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Warning: This is mostly a capture of a stream-of-consciousness
Reddit post, so please forgive errors and partial structuring.
If you're having trouble with ship building…
- You may be trying to build large, complicated ships too soon
- You may be using ship parts mods or ship building mods way too soon
- You may need more info on balancing mass versus maneuverability
- You may need an outline of how to approach ship part selection
It's better to be comfortable with the vanilla ship builder before
adding mods, and the first mod to add, after door auto-placement has
driven you nuts for a while, is Place Doors Yourself (PDY).
Note that the ship builder doesn't let you see inside habs while building,
so you really need something to tell you which spots in which habs make
good connection points. With, for example, the Frontier, if you connect a
hab to the Frontier hab on the front/left or front/right you lose the
research lab or the bed, respectively. Both of which are kind of
important. This soft of thing applies to lots of habs, and to most - but
not all - ship mods. So the more habs you have to choose from, the more
you run into accidently obliterating parts of them you want with doors.
I don't actually remember where I got these,
so please let me know if you're aware of the original author.
Here are some example ship habmaps.
To explore parts and ships
When learning how to use the ship builder
- Focus on core ship parts, not the ones added by mods, which often have
quirks or more complicated positioning requirements or lack habmaps
- Crimson Fleet Rearmed, for example, is fantastic, but mixing those
parts with normal parts is extremely weird from a positioning
perspective, especially for bay and landing gear, plus it expects you
to figure out its quirk
(like not having vertical hab connections as of last 2025),
so hold off if new to ship building
- Focus on all class "A" Reactor, Weapons, Engines, and Grav Drives at
first
- The Reactor class must be equal to or higher than the highest
Weapon, Engine, or Grav Drive class
- There are good reasons to have a class C Reactor yet still have class
B or A Engines (notably the 3015s) or Weapons (notably the
Obliterators)
- The class A 3015 Engine is the fastest in the game, so for any ship
with small cargo space, this is the engine you probably want
- You must (barring mods) not build more than 40m from your ship's
center
- With mods you can build larger ships, but landing bay placement can
get weird between the landed ship and the landing pad
- You can build surprisingly tall ships, but the odds of running out of
places for landing gear increase
- Landing gear can be a constraint - you'll unlock gear with higher
capacity, up to 4 (800 mass) pretty quickly, where you can stuff like 14
of them under a 4x4 ship, for 9600 ship mass liftoffs, or more under
larger ships
- Capturing a ship with these 800 mass thrusters is pretty handy at low
levels
- The hardest thing to add to ships tends to be cargo, which has the
most impact on other aspects of the ship, so don't start by trying to
make a class A ships with 4,000 kg of cargo. Instead, start with small
cargo sizes, like a few hundred
- You can add additional containers inside your ship that aren't
counted against the ship's cargo capacity and don't affect
Maneuvering, but they also aren't linked to cargo for crafting - you
have to grab the items manually :-)
- Place Doors Yourself is essential if you want to control door placement -
i.e when the ship builder isn't putting them where you want it to and
you're tired of it's... um... creativity. However, this only applies as
ships grow, and PDY is nearly useless on small ships
- The icons used on connection points are subtly different, with weapons
only vs inter-hab connection points. To allow for a door, you have to
connect two habs' at their respective inter-hab connection points (and,
if using PDY, also add the door type)
- Yes, there must be a walkable path from the cockpit to the landing bay
and to the docker
- This means your habs should all be connected and your cockpit,
docker, and bay need to be connected to your habs. The ship builder
connects habs automatically if you don't have PDY enabled, but if PDY
is on you must place doors manually between habs (and for
windows)
General guidance
- Decide whether you want less or more than about 1000 kg of cargo. This
is a key (approx) threshold
- For light ships, see the Examples later on
- For heavy ships, you want a C reactor and huge engines, specifically for
maneuvering thrust
- That Slayton SAL-6830 that can be unlocked by a quest is great for
this, but comes at a huge cost to the rather hidden factor of boosting
and boost recovery. Simply put, they suck for boosting
- Overview of the process in the Ship Builder
- Collect all the parts
- Then assemble them
- If hull (ship health) isn't a concern use lighter (lower class) parts
- Mass is the enemy of maneuverability
- Cargo can easily be the single largest mass in a ship
- When picking parts, one can pick options one step above the
minimum required, so as to reduce expense on the next upgrade,
which also makes backing off easier if you end up with too much mass
- Pick…
- Your cockpit first since it adds to your cargo size
- Upgraded versions of a cockpit are more efficient at adding more
cargo than any cargo part, so they're always a win from an
efficiency perspective (note: mods may have exceptions)
- Your additional cargo size, make sure you have that amount of
cargo in parts (including the cockpit) in the builder. This lets
you nail down one of the two biggest factors in maneuverability
displayed on screen. While the 1480 size parts are the most space
efficient
(not to mention to big to keep 100 maneuvering with 180 base speed),
those small low-tier metallic side pods may actually be
the most mass efficient. The differences overall aren't huge,
though
- Your reactor. Unless you're building a ship specifically to be
small, you basically want the most powerful reactor you have access
to, to make sure it's in your pile of parts in the builder
- Your shields. Regen rate matters if you can avoid getting shot
long enough for it to kick in, but if that doesn't happen much with
your own combat style, you can ignore regen
- Your grav drives. Skills and crew improve your jump range so if
you may not need the range-30 drives to jump 30. Using less
massive drives help your maneuvering
- Your fuel tanks. For a small ship, 200+ is fine in the early
game, where you're still exploring incrementally. Later on, or for
larger ships, you'll want more for those cross-galaxy jumps (mostly
for convenience)
- Your habs. Habs with built-ins are quite nice, but you can go into
ships (outside of the Ship Builder) and decorate them with most of
the same facilities: beds, research stations, workbenches, etc.
