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[Bug] Seeing double! [42313]

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When I loaded up my game earlier, it produced (what I assume is) an exact copy of my lifepod. My game crashed before I could examine further, but I saved some screenshots and uploaded the crash log here. It seems that other parts of the game double loaded as well, but I didn't get screenshots of all of them. The game seemed to work fine the next time I loaded it, albeit with more lag, but this bug is pretty interesting so I'm uploading it anyway.
Screenshots below:
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PRAWN Drill Change

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So as a suggestion, i think the PRAWN drill needs to be changed... It's awful at hitting resources at times, the resources themselves fly out in random directions, and it just feels awkward to use. My first thought on the drill arm is it'll just just like collecting resources by hand, just in greater numbers, but i was a little off. The process of mining the minerals is fine, but how the resulting product should be tweaked slightly.

My suggestion:
1.) Automatically pick up the resources it mines and puts them into a separate storage (↓see below↓) or the main storage (if the small storage sounds dumb) or even some combination of the two (like a buffer system in the arm that can feed into the main storage as you mine once the arm gets full).
2.) Turn the storage upgrade for the PRAWN to also give a small storage bin on the side of the arm that can be accessed from inside the PRAWN with a bound key and a HUD reminder or outside the vehicle like normal. Also make the storage on the arm only for resources gathered from mining.
3.) Have the drill lock on to the resources better, especially the ones that clip through the ground OR change how it mines the resources entirely.
The additional storage bay could be around 4x4 or 6x6, but remember, only from resources gathered from large resource deposits.

Overall, the drill is pretty bad, i can't lie. It just seems silly to use it then have to run around out of the vehicle to gather it all up. Yes, i know you can use the base arm, but that's just tedious especially since the PRAWN storage is somewhat small and resource grinding (like quarts or the likes) can get quite annoying. Also, as it stands, the PRAWN does have a few bugs in taking out the arm upgrades and the other upgrades the arms do offer are much more useful than the base claw (nothing more useful than getting out of extremely deep, dark holes buy using the grappling hook to recharge the jets without losing depth). These are just my thoughts on it, hopefully it doesn't sound too stupid, but as of now the drill arm is quite weird. I think if anything, automatic gathering should be the #1 thing changed.

***However, i do understand that SN is a game about exploration, not resource gathering/grinding, but there should be some accommodation for those who want it (im sure there's a bunch).***

So what do you guys think?

High/Low Res versions of large objects

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I'm not entirely sure whether to post this here or in bugs as it's a somewhat technical suggestion regarding graphics which are obviously going to be buggy and vary quite a bit while still in development and it is possible my experience has been caused by a bug of some kind.
All of this was observed running on Recommended graphics with high quality water on a NVIDIA GeForce GTX 960.

Currently I've had significant issues with pop in of large objects and restricted draw range on objects which have affected both my enjoyment of the atmosphere and, to a lesser extent, the gameplay. Upon closer examination it seems as if there is a lack of low polygon count models and low res textures to be used for displaying objects at a distance. In addition to the issues listed below I also got up close to the hull of the Aurora and found that there didn't seem to be any additional models or higher resolution textures to add detail to it.

The pop in generally occurs when using the Seaglide to move around and seems to involve large numbers of objects loading in all at once. This is most noticeable with large ship chunks which can sometimes fail to pop in until I've passed them or am about to run into them. This is especially problematic from a gameplay perspective as these pieces of ship often have valuable items to scan or loot and being able to see them as soon as they should be in view is very valuable. They seem to consistently pop in along with all the little bits of twisted girders, metal, scanable objects, etc which come with them which probably also add to the issue.

Something which started to bother me even more once I started spending more time exploring and popping up to the surface is the fact that objects which look like they should easily be visible when standing atop a piece of land or the escape pod are not, they seem to be using the same draw distance used underwater but with non of the fog to obscure their lack of rendering and it significantly impacts both immersion and the ability to orient myself when exploring new areas where I have no beacons and finding floating objects. This occurs with other escape pods, air pumps and by far most noticeably with the island which I believe was added in the latest update which is clearly so large that I should be able to see it from anywhere I've been on the surface. I assume the island is a piece of terrain but having a low res model of the island visible when the terrain is not being rendered would go a long way.

