This seems to affect both Cyclops and Moon Pool charging with this new update (in Freedom Mode), docking the Seamoth to Cyclops seems to no longer charge it. Perhaps somehow the game thinks there's no power to charge the 'moth with since Freedom mode doesn't keep track of the power of the base or cyclops? *shrug*.
There seems to be a post and a Trello card about this bug, so perhaps it's being worked on? I hope, because it was quite the dissapointment for me when I finally managed to craft the pool.
So no, it doesn't seem to be just a problem with power, since it's affecting Cyclops as well. At least for me and other(s) who have this issue now. Oh, and I started a new game for the update, so it shouldn't be an issue with an older save either.
I tried to spawn a new Seamoth (first one was legitly crafted), no difference. It still says "charging XX%", but the charge doesn't increase, either in Moonpool or Cyclops. Did it actually increase the charge level for your 'moth Lightdevil, or just say it did? Also maybe this discussion should be merged with the bug report? I dunno.
I got my seamoth down to 7%, it sat in the Moon Pool for a good 15 minutes before I noticed it was not charging. My base has several solar panels installed, all at full charge. As soon as I set the gamemode to Survival, the Seamoth begins charging.
I just don't get why it doesnt charge in Freedom mode (Hey, heres Freedom mode, but we are going to take away the freedom of charging your Seamoth!)
It will not charge so long as you are playing in freedom mode, this is known.
Thanks for stating the obvious... I think we get that... what I want to understand is WHY?! My base is powered, the damn thing should charge. Being penalised for playing Freedom in this way seems a little rough. Not everyone enjoys survival with the constant hassle of water/food.
It will not charge so long as you are playing in freedom mode, this is known.
Thanks for stating the obvious... I think we get that... what I want to understand is WHY?! My base is powered, the damn thing should charge. Being penalised for playing Freedom in this way seems a little rough. Not everyone enjoys survival with the constant hassle of water/food.
Fairly certain it's a bug, since there's even a Trello card on it. So I doubt it's an intentional "penalization" for playing Freedom. Cyclops used to charge the Seamoth before the update, after all. The update probably just broke the Seamoth for Freedom Mode somehow (I hope).
Coding games isn't exactly simple, any little thing can affect another, etc etc. I imagine it'll get fixed eventually, though it worries me slightly that the Trello card is in "minor (dumb) things" section. It gives an image (to me) that they don't find it particularly important bug to fix. It IS making Seamoth exploration more of a pain due to having to craft a bunch of power cells just to keep going.
Thanks for stating the obvious... I think we get that... what I want to understand is WHY?!
Technically it is a bug. That's what I meant by "it is known".
I say technically because there aren't really power requirements in freedom mode, so it's a bit of a left over.
The game is constantly being adjusted to essentially make multiple versions of a game so this stuff is bound to arise.
I'll make a trello card for it so it gets some attention, as I too play exclusively in freedom mode and noticed this in testing, (I do not care for the hunger / thirst mechanics) but it was not enough to stop the patch from going out.
EDIT: This was actually already reported on July 30th. It's on the radar at least
EDIT 2 : I must be tired.. I am just now reading the post above mine. Sigh..
I got my seamoth down to 7%, it sat in the Moon Pool for a good 15 minutes before I noticed it was not charging. My base has several solar panels installed, all at full charge. As soon as I set the gamemode to Survival, the Seamoth begins charging.
I just don't get why it doesnt charge in Freedom mode (Hey, heres Freedom mode, but we are going to take away the freedom of charging your Seamoth!)
How do you change the gamemode once you created a world????
Oh, the Seamoth most definitely consumes power in Freedom mode.
It also depletes to 0 %. Had to physically push mine the rest of the way when it conked out next to the moon-pool.
Grapples engaged just fine. Charging supposedly commenced, but it stubbornly remains at 0 %. Yes, there are working solar panels fitted to the moon-pool.
Same deal with the Cyclops charging bay. Not a happy camper.
I'll try switching the game mode, but I'm not a huge fan of trying to gather enough food to survive past Day One, particularly since food fish aren't re-spawning yet.
Currently working within the rationale (or 'delusion', if you prefer) that the Fabricator also functions as a protein re-sequencer. Water is obtained by reverse-osmosis filtration of seawater.
