The mobile vehicle bay takes the materials and nothing happens. I have tried verifying files rebooting. trying different save files. no change.
↧
Can not construct rocket base
↧
Assign Power system priority
So on my current play through, I have a rather large sprawling base. Power system consists of 1 nuclear reactor, 1 bio reactor and 4 solar panels(soon to be more though).
After analyzing the usage of power by my base i saw that the nuke reactor was struggling to charge up. I do have 4 water filtration systems active so yeah. But my first thought considering it was night was that the solar array had been drained, but its at full charge. The bio reactor is also at full charge.
What my idea is consists of setting up a way to manipulate what power systems the base draws power from first. Uranitite is still one of the more rare materials you can find and once the maps supply of the material is used up, that's it its gone and your nuke reactors will run out of fuel before long. Biomatter is a regenerating resource in that as long as you keep one plant for making seed and use the rest as fuel your bio reactors can run forever, despite their slow charge.
As for solar, they actually stay charged through the night because everything is running off the nuclear source. Anyway, what would be a bog boon for my base would be if i could configure the power system to use the solar energy first, then once that is gone, use the bioreactors, and when those fail to keep up, go to the nuclear reactors.
Right now as far as I can tell the power system usage priority appears to be
1.) Nuclear(if present)
2.) Solar
3.) Bio Reactor
After analyzing the usage of power by my base i saw that the nuke reactor was struggling to charge up. I do have 4 water filtration systems active so yeah. But my first thought considering it was night was that the solar array had been drained, but its at full charge. The bio reactor is also at full charge.
What my idea is consists of setting up a way to manipulate what power systems the base draws power from first. Uranitite is still one of the more rare materials you can find and once the maps supply of the material is used up, that's it its gone and your nuke reactors will run out of fuel before long. Biomatter is a regenerating resource in that as long as you keep one plant for making seed and use the rest as fuel your bio reactors can run forever, despite their slow charge.
As for solar, they actually stay charged through the night because everything is running off the nuclear source. Anyway, what would be a bog boon for my base would be if i could configure the power system to use the solar energy first, then once that is gone, use the bioreactors, and when those fail to keep up, go to the nuclear reactors.
Right now as far as I can tell the power system usage priority appears to be
1.) Nuclear(if present)
2.) Solar
3.) Bio Reactor
↧
↧
Don't touch that move rate
It's relatively common knowledge in the server operator community that you probably shouldn't change the tick rate, move rate, or send rate of NS2 (The server browser pops up a warning when players try to join a server with non-default rates). The reasons were never very clear to me, but after some testing it seems that some of NS2's code is rate-dependant. I've tried various rates and found that certain things are significantly impacted by changes to move rate.
For example, I can unload the pistol mag with a scroll bind in 1.4 seconds at the default move rate of 26. If I decrease the move rate to 21, that number seems to jump up to around 1.8 seconds, which in most NS2 gameplay is a significant decrease in effectiveness. It feels like shooting in molasses. But if I go in the other direction and increase the move rate up to 52 (double the default rate) I was able to empty the magazine in around 1.1 seconds.
I've found other issues relating to the "flinch" effect and the minigun heat, but I haven't investigated this too much.
For example, I can unload the pistol mag with a scroll bind in 1.4 seconds at the default move rate of 26. If I decrease the move rate to 21, that number seems to jump up to around 1.8 seconds, which in most NS2 gameplay is a significant decrease in effectiveness. It feels like shooting in molasses. But if I go in the other direction and increase the move rate up to 52 (double the default rate) I was able to empty the magazine in around 1.1 seconds.
I've found other issues relating to the "flinch" effect and the minigun heat, but I haven't investigated this too much.
↧
Crashing launching or playing Subnautica? Follow these steps to make a good crash support post!
Hey guys!
Subnautica is currently in Early Access and as such you may from time to time encounter bugs and in the worst case, crashes. If you have issues with stability of Subnautica, please post your issues with as much detail as possible (video/screenshots/descriptions), followed by the following requested information:
Example Topic Title:
[Crash] Open my Locker and Crash! [Version Number]
1) Please run dxdiag.exe (search windows for it) on your systems and hit the button 'save all information' in the bottom right. Save this file for later.
![LHmLsSd.png]()
2) Navigate to your Subnautica Folder in Steam (should be steamapps\common\Subnautica)
3) Open the Subnautica_Data folder and grab a copy of 'output_log.txt'
![PJAwuF0.png]()
4) Upload all the text of these to something like http://pastebin.com/ and post the public links to them with your forum posts.
These 2 files will GREATLY help us in tracking down issues with Subnautica. Thanks!
Crashing launching or playing Subnautica? Follow these steps to make a good tech support post!
Edit by Jonas:
We've also got a very similar guide with pictures for each step on Steam.
And as in every good tech support:
Subnautica is currently in Early Access and as such you may from time to time encounter bugs and in the worst case, crashes. If you have issues with stability of Subnautica, please post your issues with as much detail as possible (video/screenshots/descriptions), followed by the following requested information:
Example Topic Title:
[Crash] Open my Locker and Crash! [Version Number]
1) Please run dxdiag.exe (search windows for it) on your systems and hit the button 'save all information' in the bottom right. Save this file for later.

2) Navigate to your Subnautica Folder in Steam (should be steamapps\common\Subnautica)
3) Open the Subnautica_Data folder and grab a copy of 'output_log.txt'

4) Upload all the text of these to something like http://pastebin.com/ and post the public links to them with your forum posts.
These 2 files will GREATLY help us in tracking down issues with Subnautica. Thanks!
Crashing launching or playing Subnautica? Follow these steps to make a good tech support post!
Edit by Jonas:
We've also got a very similar guide with pictures for each step on Steam.
And as in every good tech support:
- Please make sure that your Windows is up to date.
- Please make sure that your drivers are up to date.
- Please make sure your PC meets the minimum system requirements.
- Please close all other applications before starting the game.
- Have you tried turning it off and on again?
↧
NS2_Altair

After a couple years, I decided to dig out my old unfinished graybox of the map. I chopped it apart and glued it back together, partly because @SamusDroid wouldn't leave me be. If you played NS1, you probably will recognize some of the places. Most of the geo is converted/rebuilt.
Anyways, here's a graybox.
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↧
Worked at first. Now crashing every time. Dirextx 11?
Hi everyone!
I bought the game a few weeks ago and the game worked fine for the first day. No issues. Playing at high quality. Then I tried loading it again the next day and suddenly, within a minute to five minutes, the game would freeze and either crash my computer or force me to hard reset. There is no clear cause. I can be looking at the PDA, going up and down the stairs, or just standing/floating still looking at the scenary doing absolutely nothing. There is no drop in frame rate, no choppiness in quality. The game runs and looks perfect and then suddenly freezes. I've tried changing the settings. High quality, low quality, resolution, etc... nothing matters. It still crashes. My computer is not overheating. My computer is actually brand new as of a month ago.
Specs:
Alienware 13 R3
CPU: Intel (r) Core(TM) i7- 7700HQ CPU @ 2.80GHz
RAM: 16256 Megabytes
GPU: NVIDIA GeForce GTX 1060
GPU RAM: 6046 megabytes
OS: Windows 10
I've tried uninstalling and reinstalling. I tried verifying the game through steam. I wanted to wait until full release to see if it had any affect and just tried the game again and it froze within 2 minutes of loading.
Any ideas? Could it be that Windows 10 uses Directx 12 instead of 11 which is a requirement for the game? Has anyone else had this same issue? I'm at my wits end so any help would be appreciated! Thanks!
