QOL suggestions.

NestoriusNestorius Prague Join Date: 2016-03-21 Member: 214627Members
Hi I have a few suggestions after playing several games of Subnautica.

1. Change the way melons and some plants work, atm they are completely useless you can never grow these unlike potatos.
2. Increase Storage in Cyclops it becomes a bit silly when the lockers are so small that you need to build bigger ones on the floor above.
3. Allow access to modifications and storage of docked seamoth and prawn in cyclops (prawn cannot access storage in moonpool) including ability to repair
4. Add some simple way to transfer materials from prawn, seamoth or cyclops to seabase etc
5. Have the option for buiildings locking to grid this drives me insane when a locker is marginally higher than the one next to it. I dont really see why this isnt there already I guess you could turn it off but I would be very glad if everything snapped to grid in some way, though I gues its a bit harder for some external stuff like solar panels search lights etc.
6. ion batteries and cells should be upgraded from normal batteries and cells, I had 8 spare batteries and 7 spare power cells so thats 15 batteries and 16 cells (taking batteries in tools and cells in cyclops moth and prawn) I do not need more batteries or cells I just want better ones and I dont want to just scrap them they will now just take up space.
7. titanium and in some ways quartz should be easier to construct at present to create 10 plasteel I need 25 metal salvage I need to click it 25 times to change into 100 titanium I need to click it 10 times to turn into ingots and 10 times to change into plasteel excluding the crazy space its really really annoying, basically 45 clicks on the fabricator plus 110 space taken up for 10 final material. Glass is similar because you also use it a lot. - I propose a late game machine that will generate titanium ingots straight from salvage or better yet gather and produce titanium ingots or titanium, plus a similar thing for glass or quartz. for a full glass multipurpose room I need 8 windows 16 glass and 32 quartz whichi is still 16 clicks and 32 space its another thing that late game you use too much.
8. have more than 5 hotkeys so I dont need to open inventory to switch from builder to laser cutter
9. ability to change what you search for in sensor room.
10. change the location points (for the life pods precursor facilities etc) so they are just parts of the pda and dont take space on paper doll.
11. increase mods for cyclops I realise you need to pick and choose but I think a few more would be better.

Comments

  • jamintheinfinite_1jamintheinfinite_1 Jupiter Join Date: 2016-12-03 Member: 224524Members
    edited June 2017
    9. You can change what you are searching for in the scanner room. Just click the x.

    1. You can grow the melons and other plants you just need to get seeds from them. I'm pretty sure you get the seeds by hitting them with a knife.

    4. The cyclops has a module that can repair the seamoth or PRAWN when docked into it (or at least I heard I can't seem to find it) but the moonpool doesn't. It is also just a glitch that you can't access the PRAWN storage when docked in the moon pool. But it would be nice to access the storage inside the cyclops also.

    8. Based on screenshots of very early builds you had more than 5 hotkeys, it was proably changed to add some more challenge to the game, or something else.

    Everything else seems fine. But I do agree with 6 the most.
  • somnomaniasomnomania Join Date: 2017-06-27 Member: 231393Members
    Agreed about #6, I felt bad about trashing all the regular batteries and power cells, especially since the Aurora and the crash zone dump so many of both on you. I also like #7, but maybe to save time without making it so easy, it could instead be batch production, so you can process one metal salvage or six, with it taking slightly longer the more there are. #8 probably has something to do with the console versions, tbh. #5 YES please. #3 also yes please, since I can't even repair the seamoth/prawn from within the Cyclops (although I don't think I've tried going in under the engines to get to it that way), and having the Cyclops as a mobile base is a little tedious when you have to unload the smaller craft's storage outside and THEN dock it into the Cyclops.
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    Thank you on #6. It's been driving me nuts ever since the recipe became available, but I didn't get a discussion out of it back then. (Of course, I could've bumped, but I decided to try out some more myself first, still hated, but effectively forgot about the poll.)

    #1 you've already been answered. If you don't get seeds from picking, try slashing.

    Agreed on #2, #3, #6 obviously, and also major on #10.

