Subnautia structure, spoilers
@starkatt (pst that last one was unspoiler'd)
Subnautia structure, spoilers
@starkatt Actual response: you got it fairly well, visiting and clearing the Auroa is fairly significant too.
I'm curious how many players actually use the air pipes. They're useful but only in very small niches (you can't get somewhere with the Seamoth or don't have it yet) and they're resource intensive.
Subnautia structure, spoilers
@Doephin I tried using the air pipes to get me to the jellyshroom cave but they just don't get far enough.
Subnautia structure, spoilers
@starkatt You can chain them infinitely as far as I could tell but you need looots of materials.
Re Endgame- that idea could be interesting. It'd also fit a little better...it is slightly odd that the darkest most opressive biomes are open water. The caves lost river and lava are so we'll lit.
Subnautia structure, spoilers
@Doephin What I'd really like metrics on is average number of beacons deployed by each player. I feel like I'm using a shitload but have no idea if it's actually typical or not.
Subnautia structure, spoilers
@starkatt Lack of map = alot of beacons I think. I had like a dozen, not counting the parked cameras I used for the same purpose.
Subnautia structure, spoilers
@Doephin heh, I completely ignored the cameras. I'm at like 13 or 14 beacons deployed. Have started recycling ones that are no longer needed instead of making new ones, so I've actually probably marked at least 20 locations.
Subnautia structure, spoilers
@Doephin also I haven't talked about this before but "no map" is actually kind of refreshing, even if it took me a while to appreciate.
Subnautia structure, spoilers
@starkatt Same, that's probably pretty common especially early on
Subnautia structure, spoilers
@Doephin fff, thanks.