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Game has been “Saving game” for over 30 mins now

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As the title says , I’ve just done a fair bit on subnautica and went to save , it’s been saying saving game for over half hour , not really sure what to do , will it eventually save or am I gonna have to start from last save again ?

Below Zero: Can't repair the rocket

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Not sure if this is the right place for a bug report, but here goes:

I've played earlier versions of the game, and never had any problems repairing the rocket. This time, I can't do it. Point the repair tool at the panel in the side of the rocket, and does the repair tool animation, but no repair happens. The tool stays at 100% power. I've tried save/reload, walking round the rocket to try different places, always the same.

I'm stuck!

Any suggestions?

Thanks!

The Random and Small Suggestions Megathread

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You got a suggestion? That's great! But, not everyone's suggestion is big enough for an entire post dedicated to it, so if you have any that aren't to big, just post them here and I'll add them to the list and credit you!


1. Bulkhead placement right at the entrance of a room if you want to. This way it doesn't force you to place it half way through a corridor.

2. Player animations for opening and closing bulkheads inside of the Cyclops.

3. Scannable Blood Grass. There is currently a PDA entry for it on the subnautica wiki but in-game it is unscannable. (for reference, Blood Grass is the red grass found in the Grassy Plateaus)

4. Being able to lay decorative Blood Grass beds on the bottom of an alien containment, it's just grass so no space would be taken up.

5. Adjustments to the Coral Shell Plate. The yellow one would be called the Coral Shell Plate and the one found in the Safe Shallows would be called the Slanted Shell Plate. They would each have there own respective data bank entrys like they do on the subnautica wiki.

6. Plantable Slanted Shell Plates and Coral Shell Plates. This would add a farmable way to get Bleach.

7. Glass Dome. You can place it on top of a Multipurpose Room.

8. Greenhouse Effect. This would be an effect for land plants. The plants exposed to the most sunlight outdoor light exposure would grow faster then those in dark rooms. This would actually give a use for Observatorys and Enameled Glass.

9. Ability to place an Observatory in-between two corridors.

10. Ability to place a Vertical Connector on top of or below an Observatory.

11. Ability to place a Vertical Connector directly above or below a Multipurpose Room.

12. Plantable Earthen Coral Tubes.

13. Scannable Stromatolites. You can find them on the Underwater Islands but they're basically useless.

14. A change to base flooding. The cracks are the first stage, and are as they are now. They slowly get bigger if not repaired, and small fish are able to swim into the cracks and swim around inside. Then, the player is able to swim inside. Next, entire breaches, you will need a Habitat Builder to fix these, walls can burst and glass corridors and windows can shatter, creatures are able to freely swim into your base.

15. If a room floods, the room above it (if that room has no cracks) will not flood.

16. The Heat Blade not creating bubbles when inside a base or on land.

17. Ability to make a bulkhead base entrance on land.

18. Ramps and stair steps, for easily getting into your base on land.

19. Ability to put placeable structures like posters and plushies inside of a Cyclops, not sure if this a bug or not, but it needs to be fixed.

20. Ability to place then more then 4 plants in an indoor grow bed on creative mode for aesthetic purposes. (remember, it isn't unbalanced because it's creative mode)

21. Fixed issues where there's clearly room to place things but it doesn't let you.

22. Plantable and scannable Land Trees. These are the large trees on Floater Island, I'd love to have one inside of my base.

23. Scannable Grue Clusters. The planting will be unique, you can decoratively place them in spirals on the inner walls of an Alien Containment or along a corridor (outside).

24. Scannable (but not plantable) Tree Spawn. You can scan Creepvine Seed Clusters and Stalker Teeth, so why can't you can these?

25. Plantable Crab Claw Kelp.

26. Scannable Ghost Trees.

27. Lava Larva eggs.

28. Reef Back spawns in the Crator Edge (Dead Zone).

29. Different Reef Backs representing different biomes. For example a Safe Shallows Reef Back, with Acid Mushrooms, (and not just a single one, actual patches like in the Safe Shallows), Writhing Weed, Blue Palm, Brain Coral. A Sparse Reef Reefback with Eyestalks, Tiger Plants and Spike Horned Grass and be followed be Shuttlebugs. They would not spawn in every biome, they would still spawn in the biomes they do right now, but they would have different biomes on there back.

