Subnautica

This has been near the top of my Steam wishlist for some time, and that new update looks awesome. Might have to make the purchse soon.

It was £7.49 earlier this week!

https://unknownworlds.com/subnautica/silent-running/

Woah. The new update sounds amazing! :o The cyclops is no longer invulnerable but just look at the update notes! "Raise shields and commence silent runnings!"

Yeah, this update looks cool as. I was waiting for the UI update as well. I haven't played for about a month, so it seems like now is the perfect time to load it back up again. I hope my bases are ok! I'm not sure how I feel about the Cyclops being vulnerable now though. I quite liked how safe I felt inside it before!
 
I just hope we don't have to micromanage too much whilst within the Cyclops. There certainly seems a lot to keep an eye on.

Yep, that's exactly what I noticed from the video. Hopefully in the video it's just a really bad situation that's arisen to demonstrate everything that could potentially need to be done, and that isn't the experience you have when you take the Cyclops out to any old location! What I don't agree with is the Bonesharks attacking the Cyclops. That's pretty silly to be honest, they're small in comparison. The Leviathan's I can agree with, but smaller fish shouldn't be aggressive toward something so large. They certainly wouldn't attack a Reaper Leviathan if it swam into their waters.
 
Urgh. Tried a new game - sub 20fps or so. I lasted about 10 minutes before I quit.

Performance has completely tanked since I last properly played it. Not sure what the issue is so I think i'll wait for the devs to do the game optimisations as I know that is in the pipeline.
 
I haven't tried this in a few months but performance was fantastic for me then, far better than all the other **** take "early access" games.... Only issue was the pop-in/map rendering/loading.
 
Fired this up after a long break, amazingly fun!
Finally got a sea moth so I'm just out and about, doing the distress beacons. Starting on a base, but really need the multipurpose room.
Been using a wiki for bits and bobs, but don't want to use a map, really enjoying exploring.
 
Urgh. Tried a new game - sub 20fps or so. I lasted about 10 minutes before I quit.

Performance has completely tanked since I last properly played it. Not sure what the issue is so I think i'll wait for the devs to do the game optimisations as I know that is in the pipeline.

Did you try enabling the new "Fade Objects" option that they put in with this new patch?

I've not tried it since the last patch, but before I give it a go, I'll be sure to clear my cache files first before loading up an existing save. I wonder if the new models on the resources has something to do with it affecting older stuff as well?
 
Yep I had that ticked prior to starting the game as I was expecting bad performance. With all that new kit added to the cyclops, something just had to give. How does one clear the cache? First I've heard of that!

Folks on reddit with high end rigs are getting even worse performance than me looking at the /r/subnautica subreddit so I guess this update is heavier on resources then it should be.
 
Are there any in game maps?
Avoiding any online 1's because I don't want spoilers.

There aren't any maps in the game at the start, but you can get scanners that will scan the areas and give you a topographical view of the sea floor. I think that's one of the new additions to the Cyclops as well.
 
Yep I had that ticked prior to starting the game as I was expecting bad performance. With all that new kit added to the cyclops, something just had to give. How does one clear the cache? First I've heard of that!

Folks on reddit with high end rigs are getting even worse performance than me looking at the /r/subnautica subreddit so I guess this update is heavier on resources then it should be.

I mentioned it earlier on in the thread. Page two by the look of it. I've dug the posts out for you :)

My first post (below) is a simple fix but in older versions of the game (pre-December 2016 release) it would affect your bases because this cache clearing also removes all terraforming, which would naturally occur when you placed down base objects. They've since removed this from the game so these files are ok to mess around with now (I think, I haven't tried for a few months so I don't know whether this still works, so it's probably worth taking a copy of these two folders before doing anything to them so that you can restore if necessary!)

There's a file you can delete that fixes this. It happens once you go through a specific zone.

See here:

https://www.reddit.com/r/subnautica...m=front&utm_source=reddit&utm_name=subnautica

When I initially posted this, the thought behind this was that it was zone-specific. I don't think it is, it's more resource-specific, as in the amount of resources that you have within an area. I found it pretty bad on my Cyclops when I was transporting loads of materials and resources to build my base on the Grand Reef. Now that it's empty, it's all good. It seems to be the way these items are stored within the game files. If you use 100 titanium to make 10 built objects, then the number of resources changes to 10 rather than 100 and this seems to affect performance. At least that's what I've found anyway. Things have also been better for me since I moved the game onto a new SSD.

Regarding MP, they've stated that it might be something they'll look at after the full release of the game, but there are no plans for it right now. They are a team of about 27 according to their Trello board.