I bought the game a few weeks ago and the game worked fine for the first day. No issues. Playing at high quality. Then I tried loading it again the next day and suddenly, within a minute to five minutes, the game would freeze and either crash my computer or force me to hard reset. There is no clear cause. I can be looking at the PDA, going up and down the stairs, or just standing/floating still looking at the scenary doing absolutely nothing. There is no drop in frame rate, no choppiness in quality. The game runs and looks perfect and then suddenly freezes. I've tried changing the settings. High quality, low quality, resolution, etc... nothing matters. It still crashes. My computer is not overheating. My computer is actually brand new as of a month ago.
Specs:
Alienware 13 R3
CPU: Intel (r) Core(TM) i7- 7700HQ CPU @ 2.80GHz
RAM: 16256 Megabytes
GPU: NVIDIA GeForce GTX 1060
GPU RAM: 6046 megabytes
OS: Windows 10
I've tried uninstalling and reinstalling. I tried verifying the game through steam. I wanted to wait until full release to see if it had any affect and just tried the game again and it froze within 2 minutes of loading.
Any ideas? Could it be that Windows 10 uses Directx 12 instead of 11 which is a requirement for the game? Has anyone else had this same issue? I'm at my wits end so any help would be appreciated! Thanks!
↧
**SPOILERS** - Disappointed with that f***king door in Aurora's PRAWN bay!
Ok guys,
I'm feeling extremely disappointed with that door on the high wall of the PRAWN bay. More than that, I'm feeling betrayed.
![6BfUWQs.jpg]()
First time I got to it and the door didn't open, I figured: "Hey, it hasn't launched yet. They will certainly put an easter egg here, maybe a hidden achievement". Then I got to it and BAM, locked!!
Also I was clipping through the wall beside it, but I'll post it on the appropriate forum soon.
Now, I'm posting here on the Ideas and Suggestions because that door has everything to become a nice bonus cache.
It clearly looks like it was supposed to house something and it was kinda abandoned midway through development.
So my suggestion is, put something behind that door. A few cosmetic items, a voicelog and maybe an achievement.
These details go a long way.
I'm feeling extremely disappointed with that door on the high wall of the PRAWN bay. More than that, I'm feeling betrayed.

First time I got to it and the door didn't open, I figured: "Hey, it hasn't launched yet. They will certainly put an easter egg here, maybe a hidden achievement". Then I got to it and BAM, locked!!
Also I was clipping through the wall beside it, but I'll post it on the appropriate forum soon.
Now, I'm posting here on the Ideas and Suggestions because that door has everything to become a nice bonus cache.
- It is clearly the same model as openable doors from wrecks, so players are drawn to it.
- It is on an inaccessible place, however there are boxes strategically placed below the "stairway" (non-functional) that can be arranged to reach it.
- There's fire blocking the way
It clearly looks like it was supposed to house something and it was kinda abandoned midway through development.
So my suggestion is, put something behind that door. A few cosmetic items, a voicelog and maybe an achievement.
These details go a long way.
↧
Splash Down (A Subnautica Story)
Some of you who have seen some of my very lengthy posts on this forum may have rightly come to the conclusion that I enjoy writing and I do! I particularly love creative story writing. This post is going to be the first chapter of hopefully many chapters in a novilization of Subnautica's story line. Basically, I'll be taking the elements of Subnautica's story, and weave them all together into something like a book giving the character you play as his own personality. Now, because the character you play as in Subnautica doesn't have an official name, I will be giving him one myself. Let's see... his name will be... Jeff? Yes, Jeffery Masterson. Alright, let's begin!
Splash Down - A Subnautica Story
Chapter 1: Sit back and Relax
The Aurora was a sight to behold. It was the newest ship the Alterra Corporation had rolled out of the space dock. The space dock was a massive space station orbiting Earth designed to provide the space to build massive interplanetary vessels of all shapes and sizes. It also acted as a massive air-port with many commercial ships available for boarding. The Aurora, however, was off limits to commercial travelers. She was built for a special mission to the outer reaches of explored space. She wasn't the biggest ship docked today, but she was capable of carrying around 7,000 crew with a massive cargo space. Jeffery Masterson was sitting in the thousands of rows of blue chairs in the waiting area of the space dock's airport section. He sat reading on his PDA with nothing more than a backpack and a duffel bag at his side. He glanced up through the massive observation glass out at the Aurora. At that moment, a robotic voice echoed through the intercom system over the hustle and bustle of the airport.
"Alterra specialized craft Aurora now boarding. Please proceed to the Specialized Launch section and provide your Alterra IDs."
Jeff slid his personal PDA in his backpack, grabbed his duffel bag, and headed off on the long walk toward the corner of the boarding section dodging travelers that were walking to and fro. A hollow panel on the ceiling read, 'Specialized Launch'. Jeff approached the security check and was thankful to be one of the first few people in the line. After the person in front of him went through, Jeff came up to the scanner array.
"ID." A security officer said with a sigh. "Put your things in the luggage scanner and please step into the array."
Jeff handed him his ID. This ID identified him as an Alterra employee and authorized him for this special mission. Not your typical passport ID that most commercial travelers have. He deposited his luggage onto the hover belt that slowly moved his bags through a scanner. Then, he stepped into the large scanner array. The thing looked much like a door frame with a shiny black interior and white exterior. A blue light flashed on from the top and aimed a blue laser scanner down at Jeff. Instantly a green checkmark appeared on a monitor sticking out from the side of the frame.
"You're cleared. Next." The security officer barely let his words leave his mouth before saying 'next'.
Jeff grabbed his hovering luggage from the hover belt and continued on to to a door that lead to a horizontal elevator that would take him to the boarding tower that was attached to the Aurora and held it in place. Jeff stepped onto the massive platform that was the elevator and once enough people had gotten on, it automatically began zooming down a large glass corridor. Jeff got a really good view of the entire space dock. He had never really seen the immensity of the station since he hadn't traveled much except the few times he went with his family on vacations to Mars when he was too young to remember.
Jeff let out a low whistle as he observed the massive line of various ships all docked to the side of the station's exterior forward deck.
Before Jeff had fully taken in the view, a dark shadow came over the glass corridor. He turned around to see the Aurora in all its glory as the sun became blotted out by it. The ship was much bigger up close than he had initially imagined when viewing it from the waiting area. The elevator slowed to a stop and everyone began stepping off the elevator into the boarding tower's main room. Here, several corridors went directly from this room into the Aurora's boarding bay. Above each corridor was a label that identified a class. 'Engineer', 'Pilot', 'Administrative', 'Medical', 'Communications', etc. Jeff was a simple engineer who specialized in PRAWN suit maintenance. He had always wan'ted to pilot one of those things, but all he got to do was repair them which Jeff still enjoyed as much as a hovercar referbisher would enjoy fixing up old hovercars. He stepped into the corridor labeled 'Engineer' and walked down the long hallway until he came into what looked like a large cargo bay where there seemed to be crew members directing people to their assignments. As a group of people went off to the left, Jeff saw a crew member appear out from behind them.
"Engineer?" He said simply.
"Yeah, PRAWN maintenance and repair." Jeff replied.
"ID please."
Jeff used his free hand to retrieve his Alterra passport from his pocket and gave it to the man.
"Alright..." The man looked at the ID, glanced down at a PDA, and scrolled down a list. "Alright Jeffery Masterson, PRAWN personnel are to report to deck 5, Living Quarters branch 17. Head off to your left and follow the signs. Your room number is 119. Place your ID's bar-code up to the scanner to unlock the door. If you get lost, just find a computer terminal and pull up a map of the ship."
