This is what I mean with the Seamoth. I drove it up near a beach and went into the alien medical base. Came out and the beacon-marker was there for my Seamoth. The headlight was on(weird…). Could not find it until we saw just the power cell or perhaps the rear propulsion part sticking out of the sand. Could not enter it, could not push it out.
As I said, I spawned one but it was still very frustrating.
That happened to me once. Beaching the Seamoth seemed like a great idea to me at the time, but not so great after I came back to find it about 2 meters below the island’s surface.
I decided that the tides were really weird on this world and that my seamoth had been buried under tons of sand, and I built a new one. But it was annoying.
I say go for it. Subnautica is about the exploration and visual reveals and piecing together the story. It’s not really about defeating the enemies; those exist more just to pace how quickly you can explore and make sure you get the story in more or less the correct order.
If you don’t want to run with them on 24/7, at least don’t feel bad about using them to get back on track.
That might be a really good way to think about it. Subnautica’s pacing is designed to elicit certain emotional responses: awe, serenity, dread, terror, laughter, excitement, satisfaction. It does these pretty well. Even the negative emotions like terror and dread are, within the confines of the game, fun experiences.
But it can also elicit frustration, irritation, vexation.
In very small doses, even those aren’t necessarily bad. Temporary frustration at accomplishing a goal can make the eventual accomplishment that much more satisfying. But if the frustration lasts too long, or if it’s not going to result in satisfaction, it just sucks.
God mode can eliminate some of those negative emotions, like dread and terror and frustration. But in so doing, it can get rid of some of the fun. But used judiciously to eliminate frustration that results in drudgery, it can be good.
(I don’t usually use God mode, but I use game guides liberally when I’m getting frustrated.)
Making progress somewhat, though I have flipped on a couple codes here and there.
Found a lifepod way out in the NW area. Found another deep in the NE region. Got a call that they can not help us, but that there is a room on the Aurora with special plans(blueprints) I should get. they gave me the code.
Oh, we were visited by a visitor who said, “Who are you?” and left.
I’m not sure if I should go to the Aurora or not yet. I guess I’m ready for that, but not sure what they expect me to have in there.
If you’d like, here’s a set of equipment you should take. If you don’t want to read these, just know that you can always get stuck, cuss under your breath, go back to your base, and get the gear. Also, if you’ve got other fun stuff to explore or build, no rush.
Fire extinguisher or two
Repair tool
Laser Cutter
Radiation Suit
Repulsion Gun
I went on the Aurora. Had to really navigate around to find the “proper” spot to enter. We went in what I would call the “front”. There was a shark of sorts(Reaver?) in the back and no open access there.
What I did: I went through the lab, scanned all the Prawn suits(have blueprint), went into the living quarters, gained access to the Captain’s Quarters, and scanned the Rocket to take us out of here(more on that in a bit). Many other funny things too, like toys and other datalogs. We found the main black-box room that told us about the planet a bit.
What I did not do: stop radiation from leaking out. I do not see a way to do this. After the captains quarters, there was little else to access, so we navigated(at some difficulty), back to the entrance area and I saved an quit. I went “up” a few ramps to a higher level, but see no doors to go into a different section. Did we miss something?
something mentioned a time capsule as well. Have not seen that.
The rocket won’t leave if the A.I. detects imminent danger. My guess/feeling is:
we gotta turn the gun off, which means being cured
we have ZERO idea on getting cured. Nothing has shown us anything about curing ourselves at this point…
we gotta stop the radiation leaks? I’m still in the Aurora if that is the case. I really would like a “one and done” experience here.
Follow up: If curing ourselves is required, are clues coming as to how to do that? I have tried to read most things in the game and have seen zero on that so far.
Clues will present themselves, literally, as the game goes on. The disease will progress, but……it will never actually kill you. You have unlimited time to cure yourself, which will begin the ending of the game.
I turned off the radiation this morning. I guess it was obvious, but we did not realize doors that would not open were often fixable with the repair tool. We went in, found all the radiation leaks, and fixed them.
Hmmm…I read your spoiler and my only guess at this point would be:
Once, an alien of sorts appeared and said, “What…are…you?” and disappeared
I wonder with the radiation off, will it reappear and thank us and offer to cure us if we find it?
I told my kids that while the game is suggesting that all the residents of this planet died, it is possible some lived and moved down below. Perhaps I’m right?
Anyway, we got back to base and no radio messages awaited us. We also have no lifepods to look for, at least none with coordinates or clues sent to us. We can wait around and look around until something happens…
There is a point in the game when the radio messages totally stop, and you just have to go explore. Sounds like you might have reached this point. It’s a built-in opportunity to collect a large amount of resources and build while expanding your exploration bubble. You want to look for……cave entrances. You mostly want to explore vertically, not laterally.
I did actually find an entrance that went down. Way down. I guess that is where I need to go. I do see in my PDA logs that there are bases at 800M and 1200M downwards.