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The glitched room!

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Can someone please offer some advice? I have a room by my base that I cannot delete. It says it still has things attached to it but I have emptied it and it still won't budge. Not only that but the floor is permanently invisible and ugly! Pics for reference...
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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)

'BOREALIS RISING' - A Subnautica Story V2.0.

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Borealis Rising - A Subnautica Story, V2.0.
By: Bugzapper (Lee Perkins).

CHAPTER ONE

Unlike a certain Mr. Samuel L. Clemens, the reports of my death are entirely accurate.

Alexander Fergus Selkirk lived to the ripe old age of 115 years, and died three times in the process. We're not talking about any 'dying on the operating table'- type deaths, either. The first time, I blundered into the path of a hungry Stalker and paid the price for my singular lack of caution. All things considered, I got off extremely lightly. Having a working Valkyrie Field in the Lifepod gave me a second chance, and I dare say that I learned a valuable lesson from that experience.

Considering that this planet is essentially a heaving mass of aquatic life forms with a marked taste for human flesh, it would serve you well to keep your wits about you. If you've accessed my earlier log entries, you'll probably be aware of the most prevalent threats that planet 4546B (a.k.a 'Alpha Hydrae IV' or 'Manannán') has to offer. I have done my best to provide a broad assessment of each alien species encountered so far, including their general appearance, typical behaviour patterns and perceived threat levels. Please be advised that this information is by no means complete and highly subject to revision, since this planet has entered a state of accelerated evolution. It is entirely possible that new life forms are appearing even as this account is being written.

Yes, you did read that last sentence correctly.

My second death was a rather more unpleasant surprise. Approximately eight months after Aurora crashed on this planet, a Torgaljin Corporation commercial frigate arrived and commenced highly secretive operations near one of my undersea bases. Since I had already launched a deep-space distress beacon by that time and the frigate De Ruyter had made no obvious attempts to contact me, I became immediately suspicious of their intentions. A few days later, a Torgaljin security team entered my base and I was murdered by their leader, Invigilator Galen Tomar. After being restored to life by the Valkyrie Field, I commenced a retaliatory action that culminated in the destruction of De Ruyter and the loss of its crew. This particular outcome was not at all intentional, although the follow-up operation against Torgaljin Corp's base in the Lava Castle was entirely successful and no further human lives were lost during our assault on this facility.

As for what happened to the inhabitants of the Torgaljin base in the aftermath of that raid, I can only speculate how events might have unfolded. As the Lava Castle base has been effectively isolated for the past hundred and two years, I am understandably reluctant to carry out a detailed reconnaissance mission in order to ascertain whether anyone is still alive down there. Camera drones have been sent there on several occasions, although they were deliberately made to be unable to operate the base's airlock controls. My greatest concern is that Torgaljin personnel might capture a more sophisticated drone and begin reverse-engineering its more accessible components. Considering that I took particular care in completely shutting down Torgaljin's illegal operations on this planet, I had no intention of handing over what amounted to an instant technological advantage. They were slapped down hard, and I want those bastards to stay slapped down.
Permanently.

PSG's Subnautica Quality of Life Megathread

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Kind of my catch phrase for Subnautica has been that it's a 9/10 game trapped inside a 5/10 game. There are innumerable frustrating, badly designed, badly implemented, or badly conceived things about the game. There are technical challenges like pop in and clipping issues, but these don't ruin enjoyment of the game, they just make the scenery a little less sweet. In this ongoing thread, I will suggest QoL changes that would make the game better. Make your suggestions too and I will integrate the best ones.

====INVENTORY, CONTAINERS, AND PDA=====
-Hovering over items currently causes the "tooltip" information to appear over the mouse cursor, obstructing other items in view. Tooltip information should be moved to a vacant portion of the screen, like the bottom or top of the PDA. The PDA would probably have to be slightly reconfigured for this, but it needs a lot of work anyway.

-You cannot exchange items between two full containers. A button needs to be added in the PDA to select an item and then move it around, reconfiguring the inventory around it. This button could be used to move items to and from containers, even when full. This would also be used to add items to the hotbar (see below)

-When playing with a controller, you cannot assign items to quickbar slots manually. You just add items to your quickbar and the last item gets pushed out. This leads to constant pointless juggling of quickbar items. After an item gets pushed out, if you still need it, you then have to readd it, potentially pushing out the next item. This compounds several previously mentioned issues. When you're readding items like this, you might be in danger, you have no backgrounds to help you find your tools and as you move over them the tooltip text overlaps the adjacent items, making them difficult to make out. Using the "item drag" control that I detailed above, you would be able to manually move items into quickbar slots instead.

