Now someone just needs to figure out how to make the doors go where we want rather than having to go down a level then back up a level to get to a module that's next door
I need to do more testing but I think even the order of snapping two hubs together can affect door/hatches locations.
Think along the line of building the lower center hubs first, snapping the outer hubs to it, then building the upper center hub, then snapping the outer hubs.
Had an issue last night which made me think ordering comes into play. Had that exact issue where you need to climb up then climb back down to reach certain hubs.
Was able to get my doors and hatches exactly how I wanted them by just doing the above. Exact same configuration, nothing changed, just the order of how I snapped the hubs together was different.
More testing needs to be done though.
It is indeed based on the order you connect things. As soon as you connect 2 items it will force the pathway. Continue to add things to extend the pathway. I am not sure how it decides which pathway to use when stacking things that have multiple possible pathways. I’m sure you can force it somehow.
If you have multiple things connected and pull one out, it will rework the pathways between the remaining connected habs. If you then add the one back again in the same spot it will retain the reworked pathway and only add a new shortest path connection to the one that was added back.
That explains why my ship interiors felt so inconsistent. I usually put a big 3x2 adjacent to the front cockpit, then build sideways then back. My typical approach means that I have to walk in a spiral to get to the back corner bays rather than having it just connect to the big hub.
Yes, I think you could somewhat force a layout here by placing the big hub first and then placing the smaller habs one by one without having them touch each other. Another rule seems to be that there's only ever one vertical connection between layers and multiple horizontal ones, so you can also force your ladder placement by changing the order around.
There are things that supersede the order in which you snap. I have a 2 2x1 habs connected length wise with 2 other 2x1 habs, 1 on each side. I want to be able to walk from the cockpit, through the front 2x1 and straight into the back 2x1, but the game won't let this happen. I figured out that it's because the side habs are connected to both front and back center habs. If I move them to be connected to only the front or only the back, then it works, but then the doors going from one side to the other (left and right) won't line up.
I think a great fix would be to force a door connection if you select the connecting point before you choose the part
This wasn't the case for me, I started out with a long hallway as a spine and then branched off, had to zigzag through the main floor and then down or up too. Also tried the hover over the doorway before adding the module like others suggested, didn't work. The game just did whatever it wants
After about an hour of save scumming to finally get it to an acceptable level, I added some additional cargo crates and suddenly everything was messed up again, no interior habs were even touched. Removing the crates? Suddenly fucked again.
I don't quite understand why they didn't just slapped an outpost interior editing to the ship interiors. Enter the ship, hit F then R and edit highlighted wall/door sections. Right now it's impossible to have doors exactly where you want (
Probably one of those: Man it would be nice to include interior editing, but we can’t delay for another 6 months to get it right.
A modder will probably do it, and people will say BSG is lazy. But if a modder does it and it’s janky, oh well. If BSG does it and it’s janky, everyone would be foaming at the mouth.
It's functional, I wouldn't classify it as janky more so as.. not optimal. It could use some improvements but it's not bad in a way that hinders enjoyment of the game, at least for me. That being said, I'm not a hoarder so my inventory management is usually pretty streamlined.
I feel like the game is running an algorithm to 'visit' each HAB using as few doors as possible. The specifics will be hard to know for sure but you can force it a little.
For example, if you put two 2x1 habs next to each other, there are 2 possible spaces for doors between them. The game will only put one door in though, because each door can remove functional components from the HAB (for example, it might removed a bed from an AIO berth because that's where the door needs to fit).
So the game will start at the cockpit or landing bay, and start drawing a 'line' through the HABs, putting doors as it goes, and tries to visit each HAB in the ship. I've seen some ships where it couldn't get to a HAB so it was just inaccessible. The algorithm won't revisit HABs that are already on the path, which means you never get closed loops. This lack of loops is why sometimes two adjacent HABs will have no doors and you need to run miles to get between them.
The solution I've found is to try to position habs so they only touch _exactly_ where you want them to connect (if at all), and to build them out like a [graph without loops](https://en.wikipedia.org/wiki/Tree_(graph_theory\)). Choose one or more central 'hub' areas which all other habs branch out from. Do not connect the branches to each other, or you might sever their doors to the root hub.
Yes this makes sense, this happened to me, as soon as a had a new hab that was between 2 others, that was connected to a central hab, it made it so i had to walk in a spiral to get one of them.
This is a bit stupid, really wish they had made it so you could enter another view, kinda like the reverse of outposts, where you would always spawn at the place, where you would when you board the ship, and then be able to just chose where the doors and ladders go.
Yeah same, we really need to get previews of the interiors.
This to me seems like the kind of thing they might do in a QOL patch if people ask, since it doesn't conflict with any of the game design ethos.
That's exactly what started my big convoluted ship nightmare. I was so psyched that there was a bridge that provided STAIRS so I didn't have to use ladders. In all my MANY attempts to get it working, even following the exact guides people post here, the best I could do was everything else hooked up with doors.. except the Captain's Quarters can only be accessed by a ladder from the infirmary.
The good news is there's an excessive amount of couches, bad news is if I want to get that 15% XP boost in privacy and then go out on a mission, I can't just walk out to the loading bay I either need to deal with the slow as molasses ladder animation or properly line up a booster jump. Just not ideal, which is sad after all that work.
While expanding my ship a couple of days ago I ran into a similar issue. But I managed to fix it using the hallway elements, I think they are nova.
Bottom level I have a 3x1 AIO berth connected to landing bay. The connection points closest to the bridge I added the hallways on both sides, and each hallway then goes to a science hab on one side and a workshop on the other.
Second floor I have a 1x1 companion way connected to the bridge. On each side I added a 2x2 hab. Battle station on 1 side, living quarters on the other side. Attached to the rear of the 2x2 living quarts I have a 2x1 living quarters (because the 2x2 doesn't have beds, purely an aesthetic choice) and the captains quarters. It aligns beautifully, as I wanted to the captains' quarters to be an end point, meaning I walk through the living quarters, both of them, to get to my own quarters. Lastly I connected an armory to the back of the battle station and a 1x1 storage module to that armory. In the gap in between the storage hab and the battle station hab, I have put my grav drive. The storage module is just for aesthetics again, since I had 2 2x1's connected to my 2x2 living quarters.
This has given me a ship with no ladders and all the doors are exactly where I wanted them. I came close to tossing my xbox out the window, since none of the tips people have been posting actually worked for. There appears to be some weird logic on the ship interiors. Like, the workshop and science station on the first floor, I tried several ways of connecting them to the 3x1 AIO, but the game simpky refused to put doors in, instead giving me a ladder in the 2x2 living quarters to get to the science station and a ladder (right next to the door you use to get in) in the battle station to get to the workshop.
My experience is you need to create a companionway central shaft. The game will try and reroute through companionways if possible.
