#📁wiki-changes

1 messages · Page 12 of 1

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Sorta?
It's made through a variety of flora, and atleast 1 can be found within the area of the creature that cures you.

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So i went to the auroa with my prawn suit and killed a stalker, and then as im going to explore (my stupid ah went behind the auroa) i get jumped by 2 reapers and one grabs the prawn and the other one started biting it, now i need a new prawn suit, and my sanity back (scary as crap to hear them say the thing abt multiple levis)

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You only need to go behind the Aurora for the cyclops fragments. Just stick with using the seamoth to access the open portion of the Aurora, I suggest using the gravsphere for the jumpers.

The Stasis rifle works best on the reaper when fully charged, otherwise you have a small sliver of time to get away.

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So i was chilling in my prawn suit looking for wrecks to (hopefully) get the sonar upgrade or sheild upgrade for cyclops, then there is a ledge, i jump thinking mabye its 200 meters down, WRONG I WENT DOWN 65 THOUSAND METERS BEFORE MY PRAWN SUIT BLEW UP, AND SOME WEIRD BLUE ELL THING WAS CHASING ME TOO

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That's the void. Instead of stopping players with invisible walls, subnautica throws a leviathan to shred you to pieces

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Exactly how I felt trying to find the Lost River...
If you hear "warning: entering ecological dead zone. Adding report to databank." you're not safe. Do not go down the ledge.

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Also, if the water gets really dark you're likely not safe.
Only areas I know of with dark water are The Void, Blood Kelp, and Lava Zone. I haven't entered the Blood Kelp, I don't trust it. I know it's dangerous.
Lava Zone is dangerous too, for all the wrong reasons.

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The problem is that the Sea Emperor can not be killed (nor does she die of old age until the end-game cutscene). You'd need to kill the five juveniles instead.

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Description of the length of the Reaper Leviathan, as the cyclops is not longer than the reaper

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I find this hard to believe, the player gets automatically teleported back to the center of the safe shallows after passing 8192 meters to prevent floating point errors.

I call bull on this.

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@Amimoo Kun oh they do? well mabye it was a bug bcz i was in the prawn suit and after the prawn suit broke i tryed to scan one of those ghost levis but got killed by one, but i am confident i went far past 8192 meters

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https://community.fandom.com/wiki/User_blog:CuBaN_VeRcEttI/Table_Progress_Tracking_feature_is_now_available_for_all_wikis

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https://community.fandom.com/wiki/User_blog:CuBaN_VeRcEttI/Table_Progress_Tracking_feature_is_now_available_for_all_wikis

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https://community.fandom.com/wiki/User_blog:CuBaN_VeRcEttI/Table_Progress_Tracking_feature_is_now_available_for_all_wikis

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https://community.fandom.com/wiki/User_blog:CuBaN_VeRcEttI/Table_Progress_Tracking_feature_is_now_available_for_all_wikis

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We all know that you can enable commands and cheat (creative) in a survival world, well sometimes there are commands that are reset after exit + entry, for example, I'm too lazy to wait until I scan objects, and I want to use fastscan every time I enter the game, well this is not a problem, there is only 1 command, copy and paste when you enter, but when you want to use more commands, you have to write them again and again, well so. Is there a way to use several DIFFERENT commands (or the same type), which could be copied and entered every time you enter the game (copy them and just paste so that several commands work with 1 chat opening)? or make it so that the commands are not reset?

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I don't think the console would work that way, you most likely will just have to enter it every time you join again.
But I do feel it's worth mentioning that I play Xbox and cannot copy nor paste, and therefore do not care very much if you are unable to do so.
There is a list of commands in the developer option of the menu though. (Not the Main Menu. Not the PDA one. The one with save, quit, options, ECT.)

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Added Table Progress Tracking: https://community.fandom.com/wiki/User_blog:CuBaN_VeRcEttI/Table_Progress_Tracking_feature_is_now_available_for_all_wikis

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Table track does not serve a purpose here as the game has a tracker for fragments already. Additionally this table is not a completion list as there is no need to visit all nest in a normal playthrough

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Tracking is messing with the format of the top table. Needs to be looked into later

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We all know how the Void is: empty and full of Ghost Leviathans. But what if,there was more to it? On this post,I'm going to give a few ideas i had on my sleep(don't ask) for a rework on the Void.

New Ambient:
The Bottom: we all know that the Void magically bring us back to the surface after we dive 8km,right? So,on this rework idea,there would be an actual bottom to it,that would include(depending on which part of the void) Lifepods, new fauna and new floral!

New Ambient Music: the Void is usually an empty,eery place when it comes about music,but what if we had a music? I believe a perfectly fit music would be called Zone of Emptyness.

