#SeaToSea
1 messages · Page 3 of 1
oh, wack
I have a hud chip
thankfully i was able to just spawn one with the console because i found 20 of the damn things i wasn't about to wait for a patch or something
why invent? You can use already created old mods from FCStudios. I use both the teleport "FCS_QuantumTeleporter" and parcels "FCS_AlterraShipping" between bases.
Why old tho?
you only just found out?
lol
I made it require one fewer on non-hard
does that mean hard mode needs 22???
All 22, yes
there are 22
used to require all of them even in not hard mode
the hunt sucks so much it almost made me quit c2c
i found like 19 over many hours then gave up and looked at the source code to find the rest
but at least the scanner room works now
it didn't at that stage
yes they do
they did not for me
see: this, and also the scanner room picking up something in the abyss right abov eit
also
@trail ether im going to unlock fcs finally now
ill let you know how it plays balance wise with deathrun on and everything on hard
5 power cells is ABSURDLY expensive with the mods i have
oh oh my god
@trail ether having this recipe from fcs and YOUR recipe for plasteel makes this EXTREMELY hard
no i know
i have been doing some testing and have tried to make an extremely hard modpack for subnautica
getting into fcs is extremely difficult now which is valid
i have deathrun c2c and fcs on and all upped to extreme difficulty
because to my knowledge getting ||volcanic traces|| isn't exactly simple nor easy
no it's in fact a nightmare
you may want to look into making a mod yourself as 'glue', to alter recipes and whatnot for balance
yeah rn im just doing an honor system
but the pack so far is EXTREMELY difficult
i have fcs on as well so that you have to provide oxygen TO your base
so you cant just place down a base for FREE o2
and you also cant base in really deep areas now unless you make a long tunnel of pipes
like a LONG one.
not to mention whats needed to even beat the game
ah i love finally making the liquid breathing system- which cost me my rebreather and oxygen tank btw- and then finding out i can't even use it without doing another thing i have no idea how to even start
deathrun and having that is insanely useful
deathrun has its own like pressure system
but c2cs works along with it and omg
i truly believe this is like the HARDEST subnautica experience
...oh
like one moment
||StoryHandler.instance.registerTrigger(new EncylopediaTrigger("HeroPeeper"), new TechUnlockEffect(CraftingItems.getItem(CraftingItems.Items.WeakEnzyme42).TechType, 1, 6));||
well i have that encyclopedia entry soo
bug?
good luck with that
if i'm reading this right, scanning an ||enzyme peeper|| should automatically unlock the ||WeakEnzyme42|| recipe right
except it didn't
it worked for me
are you sure you know what entry that is
ok yes
open that PDA page, then open the runtime editor GUI
then search for ugui_pda
find the Encyclopedia child object
it will have a ugui_EncyclopediaTab component or something like that
find its activeEntry, and that value's key
what is it
hold on i can't type in the search bar gimme a sec
||also. the deep forest is now probably one of the most dangerous biomes||
this is fucking terrifying thanks to de extinction.
||im taking heat damage here???||
hm i'm not getting any results which is... strange
ok something's screwing with the runtime editor actually- there seems to be one giant object which... contains c2c code?
or
something
there's a few of those actually
ok got it
no idea why the object browser is hiding things
...and my pda is blank wtf
ok the key is HeroPeeper
which is. exactly what it's supposed to be
pff. and exiting the game played the sfx from when you take the liquid tank off
of course there's no console command to re lock an encyclopedia entry
that is normal but the search will filter them out
ok in the REPL console run PDAEncyclopedia.entries.ContainsKey("HeroPeeper")
True
then my trigger should have fired
hence my confusion
run another REPL command
KnownTech.knownTech.Contains(ReikaKalseki.SeaToSea.CraftingItems.getItem(ReikaKalseki.SeaToSea.CraftingItems.Items.WeakEnzyme42).TechType)
waaaaaaaaaaait
have you just blindly assumed it is a fabricator recipe
no, I was looking through my blueprints tab for it
what section is it in, bioprocessor?
ok maybe my tech unlock system is not working with bioproc output
i see i had some special handling for them
hold on
ok
run this in REPL
ReikaKalseki.DIAlterra.StoryHandler.instance.registerTrigger(new ReikaKalseki.DIAlterra.EncylopediaTrigger("HeroPeeper"), new ReikaKalseki.DIAlterra.TechUnlockEffect(ReikaKalseki.SeaToSea.Bioprocessor.getRecipeReferenceItem(ReikaKalseki.SeaToSea.CraftingItems.getItem(ReikaKalseki.SeaToSea.CraftingItems.Items.WeakEnzyme42).TechType), 1, 6))
effectively you will be adding at runtime the hook I will add natively
it should work
hey question?
||do bioprocessor fragments spawn mostly in like the dunes or elsewhere as well???||
ok hold on
Quite a few are behind doors that need to be cut
oddly, now that i know that recipe, i am able to make it
ahhhhh thank you
ohhhhhhhhhh
the bioprocessor will let me do it without the recipe being in the BP section
it is because of the way I implemented needing sparkle peepers
btw stuff youre adding is like
being added to worlds right
like every update and all
also how have you been reika?
