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EponymousMrYar posted:Semantics note: I don't consider crafting from storage to be a form of automation because you still have to go to the fabricator and say 'convert these into this.' Automation would be going there and say 'hey fab, convert quartz into glass x amount of times while i go do something else' ala Factorio. Minecraft has the same basic problem, annoying inventory management which gets more annoying when building complex late-game things from large amounts of raw materials. Because of this I personally gravitate towards modpacks that contain a mod called Applied Energistics. That mod allows you to build a linked network of storage devices which can be connected to terminals and processors. Advanced terminals support crafting directly from the online inventory, and processors can be programmed with a recipe which then allows a given item to be auto-crafted from its prerequisites, and if those prerequisites themselves need to be crafted they will be as long as the appropriate recipes are loaded. Everything runs on in-game power though (provided via other mods in this case, but a similar idea in Subnautica could obviously use the native power). The larger the network, the longer the connections, the more components, the more processors you have running simultaneously, the more power it'll suck. Since the universe of Subnautica already has some form of converting objects to data and back this concept wouldn't really be a stretch, and the power consumption can be used to make it still require some form of effort.
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# ¿ Feb 14, 2018 22:57 |
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# ¿ May 14, 2024 23:28 |
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HexiDave posted:I've updated the mods (into their own repository), and included a new one - it now performs an auto-save every 5 minutes. Available here: This release doesn't work for me, same issue as this guy: https://github.com/HexiDave/SubnauticaMods/issues/1
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# ¿ Feb 17, 2018 01:25 |
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feedmegin posted:Figured it out! Yes, it's Windows Defender being pissy. Aha, that probably explains why I didn't have any issue after dnlib was bundled but you and that Russian guy did. I use 7-Zip and it probably doesn't maintain that stupid flag Windows throws on downloaded files.
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# ¿ Feb 18, 2018 18:35 |
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Internet Kraken posted:Can someone explain how exactly radiation works? Does just equipping a certain amount of lead gear prevent all radiation damage and also keep the radiation pop up from popping up? Or do radiation zones actually drift with ocean currents or something? Cause the places where I've taken damage from it seem inconsistent which could be caused by either of those scenarios. Stolen from the wiki: quote:After the explosion of the Aurora, Radiation will leak from the drive core and spread to a set distance from the ship (in a radius of 940m around the x=1040 z=-160 coordinates), covering large parts of the game world including the eastern edge of the spawn zone in the Safe Shallows.
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# ¿ Feb 20, 2018 04:59 |
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Mein Kampf Enthusiast posted:Oh poo poo, the pull from containers mod sounds amazing! The one downside I've noticed is it's really easy to inadvertently cook and/or cure the fish in your aquariums, because they count as inventories to your nearby fabricators. Working as intended but also potentially mildly tragic in a sort of funny way. The extended quickbar mod is really nice too. Between those two things almost all the tedious inventory shuffling goes away unless you're out harvesting materials, in which case it's still somewhat of a core game mechanic. Mein Kampf Enthusiast posted:Has anyone explored how far out you can go in a given direction? Are there hard boundaries or what?
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# ¿ Feb 21, 2018 06:37 |
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boar guy posted:i mean if you listen to the radio and follow the story beats you get the multipurpose room in the first hour to two hours of the story I started playing on VR, didn't play flat-screen until two real-world days later. The "new message on radio" and "you should scan this thing" HUD popups don't show in VR. Yeah... loving hell this game is pretty in VR though, even though its VR implementation is lovely in a dozen ways that are pretty much all frustratingly close to right but not.
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# ¿ Feb 21, 2018 20:52 |
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Mein Kampf Enthusiast posted:Funny, I've been to the Aurora a few times and never attracted a Reaper. I saw one way in the distance once, but it didn't come near me. Bhodi posted:I wish the sonar pings were about half the current speed and the overlay lasted twice as long. That would halve the power draw and make it worth using pretty much all the time, IMO.
