Best Of
Re: Public 322 Playtest this Thursday!
@IronHorse Wait why are you removing metabolize from the weapon slot???? I use that for map movement..
Just make an option and default it to off....
Just make an option and default it to off....
Re: Public 322 Playtest this Thursday!
Hopefully while metab is removed from weapon slot it will still function the same (press shift to use)
So the only thing removed will be how you can accidentally switch from swipe to meta. Which is a good thing imo...
So the only thing removed will be how you can accidentally switch from swipe to meta. Which is a good thing imo...
Re: The Aurora Team ?
1: 27 lifepods were launched from the Aurora, with an estimated 35% (9-10) of them surviving (Lifepod Tracking Data, Aurora Black Box Data). There are 10 lifepods in the game (LP 2, 3, 4, 5, 6, 7, 12, 13, 17, 19)
2: Only 9 people were alive when the Warpers were aware of their presence (Radio Message: "9 new biological subjects designated"). It is possible one of the survivors was quickly found by the Warpers and was killed and analyzed to see if there were more. This could explain why the message said 9 survivors, when there are 10 people that could have been alive at that point. It could very easily have been Berkely, since he crashed in the Blood Kelp Zone and Warpers are there as well.
3: After the second message from the Warpers is received (Radio Message: "targets unaccounted for: 1"), it is known only the player is left alive (Lifepod Tracking Data: "Human lifesigns detected over long range at T+8hrs: 1").
Most Likely Candidates for the Warper's 9 Most Wanted, presumably at least 1 was killed by a Warper
1 - CTO Yu (LP 2) - intercepted by leviathan class predator (presumably a Reaper)
2 - Berkely (LP 2) - fate unknown
3 - Unnamed Crew (LP 3) - fate unknown
4 - Unnamed Crew (LP 3) - fate unknown
5 - Non-Essential Systems Maintenance Chief Ryley (LP 5) - the player
6 - Unnamed Crew (LP 7) - fate unknown
7 - Danby (LP 12) - most likely succumbed to the Kharra Bacterium rapidly advancing in his system, having reached Stage 2 within a few hours
8 - Ozzy (LP 17) - fate unknown
9 - Unnamed Crew (LP 17) - fate unknown
10 - Officer Keen (LP 19) - probably died to the Reaper that killed CTO Yu
Other "Survivors", that probably died before the Warpers were aware of their presence.
1 - Unnamed Crew (LP 4) - most likely killed by a Reaper that was also attacking the lifepod
2 - Unnamed Crew (LP 6) - died when lifepod exploded
3 - Unnamed Passenger (LP 6) - died when lifepod exploded
4 - Jochi Khasar (LP 13) - died on impact
Other Crew - unknown if they made it into the lifepods or perished with the ship
1 - Unnamed Crew (Aurora Scanner Room Voice Log)
2 - Unnamed Crew (Aurora Scanner Room Voice Log)
3 - Unnamed Crew (Surveillance Log, Leisure Deck
4 - Captain Hollister (Lifepod 19 Second Officer Keen's Voice Log, Alterra HQ - Last Recorded Transmissions) - died with the ship
5 - Huggins (Sweet Offer)
6 - Wilson (Sweet Offer, Relationship Contract Legal Recording)
7 - Technician Hinkle (Robotics Bay Security)
8 - Fournier (Relationship Contract Legal Recording)
2: Only 9 people were alive when the Warpers were aware of their presence (Radio Message: "9 new biological subjects designated"). It is possible one of the survivors was quickly found by the Warpers and was killed and analyzed to see if there were more. This could explain why the message said 9 survivors, when there are 10 people that could have been alive at that point. It could very easily have been Berkely, since he crashed in the Blood Kelp Zone and Warpers are there as well.
3: After the second message from the Warpers is received (Radio Message: "targets unaccounted for: 1"), it is known only the player is left alive (Lifepod Tracking Data: "Human lifesigns detected over long range at T+8hrs: 1").
Most Likely Candidates for the Warper's 9 Most Wanted, presumably at least 1 was killed by a Warper
1 - CTO Yu (LP 2) - intercepted by leviathan class predator (presumably a Reaper)
2 - Berkely (LP 2) - fate unknown
3 - Unnamed Crew (LP 3) - fate unknown
4 - Unnamed Crew (LP 3) - fate unknown
5 - Non-Essential Systems Maintenance Chief Ryley (LP 5) - the player
6 - Unnamed Crew (LP 7) - fate unknown
7 - Danby (LP 12) - most likely succumbed to the Kharra Bacterium rapidly advancing in his system, having reached Stage 2 within a few hours
8 - Ozzy (LP 17) - fate unknown
9 - Unnamed Crew (LP 17) - fate unknown
10 - Officer Keen (LP 19) - probably died to the Reaper that killed CTO Yu
Other "Survivors", that probably died before the Warpers were aware of their presence.