?
like has anything been added to the worlds in recent updates?
that would require a new world? or no.
he's asking if you have to start a new save to get the juicy newness
they spawn in five places in four biomes
wait whats even new is there like a new biome or something
there is
shiiiiitttt.
you might like the plant I added to it actually
does that new biome get put into old worlds or does it require a new world
since the whole run im doing rn
Not sure if this is a vanilla bug, but if you drink stilsuit water (+20 water, -3 food) you don't lose food if you're over 100
(although, getting that item i now have nothing to do with it... do i need to hunt down another blueprint??)
kind of
but this was added in late july
which was after you were last active
ah
also I know you know the source inspiration for this plant's appearance
ye
do i need a new world to find these?
or will they generate in the save ive been using
whats retrogen if i may ask
I do not affect that kind of logic
sorry for so many questions btw
retroactive generation
a term I am borrowing from MC
where most gen is not retroactive, hence the existence of a specialized term
ahh cool
so like even on old worlds if i update the stuff from new worlds should gen in the older save
cool
ty for that
i plan on planting these around the forest
oh you took a photo of your monitor
???
I was really confused why it was blury in some spots
are you playing on a toaster?
or is this an effect of the ??? thats going on
the colors look weird too
im using a shader
ohhh
ok
was gonna say, look at the difference in colors, regarless of pixils
Is there any use for ||Nanolathing drone|| beyond the vehicle bay? I got an extra one ||from the sunbeam ruins||
whoa WHAT??
What are THESE i aint seen these before!!!
HOLY SHIT
@trail ether HOLY FUCKING SHIT???
NO WONDER THIS TAKES THAT LONG
yes
yes your graphics settings are on "Extra shitty"
nuh uh
he's running it off a ti-89 titanium, cut him some slack
im sorry but its 100 percent worth cutting into this area
||holy fucking SHIT this is a treasure trove||
you mean the ||rusted base on the other side of the aurora?|| There's also some ||plankton|| that can help you jumpstart your progress
err what's that top one from?
yes
well aren't you a fancy pants
looks at decidedly not-fancy shorts
fancy can have a low bar
try the same with TechType.Peeper instead of ReikaKalseki.SeaToSea.CraftingItems.getItem(ReikaKalseki.SeaToSea.CraftingItems.Items.WeakEnzyme42).TechType
I fixed it anyway
o h.
These two mods have different oxygen consumption systems. c2c won't work. go down to a depth of 400 to 500m and you will see
they do work actually
ive been using it this whole time
||o2 consumption goes up at 400 ||
get a rebreather
I have DeathRun version 2.2.2 and this is it. what version do you have?
i dunno
same as you
but it works so i dont know what you mean by it doesnt work
unless youre reffering to the pressure??
oxygen consumption in the original c2c is more hardcore. DeathRun neutralizes this effect.
errr, does this mean ||plankton|| isn't spawning for me properly?
quite possibly
but it works for me and everyone else
restarting seemed to fix it, but now I can't figure out what to do, ||I've got the seamoth sampling scoop attached, i hopped out and scanned the plankton, but pressing the button to activate the slot its in doesn't seem to work, nor does it seem to work passivly?|| not sure what i'm supposed to do
yes it does
passively?
Oh, ||there's no texture and you access it on the front of the seamoth, i assumed it was just going to put it into a free storage module, or that you'd access it from the spot the module would normally appear at||
however, the crushing depth can be specified in the "Tweaks and Fixes" mod. I tried combining these three mods: c2c+T&F+DR. but in "T&F" "CurativeBandage" and "KharaaTreatment" do not work. so either play the original c2c, or half of the ideas won’t work, but there will be nitrogen disease, crush depth, radiation challenge...
what are these two things you talk about
the curative bandage and
kharaatreatment??
what is T&F???
tweeks and fixes
i don't even use that
theyve been working together pretty well so far just c2c and dr
Additionally, you will need to disable crush pressure at depth in DeathRun. because the "SealedSuit" does not have a crush depth specified.
I haven't messed with it, but jinn seems to be saying when you start getting further along is when stuff breaks, not the inital progression
youre talking about the chem suit???
i think it...does work actually?
and if it doesnt ill figure out a way around
how far down did you go?
yes
yeah i think it worked
again, how far down did you go though?
i mean, how can you say you think it worked if you haven't tried it? lol
i tried it in creative
how far down did you go in creative?
im doing testing with this run can you back up please?
like depth
This kinda feels like its being shoved at me and i didn't really ask for that
like i said if it doesn't ill figure out a way around.
i forgot this existed
lmao howd this happen
at 0 0 0
ill clear it later
that's a known thing... clear000 sometimes fixes it
that actually also happens in vanilla although not with that object
im curious
does the next seamoth depth module MK2 require something unique from vanilla play?
to @trail ether . we need to increase the "MiniPoop" value in recipes. And reduce the value of "seatreaderpoop", make it rare or insignificant by changing the recipe. This will stimulate the breeding of fish at the base in ACU.
1.already extracted resources periodically (after a reboot?) reappear in open boxes.
2.double use of a small first aid kit, a large first aid kit, a canister. the second does not disappear, but remains as ballast (disappears after a reboot). this also happens with drinking bottles found in opening boxes in the world.
3.why make a compass if it doesn't work?
4.why make a plasteeltank if its cost is higher than that of a highcapacitytank, and its speed and capacity are lower?