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# ¿ Feb 22, 2018 18:40 |
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HexiDave posted:Phone-posting, but both adjusting power and repeat rates are possible. I've got a few things I'm gonna play with tonight, so I'll give them a shot. quote:I've also been researching their voxel system to see if I could replace it with a cached model and streamed loading instead of generating it every time. If I can do that, I can eliminate pop-in completely. I still don't see what they're talking about saying Unity can't do it - voxels are much more complex to generate and render. financially racist posted:if this happens i want you to post it all over their forums to make fun of how bad they are at programming Also if you manage to do this you should really put up a donation link. Actually you should anyways because your mods already provide huge QoL improvements in this game, but if you manage to fix performance on top of fixing their "arbitrary restrictions and inventory juggling = challenge" silliness that'll be another level entirely.
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# ¿ Feb 23, 2018 02:10 |
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Internet Kraken posted:I'm kind of shocked that so many people have actually played this game to completion. Either way it's really easy for people to spam the poo poo out of the time capsule system if they so desire. It also wouldn't surprise me to find out that all the game client is doing at that moment is sending a HTTP(S) request to the server on a hidden endpoint, so there's a not unreasonable chance that people have figured out how to submit anything they want.
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# ¿ Feb 24, 2018 22:03 |
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Paracelsus posted:In addition to the Kyanite, getting into and out of the Thermal Plant for the Ion Battery/Power Cell recipes is going to be a pain. My first playthrough I didn't realize how deep I was going to end up going and didn't bring the Prawn with me, so I ended up just swimming over. Heat damage isn't really a big deal.
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# ¿ Mar 21, 2018 15:51 |
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Sloober posted:i'm not sure what you're asking? Do you mean hitting up all lifepods, wrecks, degassi bases etc? The way I interpret it they're asking for the minimum things you can get away with doing to complete the game, basically a glitchless speedrun route. edit: https://www.youtube.com/watch?v=iJBO_fWZkU0
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# ¿ Mar 26, 2018 17:03 |
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Cojawfee posted:Never going to happen. Mein Kampf Enthusiast posted:It'd be pretty cool though! https://github.com/SubnauticaNitrox/Nitrox
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# ¿ Mar 29, 2018 20:53 |
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double nine posted:This makes me wonder what kind of voodoo bethesda uses to keep save files from exploding. I remember in morrowind at least loading saves started to get significantly longer if you had looted a lot of houses Bethesda save files tend to get pretty large too. They're for all intents and purposes treated the same as mods, just loaded last on top of all the rest, and they contain all the changes you've made to the world. Both the OG Xbox version of Morrowind and PS3 version of Skyrim have had game-breaking bugs related to save files getting too large for limited console RAM.
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# ¿ Apr 15, 2018 16:50 |
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Cojawfee posted:Oh, Nexusmods has things besides giant anime titty mods for games now?
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# ¿ Apr 18, 2018 22:25 |
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Flytrap posted:Not like, Morrowind on XBox heinous. Especially if you had the original release, where the save could get large enough from you moving things around in the world that you could run out of memory and crash when entering any sufficiently modified areas. I spent more time booting up and loading the game then actually playing until the GOTY edition came out with a "fix" (hard limit on the "clutter" in the world, anything extra in a world cell being loaded gets placed in a bag and left in the middle of the area).
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# ¿ Dec 6, 2018 16:04 |
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DEEP STATE PLOT posted:i don't know what the gently caress happened here, i had saved and quit last night, only to load up today and find...whatever the gently caress was happening here on my cyclops' bridge. i exited without saving, reloaded, still there. drove around, still there. found out that i could 'move' it by building things on top with the habitat builder, only for it to 'move' onto the driver controls, rendering the cyclops undrivable. reloaded, kept loving around, eventually gave up because i could not get rid of it. guess i have a giant invisible barrier loving up the bridge of my cyclops for the rest of the game now, how fuckin neat. TBH I'd say the best solution is the same as it often is with Bethesda games. Open up the console and "cheat" to unfuck it. Set everything to free, delete it, rebuild it, and set the economy back to normal. Save, exit, and reload to get achievements back. It's a single player game and all you're doing is fixing the results of a bug, not actually gaining an advantage against the intended challenges, so it's not really cheating.