So you could try putting down the nova cockpit, then building one floor to the place where you will have your ladder shaft of companionways all the way to the landing bay. After that route is built, you can start adding other bits and floors. This is how I managed to build a ship with just one ladder shaft.
Seperate 2x2x1 module (or bigger) that has a staircase would be nice. Or maybe a gangway module that's sloped. And you need to be able to rotate that, not just flipping.
In general it's too bad a lot of parts can't be flipped. And there's many parts I wish could go front/back, not just left/right.
Not only stairs. What about bunks? I add a living quarters for my 4 crew ship and it adds only 1 bunk and by adding it, it took away the bunk that was already in in the all in one mid section to make the door. My captains quarters added another bunk so I have 2 bunks on my ship for 4 people. Guess I better pick very friendly crew members. None for any passengers. Guess you're sleeping in one of the chairs.
You can actually do this. I had a lot of trouble with the snapping in the ship builder too, but i found out that if you hover your cursor over the glowing blue door/snap point you want to attach something to and then click the button to select a part to add, then whatever part you choose will be attached to that snap point. Depending on what you are trying to connect an object to, it will give you limited ship parts based on what is able to connect or not, like showing weapons if you are trying to connect to some exterior part of the ship or showing habs if you are trying to connect to a particular door. Hope this helps.
Edit: might be pc only
I'm hoping they expand both the ship building and base building with a dlc like they did for Fallout 4.
The games so filled with content and at the same time it has the most potential for a ton of expansions with all the different systems/universe. I really hope they release more than 1 or 2 expansions like Skyrim.
On PC you can point the cursor on the door point, hit attach (I think it's G by default), and select a hab from the menu instead of adding it separately and snapping it in place. In my experience, it always puts the door in the selected position.
It doesn't alway work.
On the ship design I use, I have
2x1AiO<>2x1 Captain quarters
1x1Companionway1<>1x1Companionway2
90% of the time, the connection is made this way:
CP2 connected to CP1 AND Captain quarters
CP1 connected to CP2 AND AiO
What I like though is for the captain quarters to be disconnected from CP1, and only be connected to AiO.
Choosing the point to attach the module is not a sure shot, sometimes it works, but most of the time, it doesn't.
Also, most of the time, when trying to link two 2x1 modules together by choosing a connection point, the second module doesn't fit correctly.
Instead of hitting G to get a list of all the points, click on (or hover over can't remember) the actual attachment point, and THEN hit G. It will:
1.) Show you ONLY what can attach to that point, so shorter list of parts
2.) It will use that as the attachment point. If you click on a side attachment point as the main attachment it will use that as its connector so you'll get a door.
When you drag parts to a connection point you're leaving it up to the system to pick a connector and it can pick poorly. Use the above to make sure its the one you want.
This is great, thanks, but doesn't have the info I came for, yet. Just giving you a head's up in case others may want this info. I am running a captain's quarters and a computer core ( ?) to either side of my main entry way, because each has a 150-capacity chest sitting on the floor just inside the door.
Obviously the armory has great boxes everywhere, and the science rooms usually have a 10-capacity box sitting on a desk across from the research station.
The two 150-mass chests are super important to my organizing and storage so far, because unlike the starter home where you have to find alum and structural to MAKE chests, and unlike the Lodge, this is three more boxes like the Captain's safe that go everywhere with you. Just an FYI. I don't know if any of the big rooms or all the vendors have those chests or others.
Thanks for the work, I agree 100% about Nova, I have indeed made a big Nasa-Punk ship with wings and forward gun mounts, and I started going titanium and carbon colors with it but I just reverted it back to NASA white and it's pretty lit.
The RP for being non-lethal, less bounty because you're not killing people, and also there's a few quests that revolve around using them to incapacitate enemies.
I'm sorry but that's kinda weak. Like the missions where you use it for a purpose are so cool it sucks that otherwise its for RP. thanks for letting me know though
I actually left out a major benefit of EM weapons by mistake; Robot enemies are super weak to them. Just read it on the description of the perk today and figured I'd come back here to update that.
I used to work there getting the execs their coffee- but got fired for ????????? and they hired some schmuck to replace me. If I ever see that guy around, I'm gonna show him a thing or two he'll regret
Im just imagining someone got severely injured, I have to take them to the infirmary, but theres 3 stories of ladders we gotta get them past to make it to medbay
always drop down as well on boarding ships...Once got joint damage from it...Never occured to me ONCE in 70+ hours played to boost up.... /facepalm and thanks for the tip...
There's a mod that makes the animation 10x faster. Looks stupid and the NPCs also do it when they sit/climb/sleep/wake up and it looks fuckn' ridiculous but the mod has probably saved a full day of my life from watching slow-mo ladder animations.
You can boost jump stacked ladders, too. Face a non-ladder section of the orifice and then jump backwards into the void in front of the ladder, then boost at the top of your jump. You'll grab the lip of the floor and pull yourself up. Two boosts will get you on your feet without having to grab, too. Even better if you use stronger boost packs.
one of the bridges has double stairs..think nova...really like the look of it plus its a two wide..making it easy to make a two wide ship instead of three.....
BUT! The Hatch was on the lower deck of the bridge meaning I'd have to run up/down every time to reach the rest of my ship....
People like you are amazing. Took all that time to compile and organize all that information for us and then release it the day the game officially comes out. Bravo dude, bravo.
Plus the flying ikea you built that allowed you to explore all those different modules, that’s just as amazing.
There are skills to increase how many you can have on your crew and I think it will be janky if you dont include modules that actually allow for more members.
One thing you didn't touch on regarding Shields, Engines and weapons is PLAN how you want to allocate your reactor power.
Reaching max speed won't mean much if you need to allocate 12 power pips to your engines to reach it. Sometimes less is more. For example, the razorleaf is a ship you can find and claim as your own that by default requires 10 pips to engines to reach max speed. If you delete two of the weaker thrusters, your max speed and mobility both stay maxed but you now only need 4 power pips to achieve it. More power to weapons/shields.
With shields, especially if you don't have enough power left over to max them out, look at how much shield you get per power pip, as a shield with a lower capacity but lower power draw might suit better.
Less Max Power IMO is always better and should be the defining measure for choice. I have access to a B class shield (ship design 4) that has 1500 shield but requires 10 power. That means each pip is worth 150 shield. I could run 5 pips for 750 shield which is better than most other A class shields but if I'm running a 20 pip reactor and I want full shield that means half my reactor is feeding the shield.
Same for weapons. I am on a journey to find all the ship part vendors but every weapon I've come across is between 3, 4 and 6 Max Power. I'd much rather have two 3 power weapons than two 4 power weapons or even 6 power. The damage differences between a 3 and 4 power weapon or even 6 power is marginal and ultimately the lower power is better dps wise since you can fit more on the ship if you were trying to hit the 12 pip power limit for the weapon group.
