Subnautica

Subnautica

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base building thoughts, tips, ideas?
Up till now I've simply built out of necessity right below the lifepod. And frankly its quite ugly and uwieldly as a result. So, I want to rebuild/move and wondering what other folks for current influences for their location choice and general build/size.

One thing I noticed right away was once I got the moonpool built I was coming and going from there more than the hatch at the other end of the base where all my fabrication/storage was built.

Another thing I kinda liked was grow plots with creepvines allowed for mood lighting around the base for free :)

Most of the ones I see on google are pancake stacks. I mean, I can understand maybe putting some rooms below your main level of the base for things you dont necessarily need to walk through on a constant basis. If you build a room and it places stilts down, does that prevent you from building beneathe it later?

How does the cyclops connect with the base? I'm still hunting the fragments down myself. I saw the moonpool is only for the seamoth/prawn.
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Unfortunately the Cyclopse does not connect to the base at all. It would be lovely because that'd save on Power Cells. As for the stilts it does not. Multi rooms can stack on top and bottom so long as there is room.

My current set up in the sparce reef is two moonpools side by side with a scanner room attached to the front of one of them. To the side of one I have an I compartment connecting to a multi room which has all my crafting stuff in it. I have four multi rooms connecting in a square with two being fish tanks and one being a bio reactor. I intend to build a room on top of the crafting room and decorate it to be a bedroom... because why not. :P
what made you pick the sparse reef? I wondered if thermal was a better choice for location, so near a vent? I do like your idea though of the moonpools and scanner room criss crossed.
It was a nice safe spot between the grand reef and the blood kelp zones, also close to an entrance to the lost river as well. It was mostly to be safe since nothing worse than bleeders inhabit the sparse reef.
I'm eyeballing the thermal at -50,-450 between the safe shallows and kelp forest and grassy plains. I wondered if we had to worry about the bases being attacked by fauna. If not now, maybe at a later date?
İlk olarak Fenfen tarafından gönderildi:
It was a nice safe spot between the grand reef and the blood kelp zones, also close to an entrance to the lost river as well. It was mostly to be safe since nothing worse than bleeders inhabit the sparse reef.


And tiger plants in the caves

Pluss there are a ton of resources
i am thinking though of an outpost base too later on. Probably a moonpool connected to a double saucer so I can have an all in one room with a bioroom below.

In the meantime trying to build my "home" base now :D
Here are some tips!

Location: After building everything everywhere I have concluded that I like the safe shallows the most. They are most convenient to build and most functional after being built.

Power: Thermal power all the way. Even a single solar pane can bug out your energy generation and mess the whole thing up. The best power source is strictly only thermal generators at high and consistent temperatures. Make sure they are all at the same temperature! if one of them is at a low temperature it can also mess up the whole thing. Obviously build somewhat near one of the two geysers in the safe shallows.

Layout: I like to build on only one level. Ladders are awkward to use and break my immersion. I prefer a to build around a large square of multipurpose rooms connected by mostly glass corridors. In the center of the square I build 1-4 platforms on which I make my garden. I also make the entrance on the inside of the square.

Windows: I put most windows facing the inside of the square and the garden. It looks nice and cozy. I have found that putting many windows facing the outside of the base can make it feel a bit empty, dark and dangerous. For a homely feel don't put in too many windows!

Advanced decoration: I put aquariums under most important multipurpose rooms and fill them with the glowy stingrays and kelp plants. It gives the rooms a very warm glow and it makes for a super cool floor. It also makes the base appear bigger than it functionally is.

Functionality and efficiency above all for me. Straight across my entrance is a few life fruit plants in an observatory, to the left my storage room and to the right the central room with all the chargers and equipment, crafting stuff etc. I don't like walking too far to get where I am usually going. I also hate ladders.

Built this one on top of one of the tall pillars in the grassy plateau area at 250 -50 300

https://steamuserimages-a.akamaihd.net/ugc/865109554281021983/F2D7A822ADCFF449D663D9F7D12B65470BE098E4/

The large pipe going up leads to an observation deck which is just a x section with 4 observatory on it above the water. The center "garden" part is on foundations that whole thing rests on. The left most tower is energy production, closest tower is living quarters and garden area, furthest most is a 3 tall alien containment and rightmost is utility, mod, and storage section capped off with 4 water filters on the top. The moonpool closest has a ton of battery chargers and the further one has the vehicle mod bay. Pretty much covers all you could need.
En son Game tarafından düzenlendi; 25 Ağu 2017 @ 17:54
I'm a sucker for pillar design. It's harder than it sounds for good for good travel flow due to how janky ladders still often are, along with the extra hurdle of things that take up the entire middle of a room.

The usual edge of the safe shallows set up I dub the Newbie Zone generally ends up with a main pillar, "rear" pillar that's just a bunch of double stack alien containments with some bio reactors splitting them up. And then branches to moon pools and some frivolous obseratories or scanner room.

http://steamcommunity.com/sharedfiles/filedetails/?id=960037324

http://steamcommunity.com/sharedfiles/filedetails/?id=960037461

Obsessive amounts of windows optional.