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# ¿ Jan 2, 2019 19:12 |
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JawnV6 posted:Seamoth: Does it "attract" enemies? Like the alien can grab me out of it, and the big monster thing broke one of mine. Can i just swim around and be fine? The biggest piece of advice i can offer regarding the Seamoth and to a lesser extent the Cyclops: TURN THE loving LIGHT OFF! I've watched a ton of videos of people playing Subnautica and the #1 cause of Seamoths getting wrecked by Leviathans is people leaving the light on when they don't need it, often even leaving it on when they leave the vehicle behind in a risky area. I made that mistake once and returned from a lifepod to see my Seamoth's HUD blip rapidly travelling away before disappearing. wolrah fucked around with this message at 06:58 on Jan 9, 2019 |
# ¿ Jan 9, 2019 06:56 |
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Toxic Fart Syndrome posted:It was in Win7 (iirc) when they stopped letting programs access the kernal directly. UAC was annoying as gently caress but at least it got programmers in-line. The last time programs could directly mess with kernel-level stuff was Windows Me due to the DOS heritage of that generation. NT has always limited that level of access to drivers. Of course up through XP users had local admin by default and thus user-level programs could install a driver that let them do whatever they wanted, and many did exactly that. Vista and beyond changed the privilege model so that even users that have the ability to escalate to administrator level are running as limited users by default. Programs only gain the enhanced privileges after either explicitly requesting escalation or by triggering certain heuristics that make the OS assume they will need it. In either case, this is when you see a UAC prompt. Vista was a bit too aggressive about its heuristics and locked down a few settings that probably shouldn't have been, which resulted in even users of well behaved software seeing far more prompts than they probably should have. Vista SP1 toned this back, but most people didn't actually see the changes until Windows 7 because Vista already had a bad reputation for reasons that were mostly not actually its own fault.
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# ¿ Jan 21, 2019 18:51 |
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OgNar posted:This is absolutely hilarious. It's good and I recommend watching the series. Also if you like that sort of thing and enjoy Half-Life, check out "Freeman's Mind". Basically the same idea. There's a Freeman's Mind 2 but it's incomplete and has been on hold for a few months.
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# ¿ Feb 14, 2019 22:32 |
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Yeah, it is pretty much impossible for a user-level application to cause a BSOD all on its own (hooray for NT). They can cause the system to trip over driver bugs or hardware faults, but those bugs or faults are independent of the game itself. GPU driver, sound driver, or memory issues would be my top guesses given the circumstances of the crash, but without the error information it'd be hard to say anything further.
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# ¿ Mar 3, 2019 15:31 |
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Whitenoise Poster posted:Joking about HUGE MONSTERS aside. I honestly think the scariest things they could of done was actually put an end game mandatory alien base either behind the Aurora right in Murky Reaper Town, or placed one actually in the void. Turn off the Ghost Leviathans auto spawn in like a 50 degree cone facing a base floating 500 feet into the void 1000 feet down (or put the spawn on a 25 minute delay ). Ghost Leviathan posted:I think they leaned a bit too much on exploration and finding new biomes and setpieces without having beacons to follow, and not enough on luring you into truly terrifying places with the feeling of impending dread whether or not you know what you're in for. Some great games work on the sense of 'you're not supposed to be here' in the final acts, Portal comes to mind. Seriously though I agree and I hope they do a better job with this in BZ. The first few hours of Subnautica were a constant roller coaster of wonder and terror, but once you have a base and a seamoth you're pretty much immune to everything but leviathans, warpers, and clipping through walls/floors. Once you have the Cyclops game engine bugs are arguably the most likely cause of death.
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# ¿ Apr 25, 2019 17:06 |
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I like to judge my game value in comparison to the value of the beers I've drank while enjoying the game. If I've enjoyed the game for long enough to drink more than it's value in beer while playing it, then I feel I've gotten my money's worth. Subnautica is probably closing in on a 10:1 ratio for me at this point.
