Quantcast
Channel: Recent Discussions — Unknown Worlds Forums
Viewing all 42799 articles
Browse latest View live

[BUG/EXPLOIT] Infinite Gel Sacs

$
0
0
This is a fairly minor bug in the greater scheme of things, but it's still something that should probably be fixed.

If you strike a gel sac with a knife, you get a spore out of it. If you strike it three times, you kill it, but you have three spores you can plant.
You can pick a gel sac up as an item. When you put it back down, it doesn't save its 'injury' status.
So! Strike a gel sac twice. Pick it up. Replant it. Strike it twice. Pick it up. Replant it. Strike it twice. Pick it up. Replant it. Et cetera.

My recommendation for fixing this: just make a gel sac react the same as other plants you can pick up (like marblemelons and the mushrooms): when you strike it, let it die instantly, but give you all three/four of the spores at once. It seems it would be the easiest fix.

Alternatively, make it so once you pick a gel sac, you can't replant it; you need to cut them for seeds to plant if you want to grow it in your plant beds.

Latest (Press) Build: can attach compartments over Reinforced panels (should say decon Reinfo first)

Bigger Icons in the Fabricator Menu

$
0
0
I find the fabricator icons a bit on the small side, especially in the food and gear sections when you start to collect a large range of craftables. For the larger arrays even if the base size stayed the same, maybe making it show in two rows instead of one would help

Multiple players affected by crash on save game load from stack overflow PowerRelay.GetMaxPower

$
0
0
Hi devs!

Since the 1.0 'go live' update, I cannot load into any of my saved games. When loading them, I spawn a few inches off the ground, drop to the ground and the game immediately crashes on contact with the floor. After reviewing the logs, the main offender seems to be this in all cases:

StackOverflowException: The requested operation caused a stack overflow.
at PowerRelay.GetMaxPower () [0x00000] in :0
at PowerRelay.GetMaxPower () [0x00000] in :0
at PowerRelay.GetMaxPower () [0x00000] in :0
at PowerRelay.GetMaxPower () [0x00000] in :0
at PowerRelay.GetMaxPower () [0x00000] in :0
at PowerRelay.GetMaxPower () [0x00000] in :0


There's another following 500ish repeating lines of this after that, ending with the line: "(Filename: Line: -1)". And yes, video and sound drivers were updated, game cache integrity was checked through steam too before posting here.

Based on other people saying in this thread here, it appears to be a fairly common new bug. Most of us have put a lot of time into these saves, so we'd really appreciate it if you can find a speedy solution to recover these games.

[Build 0.6.5] ns2_prison (13/01-2018)

$
0
0
Map has been published on the steam workshop, click here: https://steamcommunity.com/sharedfiles/filedetails/?id=1267752913 MOD ID: 7f8f8e6
LATEST CHANGES; 13/01-2018.
- Remade almost all of the remaining greybox, for a new re-release of the map.
- Added a new vent from General population, to contest arc'ing from a new side room.
Minimap:
ns2_2018_01_13_13_39_23_08.png
    I started work on it in december 2012, and I am now detailing the map, for a final release, please continue to provide feedback, to ensure that the map will work it's best, when that day comes!
Roadmap: This road map is made for you and me, so that it's easier for both parties to have a view on what's left to be done and how far the project has come.
Project started the 22/12-12
ALPHA/BETA: Greybox, balance, timings and detailing of team starts (North & South static), state: completed after 1 major rework destroying 250 hours, total process up to this point is 600h over the course of 1 year and 3 months.
0.1 - Detailed Surveillance, completed @ 10/05-14
0.2 - Detailed Quarry, completed @ 23/05-14
0.2.5 - Detailed Med. Bay, completed @ 04/06-14
0.3 - Detailed Cantina, completed @ 26/06-14
0.3.5 - Detailed Checkpoint, completed @ 11/08-14; Detailed the art piece, completed @ 24/08-14
0.4 - Detailed Isolation, completed @ 13/03-15
0.5 - Detailed Armory, completed @ 30/03-15
0.6 - Detailed Ventilation, completed @ 22/06-15
0.6.5 - Relaunched the map with new greybox, completed @ 13/01-18
    0.7 - Detailed Generator
    0.8 - Detailed Laundry
    0.9 - Detailed vents across the entire map and other small features.
    1.0 - Detailed General Population and it's 4 connections to the rest of the map. Optimized final lightning and performance thresholds for final release.

