The Last Starship

The Last Starship

The Last Starship

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如何修改船只属性:存储空间、引擎及炮塔 船只的所有重要参数都存储在data文件夹内main.dat压缩包中的两个文件里。 第一部分:货舱容量与弹药容量 步骤1:使用压缩软件打开main.dat,并提取data/containers.txt文件。 步骤2:为containers.txt文件创建备份。 步骤3:在原文件中找到所需资源(可通过Ctrl+F搜索,例如搜索Type MetalIngot或Type Bullets)。 步骤4:修改Capacity(容量)的值。这将增加箱子或炮塔每个槽位中物品的堆叠数量。 建议:对于组件(处理器、发动机)设置为10或20。对于子弹设置为500-1000。 第二部分:发动机速度和炮塔限制 步骤1:从压缩包中提取data/definitions.txt文件。 步骤2:制作definitions.txt文件的副本(备份)。 步骤3:调整速度:找到发动机(例如名称为SmallThruster)。将Thrust值修改为更高的数值(例如从500改为2000)。步骤4:对于炮塔:找到火炮(例如Name SentryGun)。若要减少其装弹频率,可添加额外的BEGIN Slot X... END行,或直接在containers.txt中增加弹容量(参见第1部分)。 步骤5:保存文件并将其替换回main.dat/data/目录下的压缩包中。 舰船属性编辑指南 所有关键参数存储在data文件夹内main.dat压缩包中的两个文件里。 第1部分:存储与弹药容量 步骤1:使用压缩软件打开main.dat并提取data/containers.txt。 步骤2:创建containers.txt文件的备份副本。步骤3:在原始文件中找到资源(使用Ctrl+F,例如搜索Type MetalIngot或Type Bullets)。 步骤4:修改容量值。这会增加箱子或炮塔每个槽位中的物品堆叠数量。 建议:对于组件(处理器、电机),设置为10或20。对于弹药(子弹),设置为500-1000。 第二部分:引擎速度与炮塔槽位 步骤1:从压缩包中提取文件data/definitions.txt。 步骤2:创建definitions.txt文件的备份副本。 步骤3:调整速度:找到引擎(例如名称为SmallThruster)。增加推力值(例如从500增加到2000)。 步骤4:调整炮塔:找到武器(例如名称为SentryGun)。若要使其无需重新装弹即可长时间射击,可以添加更多BEGIN Slot X... END行,或直接在containers.txt中增加弹药容量(参见第一部分)。步骤5:保存文件并将它们移回压缩包中的main.dat/data/文件夹。 编辑属性指南 在游戏的当前版本中,容量取决于资源类型。Capacity参数决定一个槽位可容纳的商品数量。标准箱子(Storage Crate)有10个这样的槽位。 步骤1:进入游戏文件夹:.../Steam/steamapps/common/The Last Starship/。 步骤2:使用任意压缩软件(7-Zip或WinRAR)打开main.dat文件。步骤3:进入data文件夹,将containers.txt文件提取到桌面。 步骤4:对提取出的containers.txt文件进行复制(备份),以便能够恢复默认设置。 步骤5:通过记事本打开原文件,找到所需资源(可通过Ctrl+F搜索,例如搜索Type MetalIngot)。 步骤6:修改Capacity的值(例如从20改为200)。 步骤7:保存文件,然后将其放回main.dat压缩包中的data文件夹并替换原有文件。推荐数值: 组件(发动机、处理器等):容量10(每箱100个)。 锭与矿石(金属、铜、废料):容量100(每箱1000个)。 食物:容量200。 存储容量提升指南 当前版本中,存储容量取决于资源类型。容量参数设定单个槽位可容纳的物品数量。标准储物箱有10个槽位。 步骤1:前往游戏文件夹:.../Steam/steamapps/common/The Last Starship/。 步骤2:使用压缩软件(7-Zip或WinRAR)打开main.dat。 步骤3:导航至data文件夹并将containers.txt提取到桌面。 步骤4:为提取的containers.txt文件创建备份副本,以保留默认设置。步骤5:用记事本打开原始文件,找到你想要编辑的资源(按Ctrl+F搜索,例如输入“Type MetalIngot”)。 步骤6:修改容量值(例如从20改为200)。 步骤7:保存文件并将其放回data文件夹中的main.dat压缩包。 推荐平衡设置: 组件:容量设为10(每个箱子100单位)。 锭和矿石:容量设为100(每个箱子1000单位)。 食物:容量设为200。

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我将介绍如何从零开始建造一艘基础飞船,并涵盖动力、二氧化碳、污水、停靠和战斗系统!Alpha 1基础飞船指南

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A guide to making money in The Last Starship. Puts all the ways of making money on a tier list so you can easily see what is the best. (Spoilers: it's Assembly Table manufacturing) It's a bit of a text wall, but there's a lot of info here. Assembly Table Manufacturing (S tier) Income rate: Very high Scalability: High Investment: Moderate Hands down the most effective and consistent way to make big money throughout the game. Needs to be fueled with raw resources, and at large scale you are going to need mining ships to fuel your industry. At large scale this will outpace any other means of making money and you will be rolling in so much money that you can buy whatever ridiculous frame rate destroying monstrosities you want. List of the best things to make: Water Purifiers Sell price: $40k Manufacturing Cost: 2 frame, 2 motor = 14 metal ingot, 2 copper ingot Input Cost: $900 Input Profit Markup: 4344% Time: 30 seconds Full speed profit rate: $78.2k / minute. Requires Waste Processing Research The most lucrative thing that I've found, and it's easy to make. You never want to be selling metal or copper if making these this an option. Deflectors Sell price: $120k Manufacturing Cost: 6 frame, 6 energy coil, 6 lens = 42 metal ingot, 12 copper ingot, 12 precious metal Input Cost: $8400 Input Profit Markup: 867% Time: 60 seconds Full speed profit rate: $111.6k / minute. Requires Deflector Beams Research You can't buy Deflectors, so making them can be useful as well as profitable. This used to be the best before they added Water Purifiers as a recipe. It has the highest profit rate, but requires 3 inputs and much lower profit markup. Accessibility to precious metals can also be a problem. Batteries Sell price: $20k Manufacturing Cost: 3 frame, 2 energy coil, 1 precious metal = 19 metal ingot, 2 copper ingot, 1 precious metal Input Cost: $1300 Input Profit Markup: 1438% Time: 30 seconds Full speed profit rate: $37.4k / minute. No research required - available at start Useful to start, but you want to move on to Water Purifiers when you get the tech unlocked. Note that profit rate will be lower than the reported value due to the need to load material into the Assembly Table. This affects the Deflectors the most. Automation will reduce this delay. Stargate Manufacturing (A Tier - Boldly Go Only) Income Rate: Very Good Scalability: Good Investment: Moderate Manufacturing stargate components is extremely lucrative income. If you have AJE story mission (Deep Space Industrialists) active, he will take 50% of your stargate revenue. Even with this penalty it's still incredibly lucrative and progresses the story. I put in A tier because it's not as consistent as standard manufacturing. You are limited in what you can sell and need to keep changing the production line to meet new