#SeaToSea
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Well as I said before, canât really test the more detailed stuff for a bit but will do
other game references include the SM heat sink being based on and behaving exactly like the ones in E:D
and then there is the Eye Flame
which is a multi-layer reference to the same game
and multiple concepts/color schemes/patterns/iconography within
even the name is
Jesus Christ I def awoke Reika lmao. Thx for the feedback
I cannot say what without spoiling - and thus completely ruining - that game though
though I will give the hint to look at the harvested eye flame directly straight down
and to look at the shadow cast by the unharvested one, from the same perspective
looking at its texture file might be another hint, especiall;y if you do a cartesian-polar conversion
Question. Whatâs E:D
Elite Dangerous?
Iâve never heard of this game before lmao
yes
heat sinks https://youtu.be/PfYHeEFRiVs?t=149
Best results will be if you start heating up at 0% temperature, so release heat sink, wait for temperature to drop to 0% and only after that you can start charging your shields.
Heat sinks are cooling your ship for long period, longer than one shield cell bank will generate heat, so you can release 2 shield cell banks one after another while you...
meter left of the dashboard radar is heat
though that is not the best demo since he is showing how to use it to cancel out a very heat-generating process rather than its usual effect
this is a better demo https://youtu.be/Foq8IKOexfk?t=29
Two planned it at the same time.
But didn't tell each other.
Two intended to do it later.
But had ships ready.
One is travelling without shields.
One has chaff.
One has heat sinks.
Two have refuel drones.
All are going on a nearly spontaneous and almost planned journey to the centre of the galaxy.
--
At the start of the journey to the massive ...
Yeh I search up E:D heat sink and some info popped up lol
So I ran a quick experiment about the ||void spikes|| and hereâs what I found; going there causes minor bursts of lag which eventually ramp in severity, itâs playable at first but worsens to the point of unplayability (correlates to how long youâve been there). Also, after leaving the biome, the lag continues to be a problem, even after being multiple kilometers away. Idk if itâs a me thing or what but I ran this test a few times all with the same results
A number of these are niche features that might be difficult to naturally determine without being extremely observant and experimentational
Thatâs what I thought lmao. Half of these I was like âwait wtf thatâs a thing?â
Is SeaToSea...is it finished?
Thought so
Yeah. The magnetite one in particular was a joke suggestion I made
Is that a real thing?
I have tried to download it, and I got a little ways into a game, about an hour, but by then I would just crash 15 seconds into the game so...had to abandon that
Why lmao????
Where dropped bars of magnetite will move towards metallic objects (subs, base pieces)
Thatâs so useless but kinda hysterical
I made a joke /shrug
It was inadvertently the cause of a major release bug as well
Prob the weirdest thing I got from that feedback was the complex way to find how the eye flame is a reference to ED
The eye flame isnât a reference to Elite, no
Thatâs what Reika said
I know what itâs a reference to but wonât say
The ||seamoth heatsink module|| is
^
Ah. Seems like a poorly structured sentence
What reika probably means is that the eye flame is more than one reference to a single, unnamed game
I love going on searches for a purple decorative variant of s plant and an obscure reference
it is incomplete in the sense that there is still content being added and some features are unfinished
not in the sense that the game just crashes
So we not gonna talk about how the ||void spikes|| is kinda broken ooorrrr
How so?
I wrote a solid paragraph
.
I thought I replied to my own msg but if not
Anyways ya
Canât expect a fix for it overnight lol
especially when the issue has no trigger one can think of
Reika, is there a way I can go into the files and enable "swapping seamoth modules when NOT docked? Running the Odyssey Sub mod, which can't be docked and is based of the seamoth, so currently no way of swapping modules whatsoever. If it's something I can retype in the code or put a setting to "false", that would be great
no
and mods like custom subs should not be used with C2C anyway
i think the issue with the odyssey is that it's being treated like a small sub, when in reality it's a midsize "large" sub
as far as i'm aware it's a decently balanced sub
That's unfortunate.
As N8crafter said, the odyssey is a very well balanced sub, also in C2C. It need an advanced wiring kit, so your making a seamoth first anyway. Later, kinda a step between seamoth and cyclops, you can use the odyssey
all it would really need is a more C2C-oriented recipe, i'd think
it is not just raw balance
there are tons of other implications
like depth limtis, power capacity, and more
Not, just wondered if someone had an idea of why
Itâs a big biome in a very odd location in the game world and way the game transports you to it
Prob gonna be prettt laggy
But would leaving, ergo unloading it, have the issue still stand?
there is no reason even being there should cause lag over time
it does not spawn stuff over time
counterpoint: neither do the bases
they did actually
not intentionally
but the door opener technical entity did
but there is no analogue here because there is no-
wait
the transient resources
they should be dissolving again
but if they for some reason never did anad just kept piling up
this can be checked visually
@pastel slate
EHEHEEEE
oh my god
I had the bulb zone reaper leviathan just rocket across my screen at 9000 miles an hour
and then vanish
it's a weird bug I've been having with C2C where I think larger fish are spawning inside the ground or swimming into the ground while it's unloaded
and then the instant it loads in they get rocketed out at a million miles an hour
(bug may not actually be C2C related, doesn't seem like it would be but I didn't have it happen on my original playthrough)
this is a vanilla thing
@muted cosmos the page for sulfuric acid also is missing its main method of acquisition
yeah I figured it wasn't actually related
is there a mod to fix it or is it just a Quirk
Elaborate (btw on vaca but computer is fixed, will get into the more âingame stuffâ soonâ)
not a recipe
also the unlock for heat-sealed fabric is entirely wrong
seems like you are unaware of a certain POI đ
Iâll add that on my search list after finding the location of a purple variant of a useless plant lol
also microbiotic gel is incorrect - it is a bioprocessor boost but not in that way
Also just outt curiosity. New or pre existing?
was added in june
I did not put it on the website because that is not comprehensive
nor is it meant to be
unrelated: fixed https://i.imgur.com/1jNh8ol.jpg
Tf
spoiler-y tech support request ||Hey, I'm pretty sure the refined azurite you get from the degasi jellyshroom base despawned for me. I've checked all of my seabases and the lifepod, it's not in any inventories I can find. I haven't died since picking it up, so my only guess is I dropped it on the ground at some point and it despawned or something? Anyhow, I need to spawn another one in as far as I can tell, what's the ID?||
geyser propulsion
||denseazurite||
also @muted cosmos items with numbers in the name are not usable IDs
the number is its ordinal in the TechType enum, which changes based on mod set and load order
it would be like giving the numerical ideas of (modded) items in MC and then wondering why giving ID 4781 in one server gives you an EiO conduit while it gives you a TiC pickaxe in another and a zombie brain in yet another
and then you add a mod and now it gives you RC turbine parts
Soooo ingots?
I meant l ids with numbers
The only ones I remember where the two modded item ingots
Iridium and plat
fragments also have the numbers but I am not sure offhand what else
Didnât add fragment spawn ids bc I couldnât be bothered to scower the GitHub code or internal files for them lol
they are not specified like that
they are computed at runtime
which is why they use the numerical ID
???????
