r/Subnautica_Below_Zero

Phi Robotics doesn't load. At my wits end.

Phi Robotics doesn't load. At my wits end.

The general area of Phi Robotics is completely messed up. The Beacon show up, but nothing else. When I went into this cave the voicelines about Sam played. The Architect Artifact nearby is also empty.

I searched around and tried a few things. Like deleting the cache of the save, CellsCache and CompiledOctreesCache. Also tried verifying the files with steam.

Anyone knows how to fix this?

u/Mat_HS — 2 days ago

Can't place Thermal Plant

So, I was trying to find a good spot for my thermal plants and the one close to my base (where some sea monkey nests are) has no temperature at all.

So I found this one below the Delta Station Dock that has like 200°C when it erupts. Yet I can't place the thermal plants anywhere close to it. I even checked online and found pictures with the plants pretty much directly on the rim of the vent but in my game, it stays red and I only see the yellow outline of the vent rim.

Am I doing something wrong or did they change it so you can't build them on top of the vents anymore?

reddit.com
u/Turalyon135 — 1 day ago
▲ 277 r/Subnautica_Below_Zero+1 crossposts

Submenophobia

The only time I truly felt anything like fear for the underwater wrecks was in Subnautica: Below Zero. Something about The Mercury II being underwater and rotting scares the crap out of me.

I think part of it is because the ambiance in the area feeds into the fear of something being there. Visibility is low, even in the daytime, there's a bunch of Glow Whales that make horrifyingly creepy sounds if you don't know what they are or where they're coming from, and Sqid Sharks like to swim near the main wreck.

This is the only thing, in all 3 games, that has ever poked at my own Submenophobia. That may change in the S2, but we'll see.

EDIT: I know I misspelled Submechanophobia. I use talk to text because it's easier on my dyslexia, and I didn't catch it before I posted. I'm sorry.

u/MelodyText44 — 7 days ago

Found this glitch

I started to float. Does anyone know how to get the glitch again because I have been trying and couldn't ever get it to work again.

u/GiveMeMyAccoun — 7 days ago

Just played Subnautica Below Zero for the first time and loved it!

I discovered Subnautica when I picked up the original for $7.50 on Steam last month. Played it through obsessively 4 times. Allowed myself quite a few spoilers in the form of maps and hints.

For Below Zero I just relied on my own hippocampus. It was challenging and frustrating at times, but very satisfying. I just looked at the map after finishing and I missed so much! A whole wreck, multiple zones and several treasure troves.

Some thoughts compared to v1:

- The seatruck is brilliant! It's like a mini cyclops and seamoth in one. Take your mobile base with you, detach the modules somewhere convenient, then swim around freely. Great mix of utility and fun.

- I barely touched my prawn suit this game. Didn't seem as necessary. Super cool that it attaches to the seatruck though so you can take all your vehicles with you at once.

- Two things I couldn't figure out: how to harvest snow stalker fur (only hint I looked up) and where to find spiral plants. I was looking for something red. I just kept finding enough synthetic fiber lying around that I didn't need to make my own.

- The map shape was...unexpected. Spent too long trying to swim in directions I couldn't go, so ran out of patience to explore all the directions I could have gone.

- I didn't care much for the land part. A decent bit of variety in theory, but didn't have the same majestic quality as the water. Got bored of it after the bridge.

- The main story wasn't as exciting as v1, but good enough, and less stressful. Finding another character's base was a huge wow moment though!

Overall an awesome expansion to the game. The new vehicles, recipes and base components were worth it alone. I don't understand why so many were disappointed with it. My expectations were way too low going in.

reddit.com
u/grasshopper241 — 10 days ago

Marguerit greenhouse door locked

I already fixed the radio tower, and she told me to meet her at the greenhouse, but the door isn't able to be interacted with at all, no prompts show up. So, am I completely screwed? Or is there a solution to this issue?

Edit: So after returning to my base, I've discovered this issue is also affecting the bulkheads and hatches in my base. Everything was working fine yesterday, but now none of my doors are working.

Edit 2: Restarted the game and that fixed the issue.

reddit.com
u/BurpleShlurple — 8 days ago

Im really soft-locked and idk what to do.