-Item background colors are not used effectively. Though a rare few items have them, almost no items do. Background colors should be used to separate items into basic groups: Materials, tools, eggs/fish, parts, and so forth.

-Increase quickbar slots to 8. There is absolutely no reason not to do this. Standing in the way of ease of control and pointlessly adding frustration is bad game design, period.

-Items cannot be dropped on ground inside. Although this is an innately technical shortcoming, its effect on QoL combined with the other inventory problems is disasterous.

-All containers, including the player's inventory, are too small. Move current container sizes to hardcore difficulty setting and increase significantly for the base game.

-Helmet with a light should be available as an option with no rebreather.

=====BASE BUILDING=====
Bases should double as beacons. It's head-scratching to have to construct a separate beacon outside after I just made a powered habitat out of thin air.

=====CONTROLS=====
As I am playing with a controller, most issues here will be controller-centric.

-When using the habitat builder, you use RT to bring up its menu, A to select an object, and then hold A again to build. If you press RT again, the object outline disappears and you're back to square one. Pressing down on the D-Pad deconstructs objects. This is just all wrong and violates a lot of things you try not to do with game controls. You want to use the same button to "proceed" and the same button to "back out" as much as possible. When using the builder, RT should open the menu, then RT should select the plan you want. RT should then build the plan. At any point, pressing B goes backwards one step, and B also disassembles objects. Pressing down on the controller now always puts away your equipped item. You almost never use this control-- Why is a frequently used control on Down and a rarely used control on B?


More to come in the near future and will be recording things like this on a notepad as I play in the future...

Happy Valentine's Day!

Subnautica fanart

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Hi guys! I'm lesserdoggo, and I'm letting everyone share their fanart here! I'm posting mine first ldrsrycy32lv.jpg
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Pause/Esc Menu Bug

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I've been having a problem since full release, and maybe a little bit before. When pressing the Escape button and going to the pause menu, the game immediately becomes unplayable. Clicking any button will not do anything and "Back to Game" won't return me to playing, forcing me to Alt+F4 and quit without saving, because that button is broken too. I've tried reinstalling the game and verifying the game's integrity, but to no avail. I've come to the forums because "Give Feedback" is also broken. I'm on the latest Subnautica release (non-experimental, build no. 59783), latest Steam Client update, and latest GeForce Experience version.

My computer specifications (if it helps, which it probably doesn't)...
CPU: Intel Core i7-6700HQ
GPU: NVIDIA GeForce GTX 1070
RAM: 12 GB
OS: Windows 10 Home

Thanks for taking the time to read this and helping me get back on my way off of this ocean planet!

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

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Hey guys!

Subnautica is currently in Early Access and as such you may from time to time encounter bugs and in the worst case, crashes. If you have issues with stability of Subnautica, please post your issues with as much detail as possible (video/screenshots/descriptions), followed by the following requested information:

Example Topic Title:
[Crash] Open my Locker and Crash! [Version Number]

1) Please run dxdiag.exe (search windows for it) on your systems and hit the button 'save all information' in the bottom right. Save this file for later.

LHmLsSd.png

2) Navigate to your Subnautica Folder in Steam (should be steamapps\common\Subnautica)

3) Open the Subnautica_Data folder and grab a copy of 'output_log.txt'

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4) Upload all the text of these to something like http://pastebin.com/ and post the public links to them with your forum posts.

These 2 files will GREATLY help us in tracking down issues with Subnautica. Thanks!

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


Edit by Jonas:
We've also got a very similar guide with pictures for each step on Steam.
And as in every good tech support:
  • Please make sure that your Windows is up to date.
  • Please make sure that your drivers are up to date.
  • Please make sure your PC meets the minimum system requirements.
  • Please close all other applications before starting the game.
  • Have you tried turning it off and on again? ;)

VR Cyclops / Seamoth docking bug

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I'm playing the Oculus version. When I get into the Seamoth from the Cyclops, the Seamoth teleports to where it was when it last docked with the Cyclops, rather than where the Cyclops is now. The Cyclops won't be very useful with this bug!

