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Space Haven Tips
~By tankMage (May 2021)
Space Haven is still in development, so this guide is going to change a lot as the game sees updates. Right now, Space Haven is in Alpha 12, so some of the info in it may become outdated in the near future when the next version is released. The information below is meant to provide players with general guidelines without limiting their creativity. Remember that you have the freedom to build your ship or fleet of ships in almost any manner you wish and experimentation is a big part of the fun.
It’s also not complete and I’ve left out certain subjects, because I’m still learning about them. Unlike most of my guides, this one is not organized in a strict manner. Players need to do many things at once in this game and its random nature makes it difficult to give the sort of step by step instructions that appear in walkthroughs. Consequently, this is more of an assortment of tips than anything else, though these tips should prove useful. As always, input from my readers is welcome and I’ll do my best to work any advice I get into this guide.
1. Stay Mobile, Stay Alive
2. Don’t Be Afraid to Trade
3. Derelicts: Troves of Treasure and Trouble
4. Claimable Ships
5. Space Hazards
6. Dealing with Injuries, Hull Breaches, and Other Unfortunate Events
8. Space Combat and Negotiation
9. Boarding Ships for Fun and Profit
1. Stay Mobile, Stay Alive
The first rule of Space Haven is to keep moving. There are dozens of hazards that range from pirates to solar flares and the most effective way to avoid these dangers early on is to flee. Energium is another constant concern, not to mention food and water. Moving from system to system and picking apart derelicts as well as mining asteroids will keep your ship stocked.
Mining is a safe and Easy Way to Procure Resources
While bouncing from system to system, you will find Ice, Hyperium, and Energium deposits on asteroids. These resources show up on the map when you are adjacent to a system, which makes deciding where to go fairly simple. It’s also easy to have your miners return to your ship if any threats present themselves.
Take Note of What You Find in Each System
You do not have to harvest everything you come across as you move around. Noble Metals, Raw Chemicals, and Base Metals are not really useful until you have industrial equipment to process them. Leaving these things in space and noting their location for future use is a good way to save time and keep your ship from becoming overloaded with stuff you cannot use.
2. Don’t Be Afraid to Trade
Trading is a great way to get supplies in an emergency. In the standard game mode, the Military Alliance, Android Collective, Merchant Federation, Cult of New Haven, and Civilians are all willing to trade with the player as long as he or she does not take any hostile actions against them. While trading can be a life saver, it should be done thoughtfully. Sell things you have excess of or that you are absolutely certain you can obtain easily. Buy items that you know you need.
What to Sell
Tech Scrap, Infra Scrap, Energy Scrap, and Soft Scrap are usually safe to sell, though you should process Hull Scrap into blocks for future use. Things like processed Chemicals and Soft Blocks are also good sellers.
What to Buy
Energium, Hyperium, and Tech Blocks are all smart purchases, because you will need them consistently. Shotguns and Assault Rifles are also great buys if you lack weapons other than Pistols. Do not trade foodstuffs unless you are absolutely desperate, because the Algae Dispenser is usually enough to keep your crew alive until you find more nutritious comestibles.
3. Derelicts: Troves of Treasure and Trouble
The tattered remnants of spaceships can be found scattered throughout the galaxy. Derelict ships are often filled with treasures that can include Water, Energium, Space Food, and Tech Blocks. You may even find a new crew member sealed in a Hyper Sleep Chamber. Generally, a crew can survive almost entirely off of loot found in derelicts during the initial ingame weeks.
Beware of Aliens
As nice as these treasures may be, dead spaceships are devoid of air and often home to Aliens. Right now, Aliens come in two flavors: small/weak and big/deadly. The smaller Aliens look kind of like bugs and can be killed by three crew members with pistols without much trouble. Smart players can have their astronauts float over a ruined section of a ship and shoot the small Aliens, which cannot cross empty space.
The big Aliens are round, have one large eye, and float in space. Big Aliens can perform a powerful charge attack that can cause a lot of damage. Luckily, they raise their appendages before charging and it’s possible to step out of their way if you are fast. A few hits from their arms can kill a crew mate very easily. They may also pick up unconscious crew members and wrap them in cocoons. A cocooned crew member will die if not rescued.
Four crewmen with Shotguns/Assault Rifles can kill a big Alien rather quickly, but caution is always advised when dealing with these things. Large Aliens have long wind up times for their attacks and you can have the character the Alien is about to attack move away while his or her friends shoot the monster. Weak crews should retreat to the Shuttle immediately upon spotting a big Alien unless you are really good at positioning your crewmen and dodging melee attacks.
