Subnautica - Deep Sea Exploration & Survival-All

They tend to be in on walls.

I think I found a bunch in the weed gardens.
Grind your way to the water purifier to make life easier.

There are usually lots around kelp forests and the grassy plateau (area with all the red grass).

Alternatively, if you have the water filtration unit, it gives you water (+50) and salt.

Yep, as others have said, usually plenty of salt in the kelp forests near your lifepod, right on the sea bed so it's sometimes hidden amongst the grass.

Wow, isn't this game great! Bought yesterday as it was on my wishlist due to placing well in the GWJ game of the year list, would have easily been my #1 for 2018 had I gotten onto it in time...

troubleshot wrote:

Wow, isn't this game great! .

Yes! Yes it is! And it's a shame because if just one or two more people had played it it would have cracked the top 10 because I think it finished #11 by a hair.

kergguz wrote:
troubleshot wrote:

Wow, isn't this game great! .

Yes! Yes it is! And it's a shame because if just one or two more people had played it it would have cracked the top 10 because I think it finished #11 by a hair.

Or if I had remembered to vote.

Anyone know if you can add mods mid game? I wanting to add the below mods.

AutosortLockers
BetterScannerBlips
DataBox Scanner Fix
EasyCraft
Map
More Cyclops Upgrades
MoreQuickSlots
QModManager

I never played with mods but I believe they disable achievements, depends if you care about that.

Map, at least, can be added mid-game. Really wish it had been a default feature. Adding it made a world of difference for my "I can play for 45 mins and then maybe not again until next weekend" schedule. Removed some of the burden of having to keep the complete mental picture of where you've been and which direction certain features are.

Mr Crinkle wrote:

Map, at least, can be added mid-game. Really wish it had been a default feature. Adding it made a world of difference for my "I can play for 45 mins and then maybe not again until next weekend" schedule. Removed some of the burden of having to keep the complete mental picture of where you've been and which direction certain features are.

It's another one of those features that should be selectable for the the hardcores and the rest of us.

Mr Crinkle wrote:

Map, at least, can be added mid-game. Really wish it had been a default feature.

It's interesting that we have such different takes. A map would have ruined a lot of the ambiance for me, and removed a lot of the challenge. Dropping a beacon in a particularly interesting or useful location, such as an island, cave entrance, or resource was how I navigated, along with eventually becoming familiar with the terrain. I suppose the difference in feeling is between using Google Maps every time you go somewhere, or learning turns and landmarks.

The sense of always feeling mildly lost and disoriented was a big factor in the mood of the game for me. I knew *generally* where I was, but not specifically most of the time unless I came back to the Safe Shallows. I sometimes took a wrong turn, especially in the larger cave systems, and became lost, which made the caves an intimidating place for me for almost the entire game.

I finished the game unmodded and it was absolutely one of my favourite gaming experiences ever. I certainly understand and support someone who wants to streamline things due to playtime limitations, but I'd encourage most people to play the vanilla version. Trying to remember where you put a piece of magnesium, and fumbling to switch to your knife is all part of the fun.

Coldstream wrote:

I suppose the difference in feeling is between using Google Maps every time you go somewhere, or learning turns and landmarks.

I think you have the wrong impression of the map. Couple things about the map:

1. It doesn't give much detail, and nothing is revealed until you actually swim to it.
2. It's hilariously bad as you start getting into (or looking for) biomes which are beneath other biomes.

I did place beacons at entrances and landmarks and all that, but when you play for an hour, and two weeks later you get a chance to play for another hour, it is really nice to be able to just bring up your map and go "ah I never really explored off to the east, I should go check that out." That's it. Otherwise I would have loaded up the game, and wound up in the red kelp again because I couldn't remember which direction I hadn't really explored yet.

I don't think it's useful enough to bring up regularly or a substitute for remembering "when I see this cliff by this weed, that's where I dive." It's a pretty rough image that looks like it was done in MS paint, by a student who always gets the participation award.

Regarding the map discussion: I didn't mod anything into my game, but towards the end I was making use of an interactive map outside of the game. That was enough to point me in the right direction if I ever got stuck or felt directionless.

I picked this game up over the holidays, but didn't get far before dropping to go back to CK2 and Elite.

One of the things that confused me was reading this thread and seeing you guys referring to places by specific names. I always figured that there was some kind of in-game map that I just plain didn't see.

