Income/Production
(per day, approx)

Energy Storage Unit (Type 1)² 500 ₢ 5m² / 7MJ TL1 1.5 hrs
2t Computers
5t Radioactives
2t Minerals
5.0 ₢ p/day p/item
Energy Storage Unit (Type 2)² 1200 ₢ 5m² / 8MJ TL1 1.5 hrs
2t Computers
5t Radioactives
2t Minerals
8.0 ₢ p/day p/item
Energy Storage Unit (Type 3)²³ 1800 ₢ 5m² / 10MJ TL8 2.5 hrs
2t Computers
5t Radioactives
2t Minerals
12.0 ₢ p/day p/item
Energy Storage Unit (Type 4)²³ 2300 ₢ 5m² / 14MJ TL10 3.5 hrs
2t Computers
5t Radioactives
2t Minerals
15.0 ₢ p/day p/item
Energy Storage Unit (Type 5)²³ 2900 ₢ 5m² / 20MJ TL13 4.5 hrs
2t Computers
5t Radioactives
2t Minerals
5.0 ₢ p/day p/item
Reactor (300 MW) 1000 ₢ 10m² TL1 5.3 hrs
5t Radioactives
5t Alloys
50.0 ₢ p/day
1t Radioactives p/3 days
Reactor (500 MW) 2200 ₢ 15m² TL3 6.7 hrs
8t Radioactives
8t Alloys
80.0 ₢ p/day
2t Radioactives p/4 days
Reactor (700 MW) 3970 ₢ 25m² TL5 8.2 hrs
8t Radioactives
12t Alloys
5t Minerals
120.0 ₢ p/day
4t Radioactives p/5 days
Reactor (900 MW)³ 7620 ₢ 40m² TL6 10.7 hrs
8t Radioactives
15t Alloys
8t Minerals
170.0 ₢ p/day
5t Quirium Fuel p/6 days
Reactor (1200 MW)³ 12 400 ₢ 50m² TL7 14.5 hrs
8t Radioactives
18t Alloys
10t Minerals
220.0 ₢ p/day
8t Quirium Fuel p/8 days
Reactor (1500 MW)³ 27 800 ₢ 65m² TL9 18.1 hrs
8t Radioactives
22t Alloys
12t Minerals
300.0 ₢ p/day
12t Quirium Fuel p/10 days

² Multiple instances of this item can be installed.
³ Blueprints must be purchased before equipment specifications are available.

TechLevel

Name

Price

Space/Power
Required

Min TL

Installation

Prerequisites

Operating Costs

Income/Production
(per day, approx)

TechLevel 2¹ 0 ₢ 10m² TL1
TechLevel 3¹ 1600 ₢ 15m² / 25MJ TL2 3t Computers
4t Alloys
10.0 ₢ p/day
TechLevel 4¹ 3300 ₢ 20m² / 50MJ TL3 5t Computers
8t Alloys
5kg Gold
25.0 ₢ p/day
TechLevel 5¹³ 6500 ₢ 25m² / 75MJ TL4 8t Computers
12t Alloys
7kg Gold
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
50.0 ₢ p/day
TechLevel 6¹³ 11 700 ₢ 30m² / 100MJ TL5 10t Computers
14t Alloys
8kg Gold
4t Machinery
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
80.0 ₢ p/day
TechLevel 7¹³ 18 500 ₢ 35m² / 125MJ TL6 12t Computers
16t Alloys
9kg Gold
5t Machinery
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
110.0 ₢ p/day
TechLevel 8¹³ 28 200 ₢ 40m² / 150MJ TL7 15t Computers
20t Alloys
1t Textiles
10kg Gold
6t Machinery
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
150.0 ₢ p/day
TechLevel 9¹³ 46 000 ₢ 45m² / 175MJ TL8 20t Computers
25t Alloys
2t Textiles
12kg Gold
7t Machinery
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
180.0 ₢ p/day
TechLevel 10¹³ 64 100 ₢ 50m² / 200MJ TL9 18t Computers
30t Alloys
3t Textiles
14kg Gold
8t Machinery
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
240.0 ₢ p/day
TechLevel 11¹³ 91 150 ₢ 55m² / 225MJ TL10 20t Computers
30t Alloys
4t Textiles
6kg Platinum
14kg Gold
9t Machinery
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
300.0 ₢ p/day
TechLevel 12¹³ 131 900 ₢ 60m² / 250MJ TL11 22t Computers
30t Alloys
5t Textiles
8kg Platinum
15kg Gold
10t Machinery
Reactor (1200 MW)
Reactor (1500 MW)
400.0 ₢ p/day
TechLevel 13¹³ 194 000 ₢ 65m² / 275MJ TL12 24t Computers
30t Alloys
6t Textiles
10kg Platinum
15kg Gold
11t Machinery
Reactor (1200 MW)
Reactor (1500 MW)
500.0 ₢ p/day
TechLevel 14¹³ 261 500 ₢ 70m² / 300MJ TL13 26t Computers
30t Alloys
7t Textiles
12kg Platinum
16kg Gold
13t Machinery
Reactor (1200 MW)
Reactor (1500 MW)
650.0 ₢ p/day
TechLevel 15¹³ 425 500 ₢ 75m² / 350MJ TL14 30t Computers
30t Alloys
8t Textiles
14kg Platinum
20kg Gold
14t Machinery
Reactor (1500 MW) 850.0 ₢ p/day

