Quantcast
Channel: Recent Discussions — Unknown Worlds Forums
Viewing all 42799 articles
Browse latest View live

Subnautica: Below Zero Experimental updates & risks - Subnautica

$
0
0
imageSubnautica: Below Zero Experimental updates & risks - Subnautica

As part of Below Zero’s journey through Early Access, there is an Experimental beta available on Steam for fans to play. It allows players to immediately get their hands on...

Read the full story here


Proposed Seatruck Changes

$
0
0
Disclaimer:
I'm making this post to discuss the Seatruck. I love the idea of the Seatruck which is why I'm making this post in hopes that it'll get some attention so the Seatruck can be the most amazing vehicle it can be. I understand the game is still very early in development which is why I'm voicing my feedback to help make some improvements. Everything doesn’t have to be taken verbatim.

If you don’t care about my reasoning, skip to the end for a quick summary.

If the Seatruck is going to be the end-all vehicle in the game, I suggest some changes to improve it. It's important that we consider the other existing vehicles in Subnautica to understand the Seatruck's place in the game. We want each vehicle to have its own strengths, even if they aren't all included in the game, since most of the people playing Below Zero have played the original and will naturally draw comparisons between the two. The Seatruck's strength is clearly it's modularity in that it's a hybrid of the Seamoth and the Cyclops. That being said, it lacks too much in both regards.

The topics are as follows:
1) The Seatruck is incredibly slow at all module stages.
2) How the Seatruck Storage modules are a problem.
3) With more modules, the Seatruck becomes tedious to go from end to end.
4) With more modules, the Seatruck becomes very vulnerable.
5) Some other slight improvements.
6) Summary

1) Seatruck speed issue
The Seatruck cabin by itself is supposed to be a fast submarine "comparable" to the Seamoth, yet it moves 4m/s slower than the Seamoth, and without being able to have any storage modules on it, that makes it a HUGE speed penalty. Additionally, without modules the Seatruck is only .12m/s faster than the Cyclops' standard speed (not to mention the Cyclops can hold hundreds of items!). Since the Seatruck is really long and doesn’t bend, you won't be able to fit it into spaces even the Cyclops could traverse without detaching modules, so I wouldn’t expect the Seatruck’s speed of all things to be compromised. I’m not sure if this is just an oversight, or if Below Zero’s area is going to be smaller than the first game so the Seatruck’s speed has been adjusted accordingly. Either way, my solutions:

Solution 1:
-Increase the cabin speed from 9.12m/s to 12m/s. This way the Seatruck is much more comparable to the Seamoth. The Seamoth isn't outright overshadowed either since it still has storage modules on it without compromising any speed.
-Decrease the speed/acceleration penalty from having additional modules. Currently if the player has 4 modules, they're moving at 3m/s (5m/s with Horsepower upgrade). This is an insane penalty considering how many modules there currently are, and the Cyclops' slowest speed is 7m/s (again it can hold hundreds of items). It would be more fair if the Seatruck's speed was something like 9.5m/s while having 10 modules.

Solution 2:
New Module: "Engine Module"
-Is crafted using 2 power cells to increase the energy cap of the Seatruck (useful since Fabricator drains energy so quickly).
-Has thrusters protruding off of it to increase the Seatruck's speed, acceleration, and maneuverability.
-If the cabin is detached, the Engine Module continues to power the modules it’s connected to.

2) Seatruck storage issue
The Seatruck is unique to the Cyclops in that you have to attach Storage modules onto it if you want more space, rather than just building a Locker. Unlike many of the other modules, you're likely going to have duplicate Storage modules. The issue is how little space each storage module gives. I understand you can just attach more Storage modules, but considering how much room is inside each Storage module, the cost of the module, and the speed penalty per module, I'd expect way more space. Currently each Seatruck storage module can hold 52 items vs a locker which can store 48 items! The Cyclops can hold hundreds (if not a thousand) of items without losing speed. In order for the Seatruck to have inventory space comparable to the Cyclops, it’d need 20 Storage modules and at that point I might as well build a base considering how slow the Seatruck is moving, not to mention how vulnerable the sub is with that many modules.

Solution:
Storage module improvements:
-Increase storage capacity from 52 items, to 150 items. The two large lockers on one side of the module can each store 48 items, while the 3 lockers on the opposite wall can split the other 54 item space.

3) Traversing the Seatruck issue:
On a somewhat related note, one of the other issues of the Seatruck stems from its design. I love the Seatruck, but when you have 10+ modules on it, it becomes a chore to walk down that long corridor. The Cyclops’ never had a traversal issue because it’s design allows for lots of things to be compactly built. Given how nearly all (if not all) duplicate modules are going to be Storage modules, I propose a new module.

Solution (Part 1): New "Control Module"
-This module would have a screen that would allow the user to see every stored item in the Seatruck.
-Allows the user to withdraw any item from the screen directly into their inventory.
-Has a small “deposit” box that will deposit any items placed into it into any available Seatruck's storage.

This new module would allow the user to add more Storage modules to their Seatruck, without the hassle of running up and down the length of their vehicle to find a particular item/space to deposit items. Since there are 6 modules implemented (7 with the Control Module), and since there will likely only be duplicate Storage Modules, the user will only ever have to traverse 6 modules which effectively fixes the long-corridor-traversal issue.

