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[BUG] Shaders and texture don't load- HELP! [13740]

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I've been reporting this since the early access released and haven't gotten any help.

Every time I try to play Below Zero the geometry shaders and textures won't load. I've been trying to fix this since early access release.
I tried reinstalling, turning it off and on again, verifying the integrity of game files and scrolling through the bug forum for answers.

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I tried getting the log files for you guys but my folder looks different:
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I'm a huge fan (I've stuck through the original Subnautica's early access, then bought Subnautica in Steam and for my PS4 and replayed a billion times) and I'm so upset that I can't figure out how to get it to work. If the ambient occlusion is turned off then I can't see anything at all but bare minimum water graphics. I've tried reinstalling and checking the files for corruption. I'm dying to play this game!

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CPU: Intel(R) Xeon(R) CPU E5-1650 v2 @3.50GHz
RAM: 16384 megabytes
GPU: AMD Radeon HD - FirePro D700 Open GL Engine
GPU RAM: 6144 megabytes
OS: Mac OS X 10.14.4
Threads: 12 logical processors
Version: 13740
Build Date: 5/9/2019 2:10:12 AM

Give Early Access Feedback to the Dev Team

Subnautica: Below Zero Early Access - Subnautica

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imageSubnautica: Below Zero Early Access - Subnautica

Subnautica: Below Zero is now available in Early Access! Set one year after the original Subnautica, Below Zero challenges you to survive a disaster at an alien research station on Planet 4546B....

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Enthraller Leviathan

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I'm a big big fan of the concept (and visuals) of the Mesmer, so I thought a leviathan version of it would be amazing(ly scary).

Had the idea in my head for a few weeks, and decided to draw it!
I even wrote a fake PDA description for it. I kinda hope a leviathan like that would be added one day, since I love being scared by this game, and being lied to by a mermaid-like leviathan would simply make me die of terror. Yay!

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The Enthraller leviathan’s origins are unclear, but they seem genetically linked to the Mesmer, both sharing similar physical attributes and behaviors.The Enthraller does seem to manipulate a wide area in its environment, sending visual, auditive and biological signals to entice food

Some reports say they even sometime generate artificial signals (as HUD markers or radio transmissions) to lure innocE̷̗̰̰̋̈́̓̔̏́̃̏̕̕R̵̡͇̗͎̼̯͚̙̩̒̅̍͌͒R̷̨͙͓̥͂̃̇̒͜Ơ̷̰̮͇̖͙̑̀̈́̄̓͆̈̋̍R̸̢̡̛̲͓͓͈̜̥͕̉̏̏̑͠ ̷̥̺̱̼̖̲̅̑̿̽̾̽͝4̸̛͍͐̄̎̔̊̏͘ͅ0̸͍̫̗̤̿͒̓̊̃͝2̴̝̖̘͍͗͊̄̾̽͝ Please, come sคvє me, I need your hєlp. I’๓ stยck in the deep waters. Pleคsє.

Subnautica Xbox Release Date - Subnautica

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imageSubnautica Xbox Release Date - Subnautica

The wait is almost over. Subnautica is coming to Xbox One on December 4th, 2018. You will be able to buy Subnautica digitally or on a physical disk. If you...

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Charge Bounceback Hurts Onos

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Much appreciation to Steelcap for his work implementing Onos charge in update 316. It is fun to push marines. However, my experience with Onos before and after this change is contrasted starkly and the fun quickly turns into 62 res worth of pain. If I could respectfully offer some input on charge bounceback?

Problem:
Onos charge bounceback is in no way beneficial to Onos gameplay.

Why #1:
Marines take little damage from charge and greatly benefit from being pushed out of gore range.

Why #2:
Onos have to chase down marine targets that were bounced away, reorient aim, and push deeper into marines to gore them. The consequent extra time for marines to do damage without taking significant damage and prolonged, deeper Onos exposure(exposure results in being swarmed by more) produces a web of collective detriments to Onos.

Why #3:
Furthermore, Onos now have to moderate their engagement speed to prevent targets from bouncing away, making them slower, cumbersome, and finicky.

How to fix:
Remove Onos charge bounceback.

Conclusion:
Remove Onos charge bounceback. Onos survivability, damage, and playability is hamstrung because of it.

No updates on Epic Games Launcher

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Why is there non of the latest updates posted on Epic Games? I have the game on there and the last update was on December 2018

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? :)

[Graphical pass] Sky-mapped environmental (cube) maps and under-water reflections.

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Probably already on your agenda list or in the back of a dev's mind somewhere for the (intended) polish pass later on.
And it's been a while since I've messed around with Unity (and when I did, it's definitely wasn't AAA game publishing), so please accept my amateur perspective with several pinches of salt (each the size of a mountain).