NEED HELP W/ TATTOO DESIGN

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So I'm planning on getting my first tattoo ever, and I plan on it being of a Sea Dragon Leviathan. I want it to be fairly longish, spanning from elbow to shoulder/back most likely. I'm here to ask if anyone has any good art, concepts, or literally anything to help me decide what i want it to look like. Much appreciated, will post pictures of results as progress is made.

[MOD][PC] Murky Waters v2 - With DLL patcher! [WIP

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[Normal > Dark > Darker > Darkest]
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I re-made the Murky Waters mod I did a while back to include a patcher, so you don't need to hex edit anything yourself anymore!
I know people are wary of random .exe's floating around on the internet (and quite rightly so!) so I included the source code, in case you want to check it and build it yourself :)

Ever felt Subnautica is just a little too... bright? The fear, for me at least, comes from Leviathans appearing out of nowhere, not seeing them in the distance and avoiding them.
If you agree, this is the mod for you! :)

3 settings to choose from:
Dark: Similar to normal settings, only a slight reduction in visibility.
Darker: Probably the setting I'd recommend. A modest reduction.
Darkest: Very poor visibility. You will not be able to see very far in front of you at all. Bring a torch.

normal.jpgdark.jpgdarker.jpgdarkest.jpg

patcher.png

SETUP:
1) Drop the SUPER basic and not at all rushed 'SubnauticaPatcher.exe' in your game folder (where the game exe is)
- If you don't know where that is > Open Steam, right click Subnautica, select Properties. Click on the 'Local Files' tab and click 'Browse Local Files'.
2) Run patcher exe, and click 'Backup'. If this fails, make sure the patcher exe is in the right place.
3) If it succeeds, select your preferred 'Murkiness' level and Click 'Patch File'.
Note: Using the patcher to run the Game will fail if Subnautica is set to 'Run as Admin'. Doing it this way will also disable the Steam Overlay.
4) Either click the 'Run Game' Button or launch the game normally.
5) Enjoy!

Returning to normal settings:
Provided you followed the SETUP and made a backup, you can open the patcher and click 'Restore'.
If you don't have the backup, delete the file 'Subnautica\Subnautica_Data\Managed\Assembly-CSharp.dll', open Steam, right click Subnautica, Properties, Local Files, Verify Integrity. This will check for any missing files and download them.

3D printed Cuddlefish

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Hi all

Just wanted to share my 3D printed cuddlefish I exported and modified.

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Exported the cuddlefish game model and modified it to take ball-joint arms.
It's up on Thingiverse for anyone who wants to try.
Until I get a cease and desist from unknownworlds I guess... I have no idea if they get angry or not for exporting game models?

Crabsquid Behavior

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So I was just checking out the
500m Degasi Base
which is camped by a crabsquid. I always have trouble with this one crabsquid as he/she is pretty attentive, so this time around I left my Seamoth near the cave ceiling and swam down to the "thing that we are talking about". I made sure to leave the headlights off and not use my flashlight as I'm pretty sure the crabsquid is either attracted to or hurt by light. While I'm scanning the thing down there I get a message about crush depth. I look out of the window AND THE CRABSQUID IS PUSHING MY SEAMOTH TO THE FLOOR!!!! He/she pushed it down and then left it and by the time I reached it, it was down to 10hp and it then imploded. I'm trying to get my seaglide on my hotbar as fast as possible so I can escape, and when I close the PDA the crabsquid is maybe 20m away just looking at me.

My question is, just how intelligent is the crabsquid? They have always seemed pretty dumb and easily scared away.

Power problems

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Ok so I'm in creative mode
I've got a HUGE!!!!!! Base
But no power
I've got everything thing in the habitat builder
In multiple numbers
I've got 40 SOLAR PANELS
I've got nuclear reactor and 2 large lockers full of rods I've got a bio reactor that I constantly manage
But no power AT ALL
Can somebody help plz

Also since I have 2 alien containment hubs with eggs and aliens in them
So if there is no power what happens to the things inside
Do they escape??

Extensive list of glitches, bugs and annoyances on 1.0

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I will try to keep it simple. Number 1 and 2 are highest priority fixes please. Number 11 and even more 32 could possibly help a lot with performance (limit how far bases are seen/calculated)

1. Texture Quality locked at "4" (highest), causing stutter and eventual break down of the engine with time on anything but ultimate PC-specs. (extra: no Texture Quality slider on options, you have to reduce manually every time you start on F3)

2. Falling through the ground, specially with the PRAWN. Multiple causes but the above can help compound to the problem (collision detection is known to fail on low FPS/stutter events). Include here multiple clip issues like getting stuck inside walls and such.

