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Can't Craft

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So I decided to hop onto the game today to see what all's been changed in the full release. I go into my save,creative specifically, and find out I can't craft anything. I open up the menu to craft something, click on what I want to make and the menu closes like normal, but I don't have the object to set down and make. I was in experimental before the full release so I decide to go in and change the settings so that I'm not in experimental. Still can't make anything. I uninstall and reinstall the game and still nothing. I tried to google to see if anyone else was having this issue, but there wasn't anything. At least, not anything recent. As far as I could tell, there wasn't anyone with the same issue on the forms.

So I could use some help here.

Time Capsule Treats (was "Acituanbus, Found It!")

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Thanks for the goodies you left for us to find Acituanbus!

(edited to update thread title)

Steam storefront picture

Subnautica Concept Art: Kelp Forest - Subnautica

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imageSubnautica Concept Art: Kelp Forest - Subnautica

Subnautica features diverse underwater environments. Last week, we revealed Lava Zone.This week, here is Kelp Forest!

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Harpoon Gun

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I think this would be a nice addition to the game because its a weapon yes but it is lore friendly and another way for the player to defend themselves.

How do I change my marines skin color?

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In customize player my marine model is african american. I want him to be white. How can I make him white?

Subnautica Xbox Save/Load Hotfix - Subnautica

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imageSubnautica Xbox Save/Load Hotfix - Subnautica

Good news, Xbox players! We’ve just released an update that fixes a horrible save/load bug. Somewhat absurdly, this bug caused anyone in a UTC+N timezone, e.g. UTC+4, to have to...

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GAME WON'T SAVE MY PROGRESS (3 in 1 update)

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I had saved multiple times and my game crashed. I loaded back in and all of my progress was gone. It happens on all saves. Now i'm reinstalling my game to see if it helps :neutral:

Aurora's keypads are misleading players

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Really a minor thing but made me wander around in the Aurora wreck more longer than I should have.

The interactive screens which you have to put in a code doesn't have any useful feedback that they are in fact something you can interact with.
Other interactive screens in the game have sounds and hover actions. Something that takes your attention.

These keypads had no effects like the other screens. So I thought these screens were just regular props since nothing really happened until I pressed on the buttons. IMHO all interactive screens should at the least change your crosshair for a pointer or something so even that might give the player a notion that it is in fact something that can be interacted with.

Hard mode

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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).

  1. Disable growing any edible or material (deep shroom) plants. Also disable breeding edible fish in the alien containment unit.
  2. Disable bioreactor, that thing is just broken as biomass is infinitely available in the game everywhere.
  3. Disable medkit replicator (except the one in the lifepod), as one can make medkits with the normal fabricator, using energy
  4. 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.
  5. Make leviathans unkillable and impossible to lure away from their patrol point
  6. 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.
  7. 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.
  8. 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.
  9. 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!
  10. 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.
  11. 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).
  12. 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.
  13. 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.
  14. 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)
  15. 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.
  16. 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.
  17. 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.

Don't touch that move rate

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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.

Fragment spawns still potentially progression-blocking

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I was happy when the fragments for the mobile vehicle bay and moonpool were made less painful to locate. But now on my post-launch playthrough, I can't find a vehicle modification station fragment to save my life. I've hit up every major wreck I could recall the location of, and several others I hadn't. I've unlocked very nearly every other item in the game at this point.

In addition, I have yet to unlock the stillsuit or reinforced dive suit despite all my exploration. I've dropped scanner rooms in every biome for fragment and wreck hunting, but still no dice. What gives?

Subnautica Xbox One Launch Plans - Subnautica

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imageSubnautica Xbox One Launch Plans - Subnautica

Today is the big day for Subnautica on Steam. After five years of development, Subnautica is ready for release on PC. But what about Xbox One? We still have more...

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Just Quietly, Subnautica Has Been Updated - Subnautica

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imageJust Quietly, Subnautica Has Been Updated - Subnautica

Hello divers! We just released an update to Subnautica on Steam. We’re not making a huge fuss out of it, because it doesn’t contain big showy features, and we’re trying...

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Time capsules

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Has anyone found any time capsules yet and if so what did it give you and what did it say.

Can you continue your game save after ending?

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Pretty much Title...

But I assume that after ending/rocket you get a credit roll? And can you play on your existing save again after end? Or does it delete the save?

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. :)

Give Early Access Feedback to the Dev Team

Battery drain on Cyclops

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Is anyone else experiencing a fast rate of battery drain since the latest update? I can have everything turned off and I come back to a dead battery in at least one slot. When I move the Cyclops, I probably get 300m before most of my power is drained, even with the Energy Efficient module.

[Bug] Ending Achievements [Time Capsule and Leaving the planet]

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Subnautica Version: Jan-2018 59783


I am missing two achievements and after checking it I can see it is the following:

"Go Among the Stars" - Launch the Neptune rocket
"Leave Only Time Capsules" - Create and deploy a time capsule

These should be completed once you leave the planet but unfortunately they do not. I have tried a couple of times now but to no avail.

If any one has information on how to obtain them or can confirm my issues, please leave a note :)

Kind regards,
Nightblood
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