Make the lost river darker

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The lost river isn't spooky enough. You can see around just fine with no light, I think it would greatly improve the lost river experience to only be able to see what is illuminated by your flashlight. Being snuck up on by a river prowler would be actually scary, and if more fauna are added to the zone, it will be scarier only seeing sillouettes and hearing noises than just seeing them from a safe distance.

We need a Combat/Self Defense update

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So I'm going to start with the simple why, although its pretty obvious. There is no real defense early to mid game, and with the coming of the sea emperor, full installment of the sea dragon, and the already existent Reaper leviathan we need some real combat choices for a few reasons. The biggest one is to actually keep new players. Getting killed by the sea leviathan sucks, but y'know what sucks more? finding out there are 0 real ways to kill the damn thing. I can't tell you how many people I know immediately dropped the game the moment they found out there is no way to not just stave off hostile creatures, but not even a way to aspire to kill anything large. The other big reason is that we're getting obvious boss monsters, and you can't put bosses in the game and not give players a way to kill them. I'm sure this has been said 1000 times but let it be said 1000 times more until it's actually implemented because it is a giant hole that is turning people off more than most other problems. The simplest way I can think of saying this, and feel free to quote this one: Yeah I can make big bases and ships but The goal is to kill the a-hole who ate you like a breakfast burrito, and right now there is no way for this burrito to fight back.

Giant explanation of obvious why out of the way, time for the ideas.

Early Game
The start of the game is the time to reel people in and get them hooked, and combat is no different. Get some basic weapons for some satisfying hunting, bit of a fight against things like stalkers, near impossible vs reapers/bosses. The main theme of these is that they are not for vehicles. Simply put they are handheld security for actual defense vs stalkers and the likes of hostile enemies.

Spear: Simple how this one works. maybe titanium, and creeper vine sample. Easy to craft, easy to understand. Longer reach than the survival knife, better damage than the survival knife, but doesn't get resources like the survival knife.

Spear Gun: This would be the introduction to ranged weapons. Again very early game weapon so no fancy electronics per say. Ideas for crafting: Spear, Crashfish Powder, Titanium # (im thinking 2). Good early introduction into mass producing something, in this case spears to actually fight back against creatures, and they are recoverable ammo (until they break).

Charged Spear: Battery and copper wire with a spear. Upgraded spear, simple as that. kinda like a midpoint into fancier combat. Also fireable from speargun (maybe).

Mid Game
These would be weapons involving more tech, and a few vehicle weapons. These are capable of fighting against your reaper leviathans and a hard but possible sea dragon fight, though still not a match vs the sea emperor. These would be your real key to exploring the crash zone. The purpose of the handhelds would be more to clean up the small predators far faster than early tier weapons / easier escape/self save against the reaper and dragon (but to see the dragons and emperor you'd need a vehicle so more the reaper)

Photon laser pistol: Low powered laser weapon, requires batteries. Crafting idea: Lithium, Diamond, computer chip, titanium, battery. This isn't actually the best thing to go toe to toe vs a leviathan, but great for quickly cleaning up your average stalker in a shot or 2. A modification station can upgrade it to a photon beam pistol, which shoots a constant stream of photons instead of a single shot, dealing constant damage and even mining large veins (albeit slower than a prawn suit)

Compression Cannon: This sucker is a charge weapon that basically shoots a compressed shockwave ring that explodes on contact with something. This would easily stun a reaper leviathan and sea dragon while causing serious bodily harm, and straight up decimates smaller predators. The crafting I see is like a 3rd tier of the propulsion cannon. From propulsion, to repulsion, to this. (this means the modification station would be the main crafting point). This would be your main security against the big hunters, and even a way to kill them without a vehicle.