requirements. But it is still very lucrative and outpaces most other ways of making money. You can over manufacture a part and make enormous money. This means making much more than the stargate requires and selling them all at once. You can only do this once for each item though. Check the stargate window to see what you need to make and how to make it. If you don't want to do the Deep Space Industrialists mission, you can do the stargate project by researching the phases in the tech tree. Story Contracts (A Tier - Boldy Go and Survival) Income Rate: Good Scalability: Bad Investment: Low I'm including both Boldly Go story missions and Survival missions in this. Both are much more lucrative than regular contracts. They should be a priority. These contracts will often not only give money, but also provide equipment or even a ship. Boldly Go missions will progress the story, which opens up more opportunities. They also act as tutorials for different parts of the game. In survival mode, the data collection contract is very easy to do and is extremely scalable. It's not too hard to earn a full $1B from getting 10 million data. This dwarfs most other ways of making money, but you need to have consistent income to be able to reach this point. Early Boldly Go missions and their rewards (spoilers obviously): Black Hole Sun Easy to do. First part requires a little bit of investment into a hyperspace scoop, tank and loader. Cheaper than a drone port though. At the start of the 2nd part he provides you with mining equipment for free. Last part is most lucrative if you ignore the data collection and only rescue the brother. Trouble With Tiddlets A little time consuming with all the jumps. Pays decently well for how easy it is. The final part will reward a small ship most suitable for rescue missions (or you can just sell it). Final part requires Black Hole Sun to be completed first. Only requires a drone port and some drones to pick up Tiddlets in order to start. At the end you get 2 Tiddlets on your ship as a reward. They do nothing. Wolf in Sheep's Clothing Will introduce combat mechanics as well as rescue missions. Will reward a ship on completion of all parts. Money rewards are good, and the early parts take the player to derilict ships with can be salvaged. Requires a drone port and drones to pick up salvage. One part will require you to pay money, and another to go salvage in an meteor shower. The final part will require you to survive a combat encounter with your new ship (which is fairly easy, you just need to survive for a fixed time before allied ships will jump in and kill the enemy for you). Deep Space Industrialists Requires another story mission part to be completed before starting. This mission is a big tradeoff: AJE will give you money and a space station at the start to get you going. You will also get a gas collection ship in the 2nd part of the mission, as well as even more money to scale up your manufacturing. It's a pretty big boost early on. But he will take 50% of your stargate project revenue for the early phases, which will very quickly be a lot of money. In the long term, doing this mission will cost you much more than what he gives you. I would recommend doing it for new players as it serves as a tutorial and walks you through the early parts of the stargate project. But many other players skip it. You can ignore this mission and do the stargate project yourself by researching it in the research tree. Mining (B tier) Income Rate: Good Scalability: Moderate (will eventually run out) Investment: Moderate Mining mostly is for providing raw materials for manufacturing, but mining and selling precious metals is very lucrative on it's own. The order of the most valuable basic ores is as follows: Precious Metals = $8k per stack of 20 ingots Tillium Crystals = $2k per stack of 30 crystals Copper Ingots = $1k per stack of 20 ingots Metal Ingots = $80 per stack of 20 ingots - don't sell this. Use it to manufacture stuff. Always smelt the resources you mine. This is easiest done on the mining ship. It adds a lot more value, even if you just sell the ingots, and it opens up manufacturing options. Smelting research will make this more lucative. If you run out of deposits to mine, you can use cannons to crack the mineral asteroids to unlock more deposits. This is expensive, time consuming and has diminishing returns. It's certainly worth it if you using the resources for high value added manufacturing though. You can also do sector scanning to find more asteroid belts to mine. In Boldly Go campaign, sector scanning will only work on the other side of stargate. Mining lasers can be mounted on scaffolds outside the ship (along with many other things like reactors, batteries and tanks). Mining lasers will require 100MW of power to recharge each shot. You will need logistics drones along with drone ports in order to pick up the raw resources. Mining laser research increases asteroid yield by a lot. Prioritise this if you intend to do a lot of mining. Logistics drone research makes pick up resources much faster. Hyperspace