|This article is about Cut Content in Subnautica. For the related article on the Below Zero Wiki, see Cut Content.|
This page serves to chronicle any significant content that was cut from the final version of Subnautica. It features multiple cut tools, base structures, creatures, and items. All content is either unused and spawnable or removed.
Alien Data Terminal (Unused Variant)EditAn unused version of the Alien Data Terminal with a more cyan hue. Where this would have been located is unknown, although it can be assumed that it would have functioned identically to the Orange and Green Terminals.
Ion Cube MatrixEdit
The Red Tablet or Red Precursor Key is an unused Alien Tablet that was going to presumably deactivate forcefields. It can be spawned in using the command
The White Tablet or White Precursor Key is an unused Alien Tablet that was previously intended to unlock the Alien Thermal Plant. The white tablet was a 4 (2×2) slot item, rather than a 1 slot item like all the other keys. If one summons precursor keys in the developer menu, they will get a White Tablet and a Red Tablet. It is able to be spawned in using the command
The Arctic biome was never actually implemented into the game, but was labeled and even put onto the maps found in the game's folder during early development. The biome stayed through development for a long time before it was eventually replaced and scrapped. Very few leftovers of this biome exist.
Inside the game files are multiple references to this biome, including old textures, biome ids, and even a cut Cold Water effect.
This biome likely inspired Subnautica: Below Zero's location.
Floating in the water, the Lilypad Islands appears to be a biome of large lilypad structures rooted to medium-sized chunks of land. These Lilypads likely held the rocks in the water, keeping them afloat. This biome was likely replaced with the Underwater Islands biome, as it has the same properties as the Lilypad Isands.
This biome appears in Subnautica: Below Zero.
The Twisty Bridges was a biome originally planned to be found in Subnautica. Development started as early as prior to the first early access release. Although some flora was made for the the biome, it was left unfinished and eventually was cut from the game.
The biome was set to contain multiple cut items as well. The Mohawk plant was one of the cut Flora found dotting the landscape. The Blue Barnacles, which are still currently used in-game, were intended to line the bottoms of all the bridges. Both could be found in the Entity Gallery. The biome appeared to have been very similar to the Safe Shallows in design, Fauna, and Flora.
The biome was considered possible post 1.0 or expansion content, but was instead included in Subnautica: Below Zero.
The Entity Gallery was a series of textureless, white boxes that could be spawned by typing "entgal" into the console. On top of each box an entity from the world of Subnautica could be found. Of the various things found here, the models of the scrapped "Sandworm" and "Grab Crab" creatures were perhaps the most notable.
The Entity Gallery's removal may have been due to the multiple occasions in which Precursor objects were mistakenly added to the gallery; This resulted in Precursor objects and bases being revealed to the public long before they were intended to be. The most well known example of this was Experimental Update Version 46346, the "Skittles Update," in which many of the games textures were converted to multicolored squares. This was because the game had gone over the limit of textures by the accidental addition of the Quarantine Enforcement Platform model and several other Precursor props to the gallery.
Running the command
entgal would spawn in the Entity Gallery near the center of the map and teleport the player to it.
The Seal command would have set the player's speed to a 5x multiplier. This was removed along with the ability to change speed not long before the Early Access Release. It was run by typing the command
The Shark command would have set the player's speed to a 10x multiplier. This was removed along with the ability to change speed not long after the Early Access Release. It would've been accessed by running the command
The Sonic command would have set the player's speed to a 50x multiplier. This was removed along with the ability to change speed not long after the Early Access Release. It could've been run by typing the command
Brain Coral SmallEdit
These cut Brain Coral Small appear to have been a relative to the Brain Coral added in game. They likely would have been smaller variants, possibly providing lesser amounts of oxygen.
Dead Brain CoralEdit
Dead Brain Coral is a cut form of Brain Coral from older versions. The coral would change to this white form when hit by the Survival Knife several times, similar to dead coral found in Earth's oceans. The coral would stop producing oxygen when dead.
Reefback Coral 01Edit
The Reefback Coral 01 is an unused type of Reefback Leviathan Coral set to appear on its back. It is unknown why this coral remains unused as it is fully modeled and textured.
The Current Generator was a deployable crafted using the Fabricator. The Current Generator took up four slots in the player's Inventory, meaning the player could carry twelve of them in a clear inventory. The Current Generator used no power and could be left active indefinitely.
Once the device was deployed and activated, it would produce a column-shaped hydro-current from an emitter on its front. This stream could push small and large objects alike, including Lifepod 5 and the Reefback Leviathan. However the Seamoth and Cyclops were not affected by the Current Generator.
