Best Of
Re: How much modding is really possible?
@Rien , @Sky_The_Fox
Ok thanks guys, I'll get started on dnspy then . I'm assuming Unity skills will be needed, so I'm currently swatting on the those tutorials. In case you're interested this is what I'm aiming at producing in the end:
Subnautica Hardcore Pressure Mod Outline:
Primarily using the depth variable to trigger changes to several other existing variables. The biggest challenge will be the creation of 4 new assets ...
0-100m
- Wall and ceiling habitat hatches open but cause flooding
- Multi-room doors spawn as 'wet airlocks' (new asset)
Below 200m
- Wall, ceiling & floor hatches all jammed shut
- Habitat modules attached to a moonpool spawn incorporating a intervening 'dry airlock' (new asset)
Below 400m
- Scaled ambient pressure damage to non-reinforced dive-suit protected moonpool occupants divers and seamoth pilots.
Below 800m
- Scaled ambient pressure damage to all moon-pool occupants divers and seamoth pilots
Below 1000m
- Ambient pressure damage is fatal to all moonpool occupants and divers
- Moonpools no longer buildable
- Wet airlocks no longer functional
- Habitats only accessible via habitat 'Cyclops docking-tube' (new asset)
- Habitats only buildable using PRAWN multi-tool (new asset)
Ok thanks guys, I'll get started on dnspy then . I'm assuming Unity skills will be needed, so I'm currently swatting on the those tutorials. In case you're interested this is what I'm aiming at producing in the end:
Subnautica Hardcore Pressure Mod Outline:
Primarily using the depth variable to trigger changes to several other existing variables. The biggest challenge will be the creation of 4 new assets ...
0-100m
- Wall and ceiling habitat hatches open but cause flooding
- Multi-room doors spawn as 'wet airlocks' (new asset)
Below 200m
- Wall, ceiling & floor hatches all jammed shut
- Habitat modules attached to a moonpool spawn incorporating a intervening 'dry airlock' (new asset)
Below 400m
- Scaled ambient pressure damage to non-reinforced dive-suit protected moonpool occupants divers and seamoth pilots.
Below 800m
- Scaled ambient pressure damage to all moon-pool occupants divers and seamoth pilots
Below 1000m
- Ambient pressure damage is fatal to all moonpool occupants and divers
- Moonpools no longer buildable
- Wet airlocks no longer functional
- Habitats only accessible via habitat 'Cyclops docking-tube' (new asset)
- Habitats only buildable using PRAWN multi-tool (new asset)
Re: Natural Selection 1 vs Natural Selection 2
RevanCorana wrote: »There are so many issues in NS2 all with the one solution "fix the server lag" so maybe fix the server lag.
if server:isLagging() == true then server:fixLag() end
Why, yes, monetary compensation is fine
Some more varaity in biomes
When you first start to explore the safe shallows, you see many types of small fish, some unique to that biome. However, as you explore you find less and less variety in the fish. I would love to see some more unique fish here are some ideas
Mushroom Forest:
Clown pincher
this would bring the forest to life, possibly jumping from shroom to shroom.
https://vignette.wikia.nocookie.net/subnautica/images/0/0f/Creature_Studies_02_Clown_Pincher.jpg/revision/latest?cb=20151113135611
Blub Biome
Koosh Horn?
This would be based off the cichlid, the flowerhorn. they would maybe stay near koosh plants.
https://i.ytimg.com/vi/56hzb4W1L-Y/maxresdefault.jpg
Dunes Biome
Sand Wobbler
This fish would look much like a flounder. They tend to stay away from the player, making them hard to catch
https://www.floridamuseum.ufl.edu/files/5914/0415/6702/Bothus-lunatus-01.JPG
I also know that many people want to keep smaller carnivorous creatures (Biters, Cave Crawlers, etc). A way to capture these animal would be to add a long net. It would also be able to grab fish from farther distances, however holding the net can cause bad turning. Catching carnivores fauna will slowly break the net, so It constantly need to be repaired
Mushroom Forest:
Clown pincher
this would bring the forest to life, possibly jumping from shroom to shroom.
https://vignette.wikia.nocookie.net/subnautica/images/0/0f/Creature_Studies_02_Clown_Pincher.jpg/revision/latest?cb=20151113135611
Blub Biome
Koosh Horn?
