Best Of
Re: Second, or third bases?
There's no point really IMO, in building a secondary base (Outposts are still valid) before Lost River.
I find it problematic and cumbersome to navigate the Cyclops in and out of the lost river (Blood Kelp Trench and Grand Reef Caves are narrow), which is why I moved a lot of my main base from Safe Shallows (deconstructed and put in lockers in Cyclops) into the cave with the Cove Tree. This was the perfect place, as you have lots of elbow room for you cyclops, and this is the depth at which your Seamoth can't proceed. My beloved Seamoth has now been degraded to a measure for going back up to the surface, but I don't really need any ressources from that area anymore.
My first base is mostly abandoned now and don't sport much equipment, but does still have a moon pool for charging.
I made a plan for this building project, and I have CAD drawings and building list attached for anyone interested. Needless to say, I didn't follow the plan 100%, as placement of ladders and such, wasn't all possible as I predicted, but the result is very close and I love it. (And the view from Observatory is 'out of this world' HAH)
Unfortunately, I can't find the Spreadsheet with ressources for the building any longer, but I remember it required 13 large lockers to transport it all.
*Edit*
Drawing wrongly states 2 Moonpools, but I settled for 1, and I never miss the second one.
I find it problematic and cumbersome to navigate the Cyclops in and out of the lost river (Blood Kelp Trench and Grand Reef Caves are narrow), which is why I moved a lot of my main base from Safe Shallows (deconstructed and put in lockers in Cyclops) into the cave with the Cove Tree. This was the perfect place, as you have lots of elbow room for you cyclops, and this is the depth at which your Seamoth can't proceed. My beloved Seamoth has now been degraded to a measure for going back up to the surface, but I don't really need any ressources from that area anymore.
My first base is mostly abandoned now and don't sport much equipment, but does still have a moon pool for charging.
I made a plan for this building project, and I have CAD drawings and building list attached for anyone interested. Needless to say, I didn't follow the plan 100%, as placement of ladders and such, wasn't all possible as I predicted, but the result is very close and I love it. (And the view from Observatory is 'out of this world' HAH)
Unfortunately, I can't find the Spreadsheet with ressources for the building any longer, but I remember it required 13 large lockers to transport it all.
*Edit*
Drawing wrongly states 2 Moonpools, but I settled for 1, and I never miss the second one.
Re: Rant - Loss of progress...
baronvonsatan wrote: »I agree. The game's save slots don't work the way they work in most games; they're more like "session slots" than anything else, and it's up to you to determine when to save. Multiple save slots within a session would be great, but I cannot begin to imagine what a headache that would be to program, given how Unity apparently ties so many things to each other.
Adding a way to have multiple save files within a session would be great for my peace-of-mind. I think it should definitely be considered.
Re: If I bought it on PC, do I have to buy again for Xbox One?
Yes, unless they hand you a copy (which is of course entirely up to them).
It goes on sale on Xbox, though, so wait for the next one (bonus, by that time hopefully it will play better on the xbox).
It goes on sale on Xbox, though, so wait for the next one (bonus, by that time hopefully it will play better on the xbox).
Re: Subnautica but with clown masks
Every game can be summed up with

Re: I 3D Printed A Thing!
And yet again, everyone focuses on things other than the topic.
Re: Funny Subnautica pictures and memes
Paint.net is good enough for almost all casual image manipulation. GIMP is more complicated, works for more sophisticated things. You will only really need Photoshop when you do professional work, and only then when your work place requires it because GIMP can do most things Photoshop does, too.
Re: Base structure vs real maximum depth
Sam_Starfall wrote: »Dealing with internal air pressure would increase tenfold the features and add decompression time almost everywhere. It may encourage a player to stay at the same pressure as much as possible to not have to deal with it, but the cost of relocating your bases and stuff isn't worth it.
Also: acceptable break from reality
Oh I agree. I was just pointing out that there's a reason we don't need super-reinforced hab modules when we're 1000m down. As for decompression... I just assume the rebreather is nanotech magic. Gameplay gets way too complicated otherwise.
Would be a nice hardcore touch to add a craftable decompression suit that's accommodates the nitrogen buildup
Re: Rant - Loss of progress...
I do a SAVE about every 10 minutes or so while playing the game and also save whenever I'm about to do something that might not be so fortuitous to my characters well being.
It's just a prudent thing to do.
It's also quite easy...
Just hit the ESC key, click on SAVE and you're back to diving into the adventure in no time.

It's just a prudent thing to do.
It's also quite easy...
Just hit the ESC key, click on SAVE and you're back to diving into the adventure in no time.

Re: IMPORTANT NOTICE REGARDING MODS!!
Wait what, NS2+ removes entities??? Was that toggleable or...?
Also, you can have competitive with visually-obscuring entities. I never understood since when did simplifying things == competitive, pro players should learn how to deal with more variables in their gameplay.
Pfft are you kidding? Competitive players ideal comp game would be all gray non-textured maps with bright pink character models..
Nothing should ever interfere with being able to see the target.. remember all the "competitive killbox" maps games used to have? lol
Re: IMPORTANT NOTICE REGARDING MODS!!
As long as the requirements in ns2 to have somewhat stable fps are so insanely high... especially in the lategame it is currently more unfair to force any "higher" settings in any way...Nintendows wrote: »IeptBarakat wrote: »Biodome looks actually great again.
It's ridiculous how much stuff is removed by NS2+..even plants in seeding, which completely block view around the res node area.
Yeah, but the competitive mindset dictates the only two things I should see is collidable surfaces and gameplay entities.
Not just that, you don't want your fps to drop unnecessarily in your matches..
On the other side of the coin, it would also be fair to force players to have the same settings regarding shadows, particles, or props, the way CS:GO and other competitive games force certain graphic settings in competitive matches.
It's so much easier in a groupfight in lategame to keep your head up high if your fps aren't dropping like hell.
So yeah in theory, I agree, but practically it won't work unless you give others with a highend-pc an unfair advantage
Feels like everyone who hit the agree button on your post never really thought it through
You might not have noticed, but the community is already small enough