Best Of
Re: Update 315 Now Live on Steam! - Natural Selection 2
The play button often lands me on a rookie only server. I'm not one of the green people any more so it'd be nice if it was set not to put non rookies on rookie only servers. Also a setting where you could set it not to put you on certain language servers would be nice, as I can't speak Russian.
Re: Cyclops Battery and Powercell Chargers now use power at a 1:1 ratio on Experimental Build
I've never gotten to the point of unlocking Ion Batteries or Ion Power Cells. But I think a more important upgrade is the Swim Charge Fins, which keeps the Seaglide charged and allows low power use items to be quickly recharged either directly or by swapping the Battery from the item into the Seaglide.
I can see using Ion Batteries in high consumption items like the Stasis Rifle, the Propulsion Cannon, and the Repulsion Cannon, just to not run out of charge before getting back to a base to recharge.
After some runs in the Seamoth, I don't think it'll need an Ion Power Cell. I don't dip that far into a regular Power Cell before getting back to base and recharging in the Moonpool. When I get the Seamoth Perimeter Defense Module and the Seamoth Sonar, I'll just carry a spare Power Cell. Adding a Seamoth Solar Charger just solidifies a regular Power Cell as sufficient.
As for the Cyclops and its appetite for Power Cells, I'm not sure how bad it actually is, as I've not recently had a Cyclops for any length of time in a recent game. But I know it could be bad, so I would plan to have at least over 6 spare Power Cells. And to recharge them, I'm looking at 6 Power Cell Chargers, which aren't going to be cheap now each needs an Advanced Wiring Kit and 2 Ruby.
So having 12+ Power Cells now rendered obsolete by Ion Power Cells seems to be a waste. Especially as it's likely the mass of Power Cell Chargers is now also obsolete with the recharging done by parking the Cyclops in a high temperature spot with the Cyclops Thermal Reactor Module.
I can see using Ion Batteries in high consumption items like the Stasis Rifle, the Propulsion Cannon, and the Repulsion Cannon, just to not run out of charge before getting back to a base to recharge.
After some runs in the Seamoth, I don't think it'll need an Ion Power Cell. I don't dip that far into a regular Power Cell before getting back to base and recharging in the Moonpool. When I get the Seamoth Perimeter Defense Module and the Seamoth Sonar, I'll just carry a spare Power Cell. Adding a Seamoth Solar Charger just solidifies a regular Power Cell as sufficient.
As for the Cyclops and its appetite for Power Cells, I'm not sure how bad it actually is, as I've not recently had a Cyclops for any length of time in a recent game. But I know it could be bad, so I would plan to have at least over 6 spare Power Cells. And to recharge them, I'm looking at 6 Power Cell Chargers, which aren't going to be cheap now each needs an Advanced Wiring Kit and 2 Ruby.
So having 12+ Power Cells now rendered obsolete by Ion Power Cells seems to be a waste. Especially as it's likely the mass of Power Cell Chargers is now also obsolete with the recharging done by parking the Cyclops in a high temperature spot with the Cyclops Thermal Reactor Module.
Re: Warper Encounter Visual Novel : Custom Game
Turned this into an android game. Originally I had 2 sound tracks in it, but due to size requirments, I have none. I also dropped the quality of lots of images, because they were all taking up 4.2MB, and thatwas giving me an APK size of 70MB or so.
Re: Cyclops Battery and Powercell Chargers now use power at a 1:1 ratio on Experimental Build
1. Use power wisely. Extras tend to drain power much faster. Shield/Silent Running shouldn't be kept on longer than needed, with Flank speed used to help escape.
2. When possible, have the Seamoth charge itself, to reduce that power drain(and when you get prawn thermal charger, do the same).
3. Use efficiency upgrades on anything that doesn't charge itself, including Cyclops.
4. Cyclops can get a thermal charger, but that is late game and only useful in certain areas.
5. Late game, make sure to take advantage of Ion Power Cells.
(6. Not sure if it's still true, but lights used to drain power; turning them off may help.)
2. When possible, have the Seamoth charge itself, to reduce that power drain(and when you get prawn thermal charger, do the same).