30. Scannable and plantable Spotted Reeds. You can already scan and plant the Spotted Dockleaf, so why not the Spotted Reeds.

31. Scannable and plantable Jordi's Toung.

32. Plant Shelves having better placement, and not being tiny with the end of it being invisible, making it practically floating (like it does right now).

33. Better AI for creatures in Alien Containment, not only if there fish you dropped in, hatched from an egg, but creatures spawned into the Alien Containment have the worst AI any creature in the game can have.

34. Shoals of Fish not leaping out of the water or floating onto land.

35. Bloom Plankton spawning in the Crator Edge (Dead Zone).

36. Tiger Plants planted by the player being passive to the player.

37. Better AI for leviathans that swim into shallow water.

38. Shuttle Bugs being able to walk on the ocean floor, like seen in the Data Bank and some Concepts, but still being able to swim freely if threatened.

39. Better AI for Reef Backs in crowded areas.

40. Spike Horned Grass spawns in the Crag Field.

41. All of the unnamed coral species (as listed on the subnautica wiki) being scannable and plantable.

42. Sky Rays not being able to land on invisible things above my lifepod.

43. Sky Rays spawned into a players base or precursor base not dying.

44. Being able to Scan and Plant the earth like trees with the vines found on the Floating Island.

45. Plantable land bushes, ferns, vines and ivy. In fact they are plantable in the concept arts.

46. When you put say a Pink Cap, or a Spotted Rattler, in a Planter or Plant Shelve, they are in clusters, like the Voxel Shrubs.

47. Scannable Purple Pinecones. Perhaps the pda entry could say about them either being there own plant, or Tree Mushroom and Membrane Tree fruits with evolutionary splits.

48. When planting Acid Mushrooms, different growth stages, like in the Safe Shallows.

49. Different growth stages for each of the plants and coral in subnautica. Not just going from smaller to bigger, but actual growth stages like they have in the wild.

48. Terraforming Tool in creative mode.

49. Ability to create the Fern Palm using the Transfuser. It makes sense if you have ever read the Fern Palm data bank entry.

50. Ability for Lava Larva to suck electricity from your base.

51. Ability for starfish to grow on your base like on the Degasi base. They can suck off the paint job, you have to get rid of them with the Survival Knife and repair the paint job with a Repair Tool. They spawn on your base very rarely though.

52. A Jukebox which lets you play all of the Subnautica Soundtracks while inside of your base as well as the Nerdout song.

53. A Single Bed that is not Quilted.

54. Popcorn machine, just like there's a Vending Machine and Coffee Machine.

55. Easier placement of the Nuclear Waste Bin, especially in the Cyclops Generator Room.

56. Giving a Writhing Weed, Blue Palm or Veined Nettle seed to a Rabbit Ray basically "tames" it, and it can be ordered to follow you around and perform tricks.

56. Ability to place a Plant Pot on the hard end of the Beds.

57. Ability to place a Plant Pot on the Single Wall Shelves.

58. Ability to place the Nutrient Blocks, Water Bottles, Batterys, Tools, ect, on things like the Tables and such.

59. Ability to place the Drink Bottles found inside the Aurora on things in your base like Tables and Such. Could have them standing up or knocked over.

60. Ability to place papers or documents on Tables and such. Also making it so you can put Data Bank Entrys on them, that you can read and pop up when you click on them.

61. Ability to plant Grue Clusters, Tree Leaches, Table Coral, Barnacles and Blue Barnacles on the outside walls of your base and inner glass walls of the Alien Containment.

62. Sexual Difference in Fauna, such as Markings and Color Patterns, and needing two creatures of the opposite gender to breed them.

