#SeaToSea

1 messages ยท Page 5 of 1

trail ether
#

have you made or tried any guesses as to how rare elements are obtained

worthy plume
#

honestly i don't know, im probably just dumb but idk how to get it, but im still looking and trying to finding it by myself

trail ether
#

go back and read what databank entries you have

worthy plume
#

ok i did not find rare element for now but i find an habitat builder ( and my sunbeam countdown broke but that something else)

#

and i was pretty dumb too, im gonna search better before asking

wispy kelp
#

look

#

this was hard to do with deathrun

#

going below 500 starts dealing a ton of pressure damage

#

plus theres so much stuff in that area now twist eels a gulper levithan on top of a ghost levithan

#

all on insanely high agression and able to one tap me

#

like the glass forest is BEYOND agressive

#

also i might have to make the stillsuit for actual progression reasons now too

#

to get to the ||void spikes||

#

since its the only suit that gives protection below 500

unreal flame
#

this is part of why I suggested disabling the pressure stuff from deathrun

wary moss
#

edit: sorry wrong person

wary moss
wispy kelp
wispy kelp
#

interesting too

wispy kelp
#

interesting what are you

trail ether
#

blocked

wispy kelp
trail ether
#

you will

#

but not thta way

wispy kelp
#

watch me

wispy kelp
#

okay thats a lot of heat damag

trail ether
#

XD

wispy kelp
#

i ate a gelsack

#

why am i hallucinating

#

oh my lord they just keep appearing

#

HOLY CRAP ITS JUST GETTING BIGGER

#

HOW BIG IS THIS VESSEL

trail ether
wispy kelp
#

thank you

#

your mod keeps getting better

trail ether
#

try eating a violet beau, eye bulb, jellyshroom, or purple fan sample ๐Ÿ˜›

wispy kelp
#

YO!!!!!!!!!!

#

HOLY SHIT YES

#

THANK YOU

trail ether
#

I spent 30 minutes just tuning the head shaking when you vomit XD

wispy kelp
#

salvaging from the sunbeam is like

#

insanely worth it

#

holy crap

#

does it regen or something?

trail ether
wispy kelp
trail ether
#

there is a fixed number

wispy kelp
#

oh good lord

#

the stais rifle requires 2 azurite batteris

#

okay

#

that is SO expensive too bwuh

#

wonder if i can deep dive to the void spikes..

wispy kelp
#

i have the uh breathing pack and such

#

all thats left is like getting the liquid breathing recharger and just jumping down there

#

my eventual plan if this will be even possible is to try and get the prawn suit for expedition into certain areas

wispy kelp
#

made a recon base for degasi pieces

wary moss
# wispy kelp

now that i know sunbeam parts are scannable, it only further gives reason to put scanner hotspots in every biome'

#

also

wary moss
worthy plume
#

i think the sunbeam is a bit late, is there a way to force the cutscene?

trail ether
worthy plume
#

it doesn't block anything?

trail ether
#

?

worthy plume
#

whe the sunbeam is destroyed it's doesn't change anything on the map ?

trail ether
#

yes it does

worthy plume
#

so i need to restart my save?

trail ether
#

no

#

but I need to fix this

#

in the meantime there might be a way to manually trigger it

tulip silo
#

i think there is a command that triggers it

trail ether
#

there is

#

precursorgunaim

#

not sure that will clear the timer and such though'

#

or all the appropriate StoryGoals

worthy plume
#

okay i will try that later, thank you

wary moss
#

good thing my intentions werent to speed through the radio

worthy plume
#

ok it work and it clear the timer

#

and the story seam to work too

civic grotto
#

So does the scanner camera relay antenna actually serve a purpose in C2C, it seems like cameras still have static when using it

trail ether
#

it is not required for anything if thta is what you are asking

#

and if it is not working you are not using it properly

#

it is an antenna - it does not make the base it is attached to somehow able to access any camera

#

it makes the cameras on the base it is attached to transmit their signal

civic grotto
#

Oh, the way I read the description to me made it sound like it allowed the camera drones in the base its connected to able to go an infinite distance without disconnecting

trail ether
#

that should also be true

#

cameras from the base with the antenna have no range limit

worthy plume
#

i have 5 entry in the PDA that doesn't show up in the list

#

i hope that's not important one

trail ether
#

weird

#

in all likelihood the marker is wrong, and you are not missing anything

worthy plume
#

ok nice

civic grotto
#

btw I dont remember if C2C or its dependencies alter regular aquarium behavior, but do fish placed in there multiply?

trail ether
#

assuming you mean aquarium and not ACU

#

because ACUs breed in vanill.a

civic grotto
civic grotto
#

do I need to deconstruct and reconstruct my scanner room or something?

trail ether
#

oh I see what is going on

#

they still need to be within 400m of their source base

#

but then you can access that source base's cameras from anywhere

#

this is a perofmrnace thing

#

though it also makes sense in-universe

civic grotto
#

Yeah for example

civic grotto
trail ether
#

yes

#

think of it like this

#

cameras can only transmit theirsignal 400m

#

but if they send to a base with an antenna that base can relay the signal

#

any distance

civic grotto
#

Also do you need to craft a seamoth depth module mk1 to unlock mk 2, or is that like a databox somewhere?

trail ether
#

you will find out

coral dagger
#

i already didn't really see the value when i thought it gave cameras unlimited distance

raven mirage
#

is there an easier way to get phytoplankton than playing tag with ghosties in the void?

#

first getting it and stuff in this run, so no quiet seamoth
and reapers are usually a bad idea with a seamoth, couldnt get it to spawn with ghosties in the grand reef or blood kelp either

coral dagger
#

it spwans in crag field and sparse reef

trail ether
#

was C2C not Auroresource

raven mirage
coral dagger
#

have you been near the surface at night out of a vehicle?

#

not sure if all those conditions are needed but doing that works for me

trail ether
#

theya re not

worthy plume
#

what mod add the falling debris/meteorite? the sound scared me so much ๐Ÿ’€

tulip silo
#

sea to sea

upper dock
#

yeah that's C2C itself

#

unfortunately the sound is global and loud as shit

#

so you cna hear it at full volume anywhere

worthy plume
#

yeah, i was chased by a reaper and the sound scared the hell out of me lol

marsh spear
#

btw the thing you have to touch to unlock the ||kharaa treatment|| is really hard to notice for some reason. I know it's glowing green but something about the placement made me think it was just a wall decoration

trail ether
trail ether
upper dock
#

oh is that finally fixed?

#

I haven't played in a few weeks

trail ether
#

it was not a bug

#

it was a design thing

#

now you only hear it within 100m of the surface

marsh spear
#

remind me, what's the first new resource you unlock after building a seamoth?

coral dagger
#

uh

#

it lets you do a lot more wrecks

#

if you go to the aurora with the prop cannon (don't need laser cuterr i think?) you can get the mk1 depth module

#

so then you get rubies, gel sacks, platinum etc

marsh spear
#

platinum works for what i need, thanks

upper dock
#

yeah, ||plat|| is the first resource that requires seamoth AFAIK

#

you could technically swim all the way down there with a pipe network and build a base instead

#

but that does not sound fun

trail ether
marsh spear
#

making my mod's recipe harder if it detects c2c

trail ether
#

ah

marsh spear
#

since it lets you go from base to base more easily, I didn't want it to be available if you just... swam to an island, so i'm locking it behind when you have a seamoth i.e. faster safer transportation

unreal flame
#

teleporter, or sub module?

marsh spear
#

teleporter

#

must be built inside a base, consumes decent power to teleport between gates

unreal flame
#

thoughts on having an "activator" item that is inserted into the teleporter to allow movement between it and a target teleporter?

#

not consumed, and can be removed to switch the target teleporter (or to be moved to make a different teleporter the active teleporter)

marsh spear
#

what would be the point of that

unreal flame
#

limiting the number of portals (the item I have in mind is very quantity-limited)

marsh spear
#

ah

#

I don't see a need for it, since the whole point is "travelling between seabases is sorta a waste of time especially when you have a bad PC that lags a lot"

coral dagger
#

maybe power requirements or something?

#

i like the idea in principle but for c2c i basically have a little outpost in every biome

#

and would feel silly to be able to fast travel to a single room with a bioreactor and fabricator

marsh spear
unreal flame
marsh spear
worthy plume
#

Is the rare element locked behind a key item or something ? (Yeah i still don't find this thing)

#

I don't ask the location/how to get it tho, im just a bit frustrated because of my lack of brain cells

marsh spear
#

hint: ||what does the recipe you need it for usually take?||
outright spoiler: ||table coral||

worthy plume
#

Wait, i already try to get some, but i never got rare element

unreal flame
#

?

coral dagger
trail ether
wispy kelp
#

@trail ether eatting flamecores have a lil bug

#

the one where it stays in your inventory

#

also doesnt damage me

#

holy crap eatting deep vines make you puke so much

trail ether
wispy kelp
#

oh cool they ARE edible then

#

yipee

steady vault
#

@wispy kelp are you playing with the FCS mods in your C2C run through? noticed any incompatibilities?

wispy kelp
#

and i will tell you getting into FCS?

#

is EXTREMELY hard

#

ive been at this save for two months

#

ive only been able to repair the uh fcs hub

#

im FINALLY getting access to plasteel

steady vault
#

ok good to note

worthy plume
worthy plume
#

im just gonna reinstalle the game and mods

worthy plume
#

ok i fixed it

trail ether
raven mirage
#

does sulphur still spawn in the brine of the lost river?
i cant find it anywhere, ive even tried suicide running the lava zone a few times but never been able to find it
usually it's decently common down here in my experience, but i havent seen a trace of it

trail ether
raven mirage
#

that would explain it

#

im not sure how to get it then tbf

#

cant get iridium without going to the lava zone, so no exosuit for drillables

coral dagger
#

or does it need to be filtered out of the brine or something

coral dagger
#

(assuming that there are indeed drillable items of it which i

#

'm

#

not sure)

trail ether
#

C2C adds all three to the map

raven mirage
#

yeah, i know about that
but afaik theres nowhere to mine sulphur

#

or i forgot

#

and the rock crusher cant mine the meteor for iridium iirc

coral dagger
#

i never saw any in the LR either, but i guess maybe it's buried under the brine?

#

but not sure how you'd extract it then as prop cannon is super slow to pull the big chhunks up

raven mirage
#

ive been checking under the brine and havent been able to find any

coral dagger
#

hm

raven mirage
#

so idk how to get sulphur

coral dagger
#

is it still LR based reika? or did the location get moved elswhere

raven mirage
#

i only need as much for the heat sealed fabric for the reinforced suit, then lava zone is fine

coral dagger
#

maybe it's inside the disease facility or something

#

hang on can't biild there

raven mirage
#

it wasnt in there last time i played

#

also i still need to make the red key for it

coral dagger
#

woudln't be surprised if she gated it behind the red/white key, i know the disease facility is meant to be required for progression now but haven't unlocked it yet to see what for

raven mirage
#

havent gone back for sunbeam debris yet

#

i know what it is

#

research is locked by red

#

behind red key is white key

#

both doors in the thermal plant are now white key doors

coral dagger
#

ah ok

raven mirage
#

so thats what disease facility locks off

#

time to go recheck a bunch of areas, i guess DoremyLetMeInIAmAFairy

#

and try setup a driller on the meteor again

coral dagger
#

i don't think it would make sense progression wise for it to be anywhere above ground?

raven mirage
#

i either need iridium or sulphur

coral dagger
#

reika confirmed that isn't supposed to work

#

the drill

#

on the meteor

#

though the drill is a bit glitchy, it sometimes works without power

raven mirage
#

i tried last save i had c2c on, and it didnt

#

so not sure where to go for sulhpur rn

marsh spear
raven mirage
#

via ||azurite batts||, ye

marsh spear
raven mirage
#

thats where ive been checking, cant find any loose or deposits of it tho

marsh spear
#

something's not right then

raven mirage
#

iirc last save i cheated in some to scan, but i couldnt find it on a scanner room either

#

oh yeah, is there any way to resist the brine damage?
or should i just pack bandages for it? DoremyLetMeInIAmAFairy

#

aight, found some
buried very far down

#

wow thats a lot of acid, nice

coral dagger
#

||does electrochemical suit help with the green brine as well as the lost river ambient damage?||

marsh spear
#

yes but not completely afaik

unreal flame
trail ether
#

and even when it did it just gave qyartz

wispy kelp
#

oh shit

wispy kelp
#

@trail ether How do i use the filter this should be working no?

trail ether
wispy kelp
#

i didnt know that

wispy kelp
#

skill

#

no seriously

#

i

#

i genuinely just drove my seamoth over

#

and dodged the reaper

trail ether
#

how did you simultaneously do that and stay in the same place long enough to repair the databox

wispy kelp
#

i hid the seamoth in a lil crevice on the island

#

and i stayed close the ground hiding in the grass

#

sitting besides the lifepod

#

i even got the titanium ingot from there

wispy kelp
#

i unironically swim by levithans because i find them to be adorable creatures

trail ether
wispy kelp
#

show you on stream how i did it

#

i don't mind

#

when repairing the data thing i just

#

stood still and repaired it

#

it wasn't really that hard

#

i just stayed near the ground near the pod and it worked

trail ether
wary moss
#

currently trying to figure out if i can get my hands on azurite without harming myself, dont know if the electrochemical suit is enough or if ill need the reinforced suit

#

okay safe-ish method 1: propulsion cannon

wispy kelp
wispy kelp
#

A lil observatory while i wait for stuff here

#

growing these for aesthetics

#

very pretty

tulip silo
#

how long have you been playing and how far are you now?@wispy kelp

tulip silo
#

idk when is that lol

wispy kelp
#

it took two months.

tulip silo
#

but damn 2 whole month?

wispy kelp
#

i have to like

#

unironically

#

pay the alterra debt

#

make my own oxygen

#

tons of stuff

#

nitrogen sickness

tulip silo
#

just ignore the debt

wispy kelp
#

radiation problems in the beginning

#

cant i have fcs

#

i have to pay it to beat the game

tulip silo
#

yes but ignore it till you reach inactive lava zone

wispy kelp
#

why

tulip silo
#

so you can get access to kyanite which will help you significantly if you have a drill

wispy kelp
#

im not going to sell solely kyanite

#

plus i won't be able to do that for a while

#

i have no idea why this isnt collecting

trail ether
#

look at the indicator lights

wispy kelp
trail ether
#

is the geyser filter parto f that base

#

it looks too far away

#

also is that even a geyser hole

wispy kelp
#

yes its

#

the one in safe shallows

#

and yes its part of the base it should be at least i dont know why it wouldnt be

wispy kelp
#

Huh..