¹ This item will require GalCop Certification before installation can be completed.
³ Blueprints must be purchased before equipment specifications are available.

Market Operations

Name

Price

Space/Power
Required

Min TL

Installation

Prerequisites

Operating Costs

Income/Production
(per day, approx)

Market Capacity 15t¹ 75 ₢ 7m² TL1 3.0 ₢ p/day
Market Capacity 30t¹ 100 ₢ 10m² TL2 10.0 ₢ p/day
Market Capacity 45t¹ 500 ₢ 15m² TL4 15.0 ₢ p/day
Market Capacity 60t¹ 1500 ₢ 25m² TL6 20.0 ₢ p/day
Market Capacity 90t¹ 2500 ₢ 40m² TL7 40.0 ₢ p/day
Market Capacity 120t¹ 3500 ₢ 60m² TL8 80.0 ₢ p/day
Storage Capacity 45t 7300 ₢ 20m² TL2 5.1 hrs
5t Alloys
Storage Capacity 60t 9900 ₢ 24m² TL2 8.6 hrs
6t Alloys
Storage Capacity 80t 12 600 ₢ 28m² TL3 10.7 hrs
8t Alloys
Storage Capacity 100t 15 230 ₢ 32m² TL4 13.7 hrs
10t Alloys
Storage Capacity 140t 19 320 ₢ 36m² TL4 16.2 hrs
12t Alloys
Storage Capacity 200t 25 900 ₢ 40m² TL6 20.5 hrs
15t Alloys

¹ This item will require GalCop Certification before installation can be completed.

Defensive Systems

Name

Price

Space/Power
Required

Min TL

Installation

Prerequisites

Operating Costs

Income/Production
(per day, approx)

