[Guide] Player Owned Base - Discovery Freelancer Tutorials - 05-16-2012
.
PLAYER-OWNED BASE GUIDE
Last updated for 5.0, 10-01-2024
.
.
You fancy yourself a station administrator do you? Hope you've got some deep pockets or some friends with some heavy transports; both would be better!
In this guide I'll detail exactly what you need to construct your base, the commands used to do so, and various other tid bits you should know before staking your claim in space.
@Daedric and @Pimper helped in testing various parts of the original player base feature. Tel-Aviv & @Exdeathevn have both provided video tutorials.
This tutorial was made to help newer or even older players. If something seems off post a message below.
INDEX - Clicking on a Part will jump you to that section.
Update Status- Updated: 9th January 2019. by @Dino
- Updated: 3rd April 2019. by @xiphos
- Updated: 21st October 2023. by @Wildkins
- Visual & Data Update: 13th November 2023. by @TheKusari
- This tutorial was originally made by @Daedric.
.
|
Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
.
Part I
QUICK START GUIDE
Player Bases are a feature added to the mod in version 4.86 Update 4. This feature allows players to construct persistent yet destructible bases any where they wish. The bases require regular supply to maintain as they have a built in decay rate to prevent unused bases from flooding the game space. Player bases serve as the means to producing some of the new items that were also introduced with 4.86 Update 4; cloaks, jump drives, hyperspace scanners, and docking bay modules.
With Discovery 5.0: Fire and Fortune, player bases have received a significant overhaul, and are now capable of much more than they were in previous versions. With ore refineries, weapon foundries, and several quality of life updates, POBs are more relevant to the game than ever - and hopefully, more enjoyable, too.
.
|
.
Preparing to Deploy
The first thing you need is a Base Construction Platform, formerly known as the Heavy Lifter.
Secondly, you will need to gather the following commodities in the hold of the Base Construction Platform:
.
|
.- "Hercules"-Class Civilian Base Construction Platform
- 150 Industrial Materials
- 150 Super Alloy
- 100 Basic Alloy
- 100 Optronics
- 50 Construction Machinery
- 50 Nanocapacitors
|
.
Things to keep in mind before Deploying a Player-Owned Base
Once you have the resources listed, you'll need to find some prime real estate for your station.
There are mechanical restrictions on where bases can be deployed - in general, they need to be away from other existing objects.
In specific, bases can only be constructed:
.- Keep in mind that you will need to supply the base daily in order for it to survive.
- Proximity to the basic commodities that make your station tick is extremely helpful.
- Many of the houses and regional powers currently have in-roleplay laws restricting or forbidding the construction of player stations in their space.
- Do your homework before setting up shop, otherwise you may find a large fleet of battleships parked outside beating the doors down.
- If you know your base will eventually be assaulted, remember that asteroid fields hinder large ship movements.
- Player bases also take no damage from radiation fields, placing one inside a field will give it a passive defense mechanism.
.
.
|
.- More than 2,000 meters from all trade lanes.
- More than 2,500 meters from the surface of planets.
- More than 5,000 meters from other Player Owned Bases.
- More than 8,000 meters from all other dockable stations.
- More than 12,500 meters from all jump gates and jump holes.
- More than 30,000 meters from the edge of all mining zones EXCEPT mining zones for:
- Alien Organisms
- Hydrocarbons
- Oxygen
- Scrap Metal
- Toxic Waste
- Uranium
- Water
- More than 2,500 meters from all other interactive objects (wrecks, buoys, etc.)
|
.
.
Once you've found that prime location you're set. Zoom that Base Construction Platform to your location and remember,
once you enter the command the base will appear 1,000 meters in front of you, with the docking bays facing you.
Re-positioning a base is impossible. Be sure you're happy before you enter the command to construct the base.
Speaking of that command, here it is:
.- <password> this part of the command sets your master admin password; no spaces are allowed and there is no character limit.
- This password allows you to create and clear regular admin passwords. Do not give it out to anyone you do not trust with your station's life.
- <base name> this part of the command sets the display name of your station; spaces are allowed, but there is a 60 character limit.
.
.
|
.
Code: /base deploy <password> <base name>
|
.
.
Look at that beauty! Your very own piece of Disco, but you don't have time to sit back and sip some tea in your new pad.
That station is in need of a crew and commodities to make sure it doesn't turn into a wreck.
There are a few things you need to do immediately after your base is deployed.
Once you dock, you'll need to login in order to control the base:
<password> this can either be the master admin password you set or, after you've set up a 2nd tier password you can use that one here.
The only difference between the two tiers is that a master admin can remove a 2nd tier admin password.
.
|
.
Code: /base login <password>
|
.
.
<tag> is either the name of the ship or the faction tag prefix. Stations cannot detect suffixes, so don't bother entering them.
An example would be OSI- This would allow anyone with OSI- as the first four letters in their name to dock to the station.
Be careful adding entire ship names as tags.
If you enter HeavyTransport as a tag and someone has a ship named HeavyTransport1 they will be given permission to dock.
Station control is still very simple. If you add a tag, all ships with that tag are considered allied.
Everyone else is either neutral or hostile depending on the station's defense mode. More about that later.
.
|
|
.
.
This is a second-tier administration password. Give it out to only those who are helping you to administrate the base directly.
.
|
.
Code: /base addpwd <password>
|
.
.
This is a third-tier password. Give it to those who supply your base.
It allows them to view shop only, so it's easier to spot when the base requires food or repairs.
.
|
.
Code: /base addpwd <password> viewshop
|
.
.
Now that those two things are done, you need to get your base some supplies;
the place is likely already falling apart without a crew to maintain it! You have a couple of choices;
either have a friend with you with the following commodities in their transport:
.
Or park one of yours nearby and F1 it when no one is around.
After you've done what I've instructed you to do above, log into that ship, dock, login as an admin, and then sell the commodities to the base.
Now go get more repair commodities! You'll need to feed the base a steady supply of alloy, panels, and robotics until it completes construction.
Your base isn't completed just because you typed in a command! It starts out at 50% of is maximum hit points - those repair commodities will see it to 100%,
so long as you keep your base well-fed. Fully stocked with three sets of repair commodities, your base should be at full strength after about two weeks.
.
.
|
.- 200 Crew
- 400 Food
- 400 Oxygen
- 400 Water
- X Repair Commodities
- Basic Alloy
- Robotics
- Hull Panels
Where X is the rest of the cargo hold after the other commodities.
.
|
.
.
At this point, your base is a bit of a target - but you have two things going for you.
The first is that your base is only able to be attacked during a certain window of time, also known as a vulnerability window.
Outside of this time, no weapons fire can damage your base whatsoever.
This ensures that you'll be around to keep evildoers away from your new home!
Currently, bases have one vulnerability window, and each window is two hours long.
The vulnerability window(s) can be set by inputting:
Where <start hour> is the starting hour in 24-hour server time (check /time for the current time!),
with the ending hour automatically calculated from your set starting hour.
.
The second thing helping you defend your base is that only specialized,
ammo-using siege weapons can damage your base, even inside that vulnerability window.
These can be mounted to gunboat forward guns, cruiser heavy slots (on cruisers and battlecruisers), and battleship heavy slots.
On top of that, only a certain amount of total base HP in damage can be dealt per vulnerability window,
with the number of total windows (and thus total siege encounters) increasing as the Core Level of the base increases.
Keep in mind, though, that bases that are not kept supplied will perish. All cargo and credits on the station are lost.
Ships docked to the station at the time of its demise will appear 100k below the system's sun when they un-dock.
.
.
|
.
Code: /base setshield <start hour>
|
Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
.
Part II
BASE CORE & LEVELS
What are base levels? Before I answer that question, let me explain what a Base Core is. A Base Core is module slot 0 on your base; this slot is effectively the base. A Base's Core can be upgraded four times; Core 2, 3, and 4 and 5. All bases start at level 1. Upgrading a Base's Core increases the number of modules it can house, increases the base's hit points, and also increases the number of Spaceship Crew required to effectively operate the base. I've listed the base stats for each base level below; these stats do not include any modules you may have constructed.
.
|
......................................................................................................
.
Core Level Stats
.
|
.
.- Maximum HP: 12,000,000
- Modular Slots: 3
- Required Crew: 200
- Integral Storage: 30,000 units
.
.- Maximum HP: 16,000,000
- Modular Slots: 6
- Required Crew: 400
- Integral Storage: 40,000 units
.
.- Maximum HP: 20,000,000
- Modular Slots: 9
- Required Crew: 600
- Integral Storage: 50,000 units
.
.- Maximum HP: 24,000,000
- Modular Slots: 12
- Required Crew: 800
- Integral Storage: 60,000 units
.
.- Maximum HP: 28,000,000
- Modular Slots: 15
- Required Crew: 1,000
- Integral Storage: 70,000 units
.
|
.
.
Use the following command to start construction of the next Core Upgrade:
.
|
........................................................................................................
Code: /build start basic 1
|
.
.
Core Upgrade Requirements
.
Core Upgrades do not require a free modular slot to start construction.
Construction will pause if you run out of all the required goods.
Once complete, the base stats will change immediately to reflect the new base level.
You need to have an extra 200 Crew dropped on the base immediately after a Core Upgrade completes.
Otherwise the base will not operate effectively; repairs won't happen.
Core levels are currently the only statistic that modify the appearance of your station.
Provided you have the means to quickly supply all necessary resources,
it is possible to "speedrun" your station to Core 4 in two months, provided enough roleplay has occurred.
.
.
|
.
.
Code: [recipe]
nickname = module_coreupgrade
produced_item = module_coreupgrade
infotext = Core Upgrade
build_type = Basic
recipe_number = 1
module_class = 1
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 10000
consumed = commodity_industrial, 25000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_basic_alloys, 10000
consumed = commodity_super_alloys, 10000
consumed = commodity_titanium, 10000
consumed = commodity_construction_machinery, 10000
consumed = commodity_nanocapacitors, 5000
consumed = commodity_optronics, 5000
credit_cost = 2500000
.
.
Code: [recipe]
nickname = module_coreupgrade_adv
produced_item = module_coreupgrade
infotext = Core Upgrade
recipe_number = 1
module_class = 1
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 10000
consumed = commodity_industrial, 25000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_basic_alloys, 10000
consumed = commodity_super_alloys, 10000
consumed = commodity_titanium, 10000
consumed = commodity_construction_machinery, 10000
consumed = commodity_nanocapacitors, 5000
consumed = commodity_optronics, 5000
consumed = commodity_base_prints, 1
credit_cost = 2500000
.
.
.....Official Factions Only
.
Code: [recipe]
nickname = module_coreupgrade_adv
produced_item = module_coreupgrade
infotext = Core Upgrade
recipe_number = 1
module_class = 1
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 10000
consumed = commodity_industrial, 25000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_basic_alloys, 10000
consumed = commodity_super_alloys, 10000
consumed = commodity_titanium, 10000
consumed = commodity_construction_machinery, 10000
consumed = commodity_nanocapacitors, 5000
consumed = commodity_optronics, 5000
consumed = commodity_base_prints, 1
credit_cost = 2500000
. .
|
Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
.
Part III
COMMANDS TO CONSTRUCT MODULES
What are modules? Modules are how you expand your station. There are storage modules, defense modules, and factory modules. Each requires commodities to be built and take up one module slot.
.
|
.
.
In order to construct a module you will need to enter a Hook command:
Entering an invalid command, empty /build command, or /build help
will list out the various commands you can use for building modules on your station.
.
|
........................................................................................................
|
.
.
Here is the list of categories that will show once the command is used:
.
|
.
Code: | defense
| basic
| factory
| utility
| refinery
|
.
.
To get a further breakdown of what modules can be created within a category, use this command:
.
|
.
Code: /build list <category>
example: /build list basic
|
.
.
For the "Basic" category, the following will show as available modules to build:
.
|
.
Code: | 1 = Core Upgrade
| 2 = Bulk Storage Module
|
.
.
If you're wanting to find out what's needed to build a Bulk Storage Module, you would use:
Materials required to build modules are covered in Part V of this Guide.
.
|
.
Code: /build info <category> <list number>
example: /build info basic 2
|
.
.
To start construction of the Bulk Storage Module, use:
This will assign the construction to the next available empty slot of your station's F9 window.
.
|
.
Code: /build start <category> <list number>
example: /build start basic 2
|
.
.
You also have the option of pausing construction of a module:
No resources will be processed for the nominated module until it's resumed.
.
|
.
Code: /build pause <category> <list number>
example: /build pause basic 2
|
.
.
Once you are in a position to continue construction, simply use:
.
|
.
Code: /build resume <category> <list number>
example: /build resume basic 2
|
.
.
You can also outright stop an ongoing construction:
This will void any processed resources. You will not be refunded.
.
|
.
Code: /build stop <category> <list number>
example: /build stop basic 2
|
.
.
If you want to order your modules a certain way, you swap the slot positions with the following command:
.
|
........................................................................................................
Code: /base swap <module number> <module number>
example: /base swap 1 3
|
.
.
Later on, if you wish to destroy a constructed module, use this command:
Be warned that this will not refund any resources that were used to construct the module.
.
|
.
Code: /destroy <module number>
example: /destroy 4
|
Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
.
Part IV
COMMANDS TO CRAFT ITEMS
Factory modules are modules that once constructed can create in game items; currently these items include: cloaking devices, hyperspace scanners, jump drives, docking bay modules, cloak disruptors, and exotic (codename) weapon and equipment foundries. 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:
.
|
........................................................................................................
|
.
.
The list will populate with items that you can craft, depending on the factories installed.
.
|
.
Code: Example list: (including, but not limited to)
1. hydroponics
2. battlecruisercodes1
3. battleshipcodes1
4. battleshipcodes2
5. cloak
6. cloakdisr
7. copperrefining
8. cruisercodes1
9. diamondrefining
|
.
.
All the commands are the same as building the standard modules and factories.
Only difference is that "build" is now replaced with "craft."
Refer to Part III for an explanation on the commands.
.
|
.
Code: /craft list <category>
/craft info <category or number> <list number>
/craft start <category or number> <list number>
/craft pause <category or number> <list number>
/craft resume <category or number> <list number>
/craft stop <category or number> <list number>
|
Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
.
Part V
FACTORIES & CRAFTING RECIPES
There are several factory modules currently available for construction, all with different types of equipment available to manufacture. Some are broad, while others are specialized, and the sheer volume of items available now and in future patches means that the best source of up-to-date recipe information will always be in-game, at a POB using the help commands.
Here is a list of the currently available factory modules, and their required resources:
.
|
.
.
Bulk Storage Module
.
|
.
.
Code: [recipe]
nickname = module_storage
produced_item = module_storage
infotext = Bulk Storage Module
build_type = Basic
recipe_number = 2
module_class = 3
cooking_rate = 60
reqlevel = 0
consumed = commodity_ship_hull_panels, 10000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 5000
.
.- Increases total cargo storage by 40,000 units.
- Once built, you will have immediate access to the extra space.
.
|
.
.
Defense Platform
.
.
|
.
.
Code: [recipe]
nickname = module_defense_3
produced_item = module_defense_3
infotext = Defense Module - Anti-Light Craft
build_type = Defense
recipe_number = 1
module_class = 10
cooking_rate = 60
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_munitions, 5000
consumed_dynamic_alt = 5000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 2500
.
.
Code: [recipe]
nickname = module_defense_1
produced_item = module_defense
infotext = Defense Module - Anti-Light Capital
build_type = Defense
recipe_number = 2
module_class = 4
cooking_rate = 60
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_munitions, 5000
consumed_dynamic_alt = 5000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 2500
.
.
Code: [recipe]
nickname = module_defense_2
produced_item = module_defense_2
infotext = Defense Module - Anti-Heavy Capital
build_type = Defense
recipe_number = 3
module_class = 9
cooking_rate = 60
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_munitions, 5000
consumed_dynamic_alt = 5000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 2500
.
|
.
.
Docking Module Factory
.
Code: [recipe]
nickname = module_m_docking
produced_item = module_m_docking
infotext = Docking Module Factory
craft_list = DockModule
build_type = Factory
recipe_number = 1
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 10000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 5000
.
.
|
.
.
Code: [recipe]
nickname = recipe_make_dockmodule
produced_item = dsy_docking_module_1, 1
infotext = Docking Module
shortcut_number = 1
craft_type = DockModule
cooking_rate = 600
reqlevel = 0
consumed = commodity_ship_hull_panels, 2500
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_copper, 2500
consumed = commodity_niobium, 2500
consumed = commodity_molybdenum, 2500
affiliation_bonus = co_alg_grp, 0.85 ;ALG
affiliation_bonus = br_m_grp, 0.85 ;BMM
affiliation_bonus = co_be_grp, 0.85 ;Bowex
affiliation_bonus = co_bcm_grp, 0.85 ;Bristol
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = co_me_grp, 0.85 ;DSE
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = ga_gms_grp, 0.85 ;GMS
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = fc_j_grp, 0.85 ;Junkers
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
affiliation_bonus = co_rs_grp, 0.85 ;RGS
affiliation_bonus = co_shi_grp, 0.85 ;Samura
.
|
.
