Small Features, Slight Additions, Bug Fixes (Add Yours!)

jamescoolcrafter15jamescoolcrafter15 Canada Join Date: 2018-11-10 Member: 244612Members Posts: 22 Advanced user
edited January 13 in Ideas and Suggestions
This is about Small Suggestions, Slight Additions and Bug Fixes, and that's about it. If you want to comment a bug fix or small addition, I could add it into this thread under your name if you want. I'll put your name in brackets for things the veiwers suggest and add it in, my things have no brackets.

1. Bulk Head placement right at the entrance of the room. I hate when I have to place it half way through a tube.
2. Animation for closing Bulk Heads in the Cyclops, just like there's an animation when inside of your base.
3. Being able to scan Blood Grass, there's already a Data Bank Entry for it, but it's currently unscannable.
4. Some adjustments to the Coral Shell Plate. In Subnautica there's several varients of the Coral Shell Plate, the one located in the Safe Shallows is stated as the Slanted Shell Plate on the Wiki. They should make that called Slanted Shell PLate, and the normal Coral Shell Plates stay the same. This would also make sense, as in-game they both have the same entry, but on the wiki there is an entry for the Slanted Shell Plate that's not in the game. This would also make it so there's Slanted Shell Plate peices, and the ability to make Bleach from them.
5. Slanted and Coral Shell Plates being able to be planted.
6. Being able to place an Observatory ceiling on top of a Multi-Purpose Room.
7. Being able to put an Observatory in-between two tubes.
8. Being able to put a Verticle Connector on top of a Multi-Purpose Room or on the bottom.
9. Being able to put a Vertical Connector on top of or below an Observatory, and connect it to another Observatory.
10. Being able to plant Earthen Coral Tubes.
11. Scannable Stromatolites, you can find some on the Underwater Islands but they're bassicly useless and made of terrain right now.
12. The Heat Blade not creating bubbles when inside a base or on land.
13. Bulk Head base entrances on land.
14. Adjustable plant sizes, and more then 4 plants in a grow bed for aesthetic looks on creative mode.
15. Make it so you can place the Aurora and Dragon plushies on a inside of a Cyclops.
16. Fix it where you can't place something when there's clearly room.
17. Plantable and Scannable Land Trees.
18. Scannable Grue Clusters. Planting them outside, ON TOP of your BASE, or along the inner walls of an Alien Containment.
19. Scannable Tree Spawn, you can scan Stalker Teeth and Creepvine Seeds, why not these.
20. Growable Crab Claw Kelp.
21. Lava Larvae eggs.
22. Reef Back spawns in the Crator Edge (Dead Zone).
23. Different Reef Backs representing different biomes. For example a Safe Shallows Reef Back, with Acid Mushrooms, (and not just a single one, actual patches like IN the Safe Shallows), Writhing Weed, Blue Palm, Brain Coral, ect...
24. Scannable and plantable Spotted Reeds.
25. Scannable and Plantable Jordi's Toung's.
26. Pant Shelves having better placement, and not being tiny with the end of it being invisable, making it practically floating.
27. Better AI for creatures in Alien Containment, not only if there fish you dropped in, hatched from an egg, but creatures spawned into the Alien Containment have the worst AI any creature in the game can have.
28. Shoals of Fish not jumping out of the water, or floating on land.
29. Tiger Plants planted in an Outdoor Growbed or Alien Containment being passive to the player.
30. Better AI for Leviathins in Shallow Water.
31. Shuttle Bugs being able to walk on the ocean floor, like seen in the Data Bank and some Concepts, but still being able to swim freely if threatned.
32. Better AI for Reef Backs in crowded areas.
33. Spike Horned Grass spawns in the Crag Feild.
34. All of the Unnamed Coral Species being Scannable and Plantable.
35. Btter AI for Sky Ray's, and Sky Ray's spawned below sea level, despite being in an area without water, not dieing.
36. Being able to Scan and Plant the remarkabley earth like trees with the vines found on the Floating Island.
37. Ability to plant bushes, liek the ferns, and vines and ivy.
38. When you put say a Pink Cap, or a Voxel Shrub, in a Planter or Plant Shelve, they are in clusters, like the Voxel Shrubs. When you plant a Pink Cap it having the branches like in the Data Bank Entry.
39. Scannable Purple Pinecones.
40. Plantable Spotted Reeds.
41. When planting Acid Mushrooms, different growth stages, like in the Safe Shallows.
42. Terraforming back but in Creative Mode.
43. Ability to create the Fern Palm using the Transfuser.
44. Dev Console and Console Commands being back on the XBOX One, and adding them to the PS4.
45. (Haze33E) Fish not being able to swim out of and into the alien containment, currently fish from outside of your base can swim into it and fish inside can swim out into your base.
46. (Haze33E) Get rid of the yellow hand railings around doorways inside of bases. They are an annoyance to navigate around in a room with an alien containmen. If you need railings for aesthetic reasons do vertical railings on each side of the door.
47. (Haze33E) Addition of an outdoor vertical grow bed similar to the wall planter but allows you to plant Table Coral, Grue Clusters, Barnacles, Blue Barnacles and Tree Leaches.