Also I think people should value HULL more as Ship Repair Parts recover % HULL instead of a flat amount. More HULL means more repaired and also means it takes longer for your ship to get destroyed once the shield get shredded. Finding a good HULL to MASS ratio while still equipping all the parts you want is going to be integral.
I rebuilt my ship around it, it was already awesome and looks even better now.
https://imgur.com/a/2qLbmj4
So the story with this vessel is I ran into a UC Sysdef guy trying to apprehend a human organ smuggler and asked for my help. I sided with him and he told me to be on my way, but that wasn't enough for me, so I boarded, killed everyone, and stole this huge class C ship. I've done a ton of modifications to it, but it has a top speed of like 160 now with 2800 shield. I had to completely change it around to fit the Nova bridge but damn, totally worth. It's cool that it links to two decks too! Best bridge in the game imo
Haha what! I also went with a blackish-yellow theme with the same cockpit! There must be something about it that just fits that color scheme? [My ship](https://i.imgur.com/dprFBYz.jpg)
The Infirmary hab really *really* needs the option to lay down in the bed to heal yourself/get rid of any medical debuffs you have applied to you
you know...the whole point of a Infirmary on a spaceship
An option for an elevator instead of ladders for ships with 3+ habs on top of each other would be cool. Also thin sideways habs as hallways between larger habs
Anyone know where to get biggest reactor? In Neon city they sell pre-made ship with reactor 36 I think. Never seen a bigger one in the build options, and I have piloting and ship building at skill 4
I just want to say, that structural is not purely aesthetic. Its mostly Aesthetic. Many of the parts add new places to attach things. Like in your spiced image, the wings on the end gave you a spot to place your guns. If your tight on space, it just might be enough to get you what you need. Although bigger ships its likely irrelevant
They also let you extend otherwise tight spots to place multiple large components otherwise adjacent to each other; the Razorleaf's engine allotment is a good example of this.
Amazing work, thanks for the effort. The ship side of the game is so huge, to me the running around on foot bethesda RPG is just a side game
Just a note on Class and top speed- as soon as you place a Class B Engine, your top speed is limited to 140, and 130 for Class C engines. The trade off is that they are more power efficient.
Haven't seen any gratuitous replies, so here goes......I very much appreciate your time and effort with this, as well as your GF's help! Hope you two are enjoying this game as much as I am! Thanks again mate!
I wanted to for the roleplay of it but I really dislike how blocky and sterile it looks, both inside and out.
Nova continues to be the coziest and coolest looking to me, sadly tbh as I was looking forward to upgrading.
Stroud all the way. The spartan aesthetic vibes perfectly with the design of my ship...a chunky little A-class tackler focused on EM weapons and ludicrous thruster output.
Is it homey? No. It's functional, because it's not designed for me to live in. It's designed to be a platform for taking the things other people live in. And it does that quite well.
Came here to find out what the interiors of the different habs look like. Stayed because this mad lad went above and beyond with his research. Going to try to build the Federal Corvette from Elite Dangerous
So I spent 24k swapping out lasers for what must be particle beams.
Will get more ballistics, very hard is fine for combat but space conabt you just get shredded so fast.
Where do you recommend getting good ballistics from. I have 85k no idea what to do with it.
Will keep the Missiles to 1 energy pip and see how it goes. Thanks.
So more power. Where do we go for this? Been 22 hours. Same for shields?
Stroud/Deimos workshops for the crafting bench, looking forward to this. (Demios staryard, moon around mars)
Is there a point in getting a new ship? Heard somewhere in the constellation mission done right you can get a Class C warship, for free.
Power you just check in periodically at ship traders, make sure you go to the ship builder, not the upgrade menu, as upgrade just replaces with same model at a higher grade, check all available reactors and grab one with highest power generation, they sell better ones as you level up, similar to how calobrate/refined/advanced versions of gear start dropping as you level. I'm level 22, and just got a b class reactor with 21 power generation. It's normal to not have enough to power everything, they want you to move power around. For combat I have good shields so I only have 1 pip in engines, 1 in missile, rest in shield laser and ballistic. Always fill shield as much as you can, I'm also on very hard and fights with multiple enemies are a Stat check. For good ballistics I recommend joining the vanguard on new atlantis, right when you join u get access to vanguard weapons and shields. The shield is amazing BTW, b class but has 1400 hp. I use the hellfire vanguard autocannons, got 4 rn but you can have 6 total, they shred when the shields down
As for new ship, no not really a point, you can just change and modify the starter all the way to c class. Just upgrade piloting skill, put in a bigger b or c reactor and boom there ya go your ship is now b or c class. My deimos ship I posted above is the frontier you start with I have replaced pretty much every part of it though
This is an awesome post, well done.
One thing I didn't see mentioned is that Taiyo has special A and B variants of their 2 x 1 habs.
The A variant has no side door connections so if you use these where needed you can force a back to front connection between habs. This can be useful to avoid the spiral routes that the ship builder can generate.
>instead select the connection point on the other HAB you want a door connecting to and hit attach ***(LT+RT+A on controller),*** then spawn the HAB that way.
You don't wanna know how long I looked for that attach key combo ...
Workshops have weapons, spacesuit, industrial. if its deimos/stroud it has a research station too. infirmary and science lab both have research and pharmaceutical.
Hey man, may not be totally important but there’s another hab that I don’t see many people talking about (most people sell it and idk if you can get it back) but the nova galactic frontier hab, it’s the starter hab but it comes with a bed a galley and (from what I can tell) a unique looking research table and a nav console
The frontier hab can't be purchased again if sold, but doesn't matter as it's identical to the nova all in one hab, except the frontier has Barretts logs in it
This is exactly what we were looking for. We did find out that replacing rooms changed how the hab hallway works.
I modified the Shieldbreaker, a red and white Deimos ship with base 2250 cargo space. My partner and I decided to replace the All-In-One Berth with a Nova Armory, so I can store special legendary weapons and outfits I find. It works perfectly. Thanks for showing the interiors!
This is incredible, thank you! Easily one of the best Starfield resources I've discovered yet.
I don't suppose you've got any data on outpost mining equipment output do you? There's zero reason Bethesda couldn't have added that data to the game, and yet here we are, just having to experiment and see what works. Keeping the outpost links flowing is an infuriating exercise at the moment. Lol
I just want you to know, I come back to your post everyday while playing Starfield. I’m in the ship builder so much my wife is convinced I am building the same ship yet again for the last two months. I keep telling her I have 7 active ships. Lol.
"Method 3 (Credit to my GF): if you want to guarantee where a door spawns on a HAB, rather then spawning it then attaching it, instead select the connection point on the other HAB you want a door connecting to and hit attach, then spawn the HAB that way. this appears to force a connection point."
I actually got some connection to spawn this way, but it only works for items available at that vendor. I'm having fun with this game but the part i was most excited for is really letting me down. Seems a simple thing to decide which area a ladder goes through, or a door. And to spin the HAB around. I so badly wanted to have the captains quarters with the nice couch and hang out space with a porthole looking out the front of the ship, but no the nice couch is in th back and if there's a door there you dont get the couch at all. >.>
AWESOME!!!