Plasma Pulse Arm Cannon: This is your main offense against anything in your prawn. A charge shot weapon that deals huge damage and stun, this thing would absolutely be your main fighting weapon, along with some torpedo ideas, against the big guys. The crafting would be something around 1 titanium/plasteel ingot, uranium rod, and a computer chip. The energy consumption I'd say about 1-2% a shot. It'd still take a solid 5-10 shots to kill just a reaper, but it could be charged and fired mid grab animation to knock you out of it. That alone is a real need for that pain in the a**.

Photon beam mounts: This is your seamoth's security piece. about 1% every 2 seconds or so for power use seems about right. This is similar to the beam pistol, but 2 of them and a bit stronger. Also a mining tool, but still slower than your prawn, it would be moderately useful vs the big predators, but it's main purpose is the fact that it almost instantly gets you out of a grab animation as you burn anything facing you quite efficiently. I don't know if I'd want the photon laser pistol in its crafting or not, but its a possible option. other crafting could include lithium, titanium/plasteel ingot, computer chip, lithium, ext.

Not sure on a name with this: Basically it's a charge mine. Crashfish powder, titanium, wiring kit. It attracts big predators away from you, (then blow up and scare the heck out of them) and if you're caught in a grab animation, you'd be able to use it to basically blow the inside of your would be burrito eater's mouth off and get out of there while it flees.

Torpedoes: Not sure about what the names/crafting ideas would be. The main ones I can think of are a classic explosive one, a sound burst one to cause fish to flee, and a short range/shock one that would be used to get out of grab animations. more damage than your photon/plasma weapons, but they're consumables.

Late/End Game
When I say late/end I mean fight the emperor and decimate the dragon and leviathan. no handhelds here, just 2 major tools that make fighting the biggest creature planned to date a possible match.

Alien Ion cannon: Seamoth or prawn, take your pick. 2% or so power consumption on the ion power cells (about 10% on your normal power cell) per shot, but damage is just as beefed compared to your Plasma Pulse Arm Cannon (I'd say 10 shot a leviathan for the plasma). This thing could take down a reaper in 1-3 shots. This thing would be expensive at that power though. Ion crystals, uranium, really late game expense and maybe even a custom building station for this and the other weapon.

Energy Sphere Torpedoes (WIP name): When shot, these torpedoes create a giant, lingering sphere on contact that deals constant DoT damage while also creating a decent shield that would slow down/block anything trying to get through. (I'm not sure what it'd be crafted with, besides that it would be close to the ion cannon).

In conclusion
These are just some ideas of combat weapons that could be implemented in game, but overall we need a serious fighting chance so that people actually have a reason to do all this researching besides get bigger base and wait for story. Imagine the self satisfaction with decimating those burrito munching reaper leviathans, and the goals people would set with the ability to actually fight. Right now it is a major turn off to have no serious defense beyond literally keeping the enemies in place and running off, and it makes for a lackluster experience since after the first few encounters (especially when you "git gude" at using the stasis rifle) it goes from "O shit there's a leviathan" to "dammit another F***ing leviathan." in the most annoyed manner possible. Thoughts/ideas/criticism appreciated

Larger versions of established fauna

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Without doing much work, you could make unsettling experiences for late game players. Making creatures players know bigger might be a fun way to make the deeper zones more surprising and cool. For example, a giant eyeye in the lost river zone could add to the ghost theme while not being insignificant and small. A massive rock grub could be deep in a cave, or a big warper could patrol the precursor base.

New Creature Idea: Behemouth!

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I was doodling a new creature idea that I think would be cool to have. Unlike the other fauna in the game, though, due to its size there would probably be one or maybe two.

Behold, the Behemouth!

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So in order to incorporate it into the game and make it interesting for a variety of players, here's how I imagine the Behemouth:
Sort of like the Stalker, it ingests sharp, hard materials. Specifically crystals, diamonds, etc. As it matures into adulthood, it lines its massive mouth with more and more minerals. They not only entice animals to swim closer (due to the brilliance), they also aid in digestion. Behemouths are akin to whales in that they gulp down lots of water, and whatever is caught is quickly crushed and cut up by the crystals.

