Dracobomba
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All of that sounds like an incredibly cool idea. Putting it under the Dunes and the kind of fauna and resources you mentioned all make sense as well, from both a balance and a world-building perspective. I would absolutely love to see something like…
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Your computer sounds a lot like the Surface Pro I used to use to play the game back in the day. Needless to say, you should expect some lag to happen with specs like that. An integrated graphics card does not seem to work well with the game. As the …
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There's a possibility of post-1.0 biomes being added. One such thing was the Lilypad Islands, and I believe it was implied to be placed in that empty space behind the Aurora, giving people reason to wander there.
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A lot of people believe that this pool was the inspiration for the Lost river, but brine pools in general are commonly found in our oceans. I'm not sure if a developer has ever specifically stated they used that location as reference.
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Dynamic weather for post-1.0 polish would really seal the deal on creating an atmosphere. It's one of the features I sincerely hope gets put in later, even if it's purely a cosmetic change.
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Ah, but the then flavor of the storage being as annoyingly narrow as your High-school locker is lost! You could barely fit your books in there, much less a coffee machine or a self-propulsion device. -
Free space is free space. Stick raw materials in there. Maybe you've got a ton of excess gold lying around, or way too many medkits from your fabricator. Put them down there.
I think if it had too much space there wouldn't be a need to b… -
Fauna/Flora mods would be ideal.
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The real issue is the color. I'm ASSUMING they'll recolor it later, but as-is I agree they look far too similar.
I think the shapes are fine, as long as they give them more vibrant coloring like before. -
Isn't the blood kelp trench essentially what you're looking for?
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The problem is that once it's repaired it will sink again because it could be below depth limit. If you're above that depth limit, sure, but a cyclops killed by pressure would be irretrievable, so it would be difficult to make a repair function poss…
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What version have you been playing? If it's experimental, then there's bound to be all sorts of weird stuff going on. If it's the latest update, do a clear of your cache to reset loot and terrain deformation. If this persists then … -
Did you try exploring the dunes? There's usually plenty of good silver deposits there.
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Scan everything, it's almost always useful.
2 Oxygen tanks should be good for general exploration.
And the deeper and darker it is, the more you'll want to explore it. Be brave! (But be wary.) -
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I agree that Thermal power is a lot of extra effort for what could be accomplished with the other power options. Nuclear/Bio in particular lasts a long time once you fill it up, to the point where you may only need to refuel it onc… -
I certainly think it would be cool if new loot spawned in after the sunbeam was destroyed. I couldn't say what would be there, though, and there might be issues of sudden pop-ins if the player was underwater at the time of the explosion.
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Salt is too difficult to pin down a number for. You only need 3 salt to create a welder, and technically speaking, you can complete the game without ever using one, meaning salt is a completely optional resource (though I'll admit … -
Seems like people use on average about 3-4 Thermal generators. It's a bit more than I expected. I'll update the magnetite amounts.
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Hmm. Other people seem to use a lot more Thermal generators than I do. I only ever build 1, maybe 2 for my extraneous forward bases, and power my main bases with nuclear, since it's easy, generates lots of power and lasts a long ti… -
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What? You can totally pick them up. Did you try approaching from the underside before clicking on it, similar to the Mobile Vehicle bay? -
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You can squeeze in a cyclops through the Blood Kelp Trench, if you're veeeeery careful.
Also, I'm pretty sure that leads to the Lost River, not the ILZ. -
I'm pretty sure that's the connection to the ILZ from the Crash Zone. It serves as a dark, winding path to the ILZ (I would not recommend this one because it is both boring and frustrating to navigate). That said, I heard that the developers will be…
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This is actually a fantastic idea. We could use these in the Koosh zone to make it a bit more lively! It would work well with the Koosh's bio-luminescent theme. They could even be hazards, shocking anything that touches them, similar to hanging stin…
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It's currently not possible to open it without cheating. There's no access code mentioned in-game and i don't even know if there's a "correct code" that opens the door at all. Behind the door is a model of the Aurora that you can have for your base,…
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The closest example, for now, is probably the Mountain island Caves. I'm not sure how things have changed there since the Precursor updates, but they should still be accessible.
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Actually, in previous builds of the game, Magnetite was the main component of crafting a compass. I'm not sure why it was removed later. The fact that the compass recipe is unlocked with magnetite is due to the previously coded eve… -
I would certainly kill for one. There's a ton of cool concept art floating around, but sometimes they can be hard to find. Having a physical copy would be great.
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That's incredibly hard to come up with.
I don't have a specific name in mind, but maybe something to do with the word "Cerulean"? The small orbs on the side of the bushes, as well as the electricity of the Ampeels, give off that sort of … -
Other interesting things I found:
You need an ungodly amount of Titanium. I didn't do the math because it's incredibly variable on your play-style, but we're talking upwards of 500 here, probably more.
You need at least 118 Q… -
After reading what @Tarkannen said, I decided to really look into what gold is used for and how much you'd need.
Turns out I was wrong; you actually don'…