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An updated cache clearing guide v3: fix crashes, lag, stuttering, and fix saves that don't update.

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I updated this guide, however, if you're looking for something from the old versions, they're in [ spoiler ] tags at the end of the post.

If you have any problems or need clarification, please reply here and I'll try to address the issue.

If you've got dirt in your base, you'll want to follow the second list right after this one.
  1. Close the game
  2. Navigate to your Subnautica folder. For most, that's C:\Program Files (x86)\Steam\steamapps\common\Subnautica
  3. Open SNAppData, then open SavedGames
  4. Find your slot00xx folder that has the saved game that needs fixing. (look at the screenshot.jpg in each one if you need help, that's the little thumbnail that shows when you go to load. Or sort by date if that helps).
  5. Delete both the CellsCache and CompiledOctreesCache folders - you can also delete the legacy batch-object*.txt files in the slot00xx folder, just be sure to only delete those, and not the main saved game files, which are listed below:

Make sure you do not delete the following four files sitting directly in the slot00xx folder:
  • gameinfo.json
  • global-objects.bin
  • scene-objects.bin
  • screenshot.jpg (<- that's the little thumbnail showing you a preview of the save when you go to load)</li>

ZOMGWTFBBQ! In case I wasn't clear, I'll repeat: these four data files have your actual saved game progress, DO NOT UNDER ANY CIRCUMSTANCE DELETE THESE!! If this freaks you out, hey, take it easy, just back up these files or the entire saved game slot folder first. ;) Better safe then sorry, right?

(If you have dirt in your base, read this section).
The terraformer method: (NOTE: As of 10/8/2017, the terraformer / item 514 still works, but with no persistence ie, it won't save changes made to your save file any more. You can use the terraformer to gain access to your base to deconstruct components and move them to where there is no terrain, however. Also note the terraformer won't have a proper icon any more (just a question mark) - still fully functional though)
  1. Clear all of the cache if you haven't already (see section above)
  2. Type
    item 514
    
    and press enter in the debug console
  3. Clear out the dirt. (left-click, or shift+right-click)
  4. (if you want to get rid of the terraformer) Make an empty locker, put the terraformer inside of it, and deconstruct the locker.
  5. Save

IGP's video is linked in the old v1 and v2 guides, I'll leave it here for reference, but keep in mind a lot of it (saving the batches your base is built in) is no longer necessary, and can be instead worked around with the terraformer, and even that's usually not necessary as base terraforming is no longer allowed.

https://www.youtube.com/watch?v=r97PcLuThHg

Some useful stuff:

* If you find yourself doing this cache cleaning often, there's an automated batch file to help you do it here.
* Link to a tool to make this process a bit easier (currently the program still wants you to find which batches your base is in) here (Tool to clean cache by @foxxyfox - source code available ).

Interesting notes:

* you can totally avoid this issue if you don't mind cheating, according to this quote, thanks @Nachoman :
Nachoman wrote: »
Theres another workaround. The lag is caused 100% entirely by the amount of resources you have picked up throughout your playtime in the world, the more resources youve collected, the worse it gets. You can use the console cheat commands (press f3 then f8 to activate mouse cursor, click the box top left of screen to activate it then just press enter in game to enter cheats,) to spawn yourself items or to remove building costs, doing this will allow you to play a full lag free game where you can cheat as much/ as little as you want, just start a new game and either take notes of the resources you would be collecting and then spawn yourself the according amount of items etc. this will allow you to play completely lag free and go anywhere in the game world without problems, I have a low end 5 year old pc and doing this I can play the game just fine, started a new game spent a full 90 minutes making a massive base, have 2 cyclops and prawns and seamoths, been to all the wrecks and precursor bases and not a single crash from a new play file done in this method.

* Found this thread over on Steam, the very interesting part is the developer reply afterwards (by @LumpN): {{The consensus of the whole thread was that some people had relief from crashing by deleting that one file, whereas others did not.}}

https://steamcommunity.com/app/264710/discussions/0/154644787622360894/?ctp=2#c154644928866890353
Originally posted by LumpN:
Originally posted by BoredJedi:
I painstakingly went through each files in the CellCache and CompiledOctreesCache by deleting, running the game and restoring the deleted files. Seems there is just one file that's in the center of this lag and crash issue. If you don't want to reset the terrain and resources, just delete this file....

baked-batch-cells-14-18-15.bin In the CellsCache. In the SavedGames directory.

