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Removing backwards key intentionally!

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No, this is not a bug report. I purposely bind my backwards movment to some other key (i forgot), Purpose being so i can't move backwards.
I did this after reading this thread.
I realised that some marines players where jumping backwards and they where going as fast as a walking skulk.
They where jumping backwards and shooting, which i thought was a bit weird.

So i learned that this is a common tactic, which involves turning just before you land, then hold the left/right and NOT the backwards key. and then jump again.
since the backwards key slows you're movment down drasticly, From 5.2 walking forwards or moving left/right, or 6 running. all the way down to 2!

So i though, to hell with the backwards key! I'l remove it completely!
And so far it has been pretty good.
Here's what has happened, and what i realized
  1. Sometimes when i wanna aim on something (like a vent or a corner, which is pretty damn often) it is usual to slowly move backwards to get more distance between the alien and yourself.
    Which i can't do anymore
  2. I have realized i was using the backwards key to stop. so now i feel like i'm sliding everywhere, but i gotta kill bad habits so this is good
  3. sometimes in battle i click the S key. And nothing happens. And i just stand there. While a Onos comes running at me. :neutral: ,sucks, but hey, i'm learning! :smiley:
  4. Slowly learning the backwards jump maneuver, verry slowly. But practice makes perfect, so i just need to play more (which i can get behind)
  5. I think in general, just not using the backwards key is good, cause it means you move faster. which means more distance between aliens, and moving faster trough the map.
  6. pushing me/forcing me to learn new things that would otherwise take a lot longer to master


so. is this intended?

I don't think it is what the developers had in mind.
Maybe they should fix it. Who am i to judge. I just play the game.
And if everyone else is using this to get an unfair advantage, i have to do it to.
Or else they have an advantage, over me.






Frequent, random crashes

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As the title says, I experience very frequent crashes at very random intervals. There's no discernible pattern at all. Sometimes it crashes during the load screen, sometimes within seconds of loading into the game, sometimes after a few minutes of play, and (occasionally) sometimes after a few hours of play. It doesn't matter what we're doing in the game, what mode we're playing, or where we're located. It even crashes while we have the game paused. I've run out of ideas for fixing it myself and could really use some expert guidance. I don't think it's a problem with the game itself since others don't seem to be having as much trouble. And I don't think it's a hardware issue. I'm not sure what options that leaves.

Whatever we're doing, the game freezes, the screen goes blue, then we get either a black screen and have to open the task manager manually, a white screen and the task manager telling us the program has stopped working, or we end up on the desktop. We can almost always still hear the game, and the controls still work-- we can actually hear the guy walking/swimming while we're hitting the keys on the desktop.

Per the sticky, I've uploaded the relevant information to Pastebin;
Output Log
DxDiag
error.txt

I know the error file is not specifically requested. I just figured more information might be helpful.

As for what I've done to try and resolve the issue myself;
Used driver-remover software to completely eliminate old Radeon info.
Installed the latest drivers for the RX 460.
Replaced the stock cooler with a Hyper Evo 212 to see if thermals were an issue.
Overclocked the GPU.
Underclocked the GPU.
Overclocked the CPU.
Ran the game offline to see if it was a network issue.
Ran the game with "Above Normal" priority.
Upgraded the PSU to see if that fixed any instability.
Repeatedly defragged and "optimized" the drive.

Why I don't think it's a hardware issue;
I can run the Unigine Valley benchmark with no trouble.
I run the OCCT stress test with no problems.
The PassMark BurnIn Test also runs fine.
I also spend hours working with GIMP and Unreal Engine without issue.
The histogram from the Radeon software shows no obvious problems prior to any crash.

I realize that running other applications doesn't mean my rig is flawless. But surely that at least indicates it's capable of more than browsing ebay and sending mail.

What's most perplexing is that it hasn't always done this. The first few weeks we had the game there were no crashes at all. And even now it's not unheard of to go hours without a crash. But those stable periods are less frequent and shorter than they had been. I'm certain it's something that can be fixed either in the system settings or in the command line. It's just that diagnosing the problem is beyond my skill level. Whatever help y'all can offer would be greatly appreciated.

*EDIT*
Forgot to add, in case it makes a difference, our rig is a livingroom computer. It's hooked to a 42" 1080p TV via HDMI with the sound sent to a surround sound receiver via S/PDIF. Is that maybe more than it can handle?

SUBNAUTICA FIGHT NIGHT!

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34xobn5suxea.jpg
Ok, so I decided to make a thread about if things in subnautica fought, which would win.

Ideas:
Reaper Leviathan (SN) VS Colo Claw Fish (Star Wars Episode One)
Rock Puncher (SN) vs A mantis shrimp the size of a rock puncher
Lava lizard vs Marine iguana
Sandworm vs A similarly - sized bobbit worm
Oh, and for those of you who don't know of the bobbit worm, here are some GIFs to haunt your nightmares:
(Note: if you are easily frightened, don't watch these.)
giphy.gif
bobbit-worm-gif-4.gif
RboBzKT.gif
6lNHEl6.gif
dead-fish.gif

Dragoon's Ideas

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-Beacons in bases
-free roaming baddies
-double moon pool by building a second one beside the frist
-more decorative options for bases (wall paint, decals, useable wall shelfs etc)
-base management options like turning selected attachments on or off (turn on water filtration machine, bioreactor, nuclear reactor etc)

Repairing Degasi bases

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I don't know about you guys, but I feel the Degasi crew had a knack for picking nice base locations (Also being cheaters and placing MP rooms dead-center on platforms rather than only on the corners!) and sometimes I looked at one of 'em and thought to myself that it'd be nice to expend some lubricant, titanium, glass and lithium to polish it up and reclaim it in the name of Alterra. Or rather in the name of myself, since after reading that Diamond pickup message I'm not sure I want to be rescued anymore :lol:

Anyway, I thought it'd be cool if we could repair them to use for our own purposes, or at least scrap them for spare resources. What do you all think?

Combat Mode Relaunch

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NS2 Combat Mode Relaunch
Introduction to Combat Mode

Gameplay Video by Jibrail:


Download the mod here, after logging into Steam Workshop:
http://steamcommunity.com/sharedfiles/file...ls/?id=82684884

If you’ve been following the old thread about Combat Mode you’ll probably have heard that JimWest and I have been busy at work relaunching the NS2 Combat gamemode. The previous version was prone to breaking on each new NS2 build and on top of that required players to actually download a new version of the mod each week. Well, lessons learned... This version of Combat is a server-side mod so you can pick up and play without having to download a thing!

Thanks to fsfod’s lua hooks implemented as part of his Menu Mod, we’ve been able to write most of the mod in a way that extends NS2’s game code instead of overwriting large parts of it - this means it should continue to work between releases for the most part.

