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How to really keep people out of the void

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Putting leviathans into the void is just going to make people want to go their to see how far they can get. People may compete to see who can last the longest in the void. The best way to keep people in the playable area is a unpassable natural barrier. If you've ever played the old 2008 game Spore, you may have encountered the giant sea monster (seen here: https://youtu.be/jgg9nhxj7Ss ). If not, the game has a giant sea monster that will eat you if you leave the playable area. A creature like this is what we need to stop people from entering the void. When entering the void, the PDA could give a message saying "Large leviathan Lifeforms dwell in the depths off of the shoal you currently reside on. Exploration is not advised." Then if the player continues going along, a large creature could come up and eat them (and any vehicles) whole. The player could then respawn in the playable area. This wouldn't be a creature actually moving around, but one that will apears anywhere when the player goes too deep into the void. We don't need to see much. Just the head as it swallows you. It could even be an animation like the one seen at the start of the game.

Make suggestion... horribly unsuited for Subnautica

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For fun, all is in the title. I got the idea from another forum.


ex:
- We should add Underwater Rifles and Harpoons, and lot of dangerous alien to blast, some of them small and humanoid, to be creepy. (please don't ban me! please don't ban me! please don't ban me!)

- This is the future, replace O2 tank by a battery powered that automatically supply us oxygen, 1 hour per Power-cell

- Add another team of human-NPC who use military submarines you can steal so we have torpedo warfare against them, modify the Cyclops to have a torpedo module

Second, or third bases?

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How many of you set up additional bases and what purpose does it fill?
I know the main base usually has everything--Moonpool(s), Alien Containment, Growbeds, water, fabrication, upgrades and recharge. But what about a second base so you don't have to trek all the way back to your initial?
For me: it was a small room that was right at the beginning of the inactive Lava zone. The little place had 2 Kayanite crystals, sulfur, and tons of useless Obsidian Outcrops. The ambient temperature was around 50c so it made it ideal for 6 thermal plants to power 2 Water Filtration Machines (I realize now I have an over-abundance of food, water and medpacks), a fabricator, moonpool (with modification station) and some food.
I really thought about another base before that one, but I cannot think of another location that would be nearly as beneficial. Anyone?

Give 1 point for moving (one time only)

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It is often hard to tell how many afks there are on the (opposite) team at start up.
It would be nice if you got 1 point for moving first time.
That way a score of 0 actually means afk.

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?

Wasted time

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I just spent 3 hours collecting materials, and... My game crashed. Please work on preformence, cause this really makes me want to grab one of the devs and shake until they throw up.

Whole Bunch of Docking Issues (Experimental)

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For the last day or so, I've had basically every issue you can have with docking with the Moonpool or Cyclops. Where to start?

First off, this happens with either the Prawn or Seamoth, and restarting always fixes them, but my computer's old and it takes a few minutes to restart the game

-Getting stuck when undocking
This is the biggest one, and it happens all the damn time. Basically, I undock, the vehicle starts to drop... and then it just gets stuck. As the picture shows, it says that the vehicle is still docked in the Moonpool, but I can look up or down (can't rotate) and even pick up things with the Prawn's propulsion cannon (I shot a mushroom into my Moonpool in frustration, turns out that can open up a lot of leaks. Oops.) I can leave the vehicle, but I can clip through it in the Moonpool, can't dock anything else into that Moonpool and those bridges aren't extended. Also, while there's an option to enter it when I look at it from inside the Moonpool, I can't actually.
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-Weird behavior when undocking from Cyclops
The next one I don't have a picture for, since I'm most of a kilometer and several drops away from my Cyclops presently (halfway through the Lost River-Inactive Lava Zone tunnel, decided to build a base there since it's pretty, safe and flat). It's hard to describe, though, and even then it's hard to show exactly what happens with a picture. So, I undock from the Cyclops, the Prawn falls away, but then immediately gets grabbed by it again, then I get catapulted out of the Prawn and fly off, while the Cyclops does its best impression of shoving two props together in GMod. It tilts, it flies away (at one point when this happened in the QEP moonpool, it actually launched the submarine out of the water, upside down, on the platform to the side) and eventually, slowly rights itself. At this point, the Cyclops' docking bay doors are open and the Prawn is shown about halfway down the docking bay (the waist is about even with the floor of the bay when the doors are closed). When I go back into the Cyclops, I can enter this room as if nothing's weird, the hitbox is normal and I get to walk around on water.

Crashing launching or playing Subnautica? Follow these steps to make a good crash support post!

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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. If you have issues with stability of Subnautica, please post your issues with as much detail as possible (video/screenshots/descriptions), followed by the following requested information:

Example Topic Title:
[Crash] Open my Locker and Crash! [Version Number]

1) Please run dxdiag.exe (search windows for it) on your systems and hit the button 'save all information' in the bottom right. Save this file for later.

LHmLsSd.png

2) Navigate to your Subnautica Folder in Steam (should be steamapps\common\Subnautica)

3) Open the Subnautica_Data folder and grab a copy of 'output_log.txt'

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4) Upload all the text of these to something like http://pastebin.com/ and post the public links to them with your forum posts.

