There used to be a Signal you could find in Chests that pointed to the JSC base location, maybe an event could be added so that players could be given a Signal to point them back to that base again?Īll in all, I'm not driving to make it more frustrating to build such an important base item. I never knew that, as I had no reason to visit that base in the previous updates. I know personally I was frustrated that I could never find fragments for the Water Filtration Machine for months, until someone here mentioned the machine exists intact in the JSC. I would counter-argue that such a complex building needs more than one scan to be able to recreate it, given its flexibility status.īy scouring one area for a base, it makes trips to other bases less exciting as you have fewer things to scan and unlock why even visit those bases?Maybe more scans for the Observatory, Bulkhead and Spotlight should be a thing as well. It could be argued that the appliances are more complex as opposed to the simpler MP Room, but consider this: The MP Room has to accommodate multiple exclusive appliances that's ostensibly not something as simple as plug-and-play, even in the world of Subnautica. Also, it seems weird that smaller appliances like the Reactors and Chargers need multiple fragments to unlock while a much larger construct only takes just one. This gives the other MP Rooms in the world more of a reason to exist and makes it more of a necessity to explore. My proposal is to make it so that scanning one MP Room only unlocks 1/5 of the recipe to create them (three on the Mountain Island and two in the JSC). In turn it makes a lot of the early game stress of base management null, as you can quickly build MP Room-exclusive items such as the Reactors or Water Filtration Machines much sooner. Now while that decision does make exploration more of a top priority, currently it means just a quick trip to the Floating Island or the Jellyshroom Caves instantly grants access to make it. The Large Room, its components and graphical changes were originally created for Subnautica: Below Zero and eventually backported to Subnautica as part of the Living Large Update.By now we all know the trials and tribulations of the MP Room - for the longest time it was included in the survivor's PDA as a basic crafting recipe, but then it was changed to where you had to scan a pre-existing Room in order to unlock it.A Large Room cannot be connected vertically with a Multipurpose room using Ladders or an Alien Containment.The flat roof of a Large Room can be used for placing Exterior Growbeds if the player does not wish to expand vertically.A Large Room Glass Dome can be installed on a Large Room, at great cost to hull strength.A ladder must be built to travel between the rooms. The roof of the bottom Large Room will be the floor of the top Large Room, and Alien Containments will stack like in Multipurpose Rooms. Ladders can be placed where ceiling tiles are located, so long as another Large Room is above the tile.Note that Partition Doors must be built onto existing Partitions. Partitions and Partition Doors can be built along the markings on the floor, as well as attached to walls at wall nodes.This arrangement works correctly physically, but causes the floor of the upper tank to render strangely. Alien Containments on adjacent floors can be built in a "stair step" configuration, sharing only one floor node.They do not hold extra creatures, however. Alien Containments built in the Large Room will be approximately twice the size of one built in a Multipurpose Room, taking up two floor nodes.The four nodes of this kind are marked by large black tiles. Bioreactors, Nuclear Reactors, and Alien Containments can be built on nodes in the center of the room.Water Filtration Machines can be built along the same wall nodes, taking up a small amount of floor space.If another Large Room or a Moonpool is placed parallel to the Large Room, it is possible to form a multiple connection.Modules other than Compartments will form a tiny corridor. The Large Room can be expanded with other modules from its ten wall nodes. They pop out from the room a small distance when built. Hatches can be built on the wall nodes.The Large Room has ten wall nodes on which room expansions can be built: the short walls each have one, and the long walls four. It can be built using the Habitat Builder. The Large Room is a large rectangular Seabase module with many times the floor space of the Multipurpose Room.
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