New Fauna: when you reach about 7km deep,you'd start hearing some odd,terrifying screeches,and when you finally reach 8km,you'd find the source of it: The Wraith Leviathan,a 150m long,ghostly eel-like creature,it would act similar to a Crabsquid in question of the E.M.P,and it would be as terrifying as a Reaper,plus,it would spawn near a sunken Lifepod on The Bottom.

New Flora: When you reach The Bottom,you'd notice many odd,tube like corals,they'd be similar to Earth's Tube Worms(Riftia Pachyptila) except their bigger size and bioluminescent body,hence the name Phantom Tentacle Coral.

Well,this is it,hope you liked the idea!

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If you place a trash can blocking the entrance to a hatch in the original Subnautica, you will be pushed outside the base when entering the hatch, leading to above water physics, including sinking to the bottom, underwater.
(I fell into the Jellyshroom Caves and got stuck)
The only way to fix the glitch is to enter a hatch or vehicle or leave the game and rejoin.

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content was: "<includeonly> <infobox> <data source="eye_color"> <label>Eye Color</label> </data> <data source="row2"/> </infobox> </includeonly> <noinclude> Example usage: {{Color | eye_color=Example | row2=Example}} <pre> {{Color | eye_color=Example | row2=Example}} </pre> <templatedata> {"params":{"eye_color":{"suggested":true},"row2":{"suggested":true}},"sets":[],"maps":{}} <...", and the only contributor was "W9rid" (talk)

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content was: "<includeonly> <infobox> <data source="pet"> <label>Pet</label> </data> </infobox> </includeonly> <noinclude> Example usage: {{Pet | pet=Example}} <pre> {{Pet | pet=Example}} </pre> <templatedata> {"params":{"pet":{"suggested":true}},"sets":[],"maps":{}} </templatedata> </noinclude>", and the only contributor was "W9rid" (talk)

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I’ve done it on the Switch. You can also start placing interior objects anywhere outside when you do this glitch. Creatures will ignore you, oxygen does not lower, and lava and lost-river acid do not damage you. Fall damage is not your friend.

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Hello,
I'm writing to question why you reverted my edits on the reaper leviathan's page. i feel they were suitable as per media, the game has become strongly associated with thalassophobia and the leviathan. as for the fighting back by its prey, it could happen as well and there is no evidence in-game either of the reaper leviathans fighting eachother to cause it. therefore, to remove my edit makes no sense if you don't remove the other trivia entry about them fighting eachother too.

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Architect and precursor are used synonymously in subnautica and below-0 pages. I think it would be better to use architect exclusively for below-0 and precursor for subnautica, as the latter game only talks of precursors and not architects, hence using it wouldn't make sense.

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transpire means "to be revealed" which is erroneous. ryley can't "not reveal" what has been already revealed. more appropriate would be occured or happened.

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Added ref showing the "8th Ryley Enc" that could be found in the translation files of an old public build.

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it is tho the main channel literally connects right with the small arch thing at the bkt entrance where there is like a brine pool under its hard to explain but it is a good marker for the entrance btw watch this vid at like 4:36 https://www.youtube.com/watch?v=r8FIc7XohE4

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Btw for the lost river thing there was this great vid showing how to use the prawn suit to go all teh way from bkt to tree cove to ilz but i can't find it anywhere. point is the brine fall thing serves as a great landmark as it tapers somewhat back into the big opening connected with the bkt.

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the brinefall is not unique in any way, shape, or form. there are countless other brinefalls just like it throughout the Lost River. it is noticeable from a distance, yes, but so are the glowing pools of brine. the trivia was a reach and has been removed instead. i would once again like to reiterate that you should *verify something yourself* before adding it to the page.

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you can say "it's unnecessary and repetitive" but i think it makes the page clearer and is quite necessary to get the idea across without requiring readers to scroll down to its respective para. have you taken english classes in school? it's best to have an introduction that signposts things and gives the audience context to read it in depth later.

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i think the trivia makes sense and is not far-reached, and there's plenty of other trivia on here similar to that degree, if you're gonna remove this you should remove all of those as well

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...the "verify yourself" is in reference to how you keep adding something and sticking "please test" on the end of it instead of testing it yourself before adding it

i have seen the video and i do not see the point in calling attention to that specific brinefall. it is one of many in that corridor and even in that video the brine pools stand out before the brinefall does.

my patience is growing thin with your continuous insistence on your, quite frankly, unnecessary and often clunkily-worded edits. more often than not, it feels as though these edits were made purely for the sake of making an edit, and not because it was actually necessary or helpful. i am tired of having to continuously undo or alter them due to their poor quality, only for you to insist on leaving them. i have been editing for this wiki since 2016, i know what i am doing.

