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Let foundations clip through rock to make certain transitions seamless.


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

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

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


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

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

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.

RocketCommands Mod

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Hello everybody,

I made a mod that adds 4 extra commands for the rocket:

"rocketfinish" finishes the rocket.
"rocketadvance" advances the rocket to the next stage.
"rocketstage NUMBER" replace NUMBER with a number from 0 - 4. This will set the current rocketstage to that number.
0 = base only
1 = base and elevator
2 = base, elevator and boosters (stage 1)
3 = base, elevator, boosters and fuel reserve (stage 2)
4 = base, elevator, booster, fuel reserve and cockpit (stage 3)

"rocketsize X Y Z" replace X Y Z with numbers. This will set the size of the rocket to X, Y, Z.
X = horizontal
Y = vertical
Z = depth

If you wan't to install it here's the link: https://github.com/bytewolfgaming2/RocketCommands-Mod/releases
Tutorial is on the github page

Have fun :)

-ByteWolf

How Is everybody?

Multiple, Frequent Crashes to Desktop

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SubNaut version 59783, build date 1/22/2018.

My system:
Desktop PC, I5-4690K CPU @3.50GHz (no overclocking), 4 threads, 8 GB RAM initially, now 16 GB
GPU Nvidia GTX 1070, 8 GB RAM
Windows 7 Pro, SP1, 64-bit

I bought this game three days ago, and have had approx 100 crashes back to desktop. Half the crashes were during the game loading screen (i.e. seconds after choosing "new game" or a clicking a save file), and the other half of the crashes were in random places during normal game play (e.g. I could be using fabricator, or floating motionless in water, or climbing back into my base, etc.)

I tried:
 Checked the game's minimum requirements (my h/w passes).
 Updating video and audio drivers.
 Updating all Microsoft Windows files.
 Uninstall and reinstall SubNaut.
 Monitored CPU and GPU temperature (they were fine).
 Full screen or windowed screen modes.
 Full monitor size (3440x1440) or smaller (1920x1200).
 Task Manager and GPU Monitor, and no problems apparent from that.
 Turned graphics setting down to medium.
 Set audio quality to 24bit 44100 Hz.
 Played with no other applications running.
 Tried running off HD or SSD.
 Increased virtual memory.
 Turned off my screen’s GSync, so running at 60 Hz instead of 100.

None of the above worked -- the game continued to crash every few seconds or minutes (always so quickly that even my longest game didn’t get to game-day 2).

I eventually tried two of the above: even though my GPU wasn’t stressed, I reduced the window size from 3440x1440 down to 1920x1200, AND lowered the graphics setting from high to medium. The game played for MUCH longer, sometimes as long as two hours before crashing.

It’s a great looking game, so I’d love to play it full screen and at high quality, but at those settings either the load screen crashes or game play does within a couple of minutes. Even with playing it in a small window and medium graphics, it repeatedly crashes after somewhere between 10 minutes and 2 hours, necessitating frequent saves and restarts, which does a lot to ruin game immersion.

In desperation this morning, I went out and bought +8 GB, so I now have a 16 GB RAM system. I retried the game at 3440x1440 and High graphics, and the game did average maybe 5 minutes longer before crashing than it used to with only 8GB.

Attached are the dxdiag and output_log from a recent crash. If you want any more logs, I can easily generate dozens of them 

dxdiag at https://pastebin.com/bU1kWSfR
log at https://pastebin.com/5FWg7ERF

It's a great looking game. I'd love to be able to play it properly.


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.

edge of the world


Marker Balloons

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Marker Balloons, for marking locations... but not broadcasting them across the whole map like a beacon.

When I clear a wreck or spot, I like to leave a marker to say I did that.
First play through... there were way too many beacons on screen to be constructive so I had to turn them off and still ended up on occasion hitting a wreck and seeing a beacon floating in the door way. #$&@!

I would like deployable Marker Balloons that inflate in their spot and are visible at a range, anchors to a spot and floats a few meters above it. Place them on top of wrecks or navigational points that you can see at a reasonable distance even in the dark with a irredescent glow. Diifferent colours - red, yellow, green.