E.C.M. System³ 1200 ₢ 3m² / 25MJ TL6 3.5 hrs
5t Computers
3t Minerals
1t Radioactives
3kg Gold
Power regulator
Turret defense (Top)³ 10 000 ₢ 25MJ TL5 8.9 hrs
3t Firearms
2t Computers
3t Alloys
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
75.0 ₢ p/day
Turret defense (Bottom)³ 10 000 ₢ 25MJ TL5 8.9 hrs
3t Firearms
2t Computers
3t Alloys
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
75.0 ₢ p/day
Turret defense (Rear)³ 10 000 ₢ 25MJ TL5 8.9 hrs
3t Firearms
2t Computers
3t Alloys
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
75.0 ₢ p/day
Turret defense (Left)³ 10 000 ₢ 25MJ TL5 8.9 hrs
3t Firearms
2t Computers
3t Alloys
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
75.0 ₢ p/day
Turret defense (Right)³ 10 000 ₢ 25MJ TL5 8.9 hrs
3t Firearms
2t Computers
3t Alloys
Reactor (500 MW)
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
75.0 ₢ p/day
Enhanced Turret defense (Top)³ 20 000 ₢ 50MJ TL8 12.3 hrs
3t Firearms
2t Computers
3t Alloys
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
115.0 ₢ p/day
Enhanced Turret defense (Bottom)³ 20 000 ₢ 50MJ TL8 12.3 hrs
3t Firearms
2t Computers
3t Alloys
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
115.0 ₢ p/day
Enhanced Turret defense (Rear)³ 20 000 ₢ 50MJ TL8 12.3 hrs
3t Firearms
2t Computers
3t Alloys
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
115.0 ₢ p/day
Enhanced Turret defense (Left)³ 20 000 ₢ 50MJ TL8 12.3 hrs
3t Firearms
2t Computers
3t Alloys
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
115.0 ₢ p/day
Enhanced Turret defense (Right)³ 20 000 ₢ 50MJ TL8 12.3 hrs
3t Firearms
2t Computers
3t Alloys
Reactor (700 MW)
Reactor (900 MW)
Reactor (1200 MW)
Reactor (1500 MW)
115.0 ₢ p/day
Security System (Fuel Reserve) 250 ₢ 1m² / 10MJ TL2 1.5 hrs
1t Computers
1t Machinery
10.0 ₢ p/day
Security System (Market) 1250 ₢ 1m² / 15MJ TL3 3.2 hrs
1t Computers
1t Machinery
10.0 ₢ p/day
Security System (Storage) 1740 ₢ 2m² / 20MJ TL4 3.2 hrs
2t Computers
1t Machinery
10.0 ₢ p/day
Security System (Hangar) 2550 ₢ 1m² / 20MJ TL3 5.7 hrs
3t Computers
1t Machinery
20.0 ₢ p/day

³ Blueprints must be purchased before equipment specifications are available.

Entertainment Facilities

Name

Price

Space/Power
Required

Min TL

Installation

Prerequisites

Operating Costs

Income/Production
(per day, approx)

Bar (Type 1) 1000 ₢ 20m² / 10MJ TL1 8.4 hrs
5t Liquor/Wines
5t Alloys
3t Textiles
80.0 ₢ p/day
1t Liquor/Wines p/2 days
75.0 ₢
Bar (Type 2) 2500 ₢ 23m² / 15MJ TL2 12.3 hrs
5t Liquor/Wines
6t Alloys
4t Textiles
160.0 ₢ p/day
1t Liquor/Wines p/3 days
150.0 ₢
Bar (Type 3) 5500 ₢ 28m² / 30MJ TL3 18.7 hrs
5t Liquor/Wines
7t Alloys
5t Textiles
190.0 ₢ p/day
1t Liquor/Wines p/3 days
175.0 ₢
Bar (Type 4)³ 8700 ₢ 32m² / 50MJ TL4 22.6 hrs
8t Liquor/Wines
10t Alloys
5t Textiles
4t Luxuries
470.0 ₢ p/day
2t Liquor/Wines p/4 days
420.0 ₢
Bar (Type 5)³ 12 800 ₢ 40m² / 70MJ TL5 29.1 hrs
8t Liquor/Wines
12t Alloys
8t Textiles
4t Luxuries
700.0 ₢ p/day
2t Liquor/Wines p/5 days
610.0 ₢
Bar (Type 6)³ 21 010 ₢ 45m² / 100MJ TL6 33.8 hrs
8t Liquor/Wines
14t Alloys
10t Textiles
10t Luxuries
980.0 ₢ p/day
2t Liquor/Wines p/7 days
800.0 ₢
Restaurant (Type 1) 5000 ₢ 30m² / 50MJ TL4 12.6 hrs
2t Liquor/Wines
5t Food
8t Alloys
5t Textiles
200.0 ₢ p/day
1t Food p/2 days
1t Liquor/Wines p/2 days
150.0 ₢
Restaurant (Type 2)³ 8600 ₢ 32m² / 75MJ TL6 16.7 hrs
3t Liquor/Wines
6t Food
10t Alloys
10t Textiles
280.0 ₢ p/day
1t Food p/2 days
2t Liquor/Wines p/2 days
220.0 ₢
Restaurant (Type 3)³ 13 400 ₢ 36m² / 100MJ TL7 20.9 hrs
4t Liquor/Wines
10t Food
12t Alloys
10t Textiles
5t Luxuries
470.0 ₢ p/day
1t Food p/3 days
1t Liquor/Wines p/3 days
400.0 ₢
Restaurant (Type 4)³ 20 500 ₢ 40m² / 125MJ TL8 26.2 hrs
5t Liquor/Wines
12t Food
14t Alloys
12t Textiles
8t Luxuries
1020.0 ₢ p/day
2t Food p/5 days
1t Liquor/Wines p/5 days
960.0 ₢
Restaurant (Type 5)³ 32 300 ₢ 45m² / 150MJ TL9 32.7 hrs
8t Liquor/Wines
14t Food
15t Alloys
14t Textiles
10t Luxuries
2100.0 ₢ p/day
2t Food p/7 days
1t Liquor/Wines p/7 days
1860.0 ₢
Restaurant (Type 6)³ 53 100 ₢ 60m² / 200MJ TL10 39.4 hrs
10t Liquor/Wines
15t Food
16t Alloys
15t Textiles
13t Luxuries
4300.0 ₢ p/day
2t Food p/7 days
1t Liquor/Wines p/7 days
3350.0 ₢

