Best Of
Re: Mod to add "live" mapping to Subnautica (v0.10)
ScienceNeko3 wrote: »Just commenting here to thank the creator of this mod. Well made. Super useful. Can’t imagine playing without it anymore.
Tip to others; put your tablet computer near you, open the browser, type in IP-address of game PC, follow with port number as you would normally.. now you have a navigation system. No more Shift+tab, just look at your tablet and then back at your computer screen. Yay!
Again, VERY awesome mod. Thank you for the time and effort you put into this. It is much appreciated and enjoyed.
I use a 2nd monitor, but I did test it on my tablet as well
[Experimental] No more water clipping thru bases built at sea level !!
At final long last, this accursed bug making water clip thru our bases that were built at sea level has been vanquished! Can you guys believe its been almost 3 years now that building bases was introduced in the game, how time flies by fast! This bug seems to have been fixed as of build 59503 in the Experimental branch. For those who have not seen this fix in all its glory, heres a screeny i took earlier:


Im a bit amazed at the fact we had to wait almost 3 years, which is about 10 days before official Launch, to get a fix for this .... but at least we have a nice surprise for launch!


Im a bit amazed at the fact we had to wait almost 3 years, which is about 10 days before official Launch, to get a fix for this .... but at least we have a nice surprise for launch!
Hey Devs, would you consider making creature plushes? Knit Rabbit Ray here as example
Re: Funny Subnautica pictures and memes
Fun fact: The subnautica map functions as a rorschach test!
(Save this photo, write / draw what you see on it, and post it!)
Mine:

I am currently seeking medical attention.
Re: 'BOREALIS RISING' - A Subnautica Story V2.0.
CHAPTER FOURTEEN
The past three weeks have been particularly hectic. Aside from the day-to-day business of sticking the remaining bits of Borealis together, I have been diligently racking up some serious flight hours in our deep-space shuttle, Cutty Sark. There's not that much difference between flying and piloting a submersible, save that things tend to happen a damn sight faster and there's a disturbing tendency for gravity to get involved. JUNO has been acting as my instructor, since there's far more to this flying business than a head full of theoretical knowledge can deliver.
According to JUNO, I need to develop an innate feel for flight dynamics in order to be a truly effective pilot. Although 'becoming one with the machine' isn't an entirely foreign concept around here, I won't be allowed to cyberlink with any of Cutty Sark's systems during the certification flight. In recognition of my official status as a trans-human, the ITC have stipulated that the flight must be executed without accessing any 'unusual' cybernetic enhancements. Raw skill turns the trick, apparently. I don't know what tortured logic prevailed at the ITC during the application review process, although I'm extremely grateful that Captain Halvorsen was able to plead my case. Looks like I owe him another solid... Or a particularly splendid volatile liquid. Done deal.
"Cutty Sark to Carl Sagan Actual. Pre-flight checks are complete. All ship's systems are nominal."
"Telemetry received, Cutty Sark" Halvorsen replied. "Your flight corridor is clear of traffic. Proceed."
"Thank you, Captain Halvorsen. ETA for RV with Carl Sagan is eight point five hours. Selkirk out."
"Godspeed and a smooth flight to you, Cutty Sark. Halvorsen out."
Simulating 1.25 million tonnes of starship lifting off is relatively easy. Cutty Sark's launch thrusters have been throttled back to a mere 15 per cent, adding a suitably ponderous feel to our vertical ascent. Upon reaching an altitude of 500 metres, Cutty Sark swung around to the correct launch heading and tilted her bow majestically skyward. Atmospheric reaction drives ignited with a roar, accelerating the shuttle past Mach 1. The scramjets kicked in at Mach 2.5, catapulting her into a Mach 20 low orbital trajectory around Manannán.
"You're in the pipe five by five, Captain." JUNO announced. "We have a go for LOI burn in 720 seconds. All flight control and ship support systems are currently operating within nominal limits."
"That sounds a wee bit ominous, Lass... You're not about to drop the hammer on me, are ye?"
JUNO shrugged noncommittally. "It depends, Sir."
From Day One of my training, JUNO has been a stickler for practicing recovery from 'transient flight events'. Dead-stick landings, nav-comp errors, main drive failures, random malfunctions in RCS thrusters and so forth. Truly scary stuff, but absolutely essential skills to master. Naturally, I expect any one of these nightmare scenarios to unfold sometime during this flight. Something tells me I should have spent more time buttering up JUNO before climbing into the pilot's seat.
Cutty Sark hurtled around the night side of Manannán, accelerating to escape velocity. Only a thin sliver of Damocles is visible at this point, the countdown timer numerals are flicking off with a steady certainty. Fifteen seconds to lunar orbit insertion burn. Fourteen. Thirteen.
The nav-comp HUD suddenly flickers and dies.
"Thanks." I muttered sourly. "Switching to Bus B, secondary display. Ten seconds and counting."
