Wrecks, Lifepods and Bases: A guide in progress
pocketmunchkin
USA Join Date: 2016-02-26 Member: 213480Members
USA Join Date: 2016-02-26 Member: 213480Members
I decided to start out mapping some of the stuff on our little ocean planet. Especially since several important blueprints and fragments now need to be hunted.
Anything and Everything in this guide is subject to change without notice as updates appear.
All of this has been mapped in EXPERIMENTAL.
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Wreck
By the island closest to the front of the aurora (beware the roaming reaper)
Fragments: Mobile vehicle bay, Bio reactor, Water Filtration, cyclops hull,
Items: plant shelf, picture frame, benches, plant pot, NS poster, floodlight, Light stick
Wreck
in the koosh zone right on the edge to the shroom tree forest (beware the shockers, bone sharks)
Fragments: bio reactor, seamoth modification station, modification station
Items: benches, outdoor grow bed, indoor grow bed, plant pot, floodlight, led stick
Wreck
closest to your life pod (mine spawned here) if not, closest to the end of the aurora, by a heat geyser (not a heat vent) in the safe shallows
Blueprints: desk, chair
Wreck
Grand Reef
Fragments: thermal plant, moonpool
Wreck
Blood kelp zone, wedged between two rock walls
fragments: cyclops pressure compensator, moonpool, nuclear reactor
items: floodlight
Wreck (mini)
East of back of aurora between kelp forest and blood grass areas
(seems to be empty for now)
Abandoned sea bases
Floater island
Abandoned PDA's 4
fragments: Living wall, spootlight, observatory, desk, outdoor growbeds, plant pot #2
goodies: supply crates, seeds for plants (hello marble melon and hanging fruit)
Note: Marble Melons CAN be planted, the small marble melon is unique and cannot be re-planted and reharvested
JellyShroom caves:
Abandoned PDA's: 7 (one pda is outside on the ground right in front of the broken segment)
fragments: living wall
Lifepods:
13: dangerously close to the back of the aurora, nestled in some creepvines (watch out for the reaper)
goodies: a supply crate
19: east of the back of the aurora in the creepvine forest
goodies: none
Lifepod 3
Closest to your working lifepod, also very close to the surface in safe shallows
goodies: none
Anything and Everything in this guide is subject to change without notice as updates appear.
All of this has been mapped in EXPERIMENTAL.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wreck
By the island closest to the front of the aurora (beware the roaming reaper)
Fragments: Mobile vehicle bay, Bio reactor, Water Filtration, cyclops hull,
Items: plant shelf, picture frame, benches, plant pot, NS poster, floodlight, Light stick
Wreck
in the koosh zone right on the edge to the shroom tree forest (beware the shockers, bone sharks)
Fragments: bio reactor, seamoth modification station, modification station
Items: benches, outdoor grow bed, indoor grow bed, plant pot, floodlight, led stick
Wreck
closest to your life pod (mine spawned here) if not, closest to the end of the aurora, by a heat geyser (not a heat vent) in the safe shallows
Blueprints: desk, chair
Wreck
Grand Reef
Fragments: thermal plant, moonpool
Wreck
Blood kelp zone, wedged between two rock walls
fragments: cyclops pressure compensator, moonpool, nuclear reactor
items: floodlight
Wreck (mini)
East of back of aurora between kelp forest and blood grass areas
(seems to be empty for now)
Abandoned sea bases
Floater island
Abandoned PDA's 4
fragments: Living wall, spootlight, observatory, desk, outdoor growbeds, plant pot #2
goodies: supply crates, seeds for plants (hello marble melon and hanging fruit)
Note: Marble Melons CAN be planted, the small marble melon is unique and cannot be re-planted and reharvested
JellyShroom caves:
Abandoned PDA's: 7 (one pda is outside on the ground right in front of the broken segment)
fragments: living wall
Lifepods:
13: dangerously close to the back of the aurora, nestled in some creepvines (watch out for the reaper)
goodies: a supply crate
19: east of the back of the aurora in the creepvine forest
goodies: none
Lifepod 3
Closest to your working lifepod, also very close to the surface in safe shallows
goodies: none
Comments
(would add this to my original post but it won't let me edit it)
The system needs some randomization to keep multiple play-throughs interesting, and given the current design of fragments located in wrecks, that means there needs to be a lot more wrecks scattered around, preferably not the same ones in the same places in every game.
For interest's sake, here are the wrecks I've found so far and their approximate coordinates:
============================================ Subnautica Wrecks and Lifepods Found -------------------------------------------- As of Build 30600 ============================================ Wrecks ------ Wreck1 Grassy Plateaus 286, -74, 444 Wreck3 Koosh Zone 940, -198, 593 Wreck6 Dunes -1448, -332, 723 Wreck8 BloodKelp_Trench -1208, -332, -390 Wreck12 Safe Shallows 85, -40, 113 Wreck13 Safe Shallows -150, -20, -227 (boundary with Grassy Plateaus) Wreck14 Safe Shallows 160, -27, -253 (near Kelp Forest) Wreck15 Safe Shallows -33, -25, -398 (near volcanic vent) Wreck16 Safe Shallows 343, -16, -190 Wreck17 Kelp Forest 64, -24, 376 Wreck18 Kelp Forest -317, -73, 222 Wreck19 Kelp Forest -374, -74, 296 Wreck20 Kelp Forest 305, -53, -319 Lifepods -------- Wreck21 Lifepod #12 Safe Shallows 26, -22, 302 Wreck22 Lifepod #3 Safe Shallows -151, -1, -404 Wreck23 Lifepod #19 Kelp Forest -261, -68, 5 Wreck24 Lifepod #13 Safe Shallows 314, -36, -112 Wreck25 Lifepod #4 Safe Shallows 75, -28, -95 Wreck26 Lifepod #13 Kelp Forest 263, -54, -410 (yup, two #13's) Wrecks with no GOTO command --------------------------- Wreck-Other01 Grand Reef -283, -222, -784 Wreck-Other02 Grassy Plateaus -627, -56, -7 Wreck-Other03 Mushroom Forest -644, -95, 784 (stuck in a coral tree)Interesting that there are two #13 lifepods. I guess that really was an unlucky number!
(Edit: BTW, to see your current coords, hit F1)
Really need to find the remaining seamoth fragments. Was lucky enough to get the mobile vehicle bay fragments in one wreck, so I can at least build that in preparation.
I don't think I'll be using the coordinates so I can explore more naturally, but it's nice to see there are more wrecks to find in the safe shallows. Most of those only seem to have desk/chair combo though. Hope that changes even if it's only one or two fragments per wreck in the safe shallows.
None of the wrecks in the Safe Shallows or Kelp Forest appear to have any tech fragments other than the desk and chair, and only rarely have supply chests. I'm guessing that they will eventually contain some bits of the story via PDA's or something.
Good job scouting that Koosh Zone wreck at that depth. With 3 tanks I was already having trouble with wreck #1 in the Grassy Plateaus since I didn't have the SeaGlide. But I enjoyed the effort it took to explore the wreck, it fit in with the survival theme well.
And I agree that the game must have some randomization of wreck positions and contents / findings, because otherwise it will become too tedious in the end.
No fragments in any of the shallows wrecks (just your standard desks & chairs) including the one right next to the Aurora with the closed hatch.
No fragments in any of the Kelp Forest wrecks that don't require a laser cutter to get into (again, desks and chairs). Laser cutter still requires a diamond.
Only bio reactors and the fixed items in big one out in the back end of the grassyPlains biome and the other ones closer to the shallows have nothing but desks and chairs).
If I was a new player, I would have quit long before I found any of this and written the game off as boring and unfinished. The concept of what we had before was conceptually good, it's just the implementation was not great. There should be wrecks in the shallows and/or within a 60m(or shallower) area of the kelp forests that contain all the things a person might require to enjoy the experience in the shallows and kelp forest. That means solar panels, seaglides, maybe a few upgrades, etc. This would allow a person to populate and have fun with an area and maybe spur further exploration, and so they find things like seamoth and bioreactors down in the deeper kelp forests and grassy plains, etc. etc.
I'm working on a feedback thread to talk about this, so I'm not going to go in it here, but unless this is just a stepping stone to something a lot better, it still needs work.
I have yet to complete the seamoth fragments, my little seaglide has seen quite a lot of miles.
Also a possible bug I may have found, maybe you guys who have explored have encountered this.
In experimental if you swim up close to any wreck (or swim into it) you suddenly slow down significantly. Regardless if you're using the seaglide or the swim fins. I've noticed that I'll be going at a nice clip and then boom, its like I'm swimming in syrup. Haven't tested this out with a seamoth but for me it happened.
One thing to keep in mind is that new players start to play on the stable version of the game, which still contain all the fragments out in the world. Players dont come playing in Experimental usually until after they've played awhile on the Stable version then they hear about Experimental and sometimes switch to it.
Another thing to keep in mind is that what we experience right now in Experimental will surely change alot in the following days/weeks. One that plays in Experimental needs to understand that this mode is unstable and its basically a playtest field for the devs, they try out stuff in this mode. Right now theyre in the process of removing the random frags in the world and not only relocating them inside wrecks but also soon enough they will change visually to resemble the tech theyre meant to represent.
Im also currently playing in Experimental mode and in my most recent game ive found literally 0 solar panel frags in about 12 major wreck ive visited. its bothering but its to be expected. im sure soon enough we'll see more changes and they'll come back to us
yea i noticed that too even killed me once died a few seconds before i could get into my moth. they probably do that to make it easier to move in the wreck.
I've noticed that in the current stable version also. I'm not sure how long its been there.
Other fragments despite being there are non scannable (currently I found scanner room fragments that cannot be scanned)
I'm just assuming the devs are doing lots of small changes to wrecks right now that messes with Experimental.
Besides the Scanner Room fragments which can't be scanned (ironic?
I'm hoping a new stable build is released in the next week which will include all the fragment changes.
Also this new scavenging mode has made me appreciate the flare object. Forget the flashlight, hold a flare without tossing it and the whole room is illuminated, then you can put the flare away without losing it and its still lit when you take it back out.
Here is an official list from the devs of all wrecks and locations, though it has yet to be updated with coordinates for certain wrecks: https://docs.google.com/spreadsheets/d/1TrAsVdMnL_OkARsMKWlX-jFXQBncgpqUVGuHwsmpkig/edit?ts=56a781e4#gid=0
ID Biome Wreck Model Unique Name Batch Warp Location LD Notes
1 Grassy Plateaus wreck1 ExplorableWreck1 15 18 15 345, -92, 429 Oli Needs to be redone, using new system spawns too high
2 Grassy Plateaus wreck2 ExplorableWreck_Grassy_2 8 18 12 - Jake In Main spawns too high
3 Koosh wreck1 ExplorableWreck_KooshZone_3 18 17 16 929, 196, 602 Jake In Main
4 Underwater Islands wreck2 ExplorableWreck_UnderwaterIslands_4 12 17 18 - Jake In Main
5 Mountains wreck2 ExplorableWreck_Mountains_5 17 16 20 - Jake In Main
6 Dunes wreck2 ExplorableWreck_Dunes_6 4 16 17 -1448, -332, 723 Jake In Main
7 Treader Path wreck2 ExplorableWreck_TreaderPath_7 5 17 8 - Jake In Main
8 Blood Kelp wreck1 ExplorableWreck_BloodKelp_8 5 16 10 -1208, -332, -390 Andrew WIP
9 Mushroom Forest wreck1 ExplorableWreck_MushroomForest_9 8 18 17 - Jake In Main
10 Grand Reef wreck1 ExplorableWreck_GrandReef_10 10 17 7 -290 -222 -773 Michael first pass done
11 Grand Reef modular ExplorableWreck_GrandReef_11 - - Michael first pass done
12 Safe Shallows modular ExplorableWreck_SafeShallows_12 13 18 13 85 -40 113 Michael first pass done
13 Safe Shallows modular ExplorableWreck_SafeShallows_13 11 18 11 -150 -20 -227 Michael first pass done
14 Safe Shallows modular ExplorableWreck_SafeShallows_14 13 18 11 157 -27 -253 Michael first pass done
15 Safe Shallows modular ExplorableWreck_SafeShallows_15 12 18 10 -33 -25 -398 Michael first pass done
16 Safe Shallows modular ExplorableWreck_SafeShallows_16 15 18 11 343 -16 -190 Michael first pass done
17 Kelp Forest modular ExplorableWreck_KelpForest_17 13 18 15 64 -24 376 Michael first pass done
18 Kelp Forest modular ExplorableWreck_KelpForest_18 10 18 14 -317 -73 222 Michael first pass done
19 Kelp Forest modular ExplorableWreck_KelpForest_19 10 18 14 -374 -74 296 Michael first pass done
20 Kelp Forest modular ExplorableWreck_KelpForest_20 14 18 10 305 -53 -319 Michael first pass done
21 Safe Shallows escapepod ExplorableWreck_SafeShallows_21 12 18 14 26 -22 302 Michael first pass done
22 Safe Shallows escapepod ExplorableWreck_SafeShallows_22 11 18 10 -151 0 -404 Michael first pass done
23 Kelp Forest escapepod ExplorableWreck_KelpForest_23 11 18 12 -261 -68 5 Michael first pass done
24 Safe Shallows escapepod ExplorableWreck_SafeShallows_24 14 18 12 314 -36 -112 Michael first pass done
25 Safe Shallows escapepod ExplorableWreck_SafeShallows_25 13 18 12 75 -28 -95 Michael first pass done
26 Kelp Forest escapepod ExplorableWreck_KelpForest_26 14 18 12 263 -54 -410 Michael first pass done
it copied out quite messy; use the link for a better view.
Also there are 5 PDAs on the island
Ahh thanks. I must have missed that one. It's not as visible as the one dropped on the path in jellyshroom caves
In addition, some of the blueprint fragment locations have changed, especially for the Safe Shallows and Kelp Forest biomes starting with Wreck16. I believe this is accurate as of Build 30661, but will no doubt be tweaked by the devs in the days to come.
Note that you may have to start a new game using the latest experimental build to find all of these.
Once the next stable build is released, I'll revise this list again.
================================================================= Subnautica Wrecks and Lifepods Found -- As of Build 30661 ================================================================= Notes ----- 1) A laser cutter is required to reach some rooms within wrecks, primarily those beyond Safe Shallows. Sometimes an alternate path will reach blocked rooms. 2) Fragments for furnishings and lights not listed, they can be found in many wrecks. 3) Sometimes fragments can be found on the sea floor near or under the wreck. 4) Sometimes supply chests can be found around the wreck. Wrecks Biome Coordinates Fragments (quantity) ------- ------------------- --------------- ---------------------------- Wreck1 Grassy Plateaus 286, -74, 444 Bioreactor (2) Cyclops Hull (2) Mobile Vehicle Bay (2) Propulsion Cannon (1) Water Filtration (2) (can grab NS2 poster) Wreck2 Grassy Plateaus -627, -56, -7 Mobile Vehicle Bay (2) Propulsion Cannon (3) Wreck3 Koosh Zone 940, -198, 593 Exterior Grow Bed (1) Interior Grow Bed (1) Modification Station (4) Seamoth Upgrade Console (1) Stasis Rifle (1) Wreck4 Underwater Islands -100, -177, 881 Cyclops Engine (4) Stasis Rifle (2) Terraformer (2) Plant Pot 2 (1) Plant Pot 3 (1) Wreck5 Mountains 697, -331, 1207 Power Transmitter (2) Seamoth Upgrade Console (2) Terraformer (6) Bed (2) (can't scan yet) Bookcase (2) (can't scan yet) Wall Shelf (2) (can't scan yet) Wreck6 Dunes -1448, -332, 723 Cyclops Bridge (7) Scanner Room (6) (can't scan yet) Thermal Plant (4) Wreck7 SeaTreaderPath -1174, -148, -744 Nothing, zip, nada! WIP? Wreck8 BloodKelp_Trench -1208, -332, -390 Cyclops Pressure Compensator (1) Moonpool (7) Nuclear Reactor (4) Wreck9 Mushroom Forest -644, -95, 784 Cyclops Hull (2) Scanner Room (3) (can't scan yet) Wreck10 Grand Reef -283, -222, -784 Cyclops Pressure Compensator (1) Moonpool (1) Nuclear Reactor (2) Wreck11 Grand Reef -896, -408,-1435 Cyclops Pressure Compensator (9) Wreck12 Safe Shallows 85, -40, 113 (furnishings fragments only) Wreck13 Safe Shallows -150, -20, -227 (furnishings fragments only) Wreck14 Safe Shallows 160, -27, -253 (furnishings fragments only) Wreck15 Safe Shallows -33, -25, -398 (furnishings fragments only) Wreck16 Safe Shallows 343, -16, -190 SeaGlide (1) SeaMoth (1) Solar Panel (3) Wreck17 Kelp Forest 64, -24, 376 Mobile Vehicle Bay (3) SeaMoth (1) Wreck18 Kelp Forest -317, -73, 222 SeaMoth (2) Wreck19 Kelp Forest -374, -74, 296 SeaGlide (1) SeaMoth (1) Wreck20 Kelp Forest 305, -53, -319 (furnishings fragments only) Lifepods (no fragments in Lifepods) ------------------------------------ Wreck21 Lifepod #12 Safe Shallows 26, -22, 302 Wreck22 Lifepod #3 Safe Shallows -151, -1, -404 Wreck23 Lifepod #19 Kelp Forest -261, -68, 5 Wreck24 Lifepod #13 Safe Shallows 314, -36, -112 Wreck25 Lifepod #4 Safe Shallows 75, -28, -95 Wreck26 Lifepod #13 Kelp Forest 263, -54, -410 (yup, two #13's)So in case of power tech and the lifepod floating away it means an easy discovery of at least one power tech. All other tech beyond urgent survival can wait and be hidden deeply. This doesn't work right now.
But for me it's been worse than that, regardless of assurances that these fragments are out there in these wrecks I have on repeated attempts new games, reloads and so on not found so much as a single fragment in ANY wreck in the safe shallows or the kelp forests. I have searched them all. I have reloaded and searched them all. I have restarted new games and searched them all. I have gone through the lists of where fragments are at on this thread and searched them all. Nothing. At all. Just the desks and equivalent.
The deep water wrecks have stuff. But the starting stuff that should sensibly be in the safe shallows (and for some people, ridiculous rarity aside seemingly IS there)... just isn't there for me, or anywhere. This seems like too much of a work in progress to report it as a bug, but I'm off verifying my game cache and what not.
I was never able to find it either through in-game methods or console commands. I've always assumed it was part of whatever story/plot that is being withheld till the game gets released. I've always assumed all the "signals" you find over by the Aurora will instead be vended out by the transmitter when you get the appropriate message. So things like "This is Second Officer.." results in the signal to the Floating Island
This is my take also, in regards to "Work-in-progress". They're a smart devs, I don't see them just throwing this stuff out there without understanding the ramifications. I wouldn't be surprised if the fragments change didn't get pushed into the next stable release (o2?) after the upcoming (map room?) one.
I'm also noticing that https://subnautica.unknownworlds.com/#/subnautica/checkins is no longer being updated. Last entry is for 30547 on 2016-03-25 20:20:55 and right now I have 30667.