Specular highlights
These are the shiny reflections that can come from Point / direct lights and player flashlights and are views from the players perspective.

Then there are the environmental cube maps, which "generally" can be defaulted to the sky-map.
Unity provides a real-time mirroring from the "players perspective" now, but there is a variable - a texture that just doesn't fit.

The skymap
The skymap is a global environmental cube-map (for the old renderers) and was an issue for "day-night" cycles as cube-maps were pre-calculated at various points in the geometry prior to run-time as where the light maps and giving the lightmaps we all know an love....

Day-night cycles had two sets of Skymaps to "pick from" with lights on/off render, and the specular highlights from the direct Sunlight sold the effect.

Below Zero Weather-Cycle

Below Zero has this amazing weather cycle (combines with Fog and particle effects this is amazing work by-the-way).
But it's breaking the reflections a bit.
Hey it's wip and a beta.

So naturally, the dynamic weather layers an overlayer(?) and not part of the render at the moment.

But it's giving some odd effects,

When under-water, the texture renders a bright day (as that's the default skymap but also with regards to the day-night-cycle in the original Subnautica)
But when you come up it's overcast and stormy.

Dynamic reflections in the vehicles and bases don't take in the sky-terms so well.
Props and entities, shiny items like Crystal and salt deposits are super-bright under the base-"daylight" component

soooooo..... fixing these issues with the same solution.

You need a dynamically updating cube maps which constantly recompiles, recomputes and updates in real-time
or
Ray-trace the whole thing might be easier
or
Create Pre-rendered sequential lists of Cube-maps of each Weather Cycles. Like a sprite map but for the sky-box cube-map.

So as the weather changes, for the animated weather overlay, then the appropriate pre-baked weather cube-map is picked automatically by the renderer giving the illusion of a real-time environmental texture.
Giving a more consistent look.

If you want to get "REALLY AMBITIOUS" - you might need to chat to Unity rendering team.
An Alpha component to sprite-map-textures for the cube-maps.
This gives the engine possibility to mix multiple transparent textures (for the cube maps) on the fly, like we would do with other texture based shaders, as long as we had a default "solid" colour/texture as a backup.
So you could mix/tint on the fly.
- Multiple local "environmental" cube maps for geometry (with transparency for the sky) - This which would have to be tinted for the direct light condition to approximate, sunset/daytime/moonlight.
- A global The weather effect alpha'd spritemap so the original skymap can show through
- Base-Day-night Cycle Sky-map/cube map.

Time to grab some interns and geniuses.


Seaglide lamp & map indicator lights

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During the day, it can be difficult to recognise that the Seaglide's lamp is lite and increasing the energy consumption.

Perhaps indicator lights could be added to the rear of the Seaglide with appropriate icons for the lamp and the map, with the indicator lights being lite when the lamp / map is on and being dark when they're not.

Natural Selection 3.2.2 + Auto Updater

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Hello everybody !
Exciting news. A community of NS lovers gathered up and made significant bug fixes and changes in the game. (changelog : http://ensl.gk-servers.de/ )
Too tired to download everything and patch stuff ? Do not worry gentleman ! We also made a launcher/updater to give you basic configuration and complete custom files for a competitive NS folder from the start !
You can download those here :

https://github.com/ENSL/NaturalLauncher/releases

To note : Launcher and NS 3.2.2 are open source project. For more infos -> discord :

https://discord.gg/ZUSSBUA

See you all soon :)

ps: gathers are played every day at this adress : https://ensl.org/gathers/latest/ns1

Crashing launching or playing Subnautica? -- READ ME FIRST! --

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Hey guys!

Subnautica is currently in Early Access and as such you may from time to time encounter bugs and in the worst case, crashes.

We have a comprehensive Troubleshooting Guide here:

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http://steamcommunity.com/sharedfiles/filedetails/?id=448862051

Please follow the Entire Thing and if you're still having issues, please reffer to the 'Log files' section and send us your log files.

Thanks!

Hard crash after about 30-minutes, constantly.

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I keep having constant crash issues every 30ish minutes with my rig for this game only.

I thought it was because I was using experimental only, but after reverting back to standard, it still crashes. I even verified game files (with no issues) and it still does it.

I upgraded all drivers, then installed all MB apps/driver, then video drivers and each time it still crshes.

I even lowered my 3,200 Mhz RAM back to 2133 (generic speed) with no changes.

