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Away all Goats posted:No, it's recommended you build even just a corridor with a hatch so you can build storage lockers right away. There's even a couple thermal vents around for lategame power gen Thermal Vents in the shallows pretty much cement the best starter-base locations. Why deal with finite resources when you can go from solar to thermal with almost zero effort?
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# ? Dec 19, 2018 21:52 |
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# ? Jun 4, 2024 17:48 |
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Grand Prize Winner posted:Are there any mods that give you a map? I keep getting lost in areas I've already been to, even though I've done like three complete runs. https://www.nexusmods.com/subnautica/mods/12
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# ? Dec 19, 2018 22:02 |
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I keep reading posts that mention thermal power for bases but I didn't even consider that and went to nuclear once I had too much stuff to power with solar.
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# ? Dec 19, 2018 22:55 |
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Nuclear is better anyway, it’s incredibly long lasting and you don’t have to deal with accidentally scalding yourself every time you do stuff outside
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# ? Dec 19, 2018 22:57 |
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Frog Act posted:Nuclear is better anyway, it’s incredibly long lasting and you don’t have to deal with accidentally scalding yourself every time you do stuff outside Eh, it’s maybe just while you’re trying to place the thermal plants. Power relays have enormous range so long as they have a clear line of sight. I usually have a small thermal farm about 1-200 meters away from the actual base on about 2-3 relays.
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# ? Dec 19, 2018 23:28 |
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gently caress yes, it managed to save all my progress before I crashed. I was in the process of learning the hard way that you shouldn't build a base right up on the sandbar next to the wreckage of the Aurora, lest it be shook apart.
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# ? Dec 20, 2018 03:17 |
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Didn't know Subnautica had a Nexus, neat. Pity there's no base teleporter mod, though.
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# ? Dec 20, 2018 05:05 |
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Nothin' like a hot cuppa joe after a good wreck dive. Now I just gotta go hit more big wrecks for moonpool and large room components, and then I'll be cookin' with gas.
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# ? Dec 20, 2018 07:17 |
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Large room components? The big multipurpose room? Have you gone to the floating island or the Jellyshroom caves yet?
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# ? Dec 20, 2018 07:23 |
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Thinking of coming back to this game after beating it a few months ago. Any suggestions for keeping it fresh this time around? I'm thinking of doing more than one base this time, maybe one near each portal. Anything else?
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# ? Dec 20, 2018 07:23 |
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I don't know how much replayability this game has. You could just do stupid things instead like skyscrapers of glass with giant long aquariums inside filled with something stupid like baby reefbacks.
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# ? Dec 20, 2018 07:27 |
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Viridiant posted:Thinking of coming back to this game after beating it a few months ago. Any suggestions for keeping it fresh this time around? I'm thinking of doing more than one base this time, maybe one near each portal. Anything else? Spare base locations based around the spoiler, I'd have at LEAST an outpost by Mountain island. That has strong anti-backtracking potential for a "gently caress the Cyclops, Prawn all the way" run if you forgot certain things. As for nuke power, I think most people ignoring it now that it's actually decent outside of "But I don't need to refill thermals!", are just having flashbacks to when each reactor rod only had 1,000 energy and provided "One power per second". Section Z fucked around with this message at 07:41 on Dec 20, 2018 |
# ? Dec 20, 2018 07:30 |
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Waffle House posted:
It's decaf
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# ? Dec 20, 2018 07:48 |
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WarpedNaba posted:It's decaf It’s Italian-American!
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# ? Dec 20, 2018 15:36 |
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I built my one and only base directly under the starting escape pod and I regret nothing. Edit: Realized that if I put my base somewhere else it might have been attacked and damaged? I like'd the spectacle of being in a flooding base scrambling to fix things and I think it would be interesting to see that happen naturally in gameplay, rather than cause I just rammed my sub into the base several times to see the flooding. Wrr fucked around with this message at 16:29 on Dec 20, 2018 |
# ? Dec 20, 2018 16:24 |
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The best base is in the grassy plateau because the reefbacks calls are just so bassy and soothing.
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# ? Dec 20, 2018 16:40 |
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That's a pretty efficient fish blender
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# ? Dec 20, 2018 17:32 |
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It would be cool if the cyclops had an autopilot function of some sort so that I can set the computer to travel me somewhere while I tinker around in the hold doing whatever needs doing. Imagine working on the engine when you hear the screws wind down and the computer announce that you've arrived at your destination. That'd be cool.
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# ? Dec 20, 2018 18:06 |
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Vadun posted:That's a pretty efficient fish blender You can put mushrooms into it, you monster!
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# ? Dec 20, 2018 18:11 |
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The best base is to use this mod and live out of your Cyclops.
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# ? Dec 20, 2018 18:26 |
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If I just finished exploring the aurora and built the prawn what should I be aiming to do next?
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# ? Dec 20, 2018 20:33 |
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Class Warcraft posted:If I just finished exploring the aurora and built the prawn what should I be aiming to do next? the answer is invariably 'look for somewhere deeper to go'
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# ? Dec 20, 2018 20:34 |
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Yeah, all the best stuff is hidden down in the danky depths. The SOS messages you get from all the destroyed lifepods are really the only hand-holding the game gives you, because they're usually next to useful wrecks to scan for fragments, but some of the logs of the Degrassi Survivors happen to point you to stuff you can do even later on.
