A Spaceport allows for the landing of all ship classes on an asteroid’s surface, not just those capable of performing all-terrain landings like the Light Transport. Spaceports provide for unlimited space to land ships and the only facilities on the asteroid capable of loading and unloading those ships. Although they have unlimited space, landing is subject to a queue with one landing occurring every 4 Adalian hours (10 real minutes).
- Owner-only (default)
- Whitelist
- Public
- Optional SWAY fee, set by the owner, to be charged upon landing
- If a player’s access to a Spaceport is restricted while their ship is present, the ship will remain capable of un-docking, but may not re-dock.
- If a player’s ship is present when a Spaceport is deconstructed, the ship will be forcibly ejected into orbit.
A Habitat is the only location which allows recruiting of new Crewmates and is required to support any Hab Modules not attached to ships. Additionally, Habitats are required for the storage of inactive crew, and therefore grant the ability to switch out / modify crew loadouts. Finally, active crew can be stationed at Habitats resulting in a bonus to their Food consumption rate vs. crew stationed on their ship at Spaceports or in flight. Although there are no limits on the number of Crewmates stationed at a Habitat, the Food consumption bonus diminishes when Habitats become overcrowded and ultimately disappears as the level of overcrowding increases.
- Owner-only (default)
- Whitelist
- Public
- Optional SWAY fee, set by the owner, to be charged upon stationing a Crewmate
- Optional SWAY fee, set by the owner, to be charged upon recruiting a new Crewmate
- SWAY fee, set by Influence, to be charged upon recruiting a new Crewmate
- Any Crewmate present when a Habitat is deconstructed or when access is lost at the end of a lease term (assuming it is not set to public access) will remain present on the asteroid until the owner selects another accessible Habitat for the Crewmate to travel to. If on the same asteroid, they will be moved instantly. Otherwise, they will then travel at the base speed of the Hab Modules to the selected destination.
Marketplaces serve as the central point of the Adalian economy. Once they are built on an asteroid they allow for the exchange of all local raw materials, refined materials, process modules, and finished goods. Items are placed on the Marketplace by the seller, and once purchased by the buyer generate fees that accrue to the owner of the Marketplace. The Marketplace owner is further able to provide incentives to sellers to encourage their use of a particular Marketplace. Buyers are able to access a single, asteroid-wide market interface displaying items for sale, but any explicit buy-orders must be placed at a specific Marketplace.
Similar to Spaceports, Marketplaces also experience congestion resulting in a delay for new market orders becoming effective.
- Owner-only
- Whitelist
- Public (default)
- A 5% SWAY fee is assessed on all transactions of which a portion is returned to the Marketplace owner.
- All active buy and sell orders will be canceled when a Marketplace is deconstructed and any items related to sell orders returned to their respective Warehouses/ships.
- When a player loses access to a Marketplace via access restriction changes, all of their active buy and sell orders will be canceled and any items related to sell orders returned to their respective Warehouses/ships.
Allows for storage of all items (raw materials, refined materials, process modules, or finished goods).
- Warehouses must be completely emptied prior to deconstruction.
- If a player loses access to a Warehouse due to the expiration of a lease, the building and any goods in storage will be forfeit to the asteroid owner.
Extractors are responsible for extracting the raw materials from an asteroid. They are tied closely to the core sampling process, and rely on the availability of a core sample to be able to operate efficiently.
- 1x Core sample slot
- Outputs storage
- Extractors must be completely emptied prior to deconstruction.
- If a player loses access to an Extractor due to the expiration of a lease, the building and any items in storage will be forfeit to the asteroid owner.
Refineries allow for the refining of raw materials into their constituent refined materials. Effectively they are responsible for all intermediate and un-finished goods. They utilize process modules to modify the targeted output which defines the recipe, and therefore required inputs.
- 1x Refining process module slot
- Inputs storage
- Outputs storage
- Refineries must be completely emptied prior to deconstruction.
- If a player loses access to a Refinery due to the expiration of a lease, the building and any items in storage will be forfeit to the asteroid owner.
All finished goods, except for ships, are produced in Factories based on their installed assembly process modules. The finished goods produced in Factories are primarily consumables, or serve to be assembled as new buildings, or new ships
- 1x Assembly process module slot
- Inputs storage
- Outputs storage
- Factories must be completely emptied prior to deconstruction.
- If a player loses access to a Factory due to the expiration of a lease, the building and any items in storage will be forfeit to the asteroid owner.
Shipyards are specialized Factories that are required for the final construction and deconstruction of ships.
- 1x Shipbuilding process module slot
- Inputs storage
- Outputs storage
- Shipyards must be completely emptied prior to deconstruction.
- If a player loses access to a Shipyard due to the expiration of a lease, the building and any items in storage will be forfeit to the asteroid owner.