I parked the Sea Truck into the moonpool in Subnautica Below Zero and when I jumped in it, it detached from the moonpool and then sat there. The hands were shaped as if they were holding the controls but are above the controls. I can try to move forward and reverse, the reversing mirror appears if I go into reverse, but the truck won't move in either direction or swing left or right when I move the mouse. I tried a couple of times by quitting and loading the game but each time, the bug happened. I then tried deconstructing the Moonpool around the truck and then tried to get in it but the Enter Sea Truck action wouldn't appear. Reconstructing the Moonpool around the Sea Truck did nothing as when I approached the Sea Truck, I got the message that no vehicle was docked. So now I have to build a new Sea Truck as that one is totally unusable.
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Subnautica Below Zero Truck and Moonpool Issue
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Ideas For Subnautica Below Zero
So what do you think should be in Below Zero?
I’m not really sure, because i’m really happy with what the the developers have come up with so far, but I am very curious to know if there will be a pet you can have and if there is, what is it? I was thinking about some sort of creature that can survive on land and underwater. I was thinking that you could tame it in the wild or just hatch it from an egg. It should also be able to help with certain things like scavenging for certain items and it should attack whatever attacks you, but it won’t atack what you hit, unless it’s a hostile creature.
So anyways, what ideas do you have for Below Zero?
I’m not really sure, because i’m really happy with what the the developers have come up with so far, but I am very curious to know if there will be a pet you can have and if there is, what is it? I was thinking about some sort of creature that can survive on land and underwater. I was thinking that you could tame it in the wild or just hatch it from an egg. It should also be able to help with certain things like scavenging for certain items and it should attack whatever attacks you, but it won’t atack what you hit, unless it’s a hostile creature.
So anyways, what ideas do you have for Below Zero?
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Build 327 - UNEARTHED - Natural Selection 2

newly released update to Natural Selection 2, UNEARTHED. including balance changes, content updates and improvements to the stability of the game.
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Maptesting is back!

Thats right folks, we're back!
Maptesting will officially start up again this year, better yet, THIS MONTH!
Under the new format there will be two optional aspects to map testing, Quality assurance and Maptesting.
Quality assurance:
Paying high attention to detail around all official and official candidate maps, reporting issues such as geometry holes, misaligned textures, dev textures, occlusion issues, stuck spots, prop misalignments and all the other beautiful mistakes the mappers have made during their thousands of hours of hard work.
These sessions will be held weekly on mondays at 21:00 CET/CEST (15:00 EST/12:00PST)
Maptesting:
We will be playing games on the up and coming maps, providing feedback to the mapper and offering potential solutions/alternates to improve playability of the map/s being tested.
These sessions will be held on the last saturday of the month, every month at 21:00 CET/CEST (15:00 EST/12:00PST)
If you are interested in participating, apply here
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Photography, taking inspiration from Beyond Good and Evil.
I'm not sure how many people played Beyond Good and Evil. Fantastic game, one of my favorites. The main character in the game is a photographer, so one of the side tasks in the game is to photograph all of the species on the planet. This ended up being my favorite part of the game. The critters hide in all sorts of interesting ways, and photographing them (and just seeing them!) became great motivation to explore my environment and pay attention to it. I found every little nook and cranny in the world, mostly motivated by doing wildlife photography.
Beyond Good and Evil feels quite similar to a Zelda game in its gameplay, so it's useful to compare the two. Zelda games are full of side things to explore with interesting environments. However, at the end of a side track the payoff is never satisfying. Even when you get the ultimate payoff of a quarter heart, it's still just a numerical increase in your stats, not something with any verve or life to it. It just reinforces the fact that this is a game world, and it starts and ends with your character. This makes the whole experience feel flat and unsatisfying. Beyond Good and Evil, in contrast, felt like a fully realized ecology.
In addition to the joy of just finding all of the species and seeing the wondrous shapes they would take, I loved that I could interact with my environment in a non-violent way. Some of the species doubled as enemies, but some of them were just there for ambiance, and I loved that they became part of the gameplay as well.
At any rate, just something to think about. I'd love to see a cornucopia of amazing critters in subnautica, and I'd love to be able to photograph them rather than kill them!
Beyond Good and Evil feels quite similar to a Zelda game in its gameplay, so it's useful to compare the two. Zelda games are full of side things to explore with interesting environments. However, at the end of a side track the payoff is never satisfying. Even when you get the ultimate payoff of a quarter heart, it's still just a numerical increase in your stats, not something with any verve or life to it. It just reinforces the fact that this is a game world, and it starts and ends with your character. This makes the whole experience feel flat and unsatisfying. Beyond Good and Evil, in contrast, felt like a fully realized ecology.
In addition to the joy of just finding all of the species and seeing the wondrous shapes they would take, I loved that I could interact with my environment in a non-violent way. Some of the species doubled as enemies, but some of them were just there for ambiance, and I loved that they became part of the gameplay as well.
At any rate, just something to think about. I'd love to see a cornucopia of amazing critters in subnautica, and I'd love to be able to photograph them rather than kill them!

