The Player. he´s a Alien with nearly Magical devises and we never see more than his Hands and Feeds. but we know that he is Spending A lot of Money he doesn´t has so for what would a innocent Need so expensive Things. Also he is Insane. He thinks an Giant Wale-Octopuss would be able to talk English in his mind, Even the Oceans SPecial Forces cant capture him. So be careful the Player is an Unpredictable Alien Maniac with Magic powers searched by the Gouvernment. He is much more Dangerous than any Leviathan could ever be.
@@TheLastBacon it was an external power cell generator. It looked very similair to the cyclops engine. It had 6 sockets you could load cells into to run your base.
@@TheLastBacon yo wassup, as u exit your one base there were some turbines outised your base. is that another mod aswell? if yes would u tell me which one?
Thank you for making these mod videos! I love Subnautica, and you've inspired me to try a few new mods for my next playthrough (that huge cuddlefish was adorably terrifying!)
@Sans When you tell someone r/woooosh, that means something went over someone's head, like a joke, for context. You, Sans, did not get my joke so you insulted me about not knowing how RU-vid's refresh rate works. Then you got r/woooosh-ed AGAIN because you didn't know meaning of getting r/woooosh, so you told me "this isn't Reddit." That's the joke. It's NOT Reddit. But at least you made me laugh, so that's a plus.
@Sans That's not how it works dude, A) The joke is that it's NOT Reddit, B) You DID insult me about not knowing about the refresh rate, even if it was very subtle, and C) And if HYPOTHETICALLY you never insulted me, and you didn't say r/woooosh when someone gets woooosh-ed, I in NO WAY got wooooshed. If you STILL think I got woooosh-ed, then please, PLEASE tell me how. Also, ending it off with "also, thanks for giving me a good laugh at you stupidity" was literally stealing how I ended of my first explanation. Bruh, not cool.
I saw the thumbnail and I immediately clicked. And I bet that’s the reason you’re here too. The computer lady said anything that could crush the reef backs shell was long extinct, but she just never knew the true potential of the cuddle fish.
Ok but honestly: Is the community just breaking the game because they love it or because they hate it? But either way, I love the game *and* your videos of course -3- That poor cuddlefish tho
Really enjoyed this video :) P.S: Hope you’ve had a great time on your vacation! I was sad that we wouldn’t be getting any videos for a week, but I understand that everyone needs a break, even the bacon god himself :)
Mod ideas that would be useful: SeaLocker+Exterior Growbed+2 robots = Planter robot is activated whenever it receives an activation command from another robot, or when the character was within 10 m of the exterior Growbed. The Planter robot idles while the character is nearby, and only takes action after the character has moved away. The Planter robot takes any seeds from the SeaLocker and plants them into the empty locations in the Exterior Growbed. If there are at least 3 seeds remaining, it puts them back into the SeaLocker, but if there are 2 or fewer seeds it activates the Harvester robot and then shuts down. The Harvester robot is only activated by the Planter robot. When it is activated it scans the Exterior Growbed for any items that can be harvested for seeds (and idles a few minutes if none are ripe yet), harvests one of them, puts those seeds into the SeaLocker, sends an activation to the Planter robot, and shuts down. Planter robot wakes up, grabs the seeds, plants them, runs out, sends the Activation to the Harvester, then shuts down. Repeat as needed until all locations are planted and there are extra seeds in the SeaLocker. Net result is that the player can put a single Acid Mushroom in the Growbed, then swim away. The Planter is activated due to character proximity, then it begins working after the character has moved away. The Planter robot opens the SeaLocker, transfers over zero seeds, notices that its seed inventory is zero, activates the Harvester robot, then shuts down. The Harvester activates, scans for harvestable, waits until something is harvestable, harvests the Acid Mushroom for 4 seeds, puts those seeds into the locker, activates the Planter, then shuts down. The Planter activates, gets the 4 seeds, plants them into the Exterior Growbed, runs out of seeds, activates the Harvester, and shuts down. The Harvester activates, waits until one of the Acid mushrooms is harvestable, gets