Subnautica

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Lord Gonzo Nov 6, 2018 @ 10:18pm
Multipurpose room auto connect hassle
I am building an outpost (4th outpost apart from my main base) and I generally use a set layout for my outposts. But this one is in a somewhat tight location, so I had to alter my design a little.

My problem is, I need to build one multipurpose room off of another, and there is a 3rd multi purpose room near by that I I have a specific intent for. So I do not want a corridor connection between that one and the new one I am trying to construct. I need all 7 walls in the other room, and a connection to the new room would remove that 7th wall.

I have tried putting a reinforcement on that wall, and the new room still auto connects, deleting my reinforcement (and I lost the 3 titanium and 1 lithium that reinforcement cost). I also tried to set up a temporary water refiner on that wall, and still the new multipurpose room auto-connected and deleted my water refiner (again, deleting it WITHOUT refunding the materials it cost to build it).

Is there any way to stop a multi-purpose room from automatically throwing up corridors to connect to every single available room?

Some rooms you may not WANT to connect, as in my case, I absolutely need that wall that the game seems to want to force a room connection on me.

EDIT: I even tried adding a hatch to that wall, and again, the new multipurpose room decided that I should not have the hatch there, but rather a corridor connection, once again DELETING my hatch, and not refunding the materials it took to build it.

This is so frustraiting.

Edit: Odd... Ok, I tried placing a window on that wall, and still the new room auto connects, deleting the window without refund. Then i tried placing a locker on the inside of that wall, but now the game just wont let me place the new room.

Strange that it has no problem deleting a walter filtration machine, reinforcement, window, hatch, and just about everything else, without giving you a refund, but a locker, no, it wont auto delete that, it just wont let you add the new room all together.

Does anyone know any way around this at all?
Last edited by Lord Gonzo; Nov 6, 2018 @ 10:55pm
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Showing 1-4 of 4 comments
Nyota Mwuaji Nov 6, 2018 @ 11:11pm 
there is no way to do it. the rooms always auto-connect.
Lord Gonzo Nov 6, 2018 @ 11:27pm 
Well, I found that you can stop a multipurpose room from autoconnecting to any of the 6 "connect points" in a moonpool. You do that by simply placing a reinforcement on the moonpool wall that you dont want the multipurpose room to connect to. Once you place your multi-purpose room that's connected to another portion of the base, you can then remove the reinforcement from the moonpool wall, and the two room will not be connected.

But the reinforcement method does not seem to work when it's two multipurpose rooms you want to prevent from autoconnecting.

It seems odd that this will work on a moonpool room, and not on a multipurpose room.
Yung Cazador Oct 15, 2022 @ 4:29pm 
I'm having this same problem 4 years later :(
I just want to create a new moonpool, connected only to one hallway. I do not want the moonpool to connect to my multipurpose room, deleting my water filtration machine, thank you very much! The multipurpose room isn't even that close to where I'm building the moonpool, but it's adding a long hallway between the two. And it won't let me add a hull reinforcement to that one side of the multipurpose room, assuming that would even prevent the connection...
dreamrider Oct 15, 2022 @ 7:01pm 
The MPR should not attempt to connect to the side of the Moonpool, AS LONG AS the distance is at least one full construction grid square (i.e. the length of 1 full I-tube), between the point where an MPR hatch stub would reach to (about half an I-tube length) and the point where a Moonpool hatch stub would reach.

If you have the room, you could try offsetting either the Moonpool or the MPR by another I-tube on the corridor you DO want to connect, so that the connection points don't match up.

I always find it best to stand off a Moonpool from the rest of the base by 1 I-tube or more. Moonpools seem to attract more dings and collision breaches than any other part of a base. If you have at least one tube in the connecting corridor, then you can put a Bulkhead and a pressure door between the Moonpool and the rest of the base, limiting flood potential.

The following MIGHT work. I have not tested it. Build the Moonpool first. (without a mod it can only be placed in one orientation anyway. Then, when positioning the MPR, see if you can rotate it 45 deg. The MPR under some conditions will accept a corridor connecton on a non-primary side. The Moonpool never will.


For what it is worth:
MPR = 9 construction grid squares (including room for connection/hatch stubs on every side.)
Platform = 4 construction grid squares (so, no, you can never put an MPR centered on a Platform.)
I-tube, L-tube, X-tube, T-tube = 1 construction grid square.
Observatory = 1 construction grid square, BUT...you cannot have any other structure in an immediately adjacent construction grid square, except for the side with the hatch/corridor connection.
Moonpool = 2 grid squares x 3 grid squares, total 6, with nothing underneath for the height of 1 (?2?) construction element (i.e. the height of one MPR).
Scanner Room = 1 x 3 grid squires, total 3. But you can only connect to the the two narrow sides. (Those are also the only spots where you can put hatches / windows.)

Note that earlier in this thread there is a solution given where you build the Moonpool first, and put a Reinforcement on the Moonpool side of the potential connection point.
I have not tried it myself.

But you could try it. It is always best when doing complicated or tight construction to start a Creative instance. Try out your base configuration, what will work, what won't, in Creative first. No oxy, food water, worries while you are scratching your head. Saves a lot of frustration, maybe some wasted materials. You can even count up exactly what materials you are going to need.
Last edited by dreamrider; Oct 15, 2022 @ 7:36pm
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Date Posted: Nov 6, 2018 @ 10:18pm
Posts: 4