"Alright, thanks." Jeff said. The crewman simply looked past him to the next personnel coming in behind him.
Jeff headed off to the left where at the end of the cargo bay was a door that lead into a hallway. Once he reached the door, he saw an elevator at the end of the hall and quickly made his way toward the people piling into it. The doors shut behind him and a woman closest to the elevator's terminal began punching in numbers and asking people what deck they were going to.
"And you?" she asked Jeff.
"Deck five." he said.
After a bit more asking around, she finally entered all the decks everyone would be going to and the elevator starting going up. After several stops, Jeff finally came to deck five and exited the elevator into another set of hallways. A sign on the wall directed him to his left for Living Quarters. He made his way down several long hallways occasionally passing by a crew member that seemed quite enveloped in their work.
"Hey does anyone know why my Crew PDA is using the Vanilla 1.0 OS?" A crewmember called behind Jeff as he passed by him.
A reply came from some where down the hall behind him. "You musta been issued an older PDA, Thomas. Relax, its only one version older. I hear 1.1 isn't much different anyway."
Eventually Jeff came to the Living Quarters hallway and he started counting down the door numbers. "123, 122, 121, 120, Ah, here's 119."
Jeff took out his ID and placed it in front of the wall scanner and after a split second, the door unlocked and an automated voice chimed, "Welcome aboard."
The interior was very meager. A shelf, a bed, some wall lockers and a chair with a small shelf sticking out of the wall next to it that Jeff assumed was a table. He dropped his things and picked up a PDA that was sitting on his bed. As he turned it on, a loading screen appeared and an automated voice came over the tiny speaker in the handle of the PDA.
"Welcome to the Aurora personnel 119. This PDA will serve as your work PDA. DO NOT mistake it for your personal PDA. This device will only be used for work. According to launch schedule, you are not required of anything at this moment. Please standby for bridge orders. In the meantime, make yourself at home! Alterra Corp. hopes you enjoy your time here."
Jeff plopped down onto his bed and spoke to the PDA. "Work schedule and mission length?"
The AI replied. "2,941 hours of work time estimated to be in your schedule and flight is estimated to take a maximum of 2 to 3 years."
Jeff let out a long sigh. "I better relax while I have the chance."
End Chapter 1
I hope you guys enjoyed! Don't worry, things are going to get a whole lot more interesting!
Splash Down - A Subnautica Story
Chapter 1: Sit back and Relax
The Aurora was a sight to behold. It was the newest ship the Alterra Corporation had rolled out of the space dock. The space dock was a massive space station orbiting Earth designed to provide the space to build massive interplanetary vessels of all shapes and sizes. It also acted as a massive air-port with many commercial ships available for boarding. The Aurora, however, was off limits to commercial travelers. She was built for a special mission to the outer reaches of explored space. She wasn't the biggest ship docked today, but she was capable of carrying around 7,000 crew with a massive cargo space. Jeffery Masterson was sitting in the thousands of rows of blue chairs in the waiting area of the space dock's airport section. He sat reading on his PDA with nothing more than a backpack and a duffel bag at his side. He glanced up through the massive observation glass out at the Aurora. At that moment, a robotic voice echoed through the intercom system over the hustle and bustle of the airport.
"Alterra specialized craft Aurora now boarding. Please proceed to the Specialized Launch section and provide your Alterra IDs."
Jeff slid his personal PDA in his backpack, grabbed his duffel bag, and headed off on the long walk toward the corner of the boarding section dodging travelers that were walking to and fro. A hollow panel on the ceiling read, 'Specialized Launch'. Jeff approached the security check and was thankful to be one of the first few people in the line. After the person in front of him went through, Jeff came up to the scanner array.
"ID." A security officer said with a sigh. "Put your things in the luggage scanner and please step into the array."
Jeff handed him his ID. This ID identified him as an Alterra employee and authorized him for this special mission. Not your typical passport ID that most commercial travelers have. He deposited his luggage onto the hover belt that slowly moved his bags through a scanner. Then, he stepped into the large scanner array. The thing looked much like a door frame with a shiny black interior and white exterior. A blue light flashed on from the top and aimed a blue laser scanner down at Jeff. Instantly a green checkmark appeared on a monitor sticking out from the side of the frame.
"You're cleared. Next." The security officer barely let his words leave his mouth before saying 'next'.
Jeff grabbed his hovering luggage from the hover belt and continued on to to a door that lead to a horizontal elevator that would take him to the boarding tower that was attached to the Aurora and held it in place. Jeff stepped onto the massive platform that was the elevator and once enough people had gotten on, it automatically began zooming down a large glass corridor. Jeff got a really good view of the entire space dock. He had never really seen the immensity of the station since he hadn't traveled much except the few times he went with his family on vacations to Mars when he was too young to remember.
Jeff let out a low whistle as he observed the massive line of various ships all docked to the side of the station's exterior forward deck.
Before Jeff had fully taken in the view, a dark shadow came over the glass corridor. He turned around to see the Aurora in all its glory as the sun became blotted out by it. The ship was much bigger up close than he had initially imagined when viewing it from the waiting area. The elevator slowed to a stop and everyone began stepping off the elevator into the boarding tower's main room. Here, several corridors went directly from this room into the Aurora's boarding bay. Above each corridor was a label that identified a class. 'Engineer', 'Pilot', 'Administrative', 'Medical', 'Communications', etc. Jeff was a simple engineer who specialized in PRAWN suit maintenance. He had always wan'ted to pilot one of those things, but all he got to do was repair them which Jeff still enjoyed as much as a hovercar referbisher would enjoy fixing up old hovercars. He stepped into the corridor labeled 'Engineer' and walked down the long hallway until he came into what looked like a large cargo bay where there seemed to be crew members directing people to their assignments. As a group of people went off to the left, Jeff saw a crew member appear out from behind them.
"Engineer?" He said simply.
"Yeah, PRAWN maintenance and repair." Jeff replied.
"ID please."
Jeff used his free hand to retrieve his Alterra passport from his pocket and gave it to the man.
"Alright..." The man looked at the ID, glanced down at a PDA, and scrolled down a list. "Alright Jeffery Masterson, PRAWN personnel are to report to deck 5, Living Quarters branch 17. Head off to your left and follow the signs. Your room number is 119. Place your ID's bar-code up to the scanner to unlock the door. If you get lost, just find a computer terminal and pull up a map of the ship."
"Alright, thanks." Jeff said. The crewman simply looked past him to the next personnel coming in behind him.
Jeff headed off to the left where at the end of the cargo bay was a door that lead into a hallway. Once he reached the door, he saw an elevator at the end of the hall and quickly made his way toward the people piling into it. The doors shut behind him and a woman closest to the elevator's terminal began punching in numbers and asking people what deck they were going to.
"And you?" she asked Jeff.
"Deck five." he said.
After a bit more asking around, she finally entered all the decks everyone would be going to and the elevator starting going up. After several stops, Jeff finally came to deck five and exited the elevator into another set of hallways. A sign on the wall directed him to his left for Living Quarters. He made his way down several long hallways occasionally passing by a crew member that seemed quite enveloped in their work.
"Hey does anyone know why my Crew PDA is using the Vanilla 1.0 OS?" A crewmember called behind Jeff as he passed by him.
A reply came from some where down the hall behind him. "You musta been issued an older PDA, Thomas. Relax, its only one version older. I hear 1.1 isn't much different anyway."
Eventually Jeff came to the Living Quarters hallway and he started counting down the door numbers. "123, 122, 121, 120, Ah, here's 119."