48. (Haze33E) A food dehydrator and a nutrient block fabricator for mid-late game higher tiered food options. Maybe a food fabricator for advanced and luxary foods and beverages.
49. (Haze33E) A bigger variant of the wall locker that is 50% taller and has 40+ storage slots. Maybe like the lockers in the Aurora Locker Room.
50. (Haze33E) The Locker upgraded to have 50+ storage slots.
51. (Haze33E) Give the cyclops another row of built in lockers on the opposite wall.
52. (Haze33E) Give the seamoth an addtional 1-2 module slots.
53. (Xissor) Optional captions/subtitles for creature sounds for deaf and hard of hearing players. You can't really know when something's near you when you can't hear it, especially since this game relies so heavily on auditory clues to stay safe. Its very hard to play the game without them.
54. A JukeBox with lets you play all of the Subnautica Soundtracks while inside of your base.
55. Single Bed that is not Quilted.
56. Popcorn machine, just like there's a Vending Machine and Cofee Machine.
57. Easier placement of the Nuclear Waste Bin, especially in the Cyclops Generator Room.
58. Giving a Writhing Weed, Blue Palm or Veined Nettle seed to a Rabbit Ray basically "tames" it, and it can be ordered to follow you around.
59. Ability to place a Plant Pot on the hard end of the Beds.
60. Ability to place a Plant Pot on the Single Wall Shelves.
61. Being able to place the Nutrient Blocks, Water Bottles, Batterys, Tools, ect, on things like the Tables and such.
62. Being able to place the Drink Bottles found inside the Aurora on things in your base like Tables and Such. Could have them standing up or knocked over.
63. Being able to place papers or documents on Tables and such. Also making it so you can put Data Bank Entrys on them, that you can read and pop up when you click on them.
64. Abilty to plant Grue Clusters, Tree Leaches, Table Coral, Barnacles and Blue Barnacles on the outside walls of your base and inner glass walls of the Alien Containment.
65. Sexual Difference in Fauna, such as Markings and Colr Patterns, and needing to creatures of the opposite gender to breed them.
66. Base Telleporters, maybe smaller Alterra Phasgates or Precursor Alien Archs to get from one area to another in Creative mode maybe Survival Mode.
67. Repair option for the Moonpool, repairs docked vehicles.
68. Fixed bug where's no animation for Bulk Heads sometimes.
69. Ability to place a Spotlight on top of the ouside of a Cyclops.
70. Getting Stalker Teeth after succesfully killing a Stalker.
71. Coral Shell Plates in the Alien Containment (some show up when you build one) acting like normal Coral Shell Plates.
72. Fixed bug where the Precursor Bases don't load up properley sometimes.
73. Fixed bug where you can't scan Planter blueprints in wrecks in Crative for the entrie.
74. Fixed bug where entering a Cyclops with the Prawn Suit or Sea Moth doesn't let you leave it.
75. Fixed random crashing on XBOX One.
76. Fixed bug where you can see your base from afar, except it's transparent.
77. Fixed bug where the Neptune Platform tilts over.
78. Make the Air Bladder actually work.
79. Add the Dive Reel back to the game, or add it as an upgrade to the Prawn Suit.
80. Better Aquarium placing in the Cyclops.
81. Hull Breaches increasing in size over time, eventually being big enough for the player and Fauna to swim in without the Hatch.
82. Bulk Head Airlock for the Alien Containment built seperatley as seen in the concept for the Alien Containment.
83. Being able to build the Specimen and Fragment Anlyazers.
84. Customizable Oxygen Warning times.
85. Adding Autosaving for the players convenience and to easily recover incase of random crashes.
86. Water Transparency option in the options, like a slider.
87. Customizable creatur spawns for the players convenience.
88. Interior Modules for the Cyclops, such as a small or tube like Aquarium, Farming Station, ect...
89. In a base Hull Breach, Windows and Glass Tubes can shatter if cracking for too long.
90. (aether_tech) Usable shelves.
91. (aether_tech) Specimen jars (that can be placed on shelves for display). Can put small things in them like a resource, small fish, a floater, ect...
92. (aether_tech) Change the layout of the observation room's metal shell so that the bars dont run down the exact center of view if your looking out directly from a connecting hallway. (rotate it 45 degrees). Maybe an option?
93. (aether_tech) Reinforced Seamoth option so that it can go down to about 1500-1800 meters, exactly like the seamoth, but heavier, and slower.
94. (aether_tech) Beds without the headboard.
95. (aether_tech) Working computer desk of some sort. Maybe like a monitor? Cameras?
96. (aether_tech) Useful lab Equipment.
97. (aether_tech) Hydroelectric Generators - Shoreline and under water versions (minimal power, but should be somewhat easy to make with just Copper, Titanium, and maybe Magnetite?) 24/7 operation.
98. (aether_tech) Some sort of actual power generated/used readout for bases, display or option.
99. (aether_tech) Tool racks that display the tools put on them.
100. Water Filtration Machines not working on above sea level bases.
Post edited by jamescoolcrafter15 on

