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It's a damn future and I have intellegent helper in my pocket PC, but nobody says that I should turn off engines on Cyclope before leave it or that every option there uses TONS of energy. Learning on those mistake are so miserable experience, I can't even image they let it out on game release version.
With the generator you can move the PRAWN somewhere with a lot of heat and use it as a cell charger to swap out with the Cyclops engine cells. If you have a grapple arm then you can easily maneuver your way out of the LR.
EDIT: Saw the comment about thermal gens, kinda forgot that little factoid. Still, grapple arm is king.
I think it is all part of the game to make mistakes and learn from them.
Getting stuck down there happened to me too, it was scary as ♥♥♥♥, and hard to get out of there then come back, but it is why I love Subnautica, the struggle is part of it !
I'd assume you know this already, though I'll still suggest bringing an extra power cell or two along. That and building power cell chargers in your Cyclops so that they can be deconstructed for building in a temporary seabase. If you bring everything you need to set up a temporary charging outpost inside your cyclops, getting stranded somewhere isn't quite so bad anymore.
Basically gotta make a checklist.
- Power Cell Charger
- 6 Titanium for Multipurpose Room
- Aerogel, 2x Magnetite and 5x Titanium for Thermal Plant
- Optionally, bring enough stuff for a Bioreactor and Alien Containment
- Growbeds in Cyclops or Multipurpose Room
As for the alient containment in the above bullet list, you wouldn't have a quick reliable source of energy for your bioreactor yet. I would personally suggest doing it in a permanent recharge outpost somewhere, though it's entirely up to you. I use Ampeels for their 9000 energy output over their time in the bioreactor, effectively an unlimited source of energy.Additional to above, you may consider building power transmitters from your main power base along every 80~ meters or so that you go. It's a lot of work, gold and titanium to burn through, but it can be well worth the trouble in the long run. Any new base you build will already be connected to your power grid, enabling quick power recharging. That said, it's worth hoarding as much gold and titanium as you can fit in your Cyclops at that point.
You are just being dumb about it all IMHO. First off, when you go to the mall for a shopping spree do you leave your car running? Same goes with your Cyclops, you turn off the engine when you are not in movement.
Second, you need to understand that every single thing you can toggle on that thing consumes energy like crazy, except the lights. Also, anything you have in the sub that can consume energy will (using a fabricator, cell charger, battery charger, possibly med kit thing, etc).
Last but not least, you should always have spare cells... A full set of 6 is a minimum, a full locker of them isn't too much.
Also, there is a thermal generator upgrade for the Cyclops... The Lost River is full of thermal vents, so you got all you need to stay there indefinitely.
Also, you should have mats on your Cyclops... Build a base down there with cell chargers and recharge your cells.
There is just an infinity of ways you can fix your problem... Just think a bit. Heck, you can even make it to surface with a seaglide if you know your way.
The prawn is farily useless without the Grapple arm in the Lost River, I also installed the jump upgrade to help move around.
If you ran out of juice for the Cyclops while you were gone odds are you left the engine running and silent running on. You don't leave your car running when your just sitting in the house so why would you leave the Cyclops running when your not there?
You also need to have the battery eff mod installed to take the Cy on long range trips, without it you will have to make a lot of power cells just to get it anywhere.
I'm even ok with how much energy it needs, but there is nothing hard to at least make a short tutorial message that player have to turn it off before leavinng. It's one of those small things that cost nothing to developers but drives players crazy and destroys whole game experience.
Maybe you left your Cyclop with emergency speed/silent mode/shield? Those things eating energy even when you "afk".
EDIT: Oh, and if you missed -
Btw I went to Lost River to get damn resources to build damn thermal reactor.
Nothing in game really consumes energy, I can drive Moth for hours of real gameplay before it energy ends. Construction uses a bit energy imho, so I can't agree here with you.
Still can't get while silent mode uses more energy than usual movement - because engige works slower.