The Last Starship Cheat Codes

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The Last Starship Cheat Codes
Nom du fichier : The Last Starship Cheat Codes - Auteur : DAV - [PC]

The Last Starship Cheat Codes

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The Last Starship

Cheat Codes:
------------
Submitted by: David K.


How to Share Ships:
-------------------
To share a ship:

* Press Esc to enter the main menu and click Export Ship.
* Give the ship a name.
* Open File Explorer
* Enter %LOCALAPPDATA%\Introversion\LastStarship\ships into
the address bar and press Enter.
* Copy the ship’s .ship file and share it in your preferred way.

-=To import a shared ship=-
* Save the .ship file you received to the
%LOCALAPPDATA%\Introversion\LastStarship\ships directory.
* Run the game and click Ship Editor in the main menu.
* Select the file you saved in step 1 and click Load Ship.



Fighters (Ship Guide):
----------------------
Fighters are small ships that can attach to the outer hull of
a ship. Currently, fighters are only usable by hostile ships
designed to carry them and seem unable to re-attach to the
launching ship after a battle ends.

Players will encounter fighters while completing Combat contracts
or in systems labeled as hostile. They are small and agile but
generally do minor damage individually. Gatling guns appear to be
the most efficient way to fight them off.


Spawning a fighter in the Debug menu always generates a hostile,
unattached fighter. A player can only control a ship carrying
fighters by editing a save file, but they will remain hostile to
the player. They will automatically launch when the ship carrying
them is attacked and will focus on the attacking ship until it is
destroyed. They will then begin to attack the player’s ship.




Sewage Processing Guide:
------------------------
The byproducts of waste water, water, and oxygen produced by
this system can be piped into tanks for storage if desired, but
the system itself can be entirely self-sufficient. Only compost
must be retrieved by crew members.

Sewage is extracted from the Habitation Deck via a sewage pipe.
The pipe must be installed in a square directly beneath the
Habitation Deck. The pipe is then connected to a Waste Treatment
Machine, which is connected to a Water Purifier.

Purified water can be piped into an Oxygen Maker to generate
oxygen and then into an Airduct to produce a breathable atmosphere.




Power Generation Guide:
-----------------------
Power generation is vital to a healthy ship as most equipment in
the game requires power to operate. The most basic power system
consists only of a reactor and a loader, with a steady supply
of fuel canisters. However, this system’s shortcomings become
apparent as a ship’s power requirements grow, and keeping a
constant flow of power becomes more important.

-=Emergency Backup=-
If a ship with a reactor-based power system runs out of fuel, the
ship is effectively dead in space, unable to produce power to run
the FTL drive. To allow for fuel rationing in case of emergencies,
players can purchase a generator and energy cells to inject power
into a system without the need for fuel. Reactors can be temporarily
disconnected from fuel pipes during this time.

-=Constant Power Flow=-
One of the first shortcomings players are likely to notice is a
loss of power when a fuel canister runs dry, and it takes time for
a crew member to retrieve a new tank. This delay will depend on the
availability of crew members to retrieve a new tank and the distance
between the fuel storage and the loader. This kind of delay can cause
significant problems during a time-sensitive mission.

The issue can be solved by introducing a tank and a battery into the
system. The tank can store more fuel, and crew members will continue
to replace fuel canisters until the tank is full. This means that
fuel will be available even as a canister is replaced. It takes some
time for a battery to fill and distribute power, but once it has
started, it will provide a constant power flow to the equipment until
it drains completely. The battery will constantly refill from available
power sources. As reactors take time to increase or decrease power
production, batteries help to keep sudden increases in power demand
from overwhelming them.

-=Power Efficiency=-
The more equipment is installed on a ship, the faster power drains
from batteries and reactors. Eventually, the power demand will be
higher than a reactor or battery can contain, and the player will
need to add additional units to supply enough power. This will require
faster fuel usage and more space used by generators. A fusion reactor
can provide the same output as several reactors while using much less
space. Fusion reactors use deuterium instead of fuel, ensuring fuel
can be saved for engines.

Fusion reactors need a small starting charge to spin up. This charge
can be provided either by a reactor connected to fuel, a generator
and power cell, or a battery with sufficient capacity.




How to Deliver / Offload Items:
-------------------------------
If you cant offload any cargo that you sold or any mission cargo at
its destination. Then this guide is for you!

-=How-To=-
First you need to assign more storage zones, other wise the crates
pile up at the door and once its full, everything stops. Use the tool
and select the zones and see that here are many categories. Make some
for mission cargo and some for you water, food etc items.


If you order more than your ship can hold, that might be a problem. I
only know for sure is the game checks for cabin space so it might check
to see if you have cargo space before allowing you to order to much…
not sure on that tho.

But if your cargo bay door is full of stuff, you need to make more zones.




Event Outcomes:
---------------
Written by Veni Vidi Vodka

Wondering what outcomes are possible for the events? This guide may help
you chosing.

-=Sector 000: Special Missions=-
You do want to immediately accept all given special missions to you. These
unlock incentives for you to reach, like gathering science data in FTL or
helping colonists in space.

-=Sector 001: Tiddlets=-
Upon reaching Sector 001 you wil be greeted with a comm signal asking you
to deliver Tiddles.

Caveat: Traveling too far with FTL causes Tiddlets to randomly combust and
die. You will be range limited in your jump distance. The further you jump,
the more Tiddlets it's guaranteed to kill.

After one jump you will be contacted by a dubious party offering you to sell
them the tiddlets. You can (as of Alpha 1) only deliver tiddlets to one party,
not both.

Every jump causes the Tiddlets to multiply, so with every FTL you could
potentionally rake in a lot of bank.

-=Choosing to deliver the tiddlets=-
* Gives you 400.000$
* Adds 1 point humanitarian and logistics rating per Tiddlet
* If you deliver a lot of them (unclear how many), you get two Long Range
Hypserspace Sensors (which gather more science data)

-=Giving them to the Wanted: Tiddles party=-
* Gives you 10.000$ per tiddles
* Adds 1 point criminal and logistics rating per Tiddlet

-=Addendum=-
As of Alpha 1, there are currently no more such events other than Tiddles
and the incremental monetary bonus when you gather science or rescue people.

Vue : 1825 fois
Mise à jour : 2023.02.18



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