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# ¿ May 13, 2019 18:37 |
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SynthesisAlpha posted:That's a clever system. I like it better than comparing it to a movie ticket. I'd have to do some adaptation since candy is my vice of choice, but Subnautica has probably exceeded its value in chewy spree anyway. I used to judge against movie tickets by an hours per dollar metric, but movies got more expensive and I got a projector so I stopped going to the theater much and it just didn't make as much sense. The beer metric also kind of loosens me up about buying games because I'm a craft beer guy so a few glasses with dinner can easily cost more than a game on sale. If I buy a game and make a sandwich instead of going out to eat I save money.
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# ¿ May 13, 2019 20:09 |
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A random worldgen mode could be done as a "new game plus" type thing where you keep the tech tree from your fixed world playthrough and then just need to gather resources rather than unlocking new blueprints. They could even throw out the storyline entirely and just have it be pure survival in an unknown world at that point, or just a way to run creative in a new environment.
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# ¿ May 14, 2019 15:28 |
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Doesn't look like this has been posted yet, one of the devs did a presentation at GDC about the game's development process and such. https://www.youtube.com/watch?v=fkjY_R7zQsM
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# ¿ May 15, 2019 16:22 |
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ikanreed posted:I don't even get what galaxy brain it takes to come up with "monopolies are good" I wish Windows had a standard package management infrastructure so we could buy/download apps from whoever wants to sell them but have them all install and launch from the same interface. Instead we end up with every major publisher reinventing the wheel, usually worse. If these new services would actually compete on features and functionality it'd be a different matter, but inevitably the only reason to use them over the established one ends up being that they're holding some content hostage. Make something that's better than Steam and I'm interested, make something that's worse but is the only way to get your game and I'm going to be pissed.
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# ¿ May 18, 2019 15:44 |
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ikanreed posted:Galaxy brain, but what if you just installed a shortcut that launched the right launcher when you install the game Because I also don't like waiting for my games to update before I can play them. I'd much rather have one launcher running on boot that auto-updates my games in the background. Again I think the ideal solution would be a Linux-style system wide package manager, but the time where that would have been plausible to push out in Windows is long past now that everything has to be an app store. edit: I'm an end user, not a game developer, so yeah "better for me" is my primary concern. I'm happy for developers that the Epic store's existence has forced Steam to adjust their fee structure, but I still find it annoying at best to have to use one more platform without getting any benefit from it. wolrah fucked around with this message at 16:26 on May 18, 2019 |
# ¿ May 18, 2019 16:18 |
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I played my first 8 hours entirely in VR. I also got stuck with no idea where to go because the UI is not really complete so it wasn't clear that I needed to go back in the pod and use the radio. It's a lot of fun in VR as long as you understand the game mechanics and are willing to put up with the clunky UI.
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# ¿ Aug 19, 2019 17:13 |
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EimiYoshikawa posted:It's not a game you play with random people, it's a game you play with friends, and the assorted forms of chaos that can result are half the point. If a game requires coordination between team members to succeed but can easily go wrong due to one person screwing up (intentionally or not), playing with random pubbies is generally a bad idea. Play with friends, or at the least play with an organized group of internet people rather than letting RNGesus put you with whoever.
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# ¿ Nov 21, 2019 23:21 |
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enraged_camel posted:Y'all seem to be suffering from Stockholm Syndrome, tbh. I sort of get your point, but I also like games where the limitations fit in with the game lore and a general assumption that things work like the real world unless the story provides a reason for it to differ. With the level of technology that obviously exists in the game universe it would make sense for the PDA to have a navigation option of some sort, but at the same time since you're stuck on an uncharted planet and all known electronic navigation systems rely on beacons in known locations or star charts it'd make as much sense that at least initially you have no ability to automatically map the world. Where that thought process of course falls apart is once we've started building beacons, since our electronic systems are capable of accurately determining distance and could thus generate useful relative positioning with as long as three were within range, and especially when we have the Scanner Room HUD chip that clearly means something knows exactly where you are and the layout of the local terrain. At that point there's no excuse beyond artificial challenge, which IMO is not a good excuse. wolrah fucked around with this message at 20:28 on Mar 4, 2020 |
# ¿ Mar 4, 2020 20:23 |
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SlyFrog posted:You know what sucks? Playing the first time through, completely without spoilers, and not finding the vehicle upgrade console until quite late in the game, because it just happened to not be in the early-to-mid game sites you checked on. That sounds like 100% the Subnautica Experience. Also tool blueprints spawning in rooms where you'd need the tool to get it. My first playthrough I started in VR. At least back then a lot of the HUD elements didn't work properly in VR, as a result I never noticed that the radio could be repaired, so I never got any of the hints to progress the story. I just kept exploring a larger and larger radius, building a network of air pipes in to interesting caves near the capsule. After a few days of this I didn't feel like getting out the headset, loaded up the flat screen version, and immediately learned what I had been missing.