The Current Generator has been scrapped and is no longer available in the game. This could be to the fact that it would create lag and/or loading problems. At the time, it could've been obtained in using the command
item currentgenerator, or spawned using
Bulb Zone EggEdit
Grand Reef EggEdit
Grassy Plateaus EggEdit
Kelp Forest EggEdit
Lava Zone EggEdit
Mushroom Forest EggEdit
Safe Shallows EggEdit
Twisty Bridges EggEdit
The Twisty Bridges Egg was a generic egg found within the Twisty Bridges that would've been identified with the cut Specimen Analyzer. It can be spawned with the command
Reefback Leviathan EggEdit
The Reefback Leviathan Egg is an unused egg that hatches an extremely small Reefback Leviathan when placed in containment. The model for this egg is shared with Spadefish Egg, which can be found in game.
They were never implemented into the game, and are only spawnable with Console Commands. It can be spawned in still using the command
The Shuttlebug Egg is an egg that was never implemented into the game. It hatches into a Shuttlebug when in containment. The model and icon used by this egg was once shared by the Crabsnake egg. It is spawnable using the console command
Lithium Ion BatteryEdit
The Lithium Ion Battery was an upgrade to the Battery, crafted using a Modification Station. The Lithium Ion Battery held twice as much energy as the Battery. The Lithium Ion Battery can only be crafted in Creative Mode, unlocked using the command
unlock lithiumionbattery and crafted at the Modification Station in any gamemode, or obtained using the command
If in creative or unlocked using commands, the Lithium Ion Battery will appear in a fully unique section of the Modification Station. This section has it's own icon that matches all the of the others in the Modification Station, and appears nowhere else.
Cold Water was less of a physical object and more of a status effect. When in Cold Water, the player's breathing would become ragged, depleting oxygen faster than normal. The player would also take damage if not properly protected using anything that provides Cold Resistance.
In the game files, assets for this effect exist. When spawned in game, they will instantly kill the player and display a bright blue effect, simulating cold damage. In older versions, it could be spawned using the command
spawn cold, but it can no longer be spawned. This effect was likely to appear in Arctic biome.
Ice Patches were patches of frozen ground that had less friction. Prawn Suits and terrestrial Fauna would have been at risk of slipping and sliding across the ground. These patches of ice were to have appeared in the Arctic biome.
Falling Spires are currently located in the Lava Zone, however, they do not hold the same purpose they do now. In early development, these spires would have been affected by vibrations. If they were damaged enough, they would have collapsed and fallen over. These would only do crush damage.
For bottom-dwelling Fauna and Prawn Suits, Lava Bridges could prove dangerous. These bridges were weak connectors over large chasms and lava pits. However, if disturbed too heavily these bridges would collapse, dealing damage to the player, creatures or vehicles. These would have extensively been used in the Lava Zone.
Lava Sinkholes were large holes in the seabed found in the Lava Zone with an odd, almost bubble-like object in the center. After a period of time, these bubbles would burst, erupting outwards violently and inflicting damage.
Currents would have acted as moving water that would push items around, such as small Fauna, or possibly even the player. They could be found in different places, including caves. They are often diurnal, sometimes nocturnal. This idea was likely worked into the Current Generator before it was eventually cut as well.
Water Streams were a type of Ocean Current that would be much weaker than normal. They are smaller, and are easier to swim through. They were to be considered universal, found in multiple places around the map.
Whirlpools were designed to suck the player in and down. They would either block progression slightly, sucking the player away from locations and downwards, or they would pull the player down into aggressive fauna. These could occur anywhere, but were intended to be very noticeable.
Physical Rocks were simple obstacles that were able to shift and move when vibrations occured. They would also set off any motion-sensing triggers. Smaller ones could be picked up as items.
Sitting on the seabed, Silt acted as loose particles that, when interacted with by a creature or object, would obscure vision and become disturbed. Silt was usually located in caves, making it harder to visibly traverse them.
One of the most highly requested features all throughout development, Weather was a system that was planned but never developed fully. The timing and different technical aspects of what weather would have been are unknown. It is confirmed that there were at minimum two main weather conditions and some wind effects, as heard in the sound files which can be played below.
The two moons of Planet 4546B would drastically affect the timing, severity, and type of weather. Some known types of weather were rain, snow, lightning storms (with ranging severity), and tsunamis. The worse the weather was, the harder it was to traverse the area underwater.