However, later you'll likely want habs specific to crew and passengers,
etc
- Your docker and landing bay
- It's convenient to have a forward facing landing bay, ideally in the
front half of the ship, centered, to match up with "front" of
landing bays and pads. However, you can put them in all kinds of
weird places and it's fine as long as it doesn't stick off of the
side of the landing pads
- Docker placement is more nuanced. For example, in
space-capturing ships without the StAStF mod, you benefit
from a forward facing docker, because it makes it easier to find
and dock with your original ship. However, due to Starfield
liking to put you on cruise at undock, you have to turn
immediately to avoid hitting, for example, the spacestation you
just left. With StAStF, putting your docker anywhere is fine,
mostly being a choice about your view while docked and the
aforementioned forced cruise at undocking.
There is something to be said for the drama of
being able to see the ship docked with.
- Your engines to push your maneuverability up to 100. If not
possible, higher is better - preferably at least 70. Anything
below 50 would benefit from more turrets instead of just fixed
weapons (but always have a least one set of fixed, probably
non-missile weapons for ship captures, shooting asteroids, etc)
- Your landing gear. You need 1 thrust unit per 200 mass units, so
those big 4 thrust thrusters support 800 mass each
- Check feedback from the Ship Builder UI
- Adjust anything you need to, usually tradeoffs to improve
maneuvering, usually involving:
- less cargo
- lighter choices of Reactor (C/40 -> B/39 can save almost 60, e.g),
Grav Drive (try to stay above 23, calculated with your skill/crew
bonuses, to be able to make the long grav jump needed anywhere),
Fuel Tanks, and Shields
- Assemble everything
- Start with the cockpit, habs, docker, and bay, which must all connect
- Don't obliterate hab fixtures you want to keep by having
openings replace them
- Keep in mind that engines have to go somewhere, usually on the back,
when doing your hab layout
- landing bay and landing gear bottoms must all be aligned to match
vertically
- weapons may need some added structural parts to mount
- some structural parts can be handy for mounting engines
- if using PDY, you must add parts for openings between habs and
windows, but do that last
- you can often just stick the grav drive, reactor, and cargo in random
places and be fine
- Check feedback from the Ship Builder UI about misalignments, ship
size overruns, etc
- Adjust as needed
- Commit your new design
How to get a ship
- Eccentricities: One can ground capture a starborn Guardian after Walter's
Artifact quest, then fly it while saving up the 300-350k credits for a
full ship overhaul. Combat in them requires a totally different skill
set (close range, stunning ships, using a stunned ship as a shield,
dealing with weapon regen, etc), but capturing ships with them is oddly
satisfying (and easier on higher difficulties)
- Capturing: Hugely helpful at bypassing lots of incremental ship
upgrades, which cost a fortune. Capturing some huge ship with huge
Reactor in the "east" galaxy dramatically advances things, and is great
for giving you free ship parts above what you may have unlocked already
- Ground captures are easier, often trivial
- Space captures are more involved, especially since Bethesda keeps
making it more difficult to capture a ship and keep it when you
return through the docker to your original ship. Currently you have
to start a Grav Jump in the new ship - then abort it - then redock
with and enter your old ship - then check that your new ship is still
in your inventory. This silliness can be solved with the mod Sit to
Add Ship to Fleet, but it's good to do the vanilla dance a few
times first just to say you can. :-)
- EM weapons are great for ship capturing, especially at lower
difficulties when otherwise you'd probably just detonate your target
otherwise. Counterintuitively, on the highest difficulties your
enemies are sturdy enough to take more non-EM weapon fire, making EM
a more nuanced choice, and also making it much easier to capture
ships with Guardians.
- Quests: The best quest ship is probably the Star Eagle with an A/29
Reactor. The Kepler R (kitchen sink) ship only has a C/24. Both benefit
from changes, random examples being to:
- Extend the habs into the side pods for the Star Eagle
- Completely rework the Kepler R except for keeping the landing gear
- Buying ships: Ugh. A super expensive way to access ship parts you
haven't unlocked yet
Example light ships at different ends of the game
- Early game, one approach is upgrading the Frontier to have 3x
Obliterators and SC-1 missiles (huge magazines) and a 2nd set of missiles
(both on 1 pip of power each, keep this trick in mind).
- By late game, one can pretty easily upgrade the Frontier to C/Reactor/40
or B/39 ship with 4x 3015 Engines, a 1500 unit shield, around 1,000kg of
cargo (with Skills), 100 Maneuverability, 180 speed, 6x Obliterators, a
set of SC-2 missiles (they have huge magazines), and lastly either
another set of (different) missiles, or EMs, or particle turrets
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