Comments

  • Haze33EHaze33E Michigan,USA Join Date: 2018-12-30 Member: 247574Members Posts: 4 Fully active user
    edited January 11
    45. Fish not being able to swim out of and into the alien containment,currently fish from outside of your base can swim into it and fish inside can swim out into your base
    46. get rid of the yellow hand railings around doorways inside of bases they are a big annoyance to navigate around in a room with an alien containment if you need railings for aesthetic reasons do vertical railings on each side of the door
    47. addition of an outdoor vertical grow bed similar to the wall planter but allows you to plant table coral
    48. A food dehydrator and a nutrient block fabricator for mid-late game higher tiered food options
    49. give us a bigger variant of the wall locker that is like 50% taller and has like 40+ storage slots and upgrade the Locker to have 50+ storage slots
    50. Give the cyclops another row of built in lockers on the opposite wall
    51. Give the cyclops an additional 1-2 module slots and create a solar charger module for it
    52. Give the seamoth an addtional 1-2 module slots
    Post edited by Haze33E on
    gavin1988
  • XissorXissor Join Date: 2019-01-11 Member: 248544Members Posts: 1 Fully active user
    Optional captions/subtitles for creature sounds for deaf and hard of hearing players would be very useful. You can't really know when something's near you when you can't hear it, especially since this game relies so heavily on auditory cues to stay safe. Its very hard to play the game without them.
    gavin1988
  • jamescoolcrafter15jamescoolcrafter15 Canada Join Date: 2018-11-10 Member: 244612Members Posts: 22 Advanced user
    Haze33E wrote: »
    45. Fish not being able to swim out of and into the alien containment,currently fish from outside of your base can swim into it and fish inside can swim out into your base
    46. get rid of the yellow hand railings around doorways inside of bases they are a big annoyance to navigate around in a room with an alien containment if you need railings for aesthetic reasons do vertical railings on each side of the door
    47. addition of an outdoor vertical grow bed similar to the wall planter but allows you to plant table coral
    48. A food dehydrator and a nutrient block fabricator for mid-late game higher tiered food options
    49. give us a bigger variant of the wall locker that is like 50% taller and has like 40+ storage slots and upgrade the Locker to have 50+ storage slots
    50. Give the cyclops another row of built in lockers on the opposite wall
    51. Give the cyclops an additional 1-2 module slots and create a solar charger module for it
    52. Give the seamoth an addtional 1-2 module slots
    Xissor wrote: »
    Optional captions/subtitles for creature sounds for deaf and hard of hearing players would be very useful. You can't really know when something's near you when you can't hear it, especially since this game relies so heavily on auditory cues to stay safe. Its very hard to play the game without them.

