Subnautica - SCUBA, Unknown Worlds, drowning

I am really enjoying this game. I like that the survival elements are interesting yet aren’t too punishing. The sense of world exploration is really strong too, I love coming up to a new section and seeing what new wonders await.

The one thing I find annoying is the lack of storage space on your body. I have to go a fair way out to get good resources, and filling up so fast and having to then trek back to base is annoying. It also means I have to forgo carrying equipment that would really come in handy in irregular situations. For instance, I am having to pick between taking the radiation-resistant helmet or the rebreather. It’s just impossible to know when I am exploring a certain area which I will need, and they take up too much space to take both.

Is there any trick to expanding inventory space (on your person) that I don’t know about?

You can’t pick up the floating lockers after you’ve filled them with stuff, can you? :)

Not really. Later there are storage options available with some vehicles, but the earlier bits are kind of balanced around the limited inventory space. You should only need the radiation suit in some areas near the Aurora and it is possible later to ditch it altogether.

So it is a more temporary problem in the grand scheme of things.

Maybe there is still something inside the structure. Have you tried using the freecam command after enabling the console? That’ll let you ghost inside the multipurpose room, where you can then presumably deconstruct the other object. Make sure you save first.

Pretty sure you can’t interact with anything while in freecam.

Though you could pull up the overlay and maybe try to warp inside to do it. If there’s anything in there even partially constructed that would block it from being deconstructed.

Yeah, I meant freecam in, locate the object and if found, disable freecam and then uninstall the object.

That being said, there was one bug I found a long time ago relating to placing picture frames on glass walls, inside multipurpose rooms. The picture frame would be half-built and stuck/uninstallable, thus preventing you from uninstalling the room.

Only other thing I can think of is to find a way to damage the structure enough to destroy it. Strange that there is no “destroy this object I’m looking at” command.

Tim, as mentioned, it’s a semi short term issue. You’ll get bigger storage with vehicles as you progress, and eliminate the need for extra air tanks and the rad suit, so to speak.

This game needs resources to make things but it’s really hard to prioritize at first. But don’t fall into the trap of carrying things you don’t need to.

Early game, take extra water and preserved food with you, but don’t carry back things like titanium, lead, uncooked fish, etc. Those are in abundance right near the pod and probably first base. Use your inventory for what’s harder to get near your base. So early game, carry back things like copper, silver, and salt. Later game, carry back rare resources. Gold is used but you find a ton of it. Lead is rarely used and you find many tons of it.

Floating lockers will stay in place, so fill them up if needed, then go back to those later. Also, not mentioned, but beacons are your friend. Tag areas with good resources and go back when needed. Things slowly respawn in game.

Great info thanks!

I am 1/3 in discovering the Seamoth blueprint, hopefully that is a vehicle that has some more storage. Unfortunately I forgot where I scanned the 1/3, haha, so I will have to use trial and error to try and get the remaining two parts.

No worries. The game will flood you with some blueprints, so keep exploring if you can’t refind it. Also, once you get later tools, go back to old wrecks and re-explore.

You’re going to run in to scary stuff. Persevere. Deep water and scary things hide greater knowledge and treasure.

This is really why i love this game. Sure, on some level, it’s almost like a jump-scare horror game- once you know what’s coming and how to deal with it, it loses its sense of dread (and replayability). But when you’re exploring the unknown, pushing into greater depths and new regions, finding all the weird stuff down there, it is epic.

I don’t hold it against the game that it doesn’t have co-op multiplayer, but when someone builds a multiplayer survival crafter like this that doesn’t rely on shitty leveling grinds like ARK or Conan (no matter how you can tune them, and preferably with some procedural generation option like ARK), I’ll probably buy a copy for everyone on my friends list.

There is one thing that is really annoying me, and that is a lack of a map ( unless its there and I just do not know about it). Clearly the starting premise of the game is that you have a PDA with an AI that is trying to keep you alive. It can catalog creatures, and inform you of various events.

Now if you were a high-tech society designing survival software, what is one of the most critical functions that someone would want if they were stranded somewhere? A god damn MAP. Above all, that has to be one of the most important features. You would want to know where stuff is and how to get to it? As you travel, it should map out where you have been and points of interest.

