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A mineral exchange device could be cool. Feed a bunch of an unwanted mineral in and get one unit of something you actually need.
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# ? Jul 7, 2016 16:08 |
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# ? May 15, 2024 12:36 |
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Truga posted:They should just make them interchangable, don't gold and silver have very similar electrical properties? They're both highly conductive, if that's what you mean. Silver is moreso.
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# ? Jul 7, 2016 16:23 |
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IronDoge posted:Now that I have my Cyclops I find myself not going back to the game so much. Do they have plans of adding in and endgame of some sort? It's always nice to have a goal to work towards You can see on the dev roadmap that they're working on fleshing out the "main story," so it's a pretty good bet there will be one.
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# ? Jul 7, 2016 16:30 |
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Gold doesn't tarnish
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# ? Jul 7, 2016 16:38 |
Do any of the wrecks have anything in them? I've been through a bunch and the only one that had anything in it was the cyclops engine pieces in the floating islands.
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# ? Jul 7, 2016 16:54 |
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Invalid Validation posted:Do any of the wrecks have anything in them? I've been through a bunch and the only one that had anything in it was the cyclops engine pieces in the floating islands. Mostly they have furniture you can scan for blueprints but mostly they're not really worth the effort imo. Laser cutting through a hatch for all there is is a bench you already have blueprints for is always disappointing.
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# ? Jul 7, 2016 16:57 |
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Worse: Laser cutting a hatch to get into a room that was already open. Wrecks are worthless.
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# ? Jul 7, 2016 16:58 |
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PerrineClostermann posted:Worse: Laser cutting a hatch to get into a room that was already open. Not for long, IIRC, they're planning on moving most fragments into wrecks, rather than having them scattered about the seafloor.
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# ? Jul 7, 2016 17:04 |
PerrineClostermann posted:Worse: Laser cutting a hatch to get into a room that was already open. Glad I'm not the only one.
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# ? Jul 7, 2016 17:05 |
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Are there any plans on adding more hostile creatures that attack the base/cyclops? I found that all the tension for survival pretty much disappears once you got a base with a growing pot up and running.
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# ? Jul 7, 2016 17:47 |
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I think survival will get a lot harder once you have to dive wrecks for blueprints. Right now you just take one trip to the island and you're set for food and water, as long as you have a pot.
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# ? Jul 7, 2016 17:50 |
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Started this up last night, got a radiation suit made up and a lot of gear. Should I aim for the wreckage? Or is there something closer to the escape pod that I should have been looking through?
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# ? Jul 7, 2016 18:05 |
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Stringbean posted:Started this up last night, got a radiation suit made up and a lot of gear. Should I aim for the wreckage? Or is there something closer to the escape pod that I should have been looking through? Sure, go for it. Bring a fully charged welder.
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# ? Jul 7, 2016 18:13 |
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Stringbean posted:Started this up last night, got a radiation suit made up and a lot of gear. Should I aim for the wreckage? Or is there something closer to the escape pod that I should have been looking through? always keep an eye out for copper, make a ton of batteries. That sea glide has saved my rear end a ton of times while exploring and having it run out of juice would have been an instant RIP.
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# ? Jul 7, 2016 18:44 |
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I don't have any vehicles. Just my fins
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# ? Jul 7, 2016 18:53 |
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Stringbean posted:I don't have any vehicles. Just my fins Seaglide fragments should be all around the shallows, It's the one vehicle you can make at the fabrication station.
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# ? Jul 7, 2016 19:24 |
Start with a couple oxygen tanks, new fins, seaglide, then start working your way out. It's actually pretty intuitive for an early access game. Oh and make sure you get the base builder fast cause I waited too long and it slowed me down.
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# ? Jul 7, 2016 19:33 |
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It helps a ton to be able to have a second base so you're not always going back to the escape pod.