    I've added all of your things to the list!
  • aether_techaether_tech Join Date: 2019-01-11 Member: 248503Members Posts: 4 Fully active user
    This is about Small Suggestions, Slight Additions and Bug Fixes, and that's about it. If you want to comment a bug fix or small addition, I could add it into this thread under your name if you want. I'll put your name in brackets for things the veiwers suggest and add it in, my things have no brackets.

    1. Bulk Head placement right at the entrance of the room. I hate when I have to place it half way through a tube.
    6. Being able to place an Observatory ceiling on top of a Multi-Purpose Room.
    7. Being able to put an Observatory in-between two tubes.
    8. Being able to put a Verticle Connector on top of a Multi-Purpose Room or on the bottom.
    9. Being able to put a Vertical Connector on top of or below an Observatory, and connect it to another Observatory.
    13. Bulk Head base entrances on land.
    16. Fix it where you can't place something when there's clearly room.
    17. Plantable and Scannable Land Trees.
    18. Scannable Grue Clusters. Planting them outside, ON TOP of your BASE, or along the inner walls of an Alien Containment.
    47. (Haze33E) Addition of an outdoor vertical grow bed similar to the wall planter but allows you to plant Table Coral, Grue Clusters, Barnacles, Blue Barnacles and Tree Leaches.
    48. (Haze33E) A food dehydrator and a nutrient block fabricator for mid-late game higher tiered food options. Maybe a food fabricator for advanced and luxary foods and beverages.
    49. (Haze33E) A bigger variant of the wall locker that is 50% taller and has 40+ storage slots. Maybe like the lockers in the Aurora Locker Room.
    50. (Haze33E) The Locker upgraded to have 50+ storage slots.

    These, I want.

    And also,

    90. Usable shelves
    91. Specimen jars (that can be placed on shelves for display)
    92. Change the layout of the observation room's metal shell so that the bars dont run down the exact center of view if your looking out directly from a connecting hallway. (rotate it 45 degrees)
    93. Upgrade storage quantity for prawn suit and seamoth to at least double of what it is. pathetically small considering how big the craft are.
    94. Reinforced Seamoth option so that it can go down to about 1500-1800 meters, exactly like the seamoth, but heavier, and slower.
    95. beds without the headboard.
    96. working computer desk of some sort.
    97. lab equipment (either purely aesthetic, or actually useful somehow?)
    98. hydroelectric generators - shoreline and under water versions (minimal power, but should be somewhat easy to make with just copper, titanium, and maybe Magnetite?) 24/7 operation.
    99. some sort of actual power generated/used readout for bases, display or option.
    100. tool racks that display the tools put on them.
    gavin1988
  • jamescoolcrafter15jamescoolcrafter15 Canada Join Date: 2018-11-10 Member: 244612Members Posts: 22 Advanced user
    This is about Small Suggestions, Slight Additions and Bug Fixes, and that's about it. If you want to comment a bug fix or small addition, I could add it into this thread under your name if you want. I'll put your name in brackets for things the veiwers suggest and add it in, my things have no brackets.