Thanks for the tip, we'll investigate. By the way, even though we hardly ever reply, we do read the forums all the time and hints like this one are very helpful to us. Please keep in mind that it might take a very long time to find and fix the underlying issue though.

In the meantime I can provide a little background information about these files.

The CellsCache folder contains data about all the entities (plants, creatures, loot, etc.) in batches the player has seen. If a player never visits batch 14-18-15 then there won't be a file about it in that saved game.

The CompiledOctreesCache contains terrain data only. Terrain data almost never causes issues unless one of the files gets corrupted while writing which may result in missing terrain.

If a saved game runs slow at certain coordinates while a new game runs fine at the same coordinates then there is a fair chance that there is an issue with the CellsCache. The other potential culprits being the batch, global, or scene objects. You don't want to mess with the latter two though, because they contain all your built subs, bases, and items.

By the way the warp command to go to that batch is "batch 14 18 15". Batch numbers are always positive. The dashes are added to the filename for readability only.

So as I said, thanks, we'll add this to our long list of issues to investigate, which you can find on our Trello board. https://trello.com/b/eLEWpq3P/subnautica-playtesting

EDIT again: Asked LumpN what the batch-objects-xx-yy-zz.txt files in the main slot directory did, response:
Well, they contain batch objects. We don't really use them anymore but they are kept for legacy data.

The old versions of this post are archived below:


v2:
I updated this guide, however, if you're looking for something from the old one, it's in [ spoiler ] tags at the end of the post.

If you have any problems or need clarification, please reply here and I'll try to address the issue.
If you've got dirt in your base, you want the second list right after this one.
  1. Navigate to your Subnautica folder. For most, that's C:\Program Files (x86)\Steam\steamapps\common\Subnautica
  2. Open SNAppData, then open SavedGames
  3. Find your slot00xx folder that has the saved game that needs fixing. (look at the screenshot.jpg in each one if you need help, that's the little thumbnail that shows when you go to load. Or sort by date if that helps).
  4. Make a new folder called temp-backup
  5. Move the CellsCache and CompiledOctreesCache folders to the temp-backup folder
  6. Load your saved game, and go check all of your bases for terrain popping in. If you see terrain, you can either spawn the terraformer (see the following section), and clear the terrain, or, open the F1 window and note down (Alt-tab and Notepad works well for this) the camera batch number that the terrain is located at. There's a video by IGP kind of describing this process below, just follow the part about copying down batch numbers.
  7. Save and exit the game.
  8. If you noted any batch numbers down two steps previously, go into the temp-backup\CompiledOctreesCache folder, find the files that match the batch numbers you noted down, and copy them back into the slot00xx\CompiledOctreesCache folder, overwriting the newer files now present there.

Make sure you do not delete the following four files sitting directly in the slot00xx folder:
  • gameinfo.json
  • global-objects.bin
  • scene-objects.bin
  • screenshot.jpg (<- that's the little thumbnail showing you a preview of the save when you go to load)</li>

ZOMGWTFBBQ! In case I wasn't clear, I'll repeat: these four data files have your actual saved game progress, DO NOT UNDER ANY CIRCUMSTANCE DELETE THESE!! If this freaks you out, hey, take it easy, just back up these files or the entire saved game slot folder first. ;) Better safe then sorry, right?

(If you have dirt in your base and you were linked to this thread, read this section).
The terraformer method: (still works as of 10/7/2017)
  1. Clear all of the cache (see section above)
  2. Do 'item 514' and press enter in the console (no quotes)
  3. Clear out the dirt.
  4. Put all of your stuff except the terraformer (including anything on your paperdoll UI person like rad suit, rebreather etc) in a locker
  5. Do 'clearinventory' and press enter in the console (do not enter the quotes)
  6. Put all your stuff (O2 tanks, rebreather / rad suit etc) back on
  7. Save
  8. Close game

IGP's video:

https://www.youtube.com/watch?v=r97PcLuThHg

Some useful stuff:

* If you find yourself doing this cache cleaning often, there's an automated batch file to help you do it here.
* Link to a tool to make this process a bit easier (you still have to find which batches your base is in) here (Tool to clean cache by @foxxyfox - source code available ).

