Quantcast
Channel: Recent Discussions — Unknown Worlds Forums
Viewing all 42799 articles
Browse latest View live

Expansions? [Kind of?]

$
0
0
I feel like the system we have for this game even before release is awesome; we get a new update every month which adds a new type of thing, for example an update that added all of the Precursor bases and things into the game, and an update that added a lot of farming to the game, so on. I really like this system, and I feel like after release it should be retained. Not an update monthly, obviously, that would be crazy, these guys deserve a break. Maybe just an update or two a year that brings with it some pretty ground breaking stuff. I'd call them expansions, since that's what they're closest to, but I don't really know.

Maybe the first of these expansions could be the Arctic expansion, that brings with it the Arctic biomes along with some more crafting recipes and [maybe] a new storyline?

I'd also love if all of these expansions connected storywise, for example if at the end of the Arctic Expansion there was, say, a new parasite that was released into the water, the next expansion could revolve around stopping it or something like that.

This is just me telling you what I'd like the Subnautica updates to be; I don't know if any of you would think the same way. Oh well, that's my idea :)

The Epic Trello Thread

$
0
0
This thread is commandeered for any interesting bits and bobs I find on the Trello, daily or otherwise. I'll post links to the actual cards for the interesting and cool stuff, and will summarize anything else. Now let's see... the last activity was the new Posters.

https://trello.com/c/URJikKtx/5719-lava-fall-fx Done.

https://trello.com/c/cUMjkkaC/5700-exosut-drill-fx Done.

https://trello.com/c/Cwq8hGnS/5668-display-grayed-out-icons-in-crafting-menus-for-locked-blueprints This one is in progress...

https://trello.com/c/l7XOXp0o/5508-baby-sea-emperor-scale-attempts Oh, boy!

Escape Pods in the Safe Shallows have been moved...

https://trello.com/c/gqLBU0qB/5721-lost-river-bones-field-main-pass This one's in progress...

https://trello.com/c/gesU8gz0/5722-aurora-interior-ld HELL YEAH!

NOT verified! Crash workaround (for players) and a solution approach (for the devs)

$
0
0
So, all of you who are concerned with the frequent crashes of the game.
The reason is, that the engine can't handle the threads of the code. Confirmed to NOT be related

This is a problem that's commonly known in the Software industry and is related to not multi-core CPU optimized software.

Problem is, that if the code of the software is not delicately adapted to multi-core CPUs, sometimes the threads of the software overlap in their usage of several CPU cores.
The hardware then can't decide on which core the software shall be executed and overflows or simultaneous memory assignments happen (which kills the process) .

What does this mean to you?
As a gamer:
Try the following workaround (if have tested it on my system and the crashs went from every 5 minutes to none for an hour and ongoing).
Start the game -> open the task manager -> go to the processes tab -> right-click "Subnautica.exe" -> choose "Set affinity" -> reduce the amount of cores to which the game is assigned
Start with 1 core, if your hardware is potent (should be enough since the majority of the workload is done by the graphics card anyway), and only increase the amount if you realize that isn't sufficient.

Since my cores each "only" run on 2,2Ghz (but I have 40 of them :-P), I chose to assign the process to 4 cores of each CPU.
https://www.dropbox.com/s/7x22zmv30jdtfhb/subnautica%20workaround.png?dl=0

I ran the game now for over an hour and the problem has not occured again.

BEWARE: you have to assign the CPU affinity each time you start the game since the process gets a new ID each time it is loaded!

As the developers:
Try to check the thread handler for a clean execution. I dunno Unity that good anymore, but I guess there should be a thread priority handler somewhere. You need to optimize the code regarding the assginment of threats to several CPU cores.

Please give some feedback whether this solution works for you, if not than it's not the real problem and I just had a lucky run.

Kind regards

Craftable Teleporters

$
0
0
I have noticed that you can scan the Precursor Teleporters but there doesn't seem to be a blueprint to craft one (of my knowing) so what if there was?

The idea is that you are able to find Teleporter Fragments you will need to scan three fragments to have the blueprint these fragments can be found in Wrecks and to craft them you will need:

2x Plasteel Ingots

2x Computerchips

4x Titanium

1x Diamond

I have tried to test posting images by dragging them in the post or copying them into the hyper link and image URL but when i click preview it does not work so any help will be appreciated thank you :smile:

Also if you like tell me what you think of this idea.

Deutsche Übersetzung - Sammelthread

$
0
0
Im Moment bin ich ja so ziemlich der einzige, der das Spiel übersetzt, was gerade bei Enzyklopädieeinträgen etwas langwierig ist.
Wäre schön, wenn sich noch andere beteiligen. Ich guck alle paar Tage mal rein, um nach neuen Einträgen Ausschau zu halten. Ich bin auch der amtierende Moderator für die Deutschsektion, ich sichte also auch alle Übersetzungen, bevor sie übernommen werden.

Why do more skilled games feel marine sided when statistics show that aliens win more often?

$
0
0
I was having a conversation with @Wob the other day where he expressed that more skilled games felt marine sided. This is something I have heard often from skilled players. Interestingly enough, the data does not support this. Given the slowness of these forums from the holidays, I thought I would make a thread to discuss it.