#

thought crafting sealent would give you sealed fabric.

#

Well i have NO idea where that could be.

#

so confused

#

?????????

#

@trail ether yeah im at a just loss to how this thigns works

trail ether
#

ok you did not put it above the geyser

#

you only put it near the geyser

#

how would you expect that to work

wispy kelp
#

how deep do i need to go to get it to work

#

im getting hit by the heat of the geyser when i try to put it in

#

also i figured it would work in a sense

#

this should work then

trail ether
#

it draws a line tothe geyser when it is connected

wispy kelp
#

NOW it works

#

Theres gotta be a more effecient way to make lysing enzymes

marsh spear
#

as it happens, there are two recipes for them

wispy kelp
#

also god eye flames are so pretty

#

and still requires a pretty hefty amount of bacterial samples

coral dagger
#

||the LR amoeba things give you a better recipe for bacterial samples||

civic grotto
#

So I was able to scan for sunbeam debris and now I seem to be unable after updating all the C2C mods? Was something changed or did I mess something up?

#

Its just not an option anymore

trail ether
#

if you reload the game you need to reload the area

civic grotto
#

So what I need to increase the scanner rooms range? or do I simply need to travel around there in a camera drone/ manually?

civic grotto
wispy kelp
#

its mine

marsh spear
#

I forgot there were geysers in the shallows I put my filter down in the jellyshroom caves

#

which admittedly is closer to my base than the shallows and not really dangerous

trail ether
#

the scanner room will not load areas itself

#

it will only find things that have been loaded

marsh spear
#

then I found out it doesn't even produce unless you're nearby so it's loaded, and so I can't just leave it running

civic grotto
civic grotto
marsh spear
#

can't say I've tried the latter

wispy kelp
#

@trail ether youre clever

#

youre REALLY clever

#

||you can fit into the cave if you pull this stuff up||

coral dagger
#

oh is that it lol i still don't think to use the prop cannon

tulip silo
unreal flame
#

not intentionally

marsh spear
#

lmfao

#

there's another way to get down there

wispy kelp
#

How do you pick up azurite without taking damage

#

cause i can only pick up 3 before dyin

#

@unreal flame do you know???

unreal flame
#

There is a way, yes

wispy kelp
#

is it the electrochemical suit ????

#

i have tried using the full rad suit to pick it up that didnt work

unreal flame
#

The rad suit is almost certainly conductive

wispy kelp
#

wait then...no suit at all?

#

no that didnt work

unreal flame
#

Skin is also conductive.

#

At least, conductive enough

wispy kelp
#

yeah i-

#

can only think of the electrochemical suit which i cant get

unreal flame
#

You need ||sealed fabric|| still, right?

wispy kelp
#

yeah

unreal flame
#

I think I remember where that is, actually

wispy kelp
#

i can just tank the damage too and just collect azurite this way

#

which is what ive been doin

upper dock
#

yeah I think at first you just have to tank the damage

#

later on you can prevent it

wispy kelp
#

@trail ether what happen to my plants ๐Ÿ˜ฆ

#

the eyeflames are gone

#

wtf

#

even the ones i planted here are gone

#

guess ill pick up newo nes

#

@trail ether i cant...pick up the cores?

trail ether
#

wtf?

wispy kelp
#

Yeah i have no idea

#

and trying to harvest them just

#

gives no core

coral dagger
#

i have had glitches with plants disappearing also

#

if i put growbeds on the seafloor

#

rather than on a foundation

#

they tend to disappear randomly and never come back

#

not sure if it's plant specific but i was using them for pyropods

trail ether
#

added recently

#

breaks loading of the eye flame core prefab

#

which is also what growbeds store

#

check your log for exceptions and you will see them

#

NREs in modifySeed

wispy kelp
#

oh so fixing it will lik

#

have them reappear in the growbed

trail ether
#

no

wispy kelp
#

oh so ill have to get new ones

#

thats fine

undone finch
#

After updating AE, DI, Ecocean, and C2C to the latest version from a few hours ago, this popup constantly appears at 10 second intervals. This happening to anyone else?

trail ether
#

it is harmless

#

will fix it tomorrow

undone finch
#

Gotcha, figured as much but also wanted to make sure I didn't mess something up. ty!

trail ether
#

I am adding ONI-style room specialization

#

with commensurate bonuses

undone finch
#

Oh? What's that?

trail ether
#
        public enum RoomTypes {
            UNSPECIALIZED,
            STORAGE, //storage +1 row and col
            POWER, //generators +25%
            MECHANICAL, //machine (AE, C2C, vanilla [eg medkit fab, battery charger]) speed +20% or power cost -20%
            AGRICULTURAL, //crop growth speed +20%
            WORK, //food and water rate -20%, fab speed +25%
            LEISURE, //food and water rate -67%, sleeping in regenerates 15 health
            ACU, //breeding rate +10%
        }```
#

the conditions to be a given type are complicated

#
        internal RoomTypes getType(BaseCell bc, List<PrefabIdentifier> li, out float decoRating) {
            HashSet<RoomTypes> options = new HashSet<RoomTypes>((IEnumerable<RoomTypes>)Enum.GetValues(typeof(RoomTypes)));
            //if (bc.GetComponentInChildren<BaseNuclearReactor>() || bc.GetComponentInChildren<BaseBioReactor>())
            //    options.Add(RoomTypes.POWER);
            int lockerCount = 0;
            decoRating = 0;
            foreach (PrefabIdentifier pi in li) {
                RoomTypes[] obj = getObjectType(pi);
                //if (obj.Length == 1)
                //    options.AddRange(obj);
                //else
                    options.IntersectWith(obj);
                if (lockers.Contains(pi.ClassId))
                    lockerCount++;
                decoRating += getDecoRating(pi);
                SNUtil.writeToChat("Cell "+bc.transform.position+": Object "+pi.name+" > "+getObjectType(pi).toDebugString()+" #"+getDecoRating(pi));
            }
            int plantPanels = ObjectUtil.getChildObjects(bc.gameObject, "BaseRoomPlanterSide(Clone)").Count;
            int windows = ObjectUtil.getChildObjects(bc.gameObject, "BaseRoomWindowSide(Clone)").Count;
            decoRating += plantPanels*1.5F; //plant panels, 1.5 each
            if (windows > 0)
                decoRating += windows*getWindowDecoValue(bc); //windows, rating is base location dependent
            SNUtil.writeToChat("Room at "+bc.transform.position+" has options "+options.toDebugString()+" & deco value "+decoRating+" ("+plantPanels+"/"+windows+")");
            if (decoRating < 10)
                options.Remove(RoomTypes.LEISURE);
            if (lockers >= 3)
                options.Add(RoomTypes.STORAGE);
            if (options.Count == 2 && options.Contains(RoomTypes.UNSPECIALIZED)) //if unspecialized + one thing, choose that one thing
                options.Remove(RoomTypes.UNSPECIALIZED);
            return options.Count == 1 ? options.First() : RoomTypes.UNSPECIALIZED;
        }```
undone finch
#