³ Blueprints must be purchased before equipment specifications are available.

Utility Ships

Name

Price

Cargo

Speed

Min TL

Delivery Time

Worm (Mining) 57 630 ₢ 5t 0.100 LS TL2 10.0 hrs
Transporter (Mining) 80 860 ₢ 12t 0.100 LS TL3 10.0 hrs
Adder (Mining) 95 040 ₢ 5t (5t) 0.220 LS TL4 10.0 hrs
Cobra Mark I (Mining) 150 170 ₢ 10t 0.260 LS TL5 10.0 hrs
Cobra Mark III (Mining) 182 480 ₢ 20t (15t) 0.350 LS TL7 10.0 hrs
Sidewinder (Fighter) 60 720 ₢ 0t 0.370 LS TL2 10.0 hrs
Krait (Fighter) 106 140 ₢ 2t 0.300 LS TL4 10.0 hrs
Mamba (Fighter) 111 200 ₢ 4t 0.320 LS TL6 10.0 hrs
Asp Mark II (Fighter) 410 030 ₢ 0t 0.400 LS TL9 10.0 hrs
Fer-de-Lance (Fighter) 488 060 ₢ 12t 0.300 LS TL9 10.0 hrs
Python (Hauler) 235 690 ₢ 100t (15t) 0.200 LS TL5 10.0 hrs
Boa (Hauler) 496 340 ₢ 125t 0.240 LS TL7 10.0 hrs
Boa Class Cruiser (Hauler) 540 040 ₢ 175t 0.312 LS TL8 10.0 hrs
Anaconda (Hauler) 735 910 ₢ 750t 0.140 LS TL9 10.0 hrs

Specialised equipment components

There are certain pieces of equipment that are used as components of certain upgrades. They can be purchased at main stations in systems with the appropriate TechLevel. They are as follows:

