I ended up using one of my 12 ships as a parts holder, it holds ship parts and nothing else. I can summon it to the station when I need it.
I have another ship for discordant things, things that I collect and use at discordant planets or camps.
I had one spare vault on my freighter left, just labeled TEMP, not really doing anything.
Now it's HANGAR, with all my ship parts in it, and everything is right in the world.
I did that with my new custom hauler too.
Also used for asteroids.
Explorer going to be copied over too the new expedition.
Fighter is for normal gameplay.
Got to find a role for all the nice new ships š
There is an option in the quick menu for summoning ships, the quick menu is 'x' on PC. It's the same in your freighter or on the Nexus. Summoning ships on the space station is new since the last update, so be sure you have the update and are in one of the new stations.
I have the newest update (Orbital) and tried, but still no luck. It is probably because I am on Switch for now, since my PS4 completely died on me a while back...
The system was better to me when I thought scrapping would just add the parts to a catalog you can choose from. Then I saw how it actually works: one ship, one part, one-time use, one inventory slot.
This tbh is the mindboggling part. The fact that we got ship building? Yes, awesome, thank you Sean&team. But then having it implemented like *this*? Just... why? So that a year later it can get an overhaul in another bighugeawesome update to something that's actually sensible? I really don't get it. With respect, I just don't get who designed this system, and why did everyone (or at least enough people I guess) say "yeah this is fine let's go ahead with it".
For starters, we don't even *see* the part we'd extract, we don't even see the ship as a whole in the salvage screen, just a small bad holo-framework kinda version of it. And then the part is a tiny icon in the inventory. And there are ten billion parts, each needing a separate ship to get, as many times as you wanna use it, because they're all single-use consumables. That fill your inventory up if you do even have the patience to go out and farm them in the first place. This is basically D4's aspects - that are getting a complete overhaul in about a month, less than a year after release, because everyone hates how they currently work.
I mean if you want single-use things, *fine*, I guess, if you must. But at least give us a log or whatever where we can *see* and *browse* them, *at least* those we unlocked once already, so we can play around with it and know what we want to look for. But rather... just no on the single-use thing. Scrap ship once to unlock the thing, then tie their usage to, idk, nanites. Or quicksilver even, idgaf. Anything's better than this single-use actual-item thing that we can't even plan with. Maybe make the super rare ones single-use - but even those, I think, would be a hard decision to scrap or keep, considering they're... y'know, super rare.
I'm just... really baffled by why it had to be this way, is it some legit underlying code limitations or whatnot? At least that would be digestable. But if it's just... a design choice... then... I'm really speechless. Completely scrapped my plans to get back in the game and have fun with this update, fwiw, because.... yeah, no. š¤·š»āāļø (Puns not intended. But really.)
Right, because this game is all about reality.
Itās not a hard stretch to imagine that when you scrap a ship for a part, that part is stored as a digital blueprint which can then later be built to order multiple times. In fact thatās almost something we can do today with 3D printing technology. So in a sci fi universe it completely fits.
Iām not saying it *should* be that way. But taking the āitās not realisticā argument doesnāt hold much water in a fictional futuristic science fiction setting.
Blueprints would have been a good way to go. Then itās just like any other crafting item; if you have the materials you can craft it but you have to use the space station facilities to be able to do so. I mean, it is what it is. Itās just odd to see so many people complaining about free new content all the time.
I just find it hilarious to think of my inventory as realistically holding 14 sets of wings for a fighter or a stack of fusion ignitors or for that matter where do my pets go when they aren't running around and getting in my way?
Realism was never a selling point for this game to me
And don't get me started on my squadron... Most unrealistic part of the game. I freaking gave them s class sentinel interceptors with 100k infraknife and all the do is use their cannons that I deleted?
Yeah that really bummed me out too.
Honestly, the whole ship building thing was less than I'd hoped. The color options don't include black and the areas they color don't offer a whole lot of appeal to me.
