Name: | Cost: | Description: |
Basic Power Plant | 1000 | This module produces ten units of power and can store up to five. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. |
Normal Power Plant | 2000 | This module produces twenty units of power and can store up to ten. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. |
Enhanced Power Plant | 3000 | This module produces thirty units of power and can store up to fifteen. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power. |
Basic Mining Module | 900 | This Module comes equiped with basic mining equipment to be used by up to five personel or robots. The module can even smelt four ore per turn. |
Normal Mining Module | 2000 | This Module comes equiped with basic mining equipment to be used by up to 8 personel or robots as well as a light vehicle equiped to transport minerals. The module can even smelt eight ore per turn. |
Enhanced Mining Module | 2900 | This Module comes equiped with basic mining equipment to be used by up to 15 personel or robots as well as two light vehicles equiped to transport minerals. The module can even smelt 10 ore per turn. |
Basic Agriculture Module | 1000 | This Module comes equiped with equpment that can be used to grow most plants. The module also contains handheld logging/harvesting equipment for two people. With software upgrades this module can be used to analyse plants to exaluate their growth rates and yield. |
Normal Agriculture Module | 2000 | This Module comes equiped with equpment that can be used to grow most plants. The module also contains handheld logging/harvesting equipment for five people. With software upgrades this module can be used to analyse plants to exaluate their growth rates and yield. |
Basic Cloning Module | 1200 600 | If this Module is supplied with the requied material it can produce a fully formed simple humanoid clone in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. |
Normal Cloning Module | 6000 3400 | If this Module is supplied with the requied material it can produce up to four fully formed simple humanoid clones in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. |
Enhanced Cloning Module | 12000 6600 | If this Module is supplied with the requied material it can produce up to 10 fully formed simple humanoid clones in one day. With software upgrades the module can produce other species and make minor adjustments to the DNA of the clone. This modules taks up a 4x4 area. |
Education Attachment | 800 | This module can be attached to any cloning module. When attached to a cloning module the cloning module can produce more then just the standard clone (although these non-standard clones will take longer to produce). |
Research and Development Module | 4000 | This module includes equipment that can be used to research new blueprints, upgrades to modules or even impoved versions of existing modules. |
Basic Manufacturing Module | 1800 | If supplied with correct materials this equipment can create up to two objects. This module can not be used unless blueprints are stored within it. With software upgrades the user can create their own blueprints or make minor modifications to existing ones. |
Normal Manufacturing Module | 3000 | If supplied with correct materials this equipment can create up to four objects. This module can not be used unless blueprints are stored within it. With software upgrades the user can create their own blueprints or make minor modifications to existing ones. |
Basic Accomodation Module | 800 | This module contains facilities to house four people. |
Normal Accomodation Module | 1600 | This module contains facilities to house eight people. |
Enhanced Accomodation Module | 2400 | This module contains facilities to house 12 people. |
Basic Medical Module | 1300 | This Module allows you to give clones medical treatment. Can treat 2 clones and once and can only be operated by Clones with science education. |
Cryogenics Pod | 200 | This pod can cryogenically freeze a lifeform indefinitely. It uses 0.05 power per turn. If the module loses power the lifeform will undergo emergency reanimation which will cause extreme hunger. |
Refrigeration Box | 150 | This box will keep it's contents cool. It uses 0.025 Power per turn. |
Name: | Cost: | Description: |
Cloning Module Genetic modifier | 250 | This upgrade allows the cloning module to be used to modify the DNA of any species stored within it. |
Cloning Module Xeno Cloning | 300 | This upgrade allows the cloning module to be used to clone non-humans |
Cloning Module Lifeform Analyser | 400 | This upgrade allows the cloning module to analyse animals to determine their growth rate and basic biology. |
Manufacture Module Blueprint creater | 200 | This upgrade allows Blueprints that are researched at a research and development module to be used within the manufacture module. |
Manufacture Module Blueprint modifier | 300 | This upgrade allows blueprints that are stored in the module to be modified. |
Agiculture Module Flora Analyser | 400 | This upgrade allows the agriculture module to analyse plants to determine their growth rate, yield and edibility. |
Name: | Price: | Required Materials: | Description: |
Concrete | 70 | One unit of both sand and gravel | This blueprint is used to make concrete. |
Barrel | 100 | Two of any solid waterproof material. | This blueprint is used to make barrels. |
Crate | 80 | Two of any solid material. | This blueprint is used to make crates. |
Plank | 40 | One of any solid material. | This blueprint is used to make planks. |
Micro Chips | 100 | One unit of silicon and one unit of metal. | This blueprint is used to make twenty Micro chips per use. |
Wires | 100 | One unit of metal. | This blueprint is used to make ten wires per use. |
Batteries | 70 | One unit of metal and one unit of non-conductive material. | This blueprint is used to make three batteries. These batteries can be charged at a power station and hole one power each. |
Basic Electric Engine | 200 | Ten units of metal. | This blueprint is used to make basic engines. These engines use 0.1 power per turn and can either be powered directly from the power grid or from batteries. |
Electric Pump | 120 | 8 units of metal. | This blueprint is used to make pumps. A pump will use 0.2.5 power every turn. |
example item: 0x item (amount gathered in turn/amount used in turn) Selling Price
Misc:
6x Plumpet wood
3x Plumpet wood Planks
10x Arodine
12x Water plants (+6)
Minerals:
39x dirt
41x Gravel
33x Sand
5x Arodine Ore
Food:
2x Plumpet Barrel (49 Alien Cabbages)
1.5x Sprout cap(s)
Weapons:
1x Basic Lasers (equipped, full)
2x Basic Lasers (full,full)
1x Normal Lasers (equipped,full)
Clothing:
1x Laser-prood vest (equipped)
1x !!Scientist!! Outfit (equipped)
1x Colonytech Forman Pants (equipped)
Yeah, you guys are getting some free uniforms. I don't think other colonies will take you seriously if you don't wear clothes, you'll just look to poor. I'll put a template below incase anyone wants to design a uniform in detail but if you just want to say something like: 'Grey pants with a grey shirt with a green stripe on it.' that's okay too.
A logo would be good too if anyone wants to come up with one. You don't really need one now but I think it would be neat if you have something to stick on your uniforms and goods you make (probabley tatoo clones you make as well knowing Bay12).
If no one has any ideas by the time the uniforms arrive I'll design them myself.
I guess the solar system needs a bit of explaining. The colony ship travels around this system selling goods to the colonies. The two main areas where the colonies are located are Epsilon III (where you are) and Epsilon II so it more or less travels between the two.
template: