Fix the damn Bio-Reactor... PLEASE!

CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
Damn it, devs please set the Bio-Reactor to use Creepvine OR Fungal Samples, please--NOT BOTH. I can't use the damn thing! Arrrrggghh!!!

Comments

  • j0ndavj0ndav Bristol Join Date: 2016-03-17 Member: 214373Members
    why can't you use it?
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    Looks like this belongs to ideas and suggestions and not bugs, but yes, I agree, the bioractor is the most unusable power system in the game.
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    edited March 2016
    all power generators which using any resources (bio-, nuke-) - too difficult for 'service', but who tell you that all must be easy?
    >:)
    search for solar-panels-blueprints or build your base near volcano and use thermal power generator - no need to 'feed' it any resources, but swim a lot to search of its components...
    Easy game is not so intersting. surviving in comfortable environment is not surviving.
    In my opinion this game must to be more difficult in surviving part of it and give us uncomfortable (totaly comfotless!!!) environment. What we have? A magical stick which can to build EVERYTHING! We just feed it a little materials. But we allways have a someone who want more without hard work. Why? For What? For watching a game' like a movie without any effort? Yack...
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    The Bio-Reactor is one of the first power plants you find in the Kelp Forest.

    Let me use small words. The. Kelp. Forest. Not the Mushroom Forest which I don't know how to find (and which I can't find because I'm just starting out...)

    Full of green stuff called Creepvine.

    Ergo, the thing should USE CREEPVINE so I can power my base so I can use the Fabricator there so I can EAT gallons of STUFF so I can stop the food and water meters ticking down like my guy's a bottomless pit...

    ... so I don't have to chop up the whole mushroom forest and wreck a wonderful biome.
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    edited March 2016
    I Repeat for you... you want to use an easy (not so interesting) way in game. Yes you find it (bio-) as a first powerplant. BUT you can't use it yet. What to do then? Use fabricator in lifepod with limited power level and use your base only as a storageroom. Its 'push' you to a new search for other things. But when you find a solar plant blueprint you will be more happy then if you use those "THE DAMN BIO-REACTOR" in 'desired' easy way to use. If all that things will be so easy as you please - you'll get your 'desire easy way' of gameplay. But for what? For easy game style? Why then to play in SURVIVAL game? Play in some kind of Carft&Build game then like a SimCity... If you want - you can use cheat-code and get ability to have EVERYTHING-WHAT-YOU-WANT at start of the game. Is it will be so interesting for you? I don't think so. IMHO
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    By the time players have found the other stuff for the bioreactor, they probably have already found solar energy tech. The only missing thing that's hidden better so far seems to be the energy transmitters or thermal tech you need for routing solar and thermal to your base. But in most cases your starting bases will be in sunlight and when you need deeper bases you have a good chance to have found the transmitter and thermal tech.

    So what's the bioreactor good for (especially if it uses resources far away from the starting point)?
    • Beginners at start of game? - only if you can't find the solar tech before finding the mushroom forest
    • Beginners at a later stage? - only if they can't find the transmitter and thermal tech for routing energy
    • Advanced users - no, they already know where to find energy tech that's better



    Although I have no feelings for the bioreactor the way it is used in the game, I would suggest moving this thread out of the bug report section.
  • CoranthCoranth Join Date: 2015-06-02 Member: 205160Members
    edited March 2016
    Now, if we could harvest and grow a tree mushroom from a Fungal Sample--then it would be useful. We can grow Creepvine and other harvestables; why not this?
  • BobythebeeBobythebee France Join Date: 2016-03-09 Member: 214045Members
    edited March 2016
    This "damn bio-reactor" is the best thing when you explore deep environment with the cyclops and want to make a base. If you have storages and kelp farm you have a potential unlimited power by the damn bio-reactor.


    I remember you, without spoil, Mushroom's forest isn't so deep and shroom samples doesn't take so much space.
  • Sigil_ThaneSigil_Thane Oklahoma, USA Join Date: 2016-01-03 Member: 210855Members
    Or like I suggested Here, combine the Bioreactor and the upcoming Incinerator. I don't know that you need both.
  • ADM_NtekADM_Ntek Join Date: 2016-03-18 Member: 214456Members
    basically Mr. fusion from back to the future.
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    Or like I suggested Here, combine the Bioreactor and the upcoming Incinerator. I don't know that you need both.

    Well, it would not only make the bioreactor practical again, but also turn it into an impressive and most used tool.
    ADM_Ntek wrote: »
    basically Mr. fusion from back to the future.

    Maybe the nuclear fission reactor should get a fusion reactor like this. The material gets sucked into a miniature black hole, which turns matter into energy. Rotten food or plasteel, everything. Maybe the incinerator is simply such a "waste" reactor, although it would be easier to just rework the fission reactor or the bioreactor or both.

    Black hole Mr. Fusion should have a disadvantage of readjusting it frequently to prevent a big bang or planet eater.
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    edited March 2016
    Coranth wrote: »
    Now, if we could harvest and grow a tree mushroom from a Fungal Sample--then it would be useful. We can grow Creepvine and other harvestables; why not this?