Jeff took out his ID and placed it in front of the wall scanner and after a split second, the door unlocked and an automated voice chimed, "Welcome aboard."
The interior was very meager. A shelf, a bed, some wall lockers and a chair with a small shelf sticking out of the wall next to it that Jeff assumed was a table. He dropped his things and picked up a PDA that was sitting on his bed. As he turned it on, a loading screen appeared and an automated voice came over the tiny speaker in the handle of the PDA.
"Welcome to the Aurora personnel 119. This PDA will serve as your work PDA. DO NOT mistake it for your personal PDA. This device will only be used for work. According to launch schedule, you are not required of anything at this moment. Please standby for bridge orders. In the meantime, make yourself at home! Alterra Corp. hopes you enjoy your time here."
Jeff plopped down onto his bed and spoke to the PDA. "Work schedule and mission length?"
The AI replied. "2,941 hours of work time estimated to be in your schedule and flight is estimated to take a maximum of 2 to 3 years."
Jeff let out a long sigh. "I better relax while I have the chance."
End Chapter 1
I hope you guys enjoyed! Don't worry, things are going to get a whole lot more interesting!
↧
Hard mode
I completed the story on "hardcore mode". I've explored the whole map and made an ugly MsPaint map (link to blogpost with screenshots at the bottom). I've built a 1km long base (from ILZ to the containment door). I haven't used bioreactors or growbeds. Yet the game was easy. It wasn't bad, because the puzzle was interesting. But it was a one-time fun, like a book. It's over now, and I don't see reason to play again. I'm not alone. Steam Spy says 1835K people bought the game, but only 182K played it in the last two weeks. 90% of the players said "this was fun, goodbye". This is called "no replay-ability". Why is it important? Because it increases the amount of play the player gets from the same game, ergo, he is more likely to promote it to other people. I sure won't blog about a game I no longer play and staying as it is, I won't play again. Replay-ability also allows allows streamers, bloggers, video makers to promote the game, as currently they can make one playthrough and that's spoilers anyway.
The key to replay-ability is hard mode. One that the player can't beat first time, so he plays again. Then on a harder setting, constantly challenging himself. This is my main point, a game needs a hard mode, any hard mode to give a reason to play again, after the story is complete. No, the current hardcore mode is piss-easy, you can only die if you do "hold my beer" class stuff, like hugging a reaper or dumb mistakes like making a new air tank and leaving it on the fabricator table.
I designed a hard mode, but any mode that challenges the player is good to provide replay-ability.
Note to trolls: I'm talking about a new game mode you select at start. I don't want to take away your Freedom mode!
Developer note: only #4, #6, #7, #8, #9, #10 and #15 need to be implemented for playtesting, as the rest can be “imagined there” by a benevolent tester (who doesn’t build “disabled” stuff despite they aren’t disabled).
Finally, please realize that while this mode is much harder than the current “hardcore” mode, it’s still doable by any player who puts in no brains just grinding and waiting. After all, 100K energy can be collected with a few thermal plants and lots of AFK waiting, eating an odd fish every now and then. So here comes the infinitely scalable challenge mode (this does not need to be implemented to playtest, a benevolent tester can just imagine it):
Early in the game the player gets a Sea Emperor vision that many sentient creature eggs are held in the failed research facility and they sensed the presence of another sentient being (the player), so now they will hatch on day X midnight (X needs to be determined via playtesting) and will die in that facility. At the usual place, the player finds buddyfish eggs that are available at infinite numbers (respawns in 1 sec), the player can take as many as he pleases. To keep them alive after the hatch timer is up, they must be in alien containment units (they are very vulnerable to the infection, wouldn’t survive in the ocean). When the hatching happens, the buddyfish who don’t have their living space die. The eggs everywhere in the World are removed (hatched and died). The hatched buddyfish can be removed from the containment if the player wants to move it between bases and held in inventory or even lockers, with the restriction that they all must be in containment units again at midnight or they die.
The buddyfish also need to be fed every day, each consuming as much food as the player does (which is about 36 units per day, a cooked peeper is 32). For simplicity, the food is removed every midnight from the lockers of the base where the containment units are in the order of old cooked fish > cooked fish > salted fish. Rotten cooked fish, raw fish, snacks and player-edible plant parts are not accepted. If the lockers don’t have enough food, the buddyfish that didn’t get fed die.
The player gets credited for the amount of buddyfish alive when the cure is found (from there the buddyfish can be released to the ocean, they will no longer die to the infection). As there is no limit to grab more buddyfish at start, there is no limit for the difficulty of the game. The player must plan bases and balance farming fish and salt (some comes as byproduct of water purification for himself, but not enough) against farming materials for his cube charging base. Please note that there are little amount of fish and no natural salt in the hot areas where heat power plants are feasible, so travel and proper planning is required. Please also note that the amount of edible fish and salt deposits are limited and with no respawn, it will run out. The player must go further and further from the buddyfish base to find food and finally he’ll find none. You can’t solve this problem by playing hundreds of days and grinding hard, as the buddyfish need food every day, while you need food and water. If you plan wrong, your buddyfish will die, making this a challenging problem to solve and its own endgame competition with videos of guys winning with some huge bases with large number of buddyfish containment units along with another huge base at the lava zone charging the batteries.
My blogpost with all the screenshots.
The key to replay-ability is hard mode. One that the player can't beat first time, so he plays again. Then on a harder setting, constantly challenging himself. This is my main point, a game needs a hard mode, any hard mode to give a reason to play again, after the story is complete. No, the current hardcore mode is piss-easy, you can only die if you do "hold my beer" class stuff, like hugging a reaper or dumb mistakes like making a new air tank and leaving it on the fabricator table.
I designed a hard mode, but any mode that challenges the player is good to provide replay-ability.
Note to trolls: I'm talking about a new game mode you select at start. I don't want to take away your Freedom mode!
Developer note: only #4, #6, #7, #8, #9, #10 and #15 need to be implemented for playtesting, as the rest can be “imagined there” by a benevolent tester (who doesn’t build “disabled” stuff despite they aren’t disabled).
- Disable growing any edible or material (deep shroom) plants. Also disable breeding edible fish in the alien containment unit.
- Disable bioreactor, that thing is just broken as biomass is infinitely available in the game everywhere.
- Disable medkit replicator (except the one in the lifepod), as one can make medkits with the normal fabricator, using energy
- Disable any respawn of any resource or creature (including the silly sea treader spawns shale, but that’s not needed for playtesting). Beside the Sun and the heat, if you take something, it’s gone.
- Make leviathans unkillable and impossible to lure away from their patrol point
- The current energy production of a single solar panel is about 1/second at sea level over a daily average (more at midday, none at night). That’s “infinite” considering the energy demand of items. I can charge 2 batteries and a Seamoth inside the Moonpool with a single solar panel, which is bizarre. Energy should be a limited resource, forcing the player to either choose what to manufacture or spend lot of time farming materials for many solar panels, as time means hunger and thirst. I suggest 1 energy/minute per solar panel. Yes, I suggest a 1/60 nerf in this mode. The lifepod can have the output of 3 normal solar cells.
- Decrease the scanner room energy consumption to 1 energy / minute (or even free), so a nerfed solar cell can run it. As the map is fixed, the scans can be bypassed by memorizing locations, which is anything but fun gameplay or even worse, pausing the game and looking up on the internet. As scanning has resource demands, memorizing will be still advantageous, but not a “make or break” thing.