Scoop (B Tier) Income rate: Moderate Scalability: Excellent Investment: High Deuterium manufacturing, through harvesting hyperspace isotopes, can be very lucrative on ships that need to frequently jump. Good for transport ships doing contracts, as well as ships automatically jumping with interstellar logistics. Best when used to supplement other forms of income. Scoops have a high investment required because they use a lot of power while active. In order to make Deuterium you will need a lot of chemical labs, and those are expensive. I would have rated this only C tier before interstellar logistics was added. Interstellar logistics allows for automating this, and so it becomes incredibly scalable and is an infinite source of money. Deuterium will sell for $10k per stack of 1000 (more in survival mode due to panic). It is the best way to make money with hyperspace isotopes. You can also use it as a fuel in fusion reactors. You can sell stable isotopes by themselves, and this greatly reduces investment required at the cost of less profit. Stable isotopes sell for 25% of the price you could get if you processed them into Deuterium, but don't require the expensive chemical labs to process them. Hyperspace Isotopes: $100 per stack of 100 Stable Isotopes: $500 per stack of 100 - will be $375 per 100 Hyperspace Isotopes Deuterium: $10k per stack of 1000 - will be $1500 per 100 Hyperspace Isotopes Contracts (C Tier) Income Rate: Decent Scalability: Bad Investment: Very low Contracts are a great way to make money in the early game. But they don't scale very well. Contracts are a great way to get started in Boldly Go because they require very low investment. Some combat or rescue contracts can be very lucrative, but require more investment and risk. The main problem is that they usually take a lot of player attention to do for not enough money. They are also limited in number. In survival mode they can be very lucrative if you stack a lot of them. But they tend to be supplementing income rather than the main source, which is usually manufacturing. List of contract types: Passenger and cargo transport are the easiest to do and make decent money. They require basically no investment and pay fairly well if you stack them up. They also require minimal effort, and you can easily do them while you are doing other things. I avoid taking the timed cargo transport missions. Instead you want to bundle as many missions together as possible. Rescue missions can be lucrative, but they will require a lot of player attention. Especially the ones where the ship will explode, as this will also give you free salvage, but also puts you on a timer. Missions with enemy ships in the area can be dangerous. Avoid if you aren't familiar with combat. Note that enemy ships in the sector will target the crippled ships, and can often kill them before you can stop them. This will cause the mission to fail. You can get salvage though. Missions in meteor storms also can be dangerous. Make sure you have a decently manouverable ship with good thrusters, especially if the rescue ship is moving or spinning. Having docking ports on both sides of your ship helps too. Combat missions should only be taken if you are using combat to make money. Doing several of them at once at the same location can be very dangerous. Very lucrative though, as they pay very well and you get their salvage too. These will require high investment into a combat ship. Mining contracts will spawn new tillium deposits at an asteroid belt. This can make them quite lucrative, as you can do the contract as well as mine the new tillium. You don't actually have to go mine the resource if you happen to have it in your cargo hold. If you aren't used to combat, avoid the ones where it spawns enemy ships. Manufacturing contracts can be very easy if you are already making the thing or if it's something you already have. You don't need to make the thing if you already have it to complete the contract. Partial completion is also possible, you will get paid less though. Gas Harvesting (C Tier) Income Rate: Decent Scalability: Good Investment: Moderate Harvesting Gas is decent way of making money. The main advantage is that is a very passive way to make money. Denser gas clouds are more productive, increasing harvesting rate. Fly around until you find the most dense area with the highest harvesing rate. Do note that gas clouds do deplete, which limits scalability. There is a minimum though, so it's technically infinite. The main options for money making are: Fuel $6k per stack of 1000. $4.5k per 1000 Metreon Gas. You can also use it fuel your ships, making a good resupply ship/station. This is especially useful in survival mode. Note that fuel price will increase in survival due to panic, making this option more lucrative in that game mode. Explosives $1.2k per stack of 30. $6k per 1000 Metreon Gas. Good for ammo manufacturing. Highest markup for the gas outside of survival mode. Explosives can be stored in crates for more space efficient storage. Refined Metreon $4k per stack of 1000. $3k per 