No battery chargers? So sad, but I would rather them finish them than get a rushed job (see KOTOR II)
at least kotar II had a begining middle and end, but yes on that note that was sloppy, at least unknown worlds doesnt ahve the presure of a publisher over their heads right?
Trello roadmap didn't even mark the recharging stations as finished and they will be in the next update I think. So I guess all cyclop fans will have to keep fabricating power cells like hell.
The power charging stations are marked done in trello because that card is for the art side, not the programming implementation side. They still need to be programmed, and it has taken so long because it requires a whole refactoring of the power system code, before the chargers themselves can be implemented. They will be the focus of the next update, hopefully in a few weeks.
Awesome, when i heard they wheren't in the machinery update, i was hoping you would make a point to focus on them for the next update. The new update, whilst very interesting, is not something i want to spend time on without the chargers. So i'm glad to hear chargers will be focused upon for the next update. On the flipside, when the next update comes, i will be able to get a first playtrough with both the content of the Machinery update and whatever shows up with the next one. So that should be a great playtrough.
Edit: Just out of curiosity, if you do read this Squeal. Since you're allready refactoring the power system code, is there any other benefits that you forsee will come out of that apart from getting the chargers to work with it?
yomamaOn the freewayJoin Date: 2016-04-17Member: 215861Members
Really appreciate an explanation on the rechargers, which were what I was most looking forward to in the update. I assumed the Trellp card being moved to done meant they were all the way done. Oh well, next update.
This was THE thing I was waiting for. Feels like Christmas has been called off.
I was purposely NOT building a Cyclops in my current game until this expected upgrade came out.
Taking a break from this game for awhile I think. 80 hours of Subnautica (or any game) in a month is ALOT anyway.
When the Cyclops charger is implemented, I'll be back playing.
yea the machinery update could have been only the cell charger and it would have been a worthwhile release. It was the single most important thing and it got left out ... everything else is just garnishment. I feel like I have been served garlic and onions with no steak
As I understand Seamoth depth compensator "Mark 1" means that will be "Mark 2" and so on..?
And what about all theese new things (manipulator, Grey Bag, biohazard container, coffee machine, forklift) ?
When you have the Mark 1 you can use the modification station to turn it into a Mark 2 and Mark 3.
Those new assets you mentioned are mainly just detail props to add interest to the wrecks. But we'll probably allow the player to pick up some of the smaller ones, and maybe scan /craft a few as well, though they would just be for cosmetic purposes to decorate your base, no actual gameplay attached.
As I understand Seamoth depth compensator "Mark 1" means that will be "Mark 2" and so on..?
And what about all theese new things (manipulator, Grey Bag, biohazard container, coffee machine, forklift) ?
When you have the Mark 1 you can use the modification station to turn it into a Mark 2 and Mark 3.
Those new assets you mentioned are mainly just detail props to add interest to the wrecks. But we'll probably allow the player to pick up some of the smaller ones, and maybe scan /craft a few as well, though they would just be for cosmetic purposes to decorate your base, no actual gameplay attached.
Doesn`t work for the Cyclops upgrade, the modding station doesn`t accept the crafted compression module.
Doesn`t work for the Cyclops upgrade, the modding station doesn`t accept the crafted compression module.
Yeah, that's a bug. It is setup to work that way, but for some reason it isn't currently. We'll look into it
Whooo, fast response, maybe I`m lucky enough to get one more
Will multiple Cyclops modules expand the depth further, or will it get something similar to mark2 and 3 seamoth? Gotta admit since I can`t craft it I don`t know how far down the Cyclops can go with it and if you need more then. ^^
Doesn`t work for the Cyclops upgrade, the modding station doesn`t accept the crafted compression module.