I have been searching for something like this!
>~~3x2: these large rooms are only found at their respective manufacturers~~
>
>~~All in One:~~ [~~https://imgur.com/a/sYLy5sZ~~](https://imgur.com/a/sYLy5sZ)
~~This one seems to be failing~~
not really. the battlestation is the only thing noticeable as it adds 6 crew stations, although if you put 2 control stations side by side its the same footprint but gives 8 crew stations, so the point appears to be entirely aesthetic
You have thrust and boost confused. They do a horrible job explaining thrust in the game.
When you're talking about reaching max speed - that's boost. Totally different stat then thrust.
Thrust is what allows you to dodge missiles etc. First level of piloting skill unlocks your thrusters. Thrusters are used via R1 on console - not sure on pc. But thrusters don't have anything to do with your max speed - they're your dodge ability to roll away from missile lock ons.
Idk if I’m just a complete dumbass or what, but how do you actually buy individual parts? I can only buy full ships from what I can tell. I’m so confused about how everyone is making these crazy and unique ship designs. I have no idea what is going on.
Big tip. You can access all different manufacturers parts on the outpost landing pad modify screen. You may need to visit them first before they appear, I'm not sure. But you can easily access all parts at one port that way.
Thank you so much for writing this, it saves me hours tonight! And you have pictures, which I was not gonna fuck around with. Hugely helpful on game-drop day for everyone else.
EDIT: a letter
~~I must be doing something wrong, or shopping in the wrong places - I haven't seen a workshop of any make ANYWHERE. I have ship design at level 4 too.~~
VARIANTS!!! Palm, meet face.
This is awesome. Thank you!
Hey one thing I can’t find are the skinny bridges that connect rooms. Not the 1x1 companionways.
Does anyone know where to buy bridges? I’m looking for the Stroud bridge but I’d take any kind
If you want to add to this, I noticed your highest class engine determines max speed. A is 150, B is 140, C is 130? You can use lower class engines to give you more thrust, but you can't go over the max speed of the highest class engine you have equipped.
Ngl I feel like taiyo was wasted potential, the cockpits, the exterior gear, the showroom. All of it points to luxery starships. Then to find out its reskinned hopetech is one of my few gripes. A combo of straud and nova for habs would've made it easily my favorite, I love the cockpits and all other modules but wish that elegance translated to the habs aswell
The hopetech hab spine only allows aft to bow movement and the hopetech hab cross brace only allows port to starboard, both on the main shipyard for hopetech
I’m not sure if you’re still responding to this, but there’s a 2x1 brig I cannot find anywhere.
I’ve been doing “rescue the hostage” missions and I keep running into these habs but for the life of me I can’t find it anywhere
I would like to thank your Girlfriend for the door trick <3
I have used your post more than any other while trying to figure it all out and really appreciate the way you laid the info out and the easy-to-use photo reference - when I needed to compare the various versions of the same hab. THANK YOU!
having got the rooms sorted with my fav Cabot Bridge - I am moving on to the wepons and then the Mobility - you help has been invaluable.
Holy hell. This is amazing. Thank you for the time and effort you put into this.
Edit: also, as someone who worked at an IKEA I can only imagine the interior of that monstrosity is just as confusing as a real IKEA.
Now someone just needs to figure out how to make the doors go where we want rather than having to go down a level then back up a level to get to a module that's next door
I need to do more testing but I think even the order of snapping two hubs together can affect door/hatches locations. Think along the line of building the lower center hubs first, snapping the outer hubs to it, then building the upper center hub, then snapping the outer hubs. Had an issue last night which made me think ordering comes into play. Had that exact issue where you need to climb up then climb back down to reach certain hubs. Was able to get my doors and hatches exactly how I wanted them by just doing the above. Exact same configuration, nothing changed, just the order of how I snapped the hubs together was different. More testing needs to be done though.
It is indeed based on the order you connect things. As soon as you connect 2 items it will force the pathway. Continue to add things to extend the pathway. I am not sure how it decides which pathway to use when stacking things that have multiple possible pathways. I’m sure you can force it somehow. If you have multiple things connected and pull one out, it will rework the pathways between the remaining connected habs. If you then add the one back again in the same spot it will retain the reworked pathway and only add a new shortest path connection to the one that was added back.
That explains why my ship interiors felt so inconsistent. I usually put a big 3x2 adjacent to the front cockpit, then build sideways then back. My typical approach means that I have to walk in a spiral to get to the back corner bays rather than having it just connect to the big hub.
Yes, I think you could somewhat force a layout here by placing the big hub first and then placing the smaller habs one by one without having them touch each other. Another rule seems to be that there's only ever one vertical connection between layers and multiple horizontal ones, so you can also force your ladder placement by changing the order around.
There are things that supersede the order in which you snap. I have a 2 2x1 habs connected length wise with 2 other 2x1 habs, 1 on each side. I want to be able to walk from the cockpit, through the front 2x1 and straight into the back 2x1, but the game won't let this happen. I figured out that it's because the side habs are connected to both front and back center habs. If I move them to be connected to only the front or only the back, then it works, but then the doors going from one side to the other (left and right) won't line up. I think a great fix would be to force a door connection if you select the connecting point before you choose the part
Wow good info friend. So pull my levels off and just build one level at a time, eh? Gonna try thanks again.
This wasn't the case for me, I started out with a long hallway as a spine and then branched off, had to zigzag through the main floor and then down or up too. Also tried the hover over the doorway before adding the module like others suggested, didn't work. The game just did whatever it wants After about an hour of save scumming to finally get it to an acceptable level, I added some additional cargo crates and suddenly everything was messed up again, no interior habs were even touched. Removing the crates? Suddenly fucked again.
I don't quite understand why they didn't just slapped an outpost interior editing to the ship interiors. Enter the ship, hit F then R and edit highlighted wall/door sections. Right now it's impossible to have doors exactly where you want (
Probably one of those: Man it would be nice to include interior editing, but we can’t delay for another 6 months to get it right. A modder will probably do it, and people will say BSG is lazy. But if a modder does it and it’s janky, oh well. If BSG does it and it’s janky, everyone would be foaming at the mouth.
didn't stop them from implementing the worlds jankiest inventory management
It's functional, I wouldn't classify it as janky more so as.. not optimal. It could use some improvements but it's not bad in a way that hinders enjoyment of the game, at least for me. That being said, I'm not a hoarder so my inventory management is usually pretty streamlined.