Bro leave ur ego aside i'm trying to make it helpful for people reading it instead of your preferred "clean" formats of pages. it's a game wiki and its to guide players not to be a pristine essay for the sake of appealing to minimalism/aesthetics. also i did verify the waterfall being useful in-game.

this is now a matter of reading comprehension

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Fix name "Blue/Gold Trivalve" to "Trivalve Blue/Gold" as seen in databank & debug id

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this is one of the few pages where it makes sense for table tracking to be (users can keep track of which lifepods they have/haven't visited)

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Add Biome column for Lava Geysers. Add links for respective headers. (and remove some useless spaces)

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the delay is already discussed in both the referenece point given and this page's trivia (also reorganized trivia so that important points are at the top) (also it's slate not state)

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Change subnautica specific links to ambiguous since this page contains both Subnautica and Below Zero information

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Created page with "thumb '''Electronics''' are crafted through the combination of two or more items via the Fabricator (Subnautica). ==Electronics List== {| style="width: 100%;" class="article-table sortable" border="0" cellpadding="1" cellspacing="1" |- ! class="unsortable" style="width: 20%; text-align: center;" |Item ! class="unsortable" style="width: 50%; text-align: left;" |Description ! class="unsortable" style="width: 15%; text-align: ce..."

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Created page with "{{SubnauticaLink|Electronics}} thumb '''Electronics''' are crafted through the combination of two or more items via the Fabricator (Below Zero). ==Electronics List== {| style="width: 100%;" class="article-table sortable" border="0" cellpadding="1" cellspacing="1" |- ! class="unsortable" style="width: 20%; text-align: center;" |Item ! class="unsortable" style="width: 50%; text-align: left;" |Description ! class="unsortable" st..."

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Just added a windows logo to the "fish clipping through the cyclops" bug because I have encountered this on my windows pc

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Changed from "there are at least 8 other trans-govs" to "33", as in The Charter it is mentioned that it was signed by 37 different trans-govs, and i dont think that since then any have collapsed nor got created. Correct me if I'm wrong

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Nah, the prawn takes damage but goes on for a while longer iirc, from which you can keep swimming down without having to worry bout ghosts and you'll be teleported back at the surface

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If you have a Moonpool, you can glitch cameras and gravtraps into your base. The cameras can swim right in last I checked. If you swim into your base via Moonpool while in the animation for releasing a gravtrap, the gravtrap will be dropped in your base when the animation finishes.

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Created page with "{ "mapImage": "ReefbackLevTop.png", "pageCategories": [], "defaultSort": "", "description": "The top of a Reefback Leviathan", "coordinateOrder": "xy", "mapBounds": [ [ 0, 0 ], [ 1146, 612 ] ], "origin": "bottom-left", "useMarkerClustering": true, "categories": [ { "id": "1", "listId": 1, "name": "General",..."

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Created page with "{ "mapImage": "MushroomForest\u00a7.png", "pageCategories": [], "defaultSort": "", "description": "Part of the Mushroom Forest.", "coordinateOrder": "xy", "mapBounds": [ [ 0, 0 ], [ 996, 560 ] ], "origin": "bottom-left", "useMarkerClustering": true, "categories": [ { "id": "1", "listId": 1, "name": "Fauna",..."

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Created page with "{ "mapImage": "Egg Laboratory.png", "pageCategories": [], "defaultSort": "", "description": "The Egg Laboratory in the Primary Containment Facility.", "coordinateOrder": "xy", "mapBounds": [ [ 0, 0 ], [ 988, 559 ] ], "origin": "bottom-left", "useMarkerClustering": true, "categories": [ { "id": "1", "listId": 1,..."

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@SansHorrorfell For getting fish (intended use), no. For farming stalker teeth, yes. Grab a gravtrap or two and a ton of scrap. Find a group of multiple stalkers and drop the gravs and scrap. Now all you have to do is follow your mess and grab your teeth.

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Unfortunately, this wiki is the best there is, despite the misinformation. No other wiki comes close to the number of articles or amount of editors, so if you want a better wiki, the best option is to improve this one. Until Subnautica 2 releases, I don't see there being any possibility of this wiki moving or a new, better wiki being started.

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Granted, trivia sections should not be used to list useful facts and just be fun things to learn. but yeah, looking at the Reaper page I can see that trivia feels like overbloat. If you have anything else it would be nice to bring it up.

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One example is that the reaper doesnt spawn in the bulb zone directly. But ontop of it, and the AI can sometimes break and it just decides to go to the bulb zone. I've looked into the area it spawns into and it'd definately not in the bulb zone ..

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@Terranhawk I should have said useful trivia; things readers wouldn't have already known and that are verified or at least verifiable.

In terms of other things that could be better: another, broader trend I notice is that a lot of articles are not consistent with their sections and how their are written;

• Stalker#Behavior is a jumble of paragraphs and sentences in a nearly random order. It's simply hard to find what you need.
• Scanner and Flashlight (Subnautica) are both tools but you find descriptions of their uses in totally different sections.

I can come up with more if you want, but I'd rather just edit them myself at some point.

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Honestly it'd be great to have a standard for the section names for each topic, since they seem to (usually) be almost entirely consistent within each category.

This could also be used to ensure details on spawning mechanics, fragment locations, and so on are filled out. The wiki could even include "strategy" sections for editors to write advice separately from facts, like the Rain World and Hollow Knight wikis.

It'd be a big project, but maybe it could be something to consider since the wiki is about to experience a lot of activity when SN2 early access comes out. The new articles could be written in detail and consistently if a guide is set up beforehand.

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merging this into behavior as it falls under that. also that sentence can be removed as the earlier part already states it is temporary

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Afaik, there is a standard intended for pages. It is just things have changed over the years, or some pages are so old that it causes things to be inconsistent. Plus having an open wiki means people over the years just add onto the top of things with no care in the world leading to a bigger issue when wiki staff are away.

Personally, I'm not a "tips or strategy" guy when it comes to wikis. I have always been more focused on just listing facts and allowing players to make do with that. Mainly because from experience. These sections tends to be heavily edited over and over again by people with different opinions on "what is a good or bad strategy" and just leads to becoming a mess or just reciting information found earlier in the page.

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Yes, I agree that strategy sections tend to be messy, but wouldn't it be better than the tips directly scattered into the articles? Like you said, people tend to add information to their favorite pages regardless of its previous state. Also is this standard written anywhere?

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Yeah, tips being scattered throughout articles is an issue. It is which I prefer just stating facts fast and in clear areas and lean towards avoiding tips. I cleaned up the Stalker Teeth page to remove the tips and clutter. Since it was

Item Info, How to get

A bunch of tips on how to get it easily

Performance limitations (which when will a normal player even run into this?) The end of the section mentions to use the scanner room

A section stating to use a flashlight or just look closer to the ground to find teeth

Another tip on how to get it by using the handheld scanner

Stalkers dont drop teeth on death

New one I changed it to:

Item Info, How to get them, Stalkers dont drop teeth on death, scanner room can be used to find it.

It removes 2204 characters and gets similar points across. Since I really dont think the wiki needs an entire paragraph stating "just drop a bunch of metal salvage near them" when the start of the page states metal salvage makes them drop teeth. So it would be a given to a reader to just do that. This is generally just how I prefer writing wikis. State some facts that the player can use on their own to make a strategy.

Guidelines in the 2nd section has the closest thing to a standard being written on the wiki.
https://subnautica.fandom.com/wiki/Subnautica_Wiki:Guidelines

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Thanks for your edit, and for pointing out that part of the guidelines.

I certainly don't disagree that wikis should only include facts and not opinions; if I could somehow choose whether or not suggestions are included in articles, I'd probably choose for them not to be. I'm just throwing out an idea for a compromise I've seen be successful in keeping articles tidy.

Also, I'm currently doing some observation on the Food, Water, and Health mechanics. Would it be a bad idea to create a Health article? It's currently a redirect and I assume that's because there's not much information on it.

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Updated details of mechanics to match in-game observations (SN v82304 and BZ v53115)

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Category:Story currently contains 266 pages; including just about every biome and material in both games.

Most of the contents are technically important for completing the game, but they render the category useless for finding things such as characters, special locations, and lore.

To make the category more useful, here are my proposals:

A) Remove all pages that are not fully centered around the story

B) Remove all pages that have little to do with the story (e.g. remove Rabbit Ray but keep Deep Grand Reef)

C) Keep pages that have little to do with the story but include their category, not the pages directly. Include highly story-related pages directly

D) Only include a page directly if it has no good category to include; otherwise, include only categories

I don't mind making the changes, as long as other editors agree with them.

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Made minor modifications to some text and added a table showing which veins can be found where among other information. Currently a WIP, but a good handful of information is there. Might need some verification on some of this, too.

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Slightly added onto the spoiler section. It's nothing important, feel free to revert it if you want.

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Added to and changed stuff in the table. I looked around the entirety of the Arctic Spires in order to find Quartz in a vein there, but I absolutely could not find it, so I went ahead and delete it. Readd if you would like. I think it's about finished now, but may have missed something.

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Added pictures in the Gallery showing various ore veins that you can find. I also did a few minor changes in the table.

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Updated the odds for some stuff, as I had it wrong I believe. Also edited a few other things.

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Changed "third" to "last" in the Trivia as I've added a bunch of images.

