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Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Speaking off pet crab squids. I got one of them, and released it outside my base, thinking it would keep pesky stalkers away.

Turns out they are aggressive to your Seamoth. I also had to put it down sadly :(

Finished the game, what a journey. Put a stasis rifle with a nearly full ion battery, the compass thing and the scanner room HUD upgrade in my capsule. I would love to get those things early on.

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Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Leviathans are also super trivialised if you bring a fish and keep it in your hand. The big scary thing will eat it out of your hand and be friendly to you, just casually swimming around you. Even the ghost leviathans outside the map boundaries can be tamed.

I got all my leviathan scans using the stasis rifle before I found out about the thing above. Some interesting databank entries there, I recommend scanning the Reaper Leviathan and read the database.

If you play on survival, sitting in a chair will stop food and hydration from lowering apparently, if you want to read all the databank stuff.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Peaceful Anarchy posted:

I can't say if they're always hostile, but that isn't the trigger if there is one. I've had them attack me before In the grand reef degassi seabase, and before that near a cave on gun island before I had seen either underwater seabase

They turn hostile when you get infected. Once you get cured, they just stare at you before they teleport away.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Inspector Gesicht posted:

What's the reason again for why I can't add any base pieces to a structure when I start up? It's just the one unit with the bare essentials (Air, power, fabricator) but I can't it make any bigger and the game doesn't give any feedback as to why I'm not allowed to expand it.

Is there anything near where you are trying to connect? Locker inside maybe? Anything outside? Plenty of room?
Post pictures, and we can figure it out.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Inspector Gesicht posted:

Just deconstructing the fabricator and locker that was inside fixed the problem, but those weren't clipping through any wall-space. Is there any option to move modules around or do I have to recycle an object if I change my mind?

Have you recycle, but you get the full cost back. Only annoying to empty lockers and such.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Double Punctuation posted:

Somebody earlier mentioned that marblemelons were bugged. What, exactly, is the problem with them?

They are hard to knife if you stand ontop of the big growbox I guess. You have to stand next to the planter to get seeds.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Rynoto posted:

2x Jump Jets, Thermal, Depth, Drill, Grappling Hook is what I run most of the time.

The Jump Jet module does not stack, so you can safely swap one of them out for something else.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



HexiDave posted:

This is a hilarious oversight - I'll add a filter to keep aquariums/alien containment "inventories" out of the pulling code.

It will also pull creep vine seed clusters from nearby plants automatically when you make lube. It's super handy, please don't remove that function :P Or make two versions.

Thank you so much for your mods, they really really improve the game a lot for me.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



HexiDave posted:

code:
UWE.Utils.LogReport("We don't support multiple tags per face yet....steve should get rid of this possibility.", null);
God damnit, Steve.

You were working on a mod that enabled lot's of funky construction on the outside of the Cyclops. Did you ever finish that to a releasable state? What happened if you planted Creepvine or something tall in the external plantbeds?

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



boar guy posted:

lol why would my alien thermal plant visit cheevo not trigger? because i got my blue tablet from a time capsule?

SAM - Steam Achievement Manager

It will fix it for you.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Bruteman posted:

I can just picture a sand shark sailing away yelling "He got me with his wire ting!"

No no, you wire up all the reapers on the map into one giant angry ball of fish :haw:

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



I use this map: https://i.redd.it/upw0gq0e7xc01.jpg

Hit F11 ingame to take a screenshot, open your subnautica folder and find the save folder, put that picture into the screenshots folder for your current save and you can stuff it into a image frame ingame. Fit's nicely.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Internet Kraken posted:

Can someone do me a favor and tell me if blood oil clusters glow in the dark? It'd take forever to get a reference image for a drawing I'm doing and every time I google for Subnautica images I get a totally unrelated spoiler. bonus points if you provide a pic.

Everything grows in the dark.
Or do you want a picture from where they originally grow?


Afriscipio posted:

Can someone post the link to the "fabricators auto-pull from storage" mod? I can't seem to find it anywhere.

https://github.com/HexiDave/SubnauticaMods/releases

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



double nine posted:

what happens with the game engine if you spread your base out too far? As in an insane amount of corridors leading in every direction, can the engine handle that?

It takes longer and longer to finish each section of the base, but it handles my 1 km of glass corridors snaking from the eastern shallows, to the entrance and down into the mushroom caves. I think it's close to 1 km in total, but it sort of goes back and forth a bit. Made in my 8 year old daughters creative world, she doesn't know about it yet, she will see it in about an hour :D

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



So, as anyone that play Skyrim or Minecraft knows, modder drama is a thing, especially on the Nexus.

Now it has arrived for Subnautica as well!
And for once, I might sort of agree with the modder that it's a poo poo situation?



