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Two Public Playtests of build 321 on Sat 10th and Mon 12th!

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Hey all,

We have TWO Public Playtest sessions scheduled for patch 321:

Tomorrow, Saturday Feb 10th 1200 PST / 2100 CET
And
Monday, Feb 12th 1200 PST / 2100 CET for those that cannot make the short notice of tomorrow's session.

All are welcome to join and test the build with us, which contains some fixes like entities "popping" into existence after phasing through gates, performance improvements for hitching, balance changes such as Babbler Mines (yes you read that right) that contain aggressive babblers or an improved Onos Charge that "stampedes" marines out of the way, as well as two new shoulder patches and lots of other stuff I can't fit here ;)

Join our Official Discord Server a few minutes before those listed times in order to organize with us and ask any question before we play games.
You'll need to swap to the BETA branch of NS2 for this test.
Once you've selected the branch, then just idle in our General Voice channel to coordinate with us joining the server.

We're looking for community feedback of any kind, as well as assessing the stability of the build/server.
It's also a good chance to get the "Kill a Dev" achievement if you haven't gotten one already, or just to chat with some devs after the games.
If you have any further questions, feel free to contact me in our discord.

Thanks and see you there! :smile:

Alterra Energy Shields

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Ok. So, first off, I want to make my usual cynical assessment of the topic. Alterra's technology is almost genius but mainly just annoying that they can create slow-time pockets within plasma gravity fields, but still use ion drives for transport. That they can do all of these logic-defying things, and yet still use all of this technology which we have around today. But anyways!!!
The reason for this post was inspired by Scifiwriterguy and his example of the GUN trying to take out a Mongolian battle cruiser or something and not causing a dent. So, being as cynical as ever, I wanted to make a short post about the subject of armor in the subnautica universe and if the GUN could cause damage to a cruiser made by Alterra.

First of all, I wish to mention that the player's survival isn't really all that tailored. Seamoths, PRAWNS, propulsion cannons and the like seem to be the same as those which are found inside the Aurora and mentioned within PDA's. And so, I'll have to assume that Alterra mainly bases its technology off of materials which can be found on Earth-like planets like planet 4546B. Although it's of course possible that, in predicting the path around 4546B, Alterra had for some reason stocked the Aurora full of vehicles which can be constructed from the materials on 4546B. Although this makes no sense, really.
But anyhow, because of the seamoth, (described as one of the most popular vehicles for its aquatic and space qualifications,) can be made solely out of materials on 4546B, we can make the assumption that Alterra has a knack for Earth-like planets. This being said, the Aurora is likely made out of plasteel and titanium, primarily; most likely titanium due to the scraps we find around the planet. So, I suspect that in order to keep a moderate budget, (and provided that the companies of the subnautica universe focus on economy more than warfare,) we can assume that any war-ready vehicle's shielding is going to be based off of the shielding projected on the Cyclops and Neptune, (I decided to call my rocket the Altracorp. Watney). Now, to estimate the capacity for the shielding displayed in-game, a single shield layer can protect from a Reaper attack which, since it can exert more pressure on a seamoth than the seamoth can resist, (and a fully depth-capable seamoth can survive a whopping maximum of 3545 newtons of pressure,) the in-game cyclops shielding can resist 3545 newtons of pressure in all directions!!! And only use up 50 out of the 1200 units of power which the cyclops can store; (Which, as a fun-fact, is equal to slightly more than the energy generated by two ion cubes combined)!!!

While I'm at it, I'm going to double-check my figuring above by determining at roughly what speed the Neptune escape rocket would have been traveling as it collided with the bit of debris which took out its shields and partially damaged the interior. Assuming that 4546B is roughly the same size of Earth, the rocket was traveling at minimum 17,600 mph, (although using ion power cells may have given it a bit of extra kicks.)