....you are complaining that modded items are not in vanilla???
Beautiful mod.
âThe mods sucks bc itâs a mod and not vanillaâ
@muted cosmos new missing thing: azurite battery vent charging
also Pt is used in chemical-adjacent recipes not electronic ones
emulating its real-life application as a chemical catalyst for hydrocarbon reactions
Platinum is a chemical element with the symbol Pt and atomic number 78. It is a dense, malleable, ductile, highly unreactive, precious, silverish-white transition metal. Its name originates from Spanish platina, a diminutive of plata "silver".Platinum is a member of the platinum group of elements and group 10 of the periodic table of elements. I...
The most common use of platinum is as a catalyst in chemical reactions, often as platinum black. It has been employed as a catalyst since the early 19th century, when platinum powder was used to catalyze the ignition of hydrogen. Its most important application is in automobiles as a catalytic converter, which allows the complete combustion of low concentrations of unburned hydrocarbons from the exhaust into carbon dioxide and water vapor. Platinum is also used in the petroleum industry as a catalyst in a number of separate processes, but especially in catalytic reforming of straight-run naphthas into higher-octane gasoline that becomes rich in aromatic compounds. PtO2, also known as Adams' catalyst, is used as a hydrogenation catalyst, specifically for vegetable oils.[36] Platinum also strongly catalyzes the decomposition of hydrogen peroxide into water and oxygen[69] and it is used in fuel cells[70] as a catalyst for the reduction of oxygen.[71]
also i moved the recirc mask to the mod statiojn
also also might want to add a "trivia" for nozzlevine for its geometric inspiration
hint: its name is not coincidental
petition to start doing patch notes lmao
?
also more trivia
piezo crystals are in part inspired by the feature of the same name from Barotrauma
and are canonically azurite, but in an unharvestable and much larger form
think of it like "mature" azurite crystals
also new missing thing: AE ACU also has mushroom forest, jellyshroom, and lava themes
im assuming azurite battery vent charger is a new update thing?
ah
also I do have a changelog on my site
but I have not maintained it in a couple months
due to the drive failure
ill start some of teh changes now, just gotta reinstall a bunch of teh mods
still working on recovering that
updated ^
also I notice you made no mention of the actual eating mechanic
any hints for the purple nozzle variant lol?
also you sure about you abyssoclause depth thing? im only finding it below 800
you assumed the wrong way to be wrong
lmao
Alright has anyone been able to even get the seamoth upgrade bay yet? i cant get the laser cutter cuz they need super deep resources and the seamoth doesnt go past 200 metters
you mean the ||blood kelp base||?
Yea like how are you supposed to get the materials to craft the stuff you need if you can even get to those areas
im currently trying to get to the dunes to see if i can get a simple azurite but boy
I would try the mountains instead, thereâs some thermal vents near the gun
And also a lot stuff that wants to kill me XD
i don't remember if you need the laser cutter to get to the seamoth bay in the aurora, but i don't think so? just prop cannon and repair tool
that would get you the free mk1 depth upgrade
The moonpool, the seamoth room in the Aurora, or the upgrade console that gets placed in the moonpool?
???
sry i havent been at my desktop for the weekend, and ya quarts, diamond, and abisoclase all pilled up in one spot multiple times
how much?
a couple or a lot
yipee
btw @trail ether do you recall c2c's recipe for the laser cutter
asking for the curren SN run
no
kk ty though
you need a laser cutter to be able to get through the first door
@coral dagger
and to get a laser cutter you need ||azurite|| which is a deep material and ||ruby|| which is also a deep material, both of each i cant get cuz i cant go deep enough to get them since seamoth depth is at 200
i obviously cant swim with Seaglide as well to get those materials since you just get killed by quite literally anything in 2 hits
maybe im just being dumb
idk
You can get the L1 seamoth depth module without the laser cutter
...I forget how exactly, but I most certainly have it
Ruby's pretty easy to get from the sparse reef without the module
there are 2 entrances to the aurora. iirc c2c makes it so you have to go through both
actually, i just wanted to say thank you so much for adding this (i played c2c a while ago and this wasn't in yet) it's such a good feature (spoilered for crash zone exploration notes)
it really helps people know they missed something
since it was quite common for people to do so and then have no idea, and then complain they could not find where something is, thinking they searched the entire map
it me
some even accused me of retroactively adding it to places they searched
it's also a great tool for those who haven't played in a while to remember where everything is
that mushroom tree ||bacterial sample|| maze section is still a nightmare tho
i found the ||geyser coral|| way worse because there's so many of them hiding in sneaky bastard locations
oh, i don't know what that is? i haven't played in a long time so it may just be new
||very similar scan-many-of-the-same-thing type treasure hunt to unlock another important item||
run clear000
oh that's convenient
Does the thermoblade have a databox now? I noticed I still can't craft it, but I don't remember it needing a recipe in vanilla.
can you throw me a screenshot of the recipe?
im running with deathrun
so its not the standard recipie
but i want to use C2CS one and just run off an honor system
thank u
technically no, and in vanilla it's unlocked by default/when you unlock the modstation
hm, so there's something else I need to do to unlock it now
fun fact it's possible to go to LifePod 15 with nothing but the sea glide and make it out alive. I just did it
terrifying, but possible
Ah, I see the measures meant to prevent exactly that havenât entirely worked
what measures? the repair-the-databox thing?
because that probably works if the ghost leviathans spawn before you get there... but I had enough time
super seaglide+ kite the leviathan around the wreckage
it's not exactly a priority to "fix" I hope, considering super seaglide was patched in 2.0 anyway
trying to account for super seaglide is also kind of a losing battle, it has some other interesting effects like trivializing the cave where you get the ||drone fragments|| because drooping stingers and crash fish ignore you while you have super seaglide active
it's not even really progression breaking though, because you won't be able to get the resources early anyway
I'm having trouble figuring out what I'm missing in this area. I've ||checked all three of the island wrecks multiple times over now, with absolutely no luck finding anything. I'm extremely stuck progress-wise ATM so I'm trying to comb over existing areas I haven't fully cleared out yet and this one's been annoying me a lot. The actual entry for the Island itself says I've gotten everything, it's just these wrecks that say I'm missing somethin||
At coordinates ||337.3, -269.7, -1438.8, which is in the crash zone behind the aurora|| there's a door in a wreck that has a console to repair it, but the repair gun doesn't work
oh where'd you find the middle one, I can't find it
That's just one of the vanilla PDA logs
ok it looks like the line you're missing is
||A PDA recording of a conversation between recording of a conversation between the Degasi survivors, documenting their arrival on the island and subsequent predicament regarding food and shelter||
which is from the pda "||IslandsPDABase1bDesk||"
OK, I'm certain I picked that PDA up so I guess it just didn't log it
same
bug report for that then, I guess
there is a bug on this one - I had the incorrect StoryGoal key for Degasi Log #1
ahhhhh
crash or crag
welp! back to the drawing board...
the latter is a known but very very inconsistent issue
some people have it reliably, some never have it, and some have it intermittently
the best kind of bug!
especially when I am in the middle group
đ
and my beta tester is in the last
this
I was missing the "Desk"
I already fixed it but the fix has not been released
MAJOR spoilers inthat image
Oh, its crag actually, yeah, the coordiantes are correct, my biome name wasn't
and this is the door right next to the easter egg PDA?
couldn't recall the PDA its next to, its the one with the ||seamoth sampling scoop|| in it
so yes
Does the Crag Reef run absolutely absurdly terrible for anyone else?
lag spikes to an ungodly level + low overall FPS
Fixes itself instantly whenever I get far enough away for whatever is causing it to unload
...crag reef?
