![]() Unfortunately, its impossible to put the Bench against a wall in a Cross section, and I consider a Bench an essential piece of furniture in every base (because it helps you conserve food/water as time passes). If you build the shack with a Cross section instead of the Tee, you get a roomier feel to it, and a lot more locker space. (I never put anything in the center of the wall behind the bench because I don't want it to clip into my character model, plus its not comfortable looking.) You can access all of the items on the right side of the shack while standing just to the right of center in front of the bench, and everything to the left by moving just to the left of center in front of the bench. You can sit down or stand up on the bench without getting stuck. I shuffled things around, but I didn't like the way the tree limbs clipped into the lockers, so I repositioned them by the entrance. When I was first laying it out, I had the floor lockers on one end of the T where the planter/poster is, and got stuck while I was trying to get them lined up perfectly because I fell down behind the planter pot I had nearby. When it comes time to enlarge the base (for a Moon Pool, etc) the wall with the poster is the one where you attach the next compartment/corridor. I put up a poster and dumped a bag of clothes on the floor by it. Looking to the right side of the T, from the bench Looking to the left side of the T, from the bench Sitting on the bench looking at the hatch (which doubles as my window) Looking inward as you come in through the hatch The exterior showing 4 Solar Panels (you can fit more if you like) It contains all the essentials: Fabricator, Modification Station, First Aid Dispenser, Communications Relay, 2 Floor Lockers (96 storage), 1 Wall Locker (36 storage), Battery Charger, Power Cell Charger, Bench (to rest and conserve supplies), 4 Solar Cells (200 power storage), 2 Planter Pots (Marblemelons and Hanging Fruit Tree provide plenty of food/water). This is a fully functional base, built out of one "T" corridor section and a Hatch. I decided to embrace the idea, since it fits well with my minimalist base style (packing as much useful stuff in as small a place as I can). We've intended for a long time to remove quite a few items such as generic rooms, and glass hallways, and much more from the list of starting blueprints and have just not had a chance to get around to doing that, but expect a big pass on all that stuff coming up. ![]() And they get a room before they even have many blueprints of interior modules to fill it with. So, right now the progression is broken, with the rooms being available right at the start, encouraging players to start building a big base right away. Then ideally more of the custom components would come after, such as glass hallways and observatories, etc. THEN, finally, you get the blueprints to create a generic room, which is much more spacious and allows you the ability to build many more interior modules, and really begin to flesh out your epic underwater base. You can build the fabricator, storage lockers, and a few other items inside those corridors, but the space is still cramped and limited. Then the intention was, you get a builder tool and can build the small corridor base sections, which allow you to relocate under the water, and to start building interior modules. You start in the Lifepod, with limited storage, and the inability to build inside of it. On the base side, it was always intended that it would progress the same way. Then finally the Cyclops, which allows you to go much deeper, can be used as a mobile base. ![]() Just as an example, on the vehicle tech path you start out with a seaglide, then are able to build the Seamoth which gives you additional depth and added mobility and safety. Oxygen / depth gating, thirst and hunger mechanics, swimming speed, storage and building space, etc. ![]() The game is about progression, slowly working up the tech tree to be able to free yourself of all the various constraints you have at the start of the game.
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