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What's Going on In 2018 ?

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Just Wondering What's going on It's been a while still sending feedback on continuing game behavior as I play. In Meantime I'm on my 3rd base relocated to Northern dead zone rocking 2 Nuclear reactors since 500m no solar game story completed I'm still base building fool :P Just wondering What Next and if we'll ever see anything more from the game

Cuddlefish naming system

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I wish there was a naming system in the game so we could name our Cuddlefish pets and make them unique to us. I'd like to name mine Fernando.

Supersizing the Seamoth - Central Carriage upgrade (aka the medium sized sub)

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Insert an interchangeable mid-section (a carriage) into the seamoth. Effectively adding an extra bulky mid-section between the cockpit and engine of the seamoth which has dedicated purpose
-Mining
-Scanning
-Extending standard Seamoth capacity from scouting to pioneering (being able to hold it's own a bit longer so the player does not need to return their base after every discovery).


Initially, I was thinking, take a standard seamoth, cut it in the middle and add a Standard base section (singular tube) in the middle.
Allowing us to create a mini-base for ourselves and walk a few square feet.
But this would make the Cyclops redundant (aside from depth), especially when players were to squeeze in radios, first-aid, fabricator, lockers, Pots (pots for marblemelons).


So for the sake of Balance, we would have to have dedicated handcrafted sections with paper-scissor-stones pro's and cons:
- Effectively we are giving The Seamoth 2 Extra vehicle modules slots however each carriages only allows certain flavours of vehicle module upgrades attuned to its' roll.
- Obviously we are NOT adding capacity for food and water production(?)
- Carriages are dedicated hardware, Meaning we have to head back to a moonpools vehicle upgrade station to "fabricate" and swap out "carriages" or just create a fleet of super-sized seamoths to bunny hop between....
- The resulting modded Seamoth is slower (extra weight)
- The resulting modded Seamoth has Additional power-drain when the carriage-module are in use
- Vehicle Module Upgrade (seamoth only) extra power cell, which like the storage hatch, the extra power cell upgrade module can be seen and interacted externally on the seamoths hull).

The 3 areas I think the Seamoth could improve upon are
- Minning Carriage: 2 additional slots allowing for prawn-suit drill arm(s) or storage.
- Prospector Carriage: Mobile sensor room with 2 additional slots which are interchangeable with sensor modules from the sensor room (speed and range). And it eats powercells for fun, and advertising the big-bads.
- Pioneer Carriage : 3 extra seamoth upgrade slots, allowing players to hang out in the ocean gather resources and not have to return to base after every new discovery.
- Survival Carriage:??? No upgrade slots, but has radio, And the player can cycle between Water-filter, First Aid kit (and super slow) Food-block Fabrication.



Seamoth Bug

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While playing Subnautica and exploring the hidden island, I accidentally parked my Seamoth too close to the island and now it's stuck on land, I tried to get it unstuck, but then my Seamoth just vanished and I can't get it back. I think that a bug might have caused this. Please help.

Arctic DLC concept art megathread

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So as some of you may know Alex Ries is now working on Subnautica and has done a bunch of concept art, and we’ve been fortunate enough to see some of it. So far we have a peeper like thingamadoodle, an arctic reefback, and a creature called a pinnicarid (whose name is surprisingly significant, I’ll discuss it later) and of course we know we’re getting the Glow Whale and possibly Rockpunchers. Now, I’m gonna analyze each creature in turn and make a few theories on what role they’ll play in the basically confirmed Artic Biome.


Firstly, we have the Peeper-like creature, who we know literally nothing about:rfu0ikyg9oud.jpeg Looking at this creature we can CLEARLY see it is a predator of some type. It’s smooth and streamlined, and doesn’t have much in the way of skin detail. Looking at it I’m estimating it’s about the size of a sandshark, or possibly a boneshark. I’m guessing it’ll be like a leopard seal and will prey on the penguin creatures, and of course, the player.
I’m not sure if it will be able to come onto land like leopard seals, as it doesn’t look very fit for walking. However, it’s pectoral fins are placed similarly to those of mudskippers, who can move on land with ease (I should know because I have one as a pet) so it may be able to crawl about on land and chase players across ice floes. In the water it’ll be fast, dangerous, and something you should definitely be worried about when going for a swim.

