Machinery Update Released

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Comments

  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    DEVS! About update - Bravo!

    A few thoughts - all reactor now have a some sort of monitor panel (displaying work status) - all except thermal. Its screen is blank, cause work or unwork status here depends on water temperature but not at 'eating' resources. Let it to 'eat' some resources too (salt, mercury or alluminium for example or a grease) for its display working too.
    And i'd like to see on that monitors some sort of scales displaying remaining of reactor's 'fuel'.
  • NamelessChaosNamelessChaos Germany Join Date: 2016-02-17 Member: 213158Members
    edited May 2016
    Thermal "eats" heat... .
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    Thermal "eats" heat... .

    did you think i don't know it? I told here about adding to thermal generator some resources for work - grease (oil) for example...
  • starkaosstarkaos Join Date: 2016-03-31 Member: 215139Members
    Solar Panels don't eat any resources either. The devs could add a maintenance system to the game so that each piece of equipment requires using up resources, but it doesn't seem like it would be fun for most players. However, the Thermal Plant already has plenty of Lubricant so topping off its Lubricant levels would likely require months or years instead of every day or two.

    Of course, there is something to be said about building a Solar Panel only needing Titanium and Quartz or building a Scanner with just Titanium and a battery, but all of that falls under gameplay constraits. Requiring more resources for basic equipment makes the game more tedious.
  • kemal055kemal055 Türkiye Join Date: 2016-05-02 Member: 216257Members
    Great !! Please add in another patch,

    + Fix energy problem for cyclops
    + Add a night vision for cameras of cyclops
    + Add some new stuff in Aurora. ( wery big ship but there noting we can do excep repair)
    + I see in internet cool cyclops. maybe add new one cyclops :)

    thank you
  • starkaosstarkaos Join Date: 2016-03-31 Member: 215139Members
    kemal055 wrote: »
    + Add some new stuff in Aurora. ( wery big ship but there noting we can do excep repair)

    The devs plan on adding a room in the Aurora where we get the plans for the Exosuit. The Exosuit is the next big project that they are currently working on.
  • NamelessChaosNamelessChaos Germany Join Date: 2016-02-17 Member: 213158Members
    edited May 2016
    Thermal "eats" heat... .

    did you think i don't know it? I told here about adding to thermal generator some resources for work - grease (oil) for example...

    not very good, if there aren`t such steam bursts near (or didn`t find it) I even setup the Thermals far away at a volcano and link em home with many transmitters, always going there for them to work would suck. No use building them then. And just for your sake of a working Display, I would insert the good old Sandclock with one word beneath it: working (or processing). xD
    kemal055 wrote: »
    Great !! Please add in another patch,

    + Fix energy problem for cyclops
    + Add a night vision for cameras of cyclops
    + Add some new stuff in Aurora. ( wery big ship but there noting we can do excep repair)
    + I see in internet cool cyclops. maybe add new one cyclops :)

    thank you

    What energy problem of the Cyclops?
    Btw: Exoupdate is expected to add new explorable Aurora parts.

    And what`s so bad about the Cyclops? If you want a new then the current musta be bad for you. I admit it`s slow, but a fully functional moving base. I have many lockers on it, fabricator, plant pots, mod station, Aquarium.
  • KlinnKlinn Lost in a cave Join Date: 2016-03-09 Member: 214022Members
    What energy problem of the Cyclops?

    I think Kermal055 is just referring to the way the Cyclops can burn through power cells quickly if you aren't careful.
  • NamelessChaosNamelessChaos Germany Join Date: 2016-02-17 Member: 213158Members
    That`s nothing new and no bug, even if you use the energy consumption upgrade. If that`s his issue, there won`t be a fix, but once the Rechargers come into the game you won`t have problems with that anymore.
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    edited May 2016
    1. About lockers in Cyclop - Please add ability to edit the inscription on it (like on wall-mount lockers).

    2. I think will be good to add ability for player to change a color of lockers (not only letters color - there second (upper) 'dot-button' still unused) or add a some kind of background colors (or a picture?) for walls in habitat modules - like a wallpapers by adding some sort of 'on-wall-swich' which can on/off of lighting inside the room too. So we can creat a 'HOME' but not only 'functional rooms', where we want to add some additional objects like a coffee-machine or another 'sweet-home' items which we can scavenge from seafloor...