63. Base Telleporters, maybe smaller Alterra Phasgates or Precursor Alien Archs to get from one area to another.

64. Repair option for the Moonpool, repairs docked vehicles.

65. Fixed bug where there's no animation for Bulk Heads sometimes.

66. Ability to place a Spotlight on top of the outside of a Cyclops.

67. Getting Stalker Teeth after successfully killing a Stalker.

68. Fixed bug where the Precursor Bases don't load up properley sometimes.

69. Fixed bug where you can't scan Planter blueprints in wrecks in Creative for the entry.

70. Fixed bug where entering a Cyclops with the Prawn Suit or Sea Moth doesn't let you leave it.

71. Fixed bug where you can see your base from afar, except it's transparent.

72. Fixed issue where the Neptune Platform tilts over.

73. Make the Air Bladder actually work.

74. Add the Dive Reel back to the game, or add it as an upgrade to the Prawn Suit.

75. Better Aquarium placing in the Cyclops.

76. Bulk Head Airlock for the Alien Containment built separate as seen in the concept for the Alien Containment.

77. Being able to build the Specimen and Fragment Analyzers. Scanners still work, but you can put stuff in here if you so choose.

78. Customizable Oxygen Warning times.

79. Water Transparency slider in the options.

80. Interior Modules for the Cyclops, such as a small or tube like Aquarium, Farming Station, ect...

81. Water Filtration Machines not working on above sea level bases.

82. Camera Drones (flying drones) for if you place a Scanner Room above sea level.

83. Ability for Jelly Rays to jump out of the water like they do in the teaser trailer.

84. Basalt Outcrops. They were in the game at one point but sadly removed.

85. (Hum) Adding Autosaving for the players convenience and to easily recover in-case of random crashes.

86. (Haze33E) Fish not being able to swim out of and into the alien containment, currently fish from outside of your base can swim into it and fish inside can swim out into your base.

87. (Haze33E) Get rid of the yellow hand railings around doorways inside of bases. They are an annoyance to navigate around in a room with an alien containment. If you need railings for aesthetic reasons do vertical railings on each side of the door.

88. (Haze33E) Addition of an outdoor vertical grow bed similar to the wall planter but allows you to plant Table Coral, Grue Clusters, Barnacles, Blue Barnacles and Tree Leaches.

89. (Haze33E) A food dehydrator and a nutrient block fabricator for mid-late game higher tiered food options. Maybe a food fabricator for advanced and luxury foods and beverages.

90. (Haze33E) A bigger variant of the wall locker that is 50% taller and has 40+ storage slots. Maybe like the lockers in the Aurora Locker Room.

91. (Haze33E) The Locker upgraded to have 50+ storage slots.

92. (Haze33E) Give the cyclops another row of built in lockers on the opposite wall.

93. (Haze33E) Give the seamoth an additional 1-2 module slots.

94. (Xissor) Optional captions/subtitles for creature sounds for deaf and hard of hearing players. You can't really know when something's near you when you can't hear it, especially since this game relies so heavily on auditory clues to stay safe. Its very hard to play the game without them.

95. (aether_tech) Usable shelves.

96. (aether_tech) Specimen jars (that can be placed on shelves for display). Can put small things in them like a resource, small fish, a floater, ect...

97. (aether_tech) Change the layout of the observation room's metal shell so that the bars don't run down the exact center of view if your looking out directly from a connecting hallway. (rotate it 45 degrees). Maybe an option?

98. (aether_tech) Beds without the headboard.

99. (aether_tech) Working computer desk of some sort. Maybe like a monitor? Cameras?

100. (aether_tech) Useful lab Equipment.

101. (aether_tech) Hydroelectric Generators - Shoreline and under water versions (minimal power, but should be somewhat easy to make with just Copper, Titanium, and maybe Magnetite?) 24/7 operation.

102. (aether_tech) Some sort of actual power generated/used readout for bases, display or option.

103. (aether_tech) Tool racks that display the tools put on them.

104. (icedragon) Require radiation suit when inserting/removing reactor rods or take continual radiation damage (similar to when swimming in radiation).

105. (icedragon) Depleted reactor rods cause damage if left in inventories outside of reactor unless disposed of in the nuclear waste bin (assume that the old rod's casing has become degraded).

106. (icedragon) Radiation suit reduces damage from brine pool by a little bit (assumes the lead lining buys a few seconds for corrosion to get through). After five seconds in brine pool, even if you get out the radiation suit is destroyed.

107. (icedragon) Ability to label larger lockers (can look like etched glass?) .

108. (icedragon) Add a (full) indicator to lockers when viewing, similar to how there is currently an (empty) indicator.

