#SeaToSea
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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
go back and read what databank entries you have
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
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
this is part of why I suggested disabling the pressure stuff from deathrun
edit: sorry wrong person
wait the stillsuit helps with depth protection???
its fun hto
in deathrun yes
plus its requiring me to think in different ways
interesting too
interesting what are you
blocked
i will get in :3
watch me
okay thats a lot of heat damag
XD
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
the new food effect system
ah hell yeah
thank you
your mod keeps getting better
try eating a violet beau, eye bulb, jellyshroom, or purple fan sample ๐
YO!!!
YO!!!!!!!!!!
HOLY SHIT YES
THANK YOU
I spent 30 minutes just tuning the head shaking when you vomit XD
can i just say
salvaging from the sunbeam is like
insanely worth it
holy crap
does it regen or something?
it should not
so theres just a TON
there is a fixed number
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..
no
why not?
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
now that i know sunbeam parts are scannable, it only further gives reason to put scanner hotspots in every biome'
also
does the gravtrap let you drag the azurite around with it
i think the sunbeam is a bit late, is there a way to force the cutscene?
you are not the first to report this but I still have no idea why it is happening
it doesn't block anything?
?
whe the sunbeam is destroyed it's doesn't change anything on the map ?
yes it does
so i need to restart my save?
no
but I need to fix this
in the meantime there might be a way to manually trigger it
i think there is a command that triggers it
there is
precursorgunaim
not sure that will clear the timer and such though'
or all the appropriate StoryGoals
okay i will try that later, thank you
good thing my intentions werent to speed through the radio
So does the scanner camera relay antenna actually serve a purpose in C2C, it seems like cameras still have static when using it
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
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
i have 5 entry in the PDA that doesn't show up in the list
i hope that's not important one
ok nice
Is it still supposed to get static-y past 500m?
btw I dont remember if C2C or its dependencies alter regular aquarium behavior, but do fish placed in there multiply?
no
that is not a feature of any of my mods
assuming you mean aquarium and not ACU
because ACUs breed in vanill.a
ah
this is my scanner room and antenna
do I need to deconstruct and reconstruct my scanner room or something?
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
Yeah for example
so it just lets you access a source base's cams from any other base?
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
Also do you need to craft a seamoth depth module mk1 to unlock mk 2, or is that like a databox somewhere?
you will find out
oh
i already didn't really see the value when i thought it gave cameras unlimited distance
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
it spwans in crag field and sparse reef
I saw on the wiki but ive never been able to find any
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
theya re not
what mod add the falling debris/meteorite? the sound scared me so much ๐
sea to sea
yeah that's C2C itself
unfortunately the sound is global and loud as shit
so you cna hear it at full volume anywhere
yeah, i was chased by a reaper and the sound scared the hell out of me lol
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
no that is auroresource
also not true anymore
it was not a bug
it was a design thing
now you only hear it within 100m of the surface
remind me, what's the first new resource you unlock after building a seamoth?
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
platinum works for what i need, thanks
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
what is this for
making my mod's recipe harder if it detects c2c
ah
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
teleporter, or sub module?
teleporter
must be built inside a base, consumes decent power to teleport between gates
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)
what would be the point of that
limiting the number of portals (the item I have in mind is very quantity-limited)
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"
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
it does consume decent power yes. and i may amp that up when c2c is detected
partly as a limiting factor, and partly for thematic purposes
that's sorta the idea- going out to an outpost takes so long if I just want some biome specific flora or to visit an ACU or something
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
hint: ||what does the recipe you need it for usually take?||
outright spoiler: ||table coral||
Wait, i already try to get some, but i never got rare element
?
||4 table coral crafts into 3 rare elements||
you unlock the recipe when you pick some up
@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
it is not supposed to damage you
@wispy kelp are you playing with the FCS mods in your C2C run through? noticed any incompatibilities?