Once you’ve explored an abandoned ship fully, the game will inform you that you can salvage it for scrap and loot valuable items from it. Take the loot first, because it tends to be among the most valuable stuff you can find in Space Haven and you never know when an emergency may force you to leave a system quickly. Tech Blocks, Hyperfuel, and even Space Food are among the things that can appear in derelicts. Help yourself to any Alien Corpses or Human Meat that may be on the ship if you have a Composter, though the latter is illegal in the eyes of the Military Alliance. You may also find notes and credits on board that can be picked up by interacting with them.
Hypersleep Chambers and New Recruits
Some derelicts contain a Hypersleep Chamber that holds a character that will join you if you open it. The character inside the chamber may have any combination of stats and traits, but they will almost certainly be able to find a role on your ship. Before cracking open a Hypersleep Chamber, make sure your ship can accommodate another person. If not, you can always return for your new crew member later down the road.
You can use the same menu that allows you to transfer items to salvage a derelict. Salvaged scrap can be processed into Infrablocks and other goods using a Recycler or sold. Do not bother salvaging Infra Scrap unless you are in dire need of Infrablocks, because ships are loaded with Infra Scrap and it takes forever to collect. Instead, focus on Hull, Energy, Soft, and Tech Scrap. Hull Scrap should always be recycled into Hull Blocks and the rest can be recycled or traded according to your needs.
4. Claimable Ships
Like derelicts, claimable ships can be found floating in space, but these ships are indicated by a lighter colored symbol. In my experience, these ships have little treasure. They also tend to be free of Aliens, but don’t count on this being the case. As a rule, these ships have severe hull damage and are not spaceworthy, but they are valuable nonetheless. Three things can be done with claimable ships: Players can fly them after making repairs, deconstruct them, or leave them. The options for these ships can be found by clicking on the ship.
Fixing Up a Claimable Ship
Many abandoned ships have advanced facilities that make them decent additions to your fleet. Every ship has different needs and you’ll have to examine the ship closely to assess the damage as well as decide whether or not it’s even worth repairing. Players can count on these ships having hull damage, so have a few hull blocks on hand. I’ve never seen mining pods or shuttles on a claimable ship, so you’ll have to build them if you want them. Of course, things like power nodes, engines, hull stabilizers, and temperature regulators are very important, so be sure your new vessel has them.
Deconstructing a Claimable Ship
Out of all the things you can do with this class of ship, this is the best option in my opinion. Claim the ship as if you are going to repair it, then begin deconstructing the facilities within. This is much better than salvaging, because you will get complete blocks and resources from the deconstructed facilities. Tech Blocks, Energy Blocks, and even various types of food can be harvested from these ships.
Abandoning a Claimable Ship
Honestly, this is not a good idea unless you’ve already stripped the innards of the ship by deconstructing its facilities, because you can only salvage a ship once you’ve abandoned it. That said, you’ll want to abandon it after you have picked it clean, which can be done by jumping out of the system without the ship. If you do not want to keep a claimable ship or harvest its contents, the best thing to do is to leave it alone in case you need it later.
5. Space Hazards
Over the course of the adventure, players will encounter dangers that include Micrometeoroids, Solar Flares, and mysterious Siren Worlds. All of these threats can easily destroy a ship that is not prepared to deal with them. Familiarize yourself with these threats so you can manage them when you encounter them.
Space Haven’s most irritating hazard, micrometeoroids are small space rocks that slam into your vessel at high speed. They appear without warning and can do some serious damage. Small craft, like mining pods, can be damaged very badly by these rocks and the occupant inside can suffer injuries. Hull breaches can occur in your spaceship during a micrometeoroid shower. Air will escape through a breach in the hull, often breaking nearby equipment and endangering the crew. It’s also possible that crew members can take damage directly from a micrometeoroid, but I have not yet seen this occur. There are three main ways to deal with these flying stones:
1. Have anything or anyone that is currently not on the ship return home and jump out of the system immediately. The sooner you leave the better, because hull breaches can mount up to the point that they are nearly impossible to recover from.
2. Power up your shields. Ships with shield generators can wait out a meteor storm, but you will have to keep an eye on your shield power and have someone recharge them when necessary.
