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iirc I found it in a data storage thingie in one of the two wrecks in the bulb zone
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# ? Feb 13, 2018 18:20 |
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# ? May 29, 2024 22:25 |
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So, uh, how exactly do you get inside the Aurora? I've spent like half an hour now circling around it with my Seamoth (which is a very bad time, please go away leviathans) and the closest thing I've found to an entrance is the blasted open wreckage on the left end of the ship (left with your back facing the escape pod). I poked around in there, but there's a lot of weird and glitchy collision and I didn't actually find anything. Am I just blind?
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# ? Feb 13, 2018 18:39 |
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dmboogie posted:So, uh, how exactly do you get inside the Aurora? I've spent like half an hour now circling around it with my Seamoth (which is a very bad time, please go away leviathans) and the closest thing I've found to an entrance is the blasted open wreckage on the left end of the ship (left with your back facing the escape pod). I poked around in there, but there's a lot of weird and glitchy collision and I didn't actually find anything.
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# ? Feb 13, 2018 18:45 |
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Bhodi posted:You have the right place, look for a slab that's half in, half out of the water that you can walk up. There are two entrances there, one which require propulsion cannoning some boxes out of the way. Both connect inside, if you have the appropriate tools. The necessary tools being the repair tool and the laser cutter to explore most of it.
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# ? Feb 13, 2018 19:02 |
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dmboogie posted:So, uh, how exactly do you get inside the Aurora? I've spent like half an hour now circling around it with my Seamoth (which is a very bad time, please go away leviathans) and the closest thing I've found to an entrance is the blasted open wreckage on the left end of the ship (left with your back facing the escape pod). I poked around in there, but there's a lot of weird and glitchy collision and I didn't actually find anything. There's a sparky electric bit at the front of the ship that's the best indication of where the ramp is.
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# ? Feb 13, 2018 19:11 |
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Also, word of warning, do not run your seamoth up the ramp, park a few meters and swim. It gets stuck.
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# ? Feb 13, 2018 19:28 |
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Giant Isopod posted:Also, word of warning, do not run your seamoth up the ramp, park a few meters and swim. It gets stuck. I did this and was able to use the propulsion cannon to push the seamoth off.
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# ? Feb 13, 2018 19:39 |
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I have my habitat builder gun thingy and I'm wondering about how I build stuff. I got that you lay a (single?) foundation tile, but then I just have corridors in my blueprint files for the moment. I have some of the scanner room, but apart from that no other rooms. Are corridors enough for me to place useful things in them?
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# ? Feb 13, 2018 19:45 |
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Mrenda posted:I have my habitat builder gun thingy and I'm wondering about how I build stuff. I got that you lay a (single?) foundation tile, but then I just have corridors in my blueprint files for the moment. I have some of the scanner room, but apart from that no other rooms. Are corridors enough for me to place useful things in them? yep
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# ? Feb 13, 2018 19:52 |
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Mrenda posted:I have my habitat builder gun thingy and I'm wondering about how I build stuff. I got that you lay a (single?) foundation tile, but then I just have corridors in my blueprint files for the moment. I have some of the scanner room, but apart from that no other rooms. Are corridors enough for me to place useful things in them? Yeah, the corridors will easily contain all the things you'll want to put in them at this stage. Later you'll want to multi-purpose room which you can find in a couple of places the plot will guide you to.
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# ? Feb 13, 2018 19:55 |
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Mrenda posted:I have my habitat builder gun thingy and I'm wondering about how I build stuff. I got that you lay a (single?) foundation tile, but then I just have corridors in my blueprint files for the moment. I have some of the scanner room, but apart from that no other rooms. Are corridors enough for me to place useful things in them? You don't even need a foundation, just start building tubes wherever. Foundations just add a bit of structural stability.
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# ? Feb 13, 2018 20:05 |
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Thank god for the HUD chip, because otherwise I wouldn't have realized that those random pieces of walls that look like the other random pieces of walls were actually Cyclops fragments! Now all I need is the vehicle upgrade console and I should be good to do some deeper dives.