I don’t think c2c changes anything about how either of the tanks are made
Aside from plasteel now requiring volcanic traces
no, in vanilla the plasteeltank (−0.13м/с) has the highest speed, and the highcapacitytank (−0,60м/с) has the lowest, which is logical
as I understand it, there's not much benefit to the speed differences anyway?
and the benefit of the volume of air contained?
i think that's self-evident
I mean that there is no point in making it, and its usefulness for the game disappears, just like the compass.
i'm more saying it wasn't useful to begin with
I don't want to prove the opposite to you. That's not the point. but the fact that the price does not correspond to the quality (applicability). and if the mod changes the recipe anyway, then it would be possible to give significance to all things. for example, make a chain where the next oxygen cylinder requires the previous one.
i mean, the lightweight tank is meant to be a diverging "final choice" from the ultra tank
Well then you need to make it attractive - increase the speed, attach a fan, fox ears. and now it is inferior in everything even to an doubletank
yeah that weird double-use thing has been happening to me
if I have multiple first aid kits in my inventory, I have to use them from the rightmost one inwards
if I try to use one on the left side, it'll use all of them at once but only give the benefit of one
have verified this happens with only C2C + dependencies
Hey guys
debrise impact predicted in 0:-44:-40 😮
Using the first aid kit and drinking water are on my hotkeys, which means they are used from left to right. Now I’ll have to open my inventory and use it as usual, thanks for the tip.
not really fcs has a module that provides oxygen to your base by just attaching it to your base
sea treader poop is a pain in the ass to get
- again? I fixed that like five times
wtf
is legacy being unstable what is causing all of these bugs?
i have no idea
hello i tried putting c2c and fcs altera hub and it's telling it will bear the c2c mod is it true?
it will unbalance things
also @muted cosmos another E:D reference I forgot to mention for the wiki - the planned audiovisual design of the leviathan's attacks
Pulled over for a roadside inspection by the locals. Love these things.
as seen in my demo where I actuated a reefback with the same effect https://youtu.be/G8EwMJgt_zw
Still WIP, and still using a reefback as a stand-in to show the emissives, SFX, and point-based behavior
video is a year old so things have been refined since
ANGY reefbacks
i already have radial tabs installed... is this supposed to show up anyway?
no
are you using an unusual build of radialtabs
for me the modid is AgonyRadialCraftingTabs
downloaded the legacy build off nexus
yes that's the modid for me too
AgonyRadialCraftingTabs
Can you send the files
then why is it not recognizing it being installed
You might have the mods in the wrong place
if (!QModManager.API.QModServices.Main.ModPresent("AgonyRadialCraftingTabs")) {
string msg = "RadialTabs is recommended when using SeaToSea to ensure that all crafting nodes in fabricator UIs remain onscreen.";
SNUtil.createPopupWarning(msg, true/*, SNUtil.createPopupButton("Download", () => {
System.Diagnostics.Process.Start("https://www.nexusmods.com/Core/Libs/Common/Widgets/ModRequirementsPopUp?id=2624&game_id=1155");
Application.Quit(64);
}), SNUtil.createPopupButton("Ignore")*/);
SNUtil.log(msg+" You should add this mod if at all possible.");
}```
i do not because the mods work
maybe a load order issue?
i'm not familiar with qmodmanager admittedly, but that seems like something that could happen
lowest possible yes
I am checking if it is installed, not accessing any content it adds
plus this is already in postload
Did you pull the mod files out from the original point they where extracted from?
...what?
they're all in the qmods folder
and they're loading fine, as evidenced by my circular fabricator window
Nono
Once extracted you will have all the needed files in a folder and that folder will be in another folder you need to remove the first file from the second for mods to work properly
...not if you have your archive program set up properly they won't
i promise i know what i'm doing
look the 'create a folder on extract' is an option in most archive programs. it's off in mine.
because most people make zipfiles of entire folders like this. it turns on automatically if it detects a bunch of loose files
Can you teach me to do that
what program do you use to unzip stuff
I’d have to check
either way you can probably search (your program name) + folder on extract or similar to get the answer pretty easily
am i supposed to get the ||kharaa treatment|| blueprint after making the enzyme stuff or is there more i need to do while on 0 breathing time
i
i just exited my moonpool to the left instead of the right... went through my bloodvine garden and my seamoth instantly exploded???
i don't think that's intentional
well, that's what happens if you don't go the right way, duh
"small amounts of damage"
shouldn't've named my seamoth "psyche" smh
(I did not do that)
I'm getting the radial tabs warning too, dispite having it
try getting to it though
lmao
you have to set up an ore consumer to get credits and several other things
which requires plasteel and such
subnautica why. idk if this is a vanilla thing or what but. gdi
on top of all this with deathrun lithium cells are VERY expensive
(foxsub II got eaten by my bloodkelp garden)
i should mention it was at 100% health before leaving the moonpool
what's the distance between your moonpool exit and the kelp? maybe the hitbox is close enouh its hitting it while docked?
it's not, because it's 100% health when I leave to the right
pretty good distance lol
also, when you make the electrochemical suit it gives you a blueprint for the gloves which has... no ingredients
it also doesn't show up in the fabricator
maybe its a limitation of added recipes? that you can't get 2 separate items from them? unlike the other suits which are vanilla
ow fuck ... wait
having the electrochem suit and gloves on.. .doesn't protect you from the LR brine???
so i made some ||42 traces|| but it didn't give me any extra recipes, am I supposed to find some recipe elsewhere to try to mitigate the ||infection which makes liquid breathing awful||? I assumed that if I made it along with some ||nano wrap bandages|| it would give me a new recipe to combine the two or something
same, idk
Is there a way to disable the requirements for vehicles to be docked in order to access their upgrades?
I have a modded vehicle which cannot be docked
yeah there's a command for that iirc
what is the command
Okay! I'll try that.
oh cool it worked
thanks!
