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There really should have been separate door and ladder structures so you can specify specifically where you want connections, including extra wide cargo doorways that occupy two bays.
It's super annoying but there is a work around (kinda) you need to place habs in a specific order where you want your ladders, for instance place the habs leading from your bay to your cockpit where you want ladders but only those habs once that's done you can add the other habs in as the game trys to find the quickest rout from one place to another depending on what gets placed and when but moving a hab after placing will reset it. So usually I'd place the landing bay then connect an engineer hab then on top of that a living area then the control room then the cockpit for example once those are done then I'd place the other habs.
@03:06 : How are you getting this stuff out of here. This in essence explains the ridiculousness of ladders and how in the future via patched or mods, I hope we can decide what is the type of access eg stairs, ladders, lifts, elevators to connect the various habs. In an earlier comment I mentioned that I'm trying to connect the hab modules in a way that make sense. For example : 1) Infirmaries are at the same level as landing bays and dockers. This is also the reason I go with forward or side dockers rather than top/bottom. You can't send casualties via ladders. 2) Captain's quarters are located at the top, connected to control or battle stations. 3) Workshops are next to cargo holds. The 3x3 cargo holds themselves are placed immediately after landing bays. 4) Engineering bays are right at the stern where I also place reactors, grav drives and of course engines.
Just so much wasted potential in the Ship building system. Which is funny because however many hundreds of hours each Player ends up burning in Starfield, pretty much all of it is to further our addiction with Ship building.
What i'm missing in all those modules are truly multi-use rooms geared towards maximum practicality and versatility. They all seem pretty wasteful with the available space, missing out on essential features which should be standard in favor of useless clutter and decorations. Those 2x3 mess hall habs should be the central social space for the ship, not just providing a place to eat, but also to relax and socialize. Don't need much storage space, but at least some entertainment and doubling as a briefing room for a large crew. And a large cargo hold is essential for bigger ships. Wish we'd get such large cargo holds with integrated loading ramp/entry functionality, because it would make most practical sense. To me, it all shows that the Bethesda devs really didn't put that much thought into designing these modules. Also exemplified by the fact that you can't just rotate or mirror every hab module making them that much more versatile. Oh well, modders to the rescue i guess.
100%. While I get the purpose-design behind the Habs, there's so much wasted volume of space in literally every single Hab. I guess HE3 is so abundant 200 years from now and Engines are so powerful that nobody cares that space is at a premium.
I used a Nova Galactic 2x3 Crew Mess as the central deck for my crew deck. That deck has a 1x2 Control Room form a neck with a ladder at the fore end of it down to the bridge deck. From either side of the 2x3 crew mess is a 1x1 store room leading to a 1x3 and 1x2 all in one and living quarters on either side creating wings. It makes a believable living space for a large crew. The lower bridge deck is workshop, captains quarters and some other 1x3 to extend the neck further. I put an Ares bridge at the end of it. After putting all essentials and decorative structure on that hab structure, I wind up with a very Klingonesque 'Bird of Prey' but with high wings rather than low wings. Looks and works great. I would LOVE to be able to use more habs, but in my experimentation it is simply not possible without creating a truly Effed up mess of randomized doorways and ladders that no human being in their right mind would ever build. That this lack in the build system was not flagged by QA and delt with by Bethesda before shipping is beyond me. It's not like it would have been hard for us to be able to put a flag on ladder and door points to 'force' ladder and door placement where we want it.
In my head (which may be incorrect) all Bethesda would have to do is code it as red light/green light for entry points. We place a Hab then click on the appropriate entry point and change it from white (neutral) to either red or green, the game then does the rest.
You're probably overestimating the competence and care of Bethesda devs for such essential QOL features. Modders will certainly take care of it in time is their attitude.
Those FREIGHT Modules should give you some freight space. Since they serve no purpose at all. I want all the modules but its hurts me to waste mass on some cargo hall and a holding cell that give no stat.