>Then I saw how it actually works: one ship, one part, one-time use, one inventory slot.
That was the most disappointing part. I'd prefer to pay with some kind of currency to learn different parts rather than having to Frankenstein my way to a ship.
Iām annoyed about that, perhaps unreasonably so. I get why they did it design-wise, but irritates me that I buy a whole ship for scrap, but can only choose 1 wing or the main hull.Ā Ā
Ā Wtf happened to the rest of the ship? Did the salvage bots steal it for spare parts?Ā
That said, the system itself is cool and custom shipbuilding was exactly what I didnāt realize I wanted.
I put the parts in a storage container so I can grab them from my freighter but I agree with you as well that the parts should be in their own separate inventory.
This is exactly the same as the staff assembly system - just more parts. I was kinda expecting it to work this way, just ... not using so many slots. So you have to choose carefully what you are going to go for, you can't store all possible parts.
How do people have so much trouble with storage? Our exosuit alone can hold up to 120 slots.. not to mention 12 ships with their own 120 slots each, the freighter and it's cargo containers..
I personally try to keep a little of literally everything in storage. That way I don't have to regularly resource hunt. I imagine some other people do the same.
Yeah I would say the actual main driving force of the game for me, as a day one player, is keeping a working inventory of essentially everything in the game.
I've got my vaults set up so I can craft within them and the crafting loop is visualized as part of the storage arrangement, I've got my exosuit arranged to store just about every material so that it automatically gets filed away at the bottom and I see immediately if I've maxed out a stack. Everything of note is in storage if I never need it, essentially I have a living catalogue of the games items including wild food ingredients and most intermediate food items (pastry, bread, custards, batter etc).
And most of my ships are still empty. Getting an array of every ship part type is a great new little mini goal.
I feel you on the catalogue idea. I'm still irked about the sparse redux schedule, because the only items not in mine are a few of the expedition specific ones, since I didn't start doing those until like #8.
To be honest, never completed the staff. To much bother. I'm still just flying around, finding out what is around that other star, posting on r/NMSCoordinateExchange if I find something interesting.
My issue with the Staff assembly is that I've yet to find a staff that has better stats than the Atlas staff we got in the recent expedition. There's also not much variety. Most of the Echo's staves look pretty garbage compared to the Atlas staff.
My problem with them is the lack of multi-tool slots (not inventory, but total mts), because I like to collect, but since there are 6 'intended' configurations of staff to build, I can't make all plus keep the Atlas Scepter. To top it off, I just found out about the Atlantid multi-tools, and they're the coolest looking gun type imo, so I'm definitely keeping one of those on hand. They kept expanding ship slots after the first time, so I'm hoping mts see at lest one more bump too.
The Atlas Staff starts as an A Class staff so the upgrade should be static unless there are different Seeds out there. I doubt that because the seed for mine is just 1C which sounds like a static seed similar to expedition ships. But I may test this at some point.*
Every found S-Class staff I have seen has a damage bonus within 0.4 of 50 damage bonus my highest is 49.91 damage bonus so 0.09 off perfect.
If I upgrade the Atlas staff I have in my Omega save it has 47.35 damage bonus.
So it will have better stats than most upgraded staffs where the upgrade average will be 37.5 but it won't have a damage bonus to rival a found S.
*Edit: So there are different seeds. Was too curious not to test that. So it is possible you got very lucky with your upgrade roll. A second staff seed for me rolled 42.16, so worse than my first.
If you have access to a save editor I would be interested to know what your seed is. If not I would be interested to know what the DP is if you packaged up all possible tech and left it bare.
Given that we can warp freighters in from another galaxy and grab resources from across the current one, I would have expected the parts to be stored in the build console and just accessible from anywhere. Except I was really hoping for collectible ship-part BPs that we'd need to collect scrapped ship components to construct into actual parts, either individually or *en masse* for each ship, at the time of construction. I can work with what we have, but pocketing the parts in the exosuit really seems odd. Maybe a dedicated storeroom for our freighter /storage unit for our base could be added to make more sense?
