![]() ![]() Why shouldn't I just build a spacesuit locker next to a regular door and close the vent on the door? Lockers block less space and have a bigger oxygen storage (6000 instead of 1000). Use the space next to the space suit doors for wall mounts.Īlternatively: Build ONE spacesuit door and ONE spacesuit locker. The advantages of this are that you can even sustain production during a boarding of another ship or make psychopaths or clumsy people work without having to fear fires.īuild TWO spacesuit doors (eventually) to have enough O₂ refresh points for a bigger crew (the O₂ reserve replenishes slowly in the airlocks). People with the trait "hard working" and "spacefarer" will become even more desirable when doing this. You will receive a big processing speed penalty (60%) when your crew uses space suits though. This is only preferable for LATE GAME!Īir/Oxygen management Put as many processing facilities into a room without air to save ressources (□ for O₂ production) and to protect the crew from hazardous gasses, noises and - most importantly - fires. Don't accept prisoners and refugees if you don't have to! They require special rooms on your ship, will need ressources and extra facilites as well as extra time from your crew if you have to persuade the prisoners to join you.Kill people with unwanted traits by drafting them, sending them outside the airlock and either letting them suffocate or jumping away with the ship.Antisocial > Schedule their day rhythm differently so that they can avoid social interaction as much as possible (see "time schedule" for how to do this!).Suicidal > Give 2 hours of free time 3x a day to avoid suicide attempts (these guys are DANGEROUS! They will lock themselves in rooms (especially the botany room) by destroying the door and then set the room on FIRE which will deny attempts to extinguish it! - BUT they fight a lot harder in battles, because the suicidal trait gives them a -20% surrender chance!.Here are my best recommendations sorted by priority: If you hover your mouse over it, you can read which debuffs it gives you. You can find that trait in the top right corner of their "Skills" screen. TraitsCrewmates have ONE special trait each that was "revealed after the apocalypse". Also: If you have a CO₂ device in the room, it will stop to produce CO₂ once the level reaches 25-35 units - which is not dangerous at all for your crew - and it will go into idle mode when your crew produces sufficient CO₂-levels, saving carbon and energy. But for the start of the game this will increase plant growth without any tech or research needed. It makes sense to separate the rooms later on and to build gas scrubbers in the sleeping quarters to protect the plants from high temperatures and hazardous gasses when the kitchen catches fire (you can of course also decide to separate the kitchen from the sleeping quarters). The crew will produce CO₂ while sleeping for free. I prefer wall lights, because that gives you more space for grow beds.Īlternatively: Build the sleeping quarters into the botany room. They might also increase movement speed, but I don't have enough data to confirm that. Lights increase comfort and therefore working speed (by about 6%). Since the grow beds have lights build within, they don't need the wall lights, but the crew does. Just don't forget to close the vent in the door if there is one. Therefore you won't need a spacesuit door when connecting them to the crewquarters. You don't need oxygen production in botanics. Don't put them into the same room or they will cancel each other out. Use gas scrubbers in the other rooms to collect carbon. Wall off the botany room to increase the CO₂ in the room with CO₂ emitters and add wall lights and a wall temperature regulator. ![]() **** Allows you to build weapons for boarding attacks & defense as well as selling them *** For production: Raw chemicals -> Chemicals -> Fertilizer -> Plants -> Food The composters make more sense in combination with the autopsy table. ![]() ** I choose to research the Energy refinery before composters, because you will need the surplus biomass for the algae kitchen at first. * You need to research this early, so that you can switch to energy rods in case you run out of pure energium. ![]() Autopsy table (for dissecting insect & human corpses to recycle).Composter (If you are low on biomass, select continous composting for human& monster meat first).Energy refinery** (Production facility for energy rods).The mining station start research order might be deviant. The research order is intended for the normal start. I am still testing a lot of things regarding the research & build order at the moment. ![]()
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