The Last Starship

The Last Starship

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basic game play and key binds
By redknight4 ﴾Σ﴿
goes through the game play basics in text and pictures

This guide is updated with info for alpha 1
Starting to add alpha 2 info
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introduction
This guide is was originally made for the creative mode play test build and has been updated to the early access build of the game.

this guide will be updated as more info has been gathered together for the guide and the initial release might still show out of date content till it gets updated with new screenshots and info

alpha 2 info update is taking longer due to me getting sick . should have it done soon.
known key binds
us/ca keyboard key binds
"key used is inside the brackets or parentheses"
"empty brackets or parentheses mean there isn't a key bind for that function or it is unknown"

U.I.
menu = [esc]
sector map = [m]
tactical = [t]
ftl menu = []
contracts = []
Battle Stations = []
"the key bind could be uk keyboard layout only"

ui scaling
increase = (=)
decrease = (-)

camera movement
up = [w] or [arrow up]
left =[a] or [arrow left]
right =[d] or [arrow right]
down =[s] or [arrow down]
rotate left =[,]
rotate right =[.]
center on ship at default zoom = [home]

ship maneuvering
all controls become avalanche once you have installed thrusters on your ship. will not use engines for control of up, down, left, and right. only rotate is available and uses the engines if no thrusters are installed


up = (i)
strife left = [j]
strife right = [l]
down = [k]
rotate left = (u)
rotate right = [o]

gyro
rotate left = ( [ ) as of alpha 4 thrusters are needed
rotate right = ( ] ) as of alpha 4 thrusters are needed

zoom
in =[q]
out =[e]

game speed
normal / 1x = [1]
2x = [2]
3x = [3]
4x = [4]
5x = [5]
10x = [6]
20x = [7]
30x = [8]
40x = [9]
0.5x = [0]
slow = [space bar]

object rotate / cycle though wall options
rotate = [R]



uk keyboard key binds
unknown at this time since i don't have a uk layout keyboard
"key used is inside the brackets or parentheses"
"empty brackets or parentheses mean there isn't a key bind for that function or it is unknown"

U.I.
menu = []
map = []
tactical = []
ftl menu = []

ui scaling
increase = []
decrease = []

camera movement
up = [] or []
left =[] or []
right =[] or []
down =[] or []
rotate left =[]
rotate right =[]
center on ship at default zoom = []

ship movement
up = []
left = []
right = []
down = []
rotate left = []
rotate right = []

gyro
rotate left = []
rotate right = []

zoom
in =[]
out =[]

game speed
normal / 1x = []
2x = []
3x = []
4x = []
5x = []
10x = []
20x = []
30x = []
40x = []
0.5x = []
slow = []

object rotate / cycle though wall options
rotate = []
main menu (changes needed)
backgrounds seem to be randomized

new game

(play test 1 & 2 and alpha 1)

(alpha 2)

load game


create a new ship
"the menu looks the same as it was in the play test only the background changed"


here you can create a new ship
load a ship you are working on
load a ship you uploaded to the workshop
load another persons ship

settings (updated in alpha 3)

"alpha 3 added windowed mode to the settings menu shown are for the full screen box toggled between on and off"



"the menu from the play tests to alpha 2"


the only option available at this time are volume control and analytics

"the menu looks the same as it was in the play test only the background changed"

the analytics options are able to be chosen from this section of the settings menu


quit
quits the game
esc menu (changes needed)
single player modes


creative mode version

(play test 3 and alpha 1)

(alpha 2)


resume
returns you to the game in progress
same as menu key (see known key binds section) [while in a game not on main menu]

save game


allows you to create a new save or overwrite an old save


Import Friendly "creative mode only"
(introduced in alpha 2)


allows you to bring in a ship as part of your fleet and to test stuff

import hostile "creative mode only"


allows you to bring in a ship as hostile to test it against the ship you have made

export ship


this exports the ship you have made so you can continue to be able to work on it

upload to steam


uploads the ship to the steam workshop for others to check out

abandon game
return to main menu

settings

"alpha 3 added windowed mode to the settings menu shown are for the full screen box toggled between on and off"



