github SubnauticaNitrox/Nitrox 1.8.0.0

latest releases: 1.8.1.0, 1.8.0.1
7 months ago

Important

Please keep in mind the mod is ALPHA and it still being worked on, and will be getting more updates after this one, so please don't hesitate to issue bug reports for us to make this new version more stable.

The long-awaited Nitrox update is finally available to everyone, and we're aware that you've been waiting for it for over 3 years now. Although there are several reasons for this, the primary reason was the Subnautica 2.0 update, which brought huge changes to the base game, causing a lot of issues on several important systems required for Nitrox to work.

With a few months of work, we were able to get something running, even before that update was released to the general public. But in hindsight, we weren't at all comfortable with releasing an update in that state. So we decided to rewrite most of the mod from scratch.
This was done both to allow us to detach ourselves from the workarounds we'd used over the thousands of updates the game had undergone since its early access, but also to clean up all the mod's important systems to allow us more freedom for future updates, and to make your in-game experience better.

Players on Epic Games, Steam can now play with Nitrox on the latest version of (Subnautica).

Warning

We added experimental support for Linux, MacOS will come at a later date

Highlights

  • Subnautica 2.0 Compatibility: We've dropped support for all older versions of Subnautica, the only one supported is the final version of the game (Subnautica 2025 Patch)
  • Launcher : Third time's a charm, and we're back with a brand-new responsive Launcher. This time it's been designed to be cross-platform compatible (Windows, Linux, MacOS), while improving on the functionality of the old one. It's now possible to manage multiple servers from the launcher interface, while customizing their settings and restoring backups of your worlds. This should help with corruption problems should they arise.
  • Entity system : The way Nitrox interacts with objects and instances of all kinds has drastically changed to become a unified Entity model. With the new entity system, the way entities spawn had to change to fit the asynchronous Subnautica spawning model. For example, lifepods, wrecks, fragments should no longer be missing so regularly.
    It should be way faster and more stable now, and will allow us to easily add more sync to game behaviors with minimal bugs.
  • Building : The legacy Nitrox building system was put in place years ago when Subnautica was first released. Thus it would forcefully become outdated with Subnautica updates over the years. It was finally the opportunity to rebuild it from the ground up, to make a brand new building system, more reliable, robust, adaptive, and relevant to the base game. For old players, it'll finally be a great relief to be able to build full bases with no fear of losing all progress because one piece was built in a wrong way. For new players, it's an opportunity to discover the new base pieces from Subnautica v2.0 in multiplayer.
  • Story : The story sync and persistence department was pretty flawed, which we realized while trying to fix it. We've tried to focus on the major issues players can encounter while trying to play Nitrox: the radio, the lifepod signals, the sunbeam, and all the gameplay linked to the Aurora. In that regard, we've added a lot of extra synchronization, to make progress on Nitrox less annoying (i.e. Cyclops, Radiation, Leak, ...)
  • Vehicle movement : For various reasons, syncing movement in multiplayer video games has always been a very tough problem which we have finally decided to solve for good. There should now be a way smoother and lighter, vehicle movement sync which adapts to the players's variable latency.
  • Player movements in Cyclops : A very bad issue that was annoying all players for years was moving around in a moving Cyclops. After greatly improving Cyclops movements themselves, we decided to also vastly improve player movements in Cyclops. No more being sent to space just because another player started driving the Cyclops! (RIP Nitrox space program) You can now safely do anything and go anywhere in the Cyclops while your mates are driving really fast, even when it's upside down !
  • Sound system : Nitrox's sound system has been completely overhauled for your listening pleasure. In particular, we've corrected the calculation of volume as a function of distance, and we've also corrected a few problems with the 2D sounds, which could be blocked indefinitely.

What's changed?

