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Sea Base building thoughts and comments

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tldr: The game is immersive enough to warrant roleplay levels of base-building and it provides 90% of the things you'd want, I'd like to humbly suggest the missing 10%.

list:
- can there please be a "grab & move function" within bases rather than deconstruction and reconstruction? Mostly used for lockers that are full of items
- I can add in supports under a preexisting MProom but not remove them without deconstructing the mp room? Makes it tedious to alter a base without ripping it apart completely
- what is considered "connected" or "in" a room is unclear or irritating, e.g. a locker on the wall (in an MProom) next to a corridor opening gives the "empty container first" warning when deconstructing the corridor, despite not being in the corridor that is being deconstructed
- the foundation pieces do not seem to have, what I would consider, logical snap points, can snap a MProom hanging off the edge of a single foundation but not in the centre?? also when you place 4x foundations in a 2x2 square you cant snap a MP room to the centre? This makes it hard to build symmetrically or aesthetically with forethought
- Please add a "Take all" function to lockers
- why can't large lockers be named? The buildable signs can't be added on top either
- why can't corridors be connected to the angled sides of of an MP room? Or for that matter why can't MP rooms connect together at the angled side
- please make the foundations more forgiving with placement, specifically the tolerance of terrain clipping and allowable distance to seabed being smaller
- the high power drain of lights (floodlights & spotlights) seems to be absurd when compared to the fact you have a device capable of atomically rearranging materials which barely drains anything (yes I'm talking about the fabricator)
- Why do observatories only have one potential access point?
- can there be glass versions of the X & T shape corridor/connectors? Potentially utilising enamelled glass
- can the vertical connector be used to connect 2 MP rooms that have a vertical distance between them?
- can we have aesthetic doors which do not add to the base integrity (sliding doors from the aurora) which can be placed in line with the walls of an mproom?
- can ladders please be placed in the diagonal sections of an mp room? as it stands they take up a lot of real estate in a room while one corner would go unused. e.g a mp room can support 2 corridors and 2 water filtration units but not a ladder in the diagonal space between any of these connections. Another way to do it would be to utilise the vertical connector and have it snap to the two angled sides of the top and bottom MP room from the outside?
- can the spotlight have a static variant, they're nice and unobtrusively built but at night the place looks like blitz london
- the "no power" message never made sense to me, as I don't know about anyone else but if I was designing an underwater habitat "Power offline, EMERGENCY POWER ONLY" would 100% contain oxygen production. For gameplay I get that this should remain as is, but maybe change the audio message to something more appropriate and have emergency power be at the 5/x power mark or something?
- potentially use enamelled glass in the same capacity as the reinforcement piece, it's resource costly as you'd have to build the glass part and then the reinforcement but it would be nice to have the option. Plus it makes no sense to not build a window at 700m deep that isn't as strong as possible (and I feel enamelled glass isn't used that much)
- Hatches: I completely understand why this was done but they're not functional airlocks, which means that every time you enter or exit the habitat it would flood with tonnes of water. I actually don't have any suggestion because making it a functional airlock would require a lot more space...I just had to say something
- I know that the Cyclops dock has been suggested many times and is being looked at by the devs, but I would suggest that a full 'moonpool style' dock is too large and unfeasible for the style of bases currently in game. Instead I would suggest a special end-of-corridor attachment which acted as a vacuum seal on the cyclops hatch or a full airlock.

Reasoning:
I don't know if it's just me but I change my base a lot. As I gather more resources maybe I'd add a new storage room, and then maybe later I'd want to change where the room was because it was functionally or aesthetically annoying. Maybe I have a lot more glass available now and I want to make glass corridors instead of titanium etc etc.
All this means that I deconstruct a very full base quite often and if its something as simple as wanting to place the foundations at a different offset to the buildings on top of them you need to deconstruct the entire base to do it which is immensely time consuming and irritating.

I tend to shoot for the "optimal base", not most efficient but the optimal to be lived in by an actual person. So I will build a bedroom, study, lab for the bacterium study, green room for plants, power production room, storage, docking, fauna study, lobby etc etc.
The game is so beautifully immersive that I feel like I really live there, especially on survival or hardcore where the fear of the deep and the safety of the base is palpable.
I understand that this is not sim city but the building is so close but just slightly off, in my personal opinion and yours may vary, and I think that with (what I think are) a few simple tweaks it would be amazing.