Now for the GUN's statistics. Assuming that the 'beam' that the GUN fires, it either fires Krypton or copper plasma; likely the former. Assuming that the beam in question is straight and isn't a cone, (and if it were light, it'd have to be a cone or else it would be invisible,) it could have theoretically infinite range assuming that whatever electromagnetic guidance system it has to control the path of the plasma doesn't have to aim through anything. So from the GUN, theoretically, you could blow up anything in the observable universe at any time. However, We're led to believe that the GUN can only focus on larger or closer things; as we can see in the loading screen that the Aurora is well aways from sea level when it has a gigantic hole ripped in its side, while the Sunbeam had to be relatively close to it before the GUN fired. So we can make the assumption that the GUN has pretty bad sensors despite its apparently infinite range and undoubtable power. But as for the beam itself, since I don't know exactly what its plasma is made of, I'm going to skip all of that and focus on what can be gleamed by observing its affect on the Sunbeam. (That could be turned into a pun if you think of plasma as the stuff suns are made of and the GUN as a beam. Sunbeam.) Anyhow, from the point at which the beam first hits the Sunbeam, the beam seems to only affect it slightly for three seconds, and then completely detonate after a fourth has passed. assuming that the sunbeam was made of similar stuff as the Aurora, and was about 8 or so meters long and 4 to 5 meters wide. Assuming it has the structural integrity necessary for a vehicle which both exits and enters planets' atmospheres, (17,600 miles per hour worth of pressure,) the GUN would have to be pretty darn beefy to crack it. Especially so because while the sunbeam was built to land on planets, the Aurora wasn't; sufficed to say, the GUN would undoubtedly be able to tear through any energy shielding that a battle cruiser might have.


As a recap, one of the many intriguingly unimportant factoids I unearthed was that a single ion cube can give off about 70900 Newtons of pressure in its lifetime. I think.

Saved the Sunbeam

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I decided to fix the radio after getting cured and I get a completely different message from the Sunbeam. I only get one radio message from them.
Aurora survivors, this is trading ship Sunbeam. We've tracked your distress signal, but your ship's left a substantial debris field up in orbit, we can't attempt a landing.
We're gonna have to head home.
We'll send our data to Alterra as soon as we can. Hold on in there. Sunbeam, out.

Not sure what happens when you activate the Sunbeam timer, then get cured and disable the gun before the Sunbeam arrives. It is possible that the Sunbeam lands, but does nothing after that.

Plz bring back fade vertical to horizontal speed conversion on blink

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Fade used to have the most fun skill based movement back before they removed half of it for no reason, please bring it back.
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For those who dont know vertical velocity (falling) would get converted into forward speed by using blink, great fast paced sensation now gone for unknown reasons.

just a few DLC Ideas and game tweaks

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Creature behavior and evolutionary biome concepts

When playing subnautica I was blown away by the detail and the amazing visuals of the various detailed and diverse biomes but a few things stuck out to me, namely some of the creatures behaviors and a slight incongruity some of them had with the biomes they inhabit. It’s a habit of mine to try to guess at the evolutionary biology behind the adaptations of fantasy (or scifi) creatures and their behaviors, and I have a few suggestions about how to alter some of the creatures biomes and make some of the creatures behaviors seem more natural and realistic (at least to me), namely these changes would involve the Reaper, crabsquid, crashfish, cavecrawlers, floaters, and stalkers, I also have an idea regarding the cuddle fish.

First the reaper: The data log entry says that the reaper eats basically everything which seems to indicate that the reaper is hunting the player in a predatory fashion, this makes sense however I can’t help but feel that there should be more to it than that. The large mandibles on its face (while likely implemented for the cool visuals of grabbing the player/sea moth) and the way it sometimes attempts to crack open the sea moth seem indicate an evolutionary history where its primary prey would be roughly the same size as the sea moth and may have a hard shell, this leads me to think that there should be a prey creature implemented that would help explain this behavior; perhaps a sea turtle or clam like shelled creature with a shape similar to the sea moth that the reaper can grab onto and crack open before pulling the soft insides into its mouth, in a way similar to how it eats the player. Personally I would like to see a fish shaped similar to the sea moth with jets in the back (similar to the reefbacks) and maybe a bone plate instead of glass on it’s head that could ram the player or the sea moth. I feel like this would not only help explain the reaper’s attack pattern, but also create a greater sense of immersion, I love to feel like the world would exist without me being a part of it and I think this would help a bit. Furthermore I also think that the reaper should be given a native biome, this is something many of the creatures in subnautica have that the reaper doesn't seem to. It would need a biome that would help explain its biology. Personally I would go for the craigfield as the many outcroppings would explain its serpentine body, as it would need to be flexible maneuver between them (though I understand this could be difficult to program due to its size). The sparseness would also explain its tendencies to consume anything it comes in contact with and the proximity to the aurora could explain why the reapers are found there investigating it, after their echolocation, hearing or sense of smell, picked up the survivors that might be seen as easy prey.

