Best Of
Re: Where can I buy Subnautica for the PC - without having to go through Steam?
I feel like
1. Jerych has had one of his accounts hacked in the past and because of which he lost all his accounts and therefore no longer trusts online corporation
2. Jerych is secretly from EA and is forced to use origin or the CEO will limit his nutrition cubes again
3. He believes they're putting chemicals in the water that turn the frigging hover fish gay.

1. Jerych has had one of his accounts hacked in the past and because of which he lost all his accounts and therefore no longer trusts online corporation
2. Jerych is secretly from EA and is forced to use origin or the CEO will limit his nutrition cubes again
3. He believes they're putting chemicals in the water that turn the frigging hover fish gay.

Re: So... Subnautica is launching what's next?

Aight so the track record for UWE is all about those unique games that the market hasn't really seen before.
I have seen a few games with well-written stories, but even fewer (if any) with literature quality, change-your-life kind of writing. Books can do this easily, but games cannot due to the very nature of being goal-oriented.
The kind of story I want to see should be written by someone who's fuckin' nuts, an unholy Bradbury/Dali hybrid with nonsensical, drug-addled fantasies just begging for a blank check and a room-full of people who can somehow capture his madness and put it in a game.
$15 on Steam
Re: Base Parts Ideas! Suggestions and Discussion!
Honestly, base building is one of the weaker parts of the game IMHO. It's one of the parts that hasn't really improved at all in the two years I've been playing the game. No new base parts have really been added in that time to fill holes in the parts list, and there's still a lot of issues with placing things at times that have never been fixed.
I'm pretty sure the devs are planning to include a Cyclops dock in the future. The very first card in their development trello has an image showing one.
Beyond that, here's a list of some base parts I would like to see. Note that most of these have been suggested at one point or another during the development process (or even scrapped by the devs before I started playing).
1. Base Management Console
This would be a terminal like the vehicle modification station, but would allow the player to name/color the base, manage power (turn systems on/off), and create a beacon (like the other vehicles have).
2. Stairs
Seriously, why don't we have a sloped corridor with stairs? Having to build a cascade of corridors and ladders for bases located on sloped terrain just looks ugly. A spiral staircase for multipurpose rooms would be neat as well.
3. Large rectangular multipurpose room
A large multipurpose room that can take two large modules side by side.
4. Power bank
Initially, I heard the devs did include an accumulator base part that would act like a large battery for your base. It was inexplicably removed over two years ago. I would like to see something like this added back in. Preferably in a way that uses power cells like the Cyclops does so the player could potentially build a temporary base using just corridors and run it on power cells in locations that don't have solar or thermal to power them.
5. Shield generator
The idea is that the shield generator would use a lot of power, but would create a large safe zone around your base that animals can't pass through. This could be used to keep predators out, and trap desired fish around your base.
6. Vehicle Constructor
I've found it very immersion breaking that we have to use a magical little floating platform to construct vehicles (and the fact that we use an even smaller magical handheld tool to build the bases). To reduce some of the immersion breakage, it would be great if moonpools could construct a seamoth or prawn (and repair them while we're at it), and we had a large exterior constructor to build a cyclops underwater.
7. Fridge
This would simply be a container that would prevent food stored inside of it from spoiling and require power to do so.
8. Sloped foundations
The idea here is to allow us to make exterior paths for a prawn to walk on.
9. Crates
We see crates all over the place in the Aurora and around the Degasi bases, but we can't actually build them for some reason. These would simply be large exterior storage containers that can be built on a foundation.
10. Teleporter
It would be awesome if one of the precursor facilities had a databank that unlocked a teleporter blueprint for quickly travelling between bases. A small interior and large exterior one (like what the precursors have) would be awesome. These would require a significant amount of power to operate.
11. Resource extractor
This would be a structure that can be placed on the terrain (similar to the thermal plant) that would slowly extract resources from the environment using lots of power similar to the water purifier. Different biomes would give different resources. This would be an entirely new game system and would require rebalancing much of the game, but would reduce the tedium of constantly having to do resource runs.
12. Small bed/cot that fits in a corridor
Night in the early game is one of the more tedious parts of the early game since beds won't be available until after the jellyshroom cave. Being able to more easily skip the night would be very helpful.