Thanks for reading

[Bug] Ending Achievements [Time Capsule and Leaving the planet]

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Subnautica Version: Jan-2018 59783


I am missing two achievements and after checking it I can see it is the following:

"Go Among the Stars" - Launch the Neptune rocket
"Leave Only Time Capsules" - Create and deploy a time capsule

These should be completed once you leave the planet but unfortunately they do not. I have tried a couple of times now but to no avail.

If any one has information on how to obtain them or can confirm my issues, please leave a note :)

Kind regards,
Nightblood

Sudden realization about the QEP

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So the Quarantine Enforcement Platform fires some sort of a plasma beam, which means it is a plasma weapon which in turn is a type of Directed Energy Weapon or DEW for short. It could also be some other weapon than a plasma weapon, but it is almost definitely some kind of DEW.

The QEP is also installed on the just of a mountain.

So that makes the QEP a literal...
lf920znlp5mo.jpg

How to cure the virus?

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I've hatched the sea emperor's egg's and don't know what to do now. My son had me collect all the enzyme produced but I can not eat it to cure myself. I didn't interact with her children. Any suggestions on how to cure my self?

Unwanted Stalker in Base Alien Containment

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I hatched Stalker eggs in an Alien containment unit and then released them just outside my base. They proceeded to hang around base and play with the scanner room cameras. Not a big deal and even slightly amusing. However, they apparently won't leave the area where they were released and have attracted some friends. For some reason, one or more Stalkers will occasionally appear trapped inside my base. One has even invaded a newly built alien containment unit. Seems like a bug to me. Anyway, is there a way for me to remove a stalker (or any fauna) that doesn't belong in my base?

Framerate issues on survival save

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So although i've already finished the game even with these issues present, it's still quite jarring to go from a steady 60fps to 15fps looking in a certain direction. Seems to be from something North\Northeast. East is a little better, but not by much. N\NE gives me 15fps, while East gives me around 35fps. Looking anywhere else however gives me a mostly steady 60fps aside from the occasional hitches and jitters that occur when going from area to area. However, since i sank more hours into the game, i've noticed that the framerate is mostly 30-40fps regardless of which biome im in, or which direction i'm facing. I do have 3 different bases, but i was getting strange FPS issues since i first started the game. I bought this game one day after it came out of Early Access. Honestly i'm surprised i managed to finish the game anyways, given how much i don't like inconsistent framerates. Though that's largely because the game itself is so well done, aside from occasional physics glitches and stuff. I forced myself through the technical issues, but now they're really starting to bug me a bit. Especially given what i tried to do on my end.

I've tried pretty much everything i could possibly do to try and fix the framerate issues on my end. I've tried defragging my hard drive, uninstalling stuff i don't need, updating windows and everything else, deleting the game cache, restarting my PC, re-installing the game, verifying the game cache, downloading the latest drivers, but nothing worked. Not even the graphics settings from High to Low did anything. I even messed around with the Texture Quality settings, but that didn't do anything either. I know that these issues are split half and half between the community, with one half having the same issues i'm having, and the other half having a near flawless experience.


My PC specs:

Case: Cooler Master Elite 430

Monitor: Samsung S22C150 21.5' Inch 1080p, 60Hz

GPU: Zotac GeForce GTX 970 4gb (No OC)

CPU: AMD FX-8350 8-Core Black Edition (No OC)

Hard Drive: Western Digital Caviar Black 1TB HDD 7200RPM

RAM: Corsair Vengeance 8gb

Disk Drive: Samsung SH-224DB / BEBE DVD/CD Writer

Cooling Fan: Cooler Master JetFlo 95.0 CFM 120mm Red

PSU: XFX TS 550W 80+ Bronze Certified ATX Power Supply

Motherboard: MSI 970A-G46

Operating System: Windows 10 Home 64-Bit

Graphics Driver: Game Ready Driver version 390.77 (1\29\18)

3D printed Cuddlefish

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Hi all

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

tr02kbxfprss.jpg

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?

seamoth sink in sand


Hive Challenge unstable

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HI all,

While playing the Hive Challenge, I noticed the game gets unstable after playing about five minutes: the marines start warping back and forth a bit, then more and more as if their ping was getting > 500 ms (funny thing for bots ^^), then a bit later the same happens for me, up to the point where I can't keep playing because all my movements end up rewinding.

It happens with both Lerk and Fade. Last time I played, I think the issue started appearing around wave 8 as a Lerk without me dying before that wave (at first I thought it had somerthing to do with resets, but it seems not).
I don't think I played the Hive Challenge on older builds to know if the issue was there already.

By now, I realise I should include a techsupport file :D I can't do it now, but I'll do it tonight if it's needed.

Subnautica Public Chat Room! Come join the Playtesters, Devs & Fans!

