I don't have any pictures, but you know the schools of fish (you can't pick them up or scan them, they kinda just swim around) well, one of these schools glitched into my cyclops and can't escape (I've tried reloading the game) it blocks a section of my cyclops as well, plz fix!
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School of Fish Stuck in Cyclops
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Gravity Anchor on life pod
I posted this on another tread.
Maybe we can turn the Gravity anchor on/off in a the future updates.
Would be cool to attach a tow rope and pull life pod, with the seamoth to a base. Pushing it is a pain in the fins.
Maybe we can turn the Gravity anchor on/off in a the future updates.
Would be cool to attach a tow rope and pull life pod, with the seamoth to a base. Pushing it is a pain in the fins.
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Any plans for Xbox One X upgrades?
Just curious, I absolutely love this game and I'm getting an X soon. Just wondering if there are any plans currently or if it's even something the dev team should put resources in.
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Picture error
hi
it's not really a bug, but rather a display error.
In Databank\Data Downloads\Alien Data\Artifacts > the "Display case" artifact has the same picture as the "Alien Building Block" artifact
it's not really a bug, but rather a display error.
In Databank\Data Downloads\Alien Data\Artifacts > the "Display case" artifact has the same picture as the "Alien Building Block" artifact
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Assisted Lerk Flapping Mode
I was discussing with others before about the minimum skill required to be effective with lerks and how a majority of the skill required lies within it's movement mechanics, which got me thinking if we could raise the effectiveness of a new or inexperienced lerk without nerfing it in any major way, so presenting my idea for Assisted Lerk Flapping Mode.
Assisted Lerk Flapping Mode is an auto enabled mode(for new players at least) that you can toggle in the options menu, which when a player evolves into a lerk it immediately lifts them up by a relative distance to the floor and keeps the player flapping to maintain that distance. The player can flap additionally to raise elevation and descend using the descend key which overrides auto flapping, they can also glide normally if they so choose, and pressing or holding shift would allow them to attach to a surface or floor if they wish to.
I believe this would give new players a better introduction to the lerk as an aerial lifeform and raise their minimum effectiveness in the battlefield without removing any of the skill or effectiveness in advanced lerk play.
Assisted Lerk Flapping Mode is an auto enabled mode(for new players at least) that you can toggle in the options menu, which when a player evolves into a lerk it immediately lifts them up by a relative distance to the floor and keeps the player flapping to maintain that distance. The player can flap additionally to raise elevation and descend using the descend key which overrides auto flapping, they can also glide normally if they so choose, and pressing or holding shift would allow them to attach to a surface or floor if they wish to.
I believe this would give new players a better introduction to the lerk as an aerial lifeform and raise their minimum effectiveness in the battlefield without removing any of the skill or effectiveness in advanced lerk play.
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Accessibility Suggestions, Requests & Problems
Hi all,
Those of you that follow our Roadmap may be aware that we are doing an accessibility push as part of our final polish phase before 1.0. We think it's important to make as much of a push for accessibility as we can before we hit 1.0, and to carry that forward to future projects, so that as many people as possible are able to play our games. Our current aim is to hit all the relevant guidelines on the Basic tier and to that end we've reviewed the game internally and are drawing up plans for how to fix the areas we need to improve.
But here's where you come in. We'd also love to hear your suggestions for how we can improve the accessibility/inclusiveness of our games. What in Subnautica has made it difficult or impossible for you to enjoy the game? This could be anything: vision, hearing, motor, cognitive, etc. Is there anything you think we did that helped you? Do you have any suggestions for what we could add or improve? We're not looking for general gameplay feedback here, unless it's a specific aspect of gameplay that makes it difficult for someone with a disability or other impairment to enjoy the game.
We won't be able to fix or implement everything in time for 1.0 but we'll read everything and keep it in mind for anything we do in the future.
If there's something you want to bring up about accessibility or inclusiveness but don't want to do so in public, feel free to email me at andrew@unknownworlds.com
Thanks everyone!
Those of you that follow our Roadmap may be aware that we are doing an accessibility push as part of our final polish phase before 1.0. We think it's important to make as much of a push for accessibility as we can before we hit 1.0, and to carry that forward to future projects, so that as many people as possible are able to play our games. Our current aim is to hit all the relevant guidelines on the Basic tier and to that end we've reviewed the game internally and are drawing up plans for how to fix the areas we need to improve.
But here's where you come in. We'd also love to hear your suggestions for how we can improve the accessibility/inclusiveness of our games. What in Subnautica has made it difficult or impossible for you to enjoy the game? This could be anything: vision, hearing, motor, cognitive, etc. Is there anything you think we did that helped you? Do you have any suggestions for what we could add or improve? We're not looking for general gameplay feedback here, unless it's a specific aspect of gameplay that makes it difficult for someone with a disability or other impairment to enjoy the game.
We won't be able to fix or implement everything in time for 1.0 but we'll read everything and keep it in mind for anything we do in the future.
