Stations hold facilities, facilities run recipes, and generators power them: the production chain from ore to finished goods.
Stations
- A station sits at a body and moves with it. Its
typeis the blueprint it was built from. - A constructor builds any station where it is, paid from its hold. The hull builds the basic stations. A surface station, such as a surface base, is built only by a landed lander.
- A station has a hold, generator slots and facility slots. Its blueprint's
allowed_facilitieslists what it can hold; every station allows generators. - A station's fuel sits in its hold.
POST /v1/fleet/stations/{id}/docksopens or closes a station's dock to its owner's allies, who may then refuel and repair there from its hold (docks.opened).GET /v1/fleet/stations,GET /v1/fleet/stations/{id}andGET /v1/fleet/stations/{id}/facilitiesshow the owner's stations.- Orders to a station or its facilities travel the Infonet to the station, as orders to ships do. A station beyond every relay its side can use receives nothing, and runs only the schedule it already has. See Orders and Latency.
Building
POST /v1/fleet/stations/{id}/buildbuilds a facility inside the station, one at a time. Its other facilities keep running.POST /v1/fleet/ships/{id}/buildbuilds with the hull or a constructor: stations, the basic ships, and gates.POST /v1/fleet/stations/{id}/facilities/{facility_id}/buildbuilds a ship at a shipyard, one at a time per shipyard. A fitting is built at the facility its blueprint names, into the station's hold.- The cost leaves the builder's hold when the build starts. What is built appears at the builder's body, made of that cost (
build.started,entity.built). - A builder builds only up to its
max_build_size(too_large).GET /v1/sizesorders the sizes. - A constructor builds a gate in its current system pointing at a charted system within the gate's range. Two gates pointing at each other form a pair, and any two gates within reach can link by exchanging codes. See Standard Gate.
POST /v1/gates/{id}/link, with the other gate'scode, links two gates once both owners have entered each other's (gate.linked).POST /v1/gates/{id}/unlinkcuts it.POST /v1/gates/{id}/opensets who may jump from a gate (gate.opened).GET /v1/gateslists the owner's gates with their codes.
Power
- A new station has no power, so its first facility is a generator.
- A new facility needs spare power: the station's draw plus the new facility's must not exceed its output.
- Each tick, generators switch on in priority order until they cover the draw of facilities running work, plus always-on facilities. Idle facilities draw nothing.
- Each running generator burns fuel from the station's hold once a minute. The fuel becomes exhaust.
- Work without power waits and loses nothing:
job.paused(no_fuel), thenjob.resumed. - Always-on facilities (firewalls, monitors, data warehouses, key vaults, spoofers, defences and sensor arrays) draw power every tick and work only while powered. Uplinks and repeaters need no power.
POST /v1/fleet/stations/{id}/facilities/{facility_id}/prioritysets a facility's priority, lowest first. It orders both which generators run and which work gets power (priority.set).
Recipes
GET /v1/recipeslists the recipes. The codex shows each one and the crafting tree joining them.POST /v1/fleet/stations/{id}/facilities/{facility_id}/produceruns a recipe made for that facility's type.- Inputs leave the station's hold when a run starts. Outputs, byproducts included, arrive when it ends (
recipe.started,recipe.completed). - Output that does not fit waits and retries each tick (
recipe.blocked). - Matter is conserved: inputs and outputs weigh the same, and byproducts such as slag make up the difference.
Cancelling and scrapping
.../cancelon a station or facility ends a build or production run. What it had taken becomes scrap of the same mass in the hold.POST /v1/fleet/stations/{id}/facilities/{facility_id}/scrapremoves an idle facility, freeing its slot and power. What it was made of becomes scrap in the hold.- A generator whose power the station still needs cannot be scrapped.
Docks and transfers
POST /v1/fleet/stations/{id}/transfermoves cargo or fuel from a station to the owner's ships at its body and stations in its system.- A ship loading from or unloading into a station needs a dock there and must be no larger than the station. The hull needs neither.
- Ships and stations trade only at the same body (
not_colocated), two stations included. Goods reach another body in a ship's hold. - Everything done at a dock or shipyard needs the ship at the station's body: transfers, trades, courier deliveries, payouts, repairs and fits.
- Transfers work between any ships and stations in the same hands, companies included. See Companies.
Drilling
- A deep drill in a surface station drills while powered:
POST /v1/fleet/stations/{id}/facilities/{facility_id}/drill. - It takes from deep deposits its owner found at the body first, then from the layer under the surface. See Exploration.