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Story progression

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To new players , This topic may contains unmarked spoilers, players new to the game would want to avoid it.







Hello , i open this topic because after around 130 day (IG time) , the story don't move , i mean , i have the lunchpad crafting recipe , but i never visit things like inactive lava zone or lava lake , despite "This particular biome plays a major role in the story of Subnautica." as wiki said.

So what , did i miss something ? or skip something ? Did something will "unlock" when attempting to create lunchpad ?

Also i still have the disease , so i can't disable the big weapon so imo even if i can create lunchpad , i can't leave the planet withotu being destroyed IMO.

Know i don't want to finish the game now , i've still some place to discover and things to build , but i'l like stuck in story since around 70 days (IGT).

Or maybe someone have a list of story quest stage ?

Sorry for my english , feel free to ask me any questions for help you to understand where i am in the story atm.

EDIT : Btw i've visit all coordinates given by the radio of cours , and taken every PDA i've encounter since the first day.

[MOD][PC] - Murky Waters

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murkiness_example.jpg murkiness_example2.jpg

PLEASE READ: This is not finished and is pretty much a proof of concept at the moment.

Version: Stable - Jan-2018 59783
At the time of writing, this also works on experimental branch. THESE FILES MAY CHANGE. If you want to continue using this mod you may want to disable updates for a while.

I always thought Subnautica was a little too bright and I hate the performance hit you get with things like Reshade, so I decided to directly modify fog values in 'Assembly-CSharp.dll'.
This mod might make the game a little too dark for some people, but I find that it makes the game so much more creepy! It also hides a lot of the pop-in, which is pretty cool.

Disclaimer:
I haven't fully tested this (i.e, been to every biome). There shouldn't be any performance changes and it's only modifying visual stuff, so it shouldn't cause any crashes.
The darker the biome, the more this mod will affect it. The shallows wont change much, but the Jellyshroom Cave (see screenshot) looks quite a bit different.

Instructions:
Ok, sharing game DLLs is pretty illegal, so instead, here's how to modify the file yourself.

Step1: Go to "C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed" and make a backup of 'Assembly-CSharp.dll'
Step2: Download a HEX Editor of your choice (any will do, there's plenty of free ones)
Step3: Open 'Assembly-CSharp.dll' in your hex editor and search for the hex listed below and make the changes in bold
Step4: Save the file

22 00 00 0C 42 5A 02 7B
22 00 00 00 40 5A 02 7B

00 AF 43 7D 0A 1A 00 04
00 7A 43 7D E3 1A 00 04

85 84 04 3F 22 AD AC 2C
1F 1E 1E 3F 22 46 46 46

There's a few more I need to find but I'll update this post later.

To uninstall this mod, simply replace "Assembly-CSharp.dll" with your backup or delete the file then verify file integrity through Steam.

Enjoy :)

Subnautica Idea's (Feel free to post your ideas!)

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Hello Subnautica, I understand that it can take time, months or even longer to create large detailed structures but I do have some ideas so please hear me out! OK so to get started I think that we can all say that the submarines in the game are awesome! Others may not be so fond of them but to my perspective (and others) I think I can figure out that we would like some more vehicles, even though we have the Cyclops, Seamoth, and the Prawn Suit; but what if there were more vehicles, one's a little more interesting! So at this point I believe that you have heard of the 3 concept art submarines with the names being Manta, Draconis, and Shark <---(Not Official), so here is where this get's interesting so as you know we have the Cyclops which is not exactly made for the conditions of the Lava Biome, so since the Draconis is a very armored submarine it could serve some purpose there or even for encountering other powerful creatures such as the Sea Dragon, Sea Emperor, and even the Reaper Leviathan. <b>http://i.imgur.com/iCszsQs.png <--- (Draconis Image Link)</b>

Next up we have the Manta! Now if you look at the image the size looks Massive!; but in fact that is still not the biggest submarine that I am covering but we will get to that eventually! So the Manta is a very big submarine and in my perspective couldn't really be used as a usable exploring submarine, instead it could be used as a sub-base (Submarine Base), I say this because it has very large expanding sides which looks as if it could provide enough for 4 people considering that the living space is almost like a rounded out square. Now this would be a great submarine for those that can't build a base at certain depth and there main base (or other bases) are too far away so the manta could be used for an emergency base that would be big enough to provide enough living space to provide a Bedroom, Food supply room (Fish tanks and ETC), Storage room, and even possibly a room to be used for constructing! I believe that this would be a great idea since we can't always build a base but to my perspective the Manta still looks to be big enough to house the Cyclops with the Cyclops housing the Seamoth or Prawn Suit! http://i.imgur.com/S4gWnYo.png <--- (Manta Image Link)</b>


For the third and final of my suggestions we have the one and only submarine, Shark! Now this submarine for sure looks capable enough to house the Draconis housing the Cyclops housing either the Seamoth or Prawn Suit (assuming the Draconis can house the Cyclops)! Now the shark would be great because even though if the other two submarines were to be implemented, they would still not be foreseeable to withstand the Sea Emperor. However Assuming that the Manta or Draconis can withhold the Sea Emperor it would still be a very nice submarine to have considering that you could be the king of the sea. Along with the implantation these submarines could be new technology to make them! Also another thing the Shark would be great for those who want to explore the Subnautica in deep depths that the Seamoth and Prawn Suit somehow would not be able to handle. Even though that the Shark is the biggest submarine by far it would be great for fending of those fierce Reaper Leviathans! The Shark would also be a great way to explore the depths of the Aurora or even Pre Cursor locations! Finally along with the Sharks Enormous size it could be used as a base just like the Manta except more practical for moving to locations. http://i.imgur.com/6O9Lze6.png <--- (Shark Image Link)</b>

Anyways thanks for reading this Subnautica and I hope that you can take these submarines into consideration and possibly think of implementing them into the PC game whenever possible! I believe that it would an amazing improvement and update if these submarines were to be implemented into the game! Anyway's until then I will be watching closely for more updates to subnautica (PC)! Thank's. P.S. If you could, please send me details of any info that you think of these submarines!