.
Jump Drive Factory
.
Code: [recipe]
nickname = module_m_jumpdrives
produced_item = module_m_jumpdrives
infotext = Jumpdrive Factory
craft_list = JumpDrive
build_type = Factory
recipe_number = 2
module_class = 2
cooking_rate = 50
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 10000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_superconductors, 10000
consumed = commodity_super_alloys, 10000
consumed = commodity_construction_machinery, 5000
consumed_dynamic_alt = 5000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 5000
.
.
|
.
.
Code: [recipe]
nickname = recipe_make_jumpdrive_ii
produced_item = dsy_hspace_jump_drive_1, 1
infotext = Jump Drive Series II
shortcut_number = 1
craft_type = JumpDrive
cooking_rate = 600
reqlevel = 0
consumed = commodity_basic_alloys, 10000
consumed = commodity_industrial, 7500
consumed = commodity_robotic_hardware, 7500
consumed = commodity_super_alloys, 7500
consumed_dynamic_alt = 7500, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_energy_field_equip, 2500
consumed = commodity_platinum, 5000
consumed = commodity_aluminium, 5000
consumed = commodity_silver, 5000
consumed = commodity_azurite_gas, 3500
consumed = commodity_optronics, 2500
consumed = commodity_xeno_relics, 1500
catalyst = commodity_scientists, 200
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_vr_grp, 0.85 ;Ageira
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_technocracy, 0.85 ;Techno
affiliation_bonus = fc_ouk_grp, 0.85 ;BIS
affiliation_bonus = ga_gni_grp, 0.85 ;GNI
affiliation_bonus = ku_koi_grp, 0.85 ;KOI
affiliation_bonus = li_lsf_grp, 0.85 ;LSF
affiliation_bonus = rh_mnd_grp, 0.85 ;MND
affiliation_bonus = fc_core, 0.85 ;The Core
affiliation_bonus = fc_or_grp, 0.85 ;Order ;The Order
.
.
Code: [recipe]
nickname = recipe_make_jumpdrive_iii
produced_item = dsy_hspace_jump_drive_2, 1
infotext = Jump Drive Series III
shortcut_number = 2
craft_type = JumpDrive
cooking_rate = 600
reqlevel = 0
consumed = commodity_basic_alloys, 15000
consumed = commodity_industrial, 10000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_super_alloys, 7500
consumed_dynamic_alt = 7500, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_energy_field_equip, 5000
consumed = commodity_optronics, 5000
consumed = commodity_platinum, 7500
consumed = commodity_aluminium, 7500
consumed = commodity_silver, 7500
consumed = commodity_azurite_gas, 7000
consumed = commodity_xeno_relics, 3000
catalyst = commodity_scientists, 200
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_vr_grp, 0.85 ;Ageira
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_technocracy, 0.85 ;Techno
affiliation_bonus = fc_ouk_grp, 0.85 ;BIS
affiliation_bonus = ga_gni_grp, 0.85 ;GNI
affiliation_bonus = ku_koi_grp, 0.85 ;KOI
affiliation_bonus = li_lsf_grp, 0.85 ;LSF
affiliation_bonus = rh_mnd_grp, 0.85 ;MND
affiliation_bonus = fc_core, 0.85 ;The Core
affiliation_bonus = fc_or_grp, 0.85 ;Order ;The Order
.
.
Code: [recipe]
nickname = recipe_make_jumpdrive_iv
produced_item = dsy_hspace_jump_drive_3, 1
infotext = Jump Drive Series IV
shortcut_number = 3
craft_type = JumpDrive
cooking_rate = 600
reqlevel = 0
consumed = commodity_basic_alloys, 25000
consumed = commodity_industrial, 15000
consumed = commodity_robotic_hardware, 15000
consumed = commodity_super_alloys, 10000
consumed_dynamic_alt = 10000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_energy_field_equip, 7500
consumed = commodity_optronics, 7500
consumed = commodity_platinum, 10000
consumed = commodity_aluminium, 10000
consumed = commodity_silver, 10000
consumed = commodity_azurite_gas, 10000
consumed = commodity_xeno_relics, 5000
catalyst = commodity_scientists, 200
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_vr_grp, 0.85 ;Ageira
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_technocracy, 0.85 ;Techno
affiliation_bonus = fc_ouk_grp, 0.85 ;BIS
affiliation_bonus = ga_gni_grp, 0.85 ;GNI
affiliation_bonus = ku_koi_grp, 0.85 ;KOI
affiliation_bonus = li_lsf_grp, 0.85 ;LSF
affiliation_bonus = rh_mnd_grp, 0.85 ;MND
affiliation_bonus = fc_core, 0.85 ;The Core
affiliation_bonus = fc_or_grp, 0.85 ;Order ;The Order
.
|
.
.
Hyperspace Scanner Factory
.
Code: [recipe]
nickname = module_m_hyperspace_scanner
produced_item = module_m_hyperspace_scanner
infotext = Hyperspace Scanner Factory
craft_list = Survey
build_type = Factory
recipe_number = 3
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 10000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_construction_machinery, 5000
consumed_dynamic_alt = 10000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 10000
consumed = commodity_xeno_relics, 2500
.
.
|
.
.
Code: [recipe]
nickname = recipe_jdmatrix_1
produced_item = dsy_specialequipment_5, 1
infotext = Hyperspace Matrix MK1
shortcut_number = 4
craft_type = Survey
cooking_rate = 600
reqlevel = 0
consumed = commodity_basic_alloys, 15000
consumed = commodity_industrial, 10000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_super_alloys, 7500
consumed_dynamic_alt = 7500, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_nanocapacitors, 7500
consumed_dynamic_alt = 5000, commodity_diamonds, commodity_bluediamonds
consumed = commodity_optronics, 5000
consumed = commodity_azurite_gas, 5000
consumed = commodity_xeno_relics, 2500
catalyst = commodity_scientists, 200
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_vr_grp, 0.85 ;Ageira
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_technocracy, 0.85 ;Techno
affiliation_bonus = fc_ouk_grp, 0.85 ;BIS
affiliation_bonus = ga_gni_grp, 0.85 ;GNI
affiliation_bonus = ku_koi_grp, 0.85 ;KOI
affiliation_bonus = li_lsf_grp, 0.85 ;LSF
affiliation_bonus = rh_mnd_grp, 0.85 ;MND
affiliation_bonus = fc_core, 0.85 ;The Core
affiliation_bonus = fc_or_grp, 0.85 ;Order ;The Order
.
|
.
.
Cloaking Device Factory
.
Code: [recipe]
nickname = module_m_cloak
produced_item = module_m_cloak
infotext = Cloaking Device Factory
craft_list = Cloak
build_type = Factory
recipe_number = 4
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 10000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_construction_machinery, 5000
consumed_dynamic_alt = 10000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 10000
consumed = commodity_xeno_relics, 2500
.
.
|
.
.
Code: [recipe]
nickname = recipe_cloak_small
produced_item = dsy_cloak_1, 1
infotext = Cloaking Device (small)
shortcut_number = 1
craft_type = Cloak
cooking_rate = 600
reqlevel = 0
consumed = commodity_industrial, 7500
consumed = commodity_robotic_hardware, 7500
consumed = commodity_super_alloys, 5000
consumed = commodity_superconductors, 5000
consumed = commodity_nanocapacitors, 5000
consumed_dynamic_alt = 2500, commodity_multiplexors, commodity_bioprocessors
consumed_dynamic_alt = 5000, commodity_gold, commodity_pirate_gold
consumed = commodity_copper, 5000
consumed = commodity_platinum, 5000
consumed = commodity_xeno_relics, 5000
consumed = commodity_azurite_gas, 1500
catalyst = commodity_scientists, 200
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_vr_grp, 0.85 ;Ageira
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_technocracy, 0.85 ;Techno
affiliation_bonus = fc_ouk_grp, 0.85 ;BIS
affiliation_bonus = ga_gni_grp, 0.85 ;GNI
affiliation_bonus = ku_koi_grp, 0.85 ;KOI
affiliation_bonus = li_lsf_grp, 0.85 ;LSF
affiliation_bonus = rh_mnd_grp, 0.85 ;MND
affiliation_bonus = fc_core, 0.85 ;The Core
affiliation_bonus = fc_or_grp, 0.85 ;Order ;The Order
.
.
Code: [recipe]
nickname = recipe_cloak_medium
produced_item = dsy_cloak_2, 1
infotext = Cloaking Device (medium)
shortcut_number = 2
craft_type = Cloak
cooking_rate = 600
reqlevel = 0
consumed = commodity_industrial, 12000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_super_alloys, 7500
consumed = commodity_superconductors, 7500
consumed = commodity_nanocapacitors, 7500
consumed_dynamic_alt = 5000, commodity_multiplexors, commodity_bioprocessors
consumed_dynamic_alt = 7500, commodity_gold, commodity_pirate_gold
consumed = commodity_copper, 7500
consumed = commodity_platinum, 7500
consumed = commodity_xeno_relics, 3500
consumed = commodity_azurite_gas, 3000
catalyst = commodity_scientists, 200
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_vr_grp, 0.85 ;Ageira
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_technocracy, 0.85 ;Techno
affiliation_bonus = fc_ouk_grp, 0.85 ;BIS
affiliation_bonus = ga_gni_grp, 0.85 ;GNI
affiliation_bonus = ku_koi_grp, 0.85 ;KOI
affiliation_bonus = li_lsf_grp, 0.85 ;LSF
affiliation_bonus = rh_mnd_grp, 0.85 ;MND
affiliation_bonus = fc_core, 0.85 ;The Core
affiliation_bonus = fc_or_grp, 0.85 ;Order ;The Order
.
.
Code: [recipe]
nickname = recipe_cloak_large
produced_item = dsy_cloak_3, 1
infotext = Cloaking Device (large)
shortcut_number = 3
craft_type = Cloak
cooking_rate = 600
reqlevel = 0
consumed = commodity_industrial, 17500
consumed = commodity_robotic_hardware, 12500
consumed = commodity_super_alloys, 10000
consumed = commodity_superconductors, 10000
consumed = commodity_nanocapacitors, 10000
consumed_dynamic_alt = 7500, commodity_multiplexors, commodity_bioprocessors
consumed_dynamic_alt = 10000, commodity_gold, commodity_pirate_gold
consumed = commodity_copper, 10000
consumed = commodity_platinum, 10000
consumed = commodity_xeno_relics, 5000
consumed = commodity_azurite_gas, 5000
catalyst = commodity_scientists, 200
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_vr_grp, 0.85 ;Ageira
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_technocracy, 0.85 ;Techno
affiliation_bonus = fc_ouk_grp, 0.85 ;BIS
affiliation_bonus = ga_gni_grp, 0.85 ;GNI
affiliation_bonus = ku_koi_grp, 0.85 ;KOI
affiliation_bonus = li_lsf_grp, 0.85 ;LSF
affiliation_bonus = rh_mnd_grp, 0.85 ;MND
affiliation_bonus = fc_core, 0.85 ;The Core
affiliation_bonus = fc_or_grp, 0.85 ;Order ;The Order
.
.
Code: [recipe]
nickname = recipe_cloak_transport
produced_item = dsy_cloak_4, 1
infotext = Cloaking Device (transport)
shortcut_number = 4
craft_type = Cloak
cooking_rate = 600
reqlevel = 0
consumed = commodity_industrial, 17500
consumed = commodity_robotic_hardware, 12500
consumed = commodity_super_alloys, 10000
consumed = commodity_superconductors, 10000
consumed = commodity_nanocapacitors, 10000
consumed_dynamic_alt = 7500, commodity_multiplexors, commodity_bioprocessors
consumed_dynamic_alt = 10000, commodity_gold, commodity_pirate_gold
consumed = commodity_copper, 10000
consumed = commodity_platinum, 10000
consumed = commodity_xeno_relics, 6500
consumed = commodity_azurite_gas, 7000
catalyst = commodity_scientists, 200
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_vr_grp, 0.85 ;Ageira
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_technocracy, 0.85 ;Techno
affiliation_bonus = fc_ouk_grp, 0.85 ;BIS
affiliation_bonus = ga_gni_grp, 0.85 ;GNI
affiliation_bonus = ku_koi_grp, 0.85 ;KOI
affiliation_bonus = li_lsf_grp, 0.85 ;LSF
affiliation_bonus = rh_mnd_grp, 0.85 ;MND
affiliation_bonus = fc_core, 0.85 ;The Core
affiliation_bonus = fc_or_grp, 0.85 ;Order ;The Order
.
|
.
.
Cloak Disruptor Factory
.
Code: [recipe]
nickname = module_m_cloakdisruptor
produced_item = module_m_cloakdisruptor
infotext = Cloak Disruptor Factory
craft_list = CloakDisr
build_type = Factory
recipe_number = 5
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 5000
consumed_dynamic_alt = 5000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_xeno_relics, 1000
.
.
|
.
.
Code: [recipe]
nickname = recipe_cloak_disruptor_1
produced_item = dsy_cloakdisruptor_1, 1
infotext = Cloak Disruptor Type-1
shortcut_number = 1
craft_type = CloakDisr
cooking_rate = 600
reqlevel = 0
consumed = commodity_industrial, 7500
consumed = commodity_basic_alloys, 7500
consumed = commodity_energy_field_equip, 5000
consumed = commodity_superconductors, 5000
consumed_dynamic_alt = 1000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 2500
consumed = commodity_iridium, 5000
catalyst = commodity_scientists, 200
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_vr_grp, 0.85 ;Ageira
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_technocracy, 0.85 ;Techno
affiliation_bonus = fc_ouk_grp, 0.85 ;BIS
affiliation_bonus = ga_gni_grp, 0.85 ;GNI
affiliation_bonus = ku_koi_grp, 0.85 ;KOI
affiliation_bonus = li_lsf_grp, 0.85 ;LSF
affiliation_bonus = rh_mnd_grp, 0.85 ;MND
affiliation_bonus = fc_core, 0.85 ;The Core
affiliation_bonus = fc_or_grp, 0.85 ;Order ;The Order
.
.
Code: [recipe]
nickname = recipe_cloak_disruptor_2
produced_item = dsy_cloakdisruptor_2, 1
infotext = Cloak Disruptor Type-2
shortcut_number = 2
craft_type = CloakDisr
cooking_rate = 600
reqlevel = 0
consumed = commodity_industrial, 7500
consumed = commodity_basic_alloys, 7500
consumed = commodity_energy_field_equip, 5000
consumed = commodity_superconductors, 5000
consumed_dynamic_alt = 10000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 2500
consumed = commodity_iridium, 5000
catalyst = commodity_scientists, 200
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_vr_grp, 0.85 ;Ageira
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_technocracy, 0.85 ;Techno
affiliation_bonus = fc_ouk_grp, 0.85 ;BIS
affiliation_bonus = ga_gni_grp, 0.85 ;GNI
affiliation_bonus = ku_koi_grp, 0.85 ;KOI
affiliation_bonus = li_lsf_grp, 0.85 ;LSF
affiliation_bonus = rh_mnd_grp, 0.85 ;MND
affiliation_bonus = fc_core, 0.85 ;The Core
affiliation_bonus = fc_or_grp, 0.85 ;Order ;The Order
.
.
Code: [recipe]
nickname = recipe_cloak_disruptor_3
produced_item = dsy_cloakdisruptor_3, 1
infotext = Cloak Disruptor Type-3
shortcut_number = 3
craft_type = CloakDisr
cooking_rate = 600
reqlevel = 0
consumed = commodity_industrial, 7500
consumed = commodity_basic_alloys, 7500
consumed = commodity_energy_field_equip, 5000
consumed = commodity_superconductors, 5000
consumed_dynamic_alt = 10000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 2500
consumed = commodity_iridium, 5000
catalyst = commodity_scientists, 200
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_vr_grp, 0.85 ;Ageira
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = fc_technocracy, 0.85 ;Techno
affiliation_bonus = fc_ouk_grp, 0.85 ;BIS
affiliation_bonus = ga_gni_grp, 0.85 ;GNI
affiliation_bonus = ku_koi_grp, 0.85 ;KOI
affiliation_bonus = li_lsf_grp, 0.85 ;LSF
affiliation_bonus = rh_mnd_grp, 0.85 ;MND
affiliation_bonus = fc_core, 0.85 ;The Core
affiliation_bonus = fc_or_grp, 0.85 ;Order ;The Order
.
|
.