I'm using the funky odyssey sub cause it looks like the oceangate one
ok another bug, when you put deepvine samples in a planter box they disappear and when you put ameboid samples into it they turn into a fertile creepvine plant
Deepvine probably isn't supposed to be put in a planter, their 1x1 size would make them ridiculously cramped
well you can put (2x1) creepvine samples in just fine i think
and they turn into 2x2 plants
hmm, are they "deep" enough? maybe they die if you don't plant them in a box at enough depth?
no clue
hm, farmed bloodvine shouldn't attack the player or any subs...
I do know that hitting creepvine seeds with the seamoth can damage it even if farmed
deepvine is weirdly finicky. keep trying for now
it's a 2x2 plant as considered by the planter itself
there's just a bit of weirdness with how that disparity displays in the inv ui
Anyone else getting large performance decreases if you harvest a lot of ||plankton||? Going from like 60+ fps to 4 fps if i get like half a scoop full, if i leave and come back the performance issue resolves
getting this error
i have had no issues growing deepvine in the big exterior growbeds at about 100m depth
yo!!!
good now find the other ||3 databoxes|| you need to actually use the thing lol
I had the same thing and in exactly the same biome. I don't think it depends on the plants.
you do not get it that way
you get the gloves alongside
why would it make you completely immune
it does protect you
but not entirely
yeah, but the nonexistent recipe being in the blueprint section is sorta odd
see what I just said to katrina
ah
💀 of course, silly me
they CAN be farmed
the deepvine that is
^
honestly, with how little space they take up, planting/farming them seems like a waste of time, a full inventory and 2 seamoth storage modules is probably enough for a whole playthrough
it only does that if you farm it right below the surface
because it would stick up out of the water
which looks stupid
that is plenty deep
when I say right below I mean like 5m
the last person to report disappearing creepvine had their growbed on top of the room they built in a base in less than 10m of water
whicih ONLY modded plants do
vanilla ones adjust just fine
even when the item is one size but the "slot size" in the growbed is different
You get ||16 gels per 3 samples|| so that'll probably get you like 500
most bioproc recipes are bootstrappable
but lots of people do not do that
and spend their first lysing enzymes/microbiotic gel on the recipe they actually want rather than using it to make more of those input items quickly
this is deliberate - it rewards you for foresight and punishes impatience
....there are no destroyimmedate calls in this code path...
fixed
Well, its a net gain even if you spend your first 2 enzymes on it, I think there's what ||4 plankton on the opposite side of the aurora, so that's what, 16? spending 2 only drops you to 14, and you get double outputs from there||
dunno, its the error I was getting when I was scooping up ||plankton|| in the crags, and like i said, awful FPS until I went like 300-400 meters away then back
Do you not have that code somewhere to ||destroy the plankton when you harvest it?||
yes, and it uses Destroy and not DestroyImmediate
private void checkAndTryScoop(SeaMoth sm, float dT) {
if (sm.GetComponent<Rigidbody>().velocity.magnitude >= 4 && Vector3.Distance(sm.transform.position, transform.position) <= 5 && InventoryUtil.vehicleHasUpgrade(sm, EcoceanMod.planktonScoop.TechType)) {
lastScoopTime = DayNightCycle.main.timePassedAsFloat;
if (UnityEngine.Random.Range(0F, 1F) < 0.075F*dT*EcoceanMod.config.getFloat(ECConfig.ConfigEntries.PLANKTONRATE)) {
foreach (SeamothStorageContainer sc in sm.GetComponentsInChildren<SeamothStorageContainer>(true)) {
TechTag tt = sc.GetComponent<TechTag>();
if (tt && tt.type == EcoceanMod.planktonScoop.TechType) {
GameObject go = ObjectUtil.createWorldObject(EcoceanMod.planktonItem.TechType, true, false);
sc.container.AddItem(go.GetComponentInChildren<Pickupable>());
if (sc.container.IsFull())
SNUtil.writeToChat("Plankton scoop is full");
break;
}
}
}
if (health.health < health.maxHealth*0.1F) {
isDead = true;
particles.Stop(true, ParticleSystemStopBehavior.StopEmitting);
UnityEngine.Object.Destroy(gameObject, 10);
}
else {
health.TakeDamage(health.maxHealth*0.05F*dT, sm.transform.position, DamageType.Drill, sm.gameObject);
}
if (onPlanktonScoopEvent != null)
onPlanktonScoopEvent.Invoke(this, sm);
}
}```
how many items should you get from 1 cloud?
a few
I think there were only like 4-5 and I got a full hopper and then some
it is random but you get 1-4 per cloud
mm, so they definitely weren't getting destroyed somehow
heeyyy
@trail ether
do you use a developer menu?
i opened my save lately and i think i updated yesterday but like
i just noticed a developer menu pop up
i...never turned this on or know how it got turned on??