I could say put a green balloon on a wreck I cleared. or yellow balloons to highlight points of interest like Gate openings or cave tunnels.
Just something different than the beacon spamming I was doing.

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.

ns2_fusion

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I've finally got my next map playable - ns2_fusion
It's a relatively small, simple map, but I'd love to get some feedback on how it plays.

Workshop link: Removed

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Cyclops Horn Scaring Small Predators

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This is a small idea I came up with while watching a Subnautica video. A good idea for the Cyclops horn would be when you use the horn small fish and predators like the Sandshark, Boneshark, and Stalker would swim away from the cyclops thinking it is a predator higher on the food chain and it is trying to kill them. What I would probably use this for is to keep the Sandsharks away when I'm getting silver.

Question about Cuddlefish

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If I raise a cuddlefish and release it outside, will predators ever attack it? Just wondering because in my current play through my base is in the underwater islands and I would feel bad if I released a cuddlefish at my base just to have it eaten by a boneshark.

Update 321 - Live on Steam! - Natural Selection 2

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imageUpdate 321 - Live on Steam! - Natural Selection 2

Happy New Year! It has already been an exciting start to 2018 for UWE and we look forward to bringing you more exciting and interesting game experiences. The core of...

Read the full story here


my feedback after 125h...

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HI everyone,


First things first, I have to say that it’s the best game I’ve played in years, by far ! Everything is great : the story, the look, the immersion, the rhythm. The time-capsule, man, what a great idea ! You guys did an incredible job there !
It so incredible, it feels like a good book : you want to rush into it and, in the same time, you don’t want it to end, ever… It needed to be said because of course I’m gonna talk about what I feel is wrong or need improvements.
DISCLAMER : My 50c only. I don't pretend I'm right, so haters be civil. I'm just sharing my thoughts about a game, nothing important :tongue:
also english is not my native language. please be nice about it :smile:

I. let’s starts with the small things

- ladder in bases need the same animation as in the escape pod or the cyclops.
- energy balance is overall fine maybe a bit too easy on us but it seems that fully charged or unused module have a huge impact. Like a fully charged seemoth docked in a moonpool use a lot of energy anyway. Same feel about the modification station. shame.
- we need a way to monitor time, a simple day/night cycle monitor in the PDA would do.
- upper light in the prawnsuit doesn’t feels right. If you’re too close to something, the light seems to come only from the bottom and so, you’re basically blind.
- desk should do something in the base, like being able to shut the lights and other small things.
- please add distance in beacons overview and maybe rename capability
- day/night cycle should not affect lighting condition in (deep) caves. It’s weird.
- small lockers can be named, not the big ones which are the one you want to use in 95% of the game, shame. An elegant solution (to me, don’t trash !) would be to assign an icon to the locker and to display it within the yellow circles on the locker.
- due to the prawnsuit design, and to have a common gameplay through all vehicles, you should add a keyboard lights toggle in vehicles and remove or reassign the right-clic in the seemoth and the cyclops.
- scanners should not get already-looted-results (databoxes but also stones and minerals. If we took it, it’s not there. don’t scan it :D )
- add a blueprint for extinguisher and its wall mount
- put the name on both sides of the vehicles...
- let us rotate the moonpool as any other base blocs
- let us choose the LOD distance


II. then come the cyclops. The ship is great but the control panel and most of the bridge section doesn’t work.

- the settings panel (colours, name) should be moved to engine section, close to the upgrade fabricator or on the other side, in the unprades panel. Another solution is to put it in tabs in the docked vehicle panel.
- Instead, put a 3D holographic of the cyclops to replace the health monitor you got and add to it a display of what battery’s left (holographic cylindre of each battery with in level and color change (green, orange, red)). It’s very annoying to have to enter pilot mode to see how much battery’s left or run to the engine’s room.
- should be able to change light to red manually for diving.
- Maybe all predators should respond to light as they respond to sound. It would add interesting gameplay, forcing us to be blind in many occasions.
- to be honest, and maybe it’s a game design choice, but we don’t see a damn thing when moving this thing. Even tho the window is quite bigger than the seemoth’s ! Two reason for that I think :

