How the hell do you keep the submarine from being attacked by sharks?
Subnautica Thread
with decoy tube system, load it with decoys
Silent Running, Decoy Tubes, not diving headfirst into the Underwater Islands. Their aggression towards the Cyclops is also toned down significantly in current experimental build.
I haven't touched it in ages, is the speargun a thing yet?
no but this is
a speargun was never a thing.
its the leviathan peeper, it stares you to death
WHY THE FUCK DID MY PRAWN SUIT JUST DRAIN ITS HEALTH WHEN GOING TO THE LAVA ZONE?! ITS THE ONLY VEHICLE THAT CAN GO THERE AND IT JUST EXPLODED I AND LOST ALL MY FUCKING GEAR!
Rage quit.
This would unironically be better than the actual reaper.
>experimental build
I'm not starting the whole thing over just to play some experimental build. The shark attacks are broken. I don't even have to be submerged before they swarm me like a pack of fagot bees who saw their first giant dick. I already spent both my fire extinguishers because a bunch of sharks biting the outside of a giant sub made of plasteel somehow causes the interior to catch on fire.
After all the effort you go through to build the stupid thing, it's not even worth it to try an ever leave your base.
You can only load and fire one single decoy.
Did you save it before going there?
I get so paranoid of my game having a rare glitch that I save whenever possible since the last time I forgot to save I glitched through the aurora.
Just make sure you don't try to voice this to the devs, or they'll get really passive aggressive and try to tell you your complaints don't count because they aren't constructive.
shark submarine
the worst part about early access development
no devs are actually that good at interpreting opinions online unless mitigated by some third party person who will 'translate' them
Okay I have a problem.
I've been playing without wiki so far, made it through the story to the point where I need to find the underwater alien contamination facility, but still can't build anything bigger than a corridor for a base.
I have the blueprints for a lot of stuff I can't craft, like 2 different kind of submarines and 1 EVA suit, and they just don't show up in the fabricator because I assume I'm gonna need some other tool.
They don't hit for that much unless you just idle with your engine on forever in the same location. Silent Running lasts for 30 seconds and is more than enough to get away from anything. Just stay out of their current spawn locations or use SR/turn engine off if you need to do something there and take the Moth/PRAWN docked in your Cyclops. There's also Decoy Tubes, which I've never used myself because I've never needed them.
>I'm not starting the whole thing over just to play some experimental build
I clearly wasn't saying you should. I merely pointed out it's a known bug and will be corrected in the next stable patch.
Sunbeam ETA in 4 minutes.
Sea you fuckers back on Earth :^)
How do I load an older save?
scan them fragments and get to building bays
I'll have to send them some feedback, I think.
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>leaving all your watery friends behind
What did we ever do to you.
That tells me nothing man, I've been scanning fragments all this time!
assuming i've just gotten the cyclops and i have a seamoth with 300m pressure, and no prawn, how do i get here?
should i just go build the prawn suit?
i cant find half the fucking shit i need
where do i go to get it
>just take these mountain of precautions and stop whining
The problem isn't that the cyclops isn't invincible; it's that you can just hop in your seamoth and outrun literally everything in the game instead of driving around in a massive, clunky bomb that has a bunch of false options as placation for the punishment it incurs just by using it.
Why ever use the cyclops? It's not convenient, it's not safe, and it's definitely not fun.
>I've been playing without wiki so far
Dunno the answer to the rest of your post but I'm doing the same. The game is so great when you're playing totally blind. You have to do actual exploration and research to figure out the layout and what to do. Very visceral experience.
I found this last night when trying to find my way out of some hole I went into. Hard to tell from the screen shot but that skeleton is massive.
>tfw seeing other human beings after so long
you get the multipurpose room in one or two specific places, which i wont spoil for you. follow your PDA logs
to bad there's not a wikia or anything like that
Not to mention that if you ever try to use the headlights, your visibility gets considerably worse. I played the game a bit last year before they changed the cyclops and it was actually a really useful vehicle. Now it's just a death magnet and an ultimate waste of tons of resources because it's just going to get destroyed if you attempt to do anything meaningful with it.
you can find an upgrade for that. Use silent mode, as soon as sub gets critical damage, shut the engine / lights down and go explore outside + repair the hull
>have specific tools
>I don't want to use those tools
So stick to the Moth/PRAWN then. If you hate the thing so much don't use it.
>how do i get here?
Easiest way is through the Blood Kelp Zone. The one without Crabsquid is a tighter fit for the Cyclops, but it's not that hard and a few bumps won't damage you enough to get through the Overshield.
>build the prawn suit?
In the Aurora you can find all the PRAWN fragments.
Devs suck at balancing their game.
>use the headlights
Lights in general are a disaster currently. They've been tweaking the Cyclops headlights a little at least, so now it's only a 90% blob of white instead of 100%. Likewise with the power consumption for things like Spot/Floodlights, they've mentioned they're tweaking those rates too and the water purification.
