Small Update Released - Subnautica

SystemSystem Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond

imageSmall Update Released - Subnautica

Normally we update Subnautica’s experimental branch several times per day, and default branch every few weeks. Experimental branch is a buggy, horrible, experimental mess. Generally, updates to default branch are a...

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  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Opening the comments to the hoards of reports about broken stuff!
  • simusimu Join Date: 2015-03-03 Member: 201680Members
    edited March 2015
    ok, here comes my report: docking the Seamoth sometimes causes the Cyclops to "warp" down 20-40 meters. Happened to me at least 2 times. The last one was almost dramatic: the Cyclops was just before the secret cave entrance and I just moved it up to safer water (<80m) to save the game. I did a small tour with the Seamoth, just wanted to be sure that it was correctly docked. As I docked I was surprised by hull breaches as the Cyclops hopped to below 110m and hit some big mushroom trees.
    (not sure if this can also be because I was playing an older world/Cyclops/Seamoth)

    Edit: nice, seems like the Seamoth is now correctly docked when reloading!
  • WemixWemix France Join Date: 2015-03-18 Member: 202291Members
    Qu'ont-ils fait ici ? Ont-ils ajouté la possibilité de lier les compartiments verticalement ?
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I can tell you a few things I changed:

    Replaced transfuser fragments with terraformer fragments (oops)
    Increased quartz in safe shallows
    Increased lithium drop percentage (decreasing gold) from shale
  • BFliPBFliP Netherlands Join Date: 2015-03-16 Member: 202211Members
    edited March 2015
    You fixed the "swimming in base" glitch on the 'floating' foundation part and indeed, hatches are working as they should so far, many thanks for doing this update so fast, well appreciated! ^^

    The Seamoth issue with the Cyclops is still there, as a work around, after loading your game, enter your Seamoth from within the Cyclops as it's always docked at game launch. You'll find yourself in your Seamoth in it's original undocked position (where the ghost is if you haven't entered your Seamoth). Then, exit the Seamoth, go back into your Cyclops to fix a problem with your own X-Y-Z position. Leave the Cyclops, save and proceed to play the game, make sure your Seamoth isn't docked when you save to avoid it to disappear or re-appear somewhere else on game load.
  • Mikek62Mikek62 Pennsylvania Join Date: 2015-03-18 Member: 202299Members
    With the new update, my game crashes every time I try to load my saved game. Looking forward to a fix, the game is really terrific!
  • SilveressaSilveressa USA Join Date: 2015-03-18 Member: 202279Members
    Nice to see the base bits patched up, (hatches and floating foundations specifically) those bugs made base building a right pain.
  • simusimu Join Date: 2015-03-03 Member: 201680Members
    edited March 2015
    Generikb is also having the same problem when docking the Seamoth in his last video: https://youtube.com/watch?v=zt4e9RYgbaM
    Just at the beginning (0:32-0:58) the Cyclops is at 38m (main deck); after launching and docking the Cyclops goes down shortly to 55m and up to 48m (about the depth the Seamoth was launched?)

    Edit: seems like it is solved in 15170 - Awesome, well done!
  • WemixWemix France Join Date: 2015-03-18 Member: 202291Members
    Je n'ai pas souvenir de pourvoir placer un module dans un autre axe.
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