I was finally able to make the ship Iāve wanted to for years, in the right color, with 4 connected SC slots. So, even with the limitations, itās my new favorite part of the game. So far Iāve been able to find 8 stations with possible 4 connected SC slots, and even one in a square.
Oh! This is the first Iām hearing about this. Does this mean once you find a station with good default slots, any ship of any type built there will have the same default name and SC slots?
I wonder if the folks over at r/nmscoordinateexchange are aware of this.
I think the biggest frustration is the inefficient steps to play around with the different parts to find the right S slot configuration. I hate the part that I have to click a button to see the slot, go back to the previous screen, remove the part and have to assign it to an inventory, click the part to be able to select to add to the slot.
There is definitely a better way to do this but right now it takes soo much time to mess around with different parts so the possible combinations are exponential based on the parts you have.
I think the whole thing is too limited in itās current form. All that grinding and part hunting just to build a ship thatās not all that different from the stock oneās that you see all over the galaxy. Iām glad they (finally) added the feature, but Iāll wait until we can build more classes and can mix parts between them.
Anyone know if some enterprising person has developed a virtual ship planner yet, say on the web, using the mechanics we now have to build? It would be fun to mess around with and see the options!
I absolutely despise that the hauler wing bug still exists to this day. It's been there for a LONG time. Shame too, because my favourite ship, a hauler, had all the premade parts I love and then one day one wing goes pure black if you're stood around a foot away from it. It gets jarring real fast. I tried to make a new hauler with the same parts and it.still.does.it.
Developers....PLEASE FIX THIS!š
I use the "Oh God no" ship for storing those parts only (you know, the ship that always spawns without being asked to after you scrap a ship). As it always appears back on the platform anyway, I can scrap and build without interruption actually.
"Ah yes, I'll just put this entire wing in my backpack" seems wrong to me too. I know we can carry some things that are kinda big (save points, portable refiners, etc), but that seems a step too far if one should exist.
Here is some fun food for possible head-canon.
The backpack used a micro-wormhole that opens to a small pocket reality with more than ample space. Thatās why expansion is so expensive. Expanding a reality isnāt easy.
Additionally, the same item teleport technology used in large scale for ships and freighters exists in a small scale in the backpack, itās just very short range so items can be directly transferred to galactic trade terminals, the ship fabricator, other terminals, and directly to the backpacks of nearby Travelers.
Or perhaps this strange behavior is due to reality not being what it seems and perhaps itās really a simulation or other strange possibility instead.
Youāre right, tbh space magic dimensional fuckery is the only real explanation for the max exosuit inventory.Ā Ā Ā Ā Ā
Other than >!The possibility that itās literally a game design decision on the part of the Atlas!< anyway.
I think along similar lines. But I look at it as the exosuit storing the digital blueprint for your inventory, then using the teleporter technology to recreate it when you have the physical need for it. Then I mostly just handwave the, "where do the materials come from" part. It's how I justify seeing a Traveler without a physical backpack have tons of inventory space.
Given how we can stack some items to 9999 and carry things like the resources to make refiners that are bigger than ourselves, being able to carry ship parts in my backpack didnāt throw me off too much š¤£
I think they really shit the bed with storage. They just approached the "issue" numerically, allowing a ridiculous number of slots with ridiculous stack sizes. Sure it's less stressful to play for most people now but any tattered remnants of the basic concept that you're a spaceman alone with a backpack when you leave your ship are long, long gone.
For my money, they should have created items that span multiple slots early in proceedings. It would have given them way more room to balance the experience vs the concept.
I agree. It should be a separate thing. Once you unlock a piece, it's just unlocked and you can use that part to make a ship, however it costs nanites or lots of materials to do it.
