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Increasing/Examining Construction Costs

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After a few hundred hours playing both Subnautica games, I feel like the amount of materials required to construct certain items in the game are not representative of the materials I imagine are included in the product. For example, it only takes 2x Glass to make a Glass Compartment, but there are clearly metal components involved in the model.

Here are my suggestions:

-Glass Compartments (2x Glass) should also require at least 1x Titanium

-Quantum Locker (2x Titanium, 1x Advance Wiring Kit, 2x Diamond) should also require 1x Ion Cube or Ion Battery/Power Cell

-Grav Trap requires a battery to create, but deploying it should drain that battery (to be replaced like all other tools)

-PRAWN Suit (2x Plasteel Ingot, 1x Power Cell, 1x Enameled Glass, 3x Lead) should require 2x Power Cells and 1x Advanced Wiring Kit

-Sea Truck (1x Titanium Ingot, 1x Advanced Wiring Kit, 2x Glass, 3x Lead, 1x Power Cell) should require 2x Power Cells

-Repair Tool (1x Silicone Rubber, 1x Crystalline Sulfur, 1x Titanium) should also require 1x Battery

-Seaglide and Snow Fox run off the same amount of power as my Scanner? They should both require 1x Power Cell or 2x Batteries instead of 1x Battery

-A Large Room and a PRAWN Suit require the same number of Plasteel Ingots? Either reduce the PRAWN Suit to needing 1x, or increase the Large Room to needing 3x.

-Anything that needs or creates power (Thermal Plant, Floodlight, Moonpool, Modification Station, etc.) should require at least 1x Copper or 1x Copper Wire or 1x Gold (maybe it should only take 1x Copper to make 2x Copper Wire?)

-Anything with an inflatable compartment (Floating Air Pump, Mobile Vehicle Bay, Waterproof Locker, Beacon) should require 1x Bladder Fish and 1x Silicone Rubber for every 2 compartments. Or at least some Fiber Mesh.


What imbalances or something-out-of-nothing construction costs have you noticed?

Forums - design a SeaTruck Module with optional Wall-panels.

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Below Zero adds some sanity by having dedicated and developer-controlled abilities of the "big vehicle".

The cyclops turned into a "build your own cluttered and Frame rate sabotaging mobile base".
Once you got some crops in there, Radio, first-aid-kit, lockers to store ores by types, and a some "quick build" for bases with bio/thermal/nuclear reactors and power-cell charger. The game was over.
So hopefully the Sea-truck can allow easier balance passes.

Since Below Zero is Work In Progress, there are some rough edges to the Sea-truck, and we don't have ALL the functionality in place.

One bottleneck for many is the seatruck balance between speed, power, the manoeuvrability - one personally I think can be solved by a "Thruster module" for the mobile vehicle bay.
The Thruster module chassis is effectively a small ring that joins 2 compartments together and has 2 of the big bulky thruster that we see on the cab.
The Thruster module chassis has hatches top/bottom to enter/exit.
a single power-cell slot on one wall, so they can keep whatever modules are attached powered,
and internally an uncoupling lever for all the modules that are behind.

The thrusters themselves would need to stick out on limbs so they don't interfere with the current "geometry of the adjoining modules".

And although the idea of having 5 booster modules attached to the cab and just "zip" around would be cool, I guess, we need some balancing.
So we are required to have a standard module compartment between them (?)
So the chassis for the thruster booster module is small, like the width of the player-model.
and the thrusters that are sticking out of the Booster modules chassis are physically longer than the "connecting" module chassis itself.
so one physically can not connect to two Thruster-modules together.

Hopefully, this will give us:
  • better speed when many modules are loaded.
  • better turn-rate (the origin of the turn is CenterPoint between the thruster ).
  • Easier module management
  • and keeping the lights/oxygen production going when the cab is not attached.

The second Bottleneck is "storage". - one I feel can be solved and balanced by adding 1 box wider and 1 box taller to both the big wall panels in the storage module.

Now on another Seatruck thread, someone asked for something else, if they could swap the foto in the sleeper module for a clock and add in windows in another module.
And it got me thinking.
There are many wall panels that are "un-assigned" (the game is still WIP and not all the games features are in-place).


Now I highly doubt the dev-team would create an in-game Design suite to customize and fabricate our own Seatruck modules.

But I think it could be fun for community members to envision different designs, using the existing modules, walls, panels and compartments.
So the sleeper truck could be customized to have a bed on one side, and the aquarium om the other.


The fabricator module has a BIG empty wall which I assumed
a computer screen read-out (for some not added functionality to the game), but in our head-cannon design tool,
we could have instead:
two overhead-lockers and the existing seat-locker, copying the wall of the storage compartment,
or double big lockers
or a maybe a window,
or an aquarium
or the bunk-bed.
or the planter
The Fabricator wall itself could house a footlocker underneath.

So mix and match, go wild and see what designs you can put together.









Inconsistent Scanner Tool Abilities [mild blueprint location spoilers]

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Love these games!

However, it feels like there are several items in the game that cannot be scanned simply depending on where you are. Why should I have to go to the lily pad base to get the bulkhead blueprint when there are two at the island base? Why should I have to go to Maida's base to get the glass ceiling for the multipurpose room when there is one at the lily pad base?

Why do I need to scan two intact Lockers when I only need to scan one Water Filtration Machine, Nuclear Reactor, or Modification Station?

Subnautica PlayStation Update 1.08 Released - Subnautica

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imageSubnautica PlayStation Update 1.08 Released - Subnautica

PlayStation divers, we have a little update for you today. 1.08 has been released! 1.08 contains two changes. First, we have fixed a painful issue with saved games. Before 1.08,...

Read the full story here

Subnautica Below Zero gameplay flow (and optimization)

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Both SN and SB:BZ suffer from this- the only way to really learn how to play the game, is to have played the game for a few dozen hours.