Speaking of ice floes, here’s the Arctic Reefback: zwz82m7wayl7.jpeg These guys aren’t totally new, but they’re still quite fascinating. The sail-like structure on their back is highly reminiscent of a by-the-wind sailor, so I’m guessing these reefbacks get around primarily by drifting. They look smaller, as well. Unless the space penguins we see on its back are actually huge, it’ll likely be smaller than normal reefbacks, unless the devs decide to make it bigger.

Finally, we have the Pinnicarid: ob06eij0q7v6.jpeg These guys are most interesting to me simply because of their name. Pinnicarid, when translated from Latin, means something along the lines of “Finned Shrimp” Now, what is so important about this name? Well, unless the devs just wanted to give the creature a scientific and rather obvious name, Pinnicarid is likely derived from Pinniped and Anomalocarid.

Pinnipeds are seals and their relatives, and they’re why I’m so interested in the Pinnicarid. If the pinni part of its name was indeed derived from pinnipeds, it means that Pinnicarids will probably spend a good deal of their time on land, possibly in groups. This theory is very far-fetched however, so don’t take it too seriously. It’s hard to tell what their temperament will be, but I’m betting they’ll be either neutral, or they are aggressive and pacified by feeding them fish, like stalkers.

Their tail is reminiscent of a thresher shark, so they may hunt in packs and use their tails to stun prey.
Oh, and they’ve got four possible color schemes, like Crimson Rays. I’m betting we’ll only see one in-game, and I’m hoping it’s color scheme C.


I almost certainly got something wrong, but who cares, making theories is fun. Feel free to discuss your own theories and opinions on these creatures, and I’ll update this thread whenever a new creature is teased. See you in the Arctic biome!

Game won't start

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Hi everyone.

After 120+ hours playing the game it seems like it won't start again. I've played the game with many different settings and components (I've been spending some money on my PC). Lastly I bought a graphic card, tested Subnautica, everything was perfect.

Now a week or two after it, without any problem I double-click subnautica and it just won't start. My PC loads the game, a window opens for half a second, i can see the icon ony my task bar for 0,2 seconds and then it crashes and dissapears.
Nothing works. Searched, read, tried and followed stepts on all threads for the last 2 years, tried everything with Steam, Subnautica, Windows and whaterver I could.

Won't work. I'm really frustrated because I had not changed anything, anything updated, eveything is like it was a week ago but it just wont' work.


Thanks for any help!!

Infinite Energy with the Cyclops

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So I was minding my own day in Subnautica when suddenly a thought came to me while I was charging my power cells in my Cyclops, to charge one full power cell it requires around 20% of a single Cyclops power cell's energy, and even less when it's an ion one. So in theory, a singular normal power cell can charge up to 5 other power cells, and those 5 can charge up to 25, and those 25 can charge up to 125, etc. This seems kinda strange, since I think that charging a power cell with the Cyclops should use up an entire other power cell's battery. Anyone else agree?

No Bath or Shower? What`s wrong with this idea?

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The question I ask is a serious one. We need cleaning facilities .The Human body wont stay healthy if it is in saltwater all the time. All that salt will have an adverse effect on our skin weaking us. If you reply that the diving suits protect the body from the saltwater then you have a human body that is never getting clean and is living in it`s own dirt ,sweat,dead skin,etc. not a recipit for good health. Oh btw the stillsuit is not a good answer. At lease in this player opion

Hope for DLC & some critique of Subnautica

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Let me just start by saying Subnautica is one of my favorite games. The story is entertaining, the gameplay loop is enjoyable, and has a constant feeling of unease and wonder whenever I play it as I know what creatures lay about.

I am so excited about the Arctic DLC, I think a paid DLC with a separate storyline is perfect for Subnautica and creating a better world around the game. This post is really just a list of thoughts and ideas that I have had for the arctic.

