Best Of
Marked Locations on Minimap
This has been discussed and suggested before.

The idea is to mark the location on your minimap you are in at that moment.
(Someone feel free to link the original thread and original image/gif, which showed the idea perfectly)
It's not easy to do according to our modders and there are probably different methods to approach this.
Here is my idea:
-Make a separate locationname.tga for each location of the map (same resolution as overview.tga and they have to have the exact same position in the .tga file)
-Put them all into ../ns2/maps/overviews/mapname (so there is no mixups and chaos between different maps' locations)
-When a player is in a certain location and activates minimap, use that locationname.tga, put it on top of the minimap image and use some color modifier to highlight it (If that isnt possible, one could also dye each locationname.tga with a highlighting color, but this is more work and less flexible on the highlighting part)
I prepared this for Summit, if anyone wants to have a take on it, check out the attached file.
It includes a .tga for each location in Summit and the .psd I used to create them.
Please put the ns2_summit folder including the .tgas into ns2/maps/overviews/ ..so we can have an overview folder for each map
If this works out and ppl like it, there is probably the possibility to modify the overview.exe to create these additional .tgas during map-building.
"Just" have the overview.exe render the overview limited on only the area of each location entities and spit it out as locationname.tga in the mapname folder.
YES PLEASE.
This is rookie friendliness, not HP bars ;]

The idea is to mark the location on your minimap you are in at that moment.
(Someone feel free to link the original thread and original image/gif, which showed the idea perfectly)
It's not easy to do according to our modders and there are probably different methods to approach this.
Here is my idea:
-Make a separate locationname.tga for each location of the map (same resolution as overview.tga and they have to have the exact same position in the .tga file)
-Put them all into ../ns2/maps/overviews/mapname (so there is no mixups and chaos between different maps' locations)
-When a player is in a certain location and activates minimap, use that locationname.tga, put it on top of the minimap image and use some color modifier to highlight it (If that isnt possible, one could also dye each locationname.tga with a highlighting color, but this is more work and less flexible on the highlighting part)
I prepared this for Summit, if anyone wants to have a take on it, check out the attached file.
It includes a .tga for each location in Summit and the .psd I used to create them.
Please put the ns2_summit folder including the .tgas into ns2/maps/overviews/ ..so we can have an overview folder for each map
If this works out and ppl like it, there is probably the possibility to modify the overview.exe to create these additional .tgas during map-building.
"Just" have the overview.exe render the overview limited on only the area of each location entities and spit it out as locationname.tga in the mapname folder.
Re: Marked Locations on Minimap
I think the last few posts in this thread is what you want?
https://forums.unknownworlds.com/discussion/143224/mini-map-improvements#latest
I would sincerely love that!
https://forums.unknownworlds.com/discussion/143224/mini-map-improvements#latest
I would sincerely love that!
Re: 'BOREALIS RISING' - A Subnautica Story V2.0.
Hey @Bugzapper, check out my awesome signature. Is is okay with you if I have links to your book in there?
No problem at all. I certainly appreciate your enthusiastic response to The Aurora Chronicles so far.
Fair warning; this story will be concluding fairly soon. There will be no more after Borealis is done.
Finito. No amount of impassioned pleading will convince me otherwise.
Writing around 500 pages with zero possibility of financial recompense takes a certain degree of fanatical dedication to the subject matter.
I'm perfectly satisfied knowing that I can walk away from Aurora & Borealis with at least one completed novella under my belt. Consider them as a freebie.
However... The next one's gonna cost ya.

Re: Struggling to find Lava Lake / Primary Containment Facility
Scanner Rooms are bullshit
Re: Struggling to find Lava Lake / Primary Containment Facility
Yep, beacons are basically your bread and butter when it comes to finding cave entrances if you're not familiar with the area yet.
Also since you said it was very dark down there. Make sure you're not playing using the cinematic filmic color grading in your graphics settings. It is moronically dark, not to mention that bloom also seems to add quite an obscuring haze, especially in the lava zones...
Also since you said it was very dark down there. Make sure you're not playing using the cinematic filmic color grading in your graphics settings. It is moronically dark, not to mention that bloom also seems to add quite an obscuring haze, especially in the lava zones...
Re: Struggling to find Lava Lake / Primary Containment Facility
When in the Lost River, find the big glowy tree thing with the eggs on it, can't miss it. Behind the tree is a sink hole that leads to the inactive lava zone. Going this path, follow the ILZ until you reach the large chamber. From there, just explore around the edges of the area until you find the sink hole into the ALZ. (I believe the sink hole is opposite the side of the lava castle.)
Re: Struggling to find Lava Lake / Primary Containment Facility
@BigGrayGolem
The eggs are..
The tree will look like this..
The area is close to the..
Hopefully this will help you out. It's kind of hard for me to explain as I know the way by heart. If you get tired of searching, I would either build a scanner room with maximum scanning range (4 upgrades) to help you navigate the terrain, or try looking at some maps of the lost river online.
The eggs are..
Ghost Leviathan eggs. You only find this out by scanning the tree.
The tree will look like this..

The area is close to the..
Disease Research Facility
Hopefully this will help you out. It's kind of hard for me to explain as I know the way by heart. If you get tired of searching, I would either build a scanner room with maximum scanning range (4 upgrades) to help you navigate the terrain, or try looking at some maps of the lost river online.
Re: Maybe some inspiration taken from real life stuff to model the ice in the dlc
This is cool:
(teaming life under the ice, looks gorgeous)
https://m.theepochtimes.com/uplift/two-explorers-put-a-camera-underneath-antarcticas-ice-sheet-this-is-what-they-found_2454667.html
(teaming life under the ice, looks gorgeous)
https://m.theepochtimes.com/uplift/two-explorers-put-a-camera-underneath-antarcticas-ice-sheet-this-is-what-they-found_2454667.html
Re: Cyclops "Dock"
In the builds above, I put a station around the platform largely to assist in finding it at night (hard to see the flat platforms on the water's surface without indicators). That's also why there are lights. Inside the station is a nuke reactor used to power the lights and the four power cell chargers. Below each dock area is another platform to "catch" the Prawn suit so it lands right below the Cyclops. This makes it easier when bring the Prawn suit back and loading it, since you just move onto the platform and hit the thrusters; that will align it with doors automatically.
Obviously this has bells and whistles. My original dock, earlier in the game when I had less resources, was just a single set of platforms and one platform below for the Prawn catch. No lights, no power, etc.
Obviously this has bells and whistles. My original dock, earlier in the game when I had less resources, was just a single set of platforms and one platform below for the Prawn catch. No lights, no power, etc.