And how do you do that? Wander around randomly? BZ is even worse, because SN had the Aurora as a MASSIVE landmark, and its mere presence presented a few fairly obvious things to do- explore and repair it.

I tried getting my father to play SN. First off, he had no idea what to do- my first point. Many players want SOMETHING to suggest what to do. This man dumped a LOT of time into Chernobyl, exploring and derping around is not the problem. With both SN games, they explain little, there's no hub or mission system. Just some vague escape pods in SN, and BZ just... dumps you in and says "have at!" And the update is even worse now, with flying in all ninja-like.

Then Subnautica started to try and melt the (actually decent) mobile video card in his laptop. Other games don't DO that, just Subnautica. My desktop card doesn't care, but this is IMPORTANT.


How to fix this? Missions. Self-generated missions, to acquire blueprints, or point the player to regions with higher concentrations of desired resources. I've never really liked RNG in breaking mineral clusters, either.

Also, optimize the engine and let us turn stuff down. Dangit, running up the room temperature or melting laptop cards is Not Cool.

If that BZ living pod had a little mapping system, that gave the player an idea what was around down to like 100-200m, so you could run around getting blueprints for the stuff, and put HUD waypoints over kelp and such, and popped a few default missions to get the player going, IMO, that would help a lot. I only knew ALAN was down there cause I already knew it from previous play. Nothing pointed me anywhere, or gave me the slightest idea what to do or where to go. Then you try and swim around, and oh hey, massive sharks. I might be a genocidal maniac who can work with a knife, but sharks are effective walls a lot of the time.

Where is the Technical Support ?

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Hi, I have posted twice, an still no Technical Support

Bugs On Xbox

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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.

How to make a good tech support post --***READ ME FIRST!!***--

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Since the time we spend replying to threads here is limited, here is a list of things you can do to help those of us who are trying to help you out.

Just so people don't miss it, you can find the Linux Guide Here - @AurOn2

Before you post
  • Use the search function, or at least eyeball the first page of results and this page. You are very likely to not be the only person with a problem. Check those other threads out, let us know if you are having the problem and if the fix works. Replying in the thread is a handy way for us to be sure that something is working or not and also lets us know if the problem is really widespread.
  • Have you tried this with all your mods disabled? Especially, right after a patch mods can and do tend to break stuff. If it works with your mods off, there isn’t a whole lot we or UWE can do to help you because it is a problem with a mod someone else wrote. You can always try to get in touch with the mod’s author and report the bug to them. Try it on a different server and see if you can reproduce it from there. You can get rid of your mods 3 ways:
    • Unsubscribe from using the button in the workshop, through steam.
    • You can deactivate things in the mods menu by clicking on things so that the active column reads NO
    • If all else fails, you can go to %appdata%/Natural Selection 2/ and delete the workshop folder. The easiest way to get there is to press the windows button and the letter r, as in pirates, type in in %appdata%/Natural Selection 2 and press enter
      Ml2xnME.png
  • Try resetting your system options file. Delete this file: %appdata%/Natural Selection 2/system_options.xml (resets system options by generating a new system_options.xml the next time you start NS2). Instructions how to enter the %appdata% folder can be found above.
  • Try resetting your remote options file. Delete this folder: /Steam/userdata/[steamid]/4920 (resets remote options by generating a new options.xml the next time you start NS2)
  • Be sure you downloaded all the files. Sometimes Steam for whatever reason, misses some files when downloading games. You can verify you have everything by right clicking Natural Selection 2 in your steam library > Properties > Local Files tab > Verify Intregrity of Game Cache. This should download anything you are missing. (or if you've deleted something)
  • Make sure that the VC 2017 Redistributable Packages x64 is installed. The packages are needed to run NS2. Follow these steps to install them:
    1. Hover over Library and click at Tools
    2. Install the Steamworks Common Redistributables if they are not already installed
    3. Right-click at Steamworks Common Redistributables -> Properties -> Local Files -> Browse Local Files
    4. Open _CommonRedist -> vcredist -> 2017
    5. Now run the vcredist_x64.exe
  • Run the Techsupport.exe (located the x64 folder in your NS2 install directory) and attach the zip file it makes to your post. This gives us a log NS2 makes, possibly containing errors, as well as provide us with your system’s hardware and driver information so we can spot issues.
  • Upload your crash reports.If ns2 crashes for you please wait for your crash report to upload completly, then click at copy (crash) Dump Id to save it for later.
Okay, so, you have all the debug data you could ever want, you checked out the forum, you have a new, exciting, non mod related issue. What next? Clearly it is time to MAEK PAOST!

Making a post:
  • Title it something informative. Posts titled things like AARRRFHGGHGH!!! or ITS BROEKD HALPS! are hard to eyeball, and don't show up in search particularly well. Naming your post something like: “Shooting onos with rifle causes you to catch fire” or “ARCs deployed in gorge tunnels can siege anywhere” make it easier for people with the same problem to talk about the problem, post logs, or offer solutions.
  • Write a quick summary with reproduction steps. How did you cause the issue? For example: I was doing X when out of nowhere Y happened and now I can’t do Z anymore.
    If you got an error message please include the full text of the error. “I got an error” is sort of like yelling fix it. It makes everyone trying to help you have to track down the error spend time trying to figure out the error you are having and not spend time trying to help you out.
  • Provide a link to your Techsupport.exe zip.You can either attach the file directly to your post or use a cloud service like Dropbox or Gdrive (just post the link). This gives us all the error messages the game had, and a pretty good idea what your system looked like at the time this happened.
  • Demo Recording. Need to provide an in game demo of your problem? See this guide to record your demo.
At this point you are golden. Like woah golden. Just in case you are still reading. I am going to include a sweet sample post because, heck, why not.

