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m (Components)
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'''Silicon Potential Node:'''
 
'''Silicon Potential Node:'''
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*Twilight (1,0)
  
 
'''Titanium Potential Node:'''
 
'''Titanium Potential Node:'''
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*Rural Outskirts (Aureus, Pyracan)
 
*Rural Outskirts (Aureus, Pyracan)
 
*Summer Dome (Sanctuary)
 
*Summer Dome (Sanctuary)
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*Twilight (1,0)
  
 
'''Chemical Potential Node:'''
 
'''Chemical Potential Node:'''

Revision as of 19:15, 7 February 2012

Overview

The crafting system allows players to use a finite quantity of saga points to make clothing, weapons, armor, electronics, NPCs (soldiers, thugs, etc) and many more for use in the game. It is also the method of creating the Dominion items to engage in larger scale operations.

First Things First

+items: Lists crafting categories.

+items <category>: Lists the craftable items in that category.

+consider <item>: Lists the details of the specified object, including the cost of saga points, the skills you'll need, the equipment, and the components. You must type the full name of the item.

+einfo <item>: Displays vital statistics of an item, such as a gun's damage output.

Equipment

You can get basic equipment from a shop in the tradeport in Comorro Station, or purchase it from PCs (player characters). Most equipment can be crafted.

  • Accessory Patterns Module
  • Advanced Archaeological Sensor [Advanced Archaeological Sensor Module]
  • Advanced Chemical Sensor Module [Advanced Chemical Sensor Module]
  • Advanced Mineral Sensor Module
  • Advanced Textile Sensor Module
  • Advanced Timber Sensor Module
  • Archaeological Equipment
  • Armor Schematics Module
  • Blank Disc
  • Commlink
  • Dress Patterns Module
  • Electronics Schematics Module
  • Energy Weapon Schematics [Energy Weapon Schematics Module]
  • Grenade Schematics Module
  • Harvesting Equipment
  • Hat Patterns Module
  • Hazmat Suit
  • Improved Archaeological Sensor [Improved Archaeological Sensor Module]
  • Improved Chemical Sensor Modul [Improved Chemical Sensor Module]
  • Improved Mineral Sensor Module
  • Improved Textile Sensor Module
  • Improved Timber Sensor Module
  • Jacket Patterns Module
  • Large Terrestrial Planet [Large Terrestrial Planet Coordinates]
  • Medium Terrestrial Planet [Medium Terrestrial Planet Coordinates]
  • Melee Weapon Schematics Module
  • Mining Equipment
  • Non-Lethal Weapon Schematics [Non-Lethal Weapon Schematics Module]
  • Pants Pattern Module
  • PDA
  • Processing Equipment
  • Projectile Weapon Schematics [Projectile Weapon Schematics Module]
  • Shirt Patterns Module
  • Shoe Patterns Module
  • Small Terrestrial Planet [Small Terrestrial Planet Coordinates]
  • Standard Archaeological Sensor [Standard Archaeological Sensor Module]
  • Standard Chemical Sensor [Standard Chemical Sensor Module]
  • Standard Mineral Sensor Module
  • Standard Textile Sensor Module
  • Standard Timber Sensor Module
  • Tailoring Equipment
  • Timbering Equipment

Components

Nodes

Components are gleaned from resource nodes on the grid. Known node locations are:

Hiverspace

Aluminum Potential Node:

Carbon Potential Node:

  • Broad Trail (Eiru, Pyracan)

Cobalt Potential Node:

  • Waterfall Cave (Shadow Mother, Materi Syna)

Gold Potential Node:

Iron Potential Node:

  • Broad Trail (Eiru, Pyracan)

Polydenum Potential Node:

  • Mesa Volcano (Fortrain)

Silicon Potential Node:

  • Twilight (1,0)

Titanium Potential Node:

Textile Potential Node:

  • Rural Outskirts (Aureus, Pyracan)
  • Summer Dome (Sanctuary)
  • Twilight (1,0)

Chemical Potential Node:

  • Waste Management (Comorro)

Timber Potential Node:

  • Triumverate Park (Hekayt Prime)
  • Thick Woodlands (Shadow Mother, Materi Syna)

Normalspace

Aluminum Potential Node:

Carbon Potential Node:

  • Hall Tract (Earth)

Cobalt Potential Node:

Gold Potential Node:

Iron Potential Node:

  • Hall Tract (Earth)

Polydenum Potential Node:

  • Morrigan (Sivadian moon)

Silicon Potential Node:

Titanium Potential Node:

Textile Potential Node:

Chemical Potential Node:

  • Morrigan (Sivadian moon)

Timber Potential Node:

  • Wright Spaceport (Earth)

Making the Item

Once you have all of the equipment and components you need in your inventory or that room, type +craft <item> to create the item. This will expend the components (but not the equipment), and place the item in the room. Use +get <item> to pick it up.

Character Inventory

+inv: This command shows what's in your inventory.

+items: Lists craftable items.

+look (item number): This lets you look at a specific virtual object in the room or in your +inventory.

+get (item): Picks up an item in the room.

+give (item) to (player name): Gives an item to a player.

+show (item) to (player): Shows an item's description to a player.

+pay (number) credit to (player name): Pays a player credits.

+drop (item): Drops an item.

+equip (item): Equips an item.

+transfersaga (player name)=(amount): Donates saga points (SP) to specified character.

Players can customize names and descriptions of their items:

+name (item)=(new name): Renames an item in your inventory.

+desc (item)=(new desc): Allows a custom description for an item in your inventory.

What to Make

An up-to-date list of craftable items can be found at http://www.jointhesaga.com/oscraftables.html

http://www.jointhesaga.com/osrawmatmineral.pdf - Helpful chart on minerals