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Hi all!

We've created a new chatroom so we can all talk together in real-time. All the info is now in this thread:

http://forums.unknownworlds.com/discussion/139138/new-subnautica-chatroom

Thanks everyone for being so vocal and supportive of Subnautica! We really do appreciate all the tweets, posts and videos made of our game. You guys help us make Subnautica better. We can't wait to see you! :)

-Obraxis
Subnautica Animator

here are my ideas for biomes in expansion pack:

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1. arctic biome - here are the fauna i want for this biome: ice ray, ice urchin, ice puncher, icy peeper, frozen bladderfish, crabwhale, mesmer - here is the ONLY flora i want for this biome: ice shroom - here are the raw materials i want for this biome: ice sulfur, ice shroom spore, frozen diamond, ice, frozen nickel.

2. deep reef - there should be 7 parts of the deep reef - 1. coral fields - here are the fauna i want for the coral fields: shuttle bug, floater, rabbit ray, crabsquid, warper, ampeel, hoop fish - here are the flora i want for this part of the deep reef: creepvine, gel sack, ghost weed - here are the raw materials i want for deep reef coral fields: ruby, ghost weed seed, large nickel deposits, large titanium deposits, nickel ore, warper parts, quartz, uraninite crystal - 2. deep reef corridor - here are the fauna i want for this part of the deep reef: ghost leviathan, hoop fish - here are the flora i want for this part of the deep reef: anchor pod, gel sack, ghost weed - here is the coral i want for this part of the deep reef: brain coral - here are the raw materials i want for this part of the deep reef: ruby, gel sack spore, nickel ore, quartz - 3. floater canyon - here are the fauna i want for this part of the deep reef: giant floaters, shuttle bug, ghost leviathan, rabbit ray, spadefish, hoop fish, hoop fish shoals - here are the flora i want for this part of the deep reef: gel sack - here are the raw materials i want for this part of the deep reef: ruby, large nickel deposits, large titanium deposits, quartz - 4. floater forest - here are the fauna i want for this part of the deep reef: shuttle bug, cave crawler, rabbit ray, crabsquid, spadefish, ampeel, hoop fish - here are the flora i want for this part of the deep reef: gel sack - here are the raw materials i want for this part of the deep reef: ruby, large titanium deposits, large nickel deposits, nickel ore, quartz - 5. coral caves - here are the fauna i want for this part of the deep reef: rabbit ray - here are the flora i want for this part of the deep reef: deep shroom, gel sack, coral flower - here are the raw materials i want for this part of the deep reef: ruby, deep shroom spore, large nickel deposits, large urininite deposits, large titanium deposits, crystalline sulfur, nickel ore, quartz, urininite crystal - 6. coral mountains - here are the fauna i want for this part of the deep reef: shuttle bug, rabbit ray, spadefish, hoop fish, ampeel, mesmer - here are the raw materials i want for this part for this part of the deep reef: ruby, crystalline sulfur, large nickel deposits, large titanium deposits - last but not least part 7: the deep sparse reef corridor - here are the fauna i want for this last part of the deep reef: shuttle bug, rabbit ray, crabsquid, ampeel, hoop fish - here are the flora i want for this last part of the deep reef: acid mushroom, cave bush, rouge cradle, spotted dock leaf, table coral, veined nettle, violet beau - here are the coral i want for this last part of the deep reef: brain coral, and jordi's tung - here are the raw materials i want for this last part of the deep reef: ruby, crystalline sulfur, large nickel deposits, large titanium deposits, large quartz deposits.]




this is all i have for my ideas and suggestions for expansion pack. hope you like them!

Splash Down (A Subnautica Story)

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Some of you who have seen some of my very lengthy posts on this forum may have rightly come to the conclusion that I enjoy writing and I do! I particularly love creative story writing. This post is going to be the first chapter of hopefully many chapters in a novilization of Subnautica's story line. Basically, I'll be taking the elements of Subnautica's story, and weave them all together into something like a book giving the character you play as his own personality. Now, because the character you play as in Subnautica doesn't have an official name, I will be giving him one myself. Let's see... his name will be... Jeff? Yes, Jeffery Masterson. Alright, let's begin!