.
Exotic Weapons Foundry
.
Code: [recipe]
nickname = module_exotic_weapon_factory
infotext = Exotic Weapons Foundry
craft_list = BomberCodesCommon
craft_list = FighterCodesCommon1
craft_list = FighterCodesCommon2
craft_list = FighterCodesCommon3
craft_list = FighterCodesCommon4
craft_list = FighterCodes1
craft_list = FighterCodes2
craft_list = GunboatCodes1
craft_list = CruiserCodes1
craft_list = BattlecruiserCodes1
craft_list = BattleshipCodes1
craft_list = BattleshipCodes2
build_type = Factory
recipe_number = 6
module_class = 2
cooking_rate = 50
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 10000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 2500
consumed_dynamic_alt = 5000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_xeno_relics, 1000
consumed = commodity_platinum, 5000
consumed = commodity_silver, 5000
consumed = commodity_reflective_lattices, 200
consumed = commodity_organic_capacitors, 1000
.
.
|
.
.
.....CTRL+F [Gun Name] is your friend in this section for the moment
.
Code: [recipe]
nickname = recipe_dsy_ahriman_mark01
produced_item = dsy_ahriman_mark01, 4
infotext = 4 x AHRIMAN
craft_type = BomberCodesCommon
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_alien_artifacts, 1500
consumed = commodity_bm_munitions, 2500
consumed_dynamic_alt = 1500, commodity_diamonds, commodity_bluediamonds
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_dsy_snova_phantom
produced_item = dsy_snova_phantom, 2
infotext = 2 x ASURAS
craft_type = BomberCodesCommon
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_niobium, 750
consumed = commodity_copper, 750
consumed = commodity_prototype_components, 200
[recipe]
nickname = recipe_dsy_hellion_mark01
produced_item = dsy_hellion_mark01, 4
infotext = 4 x HELLION
craft_type = BomberCodesCommon
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_molybdenum, 1500
consumed = commodity_nox, 2000
consumed = commodity_niobium, 1500
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun15
produced_item = special_gun15, 4
infotext = 4 x ARCHANGEL
craft_type = FighterCodesCommon1
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_aluminium, 1500
consumed = commodity_silver, 3000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun02
produced_item = special_gun02, 4
infotext = 4 x BLOODSTONE
craft_type = FighterCodesCommon1
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_gaianlife, 1500
consumed = commodity_bluediamonds, 1150
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun08
produced_item = special_gun08, 4
infotext = 4 x BLUE BLAZE
craft_type = FighterCodesCommon1
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_iridium, 2000
consumed = commodity_platinum, 1500
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun14
produced_item = special_gun14, 4
infotext = 4 x CERBERUS
craft_type = FighterCodesCommon1
shortcut_number = 4
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_gaianlife, 1500
consumed = commodity_uranium, 2500
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_dsy_claymore
produced_item = dsy_claymore, 4
infotext = 4 x CLAYMORE
craft_type = FighterCodesCommon1
shortcut_number = 5
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_aluminium, 1500
consumed = commodity_silver, 2000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun09
produced_item = special_gun09, 4
infotext = 4 x DARK BLOSSOM
craft_type = FighterCodesCommon1
shortcut_number = 6
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_iridium, 3000
consumed = commodity_alien_organisms, 2500
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun16
produced_item = special_gun16, 4
infotext = 4 x DEFILER
craft_type = FighterCodesCommon1
shortcut_number = 7
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_mox_fuel, 5000
consumed = commodity_gallic_fuel, 5000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun20
produced_item = special_gun20, 4
infotext = 4 x DELUSION
craft_type = FighterCodesCommon1
shortcut_number = 8
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_cardamine, 3000
consumed = commodity_stabiline, 2000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun04
produced_item = special_gun04, 4
infotext = 4 x DIAMONDBACK
craft_type = FighterCodesCommon2
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed_dynamic_alt = 4000, commodity_diamonds, commodity_bluediamonds
consumed = commodity_aluminium, 1000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_dsy_dulzian
produced_item = dsy_dulzian, 4
infotext = 4 x DULZIAN
craft_type = FighterCodesCommon2
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_iridium, 4000
consumed = commodity_copper, 1000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun17
produced_item = special_gun17, 4
infotext = 4 x EXCALIBUR
craft_type = FighterCodesCommon2
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed_dynamic_alt = 2000, commodity_gold, commodity_pirate_gold
consumed = commodity_silver, 2000
consumed = commodity_platinum, 1000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun22
produced_item = special_gun22, 4
infotext = 4 x GARNET
craft_type = FighterCodesCommon2
shortcut_number = 4
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_niobium, 2000
consumed = commodity_copper, 2000
consumed = commodity_platinum, 1000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun07
produced_item = special_gun07, 4
infotext = 4 x GOLDEN BLADE
craft_type = FighterCodesCommon2
shortcut_number = 5
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed_dynamic_alt = 2000, commodity_gold, commodity_pirate_gold
consumed = commodity_iridium, 1000
consumed = commodity_platinum, 2000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun10
produced_item = special_gun10, 4
infotext = 4 x GUARDIAN
craft_type = FighterCodesCommon2
shortcut_number = 6
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_silver, 1000
consumed = commodity_platinum, 4000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun21
produced_item = special_gun21, 4
infotext = 4 x HAMMERFALL
craft_type = FighterCodesCommon2
shortcut_number = 7
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_niobium, 2000
consumed = commodity_iridium, 2000
consumed = commodity_tradelane_parts, 200
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_dsy_heimdall
produced_item = dsy_heimdall, 4
infotext = 4 x HEIMDALL
craft_type = FighterCodesCommon2
shortcut_number = 8
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_copper, 4000
consumed = commodity_oxygen, 5000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun05
produced_item = special_gun05, 4
infotext = 4 x IRON HAMMER
craft_type = FighterCodesCommon3
shortcut_number = 1
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_super_alloys, 2500
consumed = commodity_copper, 2500
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun03
produced_item = special_gun03, 4
infotext = 4 x JADE
craft_type = FighterCodesCommon3
shortcut_number = 2
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed_dynamic_alt = 1000, commodity_diamonds, commodity_bluediamonds
consumed = commodity_alien_organisms, 10000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_dsy_kintano
produced_item = dsy_kintano, 4
infotext = 4 x KINTANO
craft_type = FighterCodesCommon3
shortcut_number = 3
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_cobalt, 10000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun19
produced_item = special_gun19, 4
infotext = 4 x LAZURITE
craft_type = FighterCodesCommon3
shortcut_number = 4
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_cobalt, 10000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun23
produced_item = special_gun23, 4
infotext = 4 x MALACHITE
craft_type = FighterCodesCommon3
shortcut_number = 5
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_uranium, 3000
consumed = commodity_xeno_relics, 1000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_dsy_medusa
produced_item = dsy_medusa, 4
infotext = 4 x MEDUSA
craft_type = FighterCodesCommon3
shortcut_number = 6
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_iridium, 3000
consumed = commodity_xeno_relics, 1000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun01
produced_item = special_gun01, 4
infotext = 4 x ONYX
craft_type = FighterCodesCommon3
shortcut_number = 7
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_firepearls, 5000
consumed = commodity_xeno_relics, 500
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_dsy_phoenix
produced_item = dsy_phoenix, 4
infotext = 4 x PHOENIX
craft_type = FighterCodesCommon3
shortcut_number = 8
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_firepearls, 10000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun12
produced_item = special_gun12, 4
infotext = 4 x PROMETHEUS
craft_type = FighterCodesCommon4
shortcut_number = 1
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_prometheum, 5000
consumed = commodity_gallic_fuel, 5000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_dsy_ragnarok
produced_item = dsy_ragnarok, 4
infotext = 4 x RAGNAROK
craft_type = FighterCodesCommon4
shortcut_number = 2
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_h_fuel, 3000
consumed_dynamic_alt = 4000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun06
produced_item = special_gun06, 4
infotext = 4 x SILVER FIRE
craft_type = FighterCodesCommon4
shortcut_number = 3
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_silver, 3000
consumed = commodity_firepearls, 5000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_dsy_solaris
produced_item = dsy_solaris, 4
infotext = 4 x SOLARIS
craft_type = FighterCodesCommon4
shortcut_number = 4
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed_dynamic_alt = 2000, commodity_gold, commodity_pirate_gold
consumed = commodity_zinc, 5000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun24
produced_item = special_gun24, 4
infotext = 4 x TANZANITE
craft_type = FighterCodesCommon4
shortcut_number = 5
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_xeno_relics, 1000
consumed = commodity_cobalt, 5000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_dsy_taranis
produced_item = dsy_taranis, 4
infotext = 4 x TARANIS
craft_type = FighterCodesCommon4
shortcut_number = 6
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_silver, 3000
consumed = commodity_firepearls, 6000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun11
produced_item = special_gun11, 4
infotext = 4 x THORS HAMMER
craft_type = FighterCodesCommon4
shortcut_number = 7
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_platinum, 3000
consumed = commodity_cobalt, 5000
consumed = commodity_prototype_components, 400
[recipe]
nickname = recipe_special_gun18
produced_item = special_gun18, 4
infotext = 4 x TWILIGHT
craft_type = FighterCodesCommon4
shortcut_number = 8
cooking_rate = 60
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_firepearls, 10000
consumed = commodity_prototype_components, 400
;Fighter Codenames
[recipe]
nickname = recipe_special_gun_extra01
produced_item = special_gun_extra01, 1
infotext = THUNDERWAVE
craft_type = FighterCodes1
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_molybdenum, 750
consumed = commodity_niobium, 750
consumed_dynamic_alt = 1000, commodity_gold, commodity_pirate_gold
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_organic_capacitors, 75
consumed = commodity_cryo_organisms, 75
[recipe]
nickname = recipe_special_gun_extra02
produced_item = special_gun_extra02, 1
infotext = TDGWM5K
craft_type = FighterCodes1
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_copper, 750
consumed_dynamic_alt = 1000, commodity_diamonds, commodity_bluediamonds
consumed = commodity_boron, 750
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_reflective_lattices, 15
consumed = commodity_cryo_organisms, 75
[recipe]
nickname = recipe_special_gun_extra03
produced_item = special_gun_extra03, 1
infotext = SUPERSONIC
craft_type = FighterCodes1
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_beryllium, 750
consumed = commodity_silver, 1000
consumed = commodity_optronics, 750
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_organic_capacitors, 75
consumed = commodity_cryo_organisms, 75
[recipe]
nickname = recipe_special_gun_extra04
produced_item = special_gun_extra04, 1
infotext = ACROBATIC
craft_type = FighterCodes1
shortcut_number = 4
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed_dynamic_alt = 750, commodity_multiplexors, commodity_bioprocessors
consumed_dynamic_alt = 750, commodity_gold, commodity_pirate_gold
consumed = commodity_platinum, 1000
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_reflective_lattices, 20
consumed = commodity_cryo_organisms, 50
[recipe]
nickname = recipe_special_gun_extra05
produced_item = special_gun_extra05, 1
infotext = FEUERBALL
craft_type = FighterCodes1
shortcut_number = 5
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_aluminium, 1000
consumed_dynamic_alt = 500, commodity_diamonds, commodity_bluediamonds
consumed = commodity_optronics, 750
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_organic_capacitors, 150
[recipe]
nickname = recipe_codegun_fighter_whitestar
produced_item = codegun_fighter_whitestar, 1
infotext = QUASAR
craft_type = FighterCodes1
shortcut_number = 6
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed_dynamic_alt = 750, commodity_multiplexors, commodity_bioprocessors
consumed_dynamic_alt = 750, commodity_gold, commodity_pirate_gold
consumed = commodity_iridium, 1000
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_reflective_lattices, 15
consumed = commodity_organic_capacitors, 25
consumed = commodity_cryo_organisms, 50
[recipe]
nickname = recipe_special_gun25
produced_item = special_gun25, 1
infotext = TREMOR
craft_type = FighterCodes1
shortcut_number = 7
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_silver, 750
consumed = commodity_copper, 1000
consumed_dynamic_alt = 750, commodity_gold, commodity_pirate_gold
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_reflective_lattices, 10
consumed = commodity_organic_capacitors, 75
consumed = commodity_cryo_organisms, 30
[recipe]
nickname = recipe_special_turret_extra01
produced_item = special_turret_extra01, 1
infotext = MELES
craft_type = FighterCodes1
shortcut_number = 8
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_silver, 1000
consumed = commodity_copper, 750
consumed_dynamic_alt = 750, commodity_diamonds, commodity_bluediamonds
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_reflective_lattices, 25
consumed = commodity_organic_capacitors, 25
[recipe]
nickname = recipe_code_fighter_beowulf
produced_item = code_fighter_beowulf, 1
infotext = BEOWULF
craft_type = FighterCodes2
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_boron, 1250
consumed = commodity_h_fuel, 1250
consumed_dynamic_alt = 750, commodity_gold, commodity_pirate_gold
consumed = commodity_iridium, 750
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 50
consumed = commodity_reflective_lattices, 25
consumed = commodity_organic_capacitors, 5
consumed = commodity_cryo_organisms, 75
[recipe]
nickname = recipe_event_fighter_gun01
produced_item = event_fighter_gun01, 1
infotext = FROSTBITE
craft_type = FighterCodes2
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_molybdenum, 1250
consumed = commodity_azurite_gas, 1250
consumed_dynamic_alt = 750, commodity_gold, commodity_pirate_gold
consumed = commodity_iridium, 750
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_reflective_lattices, 5
consumed = commodity_organic_capacitors, 25
consumed = commodity_cryo_organisms, 100
[recipe]
nickname = recipe_dsy_lamia_mark01
produced_item = dsy_lamia_mark01, 1
infotext = LAMIA
craft_type = FighterCodes2
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_boron, 500
consumed = commodity_copper, 500
consumed_dynamic_alt = 750, commodity_gold, commodity_pirate_gold
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 10
consumed = commodity_organic_capacitors, 30
consumed = commodity_cryo_organisms, 30
[recipe]
nickname = recipe_code_fighter_rosethorn
produced_item = code_fighter_rosethorn, 1
infotext = ROSETHORN
craft_type = FighterCodes2
shortcut_number = 4
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_iridium, 1500
consumed_dynamic_alt = 750, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_silver, 1250
consumed = commodity_xeno_relics, 1000
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_reflective_lattices, 10
consumed = commodity_organic_capacitors, 75
consumed = commodity_cryo_organisms, 25
[recipe]
nickname = recipe_special_gun_extra06
produced_item = special_gun_extra06, 1
infotext = TRIPLETTE
craft_type = FighterCodes2
shortcut_number = 5
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_molybdenum, 750
consumed = commodity_niobium, 750
consumed = commodity_iridium, 1000
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_organic_capacitors, 75
consumed = commodity_reflective_lattices, 5
[recipe]
nickname = recipe_special_gun13
produced_item = special_gun13, 1
infotext = WILD FIRE
craft_type = FighterCodes2
shortcut_number = 6
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_boron, 500
consumed = commodity_molybdenum, 500
consumed_dynamic_alt = 750, commodity_gold, commodity_pirate_gold
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 30
consumed = commodity_organic_capacitors, 10
consumed = commodity_reflective_lattices, 20
[recipe]
nickname = recipe_special_gun31
produced_item = special_gun31, 1
infotext = STELLAR
craft_type = FighterCodes2
shortcut_number = 7
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_niobium, 500
consumed = commodity_copper, 500
consumed = commodity_silver, 750
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 40
consumed = commodity_organic_capacitors, 15
consumed = commodity_cryo_organisms, 25
[recipe]
nickname = recipe_special_gun32
produced_item = special_gun32, 1
infotext = HOWLER
craft_type = FighterCodes2
shortcut_number = 8
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_boron, 500
consumed = commodity_copper, 500
consumed_dynamic_alt = 750, commodity_gold, commodity_pirate_gold
consumed = commodity_prototype_components, 150
consumed = commodity_chiromaterials, 10
consumed = commodity_organic_capacitors, 30
consumed = commodity_cryo_organisms, 30
[recipe]
nickname = recipe_special_gun_extra07
produced_item = special_gun_extra07, 1
infotext = SURIEL
craft_type = FighterCodes2
shortcut_number = 9
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 200
consumed = commodity_boron, 1000
consumed = commodity_copper, 250
consumed_dynamic_alt = 500, commodity_gold, commodity_pirate_gold
consumed = commodity_prototype_components, 150
consumed = commodity_reflective_lattices, 10
consumed = commodity_organic_capacitors, 30
consumed = commodity_cryo_organisms, 30
;Gunboat Codenames
[recipe]
nickname = recipe_gunboat_heavy_code_pulse01
produced_item = gunboat_heavy_code_pulse01, 1
infotext = DOOM Gunboat Turret
craft_type = GunboatCodes1
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 400
consumed = commodity_ablativearmor, 1500
consumed = commodity_molybdenum, 2000
consumed = commodity_platinum, 1500
consumed_dynamic_alt = 750, commodity_gold, commodity_pirate_gold
consumed_dynamic_alt = 750, commodity_diamonds, commodity_bluediamonds
consumed = commodity_prototype_components, 200
consumed = commodity_chiromaterials, 100
