Bugs bug me

NirNir Cape Town Join Date: 2016-05-01 Member: 216223Members
So this bug has been around for 2 years.

If you have a medkit fabricator built inside your cyclops and try to collect a medkit while the inventory is full, the cyclops gets stuck. You then have to nudge the cyclops around and try finding the invisible medkit. I've had this problem in previous playthroughs as well.

I've just spent several hours over the last two days trying to fix the issue and get the cyclops moving again to no avail; so I'm venting out here.

Subnautica is a great game but damn is it buggy and that really sucks the enjoyment out of the game. I get that it's pre-release but 2 years without a fix for well-known bug that can be fairly easily alleviated even if it is not fixed. What the heck devs?!

Chill on the content updates and please fix your game first.

Comments

  • 0x6A72320x6A7232 US Join Date: 2016-10-06 Member: 222906Members
    Content updates are scheduled to conclude... April? and then it's polish, polish polish, IIRC.

    As for the medkit, freecam helps a lot with that (but maybe you were already using that?)
  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    Honestly, I never bothered with a medkit dispenser on the Cyclops. I just build four or five in my seabase and install a wall locker just for medkits on the Cyclops. Fill 'er up as necessary.
  • NirNir Cape Town Join Date: 2016-05-01 Member: 216223Members
    0x6A7232 wrote: »
    Content updates are scheduled to conclude... April? and then it's polish, polish polish, IIRC.

    As for the medkit, freecam helps a lot with that (but maybe you were already using that?)

    Yea, I did use free cam. The medkit doesn't seem to be rendered, which just so happens to be another bug in the game.

    Fixing software bugs only create new bugs. I doubt the devs mean bug fixing when they're saying 'polish'. Probably graphics or performance related. If they do intend to fix bugs at the end of development, that's a huge disaster waiting to happen. That'd be a rookie mistake but I'm pretty sure the devs know that.

    Anyways, I'll just start a new game for now.
  • NirNir Cape Town Join Date: 2016-05-01 Member: 216223Members
    Honestly, I never bothered with a medkit dispenser on the Cyclops. I just build four or five in my seabase and install a wall locker just for medkits on the Cyclops. Fill 'er up as necessary.

    But my Cyclops is my base! It's a mobile base that has unfortunately become stationary.
  • scifiwriterguyscifiwriterguy Sector ZZ-9-Plural Z-α Join Date: 2017-02-14 Member: 227901Members
    Nir wrote: »
    Honestly, I never bothered with a medkit dispenser on the Cyclops. I just build four or five in my seabase and install a wall locker just for medkits on the Cyclops. Fill 'er up as necessary.

    But my Cyclops is my base! It's a mobile base that has unfortunately become stationary.

    Kinda like a mobile home.

    I tend to use my Cyclops as a mobile base for a good long while, too, but I maintain a fixed base for charging power cells (no Cyclops cell charger cheating!), growing food, purifying water, and producing medkits. Every so often, I just swing by the port to refit and refuel, then it's back out into the murky blue yonder.
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