Interesting notes:

* you can totally avoid this issue if you don't mind cheating, according to this quote, thanks @Nachoman :
Nachoman wrote: »
Theres another workaround. The lag is caused 100% entirely by the amount of resources you have picked up throughout your playtime in the world, the more resources youve collected, the worse it gets. You can use the console cheat commands (press f3 then f8 to activate mouse cursor, click the box top left of screen to activate it then just press enter in game to enter cheats,) to spawn yourself items or to remove building costs, doing this will allow you to play a full lag free game where you can cheat as much/ as little as you want, just start a new game and either take notes of the resources you would be collecting and then spawn yourself the according amount of items etc. this will allow you to play completely lag free and go anywhere in the game world without problems, I have a low end 5 year old pc and doing this I can play the game just fine, started a new game spent a full 90 minutes making a massive base, have 2 cyclops and prawns and seamoths, been to all the wrecks and precursor bases and not a single crash from a new play file done in this method.

* Found this thread over on Steam, the very interesting part is the developer reply afterwards (by LumpN): {{The consensus of the whole thread was that some people had relief from crashing by deleting that one file, whereas others did not.}}

https://steamcommunity.com/app/264710/discussions/0/154644787622360894/?ctp=2#c154644928866890353
Originally posted by LumpN:
Originally posted by BoredJedi:
I painstakingly went through each files in the CellCache and CompiledOctreesCache by deleting, running the game and restoring the deleted files. Seems there is just one file that's in the center of this lag and crash issue. If you don't want to reset the terrain and resources, just delete this file....

baked-batch-cells-14-18-15.bin In the CellsCache. In the SavedGames directory.

Thanks for the tip, we'll investigate. By the way, even though we hardly ever reply, we do read the forums all the time and hints like this one are very helpful to us. Please keep in mind that it might take a very long time to find and fix the underlying issue though.

In the meantime I can provide a little background information about these files.

The CellsCache folder contains data about all the entities (plants, creatures, loot, etc.) in batches the player has seen. If a player never visits batch 14-18-15 then there won't be a file about it in that saved game.

The CompiledOctreesCache contains terrain data only. Terrain data almost never causes issues unless one of the files gets corrupted while writing which may result in missing terrain.

If a saved game runs slow at certain coordinates while a new game runs fine at the same coordinates then there is a fair chance that there is an issue with the CellsCache. The other potential culprits being the batch, global, or scene objects. You don't want to mess with the latter two though, because they contain all your built subs, bases, and items.

By the way the warp command to go to that batch is "batch 14 18 15". Batch numbers are always positive. The dashes are added to the filename for readability only.

So as I said, thanks, we'll add this to our long list of issues to investigate, which you can find on our Trello board. https://trello.com/b/eLEWpq3P/subnautica-playtesting

EDIT again: Asked LumpN what the batch-objects-xx-yy-zz.txt files in the main slot directory did, response:
Well, they contain batch objects. We don't really use them anymore but they are kept for legacy data.

The old version of this post is archived below:

v1:

Alright guys / gals, remember before, when we deleted our CellsCache and CompiledOctreesCache folders, we would afterwards have terrain in our base?

Here's how to avoid that, and also, apparently we should have also been deleting the batch-objects- txt files in the main slot00xx directory located (by default, anyways) in \Program Files (x86)\Steam\steamapps\common\Subnautica\SNAppData\SavedGames\

{{EDIT: some info on what those files do at the bottom}}

BUT, we should not delete the files in CellsCache, CompiledOctreesCache, and the main slot00xx directory that match where our base(s) are (and for large bases, sometimes that's 2 or more files, so be sure to check all around your base).

To do this, you're going to want to make note of which camera batch files you've got modified terrain on.
  • ///EDIT: Those having problems getting near their bases to get the batch numbers, please take note of the last part of this post for a workaround.

    EDIT2: If you find yourself doing this cache cleaning often, there's an automated batch file to help you do it here.

    EDIT3: Added instructions at the end for it you don't want to check your base batches and/or get dirt in your base somehow (maybe the terrain was updated and now the new landscape intersects your base whereas it didn't before the last update).

This is usually just your base(s). Just open notepad, and with the Subnautica F1 window open, swim around, making a note of the camera batch numbers that your base(s) occupy.

