
Garretmander |
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Not exactly. Food is cheap. I assume you can pay the listed price and store a decent amount on a ship for the listed price without needing a cargo bay. I'd also imagine there are at least a few hundred+ gallon tanks of water on most ships and a water recycling system of some sort.
Nothing official, but official adventures tend to handwave daily needs anyway.

WatersLethe |
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The Hydroponic Garden expansion bay says:
"This space holds an entirely self-sustaining garden, complete with oxygen recycling, food production, and lighting that fosters advanced growth. A hydroponic garden takes up two expansion bays and can provide food for up to 10 Medium-sized creatures indefinitely, even if the rest of the vessel is without full power or propulsion. Multiple hydroponic gardens can be linked together to form one massive garden space."
This seems to indicate that, without this expansion bay, you'd need some other way to manage food. It does have other functions that are of value, like managing oxygen, so that if you handwave food in general, this bay doesn't become pointless, however.
Supercolossal ships have access to Recycling Systems, which are similarly vague about food, to allow for food being handwaved I assume.
Culinary Synthesizers (https://aonsrd.com/OtherItemsDisplay.aspx?ItemName=Mk%201&Family=Culin ary%20Synthesizer) are cheap enough, and weigh only 1 bulk, that I would assume any ship with power would be able to be equipped with one and generate food from UPBs.
Rations are available in weekly allotments, and take up such little space and cost so little that it could be assumed that a ship would automatically be stocked with quite a bit.
Long story short: The game has given GMs the tools to either force their players to manage food on a ship, or to handwave it under the nebulous value of a ship's BP/fuel/restocking/docking fees.

WatersLethe |
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Garretmander wrote:...but official adventures tend to handwave daily needs anyway.In my Home game, I'll usually allow my players to do the same for expediencies sake.
For the record: I also do the same.
No one wants to micromanage restocking ship's food, or use up precious BP and expansion bays to be able to ignore the problem.

Garretmander |
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The Artificer wrote:Garretmander wrote:...but official adventures tend to handwave daily needs anyway.In my Home game, I'll usually allow my players to do the same for expediencies sake.
For the record: I also do the same.
No one wants to micromanage restocking ship's food, or use up precious BP and expansion bays to be able to ignore the problem.
Exactly. I'm telling epic space opera stories... not 'did I buy enough beef jerky last gas station' stories.

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Starfinder is very light on the "survival" aspect, even Environmental protetion systems become obsolete once a caster have "life bubble". So I wouldn't really bother with "daily needs" in normal adventures.
Of course there can be situations where daily needs matter (e.g. you are stranded on a desert planet and have to find a water source. But even then I would go with "You now have access to water" instead of counting the daily liters...)

Hawk Kriegsman |

It is covered very basically in the crew quarters description.
More or less I envision it as:
Common: You have the equivalent of a Culinary Synthesizer Mark I
Good: You have the equivalent of a Culinary Synthesizer Mark II or III
Luxurious: You have the equivalent of a Culinary Synthesizer Mark III and have the capacity to store and prepare fresh food on board.

Loreguard |

A ship that has been built with Colony Ship Framework add-on is supposed to be designed specifically with long-term sustainability in mind, so would by rules presumably be able to handle an extremely long time without an external refresh.
However, on the other hand, I think any drift capable ship is expected to be able to maintain its Max Crew worth of individuals, for even the longest planned Drift trip to the Vast, and honestly, probably back, at a minimum.
The Passenger Seating is the only expansion involving adding passengers that really seems to indicate it is not fit for long term travel.
Galactic Trade rules offers a BP cost for maintaining the character's life-style, however, it only mentions life on station or planet, so it doesn't really cover or say you pay it to live on your ship/maintain your ship. It does cover that if you don't keep some BP on hand to pay for cargo, you might have to downgrade your ship to buy your next cargo if something happens to an investment you were counting on.
I'd probably flavor it first as having a failure with a system that you don't have the funds to fix, rather than actually selling the components. Or would do that, at least the first time it happened. If it continued to happen I'd see it acceptable to seem like things are getting more dire, and they are needing to sell off or pawn components to get-by.

