![]() ![]() And those two wings connect, so people can disembark, run toward either production or workshop, make or handle or store stuff where’s it’s supposed to be, run to the next wing, do the same, and still run to be where one started. Both those wings use a “S” shaped corridor, because one must to use this layout: it allows for fast running without losing any time. production: where energy, and/or food, and/or water is produced or stored if you have the need or the ability.workshop: Fabrication station, and the main (and huge, see below) storage of materials and whatever you want.Counterclockwise from your disembark perspective you have: If you have trouble spatially orientating yourself.Įach of the 6 doorways of that Moonpool is used. Optionally, a lot of things are labeled properly, with color coding. And there’s even more place to put a few special Lockers (for oddities not belonging in storage And yes even with all the things (and more) I added around the pool, one can use the Seaglide jump to avoid climbing in if one wants: just aim a bit more toward the middle of the long section of the pool. ![]() The radio is directly visible from disembarkment, for easy access. The modification station is right around, slightly out of the way since it’s not used every five minutes. Around the pool there’s also a vehicle corner, with station and storage for Modules and such. Directly in front of you when you disembark in the Moonpool, you have a few storage for long expeditions (like bottled water, cured food, diver tools). Furnished with as much as possible, without hindering running around at full speed. ![]() And the base is not right on the ground, but a bit above it, to allows vehicles to reach it but move under it easily.Īs a Moonpool, it’s used by both small vehicles, and diver. One, even in a vehicle, can enter either side of the line that goes through the Moonpools easily, and exit the same whatever depth or terrain (as long as it’s reasonably flat). The Moonpool(s) is orientated in the overall layout to avoid pillars in the way. In other words, it’s compact but not cluttered, logical, ergonomic, fast to use, and yet can have everything you need. And a large flat building free zone, those who knows will understand what’s it for (on top of possible expansion of the base, and boosting the structural integrity of the base). Everything is distributed around it, to limit as much as possible wasting either materials or time running back and forth and back and forth, with “wings” dedicated to a task : workshop and the storage for fabrication, production (of energy, food, water), secondary areas (like more Moonpools, a bedroom, and whatever you like), the research wing, the investigation wing. The main concept of this base is to use the Moonpool as a central hub, since it’s what you are going to use to enter the base a lot of the time. I’ll add every warnings I can think of, use vague sentences as much as possible, and regroup tips by spoiler. More advanced tips spoils a bit more, let’s say up to a third of the game (depending on how you play). If you haven’t played Subnautica for a few hours, it’s probably not for you. Spoilers: this post spoil the very early game. One can and should adapt either big or small parts of this to his/her own tastes and needs.
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