- Deimos: I kind if would have liked it if it had more big storage stuff.. big "Euro pallets" loaded with stuff on it. Like what you would see in an cargo plane. But yeah.. a cargo hatch would be nice... or If you could see somewhere that the floor could be lowered to load cargo on it. - Hopetech reminds me of Alien. actually really nice.. although I would hate to find stuff in there xD - Nova Galactic: I agree... it doens't look like a cargo hold... There is a lot of "design flaws" in the Nova.. like How did they get a lot of those pallets through those doors. - Stroud-Eklund: I like the way they loaded it with cargo.. but I agree.. dont know if i like the white floor. I Think I would like the white floor more if you could see the scratch marks on the floor for moving stuff around it would be alright. of the messhalls i prefere Stroud too.
The storage might be less efficient but the Deimos 2x2 cargo room is one of my favourite rooms in the game because it has the most sensible toilet. You can go to a part of the ship nobody would be in to take take a leak. The 3x2s are absolutely different btw.
Nova Galactic seems geared more towards science vessels. Their cargo bays seem more like a catalog and sorting kind of vibe to them over a store everything here vibe.
I am a little sad that these are purely cosmetic. Giving them extra storage capacity for your ship would make them far more interesting. At this rate, I just can’t be bothered much for the cargo holds… Edit: I really like that you included the company in the corner, thank you!
Modders will take care of it in due time. But it's really sad such blatant oversights exist in a game like this in the current year. It's as if they really just half assed all those features.
RE Your confusion about the room at the end of the Nova Cargo bay: That’s the Cargo/Load Master office. Any cargo hauling vessel will have an officer that’s responsible for properly distributing the cargo within the ship to ensure proper weight and balance, as well as ensuring it’s secured. Even Cargo Planes like the 747 (there’s a configuration that strips all the seats out of the main deck in favor of cargo) and military haulers like the C-17 have a dedicated in-flight desk position for the Load master. That’s just the Nova Cargo 2x3 Cargo Master office. :D
I actually really love the compartmentalization of the Nova cargo holds, they give options for non space truckers. Having dedicated spaces to store things other than pallets and boxes of goods can be very useful.
"How do you get all this stuff out?" - Whenever I build a ship with a cargo hold I *always* use one of the horizontally connecting bays and make the hold the first 'room' you enter.
If you're having trouble needing to skim off a few kg to get in under the landing gear limit, remember you can downgrade the cockpit to the version that has the least amount of cargo. In a pinch it worked for me.
I just upgraded to the biggest (4 Thrust) Landing Gear in the game that I'm aware of at Level 46. They can handle 1300 kilos I know for sure with only 4 of them.
@@delindsay I mean item food, that mean I can harvest these food by custom the ship every time. Because soda make safety speed up item. Despite I need deal with misc item by sell them.
Im not sure which one im using, (not playing at the moment) but my giant cargo bay has a toilet inside which i thought was a nice touch. I really appreciate all the work youve put in showing us all these interiors. Thank you!
That would be the 3x2 Nova Galactic Mess Hall. Just filmed that and it's in post right now for tomorrow's video. That or one of the 3x3's as that's my next-next video.
Just this thing: It is wildly dependent on where the ladders and doors pop up. My Deimos 2x3 is wildly different arranged. What we REALLY need is a transparent 3D-image in ship builder that tells us ladders and doorways. Not to mention the ability to share blueprints... :P
I keep upgrading the Frontier and I keep trying to keep the one unique hab module in the design. Debating complete scrap and rebuild of the Razorleaf but I'm not sure if I have the patience to sell 700k credits worth of comm relays waiting 48hrs every 11k at The Den...
I'll never understand Bethesda's choice (it happens in all of their games) to give Merchants barely any money to buy from us with. Modders always fix that but they shouldn't have to.
The cargo bays are too cluttered, and it would be cool if the two outside walls had large scale loading doors to give the appropriate illusion. As for the mess habs, why 16 seats for crew and a table for officers when the max crew is 8....... Badly organised spaces in general surely door spaces could have place holding design elements rather than toilets, tv watching spots and dart boards in the way.
TBH, I think that the areas they call Living Quarters should be made up as Mess Halls and the Mess Halls should be Living Quarters, or even better, there should be no such thing as a Mess Hall being, instead, a Living Quarters with Beds and then set up like the Mess Hall. The Only use I can see for using these is if you are reconstructing it into some sort of Battleship.