I'm beginning to mald very slightly. Cannot figure out where I need to go to progress at all, I'm hard blocked by two different things right now (though getting the second would let me get the first in a roundabout way)
ah yes I love getting synthetic fibers from a time capsule before I even have a bioprocessor
I mean... There's a custom wreck there.
having a time here lmao
I need one of the following
|| 1: Azurite to repair the battery for the laser cutter ||
|| 2: Bioprocessor recipe ||
(and really I just need the second one, it locks more and can get me the first roundabout
well I know how to get both, do you want semi cryptic hints or just spoilers
cryptic hints, I've avoided direct spoilers for anything so far
ok so for the first one, ||it's related to a story event||
and as for the second, ||there's a few places to get it- both are near leviathans|| ||but not in wrecks or caves||
||Story event.... hm||
I need to fix that
||I'm not really sure where that could be telling me to go with how limtied my depth range is, but I'll have to keep looking...||
?
you will need azurite before the bioprocessor
I assure you
and I have no idea why @marsh spear said it is from a story event
unless they confused two somewhat similarly-named items
oh wait I'm dumb
i mixed it up with something else
uhh it is near a story event though which is why I mixed it up
||I keep thinking azurite is what comes from the Sunbeam wreckage because it's around that area, but it's something else isn't it||
||the red crystals||
yes
cough
@upper dock azurite is very very visible
have you found any
(I have no idea what they're called lol I haven't played this in forever)
just the guaranteed refined one in the ||Jellyshroom Cave||
did you participate in a certain story event
||as far as story goes, I've watched the sunbeam crash, explored as much of the QEP island as I can for now, and done all of the island and jellyshroom base||
it's also because that hint about ||valuables from the Sunbeam|| is why I found azurite in my first playthrough- I went "oh I should look around here"
I have not been to the mountains yet outside of the island, no
You get a ||bar of azurite|| from one of the vanilla desagi bases
ya, but repairing the battery needs unrefined
wait, you... found the damaged battery
yeah
Oh, you're right, hmm, and picking up raw ones without the correct suit kills you now, doesn't it? and to make the suit you need the bioprocessor, no?
hmm, it does seem like a catch 22 now
not if you're fast
||You need 2 azurite batteries to make the stasis gun which you use to get the alakai vines, which you need to make sealant in the bioprocessor. And you need sealant in to make the electrochemical suit which you have to wear to pick up azurite, otherwise you die if you pick up azurite off the ground||
You sure? I thought that was changed, like before it did no damage to me, and I got a whole locker full, now I can't pick any up
||last I played I got alkali vines without the gun||
||How do you get the vines without stasis-ing the plants?||
||you can find some in a growbed in an abandoned base- they only hide when not in growbeds||
||Really? they hid when I moved to them on that growbed too||
huh maybe that got changed
take anything I say past early game with a grain of salt because it may have changed since i last did a full playthrough
just went and checked, doesn't work, it hides
ah, rip
yeah just checked, it does damage but you can still grab it
as long as you're not low health
Yeah, does like 25 damage, just looked too, haha
Guess I just normally let myself sit at low hp, so assumed it auto killed you, lol
Least spoiler possible @upper dock ||Pick up azurite, its a blue ore in some places that shocks you for ~25 damage when you pick it up||
Larger spoiler: ||Its found around heat sources in mountains and dunes||
Yeah, I've just gotta find some
I fixed that
I guess I'll also add Medium Spoiler: ||Its in the same biome you found the battery in||
ngl I didn't even think to use the ||stasis rifle||, I thought what I did was just the intended way
The pda entry on it is pretty explicit about it
the stasis rifle is not the canonical way either
oh?
though @muted cosmos there is another thing for the wiki
^
I get the feeling that a lot of people either do not read the ency pages or do not really understand them
Excuse if the updates to the wiki are slow btw. Been very busy lately
if the former those people are in for a very unpleasant surprise later in the game
wait its not? I got stasis rifle from the pda entry, what's the "real way"?
it requires being able to "see" you to notice you
correct, the base game trains you not to lol. I generally do but I also didn't get how to gather them from that pda entry
Yeah I'm reading all of the pages and I really didn't get anything about this from them
about the vines?
this means nothing to me tbh. I tried outrunning it, slowly approaching, waiting nearby to ambush it when it comes up, etc. before I found that growbed full of it
think I tried propulsion cannon too lol
well if it needs to see you then obviously the answer is the "invisible" console command
Yeah, I don't know how the PDA would help you find your first azurite tbh, its pretty easy to spot, at least it was for me, its a glowy rock, I had picked some up before I even knew what it was
Yeah, that hint didn't do anything for me either, I figured that when the PDA said to ||circumvent its defenses|| it was to just make it not able to move, lol
the azurite entry - being unlocked by scanning one - obviously cannot help you find the first one
that said there is another PDA entry that kind of does, indirectly
but the azurite PDA entry very much does help you find where most of it is, at least if you understand what it is saying and know the SN map
Well, ||there's some that's probably less than 200 meters from where the battery is, its pretty close, unless you pick up the battery and forget where that was, not much else to do|| it even glows, (sparks?) in the dark, so you just gotta explore around some more
the battery has nothing to do with it
while the battery needs azurite to make, the thing that prompts you to find azurite has nothing to do with the battery
other than being geographically nearby
Well, that's pretty helpful though, no?