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# ? Jul 7, 2016 19:42 |
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Galaga Galaxian posted:Not for long, IIRC, they're planning on moving most fragments into wrecks, rather than having them scattered about the seafloor. Which sounds cool until you realize a laser cutter needs a diamond, and battery chargers are unlocked with fragments Particularly with it taking 50% cutter battery per door. Also the loving draw distance (Which I expect will be sorted AFTER they move fragments). I've passed by so many lifepods and wrecks in areas I was frequenting because I wasn't close enough to enable their pop in "Wait, wait. There was a lifepod in this kelp forest this whole time?" Hopefully they don't go hog wild with hiding blueprints, and only stuff more notable ones into wrecks. If beacon's remain blueprint free, that should also ease things up if clutter your screen if you make sure to always keep some on you to mark wrecks for later. Section Z fucked around with this message at 22:27 on Jul 7, 2016 |
# ? Jul 7, 2016 22:20 |
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Section Z posted:Which sounds cool until you realize a laser cutter needs a diamond, and battery chargers are unlocked with fragments Particularly with it taking 50% cutter battery per door. Just do like we had to in the dark days before battery chargers existed: growing vast fields of acid mushrooms, and vast fields of creepvine to make medkits which you will need after harvesting acid mushroom spores
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# ? Jul 8, 2016 00:47 |
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Invalid Validation posted:Oh and make sure you get the base builder fast cause I waited too long and it slowed me down. This is probably the one tip I would give to newbies just starting out. The most valuable resource in the beginning is storage space. Unless you like a bunch of ugly floating lockers cluttering everything
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# ? Jul 8, 2016 01:35 |
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Good Lord Fisher! posted:Just do like we had to in the dark days before battery chargers existed: growing vast fields of acid mushrooms, and vast fields of creepvine to make medkits which you will need after harvesting acid mushroom spores Oh cool, you can raise them without containment or growbeds? Then again, Growbeds are entirely out in the open on the surface. Though that's less of a comfort to newbies who haven't looked up what direction to go in order to discover Draw Distance Island. Away all Goats posted:This is probably the one tip I would give to newbies just starting out. The most valuable resource in the beginning is storage space. Unless you like a bunch of ugly floating lockers cluttering everything This is my biggest newbie regret. "I'll just make some floating lockers, and wait until I'm ready to make a proper base! " No. Just, no. Even a single corridor tube with a couple lockers was a loving godsend. Floating lockers at this point seem to be a case of "better than nothing". If we were allowed to drop them indoors, I could see the case for using them to sort ready made 'kits' of equipment for sorting. But right now, eh. Particularly with them taking up 4x4 inventory space no matter what. If they folded up to 1 square while empty, I could see a bigger appeal before you had a Cyclops. Drop a bunch when you reach a biome for the first time and it's still lousy with quartz or other desirables. shove your excess into them, drop a beacon so you can actually FiND them again, and make a few trips to and from your base in your Seaglide or Seamoth to loot 60+ material, rather than have to drop everything each time your inventory fills up, and start the search over.
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# ? Jul 8, 2016 01:55 |
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I keep floating lockers for one reason: moth modules When I get the cyclops and start really roaming I keep a couple floating lockers with seamoth modules and torps. When I pull up somewhere to use the seamoth I drop those lockers outside to use as kind of a mobile mechanic bay to tailor the moth for what I'm doing.
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# ? Jul 8, 2016 02:05 |
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Honky Dong Country posted:I keep floating lockers for one reason: moth modules That is a really, really good use for them. And reminds me how much I wish I could access the cargo pods on a Seamoth while it's docked in the Cyclops. How do you store them when they already have items in them (It's never let me when I've tried. Maybe I'm just misclicking somehow)? Or do you mean you leave them outside in areas you frequent as a stand in for moonpools? EDIT: *loads game* Oh you mother fuckers. Why wouldn't you ever let me pick you up when I had a bunch of you outside my lifepod Section Z fucked around with this message at 02:38 on Jul 8, 2016 |
# ? Jul 8, 2016 02:27 |
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I think they added another reaper to the near side of the Aurora, because I have never seen one there before (also I discovered it was there when it tried to attack me while I was in the nearer of those two pieces of wreckage, which was... fun): I spent a while watching a reaper (the one by the south end of the Aurora, not that one), and they seem to have partially fixed the whole "reapers swimming into the ground" bug (it can swim through sand, but not rock). Also, I watched this one eat a stalker and a shark (I don't know if they did that before). It also leapt out of the water while trying to get me a couple seconds before this picture was taken.
