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DreadLlama posted:Does anyone else think it's an oversight that you can't build a nuclear reactor on the cyclops? Nope. Feels pretty intentional.
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# ? Jan 30, 2018 18:17 |
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# ? May 30, 2024 19:30 |
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DreadLlama posted:Does anyone else think it's an oversight that you can't build a nuclear reactor on the cyclops? Late-game you have the thermal and efficiency modules, so you end up with a bunch of extra power cells left over from mid-game when it was necessary to swap them constantly. A nuclear-powered option would be a nice stopgap. I'd kill for a simple solar panel module. Just let me surface once in a while to recharge edit: I used to cycle power cells up in my Seamoth for solar recharging, but now that the PRAWN exists, I don't have the luxury of toting the Seamoth around everywhere Trustworthy fucked around with this message at 18:21 on Jan 30, 2018 |
# ? Jan 30, 2018 18:18 |
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I guess this is an endgame spoiler.
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# ? Jan 30, 2018 18:22 |
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DreadLlama posted:Does anyone else think it's an oversight that you can't build a nuclear reactor on the cyclops? Late-game you have the thermal and efficiency modules, so you end up with a bunch of extra power cells left over from mid-game when it was necessary to swap them constantly. A nuclear-powered option would be a nice stopgap. You actually used to be able to build solar panels on the cyclops, I don't think nuclear reactors existed at the time. They removed it, so no it's not an oversight, it's 100% intentional.
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# ? Jan 30, 2018 18:28 |
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Cyclops should at least connect to your power transmitters when you're near the base
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# ? Jan 30, 2018 18:29 |
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Bhodi posted:this is super likely something with the world state and you can hack around it by deleting your world cache: Thanks; the cache clearing didn't work, but how do I do the next suggestion? I took a look at the list of console commands on the wiki and I can't figure it out myself.
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# ? Jan 30, 2018 20:58 |
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So is it possible to connect a scanning room to your habitat? Mine won’t link up and is just sort of floating off to the side. Also, diving in the jellyshroom caves is terrifying. Those horrible eels were biting chunks out of it, then I had to get out to change the battery and I was like OH poo poo OH poo poo OH poo poo. Glad I can repair it. I built my main base right near the jellyshroom cave entrance and I finally got around to making it nice, with a bed and an aquarium to breed my own food and stuff. This game rules. Now I need to go find some ruby and stalker teeth. Do I just kill the stalkers to get their teeth? How? I don’t want to go toe to toe with my teeny knife...
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# ? Jan 30, 2018 21:03 |
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DAD LOST MY IPOD posted:So is it possible to connect a scanning room to your habitat? Mine won’t link up and is just sort of floating off to the side. The stalkers collect scrap metal chunks and play with them, which cause their teeth to come out and fall to the ocean floor.
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# ? Jan 30, 2018 21:05 |
DAD LOST MY IPOD posted:So is it possible to connect a scanning room to your habitat? Mine won’t link up and is just sort of floating off to the side. Scanner rooms will only connect on two of the sides; you have to rotate it until it connects. For getting Stalker teeth, they tend to drop after the Stalker picks up a metal salvage. You can also scan for them with your scanner room.
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# ? Jan 30, 2018 21:05 |
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DAD LOST MY IPOD posted:So is it possible to connect a scanning room to your habitat? Mine won’t link up and is just sort of floating off to the side. I think the scanner room can only link to the base on two of its sides. Try rotating it 90 degrees and trying again. The stalkers lose teeth (sometimes) when throwing wreckage around. There will be a crunch noise when they lose one. Once you've got the scanner room working then finding them becomes trivial.
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# ? Jan 30, 2018 21:08 |
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Zsinjeh posted:Large cave diving tips: Beacons at large openings/points of interest but for me the most helpful was the sonar for the cyclops. Give it a couple of pulses and you'll get an outline of almost the entire cave. Yeah beacons are well situatated at transitions between areas, in the river especially it helps you remember which exits are in which direction. Trustworthy posted:I'd kill for a simple solar panel module. Just let me surface once in a while to recharge You used to be able to literally build base solar panels on the cyclops, but they took that out cos it was too fun
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# ? Jan 30, 2018 21:40 |
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Make sure the connecting side of the base you are attempting to place your scanner room is clear of objects. You can also place it on top of multi purpose rooms and build its own outside hatch for access if need be.
tjones fucked around with this message at 21:45 on Jan 30, 2018 |
# ? Jan 30, 2018 21:43 |
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I just built my first Cyclops and this thing is cool as gently caress. What should I actually do with it
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# ? Jan 30, 2018 21:52 |
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Lunchmeat Larry posted:I just built my first Cyclops and this thing is cool as gently caress. What should I actually do with it
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# ? Jan 30, 2018 21:56 |
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Lunchmeat Larry posted:I just built my first Cyclops and this thing is cool as gently caress. What should I actually do with it From my limited experience, its main function seems to be getting stuck in narrow caves and catching fire when crabsquids chew on it. Still worth using though, if nothing else it makes a good mobile transport platform for your undersea mech suit.
