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 v0.8.7 [url=https://app.box.com/s/y9hew1rpam9zmzkoodxlfcrov1k0s1wv]Hermitage.0.8.3.zip[/url] (beacon issues fixed!)
- see OXP for details of what to do with it
The following OXP's are required to use "Hermitage":
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.
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 9 different options here:
- 1. Rename station: Allows you to change the name of your Rock Hermit. This can be done at any time.
- 2. 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.
- 3. Construction schedule: If you have upgrades currently being constructed, this option will shown you when they are due to be completed.
- 4. 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
- 5. 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.
- 6. Visit mineral refinery: This will take you to the Mineral Refinery screen.
- 7. Visit cargo storage: This will take you to the Cargo Storage facility screen.
- 8. Visit equipment storage: This will take you to the Equipment Storage facility screen.
- 9. 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.
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.
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
Show Core Systems
Life Support (Type 1)
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500 ₢
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2m² / 5MJ
|
TL1
|
3.4 hrs 1t Computers 1t Alloys
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|
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Life Support (Type 2)
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800 ₢
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5m² / 10MJ
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TL2
|
5.8 hrs 2t Computers 2t Alloys
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4.0 ₢ p/day
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Life Support (Type 3)
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1200 ₢
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8m² / 14MJ
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TL3
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9.1 hrs 3t Computers 3t Alloys Bioregenerative substrate synthesiser
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8.0 ₢ p/day
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Life Support (Type 4)³
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1800 ₢
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10m² / 20MJ
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TL5
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13.7 hrs 4t Computers 4t Alloys Thermoelectric Cooling Manager
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15.0 ₢ p/day
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Life Support (Type 5)³
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2300 ₢
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14m² / 26MJ
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TL8
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15.7 hrs 5t Computers 5t Alloys Water Coolant Loop System
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30.0 ₢ p/day
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Life Support (Type 6)³
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2900 ₢
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20m² / 30MJ
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TL11
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19.9 hrs 7t Computers 6t Alloys Diluent gas eliminator
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50.0 ₢ p/day
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Structural Reinforcement (Type 1)
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750 ₢
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TL1
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6.2 hrs 2t Alloys
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Structural Reinforcement (Type 2)
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1350 ₢
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2m²
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TL1
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8.9 hrs 4t Alloys
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Structural Reinforcement (Type 3)
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2230 ₢
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4m²
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TL4
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11.4 hrs 7t Alloys
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Structural Reinforcement (Type 4)³
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2760 ₢
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7m²
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TL6
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13.8 hrs 10t Alloys
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Structural Reinforcement (Type 5)³
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4270 ₢
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10m²
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TL8
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17.3 hrs 12t Alloys Silastoplaston fibres
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|
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Structural Reinforcement (Type 6)³
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7290 ₢
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12m²
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TL10
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21.6 hrs 15t Alloys HiFlux chromon alloys
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|
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Fuel Reserve (40LY)
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500 ₢
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3m²
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TL1
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3.4 hrs 1t Alloys 1t Machinery
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|
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Fuel Reserve (60LY)
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1250 ₢
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6m²
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TL1
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8.6 hrs 3t Alloys 1t Machinery
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|
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Fuel Reserve (80LY)
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3670 ₢
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10m²
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TL1
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12.1 hrs 5t Alloys 2t Machinery
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|
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Fuel Reserve (100LY)
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5820 ₢
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14m²
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TL1
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15.3 hrs 8t Alloys 3t Machinery
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|
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Fuel Reserve (120LY)
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9480 ₢
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20m²
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TL1
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18.6 hrs 12t Alloys 3t Machinery
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Fuel Reserve (150LY)
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12 930 ₢
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25m²
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TL1
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23.6 hrs 15t Alloys 4t Machinery
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|
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Available space expansion 1 (300m²)³
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24 600 ₢
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TL7
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22.4 hrs 15t Alloys
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|
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Available space expansion 2 (500m²)³
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58 230 ₢
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TL12
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36.7 hrs 15t Alloys
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³ Blueprints must be purchased before equipment specifications are available.