    3. All blueprint which now we 'scan' as a grey boxes from seafloor, DEVs can remove to in-wrecks-consoles or in on-wall-displays (with letters "NO SIGNAL" on it) for scan em.
  • LeonDOGELeonDOGE France Join Date: 2016-01-16 Member: 211525Members
    kemal055 wrote: »
    Great !! Please add in another patch,

    + Fix energy problem for cyclops
    + Add a night vision for cameras of cyclops
    + Add some new stuff in Aurora. ( wery big ship but there noting we can do excep repair)
    + I see in internet cool cyclops. maybe add new one cyclops :)

    thank you

    There won't be night vision for anything, only Sonar upgrade modules.
  • AlesAles Join Date: 2016-05-12 Member: 216664Members
    Hello,
    what about some discard machine? Machine where player can discard materials that do not need and don't have storage for.

    Thanks
  • DinkelsenDinkelsen Graz Join Date: 2015-10-05 Member: 208309Members
    There is a workaround for that. Build a storage container, put stuff in, dissolve again, done. Stuff gone.
  • giulixgiulix ITA Join Date: 2016-04-14 Member: 215753Members
    Are Cyclops fragments much harder to find or I've been down too long in the midnight sea?
  • NamelessChaosNamelessChaos Germany Join Date: 2016-02-17 Member: 213158Members
    Ales wrote: »
    Hello,
    what about some discard machine? Machine where player can discard materials that do not need and don't have storage for.

    Thanks

    Cyclops "should" get some incernator, but that thing is moved to "unknown" (when).
  • SidchickenSidchicken Plumbing the subnautican depths Join Date: 2016-02-16 Member: 213125Members
    giulix wrote: »
    Are Cyclops fragments much harder to find or I've been down too long in the midnight sea?

    I haven't had any trouble.
    kemal055 wrote: »
    Great !! Please add in another patch,

    + Fix energy problem for cyclops
    + Add a night vision for cameras of cyclops
    + Add some new stuff in Aurora. ( wery big ship but there noting we can do excep repair)
    + I see in internet cool cyclops. maybe add new one cyclops :)

    thank you

    Council's entire opening statement, with the exception of "thank you" shall be stricken from the record... Sorry, just watched My Cousin Vinny last night. Anyhoo, the clops does a lot better on power now, since they doubled its max to 1,200. Some way to illuminate where your cameras are looking would be nice. Maybe put in Ideas and Suggestions forum?
  • KlinnKlinn Lost in a cave Join Date: 2016-03-09 Member: 214022Members
    giulix wrote: »
    Are Cyclops fragments much harder to find or I've been down too long in the midnight sea?

    They're often buried in the red weeds of the Grassy Plateau biomes, so they can be a little difficult to spot. But once you're familiar with their shapes (they're not boxes any more) then you can spot the fragments pretty easily. Be sure to check over a short distance around the two Grassy Plateau wrecks.
  • DefectiveDelfinDefectiveDelfin Planet earth Join Date: 2015-07-19 Member: 206262Members
    1. About lockers in Cyclop - Please add ability to edit the inscription on it (like on wall-mount lockers).

    2. I think will be good to add ability for player to change a color of lockers (not only letters color - there second (upper) 'dot-button' still unused) or add a some kind of background colors (or a picture?) for walls in habitat modules - like a wallpapers by adding some sort of 'on-wall-swich' which can on/off of lighting inside the room too. So we can creat a 'HOME' but not only 'functional rooms', where we want to add some additional objects like a coffee-machine or another 'sweet-home' items which we can scavenge from seafloor...

    3. All blueprint which now we 'scan' as a grey boxes from seafloor, DEVs can remove to in-wrecks-consoles or in on-wall-displays (with letters "NO SIGNAL" on it) for scan em.

    1.Feasible.I support this idea.

    2.We do have picture frames.Your "interactable picture wall" idea is cool,but the devs do not have enough time to put unplanned things on their schedule.If you have suggestions,make it feasible.I think that the devs did say something about taking certain things from the wrecks home,like posters and coffee machines so you're in luck.