>tweaking
Prepare to have 30 solar panels to power your one purification station.
>not just stuffing your face with melons
I don't even care about the water purification, I just want lights that don't drain two thermal generators.
You don't, I mean you should save before you go to an area, so if some odd shit happens you can quit out and reload the game from where you saved.
I thought there was something odd about the power drain from that thing. All it does is produce water and salt chunks.
Also - If I ate all the melons on that island, is there anywhere else to get seeds from? I neglected to save any to plant. I saved the last chinese potato but those aren't nearly as useful.
I have some bad news.
Power drain in general for certain modules are completely whack. Two spotlights beat out two thermal generators. A single water purifier drains the very stars of their heat just doing it's job.
You need the mobile vehicle bay to build subs. Search inside the wrecks. Also note that theres a bug where fragment progress get reset to 0 when you exit the game. This bug could seriously fuck your playthrough up because you use up all the pieces without completing the blueprint
So, I have a question for those who might've used the portals in the past. I've never bothered with them until Voice of the Deep, but now I use the one that leads from the Emperor Aquarium to the outside of the Precursor Gun Kajigger to get to and from my ALZ base. But going through takes for bloody ever. Has this always been the case?
there are super hot areas , where the floor is so hot it damages you.. so.. the game there is called "the floor is lava" use the grapling hook to spiderman around
you can upgrade your launch tube for multiple decoys
Activa lava areas on the floor are well, hot. The only place you have to sort of be wary of it and can't avoid is the Lava Castle and Active Lava Zone. When going into those caves you gotta look at the ground and make sure you stick to the solidified lava or get into some bad juju. Use the Grappling Hook to do as young master slav said to avoid the hot stuff.
>took the aurora front cave to inactive lava zone because I figured it'd be faster and easier to get then through lost river
>took fucking ages going in pitch blackness and collading with ceiling, floor and walls of the caveway
Why does that shitty entrance way even exist, I couldn't see shit for the most of time.
use the sonar upgrade for the cyclops
>mech
>massive submarine
I want these so much
>did something similar by accident
>try to leave the ALZ and end up going through that
So dark. Never needed the Sonar before that because my Cyclops never entered such dark and gloomy places.
the sonar is really handy to have for such areas, even if you just run back and temporarily install it for navigating these parts. i have a locker next to my upgrades slots thingie, holding all the upgrades i swap around if needed
does the seamoth still have a sonar ?
It was an interesting lesson. I kept one around for the Moth because it's small and fits into places, but knew the road everywhere with the Cyclops. Even the darkest areas of the Blood Kelp Zones I could navigate like the back of my hand. Yet, one wrong accidental turn in the ILZ Corridor and I was up shit creek with no idea if I was going into the right direction. It was a fun moment though, unexpected shit can be fun like that.
They're changing the Bonesharks so that they won't attack the Cyclops anymore. However, Reaper and Ghost Leviathan aggression toward the Cyclops is being raised to compensate.
friggen real life seamoth, lets find us some reapers
Never seen anyone complain about their aggression towards it though, they're big enough to open it like a tin can and snack on the weird looking fella inside. The Boneshark thing was just a weird bug because they'd literally suicide against it the moment it came close despite being much smaller.
to bad they cost as much as a private helicopter.
I can make both seamoth and cyclop, don't have either. Which one should I go for first? Does the seamoth do things the cyclop can't or is it a straight upgrade?
wait guise..wait for me, i want to see a reaper leviathan as well.. i have this poorfag underwater moped
Yes
I could easily live with that. Reapers inhabit about 10% of the game. Bonesharks appear to be the devs go to animal spawn for when they ran out of ideas.
>Add Craige Field
>Could create new fauna?
>Fuck it, fill it bonesharks.
Bonesharks are everywhere, which is why they're disabling their aggression. It might be just so they can fix the bug, though. And yes people have complained lots and loudly about how even on silent running all of the Bonesharks in a mile's radius would kamikaze the Cyclops the moment it started moving.
Yeah, I dislike that. They even have Bonesharks around the newly-added mesas in the Crash Zone.
>scooty puff jr
I want one.
Sooo.. how do you enter the seamoth/prawn suit underwater? Also how many of you actually close that pressure chamber door before exiting the cyclops and not drowning your cyclops and yourself in the process?
It has a draining system.
i have never ever once died to any wildlife in my cyclops. they just cant deal enough damage to make me even flood or start a fire. im always manage to stay in that self repair shield zone on the damage meter. if you get attacked just turn off your lights and engines. your searchlights on the cameras can be toggled as well. they attack light sources as well, not just sound. crabsquids go instant agro if you just have a lamp on near them
>disabling their aggression
Huh, I thought they just tweaked it for the Cyclops. I mean they barely notice my Moth/PRAWN and don't put too much effort in chasing my player compared to their insane hatred for medium sized submarines. Seems like the easiest way to do it is just don't make them aggro on the Cyclops, but whatever works. Agreed about their numbers though. I get they're probably the equivalent of blue sharks in how they've spread all over the place but creature variety is the spice of life.