Yes but my modpacks extremely hard
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
ok good to note
That's the problem, i don't have it
im just gonna reinstalle the game and mods
ok i fixed it
then you had another mod interfering
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
hand pickable sulfur does not exist in C2C
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
did c2c add a drillable? because i assumed i had to drill it but apparently there are no vanilla drillable sulfurs
or does it need to be filtered out of the brine or something
have you got the ||rock crusher|| from the ||underwater islands||? It's a pain in the ass to use but can ||mine drillables||
(assuming that there are indeed drillable items of it which i
'm
not sure)
the entity is vanilla but never used, like similar for diamond and ruby
C2C adds all three to the map
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
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
ive been checking under the brine and havent been able to find any
hm
so idk how to get sulphur
is it still LR based reika? or did the location get moved elswhere
i only need as much for the heat sealed fabric for the reinforced suit, then lava zone is fine
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
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
ah ok
so thats what disease facility locks off
time to go recheck a bunch of areas, i guess 
and try setup a driller on the meteor again
i don't think it would make sense progression wise for it to be anywhere above ground?
i either need iridium or sulphur
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
i tried last save i had c2c on, and it didnt
so not sure where to go for sulhpur rn

tools can be made more effective
via ||azurite batts||, ye
it is supposed to be ||under the brine in the LR|| at least it was for me
thats where ive been checking, cant find any loose or deposits of it tho
something's not right then
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? 
aight, found some
buried very far down
wow thats a lot of acid, nice
yes there is
||does electrochemical suit help with the green brine as well as the lost river ambient damage?||
yes but not completely afaik
||iirc it isn't under the brine in every LR sub-biome||
it does not work
and even when it did it just gave qyartz
correct
oh shit
@trail ether How do i use the filter this should be working no?
how did you get that without a stasis rifle
where is the power
:3
skill
no seriously
i
i genuinely just drove my seamoth over
and dodged the reaper
how did you simultaneously do that and stay in the same place long enough to repair the databox
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
i have genuinely a ton of experience with this game
i unironically swim by levithans because i find them to be adorable creatures
experience does not make you able to move around and stay still simultaneously
do you want me to like
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
am at work
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
kk lemme know when ur good
A lil observatory while i wait for stuff here
growing these for aesthetics
very pretty
how long have you been playing and how far are you now?@wispy kelp
2 months
plasteel stage
idk when is that lol
it took two months.
but damn 2 whole month?
i have to like
unironically
pay the alterra debt
make my own oxygen
tons of stuff
nitrogen sickness
just ignore the debt
radiation problems in the beginning
cant i have fcs
i have to pay it to beat the game
yes but ignore it till you reach inactive lava zone
why
so you can get access to kyanite which will help you significantly if you have a drill
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
no base for there to be power to flow through
look at the indicator lights
im...taking a picture from within a base wdym
is the geyser filter parto f that base
it looks too far away
also is that even a geyser hole
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
Huh..
thought crafting sealent would give you sealed fabric.
Well i have NO idea where that could be.
IM
so confused
?????????
@trail ether yeah im at a just loss to how this thigns works
ok you did not put it above the geyser
you only put it near the geyser
how would you expect that to work
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
it draws a line tothe geyser when it is connected
as it happens, there are two recipes for them
the other one requires sulfur
also god eye flames are so pretty
and still requires a pretty hefty amount of bacterial samples
||the LR amoeba things give you a better recipe for bacterial samples||
HUH ok
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
if you reload the game you need to reload the area
So what I need to increase the scanner rooms range? or do I simply need to travel around there in a camera drone/ manually?
wheres that base at btw?
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
this has nothing to do with range
the scanner room will not load areas itself
it will only find things that have been loaded
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
ah, so the second one
does it require the big lava geysers or do the heat spots found on places like on top of the underwater islands work?
can't say I've tried the latter
@trail ether youre clever
youre REALLY clever
||you can fit into the cave if you pull this stuff up||
oh is that it lol i still don't think to use the prop cannon
they are movable????
not intentionally
How do you pick up azurite without taking damage
cause i can only pick up 3 before dyin
@unreal flame do you know???
There is a way, yes
is it the electrochemical suit ????
i have tried using the full rad suit to pick it up that didnt work
The rad suit is almost certainly conductive
You need ||sealed fabric|| still, right?
yeah
I think I remember where that is, actually
i can just tank the damage too and just collect azurite this way
which is what ive been doin
@trail ether what happen to my plants ๐ฆ
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?
wtf?
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
found a typo in the code
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
no
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?
some debug code left in
it is harmless
will fix it tomorrow
Gotcha, figured as much but also wanted to make sure I didn't mess something up. ty!
Oh? What's that?