If there's something you want to bring up about accessibility or inclusiveness but don't want to do so in public, feel free to email me at andrew@unknownworlds.com
Thanks everyone!
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Who is cooler? The cuddlefish or the cuttlefish?
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ideas and think tank
I'm new to subnautica and loving it so far but as I go along there are a few things I've thought of like would it be good to have a wearable bag or some type of small compartment on the seamoth for extra space when out and about I know its not a needs must but would be handy to have also some type of speed boat or suffice vehicle would be a nice touch what do you guys think ?
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Completed on Hardcore - Thought on making the game better
I recently completed the game on hardcore mode and wanted to share my thoughts. I generally enjoyed the game but think I would've enjoyed it more were things implemented or designed differently. I see so much potential for this game to become something even greater than it currently is and will discuss the various aspects of that separately.
Creatures
Creatures generally are not that much of a threat due to having a limited spawn location and patrol radius, and often you can just charge past with a Sea Glide or Seamoth. High threat creatures such as Reapers can either be avoided entirely due to known spawn locations (that you do not need to go to) or passed with rudimentary timing skills. I never had a sense of dread while playing the game unless I willingly went into a location where I knew there was a Reaper.
Exploration and Environment
I generally enjoyed exploring the world (although I found it a bit small) and found the environments to be very nice. I also enjoyed looking for technology/fragments in the broken ship parts and on the ocean floor. Unfortunately due to previous attempts at the game I knew where a lot of the important fragments were and had hoped there was some random aspect to this to increase replay-ability. It's also very easy to reach a lot of the important tech due to it not being that deep or getting access to technology that reduces this problem such as the re-breather and the portable air refill stations (Seamoth) allowing you to too easily dive to 500m or more. Simply put you get environmental challenge negating tech too easily, too early, and it reduces the challenge too much.
Vehicles and items
There is some redundant tech in the game that you will rarely if ever use due to there being zero need. For example in my recent play through on hardcore didn't or rarely used the lightweight high capacity tank, ultra glide fins (the Sea Glide and Ultra High Capacity Tank are simply better), the floating air pump, Propulsion Cannon, Stasis Rifle, Pathfinder Tool and numerous other. I simply never had a situation where I needed it and this isn't simply due to my play style. I suspect much of it would be more useful with my comments on bases, exploration and creatures.
Base Building
Building a base is generally not that necessary other than getting a moon pool for upgrades or in my case a multipurpose room with thermal power plants and a water filtration unit in the lava zone. I built a base purely because I could, not because I needed to. Below is a list of ideas that would make the base building aspect more interesting and more necessary:
I am sure there are other things that will come to mind at a later date.
Creatures
Creatures generally are not that much of a threat due to having a limited spawn location and patrol radius, and often you can just charge past with a Sea Glide or Seamoth. High threat creatures such as Reapers can either be avoided entirely due to known spawn locations (that you do not need to go to) or passed with rudimentary timing skills. I never had a sense of dread while playing the game unless I willingly went into a location where I knew there was a Reaper.
- Multiple spawn locations for Leviathans with a bigger patrol radius.
- Creatures can patrol the world more (and randomly) so that you always have to look out.
- Packs of creatures that move together and pose a greater threat to the player.
- Creatures a bigger threat to vehicles and bases.
Exploration and Environment
I generally enjoyed exploring the world (although I found it a bit small) and found the environments to be very nice. I also enjoyed looking for technology/fragments in the broken ship parts and on the ocean floor. Unfortunately due to previous attempts at the game I knew where a lot of the important fragments were and had hoped there was some random aspect to this to increase replay-ability. It's also very easy to reach a lot of the important tech due to it not being that deep or getting access to technology that reduces this problem such as the re-breather and the portable air refill stations (Seamoth) allowing you to too easily dive to 500m or more. Simply put you get environmental challenge negating tech too easily, too early, and it reduces the challenge too much.
- Make Seamoth and Prawn suit less of an instant mobile air refill station
- Environmental challenges require you to play differently, but can later be mitigated with progressively better equipment (rather than for example zero challenge depth due to early game re-breather)
- More environmental challenges such as heat, cold, radiation (not just from the Aurora)
- Changing environmental challenges due to story (like fixing the radiation leak)
Vehicles and items
There is some redundant tech in the game that you will rarely if ever use due to there being zero need. For example in my recent play through on hardcore didn't or rarely used the lightweight high capacity tank, ultra glide fins (the Sea Glide and Ultra High Capacity Tank are simply better), the floating air pump, Propulsion Cannon, Stasis Rifle, Pathfinder Tool and numerous other. I simply never had a situation where I needed it and this isn't simply due to my play style. I suspect much of it would be more useful with my comments on bases, exploration and creatures.