Solution (Part 2):
-Allow the player to be able to teleport between the teleport modules so they can traverse through the Seatruck easier. With part one’s solution, the player will easily have access to the contents of their storage modules and can just stick their storage modules to the end of the Seatruck. The issue becomes that the player needs to traverse to the very end of the truck to access the prawn suit. Being able to teleport between Teleport modules gives the player the option to teleport from either end of the Seatruck easily.

4) Seatruck’s vulnerability:
I can’t pinpoint the exact amount, but when you start having 10-20 modules on your Seatruck, it’s nearly impossible to defend. Which modules are being attacked? How can I keep it defended? Unlike the three vehicles in the first game, I can’t escape. There is the perimeter defense upgrade but it needs to be timed properly.
Solution Part 1: Allow the perimeter defense upgrade to be upgraded in the Modification Station so that it automatically goes off to deter predators at the cost of energy.
Solution Part 2: Implement a self-repair upgrade so the Seatruck modules repair themselves. This eases the burden of having a larger truck.

5) Other changes:
Issue: The Seatruck is designed so it can be improved to rival the Cyclops. The Cyclops has many upgrades and can have up to 6 at any time, while the modular Seatruck is capped at 4 from the start.
Solution: To fit the theme of improving and modularity, add 1-2 upgrade slots to the "Engine Module" that I suggested above. This way the player doesn't get the full functionality of the Seatruck until later in the game.

Issue: Entering and exiting the Seatruck can be a bit tedious after being so used to the Seamoth.
Solution: Clicking "Enter Seatruck" will have the player enter and stand inside of the cabin, while holding click to "Enter Seatruck" immediately puts the user into the driver's seat. Similarly, have holding "E" eject the player from the cabin while tapping "E" gets out of the driver's seat.

Issue: The “Detach Modules” switch in the Seatruck cabin could be improved so the player doesn’t have to get out of their seat, flip the switch, and then reseat themselves in an emergency situation (which is how it was described in its showcase).
Solution: Have a hotkey to detach the Seatruck cabin from its modules. This would allow for a quick way for the player to go off and explore with the cabin or escape from predators. Additionally, allow the player to preset a "detach point". When the cabin's switch is flipped or the hotkey is pressed, all modules after the detach point will get instantly detached so the player can quickly explore with only the most important modules.

In conclusion:
-Increase default Seatruck cabin's speed OR add an Engine module.
-Triple the Storage Module's space.
-Add a Control Module to limit the user's need to traverse the entire length of their Seatruck.
-Allow the player to teleport between Teleport Modules
-Add an improved Perimeter defense upgrade and Self-repair upgrade
-Allow the player to quick-enter and quick-leave the Seatruck cabin.
-Implement a hotkey to quickly detach modules from the Seatruck cabin.
-Have a "detach point” so the player can quickly break up their Seatruck.

ns2_fusion

Subnautica crashes during save [Epic]

$
0
0
I've picked up Subnautica from the Epic store and have been playing it for a few weeks. 2 days ago the game locked up when I tried to save. After a hard recent I opened the game and tried to save and again it crashes. I've read that the game collects a lot of junk in the save folder. Do i need to delete a bunch of files? Is the procedure the same for the Epic and Steam versions?

IDEAS FOR NEW CREATURES AND DEVICES????

$
0
0
I would personally like the Squidshark back in the game as i was never able to see it in action, but this forum is open to all suggestions and ideas. :#

Bugs On Xbox

$
0
0
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.

Development Updates

$
0
0
It sucks when you buy an Early Access game and then hear nothing from the developer. When's the next update? What's included? What are you working on? At Unknown World we are trying to make sure you can get answers whenever you want.

This guide explains how to get information about what the Subnautica development team is working on right now, how updates are delivered, how often they come, and what's changing in the game from day to day:

http://steamcommunity.com/sharedfiles/filedetails/?id=355026171

Some key links copied here for convenience:

Chat live with the devs
Update Mailing List
Production Trello Board
Checkin and Changes List

An updated cache clearing guide v3: fix crashes, lag, stuttering, and fix saves that don't update.

$
0
0
I updated this guide, however, if you're looking for something from the old versions, they're in [ spoiler ] tags at the end of the post.

If you have any problems or need clarification, please reply here and I'll try to address the issue.