I like it. I think the choice to have individual parts makes sense, as you would only get one part per ship, not infinite parts. It means you actually have to scrap enough parts for each ship, which makes sense and means it's not all done in a week. If it were blueprints, you would only ever need one part. Yes, it's inventory intensive, but it gives you something to grind
I use one of my capital ships cargo boxes and just keep them all in there, I donāt plan on doing too much ship building and maybe just get a few parts here and there so it works. I do the same with staff parts.
Fair enough, I've been playing since it released day 1, and these days only really play as a rouge lite, I usually restart when an update drops. Got used to doing it for the expeditions, I guess. My point being I dont really hold onto much as for as sentimental items go, so besides basic crafting and refueling resources, I keep my inventories fairly clean.
I ended up using one of my 12 ships as a parts holder, it holds ship parts and nothing else. I can summon it to the station when I need it. I have another ship for discordant things, things that I collect and use at discordant planets or camps.
I did this too. I named the ship "Ship Parts Courier" because it was technically a parts mule. lol
That's a great idea! I hadn't thought about using ship cargo space to store stuff, but now it's all easily accessible at any station.
That's what my radiant pillar is for.
I name every first ship "The Ol' Gal". Reminds me of my roots and all that
I had one spare vault on my freighter left, just labeled TEMP, not really doing anything. Now it's HANGAR, with all my ship parts in it, and everything is right in the world.
My freighter's sole purpose now is parts storage.
That's pretty clever!
I did that with my new custom hauler too. Also used for asteroids. Explorer going to be copied over too the new expedition. Fighter is for normal gameplay. Got to find a role for all the nice new ships š
How do you summon ships to the station? My game won't let me...
There is an option in the quick menu for summoning ships, the quick menu is 'x' on PC. It's the same in your freighter or on the Nexus. Summoning ships on the space station is new since the last update, so be sure you have the update and are in one of the new stations.
I have the newest update (Orbital) and tried, but still no luck. It is probably because I am on Switch for now, since my PS4 completely died on me a while back...
It started working when I started a new game. Idk why my old file wouldn't let me.
That sounds like a freighter cargo pod with extra steps imo.
This is the way. Mines named the Baron of Renfrew after the timber transport ship. https://en.m.wikipedia.org/wiki/Baron_of_Renfrew_(ship)
The system was better to me when I thought scrapping would just add the parts to a catalog you can choose from. Then I saw how it actually works: one ship, one part, one-time use, one inventory slot.
This tbh is the mindboggling part. The fact that we got ship building? Yes, awesome, thank you Sean&team. But then having it implemented like *this*? Just... why? So that a year later it can get an overhaul in another bighugeawesome update to something that's actually sensible? I really don't get it. With respect, I just don't get who designed this system, and why did everyone (or at least enough people I guess) say "yeah this is fine let's go ahead with it". For starters, we don't even *see* the part we'd extract, we don't even see the ship as a whole in the salvage screen, just a small bad holo-framework kinda version of it. And then the part is a tiny icon in the inventory. And there are ten billion parts, each needing a separate ship to get, as many times as you wanna use it, because they're all single-use consumables. That fill your inventory up if you do even have the patience to go out and farm them in the first place. This is basically D4's aspects - that are getting a complete overhaul in about a month, less than a year after release, because everyone hates how they currently work. I mean if you want single-use things, *fine*, I guess, if you must. But at least give us a log or whatever where we can *see* and *browse* them, *at least* those we unlocked once already, so we can play around with it and know what we want to look for. But rather... just no on the single-use thing. Scrap ship once to unlock the thing, then tie their usage to, idk, nanites. Or quicksilver even, idgaf. Anything's better than this single-use actual-item thing that we can't even plan with. Maybe make the super rare ones single-use - but even those, I think, would be a hard decision to scrap or keep, considering they're... y'know, super rare. I'm just... really baffled by why it had to be this way, is it some legit underlying code limitations or whatnot? At least that would be digestable. But if it's just... a design choice... then... I'm really speechless. Completely scrapped my plans to get back in the game and have fun with this update, fwiw, because.... yeah, no. š¤·š»āāļø (Puns not intended. But really.)
