Genesis Alpha One Deluxe Edition

Genesis Alpha One Deluxe Edition

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XxGhost Feb 2, 2019 @ 10:09am
Good ship layout
Anyone got a image of a ship layout for starting out
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Showing 1-15 of 15 comments
Dr. Jester Feb 2, 2019 @ 11:53am 
Yes, check Steam's user guides or screenshots, you will probably find one there.
voormithadreth Feb 2, 2019 @ 9:35pm 
It doesn't really matter. Keep your Hangar and Tractor Beam separate from the rest of the ship (i.e., connected only through a single long corridor), and don't make the ship so confusing that you cant find your way around easily.

That's it.
First5trike Feb 5, 2019 @ 6:52am 
You want to divide your ship into two main parts with a single long corridor (double corridor) separating them. Later use the decontamination chamber or security checkpoint to divide up.

Your tractor beam, hanger, refineries and deposit rooms should all be on one side. Make sure to deploy a crap ton of turrets on this side.

Everything else on the other side. Make sure the build a ton of defences in the middle.
Last edited by First5trike; Feb 5, 2019 @ 6:54am
Natjur Feb 6, 2019 @ 12:23pm 
If you do not have a decontamination chamber or security checkpoint, just use a lift. It appears bugs can't use lifts, pirates can, but the bugs and infestations can't.

Also if you are use the hanger and go to the planet, no bugs and infestations come back. So just do not send clones down, you go down with them. Doing this, only the tractor beam room can lead to infestations.

So this means, you do the planet side missions and tractor beam rooms solo to stop sickness and infestations, so the only thing clones are any good for, is the refiner room. I normally never create clones until I am about to do a genesis mission. There is no need or use for them

If designed right, you can use the 300 power limit to run, 5 greenhouses, 7 cabins, 4 shields, 3 hyper drives, 1 of each rec room (4 types, bar, gallery etc) one of every other room you need for farming and max tier clone, weapon, medical bay etc and still have 320 storage of resources before hitting the limit
Last edited by Natjur; Feb 6, 2019 @ 1:09pm
son-goku May 22, 2019 @ 6:15am 
Originally posted by Natjur:

Also if you are use the hanger and go to the planet, no bugs and infestations come back. So just do not send clones down, you go down with them. Doing this, only the tractor beam room can lead to infestations.

That's not quite true. I always go down on planets myself and I had several instances when, after returning to the hangar, I found bugs crawling from under the ship
T-Bone Biggins May 28, 2019 @ 1:01pm 
Originally posted by son-goku:
Originally posted by Natjur:

Also if you are use the hanger and go to the planet, no bugs and infestations come back. So just do not send clones down, you go down with them. Doing this, only the tractor beam room can lead to infestations.

That's not quite true. I always go down on planets myself and I had several instances when, after returning to the hangar, I found bugs crawling from under the ship
This was rare for me, but sending clones guarantees that you will have hitchhikers in your hanger. I always kept several turrets in the hangar just because of that but it became a resource sink, I eventually stopped sending clones and would just make sure I have a gun ready just in case there was an infestation.
son-goku May 28, 2019 @ 1:32pm 
Originally posted by T-Bone Biggins:
This was rare for me, but sending clones guarantees that you will have hitchhikers in your hanger. I always kept several turrets in the hangar just because of that but it became a resource sink, I eventually stopped sending clones and would just make sure I have a gun ready just in case there was an infestation.

It happens for me roughly every three trips. Most ridiculous when it's the humanoid enemies appearing in the hangar, like they were holding on to the hull while the ship flew through space.

Also, I get infestations in the hangar sometimes, when those things grow in there.
Bambi May 30, 2019 @ 5:46pm 
A nice trick is that with your PDA you can use the "renaming" function to add labels to doors, can make it less confusing.
ttv/Xsistanc3 Sep 4, 2020 @ 5:20am 
keep in mind that Hangar , Tractor Beam , Rafinery , Depot and Reserve cant spread virus and spawn enemies.
DarkFenix Sep 4, 2020 @ 7:51am 
Just make sure you isolate your tractor beam, hangar, deposits, refinery, and crew quarters. Those are all an infestation waiting to happen.

https://steamcommunity.com/sharedfiles/filedetails/?id=2219135970

My current layout. Extravagant on power, crammed into a single deck, but you can see the idea of what I did with those 'danger' modules (the branching corridor to the left of the top greenhouse). Three branches, each one has a decontamination corridor isolating it from everything else, top branch is the tractor beam room, left branch goes to the hanger, deposit, and refinery (you have to keep those together), bottom branch to crew quarters. Then a security gate making sure nothing gets out.

The other tip I'd give is to try and keep all storage and biomass in the same area (something I lacked the space to do, hence in future I'll probably give them a whole deck to themselves). When you eventually get boarded by pirates (and you will), they go for those modules. Keep them together as much as possible, and fill the area with sentry guns.
son-goku Sep 4, 2020 @ 11:43am 
Originally posted by Xsistanc3:
keep in mind that Hangar , Tractor Beam , Rafinery , Depot and Reserve cant spread virus and spawn enemies.

Of course they can. I have to clear infestations from those rooms regularly. Especially the tractor beam.
Galios Nov 27, 2020 @ 7:26am 
Originally posted by DarkFenix:
Just make sure you isolate your tractor beam, hangar, deposits, refinery, and crew quarters. Those are all an infestation waiting to happen.

https://steamcommunity.com/sharedfiles/filedetails/?id=2219135970

My current layout. Extravagant on power, crammed into a single deck, but you can see the idea of what I did with those 'danger' modules (the branching corridor to the left of the top greenhouse). Three branches, each one has a decontamination corridor isolating it from everything else, top branch is the tractor beam room, left branch goes to the hanger, deposit, and refinery (you have to keep those together), bottom branch to crew quarters. Then a security gate making sure nothing gets out.

The other tip I'd give is to try and keep all storage and biomass in the same area (something I lacked the space to do, hence in future I'll probably give them a whole deck to themselves). When you eventually get boarded by pirates (and you will), they go for those modules. Keep them together as much as possible, and fill the area with sentry guns.
what are the two modules by the bridge?
Fighting-Priest Nov 28, 2020 @ 12:38pm 
Originally posted by DarkFenix:
Just make sure you isolate your tractor beam, hangar, deposits, refinery, and crew quarters. Those are all an infestation waiting to happen.

https://steamcommunity.com/sharedfiles/filedetails/?id=2219135970

My current layout. Extravagant on power, crammed into a single deck, but you can see the idea of what I did with those 'danger' modules (the branching corridor to the left of the top greenhouse). Three branches, each one has a decontamination corridor isolating it from everything else, top branch is the tractor beam room, left branch goes to the hanger, deposit, and refinery (you have to keep those together), bottom branch to crew quarters. Then a security gate making sure nothing gets out.

The other tip I'd give is to try and keep all storage and biomass in the same area (something I lacked the space to do, hence in future I'll probably give them a whole deck to themselves). When you eventually get boarded by pirates (and you will), they go for those modules. Keep them together as much as possible, and fill the area with sentry guns.
Why did you choose to put the green houses in the middle?
son-goku Nov 29, 2020 @ 12:06am 
Originally posted by Galios:
what are the two modules by the bridge?

The one directly under the bridge is a security station. The next one, given its shape, should be a shield generator
MuthaF Nov 30, 2020 @ 10:51am 
Or just station combat robot in hangar and have rest patrol storages and refineries.. ;)
Saves up a lot on hangar turret resources.
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Date Posted: Feb 2, 2019 @ 10:09am
Posts: 15