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Made a description of the shadow leviathan eyes a bit better

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Everybody is always talking about power cell chargers in the cyclops. But nobody is talking about how the power cell chargers take power from the cyclops to charge the power cells???? It’s just a loop

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Added a link to a site with an interactive map better than subnauticamap.io + merged together cells in the "Skeletons and Minor Structures" table that have the same contents(description of the Reaper Leviathan Skeleton in the ILZ and Lost River Mountains Corridor)

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The deepest point of the Crash Zone 480m on the south-east corner, however a point could be made that harvestable nodes & quartz can be found down to roughly 560m on the crater edge and still be considered within the Biome and not the void

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Highest point of the biome borders the nearby Kelp Forest at ( -208.1 -45.4 -647.5 ) 45 meters, harvestables nodes and fauna encountered down at 560 meters on the southern crater edge bordering the Grand Reef (still in the Crag Field biome, not the Void)

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To reach "void bottom" depths you'd need two things: a cyclops with energy and shield upgrades, and a metric crapton of ion power cells (the cyclops doesn't suffer crush damage as long as the shield is up).
Once you reach the bottom, you'd have to build, FAST, a base able to recharge power cells faster than the cyclops eats them up. Then again, the shield would deactivate as soon as you exit the sub, so once it blows uo, you wouldn't be really in any hurry anymore. You'd need to somehow build a new cyclops (uogrades and power cells inclued) down there to get back up, however.
Then again again, the above is just academic discussion since the devs did CHOOSE to REMOVE the bottom, so I don't see them adding it back anytime soon.

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Lowest point in front of a shale outcrop is at ( -1525.8 -425.6 -872.9 ), though fauna such as Peepers, Spadefishes & Hoopfishes and harvesting nodes can be found down to 475 meters on the Crater Edge (Still in the Sea Treader's Path biome), unsure about which depth should be the maximum.

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Updated deepest point with picture added to the gallery, located at (1302.8, -555.1, -1675.8) 555 meters down.

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Highest point of the Sparse Reef located at (-366.3, -21.8, -643.5), rounding it up to 20 meters for convenience ; it borders the nearby Kelp Forest & the Grand Reef

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Adding TPT and fixing style issues. If you're using 25%, you can't define 100% of width because you need more content to fill everything.

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Updated the depth range ; highest point 90 meters down located at (-254.8, -90.6, -674.7), deepest point located 570 meters down at (-71.1, -570.1, -1843.8), harvesting nodes and fauna encountered down to 585 meters, however no landmarks were available at this depth. Added 3 pictures to the gallery section.

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Highest point of the Deep Grand Reef located at (-651.0, -388.7, -1088.9), rounding it down to 390 meters for convenience and better readablity. Deepest point located at (-748.9, -639.6, -821.7) near the Lost River, rounding it up to 640 meters. Temperature added : excluding thermal vents, it oscillates between 14°C and 15°C within the Biome. Added 3 pictures to the Gallery.

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Moved all headings down a level to prevent top-level headings; rewording in intro/trivia

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Accidentally pressed save before finishing the edit : highest point located at (261.3, -1280.5, 171.5). Deepest point of the Lava Lakes at lava level was 1466 meters at maximum, rounding it down to 1470. Lowest temperature recorded is 50°C at (-227.3, -1353.9, -30.0). After an hour of searching, the highest temperature recorded is 71°C not 75°C. The "Lava Pit" sub-biome, shared with the Inactive Lava Zone, is located at (-145.1, -1415.5, -248.4). Added some trivia and 3 pictures to the gallery.

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Highest point of the Blood Kelp Trench is 98 meters, located at (-792.2, -98.1, -409.1) in front of 2 large gold deposits, rounding it down to 100 meters for better readability. Temperature at that depth was 19°C. Deepest point is 676 meters, so 675 is already close enough. Added some pictures to the gallery and replaced a picture with a better version (on the older version it was almost impossible to discern what was going on, it was way too dark).

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Five months ago I said the information of the page needed severe restructuring to remove bloat and read cohesively. These were ignored. Figure out how to restructure it, or ditch the idea.

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Highest point of the Underwater Islands located at (-297.4, -25.9, 804.3) at 25 meters, lowest point on the seabed near the lava geysers at (-46.3, -540.2, 914.3). Added two pictures to the gallery, also found out while looking for the deepest point that the largest island is anchored to the seabed near the geysers, explaining it volcanic activity. Adding it to the trivia.

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Corrected a misinformation ; it can be slashed 8 times, not 4, I must have already had taken samples of said plant before, going to correct this discrepancy for the redwort too.

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Added info about harvesting and growth time, also specified that is has no use in crafting instead of "hinting" at it

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Added info about harvesting, energy, growth time, and two pictures to the gallery as size references.

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Added harvesting info, pointed that the Sea Treader's Path has a lot of them, growth time, clarified that it has no use in crafting and noted the fact that it has basically no bioluminescence in the trivia.

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Added harvesting info, growth time, clarified that the bush size didn't matter in how much seeds you can gather from it, and made it clear that is has no use in crafting. Also added to the trivia that there are (to my knowledge) 3 different sizes for the cave bush.