Second the Crab squid: this creature’s behaviors and biomes make sense to me, but some of its attributes don’t, specifically the E.M.P. While the data logs say that it developed the E.M.P. to defend itself against predators using electrical hunting mechanisms, the only place it and ampeels occur together is in the blood kelp zone, with far more ampeels seeming to live in the bulb zone, and this creates incongruencies in the data. While not a problem for the ampeels as it can be assumed that the ones living in the bulb zone found another type of prey (which also makes sense due to their size compared to the crab squid) that leaves the crab squid without a common predator that uses electricity to hunt. Thus I would suggest the implementation of a new crabsquid predator which due to the crabsquid’s size should likely be a bit bigger than the ampeel anyway, thus I suggest that you recycle your idea for the sandwort and create a new creature, one that uses electricity to stun its prey and primarily feeds on the crabsquid, this would fix this incongruences in the data and offer another challenge to the player in some of the more difficult areas. Due to the crabsquid’s attraction to light this predator could be something like an angler fish, or an ambush predator similar to the crabsnakes, that would hunt by luring the crabsquid in with a glowing lure and tazing it before stretching out from a cave or hole to drag it inside. The lure would make them somewhat easier for the player to avoid and their behavior would also explain the crabsquid’s use of an E.M.P. as a deterrent while still allowing them to be preyed upon, as the timing of the predator would play a major role as to wether or not it catches the crabsquid.


Third Crashfish, cave crawlers and Floaters: I’m including these together because the idea I have addresses all of them. Crashfish and Floaters currently both live in the safe shallows, which is something that never really made sense to me as there are few predators in the safe shallows that Crashfish would have to defend against and I believe the Floaters would likely want to live in a place with a large quantity of (rock) debris that they could latch onto for reasons I’ll explain in a minute. As there is little data about floaters thus far, and they can grow to an incredible size I've developed a theory as to why they attach to things, why they would want a place with a lot of rocks and how the large floaters come to be. my theory is that the main creature (the pink one) latches onto rocks and breaks down mineral deposits in them, converting these base minerals into a material that promotes the growth of the secondary mesh of microorganisms that surrounds it by providing them food, these microorganisms then produce both helium and a waste product that is secreted through the outer membrane of the creature that promotes the growth of a type of algae that grows on the surface of the rock the floater is attached to, which in turn feeds the main pink creature and helps facilitate the breaking down of the minerals in the rock, creating a sort of closed micro ecosystem that can last for thousands of years allowing the floaters to grow to a massive size. They float because they have evolved to bring this rock dwelling algae as close to the surface as possible so that it can grow better due to the abundance of sunlight. This would explain why some are found in the safe biome however due to their ability to float it would be more likely that they would want to propagate in an area with as many rock debris as they can find. This is why I would suggest the implementation of an entirely new biome. This new biome would be a fairly barren one inside a crater beneath the floater island (which may have to be moved due to it currently being over the grand reef) with small floater islands between it and the large floater island. The biome would consist of a large field of loose rock of various sizes and smashed up terrain, with an abundance of caves along the edges of the crater along with smaller caves with wide rocky plains in between. The biome would also be dotted with huge pillars of stone that possibly fell from the floater island above. However just the floaters wouldn't enough to justify an entirely new biome by themselves, which is why I would move crash fish here as well, putting them in the caves that surround the edges of the crater. Most importantly I would also add the previously scrapped Rockpuncher. While I know terraforming is no longer implemented I believe giving the Rockpunchers alone a limited ability to due so would be well worth it, as rocks falling from the floater island above could give them plenty of things to smash while helping explain the armored shells of the biome’s fauna, this large crab species would basically make this biome, as it hitting rock pillars or the walls of the craters would explain all the debris for the floaters, as well as provide the biome with a sense of danger, plus the almost cinematic image of them pulverizing a large pillar of rock would just be awesome. I know you might be worried about them making too many alterations to the terrain, or escaping beyond the edges or running out of things to smash but making them fiercely territorial and having rocks constantly fall from the floater island above would fix that as they could smash the falling rocks of various sizes and fist fight each other. Furthermore there would be a perfect justification for the crashfish to inhabit the numerous caves throughout the biome as they would have evolved to defend their homes against any Rocksmashers that got to close, using their explosive properties to penetrate the armor of the Rocksmashers, and driving them away, effectively corralling the rocksmashers into their designated biome. This could also open the path for a larger version of the Crashfish that could pose a threat to the cyclops, or a communal sulfur plant that houses numerous crashfish, something that is somewhat alluded to in the crashfish's data entry. This biome could also provide a perfect and logical home to cave crawlers as opposed to them only appearing on the surface (with the exception of the blood crawlers) which doesn't make sense for a planet mostly consisting of water. In fact the whole biome could be a haven for various armored creatures or crustaceans, including creatures such as the bone shark which could prey on the cave crawlers as well as some new small armored fish similar to a lobster that the player could eat.

