[Bug] Seamoth Teleported When Saving In Cyclops [Build 16296 Apr-2015]

AklidienAklidien California, USA Join Date: 2015-04-08 Member: 203117Members
Hi Devs,

I have one more save game bug to report.

Version:
(Steam Non-Experimental) Early Development Build 16296 Apr-15

Description:
I always save within my Cyclops, but my Seamoth will sometimes be removed from the Cyclops upon loading saves. This bug occurs if I either
1. Load and save a game (remaining in the Cyclops without doing anything), or
2. Load a game, exit and enter the Cyclops through the hatch, and then save.
When the Seamoth is removed from the Cyclops, it is "teleported" to where it was first constructed. I am able to interact with and drive the Seamoth without issue at this point. To avoid this bug, I only enter/exit the Cyclops by undocking/docking the Seamoth. This bug never occurs if I only leave and enter the Cyclops through the Seamoth.

Reproduction Steps:
1. Load a saved game that contains a Cyclops and a Seamoth docked at the Cyclops.
2. Do not interact with the Seamoth (exiting/entering the Cyclops through the hatch is optional).
3. Save the game.
4. Load the game. The Seamoth will be removed from the Cyclops, and it will be where it first was constructed.

Pictures:
1. Loading a save where I exit/enter the Cyclops through the Seamoth:
http://i.imgur.com/E47jLdq.jpg

2. Loading a save where I enter/exit the Cyclops through the hatch OR where I do not interact with the Seamoth:
http://i.imgur.com/HrlazZC.jpg

3. Finding the Seamoth back at the location where it was created, after loading one of the bug-affected saves:
http://i.imgur.com/8S93Spe.jpg

I have saved a dxdiag log and output log for each of the instances I referenced above:
• Dxdiag Log of save where I undocked/redocked Seamoth (NOT affected by bug): http://pastebin.com/6YTNsUGK
• Dxdiag Log of save where I exit/enter Cyclops through hatch (IS affected by bug): http://pastebin.com/xXFqmfUH
• Dxdiag Log of save where I do not interact with Seamoth (IS affected by bug): http://pastebin.com/kMssdcqQ

• Output_log of save where I undocked/redocked Seamoth (NOT affected by bug): http://pastebin.com/pt4ReyHC
• Output_log of save where I exit/enter Cyclops through hatch (IS affected by bug): http://pastebin.com/ufUgdV5C
• Output_log of save where I did not interact with Seamoth (IS affected by bug): http://pastebin.com/RVrYhtxE

I have also the save directories of these three instances in a shared Google Drive (with the "CompiledOctreesCache" folders removed). You may find each save here:
https://drive.google.com/folderview?id=0B2bPyn1FDwZYfnNPQ3J2cDl6MHo0NUVKd3E2SndZWFZMcHhvNEFSbklKYnotMWw5S25MUlk&usp=sharing
• The save where I undocked/redocked Seamoth (NOT affected by bug) is labeled test_20150411_0924_(Undock-Redock-Save).zip
• The save where I exit/enter Cyclops through hatch (IS affected by bug) is labeled test_20150411_0932_(Exit-Enter-Save).zip
• The save where I did not interact with Seamoth (IS affected by bug) is labeled test_20150411_0924_(Save).zip

I hope that helps, let me know if you need any more info or testing for this bug.

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited April 2015
    This is a SPECTACULAR report. Thanks.

    Serious e-high-fives for it.

    Unfortunately, the bug itself is known. Doubly unfortunately it is flagged as fixed. Will verify and then move it back if its in experimental today.
  • AklidienAklidien California, USA Join Date: 2015-04-08 Member: 203117Members
    My pleasure!

    Jonas had mentioned:
    "I found and fixed a problem with the Seamoth becoming semi-docked to the Cyclops on load. Fixed in changeset 16356. An update to experimental should be arriving soon."
    The experimental branch just updated to 16399, so this bug might be fixed now. I will double check after work (~8 hours) to see if it still carried through to the new build.
  • AklidienAklidien California, USA Join Date: 2015-04-08 Member: 203117Members
    Nope, it looks like the bug persists in Build 16439 that was released today. The outcome was identical to the tests above, as far as I could tell.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    Okay, will make sure it gets double checked tonight.
  • AklidienAklidien California, USA Join Date: 2015-04-08 Member: 203117Members
    Thanks a lot, Confused! Let me know if you need any more updated testing or logs for the new build.
  • Zarr.beZarr.be Belgium Join Date: 2015-04-07 Member: 203101Members
    i have this bug too today ;-((
  • 1stToast1stToast Join Date: 2007-12-02 Member: 63067Members
    The seamoth bugs are somewhat entertaining. In a period of a couple of hours today I sent more bug reports than I ever have, all about the seamoth. I left the seamoth to gather stuff. When I tried to enter I couldn't but I could swim through it. I went to the Cyclops launch bay and 'entered' the seamoth (knowing it was not there). I was dropped through to open water for less than a second then teleported into the seamoth at 245 foot depth on the inside of the rocks. I found a break where the seams of the landscape had a flaw and was able to get out. This was the second time I entered the launch bay with no seamoth. That time I was teleported into caves with giant pink mushrooms and lava spouts about 250 feet down.
  • Zarr.beZarr.be Belgium Join Date: 2015-04-07 Member: 203101Members
    seamoth is always buged ;-((
  • Zarr.beZarr.be Belgium Join Date: 2015-04-07 Member: 203101Members
    please correct this old bug
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