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.


== Hab Plan: Edit This Section Only! ==  
== Hab Plan: Edit This Section Only! ==  

Revision as of 11:47, 27 December 2025

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.

Hab Plan: Edit This Section Only!

Hab Module Number Build Cost Monthly Upkeep Monthly Income Special
Solar Farm 6 12 volatiles 45 base metals 3 noble metals 5 money 25 Crew 120 Power
  • PowerPower scales with proximity to Sun.
Colony Core 1 40 volatiles 40 base metals 20 money 4 mission control 125 Crew
  • Max one per Hab.
Research Campus 10 15 water 30 volatiles 50 base metals 5 noble metals 30 money 3 water 3 volatiles 50 Power consumption 1 mission control 200 Crew 60 research
  • Need ≥10000 system Populationpopulation.
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.
Agriculture Complex 1 240 water 216 volatiles 24 base metals 120 Power consumption 25 Crew
  • Removes Hab watervolatiles upkeep for up to 3000 Crew
  • Cannot depower.
Space Science Institute 1 24 volatiles 52 base metals 4 noble metals 18 money 0.5 volatiles 0.5 base metals 0.5 noble metals 60 Power consumption 125 Crew 15 research
Total 20 402.5 water 984.75 base metals 73.25 noble metals 664.5 volatiles
Total Mass: 21250
35 water 14 mission control 0.5 base metals 398 money 0.5 noble metals 32.5 volatiles
Total Crew: 2485
615 research
Total Farm: 3000
  • Excess Farm: 515
  • Crew Adds Costs: 20.71 money