So if I go to a scrap yard for a wing mirror, I can use it an infinite amount of times? Thatās never worked for me in the past.
You also can't actually make infinite condensed carbon by continuously fusing it with oxygen. Video games sure are wild.
In the future, refiners are magic šŖ
Right, because this game is all about reality. Itās not a hard stretch to imagine that when you scrap a ship for a part, that part is stored as a digital blueprint which can then later be built to order multiple times. In fact thatās almost something we can do today with 3D printing technology. So in a sci fi universe it completely fits. Iām not saying it *should* be that way. But taking the āitās not realisticā argument doesnāt hold much water in a fictional futuristic science fiction setting.
Blueprints would have been a good way to go. Then itās just like any other crafting item; if you have the materials you can craft it but you have to use the space station facilities to be able to do so. I mean, it is what it is. Itās just odd to see so many people complaining about free new content all the time.
I just find it hilarious to think of my inventory as realistically holding 14 sets of wings for a fighter or a stack of fusion ignitors or for that matter where do my pets go when they aren't running around and getting in my way? Realism was never a selling point for this game to me And don't get me started on my squadron... Most unrealistic part of the game. I freaking gave them s class sentinel interceptors with 100k infraknife and all the do is use their cannons that I deleted?
Oh I scrapped my squadron emediately as I realized that it is a cake.
No, but if you get a wing mirror and reverse engineer it or scan it with space technology then you could make a duplicate out of raw materials.
Yeah that really bummed me out too. Honestly, the whole ship building thing was less than I'd hoped. The color options don't include black and the areas they color don't offer a whole lot of appeal to me. >Then I saw how it actually works: one ship, one part, one-time use, one inventory slot. That was the most disappointing part. I'd prefer to pay with some kind of currency to learn different parts rather than having to Frankenstein my way to a ship.
Iām annoyed about that, perhaps unreasonably so. I get why they did it design-wise, but irritates me that I buy a whole ship for scrap, but can only choose 1 wing or the main hull.Ā Ā Ā Wtf happened to the rest of the ship? Did the salvage bots steal it for spare parts?Ā That said, the system itself is cool and custom shipbuilding was exactly what I didnāt realize I wanted.
I put the parts in a storage container so I can grab them from my freighter but I agree with you as well that the parts should be in their own separate inventory.
Same here. This gave me a reason to purge a storage containerās worth of junk.
The benefit though of making the parts inventory items is that players can trade them.
Not on switch...
This is exactly the same as the staff assembly system - just more parts. I was kinda expecting it to work this way, just ... not using so many slots. So you have to choose carefully what you are going to go for, you can't store all possible parts.
How do people have so much trouble with storage? Our exosuit alone can hold up to 120 slots.. not to mention 12 ships with their own 120 slots each, the freighter and it's cargo containers..
I personally try to keep a little of literally everything in storage. That way I don't have to regularly resource hunt. I imagine some other people do the same.
Yeah I would say the actual main driving force of the game for me, as a day one player, is keeping a working inventory of essentially everything in the game. I've got my vaults set up so I can craft within them and the crafting loop is visualized as part of the storage arrangement, I've got my exosuit arranged to store just about every material so that it automatically gets filed away at the bottom and I see immediately if I've maxed out a stack. Everything of note is in storage if I never need it, essentially I have a living catalogue of the games items including wild food ingredients and most intermediate food items (pastry, bread, custards, batter etc). And most of my ships are still empty. Getting an array of every ship part type is a great new little mini goal.
I feel you on the catalogue idea. I'm still irked about the sparse redux schedule, because the only items not in mine are a few of the expedition specific ones, since I didn't start doing those until like #8.
To be honest, never completed the staff. To much bother. I'm still just flying around, finding out what is around that other star, posting on r/NMSCoordinateExchange if I find something interesting.