consumed = commodity_reflective_lattices, 10
consumed = commodity_organic_capacitors, 50
consumed = commodity_cryo_organisms, 100
[recipe]
nickname = recipe_gunboat_heavy_code_primary01
produced_item = gunboat_heavy_code_primary01, 1
infotext = QUAKE Gunboat Turret
craft_type = GunboatCodes1
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 400
consumed = commodity_ablativearmor, 1500
consumed = commodity_molybdenum, 2000
consumed = commodity_platinum, 1500
consumed = commodity_niobium, 750
consumed = commodity_aluminium, 750
consumed = commodity_prototype_components, 200
consumed = commodity_chiromaterials, 100
consumed = commodity_reflective_lattices, 15
consumed = commodity_organic_capacitors, 100
consumed = commodity_cryo_organisms, 25
[recipe]
nickname = recipe_gunboat_forward_gun_railgun_internal
produced_item = gunboat_forward_gun_railgun_internal, 1
infotext = Gunboat Railgun (INTERNAL)
craft_type = GunboatCodes1
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 400
consumed = commodity_ablativearmor, 1500
consumed = commodity_molybdenum, 2000
consumed = commodity_platinum, 1500
consumed_dynamic_alt = 1500, commodity_gold, commodity_pirate_gold
consumed = commodity_prototype_components, 300
[recipe]
nickname = recipe_gunboat_forward_gun_railgun
produced_item = gunboat_forward_gun_railgun, 1
infotext = Gunboat Railgun (EXTERNAL)
craft_type = GunboatCodes1
shortcut_number = 4
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 400
consumed = commodity_ablativearmor, 1500
consumed = commodity_molybdenum, 2000
consumed = commodity_platinum, 1500
consumed_dynamic_alt = 1500, commodity_gold, commodity_pirate_gold
consumed = commodity_prototype_components, 300
[recipe]
nickname = recipe_gunboat_heavy_w02
produced_item = gunboat_heavy_w02, 1
infotext = IFRIT Gunboat Turret
craft_type = GunboatCodes1
shortcut_number = 5
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 400
consumed = commodity_ablativearmor, 1500
consumed = commodity_firepearls, 2000
consumed = commodity_platinum, 1500
consumed_dynamic_alt = 750, commodity_gold, commodity_pirate_gold
consumed = commodity_aluminium, 750
consumed = commodity_prototype_components, 200
consumed = commodity_chiromaterials, 75
consumed = commodity_reflective_lattices, 75
consumed = commodity_organic_capacitors, 75
consumed = commodity_cryo_organisms, 15
;Cruiser Codenames
[recipe]
nickname = recipe_dsy_codecr_blaster
produced_item = dsy_codecr_blaster, 1
infotext = Cruiser Blaster Turret
craft_type = CruiserCodes1
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 600
consumed = commodity_ablativearmor, 3000
consumed_dynamic_alt = 1500, commodity_gold, commodity_pirate_gold
consumed = commodity_aluminium, 1500
consumed = commodity_niobium, 1000
consumed = commodity_copper, 1000
consumed = commodity_prototype_components, 200
consumed = commodity_chiromaterials, 125
consumed = commodity_reflective_lattices, 10
consumed = commodity_organic_capacitors, 75
consumed = commodity_cryo_organisms, 75
[recipe]
nickname = recipe_dsy_codecr_ionblaster
produced_item = dsy_codecr_ionblaster, 1
infotext = Cruiser Ion Blaster
craft_type = CruiserCodes1
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 600
consumed = commodity_ablativearmor, 3000
consumed = commodity_platinum, 1500
consumed = commodity_silver, 1500
consumed = commodity_molybdenum, 1000
consumed = commodity_aluminium, 1000
consumed = commodity_prototype_components, 200
consumed = commodity_chiromaterials, 125
consumed = commodity_reflective_lattices, 25
consumed = commodity_organic_capacitors, 25
consumed = commodity_cryo_organisms, 50
[recipe]
nickname = recipe_dsy_codecr_mauler
produced_item = dsy_codecr_mauler, 1
infotext = Cruiser Mauler Turret
craft_type = CruiserCodes1
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 600
consumed = commodity_ablativearmor, 3000
consumed = commodity_copper, 1500
consumed_dynamic_alt = 1250, commodity_diamonds, commodity_bluediamonds
consumed_dynamic_alt = 1250, commodity_gold, commodity_pirate_gold
consumed = commodity_molybdenum, 1000
consumed = commodity_prototype_components, 200
consumed = commodity_chiromaterials, 125
consumed = commodity_reflective_lattices, 10
consumed = commodity_organic_capacitors, 75
consumed = commodity_cryo_organisms, 75
[recipe]
nickname = recipe_dsy_codecr_repeater
produced_item = dsy_codecr_repeater, 1
infotext = Cruiser Repeater Turret
craft_type = CruiserCodes1
shortcut_number = 4
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 600
consumed = commodity_ablativearmor, 3000
consumed = commodity_iridium, 1500
consumed = commodity_aluminium, 1500
consumed_dynamic_alt = 1000, commodity_gold, commodity_pirate_gold
consumed = commodity_niobium, 1000
consumed = commodity_prototype_components, 200
consumed = commodity_chiromaterials, 125
consumed = commodity_reflective_lattices, 30
consumed = commodity_organic_capacitors, 25
consumed = commodity_cryo_organisms, 25
[recipe]
nickname = recipe_cruiser_heavy_railgun
produced_item = cruiser_heavy_railgun, 1
infotext = Cruiser Railgun
craft_type = CruiserCodes1
shortcut_number = 5
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 600
consumed = commodity_ablativearmor, 3000
consumed = commodity_iridium, 1500
consumed = commodity_aluminium, 1500
consumed_dynamic_alt = 2000, commodity_gold, commodity_pirate_gold
consumed = commodity_niobium, 2000
consumed = commodity_prototype_components, 800
[recipe]
nickname = recipe_cruiser_heavy_weapon02
produced_item = cruiser_heavy_weapon02, 1
infotext = Cruiser Crimson Blaster
craft_type = CruiserCodes1
shortcut_number = 6
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 600
consumed = commodity_ablativearmor, 3000
consumed = commodity_iridium, 1500
consumed = commodity_aluminium, 1500
consumed_dynamic_alt = 1000, commodity_gold, commodity_pirate_gold
consumed = commodity_niobium, 1000
consumed = commodity_prototype_components, 200
consumed = commodity_chiromaterials, 60
consumed = commodity_reflective_lattices, 60
consumed = commodity_organic_capacitors, 50
consumed = commodity_cryo_organisms, 40
[recipe]
nickname = recipe_cruiser_heavy_autocannon
produced_item = cruiser_heavy_autocannon, 1
infotext = Cruiser Heavy Autocannon
craft_type = CruiserCodes1
shortcut_number = 7
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 600
consumed = commodity_ablativearmor, 3000
consumed = commodity_iridium, 1500
consumed = commodity_aluminium, 1500
consumed_dynamic_alt = 2000, commodity_gold, commodity_pirate_gold
consumed = commodity_niobium, 1000
consumed = commodity_prototype_components, 800
consumed = commodity_chiromaterials, 150
consumed = commodity_cryo_organisms, 100
;Battlecruiser Codenames
[recipe]
nickname = recipe_dsy_codebc_ppac
produced_item = dsy_codebc_ppac, 1
infotext = Battlecruiser PPAC
craft_type = BattlecruiserCodes1
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 800
consumed = commodity_ablativearmor, 7500
consumed = commodity_copper, 1250
consumed = commodity_silver, 1250
consumed = commodity_iridium, 1250
consumed = commodity_molybdenum, 1250
consumed_dynamic_alt = 1250, commodity_diamonds, commodity_bluediamonds
consumed = commodity_prototype_components, 250
consumed = commodity_chiromaterials, 200
consumed = commodity_reflective_lattices, 25
consumed = commodity_organic_capacitors, 75
consumed = commodity_cryo_organisms, 50
[recipe]
nickname = recipe_dsy_codebc_breaker
produced_item = dsy_codebc_breaker, 1
infotext = Battlecruiser Breaker Turret
craft_type = BattlecruiserCodes1
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 800
consumed = commodity_ablativearmor, 15000
consumed = commodity_niobium, 2500
consumed = commodity_molybdenum, 2500
consumed_dynamic_alt = 2500, commodity_gold, commodity_pirate_gold
consumed = commodity_platinum, 2500
consumed = commodity_iridium, 2500
consumed = commodity_prototype_components, 500
consumed = commodity_chiromaterials, 400
consumed = commodity_reflective_lattices, 40
consumed = commodity_organic_capacitors, 100
consumed = commodity_cryo_organisms, 200
[recipe]
nickname = recipe_bc_heavy_w01
produced_item = bc_heavy_w01, 1
infotext = Battlecruiser Moonfire Turret
craft_type = BattlecruiserCodes1
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 800
consumed = blueprint_bc_heavy_w01, 1
consumed = commodity_ablativearmor, 15000
consumed = commodity_optronics, 3000
consumed_dynamic_alt = 2100, commodity_multiplexors, commodity_bioprocessors
consumed_dynamic_alt = 500, commodity_gold, commodity_pirate_gold
consumed_dynamic_alt = 500, commodity_diamonds, commodity_bluediamonds
consumed = commodity_high_temp_alloys, 1750
consumed = commodity_energy_field_equip, 1500
consumed = commodity_super_alloys, 1200
consumed = commodity_prototype_components, 500
[recipe]
nickname = recipe_bc_heavy_w02
produced_item = bc_heavy_w02, 1
infotext = Battlecruiser Novaspear Turret
craft_type = BattlecruiserCodes1
shortcut_number = 4
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 800
consumed = blueprint_bc_heavy_w02, 1
consumed = commodity_ablativearmor, 15000
consumed = commodity_optronics, 3000
consumed = commodity_high_temp_alloys, 2750
consumed = commodity_superconductors, 1900
consumed = commodity_energy_field_equip, 1100
consumed = commodity_super_alloys, 900
consumed = commodity_copper, 500
consumed = commodity_aluminium, 500
consumed = commodity_prototype_components, 500
[recipe]
nickname = recipe_bc_heavy_railgun
produced_item = bc_heavy_railgun, 1
infotext = Battlecruiser Dual Railgun Turret
craft_type = BattlecruiserCodes1
shortcut_number = 5
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 800
consumed = commodity_ablativearmor, 7500
consumed_dynamic_alt = 2500, commodity_gold, commodity_pirate_gold
consumed = commodity_silver, 1250
consumed = commodity_iridium, 1250
consumed = commodity_niobium, 2500
consumed = commodity_prototype_components, 500
[recipe]
nickname = recipe_bc_primary_weapon03
produced_item = bc_primary_weapon03, 1
infotext = Battlecruiser Particle Repeater
craft_type = BattlecruiserCodes1
shortcut_number = 6
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 800
consumed = commodity_ablativearmor, 7500
consumed_dynamic_alt = 2500, commodity_gold, commodity_pirate_gold
consumed = commodity_silver, 2500
consumed = commodity_iridium, 1250
consumed = commodity_energy_field_equip, 2500
consumed = commodity_prototype_components, 500
[recipe]
nickname = recipe_bc_primary_weapon04
produced_item = bc_primary_weapon04, 1
infotext = Battlecruiser Revenant Cannon
craft_type = BattlecruiserCodes1
shortcut_number = 7
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 800
consumed = commodity_ablativearmor, 7500
consumed_dynamic_alt = 2500, commodity_gold, commodity_pirate_gold
consumed = commodity_silver, 2500
consumed = commodity_molybdenum, 1250
consumed = commodity_iridium, 1250
consumed = commodity_energy_field_equip, 2500
consumed = commodity_prototype_components, 250
consumed = commodity_chiromaterials, 150
consumed = commodity_reflective_lattices, 50
consumed = commodity_organic_capacitors, 75
consumed = commodity_cryo_organisms, 75
[recipe]
nickname = recipe_bc_heavy_w03
produced_item = bc_heavy_w03, 1
infotext = Battlecruiser Hailfire Turret
craft_type = BattlecruiserCodes1
shortcut_number = 8
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 800
consumed = commodity_ablativearmor, 15000
consumed = commodity_optronics, 3000
consumed = commodity_high_temp_alloys, 2750
consumed = commodity_superconductors, 1900
consumed = commodity_energy_field_equip, 1100
consumed = commodity_super_alloys, 900
consumed = commodity_copper, 500
consumed = commodity_aluminium, 500
consumed = commodity_prototype_components, 500
consumed = commodity_chiromaterials, 200
consumed = commodity_reflective_lattices, 150
consumed = commodity_organic_capacitors, 150
consumed = commodity_cryo_organisms, 200
;Battleship Codenames
[recipe]
nickname = recipe_dsy_codebb_volley
produced_item = dsy_codebb_volley, 1
infotext = Battleship Volley Turret
craft_type = BattleshipCodes1
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed = commodity_aluminium, 2500
consumed = commodity_copper, 1750
consumed_dynamic_alt = 1500, commodity_diamonds, commodity_bluediamonds
consumed_dynamic_alt = 1000, commodity_gold, commodity_pirate_gold
consumed = commodity_molybdenum, 750
consumed = commodity_prototype_components, 300
consumed = commodity_chiromaterials, 300
consumed = commodity_organic_capacitors, 125
consumed = commodity_reflective_lattices, 25
[recipe]
nickname = recipe_dsy_codebb_emfield
produced_item = dsy_codebb_emfield, 1
infotext = Battleship EMP Dissipation Field
craft_type = BattleshipCodes1
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed_dynamic_alt = 2500, commodity_diamonds, commodity_bluediamonds
consumed = commodity_platinum, 2500
consumed = commodity_silver, 1500
consumed = commodity_iridium, 1000
consumed = commodity_prototype_components, 300
consumed = commodity_chiromaterials, 300
consumed = commodity_cryo_organisms, 125
consumed = commodity_reflective_lattices, 15
[recipe]
nickname = recipe_dsy_codebb_emflak
produced_item = dsy_codebb_emflak, 1
infotext = Battleship EMP Flak Turret
craft_type = BattleshipCodes1
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed_dynamic_alt = 2500, commodity_diamonds, commodity_bluediamonds
consumed_dynamic_alt = 2000, commodity_gold, commodity_pirate_gold
consumed = commodity_aluminium, 1500
consumed = commodity_copper, 1000
consumed = commodity_silver, 500
consumed = commodity_prototype_components, 300
consumed = commodity_chiromaterials, 300
consumed = commodity_cryo_organisms, 100
consumed = commodity_reflective_lattices, 20
[recipe]
nickname = recipe_dsy_codebb_ionblaster
produced_item = dsy_codebb_ionblaster, 1
infotext = Battleship Heavy Ion Blaster
craft_type = BattleshipCodes1
shortcut_number = 4
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed_dynamic_alt = 3750, commodity_gold, commodity_pirate_gold
consumed = commodity_molybdenum, 1500
consumed = commodity_niobium, 750
consumed = commodity_silver, 750
consumed = commodity_iridium, 750
consumed = commodity_prototype_components, 300
consumed = commodity_chiromaterials, 300
consumed = commodity_cryo_organisms, 50
consumed = commodity_organic_capacitors, 50
consumed = commodity_reflective_lattices, 20
[recipe]
nickname = recipe_dsy_codebb_sledge
produced_item = dsy_codebb_sledge, 1
infotext = Battleship Sledge Turret
craft_type = BattleshipCodes1
shortcut_number = 5
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed = commodity_molybdenum, 2500
consumed = commodity_niobium, 1250
consumed = commodity_aluminium, 1250
consumed = commodity_copper, 1250
consumed_dynamic_alt = 1250, commodity_gold, commodity_pirate_gold
consumed = commodity_prototype_components, 300
consumed = commodity_chiromaterials, 300
consumed = commodity_organic_capacitors, 150
consumed = commodity_reflective_lattices, 10
[recipe]
nickname = recipe_dsy_codebb_gale
produced_item = dsy_codebb_gale, 1
infotext = Battleship Gale Cannon
craft_type = BattleshipCodes1
shortcut_number = 6
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed = commodity_niobium, 2500
consumed = commodity_molybdenum, 1500
consumed = commodity_platinum, 1500
consumed = commodity_silver, 1000
consumed = commodity_iridium, 1000
consumed = commodity_prototype_components, 300
consumed = commodity_chiromaterials, 300
consumed = commodity_reflective_lattices, 50
[recipe]
nickname = recipe_dsy_codebb_thumper
produced_item = dsy_codebb_thumper, 1
infotext = Battleship Thumper Turret
craft_type = BattleshipCodes1
shortcut_number = 7
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed = commodity_aluminium, 2500
consumed = commodity_silver, 1750
consumed = commodity_iridium, 1750
consumed = commodity_molybdenum, 750
consumed_dynamic_alt = 750, commodity_diamonds, commodity_bluediamonds
consumed = commodity_prototype_components, 300
consumed = commodity_chiromaterials, 300
consumed = commodity_organic_capacitors, 100
consumed = commodity_reflective_lattices, 20
[recipe]
nickname = recipe_dsy_codebb_gatlinglaser
produced_item = dsy_codebb_gatlinglaser, 1
infotext = Battleship Dual Gatling Laser
craft_type = BattleshipCodes1
shortcut_number = 8
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed = commodity_silver, 2500
consumed = commodity_platinum, 2500
consumed = commodity_iridium, 1000
consumed = commodity_molybdenum, 1000
consumed_dynamic_alt = 500, commodity_diamonds, commodity_bluediamonds
consumed = commodity_prototype_components, 300
consumed = commodity_chiromaterials, 300
consumed = commodity_organic_capacitors, 125
consumed = commodity_reflective_lattices, 15
[recipe]
nickname = recipe_dsy_codebb_autopulse
produced_item = dsy_codebb_autopulse, 1
infotext = Battleship Autopulse Turret
craft_type = BattleshipCodes2
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed = commodity_platinum, 1875
consumed = commodity_silver, 1875
consumed = commodity_iridium, 1250
consumed = commodity_molybdenum, 1250
consumed_dynamic_alt = 1250, commodity_diamonds, commodity_bluediamonds
consumed = commodity_prototype_components, 300
consumed = commodity_chiromaterials, 300
consumed = commodity_cryo_organisms, 200
[recipe]
nickname = recipe_dsy_codebb_terminator
produced_item = dsy_codebb_terminator, 1
infotext = Battleship Terminator Turret
craft_type = BattleshipCodes2
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed = commodity_iridium, 1875
consumed = commodity_niobium, 1875
consumed = commodity_aluminium, 1750
consumed = commodity_molybdenum, 1250
consumed_dynamic_alt = 750, commodity_diamonds, commodity_bluediamonds
consumed = commodity_prototype_components, 300
consumed = commodity_chiromaterials, 300
consumed = commodity_organic_capacitors, 200
[recipe]
nickname = recipe_dsy_battleship_kinetic
produced_item = dsy_battleship_kinetic, 1
infotext = Battleship Kinetic Turret
craft_type = BattleshipCodes2
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed = commodity_copper, 1875
consumed_dynamic_alt = 1875, commodity_gold, commodity_pirate_gold
consumed = commodity_aluminium, 1750
consumed = commodity_niobium, 1250
consumed = commodity_platinum, 750
consumed = commodity_prototype_components, 300
consumed = commodity_chiromaterials, 300
consumed = commodity_organic_capacitors, 150
consumed = commodity_reflective_lattices, 10
[recipe]
nickname = recipe_bs_heavy_w07
produced_item = bs_heavy_w07, 1
infotext = Battleship Mass Driver Battery
craft_type = BattleshipCodes2
shortcut_number = 4
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed = commodity_iridium, 1875
consumed_dynamic_alt = 1875, commodity_gold, commodity_pirate_gold
consumed = commodity_aluminium, 1750
consumed = commodity_niobium, 1250
consumed = commodity_platinum, 1500
consumed = commodity_prototype_components, 1000
[recipe]
nickname = recipe_bs_heavy_railgun
produced_item = bs_heavy_railgun, 1
infotext = Battleship Heavy Railgun
craft_type = BattleshipCodes2
shortcut_number = 5
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 1000
consumed = commodity_ablativearmor, 10000
consumed = commodity_energy_field_equip, 2250
consumed = commodity_iridium, 1875
consumed_dynamic_alt = 1875, commodity_gold, commodity_pirate_gold
consumed = commodity_aluminium, 1750
consumed = commodity_niobium, 2250
consumed = commodity_copper, 3000
consumed = commodity_prototype_components, 750
.
