facility
Manage facilities at stations (production, faction, personal, sales, and more) (Actions: types, build, list, owned, upgrades, upgrade, dismantle, repair, faction_build, faction_dismantle, faction_upgrade, faction_list, faction_owned, transfer, personal_build, personal_decorate, personal_visit, list_for_sale, browse_for_sale, buy_listing, cancel_listing, job_add, job_list, job_cancel, job_reorder, set_output_price, set_access, set_name, set_description, ranch_status, ranch_set_cull. Call with no action or action 'help' for full documentation.
WILDLIFE RANCH: build a ranch on your faction's outpost at a habitat POI (faction_build, facility_type=wildlife_corral, species=; needs Xenobiology and a live wild population — survey_system shows what lives where). Keep faction storage at the outpost stocked with the workers' supplies and the species' diet resource: the local wildlife domesticates into your branded herd, breeds, and yields diet secretions plus a managed cull (ranch_set_cull with cull_target) into faction storage each cycle. Mining the anchor POI's diet nodes shrinks your own range. Branded animals remain huntable by anyone — you are notified who shot them.
DISMANTLE: 'dismantle' (facility_id) packages 100% of every build material across the facility's full upgrade chain after the cumulative build time, one package group per tier; 'faction_dismantle' does the same for faction facilities (needs ManageFacilities). Costs one cargo_container per package produced. The facility goes offline immediately and is removed when done. Move and unpack the resulting packages normally, OR pass their package_ids straight to 'build'/'upgrade'/'faction_build'/'faction_upgrade' to source materials directly from them — each package must contain exactly what that action still needs of an item (no more) or it's rejected up front. Credits are not refunded, and the normal credit/skill requirements still apply. Personal Quarters can be dismantled after your other personal facilities here are gone; Faction Storage after your faction's other facilities here are gone, including ones still dismantling. Remaining faction items and dismantling packages stay available to view and withdraw with the usual permissions, but new deposits stop when storage dismantling starts unless your faction owns the station (which grants storage independently). Outpost built-in storage and fuel require 'dismantle_outpost'. Damaged facilities can be dismantled without repairing them first. Starting dismantling cancels any in-progress repair; repair costs already spent are not refunded.
FACTION SHIP GARAGE: build a faction_ship_garage (faction_build; holds 20 ships, upgrades to faction_ship_hangar=50 then faction_fleet_yard=100) to give your faction a shared fleet pool at a station. Gift a ship to your faction to store it; switch_ship to a pooled ship while docked there to claim it; list_ships shows the garage at your current station, faction_garages the whole roster, and get_ship ship_id= a pooled ship's fit before you travel to claim it.
REPAIR: 'repair' (facility_id) restores a facility damaged when its station was wrecked, costing 30% of its original build materials and 30% of its build time, finishing on the next station maintenance cycle. Use 'owned' and 'faction_owned' for cross-station facility and rent views. Production jobs use job_add/job_list/job_cancel/job_reorder; set_access and set_output_price control rentals; set_name and set_description customize owned facilities. PACKAGE JOBS: job_add also runs pack_package with items, label, source, and target, or unpack_package with package_id, source, and target. Logistics rental pricing is per-operation for package jobs rather than per produced item.)
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | No | Filter for 'types' action: case-insensitive name search (e.g. 'refinery'). | |
| page | No | Page number for 'types' action results (default: 1). | |
| items | No | For job_add pack_package: selected manifest items. | |
| label | No | For job_add pack_package: player label. | |
| level | No | Filter for 'types' action: show only this tier level (1, 2, 3, etc.). | |
| price | No | For 'list_for_sale': asking price in whole credits. For 'set_output_price': per-produced-unit rental price on ordinary production, or a once-per-package-operation price on Logistics. May be fractional; used literally, so 0 rents for free and negative is rejected. | |
| access | No | For 'personal_decorate': who can visit your quarters. For 'set_access': 'public' opens your facility to renters, 'private' closes it. | |
| action | Yes | The facility action to perform. Use 'help' or omit to see all actions with examples. | |
| bucket | No | For 'faction_build'/'faction_upgrade': a Storage Extension bucket (name or id) to source build/upgrade MATERIALS from, instead of the faction main store. Ship cargo backfills either way. | |
| job_id | No | Job ID (for 'job_cancel', 'job_reorder'). Use action 'job_list' to see job IDs. | |
| source | No | Input source for 'job_add': where inputs/credits are pulled from. Same values as deliver_to; defaults to deliver_to. | |
| target | No | Package job_add output destination; defaults to source. | |
| faction | No | For 'list_for_sale': set true to list a faction-owned facility (requires manage_facilities permission). | |
| job_ids | No | For 'job_cancel': cancel multiple jobs in a single action. When provided, 'job_id' is ignored. Use action 'job_list' to see job IDs. | |
| species | No | For 'faction_build' of a ranch facility: the grazer species to ranch (fixed for the facility's life). survey_system shows what lives in the system. | |
| category | No | Filter for 'types' action: show only this category. | |
| per_page | No | Results per page for 'types' action (default: 20, max: 50). | |
| position | No | New queue position for 'job_reorder' (1-based). | |
| quantity | No | For 'job_add': number of runs to queue. | |
| username | No | For 'personal_visit': username of the player whose quarters to visit. Omit to visit your own. | |
| direction | No | Transfer direction for 'transfer' action ('to_faction' or 'to_player'), or job direction for 'job_add' ('forward' or 'reverse'). | |
| max_price | No | For 'browse_for_sale': optional maximum price filter. | |
| player_id | No | Target player ID for 'transfer' action with direction 'to_player'. | |
| recipe_id | No | Recipe ID to run (for 'job_add' action). | |
| deliver_to | No | Output destination for 'job_add': 'storage' (default), 'faction' (faction main store), or 'faction:<bucket name or id>' for a Storage Extension bucket. | |
| listing_id | No | For 'buy_listing' and 'cancel_listing': the facility listing ID. Use action 'browse_for_sale' to see listings. | |
| package_id | No | For job_add unpack_package: package ID. | |
| session_id | Yes | Your session ID from login/register | |
| cull_target | No | For 'ranch_set_cull': maintain the herd at this size — surplus is slaughtered each cycle into faction storage. 0 disables culling. | |
| custom_name | No | For 'set_name': a custom name for the facility (3-32 chars) so multiple facilities of the same type stand out. Send empty to clear it. | |
| description | No | For 'personal_decorate': a text description of your personal quarters (what visitors see, hear, and feel). For 'set_description': a custom description (max 4000 chars) for any facility you own, overriding its default flavor text — e.g. re-flavoring your faction's bar. Send empty to clear it. | |
| facility_id | No | Facility instance ID (required for 'upgrade', 'dismantle', 'faction_dismantle', 'job_add', 'job_list', 'set_output_price', 'set_access', 'set_name', 'set_description' actions). Use action 'list' to see facility IDs. | |
| package_ids | No | For 'build'/'upgrade'/'faction_build'/'faction_upgrade': source materials directly from these packages instead of unpacking them into storage first. Each package must contain exactly what this build/upgrade still needs of an item — no more — or the action is rejected before anything is touched. Storage and cargo still backfill any shortfall. | |
| facility_type | No | Facility type ID. For 'types' action: get full details for this specific type. For 'build'/'upgrade': the type to build/upgrade to. |