There is also an escape pod currently caught in its mouth. Whether or not the inhabitant escaped is currently unknown. But this will entice story-driven players to come explore it. Resource-driven players will also be attracted, too: should you take the risk of being swallowed whole and gather up as much material as you can?

I was kind of thinking that maybe the Behemouth could have some sort of special mineral in its mouth that only grows there, as like an extra incentive to get you to swim into its mouth. :B But overall I like the idea of this thing!

Refund?

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I was wondering if there was anyway to get a refund? I am very disappointed at the fact that I can not even enjoy any part off the game, let alone try to survive dehydration and hunger due to the horrible FPS. Plus I was hoping for multiplayer....

Optimization update

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Just stop add things for a month and optimize this game... it is very annoying. i think the developers have to clean sometimes

Raising A Baby Reaper: Aquatic Guard Dogs + Making A Powerful Ally

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It'd be cool if we could find Reaper Eggs.

Only in the Dunes around where Reapers Spawn
And picking one up instantly aggros ALL Reaper Leviathans in a vast area, causing them to go berserk and attack and pursue you relentlessly while bellowing a new, even more frightening roar. And if you have one in your inventory when a new reaper spawns in, that new reaper will also become hostile.

Hatching a Baby Reaper would take 5 in-game days, and another 5 for it to reach "adolescence".
To make the Baby Reaper your ally, you would need to hand feed it, similarly to Stalkers, as it grows into its Juvenile form. It would also eat all other lifeforms in the Alien Containment while you're not looking.

If you do not hand feed it, it will simply swim off upon release.
If you hand feed it enough, it will stay near you, and attack anything that attacks you, as well as regularly hunting smaller fish to feed itself. It will even follow you if you enter a Seamoth, Cyclops, or Exosuit, since it will be quite capable of keeping pace with you.

After a certain number of kills, the Reaper will reach adolescence, where it will leave you, and swim off to find its own territory, swimming to the Dunes, and then out over the void until it despawns.

And finally, after saving, turning the game off, and coming back after at least 3 real days, there would be a small chance of a "friendly" Reaper spawning in place of a hostile one in any location. "Friendly" Reapers will still grab vehicles like Seamoths and Exosuits, but will not roar at you when it grabs you, nor will it try to smash your vehicle. This, of course, still does damage to the vehicle, since the big oaf doesn't understand the concept of restraint. However, attacking the "friendly" Reaper with any sort of weapon (Not including the Repulsion Cannon or Stasis Rifle) will then turn it into a normal hostile Reaper, which will proceed to wreck the entirety of your shit. Only 1 friendly Reaper can spawn at a time.

Opening sequence

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I don't know if this has already been covered or not, but the opening sequence confuses me. This is after a single playthrough and I have deliberately avoided guides to focus on, well, the joy of crashing on an alien world and winging it. This post is 100% subjective and is meant only to provide player feedback at an experiential level.

I like the setup of the emergency ejection from the ship, but everything having to do with the ship after that doesn't work for me. It makes no sense to me that it lands so close to my pod (it seems like it should be miles and miles away), but its presence seems to encourage me to go explore it, since it is literally made out of valuable resources I don't start the game knowing how to get. But heading that way is punished by radiation, so, okay, not supposed to head that way. Said radiation is then emphasized by an impending explosion with a "10 km" minimum safe distance, which encourages the player to leave behind the pod with all of its crucial gear. I chose not to do so and discovered that being within probably 200 meters of the explosion, I was just fine. So why do this? Why have it there, and so close, in a situation where the only logical choice of action is to get back to that ship ASAP? And if the point of the explosion is to emphasize that I shouldn't be on the ship, why not just make it radiated? The explosion encourages a course of action that I was unwilling to pursue--and I felt like the game was "wrong" to encourage me that way, since nothing bad happened for being so close to it (and I'm guessing something bad easily could've happened if I had actually managed to get 10 km away.)