Keep the feeling of Unease and Wonder
Many survival games for me have recently been lacking that wow factor. Subnautica always made me want to explore, the interesting biomes and strange creatures often made me want to go further in the game. The story also took away the feeling of being invincible or overpowered as going further always would have stronger and stronger creatures. I hope the DLC is the same type of feeling

Map Design
The hand made map (A.K.A not procedurally generated) always had something interesting and new around the corner, that needs to continue. Places would become familiar without being repetitive. The game had interesting landscapes not just one type but varied biomes with different dangers and bonuses to them. Many other games try to make games these infinitely playable landscapes but most of it ends up being boring or unmemorable..... See Next Topic

Finite Stories are the best ones
Subnautica had closure, the story and end of the game was one of my favorite parts as I feel like i finished, nothing left hanging. I really want that feeling to continue into the DLC.

Not being the same exact thing
I might get some backlash on this one but I don't want the DLC just to be a rehash of the base game... but in the arctic, I want something different, something new, while still staying familiar. While I don't know for sure, from what I have seen your not stranded (space elevator), more above water gameplay which is a good sign but never want to be too sure.

Vehicles, Vehicles, Vehicles
While I do enjoy the Cyclops, Seamoth, and PRAWN Suit very much, I do want some more vehicles, maybe a Amphibious snowmobile or a slightly smaller cyclops meant for Arctic exploration.

Voice overs, Characters, and Sound Design
I'm really hoping to get some other characters and cutscenes in the game (maybe even some face to face, like not everyone being dead). There wasn't anyone in the world to interact with it would be nice to have a sort of a research squad with you that stay at the a base while you go out and explore, Radio chatter and interesting personalities to each of them could really improve it. The sound design in subnautica was fantastic, I worry about it not sounding right or sounding off due to the their previous sound designer being fired (not here to debate whether it was a good move on UWE part or not just stating that it did happen)

What do I do? Go deeper
I was never lost in the story as I understood that to get anything accomplished, you go deeper, but it's not always easy so you can't just skip everything. Simple but Effective.


Just my thoughts on it, Open to suggestions, Criticism, and Differing opinions to help further the ideas here and improve the game. Happy Diving :)

Ideas for revamping the Scanner Room?

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Instead of a Scanner Room, it would be a Scanning Station.
SCANNING STATION
-It would be an Interior Module that can only be placed inside a Multipurpose Room.
-It would need to be the top-most Multipurpose Room if they are stacked.
-When placed, the Multipurpose Room would have the rotating scanner piece on the roof.
-It would consist of 2 pieces: the Projection Table and the Scanning Wall.
PROJECTION TABLE
-Occupies the center of the room and projects the local terrain.
-It would only rise a few feet of the ground, and would allow the player to stand on the the table.
-Upgrade Module Option A: The side facing the Scanning Wall would house the upgrades for the Scanning Station (speed and range).
SCANNING WALL
-Has a list of scannable items
-Upgrade Module Option B: Below the scan list would be a 1X4 row where the upgrades would be placed.
-Has Camera Drone controls.
-Could house the Scanner Station fabricator (or be scrapped).
-If fabricator is scrapped:
---HUD Chip would be placed under "Personal"
---Camera Drones would be under "Deployable"
---Range and Speed Modules could fall under "Equipment"

I very much like the Scanner Room, but it seems very awkward and out of place a great majority of the time. As an Interior Module, it would be a better fit with the rest of the base and would hopefully be better utilized than having it's own dedicated room that most players would place and then never use it.

[Release] ns2_Jambi

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A community map
Hello,

After over 200 builds, the community map is now ready to be released.

ns2_Jambi



Story
The TSA have responded to a distress signal coming from Jambi Sector 7, an underground network inhabited mostly by rebels. Upon arrival they not only discover they are not alone, but also realize there is more than just human lives at stake. Join the fight in helping the TSA recapture the Jambi Technology and Munitions Facility that was confiscated by the rebels over twenty years ago.

Contributors
Psyke (iw.Remedy)
Braw
Schkorpio
nc | xtc
Alex
Boobs!
Wayne
Joseph
Yuuki
3del!
DarkBlueArt

Special Thanks to
Psyke (iw.Remedy) for jump-starting this project.
Golden, Flamingo, Barbetos, and Neeyo for help with the loading screens and bug finding (Especially you Golden)

Feel free to post Issues/bugs/criticism/feedback here.

