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Yngwie Mangosteen
Aug 23, 2007
I have almost beaten the game (I only have to build the rocket, but I'm cured, the gun is off, and I removed the radioactivity from the crashed core) and I haven't found the alien containment. Where the heck is it!?

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Yngwie Mangosteen
Aug 23, 2007

Nukelear v.2 posted:

I believe I picked up mine from the deep grand reef Degasi base, if you've unlocked the beacon for it that's the easiest to find

Is that the crabsnake place?

Yngwie Mangosteen
Aug 23, 2007

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!

Now all I need is the vehicle upgrade console and I should be good to do some deeper dives.

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.

Yngwie Mangosteen
Aug 23, 2007

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.

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.

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.

Yngwie Mangosteen
Aug 23, 2007

Magus42 posted:


Did you not listen to the warning when you entered the base that said "Oxygen production offline" ? :)


No, I listen to music when I play because the sounds terrify me late at night. :colbert:

Yngwie Mangosteen
Aug 23, 2007

Toxic Fart Syndrome posted:

I'm the weird person who only used the prawn suit to mine some kyanite... :ohdear:

Same, it was clunky and awful and I am convinced this thread's love for it is an elaborate prank that I'm just not in on.

I never bothered to make the spiderman arms though, which might be part of it.

Yngwie Mangosteen
Aug 23, 2007
Lol if anyone didn’t immediately notice the fake space subnautica was going to be awful when they made a big point about ‘your immortal chicken sidekick!’

I was so interested for about 7 seconds into the trailer and I’ve never had my interest in a game drop off so fast.

Yngwie Mangosteen
Aug 23, 2007

Bad Munki posted:

I take the cyclops everywhere because of the horn. Also I love its voice.

:hmmyes:

*leviathan roars*

*honk tauntingly as I lumber away*

Yngwie Mangosteen
Aug 23, 2007

Wrr posted:

I also didn't care for the cyclops that much, thought it was bad and clunky and not worth the trouble.

Then this thread taught be I could build inside of it and my mind was blown.

Yeah I hated it until I realized I could put storage lockers in it.

Then I never went anywhere without it. Prawn suit is fast but I’m a hoarder.

Yngwie Mangosteen
Aug 23, 2007
There are some good mods you should throw on even if it's your first time, just to save some tedium --



Pre-mod mods that help with modding so you can mod your mods - more or less necessary if you're modding.

https://www.nexusmods.com/subnautica/mods/1108

https://www.nexusmods.com/subnautica/mods/1104

https://www.nexusmods.com/subnautica/mods/1168 -- mod manager, not necessary but helpful

https://www.nexusmods.com/subnautica/mods/113

https://www.nexusmods.com/subnautica/mods/1163 - add this if you're adding new arms.

Visual/etc. -

https://www.nexusmods.com/subnautica/mods/207 - I just like these tabs better?

https://www.nexusmods.com/subnautica/mods/811 - Cyclops HUD visible when not driving. I like how it looks.

https://www.nexusmods.com/subnautica/mods/427 - snap to grid building, 100% optional but i'm a dork

https://www.nexusmods.com/subnautica/mods/538 - lets you rotate the moonpool

https://www.nexusmods.com/subnautica/mods/394 - apparently helps with fps loss due to geysers

https://www.nexusmods.com/subnautica/mods/1180 - Bases look better

https://www.nexusmods.com/subnautica/mods/990 - Blueprints look better

https://www.nexusmods.com/subnautica/mods/763 - FAST LOAD

https://www.nexusmods.com/subnautica/mods/362 AMERICAN TEMPERATURES


Added stuff, basic, doesn't give you much of if any advantage over the base game -

https://www.nexusmods.com/subnautica/mods/24 - Autocrafting, I literally cannot play without this one anymore and my current SubZero run is harder due to the lack of it. It crafts up to higher materials from lower ones automatically. Also pulls from nearby containers. Some weirdness if you're in base/cyclops even when docked but it's still so much better.

