Best Of
Re: Why do we still not have a map feature?
I’ve resorted to deploying scanner rooms everywhere and giving them 4 range upgrades. But a map would honestly be the best thing ever, I absolutely love to map in video games and I wish they would add one to this beautiful work of art we call Subnautica.
TBH, I'd love to see a map room in the Cyclops, tied into the scanner rooms. Basically you get to see the scanner room's hologram and your current location in it. This way the scanner rooms also get more utility instead of, if you're like me, constantly moving them around!
And maybe add a module for the Cyclops to also pilot the camera drones, using the scanner room range and extending that range a bit around the Cyclops. So if you're on the edge with your Cyclops they aren't completely useless
You know that "synergy" UWE always kept talking about for NS2 marine classes and Kharaa lifeforms. In this case with vehicles and rooms...
Someone suggested adding another room to the Cyclops above the docking back, seems like it would house a scanner room hologram... And this way it's not a simple map, but an actual physical room you can use, tied to environmental requirements. Which would be more interesting then just having a map on your PDA or something

Re: Funny Subnautica pictures and memes
The precursors' last-ditch attempt to save the sea emperor and continue enzyme 42 research (circa 2666, colorized)


Re: ns2_altair (by brainfood)
deathshroud wrote: »Map is still being worked on, should be a new version in next few weeks
Great news, I look forward to it!
Re: ns2_altair (by brainfood)
Map is still being worked on, should be a new version in next few weeks
Re: Combat Mode Relaunch
I've released a new version of the classic combat mod with a series of small balance changes and improvements:
I played around with limiting vampirism and carapace but it really wasn't as big a deal as I was suspecting. It's good but it certainly doesn't outheal boolet. I next plan on reviewing the assist logic once again to better account for who is actually assisting versus just hiding in a vent.
I'm also playing around with the idea of adding an optional XP circle sometime before overtime to get the game moving. The circle would appear after something configurable like 10 minutes somewhere near the center of the map, maybe moving every few minutes. If a player stands inside the circle (and not in a vent) they will get a slow steady trickle of XP. Sometimes games get into stalemates with the marines pretty much staying in base until overtime, and I'd like to give server OPs an option to prevent that.
- Respawn times have been changed. Previously, there would be a timer that would spawn all dead players on a team every 12 seconds. This would mean that if you died, you would be dead for a random amount of time from 0-12 seconds (plus the "fade to black" time when you die). Now, there is a 6 second timer that respawns everyone that has been dead for more than 6 seconds. This means that now, you will respawn every 6-12 seconds. While this means slightly longer spawn times on average, it also means that spawning waves will occur slightly more often. This may hurt marines more than aliens simply because they won't be able to spawn in as large waves to defend against a push.
- Added a small GUI countdown so you know exactly when you will be spawning.
- Increased lifeform evolution times by roughly 2 seconds (1 for gorge). Lerks and onos could come back and hit your base before you're done re-supplying and welding each other, so hopefully this change plus the spawn time changes above will make that happen less often.
- Made life form limits visible in the evolve menu. Previously there were limits to the number of each life form you could evolve to, but they were hidden. I've tweaked the limits a little (no more 50% fade teams or 100% lerk armies) and now I have them displayed on the evolve screen below each life form:
- I updated my Rebirth Bots mod to support more aspects of combat. Still not perfect, but you'll see fades and lerks and onos running around late game.
- And lastly, a bunch of bug fixes and performance improvements
I played around with limiting vampirism and carapace but it really wasn't as big a deal as I was suspecting. It's good but it certainly doesn't outheal boolet. I next plan on reviewing the assist logic once again to better account for who is actually assisting versus just hiding in a vent.
I'm also playing around with the idea of adding an optional XP circle sometime before overtime to get the game moving. The circle would appear after something configurable like 10 minutes somewhere near the center of the map, maybe moving every few minutes. If a player stands inside the circle (and not in a vent) they will get a slow steady trickle of XP. Sometimes games get into stalemates with the marines pretty much staying in base until overtime, and I'd like to give server OPs an option to prevent that.
Re: Subnautica coming to PlayStation 4 - Subnautica
YAY!!! Do the PSVR thang pleeeeezzz
Subnautica song from Miracle of Sound - Deep Blue
I've been hoping for a Subnautica song from MoS for a while now and I was super hype when I found he was making one. IMO it's really good!
https://www.youtube.com/watch?v=dUHp7N8BVyo
https://www.youtube.com/watch?v=dUHp7N8BVyo
Re: [Crash] White Screen
Same issue. It hasn't happened to me before now. I've logged about 48 hours in this game and it's happening in my base near the thermal vents next to the big membrane tree. I'm okay moving up and down the ladders, I can interact with everything in the stacked multipurpose rooms without any issues...but if I enter a corridor or try to go outside, it goes to a black screen, then a white screen with the little spinning loading icon and plays the menu music. Have tried clearing CellsCache and CompiledOctreesCache per another similar crash I saw in the forums. PC can handle the game fine, Have tried adjusting the settings, updating drivers, and no change.
Re: A New Leviathan for Subnautica?
PhantomRider187 wrote: »Isummon_Durt, I am not trying to be disrespectful in any way but do you not like my idea? I want to hear your opinion on the bone stalker leviathan.
This would be easier to decide if you could provide a more detailed description of your conceptual model. For instance, I imagine that this creature would have transparent-blue, highly-plastic flesh divided into segments by rib cages. It wouldn't have a true spine, but it would have a spinal cord following a single ventricle which continues throughout its entire body; which would have many bladders and visible digestive tracts wrapped around it in some places, (mainly its system of stomachs). this creature would make up for its small brain cavity by having a system of decentralized nervous systems linked to reflexive brains which are denoted in bulbous modules at different sections of the creatures body. There would be a rather large distance between this inner cord and the outer flesh; almost mimicking the ghost leviathan save for the fact that the creature has something akin to bone structure. However, this structure is only maintained by a system of musculature which continues along its entire length. How it moves without a backbone? Essentially, it has a system like a conveyer-belt in which a single segment of bone would be contracted into the creature, and then pushed towards its front until it met one of its other rib cage segments, and then would expand outwards and be pushed back to its previous position and hand it off to the next rib cage and so on. Boom! We just created a class of creature unclassified by modern science. (Its skull, however, would be very lightweight and wouldn't have any covering layer of flesh. It'd just have its six eyes).