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Suomeksi kääntäminen

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I want to help u to translate subnautica to finnish!!!!

Should Signals From The Comms. Relay Be Pings?

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In my opinion there are to many signals aquired from the comms relay in the beggining of the game. I think they should just be pings in the ping menu, instead of items in the inventory. How many people agree with me?

Bigger Rooms

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So, the game is almost complete but there is a thing that is annoying me...
Those multifunctional rooms are so small in fact, there are any plans to add more structures or this is all?

weathered look

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When I first started playing this game, and I researched the last blue print for my base the game said I had an for a weathered look for my base. What ever happened to that option? or was it ever invoked?

SeaBase Showcase

The Epic Trello Thread

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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!

Deconstructed base still taking up memory?

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After hatching the emperors in survival mode, I got the idea of building a base that reached from the surface of the ocean to the Primary Containment end game location. I started at 500m near the Lost River and built straight up to the surface. Then I ran the base through the Lost River right up until you come to the "waterfall" part (this thing was huge). But by the time I got there, I was getting about 5 fps and the game was unplayable :neutral: I decided to deconstruct the base because I wanted to continue playing but by the time I'd taken it all down, my fps hadn't recovered. I restarted the game, then restarted my PC; no change. So basically my save file is useless because I built too much despite the fact that I took it all down. Is there anyway to fix this? Has anyone else had this problem?

Will you change being able to build things without scanning them?

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Thermal reactors are the easiest power source to take advantage of, but the equalizer for this, is that it's the most dangerous thing to hunt for in the game. You have to go to the sand dunes which house what? 3-4 Reaper Leviathans? That was until I found that you could just wait a while and the blueprint would just show up in my blueprints. I could place it down and it would show me the requirements and I'd build it.
I can't believe I'm basically asking for my future start-finish Hardcore let's play to be - to put it quite bluntly - HELL ON PLANET 4G465 WHATEVER THE NUMBER! But are you going to remove this feature? Because I'd probably die in the dunes if you did.

Glass, Cyclops Power, and other issues

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Build: Early Access Jun-2017 50032
Build Number from game's _buildnumber.txt file: 162

Issues since "Voice of the Deep" update:

1.) Glass windows at the end of hallways (tubes): It looks like the old Photoshop "plastic" effect. It's as if it is trying to capture reflections from inside the hallway, but instead it looks like some someone wiped some sort of glaze all over the window. You cannot see out of these windows at all. Sometimes it affects the main windows, but it is always these circular windows at the end of hallways. Even the window in the entry/exit hatch looks like this. It was clear before.

2.) Cyclops eats Power Cells as if it's starving to death. The engine can be completely shut down, lights off with 100% power - I go exploring with my Seamoth/PRAWN Suit and come back to it having lost 25-80% of it's power. I've noticed that certain Power Cells burn to 0% constantly: As if you are facing the engine/battery room: Power Cells on the left the center one is always first to zero out quickly. On the right side of the engine, the first and third Power Cells zero out. I have been keeping four Power Cell Chargers on board and almost a dozen Power Cells on hand at all times since this update.

3.) Deep Grand Reef, near the last Degasi base: Terrain where the entrance to the Inactive/Active Lava Zone (which I can no longer find) does not render. It leaves huge gaps and holes in the terrain. If I swim into those I get trapped and die.

4.) Reaper Leviyathans instantly appear out of nowhere, attack & kill me - I know they are supposed to be in the vicinity but they are not there - then poof! they are there and I die. They also swim in and out of all nearby terrain as if it doesn't exist (this occurs everywhere they are supposed to be).

5.) Terrain is still "popping" right in front of me, causing crashes/damage. Yes, I've checked the settings to stop things "popping in".

6.) Are the Lava Larva supposed to blow up the PRAWN suit?????? Two got on it, I didn't have the Propulsion Cannon with me, so I tried to use my knife (which I used successfully to get them off of my Cyclops) but they would not come off/die - it was like they were not there, yet they blew up my PRAWN suit.

7.) At my sea base I have a planter box outside of the main hallway with Creep Vine (with the glowing bulbs) planted in it. Inside the hallway it it so bright, refracting the yellow light from the Creep Vine when it should not. There are lockers in that room.

8.) There are now 12 save folders in the Saved Games folder. I only have 3 games.

