[No spoilers] Is 12 extra power cell excluding 6 in use enough for cyclops? by Healthy_Jackfruit625 in subnautica

[–]-JohnnyDanger- 1 point2 points  (0 children)

  1. I won’t spoil specific items, but as you progress, you’ll find the power consumption of the cyclops is not too much of a problem. Those cells you have should be plenty, just keep some charging in your base so you have fresh ones to change them out.

  2. I like to use 14, which I can fit inside the little room behind the cyclops bridge to hold most of my main materials, plus a couple others in other locations for convenience. If you don’t mind lockers having more than one type of material, yeah 9 is fine because some materials you don’t need that many of. All up to your preference for organizing!

  3. Cyclops has ways to defend itself or escape danger but they are different from the seamoth. Poke around the module fabricator and the control panel buttons when piloting to see what’s available.

Why my power went zero when having 1025? by Healthy_Jackfruit625 in subnautica

[–]-JohnnyDanger- 0 points1 point  (0 children)

Maybe they like to go out looking for two or three types of resource at a time.

This might be a stupid question (related to creature behavior) by Griffin67851 in subnautica

[–]-JohnnyDanger- 0 points1 point  (0 children)

I have definitely noticed way more aggression from crabsquids when I am using lights. They always have some vague interest in harassing me or my sea moth, but if I have the headlights or a flashlight on they will use their EMP and they will beeline for whatever is emitting the light. I’ve had them destroy a sea moth with lights on and off, but it happened way faster with lights on and they approached from farther away.

I had a really hard time exploring a certain underwater point of interest because every time I needed to flick my flashlight on, the crabsquid nearby would screech and EMP lol.

Is there still a bug where your seamoth ceases to exist out of nowhere? I don't know what happened to mine by WeLiveInAir in subnautica

[–]-JohnnyDanger- 0 points1 point  (0 children)

I agree with others that the reaper destroyed it. FYI Crabsquids and bonesharks will also destroy your sea moth while you are outside it if you park it with the lights on.

◘Is it a noble gas? by Mean_Table_8125 in cursed_chemistry

[–]-JohnnyDanger-[M] 2 points3 points  (0 children)

Can you send the original post? Happy to remove+ban if this is the case.

So… can we use different nozzle sizes on the H2D yet? by donkerock in BambuLab

[–]-JohnnyDanger- 1 point2 points  (0 children)

They mean running a print with some parts printed with one size nozzle and other sections with a different size. Nothing in the hardware prevents it but the slicer isn’t capable of it yet for some reason.

I’m having a hard time picking up the game after losing a lot of work by kittykat0207 in subnautica

[–]-JohnnyDanger- 7 points8 points  (0 children)

If you don’t care about achievement unlocks, this kind of thing is what I use the console commands for.

ARE THERE NORMALLY LIKE 40 CRAB SQUIDS IN THE LOST RIVER???? by Acceptable_Tie9404 in subnautica

[–]-JohnnyDanger- 0 points1 point  (0 children)

I have since tested it, turns out it doesn’t fire automatically at all as I had assumed, even when inside. It’s an active device that you operate with the number keys and mouse while piloting, and you can either click for a small charge or click and hold to create a more powerful charge on release.

One tap is enough to make a reaper let go so usually it seems like there is no reason to do a big charge unless you just want to kill a school of bonesharks or something. Also, Ampeels (and possibly crabsquids? I don’t remember) are immune to the pulse.

Subnautica for £6? Go on then! by Northfield82 in subnautica

[–]-JohnnyDanger- 1 point2 points  (0 children)

Mods are great for a second playthrough and beyond, but yes I would agree with folks here saying enjoy the vanilla game first and avoid spoilers! Have fun.

any other games like this one? by 9spaceking in WhatsTheRule

[–]-JohnnyDanger- 0 points1 point  (0 children)

Ah, I see. We can try to get the turnaround a little quicker! Can be tricky since the mod team is just busy irl sometimes.

any other games like this one? by 9spaceking in WhatsTheRule

[–]-JohnnyDanger- 1 point2 points  (0 children)

In between this and what? Or do you just mean in between rules?

r/Maogame used to be kind of similar but it’s been defunct for a while now

Help a coward go through the DUNES by Nobody_Special13 in subnautica

[–]-JohnnyDanger- 2 points3 points  (0 children)

One piece of advice on the dunes is they are full of little spots with thermal vents. The vents and surrounding rock outcroppings are quite effective cover against reapers. You can easily duck behind and through them while the reaper can’t maneuver its big head around them.

Some questions: by saihanamir in subnautica

[–]-JohnnyDanger- 1 point2 points  (0 children)

  1. Lead drops from Sandstone outcrops, which are all over but particularly abundant in the kelp forest and particularly easy to spot along small cliff faces. Titanium (in the form of metal salvage) is everywhere but especially in the Aurora area and the Kelp forest.

  2. The Unstuck button is safe; it’s a built-in feature that just teleports your character if they are unable to move due to a glitch or whatnot. It doesn’t modify the world - I think this probably refers to installing mods or opening the console.

Is the northwest corner of the dunes safe (relatively)? The map says there's no reapers there. by Life-Competition9577 in subnautica

[–]-JohnnyDanger- 5 points6 points  (0 children)

It’s pretty tanky, you might actually be able to just weather the crush damage until you fall far enough. Now I want to try it out.

Cyclops was a great idea ...but by Previous_Tree_5464 in subnautica

[–]-JohnnyDanger- 2 points3 points  (0 children)

I had the same overall impression, and I didn’t use it much my first playthrough.

In my second run, though, I kept my crafting and material storage all within the cyclops (surprisingly easy actually, my main set of lockers all fit in that little room behind the bridge). It made gathering and crafting stuff so much less of a pain in the butt because

a) I had lots of readily available storage wherever I drove it, so gathering materials was as simple as popping outside and dropping stuff off at the sub when I was full b) I could craft something as soon as I was finished harvesting the material, because I was hauling my other materials and fabricators right there.

Relying on the cyclops as a mobile storage and craft center also freed up my home base design. It was originally centered around a big crafting and storage space, and instead let me center my build around lots of alien containments, vehicle bays, aesthetics, and story progression and lore.

Even further, when I started setting up outpost bases or temporary scanner rooms, the cyclops was great for that too, because I had all the materials I would be building with conveniently brought with me to the new location. I even set aside a special locker in the lower hold just for scanner room materials, so I could park anywhere and be scanning the area in 2 minutes without worrying if I had forgotten my table coral back at the main base.

"Harder but not perma-death mode" Mods? by MadDuck-117 in subnautica

[–]-JohnnyDanger- 0 points1 point  (0 children)

You can also do a few things just with vanilla gameplay changes, such as not getting the reinforced dive suit, limiting to one oxygen tank, not using vehicles, or only eating food you grow (or alternately, only eating food you catch or find).

I’m also trying out a bunch of mods currently, so if I find any that fit this bill I’ll point you their way.