This would be based off the cichlid, the flowerhorn. they would maybe stay near koosh plants.
https://i.ytimg.com/vi/56hzb4W1L-Y/maxresdefault.jpg
Dunes Biome
Sand Wobbler
This fish would look much like a flounder. They tend to stay away from the player, making them hard to catch
https://www.floridamuseum.ufl.edu/files/5914/0415/6702/Bothus-lunatus-01.JPG
I also know that many people want to keep smaller carnivorous creatures (Biters, Cave Crawlers, etc). A way to capture these animal would be to add a long net. It would also be able to grab fish from farther distances, however holding the net can cause bad turning. Catching carnivores fauna will slowly break the net, so It constantly need to be repaired
The glitched room!
Can someone please offer some advice? I have a room by my base that I cannot delete. It says it still has things attached to it but I have emptied it and it still won't budge. Not only that but the floor is permanently invisible and ugly! Pics for reference...






Re: SG1: One ION cannon isn't enough for plane-wide coverage
SnailsAttack wrote: »That's not what a slingshot is. If they entered an orbit that'd mean losing all potential for gaining... well, any additional delta-v from a gravity assist.jamintheinfinite_1 wrote: »Well a gravity slingshot maneuver would mean that the Aurora would be orbiting the planet for some time. Long enough to scan the planet for the Degasis and long enough for the gun to ruin everyone's day.
thanks kerbal space program
They will ask you three questions before hiring you at NASA
- How many Kerbils have you killed?
- How many rockets have you crashed?
- Why?
Increase Subnautica view (draw) distance (WIP needs optimization)
EDIT: https://steamcommunity.com/app/264710/discussions/0/1693785669845485600/
Not sure why I had a link here ▼, but it no longer works, but this link ▲ does.
http://steamcommunity.com/sharedfiles/filedetails/?id=1279642367
EDIT2: Ugh, my head. Apparently that's a different, but similar thread, and the previous link was to a (no longer existing?) mod to do basically the same thing? Not sure any more, it's been a long time, maybe someone can help me out here? What was in the OP, a mod?
Not sure why I had a link here ▼, but it no longer works, but this link ▲ does.
http://steamcommunity.com/sharedfiles/filedetails/?id=1279642367
EDIT2: Ugh, my head. Apparently that's a different, but similar thread, and the previous link was to a (no longer existing?) mod to do basically the same thing? Not sure any more, it's been a long time, maybe someone can help me out here? What was in the OP, a mod?
RocketCommands Mod
Hello everybody,
I made a mod that adds 4 extra commands for the rocket:
"rocketfinish" finishes the rocket.
"rocketadvance" advances the rocket to the next stage.
"rocketstage NUMBER" replace NUMBER with a number from 0 - 4. This will set the current rocketstage to that number.
0 = base only
1 = base and elevator
2 = base, elevator and boosters (stage 1)
3 = base, elevator, boosters and fuel reserve (stage 2)
4 = base, elevator, booster, fuel reserve and cockpit (stage 3)
"rocketsize X Y Z" replace X Y Z with numbers. This will set the size of the rocket to X, Y, Z.
X = horizontal
Y = vertical
Z = depth
If you wan't to install it here's the link: https://github.com/bytewolfgaming2/RocketCommands-Mod/releases
Tutorial is on the github page
Have fun
-ByteWolf
I made a mod that adds 4 extra commands for the rocket:
"rocketfinish" finishes the rocket.
"rocketadvance" advances the rocket to the next stage.
"rocketstage NUMBER" replace NUMBER with a number from 0 - 4. This will set the current rocketstage to that number.
0 = base only
1 = base and elevator
2 = base, elevator and boosters (stage 1)
3 = base, elevator, boosters and fuel reserve (stage 2)
4 = base, elevator, booster, fuel reserve and cockpit (stage 3)
"rocketsize X Y Z" replace X Y Z with numbers. This will set the size of the rocket to X, Y, Z.
X = horizontal
Y = vertical
Z = depth
If you wan't to install it here's the link: https://github.com/bytewolfgaming2/RocketCommands-Mod/releases
Tutorial is on the github page
Have fun

-ByteWolf