Sample Post(s):
note: I am pretty sure that this is not a real problem.
When I parasite kill the Command station The game does not end

Yesterday, I finally achieved my ns2 dream and parasite killed the last command station. After such amazing success, I was confused to discover that the game was not over. Everything continued as normal until all the ips were killed and all the marines as well. It was really weird. Should killing the CC trigger the end of the game? Seems like a Bug to me.

I attached my Tech support zip.


From there it is just a matter of playing like supermodels. All the time.

The Small Suggestions Megathread (add yours and I'll credit you!)

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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 too 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).

Edit: 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.

Edit: The wiki no longer has seperate PDA's for them.

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 or 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 more than 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? If they are plantable, maybe you could grow miniature Tree Mushrooms in an Alien Containment?

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. This could possibly signify Reefback migration?

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. The Entity Gallery. I'd love to just go through and look at it.

149. The Seal, Shark and Sonic commands. These would set the players speed to 5x, 10x and 50x.

150. Brain Coral Small, but renamed Small Brain Coral. They were cut, and were originally likely to be relatives to the Brain Coral that gave less Oxygen.

151. The Reefback Coral 01 model added to Reefbacks, I don't know why this was ever cut to begin with, as it is textured and modeled.

152. Jordi's Toung tentacles move side to side in the water.

153. Re-addition of several unused Earthen Coral Tube models.

154. The Current Generator. It generates a water current in its facing direction. Requires 2 batterys. Has on on and off switch. This was originally in the game but removed.

155. When cut, the Regress Shell should retract in.

156. When cut, the Furled Papyrus should furl up more and tighten.

157. When knifed, Membrane Trees should gain a tear and start to leak.

158. Shuttlebug Eggs!

159. Lithium Batterys. Crafted with Lithium, has 200 power.

160. Lava Zone Bridges. Bridges in the Lava Zone for the Prawns. They are natural and made of rock. If too much pressure is on them, they collapse.

161. Silt. Can be found in certain areas in caves or on the seabed. When disturbed, it would obscure vision slightly and cloud up the water for about 10 seconds.

162. Thermometer. And equipment slot in the HUD just like the Compass. When equipped it tells the temperature around you.

163. Large Bird. A new land fauna that flys like the Skyray. If you've seen the Subnautica Teaser Trailer, you know what this is.

164. Option for the player to hold onto Reefback tentacles and hitch a ride.

165. Hanging Seaweed. Purely decorative, I'm not sure why this was cut from the game originally. It's found in the Safe Shallows over cliffs and edges.

166. Stitchgrass. This plant would heal nearby Flora and Fauna. When interacted with, it would also heal the player. If used too much in a short period of time, it would die.

167. Diamond deposits that need to be drilled.

168. Crystalline Sulfur deposits that need to be drilled.

169. Basalt Outcrops. They drop Gold, Diamond and Uraninite Crystals.

170. Obsidian Outcrops. Found in the lava zones, they can drop Diamonds and very rarely Kyanite.

171. The unused "INFINITE Poster" added back in.

172. Accumulator. It stores extra power for seabases. It can also be brought to other sea bases.

173. Power Storage Module. Holds Accumulators.

174. Botanical Analysis Machine added back in for decorative uses.

175. A small addition where near the end of the rocket scene, a Cave Crawler can be seen walking across the Neptune Escape Rocket window.

176. Autosave (resuggested by Sam15226)

177. POI holographic markers, using currently not much useful pathfinder tool (maybe upgrade it with Upgrade Console) (suggested by Sergey_K)

178. Let pathfinder tool have unlimited number of paths. Clear any path when approaching it only with Down button (on console), and use Up button (on console) to start new path. (maybe upgrade it with Upgrade Console) (suggested by Sergey_K)

179. Base Beacon. An item made using the habitat builder that attaches to base parts. In my opinion the best place for it to be is on top of the multipurpose room. It should have an icon that resembles a multipurpose room or some other base part (suggested by Hen_Pog)

180. I would like it if there was a free mode where you did not have to collect resources. That way, more creative builders could use their skills trying to make the most beautiful or functional base ever without the need for gathering resources. (suggested by CleanCutBloons)

181. Also, an end-game storage link would be cool for people who never go to their base. Then you could link your inventory to storage containers in your base to automatically transfer a certain resource. (suggested by CleanCutBloons)

182. There needs to be a way to have renewable resources so that you never run out and can always keep playing. At this point in time, there is a possibility that you run out of a specific resource and are unable to craft with it any longer. (suggested by CleanCutBloons)

Game not updating

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I have stopped playing below zero for a while because it seems to be stuck on a january build of the game; it updates int he steam launcher but the game itself does not update, I am trying a fresh install to see if that will fix the problem but i don't kinow if it will. Any suggestions will be helpful

How update Subnautica Below Zero?

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I use the game from Epic Games. I see already there are versions 24592, but I only have 24222. I wrote Epic Games in support, they say that they have the same version that the developers give them and if there are problems, write support here.

Radio Bug

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Someone please help. I have a glitch in Subnautica (PS4) where the radio icon appears, but when I answer the radio, the blinking stops but nothing plays. Messages DO come through, but when I answer them, nothing happens. HELP! If it helps, I cured the disease before the Sunbeam came. I didn’t listen to any of Sunbeam’s messages while I was playing. The last message I got from them after I cured myself (this was the 1 time the radio worked) was that they were looking for a place to land. Ever since then, I’ve been stuck with this glitch

Below Zero - Sea-Dragons around Island are far too loud.

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The central island has a BZ's version of a sandshark who loiter around the Main Island.
They look like super bad-ass, Sea Dragons and they sound terrifying.