Our task list: https://www.pivotaltracker.com/projects/211849
View the source code: https://github.com/AlexHayton/NS2Combat
Join the Steam Group: http://steamcommunity.com/groups/ns2combat

Our Design Aims:

  • Try and reproduce as much of the old NS1 Combat Mode’s game mechanics as possible but bring some of the new skills and game mechanics from NS2 into play as well.
  • Players get experience (score) for killing enemies or being around their teammates who are killing enemies.
  • You can level up ten times in a game, getting an upgrade point to spend each time. This buys you weapons, evolves and upgrades.
  • We’ve tried to balance support classes with offensive ones. You can specialise as any of the Alien lifeforms and as a Marine can choose to go Jetpack, Exo or some kind of ninja engineer.
  • We'll keep the mod server-side until client-side mod downloading support is working in Steam Workshop. The most important thing is that you shouldn’t have to install anything to get the mod working as a player, and server operators should only have to do the minimum amount of updating (if any) to keep the game working.

How to play

  1. Connect to a server running NS2 Combat Mode.
  2. When you join you’ll get a message telling you about how to buy upgrades, which you’re awarded every time you get a certain amount of experience.
  3. Use the buy menu to buy upgrades for yourself.
  4. Killing enemies, damaging structures or being near your teammates who are killing enemies will give you experience points, which will eventually get you more levels and upgrade points.
  5. If you join a game in progress, you’ll get the average experience points and upgrade points of all active players, so you should be able to get right into the action.

Hosting your own server

  1. Get the dedicated server working with regular NS2
  2. Start your server with the following:
    CODE
    server.exe -config_path "C:\Users\<you>\AppData\Roaming\Natural Selection 2\combat" -modstorage "C:\Users\<you>\AppData\Roaming\Natural Selection 2\Workshop" -mods "5f35045 55e90a3 4d41f11 4fd7fd4 57c685f 57f5f9a 6523544 662442f 5faeac4" -map ns2_co_core -name "Combat Mode Server"
  3. I find that it helps to put the launch command into a .cmd or .bat file and run that.
  4. The server will download all the appropriate mods from the Workshop automatically!
  5. Close the server down and visit this folder with Windows Explorer: c:\Users\<you>\AppData\Roaming\Natural Selection 2\combat
  6. Edit MapCycle.json and put something like this inside it, then hit save:
    CODE
    {
      "mods": [ "5f35045" ],
      "mode": "random",
      "time": 30,
      "maps": [ { "map": "ns2_co_Core", "mods": [ "57f5f9a" ] },
                { "map": "ns2_co_stargate", "mods": [ "6523544" ] },
                { "map": "ns2_pulsecombat", "mods": [ "57c685f" ] },
                { "map": "ns2_summitcombat", "mods": [ "4fd7fd4" ] },
                { "map": "ns2_co_down", "mods": [ "5faeac4" ] },
                { "map": "ns2_co_veilcombat", "mods": [ "662442f" ] },
                { "map": "ns2_chuteout", "mods": [ "55e90a3" ] },
                { "map": "ns2_co_faceoff", "mods": [ "4d41f11" ] } ]
    }
  7. Start the server again. You're now up and running with Combat Mode!


Playtests
We've already done a few scheduled playtests, which have now stabilised on about one per week on Tuesday evenings. We run a few test in parallel for each of the major timezones (US, Aus/NZ/Asia and Europe). Jibrail is kindly helping to organise the Europe playtests but the others are something of a free-for-all. If you are interested in helping to playtest the mod or can provide a server for us (handily, people don't need to download the mod to play on your server) then please get in touch! We will mostly be arranging tests using our Steam Group so please join up if you are interested in playing with us!

Balancing the game will of course be difficult and will be an ongoing thing, so we expect to have a few iterations of that as well before we get it right. For now we’ve gone with roughly the same values as NS1 so they are hopefully in the right ballpark.

Maps

We also would like to make a couple of small maps to better fit the fast pace of Combat Mode. At the moment we have modded ns2_tram (other maps to come) so that portions of the map are blocked off. This allows us to play the game even with the map downloading in the state it's in. In the future we will provide downloading via the Steam Workshop map mod support. If anyone would like to help us with this, or are interested in making a Combat map please get in touch on this thread or message us directly and we can make a list of Combat Mode maps here.

Current Maps:
If you would like me to change your map's description, send me a PM!
Official Steam Collection for Combat Maps
co_junction_combat (Workshop page, id = 80882807) by UWE, modded by MCMLXXXIV and JimWest - A version of the old ns2_junction map with some power points and an overview map
co_faceoff (Workshop page, id = 81010449) by JimWest - A remake of old favourite co_faceoff for the Spark engine.
co_assault (Workshop page, id = 88975689) by WorthyRival - Another combat mode map with a Halo-esque feel
co_summit (Workshop link, id = 83722196) by Arkanti - A carved-up version of Summit suitable for Combat play...
ns2_lunacy_combat (Download Link) by Trainee.ger - A map for
Proving Grounds and Combat gameplay

co_pulse by Alex - A recreation of the classic NS1 combat map for NS2.

Future plans
  • Jibrail has kindly done some texture and sound work for us, so that hopefully we will eventually be able to bring an all-singing and all-dancing version of the mod to your screens, when the support for client-mod downloading is ready in Steam Workshop.
  • We'll try and make the mod completely auto-downloadable, but are waiting for Steam Workshop support to be ready. If we can, we'll never make the mod require you to install something to join a server.
  • There will probably be some new features in NS2 Combat that we want to implement. We haven’t had much of a think about what to do with power nodes (get points, team bonuses, dynamic infestation spreading?) and whether you should be able to sacrifice a level to re-choose upgrades.
  • Maybe we can also play around with some of the new game mechanics as well (welder locks doors, onos opens them etc).

Subnautica Newbie Tips v2 - now with categories!

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I've used spoiler tags to organize these tips into collapsible categories HOWEVER, they are NOT spoilers. Spoilers will be marked with a second spoiler. For example:

[Section A]
  • Cool newbie tip 1
  • Essential newbie tip 2
  • Possible spoiler tip 3

Without further ado, here's the tips list:

[General breathing, swimming around, healing]
  1. Holding objects while swimming slows you down.
  2. There's a storage compartment (footlocker) in the lifepod.
  3. Floating lockers can be dropped inside the lifepod instead of in the water, however they will cause it to list to the side you drop it on. You could try balancing it out with another floating locker on the other side (or just ignore the list).
  4. There's a Medkit Fabricator in the lifepod - check it regularly and toss extras in storage (keep, say, 1-2 on you and 3-4 in Storage.
  5. You might not be able to outfight everything, or outrun everything, but 95% of the time, you can OUTMANEUVER it. (Remember to strafe as you avoid / attack (move sideways, A & D on the PC, L-thumb left & right on Xbox.)
  6. O2 is consumed at 1.5x under 100m, and 2x under 200m. Build a Rebreather to counteract this, although you can't equip both the Rebreather and the Radiation Helmet - swap them out until you fix the radiation problem. (See: [Exploring the Aurora])
  7. You ascend faster by swimming forward while oriented toward the surface and pressing the Spacebar (PC) or LeftBumper (Xbox). You can do it either empty-handed, using a Seaglide, or driving a Seamoth. (Diving faster works the same way, just in reverse.)
  8. Your O2 supply is your biggest weak spot early on. Play it safe unless you're REALLY sure know what you're doing.
  9. Use your ears. If you have decent headphones, use them to play this game. Each predator makes a different and very distinct sound, and they often cry out before attacking. Once you know this, you can get a warning when there's a predator right behind you.
  10. Pipes can get you past depth limitations from the start, so give 'em a try if you want to go deeper. Start with either a Base-attached (using a powered base) or Surface Air Pump.
  11. Don't be afraid to leave your vessel and swim past its depth limits to reach something within sight.