the 4 seeds, puts those in the locker, activates the Planter robot, and shuts down. This loop continues until all the locations in the Growbed have something growing in them and there are seeds leftover in the SeaLocker. The only action the player had to do was plant a single Acid Mushroom. Later on the player wants to harvest several Acid Mushrooms (for making batteries or feeding the Bioreactor). The character gets in close (activating the Planter robot which waits for the character to leave), grabs several Acid Mushrooms, and swims away. The Swimming away releases the wait on the Planter robot that grabs seeds from the SeaLocker, plants those seeds to fill empty spots, activating the Harvester to get more seeds as needed. No more having to manually replant the Exterior Growbeds, let a robot do the boring work for you. SeaLocker+Interior Growbed (or the Plant pots)+2 robots = same Planter + Harvester setup as the one for Exterior Growbed, but for the Interior Growbed. AutoLoader + Bioreactor + InteriorGrowbed (or a Plant Pot) = Every two minutes it will wake up, scan the Bioreactor to see if it has any empty slots, and if so it will grab one harvestable plant from the Interior Growbed or Plant Pot and put that plant into the Bioreactor. If it did, it will activate the Planter robot on that Interior Growbed (or Plant Pot), then shut down. It is recommended that the Growbed or Plant pots have plants that are fully matured and that Planter and Harvester robots be idle when this is set up. When using Plant pots, it is recommended that the size 1 plants be used in them, to avoid harvesting the only mature plant in a Plant Pot and accidentally stopping the harvesting process. Unified Power Grid. Ever get annoyed seeing a base that has two Solar Panels and a Bioreactor giving a potential energy limit of 650, but the Bioreactor has nothing in it meaning the base never gets above 150 energy (2 Solar Panels, and they store up to 75 energy in each)? Be frustrated no more. This mod allows you to use the Bioreactor's internal energy storage for storing extra Solar Power, meaning those Solar Panels at an idle base can actually charge the base up to 650 power, instead of 150. Just remember that the Solar Panels are the only source of power, so don't turn everything on at once. Wall Locker + Battery Charger + robot = automated Battery Charger. Every minute the robot activates and scans the selected Battery Charger. If one of the Batteries is at 100%, it puts that Battery into the designated Wall Locker if there is room (if there is no room in the Locker, it puts that battery back in the charger, sends a message to the player, and shuts down). It then scans the Battery Charger to determine if there is at least one empty slot. If so, the robot scans the Wall Locker Batteries, finds the one with the lowest charge, and puts that into the Battery Charger (if there are no Batteries under 100%, the robot shuts down). This will repeat until there are no batteries in that charger at 100%, then the robot will shut down. Net result is that the player can open up the Battery Locker, swap out their low Batteries for fully-charged Batteries, and get back to work. If the player sees a Battery at 100% in the charger and the robot is idle, then they have too many batteries or other stuff in that Wall Locker and need to check on it. Wall Locker + Power Cell Charger + robot = automated Power Cell Charger (as Battery Charger robot, but for Power Cells) Source Locker + 'Caller robot' = dump your loot inside the Source Locker, and after closing that locker this robot will activate Transfer robots (and no others) to sort the material to where it should go. So instead of manually sorting the Titanium into a Titanium Locker, Copper into a Copper Locker, etc, you just dump it all into one Locker and let the robots sort it all out. If anything is left in the Source Locker, you might want to set up a robot to sort it. Transfer Robot = takes all of a single material (or multiple types of materials) from one locker and move it to another locker. So if you have a mix of Copper, Table Coral, and Titanium in a single locker, and this robot is set to Titanium and gets activated, it will take as much Titanium as it can carry, and deliver that Titanium to another locker. Counter + light = Locker inventory index. You attach this to a single locker, and if the inventory (either total items or a specific material) is above or below a certain amount, it turns on a light of a player-designated color. You could even have it