Weather was eventually recycled for Subnautica: Below Zero, which has intense lightning storms, rain storms, and snow.
|Wind Effects Light (One)|
|Wind Effects Light (Two)|
|Wind Effects Heavy (One)|
|Wind Effects Best Wind|
It was removed because it was hard to implement into the latest HUD, and was rarely used during gameplay, which rendered it not worth keeping.
Its removal was made more apparent by the addition of built in thermometers on vehicle HUDs (Seamoth , Prawn Suit , and Cyclops). While it can be spawned using the command
item thermometer, it will only appear as though you obtained it; nothing will appear within the inventory, indicating it's been blacklisted.
Bloom Plankton are a small fauna species that were never implemented in the game, but can be spawned with "spawn bloom". Bloom Plankton is found only in groups and usually invisible, only becoming visible when they are "charged" with light. Their color can be altered by shining different types of light onto them. Shining a Flashlight into a group of Bloom Plankton will cause them to glow bright white in colour; if a flare is thrown near a group of Bloom Plankton they will glow red in color. This color will be retained for a brief moment before going invisible again.
When charged, they become a light source and will light up their surroundings. This could be used to the Player's advantage to navigate in dark areas. When charged with light, Bloom Plankton will constantly shift and move amongst each other. Bloom Plankton will swarm around light sources and stay near it.
References to a Bullet Fish have been found in the game files. Its behavior is quite similar to that of a Crashfish. The Bullet Fish would hide in a hole, waiting for the player to come in range. It would then quickly shoot out of the hole and begin to chase the player. If the fish manages to get close enough to the player, it would take 10 seconds worth of their oxygen. The fish would then swim back into the hole. The creature never received a final model and was eventually cut from the game.
The Grabcrab was a Fauna that would leave its home to grab food and items. The Grabcrab Home, however, was never finished, and is merely seen as a placeholder. The Grabcrab was not spawnable in-game, but has been noted to have appeared in both early development footage and the Entity Gallery.
The Grabcrab had sounds found in the game files of Subnautica. They can be played on the chart below. Thought it cannot be spawned, it's ID is
|Grabcrab Idle One|
|Grabcrab Idle Two|
|Grabcrab Idle Three|
|Grabcrab Put Down|
Referenced in the game files, the Grower was a simple creature that was never implemented. There is no model or texture for this creature, only a script. The creature was intended to simply grow and shrink in size, as well as pulse. There is no other known information on this creature.
This unnamed bird was dubbed the Large Bird by many. This bird was featured in the Subnautica Early Access Trailer and is seen flying along with a flock of Skyrays. However, even though the bird had a completed model, it was never put into the game.
Reefback Leviathan Cut FeaturesEdit
The Reefback Leviathan had two cut features that were intended to be given to it. The first is Burrowing. They originally were to be burrowed into the ground to rest peacefully. Flora, Coral, and other small creatures would eventally reside on the top of them. If five or more moderate-sized creatures were too close, however, the Reefback Leviathans would become disturbed. They would slowly rise out of the sand, and drift to a quieter place to rest.
The second cut feature Reefback Leviathans were intended to have was Riding. Originally, the Player was intended to have the ability to grab the tentacles and hitch a ride on the Reefback Leviathan, as well as hide in the mass amounts of Flora atop them from predatory Fauna.
The Rock Puncher was one of the most developed cut creatures. It had a complete model, working animations, and worked in-game. However, it was never added and was eventually cut entirely. The Rock Puncher was to originally appear as a creature that would punch into rocks and terrain using its large appendages that closely resemble boxing gloves. It has six legs, and could walk in all directions. The Rockgrub was originally referenced as a Rock Puncher Larva, then Rock Puncher Food, before finally keeping it as Rockgrub. The Rock Puncher was later reused for Below Zero. Though no longer spawnable, it's ID is
The Sand Worm was a scrapped creature. Although unfinished, the intended purpose of this creature was to have it burrow into a hole similar in appearance to a Tree Leech, and surprise the player, or any fauna that came near it in a similar fashion to the Reaper Leviathan and Crabsnake attacks. It appeared in the Entity Gallery.
Sea Dragon Seamoth AnimationEdit
The Sea Dragon Seamoth Animation was a cut attack animation made for the Sea Dragon Leviathan in which it would grab the Seamoth and put it into its mouth in an attempt to crush the vehicle, similar to the existing animation for the Prawn Suit.
This animation was ultimately cut from the game due to being pointless, as the Seamoth's max depth was insufficient to reach the Lava Zone where the Sea Dragons reside so this animation would never occur in normal gameplay.