This mod for the record: https://www.nexusmods.com/subnautica/mods/11

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



The dude that "remade" the mod made it work with the mod manager, so you can apply it like the other mods on the Nexus.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



You can also use the repulsion gun to move the suit.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Untrustable posted:

I am stuck? I'm 48 hours in and have spent a considerable amount of time building a massive base at lifepod 2 along with a prawn and a cyclops. I have constant nuclear power and a self sustaining base for the most part. Lifepod 2 was the last radio transmission I received. I don't know what the game wants me to do. I did get attacked by a ghost Leviathan but it didn't stand a chance against Fishpuncher (my prawn's name).

Been to the islands and explored them?
Check your tablet, the hints section. But yeah, find a big hole and go down it. Explore that depth until you find something exciting you can go into, then go deeper to the next depth level. Explore that until you find something exciting to walk into, then go deeper again.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Captain Invictus posted:

Huh. What's respawning like in this game, then? I've noticed items don't seem to despawn regardless of how much time goes by, there's still a big pile of the purple mushrooms under my base from when I first spawned and thought they were maybe food so hoovered up all of the ones nearby only to be disappointed. When I first made the Prawn Suit a few hours ago, I killed a few bone/sand sharks and stalkers and the annoying manatee things, and they don't seem to have come back, though it might just take some time.

Is there a mod scene for this game yet/at all? If there's mods to keep Reapers from respawning, I think that'd be a reasonable thing, if they're really that hard to kill and extremely dangerous when trying to do so. Maybe an item stacking mod, or something like that too, even having things stacking x2 or x3 for basic materials would be nice. Something to make replacing a vehicle not such a horrendous task would be good too, like making the mods for the sea moth is basically "I only want to ever do this once"-level expensive, maybe make it so the new one spawns with the mods that were installed in the old one.

https://www.nexusmods.com/subnautica

I use all of these:

https://www.nexusmods.com/subnautica/mods/33
https://www.nexusmods.com/subnautica/mods/12
https://www.nexusmods.com/subnautica/mods/16 <--- This one first, it's the mod manager
https://www.nexusmods.com/subnautica/mods/24
https://www.nexusmods.com/subnautica/mods/41

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



And up, according to people that had their stuff thrown around.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Danaru posted:

Wait what the hell is this

https://www.nexusmods.com/subnautica

https://www.nexusmods.com/subnautica/mods/12
and
https://www.nexusmods.com/subnautica/mods/16

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Danaru posted:

:shepface: Well poo poo looks like I'm reinstalling

Get the EasyCraft mod, it makes it so much better.

And maybe the Q multimod thingie. Makes it funnier.

And go hog wild with ALL the mods.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



I did a game as a vegetarian and was fine. Just bee-line for the good food and you never have to eat meat. Be the change you want to see, stop global warming, PETA etc etc etc.

Didn't bypass the story in any way for those that wonder, still had to go through the same things.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Elswyyr posted:

I've started this game a couple times and bounced off it each time. I absolutely love the environment and most of the mechanics, but I got really annoyed how small my inventory was, and how much of a hassle it was to build lockers constantly. Is there any better form of mass storage in this game? Maybe modded minecraft/factorio has spoiled me, but I want something better than "a lot of inventories".

https://www.nexusmods.com/subnautica/mods/16
https://www.nexusmods.com/subnautica/mods/31
https://www.nexusmods.com/subnautica/mods/24

Get those three. Follow the instructions for the mod manager (run it, it's magic), unpack the two other files into the qmods folder in the subnautica folder, enjoy stuffing your things somewhere and be able to craft with it.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



That should not be the problem, I have added and removed mods without problems.
Do you get any errors or something we can work with?
Can you reproduce the crash? Is there anything in common with all the crashes?


steam forums posted:

Navigate to Steam/steamapps/common/Subnautica/SNApData/SavedGames and then most likely slot0000 if you have only one game going. In slotxxxx you want to empty out CellsCach and CompiledOctreesCache

Make sure you don't have any floating lockers floating in the water, they will disapear. Your base and anything in it will be fine, as will your vehicles.

Dunno-Lars fucked around with this message at 18:50 on Jul 2, 2018

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



What kind of system specs do you have? CPU, RAM, GPU?
Are you actually below specs, or is it just dumb?

Sounds like starting over might be an idea, now you know where everything is after all. My second run was much quicker then the first one.
Just knowing that you should gather scrap instead of single titanium deposits help a lot. And make a simple tube with a door on it, and a bunch of lockers inside for storage.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



WarpedNaba posted:

I'll try that. But failing that I'll just run the engine on overheat for a flat minute (After removing everything first, duh)

If you can't get it out, leave it as a testimony of your urge to fit big tubes into small holes.
It takes quite a while for it to break just using fires. Slicing it with a knife might work better. Or just leaving it, you can turn off the beacon on it.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



TheParadigm posted:

I didn't have one at the time. That was another depth/wreck limited item I couldn't find until later. Getting a mod station finally fixed most of my problems and the rest of the missing fragments fell into place.

