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double nine
Aug 8, 2013

JFC posted:

Nah, no luck. it's the bane of my existence in this game.I also have a first aid station stuck in a reinforced wall panel I can't remove or complete, just like the picture frame in the window, they are both just transparent blue floaty things stopping me from doing any structural changes.

Edit: Some base porn



That's a cool base, but whenever I see one of these, I have to ask - what do you use all those rooms for?!

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Owl Inspector
Sep 14, 2011

Yeah my big base was 6 rooms around a geyser (5 of which were 2 high) and it took hours to build, even with console spawning tons of glass, and two of those rooms were completely unused besides decoration/habitat

JFC
Oct 16, 2003

Jesus F Christ
Finger Lickin' God

double nine posted:

That's a cool base, but whenever I see one of these, I have to ask - what do you use all those rooms for?!

Just decoration and seeing what can be built with the tools provided. Here's a media room.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
The game will never be complete until they add a gorge plushie claw game.

Dyz
Dec 10, 2010

GenericOverusedName posted:

The game will never be complete until they add a gorge plushie claw game.

As long as youcan stuff a warper and put it in front of it.

skeleton warrior
Nov 12, 2016


Base porn is the best porn.

I didn't use the Cyclops at all until the end game; I set up a base on the edge between the Mushroom forest and the dip into the Underground caves and Seamothed my way everywhere, then brought stuff back to the central base for processing / fabrication.

Once I had to go down to the lava areas I re-worked the Cyclops into a semi-forward base. I thought it could be a real forward base, but it just sucks at exploration because your view and ability to react is so limited, and if you leave it in the wrong spot it gets eaten by angry monsters. I probably would have left it even further back but I wasn't sure I could get back to safety in just the Prawn.

As it stands, the Cyclops certainly does a great job of feeling like a multi-person vessel you're desperately and poorly trying to run alone.

Invalid Validation
Jan 13, 2008




Yea if they want the cyclops to be a portable base that can explode. Make it smaller and just put a bunch of storage on it. The thing is needlessly big for what it does and almost impossible to drive.

Hexenritter
May 20, 2001


JFC posted:

[pure unmitigated filth]

it's so beautiful.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
Cyclops is mostly fine with the latest patch, with the exception that you can't enable silent running or change the speed while in camera mode.

When you turn off the engine, enemies leave it alone. It's an extra button to push on your way out, but whatever.
When you're attacked, you wait for 3 chomps and then hit hit silent running. Again, it's just pushing a button to ignore the problem. Annoying but whatever.
Sonar makes it a LOT more enjoyable to pilot, it's a must-have.
Once you get fire suppression system you can be reckless with the emergency speed to get places faster and the shield makes creatures even less of a concern.

I line up 6 storage lockers sideways on the left as you're going aft plus a fabricator and what not. There's room for a bed behind the vehicle docking station, and a couple plant pots fit your dietary needs. Modification station can be placed and I like putting in an aquarium on the right side.

If there were a way to charge it though proximity to a base, it'd be perfect. It'd also be nice to put a vehicle mod station in.

JFC
Oct 16, 2003

Jesus F Christ
Finger Lickin' God
I wish they let you fast travel to your different bases. I just started building one down in the lava caves and it was a pain to lug all the materials down in a prawn suit and my inventory. Even if you could only fast travel without a vehicle it would be worth it. If they are worried about everyone just putting bases everywhere then just limit it to 2 or 3 fast travel sites only, or have a minimum build threshold based on number of components or power generated. With no real in-game map they could at least throw us that bone. I'm sick of re-finding places or having to walk/jump over 1k km to get somewhere.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
I was wondering today, can you get pure water from bleach?

Slickdrac
Oct 5, 2007

Not allowed to have nice things
Bleach can be used to decontaminate water, and make it drinkable. Pure it will not be, and it wouldn't work for salt water.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
Pure water also kills you remarkably fast because it sucks out all your electrolytes (sodium, potassium, chloride) and trace minerals like magnesium that you need to live.

OneTwentySix
Nov 5, 2007

fun
FUN
FUN


Bleach at low concentrations is toxic to microbes and harmless to humans. I'd still rather boil and filter if possible, but that's not always an option.

N17R4M
Aug 18, 2012

Because yes we actually DID want that land

OneTwentySix posted:

Bleach at low concentrations is toxic to microbes and harmless to humans. I'd still rather boil and filter if possible, but that's not always an option.

Certainly not possible with a material disassembler/microwave/assembler-majig. Now go back to drinking your fish-water and bleach.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to
Interesting that is one of the most glaring sci-fi BS in the game. Getting water from fish is a known survival technique, as many fish have fresh water in their bodies, often right behind their head.