These 2 files will GREATLY help us in tracking down issues with Subnautica. Thanks!

Crashing launching or playing Subnautica? Follow these steps to make a good tech support post!


Edit by Jonas:
We've also got a very similar guide with pictures for each step on Steam.
And as in every good tech support:
  • Please make sure that your Windows is up to date.
  • Please make sure that your drivers are up to date.
  • Please make sure your PC meets the minimum system requirements.
  • Please close all other applications before starting the game.
  • Have you tried turning it off and on again? ;)

Things you think would be cool to add, but won't be

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Lemme explain that title. A suggestion is something you want added to the game and hope will be added, right? Well, this thread is for stuff that we want in the game, but know would never get implemented. Wild dreams, basically.

For instance, I think two more vehicles would be pretty damn nice, but I know that they won't be added since, well... the three we have are fine enough as is. But lemme explain them.

Smaller Submarine:
Basically, this one here is a sub designed for shallow exploration and not exactly the same long-distance kind that the Cyclops is good for. It'd be a tiny thing with only three rooms, a cockpit, a hatch in the room right behind it (that could dock onto a ladder module for a Seabase), and then a small Seamoth docking bay, with one or two lockers for exploration. This thing would lack the upgrade system for the Cyclops, but would have a built-in Sonar system, could carry the Seamoth around (so you could get to deeper places to explore), and would all around be quieter (probably through a different type of screw, think the Red October.) It's also faster, so you can zip around those not quite as deep parts of the map, drop off the Seamoth and then get back, though you wouldn't be able to go on long extended trips like with the Cyclops, and you can't explore the ILZ or Lava Lakes as you can't take the Prawn with it.

Large Ship:
Basically, this is to the Cyclops what the Cyclops is to the Seamoth. It's a large surface ship that the Cyclops can dock with, has a built in water purifier module and runs on a nuclear reactor. You can put interior modules on it, so it's basically just a mobile base that lets you drop the Cyclops off over areas that're far away from each other. Now, this one I really know won't ever be implemented, because there's nothing really for the surface of the water and the map's small enough that "faster surface travel" isn't much of an issue, but that's what the thread's all about.

Any other ideas?

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

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


DOWNWARD SPIRAL - A Subnautica Story

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Downward Spiral
A Subnautica story by Scifiwriterguy

Chapter 1, Part I

Hollister, Michael P.
Employee No. J-H8261827
Space Operations Division
Current Assignment: Captain, ASV Aurora


"Captain on deck!"

"As you were," Hollister says, walking briskly across the open-floorplan bridge. He notes that none of the crew manning stations had moved to get up on his entrance; if they had, it would've been a disciplinary note, no matter how much of a hurry he's in. Watchstanders have more to concentrate on than jumping to their feet every time someone with brass on his neck walks through the door, even if people like that pedantic pissant Yu didn't understand why.

In the center of the bridge, with a commanding view of both the local-sensor holo map in the lower-forward position and the viewpanels dominating the walls, his on-duty pilot team was working with uncommon speed. During the average cruise, pilots only have real work to do at departure and arrival, with a long stretch of nothing mid-flight.

Of course, this isn't an average cruise, he reflects.

Hollister makes for his navigator, Hideki Ishimura. Only a year out of Fleet training, but still one of Alterra's top interstellar navigators. That's why he's sitting on the bridge of the Aurora and not in some cushy job in Alterra Central back in Gilese.

"Ishi? What's the news, son?" Hollister asks as he approaches the nav station. Hideki doesn't look up.

"Approach to 4546B is currently nominal, sir. We're beginning the roll and pitch to orient for the maneuver." Outside, the luminous crescent of 4546B's sunlit side is rotating slowly counterclockwise as the Aurora spins on her long axis to point her belly at the planet.

"How long to gravity interface?"

Hideki glances at one of his wing monitors before answering.

"We'll be at the correct boost angle in two minutes, fifteen seconds...mark." In addition to rolling, Aurora is also yaw-thrusting, pointing her nose to skim the planet. When the right angle comes up, the pilots hit the main engines and shove the ship forward so that the massive ship rolls around the planet's gravity well, shifting her onto a new course for the next leg of her journey; at the moment, the ship is still in its original plotted vector, aimed at the planet rather than alongside it.

"Good," Hollister says before walking away. Despite the relative difficulty of the upcoming maneuver, navigation isn't his main concern. Instead, he heads for a nearby instrument cluster staffed by three crew.

"Any contacts?" Hollister asks the trio as he steps up to them.

"Sir, currently holding no contacts of any kind," the senior sensor technician, some overeager pup named Reenberg, replies.

"Nothing in our transit path?"

"No sir, no contacts or reflections."

"Scanning the planet?"

"Yes, sir, full-spectrum. Sensor efficiency is degraded but I don't have any firm contacts."

"Degraded?"

"Yes, sir. 4546B seems to be a waterworld, and the water scatter is throwing off the fine targeting. Astrogation should be notified; they have the planet marked as partly terrestrial."