They had to make the battery somehow themselves, lol
ah I see what you mean
I would not rely on that line of reasoning though because there is nothing stopping a player from assuming they came from somewhere far more distant than they actually did
especially if you find the island before ||pod 14||
Still somehow not finding any somehow, dang
Ah, maybe put that in the PDA near the battery? Again though, I found it way before the battery, triggered my "ooo shiny" response
looking in the wrong spot I guess
the pda on the beach - which you will find first - mentions having come from the east
as does the Exploration Findings page referencing it
what is even east? the compas doesn't even work ;p
ok fair
that is a good point
I did not even account for the magnetic influence of the QEP
though the "from the east" actually long predates the compass interference mechanic
even with those hints I gave? or are you trying without them
with all of them except the Larger Spoiler
speaking of which, the audio for that and the second one by the same people have an audio bit at the top but it won't play
many of the PDA logs are not voiced yet
I need people to do the VO
there's TWO entrances to the aurora? i didnt know that
why does it need to be prevented? the hull plating needs a ton of mid game items anyway
i got the recipe early but couldn't make it for like 15 more hours
because there is a specific thing you need and figure out to use
any way of avoiding needing to unlock that thing and know to use it is an exploit
Don't you need that anyway for ||abyssoclase||
I think the radius for the exploration log might be a bit too wide for LifePod 9, it just popped up while I'm in the ||jellyshroom caves||
unless a LifePod somehow got there
also (this is technically aqueous engineering rather than sea to sea but) how are we supposed to tell how many "units" creatures count as for the acu?
oh apparently that radio message I got was lifepod 9- maybe it triggered because of that
this was my thinking, i went to lifepod 15 early but it didn't feel like an exploit or sequence break because the blueprint wasn't useful until i got LR resources anyway, and the ||acoustic module|| is still needed for the ||void spikes||
also, taking a screenshot with steam crashed the game. no idea if thats because of c2c though
did you get it when you got the radio message or when you played it
when I got it
I then had to reload my save because of the aforementioned crash, and haven't gotten the radio message again so I'm not sure what the trigger for it is actually
huh, I just saved, exited the game completelt, and reloaded my save and I had 4 platinum I didn't have before
I think it has to do with the fact that I had some platinum stolen by ||abyssal stalkers|| and now it's just back somehow?
also, there's too many recipes in the "basic materials" tab to fit on the screen so I can't make titanium out of salvage anymore
Nothing will beat me going to the grand reef, seeing the ghost leviathan on the edge of the active sonar from my seamoth, ping the active sonar again about 15 seconds later and seeing the ghost leviathan be significantly closer and suddenly hard pivot and start coming in my direction
I got a little owned
this is fixed by 2.0 but install radial tabs in the meantime
oof, sonar attracts shit now apparently, according to the website
XD
rip ok
yeah the active sonar slightly increases your sound level
I think what happened is the ghost leviathan had absolutely nothing around it to target
so the tiny blip the seamoth sonar made caused it to immediately barrel towards me
you can see something similar happen in below zero with the shadow leviathans, they have nothing whatsoever to target so any tiny noise you make or if they see you for a milisecond they immediately home in on you
so is your priority updating the existing version or porting to 2.0?
oh right you said you were waiting for the nautilus situation to resolve nvm
2.0 comes when nautilus is done and I have the time to sink multiple months in it, and I am happy enough with the current state of things to enact an equally long moratorium on content and bugfixes
đ** **
So can that door I couldn't repair be fixed by a patch? Or do I just have to warp past it?
wow those ACU cleaning units are expensive
I made one, but I'm dreading making any more than that...
why are they so expensive, they don't grant access to any new resources
??
#1147624004648186009 message
a prawn propulsion cannon, camera drone and electric motor? for something that's basically just a more convenient way of doing something you could already do?
I've also never been able to get the farmable stalker teeth thing to work but I'm not sure if that's a bug or if I'm just missing something
I have a kelp biome acu, with a balanced ecosystem as far as I can tell, two stalkers, and 2 pieces of metal salvage
why is that "so expensive"
that said you have a point that it gives you nothing extra
it's a pretty big hassle to get since copper's always short, plus it requires the prawn cannon arm blueprint which isn't exactly free
I might just have the rate too low
Will giving them more chew toys affect it?
right, silver's highest right
no
silver is higher than scrap
but platinum is the highest
triple the value of scrap
oh. guess i'll add that to the to-do list, right after i figure out how to get the seamoth plankton scoop
also I boosted the drop rate 50%
and I adjusted the recipe
oh, perfect, thanks
||>be me, finally find azurite||
||>watching reaper leviathan in the distance to see if it comes close enough to be dangerous||
||>clueless||
||>large shadow overhead||
||>see 3 pixels of mandible enter my vision||
||>pause game||
oof
fucking silent asshole
XD
you're a dick grbsdxfbhcsxrht
(not meant seriously)
it's OK it just gave my seamoth a big hug and I got the 3 pieces I needed
legacy
woops^^ meant to ask do we know about compatibility with c2c and autosort lockers - dont wanna brick my current run by installing it
does the rock crusher need power?
no just seems like the collision is super awkward
surely it could be made a bit better to use by just having it destory items in say a 2m radius
how do you get this stupid thing to work
i got it on one deposit
cannot get it on any others
Use the propulsion cannon (and perhaps the repulsion cannon) to bring the deposits to the rock crusher.
(Yes, sometimes it's easier to deconstruct it and build it near the next deposit)
I use them together they work fine
I confirm that the stone crusher is not working. however, if you restart the game with the crusher already built, it will work! for a while)) and then is silent again. it's broken.
It should, yeah
the new suit don't have any texture or model when i equip it i just see the normal suit
I watched someone using it last night exactly like this and it was working fine
did you not power it
i did not but it eventually worked anyway?
wtf?
Can definitely confirm now that Cragfield causes the game's performance to slowly degrade over time
fixes itself once the area unloads
Whatever is causing it is in the southern part of the biome, I don't even have to fully leave the biome for the issue to resolve itself
Iâve had thst happened too lol
I assumed the rock cracker was just really buggy
does the sparse reef do the same
if perhaps more slowly
....oh
do you have runtimeeditor enabled
and can you look in your log during the lag and see if something is spamming exceptions
by progression
and not just "pick up azurite"
I don't think so, let me know how to do that and I can check it out once I'm done finding platinum
it is a mod you install
and then can be pulled up with F7
lets you both browse the available GameObjects and their hierarchy and components, manipulate their values, and to run arbitrary C# via the REPL console
very handy, helped me dissect the stupid pda code
was going to hhave you use it to disable - and thus remove all code executing related to - the wreck C2C adds to the south crag
disabling a GO basically removes it from the world and suspends all its active code, without irreversibly destroying anything (unless there is a component reacting to OnDisable in a destructive manner)
Oh wait yeah, I do have that
you had me grab it while trying to figure out the performance issues near the jellyshroom caves
well there you go XD
Alrighty then, send me the commands to run and the area to check and I'll do so when I can
I haven't actually... found a wreck in the south crag yet, I must have missed it
|| also is it just me or is this platinum... quite buried? It's the only piece my scanroom is picking up here lol ||
it is not commands
just find the wreck - you can TP to it with a c2cpoi cragwreck command - and then open the runtime editor GUI and select the wreck by clicking on it
its name will likely be a long autogenerated string
ah
quite possibly the click will select some child object, in which case go up the hierarchy until you find said root object
do ||abyssal stalkers|| count towards any biome in the acu
it will have a PrefabIdentifier component whose classID is a similar string, a TechTag component, and a LargeWorldEntity component
and presumably they also do the teeth thing
much less commonly
...ah
they look cool but I can't justify replacing my ACU if it downgrades the material output
that is the object the click found, but you can see the massive name in the middle thre
will do!
