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A Wreck wrecked me and crashed my game multiple times.

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Here's my story:

I was playing Subnautica for around 8 hours. I was exploring near my base when, suddenly, a wreck appeared ten feet in front of my face. My FPS dropped to 10, and I thought to myself, "This wreck isn't working as intended".

CAMERA WORLD POS: -654.9, -107.8, -49.0
BUILD TIME: 1/25/2017
BUILT 30906 MINUTES AGO

I proceed to explore around and inside the wreck, finding barely any fragments and scannable objects. I came across a PDA, and when I clicked on it, i heard the epic music and got the data log. However, a PDA was still on the ground. Being semi-impulsive, I clicked on the second PDA, only to find that there was a third and fourth one underneath it. Warning lights were flashing from within the walls of my cranium, and I thought, "There's multiple objects of the same shape and in the same location on top of one another. That's why this wreck is lagging my 4-month old computer". (GeForce GTX 960, 16GB RAM, i7 4790 CPU @ 3.6GHz, etc.)

I found a floodlight within, and I proceeded to absolve it of its battery. As you've already guessed, this single floodlight contained multiple batteries. This bug is similar to the laser-cutter doors that are spawned on top of one another in other wrecks. They were most enjoyable to open...

While I was exploring in an around this wreck, my game stuttered, froze for 10 seconds, and crashed to my desktop. Even as I proceed to leave this wreck in my Seamoth, The game stutters and crashes.

I know about the fix that involves deleting folders and resetting the terrain and objects: I used it in my previous save file. However, using it replaced copies of objects on top of existing objects, thereby worsening the problem to a small degree. Also, players shouldn't be forced to delete game files: That's logically insane and risky.

To the Devs: Why are you spawning multiple objects on top of each other? Merely one of each object in each location will satisfy my hunger for exploration and accumulation. Objects within objects shouldn't exist, just as subatomic particles shouldn't intertwine within each other and cause explosions. ^_^

Thanks for making a beautiful and detailed game. I'm too excited for the Precursor stuff to be finalized, and for a way to save the Sunbeam. I haven't listened to their "trigger" message in order to place their existences in stasis and wait for you, the Devs, to give me a chance to save them. To be honest, the Sunbeam shouldn't be introduced before the precursor stuff is, but I don't really mind. Good luck, and keep it up! If you need a proofreader or AutoCAD specialist, let me know. I'd love to help. I have a portfolio and resume if you wanna get down to business, as Mulan did when she climbed that totem pole. =D

"Flagship Eclipse" : Subnautica Story

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INFORMATION:
1: I know, I know, @Bugzapper already did and is doing Subnautica stories of his own, and yes I did get the idea to share mine here from him doing it, but I'm not copying the idea, I'm just using it to create my own completely separate story. Also Bugzapper might know that I already tried doing one of these but I was getting bored writing it myself, so I stopped really early on. I'm doing it again, though, and better this time!

2: This is going to be written from the points of view of different characters, like ASOIAF but first person. I'll start every post with the perspective that post will be from so there's no confusion :)

3: I go on about it a lot, but I write a lot for a hobby. I'm writing a fantasy right now, but nobody's going to see that in an age. So I thought I'd post a different story here for you all to see. What I'm trying to say is the point of this thread is to share my writing and get feedback so that I can improve. So go nuts ;)

SAMPSON LARK

Where we flew was dangerous. Our small ship had scraped across the stars for two whole months to arrive here, and it was all too likely that we would be shot down before we made planetfall. 4546B had not been visited in thirty years. A mining vessel named Aurora was to build a phase gate in the system, using this planet as a checkpoint for incoming resources. She was shot down in high atmosphere of the planet. There was only one survivor of that wreck, and don't go asking me how he made it back home.

Alterra has given this ship, Eclipse, something to counteract the laser beam that shot down the last three ships to enter orbit. We have been given a Plasma Shield to protect against the blast. We didn't travel two months just to get blown to smithereens in high orbit. Even if we did I'd survive, just like he did back then.

Eclipse was a bulldog-class trading vessel, given the task to make permanent settlement on the planet until larger ships could arrive. I was sat at the controls of the beautiful craft. I was in command. If Penna wanted to turn the ship even an inch Galactic-West, she would have to consult me first, or if Zenn wanted to make the jump to warp-speed I would be the one who made the final call, or if Malla wanted to activate the Plasma Shield he would have to ask me about it.