- The current energy production of the thermal plants is also too high, especially since there is 50oC everywhere in the inactive lava zone and 70oC in the active. Players should either find hotspots or build many (which is time finding magnetite, gel sack and ruby). I suggest 3 energy/minute for a plant placed at 50oC and +1/minute for every +10oC with 7/minute max. Thermal plants shouldn’t be able to build in the 5 m range of another plant (not needed for playtesting), preventing abuse of surface heat spots (one small vent shouldn’t power a dozen plants). You can take that energy of course, but not infinitely. If you want lot of power, you must go the lava zone or farm awful lot of copper and quartz for stupid amount of solar plants.
- Decrease the power production of a nuclear plant to 10/minute and a rod should deplete after providing 200 energy, making it enough for a pit-stop or temporary scanbase, but not for a real habitat, forcing players to either use the Sun or heat. It’s a micro-plant anyway, fitting into a room, not a real big nuclear plant!
- Batteries should spawn empty when crafted. No more infinite energy from copper and acid mushrooms! At start the player should get 2 full batteries, (along with the 2 snacks, water, flares and fire suppressor), as you can’t build battery charger without habitat builder and a scanner and those need non-empty batteries to work.
- The Cyclops and the Prawn recipes require no power cells but they spawn with (full) power cells. The repair and pathfinder tools spawn with a full battery inserted but need no batteries in the recipes. This is a bug, inconsistent with Seamoth and other tools and should be fixed in all game modes. I suggest items to have no batteries/cells when built but need none to build and the player inserts them before use. However the alternative, demanding batteries/cells in the recipe is good too, assuming that the charge of the battery doesn’t change (no fully charged flashlight built from an empty battery).
- Power cells should inherit the charge of the batteries they are built from. Having a full power cell from 2 empty batteries and some rubber is a bug.
- Disable bleach recipe, it’s both stupid (you can use bleach to remove bacteria from water, not salt from seawater) and is making water trivial to make. Players should either catch bladderfish or spend energy on purifiers.
- Fish should not live forever in a locker. After capture, the fish should rot in 10 minutes, the player should either fry it for immediate consumption or salt it for storage (which would give purpose to all the salt the purifier makes)
- The ion power cells are created from ion batteries as usual and the ion battery recipe is the same too. But the batteries should hold 10000 energy instead of 500 and spawn empty. Ion power cells should hold 20000 energy.
- Remove the functional blue tablet from the game. 2 are needed to complete the game, one to open the containment facility front door and one to open the Emperor container. Replace the tablet with a broken one (if that’s too much work to create, just a placeholder item), that provides the recipe for crafting the tablet, like scanning the broken purple tablet at the enforcement door gives the purple tablet recipe. Change the recipe to use 5 ion power cells instead of a single ion cube, accepting only fully charged power cells. That makes the crafted blue tablet cost 100000 energy. Yes, as I proposed 5 energy/minute for a thermal plant placed in the 70oC active lava zone, that’s 333 hours for a single thermal plant to charge the needed 10 batteries. This should give the player a hint to find more materials for more power plants and maybe hotter spots. Optimizing this would be the main challenge of the mode, giving constant place for improvement and allowing players to show off their monster power bases. Also, the time building this monster base would mean need for food and water.
- Of course this difficulty mode should have only one life like hardcore mode, to prevent people bypassing leviathans simply by “I swim like they aren’t there, if I die, I just respawn at my last base losing 3 minutes”, keeping the World dangerous.
Finally, please realize that while this mode is much harder than the current “hardcore” mode, it’s still doable by any player who puts in no brains just grinding and waiting. After all, 100K energy can be collected with a few thermal plants and lots of AFK waiting, eating an odd fish every now and then. So here comes the infinitely scalable challenge mode (this does not need to be implemented to playtest, a benevolent tester can just imagine it):
Early in the game the player gets a Sea Emperor vision that many sentient creature eggs are held in the failed research facility and they sensed the presence of another sentient being (the player), so now they will hatch on day X midnight (X needs to be determined via playtesting) and will die in that facility. At the usual place, the player finds buddyfish eggs that are available at infinite numbers (respawns in 1 sec), the player can take as many as he pleases. To keep them alive after the hatch timer is up, they must be in alien containment units (they are very vulnerable to the infection, wouldn’t survive in the ocean). When the hatching happens, the buddyfish who don’t have their living space die. The eggs everywhere in the World are removed (hatched and died). The hatched buddyfish can be removed from the containment if the player wants to move it between bases and held in inventory or even lockers, with the restriction that they all must be in containment units again at midnight or they die.
The buddyfish also need to be fed every day, each consuming as much food as the player does (which is about 36 units per day, a cooked peeper is 32). For simplicity, the food is removed every midnight from the lockers of the base where the containment units are in the order of old cooked fish > cooked fish > salted fish. Rotten cooked fish, raw fish, snacks and player-edible plant parts are not accepted. If the lockers don’t have enough food, the buddyfish that didn’t get fed die.
The player gets credited for the amount of buddyfish alive when the cure is found (from there the buddyfish can be released to the ocean, they will no longer die to the infection). As there is no limit to grab more buddyfish at start, there is no limit for the difficulty of the game. The player must plan bases and balance farming fish and salt (some comes as byproduct of water purification for himself, but not enough) against farming materials for his cube charging base. Please note that there are little amount of fish and no natural salt in the hot areas where heat power plants are feasible, so travel and proper planning is required. Please also note that the amount of edible fish and salt deposits are limited and with no respawn, it will run out. The player must go further and further from the buddyfish base to find food and finally he’ll find none. You can’t solve this problem by playing hundreds of days and grinding hard, as the buddyfish need food every day, while you need food and water. If you plan wrong, your buddyfish will die, making this a challenging problem to solve and its own endgame competition with videos of guys winning with some huge bases with large number of buddyfish containment units along with another huge base at the lava zone charging the batteries.
My blogpost with all the screenshots.
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Clipping wall in the PRAWN BAY
Right beside the door discussed here there's a wall which can be clipped through.
It leads to the interior of the Aurora, but I didn't explore further since I'm playing hardcore.![jht0vYm.jpg]()
Also, the fire in front of the door can't be put out and it doesn't burn the player.
I also play without beacons, and the bug regarding the lifepod #5 beacon getting stuck on the screen when starting the game with beacons disabled is still as annoying as ever.
The bug off exiting the seamoth when pressing the B (red - xbox) button inside it with the PDA open still stands (instead of closing the PDA).
And the Databank screen is a little buggy when playing with a joystick. Sometimes the cursor disappears, or stop moving.
And I forgot to say it in the other post, Kudos on the game. It is looking great and the audio for the logs were a great addition.
It leads to the interior of the Aurora, but I didn't explore further since I'm playing hardcore.


Also, the fire in front of the door can't be put out and it doesn't burn the player.
I also play without beacons, and the bug regarding the lifepod #5 beacon getting stuck on the screen when starting the game with beacons disabled is still as annoying as ever.
The bug off exiting the seamoth when pressing the B (red - xbox) button inside it with the PDA open still stands (instead of closing the PDA).
And the Databank screen is a little buggy when playing with a joystick. Sometimes the cursor disappears, or stop moving.
And I forgot to say it in the other post, Kudos on the game. It is looking great and the audio for the logs were a great addition.
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Time Capsule Treats (was "Acituanbus, Found It!")
Thanks for the goodies you left for us to find Acituanbus!
(edited to update thread title)
(edited to update thread title)
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Depressed Reaper Leviathan
So one day I was in the Dunes, looking to see if those new vents had been added, when I came across a Reaper. No surprise there. Then I watched it spiral into the dunes. Again, not surprising. I waited about a minute for it to resurface but it never did. I went into freecam, I looked down beneath the Dunes and there it was, spiralling downwards, never seeming to stop.