* the point of view is fixed whereas on the seemoth you alway look through the clear part of the window. it may be interesting to change that into a seated-moving-pilot-position : you sit on a chair that rolls inside the window sphere (to some extends) to let you look at what you want (and not you feet…) The HUD follows. It would also have more high-techy feel than the current ‘nautilus’ one. Like a seemoth front for the cyclops. Moving the first person view to manage engines and upgrades is very cool, so to keep it. Add a keyboard toggle for free view. The 3 cameras make the cyclops… workable. But let’s be honest, it’s shitty to move this thing around. As it is, you don’t explore the world with your e-peen submarine. you recon with the seemoth, put a beacon, come back to board cyclops, rush to the beacon
* too many things in the display with the wrong sizes… Remove the old-school compass, put a smaller version of the holographic display instead and a light (but readable) compass on it (maybe a « rose-des-vents » on the cross plane of the holographic display) that way we can have important informations in front of us and see to the right.

- it doesn’t feel right that you cannot add the vehicle upgrades console in the cyclops (if I missed it, I’m so sorry). There’s room for it as an upgrade of the vehicle console that came with the cyclops or, as it is, on the other side of the ship. Plus… the only time you need the prawn suit thermal reactor, is also the first time you got a chance to get some kyanite… and you can’t craft it… unless you go base and back, takes hours… so you don’t do it and the module is useless. Because when you’re back home (if you go back at all…) the game is finished. Well…


III. end game

the game suffers form some lack of purpose to a major part of it : building your base. I mean, except for the vehicle upgrade console in the moonpool (and if you put it in the cyclops….) there’s just absolutely no point building a base at all. None. Except that it’s cool, fun to some extend. But do you need it as a part of the game ? No, you can put everything you need in the cyclops and more and it's way better to have everything with you at all times than to go back and forth all the time. In a locker, put what you need for a scanner (scanner room + range upgrade + multipurpose room + bio reactor + one fish or mushroom to put in it) and you’re all set. So you might as well put in that locker what you need for the moonpool and the console too… well you get my point. We need a purpose to this base. And, as you can imagine, I have some ideas about it but let’s continue with issues for now.

End game scaling... That’s a problem many many games have. You’re building something brick by brick. It’s hard. Everything you drop as a meaning and is precious. You even plan dives for this or that, to get to your next goal and suddenly you have a prawnsuit and now, in one or two drilling, you have more materials than you need through the entire game…

At that point in the game, you loose the survival aspect of the game to a more straight forward scenario. Now you’re like : « that cyclops was very cheap… » and the launch pas and neptune ? as good as free. Now you get that the crafting part and its economy is more a pretext to the scenario than an actual part of the gameplay. So it loose taste and you’re only option is to rush to the end of the game. It’s sad if you ask me. Because, who want’s to leave this planet ? hum ? it’s amazing here ! I want to know every part of it. I want more.


IV. I know it’s not a beta anymore but I give you my ideas anyway.

we need more purpose for the base, for the prawn suit… make it bigger and more expensive !

For exemple you can make the electronics not refundable when deconstructing. That way we have to think carefully before deconstructing all the time.
What you can do is adding bigger/usefull elements that cannot be moved around in a locker. Something big (not movable => base), expensive in ressources (give sens to the prawnsuit other than the scenario needs), and useful for explorers/survivors (people who want to stay in the ocean as I do). Here’s my idea :

Add a map room, a big expensive map room. The map would not be provided. players will have to build it, brick by brick, using scanners and sonars. Informations collected by scanners and sonars will feed the map datas. Give sens to the exploration and help you find everything and not give it up to google at some point.
To go with it, and because we already move the scanner with us in the cyclops, add a bigger submarine. One with a built-in scanner, rooms for two vehicles. make it big so it cannot go everywhere (not in the deep for instance, no need to change everything to the scenario, it great as it is). Something like the beluga or the draconis : https://www.behance.net/gallery/13857237/SUBNAUTICA
the way I see it :


