Best Of
Re: Quartz - am I missing something?
- You can find an overabundance of quartz in the Blood Kelp forests.
- If you're a daredevil like me, try to hit the Crashfish with a knife when it gets close. If you succeed-- no explosion.
- If you're a daredevil like me, try to hit the Crashfish with a knife when it gets close. If you succeed-- no explosion.
Re: Recipe changes - HUGE change to early game
baronvonsatan wrote: »It's a good idea to have a Propulsion Cannon anyway because you're gonna run into Bleeders.
And because punting Cave Crawlers is so satisfying..
Re: Experimental 54841 - Flooded Moonpool
Found this one on the Trello:
https://trello.com/c/P4SbnWO9/4789-54197-moonpools-water-surface-has-wrong-height
https://trello.com/c/P4SbnWO9/4789-54197-moonpools-water-surface-has-wrong-height
Re: What would the long fabled Natural Selection 3 be like?
Guys I found a prototype: http://ludum.mostlyoriginal.net/game/ns2d/
Re: Recipe changes - HUGE change to early game
Thanks to everyone who keeps updating this topic. I've not had the time to get into game to check out recent Experimental changes directly.
I also suggest a trip to the Bulb Zone wreck (the westernmost of the 2) for all the frags needed for the Modification Station. There's also a a Plain Pot and an Interior Growbed. I prefer Pots to the Int. Growbed, but for those who like it, it's there.
It's at less than 200m, so even a stock Seamoth can reach it. Because it's a significant wreck and in the Aurora Rad Zone to boot, like going down early to the Degasi Jelly Shroom Cave Base, I'd advise taking at least 2 spare High Capacity Oxygen Tanks. (This game, I actually went to the Degase Base after the Bulb Zone wreck, parking the Seamoth at 180m, switching to the Rebreater as it's safe going straight down to the base, then doing 2-3 swimouts down from the top of the cave to the base and back to the Seamoth.)
Extra tanks need to be swapped into the paperdoll while on the surface or in a base or vehicle to be charged, but swapping is now easy with drag-and-drop and can be done with no free inventory spaces. (In fact, drag-and-drop swapping works on all PDA displays with all items same on both panes.) The removed tank always ends up the rightmost lower of the same type of tanks. Practice swapping where it's safe as it needs to be done when under 45s of oxygen and right after getting back in the vehicle to recharge the tanks.
The Bulb Zone wreck also has an access on top that can be cleared with the Propulsion Gun, but it's not necessary to do so as all the wreck spaces are accessible with the Repair Tool and the Laser Cutter.
I also suggest a trip to the Bulb Zone wreck (the westernmost of the 2) for all the frags needed for the Modification Station. There's also a a Plain Pot and an Interior Growbed. I prefer Pots to the Int. Growbed, but for those who like it, it's there.
It's at less than 200m, so even a stock Seamoth can reach it. Because it's a significant wreck and in the Aurora Rad Zone to boot, like going down early to the Degasi Jelly Shroom Cave Base, I'd advise taking at least 2 spare High Capacity Oxygen Tanks. (This game, I actually went to the Degase Base after the Bulb Zone wreck, parking the Seamoth at 180m, switching to the Rebreater as it's safe going straight down to the base, then doing 2-3 swimouts down from the top of the cave to the base and back to the Seamoth.)
Extra tanks need to be swapped into the paperdoll while on the surface or in a base or vehicle to be charged, but swapping is now easy with drag-and-drop and can be done with no free inventory spaces. (In fact, drag-and-drop swapping works on all PDA displays with all items same on both panes.) The removed tank always ends up the rightmost lower of the same type of tanks. Practice swapping where it's safe as it needs to be done when under 45s of oxygen and right after getting back in the vehicle to recharge the tanks.
The Bulb Zone wreck also has an access on top that can be cleared with the Propulsion Gun, but it's not necessary to do so as all the wreck spaces are accessible with the Repair Tool and the Laser Cutter.
Re: [Bug] Cave Spider hit box impossibly small [54865] - FIXED
Hopefully this and almost all the other hitbox issues are fixed in 54898. I think only the waterproof locker still needs fixed. Will do that tomorrow.
