Spacebase DF-9

Spacebase DF-9

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Do's and Don'ts of Space : Introduction and Chapter 1 : Asphyxiation the silent killer
By xlockeed
So you just recently came out of cryogenics and find yourself helplessly floating around a SEED generator. Relax and take a deep breathe, DDS is here to help you make it through.
   
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Introduction
Congratulations Space jockey! You and two friends have won the space recolonization lotto to anywhere in the Milky Way! Make your way to any of the local space registry offices and acquire your deployment orders. DDS and the people of Earth salute you young cadet, may the recolonization of the Milky Way be a safe one. Now that we have the fanfare out of the way let us begin with a few simple things you will need to know about your future journey into space.

General survival tactics
Create a backup save folder elsewhere to fall back on
Turn auto save off
Ctrl + S = save
Ctrl + L = reload last save
However if you feel the need for a strong challenge disregard the following advise and get a helmet on.
Disclaimer
(The following are spoilers to events in game, there are mainly here to give you the player a heads up as to whether to change and edit said events or continue. Events have to be edited via NotePad++. Simple changes can be done while other changes require a little more patience and testing. You should also delete the save folder if starting new as there have been reported instances of old save folders harboring prior build data that conflicts with your new base.)

! Always make backups of files elsewhere before making major edits !

  • 1. There is a population cap of 50 as default in the games events. When you hit this ceiling you will no longer get friendly events. There will be nothing but bad events back to back along with a nasty compound event at the end of each chain. To counter this cap is simple, locate the file BootConfig and edit pop_cap 50 to a number a little higher to your liking ( 500 should be a nice amount ). To find such file follow this said pathway, Steam / Steamapps / common / SpacebaseDF9 / Data / Scripts and there you will find BootConfig.lua . Edit with Notepad++ and look for the code line pop_cap 50 , slap another 0 on that 50 to 500 and you should be stellar. Save and exit, this is the simplest edit if you want to keep things vanilla default.
  • 2. MegaFleet arrives at four hours in game play. This can be faster / earlier based on if you use speed up and your computers specs. Faster computer tend to handle the game / load faster.
  • 3. There are bugs left in game, your best course of action is to create a copy of save folder, place in a separate location. Go to DoubleFine's forums and signup, wait the two days before your account is activated and post in their bugs forums http://www.doublefine.com/forums/viewforum/57/. There you will be assisted or told to email said save to them directly. The game had an abrupt end in development but the company is still pushing bug fixes. Do DDS an honor in stomping out bugs Trooper!
  • 4. And finally the game does go off frame rate. The faster your computer the higher population and better game play will be achieved. Slower rigs will see populations of 75 -150 crew where as higher end computers will have no issue getting to 300+.

Good Luck
Tutorial : To use or not to use
Right let's cut right to the chase Roger! Do you want to play with no hand holding for a few hours while bad events and raiders mop the floor with you? Or do you want to spend a fraction of that time in the start tutorial? The tutorial offers the best guide for bare bones basics. As for the rest that is where DDS comes in to save the day! Here at DDS we advise that you take the twenty minute guide to get familiar with the game and to report back to us right after.
Map selection : Things to know
There are only two factors you need to worry about.
1. Threat Factor - If low you will see very little in the form of bad events.
2. Stellar Density - You will see a big difference in asteroids / matter floating around if picked high.
Warpgate Proximity and Magnetic Interference seem to be non-functioning at the moment and show no sign of effect based on selection.
One last thing, the map selection is random each load. This means if your space neighbor finds an awesome location chances are those cords will be different for you unless he / she sends you a start save of said map.
Chapter 1 : Asphyxiation the silent killer
Welcome back Spacebase citizen!
So you either ignored the tutorial or could not understand the reasoning behind the air flow and power systems. Fear not my out of breathe compadre we are here to guide you forward.In this chapter we will be going over the simple basics of how and what to do when first starting out.