Well, I've teleported to the wreck and now the lag is not happening >:(
the log is doing this though
I booted up a new save in creative mode to test this
ramps over time
kinda
itll go from 2 things in one place to 5 at the worst
this is known and should be harmless
give it a few minutes
you said it worsens over time
5 items per spawner should not lag out...
not intended obviously but also nto laggy
Yeah I've left it sit here for a while now and it's not doing it
it must be something else, or maybe it's caused by something that isn't active on a fresh save?
I add nothing else to the south crag
the only other thing i add to the crag is plankton
i guess try sitting closer to the surface (<50m depth)
there's supposed to be plankton in the crag?
and give it some minutes to spawn
yes
that is where I always go for mine
do you mean the visible plankton that glow?
yes
it only spawns near the surface inthe crag
and i am going to change that in the sparse reef too because it keeps spawning intersecting terrain there
yeah
Before, I tabbed out of the game for a few minutes waiting for it to become daytime, and when I came back I was running at single-digit FPS
weird
instantly corrected itself once I got to the north end of the cragfield
Should ||eye flame cores|| work? When I tried a few weeks ago they just vanished when I tried
they have value too
Did you change it recently? When I tried like 2-3 weeks ago they just vanish if you right click them with the reactor open
meanwhile for me https://i.imgur.com/Fx3O6Dz.jpg https://i.imgur.com/uAeLd3C.jpg
maybe it is a mod list thing
I've also got a funny thing going on where these panels un-repair themselves
that is not surprising
if I quit the game and re-load the panels break again
there is no serialization
so it is recreated from prefab
normally this is not even noticeable because do you really go there more than once
the doors don't re-lock or anything like that so it doesn't actually matter, but it's funny
I guess I can just warp through the door
yep
what the fuck
I'm certain this has been reported before but the ||place with deepvines- I think it's called the glass garden?|| is incredibly laggy
as is the crag field actually
it cleared up on its own, idk what was going on there
the other place is consistently laggy like low single digit FPS (read: 2-4)
and it never recovers?
loading in lag is normal until 2.0
I didn't stay there long enough to find out tbh
grabbed some plant samples and left because I'm pretty sure I was being chased
ironically that's sort of a progression break
hm, my scanner room here is letting me scan for "||Sunbeam debris||" but isn't picking up anything
huh, I built a scanner room closer to where think the ||Sunbeam got shot down|| and it's not picking up anything at all... am I barking up the wrong tree?
also before I do the ||stasis rifle|| thing, what is the "intended" way to get alkali vines
water? not really
where is this
I have seen people assume it got shot down far to the west of where it did
exploit LoS
the big ones you can use for the better enzyme recipe
near the gun, off to the left a bit and in the water
oh, I tried that and it didn't work, it was like it could see me around a corner lol
No, it was right about where it looked like it got shot down for me, does it show up on the scanner room list at all?
in one of the places yes, but it wouldn't ping any
it was in the list but no matter how long I waited no orange blips on the map or circles with the hud chip showed up
Describe your location in relationship from the qep
well considering I can't use the compass
Well, if you were standing on the platform the direction it points how far away are you and how deep
right now, 133 meters deep and within eyesight range of the underwater portion
Ah, it's a bit further than that
and? you can produce those renewably
well my scanner range goes almost to the void in that direction?
that is not where it crashed no
well "crashed"
There's a wreck nearby where the debris are
remember: momentum exists
not without the filtration machine which takes sealant which is pretty hard to get considering alkali vines are so elusive, but ok maybe it's just a skill issue on my part
uhh yeah ngl I'm not remembering the cutscene that precisely
there's a command to play it again iirc will that screw anything up
There's also the issue that the debris respawn, so you being in a scanner room might not pick up debris that are 300+ meters away even if your scanner room reaches it
...ah
If you get near them with the scanner active, they'll show up on your Hud though
it will not work
???
...respawn?
there is code trickery meant to ensure they can only be found via a scanner room
but none of that is really sometyhing one could call "respawning"
Don't they? Unless I was blind, it pointed out stuff that wasn't there before
Oh, it could be that
that is true yes
but that is not what respawning means
Assumed that a big red shard that was 100% not before was just rerolled and spawned
respawning means reappearing after being removed
the "spawner" objects are always there
but until the relevant StoryGoal is set they are inert
the command won't work?
and even then they will only convert once "pinged" by a scanner room
at which point they delete the spawner object and spawn the normal debris object
it will no-op
...ok then I guess I'll go on YouTube lol
...the Sunbeam pretty much stops in midair before being blown up in the cutscene
but yeah I was looking pretty much at the right angle as far as I can tell
You're probably not that far away, it's just the scanner room being a jerk, I'd just search for a wreck instead, and build a scanner room next to that
how deep should I look for this wreck
Like ||300-350 meters||
I do not add an actual wreck
in fact looking for a discrete piece of wreckage from the sunbeam is a common pitfall
but I assume you mean what I keep calling the tuning fork wreck design, though it is more shaped like a V
this time almost upright
The debris show up near ||the wreck at the bottom of the qep though||
so yes
Yeah, like an A shape
oh there we go it pinged stuff now
I almost feel like you should recolor that wreck and just call it part of the sunbeam, would add the "expected" wreck people are looking for
Hmm, maybe not considering some of the stuff in it though, would be a lot of work to move those stuff to other locations
also, the Sunbeam debris pings need me to stand near em for a while before they actually spawn the item... not super great for my oxygen
I bet you're one of those weirdos who doesn't use the biggest oxygen tank but the "move faster" one!
no I use the ultra capacity tank
this is really not fun though, just waiting for the damn item to spawn
they only spawn when the scanner room finds them
not just when you build a scanner room
the scanner room has found it
then it converts instantly
I'm seeing the indicator on the hud chip
well uh. it isnt
I added no timers or cooldowns
a bug I watched not happen with a beta tester recently
we love inconsistent bugs
maybe the scanner room pinging things is taking place without the floor loaded in so the item falls into the abyss
wouldn't be the first time something like that has been an issue with a mod
yeah I've gone to every single one of these blips and I've only gotten 4 avolite out of it. a rifle takes 6
most of the ones that did work weren't even avolite
that...is possible
well
not too possible
since the rigidbody should have kinematic set to true
it seems like that's probably not the problem actually
I canceled my scanner room and set it to scan again and some of the ones that didn't work before do now
so I have no idea what's going on
still most of them are stupid cosmetic items like the hats and toys, or metal salvage...
and I'm only at 5 of the resource I actually want from this
I promise you no one wants 15 hats and arcade gorge toys though
it is a mix
making it be sensible from an in-universe perspective > making it valuable
fair ig
reika do you know what would be causing terrible performance (like 30 fps) with only like 50% gpu cpu use?
