Diving Bell
eastofdeath
usa Join Date: 2016-02-28 Member: 213559Members
Will my Little Diving Bell still work after the O2 update? Its not sounding good.
In Marchs update
https://trello.com/b/KbugnSRJ/subnautica-roadmap
https://trello.com/b/KbugnSRJ/subnautica-roadmap
Comments
Basically what we are going to do is a radically simplified version: If the base has power then it refills your oxygen. If it is out of power then it doesn't. The end.
Details:
oxygen refills only when base is powered
-- mask stays on if base is unpowered
-- player continues consuming oxygen from tanks if base unpowered
-- lights off in unpowered bases (!)
-- get this implemented but do not merge to main until lights on/off are working to better communicate base power
-- also: each corridor draws a little power for lights
makes bigger bases more challenging to supply with power
Seamoth oxygen stays unlimited, but
-- unpowered Seamoth doesn't give oxygen
-- unpowered Seamoth has internal lights off
-- mask stays on when entering unpowered Seamoth
Cyclops oxygen unlimited
-- unpowered Cyclops lights off
-- unpowered Cyclops gives no oxygen
-- mask stays on when entering unpowered Cyclops
Further tweaks: - Seamoth safe depth much more limited by default
So, according to your picture, one solar panel and you'll be fine
ok scratch that
looks like i have to severely upgrade my solar farm but what about plants or having parts of you base above the surface. they are making it too simple.
That's true both with 0m bases and potential future pipeway.
But you can imagine the energy required is for redirect the oxygen flow through the levels.
oh I soooo hope so!
Also if it is available from the start of the game, then it would give a decent way to power up any initial bases before finding any blueprint fragments. After all, it just costs 4 Acid Mushrooms, 2 Coppers, and 2 Creepvine Seed Clusters for a Power Cell.
Way back in the early Alpha when they first added in power they had exactly that. It was a generator with one power cell plugged in, but with space for 5 more cells, although being able to place in more power cells was never implemented. They also for a time had an unbuildable icon for a power collector, the idea being it would store power and be charged by (Solar, bio, nuclear) and then when it was night time or the power generators turned off it would kick in. They've stated they're still considering bring that idea back.
They've also stated the idea of having a battery charging station, somewhere you could plug in dead batteries and power cells and have your base power recharge them much like your seamoth. They've also mentioned they're working on the idea of letting your Cyclops dock with your base, that'd be a much more balanced way to recharge the cyclops economically.
Interesting. Wonder why they decided to scrap that idea. My idea was partially based on the battery charging station. It is possible that the battery charging station can work both ways. If power can flow from the base to the battery, then it can flow from the battery to the base. Put in a full Power Cell and its energy is drained while putting in an empty Power Cell will cause it to be recharged.
Power generator based on batteries have only one purpose, temporary power. You can't rely on that after the early game and i suppose this is why the power generator isn't anymore in game.
But that's ashame you can't store power, my central base rely on 6 solar panels and 2 bio-reactors and some nights if the seamoth recharge + water filtration my base run on low energy levels.
I think you mean the accumulator? I agree too, it would be great to stock energy excesses, especially for near surface bases which mostly rely on solar panels and bioreactors. For example, adding my outside lights drained so much power in addition to the water filtration machine that power wasn't running at all during night times. Also outside lights can't be switched during day time, so my solar panels couldn't keep up restoring full energy.
The battery charging station is currently in development although I'd prefer to have one for power cells too, which are even more important and item consuming than batteries.
So you would want to turn lights off and bioreactor off during the day and have the filtration going on, and then turn lights on and bioreactor on during the night, and turn off the filtration. The oxygen should, of course, always be on.
So this basically calls for the implementation of a Control Room which would give us control over our bases energy distribution. Otherwise it's going to be a pain to manage everything and it will, for instance, lead players to never use lights (flares will do) and filtration (filtration is barely useful as it is).
We should also be able to use pipes to bring O2 in our bases.
My Floating island base uses 3 bioreactors. I have 2 Creepvine planting beds right next to them so that I always have fuel for when i'm in the area.
Also we need a Water Turbine power source, to generate power from water currents lol
This needs currents too haha
Also a new model for the bioreactor: https://sketchfab.com/models/f518859b40ff498ea23116f51962b5a1
That one looks more like it will be built inside a multipurpose room, like the large aquarium.
Interesting. I read somewhere that the nuclear reactor and thermal plant were going to be re-implemented like that, but I missed that bioreactor was getting that treatment.
Also im extremely happy that we will get a Powercell charger on top of the battery charger!
The only generators that should be outside is the Solar Panels and Thermal Plants. Although, having the Nuclear Reactor as its own room would make sense since the more unique rooms the better.
It should have its own room, with a long corridor and double bulkheads.