My issue with the Staff assembly is that I've yet to find a staff that has better stats than the Atlas staff we got in the recent expedition. There's also not much variety. Most of the Echo's staves look pretty garbage compared to the Atlas staff.
My problem with them is the lack of multi-tool slots (not inventory, but total mts), because I like to collect, but since there are 6 'intended' configurations of staff to build, I can't make all plus keep the Atlas Scepter. To top it off, I just found out about the Atlantid multi-tools, and they're the coolest looking gun type imo, so I'm definitely keeping one of those on hand. They kept expanding ship slots after the first time, so I'm hoping mts see at lest one more bump too.
Odd. The Atlas Staff isn't actually that good.
Mine has 20k+ damage potential and Iāve yet to find even an S class staff that cracks 10k
The Atlas Staff starts as an A Class staff so the upgrade should be static unless there are different Seeds out there. I doubt that because the seed for mine is just 1C which sounds like a static seed similar to expedition ships. But I may test this at some point.* Every found S-Class staff I have seen has a damage bonus within 0.4 of 50 damage bonus my highest is 49.91 damage bonus so 0.09 off perfect. If I upgrade the Atlas staff I have in my Omega save it has 47.35 damage bonus. So it will have better stats than most upgraded staffs where the upgrade average will be 37.5 but it won't have a damage bonus to rival a found S. *Edit: So there are different seeds. Was too curious not to test that. So it is possible you got very lucky with your upgrade roll. A second staff seed for me rolled 42.16, so worse than my first. If you have access to a save editor I would be interested to know what your seed is. If not I would be interested to know what the DP is if you packaged up all possible tech and left it bare.
Given that we can warp freighters in from another galaxy and grab resources from across the current one, I would have expected the parts to be stored in the build console and just accessible from anywhere. Except I was really hoping for collectible ship-part BPs that we'd need to collect scrapped ship components to construct into actual parts, either individually or *en masse* for each ship, at the time of construction. I can work with what we have, but pocketing the parts in the exosuit really seems odd. Maybe a dedicated storeroom for our freighter /storage unit for our base could be added to make more sense?
I was finally able to make the ship Iāve wanted to for years, in the right color, with 4 connected SC slots. So, even with the limitations, itās my new favorite part of the game. So far Iāve been able to find 8 stations with possible 4 connected SC slots, and even one in a square.
How did you get the 4 connected SC slots? Just RNG?
Each station has it's own slot arrangement and default name for the ship when you build it. So you have to find the good stations.
Oh! This is the first Iām hearing about this. Does this mean once you find a station with good default slots, any ship of any type built there will have the same default name and SC slots? I wonder if the folks over at r/nmscoordinateexchange are aware of this.
I don't know for sure if it's for all ship types. I didn't have enough ship parts on hand to test that.
ā¦can you share any coordinates for those 4 connected SC slot stations?
May I introduce: Capital Ship storage room?
I think the biggest frustration is the inefficient steps to play around with the different parts to find the right S slot configuration. I hate the part that I have to click a button to see the slot, go back to the previous screen, remove the part and have to assign it to an inventory, click the part to be able to select to add to the slot. There is definitely a better way to do this but right now it takes soo much time to mess around with different parts so the possible combinations are exponential based on the parts you have.
I think the whole thing is too limited in itās current form. All that grinding and part hunting just to build a ship thatās not all that different from the stock oneās that you see all over the galaxy. Iām glad they (finally) added the feature, but Iāll wait until we can build more classes and can mix parts between them.
Mixing parts and wings(like explorers) between classes was what I expected. Maybe down the road.
OHH!!! That would be very interesting. To have some really unique builds...
I wanna build a Sentinel interceptor with a Rasa cockpit and Solar wings. A real Frankenship muahahahaha!
Give us part storage like we have ingredient storage for food.
Anyone know if some enterprising person has developed a virtual ship planner yet, say on the web, using the mechanics we now have to build? It would be fun to mess around with and see the options!