Crabsquids just go after light sources right away, which makes sense as they're clearly a creature living in deeper areas. Jelly/Ghostrays do the same. Leave your Cyclops headlights on near the Lost River tree, they'll be all over you.
when the fuck is this game going to be finished?
The devs of this game have done more damage to their interface system than I've seen most devs do in years. The base interface was fine.
>Delete precise numbers from survival stats and replace them with a cheap graphic that provides less info
>2 patches later, add an extra step instead
>make it to where you now have to open your inventory to see the precise numbers
>Ion Power cells added
>Originally took your power to a higher number out of a number to show the specific increase provided
>Change graphic to unspecified % out of 100 to where it looks no different than if you were using normal cells
The point is to have info. Not make it look pretty with less info. Menu systems are menu systems, stop mess with them.
...
Just look at the drive shaft room interface if you want precise numbers. And doesn't matter how much you've got in the two smaller vehicles because you'll never run out thanks to their solar/heat rechargers. I don't see what's different between percentages and numbers though, they both tell you the exact same thing.
...
BOOM
so is this game close to being finished or nah
September I think
It was going to be May but they pushed it back.
Not at all. A percent is just a percent out of 100. Originally, power listing in the sub was EX: 100/100 with normal power cells. With Ion, it went to EX: 5000/5000. Both of these are now 100% because 100/100 & 5000/5000 is 100%. Can you see the difference between them because now you can't in the game.
Only towards the Cyclops, they'll still be assholes towards you, the Seamoth, and the PRAWN.
One/two more pieces of story stuff being added depending on whether they do it in one or two updates, other than that it's all bugfixes optimization and ghosts.
turn off the light on the seamoth, they mostly ignore it then , just randomly bump into it
If I've got six Ion Cells in my banks then I know that the percentages aren't the same as when I've got six regular Cells. Still not seeing the problem, unless you keep forgetting which you've got. And again, use the drive shaft console if you do keep forgetting.
I've never found them to be as humongous an asshole towards me as they are towards the Cyclops. I go explore the Underwater Islands, I'll dodge and swim away a bit and they toodle off. Compared to kamikaze runs on the Cyclops it's not nearly as bad.
you're writing it from someone who has played the game and knows about the change. If you were a new player, the original interface was much more intuitive and straight forward. I could easily see a new player not knowing just how good ion stuff is because of the change. It really was a bad idea. I hope they don't add the percent thing to the base power system as well. As for the food stats, that was just stupid and pointless.
Where is the best spot to make your main base?
Those are both in the game
I'm still hoping for the arctic biome to be added post early access. I just hope it's not just bonesharks and cave crawlers.
>Using a speargun is bad
>But grinding local fauna into hamburger meat with this mining drill is perfectly acceptable
>I could easily see a new player not knowing just how good ion stuff is because of the change
I'll grant you that one. But honestly they'll notice right away just how slowly things suddenly drain. It's a pretty straight forward progression, you're not exactly sacrificing something for an either or choice. I agree about the base power though, but that's because you have a lot of weird finicky modules. Unlike the vehicles you really need the numbers there.
>go do some stuff
>come back to base to fabricate stuff and dump materials
>It's full of holes and almost completely flooded with water
>look outside for enemies
>nothing there but a bunch of peepers and bladderfish
How is it bait. That is relevant for people who find Subnautica's lack of offensive options for tiny fish (aka spear fishing) to be nonsensical.
The game starts to feel really samey and shallow when the players options are so limited.
Must've been the Peepers. You can't trust those little fucks.
Fuck off.
More like how the hell do you keep a steady framerate?
What would you need a spear for? You can knife tiny fish into instant meals with the heat blade and you can catch them from a good distance with the grabber gun. Not to mention that you can just swim right up to them and grab them. A speargun would just be another useless thing to carry around with the already annoyingly limited inventory space.
By the underwater islands, with a drill arm this place insures you never run out of resource and it's even near thermal vents.
Some hundred of meters south and west towards the floating islands where kelp forest, grassy plateau and shafe shallows join each other. That way you're close to floating island for that good grub seeds, grand reef for stuff and the southern blood kelp forest. Also the mushroom cave entrance isn't far either.
Are you proud of yourself, user?
spearfishing is nonsensical in subnautica, since you got a propulsion gun which just works as good, and even better since you can harvest fish alive.
>take a wrong turn
Those rabbit fishes can also do it if you released them from aquarium close to your base and they try to get back in.
Wait after summer for official release
Devs will handle the optimisation last