JUNO nods indulgently, her lips curving into a faint smile. You may plead for mercy now, Dear Captain.
This is going to be an interesting flight.
The past three weeks have been particularly hectic. Aside from the day-to-day business of sticking the remaining bits of Borealis together, I have been diligently racking up some serious flight hours in our deep-space shuttle, Cutty Sark. There's not that much difference between flying and piloting a submersible, save that things tend to happen a damn sight faster and there's a disturbing tendency for gravity to get involved. JUNO has been acting as my instructor, since there's far more to this flying business than a head full of theoretical knowledge can deliver.
According to JUNO, I need to develop an innate feel for flight dynamics in order to be a truly effective pilot. Although 'becoming one with the machine' isn't an entirely foreign concept around here, I won't be allowed to cyberlink with any of Cutty Sark's systems during the certification flight. In recognition of my official status as a trans-human, the ITC have stipulated that the flight must be executed without accessing any 'unusual' cybernetic enhancements. Raw skill turns the trick, apparently. I don't know what tortured logic prevailed at the ITC during the application review process, although I'm extremely grateful that Captain Halvorsen was able to plead my case. Looks like I owe him another solid... Or a particularly splendid volatile liquid. Done deal.
"Cutty Sark to Carl Sagan Actual. Pre-flight checks are complete. All ship's systems are nominal."
"Telemetry received, Cutty Sark" Halvorsen replied. "Your flight corridor is clear of traffic. Proceed."
"Thank you, Captain Halvorsen. ETA for RV with Carl Sagan is eight point five hours. Selkirk out."
"Godspeed and a smooth flight to you, Cutty Sark. Halvorsen out."
Simulating 1.25 million tonnes of starship lifting off is relatively easy. Cutty Sark's launch thrusters have been throttled back to a mere 15 per cent, adding a suitably ponderous feel to our vertical ascent. Upon reaching an altitude of 500 metres, Cutty Sark swung around to the correct launch heading and tilted her bow majestically skyward. Atmospheric reaction drives ignited with a roar, accelerating the shuttle past Mach 1. The scramjets kicked in at Mach 2.5, catapulting her into a Mach 20 low orbital trajectory around Manannán.
"You're in the pipe five by five, Captain." JUNO announced. "We have a go for LOI burn in 720 seconds. All flight control and ship support systems are currently operating within nominal limits."
"That sounds a wee bit ominous, Lass... You're not about to drop the hammer on me, are ye?"
JUNO shrugged noncommittally. "It depends, Sir."
From Day One of my training, JUNO has been a stickler for practicing recovery from 'transient flight events'. Dead-stick landings, nav-comp errors, main drive failures, random malfunctions in RCS thrusters and so forth. Truly scary stuff, but absolutely essential skills to master. Naturally, I expect any one of these nightmare scenarios to unfold sometime during this flight. Something tells me I should have spent more time buttering up JUNO before climbing into the pilot's seat.
Cutty Sark hurtled around the night side of Manannán, accelerating to escape velocity. Only a thin sliver of Damocles is visible at this point, the countdown timer numerals are flicking off with a steady certainty. Fifteen seconds to lunar orbit insertion burn. Fourteen. Thirteen.
The nav-comp HUD suddenly flickers and dies.
"Thanks." I muttered sourly. "Switching to Bus B, secondary display. Ten seconds and counting."
JUNO nods indulgently, her lips curving into a faint smile. You may plead for mercy now, Dear Captain.
This is going to be an interesting flight.
Re: Update 320 - Merry Gorgemas! - Natural Selection 2
The TSF has been sued by other companies and people for rogue railgun projectiles leaving the combat areas, shooting someone's property instead, all the way across the county. In some one case a satellite was damaged beyond repair and some space ships parked in orbit have been damaged
Re: Subnautica Idea's (Feel free to post your ideas!)
I have Many idea's I will start with the Oldest one and work my way to the Newest.
Feedback always Welcome 
- Cyclops Improvments.
- "Constant scan": when a creature attacks you it is not Just a creature attack but it know's what class creature it is and the red Dot's could become Smaller or bigger depending on the size.
- Interaction with player: It could Speak to you more (With it's epic voice) and has more personality. it know's and Relays information to you trough it's Voice.