Using the combined data from the following wonitor links these are the winrates.
  • In all data recorded with 12 or more players, and without comp mod, there were 65,816 games played. Aliens won 51%. Marines won 49%.
  • In games with 12 or more players, without comp mod, and with an average server skill of 1800 or more, there were 1,965 games played. Aliens won 50.5%. Marines won 49.3%.
  • In games with 12 or more players, without comp mod, and with an average server skill of 2250 or more, there were 111 games played. Aliens won 51.4%. Marines won 48.6%.

Admittedly, winrates only tell part of the story and are not always the best measure. Still though, a player experience I hear often does not match the outcome recorded in the data.

Why do you think the anecdotal player experience does not match up with the outcome shown in the data?

Day / Night cycle creature spawns / events

$
0
0
Not sure if this was ever suggested but I think it would be very interesting to see events that correspond to day/night cycle.

Dangerous creatures or groups of creatures that spawn in a specific biome or area at a specific time. One example that I always thought would be neat was to make the safe shallows dangerous at night time. Give new players a real fear of that darkness right from the get-go and possibly encourage them to venture out before just plopping a base down where they know there will never be any hazards or dangers. It also gives the world another layer of depth in learning about the creatures and their habits.

Migration patterns could be another thing with some of these events, maybe packs of creatures/events move through different biomes or areas every X many days.

It doesn't just have to be dangerous events, maybe very interesting and beautiful ones as well. For example, shoals (or swarms) of fluorescent fish that only appear at night deep down in one of the deeper biomes. Could be aesthetically interesting but also functional in helping you determine time of day even at great depths.

I know this will sound like an odd reference, but I always think way back to Kithicor Forest in EQ where it was a low level zone by day that was safe and harmless, but by night it was terrifying. I always liked the idea of dynamic areas. Maybe not everywhere, but throwing it in adds depth and I think rewards players who study areas carefully so as to travel and explore safely.

One caveat here, I only play hardcore/survival so that might skew my suggestion here.
Thanks for the great game guys, keep up the good work.

How to Enter the Aurora

$
0
0
How do you get into the aurora, i looked it up, but all of the tutorials seem to show an old way that is now completely sealed off

Can the reaper leviathan hurt the PRAWN? + 1 other subject

$
0
0
First subject: Can the reaper leviathan hurt the PRAWN? I just got it and I am overloaded with power to kill the leviathan because killing stalkers and gasopods with a few hits feels good.

Second subject: Am I the only one who got the prawn before getting a single seaglide fragment? I couldn't find a single seaglide fragment until a large wreck I found in the kelp forest, it had several stillsuit fragments so I got free titanium along with the seaglide, 2 seaglide fragments, and something else that i already had.

Lag issues

$
0
0
is there anyone currently on the xbox to relieve the lag i am jumping from spot to spot i even upgrades to an xbox one s to see if that would work and still nothing! any suggestions

PUBLIC SERVICE ANNOUNCEMENT: Temp frame rate fix

$
0
0
The best temp fix I've found is hit LB + RB + A to bring up console command bar and do these commands:
fps (shows FPS)
Cinematics (disables player animation ie grabbing)
Entreset (reloads all assets in game except terrain. Note: may have to do it multiple times. It will cause resources to despawn and reload so I suggest you grab what you need, use the command, go back to your base, and repeat)
Optional: debugsound (toggles sound)

Hope this helps, for what it's worth.

Expanding Upon The Escape Pod

$
0
0
The escape pod is currently very limited. However, I think that an expansion to the escape pod could provide an alternative living style that many players enjoy and that the game lacks. Players can build large, free-form bases- even mansions- given enough dedication, but this is a feature that also seems at odds with the insulated, minimalist, exploration-based dynamic that many appreciate about the game.

I suggest that the escape pod become upgradeable. Players would also be able to repair or salvage damaged life-pods and make new ones. Starting with a size upgrade that turns the escape pod into a "habitat pod", players would be able to augment the pod in fixed places. These pods would cram a bunch of systems and features very tightly together, and offer players a more frugal and practical way of living.

Upgrades could include windows, an external slot for either solar panels or thermal, a slot for either a bio-energy trashcan or a nuclear energy source, a slot for either an energy capacity upgrade that converts water into hydrogen to store energy (would lower energy production rate but only when above normal energy capacity) or a water filtration feature that provides a font of clean water which slowly regenerates (would cost energy but could be turned off), storage lockers, a slot for an exploration drone or controllable external lighting, and a slot for either a small fish tank or a small aquaponics-based grow bed.

I suggest that the current seabase rooms cost more titanium and glass as well. It's unrealistic how much can be built with a few balls of titanium or blobs of glass. People that fixate on mansion-building tend to be less concerned with the resource limitations of survival anways. Habitat pods, by contrast, would cost about the same as a multipurpose room (once the costs of seabases are modified) along with some electronics. The habitat pod would be useful for setting up forward bases, as a result of it's relatively lower resource demands.