1 - Unnamed Crew (LP 4) - most likely killed by a Reaper that was also attacking the lifepod
2 - Unnamed Crew (LP 6) - died when lifepod exploded
3 - Unnamed Passenger (LP 6) - died when lifepod exploded
4 - Jochi Khasar (LP 13) - died on impact
Other Crew - unknown if they made it into the lifepods or perished with the ship
1 - Unnamed Crew (Aurora Scanner Room Voice Log)
2 - Unnamed Crew (Aurora Scanner Room Voice Log)
3 - Unnamed Crew (Surveillance Log, Leisure Deck

4 - Captain Hollister (Lifepod 19 Second Officer Keen's Voice Log, Alterra HQ - Last Recorded Transmissions) - died with the ship
5 - Huggins (Sweet Offer)
6 - Wilson (Sweet Offer, Relationship Contract Legal Recording)
7 - Technician Hinkle (Robotics Bay Security)
8 - Fournier (Relationship Contract Legal Recording)
Re: Please somebody help me uninstall and reinstall subnautica!
Rebooting doesn't cause a loss of data. It's shutting the machine down and turning it back on; you're describing formatting the drive and rebuilding the system from zero. Doing that to fix a graphical glitch would be like burning down a building and putting it back up because a window was dirty.
That said, any data that's important to you should always be backed up on other media. Any number of unexpected problems could kill your storage drive at any time, and if you haven't backed up your files, they could well be gone for good.
So, back to the problem. Since a reinstall didn't help, this is looking more and more like a driver issue. The best thing to do (and this is generally good advice for any graphics problem a reboot couldn't cure) is check your drivers for updates - odds are, they're out of date and there's a conflict. There's also an outside chance that your display is conflicting with default graphics settings for the game, but that's unlikely in the extreme.

So, back to the problem. Since a reinstall didn't help, this is looking more and more like a driver issue. The best thing to do (and this is generally good advice for any graphics problem a reboot couldn't cure) is check your drivers for updates - odds are, they're out of date and there's a conflict. There's also an outside chance that your display is conflicting with default graphics settings for the game, but that's unlikely in the extreme.
Re: 'AURORA FALLS' - A Subnautica story.
P.s only just joined, so I couldn't post the full link, but I thought you should know about this
Re: 'AURORA FALLS' - A Subnautica story.
Originality is too much to hope for with some people. 

Re: Add average server hive skill back to the Server Browser
Tiny adjustments for my quote
Yesterday, I wanted to play...
Join Server 1 Avg 1k
Join Server 2 Avg 1,3k
Join Server 3 Avg 0,9k
Join Server 4 Avg 1,5k
Join Server 5 Avg 1,3k
Join Server 6 Avg 2,4-2,9k
So it took me 5 Servers which I easily could've stomped by for example going lerk without knowing if there was a higher skilled Server worth waiting for..
For Higher Hiveskilled players above 3k the colours could change like this for the same servers
Starting with 3000 Hiveskill the values change:
Green = -500 to +500
Red = below 1500
yellow = -1500 to -500
orange >= +500)
Values could be tweaked, but for those times that there is no server inside the range between -1500 and +9999 every highskilled players above 4000 Hiveskill needs to be able to see the numbers instantly!
You could even implement the old Arrows.. but we higher skilled players need numbers to join the server with the highest skill (or knowing if it's even worth joining)...Player: Bimbo
Hiveskill: 1000 (Your own Hiveskill needs to be available in the browser/menu)
Name | Hive Avg Difference | Hiveskill Avg (doesnt need to be shown)
TTO | ↑2000 | 3000
IBIS | ↑250 | 1250
TA | ↑750 | 1750
Rookie| ↓-600 | 400
Orange for "higher hiveskill" and Yellow for "lower"
Orange for "higher" (difference <= 1000), because most players are lowerskilled, so they need to be warned if they join into a higherskilled server<br> Red for above 1k Difference
Yesterday, I wanted to play...
Join Server 1 Avg 1k
Join Server 2 Avg 1,3k
Join Server 3 Avg 0,9k
Join Server 4 Avg 1,5k
Join Server 5 Avg 1,3k
Join Server 6 Avg 2,4-2,9k
So it took me 5 Servers which I easily could've stomped by for example going lerk without knowing if there was a higher skilled Server worth waiting for..
For Higher Hiveskilled players above 3k the colours could change like this for the same servers
Coloringexample to keep the same colorsystem:Player: Veteran
Hiveskill: 3500 (Your own Hiveskill needs to be available in the browser/menu)
Name | Hive Avg Difference | Hiveskill Avg (doesnt need to be shown)
TTO | ↓500 | 3000
IBIS | ↓2250 | 1250
TA | ↓1250 | 1750
Rookie| ↓3100 | 400
ENSL Comp| ↑750 | 4250
Orange for "higher hiveskill" and Yellow for "lower"
Orange for "higher" (difference <= 1000), because most players are lowerskilled, so they need to be warned if they join into a higherskilled server<br> Red for above 1k Difference
Starting with 3000 Hiveskill the values change:
Green = -500 to +500
Red = below 1500
yellow = -1500 to -500
orange >= +500)
Values could be tweaked, but for those times that there is no server inside the range between -1500 and +9999 every highskilled players above 4000 Hiveskill needs to be able to see the numbers instantly!
Scanner Room bugs + Misc.
