Best Of
Re: Idea: Legendary Creatures
NUMBER 20: "Vlad"
Species: Bleeder
Location: The crater of Corpses (Near The aurora)
Character:Hostile/defensive (if you get too close to it's current prey)
Appearance: Half as big as The player, Red/black skin
NUMBER 21: "The hive" (more of a place then a Legendary)
Species: A LOT of lava larva
Character: Hostile
Location: somewhere before you reach the active lava zone
NUMBER 22: "Nestsnatcher"
Species: Boneshark
Character: Hostile (steals and consumes eggs)
Location: Sandshark nesting grounds/Crabsquid hatchery
Appearance: White eyes,Browner skin, a few broken off teeth (thanks to biting eggs All The time)
Thing to add: while "Nestsnatcher" is in any of The two nests (it spawns randomly) The nests Will be completely deserted, only having a few corpses of one of The two species
Species: Bleeder
Location: The crater of Corpses (Near The aurora)
Character:Hostile/defensive (if you get too close to it's current prey)
Appearance: Half as big as The player, Red/black skin
NUMBER 21: "The hive" (more of a place then a Legendary)
Species: A LOT of lava larva
Character: Hostile
Location: somewhere before you reach the active lava zone
NUMBER 22: "Nestsnatcher"
Species: Boneshark
Character: Hostile (steals and consumes eggs)
Location: Sandshark nesting grounds/Crabsquid hatchery
Appearance: White eyes,Browner skin, a few broken off teeth (thanks to biting eggs All The time)
Thing to add: while "Nestsnatcher" is in any of The two nests (it spawns randomly) The nests Will be completely deserted, only having a few corpses of one of The two species
Re: Idea: Legendary Creatures
Finding a way around the tiger plants would be an interesting idea!
and by the way:
NUMBER 9: ''Gorebag''
Species: Floater (Or anything else but heavily mutated)
Location: The Nuclear Hollow (Crash site)
Character/AI Type: Agressive
Appearance: Imagine a floater, but bigger,more eyes, a malformed mouth and green!
This was just something i came up with when i imagined what effect All the radiation from the aurora would have on the local fauna
and by the way:
NUMBER 9: ''Gorebag''
Species: Floater (Or anything else but heavily mutated)
Location: The Nuclear Hollow (Crash site)
Character/AI Type: Agressive
Appearance: Imagine a floater, but bigger,more eyes, a malformed mouth and green!
This was just something i came up with when i imagined what effect All the radiation from the aurora would have on the local fauna
Re: Scanner Room
it depends on what parts of the map have been loaded.
Yeah you have to swim around to load them.
Maybe it also depends on your gpu vram or something like that if he remembers the diferents parts of the map after some time
This must be why people still think the Scanner Drones remotely increase Scanner Room range -- they're loading different areas of the map when they get used (so I guess in reality they are extending the range of the Scanner Room).
Re: Ending. Enter if you've seen it.
I want to see if I can successfully speed-run it without cheating and deactivate the precursor gun before the Sunbeam arrives.
And it's always a good game to dick around in - I've spent hours just doing stuff that really didn't have a point over the last few years. Not gonna stop now.
Also I really REALLY want to get Occulus Rift... tried it at a friend's house with Subnautica, and it's freaking amazing. Really feels like you're there on the planet, and everything seems bigger. Think the reaper is terrifying now? Try seeing that bad boy in VR.
And it's always a good game to dick around in - I've spent hours just doing stuff that really didn't have a point over the last few years. Not gonna stop now.
Also I really REALLY want to get Occulus Rift... tried it at a friend's house with Subnautica, and it's freaking amazing. Really feels like you're there on the planet, and everything seems bigger. Think the reaper is terrifying now? Try seeing that bad boy in VR.
They are BILLIONS!

If your FPS is suddenly dying for no apparent reason, check the surface... There are writhing, twitching clusters of them everywhere for me. These clusters explode when you get near, tossing the floaters all around you, and then they just... re-assemble. I've spent the last hour or so picking them up and disposing of them in trash cans by the dozens, just to hopefully save my game so I can keep on playing. Here's hoping they won't be back next time i load the save. (Yes, I did bug report this.)
Alterra is run by Dr. Evil.

Welcome back from planet 4546B Mr. Powers... that will be one trillion credits!
Re: Time capsule contents?
Nice quote Aenerion. My capsule was not as poetic. Forgot to take a screenshot before I ejected it, but here's what it said:
Accepting My Fate

I thought the pay from this contract would mean a better life for my family back home. Now I don't know if I'll ever see them again.
All I have left of them is this one tattered picture. The kids were so excited to play in the ocean that day. Ironic, given what's happened to me.
If anyone finds this capsule, tell my wife and kids that I love them.
K. Linn
Phase Gate Technician 2nd Class
Accepting My Fate

I thought the pay from this contract would mean a better life for my family back home. Now I don't know if I'll ever see them again.
All I have left of them is this one tattered picture. The kids were so excited to play in the ocean that day. Ironic, given what's happened to me.
If anyone finds this capsule, tell my wife and kids that I love them.
K. Linn
Phase Gate Technician 2nd Class
Re: Time capsule contents?
I should learn to be more concise. I ran up against the character limit, and had to do some revising. The contents are a mix of stuff that's kind of unreasonably hard to get IMHO, and some hints to stuff that can be done which new players might not know about. Nothing in the capsule requires going in a cave to find, which I think is important.
The contents are: Two Enameled Glass, one gas torpedo, one reactor rod, one cured reginald, and a wiring kit.



The contents are: Two Enameled Glass, one gas torpedo, one reactor rod, one cured reginald, and a wiring kit.



[MOD][PC] - Murky Waters


PLEASE READ: This is not finished and is pretty much a proof of concept at the moment.
Version: Stable - Jan-2018 59783
At the time of writing, this also works on experimental branch. THESE FILES MAY CHANGE. If you want to continue using this mod you may want to disable updates for a while.
I always thought Subnautica was a little too bright and I hate the performance hit you get with things like Reshade, so I decided to directly modify fog values in 'Assembly-CSharp.dll'.
This mod might make the game a little too dark for some people, but I find that it makes the game so much more creepy! It also hides a lot of the pop-in, which is pretty cool.
Disclaimer:
I haven't fully tested this (i.e, been to every biome). There shouldn't be any performance changes and it's only modifying visual stuff, so it shouldn't cause any crashes.
The darker the biome, the more this mod will affect it. The shallows wont change much, but the Jellyshroom Cave (see screenshot) looks quite a bit different.
Instructions:
Ok, sharing game DLLs is pretty illegal, so instead, here's how to modify the file yourself.
Step1: Go to "C:\Program Files (x86)\Steam\steamapps\common\Subnautica\Subnautica_Data\Managed" and make a backup of 'Assembly-CSharp.dll'
Step2: Download a HEX Editor of your choice (any will do, there's plenty of free ones)
Step3: Open 'Assembly-CSharp.dll' in your hex editor and search for the hex listed below and make the changes in bold
Step4: Save the file
22 00 00 0C 42 5A 02 7B
22 00 00 00 40 5A 02 7B
00 AF 43 7D 0A 1A 00 04
00 7A 43 7D E3 1A 00 04
85 84 04 3F 22 AD AC 2C
1F 1E 1E 3F 22 46 46 46
There's a few more I need to find but I'll update this post later.
To uninstall this mod, simply replace "Assembly-CSharp.dll" with your backup or delete the file then verify file integrity through Steam.
Enjoy