Oh that's actually really cool

#

Gives a real reason to not just lump a bunch of unrelated stuff into one room

trail ether
#

exactly

#

and to put semantically related rooms nearby each other

#

so you are not running across the base between your storage and work rooms

undone finch
#

I've been wanting to finally organize my base up a bit, guess this is some motivation to dedicate some time to that tomorrow

trail ether
#

it is not fully implemented yet

#

that is why that debug chat is going to be fixed tomorrow

#

among other things i need to implement some ofthe bonuses

#

and getWindowDecoValue

undone finch
#

Yee I figured, but might as well prep for the bonuses in advance

#

Plus my base is a mess rn after 20 hours of throwing things in random places lol

#

Side note but this week has been my first time playing c2c and I gotta say, I've been loving how much the mod makes me go everywhere that normally I'd never touch with a 30 meter pole. Super fun mod and it's cool to see you still adding new features!

marsh spear
#

idk why but it feels weird to see you use :3

unreal flame
#

i just thank god that she doesn't use stuff like 'uwu'

trail ether
#

for me it is a mix of grinning and pride

upper dock
#

I ended up kinda ending my playthrough of C2C early (just burnt out, I think I should have taken a few months break after finishing BZ) but it's still super awesome to see all the developments in here, I'll probably play it For Real once it comes to 2.0 in like a year (or sooner if nautilus comes out soon, possibly)

marsh spear
worthy plume
#

with the last mods update i keep having this text showing up

marsh spear
worthy plume
#

ho i didn't see the message, my bad

trail ether
#

@undone finch and @worthy plume the update with the room specialization much more implemented and the debug code removed is released

#

current bonuses:

        public enum RoomTypes {
            UNSPECIALIZED,
            STORAGE, //storage +1 row and col
            POWER, //generators +25%
            MECHANICAL, //machine (AE, C2C, vanilla [water filter] etc) power cost -20%, charger speed +50%
            AGRICULTURAL, //crop growth speed +20%? or maybe more harvests per plant; or maybe eatables obtained this way have +25% to food and water //TODO unimplemented
            WORK, //food and water rate -20%, fab speed +50%
            LEISURE, //food and water rate -67%, sleeping in regenerates 15 health
            ACU, //creature capacity +5 (also affects ACU ecosystems) //TODO unimplemented
        }```
#

unimplemented ones are sitll subject to change

#

plus in the next update the minimum deco rating for a leisure room is going to be configurable, though C2C hard mode will lock it to 18 (from the default 12)

#

which is high enough that you will need to get creative

#

and surplus deco is being given special ability

#

namely up to an additional 5 bed healing and up to an additional 13% (net 80%) food decrease in leisure

undone finch
#

Yoooo

wispy kelp
#

@trail ether

#

cant repair this

#

for some reason

#

||wreck in crag fields||

#

gas torpedos are useful

#

this was more so a knife though tbh

#

WHOA WHAT

#

THATS SO COOL

#

PINCHERS FROM DEEXTINCTION ACTUALLY EAT CORPSES

#

But yeah

#

i straight up cannot scan these

#

i mean repair the uh wires in the wreck

wispy kelp
#

its the wreck with the pda about dragon industries

#

if this helps\

trail ether
wispy kelp
#

BRUH

#

I GOT THIS EXACT SAME TIME CAPSULE TOO

#

LMAO???

trail ether
#

and my saying it does not happen for me

#

making it impossible for me to debug

wispy kelp
#

well has a solution ever if ever been found

#

not meant rudely ofc just genuinely curious

wispy kelp
#

@unreal flame You know any solutions?

#

like a warp command or something?

unreal flame
#

warpforward

wispy kelp
#

tried that

#

wasnt working

unreal flame
#

Through the door?

wispy kelp
#

yeah ill try again

unreal flame
#

Put a number after it, like 5

wispy kelp
#

foward

#

i thought was how it was spelt too

#

lmao

wispy kelp
#

nice got this by getting close enough but not too close

#

@trail ether did you turn off fcs?

#

it used to work but doesnt now

wispy kelp
#

nvm it just got unrepaired somehow i guess

wary moss
worthy plume
coral dagger
steady vault
#

coral

wispy kelp
#

@trail ether cant scan plankton??

wispy kelp
#

@trail ether

#

you can duplicate ribbon rays since their eggs remain

#

for some reason

#

this was NOT intended

marsh spear
#

wait those things are called ribbon rays?

wispy kelp
#

no

#

meant to say jelly rays

marsh spear
#

ah (I still instinctively call them ghost rats lol)

#

rays*

#

god damn autocorrect

wispy kelp
#

its

marsh spear
#

ghost rats huh

wispy kelp
#

the eggs are just

#

making more

#

i have no idea why

#

i took them out though

#

and just

#

yeeted them into the ocean

wispy kelp
#

oh thats weird

#

@trail ether i right clicked a plankton into the alien containment unit and it made...a blood kelp?

#

like in the planter

worthy plume
#

damn, i just discover the biome ||behind the aurora|| and a reaper scared me af, im not prepared for this ๐Ÿ’€

cerulean comet
#

I have been searching for 1x ||nanocarbon (c2c)|| since 2 hours and have still not found any. All I know is that falling material will result in it, but I have no clue what is referred to as falling material because I checked all geysers and there was none

cerulean comet
worthy plume
trail ether
#

N8 saw it happen in my first playthrough

#

which was vanilla

trail ether
#

same reason you can plant amoeboid samples to get creepvine

#

and used to be able to eat iridium ingots

cerulean comet
worthy plume
#

idk, i always saw them fall here

cerulean comet
#

here?

worthy plume
#

the dune sorry

#

but like i said, im not that far in the game, so idk if it the right thing or the right place

wary moss
wary moss
#

yep

wary moss
#

i cannot find the glass forest wreck for the life of me

#

attempting to warp to it completely froze my game and had to use task manager to close

cerulean comet
#

on the bottom

wary moss
#

ik that

worthy plume
#

ok, im gonna try to beat my fear and go ||behind the aurora||

coral dagger
#

every time i try continuing my c2c playthrough reika has added a bunch of super tedious new systems that i need to learn and deal with just to get to where i was before :(

trail ether
#

also I am about to make another rlease

unreal flame
# trail ether ?

probably in regards to stuff like the rare elements, volcanic traces, and nanocarbon

marsh spear
#

last time I played I got frustrated with nanocarbon, built the scanner room module with nocost, went to the location and... couldn't find anything after it supposedly landed

#

and no I can't test more my PC exploded

trail ether
#

@trail plinth did it just yesterday

steady vault
#

wondering if this geyser filter placement is working?

#

its floating in the middle of that cloud and has the line to the geyser - its not the best screeny

steady vault
#

better shot of the setup. is there some sort of indication when its working? ie the lights on the side turn green or something?

wispy kelp
#

@trail ether i finally saw one

cerulean comet
trail ether
#

yes

civic grotto
#

It appears the degasi base in jellyshroom just isnt?

trail ether
civic grotto
#

I have no other mods, beyond the mods required to make sea to sea work and a minor scanner room mod that I doubt affects this, maybe itโ€™s just a Subnautica bug?

#

To be fair, I got this image with a camera drone, maybe once I go in person it will load properly

wispy kelp
#

what

#

@unreal flame

#

do you see the uh problem

unreal flame
#

lmao

wispy kelp
#

h o w

unreal flame
#

you tell me

wispy kelp
#

also planting pots i put down at the bottom of the uh

#

ground to grow eye flames are just

#

vanishing

tulip silo
#

you can plant grow beds now? lmao

bitter monolith
#

yo i heard you liked grow beds

civic grotto
#

How do I make sealant?