World features

  • Added sync for the sky box and clouds. Players should now see the exact same sky (and thus encounter eclipses at the same time!)
  • Added sync for respawnable creatures (Fish are meant to respawn when they're killed in singleplayer game)
  • Added sync for fruit growing and harvesting from grown plants and natural ones like kelp
  • Added sync for vehicle upgrade station
  • Added sync for breakable resources (e.g. coral disks or limestone)
  • Added sync and persistence for radiation leaks. You can now safely reconnect without getting radiated once you've fixed the leaks once!
  • Added Reefback children spawning
  • Added sync for geyser eruptions. No more getting burnt while your friend is safely swimming in the middle of an eruption!
  • Added sync for creatures's death (corpse, transformation into cooked item, decomposition)
  • Added sync for flares
  • Added sync for stalker teeth drop
  • Added sync for time capsules

Players

  • Added the possibility to have two players playing the Subnautica introduction cinematic together
  • Added persistence for craft pins (No longer fear to lose progress while farming for crafts)
  • Added persistence of quick bind slots
  • Added sync for all Subnautica spawning commands (item, spawn, sub)
  • Added a keep inventory setting and command
  • Added sync for knife PvP. It's enabled by default and there's a command and a setting to toggle it

Leviathans gameplay

  • Added sync for Reaper Leviathans (chasing/attacking vehicles/players/fish)
  • Added sync for Ghost Leviathans (except those which spawn in the Void)
  • Added sync for Sea Treaders (grazing, spawning ore deposits)
  • Added sync for Sea Dragons (grabbing vehicles, casting attacks)
  • Added sync for stasis rifles, seamoth/exosuit torpedoes

Vehicles

  • Added sync for Cyclops wrecks
  • Added sync for fire extinguishers in Cyclops (but not to fire dousing)
  • Added vehicle teleportation when using commands (i.e: you use /teleport or goto or warp command while piloting a vehicle, it will also teleport the vehicle)
  • Fixed Exosuits falling through the map inside Precursor structures

Bases

  • Entirely revamped bases (Added sync for newest furniture & fixed multiple corruption bugs)
  • Added short safety cooldowns to avoid having multiple people overwriting the same base with different modifications at the same time
  • Added sync for various objects which can be placed underwater and in bases (oxygen pipes, beacons, LED lights, posters)
  • Added sync and persistence for base hull, hole appearing and repairing will now be a multiplayer experience!
  • Added sync for creature reproduction and egg hatching in water parks
  • Added crops persistence and sync in water parks and pots
  • Added sync for trash can
  • Added sync for coffee vending machine
  • Added sync for fastGrow and fastHatch commands
  • Added sync for vehicle upgrade station
  • Added a warning upon Scan room construction to let players know that they are not currently synced.
  • Prevent bench/chair deconstruction while a player is sitting on it

Quality of Life

  • Added controller support on the multiplayer menu
  • Added RadminVPN support inside server console (to gather IP)
  • Added more localization to various multiplayer-related in-game text
  • Added server commands (can be typed in Nitrox chat) to trigger sunbeam and aurora events
  • Added a "resync button" in Nitrox settings to forcefully resync all built bases in case you don't want to reconnect (but it's still better to do a full reconnect in case of a desync)
  • Added persistence for gamemode and a Minecraft-like command for it (can be used in Nitrox chat)
  • Added sync for footstep sounds
  • Added sync for infection animation
  • Changed all items inside the player inventory to be "safe" when reconnecting so that you can't lose those when dying (it's a temporary workaround until we find a way to recognize items which were "saved")
  • Improved chat messaging by unfocusing when pressing Enter to send a message
  • Improved fish movement sync (but fish behaviors are still not synced)
  • Improved the visuals of the multiplayer menu
  • Improved crafters sync and persistence, they should now still hand the crafted item even after reconnecting
  • Improved vehicle crafting in constructors
  • Improved vehicle customization sync (color/name)
  • Improved vehicle modules sync, there should be fewer cases of desync when adding/removing these
  • Improved PDA Scanning sync
  • Improved vehicles battery sync (we are aware that it's still buggy)
  • Improved visual and sync of remote players' vitals
  • Vastly improved how inventories handle items, there should be less cases of inventory overflow
  • Vastly improved Aurora and Sunbeam story sync and persistence
  • Vastly improved story goals persistence and sync

Sounds

  • Enhanced volume calculation based on player distance
  • Fixed vehicles emitting global engine sounds while quitting pilot mode
  • Fixed seamoth emitting global sounds while being unpowered
  • Fixed seamoth emitting global sound while toggling lights
  • Fixed cyclops emitting global engine sounds while driving
  • Fixed seamoth emitting global sound when installing a powercell
  • Fixed laser cutter emitting global sounds