I'm 13 hours in and Coldstream pretty nailed the approach I'm taking and why I dig it without a digital or physical map, personally I find when navigating the real world with Google Maps and the like is that I never really 'learn' or experience the space, I kind of just float through and if you asked me to recall details from the oath I've taken its usually quite foggy. With Subnautica, navigating via exploration with general way points in the distance I seem to observe and absorb my surroundings a lot more, it was a bit daunting at first but now I really have a stronger sense of the geography (still with quite a few big black holes in it mind you). And it also leads to more incidental discoveries there is no way I'd have made if I had a bread crumb trail or a map giving me the most direct route.
That said I presume these navigation preferences are just that, highly preferential. But for me it really ads to the exploration/adventure of the experience.
On top of that I'm really impressed with how the game seems so open but feels balanced with the three or so threads I keep bouncing between, it keeps the game feeling fresh and I never get sick of the gameplay loops despite some bits potentially being a bit grindy (need easier water and food production ASAP!)

This game is one of the best of the past few years, sure it could do with a little more polish and a bit more philosophy or substance in the narrative to bring it to another level (unless I've missed it or yet to reach it).

troubleshot wrote:

I kind of just float through and if you asked me to recall details from the oath I've taken its usually quite foggy.

I was the same on my wedding day.

Hah! Path! Path I've taken, not oath!

troubleshot wrote:

Hah! Path! Path I've taken, not oath!

Works either way.

Today I played for another hour or so. I made my way into the kelp forest for the first time, and found creepvine seeds, which let me make rubber, then fins. Now I'm not in danger of dying of thirst because I can usually catch a handful of bladderfish to make filtered water.

I also made a knife, then learned to keep it away from those acid mushrooms.

One thing I need and haven't found has been salt. After that I want to dig up some lead to make a rad suit.

I suppose that I'm supposed to build a base eventually?

so this is a contains a bit of a spoiler, so be warned.

Spoiler:

I assume I'm supposed to find an alien tablet at the 500m Degasi habitat. But I haven't .

In addition to getting my ass kicked every time I go in there, I wonder if somehow those (frequent) deaths cost me access to this plot line? anyone else have this problem. If my assumption is wrong, no need to tell me where, just that I'm wrong.

I have no idea but I am able to make one.

On a different note there is a mod that fixes many VR issues. The mod is called VR Enhancements. Here are a list of features.

-Adds an option to enable VR animations under the General Tab in Options which allows the opening cinematic to play and re-enables the fire in the pod. Animations for climbing ladders, entering and exiting habitats and vehicles also work as well.
-Fixes the badly positioned player model. The Seaglide will no longer block your entire field of view, all tools are fully visible. For those that had a problem with the PDA being too close, it has now been moved further back, tilted and scaled up to improve visibility.
-Subtitles were not visible before and have been shifted up so they are now visible in VR.
-A slider has been added to adjust the walk speed in VR since the default VR walk speed was 60% of the non-VR walking speed.
-The mouse cursor was originally invisible in VR and even when using the gaze based cursor, the alignment of the cursor was wrong. I made the cursor visible when using mouse and keyboard and not using the gaze based cursor option. Also fixed the cursor alignment issue on menus in the world like the scanner room and cyclops menus. Renaming beacons seem to work properly now as well as long as you keep the cursor on the text field, when using the mouse and keyboard.
-Added an option in the General tab to disable the HUD unless you're looking down to help with the issue of the HUD obstructing the PDA.
-Fixed the issue where the position of sounds in the game would be in the wrong direction if you turned your head in real life instead of turning with the controller or mouse. Without the mod, if you heard a sound on your right side and turned your head in real life to look in the direction of the sound, you would continue hearing the sound on your right side when it should be heard from the front.
-Makes the loading screen more comfortable to look at by removing the background image and displaying the Alterra logo and loading text in the middle of a black screen.

Jakobedlam wrote:

so this is a contains a bit of a spoiler, so be warned.

Spoiler:

I assume I'm supposed to find an alien tablet at the 500m Degasi habitat. But I haven't .

In addition to getting my ass kicked every time I go in there, I wonder if somehow those (frequent) deaths cost me access to this plot line? anyone else have this problem. If my assumption is wrong, no need to tell me where, just that I'm wrong.

Deaths shouldn't lock you out of plot beats, I'd doubt you're missing anything. Off the top of my head, the purple tablets are not at that particular base. There are several scattered around but you only need 1 or 2. Out of interest what is it that's killing you?

kergguz wrote:

Out of interest what is it that's killing you?