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# ? Jul 8, 2016 15:14 |
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Section Z posted:That is a really, really good use for them. And reminds me how much I wish I could access the cargo pods on a Seamoth while it's docked in the Cyclops. Lol. I keep them in lockers right near the cyclops hatch. The downside is floating lockers are huuuge so you can only fit one of them in a wall locker.
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# ? Jul 8, 2016 15:18 |
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U.T. Raptor posted:I think they added another reaper to the near side of the Aurora, because I have never seen one there before (also I discovered it was there when it tried to attack me while I was in the nearer of those two pieces of wreckage, which was... fun): I think they move the reaper spawns around a bit with every patch, and sometimes add new ones.
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# ? Jul 8, 2016 17:05 |
What happens to vehicles when they get to 0 durability? I haven't had the courage to try yet.
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# ? Jul 8, 2016 17:20 |
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Invalid Validation posted:What happens to vehicles when they get to 0 durability? I haven't had the courage to try yet.
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# ? Jul 8, 2016 17:27 |
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What are the benefits of using the cyclops compared to the seamoth, apart from it being easier to move your stuff around?
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# ? Jul 8, 2016 19:53 |
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The only benefit to the Cyclops is that you can put a lot of storage in it. Other than that, the Seamoth is faster, easier to see out of and more maneuverable.
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# ? Jul 8, 2016 20:07 |
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It can go deeper. Mostly it's just a mobile base you can park somewhere you don't feel like planting a permanent one when you just want to vacuum up a bunch of quartz or something.
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# ? Jul 8, 2016 20:07 |
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You look like a badass, ready to take on a reaper with a survival knife.
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# ? Jul 8, 2016 20:08 |
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Oasx posted:What are the benefits of using the cyclops compared to the seamoth, apart from it being easier to move your stuff around? The cyclops is much better at having a foghorn than the seamoth.
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# ? Jul 8, 2016 20:15 |
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Reapers don't mess with the Cyclops too. No matter how much I hassle them. HONK HONNNNNNNK
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# ? Jul 8, 2016 20:18 |
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I haven't played in a while, and when I did I played in modes that didn't require me to eat because I was sick of hunting for salt every five minutes. Did this change? I've heard stuff like "all you need is (some fish) for food and gasbags for water", but I'm phone posting and can't figure out what the recipes in question are.
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# ? Jul 8, 2016 20:26 |
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MisterBibs posted:I haven't played in a while, and when I did I played in modes that didn't require me to eat because I was sick of hunting for salt every five minutes. Did this change?
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# ? Jul 8, 2016 20:33 |
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Once the game is more feature complete I'd love a more gritty and lowtech mod or alternate gameplay mode. You'd start on a surface island and scrounge up scrap to make basic tools and make very short dives for pearls or whatever, then later on you'd craft your first wetsuit and start salvaging more valuable tech from the Aurora from a workbench, basically expanding the tech tree hugely and making the current tree the endgame. Heck you could make your first bases a bunch of pre-crafted inflatable rooms you have to anchor to the sea floor until you get the building wand.
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# ? Jul 8, 2016 20:36 |
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MisterBibs posted:I haven't played in a while, and when I did I played in modes that didn't require me to eat because I was sick of hunting for salt every five minutes. Did this change? You can craft a water filtration machine that makes more salt and water than you need. Also the fruit tree from floating island gives food and water. I want a big boat in this game, that can pick up wrecks and put down base modules. Like the glomar explorer.
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# ? Jul 8, 2016 20:38 |
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# ? May 15, 2024 12:36 |
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Demiurge4 posted:Once the game is more feature complete I'd love a more gritty and lowtech mod or alternate gameplay mode. You'd start on a surface island and scrounge up scrap to make basic tools and make very short dives for pearls or whatever, then later on you'd craft your first wetsuit and start salvaging more valuable tech from the Aurora from a workbench, basically expanding the tech tree hugely and making the current tree the endgame. It's not something you should "unlock" partway through the game, it's not somewhere you go just to scavenge resources before going back to your above-ground shelter. If you want an above-ground survival game there are about a dozen on steam in varying stages of completeness that you're free to play right this moment. Fortunately, the designers seem to agree. The early game is pretty much done at this point excepting minor tweaks like critical blueprint unlocks soon to be found in larger wreck rooms. Bhodi fucked around with this message at 20:43 on Jul 8, 2016 |
# ? Jul 8, 2016 20:40 |