Fourth stalkers: for me the stalkers have a slight behavioral issue but it’s only a small one and not that important to fix. My problem is how they seem to only go after debris, and the way they throw it around without any purpose. They seem to prioritize debris which wouldn’t be present in their original ecosystem, which wouldn't make sense unless they exhibit behaviors similar to a bower bird. Bower birds collect objects of a specific color or make up, in order to create a sort of garden to attract a mate this could easily be what the stalkers are doing, instead of having them only pick up scrap and then drop it, they could perhaps instead collect them all into a single area that acts as their nest (eggs could be found here as well). furthermore you could have certain stalkers collect a specific mineral, or other shiny objects instead of debris, so that each nest is different, the only problem this might pose is that it might make it too easy for the player to collect things but this could counteracted by having the stalkers live in communities with multiple contributing to the same pile and certain “sentinel” stalkers that circle it with out leaving. You could also add a trigger so that if a player attempts to take anything from the pile all the nearby stalkers will attack in mass, this could add another element of risk vs. reward to the game.

Fifth and finally the cuddle fish: while adorable and a great pet I have an idea for how the cuddle fish could become a bigger part of the game, and that is by giving it a backstory as a creation of the precursors to act as a genetic base for the creation of their own leviathans for the study of the Carar (this would necessitate relocating the egg to the disease research facility however). This could be taken advantage of by the player through the use of the transfuser (which could be reintroduced into the game as precursor tech), which could allow the player to customize their cuddle fish to be more useful in hunting (allowing for attack commands), collecting items (tell it what to fetch in a certain area or have it pick up a specific mineral when you move close enough to it), defense (by telling it to act as a look out and make a certain noise when a hostile predator comes within range), battle (by engaging a predator when it comes into range) or even as a biological mount allowing you to ride it increasing your speed with out making noise or having to use batteries or power cells (though you may have to feed it), this could be accomplished by infusing the cuttlefish with different DNA in order to cause it to exhibit different traits, perhaps having its unique biology allow it to revert back to its original form either after a certain time period or if given some kind of command to reset it’s DNA, perhaps you could even extract traits from the bones of the dead colossal leviathans, and in the end when you leave you can leave it as a Cuddlefish Leviathan and the new apex predator of 4546B

New Subnautica Chatroom!

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Hi all :smile:

As many of you know, we hd a public HipChat room where you can chat with devs. Unfortunately you couldn't see text history, so if you just missed some info, you'd never see it.

We're trying out a new App called 'Discord' that gives us text and voice chat!

Come join our Playtesters, some Devs and other Subnautica community members using this invite:

https://discord.gg/0TYSaqpNv6wffpB1

Then enter your desired Online Nick here:

1y1xUIT.png

Then you'll need to click the 'Claim account' button at the top & fill out the info (which is registering your nick to you):

EW7KvKj.png


Once you claim your username, you can either continue to use your web browser of choice, or download the standalone app for Windows, Mac, iOS or Android!

Windows and Mac standalone have a really awesome DARK theme (available in settings).


Download links:

Windows App
https://discordapp.com/api/download?platform=win
Mac App:
https://discordapp.com/api/download?platform=osx
iOS:
https://itunes.apple.com/us/app/discord-chat-for-games/id985746746
Android:
https://play.google.com/store/apps/details?id=com.discord

Thanks for continuing to being awesome! :smiley:

[Proposals] Scanner Room, Multiroom Caps, Solar Panels, Base Batteries, and Ingots

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Scanner Room

So one thing I've been trying to do, and I feel this is consistent with the ethos of the game's human civilization, is make bases with minimal footprints. Small, compact bases of two moon pools and two 3-stacks of multirooms with corridors in between. Except the odd man out seems to always be the scanner room. That it's an awkward unique room that has to be placed off by itself always has it jutting out from the side of my compact little base.