Hey folks. I reinstalled after playing through some of the game months ago and decided to give it a go to see what's changed. Looks like the story is coming along well though I didn't play through too much of it as I want things to be fresh my first complete time through. Here's a few bugs I noticed that I haven't seen listed here yet.
- Scanner Room shows locations of things that aren't there anymore (fragments specifically is where I noticed this, I didn't check for other types of scannable objects). I would go and loot fragments after scanning for them. I'd scan for something else to get the fragments to clear and then change it back to fragments and it would still show all the ones I had already gathered. Makes it nigh impossible to use to find things in congested areas with lots of little fragments (battery chargers, seaglide, etc.).
- Scanner Room shows locations of fragments that aren't actually there. I'm not certain if this is a remnant of old fragment locations but to try to find specific blueprints I would build a scanner room and a bio reactor to power it, clear out stuff I found around it, reclaim it all and move it to a new location to repeat the process. I came across an area in the far southwest (approximately -800,-1200) that pinged about a dozen fragments but when I went to gather them nothing was there. They weren't under the ground level I was on as is the case sometimes, they simply showed as being there and there wasn't anything.
- This time I only encountered one base building bug. I placed a reinforcement on a wall section and then started building a medical dispenser on top of it. The building immediately stopped and I was left with a transparent image of the medical dispenser that I couldn't finish and I was unable to remove the reinforcement because an incomplete object was attached. I tried every which way I could to cancel the medical dispenser but eventually gave up. It left me with a portion of a base that, when I abandoned my initial base near the safe shallows, I wasn't able to reclaim all the resources and deconstruct my base. Not a huge deal but I spent a good 30 minutes messing with it trying to fix it. I even looked to see if there was a console command that would allow me to automatically deconstruct the module and couldn't find one.
- The seaglide would often times disappear on me, it wouldn't display in my hands and no sound effect would play from me using it even though it was being used. In order to fix it I would have to stop a second and then resume using it. Again not a big deal but with immersion being such a strong aspect of what makes the game great it would pull me out of it. Unfortunately this happened rather frequently.
- The music would cut out in odd ways when transitioning from one area to another or when riding the edge of a particular area.
I like the addition of being able to self scan and the progress that occurs. I only played through until the resolution of being provided a rendezvous location so I'm sure many of the changes are for late game content. Looks great and I can't wait to play the final product
- Scanner Room shows locations of things that aren't there anymore (fragments specifically is where I noticed this, I didn't check for other types of scannable objects). I would go and loot fragments after scanning for them. I'd scan for something else to get the fragments to clear and then change it back to fragments and it would still show all the ones I had already gathered. Makes it nigh impossible to use to find things in congested areas with lots of little fragments (battery chargers, seaglide, etc.).
- Scanner Room shows locations of fragments that aren't actually there. I'm not certain if this is a remnant of old fragment locations but to try to find specific blueprints I would build a scanner room and a bio reactor to power it, clear out stuff I found around it, reclaim it all and move it to a new location to repeat the process. I came across an area in the far southwest (approximately -800,-1200) that pinged about a dozen fragments but when I went to gather them nothing was there. They weren't under the ground level I was on as is the case sometimes, they simply showed as being there and there wasn't anything.
- This time I only encountered one base building bug. I placed a reinforcement on a wall section and then started building a medical dispenser on top of it. The building immediately stopped and I was left with a transparent image of the medical dispenser that I couldn't finish and I was unable to remove the reinforcement because an incomplete object was attached. I tried every which way I could to cancel the medical dispenser but eventually gave up. It left me with a portion of a base that, when I abandoned my initial base near the safe shallows, I wasn't able to reclaim all the resources and deconstruct my base. Not a huge deal but I spent a good 30 minutes messing with it trying to fix it. I even looked to see if there was a console command that would allow me to automatically deconstruct the module and couldn't find one.
- The seaglide would often times disappear on me, it wouldn't display in my hands and no sound effect would play from me using it even though it was being used. In order to fix it I would have to stop a second and then resume using it. Again not a big deal but with immersion being such a strong aspect of what makes the game great it would pull me out of it. Unfortunately this happened rather frequently.
- The music would cut out in odd ways when transitioning from one area to another or when riding the edge of a particular area.
I like the addition of being able to self scan and the progress that occurs. I only played through until the resolution of being provided a rendezvous location so I'm sure many of the changes are for late game content. Looks great and I can't wait to play the final product

Re: Team Stats overlay doesn't go away
Hi,
you can resolve the issue by deleting the LastRoundStats.json at %appdata%/Natural Selection 2/NS2Plus .
It would be great if somebody could post the given file and the Log.txt from %appdata%/Natural Selection 2/ so I can resolve the issue for all users. Just attach both files to your post.
you can resolve the issue by deleting the LastRoundStats.json at %appdata%/Natural Selection 2/NS2Plus .
It would be great if somebody could post the given file and the Log.txt from %appdata%/Natural Selection 2/ so I can resolve the issue for all users. Just attach both files to your post.
Re: [Mod] Exterior Plant Pots!
Too bad I don't like it
I love it