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Space Haven Cheats

Space Haven

Cheat Codes:
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Submitted by: David K.

Useful Hints:
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* Set Power Core logistic to setting 1 to prevent power outages. 
Loss of power will likely lead to crew death.

* Energy cells are the ammo for ship turrets. These are made in the Cell Fuser. 
Aim to have lots of them in storage!

* Change crew settings such that only the best crew will man the shield and weapons 
stations. Set the rest to “X” under shield and weapons to ensure only your best crew 
members man these stations when you must force them to be manned.

* When entering a new system, other than a sector for mining/salvage, check pirate 
locations for trade ships in the same system. Man shields and weapons stations and 
jump to any pirate sector with a trade ship. When you arrive, the pirates will begin 
assaulting the trade ship which will allow you to gang up with the merchant and kill 
off the pirate ship with help.

* After killing a trade ship or most likely the pirate ship, you can wait 1 full day 
(24 hours) for the enemy crew to die since they’ll be stuck in space suits and unable 
to sleep. Looting after enemy crew death is a great way to get loot, though you’ll 
need to be quick as other ships in sector will seek to retrieve the loot first.

* Solar panels should be maximized to decrease dependence on power rods. 
Make as many as you can afford.

* Look out for boarders during ship-to-ship combat. The enemy tends to try to sneak 
aboard your ship during battle.

* Build a dedicated bridge room with weapon, shield, ops, and other stations, 
preferably in a small room with a door with its vents set to off and its own life 
support. Enclose the crew in a similar room. This increases the chances of crew 
survival and prolongs combat effectiveness in case of temperature fluctuations and 
oxygen loss from a breach.

* Set up dedicated machines for making water and energy rods with logistics priority 
set to 1 on both to ensure that the crew prioritizes them when lots of other machines 
are online

* Weapons work well as follows: shotguns are ideal for alien combat, assault rifles 
work well against pirates as they tend to carry shotguns.

* Have two recyclers if possible to make infrablocks for pistol manufacture. Pistols 
are great trade goods. Farming derelicts provides plenty of infra scrap.

* Your mothership has 16 ship system points. The point cost of systems is 2 per for 
all modules, which includes shield generators, turrets, hull stabilizers, and 
scanners. Scanners are an ideal item to add in late game..

* Maintain jump readiness as much as possible. ALWAYS have an eye on incoming ships, 
and try to be ready to jump less than 2-3 hours before it deploys. If a pirate ship 
with 4 turrets attacks, you’ll probably die in 20 seconds.

* Fleets are key in combat. Merely having 2 ships arrayed against the enemy can be 
enough to control a sector.

* Fleet management can be eased by setting a new ship’s storage facilities to move 
set item into storage if they contain less than a specific amount. Key items include 
energy cells, water, food, and power rods in a quantity of about 10 on ships 
functioning essentially as gunboats. The mothership will then automatically send 
shuttles with these items to other ships. All you need is a balanced workload so 
your crew doesn’t get overwhelmed by the logistics.

* When you have five or more crew, set them to work in night and day shifts. 
Create a derelict team and a shipboard team when you can. When affordable, add on 
a second shuttle to cut trade and salvaging time in half.

* When the crew is swamped with tasks and you want to prioritize a repair, click 
the repair icon to turn the task off and then on and a crew member will prioritize 
the task. The same goes for recharging your engine with power rods after a jump.

* The mothership is likely to contain an industrial machine park. Ensure the room 
housing the factory has no air in it to prevent a catastrophic fire. This is 
accomplished easily with spacesuit doors (and exterior vents if using a mod).

* Kitchens and crew quarters require a gas scrubber in close vicinity to manage 
kitchen fires and death from CO2 suffocation.

* Grow Beds MOST be in a closed room with lots of light and a CO2 machine or 
you’ll lose half your production.

* Pause during fire alerts and draft crew near the fire to ensure they don’t 
doing get cornered by it and die.

* Every time you make a new room or redecorate, check the temp and airflow in 
the next hour. A medical room with too much CO2 will kill its occupants faster 
than their wounds.

* Good power management requires batteries and separating circuits for sections 
of the ship, perhaps with their own generators attached. This will slow energy 
rod use, especially compared to the rod use rate for a ship that daisy chains 
everything to a single generator. A circuit for the food production rooms and 
life support and others for production is a good start. Try to have enough 
batteries to run everything on them alone if possible so as to have a fail-safe.

* Dismantling most items returns all materials except water placed into grow 
beds (and possibly hull blocks for engines and airlocks).

