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(10-07-2023, 07:51 AM)Trakais Wrote: [ -> ]huh.. seems Reinforced Alloy, Robotic Hardware, and Hull Segments are no more sold.. so how we repair bases then?

It is now:
Basic Alloy
Robotics
Hull Panels.
Will this guide be updated?
I am sure it will, once they have ironed out all the bugs.
So, here some help for those who want to build an Ore Refinery on their POB.

Command is: /build refinery start Industrial Refinery

You will need:
10k Hull Panels - 15 credits per unit.
10k Industrial Materials - 7 credits per unit.
5k Robotics - 8 credits per unit from 3 of the 5 Houses (not Bretonia or Gallia, I am led to believe it is an oversight).
5k Construction Materials - 8 credits per unit from 4 of the 5 Houses (not Gallia, I am led to believe it is an oversight).
5k Optronics - 28 credits per unit in New Tokyo.

Once built, you will need the ore that you want to convert to the High Risk Commodity (HRC) + Fuel (MOX, Promethene, H-Fuel) and as an added option you can use Industrial Materials (100 at a time for a quicker turnover)

/craft list - will give you the list of the 9 Ore Refining that you can do:

1. aluminiumrefining
2. copperrefining
3. diamondrefining
4. goldrefining
5. iridiumrefining
6. molybdenumrefining
7. niobiumrefining
8. platinumrefining
9. silverrefining

Once you have done that you will need to find the number that relates to the Fuel you are using and whether you are doing a Basic or Advanced (this uses the Industrial Materials)
The command is in the case of a Gold Refinery:
/craft goldrefining list

Just change the middle word for whatever refining you are doing.

So far, I have found the list is the same for the refinings I have done. So I think it is safe to assume the numbers remain constant.
1 = Gold refining, basic [MOX]
2 = Gold refining, basic [Promethene]
3 = Gold refining, basic [H-Fuel]
4 = Gold refining, advanced [MOX]
5 = Gold refining, advanced [Promethene]
6 = Gold refining, advanced [H-Fuel]

So, if you are going to make Silver from Silver Ore, using MOX and going to be using Industrial Materials for a quicker turnover (advanced), then to start the process, the command is:

/craft silverrefining start 4

It will tell you that you need 100 Crew. This is above the Crew you already have on the Base. So a Core 4 Base will its normal 800 + 100 extra for the Refinery to operate.

The crew do not get used up, but will require FOW as does the rest of the Crew. This will mean an extra 200 FOW per day.

As long as you have the required amount of Ore, Fuel and IMs (if you are doing Advanced) then the Refinery will keep churning out the HRC and some Toxic Waste, until you tell it to stop or remove the Crew.

Note: When the Server restarts, then you will need to restart the Refining Process.
Building Modules with the new system.

The Command now is /build, which will give you this:
ERR Invalid parameters
/build <list|buildlist> <list|start|resume|pause|info> <moduleName/Nr
| list - lists available module lists
| <buildlist> list - lists modules available on the selected module list
| <buildlist> start <moduleName/Nr> - starts constructon of selected module
| <buildlist> resume <moduleName/Nr> - pauses selected module construction
| <buildlist> pause <moduleName/Nr> - resumes selected module construction
| <buildlist> info <moduleName/Nr> - provides construction material info for selected module

Using the first command /build list will give you a list of Groups of Modules:
Available building lists:
| basic
| defense
| factory
| refinery
| utility

Each of the above has a sub Group
Using /build <one of the above> list gives you:

Modules available in basic category:
| 1 = Core Upgrade
| 2 = Bulk Storage Module

Modules available in defense category:
| 1 = Defense Module Type 1
| 2 = Defense Module Type 2
| 3 = Defense Module Type 3

Modules available in factory category:
| 1 = Docking Module Factory
| 2 = Jumpdrive Factory
| 3 = Hyperspace Scanner Factory
| 4 = Cloaking Device Factory
| 5 = Cloak Disruptor Factory
| 6 = Exotic Weapons Foundry
| 7 = Exotic Equipment Fabricator

Modules available in refinery category:
| 1 = Industrial Refinery
| 2 = H-Fuel Plant
| 3 = MOX Plant
| 4 = Promethene Plant
| 5 = Scrap Smelter
| 6 = Exotic Materials Laboratory

Modules available in utility category:
| 1 = Hydroponics Bay

So those are the available Modules.