So i was playing BZ and i had all my base loot on me and i didnt want to die. I got killed by something though and i thought maybe if i saved during the loading screen back to the lobby, then leave, then maybe i could trick the game into letting me live. But instead i respawned with 0 health and couldnt use my tools or access anything. I tried running out of o2 but i was just met with a black screen ( i wasnt actually dying). I tried letting and animal kill me, but they arent attacking me. I tried saving and reloading. I tried verifying my game files. I tried using console commands to kill, i was just met with a loading screen that never loaded, i had it on for 15 minutes and didnt load. I tried the health cmd and it just didnt do anything. I have mods but i dont know how to mess with those without messing up my files even more. Please help.

reddit.com
u/Typical-Ring1507 — 11 days ago

I just wanna know if I should keep looking

I'm at the prawn bay in the lilypad biome and I found 3/4 prawn fragments right next to each other and both drill arm fragments. I don't wanna be told WHERE a fourth one is, I just wanna know if a fourth one is there at all

reddit.com
u/Potential-Gift3667 — 13 days ago
▲ 2 r/Subnautica_Below_Zero+1 crossposts

The Void and Subnautica's Boundaries Issue

At some point, every player has looked out at the void and tried to go there. In the late game, once you get top-tier vehicles and start hauling across the map, it feels like a tiny, claustrophobic fish tank. Right now in Subnautica, the game handles the world borders with the empty Void water column, and if you try to explore too far into the deep, you literally just hit an invisible wall that teleports your coordinates back to the Safe Shallows, further reinforcing the claustrophobia. The developers definitely nailed the atmosphere and mechanics of the void by spawning Adult Ghost Leviathans to hunt you down and scare you into turning around, which works for most players. But the second you push past them and hit that coordinate teleport screen, the illusion of being stranded on an endless, living alien world completely shatters. It practically makes you realize you're just playing inside a rigid video game box surrounded by empty programming space. After all, the Void was always an interesting concept for me and one of my favorite ways for a game to keep the player in-bounds. It's just that it feels lacking in certain aspects.

The devs probably think, "We explicitly tell players to avoid the edge, so why waste resources building content out there?" But that's just a massive blind spot regarding player psychology. Telling a gamer “do not go here” is basically flashing a neon sign telling them to do it immediately. The second that 1% of bold players discover a map boundary mechanic they can break, it doesn't stay an accepted end of the map. It blows up on YouTube and instantly becomes a mainstream trend that 100% of the community wants to experience to satisfy their curiousity of whats lies beyond. This is actually something we can already see with how players treat the Void at this point. We can completely fix the boundaries for North, South, Up, and Down, fully covering all angles of out-of-bounds exploits, while keeping the Void biome barrier and it's vast emptiness as a first layer of defense. It's practically just an extra layer of depth most players will never see that realistically gives the endless water a physical, terrifying scale. Best of all, it requires almost no new assets, reuses existing visual effects, and relies on smart chunk loading so it doesn't cause performance stress on the core operating system. Note this is regarding the original Subnautica map and also includes references to Below Zero. It is intended simply to serve as an interesting idea and POV from the player's perspective that might improve Subnautica 2's eventual release.

North: The Polar Ice Wall

Far out on the northern horizon, a massive polar ice cap blocks the way. Because Subnautica's horizon is huge enough to extend way past the crater, this massive ice wall is always visible in the distance from the surface. To keep the performance cost as low as possible, the game renders a simple, flat 2D ice wall PNG on the distant skybox. You can ride your sub toward it, and only when you get close enough to realistically see its true scale does the engine use chunk loading to silently swap the flat image for a physical 3D glacier mesh. You literally end up idling at the base of a kilometer-tall vertical cliff of ice that drops straight into the deep ocean. It gives you a physical collision mesh to hit, stopping the player while making the world feel globally massive (It's also a nice reference to Below Zero).

South: The Active Trap Volcano

To the south, we use the exact same horizon logic from the Ice Wall. A looping 2D animated geyser particle effect is always visible on the distant southern horizon, simulating a massive volcanic plume out in the open ocean. The second the player actually leaves the crater and enters the pitch-black Void water column, the surface geyser effect stops. Because the water down there is completely dark, the engine can safely load a massive 3D volcano onto the seafloor thousands of feet below you without you ever seeing the assets pop into existence. Once you hit around 7,000 meters out, faint ambient orange glows start pulsing up through the darkness of the void. Like a moth to a flame, the player's natural curiosity will literally make them dive downward toward the light. To trap them, the game spawns maybe around 5 giant, invincible, un-stasisable Sea Dragon Leviathans. Their pathfinding could be strictly scripted to act as a herder, aggressively swimming in tight flanks around you to box you in and purposefully herd you into the absolute center of the volcano. The moment you are pinned in the center area of the volcano, BOOM! Instant-death eruption triggers, vaporizing your sub. This also makes sense since we know that the crater and the areas near it have high volcanic activity, so a volcano fits in perfectly and further reinforces existing ecological and geological observations to avoid breaking immersion.