The issue is that they sound TOO terrifying, too loud and too persistent that other threats and issues have difficulty announcing their presence with their own audio cues.
Well the prime example is, in the purple vents biome which is patrolled by one of those horrific squid things that will REALLY damage my SeaTruck or
straight up make krakenfodder out of me if I am without medkits and a fast means of escape or hiding.

But all I hear is radio Sea-Dragons, which I know m'ah 'Truck can handle, and then I found out I just awakened the Kraken, or one of my kids.....

New Subnautica (1) Alien Base floor bug- serious

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There is a new bug in the original Subnautica involving base floors. The PC will sink into the floor up to the knees. This same bug seems be causing even worse problems with the PRAWN suit. The feet seem to sink slightly into the floor. This causes the PRAWN to get stuck and disables the jets. The grappling arm still partially works and can sometimes be used to slowly move the PRAWN. The bug seems to be associated with ramps. I made the mistake of restarting the game (I play HC), and when the game loaded, I fell through the floor and HAD TO START A NEW GAME, as it was unrecoverable. This bug is clearly visible in the new youtube video posted by Gab Smolders, though she did not quite understand what happened. Look at time stamp 45:50 . https://www.youtube.com/watch?v=MNuaRtRRJ-g&t=2239s

Glacial basin landmarks/mapping system

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Do you think they should include more landmarks such as the mountain that are viewable from the glacial basin so it’s easier to Orient yourself, or some kind of mapping system other than the path finder tool so you can chat out what you’ve already explored?

Base wear and tear over time

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After a while your base will start to get dirty, then rust will form causing the hull to loose integrity in which you must either cut it off via lazer cutter or by slowly chipping it away with your survival knife or thermoblade. If left for too long the rust can weaken the hull so much it becomes a rupture that you repair with a repair tool. The deeper you are the faster and more commonly rust grows. the inactive lava zone and the lava lakes are the only places this doesnt occur. Green brine will speed up the procces by 2X and blue brine will slow the procces by 2X.

"Dawning": A Subnautica Story

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CHAPTER 1

"I've never really understood regret. It doesn't seem to be of any use to the human psyche. All the guilt, the unnecessary sadness, it drags a person down. So, I've made it a personal goal to never feel such a useless emotion.

Or any for that matter.

That's one of the few things that binds the human race to that puny pile of rubble that some still call home. Emotions. Emotions are simply bad for business. What place does happiness have when buying land? What place does anger have when selling loads of Plasteel? Emotions are the bane of profit, and need to be purged from this galaxy. And here at the Torgal Corporation, it is my solemn oath that such things are done away with as soon as humanly possible. Starting here."

"Thank you so very much, but that's all the time we have for today. I thank you again for taking time out of your busy schedule for this interview. I'm sure that our show will gain quite the viewership after this, you being one of the most important men in the galaxy."

"Of course," I said "Anything for my dear nephew's network. Now, if you'll excuse me, I have an important meeting to attend to."

"Yes sir. Of course sir." The young man said as he bowed many times. Too many times to be healthy.

The man, ordering his camera crew to gather the gratuitous amount of equipment they brought with them, strolled out the door to the Docking Bay.

"Filthy man..." I muttered under my breath.

I stood, realizing that some of the remaining men and women might still be able to hear, and quickly strode out of the room to my office. No sooner had I left the room when my assistant came barreling around corner. We collided, and she flew backwards, throwing multiple PDA's around the corridor. It pays to be made of 45 percent pure titanium.

"What in the name of Terra, Brooklyn?! Pay attention to where you're going!" I exclaimed, gently rubbing my now bruised jaw.

"Oh my goodness, I'm so sorry! So, so, sorry! I didn't think that anyone was there, and I really needed you for something important, and you needed to see it immediately, so I ran as fast as I could from my office to find you, an-"

"For goodness sakes, Brooklyn, slow that mouth of yours." I said, annoyed.

"Yes sir..." Brooklyn said timidly.

"Now, what do you need me to see."

"What? Hmm... what was it? Oh, I know that I knew just a few minutes ago. But what was it?" She muttered.

"Maybe try looking at the stacks of tech you carelessly tossed?" I said, now very annoyed.

"Oh yeah, sorry. Let's see what we have here, bills, bills, bills, spam, bills, spam, ooh coupons for warp drives, bills..."

"If you could please tell me sometime this century, please."

"Ah, here it is. It's the document to order that mining shuttle you wanted for the new mine on Asteroid B0AGDD"

"Ugh, that's a terrible name."

"What was that sir?"

"That needn't concern you. What must I do to complete the transaction?"

"Well, all the paperwork has been finished, all we need now is your voiced affirmation."

"Of course, give me that PDA.

I'm Paul Torgal, and I approve this purchase under the tab of the Torgal Corporation."
1 year.

This took me 1 year to start.

Gosh. I need reevaluate my levels of procrastination.

Anyway, I'm happy to announce that I finally have this story to an acceptable level of quality.

Ladies, Gentlemen, and any and all configurations of being...

Welcome, to Dawning.

I hope you enjoy. :smile:

Final words about Subnautica after playthrough

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Just completed playthrough of the current build. Hell its been quite a while since the last time I played, a lot of new stuff was added!

Not to say the game is bad and is not worth its money (for its cost its a steal).
Actually I am very grateful for Devs for making it. It was a great experience playing it.

There are however several areas that I believe can be improved.
There are too many bugs, game quickly becomes too easy and not challenging and thus is becomes boring much faster than it should.