The habitat pod upgrade could have fragments located in the damaged escape-pods that the player investigates which would allow players to make use of habitat pods fairly early on. These pods would have vertical mobility and very slow horizontal mobility as well, but most energy production would be expended while moving. In order to build a habitat pod, players would have to use a habitat builder or the vehicle fabricator.

im new to this! help!

$
0
0
first i want to say that i am new to playing subnautica. i saw it in highschool and im still following its progress its just so interesting!. now in the game i find that the world generates slowly even if i stay still. is this a common problem or is something wrong with my version of the game. the aurora and whatever bases had made i can see far away. but everything else takes moment to spawn. ground included

When your starting location is fabulous.

$
0
0
So gave in and started. Spawned about 100m away from lava geyser closer to Auroras back. Lifepod 6 is in viewing distance. Seaglide fragment right under the pod, still don't care about seaglide but what are the chances, got full stasis rifle blueprint from small wreck that is also about 100m away from pod along with a chair and a table and a single piece of vehicle modification station.

Interesting to note first thing I crafted, before I even realized was air sack, then knife and 2 tanks. Then fins, dive reel and rebreather. Barely 4 ingame days in. Now I got scanner and earlier I saw a battery charger fragment someplace not too far... kind of doubt I'll find that one again but hot damn. Still only 4 ingame days...

On subject of being super stocked, dive reel now respects collisions O_O I recall trello and that was promised closer to release. Two most underapreciated tools air sack and dive reel.

[crash] random locations, VR related? (build 941, 14/12/16)

$
0
0
This happens in no specific location, but more prolific using the small sub. I only play in VR (HTC Vive) so these could be VR specific.


Game often flicks between view and VR 'environment', this seems to be as things are loading? or its lagging?

sometimes, the view flicks to the VR environment, and never returns. This is when my monitor shows the crash dump notification.

My Dx and crash logs are shared at the location below.

https://1drv.ms/f/s!Ar6wj22Bw7FVpVwjVhV_lfzl8W-Y


Other issues, some I think have been reported:

-inside walls of cyclops missing in some areas (I can see the whole ocean, and all the doors, etc). are the rooms instances?
-small sub (forgotten name already!!) spawns in last known position when exiting from cyclops.
- the default camera position, when piloting the small sub is too low (after seated position reset) I am slightly inside my neck! If you frig this by resetting slightly lower, then you are too tall in the base....
- the seaglide is completely in front of my face! can't use this at all in VR.
- turning up the graphics settings completely crashes steamVR, unplayable.


Had very few issues besides this, amazing work. Fast become my favourite VR title.


ChekIn- Website not working - FIXED again!

Best Place to Build?

$
0
0
While engaging in another round of giving myself fits and headaches trying to place a moonpool, I began to wonder whether the shallows near the Aurora wreck is really the best place for a seabase. I had originally thought to put a small one there from which to launch larger explorations, and eventually find a more permanent and expansive home, but now I'm not sure I want to build multiplicatively.

So where do you all build your seabases? What's the best biome / best spot? I'm mostly interested in aesthetics, as I imagine that strategically it's all about the same, especially as the game is still evolving.

Thoughts?

Just checking on something weird I've noticed - all help appreciated.

$
0
0
I've noticed several times that a file on my system (igfxEM.exe, part of the Intel graphics drivers) has a lock on file in my Subnautica directory, when Subnautica isn't even running.

Can you guys do me a favor? Next time you quit Subnautica (and / or before you even launch it, I've seen this occur when I haven't even launched Subnautica) open up Process Explorer (by Sysinternals, which was bought by Microsoft, linked below) and do a CTRL+F and look for Subnautica. It will display if you have a process with Subnautica file accessed. To jump to the process, just click on it, then close the search window.


Sysinternals suite here, just unzip it somewhere (I usually do \Tools, but anywhere will do) - you want to open procexp64.exe

Then you can use Snipping Tool to grab a screenshot and save it, and upload it here.

Here's what I got (Subnautica was not open)

2wfo0bc.jpg


Note there's a whole bunch of tools in that suite, which you can use to dive deeper into your system, and monitor disk access, memory, network access, etc etc.

Crashing launching or playing Subnautica? -- READ ME FIRST! --

$
0
0
Hey guys!

Subnautica is currently in Early Access and as such you may from time to time encounter bugs and in the worst case, crashes.

We have a comprehensive Troubleshooting Guide here:

iXSYPkA.jpg

http://steamcommunity.com/sharedfiles/filedetails/?id=448862051

Please follow the Entire Thing and if you're still having issues, please reffer to the 'Log files' section and send us your log files.

Thanks!

Battery power generators

$
0
0
Does anyone remember the battery power generators in earlier builds.

I Remember the battery generator from a long time ago and I think it would be interesting to put it back into the game. I wouldn't even mind if they used the old power generator design. Have it so it doesn't produce power but uses power cells and won't charge the power cells. This would lead to making deep sea bases even if you don't have the bio and/or nuclear reactor. It could even be a back up power source if you only have solar panels at night or need to throw together a quick temporary base. Charge power cells at sea level with the power cell charger then haul them down to the deep sea secondary base.

I am interested to hear if other people miss the old battery power generator and I feel like adding battery support for bases would help flexibility in design and purpose.
Viewing all 42799 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>