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TheDon01
Mar 8, 2009


Frog Act posted:

why would you do this without at least saving first?

I had no idea thats how the game boundry worked. I just thought I found a big deep open zone and by the time I realized the big guys were after me it was too late.

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Gromit
Aug 15, 2000

I am an oppressed White Male, Asian women wont serve me! Save me Campbell Newman!!!!!!!

WarpedNaba posted:

You didn't scan the nuclear waste bins?

I built one and put it in the room but never needed it so thought it was just decoration. Like Viridiant said, after the reactor was fuelled I never needed to do anything with it ever again. My entire run was 50 hours and it never used up even one rod, but I couldn't tell you how far into those 50 hours I was when I built it.

MagicBoots
Mar 29, 2010

How about we pump the atmosphere full of methane?
You put me on Cargo handling optimization?! I am the premier defense specialist in the entirety of the UN!
Don't you dare pull my funding!
You can't cut back on funding!
You will regret this!

TheDon01 posted:

I had no idea thats how the game boundry worked. I just thought I found a big deep open zone and by the time I realized the big guys were after me it was too late.

I lost my first prawn because I saw a big drop while exploring the sea treader's path and decided to explore it. It ended poorly.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

MagicBoots posted:

I lost my first prawn because I saw a big drop while exploring the sea treader's path and decided to explore it. It ended poorly.

Trying to cosplay The Abyss?

Dukes Mayo Clinic
Aug 31, 2009

Iacen posted:

So on the PS4 version I just had the door to the Prawn Bay be unrepairable. So I guess I have to start over.

This threw me too. Turns out there’s more than one way into the Prawn Bay. Bug or design, who knows?

GotLag
Jul 17, 2005

食べちゃダメだよ
I had the Prawn bug out when docking (or undocking? I forget) from the Cyclops, leaving me stuck. All I could do was restart the game.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.

TheDon01 posted:

I had no idea thats how the game boundry worked. I just thought I found a big deep open zone and by the time I realized the big guys were after me it was too late.

This is why you listen to your PDA.

BBQ Dave
Jun 17, 2012

Well, that's easy for you to say. You have a bad imagination. It's stupid. I live in a fantasy world.

Got this on PS4, I like it a lot. Was playing blind and just avoiding spoilers on this threads but it’s gotten to the point where I felt the need to look up a map (what the heck is a strider?). Smaller than I though still feels big.

I’ve explored the “enforcement platform” and just finished off my cyclops and prawn. I’m dropping beacons in every big wreck with creative names. I’ve got lithium at long last but nothing more rare than that. I have a cute little two room base with a moon pool in a kelp forrest, thinking about making a new one.

Any spoiler free suggestions about what would be most fun to do next?

Grand Prize Winner
Feb 19, 2007


GO DEEP

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

BBQ Dave posted:

Got this on PS4, I like it a lot. Was playing blind and just avoiding spoilers on this threads but it’s gotten to the point where I felt the need to look up a map (what the heck is a strider?). Smaller than I though still feels big.

I’ve explored the “enforcement platform” and just finished off my cyclops and prawn. I’m dropping beacons in every big wreck with creative names. I’ve got lithium at long last but nothing more rare than that. I have a cute little two room base with a moon pool in a kelp forrest, thinking about making a new one.

Any spoiler free suggestions about what would be most fun to do next?

Check the SOS Beacon in your lifepod for other lifepod signals. These are usually near story points where you can progress further (read: deeper) into the game!

Gromit
Aug 15, 2000

I am an oppressed White Male, Asian women wont serve me! Save me Campbell Newman!!!!!!!

When you do this, fit your prawn with jumpjets and a grappling arm so you can get into and out of any place you take it.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Gromit posted:

When you do this, fit your prawn with jumpjets and a grappling arm so you can get into and out of any place you take it.
Jelly shroom has the harmless abondonment if you forget. Then you can get it back later.

But I think the giant tree cave is something like 2 meters below unupgraded depth once you pass the drop into the room. Which would be a real embarrassing way to lose your prawn.