Hi reika can you make a booster for cyclops
like Azurite boosters the cyclops lights tern to blue inside and outside and it moves so faster not extra fast like it is for the void when like some ghost chasing you
it be great if you like it
like when so many ghost leviathans are chasing you the cyclops say to you warning so many leviathans class predator are in the sonar Azurite boosters activated
that directly conflicts with a mechanic that explicitly forbids cyclops usage in the void
yea
no
then why would I add it
just with a new module for the cyclops in be great
think about it
and if you like it Reika
or just not for the void
I have already made it clear I do not
and yet you thought simply reiterating the basic description would compel me to make it anyway
it is against my design goals and as such it is not going to happen
end of story
i don't think they're changerd, but they're present in pdas like in vanilla
IIRC the codes are randomized per save in C2C
Most likely don't need one but you'd be hard pressed to get much accomplished that deep without one
.....
nah i mean
open the door with the code
im sorry
i do know how to get in
so that people actually read the entries yes
though so far there have already been several people who apparently memorized the vanilla codes and did not think to check the PDAs to find the new ones, instead asking me for the codes
tbf who doesn't memorize the vanilla codes
me
among others
but my point was more that there have already been multiple people for whom the idea of reading the PDAs like you have to do the first time you play did not occur to them
then again maybe I am being too generous and these people just googled for the codes the first time
like those people who apparently google coordinates for wrecks and pods the first time (cough cough "Where is Hull Plating?!!?!11!" cough)
ah lol yeah I feel like you should put a warning on the mod site "don't ignore the pda"
that is a good idea
for when i get my drive data back
oof, drive failed?
oh no
NTFS file table is where the damage is
but there are apparently tools to repair that
but I need to finish the iso clone first
it is almost done
a few days to go
I hope it works out
oh, right, is there a command or something to add that bugged pda entry?
the floating island desk one
you already have it
it is checking a nonexistent flag
the fix when released will apply automatically
as it will now check the correct flag
oh ok
private string generatePDAContent() {
string desc = SeaToSeaMod.miscLocale.getEntry("TrackerPage").pda+"\n";
bool incomplete = false;
bool any = false;
foreach (Finding f in findings.Values) {
if (GameModeUtils.currentGameMode != GameModeOption.Creative && f.trigger.isTriggered.Invoke()) {
desc += "\t ⢠"+f.desc+"\n\n";
any = true;
}
else if (!f.trigger.isOptional || f.trigger.triggerMoreToExplore) {
incomplete = true;
}
}
if (!any)
desc = "";
if (incomplete)
desc += string.Format("{1}<color=#FF9D14FF>{0}</color>", SeaToSeaMod.miscLocale.getEntry("TrackerPage").getField<string>("incomplete"), any ? "\n" : "");
return desc;
}```
It was just messing with me not having that section "completed"
it just checks the flag for each "finding"
like the condition
and if met it adds that entry
else it does not and marks it incomplete
do you know why every time i load the game it puts the yellow unread marker on all the outer wilds logs?
I add that marker every time they change
even the completed ones get that
and since they start empty and are generated at runtime that would do it
not sure I can even fix it
since the update is polling-based not trigger-based
well
I suppose I can make it not apply the notification for the very first content change
since the odds that you make a discovery in the first 0.25s of the game being loaded are minimal
WHAT. I built a multipurpose room and it deleted my water filtration machine. I don't think that's a c2c thing just .... why
vanilla does that
welp time to use the console to get it back lol I am Not gathering those resources again
pre 2.0 is so glitchy honestly
ok potentially fixed
I forgot how bad it was besides collision tbh
Yeah my first playthrough was on 2.0
So going back to legacy for this has been interesting
mine was in early access
wait, so you need ||sealed fabric|| to make the ||liquid breathing mask|| but the blueprint for ||sealed fabric|| is... 500m down?
You sure it's really that far down? I'm pretty sure it's not that far, I don't remember where I got it, but I haven't crafted it or it's children yet
er, apparently it's 441 meters down
still
my seamoth can only go 300m without plasteel which I'm fairly sure I need at least the sealed suit for if not the reinforced one
i mean you can just suicide mission the geysers
build a base next to it and keep trying to place the filter until you get it there
You can also get the ||seamoth mk2 depth module|| before you need the ||liquid mask||
huh? it needs plasteel
I don't actually have the blueprint for it
is the blueprint not found in a really hot cave
explicit spoiler ||there's a plasteel ingot in the locked crate in degasi jellyshroom base||
...bruh
ok
also I've got silver and scrap in my ACU and have over 24 hours in this save and still not a single tooth
Yeah stalkers in my ACU have yet to spawn a tooth either
It doesn't really matter because I just built a scanner room in a kelp forest instead
I just want passive teeth for when I need them
0x00000001808EDC44 (unityplayer) (function-name not available)
0x00000000212889AA (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Object:FindObjectsOfType (System.Type)
0x0000000033051523 (Mono JIT Code) UnityEngine.Object:FindObjectOfType (System.Type)
0x00000000330514A3 (Mono JIT Code) UnityEngine.Object:FindObjectOfType<T_REF> ()
0x0000000041DB00B3 (Mono JIT Code) ReikaKalseki.Auroresource.FallingMaterialSystem:tick (single,single)
0x000000003838F80B (Mono JIT Code) ReikaKalseki.Auroresource.ARHooks:tickPlayer (Player)
0x0000000033118E95 (Mono JIT Code) (wrapper delegate-invoke) System.Action`1<T_REF>:invoke_void_T (T_REF)
0x000000002DA6A48A (Mono JIT Code) ReikaKalseki.DIAlterra.DIHooks:tickPlayer (Player)
0x00000000237A8723 (Mono JIT Code) (wrapper dynamic-method) Player:DMDPlayer::Update (Player)
0x000000001296A820 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
ERROR: SymGetSymFromAddr64, GetLastError: 'Invalid handle.' (Address: 0000000003A9BFB0)
weird crash immediately on load
or rather, while at 90%
looks like maybe it was trying to handle something too early
ok it happens consistently now
Yeah, I get a c2d on about a quarter of my loads, typically never back to back though
happened twice in a row for me
I'll try a third time
thrice in a row
rip
looking through the logs, it's always the same error
this one
no, it's in a ||very similar location to the bacterial samples||
if you think where you found the samples, there's an equivalent location elsewhere on the map
ah. well that might have helped me if i wasn't locked out of the game by this crash
you never need to get yourself killed to progress in c2c
wtf?
why would you possibly assume you need those for plasteel
uh you need the volcanic traces right
lol the number of things i've gotten through suicide
fixed
built a mini base next to each wreck that was deeper than i could survive
yes?
translation: I need to re-lock recipes achieved less than X seconds before death
i thought i got them from really hot areas
which i'd need the suit to survive in
apparently i was barking up the wrong tree with where to get the blueprints, though
You will have to get volcanic traces significantly before getting the suit to stop you from taking damage from heat
btw is there a place you post when you update the mod? especially for cases like where I literally can't play until the update goes out, it'd be nice to have a way to get notified
also for those who have played with the 'lifepod drift' option, how much time does it give you? is it managable or is it a massive issue?