Next, delete the numbered cache files in both the cache folders, as well as the numbered cache files in the main save folder, except for the cache files that contain modified terrain data. Make sure you do not delete the following four files:
  • gameinfo.json
  • global-objects.bin
  • scene-objects.bin
  • screenshot.jpg (<- that's the little thumbnail showing you a preview of the save when you go to load)</li>

ZOMGWTFBBQ! In case I wasn't clear, I'll repeat: these four data files have your actual saved game progress, DO NOT UNDER ANY CIRCUMSTANCE DELETE THESE!! If this freaks you out, hey, take it easy, just back up these files or the entire saved game slot folder first. ;) Better safe then sorry, right?

To make it easier, you can watch IGP walk you through this process below:

https://www.youtube.com/watch?v=r97PcLuThHg

*This helpful guide has been made possible by the kind support of IGP.*

If you can't get near your base(s), do this:

1) Back up your entire saved game folder.

2) Clear you cache (all of it).

3) Go to your base, note what batch(es) it / they are in.

4) Exit, copy the batches noted above from the back up to the new save.

5) Profit!

If you have dirt in your base somehow (didn't want to get base batches, or game was changed between updates), follow these instructions:

* Clear all of the cache
* Do 'item 514' and press enter in the console (no quotes)
* Clear out the dirt.
* Put all of your stuff except the terraformer (including anything on your paperdoll UI person like rad suit, rebreather etc) in a locker
* Do 'clearinventory' and press enter in the console (no quotes)
* Put all your stuff (O2 tanks, rebreather / rad suit etc) back on
* Save
* Close game
* Profit!

EDIT#?? Also please note that you can totally avoid this issue if you don't mind cheating, according to this quote, thanks @Nachoman :
Nachoman wrote: »
Theres another workaround. The lag is caused 100% entirely by the amount of resources you have picked up throughout your playtime in the world, the more resources youve collected, the worse it gets. You can use the console cheat commands (press f3 then f8 to activate mouse cursor, click the box top left of screen to activate it then just press enter in game to enter cheats,) to spawn yourself items or to remove building costs, doing this will allow you to play a full lag free game where you can cheat as much/ as little as you want, just start a new game and either take notes of the resources you would be collecting and then spawn yourself the according amount of items etc. this will allow you to play completely lag free and go anywhere in the game world without problems, I have a low end 5 year old pc and doing this I can play the game just fine, started a new game spent a full 90 minutes making a massive base, have 2 cyclops and prawns and seamoths, been to all the wrecks and precursor bases and not a single crash from a new play file done in this method.

EDIT#??? Thanks @Frustrated for helping with clearer phrasing.


EDIT#???+1 Link to a tool to make this process a bit easier (you still have to find which batches your base is in) here (Tool to clean cache by @foxxyfox - source code available ).

EDIT#???+][
Found this thread over on Steam, the very interesting part is the developer reply afterwards (by LumpN): {{The consensus of the whole thread was that some people had relief from crashing by deleting that one file, whereas others did not.}}

https://steamcommunity.com/app/264710/discussions/0/154644787622360894/?ctp=2#c154644928866890353
Originally posted by LumpN:
Originally posted by BoredJedi:
I painstakingly went through each files in the CellCache and CompiledOctreesCache by deleting, running the game and restoring the deleted files. Seems there is just one file that's in the center of this lag and crash issue. If you don't want to reset the terrain and resources, just delete this file....

baked-batch-cells-14-18-15.bin In the CellsCache. In the SavedGames directory.

Thanks for the tip, we'll investigate. By the way, even though we hardly ever reply, we do read the forums all the time and hints like this one are very helpful to us. Please keep in mind that it might take a very long time to find and fix the underlying issue though.

In the meantime I can provide a little background information about these files.

The CellsCache folder contains data about all the entities (plants, creatures, loot, etc.) in batches the player has seen. If a player never visits batch 14-18-15 then there won't be a file about it in that saved game.

The CompiledOctreesCache contains terrain data only. Terrain data almost never causes issues unless one of the files gets corrupted while writing which may result in missing terrain.

If a saved game runs slow at certain coordinates while a new game runs fine at the same coordinates then there is a fair chance that there is an issue with the CellsCache. The other potential culprits being the batch, global, or scene objects. You don't want to mess with the latter two though, because they contain all your built subs, bases, and items.

By the way the warp command to go to that batch is "batch 14 18 15". Batch numbers are always positive. The dashes are added to the filename for readability only.

