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Advanced Ship Building Guide - Hab Layouts & Merging Starfield 

TotalXclipse
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1 окт 2024

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Комментарии : 376   
@TotalXclipse
@TotalXclipse Год назад
What other advanced tips would you recommend when it comes to ship building in Starfield?
@private1177
@private1177 Год назад
the link to crimson flyboys channel dosnt work. "page not found"
@yanoamustamu2390
@yanoamustamu2390 Год назад
@@private1177 it does for me
@CriticalJ
@CriticalJ Год назад
Build largely Assymetrical ships where the center of your ships XYZ axis is open, so that the AI can't shoot you since it targets the mathmatical center of your ship.
@masagmarod
@masagmarod Год назад
If you wanna make cross ship passageways, use the hope tech or nova cross ship passageways. I found that is a good way to force a passage to make a loop and not have to rely on the companion way hab sections.
@han-363
@han-363 Год назад
​@@masagmarodyea those are so good, I use then to force door connections, it makes the design bigger but its worth it to have doors where you want.
@justanormalguy4885
@justanormalguy4885 Год назад
The ship builder mode greatly needs an ability to jump into the workspace with your character and be able to walk around the inside of your ship. Having to commit to changes without being able to see the inside of your ship is just really annoying.
@michealnelsonauthor
@michealnelsonauthor Год назад
Yes. And/or the ability to buy back after you confirm & test what you've done. I lost the “Frontier” module of my starter ship, not realizing I couldn't buy it back later. It's actually my favorite. Damn.
@slowbutsure504
@slowbutsure504 Год назад
Bro...
@lohcantfail
@lohcantfail Год назад
@@michealnelsonauthor There... there's an undo button friend :X
@rikamasyume8921
@rikamasyume8921 Год назад
@@lohcantfail undo doesn´t work after confirm and test. cause you have to exit the builder.
@lohcantfail
@lohcantfail Год назад
alt+f4 certainly does :X @@rikamasyume8921
@RancidLimes89
@RancidLimes89 Год назад
I'd love to see a 1x1 companion way that's 2 high, having stairs instead of a ladder for travelling between upper and lower decks. Ladders are too slow.
@Cam-wm6eh
@Cam-wm6eh Год назад
That is why I used the Cabot cockpit even though there are better models because it has stairs. I can't stand the ladders.
@Treepuncher1211
@Treepuncher1211 Год назад
That’s actually a great idea
@razzlethorn
@razzlethorn Год назад
I agree. I have a pirate ship build where I climb 4 floors straight up to the bridge, crafting rooms on either side of the second floor and captains quarters on the 3rd. Power boost pack is needed to preserve my sanity lol you can catch the ladder mid air. But seriously, we need a fast climb even if it expands oxygen, or more options for stairs.
@michealnelsonauthor
@michealnelsonauthor Год назад
This. It’s space. I could totally see floating thru a central open space… in space. Should be a thing.
@razzlethorn
@razzlethorn Год назад
@@michealnelsonauthor sometimes I board an enemy ship and its zero G inside, you get to like thrust around with the boost pack, maybe that could be a toggle option in the ship menu lol disable the grav drive or whatever is making the artificial gravity on board. Would make traversing multilevel ships way easier at times
@IAmNumber4000
@IAmNumber4000 Год назад
Classic Bethesda experience: you are utterly at the mercy of mechanics that are never explained and are beyond comprehension.
@sillykili1312
@sillykili1312 Год назад
I really hope they add an outpost edit system inside ships, so you can look at walls and edit them into doorways/ladders, so we can have as many or as little as we want.
@vanvino4074
@vanvino4074 Год назад
Great work with figuring out the door placement! Totally wish they had a way to manually place them like you showed. I'm sure that'll be a mod
@zaboo4088
@zaboo4088 Год назад
It seems like overall the emphasis on ship building was placed on exteriors. In my opinion the interior of the ship is way more important, and I’d love to see some changes that let you preview the interior of a ship before you build it.
@Park-hr1wk
@Park-hr1wk Год назад
modding will fix most things... i hope
@onik7000
@onik7000 Год назад
@@zaboo4088 agreed. Another HUGE design flaw. Did you know that Deimos workshop has research lab in it? All other dont. No all "All-in-one" hubs has kitchen (galley).
@masonlevy2524
@masonlevy2524 Год назад
@@onik7000deimos all in one berth does indeed have a galley, but, depending on door placement, sometimes it disappears, which is annoying :/
@elbubsio4947
@elbubsio4947 Год назад
@@onik7000 I have the stroud ecklund (sp?) workshop piece and it too has a research lab.
@tostibrand1273
@tostibrand1273 Год назад
You can enforce shiplayout with hopetech spines! It will always connect 2 hand with a doorway. You find them in polvo at the ship technician all th way down in the habs section. There are 2 variants. Nova galactic also has 1 variant, a cross sectional piece. These pieces enforce doorways
@6ch6ris6
@6ch6ris6 Год назад
but can you build loops with them?
@SimplySketchyGT
@SimplySketchyGT Год назад
But then you get a huge ship which it claims exceeds the length / width limits
@Spamsmoothie1701
@Spamsmoothie1701 Год назад
@@6ch6ris6Yes, you can.