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# ? Feb 13, 2018 20:22 |
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Evil Mastermind posted:Thank god for the HUD chip, because otherwise I wouldn't have realized that those random pieces of walls that look like the other random pieces of walls were actually Cyclops fragments! Yeah, the Cyclopse hull fragments just look like a big sheet of black squares a lot of the time. It threw me off for forever.
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# ? Feb 13, 2018 21:22 |
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If you hold the scanner out you'll get a HUD indicator when something you can scan is close. Its useful to just swim around wrecks with it in your hands to see what you can pick up.Mrenda posted:I have my habitat builder gun thingy and I'm wondering about how I build stuff. I got that you lay a (single?) foundation tile, but then I just have corridors in my blueprint files for the moment. I have some of the scanner room, but apart from that no other rooms. Are corridors enough for me to place useful things in them? Building in this game is weird. Your initial structure needs to be close to the ground. Once you build something though, you can chain pieces of it indefinitely. You can even deconstruct the initial structure and keep build off the rest, even if they are now just floating in the water connected to nothing. As others have mentioned, corridors have enough space for storage. Depending on where you go you might not find the actual large room for awhile, which is pretty dumb IMO. I think you should of just started with it. Its not like you can do anything particularly useful with it until you actually find room modules to install anyways.
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# ? Feb 13, 2018 21:27 |
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Internet Kraken posted:As others have mentioned, corridors have enough space for storage. Depending on where you go you might not find the actual large room for awhile, which is pretty dumb IMO. I think you should of just started with it. Its not like you can do anything particularly useful with it until you actually find room modules to install anyways. Because being able to build a set of seabase hallways and rooms, but need to unlock AIR regardless of the fragments being in the safe shallows, was much dumber.
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# ? Feb 13, 2018 21:31 |
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Section Z posted:You used to start with it. The one bright spot of when they turned the MP room into an unlock is that's the update they made solar panels a default. I went into this game blind and kept trying to attach air hoses to my base from an above-water pump for a while. My logic was 'I need an air source, then I'll add power for a fabricator!' I got frustrated and slapped a solar panel on it after a few tries, and was actually pretty surprised when I could suddenly breathe inside.
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# ? Feb 13, 2018 21:37 |
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You can make a pretty neat base using only corridors, but you need glass to make it cool-looking, and some functionality is missing. Here's an album of my shallows base: (the bed is not functional because the game wants more room for the "get up" animation to play, what a pampered crash survivor)
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# ? Feb 13, 2018 21:46 |
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Man, despite having a lot of time sunk into this game, I'm only just exploring the Lost River for the first time. It feels so weird. And tense. I'm underground, there's no easy and obvious way out, I'm far away from the safety and resources of my base. Going out into the abyss to dance with and scan Ghost Reapers? No problem! Going deep enough to get into the Lost River, and then exploring it with all that roof over your head? Makes me feel weirdly uncomfortable. Internet Kraken posted:Question about what I assume is a late game mechanic: I went to some spooky place in the ghost river and now I've got space AIDS or something. Is there actually a time limit associated with this that will kill me? Cause I've been spending a lot of time just loving around my base making decorations. I'd like to keep doing that but not if I drop dead because of it. You should have found out you had space AIDs when you visited the Gun Island Facility way earlier than that HexiDave posted:The mod loader/patching system code is up! Thank you for this, btw! Having more quick slots is nice on flatscreen but is an enormous help with controller or keyboard, since they don't let you choose which item goes into which slot. Internet Kraken posted:I finally got an alien containment built. Is there actually any practical purpose to this? I mean its cool, and I'm all about vanity stuff, but I thought it was gonna be necessary to use it to analyze infected fish or something. I can't find anyway to actually do scans on stuff inside though. Anything grown is a tank is mostly-tame. So you can release and scan it outside wherever. You can also eat the fish you grow (they will breed and multiply on their own, you want to stack tanks like 5 or 6 tall if you are gonna commit to breeding though since that increases the capacity). Breeding crashfish basically give you missiles you can use to blow up anything you don't like. Breeding food fish is good fo long haul foodstuffs. Eye-eyes make for the densest biomass for the bioreactor. Also, as mentioned, it's a nice safe place to grow plants too. Cuddlefish become more interactive when released outside, give you a couple different things you can tell them to do.