So, if I may, a proposal for either a redesign or an addition to the current game: a scanner room that connects to the multi-room building system. This could either be a standalone scanner room of the same shape as a multi-room, and one that plugs onto multiroom stacks and cannot be built on top of (because sensor suite roof), or a module, similar to a bio-reactor, that builds into the centre of multirooms, and only multirooms on the tops of stacks, and converts them to scanner rooms complete with snazzy sensor suites on their roofs.

For both, I think it would be nice to then need to build the scanner room upgrade station and scanner room console, and camera docking ports on the outside, separately once inside the completed shell, similarly to how the moonpool vehicle modification console is built. Wall panel snap + scanner room only pieces. This way you can modify the other wall panels to your liking, and accomodate windows or ladders or what have you as desired. You could even build just one camera docking port, or three, or any number you like. Being able to rename camera drones would be lovely, too.

Multi-room Caps

The domed tops of multirooms are prime real estate, yet we can't modify them in any way. What ways would I modify them? For example, I would love to convert my grow bed multiroom into a sort of greenhouse space by making a glass roof, or maybe a skylight in the middle of the dome roof for my personal quarters.

For this, I was thinking maybe something along the lines of carving the domed tops into panels similar to the walls. So you would have one large central round panel, and then eight "slices" radiating out from it and corresponding to the eight wall panels on the room's sides. So to make a full glass roof, you would need 9 glass. Or you could make a partial glass roof as desired, for example just 1 glass for the round central panel to make a skylight for your quarters, or for your aquarium.

All the same restrictions (e.g. no reinforcements) that apply to the roofs of corridor segments could apply to multiroom caps.

Solar Panels

I often find it difficult to place solar panels in a visually pleasing way. Just about the only place I can put them without them being an eyesore is the front bit of flat real estate on a moon pool. Everything else is curved to where it's difficult to align them so they don't look awkward.

And so I was thinking how nice it would be if I could have wall-snap solar panels. Essentially, they would be exterior modules that would snap to wall panels in some locations, in particular roof nodes, whether on corridor connectors or rooms. So if you have a straight I corridor segment, you could craft a solar wall panel running along the top, but not the sides. And to connect it to my proposal for multiroom caps, you could attach solar panels to the "slices." That is prime solar real estate, and it's sad to see it going to waste for lack of building options. Yes, I could litter it with freestanding solar, but that'd look fugly to say the least.

A nice bonus thing would be to make the freestanding solar panels swivel to track the sun, but I could easily live without that.

Another option could be a tile-snap high capacity solar array for use on base platforms. If the player wants to build a high-capacity solar farm, well, why not? This makes it easy! Snap four of these things, or just one big one, onto a platform and you can have your 100% solar powered base in the shallows without any fuss.

Base Batteries

Currently each power generation method has its own internal battery that it recharges, and that cannot be charged by anything else. You don't have 1000 base battery capacity with two bioreactors, you have 2x500, charged individually, as far as I am able to tell. Well, why's that so? Why not a wall-mounted battery piece that increases base battery capacity by a flat amount, and that can be recharged from any source, and that is drained first whenever a base module draws power? Sort of like a reinforcement or window, but with battery capacity instead of base hull integrity.

Ingot Storage

In the mid to late game, and even in the early game before I build a base with lots of locker space, I find myself awash in superfluous resources I have nowhere to keep. I vaguely remember the player being able to convert titanium ingots back into titanium chunks in early access. Was that ever a thing? Even if it wasn't, maybe it should be? It'd be a great way to store bulk resources, at least metals, or possibly glass. Compact 10 chunks of a metal into ingots, and back again as you need, to be able to stock a healthy supply without lockers completely taking your base over.

For the glass ingot idea in particular, I think in that case it would require coverting all recipes that use quartz, such as hatches or large lockers, into ones that use glass. I'd argue this wouldn't impact the game economy too badly, and it would make it way more convenient to manage my quartz/glass supply when I know I can safely convert all my quartz into more compact glass, and then into hypothetical glass ingots, without needing to keep huge amounts of bulky quartz on hand just for those odd recipes that require quartz rather than glass.

Well, that's all. Thanks for reading.

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.

Bugs On Xbox

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XBOX UNOFFICIAL BUG POST
Started this Post originally to get the ball rolling didn't realise how many would respond, so if you have bugs that are not on the list just mention it within the comment section below, depending on free time and playing subnautica it may take me awhile to respond or even update the list, thanks from a fellow subnautica fan for the help guys. Hopefully the major bugs will get fixed and help get the game running smoother in the foreseeable future

BUGS


- any building block's I place that goes through or slightly into the reef/ rocks & plant life will be Terra formed as expected but if you load or come back to the Area after a journey it will go back to its original form and glitch through the building block deny access through walkways etc.