    If you want to have everything on distance 'in-touch' for WHAT you (as a character of this game) fly to outer space? You can sit in home in comfortable chair with cola and pile of chips or popcorn, clicking to remote control panel, switching views from outer cameras, rolling in that chair to toilet and to kitchen, then rolling back to monitors... THATS be cool? No swiming, no wind in face, ... Like a live in fishtank... in role of fish... somehow from somewhere from 'skies' falling food, somehow to somewhere flow away poops... just great, yeah?... :D
  • SidchickenSidchicken Plumbing the subnautican depths Join Date: 2016-02-16 Member: 213125Members
    Alex, you're missing the point. It's not that he wants to be lazy, it's that the bioreactor serves no purpose - it's basically useless tech. As Zetachron laid out, it's not useful in the early game compared to solar (both of which are currently found in the kelp forest) and by the time you go to build deeper, you've almost certainly found better options (thermal, nuclear) to power your deep bases. If it ran on things you could grow or were at least readily available close to the safe shallows, it would be a viable early-game tech. As-is it serves no purpose.
  • RainstormRainstorm Montreal (Quebec) Join Date: 2015-12-15 Member: 210003Members
    Since the Farming update release we now have access to alot of plantlife. The Bioreactor could easily be allowed to work on multiple plantlife recipes from various biomes, including plantlife from the safe shallows which would make it useful for early game.
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    edited March 2016
    Sidchiken I know, I was just jerking a chain a bit :)
    As for me - solar, thermal, nuclear powerplants are useful. anothers - ... Devs, i'm sorry... - useless in current condition.
    Another way to use so many types of pow.plants is a limit to use of each one. For example: Nuke-Power can be use 'somewhere' where its 'pollution' is not so danderous for surrounding life. Thermal - where exist a termal source. Bio - in some zone where vegetative life form to densely and it MUST 'eat' any compost substance (from grace to fish's poops) :) .
    Another idea flying in my head.. what about some sort of power condensators? Where our generated power must to store? Power plant just generate an energy. Some devices must collect it and store for further use. I understand that its all 'mean' are exist 'somewhere' but if we can build a some sort of enegy silo as a individual building (a couple) - will be good. IMHO
  • BobythebeeBobythebee France Join Date: 2016-03-09 Member: 214045Members
    Rainstorm wrote: »
    Since the Farming update release we now have access to alot of plantlife. The Bioreactor could easily be allowed to work on multiple plantlife recipes from various biomes, including plantlife from the safe shallows which would make it useful for early game.

    I love this idea, this way the Bio-reactor can be a progressive technology, discovering new rare materials allow you to produce more energy.
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    edited March 2016
    Actualy 'use' of bio-reactor as an ALTERA device means use it on VARIOUS planet with VARIOUS life forms. Why we've got here so little list of organic substance to use in ti ? o:) As i said before:
    it MUST 'eat' any compost substance (from grace to fish's poops) :) .
    In otherwise its been useless as a power plant device if it so 'selectively' in 'its food menu'
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    I have a new idea for the bioreactor. A live feed entrance for curious lifeforms. Like those annoying cave spiders. Let them crawl inside ... and they get turned into bioenergy. Just set up those reactors near spider infested places and you never have to worry feeding the bioreactor.

    Alterra Science Division introduces:

    The Bioreactor 70007 "Soylent Green"
    • you don't have to feed it, it feeds itself from all bugs and parasites around your base (from time to time you have to clean the input tunnel, please don't forget to turn of the reactor while you clean the tunnel)
    • extraordinary waste processing unit - processes even dead and rotten organic stuff
    • next generation biorecycling - produces compact nutrient food from the input

    Please ignore all this conspiracy talk about our Soylent Green Project and the loss of our outer colonies.
  • WheeljackWheeljack Chilling in the Grand Reef Join Date: 2016-03-17 Member: 214338Members
    zetachron wrote: »
    I have a new idea for the bioreactor. A live feed entrance for curious lifeforms. Like those annoying cave spiders. Let them crawl inside ... and they get turned into bioenergy. Just set up those reactors near spider infested places and you never have to worry feeding the bioreactor.

    Alterra Science Division introduces:

    The Bioreactor 70007 "Soylent Green"
    • you don't have to feed it, it feeds itself from all bugs and parasites around your base (from time to time you have to clean the input tunnel, please don't forget to turn of the reactor while you clean the tunnel)
    • extraordinary waste processing unit - processes even dead and rotten organic stuff
    • next generation biorecycling - produces compact nutrient food from the input

    Please ignore all this conspiracy talk about our Soylent Green Project and the loss of our outer colonies.

    Sounds legit.
  • Alex_INFERNOAlex_INFERNO Russia, Moscow Join Date: 2016-03-09 Member: 214036Members
    Zetachron and what if that spiders are secret agents of Super-duper-ugly-stinky-monster? if we get hurt that spiders he will come and take revenge. >:)
    :D
  • zetachronzetachron Germany Join Date: 2014-11-14 Member: 199655Members
    Zetachron and what if that spiders are secret agents of Super-duper-ugly-stinky-monster? if we get hurt that spiders he will come and take revenge. >:)
    :D

    Could it be that you accidently found the reason of the disappearance of all former ship personal and colonists? Maybe those crates and boxes full of nutrients and this last running example of the 70007 is the solution. And those spiders already got their revenge.
  • JhadarSyJhadarSy Join Date: 2016-03-29 Member: 215030Members
    At least the fungal samples are 1x1 in inventory. I ran out, filled my inventory with them and stored them next to my reactor. I put my base next to a Creepvine field since those 4x4 items are huge. At least it got me power until I could find the Solar panel fragments. (They were not easy to find! At least the bug making all the local fauna disappear is taking out the nearby Reapers too so that I can explore nearby without getting shredded!)
Sign In or Register to comment.