"the menu from the play tests to alpha 2"


in game settings adds show hud and ui scale options to the options found on the main menu settings

quit

quits game
Single Player Modes (changes needed)
Survival
introduced in play test 1

base game that has been around since the play tests

Free Roam
introduced in alpha 2

you don't have to deal with the anomaly and the issues it brings

Creative
the version we know of was introduced in play test 3

allows for creation of ships and testing the designs you make
current version has been around since play test 3
was way different in prior versions as a ship designer

limitation changes for alpha 2 i'm not sure on

Industrial
introduced in alpha 4

stargate project (more info to be added)

no multiplayer experience at this time
Game U.I. (changes needed)
(play test through alpha 2 if button is in main u.i.)

(alpha 3 main u.i.)

1. Upper Left

Ship Data [Left To Right]
  • Crew On Ship
  • Cabins (Used/Available)
  • O2 On Ship
  • Water On Ship
  • Food On Ship
  • Fuel On Ship
  • Ftl Fuel On Ship
  • Ammo On Ship (Gatling)
  • Slugs On Ship (Rail Gun)
  • Shells On Ship (Cannon)

2. Upper Right
  • Game Speed
  • Tactical
  • List Of Ships In System
  • Buying & Selling Ships

3. Center Right

Messages

4. Bottom
  • construction
  • editor
  • powergrid
  • trade contracts
  • ftl
  • sector map
  • logistics (introduced in alpha 2 shows up once you have 2+ ships)
  • stargate (introduced in alpha 4 for industrial mode)
  • orders
  • doors
  • overlays
  • Battle Stations(introduced in alpha 3 as of alpha 4 shows up when you install your first weapon)
Camera Lock
(camera lock section is a work in progress)


enabled camera is locked to ship movment an you are able to see the crew and all overlays


disabled whiil un lock the camera fom the ship and not move when the ship moves you are unable to see the inside of the ship and limited to exterior and habitation deck overlays

FTL
before anything is loaded on to the ship

before ftl drive is built

ftl drive loading charge

ready to align

aligning

ready to jump

during jump
Map

this is an example of the map

allows you to select what destination you want to jump to

can be brought up by bound key in creative mode though the ftl menu is not able to be brought up on a us keyboard layout no key bind available "if it has a uk key bind a us keyboard is unable make this could be the issue" to complete the jump in this mode

These are are what can be visible on the map

Fleet


this your ship or group of ships

System


these are the points you can ftl jump. they can have different properties some are place part of sector gen and others are part of contracts and they can stack

Destination


where your headed to

At least one of these has to exist in a sector

Colony


trade and contracts available here
delivery point for mining and rescue.
passenger and delivery contracts specify the system they are to go to

Shipyard


allows for ship repair and modifying
trade and contracts available here
delivery point for mining and rescue.
passenger and delivery contracts specify the system they are to go to

you can have a colony and shipyard stacked in a system
also asteroid fields can spawn in the systems with colony and/or shipyard

Not always there

Distress Call
(introduced in alpha 2 replaces Rescue)
location ship that is in distress docking port ant thrusters are still required

Derelict


salvage and scrap metal can be gathered from this ship

Comet


this can me mined for water ice

Metreon Gas
(introduced in alpha 2)

This is the area for Metreon Gas collection (no contracts yet will move there with a new image when there is)

Always There

Hostiles


usualy 3 are in a sector

Contract Related

Delivery


timed and non timed contract delivery point

Transport Passengers


passenger transport contract delivery point
if it is an accross sectors contract it shows up after the jump to the next sector

Asteroid Mining


this is the optimal location for mining

Rescue
(alpha 1 and play tests changed in alpha 2 to Distress Call and no longer a mission)

location ship that needs passengers rescued


Anomaly Related

Unreachable


this note a system you are unable to jump to due to the anomaly being too close or will be too close for you to jump away from it

Sector Related

Next Sector Jump Location


this is where you jump to the next sector
Contracts
this ts where missions are accecpted from


this is the list of requirements for the progress

Many contracts require you to have a specific level in one of these ratings. Those ratings are combat, industrial, humanitarian, and Logistics. The contract will note which rating level is required green is you have it red is you are not able to take this contract until you level up to that level it needs. All requirements for contract need to be green in order to take the contract.