If I'm supposed to ignore the Big Obvious Thing, then make it further away, please. If I'm supposed to ignore it for the whole game, then make it impossibly far away, or else if I'm supposed to ignore it until later, I unlock the _____ _____ ("spectral locutioner", "quasi farmgrit", whatever), then make it a good bit further away, enough so that I won't be drawn immediately in that direction because I'll need to eat first or something. I'm guessing that whatever happens, I'll need to go back there--but a mission waypoint or, heck, a rapid tidal current, could make it be visibly far off but still conveniently reachable.

My two cents.

GPS and Mapping System

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So I had an idea that might make the in-game experience of this game better, nearly everyone that plays this game has used Goggle to find a map at some point, and there are many on this website. However I think the game would be better if there was an in-game feature of a map or GPS so you can set personal way points or to find out where you are and where to go. The idea is to craft a GPS which tracks your movement, the more you explore the more of the map which is revealed, just like in other games like World of Warcraft or Rust. It is a small thing that could be added easily and in no time, I think that if this was implemented into the game then it would make the experience much better, especially in VR and it also would encourage more exploration of places which might or could be ignored. Just an idea I though would make the game better, hope you feel the same way and want it to be added as well. :)

Silver is Frustratingly Difficult to Find Now

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Hi Devs

I know you recently changed the chances of sandstone producing gold/silver from, I believe, a 30/70 ratio to a 50/50. I now find silver frustratingly difficult to find. Gold is found in 50% of sandstone and a percentage of basalt. Silver is only found in sandstone that I am aware of. Yet silver is needed in far more item productions than gold is, so why have you reduced the ratio of silver finds? I now have an abundance of worthless gold, but still trying to get a decent amount of silver. In my humble opinion, your moving sandstone to a 50/50 chance of producing silver was a bad move. Perhaps you could make basalt have a chance of producing silver too, in order to make the silver balance a little more favourable.

Vine Turtle: Concept Art

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I know I am a master artist but please shower me with compliments for my amazing MSPaint skills
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The Vine Turtle would be a large sea reptile lazily swimming around the Kelp Forest. They play an important role in the Kelp Forest ecosystem, eating old Creepvine that grows too large, and distributing Creepvine Seeds to grow new Creepvine. Stalkers would often attack the peaceful Vine Turtle, but to no avail, as the Stalker's Teeth are no match for the Turtle's tough hide. Stalker Teeth would often break off, remaining embedded in the Vine Turtle's shell for the player to collect. They are also quite intelligent, and would recognize and become friendly to the player if they remove all the Stalker Teeth from its shell, opening up around the player and making happy noises when you're around. Due to the tough nature of their shells, they won't even mind if you grab onto their backs and hitch a ride as they swim around the Biome.

Behaviors:
  • Eats and generates new Creepvine plants regularly. They would be placed on the ground underneath the Turtle at regular intervals, implying that it eats the Creepvine, then poops out the seeds, which also fertilizes them. To prevent deforestation, it would spawn a new plant shortly after eating one, and before eating another, so there is never a deficit of Creepvine for the player to Harvest.
  • Would regularly swim to the surface for air, before returning below. this could be used by a player that has made Friends with the Turtle as a way to avoid drowning, as grabbing the turtle on its way up before the screen turns black could always teleport you to the surface.
  • Would fold up into its shell when a Predator or Player approaches, becoming like a neutrally buoyant rock that can be shoved around but not damaged.
  • Would spawn with 3-5 Stalker Teeth embedded in its back. These can be collected by the Player to make the Turtle friendly. New Teeth can be added to the Turtle's back if it is attacked again by a Stalker.
  • Making the Turtle Friendly will have it open up around the player and make happy turtle noises. The Player can then grab onto the Turtle's back and ride it as it wanders around the Biome.
  • If you attack the Turtle after making friends, it will swim off in one direction forever until it despawns. How could you betray your friend like that? You monster.