109. (icedragon) Fix labeling for scanner cameras (somehow I have multiple of the same camera numbers).

110. (icedragon) Seems like connecting to a scanner camera that is docked should be instantaneous; sometimes takes 20-30 seconds.

111. (icedragon) Ability to label a base instead of leaving a beacon near it, and have different icon for it. (will have to determine what part of base carries the label, maybe the first created component of the base, like a foundation piece or four-node module?) -- or maybe be able to label the scanner room uniquely and the camera labels also carry that label plus a camera number? I assume that nobody ever builds two scanner rooms on the same base.

112. (icedragon) Scanner room display can be toggled to show the currently visible and in-range beacons and built structures/vehicles while scanning.

113. (icedragon) At the least, keep one prior save to the last one in case the current one becomes corrupted, at least you can go back to the previous one.

114. (icedragon) Have pathfinder beacons, where maybe up to five of these beacons can be deployed and a faint laser line connects them as long as there is unbroken line of sight between them. Five to a pack, requires 2 titanium, 1 wiring kit, 1 battery and 1 glass. Can't be labeled. Can be picked up as a single group.

115. (gavin1988) A display on the Alien Containment which tells you when it's getting too full of creatures and telling you to upgrade the size or remove a number of creatures rather than having to hope you don't find them dead when you enter (really pissed me off).

116. (gavin1988) Rebreather should just be an attachment to any headgear.

117. (Altazi) Storage bins for metals, minerals, etc., that could hold a much larger number of items - say up to 100. These could be inside or outside. It doesn't seem realistic to put chunks of titanium in a wall-mounted locker.

118. (LePanDaDuBled) Multiplayer or a coop mode.

119. (AC_AwesomeCraft) Cyclops hull reinforcements, to add to the upgrade module, 4 spots, two on each side of the bottom, and two, on the front and back on the top.

120. (AC_AwesomeCraft) Flood lights upgrade for cyclops and seamoth.

121. (AC_AwesomeCraft) Power conservation for cyclops, seamoth, and PRAWN suit.

122. (AC_AwesomeCraft) A button to activate shields for the cyclops's glass.

123. (AC_AwesomeCraft) Less small detail groups of alien fish in open waters.

124. (AC_ AwesomeCraft) When a Bitter is eating a dead fish, make the fish look chewed, and eventually it disappears.

125. (AC_AwesomeCraft) Add an access tube for your habitat, so the cyclops has a version of "docking".

126. (AC_AwesomeCraft) Add an upgrade module to increase speed for the cyclops and seamoth.

127. (AC_AwesomeCraft) Add a net arm for the PRAWN, can hold up to 5 small fish.

128. (AC_AwesomeCraft) Add a scanner arm for the PRAWN.

129. (AC_AwesomeCraft) Create a way of upgrading the cyclops engine so it doesn't over heat when i go into max speed.

130. (Enderguy059) Mk2/3 upgrades for Shared Vehicle Modules. All are created from the Modification Station and cannot be stacked with identical mods of differing grades (I.e. A Mk1 efficiency module cannot be placed alongside a Mk2 efficiency module). Each upgrade has the identical effect of stacking multiple Mk1 modules, which progressively becomes more expensive to offset the balance of having three mods rolled into 1.a. Upgraded Hull Reinforcement Modules have the same effect of stacking; Mk2 absorbs 75% of damage, Mk3 absorbs 87.5%.b. Upgraded Engine Efficiency Modules have also have an identical effect to stacking multiple Mk1 modules: Mk2 reduces power consumption by 30% (2 Mk1s) and Mk3 by 60% (4 Mk1s).c. Upgraded Storage Modules work differently to the others depending on what vehicle it is used on: the Seamoth can accept multiple Storage Modules of any grade (owing to the upgrades adding additional storage compartments), increasing storage capacity of each compartment to 30 storage slots (5x6 Wall Locker configuration) at Mk2 and 48 storage slots (6×8 Locker/Inventory configuration) at Mk3; the Prawn can only accept a single storage upgrade (as multiple upgrades only increase the capacity of the Prawn's native storage compartment), with Mk2 providing an additional 2 rows of storage (36 slots in a 6x6 configuration) and Mk3 adding 4 in total (48 slots in a 6x8 configuration).

