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They fixed that bugs months ago.
Floating Locker:
Pro: Real cheap early game
Pro: Doesn't require a base
Con: Limited space
Con: Cannot be deconstructed
Small Wall Locker:
Pro: Forward facing label
Pro: Only requires Titanium - a renewable resource
Con: Must be built on a wall
Large Locker:
Pro: Largest space
Pro: Can be built anywhere inside
Con: Requires 2xquartz
None of them are the "wrong" or "best" choice. Early game a couple floating lockers for materials/large items is super helpful. Later you can throw them near exterior growbeds for seed overflow, etc.
Small Lockers are great for general non-bulk storage like where you can place your building tool, or other items you don't need at the moment but will want later. Or just excess, but limited crafting items: water, cured food, health packs.
Large Lockers are fantastic built next to or in front of each other to build a library of bulk resources. I made one for Limestone materials, one for Sandstone, one for Shale, and one for other as the game progressed, and added and removed Large Lockers as needed since deconstructing removes them at a 1:1 ratio. Even in the later game, I would use floating lockers/beacons together as "emergency" supplies in biomes filled with cured food, water, and a health pack as I explored new areas.
here's some general early of sorting I used:
Pre Base setup:
2xFloating lockers: Equipment/seeds for later, etc
1xEscape Pod locker: Minerals for crafting
Early base setup:
1 small: Equipment/misc hold
1 large: Titanium/Copper Ore
1 large: Silver/Gold/Lead
"They fixed that" has been a statment many times, for many things in this game. Or "No no, clearly a fish moved it when you were not looking, therefore losing your stuff is working as intended!"
But even if they were never buggy ever again, even if they didn't have the worst amount of inventory storage in the game. You can't dismantle floating waterproof lockers.
Lockers you put inside bases you can dismantle to get the materials back, meaning you never "Waste" material making them like you do with waterproof lockers. But don't do that until they are empty or it will delete all the items inside
EDIT: Oh right, the built in lockers in the bottom of the Cyclops don't suck anymore. Man, remember when they were 2 wide columns that couldn't fit half the items in the game? (Because stuff like the seaglide and more used to be 3x3)
http://steamcommunity.com/sharedfiles/filedetails/?id=1284182412
taking over the built in lockers with wall lockers is the best use of space, while there is room for standing lockers on both sides there wall lockers are the better choice because the room 1 standing locker takes gives 48 spaces, 2 wall lockers can fit there and give 60 space
this is good use of the room behind the cockpit in the cyclops
http://steamcommunity.com/sharedfiles/filedetails/?id=1284182524
And for your other question the best air tank is the ultra high capacity, while you will swim a bit slower with it on, at that point you would have a seaglide
I am using the wall mounted lockers, because i can label them.
Without spoiling game mechanics too much, yes. Run a scanner for titanium sources(scrap/limestone) in safe shallows and strip mine. You'll notice a trend over time of which ones return and which ones don't. May be a bug, maybe it's by design. But you'll notice.
Best oxygen tank: Ultra high-capacity tank (by the time you can get this, you'll probably have the gear to offset the extra weight. Makes the rebreather semi-redundant.)
They only require one quartz, and quartz is quite plentiful so it's really not that much of a con.