Finally in the distance we saw the white glowing light of a nearby star. At the first sight of it cheers erupted in the bridge of the ship where I, Zenn, Malla and Penna controlled the ship. Tary performed maintenance, which wasn't so glamorous, and Otta was just an engineer. Malla was the first to see the approaching sun. He pointed it out to us all, and in response came a flood of laughter and delight. Zenn rushed downstairs to tell Tary and Otta where we were. I don't know why she would just abandon this view like she did, and for the silliest of reasons, but all that mattered was that she was there when 4546B came into view, as were Tary and Otta. We stood at the front window of the ship for minutes, and we could have stayed for hours. Reluctantly I ordered everyone back to their stations and, not so reluctantly, Tary and Otta back downstairs.

"Zenn, slow the ship down; we'll be in orbit in five minutes, I don't want to go crashing into that water there." In front of my seat were panels crammed with buttons, switches and levers. I flicked and pressed many, as everyone did.

"Ship slowing, Captain." Zenn informed as he slowly raised a dark, glistening lever. A hum that had droned for hours around them suddenly began to quieten, and drop in pitch. The blue planet grew enormous out the front of the ship. Clouds swirled over the ocean, small islands were dotted over its surface. It was so intricate I swear I could identify individual waves that rippled across the planet. Suddenly on my monitor a red warning began flashing. It kept flashing, straining my eyes, telling me that an unidentified energy pulse was heading directly towards us.

"Malla! Shield, now!" I turned in my seat to point to her, and the window was covered in a sheet of rippling blue. With a thunderous roar it turned vibrant yellow, with the mix of green and blue. Sparks began flying about the room. Was the shield working at all? The warning still flickered and there was no way to know for sure. Then the bridge turned dark, and the hum fell silent. The beam had ceased, as had our shield, and we fell faster than a diving falcon towards the planet's deep blue oceans.

"What happened?!" Malla roared. "I thought you said that thing would hold!" I did, didn't I? I wasn't certain, but I was sure Alterra would not forsake us.

"The beam must have bypassed the shield somehow, it shut off all of our power." I checked a damage feed of Eclipse. "We have no power, but the ship is not damaged. Now quickly; brace for impact!" I held onto the arms of my seat, as did everyone else. The thought of Tary and Otta rattling around below eased my mind, for all I knew these were the last seconds of my life. The ship hit the water, and it fell no longer.

Saving the rock chuckers

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So there is a creature that was going to be in the game(forgot what it was called) but because they got rid of terra forming it cant do any thing, so I had an idea what if they had rock piles to throw at you, and you might be asking where are they going to get the rocks, well you'll see some of the creatures walk back to there area with rocks to make more piles and so it wont over flow with rock piles the rocks will be destroyed when they hit you, rock piles can generaly spawn in so when you leave where they're at then come back in 7 hours or something, some piles will be gone and some will be new and they're still bringing rocks to chuck at you and other fana.

SeaBase Showcase

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A thread to show off your bases.
Thread Theme
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[Feature idea] Large creatures in the void

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[General]
my idea is to prevent players from entering the void/making it scarier so they are more likely to keep away from it, as it kind of would make sense to a biome with nothingness. A creature which might be slightly larger than the reaper leviathan/sea dragon, and will be patrolling at a depth around 300/400 meters everywhere in it's respective side. And one of those monsters placed on each side (NSWE). Once a player enters the void from a side (regardless where exactly), then the monster from the respective side will attempt to pursue the player, but first will give off warning noises which heatens up the atmosphere in the pitch black depths, and if the player still finds him/herself in the location, the monster will appear from nothing and behave like a reaper would. It can be scannable, could act neutral for a while, but itself is the most aggressive one (hence to keep the player out of the void). The cyclops can be breached by the monster, the seamoth.. (ya'll know how it will end).
This would give the void more sense and also not to be just a empty fall into nothingness.

[Monster]
The "monster" could be a leviathan-class predator, size could vary between the Reaper and the Sea Dragon (possibly larger, by the nature of it living in the void) Name suggestions would be great (my shit imagination at it's finest)
- Ability to crush the seamoth in one bite (so will the player die)
- Only creature to hurt the cyclops by breaching it (possibly seabases if someone dared to go build a base reaching from the walls of the void)
- Immune to stasis rifle/effect last very shortly.
- Can keep pursuing the player till he/she is back inside the regular biomes.
Could have 4 giant fin-type of propulsion, inspired from the aquatic dinosaurs, but I'm sure there are great concept arts for such huge creature ideas!