1000 Metreon Gas. No need to use chemical labs, which means more concentration of harvesters and refineries. It's a lot cheaper and easier, and I'm not sure if it's more lucrative. Combat (C Tier) Income Rate: High Scalability: Moderate Investment: Very High Combat can be extremely lucrative if you know what you are doing. Especially if you find a DrX Anvil (big loot pinata). I rank it low because it requires heavy investment to get going, carries high risk and can be expensive in ammo and repairs. It's not recommended to new players as an income source. Combat is unavoidable in Survival mode, so you'll need to invest in it anyway. For Boldly Go, it's only necessary for some story missions, especially later ones. Enemies will scale based on your fleet's combat strength. Which improves scalability. But it requires a lot of player attention and time, so that limites scalability. Combat risks losing your ships if a battle goes poorly. This can make it very expensive, potentially making you lose progress, as well as your favourite ships. Ammo and repairs can also become very expensive. Any lost armour plating has to be replaced at a price. But if it's done well, combat can be very lucrative. In Boldly Go the hostile sectors will constantly regenerate enemy ships, making it a source of infinite resources and income. You will need ships with logistics drones to clean up the salvage. You'll need a lot of storage to be able to store the salvage. In Boldly Go hostile sectors, you are on a time limit to be able to salvage the enemy and perform repairs before the next wave jumps in. In that instance, dedicated salvage vessels are recommended. Combat is only recommended as an income source if you are good at it. Blowing up enemy ships is fun though :) Ammunition Manufacturing (D Tier) Income Rate: Modest Scalability: Modest Investment: Modest Making ammo at the munitions bench can used as an income source. The income isn't great, and it can be a bit fiddly with needing explosives and metal ingot. It's not as lucrative as other sources of manufacturing. The main reason you make ammo is to use it in combat. Selling the surplus for a little profit is just a bonus. Ammo will increase in value from panic in Survival mode, making more profitable. Here is the list: Railgun slugs $200 for a stack of 10. 20 metal ingot to produce a stack = $80. +150% profit. By far the easiest to make as no explosives required. Cannon Shells $500 for a stack of 5. 5 metal ingot and 5 explosives to produce a stack = $220 +127% profit. Most in demand for you own use. Cannon based ships tend to be the most common. Bullets $900 for a stack of 300. 6 metal ingot and 6 explosives to produce a stack = $264 +240% profit. Best profit. Best value storage of the output too. Component Manufacturing (D Tier) Income Rate: Modest Scalability: Modest Investment: Modest You can make money by making components at a Fabricator with ingots and selling them. I rated it so low on the list because you shouldn't be selling components. Instead you are better off using them to make things at the Assembly Table for really big profit. The main exception is lenses, which are an effective way to get some more sale value out of precious metals. All components will require more storage space than their ingots. They are also slower to haul due to being individual instead of a stack like ingots. It's a lot easier to sell huge amounts of ingots. This is especially true for precious metals, where you can get literally 1000s of stacks from combat and it's just not worth it to turn that many of them into lenses. Lens Sale value: $1000 each Input: 2 precious metal = $800 Profit markup = 25% Good for increasing value of precious metals. Used to make Deflectors and logistics drones. Also energy Transmitters in Boldly Go. Energy Coil Sale value: $300 each Input: 2 copper ingot, 2 metal ingot = $108 Profit markup = 177% Used to make Batteries and Deflectors. Motor Sale value: $200 each Input: 2 copper ingot, 2 metal ingot = $108 Profit markup = 85% Used to make Water Purifiers. Frame Sale value: $100 each Input: 5 metal ingot = $20 Profit markup = 400% Used to make loads of things. Salvaging Derelicts (E Tier) Income Rate: Low Scalability: Very Bad Investment: Low You can salvage derelict ships and sell what you pick up. You can often find some equipment that can be used or sold, as well as resources that can be used in manufacturing. Consumables are often found too. You only need a drone port and some logistics drones, making it very accessible. It's a decent source of income at the start of the game, but it's ranked so low because it is so limited. Finding derelicts through surveying can unlock special repeatable tech boosts. This is both in survival mode as well as in the new sector through the stargate in Boldly Go. Ship Flipping (E Tier - Boldly Go Only) Income Rate: Very High Scalability: Terrible - can only do once Investment: Decent This one is very niche, but can be extremely profitable at the start of a Boldly Go game. During the Boldly Go tutorial, all the ships available for purchase