Starfield

Starfield

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Starship design / build question
I'm probably missing something obvious as usual but this seems really difficult. Can I only modify existing ships rather than building one from scratch? And a big issue I keep running into is that I'll buy a module but be unable to attach it. Eventually I figured out I needed to change the height, but even with that a lot of them refuse to click on. And despite periodically succeeding it doesn't always count for upgrading the starship design skill, adding to the number of times I've installed components. Stuff will be positioned on the far side of the ship and I haven't seen a way to rotate it, so I have to take everything apart bit by bit but then I can't remember what goes where for trying to put things together again. If I understand correctly the reactor applies a limit as well (like, can't have class B weapons with a class A reactor?) so I've been staying within that. I'm also wondering about how upgrading weapons work. If I just choose the upgrade option it's far simpler but the available weapons are also greatly reduced.

Like a few things (such as outposts) the entire system might be a bit more trouble than it's worth, at least for the fairly early stage of the game I'm at. But I'm stubborn and don't want to go giving up on it entirely either. Probably the best thing is for me to look at a guide but I save that kind of step for last since it feels lazy somehow. Any suggestions or help would be most appreciated, thanks.
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Showing 1-15 of 18 comments
StormhawkV Nov 3, 2023 @ 2:20am 
Yes, you can only modify existing ships and not create a new one from scratch. Early in the game you are extremely limited in parts as these unlock as you level up. That's why it's a good idea to steal a ship like the Ecliptic Stiletto. The faction is hostile to you from the start, the ship comes with modules you can't get before level 10 or so and you need an already existing ship anyway. Later on you have much better reactors, grav drives and especially weapons. To level the starship design skill it's best to steal another ship and install all the structural modules that are sold at New Atlantis and Neon. That should do the trick and it's not even overly expensive.
daug Nov 3, 2023 @ 2:31am 
I think it needs to be different ship parts, it won't give you credit for installing the same part two or more times.
Just do what StormhawkV said and go to a shipyard and start installing 1 of each of the structure parts till you level the skill. You can go back later and delete them and then build the ship the way you want it to look.
StormhawkV Nov 3, 2023 @ 2:36am 
The defining aspect of a ship is indeed its reactor. It is in large parts responsible for a ship's hitpoints and defines the modules you can install on it. Keep in mind you don't have to install modules of the same class which is often favorable with weapons as the best forward facing ones (not turrets) are from the B and A class. With engines and shields however this is not such a good idea as you'll most likely need the higher thrust (because of higher weight) while higher class shields generally have more hitpoints.
StormhawkV Nov 3, 2023 @ 2:56am 
Levelling skills that say 'craft X amount of Y' or variations of it are a bit of a mixed bag. For some, like the weapon crafting skill in the science tab, crafting anything is fair game. You can equip 15 Grendel SMGs with a short barrel and compensator to unlock the last level. It's super easy and straight forward.

Others like 'Research Methods' require you to craft 'unique' items meaning every item you make only counts once and you need to craft 5, 10 or 20 different things to make progress which can be difficult at the start of the game as you might not even have access to enough crafting recipies yet.

Levelling the starship design skill works like the latter. Every module only counts once and seemingly only when it's not already used on that specific ship. Removing said part and remounting it immediately also doesn't work, you have to pay the full price for it. I only used the ones that cost 500 and 625 and the structural modules offered at New Atlantis and Neon combined were enough to max out the skill. If that's not enough for you visit Hopetown for HopeTech parts.
Last edited by StormhawkV; Nov 3, 2023 @ 3:01am
hardy_conrad Nov 3, 2023 @ 10:09am 
Thanks for the information. I'm somewhat relieved to discover I wasn't wrong about being unable to build ships from scratch, that's one thing I got right however inconvenient it feels. I'm still a bit confused why certain components refuse to connect though. They aren't greyed out or anything, and they're under the reactor limit. Looking at their shape they are different from existing components however. I'm thinking about stuff such as fuel tanks, engines, shields and so on.

Ultimately it's always best to learn by doing, so I'll keep plugging away and cross my fingers. A lot of it probably comes down to my poor old gray matter not being as sharp as it once was, heh.
StormhawkV Nov 3, 2023 @ 10:49am 
Originally posted by hardy_conrad:
Thanks for the information. I'm somewhat relieved to discover I wasn't wrong about being unable to build ships from scratch, that's one thing I got right however inconvenient it feels. I'm still a bit confused why certain components refuse to connect though. They aren't greyed out or anything, and they're under the reactor limit. Looking at their shape they are different from existing components however. I'm thinking about stuff such as fuel tanks, engines, shields and so on.

Ultimately it's always best to learn by doing, so I'll keep plugging away and cross my fingers. A lot of it probably comes down to my poor old gray matter not being as sharp as it once was, heh.

It could have many reasons and I can't say for sure what causes it without more information. There are limits to engines and shields but fuel tanks should always fit. The only thing I remember having issues with is making weapons snap to horizontal hardpoints like the ones on the Nova weapon mount.
beagle Nov 3, 2023 @ 10:53am 
When i have at least 500K credits and am around level 60, I tear the Frontier down to the landing bay and rebuild it with the best components.
Before that, you can do a little at a time, which improves your Starship Engineering skill as you add modules.
Last edited by beagle; Nov 3, 2023 @ 10:53am
jonnin Nov 3, 2023 @ 10:55am 
starship design is easy to do with just junk structure parts, they cost little and there are a lot of varieties. I just captured a junk ship and tacked on structure at random to unlock next tier, probably < 10k credits even for the last tier. Then I sold the ship.

