Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is a great starter ship.
- Tweaked interior to fit 4 effectiveness modules to refinery.
- Went down to 2 assemblers, 2nd one has 2 power reduction modules.
- Added exterior defenses.
- Updated blueprint on projector as well.
I chose these modules because of this ship's role in early game. Effectiveness on refinery to maximize ore returns on what you find, and power efficiency for the assembler because this can reduce it's load to what we have in pure solar if needed.. There is enough to run either one while parked in the sun. prob not both.
Yes, the small turrets need to be manually loaded. They are simply for defense so that you are not a sitting duck, this is not a war ship. There's plenty of exterior conveyors to make use of if you want to invest the resources in beefing that up. :)
5.6.15 - Added 2 cryo chambers.
- Removed O2 farm closest to drills.
- Automatic door opening in conjunction with air vent to conserve air.
- Projector updated, projects image of self for build/repair.
- Medical room is now conveyored.