![]() ![]() My biggest problem after that was filling the hold, while the sub itself could go 24 hours I would fill the hold in 6-12 and be forced back to base anyway. I did some basic math after some long runs (12 hours without going back to base) and then outfitted the sub with enough gear to run 24 real play hours without returning to base. I just stock bleach in one of my lockers (I line the cyclops with as many lockers as I can fit). Stalker Teeth, Gas Pods) and other odds and ends. I have a large locker to store six Creepvine Seed Clusters and six Blood Oils, which combined with lockers for gel sacks and both types of mushrooms, makes a complete farm for any new base you build.Īnother large locker is for stuff you can't get deep underwater (e.g. I've never had my sub go below 90% power. The large island in the Floating Islands biome is the best spot I have found for this, since it has a big vent right in the middle and is near the best Lost River entrance. ![]() ![]() For elsewhere, I recommend building bases near heat vents for two reasons: your base power will never need maintenance and while at the base you can park the sub on top of the vent to recharge (the engine room part of the sub has to be over the vent for it to work). Everywhere in the Inactive Lava Zone and and Active Lava Zone will recharge your sub, even if you have leeches. Then when back at a base, charge any used batteries.Īlso as others have said, build the thermal reactor module as soon as you can. I always keep one spare battery in my character inventory, and if it gets used, swap it for a full one when back in the sub. In the engine room I have a locker for spare power cells, batteries, and unused modifications. Every time I stop at a base, I re-fill the locker. I never drink these in the cyclops, just put two or three in my character inventory when I go out to farm/explore, and only use them if I need to or it's convenient, so they last a long time. In my previous playthrough I didn't use melons at all, only waters and lantern fruit, but I've found that even though the melons need replanting each time, it ultimately requires less maintenance since you use much less waters.īut I do have a large locker full of waters taken from my base water purifiers. I also have a lantern fruit tree as backup but it has never been used. I always have at least 8 (two small pots), since 4 don't fill your thirst if you're really low. Especially if you thought ahead and have the materials for backup vehicles.Īs others have said, the melons are great. Instead of driving all the way back to base, you just slap the Moonpool down, craft your upgrades, tear it down, and you’re on your way again.ĭon’t forget about having a Mobile Vehicle Bay on board! If one of your vehicles go down, you can easily craft a new one. A Moonpool, Vehicle Mod Station, your favorite power source, and a Scanner Room can all fit in a few lockers. but carrying a “Skeleton-Base” with you, is a bit more intensive. Building a Fabricator and Mod Station in the Cyclops is a no-brainer. Last, but not least, is being able to craft anything you need while on the go. After that, the Cyclops gets its own Thermal Upgrade and you’ll be struggling to run out of power. Once you get the Vehicle Mod Station for the Moonpool, the Seamoths Solar Upgrade and the PRAWNs Thermal Upgrade will be your new Chargers. In the beginning, you’ll want a locker filled with the materials for a Corridor, some Chargers, and a few Solar Panels. ![]() and how you recharge depends on how far you are in the game. Second is power, which can be a bit tricky. When you get a Stillsuit and Thermoblade, you’ll never go hungry or thirsty again. Just a few Plant Pots or a Growbed filled with your favorite edible plants, and you’re good to go. Yup, and it’s relatively easy to make the Cyclops self-sustaining.įirst and foremost is food/water. ![]()
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