If you've got dirt in your base, you'll want to follow the second list right after this one.
  1. Close the game
  2. Navigate to your Subnautica Saved Games folder. For Steam, that's
    "%ProgramFiles(x86)%\Steam\steamapps\common\Subnautica\SNAppData\SavedGames"
    
    For Epic Games, go to:
    "%userprofile%\AppData\LocalLow\Unknown Worlds\Subnautica\Subnautica\SavedGames"
    
    NB: DO NOT navigate to the folder \SNUnmanagedData\Build18\ or you WILL need to re-install or re-verify the game files! (\SNUnmanagedData\Build18 is where your 'fresh' / 'default' files are kept that are used to start a new game). If you see a folder named Build18, you're in the wrong place, go back and try again!
  3. Find your slot00xx folder that has the saved game that needs fixing. (look at the screenshot.jpg in each one if you need help, that's the little thumbnail that shows when you go to load. Or sort by date if that helps).
  4. Delete both the CellsCache and CompiledOctreesCache folders - and also, delete the legacy batch-object*.txt files in the slot00xx folder, just be sure to only delete those, and not the main saved game files, which are listed below:

Make sure you do not delete the following four files sitting directly in the slot00xx folder:
  • gameinfo.json
  • global-objects.bin
  • scene-objects.bin
  • screenshot.jpg < - that's the little thumbnail showing you a preview of the save when you go to load

ZOMGWTFBBQ! In case I wasn't clear, I'll repeat: these four data files have your actual saved game progress, DO NOT UNDER ANY CIRCUMSTANCE DELETE THESE!! If this freaks you out, hey, take it easy, just back up these files or the entire saved game slot folder first. ;) Better safe then sorry, right?

(If you have dirt in your base, read this section).
The terraformer method: (NOTE: As of 10/8/2017, the terraformer / item 514 still works, but with no persistence ie, it won't save changes made to your save file any more. You can use the terraformer to gain access to your base to deconstruct components and move them to where there is no terrain, however. Also note the terraformer won't have a proper icon any more (just a question mark) - still fully functional though)
  1. Clear all of the cache if you haven't already (see section above)
  2. Type
    item 514
    
    and press enter in the debug console
  3. Clear out the dirt. (left-click, or shift+right-click)
  4. (if you want to get rid of the terraformer) Make an empty locker, put the terraformer inside of it, and deconstruct the locker.
  5. Save

IGP's video is linked in the old v1 and v2 guides, I'll leave it here for reference, but keep in mind a lot of it (saving the batches your base is built in) is no longer necessary, and can be instead worked around with the terraformer, and even that's usually not necessary as base terraforming is no longer allowed.

https://www.youtube.com/watch?v=r97PcLuThHg

Some useful stuff:

* If you find yourself doing this cache cleaning often, there's an automated batch file to help you do it here.
* Link to a tool to make this process a bit easier (currently the program still wants you to find which batches your base is in) here (Tool to clean cache by @foxxyfox - source code available ).

Interesting notes:

* you can totally avoid this issue if you don't mind cheating, according to this quote, thanks @Nachoman :
Nachoman wrote: »
Theres another workaround. The lag is caused 100% entirely by the amount of resources you have picked up throughout your playtime in the world, the more resources youve collected, the worse it gets. You can use the console cheat commands (press f3 then f8 to activate mouse cursor, click the box top left of screen to activate it then just press enter in game to enter cheats,) to spawn yourself items or to remove building costs, doing this will allow you to play a full lag free game where you can cheat as much/ as little as you want, just start a new game and either take notes of the resources you would be collecting and then spawn yourself the according amount of items etc. this will allow you to play completely lag free and go anywhere in the game world without problems, I have a low end 5 year old pc and doing this I can play the game just fine, started a new game spent a full 90 minutes making a massive base, have 2 cyclops and prawns and seamoths, been to all the wrecks and precursor bases and not a single crash from a new play file done in this method.

* Found this thread over on Steam, the very interesting part is the developer reply afterwards (by @LumpN): {{The consensus of the whole thread was that some people had relief from crashing by deleting that one file, whereas others did not.}}

https://steamcommunity.com/app/264710/discussions/0/154644787622360894/?ctp=2#c154644928866890353
Originally posted by LumpN:
Originally posted by BoredJedi:
I painstakingly went through each files in the CellCache and CompiledOctreesCache by deleting, running the game and restoring the deleted files. Seems there is just one file that's in the center of this lag and crash issue. If you don't want to reset the terrain and resources, just delete this file....

baked-batch-cells-14-18-15.bin In the CellsCache. In the SavedGames directory.

Thanks for the tip, we'll investigate. By the way, even though we hardly ever reply, we do read the forums all the time and hints like this one are very helpful to us. Please keep in mind that it might take a very long time to find and fix the underlying issue though.

In the meantime I can provide a little background information about these files.

The CellsCache folder contains data about all the entities (plants, creatures, loot, etc.) in batches the player has seen. If a player never visits batch 14-18-15 then there won't be a file about it in that saved game.

The CompiledOctreesCache contains terrain data only. Terrain data almost never causes issues unless one of the files gets corrupted while writing which may result in missing terrain.

If a saved game runs slow at certain coordinates while a new game runs fine at the same coordinates then there is a fair chance that there is an issue with the CellsCache. The other potential culprits being the batch, global, or scene objects. You don't want to mess with the latter two though, because they contain all your built subs, bases, and items.

By the way the warp command to go to that batch is "batch 14 18 15". Batch numbers are always positive. The dashes are added to the filename for readability only.

So as I said, thanks, we'll add this to our long list of issues to investigate, which you can find on our Trello board. https://trello.com/b/eLEWpq3P/subnautica-playtesting

EDIT again: Asked LumpN what the batch-objects-xx-yy-zz.txt files in the main slot directory did, response:
Well, they contain batch objects. We don't really use them anymore but they are kept for legacy data.