Delivery


This is an example of what the contract looks like


This is an example of the final tally for this contract

Timed delivery


This is an example of what a Timed delivery contract looks like

It uses the same final tally as a delivery contract

Transport passengers


This is an example of a passenger transport contract


This is an example of the final tally for this contract

Transport passengers across sector


This is an example of what a transport passengers across sector contract looks like.
After you transport them to the next sector it converts into a passenger transport contract

It uses the same tally as a passenger transport contract

Mining


This is an example of a mining contract


this is an example of the progress and great for tracking how much tilium ore you have gathered


This is an example of the final tally for this contract

A mining contract requires you to have a mining laser a least 1 drone Bay and drones to collect the ore

Production

this is new for alpha 2

This is an example of a production contract

This is an example of the final tally for this contract (if it exists yet)

I found contracts that i found required:

(loader need to be set on unload if stored in tanks)
oxygen
fuel
ftl charges
ammo
bullets
(slugs)
(shells)
explosives
tillium crystals {smelt ore}


Hostile


The hostile ship contract is automatically taken when you jump into a sector this is how the three hostile systems are spawned out. In order to finish this contract you need to clear all 3 of the hostile systems. This contract is optional and doesn't have to be completed if you don't want to.


This is an example of the tally you receive when you clear out a system of a hostile force.

Distress Call


The Distress Call contract is automatically taken when you jump into a sector it it is available. it is completed just like how the rescue mission used to be completed with out the timer



This is what the stranded ship looks like



This is what it looks like after you dock to the ship


Once all the passengers have transferred to your ship you need to click on the undock button in the Tactical menu at the bottom center to be able to make an FTL jump to a system with a colony or a shipyard to turn in the contract

crime (bonus info)

This is an example of the tallies for illegal activity

The only action right now is attacking friendly ships by manually targeting the ships with your weapons.

destroying a friendly star base at level 0 gives enough xp to get to level 5 crime

Level Rating


This is an example of all the ratings right now

Removed / Changed to a differant mission

Alpha 2

Rescue

(mission removed in alpha 2 and is now a distress call on the map)


This is an example of a rescue contract



This is what the stranded ship looks like



This is what it looks like after you dock to the ship


Once all the passengers have transferred to your ship you need to click on the undock button in the Tactical menu at the bottom center to be able to make an FTL jump to a system with a colony or a shipyard to turn in the contract

Tactical

this area is where you can order the ship to move and control what weapons you want or all of them are allowed to auto fire or not fire at enemy ships.

to exit the Tactical mode you just need to click on the button again


the colors of ships represent different things


green
owned ships and stations

red
hostal ships and stations

yellow-orange
friendly ships and stations



ship hull damage is shown in red on your ship (green)


bottom center is where the throttle controls are it controls how fast you want to go


velocity
shows you the speed you are going


evasion %
show your evasion chance from enemy fire


the blue ring and line are part of movement


there are 2 ways to tell the ship to move

left click tell the ship to move in that direction tell you decrease thrust to 0


right click tell the ship to move in that direction tell it reaches the the circle it will stop when the center of the ship reaches the circle

2.4 Buying & Selling Ships (place holder)
both can be preformed at a ship yard

selling ships requires you have more than 1 ship and you can never sell all your ships
Battle Stations (place holder)
Work in Progress information is going to move around

introduced in alpha 3


the battle stations button is in the lower right hand corner of the game ui.

weapon systems run deactivated by default and they need to have ammo and a crew member to operate the weapon in order for them to work as of alpha 3 unlike alpha 2 and prior versions that only needed crew to load ammo in it and it was also active all the time unless you turned weapons off.


alpha 4

no crew gat
shows up when weapons added
Construction

Install

this is used for parts that have been dismantled or purchased through the trade menu


almost all items that have an arrow can be rotated
the arrow designates the output direction or in the case of a door the direction the door slides open


after placing the item it turns blue sinafiging the the item is ready to be place by a worker



Dismantle

used to remove placed items

main use is for the 2 step process of moving placed items


the place item set to be disassembled will display a red box that ha an x inside of it the size of the box


Cables

this is how you place power cables


Pipes

this is ho you place pipes

Pipes automatically set them selves to the gas or fluid flowing through them. Be aware that as of right now you must keep different pipes from interfering with each other.because they can can fight reach other for what is carried over the line like co2 and o2 pipes eventually co2 will win and you will start pumping co2 into your o2 system killing crew and passengers via co2 poisoning over time if you don't catch it in time. cables are able to crossed over or run in line with pipes.