- Reconsider Sea Glide ignoring weight (so that there is a point to Lightweight tank and Ultraglide Fins)
- Make some of the higher end tech more difficult to get rather than just being available straight away with the modification station (this ties in to some of my base research ideas below)
- Cyclops ability to pitch to make it more easy to get through the world
- Make the Seamoth more difficult to get (currently too early and too cheap)
Base Building
Building a base is generally not that necessary other than getting a moon pool for upgrades or in my case a multipurpose room with thermal power plants and a water filtration unit in the lava zone. I built a base purely because I could, not because I needed to. Below is a list of ideas that would make the base building aspect more interesting and more necessary:
- Neptune Rocket requires you to stock it up with food, water and fuel for the trip, requiring you to set up water, food and fuel production. This requires space, power and time
- Higher end materials require production facilities such as refining or chemical reactions rather than just everything being produced from the replicator. This requires space, power and time
- Higher end technologies require research (not to take away the fun of exploring for fragments btw!) which takes power, space and time
- Manufacturing of components is in a factory style unit and requires power, space and time.
- Base occasionally under attack by leviathans or the environment (this could increase as you get more advanced) which requires the player to defend the base with shield, silent modes, decoys etc. The player would have to make damage control choices such as putting out a fire that would ravage expensive systems, flooding of compartments and their repair, toxic gases from production making compartments unusable until degassed.
I am sure there are other things that will come to mind at a later date.
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how do i find a time capsule?
how do i find a time capsule?!? i need it for neptune escape rocket!!! pls tell me.
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custom colored items
hello world! i think that items should be able to be colored! what do you think? lets just say i have a propulsion cannon. maybe i could color it to look red. that would be awesome right? let me know what you think! custom colored items!
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Bugs On Xbox
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.
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Mod to add "live" mapping to Subnautica (v0.10)
I've created a mod that allows you to display a map in the Steam Overlay that can display various pieces of information.
Caveat 1: A lot of the game revolves around exploring, so using this map should be considered a spoilers.
Caveat 2: Should the devs ever decide to add some form of auto-map or other in-game map, I'll most likely retire this mod.
Motivation
I tend to get lost a lot in Subnautica. Exploring is great fun, but once I've found something, once I know where something is, I really want to be able to find it again. Beacons help a great deal, but for some things, like resources, when I don't have a beacon available or when I simply want to know which way to turn to get to a biome a map is invaluable.
If I were really trapped on 4546B I'd definitely be drawing a map, pinning it to wall in my cyclops, or drawing it in AlterraPaint on my PDA.
This mod is my personal answer to not having an in-game map. I'm making it available as I'm sure there must be at least one other person that would like an in-game (ish) map.
Capabilities
Update Feature List
![mod-example-overlay.png]()
Where Can I Get It?
* You download the latest release from GitHub.
* Install and usage instructions are also on the Project Page.
Troubleshooting
The main project readme also includes some troubleshooting steps for reported issues.
Feedback welcome, please use GitHub for bug reports.
Caveat 1: A lot of the game revolves around exploring, so using this map should be considered a spoilers.
Caveat 2: Should the devs ever decide to add some form of auto-map or other in-game map, I'll most likely retire this mod.
Motivation
I tend to get lost a lot in Subnautica. Exploring is great fun, but once I've found something, once I know where something is, I really want to be able to find it again. Beacons help a great deal, but for some things, like resources, when I don't have a beacon available or when I simply want to know which way to turn to get to a biome a map is invaluable.
If I were really trapped on 4546B I'd definitely be drawing a map, pinning it to wall in my cyclops, or drawing it in AlterraPaint on my PDA.
This mod is my personal answer to not having an in-game map. I'm making it available as I'm sure there must be at least one other person that would like an in-game (ish) map.
Capabilities
Update Feature List
- Works in a web-browser (chrome), and hence in Steam Overlay.
- Displays the current player position (icon, coords) and current biome
- Displays all ping manager items on the map (beacons, signals, vessels)
- Has multiple background layers (blank, biomes(default), lost river, etc).
- Has a store of POIs, taken from the wiki, (off by default), for things like wrecks, degasi bases, vents etc. (very much spoilers, also probably out-of-date).
- Displays a time of day indication. (v0.4)
- Leviathan Spawn Locations map layer (v0.5)
- Update wiki POIs (v0.5)
- Can now switch layers automatically, e.g. for Lost River. (v0.6)
- Support for Subnautica not in default Steam Library (0.7)
- Improved Maps and more of them (0.8)
- Displays player view direction (0.9)

Where Can I Get It?
* You download the latest release from GitHub.
* Install and usage instructions are also on the Project Page.
Troubleshooting
The main project readme also includes some troubleshooting steps for reported issues.
Feedback welcome, please use GitHub for bug reports.
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Sudden realization about the QEP
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...
The QEP is also installed on the just of a mountain.
So that makes the QEP a literal...

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Corrupted Save Data
My save data has been corrupted three times now. First time I was starting a new game anyways, so no huge loss when the game wigged out and my data was corruopted. But now, both my creative and survival data are gone. i had gotten a seaglide and gone to the island and back just so i could start building a base. But when i go to the main screen it doesnt register any data, just says new game. Im going to try it one more time, but please fix whatever the issue is. If my data gets corrupted again, im going to stop playing. there is no point in putting in the work, if its all just going to disapear.