The old versions of this post are archived below:


v2:
I updated this guide, however, if you're looking for something from the old one, it's in [ spoiler ] tags at the end of the post.

If you have any problems or need clarification, please reply here and I'll try to address the issue.
If you've got dirt in your base, you want the second list right after this one.
  1. Navigate to your Subnautica Saved Games folder. For Steam, that's
    "%ProgramFiles(x86)%\Steam\steamapps\common\Subnautica\SNAppData\SavedGames"
    
    For Epic Games, go to:
    "%userprofile%\AppData\LocalLow\Unknown Worlds\Subnautica\Subnautica\SavedGames"
    
    NB: DO NOT navigate to the folder \SNUnmanagedData\Build18\ or you WILL need to re-install or re-verify the game files! (\SNUnmanagedData\Build18 is where your 'fresh' / 'default' files are kept that are used to start a new game). If you see a folder named Build18, you're in the wrong place, go back and try again!
  2. Find your slot00xx folder that has the saved game that needs fixing. (look at the screenshot.jpg in each one if you need help, that's the little thumbnail that shows when you go to load. Or sort by date if that helps).
  3. Make a new folder called temp-backup
  4. Move the CellsCache and CompiledOctreesCache folders to the temp-backup folder
  5. Load your saved game, and go check all of your bases for terrain popping in. If you see terrain, you can either spawn the terraformer (see the following section), and clear the terrain, or, open the F1 window and note down (Alt-tab and Notepad works well for this) the camera batch number that the terrain is located at. There's a video by IGP kind of describing this process below, just follow the part about copying down batch numbers.
  6. Save and exit the game.
  7. If you noted any batch numbers down two steps previously, go into the temp-backup\CompiledOctreesCache folder, find the files that match the batch numbers you noted down, and copy them back into the slot00xx\CompiledOctreesCache folder, overwriting the newer files now present there.

Make sure you do not delete the following four files sitting directly in the slot00xx folder:
  • gameinfo.json
  • global-objects.bin
  • scene-objects.bin
  • screenshot.jpg (<- that's the little thumbnail showing you a preview of the save when you go to load)</li>

ZOMGWTFBBQ! In case I wasn't clear, I'll repeat: these four data files have your actual saved game progress, DO NOT UNDER ANY CIRCUMSTANCE DELETE THESE!! If this freaks you out, hey, take it easy, just back up these files or the entire saved game slot folder first. ;) Better safe then sorry, right?

(If you have dirt in your base and you were linked to this thread, read this section).
The terraformer method: (still works as of 10/7/2017)
  1. Clear all of the cache (see section above)
  2. Do 'item 514' and press enter in the console (no quotes)
  3. Clear out the dirt.
  4. Put all of your stuff except the terraformer (including anything on your paperdoll UI person like rad suit, rebreather etc) in a locker
  5. Do 'clearinventory' and press enter in the console (do not enter the quotes)
  6. Put all your stuff (O2 tanks, rebreather / rad suit etc) back on
  7. Save
  8. Close game

IGP's video:

https://www.youtube.com/watch?v=r97PcLuThHg

Some useful stuff:

* If you find yourself doing this cache cleaning often, there's an automated batch file to help you do it here.
* Link to a tool to make this process a bit easier (you still have to find which batches your base is in) here (Tool to clean cache by @foxxyfox - source code available ).

Interesting notes:

* you can totally avoid this issue if you don't mind cheating, according to this quote, thanks @Nachoman :
Nachoman wrote: »
Theres another workaround. The lag is caused 100% entirely by the amount of resources you have picked up throughout your playtime in the world, the more resources youve collected, the worse it gets. You can use the console cheat commands (press f3 then f8 to activate mouse cursor, click the box top left of screen to activate it then just press enter in game to enter cheats,) to spawn yourself items or to remove building costs, doing this will allow you to play a full lag free game where you can cheat as much/ as little as you want, just start a new game and either take notes of the resources you would be collecting and then spawn yourself the according amount of items etc. this will allow you to play completely lag free and go anywhere in the game world without problems, I have a low end 5 year old pc and doing this I can play the game just fine, started a new game spent a full 90 minutes making a massive base, have 2 cyclops and prawns and seamoths, been to all the wrecks and precursor bases and not a single crash from a new play file done in this method.

* Found this thread over on Steam, the very interesting part is the developer reply afterwards (by LumpN): {{The consensus of the whole thread was that some people had relief from crashing by deleting that one file, whereas others did not.}}

https://steamcommunity.com/app/264710/discussions/0/154644787622360894/?ctp=2#c154644928866890353
Originally posted by LumpN:
Originally posted by BoredJedi:
I painstakingly went through each files in the CellCache and CompiledOctreesCache by deleting, running the game and restoring the deleted files. Seems there is just one file that's in the center of this lag and crash issue. If you don't want to reset the terrain and resources, just delete this file....

baked-batch-cells-14-18-15.bin In the CellsCache. In the SavedGames directory.

Thanks for the tip, we'll investigate. By the way, even though we hardly ever reply, we do read the forums all the time and hints like this one are very helpful to us. Please keep in mind that it might take a very long time to find and fix the underlying issue though.