At least I remember landing, taking crush damage, and u turing back up.

Section Z fucked around with this message at 00:16 on Dec 26, 2018

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

Section Z posted:

Jelly shroom has the harmless abondonment if you forget. Then you can get it back later.

But I think the giant tree cave is something like 2 meters below unupgraded depth once you pass the drop into the room. Which would be a real embarrassing way to lose your prawn.

At least I remember landing, taking crush damage, and u turing back up.

The Tree Cove tops ~850 and bottoms out at ~950, so you will need a fully upgraded seamoth to get there or at least MKII on the prawn/cyclops.

You have to fully upgrade the prawn or cyclops to go past it.

BBQ Dave
Jun 17, 2012

Well, that's easy for you to say. You have a bad imagination. It's stupid. I live in a fantasy world.

Toxic Fart Syndrome posted:

The Tree Cove tops ~850 and bottoms out at ~950, so you will need a fully upgraded seamoth to get there or at least MKII on the prawn/cyclops.

You have to fully upgrade the prawn or cyclops to go past it.

Thanks for all the advice... Turns out I'm a prawn hater (even with the grapple), moth is life. I fully upgraded it's depth thingie and got to the cove tree (awesome how this game has so much more to offer), but I guess I gotta learn to love the prawn or at least upgrade the cyclops.

TheParadigm
Dec 10, 2009

you can actually yolo it without a vehicle if you really love the seaglide; get in the habit of using exterior growbeds and brain coral.

reinforced dive suit lets you get around the lava zones.

still going to want/need to have a drill arm on the prawn for resource deposits

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

TheParadigm posted:

you can actually yolo it without a vehicle if you really love the seaglide; get in the habit of using exterior growbeds and brain coral.

reinforced dive suit lets you get around the lava zones.

still going to want/need to have a drill arm on the prawn for resource deposits


Holy crap! I never thought of using grow beds to chain brain coral bubbles, that's awesome!

Skippy McPants
Mar 19, 2009

I still think the Cyclops is the most enjoyable option for deep exploration. The challenge of navigating through narrow spaces is one of my favorite things in the game, constantly monitoring all the cameras while inching along.

Also, the bits where a Leviathan sneaks up and you go into panic mode shutting everything down to make like a hole in the water. It is some serious Hunt For Red October poo poo, and I love it. No other game has given me an experience quite like that.

WarpedNaba
Feb 8, 2012

Being social makes me swell!
I've put in some mods that give more depth module upgrades to the seamoth, but from what you fellows have said I think I might give the Cocoon Tree base a try anyway. Just to spool up for the expansion.

Taerkar
Dec 7, 2002

kind of into it, really

Toxic Fart Syndrome posted:

Holy crap! I never thought of using grow beds to chain brain coral bubbles, that's awesome!

I think there's at least one of two spots that have something like that already. I think I came across one while playing.

Wrr
Aug 8, 2010


Hope they integrate some QOL stuff into the new expansion. Being able to craft from storage and build the end item without needing to manually build the individual items is so extremely nice its making me build out bigger nicer bases. I'd even be fine with having the machine still produce each prereq item until the final item is made if they want to try to enforce some sort of time or power consumption thing. It'd actually be sorta cool to have to let the fabricator go for a little bit while I putter around doing something else.

Also, I'd love some sort of like. . . cart. . I dunno, I want to rope a big box to the end of my seamoth so I can have a shitton more storage space while I'm sucking up all the metal scrap and quartz I can get. Alterra Corp is supposed to be involved with mining right? Shouldn't they have better equipment for storage?

Frog Act
Feb 10, 2012



Wrr posted:

Hope they integrate some QOL stuff into the new expansion. Being able to craft from storage and build the end item without needing to manually build the individual items is so extremely nice its making me build out bigger nicer bases. I'd even be fine with having the machine still produce each prereq item until the final item is made if they want to try to enforce some sort of time or power consumption thing. It'd actually be sorta cool to have to let the fabricator go for a little bit while I putter around doing something else.