As for having to start over again, there's a way to preserve your game when there's been a big update. There's a video by IGP explaining how to do this:

https://www.youtube.com/watch?v=r97PcLuThHg

And also, if your game starts to get really laggy, you can use this tool to resolve the issue, but be aware that it resets all the node spawns and resources in the game, along with everything that spawns at wrecks etc so use at your own discretion. I personally don't feel it's a problem because stuff is freely available anyway, you just have to look for it, but some think it's cheating because it effectively makes the game easier. I am just happy to get a lag-free game after playing for a while.

The tool is here:

http://forums.unknownworlds.com/discussion/146898/made-a-tool-to-clean-cache-crash

Last night I got my Cyclops built, and I've put some more lockers inside to make it a mobile base. I managed to find fragments for the power cell charger (after mistakenly thinking that the Cyclops automatically charged them, damn it!), and also fragments for a Nuclear Reactor and a modification station. So now I need to find myself a good spot for a proper base! I'll be on the lookout tonight. I was thinking about heading over to the Grand Reef to maybe get something there, but I've never been there so I have no idea how hostile it is over there. I don't know if I want to build my base right inside hostile waters! Does anyone know if the Grand Reef's position enables you to get to all the other places fairly fast? As in is it in the middle of the game world?

The tool above was built to combat the issue with the terraforming. Basically you'd visit your base, use some dev debug options (F3 I think) to see what area you're in, it gives you a specific tag and then you put that tag into the tool and it only removes the other stuff so that it doesn't affect the terraforming. People that were just deleting all the cache files would end up with huge rocks inside their bases, which would obviously be rather inconvenient! But if you've built a base after December 2016, you shouldn't need to worry as they removed terraforming because it was breaking the game.

This is also a way to carry your savegames across to a newer patch. Some of the later patches broke old savegames, but this gets around that. I've had the same savegame since December 2016, I last played at the end of March and it was still ok.
 
Been steaming ahead in my lil seamoth, still not found the all the parts for the cyclops or the PRAWN.

Loved finding the alien base and seeing the Sunbeam's destruction

Could use a little help with base design though, is there a way to get a platform above the water surface? I want to get my solar panels up there so they run at 100%

6DePlvG.jpg

I have the plans for the bio reactor and the Nucleal reactor, not tried either yet though, don't have much in the way of nuclear mater, or have any kind of farm set up, really need to read into that.

On another note, is there a way to kill the big stuff out there?
I do have a torpedo module on my seamoth, only tried the vortex torpedo's so far though.
 
@ DEL 707

You can stack the round rooms you know. Not sure on the limit but i've basically built some skyscrapers in the past with the bases below the surface and the rest above.
 
Been steaming ahead in my lil seamoth, still not found the all the parts for the cyclops or the PRAWN.

Loved finding the alien base and seeing the Sunbeam's destruction

Could use a little help with base design though, is there a way to get a platform above the water surface? I want to get my solar panels up there so they run at 100%

I have the plans for the bio reactor and the Nucleal reactor, not tried either yet though, don't have much in the way of nuclear mater, or have any kind of farm set up, really need to read into that.

On another note, is there a way to kill the big stuff out there?
I do have a torpedo module on my seamoth, only tried the vortex torpedo's so far though.

You can build platforms above the surface, or the little cylindrical ladder modules, but this might be a bit expensive in terms of materials, and all contributes to the base hull structure. You'd be better off using the power transmitter modules: http://subnautica.wikia.com/wiki/Power_Transmitter. You can use these to link the power source and then chain them to your base, but it might not be worthwhile depending on how deep you go. My Grand Reef base is 298m under the surface, I don't quite fancy chaining transmitters together for that, so I've got a Nuclear Reactor and a Bioreactor.

@ DEL 707

You can stack the round rooms you know. Not sure on the limit but i've basically built some skyscrapers in the past with the bases below the surface and the rest above.

You can stack, and you can go fairly high but the more you stack, the more your hull integrity of the base is affected. You'd then have to reinforce the multirooms just to negate the effects of the pressure on the structure. This can be quite expensive. Adding glass panels also affects the integrity of the structure. Building on the platforms gives you a huge bonus to the integrity though. I've seen bases that have platforms on the surface level, that then run under the surface to quite a depth, but they're not very practical due to the cost of gathering the materials. Still, it's something to do I guess!
 
Have just got back into this after a few month of ignoring it.

Have built my first base close to Lifepod 5, but now regretting as I have kelp beds right outside my front door and the neighbouring Stalkers are keeping me up at night.

Any suggestions for a quite base location where I can still use the solar panels to power it?
 
Not played in absolutely ages due to performance issues. I'm ingame with the update and so far have 60fps solid. Just about to build me a Cyclops...so we'll see if it tanks.

Edit: Performance is solid so far with the cyclops. Somehow managed to set it on fire minutes after messing with the new HUD though!
 
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I was a bit concerned with the last update but this one seems to have helped performance no end. Still going to hold off playing until full release, 20 hours in the sandbox is enough for me for now.
 
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