- when a breach floods your base fish will swim through or spawn in the base, even found fish swimming/ floating even without a breach. while in the Cyclops/ big sub if you hold a snap block/ base building item's while in the sub it did a 360 spinning around demolishing anything in sight.

- found wreckage parts, doors, flood lights and reef parts floating in the sky.

- frame rate issues

- game crashes often even more so while playing in creative (to as expected)

- picking up alien fish even while directly next to it does not work sometimes (hit box to small?)

BUG LIST UPDATED [18/05/16]

- Giant Iceberg salt, randomly spawning - [xNeil_Armstrong]

- a glitch that rarely occurs, but sometimes icons, HUD and menu is invisible even when you pause in game (requires you to reboot the game and load a previous save) - [Herjolfr]

- rendering issues, mainly within the submarines (land not generating fast enough leaving blank spaces into the void) - [Herjolfr]

- Got stuck to sea bed after scanning a fragment - [Gidgemeister]

- Mobile Vehicle bay menu selection screen not appearing (played on external Hardrive)- [Gidgemeister]

- slowly being moved to the left while using the crafting station via life pod towards the storage container (sea wave glitche?)- [Gargett]

BUG LIST UPDATED [19/05/16]

- Crashed while in the seamoth to where it looked like I was on the edge of space treading water. No amount of restarting fixed it. When I finally died a hour later due to dehydration, I spawned back where the life pod was with my vehicle bay and lifepod gone. I didn't see the seamoth beacon either. Restarted the game -

- Third game crashed while I was next to the aurora and out scanning fragments. When the game reloaded I was back at the pod. The base i built and my vehicle bay were gone and again I didn't see my seamoth beacon -

- Missing items in fabricator only appear when you have the requirements - Meekeo_Fibre

- Crash powder not appearing - xNeil_Armstrong

- Deployable Storage Disappearing - Malacath

- Made it to 6000m+ because of no terrain generation - rustled_Jimmy

- Seamoth can get stuck within the floating islands - FITES

- Crashed pods are transparent and contain no loot - Gargett

- multiple battery's consumed while replacing seaglider power & extra battery's consumed while saving- Flim15, xspel

- items not appearing while crafting them in the fabricator - xspel

- hull leak when trying grab fish within large fish tank - xspel

- Aurora not blowing up - Ranchnuts

- disappearance of solar panels - Ranchnuts

- when restarting a freemode level solar panels automatically unlock - INF_HAViK

- invisible crash plants - JFCapps

- imploding multipurpose room glitche at depth 50 meters - JFCapps

BUG LIST UPDATED [20/05/16]

- Life Pod cannot be repaired SneezyPanda

- I deleted my survival and started a new one to try and get crash powder to spawn, and it worked! I made a welder and fixed the pod. I put the welder in the pod storage. Went out to start a base, and when I came back the pod was gone. The pod beacon said it was way off in the distance, I traveled for 5 min and got nowhere - xNeil_Armstrong

- I also had a glitch happen last night that I got stuck in my Seamoth and couldn't get out and every time I tried to press the A button to get out it would say " SpawnFailed ". It fixed after I restarted the game twice - MayaMidnight

- ealier today when i loaded up subnautica my survival world broke. The world outside my escape pod doesn't load up anything its just a huge blank open ocean no land no fish nothing. Im not sure what caused it as i saved and exited to main menu before i got off last time - Fearingsix

BUG LIST UPDATED [21/05/16]

- Obtained the Power Efficiency upgrade module inside the Aurora, came back after reloading the game and found it again - EVILONE15

- Even with all seamoth fragments it will not unlock - Forsaken_Tag

- Issues with crash plants not easy to locate or spawning correctly? - IzzacJ

- When boarding front Side of Aurora there is an invisible hole in the floor you can fall through and cannot escape - EVILONE15

- Game crashes when trying to click on the give feedback option - Whitetigerdragn

- Plants in Large Aquarium dont apear to have stems (leafs do appear though) - NextHaloFlame

- Many instances where the "30 seconds" and "10 seconds of Oxygen remaining" audio queues will not play - EVILONE15

- Issues with saving not saving - xNeil_Armstrong

- Fragment scanning issues - Forsaken_Tag

- Game Freezing when trying to save - Lee W

- Keyboard Freezing on trying to Rename Beacons - Lee W

- some structures are centre located on your screen when selecting them, makes it difficult to place them - EVILONE15

