![]() You CAN store Ti nodules in upturned coral tubes, however. Can't store nodules in caves for very long though they DO sink after awhile. Not very much little sinkage, and it doesn't roll, of course. Titanium scrap piled in nearby caves is mostly OK. It will leave your nodules alone, and may even bring you more scrap.Ĥ. If one comes around, give it a scrap piece. Stalkers mostly not a problem they prefer scrap. They make a little noise (can't turn them off), but you're probably not going to live right above them anyway. If you have a problem closing off the corners, try using an arc of several base pumps under the building in the corner. And the solar panels all still work, even with titanium piled over them. If you make a circular or oval building on foundations, and line the inner lower edge of the tubes with solar panels to close the bottom gap, you have a huge exterior bin you can pile titanium nodules in.by the hundreds. ![]() The Stalkers don't like to go there, but after a long while, wave action may knock a few pieces off the edge of the pile and down the bluff. Titanium scrap piled on the top of the West Peak in in the Safe Shallows is 98% safe. Titanium scrap piled on the sandbar alongside the Aurora is perfectly safe until you need it.Ģ. Hoarding titanium actually isn't too bad or tough or time-consuming, once you realize a few tricks.ġ. After all, sometime I may want to build a cage all around the Aurora, to keep Sammy out.or something. That, I could go for as a base I hoard titanium, too. Now, I think there is a mod where you can tap the electricity of hatched ampeels in an ACU. I actually think of the ACUs more as a breeding location for things like friendly gasopods, and dietary supplement reginalds (for topping off personal energy before a mission, and cured trail food) than as part of the energy infrastructure. So maybe I will strike Living Room off my list. Also, I'm not bothered by looking into the dark, so a bedroom in an Observatory (ala Admiral1018's clever mini-base) is a possibility. Actually, I have found that the Scanner Room can double nicely as an interesting bedroom. I have found that more than enough interior farming can be done in distributed pots and wall planters, and they brighten the place up, so I don't consider a dedicated garden room much needed.Īs you may note, I want a living space and bed and the skip-to-daylight feature, also. I prefer the idea of the Solar-to-Thermal + Transmitters-and-forget-about-it energy infrastructure as well.īut I thought that I would play with Bio-reactor and Nuc at some point in this playthrough just as personal education. That said, if I'm building for fun rather than purely need, I have a full compound with several 3 story tall multipurpose rooms with alien containments, and each one will be dedicated to the flora/fauna of a different biome (though I tend to put brain coral in all of them because I'm an easily distracted idiot who will totally drown in my own fish tank while looking at the adorable little baby monster fish). The exact layout will change depending on my needs for the area, so if thermal is an option for power it becomes my survival room for things like food and water, but if thermal or solar aren't valid power options then that room is mostly for power like a bioreactor. Normally one multipurpose room is dedicated to storage and the other is dedicated to power/survival. You don't actually need alien containments, though you can use them to farm stuff for the bioreactor but the same can be accomplished with a garden bed. Actual proper base though, moonpool and usually 2 multipurpose rooms. I make little outposts that are little more than a hallway tube, usually with fabricator and locker. It depends which type of base I'm making. Not exactly a room, but nearby deep water, for Cyclops parking. Storage all over interior farm spaces almost anywhere. +1x Moonpool ("convienient / nice-to-have")ġx Living Space ("convienient / nice to have") So far, my list of rooms / spaces I should certainly make provision for is:Ģx separate Alien Containment chambers, preferably at least one double height.ġx Nuclear reactor Room (reserved for future need) And storage can be placed almost anywhere or zapped on as needed, or even external, so I don't view that as a planning issue. ![]() In the opinion of the experienced folks here, what are the essential + really good to have dedicated or reserved for future rooms for a main / home base?Īnd yes, I know that later it may be desirable to just move to the Cyclops - we don't need to go there. Having acquired all the building component plans now, I am working in Creative to plan my core base.
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