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Wouldn't it be nice if installing cargo halls in your ship actually increased your cargo capacity? Boy am I looking forward to the release of Starfield's Creation Kit.
@@K0JIKABUTO You have access to the cargo hold while you are on a ship. Don't even need to physically interact with it. You can store and even take anything you want from cargo that way.
Or how about this? -- *every 1x1 dimension comes w/ 150 units of storage capacity PLUS a cargo access console*. Therefore, installing a 2x2 cargo hall quadruples the amt of storage containers vs. a 1x1 cargo hall, yet BOTH include a cargo access console for convenient transfer of items between cargo capacity & storage containers (via the player character's inventory). Come on, Starfield modders, make it happen!
One thing that I saw in build video that pretty much no one else mentions is that the Stroud-Eklund 3x2 cargo hall actually has a cargo hold access point. Love your videos.
On the onset it was kind of bugging me a bit when I'd find the odd feature in a hab that really didn't make sense, but I think that's probably designed that way for the budgeted citizen. If you have a mess hall, all them other odd kitchens/galleys in say the all-in-one or living quarters for example aren't necessary. The same is true if you have the larger living quarters, all you need after that are the 2x1 for crew sleeping spaces, it's irrelevant if their separate little kitchen gets nuked by a door. I personally believe this for all the habs. If you have a larger one that has most if not all the main features for that theme, go ahead and let the smaller lesser versions in the 2x1 get deleted, you'll be just fine. [/edit] another thing that plays on my mind is why all these long-term deep spaces habs unless this is the universe answer to over population. you live in orbit only landing to go grocery shopping. Clearly grav-umping killed the need. Too far??, stop at a planet for a day or two, grab something from the convenie then jump on in your space RV.
Really enjoying this game, though you SHOULD be able to preview stuff in a walkthrough before purchase...until that becomes reality, thanks for these vids, top-tier USEFUL content
The ship builder clearly lacks a lot of comfort/QOL features and a LOT more options still. Will probably be fixed and expanded in the years to come. But for now, it's pretty barebones in its functionality.
One fun option would be if the staryards had all their habs in a showroom or something. It feels odd that every manufacturer's main store has one docking port and 2 rooms
@@generalcodsworth4417 that's a great idea, in fact bring Veronica Young from Taiyo's VA to come back and do more lines walking through a showroom, which the character would love to do
It makes little sense that the cockpit provides cargo space on the ship, but the "cargo" hab has no storage utility at all. Cargo holds should provide extra cargo space, maybe even in terms of stat percentages instead of raw cargo space meaning they'd do better for actual cargo ships that are already carrying 5000+ weight. As a result they should have also been much heavier than standard habs to balance their provided utility. After all they are cargo habs not fighter habs, so they should serve that purpose. A similar concept to things like battle stations(at least they give more crew) would have been nice as well.
@@delindsaymost of the habs are purely aesthetic and it's strange. I want to make a big ship to have all the things, but you only need 3 habs to get a bed and every crafting/research station, which is compact but boring.
I'd like to note you're not getting kicked off ladders by crew members, the ladders only stretch so tall, before the game needs to start a new one, so you're just reaching the top of the bottom ladder, and you need to reenter the top ladder, if you click lower when you're kicked off it will just kick you off instantly again. It's also possible to get a crew of more than 8 using a thing you get from the Crimson Fleet questline, it provides 0.5 crew capacity (I think) and doesn't have a limit on the number you can put on the ship
You can reach at least 10, as I showed in a later video (using those 2 Crimson Fleet items). However, you still can't have more than 9 actual Crew members on the Ship, including Sarah.
@@delindsay is the limit not based on the ship command perk too? It goes up to 16, seems like a massive oversight if it goes to 16 and the max is 9 with sarah
@@MADharvey95 My guess is that may be a future mechanic added so we can have even larger Crews on even larger Ships. Granted, at this time in the game only 4 Crew matter as any of them with Weapon Perks give no actual benefit to the Ship. That 4 being Sarah (reduced Jump cost), Sam/Amelia Earhart (Pilot, Sam for Payload), Vasco/Hassan (Shield) & Vasco/Andromeda (Power). No other NPC actually gives any benefit to the Ship's system as of right now, that I can find.
