Belgarel
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I believe it's fixed in experimental.
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It looks like you might have MSI Afterburner / RivaTuner Statistics Server running. Try without that.
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In 58403, they use rubber rather than lithium and give +3HP. -
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It already does that - it's set to only show if there is more than 1 minute of unsaved progress. It's a replacement for the existing quit dialog so it's not an extra dialog either way, but this way folks are less likely to just hi… -
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That one doesn't fix it, it just reduces the impact of physics bugs in general by trying to warp you and your vehicles back to the shallows if you get thrown too far away. Still annoying getting thrown, but at least it's now often… -
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I switched them to global entities like base components (so they won't live in the cache anymore, which is cleared when the game world is changed) and disable their physics when sufficiently far from the player. There's code to mi… -
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Heh, you beat me to it. Imo it's pretty broken to have a huge submarine slam into kelp like a brick wall because it hit seeds instead of leaves but I don't know if someone really wanted it that way. If so I'll revert that change,… -
The bug causing postprocessing settings to be reset to the defaults should be fixed as of 57879.
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Yeah, it turned out to be nothing really serious. People with bases that cross certain boundaries will sometimes get to skip cinematics for now. Tell me if you can't get in/out of a hatch on the current experimental. That bug with the cinematic b…
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The lifepod won't drift anymore in experimental. Also, the issue with touching the ladder after entering the bottom hatch is fixed.
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@Kurasu So looking into that save, what's happening is the base is in a position where it isn't necessarily fully loaded given where you might be standing when at a hat…
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Yeah, I'd like to see a save. I suspect there's some other bug that's causing some people to have a base that never reaches 'isReady' state after load and because of that they're hitting the animation bypass stuff every time on hatches and bulkhead…
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I'd guess that it's an exception while setting up the new area that knocks it out. The next time you see it happen, can you post a link to the output_log.txt, ideally as soon after it happens as possible so it's not full of other stuff? It's usual…
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It's safest to just empty it out and then 'spawn exosuit' outside. If really attached to it you can also do 'item terraformer' and dig it out.
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That's how it was designed to be, I didn't add a new restriction. The fix was to restrictions already in place that were getting ignored due to a bug introduced at some point in the last couple years.
The symptoms had worsened due to fi… -
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Fixed in 56525.
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Yeah, will try to work it into some other base fixes I've been planning, if feasible. As a heads-up, you can lose a water filtration machine the same way. -
For bulkheads between rooms you need to have a real compartment between them as they're supported by the compartment.
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Huh. I figured this'd just be some minor issue with some map data but it turned out to be an issue that's affected a whole raft of things for a long time. Anyway, should be fixed in 56393.
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I could take a look. What are the coordinates of the worst offenders?
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"UnauthorizedAccessException: Access to the path "C:/ProgramData/Unknown Worlds/Subnautica\TempSave\CellsCache\baked-batch-cells-1-17-13.bin" is denied."
Looks like that'll be your problem. Can you try to delete that TempSave folder? -
I think this is already fixed in experimental.
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Scott's got a workaround in for this that anchors it pretty firmly as of 55910, so the drifting should be fixed.
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Fixed in 55896. -
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Only if on loading the save the pod is drifting away from where it should be rather than towards where it should be.
I've reproduced this once myself and the state doesn't seem to survive a save/load, though. If you fi… -
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Btw, consider obs instead of fraps. You can use its nvenc/amf mode to record somewhat lower quality video than x264 at nearly no performance penalty given some headroom on the card. -
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This should be fixed in 55784. The scanner room and moonpool have a separate bug that should be fixed tomorrow. -
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The fragment scanning bug was fixed since then but hasn't made it to stable, yet. The next update to stable (if there is one prior to 1.0) should include it. You could use the 'unlock' console command to get around fragment issue… -
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It was actually a bug - the resources weren't getting freed so the base thought it still had a room there. It was leading to performance problems on large bases and also properties of the old room (e.g., amount of damage) leaking … -
Fixed in 55626.