The downside is planning the setup is harder than it sounds (Did they fix the bug where you are not allowed to stack MP rooms if there's lockers already built inside one?)

The upshot is once you are set up, travel is way faster than walking/sprinting through a horizontal setup. Thanks to the magic of no ladder animations in bases.

While static ladder animations for cyclops are unsurprising, ladder QA for bases would very likely be too much effort. Considering how many variants and positions there are to ensure do not bug out.
En son ImHelping tarafından düzenlendi; 25 Ağu 2017 @ 18:09
From the outside i didn't think the pancake stacks looked nice, but the sheer speed of ladders though makes up for it somewhat. My current design thoughts are 2 stacked towers on either side of a corridor, in front of them are a pair of moonpools, and the scanner room out front of the corridor end. My base platform was only 100m down so I'll probably have observatories or something above water.
İlk olarak lothos tarafından gönderildi:
From the outside i didn't think the pancake stacks looked nice, but the sheer speed of ladders though makes up for it somewhat. My current design thoughts are 2 stacked towers on either side of a corridor, in front of them are a pair of moonpools, and the scanner room out front of the corridor end. My base platform was only 100m down so I'll probably have observatories or something above water.
Just remember that every tower stack is just a collection of individual rooms taking up less space. And you'll feel better about the style.

The biggest problem for interior decorating is you can't put as many things in the middle of the floor. But you can make do.

http://steamcommunity.com/sharedfiles/filedetails/?id=960037642

http://steamcommunity.com/sharedfiles/filedetails/?id=960044151

Taking advantage of the fact you can put hatches on the "Corners" that can't have hallways or ladders is also a big part of tower style.

Though if you are really desperate for space... This still works for some reason last I checked. You can even still climb the ladders! I first discovered this trick when I wasn't allowed to place a medkit dispenser on a particular spot of wide open empty wall because placement logics have always been a bit iffy.

http://steamcommunity.com/sharedfiles/filedetails/?id=952914731
En son ImHelping tarafından düzenlendi; 25 Ağu 2017 @ 18:30
İlk olarak Rhacius tarafından gönderildi:
Here are some tips!

Location: After building everything everywhere I have concluded that I like the safe shallows the most. They are most convenient to build and most functional after being built.

Power: Thermal power all the way. Even a single solar pane can bug out your energy generation and mess the whole thing up. The best power source is strictly only thermal generators at high and consistent temperatures. Make sure they are all at the same temperature! if one of them is at a low temperature it can also mess up the whole thing. Obviously build somewhat near one of the two geysers in the safe shallows.

Layout: I like to build on only one level. Ladders are awkward to use and break my immersion. I prefer a to build around a large square of multipurpose rooms connected by mostly glass corridors. In the center of the square I build 1-4 platforms on which I make my garden. I also make the entrance on the inside of the square.

Windows: I put most windows facing the inside of the square and the garden. It looks nice and cozy. I have found that putting many windows facing the outside of the base can make it feel a bit empty, dark and dangerous. For a homely feel don't put in too many windows!

Advanced decoration: I put aquariums under most important multipurpose rooms and fill them with the glowy stingrays and kelp plants. It gives the rooms a very warm glow and it makes for a super cool floor. It also makes the base appear bigger than it functionally is.

Functionality and efficiency above all for me. Straight across my entrance is a few life fruit plants in an observatory, to the left my storage room and to the right the central room with all the chargers and equipment, crafting stuff etc. I don't like walking too far to get where I am usually going. I also hate ladders.
I build my bace very simmler to that execpt I have 2 levels, my lower, front, right room is for fabrication room, behind that is my storage room, back left is an aquarum and front left is my grow room. The upper level is extra storage the 2nd level of the aquarum and bedroom. Most of the time the bace is powered by a couple of solar pannels

I normaly build it in a corrner of the safe shalows between the safe shalows, kelp forset, grassy pletue, and above the jellyshroom caves fasing southwest being
I tend to build kind-of around a center room with fabricator and lockers (and not much else, maybe the modification station later). I like to keep that room with very few (one or two) entrances and exits, to maximize wall space.

This means I end up building a "lobby" room that leads to 1.) Fabrication/Storage 2.) RP office/lab & bedroom and 3.) moonpools. Finding space for bioreactors (usually multiple, the way power stinginess had been going, but maybe not anymore), water filtration, terrestrial crops, and alien containments has been an issue.

