Hab Planner: Difference between revisions

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* Remember to add the Core module.
* Remember to add the Core module.
* You do not need to actually submit your edit. You can simply click the "Show preview" button.
* You do not need to actually submit your edit. You can simply click the "Show preview" button.
* See [[Hab Module List]] for a list of Hab Modules.
Known Issues:
* Modules with variable build costs such as mining complexes and solettas cannot have their build costs specified.


== Hab Plan: Edit This Section Only! ==  
== Hab Plan: Edit This Section Only! ==  
{{#invoke:HabModuleLister/Planner|ShowPlan
{{#invoke:HabModuleLister/Planner|ShowPlan
| ColonyCore = 1
| SettlementCore = 1
| SettlementMiningComplex = 1
| SettlementMiningComplex = 1
| SettlementMiningComplexPower = -40
| SettlementMiningComplexPower = -40
| SolarFarm = 6
| FissionReactorArray = 1
| SolarFarmPower = 120
| HeavyFissionReactorArray = 1
| AgricultureComplex = 1
| AdministrationNode = 1
| ResearchCampus = 10
| Farm = 1
| SpaceScienceInstitute = 1
| ConstructionModule = 1
| Skunkworks = 1
| OperationsCenter = 1
| EnergyResearchCenter = 1
}}
}}

Latest revision as of 18:31, 17 February 2026

How to Use

To see what your desired hab would look like, edit the section below according to the following rules:

  • Do NOT change the first line:
    {{#invoke:HabModuleLister/Planner|ShowPlan
  • Do NOT change the last line:
    }}
  • Every line in between should be of the form:
    | ModuleDataName = Number
    where ModuleDataName is the data name of the module (usually just the name but with spaces removed), and Number is the desired number of modules.
  • For modules that have variable power, such as Solar Collectors or Mining Complexes, the actual power should be appended to the ModuleDataName as follows:
    | ModuleDataNamePower = Value
    If power is consumed by the module, then Value should be negative.

Helpful Tips:

  • Remember to add the Core module.
  • You do not need to actually submit your edit. You can simply click the "Show preview" button.
  • See Hab Module List for a list of Hab Modules.

Known Issues:

  • Modules with variable build costs such as mining complexes and solettas cannot have their build costs specified.

Hab Plan: Edit This Section Only!

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Energy Research Center 1 2 volatiles 7.4 base metals 0.5 noble metals 0.1 fissiles 6 money 3 volatiles 0.1 base metals 0.1 noble metals 0.005 fissiles 40 Power consumption 20 Crew 10 research
Operations Center 1 10 volatiles 75 base metals 15 noble metals 30 money 5 volatiles 5 base metals 2.5 noble metals 100 Power consumption 200 Crew 4 mission control
  • Max one per Hab.
Heavy Fission Reactor Array 1 2 water 4 volatiles 10 base metals 3 noble metals 1 fissiles 8 money 2 water 1 volatiles 0.3 fissiles 20 Crew 128 Power
Fission Reactor Array 1 1 water 2 volatiles 5.5 base metals 1 noble metals 0.5 fissiles 6 money 2 water 1 volatiles 0.2 fissiles 20 Crew 85 Power
Farm 1 30 water 27 volatiles 3 base metals 40 Power consumption 5 Crew
  • Removes Hab watervolatiles upkeep for up to 600 Crew
  • Cannot depower.
Settlement Mining Complex 1 12.5 water 12.5 volatiles 98.75 base metals 1.25 noble metals 30 money 5 water 2 volatiles 40 Power consumption 60 Crew 1.5 × Hab Site Resources
  • Build cost and Power consumptionscale with escape velocity and distance from home space body.
  • Max one per Hab.
Administration Node 1 0.24 water 1.2 volatiles 1.5 base metals 0.06 noble metals 10 money 0.03 volatiles 0.03 base metals 0.03 noble metals 1 boost 10 Power consumption 40 Crew
Settlement Core 1 5 volatiles 5 base metals 10 money 3 mission control 25 Crew
  • Max one per Hab.
Construction Module 1 0.75 volatiles 2.1 base metals 0.15 noble metals 3 money 1 water 1 volatiles 3 base metals 0.25 noble metals 10 Power consumption 6 Crew
Total 9 45.74 water 1.6 fissiles 208.25 base metals 20.96 noble metals 64.45 volatiles
Total Mass: 3410
10 water 3 mission control 0.505 fissiles 8.13 base metals 103 money 1 boost 2.88 noble metals 13.03 volatiles
Total Crew: 396
10.25 research 4 mission control
Total Farm: 600
  • Missing Power: 27
  • Excess Farm: 204
  • Crew Adds Costs: 3.3 money