Equipment name

TL

Price

Required for

Component: CorCom trading computers 1 220.0 ₢ Black Market
Component: HoloFac messaging systems 1 390.0 ₢ Black Market
Component: Power regulator 2 250.0 ₢ E.C.M. System
Component: Bioregenerative substrate synthesiser 3 340.0 ₢ Life Support (Type 3)
Component: Tension leg platforms 4 2490.0 ₢ Station Shipyard
Component: Tri-clamp sight glass 4 3780.0 ₢ Distillery (Type 1)
Component: Thermoelectric Cooling Manager 5 520.0 ₢ Life Support (Type 4)
Component: Wrogerian Repair Droid AI 5 2269.0 ₢ Auto-Repair Facility (Type 4)
Component: Self propelled modular transporters 5 5220.0 ₢ Station Shipyard
Component: Montanistic biospherical laboratory 5 6215.0 ₢ Narcotics Processing (Type 1)
Component: Astrodynamic transverse stabiliser 6 3645.0 ₢ Station Shipyard
Component: Kruger SRM79 splinter splicer 6 4520.0 ₢ Refinery (Type 4)
Component: ASME Low pressure safety valve 6 5169.0 ₢ Distillery (Type 2)
Component: Tri-Axial grid maps 7 315.0 ₢ Fast-Docking System
Component: AutoCom communicators 7 665.0 ₢ Fast-Docking System
Component: Arquebusian arms-automata 7 10 228.0 ₢ Weapons Manufacturing (Type 1)
Component: Presynaptic opioid hyperpolarizer 7 13 361.0 ₢ Narcotics Processing (Type 2)
Component: Water Coolant Loop System 8 1460.0 ₢ Life Support (Type 5)
Component: Silastoplaston fibres 8 2760.0 ₢ Station Shipyard
Auto-Repair Facility (Type 6)
Structural Reinforcement (Type 5)
Component: Bain Marie alembic still 8 7821.0 ₢ Distillery (Type 3)
Component: Ruthian Boulder-basher 9 6845.0 ₢ Refinery (Type 5)
Component: Vibronic solid-state maser ablater 9 12 714.0 ₢ Weapons Manufacturing (Type 2)
Component: HiFlux chromon alloys 10 4368.0 ₢ Station Shipyard
Structural Reinforcement (Type 6)
Component: Mash tun 10 9367.0 ₢ Distillery (Type 4)
Component: Cyclo-oxygenasian alembic 10 17 422.0 ₢ Narcotics Processing (Type 3)
Component: Diluent gas eliminator 11 2815.0 ₢ Life Support (Type 6)
Component: Optical parametric oscillators 11 17 569.0 ₢ Weapons Manufacturing (Type 3)
Component: Pyrometallurgical plasma sinterer 12 16 723.0 ₢ Refinery (Type 6)

Blueprints

Blueprints are required in order build various Rock Hermit components, as they provide all the technical specifications and resource requirements of that upgrade. Blueprints can be purchased from other Rock Hermits in most systems. Some Rock Hermits also offer bundles of blueprints at a reduced overall cost.

Blueprint name

