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PRAWN/Cyclops Ergonomics - Accessing storage

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I didn't see this in a forum search, so here goes.
I absolutely love the combination that is the Cyclops/PRAWN Suit. Hearts-and-flowers love it. Except for one teensy thing: unless I'm missing something, you can't access the PRAWN's storage compartment when it's docked to the Cyclops. Now, it's entirely possible that I'm an idiot and it's already possible and I'm just a dolt who can't figure that out.
But in the off chance I'm not a moron, a minor redesign of the hatch covering in the docking bay would allow you to reach the PRAWN's storage compartment when it's docked. Of course, there's no such thing as a "minor redesign" when it comes to 3D models, but it's really the only problem I've had with that pairing.

SeaBase Showcase

Cyclops Sonar Upgrade

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Man, talk about making the wrong decision.... It's about a little thing, but it's so distinctive that it's a major wrong decision. I mean of course the sound the upgraded sonar of the Cyclops makes. Who on earth chose that weak-ass 'bl1eh' sound instead of the one that everyone knows a sonar should make. That nice PINGgggggg from those 50's / 60's war movies.
This:
https://youtube.com/watch?v=dL-jrqN2iRw
or even this:
https://youtube.com/watch?v=eKkUCNMrv1M

I fully know that it's the sound the receiving party hears, but hey, that's cinema for you.

Energy cells last too long

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Well, that. The title says it all. I'm +100 hours game-time. I only had to change the energy cells for the Prawn once. Seamoth: once. With the automatic recharging when docked, there is little need to ever change them unless you're on a very lengthy walk-about (my first outing in the Lost River was the only time ).

Put things up to date - list of "stuff" -- upd. 84--

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Hi, I know there are a few lists on here already which state bugs etc. , But I thought it would be quite handy when this is put against the 84 update. Therefor I start this new post. Admin, feel free to incorporate this into other bugs list if you feel the necessity.
So again, this is what I encounter when playing Subnautica on Xbox One with update 84. I haven't played SN before this. I'm about 12 hours in and will add to this list when needed. The feedback option from within Xbox is too cumbersome and it leaves myself without any feedback whatsoever.


1. a LOT of popup and draw in when reaching sea bottom lower than 60m, occasional slowdown
2. many PDA text are still in English (playing on Dutch)
3. audio files won't play in PDA
4. navigating the blueprints tree in PDA sometimes gets stuck
5. a little reminder on the HUD as to which button does what would be appreciated, because sometimes it's confusing when to press A, when RT and when LT. i.e. navigating the PDA when in the Seamoth often gets me outside when I mistakenly press B to exit the PDA.
6. maybe better to reserve B to exit dialogs and PDA etc. Buttons X and Y are almost never used. Reserve X for vehicle actions and Y for vehicle exits maybe?
7. first loading takes 165 seconds
8. confirmation to overwrite existing save please
9. please give us more than 1 save slot
10. it's far too easy to accidentally drop an item and hassle to get it back or to even lose it to the open ocean. Button Y to drop something would be far better as RT is quickly mindwired to "USE". Button binding in general is not consistent as sometimes RT is needed and other times LT to use an item.
11. this is a BIGGIE : micro managing the inventory when you want to craft is completely bonkers. Why do you have to have everything needed for crafting on your person? Can't there be a perimeter in which every cabinet and storage space is seen as 'readily available' ?Like 30m circumference and everything that's connected via base.
12. in certain areas the camera drones are useless as the effing Stalkers keep playing with it. I mean really useless. They also steal them from the base.
13. it would be really convenient if you could lock/unlock items in the personal inventory so that they are not removed and certainly not dropped by accident. Tools and machinery are a good example. As inventory management is such a big thing and you have to unload many items very frequently, it should be made as hassle free as possible. Unloading 10 titaniums and accidentally also unload the scanner or battery right after them happens really often.
14. when in the seamoth and most probably every vehicle, when you're browsing the PDA hitting B (see 5) makes you exit said vehicle. This is not good. Even when the game is in PAUSE, pushing B will have you exit the vehicle.
15. when the base units are above sea level, you cannot get on top of them and as such you can't place a solar panel on the roof.
16. when a structural plate is placed at sea level, you can swim right through it but cannot get on it
17. and when you then think you're clever and jump-park the seamoth on top of that plate, because you want someting to stand on to get on the roof of your base to place a solar panel (hahahahaha), you cannot get the Seamoth back into the water. It's just lost (the game won't let you remove the structural plate because the Seamoth is on top of it). Nice to look at though.

