Subnautica

Subnautica

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Doom Apr 27, 2023 @ 4:41am
cant Attach the bigger rooms
trying to make my first base want to add both purposed rooms but i cant get them to connect to my base what am i doing wrong?
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Showing 1-10 of 10 comments
Suzaku Apr 27, 2023 @ 4:45am 
You need to position it right, there needs to be enough space, and nothing in the way on the inside of the structure when it makes a connection.
Doom Apr 27, 2023 @ 4:58am 
i can place it but i cant attach it to my existing building
Suzaku Apr 27, 2023 @ 5:00am 
Screenshots might help.
rdbury Apr 27, 2023 @ 6:34am 
I assume you mean the mulitpurpose room, there is no "purposed room". The mulitpurpose room only connects in the middle of each side, so that's only four possible connections. If you're trying to connect two multipurpose rooms they have to be fully side by side. If you're trying to connect a compartment then it has to be in the middle of one side; it can't connect to a corner. It may help to know that a multipurpose room is 3x3=9 "squares", a foundation is 2x2=4 "squares" and a compartment fits in a single "square".
Last edited by rdbury; Apr 27, 2023 @ 6:36am
dreamrider Apr 27, 2023 @ 8:37am 
Depth perception (and the "depth perception" of the Habitat Builder can be a problem until you get the hang of it, especially going larger structure to tubes.

All of the above comments are valid. Especially the one about screenshots.

But, in the meantime, you could try this.
- Build your Room.
- Go on top of it.
- Position yourself directly over the attach point.
- From an initial aim point of "quite close", start trying to position your tube compartment, while progressively moving your aim point outward from where you are hovering.

Tubes, or other rooms, connected to any of the larger Rooms, have to be aimed considerably further out than beginners think. That is because the game's building routine adds a bit of "stub corridor" to the side of the Room when it starts to build, to fill in the space from the wall of the Room to the edge of the invisible building grid square it is sitting within. Only at that point will it position the new tube compartment.

You also have to be careful that you aim point for the new compartment is high enough. It is easy, and not obvious from many angles, to try to position your attaching corridor too low. You may have to move your body back / up to correct for this.

AND...

Screenshots would help.
bongerman85 Apr 27, 2023 @ 2:13pm 
also be aware that there is a blocker in the games building mechanic that prevents rooms from being to close to one another. for example say you build a x corridor. u can attach a room directly to that corridor, however the room that goes on the right or left on the x corridor will require another corridor piece to be placed first between the new room and the x corridor..
Last edited by bongerman85; Apr 27, 2023 @ 2:14pm
ShatteredPumpkin Apr 27, 2023 @ 3:17pm 
make sure theres no locker inside your base blocking the grid :)
dreamrider Apr 27, 2023 @ 3:35pm 
Originally posted by bongerman85:
also be aware that there is a blocker in the games building mechanic that prevents rooms from being to close to one another. for example say you build a x corridor. u can attach a room directly to that corridor, however the room that goes on the right or left on the x corridor will require another corridor piece to be placed first between the new room and the x corridor..
@Bongerman:
I have never encountered this, the way you seem to be describing it.

I CAN, and have, built two MPRs "adjacent", i.e. on adjacent 3x3 building grid sections.
Since the round MPRs in their basic round form do not extend to the edges of the building grid squares where they will join up, the game automatically adds a little stub corridor (about 1/3 the length of an I-tube) to the structure of each MPR. It is the ends of those two vestibules that will join up.

But I do NOT have to BUILD a discrete tube compartment between the two Rooms, unless I want to.

What DOES happen conceptually, in the example that you cited, is that if you have attached an X-tube to an MPR, the required 3x3 clear grid space needed to place down another MPR is not available on the side connections of the X-tube. The reserved space needed for the new MPRs will overlap with the 3x3 grid space that is already occupied by the first Room. (Even though it LOOKS like the two Rooms won't quite touch.)

You have to extend the side connections out one more grid square (1x I-tube length) to have enough clear space (barring terrain issues) to put down your next 3x3 MPR footprint.

You CAN build another MPR directly across the original X-tube from the first Room, because those needed building grid squares do not overlap with any already occupiied ones.

(For those not familiar: The "building grid" and "building grid squares" referenced here are invisible blocks of space that regulate building component placement. The grid for a particular base area becomes defined by the placement of the first compartment in that area.

So the game is not imposing "a blocker" on buildings being "close together", per se. It is just filling in the squares on a "piece of graph paper".
Last edited by dreamrider; Apr 27, 2023 @ 3:57pm
Doom Apr 28, 2023 @ 12:13am 
i figured it out thanks guys
bongerman85 Apr 28, 2023 @ 5:07pm 
Originally posted by dreamrider:
Originally posted by bongerman85:
also be aware that there is a blocker in the games building mechanic that prevents rooms from being to close to one another. for example say you build a x corridor. u can attach a room directly to that corridor, however the room that goes on the right or left on the x corridor will require another corridor piece to be placed first between the new room and the x corridor..
@Bongerman:
I have never encountered this, the way you seem to be describing it.

I CAN, and have, built two MPRs "adjacent", i.e. on adjacent 3x3 building grid sections.
Since the round MPRs in their basic round form do not extend to the edges of the building grid squares where they will join up, the game automatically adds a little stub corridor (about 1/3 the length of an I-tube) to the structure of each MPR. It is the ends of those two vestibules that will join up.

But I do NOT have to BUILD a discrete tube compartment between the two Rooms, unless I want to.

What DOES happen conceptually, in the example that you cited, is that if you have attached an X-tube to an MPR, the required 3x3 clear grid space needed to place down another MPR is not available on the side connections of the X-tube. The reserved space needed for the new MPRs will overlap with the 3x3 grid space that is already occupied by the first Room. (Even though it LOOKS like the two Rooms won't quite touch.)

You have to extend the side connections out one more grid square (1x I-tube length) to have enough clear space (barring terrain issues) to put down your next 3x3 MPR footprint.

You CAN build another MPR directly across the original X-tube from the first Room, because those needed building grid squares do not overlap with any already occupiied ones.

(For those not familiar: The "building grid" and "building grid squares" referenced here are invisible blocks of space that regulate building component placement. The grid for a particular base area becomes defined by the placement of the first compartment in that area.

So the game is not imposing "a blocker" on buildings being "close together", per se. It is just filling in the squares on a "piece of graph paper".
thanks you hit the nail on the head that i was aiming for.
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Date Posted: Apr 27, 2023 @ 4:41am
Posts: 10