I didn't have much time to play the past few days, but I did make it to the next area in Subnautica. After finally finding the last escape pod (which sadly didn't have any new blueprints), I found the deep cave system, upon which the ship computer told me that the environment checks 7 out of 9 criteria for inducing terror in humans...
So I decided that if I had to go down there, I should be as well prepared as possible, so I built a base right on the edge of the ravine, which took quite some time, in part because I made it too big, which caused the hull integrity to fail and my base to flood.
The only reason I made it so big was because I needed a way to charge my cyclops. It turns out using it as a mobile base drains its 6 power cells really fast. However, I don't have the blueprint for the power cell charger, but I can make a vehicle bay that recharges the vehicle in it and the prawn suit is powered by 2 power cells. It's a bit bothersome, but it's better than having to craft new power cells each time they're empty.
However, after finishing my base I had run out of water and I didn't see any resources to create new water, so I built a filtration machine... which then drained every bit of power from my base within a minute or so. Turns out I'll need an entire new reactor just to power it.
It's probably going to be a while before I'm ready to actually get to these caves, which I can't say I really mind.
I was in a hurry yesterday and want to explain the AI part since everyone is against AI these days. I was speaking carelessly. This is traditional game AI. We're working on an American football game. The way the game is going to work, you call an offensive or defensive play and the game looks at a table that tells it the result of those two plays when used against each other. The result is then modified based on the stats of the players and RNG. The game then simulates this result graphically for the player to watch.
That's all great, and it's probably never going to change. It's easy and it works. But I've convinced the developer to let me attempt a more complex AI that simulates each player's actions. For instance, what happens on this play when this offensive lineman tries to block this particular defensive linemen. Simulate that for all the players and see if I can get realistic play results, The primary advantage to this is that it would open up letting the player draw up their own plays and formations, which is impossible if you can only use the ones included in the results table. The primary disadvantage to this is the rather significant potential to get unexpected, unrealistic results.
This isn't ground-breaking. Madden has done this for as long as I can remember (but it actually isn't that great at it--see people running the same play over and over again against the AI). But I've dreamt of giving it a shot myself for probably 40 years, and now I get to try.
You're living my dream.