#SeaToSea
1 messages · Page 6 of 1
oh shit, ive got shit
dunno what i did finally, but im not touching that for a while lol
there is a new update being built right now
it will have more info in the ACU terminal
but I also adjusted carnivore "values"
ooOOooh
i would suggest listing the ||void spikes as being 600m down instead of 500m||, i get out there with a mk2 and i can barely see it render
it is not moving
where would i find the info for this mof?
Surprised that there is not download link pinned
https://reikakalseki.github.io/subnautica/index.html
They are all required
DI is the main library, i suppose thats why its on top
oh that makes sense
i have downloaded all of those, what are the rest of the recruitments
requirements*
nvm found it
but does it have to be in legacy?
nvm found that to, i should prob read before i ask for help
does this make them happy without flooding the ACU with teeth?
or is this a dedicated teeth-collecting device lol
this makes them much more likely to drop teeth yes
also keeps them happier
that's a fun solution
im noticing that when i boot back up a save game that my laser cutter with the azurite battery is always back to 100% charge
wtf
I feel so bad keeping aliens in such small aquariums
I miss the big room to make decent sized aquariums 😦
funny story: saved my game in the void spikes, upon reloading it i was spawned very deep and waaaay off to the northeast of the map
or maybe north, im bad at directions with no compass >_>
this is known
but does not happen to me
meaning I cannot debug it
fair enough lol
I give up, can anyone give me a hint on where to find ||mercury ore?|| I just can't find any.
i ended up putting scanner rooms every few hundred meters until pinging the right spot
where are you looking?
So far: Crag field, great reef, mountains, dunes, floating islands (||couldn't get to the crystal forest, it's to deep and I have no tech to go that deep||), Jellyshroom caves, and musrhoom forest (The one between the dunes and the floating islands)
Bulb zone and crash site are next I guess. But i'd love some hints
Not super excited about the crash zone
you got a pda hint on the matter
is there any way to get those hints to go into the databank? it's easy to miss them or forget what area they triggered in and they're one-time events only
they do
like all messages
not the databank
but the record of all messages
tab left of ency
the message record goes there
but can't tell where it played
you just see "pda says xyz is here" but don't know where "here" is
i took to screenshotting them as they played but that feels clumsy
fair but this is also true for the vanilla prompts
there's no location-specific materials in vanilla
as in, one biome only
if you miss the prompt for ruby or cyclops parts nbd as they're in tons of places across the map
vs c2c resources found only in one biome so much less likely to stumble upon if you miss the voice message
yeah i was loaded down and dehydrated when i first got the prompt about the ||vehicle fabrication signatures||, took me a sec to rediscover the location after getting back to base but luckily i was directly between beacons at the time so it was a narrow search zone
there are prompts for non-resource things
for example the LR prompts
oh, the blueprints for ||nanowrap bandages and heat-sealed fabric|| did not unlock as i obtained the materials to obtain them, which was contrary to the wiki so i figured id mention it. there was one more which didnt, but i forgot which. helpful, i know xD
the wiki is wrong
it is both incomplete and has many (usually minor) inaccuracies
and more importantly I do NOT want people following what amounts to a checklist or map
Oh no. No no no.
My game is crashing on loading
I knew that massive lag in the mountains was a bad signal.
God dammit I was 25 hours in
keep trying
oh fun, this issue is still around
yeah, sometimes my anxiety spikes a bit when im exploring the depths and i start to lose the possibility of a dopamine reward on finding stuff, so i tend to cut out some of the searching when i find that happening. so far the wiki has been helpful, to a degree, but not always lol
I went to the Aurora and got into the lab, where I downloaded some data from a terminarl and had a PDA message saying "Databank corruption was detected in your PDA, your technology blueprints have been updated." but I have no new blueprints, is this intended?
yes
also that message is currently not working correctly because of my drive failure
will fix it when i can
oh yeah, you were in the middle of changing what goes there when the drive failed
yes
Will I be able to get whatever I was supposed to get after the update? or am I screwed?
it does not unlock a thing
the game functionality was - like always - the first thing to be implemented, and you already have it
the asset is what I lost in the hard drive failure
so the localization, PDA line, etc is all wrong
hence why it said #NULL in the captions
Finally! ||Mercury Ore!|| Literally in the last fucking place I looked (that I had access to)
Also I love what you did with the|| bulb zone caves||, the ||currents and heat|| make them a serious hazard in a different way that I don't think I had seen in the game.
ive gone through so many medkits in the game, i am more creepvine than man now
yeah, it's stuff like this that sea to sea does really well
Does the small sonar (without clikcing the mouse) also ||attract reapers?||
passive sonar?
why are you calling it "small sonar"
I'm still trying to figure out why I'm not able to scan for reapers with my scanner room
I have needing to scan them before being able to detect them in the scanner room turned off in the config
Does enabling hard mode override that or something?