Yeah, that's a bug. It is setup to work that way, but for some reason it isn't currently. We'll look into it
Whooo, fast response, maybe I`m lucky enough to get one more
Will multiple Cyclops modules expand the depth further, or will it get something similar to mark2 and 3 seamoth? Gotta admit since I can`t craft it I don`t know how far down the Cyclops can go with it and if you need more then. ^^
The mod station cyclops pressure upgrade (I think ultra hull reinforcement) allows a depth of 1500m. These modules don't stack. This was changed with ScottT's depth and cyclops rework. That's about the depth of the sea emperor prison and if I look at the map down there and the roadmap I don't think it can go deeper. Not until 1.0 release. There were plans for going deeper, but I imagine them being cut due to the problems. The game map itself covers rock down to 3000m.
I hope for a 1.0 success that allows the devs to extend their work after release.
When you have the Mark 1 you can use the modification station to turn it into a Mark 2 and Mark 3.
Those new assets you mentioned are mainly just detail props to add interest to the wrecks. But we'll probably allow the player to pick up some of the smaller ones, and maybe scan /craft a few as well, though they would just be for cosmetic purposes to decorate your base, no actual gameplay attached.
Ok I'll try... When i find this device inside Aurora i thought that NOW ALL upgrade modules will hiding inside the wrecks in same consoles for seamoth and for Cyclop - but nope... (it can be a good reason to investigate wrecks for upgrades IMHO)
About assets - manipulator can be usefull in seamoth or in drones... maybe...
As I understand Seamoth depth compensator "Mark 1" means that will be "Mark 2" and so on..?
And what about all theese new things (manipulator, Grey Bag, biohazard container, coffee machine, forklift) ?
When you have the Mark 1 you can use the modification station to turn it into a Mark 2 and Mark 3.
Those new assets you mentioned are mainly just detail props to add interest to the wrecks. But we'll probably allow the player to pick up some of the smaller ones, and maybe scan /craft a few as well, though they would just be for cosmetic purposes to decorate your base, no actual gameplay attached.
Great, I thought that the seamoth depth module was changed somehow.
Do they still stack? And I assume that mark 2 and 3 allow for 400 and 500 dive depth per module respectively.
re: Stacking Pressure Compensators - I had heard in another thread that no, pressure compensators no longer stack. So your Seamoth will have ONE Compensator, but apparently a Mk 3 can let your Seamoth go safely to 900m
re: Stacking Pressure Compensators - I had heard in another thread that no, pressure compensators no longer stack. So your Seamoth will have ONE Compensator, but apparently a Mk 3 can let your Seamoth go safely to 900m
Oh, okay.
As I said, they might introduce ultra depth compensators for the seamoth to go with the cyclops
Those new assets you mentioned are mainly just detail props to add interest to the wrecks. But we'll probably allow the player to pick up some of the smaller ones, and maybe scan /craft a few as well, though they would just be for cosmetic purposes to decorate your base, no actual gameplay attached.
I know it's off-topic here, but the ability to craft some purely cosmetic props would be a dream come true for me, and all my fellow base decorators out there. The more, the better. Building a base and making it look like an inhabited, lived-in space is a wonderful refresher and a change of pace after trying to survive in the depths - it actually adds hours of gameplay for some of us. Just saying...
Those new assets you mentioned are mainly just detail props to add interest to the wrecks. But we'll probably allow the player to pick up some of the smaller ones, and maybe scan /craft a few as well, though they would just be for cosmetic purposes to decorate your base, no actual gameplay attached.
I know it's off-topic here, but the ability to craft some purely cosmetic props would be a dream come true for me, and all my fellow base decorators out there. The more, the better. Building a base and making it look like an inhabited, lived-in space is a wonderful refresher and a change of pace after trying to survive in the depths - it actually adds hours of gameplay for some of us. Just saying...
Was once even in the Trello "Add Tons of craftable stuff" similar like that the Topic was in Trello.
I know it's off-topic here, but the ability to craft some purely cosmetic props would be a dream come true for me, and all my fellow base decorators out there. The more, the better. Building a base and making it look like an inhabited, lived-in space is a wonderful refresher and a change of pace after trying to survive in the depths - it actually adds hours of gameplay for some of us. Just saying...