Also, I'd love some sort of like. . . cart. . I dunno, I want to rope a big box to the end of my seamoth so I can have a shitton more storage space while I'm sucking up all the metal scrap and quartz I can get. Alterra Corp is supposed to be involved with mining right? Shouldn't they have better equipment for storage?

lol that's good, because that is literally exactly what you'll be driving in the next game

https://www.youtube.com/watch?v=XEuWVlsq7ow&t=936s

Wrr
Aug 8, 2010


Frog Act posted:

lol that's good, because that is literally exactly what you'll be driving in the next game

https://www.youtube.com/watch?v=XEuWVlsq7ow&t=936s

Oh gently caress ya I'm gonna be an Icesea Trucker. Dope as hell. I'd also like some sort of like, suction component. Not a huge deal to get in and out of the seamoth after moving it ten meters to grab more scattered quartz but it would be nice to just pass over the stuff. I guess there could be talk about that reducing danger of item gathering, but if there was a midgame upgrade that lets the player do it, or maybe it only works with tier 1 resources instead of the good poo poo, that would be fine.

Like if I already have a cyclops, I most likely am not worried about being vulnerable while scooping up quartz. Maybe thats what the cyclops + storage in it + prawn drill arm is for though. I've never really saw why the cyclops was so good in my first playthrough but I also didn't realize I could build lockers and fabricators and whatnot in the cyclops at all.

Other QOL stuff: maybe a way to transport resources easily between bases, or a piece of tech that lets me access other bases storage lockers from various bases? Like the power transmitter but for resources. I like the feeling of building many small outposts but having to haul boatloads of crap from the safe shallows down to the lost river is just annoying. Again, maybe its limited to lower tier resources and its upgradable or something.

Or maybe thats what my Big Rig Sea Truck is for!

Edit: Also I was going through the thread and saw a discussion about changing the repair laser and getting rid of it or changing the hull mechanics to add tension. My 2 cents is: What if the repair laser only repaired up to a certain point and max hull came from moonpools, or the amount you could repair the hull decreased overtime until you can do major repairwork in the moonpool? First time I repair it to 100, sure, but the second time is only to 90, and so on. I can only patch the thing together so much.

But ya they need to make me crashing into a fish not destroy my entire hull in one bump. Maybe 1-2 points of damage, not 15

Wrr fucked around with this message at 15:53 on Dec 27, 2018

Zesty
Jan 17, 2012

The Great Twist

WarpedNaba posted:

I've put in some mods that give more depth module upgrades to the seamoth, but from what you fellows have said I think I might give the Cocoon Tree base a try anyway. Just to spool up for the expansion.

After doing so after being recommended to do so in this thread, I recommend placing that base on the side closer to the lost river side of the tree rather than the lava entrance side if possible just so the scanner room can find more of the lost river items.

I know power generation might be an issue without those vents nearby. I’ve never tried making those power transmitters.

Podima
Nov 4, 2009

by Fluffdaddy
The power transmitters are very easy to make work, it'll auto-connect as long as you place them close enough (and I believe the connection is shown in the preview shadow before actually building it). There's a visual indicator to show the connection, like so:

Wrr
Aug 8, 2010


Power Xmiters are easy and you finally have a reason to use all that gold that piles up. I think I had an issue once where the power source I was trying to use was far away from the terminal end, like a different world chunk, and I thought that until both had been visited in that game session it wouldn't work properly, but that was awhile ago and I may have been mistaken.

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro
They also cause huge lag if you string together too many, so ymmv. :shrug:

TheParadigm
Dec 10, 2009

Toxic Fart Syndrome posted:

Holy crap! I never thought of using grow beds to chain brain coral bubbles, that's awesome!

I also recommend some creepvine seeds in this chain - for visibility! they glow and stick up, and are good 'lamp posts'. hope that helps!

if you go down this route, i think there's a 'fast grow' debug command that may make it less frustrating?

Toxic Fart Syndrome
Jul 2, 2006

*hits A-THREAD-5*

Only 3.6 Roentgoons per hour ... not great, not terrible.