* Before exploring your first derelict, make an item fabricator and 2-3 new 
shotguns. You can dismantle both afterward to regain the initial resource 
investment since things are tight initially. Then arm your crew with the shotguns
by drafting them, walking them over to the weapon on the floor/in storage, and 
use the appropriate icon in inventory. Crew members will only fight if drafted. 
During fights it is helpful to pause to issue orders as they will repeat their 
last action until stopped. If they see an alien or a pirate and are armed, they 
will auto-shoot whatever is in their line of sight.

* The wounded crew that won’t go to a medical bed can be commanded to while 
drafted by clicking on the bed in the same manner as clicking on a shuttle you 
want them to enter. Restrict medical treatment tasks to crew members with high 
skill to prevent death at the hands of unskilled members. Medical supplies and 
IV fluid are used on a daily basis to close wounds and replace food at a rate 
of 1 of the former and 2 of the latter per day, though a nearby storage stockpile 
is recommended in case these numbers are off.

* If a crew member is starving or low on energy, set them to only sleep and 
leisure time in the schedule manager. Crew members with low health should be 
set to only rest.

* When trading, ensure your exchange amounts transfer goods such that your 
trading partner has 10 or more of a good you want to trade, as NPCs will not 
trade any good of quantity less than 10. If a trade is delayed, it may be 
because your crew or that of your trading partner is asleep or logistically 
swamped, which can be fixed on your end by pausing all machines and reducing 
other logistics overhead. The risk of a pirate raid during a trade is plenty 
of motivation to streamline production and logistics.

* Each engine can jump 1600 mass. Double-clicking your ship will display mass 
in the UI. If your ship is 1781 mass, you will need two engines and a minimum 
of 1 hull stabilizer and a navigation console.

* Derelicts without airlocks can be entered by clicking dock and selecting a 
hull breach on the ship. This will spawn a grey grid adjacent the hull breach 
in the derelict for the shuttle to park next to. Your crew will use this 
instead of an airlock.

* Priorities for living in space – create a grow bed in a closed room with a 
heater, a CO2 producer, and wall lights on all sides. Then prioritize a 
recycler and then either a water purifier or energy refinery to make those 
two makes water from ice blocks and convert hyperium into hyper fuel/power 
rods. If you’re short on materials you can dismantle machines to get a 100% 
refund of materials invested. Never get under 15 units of water, power, or 
fuel – feel free to set production appropriately.

* Try to use the option produce if lower than (50 is good for water and electric, 
medic is good for 5, etc). Try to avoid continuous if possible.

* It is vital to put 5-6 crew members on a night shift as soon as possible. 
Once things are running smoothly, the 4 bravest crew members can become the 
dedicated away team and prioritize them for derelict work.




How to Copy an Old Ship to a New Save:
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Written by Blue2237

This can be used to copy a ship from Alpha 9 to Alpha 10, or just from one 
save to another in Alpha 10. It also copies over the crew, inventories, and 
all the settings like schedules, priorities, and manufacturing limits. 
It will not carry over money or shuttles and pods, however. 
It can also be used for multiple ships.

-=Guide to Copy=-
Copy from the Old File...

You'll need a current-version manual save file, so if you don't have one then 
start a new game, take note of the name of the ship you start on, save manually, 
and then quit.

Go to Steam\steamapps\common\SpaceHaven\savegames, then find the folder with the 
name of your old save. Copy and paste it to another location as a backup. Open it, 
then open the one called "save", and then open the file called "game" with something 
like Notepad++.
Press Ctrl-F and type your ships name. If you have "Match case" checked, either 
uncheck it or type the name in all caps. Then click "Find All in Current Document".
Take note of the line number that your ships name is on. Open the find window again 
and type , then click "Find Next". Click on the line number that < /ship > sits 
on.
Now, go back to the line you noted and Shift-click on the line number. Press Ctrl-C 
and, to make it easy to find again in case you copy something else, paste it in a 
text file.
You'll also want to search for isPlayer="true", and copy the line that's between 
< createdShips > and < /createdShips >, which are right below what you just searched. 
Paste that to a text file as well.

...and Paste It to the New File

Now you need to open your new save file. It's the same process as before, but with 
the new files name instead. Make sure to back this up as well.

Press Ctrl-F and type the starter ships name. If you have "Match case" checked, 
either uncheck it or type the name in all caps. Then click "Find All in Current 
Document".

Open the search window again and type , then click "Find Next". 
Go to the end of the line and press Enter. Paste your old ship here.

Now search for isPlayer="true" again. There will be a line like the one you copied 
before, so go to the end of it, press Enter, and paste the old line.

Save the new save and, if everything went well, you should now have your old ship 
in your new game as well as your old crew, resources, and ship/crew settings. 
It won't carry over your money or your shuttles and pods, though.

If you load the new game and save it, the game seems to update some stuff like the 
crew to the new version, so you can edit them easily as well.




