Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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 :-)
Have you made any attempts at raising the crew cap?
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.
Perhaps it's a function of your ship layout and AI routing
OMG i want this ability to build massive ships soooooooooo frikkin bad
https://steamcommunity.com/app/712190/discussions/1/2952628008346885453/
For now on, only cheating tools for the brave
Ah thanks for this suggestion - although I might just try between 10 & 20, I just need a little extra power for decontamination/shields etc
If you really want a star destroyer you can check out Vanythe's mod:
https://steamcommunity.com/app/712190/discussions/0/3886101523504037090/