Bugs that I believe should be fixed:

1. I've seen my character stuck in mid air, especially common when walking on elevated ramps in Moonpool
2. Textures loading just right in front of player. Looks especially bad in red grass biome.
3. Objects pop upping too close, sometimes in front of player. Rocks, seabase pipes, corals in "mushroom forest", basically everything. Such problem didn't existed as far as Gothic 1 and Morrowind and that was almost 20 years ago! There is absolutely no excuse for not fixing it.
4. Objects falling through geometry. Especially Stalker teeth. You can see it easily when setting scanner room on search of Stalker teeth.
5. Creatures falling through geometry. Seen this with Crabsquids. They fall through wall in grand reef cave and become stuck there.
6. Creatures doing weird flips. Very common with Crabsnakes and Crabsquids.
7. Sometimes creatures were swimming right through my base.
8. Stalker that I grew in aquarium first teleported out of it into outside, then teleported back inside the aquarium and started killing all of the fish there, then after I killed it its corpse teleported into my base and become stuck in the wall. Crazy.
9. Base (inside of it) is visible through any geometry on any distance.
10. "Emergency power only. Oxygen production Offline... Power restored" warning every time game is loaded on all of bases and Cyclops. Pretty annoying. Also power is really down for 1 second or so.

There are other bugs as well, but these are top 10 most annoying.

The list of ideas below I've been writing for quite some time while playing the game. I would like to hear feedback from other players!
I hope I don't repeat myself there (I checked it before posting, but I apologize if I missed something).


Suggestions to make game more challenging:

1. It must be harder to save. I suggest that there should be only 2 ways of saving the game
- when you sleep in the bed the game is saved (this will actually make acquiring Cyclops much more exciting because it means that now you have mobile save point);
- by use of special single-use item called "log tablet" (basically this is log entry item you found on wrecks from other survivors.. it should be expensive - it should cost something like 1 microprocessor 1 diamond 1 quartz to manufacture);

2. When you die - you die. No respawn. You have to load the game from your most recent save.

3. By default ALL big creatures kill you in one hit. That include Stalkers, Sand Sharks and Bonesharks. What should happen you should see grab animation (like with Crabsnakes) and then blood or something and then you die. HOWEVER if you have certain items you should be able to save yourself, like this:
- Stalker grabs you but you have a knife: player have a chance to strike Stalker with a knife, Stalker will release the player and swim away with the player's knife stuck in it (special animation for knife strike is required), but player still loses like 40% of health.
- Shark grabs player but player still dies even with a knife.
- Shark grabs player but player have reinforced diving suit (there are chain mail diving suits in real life btw, it should look similar) - player fights with shark, it eventually releases player but player loses like ~80% of hp.
- Shark grabs player but player have both reinforced diving suit and knife - player fights with a shark, stabs it, shark swims away with a knife stuck in it and player looses only 20% of hp.
- For Crabsquids and Crabsnakes it should be pretty similar, except player should loose higher percentage of health, I'd say 80%.
- Reaper kills the player no mater what. In fact, it should break Seamoth during one grab attack, and Seamoth's tazer should not save it from Reaper because it trivializes Reaper to minor annoyance.
- If you have extended fins (I forgot the item name) when shark attacks you but you manage to swim away swimming backwards, shark should usually still manage to bite away part of your fin, so you need to make a new one.

4. Loosing large amount of health should cripple the player character - break his arm or leg. When arm is broken you can't use item by it, when leg is broken you can't swim as fast and can barely walk (ideally you need to hold the wall to be able to walk at all with your leg broken).

5. To heal broken limb you should either spend special item (something like nanobot injection) that can't made but can be found in life pods, wrecks and Aurora, or build special medical robot near the bed in multipurpose room / Cyclops that will heal you.

6. Certain enemies should infect you with poison, e.g. bleeders. You need to make antidote to cure poison. Also it would be nice if bleeders attach not just to you hand, but legs and body as well.

7. It should be impossible to repair vehicles while submerged. Right now even if under attack by leviathans, you can exit seamoth, repair it, and go back in. Also repair should cost resources.

8. Resources are too easy to gather. I suggest that they should not be spread around environment like they are, but rather be concentrated in the caves, so that there would be reason for player to take risk going there. Also, resources should be less universally spread, e.g. right now gold silver lead titanium copper can be found in pretty much any biome. Make it not like that. E.g. only few nuggets of gold and silver should be near starting area and for the rest you should travel to certain biome. Kind of like with magnetite that can be found only in Jelly Shroom Caves. So if you want silver, you need to search for it around e.g. underwater islands, uranium - go to blood kelp caves and so on. For titanium - I suggest it should be accessed ONLY from wrecks (and that will make crash zone a mother lode - just in case you won't get enough from wrecks).

9. Speaking of caves, there must be some unique collectibles that players should search around for. Kind of like snow globes in Fallout. These items should do nothing but just could be put on display in seabase. Item like big seashells (each unique) or pearls or gems. If you collect all of them game might reward you by unique-looking outfit (e.g. T-shirt that says "I completed 100% of the game and all I got is this T-shirt" (I wonder if somebody knows what game give you that =)) ).

10. Another thing about resources: I suggest that many of small caves are inaccessible for player by default, BUT you can build a special structure on top of locations with such caves: "Molecular Drill". It will drill an entry shaft for player so that you can go down and collect resources. It should cost you something like 1-3 full power cells. Once upon a time there was a Terraformer tool in the game once, but it was possible to break the game by using it too much. This suggestion is basically application of Terraformer but only in certain places and certain volumes so it shouldn't break the game.

11. Since resources are scares, there should be things like wire kits, copper wire sand microprocessors found in wrecks.

12. Grappling hook for the player character. This is a tool that can be used only on surface areas. Currently you can walk anywhere in the islands so its redundant, however I suggest changing geometry of the islands (and maybe alien installations too) so that there are areas that could only be accessed by grappling hook. Grappling hook is already implemented for Prawn, so it shouldn't be much work. Such areas could have rare resources, unique collectibles or pieces of the lore.

13. Seamoth, seabases and Cyclops don't produce oxygen. Instead we can connect seabase with air pump as one option and have oxygen producing machine (new machine) as another option (can be build in both seabase and cyclops) and as a third option have plants making oxygen (but you need very large number of plants).

