Wayward Terran Frontier: Zero Falls

Wayward Terran Frontier: Zero Falls

Boulder design
Does aynone have a good one?

This thing was my first design attempt. I wanted a combat ship with 2 repair drones.

Unfortunately I am unable to remove weapon mounts and that rocket/structure thing in the middle yet.

I do not know any values when designing. Like if the reactors will produce enough power or if the dissipation rate is good enough.

I would also like to know how I can delete old designs and how I can "clear" a design to start it from scratch.
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Showing 1-15 of 20 comments
Philonious Rex Feb 4, 2017 @ 7:37am 
I think clearing is only available in the design ship function outside the game. Please correct me if I'm wrong b/c I would also like to do this if possible. I think the abillity to remove a part is a reward for researching the item so it's part of the game balance. I have most of the blueprints for this design but I'll go and say you may never find the Ogre spinal weapon blueprint or the Hallway conduits in the current build of the game. Or at least I havn't, and the system seems to be exausted of new blueprints. However for a fighting ship that rocket system is really powerful so you may want to keep it any way.

One thing I can recomend is if you don't mind it being slower replace the large engines with medium and small engines and that can make more space. Also adding some capacitors near the Rocket bay will help it reload faster after firing. The reactors can definitely handle powering more thrusters, and weapons but if you load it up you will need more heat dissipation. You can see the heat optimal and max heat on the reactor, and you can calculate how much you need. I just loaded it up till it started overheating then added more radiators. If you move the scanners you can fit 2 tiny turrets in the front. I'll post a screen shot later if I can figure out how.
4onen Feb 4, 2017 @ 8:11am 
Yeah, the Ogre is a nonremovable part because Georege wanted it to be so. Someone on the original forums said "spinal weapons" and he thought they were a good idea, but that they had to be a design element of the hull and not just addable to any ship in any spot. Hence, what ships have spinal-mount weapons won't let you remove them.
Philonious Rex Feb 4, 2017 @ 8:14am 
@4onen Oh, I guess I just thought you might be able to since in the ship designer you can clear them. But I guess that makes sense. It would be pretty OP if you could stack 4 of those on 1 ship heh.

Here is one design, might give you some ideas. It's not the latest one but that one uses all T2 tech that you might not have any way.
http://steamcommunity.com/sharedfiles/filedetails/?id=856832616
http://steamcommunity.com/sharedfiles/filedetails/?id=856832520
And here is my current cargo hauler. I'm using cross conduits to save structure, and smaller engines to cram in more cargo bays. It still has a repair drone though and a few fixed mounts.
http://steamcommunity.com/sharedfiles/filedetails/?id=856849998
http://steamcommunity.com/sharedfiles/filedetails/?id=856850166
If any one knows how to use the tool that saves the whole ship design in 1 go that would be good to know. I know it exists and where it dumps the file to just not how to activate it.
Last edited by Philonious Rex; Feb 6, 2017 @ 9:54am
MinenSpecht Feb 4, 2017 @ 9:20am 
Thanks a lot. I just learned the hard way that my T1 bridges only can support 1 function. So I had to choose between missile barrage or repair drone.. Guess Marv has a new assignment now.

How can I use T2 tech in T1 ships? I got some parts unlocked and would save some space if i could exchange the reactors and radar.
MinenSpecht Feb 4, 2017 @ 9:48am 
I just learned the hard way that deleting the designs folder in the game folder is a bad idea because all my captured ship designs were gone. Had a backup just in case but will have to do all the designing again.

And I found out that I have the T2 blueprints but did not research them yet. So my question above is obsolete.....
MinenSpecht Feb 5, 2017 @ 5:03am 
After 4 hours of designing and failing I got my boulder ready. Thanks for the input. It helped a lot.

What bothers me a little:
1. I had to find out how turrets work and it took me a while of trial and error.
2. When I launch the repair drone the atmosphere is gone and has to be restored. No problem for me in the Suit but Marv dies frequently which is not a bad thing at all...
3. The sensor range in T1 is bad. And cant be improved because T1 adar does not stack...
4. I forgot life support in the final buil... Will have to add is but this is something minor


Now I have a capable ship that can repair itself and stay in space for a long time. It is slow and turns like a brick but it can take much damage and has enough firepower to survive everything that is now in the game.