[Creatures]
  1. Most aggressive lifeforms will back off if you give them a solid hit with the Survival Knife.
  2. For the most part, you need to be in a Gasopod's line of sight for it to release Gas Pods. Use this to avoid an attack or to harvest Pods. I think if you hold still and they haven't gone defensive, they usually leave you alone as well. (Can anyone confirm this?)
  3. Stalkers like metal. When they pick it up or drop it, sometimes they drop teeth. If you scan them, you'll learn other interesting things as well (try equipping a Peeper and feeding them, but bring extra Peepers).
  4. Stalkers will steal your Scanner Room camera drones, even from their sockets (located on the sides of the Scanner Room). There's nothing you can do about that right now except taking them out first. Every other creature will leave them alone, though, so you can make nifty pictures with them. (And, it's actually kind of fun to watch where the Stalker takes them sometimes. Like a GoPro on an alien shark!)
  5. Remember, as mentioned previously, strafe (move to the side) while avoiding / attacking.
  6. If you're using a Stasis Rifle anywhere near a solid surface (and if you aren't, you should be), don't bother aiming at your target. Shoot the nearest surface, swim into the stasis bubble, and let the target come to you. Much easier, though don't skip on practice in safe waters first.
  7. Moving fast without ever staying still in one place seems to reduce the ability of creatures to get a good target on you. This often allows you to swim or drive through creature swarms without repercussions.
  8. When swimming through groups of predators you should either use the Seaglide, or Ultraglide Fins while holding nothing in your hands to slow you down.
  9. Some creatures are attracted to light, especially in the Blood Kelp area. (Things like this are another example of why it's important to scan things and actually read the encyclopedia info on them.)
  10. Sandsharks cannot damage vehicles.
  11. If you ram a Spadefish with a Seamoth, the Seamoth will lose about 7% HP (Spadefish are heavy; read the encyclopedia entry on them).
  12. If you can hear a Reaper, it knows you're there.
  13. Reapers will seemingly go to near extreme lengths to get you. Their aggro range is smaller than one might think considering the difficulty they pose, however, that is because they are so fast that it can be extremely hard to get out of aggro range. (This tip is subject to change as they tweak balance, of course).
  14. When you hear a Reaper, try hugging the terrain (floor / walls) -- this can make it a bit harder for them to grab you (be prepared to scoot sideways if they head straight for you, of course!).
  15. Mesmers never attack without hypnotizing first, so you don't have to watch your back around them.
  16. Mesmers spawn in the kelp forest occasionally.
  17. Dealing with Mesmers: Although you can't turn away from them once hypnotized, you can still act. A propulsion cannon will break their hold over you quite easily. A knife is riskier but you can avoid taking damage by stabbing at the right moment.
  18. A good strategy to deal with Warpers pulling you out of your vehicle is to swim up (space bar or LB) immediately. Warpers cannot follow well vertically, and it's easier to find your vehicle by looking down than by looking around you.
  19. Evading Warpers is done best by continually circling and strafing (side-stepping) and never swimming in straight lines. As previously noted, it's best to stay above them. If you get warped, then you should immediately swim forward strafing in circles to avoid the Warper catching you, as most time you don't see him and shouldn't stand still to turn around. The Warper can sometimes be more hazardous than the Sea Dragon - especially in the dark.
  20. Meeting Warpers in a PRAWN suit can be extremely hazardous. The PRAWN isn't made to circle and strafe around Warpers and usually you have limited jet time and can't wait for the jets to recharge while Warpers are around. Listening to Warper teleports is important and should be met with immediate changes in course. It's best in dark territory to first explore with a Seamoth or by diving to locate the Warper spawn points, before travelling there with the PRAWN.
  21. Swimming through Leviathan infested waters is possible with the Reinforced Diving suit at this time of writing as the Leviathans death grip fails in this case (if the devs don't change that). As Leviathans need time to turn for a second attack and you get 2 chances, you can even heal yourself with kits and thus swim through a Leviathan's territory with impunity. Other than that, a Seaglide is a fast tool to get past a Leviathan if you have no vehicle.
  22. Even with a reinforced dive suit the Sea Dragon bite is a one-hit kill. But not so for claw attacks. So it's better to get hit by its claws, as the Sea Dragon will need another attack run afterwards to finish you off, giving you time to evade or use a medkit. Thus, it's better to never turn your back to run from a Sea Dragon, as this leads to a death bite from behind in almost all cases. Swimming directly to it and then into its claws has a very high chance of success for not getting eaten. So, don't panic or you're dead. If you swim and hear its roar, force yourself to turn around and face it.

[Eating / Drinking]
  1. Food goes off rather quickly - cure it with salt to preserve it if you're not going to eat it soon. Also, live fish stay alive indefinitely in storage, apparently they are kept in some sort of stasis. Only cooked food or harvested plants / fruits / vegetables / samples spoil (although those are still good for growing new plants).
  2. You can find the food / water value of different items by hovering over it in your inventory. Reginalds are the best fish to eat, followed by Peepers. Marblemelons are the best plant (for both food, and a decent amount of water as well). [Energy] Also, when using things in the Bioreactor, in general, higher calorie count food has higher potential energy (will last longer) in the Bioreactor. But also, stuff like Creepvine Seed Clusters are good.
  3. You can eat fish raw if you have to, but it will lose some of its nutritional value, and actually costs you water instead of giving you a small amount. Probably to simulate you having gastrointestinal distress from it?
  4. Eating too many of the same type of food at once causes you to vomit and lose food and water. At the current time, this is shown in game as "Blood loss detected".
  5. Upgrade your Survival Knife to a Thermoblade in the Item Modification Station as soon as you can, the Thermoblade cooks fish when you swipe them with it, so you can eat them on the go.
  6. Disinfected (chlorinated) water has more H2O (12oz) than Filtered (Bladderfish) water (6oz). To make it, you need Salt Deposits and Common Coral Samples, which you can cut out of the Giant Coral Tubes (not the Table Coral you use for Computer Chips).
  7. Many fish are less active at night, and easier (though not too easy) to catch. Unfortunately, Stalkers are more active at night, so don't wander near or into Kelp Forests after sundown. (Again, you learn this from the encyclopedia entries.)
  8. The Gravsphere is a means of catching fish. Most consider the Propulsion Cannon is far better... but most people have a handle on food by the time they have one of those.
  9. You can have the coffee vending machine make two cups (each +4) simultaneously by pressing on the right and on the left. This is easy to miss as there are no buttons displayed. Coffee automatically goes to your inventory upon completion if you stay in its general vicinity, ie roughly within earshot, and disappear otherwise. So if you want to get a boost out of it, build a CVM in the middle of a work area where you can get some stuff done while waiting and ordering.
  10. Ditto for the vending machine, except that food's easier to manage than drinks and each snack is +3 food and -2 water. So it's less interesting.