@@delindsay I could swear I've seen people at least reach 10. I read that you can put "infinite" scan jammers on your ship if you have enough surface area to place them, so that could be where folks are getting some extra from. There's also a class C engine that only requires 2 power I use for bigger ships, think it may be unlocked by a quest of some sort but I'm not 100%, should be able to squeeze a couple out from that as well I'd expect. Like you say though, most are pretty useless. I think the weapon perks only really affect recharge rate of the weapons, with *perhaps* higher levels increasing damage but the consensus seems it doesn't. I know that Botany, Scavenger, Gastronomy, Geology and Thief let's companions randomly gift you with organic materials, ammo, food, inorganic materials, and credits respectively. Until we get CK and folks dive into the code of the game we won't know for sure it seems though, I could be talking a lot or shit lol. Either way great videos they help plan ship layouts, just wish the interior wasn't tied to exterior, I like the nova interiors a lot but outside looks garbage
@@MADharvey95 I mean, I'm sure someone has figured out how to get more NPC's as Crew on your Ship, but the skill itself maxes at 8 (for now) then add Sarah for 9. I run 6 because frankly, no other ones are worth having on my Ship and they just get in my way anyways. But I have the basics covered for the +1 Power, Sarah's reduced jump Perk, Sam for the Payload/Pilot and Hassan for Shield. Vasco is set to the Outpost but he's always with you anyway so I have Andromeda for the Power.
I do a lot of passenger runs. You only need ship modules that include number of passengers, usually 2 per module. There doesn't appear to be any total showing so you just have to keep track of how many modules your ship has. My passengers just sit at tables while traveling they don't ever use beds AFAIK. It is cool, you can chat with them, see them walk off the ship, etc.
You can only see the total passenger of your ship during the mission boards selection. Right now my ship can run a total of 17 passengers. This is for my crew, Passengers with time limit and Passengers with no time limit. Some passengers join my ship while i was off exploring a planet and wanted a ride. They didn't require a time limit, so i just "Kept" them on my ship and never completed the mission. Then i went and got Passenger runs of 3- 5 to fill up the ship more. It was awesome, everyone was using beds, tables and stuff.
@@IN-tm8mw I've actually never encountered that, where rando NPC's join our Ship for a ride. That's cool it allowed you to just keep them around as flavor NPC's.
@@delindsay Yah, for those that want to know, the names of the NPC are "Minerology INC. Miner" three of them joined my crew wanted transport off a shutdown mine and i've just had them along for the ride until i'm forced to drop them off.
Pretty much all the Mess Halls have a perfect entrance right through the middle of the Hab, and this is true for both the 2x3 and 3x2, so what you could do is place an entrance on both sides and walk right through the middle of the Mess Hall with no obstacles whatsoever, the Mess Halls may all have the same overall layout, but it's a damn good layout so I can see why Bethesda chose to reuse it over and over again :D
@delindsay NPCs we can assign to a habit or job would be a great addition. That way we could expect certain NPCs in certain areas of the ship. Add bonuses for pairing NPCs with bonuses for the hab and I'd be in heaven!
@@IN-tm8mw I like Stroud/Deimos for Structural (Taiyo stuff is hard to work with), usually Nova/Hopetech for Habs, Stroud/Deimos/Nova for Cockpits, etc.
"Is cereal a type of soup?" Yes, technically. It's more of a stew. Soups are usually mostly liquid with very finely chopped ingredients, stews are more chunky and since cereal usually stays solid when milk is added, it falls under the 'stew' category.
The Hopetech Mess is substantially different, not just lighter, but you lose the nice tv room, the round dining table, and while the odd central cooking station is now in a better place, you lose the nice well stocked fridge and counter.