@KaitouKaiju
@KaitouKaiju Год назад
But then you have to make your ship so much heavier and it limits what you can put adjacent.
@FluxDeimos
@FluxDeimos Год назад
yes, you can@@6ch6ris6
@KILLZNTHRILLS
@KILLZNTHRILLS Год назад
Yeah my #1 suggestion for future updates is to add toggle points for ladders and doors to customize where they are. Closely followed by a vertical 2x2 staircase hab and an elevator option.
@dmoonmaster1653
@dmoonmaster1653 Год назад
yeah. Horizontal 2x1 habs would be nice too
@gblackuser
@gblackuser Год назад
I can almost guarantee that one of the first mods made once the CK is released will be some sort of "blocker" with no collision.
@dmoonmaster1653
@dmoonmaster1653 Год назад
@@gblackuser There is already a mod on nexus that allows you to change the tolerances in ship building so that parts can sit tighter next to each other or overlap a bit. Usually for like cowling and weapon mounts and stuff, so they can clip through each other. Or is that not what you meant?
@GALL0WSHUM0R
@GALL0WSHUM0R Год назад
@@dmoonmaster1653 I think they meant a piece you can slap on a potential connection point that will prevent that connection from being made. Basically the opposite of the idea mentioned in the video.
@SumFreakyOverseer
@SumFreakyOverseer 11 месяцев назад
100% agreed. having it random frustrates me in ways that makes me long for the days of fallout 4 settlement building
@gigasoftgaming
@gigasoftgaming Год назад
I wish Bethesda would allow us to customize the doors and ladder placement, also, allow us to maybe put elevators in the side like you put port holes
@JonathanS89
@JonathanS89 Год назад
I recently made a huge Class C ship and I am overwhelmed by how confusing the interior is lol. Hopefully they add a preview interior option in the future.
@GamerX51
@GamerX51 11 месяцев назад
If you're building big cruiser-type ships, you really don't have a choice but to use companionways to organize the different decks; it's the only way to really avoid ship mazes.
@C.E.R.B.E.R.U.S
@C.E.R.B.E.R.U.S 11 месяцев назад
Hahaha, wouldn't count on it. It's Bethesda, so they are going to let modders do that, for free.
@NickSteffen
@NickSteffen Год назад
I believe Bethesda uses a graph reduction algorithm to determine where to place the doors. These algorithms by design use the minimum number of edges (doors in this case) to connect all of the nodes (the habs). They also never create loops. It is likely the doors are numbered and are evaluated in order which is why you see habs preferring certain door orientations as long as it allows the graph to be computed without cycles (loops) and allows all habs to be reacheable.
@54MUR411337
@54MUR411337 Год назад
It turns my damn ship into a maze, it's so annoying and tedious. I hate it right now
@TheThornmir
@TheThornmir Год назад
You can create loop with two way bridges (only hope tech (4-way too) and nova i think) its in habitation tab and its the only way I know to force door connexion outside of the algorithm.
@guitarnerd4099
@guitarnerd4099 Год назад
This helped in my looped ship, but there was one more essential tip to get a full loop working for my specific layout. This may not work for your layout but you can try every combination of window closest to the connection point of where you want to force a door to spawn. This includes the skylight, windows on the floor or bottom, side windows, and any combination of those paired together. For example, in my layout I placed a window on the side and a window on the floor and that forced the door to spawn between habs.
@Atlessa
@Atlessa Год назад
What bugs me the most is that it would rather connect all 3 adjacent modules to my Captain's Quarters, rather than just having a single door to my Quarters and connecting the other rooms to each other. And my Quarters are one of the outboard-most modules on my ship.
@SOFFtv
@SOFFtv Год назад
I use the nova & hopetech walkways to force routes to create a fast track through the ship. you could maybe use some of these tricks to hide them inside hull pieces
@RoadRunner217
@RoadRunner217 Год назад
Sadly they don't always create loops, depending on the habs that are used.
@flintread2303
@flintread2303 Год назад
Maybe I am misunderstanding the loop problem, but I solve it by using the hope tech tunnel connectors that force a doorway into the hab they are connected too, maybe give that a try as it allowed me to make a single layer well laid out ship with everything I wanted and space in the sections for reactors grav and cargo too.
@-aleeke-2526
@-aleeke-2526 Год назад
This is the way.
@Bako751
@Bako751 Год назад
​@@-aleeke-2526this is the way
@WynneEden
@WynneEden Год назад
Something that doesn't make sense - in Starfield Outposts, you can select a part of a "hab" - one wall - and have choices if it's connected to another. You can make it a door, you can make it a wall, you can make it an opening (depending on what it's connected to). I am relatively sure different dev teams worked on each, but did they never have lunch together, or have to compete in a three legged race on corporate fun day or something so they'd interact?