14. Exiting Seamoth should reduce its oxygen reserves. As I understand how seamoth works, it doesn't have an airlock; when you open the door its simply flooded.

15. You should be able to make extra oxygen tanks for seamoth as a modification to seamoth. To refill you either need to go to surface or to base or to Cyclops (if it doesn't have its own oxygen machine than re-filling Cyclops will reduce its oxygen reserves).

16. Propulsion rifle is overpowered. Once you get it you become near invincible plus its a fantastic tool to grab resources from distance an to fish fish. I suggest that by default it should only work as "grab rifle" but you can modify it so it can work as "repulsion rifle" (for extra cool points: add animation during modification of how player character attaches programmator (should be part of modification station) to rifle and changes its programming). Need to experiment with UI, maybe this new "repulsion rifle" can work as both repulsion/default, maybe there should be a switch between two modes.

17. Alien bases look dangerous however they are very safe. That should not be the case. I suggest that there should be huge invincible but not very fast bot on each base that will follow the player (and can one shot the player if it comes close). Also there should be more type of key items that you should find on the bases to unlock "doors" there. Point is alien bases should be dangerous and scary places.

18. Warpers look creepy but they aren't really dangerous. Atm they are more of an annoyance. I think they should be much, much more dangerous. First, their teleport attack shouldn't damage you (wait for it). Instead their main attack should be melee grab, that always kill player no matter what. Second nothing from the existing tools deal damage to them, no your can ram them with Seamoth. Third, their behavior should be different: a couple of first time you see them they just stalk you e.g. swim around you at some distance, don't come close, swim away if you go to close to them. Then they should start attacking you. Then the should appear even in safe areas not far from player base. Then they should appear right around player base. And finally they should teleport player right out of his base into their claws. To deal with it player would have to relocate to other neighborhood (that will eventually reset Warper hunt status to new player base, so by not staying on one base for too long you can avoid them). Another way to deal with them would be certain late game item that I would talk about later.

18a. Extra cool point for eventually finding your life pod on the bottom and cut open just as the rest of the life pods. Trigger for that could be player moving to seabase and not being around his lifepod for some time (so that it would be believable that something butchered it while you was away).

19. Getting power is too easy. Bioreactor makes the rest of power generators obsolete. Its both very cheap and you can get unlimited power supply from either growbed or aquarium. I suggest that it should be removed (its model can be repurposed for something else). Instead you should use solar panels(that should really work only near the surface, like 10m depth tops)/thermal generators and power lines. As for nuclear reactor I suggest that it should never run out of fuel (naval reactors are re-fueled like once per 10 or even 20 years, and this with our current primitive technology that uses only 1-2% of initial fuel (far less than that actually) ), but making a fuel rod should take A LOT of uranite, like 20-30 pieces. It should feel like a huge achievement when you make it.

20. Getting food is too easy. Once you unlocked growbed or big aquarium than that's it. It shouldn't be like that.
- For growbed, growing stuff should require a lot of light (thus A LOT of power). For internal growbed there could be lamp on top of it that is automatically attached to the ceiling of multipurpose room. For external one you should make floodlights. Otherwise nothing should grow. Plus it needs water (for surface plants). So I suggest that (unless you put growbeds in the islands) water filtration machine is necessary in the "orchard room". 1 machine per 3 large growbeds. Small should be watered manually, unless there are only decorative flowers growing in them.
- For aquarium, in order to make fish multiply, you need to populate it with flora from the biome where these fish naturally live (and this flora needs light... so if you run out of power, ALL fish in your aquarium dies). E.g. if you want to eat Oculus, you need jelly shroom, cradle and other plants from jelly shroom caves (forgot their names tbh) in your aquarium.

21. Sustaining yourself is too easy. You can eat one kind of fish or even worse one kind of plant and be fine. That should not be the case. To remain health you must eat both fish and plants, unless you consume "vitamins" item. This item can be found in life pods, wrecks and Aurora and can't be manufactured. So if you want "Fish are friends, not food" achievement (that ABSOLUTELY should be in the game) you should scavenge around or speedrun. If you don't have proper diet, player character should be ill - max health decreased, strength decreased (can't do certain actions, e.g. fight sharks even with knife) and eventually dies.

22. Islands are too safe. Crab like crawler thingies are an annoyance, not a threat. I suggest more dangerous fauna. E.g. during the day there should some large flying predator that you should hide from to avoid, during the night there should be different danger, e.g. swarm of flying bleeders trying to suck you dry, and in the caves there should be a HORDE of cave crawlers. You should feel like your propulsion rifle is not adequate to protect yourself. Also having predatory flora would be nice too (e.g. surface tiger plant... but it would be nice to have something more hideous).

23. I would change behavior of some predators too. E.g. biters should ignore you, unless you have 50% health or less - in that case they should swarm you. Bonesharks ignore Seamoth until you turn lights on, lights make them crazy (atm they just attack you always and that's just not a fun interaction). Sonar ping should work like invitation for Reapers to fight for the territory (it would be fun btw if the completely ignore Cyclops until you use sonar; seamoth is the size of their prey so they should always attack it).

24. Speaking of Reapers, they should be more omnipresent. Only safe shallows are too shallow for them and kelp forest are not "transparent" for them (it is said that they see with their sonar). The rest of the biomes should be their dinner table. From the size of the Reapers it looks like their main prey are Bonesharks and Sandsharks and occasional stalker that wanders away from safe areas. As for how player should deal with them... Hm... Maybe Reapers need surface oxygen to breath, like some fish in Amazon? So staying near the bottom hiding between rocks for long enough should be a viable strategy. Also that would explain why there are no Reapers in deep biomes and caves. Another way to deal with them would be using decoy and 2 more instruments that I'll talk about later.