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# ¿ Jul 27, 2020 18:38 |
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Every time I play I say I'm going to do something different, and every time I end up setting up my initial base somewhere near a mushroom cave opening. Usually on the main entrance, sometimes over at the other side, and then I stay based from there until I get down to the tree area.
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# ¿ Sep 10, 2020 17:44 |
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Just Offscreen posted:Wow these bug accounts are making me rethink how I feel about it to be honest. And tbh at least if you're playing on PC the ability to manually back up your save file combined with the developer console means you can usually unfuck anything that's glitched, at least enough to unbreak the game. If you're playing on a console,
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# ¿ Oct 20, 2020 14:20 |
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I bought the game two years ago because I knew I'd buy it eventually and it was cheaper then. Still haven't installed it though, and probably won't until at least version 1.02 so they can patch the major launch bugs and whatever bugs the rushed launch patch inevitably brings.
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# ¿ Mar 1, 2021 22:06 |
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BattleMaster posted:My problem with survival meters is that in my experience they create some interesting pressure early on but are just an annoying hassle once that is no longer interesting once you find a way to grow or breed or otherwise produce food infinitely. I wish games had a way to just turn it off after a point. When you have the ability to reform raw components in to a base or a ship with a magical gun and block the radiation of an open reactor with a wetsuit the idea that forgetting to toss a few water bottles in your backpack will be a life or death matter it about a half hour is absurd. Phssthpok posted:This game has a way to do that. You can open up the save data in notepad and change it from gamemode=0 to gamemode=1
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# ¿ Apr 1, 2021 14:38 |
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Sultan Tarquin posted:Anyone else been watching Limmy in his playthough? It's a..well it's an experience for sure. That was good, but IMO it's beaten by when he realizes how large the Cyclops is https://twitter.com/DaftLimmy/status/1379791018007130115 Especially when he clearly at a certain moment starts wondering if he picked deep enough waters to spawn this in.
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# ¿ Apr 8, 2021 14:44 |
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Comte de Saint-Germain posted:Maybe the lighting in the inactive lava zone was also broken and that's why it was so dark? Dunno. Were you playing with the visuals set to "Cinematic"? That makes a huge difference in how dark dark is.
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# ¿ Jul 27, 2021 16:12 |
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Bargearse posted:How did I make it this far into the game without ever knowing there was a battery charger? I've just been chucking the spent ones down in the jellyshroom caves. The Subnautica version of the car batteries in the ocean meme. Beautiful.
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# ¿ Apr 20, 2022 13:54 |
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Rupert Buttermilk posted:My wife and I both own SN on Steam, but our saved games aren't separate. What gives? This used to be basically standard behavior, now games often save to somewhere in the user home directory which then makes it Windows user specific but a lot of games still do the install folder thing. Steam Cloud games have a userdata folder under the main Steam install location where each Steam user gets their own subtree.
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# ¿ May 16, 2022 21:02 |
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# ¿ May 14, 2024 23:28 |
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Rupert Buttermilk posted:I'm in a weird spot because while I completely agree with you, I know for myself that I don't have the gaming-related willpower to end a save if I die in normal mode. Endless Trash posted:Finished it in 7 hours, which is 7x the current speed run record but I’m pretty proud of it.
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# ¿ Oct 11, 2022 14:39 |