3. Wait it out and have someone on standby to repair breaches. Crews that have a few members with decent Construction skill can weather the storm by responding to any breaches that take place. To quickly fix micro breaches, click on the breach icon and assign someone to the task. If everyone is asleep, change their schedule to wake them up. You should also close all the vents in your ship to conserve oxygen while the hull is breached.
You will receive a warning before a solar flare hits your ship, which is great, because a flare can cause all of your facilities to burst into flame. You can get an ETA on the solar flare if you have a scanner. There are three things you can do about flares:
1. Leave the system.
2. Shut down your generators and drain your power nodes immediately. If low on power, your ship’s facilities will not burst into flames when the flare hits. You’ll have to shut everything down as soon as you get the warning since it takes a while for your ship to fully power down.
3. Charge up your shields. Shields can mitigate damage from flares, just make sure you have a good charge on them.
I highly recommend not dropping in systems that have a Siren World or only visiting them for a short time. Close proximity to a Siren World will drive your crew mad, causing them to neglect their duties and, even worse, have mental breaks. The situation can get so bad that you will not be able to jump out of the system. As far as I know, the only way to counter the effects of these worlds is to make sure everyone has high mood when entering and to only stay a few hours.
One of the least dangerous hazards, a nebula will merely drain your shields and interfere with scanners and jammers. The only real issue with nebulae is that they amplify the threat posed by other hazards, since you cannot rely on shields to mitigate damage. It’s safe to visit a nebula as long as you are ready to leave at a moment’s notice.
6. Dealing with Injuries, Hull Breaches, and Other Unfortunate Events
Bad stuff will happen to your ship and crew no matter how careful you are. Learning how to deal with minor problems before they become serious and major problems before they become deadly makes the game far less frustrating. Here are a few common problems and how to react to them.
A fire breaking out is one of the worst things that can happen to a spaceship. Fire will damage valuable facilities and fill the vessel with deadly smoke. It can also raise temperatures catastrophically. If a fire occurs, you should draft someone right away and click on the fire, then select the extinguish option. If several fires erupt, draft someone to put each one out ASAP. You should also have the person closest to the flame put it out so it cannot spread. It goes without saying that airless environments will snuff out a fire instantly, so build facilities that produce a lot of heat or that are prone to catching fire in a part of the ship with zero oxygen and put a space suit door at the entrance.
I covered these briefly under the micrometeoroid topic in the Hazards section, but hull breaches can also be caused by other events. A breach will send all of the air in your ship into the vacuum of space unless you seal all of the vents or have multiple airlocked compartments. This will also ruin any equipment in the vicinity of the breach.
To fix a breach, click on it and assign a worker to it. Have your best Construction person fix the hull breach, because the sooner the job is done the less harm will come to your ship. If several breaches occur, have several crewmen repair it. While I have not encountered this issue in combat, it’s possible that sections of the hull may be destroyed entirely if they are damaged badly enough. To fix completely destroyed hull segments, go into the building editor and replace the hull. You’ll need hull blocks and functioning mining pods to do this.
Crew members can be hurt in combat or in accidents. They may also fall unconscious as the result of their injuries. Get the injured person away from whatever is causing them harm as quickly as possible. If that crewmate is unconscious, you will have to pick them up by drafting someone else from your crew and clicking on them. The injured person may need medicine depending on the severity of their wounds. They can tend their wounds on their own if they have Medical skill and medicine, otherwise you will have to put your injured in medical beds and let someone else tend to them.
Research is one of the most important things your crew can do in Space Haven. A good researcher can unlock new technologies that will make your fleet more deadly and efficient. Make sure you build a Research Lab before you leave the starting system. You should also try to have at least one crewman with level 3 Research Skill and one or two others with at least a point in Research.
Each research project requires a set number of points in three tiers of difficulty to be completed. The tiers are in order of difficulty are basic, followed by intermediate, with advanced being hardest. A crew member will attempt to get a point in the required tiers while working at the lab and either succeed or fail. The odds of success depend on the difficulty tier of the research and the character’s skill level. For example, a skill 1 researcher will fail frequently at the advanced tier, while someone with a skill level of 3 will succeed most of the time in even advanced research.
What to Research
In my experience, the best thing to research first is Advanced Technology, because it gives you a 10% bonus to research speed and opens up some powerful tech. After that, Solar Panels and Power Capacity Nodes are good choices. Solar Panels only output small amounts of power, but they can take a lot of strain off of your generator. A few Solar Panels coupled with a Power Capacity Node or two can allow you to store excess energy, which can be used in emergencies. Botany, Composters, and Chemical Refineries are also good first research projects, though you’ll have to unlock these in quick succession, because food production is resource intensive.
