Scanner room fabricator not working for me... maybe I haven't found blueprints for the items it makes? It does nothing; nothing appears when it's used. Also, when I go to my PDA it turns blinding white, but only when I'm in that room...
Scanner room fabricator not working for me... maybe I haven't found blueprints for the items it makes? It does nothing; nothing appears when it's used. Also, when I go to my PDA it turns blinding white, but only when I'm in that room...
Try creating a new game on Creative. There are no blueprints for the Fabricator at the moment. There might be in the future, but I doubt it. Tools and Equipment now seem to be unlocked by grabbing the appropriate item. Creepvine Samples unlock the Dive Reel while Magnetite unlocks the Compass. So if a blueprint is required to unlock some item in the Scanner Room Fabricator, then it will be through that method instead of finding some blueprint fragment.
If we do get something like the Scanner Room for the Cyclops, then it would be through Cyclop chip upgrades. Even then, it would probably be limited to piloting Camera Drones.
I might find camera drones useful. A map of the surrounding terrain - either from drones or sonar - would be good too. But even just having drones you could pilot to scout ahead to make sure you don't crash into something would be great. Especially if they also functioned at beacons.
Stop cyclops. Scout with drone. Leave it where you want to move the cyclops to next (in a straight line). Move to it. Etc. etc. The seamoth can do that too but with depth limitations and requires modules for it. Plus I suspect the exosuit is meant to be parked in the same bay and we'll only be able to have one or the other docked.
I'm also a teensy, tiny bit hopeful that having introduced this scanner drone technology that we might get them on the cyclops. I don't know about anyone else but I have a hard time piloting that thing in unfamiliar or even just dark waters.
If we do get something like the Scanner Room for the Cyclops, then it would be through Cyclop chip upgrades. Even then, it would probably be limited to piloting Camera Drones. There would need to be far more customization on the Cyclops to get the same functionality as the Scanner Room. After all, there needs to be a large scanning array, antenna, and 3D map pedestal on the Cyclops. The only thing that appears to be on the Cyclops is the antenna or whatever that spinning thing with an antenna and camera is.
I'd rather favor the scanner room to act as a nav support station or lighthouse for subs in difficult terrain. The 3d map display tech now is there and just has to displayed via HUD link to the player piloting the cyclops. So when you build a scanner room at the deep reef, the cyclops can get 3d map support for navigating through that terrain. The more scanner room outposts created, the more advantage in cyclops navigation. Outside the scanner room nav comlink distance the 3d map won't display on the player HUD.
Comments
Try creating a new game on Creative. There are no blueprints for the Fabricator at the moment. There might be in the future, but I doubt it. Tools and Equipment now seem to be unlocked by grabbing the appropriate item. Creepvine Samples unlock the Dive Reel while Magnetite unlocks the Compass. So if a blueprint is required to unlock some item in the Scanner Room Fabricator, then it will be through that method instead of finding some blueprint fragment.
I might find camera drones useful. A map of the surrounding terrain - either from drones or sonar - would be good too. But even just having drones you could pilot to scout ahead to make sure you don't crash into something would be great. Especially if they also functioned at beacons.
Stop cyclops. Scout with drone. Leave it where you want to move the cyclops to next (in a straight line). Move to it. Etc. etc. The seamoth can do that too but with depth limitations and requires modules for it. Plus I suspect the exosuit is meant to be parked in the same bay and we'll only be able to have one or the other docked.
I'd rather favor the scanner room to act as a nav support station or lighthouse for subs in difficult terrain. The 3d map display tech now is there and just has to displayed via HUD link to the player piloting the cyclops. So when you build a scanner room at the deep reef, the cyclops can get 3d map support for navigating through that terrain. The more scanner room outposts created, the more advantage in cyclops navigation. Outside the scanner room nav comlink distance the 3d map won't display on the player HUD.