My rig:

AMD Ryzen 1600 (watercooled, no overclock)
Asus Prime X470-Pro Motherboard. (latest BIOS)
16 GB Cprsair RGB RAM (3,200 MHz)
AMD (Dell) Vega 64 8 GB (water Cooled, no overclock, shared loop with CPU)
Dell 3k Monitor (144 Hz)
Seasonic X650 80-Plus Gold power supply.

I have run all kinds of stress tests:

Prime 95
FurMark
OCCT (CPU and GPU)
3DMark

Everything run less than 60C at all times on any test and multiple tests at once.

Let me know if I need to post more info.

The Random Suggestions Megathread! (Add Yours!)

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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! (I'm now basically adding in most suggestions, just no entire maps or whole new dlc's)

Most suggestions listed here are by me, the ones that aren't have the suggesters username at the beginning.


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. Possibly optional, I can see why players might not want this.

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). For some reason, I can no longer find the PDA entry on the wiki.

4. Being able to lay decorative Blood Grass beds and Green Grass 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. Instead of giving Coral Tube Samples, they should also give Shell Plate Samples.

6. Plantable Slanted Shell Plates and Coral Shell Plates. This would add a farmable way to get Bleach, which you can otherwise only get by living in the Safe Shallows.

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. I would really like to be walking through the halls of my base with an Observatory mid way.

10. Ability to place a Vertical Connector on top of or below an Observatory. This would make sense, there are already circles on the top and bottom.

11. Ability to place a Vertical Connector directly above or below a Multipurpose Room. This would make sense, there are already circles on the top and bottom.

12. Plantable Earthen Coral Tubes. These could make a nice aquarium.

13. Scannable Stromatolites. You can find them on the Underwater Islands but they're basically useless. Even if they remain useless, I still like to read through the stuff in the PDA.

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. The area above the crack also should not flood, as this is what happens in real life.

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

17. Ability to make a bulkhead base entrance on land. If you look, the Degasi Bases on land have bulkhead base entrances but in-game you cannot recreate this.

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.

140. Base ladder animations when climbing. Not a long climb, just a skip to the top then show the player climbing out.

141. Better graphics for the Shoals of Fish.

142. Less buggy Stalker Teeth. I hate when these things are just stuck in the ground all the time.

143. Better views of the stars at night, like getting a view of the galaxy the planet is in. There's no light pollution caused by anything, so why not?

144. I found this one on the Trello board, and it seemed cool. "Bleaching" Subnautica for a short amount of time to raise awareness for the Great Barrier Reef. Bleaching is when a coral loses about 99%-100% of its Algae and basically dies.

145. Bring back the animation where the Sea Dragon can grab onto the Seamoth with its mouth and crush it in its jaws.

146. Handheld Grappling Hook.

147. When hitting the Brain Coral with the knife a few times, it should turn white like the coral plates and stop producing oxygen.

148.

Degasi Crashed in the Dead Zone

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I have a theory. If you look at the facts, it starts to make a lot of sense.

1. As we see in the Cinematic Trailer, the Degasi did not just burn up in the atmosphere. It actually crash landed onto the planet itself.

2. We can not see the wreck. The Aurora is a huge part of the Subnautica map. The Degasi probably wasn't as big as the Aurora, but it was still really big. On the map, you are unable to find any remains of the Degasi ship.

3. In the Degasi Voice Log #1, Marguerit says "nothing left of the ship" this implys there was barely any wreckage of the Degasi on the volcanic crator, seeing how big there base on the island really was. If this was the case, the ship probably crashed very far out, and as we know the crator is very far away from any other land.

New Player

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Hello,
I am waiting on some parts to put together a gaming pc. I have been gaming on console for years and havent gamed on pc for perhaps a decade!
I am looking forward to playing this.

Hey UWE and what's left of the community

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Hey everyone. Long time player of both NS games.

It's been a blast to be playing lots of NS2 again after a couple year hiatus due to work/personal reasons. When I came back to playing NS2 again around March/April of this year, I was pleasantly surprised to see a number of servers still being played on with an active community.

As of now for the last few weeks, I've noticed a massive decline since a few servers that will not be named were taken down which in my opinion, has had a huge impact on the number of players remaining that are playing this game.

In all honesty, I love this game. This game (and NS1) have kept me happy and given me an escape from reality while I'm not working or doing other things. Despite what people in the community think of me when I play the game, I respectfully thank everyone who actually still plays this game because without you, I wouldn't have anyone to play with. I almost guarantee that those who are still playing are saying exactly the same thing.

The purpose of this post is more of a direct message to UWE/community developers because as a long time fan whose put in so much time and love (and for a lot of NS1/NS2 merch purchases -- Wasabi, if you got a Gorge Plushie lying around, I'll need the link!), I don't want this game to eventually disappear. Who knows, maybe there's plans for an NS3 hence UWE wanting to hire an artist for a new IP, I don't know. But the current games that UWE have that have active players are Subnautica and NS2.