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Added growth time, harvesting info, some trivia, as well as describing the leaves below the cage (16 in total), and a size reference picture

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Located deepest (200 meters) point at (-1005.5, -200.2, -115.9), highest point at ( -173.9, -40.7, -185.1 ). Updating depth range with picture, temperature measured with Seamoth was 18°C near the Dunes. Weird behavior however ; being in the Seamoth labels the Biome as the Dunes & Grassy Plateaus in a flickering manner. Being outside a vehicle clearly labels it as "GrassyPlateaus". (LD Biome,Player biome,Rich Presence : Exploring Grassy Plateaus). Printbiome says Grassy Plateaus. Weird.

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Added info about harvesting, growth time, pointed the fact that it can't be destroyed, added two pictures one of which is a size reference and some trivia about similarities with Metroids.

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Added info about harvesting, growth time, some trivia, two pictures, one of which is a size ref and the interval at which bubbles appear.

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Deepest point of the Dunes located at ( -1139.2, -530.0, 1809.9 ), 530m down. Resources seem to stop spawning past 510m however. Funny behavior at coordinates ( 1844.4, -367.2, 864.9 ) where despite still being in the biome, the game considers it to be the Void and will spawn Ghost Leviathans despite harvesting nodes being present.

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Added info about harvesting, growth time, noted that it has different sizes (which doesn't matter when it comes to harvesting it), and added 2 pictures, one of which is a size reference.

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Changed the "seeds" to "spores" as it's actually a fungus, even the in-game item mentions "Jaffa Cup Spore"

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Added 3 pictures to the gallery, and measured the height of the island (-808.6, 85.6, -1065.0) is the highest point, 85 meters above sea level

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Added info about growth time, harvesting, and added two pictures about the different models the pink cap has (Also specified that it has no use in crafting)

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Added link to floating island and corrected the fact that the Dunes also houses two types of Leviathans.

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Added info about harvesting, growth time, documented the fact that the small ming plants have less HP, added 3 pictures, one of which is a size reference. Also tried to put the energy value but I don't understand how the Template "Recipe2" works. It didn't want to give energy values, so I specified it in the main infos.

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Added "nintendo switch" to consoles.

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Added "Nintendo Switch 2" to consoles

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Hello,

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Highest point located at ( -670.3, -169.1, 1006.1 ), deepest at ( -739.6, -623.0, 1037.4 ) very close to the Lost River, but it is still considered "bloodKelpTwo" and has fauna & resources of the NBKZ. Added several pictures to the gallery.

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added an 'h' to 'althoug' to make it spelled correctly (possibly the most minor edit possible)

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Added info about harvesting and pointed the fact that there are 6 variants with different properties regarding their HP. Added pictures to the gallery for each variant and a size reference with a "tall and thin" variant.

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Deepest point located at ( 1016.8, -563.5, 984.3 ) near the Lost River, although resources and fauna were encountered 610 meters down on the wall of the crater while still being considered the Mountains Biome. Temperature near the Lost river was 10°C, near the surface 26°C, so updating it too + added pictures to the gallery

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Recalled that only Cyclops do burn AFTER making the previous edit because I'm a schmuck, that's why

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Deepoint point of the Lost River 1065 meters located at (-1249.7, -1065.1, 405.8 ) in the harmless brine inside the tunnel leading to the ILZ near the Tree Cove

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Deepest point of the Bulb Zone located near the lost river at (1054.5, -540.9, 899.8), another deep point (510m) located near the crater edge at (1556.0, -510.4, 1491.3), updated temperature ; it fluctuates between 16 & 17°C at 140 meters, added 2 pictures to the gallery

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Located deepest & highest point of the Islands cave at (-127.2, -370.6, 1010.8) & (-175.7, -195.3, 890.4). Added the other type of caves in the Biome highest and deepest point at (-46.4, -100.0, 571.5) & (-307.8, -445.9, 1067.6). Added several pictures to the gallery

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Kind of but at the same time not really. I feel like it’s not gonna feel as much like Subnautica because they’re changing so much. I’ll hope for the best though. I’d like to see it on Switch 2 someday.

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(some cuss words if that's okay, feel free to edit them out if you must)
I was moving around in my lovely jubbly (haha bri'ish now laugh) new Seamoth and was around the Aurora. Looking around like it was FNAF 4 because those damn Reapers are everywhere.
Anyways, I had gotten out, and had found a bunch of scrap and was scanning it, then my scanner said... "Reaper Leviathan". I didn't understand... it was scrap metal. Was something clipped into the ground? I did see movement around the bottom corner of the screen, and I thought it was coming out from the ground.
I think (I don't clearly remember) I said to myself, "Pfft. Moron."
I turned around.

This thing, 1.6 times the size of the average blue whale, is looking at my ass with evil intent. It has a smile, even. IDK how, but at that angle, it was smiling. And it also looked pink because of the lighting.
It slowly moved its pincers around my head and I almost felt it in real life.
And then it mauled me and my Seamoth.

