Factory Modules
Factory modules are modules that once constructed can create in game items; currently these items include: cloaking devices, hyperspace scanners, jump drives, and docking bay modules (not currently working, but you can build them). In order to build those items you will have to provide the factory module with the required goods to construct the item. Constructing items is similar to construction modules. They consume commodities at the same rate, but their required commodities tends to be much higher or more expensive. As with base modules there are Hook commands that list what you can build. This is the command to display that list:
Code:
/base facmod <list|clear|add>
<list|clear|add> This part of the command is use to instruct the factory what to do. If you use list it will display a list of the factory modules and their build status. Clear will clear the build que for the designated factory. Add will instruct the designated facotry to build the designated item. Example of the command's output:
This is the Hook command to built an item:
Code:
/base facmod add <index> <type>
<index> this part of the command references the module that will be constructing the item. It refers to the module as it is installed on your base.
<type> this part of the command references which item is to be built. This comes from the list that you are given when you type /buid facmod
An example command might be
/base facmod add 3 7
This means you want the factory located in slot 3 of your base to build item 7. Using
this base and the /base facmod image from above as examples, this command would instruct the Hyperspace Scanner Factory to build a Hyperspace Scanner Module Mk3.
Construction requires that you have at least 200 units of one of the commodities required to construct the item.If you do not have at least 200 units of one or more of the commodities required construction will pause. The base will consume commodities in blocks of 200 every 16 seconds. If the current commodity it is consuming drops below 200 it will look for another required commodity and begin consuming that. Commodities cannot be combined to form a 200 unit block. It only consumes 200 of the same commodity.
Jump Drive Factory
This factory module will allow you to construct Jump Drives. Jump drives are items that allow the vessel the are mounted on to jump to a pre-set destination or randomly. Jumping to a pre set destination requires the use of a Hyperspace Scanner. There is no range on how far a jump drive can move you, you're limited only by the coordinates that you have.
10,000 Scientists
20,000 Robotics
10,000 Optronics
10,000 Quantum Multiplexors
40,000 Superconductors
40,000 High-Temperature Alloys
This is a list of the current jump drives that you are able to build once you have a Jump Drive Factory and information on them.
Jump Drive Series II
Cargo Requirement: 900
Jump Type: Single ship
Powercore Requirement: 3,600,000
Charge Time: 60 seconds
Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second.
Ships that can use:
Battlecruisers and light carriers &
Battleships, dreadnaughts, and heavy carriers
Commodities required to build:
75,000 Basic Alloy
1500 Gate/Lane Parts
6000 High-Temperature Alloy
14,000 Industrial Materials
12,500 Robotics
12,500 Silver
5000 Superconductors
Jump Drive Series III
Cargo Requirement: 900
Jump Type: Single ship
Powercore Requirement: 7,000,000
Charge Time: 30 seconds
Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
Ships that can use:
Battleships, dreadnaughts, and heavy carriers
Commodities required to build:
93500 Basic Alloy
2000 Gate/Lane Parts
12,000 High-Temperature Alloy
21,000 Industrial Materials
17,500 Robotics
25,000 Silver
10,000 Superconductors
Jump Drive Series IV
Cargo Requirement: 1200
Jump Type: Multi Ship
Powercore Requirement: 7,000,000
Charge Time: 200 seconds
Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
Ships that can use:
Battleships, dreadnaughts, and heavy carriers
Commodities required to build:
112,500 Basic Alloy
2500 Gate/Lane Parts
18,000 High-Temperature Alloy
28,000 Industrial Materials
22,500 Robotics
37,500 Silver
15,000 Superconductors
Usage: An intro into using jump drives.
Typing
/charge will begin charging the drive, fuel is consumed at this time. Once the charge reaches 100% it will hold there and continue to consume fuel until you type
/jump at which point you will jump. If you entered hyperspace coords using the
/setcoords <coords> you will jump to that location; otherwise you will perform a blind jump to a random location. When you use the /setcoord command, it will confirm the location (system) in which you will be jumping to, if you enter the coords incorrectly or they are out of date, you will get a parity error.
Hyperspace Survey Manufactoring Factory
This factory module will allow you to construct Hyperspace Survey Modules. Hyperspace Survey Modules are used to take hyperspace surveys. These surveys provide a coordinate that can then be used by a ship with a jump drive to jump to that location. Hyperspace Survey Modules mount on Equipment Type 1 (located under external equipment) hard points on vessels. While your vessel may have this hard point, your vessel may not be able to operate these devices due to power core requirements. Many players refer to Hyperspace Survey Modules as Hyperspace Scanners. These are the commodities required to build the factory:
10,000 Scientists
10,000 Robotics
40,000 Optronics
40,000 Quantum Multiplexors
40,000 Bio-Neural Processors
This is a list of the current hyperspace survey modules that you are able to build once you have a Hyperspace Survey Manufactoring Factory and information on them.
Hyperspace Survey Module Mk1
Cargo Requirement: 800
Powercore Requirement: 100,000
Run Time: 100 seconds
Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
Survey Life: 30 days (Length of time before the survey's coordinates are good for)
Survey Accuracy: 90k
Commodities required to build:
125,000 Basic Alloy
18,500 Industrial Materials
12,500 Optronics
6000 Quantum Multiplexors
15,000 Robotics
Hyperspace Survey Module Mk2
Cargo Requirement: 600
Powercore Requirement: 100,000
Run Time: 100 seconds
Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
Survey Life: 30 days
Survey Accuracy: ? (Need to test)
Commodities required to build:
156,000 Basic Alloy
23,500 Industrial Materials
15,500 Optronics
8000 Quantum Multiplexors
18,500 Robotics
Hyperspace Survey Module Mk3
Cargo Requirement: 400
Powercore Requirement: 100,000
Run Time: 1000 seconds
Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
Survey Life: 30 days
Survey Accuracy: 25k
Commodities required to build:
187,500 Basic Alloy
28,000 Industrial Materials
18,500 Optronics
10,000 Quantum Multiplexors
22,500 Robotics
Survey Accuracy was given by Cannon in this
thread. I'll update as the system changes.