I kinda fear the designers of these things weren't too smart or keen on details, because if you have a cargo hold, its access doors must be at least as large as the biggest item/container to be stored in there. And i clearly see some huge containers which would never fit through any hatch or door currently available. So how did those get in there in the first place? The disjointed and heavily outsourced development process of Starfield really shows here.
Glad you mentioned at the end that you'll be doing a cockpit/bridge video! I imagine that will be a lot more work since you can only have one at a time, unless there's a mod for that?
The only thing i wish for this series is if some more time was spent looking at the room as a whole. It's hard to do a quick look through these videos when most of the time is spent looking at the walls.
I think the game needs a parts expansion that includes larger option that is a combination landing bay/cargo hold. Like 2x2, has actual cargo capacity, and things like work benches, etc. Have a 2 HIGH landing bay/cargo hold, 1 wide, 2 deep, other options, etc.
You aren't wrong and it kind of sucks that we didn't get a more complete game from day 1 but it's what we've got so we all just try and make the best of it for now.
@@delindsay just so ya know. I've used your vids to build 3 ships just how I want them. With your vids along with the small c class gravs and reactors mods and the tiny hab mods, who needs a home base 😁👍
BGN Interiors are just a shitshow for Ships, Outposts, Apartments & the house. Rather than giving the PLAYERS access to placing assets into empty modules like tables, chairs, beds, walls etc. in their arrogance they decided THEIR way was the Best way and You. Will. Like. It. I was expecting that to be half the game for me. Modders would have gone into overdrive, social media full of photos etc. Also simple option to select where doors/stairs are would have been smart too. Remember, these abilities are Already ingame! They used it to force Their way.
Yeah, or maybe they'll add those features with a future patch, DLC or expansion in a year or two. The ship builder and especially the interiors need a LOT of work and modder attention, because so many features don't really make much sense. Layout and design are just not very practical or space efficient too often. Too much stuff and clutter of questionable usefulness, but lacking important facilities. Like, literally GALLEYS EVERYWHERE! In every single damn room it seems.
@@axelhopfinger533 It's all Already in the system! It's how THEY build them out. I'm in "the biz" and have watched over the shoulder of designers walking in games and slap down a table that snaps to the grid. Right now it's likely just a hidden option in the Build/Upgrade menu. Check out other games that do Exactly that like HouseFlipper and Space Engineers. The selectable Doors/Stairs is only slightly harder to program in. Right now Modders can't even get a clean empty module to use as the base. That's why I called BGN Arrogant, because they went out of their way and put extra time into Forcing placement of assets which they obviously didn't care enough about to put any real thought into.
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!
pls make one for the 1x1 habs, there is actually some variation among them, and i dont think such video exists by anyone
@@Mat-zb7yr I can do that, it'll be a bit later on though as those are pretty basic.
Wouldn't it be nice if installing cargo halls in your ship actually increased your cargo capacity? Boy am I looking forward to the release of Starfield's Creation Kit.
and really takes to long for the cargo parts that Look like hull or habs
Yes, that or at least give us access to the cargo hold inventory from there instead of the cockpit.
@@K0JIKABUTO You have access to the cargo hold while you are on a ship. Don't even need to physically interact with it. You can store and even take anything you want from cargo that way.
I thought that was thr purpose of them, then I realized they had no real function. Really bummed me out. 😢
Or how about this? -- *every 1x1 dimension comes w/ 150 units of storage capacity PLUS a cargo access console*. Therefore, installing a 2x2 cargo hall quadruples the amt of storage containers vs. a 1x1 cargo hall, yet BOTH include a cargo access console for convenient transfer of items between cargo capacity & storage containers (via the player character's inventory).
Come on, Starfield modders, make it happen!
One thing that I saw in build video that pretty much no one else mentions is that the Stroud-Eklund 3x2 cargo hall actually has a cargo hold access point. Love your videos.
Thank you, I'm glad you like my vids!
You know, I have over 200 hours in SF but I still find myself coming back to your vid for info when I start rebuilding, so thanks 👍😁
Well thank you, I'm glad to be of help.
