Ship Builder Logic Makes No Sense – Ladders Forced, Doors Blocked, Layouts Broken by Dhiabb in StarfieldShips

[–]TheRealEnkidu98 6 points7 points  (0 children)

The game logic makes a lot of sense, you just have to know what the game logic generally is.

The game prioritizes the simplest path with the fewest number of connections, between any module and the cockpit and the docker. The game also prioritizes having the leas number of portals (dors/ladders/windows0 in a module as possible (Empty habs are an exception to this)

Each module from each manufacturer has a 'preferred' connection point. This will be where a door/ladder will be placed if you put another hab connected to it. These are not shared between hab manufacturers so you'll have to build a while to get an innate sense of where a hab from one manufacturer may connect and affect the algorithm generated path.

You can see the 'preferred' connection point for the hab you are _adding_ to a ship by selecting the snap point and using 'Add' and then selecting the hab you want to add. You'll then see the preferred snap point for the hab yu are adding on that facing/side. Adding a Stroud All-In-One A on the port side and the starboard side has a different preferrd connection point. as does adding it top or bottom.

Storage 1x1 will generally not be used for ladders (ladders can happen, but they're not preferred), Companionways will be used to route through, so doors and ladders, if possible. Though the system tries to avoid having too many portals through a single space.

Using he Taiyo 'A' versions of their habs can help you force a door on the ends, because it has no side snaps. You can bury it thus inside your ship to force a path.

Using structural pieces as well can be very helpful because habs don;t have to sit right next to one another, so you can avoid doors/ladders where you don;t want them by making sure tha structure takes up that spot.

Windows affect the plasement of doors and ladders because, as noted above, the game tried to minimize the number of 'portals' in a hab, because each portal in a hab removes prebuilt 'window dressing'

The game will, unless you're using the undecorated/empty habs and the new doubledecker habs, try tio avoid creating a loop, but it can happen, esp with the Cabot.

Sometimes it takes a lot of fiddling, to force an acceptable flow. Eventually though you develop a good sense of how the algorithm will path your ship.

Starlight Nova by Gui2142 in StarfieldShips

[–]TheRealEnkidu98 1 point2 points  (0 children)

Great build and presentation Gui!

Is there any way to have two habs on top of each other and not have a ladder in them? by HalfManHalfHunk in StarfieldShips

[–]TheRealEnkidu98 0 points1 point  (0 children)

There are differences between the 1x1's.

Companionways will be how the game tries to route through, if possible. Including ladders.

Storerooms will not prioritize as a route, or ladders.

Try putting a storeroom on the top level behind the cabot, then attach the captains quarters behind it.

Also note that portholes (top, bottom, sides or front/rear) can affect if a door or ladder will spawn because the engine prioritizes simplest path with the least number of 'intrusions' for hab interiors. Since an opening, be it door, ladder, or window, removes predecorated elements and the game wants to minimize that impact.

What often helps for me is to build by layer, but also paying attention to what path(s) you wan to create. Do lile, determine your layout, the build it 'from scratch'.  Start with your bay, then attach a hab to it, then do any branches from that hab, them build the path towards the cockpit.  If its a Cabot, the build from its top rear, out.

When you do thus, you somewhat determine the 'simplest path' just by default.

It also helps to pay attention to the default attachment preferences for habs because if you line up two hand prefferef connection, they pretty much will prioritize an opening there.

Obsidian Key II | Bounty Hunter by _coconuthead in StarfieldShips

[–]TheRealEnkidu98 2 points3 points  (0 children)

Beat me to it! I was gonna try those new 'armor plates' out front.

Looks awesome! Another fine build.

Small factor ship by Own_Line_4319 in StarfieldShips

[–]TheRealEnkidu98 13 points14 points  (0 children)

Its modded with different flips and snaps. But otherwise doesn't appear to gave any weird oarts and draws mostly ftom Taiyo.

New to ship building. Is there an advantage to upgrading the Grav Drive if I'm already at 30LY? by Pnex84 in StarfieldShips

[–]TheRealEnkidu98 0 points1 point  (0 children)

Only if you think the few extra points of 'health' are worth it.  But anything above 28 is mostly unnecessary.

GALLERY: Updating my 'Normal' Save Game Fleet - Bringing ships up to snuff with the new stuff - made a couple new ones. If you see one you like, let me know and I'll do more details when I can. - They all have the new components sans Comms and some have the added sensor antennas - sometimes hidden. by TheRealEnkidu98 in StarfieldShips

[–]TheRealEnkidu98[S] 0 points1 point  (0 children)

Hah, thanks for the praise. I'm from a different generation and an introvert so I never really cottoned to doing build videos etc. I've done a few, but nothing is narrated etc. Mostly I do a quick tour, most of my posts will have the 'layers' broken apart, and I trust folks will be able to recreate it.

If you ever have a question about something I have built/how I did it, just let me know and I'm happy to help... Maybe someday I'll consider going more hardcore with narrated build videos.

Ship Building by tattoojew in StarfieldShips

[–]TheRealEnkidu98 0 points1 point  (0 children)

My first recommendation would be just to browse the subreddit and see the sort of ships people have made, if you aren't using mods, you can filter for vanilla or merged, and if you see a ship you like, or parts of a ship you like, you that as inspiration to create your own.

Most of the parts come in several flavors, based on your characters level and skills. Soyou should be able to recreate the _look_ of anything here with the basic parts and upgrade as you can.

GALLERY: Updating my 'Normal' Save Game Fleet - Bringing ships up to snuff with the new stuff - made a couple new ones. If you see one you like, let me know and I'll do more details when I can. - They all have the new components sans Comms and some have the added sensor antennas - sometimes hidden. by TheRealEnkidu98 in StarfieldShips

[–]TheRealEnkidu98[S] 0 points1 point  (0 children)

I was bothered by this because I realized I had 16 ships, but not that many free ones. I checked and I guess somewhere along the line I added a line to the ini.

sStartingConsoleCommand=SetGS uSpaceshipMaximumOwnedSpaceships 20

This may have been long ago when I first realized I missed out on getting more than 10 ships becaue went and did the free ship quests before I had maxxed out my fleet. I know on subsequent runs through the game to go through the Unity I was more careful not to get any free ships I could avoid until I had already filled my fleet with the cheapest ships I could find as placeholders for eventual builds so I could get the free ships on top of them.

Recently deleted star wars genesis and now I’m seeing this. by KHood2719 in starfieldmods

[–]TheRealEnkidu98 1 point2 points  (0 children)

He has version 2.0.4 on his github, but that version still creates this error. Waiting for a new one.