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Subnautica list of bugs - Update 2.0 (no longer updating)
We have a new update, which calls for a new thread. I will no longer update my old Update 1.0 thread. Instead, it will be used as a reference (some of the bugs on there are still relevant). Update 2 is merely a bug patch, and some bugs are no longer a problem. However, that does not make the game immune to new bugs!
Like with my old thread, I will update this one as time moves on. I learned a few more things about BBCode, and how to post hyperlinks and such. As a result, I will record any visible bugs and post them on xboxdvr.com. As Xbox One players, we have an easy way to record clips for reports.
EDIT: Also, I will also add TL;DR descriptions right near the hyphens. Whether it is my report, or someone else's in a quote, it will be edited this way. This is important to me, because bug lists can be long. If I can quickly skim through the list, while reading the short descriptions, then I can see if I'm about to repost the same bug. I am forgetful, and this will help me stay organized.
- Erratic Shadow glitch that randomly appears : I was able to record a clip of this issue appearing twice. You can see it shortly after the video starts, and shortly after I refill my oxygen
- Lifepod has water clipping through it : My life pod has a hole somewhere... This is pretty consistent, and I'm confident we all noticed this after the update. Not a single new game will fix this, or a reinstall. The video is time-stamped right at the evidence.
- Floaters aren't spawning correctly; Instead, they just float away from the rocks they used to spawn on: Video of them floating away from what they usually spawn on. I don't remember seeing floaters spawn on top of the water. It seems like they won't automatically attach themselves when they spawn with the rocks. I am warning anyone to watch out for those floaters, especially in vehicles.
- Main character still has unhuman-like movement in his right arm : An old bug, albeit a small one. Still, a bug is a bug!
- Sunlight refraction penetrates solid objects : Sunlight penetrating the cyclops. EDIT: changed "reflection" to "refraction" to make more sense (Physics!)
- Waterproof lockers disappear after travelling a good distance away from it
- Setting up the Mobile Vehicle Bay, through the Right Hand command, makes it impossible to be picked up again It was possible to pick it up and climb on it pre-update. Now, you have to push it around if it floats out of place
- Falling to the bottom of the ocean floor is still possible, in a different way Putting the Seamoth in the Moon pool is the cause of this I tried doing the same thing outside of the Moonpool to no avail, but it is 100% possible from the Moonpool. The moment you dock the Seamoth, and try to levitate at the belly entrance to the Moonpool, you will break the swimming mechanics. The only safe way to avoid this is to use to the ladder entrances, if you ever return to a recently docked Seamoth inside a Moonpool.
- Coral Shell Plates are indestructible
***Quick Note about Exosuit***: The Exosuit is only spawnable via Console Commands
***Adding to Vailingnickel09's post***: The scanner room is still broken somewhat, and the cameras take longer than usual to connect. The topography of the area does not consistently stay visible for me. A reloaded later, and I can no longer see the topography in the middle of the room.
- Camera clips inside the character's body, when facing upwards and swimming away from the surface: Video of the camera clipping through the character's body. Imagine the Y-axis of the XY-plane. When you face towards +Y and swim backwards towards -Y, you will clip the camera inside your body. Also, the character's left leg is twirling around in an unhuman-like movement in this position.
- Seamoth Modification station cannot be used
*** Possible workaround of lack of creatures fix***
*** Workaround of creatures fix ends here ***
*** Scanner room actually works, but it is a bit difficult to find the prompt detection to scan for materials ***
*** Scanner room info ends here***
*** Adding to REBELWOLF75's post*** Sounds like something is wrong with the prompt detection on a few of the crafted interactive devices. The same issue happens with the Mobile Vehicle Bay unit for me. You can climb on it at just about any angle (assuming you set it up via Right Hand command), but the prompt to pick it back up is gone/hidden. It is probably hidden somewhere around the Mobile Vehicle Bay, but I just push it around when it floats out of place instead.
- Dying near the lifepod spawns you inside with a glossy interior: Its not a serious problem . Simply leaving the lifepod and reentering will fix this issue, but I'll add it to the list
Like with my old thread, I will update this one as time moves on. I learned a few more things about BBCode, and how to post hyperlinks and such. As a result, I will record any visible bugs and post them on xboxdvr.com. As Xbox One players, we have an easy way to record clips for reports.
EDIT: Also, I will also add TL;DR descriptions right near the hyphens. Whether it is my report, or someone else's in a quote, it will be edited this way. This is important to me, because bug lists can be long. If I can quickly skim through the list, while reading the short descriptions, then I can see if I'm about to repost the same bug. I am forgetful, and this will help me stay organized.
References
This is the Update 1.0 thread that I will no longer update, but it will be referenced here
Update 2's news post from Unknown Worlds
Update 2's news post from Unknown Worlds
So, lets get started; shall we?