Hyperspace Survey Module Mechanics
In order to get a set of hyperspace coordinates you fly out to the location you want to be able to jump to and then use the following command.
Any movement will cause the survey to fail. If you run out of fuel for the module the survey will fail. Will the survey completes it will produce a Hook message like this:
In order to jump to this location, you must set your jump drive's coordinates to this location. You do so using this command:
Code:
/setcoords <coords>
Where <coords> is the coords produced from the survey. You must use this command in space; using it on a base and then undocking will cause the coords you set on the jump drive to be reset to default: none. If you attempt to jump with no coords set it will display this warning:
If you jump with no coords set, you will perform a Blind/Random Jump. This means you could potentially jump to any system in the game and any location in said system. Be aware, this means you could jump to Bastille, New Cambria, or New Angelina. If you jump to any of those three systems your will immediately die. There is a risk of jumping directly into a planet or sun when performing Blind/Random Jumps. If you entered your coords successefully this Hook message will appear:
Cloaking Device Factory
This factory module will allow you to construct Cloaking Devices. Cloaking Devices allow players to cloak their vessels, rendering them invisible to the eye and removing them from the scanner. They require fuel to operate and are mounted on the Counter measure dropper hardpoint of a vessel. If a vessel does not have a hardpoint for a counter measure dropper it cannot equip a cloaking device. These are the commodities required to build the factory:
10,000 Scientists
10,000 Robotics
20,000 Optronics
20,000 Quantum Multiplexors
20,000 Bio-Neural Processors
1 Derelict Nomad Artefact (not Nomad Power Cell) (Lootable from a wreck in Omega-58)
As with all of the other player built items, cloaks take up cargo space; however they have another limit to them. Cargo Hold Limit is the maximum cargo hold size that the cloak can be mounted to. If your vessel has a cargo hold larger than what is noted, you cannot equip that cloak on your vessel. This is a list of the current cloaking devices that you are able to build once you have a Cloaking Device Factory and information on them:
Cloaking Device (small)
Cargo Requirements: 25
Cargo Hold Limit: 120
Time to Cloak when activated: 3 seconds
Fuel Consumption Rate: 1 MOX or 1 Promethene or 1 H-Fuel or 1 Deuterium or 1 Helium-3 per second while the cloak is active
40,000 Basic Alloy
10,000 Industrial Materials
6000 Gold
5 Nomad Fighter Remains
2 Nomad Gunboat Remains
1 Nomad Battleship Remains
Cloaking Device (medium)
Cargo Requirements: 200
Cargo Hold Limit: 900
Time to Cloak when activated: 20 seconds
Fuel Consumption Rate: 1 MOX or 2 Promethene or 2 H-Fuel or 2 Deuterium or 2 Helium-3 per second while the cloak is active
80,000 Basic Alloy
20,000 Industrial Materials
12,000 Gold
10 Nomad Fighter Remains
4 Nomad Gunboat Remains
2 Nomad Battleship Remains
Cloaking Device (large)
Cargo Requirements: 450
Cargo Hold Limit: None
Time to Cloak when activated: 60 seconds
Fuel Consumption Rate: 1 MOX or 3 Promethene or 3 H-Fuel or 3 Deuterium or 3 Helium-3 per second while the cloak is active
120,000 Basic Alloy
30,000 Industrial Materials
18,000 Gold
15 Nomad Fighter Remains
6 Nomad Gunboat Remains
3 Nomad Battleship Remains
Usage: An intro into using cloaking devices.
Typing
/cloak will activate the cloak and begin its Time to Cloak delay; when this delay is over your vessel will cloak itself. Fuel is consumed during the Time to Cloak delay.
Docking Module Factory
This factory module will allow you to construct Docking Modules. Vessels equipped with a Docking Module can allow 1 fighter or 1 bomber to dock to their ship per Docking Module equipped. No other class of ship can currently dock to vessels equipped with a Docking Module. These are the commodities required to build the factory:
20,000 Robotics
50,000 Ship Hull Panels
20,000 Industrial Materials
10,000 Optronics
Here is some information on Docking Modules and the required commodities the factory will need to construct this item:
Docking Module
Cargo Requirements: 300 to 350
Hardpoint Mount: Normal Carrier and Heavy Carrier
8000 Basic Alloy
20,000 Industrial Materials
9000 Polymers
8000 Robotics
4000 Ship Hull Panels
3000 Super Alloys
Usage: Here is a brief intro into using this item, for a more detailed explanation please use
Charos' Docking Module Tutorial.
-To dock to a vessel with a Docking Module equipped you first must be within docking range (200-300m); when in range merely press dock. This will send a request to the vessel with the Docking Module notifying him/her that you wish to dock. They must target you and type
/allowdock.
-You cannot sell anything to the equipment or commodity vendors on the vessel you dock to.
-When you undock you will appear near the vessel you are docked with, even if it has moved between systems. If vessel you are docked with docks to a player base or NPC base and you undock, you will appear outside whatever base the vessel docked to.
-If the vessel with the docking module is killed, you will spawn 100k below the center of the map.
-To remove docked ships from your bays, type
/jettisonship <shipname>. Shipname IS case sensitive.