In the meantime I can provide a little background information about these files.

The CellsCache folder contains data about all the entities (plants, creatures, loot, etc.) in batches the player has seen. If a player never visits batch 14-18-15 then there won't be a file about it in that saved game.

The CompiledOctreesCache contains terrain data only. Terrain data almost never causes issues unless one of the files gets corrupted while writing which may result in missing terrain.

If a saved game runs slow at certain coordinates while a new game runs fine at the same coordinates then there is a fair chance that there is an issue with the CellsCache. The other potential culprits being the batch, global, or scene objects. You don't want to mess with the latter two though, because they contain all your built subs, bases, and items.

By the way the warp command to go to that batch is "batch 14 18 15". Batch numbers are always positive. The dashes are added to the filename for readability only.

So as I said, thanks, we'll add this to our long list of issues to investigate, which you can find on our Trello board. https://trello.com/b/eLEWpq3P/subnautica-playtesting

EDIT again: Asked LumpN what the batch-objects-xx-yy-zz.txt files in the main slot directory did, response:
Well, they contain batch objects. We don't really use them anymore but they are kept for legacy data.

The old version of this post is archived below:

v1:

Alright guys / gals, remember before, when we deleted our CellsCache and CompiledOctreesCache folders, we would afterwards have terrain in our base?

Here's how to avoid that, and also, apparently we should have also been deleting the batch-objects- txt files in the main slot00xx directory located (by default, anyways) in "%ProgramFiles(x86)\Steam\steamapps\common\Subnautica\SNAppData\SavedGames\" or "%userprofile%\AppData\LocalLow\Unknown Worlds\Subnautica\Subnautica\SavedGames"

{{EDIT: some info on what those files do at the bottom}}

BUT, we should not delete the files in CellsCache, CompiledOctreesCache, and the main slot00xx directory that match where our base(s) are (and for large bases, sometimes that's 2 or more files, so be sure to check all around your base).

To do this, you're going to want to make note of which camera batch files you've got modified terrain on.
  • ///EDIT: Those having problems getting near their bases to get the batch numbers, please take note of the last part of this post for a workaround.

    EDIT2: If you find yourself doing this cache cleaning often, there's an automated batch file to help you do it here.

    EDIT3: Added instructions at the end for it you don't want to check your base batches and/or get dirt in your base somehow (maybe the terrain was updated and now the new landscape intersects your base whereas it didn't before the last update).

This is usually just your base(s). Just open notepad, and with the Subnautica F1 window open, swim around, making a note of the camera batch numbers that your base(s) occupy.

Next, delete the numbered cache files in both the cache folders, as well as the numbered cache files in the main save folder, except for the cache files that contain modified terrain data. Make sure you do not delete the following four files:
  • gameinfo.json
  • global-objects.bin
  • scene-objects.bin
  • screenshot.jpg (<- that's the little thumbnail showing you a preview of the save when you go to load)</li>

ZOMGWTFBBQ! In case I wasn't clear, I'll repeat: these four data files have your actual saved game progress, DO NOT UNDER ANY CIRCUMSTANCE DELETE THESE!! If this freaks you out, hey, take it easy, just back up these files or the entire saved game slot folder first. ;) Better safe then sorry, right?

To make it easier, you can watch IGP walk you through this process below:

https://www.youtube.com/watch?v=r97PcLuThHg

*This helpful guide has been made possible by the kind support of IGP.*

If you can't get near your base(s), do this:

1) Back up your entire saved game folder.

2) Clear you cache (all of it).

3) Go to your base, note what batch(es) it / they are in.

4) Exit, copy the batches noted above from the back up to the new save.

5) Profit!

If you have dirt in your base somehow (didn't want to get base batches, or game was changed between updates), follow these instructions:

* Clear all of the cache
* Do 'item 514' and press enter in the console (no quotes)
* Clear out the dirt.
* Put all of your stuff except the terraformer (including anything on your paperdoll UI person like rad suit, rebreather etc) in a locker
* Do 'clearinventory' and press enter in the console (no quotes)
* Put all your stuff (O2 tanks, rebreather / rad suit etc) back on
* Save
* Close game
* Profit!

EDIT#?? Also please note that you can totally avoid this issue if you don't mind cheating, according to this quote, thanks @Nachoman :
Nachoman wrote: »
Theres another workaround. The lag is caused 100% entirely by the amount of resources you have picked up throughout your playtime in the world, the more resources youve collected, the worse it gets. You can use the console cheat commands (press f3 then f8 to activate mouse cursor, click the box top left of screen to activate it then just press enter in game to enter cheats,) to spawn yourself items or to remove building costs, doing this will allow you to play a full lag free game where you can cheat as much/ as little as you want, just start a new game and either take notes of the resources you would be collecting and then spawn yourself the according amount of items etc. this will allow you to play completely lag free and go anywhere in the game world without problems, I have a low end 5 year old pc and doing this I can play the game just fine, started a new game spent a full 90 minutes making a massive base, have 2 cyclops and prawns and seamoths, been to all the wrecks and precursor bases and not a single crash from a new play file done in this method.