- you need a blueprint for a builder arm for the prawnsuit (2 parts). normal components.
- you need a blueprint for the map room (4~5 parts). can only be built with the prawnsuit equipped with the new arm. very expensive
- you need a blueprint for a build/docking station for the new sub like the neptune (4 parts or more). can only be built with the prawnsuit equipped with the new arm. expensive
- you need a 3 parts blueprint for each sections of the sub (5?). each section needs to be build separately (like the neptune) and is expensive. parts could be : engine, bridge, cargo, bays, scanner
- once built the sub needs to be docked in it’s station for charging it’s big energy needs (no removable batteries. => justify nuclear reactor in the base)

Some ideas about that new sub :
* scanner needs to be operate manually, so you cannot activate and move the sub around for fast datas mapping.
* scanner range can be set by user to some extend. greater range implies more energy consumption.
* pilot tech might be VR in game (you sit and VR glasses come down on your head) => no need for a front pilot post. no visibility issue. feels highthecky

this might give a nice gameplay for explorers, give more sens to the prawnsuit gathering and to a fixed base.


There it is, it's all for now. I might edit the post to add some more while playing a new game, hardcore mode this time.

Cheers all, enjoy subnautica and see you after the next dive :smiley:

-daganael-

Why can't we map the ocean floor?

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I understand that having no map to start with is an intentional design decision, nothing wrong with that, however why don't we have access to an ocean floor "map" (incomplete one that we develop as we play) later on through tools/upgrades or whatnot ? We sorta already scan the sea bed with the Seaglide, Seamoth sonar, Cyclops, etc. So how come we don't "store" that data somewhere so we can use it as part of an ocean floor map. It would fit really well with the rest of the game, could even tie in some structure with automated drones that would map areas for you. This is not your conventional video game map with labels and stuff, it's just an ocean floor map (think of the one in the scanner room), you can add your own labels.

At this point I haven't unlocked beacons yet (I've played around 30h). I'm resorting to taking pictures of the important locations on my phone (using the Keep app), while i look at my escape pod for distance/direction, so that later on i can use the info in the picture (direction and distance from pod) to find this location, here's a picture of what i mean.
t7uuqav4cciq.png

I feel like i shouldn't have to resort to this in order to keep track of important locations, I understand later on beacons can help, but I do not believe they're a good solution (plus what do i do before i get them?).

[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

[BUG][VR] Spawned in the lower level after docking into the cyclops [59783 steam]

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How to reproduce:
  1. play in VR mode (seated, in case it makes any difference)
  2. get a cyclops and a seamoth (prawn not tested)
  3. pilot the seamoth and dock it to the cyclops

To repeat from a docked seamoth:
  1. enter docked seamoth (seamoth exits dock)
  2. exit seamoth
  3. re-enter seamoth
  4. re-dock

This exit-and-re-enter-seamoth step seems to be the one triggering the issue most reliably.

Effect:
Once docking animation finishes, player gets spawned in the world, but not on top of the seamoth.
Out of 4 tries, I was spawned:
  • 3 times in the bottom half of the cyclops, with the cyclops rolling (in pitch/yaw/roll sense) more or less severely to the right
  • 1 time I got spawned outside of the cyclops, and the cyclops launched into the air. To give an idea about how "launched" it got: I was above the jellyshroom cave entrance closest to the aurora, on the border with kelp forest, and the cyclops landed on top of the aurora, between the engines, a overhanging a bit from the back of the aurora. Too bad I did not think to screenshot...

Entering the seamoth seated and standing up right before docking does not improve the result: viewpoint is higher above seat/ground both before and after docking, and I still got spawned in the lower cyclops level.

Playing Hardcore

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If there are no air warnings in hardcore how come the pda just said I had 30 seconds.