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# ? Jan 30, 2018 21:57 |
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Lunchmeat Larry posted:I just built my first Cyclops and this thing is cool as gently caress. What should I actually do with it Eventually when it makes sense to you i would suggest moving all your materials, fabricator and modification station into it. You'll eventually take it so deep that going back to base is a huge chore and you'll have to craft stuff down there. Also plant some food in there.
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# ? Jan 30, 2018 21:58 |
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It's got a lot of lockers on the bottom deck, and you can fit a growbed and a fabricator in it. That's about it, really. It doesn't add much else over just the prawn suit with a few upgrades. Oh and it's destroyable.
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# ? Jan 30, 2018 22:00 |
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Giving this another try after not touching it for a year. I managed to get a simple base set up with a scanner room, but it looks like I need the HUD upgrade to get the most out of it? So is there an actual story progression line now? I've been getting the messages from the rescue ship (and I know that'll give me a beacon), but is that the next expected progression step?
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# ? Jan 30, 2018 22:28 |
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Evil Mastermind posted:Giving this another try after not touching it for a year. I managed to get a simple base set up with a scanner room, but it looks like I need the HUD upgrade to get the most out of it? Yeah, the HUD upgrade really makes it shine, but even without it'll tell you where to go on the map inside the room. quote:So is there an actual story progression line now? I've been getting the messages from the rescue ship (and I know that'll give me a beacon), but is that the next expected progression step? Yes, there is. Explore all signal locations you get, and search them thoroughly for PDAs, which can also contain locations.
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# ? Jan 30, 2018 22:34 |
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Magus42 posted:Yes, there is. Explore all signal locations you get, and search them thoroughly for PDAs, which can also contain locations.
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# ? Jan 30, 2018 22:43 |
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I haven’t seen anyone posting about this in the past few pages, but does anyone else have an issue with their Bioreactor stopping producing output? Like I’ll come back to my base and it’ll have zero power and constantly be switching between 0 and 1 while on emergency mode, even though I have a full Bioreactor. The base isn’t even that big. One scanner room, one moon pool, some lockers, and a fabricator. The first time it happened, I deconstructed it then rebuilt it and it worked again for about an hour, then went back to failing to produce. . Now deconstructing it and rebuilding it doesn’t even fix it. I don’t have Nuclear plans yet and I’m too far away from a Thermal vent, so I’ve built a giant tower of vertical connectors to the surface and have a solar farm up there. It’s dumb, but it’s the only consistent way to get power. This is seriously the only issue I’ve had so far in this game. No crashes or glitches through the world. I’d like to play hardcore but I don’t want to lose everything to a stupid bug. In other news, the scanner room is hotness. I built my first real base right by the entrance to the Jellyshroom Caves in the Red Grass Plateau area and got all the range modifiers installed for it. It was able to pick up Rubies, Lithium, Shale, Databanks, fragments, all sorts of goodies in the Jellyshroom caves and even the more northern parts of the Blood Kelp Trench. Super useful for early-mid game. What I’m doing now is loading up my Seamoth with the mats needed for a scanner room, a thermal/bioreactor, and a multipurpose room then hauling rear end to places at least 1km away from the main base. (Scanner room max range is 500m). They are little outposts I can use to find rarer materials, and if you position them correctly you can hit several biomes at once. I just set one up up by the Sea Treader’s Path and Underwater Islands to use. This is quickly shaping up to become one of my favorite games. It hits all the right spots. BattleMaster posted:The stalkers collect scrap metal chunks and play with them, which cause their teeth to come out and fall to the ocean floor. Protip: Gather a ton of metal scrap and put it all in a pile in one of the kelp forests near some Stalkers. They will move it around a bunch and drop teeth. You can hear them drop teeth because it makes a weird deep “ping” noise then they roar. What I did is throw down a big pile of metal scrap and then leave my nearby scanner room to scan for stalker teeth. Bazanga fucked around with this message at 22:55 on Jan 30, 2018 |
# ? Jan 30, 2018 22:53 |
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So if I don't have a stasis rifle, what's my game plan when something the size of a house shows up and is really pissed off at me? Will they back off and get bored if I juke them enough? I know they don't turn as well as they sprint. I think that's what stands out about Reapers. They feel like they hate you. You. Personally.
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# ? Jan 30, 2018 22:56 |
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Night10194 posted:So if I don't have a stasis rifle, what's my game plan when something the size of a house shows up and is really pissed off at me? Will they back off and get bored if I juke them enough? I know they don't turn as well as they sprint. Just run, they don't have a infinite agro range. Leviathans have a much bigger one than weenies tho.
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# ? Jan 30, 2018 22:58 |
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Does the stasis rifle even work on things as big as the reaper?
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# ? Jan 30, 2018 23:06 |
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OwlFancier posted:Does the stasis rifle even work on things as big as the reaper? Yup!