13. Aquarium that actually fits in a corridor
This has always bugged me. We get the aquarium from the very beginning, but it doesn't fit in a corridor so we can't actually use it until after acquiring the multipurpose room.
14. Multipurpose room glass ceiling/floor
We can build windows on the floor and ceilings of the corridors, why not on multipurpose rooms? A giant glass dome or floor would be really neat.
15. Angled corridors
Corridors for the other 4 sides of the multipurpose room. Would also include adapters for connecting with regular corridors.
16. Drone bay
A building that allows constructing and operating drones to gather resources and construct buildings.
17. Jetpack
Not really a base component, but equipment that allows the player to fly and hover while constructing bases on land. I like building bases on the islands, and the difficulty of building outside of water always annoys me.
I'm pretty sure the devs are planning to include a Cyclops dock in the future. The very first card in their development trello has an image showing one.
Beyond that, here's a list of some base parts I would like to see. Note that most of these have been suggested at one point or another during the development process (or even scrapped by the devs before I started playing).
1. Base Management Console
This would be a terminal like the vehicle modification station, but would allow the player to name/color the base, manage power (turn systems on/off), and create a beacon (like the other vehicles have).
2. Stairs
Seriously, why don't we have a sloped corridor with stairs? Having to build a cascade of corridors and ladders for bases located on sloped terrain just looks ugly. A spiral staircase for multipurpose rooms would be neat as well.
3. Large rectangular multipurpose room
A large multipurpose room that can take two large modules side by side.
4. Power bank
Initially, I heard the devs did include an accumulator base part that would act like a large battery for your base. It was inexplicably removed over two years ago. I would like to see something like this added back in. Preferably in a way that uses power cells like the Cyclops does so the player could potentially build a temporary base using just corridors and run it on power cells in locations that don't have solar or thermal to power them.
5. Shield generator
The idea is that the shield generator would use a lot of power, but would create a large safe zone around your base that animals can't pass through. This could be used to keep predators out, and trap desired fish around your base.
6. Vehicle Constructor
I've found it very immersion breaking that we have to use a magical little floating platform to construct vehicles (and the fact that we use an even smaller magical handheld tool to build the bases). To reduce some of the immersion breakage, it would be great if moonpools could construct a seamoth or prawn (and repair them while we're at it), and we had a large exterior constructor to build a cyclops underwater.
7. Fridge
This would simply be a container that would prevent food stored inside of it from spoiling and require power to do so.
8. Sloped foundations
The idea here is to allow us to make exterior paths for a prawn to walk on.
9. Crates
We see crates all over the place in the Aurora and around the Degasi bases, but we can't actually build them for some reason. These would simply be large exterior storage containers that can be built on a foundation.
10. Teleporter
It would be awesome if one of the precursor facilities had a databank that unlocked a teleporter blueprint for quickly travelling between bases. A small interior and large exterior one (like what the precursors have) would be awesome. These would require a significant amount of power to operate.
11. Resource extractor
This would be a structure that can be placed on the terrain (similar to the thermal plant) that would slowly extract resources from the environment using lots of power similar to the water purifier. Different biomes would give different resources. This would be an entirely new game system and would require rebalancing much of the game, but would reduce the tedium of constantly having to do resource runs.
12. Small bed/cot that fits in a corridor
Night in the early game is one of the more tedious parts of the early game since beds won't be available until after the jellyshroom cave. Being able to more easily skip the night would be very helpful.
13. Aquarium that actually fits in a corridor
This has always bugged me. We get the aquarium from the very beginning, but it doesn't fit in a corridor so we can't actually use it until after acquiring the multipurpose room.
14. Multipurpose room glass ceiling/floor
We can build windows on the floor and ceilings of the corridors, why not on multipurpose rooms? A giant glass dome or floor would be really neat.
15. Angled corridors
Corridors for the other 4 sides of the multipurpose room. Would also include adapters for connecting with regular corridors.
16. Drone bay
A building that allows constructing and operating drones to gather resources and construct buildings.
17. Jetpack
Not really a base component, but equipment that allows the player to fly and hover while constructing bases on land. I like building bases on the islands, and the difficulty of building outside of water always annoys me.
Re: 'BOREALIS RISING' - A Subnautica Story V2.0.
