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the problem I see now for you is that by night you can't sleep or wait for it to end, either you use that time to craft inside your base (that's what i do most of the time) or you can explore around your base or improve it
when you dive deeper well you'll have vehicles that have lights (the seamoth can light up a huge area I use it to go pick up minerals and stuff without a portable light) vehicles become your "surface level" and it's even easier to play with them than when you begin
for now other than get some specific items there's no reason to go very deep, later the story will probably push us to go deeper but not currently
0) live in the starting area, look's like those one of those tropical holiday resorts. in creative mode you don't have to go scavenging for things at deeper.
1) start in creative mode, get a terraformer. make a xxxx meter deep hole with it. You have now taken your first step towards the darkness
2) make a base every 50 meters down. acclimate. after the initial darkness sets in your mind, it gets boring.
3) play while other people are around
4) watch somehealthy deep sea material. I recommend discovery stuff, they're really peaceful and relaxing.
http://steamcommunity.com/sharedfiles/filedetails/?id=589259648
It really takes away from your "fear of the dark" when you realize the only reason your spotlight isn't seeing a ceiling or floor, is because it hasn't rendered.
The Jellyshroom caves are a stand out example of how lightning, no matter how strong, doesn't matter in the face of draw distances. It is a biome filled with house sized glowing mushrooms (with crabsnakes as long as a bus living inside some of them).
Off in the distance is a black void, then you pass the render threshold and like a light switch it flips on into 100% fully lit cave full of giant glowing mushrooms as per usual. Even fully lit it can be a headache finding the exit as you scoot around waiting until chunks of ceiling in the distance render and show the wide open canyon crevice leading up to the surface in broad daylight.
On the flipside, this also means you will find yourself with an equivilent "Too dark to see very far" situation, because even if you had an infinite range flashlight, can't light up what isn't there yet.
If your immediate viewpoint is what will cause you discomfort, then it could get iffy in the lategame for several areas.
However, hugging the terrain surface, and the fact many to be implemented story elements will be in tunnel and cave complexes, or lava land, means you will always have a point of reference.
Really the only times you will be in super pitch black everywhere is if you either drive off into the "Void" (too far horizontally or vertically for there to be any map anymore), or you are for some reason driving too far from any surface in any direction for it to be rendered.
EDIT: This is no slight against the world design, because as finite as it is I much prefer a geography with a PURPOSE to procedurally generated infinity.
I'm just trying to highlight that while it can get quite dark in places, it will only ever be "like im in an endless void" if you are veering too far off course for draw distances, or passing into "Yeah we didn't design anything here. please turn back".
Pitch black above you, or beside you, certainly. But you can easily ensure you always have some kind of reference point if you desire.
That and any signifigant depths are always more comforting, when you are basically going to be taking that trip with a brightly colored submarine (or exosuit).
Yes.
No.
ba-dum-tish.
Seriously now, you've got a flashlight and every vehicle has lights on it. And you don't need to go too deep to get at least a seamoth.