3. Use efficiency upgrades on anything that doesn't charge itself, including Cyclops.
4. Cyclops can get a thermal charger, but that is late game and only useful in certain areas.
5. Late game, make sure to take advantage of Ion Power Cells.
(6. Not sure if it's still true, but lights used to drain power; turning them off may help.)
Re: Possible future uses for the unused area under the cyclops engine room?
I saw "weapons room" TRIGGERED
Re: Sailships
It's an interesting idea. Sailing is an amazing thing, both in real life and in gaming as Black Flag very ably proved. But for the purposes of this game, it doesn't really have a place for a few reasons. Don't get me wrong; I'd love to be able to sail around just for fun. But in terms of the game's environment and purely mechanical limitations, I don't see much of a place for it in Subnautica, unfortunately.
1. This is a survival situation. In an environment where almost every useful thing is beneath the surface, a sailing ship would represent a colossal misallocation of resources. Truth told, Subnautica has gotten a little sloppy in this regard; survival situations should always be about the allocation of meager resources to help you stay alive. The sheer abundance of most resources already largely defeats this dynamic, but we shouldn't help the process along.
2. It's obsolete. Granted, will there be demand for sailing vessels in the future? Almost certainly. But keeping point #1 in mind, you're not going to devote database space and computing power to telling some stranded survivor how to build a sailing ship when you have powered vessels available that are faster, more reliable, and more versatile. If fuel were unavailable or the planet metal-poor, then sure, you have a good argument; this planet is neither of these things. Coupled with the fact that nearly everything you need isn't on the surface, and there's no justifiable reason for sailing vessels to exist in this context.
3. We can't afford it. It's an item that serves a single function - going from island to island - that is already well-served by two other existing vehicles. By the developers' own admission, they're running into the engine's object limitations. Something like a new vehicle - of which dozens of ideas, pleas, and demands have been made over just the past couple years - would be extremely costly from a development standpoint, possibly requiring the removal of already planned or even existing assets. In terms of game resources, a new vehicle using a new interaction and modeling mechanic is just too costly. (If it's going to even approximate sailing, then you'll need a model to determine wind direction and strength, calculate the angle of attack on the sails relative to the wind to determine thrust, and a whole raft of other headaches. The development team at Ubisoft kinda went insane building their sailing mechanic, which is why they've now used it in three separate games: AC3, AC4, and WatchDogs 2.)
4. The world's just too dang small. Sailing is fun because you get to go places. For those who've played Black Flag, you already know what I mean; you choose a spot on the horizon and chase it because you can. There's stuff out there to see and find. Now imagine sailing but you keep running into a invisiwall. Maybe not literally, but our game world here in Subnautica is, compared to that in Black Flag, tiny. In no time at all, you can drive a Seamoth from one end of the explorable world to the other. To create a ship to sail and the mechanics by which to sail her...then drop her into a bathtub...would be incredibly non-rewarding as a play experience.
All that being said, we don't know what the future will bring. Maybe the next evolution of Unity will have better resource management and they'll be able to transition platforms without too much of a headache. Maybe things aren't as dire as the developers have intimated. So...who knows? Träume immer groß.
1. This is a survival situation. In an environment where almost every useful thing is beneath the surface, a sailing ship would represent a colossal misallocation of resources. Truth told, Subnautica has gotten a little sloppy in this regard; survival situations should always be about the allocation of meager resources to help you stay alive. The sheer abundance of most resources already largely defeats this dynamic, but we shouldn't help the process along.
2. It's obsolete. Granted, will there be demand for sailing vessels in the future? Almost certainly. But keeping point #1 in mind, you're not going to devote database space and computing power to telling some stranded survivor how to build a sailing ship when you have powered vessels available that are faster, more reliable, and more versatile. If fuel were unavailable or the planet metal-poor, then sure, you have a good argument; this planet is neither of these things. Coupled with the fact that nearly everything you need isn't on the surface, and there's no justifiable reason for sailing vessels to exist in this context.