    1. Bulk Head placement right at the entrance of the room. I hate when I have to place it half way through a tube.
    6. Being able to place an Observatory ceiling on top of a Multi-Purpose Room.
    7. Being able to put an Observatory in-between two tubes.
    8. Being able to put a Verticle Connector on top of a Multi-Purpose Room or on the bottom.
    9. Being able to put a Vertical Connector on top of or below an Observatory, and connect it to another Observatory.
    13. Bulk Head base entrances on land.
    16. Fix it where you can't place something when there's clearly room.
    17. Plantable and Scannable Land Trees.
    18. Scannable Grue Clusters. Planting them outside, ON TOP of your BASE, or along the inner walls of an Alien Containment.
    47. (Haze33E) Addition of an outdoor vertical grow bed similar to the wall planter but allows you to plant Table Coral, Grue Clusters, Barnacles, Blue Barnacles and Tree Leaches.
    48. (Haze33E) A food dehydrator and a nutrient block fabricator for mid-late game higher tiered food options. Maybe a food fabricator for advanced and luxary foods and beverages.
    49. (Haze33E) A bigger variant of the wall locker that is 50% taller and has 40+ storage slots. Maybe like the lockers in the Aurora Locker Room.
    50. (Haze33E) The Locker upgraded to have 50+ storage slots.

    These, I want.

    And also,

    90. Usable shelves
    91. Specimen jars (that can be placed on shelves for display)
    92. Change the layout of the observation room's metal shell so that the bars dont run down the exact center of view if your looking out directly from a connecting hallway. (rotate it 45 degrees)
    93. Upgrade storage quantity for prawn suit and seamoth to at least double of what it is. pathetically small considering how big the craft are.
    94. Reinforced Seamoth option so that it can go down to about 1500-1800 meters, exactly like the seamoth, but heavier, and slower.
    95. beds without the headboard.
    96. working computer desk of some sort.
    97. lab equipment (either purely aesthetic, or actually useful somehow?)
    98. hydroelectric generators - shoreline and under water versions (minimal power, but should be somewhat easy to make with just copper, titanium, and maybe Magnetite?) 24/7 operation.
    99. some sort of actual power generated/used readout for bases, display or option.
    100. tool racks that display the tools put on them.

    Added it all!
  • icedragonicedragon Colorado Join Date: 2019-01-14 Member: 248745Members Posts: 5 Fully active user
    On the PS4, so I don't know if there's any difference in features...

    I like the list so far, that's a lot of stuff! I'd like to see:

    101. Require radiation suit when inserting/removing reactor rods or take continual radiation damage (similar to when swimming in radiation).
    102. Depleted reactor rods cause damage if left in inventories outside of reactor unless disposed of in the nuclear waste bin (assume that the old rod's casing has become degraded).
    103. Radiation suit reduces damage from brine pool by a little bit (assumes the lead lining buys a few seconds for corrosion to get through). After five seconds in brine pool, even if you get out the radiation suit is destroyed.
    104. Ability to label larger lockers (can look like etched glass?)
    105. Add a (full) indicator to lockers when viewing, similar to how there is currently an (empty) indicator.
    106. Fix labeling for scanner cameras (somehow I have multiple of the same camera numbers).
    107. Seems like connecting to a scanner camera that is docked should be instantaneous; sometimes takes 20-30 seconds.
    108. Ability to label a base instead of leaving a beacon near it, and have different icon for it. (will have to determine what part of base carries the label, maybe the first created component of the base, like a foundation piece or four-node module?) -- or maybe be able to label the scanner room uniquely and the camera labels also carry that label plus a camera number? I assume that nobody ever builds two scanner rooms on the same base.
    109. Scanner room display can be toggled to show the currently visible and in-range beacons and built structures/vehicles while scanning.
    110. At the least, keep one prior save to the last one in case the current one becomes corrupted, at least you can go back to the previous one.
    111. Have pathfinder beacons, where maybe up to five of these beacons can be deployed and a faint laser line connects them as long as there is unbroken line of sight between them. Five to a pack, requires 2 titanium, 1 wiring kit, 1 battery and 1 glass. Can't be labeled. Can be picked up as a single group.
    gavin1988
  • HumHum china Join Date: 2019-01-27 Member: 249504Members Posts: 1 Freshly registered user
    I know the devs are very busy but,please,PLEASE,add a autosave mechanic into your game.Make it an optional mechanic for put that want to save manually or Auto.I just lost 4 hours of progress because I didn't save and I'm very disgruntled.
  • jamescoolcrafter15jamescoolcrafter15 Canada Join Date: 2018-11-10 Member: 244612Members Posts: 22 Advanced user
    Hum wrote: »
    I know the devs are very busy but,please,PLEASE,add a autosave mechanic into your game.Make it an optional mechanic for put that want to save manually or Auto.I just lost 4 hours of progress because I didn't save and I'm very disgruntled.