Bug fixes

  • Fixed a bug that increased the size of crabsnakes (we're gonna miss them)
  • Fixed a bug where public IP would sometimes not work (added public website fallback support instead of native API)
  • Fixed a bug where LAN Discovery could crash Nitrox
  • Fixed a bug where fragment would spawn inside sealed boxes
  • Fixed a bug where Cyclops sonar would stop for no reason or appear while being outside of the Cyclops
  • Fixed a bug where vehicle health was not being simulated correctly for all players, possible fix for random explosion
  • Fixed a bug where precursor teleporters would sometimes stop working
  • Fixed a bug where time passed even when no player was connected to the server
  • Fixed a bug where scanning the last part of a blueprint would not unlock it
  • Fixed a bug where Aurora would have the wrong model when reconnecting after it exploded
  • Fixed a bug where fish movement wasn't simulated correctly.
  • Fixed many occurrences of remote players not moving on your screen
  • Fixed a bug where Nitrox keybinding would be reset when restarting your game
  • Fixed a bug where you could deconstruct a base with players inside
  • Fixed a bug where restarting Discord would break Nitrox activity's integration
  • Fixed a bug where containers in the water would either be duplicated or even disappear
  • Fixed a bug where sounds from remote player interactions would increase the further away you got
  • Fixed a bug which was preventing crashfish from spawning from their Sulfur Plants
  • Fixed multiple bugs where some entities would be destroyed on one player's screen but not on others'
  • Fixed a bug where Cyclops would not restore its motor state when reconnecting
  • Fixed a bug where a Cyclops getting destroyed would also destroy its children Player entities, resulting in a desync
  • Fixed a bug where you could grab other players using propulsion cannon
  • Fixed a bug where disconnection modal would not appear, not noticing you that you would be playing on your own
  • Fixed multiple bugs where vehicle destruction would not be synced nor persisted
  • Fixed a bug where using teleport commands from inside a building or Cyclops would move you to the wrong location
  • Fixed a bug where fish out of render distance would desync
  • Fixed a bug where players would see a different model for the same scannable object
  • Fixed a bug where you wouldn't be able to see the "first use cinematics" on the escape pod's hatch doors
  • Fixed a bug where saving a server with PROTOBUF serializer without having logged once would throw an error in the console
  • Fixed a bug where power cells/batteries were disappearing upon resync
  • Fixed a bug where warpme command would desync player data while only having an EscapePod available
  • Fixed a bug where creature sizes inside the alien containment aquarium were incorrect
  • Fixed a bug where fish movement in alien containment aquarium wouldn't be synced properly
  • Fixed a bug where players were unable to join a server, while the server capacity was higher than the player count
  • Fixed multiple bugs where splitting or uniting water parks would desync their contents

Housekeeping

  • Added a computer clock desync calculator tool for client and server which lets clients keep track of the exact server time at any moment (using NTP if clients and server are online, or a fallback algorithm if one of those is offline)
  • Added commit hash on the Nitrox version label
  • Improved client's current time calculation so it's always close to the server's one (difference is milliseconds). It's also regularly updated by the server in case of unexpected trouble.
  • Improved In-Game Debuggers
  • Improved Dev tools to decrease code-smell and common mistakes with Unity
  • Updated to latest translations
  • Project cleanup and upgraded to latest dependencies.

Known issues

Tip

These are issues we know that exist and will be worked on and improved for future versions of the mod.

  • Story PDA/Terminals aren't synced (i.e: pickup a PDA)
  • Discord integration doesn't work on non-windows OS
  • Creatures (Except leviathan) aren't fully synced
  • Oxygen tanks are empty in inventory upon relog
  • Player's animations are not synced
  • Exosuits are not fully synced
  • Cyclops health is not properly synced

Credits

Working on this new update took 3 years, and an incredible number of hours of collaborative work from our amazing open-source community.

Thanks to all the people eager for 1.8 to be released on Github for helping us spot several bugs/crashes during the development of the version.

And thank you to all of you who helped translate Nitrox on https://hosted.weblate.org/

And of course thank you for the support of the community with your kind messages on Discord, we really appreciate it.

See you soon in the abyss, the Nitrox team.

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