So as I said, thanks, we'll add this to our long list of issues to investigate, which you can find on our Trello board. https://trello.com/b/eLEWpq3P/subnautica-playtesting

EDIT again: Asked LumpN what the batch-objects-xx-yy-zz.txt files in the main slot directory did, response:
Well, they contain batch objects. We don't really use them anymore but they are kept for legacy data.

On Xbox Performance - Subnautica

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imageOn Xbox Performance - Subnautica

Today we’ve released two updates on Xbox One: Precursor and Castles & Coffee. Both bring bundles of new content to Subnautica. Both take steps towards improving performance to acceptable levels....

Read the full story here


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


New mod: Disable health bars, but color damage numbers based on health

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http://steamcommunity.com/sharedfiles/filedetails/?id=1296261690

A very simple mod. This disables enemy health bars, but colors your damage numbers (which are forced to be enabled now) based on the target's health fraction. Green is 100% HP, red is 0%, and the color smoothly transitions between them.

Why? Health bars (and name popups) make it difficult to hide or dodge. Health bars also make it super easy to track a target in a pack. But at the same time, it makes sense to communicate how damaged a target is in a game where a unit's health can be affected by so many factors. It's also important to see how much damage you're doing.

REAPER ATTACK!! Wyd?

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What do you do if a reaper leviathan grabs your seamoth? Do you get out and swim away? Or do you stay inside?

What if a reaper attacks your cyclops? Do you try and escape at full speed? Or do you turn on silent running and try and slip away unnoticed?

I'm just curious what you all do in these scenarios.

Series of bugs make the game completely unplayable

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I've been playing the game for a few weeks now, and it's all been amazing. However, a few days ago, I load my game and there's a bunch of issues.

Instead of standing by the control wheel in my Cyclops like expected, my character is "swimming" inside the sub.

When I try to exit the cyclops via my seamoth, the little sub exits the cyclops, immediately re-docks with the cyclops, and my controls lock up.

When I try to cycle through my inventory, I can't actually use any of the items. However, they all "appear" in my hand. Like, my character is holding the flashlight and seaglide both in the right hand.

Finally, whenever I hit the escape button to bring up the menu, the menu comes up and gets stuck. I can't select any buttons, and I can't close the menu.

I've deleted my save files and started new games, and the problems persist. I've uninstalled the game twice and re-installed, and they're still there.

I'm at my wits end. This game is spectacular, but it's suddenly become unplayable. Can anyone help me? I've playing the steam version without VR using mouse and keyboard (no controller).

One thing I really love is not having quest markers.

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Spoilers I guess?

The joy of not being told what to do and where to go. Even better you are free to trigger story the way you see fit. I triggered Sunbeams first message a month later in game. Day 50 I was looking for last few possible survivors, reading pda on floating island getting sour feeling and getting Sunbeams signal notification just ditching floating island exploration and just going back to my shack(was kind of designed to be replaced later with proper modules instead of corridors but I'm not really into RP and played this enough anyway) then I sort my junk out finally dust off my mobile vehicle conjuring contraption and finally make a seamoth toss my luggage in and head to the meeting spot. Found my first alien vent(in that run at least) on the way, scratched my head and continued while picking some stuff along the way. Land on the beach and wonder how I didn't see the damn island while it's so close... brush it off as space magic. Then find weird force fields, alien tablets with windows 921321771, scratching head some more... finding cave full of facehu... I mean crawlers saying screw it my ride is almost here.... then... well... you know. Welp, I'm stuck here and probably going to die horribly but lets see this alien building up close, clear the cave, ride some flying fish, take a selfie with a doomsday device. Great, time to go visit that structurally unsound island and finally get the multipurpose room. Make my outpost, day 180, I only got a one tiny outpost(for me it's tiny at least... tho fully functional base). Lets build that big wiener mobile. Kewl. I just need another 9 million titanium now for lockers and pots. Well... I guess I'll take it for a spin and finish decorating... wait... wait... I DON'T HAVE A KUSH PLANT?!?! OH GOD. THIS IS MADNESS! BLASPHEMY!!!