.... will add

This is important ! DEvs take note !

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I kept it a bit vague intentionally. You know.......because spoilers.

I was already on my 133rd in-game play day before I found the wreck with the blueprints for thye battery charger, drill arm and Vehicle Upgrade Console. These are crucial things to have. And why did I find them that late? Because the wreck they are in takes about 12 seconds to be drawn into the world. 12 seconds! I have no clue how many times I already swum or sailed past that exact spot, but it's more than 5 times. And I didn't see the wreck once. I only found it because I scanned for databoxes and then arrived at the correct place only to find that nothing was there. So I waited. 12 seconds it took to have it all materialise before my eyes. This is a biggie. This is important stuff!

Also this: when you don't appear on the rendezvous with the Sunbeam, you have no clue as to where the Island is later. Because the location marker disapears after the Sunbeam event.

[MOD] suspensions railway's Modding Emporium

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Welcome to my mod emporium!
This post serves as a catalog for all the mods I have made and how to install them!
Follow the instructions below to find out how to install my mods
Please report any bugs in the comments below

IMPORTANT NOTE: These mods were made for the latest stable update! If they do not work, update to the latest stable!

ModLoader
This modloader serves as the basis for all my mods and is completely necessary for all of them
Installation Instructions:
  1. Download the latest version of the modloader
  2. Extract the contents of the downloaded zip file into the main Subnautica directory
  3. Run the provided patch.bat or goto Subnautica_Data/Managed and run ModInstaller.exe
DOWNLOAD: Click Here!
SOURCE: Click Here
NOTE: After a game update, repeat step 3 of the installation. If the game does not launch correctly after this, please see the troubleshooting section

More Eggs
This mod adds Eggs for creatures that are missing them and a command that let's you spawn any creature into an alien containment
The command is used as follows: waterparkspawn [creature spawn code/id] [amount]
When this command is used inside an alien containment, it will spawn baby versions of whatever creature you want (this includes reapers and ghost leviathans. Go wild)
Current Eggs:
  • Ghost Ray
  • Crimson Ray
Planned Eggs
  • Reaper Leviathan
  • Ghost Leviathan
  • River Prowler
  • Warper
Ghost Ray eggs can be found in the Brine Lakes around the Cove Tree in the Lost River or spawned with the code GhostRayBlueEgg. It currently has a placeholder model and looks like a Cyan Capsule.
Crimson Ray eggs can be found in the inactive lava zone chamber or spawned with the code GhostRayRedEgg and look like red capsules
Installation Instructions:
  1. Install the latest version of the ModLoader
  2. Download the latest version of the mod
  3. Extract the contents of the downloaded zip file into the Mods folder in the main Subnautica Directory
  4. Enjoy!
DOWNLOAD: Click Here!

NOTE: If the game does not launch correctly, please see the troubleshooting section

Shock Therapy
This mod adds an electric shock device with the ability to pacify hostile creatures with "harmless" periodic electric shocks
Simply equip the Shock Device and right click on the creature you'd like to place it on or hit it with a propulsion cannon. The pacification effect is permanent for creatures smaller than a leviathan, and up to 3 minutes for leviathan sized creatures. The spawn code is ShockCollar
TODO:
  • Proper item model
  • Shock Device sticking to the creature when placed on it
  • Sticking on the Shock Device with a propulsion cannon
Installation Instructions:
  1. Install the latest version of the ModLoader
  2. Download the latest version of the mod
  3. Extract the contents of the downloaded zip file into the Mods folder in the main Subnautica Directory
  4. Enjoy!
DOWNLOAD: Click Here!