Storage

(play test and alpha 1)

(alpha 2)

this is how you create storage zones for cargo in your ship

here is an example of a cargo area.


Shipyard
this is used for ship repair at a ship yard

The Editor

free hand
place 1 block at a time or use like paint brush

box tool
draw small to large areas quickly as squares and rectangles

hull
hull construction [use [r] to cycle through triangle and full sections]

floors
interior floors of main deck [use [r] to cycle through triangle and full sections]

walls
interior walls of main deck

armor
exterior armor
not repairable and needs to be rebuilt if lost
as of alpha 2 lost armor from damage is automatically added to the ship editor plan
can be placed on all parts of the exterior of the ship structure including the habitation

habitation
habitation deck requires a ladder to be built where it is in order for it to function
this is where crew and passenger quarters are housed

scaffold
useful for running cable and pipe through sections of the ship where you don't want to build hull sections for.

spawn "creative mode only"
this menu allows you to spawn item, crew, and supplies. this is also the place you can find the ladder that is needed for the habitation deck to function

as of alpha 2 you can now remove spawned items and supplies by right clicking on them while you have the spawn menu open.


use r to rotate the item if it allows you to.


the arrow represents the operating direction of the items. when it comes to doors it is the direction it slides open, with guns it is the location of the barrel that faces outside the ship. inside blocks are most likely the output direction for the item.

Destroy
remove already conformed hull sections

create ship
creates a new ship in the same map that is part of your fleet.

conformation button
black no changes to confirm
white conformation need to make changes


only available at a shipyard in single player not sure 100% with creative mode without the ftl menu to leave the shipyard you start at.


when not at a shipyard in single player red text stating "you must visit a shipyard to apply your modifications" replace the conformation button.



this section contains data on the ship and allows you to change the name and author
all you need to do is click on new ship delete that name and type in the new name you want then hit enter the same goes for author
Trade
(prerelease and alpha 1)
(alpha 2)
This is where you buy and sell stuff just like in the disabled single player portion of the game (struck through section of text was true in play test 3 creative mode when this guide was started)

as of alpha 2 out of stock items are now shown in the trade menu and grayed out.
There might be a few more unsellable items in alpha 2 than alpha 1
Power Grid

shows the power levels and battery charge of the ship
Orders
(play test and alpha 1)

(alpha 2)

[ship weapons on by default]
weapons active
red active
blue off

[on by default]
Fleet Logistics (new for alpha 2)
red active
allows for transfer of cargo between ships in your fleet
blue off
disables transfer of cargo between ships in your fleet

[on by default]
exterior work
Not sure what this does at this time
haven't seen crew preform e.v.a. activities on the outside of the ship as it would suggest.when active.
red active
blue off

[crew only]
suits on
blue
free to take off suits if there is atmosphere
red
equip spacesuits or stay in spacesuits if equipped

[next 3 deal with drones]
repair hull
red
drones will be launched an repair hull damage with patches you'll still need to get to a ship yard for proper repair
blue
drones will not be launched

gather materials
red
drones will be launched to gather ore and bring it back to the ship
blue
drones will not be launched

gather salvage
red
drones will be launched and gather salvage and bring it back to the ship
[salvage includes scrap and items floating in space. the dead are left behind. no soylent green for any one at this time]
blue
drones will not be launched
Overlays

Jobs
shows the jobs crew is trying to preform from loading gun to moving cargo to installing or dismantling items


Habitation Deck
shows the habitation deck layer and used / maximum capacity
along with sewage store