The Aftermath

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Two years…

It had been two years since Pater Aestus had been defeated and the Lava War had ended. Two years since the greatest bloodshed the planet had ever seen. Tens of thousands of fish had lost their lives in the struggle to free themselves from the Pater’s oppression. Despite such a loss, those that remained created an age that had never been surpassed in Aboveworld’s history. This period saw widespread peace, tranquility, and unity. Parties that had argued for so many years came together to build the world, and its government, back to its former glory. This great age of peace, sadly, came to end far too soon.


The FMMA: Just while the Lava War was ending, scouts managed to recover the remains of their previous leader, and in a short time restored Aurora to life. This was proven to be a mistake, for their leader, so much time away from her forces, suffered a severe mental degradation that affected most of the FMMA forces, some of the High Council included. After careful manipulation, the still sane members of the council triggered a brutal civil war between themselves and Aurora’s loyalists, culminating on her defeat by being launched into space via rocket to the FMMA space station, ending in an intense firefight between her and the security staff. Since Aurora still had absolute influence over the machines, her departure and final death hit too hard for the minds of the robots. They forgot what little humanity they had, becoming bolder and more pragmatic, while erasing many of the restraints they had regarding thier approach to the planet and it’s denizens. Because of this, a new overseer was chosen for the position of Inquisitor: the now former general, HAL. Because of his efforts, with the most sane of the High Council, the FMMA has been having a sort of positive relationship with the government of 4546B.


The SAHP: It had been two years since the SAHP's leader, Silverwing, had been captured. All presumed him to be dead. Shortly after his disappearance, the SAHP elected a new leader, Silverwing’s own son, Redfin. He swore to get revenge on the machines for what they had done to his father. He was young, persuasive, and fiery, and he rallied the whole of the SAHP behind him. He attempted to lead several small campaigns, but failed at seemingly every turn. Redfin’s own wife had been killed in a raid on one of the machines’ caches. After hearing this news on the battlefield, Refin was overcome with rage and tore the machines apart with unimaginable cruelty, gaining the SAHP’s first, and only victory thus far. Now, battered and beaten, the SAHP plans its next move.


The Conglomerate: Little is known what happened to them. Mere months ago, The Conglomerate, sent to help with the recovery of the innocent citizens of The Underworld, suddenly fled. Any and all help sent to find them have never returned. However, a brief contact was made by an FMMA leader from what sounded to be a fledgling private in the Conglomerate army. “[static] H-hello? Does anyone copy? Does anyone- [static] We're finally able to keep a signal live long enough to send this message but I'll have to be brief. I am Karno Vanpattis, and I have gathered as many Grand Reef refugees as I have been able to find, and am asking that they have a place to stay until the ruins of the Conglomerate have been fully revitalised. My group have deemed themselves the Vanpatites, and I will give you our co-ordinates now... They ar- [static]”


The EPCA: Of all the parties, it truly would be the party that stood by peace all this time, to be the last ones to retain peace. The Reefbacks, led by the president @Ralij, have made amazing strides in keeping the peace between the parties. They have annexed many of the small parties, pleading for greater roles of government for small fish, and created a large, and influential governing board. It is unknown whether or not the EPCA will back down in the future election, or if they will even be allowed to.


The UCR: While General Draco has sustained open and frequent correspondence between himself and the Aboveworlders, a majority of the UCR has remained hidden. They were sent down to The Lava Zone, to help with the rebuilding of the innocents of the Underworlders with The Conglomerate and The DC. Whether or not their absence is by design or not is unknown. However, those who did not help with the rebuilding have faced extreme poverty and hunger. The Oculus had joined the EPCA, and as such, abandoned the Jellyshroom Caves and joined the other small fish in the Grassy Plateaus. As Crabsnakes cannot come into contact with direct sunlight, they have resorted to feeding off the meager population of Biters that reside in the Caves, which has in turn enraged the GCSC. More and more Crabsnakes have begun fleeing to the Lava Zone, never to be heard of more from the Aboveworlders.