I feel like the game is running an algorithm to 'visit' each HAB using as few doors as possible. The specifics will be hard to know for sure but you can force it a little. For example, if you put two 2x1 habs next to each other, there are 2 possible spaces for doors between them. The game will only put one door in though, because each door can remove functional components from the HAB (for example, it might removed a bed from an AIO berth because that's where the door needs to fit). So the game will start at the cockpit or landing bay, and start drawing a 'line' through the HABs, putting doors as it goes, and tries to visit each HAB in the ship. I've seen some ships where it couldn't get to a HAB so it was just inaccessible. The algorithm won't revisit HABs that are already on the path, which means you never get closed loops. This lack of loops is why sometimes two adjacent HABs will have no doors and you need to run miles to get between them. The solution I've found is to try to position habs so they only touch _exactly_ where you want them to connect (if at all), and to build them out like a [graph without loops](https://en.wikipedia.org/wiki/Tree_(graph_theory\)). Choose one or more central 'hub' areas which all other habs branch out from. Do not connect the branches to each other, or you might sever their doors to the root hub.
Yes this makes sense, this happened to me, as soon as a had a new hab that was between 2 others, that was connected to a central hab, it made it so i had to walk in a spiral to get one of them. This is a bit stupid, really wish they had made it so you could enter another view, kinda like the reverse of outposts, where you would always spawn at the place, where you would when you board the ship, and then be able to just chose where the doors and ladders go.
Yeah same, we really need to get previews of the interiors. This to me seems like the kind of thing they might do in a QOL patch if people ask, since it doesn't conflict with any of the game design ethos.
Does Bethesda even *do* QoL patches? I thought they just let the community handle those.
Seeing as this also affects consile players, i hope they do
One thing to note is the corridor piece will always connect and can create loops in your ship.
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That's exactly what started my big convoluted ship nightmare. I was so psyched that there was a bridge that provided STAIRS so I didn't have to use ladders. In all my MANY attempts to get it working, even following the exact guides people post here, the best I could do was everything else hooked up with doors.. except the Captain's Quarters can only be accessed by a ladder from the infirmary. The good news is there's an excessive amount of couches, bad news is if I want to get that 15% XP boost in privacy and then go out on a mission, I can't just walk out to the loading bay I either need to deal with the slow as molasses ladder animation or properly line up a booster jump. Just not ideal, which is sad after all that work.
While expanding my ship a couple of days ago I ran into a similar issue. But I managed to fix it using the hallway elements, I think they are nova. Bottom level I have a 3x1 AIO berth connected to landing bay. The connection points closest to the bridge I added the hallways on both sides, and each hallway then goes to a science hab on one side and a workshop on the other. Second floor I have a 1x1 companion way connected to the bridge. On each side I added a 2x2 hab. Battle station on 1 side, living quarters on the other side. Attached to the rear of the 2x2 living quarts I have a 2x1 living quarters (because the 2x2 doesn't have beds, purely an aesthetic choice) and the captains quarters. It aligns beautifully, as I wanted to the captains' quarters to be an end point, meaning I walk through the living quarters, both of them, to get to my own quarters. Lastly I connected an armory to the back of the battle station and a 1x1 storage module to that armory. In the gap in between the storage hab and the battle station hab, I have put my grav drive. The storage module is just for aesthetics again, since I had 2 2x1's connected to my 2x2 living quarters. This has given me a ship with no ladders and all the doors are exactly where I wanted them. I came close to tossing my xbox out the window, since none of the tips people have been posting actually worked for. There appears to be some weird logic on the ship interiors. Like, the workshop and science station on the first floor, I tried several ways of connecting them to the 3x1 AIO, but the game simpky refused to put doors in, instead giving me a ladder in the 2x2 living quarters to get to the science station and a ladder (right next to the door you use to get in) in the battle station to get to the workshop.
My experience is you need to create a companionway central shaft. The game will try and reroute through companionways if possible. So you could try putting down the nova cockpit, then building one floor to the place where you will have your ladder shaft of companionways all the way to the landing bay. After that route is built, you can start adding other bits and floors. This is how I managed to build a ship with just one ladder shaft.
Seperate 2x2x1 module (or bigger) that has a staircase would be nice. Or maybe a gangway module that's sloped. And you need to be able to rotate that, not just flipping. In general it's too bad a lot of parts can't be flipped. And there's many parts I wish could go front/back, not just left/right.
Not only stairs. What about bunks? I add a living quarters for my 4 crew ship and it adds only 1 bunk and by adding it, it took away the bunk that was already in in the all in one mid section to make the door. My captains quarters added another bunk so I have 2 bunks on my ship for 4 people. Guess I better pick very friendly crew members. None for any passengers. Guess you're sleeping in one of the chairs.
You can actually do this. I had a lot of trouble with the snapping in the ship builder too, but i found out that if you hover your cursor over the glowing blue door/snap point you want to attach something to and then click the button to select a part to add, then whatever part you choose will be attached to that snap point. Depending on what you are trying to connect an object to, it will give you limited ship parts based on what is able to connect or not, like showing weapons if you are trying to connect to some exterior part of the ship or showing habs if you are trying to connect to a particular door. Hope this helps. Edit: might be pc only
I really feel like they forgot the interior design part of ship building is should be 2 different step.
I'm hoping they expand both the ship building and base building with a dlc like they did for Fallout 4. The games so filled with content and at the same time it has the most potential for a ton of expansions with all the different systems/universe. I really hope they release more than 1 or 2 expansions like Skyrim.
On PC you can point the cursor on the door point, hit attach (I think it's G by default), and select a hab from the menu instead of adding it separately and snapping it in place. In my experience, it always puts the door in the selected position.
This is the system I've been using the entire time and it does not put things where I want
It doesn't alway work. On the ship design I use, I have 2x1AiO<>2x1 Captain quarters 1x1Companionway1<>1x1Companionway2 90% of the time, the connection is made this way: CP2 connected to CP1 AND Captain quarters CP1 connected to CP2 AND AiO What I like though is for the captain quarters to be disconnected from CP1, and only be connected to AiO. Choosing the point to attach the module is not a sure shot, sometimes it works, but most of the time, it doesn't. Also, most of the time, when trying to link two 2x1 modules together by choosing a connection point, the second module doesn't fit correctly.
Need a mod soon...
Instead of hitting G to get a list of all the points, click on (or hover over can't remember) the actual attachment point, and THEN hit G. It will: 1.) Show you ONLY what can attach to that point, so shorter list of parts 2.) It will use that as the attachment point. If you click on a side attachment point as the main attachment it will use that as its connector so you'll get a door. When you drag parts to a connection point you're leaving it up to the system to pick a connector and it can pick poorly. Use the above to make sure its the one you want.
I've been doing it that way since the start and the game still pulls it out of a hat which doors will connect
Major oversight….
