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ns2_altair

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gEavABB.jpg

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.

Currently detailing.

Word of warning to server ops: the map uses custom textures which are currently tied to official vanilla props. Playing maps such as Eclipse, Descent and Biodome will result in some weird art. Please disable the mod unless the map is being played. Thanks!

[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

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.

Multiplayer Mod Update

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Hello Everyone,

You may have saw the multiplayer mod that I have been working on in a previous thread, if not, then here is the link:
https://www.youtube.com/watch?v=5M6V9vs_JlQ

I wanted to provide an update on some of the things that I've been working on. Here are a few new videos for your viewing.

Item Syncing: https://youtu.be/c8uzf_YRlpw
Base Building: https://youtu.be/bdkctzGqwls

As stated in the previous thread, I'm interested in collaborating with other programmers. Feel free to shoot me an im to discuss the project.

Keeps launching to VR mode

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I'm not given an option to choose between a monitor and a VR mode. The game launches directly to VR mode. I made an account on your forums JUST to report this bug. Several people have brought this to your attention on the steam and unknown world forums, but the developer's answer was absurd or didn't work. I'm not going to crawl under my desk to unplug my oculus every time I want to play your game...

Please fix. See below for the threads on steam and your forums.

https://steamcommunity.com/app/264710/discussions/4/365172547953687168/

http://forums.unknownworlds.com/discussion/143175/subnautica-launching-in-vr-mode-everytime-cant-play-regular-version-with-my-monitor-steam

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!

[Bug Report] Cyclop Upgrade Icon on Screen

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Hello , found a bug about upgrade screen in cyclop , Thermal Reactor Module and Depth Module MK3 doesn't have icon, also Depth MK2 use MK1 icon ,and MK1 use MK2 icon , i've try remove some other module or change their slots but still not display on monitor.

Screen :
1517369145-sub-br3.png
here you can see Thermal isnt show , also MK2 Depth use MK1 icon

1517369710-sub-br5.png
Here MK1 Depth mod use MK2 icon (and Thermal is still invisible as above)

1517369242-sub-br4.png
Here MK3 Depth module is invisible (and Thermal is still invisible as above)

How to test :
Upgrade your Cyclop

How to fix :
Didnt find

% of occurence :
Try only on my main game , so idk but maybe 100%

Aurora Prawn bay door to locker room and aft Repair and opening not working

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The door in prawn bay to aft end won't repair and open happen months back had to restart then but now my base is huge in survival mode took days to build. So here I am starting over and the door bug again.

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)

Missing Databank Entries

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I have almost obtained every single Databank Entries in the game and using the ency all command and removing entries that are obviously no longer in the game like Corrupted, Removed, Basalt Outcrops, and Mercury Ore. I came up with a list of lore that might be in the game and I missed or bugged. Has anyone obtained any of these Databank Entries?

-Bacterial Vaccine (Might require scanning the Sea Emperor, but can't scan her)
-In-tact Emperor Egg (Might be in the Egg Room, but not scannable)
-Specimen With Infection Systems Inhibited (Might require luck assuming it requires an infected creature eating a certain type of creature)
-Display Case (Uses same picture as Alien Building Blocks Databank Entry)
-Alien Facility Structural Damage (Tried scanning a bunch of locations around the Disease Research Facility, but no luck)
-Unificationism (Might have missed it in the Aurora or a wreck)
-Bloodgrass (Not scannable)

So I made a let's play... Any suggestions or constructive feedback?

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This is really one of the first official times I've tried making a let's play, let's just say my Crossout "review" wasn't so good.

Yes, I do indeed know that the volume was set too high in editing, but that will be fixed in the next appearance.

I do not try to do many let's plays, mainly from negative feedback about my voice with people saying it's "nasally" and that sometimes I just go silent and not talk because my ADHD allows me to be easily distracted by anything and I lose track of what I'd be talking about.

If you have harsh things to say, please keep them to yourself. But if you have suggestions for things I could improve on, please do let me know. Thanks! :)

https://www.youtube.com/watch?v=-O-sAZdUTuY

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.

Devs Gonna Finish Development?

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So, its clear the game isn't finished and was rushed into release. Aside from it being riddled with bugs and very poorly optimized(Yes, I'm sure devs will get to the bugs and optimization) .. there are parts of the game that are obviously just not finished. Precursor bases for instance.. Those are supposed to belong to an alien race that possesses technology far more advanced than any the human race has ever seen? Sure not very interesting for something that should be the most interesting. No furniture, no props aside from a couple relics.. No music.. bit of atmospheric sounds.. and thats it. Just a big empty place to run through and scan a small handful of mildy interesting things and get out. And whats up with islands? just boring. Walking and running and jumping dont feel like they have any weight. You can scale insanely steep inclines. The islands are completely empty aside from some vegetation, annoying jumping crab things, and even more boring precursor stuff. No resources to find on them, a bit of food if you're playing in survival mode. No music, no atmospheric sounds.. just dead. Even the cave system under mountain island.. is just empty. The most interesting things to find is a bit of the Degasi story.

Anyways, just curious if the devs were planning on working on it anymore now that its "released"?

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.

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.

Lost River entrance in the Jelly Shroom Caves

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This is an idea that came out of a discussion in the discord server. The Jelly shroom caves seem... idk, almost useless. There's not much use in going in them except for the abandoned base. I rarely see people venture forth in them, even I rarely do it because there's barely any use to doing it. Yet the crabsnake is quite a memorable creature for subnautica, I mean, it's on the screen on the left right now.

So the idea is to have yet another entrance to the Lost River in the Jelly Shroom Caves, like a long narrow crevice that just goes down until it reaches the lost river. Maybe even some jelly shrooms scattered along the way, and maybe even a mix of the two biomes when they meet.

Vertical view

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Why is it limited in water? Exploring of some crash sites under water just blow your mind. You trying to look up or down to align your view with room, but you cant.

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.

Should the DEV's add weather to the game

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It will rather be just rain or rain with thunder and lightning.

Terrain deforming is still in the game and sucks the PCs resources.Please letus choose to disable it

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Can we have the option to disable this feature entirely when starting a new save? Can we also choose to disable Time Capsules?

I only mentioned Time Capsules cause alot of people don't like how immersion breaking some are, or how they can give late-game stuff too early

I feel like there's every reason to add this since it wouldn't take away or limit anything from the game unless you wanted it to, purely optional.
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