EDIT#??? Thanks @Frustrated for helping with clearer phrasing.


EDIT#???+1 Link to a tool to make this process a bit easier (you still have to find which batches your base is in) here (Tool to clean cache by @foxxyfox - source code available ).

EDIT#???+][
Found this thread over on Steam, the very interesting part is the developer reply afterwards (by LumpN): {{The consensus of the whole thread was that some people had relief from crashing by deleting that one file, whereas others did not.}}

https://steamcommunity.com/app/264710/discussions/0/154644787622360894/?ctp=2#c154644928866890353
Originally posted by LumpN:
Originally posted by BoredJedi:
I painstakingly went through each files in the CellCache and CompiledOctreesCache by deleting, running the game and restoring the deleted files. Seems there is just one file that's in the center of this lag and crash issue. If you don't want to reset the terrain and resources, just delete this file....

baked-batch-cells-14-18-15.bin In the CellsCache. In the SavedGames directory.

Thanks for the tip, we'll investigate. By the way, even though we hardly ever reply, we do read the forums all the time and hints like this one are very helpful to us. Please keep in mind that it might take a very long time to find and fix the underlying issue though.

In the meantime I can provide a little background information about these files.

The CellsCache folder contains data about all the entities (plants, creatures, loot, etc.) in batches the player has seen. If a player never visits batch 14-18-15 then there won't be a file about it in that saved game.

The CompiledOctreesCache contains terrain data only. Terrain data almost never causes issues unless one of the files gets corrupted while writing which may result in missing terrain.

If a saved game runs slow at certain coordinates while a new game runs fine at the same coordinates then there is a fair chance that there is an issue with the CellsCache. The other potential culprits being the batch, global, or scene objects. You don't want to mess with the latter two though, because they contain all your built subs, bases, and items.

By the way the warp command to go to that batch is "batch 14 18 15". Batch numbers are always positive. The dashes are added to the filename for readability only.

So as I said, thanks, we'll add this to our long list of issues to investigate, which you can find on our Trello board. https://trello.com/b/eLEWpq3P/subnautica-playtesting

EDIT again: Asked LumpN what the batch-objects-xx-yy-zz.txt files in the main slot directory did, response:
Well, they contain batch objects. We don't really use them anymore but they are kept for legacy data.

Cyclops Suggestions.

$
0
0
Just some ideas for if you guys ever feel a need to tweak the Cyclops.

The first was to add in all of the necessary internals as prebuilt modules that're already in the Cyclops, then add in a feature to control the power flow to all of the internals. The point would be to make the Cyclops feel more functional and full when you actually get it as opposed to it feeling empty at first then it being up to you to build it up. The power control would also help conserve your energy more instead of constantly getting drained.

The second was to increase the storage capacity of the built in lockers and then fill in the locker room with more compartments. It's weird that the walls were textured to have sections for the lockers and then small shelve units above them but weren't given any more than a handful. If that would get added that'd be a really nice QOL improvement.


Final idea was a rework for the power generator options. The cyclops lacks a solar option all together and the thermal reactor seems really weak, so with the idea of adding in a solar option I thought of a solution to make both strong and also make them into cooler functions. The idea is that instead of passively generating energy you instead "Deploy" the cyclops either into a solar generator or thermal generator mode. When it activates it shuts down all power to the engine, shield generator, and becomes completely stationary. During the deployed mode it regenerates alot more energy than before but the trade off is that you can't move and can't use your defensive measures.

I'm not sure how the devs see the role for the Cyclops but I personally don't see a problem with it becoming a self sufficient mobile base, especially if the energy generator upgrades are already pretty late game which could justify their usefulness pretty easily. In the end though those are nothing more than suggestions and probably aren't worth taking time away from Below Zero. Love the game and can't wait to get my hands on the new expansion. May the UWE team have a happy new years!



Missing required MOD

$
0
0
Hey guys, Haven't logged in to NS2 in a long time, went to try a few matches out and I keep getting missing required mod for any and every server I try to join. I went to MODS tab and have all selected to yes. That didn't do anything. This seems like a terrible change to the game if I have to hunt down mods in the work shop to login to do a quick match. In the past you automatically downloaded the mods when you joined the server why was that changed? Is there a quick solution?

Subnautica broken permanently?

$
0
0
Hi,

Since about a month now every time I load up my safe file this happens. I am using the epic games version of the game.
Things I did:

- run compatibilty mode.
- reinstalling
- create a new safe
- check game files

I found some similair issues on reddit. But none of the solutions helped. I think the first game needs a giant bug fix. I included a video of what I experience. This was taken by me. The game also doesn't have any sound

https://youtu.be/PABJ6LsVUKM

Moonpool access to PRAWN mods, arms, and storage

$
0
0
When docked in the Cyclops, we can access the PRAWN Suit's mods and arms to swap them.

But we can't access its storage. Nor can we access mods, arms, or storage when it's docked in a Moonpool. So it's rather awkward when returning from a mission to dock and then realise, oops, have to undock to access.

I'd appreciate it if giving access to them would be considered.

Hovercraft scrapped or not?