I have no idea what that is
i have NO idea how it got put in.
i did NOT install that.
and the only thing ive installed lately is updates to your mod
that's... that's a console feature
how'd you get that on the pc version
it's vanilla but is usually disabled on pc lol
i-
i dont know!!!
i am genuinely dumbfounded???
i never like
installed this
Iirc either sml or qmod automatically adds this button
It is a vanilla button, yes. But one of those mods just adds them
You can configure that in the mod settings, i think
oh shit. free plasteel
spend it wisely
why is the screenshot blurry
Depth of field moment
How am I supposed to get the prawn suit? It seems to require iridium, which I can only get by going to the inactive lava zone, which I need the prawn suit to get to
you do not need the prawn to enter the ILZ in sea to sea
ILZ ???
with a different vehicle?
seamoth doesn't have the depth -.-
inactive lava zone starts at like 900m and seamoth max is 900
does the mod add a mk4?
like it's always been that the seamoth can't go past lost river
that's its deepest biome
you'll have to find out, I suppose
is there a way to get ||nanocarbon|| without ||the falling meteor thing||
i'm not seeing one... and without the scanner room upgrade (which requires ||nanocarbon|| to make in the first place) i have no idea how to find the damn things
i did warn her about this, but yeah you have to go get at least one without the scanner
lovely
it's. it's on the website. not even spoiler tagged
do people not read the website before downloading the mod
do you want an answer
no i already know
but why
you have to scroll to the bottom to even get to the download button so like
and i'm pretty sure that depth module has been there since I played last time, so it's not like it's a new addition
eh whatever. what's the easiest way to locate them then
just like, chill on the surface and wait and hope?
No. I went in blind
Completely
also it wouldn't have mattered anyway cause ||you can't exit the seamoth at more than 500m without the liquid breathing||
thankfully it only took me like four large wrecks to find the bp
guys do someone else keeps getting lag spikes after getting to a modded biome
even if i get away from it
like once im on it i just get lag spikes 4ever
what?
yea you die
because you don't have liquid breathing and the new creature the stalker have a egg to it was cool
I wanted to take the seamoth to the inactive lava zone for resources, but I didn't realize that you would have neede liquid breathing
also how do I remove the bugged sunbeam arrive timer?
it just says 0:-24:-28
not instantly
is it a sunbeam timer or an auroresource one
the debris landing
did a falling resource fail to spawn
How would I be able to check?
open the runtime editor
and search for a FallingMaterialSpawnerTag
what is its timeLeft
@marsh spear just tested the sunbeam debris again and it works fine
??
where would that be?
Sorry I'm like entirely clueless and have no idea what that is
is it like another mod?
yes
how do you open the captains quarters for the neptune blueprints?
i cant find it in search here
I think I found it. but it says falling material countdown
what do i do now?
cos rn im stuck in progression
all i need to finish is the rocket, but idk how to get through the door
check the time remaining field like i said
read the pda
yes there is
all it says is that another approach is needed?
ive read it through but cant think of anything
cutter and welder do nothing, neither does prop cannon
no extra rooms it seems to go through
I don't see a time remaining field
open the tag like i told you to
the inspect?
so not sure what to try rn 
click the FallingMaterialSpawnerTag
so try something more forceful
I dont see it 😭
ive tried launching stuff at the door, not sure the other things to try
Did you notice that many tools work better if you put an azurite battery in them?
yeah, i have an azurite loaded into my cutter and prop cannon
Well, those aren't the only tools
Like I'm sorry but I'm an idiot and have no idea what any of these things mean
like tell me which specific buttons to click
i have azurite in my welder, cutter and prop cannon
ion battery in my seaglide and normal battery in flashlight and scanner
from the menu in the image I sent
You're forgetting a tool, it's even a vanilla one
i really thought stasis wouldnt be useful here
Not that one either
oh, it's repulsion isnt it
Mayybeee
i forgot about it cos i never use it or prop in vanilla...
Like the countdown thing is really annoying and idk if it worked properly
Part of why it's used here, c2c is about making sure more things actually have uses
which is good
prop is used in 2-ish wrecks in vanilla iirc
just to move collapsed doors for optional boxes
and repulsion just... isnt used...
wow, yep that worked
somehow the only time ive been stuck 
C2C has been great
search FallingMaterialSpawnerTag
not just "falling"
I did and nothing came up
The results were empty
There is no fallingmaterialspawnertag
it's just bugged
in that case uncheck "active" on the countdown object
and then just do the same for sunbeam yeah
so if there isn't a spawner tag does that mean the resources were spawned?
do not touch the sunbeam
probably
sunbeam was also negative 25 minutes??
so the timer would have never went away
it was just underneath of the debris one
same bug for both timers
sunbeam debris is spawning so it should be fine
Something that could use a tweak, maybe its just me but, the description makes it sound like it only works with ||a breathing medium, which I wouldn't consider air, the waste gas thing only partially suggests it, and I didn't realize it would help you from 400-500 with an oxygen tank||
I am now 20 hours into a playthrough and I have entered the lost river for the first time
(kill me)
that's pretty speedy
i agree i didn't realise it worked as a better rebreather until after i crafted it
I didn't even try crafting it until I had enough for the tank too
mind you i spent hours and hours sucicide diving for blueprints between 400-500 m because they were all deeper than normal rebreather could go but i couldn't make the full liquid breathing system
same
do you know what "an X medium" means?
I would imagine most people wouldn't consider air a "breathing medium"
the way it's phrased to me implies a [special] breathing medium
non obvious that it works with air, and it's so expensive that i didn't craft until i had enough for the tank as well
same as vath
It could say something like: ||Air or other breathing mediums||
<RebreatherV2>
<name>
Recirculation Mask
</name>
<desc>
A motorized face mask equipped with the ability to actively pump a breathing medium - liquid or gas - from storage and either recirculate it back to the tank or force waste gas out against very high pressures.
</desc>
<pda>
At depths where the rebreather can no longer suffice, causing oxygen consumption to increase to ever more unmanageable levels, the recirculation mask becomes a highly valuable piece of survival equipment. Motorized gas delivery and exhaust mechanisms overcome these pressures and eliminate most of the wasted source gas, greatly extending the maximum practical duration of a dive.
