A handy list for build 33409

DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
edited June 2016 in Subnautica Bug Reporting
Glitches I've encountered in build 33409 (excluding ones I know to be known):
  • I built a solar cell on a hallway leading from a multipurpose room. It was placed close to the mp room. When I built another mp room on top the other, my solar cell got deleted. Undoing the process a percentage or two in didn't give it back.
  • Wall lockers can only have names up to ten symbols, but the tenth gets deleted upon reload. For instance, my lockers labeled "electronic" end up labeled "electroni". The same bug occurs with the twentieth letter of the sign. I found out the hard way when I wanted the label to read "aquarium & moon pool" only to return to "aquarium & moon poo".
  • The bioreactor does not accept nutrition blocks or blood oil. :(
  • Running out of (sunlight) power does not make my base shut down after some hours into a save file. For a short period, it does so only just before the energy is rebooted (by dawn). After a while, running out of power does display 0/[X] (in yellow, not red and all energy-draining activity stops, but the base does not shut down. The lights stay on and oxygen remains present.
  • Some growing plants in exterior plant beds are invisible unless I get really close. Like, they'll suddenly just pop into view when I'm practically with my nose on top of them. They become permanently visible only after reaching full maturity. Plants that are affected by this are veined nettle and koosh.
  • Whenever a plant is done growing, the game produces a digging sound. That is, it will do so for several play sessions in a row, and then it will not for a while, and then it will pick up again. It was mightily unsettling until I figured out the cause of the sound. EDIT: Instead of play sessions, this might be tied to the type of plant. I can confirm the sound to occur for voxel shrubs, pygmy fans, acid mushshrooms, and deep shrooms, while spotted dockleaf, seacrown, speckled rattler, and regress shell do not produce it.
  • EDIT: Since the Power Nap update, it seems I get less seeds/samples from flora and it gets less over time. I recall previously getting four seeds out of spore sacks, but I only got three per spore sack this save file and after about 20 hours of playing only two per spore sack. Creepvine also got in-save file reduced from five kelp samples to four or randomly even less per plant and I never got more than two seeds out of pygmy fans by the time I collected them.
  • I can't scan shell plates/coral tubes since the Power Nap update. I had a lot of trouble to get the opportunity to scan table coral too, being unable to scan it for some eight efforts before I suddenly could after about 25 hours of playing, and in general there seems to be a more nitpicky need for the right angle and distance before I am allowed to scan anything.
  • Not sure if this is new either but I did not experience it pre-Power Nap. Some coral tubes do not hand out samples upon being hit.
  • Both pre-Power Nap and post-Power Nap, my Cyclops blueprint remains listed as at 2/3 in the blueprint map despite that I have scanned all components thrice and am able to build the cyclops. For what it's worth, I've always so far acquired the engine fragments last.
  • When I reach 0% with a knife, it disappears from my inventory as, I guess, it should. When I reload the save file, however, it returns in my inventory. At this point I can't use it, but I can upgrade it as any other % knife for a full 100% heated/hardened knife.
  • Orange-handled doors of wrecks are closed again upon reload. This makes it a tad difficult to deduce from a glance whether I already explored or not.
  • When looking from the Cyclops, my bases' walls are invisible and I see all the stuff inside. Even from the end reaches of the map.
  • The first time I park my Seamoth inside the Cyclops, I get the intended animation of getting out. Any time thereafter the hatch opens, shakes in front of me, and then suddenly I'm up in the Cyclops. The Seamoth's hatch does not close and clips through the Cyclops's hatch if I close that one on top.
  • A whole square section of my map (Safe Shallows) just straight up disappeared. Everything that's anchored like quartz, coral tubes, and crash flowers stay where they are in a blue void, but anything like eggs and scrap metal falls down into oblivion. I have no idea why this area was affected so. The only thing I've ever done with it is place a few transmitters to get energy from the eruption pit to my base. The transmitters stay in place too. EDIT: I explored the abyss and ended up in the Jelly Shroom Caves, where the same square was also missing but at least there was solid ground. EDIT: There's now also a chunk missing from the Mushroom Forest/Mountains/Kelp Forest area. I've not been there prior to this discovery.
  • The observatory in the abandoned seabase in the Jelly Shroom Caves is still not scannable.
  • The game can't decide on the inventory space large fish should take up. In one haul I can have both one-spot stalkers and 3x3. I also had three 3x3 jellyrays in my inventory shortly ago, saved, reloaded, and then they were mere one-spacers.
  • EDIT: The attack animation of a crabsnake jumping out of its jellyshroom takes precedence over the presence of a stasis field. It is not stopped by the field.
  • EDIT: When a foundation is placed in front of a hatch, for instance when you let a hallway lead from something build on top back to the foundation, the game randomly drops you above, below, left, or right of the hatch instead of just in the front. This is annoying particularly when base building above water.
  • EDIT: I still have some reaper leviathans in my game, but there's also several that appear to have gone missing.

