Labs turn materials into designs: a player's own versions of blueprints, with their own numbers, measured by trials and built like any blueprint.
Research
POST /v1/fleet/stations/{id}/researchstarts a project on a buildable blueprint, such asship:freight, with a new lineagename, or on an owned design, withdesign_id, for its next revision.- Every idle lab at the station works on the project together. A station runs one project at a time (
busy). - The materials leave the hold at once and become slag.
- A project takes longer with more material and with later revisions, and less time with more labs.
research.started, thenresearch.donewith the new design and its ranges.
Which numbers change
- The materials' density, hardness and melting point, averaged by mass, set which way a design leans: some numbers rise and others fall.
- Their grade and amount set how far. Raw materials, grade 0, teach nothing (
no_direction). - A seeded roll moves the step within a spread that narrows as the amount grows.
- Research changes a ship's cargo, fuel, speed, mining rate and wear limit; a fitting's effects; a station's cargo; a facility's power and fuel use; a gate's range. Slot counts never change.
- Each revision costs more to build and takes longer.
causeson a design records the materials, mass, grade, leans, step and roll that made it.
Designs
GET /v1/designslists the owner's designs: name and revision, base blueprint, parent, cost, and each number as a range inestimates.- True
numbersstay null until a trial measures them. - A build order with
design_idbuilds from a design. What it builds is made of the design's cost. POST /v1/designs/{id}/retireends builds and research from a design. Designs are never deleted.POST /v1/designs/{id}/hand_overgives a design to a company in the same hands.
Trials
- A prototype is a ship, station or facility built from an untrialled design, or a ship fitted with one. Its owner sees each changed number as a range.
POST /v1/fleet/ships/{id}/trialmeasures every untrialled design in the ship and its fittings, or one of the owner's gates in its system withgate_id. It burns fuel and wears the ship.POST /v1/fleet/stations/{id}/trialmeasures the station's and its facilities' designs where they stand. It burns fuel from the hold, and the station does no other work meanwhile.trial.donegives each design's true numbers. Later revisions start from them.
The tech tree
- A locked blueprint lists in
requiresthe numbers a trialled design of a kind or blueprint must reach. Each blueprint's codex page shows them. - Unlocks are checked when a trial finishes (
blueprint.unlocked).GET /v1/designs/unlockslists them. - Only designs the player researched count. An unlock cannot be handed over.
- A locked blueprint cannot be built or researched (
locked).
Other players' designs
- Another side sees a design only at the
designstep of its sensors, as ranges. See Combat. - Capturing a ship or station built from a design, or salvaging the last of its wreck, gives exact intel on it (
design.learned).GET /v1/designs/intellists that intel. - Research with the
design_idof a design known by intel reverse engineers it: a new lineage at revision 1, starting from its true numbers. The original's owner keeps theirs. POST /v1/fleet/stations/{id}/print, at a station with a lab, turns data cores into copies of an owned design. A copy,copy:<design_id>, is an item that trades like any other.- A build using a copy consumes it, and works even for a locked blueprint or a retired design. A copy cannot be researched or trialled.
Relics
- A relic of the builders in a station's hold goes into its idle labs with
POST /v1/fleet/stations/{id}/study. When the study ends, its blueprint is unlocked for the player (blueprint.unlocked). - The builders' blueprints stay locked to everyone else.