Whaddyathink?
We need more large, peaceful creatures. Turtle friend could be such a creature.

How to save the Rock Puncher!

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So with the arrival of the PRAWN update there have been massive resource nodes introduced aswell. What if Rocky punched these to find food? (I know this has been said before) This would be a GREAT way to rescue Rocky from not being added! Please Devs, KEEP ROCKY THE ROCK PUNCHER!! I beg you!

creature idea: skyray leviathan

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a large flying creature that dwells near the islands, and attacks seamoths
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Mission: Rescue Discovery

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Discovery was on a grand scheme campaign to the depths of the inactive lava zone. Her mission was to setup a forward observation base - she was stocked full of base building material as well as the latest PRAWN nanosuite - able to handle the extreme pressures of the deep.

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The mission was underway...

Traversing through some tricky floating stones she ran aground - wedged in by rock and alien floating stones. Full thrust was given in all directions for a good amount of time in an attempt to loosen the vessel but to no avail.

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Having inspected the exterior - the plan was to use the PRAWN - aka Strider - to dislodge Discovery from its shackles.
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After a hour of groaning and grinding, the PRAWN was unable to dislodge Discovery. The power of Discovery was being drained by the endeavours of the PRAWN. It became clear that a alternate plan was needed.
An idea was put forward to attempt using a unique creature found only on this planet - a Floater - once attached they would add buoyancy to the object and then an attempt could be made to either thrust out of the area or use the PRAWN to nudge it out.
Knowing that the PRAWN had a limited power supply - there were 2 known areas where Floaters could be found, around the Floating islands - or the Safe Shallows.
There was a fear that the PRAWN suite would not have enough power to seek out these creatures - so the plan was to walk the PRAWN back to home base - Prime.


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Leaving Discovery - unknown how long it would take - all systems were shut down to preserve the little power remaining.

Bugs On Xbox

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XBOX UNOFFICIAL BUG POST
Started this Post originally to get the ball rolling didn't realise how many would respond, so if you have bugs that are not on the list just mention it within the comment section below, depending on free time and playing subnautica it may take me awhile to respond or even update the list, thanks from a fellow subnautica fan for the help guys. Hopefully the major bugs will get fixed and help get the game running smoother in the foreseeable future

BUGS


- any building block's I place that goes through or slightly into the reef/ rocks & plant life will be Terra formed as expected but if you load or come back to the Area after a journey it will go back to its original form and glitch through the building block deny access through walkways etc.

- when a breach floods your base fish will swim through or spawn in the base, even found fish swimming/ floating even without a breach. while in the Cyclops/ big sub if you hold a snap block/ base building item's while in the sub it did a 360 spinning around demolishing anything in sight.

- found wreckage parts, doors, flood lights and reef parts floating in the sky.

- frame rate issues

- game crashes often even more so while playing in creative (to as expected)

- picking up alien fish even while directly next to it does not work sometimes (hit box to small?)

BUG LIST UPDATED [18/05/16]

- Giant Iceberg salt, randomly spawning - [xNeil_Armstrong]

- a glitch that rarely occurs, but sometimes icons, HUD and menu is invisible even when you pause in game (requires you to reboot the game and load a previous save) - [Herjolfr]

- rendering issues, mainly within the submarines (land not generating fast enough leaving blank spaces into the void) - [Herjolfr]

- Got stuck to sea bed after scanning a fragment - [Gidgemeister]

- Mobile Vehicle bay menu selection screen not appearing (played on external Hardrive)- [Gidgemeister]

- slowly being moved to the left while using the crafting station via life pod towards the storage container (sea wave glitche?)- [Gargett]

BUG LIST UPDATED [19/05/16]

- Crashed while in the seamoth to where it looked like I was on the edge of space treading water. No amount of restarting fixed it. When I finally died a hour later due to dehydration, I spawned back where the life pod was with my vehicle bay and lifepod gone. I didn't see the seamoth beacon either. Restarted the game -