NOTE: If the game does not launch correctly, please see the troubleshooting section

Decay Timer
This mod adds a simple timer to the tooltip of all food that decomposes. It tells you how long until that food becomes useless, or when it's food value hits zero due to decomposition.
Installation Instructions:
  1. Install the latest version of the ModLoader
  2. Download the latest version of the mod
  3. Extract the contents of the downloaded zip file into the Mods folder in the main Subnautica Directory
  4. Enjoy!
DOWNLOAD: Click Here!

NOTE: If the game does not launch correctly, please see the troubleshooting section

Seamoth Warper Upgrade
This mod adds an upgrade for the seamoth that allows you to blink up to 30 meters forward.
The upgrades spawn code is WarperUpgrade
Installation Instructions:
  1. Install the latest version of the ModLoader
  2. Download the latest version of the mod
  3. Extract the contents of the downloaded zip file into the Mods folder in the main Subnautica Directory
  4. Enjoy!
DOWNLOAD: Click Here!

NOTE: If the game does not launch correctly, please see the troubleshooting section

And many more mods to come!

TROUBLESHOOTING:
  • When I try to use them in-game, the mods don't work/load!
    This most likely means that you didn't install the modloader or the mods correctly, or the game has updated. Please double check that you followed the installation instructions for the modloader and the mods, or make sure you follow the procedure for a game update.
  • When I open the game, I get stuck at empty screen with the Subnautica Logo in the background
    This most likely means that the modloader failed at patching the game. This could either be because of some catastrophic failure, or the game updated and broke one or more mods. Make sure that all the mods you're using are at their latest version. If they are, feel free to leave a comment about it. MAKE SURE YOU INCLUDE YOUR OUTPUT_LOG.TXT This log file is located in Subnautica_Data

Feel free to leave any bugs, feedback, or mod suggestions in the comments. I can be reached on the official Subnautica Discord under the name mountain cableway#4467

Broken save game - can I get it fixed?

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Hello All/Dev's

my save game has corrupted somehow - when I load I am at the beginning of inactive lava zone, my cyclops and Prawn disappears, my bases, all except for 2 of my beacons (And they're renamed to beacon 1 and beacon 2), as well as half of my inventory.

is it possible to get this fixed, and if so how? I'm running the release version, and have tried the experimental version as well. other saves work fine.

Energy consumption distribution question

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Hi guys,

I've been playing for a while and I'm a big fan of deep sea bases, specifically in the northern Blood Kelp biome. Now I've been powering these bases exclusively with Nuclear Reactors and Bioreactors, but I haven't been using much power, just basic fabricator use and keeping the lights on. I would like to start using spotlights but their constant power drain is a bit of a concern.

My question about this is, how does Subnautica prioritise where the power is drained from? I know each power generator has a buffer of power (e.g. Nuclear Reactor has 500, Bioreactor has 100?) and it's added to a total that the base has. Does this total represent a total pool of energy that the base has at its disposal or is it just a number of the buffers combined?

I noticed when I built my first Bioreactor in my most recent base and it was still charging up, when I used the fabricator I'd notice the power drop, and then it'd charge back up quickly, presumably through the Nuclear Reactors.

Does this mean that different power draws prioritise drawing from different power sources? If I was to build a few spotlights, would they be draining from limited resource fuel supply of Nuclear Reactors, or from my 'renewable' Bio Reactors? Would they drain from both in a balanced way?

If they're not a single resource the base draws power from, how is it prioritised? Does the last constructed generator bear the majority of the power demands?

tl;dr: do bases prioritise power from renewable energy source first before going to other sources, or is it based on chronological build order, or something else?


I'm sorry if this has been answered before, I've searched and had a look at the wiki but couldn't find an answer.