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;
}```
Oh that's actually really cool
Gives a real reason to not just lump a bunch of unrelated stuff into one room
exactly
and to put semantically related rooms nearby each other
so you are not running across the base between your storage and work rooms
I've been wanting to finally organize my base up a bit, guess this is some motivation to dedicate some time to that tomorrow
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
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!
:3
idk why but it feels weird to see you use :3
i just thank god that she doesn't use stuff like 'uwu'
I think I use it differently than most
for me it is a mix of grinning and pride
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)
now that'd be hilarious
with the last mods update i keep having this text showing up
ho i didn't see the message, my bad
@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
Yoooo
@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
#1147624004648186009 message #1147624004648186009 message
what does this mean
BRUH
I GOT THIS EXACT SAME TIME CAPSULE TOO
LMAO???
read them
and my saying it does not happen for me
making it impossible for me to debug
well has a solution ever if ever been found
not meant rudely ofc just genuinely curious
warpforward
Through the door?
yeah ill try again
Put a number after it, like 5
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
nvm it just got unrepaired somehow i guess
Propulsion cannon works to reduce damage taken
nice ! and the bonuses are really cool
i had the same issue, can't repair that door
coral
@trail ether cant scan plankton??
@trail ether
you can duplicate ribbon rays since their eggs remain
for some reason
this was NOT intended
wait those things are called ribbon rays?
its
ghost rats huh
the eggs are just
making more
i have no idea why
i took them out though
and just
yeeted them into the ocean
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
damn, i just discover the biome ||behind the aurora|| and a reaper scared me af, im not prepared for this ๐
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
Do you use a shader? If yes, mind telling which one?
maybe from the ||falling debris/meteorite||? idk im not that far in the game but it can be that
that is vanilla and happens with vanilla eggs
N8 saw it happen in my first playthrough
which was vanilla
that does not surprise me as the item is based on blood oil
same reason you can plant amoeboid samples to get creepvine
and used to be able to eat iridium ingots
is there any ||meteorite other than in the dunes?||
idk, i always saw them fall here
here?
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
randomly youll have fireballs fall from the sky, and theyll have a noise when they land in the water. id reccomend making the chip first with your first piece of nanocarbon, as it only lasts 1-2 mins from when it lands in the water
Like a loud splash noise?
yep
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
its in the glass forest
on the bottom
ik that
ok, im gonna try to beat my fear and go ||behind the aurora||
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 :(
?
also I am about to make another rlease
probably in regards to stuff like the rare elements, volcanic traces, and nanocarbon
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
it is a small item and not trivial to find but definitely works
@trail plinth did it just yesterday
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
better shot of the setup. is there some sort of indication when its working? ie the lights on the side turn green or something?
yes
no power
i needs power?
yes
It appears the degasi base in jellyshroom just isnt?
that is not my doing
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 itโs 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
or a unity one
alos possible
lmao
h o w
you tell me
also planting pots i put down at the bottom of the uh
ground to grow eye flames are just
vanishing
you can plant grow beds now? lmao
yo i heard you liked grow beds
How do I make sealant?
if its a spoiler-y thing just tell me to figure it out myself lol
it is something you're supposed to figure out yes
1 you gotta outsmart something
2 you gotta look around for it
dont let it see you
do they attack bases now??
how might i go about toggling these 'decoration value' messages every time i interact with something?
What an ominous notification to receive from discord
Donโt let what see me?
Is that a thing?
most not by default
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
no and I thought I removed that
...I did
you must have the one version for which that line existed
I can make it configurable but then you have no way of knowing what room type or deco value your room has at all
an abortive idea
it has multiple serious impl issues
so I abandoned it
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
I like this idea actually
would give a use to that creature repellent pylon I ignore
people were using it to delete wrecks to get at the contents without effort
oh no reika's patching base-game bugs
everyone hide your superseaglide, invulnerability, and aurora maintenance hatch
please dont patch super seaglide
ik
at least the alien base water removal is probably safe
that one is not even a bug, just an unintended result of intended code
which one?
the maintenance hatch?
also i'd argue 'unintended result of intended code' could be described as 'a bug' anyway
deletion of objects in the path of building
ah
they explicitly have code to do this
which duping bug
moonpool dupe
well not just moonpool it works with every object
2 basic compartments and a glass
I did not touch anything like this
using that bug is outright cheating
Im sorta getting used to it, but it would be nicer if it was less verbose, IMO.
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
it is a single line
or did I leave debug code in
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.