https://www.nexusmods.com/subnautica/mods/1198 - craft from containers, I don't know if this one is necessary with the above but I ran with both because I was dumb and didn't realize I had both

https://www.nexusmods.com/subnautica/mods/216 -- uncrafts things, allowing you to get mats back

https://www.nexusmods.com/subnautica/mods/1256 - When you break a container it just drops stuff if you didn't unload it, instead of deleting it.

https://www.nexusmods.com/subnautica/mods/51 -- Moonpool uses power to autorepair when docked

https://www.nexusmods.com/subnautica/mods/554 - Dock your cyclops. This can be finnicky - pull slowly up to it and it will take over your controls, just sit and wait for it to park. When you want to undock it'll kinda guide you away a little too.


slightly cheaty ones - none of these add a TON except the last one, which I just like instead of building 2 seamoths/prawns to have both types of autocharging or different mods or wahtever

https://www.nexusmods.com/subnautica/mods/1174 - seaglide upgrades, cost fairly reasonable resources amounts to go faster with your seaglide

https://www.nexusmods.com/subnautica/mods/1183- upgraded battery recipes, costs are reasonable imo

https://www.nexusmods.com/subnautica/mods/131 - scanner module you can use to scan from within your seamoth/prawn

https://www.nexusmods.com/subnautica/mods/365 - Arms for your seamoth, just like the prawn -- unlike most people in the thread, I really disliked the prawn and absolutely loved my seamoth, so this is one of my fav. mods.

https://www.nexusmods.com/subnautica/mods/133 - Repair module so you can repair from inside your seamoth/prawn using its power instead of hopping out to repair.

https://www.nexusmods.com/subnautica/mods/280 - like the Cyclops shield but for the seamoth.

https://www.nexusmods.com/subnautica/mods/142 -- More slots in your vehicles for upgrades and stuff -- can make some BEASTLY seamoth/prawn builds, especially when paired with the above. Still costs the same mats, but it's great if you want to have a fast, grabby, self-healing, shielded seamoth as a late game sports car kinda thing.

Anyway that's my big mod post about a several year old game.

Yngwie Mangosteen
Aug 23, 2007
I disagree and like the mods. None of them change the core gameplay except ridding yourself of the prawn, which sucks.

Edit: I also fully recognize that 27 mods sounds like nothing to me after playing too much Rimworld.

Yngwie Mangosteen fucked around with this message at 01:57 on May 5, 2023

Yngwie Mangosteen
Aug 23, 2007
Edit: removed by Battuta request.

Yngwie Mangosteen fucked around with this message at 22:51 on Jun 21, 2023

Yngwie Mangosteen
Aug 23, 2007

Chamale posted:

Fair enough, I edited out that post.

Cut mine too.

Yngwie Mangosteen
Aug 23, 2007
GOAT sea

Yngwie Mangosteen
Aug 23, 2007
I hate the prawn and I'm not afraid to say it. Seamoth forever.

Yngwie Mangosteen
Aug 23, 2007
Spiral plants are annoying but in a neat place.

Yngwie Mangosteen
Aug 23, 2007
My father in law just got a switch and he's been playing it, and he's really enjoyed throwing up a one-room base with a couple of lockers in a few different areas.

There's really no wrong way to play the game, just explore and have fun.

Yngwie Mangosteen
Aug 23, 2007

Sassy Sasquatch posted:

There is a wrong way to play this game though, and it's making a base that's not 100% glass seaworld.

I refuse to get that many barracuda teeth. :colbert:

Yngwie Mangosteen
Aug 23, 2007

SlothfulCobra posted:

The seamoth lights attract predators, so going around with your lights off is stealthier.

I got in the habit of using the Seamoth as a floodlight for whatever area I was investigating, and it got nibbled to death.

I did this down at the deeper Degassi base, in the lower tunnel (not in the jelly shroom cave) and it was nearly dead when I got in it, then I got teleported out of it just in time for it to blow up, leaving me 500 meters beneath the surface in a cave.

It was not a fun time.