Can't have shit on 4546B.

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Added info about growth time and harvesting with HP data for the different variants, also addd some size reference pictures. I could only find 7 giant bulb bushes in the Koosh Zone on 2 different playthroughs so feel free to correct if there are some I couldn't find or if it is random.

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Today I decided, "It was no longer time to Fear the Reaper", so I got the trusty Stasis Gun, Thermoblade, and Repulsion Cannon, and went out to terminate some Reapers by the Aurora. I am on a mission to slaughter the whole ecosystem, and show those Leviathans who really is on top of the food chain. 5 Reapers down, only 4/5ths of the population left. Soon that Cyclops will be mine.

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Added 2 pictures to the gallery ; unable to destroy the Power Transmitter with a knife as mentionned in the wiki, however it does have 50 HP from the data I gathered (explaining the 3 hits required to destroy it) , is there a confirmation somwhere this has been patched ?

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Little tip, don't use the thermoblade on Sea Dragons. It does absolutely no damage to them. Instead, use the normal knife.

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Added 2 pic with large Veined Nettles and added actual HP data of the plant. Should an HP stat be added to the Flora template ?

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So, the wiki says that the song called Ahead Slow plays in the inactive lava zone AND the void (crater edge), but does it actually play in the void? because I have seen videos with raw unedited footage of the void and have never heard ahead slow play.
Or maybe it was found in the files that it was supposed to play, but it doesnt for some reason-

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Highest point of the northeastern mushroom forest (98m, rounding it down to 100m) located at ( 907.5, -98.5, 207.3 ) near the Crash Zone borders

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So I've seen a couple complaints about my time in that but I can assure you that it's valid.

1) When was the slingshot:
The slingshot was 13 months post-launch which is true, however "Alterra Launches the Aurora" states "The Aurora will travel from spacedock on the edge of Alterra space, making hundreds of consecutive phasegate jumps [...] and arrive on the far side of the Ariadne Arm in three months' time. [...] command crew will pilot the ship beyond the final phasegate, arriving in the next solar system approximately 18 months later."
I took the phasegate time (3 months) and added the 13 month mentioned in the Aurora Auxiliary Mission Orders (which i interpreted as 13 months after leaving the phasegate) and got 16 months, But yeah point taken, the 13 months are directly mentioned and thereby more accurate.
"Alterra Launches the Aurora" could also just be a Document with fake information since the auxiliary mission is a secret mission (even though every worker on the Aurora works on the rescue mission, so keeping it hidden from the workers seems pretty useless which is why I ignored that possibility).

2) When happened Subnautica 1?
Late 22nd century doesn't make any sense (no offense), since Alterra was only created in the mid 22nd century, that would mean that everything from Alterra's growth to the creation of the charter and the TSF, the creation of the Mongolian transgov and Alterra's expansion and every other event that lead to Subnautica would have happened in less than 50 years which seems pretty unlikely.
The date of the crash is also never mentioned in any way, shape, or form since every entry of the date was retconned (both in Subnautica and Subnautica Below Zero).
So I took the only two things stated about the crash:
First: we arrive around 1000 years after the lockdown on 4546B.
Source:
Fossil Data: "The aliens recorded data on indigenous organic remains originating between 10,000 and 1,000 years ago." meaning the last recor…

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Deepest point of the ILZ at 1389m in the lava pit (-316.3, -1389.1, -214.5) Highest point is 962M at (-27.2, -927.2, 123.8) it doesn't go up 960m, after that it switches to the Lost River in both corridors, same above the lava castle the ceiling is 960 max. Did I miss an area since it said 900 originally ? Didn't find a single area where the ILZ went above 960m, feel free to correct it if I missed it

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Typo, wrote 965 instead of 960 in the template + gave wrong coordinates for the highest point it's (-27.2, -962.7, 123.8 ) not -927 for the depth

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And there is something bigger, that is part of another mod, the gargantuan.

SPOILER ALERT!!

The bones you often find in the lost river, part of them are the remains of the gargantuan, which with the pass of years, the bosy has been getting desintegrated, until the remains remained there for years.

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Highest point of the Lost River (523 meters) near the Moutains entrance at (811.8, -523.0, 943.5), rounding it down to 525 meters

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Updated depth of various Biome to match their entries (ILZ, Koosh Zone, Lost River, Mushroom Forest (northeastern), underwater islands caves)

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Highest point at ( -502.7, -135.8, 11.7 ) : it's the point at which the Biome actually starts (before it's JellyshroomCaves_Entrance) deepest point at (-587.2, -305.8, -189.1 ) at 305 meters down, right next it goes to 313 meters but it's a lava geyser so it probably shouldn't count

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typo, gives not give, also forgot to mention previous edit : added info about HP, variants, growth time, and added several pictures to the gallery.