Entering PRAWN in brine, player continues to take damage on entering PRAWN (still present update 84)

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August 2017 build 50032:
Wn5Xyx.gif

EDIT:

April 2018 Update 84: "Why am I still dying?!" - last words of Captain Shack (click to jump to YouTube timestamp with audio)

32pA4R.gif

UWE - Excellent job improving Cyclops damage effects (better simulation of leaking)

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Click to skip to YouTube timestamp with sound (the gif is pretty low quality so you might not see it well), it's about 5 minutes, starting with attack, Use J and L to skip 10 seconds, left and right arrow keys to skip 5 seconds:

vozAom.gif

[ BUG ] Windows10 new install - no sound, freezes in pause menu

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I played Subnautica about a year ago on a Windows 7 pc with only minor problems. Yesterday I downloaded a fresh install of the game on a newer build Win10 PC, with Nvidia 1080ti, an intel I7 cpu, and 16 gb ram, excited to return to the game and see all of the changes and improvements. When I open Subnautica, there is no sound at all on either the opening menu, the black screen "intro", or after I hold the escape key to enter the game. I spawn in the pod, still with no sound. I can interact with items, I can open the hatch and enter the water, etc. I entered the pause menu via escape key, try to exit the game, or save, or anything at all and nothing happens. It's locked. I have to shut the game down via task manager. I have tried uninstalling and re-installing the game, and all drivers including video and sound are up to date. I have tried running the game in compatibility mode for both Win 7 and 8, with the same result. My game build is Dec-2017 57474. I appreciate any other advice or recommendations anyone has to help me get back into this fun game!

arctic biome DLC precursor idea

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I’m not sure if the precursors are going to be a part of the arctic biome as their activities seemed to be centered around the volcano location of the initial game, or if there is already a plan for them, but I think that it would make sense for an alien species that advanced to have multiple research locations throughout the planet, and would have researched all avenues to fight the Karaar; especially after their failure to obtain the sea emperor enzyme, so I got an Idea from the research facility studying the bones of the extinct leviathans, maybe they were trying to determine if any of the extinct leviathans produced the same or a similar enzyme that was easier to obtain. while the main containment facility would have been the primary focus of their research maybe they would have set up a facility in a remote location a “leviathan restoration facility” to try to revive these ancient leviathans using genetic samples gathered from around the planet in an attempt to find another leviathan capable of producing enzyme 42.

an Idea for a future DLC

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I had an Idea for a possible future DLC I like to call “subnautica, dark water” about a life pod that lands in the dead zone and has its flotation device malfunction causing it to sink deep into the dead zone of the planet maybe even into a Mariana trench type area where another precursor facility is, and by sheer luck the life pod manages to make it through one of those anti water gates just before it gets crushed by the water pressure but everything, even the fabricator is destroyed. This facility turns out to be a huge Precursor devoted to the creation of new leviathans, a “leviathan manufacturing facility” as due to their failures at the arctic biome “leviathan restoration facility” (see my other post) and the Primary research facility, they resorted to trying to manufacture a new leviathan capable of producing compound 42. the base would be carved out of the many underground tunnels with areas containing artificial biomes and modified leviathans, possibly in near pitch darkness where light might attract them. Anyway with your fabricator destroyed you explore the facility trying to find another way to the surface, when you come upon the transfuser (re-skined to be a precursor artifact) and realize that you might have a somewhat desperate solution to your predicament, and that is that if you can get close to these modified leviathans you might be able to acquire the genes necessary to make it to the surface without drowning or being crushed to death even if that means you might have to throw away your humanity. It would be a darker take on subnautica and probably a bit more combat or stealth oriented, but I think it would be a good way to bring the transfuser back into the game.

Should Subnautica have legitimate flying creatures?

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Yes I know of the little things that fly in the air but I mean something else, something bigger.

VR main issues

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I’m loving the game, but there are some issues that make it inaccessible to players unwilling to tinker. Here is what I’ve come across.