So finally I get to the point of this topic... I ramble I know. So with super sour feeling of spending half a year on a planet without ever remembering that I got no kush growing in my garden only because I suddenly realized my alien fishtank plant choice was missing something, I head out. Instead of going north east tho, for some obscure reason, I head south west... the complete opposite way. End up in dunes and then I remember that I went the wrong way. Well... damn. Oh well, I haven't been to dunes yet. Since reapers wouldn't leave me the bloody hell alone to make my wreck looting hose, now I might as well clear the dunes. Wondered around... found stillsuit, dead last blueprint... yea... it sure is going to be useful to me... when my outpost has 2 filtration systems and I have food everywhere but oh well still nice. Found another cuddle? cute? whatever it's called now fish egg, think I got 4 now... I really should hatch at least one. Ran into the precursor hidyhole, UGHHH... fine I'll swim and get a tablet, forgot to take cyclopse efficiency module from aurora and only remembered once I made the round trip. Cyclops at least looks more or less finished now. Still need to build my locker walls but I'm not draining my power supply scraping 5 lockers full of salvage so screw it. No mods in cyclops... nope... not wasting energy for that either. Just going to visit walking barstool path and check that wreck instead of wasting time going back and forth. As I'm leaving dunes... 8 dead reapers later, another time capsule, great... I'm going to get another heat knife and stasis rifle or some fish. I get kush sample... Well, I did end up on this journey with the idea of getting that so that works, even if I found it in the opposite direction. Poked around visited one of the last 4? wrecks that I didn't explore before I even had seamoth, kewl. Now lets head home, sort of just one more place to visit on the way. After picking shooting some annoying fish in the face with giant turds I finally leave by way of DGR. Oversized ghost fish stick attacks... ah ya bloody loud tuna you. Ram it, ninja exit 30 minutes later take a selfie with it's corpse. You know what... I'm now annoyed at all these damn oversized fish making me ninja exit kill em and then repair holes. Going to swing around crash site and "fix" that little issue. As I deal with last reaper I see kush plant... that's right... many hours ago I was heading here. Well... might as well take another sample I guess.

You just don't end up doing things in such a weird way when you constantly have an arrow shoved up your eyeballs telling you to go there and you sure as hell don't end up this way when you have fast travel.

Credit Cut Scene

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Sometimes after watching a movie in the cinema there are little cut scenes hidden in the credits of things such as hints that there might be a second version of the movie or something of the sort. So maybe at the end of the game there could be a cut scene of us returning to our home planet. the reason for this is to give us an idea of what the planet might look like and how advanced in technology the place is. another idea is at the end of the credits it plays the sound effect of you needing to pay 1 trillion credits to land. during that maybe it could show a cut scene of the ship displaying a holographic message. once again this is to just give us a feeling of what the home planet looks like.

Cyclops Docking Station

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I was always thinking about a way for the Cyclops to dock directly to the base. Mainly for convenience. Perhaps a docking tub or maybe a new module on the sides of the Cyclops just before you walk into the control room, in that little empty area between the Sea Moth/Prawn suit docking unit and the control room. What do you guys think?

[Bug] Extreme building lag when finishing a component. [59783]

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Subnautica Version - 59783

Description - Lag that slowly builds up as you increase the base. Starts slowly and increases as your base continue to grow. I am up to 6-7 seconds on the freeze now.
This lag ONLY happens when you complete an item from 99% to 100% or when deconstructing from 100% to 99%
Exception: If you build anything from the external menu, like a solar panel or thermal reactor, there is NO lag spike.
Also, lag spike ONLY happens when building an object from 99% to 100%. There is no lag in the game otherwise at all.
I can start on an object and construct and deconstruct as much as I like without any lag. Going from 99% to 100% and the spike will hit.

Added: As I finished a reinforcement on a corridor I could see the seamoth despawn and respawn as the clamps grabbed hold of it and raise it up again. Not sure if this has anything to do with the problem, but having at least 3-4 moonpools over different distances away but still part of the same base could explain why this "update routine" takes longer and longer time?! If it is part of the problem this "update routine" will need some optimization.


Reproduction steps - Build a large base and watch how the time to finish a component increases.

Pictures or Video - https://clips.twitch.tv/BeautifulGiftedMooseDoritosChip (if you need a better video recorded that describes all of this, let me know)
Image of the time graph option when finishing the build: https://imgur.com/a/AyrwF

Mari's Subnautica Art Thread

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Hello~! My name is Mari, and I'm an artist.

For some background about me, I used to be a relatively active artist within the WARFRAME community. Here's an art thread of mine from the WF forums if you'd like to see some of my older artwork. While that game has a place in my heart, I've decided to take a break from it to explore new horizons- and I've found myself quite at home with Subnautica. I used to play the game on and off during its Early Access, but now I've been playing it very frequently now that the full game is finally released. And, well, I've been really needing to do some fanart for the game.