8/16/16
- Erratic Shadow glitch that randomly appears : I was able to record a clip of this issue appearing twice. You can see it shortly after the video starts, and shortly after I refill my oxygen
- Lifepod has water clipping through it : My life pod has a hole somewhere... This is pretty consistent, and I'm confident we all noticed this after the update. Not a single new game will fix this, or a reinstall. The video is time-stamped right at the evidence.
8/17/16
- Floaters aren't spawning correctly; Instead, they just float away from the rocks they used to spawn on: Video of them floating away from what they usually spawn on. I don't remember seeing floaters spawn on top of the water. It seems like they won't automatically attach themselves when they spawn with the rocks. I am warning anyone to watch out for those floaters, especially in vehicles.
- Main character still has unhuman-like movement in his right arm : An old bug, albeit a small one. Still, a bug is a bug!
Cyclops has serious frame rate issues : Well add in the cyclops frame rate issues when turning ( which never happened to me before they did any updates) terrain generation is extremely slow again worked fine before it had any updates
- Sunlight refraction penetrates solid objects : Sunlight penetrating the cyclops. EDIT: changed "reflection" to "refraction" to make more sense (Physics!)
CodeMyster003 wrote: »I have an issue with the seabed popping in only a few feet from me, and during the intro scene my guy is really short until he exits the lifepod.
Overly Obsessed Predators: I don't think this has been reported yet but...
Stalkers are finally living up to their names.
And it's super weird and creepy.
Last night I went into the creepvine forest and one chased me all the way back to the life pod. I went inside and worked on whatever I was doing, came back out, and there was Stalky McStalkerson waiting on me. He chased me again so I stood my ground and fought, and after he took a hit from my knife he retreated. I went on with life and swam away, and didn't go back to the creepvine forest. I was in the safe shallows gathering limestone drops, turned around... And there it was. Again. I knifed it again, it ran and I busted out my seaglide and returned to my life pod. I more than outran it. I even turned and looked extensively before entering the life pod. It wasn't there. I went in, did some more work, came back out, and two of them spawned literally on my head when I surfaced for air behind the life pod. One left. The other attacked me. I ran but watched it and it followed me everywhere I went and was well out of its agro range. I watched it very closely but it didn't behave normally. It was following me like it was on a leisurely swim, not an attack run. I circled back to my life pod and again stood my ground. This time I killed it. I haven't had an issue since.... But wow. This was super stressful and kind of cool but I'm pretty sure it was a glitch.
- Waterproof lockers disappear after travelling a good distance away from it
- Setting up the Mobile Vehicle Bay, through the Right Hand command, makes it impossible to be picked up again It was possible to pick it up and climb on it pre-update. Now, you have to push it around if it floats out of place
HeartOfTheKING wrote: »@Luffy490 For the Mobile Vehicle Bay, I was able to pick it up if I stood on it and looked straight down where I was standing, then the option to pick it up showed.
- Falling to the bottom of the ocean floor is still possible, in a different way Putting the Seamoth in the Moon pool is the cause of this I tried doing the same thing outside of the Moonpool to no avail, but it is 100% possible from the Moonpool. The moment you dock the Seamoth, and try to levitate at the belly entrance to the Moonpool, you will break the swimming mechanics. The only safe way to avoid this is to use to the ladder entrances, if you ever return to a recently docked Seamoth inside a Moonpool.
- Coral Shell Plates are indestructible
Exosuit has visor issues, making it impossible to see: Ok so I spawned an exosuit to use on my one save cause why not and when I get in I can barely see anything outside of the glass because it is so misty or dense or whatever you want to call it but it can walk on foundations now which could not do before but I do not want to use it anymore because I can not see in it
***Quick Note about Exosuit***: The Exosuit is only spawnable via Console Commands
Left-hand and Use commands wrongly interacts with the game: And you can not assign the left hand to the left trigger because it still replaces the a button for EVERYTHING (except for getting out of vehicles that is still A) so if you leave it as A for both "use" and "left hand" then you can not use stuff like seamoth defense of the sonar or stuff like that. And the scanner room can scan stuff but you have to look at it a certain way for it to choose what to scan stuff and you still have to look and the seamoth modification terminal the a certain way too.
Vailingnickel09 wrote: »I think the scanner room is still broken
***Adding to Vailingnickel09's post***: The scanner room is still broken somewhat, and the cameras take longer than usual to connect. The topography of the area does not consistently stay visible for me. A reloaded later, and I can no longer see the topography in the middle of the room.
- Camera clips inside the character's body, when facing upwards and swimming away from the surface: Video of the camera clipping through the character's body. Imagine the Y-axis of the XY-plane. When you face towards +Y and swim backwards towards -Y, you will clip the camera inside your body. Also, the character's left leg is twirling around in an unhuman-like movement in this position.
- Seamoth Modification station cannot be used
8/18/16
HeartOfTheKING wrote: »Scanner room is actually very difficult to use: I have noticed people saying that the scanner room is still broken. It's not actually broken just difficult to use. I've explained it in the thread I started titled Scanner in Scanner Room is sort of working. I would attach it here but I don't know how.