...the meter only goes to 3.6...

Pork Pro

TheParadigm posted:

I also recommend some creepvine seeds in this chain - for visibility! they glow and stick up, and are good 'lamp posts'. hope that helps!

if you go down this route, i think there's a 'fast grow' debug command that may make it less frustrating?

I figured out the creepvine when I decided to make a garden of all the things I had at the Tree Cove and suddenly realized I didn't need to Seamoth all the way back to the lifepod every time I needed polymer! For some reason I never even thought to try harvesting brain coral. :ohdear:

SugarAddict
Oct 11, 2012

Toxic Fart Syndrome posted:

I figured out the creepvine when I decided to make a garden of all the things I had at the Tree Cove and suddenly realized I didn't need to Seamoth all the way back to the lifepod every time I needed polymer! For some reason I never even thought to try harvesting brain coral. :ohdear:

Almost all the plants can be harvested/slashed for seeds, this is also how you get more gel sacks, creepers, blood vines, etc.

TheParadigm
Dec 10, 2009

Gel sacks in particular ar one of my favorite exploratory foods to throw 4-8 of in your inventory before an outing expedition. just eat to make room for loot.

Sea popcorn.

Wrr
Aug 8, 2010


Wow I would've had a MUCH better time with my prawn suit and Cyclops before if I had known I could build things INSIDE the Cyclops and stack prawn suit cargo modules. I'm running Drill Arm, Bare Arm, and 4 cargo modules right now and puttering around the surface mining the world bare. I then drive my big boy home and park it on a landing strip of foundation I built. The mod for pulling items from storage when crafting works with the cyclops too so I don't even need to worry about offloading the cargo. Its really changed how I play the game, wish I had this for my first playthrough.

Drill arm & Punch arm is a very good combat solution. I kept getting harassed by bone sharks and the ampeels while mining, so I murdered them all nearby. Floating corpses and empty deposits gently caress ya

Duodecimal
Dec 28, 2012

Still stupid
As for building a sea-moth compatible base in the Tree Cove, you can try to find a spot where foundations attach to the walls near the ceiling of the cave. That won't help with getting further with the SeaMoth but at least you can leave it parked properly.

And I'm totally not ashamed of using an inventory space mod.

I also use a mod that adds additional depth modules to the SeaMoth (among others). Maxes out at Mark V and needs kyanite just like the Prawn and Cyclops depth modules.

mortons stork
Oct 13, 2012
Ok so I started playing this recently. A quick question. I was exploring in my dinky seamoth and found an alien complex with psychic aliens blasting me with the power of the void. Inside, a control panel told me I was infected and on quarantine. Have I stumbled accidentally on a game over timer? I'm pretty stumped on where to go next, my next objective is at depth 300m but my vessel can only endure up to 200m. I don't think I'm at the point where I need to build a base yet, or am I? I'm thinking I just need more blueprints. I never really played survival games, so some guidance would be welcome.

Wrr
Aug 8, 2010


mortons stork posted:

Ok so I started playing this recently. A quick question. I was exploring in my dinky seamoth and found an alien complex with psychic aliens blasting me with the power of the void. Inside, a control panel told me I was infected and on quarantine. Have I stumbled accidentally on a game over timer? I'm pretty stumped on where to go next, my next objective is at depth 300m but my vessel can only endure up to 200m. I don't think I'm at the point where I need to build a base yet, or am I? I'm thinking I just need more blueprints. I never really played survival games, so some guidance would be welcome.

Nope, no timer. There are only two timers in the game: Aurora exploding, and one for the place you're at now. But they don't really matter and can't be changed and shouldn't be worried about. You need to get rid of the infection if you want to escape the planet. Try giving yourself a scan!

As for objectives: Exploring the place you you're at now will let you discover something that will bring you to a new place which will provide useful blueprints and hooks for a chain of objectives. You may have already done that and that may be the 300M one you're talking about. The one in the Jellyshroom cave? Radio messages generally point you at various lifepods which are in new biomes which give you a vague idea for exploration. Bring beacons with you! Mark poo poo!