For example In point one: "Attention! Captain! Leviathan Class Creature attack Detected, I suggest evacuation of the area Or decoy Deploying" [When The Hull was attacked at 100% (Alarm's Remain the same as the Current Creature attack alarm)]. [When Creature attack's at 50% or after (Alarms are Little more frantic)]: "Warning! Captain! Leviathan Class creature attack! I suggest immidiate evacuation of the area as the Threat Level is Considered high, Deploying of the Decoy might be a good idea!" [If the Hull is attacked at 25% (Alarms go Very Frantic)]: Danger! Captain! Leviathan Class Attack! Deploy Shielding Immidetaly! Threat level is High! Decoy Deploying Highly Suggested!. [When hull is at 15% (alarms go Really Frantic and scary so you Know you are in a huge danger)]:" DANGER! Capt'n Danger! Sub is SEVERLY Damaged! Leviathan Class Creature attacking! Evecuate the area! Full shielding! Deploy the Decoy!" [If hull is 10%> (Nuclear alarm's)] DANGER! Submarine Decompression imminent! Levithan Class Creature attack! God help as all. [Just before Exploding like a final minute before explosion] "Cap'n..Please do not let me Die..Destruction in..10....9....8---"Etc. Also Fire will be announced in more detail: "Warning! Fire detected at Bottom deck in sector 2 (Middle part)! - Self Destruct Button: For when you are REALLY desperate of getting Rid of something: "Warning! Reactor Overdrive! Self Destruct sequence initialized! [Almost Nuclear like Alarm-s] Self destruction in -1 Minute! Submarine Evacuation Is now in effect.[Evac. Alarm's along with Destruction alarm's] Warning! all hands, Abandon ship! Abandon Ship! (after some time) Self destruction in -10....9....8--"etc. [You can Abort at any time] "Attention! Self Destruct sequence has now been, Aborted! Have a Wonderful day."
- A bigger Sub: Cargo sub even..with 3 Deck's Instead of 2 (Like the cyclops) and about 2x Wider than the Cyclops and 3x Longer. and the 3rd deck is Totally stuff free so feel free to Implement Lockers,Modification stations Etc. also It would Look Bulky/Industrial and only window's are those in cockpit and just before exit, also it can store 2 Veichles (2 bays)
- War Sub: For example a True battle sub (The Vengance, [Name WIP]) With 6 Forward Torpedo tubes 2 back, Shielding, Reenforced Hull (Can take a LOT more beating than a Cyclops Even being able to take 2 hit's from the Emperor) And 2 Missile Tubes (A long range ones that Could Go up a bit then Dive deep down (Like 200-500m) and then Blowing up, Killing in 20m radius. and a Depth charge tube (for taking out whoever is following you with Decoy tech in the middle, calling the creatures near it and Detonating it) It would be relatively Slow There is only 1 window Forward Mostly Cameras side Could have that Original Cyclops Look to it but, it cannot store ANY veichle
- Stealth Sub: Shield, max noise is 5 Bar's, And is Faster than Cyclops But Stay's Little Behind Seamoth, Sleek Bullet design, Only 1 deck At front 360 Degree Viewport In the Middle airlock/Bulkhead to get out and Little more room than a Base hallway but not Much, Having 4 cameras (Up,Left,right,down) 1 Decoy tube, as you can guess Does not store any veichle.
- Base AI Core And Personalty (So the Base's have Buildable AI core (Dracon1023's idea) But also so they have a little Personality for Player Interaction, so player can have Somewhat meaningful converstations with it
Re: What To Do With the Aurora?
What To Do With the Aurora?
Turn the Aurora into a theme park and water ride. An Alterra's original entertainment, fun for the whole family. With a free cure for your new disease.
Turn the Aurora into a theme park and water ride. An Alterra's original entertainment, fun for the whole family. With a free cure for your new disease.
Re: Combat++
@Kasharic
This is pretty much what I'm going for, or at least, will be trying out first. I'm going to implement a "distance from base" idea, but I was thinking of doing it as a modifier for xp earning actions rather than a slow xp gain over time (though I could see why that'd be useful for less skilled players). I'll probably try out both approaches and see what works. If the "xp over time based on distance" approach were used then you are correct, I would not supply that XP while the player is dead/respawning.
When I was working on some of the scoring mechanics, I did come across the code for vanilla that modifies the score earned per kill based on how long the opponent had been alive. I was already thinking about adding this idea into Combat++ as well. Thanks for reminding me and reiterating that point!
There used to be a mechanic in vanilla that was removed due to it not working for vanilla gameplay that I think could be reused to solve this problem.
You used to only gain res while alive, combine that idea with "distance from base" and you now how a mechanic that would prevent base camping.
the further from your base you are, the more xp you gain, you only gain this type of xp while alive.
If this were to be used alongside the "kill for xp" and the other similar mechanics combat used to have, it should stop people sitting still for most of the game.
if you also had the xp you gained from killing someone adjust based off of how long they have been alive, you would be rewarded more for killing the stronger players, which could balance out the snowballing.
This is pretty much what I'm going for, or at least, will be trying out first. I'm going to implement a "distance from base" idea, but I was thinking of doing it as a modifier for xp earning actions rather than a slow xp gain over time (though I could see why that'd be useful for less skilled players). I'll probably try out both approaches and see what works. If the "xp over time based on distance" approach were used then you are correct, I would not supply that XP while the player is dead/respawning.
When I was working on some of the scoring mechanics, I did come across the code for vanilla that modifies the score earned per kill based on how long the opponent had been alive. I was already thinking about adding this idea into Combat++ as well. Thanks for reminding me and reiterating that point!