25. Flora should start grow on your seabase and on wrecks. That includes shell found on abandoned seabases and medusa-like stinger plants. To clean your base from it you need a special new tool called bio-disintegrator that you can't make because it is a weapon. But more on it later.

26. You got all the info about the Quarantine Enforcement Platform and disease way to fast. Instead it should've been dropped by very little pices at the time. Maybe not ever even telling about "disease" and "quarantine" specifically, to make players to guess what the heck is going on.


Suggestions to make game more fun:

1. Ability to use both hands. So that you can have e.g. flashlight in one hand and scanner in the other.

2. Ability to make a spear. Making and using a spear for human is as natural as using claws and fangs and beak is for the animals. We can make a metal tube, a knife and wire and one doesn't have to be a genius how to make a spear from these things. Spear however should be only enough to discourage shark-sized predators from attacking you from the front and kill cave crawlers (heck there SHOULD be some other sort of bottom-dwelling crawlers in the game, small ones, and big ones).

3. Explorer tool currently is not very useful. I suggest to improve it in the following way: once upon a time there was a bug when you could see pipes through geometry, thus it was possible to use pipes to "map" the caves (you could see 3d representation of the cave that way). So I suggest that explorer tool should walk similar way: you put nodes and on your HUD you can see connection between this nodes going through geometry. Since its a hood you should be able to turn it on/off at will. Also you should be able to chart as many caves as you like at the same time. Probably by adding extra button to explorer tool UI (e.g. "start charting new cave") that will mean that you started making new graph that should not be connected with the old one.

4. Mapping tool. Device that you can hold that maps areas where you have been to the 3D map that you can later watch in Scanner room projector, or as 2D map on the mapping tool. Should be expensive and found on some remote wrecks/aurora.

5. Function for lab equipment: currently scanner tool tells you everything about stuff you have scanned. I suggest that it doesn't and you need to put samples of stuff into lab tools and wait for some time to get full information.

6. Sharks and Stalkers are edible. In fact they should have enough meat in them to keep you sustained for several days, however their meat will quickly spoil unless...

7. Refrigerator machine for seabase. Allows you to store big game like sharks for future consumption. Cooking robot is an option.

8. Manufacturing room setup. It is common among Subnautica players to make a dedicated room for manufacturing. Such room have fabricator and lots of lockers around the wall, each containing raw resource. However its still tedious. It should be possible to make a manipulator looking thing or something on the ceiling, that will sort of connect fabricator to each of the lockers to that when you make stuff with this fabricator you can use what all lockers in this room contains as if they were in your inventory.

9. Speaking of lockers, you should see what's inside of lockers with glass walls. There already are models for each raw material and equipment so it should be trivial to implement.

10. Moonpool is too clumsy. I suggest it is removed and instead "moonpool" is an equipment that can be built in multipurpose room. If it doesn't fit (I'm not sure, than you need 2 multipurpose rooms stacked to build moonpool setup). What I don't like about current moonpool that it leaves too little space to walk around the pool, its clunky and you got stuck in the railings occasionally and even visually there is no place to walk around modification console. So I suggest that you can build such console anywhere in the base and for actual modification there should be addition set of manipulator arms that will add stuff to Seamoth. E.g. there already are models for storage boxes and torpedo launch tubes, so when modification is chosen than you can see these manipulators touch this areas and modification models appear like when you build stuff with build tool.

11. Scanner room is too clumsy. I suggest it is removed and instead 3D projector and camera bot (that you can use to check status of Warpers btw) control console are devices that you can build in multipurpose room. Scanner itself should be a machine that you can build outside, on the foundation, roof, or completely outside of base (but you will need to power it with cell or power transmitter in this case).

12. Base control room... Same as the above.

13. Actually, there could be single base control console/monitor device with which you can access all controllable devices on the base - scanner, cameras, upgrade console, power, manufacturing, radio, etc.

14. Ladder climbing animation like in the Cyclops. Current teleportation feels... awkward and a bit disorienting.

15. Add a proper spiral staircase that you can walk rather than climb.

16. More visions that Emperor sends you... Visions from Warpers would be nice addition too. Also you should see them while sleeping, until you have final stage of the Disease.

17. Speaking of disease, when you get final stage player character should start coughing like we see Bart do in the trailer.

18. Currently sonar "ping" shows only loaded cells of geometry. It looks awkward and even limits its usability. It should show faraway landscape too. Rendering of faraway landscape in open world was done as back as in Oblivion. If it could be done 15 years ago, it definitely could be done today.

19. Add sonar to sea glide. Current map projection that it shows isn't informative, in fact I don't know anybody who can read it. So either add sonar and remove this map, or make it display predators (like Cyclops panel displays leviathans).

20. It should be possible to make Cyclops run on nuclear fuel. Same as base nuclear reactor: you look for 20-30 uranite pieces and then you won't need to recharge it ever.

21. Cyclops should be the fastest vehicle in the game. For naval vehicles usually the rule is that the bigger it is the faster it is. Also fast Cyclops would add one more reason for players to want to have it. Currently it is outclassed by Seamoth and making it feels kind of forced, especially considering how hard it is to pilot and maintain (compared to Seamoth and Prawn).

22. Make all Cyclops functions accessible from hotkeys/controller buttons. It is very not convenient to turn camera to then manually press some button. Animation of player character pressing such button would be nice addition as well.

23. Escape rocket should be nuclear fueled instead of ion cells fueled. It is very odd that human vehicle would use alien technology, right? Also it feels forced that you should go to alien installation to scavenge for cubes for this rocket alone. In real life just 2 kilograms of plutonium contains enough energy to launch Apollo to the Moon, assuming all this energy can be extracted and used for propulsion. I bet that in the future nuclear rocket puzzle will be solved.

