Some Quick Questions

GreyfairerGreyfairer Join Date: 2017-04-24 Member: 229937Members
I searched they forums, but at the moment I do not have the time to peruse 76 pages of returns (work so gets in the way of my leisure time).

-Do items de-spawn in a given time after being dropped? For example I collect far more gold than I will ever use so I drop it, but if it does not de-spawn it would seem the game would muck up having to track all such items? If they don't de-spawn is there a way to dispose of them like the hazmat waste container? (I use the waterproof locker bug atm)

-Is there a way to orient the moonpool before placing it? It tends to be built after my first buildings have been placed and can be problematic making it fit; I may be missing how fine tune the moonpool placement.

-Is the intent that you build a Seamoth to help gather the Cyclops fragments and then use the Cyclops to scour the ocean floor to find the moonpool which will allow you to mod your subs? Currently I Seamoth it to 200M and then seaglide down to the wreck with the moonpool frags, drop a beacon and then make a few trips to grab what I need, but I know approximately where the wreck site is. If I did not I cannot imagine how long it would take me to find it even with a Cyclops.

-Is there a way (with some debug tool) to check the integrity of my base before I add a new module so I can avoid imploding it because I fell below the 0 mark?


Anyways, thanks in advance for any answers.

Greyfairer

Comments

  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    Dropped items do not despawn, although they might clip through the terrain. To get rid of any superfluous stuff, build a trashcan and dump it in there. You have a few seconds to take it out if you misclick or change your mind, but otherwise it gets deleted. You need the lab trashcan to get rid of depleted rods.

    The moon pool is stuck as it is. Always has been, though until recently you could at least turn it vertical or horizontal. Probs'll be amended in the future, but it's somewhat lowkey.

    Vehicles can largely be found in whichever order you want. Seamoth -> Cyclops is the logical order, but not required. Same goes for any of the vehicle-supporting structures. Though if you are stuck on Seamoth depth for the moment, might I suggest a (surface!) trip to the Aurora? There's a freebie there. And you can insert modules manually, in case that's not clear.
  • DarthOmnisDarthOmnis United States Join Date: 2016-12-15 Member: 224970Members
    I know that the direction the moonpool faces is dependent on the direction you place the foundation. I believe that the direction the gray portion faces is the way your vehicle will face in the moonpool.
  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    Greyfairer wrote: »
    -Is there a way (with some debug tool) to check the integrity of my base before I add a new module so I can avoid imploding it because I fell below the 0 mark?

    Not that I'm aware of, but remember that deconstructing is a zero-loss thing. So you can add a piece (window, for example) and see what the base integrity is on the pop-up text. If it's too low, just deconstruct it right away. Conversely, you can deconstruct an existing window and see the change that way. It'll probably be a UI amendment in future, but for now it needs a tad bit of a workaround.
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