I mean, it's fully capable but would be shit to fly in 1st person lol. It's got (6) Vanguard Obliterators + (4) PB-30's that I can fully power as long as I take it all from the Grav Drive and much of it from the Engines (leave 2-3 bars).
Oh I have no doubt of that, it's just a shame it didn't ship with the game itself. It seems like such a basic mechanic, that Habs actually have a real purpose besides Crew/Passenger slots, Beds & Workstations.
After watching ll your vids im thinking of making a daimos mercinery bounty hunter ship just pure militerised interiors probably use big one for middle and have side pieces abit like promethuys from stargate sort design
It's super annoying but the game usually chooses where to place ladders by the order the habs are placed. So for an effective build you will want to start by placing a landing bay then what ever have you want connected to that and so on until you get to the cockpit, but don't place any unnecessary habs while doing so as this will alter the ladder layout. So for me on my current ship that I built earlier I placed a landing bay then connected a 3x1 Engineering bay to it then I connected a 2x2 living area on top of that I placed a 1x2 control room then placed my Cockpit onto the control room so that's the route the ladders took. Once that's done you can then place the other habs in the areas you want and the ladders won't spawn (usually) but there is one small exception and that's if you move a one of those original habs once you have placed all of your secondary ones the ladder route will change as it always tries to find the quickest route from the landing bay to the cockpit. Also when building make sure you click on the doorway/floor/roof area where you want it to connect then cycle through the hab doing that will make the corridor or ladder spawn on that square but doing that doesn't always place the hab in the exact location you want as the game tries to snap the hab in place from the doorway that will least upset the interior design.
@@MEanPenguin908 it is but once you have it down it's becomes second nature the jist of it is to build the ship from the landing bay the the cockpit before placing any other habs then build around using those first few habs as a skeleton, it's hard to describe in words but don't build a ship layer by layer as many people do as this is what causes the problem with ladders.
Honestly I just hate clutter. I dont get why they needed so much of it on ships when it would be a risk if the grav drive went off. On the topic of 2x3 vs 3x2 there are some differences. I went with a 2x3 mess thinking it would have an active TV but it was only active on the 3x2, not a big thing but might matter to some people. Cargo bay would at least be useful if it made you put it on the outside of a ship and added a basic landing bay to it.
If there's a video you'd like me to make please comment below. Feel free to thumb up if you liked it, thumb down if you didn't, Sub if my Content is of interest to you and check the description if you want to donate to help my channel grow, thanks for stopping by!
There really should have been separate door and ladder structures so you can specify specifically where you want connections, including extra wide cargo doorways that occupy two bays.
It's super annoying but there is a work around (kinda) you need to place habs in a specific order where you want your ladders, for instance place the habs leading from your bay to your cockpit where you want ladders but only those habs once that's done you can add the other habs in as the game trys to find the quickest rout from one place to another depending on what gets placed and when but moving a hab after placing will reset it.
So usually I'd place the landing bay then connect an engineer hab then on top of that a living area then the control room then the cockpit for example once those are done then I'd place the other habs.
Not only that, i can't flip the habs, it would be nice
Lol, "Play time's over...catch phrase!" I got it. That movie was way better than it should have been.
Yes it was.
@03:06 : How are you getting this stuff out of here.
This in essence explains the ridiculousness of ladders and how in the future via patched or mods, I hope we can decide what is the type of access eg stairs, ladders, lifts, elevators to connect the various habs.
In an earlier comment I mentioned that I'm trying to connect the hab modules in a way that make sense. For example :
1) Infirmaries are at the same level as landing bays and dockers. This is also the reason I go with forward or side dockers rather than top/bottom. You can't send casualties via ladders.
2) Captain's quarters are located at the top, connected to control or battle stations.
3) Workshops are next to cargo holds. The 3x3 cargo holds themselves are placed immediately after landing bays.
4) Engineering bays are right at the stern where I also place reactors, grav drives and of course engines.
Just so much wasted potential in the Ship building system. Which is funny because however many hundreds of hours each Player ends up burning in Starfield, pretty much all of it is to further our addiction with Ship building.
What i'm missing in all those modules are truly multi-use rooms geared towards maximum practicality and versatility. They all seem pretty wasteful with the available space, missing out on essential features which should be standard in favor of useless clutter and decorations. Those 2x3 mess hall habs should be the central social space for the ship, not just providing a place to eat, but also to relax and socialize. Don't need much storage space, but at least some entertainment and doubling as a briefing room for a large crew.