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Added several transition pictures (still missing both Mushroom Forests and the Underwater Islands ), working on it, also added some trivia

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Top of the giant tree at (-870.0 -51.4 584.4), highest point of the northwestern mushroom forest at 50m, rounded up, will check temperatures readings for both forests and see if there's no deeper or higher pointds later

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The deepest point of the Northwestern Mushroom Forest is (-823.8, -231.3, 396.8) at 231 meters deep, not 250 meters. Precursor cave goes to 240m but it's not really the Mushroom Forest Biome ? Also temperature can go up to 24°C. Will post transition screenshots to the gallery soon.

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Added several pictures to the gallery for the Northeastern Mushroom Forest (mainly transitions with other biomes) as well as temperatures measured with Seamoth. Also added trivia that Lithium sometimes spawn in the grassy plateaus (usually very close to the Mushroom forest border, but it still is tha Grassy Plateaus biome)

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It takes a few seconds to start scanning and then it will try to locate things in I think a 100m radius without upgrades. You can also craft the scanner room chip so you can see the locations in your UI

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DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE DAVE

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They can spawn in pretty much any biome. You can find up to 40 per save I believe, but sometimes the game will generate less if it fails to check the spawn point. The biomes that seem to have the most amount of time capsules seem to be the Dunes, the Crash Zone (especially behind the Aurora), the Mountains and the Mushroom Forest.

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I was talking about an in game button on the scanner room UI, but I play on switch not playstation so I don't know if it is different

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You can not enter the thermal plant it was liked to, but you can enter the alien thermal plant... correct me if I'm wrong though.

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Added 2 pictures and trivia about the fact that they only grow in the northwestern mushroom forest in very specific spots

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I have recently calculated that the rate of the battery charger is 1% of charge per 6.65 seconds and am unable to make the edit on the page. If anyone would like to make the edit for me it'd be appreciated. The charge rate still holds as 9%/minute as in fine detail it's only 9.02%/minute.

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This is some good information. Nice precise numbers. 👍

If I were to make Subnautica Below Zero mods, there’s a bunch of things I’d definitely want to do. For starters, I’d want to make sure my mods fit in the game well. That means any new content function the way I think the devs would’ve done it and I’d try to make them all fit almost exactly the same art style as the rest of the game. Of course there are some rebalancing tweaks involved, but I think most players would appreciate them.

• Seatruck Mod

This would do a bunch of things. It might potentially make the Seatruck Dock repair connected modules, the Seatruck Docking Module’s touchpad would have a button to access Prawn Suit storage (maybe upgrades too, but that doesn’t seem too necessary). There would be a keybind option to set a button to level the Seatruck while piloting it. A Seatruck Sonar Upgrade would be nice. It’s recipe would probably be about the same as the Seamoth one. I think I’d probably put the blueprints in a Databox on Delta Island somewhere. Two more Seatruck modules would be added, those being a Scanner Module and the unreleased Planter Module. The Scanner Module would not have cameras or upgrades. The scanner options would be on one side of the module and a smaller map would be in a cutout section on the other side of the module. To see marked resources from the Scanner Module while outside the Seatruck, the player would need one of those scanner hud chip things from the Scanner Room or potentially a separate Seatruck one made at a Fabricator and Vehicle Upgrade Console, or maybe even an upgraded hud chip made in the Modification Table. This module would have half the range of a normal Scanner Room, and marked items would become unmarked if the Seatruck moves far enough away that the item is no longer in range. The Seatruck Planter Module would have two small growbeds on each side of the module that function somewhat like the planter pots that attach to walls. The module would have large windows on either side so that the plants can receive s…

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I like that the tadpole has those things for other players to hold onto, but I honestly don’t like the thing’s model nearly as much as the Seamoth. It looks like they tried to merge the Seamoth with the Seatruck’s cockpit, and it just doesn’t look as cool.

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@Itsseitje69 It should be the interact button. It’s like the Medkit Fabricator and the Vehicle Upgrade Console where it doesn’t have any on-screen UI, it has a built-in one instead. You’ll know it’s working when the screen swaps to showing the resource you selected with a rotating circle around it and a “X” button to cancel.

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Fixed minor spelling mistake in Story; changed "an, with the aid of a Cyclops..." to "and, with the aid of a Cyclops..."

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Changed "Trying to disable the Quarantine Enforcement Platform while infected" to "Entering the 'Inner Rooms' of the Quarantine Enforcement Platform." When I was playing the game, I noticed that I was reaching level 3 (0.75f) of the infection before I attempted to disable the weapon. I did some Creative Mode testing and discovered through the F1 menu that the trigger is actually entering the "Precursor_Gun_InnerRooms" biome for the first time rather than attempting to disable the weapon.

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Added several pictures of locations plus found out there are only 1 Eye Stalk in the entire Bulb Zone Caves & 1 in the Bulb Zone itself, also HP data

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