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Changes

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Now I'm hurt they went and changed Avery Quinn's voice

Put base hull strength up beside base power for v1.0?

[BUG/EXPLOIT] Infinite Gel Sacs

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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.

ns2_fusion

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I've finally got my next map playable - ns2_fusion
It's a relatively small, simple map, but I'd love to get some feedback on how it plays.

Workshop link: Removed

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MARINE JUMP broken since today's patch

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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.

Could I have some sound source files please?

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I would like to speed up the machine gun reload sound, change marine and skulk walking sounds, and fix the rifle sounds. Would it be possible to get the sound source files for those? Thank you.

VR status

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With the PC release of Subnautica imminent, what is the status of VR?

It appears work is continuing at a limited pace, but is still very rough around the edges. However, if it is not functional and immersive on day-one, this needs to be made clear on the Steam website. Doing an official VR release post-1.0 is a reasonable alternative.

P.S. With polish and controller support, Subnautica could become a must have for any VR player.

biomes outside the void

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Going strait west in a cyclopes no cheats just 6 ion power cells a shield to see how far I would get before dying (just because). I looked at my radar and no one was chasing me. Open F1 and it says I'm in the crash zone about -2500 100. I fix the damage and keep going then it says I'm in mushroom forest -3000 280. Then I came here.

Grassy plateaus at -3500 280
Kelp Forest -4000 300
shallows -4050 300
more kelp at -4300 300
Wait is the biome map just repeating here?
No more mushroom at -5000 300 its not the map
All my markers are pretty much one dot now

Stabbing Amoboid whatevers in the Lost River by the Leviathan Skeletal Remains yields Creepvine samp

Music randomly cuts out at times

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I don't know how to repro, maybe someone else can chime in? You can see it in CohhCarnage's stream.

[Build 0.6.5] ns2_prison (15/01-2018)

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Map has been published on the steam workshop, click here: https://steamcommunity.com/sharedfiles/filedetails/?id=1267752913 MOD ID: 4B905FD1
LATEST CHANGES; 15/01-2018.
- Further changes to General Population:
* Now has a walkway across the upper level.
* Lowered the "channel" in the floor, so skulks can go under the runway.
* Lowered the ceiling in two locations.
* Removed the no clip doors near General Population, just one solid door now for the room exit.
* Raised said hallway to General Population's ceiling and made comm able to drop items into it.
- Removed the hanging rock in Quarry and replaced it with something else.
- Adjusted location names on the mini-map, some were badly placed.
- Made the external vent exit piece and the rocks outside alien spawn not visible on the map.
Minimap:
ns2_2018_01_15_19_30_43_09.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_15_19_15_02_28.png

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. :)

Seamoth invulnerable on exit exploit? CohhCarnage's 'moth should be toast, see clip:

Make Ladders retractable when in front of accessways

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Make ladders retract, and click to lower, click again to climb. This would be an ideal solution for ladders going up when in front of hatches / corridors as then the ladder is out of the way until needed. Also, be careful if there's another ladder right under it code-wise (you guys know what I mean and if it's applicable here or not).

MoonPool seems to prevent Multipurpose Room placement anywhere near it (see details)

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As seen in CohhCarnage's stream. The MPR should have been able to be placed easily, and I-corridors could be placed, but MPRs could not.

Didn't nab a clip quick enough, sorry. Can add later when it hits YouTube.

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

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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.

Important Problems

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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.

Extracting item values from the game

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Hi, I'm working a project and I'd like to gather as many item based values from the game. Including things like how much energy items provide, names, descriptions etc.

The wiki and obviously in game information is somewhat helpful in this but I was wondering if there were any better ways to get at this information?

Funny Subnautica pictures and memes

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Behold: Our new Escape Rocket:

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Picture is from Kuri, a Playtester from Subnautica

Alternate ending confirmed!
Just make 4 billion pipes and build your way out of there with your Life Pod or test it with the Aurora.

Let's build your own Lifepod Treehouse with the command „item pipesurfacefloater“ in Console!

Game crashes while loading chunks

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