What other advanced tips would you recommend when it comes to ship building in Starfield?
@private1177 Жыл бұрын
the link to crimson flyboys channel dosnt work. "page not found"
@yanoamustamu2390 Жыл бұрын
@@private1177 it does for me
@CriticalJ Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@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 Жыл бұрын
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.
@michealnelsonauthor11 ай бұрын
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.
@slowbutsure50411 ай бұрын
Bro...
@lohcantfail11 ай бұрын
@@michealnelsonauthor There... there's an undo button friend :X
@rikamasyume892111 ай бұрын
@@lohcantfail undo doesn´t work after confirm and test. cause you have to exit the builder.
@lohcantfail11 ай бұрын
alt+f4 certainly does :X @@rikamasyume8921
@RancidLimes8911 ай бұрын
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-wm6eh11 ай бұрын
That is why I used the Cabot cockpit even though there are better models because it has stairs. I can't stand the ladders.
@Treepuncher121111 ай бұрын
That’s actually a great idea
@razzlethorn11 ай бұрын
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.
@michealnelsonauthor11 ай бұрын
This. It’s space. I could totally see floating thru a central open space… in space. Should be a thing.
@razzlethorn11 ай бұрын
@@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
@IAmNumber400011 ай бұрын
Classic Bethesda experience: you are utterly at the mercy of mechanics that are never explained and are beyond comprehension.
@tostibrand127311 ай бұрын
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
@6ch6ris611 ай бұрын
but can you build loops with them?
@SimplySketchyGT11 ай бұрын
But then you get a huge ship which it claims exceeds the length / width limits
@Spamsmoothie170111 ай бұрын
@@6ch6ris6Yes, you can.
@KaitouKaiju11 ай бұрын
But then you have to make your ship so much heavier and it limits what you can put adjacent.
@FluxDeimos11 ай бұрын
yes, you can@@6ch6ris6
@sillykili131211 ай бұрын
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 Жыл бұрын
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 Жыл бұрын
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-hr1wk11 ай бұрын
modding will fix most things... i hope
@onik700011 ай бұрын
@@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).
@masonlevy252411 ай бұрын
@@onik7000deimos all in one berth does indeed have a galley, but, depending on door placement, sometimes it disappears, which is annoying :/
@elbubsio494711 ай бұрын
@@onik7000 I have the stroud ecklund (sp?) workshop piece and it too has a research lab.
@KILLZNTHRILLS11 ай бұрын
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.
@dmoonmaster165311 ай бұрын
yeah. Horizontal 2x1 habs would be nice too
@gblackuser11 ай бұрын
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.
@dmoonmaster165311 ай бұрын
@@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?
@GALL0WSHUM0R11 ай бұрын
@@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.
@SumFreakyOverseer10 ай бұрын
100% agreed. having it random frustrates me in ways that makes me long for the days of fallout 4 settlement building
@NickSteffen Жыл бұрын
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.
@54MUR41133711 ай бұрын
It turns my damn ship into a maze, it's so annoying and tedious. I hate it right now
@TheThornmir11 ай бұрын
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.
@guitarnerd409911 ай бұрын
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.
@Atlessa11 ай бұрын
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.
@JonathanS8911 ай бұрын
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.
@GamerX5110 ай бұрын
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.S10 ай бұрын
Hahaha, wouldn't count on it. It's Bethesda, so they are going to let modders do that, for free.
@griffvaldez11 ай бұрын
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.
@cellulanus11 ай бұрын
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 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@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 Жыл бұрын
@@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.
@DixiesKnight11 ай бұрын
@@DJLKM1I had a single 50% and was sitting at 89% hope that helps
@DJLKM111 ай бұрын
@@DixiesKnight Yeah i had two 10% just now and my chance was sat at a fat zero lool :D
@WiseOakDakota11 ай бұрын
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
@DontEatCream11 ай бұрын
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
@flintread2303 Жыл бұрын
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-252611 ай бұрын
This is the way.
@Bako75111 ай бұрын
@@-aleeke-2526this is the way
@heretic-668 Жыл бұрын
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.
@GtheMVP11 ай бұрын
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.
@SnazBrigade11 ай бұрын
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
@gigasoftgaming Жыл бұрын
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
@richardtaillon1616 Жыл бұрын
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
@mluby782811 ай бұрын
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.
@Power511 ай бұрын
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.
@PureNationalism1311 ай бұрын
What about the walkway module??
@richardtaillon161611 ай бұрын
@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.
@WynneEden11 ай бұрын
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?
@saureco11 ай бұрын
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.
@SOFFtv Жыл бұрын
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 Жыл бұрын
Sadly they don't always create loops, depending on the habs that are used.
@IAmNumber400011 ай бұрын
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.
@Arxeon.11 ай бұрын
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.
@Subquake11 ай бұрын
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.
@KaitouKaiju11 ай бұрын
There's really no reason those shouldn't be basic structural components available to every brand. Like a porthole.
@creditableme111 ай бұрын
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
@panpiper Жыл бұрын
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.