On the onset it was kind of bugging me a bit when I'd find the odd feature in a hab that really didn't make sense, but I think that's probably designed that way for the budgeted citizen. If you have a mess hall, all them other odd kitchens/galleys in say the all-in-one or living quarters for example aren't necessary. The same is true if you have the larger living quarters, all you need after that are the 2x1 for crew sleeping spaces, it's irrelevant if their separate little kitchen gets nuked by a door. I personally believe this for all the habs. If you have a larger one that has most if not all the main features for that theme, go ahead and let the smaller lesser versions in the 2x1 get deleted, you'll be just fine. [/edit] another thing that plays on my mind is why all these long-term deep spaces habs unless this is the universe answer to over population. you live in orbit only landing to go grocery shopping. Clearly grav-umping killed the need. Too far??, stop at a planet for a day or two, grab something from the convenie then jump on in your space RV.
Space-RV, sounds about right.
Really enjoying this game, though you SHOULD be able to preview stuff in a walkthrough before purchase...until that becomes reality, thanks for these vids, top-tier USEFUL content
The ship builder clearly lacks a lot of comfort/QOL features and a LOT more options still. Will probably be fixed and expanded in the years to come. But for now, it's pretty barebones in its functionality.
@@axelhopfinger533 yes, totally agree, it's 85% there, like the game in general at release - so much awesome, so much room for expansion/improvement
You're welcome and thanks for stopping by.
One fun option would be if the staryards had all their habs in a showroom or something. It feels odd that every manufacturer's main store has one docking port and 2 rooms
@@generalcodsworth4417 that's a great idea, in fact bring Veronica Young from Taiyo's VA to come back and do more lines walking through a showroom, which the character would love to do
It makes little sense that the cockpit provides cargo space on the ship, but the "cargo" hab has no storage utility at all. Cargo holds should provide extra cargo space, maybe even in terms of stat percentages instead of raw cargo space meaning they'd do better for actual cargo ships that are already carrying 5000+ weight. As a result they should have also been much heavier than standard habs to balance their provided utility. After all they are cargo habs not fighter habs, so they should serve that purpose.
A similar concept to things like battle stations(at least they give more crew) would have been nice as well.
I agree, it makes no sense, which makes me wonder wtf the Devs were thinking when they designed the entire system.
@@delindsaymost of the habs are purely aesthetic and it's strange. I want to make a big ship to have all the things, but you only need 3 habs to get a bed and every crafting/research station, which is compact but boring.
@@generalcodsworth4417 Agreed, such a missed opportunity for game depth by Bethesda.
I'd like to note you're not getting kicked off ladders by crew members, the ladders only stretch so tall, before the game needs to start a new one, so you're just reaching the top of the bottom ladder, and you need to reenter the top ladder, if you click lower when you're kicked off it will just kick you off instantly again.
It's also possible to get a crew of more than 8 using a thing you get from the Crimson Fleet questline, it provides 0.5 crew capacity (I think) and doesn't have a limit on the number you can put on the ship
You can reach at least 10, as I showed in a later video (using those 2 Crimson Fleet items). However, you still can't have more than 9 actual Crew members on the Ship, including Sarah.
@@delindsay is the limit not based on the ship command perk too? It goes up to 16, seems like a massive oversight if it goes to 16 and the max is 9 with sarah
@@MADharvey95 My guess is that may be a future mechanic added so we can have even larger Crews on even larger Ships. Granted, at this time in the game only 4 Crew matter as any of them with Weapon Perks give no actual benefit to the Ship.
That 4 being Sarah (reduced Jump cost), Sam/Amelia Earhart (Pilot, Sam for Payload), Vasco/Hassan (Shield) & Vasco/Andromeda (Power). No other NPC actually gives any benefit to the Ship's system as of right now, that I can find.