I might be able to do that but no promises
here is what I did:
- when computing room type and deco value it compares to previous values; if both are the same no chat print will result
- 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
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
I would need to write a whole rendering system for that
and its a bit more in world relevant lol
also you do not need to keep checking the state of an existing room - you only care about construction
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
oh I see
Or an F key to show it
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?
sometimes I update more than once a day
I just updated again in fact
oh, that was why. Thanks!
wtf is the giant glowing purple plant
nice
new
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||?
||too hot to extinguish||
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.
no
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
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
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
Stalkers in alien containment dont seem to be producing stalker teeth, even though I have plenty of silver in it
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
I have seen someone else do exactly that just a few days ago
And have the issue persist? or they did it and it worked?
it worked fine
there were no issues
I think I might have found a cause for this
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
There is a incredible amount of hoverfish
also they dont seem to be making feces
except for if I deconstruct and reconstruct the ACU
huh, I wonder why its not working for me
that also does not sound like a healthy ecosystem
also i just made it not depend on happiness and now it is 50x too fast
a tooth every few seconds
in less than a minute https://i.imgur.com/MvmA43b.jpg
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
I'm not sure why, its roughly following the outlines of the healthy ecosystem format
"format"?
you need close to a specific ratio of plants to herbivore (units) to carnivores
Poor choice of words, I mean the guidelines on the mod page
those are approximate
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);```
Iโm not sure how I can prevent the hover fish from breeding out of control, occasionally I cull them but itโs not enough
how many units tall is the ACU stack
for a 1-tall the capacity is too low for there to be too many
it would be nice to have some way to check this in-game, like a buildable sign on the acu that shows if it's healthy or not (and maybe what the problem is but that's way less trivial to implement)
yeah, I suggested an ACU infoboard a while back
stats on biomes, creature/type count, ecosystem health, etc
waiting since 20min on water surface to even hear one..
i usually hear it as im doing other things on the surface, since my base is only 50 meters down
nvm i saw one but now i cant find any carbon
2
a simple sign clone is not going to suffice for that
maybe there are too many small herbivores for the plants then
though this is not exactly something you can fix
maybe i need to revise the formula
I have acid mushrooms, 2 creepvines and a blue palm
oh there is your problem then
it needs to be a kelp-themed ACU too
I'm not sure why it isnt
neither acid mushrooms nor blue palms are kelp flora
Is there really any kelp flora beyond kelp?
bloodvine?
maybe the databanks say
also, im just sharing that the sunbeam debris appears to have finally spawned. that wasnt frustrating at all. ๐
Its spawned for me, I can scan for it, but it doesnt seem like it has a model, I hope that changes when I actually go over there in person
how'd you deal with the creature?
no
??
I'm just talking about the ||reaper|| that tends to hang around the sunbeam debris
ah
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 >_>
So those are the random noises that keep freaking me out.
kelp and "fertile kelp" are two different plants
you get one by planting creepvine samples and the other by planting creepvine seeds
I've been planting seeds
Getting water is such a pain in this mod. I feel like i'm about to extinguish the bladderfish population lol
yeah water is a WAY bigger deal early in this compared to vanilla lol
lot harder to get disinfected water
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
I can spoil it if you want
but look for other sources of noxious materials
just get the ||stillsuit|| lmao
there are like 200 crates with it around the map
no
you are thinking of hydrochloric acid
I was out of water constantly in early game
I actually died of dehydration like 3 times lol
@civic grotto and @marsh spear and others https://i.imgur.com/rPyZcBm.jpg https://i.imgur.com/TxOufTu.jpg https://i.imgur.com/E5pSLp3.jpg https://i.imgur.com/w9gEgQn.jpg
lovely, thanks
Poggers
the too many herbivore flag seems spurious too
investigating
oh derp i just have the evaluation flipped
introduced in this rewrite
would it be easy to add an approximate time per tooth calculation, since you have the toy value there?
it is not timed
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
right, but you have a probability per frame there. you can turn that into an 'average time per tooth' i meant
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
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
Looks awesome
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
it does fade with depth
shouldnt there be a ||lifepod|| here..?
well curses. it says it reloads them, not deletes them entirely
thats entirely fair. i assume that is something that is only built on game creation?
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
Morning! I was hoping for a hint where I could find โRare Minerals.โ I looked in the Crabsnake shrooms because it looked like a variant of cave sulfur but that wasnโt it. And the PDA doesnโt give any leads.