General Operations
Show General Operations
Navigational Beacon
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200 ₢
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2m² / 10MJ
|
TL2
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4.5 hrs 1t Computers 2t Alloys
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5.0 ₢ p/day
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Fast-Docking System³
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300 ₢
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2m² / 10MJ
|
TL7
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2.0 hrs 3t Computers Tri-Axial grid maps AutoCom communicators
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Navigational Beacon
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Black Market
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1500 ₢
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10m² / 30MJ
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TL1
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15.0 hrs CorCom trading computers HoloFac messaging systems
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20.0 ₢ p/day
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50.0 ₢
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Auto-Repair Facility (Type 1)
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1500 ₢
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2m² / 2MJ
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TL1
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1.3 hrs 1t Computers 1t Alloys
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|
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Auto-Repair Facility (Type 2)
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3750 ₢
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2m² / 5MJ
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TL2
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2.6 hrs 2t Computers 2t Alloys
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|
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Auto-Repair Facility (Type 3)
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6230 ₢
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3m² / 10MJ
|
TL3
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3.9 hrs 3t Computers 3t Alloys
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|
|
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Auto-Repair Facility (Type 4)³
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9125 ₢
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4m² / 18MJ
|
TL5
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5.2 hrs 3t Computers 3t Alloys Wrogerian Repair Droid AI
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Auto-Repair Facility (Type 5)³
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12 680 ₢
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7m² / 23MJ
|
TL7
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9.7 hrs 3t Computers 3t Alloys
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|
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Auto-Repair Facility (Type 6)³
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23 295 ₢
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10m² / 32MJ
|
TL10
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12.6 hrs 5t Computers 6t Alloys Silastoplaston fibres
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Distillery (Type 1)
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15 000 ₢
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12m² / 100MJ
|
TL4
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15.1 hrs 6t Alloys 1t Machinery Tri-clamp sight glass
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20.0 ₢ p/day 2t Food p/3 days
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1t Liquor/Wines per day
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Distillery (Type 2)³
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21 000 ₢
|
14m² / 120MJ
|
TL6
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18.8 hrs 7t Alloys 2t Machinery ASME Low pressure safety valve
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45.0 ₢ p/day 4t Food p/3 days
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2t Liquor/Wines per day
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Distillery (Type 3)³
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26 000 ₢
|
16m² / 140MJ
|
TL8
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22.8 hrs 8t Alloys 3t Machinery Bain Marie alembic still
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75.0 ₢ p/day 7t Food p/4 days
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4t Liquor/Wines per day
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Distillery (Type 4)³
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30 000 ₢
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20m² / 180MJ
|
TL10
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26.5 hrs 10t Alloys 4t Machinery Mash tun
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100.0 ₢ p/day 11t Food p/4 days
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8t Liquor/Wines per day
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Weapons Manufacturing (Type 1)³
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85 000 ₢
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10m² / 250MJ
|
TL7
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27.8 hrs 6t Alloys 1t Machinery Arquebusian arms-automata
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60.0 ₢ p/day 2t Minerals p/2 days 1t Alloys p/2 days
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1t Firearms per day
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Weapons Manufacturing (Type 2)³
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102 000 ₢
|
13m² / 280MJ
|
TL9
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33.4 hrs 8t Alloys 3t Machinery Vibronic solid-state maser ablater
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120.0 ₢ p/day 4t Minerals p/2 days 3t Alloys p/2 days
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3t Firearms per day
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Weapons Manufacturing (Type 3)³
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156 300 ₢
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18m² / 360MJ
|
TL11
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37.9 hrs 10t Alloys 5t Machinery Optical parametric oscillators
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220.0 ₢ p/day 5t Minerals p/3 days 4t Alloys p/3 days
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5t Firearms per day
