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1. I ran into this same thing on my first game. You want more storage/deposit modules then you have stored/deposited, this way you can delete a few and you won't lose anything. As long as you have more space after deleting a module you are good to go. There is only so much you can do with moving stuff around, like greenhouses...screw you greenhouse. Of course before removing stuff, make sure whatever you want to keep is still connected in a different pathway, can always remove the new pathing after construction is done. The reason for doing this is because the game will not allow you to remove anything from modules unattached to the command center. Also all modules are 100% recycled, so build an delete them as much as you want...except greenhouses, plants get deleted, everyone suffocates and dies.
5. You may find a planet to settle on that has 02, I did on my second play through, which means there was no need to make hybrid clones. Although those arachnid clones lvl II are pretty awesome for an 02 creature.
I have additional question about modules, they have acces points to connect another modules but sometimes when i place module this acces points disapper even when there is space next to it, above and below, is there a rule why this acces point sometimes disapper?
It may be you have hit the planar construction limit. There is an invisible boundary that will not allow you to build past, imagine a ~20x20 corridor length box from the command module. In any case I had no trouble supporting a crew of 40 on one plane. If you do run out of space you can always make a new floor with turbolifts (although i find these to be more trouble then worth because of infestations and speed of travel around ship).