- Third game crashed while I was next to the aurora and out scanning fragments. When the game reloaded I was back at the pod. The base i built and my vehicle bay were gone and again I didn't see my seamoth beacon -

- Missing items in fabricator only appear when you have the requirements - Meekeo_Fibre

- Crash powder not appearing - xNeil_Armstrong

- Deployable Storage Disappearing - Malacath

- Made it to 6000m+ because of no terrain generation - rustled_Jimmy

- Seamoth can get stuck within the floating islands - FITES

- Crashed pods are transparent and contain no loot - Gargett

- multiple battery's consumed while replacing seaglider power & extra battery's consumed while saving- Flim15, xspel

- items not appearing while crafting them in the fabricator - xspel

- hull leak when trying grab fish within large fish tank - xspel

- Aurora not blowing up - Ranchnuts

- disappearance of solar panels - Ranchnuts

- when restarting a freemode level solar panels automatically unlock - INF_HAViK

- invisible crash plants - JFCapps

- imploding multipurpose room glitche at depth 50 meters - JFCapps

BUG LIST UPDATED [20/05/16]

- Life Pod cannot be repaired SneezyPanda

- I deleted my survival and started a new one to try and get crash powder to spawn, and it worked! I made a welder and fixed the pod. I put the welder in the pod storage. Went out to start a base, and when I came back the pod was gone. The pod beacon said it was way off in the distance, I traveled for 5 min and got nowhere - xNeil_Armstrong

- I also had a glitch happen last night that I got stuck in my Seamoth and couldn't get out and every time I tried to press the A button to get out it would say " SpawnFailed ". It fixed after I restarted the game twice - MayaMidnight

- ealier today when i loaded up subnautica my survival world broke. The world outside my escape pod doesn't load up anything its just a huge blank open ocean no land no fish nothing. Im not sure what caused it as i saved and exited to main menu before i got off last time - Fearingsix

BUG LIST UPDATED [21/05/16]

- Obtained the Power Efficiency upgrade module inside the Aurora, came back after reloading the game and found it again - EVILONE15

- Even with all seamoth fragments it will not unlock - Forsaken_Tag

- Issues with crash plants not easy to locate or spawning correctly? - IzzacJ

- When boarding front Side of Aurora there is an invisible hole in the floor you can fall through and cannot escape - EVILONE15

- Game crashes when trying to click on the give feedback option - Whitetigerdragn

- Plants in Large Aquarium dont apear to have stems (leafs do appear though) - NextHaloFlame

- Many instances where the "30 seconds" and "10 seconds of Oxygen remaining" audio queues will not play - EVILONE15

- Issues with saving not saving - xNeil_Armstrong

- Fragment scanning issues - Forsaken_Tag

- Game Freezing when trying to save - Lee W

- Keyboard Freezing on trying to Rename Beacons - Lee W

- some structures are centre located on your screen when selecting them, makes it difficult to place them - EVILONE15

BUG LIST UPDATED [22/05/16]

- ive just had one when exploring the mushroom forest right outside the aurora while looking for cyclopse fragments on survival. no idea how it happened but i got launched flying into the sky while in my seamoth, then the screen went all blurry and after that i was sent about 500m in the sea way too far out the map id say about over 300,000m away from my pod - DroopyGlint

- water clipping through building blocks at surface level - IzaacJ

- character can easily get stuck on the banisters by any connecting corridor in the multifunction room, requiring you to save and quite to fix the issue - EVILONE15

BUG LIST UPDATED [23/05/16]

- Seamoth randomly moves to a deeper location upon loading - Lord_Max

- Waterproof lockers vanishing upon loading game - DraftySea

BUG LIST UPDATED [09/06/16]

- Hi I am new to the game on Xbox. I wanted to report that the game also crashes while being in the main menu just sitting in idle. I wanted to pause the game in the main menu and come back later. I tried if it was accidental but the game crashes every time while idle in main menu. It does it within an hour and quite some turns now. - oelikoelie