[Farming]
  1. Plants can be planted in Interior or Exterior Growbeds (Exterior can be above or below water). Rotten plants work just fine for growing new plants. Some plants need to be hit with a Survival Knife for seeds (Marblemelon, Bulbo Tree) while others can just be planted (Chinese Potato, Lantern Tree)
  2. You must plant the Blood Oil or CreepVine Seed to get a fully formed Bloodvine or Creepvine plant. If you plant samples, they'll grow, but they won't produce seeds. However, seedless vines produce more Creepvine samples than vines with seeds (7 to 5?), so if you're going for Fiber Mesh or food backup, seedless vines are better than ones with seeds for that purpose.
  3. Large resource deposits can only be mined by a PRAWN suit Drill Arm.
  4. The Gravsphere can help collect drilled loot if the deposit is inconveniently placed. However, the more fish are nearby, the less efficient it is.
  5. Break any outcrops you find (you can always drop stuff you don't really want if you find something you need more before dropping everything off in your base).
  6. Get a stockpile of Table Coral Samples. It saves a bunch of hassle fabricating Computer Chips, which are needed for quite a few things.
  7. You can use the Alien Containment Unit (previously known as the Large Aquarium) to hatch eggs, breed fish if you have 2 or more of the same type, and plant underwater plants in the included planter (which you can also do in an Exterior Growbed built underwater). ACUs have a population limit of 10 per unit, and they stack (must first stack MultiPurpose Rooms to hold them). However, anything that hatches from an egg appears to count double toward the 10-creature limit (so it's 5 creatures per tank for Stalkers, Crashfish, Ampeels, Crabsnakes, Gasopods, etc.). All small fish (i.e., edible ones) count as 1 each. The one exception is the Spadefish, which uniquely produce eggs despite being edible/small fish. You can have 10 of those in Alien Containment.
  8. Also of note, the smaller Aquarium (despite costing every bit as much as an Alien Containment in glass) will not allow 2 fish of the same type to breed, nor can you put eggs in it to hatch them.
  9. Efficiently harvesting Stalker Teeth depends more on a multitude of Stalkers than a multitude of scrap metal, because having multiple Stalkers means they'll keep stealing scrap from each other. Scrap metal also distracts them from attacking, so you can kickstart and follow their theft chain with barely any chance of getting bitten.

[Tools]
  1. The first tool you should probably craft is a Scanner. See the [Getting new stuff / wreck diving / game progression] section below.
  2. Vehicles are built in the Mobile Vehicle Bay. MVBs are deployed to the surface. They can be picked up by climbing on board and looking down at them.
  3. One important piece of advice about your tools: Batteries and Powercells can be exchanged before they are empty (some, currently, cannot, like the Mobile Vehicle Bay PowerCell, but this might be in the works). So you just made a repair tool to fix up the lifepod and don't have any immediate use for it? How about exchanging that battery for the nearly depleted one in your scanner? Laser cutter empty mid-job? Well, do you have any other battery-using tools on you that you can switch around? How about swapping in a full battery for the SeaGlide before that deep wreck dive you're about to do? The hotkey for exchanging battery is R (PC) or X (Xbox).
  4. The Laser Cutter has a dim light on it, which you can use in a pinch if your other light sources are out of power or depleted. Of course, as mentioned above, you could always just swap out its battery instead.
  5. The Dive Reel anchors to a starting point before exploring a wreck or cave, and unwinds as you swim, so you don't drown looking for the exit. {Be warned it isn't working at 100% yet, so sometimes it doesn't work all that well.}
  6. The Air Bladder must be used by right-clicking with it in your hand. It will then drag you to the surface faster, at the cost of 3 oxygen. It can save your life and is more efficient in terms of battery use than using a Seaglide to rush to the surface (use the Seaglide to dive though, to save air).
    {Note, once you have a battery charger and some spares, you can probably just use the SeaGlide, it travels at 10m/s, so 100m will take you 10 seconds. Keep in mind the previously mentioned depth O2 penalty if you're not wearing a rebreather, though.}
  7. With the Reinforced Dive suit you can shake off shark bites and sometimes larger creatures if you don't panic when you get attacked.

[Vehicles]
  1. You need an ITEM Modification Station to upgrade equipment (to include depth upgrade MK2/MK3 modules for vehicles, called Pressure Compensators). You need the VEHICLE Modification Station to create the original/MK1 upgrade modules. The Vehicle Modification Station can only be built in the Moonpool.
  2. A Seamoth is still quite useful after you get the PRAWN
  3. You can build quite a few base pieces (using the Habitat Builder) in the Cyclops.

[Base building]
  1. Bases need power to provide O2. Pipes are to take O2 from an O2 source (a powered base with a Base Attached Air Pump or a Surface Air Pump) down to an area you want to explore. Most players just wait until they've made a vehicle.
  2. Solar Panels get 200% efficiency if built on land.
  3. Protip: try building your base at an intersection of the 3 starting biomes: Safe Shallows, Kelp Forest, and Grassy Plateaus. (It's always a good idea to have your base centrally located to as many points of interest in the area as possible.)
  4. You can live fine in X-, T, and I- (basic) compartments/corridors for quite a while. Don't panic because you still need to find the bigger Multipurpose Room blueprint. Unless you built your (first) base deep, Solar Panels are easier than your likely second energy source blueprint. Though a bit of advice: if you like the spot for a base, build the pre-Multipurpose Room base a little distance away so you have space later on to design your dream base on your dream spot.
  5. You can build a hatch on the bottom of corridors, as well as the sides and top. Keeping the hatch away from the sides (and to a lesser extent, the top) lets you utilize more room inside for storage or later expansion.
  6. Wall lockers only require Quartz and Titanium, but they don't have nearly as much space as the normal locker (which requires Glass and Titanium) does. However, they do mount to walls, and they have labels that you can edit and also change the color of (click the round button to the lower-right of the label).

