Inny78
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You may try to move far away from where the bug is happening - the water will eventually come back.
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Try this. Deconstruct the generator (put it elsewhere if needed). Build an alien containment but wait until the fish is totally in the area of the containment before finishing building it. Add a hatch, grab your fish.
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They just fixed them. I unlocked them on my latest playthrough.
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What's your version? Stable or experimental? There have been quite a lot of fixes on power relays recently in experimental.
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Hi, can you try adding a bed in your base and check if you still spawn in the lifepod? Just a guess, but worth investigating.
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The Aurora bow has been fixed in experimental.
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They just added some scripting to leviathans to avoid terrain.
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Hi,
Please check your log file. It's located here:
(steam directory)\steamapps\common\Subnautica\Subnautica_Data\output_log.txt
If it's full of FMOD errors, then you'll find a fix in Unable to open the game [FIXED] Comment by Inny78 December 2017 -
Oh, hello, fmod error.
There's a thred here you may want to check. -
@Belgarel Hi, I see that Kiel McDonald fixed one of the duplicated PDAs in #57727 (fixed double PDA spawn in Jelly Shrooms abandoned base) but he forgot the PDA lying on …
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It looks like the seeds collision fix helped a lot those poor Reefbacks that often got stuck in Creepvines. Still, I'm not so fond of having them wander in those shallow waters, as they should stay in Grassy Plateaus. Makes building a base on the ed…
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I totally agree with #5, I was about to add my own report about this one.
Another bug while I'm here:
- If you make the Cyclops partially emerge from the gun moonpool, it will appear flooded. It's only visual. -
It should be fixed in experimental with build #57960: Try to prevent vehicles and players being thrown far away from origin by physics bugs by placing them back at a safe location if it happens. Also fix the Cyclops getting frozen in mid-air higher …
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They're actually working on a fix. You can check the /main/swb-prevent-outofbounds parts in the changes and checkings site to survey the progress if you want.
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It's a regression. They fixed that bug some time ago, but it came back recently.
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Thanks Belgarel. You're all doing an awesome work with this game.
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Looks like it wasn't intended after all.
#57934 Fix kelp seeds preventing swimming/driving through kelp forests. Fix the creepvine seed dropping as a textured box.
Also, concerning bug #12, the Aurora poster is fixed.
#57853 Fixed … -
The sinking could be triggered after the player sleeps in a bed, as this can only happen if the player has already a base.
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Well, I'd like a better explanation for why are we wearing a wet suit than "Remember to equip your suit before entering the espace pod". No way I would do that with my ship exploding around me. Like a short sequence with you trying your suit with th…
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Well, I guess I don't need to ask you if you like the game then.
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You can add to your list that Creepvine Seed Clusters are rock solid for the Seamoth, even damaging it.
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Looks like there's a second pass on fragments in wreck 2. Not published yet, but check again post #57836.
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#57766 fixed PDA on floating island from being able to be picked up on min settings, adjusted collision in Grassy Wreck 2 for better scanning of fragments.
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For bug #18, do you have brain corals under the base?
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Bug 3: I can confirm that bug. It's lifepod 5 by the way.
I have also experienced bugs 7 and 8.
Bug 14: They removed so… -
I'm not against an occasional cough sound effect. And it's consistent with Degasi Voice Log 7.
BART: You've been coughing, right? Feeling itchy? Blisters? -
As of build 57024:
- Beacon is fixed.
- Count bug is fixed. -
The vehicle modification station databox in wreck 9 (mushroom forest) is still functional.
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As of build 56846:
Fix 56804 actually fixed some other unlocks. My list is still valid, with a few changes:
- Quilted bed: no voiceover.
- Databox in wreck5 is fixed.
- Wreck 6 has a PDA that can't be activated.
- Retur… -
Comment removed - check the edit above instead. ^