And a large cargo hold is essential for bigger ships. Wish we'd get such large cargo holds with integrated loading ramp/entry functionality, because it would make most practical sense.
To me, it all shows that the Bethesda devs really didn't put that much thought into designing these modules. Also exemplified by the fact that you can't just rotate or mirror every hab module making them that much more versatile.
Oh well, modders to the rescue i guess.
100%. While I get the purpose-design behind the Habs, there's so much wasted volume of space in literally every single Hab. I guess HE3 is so abundant 200 years from now and Engines are so powerful that nobody cares that space is at a premium.
I'm not gonna lie. That opening made me laugh. Imagine seeing someone's ship pulling up, and it's that
LMAO!
shipyard vendor looking at the landing pad be like "you actually PAID for that monstrosity?"
ROFL!
I think they messed up by not putting a drinky bird on a table in each of the mess halls.
That would've been awesome!
Nova is cool, computer room for inventorying and having a digital footprint of ur cargo (lorewise I guess)
The mess halls are really nice to have on your ships, the big open space is a nice change to otherwise confined spaces.
Indeed.
I used a Nova Galactic 2x3 Crew Mess as the central deck for my crew deck. That deck has a 1x2 Control Room form a neck with a ladder at the fore end of it down to the bridge deck. From either side of the 2x3 crew mess is a 1x1 store room leading to a 1x3 and 1x2 all in one and living quarters on either side creating wings. It makes a believable living space for a large crew. The lower bridge deck is workshop, captains quarters and some other 1x3 to extend the neck further. I put an Ares bridge at the end of it. After putting all essentials and decorative structure on that hab structure, I wind up with a very Klingonesque 'Bird of Prey' but with high wings rather than low wings. Looks and works great.
I would LOVE to be able to use more habs, but in my experimentation it is simply not possible without creating a truly Effed up mess of randomized doorways and ladders that no human being in their right mind would ever build. That this lack in the build system was not flagged by QA and delt with by Bethesda before shipping is beyond me. It's not like it would have been hard for us to be able to put a flag on ladder and door points to 'force' ladder and door placement where we want it.
In my head (which may be incorrect) all Bethesda would have to do is code it as red light/green light for entry points. We place a Hab then click on the appropriate entry point and change it from white (neutral) to either red or green, the game then does the rest.
You're probably overestimating the competence and care of Bethesda devs for such essential QOL features. Modders will certainly take care of it in time is their attitude.
Would be nice to be able to rotate Habs, and choose where we want doors and ladders to place
Yes please!!
Those FREIGHT Modules should give you some freight space. Since they serve no purpose at all.
I want all the modules but its hurts me to waste mass on some cargo hall and a holding cell that give no stat.
I think we're all in agreement there.
- Deimos: I kind if would have liked it if it had more big storage stuff.. big "Euro pallets" loaded with stuff on it. Like what you would see in an cargo plane. But yeah.. a cargo hatch would be nice... or If you could see somewhere that the floor could be lowered to load cargo on it.
- Hopetech reminds me of Alien. actually really nice.. although I would hate to find stuff in there xD
- Nova Galactic: I agree... it doens't look like a cargo hold... There is a lot of "design flaws" in the Nova.. like How did they get a lot of those pallets through those doors.
- Stroud-Eklund: I like the way they loaded it with cargo.. but I agree.. dont know if i like the white floor. I Think I would like the white floor more if you could see the scratch marks on the floor for moving stuff around it would be alright.
of the messhalls i prefere Stroud too.
I just want to see each Company's Habs actually be different and have uses, however minor.
@@delindsay yeah they all seem rather similar.. besides Nova.
@@Ph33NIXx Agreed.
The storage might be less efficient but the Deimos 2x2 cargo room is one of my favourite rooms in the game because it has the most sensible toilet. You can go to a part of the ship nobody would be in to take take a leak. The 3x2s are absolutely different btw.
That's good to know, I'll be recording that video in a few hours for tomorrow.
Nova Galactic seems geared more towards science vessels. Their cargo bays seem more like a catalog and sorting kind of vibe to them over a store everything here vibe.