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# ? Feb 13, 2018 21:50 |
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double nine posted:You can make a pretty neat base using only corridors, but you need glass to make it cool-looking, and some functionality is missing. I've taken to making my personal quarters out of two T junctions. You can just fit a single bed in the second T.
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# ? Feb 13, 2018 22:08 |
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GlyphGryph posted:You should have found out you had space AIDs when you visited the Gun Island Facility way earlier than that Multiple paths through, so not everyone sees everything in the same order.
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# ? Feb 13, 2018 22:10 |
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endlessmonotony posted:Multiple paths through, so not everyone sees everything in the same order. That's the mainline path though. I suppose lots of people go there and just... fail to explore?
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# ? Feb 13, 2018 22:20 |
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GlyphGryph posted:Anything grown is a tank is mostly-tame. "Mostly" is something that you want to keep in mind if you breed predators. I'd hoped to breed a loyal army of crabsquid warriors and lead them in glorious conquest of the Grand Reef, but my first tame crabsquid turned on me as soon as it was released. Then I used it and its siblings as fuel for the bioreactor, so they still ended up useful. Comrade Koba fucked around with this message at 22:28 on Feb 13, 2018 |
# ? Feb 13, 2018 22:24 |
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What exactly is the purpose of the floating air pump? I've never needed it since a powered base automatically generates oxygen, is it to pump oxygen into unpowered habitats? what's the use for an unpowered habitat?
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# ? Feb 13, 2018 22:25 |
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I believe its to connect to Pipes and make oxygen hookups deeper than you can explore normally. IE piping down to the jellyshroom caves.
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# ? Feb 13, 2018 22:29 |
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Internet Kraken posted:If you hold the scanner out you'll get a HUD indicator when something you can scan is close. You get that indicator no matter what tool is active. Captain Monkey posted:I went into this game blind and kept trying to attach air hoses to my base from an above-water pump for a while. My logic was 'I need an air source, then I'll add power for a fabricator!' Did you not listen to the warning when you entered the base that said "Oxygen production offline" ? Fano posted:What exactly is the purpose of the floating air pump? I've never needed it since a powered base automatically generates oxygen, is it to pump oxygen into unpowered habitats? what's the use for an unpowered habitat? You can never get air into an unpowered base. It's for pumping air to tubes for deep exploration pre-Seamoth.
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# ? Feb 13, 2018 22:29 |
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ah, I guess I built the Seamoth quickly enough to never really need those.
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# ? Feb 13, 2018 22:31 |
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Fano posted:What exactly is the purpose of the floating air pump? I've never needed it since a powered base automatically generates oxygen, is it to pump oxygen into unpowered habitats? what's the use for an unpowered habitat? If you combine it with pipes you get what's basically a really long breathing tube. I guess it could be useful in the early game if you want to go cave diving without having a seaglide or an oxygen tank or something, I dunno.
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# ? Feb 13, 2018 22:32 |
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Tried to make a base in the Deep Grand Reef right by the river entrance.... Seemed like a convenient location, with tons of Uraninite, but wayyy too dangerous: Warpers, Crabsquids, and a ghost leviathan make it too dangerous to regularly bring the Cyclops in. Though now I've powered up the portals around the containment so it'd probably make more sense to just make a bunch of little reactor + moonpool outposts by those exits. Also picture frames are great (you can upload custom images if you put them in screenshot directory), putting a map right in the cyclops is super convenient, and you can also just stick art or whatever everywhere. Comrade Koba posted:If you combine it with pipes you get what's basically a really long breathing tube. I guess it could be useful in the early game if you want to go cave diving without having a seaglide or an oxygen tank or something, I dunno. Lhet fucked around with this message at 22:47 on Feb 13, 2018 |
# ? Feb 13, 2018 22:39 |
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Captain Monkey posted:I went into this game blind and kept trying to attach air hoses to my base from an above-water pump for a while. My logic was 'I need an air source, then I'll add power for a fabricator!' I've tried this too, when they added the endcap objects to airpipe thinking "Base Pipe Connector" worked the opposite way it does
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# ? Feb 13, 2018 22:41 |
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GlyphGryph posted:That's the mainline path though. I suppose lots of people go there and just... fail to explore? If you mean the island that floats then yeah I've been there and explored it thoroughly. Regarding the certain plot point, I knew I was infected ever since I did the self-scan at the start but that's not nearly as frightening as suddenly being covered in horrid green blisters.