3. You cannot access the PRAWN upgrades nor storage while docked at the Moonpool

4. No hitbox on PRAWN (and Seamoth? don't remember) while docked at the Moonpool, so if you get too close/move over it, you fall

5. Creatures also clipping through terrain and often getting stuck under the floor (happens a lot with reaper leviathans), at which case they are often despawned.

6. Some visual elements like smoke and green/blue acid pools in the Lost River render in front of the Cyclops bridge overlay, totally hiding them.

7. Neptune Plataform requires "deep water" to be built ... except it is a barge, not a sub.

8. The whole energy transmission issue, where on load they can break chain.

9. Creatures (and cameras!) can move across the water/air shields on caves, meaning you can be hunted down by hostile creatures into it, or fly with cameras inside.

10. Creating more than one scanner room at a time can cause cameras to have the same number/name, complicating choosing which to control.

11. Base energy warning is shown no matter how far you are, meaning a random base that have the energy toggling on/off will keep displaying such message to you forever, causing delay on real time messages. Fix: do not show those messages unless you are close to base.

12. Single fishes enter and get stuck at bases (fix: do not allow them to swim too close to bases). Sometimes even aggressive creatures get inside.

13. School of fishes move inside bases (fix: do not spawn them close to bases)

14. Fishes inside Alien Containment sometimes will also clip out and swim inside your base

15. When you are grabbed by a reaper and thrown away, you can easily clip the ground/walls. It can also happen when you are pushed by Ghost leviathans.

16. Large bases (not even that large) get annoyingly slow to build with sometimes requiring up to 10 seconds of the game hanging when you add/remove a module (calculating integrity? seems too much for that)

17. Render distance could be increased on high-end PCs (currently you can tweak clipmaps-high.json to get some more)

18. We need an auto-save, even if the proposed "when entering/leaving a base or cyclops" because the crashes are causing people to loose hours of gameplay. (extra: improve saving algorithm, takes too long. 100mb savefile? Minecraft autosaves each 10 seconds and can have maps nearly 1Gb)

19. Last 2 achievements not working

20. Deconstructing a moonpool while you are standing on it (possible if you enter it while it is still not fully constructed) causes you to fall with normal gravity to your death

21. Rotating items (like the aurora model) advances to the next item on hotlist, making rotating such items a shore

22. Beacons on dry land have weird glitches, like eventually sliding under the ground

23. If you try to access a locker from a distance, sometimes the PDA won't display

24. If you build your base close to an area where Stalkers play with wreckage, with time there will be literally dozens of stalker tooth on the ocean floor lagging the game (My 28h game, I had to make 3 trips to clean up all the tooth and throw them in the trash)

25. Lifepod icon will stay stuck onscreen (won't move) if you load a save where you hid such icon in the PDA

26. Multiple reports of the giant Tree Cove Tree not showing (happened to me once, I was able to move thru where it should be with my Cyclops with no issues). Reloading fixed it.

27. Cyclops is not flooding

28. Vines clip through everything

29. Teleport/warp console commands don't work if you are inside a vehicle and often lead you to get stuck.

30. Sometimes the Sunbeam doesn't appear during the descent cutscene.

31. Posters put on a glass window cannot be removed, nor the window.

32. Bases are always visible/calculated no matter the distance. Other than a visual nuisance (you can see the lights across any distance), it bogs down FPS even when you are far. Same happens with the Cyclops and even sunk Cyclops.

33. Alien Containment hatches are counted towards your base integrity

DISCLAMER: The intention of this post is to help list most bugs in one thread, not to bash the developers. Post anything I missed and I will add to this main text (I can only edit for 24h, see the mirror below for further changes).

Mirror at reddit

custom colored items

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hello world! i think that items should be able to be colored! what do you think? lets just say i have a propulsion cannon. maybe i could color it to look red. that would be awesome right? let me know what you think! custom colored items!

Understanding 4546- and Base Construction Aethstetic.

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So I've been rattling over ideas in my head for about a year now.... and i just feel the need to share them officially.

If any Dev wants to casually debunk anything it'd be greatly appreciated.

Also potential spoilers? I'm not sure what to classify as spoilers at this point....


4546- The Binary Planet?