@WiseOakDakota
@WiseOakDakota Год назад
I found when using the Cabot Bridge two-story cockpit (available at Nova only) that my ship refused to place a ladder to the upper levels, relying solely on the built in stairs within the bridge to give second level access, which I like because on the upper levels are my captains quarters, worshop, and armory which are mostly personal use. Also a general tip, I found using a flat docker and flipping it to be a bottom docker to be the best method for keeping it out of the way, not all dockers can be flipped be advised
@batty251
@batty251 Год назад
We need to have hubs or adaptors of some sort that will do a stair case like in some of the pre made ships in the game. I can see this ship builder being great if we had the right tools added to increase our ability to make amazing ships and also I would very much like to see us able to dismantle ships we own or that we have captured and use the parts in another ship or just to be sold to the ship builder merchant as I keep seeing that we are just making the merchant richer with the amount of credit they have and no way of getting the money back.
@griffvaldez
@griffvaldez Год назад
I noticed the same thing's when building ships. Overall shipbuilding works really well in Starfield with the exception of ladders and doors. From what I can tell what the game tries to do is put the ladder as close to your landing bay as it can get. You can kind of get things where you want to be by connecting modules in a specific order but its goes bananas sometimes anyway. Especially with the captains quarters modules. I'm not sure why but the game seems to love to stick ladders in the middle of the captains quarters no matter what order you connect the modules. One thing that would improve the ship building immensely would be the ability to manually toggle the connection points so that a door/ladder will either always or never spawn when another hab is connected via that specific point. This would allow the creation of things like looping corridors while preventing ladders and doors from spawning in unwanted places.
@saureco
@saureco Год назад
I'd like to see a virtual path line in the builder so you can see a ghost line through all the modules and doorways/ladders. Imagine a thread passed through all the modules like beads on a necklace.
@SnazBrigade
@SnazBrigade Год назад
I think the doors system wants to make sure every room is accessibly with MINIMUM doors (presumably to avoid having a hab compartment lose all internal detail because it's all doors or something) I agree though, the manually placable doors would be great, and I can definitely see that being modded in, possibly even before it's added properly with a DLC expansion
@heretic-668
@heretic-668 Год назад
This mirrors my own conclusions after a lot of work last night; the only sure way to force doors and hatchways is to leave the system absolutely no other choice than to put the throughway where you want it. Spacers, the special crossways, and risers are all useful towards this. EDIT: Regarding your final commentary, other than ladders/doors, my biggest ship complaint is the size restriction on how big a ship you can build. The funny thing is ont the loading screen tips hints they originally planned to let you build non-landable, larger ships.
@GtheMVP
@GtheMVP Год назад
I'm sure we'll be able to build massive ships in future updates which will have us take shuttles to the surface. I kind of made a quasi Captain's yacht on top of my ship already. It doesn't do anything, but it looks like it should. I hope we get to build carriers, or have fleets our followers can fly in.
@cellulanus
@cellulanus 11 месяцев назад
The placement of windows in the roof and floor can also change how ladders and doors are placed. Had a room that only had ladder access in spite of having a valid door options, but placing windows over the ladders caused the game to remove the ladders and switch to doors.
@DJLKM1
@DJLKM1 Год назад
Just a side note about certain ship yards, where you find that you can't buy another weapon to match what you have, ie if you have one high teir cannon, but it won't dupe it and not in the list. You can force dupe the weapon, by simply duplicating the part of your ship that the wanted weapon is attached to, then move the new dupped weapon and delete the part thats left. It also works for scan jammers :)
@irontaoist2665
@irontaoist2665 Год назад
Scan jammers have been proven by people on Reddit to NOT stack multiplicative. Multiple scan jammers were lowering their chance to evade contraband scans.
@MrPuddinJones
@MrPuddinJones Год назад
@@irontaoist2665 so one scan jammer is the most effective? i gotta remove a couple of mine then. free up some slots on my ship
@DJLKM1
@DJLKM1 Год назад
@@irontaoist2665 Cheers for the heads up :) I have 2x 50% jammers and during a scan my chance is around 86%. but will keep that in mind.
@DixiesKnight
@DixiesKnight Год назад
@@DJLKM1I had a single 50% and was sitting at 89% hope that helps
@DJLKM1
@DJLKM1 Год назад
@@DixiesKnight Yeah i had two 10% just now and my chance was sat at a fat zero lool :D
@creditableme1
@creditableme1 Год назад
The doors being a placeable object is a great idea! I've been messing with Habs and doors and ladders for hours myself to create a logical layout. Thanks for the video Also nova and hope have "catwalk" pieces that really force where entrance doors are to habs. It helped me force where I want doors
@Yorkington
@Yorkington Год назад
Ship elevators would alleviate the tedium of ladders. Additionally, they should add the ability for habs to loop on them selves.
@richardtaillon1616
@richardtaillon1616 Год назад
4:28 This cannot be understated. I spent nearly *two days* experimenting with layouts before coming to this conclusion. I hope others don't experience needless frustration before figuring it out
@mluby7828
@mluby7828 Год назад
I bet the devs represent the ship modules' connections as a tree data structure with the root being your first module, which is why you can't have loops; trees are inherently acyclic.
@Power5
@Power5 Год назад
May have to do with NPC path routing. Without a beginning and end they may just loop continually or spin in circles at the junction between the beginning and end.
@PureNationalism13
@PureNationalism13 Год назад
What about the walkway module??