Found in the game's files a reference for some kind of Slime. No other information is known about it aside from the fact its ID exists. It can only be spawned as an item and there is no official model or texture for this creature. While it cannot be spawned, it's ID is
Hanging Seaweed was intended to be found around the Safe Shallows, and was simply seaweed that would hang over cliffs and off objects. There was no known use for them. They were likely only decoration for the area
The Mohawk was a cut plant planned to be part of the cut Twisty Bridges biome. These plants featured a curved shape, lined with fibers. At one point in development a Mohawk could be found in the Jellyshroom Cave. While it was still in the game, the Entity Gallery contained four variants of the Mohawk.
It can still be spawned in using commands. If the command
spawn mohawk is used, the mohawk will spawn sideways. If instead the command
item mohawk is used, it will spawn upright.
Plant Middle 11Edit
Plant Middle 11 is a cut plant that appears to be a collection of different blades. These plants were reskinned and implemented into Subnautica: Below Zero.
The Spike Trap was a cut flora that was intended to grab onto the player from below and pull them inwards. They would do this using the four, orange tipped, white tendrils attached to the main body. It would have dragged the player in towards its large mouth seen at the center.
Because of the presence of a Spike Trap Seed icon, the Spike Trap could have been planted and grown on Exterior Growbeds. It is unknown if this would have provided extra uses.
Stitchgrass was intended to be a special plant that, when interacted with, would provide healing to nearby creatures. The player could use this plant to heal wounds, but using it too much in a short period time would kill it, no longer being able to heal. Stitchgrass could be found in almost any biome.
This Unnamed Flora appears to be a Bioluminescent plant. It is made up of multiple fibers stretching upward, with tips that seem to glow a bright white.
Composting was a mechanic that was used to obtain Ethanol and Composted Materials, such as Compost Creepvine. This process likely would have involved placing plant matter into a Composter and allowing it to compost over time, then collecting materials and Ethanol. A similar process could have been done with Fertilizer, which would convert Ethanol into Ethylene.
In earlier versions of the game, the Cyclops would flood upon being damaged. This would have created leaks in the Cyclops' interior, which could have been repaired with a repair tool. The cyclops would flood overtime, and after reaching a certain amount of water, would begin to sink to the seabed.
This feature was likely replaced with the newer mechanics due to the way it made the Cyclops invulnerable, as damage could easily be repaired and the cyclops was never really at risk.
Below is a video demonstration of the mechanic from a prototype test in 2014, which is almost exactly how it appeared in game.
Throughout Subnautica's development, there have been multiple instances of Dialogue, some of which have been cut, unused or updated and the old versions removed. The Dialogue page contains all cut and unused Dialogue found in the game files.
During early access, Durability was a mechanic where the Survival Knife had durability. The Survival Knife had 100 durability and would break when it reached zero. The Thermoblade had 34 durability while the Hardened Blade had a durability of 200. Durability was only present on knives, which lead to this mechanic being removed alongside the Hardened Blade.
During development, Overeating was a mechanic that would occur after the consumption of too many food items. If too many were eaten, the Overeating effect would occur, in which the player would begin to lose health due to blood loss¹. The only food item exempt from this was the Gel Sack. ¹ Easter Egg: This is a reference to Half Life
Upon eating too much, you are first warned of the impending complications that eating more will bring. If eating continues, the player would start to lose blood and take damage, which the PDA would notify you of.
|Overeating slightly||"Warning: without variety in your diet, your fluid and nutrient levels will decrease."|
|Overeating too much||"Warning: blood loss detected."|
In Subnautica's early development, Terrain Generation was a planned feature. It would have worked by developing tile sets to randomly generate a certain biome. Using the Voxel Terrain system, these tile sets would have meshed together into a world that would be explorable. It is currently known that there were tile sets for the Lava Zone, Safe Shallows, Kelp Forest, Mushroom Forest and Bulb Zone.
Battery Acid (named BatteryAcidOld when spawned in game) was a craftable substance likely used while crafting Batteries. Not much else is known about this substance. It can be spawned using the command
Carbon was a substance that changed a few times before it eventually was cut. First, it was crafted by refining either plant matter or Calcite. In later development, this recipe was changed to require three Acid Mushrooms before it was eventually cut. It was primarily used to craft Batteries.
