Subnautica

Subnautica

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fractalgem Feb 3, 2018 @ 12:11am
No salt from filtration machines
I've got three of them, and they've produced two large waters and quit, without producing any salt. if I hover over the right spot, it'll say "filtration complete"; when it was working, it said salt:100% or something with no sign of how to get at the salt.

Searching has so far just returned advice stuff like advice on how to power them. (I built a nuclear reactor because I was tired of brownouts lol)
Originally posted by Shurenai:
Are the filtration machines above water level? (Is the room they are in exposed to oxygen, instead of water)?

If yes, They will never produce salt, and it takes 8~ times as long to produce a single water as compared to being in a submerged room.

The machines will (Or should, anyway) continue producing salt, or water if the counterparts slots are full, so even if it has 2 water it should produce salt if the conditions are right
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Showing 1-15 of 15 comments
Muskk Feb 3, 2018 @ 3:32am 
I have salt stucked with 100% complete in filtration machine. But machine was placed on the sea level. Half of it was under water, and other half were not. So when I replace filtration machine deeper it start to work perfect. I don't know for sure if it was because of the sea level building. :2015holly:
The author of this topic has marked a post as the answer to their question.
Shurenai Feb 3, 2018 @ 3:48am 
Are the filtration machines above water level? (Is the room they are in exposed to oxygen, instead of water)?

If yes, They will never produce salt, and it takes 8~ times as long to produce a single water as compared to being in a submerged room.

The machines will (Or should, anyway) continue producing salt, or water if the counterparts slots are full, so even if it has 2 water it should produce salt if the conditions are right
fractalgem Feb 3, 2018 @ 3:50am 
Took the waters out, it's back to making water just fine...still no salt.

I'll try moving them deeper and see if that gets me salt when I go to rearrange my base. (base building has some...oddities I do NOT understand). Then again...maybe i'll just not bother, I picked up a ton of salt on my excursion to the dunes. (I wasn't satisfied with the lockers built into the cyclops so I built a ton more lockers, a bed, and some potted plants for water and food. :D)
Last edited by fractalgem; Feb 3, 2018 @ 3:52am
FoxFritter Feb 3, 2018 @ 4:11am 
Originally posted by fractalgem:
Took the waters out, it's back to making water just fine...still no salt.

I'll try moving them deeper and see if that gets me salt when I go to rearrange my base. (base building has some...oddities I do NOT understand). Then again...maybe i'll just not bother, I picked up a ton of salt on my excursion to the dunes. (I wasn't satisfied with the lockers built into the cyclops so I built a ton more lockers, a bed, and some potted plants for water and food. :D)


First off, you'll always need salt if for nothing else other than curing fish to bring with you.

The only thing I can think of stopping production is that you may be running out of power before the machines are able to finish. Water filtration machines suck quite a bit of power while running.
fractalgem Feb 3, 2018 @ 5:38am 
Curing fish? My cyclops has plant pots, maybe end-game I'll need that cured fish but for now I really, really don't. I only even bother with raw water at all because that runs out relatively quickly.before food does. things like inventory and air are far more likely to bring me back to my mobile base. Also I may actually run short on titanium late game, but for now I'm swimming in it and absolutely loading up my moonpool and cyclops with storage lockers. (i can park the lockers on the rim of the ceiling for even more lockers crammed into it!)

I'm definitely *not* running out of power, at least, not anymore-not with a nuclear reactor replacing the old bio reactor. "they're too high up" seems by far the most likely explanation.
FoxFritter Feb 3, 2018 @ 7:41am 
Originally posted by fractalgem:
Curing fish? My cyclops has plant pots, maybe end-game I'll need that cured fish but for now I really, really don't. I only even bother with raw water at all because that runs out relatively quickly.before food does. things like inventory and air are far more likely to bring me back to my mobile base. Also I may actually run short on titanium late game, but for now I'm swimming in it and absolutely loading up my moonpool and cyclops with storage lockers. (i can park the lockers on the rim of the ceiling for even more lockers crammed into it!)

I'm definitely *not* running out of power, at least, not anymore-not with a nuclear reactor replacing the old bio reactor. "they're too high up" seems by far the most likely explanation.

Ahh, well. A nuclear reactor will do it.

On a side note, you should build in your base an alien habitat and toss two Reginalds in it. They'll keep breeding as long as there are two..44 food per cured reginald...50 water per water from the filtration plant...MUCH MUCH more space efficient (and less tedius than collecting enough) than just eating plants. I promise. Not to mention the fact that plants spoil whereas cured fish DO NOT got bad ever.

With three WORKING water filtration plants, you'll have plenty of salt to cure the fish..and plenty of water to keep stocked up.

If you have trouble finding Reginalds, just use peepers. They're 32 food and STILL more space efficient than carrying around plants(especially since plants spoil far too quickly.

Just build a fabricator on your cyclops and fill one of the onboard lockers with water..one with cured reginalds(or cured peepers) and you can survive for a VERY long time.
fractalgem Feb 3, 2018 @ 7:51am 
Did not realize cured foods never spoil, I though they spoiled slowly based on some comments regarding the bio-reactor...I'll definitely rearrange the base when I get back from my aurora run...I'm having a hard time finding the way in, to say the least.

