![]() ![]() small storage near them with a couple hullblocks for building ship parts at least 2 pod hangars, can be bunched up stop one of the shuttles (button on the shuttle bay), so it is ready at all times for your crew at least 2 shuttles, preferably more, to speed up trade and transporting quick access from any part of the ship until you can have dedicated crewmembers, in case you have to quickly jump away or attack enemies a gas scrubber and o2 gen near because fires and high concentration of crew a small storage for quick food resupply a spacesuit locker near in case of kitchen fires specialized storage for food, fibers and biomatter it produces oxygen, so it can help around crew quarters ![]() should have no power outlets in them (!!!!), they can catch fires during a solar flare space for specialized (proper rules setup) storages, this eliminates the logistics problem almost entirely that everyone is complaining about space for large powernodes due to high energy drag uncheck direct food consumption on most of them, preferably have a small storage for prepeared food, and only allow for that one check storage direction, the point where your crew operates it, it should have enough space for walking to them easy access from airlock, industry and botany straight path at least 2 wide to larger storage area and prison, crew can get stuck behind eachother a general storage unit for logistics boost plan for at least 2 airlocks, this speeds salvaging and trading small closeable area to fend of boarders, they will not shoot, until they see you more thermal regulators on the top right ship area for high radiation systems gas scrubbers are less important and can be spaced out, but they help a lot with fires high traffic and gathering areas should have more o2 gens Experiment in sandbox mode first until you get the general idea of the inner workings of the ship. Think a bit forward on placement, and you can create efficient ships easy. ![]()
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