@@delindsay I could swear I've seen people at least reach 10. I read that you can put "infinite" scan jammers on your ship if you have enough surface area to place them, so that could be where folks are getting some extra from. There's also a class C engine that only requires 2 power I use for bigger ships, think it may be unlocked by a quest of some sort but I'm not 100%, should be able to squeeze a couple out from that as well I'd expect.
Like you say though, most are pretty useless. I think the weapon perks only really affect recharge rate of the weapons, with *perhaps* higher levels increasing damage but the consensus seems it doesn't. I know that Botany, Scavenger, Gastronomy, Geology and Thief let's companions randomly gift you with organic materials, ammo, food, inorganic materials, and credits respectively.
Until we get CK and folks dive into the code of the game we won't know for sure it seems though, I could be talking a lot or shit lol.
Either way great videos they help plan ship layouts, just wish the interior wasn't tied to exterior, I like the nova interiors a lot but outside looks garbage
@@MADharvey95 I mean, I'm sure someone has figured out how to get more NPC's as Crew on your Ship, but the skill itself maxes at 8 (for now) then add Sarah for 9. I run 6 because frankly, no other ones are worth having on my Ship and they just get in my way anyways.
But I have the basics covered for the +1 Power, Sarah's reduced jump Perk, Sam for the Payload/Pilot and Hassan for Shield. Vasco is set to the Outpost but he's always with you anyway so I have Andromeda for the Power.
I do a lot of passenger runs. You only need ship modules that include number of passengers, usually 2 per module. There doesn't appear to be any total showing so you just have to keep track of how many modules your ship has. My passengers just sit at tables while traveling they don't ever use beds AFAIK. It is cool, you can chat with them, see them walk off the ship, etc.
Good to know, thanks.
You can only see the total passenger of your ship during the mission boards selection. Right now my ship can run a total of 17 passengers. This is for my crew, Passengers with time limit and Passengers with no time limit. Some passengers join my ship while i was off exploring a planet and wanted a ride. They didn't require a time limit, so i just "Kept" them on my ship and never completed the mission. Then i went and got Passenger runs of 3- 5 to fill up the ship more. It was awesome, everyone was using beds, tables and stuff.
@@IN-tm8mw I've actually never encountered that, where rando NPC's join our Ship for a ride. That's cool it allowed you to just keep them around as flavor NPC's.
@@delindsay Yah, for those that want to know, the names of the NPC are "Minerology INC. Miner" three of them joined my crew wanted transport off a shutdown mine and i've just had them along for the ride until i'm forced to drop them off.
@@IN-tm8mw Than you for the clarification.
Pretty much all the Mess Halls have a perfect entrance right through the middle of the Hab, and this is true for both the 2x3 and 3x2, so what you could do is place an entrance on both sides and walk right through the middle of the Mess Hall with no obstacles whatsoever, the Mess Halls may all have the same overall layout, but it's a damn good layout so I can see why Bethesda chose to reuse it over and over again :D
Fair.
I was hoping we'd get habs that looked like that one really fancy ship you board.
If only.
There is a mod that turns the doctor into a working healer. You still pay for it, but it’s a small amount and gives her a reason to be aboard.
Oh nice!
I was hoping for something like fallout 4s merchants. Like recruit a doctor for our med Bay and they could heal or sell stuff to us.
@@Phoenix197 Me too.
@delindsay NPCs we can assign to a habit or job would be a great addition. That way we could expect certain NPCs in certain areas of the ship. Add bonuses for pairing NPCs with bonuses for the hab and I'd be in heaven!
@@Phoenix197 Adding those "small details" would make the game feel so much more alive.
Nova as a brand is just best for everything for me, there's a couple hopetech things I prefer but wow Nova has cool stuff.
I'm all over the place, though I prefer Nova/Hopetech most of the time.
@@delindsay I find myself using alot of Stroud parts with a few parts from everyone else.
@@IN-tm8mw I like Stroud/Deimos for Structural (Taiyo stuff is hard to work with), usually Nova/Hopetech for Habs, Stroud/Deimos/Nova for Cockpits, etc.