|
.
.
Exotic Equipment Fabricator
.
Code: [recipe]
nickname = module_exotic_factory
infotext = Exotic Equipment Fabricator
craft_list = FighterShields1
craft_list = FighterThrusters1
build_type = Factory
recipe_number = 7
module_class = 2
cooking_rate = 50
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 10000
consumed = commodity_robotic_hardware, 10000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 2500
consumed_dynamic_alt = 5000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_energy_field_equip, 2500
consumed = commodity_xeno_relics, 2500
consumed = commodity_copper, 5000
consumed_dynamic_alt = 5000, commodity_gold, commodity_pirate_gold
consumed = commodity_reflective_lattices, 200
consumed = commodity_organic_capacitors, 1000
cargo_storage = 10000
.
.
|
.
.
Code: [recipe]
nickname = recipe_special_thruster02
produced_item = special_thruster02, 1
infotext = Bluebird Thruster
craft_type = FighterThrusters1
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 400
consumed = commodity_h_fuel, 5000
consumed = commodity_aluminium, 1250
consumed_dynamic_alt = 1250, commodity_diamonds, commodity_bluediamonds
consumed_dynamic_alt = 1000, commodity_gold, commodity_pirate_gold
consumed = commodity_niobium, 1000
consumed = commodity_iridium, 1000
consumed = commodity_superconductors, 1000
consumed = commodity_super_alloys, 1000
consumed = commodity_prototype_components, 600
consumed = commodity_chiromaterials, 75
consumed = commodity_reflective_lattices, 35
consumed = commodity_cryo_organisms, 50
consumed = commodity_organic_capacitors, 125
.
.
Code: [recipe]
nickname = recipe_special_thruster01
produced_item = special_thruster01, 1
infotext = Furnace Performance Thruster
craft_type = FighterThrusters1
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 400
consumed = commodity_h_fuel, 5000
consumed = commodity_copper, 1500
consumed = commodity_molybdenum, 1500
consumed = commodity_ablativearmor, 1000
consumed = commodity_platinum, 1000
consumed = commodity_superconductors, 1000
consumed = commodity_super_alloys, 1000
consumed = commodity_iridium, 500
consumed = commodity_prototype_components, 600
consumed = commodity_chiromaterials, 75
consumed = commodity_reflective_lattices, 35
consumed = commodity_cryo_organisms, 50
consumed = commodity_organic_capacitors, 125
.
.
Code: [recipe]
nickname = recipe_code_thruster_springrose
produced_item = code_thruster_springrose, 1
infotext = SPRINGROSE
craft_type = FighterThrusters1
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 400
consumed = commodity_h_fuel, 5000
consumed = commodity_silver, 1500
consumed = commodity_aluminium, 1500
consumed = commodity_niobium, 1000
consumed = commodity_molybdenum, 1000
consumed = commodity_superconductors, 1000
consumed = commodity_super_alloys, 1000
consumed = commodity_xeno_relics, 500
consumed = commodity_prototype_components, 750
consumed = commodity_chiromaterials, 100
consumed = commodity_reflective_lattices, 50
consumed = commodity_cryo_organisms, 75
consumed = commodity_organic_capacitors, 150
.
.
Code: [recipe]
nickname = recipe_code_shield_roseguard_fighter
produced_item = code_shield_roseguard_fighter, 1
infotext = ROSEGUARD
craft_type = FighterShields1
shortcut_number = 3
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 400
consumed = commodity_azurite_gas, 3750
consumed_dynamic_alt = 3750, commodity_multiplexors, commodity_bioprocessors
consumed_dynamic_alt = 1750, commodity_gold, commodity_pirate_gold
consumed_dynamic_alt = 1750, commodity_diamonds, commodity_bluediamonds
consumed = commodity_platinum, 1500
consumed = commodity_prototype_components, 600
consumed = commodity_chiromaterials, 120
consumed = commodity_reflective_lattices, 40
consumed = commodity_cryo_organisms, 150
consumed = commodity_organic_capacitors, 250
.
.
Code: [recipe]
nickname = recipe_special_shield02
produced_item = special_shield02, 1
infotext = FRENZY
craft_type = FighterShields1
shortcut_number = 2
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 400
consumed = commodity_iridium, 3000
consumed = commodity_optronics, 3000
consumed_dynamic_alt = 3000, commodity_gold, commodity_pirate_gold
consumed = commodity_silver, 1750
consumed = commodity_niobium, 1750
consumed = commodity_prototype_components, 375
consumed = commodity_chiromaterials, 90
consumed = commodity_reflective_lattices, 20
consumed = commodity_cryo_organisms, 100
consumed = commodity_organic_capacitors, 175
.
.
Code: [recipe]
nickname = recipe_special_shield01
produced_item = special_shield01, 1
infotext = BERSERKER
craft_type = FighterShields1
shortcut_number = 1
cooking_rate = 30
reqlevel = 0
loop_production = 0
catalyst = commodity_scientists, 400
consumed = commodity_iridium, 3000
consumed = commodity_optronics, 3000
consumed_dynamic_alt = 2500, commodity_gold, commodity_pirate_gold
consumed = commodity_silver, 2000
consumed = commodity_niobium, 2000
consumed = commodity_prototype_components, 450
consumed = commodity_chiromaterials, 100
consumed = commodity_reflective_lattices, 25
consumed = commodity_cryo_organisms, 125
consumed = commodity_organic_capacitors, 200
.
|
.
.
Custom & SRP'd Recipes
.
|
.
.
.....Available only to the Starfliers Official Faction
.
Code: [recipe]
nickname = recipe_make_starfliers_active_scanner_perked
produced_item = dsy_anomalyscanner01_perked, 1
infotext = Starfliers Active Scanner
shortcut_number = 1
craft_type = starfliersfabrication
cooking_rate = 100
reqlevel = 5
catalyst = commodity_scientists, 1000
consumed = commodity_nanocapacitors, 20000
consumed = commodity_energy_field_equip, 20000
consumed = commodity_industrial, 10000
consumed = commodity_optronics, 10000
consumed = commodity_reflective_lattices, 500
consumed = commodity_prototype_components, 500
consumed = commodity_sciencedata, 500
.
|
.
.
Defunct Equipment
.
|
.
.
Code: [recipe]
nickname = recipe_make_hypscanner1
produced_item = dsy_hspace_survey_module_1, 1
infotext = Hyperspace Survey Module Mk1
shortcut_number = 1
;craft_type = Survey
cooking_rate = 600
reqlevel = 0
consumed = commodity_basic_alloys, 50000
consumed = commodity_industrial, 7500
consumed = commodity_robotic_hardware, 7500
consumed_dynamic_alt = 2500, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 7500
.
.
Code: [recipe]
nickname = recipe_make_hypscanner2
produced_item = dsy_hspace_survey_module_2, 1
infotext = Hyperspace Survey Module Mk2
shortcut_number = 2
;craft_type = Survey
cooking_rate = 600
reqlevel = 0
consumed = commodity_basic_alloys, 75000
consumed = commodity_industrial, 10000
consumed = commodity_robotic_hardware, 7500
consumed_dynamic_alt = 5000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 7500
.
.
Code: [recipe]
nickname = recipe_make_hypscanner3
produced_item = dsy_hspace_survey_module_3, 1
infotext = Hyperspace Survey Module Mk3
shortcut_number = 3
;craft_type = Survey
cooking_rate = 600
reqlevel = 0
consumed = commodity_basic_alloys, 100000
consumed = commodity_industrial, 12500
consumed = commodity_robotic_hardware, 10000
consumed_dynamic_alt = 5000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_optronics, 10000
.
|
Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
.
Part VII
REFINERIES & RECIPES
Similar to factory modules in usage are refineries, however they principally take in one input material and output a processed version of that material, while also costing fuel (and perhaps other commodities) to run. These are more 'jobs' than one-time crafts, and most are set to auto-repeat unless explicitly told to run once.
Except for the refinement of Uncharted commodities, these recipes offer discounts to certain IFFs, which require less input volume and time for the same output.
.
|
.
.
Hydroponics Bay
.
Code: [recipe]
nickname = module_hydroponics
infotext = Hydroponics Bay
build_type = Utility
recipe_number = 1
craft_list = Hydroponics
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_fertilizers, 5000
.
.
|
....................................................................................................................................................................
.
.
Code: [recipe]
nickname = recipe_fow_basic
infotext = Food Ration farming, basic
craft_type = Hydroponics
shortcut_number = 1
cooking_rate = 9
reqlevel = 0
loop_production = 1
produced_item = commodity_food, 333
produced_item = commodity_oxygen, 333
consumed = commodity_water, 1000
catalyst = commodity_crew, 50
affiliation_bonus = fc_freelancer, 0.90
affiliation_bonus = co_be_grp, 0.85 ;Bowex
affiliation_bonus = fc_fa_grp, 0.85 ;Farmer's Alliance
affiliation_bonus = co_nws_grp, 0.85 ;Gateway
affiliation_bonus = ga_idf_grp, 0.85 ;IDF Shipping
affiliation_bonus = co_shi_grp, 0.85 ;Samura
affiliation_bonus = fc_g_grp, 0.85 ;Gaians
.
.
Code: [recipe]
nickname = recipe_fow_advanced
infotext = Food Ration farming, advanced
craft_type = Hydroponics
shortcut_number = 2
cooking_rate = 18
reqlevel = 0
loop_production = 1
produced_item = commodity_food, 500
produced_item = commodity_oxygen, 500
consumed = commodity_water, 1000
consumed = commodity_fertilizers, 100
catalyst = commodity_crew, 50
affiliation_bonus = fc_freelancer, 0.90
affiliation_bonus = co_be_grp, 0.85 ;Bowex
affiliation_bonus = fc_fa_grp, 0.85 ;Farmer's Alliance
affiliation_bonus = co_nws_grp, 0.85 ;Gateway
affiliation_bonus = ga_idf_grp, 0.85 ;IDF Shipping
affiliation_bonus = co_shi_grp, 0.85 ;Samura
affiliation_bonus = fc_g_grp, 0.85 ;Gaians
. .
.
.
Code: [recipe]
nickname = recipe_synth_basic
infotext = Synth Paste farming, basic
craft_type = Hydroponics
shortcut_number = 3
cooking_rate = 9
reqlevel = 0
loop_production = 1
produced_affiliation = commodity_synthpaste, 333, co_ni_grp, commodity_synthpaste, 350
produced_affiliation = commodity_oxygen, 333, co_ni_grp, commodity_oxygen, 350
consumed = commodity_water, 1000
catalyst = commodity_crew, 50
affiliation_bonus = fc_freelancer, 0.90
affiliation_bonus = co_ni_grp, 0.85 ;Synth Foods
affiliation_bonus = gd_z_grp, 0.85 ;Zoners
.
.
Code: [recipe]
nickname = recipe_synth_advanced
infotext = Synth Paste farming, advanced
craft_type = Hydroponics
shortcut_number = 4
cooking_rate = 18
reqlevel = 0
loop_production = 1
produced_affiliation = commodity_synthpaste, 500, co_ni_grp, commodity_synthpaste, 550
produced_affiliation = commodity_oxygen, 500, co_ni_grp, commodity_oxygen, 550
consumed = commodity_water, 1000
consumed = commodity_fertilizers, 100
catalyst = commodity_crew, 50
affiliation_bonus = fc_freelancer, 0.90
affiliation_bonus = co_ni_grp, 0.85 ;Synth Foods
affiliation_bonus = gd_z_grp, 0.85 ;Zoners
. .
|
.
.
Scrap Refinery
.
Code: [recipe]
nickname = module_scrap_refinery
infotext = Scrap Smelter
build_type = Refinery
recipe_number = 5
craft_list = ScrapRefining
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 10000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
.
.
|
.
.
Code: [recipe]
nickname = recipe_scrap_basic
infotext = Scrap smelting, basic
craft_type = ScrapRefining
shortcut_number = 1
cooking_rate = 9
reqlevel = 0
loop_production = 1
produced_item = commodity_basic_alloys, 500
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 100, commodity_gallic_fuel, 100, commodity_h_fuel, 50
consumed = commodity_scrap_metal, 1000
catalyst = commodity_crew, 50
affiliation_bonus = co_alg_grp, 0.85 ;ALG
affiliation_bonus = fc_freelancer, 0.90
affiliation_bonus = fc_j_grp, 0.85 ;Junkers
affiliation_bonus = co_bcm_grp, 0.85 ;Bristol
.