"Starboard lateral RCS propellant inlet valve is now secured. Initiating portside lateral RCS burn."
I deactivated the glare screen on the forward viewport, and began searching for a reference point in the whirl of stars. A brilliant blue-white streak catches my eye. Perfect. A massive Wolf-Rayet star, burning brightly among its lesser stellar companions. My internal HUD tells me it's WR 134, located in the constellation of Cygnus. That will do nicely. By concentrating on the core of that dazzling streak, I'm able to use it as a timing mark to synchronise the firing of the portside RCS thruster. Each time that star hits a certain point in its rotation, I trigger the thruster. Just one quick blip, no more.
There's a definite element of risk to this exercise. Cutty Sark is rotating at 0.5 revolutions per second. If I lean too heavily on that thruster, there's a distinct chance that the shuttle will begin to precess in flight, with its nose and tail wobbling about the ship's centre of mass in an increasingly unstable hourglass pattern. That's not a good look for any prospective captain's qualification flight.
So far, so good. Our rotation has decreased to a slow roll. WR 134 is a discrete blue-white dot now, making it increasingly easy to correctly time each RCS firing. JUNO is watching my antics with a carefully restrained expression. Maskirovka. Not a devious smirk to be seen, although I'm absolutely certain she's planning something interesting for the next leg of this flight.
"Unplanned rotation corrected in six minutes, twenty-five point seven eight seconds." JUNO announced briskly. "Your response time is within acceptable indices for this type of manoeuvre, Sir."
"One does one's modest best, Lass." I grinned. "So, what's next on the menu? An Alfa Echo Three-Five unit malfunction, or the trusty old Kobayashi Maru scenario?"
"Don't tempt me, Sir." JUNO chuckled. "Frankly, I'm rather partial to using both options."
Cutty Sark accelerated around Manannán's second moon, Phryne and coasted toward the next waypoint. Instead of belabouring me with yet another faux-catastrophe, JUNO kept me occupied with a seemingly endless series of routine flight management drills. To break the monotony somewhat, I kept a weather eye on the nav-comp. Carl Sagan should be within visual range in a little under an hour, although the Phase Gate is probably the first thing we'll see. Although the Gate's five kilometres in diameter, there's absolutely no chance of spotting either of them while we're still this far out.
Shiny. JUNO has just informed me that Cutty Sark's deceleration thrusters are inoperative.
In this case, Cutty Sark has to execute a 180-degree rotation. At 0.75 light-speed. Sounds like fun.
Unfortunately, flying bass-ackwards at 75 per cent of light-speed is not fun. Suffice it to say, what I need to do has to be done with an unseemly haste. Mass and velocity are no longer our friends. Cutty Sark's deflector shielding has been reconfigured to provide maximum coverage astern, since any impact to the shuttle's main drive nacelles would add a highly unwelcome level of realism to this particular flight of fantasy. This braking manoeuvre is as old-school as it gets, dating back to the hoary old days of sub-light reaction drives and unmanned probes pottering around in our own solar system. Still, it's the only viable option that will safely slow us down before we reach Carl Sagan's territory. The bow RCS thrusters might decelerate us... Eventually. In reality, it would be like trying to stop a bowling ball by blowing through a drinking straw. The way I conjure it, the folks aboard Carl Sagan might catch a fleeting glimpse of my anguished face as we screech past.
Maybe.
I deactivated the glare screen on the forward viewport, and began searching for a reference point in the whirl of stars. A brilliant blue-white streak catches my eye. Perfect. A massive Wolf-Rayet star, burning brightly among its lesser stellar companions. My internal HUD tells me it's WR 134, located in the constellation of Cygnus. That will do nicely. By concentrating on the core of that dazzling streak, I'm able to use it as a timing mark to synchronise the firing of the portside RCS thruster. Each time that star hits a certain point in its rotation, I trigger the thruster. Just one quick blip, no more.
There's a definite element of risk to this exercise. Cutty Sark is rotating at 0.5 revolutions per second. If I lean too heavily on that thruster, there's a distinct chance that the shuttle will begin to precess in flight, with its nose and tail wobbling about the ship's centre of mass in an increasingly unstable hourglass pattern. That's not a good look for any prospective captain's qualification flight.