"Is cereal a type of soup?" Yes, technically. It's more of a stew. Soups are usually mostly liquid with very finely chopped ingredients, stews are more chunky and since cereal usually stays solid when milk is added, it falls under the 'stew' category.
The Hopetech Mess is substantially different, not just lighter, but you lose the nice tv room, the round dining table, and while the odd central cooking station is now in a better place, you lose the nice well stocked fridge and counter.
I kinda fear the designers of these things weren't too smart or keen on details, because if you have a cargo hold, its access doors must be at least as large as the biggest item/container to be stored in there.
And i clearly see some huge containers which would never fit through any hatch or door currently available. So how did those get in there in the first place?
The disjointed and heavily outsourced development process of Starfield really shows here.
Glad you mentioned at the end that you'll be doing a cockpit/bridge video! I imagine that will be a lot more work since you can only have one at a time, unless there's a mod for that?
It would be great if you could rotate the habs.
100% agree.
That HopeTech cargo hall is kinda cool, might use that as the entry point for my next ship
I'd argue that Cargo Bays and Infirmaries make great entry points.
The only thing i wish for this series is if some more time was spent looking at the room as a whole. It's hard to do a quick look through these videos when most of the time is spent looking at the walls.
Understandable.
I think the game needs a parts expansion that includes larger option that is a combination landing bay/cargo hold. Like 2x2, has actual cargo capacity, and things like work benches, etc. Have a 2 HIGH landing bay/cargo hold, 1 wide, 2 deep, other options, etc.
The 2-high Habs are on pretty much everyone's wish list.
I'm not saying a Hopetech double deck landing /cargo bay would help fulfil my firefly wistful dreams, but it would be close.
@@amodernmercenary It sure would indeed.
As usual, very helpful
Thank you, glad it helped.
As nice as they are I can never truly build ships like I want until I can turn Habs or choose doorways. Guess I'm waiting for mods
You aren't wrong and it kind of sucks that we didn't get a more complete game from day 1 but it's what we've got so we all just try and make the best of it for now.
I really feel a little ripped off they made some habs the same as others. Right now hopetech is my fav. Can't beat that movie room.
That movie room is great!
@@delindsay just so ya know. I've used your vids to build 3 ships just how I want them. With your vids along with the small c class gravs and reactors mods and the tiny hab mods, who needs a home base 😁👍
@@wolfhors3_660 Awesome, glad to hear it!!
BGN Interiors are just a shitshow for Ships, Outposts, Apartments & the house. Rather than giving the PLAYERS access to placing assets into empty modules like tables, chairs, beds, walls etc. in their arrogance they decided THEIR way was the Best way and You. Will. Like. It. I was expecting that to be half the game for me. Modders would have gone into overdrive, social media full of photos etc. Also simple option to select where doors/stairs are would have been smart too. Remember, these abilities are Already ingame! They used it to force Their way.
Yeah, or maybe they'll add those features with a future patch, DLC or expansion in a year or two.
The ship builder and especially the interiors need a LOT of work and modder attention, because so many features don't really make much sense. Layout and design are just not very practical or space efficient too often. Too much stuff and clutter of questionable usefulness, but lacking important facilities. Like, literally GALLEYS EVERYWHERE! In every single damn room it seems.
@@axelhopfinger533 It's all Already in the system! It's how THEY build them out. I'm in "the biz" and have watched over the shoulder of designers walking in games and slap down a table that snaps to the grid. Right now it's likely just a hidden option in the Build/Upgrade menu. Check out other games that do Exactly that like HouseFlipper and Space Engineers. The selectable Doors/Stairs is only slightly harder to program in. Right now Modders can't even get a clean empty module to use as the base. That's why I called BGN Arrogant, because they went out of their way and put extra time into Forcing placement of assets which they obviously didn't care enough about to put any real thought into.
Sir that is space cardboard! 😂
Space cardboard it is!
Show us ur ship mate!
That video is incoming, few days now.
Is it a table for ants?!? 😂
Nah just children who cant eat good.
Ahahahahahha.