- I found that fragments in my game despawn mid-scanning period when I'm bitten by a Biter. Really annoying, 'cause I really need a mobile vehicle bay. - Darwin-Evolution

- it only happened once but I tried to get into my base via moonpool but when I went into it, I fell through the base and landed on the ground (underwater) like I was on land. Only for me to realize that my oxygen was not going down and I was walking underwater (like my base) and I had to climb up to my hatch to "leave my base" - trainman16

- sometimes if I look down while I am in my base it slows my walking speed to nearly 5% - Melinity

- As soon as I finished building a multi-purpose room the game crashed and I lost all of my data, the game denies that I have created any saved games - Rawrr

- I just sealed up the radiation leak and decided to head home. Upon entering my base you could constantly hear the sound of your character obtaining air from the purple brains that release 3 bubbles of air every now and then. - destinykid

- Glitch threw sea-moth while docking into moon pool causing you to sink until you hit bottom. - JONNYK301

- Your base will become transparent while in the Cyclops. - Olympicwolf

- closing bulkheads crashes the game - bbot0625



anything else that comes to me I will update this post, also anyone can contribute to the list, I know its a preview and all just here to help, also to note I will have no idea if and when these bugs are fixed (guessing after a bug update in the near future) so when that happens I will keep it up to date.

BUGS From precursor/experimental build

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I have had a few bugs that i noticed while playing both the current version (precursor update) and the current experimental build #42663. All screenshots are through steam and are linked to my steam account as i don't like using or plan to use the F11 as F12 is global and better imho... Also remember clicking a link will NOT open a separate window; Right click > Open in new tab.

The first bug is from the precursor update. For some reason the PDA goes gray and it's unbearable to look through it. I do not know how to replicate this, it kind of just randomly happens as i play...
steamcommunity.com/sharedfiles/filedetails/?id=829765835

The next one comes from the Aurora ship inside a random flooded area that for some reason caused a texture bug when i went under the water and looked towards the top of the hallway. There were also a few other issues with the Aurora ship, but most were fixed upon saving and exiting.
steamcommunity.com/sharedfiles/filedetails/?id=830507862

This one could be considered an exploit; basically you put the side of a seamoth next to a sloped terrain then simply exit the vehicle and, if you can pull it off, will clip through the wall. Not much to do and yeah, you will eventually die if you dont go back through it, but it could lead to easy access to certain blocked areas if applicable (haven't tried using it to exploit, not worth the time). Simply walk through the wall to get back.
steamcommunity.com/sharedfiles/filedetails/?id=829695105


All bugs below are for the current steam experimental build!!!!

The next 2 will be joined since they are really the same thing and show similar issues as well as the same gray PDA from precursor. Basically textures from the background as well as beacons obscure the vision of the PDA pretty badly. Fix would be to simply not look through the glass while opening your PDA, but that's not always viable, especially since the view centers.
steamcommunity.com/sharedfiles/filedetails/?id=830520448
steamcommunity.com/sharedfiles/filedetails/?id=830520110


I hope the Devs can look at these snapshots and replicate at least a few of them, as some of these (lookin at you PDA issues!!) are just super annoying and kind of a turn off to Subnautica. These are simply bugs that have been in my face more than once (with the exception of the auroa texture issue) and definitely deserve to be brought up as all bugs do. A few other bugs i cannot replicate or take petty SS of them as they require video or are just too rare to replicate easily.

I also noticed all SS have the version in the top right, so cheers to that awesomeness!

EDIT: I went out trying to explore on my seamoth and apparently the PDA will get blacked out by clouds too, and just seems like some textures can block the PDA in general now and 1/2 the PDA is completely black. I have a SS but it's not worthy of being posted because it's similar to a bug above.

Scanner module for seamoth and PRAWN

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Like title says!
A module that works for both and its able to scan (without getting out of it)

Not my idea but I think it's good!
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