I don't feel so bad cheating to get the resources to build my little base near the crabsquid cave, as I did scrounge up everything to build my main base. It took forever to get enough titanium to build it, I'm pretty sure I denuded the entire map of scrap doing so.

Dr Snofeld
Apr 30, 2009
How do you guys power your bases? I've been using a combo of solar and thermal plants but it seems unstable, especially once I install a water purifier. Plus, the max power from the thermal plants is continually fluctuating and I can't figure out why.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Bhodi posted:

Pure water also kills you remarkably fast because it sucks out all your electrolytes (sodium, potassium, chloride) and trace minerals like magnesium that you need to live.

This is a myth. You get plenty of electrolytes from food and stuff and even if you didnt it would hardly be quick

OwlFancier
Aug 22, 2013

Dr Snofeld posted:

How do you guys power your bases? I've been using a combo of solar and thermal plants but it seems unstable, especially once I install a water purifier. Plus, the max power from the thermal plants is continually fluctuating and I can't figure out why.

Thermals if deep, solar if high, sometimes with a bio reactor if I can't get either of the others.

Water purifiers use an absurd amount of power so generally I recommend leaving them to fill up and then just pulling one filtered water out at a time when you're full on power.

Section Z
Oct 1, 2008

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

Pillbug
Good news about Cyclops modules. Apparently the Devs have changed their tune about more than 4 modules breaking the game, to showing off a preliminary model of a 6 slot console for the cyclops.

Bad news. Cyclops thermals are still currently spectacular garbage.

Like, ranging from "best case scenario. 50 minutes parked over lava to refill your empties, unless larva touch you then it can be up to 100 minutes" for Ion cells. To "So, turns out larva can drain your power faster than the thermal reactor gains in some areas, even while parked with your engines off" for Regular power cells.

Good news. They are finally acknowledging and planning to shrink creature decoys down from 3x3 to 2x2. Based on the fact it's physically impossible to carry or store more than four 3x3 decoys even with an empty inventory or locker (And the fabricator spits out three at at time), which lead to a Benny Hill sketch after emptying out your pockets just to deal with decoys.

Section Z fucked around with this message at 22:18 on Jul 15, 2017

OneTwentySix
Nov 5, 2007

fun
FUN
FUN


GlyphGryph posted:

This is a myth. You get plenty of electrolytes from food and stuff and even if you didnt it would hardly be quick

Agreed. Pure water isn't good for things like embryos (I raise dart frogs and distilled water can kill eggs and isn't good for tadpoles), but a small amount of other material makes it not pure anymore - I use tadpole tea (boiled oak leaf extract) to fight fungus and that makes it safe for extremely sensitive amphibian eggs (or I just use spring or drinking water - distilled is easier since I have it on hand for my misting systems). I can't think of any situation where ultra-pure water would be harmful to humans - you'd drown long before you'd have any negative effects.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
I think its genuinely not good in the context of running long distance marathons but thats sort of an edge case where you are drinking a lot, sweating a lot, and also not eating much if anything for an extended period of time.

endlessmonotony
Nov 4, 2009

by Fritz the Horse
It's also substantially inferior in survival situations if you don't get minerals and electrolytes otherwise, since it indeed can sap your body of them... but the effect is tiny.

Have you eaten a bag of chips and a banana today? No need to worry about it.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to

OneTwentySix posted:

Agreed. Pure water isn't good for things like embryos (I raise dart frogs and distilled water can kill eggs and isn't good for tadpoles), but a small amount of other material makes it not pure anymore - I use tadpole tea (boiled oak leaf extract) to fight fungus and that makes it safe for extremely sensitive amphibian eggs (or I just use spring or drinking water - distilled is easier since I have it on hand for my misting systems). I can't think of any situation where ultra-pure water would be harmful to humans - you'd drown long before you'd have any negative effects.

I am legitimately interested in why you raise dart frogs.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
They're not too difficult to care for and make for an interesting pet.

They get their poison from the ants they eat, if they're raised in captivity they aren't toxic.

Turtlicious
Sep 17, 2012

by Jeffrey of YOSPOS

GenericOverusedName posted:

They're not too difficult to care for and make for an interesting pet.

They get their poison from the ants they eat, if they're raised in captivity they aren't toxic.

Oh poo poo, is that what I'm doing wrong?

Haha wouldn't it be funny if you posted what kind of ants those were.

You know just for laughs

haha.

OneTwentySix
Nov 5, 2007

fun
FUN
FUN


Darts make neat display animals, just like how some people keep tropical fish. I also make some extra money selling the offspring.