In old versions of the game, Carbon could be obtained by slashing a Stalker with a Survival Knife. It isn't fully known why this occurred or if it was intentional. While it can no longer be spawned in the most recent versions of Subnautica, the ID is
Compost Creepvine was a special type of Creepvine substance that was likely made through Composting at a Composter. The substance's purpose is unknown. It can be spawned in using the command
Emery was a material planned to be found in Subnautica. Not much is known about it other than the fact that it was used to craft the Survival Knife, and possibly the Drill. It is able to be spawned in using the console command
Acting as Vehicle Fuel, Ethanol (known as EthanolOld when spawned in game) was intended to be used in the crafting of Ethylene and the powering of different Vehicles. It was to be made at a Composter from decaying/decomposing plant matter. It can be spawned in game using the command
Not much is known about Ethylene aside from the fact it was used to stimulate and ripen fruit, cause flowers to bloom, and allowed leaves to shed. Using the command
item ethyleneold will spawn it in.
Hydrogen (named HydrogenOld when spawned) was a gas-like substance used in crafting. Hydrogen was used to craft three Flares. To obtain Hydrogen, an Electrolizer would have been used. Calcium would produce Hydrogen when placed in water. It can be spawned in using the command
Lodestone is an unknown material, only defined by its ID. It does not appear to spawn in-game, and no information can be found on it in any documentation. Using the command
item lodestone, it may be spawned in.
Magnesium was a material crafted using three Salt Deposits in the Fabricator. Magnesium was only used in two crafting recipes, that of the Repair Tool and Flare. As it was only used in a few recipes it was rendered useless and was removed. It can be spawned with the command
Membrane was a material obtained from Membrain Trees. It was originally planned to be used in the crafting of water, but eventually was removed and replaced by the Bladderfish in its sole recipe. It can no longer be spawned in, but the ID is
Mercury Crystal was a raw material planned to be used in crafting. It was a rare substance used in Thermometers, Barometers, Manometers, Sphygmomanometers, float valves, Mercury Switches, Mercury Relays, and Fluorescent Lamps. This ore was intended to be found at the border of Volcanic and Crystal biomes. It was only able to be found in the Entity Gallery on Early Access Release, but could spawn in earlier development builds.
Mercury Ore (or Cinnabar in some builds) was an uncommon material found in various biomes that was used solely to craft the Cyclops Fire Suppression System before being replaced by Crystalline Sulfur. It then remained in game until the full release, when it was finally cut.
Mercury Ore spawned in multiple biomes, including the Crag Field, the Deep Grand Reef, the Grand Reef, the Sea Treader's Path, the Sea Treader's Tunnel Caves, and the Sparse Reef. It can be obtained with the command
Rutile was a natural resource that existed in the early builds of Subnautica. It did not spawn naturally and had to be spawned in through Console Commands. It is no longer in game. Given that rutile is a form of titanium dioxide it is likely that this was replaced by Titanium.
Before terraforming was removed, you could dig Sand in the environment. It would be used to create Glass and Silicone. It was the only substance that could be dug without the use of a Terraformer. The sand item was removed before the dig feature, making it unobtainable. It is still spawnable in game using the command
Uranium was an item belonging to the Advanced Materials category that was removed in the Voice of the Deep update. It was crafted using three Uraninite Crystals, and was used in the crafting of Reactor Rods and several Electronic items. Uranium was removed to simplify the Reactor Rod recipe. It can still be spawned in game using the command
Cyclops Pressure CompensatorEdit
The Cyclops Pressure Compensator was an Upgrade Module for the Cyclops. When put into the Cyclops upgrade panel, it added 900 meters to both the safe and crush depth. Not long before being cut, it was planned to be used in the future, indicated by it's overhauled description. Works in game but has no icon, and can be spawned with the command
Shell Hull Reinforcement ModuleEdit
The Shell Hull Reinforcement Module was an Upgrade Module for the Cyclops. When used to upgrade the Cyclops, it added 1600 meters to both the safe depth and the crush depth. This item was removed when the new, non-stacking upgrade system was introduced. Works in game but has no icon, and can be spawned in using the command
Chelonian Hull Reinforcement ModuleEdit
The Chelonian Hull Reinforcement Module added 2800 meters to both the safe depth and the crush depth. It was the strongest reinforcement module. To create the module, blueprints from the Specimen Analyzer were required as Reefback DNA was part of the recipe. This item was removed when the new, non-stacking upgrade system was introduced, along with the removal of DNA samples. Works in game but has no icon, and can be spawned using the command
Aluminium Oxide DepositEdit
The Aluminum Oxide Deposit was an ore deposit that was intended to give Aluminum Oxide (which was renamed to the Ruby later in development) upon being drilled. It was never implemented. However, this has been repurposed for Subnautica: Below Zero
Mercury Deposits were cut along with Mercury Ore. They were findable in most places Mercury Ore was located.