"Fine, notify them. After the maneuver. In the meantime, all three of you keep up active scanning on the planet and the orbital path, and you let me know if you detect anything."

"Yes, sir."

Straightening, Hollister looks through the viewpanels. The glowing, sunlit atmosphere of 4546B has rotated about halfway down the panels. Despite being mostly cargo space and blessed with some of the most powerful thrusters ever to come out of an engine lab, a ship as big as the Aurora can't maneuver very quickly; that much mass resists changes in its inertia.

"Optimal boost angle in one minute twenty...mark," Ishi's voice announces to the bridge from its cluster of displays.

"Very good," Hollister says to nobody in particular. He's getting worried now. To everybody else on the bridge, this is a semi-ordinary maneuver which he's decided to make more interesting by being a busybody and bothering the sensor team. But the sealed orders the command crew received just before departure make this another matter entirely, and one which isn't panning out correctly.

Sensors should see something by now.

"What's that?"

Hollister spins on his heel, bulling his way to the sensor station.

"What?"

"Not sure, sir," Reenberg says, "Energy signature below, from the planet. Can't quite figure it out."

"Explain! Don't make me keep asking."

"It's a powerful signal, sir, but we can't localize it. It's a weird signature. I haven't seen anything like it before."

"Amplitude increasing exponentially," one of the subordinate techs says.

"Optimal angle in one minute...mark," Ishi says from halfway across the bridge.

"Power spike! It's going off the chart, sir!" the junior tech yells. Reenberg seems frozen.

Hollister's wrist flies toward his face, the bandmic keying automatically to the ship's 1MC announcement circuit.

"XO to the bridge on the double!" he shouts, his voice echoing in every corner of the ship's crew spaces.

"Sir!" the sensor tech screams. His gear has passed through the top of its range and is now showing Signal Off warnings - the energy reading below has exceeded the system's ability to understand.

"Sound collision!" Hollister yells to the bridge crew, and moments later the sound no spacer wants to hear begins: the rising-and-falling wail of the collision alarm. The one veteran spacers call "Death's Alarm Clock."

"Incoming!" The warning comes from the third-rate sensor tech, the one scanning in optical/IR. Although she can't make out what her telescopes are showing, it's bright, getting brighter, and unmistakably headed for her.

"Brace for impact!" Hollister screams over the 1MC.


If you want to see Part II, let me know. All comments welcome. :)

Undefined discussion subject.

Special edition upgrade?

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Hey!

Is it posible to upgrade your steam version of subnautica to the special edition one? or do i need to buy the special ediiton again instead in order to get the hulls plate in my steam inventory?

Kind regards, Semitron!

Aurora leaks repaired, but no "particle field restored" message

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Hey guys!

The game failed to give me feedback after I repaired the last leak in the drive room.
Any ideas what I should be doing?

(experimental, build was from a day ago)

Cheers!

Someone please explain to me how placing the Ghost Leviathan in the Lost River is a good idea...

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By my accounting, we're going to have a creature the size of a reaper, with most likely a similar aggro range, and at least as aggressive, patrolling a space which is so tight that its often hard to turn the cyclops around. Add to that the fact that the cyclops will have no effective defense against the thing because it can only ever really run away beyond leashing range and there is not really anywhere to run to down there and I'm predicting tons of cyclops wrecks littering the floor of the cave. I'm all for dangerous environments, but I can't be the only one who thinks this is a bad idea?

Your ideal next ns2 build changelog

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I've seen this done in other gaming communities and enjoyed reading those threads a lot so here we go:

Imagine you would be put in charge of the current development team and could decide what we work on for the next 1-3 months. How would the next builds change log look like afterwards?

Try to keep it brief and realistic.

Edit: Also i would like to keep this thread focused on posting change logs. So if you want to discuss some changes posted in here either contact and talk to the given poster directly or make a new thread about it.

Please try to avoid referencing to mods and copy paste the changes you like because a mod can change at any moment.

Thanks to everybody who is willing to take the time to write down their ideal change log.

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?

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.

Ideas to improve the game

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I know you guys have your hands full with the silent running update, but these are things I think could improve the game. 1. Diminish the rate you need to get food or water: A lot of time I spend in this game is spent on gathering food or water. I think more fish that can create water would be nice, but adding a food replicator (Dispenses food without needing to collect it) would go a long way to improving the game. 2. More islands: I love the islands in this game, but as far as I can tell they are very few in number. I would love to see more islands in the future possibly even more man made structures. 3. Being able to upgrade the seamoth in the cyclops: I read that you need to craft the vehicle upgrade station inside the moon bay because you need to dock. Why not just give the cyclops the ability to upgrade the seamoth? Also auto-repair for the seamoth would be nice in the cyclops. 4. A season pass: I would like to see content packs that we could look forward to. Updates could include new modes such as undead mode or a prequel mode where you can discover the story of those who lived on the planet before you, new biomes, exclusive weapons, new fish and new crafting items. 6. more upgrade slots and more upgrades. I appreciate you guys taking the time reading this.
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