Genesis Alpha One Deluxe Edition

Genesis Alpha One Deluxe Edition

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Mr.Tweak Sep 3, 2020 @ 12:33pm
Power
Ok so I've hit my max amount of reactors that I am able to build. Is there any way to upgrade them or do I have to find a merchant with reactor 2 or something or have I hit my peak power?
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Showing 16-30 of 30 comments
Tomtores Sep 8, 2020 @ 1:23pm 
Originally posted by Lucius Confucius:
Originally posted by Tomtores:
I have not run into any problems while running ship using over 1000 energy units. The game is not graphically intensive. Unless there is some technical reason (underlying storage layout, module count limit), it shouldn't be a problem to have a big ship.
How do you manage a large ship?

I have trouble as it is with 6 reactors, even with a good layout.


If by "manage" you mean "how did you get 1000 energy units", then, well... I might have used some unsanctioned tools to remove the 7 reactor limit during game creation.

If by "manage" you mean "how do you find your way in this asteroid", then key is beaming station.

Below you have a screencap of V1.
Bottom deck is mining (hangar, tractor beams, refinery) connected to crew area by decontamination+security gate (2 routes). Crew quarters connect via another gate to elevantors. Hangar and crew quarters have 1 beaming station each.
Deck -1 is fully reactors... a lot of them.
Deck 0 holds clone labs, medical, alien research, and rows of biotanks. Of course beaming station right by the bridge.
Deck 1 and up is storage, shields, and greenhouses. There is final beaming station at shields.

https://steamcommunity.com/sharedfiles/filedetails/?id=2219241416

So, mechanically, it works fine, no lag or anything.

Last edited by Tomtores; Sep 8, 2020 @ 1:24pm
Lucius Confucius Sep 8, 2020 @ 1:37pm 
Cool, yeah, beaming station must be a must have in that colossus.
times05 Sep 8, 2020 @ 1:59pm 
That's a nice 3d layout. I usually max all 7 manned generators in just 1 level (not counting Bar and few other structures that are by default multilevel, they pretty much lead no where). And yeah, always good to have at least 2 paths to every module or section, in case 1 gets broken it still gets power through another route. Making your ship like a long snake sucks, could lose 90% of it when someone chokes out the neck.
Last edited by times05; Sep 8, 2020 @ 2:02pm
Tomtores Sep 9, 2020 @ 7:10pm 
You only need to separate the mining area (hangar, refinery, tractor) and crew quarters.
Mining obviously because of alien spawns, and crew area, because they spawn spores when sick. It is best to arrange them that sick crew members can walk directly to quarters (through decontamination), instead of wandering around the ship.
So yeas, my mining hangs off the crew area. Rest of ship is interconnected via ~3 routes.
I also have my alien research labs(x2) delimited by security gates, with panic room at each, for Roleplay Reasons :-)
Last edited by Tomtores; Sep 9, 2020 @ 7:13pm
Duodecimus Sep 9, 2020 @ 7:55pm 
No lag issues? I would be kinda worried about the spore random spread to explode in complexity.

Have you made any attempts at raising the crew cap?
Tomtores Sep 10, 2020 @ 2:05pm 
I have not experienced any lag with the game whatsoever, but my computer is a bit above average specs.

There is a hard limit of 40 crew members.
I did not manage to persuade game executable to let me have more. 40 is actually enough to run all main facilities, if you stick to single gardener by biodome and just build multiple gardens.
Drain Sep 10, 2020 @ 2:08pm 
Default limit is 5 reactors, which can be boosted a bit further with 5 crew. After that it's time to redesign your ship to remove all the unnecessary corridors. You should connect the ship with useful rooms as much as possible to reduce the amount of corridors. They just waste power.
Valius Sep 10, 2020 @ 8:48pm 
crew running reactors gives you a little more power. ive had max reactors, and 40 crew.
Fighting-Priest Sep 10, 2020 @ 9:48pm 
Originally posted by Dru_:
crew running reactors gives you a little more power. ive had max reactors, and 40 crew.
I think the intelligence of the clones also affects the amount of extra power you get. I had a full crew of zeleny and was only getting 4 extra power from each reactor.
Overheal Sep 10, 2020 @ 10:32pm 
Originally posted by Tomtores:
Originally posted by Raumschiffo:
Please be aware that big ships can create problems and make the game run incorecct.
I have not run into any problems while running ship using over 1000 energy units. The game is not graphically intensive. Unless there is some technical reason (underlying storage layout, module count limit), it shouldn't be a problem to have a big ship.

Perhaps it's a function of your ship layout and AI routing
Melivore Sep 14, 2020 @ 1:32pm 
Originally posted by Tomtores:
Originally posted by Lucius Confucius:
How do you manage a large ship?

I have trouble as it is with 6 reactors, even with a good layout.


If by "manage" you mean "how did you get 1000 energy units", then, well... I might have used some unsanctioned tools to remove the 7 reactor limit during game creation.

If by "manage" you mean "how do you find your way in this asteroid", then key is beaming station.

Below you have a screencap of V1.
Bottom deck is mining (hangar, tractor beams, refinery) connected to crew area by decontamination+security gate (2 routes). Crew quarters connect via another gate to elevantors. Hangar and crew quarters have 1 beaming station each.
Deck -1 is fully reactors... a lot of them.
Deck 0 holds clone labs, medical, alien research, and rows of biotanks. Of course beaming station right by the bridge.
Deck 1 and up is storage, shields, and greenhouses. There is final beaming station at shields.

https://steamcommunity.com/sharedfiles/filedetails/?id=2219241416

So, mechanically, it works fine, no lag or anything.


OMG i want this ability to build massive ships soooooooooo frikkin bad
Tomtores Sep 18, 2020 @ 8:39am 
Upvote the request to raise/remove cap ;-)

https://steamcommunity.com/app/712190/discussions/1/2952628008346885453/

For now on, only cheating tools for the brave
Smock Jan 11, 2024 @ 1:56am 
Originally posted by Tomtores:
The 7 reactor limit is annoying.
If you really want more, AND are ok with using memory editor tools (aka hacking), you can change the limit during galaxy setup - just fiddle with the max reactors slider until you locate the memory value in tool, then overwrite some reasonable value (say 100), then back out of the screen without touching anything else, and begin game. It gets persisted in save.

Ah thanks for this suggestion - although I might just try between 10 & 20, I just need a little extra power for decontamination/shields etc
lx Mar 8, 2024 @ 8:15am 
build smart. this is part of the gameplay, i think
JustSayWin Mar 8, 2024 @ 9:56am 
With maximum 7 reactors all manned you can have up to 100+280+28 = 408 energy.
If you really want a star destroyer you can check out Vanythe's mod:
https://steamcommunity.com/app/712190/discussions/0/3886101523504037090/
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