Cory confirmed to me on DISCORD that the Bedroom Props are due to hit Live ''soon''. He of course could not specify more as to when exactly is ''soon'' but im betting maybe next update, at least i hope so
I know it's off-topic here, but the ability to craft some purely cosmetic props would be a dream come true for me, and all my fellow base decorators out there. The more, the better. Building a base and making it look like an inhabited, lived-in space is a wonderful refresher and a change of pace after trying to survive in the depths - it actually adds hours of gameplay for some of us. Just saying...
Cory confirmed to me on DISCORD that the Bedroom Props are due to hit Live ''soon''. He of course could not specify more as to when exactly is ''soon'' but im betting maybe next update, at least i hope so
I'm really hoping they add a fatigue or sleep meter for survival. Then add things like stims (drug, and coffee like drink) to help you stay up =D
Comments
at least kotar II had a begining middle and end, but yes on that note that was sloppy, at least unknown worlds doesnt ahve the presure of a publisher over their heads right?
Edit: Just out of curiosity, if you do read this Squeal. Since you're allready refactoring the power system code, is there any other benefits that you forsee will come out of that apart from getting the chargers to work with it?
I was purposely NOT building a Cyclops in my current game until this expected upgrade came out.
Taking a break from this game for awhile I think. 80 hours of Subnautica (or any game) in a month is ALOT anyway.
When the Cyclops charger is implemented, I'll be back playing.
And what about all theese new things (manipulator, Grey Bag, biohazard container, coffee machine, forklift) ?
Those new assets you mentioned are mainly just detail props to add interest to the wrecks. But we'll probably allow the player to pick up some of the smaller ones, and maybe scan /craft a few as well, though they would just be for cosmetic purposes to decorate your base, no actual gameplay attached.
Doesn`t work for the Cyclops upgrade, the modding station doesn`t accept the crafted compression module.
Whooo, fast response, maybe I`m lucky enough to get one more
Will multiple Cyclops modules expand the depth further, or will it get something similar to mark2 and 3 seamoth? Gotta admit since I can`t craft it I don`t know how far down the Cyclops can go with it and if you need more then. ^^
The mod station cyclops pressure upgrade (I think ultra hull reinforcement) allows a depth of 1500m. These modules don't stack. This was changed with ScottT's depth and cyclops rework. That's about the depth of the sea emperor prison and if I look at the map down there and the roadmap I don't think it can go deeper. Not until 1.0 release. There were plans for going deeper, but I imagine them being cut due to the problems. The game map itself covers rock down to 3000m.
I hope for a 1.0 success that allows the devs to extend their work after release.
Ok I'll try... When i find this device inside Aurora i thought that NOW ALL upgrade modules will hiding inside the wrecks in same consoles for seamoth and for Cyclop - but nope... (it can be a good reason to investigate wrecks for upgrades IMHO)
About assets - manipulator can be usefull in seamoth or in drones... maybe...
Great, I thought that the seamoth depth module was changed somehow.
Do they still stack? And I assume that mark 2 and 3 allow for 400 and 500 dive depth per module respectively.
sir that bug because there 2 "cyclops pressure compensator blueprint" (i use bobthebuilder)
http://steamcommunity.com/sharedfiles/filedetails/?id=681296533
old (plasteel ingot)
http://steamcommunity.com/sharedfiles/filedetails/?id=681296639
new (plasteel ingot + aluminum oxide)
http://steamcommunity.com/sharedfiles/filedetails/?id=681296584
maybe modding station using the old blueprint, not new blueprint
Oh, okay.
As I said, they might introduce ultra depth compensators for the seamoth to go with the cyclops
Was once even in the Trello "Add Tons of craftable stuff" similar like that the Topic was in Trello.
Cory confirmed to me on DISCORD that the Bedroom Props are due to hit Live ''soon''. He of course could not specify more as to when exactly is ''soon'' but im betting maybe next update, at least i hope so
I'm really hoping they add a fatigue or sleep meter for survival. Then add things like stims (drug, and coffee like drink) to help you stay up =D