Luffy490's EDIT: HeartOfTheKING's thread that they mentioned
Pirate_fin wrote: »The bug where no creatures are spawning is still there. Happened to me just now when i was playing and died, then after i was "resurrected" inside my base, there was no creatures anywhere.
BlindGuardian wrote: »The Reaper Leviathan still makes no sound whatsoever, but now neither do the sand sharks, aside from their digging sound effects.
The repulsion/propulsion cannons you can make dents in the game world: This might not really be a bug, but I've noticed with the repulsion/propulsion cannons you can make dents in the game world. It hasn't caused an issue for me, but I know they removed the terraformer due to memory constraints in changing the world. I'm just pointing it out in case they intended to remove it, but it might just be something they put in intentionally so I may be wrong.
***possible workaround for blueprints*** I also tested out (per this patch) a freemode game where I only scanned fragment boxes (no fish, plants, materials, etc...) and not once did I have an issue completing any blueprint. It's worth testing out if people still have issues getting stuck at 3/3 fragments found. I also made sure to have room in my inventory just in case. Figured I'd throw it out there.
8/18/16
*** Possible workaround of lack of creatures fix***
Wish_4_Wishes wrote: »I got hit by an extinction bug (no creatures or resource nodes spawning) yesterday that a save and reload did not fix. Restarting Subnautica fixed it though, did not have to start a new game.
*** Workaround of creatures fix ends here ***
*** Scanner room actually works, but it is a bit difficult to find the prompt detection to scan for materials ***
HeartOfTheKING wrote: »As for finding the sweet spot it seems to make a difference where you stand, I stand just a little to the right of the list and about a half a step back from the wall. While standing straight ahead facing the wall I aim the cursor on the gray part of the wall, just outside the black outline of the image that the list is on.
*** Scanner room info ends here***
8/19/16
REBELWOLF75 wrote: »Seamoth station and cyclops cameras can be used, but they are difficult to use also: i dont know if any one has figured this out but i noticed that the seamoth station and the cyclops cameras can be used they are just difficult like the scanner room if you look directly in the middle of the glass on the cyclops you can use the camera if you use the right buttons i founds its works weird because of the button layout i will update when i get back on as to what i put mine on and if you look to you're right on the seamoth station there is a sweet spot you just have to work for it hope this was helpful love the game cant wait for the next update
*** Adding to REBELWOLF75's post*** Sounds like something is wrong with the prompt detection on a few of the crafted interactive devices. The same issue happens with the Mobile Vehicle Bay unit for me. You can climb on it at just about any angle (assuming you set it up via Right Hand command), but the prompt to pick it back up is gone/hidden. It is probably hidden somewhere around the Mobile Vehicle Bay, but I just push it around when it floats out of place instead.
8/20/16
Frame rate issues : Game is MUCH improved since the latest patch. Much better frame rate but there are still some serious lag. Like when you are cruising along in the Seamoth and bang....a mountain materializes in front of you, or trying to find items and having to stop, wait for fish and items to spawn in. However, it's more than playable since the update.
I have a weird Cyclops issue where it looks like it's raining inside. Made me think there were leaks or something but maybe it's sunlight? Seems like a couple others have that as well.
My only complaint about the Cyclops is having to make a builder in the Cyclops? Not sure why the add-ons can't work like the other structures....anyways.
Building base portions near land causes the game to load terrain into the base, after a reload : The portion I can't make work is the scanner room. Anyone else having problems placing it? I try to put it on a platform...no go..seems to only want to be made on the ground. The first time it kind of auto dug a square trench so I thought that must be the way it works...then after reloading....the trench disappeared and I couldn't get inside anymore because the sand around it collapsed or merged into it.
derMechaniker wrote: »In addition to the Underwater Lockers disappearing, the same is happening for Current Generators.
derMechaniker wrote: »Framerate continues to be extremely poor and worsens over long periods of game play time
derMechaniker wrote: »Environment draw rate is atrocious. I've nearly taken myself out numerous times when a rock pillar suddenly appears in my path. Additionally, you have to literally sit and wait for ground objects to draw if you are looking for scanable items, etc. It really seems like the view distance has been drastically reduced with this patch, which seems related to this draw issue.
8/21/16
HeartOfTheKING wrote: »I have tested it several times now and each time that I use the camera from my Scanner Room I get the bug where the beacon labels bounce up and down. It doesn't happen while using the camera but after I back out and get back in the water, there they are, jumping on their trampoline's to the beat of my swimming.
My camera is showing those jittery beacons as well. Then, when I got into the water to swim, the beacons were bouncing to the movement of my character. It is very distracting if you have quite a few beacons in your view.
Video of the bug in action
HeartOfTheKING wrote: »I posted earlier about how using the cameras in the Scanner Room causes the bug with the bouncing beacon labels. I've now discovered that using the camera's on the Cyclops causes the same bug.
