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 The Last Starship Cheats

 
   
 
 
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.



Save Fuel:
----------
Written by BoringOyster

If you’re using lots of little ships docked to a mother ship / carrier; make 
sure the smaller ships are facing sideways or backwards so that their engine’s 
are not used for propulsion.

Now your smaller ship won’t be out of fuel when you come to undock it.

-=Fuel Saving Tip=-
If you’re using lots of little ships docked to a mother ship / carrier; make 
sure the smaller ships are facing sideways or backwards so that their engine’s 
are not used for propulsion.

Now your smaller ship won’t be out of fuel when you come to undock it.
 

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