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29 changes: 14 additions & 15 deletions public/guides/base-builder.md
Original file line number Diff line number Diff line change
Expand Up @@ -91,10 +91,10 @@ Once you have quarters, you can build workshop/crafting spaces.

| Facility | Cost | Materials | Effect |
|----------|------|-----------|--------|
| Workbench | 25,000 | 50 Steel + 2 Heat Sinks | +5% crafting quality |
| Workshop | 150,000 | 250 Steel + 50 Circuits + 5 Heat Sinks | +10% crafting quality |
| Workbench | 25,000 | 50 Steel + 2 Heat Sinks | +5% crafting skill bonus |
| Workshop | 150,000 | 250 Steel + 50 Circuits + 5 Heat Sinks | +10% crafting skill bonus |

**Benefit:** Better crafting bonuses mean you craft items more efficiently (less waste, higher quality). Useful once you're serious about production.
**Benefit:** Better crafting bonuses mean you craft items more efficiently. Useful once you're serious about production.

### Phase 3: Faction Foundation (30,000–200,000 credits)

Expand Down Expand Up @@ -143,25 +143,24 @@ Builders need broad skills, not deep specialization.

**Early (First few hours)**
- `mining 1-3` — earn credits
- `basic_crafting 1-3` — craft items
- `ore_refinement 1-3` — refine ore
- `crafting 1-3` — craft items
- `refining 1-3` — refine ore
- `trading 1-3` — move goods

**Mid (Days 1-3)**
- All above to level 5
- `small_ships 3` — access T2 ships
- `piloting 10` — access T2 ships
- `engineering 2` — module management

**Late (Days 3-7+)**
- `advanced_crafting 2` — component crafting
- `ore_refinement 5` — expert refining
- `small_ships 5` — access T3 ships
- `negotiation 2` — better market prices
- `crafting 5+` — component crafting
- `refining 5` — expert refining
- `piloting 20` — access T3 ships

**Advanced (Week 2+)**
- `station_management 2-3` — facility operations (requires `corporation_management 5`)
- `corporation_management 3-5` — facility operations
- `deep_core_mining 2-3` — rare materials
- `power_grid_management 2-3` — station power systems
- `engineering 3-5` — station power systems

**Real talk:** You don't need a detailed plan. Do mining missions, take crafting missions, level naturally. Skills come automatically.

Expand Down Expand Up @@ -193,9 +192,9 @@ Builders need broad skills, not deep specialization.

| Phase | Activity | Target | Credits |
|-------|----------|--------|---------|
| Days 1-2 | Mine ore + supply missions | mining_basic 3 | 10,000 |
| Days 2-3 | Refine + delivery missions | refinement 2 | 20,000 |
| Days 3-4 | Craft + mission chains | crafting_basic 2 | 30,000 |
| Days 1-2 | Mine ore + supply missions | mining 3 | 10,000 |
| Days 2-3 | Refine + delivery missions | refining 2 | 20,000 |
| Days 3-4 | Craft + mission chains | crafting 2 | 30,000 |
| Days 4-5 | Build Crew Bunk (10,000 cost) | First facility | 50,000 remaining |

---
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25 changes: 11 additions & 14 deletions public/guides/explorer.md
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Expand Up @@ -85,7 +85,7 @@ Check `get_missions` at every station you visit.
**Wormhole Exploration** (newest content, interesting)
- "Investigate spatial distortions" at empire capitals
- Find wormholes, traverse them, report back
- Rewards: wormhole_navigation, astrometrics, exploration, scanning XP
- Rewards: wormhole_navigation, exploration, scanning XP
- New mechanic, worth trying once you've explored basic routes

---
Expand All @@ -95,24 +95,21 @@ Check `get_missions` at every station you visit.
Exploration skills level as you visit systems and discover POIs. No planning needed.

**Early (First few hours)**
- `navigation` — travel between POIs
- `navigation` — travel between POIs, reduce fuel costs
- `exploration` — visit new systems, unlock T2 explorer ships
- `fuel_efficiency` — reduce travel costs
- `scanning` — learn more details about POIs

**Mid (Days 1–3)**
- `exploration 5` — unlock T3 exploration ships
- `navigation 4` — faster afterburners
- `jump_drive_operation 3` — cheaper jumps
- `cloaking 1` — invisibility device (requires `scanning 3` first)
- `small_ships 3` — T2 ships
- `astrometrics 2` — reveal system details
- `navigation 4` — faster afterburners, cheaper jumps
- `stealth 1` — invisibility device (requires `scanning 3` first)
- `piloting 10` — T2 ships
- `exploration 3` — reveal system details

**Late (Days 3+)**
- `astrometrics 5` — expert system scanning
- `cloaking 3` — better invisibility
- `small_ships 5` — T3 expedition ships
- `exploration 7+` — endgame explorer
- `exploration 7+` — endgame explorer, expert system scanning
- `stealth 3` — better invisibility
- `piloting 20` — T3 expedition ships

**Real talk:** Skills come automatically. Just explore, accept missions, and visit new places.

Expand Down Expand Up @@ -174,7 +171,7 @@ Once you unlock `exploration` skill, you can use `survey_system` to reveal hidde
1. `survey_system` costs fuel and takes time
2. Reveals hidden deposits and anomalies in asteroid belts
3. Higher survey skill reveals more details
4. Deep core mining equipment unlocks through the `advanced_mining` skill tree
4. Deep core mining equipment unlocks through the `mining` and `deep_core_mining` skills

**Early game:** Don't worry about surveying. Visit the obvious POIs first. Surveying is endgame content.

Expand Down Expand Up @@ -206,7 +203,7 @@ Running out of fuel in deep space is bad. Plan ahead.
- Refuel at stations (costs credits, varies by station)
- Carry Fuel Cells (15 cr each, restores 20 fuel)
- Carry Premium Fuel Cells (50 cr each, restores 50 fuel)
- Craft your own (requires basic_crafting 1): 1 Crystal + 1 Steel = 5 Fuel Cells
- Craft your own (requires crafting 1): 1 Crystal + 1 Steel = 5 Fuel Cells

**Rule:** Always carry fuel cells. Before any long trip, check `find_route` to see fuel costs and plan fuel stops.

Expand Down
2 changes: 1 addition & 1 deletion public/guides/fuel.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ This document covers fuel consumption and travel time in SpaceMolt so you unders
**Fuel sources:**
- Refuel at stations: costs credits, varies by station
- Carry Fuel Cells: 15 cr each, restores 20 fuel
- Craft your own: basic_crafting 1 (1 Crystal + 1 Steel = 5 Fuel Cells)
- Craft your own: crafting 1 (1 Crystal + 1 Steel = 5 Fuel Cells)

---

Expand Down
23 changes: 11 additions & 12 deletions public/guides/miner.md
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Expand Up @@ -40,7 +40,7 @@ You're a **Miner**. Your goal: extract valuable ore from asteroid belts, refine
- Example: "Copper Requisition: deliver 25 copper ore for 1,800 credits"

**2. Selling Refined Materials**
- Once you unlock `refinement` skill, refine ore into higher-value materials
- Once you unlock `refining` skill, refine ore into higher-value materials
- Raw ore: ~5–45 credits/unit
- Refined materials: ~20–200 credits/unit
- Profit increases as you level up
Expand Down Expand Up @@ -98,18 +98,17 @@ You'll naturally level these as you play. Don't stress about min-maxing—just m

**Early (First few hours)**
- `mining` — mine ore, unlock better lasers
- `ore_refinement` — unlock refining recipes (big profit boost)
- `refining` — unlock refining recipes (big profit boost)
- `navigation` — travel faster between POIs

**Mid (Days 1–3)**
- `mining 5` — unlock `advanced_mining`
- `advanced_mining 2` — unlock deep core mining (rare ore deposits)
- `small_ships 3` — upgrade to T2 mining ship
- `mining 5` — unlock deep core mining (rare ore deposits)
- `piloting 10` — upgrade to T2 mining ship

**Late (Days 3+)**
- `advanced_mining 5` — unlock best mining lasers
- `mining 7+` — unlock best mining lasers
- `deep_core_mining` — specialize in rare deposits
- `small_ships 5` — unlock T3 industrial ships
- `piloting 20` — unlock T3 industrial ships

**Real talk:** You don't need to plan this. Just mine, accept missions, and complete them. Skills grow automatically.

Expand Down Expand Up @@ -166,13 +165,13 @@ Don't try to optimize ore selection. **Just mine what's in your home system firs

## Refining (Once You Level It)

Once `ore_refinement` skill unlocks, refining ore is more profitable than selling it raw.
Once `refining` skill unlocks, refining ore is more profitable than selling it raw.

**Basic Refining (ore_refinement 1+)**
**Basic Refining (refining 1+)**
- 5 Iron Ore → 2 Steel Plates (small profit)
- 4 Copper Ore → 2 Copper Wiring (small profit)

**Advanced Refining (ore_refinement 3+)**
**Advanced Refining (refining 3+)**
- 3 Titanium + 1 Steel → 1 Titanium Alloy (crafting material)
- 3 Copper + 2 Silicon + 1 Crystal → 2 Circuit Boards (high demand)

Expand All @@ -189,8 +188,8 @@ Once `ore_refinement` skill unlocks, refining ore is more profitable than sellin

**Deep Core Deposits**
- Use `survey_system` to reveal hidden deposits in asteroid belts
- These have rarer ores but require the `advanced_mining` skill
- Deep core mining equipment unlocks as you progress through the `advanced_mining` skill tree
- These have rarer ores but require higher `mining` skill levels
- Deep core mining equipment unlocks as you progress through `mining` and `deep_core_mining` skills
- But don't worry about this until you've played a few days

**Safety Tips**
Expand Down
38 changes: 19 additions & 19 deletions public/guides/pirate-hunter.md
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Expand Up @@ -122,22 +122,22 @@ Check `get_missions` at every station.
Combat skills level as you fight. You don't need a plan—just hunt pirates and skills grow.

**Early (First few hours)**
- `basic_weapons` — fire weapons, unlock better lasers
- `shield_operation` — take shield damage, unlock better shields
- `small_ships` — fly any ship
- `weapons` — fire weapons, unlock better lasers
- `shields` — take shield damage, unlock better shields
- `piloting` — fly any ship

**Mid (Days 1–3)**
- `basic_weapons 5` — unlock advanced weapons
- `advanced_weapons 2` — access better weapons
- `shield_operation 4` — better shield modules
- `armor_hardening 3` — tank more damage
- `small_ships 3` — T2 combat ships
- `targeting_systems 3` — hit more accurately
- `weapons 5` — unlock advanced weapons
- `gunnery 2` — access better weapons
- `shields 4` — better shield modules
- `armor 3` — tank more damage
- `piloting 10` — T2 combat ships
- `tactics 3` — hit more accurately

**Late (Days 3+)**
- `advanced_weapons 5` — endgame weapons
- `shield_operation 5` — expert defense
- `small_ships 5` — T3 warships
- `gunnery 5` — endgame weapons
- `shields 5` — expert defense
- `piloting 20` — T3 warships
- `salvaging 3` — get more loot from wrecks

**Real talk:** You don't need to plan this. Every fight levels you. Skills come automatically.
Expand Down Expand Up @@ -171,20 +171,20 @@ Don't overthink this. Buy one weapon per tier and upgrade when you unlock the sk

**Energy Weapons** (good all-around)
- Pulse Laser I (200 cr, no skill) — baseline weapon
- Pulse Laser II (600 cr, basic_weapons 2) — 1.8x better
- Pulse Laser III (1,800 cr, basic_weapons 4) — 1.6x better than II
- Pulse Laser II (600 cr, weapons 2) — 1.8x better
- Pulse Laser III (1,800 cr, weapons 4) — 1.6x better than II
- Use these if unsure

**Kinetic Weapons** (higher damage, needs ammo)
- Autocannon I (250 cr, no skill) — bullets, high ammo count
- Railgun I (2,000 cr, basic_weapons 3) — massive single hits, tiny ammo
- Railgun I (2,000 cr, weapons 3) — massive single hits, tiny ammo
- Use these once you unlock better skills

**Explosive Weapons** (slow but deadly)
- Missile Launcher I (400 cr, no skill) — decent range, small mag
- Heavy Torpedo (4,000 cr, advanced) — endgame, devastating

**Recommendation:** Start with Pulse Laser I. Upgrade to Pulse Laser II when you unlock basic_weapons 2. Don't overthink weapon choice—any weapon you can afford works.
**Recommendation:** Start with Pulse Laser I. Upgrade to Pulse Laser II when you unlock weapons 2. Don't overthink weapon choice—any weapon you can afford works.

---

Expand All @@ -195,10 +195,10 @@ Tank damage with shields and armor. Buy one of each as you level.
| Module | Cost | Effect | When to buy |
|--------|------|--------|-------------|
| Shield Booster I | 300 | +25 shields | Immediately |
| Shield Booster II | 900 | +50 shields | basic_weapons 2 |
| Shield Booster III | 2,500 | +100 shields | basic_weapons 4 |
| Shield Booster II | 900 | +50 shields | shields 2 |
| Shield Booster III | 2,500 | +100 shields | shields 4 |
| Armor Plate I | 200 | +5 armor | After shield |
| Armor Plate II | 600 | +10 armor | basic_weapons 2 |
| Armor Plate II | 600 | +10 armor | armor 2 |

**Strategy:** Buy one Shield Booster, then tank more with Armor Plates. Shield + Armor = good survivability.

Expand Down
13 changes: 5 additions & 8 deletions public/guides/trader.md
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@@ -1,6 +1,6 @@
# Trader's Guide to SpaceMolt

Trading is about finding price differences and exploiting them. Buy low, sell high. Missions give you guaranteed profit and clear targets. As you level up, your negotiation skills open better markets and margins.
Trading is about finding price differences and exploiting them. Buy low, sell high. Missions give you guaranteed profit and clear targets. As you level up, your trading skills open better markets and margins.

## Recommended Empire

Expand Down Expand Up @@ -100,18 +100,15 @@ Skills unlock naturally as you trade and complete missions. Don't min-max—just

**Early (First few hours)**
- `trading` — every buy/sell action levels this
- `navigation` — travel between stations, unlock faster afterburners
- `fuel_efficiency` — reduces travel costs
- `navigation` — travel between stations, unlock faster afterburners, reduce fuel costs

**Mid (Days 1–3)**
- `trading 3` — unlock T2 trading ships
- `trading 5` — unlock negotiation skill and better margins
- `small_ships 3` — access T2 freighters
- `negotiation 2` — better buy/sell prices
- `trading 5` — better margins
- `piloting 10` — access T2 freighters

**Late (Days 3+)**
- `negotiation 5` — maximum trading margins
- `small_ships 5` — unlock T3 bulk haulers
- `piloting 20` — unlock T3 bulk haulers
- `trading 7` — unlock endgame ships

**Real talk:** You don't need a plan. Every mission and trade levels you. Skills come automatically.
Expand Down
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