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Disappointed but not surprised to learn that Subnautica did patch out the thing where a submarine with the energy efficiency chip could power a cell charger faster than its own cells drained powering it.
This is my first time playing the game since it went gold and had a finished story mode.
I had planned on not creating a seabase until I had all the pieces to make a fully powered one in the deeps but the desire for storage space overcame me early on. :P
I know the Cyclops being immune to damage was pretty game-breaking but I was not prepared for just how quickly the things that can damage the Cyclops can damage the Cyclops.

(I made it out with about 50% hull integrity.)
Pleased to report that vending machines do not draw any power from the submarine or base when they dispense their products. Likely because the items are only marginally useful. But nothing stops you from covering a wall of the Cyclops with coffee machines for free water.
It's actually not a big deal balance-wise because anywhere you can build a coffee machine or vending machine, you can also put pots and growbeds for plants. Neither helps you much with exploration range, but can help you "bulk up" before heading out or replenish on coming back.
Still, since they nerfed the perpetual motion machine energy exploit, I like the feeling that I'm putting one over on the game universe with my wall of free beverages.
Today's Subnautica misadventures included dropping my PRAWN suit down a hole I thought was too deep for it to jump out of unaided. I returned for it with materials to try to build a sort of scaffold to jump to/from and realized I had positioned the suit wrong. Oops!
If I had just turned around and looked back down at it when I was swimming back to the submarine from it I would have spotted the problem immediately, but it was a "scramble wildly for oxygen" situations since I hadn't planned to swim back under my own power in the first place.
In my defense, it's not very easy to look up in the PRAWN suit.
Made it to the Lost River, which was just sort of roughed in the last time I played... no crabsquids guarding the way down, no acid brine, definitely no reaper at the entrance.

Took me a while to figure out the crabsquids will let you scoot past if you don't have lights on.
I just added a room to my base that is nothing but a four way corridor piece connected by ladder to the room above my workshop. Each of the four alcoves this makes has two full sized lockers, with signs on the walls pointing to them for what's in them.

In retrospect, my decision to make my base in the shallows instead of the depths of the grand reef or similar was probably a good one, given that there are now multiple species of reapers lurking... everywhere.
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