    I had to go back to the Primary Containment Facility again because my gaem didn't save, and then it crashed.
  • gavin1988gavin1988 Oxford England Join Date: 2019-01-28 Member: 249528Members Posts: 4 Fully active user
    This is about Small Suggestions, Slight Additions and Bug Fixes, and that's about it. If you want to comment a bug fix or small addition, I could add it into this thread under your name if you want. I'll put your name in brackets for things the veiwers suggest and add it in, my things have no brackets.

    1. Bulk Head placement right at the entrance of the room. I hate when I have to place it half way through a tube.
    6. Being able to place an Observatory ceiling on top of a Multi-Purpose Room.
    7. Being able to put an Observatory in-between two tubes.
    8. Being able to put a Verticle Connector on top of a Multi-Purpose Room or on the bottom.
    9. Being able to put a Vertical Connector on top of or below an Observatory, and connect it to another Observatory.
    13. Bulk Head base entrances on land.
    16. Fix it where you can't place something when there's clearly room.
    17. Plantable and Scannable Land Trees.
    18. Scannable Grue Clusters. Planting them outside, ON TOP of your BASE, or along the inner walls of an Alien Containment.
    47. (Haze33E) Addition of an outdoor vertical grow bed similar to the wall planter but allows you to plant Table Coral, Grue Clusters, Barnacles, Blue Barnacles and Tree Leaches.
    48. (Haze33E) A food dehydrator and a nutrient block fabricator for mid-late game higher tiered food options. Maybe a food fabricator for advanced and luxary foods and beverages.
    49. (Haze33E) A bigger variant of the wall locker that is 50% taller and has 40+ storage slots. Maybe like the lockers in the Aurora Locker Room.
    50. (Haze33E) The Locker upgraded to have 50+ storage slots.

    These, I want.

    And also,

    90. Usable shelves
    91. Specimen jars (that can be placed on shelves for display)
    92. Change the layout of the observation room's metal shell so that the bars dont run down the exact center of view if your looking out directly from a connecting hallway. (rotate it 45 degrees)
    93. Upgrade storage quantity for prawn suit and seamoth to at least double of what it is. pathetically small considering how big the craft are.
    94. Reinforced Seamoth option so that it can go down to about 1500-1800 meters, exactly like the seamoth, but heavier, and slower.
    95. beds without the headboard.
    96. working computer desk of some sort.
    97. lab equipment (either purely aesthetic, or actually useful somehow?)
    98. hydroelectric generators - shoreline and under water versions (minimal power, but should be somewhat easy to make with just copper, titanium, and maybe Magnetite?) 24/7 operation.
    99. some sort of actual power generated/used readout for bases, display or option.
    100. tool racks that display the tools put on them.