Yeah, that one.
I have no idea why I said "small sonar"
Had the same issue
Also it appears that hoverfish are attempting to get ores in my acu but not stalkers?
i do not think so
???
hoverfish...ores?
Like how stalkers move towards things like titanium
I kid you not, the hover fish are smacking titanium around like a ball in the acu
I did, I have the entry
just bumping into it does not surprise me
and has no "intent" behind it
ok try setting that config true
No like they are chasing it around the acu in a swarm
Perhaps it’s the sea madness
Get a video
I will
https://medal.tv/games/subnautica/clips/1EGMlN8gWSFIYx/d1337WqWB3Eu?invite=cr-MSxhQlMsMTQ2NjMwMTA5LA
Watch Untitled and millions of other Subnautica videos on Medal, the largest Game Clip Platform.
its towards the end
I set it to true, and sent a camera drone over by a reaper in the mountains which is within scanning range of my scanner room, its able to scan for the sunbeam debris next to it, and its not showing up on the list of options in the scanner room
Is there a way to force it to be on the list?
My solution was to just scan the damn thing.
If you can't get close, use console, commands "invisible", "Oxygen", go find a reaper, scan it, they won't attack you. Then go back to your base and type the same commands again to deactivate them
they have the database entry though its already scanned
Ah... hmm
Sorry, i'm lost
btw, i'm encontering a problem. I have an ACU I want to turn into a creepvine forest. I have 4 creepvines there but it won't change colors or anything, and the computer still says "Safe shallows"
I'm trying to kill the creepvines to replant them, but they are invincible!
Am I doing something wrong?
this is not convincing as it does not show the titanium being the cause - do they go to the other location if you move the titanium?
also
stalkers not actively picking up the titanium is normal
their AI is not modified
no
then you have something not from the kelp forest in the ACU
creepvines, like all plants, can be killed with enough knife hits
Is there a command to remove the entry?
Yeah lemme move it and test it
no
removing PDA entries is not possible
the system is not built for it
I tried for the ACU status page, removing it after you close the GUI
it resulted in either it never coming back or persisting but remaining empty
and the "have you scanned X" registry is different again from that
Hm, I might be just screwed out of that mechanic then
I might just have to live in constant fear while I'm in the mountains and dunes
Cause I dont really want to restart just to be able to scan
Is there a way to access or edit that registry?
you can use the REPL console in the runtime editor to run whatever C# code you want on it
PDAScanner is the class name
I havent messed around subnautica much beyond basic console commands, is the REPL console seperate from that?
it is part of a mod
lets you run arbitrary C# code
Ah, which mod is that?
^
it is the bottom UI https://i.imgur.com/kPCL241.jpg
If its something I can run with just C2C and dependencies, how do I access it?
Google "Bepinex runtime editor"
Also "Unity Explorer" as an alternative. They both have a REPL that lets you execute arbitrary C# code while the game is running.
They're both bepinex mods, which work in any unity game
And they'll both be compatible with my BepInEx pack for Subnautica
The one in the screenshot is BepInEx runtime editor
Personally I prefer Unity Explorer but they'll both do the job
I've hit them like 50 times with the knife, they won't die
then you are either hitting something else or you have mods interfering
Are you out of inventory space?
Cause I’ve found they don’t seem to take damage if you can’t take the drop
The only other mod I have is the one that makes glass cabinets have their contents shown.
I thought of the inventory thing, but that¿s not it.
they still do
Hi @trail ether, I started playin Subnautica again after a few years, and am loving this mod and how it encourages a lot of exploration and to use all the tools at my disposal!