Splash Down - A Subnautica Story

Chapter 1: Sit back and Relax

The Aurora was a sight to behold. It was the newest ship the Alterra Corporation had rolled out of the space dock. The space dock was a massive space station orbiting Earth designed to provide the space to build massive interplanetary vessels of all shapes and sizes. It also acted as a massive air-port with many commercial ships available for boarding. The Aurora, however, was off limits to commercial travelers. She was built for a special mission to the outer reaches of explored space. She wasn't the biggest ship docked today, but she was capable of carrying around 7,000 crew with a massive cargo space. Jeffery Masterson was sitting in the thousands of rows of blue chairs in the waiting area of the space dock's airport section. He sat reading on his PDA with nothing more than a backpack and a duffel bag at his side. He glanced up through the massive observation glass out at the Aurora. At that moment, a robotic voice echoed through the intercom system over the hustle and bustle of the airport.

"Alterra specialized craft Aurora now boarding. Please proceed to the Specialized Launch section and provide your Alterra IDs."

Jeff slid his personal PDA in his backpack, grabbed his duffel bag, and headed off on the long walk toward the corner of the boarding section dodging travelers that were walking to and fro. A hollow panel on the ceiling read, 'Specialized Launch'. Jeff approached the security check and was thankful to be one of the first few people in the line. After the person in front of him went through, Jeff came up to the scanner array.

"ID." A security officer said with a sigh. "Put your things in the luggage scanner and please step into the array."

Jeff handed him his ID. This ID identified him as an Alterra employee and authorized him for this special mission. Not your typical passport ID that most commercial travelers have. He deposited his luggage onto the hover belt that slowly moved his bags through a scanner. Then, he stepped into the large scanner array. The thing looked much like a door frame with a shiny black interior and white exterior. A blue light flashed on from the top and aimed a blue laser scanner down at Jeff. Instantly a green checkmark appeared on a monitor sticking out from the side of the frame.

"You're cleared. Next." The security officer barely let his words leave his mouth before saying 'next'.

Jeff grabbed his hovering luggage from the hover belt and continued on to to a door that lead to a horizontal elevator that would take him to the boarding tower that was attached to the Aurora and held it in place. Jeff stepped onto the massive platform that was the elevator and once enough people had gotten on, it automatically began zooming down a large glass corridor. Jeff got a really good view of the entire space dock. He had never really seen the immensity of the station since he hadn't traveled much except the few times he went with his family on vacations to Mars when he was too young to remember.

Jeff let out a low whistle as he observed the massive line of various ships all docked to the side of the station's exterior forward deck.

Before Jeff had fully taken in the view, a dark shadow came over the glass corridor. He turned around to see the Aurora in all its glory as the sun became blotted out by it. The ship was much bigger up close than he had initially imagined when viewing it from the waiting area. The elevator slowed to a stop and everyone began stepping off the elevator into the boarding tower's main room. Here, several corridors went directly from this room into the Aurora's boarding bay. Above each corridor was a label that identified a class. 'Engineer', 'Pilot', 'Administrative', 'Medical', 'Communications', etc. Jeff was a simple engineer who specialized in PRAWN suit maintenance. He had always wan'ted to pilot one of those things, but all he got to do was repair them which Jeff still enjoyed as much as a hovercar referbisher would enjoy fixing up old hovercars. He stepped into the corridor labeled 'Engineer' and walked down the long hallway until he came into what looked like a large cargo bay where there seemed to be crew members directing people to their assignments. As a group of people went off to the left, Jeff saw a crew member appear out from behind them.

"Engineer?" He said simply.

"Yeah, PRAWN maintenance and repair." Jeff replied.

"ID please."

Jeff used his free hand to retrieve his Alterra passport from his pocket and gave it to the man.

"Alright..." The man looked at the ID, glanced down at a PDA, and scrolled down a list. "Alright Jeffery Masterson, PRAWN personnel are to report to deck 5, Living Quarters branch 17. Head off to your left and follow the signs. Your room number is 119. Place your ID's bar-code up to the scanner to unlock the door. If you get lost, just find a computer terminal and pull up a map of the ship."

"Alright, thanks." Jeff said. The crewman simply looked past him to the next personnel coming in behind him.

Jeff headed off to the left where at the end of the cargo bay was a door that lead into a hallway. Once he reached the door, he saw an elevator at the end of the hall and quickly made his way toward the people piling into it. The doors shut behind him and a woman closest to the elevator's terminal began punching in numbers and asking people what deck they were going to.

"And you?" she asked Jeff.

"Deck five." he said.

After a bit more asking around, she finally entered all the decks everyone would be going to and the elevator starting going up. After several stops, Jeff finally came to deck five and exited the elevator into another set of hallways. A sign on the wall directed him to his left for Living Quarters. He made his way down several long hallways occasionally passing by a crew member that seemed quite enveloped in their work.

"Hey does anyone know why my Crew PDA is using the Vanilla 1.0 OS?" A crewmember called behind Jeff as he passed by him.