@richardtaillon1616
@richardtaillon1616 Год назад
@PureNationalism13 I tried connecting walkways and manufacturer specific 'special' halls to difficult combinations of companionways and Habs. Still no loop. I'm more then certain there is no way to generate one.
@stefanknauer7180
@stefanknauer7180 Год назад
TotalXclipse: "don't make a hole in your ship." Meanwhile some random dude: "if you make a ship that IS a giant hole in the middle, they cant even hit you!"
@valiex678
@valiex678 Год назад
beat me to it.
@TotalXclipse
@TotalXclipse Год назад
🤣
@arcanumelite4853
@arcanumelite4853 Год назад
@@TotalXclipse this is because the aim is centered on the middle of your ship... so if the middle of your ship is a giant hole all their shots and missiles will miss cus there is nothing to hit in the middle.
@IAmNumber4000
@IAmNumber4000 Год назад
I saw some success building larger Taiyo ships, because you can switch to a version of the hab with no side doorways when you want to block them. That way you have some control over where the route is placed. You can make a no-side-doors hab going forwards and backwards off the central storeroom. And you can put habs on each side that are only connected to the central storeroom. Also, I always do each floor layout branching out from the main storeroom ladderway. No loops. Only one ladder. It’s great.
@panpiper
@panpiper Год назад
What I have done is to divide ship modules into two groups. The modules I want my character to actually access with any regularity (bridge, armory, workshop, captain's quarters for the bed, etc.) and everything else necessary to contain the crew berths and control stations. I make sure that those modules I care about are all on the mid level. Yes, obviously this seriously constrains the aesthetics of my build options. Very close to the bridge and contiguous to those other modules I care about, I will arrange for access to the docking bay to be just below and a full height docker to be just above. That will give me a single access point to leave and enter the ship very close to those areas I care about. Then I will put any other modules wherever they fit into the ship build, on the same level as those I care about, or above or below it, as necessary. How and where they access one another is up to the random idiocy Bethesda programmed into their build system. I have zero control over it sadly and I have utterly given up trying to make the interiors otherwise make any sense. Great job Bethesda.
@Arxeon.
@Arxeon. Год назад
I've just started getting into making my own ships. Took me a while to find a preferred layout for my ladders but I settled on spacing them out so they only cross between a single floor each. This makes it faster to traverse by dropping through the hole in the floor to a lower level, Or running up to the ladder and double boosting to grapple up to a higher floor.
@DontEatCream
@DontEatCream Год назад
I merged two parts by accident yesterday. Thought it looked funny, fixed it, and moved on. I never thought to use this glitch intentionally to improve the ship design, that's really clever
@Subquake
@Subquake Год назад
You can force a connection with a hallway hab module, that some manufacturers sell, like HopeTech Hab Cross Brace or Hab Spine (sold in Hopetown, Polvo planet, Valo system) or Nova Cross Passage (New Homestead, Titan, Sol), for example, if you have such two hallways connected to a habitation module, they will always force a connection to that hallway, and you can make that way a connection to something on two or more points where you want, possibly also creating a loop.
@KaitouKaiju
@KaitouKaiju Год назад
There's really no reason those shouldn't be basic structural components available to every brand. Like a porthole.
@stormycatmink
@stormycatmink Год назад
I'm getting the feeling they're doing a wavefunction collapse routine for the doorway and ladders; it's a well known software method for generating tiles, and can make it very difficult to figure out the formula, because the placement is dependent upon all the interactions of all connecting iles.
@bheemasena2383
@bheemasena2383 Год назад
Tbh, this was just lazy design. They clearly didn't test it beyond basic functionality. Same with the outposts. It's so bland, limited and buggy as hell. I just have to avoid outposts until they are fixed.
@IAmNumber4000
@IAmNumber4000 Год назад
The only way to do a loop is to use two HopeTech corridors in the middle. This will force doorways at either end of each corridor.
@OffMetaProfessor
@OffMetaProfessor Год назад
A little highlighted inner skeleton of the habs, that told us where the ladders and doors will be; would be very helpful in the base game.
@NeonXXP
@NeonXXP Год назад
I've been building all day :) Just made the smallest C class I could with just a 1x1 hab and the second biggest cockpit for all the 6 crew. I also managed to make a two storey ship with no ladders! only the staircase in the biggest cockpit.
@zodiac8131
@zodiac8131 Год назад
Which cockpit is that?
@NeonXXP
@NeonXXP Год назад
@@zodiac8131 Demios Ares for small ship. Nova Cabot for two storey.
@STKS1991
@STKS1991 Год назад
They really need a version of the storeroom/compaionway that is a staircase.
@TSPxEclipse
@TSPxEclipse Год назад
They should have made it where you can specify the exact doorway locations you want. Total control over the general floorplan. I wouldn't mind having a clutter of variants of parts just to make absolute certain that doors are where I want them to be. Hell, I'd love it even more if we were allowed to do it the same way Subnautica does it with the large room and partitions.