![b9o5iayn308v.png]()
![fiddrb8t1b8k.png]()
![aotcdnkx4tav.png]()
It keeps on going, so I decide I need to break him out of this. I try and spawn a Seamoth as he's passing the Lost River, but it's ignored.
![5q9cuwd52qof.png]()
![cbuow50xa35u.png]()
It doesn't seem to snap him out of it. Eventually I begin to wonder if he's near the lava zones so I go to the surface, spawn in a Seamoth and check the distance...
![qks6mv5cf2th.png]()
[The closer Seamoth was the one I spawned to try and snap him out] ... That's double the distance to the Active Lava Zone. At this point I'm slightly worried for the guy, but I know there's nothing I can do, so I have to leave him...
Some say he's still spiralling into the void to this day...



It keeps on going, so I decide I need to break him out of this. I try and spawn a Seamoth as he's passing the Lost River, but it's ignored.


It doesn't seem to snap him out of it. Eventually I begin to wonder if he's near the lava zones so I go to the surface, spawn in a Seamoth and check the distance...

[The closer Seamoth was the one I spawned to try and snap him out] ... That's double the distance to the Active Lava Zone. At this point I'm slightly worried for the guy, but I know there's nothing I can do, so I have to leave him...
Some say he's still spiralling into the void to this day...
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Update 320 - Merry Gorgemas! - Natural Selection 2

“Twas the night before Gorgemas when all through the base, Not a creature was stirring not even a MAC; The Hydras were placed by the Command Station with care, In...
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Trying to understand power draw ...
So I created a base. It has four thermal plants for power and I add two water filtration machines. Power drops from 1000 to 750 and does not go below while the machines are active. Actually it does, but only a fluctuation between 748-750.
So I add two more water filtration units. Now the power drops to 250 and does not go below while the machines are active.
It really shouldn't work this way. The first two water filtration machines drop 250 combined, but the second two drop 250 each. What's going on? Should I post this in bugs? There's no sense to this at all.
EDIT: Insert "while the machines are active"
So I add two more water filtration units. Now the power drops to 250 and does not go below while the machines are active.
It really shouldn't work this way. The first two water filtration machines drop 250 combined, but the second two drop 250 each. What's going on? Should I post this in bugs? There's no sense to this at all.
EDIT: Insert "while the machines are active"
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The Aftermath
Two years…
It had been two years since Pater Aestus had been defeated and the Lava War had ended. Two years since the greatest bloodshed the planet had ever seen. Tens of thousands of fish had lost their lives in the struggle to free themselves from the Pater’s oppression. Despite such a loss, those that remained created an age that had never been surpassed in Aboveworld’s history. This period saw widespread peace, tranquility, and unity. Parties that had argued for so many years came together to build the world, and its government, back to its former glory. This great age of peace, sadly, came to end far too soon.
The FMMA: Just while the Lava War was ending, scouts managed to recover the remains of their previous leader, and in a short time restored Aurora to life. This was proven to be a mistake, for their leader, so much time away from her forces, suffered a severe mental degradation that affected most of the FMMA forces, some of the High Council included. After careful manipulation, the still sane members of the council triggered a brutal civil war between themselves and Aurora’s loyalists, culminating on her defeat by being launched into space via rocket to the FMMA space station, ending in an intense firefight between her and the security staff. Since Aurora still had absolute influence over the machines, her departure and final death hit too hard for the minds of the robots. They forgot what little humanity they had, becoming bolder and more pragmatic, while erasing many of the restraints they had regarding thier approach to the planet and it’s denizens. Because of this, a new overseer was chosen for the position of Inquisitor: the now former general, HAL. Because of his efforts, with the most sane of the High Council, the FMMA has been having a sort of positive relationship with the government of 4546B.
The SAHP: It had been two years since the SAHP's leader, Silverwing, had been captured. All presumed him to be dead. Shortly after his disappearance, the SAHP elected a new leader, Silverwing’s own son, Redfin. He swore to get revenge on the machines for what they had done to his father. He was young, persuasive, and fiery, and he rallied the whole of the SAHP behind him. He attempted to lead several small campaigns, but failed at seemingly every turn. Redfin’s own wife had been killed in a raid on one of the machines’ caches. After hearing this news on the battlefield, Refin was overcome with rage and tore the machines apart with unimaginable cruelty, gaining the SAHP’s first, and only victory thus far. Now, battered and beaten, the SAHP plans its next move.
The Conglomerate: Little is known what happened to them. Mere months ago, The Conglomerate, sent to help with the recovery of the innocent citizens of The Underworld, suddenly fled. Any and all help sent to find them have never returned. However, a brief contact was made by an FMMA leader from what sounded to be a fledgling private in the Conglomerate army. “[static] H-hello? Does anyone copy? Does anyone- [static] We're finally able to keep a signal live long enough to send this message but I'll have to be brief. I am Karno Vanpattis, and I have gathered as many Grand Reef refugees as I have been able to find, and am asking that they have a place to stay until the ruins of the Conglomerate have been fully revitalised. My group have deemed themselves the Vanpatites, and I will give you our co-ordinates now... They ar- [static]”
The EPCA: Of all the parties, it truly would be the party that stood by peace all this time, to be the last ones to retain peace. The Reefbacks, led by the president @Ralij, have made amazing strides in keeping the peace between the parties. They have annexed many of the small parties, pleading for greater roles of government for small fish, and created a large, and influential governing board. It is unknown whether or not the EPCA will back down in the future election, or if they will even be allowed to.
The UCR: While General Draco has sustained open and frequent correspondence between himself and the Aboveworlders, a majority of the UCR has remained hidden. They were sent down to The Lava Zone, to help with the rebuilding of the innocents of the Underworlders with The Conglomerate and The DC. Whether or not their absence is by design or not is unknown. However, those who did not help with the rebuilding have faced extreme poverty and hunger. The Oculus had joined the EPCA, and as such, abandoned the Jellyshroom Caves and joined the other small fish in the Grassy Plateaus. As Crabsnakes cannot come into contact with direct sunlight, they have resorted to feeding off the meager population of Biters that reside in the Caves, which has in turn enraged the GCSC. More and more Crabsnakes have begun fleeing to the Lava Zone, never to be heard of more from the Aboveworlders.
The DC: The Devorandem Confederacy has been oddly silent as of the last year. Despite the Reapers past exploits of daring violence, after the Lava War, they stagnated and eventually fell out of power. While the party is still together and participating, their contributions have been few and far between. General Carrie has answered questions of their inactivity with, “We just need time to come back to ourselves. After the death of Bonecruncher, we’ve all lost a part of ourselves. We will continue to help the Underworlders with their continued survival, all we ask is some understanding towards the DC.”
The GCSC: After the death of General Bite's family, he slowly dragged himself down into an intense bout of depression. The GCSC cut themselves off from the rest of Aboveworld, even from those soldiers stationed in the Jellyshroom. They confined themselves into the Mountain Island under the General's orders, and planned to stay there until those piloting the giant Antecedent mech could return from the Antecedent Castle, which could take months, or even years. That is, from the ruins of the Precursor Array not long ago, they found a mass of depleted Ion crystals, still intact from the previous detonation. From these shells of Ion, and the help of the few FMMA scientists that would help them, they were able to create new Ion crystals, able of generating enough power for Antecedent mech for decades. And, thanks to the FMMA, these new Ion Crystals were made incapable of overloading and ultimately exploding. From this new found discovery, and the prospect of unlimited power, General Bite ordered the entire GCSC to the Lava Zone, in hopes of finding the Antecedent mech.