131. (u/Heart_of_Darkness_) If you kill any fish (including Leviathans), you can butcher it and get meat from it. If you do it to a Cuddlefish, Reefback or a Sea Emperor baby, the PDA will call you a monster. Gasopod, Blighter and Rabbit Ray meat is poisonous and will decrease your HP. Butchering a Stalker will give you meat, teeth and a half-digested piece of metal salvage. Reaper, Ghost and Sea Dragon meat will have a very high nutritional content to encourage you to kill them although they are extremely hard to kill.

132. (u/Heart_of_Darkness_) A dark easter egg - if you injure the Sea Emperor Leviathan mom by a ton before she reveals the hatching enzymes recipe, she will grab you, use her last breath to tell you that you just doomed this entire world, and telepathically disables the QEP out of revenge. You drown, she dies. You lose the game. In the epilogue, the game tells you how Alterra landed on the planet a few years later. They found all life on the planet dead, got infected from your corpse and spread Kharaa across the entire galaxy. Trillions have died and the cure is yet to be found.

133. (u/Heart_of_Darkness_) After dying and respawning, your food, water and oxygen will be at 40%. This will prevent people from potentially abusing death to get water and oxygen.

134. (u/Heart_of_Darkness_) Add a gardening room, basically a multipurpose room with the floor covered with plantable soil. Also some built-in planters on the walls.

135. (u/Heart_of_Darkness) Flooding your base will be catastrophic. It will kill all plants and destroy all seeds and electronics in the lockers, including batteries.

136. (u/Heart_of_Darkness) The amount you owe Alterra will be really calculated based on how much stuff you mined and picked up throughout the game.

137. (u/Heart_of_Darkness) Add a new difficulty setting. It’s like Survival, but: You can get the bends. There are dozens of additional hostile Leviathans placed randomly across the map. All predators have a larger aggro radius and deal more damage. Leviathans kill you in one shot. Dying also destroys one random piece of your gear and drains batteries in your whole gear to 0%. Kharaa will actually kill you (permanently) if you don’t cure it in time.

138. (u/Heart_of_Darkness) The PDA gives you an achievement if you scan everything, get all PDAs and unlock all blueprints.

139. (u/Fallenangel152) A handheld drill that let's you mine large ore deposits without the prawn.

Future Perfect Update 14 - Future Perfect

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imageFuture Perfect Update 14 - Future Perfect

The weekly update for Future Perfect is now live on Steam! Here are some of the changes in this update. Asset Thumbnails   This week we implemented a long planned feature: asset thumbnails. Now when you open the asset browser in the editor you’ll see preview icons: Right now we only have thumbnails for models …

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A huge thank you to the Subnautica community - Subnautica

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imageA huge thank you to the Subnautica community - Subnautica

In celebration of World Environment Day 2019, Subnautica went on sale as part of a Valve special event between June 5th and 8th. Unknown Worlds pledged to donate 15% of...

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[Below Zero] Bugs with the current build

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Good evening; While playing Below Zero yesterday I built a base under water and powered it up in creative mode and as the power built up I came across a few bugs:-
1, With full power there is no lighting in the base however there is Oxygen
2, Adding the Scanner rooms drew power and the power level constantly fluctuates

And today when I updated the version to the latest build:-
1, With full power there is no lighting in the base however there is Oxygen
2, When I started in my base I was dealing with a bulkhead bug similar to the ones I experienced in the original Subnautica

Build Version:-
Aug-2019 17233

Platform:-
Windows 10 Steam Build

Date bug found:- 02 August 2019
Time found:- 21:39

Actions taken to reproduce the bug:-

Built a new Base on land during a storm the bug didn't trigger as it probably needs to update to the next version of the build to activate the bug.