Basalt Outcrops were a common outcrop type that spawned in many biomes, and looked very similar to the Shale Outcrop. They dropped Gold, Diamond, and Uraninite Crystals. They received a final model and why they were removed is not fully known. Basalt Outcrops spawned in the following biomes:
- Blood Kelp Caves
- Blood Kelp Zone
- Bulb Zone
- Bulb Zone Caves
- Crag Field
- Deep Grand Reef
- Grand Reef
- Lava Geyser
- Mountain Island
- Mountains Caves
- Mushroom Forest
- Sea Treader's Path
- Sea Treader's Tunnel Caves
- Underwater Islands
Calcite acted as both an outcrop and a material. When broken up it would drop Calcium, but would also allow harvesting of the chunks for other uses. These uses included Cements, Fertilizers, Metals, Glass, Rubber, and Paint. Though unable to be spawned, it's ID is
Dolomite was a harder and denser type of outcrop. It would drop Copper Ore when harvested. It also had the possibility of giving Gasses or Oil. Though it cannot be spawned in, it's ID is
Obsidian Outcrops were Harvesting Nodes found in the Lava Zones, they dropped only Diamond and never received a final model. They spawned in the Inactive Lava Zone, the Inactive Lava Zone Corridor, the Lava Castle, and the Lava Lakes. It can still be spawned in game with the command
Featured on old development documentation, the Minimap was a planned feature for the game. This would have worked by tracking areas you had been and displaying them on the Minimap as mapped terrain. This feature appears to have been cut long before any playable version of the game was finished.
Scanning System (Old)Edit
The Scanning System in older documentation detailed some differences. Upon looking directly at an object for multiple seconds, a short description of the item would appear on the HUD. These messages would only appear if they had not been shown in the last ten messages during the current play session.
If objects were scanned with a Scanner, they would both display their short description no matter how long since it had been seen, as well as unlock an optional longer version. These were likely similar to the Databank entries in the game currently.
Even though they are still in the game, Signals have gone through many changes. The most prominent was a move from items to being on their own PDA page. Before they had a custom tab (which is between the Inventory and Log tabs) they were items you could find in chests and containers, or were given when a radio signal was obtained.
In early development, Signals were simply found in either chests or containers, and they usually lead to simple places. Some led to caves, others to certain locations. Lifepod 5 was the only one that was on at all times and needed no object to work. These Pings would be equipped either by holding them in your hand or placing them in the Chip Slots.
During early development, these Pings appeared as simple white blips that would expand and fade. There was no way to edit them at all, and they would simply give a location. Before they were given an icon, they appeared in the world as placeholder white "X" markers. They were eventually given a final design image before being cut and changed into the item-less system.
Below is a compilation of all cut Signal Locations from the game. Some locations were cut from the game entirely, while others remained but lost any pings related to them.
|Lifepod 4 (Shallows)||717 -7 161||Radiation Suit recommended before attempting rescue/salvage.|
|Lifepod 6 (110m)||363 -110 309||Crew requested assistance surviving radiation.|
|Lifepod 7 (180m)||-55 -179 -1039||Aurora crewmember requested assistance.|
|Possible Cave Opening||-172 -64 -221||Leads to the Jellyshroom Caves.|
|Possible Cave Opening||-127 -520 -266||Unreachable without a Terraformer, leads nowhere.|
|Heat Signature||-390 -1125 76||Leads to the Inactive Lava Zone.|
Little is known about the INFINITE Poster other than it exists. There is no known spawn ID. The origins of this poster are also unknown.
The Accumulator was a machine meant to store power for Seabases. It is unknown why it was cut. It is no longer spawnable, but it's ID is
The old Bioreactor was built outside of a base and could only be powered using Fungal Samples and Creepvine Samples, unlike the more recent Bioreactor which can use any organic material. It cannot be spawned, but it's ID is
Botanical Analysis MachineEdit
The Centrifuge was meant to be used to turn DNA samples collected using the Transfuser into four transfuser serums. The Centrifuge was to be crafted with a Habitat Builder in a base. It can still be spawned in game, but has no collision and is non-functional. To do so, run the command
A Composter was a object used to convert plant matter into Ethanol and other types of Plant Matter. It would have likely involved placing materials inside and allowing them to compost over time. There was no known model made, and the tool appears to have been scrapped very early.
The Fragment Analyzer was a Placeable Item that was used to decode Fragments into Blueprints. Only one fragment was needed to research a blueprint; however, the Fragment Analyzer could research four fragments at a time. The progress of analysis was displayed when the player looked at the Fragment Analyzer. At one point a Fragment Analyzer was pre-installed inside the Lifepod. The functionality of the Fragment Analyzer was given to the Scanner and the fragment system was reworked.