Oh, the Seamoth most definitely consumes power in Freedom mode.
It also depletes to 0 %. Had to physically push mine the rest of the way when it conked out next to the moon-pool.
Grapples engaged just fine. Charging supposedly commenced, but it stubbornly remains at 0 %. Yes, there are working solar panels fitted to the moon-pool.
Same deal with the Cyclops charging bay. Not a happy camper.
I'll try switching the game mode, but I'm not a huge fan of trying to gather enough food to survive past Day One, particularly since food fish aren't re-spawning yet.
Currently working within the rationale (or 'delusion', if you prefer) that the Fabricator also functions as a protein re-sequencer. Water is obtained by reverse-osmosis filtration of seawater.
You don't need to stay in Survival mode when doing this. When I dock my sea moth in the Cyclops, for example, I quickly switch to survival mode. I then hear the moth charging which takes all of a few seconds. Once the charging has stopped I revert back to freedom mode.
Comments
There seems to be a post and a Trello card about this bug, so perhaps it's being worked on? I hope, because it was quite the dissapointment for me when I finally managed to craft the pool.
Bug report post:
http://forums.unknownworlds.com/discussion/138017/bug-seamoth-not-charging-when-docked-in-cyclops-freedom-mode-20123
Trello:
https://trello.com/c/Mr9FGbow/954-20505-seamoth-not-charging-when-docked-in-cyclops-or-moon-pool-freedom-mode-thx-simu
So no, it doesn't seem to be just a problem with power, since it's affecting Cyclops as well. At least for me and other(s) who have this issue now. Oh, and I started a new game for the update, so it shouldn't be an issue with an older save either.
I just don't get why it doesnt charge in Freedom mode (Hey, heres Freedom mode, but we are going to take away the freedom of charging your Seamoth!)
Thanks for stating the obvious... I think we get that... what I want to understand is WHY?! My base is powered, the damn thing should charge. Being penalised for playing Freedom in this way seems a little rough. Not everyone enjoys survival with the constant hassle of water/food.
Fairly certain it's a bug, since there's even a Trello card on it. So I doubt it's an intentional "penalization" for playing Freedom. Cyclops used to charge the Seamoth before the update, after all. The update probably just broke the Seamoth for Freedom Mode somehow (I hope).
Coding games isn't exactly simple, any little thing can affect another, etc etc. I imagine it'll get fixed eventually, though it worries me slightly that the Trello card is in "minor (dumb) things" section. It gives an image (to me) that they don't find it particularly important bug to fix. It IS making Seamoth exploration more of a pain due to having to craft a bunch of power cells just to keep going.
I say technically because there aren't really power requirements in freedom mode, so it's a bit of a left over.
The game is constantly being adjusted to essentially make multiple versions of a game so this stuff is bound to arise.
I'll make a trello card for it so it gets some attention, as I too play exclusively in freedom mode and noticed this in testing, (I do not care for the hunger / thirst mechanics) but it was not enough to stop the patch from going out.
EDIT: This was actually already reported on July 30th. It's on the radar at least
EDIT 2 : I must be tired.. I am just now reading the post above mine. Sigh..
How do you change the gamemode once you created a world????
The Seamoth now does not need any power in Freedom mode (same as Cyclops).
It still uses up power in Freedom mode, not sure if it makes a difference when It hits zero, but the energy still goes down.
It also depletes to 0 %. Had to physically push mine the rest of the way when it conked out next to the moon-pool.
Grapples engaged just fine. Charging supposedly commenced, but it stubbornly remains at 0 %. Yes, there are working solar panels fitted to the moon-pool.
Same deal with the Cyclops charging bay. Not a happy camper.
I'll try switching the game mode, but I'm not a huge fan of trying to gather enough food to survive past Day One, particularly since food fish aren't re-spawning yet.
Currently working within the rationale (or 'delusion', if you prefer) that the Fabricator also functions as a protein re-sequencer. Water is obtained by reverse-osmosis filtration of seawater.
You don't need to stay in Survival mode when doing this. When I dock my sea moth in the Cyclops, for example, I quickly switch to survival mode. I then hear the moth charging which takes all of a few seconds. Once the charging has stopped I revert back to freedom mode.