I love Subnautica. It's great! But if it weren't for NS2, I'd probably be more miserable than anything.

The point I'm trying to get at is that I wish there was a way that UWE/Community devs can push a lot more attention for NS2. The game isn't perfect, but it's definitely a lot more polished than when it was Alpha if anyone remembers those days. In fact, I would even say that with the way the game is right now, it's near damn perfect for the genre of game that it is. I'm sure a lot of people would disagree with me. But hey, if I'm having fun, then the game is working then. Of course there's always room for improvement so I say bring it on.

I know it may not be the business model UWE/community devs want to hear, and it's been asked hundreds of times by other community members, but is there the chance that this game can go F2P? Even if not, how about bundling NS2 for free with the purchase of Subnautica. The idea of keeping your cosmetic DLC as a way for income would probably work well if there are higher volume of people who would be actively be playing.

I know in rebuttal that the problem with opening the flood gates for anyone to start picking up the game for free is that, it would allow a lot of smurf players which ultimately affects the rank matching. I almost feel as if hive skill matching in the game is what has declined the player community in NS2 to begin with. If you think of it, it never existed in NS1. You would just find a server, join up and play. Sure people complained about teams being stacked but the point is, is that it was easy to get a game to get going, and everyone was having fun for the most part. Now we have people shuffling teams non-stop because everyone is worried about a number. I get that the game is competitive and more modern hence why having a way to scramble teams to even balance, but if a game is difficult to start because of a mechanic that allows people to keep delaying the start of a game, then there's the problem. Maybe leave a mechanic like that on competitive ranking servers, and leave it off for normal public game servers. The problem then becomes, who's going to run the servers, because since now we have a decline in servers because of a low player base, then eventually the game is going to dwindle down to no one playing. Seeding near empty servers to just wait for people to join up and then shuffling teams for 5 minutes can get pretty frustrating.

So I guess, I'm eagerly asking if there are any considerations or business model plans to get active players playing once again and keep the community consistently growing. I don't want this game to die

From a fan.

Subnautica Xbox Update 1.0.0.32 Released! - Subnautica

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imageSubnautica Xbox Update 1.0.0.32 Released! - Subnautica

A new Subnautica update has been released on Xbox One! We have been working hard to reduce crashing caused by Subnautica gobbling up too much memory. This is a painstaking...

Read the full story here

Crash/unexpected close on spectating

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The game apparently crashed/exited while I was spectating in first person. Nothing unusal was happening at the moment. Part of the log:

[2654.861] ClientGame::UpdateWorld : Error: lua/Mixins/BaseModelMixin.lua:475: attempt to call method 'SetModel' (a nil value)
[Client] Script Error #1: lua/Mixins/BaseModelMixin.lua:475: attempt to call method 'SetModel' (a nil value)
Call stack:
#1: UpdateRenderModel lua/Mixins/BaseModelMixin.lua:475
self = Welder-236 {alive=true, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=1, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, clientUserId=16455960, collisionRep=0, deployed=false, expireTime=1804.3000488281, health=400, healthIgnored=false, isHolstered=true, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1AnimationStart=0, locationId=2, loopingSoundEntId=2652, maxArmor=0, maxHealth=400, modelIndex=347, physicsGroup=17, physicsGroupFilterMask=2359408, physicsType=3, primaryAttacking=false, secondaryAttacking=false, teamNumber=1, techId=164, timeLastHealed=0, timeLastVisuallyHealed=0, weaponWorldState=true, welderVariant=2, welder_attached=true, welding=false }
renderModel = nil
#2: GetRenderModel lua/Mixins/BaseModelMixin.lua:935
self = Welder-236 {alive=true, animationBlend=0, animationGraphIndex=0, animationGraphNode=-1, animationSequence2=-1, animationSequence=-1, animationSpeed2=1, animationSpeed=1, animationStart2=0, animationStart=0, armor=0, clientUserId=16455960, collisionRep=0, deployed=false, expireTime=1804.3000488281, health=400, healthIgnored=false, isHolstered=true, layer1AnimationBlend=0, layer1AnimationGraphNode=-1, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationForking(759) crash handler process
BEGIN(759) Forked crash handler process
GetInstanceCount currently unimplemented
Starting crash handler server
Crash handler Server started successfully
Game removed: AppID 4920 "", ProcID 763

Subnautica Model Projects

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Hi Guys, a friend of mine told me I should introduce this models in this forum, ok I said and here they are.
My Subnautica Projects
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