@NeonXXP Жыл бұрын
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 Жыл бұрын
Which cockpit is that?
@NeonXXP11 ай бұрын
@@zodiac8131 Demios Ares for small ship. Nova Cabot for two storey.
@batty25111 ай бұрын
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.
@Yorkington11 ай бұрын
Ship elevators would alleviate the tedium of ladders. Additionally, they should add the ability for habs to loop on them selves.
@OffMetaProfessor11 ай бұрын
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.
@S1n1st3r0n3 Жыл бұрын
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.
@IAmNumber400011 ай бұрын
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.
@ecbrown6151 Жыл бұрын
Nice video, I’d like to mention that portholes are in fact functional, adding windows to key points in your habs is pretty awesome
@KaitouKaiju11 ай бұрын
It's weird though that we can out portholes in places that clearly are not walkable like on the sides of reactors.
@phreakfactor Жыл бұрын
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.
@stormycatmink Жыл бұрын
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.
@parkerschroeder590611 ай бұрын
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.
@meat-hook11 ай бұрын
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.
@requiemagent301411 ай бұрын
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
@paull327811 ай бұрын
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.
@stefanknauer7180 Жыл бұрын
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 Жыл бұрын
beat me to it.
@TotalXclipse Жыл бұрын
🤣
@arcanumelite4853 Жыл бұрын
@@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.
@channelofmojos277911 ай бұрын
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.
@rickfowler273 Жыл бұрын
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 Жыл бұрын
unfortunately climbing 3-4 ladders (in line) is tedious. Kinda wish the animation was sped up. Maybe a mod will handle that
@rickfowler273 Жыл бұрын
@@seussiii I just jet boost up to the floor I want v
@oldman197311 ай бұрын
Already a mod on Nexus to sped up the climbing animation.
@DJLKM1 Жыл бұрын
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".
@call_sign_Nomad Жыл бұрын
This is EXACTLY what i was looking for tonight.
@TigonIII11 ай бұрын
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.
@vincentkeith525911 ай бұрын
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.
@omegA951hook Жыл бұрын
I found using hab bottoms on the mid and top levels help with ladders not being placed there.
@RoadRunner217 Жыл бұрын
Are you referring to the taiyo habs?
@omegA951hook Жыл бұрын
@@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.
@motivepigeon11 ай бұрын
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
@Durakken Жыл бұрын
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
@FluxDeimos11 ай бұрын
You CAN create a loop, but you need to use hopetech parts. The crossbridges force connections
@violenttriangles11 ай бұрын
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.
@TSPxEclipse11 ай бұрын
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.
@Gakusangi11 ай бұрын
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.
@boopjackrex759811 ай бұрын
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
@Zedrophobia11 ай бұрын
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
@sid733711 ай бұрын
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.
@Maurilustrador11 ай бұрын
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
@chillcoaster10 ай бұрын
I am saddened by your work and ever so grateful that you saved me from having to go through it myself. I liked and subscribed.
@borisdorofeev56026 ай бұрын
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.
@giantpunda291111 ай бұрын
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.
@CMDR-Cody11 ай бұрын
Companion ways and spines are the best way in my experiance.
@Taverius11 ай бұрын
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?
@CetraMystic Жыл бұрын
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
@BrokenSoul79x10 ай бұрын
Loops are possible, as well as no ladders/doors, but you have to use specific parts, ie Cabot c4 bridge, hope/nova cross habs, and hope spines.
@STKS199111 ай бұрын
They really need a version of the storeroom/compaionway that is a staircase.
@rickyricardo433110 ай бұрын
I can tell you with absolute certainty that manufactures make some difference in door placement. Deimos and Stroud have the same layouts inside so they will have the same door placement when you add them to another hab. HopeTech and Taiyo have the same layout, so the same with them. Nova is a mix and match between the previous two sets so, dice roll on that one. Knowing this allowed me to build a ship with three levels, a full circle on the bottom floor, and only one ladder using every single hab type in the game (mess halls are the trickiest).
@Magnymbus11 ай бұрын
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
@isntyournamebacon11 ай бұрын
Coping my comment on another video talking about ship layout. Making a large ship the other day i figured out the hatch that the game choses to use to attach interiors from one hab to the next isn't completely random. It picks a hatch to connect 2 habs AS you snap them together. Not when you complete the build at random like i was thinking. So place the habs in the order you want to walk. Starting at the landing bay, place them in the order you want to walk/climb to the bridge. When building a second floor, the first hab you place will be the one chosen for the ladder. USUALLY. I had to go back into the builder to re do the layout a few times. Just pull all the habs away from the bridge/landing bay and place them down again in order. Seems to work out. I stole a very large box spacer ship the other day and removed all the excess parts. When i went to check out the interior i ended up so lost i had to fast travel out. Wish the game would mark the hatches it choses as you build. Maby that'll be a mod soon.
@borisdorofeev56026 ай бұрын
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.
@TMAC_burninator11 ай бұрын
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.
@michealnelsonauthor11 ай бұрын
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….
@captaintsar2649 Жыл бұрын
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 Жыл бұрын
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.
