Showing 21-40 of 2,918 entries
Sep 15 @ 8:34pm
In topic what?
You can run by them or slash them to death with the knife. Why are you using the standard knife?
Sep 15 @ 10:15am
In topic does this have weapons?
Nope. Humans got by just fine for a million years with tools made out of sticks and stones and bones.
You can too.
Originally posted by LadstonFelisGaming:
“Remember that the materials you gather are the property of the Alterra corporation. You will be liable to reimburse the full market price. Your current bill stands at 3,000,000 credits.”

My response? I cure the bacterium but don’t bother disabling the QEP. I’m perfectly fine with living out my days on 4546B if my former employer has policies like that. If Alterra wants the creds that badly, they can send as many ships as they please to get shot down.

My attitude exactly.
Sep 8 @ 1:20pm
In topic Texture Pop In
Your hard drive -> steam -> steamapps -> common -> Subnautica -> SNUunmanagedData -> clipmaps-high.json

It opens with notepad. Set "chunkperside" from 7 to 9 for starters. You can do it for just the first one or all of them. Watch frame rates plummet. Adjust the numbers higher or lower until frame rates are acceptable. Click on "file" then save.
Sep 7 @ 8:19am
In topic Grant Lockwood
Sorry folks, but real life hit hard and I haven't had time to play since my last post. Will look this thread up when things calm down.
Sep 2 @ 1:30pm
In topic player grows too large
Just got done exploring a wreck by the geysers in the bulb zone. Had to cut a hole in a door and found I was too big to enter. Went back to the seamoth and was too big to get to it. Thrashed around a bit and suddenly I could swim around fine. Went back to that door and could swim through the hole just fine. Then swam back to the seamoth and got into it ok too.
Dunno what makes the player get bigger and smaller but definitely happens.
Originally posted by Lhetre:
Originally posted by miklkit:
I recently started playing experimental again and no base pieces have legs, just like no base pieces have legs in Below Zero.
I downloaded the game again, loaded the last savegame and all the bases had their legs. Don't know if it is linked.
More often than not, legs are not visible from afar, and appear once near the base. Underground bases are more concerned by this glitch.

Stable version or experimental version? For me in stable the base legs work like they always have. In experimental they do not appear except for 2 short legs that do not touch the ground on the moonpool.
Sep 2 @ 11:58am
In topic Honestly.
Umm, I went looking through my screenies looking for NNE and found this one. There are others. And don't try to tell me I'm averaging 150fps.
Sep 2 @ 9:32am
In topic Travel Speed Tests
Why are you living in a NYC subway?
Sep 1 @ 2:24pm
In topic player grows too large
experimental version 62644

I started a saved game on the last version after getting this update. Had to repaint the seamoth but noticed nothing else odd. Went to the 250m DeGassi base and could barely get around in it as I kept getting stuck and almost drowned. Then explored a small wreck found I could not get through the hole in a door I had cut with the laser cutter. The player has become too large to fit.
I had explored several wrecks in the previous version with no problems, so thought this problem was fixed. Not being able to explore wrecks is pretty close to game breaking.
I recently started playing experimental again and no base pieces have legs, just like no base pieces have legs in Below Zero.
No known cure. Other games are only temporary distractions.
Originally posted by =WL= unknown:
Originally posted by miklkit:
AAARRRGGGHHH!!! I found out why frame rates were so good. The damthing reset the highjson. Well I fixed that! :steammocking:
So you want bad framerates?

Don't need 100fps on a 75hz monitor. But! Settings that work well with stable result in bad fps plus popins in this version of experimental. Still umm, experimenting.

Cyclops glitched - 3 times
water glitched - 1 time
Aurora glitch - 1 time
tablet glitch - 0 times
over 1900 hours played both stable and experimental
Aug 31 @ 3:39pm
In topic Official high resolution DLC?
It looks the same to me, but they did something to the highjson there. I edited it and got a huge drop in fps but the popins are still there.
This issue is fixed in the experimental branch, which seems to be working fairly well now. It is 2.3 gb if you are interested.
Aug 31 @ 12:16pm
In topic Official high resolution DLC?
Just crank up the highjson and be happy.
Aug 31 @ 12:15pm
In topic [@Developers] Main branch patch planned?
AAARRRGGGHHH!!! I found out why frame rates were so good. The damthing reset the highjson. Well I fixed that! :steammocking:
Aug 31 @ 7:52am
In topic where is Seatruck Fabricator Module....
I had a game where the fabricator modules were buried in rocks or behind the cliff face where I could find them but not scan them. A new game fixed that problem.
Aug 30 @ 9:42pm
In topic [@Developers] Main branch patch planned?
I installed the experimental version today and after a few hours of play I can say that it is much improved over the version of a few months ago. The main improvement is to the frame rates. They were so low that the ground was porous along with other physics glitches. Now the fps is about the same as the stable version.
There also seems to have been some resource rebalancing as the early game is much easier now.
Of course there are still problems to work out as now, just like in BZ, the base no longer has legs. Here are pics of my first base.
Aug 30 @ 2:09pm
In topic Ampeel problem in Mushroom Forest
This is normal behavior. The ampeels, bonesharks, and even some reapers that start off in the bulb zone over time move into the mushroom forest and even continue on to the safe shallows.
In my current game there is a reaper in the area of lifepod 6 along with ampeels and bonesharks. When they get to the shallows the gasopods will take them out.
Showing 21-40 of 2,918 entries