TL

Price

Blueprint: Fast-Docking System 6/7 90.0 ₢
Blueprint: E.C.M. System 5/6 180.0 ₢
Blueprint: Station Shipyard 4/5 24 937.7 ₢
Blueprint: Turret defense 4/5 1575.0 ₢
Blueprint: Enhanced Turret defense 7/8 3330.0 ₢
Blueprint: Life Support (Type 4) 4/5 256.5 ₢
Blueprint: Life Support (Type 5) 7/8 382.5 ₢
Blueprint: Life Support (Type 6) 10/11 540.0 ₢
Blueprint: Energy Storage Unit (Type 3) 7/8 297.0 ₢
Blueprint: Energy Storage Unit (Type 4) 9/10 414.0 ₢
Blueprint: Energy Storage Unit (Type 5) 12/13 585.0 ₢
Blueprint: Structural Reinforcement (Type 4) 5/6 414.0 ₢
Blueprint: Structural Reinforcement (Type 5) 7/8 675.0 ₢
Blueprint: Structural Reinforcement (Type 6) 9/10 1314.0 ₢
Blueprint: Refinery (Type 4) 5/6 900.0 ₢
Blueprint: Refinery (Type 5) 8/9 1462.5 ₢
Blueprint: Refinery (Type 6) 11/12 2142.0 ₢
Blueprint: Reactor (900 MW) 5/6 1143.0 ₢
Blueprint: Reactor (1200 MW) 6/7 1953.0 ₢
Blueprint: Reactor (1500 MW) 8/9 4770.0 ₢
Blueprint: Bar (Type 4) 3/4 1174.5 ₢
Blueprint: Bar (Type 5) 4/5 1800.0 ₢
Blueprint: Bar (Type 6) 5/6 3150.0 ₢
Blueprint: Restaurant (Type 2) 5/6 1260.0 ₢
Blueprint: Restaurant (Type 3) 6/7 2110.5 ₢
Blueprint: Restaurant (Type 4) 7/8 3375.0 ₢
Blueprint: Restaurant (Type 5) 8/9 5535.0 ₢
Blueprint: Restaurant (Type 6) 9/10 9558.0 ₢
Blueprint: Auto-Repair Facility (Type 4) 4/5 1300.5 ₢
Blueprint: Auto-Repair Facility (Type 5) 6/7 1980.0 ₢
Blueprint: Auto-Repair Facility (Type 6) 9/10 4194.0 ₢
Blueprint: Distillery (Type 2) 5/6 3150.0 ₢
Blueprint: Distillery (Type 3) 7/8 4288.5 ₢
Blueprint: Distillery (Type 4) 9/10 5400.0 ₢
Blueprint: Weapons Manufacturing (Type 1) 6/7 13 387.5 ₢
Blueprint: Weapons Manufacturing (Type 2) 8/9 17 595.0 ₢
Blueprint: Weapons Manufacturing (Type 3) 10/11 29 295.0 ₢
Blueprint: Narcotics Processing (Type 1) 4/5 24 232.5 ₢
Blueprint: Narcotics Processing (Type 2) 6/7 37 170.0 ₢
Blueprint: Narcotics Processing (Type 3) 8/9/10 43 380.0 ₢
Blueprint: Available space expansion 1 (300m²) 6/7 3874.5 ₢
Blueprint: Available space expansion 2 (500m²) 11/12 11 340.0 ₢
Blueprint: TechLevel 5 3/4 877.5 ₢
Blueprint: TechLevel 6 4/5 1687.5 ₢
Blueprint: TechLevel 7 5/6 2745.0 ₢
Blueprint: TechLevel 8 6/7 4441.5 ₢
Blueprint: TechLevel 9 7/8 7560.0 ₢
Blueprint: TechLevel 10 8/9 11 025.0 ₢
Blueprint: TechLevel 11 9/10 16 380.0 ₢
Blueprint: TechLevel 12 10/11 24 705.0 ₢
Blueprint: TechLevel 13 11/12 37 800.0 ₢
Blueprint: TechLevel 14 12/13 52 920.0 ₢
Blueprint: TechLevel 15 13/14 89 325.0 ₢