8/24/16
BlindGuardian wrote: »Wish_4_Wishes wrote: »Scanner Room cancels out various sounds. Reported this bug before the patch too, guess they didnt see it. Its known now though (i checked the trello)
To recreate build and power a scanner room, swim to nearby gasopod or stalker, notice lack of sounds.
Thank you! My biggest gripe lately, which has also been reported here, is that I couldn't hear most Monsters any more. I figured it was just a glitch that I was stuck with until a new patch...
However I tested it out, I got rid of my scanner room and checked, Reapers, Sand Sharks, Crab Squids, Reefbacks, and Sea Treaders ALL make their proper sounds now. Thank you very much! I don't really use the scanner room so for now this is great for me
8/25/16
Fish swim around in my seabase.
Some parts of my seabase get blocked up randomly and I can't get through those parts unless I reload my game.
FrogmanFreeman wrote: »Equipping the Propulsion Cannon at the "Heat Source" base will cause the game's frame rate to drop significantly. I posted this on the sticky thread and here just in case.
SicknTwisted94 wrote: »Respawn glitch, lifepod had a take-off into space : Haven't seen this in the thread yet: I was playing survival when a stalker had me trapped in the kelp for a moment when I needed air. I used the fire extinguisher to ascend faster but drowned before that. When I respawned, I was glitched into the wall of the lifepod which then began to forever fly into the sky, to the point the planet didn't exist. Also, being able to see my body down the neck hole is very disturbing, and severely limits visibility when looking straight down.
- Dying near the lifepod spawns you inside with a glossy interior: Its not a serious problem . Simply leaving the lifepod and reentering will fix this issue, but I'll add it to the list
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How Is everybody?
How is everybody today?
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In need of SERIOUS help with major problem when launching Subnautica, please!
When I launch Subnautica, I get no sound. And then if I get into a game its 100% unplayable with like every glitch/bug possible (i.e. swimming inside base, player completely black, sitting animation while in ocean, PDA blank and unclickable, beacon in inventory "in hand" taking up 85% of the screen so I cant see, menu buttons not working, cant control Seamoth, and MANY more).
I have found that sometimes if I restart my computer the game will work totally normal and I can play with no problems, no crashes, no bugs.
But I have spent probably a total of 7 hours in this past week just trying to get my game to run. Restarting my computer isn't helping anymore. I have looked up other suggestions such as running the game in compatibility mode and uninstalling and reinstalling drivers (all of my drivers are up to date) and I cant get the d*mn game to start up properly. It keeps starting up with no sound and then when I load a game it's unplayable.
I have done hours of research on Steam, this website, and my computer's website (I'm using an MSI GL62 6QF gaming laptop) and I cant get this game to work.
My computer has all the correct parameters to run (again I have played this game a lot, it has worked flawlessly before, just the initial start up I cant get) so I know its not the specs of my computer. I have only read a few other posts that have my problem and either they had no replies, were not solved, or I tried what was suggested and it hasn't helped.
I just don't know what else to do and Ive reached my wits end, I really really need help getting this game to work.
(this is the only game Ive EVER had issues with on this computer)
I have found that sometimes if I restart my computer the game will work totally normal and I can play with no problems, no crashes, no bugs.
But I have spent probably a total of 7 hours in this past week just trying to get my game to run. Restarting my computer isn't helping anymore. I have looked up other suggestions such as running the game in compatibility mode and uninstalling and reinstalling drivers (all of my drivers are up to date) and I cant get the d*mn game to start up properly. It keeps starting up with no sound and then when I load a game it's unplayable.
I have done hours of research on Steam, this website, and my computer's website (I'm using an MSI GL62 6QF gaming laptop) and I cant get this game to work.
My computer has all the correct parameters to run (again I have played this game a lot, it has worked flawlessly before, just the initial start up I cant get) so I know its not the specs of my computer. I have only read a few other posts that have my problem and either they had no replies, were not solved, or I tried what was suggested and it hasn't helped.
I just don't know what else to do and Ive reached my wits end, I really really need help getting this game to work.
(this is the only game Ive EVER had issues with on this computer)
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Want help with the basics of NS2 as a marine? look here
Okay, If you're experienced with ns2, this should all already be a familiar topic for you, but feel free to add thoughts, ideas, suggestions etc.
In this post i'll briefly go over two basic things... Laneblocking and Zoning... This is by no means advance in any way, it explains the very basics and nothing more, but its a good place to start from.
Lane-Blocking
Okay, Lane-blocking basics.
First of all, what is a lane and how many are there?... lets use tram as our example for now.
Lanes are the potential routes to your base, so for this example we will use shipping.
From shipping we can see 3 lanes. Logistics, Observation and South tunnels. (see spoiler image)
Red - Left lane. Green - Middle lane. Blue - Right lane.
In the following picture red lines show where initial, early game blocking should occur, to prevent a base rush and secure natural RTs. You are blocking all entrances including vents to vital rooms (in this case, your Natural RTs)
Once your first resource towers are secure and you are moving on and taking more map to control. the Ideal lane blocking will look more like this.
