Seabase Blues
Blatherscribe
Join Date: 2016-12-21 Member: 225275Members
Greetings,
I'm new to Subnautica, trying to build a seabase, and having a devil of a time. What appears on my screen never looks anything like examples I've found online.
To begin with, I just want to build a multipurpose room and connect a moonpool to it. But even this seems impossible! For starters, the seabase rooms do not come with legs, as shown in many many examples online. I can only seem to build them either INSIDE the terrain, or on a foundation. Foundations are hideously ugly, but OK, I'll try that. I put down a couple of foundation squares, build a multipurpose room... and cannot get the moonpool to connect. It also refuses to build itself at a functional height, even with foundation plates under it. It likes to hover just above the seafloor -- no legs, no connections, just hovering. I won't call it floating, because there's no sign that this is supposed to be actual buoyancy.
So what am I missing? Is there a special blueprint I need in order to get legs on my seabase?
Any help would be greatly appreciated.
I'm new to Subnautica, trying to build a seabase, and having a devil of a time. What appears on my screen never looks anything like examples I've found online.
To begin with, I just want to build a multipurpose room and connect a moonpool to it. But even this seems impossible! For starters, the seabase rooms do not come with legs, as shown in many many examples online. I can only seem to build them either INSIDE the terrain, or on a foundation. Foundations are hideously ugly, but OK, I'll try that. I put down a couple of foundation squares, build a multipurpose room... and cannot get the moonpool to connect. It also refuses to build itself at a functional height, even with foundation plates under it. It likes to hover just above the seafloor -- no legs, no connections, just hovering. I won't call it floating, because there's no sign that this is supposed to be actual buoyancy.
So what am I missing? Is there a special blueprint I need in order to get legs on my seabase?
Any help would be greatly appreciated.
Comments
It will be fixed eventually, it is just not high priority.
I totally agree with you with the foundations, so ugly! I have a few tips and tricks to help you out:
1. When you are starting a base start with a foundation in the area you want it.
2. Place a tube on the foundation.
3. Place another tube or room that is off the tube on the foundation but is completely off the foundation.
4. Delete the foundation and the tube on it.
5. Now you have a starting point to build your base off of. The legs should be there as long as you are close enough to the ground and now you can keep building, and the legs will be there for the most part if you stay close enough to the ground (but you don't have to be too close, I would say you can be a good tubes height up from the ground and still see the legs.
Just remember that the base building is still really weird so legs may just not appear or disappear randomly and other weird things. Luckily a lot of base building issues will be addressed when they are removing the terraforming system, since then most base building needs to be reworked because currently it really requires terrain deformation. If you are wondering why they are removing all terraforming and making the terrain static then all you need to know is they don't want to but its the only way to fix a bunch of performance issues and they have kept trying but they can't get the performance they need with the terraforming voxel terrain in game.
Build another one on top of that.
Connect the multipurpose room to the upper corridor.
Now the room as legs.
Remove the corridors again.
Using a corridor as the first module of your base also helps with defining the orientation of your base, which defines how ladders and the moonpool will face.
To make the progress visible:
Regarding the moonpool, it may connect to the base once I try these suggestions for base-building. At present, though, if I build a multipurpose room, I can't get the moonpool to connect to it. By which I mean, I can't position the moonpool in such a way that a connection between the two rooms appears, or even in such a way that they are both at the same level.
Actually, come to think of it, I can't connect a corridor to a multipurpose room, either. It's all very strange. The corridor will only appear parallel to one of the sides of the multipurpose room, not perpendicular (and thus able to connect to it). I'll try again today, though.
If it doesn't work, how long do you think it will be before they fix seabase construction? I'm willing to wait a while if need be.
You use the scroll wheel for rotation. Works for corridors, not for moonpools. Coincidentally, ever since last update you can also rotate solar panels and lights and the like that way.
You will find a similar positioning issue with the scanner room, but at least you can rotate that one.
I was able to build a simple base of two rooms and a moonpool. And then I discovered that either the guide I found online is wrong, or someone reversed the launch direction, so my Seamoth kept launching directly at the rest of my base. And thus far, I can only get two orientations -- one "inward" toward the rest of the base, and one perpendicular to the direction I want (which would mean launching into a little cave, and also going bang on the seafloor).
Also, is there any way to get a placement grid for things like solar panels? I've always been picky about getting things properly centered.
Is this habitat builder transmuting all my titanium into aluminum foil??
At least I got a moonpool I can live with, so that's something.
How do I get the moonpool that way 'round?
Also, sorry for the comment/question spam. I'm intrigued by this game, and frustrated when it gets obstreperous.
Honestly, you can do that. You just have to be really lucky when you pull up the Moonpool. I've had the it turn like that once, but it took twenty minutes of trial-and-error.
BTW, thanks, all, for the help and advice.
Moonpool last. What I did was go perpendicular with the Corridor, and with a little faith, trust, and Sandshark dust, it snapped into place. And always remember...
http://www.kylesconverter.com/pressure/feet-of-water-to-pounds-per-square-inch
http://www.kylesconverter.com/pressure/centimeters-of-water-to-kilopascals
The problem is that seabase construction follows one set of rules, regardless of depth. So if I build in such shallow water that bits of the base are sticking out into the air, it collapses just as readily as it does if I build in the deepest trench. That doesn't make sense, especially not if you plug the numbers into the converters you provided.
No need to defend the game, btw. I'm not saying something bad about it, just pointing out an issue in the hopes that the devs take note and add it to the list.
I guess it wouldn't hurt too much to allow much more freedom when in very shallow waters though.
It does collapse quicker at deep depths though; for every (100m I think it was?) you go down, the strain on the hull for every added piece increases quickly. Building a Multipurpose Room in the Kelp Forest at 40m will take up far less hull strength than the same base would in the ILZ Corridors.
Hmm. Yeah, even though the pressure is immense (you wouldn't be able to open, say a car door unless the pressure has equalized), it's not enough to actually crush anything, heck, humans can dive down to 214m / 702ft (current world record for freediving).
Maybe they need to reduce crush effects in the first 50 m or so? IDK.
Yeah, that's the thing with the moonpool. It can only face in two directions and any attempt to make it go the other way(s) won't work. There's nothing really you can do about it at this time. The moonpool doesn't rotate like other modules do, something I suspect may have something to do with the fact it is the only module without a center (ie, the sides with two walls).
Nope, no grids. Lots of people have requested some sort of snap-on mechanism. I personally like it freestyle - the patterns help me get it right if I want too.
The hull integrity mechanic is rudimentary. You need reinforcements for a base like that, but you can make an arm without support miles-long as long as you have a reinforcement anywhere in your base. I recommend applying the game's rules with your own sense of logic to make it work. For instance, any tower I make I place reinforcements at the bottom as it needs to support the rest anyway.
For what it's worth, the devs (or at least Cory Strader) do want to get back on this one day and get something more complex set up. That would be for post-V1.0, though, and a relatively low priority.
Not sure why I put a bunch of observatories on top. They may depart soon. Or not; this is meant as a small observation post near the wreck, after all.
Thanks again for helping!
Im sure they'll work on it more before the game releases officially
As for the pressure made on the base its currently pretty bad. I mean, if you build your base on one of the islands and actually manage to drop the integrity to under 0 your base will flood completely, even tho it doesnt touch the water at all That made me laugh quite a bit