Somewhat loose suggestions

$
0
0
NOTE: TL;DR is below

Hello all,
I know that a lot of people here love subnautica for its survival elements and it’s absolutely terrifying moments. I’m actually not the type of person to love terror, but I found myself becoming oddly enchanted with it.

So, why do I have/love subnautica?

I do love survival games, but mostly I was given this game because I love the ocean. Namely: Whales (if you couldn’t already tell)
So what I end up doing in this game might be a bit different than other people. I spend hours trying to get the perfect screenshots, sometimes risking LIFE AND LIMB (but it was totally worth it). Here’s a few examples (okay, maybe a lot) - There were more, but I lost a LOT after deleting save files not realizing that my screenshots would poof with them (dumb of me):

r9l8rkcuqqle.jpg
lrp58dsczjrv.jpg
ea0txgx6l1qv.jpg
x45uibksbes8.jpg
zacp99ol8vll.jpg
2bive6zm1srd.jpg
xawloy9ck5kk.jpg
hqbcne0gs6s8.jpg
xexjitcvc3aj.jpg
jxv56g2z18li.jpg
h0n949xdl2nw.jpg
1qjco2ymxtt8.jpg
rgt0roue24g3.jpg
pkvv6gtrpe5e.jpg
gqhejgzvluvg.jpg

The warper one is my actual screen background. I love that one.

So ultimately one suggestion which was my nightmare trying to take these screenshots is to have an option where I can remove the player’s…well, limbs. Motion blur I can live with but if it’s possible to have an option to help stabilize that, that would be nice.

Basically, where I’m going with this has a lot to do with the experience aspect. I love the adventure. I love the creatures. I love the scenery. I don’t have any concrete suggestions, but here’s a video to describe a little what I’m talking about (I love Behind the Mask):

https://www.youtube.com/watch?v=3eyHGqjHKxE
Life is an Ocean

Which brings me to my next point:

A lot of the creatures don’t get much interaction or interesting behavioral aspects (other than attacking things - namely me -, which makes sense because a lot of people are understandably and – in some ways – unfairly afraid of the ocean) – They also don’t even really look at you hardly ever. There have been some positive changes in Below Zero in terms of the Sea Monkeys (I know it can be annoying, LOL) and being able to interact a little with the babies. The first Subnautica had Cuddlefish, but it was just a set of the same random interactions, which is fine, but all of those interactions are initiated by the player rather than the animals themselves, which makes it a lot less interesting.

I also love being able to ride the glow whales and the sheer amount of SHRIEKING GLEE I had when I saw them BREACHING was INSANE, but I want to talk a little bit about sea creatures and curiosity/behaviors.

Note: I don’t expect everyone to watch all these videos in all their…time…but just as reference material. Then again, if you’re bored, go for it!

Here’s some examples, we’ll start with pinnipeds (seals, sea lions)
https://www.youtube.com/watch?time_continue=1&v=o4hb84A9h28
https://www.youtube.com/watch?time_continue=4&v=WUNAzyZAn4M
https://www.youtube.com/watch?v=WtGXOZtW-v8

This one’s a leopard seal (you'll have to fast-forward to the part), which I’m 99.99999999% sure was the basis for the brute shark (Also I absolutely love the squid shark, by the way, so cute!)
https://www.youtube.com/watch?v=6ORGSGHPEcM

Sperm Whale Clicks:
https://www.youtube.com/watch?v=zsDwFGz0Okg
https://www.youtube.com/watch?v=Tyr1Y8OqwiY

Sperm Whales and deformed dolphin:
https://www.youtube.com/watch?v=7iFzIMZRsoI

The benevolent nature of humpbacks(and other fun stuff):
https://www.youtube.com/watch?v=NTw8MR67xv8
https://www.youtube.com/watch?v=GOlghrCOJNQ

In Tonga/Tahiti, BUCKET LIST ITEM (I also need that dude’s shirt)
https://www.youtube.com/watch?v=4B0V-CSNSmE

Humpback Mugging
https://www.youtube.com/watch?v=YFh7pYazLAY

Another bucket list: The gray whales of San Ignacio Lagoon
https://www.youtube.com/watch?v=lyPdODL0hvs

Minke Whale Sounds (If you can’t be bothered to watch the rest, make sure to listen to these):
https://www.youtube.com/watch?v=lUutuX0qfeQ
Pew pew pew pewww

Right Whale asks for help:
https://www.youtube.com/watch?v=qTNRJuLC47U

More Right Whales:
https://www.youtube.com/watch?v=7YK6uCkM28k

Belugas are…most commonly…filmed for their interactions with guests at theme parks/aquariums, but here’s some wild belugas:
https://www.youtube.com/watch?v=t4BiwzqcV3s
https://www.youtube.com/watch?v=0RDddISOvpQ
https://www.youtube.com/watch?v=wyvLDDnHBwA
https://www.youtube.com/watch?v=6rhK9MlQNTA

And lastly, my favorite, the dominant (supposedly terrifying for some people?) apex predator, the orca:

Orca Brains:
https://youtu.be/4SOzhyU3jM0?t=574

Here’s some orca interaction with humans:
https://www.youtube.com/watch?time_continue=4&v=nW5cpSl4RAw