Thanks for all the support so far :) ns2_2018_01_13_13_51_06_15.png

Cyclops Battery and Powercell Chargers now use power at a 1:1 ratio on Experimental Build

$
0
0
Saw this on the Subnautica subreddit. Battery and Power cell chargers now use power at a 1:1 ratio

There's no longer a power efficiency in charging Batteries and Powercells on the Cyclops to effectively give infinite power.

I just set out for my run to the Aurora in the Cyclops from my 4-Biome Base and confirmed this while stopped. Currently Experimental build May-2017 48390.

So we're going to need spare Powercells on the Cyclops. Powercell Chargers in Bases. And it's kind of pointless to put Powercell Chargers on the Cyclops as it just moves charge between Powercells. Maybe 1 to shift charge and a Battery Charger to charge Batteries, although it's better to charge Batteries with the Swim Charge Fins.

EDIT: Here's a post from reddit reporting the measured power consumption of the current Experimental Cyclops.

https://www.reddit.com/r/subnautica/comments/6erlja/test_results_of_cyclops_energy_consumption/

Important things

$
0
0
Important Things:

- Bouncy Jelly Shrooms (for fun with PRAWN)

- Fish Breeding (for preserving the ecosystem while still having food source)

- Cuddlefish smart enough to not swim in front of PRAWN drill

- Cuddlefish Tasks; I.e. commands like 'go around and help me gather quarts'. (Taking your Fish on walks and playing with it will have it 'Level Up'. Once leveled, it can be given commands by the player. This could work a few ways:
1: left clicking on it and opening a menu that has three different bubbles; one says "Tell fish to wait", one says "Tell fish to follow" and then a tab titled "Commands". If you click on the commands tab, you get an interface like the one in the Scanner Room where you can select a resource in the area, and the Fish will depart (cutely) and come back a little bit later with the resource.
2: Once the player begins to harvest a certain resource in an area, the fish will begin nosing through sand and grass and stuff, and then come back to the player with some of whatever they were collecting. It wouldn't be a command, the fish'd just
play 'Simon Says' basically. )

- Fish Trapping

- Better Aquarium Fauna (to make large containment modules prettier)

- Sand Shark Ambush animation (think Webbegong shark)

- Easier Vegetarianism (more substantial plants. Perhaps edible coral)

- Culinary Expansion (giant shroom slices sauted in fish fat with a hint of acidic mushroom with a stalker marrow broth? Sounds good to me.)

- Advanced Power Cells

Subnautica Public Chat Room! Come join the Playtesters, Devs & Fans!

$
0
0
Hi all!

We've created a new chatroom so we can all talk together in real-time. All the info is now in this thread:

http://forums.unknownworlds.com/discussion/139138/new-subnautica-chatroom

Thanks everyone for being so vocal and supportive of Subnautica! We really do appreciate all the tweets, posts and videos made of our game. You guys help us make Subnautica better. We can't wait to see you! :)

-Obraxis
Subnautica Animator

Important Problems

$
0
0
The idea is to have all of the most prominent, (prominence does not mean seriousness,) problems and/or bugs in one document, rather than scattered all over the forums.

Why I find Subnautica unsatisfying in the long run (spoilers)

$
0
0
I'm dreading posting this, so I want to start by saying that I love this game. I burned myself out on it last summer and have only played in short bursts since, but this game sits in my heart as one of the greats (and it's not even in full release yet). I want to jump back into it as soon as I can and experience all of the changes that UW have made in those six months.

But there is one problem with this game that really bugs me. It may just be a personal thing so feel free to completely disagree, but I find the game very unsatisfying in the long run. It has some glaring issues regarding the expansion of this universe that will leave me wanting so much more after the game ends. Again, these issues may be personal, but I think it would be healthy to get these thoughts out there.

The game starts with you jumping into a life pod and ejecting out of the Aurora. The Aurora explodes, the life pod lands in the ocean and you are left on your own. As you look at the enormous ship on the horizon you may start to ask questions like Where did that ship come from? or Did I have any friends on that ship that I should be worried about? or How developed is humanity? Can they create ships as big as moons or is this ship the largest they can construct? And although you do find out that there were other people on the ship and you read their stories of the crash, you fail to discover whether your character knew them personally. You rarely even hear any mention of where they came from; you only hear about their lives during and after the crash. All you know about them is what they were like and what they did just before and during their time on 4546B.