Now if you want to see what the commodity requirements, then you can use:
| <buildlist> info <moduleName/Nr> - provides construction material info for selected module


So if you want to know what a Core Upgrade requires, the command would be:
/build basic info 1
which will give you:
Construction materials for Core Upgrade
| Hull Panels x20000
| Industrial Materials x50000
| Robotics x20000
| Basic Alloy x20000
| Super Alloy x20000
| Optronics x20000
| Titanium x20000
| Construction Machinery x20000
| Nanocapacitors x10000
| Core Upgrade Blueprints x1

And if you want to know the requirements for a Jump Drive Factory, then the command is:
/build factory info 2
Which shows:
Construction materials for Jumpdrive Factory
| Hull Panels x10000
| Industrial Materials x10000
| Robotics x20000
| Superconductors x20000
| Super Alloy x20000
| Construction Machinery x5000
| Quantum Multiplexors x10000
| Optronics x10000


The rest all work in the same way.
Now you have your Modules built, you want to build items.

The command for this also changed and is now:
/craft

Old Wrote:/craft [list|stopall|<CraftingList>]
| list - show available lists of craftble items
| stopall - stops all production on the base
| <craftList> start <name/itemNr> - adds selected item into the crafting queue
| <craftList> stop <name/itemNr> - stops crafting of selected item
| <craftList> pause <name/itemNr> - pauses crafting of selected item
| <craftList> resume <name/itemNr> - resumes crafting of selected item
| <craftList> list - list item recipes available for this crafting list
| <craftList> list <name/itemNr> - list materials necessary for selected item

New Wrote:/craft list - show available lists of craftble items
/craft stopall - stops all production on the base
/craft <craftList/Nr> list - list item recipes available for this crafting list
/craft <craftList/Nr> start <name/itemNr> - adds selected item into the crafting queue
/craft <craftList/Nr> stop <name/itemNr> - stops crafting of selected item
/craft <craftList/Nr> pause <name/itemNr> - pauses crafting of selected item
/craft <craftList/Nr> resume <name/itemNr> - resumes crafting of selected item
/craft <craftList/Nr> info <name/itemNr> - list materials necessary for selected item

/craft list
gives you only a list of what you are able to manufacture. So in this instance, there is:
Available crafting lists:
1. cloakdisr
2. dockmodule
3. survey

So if you want to know the options for Cloak Disruptor 3, the command is:
/craft cloakdisr list
Available recipes for cloakdisr crafting list:
| 1 = Cloak Disruptor Type-1
| 2 = Cloak Disruptor Type-2
| 3 = Cloak Disruptor Type-3

So, if you want to know what a Cloak Disruptor 3 requires, the command is:
/craft cloakdisr info 3
Construction materials for Cloak Disruptor Type-3:
| Industrial Materials x15000
| Basic Alloy x15000
| Energy Field Equipment x10000
| Superconductors x10000
| Quantum Multiplexors x10000
| Bio-Neural Processors x10000
| Iridium x10000
| Optronics x5000
Produced goods:
| Cloak Disruptor Type-3 x1
Workers:
| Scientists x200
IFF bonuses:
Object Unknown - +17% efficiency bonus
| Kishiro - +17% efficiency bonus
| LSF - +17% efficiency bonus
| EFL - +17% efficiency bonus
| KOI - +17% efficiency bonus
| Technocracy - +17% efficiency bonus
| BIS - +17% efficiency bonus
| GNI - +17% efficiency bonus
| MND - +17% efficiency bonus
| Core - +17% efficiency bonus
| Order - +17% efficiency bonus

The rest work under the same principle.

Hopefully these have been useful for those trying to work it all out.
(10-10-2023, 12:38 AM)St.Denis Wrote: [ -> ]So, here some help for those who want to build an Ore Refinery on their POB.

Command is: /build start refinery Industrial Refinery

Ahh no, the Command is: /build refinery start Industrial Refinery

*Laurel & Hardy nod*
(10-12-2023, 03:40 AM)NOVA-5 Wrote: [ -> ]
(10-10-2023, 12:38 AM)St.Denis Wrote: [ -> ]So, here some help for those who want to build an Ore Refinery on their POB.

Command is: /build start refinery Industrial Refinery

Ahh no, the Command is: /build refinery start Industrial Refinery

*Laurel & Hardy nod*

ok, but how you specify in what slot you want create module? Or it just automaticly takes free slot?
(10-12-2023, 03:40 AM)NOVA-5 Wrote: [ -> ]Ahh no, the Command is: /build refinery start Industrial Refinery

My bad. Corrected in my original post.

Thanks for pointing it out.
(10-12-2023, 09:07 AM)Trakais Wrote: [ -> ]ok, but how you specify in what slot you want create module? Or it just automaticly takes free slot?

It automatically selects the next empty slot.
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