More about Luna:
https://www.youtube.com/watch?v=-YzeOnF1I58

Orcas of Argentina (the beaching ones) and their relationship with Roberto Bubas:
https://www.youtube.com/watch?v=ecXK_p7FW7M

Other videos:
https://www.youtube.com/watch?v=tyX9D19qdbg
https://www.youtube.com/watch?time_continue=1&v=fWtK5BGe3Po
https://www.youtube.com/watch?v=_ivE5XAuEig
https://www.youtube.com/watch?v=iLSb82EtQpo
https://www.youtube.com/watch?v=bTIcQMwYC1o
https://www.youtube.com/watch?v=LbAQqleAbGQ

ORCA SURFING!:
https://www.youtube.com/watch?v=KfwjVRjeDg8

So, after all that’s said, TL;DR:

1) It'd be nice if it was easier to take pictures (possible motion blur solution) and/or have a picture mode to remove limb obstruction
2) More creature-initiated interactions (even if it just means them swimming up to you and looking at you before swimming away at some point)

Traduzione Italiana - Italian Main Thread

$
0
0
Salve a tutti giocatori italiani di Subnautica, in questo thread potremo discutere sulle traduzioni in modo da aiutarci a vicenda e correggere i numerosi errori presenti nella traduzione attuale. Ognuno di voi potrà dirci gli errori che ha trovato nella traduzione già esistente e il testo che ritiene corretto, così che possa essere accettato da un admin (principalmente sarò io). È importante che non ci siano errori ortografici o di punteggiatura, e che siano inclusi tutti i caratteri speciali messi nel testo originale.
Il nostro obiettivo è quello di avere una traduzione fatta bene e completa al 100%

Se volete chiedermi qualcosa potete anche scrivermi in privato

28/1/2019
Ora sono partite le traduzioni di Below Zero, ci sarà molto lavoro da fare quindi se qualcuno vuole aiutare scriva su questa discussione, in modo da poterci mettere d'accordo.
Link sito per le traduzioni: https://translate.unknownworlds.com
Server Discord: http://discord.gg/3qDxQQw

"damaged save game"

$
0
0
I was playing Subnautica yesterday when one of my cats jumped on the computer and turned it off. I turned SN back on and went to load my save. The save showed a placeholder picture and said that it was "damaged save game". It was dated to 1st of January 2015, 12:00 AM. I loaded the save and it worked just fine, no problems asides from the fact that the date was messed up and said it had been created when I tried to open it back up. Weird bug, probably a 1/100,000 chance of happening.

Subnautica: Below Zero Arctic Living Update - Subnautica

$
0
0
imageSubnautica: Below Zero Arctic Living Update - Subnautica

The latest Subnautica: Below Zero Early Access update is now available. Give your 4645B home the upgrade you’ve always dreamed of! With a Control Room, impressively spacious Large Room, and...

Read the full story here

Subnautica PlayStation Update 1.09 Released - Subnautica

$
0
0
imageSubnautica PlayStation Update 1.09 Released - Subnautica

PlayStation divers, a new update has been released! This update contains some long requested features and bug fixes. The Bladderfish scarcity in Safe Shallows is now resolved. After fishing, they...

Read the full story here

recovering missing alien base after computer crashes

$
0
0
After a number of OS crashes I returned to the alien base on the island to find it gone - no alien tech on the entire island. I've come back thru the portal to an empty cave at the top of the island.

I have a stable computer now and would like to continue with the game, but don't know how to recover parts of the map. I've tried deleting the cellcache folder contents to no effect. I found the entire compiledoctreescache folder missing, so I tried copying that folder over from the Build18 folder to no effect either (aside from Subnautica loading very slowly afterwards).

I've searched but not found any discussions of missing parts of the map.

Well.....

$
0
0
Theres been a lot of posts about the clan scene dying and such. There has been even more arguing over why, finger pointing, and bitching.

I have yet to hear a decent solution so........... I made my own

Get 3-4 people who know ns in and out. Im talking knowing the game as well as any of the top 50 players nowadays. (Theres probably around 150 of those type people so maybe I can find 4 biggrin.gif) At least one of them has to be clanless so they can form a clan.

Then these 4 recruit purely pubbers. Play with them for 1 full preseason and season of cal. Kick em out. They're now done with the program.

Recruit a whole new batch of pubbers.

Repeat.

Basically the point is recruit willing people with time who either are no good or can't/haven't joined a clan for another reason and make them desirable to other clans. Then to release them upon the community to join new clans as they can.

I suspect that a team tutored by higher end players would do very well in omega every season even with winning not being the goal.

Both evil and dn` got to the point they did by initially being taught by top players. Those are the only 2 times i've seen this happen to the degree I mean and both of those teams made it to the top of clan play.

I can get ns server time. I have ventrillo. I can make an irc channel easily enough. And I suspect if I tried I could recruit some tutors.

There would be none of the drama you see in the clan scene now. Winning would be secondary. Any player causing problems is booted. This would be a service to the community.

There would not need to be a player cap. If a whole bunch of people are active we can always just have them scrim eachother.

What do you guys think?

Viewing all 42799 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>