Once your ship is a bit more stable, you may want to unlock Shield Generators, because they can go a long way in protecting your ship from hazards like micrometeoroids. The X1, 2, and 3 power generators are also good, though they can be put on the back burner if you have a decent solar power supply. Medical Beds are also extremely useful, especially if you plan on raiding other spaceships for resources. Later on you can focus on establishing some industry.
Consider Building Two Research Labs
First off, do not build a second lab until you have Engines, a Navigation Console, and an Operations Console. All of these things are vital and require Tech Blocks, which have to be purchased or found in the beginning of the game…not to mention the fact that you’ll need a lot of manpower to get your ship moving. Once you’ve built 2 labs, you’ll generally be able to research at twice the rate. If you manage to get a large crew together, you can even have them work in shifts, with two characters working while the others sleep, which can increase your research speed to 400%.
Keep the Research Going
It’s fine to pause research for a while to collect resources or respond to threats, but you should always have a project cued up until the entire research tree is complete. Just about everything on the tree has a use and getting ahead of the curve can save you headaches down the road.
8. Space Combat and Negotiation
Combat in Space Haven comes in two flavors: shipt to ship combat and shipboard combat. Having an understanding of both forms of combat is key to survival as is the ability to negotiate with enemies. That said, shipboard combat is usually the way to go, because it can be incredibly effective if you use the right strategies and weapons, while the other options are more for situations where you cannot or do not wish to board an enemy vessel.
Shipboard combat takes place when the crew of one ship boards another ship with the intention of attacking its facilities and/or crew.This is usually done via shuttle, though it’s at least theoretically possible to have crew members exit the airlock of their ship and float over to the enemy’s airlock given they do not run out of oxygen during the trip. While I touched on this type of combat in the Section 3 of this guide, that section dealt with combat against Aliens. Human enemies are far different. Humans use guns of various types and may surrender. Alternatively, your crew may also surrender to human foes depending on their Bravery and Traits.
Obviously, a human crew armed with guns is a more dangerous and less predictable opponent than Aliens, so you’re going to have to use strategy on the enemy if you want your crew to survive. First of all, it helps to have Assault Rifles and maybe a Shotgun or two. Pistols are viable, but they are weak and will make the battle drag out. Secondly, characters with high Perception, Bravery, and some Weapon skill are best suited to boarding and defense missions, though Weapons skill is not essential. Finally, you will want to try to position your crew effectively so they can draw out enemies and fight them one by one.
One really good way to fight on board a ship is to use the crouch command to take cover behind short structures like Power Nodes. Taking cover makes it a lot harder for enemies to hit you and it’s possible to clear entire ships without suffering more than a few minor wounds. If you are defending your ship from a boarding party, it’s best to build the airlock into a narrow corridor that forces the enemy to squeeze into your ship single file. That way you can have your crew pick the enemy off at the choke point without taking much damage.
When boarding an enemy ship, keep in mind that you can destroy facilities. I generally recommend leaving facilities intact so you can dismantle them later on, but you may need to take out a turret or the ship’s power plant in an emergency.
Ship to Ship Combat
Ship to ship combat takes place when one ship is firing one another ship or multiple ships. Energy turrets are usually used in space battles, but there are also more powerful missiles. Honestly, turrets and missiles take a lot of resources to utilize, so boarding is a better option when trying to capture a ship. As far as defense goes, you’re better off jumping out of the system if you do not want to fight. That said, you can drive off weak enemies with your own turrets.
If you really want to blast your enemies appart with turrets, make sure you build at least three so you can get through your foe’s shields. You may even need misiles to battle larger ships with multiple shield generators. It helps to have your own shields as well, since most enemies will shoot back. They will also be likely to run away by jumping from the system when they get weak, so be ready to chase your prey down.
Enemies will try to negotiate with you under certain circumstances. They may hail you and ask for a cease fire, then ask for supplies in exchange for your safety or they may surrender if you whoop them thoroughly in ship to ship or shipboard combat. I do not like to pay pirates and slavers to leave me alone, but doing so can be a life saver. Forcing others to pay ransom is a great way to make money, however. It’s also possible to accept a cease fire proposal in order to stall while you organize a strike against your enemy. Either way, how negotiations are dealt with is up to the player and it’s best to judge the situation before making a decision.