It was also intended to be used for the identification of the scrapped biome eggs before this function was transferred to the Specimen Analyzer, which later was also scrapped. It can still be spawned in using the command
Nuclear Reactor (Old)Edit
The Old Observatory was a small primitive glass box that could be constructed with the Mobile Vehicle Bay. Unlike the newer Observatory it was not a Seabase module and was instead freestanding. It had two entrances and was primarily used to observe Fauna and the environment. The only way to move it was to use Floaters. Though it can no longer be spawned in, it's current ID is
The Power Generator was a Placeable Item that generated Power for Seabases using Power Cells. The Power Generator had a capacity. In the starting of Subnautica it was the only method to give energy to Seabases. It was only a temporary power source, and was removed when it was essentially replaced by the Nuclear Reactor and Reactor Rods.
The Specimen Analyzer was a machine meant to study Eggs. It was removed when the Alien Containment and Scanner were added. Despite being removed, you can still see its model in Below zero's Research Base Zero. It can be spawned in game, but doesn't function and only holds small eggs. The command to do so is
The Aurora used to be a flat, 2D texture. This texture was based off the Aurora Concept Art, which featured a much sleeker design with a smaller bridge at the top and front-facing windows. The devs threw it together on March 11th, 2014 and it was fully implemented on March 25th, 2014
Later into development, specifically seen on August 18th, 2014, the Aurora changed to a different 2D image, a much more recent version of the Aurora model. It was in a unique position, similar to the original concepts, but using the newer model.
The next time the Aurora was seen, it was a 3D model, seen during the Early Access launch. Two models, a non-damaged Aurora and a damaged Aurora, where both uploaded to the Trello. The non-damaged model never appears in game.
The Aurora at this stage had no interior. The simple interior was added on April 4th, 2015, the Crash Site Update. This update featured a different Aurora interior, with a different entrance. If the Player were to go underwater at the port side, a hole could be found that led directly to the Drive Core. Alternatively, going through the front led directly there after climbing to the top.
Cave Crawler EndingEdit
The Cave Crawler Ending is an older version of the Launch Sequence involving the Neptune Escape Rocket. The ending contained the same string of events with minor changes. The Arctic Landmass the Player looks at is designed differently, and some dialogue was altered slightly. The Sea Emperor's dialogue is not present in this version, nor is the "One Trillion Credits" message. After the screen faded to black, the Credits began.
In earlier builds of the game, before the Lifepod 5 intro cutscene was added, the PDA originally would monologue the plot as an Intro. In these earlier versions of the game, the plot involved the Aurora being a Terraforming Ship. These ships would terraform other planets to allow for human habitation. On this mission, however, the Aurora was struck by an unknown energy pulse and was shot down, similar to the current in-game event. During these builds, no other story was given until it was replaced. This can be played below.
Ontop of this, there is an even older intro heard in the Jiaolong Testing Video. This older version appears to be audio of Lifepod 5 being jettisoned and landing in the ocean. This is one of the only known recorded versions of this intro.
Kharaa Bacterium (Old)Edit
Back during early story development, the Kharaa Bacterium looked much different. Instead of its green glow that is seen today, the older version took up a much more different approach. The cysts would have glowed bright orange and the cracks were more visible. This was likely changed to differentiate it from Natural Selection Two's version of the Kharaa.
The Drill was planned to be an item in Subnautica. Little is known about the drill and it was scrapped in early development. However, its main purpose would probably have been drilling outcrops or drilling in the ground. The icon has since been removed and it no longer has a use. Though it cannot be used, it can be spawned in using the command
The Hardened Blade was an upgraded version of the Survival Knife. It was crafted with the Modification Station. Its damage output is 30 health. Before durability was removed, it had double the durability of the Survival Knife. It was removed since it was deemed worthless when durability was removed. Despite being removed, it is still mentioned in the "Degasi Voice Log #8 - Risk Taking." It can still be spawned in and used as intended using the command
The Electrolizer was a tool that would have converted Water into Hydrogen and Oxygen. When it was used, it would spark and produce evaporation effects. If the tool was use in a submarine, it would add more Oxygen to the sub as it was produced and likely lower the water level slightly (if flooding).
The Powerglide was an upgrade for the Seaglide. it was 3x the speed of the Seaglide and had a turbo boost that drastically increased its speed. The Powerglide's model was identical to that of the Seaglide's. It was cut early in development due to the player glitching into the ground. It is no longer spawnable, though the ID is
The Terraformer was a tool that allowed the player to remove material from one place in the world and deposit it elsewhere. A counter showed the current amount of material held by the device.