    I personally like having item management all in my own hands (and I think this game is too small for too much automation), but that's me. One thing in regards to glass is that I've been thinking it should be among the Aurora's lootables. Like some of those boxes that right now only have seaglide fragments could occasionally hold a glass piece (or two?) to create variation. Would that go some way towards your wish?
  • TheoMesserTheoMesser Canada Join Date: 2017-06-27 Member: 231385Members
    I just want to be able to dock my cyclops to my base. If they implement that, I'll be happy.
  • tommy21toestommy21toes Subnautica Join Date: 2017-05-21 Member: 230666Members
    1. Harvest seeds with a knife
    2. You don't NEED to. It does allow crafting of extra storage if you want to try to use it as a destrucatble base.
    3. I opened the bay and upgraded them while they were docked.
    4. QOL fix. Not a big deal to haul the items off the vehicle storage undocked. Maybe docking mechanisms get in the way if it doesn't work (upgrades do)
    5. If I don't want a locker the same height as the one next to it, I shouldn't have to. If you want to reposition it, it will give you back 100% of crafting materials to place it again.
    6. Destroying a power cell to craft an ion cell is not any different to me than throwing them away or storing them on a Cyclops in an emergency. Not sure why alien tech would expect terran tech as a component either.
    7. "to create 10 plasteel I need 25 metal salvage I need to click it 25 times to change into 100 titanium" I doubt you can fit 25 salvage in your inventory. It's a process to build the higher end gear and requires multiple trips and farming. Getting 1 or 2 plasteel on a trip should feel as rewarding progress and less of a click counter.
    8. Leave your habitat builder in a locker somewhere so you can harvest another loot. How often do you need to hotkey the builder other than when doing building?
    9. Been covered. You can totally change the scanner.
    10. Radio locations work by putting them on the paper doll. Take the compass or scan toom chip off if that's where you are going, because you won't be needing those.
    11. Very vague. Thermal recharge has been suggested in the past amongst others.

    I don't agree with most points.
  • NestoriusNestorius Prague Join Date: 2016-03-21 Member: 214627Members
    1. Harvest seeds with a knife
    2. You don't NEED to. It does allow crafting of extra storage if you want to try to use it as a destrucatble base.
    3. I opened the bay and upgraded them while they were docked.
    4. QOL fix. Not a big deal to haul the items off the vehicle storage undocked. Maybe docking mechanisms get in the way if it doesn't work (upgrades do)
    5. If I don't want a locker the same height as the one next to it, I shouldn't have to. If you want to reposition it, it will give you back 100% of crafting materials to place it again.
    6. Destroying a power cell to craft an ion cell is not any different to me than throwing them away or storing them on a Cyclops in an emergency. Not sure why alien tech would expect terran tech as a component either.
    7. "to create 10 plasteel I need 25 metal salvage I need to click it 25 times to change into 100 titanium" I doubt you can fit 25 salvage in your inventory. It's a process to build the higher end gear and requires multiple trips and farming. Getting 1 or 2 plasteel on a trip should feel as rewarding progress and less of a click counter.
    8. Leave your habitat builder in a locker somewhere so you can harvest another loot. How often do you need to hotkey the builder other than when doing building?
    9. Been covered. You can totally change the scanner.
    10. Radio locations work by putting them on the paper doll. Take the compass or scan toom chip off if that's where you are going, because you won't be needing those.
    11. Very vague. Thermal recharge has been suggested in the past amongst others.

    I don't agree with most points.

    1. I didnt realise this.
    2. its just messy though and the installed lockers are annoying
    3. Its not exactly easy though I will look into it
    8. You only have a limited list I realise you can cancel it but your list of selections is limited. I had fragments on the list but didnt have let say stalker teeth
    9. 10. I know you can do this but its annoying as hell and if you accidentally loose the radion location you are screwed, plus you need to carry a lot around.
  • elfcrisiselfcrisis Join Date: 2017-05-13 Member: 230466Members
    I know other folks have answered the melon question but I wanted to add my 2 cents:
    - For every three melons you eat, slash the fourth with your knife and re-plant the seeds (took me a while to figure that one out)
    - Be real careful which way you point that knife, because you can still poke holes in your walls with it
  • DragoWhoovesDragoWhooves UK Join Date: 2017-05-30 Member: 230836Members
    I would like to see radio locations changed from a physical item to automatically added to the hud (like the thermal plant), and the have and option added to toggle them from the PDA
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