Fair.
That is what i get from it too, and it should been.
I am missing a really organised cargo hold labeld with everything (gas, solid, dangerous...etc ).
@Nonderyon Right! I drive a truck and seeing cargo just stored everywhere like that drives me a little crazy.
I am a little sad that these are purely cosmetic. Giving them extra storage capacity for your ship would make them far more interesting. At this rate, I just can’t be bothered much for the cargo holds…
Edit: I really like that you included the company in the corner, thank you!
That's exactly my issue. These habs are for RP only.
You're welcome. Adding the Company Logo in the corner was a suggestion from someone else a few videos ago so I learned how to do it to help.
Modders will take care of it in due time. But it's really sad such blatant oversights exist in a game like this in the current year. It's as if they really just half assed all those features.
RE Your confusion about the room at the end of the Nova Cargo bay: That’s the Cargo/Load Master office. Any cargo hauling vessel will have an officer that’s responsible for properly distributing the cargo within the ship to ensure proper weight and balance, as well as ensuring it’s secured.
Even Cargo Planes like the 747 (there’s a configuration that strips all the seats out of the main deck in favor of cargo) and military haulers like the C-17 have a dedicated in-flight desk position for the Load master.
That’s just the Nova Cargo 2x3 Cargo Master office. :D
Fair enough and thanks for the clarification.
I actually really love the compartmentalization of the Nova cargo holds, they give options for non space truckers. Having dedicated spaces to store things other than pallets and boxes of goods can be very useful.
"How do you get all this stuff out?"
- Whenever I build a ship with a cargo hold I *always* use one of the horizontally connecting bays and make the hold the first 'room' you enter.
Wise plan.
If you're having trouble needing to skim off a few kg to get in under the landing gear limit, remember you can downgrade the cockpit to the version that has the least amount of cargo. In a pinch it worked for me.
I just upgraded to the biggest (4 Thrust) Landing Gear in the game that I'm aware of at Level 46. They can handle 1300 kilos I know for sure with only 4 of them.
That Hopetech mess hall entertainment center has lotion and tissues on the side table
😬 Yeah... you're the 2nd person to notice.
Oh sure white floors are nice until you drop some space spaghetti on them.
You're not wrong 🤣
Hopetech's mess hall had many food here......
People gotta eat.
@@delindsay I mean item food, that mean I can harvest these food by custom the ship every time. Because soda make safety speed up item. Despite I need deal with misc item by sell them.
@@ayakoyuuta True enough.
I really like the deimos mess hall, nice open, and looks like what you'd think a mess hall on a spaceship would look like
True indeed.
Im not sure which one im using, (not playing at the moment) but my giant cargo bay has a toilet inside which i thought was a nice touch.
I really appreciate all the work youve put in showing us all these interiors. Thank you!
That would be the 3x2 Nova Galactic Mess Hall. Just filmed that and it's in post right now for tomorrow's video. That or one of the 3x3's as that's my next-next video.
Just this thing: It is wildly dependent on where the ladders and doors pop up. My Deimos 2x3 is wildly different arranged. What we REALLY need is a transparent 3D-image in ship builder that tells us ladders and doorways. Not to mention the ability to share blueprints... :P
Yes to both of those please!
Nova Galactic trying to stay up-to-date with classic memes: "Anyway, here's randomwall!"
Rofl, indeed.
The cargo holds should be empty rooms with empty bins you can store supplies in by yourself. Empty shelves where you place bins .
That'd be cool!
Nova’s set up provides privacy for your cargo 😊
Lmao.
I keep upgrading the Frontier and I keep trying to keep the one unique hab module in the design. Debating complete scrap and rebuild of the Razorleaf but I'm not sure if I have the patience to sell 700k credits worth of comm relays waiting 48hrs every 11k at The Den...
I'll never understand Bethesda's choice (it happens in all of their games) to give Merchants barely any money to buy from us with. Modders always fix that but they shouldn't have to.
Love the free guy reference
The Nova cargo looks like a ship that has a second life as a "hauler"
Sounds about right.