will have their hull prices greatly reduced. Once you complete the tutorial, which is after you complete the first passenger contract that it gives you, the price will go back up to the standard price. JMC mining station is always available in your starting sector for $160k. If you buy it, you can sell the equipment inside it for about $130k or so to recoup much of the purchase price. You can also take out all the scrap metal and use it for manufacturing. Once you complete the tutorial, the empty hull will sell for roughtly $1.1M, giving you nice starting boost. You can do this for any other ships you find available to purchase as well. This is a one off thing and only for Boldly Go. It also might get patched out at some point. You will need a means of making money before finishing the tutorial as well, in order to be able to afford buying ships. JMC on it's own should be able to be afforded just with the start amount, and you can sell off it's equipment to be able to still afford the FTL drive. Civilians (E Tier - Survival mode only) Income Rate: Very low Scalability: Very low Investment: Very low In survival mode, buying civilians will make the player money. The problem is that they are limited in number early on, and don't generate enough income to be meaningful. Civilians are more about score than income. Civilians have been recently changed to generate income per sector jump rather than at point of sale. This makes them better, but it's still not enough to be significant income. Smelting Ore (E Tier) Income Rate: Poor Scalability: Moderate Investment: Low This is referring to buying ores at trader and smelting them for markup. It's not horrible in some cases, but it is slow. Tillium crystals are the most lucrative, followed by copper (precious ore isn't available for purchase). Don't even bother with metal ingots, they only sell for $80. It's main advantage is the low cost of the smelter. This makes it easy to get going, and smelting Tillium can be a modest supplementary income in the early game. I ranked this so low because generally you want to be using your ingots for manufacturing to get the really big bucks. Selling ingots directly is quick and easy, but it's leaving a lot of potential money on the table. Just doing the smelting alone doesn't make a lot of money. It's improved by smelter output research. Food Production (F Tier) Income Rate: Terrible Scalability: Low Investment: Low You can make money by selling food your farms produce. This is a terrible way to make income. It's slow and food doesn't sell for very much. It also requires a lot of water that you will need to obtain, which limits scalability a lot. Don't bother. Ice Harvesting (F Tier) Income Rate: Bad Scalability: Terrible Investment: Moderate You can make money by mining ice from comets. This is very limited and time consuming. Don't bother with it. Ice mining is mainly for survival when you need to get water to keep your population alive, but colonies aren't selling much and it's also very expensive. Oxygen Manufacturing (F Tier) Income Rate: Terrible Scalability: Bad Investment: Low You can make money by buying water and processing it into oxygen to sell. This will double your money. It also extremely slow and limited by water availability. Don't bother.

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A reference guide for the life support system so you can figure out how many of each component you need to support a given crew size. This is guide is aimed at helping people design the life support systems for large ships with big crews or passenger ships. Introduction A reference guide to see how many of each life support component is needed to support a number of crew. Useful for designing passenger ships for survival, or large ships with big crews. Crews of less than 60 will only need 1 of each device even without any efficiency tech. The converter output figures in this guide are when the 100% efficiency life support tech has been researched. If you don't have any life support tech researched, divide the converter output by 66.7%. Applies to air reprocessor, waste treatment plant and water purifier. If an output gets blocked by a full tank, then production rates will be lower. Avoid filling tanks up to maximum capacity to get highest production rates. This guide was made in game version Alpha 16C. Last updated in Alpha 20C. Referencing: (G) : information comes from in game tooltip - is likely accurate (W) : information comes from the TLS wiki (https://www.tls-wiki.com/wiki/Main_Page) - may be outdated Life Support Basics for New Players Every person (crew or civilian) on your ship need: - Breathable atmosphere of O2 or spacesuits supplied with O2. - Food. - Water. If they go without any of these 3, they will die. Food and water will be consumed by crew if they happen to be in the ship. Water can be stored in tanks and crew will still consume water from the tank. Food can be stored in crates and crew will eat from the crate. O2 can be supplied into the atmosphere with O2 vents. Connect the vents with a pipe to a source of