    3.I suggested that in the chat with the devs.They said no.They currently already have the models for the damaged fragments so scrapping all of them to implement wall consoles would be a huge waste of time.
  • giulixgiulix ITA Join Date: 2016-04-14 Member: 215753Members
    Thanks for the tips, Klinn. I got my Cyclops yesterday. I found one of the fragments at ~600 depth and that surprised me a bit, but what prevented me from finding it sooner was the new shape, I guess.
  • ech0gh0stech0gh0st CA Join Date: 2016-05-11 Member: 216637Members
    Alex_INFERNO wrote: »
    1. About lockers in Cyclop - Please add ability to edit the inscription on it (like on wall-mount lockers).

    2. I think will be good to add ability for player to change a color of lockers (not only letters color - there second (upper) 'dot-button' still unused) or add a some kind of background colors (or a picture?) for walls in habitat modules - like a wallpapers by adding some sort of 'on-wall-swich' which can on/off of lighting inside the room too. So we can creat a 'HOME' but not only 'functional rooms', where we want to add some additional objects like a coffee-machine or another 'sweet-home' items which we can scavenge from seafloor...

    3. All blueprint which now we 'scan' as a grey boxes from seafloor, DEVs can remove to in-wrecks-consoles or in on-wall-displays (with letters "NO SIGNAL" on it) for scan em.

    I think they should work on a look for all the fragments so they look like a part of the thing your scanning
  • ech0gh0stech0gh0st CA Join Date: 2016-05-11 Member: 216637Members
    DEVS! About update - Bravo!

    A few thoughts - all reactor now have a some sort of monitor panel (displaying work status) - all except thermal. Its screen is blank, cause work or unwork status here depends on water temperature but not at 'eating' resources. Let it to 'eat' some resources too (salt, mercury or alluminium for example or a grease) for its display working too.
    And i'd like to see on that monitors some sort of scales displaying remaining of reactor's 'fuel'.

    a good idea if you find a good spot and uraniums hard to find and you dont have and plants or anything
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    The refactoring of reactors now is almost perfect. With farming, the bioreactor is now most useful. Even the nuclear reactor is better now, though lead is a bit too rare compared to uranium. The thermal reactors are bigger now, but far better placable. I rarely use solar power since the update.

    The scanner room still needs balancing. The range is a joke and you're better off not using the room as there are still no buried resources. The best feature is the cams, but only because their range is up to 500m and not 100m too.

    Power recharging still missing, although all I'd need is a cyclops dock. But now copper in limestone is found really often. But with the disadvantage of lead much rarer than uranium, as it shares the limestone with copper and titanium.
  • Seamothwizard44Seamothwizard44 Join Date: 2015-09-17 Member: 207995Members
    zetachron wrote: »
    The refactoring of reactors now is almost perfect. With farming, the bioreactor is now most useful. Even the nuclear reactor is better now, though lead is a bit too rare compared to uranium. The thermal reactors are bigger now, but far better placable. I rarely use solar power since the update.

    The scanner room still needs balancing. The range is a joke and you're better off not using the room as there are still no buried resources. The best feature is the cams, but only because their range is up to 500m and not 100m too.

    Power recharging still missing, although all I'd need is a cyclops dock. But now copper in limestone is found really often. But with the disadvantage of lead much rarer than uranium, as it shares the limestone with copper and titanium.

    WHY AREN'T WE BROTHERS!?!?!?!?!?!?
  • Seamothwizard44Seamothwizard44 Join Date: 2015-09-17 Member: 207995Members
    kemal055 wrote: »
    Great !! Please add in another patch,

    + Fix energy problem for cyclops
    + Add a night vision for cameras of cyclops
    + Add some new stuff in Aurora. ( wery big ship but there noting we can do excep repair)
    + I see in internet cool cyclops. maybe add new one cyclops :)

    thank you

    Like a seamoth but bigger? Patch this 2 trello plz m8 (If u can)
  • Seamothwizard44Seamothwizard44 Join Date: 2015-09-17 Member: 207995Members
    Wait 4 the cyclops to get its baby brother (Sister, cousin?) The exosuit
  • LimesterLimester United Kingdom Join Date: 2016-06-01 Member: 217927Members
    Still waiting on co-op guys ;)
  • MyrmMyrm Sweden Join Date: 2015-08-16 Member: 207210Members
    Awesome update devs. Keep them coming! :p
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