So, this is the thread where I'll be throwing most of my Subnautica-oriented art into, updating it periodically. I hope you guys enjoy my artwork!

[Tweak] VR seaglide blocking too much portion of visual

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Version 1.0, current in game seaglide for VR is in wrong position while using it, rathet than placing it a bit under player's face, it blocks nearly entire view in VR, although it seems ok in flat screen while playing, using sea glide in VR is very anoying, since no matter what direction you are facing, your sea glide keep blocking your view in front of your head following your movement.

Step to reproduce:
Use HTC Vive and play in VR
Enter game, use seaglide and swim for 10 mins

I KILLED A REAPER LEVIATHAN!!! BUT?! :O

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https://www.youtube.com/watch?v=Skg4-ZWwBgY&feature=youtu.be - the video of the disappearing!

SO! I succeeded in killing one of the big guys, but now my trophy is gone! :open_mouth:

Actually, i'm mostly scared that this guy will spawn somewhere he dont belong! As in the shallows!!! :worried:

But where did he go?
What else RESETS whenever the game is closed and reloaded?
Is it not possible to fend off all the leviathans and rule the seas without being disturbed?


And DEVS! I must say, all the building/survival games and SPOOKY genre games ever made, you beat it 1 to a billion!
This game makes you sit on the edge of the chair with the music getting your heart rate to a 2000 bpm, just smashing your mouse around looking for that BIG scary monster in the outskirts of the grumsy water, and this is when you common sense takes over, and you tell yourself, NO NO NO NO NO NO NO NO NO NO, while you turn the submarine around heading back to your nice and beautiful base with gardens and a lovely fish tank, ahhhh, that is life underwater! :P

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.

Question about welding scores

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Hello guys! I've just played a 92 minutes round as a marine, and all i did for ~80 minutes is weld peoples/structures/exos/arcs etc. I did that almost nonstop for whole 80 minutes, mostly because we dont have any MAC's till ~82 minutes and game was crazy intense, so i literally played for 80 minutes with my welder on and left mouse click pushed down.
Aaaand i ended as a third worst marine players out of 10 marines total. :'(
So, is there a reason why welding rewarding so low scores? I mean huh, thats reparing - very helpful for the team! Almost a battlefield game medic/engineer, but in NS. Why rewards are SO low?
Obviosly i don't want welding to be top-score playstyle (like it is in battlefield games, where medics usually are top scored players), but i don't want to be one of the worst either.
What do you guys think?
P.S. I used search, but didn't find anything on that matter - sorry if there is one already (link it for me please)

Let foundations clip through rock to make certain transitions seamless.

Repeatedly crashing.

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My game is crashing every few minutes. I have;

- Verified files
- Reinstalled
- Raised and lowered all graphics settings
- Ran as administrator
- Ran in compatibility modes
- Ran memory tests
- Ran HDD tests

My PC specs exceeds recommended specs. So I am at a loss here.

Error Log :

Unity Player [version: Unity 5.6.2p4UnknownWorlds_0]

Subnautica.exe caused an Access Violation (0xc0000005)
in module Subnautica.exe at 0033:816eb27a.

Error occurred at 2018-02-14_150048.
J:\Steam\steamapps\common\Subnautica\Subnautica.exe, run by Danie.
58% memory in use.
12223 MB physical memory [5019 MB free].
14079 MB paging file [3666 MB free].
134217728 MB user address space [134214432 MB free].
Write to location 816eb27a caused an access violation.

Context:
RDI: 0x00000006 RSI: 0x00000001 RAX: 0x00000000
RBX: 0x00000000 RCX: 0x00000000 RDX: 0x00000001
RIP: 0x816eb27a RBP: 0x80800101 SegCs: 0x00000033
EFlags: 0x00010246 RSP: 0x0e31f628 SegSs: 0x0000002b
R8: 0x80800101 R9: 0x00000000 R10: 0x80800101
R11: 0x00000000 R12: 0x04d600f0 R13: 0x00000000
R14: 0x00970be4 R15: 0x80800101


Output Log :

--- PerformGarbageAndAssetCollectionAsync: GC Time 182.1971 Asset GC Time 571.3219