Claxon |
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Are there any official rules on how a starship is stocked with food and water?
The short answer is, nothing in depth. There are a few things that kinda address it, but mostly to the point of "buy this and you can ignore it".
Honestly, for the sake of players you should probably just ignore how food and water are obtained unless you want to have a specific situation where the ship has lost power and now the normal systems that harvest and recycle water and generate food from electricity don't work and they have to figure out how to remedy the problem in the first place.

ThermalCat |
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As a GM I don't normally track food and water. One character did find a clear spindle Aeon stone, which negates the need for for food and water.
Sometimes I throw in additional loot if there is an additional encounter cause by a side-trip. In the cargo hold of a Klockworx Prism cargo hold, I threw in for fun an Azlanti food replicator (turns UPBs into luxury Azlanti foodstuffs) which created all sorts of exotic things for them to try eating. Other than that, I only pay attention to food and drink if it's key to the adventure or adds color to a special restaurant visit.

Metaphysician |
Ripley Riley wrote:Are there any official rules on how a starship is stocked with food and water?The short answer is, nothing in depth. There are a few things that kinda address it, but mostly to the point of "buy this and you can ignore it".
Honestly, for the sake of players you should probably just ignore how food and water are obtained unless you want to have a specific situation where the ship has lost power and now the normal systems that harvest and recycle water and generate food from electricity don't work and they have to figure out how to remedy the problem in the first place.
Pretty much this.
In my game, I rule that under normal circumstances, a ship can provide enough food, water, and air to keep its normal crew complement alive indefinitely, so long as it has functioning power. Now, the longer it has been since the last visit to a dock or other source of resupply, the worse the *quality* might become. Eventually you use up all the good food in your pantry and are down to the recycling system pumping out protein goop and ration bars. . . but you *can* survive on those. The better the quality of your ship's living quarters, the better quality food and such you have available, with both better food synthesizers and more and better stocks in the pantries.
Now, granted, this is under normal circumstances. Ship damage can change this, if you have no power or damaged life support systems. Overcrowding can change this, if you exceed the normal carrying capacity of your ship, quality drops. Extraordinary trip duration could also change this, I tend to presume that most ships are designed with resupply cycles measured in months, not years, so if you find yourself stranded in space for a year with no engines, eventually you might have breakdown from wear on your food synthesizers.

Claxon |

Totally agree on resupply cycles. Considering you can travel from anywhere to Absalom station in 1d6 days via drift travel, I have to imagine most people are only planning for travel durations based on intended activities + 1 week for return + 3 weeks (3d6 travel time to anywhere in "near space").
So your probably looking at most vessels being supplied for anywhere for 1 to 2 months, and afterwards that's when it could start to get challenging. Or at least less comfortable. I think the onboard systems will always generate sufficient air, water, and nutrition for the normal crew compliment as long as you have power. But without your fuel resupply, you're going to run out of power.

Metaphysician |
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On the matter of fuel, I tend to figure that the power sources on most ships don't use fuel, as such. That is, there is no gauge ticking down to empty, there is just a power core that generates energy as long as its turned on. However, your power core *does* have a duty cycle of its own, with an intended operational life between tune-ups. Thus, you effectively have a finite supply of power.
Why the fiddling? Because by having the limiting factor be breakdown rather than fuel tanks, the time until failure is more flexible and unpredictable. It allows for more useful marginal cases, where performance drops in plot-amenable ways, and the players have to pursue patch job repairs as quest fodder, all while knowing that being one month past refit is a risk, but one with an uncertain future. Whereas with fuel tanks, the players can know that X amount of fuel = Y days of operation at Z systems level, then they are completely screwed.