BUG LIST UPDATED [22/05/16]

- ive just had one when exploring the mushroom forest right outside the aurora while looking for cyclopse fragments on survival. no idea how it happened but i got launched flying into the sky while in my seamoth, then the screen went all blurry and after that i was sent about 500m in the sea way too far out the map id say about over 300,000m away from my pod - DroopyGlint

- water clipping through building blocks at surface level - IzaacJ

- character can easily get stuck on the banisters by any connecting corridor in the multifunction room, requiring you to save and quite to fix the issue - EVILONE15

BUG LIST UPDATED [23/05/16]

- Seamoth randomly moves to a deeper location upon loading - Lord_Max

- Waterproof lockers vanishing upon loading game - DraftySea

BUG LIST UPDATED [09/06/16]

- Hi I am new to the game on Xbox. I wanted to report that the game also crashes while being in the main menu just sitting in idle. I wanted to pause the game in the main menu and come back later. I tried if it was accidental but the game crashes every time while idle in main menu. It does it within an hour and quite some turns now. - oelikoelie

- I found that fragments in my game despawn mid-scanning period when I'm bitten by a Biter. Really annoying, 'cause I really need a mobile vehicle bay. - Darwin-Evolution

- it only happened once but I tried to get into my base via moonpool but when I went into it, I fell through the base and landed on the ground (underwater) like I was on land. Only for me to realize that my oxygen was not going down and I was walking underwater (like my base) and I had to climb up to my hatch to "leave my base" - trainman16

- sometimes if I look down while I am in my base it slows my walking speed to nearly 5% - Melinity

- As soon as I finished building a multi-purpose room the game crashed and I lost all of my data, the game denies that I have created any saved games - Rawrr

- I just sealed up the radiation leak and decided to head home. Upon entering my base you could constantly hear the sound of your character obtaining air from the purple brains that release 3 bubbles of air every now and then. - destinykid

- Glitch threw sea-moth while docking into moon pool causing you to sink until you hit bottom. - JONNYK301

- Your base will become transparent while in the Cyclops. - Olympicwolf

- closing bulkheads crashes the game - bbot0625



anything else that comes to me I will update this post, also anyone can contribute to the list, I know its a preview and all just here to help, also to note I will have no idea if and when these bugs are fixed (guessing after a bug update in the near future) so when that happens I will keep it up to date.

Multiple Bugs Report

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New Player since launch. I am almost finishing the game, but I have noted several tiny bugs that could be smashed to improve gameplay. I submit on the in-game system but would like to compile a proper list here:

1. Cannot access the Prawn upgrade while it is docked on the Moonpool. Thus, I need to launch and access it underwater every time.

2. Seamoth doesn't have a hitbox while docked on the Moonpool. You can walk right through it and fall down.

3. Smoke (lava vents, etc) and the green/blue acid at Lost River shows in front of Cyclops' Bridge Overlay. Really weird.

4. Leviathans keep clipping terrain (mostly the ground but also walls) and I have already "lost" two Reaper Leviathans for them getting stuck under the ocean floor!

5. We really need a Texture Quality option in the Graphic options. Stuttering is very annoying and it seems Texture Quality is stuck at 4 regardless of your options. I have to F3 and reduce to 3 to make the game playable every time I start.

6. The Neptune Launch Platform requires "deep water" to be placed, except it is a barge, it shouldn't need more than the same as the Seamoth/Prawn.

7. Sometimes, energy transmitted by the Energy Transmitters move through terrain (I don't mean edge or little, I mean huge terrain amounts) to the base, which makes it confusing to understand if it is or not supplying the base with energy, since the description says the energy beam should not be blocked. (part of the bug or not, so far I noticed that when this happens, the energy is supplied)

8. Creatures can get past the shield into the Portal areas (that are dry land) and swim inside! (including attack the player). Talk about weird!

Not bugs, mostly suggestions:

9. Alien Containment Blueprint should be easier to find (it seems to be mixed in similar places as Cyclops/Prawn blueprints, on large wrecks?). It is a neat eye candy even for early bases but it ends up being near the last to be found.

10. Please remove the cloud/fog from the islands and allow us to see them from distance. Doesn't seem like it would be much of a FPS issue (specially they would only be visible when you are above water) and it is just weird.

