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:
. 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. .
. 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