Many folks have taken to calling the orbital body of 4546B the "Red moon." Honestly I thought that too, at first. The more and more I read about planets the more convinced I am that "Red moon" isn't really a moon... It's the secondary planet, 4546A. This would make 4546B half of what is called a Binary planet. Now, just like in terms of stars, a binary planet is two orbiting bodies, usually of near identical mass, that orbit one another in tandem as they traverse an orbit around a system star. in fact this binary orbit is crucial for maintaining the two planets own orbital range from the sun. If one planet were to be removed the other planets orbit would decay until it found a new alignment orbiting the system star(resulting in the boiling away of all atmosphere and water on 4546B) OR fling it off into space making it what is typically referred to as a "Rogue Planet" That is a planet that orbits no star and generally traverses the cosmos independantly. So yea.... I definitely think 4546- is a binary planet.

I'm just bothered by one problem... the rest of the skybox for 4546B doesn't rotate.... Meaning that further off "white moon" is in a constant geosynchronous orbit to 4546B as are it's stars. I know this could simply be a development limitation but that little(or maybe big depending on just how far away it is) moon drives me NUTS constantly being in the exact same location every night.



=======
Human uniformity in construction?

So according to all the stuff in game Torgal Corp is a Mongolian Empire company and Alterra is a Federation company... This makes sense with you finding Chinese potatoes in crop planters at the left behind island base and whatnot, yea? and how Sunbeam is a Federation aligned ship but looks very Alterra-ish.....

so my question, thought, whatever becomes..... These are two separated space empires. Why do they SHARE a common base-building aethstetic? I understand the game-development reasoning of "it's just cheaper to use these decayed alterra models." I TOTALLY get that. i just wonder why there wouldn't be design aesthetics to differentiate the two human empires from each other. I mean did the Degasi look like the Sunbeam? Degasi was a Mongolian ship by way of Torgal corp.... Not a Federation ship by way of Alterra. In this i'm actually both kind of GLAD and upset that we don't see remnants of the Degasi itself. Taking apart the Degasi means we'd never see the actual design differences between the Mongolian Empire and Federation Alterra(less resources used on an unusable ship design) but it also means that whatever they did craft using said pieces(like the Floating Island Bases) would also have Mongolian influences...

So I'm left having to wonder if the Fabricator, like the ones we make, would have industrial variants for large-scale building(like ships) and is just a uniform company unit from a company independent of both empires that sells fabricators to both empires.....

[Crash] Crashing In Lost River [59783]

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So I've been experiencing this crash since around yesterday. In my save I'm in the Lost River past the Giant Cove Tree in kind of an area with a drop off and a bunch of blue brine around it. I'm able to walk around in my prawn suit but I've noticed when I approach these two specific brine pools the screen freezes for a little bit and then the game closes. I've played the game for around 2 days worth of gametime without any issues.

DxDiag (Note it says two cards as Intel HD Graphics but one is integrated and the other is actually a AMD Radeon HD 7600M Series):
https://pastebin.com/FRfjaWqf

Output_log:
https://pastebin.com/P3WALkYt

Also here's the most recent crash log if that means anything:
https://pastebin.com/A8MLUfbx

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!

Infestation is UGLY, when will there be a graphical update to infestation? (FOR THE LOVE OF GOD)

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I have been waiting and waiting, update after update... patiently... I am tired and decided to make a post about this. Am I the only one who thinks the infestation looks terrible and could easily be improved to look better?


For the love of God and all that is holy when will there be an update to infestation graphically? The infestation was the feature that kept me playing and following NS2 from it's humble beginning as a barren alpha and beta...

The infestation is the ugliest thing about the game, and the game is gorgeous and has wonderful graphics and mapping but it's completely ruined by a really ugly infestation. There needs to be some opacity so that you can be able to see through the infestation and see the geometrics of the mapping still. Right now it's just a solid color low res texture, and it looks very repetitive. Sure it's nice that it breathes and it's bumpy, yes, infestation has a great shape and animation, but there needs to be a better texture and you need to be able to see through it like a clear green slime. At least... this is the way that I had always imagined NS2's infestation to look.

Honest to god there was a bug in this game a year or two ago that made the infestation look better than what it's currently intended to look like at this time. I am sure a few of you may remember that.

Sorry for the rant...


This should be a main priority. This would be a huge improvement to the game. I would actually play the game more than just a couple of minutes a month.
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