Originally posted by beagle:
When i have at least 500K credits and am around level 60, I tear the Frontier down to the landing bay and rebuild it with the best components.
Before that, you can do a little at a time, which improves your Starship Engineering skill as you add modules.

somewhere around level 25 you can get a 29 point reactor which supports 4 weapons, a 6 or 7 point shield, 3 engines all well powered. One of the 6 point shields gives 700 shield points, a good bargain as its usually closer to 1 power bar per 100 shield value. With 3 of the big 6k thrust engines, you can run 3k cargo space on it and have all you need until you get close to 60 and can do a full upgrade and complete a build.
The reactor IS the ship. The rest is just the best you can power from the # of pips it has; late game fully powering 3 bars of weapons is a fun goal...
Last edited by jonnin; Nov 3, 2023 @ 11:02am
BuckleUpBones Nov 3, 2023 @ 11:08am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3070990990

Yeah outposts can start to look like circuit boards, but you just keep at it, step by step, practice.
Last edited by BuckleUpBones; Nov 3, 2023 @ 1:37pm
Malnaur Nov 3, 2023 @ 11:11am 
Originally posted by hardy_conrad:
I'm probably missing something obvious as usual but this seems really difficult. Can I only modify existing ships rather than building one from scratch?

You have to start with a ship but can then strip it to pretty much to nothing and build from there. Others have commented on levels, etc. You can also easily (with a bit of practice and the right skill levels) capture enemy ships of any class so ships are easy to come by.

Look at any of the guides on ship building for tips but the snapping is controlled by the ports on each module and they are restricted to like types (they have different shapes if you look closely. Also, the R and F keys (on PC) raise and lower the height 'level' of a module which is not as obvious

Finally, if you complete the Rangers quest line, you will be given(!) a very nice early/mid game ship.

BTW, selecting the entire ship by double-clicking any module allows to paint all modules at once so they harmonize. Unfortunately, the pallet mechanic is broken and does not remember colors properly. You can color match, sort of, by choosing a module with the scheme you want as the double click target and then tweaking one slider for each color slightly and then back.
indigo Nov 3, 2023 @ 12:17pm 
I think every ship vendor should offer an "empty" ship for sale, like 500 credits, buy a workspace to build in. When's CK2 releasing? I'll just fix it myself.
spam Nov 3, 2023 @ 12:43pm 
The ship building in Starfield could use some QoL improvments and in-game explanations. However, once you get past the fiddly bits it is quite fun. But, I would like to see:

1. The ability to save a build in-progress.
2. The ability to tour the interior before committing to a build.
3. The ability to dictate where doors and ladders go.
4. More ships in our inventory.
5. The ability to build hangars or pads to store our non-home ships so we can display them.

Outposts are kind of drab, and the way resource containers pop to each other when you don't want them to is infuriating. But, the real issue is that they are mostly pointless. At least the ships have an in-game purpose.
g0rml3ss Nov 3, 2023 @ 1:02pm 
Ship building is my favourite part of the game, even though I find it very basic and dare I say it not as free? as I'd like it to be.

Sadly skills (or rather points in them) play a big part in this feature as does travelling around and finding the actual vendors as this may lead you to parts usually not available (I'd suggest the clinic for this as an example given the very early game engines with low power requirement and enabling a max speed of 150 something *most* C class combined will not do).

SO to answer if I can,

Unfortunately Yes you have to modify existing ships. However, if you delete every module of a ship it's value is not added directly to your credits but rather into a fund ? (shows in blue below credits), while this amount does seem reduced in the same way as selling the ship it does atleast allow you to start from *scratch* before hitting your actual balance.

As said above reactor is key, but not on it's own. The crew you select also play a huge part. If you apply all constellation NPC's to your ships you and pump points into the tech tab, you can gain another 5 power pips from your reactor ( you can use the 36 B class reactor to achieve 41 power for example much lighter and smaller than C class) .

To rotate parts Z is the default on keyboard while I can't speak for controller so hopefully someone else above added it.
You shouldn't need to dismantle everything, you can simply click (hold) / Select (hold) the offending item and drag it into the opening, rotate / delete etc from there.
This is also true when you wish to replace a certain part, as long as you replace it with a part that has equal attachment points and of equal size/shape or you will need to reconfigure parts to re-attach if the connections vary to the prior.

On weapons, I highly recommend everyone to do the UC Vanguard mission at least upto the point of unlocking the Vangaurd ship modules (rather early on in the quest line tbh).

Apply;
4 x Vanguard Obliterators (8 power total)
2 x Vangaurd Hellfires ( 4 power total)
Vanguard shield module (1450 Shield)

All of the above are B class, I currently do not have any Constellation on my ship alas the above shield is boosted to 2900 with just Omar (npc from Akila with 3 pips in shield systems)and points spent in shielding level 4, point being this gets silly if I had Vasco too, same for Weapons with the right NPC's you can boost the power of these weapons which combined with their fire rate means enemy ships survive literally for seconds and not many at that.

I wont get into outpost mostly because

A) I haven't bothered too much with them (not much point imo).

B) You only actually need a steady influx of a minimal amount of resources , soon you just end up with crates full of everything and nowhere to cash in on it even with a very minimal outpost (Bardeen system basically provides everything you need with in a single planet and moon side by side) most other things are much simpler to buy.
jonnin Nov 3, 2023 @ 1:35pm 
the vg shield costs more power than you can feed it for a very long time. Its like 'here, have a shield at level 10 that takes 90% of your reactor's power until level 40' or you can run it with less power, ... which is the same as buying a lesser shield.
bspawn Nov 3, 2023 @ 1:44pm 
Besides Z key to rotate (or mirror), some parts have rotated/mirrored versions under the arrow keys.
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Date Posted: Nov 3, 2023 @ 1:39am
Posts: 18