    Being able to plant all plants you see in the game and be able to find eggs for all the creatures that are in the game and i built a containment facility ten plus storeys high and when I planted the blood oil it only grows to the same size yet in the databank it says different and i also like the idea of being able to choose the base of the plantbed in the containment facility eg the lost river style etc and a display on the tank which tells you when it's getting too full of creatures telling you to upgrade the size or remove a number of creatures rather than having to hope you don't find them dead when you enter (really pissed me off) and the reinforced suit should let you in the acidic water in the lost river and the rebreather should just be an attachment to any headgear and a helmet or something for the reinforced suit.. a vertical connection to the observatory would stop it being a 360 view but is still a good idea
  • LePanDaDuBledLePanDaDuBled Join Date: 2019-01-30 Member: 249775Members Posts: 1 Freshly registered user
    Bonjour se serait vraiment très bien que ajoutez le mode COOP, multijoueur svp ajoutez se mode.
  • AltaziAltazi Join Date: 2019-01-16 Member: 248807Members Posts: 35 Advanced user
    I would like to see storage bins for metals, minerals, etc., that could hold a much larger number of items - say up to 100. These could be inside or outside. It doesn't seem realistic to put chunks of titanium in a wall-mounted locker.
  • AC_AwesomeCraftAC_AwesomeCraft USA Join Date: 2018-12-12 Member: 245501Members Posts: 238 Advanced user
    I agree with Hum, auto save would be a good touch.

    1. Cyclops hull reinforcements, to add to the upgrade module, 4 spots, two on each side of the bottom, and two, on the front and back on the top.
    2. Flood lights upgrade for cyclops and seamoth.
    3. Power conservation for cyclops, seamoth, and PRAWN suit.
    4. A button to activate shields for the cyclops's glass.
    5. Less small detail groups of alien fish in open waters.
    6. When a Bitter is eating a dead fish, make the fish look chewed, and eventually it disappear.
    7. Add an access tube for your habitat, so the cyclops has a version of "docking".
    8. Add an upgrade module to increase speed for the cyclops and seamoth.
    9. Add a net arm for the PRAWN, can hold up to 5 small fish.
    10. Add a scanner arm for the PRAWN.
    11. Create a way of upgrading the cyclops engine so it doesn't over heat when i go into max speed.
  • Enderguy059Enderguy059 Australia Join Date: 2015-10-15 Member: 208486Members Posts: 626 Advanced user
    Alright:
    Mk2/3 upgrades for Shared Vehicle Modules. All are created from the Modification Station and cannot be stacked with identical mods of differing grades (I.e. A Mk1 efficiency module cannot be placed alongside a Mk2 efficiency module). Each upgrade has the identical effect of stacking multiple Mk1 modules, which progressively becomes more expensive to offset the balance of having three mods rolled into 1.
    a. Upgraded Hull Reinforcement Modules have the same effect of stacking; Mk2 absorbs 75% of damage, Mk3 absorbs 87.5%.
    b. Upgraded Engine Efficiency Modules have also have an identical effect to stacking multiple Mk1 modules: Mk2 reduces power consumption by 30% (2 Mk1s) and Mk3 by 60% (4 Mk1s).
    c. Upgraded Storage Modules work differently to the others depending on what vehicle it is used on: the Seamoth can accept multiple Storage Modules of any grade (owing to the upgrades adding additional storage compartments), increasing storage capacity of each compartment to 30 storage slots (5x6 Wall Locker configuration) at Mk2 and 48 storage slots (6×8 Locker/Inventory configuration) at Mk3; the Prawn can only accept a single storage upgrade (as multiple upgrades only increase the capacity of the Prawn's native storage compartment), with Mk2 providing an additional 2 rows of storage (36 slots in a 6x6 configuration) and Mk3 adding 4 in total (48 slots in a 6x8 configuration).
    Politics are... pretty terrible.
    I mean, they always seem to get people into fights and encourage irrational behaviour.
    I'm fine with making a compromise and sticking to the middle road, thanks.
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