Exterior
shows the exterior of the ship


Atmosphere (new content as of alpha 1)

gives an overlay of what parts of the ship have an atmosphere


no atmosphere


low o2

breathable atmosphere


co2 increasing to high levels


Leathal co2 levels

Schematic

show the schematic view of the ship

Crew stations
these pieces of equipment require crew to operate (introduced in alpha 3)
(if they add drones the will be a separation of what requires what)

Gatling Guns

Cannons

Railguns

Munitions table
Drones / Salvage / Repair
as of alpha 4 this section ha to be split in to 2 sections due to size limits

Equipment

Drones
Drones and at least 1 drone launch bay are required for mining, salvaging, and repair

Drone Launch Bay

non tact schem
this is used to launch and retrive drones as well as retrive cargo or materials the drone brings back.
This only works for drones you own. You want more than 1 of these if you want to retrive or repair faster

A drone whene it has just been launced to repair; gather ore, scrap, or salvage; or returning from repair

non tact
Drone with retrived item

non tact
This is an example of a drone returning with cargo. When a drone returns with cargo to the drone bay it is loaded with the cargo first. Then the drone next.


tact
This is the tactle view of what a drone looks like there

Repair

After installing a drone bay and you have a couple drone if you have the repair hull option on (red) under the orders menu. If you take hull damage the drones will start repairing the part of the hull responsible for keeping breaches contained they will not repair the ship completely. Damage to armor and most structural damage are non reparable without a ship yard. Armor has to be reinstalled and structural repair is under the shipyard option in the construction menu that shows up when you are at a ship yard. The drones repair just enough to keep you in battle or taking several meteor strikes before integrity is lost and ship explodes

Processing

(moved to industry section due to apha 2 additions)


Salvaging

there are two options under orders that are used for salvaging and one of them is shared with mining. Gather materials is used to salvage all the scrap metal and ingots only this option is used for mining as well. Gather salvage is used to salvage all the cargo except for ingots and scrap metal.


Ship wreck enemy

non tacttact
This is what a destroyed enemy ship likes like when it is salvageable

Ship wreck derelict

non tacttact
This is what a derelict ship wreck likes like when it is salvageable

Any ship wreck no salvage

non tacttact
This is what a ship wreck looks like after it is salvaged

Flotsam cargo

non tact
This is cargo just floating around a ship wreck ready to be harvested by you drones


Flotsam scrap

non tact (play test and alpha 1)

(alpha 2)

This is Scrap Metal just floating around a ship wreck ready to be harvested by you drones and be smelted into metal ingots

Flotsom crew 2 types

non tact
These are the poor souls or the fools that attacked you depending on the wreck either inside a space suit or floating dead in space
not retrievable at this time what a shame

Flotsom drones

non tact
new info that has been discovered.

the only drones at this time that can be salvaged from a wreck are drones that haven't been launched from a ship. drones that have been launched from a ship are not salvageable at this time
Mining / Harvesting (changes needed)
Mining

In order to collect the ore you mine the Gather materials option in the orders menu needs to be enabled. It is also used to gather scrap metal and ingots from wrecks and destroyed ships

Mining Laser

non tacttactschem
At least 1 mining laser is needed for mining and mining contracts. this allow you to mine ore nodes on asteroids and ice nodes on comets

Tilium Ore Node

non tact tact (floating ore in alpha 2)

A valuable resource needed for making ftl charges (when smelted and aditioal componets are added in a chemistry lab) remember to not smelt it automatically as you get it because most mining contracts only want the ore and production contracts that ask for it want it smelted to crystals

Precious Ore Node
non tact tact (floating ore in alpha 2)

A valuable resource this should be smelted to precious metal ingot for the best trade payout

Metallic Minerals Node

introduced in alpha 2 can be smelted into metal ingots just like scrap metal
(floating ore in alpha 2)

Copper Minerals Node
introduced in alpha 4
(non tact)
(tact)

mixed ore nodes can happen as well

empty astrod
non tact tact
This is an astroid with no ore nodes left on it. Can spawn this way in a minable astroid field.