Any other suggestions would be nice, as this would really spice up the thoughts about the void!

The "Ghost Leviathan"'s finished model!

We have a bigger chance of the ghost leviathan now!

hey DEVS any news on the next update the precurser update please reply

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hey devs amazing work on the game with updates and stuff the wait was worth it other then no fish or anything spawns but any news on the next update will it be a month away feom now and how close till we have it this next update will really bring it together in story I love the story of the precursors but if you could tell me when the next one is coming or close to thank you devs keep up the BRILL AND BEAUTIFUL WORK

Development Updates

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It sucks when you buy an Early Access game and then hear nothing from the developer. When's the next update? What's included? What are you working on? At Unknown World we are trying to make sure you can get answers whenever you want.

This guide explains how to get information about what the Subnautica development team is working on right now, how updates are delivered, how often they come, and what's changing in the game from day to day:

http://steamcommunity.com/sharedfiles/filedetails/?id=355026171

Some key links copied here for convenience:

Chat live with the devs
Update Mailing List
Production Trello Board
Checkin and Changes List

Camera Drones - What's The Point?

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KK, so I have made my vary first scanner room and have been testing out the drones. BUT!! They only have a range of 500m? What's the point? If I have to build a scanner room in any region that I want to use the drones to explore, then I may as well swim to the area and explore it myself.

The range of the drones really needs to increase dramatically. At the moment they are absolutely useless.

For the release trailer

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Maybe it's just me (it probably is), but I think I've stumbled on the perfect accompaniment for a Subnautica trailer.

ABBA's "SOS." :)

I had it on my headphones a bit ago while I was playing and it just meshed with the feel of the game perfectly. The licensing fee would probably be murder, but man...it'd get attention. (And ABBA worked well for The Martian, after all.)

BSOD shortly after starting

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I posted this on the Steam forums but got little to no help. So posting it here in hopes I get better replies.

Copy/paste of the OP from the thread:

I just downloaded this game this morning and was going to play it for a bit before I made a call to a friend. Was running fine for a bit and then after saving, restarting, playing a bit and then pausing to talk to my dad, I noticed my screen flickered and it gave me a BSOD.

Here is my PC set up:

Motherboard: Asus M5A99X Evo R2.0 Motherboard
Processor: AMD FX-8350 Processor 8-Core, 4.0 GHz
Memory (part number): CML8GX3M2A1600C9B
Graphics Card #1: Sapphire Radeon R7 250 1GB GDDR5 PCI-E
Sound Card: Realtek ALC892 (built in)
Monitor: Dell E176FPf 17" LCD Monitor
Storage #1: WD Black 1 TB Desktop Hard Drive (WD1003FZEX)
CPU Cooler: Cooler Master Hyper 212 EVO Universal CPU Cooler
Case: NZXT G921RB Mid Tower Black/Blue Computer Case
Power Supply: Corsair Professional Series HX750W 750W PSU
Keyboard: Logitech Wireless Desktop MK320 (920-002836)
Mouse: See Keyboard
Headset/Speakers: Logitech Z313
OS: Windows 7 64 bit SP1


I think the video card is the problem honestly. I am going to be getting a Radeon Nitro + sometime soon. The drivers are not up to date either. The graphics was default at 1024 x 768 with quality on minimum and water on medium? settings I think. All I know is the water looked very blocky. So essentially everything was still default I believe.

https://www.newegg.com/Product/Product.aspx?Item=N82E16814202223&ignorebbr=1

This one to be exact.

Will also be upgrading the RAM from 8GB to 16GB as well. If you got any suggestions on what may have caused this and how to fix it, please tell me. I literally just started the game, hardly had any time in it at all and don't really wish to touch it until I know what may be causing it.

Other info:

I saw the post talking about dxdiag and the output_log files. So here they are:

DXDiag: http://pastebin.com/kBjR3d63
Output_log:http://pastebin.com/GnnT4wu3

I did run WhoCrashed and it was atikmdag.sys. I'm still posting to see what may be other issues here. If it's just the video card, the above Radeon is the one I am going to hopefully be getting next and will resolve all my issues.

