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Once you hit late 50's early 60's, there are cross habs (tunnels) that become available. Hopetech has aft-fore tunnels, as well as port-starboard.
Nova galactic has only port-starboard tunnels.
It makes it much easier to get better ship interior layouts. Also, once you get over the new car smell of ship building, you realizie most habs are practically useless, other than for decoration. Ex: computer core, cargo hold modules.
So once you learn to live without the unnecessary habs, it becomes much easier to make decent layouts with the more essential habs.
As Yngwie Malmsteen would never say, less is more.
Also helps to have a Cabot bridge which has an upper and lower access with stairs in it.
Here is my current home ship stripped down to just bridge, hab pieces and docking and landing pieces.
https://steamcommunity.com/sharedfiles/filedetails/?id=3055076128
The Cabot bridges have upper and lower access in the middle of the back wall. The lower access is reached by stairs on either side. So, coming out of that upper door is a Hopetech hab spine and then 2 control stations and a companionway. The companionway connects only to the rear-facing landing bay. A bottom opening docking back is attached in the middle below one of the control stations.
At bottom access to the bridge is a storeroom which has hab cross brace corridors on either side. The left corridor leads to science lab and workshop and a computer core at the end to make it even with the other parts. The right corridor leads to a 2x1 All-in-One and a 3x1 All-in-One.
This is what it looks like finished. Two levels of habs, no ladders.
https://steamcommunity.com/sharedfiles/filedetails/?id=3051223337
You can also do something similar with a single level cockpit, by reducing things down a bit and using a side-facing docking back and a side-facing or rear-facing landing bay, like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3055085017
If you try this without the cross brace corridors forcing a doorway and just moving the two outer sections closer in to the bridge, then game will sometimes just not put a doorway on one or the other side, or even to the bridge. So, the above way, place the companionway (or storeroom) to the bridge first. Then the corridors force their own doors and the game doesn't have a choice.
When you put ship pieces with multiple possible doorways side by side, the game gets to choose where the doors connect. It always chooses poorly. And when multiple doorways can lead into the came module, like a companionway, the game will sometimes choose to not put in a doorway at one point.
When the Creation Kit comes out, these issues can by fixed. For now though, the above solution is the only one I've found that can reliably ensure no ladders and doors where you want them.
I hope the above helps give you some ideas for working around the door silliness.
Infirmary
Armory (Storage that cannot be accessed outside the ship)
Workshop (your ship links to any planet side workbench)
Science Lab (your ship links to any planet side workbench)
Storage (they do nothing)
Only habitats that are required are ones that add Crew Stations:
Cockpit, Computer Core, Control Station, Engineering
You need Crew Stations for crew size, any combination of those totaling up to 8 is fine. You need Stations and Capacity to have a crew. Weapons, Engines, Equipment, Reactor add Crew Capacity.
Passenger Slots are mostly used for passenger missions, so you are not required to have them. Cora has some weird thing I think you need a passenger slot?
So basically as others pointed out if you design your interior with these things in mind you can have much less mazey interiors. Along with laying them out in a way that prevents any excess connections.
Obviously stick to one floor prevents the up/down issue.
you cant
bethesda at its finest
the only way for now to avoid is is to make rooms not touch eachother beside points where they have to. I recommend doing multiple levels
The simple answer is:
Pay attention to the blue "attachment points". They also typically act as access points (doors/ladders) and are largely what is responsible for rat-maze ships.
I must say, while I like where ship-building starts, it's a shame that's also where it ends. I would so like to decorate and design the inside of my ships every bit as much as the outside.
This one block fits all rule is for the mice and mazes crew.