The DC: The Devorandem Confederacy has been oddly silent as of the last year. Despite the Reapers past exploits of daring violence, after the Lava War, they stagnated and eventually fell out of power. While the party is still together and participating, their contributions have been few and far between. General Carrie has answered questions of their inactivity with, “We just need time to come back to ourselves. After the death of Bonecruncher, we’ve all lost a part of ourselves. We will continue to help the Underworlders with their continued survival, all we ask is some understanding towards the DC.”


The GCSC: After the death of General Bite's family, he slowly dragged himself down into an intense bout of depression. The GCSC cut themselves off from the rest of Aboveworld, even from those soldiers stationed in the Jellyshroom. They confined themselves into the Mountain Island under the General's orders, and planned to stay there until those piloting the giant Antecedent mech could return from the Antecedent Castle, which could take months, or even years. That is, from the ruins of the Precursor Array not long ago, they found a mass of depleted Ion crystals, still intact from the previous detonation. From these shells of Ion, and the help of the few FMMA scientists that would help them, they were able to create new Ion crystals, able of generating enough power for Antecedent mech for decades. And, thanks to the FMMA, these new Ion Crystals were made incapable of overloading and ultimately exploding. From this new found discovery, and the prospect of unlimited power, General Bite ordered the entire GCSC to the Lava Zone, in hopes of finding the Antecedent mech.


The PH/SP: Soon after the Lava War, the Warper leader, Enderguy, left to return the Void creatures back to their homes. After months of direct contact, he announced that he would be staying with the Void creatures to learn of their way of life and their power, to see if they could become long-lasting allies with the Aboveworlders. He subsequently cut off his transmission, and his whereabouts are only up to speculation. To keep the PH/SP together, a newly made Warper, by the codename of “Watcher” rose to the tops of the Warper ranks, and eventually became their leader. Under the leadership of Watcher, the PH/SP have become much more efficient, albeit much more secretive. A declaration was made by Watcher, detailing his highest rank officers and their ultimate goal. “INCOMING PH/SP TRANSMISSION FROM UNIT NO.57007 "WATCHER" - HEAD PH/SP COMM DIRECTOR... ... ... ... TRANSMISSON RECEIVED. LOADING PHSPDATA.TXT ... LOADED FACTION NAME: PH/SP (PUBLIC HEALTH AND SAFETY PARTY) FACTION GOALS: REDUCE CARAR INFECTION BY 35%, [CLASSIFIED]. FACTION TROOPS: [CLASSIFIED] SELF - WARPING QUARENTINE ENFORCEMENT UNIT [CLASSIFIED], [CLASSIFIED], 100x REPAIRBOT MK1 FACTION COMMANDERS: SOUTHERN SQUADRON: UNIT NO.00451: "MONTESQUIEU" WESTERN SQUADRON: UNIT NO.24601: "VALOR" NORTHERN SQUADRON: UNIT NO.64222: "FADE" ELITE SQUADRON: UNIT NO.57005: "REAPER" FACTION - CONTROLLED AREAS: SOUTHERN BLOOD KELP, SPARSE REEF,
END TRANSMISSION.”

The Concursores: While not truly a governmental party, the Concursores have made a name for themselves by their extravagant “Peace to The Underworld” rallies, led by none other than ex-POW, DJ Ampeel. They, in fact, began the efforts to relieve the innocent Underworld creatures, by offering up their help, and most importantly, their music. By such standards, have the Concursores been recognized as a major contributing factor for the peace that had been enjoyed by all for so long.


The NDSL: A new governmental party based in the Lava Zone. Not much is known about them, only that they are comprised of Anti-Totalitarian army leaders. From their few transmissions to Aboveworld, they are led by, a now nameless, Dragon; and they are currently under political fire from both Pater-sympathizers and enraged, poverty-ridden fish living in the desolate and inhospitable conditions that the Lava Zone provides in spades. More is clearly to be revealed from them, but the question of when, is unknown.


And these are the conditions that the inhabitants are in at this present time. Though, a new conflict is brewing just under the flippers of 4546B’s residents. Only time will tell their actions, and whether or not these creatures can truly live without a Pater.


Let the Aftermath of the Lava War begin.
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