O2. The most basic setup is to connect it to an oxgen loader where crew put oxygen bottles to be ventilate into the atmosphere. Adding a tank allows for some storage and a more consistent supply. Spacesuits can keep crew alive without atmosphere for a time. They have a limited O2 supply, and must be resupplied with O2 using spacesuit pods that are connected with a pipe to a source of O2. Every person who is not wearing a spacesuit will produce CO2. This will accumulate in the atmosphere, and if it reaches a certain proportion in the atmosphere, every person not wearing a spacesuit will die. CO2 is removed from the atmosphere with CO2 scrubbers. This will take the CO2 out of the atmosphere and pump it into a pipe. If the pipe gets blocked, the CO2 scrubber will stop working. CO2 can be converted back into O2 with an air reprocessor. All crew, including scientists and weapons officers, can wear spacesuits to protect from loss of atmosphere. Civilians can not. Civilians tend to live in the habitation deck of the ship, which is connected to the rest of the ship by ladders. If the ladders lose atmosphere, the civilians in habitation will suffocate. If possible, civilians can move to other sections of habitation that still have atmosphere. It's worthwhile to have multiple ladders in separate rooms if your ship is intended to carry civilians. During combat, your ships can suffer a hull breach from enemy weapons fire. Railgun hits are most likely to cause this, although cannons can do it too. Hull breach will result in the rapid loss of atmosphere of the room it occurs in. Segmenting your ship with different rooms will mitigate the harm hull breaches can cause. Doors will regulate atmosphere changes across them. Food can be grown in hydroponic farms using seeds, water and compost. For most ships this isn't necessary as food is cheap and can be easily bought. Growing food is only needed for survival mode where basic resources get scarce. Water can be purified from waste water. Waste water is obtained by processing sewage with a waste treatment plant or grinding ice from comets. Waste treatment plants take sewage and convert to waste water and compost that can be used in farms. Sewage is produced by crew over time and is initially stored in the habitation deck. You use the sewage pipe to take it from the habitation decks and put into pipes where it can be stored i n tanks, bottled with a loader or sent to waste treatment. Basic Setups for New Players (WIP) Tips and Tricks (WIP) - If an output gets blocked by a full tank, then production rates will be lower. Avoid filling tanks up to maximum capacity to get highest production rates. I tend to set loaders to stop loading when tanks get to ~90% full. - Using air gaps can prevent blockages at the expense of additional crew labour. Alternatively you could use a robot arm at the cost of 1MW of energy and extra cost. Crew Requirements Name Seconds per unit per crew Units per second with 30 crew Food 200 0.15 Water 30 1 Oxygen 30 1 CO2 30 1 Sewage 26.5 1.132 (Source: https://www.tls-wiki.com/wiki/Crew_Member) 30 crew will consume 1 water, 1 oxygen and 0.15 food per second, and produce 1 CO2 and 1.132 sewage per second. These are the figures I'll be using to determine how many crew a component supports. Atmosphere Name Rate Supports Crew with 100% efficiency tech Supports Crew without tech Airduct Adds 10 O2 per second to atmosphere (W) 300 300 CO2 Scrubber Removes 6 CO2 per second from atmosphere (G) 180 180 Air Reprocessor Converts 3 CO2 to 3 O2 per second (G) 90 60 Oxygen Generator Converts 5 water to 5 O2 per second (G) 150 150 (W) : https://www.tls-wiki.com/wiki/Airduct Airducts will oxygenate the room they are in. Some ship designs use multiple redundant airducts to reduce the risk of losing atmosphere from hull breaches. For large ships with walls partitioning many rooms, you need to spread the oxygen ventilators and CO2 scrubbers around the ship to ensure full oxygenation. One large centralised air reprocessing system seems to work better than multiple small systems. More vulnerable to being damaged on warships though. Without any efficiency tech researched, a single air reprocessor will support 60 crew. Crews less than 60 only require a simple system: CO2 scrubber -> CO2 tank -> air reprocessor -> O2 tank -> airduct. I don't have any data on spacesuits, but I suspect the rate of O2 consumption is the same and the CO2 produced is deleted. I don't use the oxygen generator for life support purposes. It can be used for money making as O2 sells for double what water does. Buy water, convert to O2, sell. 2000 credit profit. It's very slow though. Water Name Rate Supports Crew with 100% efficiency tech Supports Crew without tech Sewage pipe Takes 10 Sewage per second from habitation (G) 265 265 Waste treatment Converts 6 sewage to 6 waste water and 0.75 compost per second (G) 159 (1) 80 (2) Water purifier Converts 6 waste water to 6 water per second (G) 180 120 Ice Grinder Converts 1 water ice to 10 waste water per second (G) 300 300 (1) Sewage removal is limiting factor (2) Water