![]() ![]() Almost 20,000 records are currently available. ![]() Installations: The data quality of the installations is not.Now it is possible to filter settlements by materials. This includes in particular the presence of data With the insane help of DJA, it was possible to precisely assign the specificĬharacteristics of most of the settlements. Settlements: Over 50,000 settlements could be imported from.Special user group with more permissions can be assigned on request. Logged on to ROSS may only update certain properties such as the controlling faction. ![]() Quality, attractions can be updated with two different access levels. To avoid that manual maintenance of the data records leads to a deterioration of the data.A lot ofĭifferent data sources were imported initially. I tried to start the feature with as many initial attractions as possible.In contrast, attractions cannot currently be created or updated automatically and must be.The possibility to edit stations on ROSS has been deactivated, since this data is updated.AsĪ result, all stations are now dockable by definition. Settlements were completely moved from the station section to the new attraction section. Settlements, installations, abandoned bases, shipwrecks and beacons. Under this section you will findĪll "things" which you cannot dock to, but which are worth a visit. I am very pleased to present you the new sectionĪttractions on EDDB. Marco Qwent is one of two unimportant engineers, only needed as a stepping stone to get other engineers.Ĭolonel Bris Dekker is the only engineer that doesn't need to be unlocked, as they offer no mandatory blueprints and no engineer is locked behind them.Attractions - Settlements, Installations, Abandoned Bases, Shipwrecks and Whilst both Elvira Martuuk and Felicity Farseer lack a mandatory blueprint, they are the only two engineers offering the same G5 blueprint. For Life Support this is G4, for all others this is G5.īlueprints shown in bold and italics can only be obtained from one engineer, making them mandatory if you want to use that blueprint.ĭonate 50 Aberrant Shield Pattern Analysis.īelow is a table showing only the best blueprints (bolded above) for each engineer, and omitting requirements.Īs above, blueprints that can only be obtained from one engineer are shown in bold. These effects can work with the chosen blueprint to improve the positives, reduce the negatives, or do something else entirely.īelow is a table showing all 20 engineers, how they can be discovered and unlocked, and what blueprints they have.īlueprints shown in bold are the highest tier of that blueprint available. This can be bypassed by engineering the module in version 2.4 once, in order to get the module to grade 5, and then converting to the new engineering system to start out at grade 5 directly.Įxperimental effects are simple additions to a module that have a one-time cost, offer specific stat changes, can be applied regardless of the chosen blueprint, and carry over when advancing grades. In order to use a blueprint grade (other than grade 1), you must first get the stats of the previous grade to 70% of their maximum value, as well as have the appropriate engineer unlock level. Every time a blueprint of a given grade is used, the positive stats increase from the blueprints minimum towards its maximum, and the negative stats are set to the values shown on the blueprint. Each blueprint grade has a different cost, with higher grades requiring more and rarer materials, but only ever one of a given material. To advance an engineers unlock level, you can use their blueprints, or in some cases perform other actions such as selling exploration data.Įach module that an engineer can work on will have various blueprints for it, with differing upsides and downsides, as well as experimental effects that can be added if the module supports it. Each grade offers better upsides and worse downsides compared to the previous grade, and you can only go as high as your current unlock level with the engineer and the maximum grade of the engineer for that blueprint. Once unlocked they remain usable forever, even if the demands are no longer satisfied, unless something else prevents accessing their planetary base (such as a bounty).Įngineers can work on different modules of a ship, with per-module capabilities ranging from grade 1 to grade 5. They must be unlocked, by satisfying a second demand.They must be contacted, by satisfying a first demand.They must be discovered, either through public knowledge (first 5) or through another engineer (other 15).Engineering Mechanics Unlocking an EngineerĮach engineer has 3 prerequisites before they can be used: ![]()
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