I was also hoping to know how the auto update feature worked.
||what does rare minerals replace?||
Oh, so it has to replace something?
||it replaces a certain item in some basegame recipes. what does it replace?||
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
How did I not realize she reskinned the ||table coral|| because of the changeโฆ? sigh
||not a reskin, but an intermediate||
||Table Coral|| is definitely not purple in vanilla XD
||ah, but it is. there are four colors of table coral||
4? i only saw 2
Can anyone give me info on the Nanolathing Drone? Do I need a blueprint for it? Iโm really confused because I need it for the Vehicle Bay but I have no blueprint for itโฆ
SML creates the spawners on game load
I did not
it comes in four
you are not off to a good start asking for help on how to get every single new material you come across
Nope Iโm not
just make sure to visit every signal
I wasnโt originally going to ask for help
But the way I play the game tends to break the progression system
and remember, it's not always about the destination, but the journey
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
sage wisdom
is this a bug?
||You can find pieces of it relatively close to the starting zone, and they aren't in a place that is difficult to reach either. You just have to be a little thorough in your exploration.||
got broken by my making the latest version into a promise of one, ie a Func<ModVersion>
of course ToString() remains valid either way
ok fixed
and pay attention to the PDA
lsd in subnautica no way
stop eating gelsacks XD
why do they get you high now
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
yes
i love it
I accidentally ate a jellyshroom seed and I'm pretty sure Riley got diarrhea
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?
define "deal with"
Let's say, be at significant risk of being eaten by one
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
Bonesharks make me break immersion and go full murder hobo
full rambo-with-no-ammo
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
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
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?
yes
argyuably in vanilla too
whichi spot has three
I get that out of a different game https://i.imgur.com/U3X0cZ7.png https://i.imgur.com/Pz1I8kw.jpg
ah yes, good ol barotrauma, where i cant find a good crew to save my life xD
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
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
astute observation
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 Jupiterโs orbit, command your crew and craft ...
indeed it does
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
No wonder why i had 3 reapers over me. I had been luring them!
played dredge recently and it also does this. very Subnautica vibes in general despite being very different gameplay
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
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
do you not have creature decoys
Nope
that's the ideal solution to that problem I think
why would it "stay active" when you are not even using it
||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||
||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||
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
there is a cap
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
too many people assume the module is magic or works on "game logic" and just sets a flag and now you are immune
whereas everything in C2C and its basis mods works off of something much more like in-universe logic
Is this saying that up to 25 instances of them can spawn? That seems like alot lol
should i provide a log of some kind, or would that not really help as far as nailing down the performance drop?
if you know this, why wouldn't you just... take out the scoop?
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
it's not the scoop lol
meh, i assumed it did the triggering bit, but even if it didnt it wasnt helping me to keep it in lol
its fixed for me
i dont lag anymore with c2c
you can look for exceptions but other than that there would not be logging related to lag
Hallo ๐
is there a changelog for all the updates for seatosea/c2c ? ๐
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.
until recently yes
and I will go back and fill them in once I regain the ability to edit my site
there was until I lost the ability to update my site
Okay ๐
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 ? ๐
FCS is unbalanced to the point of completely breaking C2C
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.
that's a weird one
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||
you take pulmonary damage that needs to heal
ohhhh
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
yes and i just fixed it
I feel so dumb for not having figured out how to make disinfected water since the early game. It was quite obvious tbh.
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
that is not how the PDA works
also unrelated https://i.imgur.com/CKmzuEn.jpg https://i.imgur.com/8kpKfsm.jpg
AE now supports mod-added ACU biome themes
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..?
to get a biome theme yes but that is not a hard requirement for getting poo
but it takes time
and things that reduce the rate will mean it takes even longer
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
it will unlokc when you would benefit from it
ahh kk
I am so lost. 20 hours in and still just seamoth-tech.
Every single f*ing time.
That sounds right, yeah
let's go I'm making these as soon as I get the game working again
...which will be a while but still. the glass forest one looks super cool
I assume there's no void spikes theme
yeah, this is kinda how it goes. im 52 hours in, and while i could technically build a cyclops, i need those resources for other things lol
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
correct
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
my stalkers are not pooping ๐ฆ
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
floaters?
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
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.
oh sorry, im dumb, i meant hoverfish
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...