A requirement for liquid breathing hardware to function.
</pda>
</RebreatherV2>```
that works
I think it might be a good idea to make the ||door code for the neptune rocket bypass|| also work with a ||azurite-boosted propulsion cannon|| if that's possible
I think its not supposed to on purpose, like was said above, ||the repulsion cannon|| is essentially unused without this use
^
is this you https://i.imgur.com/eGOmYSO.png
I have never reported a bug online, so I would say no.
Also the sunbeam did show up for me, I just wasn't there to witness it and got the pda message version instead
Also also I use TheTenthBot or some variation of it for every account that I have online
Why do you ask?
because it sounds similar to your issue
uhh is the ||acoustic suppression module|| not supposed to ||prevent ghost leviathans from spawning||
because uhhh
They’ll still come if your lights are on or you get out
i don't think my lights were on, but maybe that was it
There's also some wandering around out there and if you get close they'll bump you once, they won't keep following you though, at least that's what happened when I ||went to the 500m area the crash site behind the aurora leads you to||
well it did keep following me
soo uh idk
I had to take sort of a roundabout route there to avoid the reaper behind the aurora
nearly destroyed my seamoth but I didn't save so I just exited the game
ok so
||i searched through the mountain biom and like. where the hell IS the sunbeam wreck here?||
I'm getting abysmal performance at the ||void spikes biome, went to the waypoint and when I got like 400 meters down, it went from like 70 fps to 12 fps||, anyone else?
apparently lag when entering biomes is normal for legacy Subnautica, if it persists that's an issue
it persisted, got worse, was dropping to single digit fps, basically unplayable
this issue has been reported, but it's elusive enough that tracking down the cause has been difficult
I wonder if I can do the same trick I did with lifepod 15 lol
I'll test tomorrow and report back if it works because that'd be an actual exploit
YIPEE
I already told you there is no sunbeam wreck
||acoustic||
||it does not make you a ghost with no physical presence, ability to be seen, or effects on the environment||
How come leviathan get to be ghost but not me?
smh the lens says it can affect "several kinds of waves" so why not light
anyways I just figured it was a way to take away the ghost leviathan threat in exchange for the ||new leviathan system that's down in the void spikes anyway||
Download where?
Thank
...so you assumed it made you invisible?
and spoiler this
no, I assumed ghost leviathans wouldn't spawn
and they do not, under the usual conditions
?
When I launch the game is the mod gonna explain itself and what to do first
....do you know what kind of mod C2C is
and for that matter did you ignore the webpage you were linked
also @muted cosmos did I tell you what inspired the design of nozzlevine
including the name
and for that matter a picture of which was made into the item sprite it uses
I found the download, put it in game, launched game, said could not be loaded, and I’m on my way to get help
also speaking of plants you might find it funny/trivia-worthy that pyropods were added specifically to make looking for avolite visually harder
since now there are tons of glowing red things
Evil
its not my fault the link doesnt tell me the other mods he made that its dependent on
yes, it does
in fact there is a whole section about it
this is all it says
Several of the supporting content and mechanics from C2C have been split into other mods, and as such C2C depends on the rest of my SN mods to function (the reverse is not true, ie they do not require C2C). As such, you will need to install all of them if you want to play with C2C.
and i have the 2 things below it
and apparently not the other mods of mine
that you just pasted the text saying it needs
where are the downloads
on their respective pages
there isnt links that i can find
scroll up
ok im at the top
what do you see
quick nav section, and the top of general info
also will this mods story work in creative cuz i wanna just take a look at it first before playing it survival
above that
no
can i use cheats like no oxygen, no hunger, no thirst though
also another missing feature @muted cosmos - seamoth boost will break bloodvine grip
i hear vine and grip and i imeditly thing of this image
autocorrect doesnt want to work today evidently
speaking of which you apparently never found this DB because it is not listed on the wiki page for the place it is found 😛
will the mods story still work with cheats active
wait please dont tell me red baron is the mod that lets me fly my seamoth and cylops
it is
FUCK
and specifically because it gives that ability, it cannot be used with C2C
its fun tho
do not care
C2C progression integrity is priority
also also @muted cosmos new thing for the wiki as it is a recently-added feature: rock crusher is now dangerous
go ahead and try for yourself 😛
the fly mod for cyclops and seamoth is not good you know why they have to fly they are sub they have to be under water
the seamoth is a sea and SPACE vehicle
also its page still says it needs no power
i remember item desciptions
i know but they use it for water
space is not the same as flying in air
yea
one you need lift to counteract gravity, and drag is considerable
the other newtonian physics apply
because the prawn suit can jump already
yes and 2/3 vehicles then have the ability to go on land
make it 3/3
neptune dont count cuz its immobile
best person ever
yea go and talk with him why ever you make this mod
that is a cheat dud that you fly with seamoth you can travel faster like cheat fly
what ever
Ima go break this mod
what mod
This mod
C2C
Ye
you can't
I will
I will
break the mod
I’ve broken what’s said to be unbreakable
I’ll do it again
Oh shit I gotta go get my ufo in gta first
oh god
Bye
bye
If it says it might break the progress it doesn’t matter right
yea it matters
do i have to remove them
or is the dev just restricting freedom
I’ve never seen such a strict mod
I’m starting to think about giving up on this
It didnt use power when I used it yesterday, just placed it on the ground and it worked