Most dart frogs aren't all that toxic - you'd throw up after eating them, and that's about it, and they lose toxicity in captivity as mentioned. Had a friend have one hop onto his cut in the wild - he said it burned like hell but that was it. Three species will kill you, though.

You're not going to find the same rainforest ants and beetles in captivity, even if you wanted to. Even the D. auratus transplanted to Hawaii had completely different chemical profiles after becoming established. If you want highly toxic amphibians, go for California newts. Same tetrodotoxin as pufferfish, and they don't lose it - Native Americans used to use them in assassinations by poisoning.

Xibanya
Sep 17, 2012




Clever Betty
I'm legit wowed. I did not know that.

They are cute, now I kinda want one :kimchi:

Zelmel
Sep 17, 2004

O brain new world, that has such ganglia in't!

OneTwentySix posted:

Darts make neat display animals, just like how some people keep tropical fish. I also make some extra money selling the offspring.

Most dart frogs aren't all that toxic - you'd throw up after eating them, and that's about it, and they lose toxicity in captivity as mentioned. Had a friend have one hop onto his cut in the wild - he said it burned like hell but that was it. Three species will kill you, though.

You're not going to find the same rainforest ants and beetles in captivity, even if you wanted to. Even the D. auratus transplanted to Hawaii had completely different chemical profiles after becoming established. If you want highly toxic amphibians, go for California newts. Same tetrodotoxin as pufferfish, and they don't lose it - Native Americans used to use them in assassinations by poisoning.

Well, this is one of the weirder and less expected tangents I've seen a thread get into recently, but I have to say: I never thought I'd find dart frogs that interesting beyond them looking cool and cute. Definitely going to dig into this more if only to impress my kids next time we go to the zoo/aquarium.

Back more on topic, as someone who hasn't put more than a handful of hours into Subnautica, the early game curve still feels pretty off and trying to explore/even get into the Aurora is a clusterfuck.

Section Z
Oct 1, 2008

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

Pillbug

Zelmel posted:

Well, this is one of the weirder and less expected tangents I've seen a thread get into recently, but I have to say: I never thought I'd find dart frogs that interesting beyond them looking cool and cute. Definitely going to dig into this more if only to impress my kids next time we go to the zoo/aquarium.

Back more on topic, as someone who hasn't put more than a handful of hours into Subnautica, the early game curve still feels pretty off and trying to explore/even get into the Aurora is a clusterfuck.
I dunno, dart frog tangent felt right at home with the better aspects of this game :3:

Aurora itself is basically a matter of bringing survival supplies, a repair tool (I forget if you NEED a laser cutter), and a propulsion gun,. Once you repair the reactor, and have unlocked the Prawn suit (Scanning mostly intact prawns inside means only 4 scans. Random arms is like, 20 or some bullshit) the rest of the Aurora right now is essentially flavor. Though you will want to keep it in mind for when the rocket platform escape is implemented. If I recall right, they have deliberately perma locked the door that leads to where you get the rocket blueprints I think?

As for your exploration woes beyond the Aurora? Right now fragment spawns are a "Player known issue" which can throw you off. Comm signal breadcrumbs to lifepods are also at this time based 99% on crafting or building stuff. While the few explore based lifepod signal triggers are redundant/flavor only.

Off the top of my head three of the big standout "Build this for good poo poo" lifepod signals are building an mobile vehicle bay (if you can find the fragments) triggers Lifepod 19, which is right under Floater Island. Building a Bio reactor triggers the lifepod that has the closest access repulsion gun upgrade databox in the game (Pretty big deal for survival while swimming). Building a base thermal reactor triggers lifepod 2, which has a MK1 Cyclops depth upgrade, and is also right by where I prefer to enter into the lost river and beyond to progress the plot from.

Mountain island, AKA step one of the alien base plot thread you get pointed to just by virtue of passage of time. When eventually you will get a temporary indicator from the comms relay.

Section Z fucked around with this message at 01:13 on Jul 18, 2017

Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?

Section Z posted:

If I recall right, they have deliberately perma locked the door that leads to where you get the rocket blueprints I think?

Yep, it has a keypad but no actual code opens it yet. You can however 'openall' in console that'll crack it, the room inside is fully done up and everything, there's even some unique junk in there to swipe for decorating your ocean house(s), a big poster/portrait thing of the Aurora, a model ship of it, some hat and the PDA and junk with the rocket blueprints.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
I really, really don't like triggers based on building things. I was trying to figure out how to get the cyclops module in this patch; solar is so damned good that I went straight from solar straight to nuclear in my second (lost river) base.

I noticed I never triggered the breadcrumb to find the jelly shroom cave base either, that's probably something else I never built...