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blue tablet
i forgot to scan blue tablet but used it wat do i do???? help!!!
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Save error 2156068870
Does anyone know how to get this to stop? I got the new up date yesterday and hoped it would fix it. The fish spawning and other things have improved but I can not save my game. I uninstalled the game and reinstalled it with no change. I also purged the Xbox memory and I still get the error. Tried starting a new game twice and still the same. I don't mind starting a new game but would really like to be able to save my progress, lol.
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multi player
when you start the game you would be in the pod with your chosen partner and you just do the whole game together
also if possible you could have up to 5 people playing.
I hope you do this because my friends and I love Subnautica but we can't play altogether
I hope you do this update.
Thank you.
also if possible you could have up to 5 people playing.
I hope you do this because my friends and I love Subnautica but we can't play altogether
I hope you do this update.
Thank you.
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No Bath or Shower? What`s wrong with this idea?
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
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Save problems...Xbox 1
So I was wondering if any one else was experiencing save troubles because I have since early 2017 I finally thought in 2017 when a save fix patch came my troubles were over however if your reading this it went quite the contrary. So that’s why I’m here I have made comments about this over and over so here is a page we’re you can do the same
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Below Zero Micro-Update Released - Subnautica

A small update has been released for Below Zero on the Steam, Epic, and Discord stores. This update is not a major feature release. It contains some bug fixes and...
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Sub Zero - Some fish stole my Scanner
Any idea where or how I get it back, or is it just gone? Haven't crafted a second one, because I'm not going to start a loop of crafting / losing items. There were no in-game tips or quest log, so I've no idea if I'm supposed to just give up on it, or waste time searching. Anyway, thanks for any help.
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Do creatures in alien containment die without power?
I simply can not find the answer to this question anywhere. Example: if a sea base is run on nuclear reactor or bioreactor, and it runs out of power while i'm away, do all my critters in Alien Containment die? What happens?
Thank you!
Thank you!

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Greetings!
Hey all,
Glad to see NS2 is still thriving! What's new in NS2 world now days?
Glad to see familiar faces are still around, are there any dramatic changes made since nearly 2 years ago?
Be great to play with you all again![:) :)]()
Yojimbo
Glad to see NS2 is still thriving! What's new in NS2 world now days?
Glad to see familiar faces are still around, are there any dramatic changes made since nearly 2 years ago?
Be great to play with you all again