...why did I get the crater edge exploration log (empty) while in the safe shallows in a new save
||lifepod 15|| being funny maybe?
update: it's manageable, i speedran getting a base with a fabricator and radio and it wasn't a problem
my site, normally
but again drive issues
a few days
someone else had that happen and I have no idea why
right ok sorry
hm
i did change its trigger condition
so now it should be less prone to premature firing
oh that's more than manageable, ok. curious what the point of that setting is, tbh, considering you can speedrun a builder tool and a base equivalent to the lifepod in less than one in game day
just to force more base building?
ah
it is not meant to be a time pressure
it is meant to be a "you absolutely need to prioritize building a base"
actually i've... never seen anyone play c2c on youtube, come to think of it. usually it's the more clickbaity "we added 3 new leviathans" mods that get featured, lol
also, looking at the website
Any kind of teleportation except maybe of the player between seabases
did you have a mod in mind when you wrote that. because that sounds fantastic actually
would probably break my pc considering how long teleporting with the vanilla precursor gates takes, though
it was a commenter not a YTer
It didn't happen to me, but I did have Lifepod 15 in my beacon list from the instant I started
aah
yes, but not the seabase part
oof
wtf
the only one i could find for that is "Bed Teleport" and that's a 2.0 mod
I think it might have been a weird interaction with the map mod or something?
there is a seamoth teleport module mod
since I first noticed the beacon on the map
but then checked it in my list and it was there too
I did still get the lifepod 15 radio message like normal
damn, because 'teleport between seabases' is a mod i'd absolutely love- might look into making it, although making new mods for legacy is probably not a great idea
because the only people who'll play it are c2c folks probably, lol
oh right, those sounds that i assume are meteors falling? lots of interference followed by a sploosh? those are audible at full volume no matter where you are which is kinda annoying
"interference"?
sounds kinda like tv static?
yeah, that
the entry sound is derived from my sound in MeteorCraft, which is much older and a similar concept
ah
it sounds kinda like the electronic interference sounds subnautica uses a lot
but anyway. hearing those while inside a seabase 100m down is a little odd
true
i'm not sure what the point of it is- i assume you need that scanner room upgrade to find them, because i have swam in the 'direction' it sounded like it was coming from and saw nothing
you do not need the scanner room, though it would massively help
also I made the sound only audible under 50m depth or within 100m
that took way more work to make possible than you can imagine
OK that's a really funny gag
does the ||azurite battery|| actually make tools using it more powerful?
and canonically possible too given the pda in the bar referencing berkeley's incident with the repl gun
if it can punch through the outer hull it can certainly blow out a door
yes
looks like it tbh
that's super cool, I've only used it in the repulsion cannon so far
I was wondering if you just buffed the shit out of the repulsion cannon or if it launching bonesharks into the stratosphere was a bug desrgvsdrxfhbsd
public static float getPropulsionCannonForce(PropulsionCannon prop) {
float ret = prop.attractionForce;
if (isHeldToolAzuritePowered())
ret *= 3;
float temp = WaterTemperatureSimulation.main.GetTemperature(Player.main.transform.position);
if (temp >= 100)
ret *= Mathf.Max(0.04F, 1F/((temp-99)/50F));
return ret;
}
public static float getPropulsionCannonThrowForce(PropulsionCannon prop) {
float ret = prop.shootForce;
if (isHeldToolAzuritePowered())
ret *= 1.5F;
return ret;
}
public static float getRepulsionCannonThrowForce(RepulsionCannon prop) {
float ret = RepulsionCannon.shootForce;
if (isHeldToolAzuritePowered())
ret *= 4;
return ret;
}
public static float getSeaglideSpeed(float f) { //1.45 by default
if (SeaToSeaMod.fastSeaglideCheatActive)
return 40;
//SNUtil.writeToChat("Get SG speed, was "+f+", has="+Mathf.Approximately(e.battery.capacity, C2CItems.t2Battery.capacity));
if (isHeldToolAzuritePowered()) {
float bonus = 0.75F; //was 0.55 then 0.95
float depth = Player.main.GetDepth();
float depthFactor = depth <= 50 ? 1 : 1-((depth-50)/350F);
if (depthFactor > 0) {
f += bonus*depthFactor;
}
}
return f;
}
public static float getScannerSpeed(float f) { //f is a divisor, scanTime
if (isHeldToolAzuritePowered()) {
f *= 0.5F; //double speed
}
return f;
}
public static float getLaserCutterSpeed(LaserCutter lc) { //25 by default
float amt = lc.healthPerWeld;
if (isHeldToolAzuritePowered())
amt *= 1.5F;
return amt;
}
public static float getRepairSpeed(Welder lc) { //10 by default
float amt = lc.healthPerWeld;
if (isHeldToolAzuritePowered())
amt *= 2F;
return amt;
}```
now I know why that happens
i've never used azurite batteries besides crafting with them, they're so expensive- i take the battery out of the laser cutter to craft the stasis rifle
lol
i figured given past experiences
Are you planning to make that work on any other doors or is it a one-off for this
the root GO has physics, and then the door is a child object of a type normally used as a top-level object, with its own independent physics - including the frame on the same object - and a StarshipDoor component which forcibly overrides the door's movement, and the actual door object clips into the frame
(sounds like it's a huge pain so)
so I had to basically uncouple the door from the frame, then remove all door logic from the whole object, then briefly disable colliders on the door, then give it the physics kick, then schedule the re-enabling of the colliders so it does not go through the far wall, while also recomputing all its mass and inertia and CoM properties since they were previously calculated for the entire door-wall-keypad assembly
god
đ ngl at that point i'd probably remove the door from the frame object and just make a new object with the same model
oh
and to make it even better
I had to circumvent usual repl gun code
and hook into the code where it even tries to grab an object
since by the time it actually has the door shits itself if you let it move
all the parts clip into each other and the whole thing starts wiggling like a hamster with parkinsons
the actual code is not that awful
but working out what to do was
public static void onRepulsionCannonTryHit(RepulsionCannon prop, Rigidbody rb) {
if (isHeldToolAzuritePowered() && rb.gameObject.GetFullHierarchyPath().Contains("CaptainsQuarters_Keypad")) {
StarshipDoor s = rb.GetComponent<StarshipDoor>();
//SNUtil.writeToChat("S: "+s);
if (s) {
GameObject go = s.gameObject;
GameObject door = ObjectUtil.getChildObject(rb.gameObject, "Starship_doors_manual_01/Starship_doors_automatic");
Rigidbody rb2 = door.EnsureComponent<Rigidbody>();
rb2.copyObject(rb);
UnityEngine.Object.Destroy(s.GetComponent<StarshipDoorLocked>()); //need to do directly since removecomponent calls destroyImmediate, and this is an anim call
UnityEngine.Object.Destroy(s);
//SNUtil.writeToChat("C: "+string.Join(", ", go.GetComponents<MonoBehaviour>().Select<Component, string>(c => c.GetType().Name).ToArray()));