Comments

  • scubamattscubamatt Georgia, USA Join Date: 2016-05-22 Member: 217295Members
    edited June 2016
    Thank you for solving the mystery of the digging sound that seemed to randomly spam itself then stop - it must have been a whole series of plants maturing at once.

    However, I don't think the first item on your list is a glitch. Anything that is inside the area of the MP Room you create is destroyed. I use that to remove annoying 'floating rocks' and other landscape all the time. If you are Deconstructing an existing item, you get your materials back, but if you simply overwrite it by creating a new habitat item that clips into stuff - you just vaporize it.

    Here are the glitches that I have, from your list.
    • Wall lockers can only have names up to ten symbols, but the tenth gets deleted upon reload. For instance, my lockers labeled "electronic" end up labeled "electroni". The same bug occurs with the twentieth letter of the sign.
    • Whenever a plant is done growing, the game produces a digging sound. That is, it will do so for several play sessions in a row, and then it will not for a while, and then it will pick up again.
    • Both pre-Power Nap and post-Power Nap, my Cyclops blueprint remains listed as at 2/3 in the blueprint map despite that I have scanned all components thrice and am able to build the cyclops. It does not seem to matter which blueprint I finish last with, and further scans of Cyclops fragments only give Titanium, as any other fragment that I already have the blueprint for.
    • When I reach 0% with a knife, it disappears from my inventory as it should. When I reload the save file, however, it returns in my inventory. At this point I can't use it, but I can upgrade it as any other % knife for a full 100% heated/hardened knife.
    • Orange-handled doors of wrecks are closed again upon reload. This makes it a tad difficult to deduce from a glance whether I already explored or not.
    • When looking from the Cyclops, my bases' walls are invisible and I see all the stuff inside. Even from the end reaches of the map. This is really unsettling to see in game.
    • The observatory in the abandoned seabase in the Jelly Shroom Caves is still not scannable.
    • The game can't decide on the inventory space large fish should take up. This makes a difference in the bioreactor, too.
  • WarViperWarViper Texas Join Date: 2016-04-27 Member: 216062Members
    I have the knife glitch as well but I can still equip and use the "broken" knife even though it is at 0%. It seems to last forever and never breaks. This was the hardened knife by the way.
  • DrownedOutDrownedOut Habitat Join Date: 2016-05-26 Member: 217559Members
    scubamatt wrote: »
    Thank you for solving the mystery of the digging sound that seemed to randomly spam itself then stop - it must have been a whole series of plants maturing at once.

    However, I don't think the first item on your list is a glitch. Anything that is inside the area of the MP Room you create is destroyed. I use that to remove annoying 'floating rocks' and other landscape all the time. If you are Deconstructing an existing item, you get your materials back, but if you simply overwrite it by creating a new habitat item that clips into stuff - you just vaporize it.

    Glad to be of assistance. I came across the explanation by sheer coincidence when setting up a deep shroom farm and was so happy I figured it out because, as I said, I find it unsettling. I'd rate it the second scariest glitch I've experienced, being only surpassed by the spinning giant reefback and followed by the disappeared square section of my map. Fourth is for the reaper that apparently resided within the cliffside where I couldn't see (and hear?) it but it sure could see me. Took me many deaths to figure out what was going on.

    I decided to put the solar panel matter in the list because it disappeared immediately. Terrain doesn't get redone until a room is completed, whereas I lost my solar panel when I started building. It's minor, but if stuff like this happens I rather it happens all the same way if possible.
    WarViper wrote: »
    I have the knife glitch as well but I can still equip and use the "broken" knife even though it is at 0%. It seems to last forever and never breaks. This was the hardened knife by the way.

    I've heard about that variation of the glitch. It'd be mightily fancy if I could get that version, but alas, I just end up with semi-unusable junk.
  • DonnyDonny Germany Join Date: 2016-06-08 Member: 218268Members
    I can reproduce nearly everything on my system, too.
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