where it sends you a message if that inventory is above or below a certain number (i.e. you manufactured something at the base causing your titanium supply to drop below a certain level, so it sends you a message saying "Titanium is needed"). This way you know what to mine for when out in the sea. Source Locker + Destination Locker + Auto-manufacturing bot = auto manufacturer. If an assigned item is below a minimum level in the Destination Locker, it will attempt to find the resources to manufacture that item from the Source Locker(s), manufacture that item at a Fabricator (or Modification Station), and store that item in the Destination Locker. If it cannot get all the raw materials, the robot can send a message to the player, but it will wait until the materials are available. Multiple robots can make sure advanced Material is available. One example of linked robots would be if the player grabbed an Advanced Wiring kit for some project (or because of a misclick). The AWK robot detects that its level has dropped to zero, so the robot grabs 1 Wiring Kit, 2 Gold, and 1 Computer Chip, and queues up in front of the Fabricator to make the Advanced Wiring Kit. The standard Wiring Kit robot detects that its supply of Wiring Kits has dropped to zero, so it grabs 2 Silver and queues up in front of the Fabricator to make the Wiring Kit. The Computer Chip robot detects that its supply has reached zero, so it grabs 2 Table Coral, 1 Gold, and 1 Copper Wire, and queues up in front of the Fabricator to make a Computer Chip. The Copper Wire robot detects that is supply has dropped to zero, so it grabs two Copper Wire, and queues up in front of the Fabricator. The Copper Wire inventory robot notices that its supply of Copper has dropped below 5, so it sends a message to the player saying "Copper is needed". The player knows to grab some Copper while out, and dump that Copper into the Source Locker for the base to process. Even better, these numbers for minimums can be tweaked at the robot level, and the player can just reply on the robots to auto-build the necessary items (if sufficient raw materials are present). Just a few ideas
5:02 that is perfect for an emergency base, your main base is under attack you can teleport to your panic room buried away somewhere and now you are safe
Imagine a fabricator that can be deployed From your inventory, that you can release anywhere or attach to walls with no builder tool. Also some ideas From me (hope some modder reads these) : Scanner drone module for the drone room. That drone would be used for scanning hostile creatures. Base upgrade module that allows you to insert upgrade modules in a Base (constructed with builder tool). Advanced drainig system module that allows you to drain the water From a damaged Base faster and Also transfer the drained water into drinkable water. Repair module for Base that automatically will start repairing damaged Base. Water filter for seamoth and prawn that would sometimes filter water From around you and store it in Basic storage. Ill be editing this comment and adding more suggestions over time
The thumbnail is the Cuddlefish leviathan. This is its info: The cuddlefish leviathan is a giant cuddlefish, some people think its cute, intil it eats their cyclops. Vocal cords: Holy frick the whole solar system hears its shrieks. It destroyed the degasi, aurora and more! Assesment: RUN!
MOD IDEA Floaters are edible- if you eat a floater it will give you idk +14 foor -3 water +10 oxygen It simply adds a use to the floater and makes underwater travel much better if you carry floaters
I got this recomended. And when I saw the time I was like: Eh, it's like 8 months only. Then after i actually saw it: HOLY IT'S BEEN A YEAR?!! I STILL THOUGHT IT WAS IN AUGUST
The Last Bacon: Subnatica mods should be illegal! Me at 5:38: nO, I need this in the game to grow my own army and storm the dunes, all the reapers that gaze upon my army will die of to much cuteness
That thumbnail looks genuinely terrifying. Just seeing a ginormous cuddlefish would be kinda terrifying, but also nice bc then u know that a cuddlefish is near u
I'm getting a big Evangelion vibe from the Omega Cuddlefish ngl. (But those base ones look really good, actually!) I'm super curious what happens if you interact with Omega Cuddlefish! Like does it still do the animations? Oh god imagine getting a high five... Ryley: "High five, li'l dude!" Cuddlefish: "Yeah! *high fives!*" Cuddlefish: ... Cuddlefish: ... Cuddlefish: ... Cuddlefish: "...Hooman?" Ryley: *embedded in ground*