Commet
non tact (play test and alpha1 design)

(alpha 2 design)

tact
Comets contain water ice nodes. Can be mined the same as an asteroid just that you have to follow it and keep it in range of your mining laser. The ice can be processed into water. Water Ice is not trade able at this time

Gas Collection
introduced in alpha 2
this goes over what the gas looks like and the equipment needed to harvest it

Metreon Gas Clouds
can be seen from map and requires a gas collector to gather it

these 2 images show examples of how the gas clouds can look on the map

this is an example of how a system with gas might look like with how the gas collector looks from outside the ship

Gas Collector

Collects Metreon Gas that turned into Refined Metreon Gas


Particle Collection
introduced in alpha 2

Hyperspace Scoop

gathers Hyperspace Isotopes while in hyperspace a required component to make ftl charges in the chemistry lab

The scoop only works if it is installed at the front of the ship


Hyperspace Isotopes can oly be gathered while making a ftl jump

Industry (changes needed)
Raw Materiel Processing

Refinery

added in alpha 2


recipees available alpha 2

as of alpha 2 it only Refines Metreon Gas into Refined Metreon

Smeltery

(info has changed in alpha 2)


right clicking on a smeltery will bring up a context menu with a drop down box that allows you to choose the processing options you want


Tillium Ore

This is how you get Tillium Crystals one half of the required items for making ftl charges it used to be called refined tillium before alpha 2

Most mining contracts require tillium ore so only refine it if you aren't going to take care of mining contracts in that sector

as of alpha 2 tillium crystals are needed for production contracts and ftl charges and in alpha 4 it is needed for phase 2 of industry mode.

Scrap Metal & Metallic Minerals

(alpha 2 context)

This smelts in to metal ingots

Precious Ore

(alpha 2 context)

as of pre alpha 2 it was good for trade ingots. in alpha 2-4 needed needed for production of ftl charges and in industry mode in alpha 4 it is needed for phase 2

Copper Ore
introduced in alpha 4

(alpha 4 context)

Production

Chemical Lab
introduced in alpha 2



Process Refined Metreon into Fuel



Process Refined Metreon into Explosives



Process Hyperspace Isotopes + Refined Tilium into a FTL Charge



added in alpha 4
Process Refined Metreon into Star Gate Resin

Munitions Bench
introduced in alpha 2
name change in alpha 4




Process Metal Ingots + Explosives into Cannon Shells


Process Metal Ingots + Explosives into Bullets


Process Metal Ingots into Railgun slugs


As of alpha 3 the Munitions Factory requires it to be crewed



As of alpha 4 the Munitions Factory is now the Munitions Bench

Fabricator (place holder)
introduced in alpha 4
  • non tact
  • tact
  • context menu

Assembly Table(place holder)
introduced in alpha 4
requires it to be crewed when producing an item
  • non tact
  • tact
  • context menu

Track
  • non tact
  • tact

Robot Arm
  • non tact
  • tact
farming
this is a place holder might be moved to industry if there are production contracts

Hydroponics Garden (introduced in alpha 3)



requires water, power, compost, and seeds to function
yields food and seeds

Seeds (introduced in alpha 3)


(add info on seeds)

what it looks like with compost


growth cycle






then the plants are harvested and the seeds that have been produced are loaded in to the machine while food is taken to storage
Fleet Item Logistics (place holder)
introduced in alpha 2

transfer of item between ships in your fleet via drones or docking

(fleet logistics screen image)

(docking image)
Alerts / Hazards

This is an example of what the meteor shower notification for this Hazard looks like.


This is what a meteor of a meteor shower looks like.
You can defend your ship from meteors with Gatling turrets if they are installed. Meteors can destroy your ship over time depending on the number of hits and damage your ship takes from them. They can also be beneficial in taking out hostile forces as well as competing ships.

Hostile forces


This is an example of the Hostile forces notification


This is an example of when the batteries on the ship are running low and power consumption is more than production.


This is an example of when the reactor is out of fuel


This is an example of the low fuel warning


This message shows up when the structural damage that can't be repaired by drones has exceeded 55% or more


This is an example of when the ship is getting low on o2


This is an example of a co2 warning at lethal


This is an example of when the atmosphere in the ship is not breathable and your crew doesn't have space suits you still see this with passengers or a variant of it.