Custom game mode

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Currently, there are limited game modes (Survival, Freedom, Hardcore, Creative).
However, they provide only a small subset of the possible combinations of settings.
My preference, for example, would be "Freedom" but without aggressive creatures, but this is unavailable at the moment.

So it would be great to have a "custom game mode", where you are able to pick among the available options to create a game mode according to your own preference:

- Food required
- Water required
- Oxygen required
- Oxygen warning
- Aggressive creatures
- Blueprints required
- Energy consumption
- Permadeath
- Item loss
- Player damage
- Vehicle damage
- Story

The existing game modes would be just the most common "presets" of the above.

Suggestions for Farming and Seamoth modules

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Farming is ridiculously easy, and results in food practically anywhere for almost no effort. I'd like to make a suggestion to make survival a bit more challenging as well as making other forms of flora more engaging.

So my suggestions are as follows:
1. All flora have two factors that determine their growth rate. Depth and Temperature (There are plenty of other factors, but these are the most static, thus requiring fewer calculations).
2. The closer the grow bed is to a plant's ideal environment, the faster it grows. Inversely, the further away, the slower. Too far away, and the plant won't grow at all.
3. We still want players to be able to colonize wherever they want though, so allow the creation of "fertilizer", which will boost the growth rate by a fixed amount.
4. The amount of fertilizer in a specific growbed will continue to decrease at a fixed rate until all plants have reached maturity and have borne the maximum amount of "fruit".

Internal growbeds work differently. While exterior growbeds have access to the environment, internal ones do not. Thus will not grow or produce fruit at all unless they have fertilizer to feed off of.

Alien containment tanks are considered "ideal" for all flora.

In order to obtain fertilizer, I suggest the addition of "Fermentation Tanks", they take organic material and slowly consume it (like a bioreactor) to fill up a "Nutrient" meter, when full, it creates a single unit of fertilizer. A single tank can hold up to 8 units of fertilizer, and a growbed takes 4 units to fill up, while planter pots take 1.

I'd also like to see a few more "fruits", tiger plants could give tiger fruit, which is inedible, but explodes into a shower of spikes when struck; the rouge cradle's bulb being usable as a portable light, and things of that nature. It grants a bit more life, and allows small scale farming without stripping the surrounding area; although the mushroom forest could use some trimming.


Seamoth Modules

The seamoth has a lot of modules and not nearly enough slots to really use them. Torpedoes are rather ineffective, and the only real defense is the perimeter defense system. This won't hold up much once cyclops damage is implemented.

So I suggest the following:

1. Give the Seamoth two "defense" slots, just like the PRAWN.
2. Create a specific slot for Pressure Compensators. (All vehicle could use this to be honest)
3. Give the seamoth a few more "defense" modules. These should be primarily defensive; Seamoth for defense, PRAWN for offense is how it should be IMO.

I've got a few suggestions for possible modules, as well as changes to existing ones:

1. Torpedo System: We can keep it as is, but include a remote detonation function as well. "Firing" the torpedo system with a torpedo out detonates it immediately. Contact hits also work.
2. Depth Charge System: Can use torpedoes, but instead of launching them; it makes them a stationary, floating, proximity mine. Since there's no need to power propulsion, torpedoes launched as mines have a stronger effect. Mines last for 2 minutes before detonating on their own.
3. Stasis Cannon: The Seamoth version of the stasis rifle. Boasts a much faster charging time, and is slightly more energy efficient.
4. Repulsion Cannon: Fires a larger cone that pretty much covers the entire front of the seamoth. Great for blowing away smaller predators or deflecting projectiles.

I also have a few suggestions for their passive modules:
1. Hull Reinforcement module's effect is really too subtle to notice. So, instead, how about making it a Hull Integrity Module? Essentially, it adds a 25% "shield" that slowly uses energy to regenerate when not taking damage; you only start losing hull when this is completely depleted. This can stack 4 times.
2. The storage module can synergize with the torpedo systems, adding an additional 2 torpedoes per torpedo/depth charge module. This can stack twice.