My Computer Specs:
iMac 27"
3.4GHz Intel i7
32 GB RAM DDR3
nVidia GeForce GTX 680MX 2 GB
macOS Sierra 10.12.5
w/ Boot Camp: Windows 10

Athena's Plunge: A Subnautica Story

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Hello, forums! After having read Aurora Falls, Borealis Rises, and various others, I have been inspired to write my own story! Let's see... The main character will be named Nicholas after myself... He'll be on the Aurora as pilot of the Athena, a submersible / Orbital Maintenance Craft prototype that looks like the Great White concept... Loves space... Yeah, let's do this! PROLOGUE!!

PROLOGUE
I stood at the window, looking out at the beauty in front of me that was space. I know, kinda cheesy when you pretty much LIVE in space, but to me it was absolutely gorgeous. To think that everything we see was formed billions of years ago, and yet it was absolutely elegant to see the universe in all of its glory. I heard a chime come over my earpiece and a voice began to speak. "Sir, the Athena is currently being loaded into the Aurora's largest cargo bay near the engines. I recommend that you make way to the gate for boarding." It was C.A.R.S.O.N., my personal AI with his british male voice. "Alright, C.A.R.S.O.N., I got it. I just wanted to get one last look before being confined to a small window on the Aurora. Remind me what I'm going on this trip for?" I questioned. "Well, sir, you are one of Alterra's best engineers, and you designed the Athena for phasegate building missions. Alterra wanted you to test out the Athena and her capabilities in action before fully employing them." He responded crisply.
"Ah, right."
A loud buzz came over the intercom of the spaceport. "All crew of the Alterra Phasegate Construction Vessel 'Aurora,' please make your way towards Gate 11. Your flight leaves in T- 1 hour," said a calming female voice. I made my way towards the Gate and got my first real glance at her.
She was massive. Big enough to accommodate over 2000 people and then some for over 3 years! It's a bit overkill for only a phasegate building mission with 260-ish crew. Nevertheless I decided to keep walking towards the Entrance Gate. A young female dressed in a cliche sailors uniform walked up to me and asked, " Excuse me, are you Nicholas Falsone, Captain of the Athena Project on the Aurora?" I was taken by surprise for a moment, but soon responded, "Uh, yes. Why do you ask?"
"Here is your Alterra PDA for the mission," she said as she held one out, marked in gold with my name, "and I would like to wish you the best of luck on the mission. Also, the second you get back, Alterra will evaluate whether or not the Great White series will be launched."
I quickly thanked her and walked up the boarding ramp to the Aurora. I wanted to get to my room ASAP so I could make sure my things were all there and go check on the Athena. I made my way to the major crew wing in the Crew Quarters. I found my room, Number 1754, and entered my code. I walked in to see my bags on the bed and a control with two buttons on it. "'Hull Up' and 'Hull Down?'" I said aloud. I pressed the Hull Down button and the wall to the exterior of the Aurora split and moved out of the way, revealing a window looking out into space.
Oh yeah, this is gonna be a good trip.
END OF PROLOGUE

So, what do ya'll think?

Food balancing

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Currently I feel marble melons are OP compared to Chinese potatoes. To balance this, I suggest-
1. Change Number of Chinese Potatoes in a pot to 4
2. Set Marble Melon stats to +15 food/+20 water
3. Set Chinese Potato Stats to +30 food/+5 water

This would give both plants a purpose. Now you eat Chinese potato when you mainly need food, and marble melon when you need food and water.

Bigger Submarine Concept - My own 3D model

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Hello everyone!

A bit of introduction here : I'm new on the forums but not on the game. Subnautica is one of my favorite game and although i didn't spend too much time on it, i had a super experience playing it! What I enjoyed the most is the exploration thanks to the wonderful places there are, and also the submarines, especially the Cyclops. And for once, a developer team has enough talent to make the vehicle completely playable. And not just making the exterior and the cockpit.
I'm currently a student for game design, and I started to make my own 3D models. Moreover i saw the concept arts for other submarines and particularly the bigger one which looks just fantastic! I know I'm really a beginner in modelling and texturing, but I want to give it a try. Maybe you could give some criticism and tips for this challenge! :tongue:
Thank you in advance and hope you will like it! :smiley:
(I will do updates)

EDIT!! : Instead of scrolling down to see the most recent update of the 3D Model, I'm gonna actually put an image of the last one, down below at the end of this post :)
(You can still see all the steps, by watching every updates i made in that discussion)

So here is the original 2D concept art :

Pat_presley_sub03b_lorez.jpghebergeur d images

And here is the first step of my own 3D model :

SUBNAUTICA_1.pngheberger image

SUBNAUTICA_2.pnghebergeur d images

Those views are orthographic, there is only the general shape of the submarine. I'm currently working on a second model because the shape doesn't match perfectly with the concept image. On the first picture you can see the mesh, which is a bit weird, but again, i'm only a beginner. Future pictures will be more interesting!