Subnautica BZ - Seatruck fix proposals

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As quoted by /u/Ishantil:
Seatruck feels like it doesn't do anything well. It's not fun to zip around with and explore [compared to the Seamoth], and it doesn't have the 'mobile submarine base' feel of the Cyclops

Let's take a look at 4 big problems with Seatrucks and potential solutions for each of them. I've combined Seatruck issues discussed in multiple threads:

https://forums.unknownworlds.com/discussion/155902/proposed-seatruck-changes#latest
https://forums.unknownworlds.com/discussion/155546/customizable-empty-module-for-the-seatruck#latest
https://forums.unknownworlds.com/discussion/155656/sea-truck-upgrades-and-modules#latest
https://www.reddit.com/r/Subnautica_Below_Zero/comments/cjn0ho/my_proposed_seatruck_changes/

1) Each component of the Seatruck has its own health bar. Makes it very difficult to repair parts of it.
- Suggested fix: Health should be shared among Seatruck modules. Repairing any component of the seatruck should repair all of it.

2) Entering exiting the Seatruck and seat is annoying.
- Suggested fix: Allow for differences between short-pressing (exit seat) and long-pressing 'E' (exit vehicle)

3) The Seatruck is incredibly slow, even without any attached modules. It's not as fun or zippy to drive as the seamoth.
- Suggested fix: Increase the max speed of the Seatruck to match the Seamoth's speed
- Alternatively, increase the # of upgrade modules from 4 to 6 and allow for engine speed upgrade modules to stack.

4) Lack of storage compared to every other vehicle. With more modules, the Seatruck becomes tedious to go from end to end. There's a ton of wasted empty space in the Seatruck modules.
- This is #1 complaint for the Seatruck. Robin can store more items on her body, and as far as I know, she's not fatter than the storage module.
- Allow for a small 4x6 storage cabinet in the main Seatruck cabin.
- Double the storage in the storage module.
- Another option is to allow players to build in select areas in the empty space on existing modules. For example, if you remove the picture frame in the Sleeper modules, users would be able to build a fabricator, storage cabinet, and trash can there.

Redesign of inner walls (large room)

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The walls should be placed right in the middle between where they can be placed right now, i.e. right in between each window section (not right where the windows are). Or to say it otherwise, place them right between the black slots on the floor. Otherwise, the walls can be placed above a ladder and the sub-compartments might not even have windows, water hydration machines. And you won't be able to place walls around a reactor.

Furthermore, consider to add walls with half the height.

Oh, and please consider to add more floor/ceiling slots at each corner of the large room. These would actually be the best slots to add ladders (especially if you add the option to let the player determine the orientation).

Squad 5 Nominations!

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Do you know someone who deserves to be recognized and awarded with Squad 5?
This is the place to speak up about them!
  • Include their name with the @ symbol (eg: @IronHorse ) to ensure it's a properly working link to their forum profile
  • briefly explain why you believe they should receive Squad 5
  • and double check that you aren't recommending them for something they already have.

That's it!
Contributions can be maps, mods, guides, events, server support, technical support, art assets, you name it!
As long as it is contributing to NS2 and its community, it is worth nominating.

Just so everyone is aware : Squad 5 awards are given in order starting with Blue, then Silver, and finally the very rare Gold. You earn one tier, and if you continue to contribute new things you are eligible for an upgrade if nominated again!

Just speculating on the Planet 4546B

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Just a few things about Planet 4546B I've been wondering about...

1. Is the landmass we're playing on some kind of plateau? The entire playable area appears to be on some kind of rocky structure jutting out from the ocean which seems to be endlessly deep.

2. Is there more than one plateau on this world? There can't be just one I think...

3. How the heck did this thing form? I only have two guesses... Either the entire plateau is a gigantic meteorite that landed on its end on the planet's hard water surface with the end we're on gradually eroded away so most of it is underwater. Or some alien civilization built the thing artificially.

4. I bet the planet is pretty gigantic and the landmass we're on is tiny. With ships disappearing around the planet for thirty years before the game's story I'm guessing most of those ships ended up in the deep ocean abyss...

Just some thoughts about Planet 4546B. Any other thoughts or comments to add? :)

Sea Glider worthless?

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Just got sea glider and compare with swimming without tools its about 2% faster then normal swimming is this a bugg or is the sea glider literally worthless now?