Up: The Quarantine Protocol

Right now, Subnautica has a ridiculous building loophole: structural integrity is tied strictly to water pressure. Because above-water pressure registers as zero, players can cheese the physics engine and build 10,000-foot-tall titanium skyscrapers straight into space with absolutely zero support beams. The game should use the Precursor quarantine cannon to shoot them down a second time. The moment a player builds a base module or flies a vehicle above 1,000 meters (which makes sense given that the neighbouring planet we see in the sky is only a few kilometers away), it triggers the cannon. This makes sense anyway considering that the Precursor's built this cannon specifically to prevent anyone from entering or leaving the planet, so it evn just a tall enough building could probably trigger its weaponry. To keep this optimized, the devs don't need to animate hundreds of individual titanium shards. We just play an audio cue of the protagonist wondering what the hell is going on. Then, a script instantly deletes everything above a 50-meter buffer zone of the trigger line. At that exact microsecond, the game reuses the massive explosion effects from the Aurora crash sequence from the start of the game, but tints the particles bright neon green. The player's screen is instantly blinded by a flash of green light while the top of the tower is deleted completely, removed by the blast as if it were destroyed. To make it feel like a massive blast rippled through the whole structure, a negative multiplier could effect lower modules, causing the rooms downstairs to instantly decrease in structural integrity. It realistically turns a building exploit into an immediate survival emergency. This also prevents players from trying to breach the earlier Polar Ice Wall.

Down: The Leviathan's Maw

This is the ultimate cosmic horror loop, and because it only triggers when you hit the absolute deepest trenches of the Void, we don't even have to worry about surface skimmers. You dive down into the bottomless abyss, and suddenly your camera is forcefully locked to face straight upwards toward the fading light. The engine slightly brightens the background water layer just enough so that pure black realistically looks darker than the pitch-black of the void. A featureless, vanta-black silhouette of an ambiguous maw slowly closes up over you from the edges of the screen. You try to swim upward to escape, but you dove too deep and there practically isn't enough time. The indistinct maw closes, transforming into a solid invisible wall that is completely indistinguishable from the surrounding darkness. If you try to glitch or cheese your way through the muscle mesh, it's literally too thick. If you try to swim further down to escape, you meet the stomach acid, it's like floor is lava but you can barely see. If the Seamoth, Prawn Suit, or any other device like the Cyclops touch the stomach fluids, their structural integrity decreases rapidly. Should the player attempt other means of escape, they will promptly find that the massive leviathan is immune to stasis rifles; trapping them in a closed cavernous maw where they slowly suffocate or get one-tapped by the stomach acid. Thus fully closing all methods of map escape and creating an airtight sense of immersion.

Looking Ahead to Subnautica 2

Now that the developers have Krafton's backing and aren't some tiny indie studio anymore, they seriously have zero excuses for cutting corners in the upcoming sequel. In the Subnautica 2 Early Access, we can already see they are trying to improve map edges by introducing glowing orange warning grids, direct user interface text alerts, and spawning the aggressive Shiver Leviathan to forcefully tear your sub apart. It's a huge step up in terms of making the boundary look intentional. But hitting a grid wall with text warnings still snaps the player right out of the immersion and forces the player to have to entertain a suspension of disbelief to continue playing immersively. Instead of relying on basic interface text overlays or coordinate resets in the new Unreal Engine 5 setup, they have the performance budget and the rendering tools to pull off a fully immersive, multi-layered boundary framework just like this. It would take what used to be a technical limitation and turn the boundaries into a cohesive and natural part of the game.

reddit.com
u/No_Attitude4534 — 12 days ago

Subnautica Below Zero intended story. Credit to Andrew Stormer of You Tube.

You ever think there is more to a story, and hope some day to learn the extent of it? Below Zero always left me thinking there has to be more...

youtube.com
u/Exact-Effort5446 — 14 days ago

What is the best walkthrough?

I'm trying to get all the achievements in all the subnautica games, but I just started bz. I've spent over 3 hours searching for the habitat builder, so I think it would be better if I use a guide

reddit.com
u/Dramatic-Tailor-1523 — 13 days ago