3. We can't afford it. It's an item that serves a single function - going from island to island - that is already well-served by two other existing vehicles. By the developers' own admission, they're running into the engine's object limitations. Something like a new vehicle - of which dozens of ideas, pleas, and demands have been made over just the past couple years - would be extremely costly from a development standpoint, possibly requiring the removal of already planned or even existing assets. In terms of game resources, a new vehicle using a new interaction and modeling mechanic is just too costly. (If it's going to even approximate sailing, then you'll need a model to determine wind direction and strength, calculate the angle of attack on the sails relative to the wind to determine thrust, and a whole raft of other headaches. The development team at Ubisoft kinda went insane building their sailing mechanic, which is why they've now used it in three separate games: AC3, AC4, and WatchDogs 2.)
4. The world's just too dang small. Sailing is fun because you get to go places. For those who've played Black Flag, you already know what I mean; you choose a spot on the horizon and chase it because you can. There's stuff out there to see and find. Now imagine sailing but you keep running into a invisiwall. Maybe not literally, but our game world here in Subnautica is, compared to that in Black Flag, tiny. In no time at all, you can drive a Seamoth from one end of the explorable world to the other. To create a ship to sail and the mechanics by which to sail her...then drop her into a bathtub...would be incredibly non-rewarding as a play experience.
All that being said, we don't know what the future will bring. Maybe the next evolution of Unity will have better resource management and they'll be able to transition platforms without too much of a headache. Maybe things aren't as dire as the developers have intimated. So...who knows? Träume immer groß.

Re: NS2 wont launch
I have fixed my problem. 1. In Windows press "Start" button, type "cmd" without "" , right click - run from administrator . In cmd type this - "sfc /scannow" again without "" and press Enter.System will check your system for errors ,it will take some minutes. 2. Delete your videodrivers (i deleted videoadapter from "device manager" maybe it's better) and reinstall fresh with "clean install" . 3. Reinstall "Direct X" from Natural Selection 2 folder (CommonRedist) . 4. Reinstall game . 5. Play!
Re: Subnautica heightmap (spoliers)
Did some tinkering and added cave-mode:
https://lensdump.com/i/6Dqp9 - contains river depth and below (including the deepest Degasi base that leads to one of the entrances)
https://lensdump.com/i/6DBF2 - contains castle depth and below
https://lensdump.com/i/6Dd1o - contains lava area and below
Tried some algorithms to suppress the distracting ledges at cave ceilings, but finally decided against it (tended to hurt other cave detail).
Oh, and added a legend to the generator - it adds the full gradient and depths to used gradient points.
Have not found a better gradient set for the main map, so not making a new one yet.
(Not sure what you mean by "sd". But yes, i just use voxel materials directly to determine where matter is)
https://lensdump.com/i/6Dqp9 - contains river depth and below (including the deepest Degasi base that leads to one of the entrances)
https://lensdump.com/i/6DBF2 - contains castle depth and below
https://lensdump.com/i/6Dd1o - contains lava area and below
Tried some algorithms to suppress the distracting ledges at cave ceilings, but finally decided against it (tended to hurt other cave detail).
Oh, and added a legend to the generator - it adds the full gradient and depths to used gradient points.
Have not found a better gradient set for the main map, so not making a new one yet.
Have not looked into it. Last i generated meshes from voxel data i used a homebrew method (smoothed and then voxel vertices offset by signed distance respective to the voxels center) - don't know what method Subnautica uses. Some derivative of metaballs perhaps? Yeah, no idea.I know you probably don't know, not on the off chance that you might, do you know how to create a mesh from the optoctrees? I've been struggling to find a way to do that. Really don't know what to do with the density/signed distance value. But I assume you are just taking the positional value of each voxel and not dealing with sd.
(Not sure what you mean by "sd". But yes, i just use voxel materials directly to determine where matter is)
Re: 公式日本語化スレ Japanese Translation Main Thread
Please let me know about any grammar issues where translating from English to Japanese is not feasible. I just fixed a few instances where we had hardcoded whitespaces, parentheses, dashes, slashes, and other characters that only work in western languages. ありがとうございます!