(two dead seamoths, a nearly-dead cyclops, and a lap around the whole thing later and while I've got a hint to use my laser cutter I'm still not actually in the corridors.)


Speaking of rearranging the base...do you have any idea what sort of logic could be keepign me from building some of my stuff half the time? My current base is a mess from my desperate efforts to get my multipurpose and scanner rooms to actually connect up to the rest of the base.
WinterCreation Feb 3, 2018 @ 7:58am 
Originally posted by fractalgem:
Did not realize cured foods never spoil, I though they spoiled slowly based on some comments regarding the bio-reactor...I'll definitely rearrange the base when I get back from my aurora run...I'm having a hard time finding the way in, to say the least.

(two dead seamoths, a nearly-dead cyclops, and a lap around the whole thing later and while I've got a hint to use my laser cutter I'm still not actually in the corridors.)


Speaking of rearranging the base...do you have any idea what sort of logic could be keepign me from building some of my stuff half the time? My current base is a mess from my desperate efforts to get my multipurpose and scanner rooms to actually connect up to the rest of the base.
Just go from the left side(looking from escape pod) exploded part near front of the ship. No need to sacrifice to the reaper friends.
FoxFritter Feb 3, 2018 @ 7:59am 
Originally posted by fractalgem:
Did not realize cured foods never spoil, I though they spoiled slowly based on some comments regarding the bio-reactor...I'll definitely rearrange the base when I get back from my aurora run...I'm having a hard time finding the way in, to say the least.

(two dead seamoths, a nearly-dead cyclops, and a lap around the whole thing later and while I've got a hint to use my laser cutter I'm still not actually in the corridors.)


Speaking of rearranging the base...do you have any idea what sort of logic could be keepign me from building some of my stuff half the time? My current base is a mess from my desperate efforts to get my multipurpose and scanner rooms to actually connect up to the rest of the base.

That's kind of touchy for some reason for me as well. Some segments attach to certain places where others won't.

I found that if a ROOM won't attach to a section, sometimes using a connector tube WILL attach and you can build the room off of that.

I think a lot of it has to do with proximity to other segments of your base.

Also, If you have equipment on the wall of a section you're trying to attach to..sometimes that will cause you not to be able to build on it.

Experiment and move stuff around.
Remember: Deconstructing stuff gives you back ALL of the resources you used to built it. You lose nothing by relocating stuff.
fractalgem Feb 3, 2018 @ 11:16am 
Except I've almost backed myself into an even worse position with my shennanigans, sure i can technically move all the stuff out of the moonpool and start brand over, but...ugh. I'm a packrat so there's a LOT of stuff.

Is there a command to forcibly demolish a section? got some mutually-dependent sections that refuse to be demolished.
Last edited by fractalgem; Feb 3, 2018 @ 11:16am
FoxFritter Feb 4, 2018 @ 2:37am 
Originally posted by fractalgem:
Except I've almost backed myself into an even worse position with my shennanigans, sure i can technically move all the stuff out of the moonpool and start brand over, but...ugh. I'm a packrat so there's a LOT of stuff.

Is there a command to forcibly demolish a section? got some mutually-dependent sections that refuse to be demolished.

In order to remove an actual compartment, you need to remove EVERYTHING inside/on it. Meaning: Lockers, fabrication/modification machines, picture frames, bulkheads, reinforcement, windows.....

....basically, if it's not in/on the compartment when you made it, it needs to go. Also, don't forget about any solar panels you may have on top.
WinterCreation Feb 4, 2018 @ 2:58am 
Originally posted by FoxFritter:
Originally posted by fractalgem:
Except I've almost backed myself into an even worse position with my shennanigans, sure i can technically move all the stuff out of the moonpool and start brand over, but...ugh. I'm a packrat so there's a LOT of stuff.

Is there a command to forcibly demolish a section? got some mutually-dependent sections that refuse to be demolished.

In order to remove an actual compartment, you need to remove EVERYTHING inside/on it. Meaning: Lockers, fabrication/modification machines, picture frames, bulkheads, reinforcement, windows.....

....basically, if it's not in/on the compartment when you made it, it needs to go. Also, don't forget about any solar panels you may have on top.
Also, I met an unfortunate bug: if you make a window in a multipurpose room, place poster on said window, you can never remove that poster.

FoxFritter Feb 4, 2018 @ 6:52am 
Did you try removing it from the outside?
WinterCreation Feb 4, 2018 @ 7:35am 
Originally posted by FoxFritter:
Did you try removing it from the outside?
Yes, tried everything possible. The poster is just inside the wall, with no way(other than console) to reach it. So be carefull.
fractalgem Feb 4, 2018 @ 7:39am 
Originally posted by FoxFritter:
On a side note, you should build in your base an alien habitat and toss two Reginalds in it. [snip]
Alright. Now I'm finally at the point where I may actually want to bother with cured fish-It took me forever to find the last modification station fragments in the mushroom forest

WHERE is that alien habitat? I've got alien containment and an aquarium, but neither of those seems to be what I need.

Also...external growbeds-where are those? I've been stocking up on plant samples almost since the start and I still don't have a place to put them.
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Date Posted: Feb 3, 2018 @ 12:11am
Posts: 15