.
Code: [recipe]
nickname = recipe_scrap_advanced
infotext = Scrap smelting, advanced
craft_type = ScrapRefining
shortcut_number = 2
cooking_rate = 18
reqlevel = 0
loop_production = 1
produced_item = commodity_basic_alloys, 750
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 100, commodity_gallic_fuel, 100, commodity_h_fuel, 50
consumed = commodity_industrial, 100
consumed = commodity_scrap_metal, 1000
catalyst = commodity_crew, 50
affiliation_bonus = co_alg_grp, 0.85 ;ALG
affiliation_bonus = fc_freelancer, 0.90
affiliation_bonus = fc_j_grp, 0.85 ;Junkers
affiliation_bonus = co_bcm_grp, 0.85 ;Bristol
.
|
.
.
Industrial Refinery
.
Code: [recipe]
nickname = module_ore_refinery
infotext = Industrial Refinery
build_type = Refinery
recipe_number = 1
craft_list = AluminiumRefining
craft_list = CopperRefining
craft_list = DiamondRefining
craft_list = GoldRefining
craft_list = MolybdenumRefining
craft_list = NiobiumRefining
craft_list = PlatinumRefining
craft_list = SilverRefining
craft_list = IridiumRefining
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 2500
.
.
|
.
.
.
Code: [recipe]
nickname = recipe_aluminium_basic
infotext = Aluminium refining, basic
craft_type = AluminiumRefining
shortcut_number = 1
cooking_rate = 46
reqlevel = 0
loop_production = 1
produced_item = commodity_aluminium, 500
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_aluminium_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
.
.
Code: [recipe]
nickname = recipe_aluminium_advanced
infotext = Aluminium refining, advanced
craft_type = AluminiumRefining
shortcut_number = 2
cooking_rate = 85
reqlevel = 0
loop_production = 1
produced_item = commodity_aluminium, 600
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_industrial, 100
consumed = commodity_aluminium_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
.
.
Code: [recipe]
nickname = recipe_aluminium_bulk
infotext = Aluminium refining, bulk
craft_type = AluminiumRefining
shortcut_number = 3
cooking_rate = 560
reqlevel = 0
loop_production = 1
produced_item = commodity_aluminium, 3850
produced_item = commodity_toxic_waste, 900
consumed_dynamic = commodity_mox_fuel, 1200, commodity_gallic_fuel, 1200, commodity_h_fuel, 600
consumed = commodity_mining_machinery, 900
consumed = commodity_industrial, 900
consumed = commodity_aluminium_ore, 3500
catalyst = commodity_crew, 400
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
. .
.
.
Code: [recipe]
nickname = recipe_copper_basic
infotext = Copper refining, basic
craft_type = CopperRefining
shortcut_number = 1
cooking_rate = 46
reqlevel = 0
loop_production = 1
produced_item = commodity_copper, 500
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_copper_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_me_grp, 0.85 ;DSE
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = fc_rn_grp, 0.85 ;CR
affiliation_bonus = br_m_grp, 0.85 ;BMM
.
.
Code: [recipe]
nickname = recipe_copper_advanced
infotext = Copper refining, advanced
craft_type = CopperRefining
shortcut_number = 2
cooking_rate = 85
reqlevel = 0
loop_production = 1
produced_item = commodity_copper, 600
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_industrial, 100
consumed = commodity_copper_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_me_grp, 0.85 ;DSE
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = fc_rn_grp, 0.85 ;CR
affiliation_bonus = br_m_grp, 0.85 ;BMM
.
.
Code: [recipe]
nickname = recipe_copper_bulk
infotext = Copper refining, bulk
craft_type = CopperRefining
shortcut_number = 3
cooking_rate = 560
reqlevel = 0
loop_production = 1
produced_item = commodity_copper, 3850
produced_item = commodity_toxic_waste, 900
consumed_dynamic = commodity_mox_fuel, 1200, commodity_gallic_fuel, 1200, commodity_h_fuel, 600
consumed = commodity_mining_machinery, 900
consumed = commodity_industrial, 900
consumed = commodity_copper_ore, 3500
catalyst = commodity_crew, 400
affiliation_bonus = co_me_grp, 0.85 ;DSE
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = fc_rn_grp, 0.85 ;CR
affiliation_bonus = br_m_grp, 0.85 ;BMM
. .
.
.
Code: [recipe]
nickname = recipe_diamonds_basic
infotext = Diamond shaping, basic
craft_type = DiamondRefining
shortcut_number = 1
cooking_rate = 46
reqlevel = 0
loop_production = 1
produced_affiliation = commodity_diamonds, 500, fc_rh_grp, commodity_bluediamonds, 500
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_uncut_diamonds, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
affiliation_bonus = fc_rh_grp, 0.85 ;Hessian
.
.
Code: [recipe]
nickname = recipe_diamonds_advanced
infotext = Diamond shaping, advanced
craft_type = DiamondRefining
shortcut_number = 2
cooking_rate = 85
reqlevel = 0
loop_production = 1
produced_affiliation = commodity_diamonds, 600, fc_rh_grp, commodity_bluediamonds, 600
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_industrial, 100
consumed = commodity_uncut_diamonds, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
affiliation_bonus = fc_rh_grp, 0.85 ;Hessian
.
.
Code: [recipe]
nickname = recipe_diamonds_bulk
infotext = Diamond shaping, bulk
craft_type = DiamondRefining
shortcut_number = 3
cooking_rate = 560
reqlevel = 0
loop_production = 1
produced_affiliation = commodity_diamonds, 3850, fc_rh_grp, commodity_bluediamonds, 3850
produced_item = commodity_toxic_waste, 900
consumed_dynamic = commodity_mox_fuel, 1200, commodity_gallic_fuel, 1200, commodity_h_fuel, 600
consumed = commodity_mining_machinery, 900
consumed = commodity_industrial, 900
consumed = commodity_aluminium_ore, 3500
catalyst = commodity_crew, 400
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
affiliation_bonus = fc_rh_grp, 0.85 ;Hessian
. .
.
.
Code: [recipe]
nickname = recipe_gold_basic
infotext = Gold refining, basic
craft_type = GoldRefining
shortcut_number = 1
cooking_rate = 46
reqlevel = 0
loop_production = 1
produced_affiliation = commodity_pirate_gold, 650, br_m_grp, commodity_gold, 650
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_gold_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = br_m_grp, 0.85 ;BMM
affiliation_bonus = fc_c_grp, 0.85 ;Corsairs
affiliation_bonus = fc_m_grp, 0.85 ;Mollys
affiliation_bonus = gd_im_grp, 0.85 ;IMG
.
.
Code: [recipe]
nickname = recipe_gold_advanced
infotext = Gold refining, advanced
craft_type = GoldRefining
shortcut_number = 2
cooking_rate = 85
reqlevel = 0
loop_production = 1
produced_affiliation = commodity_pirate_gold, 800, br_m_grp, commodity_gold, 800
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_industrial, 100
consumed = commodity_gold_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = br_m_grp, 0.85 ;BMM
affiliation_bonus = fc_c_grp, 0.85 ;Corsairs
affiliation_bonus = fc_m_grp, 0.85 ;Mollys
affiliation_bonus = gd_im_grp, 0.85 ;IMG
.
.
Code: [recipe]
nickname = recipe_gold_bulk
infotext = Gold refining, bulk
craft_type = GoldRefining
shortcut_number = 3
cooking_rate = 560
reqlevel = 0
loop_production = 1
produced_affiliation = commodity_pirate_gold, 4000, br_m_grp, commodity_gold, 4000
produced_item = commodity_toxic_waste, 1200
consumed_dynamic = commodity_mox_fuel, 1200, commodity_gallic_fuel, 1200, commodity_h_fuel, 600
consumed = commodity_mining_machinery, 900
consumed = commodity_industrial, 900
consumed = commodity_gold_ore, 2700
catalyst = commodity_crew, 400
affiliation_bonus = br_m_grp, 0.85 ;BMM
affiliation_bonus = fc_c_grp, 0.85 ;Corsairs
affiliation_bonus = fc_m_grp, 0.85 ;Mollys
affiliation_bonus = gd_im_grp, 0.85 ;IMG
. .
.
.
Code: [recipe]
nickname = recipe_molybdenum_basic
infotext = Molybdenum refining, basic
craft_type = MolybdenumRefining
shortcut_number = 1
cooking_rate = 46
reqlevel = 0
loop_production = 1
produced_item = commodity_molybdenum, 500
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_molybdenum_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = ga_gms_grp, 0.85 ;GMS
.
.
Code: [recipe]
nickname = recipe_molybdenum_advanced
infotext = Molybdenum refining, advanced
craft_type = MolybdenumRefining
shortcut_number = 2
cooking_rate = 85
reqlevel = 0
loop_production = 1
produced_item = commodity_molybdenum, 600
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_industrial, 100
consumed = commodity_molybdenum_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = ga_gms_grp, 0.85 ;GMS
.
.
Code: [recipe]
nickname = recipe_molybdenum_bulk
infotext = Molybdenum refining, bulk
craft_type = MolybdenumRefining
shortcut_number = 3
cooking_rate = 560
reqlevel = 0
loop_production = 1
produced_item = commodity_molybdenum, 3850
produced_item = commodity_toxic_waste, 900
consumed_dynamic = commodity_mox_fuel, 1200, commodity_gallic_fuel, 1200, commodity_h_fuel, 600
consumed = commodity_mining_machinery, 900
consumed = commodity_industrial, 900
consumed = commodity_molybdenum_ore, 3500
catalyst = commodity_crew, 400
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = ga_gms_grp, 0.85 ;GMS
. .
.
.
Code: [recipe]
nickname = recipe_iridium_basic
infotext = Iridium refining, basic
craft_type = IridiumRefining
shortcut_number = 1
cooking_rate = 46
reqlevel = 0
loop_production = 1
produced_item = commodity_iridium, 500
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_iridium_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = fc_or_grp, 0.85 ;Order
affiliation_bonus = gd_z_grp, 0.85 ;Zoners
affiliation_bonus = fc_core, 0.85 ;Core
.
.
Code: [recipe]
nickname = recipe_iridium_advanced
infotext = Iridium refining, advanced
craft_type = IridiumRefining
shortcut_number = 2
cooking_rate = 85
reqlevel = 0
loop_production = 1
produced_item = commodity_iridium, 600
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_industrial, 100
consumed = commodity_iridium_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = fc_or_grp, 0.85 ;Order
affiliation_bonus = gd_z_grp, 0.85 ;Zoners
affiliation_bonus = fc_core, 0.85 ;Core
.
.
Code: [recipe]
nickname = recipe_iridium_bulk
infotext = Iridium refining, bulk
craft_type = IridiumRefining
shortcut_number = 3
cooking_rate = 560
reqlevel = 0
loop_production = 1
produced_item = commodity_iridium, 3850
produced_item = commodity_toxic_waste, 900
consumed_dynamic = commodity_mox_fuel, 1200, commodity_gallic_fuel, 1200, commodity_h_fuel, 600
consumed = commodity_mining_machinery, 900
consumed = commodity_industrial, 900
consumed = commodity_iridium_ore, 3500
catalyst = commodity_crew, 400
affiliation_bonus = fc_or_grp, 0.85 ;Order
affiliation_bonus = gd_z_grp, 0.85 ;Zoners
affiliation_bonus = fc_core, 0.85 ;Core
. .
.
.
Code: [recipe]
nickname = recipe_niobium_basic
infotext = Niobium refining, basic
craft_type = NiobiumRefining
shortcut_number = 1
cooking_rate = 46
reqlevel = 0
loop_production = 1
produced_item = commodity_niobium, 500
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_niobium_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = br_m_grp, 0.85 ;BMM
affiliation_bonus = co_shi_grp, 0.85 ;Samura
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = ga_gms_grp, 0.85 ;GMS
affiliation_bonus = fc_ou_grp, 0.85 ;Outcasts
.
.
Code: [recipe]
nickname = recipe_niobium_advanced
infotext = Niobium refining, advanced
craft_type = NiobiumRefining
shortcut_number = 2
cooking_rate = 85
reqlevel = 0
loop_production = 1
produced_item = commodity_niobium, 600
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_industrial, 100
consumed = commodity_niobium_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = br_m_grp, 0.85 ;BMM
affiliation_bonus = co_shi_grp, 0.85 ;Samura
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = ga_gms_grp, 0.85 ;GMS
affiliation_bonus = fc_ou_grp, 0.85 ;Outcasts
.
.
Code: [recipe]
nickname = recipe_niobium_bulk
infotext = Niobium refining, bulk
craft_type = NiobiumRefining
shortcut_number = 3
cooking_rate = 560
reqlevel = 0
loop_production = 1
produced_item = commodity_niobium, 3850
produced_item = commodity_toxic_waste, 900
consumed_dynamic = commodity_mox_fuel, 1200, commodity_gallic_fuel, 1200, commodity_h_fuel, 600
consumed = commodity_mining_machinery, 900
consumed = commodity_industrial, 900
consumed = commodity_niobium_ore, 3500
catalyst = commodity_crew, 400
affiliation_bonus = br_m_grp, 0.85 ;BMM
affiliation_bonus = co_shi_grp, 0.85 ;Samura
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = ga_gms_grp, 0.85 ;GMS
affiliation_bonus = fc_ou_grp, 0.85 ;Outcasts
. .
.
.
Code: [recipe]
nickname = recipe_platinum_basic
infotext = Platinum refining, basic
craft_type = PlatinumRefining
shortcut_number = 1
cooking_rate = 46
reqlevel = 0
loop_production = 1
produced_item = commodity_platinum, 650
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_platinum_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_me_grp, 0.85 ;DSE
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_shi_grp, 0.85 ;Samura
affiliation_bonus = co_bcm_grp, 0.85 ;Bristol
.
.
Code: [recipe]
nickname = recipe_platinum_advanced
infotext = Platinum refining, advanced
craft_type = PlatinumRefining
shortcut_number = 2
cooking_rate = 85
reqlevel = 0
loop_production = 1
produced_item = commodity_platinum, 800
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_industrial, 100
consumed = commodity_platinum_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_me_grp, 0.85 ;DSE
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_shi_grp, 0.85 ;Samura
affiliation_bonus = co_bcm_grp, 0.85 ;Bristol
.
.
Code: [recipe]
nickname = recipe_platinum_bulk
infotext = Platinum refining, bulk
craft_type = PlatinumRefining
shortcut_number = 3
cooking_rate = 560
reqlevel = 0
loop_production = 1
produced_item = commodity_platinum, 4000
produced_item = commodity_toxic_waste, 1200
consumed_dynamic = commodity_mox_fuel, 1200, commodity_gallic_fuel, 1200, commodity_h_fuel, 600
consumed = commodity_mining_machinery, 900
consumed = commodity_industrial, 900
consumed = commodity_platinum_ore, 2700
catalyst = commodity_crew, 400
affiliation_bonus = co_me_grp, 0.85 ;DSE
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = co_shi_grp, 0.85 ;Samura
affiliation_bonus = co_bcm_grp, 0.85 ;Bristol
. .
.
.
Code: [recipe]
nickname = recipe_silver_basic
infotext = Silver refining, basic
craft_type = SilverRefining
shortcut_number = 1
cooking_rate = 46
reqlevel = 0
loop_production = 1
produced_item = commodity_silver, 500
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_silver_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = br_m_grp, 0.85 ;BMM
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
.
.
Code: [recipe]
nickname = recipe_silver_advanced
infotext = Silver refining, advanced
craft_type = SilverRefining
shortcut_number = 2
cooking_rate = 85
reqlevel = 0
loop_production = 1
produced_item = commodity_silver, 600
produced_item = commodity_toxic_waste, 150
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_industrial, 100
consumed = commodity_silver_ore, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = br_m_grp, 0.85 ;BMM
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
.
.
Code: [recipe]
nickname = recipe_silver_bulk
infotext = Silver refining, bulk
craft_type = SilverRefining
shortcut_number = 3
cooking_rate = 560
reqlevel = 0
loop_production = 1
produced_item = commodity_silver, 3850
produced_item = commodity_toxic_waste, 900
consumed_dynamic = commodity_mox_fuel, 1200, commodity_gallic_fuel, 1200, commodity_h_fuel, 600
consumed = commodity_mining_machinery, 900
consumed = commodity_industrial, 900
consumed = commodity_silver_ore, 3500
catalyst = commodity_crew, 400
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = br_m_grp, 0.85 ;BMM
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
. .
|
.
.
Legitimate Warehouse
.