[Getting new stuff / wreck diving / game progression]
  1. Repair the Communications Relay, and follow any quests you get from there (equip the different signals and check them out) -- you'll find blueprints, wrecks, and useful areas in, around, and under (think cave systems) signals. Just gotta look around, there's always more to the picture than what meets the eye. Also, messages received through the comm. relay are triggered by various actions, like fabricating certain items/furniture or visiting certain places. So keep active yourself.
  2. Blueprints will unlock as you discover new things by cutting samples, picking them up, or scanning them (see below).
  3. The Scanner unlocks encyclopedia entries as well as technology blueprints. The encyclopedia information is not all just for lore, some is actually quite useful; it pays to take a glance and think if there's anything you can gain from the knowledge (such as, you can use Acid Mushrooms for batteries and Brain Coral for an O2 source)
  4. The Scanner is actually tri-function (dare I say, a tricorder? haha): The first time it scans an object, it unlocks the Encyclopedia data on it. The subsequent time(s), it scans that individual for any abnormalities (the Scanner will display "Normal" or other). The third function, is the Self-Scan, to scan the player themselves, for any abnormalities.
  5. There's a Scanner icon that pops up on the lower-right of your screen if you have a Scanner tool on you and you're in range and pointed at something you haven't scanned yet -- so you don't have to always have your Scanner out to make sure you don't miss scanning anything, instead just keep an eye out for the indicator to pop.
  6. Having said the above, scan everything.
  7. Wrecks are explorable, you just have to find the entrance. There will be one. Every time. Trust me. Try another door of the one you're looking at is locked. Look for a maintenance hatch, or ventilation duct, or a hole in the side large enough to get into. The larger the wreck, the more likely there are multiple (some of which are hidden) entrances -- that may or may not lead to other rooms. It's worth being thorough, but mind that the deeper you have to go, the better your oxygen prep should be. Large wrecks are among the likeliest causes of drowning, along with large cave systems. The Dive Reel can help you with this.
  8. Laser Cutters only open weakened or damaged doors (not locked doors or regular doors - you can tell on mouseover). Repair Tools repair control mechanisms for other doors. Still others can simply be opened by hand. These doors can be found on the Aurora and in wrecks. Don't throw your cutter away after exploring the Aurora, they will be useful after exploring further for needed fragments
  9. One of the primary causes of death is stretching your self out too thin (more so than trying to rule the ocean w/ a knife) so plan accordingly: keep scavenging, survey, and salvage always in mind:
    a) Scavenge: provided you have a Seamoth / PRAWN suit, carry only a couple tanks of air, maybe rations. but prioritize what you need to look for +redundancy for any future ventures. Keep a watchful eye out. PS you can ignore titanium from outcrops if you want, and just collect metal scrap if you need it, also scanning rooms help out tremendously.
    b) Survey: you're definitely going to need to pack med kits/repair tool, and plenty of rations if you intend to go far from base for an extended periods PDWs and counter measures as necessary. Only collect resources if it is scarce and only native to that region. Pack a few extra batteries/cells (depending on your layout). USE EXTREME CAUTION WHEN ATTEMPTING TO DRIVE A CYCLOPS THROUGH LOST RIVER OR THE LAVA ZONES.
    c) Salvage: When exploring wrecks for blue prints and etc depending on the structure you may want to bring more air tanks, the more complex it is the more you bring. You can also use an air pump or cultivate brain coral.

[Exploring the Aurora]
  1. If you're feeling brave and have a rad suit, explore the area next to the Aurora between Lifepod 4 (close to the front) and the engines. You can pick up fragments for many useful things as well as extra Batteries, Disinfected Water, and if you're lucky, Powercells. (Don't go without a SeaGlide and don't do this before the Aurora's dark matter core blows!)
  2. Only fabricate the extra batteries you absolutely need -- once you explore the Aurora, you're probably going to have more batteries than you'll need for the rest of the game.
  3. Make sure you have a Propulsion Cannon for the Aurora visit. It's easier to simply dispose of Cave Crawlers than it is to stab them. (You might want to practice using the Cannon until you're familiar with its operation first, to include loading objects to/from inventory.)
  4. To fully explore the Aurora, you'll need a Laser Cutter and Repair Tool. A Propulsion Cannon would be handy, but not necessary. Need diamond? Keep following those Comm Relay quests..
  5. Pick up the upgrade modules found in the consoles in the Aurora.
  6. Use your repair tool in the Drive Room.
  7. There's a couple of different areas you can get to from the PRAWN bay - one underneath, one above (Living Quarters)
  8. By the time you reach the reactor (drive) room, you will almost certainly have already had your first encounter with a Bleeder. Bad news: there are Bleeders swimming in that room. Use your Propulsion Cannon to fling them against walls before fixing any leaks. (NEVER fling them against the reactors unless you want to have to make even more repairs to them.)


[FYI section]
  • You spawn in different locations for every new save you play. So if you notice that the starting area is a bit different, that's because it is! All spawn locations are still in the Safe Shallows, however.
  • There are -- currently -- many battery and power cell exploits, like how certain vehicles and the repair tool will make theirs up out of thin air. Might not seem much since when will you make doubles, but if you're interested in the auto-repair module late game, don't forget to take the repair tools' batteries out before you make it. Similarly, an extra battery can be gained by upgrading a battery-less propulsion cannon. And any battery and power cell you use in a recipe will be automatically recharged.
  • The Moonpool similarly offers an exploit. Charging a power cell through a vehicle in the Moonpool happens instantly (if the energy is available), while such can't be said for the power cell charger. If you're in a hurry, switch around power cells to get insta-recharge.
  • There is no specific order you have to acquire the vehicles in (Seamoth, PRAWN, Cyclops)
  • The game can be beaten without making a Cyclops
  • It's easier to find diamonds in the mountains than the grand reef.
  • The sparse reef is a great place to stock up on food before an expedition.
  • A couple of Reaper facts -- the Reaper Leviathan is seemingly based a lot on Oarfish and Sea Angels. Oarfish are the real life equivalent of the Reaper: a *huge*, long fish with a white body and a red mane running down its back that is actually thought to be the inspiration for legends of sea serpents. (They also have a complicated role in Japanese mythology, acting as envoys for a dragon empress in a deep undersea palace -- hmm... ) ||| Oarfish are 100% harmless though despite being distressingly large. They're quite beautiful too. Sadly they tend to beach themselves a lot especially prior to seismic activity. Then again, the Reaper's always had weird pathing issues too. They're also widespread, and can be found in both the Atlantic and Pacific Oceans, but are rarely actually seen. ||| Sea Angels are basically these tiny beautiful sea slugs that swim around in the water, looking almost like little beautiful ghosts. But they're actually floating ambush predators - when they see their prey, those all too familiar mandibles come out of their face and they grab 'em just as the Reaper does.


Tags: Essential, Subnautica, Newbie, Beginner, Tips, Guide, FAQ, Get Started

Thanks (so far) to @orobouros , @baronvonsatan , @DrownedOut , @Kyman201 , @kingkuma , @Higuide , @zetachron , @Jacke , @jeod , @Paw , @Midnight_Tea for contributing!


Problems with Blueprints/Fragments

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So I took an eight month break for school, but after I got an email about the recent update I dove back into the game (pun intended). I use to go to the mountain wrecks to get the plans for the modification station, but with this new save I picked up a few databoxes that told me my data was corrupted and now I can't seem to find any mod station fragments to scan. I checked BK, GR, and Koosh with no luck. Did they move the mod station fragments elsewhere? This is basically the only thing I need to start working on the end game portion. Thanks for any help/tips Subnauticans!