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# ? Dec 20, 2018 21:07 |
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Wrr posted:I built my one and only base directly under the starting escape pod and I regret nothing. And yeah, I once came home to a base full of water without power. Had to keep running out of my base to get air in the moth. Eventually the water lowered to about my knees and it took me a minute to find the last crack. Still have no idea what did it. Wrr posted:It would be cool if the cyclops had an autopilot function of some sort so that I can set the computer to travel me somewhere while I tinker around in the hold doing whatever needs doing. I do wish things were a liiiittle more apparent, it can be hard to notice interactive objects and things and some thing LOOK significant but don't seem to be (dark gray wall hatches, do you hold secret?)
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# ? Dec 20, 2018 23:29 |
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Section Z posted:As for nuke power, I think most people ignoring it now that it's actually decent outside of "But I don't need to refill thermals!", are just having flashbacks to when each reactor rod only had 1,000 energy and provided "One power per second". Ouch, that would have sucked. I only started play a month or two ago and put all 4 rods in my reactor and never saw any used up. I was kind of looking forward to having to put a radiation suit on and maybe find a quiet place to dispose of the old rods but none of that eventuated, and I assume it's not in the game anyway. Might have been fun if the radiation caused local mutations to the sea life.
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# ? Dec 21, 2018 02:34 |
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You didn't scan the nuclear waste bins? edit: Should be put https://subnauticamap.io/ on the intro post? WarpedNaba fucked around with this message at 03:11 on Dec 21, 2018 |
# ? Dec 21, 2018 03:05 |
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Two things that would help me enjoy this more would be if the fabricator applied to your inventory universally and if there was a way to set a checklist of things you need to build X that you can refer to without having to check the blueprints each time. Give me those and I could chill with this for hours.
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# ? Dec 21, 2018 04:26 |
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snoremac posted:Two things that would help me enjoy this more would be if the fabricator applied to your inventory universally and if there was a way to set a checklist of things you need to build X that you can refer to without having to check the blueprints each time. Give me those and I could chill with this for hours. EasyCraft lets fabricators use resources from inventories on your base or Cyclops, and AutosortLockers provides a non-tedious way to manage said inventories.
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# ? Dec 21, 2018 07:56 |
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Or instead of building incremental stages, just tell me the raw materials in the whole tree.
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# ? Dec 21, 2018 08:05 |
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GotLag posted:EasyCraft lets fabricators use resources from inventories on your base or Cyclops, and AutosortLockers provides a non-tedious way to manage said inventories.
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# ? Dec 21, 2018 08:05 |
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I have never used nuclear power in the game, I just assumed it would be a pain to constantly have to build fuel, so why bother when there is free unlimited power at thermal vents.
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# ? Dec 21, 2018 08:08 |
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When I first installed nuclear power I don't recall ever having to build more fuel for it ever again.
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# ? Dec 21, 2018 08:53 |
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I figured you don't need nuclear power if you have access to a vent or two, unless you're setting up a whole zoo.
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# ? Dec 21, 2018 09:13 |
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So on the PS4 version I just had the door to the Prawn Bay be unrepairable. So I guess I have to start over. Which makes me think, I wish the game would drop more equipment on you automatically. Like it does when the Aurora explodes. While the game was in Early Access on Xbox I never found any Prawn equipment either, so no grapple and especially no mining arm. Like, maybe a computer which could be set up to “calculate” new equipment after a while? Anything but these things which forces me to start over
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# ? Dec 21, 2018 09:43 |
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Thermal power is a cheap and easy alternative to nuclear power if you have vents available, but you need multiple thermal generators to match the output of a nuclear plant (Nuclear plant outputs 4.16 units of power per second, thermal plant varies from 48 to 0.8 seconds per unit of power depending on where it's placed) and the actual generator itself is more expensive - a nuclear plant is just an advanced wiring kit, a plasteel ingot, and some lead while the thermal plants are a couple of magnetite chunks and an aerogel. Plus one thermal pod holds up to 250 power and the nuclear reactor holds up to 2500. If you have access to a thermal vent and the appropriate materials the thermal plant is easy power once placed, but a nuclear reactor is more 'easy' to get going and once it's set you can pretty much forget it.
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# ? Dec 21, 2018 10:07 |
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There really isn’t much purpose to pipes right now, is there?
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# ? Dec 21, 2018 19:38 |
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Waffle House posted:There really isn’t much purpose to pipes right now, is there? Literally every section of pipe does not give you air anymore, so you need branch off points. But more importantly, devs stopped being stubborn and gave pipes inventory stacking, because previously every single individual pipe took up an inventory space. Making it now the only stacking inventory item in the game if I remember right. It can be a nice touch if you want to be doing base construction and exterior garden setup, but don't want to drag a vehicle around to duck back into or swim back to your airlock regularly,
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# ? Dec 21, 2018 20:18 |
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Welp I just built my first cyclops, docked my seamoth in it and then proceded to drive out of game boundraies until I got rekd by a ghost leviathan. Apparently the wreck is there still and I can go recover my vehicle mods at least.
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# ? Dec 22, 2018 06:18 |
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TheDon01 posted:Welp I just built my first cyclops, docked my seamoth in it and then proceded to drive out of game boundraies until I got rekd by a ghost leviathan. why would you do this without at least saving first?
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# ? Dec 22, 2018 06:20 |
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# ? Jun 4, 2024 17:48 |
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So I got this last week because it was free and I powered through the story in a few marathon sessions and now I basically want to abandon my life and live alone a kilometer beneath an alien sea.
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# ? Dec 22, 2018 06:21 |