I'm still not sure the use case you're pushing for trying to make it use a power grid, it's already cumbersome to carry around the 11 inventory slots to construct it, requiring even more makes it nearly unmanageable
How do i start the story of the mod
C2C is not a wholesale overhaul
it does not replace the game
it expands upon it, weaving itself into holes in the base game
its story is not a thing you actively start, much less early in the game
every thing you break I will make more resistant to doing so
So how do I get to the point that started in anthomnia video on the mod
anthomnia's videos are not accurate portrayals of C2C
he added a thousand other mods and wholly fabricated entire sets of content like the entire story shown in his videos
C2C expands vanilla, in the style of vanilla
it adds new content yes
but it does not markedly depart from how vanilla works on a conceptual level, nor does it include heavy narrative
C2C's "story" is more Aurora survivors
not a complete narrative
for example think of what happened to Keen in vanilla
C2C has analogous situations with - for example - the survivors in pods 1 and 14
is keen the lifepod 19 guy
Is lifepod 10 where I start
coming down in pod 19, then making it to the floating island where he met Yu, then dying to a reaper on the way to the aurora
Yu is lost river enterance lady right
you could make a sankey diagram of the C2C survivors just as you could with vanilla ones
pod 2
north blood kelp
alongside berkeley who appears not to make it out alive
you start in pod 5
Ok ye I call that lost river pod because it’s the only way I know a guaranteed entrance to Lost river
how do you not know this
the pod 10 radio signal comes fairly late in progression
well after a great deal of both vanilla and C2C content
~60% through as a rough estimate
I just launched creative, and before even doing anything the radio had a call from them
So because I’m a pussy and refuse to do survival, that is where I start for c2c
?
Or should I go in survival with cheats instead
C2C does not work out of survival/freedom
Does it work with cheats active
no
Can I use nocost to make stuff at the start and still play the mod
If I just go in survival, make gear with no cost, and progress in the story, will stuff from c2c appear during that
I mean it will but the mod's progression will be so broken you might as well not use it
you're essentially asking if you can play the mod without playing it
Idc about progression I wanna explore the void
That’s why I’m upset that I can’t use red baron flying sea moth as a escape rocket if I’m running from something because I’m a pussy
C2C is not a shits and giggles mod
you want that, install socknautica
everything in C2C exists to serve its design goal with respect to game progression
even the new content like the biomes and flora
Well you should make a creative version that is for exploration
What are the cords for the place that lifepod 15 logs said the pods scanner found
find it out the proper way
gasp, the youtuber known for clickbaity bs did clickbaity bs
ency all
is the proper way for me
And when the cyclops refuses to fucking descend it doesn’t help my exploration
i mean
how can i go through it
like make fire not burn me
cause radiation suit is not enough
why would it be - why would a radiation suit make you immune to temperature
read the mods' pages
but that feature exists to make you actually navigate
learn the world and its landmarks
rather than just point your face in a direction and hold W
and hell even in vanilla there is a suit that helps with this, whose existence apparently is eluding you
Good thing the fandom has coordinates
Now I can leave this horrible channel and escape this asshole developer!
If you don't like the shit people make for free for their own enjoyment, you're more than welcome to go learn to make your own shit
It's free content for crying out loud
Entitled kids smh my head
The customer is always right you guys.
thats what the pda says
lmao
I really doubt that
why
That the radiation suit says it's meant for high temperatures?
It's meant to stop radiation
ill send a ss
i forgot what it said
mb if im wrong
but it kinda says something like is not enough
Uh huh
You're not a customer
I think people don't realize how much work this stuff takes
and I think that was sarcasm
@trail ether I'd like to speak to a manager!
Poe's Law smh
mod development is extremely hard especially because of the sheer breadth. you need to program, design, usually make sprites and/or 3d models, balance, bugfix, etc
When parody is indistinguishable from sincerity 🙂
i understand that
and adding to all that you're working with a changing codebase and one as buggy as Subnautica
so people saying stuff like "just make a creative mode version" is a little 💀
but why do you say it so sudden
calling reika an "asshole developer" is especially funny because she's actually been way more patient than most mod devs I know
It's not just the amount of work, it's also that generally speaking we make these things for our own reasons lol. And we only have so much time in the day for hobby stuff like this. So if someone comes around demanding that it should be different than how it is intended to be and then acts like the dev is an asshole for saying no, they're just being an entitled idiot 🙂
yeah that too
if you want to make a creative mode patch go ahead I guess but like. I doubt they'll do that
in fact disabling mod features like the compass spin is like the easiest thing to patch
Indeed, it's not intended to be that way so why would they spend time on that for one person asking for it when there's still work to be done elsewhere for the actual purpose of the mod
no I meant the person complaining
No I know
with harmony just prefix the method and disable it if you care that muc
ah ok
I'm autistic so I feel the need to explicitly clarify everything in case I'm misunderstood
found it
oh I see how that could be misunderstood
It literally says "the radiation suit isn't enough" basically the opposite of what you said
That's literally it saying the radiation suit can't handle that environment
it could be misread as you don't have the radiation suit equipped which you need for this environment
Ohh, I guess if your esl, it could be construed as "you need the radiation suit to be here"
Get a better suit
reinforced dive suit?