Cheers,

The ns2_Jambi Team

Update 1:
Added more cover to EC, Skylights, Offload, Supply and Repair
Added Vent Gravity > Offload and Pub > Supply
Fixed Players being able to exit the map via skylights
Fixed Pipeline drifters not being able to exit hive

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


Subnautica Models In Oculus Home?

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Oculus home allows for custom 3d models to be uploaded now. It would be totally cool to have a miniature Ghost Leviathan or Aurora model to play around with in VR. Any plans to release any?

[BUG] [Controller] Can't use via Steam Link

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Build: 59783

Hey there, I've got a problem with the game's controls:

When starting it via Steam Link (in Big Picture Mode at my TV via LAN with Xbox 360 Controller plugged into Steam Link) the game starts up just fine, but when the main menu appears I can only move the mouse cursor with my right analog stick and this only for the first 1-2 seconds... After this: nothing
To me it seems that the Steam Link knows I'm using a controller, but the game doesn't seem to recognize it, cuz it's not directly plugged into my PC.
For other games it works, though, just like the Steam Link is supposed to work with a controller. Unfortunately, I just can't play it on my TV now, although it's Steam page says "Controller Support"...
Any ideas?

Holly the Orca - Subnautica

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imageHolly the Orca - Subnautica

Two months ago, Subnautica went on sale on Steam. A big chunk of the profits from that sale went to Whale & Dolphin Conservation (WDC). The end result? A $100,000...

Read the full story here



Found this while on a vacation

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xdvs2olknq46.jpeg
This is the last thing I want in the sea!

Scanning a Reaper Leviathan

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guzrpbfmekw1.png
In your playthrough have you had the guts to scan a reaper?

Life Pod wants some attenion too and misc. Updates

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The life pod is SO underutilized and could be a huge help in the game without creating a redundency issue or same O same O kinda feel to the other already in place equipment if it were done. Here we go..
1. Life pod has upgrade slots that will allow it for multi purpose use while exploring the begining sections of the game. Upgrades would be found in the other destroyed lifepods to get it back to full functionality. Also all upgrades would be visible on the Pod. For example if you upgrade it to be a "portable scanner room" you see the radar dish outside.
Upgrade options:
A. Mobile scanner Room w/1 bot: the screen inside converts to a scanner screen.
B. Allow the pod to go underwater (the inflatable bags that keep it afloat stow back into the pod and some kind of prop pops out for thrust.
C. Flat platform ontop be built for storage use and steering column.
D. Expand battery capacity
E. If submersible be able to dock in moonpool for more moding and personal detailing.
F. Follow you ontop the water and offer active sonar and deploy defensive counter measures, and light flares if in a follow/defense mode.

2. Cyclops has original port slot for seamoth and right behind it another porthole for the prawn. But for the back slot its a magnetic ended tow line like the grapple arm for the prawn that attatches to it and pulls it in when you are close and lowers it for release.
3. Where the cameras are POV's should have a Camera eye visible on the hud that looks like the scanner bot on the cyclops.
4. Also the cyclops should have a scanner room attatchment and the bots to use.
5. Use the programming for the cuddle fish friend and give that to the scanner bots to follow you while your in range for lighting around you and discovery of item purposes. Also in general a "stay or come home" feature for the bots would be great.

Multiplayer Mod Update

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Hello Everyone,

You may have saw the multiplayer mod that I have been working on in a previous thread, if not, then here is the link:
https://www.youtube.com/watch?v=5M6V9vs_JlQ

I wanted to provide an update on some of the things that I've been working on. Here are a few new videos for your viewing.

Item Syncing: https://youtu.be/c8uzf_YRlpw
Base Building: https://youtu.be/bdkctzGqwls

As stated in the previous thread, I'm interested in collaborating with other programmers. Feel free to shoot me an im to discuss the project.

Very frequent crashes to desktop

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Related to a similar problem I have with NS2, I'm having a serious issue that prevents me from playing the game properly.

Each time I play the game, after roughly 10 to 30 min, the game will eventually crash to the desktop. It will suddenly exit without any message or warning and I'll be back to the desktop. I attached to this post 3 crash-dumps that were created for the last 3 crashes I've had.

Any help would be greatly appreciated, it's impossible for me to play the game without saving every 5 minutes.
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