"Error loading SNUnmanagedData\Build18" after getting stuck on "Preloading Base" for > half an hour

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Received the following from @Darkexxod via PM since he can't start his own thread yet:
I would have made this a forum post, but I can't do so without commenting on something else for some reason, so I hope this method is ok. I, like many others, have been getting the "Error loading SNUnmanagedData\Build18" issue. In my specific instance, the game starts up fine, begins loading when I start a new game just fine, but gets caught on "Preloading Base"; the game will continue loading in this section for a little over half an hour, where it will then switch to displaying the error and "loading" until I close the game.
I've looked through much of the forums for possible solutions, and have already tried most of the things you've suggested of others. So far, I have tried: chkdsk, Steam validation, restarting the computer, deleting and reacquiring the Build18 folder, running as administrator, and reinstalling the entire game. Nothing has worked thus far, and I was wondering if you could offer any further help. I've attached the game's output log and a dxdiag, and can provide more information as needed.
Any help you can provide would be greatly appreciated!
-Darkexxod
dxdiag.txt | output_log.txt

Made a discovery with the Bioreactor

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So I was hopping into my humble little kelp forest base ready to install a Battery Charger for the first time, when I found that you can stick them on your reactor.

txpgv2v76dop.jpg


I pulled out my Builder as I was entering the room and as I started walking over to the wall I wanted to install it on the hologram turned up green as I was passing the Bioreactor. Is that intended behavior there? Because it looks downright silly :lol:

The Essential Q&A for Subnautica Beginners!

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So I got bored at school and decided: Hey, why not tell new Subnautica players how to Play?

UPDATES WILL HAPPEN INSTEAD OF NEW COMMENTS. WATCH THE THREAD FOR UPDATES.

So here you go! Some answers to commonly asked Questions. [WARNING: POSSIBLE SPOILERS]

Technical Questions:

Q: Why is my FPS so bad?
A: Try turning the Water Quality, Quality and/or Resolution down. They tend to cause more lag. If this doesn't help, then you may need a new CPU, GPU or Graphics card.

Q: My game has Visual and/or Audio bugs, how do I fix this?
A: Attempt to Validate all files. You do this by right clicking on the game in the Steam menu, then go to Properties. Click "Validate Files."

Q: How do I switch to Experimental?
A: Do the same thing you did for the last question, go to properties, but intead of going to "Validate Files" go to the Last tab, "Beta Programs." Set the current one to experimental.

Gameplay Questions:

Q: How do I get started?
A: Start by climbing up-top to gaze at the Aurora. Then go into the water and collect Titanium, Copper and Acid mushrooms. Make a Scanner, and you can go on from there.

Q: Where do I get more Titanium? I already mined all the limestone in the area!
A: Try scrap metal. It's all over the Kelp Forest Biome, and gets you four Titanium per scrap metal.

Spoiler Questions: (Will be hidden)
Q: Where do I find the first Alien Structure?
A: On the Mountain Island, which is to the side of the Aurora.

Q: Where do I find the first Degasi Base?
A: On the floating island, behind the Aurora and above the Grand Reef.

Q: Where do I find the second Degasi Base?
A: In the Mushroom Biome, located under the Grassy Plateaus (aka Blood Grass Biome).

Q: Where do I find the third Degasi Base?
A: Under the Grand Reef, In a cave area called the Deep Grand Reef.

Q: Where are all these places your saying?! I need a map!
A: Refer to the Bottom Spoiler.

Q: Where are the Alien Artifacts that I can easily get?
A: There are two located on the Mountain Island, and one in the First Degasi Base.

Q: Where is the second Alien Structure?
A: Located in the Lost River, which is able to be entered through the Deep Grand Reef or a few other entrances.

Q: Where is the third Alien Structure?
A: Located in the Inactive Lava Zone, in a Giant Volcano.

Q: Where is the final Alien Structure?
A: In the Active Lava Zone. There's a secret here. Wink wink.

Q: Where do I find all the alien caches?
A: subnautica.wikia.com/wiki/Precursor_Cache

Q: Where can I get cured?
A: The last Alien Structure, the Aquarium.

Currently Almost Up-To-Date Map Of Subnautica:
yor7djdf5hjb.png

Recent Update

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What is going on with the recent Xbox one update? It is like they took a huge step in the wrong direction. Constant FPS issues still, game doesn't save, lagging terrible and many other crashes. It is virtually un-playable.

Construction Sound ...

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What is with the really strange "yowl" and the the sound of a bucket of water being dropped, when ever I use the Habitat Builder??

It sounds like a Stalker being dragged through a little itty-bitty cave by it's tail till it pops!

:#

Spanish language mostly gone

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I just launched Subnautica to chek the last update and I've seen most of the spanish translation is gone. Almost everything shows it's english name or it's default code. Also conversations and text from PDA are now mostly in english, it looks like most spanish translation is not working for some reason.

Sorry if this was posted before (couldn't see) and I hope it gets fixed soon!

Markus James: Survivor Of Catastrophe

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Wow, another Subnautica story. I made it original and some stuff will be different. Of course, I will try to keep some parts accurate and nice. And not skip past details.

Oh also props to Grammarly for correcting a ton of errors I made.



Prolouge: A Light Heart in an Electronic Place.

The Aurora.

The electronic, slick vessel loomed in front of the Space Docks, a giant space station built in a ring around the earth. The Aurora was certainly not the biggest ship docked at this station, but it sure was much more beautiful than that other ship, "Bravo 584".

Still, the ship was just perfect. Many people streamed into the four airlocks near the front of the ship that had been opened. Some were denied for trying to enter with false information. Most were let in. Markus James was just another member of the Alterra crew. He was hired to help the Aurora on its maiden voyage.

Finally, Markus made it to the front of the line after three hours. He walked up to the guard at the door.

"Hello sir, may I please see some Identification?" the guard questioned in a calm tone.

"Sure, here you go," Markus said as he opened his PDA. His personal PDA was his prized possession, showing the many adventures and sights he had seen in the Alpha and Beta sectors. It had some fun games to play he downloaded off of MetaMiteGames and even logs of his three days stuck on Planet Cortex after they ran out of gas.

The guard checked the PDA information, then proceeded to smile. "Finally, an actual upper-class staff. Welcome aboard, sir!" he exclaimed as Markus walked into the airlock. After passing through it, he was greeted to a cargo bay labeled sector Epsilon.

Another staff walked up to him. "Hello sir, do you need any assistance?" she politely asked.

"Oh, yes! Do you happen to know the way to the Living Quarters from here?" Markus inquired.

The staff requested "What room number? I need to know which floor to direct you to."

Markus checked the official document on his PDA. "This file says... room 346. Where is that located?"

"Oh, on floor 56, down the hall to the right!" The staff responded.

"Ah, thank you! Have a nice day ma'am!" Markus thanked. As he began walking down some halls towards the elevator, he thought to himself: Man, everyone is so cheerful! I really picked a good job.

He soon arrived at the elevator. He clicked 53. 100 floors?! That's so many! he thought to himself.