The Terraformer was removed due to performance issues because of the way the Terraformer works. The Terraformer model was intended to possibly be featured in a later update, as the developers thought the model was "too cool". Instead, the model may be molded into Subnautica: Below Zero.
If the Terraformer is spawned in more current versions, the description is "RIP terraformer" referring to the development team's disappointment in having to remove it. The item texture in the inventory has also been deleted and changed to the ? icon. Although it is still functional when spawned in, all changes made to the terrain using the Terraformer will be reset upon reloading the world. It can be spawned in using the command
Terraformer Fragments were to be scattered in certain biomes. They were intended to be scanned to obtain a Terraformer. Where it would have spawned and how many were required to complete the blueprint is unknown. Just like the actual Terraformer, it can still be spawned in using the command
The Transfuser was a Tool intended to sample DNA from life forms and then use this DNA in the Centrifuge to create consumable items that would alter the player's or other creatures' attributes. The model was reused for Subnautica: Below Zero's Bioscanner.
The player can still obtain one in the creative blueprints, or spawn one in using the command
item transfuser. The Transfuser's description was changed to: congrats translators, we made a game!
Transfuser Fragments were to be found in different biomes across the map. They were intended to be scanned to obtain a Transfuser. Where it would have spawned is unknown. It can still be spawned in using the command
|Holefish||Generates no events. Creature doesn't see the player. Because of the hole.||Not known|
|Boomerang||When it sees aggressive fauna in front of it, it swims by quickly, cutting target for damage but for blood.||Extra damage backwards/away from current|
|Peeper||Checks out shiny things.||Extra speed|
|Garryfish||Follows the player.||Follow player|
|Rabbit Ray||Lies on ground like flounder. Flees when detects sound.||Friendliness|
|Hoverfish||Danger patterning makes all med/small fish move away from him.||Hover on the surface of the water|
|Crashfish||Gets aggressive from nearby motion events in radius, eventually attacking source.||Not known|
|Bleeder||Attacks healthiest live target within range (most health).||Attracted to large creatures|
|Reginald||N/A||Regeneration (On player)|
|Shuttlebug||Attracted to buried loot.||Will swim around fallen loot/collect your fallen loot|
|Stalker||Aggressive for blood, attracted to blood, attacks other aggressive fauna and med. fish.||Swim around metal|
|Gasopod||Creates poison cloud when it sees hostile fauna nearby.||If in danger will create a gas cloud|
|Eyeye||Perfect eyesight in all conditions. Shrieks when it sees something with more mass than it.||Swim away from danger|
|Sand Shark||Move towards vibrations when under ground, then jumps out to attack source.||Attracted to motion|
|Mesmer||Mesmerizes nearby creature when threatened, then attacks them.||Will confuse predators|
|Oculus||Almost blind in light, sees clearly in dark (nightvision)||Nightvision|
|Jellyray||Big light source||Bioluminescence|
- ↑ https://trello.com/c/ZCgdsR5Q/5769-rocket-overview
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 https://docs.google.com/spreadsheets/d/1Wxd1vELgoKfrSOnen65mnb5d5DAn7RtyUSd5ymy4JQ4/edit?usp=sharing
- ↑ 3.0 3.1 3.2 https://www.youtube.com/watch?v=q2-1Zhl5FVQ
- ↑ http://imgur.com/a/Oiu3a
- ↑ https://www.youtube.com/watch?v=OVYeZ6uYcVA&feature=youtu.be
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 https://docs.google.com/document/d/1kd4YTHJz2K4ERdGRfJB-8M7_32Q23clIBRqEMrLmysk/edit#
- ↑ https://trello.com/c/cQTLIFcZ/1480-coralreefhangingseaweed
- ↑ https://trello.com/c/yksb5q4P/1133-complete-lava-bridge-merge-tile-set
- ↑ https://trello.com/c/PIpBWbt5/84-add-kelp-tiles-to-pisces-world
- ↑ https://trello.com/c/pgD8Hu80/16-koosh-zone-and-danger-reef-tile
- ↑ https://trello.com/c/r05j96pZ
- ↑ https://trello.com/c/xSdf8k6L/998-hack-in-crashed-ship
- ↑ https://trello.com/c/gg8tCgCW/511-faked-crashed-ship
- ↑ https://trello.com/c/WHDuMGme/400-b27-jialong-gameplay-test
- ↑ https://trello.com/c/LcFZ9R9A/1770-starship-and-starshipcrashed