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# ? Jan 30, 2018 23:07 |
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OwlFancier posted:It's got a lot of lockers on the bottom deck, and you can fit a growbed and a fabricator in it. There are a few lockers but you can put a ton more. http://tof.cx/images/2018/01/30/84e420dda25d54c3490aabeb055f0151.jpg Upstairs you can have fabricator, plants, battery charger, and other base appliances.
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# ? Jan 30, 2018 23:11 |
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Bazanga posted:I haven’t seen anyone posting about this in the past few pages, but does anyone else have an issue with their Bioreactor stopping producing output? Like I’ll come back to my base and it’ll have zero power and constantly be switching between 0 and 1 while on emergency mode, even though I have a full Bioreactor. The base isn’t even that big. One scanner room, one moon pool, some lockers, and a fabricator. The first time it happened, I deconstructed it then rebuilt it and it worked again for about an hour, then went back to failing to produce. . Now deconstructing it and rebuilding it doesn’t even fix it. Are you leaving the scanner going all the time? It consumes extra juice while running. You could simply be draining more than you're producing.
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# ? Jan 30, 2018 23:12 |
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That's what I was thinking, but even if i turn the scanner off it never refills no matter how long I let it run for. I'll be more aware of it, though. Wish there was a simple "power/sec" reading somewhere in the base UI so I could figure it out.
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# ? Jan 30, 2018 23:20 |
I'm about 8 hours in, have a base going above the jellyfish cave and I'm already starting to feel bummed that there's no mods for this
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# ? Jan 30, 2018 23:22 |
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Bazanga posted:That's what I was thinking, but even if i turn the scanner off it never refills no matter how long I let it run for. I'll be more aware of it, though. Wish there was a simple "power/sec" reading somewhere in the base UI so I could figure it out. Disconnect any batteries or power cells from chargers, disconnect any vehicles from moon pools, deconstruct any exterior spot lights and see if it still happens? Water filtration systems too if you have them. EDIT: I just re-read your original post and realized you probably don't have any of those things on your base. If so, sounds like it is bugged. Try different organic material maybe? tjones fucked around with this message at 01:05 on Jan 31, 2018 |
# ? Jan 30, 2018 23:24 |
I like the ebb and flow (heh) of this game. You'll be swimming/driving along, feeling like your going in circles, not finding any new fragments or resources. Then all of a sudden you find a cliff face with a wreck and lots of new stuff. Finally found the last moonpool fragment, so now I can get to upgrading the depth of the Seamoth. Also giving it a rad name. Also, Reaper Leviathans still scare the poo poo out of me. I saw one off in the distance near a wreck but since it was far off I decided to scan some stuff. Suddenly, without any warning one takes a bite out of me for 75 HP or so. It is terrifying when you're running away from because you want to look back and see if it's following you, but you can't since that will slow you down. Captain Scandinaiva fucked around with this message at 23:31 on Jan 30, 2018 |
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# ? Jan 30, 2018 23:24 |
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I mean, they are a good enemy, highly dangerous, their presence is telegraphed but the nature of the 3d space and the fog makes it hard to locate them precisely, and they have an entertaining habit of aggroing on you and closing distance without making any noise until they're about ready to eat you, and they occasionally occupy areas you need to enter and do other things in. They're not especially dangerous if you are at liberty to keep an eye on them, but they become very dangerous when you're forced to divert your attention elsewhere. Considering a number of the design decisions in the game the reapers are honestly surprisingly well designed.
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# ? Jan 30, 2018 23:29 |
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Can you outswim one? I remember them being faster than you but that was back in the days when you could carry multiple O2 tanks and it would slow you down.
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# ? Jan 30, 2018 23:33 |
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OwlFancier posted:Does the stasis rifle even work on things as big as the reaper? You gotta hit their head though. It's mostly because of hitboxes, but I think it works because you need to freeze their brain functions to stop something that big.
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# ? Jan 30, 2018 23:34 |
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tjones posted:Disconnect any batteries or power cells from chargers, disconnect any vehicles from moon pools, deconstruct any exterior spot lights and see if it still happens? Good call, water filtration and lights take a surprising amount.
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# ? Jan 30, 2018 23:45 |
So apparently people are already working on unofficial subnautica mods. Anyone tried them?
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# ? Jan 30, 2018 23:48 |
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what's an unofficial mod?
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# ? Jan 31, 2018 00:21 |
Wooper posted:what's an unofficial mod? Lol
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# ? Jan 31, 2018 00:22 |
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Google Butt posted:So apparently people are already working on unofficial subnautica mods. Anyone tried them? Not since release, but the multiplayer one showed a lot of promise
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# ? Jan 31, 2018 00:27 |
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# ? May 30, 2024 19:30 |
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I got into this last weekend, and, oh boy, this game is fantastic. It's such a pleasure! I do have a bit of fear of the ocean, so exploring the dark places feels iffy even now that I have a seamoth. I am just hunting for prawn construction ingredients and am hoping to beeline for the moonpool. Any good newbie tips, folks?
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# ? Jan 31, 2018 02:09 |