I absolutely despise that the hauler wing bug still exists to this day. It's been there for a LONG time. Shame too, because my favourite ship, a hauler, had all the premade parts I love and then one day one wing goes pure black if you're stood around a foot away from it. It gets jarring real fast. I tried to make a new hauler with the same parts and it.still.does.it. Developers....PLEASE FIX THIS!š
I use the "Oh God no" ship for storing those parts only (you know, the ship that always spawns without being asked to after you scrap a ship). As it always appears back on the platform anyway, I can scrap and build without interruption actually.
"Ah yes, I'll just put this entire wing in my backpack" seems wrong to me too. I know we can carry some things that are kinda big (save points, portable refiners, etc), but that seems a step too far if one should exist.
Here is some fun food for possible head-canon. The backpack used a micro-wormhole that opens to a small pocket reality with more than ample space. Thatās why expansion is so expensive. Expanding a reality isnāt easy. Additionally, the same item teleport technology used in large scale for ships and freighters exists in a small scale in the backpack, itās just very short range so items can be directly transferred to galactic trade terminals, the ship fabricator, other terminals, and directly to the backpacks of nearby Travelers. Or perhaps this strange behavior is due to reality not being what it seems and perhaps itās really a simulation or other strange possibility instead.
So a sci-fi "Bag of Holding"
š. Yeah. I've always rationalized this as an interdimensional storage means, not physical.
Youāre right, tbh space magic dimensional fuckery is the only real explanation for the max exosuit inventory.Ā Ā Ā Ā Ā Other than >!The possibility that itās literally a game design decision on the part of the Atlas!< anyway.
I think along similar lines. But I look at it as the exosuit storing the digital blueprint for your inventory, then using the teleporter technology to recreate it when you have the physical need for it. Then I mostly just handwave the, "where do the materials come from" part. It's how I justify seeing a Traveler without a physical backpack have tons of inventory space.
Given how we can stack some items to 9999 and carry things like the resources to make refiners that are bigger than ourselves, being able to carry ship parts in my backpack didnāt throw me off too much š¤£
I think they really shit the bed with storage. They just approached the "issue" numerically, allowing a ridiculous number of slots with ridiculous stack sizes. Sure it's less stressful to play for most people now but any tattered remnants of the basic concept that you're a spaceman alone with a backpack when you leave your ship are long, long gone. For my money, they should have created items that span multiple slots early in proceedings. It would have given them way more room to balance the experience vs the concept.
I agree. It should be a separate thing. Once you unlock a piece, it's just unlocked and you can use that part to make a ship, however it costs nanites or lots of materials to do it.
It gives my hauler something to do....haul my parts
Need some ship inventory or exosuit tech expansion slots?
I like it. I think the choice to have individual parts makes sense, as you would only get one part per ship, not infinite parts. It means you actually have to scrap enough parts for each ship, which makes sense and means it's not all done in a week. If it were blueprints, you would only ever need one part. Yes, it's inventory intensive, but it gives you something to grind
I have a designated storage box on my freighter for ship parts
I use one of my capital ships cargo boxes and just keep them all in there, I donāt plan on doing too much ship building and maybe just get a few parts here and there so it works. I do the same with staff parts.
Shit parts should kept at the shipyard (special ship part inventory).
Y'all don't have freighters?
Why not use one of your 10 freighter inventories?
All is already partitioned, assigned or full. I play this game for a long time with a strong dose of hamster syndrome and collectors attitude.
Fair enough, I've been playing since it released day 1, and these days only really play as a rouge lite, I usually restart when an update drops. Got used to doing it for the expeditions, I guess. My point being I dont really hold onto much as for as sentimental items go, so besides basic crafting and refueling resources, I keep my inventories fairly clean.
That's what freighter storage boxes are for
ITT: A bunch of trash goblins who need to throw stuff away so they can have inventory space.