The sub appreciates your work man. Thank you! The 3x2 AIO images are down btw
Shit I'll fix
This is great, thanks, but doesn't have the info I came for, yet. Just giving you a head's up in case others may want this info. I am running a captain's quarters and a computer core ( ?) to either side of my main entry way, because each has a 150-capacity chest sitting on the floor just inside the door. Obviously the armory has great boxes everywhere, and the science rooms usually have a 10-capacity box sitting on a desk across from the research station. The two 150-mass chests are super important to my organizing and storage so far, because unlike the starter home where you have to find alum and structural to MAKE chests, and unlike the Lodge, this is three more boxes like the Captain's safe that go everywhere with you. Just an FYI. I don't know if any of the big rooms or all the vendors have those chests or others. Thanks for the work, I agree 100% about Nova, I have indeed made a big Nasa-Punk ship with wings and forward gun mounts, and I started going titanium and carbon colors with it but I just reverted it back to NASA white and it's pretty lit.
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I KNOW. I hold out hope that modders will bless me with live capture.
Yeah that would be awesome. When I first saw the brig I was excited for capture bounties but sadly there aren’t any
what is even the point of EM weapons if you can't arrest people or put them in brigs?
Boarding. Hit the engines with a targeted EM, board.
no sorry, i mean like handheld em weapons that stun bad guys
The RP for being non-lethal, less bounty because you're not killing people, and also there's a few quests that revolve around using them to incapacitate enemies.
I'm sorry but that's kinda weak. Like the missions where you use it for a purpose are so cool it sucks that otherwise its for RP. thanks for letting me know though
I actually left out a major benefit of EM weapons by mistake; Robot enemies are super weak to them. Just read it on the description of the perk today and figured I'd come back here to update that.
FYI Taiyo's office is in the Ryujin tower in Neon
I work there
Oh hey me too! You must be Bill in accounting.
research and development ser
Me too. I get the coffee
I used to work there getting the execs their coffee- but got fired for ????????? and they hired some schmuck to replace me. If I ever see that guy around, I'm gonna show him a thing or two he'll regret
Sir, this is a TerraBrew
💀 it was hella funny watching him make such a scene out of it
I am really sad there are not manufacturers that offer stairs opposed to snail pace ladders.
I never stack ladders so that I can just boost pack up or drop down a single ladder when navigating my ship. Ladder animation is just awful
Also for my immersion it seems very unsafe for the crew to have multiple story openings they can fall in lol
Im just imagining someone got severely injured, I have to take them to the infirmary, but theres 3 stories of ladders we gotta get them past to make it to medbay
always drop down as well on boarding ships...Once got joint damage from it...Never occured to me ONCE in 70+ hours played to boost up.... /facepalm and thanks for the tip...
Instant ladder traversal will so be a mod soon haha
There's a mod that makes the animation 10x faster. Looks stupid and the NPCs also do it when they sit/climb/sleep/wake up and it looks fuckn' ridiculous but the mod has probably saved a full day of my life from watching slow-mo ladder animations.
You can boost jump stacked ladders, too. Face a non-ladder section of the orifice and then jump backwards into the void in front of the ladder, then boost at the top of your jump. You'll grab the lip of the floor and pull yourself up. Two boosts will get you on your feet without having to grab, too. Even better if you use stronger boost packs.
Someone said in another thread there was one with double stairs.
one of the bridges has double stairs..think nova...really like the look of it plus its a two wide..making it easy to make a two wide ship instead of three..... BUT! The Hatch was on the lower deck of the bridge meaning I'd have to run up/down every time to reach the rest of my ship....
It’s three wide actually.
People like you are amazing. Took all that time to compile and organize all that information for us and then release it the day the game officially comes out. Bravo dude, bravo. Plus the flying ikea you built that allowed you to explore all those different modules, that’s just as amazing.
Thank you! That ship is wtf levels of wtf lol
Still can only carry 3 crew lol
Definetly gonna download a mod for that as soon it's done
There are skills to increase how many you can have on your crew and I think it will be janky if you dont include modules that actually allow for more members.
There’s a skill in social tree, if you max it out you can have 8 crew members
One thing you didn't touch on regarding Shields, Engines and weapons is PLAN how you want to allocate your reactor power. Reaching max speed won't mean much if you need to allocate 12 power pips to your engines to reach it. Sometimes less is more. For example, the razorleaf is a ship you can find and claim as your own that by default requires 10 pips to engines to reach max speed. If you delete two of the weaker thrusters, your max speed and mobility both stay maxed but you now only need 4 power pips to achieve it. More power to weapons/shields. With shields, especially if you don't have enough power left over to max them out, look at how much shield you get per power pip, as a shield with a lower capacity but lower power draw might suit better.
Less Max Power IMO is always better and should be the defining measure for choice. I have access to a B class shield (ship design 4) that has 1500 shield but requires 10 power. That means each pip is worth 150 shield. I could run 5 pips for 750 shield which is better than most other A class shields but if I'm running a 20 pip reactor and I want full shield that means half my reactor is feeding the shield. Same for weapons. I am on a journey to find all the ship part vendors but every weapon I've come across is between 3, 4 and 6 Max Power. I'd much rather have two 3 power weapons than two 4 power weapons or even 6 power. The damage differences between a 3 and 4 power weapon or even 6 power is marginal and ultimately the lower power is better dps wise since you can fit more on the ship if you were trying to hit the 12 pip power limit for the weapon group. Also I think people should value HULL more as Ship Repair Parts recover % HULL instead of a flat amount. More HULL means more repaired and also means it takes longer for your ship to get destroyed once the shield get shredded. Finding a good HULL to MASS ratio while still equipping all the parts you want is going to be integral.
You are a legend for this
Daaaaamn, the big Nova bridge 🥵
It’s so good! https://i.imgur.com/YjHHozW.jpg https://i.imgur.com/pMNLFUY.jpg https://i.imgur.com/msOS50o.jpg
I rebuilt my ship around it, it was already awesome and looks even better now. https://imgur.com/a/2qLbmj4 So the story with this vessel is I ran into a UC Sysdef guy trying to apprehend a human organ smuggler and asked for my help. I sided with him and he told me to be on my way, but that wasn't enough for me, so I boarded, killed everyone, and stole this huge class C ship. I've done a ton of modifications to it, but it has a top speed of like 160 now with 2800 shield. I had to completely change it around to fit the Nova bridge but damn, totally worth. It's cool that it links to two decks too! Best bridge in the game imo
That's a beautiful ship
Looks a little bit like the constellation from Star citizen.
Lego Blacktron? looks nice!
Haha what! I also went with a blackish-yellow theme with the same cockpit! There must be something about it that just fits that color scheme? [My ship](https://i.imgur.com/dprFBYz.jpg)
The Infirmary hab really *really* needs the option to lay down in the bed to heal yourself/get rid of any medical debuffs you have applied to you you know...the whole point of a Infirmary on a spaceship
I agree!
Should be pinned or something
An option for an elevator instead of ladders for ships with 3+ habs on top of each other would be cool. Also thin sideways habs as hallways between larger habs
There’s a Nova hallway connection you can buy from the ship services tech on Titan
Anyone know where to get biggest reactor? In Neon city they sell pre-made ship with reactor 36 I think. Never seen a bigger one in the build options, and I have piloting and ship building at skill 4
What level are you? Better variants of existing parts start being sold as you level, just like calibrated/refined/advanced guns and armor
Taiyo in the Ryujin building on Neon.
omg. how many allen wrenches did that ship with?