When you journey to the Aurora you find it irradiated and burning. There are no corpses in sight; only broken technology and PDA diaries. This detracts from the emotional weight of the Aurora crash substantially. I know they were trying to keep an age rating, but this ship doesn't feel lived in at all. There is no sign of human life other than their scattered PDAs. The emotional impact of something is directly affected by your involvement with it; when all I have that links me to this crew is PDA entries it doesn't get me invested. Sure, it's sad that they died, but it doesn't bring with it any real emotional impact. The most emotional part of Subnautica is by far (and spoilers) the Emperor's death and the hatching of her young. You feel something when she dies, and this is because we met her, we interacted with her, we knew her motivations and her struggles and we helped her overcome them. If we were given text that just told us that the Emperor had died and her young had hatched the emotional weight would be nowhere near what it is now.

And this is a recurring theme in Subnautica and my problems with it; I feel a lot more invested with the planet than I have ever felt with Alterra or the Federation. I am constantly interacting with the planet and its creatures, I am constantly watching them interact with each other. I love this planet and everything on it because I've spent hundreds of hours exploring, seeing and interacting with these creatures and everything like that. I haven't seen the Federation or my crew mates in-game so I feel nothing for them.

And here's where it all falls apart for me. This is the main point of this post so I guess I'll just put it on its own line in bold with italics and all that:

What I feel as a player contradicts what my character feels. Our motivations don't align.

When it comes down to it, your character's motivation is to leave this planet and return to Federation space, but you never feel the urge to complete this task as you don't know what your character is going back to. Your main reason for playing this game is to explore and experience the world that you've found yourself on, whilst also building vehicles and bases to suit yourself. There's a real disconnect between the player and the character in this game and it bugs me. In, say, Portal, Chell's task is to escape Aperture Laboratories and maybe kill GLaDOS along the way. You as a player are playing the game to do puzzles and solve them, and you feel a connection with the character because there's sympathy there. You are programmed to hate GLaDOS and see her as an enemy like Chell does, and you want to reach and kill her in the same way as the character. You could even take a newer, simpler game like Enter the Gungeon. The characters you play in that game have a sole task: fight through the Gungeon and acquire the artifact at the end. You as a player have that same motivation because it lines up with your gameplay (that being shooting bad guys, becoming stronger and progressing through the levels).

This is Subnautica's biggest weak point for me; you and your character have very different motivations for doing what they do. The character would B-line for where the plot asks him to go so that he can escape the planet whereas the player wants to explore and get to know the world they're playing in. It doesn't line up and it detracts from the experience, as I'm constantly left asking myself: Why is my character exploring the Grand Reef and looking for titanium to build a base when he already has the necessary equipment to get the the Prison? In this case I either, begrudgingly, go to the prison as it's what my character would do, or I would continue what I wanted to do and still feel that disconnect.

To conclude this, I love Subnautica. I honestly can't get enough. The gameplay is great, the creatures are fantastic and the concept is innovative and fun. The development team is doing an amazing job at fleshing out this world and everything on it. The only problem is that me and my character both have staggeringly different motivations. I play to experience the world that is being presented to me and explore it and discover more about it, but my character wants to get off as soon as is possible, to return to a Federation I know nothing about. This may not be a big problem for many out there, but for me immersion is key. It's difficult to put my mind inside a character who wants completely different things to me.

But that's just my opinion. The disagree button's there if you don't really think I'm on the money.

Other Survivors (DLC/After 1.0)

$
0
0
Having a message waiting for you on the radio feels exciting, but the messages you receive are limited. So, it might be interesting to add 1 or 2 other survivors.

The survivor interactions and behaviour would be basic. The survivors could live on one of the islands, and after an initial encounter they could relay a generic message every 5-10 hours. The messages could be general observations/comments. Or, maybe a specific trade could be requested.

"Hey, how's it going? We found a diamond in the mountain. If you have a Ruby, we'd like to trade. Come see us!"

"Hey, it's us again. We have a few seeds available if you want to trade a med kit. See you around!"

"Just checking in; we're still surviving. Good luck out there!"


etc.