My first models were out-of-water, built on outcrops in the Shallows. Then the idea was to put foundations on top of very shallow spots to keep the rooms & corridors completely above water, so that surface-texture-clipping thing didn't show up. This creates lots of outdoor foundation space to build growbeds. Solar panels also work extra well above the surface (supposedly), and none of the parts contribute to structural weakness (or strength). But these above-water bases tended to sprawl, as I ended up building a wide loop of corridors around my central workshop room (wide because I didn't want them to connect, and to have enough space to walk & put growbeds in), and hanging my 2-tall towers of alien containment modules around that. Since I like to have 4 2-high ones and 1 singleton (food fish, crashfish for ammo, display tank for small fish, display tank for bigger critters, and one singleton for stalkers early on and infected fish for warper bait later), you get this huge loop with lots of walking to get from one place to another, or you cut through the outdoor growbed area a lot.

Lately, I've been trying (and have yet to finish, because several key fragments are just plain missing in all of my Ghost Update games) an underwater design. Gotta be in at least 50 m deep water. Still has a "lobby" room, leads to an X on one side with 2 rooms and 1 straight-corridor: bedroom, "admin office" / lab for the decoration items to be displayed in, and the corridor is a "head" using a plant pot and hatch in the bottom that sort of looks like a futuristic commode if you squint.

On the other side, a long corridor with moonpools on either side, and a scanner room at the end. Hatches in the top of that corridor let you bring the Cyclops in for "docking" and minimize swimming back and forth. The "front" of the lobby room is just a hatch, and the 4th side leads to the fabrication / storage room, but that's the top of a short tower, with as many Bioreactor, Water filtration, plant grow rooms and that single Alien Containment underneath it. One down-ladder doesn't take up any valuable wall space, so other than the entrance every wall can be covered in lockers or appliances.

Between the lobby and workshop I put an X-corridor, hatch on one side (not that you need an "X" for that; I just think it looks better) out to foundations for underwater growbeds (conveniently next to the bedroom across the way, for scenery out its windows if desired), and a single corridor with a ladder going up on the other side. That goes all the way up to the surface, with an "X" corridor in the middle supporting 4, 2-high alien containment towers. At the top, the usual "x" corridor of windows (later observatories), but supporting solar panels on the roof because they work better up there.

Currently my biggest problem is figuring out where I can build the thing this way within convenient swim-distance of a location to put farmed stalkers for tooth generation... but far enough away that they don't eat the drones out of my scanner room.

RP-wise, I find I love the lobby for things like the bar table (like an airport cafe; throw some luggage around for extra authenticity), vending machine, coffee machine, etc. And you're totally right about keeping stuff in the moonpool as your "front door". I always keep my tools (since inventory space is so stingy you must put down any tools you're not currently using or you can't carry squat) between the two side entrances, and a battery charger and medkit fabricator in there, because I hardly ever use them in the main fabrication room. I still keep the fabricator elsewhere because it's near my vast array of lockers, otherwise you'd just basically live out of the moonpool, wouldn't you?
http://steamcommunity.com/sharedfiles/filedetails/?id=841275755

This screenshot is old but this has been the design I have used since I started playing.

My first base is always on the very edge of a precipise between the northern Mushroom Forrest Biome and the Red Kelp Biome near the Aurora crash site. It is close enough to the

I like this location up because it puts me pretty much in range of a lot of different resources. Creepvine, Koosh biome, Floating islands (specifically for the Engine fragments), Crag Field etc. I like that place in particular because that Mushroom Biome is littered with Cyclops Bridge and Hull fragments.The Mushroom biome is ALSO littered with Quartz, Salt and Lithium. I am also relatively close to the Jelly Shroom biome entrance above the Degasi base.

After I have been through all the wrecks, crafted my Cyclops and filled it with all my essentials, I break down the base and migrate down south to the Grand Reef and rebuild the base near a set of thermal vents close to that upended wreck just outside the Creepvine biome southwest of the Aurora. This puts me close to the Large Floating Island so I can use the portal to reach the mountain biome for farming. After that I build a second Cyclops and add tall the upgrades I need for venturing into the Deep Grand Reef.

Then, once I get past the Disease Research Facility lore events, I set up a small base behind the Cove tree near the entrance to the ILZ corridor. It is always equipped with a Moonpool, 2 Water Filtration systems and a pair of Nuclear Reactors. I also add a few storage lockers for storing farmed materials. I also store my Still Suit in them when I put on my Reinforced Dive Suit and enter the Prawn suit that is docked in the Moonpool.

I always liek to have 2 different Prawn suits and 2 Cyclops. It helps so you dont have to drive it all the way across the map just to farm materials. I store the second one under in the Moonpool of the Gun platform. I use the teleporters to get back and forth.

That is pretty much what I do.

En son OverwatchJunky tarafından düzenlendi; 25 Ağu 2017 @ 18:55
I don't like how ladders and hatches work at all. Not sure why.

Also for the sake of convenience (its the lazy future) it would be nice if attached base items automatically deconstructed in the correct order so you dont have to run around and jump outside for windows. Base deconstruction is a pain. If you deconstruct a storage it deletes everything inside instead of sucking it into your inventory.
En son Syndicake ☠ tarafından düzenlendi; 25 Ağu 2017 @ 18:58
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Gönderilme Tarihi: 25 Ağu 2017 @ 13:22
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