Yojimbo
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Shadow leviathan behavior idea
I know it isn’t implemented in the game yet but I love the concept of the shadow leviathan, and was thinking a really cool behavioral mechanic would be if the spawn point depended on the time of day, with the shadow leviathans spawning in a deep dark part of the ocean normally but also spawning in the relatively “safe” areas at night giving the impression that they are nocturnal migratory hunters that leave their layers at night to hunt in shallow waters before returning home during the day. This would also add an extra layer of fear when harvesting resources at night. What do you guys think?
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SeaTruck in April release
I just finished building the SeaTruck, the Aquarium Module, the Storage Module, and the Fabrication Module. I was hoping that the new release would bring some changes, but alas! This does not seem to be the case.
The Fabrication Module should have some small amount of storage in that bench opposite of the fabricator, say 24 units or so.
The Storage Module is almost a joke, having such little actual storage space. A Storage Module should have massive STORAGE! After all, in the Cyclops, I could line the walls with lockers. If the SeaTruck is supposed to replace the Cyclops, please, developers, increase the space in the Storage Module by an absolute minimum of 2x. 4x or more would be great. Yes, I know I could make more Storage Modules, but that is not a good solution as the SeaTruck becomes unwieldy with many modules attached.
The Aquarium Module is OK, but it would be a nice addition if you could set some sort of filter that would determine what gets caught and stored. I really didn't want to catch that pengling youngster . . .
End of Rant.
The Fabrication Module should have some small amount of storage in that bench opposite of the fabricator, say 24 units or so.
The Storage Module is almost a joke, having such little actual storage space. A Storage Module should have massive STORAGE! After all, in the Cyclops, I could line the walls with lockers. If the SeaTruck is supposed to replace the Cyclops, please, developers, increase the space in the Storage Module by an absolute minimum of 2x. 4x or more would be great. Yes, I know I could make more Storage Modules, but that is not a good solution as the SeaTruck becomes unwieldy with many modules attached.
The Aquarium Module is OK, but it would be a nice addition if you could set some sort of filter that would determine what gets caught and stored. I really didn't want to catch that pengling youngster . . .
End of Rant.
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Is it survival when the protagonist does not want to be rescued?
All snark aside, I'd like to just quickly say how excited I am to see this game actually getting developed. Regardless the direction the developers take with it, UW has enough good will from the first game to get me to play it.
That said, I have some initial impressions on the game in it's clearly very early state...many of which seem common on this board already, but wanted to add my voice so hopefully they get some attention.
First things first -- the early story has to be improved/eliminated. I'll admit upfront that I personally even don't like the design choice of giving the player a "voice" for dialog at all, as it forces me to accept her words as my own (if I'm to attempt immersion in this game, that is, but that's the whole reason I'm playing a survival game to begin with!). That said, I'm willing to yield to see if there's a greater plan at work here where it'll work out for the better.
Part of the sheer epicness that is the first game was that you weren't told how to think about your situation, but given the freedom to explore it yourself. Are you worried about your shipmates, or more concerned about your own survival? Are your nerves getting the better of you, or are you calmly working the problem? Are you more interested in studying the local fauna, or the apparently abandoned alien structures? Should I go visit my downed ship, or prepare myself more first? These are elements that each player can explore on their own in the first game, but in Below Zero you are forced to accept that you not only are OK with your situation, you are so excited to be exploring for aliens that you TURNED DOWN BEING RESCUED AFTER YOUR BASE WAS DESTROYED AND COLLEAGUE GONE MISSING. The game is literally telling me how I should feel about my situation, and what's worse, is that I'm apparently OK with it (I'm even OK with harboring an alien presence in my mind!?).
Which brings me to my next point: the story, as it is, completely ruins the narrative that you are struggling for your life on an alien world because you literally have someone watching over you who could, at any moment apparently, come rescue you. The only reason they don't is because I inexplicably want to remain in freezing water with no legitimate shelter (ie, food/bed/etc). This literally destroys the illusion that I am struggling for survival, and therefore completely crushes any feeling of pride for overcoming the environment. How excited can you be gather resources to build a base and thereby ensuring your survival when you literally did not have to so because 1) bases already exist for you to simply take over, and 2) you could simply ask your sister to send a ship to get you.
At a minimum the story must be altered to:
1. Provide a compelling reason why you cannot be rescued immediately.
2. Remove the feeling that you can just "call for help" if you ever really truly got stuck
3. Give you more freedom to explore the story under your own frame of mind, rather than being forced to listen to your character tell you how you feel
4. Give the player a more sense of urgency and really kick in our survival instincts.
I'd suggest taking the bigger, more difficult steps:
1. Either eliminate, or at least drastically reduce, dialog from the protagonist
2. Very early on cut the ability to communicate regularly to Alterra
3. Give me more reason to suspect something very bad has happened to Jefferies (beyond simply disappearing)...maybe found a recording of him in distress, or evidence of a struggle, or something!
4. Do not simply give me a lifepod/habitat tool/etc, but force me to figure out how to construct one (maybe I was only carrying my scanner when the base was destroyed, and I have to quickly find/scan enough scraps from the base in order to learn how to build a lifepod -- which still requires me to quickly find the materials before I freeze/starve/etc). Do not be afraid to assume the player knows how to play Subnautica, and should be expected to figure some basic task like this out right from the start.
TLDR: I want to feel like I'm surviving and allowed to have some pride in doing so!
That said, I have some initial impressions on the game in it's clearly very early state...many of which seem common on this board already, but wanted to add my voice so hopefully they get some attention.
