Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Maybe sometimes a little TOO perfectly.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2659353395
That picture NEVER gets old!
Well, mine are not. There are several hundred reports all over the internet about it as well. Google it.
The Oculi are so hard to catch and sparse, I had one near a base I built in the shroom caves, and it vanished.
This might be an issue with how things are loaded in the game? Maybe it hit a wall or something and got stuck there, then you reached rendering range and it clipped to behind the wall and thus causing it to become stuck.
You can also just breed the fish in your base if you have the alien containment unit. Just have two inside and they should breed up to a maximum of 10 to 15, depending on the room it's in.
Thank you for the help but I already have this going on at my main base. The grav trap I was going to use with the cyclops to feed a bio reactor on a temporary charging and or scanning base. It takes more storage room to carry around resources for an alien containment containment unit than it does a grav trap. An alien containment unit is a rather tight fit in a multi purpose room as well and I can't stand cramped spaces. I can't believe this was never worked out in alpha, never mind beta or early access.
Build two Grav traps.
Put one in each end of a Coral Tube.
They will tend to keep each other there, and still attract fish.
Elsewhere:
a) Build a Platform, close to the seabed. Put one trap under, and one trap over.
b) Build a tube. Break the tube, let it flood. Put a Grave trap inside. (This works especially well in the Grassy Plains, near tiger plants.)
c) Put a Grav Trap in a small pit or depression. Build or move a platform, or flat piece of wreckage over the hole.
d) But really, if you are at the stage of venturing much beyond the Safe Shallows, Kelp Forests, and Grassy Plains, you shouldn't need the Grav Trap to catch your fish. Occasionally for a specialty grab, like in the mouth of a vent, but you should have solved your food issues by now.
Grav Traps float. They are meant for temporary deployment. It is part of the game. Deal with it There are various ways around it, as above.
Even two Grav Traps free deployed, within range of each other, are much more resistant to drifting, or Stalker stealing.
I miss using that to launch mature crash fish, i raised 30 of them only to discover you can't do that anymore.
Meaning while I know the bug exists if I can't write some steps to trigger it, it will never be fixed because it will never be tracked.
Tell me what I should do to trigger the bug. Knowing a bug exists is useless if they can't trigger it to debug it.
Astounding. This post will probably get deleted and myself perma-banned but here we go.
Are you a developer? If so please listen up. If not then have one or more of them look into these years long bugs.
Sometimes developers, and even QA testers, forget that it is NOT the players "Job" to squash game bugs for them. We don't get paid for this. In fact, we pay to get frustrated by these bugs. Players are your CUSTOMERS not your EMPLOYEES. Many of us do help as much as we can and give as much information as we can when we can verify it. Some bugs just simply can't be found through game play and or without access to the code.
Just because the players can't find the solution to a problem that does not mean that the developers have a free pass to ignore it. It is actually your job to solve these problems with OR without our help. Telling your customer that a problem will never be fixed because you don't know how or that that customer will not give you everything you want or need to do the work isn't the way to go.
Imagine that a home contractor tells his customer that he will not fix a water leak after installing new plumbing because that customer will not crawl through the basement and find it for him. That contractor would be fired immediately.
This WILL be posted on X just in case some moderator gets the idea that this should be deleted.
I was never paid for it either. But I made a lot of tickets.
I don't believe that's the case here. Also it's an Unity game, written in C#. So technically everybody has access to the code.
The developers shouldn't lose their time trying to find how to trigger bugs without the knowledge on how to reproduce them. You can't have a perfect product without any. I know your bug is there, but it is pretty rare otherwise I believe we would know the reproduction steps by now.
I don't think this analogy can apply to a program. If you have a leak it's easy to see where it is. The reproduction step would be just “open the faucet, observe the leak”, here you don't have reproduction steps. How can someone fixes a bug if they don't know how to trigger it? Reading the code doesn't really help identifying where it is. Debugging it does.
I don't see why I would remove this thread.
Lots of bugs are not reproducible in any sort of reliable way through game play - hence the several bugs in Subnautica that are several years old. You and I are going to disagree that is the developers responsibility to fix these bugs but I am pretty sure what side the vast majority of gamers fall on this. Any single bug that continuously produces frustration and wastes a players time does not make a game "not perfect" it makes it a failure in my opinion, especially if it continues to go ignored by the developer. It's true games make all their money basically up front and become a financial success but the completion numbers versus copies told tell the real story. Eventually after releasing several buggy games in a row many if not most people simply stop buying them.
The leak analog is spot on. We will disagree here too. You may not know much about plumbing but some leaks are very hard to locate, or get to depending on the location, as they slowly drip one drop at a time sometimes over hours. These leaks will show up on pressure tests and monitoring gear though and on your electric and or water bill, of course.
Subnautica's code is locked just like almost every other game. Your Unity/C# babble is just silly. Are they going to release some source? If so then these bugs will probably finally get fixed by someone.