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Narcotics Processing (Type 1)³
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17 000 ₢
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9m² / 130MJ
|
TL5
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19.3 hrs 6t Alloys 1t Machinery Montanistic biospherical laboratory
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40.0 ₢ p/day 2t Minerals p/3 days 1t Liquor/Wines p/3 days
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1t Narcotics per day
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Narcotics Processing (Type 2)³
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36 000 ₢
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11m² / 200MJ
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TL7
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32.7 hrs 8t Alloys 2t Machinery Presynaptic opioid hyperpolarizer
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85.0 ₢ p/day 4t Minerals p/4 days 2t Liquor/Wines p/4 days
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3t Narcotics per day
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Narcotics Processing (Type 3)³
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51 000 ₢
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15m² / 290MJ
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TL10
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47.2 hrs 10t Alloys 3t Machinery Cyclo-oxygenasian alembic
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110.0 ₢ p/day 6t Minerals p/5 days 3t Liquor/Wines p/5 days
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5t Narcotics per day
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Refinery (Type 1)
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2500 ₢
|
12m² / 70MJ
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TL2
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6.3 hrs 5t Radioactives 5t Alloys 4t Machinery
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10.0 ₢ p/day
|
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Refinery (Type 2)
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3000 ₢
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18m² / 100MJ
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TL2
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8.8 hrs 6t Radioactives 8t Alloys 5t Machinery
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25.0 ₢ p/day
|
|
Refinery (Type 3)
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4200 ₢
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25m² / 130MJ
|
TL4
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12.8 hrs 7t Radioactives 10t Alloys 7t Machinery
|
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65.0 ₢ p/day
|
|
Refinery (Type 4)³
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6000 ₢
|
40m² / 200MJ
|
TL6
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16.7 hrs 3t Computers 10t Radioactives 15t Alloys 10t Machinery Kruger SRM79 splinter splicer
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90.0 ₢ p/day
|
|
Refinery (Type 5)³
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8500 ₢
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55m² / 300MJ
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TL9
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19.9 hrs 4t Computers 10t Radioactives 20t Alloys 12t Machinery Ruthian Boulder-basher
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125.0 ₢ p/day
|
|
Refinery (Type 6)³
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11 000 ₢
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75m² / 400MJ
|
TL12
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23.5 hrs 5t Computers 12t Radioactives 22t Alloys 15t Machinery Pyrometallurgical plasma sinterer
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224.0 ₢ p/day
|
|
Hydroponics Unit (Type 1)²
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150 ₢
|
10m² / 30MJ
|
TL2
|
3.5 hrs 3t Alloys 1t Machinery 1t Computers
|
|
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1t Food per day
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² Multiple instances of this item can be installed.
³ Blueprints must be purchased before equipment specifications are available.
Shipyard Operations
Show Shipyard Operations
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
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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
|
|
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50.0 ₢ p/day
|
|
Equipment Price Factor 2.0¹
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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
Show Power/Energy
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
Show TechLevel
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
Show Market Operations
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
Show Defensive Systems
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
Show Entertainment Facilities
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
Show Utility Ships
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:
Show Equipment Components
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.
Show Blueprints
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
- - Added protection against some invalid data.
- - Turned on some debug messages for testing purposes.
- - Turned off testing mode that made every Rock Hermit ready for purchase.
- - 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.
- - 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.
- - 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.
- - 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.
- - 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.
Show older
- - Fixed bug in Hermit purchase code.
- - 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.
- - Fixed invalid links to Market Observer and Market Ads.
- - Updated ship textures, courtesy of cbr.
- - Added routine to ensure a Hermitage will be spawned if one is defined in the stored data.
- - 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.
- - 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.
- - 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.
- - 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.
- - 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.
- - 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.
- - Beta release.
Links
Quick Facts



Version |
Released |
License |
Features |
Category |
Author(s) |
Feedback
|
0.8.7 |
2022-06-03 |
CC BY-NC-SA 4.0 |
Rock Hermits, station ownership |
Activities OXPs |
phkb |
Oolite BB
|
Gameplay and Balance indicator