(Filename: C:/Subnautica/plastic_workspace_unity/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

L0: CellManager::EstimateBytes total ms: 3.0913 self ms: 3.0915

(Filename: C:/Subnautica/plastic_workspace_unity/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Heartbeat CSV, time s,74.29972, GC.GetTotalMemory MB,349.7461, OctNodes MB,7.247925, CompactOctrees MB,122.9886, CellManager MB,11.81084, ClipMapManager MB,13.3076, GCCount,40, PlayerPos,-20.54508,1.85264,-68.85342, WorkingSet MB,1680.145

(Filename: C:/Subnautica/plastic_workspace_unity/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

L0: CellManager::EstimateBytes total ms: 2.8087 self ms: 2.809

(Filename: C:/Subnautica/plastic_workspace_unity/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Heartbeat CSV, time s,134.3099, GC.GetTotalMemory MB,356.2578, OctNodes MB,7.247925, CompactOctrees MB,122.9886, CellManager MB,11.81092, ClipMapManager MB,13.3076, GCCount,40, PlayerPos,-20.54508,1.853141,-68.85342, WorkingSet MB,1681.395

(Filename: C:/Subnautica/plastic_workspace_unity/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Crash!!!
SymInit: Symbol-SearchPath: '.;J:\Steam\steamapps\common\Subnautica;J:\Steam\steamapps\common\Subnautica;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Danie'
OS-Version: 10.0.16299 () 0x100-0x1






DXDiag :

System Information
Time of this report: 2/15/2018, 20:36:56
Machine name: DANIE-PC
Machine Id: {0DB6EE2B-75A0-4837-B11B-C4F455C0327C}
Operating System: Windows 10 Pro 64-bit (10.0, Build 16299) (16299.rs3_release.170928-1534)
Language: English (Regional Setting: English)
System Manufacturer: System manufacturer
System Model: System Product Name
BIOS: BIOS Date: 08/09/12 17:03:57 Ver: 18.01
Processor: AMD Phenom(tm) II X4 975 Processor (4 CPUs), ~3.6GHz
Memory: 12288MB RAM
Available OS Memory: 12222MB RAM
Page File: 3491MB used, 10587MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 12
DX Setup Parameters: Not found
User DPI Setting: 96 DPI (100 percent)
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
Miracast: Not Available
Microsoft Graphics Hybrid: Not Supported
DxDiag Version: 10.00.16299.0015 64bit Unicode

DxDiag Notes
Display Tab 1: No problems found.
Display Tab 2: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Sound Tab 3: No problems found.
Input Tab: No problems found.

DirectX Debug Levels
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

Display Devices
Card name: NVIDIA GeForce GTX 560 Ti
Manufacturer: NVIDIA
Chip type: GeForce GTX 560 Ti
DAC type: Integrated RAMDAC
Device Type: Full Device
Device Key: Enum\PCI\VEN_10DE&DEV_1200&SUBSYS_83DE1043&REV_A1
Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER]
Device Problem Code: No Problem
Driver Problem Code: Unknown
Display Memory: 8110 MB
Dedicated Memory: 1999 MB
Shared Memory: 6111 MB
Current Mode: 1680 x 1050 (32 bit) (59Hz)

Any way to recover glitched save game?

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I was quite progressed in my Subnautica save, had my Cyclops, PRAWN Suit, most of the blueprints, etc.

I was out in the Dunes exploring a wreck, and as usual I saved inside my Cyclops just before adventuring out, and the moment after I hit the save button, my power went out.
I was only worried about losing the time I spent driving out to the wreck, so when my power came back on I went to load up my save, and I saw the first concerning problem: The jpeg that usually displays
on my saves just had a big X on it. The game still loads and I find my character swimming around in the shallows, I breath a sigh of relief for a moment, until I look around and realize none of my things are there.
My base is gone, all my equipment and inventory, Cyclops, Seamoth, PRAWN Suit, nothing. Only an empty lifepod.

I figure that my power going out interrupted the saving process in some way. What I want to know, is if there is any way at all to recover my lost progress.
Of course saves overwrite previous ones, so it's not like I can take a small hit and load up a slightly older one.

how do i find a time capsule?

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how do i find a time capsule?!? i need it for neptune escape rocket!!! pls tell me.

how do i find a time capsule?

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how do i find a time capsule?!? i need it for neptune escape rocket!!! pls tell me.
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