production is limiting factor - includes efficiency loss from water purifier A 100% efficiency system will gradually produce water and compost at the expense of importing food. This is where farms come in, but I'll address them separately. The waste treatment plant will pause production when the compost output is full, causing a slight drop in production rate. It depends on how much free labour there is on the ship, but anticipate maybe about a 5% reduction. Having a robot arm to unload the compost will greatly reduce this. If there is no habitation deck, no sewage is produced. Currently there is no penalty for not collecting sewage from the habitation deck (game version A16C). I would recommend at least collecting it and bottling it, even if only to sell. Ice grinder is good for getting more water. Don't rely on it to keep crew alive though. Ice -> waste water -> water -> O2 can make mining comets a modest money source. 100 water ice processed into 1000 oxygen will make 4000 credits. It's a bit slow though. Water is one of the main constraints in late game survival. It's consumed to grow food, and you won't be able to buy enough in the late game. If you are building a survival ship, make sure to store plenty of water in tanks, have ice grinders and store up some ice in crates. Food (Incomplete) Farm information from the wiki is contradictory - I'm not sure what's correct. This is what I've got: 200 crew eat 1 food per second. Farm plot yield: (each farm has 6 plots) Time: 425 seconds Food: 15 (22.5 with +50% crop yield research) Water Used: 22.5 (is this correct? Possibly lower?) Compost Used: ? (2.5 or 5, not sure which - think 2.5 is more likely) Seeds: 1-2 (varies, but gradually produces more seeds over time) Source: https://www.tls-wiki.com/wiki/Hydroponic_Garden A full farm should produce 15*6/425 food per second = 0.212 food/s This should feed 42 crew per farm. With +50% yield tech this rises to 0.318 food/s. This should feed 63 crew per farm. From playing survival in v19, these numbers seem roughly accurate. I had 5 farms feeding 300 people with some surplus. Farms are modest money earners from selling seeds and food, even if you have to buy the water and compost for them. Compost availability in trading is bad, so they only work at scale if you have a lot of people on board the ship. For most ships it's easier to just sell compost and buy food. In survival you can unlock tech to upgrade farm yield immensely if you spend a research chip. Hydroponic Garden has the highest value increase from it's raw materials of any item in the game for profitable manufacturing, so it's worthwhile to research even if you don't use farms. It's now water purifiers that are the most profitable. Devices Required Table A useful table to help people who don't want to crunch the numbers. If in doubt, just go up to the next bracket. For example, if you want 180 crew, use the 200 row and you'll have a little extra capacity. Number given is with 100% efficiency tech. In brackets will be the number for no tech where applicable. If no bracket number, then it is the same as 100%. Crew Airduct CO2 Scrubber Air Reprocessor Sewage Pipe Waste Treatment Plant Water Purifier Hydroponic Farm 60 1 1 1 1 1 1 1 (2) 100 1 1 2 1 1 (2) 1 2 (3) 150 1 1 2 (3) 1 1 (2) 1 (2) 3 (4) 200 1 2 3 (4) 1 2 (3) 2 4 (5) 250 1 2 3 (5) 1 2 (4) 2 (3) 4 (6) 300 1 2 4 (5) 2 2 (4) 2 (3) 5 (8) 350 2 2 4 (6) 2 3 (4) 2 6 (9) 400 2 3 5 (7) 2 3 (5) 3 7 (10) 450 2 3 5 (8) 2 3 (6) 3 8 (11) 500 2 3 6 (9) 2 4 (7) 3 8 (12) 550 2 4 7 (10) 3 4(7) 4 (5) 9 (14) 600 2 4 7 (10) 3 4(8) 4 (5) 10 (15) 650 3 4 8 (11) 3 5(9) 4 (6) 11 (16) 700 3 4 8 (12) 3 5(9) 4 (6) 12 (17) 750 3 5 9 (13) 3 5(10) 5 (7) 12 (18) 800 3 5 9 (14) 4 6(10) 5 (7) 13 (20) 850 3 5 10 (15) 4 6(11) 5 (8) 14 (21) 900 3 5 10 (15) 4 6(12) 5 (8) 15 (22) 950 4 6 11 (16) 4 6(12) 6 (8) 16 (23) 1000 4 6 12 (17) 4 7(13) 6 (9) 16 (24) 1100 4 7 13 (19) 5 7(14) 7 (10) 18 (27) 1200 4 7 14 (20) 5 7(14) 7 (10) 20 (29) 1300 5 8 15 (22) 5 9(17) 8 (10) 21 (31) 1400 5 8 16 (24) 6 9(18) 8 (12) 23 (34) 1500 5 9 17 (25) 6 10 (19) 9 (13) 24 (36) 1600 6 9 18 (27) 7 11 (20) 9 (14) 26 (39) 1700 6 10 19 (29) 7 11 (22) 10 (15) 27 (41) 1800 6 10 20 (30) 7 12 (23) 10 (15) 29 (43) 1900 7 11 22 (32) 8 12 (24) 11 (16) 31 (46) 2000 7 12 23 (34) 8 13 (25) 12 (17) 32 (48)

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有些玩家可能已经注意到,在当前版本(Alpha13)中,如果你将任务货物存放在储物箱(无论是小型还是普通储物箱)内,游戏会出现识别错误,认为你没有这些货物,从而导致任务失败。 这确实很令人恼火,但真正的问题是你会因此被困在一堆无法处理的任务货物中!本指南将告诉你如何解决这个问题。 注意:此方法涉及编辑存档文件,因此无法保证不会出现任何问题。不过我亲自尝试过,在我的主存档(拥有2艘飞船)中使用时效果良好。 你只需要一个文本编辑器。 如果你愿意下载工具,可以使用The Last StarShip Save Inspector来编辑存档数据。否则,请阅读以下手动操作步骤。 手动操作步骤: 1.1.完成所有需要任务货物的任务,以清除所有非故障物品 2.打开你的存档位置 Linux /home/[用户名]/.steam/steam/steamapps/compatdata/1857080/pfx/drive_c/users/steamuser/AppData/Local/Introversion/LastStarship/saves Windows C:/Users/[用户名]/AppData/Local/Introversion/LastStarship/saves 3.复制你的存档(以防万一) 4.用文本编辑器打开.space文件 5.通过搜索找到所有任务货物: 常规搜索:MissionCargo 正则表达式搜索:.*Type MissionCargo.*END 确保搜索结果数量与你在游戏飞船中能数到的数量相同 6.删除所有这些行(查找和替换功能会很有用) 7.重新加载存档 8.货物已消失!(不保证这不会导致任何问题,但游戏本身已经出问题了,还能坏到哪里去呢?)