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# ? Feb 13, 2018 23:05 |
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Internet Kraken posted:If you mean the island that floats then yeah I've been there and explored it thoroughly. Regarding the certain plot point, I knew I was infected ever since I did the self-scan at the start but that's not nearly as frightening as suddenly being covered in horrid green blisters. Just lol if you can see your skin past like 30 mins.
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# ? Feb 13, 2018 23:09 |
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Thanks for the advice on the Aurora, all! It's kind of ridiculous how much harder I was making things on myself, since I somehow never thought about investigating the surface of the wreck. It's pretty easy to get there without worrying about the leviathans, even! The wreck itself is a lot less terrifying than I thought it'd be, once you're safely past all the headcrabs at the entrance - it's pretty satisfying to put out the fires and repair the doors and poo poo, even. One question, though - I found a depth model for my seamoth in the seamoth bay, but I don't think I found the way to actually craft one. Did I miss something, or should I just not worry about it for now?
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# ? Feb 13, 2018 23:37 |
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dmboogie posted:Thanks for the advice on the Aurora, all! It's kind of ridiculous how much harder I was making things on myself, since I somehow never thought about investigating the surface of the wreck. It's pretty easy to get there without worrying about the leviathans, even! You can make it at the Vehicle Upgrade Console, which you can only build in a Moonpool. It's kinda weird, but the baseline depth upgrades come from the VUC, while all the enhanced versions (Depth MK2, MK3) are crafted at the Modification Station. It makes sense after the fact since you're upgrading the initial module, but if you built the Mod Station before the VUC, it's confusing. On that topic! Make sure you don't go to upgrade your Cyclops' depth module while below 500m! Skippy McPants fucked around with this message at 23:48 on Feb 13, 2018 |
# ? Feb 13, 2018 23:45 |
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Internet Kraken posted:If you mean the island that floats then yeah I've been there and explored it thoroughly. Regarding the certain plot point, I knew I was infected ever since I did the self-scan at the start but that's not nearly as frightening as suddenly being covered in horrid green blisters. Oh no I meant the stabby machine on the gun island. Thats when I learned I was infected.
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# ? Feb 13, 2018 23:58 |
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Hey, does anyone know why they decided to cover both Islands in those weird artificial-looking cloud smears? They're effective enough at hiding them in the early-game, I guess, but once you know they're there they stand out like a sore thumb.
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# ? Feb 14, 2018 00:54 |
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The real reason is because pop-in is already so horrendous that if they didn't it would look like rear end. The 'official' reason is that it's a special fog created by unseen mystical things to hide the land for reasons that are never actually explained in game. It all comes from a time early in production when the map was supposed to be a placeholder for the eventual open world proc-gen game that they abandoned and never bothered fixing.
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# ? Feb 14, 2018 01:04 |
Not sure why they even need to be hidden. The game barely has any direction as is.
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# ? Feb 14, 2018 01:10 |
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GlyphGryph posted:You should have found out you had space AIDs when you visited the Gun Island Facility way earlier than that There are all kinds of ominous "you are infected" signs, like scanning yourself or being rejected by the gun control panel, but it isn't until you check out the disease research facility that you learn what you're supposed to be infected with. It startled me pretty good when I got back in my prawn and my character looked at his hands and saw the glowing pustules all over them after getting the data from the research facility.
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# ? Feb 14, 2018 01:13 |
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Hiding pop in is probably the least important reason. Keeping the islands a mystery is the first and making the world look bigger is the second.
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# ? Feb 14, 2018 01:14 |
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# ? May 29, 2024 22:25 |
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Honestly the fog sorta directed me towards the islands when I first played. I got curious about what it was since it clearly wasn't just the skybox, and swam over to find the floating island.
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# ? Feb 14, 2018 01:17 |