EDIT! : Here is a picture of the most recent update of my 3D model! with the link to sketchfab : https://sketchfab.com/models/c217fef254dd4f6cbc21741318338239

SUBNAUTICA_3.pngimage gratuite
SUBNAUTICA_27.pngimage a telecharger gratuitement


Some changes I think the vehicles need.

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The cyclops seems like it should be your main method of diving into the deep, however it gets overshadowed by the other two vehicles. I'm not suggesting making changes to the Cyclops, but rather the other vehicles.

The Seamoth can dive all the way to the Lost River Tree when fully upgraded. It gets there faster and it's superior manoeuvrability makes avoiding enemies, navigation, and resource spotting much simpler. That means that the entire game world, with the exception of the two Lava Zones, is the domain of the Seamoth. That's far too great an operational range for what should be a light scout craft. I felt the first depth upgrade provided a good dive range, extending my reach to be able to explore the Mushroom Forest, Jellyshroom Cave, and Floating Islands.

The Prawn Suit can go everywhere, and despite it's reliance solid footing, I never had any issues navigating with it except for climbing out of the Blood Trench, and getting stuck at the bottom of the Floating Islands. When going to the Lava Zone, it was easier to pack a spare lunch and walk from the Safe Shallows all the way to the final area of the game in the Prawn than it was to navigate the Cyclops there.

Basically both of the other two craft have a problem with operational range. The Seamoth can go too deep. The Prawn can go too wide.

I think that both of these issues can be fixed by having a limited oxygen supply for the vehicles. As the Cyclops is basically a limited, moving, base of operations, it should be able to produce and refill oxygen for the other craft. Moon pools should also be able to refill oxygen. The Seamoth should be able to refill by visiting the surface so it can scout wide independently, but not deep. I'm not opposed to the Seamoth being able to survive at extreme depths, that way it can still be loaded in the Cyclops as a scout vehicle, but with no means to refill its oxygen it'll need support to operate at depths. This will make exploring the Jellyshroom Cave a more dangerous experience as you'll need to keep note of where the exit is, or spend resources building a forward base to explore it safely. As a side note, because navigating the Jellyshrooms would be an actual feat this way, the first Purple Key should be found down there, instead of right outside the door to the facility. Keep the Floating Island key though so Jellyshroom exploration isn't mandatory.

The Prawn feels like it should have a very short operational range - "Don't lose sight the Cyclops" short. Give it a very limited air and have it be refilled by inserting airtanks. Due to the large size of them, you won't be able to carry many spares, forcing you to either have to make short trips back to base/cyclops to pick up new ones, sacrifice inventory space to roam further. or spend resources to build the higher capacity tanks. There should be a construable tank filler to accompany this so the tanks are reusable. This way the prawn becomes a mining vehicle, or a defensive measure to fight off hostile creatures. Oh... and make the upgrades/inventory panels accessible from the Cyclops dock so you don't have to muck around so much.

POLL- Most Anticipated Rocket Update Feature?

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What is the feature you are most looking forward to in the next (rocket) update? Let me know if any of these are planned for a different update, but I'm pretty sure they are all for the rocket update (https://trello.com/b/yxoJrFgP/subnautica-development)

EDIT: I forgot to include the whole time capsule thing (and it's not letting me add another poll option) so just put "other" if you are looking forward to time capsules most.

[BUG] As soon as the underwater terrain shows up, the game freezes in DirectX 11 (shader issue?)

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Hi,

If I play the game in DirectX 9 (using the -force-d3d9 startup parameter), there are no problems, except LOD artifacts on the terrain and some objects, when I am not set the graphics to max settings.
If I play the game in DirectX 11, the game freezes after a few seconds. At least until now, but I have found an interesting thing, see below, but first the logs:

DxDiag.txt: https://pastebin.com/vfGg5Yej
output_log.txt: https://pastebin.com/ZazVasCn

And now the interesting part.
I started the game in DirectX 9 set the graphic to full, and travelled to the Floating Island and make a save there.
Then I started up in DirectX 11 (did not change anything in the settings, only removed the startup parameter) to produce the logs above, and the game was running fine on the island, then I entered the water and still no problem, until I travelled back towards the escape capsule. As soon as the underwater terrain showed up, the game freezed again!