Licence

This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/

Sound effects obtained from https://www.zapsplat.com
Asteroid image from https://icon-icons.com/icon/asteroid/96045
Storage image from https://ya-webdesign.com/download.html?id=2545390
Factory image from http://simpleicon.com/factory.html
Rocket image from http://simpleicon.com/rocket.html
Warning image from http://simpleicon.com/warning-3.html.
Adder texture borrowed from gsagostinho's Adder texture pack.
Cobra MkIII texture borrowed from gsagostinho's Cobra MkIII texture pack.
Sidewinder and Cobra Mk1 textures borrowed from ZGroovy's Variety pack.
Asp MkII texture borrowed from gsagostinho's Asp Mk II texture pack.
Fer-de-Lance texture borrowed from gsagostinho's Fer-de-Lance texture pack.
Python texture borrowed from gsagostinho's Python texture pack.
Krait maps borrowed from Griff's Krait.

Version History

  • 0.8.9
- Added checks to ensure the ships any scavenger or defender uses can be spawned in the current system.
- Fixed issue where equipment requirements for upgrades were not being correctly assessed.
- Fixed issue where certain equipment lookups were returning the wrong equipment item.
- Added additional information to the Market information page.
- Will no longer ask how many units to transfer if the maximum amount that can be transferred is 1.
- Adjusted mining simulation to allow for multiple trips per contractor.
- Purchasing TechLevel or Market Capacity upgrades now correctly adds message to station log.
- When exiting system, any contractors in space are now properly redocked before exiting.
- Fixed issue with some data elements not being reset correctly when entering a new system.
- Fixed multiple JS errors in remote mining simulator routine.
- Whenever a large time jump occurs, remote mining and trading will now be performed.
- Added a chance for employed scavengers to die during remote mining simulation.
  • 0.8.8
- Fixed Logic error in calculating cargo space used.
- Fixed JS error in purchasing upgrades with equipment components when checking that there is no equipment in storage.
- Added procedure to restore market shortly after spawn, to prevent conflicts with other market restore OXPs.
- Fixed issue that was preventing some upgrades (in particular, energy units) from being uninstalled.
- Added routine to save details of any hired defenders or contractors that are in space when the game is saved or the player jumps to another system.
- Added the ability to easily shut down your Hermitage.
  • 0.8.7
- Added protection against some invalid data.
  • 0.8.6
- Turned on some debug messages for testing purposes.
  • 0.8.5
- Turned off testing mode that made every Rock Hermit ready for purchase.
  • 0.8.4
- Fixed issue with updating Hermitage station data key.
- Fixed JS error when reactivating items that have ongoing costs.
- Added current market capacity to market management page.
- Reduced the number of shipdata entries required for all possible Hermitage configurations.
- Fixed issue where purchasing techlevel or price factor upgrade was not being applied after reload.
- Fixed bug that was preventing cargo from being moved to storage if the result would fill the storage facility.
- Fixed bug that was preventing cargo from being moved from the market to storage.
- Shipyard purchase now doesn't require a GalCop Certification process, with the save/reload step.
- Added BGS docking tunnel textures for different levels of TL.
- Any upgrade that produces output commodities can now have individual control on the destination (market or storage).
- Added Rock Hermit market data to start scenarios.
- Reduced life support issue frequency.
- Some management page UI tweaks.
- Added a "Welcome home" message when docking at your Hermitage.
  • 0.8.3
- Added overlay masks for screens that display ship models, to make sure foreground text is always visible.
- Tweaked recharging requirements and reliability for Life Support systems.
- Fixed integration error with Ore Processor.
- Fixed issue with GalCop Certification missions causing JS error when completing.
- Switched contracted miner role to be "scavenger".
- Fixed issue with setting the commodity amount when booking a transport.
- Added note on Fuel Reserve details page indicating when a transport has been scheduled.
- Updated readme.txt file.
  • 0.8.2
- Prevented cargo being transferred to hold from market or storage when not docked at the Hermitage.
- Fixed JS bug when purchasing Rock Hermit.
- Fixed JS bug when getting secondary mission after purchasing certain upgrades.
- Improved detection of scavenger when redocking at Hermitage.
- Prevented any trade simulation from running before you arrive at your station, when playing the start scenario.
- Added missing trueValues array to Transports script file.
  • 0.8.1
- Fixed JS error when accessing Reactor details in Facilities management.
- Fixed JS error when purchasing equipment that requires a sub-mission.
- Issue issue where swapping to a stored ship while holding cargo would result in the player getting credits for sold cargo.
- Prevented access to some local services when using remote management.
- Fixed issue where installing an upgrade that must replace an existing one was not removed previous upgrade.
- Fixed issue where RH AI wasn't getting switched after purchase.
- Adjusted price and energy consumption of hydroponics unit.
- Fixed issue where the expected delivery of upgrades might show as a blank when very close to delivery time.
- Added Market Inquirer role requirement to shipdata, rather than adding hermitage role to Market Inquirer.
  • 0.8
- Market Inquirer screens now available on Hermitages.
- Removed TL and eco requirements for resources. So 1t of computers is now 1t of computers, regardless of where you purchase it.
- Added upgrade blueprints for most upgrades, plus some blueprint bundles to speed up collection.
- Added special equipment requirements for some upgrades.
- Commodities on the "Market and Cargo Functions" page are now listed in the same order as the F8 Market page.