This is an example of when a death happens be it passenger or crew. This can be caused by a hull breach, lack of o2, high co2, explosions, starvation, dehydration, or a combo of any of these factors


This is an example of when you get a hull breach. The percentage has to do with repair not damage. this will vent the atmosphere in the ship crew and passengers won't fly out till the ship explodes.


This is an example of when you run out of storage space for a specific item or supply. this was added in alpha 2 and only appears when items or equipment is received via the drone bay and not the docking bay


the only 2 warnings that don't show up in the alerts section and appear under the water and food section at the top of the u.i.
industry mode (place holder)
introduced in alpha 4

this will go from phase 1 to phase 2 since that was as much that was revealed in the trailer
(might do a spoiler tag of the other phase and what to know)


starting

in industry mode the goal is to produce and supply the necessary parts and quantity needed for the system stargate project

there won't be any ftl points for next system and no anomaly

there is only 1 ship available to use for this mode

you start with:
  • 5 crew
  • 5 space suits
  • 6 fuel barrels
  • 10 o2 bottles
  • 6 stacks of scrap
  • 5 stacks of metallic minerals
  • 1 generator
  • 1 fuel loader
  • 1 o2 loader
  • 1 air vent
  • 1 medium for fuel
  • 1 small for o2
  • 1 smelter
  • 1 fabricator
  • 1 assembly table
  • funds 150k

upgrade to look at
  • 1 additional fabricator
  • 1 additional assembly table
  • 1 additional smelter

a word of warning you don't start out with any food or water and need to buy it or risk loosing your crew if you go for too long.

the ship you start with has a bunch of broken equipment that can be dismantled for approx 45 stack of scrap metal

get the equipment you start with set up with industry on one side and power and o2 on the opposite side

starting out resources to purchase
  • 10 water
  • 10 food
  • all stacks of scrap
  • all stacks of metallic minerals

phase 1
items needed
  • stargate frames 100 needed
  • stargate resin 100 needed

the first stargate parts to get started on are the star gate frames

when you sell the parts needed for the star gate project they get turned in for the project and count towards the amount needed for the project.

the second part of phase 1 of the project is star gate resin
this is produced from refined metreon gas your going to need a lot more funds and most likely not find the equipment you need where you start so completing cargo and passenger contracts is a good way to make funds while trying to find the equipment needed.

when you want to start completing contracts you will need theses to start out

  • 2 thrusters minimum
  • 1 ftl drive
  • 5-10 ftl charges

upgrade to look at
1 additional generator
2 more housemasters if you don't have 4 already

to make the resin you'll need
  • 1 gas collector
  • 1 refinery
  • 1 chemistry lab
  • 2 medium tanks

upgrade to look at especially if co2 is starting to build up by now
  • 1 additional huge tank (for fuel)
  • 1 additional medium tank (for o2)
  • 1 co2 scrubber
  • 1 medium tank
  • 1 air reprocesser

phase 2

items needed
  • stargate actuator 100
  • battery 40
  • tillium crystals 300

sujested upgrades
  • 5 more crew
  • 5 more space suits
  • 2 engines
  • 2 batteries
  • 1 more smelter
  • 1 more generator

copper is a big need

passive mining is the best way to start with

needs
  • 1 drone bays max out at 4 bays
  • 5-7 drones

upgrades
  • 1-3 more drone bays to max out to 4 bays total
  • max out to 14 drones over time


after a wile you'll want to move on to active mining and toggle between them

needs
2 mining lasers
more than 1 drone bay to a max of 4
you defiantly want to already have 3 generators and 2 batteries by this tine


phase 3 is not available yet

items needed
not available

suggested upgrades
unknown at this time
Issues that can easily be solved
Stuck passenger (seems to be fixed in alpha 2)


Some passengers can get stuck in the habitation section or outside the habitation section. The game still considers the passenger that looks like it's outside of the habitation section as being inside the habitation section. You can usually tell if a passenger is stuck if they are just spinning in one place. The reason why they are spinning in one place is because of a pathing issue.