The cargo bays are too cluttered, and it would be cool if the two outside walls had large scale loading doors to give the appropriate illusion. As for the mess habs, why 16 seats for crew and a table for officers when the max crew is 8....... Badly organised spaces in general surely door spaces could have place holding design elements rather than toilets, tv watching spots and dart boards in the way.
Indeed to all of it. It's like they designers didn't understand the task at hand.
Serenity has a cow 🐄 pen 😊
I do like the Hopetech 2x3 here. The lighting is weak, per usual, but the foodstocks are amazing.
Sometimes I like that lighting look, other times I don't.
TBH, I think that the areas they call Living Quarters should be made up as Mess Halls and the Mess Halls should be Living Quarters, or even better, there should be no such thing as a Mess Hall being, instead, a Living Quarters with Beds and then set up like the Mess Hall. The Only use I can see for using these is if you are reconstructing it into some sort of Battleship.
It is kind of odd that we have Living Quarters and then the All-in-One is basically the same thing.
Comment again for Cargo: funny Deimos's 2x3 cargo actually different than Stroud, Deimos 2x3 cargo is more arrange then Stroud.
Yeah, it's one of the few times those 2 are different more so that just lighting.
I just want to see you in a dogfight with this ship
I mean, it's fully capable but would be shit to fly in 1st person lol. It's got (6) Vanguard Obliterators + (4) PB-30's that I can fully power as long as I take it all from the Grav Drive and much of it from the Engines (leave 2-3 bars).
Hahaha this visually is so funny. Brutalist almost 😅😅
Heh, indeed.
A mod that would allow storage in cargo bays will come
Oh I have no doubt of that, it's just a shame it didn't ship with the game itself. It seems like such a basic mechanic, that Habs actually have a real purpose besides Crew/Passenger slots, Beds & Workstations.
@@delindsay Yeah, shows ho much thought and care bethesda really puts into this game. But modders will fix all of it given enough time.
@@axelhopfinger533 Oh I know they will but they shouldn't HAVE to.
Will you be going over the different weapons, shields, jump drives etc? Explaining what all the stats mean etc?
After watching ll your vids im thinking of making a daimos mercinery bounty hunter ship just pure militerised interiors probably use big one for middle and have side pieces abit like promethuys from stargate sort design
What about a video explaining how to make connections where you want? I'm new to building and just don't get it.
It's super annoying but the game usually chooses where to place ladders by the order the habs are placed. So for an effective build you will want to start by placing a landing bay then what ever have you want connected to that and so on until you get to the cockpit, but don't place any unnecessary habs while doing so as this will alter the ladder layout.
So for me on my current ship that I built earlier I placed a landing bay then connected a 3x1 Engineering bay to it then I connected a 2x2 living area on top of that I placed a 1x2 control room then placed my Cockpit onto the control room so that's the route the ladders took.
Once that's done you can then place the other habs in the areas you want and the ladders won't spawn (usually) but there is one small exception and that's if you move a one of those original habs once you have placed all of your secondary ones the ladder route will change as it always tries to find the quickest route from the landing bay to the cockpit.
Also when building make sure you click on the doorway/floor/roof area where you want it to connect then cycle through the hab doing that will make the corridor or ladder spawn on that square but doing that doesn't always place the hab in the exact location you want as the game tries to snap the hab in place from the doorway that will least upset the interior design.
@@LawfullSpook that is beyond confusing 😆 🤣 😂
@@MEanPenguin908 it is but once you have it down it's becomes second nature the jist of it is to build the ship from the landing bay the the cockpit before placing any other habs then build around using those first few habs as a skeleton, it's hard to describe in words but don't build a ship layer by layer as many people do as this is what causes the problem with ladders.
We have 3 X 1, why not 1 X 3?
They could just give us a 'Rotate/Flip' option.
I also want a 3× 3 infirm, science lab, every version of each X x Y available.
@@chengkuoklee5734 It is odd that there's ONLY certain Hab types when you get bigger.
Honestly I just hate clutter. I dont get why they needed so much of it on ships when it would be a risk if the grav drive went off.
On the topic of 2x3 vs 3x2 there are some differences. I went with a 2x3 mess thinking it would have an active TV but it was only active on the 3x2, not a big thing but might matter to some people.
Cargo bay would at least be useful if it made you put it on the outside of a ship and added a basic landing bay to it.