Lassitude
Oct 21, 2003

OneTwentySix posted:

Agreed. Pure water isn't good for things like embryos (I raise dart frogs and distilled water can kill eggs and isn't good for tadpoles), but a small amount of other material makes it not pure anymore - I use tadpole tea (boiled oak leaf extract) to fight fungus and that makes it safe for extremely sensitive amphibian eggs (or I just use spring or drinking water - distilled is easier since I have it on hand for my misting systems). I can't think of any situation where ultra-pure water would be harmful to humans - you'd drown long before you'd have any negative effects.

If you drink a ton of it over a short-ish period, you can end up excreting enough electrolytes that you end up with cerebral edema. This isn't specific to pure water or anything though.

Section Z
Oct 1, 2008

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

Pillbug

Bhodi posted:

I really, really don't like triggers based on building things. I was trying to figure out how to get the cyclops module in this patch; solar is so damned good that I went straight from solar straight to nuclear in my second (lost river) base.

I noticed I never triggered the breadcrumb to find the jelly shroom cave base either, that's probably something else I never built...

It would work a bit more smoothly if it at least triggered on UNLOCKING the blueprints. For what it's worth, one of the devs went "Wait, Bio reactor = repulsion gun? That's strange and really shouldn't be the case" to me off in the brown sea. But that was like, at the start of the month coming off the heels of him defending the signal triggers current setup and how much they want to reward exploration to a new player (With the setup that doesn't reward exploration at all :v:)

"signals leading the player to all the important elements and tech in the game does not fit with that vision." Which of course, is why there are important techs, elemtents, and locations like MOUNTAIN ISLAND, tied to crafting poo poo triggering signals :pseudo:

The longer the development goes on. The more I wonder how much the Developers have a PR agent with a gun up to the back of their head and are having an uphill struggle to make the game work as well as they actually want it to. With tiny cries for help slipped through, like how the main menu splash page's updates blurb box was showing a burning cyclops for a while. "Look at how great our Cyclops 2.0 update is! *Picture of a burning wreck* neato :shepface:"

Section Z fucked around with this message at 02:59 on Jul 18, 2017

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
I mean I'm fine with it if they tell me to, I'll jump through the hoops if they're indicated to me. But there's just no natural correlation at all; people will just spend time exploring in the exploration game rather than stuff a base full of things they don't need, and there'd be no reason to expect that transmissions be keyed to anything but elapsed time unless you know better.

This is the kind of stuff you figure out in general playtesting & beta though, I'm sure it'll get resolved... as long as the devs stop paying attention to the brown sea and start paying attention to trello.

Bhodi fucked around with this message at 02:59 on Jul 18, 2017

Section Z
Oct 1, 2008

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

Pillbug

Bhodi posted:

I mean I'm fine with it if they tell me to, I'll jump through the hoops if they're indicated to me. But there's just no natural correlation at all; people will just spend time exploring in the exploration game rather than stuff a base full of things they don't need, and there'd be no reason to expect that transmissions be keyed to anything but elapsed time unless you know better.

This is the kind of stuff you figure out in general playtesting & beta though, I'm sure it'll get resolved... as long as the devs stop paying attention to the brown sea and start paying attention to trello.

Trello also has stuff like "Man, lanternfruit is OP. Nerf that poo poo into the pavement.... It's 6 food only now? Great job making it barley better than creepvine guys!" though :sigh:

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
marbelmellons are where it's at now, i just replaced one with the other in my sub

i get what they're trying to do but hunger mechanics just aren't compelling at all no matter what you do

there have been large improvements in the early game though, wrt silver and such, this last patch made things a lot better tbh.

Owl Inspector
Sep 14, 2011

I actually enjoy the food and water needs super early on in the game, but as time goes on and you spend more and more time traveling without any real danger of starvation unless you really overdo it, they just feel like a timewaster demanding your attention and inventory slots. When I tried playing without hunger and thirst, I felt like the game was missing something early on, but was glad I didn't have them nagging at me later on. I'm wondering if there's some way to keep the relevance, but not the annoyance, of the mechanic later on. Like some progression mechanic that basically eliminates food and water as a need, but where there are eatables you can find/make that give you buffs or something.

Lager
Mar 9, 2004

Give me the secret to the anti-puppet equation!

Hey, it could always get more crazy. They could put agriculture mechanics in, where if you want the plants to be worthwhile as food you have to select for beneficial traits and GMO the poo poo out of them.

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Thor-Stryker
Nov 11, 2005
Hopefully someone can make a mod that just requires you to eat/drink 2-3 times a day or receive a negative swim modifier until you do.

Way better than some kid that apparently has to desecrate an entire eco-system to stay alive for a couple days.

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