9. Boarding Ships for Fun and Profit
The previous section talked about combat a bit to set the stage for this section. Boarding ships, slaughtering (or imprisoning) the crew, and stripping the vessel is the best way to make money in this game. It will also net you plenty of food and other precious resources. You don’t even have to be a bad guy to do this, because pirates and slavers are more than willing to pick a fight. If you want to make loads of money and find yourself swimming in useful stuff, read on.
Step 1: Get Some Guns
You will need decent weapons to effectively board a ship. You can usually buy Assault Rifles and Shotguns from the Military Alliance. Both weapons can be a bit expensive, but you will make up the difference the moment you find a suitable target. Assault Rifles are generally preferable to Shotguns if you want to play it safe. Shotguns are good for ambushes and rushing into the enemy head on, because they are devastating at a range of one tile or less. What weapons you decide to use should be based on how comfortable you feel fighting from long or short range. I like to use a mixture of Shotguns and Assault Rifles, since they allow the player to make the best out of the terrain.
Step 2: Find a Suitable Target
Do not attempt to raid a huge warship at first. Your crew will get swarmed by enemies and defeated in short order. Instead, look for smaller ships. The faction of the target also seems to play a role in how well armed they are. Military Alliance and Pirate ships are filled with well armed crew, while Slavers and Civilians tend to be equipped with Pistols. Needless to say a small Slaver’s Guild ship (or Civilian ship if you are evil) is the best target for a boarding party.
Step 3: Assemble a Group of Competent Fighters
A decent boarding party for a small enemy ship should have four crew members. Do not slap a gun in the hands of just anyone and scoot them into the shuttle, though. Pick crew with high Bravery and Perception to do the fighting, they will be more likely to hit what they are shooting at and are less likely to surrender. You will also want to make sure that the boarding party does not have anyone with the Peace Loving or Suicidal traits. Peace Lovers are likely to panic and run around the ship you are trying to take, while a Suicidal crew member may have a mental break during or after combat if they are wounded. When you are ready, have your boarding party dock your shuttle at the enemy ship’s airlock and exit to start the battle.
Step 4: Draw Enemies Out and Use Cover
Ideally, you will suffer zero injuries while boarding a ship, but the best you can do is minimize them. Fighting the entire crew of a hostile vessel at once will likely get someone badly wounded or killed, so try to bait the enemy into areas you control by waiting or sending someone to scout the ship and bring its defenders to your party. Have your boarding party crouch behind things like power nodes and use corners for cover when fighting. Taking cover makes it really hard for enemies to hit your crew and NPC crews never take cover, so this alone will give you a huge advantage.
Watch out for areas of ships that are densely packed. The bridge is usually the most populated area of an NPC ship, because it will have at least 2 or 3 people at the various consoles and a few guards. If you find a heavily populated bridge, have everyone fall back to a defensive position and let the crew come to you. If the enemy does not pursue your party, you can always send someone who is unwounded in as bait and have them run back to the rest of the group.
Step 5: Victory
If you manage to force everyone on the enemy ship to surrender or kill them, the ship will be yours to loot. You can execute enemies that have surrendered, take them prisoner, negotiate with them, or simply leave them to rot. It’s best just to execute or negotiate with enemies early on, because you probably do not have the sort of facilities required for the upkeep of prisoners. Once you’ve taken a ship, you can use its facilities to a limited extent, so take advantage of any medical beds that may be available and use them to treat your wounded.
After you’ve dealt with urgent matters, you can take everything you want on the ship interaction menu. Take everything that isn’t nailed down. Guns, Food, and Fuel are a few commonly found things on board ships. You should also research and build a Composter. A human corpse yields 1.5 units of water and various chemicals if composted. This means a crew of six will net you a whopping 9 units of water if executed and composted. You can also scrap the enemy ship. While scrap may seem like a meager prize compared to everything else, you can actually get even more fuel and food by breaking down facilities that contain such things.
Space Haven is still new and there are not a lot of resources out there for it. Everything in the guide above is purely a product of my own experimentation, which is unusual for me, because I like to refer to other guides in order to refine my own work. With that in mind, I like to give my readers options in case they are unable to find satisfactory answers in my guides, so I put together a short list of helpful resources.
I’m not a fan of Reddit as a platform, but it has some really great gaming subreddits. The Space Haven subreddit is no exception and it’s worth looking at if you have questions I cannot answer.
Space Haven has a wiki, though it’s currently incomplete. However, it is still potentially useful.
Thanks for using our Space Haven Guide!