My current serious business suit is a grapple arm and some spares in inventory. Usually taking 3-4 jet upgrades depending on depth; heading into dangerous waters is what Project Fishhattan is for: a trunk full of crashfish. and with the propulsion cannon, animal cruelty rpg

Jet upgrades don't stack according to the wiki.

If you use the stasis rifle on a reaper, then repulsion cannon it into the ground and build a base part clipping it, it will launch into orbit, never to be seen again. Someone posted a video of it, it's hilarious.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



That render is nice. I usually use the entrance to the north there. Goes right to one of the places you want to go, and there is a path further down you also want to go. Entrance area is the place with all the big round glowing plants.
The bulb zone http://subnautica.wikia.com/wiki/Bulb_Zone

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



What did their support tell you when you asked them about all the bugs you were having?

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



MikeJF posted:

Started playing the other day.

Hmm, I think it's time to relocate from my first base under the lifepod made entirely of X-sections to a new one now that I have proper rooms.

Oh dear, decisions decisions.

Why not have both?

Keep the old base, AND build a new one. And another. And two more.

Then connect them all together.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



MikeJF posted:

Yeah I'll leave the old base there but I'm still pretty scarce on resources so I'll want to have a home where I keep the expensive things and all my materials junk and also have my precious battery charger hooked up.

I'm not made of copper damnit.

Do you have a scanner room yet?

Check out the upgrades in it. Speed is useless, you don't really need more drones unless you like giving them to Stalkers as toys, but the two others are interesting.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



Oasx posted:

I don't mind building the rocket since you are most likely doing it at the very end, so you most likely have lockers full of materials to build with, and can get what you are missing quite easy. What I didn't like about gathering materials to wake up the eggs is that it required uncommon materials that I couldn't remember where to find, so I just spawned them in instead of spending 30 minutes looking for them.

There are plenty of gates in that area that will take you straight to where you find the things. So as far as fetch quests go, it could be sooo much worse.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



What happens if you deactivate the gun before Sunbeam arrives? Pretty sure it's been said before, but I can't remember.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



PMush Perfect posted:

I just went down below 500m for the first time, in a Prawn suit, trying to find the Degasi habitat. I ended up getting lost about 700-800m deep and finding warpers, dragon bones, EMP octopi(?), something that apparently needs an orange tablet, and quite a lot of pants-making GBS threads terror. Next time I go back, I'm gonna need to bring a lot more med kits. Also one of those cool arms I heard about that does something besides just punch.

You want one of the spider-man arms and either drill arm or punchy arm. Then go to town on those evil things by latching on to them and drilling/punching them. You can even catch a ride with them.

The thingie you need and the place you are looking for is related, remember where you needed the thingie. I always struggle with finding the place you need the thingie for.

Explanations on what I mean by thingie and such
Thingie = Orange tablet
Place you are looking for = Degasi habitat at 500m
Place you need thingie for = Alien laboratory in the Lost River, where you were


MikeJF posted:

I should press forward with the plot but I really just wanna keep decorating my base and making it nicer.

Take your time and make a great base.
Then find out about this mod: https://www.nexusmods.com/subnautica/mods/102
And spend even more hours decorating your base.

Install this first: https://www.nexusmods.com/subnautica/mods/16 - Just download and run it
Then install this: https://www.nexusmods.com/subnautica/mods/113 - Put it in the Qmods folder in the subnautica folder. Create the qmods folder if it doesn't exist. Then drop in the above mod as well. No new game required.

Dunno-Lars fucked around with this message at 09:25 on Jan 24, 2019

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Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



PMush Perfect posted:

I long ago got in the habit of always keeping a beacon or two with me. I'm actually starting to get overprepared (2 medkits, a nutrient bar, 2+ distilled water, every tool I have, a seaglide, a decoy, a flare, a purple tablet, an ion cube, a spare battery, 2 spare power cells...) to the point where I don't tend to have a lot of room for loot.

I also over-prepared like you do, though I skipped the spare power cells, those went into the vehicle cargo. After having to go back and forth way to much while gathering stuff, I started dropping most of the stuff at the base instead.
So now I have the seaglide, repair tool, habitat builder, knife and scanner with me. Nothing else. I swap out all the batteries at the base before I leave, fill up on food and water, then gather more as I go if needed. Heated blade let's you keep going for a bit even if you are dehydrated.

Unless I am using the Cyclops, then I have enough materials to build a giant base and enough food and water to survive forever.

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