Basically, you won't be back there for some time, it's not like vanilla where you clear out the whole aurora at the start
I mean that one does say it's for enhanced survival in extreme temperatures
Why don't you try it and find out? 🙂
ok but i have a problem
is this the void spikes biome
??
cause i went there and it was nothing
Ye
just void
Did you go deep enough?
yes i was 500m deep and top left it said something about it could not load something
i dont remember the name
i have all the mods installed correctly
Yeah, I get that too, it still shows up
void spikes on its way to be completely stable and not buggy at all
It's actually a little deeper than that tbh, I think it's like 600?
i literally went 700m deep
there was nothing
only ghost leviathans
Hmm, what's that optional mod reika reccomends
i think ecocean
terrain patcher
does your log say anything interesting
The only thing I can think of is did you ever open the save without the mod so it removed it from the save?
there's almost certainly errors in the log thrn
Do you have 2 monitors?
when i launch it
no why
well that's probably an indicator lol
Cause you can keep bepinex up on another window and monitor errors realtime
I would much rather you not play C2C at all than play it wrong
"the radiation suit is not equipped for this environment"?
because that is it explicitly saying the radiation suit does NOT give heat protection
and yet I have quite a reputation in many games' modding spheres because of people like parker
you should see some of the people on my server talk about my MC mods
lmfao these people need to meet the real bad ones
there have been multiple 2000+ message 8-hour-long arguments with 17 people over things like forcing players to explore or closing progression loopholes
Eh, "I'd rather you not play my mod then play it wrong" is a little more confrontational than normal, which would be "I'm not going to support people playing it other ways"
I think it's fairly clear that your mods are developed for a specific type of person and that causes friction when people who aren't that specific type of person want to play your mods and then blame you for it
this is true
perhaps more a specific type of gameplay than person directly but yes
this goes for pretty much all mods I make in any game
and is a result of them all being designed to some core premise and gameplay goal
which is I think made fairly clear on the website by which I mean you directly say that
be that C2C designed to make you play - and thus experience - more of SN, to NauvisDay for Factorio making you try something different than replacing the world with a field of concrete and not caring about pollution, to one of my Stellaris mods being specifically designed for "I want to be competitive with the bad guys withouyt actually being a bad guy", to one of my SE mods being specifically designed to avoid normal combat...
or any of the others
I still need to actually try factorio
Inb4 reika has the pda say "congratulations you are a fantastic player!" and triggers the ending cutscene if you load c2c with an unsupported mod
I have no idea how you have time and energy to maintain mods for this many games while also doing aerospace engineering or whatever like. how do you even
ok that's the kind of stuff that sparks major controversy tbf
The problem is I guess ppl don't read mod pages
in modding communities
The problem is ||I guess|| ppl don't read|| mod pages||
I actually work in software rather than engineering directly, partly because there are not many opportunities for engineering without going to the US and partly because engineering is just worse to work in in terms of things like work/life balance and office culture
you can drop those last two words and still be accurate
ah, interesting. that's the field I want to go into as well as soon as I wrangle the us college system lol
Eh, engineering is a mixed bag in terms of hours, some places it's a 40 hour work week, others it can be 60++
Yeah, it might help to add a prompt whenever the mod loads which goes over it again lol, but the most annoying ppl still won't read it
my dad worked in electrical engineering back in the day and it apparently destroyed his mental health
my education is in aero eng but after a year of looking for work and finding about one opening for which I was qualified a week at best in a city of 8M, I pivoted to software which has 100x the opportunities
And takes development time away from actually making the thing
makes sense. is the software job market good in Canada then? may be worth looking into considering how America's going
it is still difficult if you are a new grad with no experience since the "even entry level wants several years of experience" thing is as true here as the US
but overall yes it is a fairly fertile field
damn
and it pays reasonably well, too, though not like in the US
you are not going to be paid $240k a year here
well, it's an option at least. probably less likely to outlaw my existence as soon as america
USA has tons of openings for Aerospace so long as you're fine working defense, Lockheed can't hire people fast enough
I make ~120k a year before taxes and even that is in the upper end
yes that is what I was seeing - almost all the opportunities were south of the border
That's about what I was told to expect for like mid-level stuff here
also true
and one reason (of many) I steadfastly refuse to move to the US
I wouldn't be here if I had a choice
I went to some job fairs in that first year of looking and there were no aero or aero-adjacent "stands" there
the closest was L3harris and they are an avionics and robotics company
actually it's kinda funny because on a clear day I could see (I was told, at least) Toronto from a beach walking distance from my childhood house
L3 does some good displays and nav iirc
you can see buffalo from the CN tower on a clear day so I believe it
it would've been much easier to move to Canada back then because I could literally walk there. now of course it's harder because I'm not literally right next to a bridge
oh wow yeah that makes sense
I wonder how hard it is to emigrate because it can't possibly be as selective as the other countries I've been looking at right
depends on what category you want to immigrate as
there are five
the easiest is if you have family - it is usually pretty easy to get approved if you are getting married or having a sibling/parent/etc
sadly none that side of the border
Cat 5e is obviously the best
you would not qualify as a refugee (yet), which is the seco.nd category
the cable?
good to keep in mind for 2024 though
the majority of people who immigrate do so as independent
which basically requires three things
one you need to be sociopolitically compatible, and the bar for this is pretty lenient
ie the test is ridiculously easy to pass
what are they testing for with that?
two you need to score high enough on what basically amounts to a "how much value do you add to the country" test, which evaluates things like your education, language skill, etc
exactly how many points are required varies as governments come and go
but it is neither trivial nor super hard
and finally you need to pass a "canadian knowledge" test which basically just amounts to national trivia stuff
"what is the capital of canada"