@Durakken
@Durakken Год назад
Haven't tested it but companion ways seem to be and should be the hab that gets prioritized for pathing and ladders. If I had more time to play with it I'd check this out
@omegA951hook
@omegA951hook Год назад
I found using hab bottoms on the mid and top levels help with ladders not being placed there.
@RoadRunner217
@RoadRunner217 Год назад
Are you referring to the taiyo habs?
@omegA951hook
@omegA951hook Год назад
@@RoadRunner217 yeah. At first I had a 3x1 mid placed over my reactor and there was a ladder placed leading straight to it. Replaced it with the same size hab but a bottom and the hole leading to the void was gone.
@channelofmojos2779
@channelofmojos2779 Год назад
The obly thing I can think of, is the system generates connection points based of assest loading efficiency. I had one ship layout that had a bug where when I was at tge bottom of a ladder that went all the way up 3 levels the shadows made everything dark. After flipping where a 2x2 and 2x1 were it moved the ladder so it only went up one level and the bug stopped.
@parkerschroeder5906
@parkerschroeder5906 Год назад
Having deck 1 and 2 isolated from each other aside from the Cabot bridge with an acceptable door placement on deck 2 is hard enough to predict. Remove the stroud exterior storerooms, and the entire equation just goes out of wack. Large class-c Ebon Hawk layout with 6 infirmary/workshop/armory with 20+ passenger space: impressive. Having an interior that’s not a maze: priceless.
@Maurilustrador
@Maurilustrador Год назад
Myabe in the future we have a way to design like a flowmap between habs. Like with arrows, pointing how to connect them. I also wanted to loop my habs and it isn't possible. I wanted to have a ladder at both ends of a hab with a 1x1, but one just didn't had a door to loop on the second floor
@violenttriangles
@violenttriangles Год назад
A much easier way they could gave done the hab linking is if the anchor point itself always puts a door, but you can select an anchor point and press a button to set it to be "closed", (it changes do a different color) which means anything snapped to it will not form a door.
@olivierpelletier9643
@olivierpelletier9643 Год назад
What I just cant grasp in Bethesda's modules' design is the lack of ....stairs. Thats it... I mean, You do see story NPC ships with stairs. Hell, even the 200 years old ship from "First Contact" has stairs. But nope, we are stuck with infinite ladders and passageways that just connects sideways for some reason. Its very underwhelming and makes things so much more complicated.
@requiemagent3014
@requiemagent3014 Год назад
For the ladder problem use the cockpit you get from nova calactic. I never can remember the name if it. Only way to remove ladders completely
@Zedrophobia
@Zedrophobia Год назад
The one thing they need to get rid of is the game storing the misc contents of previously deleted modules. I had 2000+ foam cups after I built my first ship (testing all the structural variations). Obviously now I save before I start designing
@Gakusangi
@Gakusangi Год назад
It'll probably never happen without a mod, but I'd love for lifts to be a thing in ship building, especially for large ships.
@boopjackrex7598
@boopjackrex7598 Год назад
Seeing as how fallout 4 also had innovative building mechanics for a Bethesda game and it also got multiple expansion packs that added more workshop items (including elevators), I wouldn’t be surprised to see a few expansions for starfield that do the same
@Magnymbus
@Magnymbus Год назад
Things this game desperately needs: Informational overlays, such as an interior view (Even if just untextured cuboids rendered on top of the piece, it would prevent a lot of time wasted rebuilding the ship) an advanced building mode that lets you override doors and such
@SmkAslt
@SmkAslt Год назад
Using the 1x1 storage or companionway habs don't guarantee three ladder will centrally be there. I built a ship recently that did this using diamos and stroud eckland parts and got a VERY strange layout.
@vincentkeith5259
@vincentkeith5259 Год назад
Looping - you might try using the HopeTech part - it's basically a tunnel and I believe it will force a passageway where ever you put it.
@Taverius
@Taverius Год назад
The only way to force door/ladder placement is to use the Hope and Nova hab-less corridors. Both have a side-to-side, Hope also has a front and back and I think also a vertical one?
@paull3278
@paull3278 Год назад
Building off of a specific hook *does* seem to give preference to a connection being put there, as I have used it to great effect in some layouts. But it can absolutely be overruled by things like habs which are coded to want a door somewhere else.
@TMAC_burninator
@TMAC_burninator Год назад
It's a real hassle not being able to preview the interior without committing to it. Then you're left dealing with loading saves and trying something else if you don't like it. And I'd like to be able to choose where the doors go. As long as the game sees there is one path to each habitable section, it shouldn't be a problem.
@DerdOn0ner
@DerdOn0ner Год назад
The whole connection thingy, i.e. doors and ladders between habs, made me so mad, I quit ship building 😂
@motivepigeon
@motivepigeon Год назад
The Habs hard points are exactly where the doors would go. It would make sense that after we attach a hab we could then choose which attached part becomes the door. It seems like a simple solution but I'm no game coder
@giantpunda2911
@giantpunda2911 Год назад
The thing that gets me is why can't the already existing wall editing system that exists in the outpost builder just not be applied to the ship so you can create whatever doorways and ladders you want where ever you want them to be. Most of the work has already been done. Just need to translate it to the ships modules.