This is funny

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Started a new game on the free, and guess what I am finding time capsules lol.

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.

Time capsule contents?

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Post what you left in your time capsule here!
b3j3t1nkmlga.jpg

Had the most amazing adventure and recorded it

Better post bug report here on In Game ?

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Hello , like the title said , it was for ask , is it better to use the in game option (f8) or post them in forum ?

thanks and sorry for my english.

Me and my strange, strange relationship with warpers.

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I hear all this stuff about how warpers are nothing but a pain in the tush, but personally, I've always liked them. I feel about them like an old, wise man might feel about death: I fear them, but because of this, I also respect them. Like a thunderstorm, they can scare you, yet they are impressive and, frankly, beautiful. There's something just so unimaginably cool about them, that it makes it impossible for me to hate them. When I left the planet, I felt respect for them. To quote The Tale of the Three Brothers, it was like: "and then he greeted death as an old friend, went with him gladly, and, as equals, they departed from this life." I have a certain reverence for them, and no amount of deaths of players to them can change that.

The Aftermath

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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.

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.

Weird Cyclops docking bug

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This is happening on version 49570

Description:
Trying to dock Prawn into the Cyclops but missing the actual docking bay will send Cyclops away.

video: https://www.youtube.com/watch?v=TAH8JSKSj2E

Reproduction steps:
1. Spawn Cyclops and Prawn
2. Position Cyclops so that the bay doors aren't open when Prawn is under the Cyclops
3. Jump up with the Prawn and miss the docking bay and collide with Cyclops (might take a few tries)
4. If done correctly, it will send Cyclops away.

Weather?

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There should be some weather in the game, storms, rain, wind, etc. Its perpetually sunny yet the Degasi logs mention how they are basically getting drowned on land. You could even have solar power not work during storms and wind power for those that absolutely must build on land. It would also give more incentive to maintain a Bioreactor for the steady power supply.

Subnautica shuts down my GPU

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Hey there,
I came back to Subnautica for the full release and have the issue stated in the title.
When I start a new game half the time my graphics card is shut down already during the load screen. The other half of the time I get as far as 30 seconds into the intro. "Shutting down" in this case means that my two monitors go black and the fans on the card stop spinning.
This is a new PC I build just this week but the card was scavenged from my previous rig on which I played over 100 hours of Subnautica.
I considered that the card gets simply too hot as my case is a little... intimate in size but logging has shown that it only gets to 85c and I have exceeded that previously with no issues.
This is the hardware used: https://imgur.com/ATVrFcn
Any ideas what I could do?

Unable to open the game [FIXED]

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Build: latest experimental
Whenever I try to launch Subnautica, the game "opens" but I can't see the game, I can hear the music, but I can't see the game at all, I tried verifying the cache, reinstalling the game entirely, nothing worked. I am completely out of ideas on how to fix this, HELP.

Ending. Enter if you've seen it.

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I made this comment in another thread but I started thinking I'd like to make it into a topic.
I'd like to hear others ideas on the ending if you have any.

For me with the ending.
Even though the computer told us we owed money and everything it got me wondering.
Did we really survive?

Think about it we get the Sea Emperor talking about in a sense death.
She says "Now you go among the stars, and I fall among the sands. We are different. But we go... together."

If you read it in it's literal form we died on the trip home but our ship made it to earth.
Perhaps to share the bacteria with earth?
Remember we only saw a black screen. And the Sea Emperor appeared as if afterlife-ish.

Be able to change color of resources mark from Scanroom

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Hello , like everyone know (i hope) we can already change color of beacon marker , same for seamoth cyclops PRAWN and lifepod (, but can you make that also possible for resources mark by scan room ?

Available color can be the same as for other marker (blue , teal , red , orange , yellow) but it will be very helpfull if it was also possible as grey , currently all these orange marker draws the eye too much IMO and its dificult to see others marker when scan room in active.

Sorry for my english.

Make Ladders retractable when in front of accessways

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

[Bug Report] Lifepod icon

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Hello , i've found a bug , after restarting the game (i mean reload a save from main menu) , if lifepod 5 icon was hidden , its displayed on HUD with a sticked position (i mean like if icon was a sticker on your screen) following our view angle without moving (like the aim visor in the center of screen).

Screen :
1517339771-sub-br1.png

How to test :
1-hide lifepod icon from beacon gestionary (in PDA)
2-Quit and come in game again
3-Icon will be stick on screen (with defaut blue color if its wasnt the case)

How to fix :
4-Open Beacon menu in PDA
(if icon color was changed by player , it will get back the chosen color at this moment)
5-Turn ON the beacon (will desepear from screen and act like a normla icon now)
(if you want icon OFF then turn it Off again)

% of occurrence :
100% in my case (my fix only work for the current game session).


Sorry for my english.

Crashing launching or playing Subnautica? Follow these steps to make a good crash support post!

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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:
  • 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? ;)
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