No Man's Sky

No Man's Sky

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Shawn Oct 28, 2024 @ 8:05am
Where can I find details on freighter 'rooms'?
I'm trying to find some more explanation on what the freighter 'rooms' do... besides the obvious stuff like teleporter and fleet control...

The wiki seems a bit sparse on those type of details. Any help?
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wkitty42 Oct 28, 2024 @ 8:19am 
i'm not sure what you are asking... they don't add anything to the value of the Freighter, AFAIK... which ones are you not sure of? that'll probably be the easiest way to go because what may be obvious to some may not be obvious to you...
Happy Monkey Oct 28, 2024 @ 8:20am 
This wiki?

https://nomanssky.fandom.com/wiki/Freighter_Base_Building

There are rooms named after the normal base tech that goes in them (teleporter, trade terminal, appearance modifier, nutrition, refiner, storage, the various specialists)

The wiki describes most of the others, except:

* Cultivation/Double Cultivation: Allow planting of crops
* Various "Expansion" rooms are just empty rooms with different themes.
wkitty42 Oct 28, 2024 @ 8:25am 
Originally posted by Ozwald:
Its also pretty vague on the building area.
do you mean the 19wide x 21long x 15high build area right off the Freighter Bridge?
Shawn Oct 28, 2024 @ 8:36am 
Sorry, my OP was vague...
I'm not talking about salvage freighter, I'm referring to the player base freighter you can customize.

And as stated, yes most of the rooms are self-explanatory (like the teleporter, fleet control, refiner...). So, where can I get an explanation of what the difference between the agriculture specialist room does as compared to the cultivation room?

I've just built them and they both seem to do the same thing right now. is there something I need to do? Is this something that becomes clear later if I keep playing?

Are there any differences between teh specialist rooms and the base specialist locations?
wkitty42 Oct 28, 2024 @ 8:45am 
Originally posted by Shawn:
And as stated, yes most of the rooms are self-explanatory (like the teleporter, fleet control, refiner...). So, where can I get an explanation of what the difference between the agriculture specialist room does as compared to the cultivation room?
yeah, we knew which Freighter you were talking about ;)

the Cultivation rooms are where you plant things... the Specialist rooms are for the NPCs you hire during the Base Building quest... they don't do anything without a Specialist...

i'm not sure about your last question re: "specialist rooms" and "base specialist locations"... do you mean "locations" as in where you place them when building a base on a planet?

the terminals in each is the same as in the Freighter... if you use a terminal in a planet-side base and you have a NPC for it, they will be there... if you use the same terminal on the Freighter, you'll get the same NPC...
Happy Monkey Oct 28, 2024 @ 9:19am 
Originally posted by Shawn:
So, where can I get an explanation of what the difference between the agriculture specialist room does as compared to the cultivation room?

I've just built them and they both seem to do the same thing right now. is there something I need to do? Is this something that becomes clear later if I keep playing?
The agriculture specialist room is the Gek farmer's office, where he will give mini-quests to fetch crops.

Cultivation rooms allow you to plant those crops in the floor. Double cultivation rooms allow you to build more.
Shawn Oct 28, 2024 @ 9:45am 
So, what do the biological and technology rooms do?
Happy Monkey Oct 28, 2024 @ 9:58am 
Originally posted by Happy Monkey:
* Various "Expansion" rooms are just empty rooms with different themes.
wkitty42 Oct 28, 2024 @ 11:10am 
Originally posted by Happy Monkey:
Originally posted by Happy Monkey:
* Various "Expansion" rooms are just empty rooms with different themes.
yep... you put them together for like open floor plan layouts...

https://steamcommunity.com/sharedfiles/filedetails/?id=3305227273

https://steamcommunity.com/sharedfiles/filedetails/?id=3305227202

https://steamcommunity.com/sharedfiles/filedetails/?id=3305227228
Mr. Bufferlow Oct 28, 2024 @ 11:25am 
To the extent it may be helpful: When first introduced, a freighter was strictly a parking garage for your ships. You could use the control room to warp and another player(maybe more) could land in your freighter and travel with you in the freighter. They would spawn out when the load screen started, and spawn back in a few moments after you reached the new system.

At some point, they allowed a player base feature. It used the same pieces as a regular base but you could make the space bigger (instead of building you were subtracting) by removing walls and you could fashion basic hallways and rooms.

Following that, they decided it would be ideal if when you exchanged for a new freighter, your existing base on the freighter would replicate in the new freighter. That introduced the functional rooms concept. That apparently makes it easier for the game to duplicate the base if you exchange. Now, there are only a few items you can place in a freighter and I think most are not really functional just cosmetic except some portable devices.