- Added missing F5F5 manifest details for pending missions.
- Fixed issue with redocking miners causing Javascript error.
- Replaced F8 Market screen with equivalent Hermitage management screen.
- Cleaned up process of purchasing Rock Hermit from former owner.
- Rock Hermit name was sometimes getting messed up after purchasing a Rock Hermit.
- If using force to get ownership of a Rock Hermit, the former owner now correctly launches and runs away once they give in to your demands.
- Added ability to store ship equipment at a Hermitage.
- Moved all Hermitage-related F4 interfaces into a new sub-section called "Hermitage Management".
- Changed destination of change of ownership missions, and certification missions, to the main station in the local system, with a note to the player that they need to save and reload the game when the mission is completed.
- Fixed issue where HUD was not resetting correctly when leaving the F4 Hermitage Management screen.
- Updated cargo storage menus for consistency, and sorted all commodities in the same order as on the F8 Market page.
- Added hydroponics upgrade.
  • 0.7.5
- Fixed bug in Hermit purchase code.
  • 0.7.4
- Removed Black Market from starting scenarios.
- Better control over disabling/enabling Black Market.
- Tweaked some management screen messages to better reflect the screen content.
- Added current ship to your personal ship hangar.
  • 0.7.3
- Fixed invalid links to Market Observer and Market Ads.
- Updated ship textures, courtesy of cbr.
  • 0.7.2
- Added routine to ensure a Hermitage will be spawned if one is defined in the stored data.
  • 0.7.1
- Removed some unused shipdata.plist entries.
- Small tweak to the initial new game story text, including the name of the Hermitage in the text.
- Changed start location for the "Easy" start to be in G1 Rexebe (TL13, Corporate State, Average Industrial), to make general flying around a bit easier.
  • 0.7
- Added new item that can be purchased for the station: and Auto-Repair facility, which will automatically repair damaged items.
- Added multiple types of energy unit, with differing reliability scores.
- Added a switch to allow for refined materials to be sent to storage, rather than to the market.
- Repairs can now be initiated remotely, if there are sufficient resources in the station storage.
- Bug fixes for scooped cargo.
- Fixed issue where credits were not being correctly added/removed when moving cargo between your ship and the Hermitage market via the F8 market screen.
- Switched text randomisation code to utilise GNN, making it a requirement for this OXP.
- Extended the amount of time one batch of process commodities will last for.
- Turned off the "auto-launch" system if Life Support fails on a station. Will now just shut down station operations.
- Added numeric value to energy units, which will (in total) correspond to the current energy level of the station.
- Values of energy units will reflect the current energy level of the station.
- Fuel reserve value is now stored as a direct LY value, rather than as a percentage.
- Fixed issue with not being able to purchase upgrades when required commodities are in storage.
- Extensions to the data definition.
- Re-engineered the entire damage/reliability system to make it more logical and visible.
- Decreased the chance for thefts to take place.
- Fixed issue with Life Support Type 1 repair commodities, that was making it very hard to repair.
- Added success and failure sound effects for certain actions.
- Docking protocol is now turned on by default on each of the scenarios.
- Changed starting scenarios to begin at the main station in each system, and added some explanatory story to show after the scenario begins.
- Changed initial ships in starting scenarios to match the difficulty.
- Tweaked the resources and TL required to construct a station beacon, to make it available in a starting Rock Hermit.
- Added a waypoint to the rock hermit in the starting scenarios, so the player can easily reach it the first time.
- Added some provision for refined materials hitting capacity at both the target destination and in the ship's hold.
- When moving between days on the Profit and Loss statement, the paging wasn't being reset correctly.
- Integrated with Docking Fees OXP.
- Added custom texture for Krait and Mamba utility ships.
- Code refactoring, script file reorganisation, and data definition clean-up.
- Readme file updates.
- Bug fixes and UI tweaks.
  • 0.6
- Tweaked specs of Adder Miner to have slightly more cargo with a slightly lower top speed.
- Reworked the start game scenarios, reducing the options to 3 (Easy, Medium and Hard).
- Added some commodities to the storage of newly acquired stations.
- Added gloss values to ships.
  • 0.5
- Station upgrades purchases are now recorded to the station log.
- Log also reports when station upgrades are completed.
- Refinery interface item is now always visible, even if no splinters are in ship's hold.
- Life support will now start reducing if power is off and life support is at 100%.
- Bug fixes.
  • 0.4
- Fixed issue with timers being garbage collected while running.
- Fixed some invalid function name calls.
- Fixed an issue where damaged items could not be repaired directly with cargo in your hold.
- Bug fixes.
  • 0.3
- Fixed bug in process of transferring cargo from your ship to the station market via the F8 Market screen.
- Added missing exhaust definition to Adder.
- Fixed bug that was preventing the remote management page from opening.
- Fixed bug in the process of damaging station equipment.
  • 0.2
- Beta release.

Links

Quick Facts

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Minimum Oolite versionCPU usage averageMemory usage averageGPU usage low

Version Released License Features Category Author(s) Feedback
0.8.9 2022-06-06 CC BY-NC-SA 4.0 Rock Hermits, station ownership Activities OXPs phkb Oolite BB

Gameplay and Balance indicator

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