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They really should have made it clearer for the ship modules, as to what each specifically has, instead of a generic description. And where each important item is located within a module. Such as number of beds, bathrooms, etc. Maybe a X-ray view of the insides of each module.
Cool, sounds like you covered all the things I would have.
Save your game before Ship Building.
1. Explore all the "All in one Berthing", Captains Quarters and Living Quarters for what works for you. Keep in Mind that Deimos and Stroud both have a 3x1 Engineering that has an All in one Berthing Varient.
2. Use the 1x1 Companionway to Favour where your ladder goes.
3. Another Good way to control Access is throw in a Tayo Habitat that has Only rear and Forward Connections. This will prevent connecting via Side hatches to nearby habs where it can KILL your bathroom or Bedding.
I mean it will take HOURS of experimenting to learn how to do what you want. But when you do, you can build amazing ships.
If you like the cot style bunk beds that Hopetech/Taiyo have, the all-in-one has two sets of bunk beds in the rear section, so if you connect that hab on only the front you're guaranteed 4 beds. Their living quarters also has a bunk bed in the center of the port side of the hab, meaning that it won't get removed regardless of where the door connects.
oh wow, bare cots unless it is a captain quarters. Great, cool. Yes the physics enabled heavy bag is nice but where is the damn bathroom!
Gives me a
1. Bathroom in the Starboard Rear,
2. Bunk Just forward of the Bathroom
3. Middle Table Port and Maybe Galley Stbd. Can't recall if theres a Gally, I want to say yes, but I don't trust my memory
4. Forward Port Bunk and Punching Bag and Starboard Sitting Area (couch and Chairs)
Gave up on a Captains Quarters, Too much hassle and the crew just ended up hanging out there anyway.
Workshop is Stroud
The Tayo Module I just ended up Making a Control Center since I didn't really need anything else. If we could actually capture I would have done a Tayo Armory which has a cell.
Take your original Nova AiO A (called Frontier in the designer) and add a Nova Workshop. You will then have all the functional blocks and 4 passenger slots. Should you ever decide to do any of the annoying passenger missions.
Crew skills don't seem to work, but in the event that you find some way to make them do so, upgrade your cockpit to one of the 4 crew slot versions and that will do for most of the game.
There, that is the width and breadth of Starfield ship customization.
All AiOs have 2 passenger slots, same as 2x1 and 3x1 Living Quarters. The 2x2s have 3 slots but no galley. Almost all Nova habs have 2 passenger slots for some weird reason.
Also no way to save new colours really?
A lot of habs have more beds than passenger slots. More annoying 'designed by an artist' nonsense.
If a gamer had designed it, the living quarters would have 4 slots, but the AiOs would have the functional galley/nav/research stuff.
The artists are not to blame for "Nah don't worry about placing the only bed in a position that will be erased by a door later."
Just like artists are not to blame for a bigger than 2x1 room still having only 2 passenger capacity, or 3. Because screw you I guess. Not like board jobs are consistent anyways there. 3 or 6 passenger jobs are the same random dice roll of 1-3k, just like how you can get a cargo mission paying you less than 2k demanding over a thousand free cargo space at the same time as one paying 3k for less than 500 cargo.
Artists gave us beds. It was not the artists that said "It would be overpowered of a 3x3 mega room was worth anything mechanically compared to a pair of 2x1 rooms"
Maybe, but clearly they were in the driver's seat rather than anyone with a coherent sense of balance, complexity, or ease of use. So they get the blame LMAO.