@Rowgue51
@Rowgue51 Год назад
The seemingly random way it decides where to place doors and ladders really needs to be addressed. It seriously holds you back from making a ship that feels like something that could plausibly be real.
@TigonIII
@TigonIII Год назад
I would like a ship scrapyard, either one you build on an outpost or part of some place or faction where you get a permanent stash to hold ship modules when you disassemble a ship. It would be especially useful if you are a pirate that steals other ships, then fly them over to break them down and use the superior parts to upgrade your own ship for almost no cost, then sell all the other modules you don't need.
@phreakfactor
@phreakfactor Год назад
I use the select the node you want to connect a ladder through, hit G to bring up the hab menu, and scroll through the habs you want from each manufacturer. Stroud and Demios have the same interior, but seem to place the ladder opposite ends for 2x1's. You will see where the hab wants to place the ladder, by where it tries to attach the hab. I have only tried this with 2x1 habs though.
@DragoonMaster117
@DragoonMaster117 4 месяца назад
not being able to loop is so infuriating... you def submit that to them with ur following ideas on how to get around...
@DJLKM1
@DJLKM1 Год назад
I agree 100%, the game NEEDs a way of specifying where a door or ladder will be generated, like some other games way back had a mechanic where you place the room and then you have a door that you need to place before the room is finished, the door is stuck to the cursor until it's placed in either of the predifined locations around the room. in my playtime, ive noted that the habs can only have doors in certain locations and it also depends on the hab type, maybe even manufacturer. Further testing required, or a mod. It's annoying having two ladders in the same hab going to the same hab below it - yeah that did happen to me once already loool :D - But hey, "it just works", rough translation: "It just about works".
@keithh5390
@keithh5390 9 месяцев назад
Maybe someone has had this idea already, but what if you allowed players to set passage points to on/off or open/closed with a mod?
@S1n1st3r0n3
@S1n1st3r0n3 Год назад
I would like to add that certain habs include large storage boxes. Hope Tech 3x1 engineering, Deimos armory and living quarters, Nova captain's quarters, Stroud computer core and 2x2 cargo hold. I use them for dumping my resources and extra ship parts which I am not planning on selling, but want them closer than my unlimited vault at the lodge. Keep in mind that the ship parts will not be useable to repair ship, so still keep some in your ship inventory. The Deimos armory also has the most gun racks, so it's nice to place the heaviest weapons on there then the rest in the storage box. I can go a few missions before having to go sell everything off.
@ecbrown6151
@ecbrown6151 Год назад
Nice video, I’d like to mention that portholes are in fact functional, adding windows to key points in your habs is pretty awesome
@KaitouKaiju
@KaitouKaiju Год назад
It's weird though that we can out portholes in places that clearly are not walkable like on the sides of reactors.
@FluxDeimos
@FluxDeimos Год назад
You CAN create a loop, but you need to use hopetech parts. The crossbridges force connections
@meat-hook
@meat-hook Год назад
If you have a piece not attached and aren't sure which it is try double clicking a piece. It'll select all contiguous parts. You can move those as one, and figure out what the issue is.
@WestAirAviation
@WestAirAviation Год назад
Not being able to see the interior while *also* being unable to design the interior is a huge blunder by BGS. Even a 1 man indie dev team would've included those functionalities...
@karwinchau4684
@karwinchau4684 4 месяца назад
I agree they should have implanted that into the game before release. I hope they include that soon.
@Dante_S550_Turbo
@Dante_S550_Turbo Год назад
it's weird we can choose window placement but not doors
@CMDR-Cody
@CMDR-Cody Год назад
Companion ways and spines are the best way in my experiance.
@lexlexendary8621
@lexlexendary8621 Год назад
love the thumbnail lmfao
@rickfowler273
@rickfowler273 Год назад
Stack companion ways on top each other. That made one tall ladder for each level of my ship all the way to my bridge and captain’s quarters. That seems to be the best layout I’ve found for multi levels.
@seussiii
@seussiii Год назад
unfortunately climbing 3-4 ladders (in line) is tedious. Kinda wish the animation was sped up. Maybe a mod will handle that
@rickfowler273
@rickfowler273 Год назад
@@seussiii I just jet boost up to the floor I want v
@oldman1973
@oldman1973 Год назад
Already a mod on Nexus to sped up the climbing animation.
@captaintsar2649
@captaintsar2649 Год назад
I've gotten a few layout loops to happen by using the hab connector parts. It seems to be because the game forces them to always have a connection. Hope and NG have them. Also something I've noticed, companionways seem to get priority for doors and ladders when the game plots how to connect habs.
@RoadRunner217
@RoadRunner217 Год назад
While some habs allow for loops this way, I have literally built the same ship two times except for different hab variations and in one I have a loop, but in the other one I don't.
@Tonypayola
@Tonypayola 19 дней назад
A year later and I’m still struggling with this which is why I’m just now coming across this video. It seems like the only way to guarantee you can get from one hab to another is having the companionway habs in between them, which feels silly but at least it’s a solution for now.
@monev44
@monev44 Год назад
So the take away is, "we're fucked, cope I guess." dang. I had an idea for a mod that would add a ship item like a window, but of 0 thickness and no hit box so you can put it between habs and it block doors from forming in those locations forcing them to show up elsewere, of our choosing.
