![]() This can be used as an alternative to the Exterior Growbed for farming aquatic resources. If there are at least two egg-laying fish of the same species, they will keep laying eggs, which will hatch and eventually begin dying off when the 10 creature per Containment unit limit is reached.įlora can be placed inside the Alien Containment, via a Planter UI with sixteen slots that appears when hovering above the soil. Non-edible Fauna can be bred this way to be used as fuel for the Bioreactor (Subnautica). Hatched eggs are replaced by smaller versions of the egg's species, and the player will receive a notification that an egg hatched, and identifying the egg species, even if they are far outside the base where the Alien Containment is. Multiple Alien Containments stacked on top of each other will increase the amount by ten each.Įggs dropped in the Alien Containment will hatch in three to five in-game days, sometimes less. If more fish are added after the maximum is reached, some will die and float to the top of the container. ![]() ![]() Once the Alien Containment reaches a population of ten fish, the reproductive process will stop. Edible Fauna, such as the Peeper, will reproduce approximately twice a day once mature. If the player leaves two creatures of the same species inside the Alien Containment for long enough, they will breed and another fish of the same species will spawn inside. If two or more Multipurpose Rooms are stacked on top of each other, building Alien Containments inside each room will cause the Containers to merge into one higher tank. Non-edible fish can be added through the use of their respective eggs. The player can then enter the Alien Containment and release caught fish into it. Maybe in Subnautica 3 or whatever they can expand on the pet system and give it a more rewarding and meaningful purpose.In order to get inside the Alien Containment, the player must build a Hatch on one of the sides. The bioreactor really just kinda sucks.Īnd I know, people hatch the eggs for fun and to have pets, but it just doesn't feel that rewarding. Solar, geothermal, and nuclear are also in far less need of constant attention. Yes, I know that you can use plant matter for the bioreactor as well, but it still isn't as efficient and my point on the morality contradiction remains. ![]() Aside from eating fish for survival in the early stages, the game goes out of it's way to teach you that there's no need to kill stuff. I also feel that ethically the bioreactor kinda goes against some of the principles the game clearly wants to instill with the rest of the design philosophy being utilized. Otherwise solar and geothermal are way more efficient than the bioreactor. ![]() The bioreactor is barely even worth the hassle, and by the time you're far enough in the story to need a more permanent base anywhere deeper than the Grassy Plateaus you have easy enough access to the materials to make a nuclear reactor and never need any other power source ever again. I honestly don't see the point of any of the eggs. For the same number of slots, even peepers would give you more than 5 times the energy value. I double-checked numbers, and alien feces are only worth 300 energy for a 2x2 block which makes them actually pretty crappy fuel (see what I did there). The only downside is that they're tedious to collect unless you're nearby.ĮTA: I take it back. If you have time (or a base near there), the Sea treader feces are probably second only to oculus for energy density (I'd have to double check the numbers). Gel sacks are probably the best flora that you can grow yourself, but acid mushrooms are decent and available right from the beginning. Can pick up a bunch at once with a grav trap. Peepers are more readily available, but not quite as dense. Well, "best" depends on a couple factors, but oculus is hands-down the most energy-dense (630 per inventory slot), but they're not readily available unless your base is in the Jellyshroom Cave or you breed them in alien containment. ![]()
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