24. Purpose for alien Arcs. Right now most of them lead from one "point in nowhere" to other "point in nowhere". So what can be done with it? I see two options: first Arcs are accessible with Seamoth so that you can actually use them to travel around the map fast and safe. Second, some of these Arcs lead to hidden areas that can't be accessed in any other way.

25. And speaking of Arcs, it would nice that if activated Arcs showed not green glow, but actual destination of travel. The most primitive way to do it is by rendering texture from camera. The more fun way to it is by adding geometry from destination location that is visible only from certain angles... Portals are very fun feature to implement, trust me! :)

26. Finally, touchy subject of actual weapons. I suggest that it should be stated that manufacturing of weapons can be unlocked only by order of senior officer. However when you make it to Aurora and find log that you are the only surviving member of the crew player character can promote himself to "acting captain" and thus unlock manufacturing of the weapons, however all of them must $uck in one way or another to not break feeling of danger.
- Death Ray Gun. Works only in surface areas. Will help you in the islands, but by the time you normally acquire it you've already explored the islands. Do nothing against security bot in the alien bases.
- Bio Disintegrator. Destroys flora and small predators like biters and can scare away sharks. Ignored by leviathans. Does nothing to Warpers. Does nothing to alien base bot.
- Heavy Bio Disintegrator. Can vaporize sharks and scare away leviathans. Require special power cells to run that can not be manufactured and can be found in Aurora in very limited numbers. Can force Warper to teleport away. Still does nothing to alien base bot.

PS. Oh and player character absolutely must talk. This is the biggest missed opportunity of the original game. There could've been many sarcastic comments by him, arguing with the AI (can you imagine how funny dialog about him wanting weapons could be?) and so on. Also, when you finish the game, they could unlock another player character with different voice lines who is different member of the crew (e.g. one of the pilots or passengers) and thus can unlock some more lore.

Stasis Rifle & Drill Riding or Regarding the Murder of Innocent Leviathans

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I spend the last month playing my free Eg copy of Subnautica and ran through all the emotions while scanning, exploring, crafting, building, fighting and fleeing. It was such a wonderful experience I actually own it and Below Zero now on Steam as well. Currently starting a second playthrough. Thank you Unknown Worlds for creating such a beautiful game!

Of course, if you love a game, you keep thinking of ideas to make it even better... at least for your own taste.
I have a lot of crude ideas floating around, like adding a bit more factorio to subnautica, adding more ways to use up power in bases, adding creature attacks against bases and nonlethal base defenses (sonic deterrents, shockwaves, actual shields like in the cyclops,...),...

While I would love to see them implemented in one way or another, they would probably take a lot of work to realize.
Something much more easier to add would be making leviathans harder to fight.
The first time I had slain a leviathan I soon lost all fear of them, even their bigger variants could not instill the same feeling of danger I had before. While the game was obvious still a blast to playthrough, I actually really missed that feeling for the rest of game.
Nonetheless I still like to be able to kill a leviathan, but it should be a great challenge to do so and so it's good that there are not that many ways to kill such a creature, but there are at least two ways which seem broken to me since they are safe to use and really not that challenging (Stasis+KniveCombo/Grapplearm+Claw&DrillarmCombo), so I would like to present an idea to fix them without getting rid of these cool items:

  • Leviathans bucking off prawn suits
    If grappled, leviathans could try to crash the prawn suit against the enviroment (probably hard to implement). AndOr make a barrel roll (either full animation or 'just' spinning the model) from time to time to break the grappling hook. Accurate and fast reacting players could still be allowed to hit it again with the grapple right away, but it should be hard to pull off.

  • Creatures breaking the stasis field of a stasis rifle when attacked
    Each time a creature inside a stasis field takes damage, reduce the active time of the stasis field by X. ("The creature would go out of it's way to free itself from it and 'deplete' the stasis field energy")
    X could be like 30% for small predators and 50% for leviathans. So you would need at least a 4th hit to incapacitate small predators and a lot more to kill a leviathan. The first leviathans a player meets, shouldn't break the stasis field immediatly, instead the player could be able to see the mistake they made by hearing a big roar/seeing the leviathan wiggle/the stasis field becomming yellow and or visible instable; bigger leviathans later on could even do 100% 'damage' to the stasis field or starting to damage it as soon as becoming trapped inside it.
    After breaking free of a stasis field a leviathan could become immune or break each consecutive stasisField immediately for ~5sec and make a immediate counterattack against the player.

    bullshitcode for visualization; I know it's a lot harder to do this:
Each time a creature inside a stasis field takes damage (or if easier to implement: is hit with a knive/thermoblade/clawArm/drillArm)

    if(IsTrappedInStasis() && activeTimeStasisField >= 0)
    {
        if(smallLeviathan)
        {
            activeTimeStasisField -= maxActiveTimeStasisField/2;
            playSound("leviathanRoar"); //andOr make leviathan wiggle || make stasis field yellow
            makeLeviathanStasisImmuneAndInstantStasisBreaker(5sec);
            counterattack();
        }
        else if(bigLeviathan)
        {
            activeTimeStasisField = 0;
            playSound("leviathanRoar");
            makeLeviathanStasisImmuneAndInstantStasisBreaker(5sec);
            counterattack();
        }
        else
        {
            activeTimeStasisField -= maxActiveTimeStasisField/3;
        }
    }


[BUG] Subnautica [Experimental] map bug - non repairable electrical box on wreck

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Subnautica Version: 62240
Description - the electrical box on the wreck at this location is not able to be repaired, blocking access to the wreck.
Reproduction steps:

visit the wreck at the following co-ordinates : 391.5, -15.1, -191.5
attempts to use repair gun to repair to repair electrical box to open door fails. box does not respond to attempts to be repair. progression into wreck is blocked.

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