Finally, a few more torpedoes (all come in packs of 3 like regular torpedoes):
1. Stasis Torpedo: It may seem redundant to have a stasis cannon as well as a stasis torpedo, but the limited power reserves of the seamoth makes it somewhat reasonable to consider torpedo vs energy use. Uses 2 titanium + 2 gold to make. Because seriously, too much gold.
2. Net Torpedo: A torpedo that, when triggered, wraps any nearby fauna in strong mesh. Regular prey animals are rendered immobile. Most predators are immobile until they break free. Leviathan classes can still move freely, but cannot attack for a short time. Takes 2 titanium + 2 fiber mesh (or X creepvine samples).
3. Dazzle Torpedo: Unlocked if you have a mesmer + vehicle mod station scanned. When triggered, it starts to glow like a mesmer, distracting (smaller) predators and prey animals. Lasts for 20 seconds. Takes 2 titanium + 1 diamond to make.

Other misc suggestions:
1. Live fish should not be able to be placed in lockers. It rather trivializes food storage. Cooking rotten fish shouldn't make it edible again.
2. The scanner room should be found much earlier in the game. I generally find it in the Grand Reef, which I usually get into late in the game; by then I don't really need that many materials.
3. Consider something that increases scanner room range and can be player piloted. A Sonar-buoy or upgrade module perhaps.

Saved game is damaged...

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Really bummed about this one...spent 2 days into this game having so much fun when today I opened up subnautica and discovered that my save game is damaged.

Ran recuva and extrated the .json file that was in my game folder 40 hours before I saved for the last time and it still says save game damaged.

What should I do ? =/ please help me.

If any dev looks at this thread here is my savegame file.

http://rgho.st/7NSqD9Lpf

Please give the Cyclops sonar capabilities

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The Cyclops has terrible visibility problems compared to the Seamoth, and navigating the canyons and tunnels around the ILZ/Grand Reef or anywhere deep is a complete nightmare. Any kind of wireframe-revealing sonar like the one the Seamoth has would be a massive improvement. Thanks!

VR Cyclops / Seamoth docking bug

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I'm playing the Oculus version. When I get into the Seamoth from the Cyclops, the Seamoth teleports to where it was when it last docked with the Cyclops, rather than where the Cyclops is now. The Cyclops won't be very useful with this bug!

FPS lags, freezes with good specs. HALP.

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Hello there,

I'm having a huge problem. I used to play on a low i5 proc with a geforce 560 and ye, it wasn't that bad but meh could be better (~30/40fps). I've recently bought a brand new computer with some nice stuff : i7 6700k 4.00 Ghz, geforce 1060 6GB and running with a SSD. I was like so HYPED to test this computer with the gorgeous Subnautica but here comes the problems.

Started a new game, everything going smooth (+100fps) until some hours. Once I scanned, build the seaglide and going further into the game i've noticed some real performance issues which shouldn't happen with my current specs. FPS Spikes going from 100 to 30/20. Some 10/20 seconds freezes and so on. In some areas i've over 80 fps and 15/20 in others. I really don't get it..

I'd really appreciate if someone could help me and explain what's going on. Feel free to ask me more informations about my computer if needed.

Thank you.

Vehicle upgrade idea

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Have you ever been exploring in a seamoth or PRAWN suit only to be ambushed by a reaper leviathan or some other deadly creature? When you finally escape them your vehicle has lost most of its health, so you want to repair it before another creature finds you. So you exit and get out your repair tool only for the monster to come back and find you exposed. I've been in this situation multiple times recently, and this has given me an idea. What if you could build a vehicle upgrade that slowly repairs the vehicle you are piloting? Like little nanobots that will work on damage to the vehicle without the need for you to use a repair tool. If one of these upgrades exists it should be seamoth/PRAWN compatible and not too fast that a reaper attack will be fixed in a couple of minutes, maybe 10 percent health in one minute. This would save many players and their vehicles of choice from doom.

Depressed Reaper Leviathan

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So one day I was in the Dunes, looking to see if those new vents had been added, when I came across a Reaper. No surprise there. Then I watched it spiral into the dunes. Again, not surprising. I waited about a minute for it to resurface but it never did. I went into freecam, I looked down beneath the Dunes and there it was, spiralling downwards, never seeming to stop.

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It keeps on going, so I decide I need to break him out of this. I try and spawn a Seamoth as he's passing the Lost River, but it's ignored.

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It doesn't seem to snap him out of it. Eventually I begin to wonder if he's near the lava zones so I go to the surface, spawn in a Seamoth and check the distance...

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[The closer Seamoth was the one I spawned to try and snap him out] ... That's double the distance to the Active Lava Zone. At this point I'm slightly worried for the guy, but I know there's nothing I can do, so I have to leave him...

Some say he's still spiralling into the void to this day...
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