The replication thing works -kind of- but there are no clear rules on how to make sure it works. You can make a much fancier base on the freighter, but from what I have read upper floors can be problematic (at least for placing functional rooms). I never really do a lot with my freighter base so maybe someone knows more about how to ensure replication works and what rules are in place for multiple floors in a freighter base.
ArnMan Oct 28, 2024 @ 11:41am 
You can also change things later by deleting any block and changing to something else. I normally redesign my freighter layout differently as my tech progresses in the game and I get a bit creative with levels and outdoor walkways and such. Example: all 10 storage units were close near the bridge early on but after I got the teleport technology to access them through the freighter page, I moved all storage way out of the way and never really go there now.
Shawn Oct 28, 2024 @ 12:25pm 
Appreciate the tips. I’m still trying to decide what to unlock, since getting the frigate parts is pretty rare for me right now.
wkitty42 Oct 28, 2024 @ 2:06pm 
Originally posted by Ozwald:
Originally posted by wkitty42:
do you mean the 19wide x 21long x 15high build area right off the Freighter Bridge?

19 what? 21 what?
the Freighter build area is a cube... each room is a cube... you can add/remove rooms as you wish and lay out your Freighter Base as you see fit...

Originally posted by Ozwald:
Mine initially came with 2 small rooms, a weird "O" hallway & a giant room in the back. Measurements are useless without some sort of unit or scale.
the unit is rooms ;)

Originally posted by Ozwald:
I got a freighter on a save a while back & maybe landed on it twice. This is the first save I'm actually trying to use it.

Regardless, I hate assuming data, but no matter which way I guess, those measurements seem absurd for the small amount of room options there are. My best assumption was the small rooms, but that's still almost 6000 rooms you could potentially build for what, a dozen options plus a couple halls?
mine is mostly a large open tech area in the middle of the first floor level right off the Bridge... i have deck plate all the way around the entire build area as well as a cross in the center which divides it into four quadrants...

then i build at least three levels of Quad grow rooms in four rows, two on each side of the build area all the way from front to back with a break in the middle... that's like 64 Quad grow rooms on each of the three levels... further back bottom center area and upper levels are the industrial rooms... extractors, refiners, storage units, NPC terminals, etc...

here's a quick "how i start" pic...
https://steamcommunity.com/sharedfiles/filedetails/?id=3168342925

and an older almost complete one...
https://steamcommunity.com/sharedfiles/filedetails/?id=2887244021
wkitty42 Oct 29, 2024 @ 4:16am 
Originally posted by Ozwald:
I have no idea what I'm looking at in either of those screenshots.
in both images, you see those three blue beams? those are the landing bay tractor beams... the dark blob in the middle of them is the Freighter Bridge... the area behind it is the build area... in the 2nd image, that little bitty dot on the top platform in the middle? that's my character on the 5th level...

the 1st image is mainly showing the first level right side Quad grow rooms so it makes it easier to understand my verbal description a few posts back... two long rows down the right side with the split in the middle at the half way point... i'll do the same on the far left side and then again on both side with two more levels of them... you can also more easily see how i divided the build area into quadrants...

one of the main things sharp eyes will take note of is that i do not use corridors... i change them all out for the open rooms because it is nice looking to me... sure, i'll use the corridors when starting out and collecting all the materials to actually build but corridors get changed out pretty quickly...

Originally posted by Ozwald:
6000 possible rooms for building when there's next to no options still seems absolutely ludicrous. That's the best assumption I was making, but it still doesn't make sense in actuality. 1 floor has double? triple? the space you could ever need & there's 15 of them?
yep! remember, this is a Freighter... spaces in Freighters are huge... i wish there was an easier way to make large multi-story open areas, though... kind of like what we get when we stack Cuboid Rooms... but also remember, it isn't always about how much space you need but how much you want... i mean, you can build really huge bases on planets and Freighters are really huge, too, so why not have the ability to build at least 15 levels up? ;)

but as far as so much space being available goes, there's still a lot that can be done... you can make sleeping quarters with beds, tables, chairs, etc... office rooms with computers and desks... general storage rooms with lockers, standing barrels, shelves with green chests, and more... there's also trees and plants that can be placed to dress things up and make it be not so blocky and all metal...

you can also go minimal, if you like, and have functional rooms all shoved together... it depends on what you want to build and how you want to dress it up...
Last edited by wkitty42; Oct 29, 2024 @ 4:17am
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Date Posted: Oct 28, 2024 @ 8:05am
Posts: 16