Your ship has four primary factors that need to be managed, aside from general maintenance and structural integrity.
- Fuel is needed to perform missions and travel through space
- Power is needed to keep all systems running
- Supplies are needed to keep the crew alive
- Heat needs to be radiated to keep systems from melting
FuelYour ship's drive needs to shoot stuff out the back in order for you to get anywhere. This means that at least some of your ship needs to be dedicated to propellant and fuel supply.
Fuel has two components:
-Propellant is what goes out the back. You can use just about anything (even pressurized beer!), but some propellants work better than others. Some drives (such as ion drives) do not work with stuff like water or beer, and require more specialized fuels such as pure elements.
-Reaction mass is needed to provide the energy for the drive. In most designs this is uranium or fusion fuel. Sometimes all you need is electricity. If you use the same reaction mass as your power generator's fuel supply, you can simplify the amount of resources you need in order to stay running.
Fuel is displayed along with DeltaV information:
Total Fuel: -Hydrogen: 90,000 tonnes
-Hex: 10 tonnes (185% excess)
Current Mass/Dry Mass: 150,000 / 60,000 tonnes
DeltaV Capacity: 45800 m/s
PowerYour ship will require a baseline of 1 MW at all times to run successfully. This is about 1 gram of uranium per day, or more accurately, about 0.39 kg of uranium per year. In order to keep your ship running, you need to feed your reactor with whatever fuel it desires to run at the baseline level.
The power readout will look something like this:
Current Output: 1 MW
Maximum Output: 1 GW
Current Fuel Usage: 0.39 kg/yr
Fuel Stores: 10 tonnes- 3.5 tonnes reserved for drive
Fuel Time Remaining: ~16700 yr
SuppliesThere are two types of supplies, called Spare Parts and Supplies respectively.
Supplies are consumed constantly based on how many active personnel you have. Supplies is a blanket term for not only food and water, but for repairs as well. When crew consumes supplies, it is added to the 'Recyclable' supply pool. This means that it can be recovered through recycling and reprocessing.
A dormant crewman consumes supplies at a rate of 30 kg/ year.
An active crewman consumes supplies at a rate of 2,000kg/ year. (this includes player characters)
Supplies can be grown through hydroponics. Hydroponics consume supplies from the 'Recyclable' pool--they cannot grow mass out of nothing.
Repairs cost a specific amount of spare parts to finish based on the damage being repaired. Player characters can manually perform repairs, but the amount of parts spent depends on a dice roll. Take a trait that improves repair skill in order to boost the rate at which you can repair! Repairs count as minor actions if the character is not busy with something that cannot be interrupted (like combat).
Salvaging damaged items can add to your spare parts. These act as non-recyclable supplies, which are used first when repairing.
The supply readout looks like the following:
Total Supplies: 8,900 tonnes
Recycling Pool: 100 tonnes
Total Spare Parts: 1,000 tonnes
Supply Use: +100 tonne/yr (hydroponics)
- 307 tonne/yr (crew)
Spare Parts Use: - 1 tonne/yr (maintenance)
Supply Time Remaining: ~43 yr
HeatYour ship's average temperature is maintained at 21°C constantly. This requires that the radiators function properly. Since the radiators do not require any power to run, the only thing that needs to be managed is whether or not the radiators are extended. Radiators must be extended to function (without them, your ship will gradually heat up), but can be damaged while extended.
The heat readout:
Current Temperature: 21°C
Radiator Temperature: 45°C
Equilibrium Temperature: 21°C