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这是一份关于如何将游戏翻译成西班牙语的基础指南,顺便也说明了如何为你自己的语言制作自定义翻译。 这是一份基础指南,解释如何将游戏翻译成西班牙语,顺便也说明了如何为你自己的语言创建自定义翻译。 设置步骤 《最后的星舰》已经内置了处理翻译的系统,你只需在游戏目录中创建几个文件夹,无需进行复杂操作。 1. 进入Steam文件夹,然后依次打开以下文件夹:Steamapps、Common、The Last Starship。 2. 现在你应该位于游戏的主文件夹内。你需要手动创建以下文件夹: data language spanish 所有文件夹名称均需使用小写字母,且文件夹需嵌套创建。具体路径为:游戏主文件夹内创建“data”文件夹,“data”文件夹内创建“language”文件夹,“language”文件夹内创建“spanish”文件夹。 “data”和“language”文件夹的名称必须严格按照上述要求命名。“spanish”文件夹的名称对应西班牙语翻译,若翻译为其他语言(例如法语),则该文件夹需命名为“french”,并与其他语言文件夹并列存放。3:在“spanish”文件夹内,你需要放入你的翻译文件。 前期设置 《最后的星舰》已有翻译管理系统,你无需进行复杂操作,只需在游戏安装位置创建几个文件夹即可。 1:打开Steam文件夹,依次进入以下文件夹:Steamapps、Common、The Last Starship。 2:现在你应该位于游戏的主文件夹内。现在你需要手动创建以下文件夹: data language spanish 所有文件夹名称均需使用小写字母,不包含大写字母,并且每个文件夹需嵌套创建;【data】文件夹位于游戏主目录下,【language】文件夹位于【data】文件夹内,【spanish】文件夹位于【language】文件夹内。 【data】和【language】文件夹必须以此命名,而【spanish】文件夹表示这是西班牙语翻译。例如,如果你的翻译是法语,该文件夹应命名为【french】或【frances】,并与其他语言翻译文件夹并列存放。在“spanish”文件夹内,你需要找到翻译文件,这是一个我会在本指南末尾提供的简单文本文件。 翻译文件 下载并将以下文件粘贴到“spanish”文件夹内: 如何切换语言 游戏启动后,进入“选项”,然后选择“语言”,将其切换为西班牙语。

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想知道事件可能会有哪些结果?本指南或许能帮你做出选择。 区域000:特殊任务 你需要立即接受所有分配给你的特殊任务。这些任务会为你解锁达成目标的奖励,比如在超光速航行中收集科学数据,或是帮助太空中的殖民者。 区域001:小不点 抵达区域001后,你会收到一个通讯信号,要求你运送“小不点”。 注意事项:使用超光速航行距离过远会导致“小不点”随机燃烧并死亡。你的跳跃距离会受到限制。跳跃距离越远,必定会导致越多“小不点”死亡。 在进行一次跳跃后,会有一个可疑的团体联系你,提出向你购买“小不点”。(截至Alpha 1版本)你只能将“小不点”交付给其中一方,无法同时交付给双方。每次跳跃都会导致小不点(Tiddlets)数量增加,因此每次超光速(FTL)跳跃你都有可能获得大量收益。 选择交付小不点: - 获得400000美元 - 每个小不点增加1点人道主义和后勤评级 - 如果交付大量小不点(具体数量未明确),可获得两个远程超空间传感器(能收集更多科学数据) - 交付超过100个小不点还可获得两个远程扫描仪 将它们交给“通缉:小不点”组织: - 每个小不点获得10000美元 - 每个小不点增加1点犯罪和后勤评级 补充说明: 在阿尔法2版本中,除了小不点事件以及收集科学数据或救援人员时的递增货币奖励外,目前没有其他此类事件。更新日志 更新 活动 Alpha 2 - 无新增活动 Alpha 1 - 新增【Tiddlets活动】

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