We will be looking over
  • Jobs
  • The Start Seed
  • Oxygen Recycler
  • Rooms
  • Power

So you picked a ripe location and launched right in. You should now have arrived and in standby mode (paused). This is the best time to look over the roster and decide if a reset is needed. There are times when launching into a new map results in three stooges instead of a good start. If this happens just start a new base. Once you got a good three crew army it is time to look over the surrounding area and plan out how you want to tackle the zone. As always make sure everyone is in standby mode so as not to eat into their limited oxygen supply. Now that you have surveyed the area and where asteroid farming will take place it is time to build your first three rooms.
1. Make all three crew builders.
2. Zone out a room around the SEED. A 10 x 5 is perfect. Reason to build around SEED will be followed up in a short overlook in this chapter.
3. Zone out an attached airlock. A 4 x 3 is perfect.
4. If the builders lay down a floor first it is a good idea to place oxygen recylcers down as to get the cue lined up.
5. If the builders build walls you are now able to cue in the airlock doors and suit locker. You only need one suit locker, anymore will create maintenance issues.
6. Now if all went to plan the oxygen levels once above 30% will allow the space walkers to come inside through the airlock.
7. Now that we have the main threat knocked out. It is time to build one food replicator and zone out a 4 x 4 refinery room. In this example you can see I placed it near the airlock for quicker path finding.
(Warning there are ways to create a refinery out in space. DDS does not recommend doing this as it can create issues with corpse disposal and technicians repairing. It opens the door to heavy airlock traffic that is best left alone.)
8. And finally make one person a technician so things do not break down!
From here on out you can tear down and rebuild to make your base better fit to your liking.
Air Flow and Power
Air flow and power all use the floor tiles. Air will flow better if there is a larger area of tile connected to it. Things do not get power unless a floor is attached under it and connected to a source of power. Crew, Raiders, Paracites and Killbots will consume oxygen, it is in your best interest to avoid creating heavy traffic areas that cannot support oxygen levels. An example would be a small pub and 40 crew all go inside, a moment of depletion will hit and everyone will panic. This is harmful not only to ones health but moral. Another example would be if you have a security force of 10+ and send them to investigate a derelict, once inside the tight small ship the oxygen levels will drop and panic will ensue resulting in mass deaths.

  • Do not build pod like bases unless you make separate rooms attached to each pod to supply air and power.
  • Do not build one tile large hallways as this is a oxygen vacuum. A good 3 wide tile hallway is always the best route.
  • Do not build massive areas that are all connected with no walls and door ways. It is in your best interest to build segmented areas as to a breach will be just to that one area and not an entire section of base.
  • Do not build giant oxygen rooms or generator rooms. You will find it better to build around your base separate rooms to serve as backup rooms in the event of breach raid attack or hull breach. It is better to have a fire in one generator room then having the main generator room down.
  • Plants, it has come to our attention here at DDS that plants help with oxygen. Note however it is very small but they do assist in oxygen creation.


  • "Potted plants contribute 1/10th of an oxygen recycler, hydro plants contribute 1/5th except when sickly ~ Recent data collected Scientist TBBle"
  • Paracites and Killbots do not require oxygen to survive!
  • Do not rely on derelict engines to power your newly claimed derelict. There is a reason it floated into your air space. Make sure to tie all claimed derelicts into your main base if you wish to avoid a power flux.
  • And last always have a surplus in your crew oxygen capacity in the event you take on extra oxygen consumers. Because if the O2 hits dangerous lows and panic ensues there is no way to stop it from escalating into full out mass bass deaths.
4 Comments
dr pussy 6 Mar, 2015 @ 1:53pm 
how to win at this game: do not buy it
Pelotedelaine 25 Nov, 2014 @ 6:41pm 
Ouch. I haven't been confronted with that yet but the venting sounds pretty horrific ^^;
I guess I'll enclose it with walls once I run out of asteroids then


xlockeed  [author] 25 Nov, 2014 @ 6:27pm 
When you run out of asteroids it becomes a problem for corpse disposal, technicians also have to repair it. Making more unnecessary space walks. There is also the risk of vent outs if you have too many people going in and out of airlock. An example would be a person going inside airlock to come inside base and there are a few others on other side waiting to go in to airlock to go out into space. If done just right you can have crew vent out with high traffic.
Pelotedelaine 25 Nov, 2014 @ 12:33pm 
Hmm, I used to build my refineries inside, but then I saw one type of derelict who just left them outside, realised it saved the miners some time and put them out there ever since :tutu: