![]() ![]() Add one or two lights, wall lights work fine. (depending on size of the room, may need more than one if it is a wall temp regulator). ![]() Put your Growing table in the room, with space for a CO2 producer, and a Thermal regulator. I think to represent the vasteness of space the devs could up the traveltime to a couple of days, the "5 hour traveltime" seems rather arbitrary in order to not kill of the crew due to starvation, crazyness or other hazards. So make a room, it DOES NOT have to be 'Zero-G'. ![]() It is the journey you make, if you like or don't like something use the generous scenario settings to your liking. One of the Tipps the dev put into game explicity says, that you can dismantle stuff to get some needed blocks back and in that regard I see the space on my ship as another resource I have to make use of as best as possible in order to fit everything the crew really needs.Īll in all I don't think its a bad decision to disable the sickness debuff for a smoother playthrough. In the beginning of normal difficulty you can get by with a much smaller ship, dismantling some facilites to build others and so on. It would be better to just treat hyperspace sickness as a medical condition and have med stations treat it. Putting crew into cold sleep for less than a day makes no sense. Rebuilding your entire ship for a single jump is incredibly gamey and shows the lack of utility sleep chambers provide. On lower difficulties you can dismantle facilities build the hypersleep chambers with aquired space and resources and dismantle them again after the jump is finished, yes it is tedious but easily managable. ![]()
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