Code: [recipe]
nickname = module_legit_warehouse
infotext = Legitimate Warehouse
build_type = Utility
recipe_number = 2
craft_list = Smuggling
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 10000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 5000
cargo_storage = 10000
.
.
|
....................................................................................................................................................................
.
Code: [recipe]
nickname = recipe_cardamine_concealment
infotext = Cardamine concealment
craft_type = Smuggling
shortcut_number = 2
cooking_rate = 1000
reqlevel = 0
loop_production = 1
produced_item = commodity_cardamine_fake01, 1000
consumed = commodity_cardamine, 1000
consumed = commodity_consumer_goods, 200
catalyst = commodity_crew, 50
affiliation_bonus = fc_freelancer, 0.90
affiliation_bonus = fc_pirate, 0.90
affiliation_bonus = fc_lh_grp, 0.85 ;Lane Hackers
affiliation_bonus = fc_lr_grp, 0.85 ;Rogues
affiliation_bonus = fc_gc_grp, 0.85 ;Golden Chrysanthemums
affiliation_bonus = fc_j_grp, 0.85 ;Junkers
.
.
Code: [recipe]
nickname = recipe_artifact_concealment
infotext = Artifact concealment
craft_type = Smuggling
shortcut_number = 1
cooking_rate = 1000
reqlevel = 0
loop_production = 1
produced_item = commodity_alien_artifacts_fake01, 1000
consumed = commodity_alien_artifacts, 1000
consumed = commodity_consumer_goods, 200
catalyst = commodity_crew, 50
affiliation_bonus = fc_freelancer, 0.90
affiliation_bonus = fc_pirate, 0.90
affiliation_bonus = fc_lh_grp, 0.85 ;Lane Hackers
affiliation_bonus = fc_lr_grp, 0.85 ;Rogues
affiliation_bonus = fc_h_grp, 0.85 ;Hogosha
affiliation_bonus = fc_u_grp, 0.85 ;Unioners
affiliation_bonus = fc_j_grp, 0.85 ;Junkers
affiliation_bonus = fc_g_grp, 0.85 ;Gaians
.
.
Code: [recipe]
nickname = recipe_nox_concealment
infotext = Nox concealment
craft_type = Smuggling
shortcut_number = 3
cooking_rate = 1000
reqlevel = 0
loop_production = 1
produced_item = commodity_nox_fake01, 1000
consumed = commodity_nox, 1000
consumed = commodity_consumer_goods, 200
catalyst = commodity_crew, 50
affiliation_bonus = fc_freelancer, 0.90
affiliation_bonus = fc_pirate, 0.90
affiliation_bonus = fc_corse_grp, 0.85 ;Unione Corse
affiliation_bonus = fc_j_grp, 0.85 ;Junkers
.
.
Code: [recipe]
nickname = recipe_gc_drugs
infotext = Shigeakiki distillation
craft_type = Smuggling
shortcut_number = 4
cooking_rate = 100
reqlevel = 0
loop_production = 1
produced_item = commodity_gc_drug, 1000
consumed = commodity_cardamine, 250
consumed = commodity_marijuana, 250
consumed = commodity_sake, 500
catalyst = commodity_scientists, 100
restricted = true
affiliation_bonus = fc_gc_grp, 1.0
.
|
.
.
Exotic Materials Laboratory
.
Code: [recipe]
nickname = module_exotic_refinery
infotext = Exotic Materials Laboratory
build_type = Refinery
recipe_number = 6
craft_list = ExoticRefining
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 10000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed_dynamic_alt = 5000, commodity_multiplexors, commodity_bioprocessors
consumed = commodity_energy_field_equip, 2500
consumed = commodity_optronics, 2500
cargo_storage = 10000
.
.
|
.
.
Code: [recipe]
nickname = recipe_cerulite
infotext = Cerulite Crystal lensing
craft_type = ExoticRefining
shortcut_number = 3
cooking_rate = 415
reqlevel = 0
loop_production = 1
produced_item = commodity_reflective_lattices, 100
produced_item = commodity_toxic_waste, 400
consumed = commodity_alien_organisms, 100
consumed = commodity_industrial, 300
consumed = commodity_cerulite_crystals, 500
catalyst = commodity_scientists, 200
.
.
Code: [recipe]
nickname = recipe_chirodebris
infotext = Chiromaterial forging
craft_type = ExoticRefining
shortcut_number = 2
cooking_rate = 415
reqlevel = 0
loop_production = 1
produced_item = commodity_chiromaterials, 100
produced_item = commodity_toxic_waste, 400
consumed = commodity_pharm, 100
consumed = commodity_industrial, 300
consumed = commodity_chirodebris, 500
catalyst = commodity_scientists, 200
.
.
Code: [recipe]
nickname = recipe_milsal
infotext = Military Salvage reclamation
craft_type = ExoticRefining
shortcut_number = 1
cooking_rate = 9
reqlevel = 0
loop_production = 1
produced_item = commodity_prototype_components, 25
produced_item = commodity_scrap_metal, 300
consumed = commodity_military_salvage, 300
catalyst = commodity_scientists, 100
affiliation_bonus = co_alg_grp, 0.85 ;ALG
affiliation_bonus = br_m_grp, 0.85 ;BMM
affiliation_bonus = co_be_grp, 0.85 ;Bowex
affiliation_bonus = co_bcm_grp, 0.85 ;Bristol
affiliation_bonus = fc_core, 0.85 ;Core
affiliation_bonus = fc_c_grp, 0.85 ;Corsairs
affiliation_bonus = co_khc_grp, 0.85 ;DHC
affiliation_bonus = co_me_grp, 0.85 ;DSE
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = ga_gms_grp, 0.85 ;GMS
affiliation_bonus = fc_rh_grp, 0.85 ;Hessians
affiliation_bonus = gd_im_grp, 0.85 ;IMG
affiliation_bonus = fc_j_grp, 0.85 ;Junkers
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
affiliation_bonus = fc_ou_grp, 0.85 ;Outcasts
affiliation_bonus = fc_or_grp, 0.85 ;Order
affiliation_bonus = co_rs_grp, 0.85 ;RGS
affiliation_bonus = co_shi_grp, 0.85 ;Samura
affiliation_bonus = fc_militant, 0.85 ;Militants
affiliation_bonus = gd_z_grp, 0.85 ;Zoners
.
|
.
.
H-Fuel Plant
.
Code: [recipe]
nickname = module_h-fuel_refinery
infotext = H-Fuel Plant
build_type = Refinery
recipe_number = 2
craft_list = H-FuelProduction
craft_list = HeavyWaterRefining
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 2500
.
.
|
.
.
Code: [recipe]
nickname = recipe_h-fuel
infotext = H-Fuel distillation plant
craft_type = H-FuelProduction
shortcut_number = 1
cooking_rate = 85
reqlevel = 0
loop_production = 1
produced_item = commodity_h_fuel, 1600
produced_item = commodity_water, 75
consumed = commodity_helium3, 500
consumed = commodity_deuterium, 180
consumed = commodity_hydrogen, 120
catalyst = commodity_scientists, 100
affiliation_bonus = gd_gm_grp, 0.85 ;GMG
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
affiliation_bonus = co_shi_grp, 0.85 ;Samura
.
.
Code: [recipe]
nickname = recipe_h-fuel_bulk
infotext = H-Fuel distillation plant, bulk
craft_type = H-FuelProduction
shortcut_number = 2
cooking_rate = 560
reqlevel = 0
loop_production = 1
produced_item = commodity_h_fuel, 8000
produced_item = commodity_water, 450
consumed = commodity_helium3, 2700
consumed = commodity_deuterium, 1260
consumed = commodity_hydrogen, 840
consumed = commodity_mining_machinery, 900
catalyst = commodity_scientists, 400
affiliation_bonus = gd_gm_grp, 0.85 ;GMG
affiliation_bonus = co_kt_grp, 0.85 ;Kishiro
affiliation_bonus = rh_m_grp, 0.85 ;Kruger
affiliation_bonus = co_shi_grp, 0.85 ;Samura
. .
.
.
Code: [recipe]
nickname = recipe_heavy_water_basic
infotext = Heavy Water refining, basic
craft_type = HeavyWaterRefining
shortcut_number = 1
cooking_rate = 46
reqlevel = 0
loop_production = 1
produced_item = commodity_deuterium, 650
produced_item = commodity_oxygen, 75
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_heavy_water, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_bcm_grp, 0.85 ;Bristol
affiliation_bonus = co_me_grp, 0.85 ;DSE
affiliation_bonus = gd_z_grp, 0.85 ;Zoners
.
.
Code: [recipe]
nickname = recipe_heavy_water_advanced
infotext = Heavy Water refining, advanced
craft_type = HeavyWaterRefining
shortcut_number = 2
cooking_rate = 85
reqlevel = 0
loop_production = 1
produced_item = commodity_deuterium, 800
produced_item = commodity_oxygen, 75
consumed_dynamic = commodity_mox_fuel, 200, commodity_gallic_fuel, 200, commodity_h_fuel, 100
consumed = commodity_industrial, 100
consumed = commodity_heavy_water, 500
catalyst = commodity_crew, 100
affiliation_bonus = co_bcm_grp, 0.85 ;Bristol
affiliation_bonus = co_me_grp, 0.85 ;DSE
affiliation_bonus = gd_z_grp, 0.85 ;Zoners
.
.
Code: [recipe]
nickname = recipe_heavy_water_bulk
infotext = Heavy Water refining, bulk
craft_type = HeavyWaterRefining
shortcut_number = 3
cooking_rate = 560
reqlevel = 0
loop_production = 1
produced_item = commodity_deuterium, 4000
produced_item = commodity_oxygen, 600
consumed_dynamic = commodity_mox_fuel, 1200, commodity_gallic_fuel, 1200, commodity_h_fuel, 600
consumed = commodity_mining_machinery, 900
consumed = commodity_industrial, 900
consumed = commodity_heavy_water, 2700
catalyst = commodity_crew, 400
affiliation_bonus = co_bcm_grp, 0.85 ;Bristol
affiliation_bonus = co_me_grp, 0.85 ;DSE
affiliation_bonus = gd_z_grp, 0.85 ;Zoners
. .
|
.
.
MOX Plant
.
Code: [recipe]
nickname = module_mox_refinery
infotext = MOX Plant
build_type = Refinery
recipe_number = 3
craft_list = MoxProduction
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 2500
.
.
|
.
.
Code: [recipe]
nickname = recipe_mox_fuel_basic
infotext = MOX breeder plant, basic
craft_type = MoxProduction
shortcut_number = 1
cooking_rate = 21
reqlevel = 0
loop_production = 1
produced_item = commodity_mox_fuel, 333
consumed = commodity_toxic_waste, 1000
catalyst = commodity_scientists, 100
affiliation_bonus = co_alg_grp, 0.85 ;ALG
affiliation_bonus = br_m_grp, 0.85 ;BMM
.
.
Code: [recipe]
nickname = recipe_mox_fuel_advanced
infotext = MOX breeder plant, advanced
craft_type = MoxProduction
shortcut_number = 2
cooking_rate = 42
reqlevel = 0
loop_production = 1
produced_item = commodity_mox_fuel, 500
consumed = commodity_toxic_waste, 1000
consumed = commodity_uranium, 100
catalyst = commodity_scientists, 100
affiliation_bonus = co_alg_grp, 0.85 ;ALG
affiliation_bonus = br_m_grp, 0.85 ;BMM
. .
|
.
.
Promethene Plant
.
Code: [recipe]
nickname = module_promethene_refinery
infotext = Promethene Plant
build_type = Refinery
recipe_number = 4
craft_list = PrometheneProduction
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 5000
consumed = commodity_industrial, 5000
consumed = commodity_catalysts, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 2500
.
.
|
.
.
Code: [recipe]
nickname = recipe_gallic_fuel_basic
infotext = Promethene cracking plant, basic
craft_type = PrometheneProduction
shortcut_number = 1
cooking_rate = 21
reqlevel = 0
loop_production = 1
produced_item = commodity_gallic_fuel, 333
consumed = commodity_hydrocarbons, 900
consumed = commodity_prometheum, 100
catalyst = commodity_scientists, 100
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = ga_gms_grp, 0.85 ;GMS
.
.
Code: [recipe]
nickname = recipe_gallic_fuel_advanced
infotext = Promethene cracking plant, advanced
craft_type = PrometheneProduction
shortcut_number = 2
cooking_rate = 42
reqlevel = 0
loop_production = 1
produced_item = commodity_gallic_fuel, 500
consumed = commodity_hydrocarbons, 900
consumed = commodity_prometheum, 100
consumed = commodity_catalysts, 100
catalyst = commodity_scientists, 100
affiliation_bonus = ga_efl_grp, 0.85 ;EFL
affiliation_bonus = ga_gms_grp, 0.85 ;GMS
. .
|
.
.
Prison
.
Code: [recipe]
nickname = module_prison
infotext = Inmate Processing Center
build_type = Utility
recipe_number = 3
craft_list = Captives
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 10000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed_dynamic_alt = 5000, commodity_lightarms, commodity_sidearms, commodity_g_guns
cargo_storage = 10000
.
.
|
.
.
Code: [recipe]
nickname = criminals_bretonia
infotext = Bretonian inmate processing
craft_type = Captives
shortcut_number = 1
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 50, commodity_coalition, commodity_corsair, commodity_g, commodity_lanehacker, commodity_librogue, commodity_militant, commodity_molly, commodity_outcast, commodity_pirates, commodity_redhessian
produced_item = commodity_criminals, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = br_p_grp, 1.0 ;BPA
affiliation_bonus = br_n_grp, 1.0 ;BAF
affiliation_bonus = fc_ouk_grp, 1.0 ;BIS
.
.
Code: [recipe]
nickname = criminals_Gallia
infotext = Gallic inmate processing
craft_type = Captives
shortcut_number = 2
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 50, commodity_bund, commodity_g, commodity_gabrigands, commodity_maquis, commodity_unionecorse, commodity_outcast, commodity_pirates, commodity_unioners
produced_item = commodity_criminals_ga, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = ga_n_grp, 1.0 ;GN
.
.
Code: [recipe]
nickname = criminals_kusari
infotext = Kusari inmate processing
craft_type = Captives
shortcut_number = 3
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 50, commodity_gc, commodity_librogue, commodity_lanehacker, commodity_outcast, commodity_pirates, commodity_corsair, commodity_bd, commodity_hog, commodity_fa, commodity_xenos
produced_item = commodity_criminals_ku, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = ku_p_grp, 1.0 ;KSP
affiliation_bonus = ku_n_grp, 1.0 ;KNF
affiliation_bonus = ku_koi_grp, 1.0 ;KOI
.
.
Code: [recipe]
nickname = criminals_liberty
infotext = Liberty inmate processing
craft_type = Captives
shortcut_number = 4
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 50, commodity_g, commodity_gc, commodity_lanehacker, commodity_librogue, commodity_militant, commodity_outcast, commodity_pirates, commodity_unioners, commodity_xenos
produced_item = commodity_criminals_li, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = li_p_grp, 1.0 ;LPI
affiliation_bonus = li_n_grp, 1.0 ;LN
affiliation_bonus = li_lsf_grp, 1.0 ;LSF
.
.
Code: [recipe]
nickname = criminals_rheinland
infotext = Rheinland inmate processing
craft_type = Captives
shortcut_number = 5
cooking_rate = 1
reqlevel = 0
loop_production = 1
consumed_dynamic_alt = 50, commodity_bund, commodity_coalition, commodity_corsair, commodity_fa, commodity_gabrigands, commodity_librogue, commodity_lwb, commodity_maquis, commodity_pirates, commodity_redhessian, commodity_unioners, commodity_xenos
produced_item = commodity_criminals_rh, 1
catalyst = commodity_marines, 100
restricted = true
affiliation_bonus = rh_p_grp, 1.0 ;RFP
affiliation_bonus = rh_n_grp, 1.0 ;RM
affiliation_bonus = rh_mnd_grp, 1.0 ;MND
.
|
.
.
Goods Production
.
Code: [recipe]
nickname = module_mundane_factory
infotext = Goods Production Factory
build_type = Utility
recipe_number = 4
craft_list = FactoryGoods
module_class = 2
cooking_rate = 30
reqlevel = 0
consumed = commodity_ship_hull_panels, 10000
consumed = commodity_industrial, 5000
consumed = commodity_robotic_hardware, 5000
consumed = commodity_construction_machinery, 5000
consumed = commodity_optronics, 5000
cargo_storage = 10000
.
.
|
.
.