rb2.isKinematic = false;
rb2.mass = 500;
rb2.ResetCenterOfMass();
rb2.ResetInertiaTensor();
rb2.detectCollisions = true;
rb2.transform.SetParent(null);
foreach (Collider c in rb2.GetComponentsInChildren<Collider>()) {
c.enabled = false;
}
rb2.velocity = MainCamera.camera.transform.forward*30F+Vector3.up*7.5F;
rb2.angularVelocity = MathUtil.getRandomVectorAround(Vector3.zero, 2.5F);
door.EnsureComponent<FlyingDoor>().Invoke("solidify", 0.05F);
door.EnsureComponent<FlyingDoor>().Invoke("thump", 0.15F);
}
}
}
private class FlyingDoor : MonoBehaviour {
private static readonly SoundManager.SoundData impactSound = SoundManager.registerSound(SeaToSeaMod.modDLL, "doorhit", "Sounds/doorhit.ogg", SoundManager.soundMode3D, s => {SoundManager.setup3D(s, 200);}, SoundSystem.masterBus);
void solidify() {
foreach (Collider c in GetComponentsInChildren<Collider>()) {
c.enabled = true;
}
}
void thump() {
SoundManager.playSoundAt(impactSound, transform.position, false, 40, 2);
SoundManager.playSoundAt(impactSound, transform.position, false, 40, 2);
}
}```
it is a one-off
and was only done because just changing the code in the PDA log was insufficient for this door
as it has a voice-acted message also reading out the code
yeah
so I needed to instead make the code canonically wrong and justify in universe why
hey giving a mandated use for the repulsion cannon is neat i guess, i usually don't make it because the propulsion cannon is more useful
conversly I literally never use the propulsion cannon lol
and then rather than putting a new PDA somewhere with a hint - which is both boring and has nowhere good to put it - I thought of this
this is an auxiliary benefit yes
well, i only use it for the aurora and for crafting a prawn propulsion arm maybe... but it's more than i use the repulsion cannon for
Nice
nice, now i can play the game again (on my main save)
Curious actually, with the ||azurite battery|| can the repulsion cannon bully leviathans a bit
or is it still not strong enough
it cannot grab them no
oh, does the repulsion cannon still need to "grab"
wonderful start
I use "grab" to mean "affect"
it obviously worked for me
ah
lemme see what the error is
[QModManager:ERROR] Invoking the specified entry method "PreLoad" failed for mod "ReikaKalseki.SeaToSea"
[QModManager:ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00008] in <567df3e0919241ba98db88bec4c6696f>:0 at System.Collections.Generic.Dictionary2[TKey,TValue].set_Item (TKey key, TValue value) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at ReikaKalseki.DIAlterra.Config1[E].attachOverride (E key, System.Func2[T,TResult] val) [0x00009] in <550d53561197439ea68928219f627a22>:0
at ReikaKalseki.DIAlterra.Config`1[E].attachOverride (E key, System.Single val) [0x0000e] in <550d53561197439ea68928219f627a22>:0
at ReikaKalseki.SeaToSea.C2CIntegration.injectConfigValues () [0x00181] in <cfd98d220ffa4d34b72d2bdc4d5a659c>:0
at ReikaKalseki.SeaToSea.SeaToSeaMod.PreLoad () [0x0000d] in <cfd98d220ffa4d34b72d2bdc4d5a659c>:0
at (wrapper managed-to-native)
i think it's an issue with config file generation
because i backed up my config file and deleted the whole seatosea folder before installing the update
I changed a config name I think
ah. well on second load, with the config file intact, it still crashes
purge your configs and try again
first time it crashed was with no config file, it generated a new one
second crash was after i restored the config file, same error
are you sure you changed that config name everywhere
purged configs, loaded again, same issue
none of the option names are different in the generated config from the one i backed up
that is not how my configs are done
they are identified by an enum
also i cannot actually find any record of a name change
i meant like, in the code that generates the config files, but good to know
also this is not config loading code
this is C2C trying to override another mod's config
and finding no corresponding mapping
did you miss updating a mod
I did change that code
oh i completely missed that other mods updated too
as it has a new config in Ecocean it hooks into https://i.imgur.com/mZ9qcra.png
as that feature is new
when i was looking in the releases i swear only one of them said '6 minutes ago' and the rest were older
that'd do it
my todo list contains a thing about making the site show last update times for mod downloads
might also add one to the homepage modlist
...well, the update doesn't seem to have fixed my crash
now what is it
ERROR: SymGetSymFromAddr64, GetLastError: 'Invalid handle.' (Address: 000000018058A330)
0x000000018058A330 (unityplayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Success.' (Address: 000000018088C229)
0x000000018088C229 (unityplayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Success.' (Address: 00000001808EDC44)
0x00000001808EDC44 (unityplayer) (function-name not available)
0x000000002297937A (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Object:FindObjectsOfType (System.Type)
0x0000000045FD4013 (Mono JIT Code) UnityEngine.Object:FindObjectOfType (System.Type)
0x0000000045FD3F93 (Mono JIT Code) UnityEngine.Object:FindObjectOfType<T_REF> ()
0x000000004295E9A3 (Mono JIT Code) ReikaKalseki.Auroresource.FallingMaterialSystem:tick (single,single)
0x000000004295E89B (Mono JIT Code) ReikaKalseki.Auroresource.ARHooks:tickPlayer (Player)
0x00000000325FC8D5 (Mono JIT Code) (wrapper delegate-invoke) System.Action`1<T_REF>:invoke_void_T (T_REF)
0x000000002D00B64A (Mono JIT Code) ReikaKalseki.DIAlterra.DIHooks:tickPlayer (Player)
0x000000003E859183 (Mono JIT Code) (wrapper dynamic-method) Player:DMD<Player::Update> (Player)
0x0000000011AAA820 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
ERROR: SymGetSymFromAddr64, GetLastError: 'Invalid handle.' (Address: 0000000003A9BFB0)```
same as before i think
still loads to 90%, then freezes and crashes
and only on that save, i started a new one and it works fine
you're kidding me
i have to scan 21 ||geyser corals||???
and that's without hard mode on
i swear next update is going to be 'kharaa progression now actually takes place over time and you need to eat enzyme peepers to combat it'
...oh my god
đ I didn't want to be right
that's hilarious though
oh haha
funny thing that makes these mazes trivial
super seaglide plus a bad PC lets you clip through walls and just swim around in the floor
...when you scan for ||geyser coral|| could ones you've already scanned not show up? that'd be a big help
same for ||bacteria|| if that works the same way
especially because, unlike bacteria, there's no visual indicator when you've scanned one
that was discussed and it neither fits how anything else behaves nor is how ResourceTracker and its monitors are designed to work
there is
it is just more subtle
for the record I tried to get that number down to like 18
........well, the ||mushkooshcave||.xml file lists locations for 22... and after warping to each one because something seems to be afoot, i am at 20/21 scanned and some of them weren't actually there
so something's up
not to mention that one that's just. in the abyss over there apparently, but not really there (can't scan it)
i already checked 000, they're not there
||double check with a scanner room||