@SmkAslt11 ай бұрын
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.
@Atelierwanwan11 ай бұрын
Companion ways really changed up how I make my ships for the better. I ignored them at first and ladders would be everywhere. Now I just put a stack of companion ways and no more ladders! The doors are a bit of a pain though. Got three rooms attached to a companion way and it only makes doors to the two on the side, have to walk through my workshop to get to the control room and then my bridge. Would love the workshop to stay a side room and have a straight line from the ladder through ops to the bridge but can't get it to work without removing the side rooms.
@Rowgue5111 ай бұрын
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.
@TheHuntsman4211 ай бұрын
you can force doors and make loops by using vertical and horizontal walkway pieces. i think one is called the hab spine and the other is like walkway or hallway or something. each of them only connect across 1 axis with a node at each end and always forces a door at those nodes.
@TotalXclipse11 ай бұрын
I cover this in my most recent Starfield video ;)
@keithh53908 ай бұрын
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?
@khilorn11 ай бұрын
I've been using the HopeTech tunnels to manipulate ladder layouts.
@mgtowmonk427410 ай бұрын
So i have noticed that the order you connect things can change where the ladder is. I've also noticed that I can force stop a ladder placement by putting a roof port hole over the spot a ladder is at. Unfortunately it can make it weird when you have one random port hole on a ship or if you want weapon placement to be ergonomic.
@renaigh10 ай бұрын
a lot of builds I've noticed overuse HABs to get a particular shape which is what I find to be the core issue behind ladders being placed awkwardly.
@maxxod111 ай бұрын
I like the two deck cockpits. Built in stairs and I usually use the lowest level only for the ramp and cargo.
@K__10 ай бұрын
Fun fact you can make loops you have to use HopeTech hab spines and cross braces between each hab also no windows can break it
@jayAreLive11 ай бұрын
maybe not adding a door it self but since it already knows where its going with the arrows showing where ladders and door can be we should have a (bind) button that blocks the door or air locks.
@justinwaterson239511 ай бұрын
I like the idea of a outpost guide with your level of detail you put into your videos
@das_hans11 ай бұрын
There are no loops in spaceships and I think submarines because it makes it so you can lock down part of the ship at any time because of fire or compromised hull or something. So that part actually makes quite a bit of sense. Then again we got massive windows so I don’t know why we can’t just build looping habitats.
@Goatcha_M11 ай бұрын
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.
@MachineWraith11 ай бұрын
Thanks for the merging tips, they're great for getting a better aesthetic! Personally I'd much rather see almost any other content rather than outpost building.
@eurosat7 Жыл бұрын
no loops, multi layer to avoid too many touching connection points which might result in failing to create doorways, got it. thanks. :)
@ozziemike8511 ай бұрын
awesome video man, im still trying to learn how to line up the doors to the next habs also.
@Rayvon6911 ай бұрын
Such a great help for my building thanks heaps 👍👍. Agreed door/hatch placement would be awesome as someone who spends ALOT of my time in the Ship Builder. Depending on my credits LOL 😂😂🤣🤣🤟🤟
@nicholasmattiello895911 ай бұрын
I don't like having my main intersection in the same area as a ladder, a tip is to make an entrance on the ground level and intersection there then a ladder to just go up to cockpit and /or control room
@ericward115111 ай бұрын
You can create a loop by using hope spine Habs. The connections on the spine will always have a door from what I have seen
@Patrickisat11 ай бұрын
I had a bug with having a Porthol on the top of my ship... then under it had a hole I'd clip through to fall down... but I couldn't jump up through the ceiling. LoL. Ima try portholes
@ElDubsNZ3 ай бұрын
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.
@eevee_p11 ай бұрын
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.
@crozzwell7237 Жыл бұрын
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.
@boxfoxscoot161411 ай бұрын
you can also copy things and have it spawn a layer down this works without flipping
@noxwarlord4909 Жыл бұрын
Not ship building, but if you want something from your ship and you're near a vendor, you can sell and rebuy it to put it in your inventory from your ship😊 Edit this tip is for personal items stored on your ship, lije guns etc. not ship parts
@jookm Жыл бұрын
Good tip, as long as you don't mind losing some credits in the process since you sell for less than you buy.
@milanmali9013 Жыл бұрын
You mean, to keep (and later use) the unique parts of the ship you posses, but don't have those special parts when you want to create a new ship?
@noxwarlord4909 Жыл бұрын
@jookm use the buy back option it's the same as how much you sold it for. You just can't back out of the menu. Just like if you have a stolen item, sell it and buy it back, it clears the red 😉
@Leonard-lu4er Жыл бұрын
I just tried selling and re-buying my ship which has some rare parts that I want to have available to use on other ships, but once I re-buy it back, I have the rare part on the ship, but I do not have that rare part in my inventory when I attempt to add it on another ship in my fleet.
@noxwarlord4909 Жыл бұрын
@@Leonard-lu4er each ship is separate
@jeffreyong115911 ай бұрын
I managed to loop a layout but u need to force it by using either side passage way or spine passage way and companion ways