#

if its a spoiler-y thing just tell me to figure it out myself lol

marsh spear
#

it is something you're supposed to figure out yes

tulip silo
#

1 you gotta outsmart something
2 you gotta look around for it

cerulean comet
marsh spear
#

do they attack bases now??

bitter monolith
#

how might i go about toggling these 'decoration value' messages every time i interact with something?

neon rock
#

do the "/autoUpdate" command really works

#

it aint working 4 me

civic grotto
#

Donโ€™t let what see me?

civic grotto
neon rock
#

yeah i need to update the mods

#

oh i found plankton

trail ether
#

also

#
        public static void onTakeDamage(DIHooks.DamageToDeal dmg) {
            BaseRoot bb = dmg.target.gameObject.FindAncestor<BaseRoot>();
            if (bb) {
                BaseHullStrength str = bb.GetComponent<BaseHullStrength>();
                if (str.totalStrength > BaseHullStrength.InitialStrength) {
                    float surplus = str.totalStrength-BaseHullStrength.InitialStrength;
                    float f = 1/(1+surplus*0.1F); //halve at 20 str, third at 30 str, quarter at 40 str, etc
                    dmg.setValue(dmg.getAmount()*f);
                }
                else if (str.totalStrength > 0) {
                    dmg.setValue(dmg.getAmount()*(float)MathUtil.linterpolate(str.totalStrength, 0, BaseHullStrength.InitialStrength, 2, 1, true)); //increase to 2x from 10 to 0
                }
                else if (str.totalStrength >= -1) {
                    dmg.setValue(dmg.getAmount()*2);
                }
                else if (str.totalStrength < -1) {
                    dmg.setValue(dmg.getAmount()*(1-str.totalStrength)); //increase by 100% for every point under -1, plus an additional 100%
                }
                return;
            }```
#

so if surplus base integrity > 10 (initial value), you get a reduction in damage dealt by all sources, which includes both creatures and impact; between 0 and 10 integrity damage interpolates between 200% at 0 and 100% (original) at 10; below -1 the damage increases by 100% for each point below you go, from the base 200%

#

thus giving a benefit to surplus hull integrity

trail ether
#

...I did

neon rock
#

well im in version v71

#

newest is v73

#

so idek

trail ether
#

you must have the one version for which that line existed

trail ether
trail ether
#

it has multiple serious impl issues

#

so I abandoned it

neon rock
#

would be cool if it worked cause it would save alot of time

#

btw reika why did u patch the bug where u can make wrecks disappear when u build inside them

marsh spear
#

would give a use to that creature repellent pylon I ignore

trail ether
marsh spear
#

oh no reika's patching base-game bugs
everyone hide your superseaglide, invulnerability, and aurora maintenance hatch

neon rock
trail ether
#

I will

#

well

#

2.0 already did

neon rock
#

ik

marsh spear
#

at least the alien base water removal is probably safe

trail ether
marsh spear
#

which one?

#

the maintenance hatch?

#

also i'd argue 'unintended result of intended code' could be described as 'a bug' anyway

neon rock
#

she even patched the duping bug

#

that bug was so good it was basically cheating

trail ether
marsh spear
#

ah

trail ether
#

they explicitly have code to do this

trail ether
neon rock
#

moonpool dupe

#

well not just moonpool it works with every object

#

2 basic compartments and a glass

trail ether
#

using that bug is outright cheating

bitter monolith
#

i was in the middle of a base transfer when i updated and started getting those, so it was a little overwhelming at first lol. much better with normal use

#

And I dig the feature for sure, I already expanded my base by two rooms to take advantage

trail ether
#

or did I leave debug code in

bitter monolith
#

I'm being nitpicky, to be sure. Definitely feel free to ignore me as one of the fringe cases. The line reads: 'This room is now (type), with a decoration rating of (+/- number)(percent).' It merely catches my eye more often. I like brief update messages such as: 'Storage (+.70 / 4.6%)' . Would also be convenient if it did not display the message when there is no change, such as when opening and closing a locker.

trail ether
trail ether
#
  1. when computing room type and deco value it compares to previous values; if both are the same no chat print will result
#
  1. for the "recompute on close GUI" hook, it now will only run that on containers whose contents have deco-rating implications, ie a few specific things + planters and aquariums
#

want to point out though, for (1): adding and breaking will always trigger a chat mesasge because an incompletely constructed object has a deco penalty

#

so there will always be a delta between before the construction began and when the hologram exists, and between that and when construction is complete

#

also for negative deco I elided the % part of the message

barren oar
#

perhaps instead of a chat message it could instead be a constructable that displays the type of the current room?

#

that way, the player could build it only where they care about it and it would not display on every interaction

trail ether
barren oar
#

and its a bit more in world relevant lol

trail ether
#

also you do not need to keep checking the state of an existing room - you only care about construction

barren oar
#

can you not just like show some text like the sign does

#

i was thinking pretty much a fancy sign (that one can't edit) would be enough

trail ether
#

oh I see

bitter monolith
#

Or an F key to show it

loud python
#

Hello! I'm having some issues with the mod updates. I had downloaded the updated files today and the message did go away in my game, but as I booted it up again later, the message appeared today. Seems the mod is not recongizing the version for some reason

#

Just re-downloaded everything and it fixed it. That's really strange. Maybe it was entirely on my end?

trail ether
#

I just updated again in fact

loud python
#

oh, that was why. Thanks!

marsh spear
trail ether
marsh spear
#

ah

#

it sure fills the room

bitter monolith
#

reached the ||prawn bay and the extinguisher|| doesnt seem to be doing much. just one clue request, should i be looking to ||put out the fire||, or find a way to ||walk through it||?

bitter monolith
#

is ||stalkers absconding with eye flame cores|| an intended feature?

#

also, im sitting and staring at scanner room pings for|| sunbeam debris|| right in front of me for several minutes now, and nothing is spawning. used cameras, myself in seamoth, myself alone, left the area and came back, saved and quit and relaunched sn, no change.

trail ether
#

does it happen?

#

i can see no reason why it should

#

unlike some past WTF behavior this one does not even make sense as an accidental holdover from the item mine is derived frmo

#

since eye flame cores are derived from sea treader poop

bitter monolith
#

i had returned with 5 and planted them, then later while traveling i noticed a fully formed one sitting on the surface of the water about 300m away from my base, with 3 stalkers in the water closeby. i assumed they had somehow traversed with one to this location, (which wasnt too far fetched to me as i had them take off with cameras over 200m away before) and that it had somehow buggily spawned on the surface rather than back in the growbed. i returned to my base and found only 4 in my growbed now. after sharing this, i went back and observed, but while the stalkers did occasionally travel up to the plant on the surface they did not retrieve anything from it, nor did they interact with two that i dropped nearby (nor did they interact with some poop i dropped for testing). the plant itself has a shocking aura and apparently no cooldown between spawning cores too. i tried to break it but the stalkers plus the damage aura made that difficult

trail ether
#

the one on the surface is the 000 bug

#

and has nothing to do with stalkers

#

and the aura is other unrelated GOs also at 000

civic grotto
#

Stalkers in alien containment dont seem to be producing stalker teeth, even though I have plenty of silver in it

civic grotto
#

Also I've scanned a reaper, but still dont seem to be able to scan for them even after loading the area that one is in via camera drone

trail ether
civic grotto
#

And have the issue persist? or they did it and it worked?

trail ether
#

there were no issues

trail ether
#

my ACU code takes the stalkers' happiness into account

#

but it seems to stay at 0

#

ah because the Creature component is disabled

#

that said my ACU code also adds to it when they eat

#

are your stalkers well-fed?