The PH/SP: Soon after the Lava War, the Warper leader, Enderguy, left to return the Void creatures back to their homes. After months of direct contact, he announced that he would be staying with the Void creatures to learn of their way of life and their power, to see if they could become long-lasting allies with the Aboveworlders. He subsequently cut off his transmission, and his whereabouts are only up to speculation. To keep the PH/SP together, a newly made Warper, by the codename of “Watcher” rose to the tops of the Warper ranks, and eventually became their leader. Under the leadership of Watcher, the PH/SP have become much more efficient, albeit much more secretive. A declaration was made by Watcher, detailing his highest rank officers and their ultimate goal. “INCOMING PH/SP TRANSMISSION FROM UNIT NO.57007 "WATCHER" - HEAD PH/SP COMM DIRECTOR... ... ... ... TRANSMISSON RECEIVED. LOADING PHSPDATA.TXT ... LOADED FACTION NAME: PH/SP (PUBLIC HEALTH AND SAFETY PARTY) FACTION GOALS: REDUCE CARAR INFECTION BY 35%, [CLASSIFIED]. FACTION TROOPS: [CLASSIFIED] SELF - WARPING QUARENTINE ENFORCEMENT UNIT [CLASSIFIED], [CLASSIFIED], 100x REPAIRBOT MK1 FACTION COMMANDERS: SOUTHERN SQUADRON: UNIT NO.00451: "MONTESQUIEU" WESTERN SQUADRON: UNIT NO.24601: "VALOR" NORTHERN SQUADRON: UNIT NO.64222: "FADE" ELITE SQUADRON: UNIT NO.57005: "REAPER" FACTION - CONTROLLED AREAS: SOUTHERN BLOOD KELP, SPARSE REEF,
END TRANSMISSION.”
The Concursores: While not truly a governmental party, the Concursores have made a name for themselves by their extravagant “Peace to The Underworld” rallies, led by none other than ex-POW, DJ Ampeel. They, in fact, began the efforts to relieve the innocent Underworld creatures, by offering up their help, and most importantly, their music. By such standards, have the Concursores been recognized as a major contributing factor for the peace that had been enjoyed by all for so long.
The NDSL: A new governmental party based in the Lava Zone. Not much is known about them, only that they are comprised of Anti-Totalitarian army leaders. From their few transmissions to Aboveworld, they are led by, a now nameless, Dragon; and they are currently under political fire from both Pater-sympathizers and enraged, poverty-ridden fish living in the desolate and inhospitable conditions that the Lava Zone provides in spades. More is clearly to be revealed from them, but the question of when, is unknown.
And these are the conditions that the inhabitants are in at this present time. Though, a new conflict is brewing just under the flippers of 4546B’s residents. Only time will tell their actions, and whether or not these creatures can truly live without a Pater.
Let the Aftermath of the Lava War begin.
It had been two years since Pater Aestus had been defeated and the Lava War had ended. Two years since the greatest bloodshed the planet had ever seen. Tens of thousands of fish had lost their lives in the struggle to free themselves from the Pater’s oppression. Despite such a loss, those that remained created an age that had never been surpassed in Aboveworld’s history. This period saw widespread peace, tranquility, and unity. Parties that had argued for so many years came together to build the world, and its government, back to its former glory. This great age of peace, sadly, came to end far too soon.
The FMMA: Just while the Lava War was ending, scouts managed to recover the remains of their previous leader, and in a short time restored Aurora to life. This was proven to be a mistake, for their leader, so much time away from her forces, suffered a severe mental degradation that affected most of the FMMA forces, some of the High Council included. After careful manipulation, the still sane members of the council triggered a brutal civil war between themselves and Aurora’s loyalists, culminating on her defeat by being launched into space via rocket to the FMMA space station, ending in an intense firefight between her and the security staff. Since Aurora still had absolute influence over the machines, her departure and final death hit too hard for the minds of the robots. They forgot what little humanity they had, becoming bolder and more pragmatic, while erasing many of the restraints they had regarding thier approach to the planet and it’s denizens. Because of this, a new overseer was chosen for the position of Inquisitor: the now former general, HAL. Because of his efforts, with the most sane of the High Council, the FMMA has been having a sort of positive relationship with the government of 4546B.
The SAHP: It had been two years since the SAHP's leader, Silverwing, had been captured. All presumed him to be dead. Shortly after his disappearance, the SAHP elected a new leader, Silverwing’s own son, Redfin. He swore to get revenge on the machines for what they had done to his father. He was young, persuasive, and fiery, and he rallied the whole of the SAHP behind him. He attempted to lead several small campaigns, but failed at seemingly every turn. Redfin’s own wife had been killed in a raid on one of the machines’ caches. After hearing this news on the battlefield, Refin was overcome with rage and tore the machines apart with unimaginable cruelty, gaining the SAHP’s first, and only victory thus far. Now, battered and beaten, the SAHP plans its next move.
The Conglomerate: Little is known what happened to them. Mere months ago, The Conglomerate, sent to help with the recovery of the innocent citizens of The Underworld, suddenly fled. Any and all help sent to find them have never returned. However, a brief contact was made by an FMMA leader from what sounded to be a fledgling private in the Conglomerate army. “[static] H-hello? Does anyone copy? Does anyone- [static] We're finally able to keep a signal live long enough to send this message but I'll have to be brief. I am Karno Vanpattis, and I have gathered as many Grand Reef refugees as I have been able to find, and am asking that they have a place to stay until the ruins of the Conglomerate have been fully revitalised. My group have deemed themselves the Vanpatites, and I will give you our co-ordinates now... They ar- [static]”
The EPCA: Of all the parties, it truly would be the party that stood by peace all this time, to be the last ones to retain peace. The Reefbacks, led by the president @Ralij, have made amazing strides in keeping the peace between the parties. They have annexed many of the small parties, pleading for greater roles of government for small fish, and created a large, and influential governing board. It is unknown whether or not the EPCA will back down in the future election, or if they will even be allowed to.
The UCR: While General Draco has sustained open and frequent correspondence between himself and the Aboveworlders, a majority of the UCR has remained hidden. They were sent down to The Lava Zone, to help with the rebuilding of the innocents of the Underworlders with The Conglomerate and The DC. Whether or not their absence is by design or not is unknown. However, those who did not help with the rebuilding have faced extreme poverty and hunger. The Oculus had joined the EPCA, and as such, abandoned the Jellyshroom Caves and joined the other small fish in the Grassy Plateaus. As Crabsnakes cannot come into contact with direct sunlight, they have resorted to feeding off the meager population of Biters that reside in the Caves, which has in turn enraged the GCSC. More and more Crabsnakes have begun fleeing to the Lava Zone, never to be heard of more from the Aboveworlders.
The DC: The Devorandem Confederacy has been oddly silent as of the last year. Despite the Reapers past exploits of daring violence, after the Lava War, they stagnated and eventually fell out of power. While the party is still together and participating, their contributions have been few and far between. General Carrie has answered questions of their inactivity with, “We just need time to come back to ourselves. After the death of Bonecruncher, we’ve all lost a part of ourselves. We will continue to help the Underworlders with their continued survival, all we ask is some understanding towards the DC.”