But no. It can fully analyze the flora and fauna of the world, but it can’t map it.

From what I understand that has been tossed back and forth by the devs. They have so far stuck with no map, but I agree with you, an already explored map would be nice to reference, especially if it showed beacons and things you’ve found. I mean, it wouldn’t show underwater, but it would be a nice frame of reference. The scanning room is nice, however.

I go back and forth on this point in my own head all the time. I think adding the in game map might trivialize things a bit, because though it doesn’t feel like it, some of the cooler biomes are actually quite close together and I worry about a map trivializing the experience. Then again, it would really be nice to know where the hell I found that piece of unobtainium! The middle ground in this game I think is pretty fair. Use the scanner room to find resources, caves, etc. Use the beacons to mark POIs on the map. In the long run I understand why there isn’t a map in game but the game supplies you with tools that replace a standard map.

Also a nice tip, and this goes for everyone: As the story progresses and new points of interest are added to your PDA, don’t just beeline for those, take all the goodies and run. Most of them are in specific places for a reason! Look around the area you were led to and explore. There is most likely something cool in the vicinity.

Also, once you find a POI and its beacon disappears, you can turn them back on! There is a beacon control tab in your PDA that lets you turn them back on again (easy to miss). Some of the POIs are very handy as free beacons (POI #2 is famous for this).

Last tip for storage management early game: You can make a quick base out of a single hallway or two, a fabricator, portal, a solar panel and wall storage units that fit right in the hallway. I prefer this to a dozen floaty lockers on the sea floor =)

The scanning room has its uses, but one thing its not, is a usable map. There is no way you can look at a dot on it and then hop into your sea moth and know exactly where to go. The HUD chip is nice, but again its not really any kind of map.

You would also want to take this map with you.

A lot of players download a map off the internet and put it in the game folder where PDA screenshots are held, thus making a ghetto map.

Just starting in this game. I have a couple of questions which I’ll use spoiler tags on.

I got the thing that lets you set up a pipe chain? What is a pipe chain? And said thing wouldn’t let me drop it in the water how does it work?

How do you get the fabricator to make all the blueprints that you can see?

Thanks!

Edit: The spoiler tag didn’t work, so I guess I need help with that too!

Quite honestly I have never used a pipe chain in Subnautica. I know that sounds absurd, I just dove up and down for air. Without spoilering, you get upgrades that let you dive further and have more air available over time, so you get used to it. Vehicles help as well because as long as they have power, they make air and you can refill by popping in and out of your vehicle. Bases you build make air as long as they have power, too. As you dive deeper you use more air. Getting a rebreather helps with this effect. There are also underwater flora known as brain corals that make air bubbles. You can swim above the air bubbles and refill your oxygen.

The fabricator took a little getting used to, but it’s menu driven and shows you all the blueprints you know. They don’t spoil you with what you don’t know, that’s part of the games schtick per-se. You learn stuff as part of pda pieces and artifacts you find elsewhere throughout the game, you scan those with a scanner, and wala, you get a new blueprint. Some things you create use construction other than the fabricator, so you have to make those items first before you can then make the follow on item. Some items require special rooms or external constructors to build too. So just because you scan something and get all the pieces for it, that doesn’t always mean it’s made in a fabricator. The game misses the boat a little in this regard, but you can look up the associated item in the PDA and find out more information.

As time goes by, or as you get close to things or wander into new areas, you will trigger events and messages. These lead you toward new things, new locations, new wrecks, etc.

Wrecks are your friend for finding blueprint pieces.

Thanks Skipper!

No worries, good luck with the scares, this game is full of them. >:)

Quick story, I game with earbuds early on weekend mornings while the house is quiet. My GF will come into the room and if I playing Subnautica even a little tap on my shoulder will scare the living crap out of me. I love how the game draws you in.

Additionally you can place a picture frame and activate any one of those PDA screenshots on it, thus providing a full map that you can easily glance at, say, while piloting your Cyclops or before exiting your base. That combined with the coordinates available through the F1 key.

Another tip that’s probably been covered RE the scary stuff. I found at one point that when spending lots of time just hanging around an area that terrified me, I would slowly become more and more comfortable just being down there and eventually the terror would subside. I believe this could accurately be described as normalization. :)