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This article lists the the '''buildings''' that you can build aboard your [[station]].
 
This article lists the the '''buildings''' that you can build aboard your [[station]].
   
Buildings are constructed from hardplans, created either from [[hardplan crate]]s or instantly via the technology in [[technology crate]]s. Once the hardplan is set on the station deck (as well as all [[furniture]] put into place for variable-size rooms), [[scuzzer]]s must then construct the room according to the plan.
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Buildings are constructed from hardplans, created either from [[Hardplan crate]]s or instantly via the technology in [[Technology crate]]s. Once the hardplan is set on the station deck (as well as all [[furniture]] put into place for variable-size rooms), [[Scuzzer]]s must then construct the room according to the plan.
   
When a hardplan is set down, it appears in the form of a hologram. This hologram can be moved about and changed in orientation to fit the available space. For variable-size rooms (i.e., [[Berth]], [[Sick Bay]]), the walls of the room are stretched to the desired size. The variable-size rooms are provided furniture, most especially [[door]]s, before the hardplan is complete. The scuzzers come up and begin the construction process, first by replacing the hologram with the room's support skeleton, which looks like metal scaffolding. After this, they construct the internal systems, which fills the skeleton with "techno-junk." Finally, they build the external shell of the room. As soon as this done, any instant-made furniture is beamed into place and the room becomes operational.
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When a hardplan is set down, it appears in the form of a hologram. This hologram can be moved about and changed in orientation to fit the available space. For variable-size rooms (i.e., [[Berth]], [[Sick Bay]]), the walls of the room are stretched to the desired size. The variable-size rooms are provided furniture, most especially [[door]]s, before the hardplan is complete. The Scuzzers come up and begin the construction process, first by replacing the hologram with the room's support skeleton, which looks like metal scaffolding. After this, they construct the internal systems, which fills the skeleton with "techno-junk." Finally, they build the external shell of the room. As soon as this done, any instant-made furniture is beamed into place and the room becomes operational.
   
 
All buildings have two important controls on their [[pop-up menu]]: power and repack. The power button on the far left looks like a light switch. When it is green, the room is powered. When it is red, the room is unpowered. An unpowered room does not function, but at least it doesn't tax your [[Energy Collector]]. The repack icon, shown by a downward-facing red arrowhead over a crate, repacks the room (and any internal furniture) back into crates. For variable-size rooms, another button - edit - sits in the middle. This allows for the addition of furniture or the changing of door locations in any variable-size room.
 
All buildings have two important controls on their [[pop-up menu]]: power and repack. The power button on the far left looks like a light switch. When it is green, the room is powered. When it is red, the room is unpowered. An unpowered room does not function, but at least it doesn't tax your [[Energy Collector]]. The repack icon, shown by a downward-facing red arrowhead over a crate, repacks the room (and any internal furniture) back into crates. For variable-size rooms, another button - edit - sits in the middle. This allows for the addition of furniture or the changing of door locations in any variable-size room.

Revision as of 01:08, 27 November 2011

This article lists the the buildings that you can build aboard your station.

Buildings are constructed from hardplans, created either from Hardplan crates or instantly via the technology in Technology crates. Once the hardplan is set on the station deck (as well as all furniture put into place for variable-size rooms), Scuzzers must then construct the room according to the plan.

When a hardplan is set down, it appears in the form of a hologram. This hologram can be moved about and changed in orientation to fit the available space. For variable-size rooms (i.e., Berth, Sick Bay), the walls of the room are stretched to the desired size. The variable-size rooms are provided furniture, most especially doors, before the hardplan is complete. The Scuzzers come up and begin the construction process, first by replacing the hologram with the room's support skeleton, which looks like metal scaffolding. After this, they construct the internal systems, which fills the skeleton with "techno-junk." Finally, they build the external shell of the room. As soon as this done, any instant-made furniture is beamed into place and the room becomes operational.

All buildings have two important controls on their pop-up menu: power and repack. The power button on the far left looks like a light switch. When it is green, the room is powered. When it is red, the room is unpowered. An unpowered room does not function, but at least it doesn't tax your Energy Collector. The repack icon, shown by a downward-facing red arrowhead over a crate, repacks the room (and any internal furniture) back into crates. For variable-size rooms, another button - edit - sits in the middle. This allows for the addition of furniture or the changing of door locations in any variable-size room.

Housing

Station housing provides peeps with a place to rest.

  • Berth - Standard crew berths, used in stations where visitor accommodations are not an issue
  • Star Motel - Low-rent, twelve-unit high-rise
  • Space Inn - Mid-range accommodations for visiting tourists
  • Palace Galactica - High-class plaza hotel for VIP visitors

Dining

Shopping

  • Music Shop - Your standard media outlet, where customers can purchase entertainment goods
  • General Store - Corner store where peeps can purchase snacks and the like
  • Computer Store - High-tech store selling most types of hardware goods
  • Combat Store - Store specializing in the sale of high-power weapons
  • Curiosity Shop - Quaint locale that specializes in alien artifacts
  • Leisure Store - A high-class establishment featuring only the finest goods

Entertainment

  • Love Nest - A Siren-run establishment that specializes in providing Love to the people of the galaxy
  • Disco - Open club where peeps can dance the night away
  • Holodrome - High-tech interactive simulation arena where anyone can experience their fondest desire
  • Oroflex - Strange, alien lifeform that makes for one hell of an amusement park ride
  • Roulesse Wheel - Gambling establishment for those with heavy pockets

Relaxation

Station Services

  • Port - High-speed transfer system that brings peeps onboard
  • Comsensor - Communications array providing broadcasts of available station services
  • Lavatron - Welcome refreshment and sanitary relief for every weary traveler on his way
  • Sick Bay - Station-run medical services that handles everything from the sniffles to the plague

Energy Facilities

  • Energy Collector - Central system of any station, providing power to all station facilities
  • Power Booster - Power distribution system that ensures the safe, regulated transmission of power
  • Recharger - Alcove meant for the recharging of the station's Scuzzer population
  • Recycler - Enviro-friendly garbage dump that recycles all unwanted waste back into energy

Cargo / Construction Facilities

  • Laboratory - Researches new technologies for station construction and improves on existing technologies
  • Factory - Builds hardplan and cargo crates
  • Star Dock - Allows trading with cargo vessels that pass by the station
  • Cargo Hold - Holds crates in stasis until they are used or traded

Security Facilities

  • Security Control - Control room for station security
  • Security Column - Automated gun turret that ensures safety aboard station
  • Lockdown Brig - Miniature prison that actively rehabilitates criminals into functioning members of society

Alien Establishments

  • Star Temple - The famed Star Temple of the Zedem Monks, the only building that you, as supervisor, do not construct