Subnautica: Below Zero

Subnautica: Below Zero

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Variable Mar 16, 2019 @ 1:10am
Battery power for bases.
In subnautica, when creating habitats deeper down, I had always felt it would be useful to be able to 'plug in' a power cell to power the base. Or if power was stopped for whatever reason the base would draw power from any power cells that were charging in the rack.

Back to Below Zero, I still believe this would be useful. If the power cells can power a submarine then they could handle the oxygen production and lights of a habitat at least.

I had considered making a base in the deep twisty bridge section and having this small feature would be more realistic for a small habitat than solar panels or having to use bio generator.
Imagine swimming down and entering a small isolated habitat deep down, consisting of a few sections, then running to the power cell bank, sticking in a fresh power cell... the lights come on and oxygen production starts.

Not sure how difficult something like this would be to code. Would be a bit unbalanced on larger bases. Maybe it could drain more power the more sections are added.
Love to hear some other thoughts on it.

Var
Last edited by Variable; Mar 16, 2019 @ 3:03am
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Showing 1-9 of 9 comments
Bort Mar 16, 2019 @ 2:11am 
The problem with this happens when you install battery or power cell chargers. How do you justify using one power cell to charge others, and still have power afterwards? There was a similar problem with the Cyclops in Subnautica EA where you could install chargers on the Cyclops, and have them charge up, but not drain enough power from the cells.
Variable Mar 16, 2019 @ 2:39am 
Yes, a good point. Iirc this could only happen with the 400% power efficiency upgrade installed in the Cyclops. Either way it's a coding issue and can be solved when implemented. It could be made to work by the charger drawing more power than the power cell can recharge.
Deathwing Mar 16, 2019 @ 2:57am 
+1 clever idea
dukmallard Mar 16, 2019 @ 8:31am 
very good idea.
PrimeSonic Mar 16, 2019 @ 9:15am 
This was modded into Subnautica LONG ago.
https://www.nexusmods.com/subnautica/mods/43

Randy willing, the mod will eventually be ported over to Below Zero.
Pyro Jack Mar 16, 2019 @ 10:09am 
This actually used to exist VERY early in the subnautica early access, it was called the generator I believe, and was basically what's now in the back of the cyclops: 2 rows of 3 power cells each that provide power, but at the time it was the only form of energy. They later removed it, and if I had to guess the reason being it kinda takes away the need to strategically place your base in order to keep it powered. Otherwise, if this still existed, you could just yeet a base anywhere and have power just like that.
Variable Mar 16, 2019 @ 10:12am 
Thanks for the link. I've been and had a look.
That looks exactly like what I had in mind! Except they have added it to a control panel that can be used to customise the habitat too.
If memory serves, the devs do have a habitat control room or something similar lined up in a future update, I wonder if it will include power cell support like this mod.
Going to add that mod to SN1 now.
Is there any other essential mods that I've missed?
Yes Mar 16, 2019 @ 10:52am 
👌
капучино May 20, 2022 @ 8:20pm 
still need this
not feeling like modding sn hugely, but really wanted something like tgis to. exist. Like sure, make it drain the power cells pretty fast, but still possible to power my one room temporary base with power cells for that.
I almost got fine with it being impossible when I read that the cyclotron can work without power, thinking I could carry materials for emergency base in compressed state, but it turned out cyclotron still beeded power too. So for deep places and reliable solutions i need to carry materials for a base with bio reactor, among which just the titan alone will take 10 slots. And after that I got like "maaaan" and started seeking for a power cells powering mods. Sadly can't find those for BZ as of now
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Date Posted: Mar 16, 2019 @ 1:10am
Posts: 9