Markus then arrived at the floor. He did exactly as told, went forward and took the first right. He read the numbers "339, 340, 341 . . . ah, 346!"

Markus entered to see four beds, one occupied. There were also four lockers next to the beds. According to the locker, Markus' bed was located in the back of the room, across from the occupied bed. He then saw the other person was awake, playing a game on his PDA.

Markus was shy with people he'd knew he'd have to stay with for a while, so he opened with a simple "Hello, sir."

The other man paused the game and looked at him. "Hello, roommate. How was your wait."

Markus replied with "Oh, long like it always is for these ships. Took three hours." He sat on the bed and pulled out his PDA.

The other man continued with "My name's Shawn Cross, and I'm guessing you're Markus James?"

"Yep, that's me," Markus replied. He started up a game called Block the Pipe. The game was a pretty average puzzle game, where you had to block the water flow.

"Hehe, nice to meet yah, Markus," Shawn stated. He too unpaused his PDA, continuing to play whatever the game was.

Markus laid there playing games for an hour before he finally realized it had been almost two days with no sleep. He knew he would need to start working within the next few days, so he finally chilled out for a bit. He lied down and watched some Videos other people uploaded to the Web. After watching a few funny videos on Epic Fails, Cats, and some other topics, he finally laid his head against the pillow and fell fast asleep. Little did he know, the trip wouldn't be as long as he thought.

Missing blueprint pieces. Literally.

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PC, Experimental Build 53837

Can't find any pieces of the drill arm. I've played this game through several times, so I pretty much know where everything is. I've explored every corner of every wreck and not found hide nor hair of a drill arm for the Prawn.

I know folks have had trouble finding all the pieces for something, or finding something you need early in the game in a place too deep to get to, and of course the blueprint progress disappearing, but this is the first time where I've found no pieces of something. I'm wondering if my game somehow spawned without the drill arm pieces.

Anyone else seeing something like this?

Nom's 3D Models

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@IronHorse @BeigeAlert This is mainly directed at the CDT. I'd like to do some hard surface modeling (and potentially modding) practice with NS2 concept art, but my collection of reference images is limited. Are there anymore of Cory Strader's concepts outside of the deluxe art book, Google Images, Pinterest, moddb, etc. that can still be publicly released? I'm looking for marine-related objects like weapons and props that aren't already in-game, but anything related to NS2/1 would be great.

Alternatively, does anyone know which real life weapons, industrial tools, etc. were used as inspiration for the marine designs?

"Diamond Crusade" : Subnautica Story Vol. 2

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Jacob Sand

Fourteen years. Fourteen years of waiting. We had waited so long for something to change for the better, but it never, ever did. Things either got worse or didn't change at all. It hurt to think that perhaps nothing would ever change, or perhaps it would change in a way that spelled disaster for all of us. It hurt that we could only wait, and it hurt even more that we were stuck this cycle; Sasha was depressed, and had been for the past decade-and-four-years. Everything had changed the day Ollos Silver took Jack Malla Corren from her hands. That was also the day that Zanos Millen was murdered, and the day when the Island Guard went from being a respected and feared force for good to a relentless group of mad and proud men and women. That first winter was the hardest by far, especially without Zanos to lead the survival efforts. Fortunately another Island Guard commander came along, as wise and strong as Zanos, and as respected. Dorriun Stopattys was an Obraxian war hero, who fought against the massacre. When the waters froze over, and times were looking desperate, he answered the call and stitched the Islanders back together.

Twelve winters later Sasha sent me and a small team of scientists and engineers on a mission that she promised would rid us of the dead for good. She recounted the Aurora Survivors tales, and decided that a northern pass fitted perfectly with one of his stories. If she was correct, down this cave system would be a ruined alien facility, designed to fight against the disease. If I was able to salvage parts from this facility I could be able to cure the bacteria once and for all. All Sasha gave me was a crew and her high hopes, and she set me off on my journey.

And lo and behold, she was right.

The facility looked like an enormous metallic die with tubes and pipes shooting out in every direction. Vines hung from every pipe and outcropping of metal and the ground beneath was strewn with loose plates of shimmering metal; a metal that a long-ranged scan couldn't identify. The Hydra parked as close to the rocky walls surrounding the base as our captain would allow, and I and five other men hopped into the sub's six dive suits and made out way out. One of the Hydra's swimsuits didn't have a working microphone equipped, but it did have speakers. We set up a game of poker to play on our way down to the facility, and Timmit lost that game. He would be wearing the faulty suit.

We all tread water just beneath the Hydra, stasis rifles in hand in case anything dangerous lurked about inside. The Hydra was bigger than the usual Cyclops; it had two extra turbines beside the first, each plated in grey, coarse titanium. It was also built to be more streamlined, and its hull was three inches thicker than that of a standard Cyclops. It was strange, because usually you would need an engineer to perform this job. Now, however, everything is done by machine, and a hacker needed to be set to the task instead. This was all fourteen years ago now,but it's something that I still find interesting.

All six of us tread in a large circle beneath the sub. "Trech, do you copy?" I looked at him opposite me.

"Loud and clear, Jacob," Trech smiled. Then he looked a Becky. "Beck, can you hear me?"

"Loud and clear as ever," Becky groaned. She turned to look at Brandon. "Brandy, you copy?"

"I can hear you just fine, Beck," Brandon grinned. "Amanda, do you read?"

"There aren't many good books out here, Brandy," Amanda tried to rub her eyes but instead pinched her visor. "Damn, that's annoying..."

"We've still got one more, Amanda," Trech grinned. Timmit looked around to Trech and promptly stuck his middle finger up to the entire circle, slowly making his way around so that nobody was missed.

"He can hear us," Brandon laughed.

I smiled. Then I looked up at the belly of Hydra. "Captain Luru , do you copy?"

"Loud and clear, Jacob," Luru assured down her mic. "Quickly, get in there. You've only got four hours of oxygen, so I wouldn't recommend getting lost in there."

"Nor would I forgive myself if I did," Becky looked back at the ominous metal cube in the middle of the cave. It sat there, and with every glance at it ripples shot up my spine. I tried to take my mind off of what could be inside, but counting to fifty didn't seem to be doing any good.

"We are also detecting predatory lifeforms in the area, but they appear to be sticking to the sea floor. Don't swim too far down and you should be fine," Luru said.

So we swam as quick as our legs and flippers would allow. We pushed our way forward through the water, which felt very thick and heavy in the area, and we eventually made it to an enormous entrance in the side of the facility. It was overgrown, and we could barely see inside. the vines and moss were covering the opening up pretty well, although there were some dim lights on the other side. "It's still getting power," I told Luru. "I can see the lights inside." Luru didn't respond, but I heard the clicking and tapping of a keypad on the other end of the mic. "Do we have permission to look inside?" I wanted Luru to talk to me.

