Mindless busywork isn't fun for long, but if that is the intended direction we might as well get used to it. Good thing about the tickets already in place. A mod to return it to original Subnautica levels would be nice.Wrong. Again, it is also an annoying grind that does not improve the game. The player seems to consume food/water at a faster rate forcing you to carry more food/water or stop to eat/drink more often. Originally posted by zOldBulldog:- FOOD/WATER CONSUMPTION. I have not yet used it, but people swear by it. For those who feel that 5 is too low of a limit. For those of us that feel that Sea Monkeys stealing your stuff detracts from the game's fun. Feeds your bioreactors from excess fish, and other features. Crafts nested items, and uses resources you have in storage in your vicinity. Non-essential but very nice behaviors already implemented as mods It makes farming resources less annoying. The ability to access storage while piloting the Prawn or Seatruck. The behavior should really be part of the core game. Gives a much more useful breakdown of your power consumption than the control room, letting you identify and correct issues. Skips all the silly dialog boxes at start, directly launching your latest save. It is implemented rudimentarily, but it does not properly display the names of biomes or key things you already found. BagEquipment sort of does this but it requires unavailable Synthetic Fibers forcing you to spawn them. Larger inventory options for character, prawn, and seatruck containers. Non-essential but very nice behaviors of mods not yet ported to Below Zero When you finish mining a large deposit the scanner blip does not disappear. (Devs say consumption is the same as the original, so the effect must be cause by something else)Įssential mod behavior from the original Subnautica A mod to return it to original Subnautica levels would be nice. An annoying grind that does not improve the game, although a few players might like it. Bases now consume too much power, forcing you to spend much more time gathering resources to build multiple power units. Similarly there are a number of other settings missings that I can't remember right now. For example, the "move to other container" moved from right to left mouse click in BZ causing annoyances while eating food from planters, but you can't remap it in the settings. A number of things are missing as far as choosing the keys that activate them. Well known that many descriptions are missing and will come gradually. Well known, as the story is still being written. The storage module is pretty, but hard to organize efficiently. SEATRUCK MODULES / abilities that prevent it to operate as a mobile base like the Cyclops: If memory serves it was the same in the original Subnautica but there they were abundant, in BZ they are rarer and thus a problem. The scanner room seems to be unable to scan for them. I suspect that a fix or different ways of doing it is planned. This worked quite well in the original Subnautica, feels quite clunky in BZ. ACCESS DOCKED VEHICLES MODULES/STORAGE. It was also possible to automatically repair the docked prawn in the cyclops if you had the module, or the docked vehicle in the moonpool if you had the mod. It used to be possible to manually repair a vehicle in the moonpool. If you need them (i.e.: for mods) you must spawn them using commands. There is no way to craft them in game, although there is one you can find for the reinforced suit. There are no fragments for them, you must spawn them using commands. I will try to keep it updated with things I find and those that others identify. For modders, to identify opportunities for a mod because it either does not yet exist or the original Subnautica modder has not yet done a Below Zero version (either abandoned the game or fell asleep at the wheel creating an opportunity for you). For developers, as a reminder / double-check even though they probably already know them all. For players so that they don't waste time looking for them.
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