Subnautica

Subnautica

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Trouble finding Blood Oil
Where can you find this? I expected in places with the red grass, but that does not seem to be the case. How does this Blood Oil look anyway?
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Wyświetlanie 1-9 z 9 komentarzy
Myrador 6 stycznia 2016 o 6:09 
You need to find the Blood Kelp Biome it's the only place. Do you want me to tell you where it is?
Eric Cartman 6 stycznia 2016 o 6:10 
Yeah, I'd appreciate it.
Eric Cartman 6 stycznia 2016 o 6:21 
Thank you!
Phaota 6 stycznia 2016 o 8:42 
Or type "biome bloodkelp" in the console.
rditto48801 6 stycznia 2016 o 9:29 
I have a similar issue. I found 1 blood oil, on a lone piece of blood kelp I could get to at a cave entrance less than 200m deep in a cliff face.

I have the pressure compensatore thing for Cyclops, and the hull upgrade for Seamoth, and I still can't go deep enough to find more, since even at 400m I am lucky to see feint signs of the tops of blood kelp.
Going outside and having the depth reading suddenly going red to me indicates it is not a smart idea to be outside of a sub at all at such depths.

Is there any blood kelp not well below the 400m or so mark?
Or does the game have it where soft squishy people in non-reinforced diving suits and using bottle air somehow have better depth tolerance than subs with reinforced hulls?
NotThatHarkness 6 stycznia 2016 o 10:15 
Początkowo opublikowane przez rditto48801:
Or does the game have it where soft squishy people in non-reinforced diving suits and using bottle air somehow have better depth tolerance than subs with reinforced hulls?

Bingo.

Also, you can double/triple up pressure compensating modules. I built a moonpool satellite base in the blood kelp biome my last game, and used the seamoth to get to the location. I don't remember how many pressure compensating modules I use, 2 or 3. I definitely used a storage compartment to help haul the base components.
Myrador 6 stycznia 2016 o 10:40 


Początkowo opublikowane przez rditto48801:
since even at 400m I am lucky to see feint signs of the tops of blood kelp.

just park the seamoth/cyclops right before crush depth and take some air tanks (heavy tanks if you can)
with 3-6 of them, a rebreather and a airbladder/seaglide you can get there easy
Ostatnio edytowany przez: Myrador; 6 stycznia 2016 o 10:41
rditto48801 6 stycznia 2016 o 11:35 
I had heard the Seamoth could 'stack' the depth increasing modules, but never tried it.
My present Seamoth is configured for exploring, mainly for A) not getting lost in darkness (sonar) and B) not being used again as a chew toy for Reaper Leviathans and not getting knocked around by nibble happy predators (torpedoes and the shock defense thing),

I don't use a Rebreather.
I've made and tried it out before, but it never seemed to affect how fast I use up air, so it's been collecting dust.
Is it not working in Stable?
Or is that nonsensical and senseless fluff text accurate about it 'not' working in most conditions they should work in? (aka, when not deep underwater, because last I checked, such technologies irl can work near the surface...)

I got two of the heavy tanks, the speed boost upgraded swim fins and a Seaglide. And the emergency floatation thing (I now assume 'the bends' are not in the game), so if Seamoth pressure upgrades do stack, air will be less of an issue.

Since I got the materials, maybe I will make a second Seamoth rigged just for deep diving. because not being eaten by Reapers and not getting lost in darkness is what my present Seamoth is configured to do... that and it gives me an excuse to make a 'neon orange' Seamoth... because I doubt 'deep blue' is easy to see deep underwater...

The mention of making a second base near the blood kelp sounds interesting.
Are there thermal vents in the area? I do got the thermal generator unlocked, but I have not found the bioreactor or nuclearreactor fragments yet.
The only thermal vent I found is in the direction of the Aurora.
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Data napisania: 6 stycznia 2016 o 5:58
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