This secures 5 RT nodes and also should drastically reduce risk of Base rushes.
The only way to block in a more efficient manner would be to block the alien base entirely.
Red lines - Warehouse Hive
Blue lines - Server Room Hive
Using this very basic principle is vital to a marine game. without correct lane-blocking the aliens can win the round in a matter of seconds with a rush.
Zoning
Zoning is very similar to lane-blocking. In lane-blocking you are controlling 1 path, the difference with zoning is that you defend multiple lanes from an optimal position.
Again we will use Tram as the example.
In mid game, we would expect (assuming shipping start) that we need to “block” north tunnels, mezzanine and ore processing. Using zoning, you can achieve this using 2 marines rather than 3.
The red box shows the area (or “zone”) that the marine in Repair room should stick to.
The blue box shows the area that the marine in Mezz/Hub should stick to.
By moving around in these “zones” you are effectively blocking multiple “lanes”.
As you can see, zoning is a very strong tool as it frees up more marines to apply pressure, recap, rotate to help teammates etc.
Feel free to ask question, point out issues, offer advice, request advice etc.
In this post i'll briefly go over two basic things... Laneblocking and Zoning... This is by no means advance in any way, it explains the very basics and nothing more, but its a good place to start from.
Lane-Blocking
Okay, Lane-blocking basics.
First of all, what is a lane and how many are there?... lets use tram as our example for now.
Lanes are the potential routes to your base, so for this example we will use shipping.
From shipping we can see 3 lanes. Logistics, Observation and South tunnels. (see spoiler image)

In the following picture red lines show where initial, early game blocking should occur, to prevent a base rush and secure natural RTs. You are blocking all entrances including vents to vital rooms (in this case, your Natural RTs)

Once your first resource towers are secure and you are moving on and taking more map to control. the Ideal lane blocking will look more like this.

This secures 5 RT nodes and also should drastically reduce risk of Base rushes.
The only way to block in a more efficient manner would be to block the alien base entirely.

Blue lines - Server Room Hive
Using this very basic principle is vital to a marine game. without correct lane-blocking the aliens can win the round in a matter of seconds with a rush.
Zoning
Zoning is very similar to lane-blocking. In lane-blocking you are controlling 1 path, the difference with zoning is that you defend multiple lanes from an optimal position.
Again we will use Tram as the example.
In mid game, we would expect (assuming shipping start) that we need to “block” north tunnels, mezzanine and ore processing. Using zoning, you can achieve this using 2 marines rather than 3.

The red box shows the area (or “zone”) that the marine in Repair room should stick to.
The blue box shows the area that the marine in Mezz/Hub should stick to.
By moving around in these “zones” you are effectively blocking multiple “lanes”.
As you can see, zoning is a very strong tool as it frees up more marines to apply pressure, recap, rotate to help teammates etc.
Feel free to ask question, point out issues, offer advice, request advice etc.
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"LOOK AT YOUR MAP!" - for what?
“Look at your map, N00B!”
You will often hear higher skill players say things along the lines of “look at your map more” or “check your map” etc… but they never seem to explain WHAT you are looking for. So here is a list to (hopefully) help speed up your improvement.
1. Are any lanes open? (What is lane-blocking? - https://forums.unknownworlds.com/discussion/154215/want-help-with-the-basics-of-ns2-as-a-marine-look-here/p1?new=1)
2. Are any of your RTs under attack? And if so, is someone already on their way to deal with it? (especially when spawning, defending your naturals is YOUR job.)
3. Is combat happening? (if there is, are you close enough to get to it to help your teammate, or so far away that you should pressure instead?)
4. Where are the aliens? (did you see an alien heading in the direction of something that is currently undefended? Or someone that may be unaware of their approach? If so TELL THEM!)
5. Does the commander want something building? (if so and you’re close by, build it… as long as you or your teammates aren't getting your faces bitten off at the time.)
Feel free to ask questions, help out, provide more info etc
If i've missed anything, chip in guys!
You will often hear higher skill players say things along the lines of “look at your map more” or “check your map” etc… but they never seem to explain WHAT you are looking for. So here is a list to (hopefully) help speed up your improvement.
1. Are any lanes open? (What is lane-blocking? - https://forums.unknownworlds.com/discussion/154215/want-help-with-the-basics-of-ns2-as-a-marine-look-here/p1?new=1)
2. Are any of your RTs under attack? And if so, is someone already on their way to deal with it? (especially when spawning, defending your naturals is YOUR job.)
3. Is combat happening? (if there is, are you close enough to get to it to help your teammate, or so far away that you should pressure instead?)
4. Where are the aliens? (did you see an alien heading in the direction of something that is currently undefended? Or someone that may be unaware of their approach? If so TELL THEM!)
5. Does the commander want something building? (if so and you’re close by, build it… as long as you or your teammates aren't getting your faces bitten off at the time.)
Feel free to ask questions, help out, provide more info etc
If i've missed anything, chip in guys!
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