There was silence for a good few seconds, but Luru eventually said "Of course, of course." She seemed very distracted, and it only took a brief glance sideways to know why. There was a blinding blue light at the other end of the cave. It looked like a vortex, swirling in the water, bubbles popping from its centre and floating upwards as far as they could go. There was purple in the flurry of light alongside the flashing whites and light blues, but eventually the light subsided. In its place was a creature, of the likes none of us had ever seen before. It appeared to be human, but its abdomen and torso were blue and translucent, and it wore a shell of purple tiles, and it had six long tentacles in the place of legs. Its eyes were red and its hands pointed like daggers near their ends. It only sat there, and stared at us.

"Another life form just showed up on the radar,"

"I can see it, Luru!" Brandon yelled. I saw Timmit say something, but I didn't hear the words. "What the hell do we do?! What's the protocol here?!"

"We stay calm!" I ordered. "We stay calm, okay?" The rest of the group raised their stasis rifles at it. It continued to stare at us with its four glowing eyes.

"We're running a long range scan," Luru informed. "I'll need it to stay in one place, so don't do anything stupid Brandon." Brandon didn't say a thing. We just sat there, and it just sat there, and we stared each other out.

Then the creature began to move forward.

"Amazing..." Luru gasped. "This creature's anatomy is something to behold. All of its cells are completely artificial; there isn't a cell in its body with a nucleus, heck, they don't even have mitochondria. This thing doesn't have nerve cells, either, so if you were planning on zapping it it won't work."

The creature was coming dangerously close, but I was locked in place due to my own fear. All I could think to do was observe the creature. It looked stunning, and it was hard to believe that it was artificial. Perhaps it was made by the same precursors who created this facility, or maybe an entirely different species altogether. It was extremely close to me now. "Get back," everyone said, but I couldn't. I and the monster stared into each other's eyes for longer than I felt comfortable with. It was a beautiful creature. What made it so extraordinary to me was that it was crafted by working, thinking brains. That meant something.

Then it began to rear back. Its spiked hands were held above its head, and its tentacles splayed out beneath it, looking like a propeller. The blue translucent parts of its body shone, and its eyes beamed a fearsome red. I pushed away from it and began to turn away, but it was too damn fast. It squealed an astoundingly high-pitched cry, and its two dagger-like hands pierced each side of my chest. I felt them erupt from my back. I felt no pain, and there was no blood, but when the creature took the weapons from my body there was a sting, then an ache, then a pain, and then agony. Blood erupted from the two wounds like geysers, and I yelled, and heard everyone yelling down their respective mics. They called my name. "You purple fuckin' bastard!" I heard Brandon shout. I heard the shot of a stasis rifle, and saw a flash of blue from behind me. I covered both of my front-side wounds with my hands, but there was nothing I could do about the two holes in my back. I heard Brandon's and Amanda's dying groans flood the mic, and I heard Becky and Trech start to make their way back to Hydra.

"Jacob!" Trech yelled. "We're coming back for you!"

But there was no going back for me. I could feel my arms and legs becoming weaker, and the blood rushed from my brain like a tidal wave. Salt water was flooding my suit and it made the whole ordeal that much more unbearable. My vision began to blacken. I could no longer feel my fingertips, nor could I feel my toes, nor could I feel my head. I turned around to see Brandon and Amanda's dead body, and the monster send its daggers through Trech's stomach. He groaned down the mic, and Beck yelled. The water was red and full of bodies, and in the heart of all of it, only half visible from behind the slowly rising blood, was the monster that had caused it.

"I'm back at Hydra!" Beck yelled. "I'm boarding a Seamoth to come get you! Jacob, do you copy? Jacob? Jacob?!"

Darkness.


Flagship Eclipse act 2:
Diamond Crusade

Read Flagship Eclipse if you haven't already
(Although I'm writing this story in a way that you can read it without having to have read Flagship Eclipse)

What is up with the Mushroom Forest?

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Why do the mushrooms spawn so poorly? They are static terrain objects....what about them makes them so taxing to display, and why don't they fix this?

I have an Asus Rog laptop....i7 3.50ghz turbo 16 GB RAM and an NVIDIA 980M. I can play most things on high graphic settings, yet no matter what I do the Mushroom Forest spawns like a turd....

Also, where are all the mineral deposits there? Other than Lithium being all over the darn place the only Basalt Chunks were in the big mushroom with the cave in it....

The Wiki says there are supposed to be minerals at the base of some mushrooms or at the top of them, I have slowly and carefully scoped out many mushrooms top to bottom, and other than lithium deposits it's a pretty worthless biome as far as breakable mineral deposits go....

Phantom lava and lukewarm lava in ILZ, analysis and fixes

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You might have noticed buggy lava in ILZ where you're damaged by standing on things that do not look like lava and also can stand in some lava without taking damage. I debugged and fixed both of these, details for how to fix them follow.

Here's an example of the first type, the phantom lava. Note how the prawn takes damage from nothing:

https://www.youtube.com/watch?v=w-_BPvhAMjI

The issue is in TemperatureDamage.OnCollisionStay(). The MeshRenderer for the VoxelandChunk I'm on in that video has the following materials:

lava04tolava09 (instance)
lava03 (instance)
lava04 (instance)
lava05 (instance)
lava06 (instance)

The 'standing in lava' check looks for any material containing the string "lava09". That matches "lava04tolava09 (instance)" and after a raycast to see if I'm colliding with it passes it thinks I'm in lava. It likely should be matching that lava09 one exactly instead as lava04tolava09 doesn't look very lava-ish to me. Here's a video of that same area where I'm having the game draw 1m tall green spikes that linger for 10s along the raycast hit showing the locations that it considered to be lava due to the lava04tolava09 material matching "lava09":

https://www.youtube.com/watch?v=_kqIob5QrT4

Now about the second type of buggy lava, the kind you can stand in but not take damage. I'll use the same green spikes as above and walk across some "real" lava as an example - note how the game isn't considering a big patch of lava to be lava (no spikes indicating a raycast hit on lava):

https://www.youtube.com/watch?v=1-BHrDGu414

Standing in that patch you see the missing spikes on I take no damage, I'm not considered to be in lava here:

https://i.imgur.com/tx44APh.jpg

The materials at this point are:

lava04tolava09 (instance)
lava03 (instance)
lava04 (instance)
lava09 (instance)

Note how it has both lava09 and the lava04tolava09 as before but now neither are matching. In fact, the raycast doesn't intersect any of these, I'm effectively standing on nothing. So that's our second bug, a problem with the raycasting. This turns out to be a precision issue as the ray is being cast from the exact point of the collision into the ground and it will thus sometimes be treated as slightly below the ground. By hoisting the starting position of the ray out of the ground by 0.1m in the opposite direction (and lengthening the max distance from 0.3 to 0.4) it intersects both lava04tolava09 and lava09 as expected.

So let's put it all together and try out both fixes and see how it plays:

https://www.youtube.com/watch?v=T0sQtbPgSGk

No more invisible lava, and no more lava you can stand in. Note that the few remaining gaps aren't dead zones as before, they're likely the prawn skipping across the landscape. You can see that when I walk through one gap near the end that it does register as lava.
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