This feels good.
Last edited by MinenSpecht; Feb 5, 2017 @ 5:09am
greengoo Feb 5, 2017 @ 7:52am 
air issue

i know this may be late but here are a few tips.
every 6 or so corridor spaces add a door. this brake out the ship into compartments that retain air. you dotn need a life suport in ext of these sections, but it is good ot have then spread out.

typiclay i have one near every airlock, and centualy


power train.

you tube vidoe name is Power explained
the link for the is here https://youtu.be/8imTgKUwc_E
this is Allogonist expaling how power works.


basicly keep your power train as clear as you can.
Blood_Red_Hunter Feb 5, 2017 @ 8:15am 
Originally posted by Philonious Rex:
@4onen Oh, I guess I just thought you might be able to since in the ship designer you can clear them. But I guess that makes sense. It would be pretty OP if you could stack 4 of those on 1 ship heh.

Here is one design, might give you some ideas. It's not the latest one but that one uses all T2 tech that you might not have any way.
http://steamcommunity.com/sharedfiles/filedetails/?id=856832616
http://steamcommunity.com/sharedfiles/filedetails/?id=856832520
And here is my current cargo hauler. I'm using cross conduits to save structure, and smaller engines to cram in more cargo bays. It still has a repair drone though and a few fixed mounts.
http://steamcommunity.com/sharedfiles/filedetails/?id=856849998
http://steamcommunity.com/sharedfiles/filedetails/?id=856850166
If any one knows how to use the tool that saves the whole ship design in 1 go that would be good to know. I know it exists and where it dumps the file to just now how to activate it.
In debug mode.
Pressing the "P" key in any interior will render that interior into a PNG file in the "DUMPS" folder. (Warning, may lag/freeze/crash the game.)

Do this in "test ship" or while in game.
Last edited by Blood_Red_Hunter; Feb 5, 2017 @ 8:16am
Philonious Rex Feb 6, 2017 @ 1:16pm 
Thanks for the info Red

Also Minen, in regards to the repair drone draining your air, I think in an ideal scenario there would be a door on either side of it's hallway. Although I'm not really sure if losing compression when launched is an intended behavior in the game or not? I just couldn't fit doors in my design b/c of how much other crap I was trying to cram in.
MinenSpecht Feb 7, 2017 @ 8:28am 
The worst thing is that I have 4 floor conduits that I did not research yet. They are annoying when designing and I can not find that blueprint....
greengoo Feb 7, 2017 @ 9:01am 
i'm not posative, but i dont think the blue prints are avalable yet??
coudl be wrong.
MinenSpecht Feb 7, 2017 @ 12:43pm 
No. I think you are right as Philonius did not remove them from his designs either.
Philonious Rex Feb 8, 2017 @ 11:45am 
Correct. Despite my best efforts and many many failed visits to traders I have not been able to find several of the Tier2 hallway components, T2 Door, T2 Life support, T2 Hallway Conduit and Shield block. I mentioned it in the Loot tables discussion I started.

I did however find a way to reorganize the Boulder to maybe fix the airlock issue by moving the Drone bay down 1 block and adding a door on top. Havn't tested it yet though.

Also I've been using the Crossover conduit to save integrity points b/c it uses 2 instead of 3 blocks. Feels kinda cheaty though, I think that the crossover conduit should have a 3rd block taken up on one side or the other to balance it out. Otherwise theres no reason not to use it everywhere possible. Unless it was more expensive but at the moment ship cost is more or less a non issue.
Last edited by Philonious Rex; Feb 8, 2017 @ 11:48am
greengoo Feb 8, 2017 @ 10:35pm 
the cross over conduit has it limitations.

1. its is 3 long. ok in streiat line but not ideal.
2. can only carry 30 energy like all condust so its not alwsy practical, for high power needs.
3. its not pleasing to the eye like the normal conduit.(though this is persoanl teaste.

but its good for when you need a 2 second level when there is no second level.
and for the point you make.

in the end its personal preffernace.

i prefer normal 1 square conduits as ther quicker for me to put down and take put less time. i also like the look of them so... yea its al ldown to persoanl needsand teastes. which is why i like options. we all have differnt needs.
Philonious Rex Feb 9, 2017 @ 9:08pm 
Yeah it's good to have options, and I agree the 1x1 looks a bit better and obviously it's easier to put down. However the crossover conduit is objectively better for straight line use as it takes up 1 less square and therefore costs 250 less structure.

Basically I agree that I like the standard conduits visually, I want them to fix the crossover so that it is still useful for it's intended purpose but isn't objectively better than using the standard conduit for straight line use. Bringing it inline with it's intended use and steering min / maxers away from wanting to use it everywhere. They both have the same energy transfer rates as far as I can tell. But I may regret this statement if my current builds all get borked heh.
Last edited by Philonious Rex; Feb 9, 2017 @ 9:09pm
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Date Posted: Feb 4, 2017 @ 6:58am
Posts: 20