1. Cannot read help text at bottom of screen - it’s just outside the perimeter of vision.
2. Changing cameras/views in Cyclops offsets the center of viewing by about 30 degrees to the left. Constant recentering required.
3. Gaze-based viewing only viable interface for driving Cyclops. Even still, the pointer is slightly off-center on side buttons (specifically the speed settings, camera selector, and decoy button — the engine on/off and silent running buttons get a mouse-over pop-up indicator that would be very helpful for other buttons too). As is, it’s impossible to tell if the pointer is hovering over a button on the hud. Random selecting trial and error is especially not fun when being chased by a leviathan.
4. Renaming a beacon is impossible in gaze-based viewing. In default, it works, but player must hold down a button on the Xbox controller while typing on keyboard. This is very difficult to execute while wearing a VR headset. Then, to drive Cyclops, you will need to change back to gaze-based interface.
5. Tablet too close and text too grainy. Increase font size and move the tablet further away from player. Reading PDAs very unpleasant.
6. Sometimes Prawn suit slips through cracks in ocean floor and plummets until pressure kills you.
7. Docking the Prawn suit or Seamoth into Cyclops causes player to eject and the Cyclops/docked-vehicle set to fly high into the sky above sea level and travel approximately 500-800 meters in a starboard direction. It will then float about 10 meters above water until the player approaches it and is within about 20 meters. Then it will fall into the ocean and you can board. Cause may be linked to the fact that the exit hatch on the prawn suit or seamoth is not lining up with the corresponding hatch in the Cyclops docking station? If timed just right, the player can exit the Prawn suit or Seammoth after the Cyclops grabs it but before it is docked, and avoid having to chase the vehicles 500 meters. But, you have to time it just right.
8. Occasionally a stalker will spawn inside base near starting location. Can block hallways.

Announcing NS2:Rebirth!

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Today I am proud to announce the largest set of changes to NS2 ever!

The Alterra Corporation has been encountering an issue with marine squads going rogue. After many years of the TSF fighting the Kharaa, resulting in equally large wins and losses of crucial space stations and infrastructure, small splinter cells have broken away from the supercorp and made these structures their new homes. In response to these rogue groups, new marine corps have been dispatched to take them down.

In areas that have been lost to the Kharaa, the biomass has grown and evolved. New strains have emerged, biological selection has occurred, and hive minds have changed. In-fighting between hives have been reported on these abandoned outposts. Only time will tell what this could mean for Alterra's reclamation endeavours.


With Rebirth, commanders on either team are now free to select their team's type. Feel like commanding aliens? Do you think this map is better suited for marines? Choose either, and the enemy commander will be doing the same.

0F3et1V_d.jpg

There are loads of other changes included with Rebirth, including:
  • A new alien class called a Prowler to take over some of the drifter abilities, and provide a defensive ranged attack.
  • A new marine technology called a Shield Generator. Purchased and researched at an armory, it provides extra armor and automatically regenerates after a delay.
  • Reworked fade called a Wraith Fade. Blink is now a short-range teleport, metabolize is now a time-shifting ability Backtrack, and stab has been replaced with an acid rocket. Advanced Metabolize has been replaced with a passive called Shadow Dance, which regenerates health and energy when out of sight of the enemy.
  • A new marine structure called a Hades Device. Placed by the commander but armed by a marine, this small cylinder will detonate after 25 seconds, destroying almost everything in a large radius.
  • The atmospheric and power system has been overhauled with the Creepier Atmosphere mod. Unpowered rooms are dark, but flashlights are improved. Power nodes begin destroyed instead of unbuilt. Many cinematics have been overhauled for better performance and visibility.
  • Improved commander and player bots. While not perfect, they should allow for more realistic games. Bots have been updated to attack and react to bother enemy aliens and marines.

Many, many other modifications have been made to improve usability and balance. Most features of Rebirth are set up as seperate mods so server operators are free to mix and match if they wish. For a more complete summary, check out the overview.

Want to give it a try? Check out the server Nin's NS2:Rebirth in the arcade tab, or try the mod out for yourself.

Interactive Subnautica Map - subnauticamap.io

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Hey, we're two friends working on an interactive map for Subnautica at https://subnauticamap.io. We posted this on Reddit two weeks ago and the response and feedback has been great so far. I figured that I'd post about it here as well since I'm guessing that some of you would be interested to hear about it too.

We're actively working on adding new features based on your feedback, we're currently working on adding more layers to the map to display all the caves and islands. That has been a popular request by our users, and we hope to have it out within a week or two.

Please let us know what you think, we are always open to more feedback!

Update 84 Released on Steam - Subnautica

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imageUpdate 84 Released on Steam - Subnautica

Since Steam launch in February, we have been prototyping potential Subnautica expansions, working on Xbox One launch, and working on tidying up some of the more glaring bugs in the Steam 1.0...

Read the full story here


Mod to add "live" mapping to Subnautica (v0.10)

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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
  • 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)

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.
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