Yngwie Mangosteen
Aug 23, 2007
please leave teeth they are so annoying to find

Yngwie Mangosteen
Aug 23, 2007
WHAT

Yngwie Mangosteen
Aug 23, 2007

Parallelwoody posted:

There's a mod at least.

The mod is finicky but it was one of my favorite mods in my heavily modded game. It just turns the Cyclopes into another base tube you can walk into. Made moving materials back and forth a dozen times easier.

Yngwie Mangosteen
Aug 23, 2007

MikeJF posted:

Best of both worlds make a giant docking bay and then the front of your cyclops opens and a platform extends so you can walk straight off it into your base.

:yeah:

Yngwie Mangosteen
Aug 23, 2007
There's an inlet thing a bit south of where you first jump into the water if I remember right.

Yngwie Mangosteen
Aug 23, 2007

Vanadium posted:

I found the alien containment unit and true to form it was in a place I'd already thoroughly checked. I think I'd have missed it again if not for highlighting interactables. :smith:

Still haven't found spiral plant parts but so far I don't end any because I found enough prefabricated synthetic fibers.

They're easy to miss, because they're inside a thing you've probably seen but did not consider that you should go poke around inside. Also the nature of where they are might make the highlighting interactables not work unless you're inside the thing, even if you could see them.

I'm trying to be vague without spoiling, but those things were impossible for me to find until I looked it up.

Yngwie Mangosteen
Aug 23, 2007

Vanadium posted:

It doesn't even look spirally!



I AGREE AND WAS REAL ANNOYED.

Sorry. Yes. I mean - quite.

Yngwie Mangosteen
Aug 23, 2007

JawnV6 posted:

you turn the lights oN!?!?!? :stare:

One of the things I loved doing early in subnautica was settling the seamoth above a wreck with the lights on and exploring it at night. Right up until I was mid exploration and the lights suddenly went dark. Thinking I'd run out of battery or something I swam out and was immediately eaten by the same thing my seamoth's lights had attracted.

Yngwie Mangosteen
Aug 23, 2007
The above ground parts were fine except that I got lost in the snow plains area with the vents and diggy worm things, because I hated the controls for the hover bike. I fixed my mouse sensitivity on my second play through and it went a lot smoother. Below Zero also had the issue where even the sea truck with a few capsules could just outrun almost every threats so the terror of hearing the underwater roars turned into 'guess I have to double back before I pick up lithium this time'. Also the alien was kind of annoying.

still liked the game though, especially the earlier shallow water parts and the floating islands were neat but there needed to be more that you needed to accomplish around there, I basically visited them twice and never again.

Yngwie Mangosteen
Aug 23, 2007
I found, at least in my 4ish playthroughs of the base game, and two of BZ that just googling the area the part I want tends to spawn in was enough to find it within an hour of play time. I'd be completely good with something like 'selling' materials to a terminal to unlock pieces of parts though. Ok here's 120 titanium, give me the last goddamn cyclops piece.

Yngwie Mangosteen
Aug 23, 2007
Scanning should just be a 360' held pulse and there should be a little icon with the # of unscanned items somewhere out of the way within its aura if you have the scanner out.

Yngwie Mangosteen
Aug 23, 2007

Tiny Timbs posted:

Counterpoint: Please, developers, do not ever balance anything around what streamers want

Yngwie Mangosteen
Aug 23, 2007

SlothfulCobra posted:

Eh, I kinda felt like the oxygen plants tended to be too much of a breadcrumb trail, so instead of wandering and exploring organically, you just kinda see the paths offered to you and follow them. Not so much danger when you're just following the beaten bath.

It's much more obvious on the surface areas where you barely need to use any of the many ways to combat the cold because there's so many paths of heatplants and safe warm caves full of warming hot peppers. Barely any danger.

I agree with this, I almost wish there was a sliding setting scale that toned those down.

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Yngwie Mangosteen
Aug 23, 2007
Alan was a mistake who was trapped there by his people because he was so annoying.

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