Re: Devs are asking for any final polishing ideas for 1.0 in this thread in /r/subnautica
1. add an ability to map out the world as you swim along with the option to have the map show on screen or not, with addition to map out resources, wrecks and biomes. this could be an upgrade of the scanner room
2. add stairs animation like in the lifepod
3. add the ability to rotate stairs
4. add the ability to place stairs in the middle of the multipurpose room
5. add the ability to turn off lights in bases and lifepod
6. add the ability to pick up fire extinguishers from any lifepod that still has them
7. add the ability to recharge nuclear rods
8. fix stalkers constantly stealing cameras from scanner room and ignoring metal salvage
9. fix stalkers trying to eat fish from alien containment
10. fix lifepod drifting away
11. add clipping option for bases (more personal request, but i do hate when building a base and corridors destroy plant life like kelps, which in turn makes my base either really barren or really convoluted and long trying to avoid destroying any kelp)
12. add the ability to rotate moonpool
13. allow multipurpose room to be placed in the middle of the foundation
14. fix reefbacks rotating, inverting, surfacing and slamming into each other (unless that's their mating ritual)
15. allow degasi bases to be fixed and used
16. reduce seamoth's headlights glow on objects
17. add the ability to build corridors on any wall of the multipurpose room, rather than just 4 sides
18. allow crashfish not to blow up if player moves away far enough and let it return to its habitat
19. fix cyclops' bad lighting. so far it's easier and better to see at night without light than with it on
20. add right mouse click for cyclops' light to turn on/off
21. fix brain coral's bubbles banging on cyclops' hull to sound similar or the same to how bubbles react to hitting seamoth
22. fix the way player exits seamoth. seems to be random which side he picks, worse being in front which ends up in quite a few collision instances when player exits seamoth while it's still moving (if with low enough health, even gets killed by it)
23. make resources and fish respawnable (they do breed in life)
24. add the ability to deconstruct vehicles
25. add the ability to pick up dead bleeders, shuttlebugs and other lifeforms player cannot normally pick up. might as well use them as bioreactor fuel
26. add seamoth upgrade that would push fish away from the hull without harming or killing them. since fish don't re-spawn and other lifeforms use them as food source, it would be a nice addition to already depleting ecosystem
27. add autopilot for long voyages
2. add stairs animation like in the lifepod
3. add the ability to rotate stairs
4. add the ability to place stairs in the middle of the multipurpose room
5. add the ability to turn off lights in bases and lifepod
6. add the ability to pick up fire extinguishers from any lifepod that still has them
7. add the ability to recharge nuclear rods
8. fix stalkers constantly stealing cameras from scanner room and ignoring metal salvage
9. fix stalkers trying to eat fish from alien containment
10. fix lifepod drifting away
11. add clipping option for bases (more personal request, but i do hate when building a base and corridors destroy plant life like kelps, which in turn makes my base either really barren or really convoluted and long trying to avoid destroying any kelp)
12. add the ability to rotate moonpool
13. allow multipurpose room to be placed in the middle of the foundation
14. fix reefbacks rotating, inverting, surfacing and slamming into each other (unless that's their mating ritual)
15. allow degasi bases to be fixed and used
16. reduce seamoth's headlights glow on objects
17. add the ability to build corridors on any wall of the multipurpose room, rather than just 4 sides
18. allow crashfish not to blow up if player moves away far enough and let it return to its habitat
19. fix cyclops' bad lighting. so far it's easier and better to see at night without light than with it on
20. add right mouse click for cyclops' light to turn on/off
21. fix brain coral's bubbles banging on cyclops' hull to sound similar or the same to how bubbles react to hitting seamoth
22. fix the way player exits seamoth. seems to be random which side he picks, worse being in front which ends up in quite a few collision instances when player exits seamoth while it's still moving (if with low enough health, even gets killed by it)
23. make resources and fish respawnable (they do breed in life)
24. add the ability to deconstruct vehicles
25. add the ability to pick up dead bleeders, shuttlebugs and other lifeforms player cannot normally pick up. might as well use them as bioreactor fuel
26. add seamoth upgrade that would push fish away from the hull without harming or killing them. since fish don't re-spawn and other lifeforms use them as food source, it would be a nice addition to already depleting ecosystem
27. add autopilot for long voyages
Re: Miss the good o'l days
Pretty sure I've spent nearly that amount of time in the editor, and I still don't have a map to show for it.
Re: NS2_summit_andabove
Thanks a lot Mega. Very valueable feedback and interesting ideas.
I thought a lot about the Atrium issue too.
I won't make any changes until this nsl season ends and in general I don't wanna make any big changes. I was already struggling with the changed Summit Reception hallway. It's too easy and dangerous to get carried away with more and more changes once you start doing them.
I thought a lot about the Atrium issue too.
I won't make any changes until this nsl season ends and in general I don't wanna make any big changes. I was already struggling with the changed Summit Reception hallway. It's too easy and dangerous to get carried away with more and more changes once you start doing them.
Posters cause cyclops to get stuck
Anybody else notice this? My cyclops was unable to move either forward or backward until I removed the posters. Hope there is a fix eventually as I use the Cyclops to carry all my loot.