Those megamind looking crabs that stake out the base, and the teleporting squid things, who on several occasions have teleported me into the path of a fellow teleporter (in my experience two teleports= death) or that of the megamind crab.

And I'm looking for a different color to get past the local force field

You should have the stasis rifle by now. The crabs are scary, but die easily with just a few knife stabs. You can't kill the warpers, but you can freeze them if one gets too close.

Jakobedlam wrote:

so this is a contains a bit of a spoiler, so be warned.

Spoiler:

I assume I'm supposed to find an alien tablet at the 500m Degasi habitat. But I haven't .

In addition to getting my ass kicked every time I go in there, I wonder if somehow those (frequent) deaths cost me access to this plot line? anyone else have this problem. If my assumption is wrong, no need to tell me where, just that I'm wrong.

Spoiler:

I don't remember what tablets get used where, but you should have a recipe to use ion cubes to make more of them.

Jakobedlam wrote:
kergguz wrote:

Out of interest what is it that's killing you?

Those megamind looking crabs that stake out the base, and the teleporting squid things, who on several occasions have teleported me into the path of a fellow teleporter (in my experience two teleports= death) or that of the megamind crab.

And I'm looking for a different color to get past the local force field

Wow, I did this part just last night! Nice coincidence, what you seek is at that location, expand where you're looking a little and you definitely have the means to not die to the threats at the 500m Degasi base. I'll give you an obscure hint in spoiler.

Spoiler:

You're doing something to upset the threats there, stop doing it and they'll leave you be.

Hey, my ride's here!

Spoiler:

Oh, nevermind.

I finally put together enough materials to craft a habitat builder. Now I need to go find stuff to actually build a base.

troubleshot wrote:
Spoiler:

You're doing something to upset the threats there, stop doing it and they'll leave you be.

Thanks for the help. Much appreciated. I suspected something along those lines. I still got janked by warpers several times, but found what I was looking for. Turns out it didn't advance things very much.
I've definitely hit a lull in the story arc, where all there is to do is keep exploring every nook and cranny, looking for a few more blueprints. Which is quickly losing its charm.
On the plus side, built a Cyclops, which is one of the cooler things I've ever seen in a game. Drives like a '67 Pontiac, though.

I took my Sea Moth on a trip over to the floating island. I had been there before (via Sea Glide) but apparently didn't explore enough because I found a bunch of interesting plot stuff there.

Anyway, I parked my Sea Moth on the beach and walked inland. When I came back, the map indicator says the Sea Moth is there, and I can see the effects of its headlights, but it's not there.

IMAGE(https://steamuserimages-a.akamaihd.net/ugc/994638607672535807/65F6A035AFDA3E143B0D4EB9272DDBC34F3A6960/)

At one point my seamoth somehow got stuck into the terrain but just enough of it was sticking out that I was able to enter and drive it out.

I can't really tell by your picture if it might be stuck inside the floor or rock. There is however a console command that lets you warp through stuff. You can warp into the floor or rock and see if you can get to it.

Baron Of Hell wrote:

At one point my seamoth somehow got stuck into the terrain but just enough of it was sticking out that I was able to enter and drive it out.

I can't really tell by your picture if it might be stuck inside the floor or rock. There is however a console command that lets you warp through stuff. You can warp into the floor or rock and see if you can get to it.

Does using a console command invalidate achievements?

I'm shallow and care about such things.

Edit: Here is an image in daylight, showing the marker.

IMAGE(https://steamuserimages-a.akamaihd.net/ugc/994638607672839403/DCE7AF047405B197BC3E0DFA75B165F8682E47F4/)

(at first) I couldn't figure out how to warp or find my current location in the console, but I did go stand where the ship should be and use the 'dig 5' command. That didn't help, so I did it a second time, and saw this:

IMAGE(https://steamuserimages-a.akamaihd.net/ugc/994638607672839572/A32C92A2A3E5546CE2DC38F5A64BDBE4FAAB6E11/)

I guess the beach has quicksand...

After I did figure out how to get my position via F1 (-826.2, 1.4, -972.3), I warped myself down 2 meters and saw the ship. I got in and promptly managed to beach it so that it couldn't move anymore.

I haven't saved my game after doing any of this. If doing this is going to prevent me getting any additional achievements, I'll probably just swim/glide back to my life pod and make another Sea Moth.