To maintain a lone-survivor experience, the island survivors could reject the idea of going into the water. The only occupy a small area, while you adventure the depths of the Subnautica world alone. Could be something optional (a DLC etc.) which the player could opt-into. Thanks for reading. :)

Floating Storage Disappeared....about 10 of them...

$
0
0
After this latest Cute Fish Update all my floating storage is gone.

I had created about 10 floating storage containers near my starting lifepod before building a base. Many of them were full of resources I had been gathering since I started playing. One was full of my First Aid Kits, one full of gold, one full of silver, one full of fish, several full of various plant seeds and fish eggs....they are ALL GONE.

I know this is early access and "expletive happens," but seriously? From reading old bugs it is obvious floating storage disappearing has been an ongoing issue, are you guys EVER going to address it?

This is not a very pleasant situation for me and I am VERY unhappy that this happened....

MARINE JUMP broken since today's patch

$
0
0
Hello I am really sad because your patch broke the mechanic most dear to me in this game - marine movement.

The problem is as follows: your marine, since today's patch, now always makes sounds on the initial jump. You can be standing still or moving, crouched or standing up, you will always make noise on the INITIAL JUMP. Here I need to clarifiy, since a lot of people are having trouble understanding my concerns, there are 2 different sounds connected to jumping: the sound you make when you press space, right as you lift off; and the sound you make when you land on the ground. Those two are very different in terms of impact on the game and in their ways of reproducing them.

The way it used to be you could do a lot of SILENT jumps, moving around the map SILENTLY, for example speeding up movement in vents, jumping up props, and basically just getting places you'd otherwise not get to, faster than just crouching, and that silently. There is more to this than just the initial jumping mechanic, the way you land factors in a lot whether or not you make noise with a jump, but that is not something I want to write an article about right now.
I really just want to put this out there right now and see if the devs have anything to say to this, if this is an intentional or unintentional change and see if we can get some answers.

Because the way this is right now I can't play the game if yet another skill-mechanic is just SILENTLY taken out of the game by the devs, whether it was intentional or not.

There needs to be a serious QOL improvement in this game when it comes to crafting...

$
0
0
Anything in storage bins, lockers etc, needs to be able to be pulled from.

So when you go make something (ESPECIALLY with the builder) it should pull directly from your lockers. This game isn't realistic by any means of the imagination (creating things out of thin air). So this QOL improvement would go a LONG way.

I have been playing this game from SUPER early access, and honestly the most boring thing about this game is going back to your lockers or your base to get ingredients. Have it where it can be PULLED from the lockers.

I hope this gets MOD support because this is the first thing that needs to be done.

the cuddlefish

$
0
0
5eid6yjljj8i.png
fucking W H A T
i wanna take him with me

Creature-Base bugs

$
0
0
Specimens in alien containment glitch out of module. Cuddlefish can be glitched through walls of base by interacting with them from inside. What you get is a flying squid fish.

Base control panel

$
0
0
What do you think about a control panel you can put in base for control light, oxygen, pressure, door lock etc ... This panel will show an holographic map of your base like the Cyclops and will be updated when you put an other base part. It will be really cool for the after v1.

Should Subnautica have legitimate flying creatures?

$
0
0
Yes I know of the little things that fly in the air but I mean something else, something bigger.

Isolated crash (so far)

$
0
0
No particular context, just gliding around

Night time not pretty enough - Avatar

$
0
0
The day is very beautiful and great to look at from within your base but the night is a bit too dark. Its just a black window from within base.
Even in the shallows the bio-luminescence is too low.
Something I noticed is that the light from existing luminescent is not reflecting onto the ground/water around the plant/animal. Would be awesome if flora and fauna would be closer to the movie Avatar.

My wish would be that a flashlight is not required while swimming through the shallows at night. Even the moons lighting coming through the water could be increased...
Last screen shot is of a Unity light reflection demo which should be implemented?

See below some screenshots:

Day time screenshot
2017_12_26_00001.jpg

Night time:
2017_12_26_00002.jpg

Night time in Shallows with Full moon
2017_12_26_00004.jpg

Avatar - PANDORA night time
pandora_night_2000x1333.jpg

Having a play around myself with lighting this looks 100% better to me:
Upped the Contrast and also lightened up around glowing objects. Also lightened surfaces that the moon light would brighten naturally...
undersea_example.jpg


Unity Graphics engine light reflection demo
tutorial-image.jpg


Viewing all 42799 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>