A reply came from some where down the hall behind him. "You musta been issued an older PDA, Thomas. Relax, its only one version older. I hear 1.1 isn't much different anyway."

Eventually Jeff came to the Living Quarters hallway and he started counting down the door numbers. "123, 122, 121, 120, Ah, here's 119."

Jeff took out his ID and placed it in front of the wall scanner and after a split second, the door unlocked and an automated voice chimed, "Welcome aboard."

The interior was very meager. A shelf, a bed, some wall lockers and a chair with a small shelf sticking out of the wall next to it that Jeff assumed was a table. He dropped his things and picked up a PDA that was sitting on his bed. As he turned it on, a loading screen appeared and an automated voice came over the tiny speaker in the handle of the PDA.

"Welcome to the Aurora personnel 119. This PDA will serve as your work PDA. DO NOT mistake it for your personal PDA. This device will only be used for work. According to launch schedule, you are not required of anything at this moment. Please standby for bridge orders. In the meantime, make yourself at home! Alterra Corp. hopes you enjoy your time here."

Jeff plopped down onto his bed and spoke to the PDA. "Work schedule and mission length?"

The AI replied. "2,941 hours of work time estimated to be in your schedule and flight is estimated to take a maximum of 2 to 3 years."

Jeff let out a long sigh. "I better relax while I have the chance."

End Chapter 1

I hope you guys enjoyed! Don't worry, things are going to get a whole lot more interesting!

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

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[Normal > Dark > Darker > Darkest]
r1.jpgr2.jpgr3.jpgr4.jpg

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.

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.

Subnautica Xbox One Launch Plans - Subnautica

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imageSubnautica Xbox One Launch Plans - Subnautica

Today is the big day for Subnautica on Steam. After five years of development, Subnautica is ready for release on PC. But what about Xbox One? We still have more...

Read the full story here



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...
v1foieqs2d57.jpg
anzfa8bqfauv.jpg
tuz7eduq5ev7.jpg

Solo Cyst Level 4+

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(Solo Cyst) at Bio mass 4+ the alien commander gets a solo cyst which is :-
  1. A different colour (yellow) with yellow infestation
  2. It does NOT need to be connected to a hive or cyst chain and dropped anywhere on the map
    • They cannot be dropped in range of a command chair entity (stopping whip rushes)
    • Or it could be certain structures don't work on the type of infestation like whips
  3. The infestation does very minor damage to structures
  4. Allows the commander to teleport things to it like normal infestation
  5. It would have a higher cost than a normal cyst
  6. It would have a cool down on using it (stopping spam use)
    • Higher Levels of biomass could reduce the cool down
    • Higher Levels of biomass could upgrade any effect of structures placed on it
    • Higher Levels of biomass could upgrade any effect of gasses emitted from it
  7. Marines walking on this infestation could be slowed or even highlighted on map
  8. Infestation spread should be wider (making placement important as any contact with marine structures would alert marines)
  9. The cyst its self could be bigger or have a different model to it (Giving the chance for the marines to spot it)
  10. Higher Levels of biomass could reduce the cool down

GOOD POINTS
  1. It would help against the mid game lane blocking
  2. It could give a place for the commander to shift out cloaked healing bases, eggs whips
  3. With cool downs, higher cost and wide infestation it wont be spammed and has tactical uses
  4. Could have tactical uses , like creating distractions
  5. Being a level 4+ ability should also be countered with Grenades and advance weapons
  6. Earlie game dead gorges could re-gorge on a teleported egg
    • Gorges normally would find it hard to get past well lane marines with observatory cover
  7. Because it has its own type of infestation it could have different rules applied to it like :-
    • Marines could be slowed on it
    • Different structures might or might not work on top of it
    • It could damage armour like spores do (by emitting a type of spores)
    • It could have an umbra effect (by emitting a type of umbra)

BAD POINTS
  1. Gorge Rush Tunnels (not the intended use of this cyst but then again were gorge tunnels either)

Most effective use if the Scanner Room?

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What's the most effective way of using the Scanner Room? Would it be to attach one to outposts in new areas?

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

Stretching Models Bug

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I didn't have this last year, but ever since I reinstalled to play again a month ago I get frequent stretching of models. Or maybe it's the lighting system. I am unsure. Has anyone else encountered this and do you know of a fix for it?

Sample picture:
mNZ2o33.jpg

More pictures can be found here: https://imgur.com/a/KK2ed

PS: I love the game, I love the devs, this is still one of my top five games of all time. No minor visual glitch will ruin the respect I have for this masterpiece.
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