( Below zero )

[Below Zero] Double bug report; Hatch bug and Fabricator building bug

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Build Version:- Aug-2019 17313
Platform:- Windows 10 Steam Platform
Date:- 04/08/2019
time:- 20:10

When starting up Below Zero and entering a player built base the hatch locks behind the player and they cannot get out unless they deconstruct the hatch and build a new one elsewhere on the base; The lighting bug also still exists on the base with it being powered and no in-base lighting, a nightmare to navigate the base wthout a light source on the player.
Also when putting the fabricator on one of the walls in the large room it clips into the wall

Steps taken to reproduce the bug:-

started a new game in creatve, built a base with a hatch saved then exited the save before exiting the game; restarting the game again and then opening up the new save, got the same issue; trapped in the base without being able to exit the hatch and the fabricator still clips into the walls of the large room

[Below Zero] Bug with snow helmet

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Build Version:- Aug-2019 17313
Platform:- Windows 10 Steam Platform
Date:- 04/08/2019
time:- 21:38

After making the Snow Suit in creative and putting it; on the mask overlay for the helmet is mismatched to the player's face, so I see the border of the mask but around that you see the environment through the border of the mask piece on the player, It is not a high priority to get this fixed though i'd much rather the major bugs get done first

Steps made to reproduce the bug:-

made a second save in creative and made the snow suit, still the same bug

Limited Oxygen in vehicles

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Wouldn't be more challenging for vehicles to have limited supply of oxygen?
Small vehicles like seamoth should have small amounts of oxygen and bigger ones they can produce it.
Upgrades or going to surface will help.
It would be more scary to be into the abyss and have limited oxygen or limited oxygen production and of course more realistic.
Besides, we are playing a survival game!

Sentinel mod: A marine training sandbox

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Greetings,

I have been working on a mod aimed at providing a training sandbox for marines in order to learn and refine how they play in the early game up to the end game. I consider this mod now ready to be advertised and used by more players.

The rules of the mod are rather simple: As a marine, you need to kill all the skulk eggs on the map and use the phase gate. You start without upgrades and with a limited amount of lives. Each time you die a research will be unlocked. You can also unlock more lives once you are out by killing 5 skulks in a raw without dying, as an intend to reward staying alive.

You can vote for the difficulty that suits you the most and set the AI to be in easy, normal or hardcore. Expect hardcore bots to ambush, pack up, parasite and dodge properly (the average elo required to beat hardcore has been t6 so far :p). With harder difficulties skulks are more accurate will miss and the faster they will react.

You can also vote for "training", which is hardcore but where you get all the tech from the start and don't suffer any lives restrictions. If you just need to train your shotgun, test some new mouse settings or farm it's there for you as well. For further challenges you can type "meatshot" in console: it will deny any shotgun shot not instantly killing a skulk. If you want to train your shotgun firing timing the hard way.

The mod is actually hosted on several servers and can be played alone.

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1227576722
Gameplay footage #1: https://youtu.be/2WySsouiMZ4
Gameplay footage #2: https://youtu.be/IoJKWWl8vYM

Subnautica Sub Zero Big Predator pushes back entire seatruck train into terrain ->>STUCK

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As in the title pretty much nothing more to say.

Mapping

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so does anyone have a way to map the planet cause I keep getting lost trying to find the mountain island I've been using the LPs as land marks but it only works for the floating island. I think they should add a map or an item that can do some mapping.

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Alterra design

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It is simple, easy to use and space unefficient.

We should all agree that it is by the game mechanics - if you buildt or construct smth, gain dedicated amount of resources, you take an advantage... or maybe two if you build upgrade. If it is a transport, you can make some additional upgrades, but not all of them usable at the time.
Some guys here asking about advancements that break this "rule", like more space for "Seatruck Storge module" or more upgrades for Multipurpose room or the Moonpool, more machinery, tools.

The question is, how developers sort ideas about new things here. Is there Okkam's blade like "Alterra design" or not?
Looking through development of first Subnautica and find that some thoughts was sorted for their complexity, some for redundancy, some for "too much mechanics!"
How do you think it worked?

Below Zero on Xbox & PlayStation - When? - Subnautica

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imageBelow Zero on Xbox & PlayStation - When? - Subnautica

Subnautica Below Zero is going into Early Access on Mac & Windows PC. We want to bring Below Zero to Xbox One and PlayStation 4 as soon as possible. We...

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