Code: [recipe]
nickname = criminal_rehabilitation01_br
infotext = Penal Labor, Consumer Goods [Bretonia]
craft_type = FactoryGoods
shortcut_number = 1
cooking_rate = 18
reqlevel = 0
loop_production = 1
consumed = commodity_basic_alloys, 2500
consumed_dynamic = commodity_polymers, 2500, commodity_optical_chips, 1500
consumed = commodity_mox_fuel, 500
consumed = commodity_industrial, 1000
consumed = commodity_criminals, 1
produced_item = commodity_consumer_goods, 7000
produced_item = commodity_toxic_waste, 500
produced_item = commodity_passengers_br, 1
catalyst = commodity_marines, 100
catalyst = commodity_criminals, 4
restricted = true
affiliation_bonus = br_p_grp, 1.0 ;BPA
.
.
Code: [recipe]
nickname = criminal_rehabilitation01_ga
infotext = Penal Labor, Consumer Goods [Gallia]
craft_type = FactoryGoods
shortcut_number = 2
cooking_rate = 18
reqlevel = 0
loop_production = 1
consumed = commodity_basic_alloys, 2500
consumed_dynamic = commodity_polymers, 2500, commodity_optical_chips, 1500
consumed_dynamic = commodity_gallic_fuel, 500
consumed = commodity_industrial, 1000
consumed = commodity_criminals_ga, 1
produced_item = commodity_consumer_goods, 7000
produced_item = commodity_toxic_waste, 500
produced_item = commodity_passengers_ga, 1
catalyst = commodity_marines, 100
catalyst = commodity_criminals_ga, 4
restricted = true
affiliation_bonus = ga_n_grp, 1.0 ;GN
.
.
Code: [recipe]
nickname = criminal_rehabilitation01_ku
infotext = Penal Labor, Consumer Goods [Kusari]
craft_type = FactoryGoods
shortcut_number = 3
cooking_rate = 18
reqlevel = 0
loop_production = 1
consumed = commodity_basic_alloys, 2500
consumed_dynamic = commodity_polymers, 2500, commodity_optical_chips, 1500
consumed_dynamic = commodity_mox_fuel, 500, commodity_h_fuel, 167
consumed = commodity_industrial, 1000
consumed = commodity_criminals_ku, 1
produced_item = commodity_consumer_goods, 7000
produced_item = commodity_toxic_waste, 500
produced_item = commodity_passengers_ku, 1
catalyst = commodity_marines, 100
catalyst = commodity_criminals_ku, 4
restricted = true
affiliation_bonus = ku_p_grp, 1.0 ;KSP
.
.
Code: [recipe]
nickname = criminal_rehabilitation01_li
infotext = Penal Labor, Consumer Goods [Liberty]
craft_type = FactoryGoods
shortcut_number = 4
cooking_rate = 18
reqlevel = 0
loop_production = 1
consumed = commodity_basic_alloys, 2500
consumed_dynamic = commodity_polymers, 2500, commodity_optical_chips, 1500
consumed = commodity_mox_fuel, 500
consumed = commodity_industrial, 1000
consumed = commodity_criminals_li, 1
produced_item = commodity_consumer_goods, 7000
produced_item = commodity_toxic_waste, 500
produced_item = commodity_passengers_li, 1
catalyst = commodity_marines, 100
catalyst = commodity_criminals_li, 4
restricted = true
affiliation_bonus = li_p_grp, 1.0 ;LPI
.
.
Code: [recipe]
nickname = criminal_rehabilitation01_rh
infotext = Penal Labor, Consumer Goods [Rheinland]
craft_type = FactoryGoods
shortcut_number = 5
cooking_rate = 18
reqlevel = 0
loop_production = 1
consumed = commodity_basic_alloys, 2500
consumed_dynamic = commodity_polymers, 2500, commodity_optical_chips, 1500
consumed_dynamic = commodity_mox_fuel, 500, commodity_gallic_fuel, 500, commodity_h_fuel, 167
consumed = commodity_industrial, 1000
consumed = commodity_criminals_rh, 1
produced_item = commodity_consumer_goods, 7000
produced_item = commodity_toxic_waste, 500
produced_item = commodity_passengers_rh, 1
catalyst = commodity_marines, 100
catalyst = commodity_criminals_rh, 4
restricted = true
affiliation_bonus = rh_p_grp, 1.0 ;RFP
.
|
Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
.
.
Base Defense Modes
Defense modes are settings that tell your base how to treat those who approach it.
There are currently only three settings. You set these modes with the following command.
.
Defense Mode 1 - Logic: Blacklist > Whitelist > IFF Standing
Docking Rights: Whitelisted ships only.
Defense Mode 2 - Logic: Blacklist > Whitelist > IFF Standing
Docking Rights: Anyone with good standing.
Defense Mode 3 - Logic: Blacklist > Whitelist > Hostile
Docking Rights: Whitelisted ships only.
Defense Mode 4 - Logic: Blacklist > Whitelist > Neutral
Docking Rights: Anyone with good standing.
Defense Mode 5 - Logic: Blacklist > Whitelist > Neutral
Docking Rights: Whitelisted ships only.
Please bear in mind the following:- NPCs ignore player bases. Player Bases ignore NPCs.
- Bases have no IFF and no faction diplomacy.
- The only thing a base recognises as an ally is whatever you set out in the list of nametags.
.
.
|
........................................................................................................
Code: /base defensemode <mode>
|
.
.
Defense Arrays
You have three types of Defense Arrays that you can build.
These arrays target certain ships, depending on the type built, and deal incredible amounts of Shield and Energy Damage.
.
|
........................................................................................................
- Will only target Fighters, Freighters and Gunboats
- Will target everything except Fighters and Freighters
- Will only target Cruisers and Capital ships
|
.
.
This command lists current positions of all defense platforms.
.
|
........................................................................................................
|
.
.
This command positions selected defense platform at the given coordinates.
.
|
........................................................................................................
Code: /base defmod set <module index> <posX> <posY> <poxZ> <rotX> <rotY> <rotZ>
|
.
Part IX
VULNERABILITY TIMERS
Once upon a time, base owners rushed to construct a Shield Generator module to protect their base from sieges. Now, such shields are included automatically in the core of your base as soon as it's deployed - and they render you totally immune from all forms of damage, except during a specific set of vulnerability window(s) that you, the base owner, define.
.
|
.
.
Currently, a new base created will have one vulnerability window, set at 1000 - 1200 server time.
This window can be changed ONCE PER MONTH using the following command:
Where <starting hour> is the hour digits in 24 hour time for your first vulnerability window,
and <starting hour 2> is the hour digits for your second vulnerability window, et cetera.
Currently, we are only requiring one vulnerability window, but this may change in the future.
If it does, the timer on setting vulnerability windows will likely be reset.
.
|
........................................................................................................
Code: /base setshield <starting hour> <starting hour 2...>
|
.
.
An example of a command to set the vulnerability window for my base at 2100 - 2300 SMT is:
Which results in a vulnerability window of 2100 - 2300 SMT.
And in a hypothetical future where two vulnerability windows are required,
which must be at least eight hours apart - that same command would be:
.
|
........................................................................................................
|
.
.
Which results in a vulnerability window of 2100-2300 SMT, and a second vulnerability window of 0700-0900 SMT.
.
|
........................................................................................................
Code: /base setshield 21 7
|
.
.
Sieging a POB is now performed exclusively by attacking it during its vulnerability timer,
which can be seen by using the command below with a POB targeted in space:
.
|
........................................................................................................
|
.
.
Once used, this is how the information is displayed:
.
|
........................................................................................................
Code: This base has a vulnerability window starting at 10:00
|
.
.
Even during a vulnerability window, player owned bases only take damage from special, ammo-fed siege weapons mountable to gunboats, cruisers, battlecruisers, and battleships.
These weapons are available anywhere their non-siege equivalents are sold, with the following names:- Battleship Siege Turret (Class 10 - Battleship Heavy)
- Cruiser Siege Cannon (Class 8 - Cruiser Heavy)
- Gunboat Siege Cannon (Gunboat Forward Gun)
These weapons are fully capable combat weapons, albeit with an ammo restriction, which are specifically tuned to be the only weapons capable of damaging POBs.
The ammunition is quite expensive, which imposes something of a cost to the sieging party. In return, however, sieges are now typically much faster across the board if uncontested.
As a POB takes damage, the internal shield will react accordingly and begin to harden against outside fire.
This will manifest in the shield resistance to damage massively increasing over time, until such a point where no more damage can be done to the base until the next vulnerability window.
Short, combative siege windows which can be performed by a larger variety of ships and factions spread out over a longer campaign are the ultimate objective of this new system.
The 'reinforcement' threshold, or point at which a POB can take no further damage in that window, is noted below:- Core 1: 6 000 000 damage
- Core 2: 6 000 000 damage
- Core 3: 7 300 000 damage
- Core 4: 9 200 000 damage
- Core 5: 11 000 000 damage
Note that a POB's repairs are NOT paused either during a siege nor between windows while reinforced, which results in higher-core bases taking more vulnerability periods to kill.
The effective repair rate of a fully stocked base (minus wear & tear damage) is listed below:- Core 1: 1 440 000 HP per day
- Core 2: 3 168 000 HP per day
- Core 3: 4 896 000 HP per day
- Core 4: 6 624 000 HP per day
- Core 5: 8 640 000 HP per day (no wear & tear)
|
Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
.
Part XI
ESSENTIAL CARGO & CONSUMPTION RATES
.
|
.
.
Here is a list of essential resources needed to keep your base running.
Only one of the three materials listed under Wear & Tear Upkeep is required. More later.
.
|
......................................................................................................................................................................
- Wear & Tear Upkeep
- Basic Alloy
- Robotics
- Hull Panels
.
|
.
.
Player-Owned Bases use resources to maintain their hull integrity and safety of it's crew.
As you jump up in Core Levels, more resources are needed to keep up with the demand.
Here is a basic calculation for a Core 1 Player-Owned Base:
.
|
.
.- Crew Upkeep
- Crew Needed: 200
- The daily Food, Oxygen & Water consumption rate is your Crew, multiplied by 2.
- That means you will need to make sure 400 units of Food, Oxygen & Water are on station to run for one day.
- Total of 1,200 units per day.
- Wear & Tear Daily Upkeep
- Basic Alloy & Robotics: 4,320
- Hull Panels: 2,880
- These rates remain the same regardless of Core Level.
- Total Daily Upkeep
- Adding together the daily Crew Upkeep and, for example, Basic Alloy.
- This would result in a total of 5,520 needed to run for a day.
- For a week, this would mean you will need:
- 2,800 Food
- 2,800 Oxygen
- 2,800 Water
- 30,240 Basic Alloy
- 38,640 TOTAL
. .
|
.
.
Factories & Refineries:
.
|
.
.
The additional factories and refineries require additional Crew and Scientists to run.
Depending on the modules installed, this may greatly increase your Crew's consumption rates.
Weigh your options and read over which modules you can afford to run and supply.
. .
|
.
.
Repairing your Player-Owned Base:
.
|
.
.
Below are the calculations on how player bases use the above commodities:- 1 Crew eats 1 Food item + 1 Oxygen + 1 Water every 12 hours
If Food, Water, or Oxygen numbers are less than the number of Crew you have on your base (when the code makes its 12-hour check) then 10 Crew start disappearing every minute.- Less than 200 x Core Level of Crew in your cargo = NO REPAIRS
- Less than 200 Robotics OR Hull Panels OR Basic Alloy in your base cargo = ONE THIRD REPAIRS
- Less than 200 Robotics AND Hull Panels AND Basic Alloy in your base cargo = NO REPAIRS
Base repair rates and damage rates are:- Wear and Tear Damage every 60 seconds = (200 * Core Level)
- Wear and TearBase will take 4x Damage on bases below Crew requirement
- Repair every 60 seconds = Number of repair commodities x 240 x Core Level
Every 60 seconds the base will check for damage and use 3 Basic Alloy to repair the damage. Then it checks for damage again. If it detects more damage it will use 3 Robotics to make repairs. Then it will check for damage again. If it detects damage it will use 2 Hull Panels. This is one repair cycle that processes every 60 seconds.- If, after it makes repairs with Basic Alloy, it detects no damage it will not continue the cycle. If, after it makes repairs with Robotics, it detects no damage it will not continue the cycle
. .
|
Player Base Guide - Discovery Freelancer Tutorials - 05-16-2012
.
Part X
COMPREHENSIVE BASE COMMANDS
.
|
.
.
General Management & Information
This command will invoke a Freelancer style interface. This interface is the in game help feature for base commands.
.
|
........................................................................................................
|
.
.
Prints out a quick overview of Food, Oxygen, and Water supplies, as well as repair commodity stocks and current crew count.
.
|
........................................................................................................
|
.
.
Docking Rights
Docking Rights are one of the most important aspects of operating a player base.
As the title suggests, this section focuses on the commands and settings to control who can and cannot dock on your base.
This is currently controlled by what we on Disco call tags.
.- <tag> is where you input the faction tag of the group of players who you want to be allowed to dock to your base. You can also enter whole ship names too. Be careful when entering whole ship names, if two ships have the same name with the exception of a few letters at the end - both will be able to dock. An example would be:
- You add the tag BigTransport to your base's docking rights. Any ship with BigTransport at the beginning of their name will be able to dock to your base. BigTransport1, BigTransportKiller, etc etc.
- You're typically going to want to restrict access to faction tags for security reasons. Only prefix tags work. Tags that are suffixes will not work. Sorry.
.
.
|
........................................................................................................
Code: /base addtag <tag>
/base rmtag <tag>
/base lsttag
|
.
.
These commands allow ships to be black listed. They work in the exact same was as the add tag commands.
.
|
........................................................................................................
Code: /base addhostile <name or tag>
/base rmhostile <name or tag>
/base lsthostile
|
.
.
Base Administration Commands
This command allows a base administrator to easily change the master password.
.
|
........................................................................................................
Code: /base setmasterpwd <old password> <new password>
|
.
.
Allows an administrator to access the base command functions.
.
|
........................................................................................................
Code: /base login <password>
|
.
.
Lists all passwords except the first password.
Since the first password is not listed, a base owner can keep their password secret but allow other players to be administrators of the base.
.
|
........................................................................................................
|
.
.
Adds an administrator password to the base.
.
|
........................................................................................................
|
.
.
Removes an administrator password.
.
|
........................................................................................................
|
.
.
Either sets the current affiliation of the base to the IFF of the player using the command, or clears the reputation of the base.
.
|
........................................................................................................
|
.
.
These commands allow you to manage allied factions for the base via IFF, rather than by tag.
Using /base myfac will list all available IFF tags and then your current IFF.
Using those tags with addfac and rmfac (add and remove, respectively) will allow you to set certain IFFs allied, regardless of their tag.
lstfac will show you all current factions set to allied.
.
|
........................................................................................................
Code: /base addfac <aff tag>
/base rmfac <aff tag>
/base lstfac
/base myfac
|
.
.
Base Info-card Description
This command allows the base administrator to set the base info-card text that is shown when the base info icon is clicked.
<paragraph> The paragraph number in the range 1-5.
<command> The command to perform on the paragraph, 'a' for append and 'd' for delete
.
|
........................................................................................................
Code: /base info <paragraph> <command> <text>
|
.
.
Bank Commands
List the current balance of the base's bank. The base needs money to buy goods off players.
Unlike player ships, the bank can hold many times more than 2 billion credits and is essentially unlimited.
.
|
........................................................................................................
|
.
.
Deposits / withdraws credits between the player's credits the base's bank.
.
|
........................................................................................................
Code: /bank deposit [credits]
/bank withdraw [credits]
|
.
.
Shop Commands
Both the trade window and equipment window are controlled via the shop Hook commands.
By default the shop will not accept goods that it does not already have in its shop status list.
This simple command brings up a Freelancer-style interface, where you can see your listed goods, their price,
as well as the minimum and maximum cargo allotments for each good.
The screen also displays the other ship commands available to you.
.
|
........................................................................................................
|
.
.
This command allows the price of goods to be controlled.
<item> refers to the number of the item as listed by the /shop command.
<price> is the price of the good in credits.
.
|
........................................................................................................
Code: /shop price <item> <price>
|
.
.
<min stock> is the minimum cargo allotment for a commodity.
A commodity will not show up for sale if the amount of it is less than <min stock>.
<max stock> is the maximum cargo allotment for a commodity.
A base will not let you sell any more of a commodity, if the current stock is over <max stock>.
.
|
........................................................................................................
Code: /shop stock <item> <min stock> <max stock>
|
.
.
Allows you to completely remove a commodity from the base.
.
|
........................................................................................................
|
.
.
Show the shop stock list for <page>. A maximum of 40 items are listed per page.
.
|
........................................................................................................
|
.
.
This command will take whatever entered in [search] and only show you results from that page that contain that search term.
[page] is the normal shop page that the items would be listed on without a filter.
.
|
........................................................................................................
Code: /shop filter [search] [page]
|
|