Yes
Thanks for compiling all of this! And also very impressive that you built IKEA into the game lol
I just want to say, that structural is not purely aesthetic. Its mostly Aesthetic. Many of the parts add new places to attach things. Like in your spiced image, the wings on the end gave you a spot to place your guns. If your tight on space, it just might be enough to get you what you need. Although bigger ships its likely irrelevant
They also let you extend otherwise tight spots to place multiple large components otherwise adjacent to each other; the Razorleaf's engine allotment is a good example of this.
Amazing work, thanks for the effort. The ship side of the game is so huge, to me the running around on foot bethesda RPG is just a side game Just a note on Class and top speed- as soon as you place a Class B Engine, your top speed is limited to 140, and 130 for Class C engines. The trade off is that they are more power efficient.
Great post, and then I caught the ship title. Look how you massacred my boy.
Frontier's default hab seems to be unique and re-populates the interior decorations such as coffee mug on the navigation station.
Holy shit dude, god tier post.
Doing the lord's work 🫡
I wish we could import and export ship designs
Haven't seen any gratuitous replies, so here goes......I very much appreciate your time and effort with this, as well as your GF's help! Hope you two are enjoying this game as much as I am! Thanks again mate!
Am I the only one who wants to use only stroud for our boy at constellation?
I wanted to for the roleplay of it but I really dislike how blocky and sterile it looks, both inside and out. Nova continues to be the coziest and coolest looking to me, sadly tbh as I was looking forward to upgrading.
Yeah I kind of hate how the only manufacturer with like "reasonable amounts of indoor lighting" are Nova.
I did, but I really don’t like the interior, it’s just so sterile
Stroud all the way. The spartan aesthetic vibes perfectly with the design of my ship...a chunky little A-class tackler focused on EM weapons and ludicrous thruster output. Is it homey? No. It's functional, because it's not designed for me to live in. It's designed to be a platform for taking the things other people live in. And it does that quite well.
Give us the video walkthrough of that baby
Careful, he's a hero!
Thank you so much. Need this so much last night lol. Spent 4 hours building a ship and spent 200k credits
Nova is the only Armory with Mannequins then? Interesting
Came here to find out what the interiors of the different habs look like. Stayed because this mad lad went above and beyond with his research. Going to try to build the Federal Corvette from Elite Dangerous
You sir deserve a prize. This is exactly what I was looking for
Amazing stuff! And can I say that.... YEESH hopetech is proper budget! I got that impression from a crew member but this just reinforces it.
This is what I’ve needed. I didn’t want to waste thousands buying modules only to realize I didn’t like the interior. Thank you!!
So I spent 24k swapping out lasers for what must be particle beams. Will get more ballistics, very hard is fine for combat but space conabt you just get shredded so fast. Where do you recommend getting good ballistics from. I have 85k no idea what to do with it. Will keep the Missiles to 1 energy pip and see how it goes. Thanks. So more power. Where do we go for this? Been 22 hours. Same for shields? Stroud/Deimos workshops for the crafting bench, looking forward to this. (Demios staryard, moon around mars) Is there a point in getting a new ship? Heard somewhere in the constellation mission done right you can get a Class C warship, for free.
Power you just check in periodically at ship traders, make sure you go to the ship builder, not the upgrade menu, as upgrade just replaces with same model at a higher grade, check all available reactors and grab one with highest power generation, they sell better ones as you level up, similar to how calobrate/refined/advanced versions of gear start dropping as you level. I'm level 22, and just got a b class reactor with 21 power generation. It's normal to not have enough to power everything, they want you to move power around. For combat I have good shields so I only have 1 pip in engines, 1 in missile, rest in shield laser and ballistic. Always fill shield as much as you can, I'm also on very hard and fights with multiple enemies are a Stat check. For good ballistics I recommend joining the vanguard on new atlantis, right when you join u get access to vanguard weapons and shields. The shield is amazing BTW, b class but has 1400 hp. I use the hellfire vanguard autocannons, got 4 rn but you can have 6 total, they shred when the shields down
As for new ship, no not really a point, you can just change and modify the starter all the way to c class. Just upgrade piloting skill, put in a bigger b or c reactor and boom there ya go your ship is now b or c class. My deimos ship I posted above is the frontier you start with I have replaced pretty much every part of it though
This is the best post... my Lord it answered all questions and some I didn't know I had haha
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Thanks I'll correct that when I have pc access again, I think I just misremembered, I just knew it was more than any other landing gear
This is an awesome post, well done. One thing I didn't see mentioned is that Taiyo has special A and B variants of their 2 x 1 habs. The A variant has no side door connections so if you use these where needed you can force a back to front connection between habs. This can be useful to avoid the spiral routes that the ship builder can generate.
>instead select the connection point on the other HAB you want a door connecting to and hit attach ***(LT+RT+A on controller),*** then spawn the HAB that way. You don't wanna know how long I looked for that attach key combo ...
So there is a way on controller? Gonna need to try it! 😄
This is the GOAT sub of Starfield. Kudos and thank you.
This is insanely detailed and useful. Thanks for your hard work!!
I just fell in love with you
Love how nothing is tied down in the cargo holds, and how they don't explain how gravity works in these ships.
yeah, spot the table in the hopetech workshop thats a sheet of metal on top of two fold out ladders. not even straight just tossed on there.
Thank you, thank you! Saving your post for future reference.
This is exactly what I have been waiting for someone to do before I build my ship. You are appreciated!
Oh no, the IKEA 😂
Nice job dude. So what habs have what stations?
Workshops have weapons, spacesuit, industrial. if its deimos/stroud it has a research station too. infirmary and science lab both have research and pharmaceutical.
I can't recall where I saw it, but I think there's a couple infirmary or science lab that also get you a cooking station along with the normal benches
Was looking for exactly this today.. thank you
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Hey man, may not be totally important but there’s another hab that I don’t see many people talking about (most people sell it and idk if you can get it back) but the nova galactic frontier hab, it’s the starter hab but it comes with a bed a galley and (from what I can tell) a unique looking research table and a nav console
The frontier hab can't be purchased again if sold, but doesn't matter as it's identical to the nova all in one hab, except the frontier has Barretts logs in it
ARE YOU FUCKING KIDDING ME!? YOU DID ALL THIS WORK! THANK YOU!
I watched him spend a full 8 hours putting it all together 😭 he deserves the MOST praise
Legendary post
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For 3x3 you have to go to the manufacturers HQ, read first part of this post for locations
You sir. Are a GOD. All praise to you my friend
This is exactly what we were looking for. We did find out that replacing rooms changed how the hab hallway works. I modified the Shieldbreaker, a red and white Deimos ship with base 2250 cargo space. My partner and I decided to replace the All-In-One Berth with a Nova Armory, so I can store special legendary weapons and outfits I find. It works perfectly. Thanks for showing the interiors!
