
- SUBNAUTICA BELOW ZERO SEATRUCK MODULES UPGRADE
- SUBNAUTICA BELOW ZERO SEATRUCK MODULES FULL
- SUBNAUTICA BELOW ZERO SEATRUCK MODULES ZIP
SUBNAUTICA BELOW ZERO SEATRUCK MODULES FULL
The Teleportation carriage or the requirement to have the Prawnsuit tagged on - has yet to be realised in the games full version. So 3 sound good.Īs for the sleeper truck (why does the player need to sleep, can we heal?) (And they give a nice revving sound effect)ĭoes the Horsepower module negate 2 carriages or 3 carriages?Īquarium/storage/fabricator is clearly the winning combo right now to explore and fix stuff on the go. Each Horsepower Module, negate the effect of the extra mass the truck is pulling. So each Horsepower "Module" brings the top speed back up but for a set amount of weight.īut also the acceleration to reach that top speed is boosted. However it's the time it takes to acceleration to reach that top speed which is hit hard. The top speed does decrease per carriage but in smaller steps. Aka 0-top speed is like 2 seconds regardless of "loadout". (I believe the balance passes are coming later on down the line when the majority of assets and content are added, so it gets tweaked at the end, not with every update.)Ĭurrently, each Compartment brings the top speed down, the acceleration to static. So it's a question of HOW you'd like the Horsepower module to work.

The seamoth was fast, but her storage was abysmal. If so it's stats need to be tinkered with as it doesn't bring a fully ladened Seatruck back up to her top speed or ability to accelerate.ĭriving the cabin by itself - OOOH Bruvva!! So my assumption is that the Horsepower Module stacks. It is not stated that it doesn't stack (like the depth module). The buff I presume in the "HorsePower Module" How many titanium ore i have - lets look another time, all boxes.

It goddamn crazy to check boxes every time i need to create FirstAid! (Where is it?! Where i put that syntheti. +5) If we have separate production module that holds ONLY constructor, PLEASE make it happen to connect it with storage module (and aquarium too!). Not much space compared to the size of module. Just make some polish here an it will be brilliant.Ĥ) Agreed. Little sneaky, takes more time, but hey - for me it works great, new mechanics. I find that devs design map that way you can use caverns, caves, arks, tunnels like the "roads" for you track. Another 20% find it wrong, bad a nd dangerous if i occasionly exit vehicle when i just needed tostand up from chair and repair some rear modules and get away quickly.ģ) Disagreed. Testing it and find needed that kind of option 20% of times. Seatruck is NOT the Seamoth, its a habitat, lab. Interesting mechanics I suppose, cause it mean you may lose some belongings in a rear part without loosing it forever, just return for your "tale", when giant monsters that bite you apart get rid of you.Ģ) Disagreed. That allow the truck to be splitted into two parts if one of the middle modules be destroyed. For example, if you remove the picture frame in the Sleeper modules, users would be able to build a fabricator, storage cabinet, and trash can there.ġ) Disagree. Another option is to allow players to build in select areas in the empty space on existing modules. Double the storage in the storage module. Allow for a small 4圆 storage cabinet in the main Seatruck cabin. Robin can store more items on her body, and as far as I know, she's not fatter than the storage module. There's a ton of wasted empty space in the Seatruck modules. With more modules, the Seatruck becomes tedious to go from end to end.
SUBNAUTICA BELOW ZERO SEATRUCK MODULES UPGRADE
Alternatively, increase the # of upgrade modules from 4 to 6 and allow for engine speed upgrade modules to stack.Ĥ) Lack of storage compared to every other vehicle. Suggested fix: Increase the max speed of the Seatruck to match the Seamoth's speed It's not as fun or zippy to drive as the seamoth. Suggested fix: Allow for differences between short-pressing (exit seat) and long-pressing 'E' (exit vehicle)ģ) The Seatruck is incredibly slow, even without any attached modules. Repairing any component of the seatruck should repair all of it.Ģ) Entering exiting the Seatruck and seat is annoying. Suggested fix: Health should be shared among Seatruck modules. Makes it very difficult to repair parts of it. I've combined Seatruck issues discussed in multiple threads:ġ) Each component of the Seatruck has its own health bar. Let's take a look at 4 big problems with Seatrucks and potential solutions for each of them.
SUBNAUTICA BELOW ZERO SEATRUCK MODULES ZIP
It's not fun to zip around with and explore, and it doesn't have the 'mobile submarine base' feel of the Cyclops

Seatruck feels like it doesn't do anything well.