How to Boost Your Ship (Editing Saves):
---------------------------------------
Written by LootSoldat

A little Guid about manually edit your save game in text editor and increase ship 
maximum dimensions to make a Ship of your dreams, in the size of your dreams!

-=Sometimes, bigger is indeed better=-
Here i will show how you get a bigger grid to build a bigger Ship without using mods, 
easy in short time.

-=Preparation=-
At first you need a new Save Game,there is nothing special to consider so create them 
all to your liking like normal.

(I recommend to create a savegame with a Galaxy with many many Resources i write in 
"Gameplay recommendations" why)

In order to enlarge the grid, space is needed, which is not available at the beginning.
Because when we later enlarge the grid it will enlarge upwards and to the right, at 
the start there are mostly things in the way like asteroids, wrecks or the station when
that start was chosen.

* First it is recommended to build a normal fully functional ship in the bottom corner.
* Then you fly with it into a new system, preferably with as few objects as possible

Now save the game and remember the name of the ship, it is best to give it a name that 
is conspicuous/easy to remember.

* Find and open Savegame
* Now we have to go to the save game folder.
* Make a right click on Space heaven in your Steam library and click Properties, then 
  Local files and Browse.
* You should now be in the Space Heaven files folder.
* Next you go to the save game folder and there again in the folder with the name of 
  the savegame where you make the preparation.
* There you select the "save" folder in there should be a file called "Game".
* Now double click on the file and open it with the Editor

-=Edit Save Game=-
* Now you have a file with a wall full of text in which we have to look for the ship.
* Now we need to find the name of the ship.
* Press SHIFT+F now a search field should open, enter the name of the ship there.

Now comes the important part, there are two parts, "sx=" and "sy=".
SX is the width, SY the length of the ship

Which numbers must now be given there? Well, a grid has 28×28 squares, which means that 
you have to add +28 for each grid, i.e. = 28 -> 56 -> 84 -> 112 -> 140 -> etc.

Personally, I always give sx=”84" sy=”140", this size is perfect and is the size that you 
could already see at the beginning, you can of course also swap the numbers to sx=”140" 
sy=”84" then you have a wide ship

You can also make it bigger but this can bring problems, more about that i write 
in “Gameplay recommendations”

The next place you need to edit is the ship’s “roof” area for systems. If dimensions 
in ship’s header and roof will mismatch, you may not be able to build subsystem in some
parts of the ship.

This part of savegame is harder to find and requires a bit of focus. Just make sure once 
you find it, its still within the same  savegame entry and you haven’t scrolled into 
the next ship section.

A simple method is to press SHIFT+F again and click the search direction down, then just 
search “Roof”, it will show the first best result and that is pretty much always the line 
that still belongs to that ship.

Here you put exactly the same numbers in the “sx=” and “sy=” areas you puted in the line 
with the Ship name!

That’s all, now save the file and start the game, now you should have a bigger grid and 
you can build the ship of your dreams.

-=Gameplay recommendations=-
My personal recommendation is not to make the building grid too big, sx=”84" sy=”140" is 
sufficient, keep in mind that asteroids and wrecks are always placed in such a way that 
the ship definitely fits into a system each time it enters. 

If the ship grid is too large, problems can arise.
What does a larger ship mean, exactly also a higher consumption, so it`s the best to create 
a save game with a galaxy that offers a lot of resources that makes it easier and often even
possible to maintain a large or gigant ship.

A common problem with large ships is that the crew has to travel extremely long distances, 
even if you have enough resources, problems can arise because the crew has to travel long 
distances to take care of certain things, and I have often had the crew members almost 
starve even though I have enough food, mainly because by the time the crew members get to
the canteen, the break is over and they go to bed without eating. But with a giant Ship 
its easy to build 2 or 3 Canteens...or 20.



Tips for Food:
--------------
Self sustaining food takes up a big chunk of ship space. Aim for 3 crops per crew member, 
4 if they aren’t quickly tended on demand. Minimize fruits as they’re the weakest crop 
and maximize nuts. That’s to break even, it takes more to build a storage pile.

Crew won’t willingly eat algae if other food is available, even if they have to eat a full 
crate of seeds to do it. Disable access to all food directly from storage (this is an option 
per storage). Algae machines have an internal storage limit of about 4 meals per lunch time. 
Put crew on shifts to rotate their dinner hours and eat more algae.

Note: Might be a dumb suggestion, but go to your storage areas and turn off the “permission 
to eat” setting. I haven’t played for a long while so I’m not sure if they patched it out, 
but I’ve had food problems in past games because crew members were taking food directly out 
of storage to snack on instead of using the kitchen.
 
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