Resource

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Behind every battle in From the Depths there is an intricate resource gathering and resource processing mechanism at play. This involves harvesting raw materials from hotly contested ‘Resource Zones’, processing them into ammunition, fuel and spare parts and supplying them to the front line war machines. A machine can be built to mine, process and fight but a jack of all trades is a master of none.

There is one type of raw resource called Material. Materials can be easily found in resource zones. In order to gather out of a resource zone, one must have an engine and a resource gatherer(s). As long as one has enough power, the gatherers will automatically collect resources from the zone.

Plans are in motion to implement a ‘tech tree’ where certain game modes (and the single player campaign) may involve processing rare elemental resource into research to unlock better equipment.

A skill tree and trait tree in the character sheet [Z] is in progress. Some skills and traits improve the efficiency of the resource gathering and processing.

Resources are gathered and stored using blocks in the Resources tab. Stored resources such as ammunition and fuel behave as expected, in that they explode violently when destroyed. Be mindful of this when designing your vessels.

Types[edit | edit source]

Resource Points (RP)[edit | edit source]

Resource Points (RP) is a measure of the overall value of resources. It is used to set limits in story missions and sets experience gain.

Raw resource[edit | edit source]

Type RP per unit Produced by
Material 1 Resource Gatherer or Oil Drill

Material[edit | edit source]

Found in resource zones and can be processed into other resources.

Processed resources[edit | edit source]

Ammo[edit | edit source]

Ammo is consumed by All weapon types except lasers and Particle Cannons



Battery[edit | edit source]

Battery energy is produced by fuel engines, steam engines and RTGs, and can be turned into power using an electric engine or used directly in lasers, Railguns, and Particle Cannons.


Fuel[edit | edit source]

Fuel is consumed by fuel engines and Custom Jet Engines.

Power[edit | edit source]

Power is produced by fuel engines, and is consumed by various propulsion systems, lasers, and shields

Raw resource gathering[edit | edit source]

Resource zones[edit | edit source]

Raw resources are harvested from resource zones. Each resource zone has for each resource a growth rate g and can "store" a maximum amount of resources R. The rate at which a resource zone generates resources depends on its current resources r and these two parameters:

\frac{0.1 g R}{\max \left(10, r \right)}

Resource generation is therefore maximized when the current resources reaches 10. This maximum rate is

\frac{g R}{100}

Extraction[edit | edit source]

Extraction is performed by Resource Gatherers and Oil Drills.

Resource Gatherer & Oil Drill
Resources Material
Gathering rate per component 0.05 \sqrt{r}
Steady-state resource level \left(\frac{2 g R}{n}\right)^{2/3}
Steady-state extraction rate (when below maximum) 0.05 n^{2/3} \left(2 g R \right)^{1/3}
Number of components needed for maximum extraction rate N = \frac{2 gR}{10^{1.5}}

These formulas assume continuous gathering. Results in practice may be slightly different as the game operates on discrete updates.

Example: Neter starting zone[edit | edit source]

Resource Maximum Growth Maximum rate
Material ? ? ?

Buffs[edit | edit source]

The Miner buff increases both the gathering rate and the amount of resources produced for a given amount of resources taken from the resource zone.

Storage[edit | edit source]

Standard resource storages come in the following sizes:

  • 1x1x1 (1m³)
  • 1x1x2 (2m³)
  • 2x2x1 (4m³)
  • 2x2x2 (8m³)

Each cubic meter stores 500 units of material.

Additionally, there are "Coal Piles". The standard coal-pile is 2x2x1 and stores 1750 material. The large coal pile is 3x2x2 and stores 5250 material. Both provide just 437,5 material per m³, but have higher health than standard material storage.

Transfer[edit | edit source]

Resources from wrecked ships can be picked up within 500 m.

Transfer range is 1 m per 100 total storage capacity (including both raw and processed resources), but no less than 100 m and no greater than 2000 m. Maximum transfer range is therefore reached at 200k storage, or 100 cubic metres of raw storage.

These can be increased to up to 300% by the Faction Logistics buff.

Resource processing[edit | edit source]

Ammunition[edit | edit source]

  • An Ammo Processor converts 5 material to 20 ammo every 2 seconds.
  • Each Ammo Barrel/Box regenerates 1 ammo per second.

Fuel refining[edit | edit source]

Material can be refined into fuel by using refineries.

Refineries cannot operate underwater and are more effective at low altitudes and kept vertical. Because of this, they are best placed on fortresses or structures.

Refineries have a maximum part number of 100, excluding the refinery still itself. Because of this, the most efficient refinery consists of 1 Desalter, 8 Cokers, 14 Catalytic Crackers and 77 Flare Stacks, achieving 299.2 efficiency (4 material to 1172 fuel per minute, batch takes 153s). This setup builds up dangerous gas, but stabilises at a gas level of 40, not dealing any damage to the refinery.

Efficiency and process time[edit | edit source]

A fuel refinery converts material to fuel in a series of regular process cycles. Each unit of material consumed produces a number of units of fuel specified by the "efficiency". Each cycle consumes 10 units of material and takes an amount of time specified by the "process time".

Let R be the number of cRackers, O be the number of cOkers, D be the number of Desalters, and y be the altitude of the refinery.

The efficiency is:

\frac{10 \left(0.5 R + 1\right) \left(0.3 O + 1 \right) }{\max \left(\frac{y}{5}, 1 \right)} 1.1^{\min \left( D, 1 \right)}

The process time is:

\left( 1.5 R + 1 \right) \left(0.6 O + 1 \right) 1.2^{\min \left( D, 1 \right)}

Dangerous Gas[edit | edit source]

Refineries have a Dangerous Gas level. When the Dangerous Gas level is above 50, the refinery will take damage.

Over each period of about two seconds, Dangerous Gas increases by 0.4 times the efficiency. Tilting the Refinery induces extra Dangerous Gas---up to 20 per period at horizontal or worse.

Dangerous Gas is mitigated by the following:

Component Reduction in Dangerous Gas per period
Base 0.5 + 0.5 \sqrt{\text{Dangerous Gas}}
Desalter 0.5
Flare 0.5
Flare with Desalter 1.5

Flares do not have to be adjacent to the Desalter to benefit; they merely need to be connected to the same Refinery.