Regardless, getting your vessel to go deeper should be a pretty high priority. That is done in the moonpool with the vehicle modification station. I don't remember if you need to find fragments for the vehicle modification station, but they are different blueprints so keep that in mind when building the moonpool.

Building a base could be the very first thing you do, if you want. Even something as small as a single corridor piece with lockers and a fabricator is handy. But ya, you need the moonpool at the very least. Your base doesn't need to be massive or anything, so don't stress out about that. While there are some locations for a base that make getting around the game world easier, you aren't going to gently caress yourself over by building in the safe shallows or something. You can always build different bases or deconstruct the old one if you want to.

I placed my base over near the lifepod in the red grassy area to the south of your lifepod, near the one that radio'd in they were under attack (Above the jellyshroom caves) and I like it there. Lots of space to work with, although I did have to build a big tower of vertical tunnel to reach close enough to the surface for solar panels to be effective.

BBQ Dave
Jun 17, 2012

Well, that's easy for you to say. You have a bad imagination. It's stupid. I live in a fantasy world.

Wrr posted:

Bring beacons with you! Mark poo poo!

This! There's no map and naming things like "Blob Pointe" is a lot of fun. I wish you got to name all the fish too, I mean you are the sole survivor . It seems like something they were thinking about (Garryfish?). Too much of a chore for normal brains? Maybe having the option would be nice.

Wrr
Aug 8, 2010


BBQ Dave posted:

This! There's no map and naming things like "Blob Pointe" is a lot of fun. I wish you got to name all the fish too, I mean you are the sole survivor . It seems like something they were thinking about (Garryfish?). Too much of a chore for normal brains? Maybe having the option would be nice.

That'd actually be pretty cool. Like the fun of discovery in No Man Sky before you realize that none of it really matters, and theres effectively infinite animals with almost no real significant difference, so who really cares?

Having a finite number and naming them yourself would be fun. Although I can imagine a bunch of players would be like "uhh.. . . Fish. And, FIIIIISH, and FUCKKKKERRfish". It'd add a lot for a certain type of player tho.

Make discussion about the game a bit harder tho

Frog Act
Feb 10, 2012



By the end of my last game of subnautica I had like 40 beacons marking relevant spots. Eventually they became unnecessary because of certain waypoints, but they're incredibly useful early game. Also, there's a mod that adds a map, and I recommend it because it doesn't just show you everything, but reveals itself when you've actually explored the area. I mean, it makes sense that the super futuristic atomic reassembler produced submarine would have some kind of basic mapping software, so I don't consider it out of the lore or even cheesy really, since you still have to actually discover everything. It mostly just stops you from stumbling into the same wreck fifteen times or whatever.

Subnautica is a great game, one of my top games of 2018, but I do think the map mod helps a lot, and if I were gonna play through again, I'd use some of the crafting QOL mods too

Wrr
Aug 8, 2010


I can see both sides of the map argument which is why my big brain solution is "Find fragments somewhere mid/lategameish that gives you a map"

Once you're primarily going down you're generally not going horizontally as much, so place it in the lost river or something.

Same thing with hunger / water concerns. Give a late game tech that just straight up removes those meters. Once the player is at a point of sustainability where you have essentially infinite resources for survival, and the loop of returning to base with resources to get food is broken, just get rid of that mechanic.

Teledahn
May 14, 2009

What is that bear doing there?


Wrr posted:

Once the player is at a point of sustainability where you have essentially infinite resources for survival, and the loop of returning to base with resources to get food is broken, just get rid of that mechanic.

Why return to base? Your cyclops should be like an RV. Fill it with equipment and grow your food.

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Wrr
Aug 8, 2010


Teledahn posted:

Why return to base? Your cyclops should be like an RV. Fill it with equipment and grow your food.

My base is pretty.

I filled three adjacent growbeds with creepvine and the light produced by the seedpods it blinding bright, even inside with no windows.

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