#

that said I am going to make the drop rate not require happiness > 0 but benefit from it

#

also it needs to be a healthy ecosystem

civic grotto
#

also they dont seem to be making feces

#

except for if I deconstruct and reconstruct the ACU

civic grotto
trail ether
#

also i just made it not depend on happiness and now it is 50x too fast

#

a tooth every few seconds

#

ok this is fixed but i do not want to put out an update just for it

#

especially not less than six hours after the last one

civic grotto
trail ether
#

you need close to a specific ratio of plants to herbivore (units) to carnivores

civic grotto
trail ether
#

here is the actual check

#
int max = potentialBiomes.Count == 1 ? ACUEcosystems.getPlantsForBiome(potentialBiomes.First<BiomeRegions.RegionType>()).Count : 99;
bool healthy = plantCount > 0 && plantTypes.Count >= Mathf.Min(2, max) && herbivoreCount > 0 && carnivoreCount > 0 && carnivoreCount <= Math.Max(1, herbivoreCount/Mathf.Max(1, 6-sparkleCount*0.5F)) && carnivoreCount <= acu.height*(acuRoom ? 2F : 1.5F) && herbivoreCount > 0 && herbivoreCount <= plantCount*(4+sparkleCount*0.5F)*(acuRoom ? 1.5F : 1F);```
civic grotto
#

Iโ€™m not sure how I can prevent the hover fish from breeding out of control, occasionally I cull them but itโ€™s not enough

trail ether
#

how many units tall is the ACU stack

#

for a 1-tall the capacity is too low for there to be too many

marsh spear
unreal flame
#

yeah, I suggested an ACU infoboard a while back

#

stats on biomes, creature/type count, ecosystem health, etc

cerulean comet
wary moss
cerulean comet
#

nvm i saw one but now i cant find any carbon

civic grotto
trail ether
trail ether
#

though this is not exactly something you can fix

#

maybe i need to revise the formula

civic grotto
trail ether
#

it needs to be a kelp-themed ACU too

civic grotto
trail ether
civic grotto
bitter monolith
#

bloodvine?

#

maybe the databanks say

#

also, im just sharing that the sunbeam debris appears to have finally spawned. that wasnt frustrating at all. ๐Ÿ˜›

civic grotto
civic grotto
trail ether
civic grotto
# trail ether ??

I'm just talking about the ||reaper|| that tends to hang around the sunbeam debris

trail ether
#

ah

bitter monolith
#

ironically enough the ||warper|| caused me more problems, but i got really good at circle-strafing until the ||reaper|| wandered away for a bit. i drowned more than once due to forgetting to refill my backup tank, but i had a base in the ||platform moonpool|| nearby with a scanner room that i respawned at

#

i decided not to play any more hardcore until i finished at least one survival run >_>

loud python
marsh spear
#

you get one by planting creepvine samples and the other by planting creepvine seeds

civic grotto
#

I've been planting seeds

loud python
#

Getting water is such a pain in this mod. I feel like i'm about to extinguish the bladderfish population lol

upper dock
#

yeah water is a WAY bigger deal early in this compared to vanilla lol

#

lot harder to get disinfected water

loud python
#

No idea where to get chlorine. iirc in vanilla it comes from deep mushrooms, and i can't remeber where those were. Probably somewhere I can't go since I've just barely got the seamoth

civic grotto
#

but look for other sources of noxious materials

cerulean comet
trail ether
trail ether
#

you are thinking of hydrochloric acid

upper dock
#

I was out of water constantly in early game

#

I actually died of dehydration like 3 times lol

marsh spear
#

lovely, thanks

civic grotto
#

Poggers

trail ether
#

the too many herbivore flag seems spurious too

#

investigating

#

oh derp i just have the evaluation flipped

#

introduced in this rewrite

marsh spear
#

would it be easy to add an approximate time per tooth calculation, since you have the toy value there?

trail ether
#

it is random

#
                if (teeth < 6 && consistent && healthy && potentialBiomes.Contains(BiomeRegions.RegionType.Kelp)) {
                    foreach (Stalker s in stalkers) {
                        float f = dT*stalkerToyValue*0.00012F*(1+2*s.Happy.Value);
                        //SNUtil.writeToChat(s.Happy.Value+" x "+stalkerToyValue+" > "+f);
                        if (UnityEngine.Random.Range(0F, 1F) < f) {
                            //do not use, so can have ref to GO; reimplement // s.LoseTooth();
                            GameObject go = UnityEngine.Object.Instantiate<GameObject>(s.toothPrefab);
                            //SNUtil.writeToChat(s+" > "+go);
                            go.transform.position = s.loseToothDropLocation.transform.position;
                            go.transform.rotation = s.loseToothDropLocation.transform.rotation;
                            if (go.activeSelf && s.isActiveAndEnabled) {
                                foreach (Collider c in go.GetComponentsInChildren<Collider>())
                                    Physics.IgnoreCollision(s.stalkerBodyCollider, c);
                            }
                            Utils.PlayFMODAsset(s.loseToothSound, go.transform, 8f);
                            LargeWorldEntity.Register(go);
                            acu.AddItem(go.GetComponent<Pickupable>());
                        }
                    }
                }```
#

that is called every frame

marsh spear
#

right, but you have a probability per frame there. you can turn that into an 'average time per tooth' i meant

trail ether
#

except it varies based on properties specific to each stalker, and for that matter on other variables like how many teeth are in the ACU at that ,oment

marsh spear
#

ah, true

#

nevermind then

trail ether
#

plus the dynamic PDA page engine I have is built for placeholders

#

not for "show / do not show" blocks

#

meaning the stalker tooth timing would show even for non-stalker ACUs

#

which feels bad

#
        <pda>
            Contents
            --------------
            $contents
            
            Ecosystem Data
            --------------
            Biome Archetype: $biome
            Plant Count: $plants
            Total Herbivore 'Units': $herbivores
            Total Carnivore 'Units': $carnivores
            
            Ecosystem Details
            --------------
            Kharaa Infection Load: $infected
            Enzyme Host Peepers: $sparkles
            Productivity Factor: +$bonus%
            
            Ecosystem Alerts
            --------------
            $alerts
            
            Misc Data
            --------------
            Stalker Toy Value: $stalkerToy
        </pda>```
#
            internal void printTerminalInfo() {
                Dictionary<string, object> values = new Dictionary<string, object>();
                values["contents"] = generateContentList();
                values["biome"] = currentTheme;
                values["plants"] = plantCount;
                values["herbivores"] = herbivoreCount;
                values["carnivores"] = carnivoreCount;
                values["sparkles"] = sparkleCount;
                values["infected"] = infectedTotal.ToString("0.00");
                values["bonus"] = (currentBonus*100).ToString("0.00");
                values["stalkerToy"] = stalkerToyValue.ToString("0.0");
                values["alerts"] = string.Join("\n", currentWarnings);
                
