About those battery chargers...
Tanall
Key West, FL Join Date: 2014-10-25 Member: 199113Members
Key West, FL Join Date: 2014-10-25 Member: 199113Members
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at least kotar II had a begining middle and end, but yes on that note that was sloppy, at least unknown worlds doesnt ahve the presure of a publisher over their heads right?
Edit: Just out of curiosity, if you do read this Squeal. Since you're allready refactoring the power system code, is there any other benefits that you forsee will come out of that apart from getting the chargers to work with it?
I was purposely NOT building a Cyclops in my current game until this expected upgrade came out.
Taking a break from this game for awhile I think. 80 hours of Subnautica (or any game) in a month is ALOT anyway.
When the Cyclops charger is implemented, I'll be back playing.
And what about all theese new things (manipulator, Grey Bag, biohazard container, coffee machine, forklift) ?
Those new assets you mentioned are mainly just detail props to add interest to the wrecks. But we'll probably allow the player to pick up some of the smaller ones, and maybe scan /craft a few as well, though they would just be for cosmetic purposes to decorate your base, no actual gameplay attached.
Doesn`t work for the Cyclops upgrade, the modding station doesn`t accept the crafted compression module.
Whooo, fast response, maybe I`m lucky enough to get one more
Will multiple Cyclops modules expand the depth further, or will it get something similar to mark2 and 3 seamoth? Gotta admit since I can`t craft it I don`t know how far down the Cyclops can go with it and if you need more then. ^^
The mod station cyclops pressure upgrade (I think ultra hull reinforcement) allows a depth of 1500m. These modules don't stack. This was changed with ScottT's depth and cyclops rework. That's about the depth of the sea emperor prison and if I look at the map down there and the roadmap I don't think it can go deeper. Not until 1.0 release. There were plans for going deeper, but I imagine them being cut due to the problems. The game map itself covers rock down to 3000m.
I hope for a 1.0 success that allows the devs to extend their work after release.
Ok I'll try... When i find this device inside Aurora i thought that NOW ALL upgrade modules will hiding inside the wrecks in same consoles for seamoth and for Cyclop - but nope... (it can be a good reason to investigate wrecks for upgrades IMHO)
About assets - manipulator can be usefull in seamoth or in drones... maybe...
Great, I thought that the seamoth depth module was changed somehow.
Do they still stack? And I assume that mark 2 and 3 allow for 400 and 500 dive depth per module respectively.
sir that bug because there 2 "cyclops pressure compensator blueprint" (i use bobthebuilder)
http://steamcommunity.com/sharedfiles/filedetails/?id=681296533
old (plasteel ingot)
http://steamcommunity.com/sharedfiles/filedetails/?id=681296639
new (plasteel ingot + aluminum oxide)
http://steamcommunity.com/sharedfiles/filedetails/?id=681296584
maybe modding station using the old blueprint, not new blueprint
Oh, okay.
As I said, they might introduce ultra depth compensators for the seamoth to go with the cyclops
Was once even in the Trello "Add Tons of craftable stuff" similar like that the Topic was in Trello.
Cory confirmed to me on DISCORD that the Bedroom Props are due to hit Live ''soon''. He of course could not specify more as to when exactly is ''soon'' but im betting maybe next update, at least i hope so
I'm really hoping they add a fatigue or sleep meter for survival. Then add things like stims (drug, and coffee like drink) to help you stay up =D