First things first -- the early story has to be improved/eliminated. I'll admit upfront that I personally even don't like the design choice of giving the player a "voice" for dialog at all, as it forces me to accept her words as my own (if I'm to attempt immersion in this game, that is, but that's the whole reason I'm playing a survival game to begin with!). That said, I'm willing to yield to see if there's a greater plan at work here where it'll work out for the better.
Part of the sheer epicness that is the first game was that you weren't told how to think about your situation, but given the freedom to explore it yourself. Are you worried about your shipmates, or more concerned about your own survival? Are your nerves getting the better of you, or are you calmly working the problem? Are you more interested in studying the local fauna, or the apparently abandoned alien structures? Should I go visit my downed ship, or prepare myself more first? These are elements that each player can explore on their own in the first game, but in Below Zero you are forced to accept that you not only are OK with your situation, you are so excited to be exploring for aliens that you TURNED DOWN BEING RESCUED AFTER YOUR BASE WAS DESTROYED AND COLLEAGUE GONE MISSING. The game is literally telling me how I should feel about my situation, and what's worse, is that I'm apparently OK with it (I'm even OK with harboring an alien presence in my mind!?).
Which brings me to my next point: the story, as it is, completely ruins the narrative that you are struggling for your life on an alien world because you literally have someone watching over you who could, at any moment apparently, come rescue you. The only reason they don't is because I inexplicably want to remain in freezing water with no legitimate shelter (ie, food/bed/etc). This literally destroys the illusion that I am struggling for survival, and therefore completely crushes any feeling of pride for overcoming the environment. How excited can you be gather resources to build a base and thereby ensuring your survival when you literally did not have to so because 1) bases already exist for you to simply take over, and 2) you could simply ask your sister to send a ship to get you.
At a minimum the story must be altered to:
1. Provide a compelling reason why you cannot be rescued immediately.
2. Remove the feeling that you can just "call for help" if you ever really truly got stuck
3. Give you more freedom to explore the story under your own frame of mind, rather than being forced to listen to your character tell you how you feel
4. Give the player a more sense of urgency and really kick in our survival instincts.
I'd suggest taking the bigger, more difficult steps:
1. Either eliminate, or at least drastically reduce, dialog from the protagonist
2. Very early on cut the ability to communicate regularly to Alterra
3. Give me more reason to suspect something very bad has happened to Jefferies (beyond simply disappearing)...maybe found a recording of him in distress, or evidence of a struggle, or something!
4. Do not simply give me a lifepod/habitat tool/etc, but force me to figure out how to construct one (maybe I was only carrying my scanner when the base was destroyed, and I have to quickly find/scan enough scraps from the base in order to learn how to build a lifepod -- which still requires me to quickly find the materials before I freeze/starve/etc). Do not be afraid to assume the player knows how to play Subnautica, and should be expected to figure some basic task like this out right from the start.
TLDR: I want to feel like I'm surviving and allowed to have some pride in doing so!
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Random ideas for use in this or future games
There are a few ideas I've been kicking around that might be helpful for the Subnautica franchise, so I thought I'd post them here in case any UW employees are in need of inspiration:
Feel free to add to the list or critique as desired
- A Seaglide upgrade at the modification station that allows small amounts of oxygen to be refined from the exhaust and added to the player's O2 meter while at speed. Would require ion batteries to work for any length of time due to high power draw.
- A constructable mining robot that will work an indicated area, slowly generating resources from said area. The robot would have a low-level AI capable of basic interactions (waving at the player, intervening if a leviathan is threatening them , etc) and make cheerful-sounding noises when approached.
- A change to the inventory system in which different types of inventory are stored different ways; i.e. a "lunchbox" that is used to store food, a refillable water bottle that is used to store water, a "backpack" for mineral resources and tools, and a net bag to capture live fauna (with a mechanic of carnivorous fauna consuming others stored in the same bag). Upgrades could include size increases, a refrigeration module that would extend the time that a meal is fresh in the lunchbox, and multiple pockets to keep aggressive fauna from harming each other after capture.
- A mapping system which would require at least three beacons to be set at least one kilometer from one another, which would then allow the player to record basic features of the topography and insert notes and attach screenshots. Upgrades could include sensor emplacements that detect fauna activity, a "mapping scanner" seatruck extension to allow the player to add topographic and geological data to the map, and surface emplacements to detect meteorological phenomena.
- "Lilypad" solar cells that float upward from a base to reach better sun coverage.
- A "corral" for captive fauna outside of a seabase, either made of some sort of force field or else just some fiber mesh, as an alternative to the alien containment system (possibly able to be expanded to include a captured leviathan?)
Feel free to add to the list or critique as desired
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Below Zero: Copper City?!
I remember in the original game, you had to hunt for copper. Now I feel like I'm getting annoyed finding more and more chunks of it. The recipes for electronics haven't seemed to change much, yet there's just copper EVERYWHERE!
Maybe it's because I know more what to do now, but my initial feedback on the first ~2hrs of play is you've put WAY too many copper nodes in the surrounding starting area.
Maybe it's because I know more what to do now, but my initial feedback on the first ~2hrs of play is you've put WAY too many copper nodes in the surrounding starting area.
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I have an idea for a new biome for Subnautica: Below Zero.
This biome is based on a real lake called Abraham Lake, which is an artificial lake from Canada. The lake looks cool (No pun intended), especially when it's frozen, and when it's frozen, towered up white bubbles form in the frozen lake, and I think a frozen lake like that would be a great fit for Subnautica: Below Zero and would be interesting to how they would incorporate a frozen lake with towered up white bubbles in the lake into the game. Here's a picture of the frozen lake if you want to look at it yourselves.

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