@ChozoSR388
@ChozoSR388 Месяц назад
What I'd like to know, is how Bethesda is able to get reliable layouts, like with the Claymore; I've tried just about everything I can to rebuild it with the 2x2 brig only connecting to the lower level of the bridge, and not anything to the aft of it, and I can't. But they can...HOW?!
@Goatcha_M
@Goatcha_M Год назад
You're right,. Doors and ladders should be placeable objects, maybe they can only be placed in certain spots, but we get to choose where they go. And you fail Flight Check if any module is inaccessible.
@CetraMystic
@CetraMystic Год назад
I hope I can describe this properly but you can also merge pieces together by placing the piece you want on a level above where it needs to go and then copying it attaching it copying it attaching it it will automatically go down a level each time and it will allow you to place it then you can delete the ones that you don't need and you'll have the piece you want merged where you want it
@LordNexusTheFir
@LordNexusTheFir Год назад
1st they need to just make an option to select where u want the door. 2nd add the ability to have stairs instead of ladders like wtf. 3rd the ability to view the interior without paying for it like u build it out entire preview mode u go into 1st person can enter the ship, swap doors, make corridors etc. 4th double the credits received for selling ships or quadruple the effectiveness of commerce skill cause a $200,000 ship shouldn't be costing 24500 to register & sell for 28000 like that dont even make sense the economy is beyond bs! 5th increase build length & height. 6th clean up some parts that for no reason wont or cant connect even when its a flat surface with free real-estate.
@sid7337
@sid7337 Год назад
I just finished my C class ship build .... love how it turned out ... looks like a black space Lamborghini ... really like the ship building mechanic in this game which i really missed in no man's sky.
@michaeldejode473
@michaeldejode473 Год назад
The game could've been so much better, personally having a hard time playing it due to the amount of bugs there are and/or lack of thought that went into certain things like the ship and outpost building. Bethesda just has to look around and take inspiration from other games that do it better. And I see more loading screens than the amount of steps I can take without being low on oxygen when I'm not overburdened.
@michaeldejode473
@michaeldejode473 Год назад
​@@trisbane4086 It's astounding really with the resources they have. I rarely buy AAA games due to the lack of quality these days, especially on release date. I guess I got too excited due to it being in space. At some point I couldn't continue the main quest line due to being unable to enter The Lodge and that's when I quit. Already had so many frustrations with the game that I just couldn't bear it anymore. Maybe I'll try it again at a later date but at the moment it's in my 'junk' pile.
@mgatelabs
@mgatelabs Год назад
I just want an elevator, or quick cockpit button
@PrinceofPwnage
@PrinceofPwnage Год назад
Iove building ships but the interior layouts are awful. Hope we get official DLC (not mods) that allow us to tweak the interiors, and get some habs with stairs / ramps not ladders, and more bays with doors, not ladders
@crozzwell7237
@crozzwell7237 Год назад
when creation kit is released, im sure more options for corridors etc. will be available from modders, if bethesda doesn't do it first, if they do it at all. not to mention hopefully bethesda adds a system that allows us to choose where doors/ladders are togglable or not.
@adamanticore1771
@adamanticore1771 Год назад
Imagine if Bethesda Devs actually spent time playing the game before releasing it.. . . . I know, I know THATS CRAZY TALK !!
@wildermann8286
@wildermann8286 10 месяцев назад
It always boggles my mind that the game engine can already tell when you're in your ship versus in your outpost/apartment and say "No, you can't do that." when it would be SO DAMN SIMPLE TO IMPLEMENT! You go in an ship registered to you. You equip your scanner, you go into build/decorate mode. While in a ship all you can do is highlight places where doors or ladders appear and with a press of the interact button switch it from wall to door.
@kawakiyang7049
@kawakiyang7049 Год назад
i cant wait till modders make it possible to make a DEATH STAR MUWAHAHAHAHAHAAH, im traveling in space in a giant planet s[ace ship LOL!!!!!!!!!!!!!!!!!!!
@borisdorofeev5602
@borisdorofeev5602 7 месяцев назад
Also if youre having trouble with module placement for a specific manufacturer it can help trying a module that is the "opposite". Like Hopetech and Nova share many design aspects with one looking like a modern NASA and the latter like a futuristic version of NASA design. So if those arent fitting properly or giving the correct doors than try switching to Stroud or Deimos. On a side not, although i really lile how utilitarian and feature full the Nova and Hopetch modules are, for which i prefer all other than the Deimos armory and stroud 2x1 all in one, ive had a FAR easier time getting modules to behave how i want them if the are of Stroud or Deimos manufacturers, particularly Deimos.
@JD_Mortal
@JD_Mortal Год назад
I want grab-poles... No stupid ladders! You grab it and slide down, floor by floor. When going up, it's like a tow-line, pulling you up floor by floor, instantly. Or just selectable "stairs" and doorways, from inside the ship, as the last phase of design, before exiting the screen. Also, having the same or different weapons in the same or different groups! If I want a laser and a missile on group-1, then let me pick that. If I have four lasers, each with 4 power slots but only 12 power slots per group... (losing 4 power if you have 4x lasers that are all the same, in one group... Then let me assign 2x on one group and 2x on the other group! Instead of limiting me to only 3x lasers on that group, without them being "underpowered".)