11. Category tabs on the Blueprint list at the PDA. Currently it is very annoying to keep scrolling to find what you need. (I think I saw this already on trello)

12. Allow to rename Cameras. Also, maybe a bug, sometimes new cameras are named the same as already existing ones (I have two "Camera 6" and "Camera 8").

13. Do not show base energy warning (Emergency power ... power restored) if you are not near the base. I had a base somewhere without enough power and until I found which base it was, which took me almost half an hour, it kept flashing the power cycle nonstop.

14. When the Aurora is about to explode, hint to the player that he can survive if he is far enough.

Cheers!

(edit: added a new one: creatures passing through the shield into the portal areas and swimming inside!)
(eidt 2: added clarification on 3.)

Alien wreckage

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Just something I’ve been thinking about, but wouldn’t it be cool if there were alien wrecks from cultures other than the precursors and the degassi scattered around, they wouldn’t have to have anything to do with the story it would just be cool to see some wrecks from other (alien) ships that have been shot down, I mean the precursors built the gun for a reason, so it doesn’t make sense that the only wrecks we see are from human ships, especially since the planet is off the beaten path when it comes to human dominated space

Falling out of Cyclops

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This is going to be a bit lengthy because I'm going to have to give a bit of background. I'm doing "no cheats" play through on stable 55670(?), can never remember the number. I finally farmed enough material for bases in the Lost River and Ghost Tree areas. I was using the entrance near lifepod 2 through the blood kelp. Once I got down to 501 meters, my cyclops dutifully reminded me that I had not yet installed the necessary depth module to go deeper. So I backed up into a cavern, collected the materials from my lockers, and proceeded to fabricate the module. I began to notice that my cyclops was moving, kind of like the way lifepod 5 now moves with the waves, but didn't think anything of it until I found myself dropping to the bottom of the cavern, no longer safely aboard my cyclops. Cutting to the end, I fell out of the cyclops 3 times before I could get the module installed and the cyclops under way. I'm wondering what type of glitch/bug might cause this. If I were less health conscious and was not at full health when this occured, I would have died. It treated the drop as if I were falling off a mountain on dry land.

Loading save breaks power transmitter(possible workaround)

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I built 2 thermal plants, and 2 power transmitters to bring power to my base. After loading the saved game, the final transmitter stopped sending power to my base. I was able to temporarily bring it back by opening the builder menu, and selecting power transmitter. Placing another transmitter closer to my base seems to have fixed it. (My first 2 transmitters were close together, since I didn't want to beam my power through terrain, so it may need all transmitters close.)

I'm playing on stable version, build 59302. The save was made a few updates ago, but the thermal plants and power transmitters were made today.

Updated Map Release!

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Heya!

If you're on the discord and are, like, the 1% of people who actually care about what I said, then you'll know I have been making a Subnautica map!

And I finished the version with no specific location on it!

Here you all go!

gjbloxf2foza.png

Horrible texture problems

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I just completed exploration of the big radioactive ship and then when I was going out I spotted that walls wer transparent but still there, so I barely got out.
And now everything is messed up, I can see the whole Aurora form my base, top and the part below the water......
Now I can see everything above and below the water....why is this happening? Why is this game so good but so buggy....never seen so many bugs in a game
Will the future updates fix the game?

How many cuddlefish?

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So far I’ve found 3. Anyone know how many eggs there are?

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...

Read the full story here


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.

Will glitching through walls and drowning be fixed in the full release?

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The full release will be coming to xbox soon and I'm still encountering situations where I glitch into a piece of rubble or wall and can't escape, therefore drowning. In Survival mode it's not so bad but in Hardcore mode where you die and your save is deleted it's pretty devastating. When the full release comes out I plan to play through the entire game on Hardcore on my channel and I don't want to get 20+ hours in the game to drown because my Seamoth or P.R.A.W.N suit was too close to a wall or the textures didn't full load in.

NS2oons

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I have been making stupid little cartoons, mostly poking fun at certain game balance aspects lately so I figured I would post a thread since I can't seem to stop. probably more to come

babbler nerfs:
7cOte84.jpg

turbo drifter:
uK5hKpm.jpg

battle gorge:
0tjCl9S.png

silent turbo skulk:
XXUR8qm.jpg

nanoshield:
8Rrw9oZ.png

also, random 404 gorge that's gone unused :(

build 279 comic:
5ICbNKx.png

translation:
p9jAXRi.png

Greenies:
VNcPAxY.png

(╯°□°)╯︵ ┻━┻ :
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