                XMLLocale.LocaleEntry e = AqueousEngineeringMod.acuMonitorBlock.locale;
                PDAManager.PDAPage pp = PDAManager.getPage(e.key+"PDA");
                pp.unlock();
                pp.setPlaceholderValues(e.pda, values, true);
                pp.show();
            }```
#
            public void update(string text, bool force = false, bool allowNotification = true) {
                if (this.text == text)
                    return;
                this.text = text;
                injectString(force, allowNotification);
            }
            
            public void setPlaceholderValues(string template, Dictionary<string, object> values, bool force = false, bool allowNotification = true) {
                update(values.Aggregate(template, (placeholder, value) => placeholder.Replace("$"+value.Key, value.Value.ToString())), force, allowNotification);
            }
            
            private void injectString(bool force = false, bool allowNotification = true) {/*
                if (force && DIHooks.isWorldLoaded())
                    Language.main.strings["EncyDesc_"+pageData.key] = text;
                else*/
                    LanguageHandler.SetLanguageLine("EncyDesc_"+pageData.key, text);
                    if (force && DIHooks.isWorldLoaded()) {
                        uGUI_EncyclopediaTab tab = ((uGUI_EncyclopediaTab)Player.main.GetPDA().ui.tabs[PDATab.Encyclopedia]);
                        if (tab) {
                            if (tab.activeEntry && tab.activeEntry.key == pageData.key)
                                tab.DisplayEntry(pageData.key);//.SetText(text);
                        }
                    }
                    if (allowNotification)
                        markUpdated(5);
            }```
#

also I am aware the ecossytem warnings are hardcoded and not localizable

#

I am not sure this is worth fixing

#

as it would be considerable effort to make them localizable

#

it is on my TODO list but not exactly high priority

upper dock
#

Looks awesome

bitter monolith
#

would it be possible to moderate the volume of debris splashing down by its distance? it sounds like everyone splashes down right behind me and its pretty loud lol

bitter monolith
#

shouldnt there be a ||lifepod|| here..?

trail ether
#

yes

#

did you modify your game/save data somehow

#

eg deleting cells cache

bitter monolith
#

i dont think so?

#

i performed an entreset at one point

trail ether
#

that is what did it

bitter monolith
#

well curses. it says it reloads them, not deletes them entirely

trail ether
#

for vanilla maybe

#

no promises what it does to modded GOs

bitter monolith
#

thats entirely fair. i assume that is something that is only built on game creation?

bitter monolith
#

as i suspected, couldnt restore it, so i found the cell id and copied the cache data from a brand new game over to mine. crisis averted

unkempt remnant
#

Morning! I was hoping for a hint where I could find โ€œRare Minerals.โ€ I looked in the Crabsnake shrooms because it looked like a variant of cave sulfur but that wasnโ€™t it. And the PDA doesnโ€™t give any leads.

#

I was also hoping to know how the auto update feature worked.

unkempt remnant
#

Oh, so it has to replace something?

unreal flame
#

||it replaces a certain item in some basegame recipes. what does it replace?||

unkempt remnant
#

Sorry, not a genius on the modding scene. ๐Ÿ˜…

#

Ahh

#

I see

unreal flame
#

as for auto-update, i'm not sure how reika implemented it

#

it probably downloads and replaces the relevant mod files during or after the game stops

#

possibly also restarting the game after, but i'm not sure

unkempt remnant
#

How did I not realize she reskinned the ||table coral|| because of the changeโ€ฆ? sigh

unreal flame
#

||not a reskin, but an intermediate||

unkempt remnant
#

||Table Coral|| is definitely not purple in vanilla XD

unreal flame
#

||ah, but it is. there are four colors of table coral||

tulip silo
#

4? i only saw 2

unkempt remnant
#

Can anyone give me info on the Nanolathing Drone? Do I need a blueprint for it? Iโ€™m really confused because I need it for the Vehicle Bay but I have no blueprint for itโ€ฆ

trail ether
trail ether
trail ether
unkempt remnant
#

Nope Iโ€™m not

unreal flame
#

just make sure to visit every signal

unkempt remnant
#

I wasnโ€™t originally going to ask for help

#

But the way I play the game tends to break the progression system

unreal flame
#

and remember, it's not always about the destination, but the journey

bitter monolith
#

yes, im well over 30 hours into my first C2C playthrough and i can tell you right now, if you attempt to hurry up and progress down the tech tree like in vanilla, you will spend far too much time running around like a chicken with your head cut off. better to pretend like you dont know what is unlocked next (because you kinda dont!) and explore everything like its a brand new game. pay attention to messages about local environments as they often give you clues to nearby stuff

unreal flame
#

sage wisdom

cerulean comet
#

is this a bug?

marsh spear
#

yeah that's not what's supposed to be shown there

#

looks like a wrong return

loud python
trail ether
#

easily fixed

trail ether
#

of course ToString() remains valid either way

#

ok fixed

neon rock
#

lsd in subnautica no way

trail ether
neon rock
#

why do they get you high now

ebon vigil
#

but where game everything is up to date but i still get the out of date error message i just did a full fresh install of the mod bundle of everything up to date form the github and it still won't go away

#

i'mmage in a momment

trail ether
ebon vigil
#

nvm apprently it desided to fix itsel?????

#

wtf

#

oh wel

neon rock
loud python
#

I accidentally ate a jellyshroom seed and I'm pretty sure Riley got diarrhea

loud python
#

Are you expected to deal with reapers before you have any tool to stop them, like the statis rifle or the seamoth's electric pulse thingy?

loud python
#

Let's say, be at significant risk of being eaten by one

bitter monolith
#

not really

#

theyre hard to miss

#

even if you get attacked, wildlife in subnautica is practicaly programmed not to kill you in one go if it can help it

#

i honestly am more concerned about swarms of bonesharks than any reaper

#

7 love taps in a row are pretty painful

loud python
#

Bonesharks make me break immersion and go full murder hobo

bitter monolith
#

full rambo-with-no-ammo

loud python
#

Also i'm keenly aware that reapers aren't as much of a threat as they look like, but my ptsd from my first reaper encounter won't let me be

bitter monolith
#

no no, i hear ya

#

subnautica all on its own tickles that fear part of my brain

#

it is probably why i keep playing for hours on end, alternating between bursts of adrenaline followed by crafting and building

loud python
#

So now i tried going into the dunes (something I never did in vanilla) understanding i'd face a reaper or two

#

3 of them, really close by, just won't let me in

#

How do you even enter that area?

trail ether
#

argyuably in vanilla too

trail ether
bitter monolith
#

ah yes, good ol barotrauma, where i cant find a good crew to save my life xD

trail ether
#

I play with AIs

#

makes on-foot stuff both difficult and scary though

#

I cannot bring myself to go into alien ruins, caves, or a lot of wrecked ships

#

just did a beacon mission for the first time some days ago and that was hard

loud python
# trail ether whichi spot has *three*

Dunes bordering mushroom forest and kelp zone. I could see two of them normally and a third one slightly behind using the seamoth sonar. I can't possibly get through that nor tank the damage. I'm guessing that's not intended?

#

Ohh, what game is that?

#

....does the sonar attract them?

#

It'd make sense lore-wise

unreal flame
#

astute observation

trail ether
# loud python Ohh, what game is that?

Barotrauma 1.0 full release is available now on PC. Nightmares await in this launch trailer for this cooperative multiplayer submarine simulator set in space.