So until no underwater terrain is in the view, there was no problem at all!
I think it is an important info, maybe the terrain has a special, "too heavy" shader or it is another shader on some object on that terrain, which causes the issue.

GUN deactivation scene detail Suggestion.

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Alright, so i'm making this post because of this: https://trello.com/c/luGKDcVL/6470-gun-deactivate
Specifically, the section that mentions animating nearby stuff in the area that would make it "Grander".
In idea, I have come up with this! There are several pillars in a row, lining up the walkway on both sides towards the Console. I thought it might be neat if they were involved with the deactivation sequence in someway.
Behold in all its glory! as i show you crudely mixed up imagery, in an attempt to convey my innermost minds to yours!
Thank you for reading, and may you have a good day.

CzuB6IW.png
Here you can see the base template, from which i have based all the other images you will see. The green outline indicate parts that move, The blue are the ones that don't.

txS7OcL.png
Here the magic begins.
The pillars begin their separation. Like at the thermal plant, otherworldly, green lightning, arcs and dances between the two sections, forming a constant, unified, uninterrupted line of energy between the pillar and its pedestal.


rt3WShO.png
As the pillar further descends, the lightning thins, separating into several parts, and begins to flicker.
Unable to keep up with their increasing distance, the energy starts breaking up, occasionally arcing at the base of the pillar and its pedestal, desperately struggling to maintain a connection.


Avvtg5M.png
And so we reach the end at last.
After traversing beyond the midway point, the energy cuts out, and the pillar descends the last stretch alone, down into its bottom pedestal. Its journey ending with a satisfying 'Thunk' as it stops.
Then, the lights dim.

"Adult" version of subnautica.

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But not in a perverted sence (to avoid any misunderstandings right away)

So i was thinking about subnautica and the environment and storyline and thought about how the fear factor could be increased.

I know this is a game that tagets a broad audience and the dev's have every right to do so.
However a more "realistic" version of subnautica could be potentially interresting.

The things i thought about are:

1. Ofcourse normal blood and bleeding effects on attack or being attacked.
This could be expanded and showing cuts and beelding effect on the player hands

2. Death animations can include more blood and even organs flaiing around.

3. Next to the carar infection, a more direct posioning system for short term death posibilities (the need to heal yourself with the right serum on poison exposure)

4. Skeletons of the aurora and degashi crew . (perhaps in their last struggeling positions)
Expanding on this one: If a body or pda is found, perhaps show a flashback of the last moments when the crew(member) was still alive (but always avoiding footage
of what actually killed the member so the player is left in uncertanty)

6. Extra animations like the eyes of the sea emperor actually have an iris/ pupil and watches you every where you go in a creatain distance. (Could also be implemented
for other creatures)

7. New creature that attackes the player from below from a sand coverd hole like a bobbit worm or
something.

HUGE GUN IDEA {CORE SURGE}

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When You Deactivate the gun the Core surges and it blows the upper part of the gun up, like the part that fires falls over into the water, or maybe when the gun is disabled it sends a power surge thru the facility shutting off all the lights!!!

I just feel like the core should have a powerful reaction upon being disabled!!!!
Like a power surge

I think I see what some people were talking about with the Cyclops being "too vulnerable". Maybe?

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So I was watching this streamer, saw this, and, although some of it is user error, I don't think the devs meant for the 'clops to go down that easily, when the user is repairing it. I think it was stuck against the Amp Eel and multi-colliding with it continuously or something? I wonder if that's happened in other situations as well, and people think the Cyclops itself is weak, when it's something causing more damage than usual? Note that he was in Silent Running, I think the camera light was on though.

https://www.youtube.com/watch?v=YGfDHPa2EdI&t=608s

Progress on Resuming Xbox One Updates - Subnautica

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imageProgress on Resuming Xbox One Updates - Subnautica

Subnautica on Xbox One has not been updated in an unacceptably long time. We’re painfully aware of this fact, and working hard to resume updates as soon as possible. Previously,...

Read the full story here


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