Hab Planner

From Terra Invicta Official Wiki

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
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 11 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.
Information Science Lab 1 0.8 volatiles 1.1 base metals 0.1 noble metals 2 money 10 Power consumption 3 Crew 5 research
Total 21 417.5 water 983.85 base metals 74.35 noble metals 671.3 volatiles
Total Mass: 21470
38 water 15 mission control 412 money 35 volatiles
Total Crew: 2563
665 research
Total Farm: 3000
  • Excess Farm: 437
  • Crew Adds Costs: 21.36 money