@michealnelsonauthor
@michealnelsonauthor Год назад
There are plentiful outpost builders. There are a few “OP ship upgrade” builders. What’s needed is “Ship design” series for luxury, or for design themes, etc…. Most of the “OP” designs are stripped down & merely functional beasts. Most of the cargo ships are gimped when the Crimson fleet finds you….
@borisdorofeev5602
@borisdorofeev5602 7 месяцев назад
You can loop the habs together but not through using companionways or clever placement. You pretty much need to use the Hopetech/ Nova horizontal walkway modules and the Hopetech fore/aft spine modules. If you are consistent and respect the systems need for chirality, it will usually work. Other than that ive found if i go through most of the companies modules just trying them out, then i can get a layout with one central fore/aft walk through the entire ship and have one central ladder linking all the vertical levels. For the central ladder way to work is far simpler than expected and ive had it work in every ship design ive impemented to date. Although i have spent entire days working on nothing but one ship and acquiring the money for it.
@ElDubsNZ
@ElDubsNZ 4 месяца назад
There's now a mod that lets you choose where doors and ladders go. You still can't create loops, as it's just telling the game where your "preferred routing" is, so if you give it two choices of door locations, it'll only pick one. But, if you use the mod knowing this rule, you can decide where every ladder and door goes.
@eclecticallychallenged8964
@eclecticallychallenged8964 Год назад
You put the armory up top with the cockpit? Do you build Cerberus ships?! Just kidding… a little mass effect joke there. Thanks for this video. I’m currently trying to figure out the best modules that get me all the work benches and research stations while also having a nice crew/common area… and trying to have it all connect in a nice way. It’s a struggle.
@superdave8248
@superdave8248 Год назад
I probably have about +10 hours in ship building mode. God, this game annoys the hell out of me. But here is some observations of future needs: 1. The hopewell passageways are key to even doing a multi-tier ship. As they give you both a piece that goes front to back and left to right. Where this game fails is that there needs to be a piece specific to Up and Down only. And a piece that does a four point intersection but no Up and Down. Just those two pieces alone would probably end 50% of your collisions in game. 2. Give me a 2x2x2 stairwell or ramp and I'd put it on every ship I make. Or even 3x3x3. $%^& all of these ladders. 3. There needs to be a way to tell the game which port on the side to use for a passageway. The AI gets freaky. Something as simple as a port window might throw your paths off. Issues with trying to do a central spine on a multi-tier ship: 1. Having a central ladder well to go up the entire ship is not the best approach. No easy way to get off the ladder as you climb top to bottom. The game treats the ladder well as one big gigantic ladder. 2. The game really wants you to wait to build large ships until later in the game. I say this because many of the most efficient core ship parts don't even become available until about level 40. And those Hopewell support passageways .... they heavy as hell. As if the game is literally punishing you for using them. 3. That two story Nova bridge ... I would not recommend using it in your builds. The game absolutely hates it as part of a passageway. I've literally have used this piece only to have the passageway dead end because the game doesn't want to do a up and down loop with it. It will literally use a ladder well every single time unless you don't give it that option. On a side note, if you want to understand how frustrating this system was for the ship builder devs, take over a few UC ships. They are designed to be combat vessels and as such will be the larger Class B and C ships. Get inside and it is a damn maze. I had to go up three stores to get to the bridge and trying to find each of the ladder wells that took you to the right path to the bridge was a chore. If the Devs weren't happy with this system, you would have thought they would have pushed for some form of revision prior to release.
@PeterProctor
@PeterProctor 4 месяца назад
My crew size is stuck at 5 even though I added the extra habs like control room. I built on a Spacer Jackel, is that locking the limit.
@SilverWolfPL
@SilverWolfPL Год назад
All those ships which look good outside, have not enough windows for me. Maybe i'm too used to Star Citizen ships and i like having all those windows around. So i prefer having hubs outside of the ship. Also i avoided ladders in one simple way (besides doing flat ship). I've used big Nova Tech bridge which has stairs on the back of the bridge.
@hollowvoices1268
@hollowvoices1268 Год назад
Broken game. I love it. But it's broken AF. What was Bethesda thinking? So many quality of life mechanics in this game are just half baked potatoes
@6ch6ris6
@6ch6ris6 Год назад
omg i was trying to do a loop layout myself and it really just wont work. so damn annoying. i dont want a ship with ladders. such a struggle to walk around your ship then -.-
@eevee_p
@eevee_p Год назад
I would have less of an issue with One Long Ladder builds if I could toggle off the Grav drive to allow floating around habs.
@matchesburn
@matchesburn Год назад
...Why the hell couldn't Bethesda have allowed us to place down certain sized hab modules and just let us use build mode inside the ship to place doors, connections, etc.? Instead we're having to rely on trial and error and doing complex 4D Underwater Space chess calculations on how the automatic layout functions work and... even then most of the time they don't work.
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