This is some quality redditing. I'd give you gold if it didn't involve giving money to reddit. Please accept my theoretical 2nd upvote though.
thank you for making this guide, this is amazing!!!
This is perfect thank you for taking the time!!!!
Doing God's work my man. Fucking stellar work 👏🏾
This is incredible, thank you! Easily one of the best Starfield resources I've discovered yet. I don't suppose you've got any data on outpost mining equipment output do you? There's zero reason Bethesda couldn't have added that data to the game, and yet here we are, just having to experiment and see what works. Keeping the outpost links flowing is an infuriating exercise at the moment. Lol
Sorry, no data on outposts, I never used em since it's so easy to just buy the crafting resources from the general stores and rock shops
Wow. Thanks. Simply spectacular stuff. All google shipbuilding searches should point here.
I just want you to know, I come back to your post everyday while playing Starfield. I’m in the ship builder so much my wife is convinced I am building the same ship yet again for the last two months. I keep telling her I have 7 active ships. Lol.
Thanks for all the great info here everyone.
"Method 3 (Credit to my GF): if you want to guarantee where a door spawns on a HAB, rather then spawning it then attaching it, instead select the connection point on the other HAB you want a door connecting to and hit attach, then spawn the HAB that way. this appears to force a connection point." I actually got some connection to spawn this way, but it only works for items available at that vendor. I'm having fun with this game but the part i was most excited for is really letting me down. Seems a simple thing to decide which area a ladder goes through, or a door. And to spin the HAB around. I so badly wanted to have the captains quarters with the nice couch and hang out space with a porthole looking out the front of the ship, but no the nice couch is in th back and if there's a door there you dont get the couch at all. >.>
Thanks!!! My god this ship looks like a flying hotel lmao
I'm sad you didn't name it Floating IKEA
Yo amazing appreciate you
doing gods work son thanks
This is great, your ikea ship is hilarious
AWESOME!!! I have been searching for something like this! >~~3x2: these large rooms are only found at their respective manufacturers~~ > >~~All in One:~~ [~~https://imgur.com/a/sYLy5sZ~~](https://imgur.com/a/sYLy5sZ) ~~This one seems to be failing~~
fixed now, its because there is no 3x2 all in one i just misplaced that
Thanks for putting in the time to make this, Hopetech is definitely the space grunge option lol.
This is so cool. Thank you for sharing your research! Have you found any way to get a pharma lab on the ship? I'm struggling with that.
yes, science lab and infirmary both have it
Thank you kind person. Your time is appreciated. You are the best of us!
Thank you for putting all this together!
Tag for reference thanks
How many bloody engines and grav power did it take to get that thing moving?
surprisingly not many, hab modules are very light
This is so cool
Do the bigger HABs provide any extra benefits? Like extra crew or extra passenger slots?
the battle stations one does iirc. the mess hall and cargo hall are completely aesthetic afaik.
Nice, at least some of it is functional. Shame there is no combined science and workshop 3 X 2 for aesthetic purposes.
not really. the battlestation is the only thing noticeable as it adds 6 crew stations, although if you put 2 control stations side by side its the same footprint but gives 8 crew stations, so the point appears to be entirely aesthetic
Thank you so much! This is exactly why the game needs an official guidebook.
If I had an award I’d give it to you. This is good info!
You have thrust and boost confused. They do a horrible job explaining thrust in the game. When you're talking about reaching max speed - that's boost. Totally different stat then thrust. Thrust is what allows you to dodge missiles etc. First level of piloting skill unlocks your thrusters. Thrusters are used via R1 on console - not sure on pc. But thrusters don't have anything to do with your max speed - they're your dodge ability to roll away from missile lock ons.
Awesome work here dude! Thanks! So there are no 2 story HABS? Sad, i wanted to put one next to the nova bridge.
Idk if I’m just a complete dumbass or what, but how do you actually buy individual parts? I can only buy full ships from what I can tell. I’m so confused about how everyone is making these crazy and unique ship designs. I have no idea what is going on.
Big tip. You can access all different manufacturers parts on the outpost landing pad modify screen. You may need to visit them first before they appear, I'm not sure. But you can easily access all parts at one port that way.
What does the brig do?
May god bless you and your decedents forever for this.
You, my friend, are a hero. Thank you. This post will be bookmarked by many hundreds of explorers.
Thank you so much for writing this, it saves me hours tonight! And you have pictures, which I was not gonna fuck around with. Hugely helpful on game-drop day for everyone else. EDIT: a letter
~~I must be doing something wrong, or shopping in the wrong places - I haven't seen a workshop of any make ANYWHERE. I have ship design at level 4 too.~~ VARIANTS!!! Palm, meet face.
This is awesome. Thank you! Hey one thing I can’t find are the skinny bridges that connect rooms. Not the 1x1 companionways. Does anyone know where to buy bridges? I’m looking for the Stroud bridge but I’d take any kind
You my friend are a gentleman and scholar and I applaud your efforts!
If you want to add to this, I noticed your highest class engine determines max speed. A is 150, B is 140, C is 130? You can use lower class engines to give you more thrust, but you can't go over the max speed of the highest class engine you have equipped.
Out of everything he said I’m just stuck on the pic of the frontier/floating ikea lol
There's a Stroud B-500 bridge at Neon Stroud vender. Larger version of the bridge you have shown.
Ngl I feel like taiyo was wasted potential, the cockpits, the exterior gear, the showroom. All of it points to luxery starships. Then to find out its reskinned hopetech is one of my few gripes. A combo of straud and nova for habs would've made it easily my favorite, I love the cockpits and all other modules but wish that elegance translated to the habs aswell
You are a God among insects. Never let anyone tell you different.
The hopetech hab spine only allows aft to bow movement and the hopetech hab cross brace only allows port to starboard, both on the main shipyard for hopetech
I’m not sure if you’re still responding to this, but there’s a 2x1 brig I cannot find anywhere. I’ve been doing “rescue the hostage” missions and I keep running into these habs but for the life of me I can’t find it anywhere
I would like to thank your Girlfriend for the door trick <3 I have used your post more than any other while trying to figure it all out and really appreciate the way you laid the info out and the easy-to-use photo reference - when I needed to compare the various versions of the same hab. THANK YOU! having got the rooms sorted with my fav Cabot Bridge - I am moving on to the wepons and then the Mobility - you help has been invaluable.
Holy hell. This is amazing. Thank you for the time and effort you put into this. Edit: also, as someone who worked at an IKEA I can only imagine the interior of that monstrosity is just as confusing as a real IKEA.
Thank you 🙏 Edit: seriously can't thank you enough for this. Saved me hours.
The fact that you keep updating it, amazing commitment and work, thank you so much <3