The GCSC: After the death of General Bite's family, he slowly dragged himself down into an intense bout of depression. The GCSC cut themselves off from the rest of Aboveworld, even from those soldiers stationed in the Jellyshroom. They confined themselves into the Mountain Island under the General's orders, and planned to stay there until those piloting the giant Antecedent mech could return from the Antecedent Castle, which could take months, or even years. That is, from the ruins of the Precursor Array not long ago, they found a mass of depleted Ion crystals, still intact from the previous detonation. From these shells of Ion, and the help of the few FMMA scientists that would help them, they were able to create new Ion crystals, able of generating enough power for Antecedent mech for decades. And, thanks to the FMMA, these new Ion Crystals were made incapable of overloading and ultimately exploding. From this new found discovery, and the prospect of unlimited power, General Bite ordered the entire GCSC to the Lava Zone, in hopes of finding the Antecedent mech.
The PH/SP: Soon after the Lava War, the Warper leader, Enderguy, left to return the Void creatures back to their homes. After months of direct contact, he announced that he would be staying with the Void creatures to learn of their way of life and their power, to see if they could become long-lasting allies with the Aboveworlders. He subsequently cut off his transmission, and his whereabouts are only up to speculation. To keep the PH/SP together, a newly made Warper, by the codename of “Watcher” rose to the tops of the Warper ranks, and eventually became their leader. Under the leadership of Watcher, the PH/SP have become much more efficient, albeit much more secretive. A declaration was made by Watcher, detailing his highest rank officers and their ultimate goal. “INCOMING PH/SP TRANSMISSION FROM UNIT NO.57007 "WATCHER" - HEAD PH/SP COMM DIRECTOR... ... ... ... TRANSMISSON RECEIVED. LOADING PHSPDATA.TXT ... LOADED FACTION NAME: PH/SP (PUBLIC HEALTH AND SAFETY PARTY) FACTION GOALS: REDUCE CARAR INFECTION BY 35%, [CLASSIFIED]. FACTION TROOPS: [CLASSIFIED] SELF - WARPING QUARENTINE ENFORCEMENT UNIT [CLASSIFIED], [CLASSIFIED], 100x REPAIRBOT MK1 FACTION COMMANDERS: SOUTHERN SQUADRON: UNIT NO.00451: "MONTESQUIEU" WESTERN SQUADRON: UNIT NO.24601: "VALOR" NORTHERN SQUADRON: UNIT NO.64222: "FADE" ELITE SQUADRON: UNIT NO.57005: "REAPER" FACTION - CONTROLLED AREAS: SOUTHERN BLOOD KELP, SPARSE REEF,
END TRANSMISSION.”
The Concursores: While not truly a governmental party, the Concursores have made a name for themselves by their extravagant “Peace to The Underworld” rallies, led by none other than ex-POW, DJ Ampeel. They, in fact, began the efforts to relieve the innocent Underworld creatures, by offering up their help, and most importantly, their music. By such standards, have the Concursores been recognized as a major contributing factor for the peace that had been enjoyed by all for so long.
The NDSL: A new governmental party based in the Lava Zone. Not much is known about them, only that they are comprised of Anti-Totalitarian army leaders. From their few transmissions to Aboveworld, they are led by, a now nameless, Dragon; and they are currently under political fire from both Pater-sympathizers and enraged, poverty-ridden fish living in the desolate and inhospitable conditions that the Lava Zone provides in spades. More is clearly to be revealed from them, but the question of when, is unknown.
And these are the conditions that the inhabitants are in at this present time. Though, a new conflict is brewing just under the flippers of 4546B’s residents. Only time will tell their actions, and whether or not these creatures can truly live without a Pater.
Let the Aftermath of the Lava War begin.
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Subnautica: Controller, Unassign a Button
Hello, all. Is there any way to unassign a controller button? I want to use the right stick press for an external app, not the screenshot function.
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Additions to the Lost River!
Recently I decided to put the MK 3 module for my Cyclops found in a time capsule. I went on an epic journey and spent 45 minutes trying to find a hole that my cyclops fit in. One Degasi base and a near death experience later I was at the Lost River, which has had massive additions. Or minor changes. I don't know, they made it so dark down there... The Deep Grand Reef entrance is longer and darker. The Disease Research Facility are has definitely had some big changes. There is a new passage to another part of the Lost River. The Ghost Forest? seems... better. I don't know what changes, it just seems better. It's nice to see the different biomes being finished up, the Lost River has come so far from its first experimental build.
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So... Subnautica is launching what's next?
NATURAL SELECTION 3!!!!!!!!!!!!!!!???????????????
Please make my dreams come true.
Congrats, btw to the devs.
Please make my dreams come true.
Congrats, btw to the devs.
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Mod to add "live" mapping to Subnautica (v0.10)
I've created a mod that allows you to display a map in the Steam Overlay that can display various pieces of information.
Caveat 1: A lot of the game revolves around exploring, so using this map should be considered a spoilers.
Caveat 2: Should the devs ever decide to add some form of auto-map or other in-game map, I'll most likely retire this mod.
Motivation
I tend to get lost a lot in Subnautica. Exploring is great fun, but once I've found something, once I know where something is, I really want to be able to find it again. Beacons help a great deal, but for some things, like resources, when I don't have a beacon available or when I simply want to know which way to turn to get to a biome a map is invaluable.
If I were really trapped on 4546B I'd definitely be drawing a map, pinning it to wall in my cyclops, or drawing it in AlterraPaint on my PDA.
This mod is my personal answer to not having an in-game map. I'm making it available as I'm sure there must be at least one other person that would like an in-game (ish) map.
Capabilities
Update Feature List
![mod-example-overlay.png]()
Where Can I Get It?
* You download the latest release from GitHub.
* Install and usage instructions are also on the Project Page.
Troubleshooting
The main project readme also includes some troubleshooting steps for reported issues.
Feedback welcome, please use GitHub for bug reports.
Caveat 1: A lot of the game revolves around exploring, so using this map should be considered a spoilers.
Caveat 2: Should the devs ever decide to add some form of auto-map or other in-game map, I'll most likely retire this mod.
Motivation
I tend to get lost a lot in Subnautica. Exploring is great fun, but once I've found something, once I know where something is, I really want to be able to find it again. Beacons help a great deal, but for some things, like resources, when I don't have a beacon available or when I simply want to know which way to turn to get to a biome a map is invaluable.
If I were really trapped on 4546B I'd definitely be drawing a map, pinning it to wall in my cyclops, or drawing it in AlterraPaint on my PDA.
This mod is my personal answer to not having an in-game map. I'm making it available as I'm sure there must be at least one other person that would like an in-game (ish) map.
Capabilities
Update Feature List
- Works in a web-browser (chrome), and hence in Steam Overlay.
- Displays the current player position (icon, coords) and current biome
- Displays all ping manager items on the map (beacons, signals, vessels)
- Has multiple background layers (blank, biomes(default), lost river, etc).
- Has a store of POIs, taken from the wiki, (off by default), for things like wrecks, degasi bases, vents etc. (very much spoilers, also probably out-of-date).
- Displays a time of day indication. (v0.4)
- Leviathan Spawn Locations map layer (v0.5)
- Update wiki POIs (v0.5)
- Can now switch layers automatically, e.g. for Lost River. (v0.6)
- Support for Subnautica not in default Steam Library (0.7)
- Improved Maps and more of them (0.8)
- Displays player view direction (0.9)

Where Can I Get It?
* You download the latest release from GitHub.
* Install and usage instructions are also on the Project Page.
Troubleshooting
The main project readme also includes some troubleshooting steps for reported issues.
Feedback welcome, please use GitHub for bug reports.
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The Subnautica Art Thread!
Ever had art you made of Subnautica you shared on the discord, but nobody saw?!
WELL HERE YA GO POST YA ART HERE!!!!!!
![w70fi67fnx5g.png]()
WELL HERE YA GO POST YA ART HERE!!!!!!

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