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The easiest way is just to go there with another vehicle. But if you don't have any and don't want to build them, you can carry the materials in your inventory for a small base that you can create for air whenever you want. This combination is probably MP room + hatch + bioreactor + a few 1x1 items that can be used for fuel (fish, plants, etc.). When you get to around 30 seconds of air: stop, create the base, add fuel to the bioreactor, restore air, take base apart, swim farther towards the Seamoth, repeat.
The seamoth at 100% CANNOT get one shot destroyed by either a reaper or even a ghost leviathan. After they attack you, get out and repair it immediately. If you repair it after each attack you'll be fine. But if you try to leave the area before repairing it and they attack you again, it could be a problem. So always repair it right after attacks even before leaving the area. You usually have time to fix it and get away before they come back.
There have even been times when I'm outside the seamoth to repair it, and I'm on one side repairing it and there's a freaking leviathan on the other side chewing on it, even as I'm repairing it. It's quite unnerving, but doing that a few times has saved both me and the seamoth.
(I parked them outside the base, and frequently had to repair them and do something about the crabsnake.)
A Seamoth, with 1-2 Hull Reinforcements and a Repair Tool, is the number one funnest way to thin out a crabsnake problem. They require about 3+ hits.
(PS - There are 16 crabsnakes. The JSC becomes quite livable when there are only about 8-9 of them left.)
(Unless you re-initialize the population of your current terrain cell, or the whole map, via a console command.)
Long established fact, from many dev team responses.
When they are gone, they are gone.
It is not happening with all creatures though, just a select few.
But believe me, from dozens and dozens, perhaps a hundred or more hours spent in the JSC, and LOTS of "crabsnake management actions" (not to mention the often repeated statements of the dev team - OK, I did mention it), the creatures DO NOT respawn.
And Ghosts. 8000 HP. You cannot be sure that one is dead unless you see it flip over, and watch it unmoving for awhile. If you just can't see it in the area anymore, that isn't confirmation. Sometimes they will get hurt, relocate behind a wall (I hate that; especially since I am convinced that they have left what was originally a glitch in the game all these years just to allow the leviathans to be a bit tougher and more unpredictable), and their patrol zone will creep back into the visible area after awhile.
One of the advantages of the Stassis + gas pod pest removal method (which i admit it is not my usual: I have "comebacks", too, or sometimes just uncertainty) is that you can SEE and be SURE that the leviathan IS dead.
If you can't quite believe my assertion (and after all, who am I, random 2k+ hour player on the forum), try asking Ignis. He'll probably answer ... again.
The ghostie I killed around 3 times was in the cavern section I liken to a swamp. It is that area with the Dense prowler population, along side with blood crawlers.
Edit: Being as how some story stuff had reset, I'm going to guess that I got respawns from resets that occurred as a side effect of game updates.