So far, so good. Our rotation has decreased to a slow roll. WR 134 is a discrete blue-white dot now, making it increasingly easy to correctly time each RCS firing. JUNO is watching my antics with a carefully restrained expression. Maskirovka. Not a devious smirk to be seen, although I'm absolutely certain she's planning something interesting for the next leg of this flight.
"Unplanned rotation corrected in six minutes, twenty-five point seven eight seconds." JUNO announced briskly. "Your response time is within acceptable indices for this type of manoeuvre, Sir."
"One does one's modest best, Lass." I grinned. "So, what's next on the menu? An Alfa Echo Three-Five unit malfunction, or the trusty old Kobayashi Maru scenario?"
"Don't tempt me, Sir." JUNO chuckled. "Frankly, I'm rather partial to using both options."
Cutty Sark accelerated around Manannán's second moon, Phryne and coasted toward the next waypoint. Instead of belabouring me with yet another faux-catastrophe, JUNO kept me occupied with a seemingly endless series of routine flight management drills. To break the monotony somewhat, I kept a weather eye on the nav-comp. Carl Sagan should be within visual range in a little under an hour, although the Phase Gate is probably the first thing we'll see. Although the Gate's five kilometres in diameter, there's absolutely no chance of spotting either of them while we're still this far out.
Shiny. JUNO has just informed me that Cutty Sark's deceleration thrusters are inoperative.
In this case, Cutty Sark has to execute a 180-degree rotation. At 0.75 light-speed. Sounds like fun.
Unfortunately, flying bass-ackwards at 75 per cent of light-speed is not fun. Suffice it to say, what I need to do has to be done with an unseemly haste. Mass and velocity are no longer our friends. Cutty Sark's deflector shielding has been reconfigured to provide maximum coverage astern, since any impact to the shuttle's main drive nacelles would add a highly unwelcome level of realism to this particular flight of fantasy. This braking manoeuvre is as old-school as it gets, dating back to the hoary old days of sub-light reaction drives and unmanned probes pottering around in our own solar system. Still, it's the only viable option that will safely slow us down before we reach Carl Sagan's territory. The bow RCS thrusters might decelerate us... Eventually. In reality, it would be like trying to stop a bowling ball by blowing through a drinking straw. The way I conjure it, the folks aboard Carl Sagan might catch a fleeting glimpse of my anguished face as we screech past.
Maybe.
Re: Base control panel
hmm yes it does sound like a good idea and currently i'm building a base and i love to see a map of it on control panel
Re: Base control panel
We can use Desk for this!
Wouldn't it be nice if the Desk in your Hab is interactive? It would be fun to sit in that command chair and look at the interactive desk and get details like Hull strength, time till dawn & time till dusk, Vehicle battery details, accessing PDA's, maybe a map with beacon locations...?
Wouldn't it be nice if the Desk in your Hab is interactive? It would be fun to sit in that command chair and look at the interactive desk and get details like Hull strength, time till dawn & time till dusk, Vehicle battery details, accessing PDA's, maybe a map with beacon locations...?
Re: Should the DEV's add weather to the game
As you play Subnautica you go to the floating island that the Degasi crew was on and read about a storm in one of their logs. I was thinking that every week in the game there be just rain or it will rain and include thunder and lightning when lightning strikes the water you will receive 5 damage and if the lightning hits your life pod it will go out for just 10 seconds and come back online. Before the storm comes your radio would go off and as soon as you listen to the radio it will say "Warning storm is approaching" and will give you a 2 minutes to prepare for the storm. As the time limit goes down it will update your fabricator and allow you to make a suit to not get damaged by the lightning and will also give you a storm tent to put on your pod to protect it. leave a comment
Re: Me and my strange, strange relationship with warpers.
I do hate it when I'm in the Prawn trying to get over the top of something, and get warped out, and watch my prawn drop helplessly back into the abyss...
Re: will play audio at launch. window wont launch.
Steam thread on this problem:
http://steamcommunity.com/discussions/forum/1/1480982971174752598/
http://steamcommunity.com/discussions/forum/1/1480982971174752598/
Re: will play audio at launch. window wont launch.
i think i worked it out, right click on your desktop and open nvidia control panel. go to adjust size and position and then set scaling to no scaling. it worked for me
oh my god thank you so much it worked. i still have a crap gpu but i can play it now!!!