The easy way to fix this is to place a ladder near them and wait for your crew to install it. The passenger will depart from the habitation section of the ship and go to the departing shuttle.
Guide Version
Releases
3.5 place holders for alpha 4 and alpha 3 updates. "Mining / Salvage / Repair" split into 2 sections "Drones / Salvage / Repair" and "Mining / Harvesting" due to text limits per section
3.0 place holders for alpha 3 adding now
2.7 added most of the images for the industrial section
2.6 fame work for alpha 2 info setup being added and some updates new industry section added
2.55 updates to salvage info and fixes
2.5 many updates an fixes. Including info i have just ran across in game
2.4 added almost all the content for the guide as of alpha 1 information camera section has pics and notes
2.3 added example of a good amount of the contracts and minor fixes
2.21 added screen shot for shipyard repair also updated ship editor section to bring it to alpha 1 from the creative mode play test version of the guide
2.2 added mining, salvaging, and repair to the guide
2.1 added map info
2.0 1st early access version of guide releases
1.2 fixes to have all key binds that are being mistaken for commands switched out to ( ) corrected
1.0 initial release for creative mode play test

Unreleased
1.95 check info and correct if needed
1.9 ea ver screen shots inserted
1.8 ea ver screen shots added
1.7 update old lay out to ea ver
1.6 wave 2-4 of images inserted
1.6 wave 2-4 of images added
1.55 wave 1 images inserted and unused images removed
1.5 wave 1 of images added
1.4 text copied over from old guide
1.3 bringing over to the early access version of the game
0.9 finalization of missing images and info
0.5 key binds and images
0.2 initial layout

planned
getting alpha 3 and 4 info added along with pics and more info. place holders are in place will hope fully have this done when i can.
adding images and more info for alpha 2 changes and additions (only thing left was fleet logistics)
camera control button section needs a little more info maybe

now a guide
add a section on cargo and equipment including what version you where able to add it to a ship in and what version it is not and only available on a purchasable ship.might be a separate guide (this was made a separate guide)
temp notes
these will show up sometimes after a new alpha release and be removed after finished with info update

Battle Stations (new section)
need to make sure of the location
the location is in u.i. above overlays button
add new u.i. image done
button and updated ui screen shot. Done
crewed info for weapons needs to be added to this

selling sips
new section include buying as well
screen shot done

new editor options
need to update that area
screen shot done

update new for alpha x to introduced in alpha x

main menu + esc menu
2 pics for settings menu for full screen menu
screen shot done

esc menu
export sips pic update
still trying to get this to show up


new equipment
screen shot done

crewed equipment
screen shot done
Munitions Factory updated

farming almost completed


alpha 4
new game mode industry mode
screen shots needed
a light section on phase 1 barely any spoilers without going past phase 2
new components/resources/equipment

industry
fabricator
  • screen shot (done)
  • norm
  • tact
  • context menu

assembly table
  • screen shot (done)
  • norm
  • tact
  • context menu

track
  • screen shot (done)
  • norm
  • tact

robot arm
  • screen shot (done)
  • norm
  • tact
  • context menu?

new chem lab recipe
star gate resin

Mining / Salvage / Repair might have reached text limit for a guide section needs to be split to 3 sections if it has

a4 notes
- Gatling Guns are now unmanned, and will automatically extend and fire when 'Battle Stations' is called
- Munitions Factory has been renamed to Munitions Bench, as it is operated by a crew member

= You can now begin a new game straight from within Creative Mode.
As soon as you perform your first FTL jump, creative mode ends
and you are placed into 'Free Roam' mode with $150k credits


= Bug fixes

- [ and ] able to rotate ship without thrusters
6 Comments
JUSTICE Dec 21, 2024 @ 4:40am 
dude you're awesome
redknight4 ﴾Σ﴿  [author] Mar 7, 2023 @ 6:57pm 
cam lock section finished
redknight4 ﴾Σ﴿  [author] Feb 25, 2023 @ 5:26pm 
only unfinished section is camera lock
redknight4 ﴾Σ﴿  [author] Feb 24, 2023 @ 2:43pm 
added mining, salvaging, and repair to the guide
redknight4 ﴾Σ﴿  [author] Feb 23, 2023 @ 12:49am 
added extra info for map
redknight4 ﴾Σ﴿  [author] Feb 17, 2023 @ 12:37am 
initial release for early access from play test