In Barotrauma, overcome crisis and the unrelenting pressure of a frozen ocean. Flee or fight alien lifeforms, explore a strange new world in Jupiterโ€™s orbit, command your crew and craft ...

โ–ถ Play video
trail ether
#

now the follow-up question: do I have a mod that adds mechanics that "make sense", or otherwise expand upon creature/plant behavior and properties like that

#

this is rhetorical

loud python
#

No wonder why i had 3 reapers over me. I had been luring them!

marsh spear
#

plus just like Subnautica they announced an Arctic dlc lol

#

if I had a nickel for every time a horror fish/ocean game announced an Arctic dlc I'd have 2 nickels which isn't a lot but its weird that it happened twice

loud python
#

Does the sonar in the seamoth stay active when I am out of it? I wonder if I can use it to lure them away from me

marsh spear
#

do you not have creature decoys

loud python
#

Nope

marsh spear
#

that's the ideal solution to that problem I think

trail ether
bitter monolith
#

||what is the true point of the acoustic suppression module? ghost leviathans are still spawning in the void and coming at me when i am doing nothing but silently sitting here in my seamoth, so i must be misunderstanding something||

bitter monolith
#

||oh snap, ok, so after i dig around i see it hinted that recently collecting phytoplankton is another trigger. got it. xD||

#

i have to say that i am digging the mod, especially the 'frustrating' parts where i realize i am usually just making things more difficult on myself. i went through the 5 stages of grief one and a half times during ||my search for geyser coral before breaking down and putting scanner rooms and light sticks freaking everywhere||

bitter monolith
#

ok, welp, new problem

#

||while sitting out in the void, phytoplankton slowly spawned in around me||

#

and i mean completely around, every direction

#

my FPS and entire game slowed to an absolute crawl

#

||it eventually spawned directly on me, triggering the leviathans and my death since i couldnt play||

#

i definitely fail to see how that could be a feature

#

confirmed the behavior twice

#

perhaps a cap on spawns might help

trail ether
#
            spawnData["sparsereef"] = new BiomeSpawnData(5, 0.5F, 1F, 120);
            spawnData["mountains"] = new BiomeSpawnData(6, 1F, 0F, 120);
            spawnData["cragfield"] = new BiomeSpawnData(12, 1, 0.5F, 150);
            spawnData["void"] = new BiomeSpawnData(25, 4, 1, 400);```
#
    class BiomeSpawnData {
        
        public readonly int maxDensity;
        public readonly float spawnSuccessRate;
        public readonly float densityNoiseIntensity;
        public readonly int minDepth;
        public readonly int maxDepth;
        
        internal BiomeSpawnData(int d, float r, float n, int maxd, int mind = 15) {
            maxDensity = d;
            spawnSuccessRate = r;
            densityNoiseIntensity = n;
            minDepth = mind;
            maxDepth = maxd;
        }
        
    }```
#

also i thought I fixed their lag issue

trail ether
#

whereas everything in C2C and its basis mods works off of something much more like in-universe logic

bitter monolith
#

should i provide a log of some kind, or would that not really help as far as nailing down the performance drop?

marsh spear
bitter monolith
#

well, yes, after i knew this i removed the scoop. i just did the additional testing with the scoop in since i was right there

unreal flame
#

it's not the scoop lol

bitter monolith
#

meh, i assumed it did the triggering bit, but even if it didnt it wasnt helping me to keep it in lol

neon rock
#

i dont lag anymore with c2c

trail ether
mint rover
#

Hallo ๐Ÿ™‚
is there a changelog for all the updates for seatosea/c2c ? ๐Ÿ™‚

silent marsh
#

Doesn't look like it. I was going to point you to their commit log, as that can often be used as a changelog, but it seems every commit in the repo is just "Update 331 - v76" etc, with no description of what's been changed.

trail ether
#

and I will go back and fill them in once I regain the ability to edit my site

trail ether
mint rover
#

Okay ๐Ÿ™‚

#

last question, why one of your mods is the one that balance other mods ? also playing with fcs mod, but something is missing in the shop of theirs ? ๐Ÿ™‚

trail ether
#

FCS is unbalanced to the point of completely breaking C2C

bitter monolith
#

just thought id share an interesting bug, but after picking up the ||databox for breathing fluid||||, the game acted like i suddenly had it equipped, going into my seamoth or base/surface led to me taking damage and no oxygen gain||. i unequipped all gear and saved and reloaded subnautica and all was fine.

bitter monolith
#

uh, wait, maybe it was not related. ||does going under 500m somehow make you take damage next time you return to an oxygen environment? i went to the degasi seabase in the reef and got back into my seamoth in time, but didnt regain oxygen and kept taking damage again||

trail ether
bitter monolith
#

ohhhh

bitter monolith
#

every time i attempt to close the ACU monitor using Tab it reopens again. this a known bug by chance?

#

im forced to quit every time, have no option but not to use it, which kinda sucks since these units can get confusing

#

oh ok, if i choose another random info tab aside from the ACU one i can close it, so thats good

loud python
#

I feel so dumb for not having figured out how to make disinfected water since the early game. It was quite obvious tbh.

bitter monolith
#

thats ok, i only just recently discovered that ||the geysers in safe shallows are throwing out rare minerals||

#

also, a known recipes tab right in the bioprocessor window would be awesome

trail ether
#

AE now supports mod-added ACU biome themes

bitter monolith
#

oh, speaking of, ive loaded an ACU with plants/herbivores but the carnivore isnt 'producing'. does the biome need to be 100% consistent across all species..?

trail ether
#

but it takes time

#

and things that reduce the rate will mean it takes even longer

bitter monolith
#

okily dokily, ill just keep checkin on it. also, should the cleaner recipe auto-unlock? because i dont have it. if not ill keep poking around ofc

trail ether
#

it will unlokc when you would benefit from it

bitter monolith
#

ahh kk

loud python
#

I am so lost. 20 hours in and still just seamoth-tech.

loud python
#

Every single f*ing time.

unreal flame
marsh spear
#

...which will be a while but still. the glass forest one looks super cool

#

I assume there's no void spikes theme

bitter monolith
upper dock
#

C2C pretty drastically extends the game yeah, while 20 hours is about the length of a first playthrough, in C2C for a first playthrough that's still in early game or transitioning into midgame probably

#

unless you just get really lucky with finding things fast

trail ether
#

it has no defining flora or fauna

#

and is instead defined by its topography, ie not a thing for the ACU

#

so it is lumped into "other" like other topography-defined biomes, eg dunes, mountains, and underwater islands

bitter monolith
#

my stalkers are not pooping ๐Ÿ˜ฆ

#

ive got a 2-tall unit, 2 creepvines and 2 seedvines, kelp biome, 1 reg stalker and 1 abyssal stalker, and loads of floaters

#

just not the floaters i am hoping for

trail ether
#

those are not native to any biome, and more importantly not even a food fish

#

and abyssal stalkers are not native to the kelp

#

the ecosystem warnings would definitely have warned you about this

loud python
#

Between reapers and depth i'm having a real hard time finding new recipies. Hopefully I can make some progress in the mountains.

#

Also my scanner is not finding any of t||he sunbeam debree||. The scanner room shows the option, but finds none of it.

bitter monolith
#

i created a reef one too with eyeyes and membrains, the abyssals wouldnt poop in there either

#

maybe i am just barking up the wrong mushroom tree with stalkers...