I wanted to report what I think is a bug: when Hard Mode is activated, it seems like solar panels continue to draw energy at night. I had a base at 60ish meters down with a single solar panel and no other sources, and it was filling enough energy to keep a scanner room running and stay topped off. I tried turning hard mode off on my save, and the effect stopped. My mod list is just your mods + autosave/radial tabs/quit to desktop
I started a new game in hard mode just to be sure and also noticed that the lifepod you start in seems to slowly get energy at night too
That's cool as hell
ive been getting tons of random FPS drops since the last mod update
obviously i dont know if its correlation or causation
actually id say its pretty much a consistent performance drop
it might be related to the kelp/sonar effect you showcase above, as the kelp renders i can see it briefly has the red sparkles which fade immediately, and i do not have any sonar equipped anywhere. my base is close to kelp, so i went a ways away and the performance improved
it does involve adding a lot of GOs
but these GOs do not usually do anything on Update() and normally do not even have an active Renderer
but ok maybe i need a different approach
could that also be related to the "_SpecGlossMap" material? I've noticed a ton of messages about that not having a texture property in the BepInEx log when I go by the kelp
Also, I just discovered and explored the cave system in ||the mushroom tree|| which was such a cool experience
that is due to ECCLibrary
which I use to apply the SN shaders to the primitive GOs used for those spots
added a new cheaper impl - which one is used is configurable, with the default being the one I demonstrated yesterday, as it still looks better
but this one is just one GO per creepvine
much MUCH cheaper
yeah, the other one looks a lot better but having a performance option is probably for the best
I noticed no lag from the fancy version but I am on a new and strong PC so that may not mean much
what does this do? is it just decorative?
makes it so sonar doesn't work as well in kelp/||glass|| forest
but it does also look nice
there is also a standalone Sonar Flora entity that i have yet to add to spawn anywhere
not sure where I am going ot add it
oh yes, previous implementation is far prettier. its strange because i wouldnt even really say my machine was being taxed, my GPU never clocked above 40%. i run minecraft with shaders, stream star citizen to my friends, etc. so i wouldnt say im behind by any means, and definitely not for a decade-old unity game
what about RAM
lots of GOs tends to fill that
nah, RAM is fine, ive got 16GB and subnautica doesnt use more than a couple
i just tested by completely removing ecocean(and seatosea as a result) and my performance goes right back to where it was before the update
putting it all back, even with the fancy option disabled, drops me down to potato levels
wtf
then it must be something else
the drop quite literally was like flicking a switch with the v54 update. if i had a backup of v53 id test, but alas, i am not in the habit of doing that
i agree, i have no issues rendering anything, sparkly red or blue or what
very certain, i pulled all your mods and and added them back one by one, ecocean was next to last before c2c and thats when it popped back up
ok
look for Adding cheap creepvine sonar halo in the log
how many copies are there
and are they continuing to be added after you finish loading an area with creepvine
apologies, but, which log? and do i have to enable extra debugging to get those messages, because i dont see them in the qmodmanager log
no the default qmm log will have it
one per creepvine, when the fancy option is disabled
also
one thing that might be broken is the cleanup code
since there was a release with the fancy option being the only option, which would persistently add the GOs, I added some code that would remove it from existing creepvine
if this is failing then all those GOs are persisting
the way to be sure is to install runtime editor and select a creepvine
does it have a child GO with SonarFloraTag on it
which in turn will have >100 SonarBlob child objects
Hello, I was also having the stuttering/lag issue, which visually is better after the last patch and turning off the fancy creepvines. When I first entered the creepvine field I got 199 instances of "Adding cheap creepvine sonar halo"
I turned around and went about 50 meters away, and then came back and got 155 instances. I don't know if that counts as the area reloading or not
it will redo it each time it reloads yes
Okay. Got it. I also saw a visualization of all the kelp getting little sonar bursts even though I don't have any sonar equipment
it should not create new GOs each time though
when they first load they do that yes
Okay, I'm now just sitting still in a kelp field and getting messages like these that continue without stopping
Stack trace:
ReikaKalseki.Ecocean.CreepvineSonarScatterer.Update () (at <542dbcc464644a0dad6ef3814628d8ad>:0)```
(I dunno if this is helpful information or not)
is that with fancy on or off
That's with it off. I can turn it on and try again
I just cleared the log, loaded a new game, spun around in a circle in my shallows base, then quit the game.
do you see something like this persisting when turning on cheap mode https://i.imgur.com/00mmpKO.jpg
actually, after the new update and enabling cheap mode, i did not have a visual indicator at all when the kelp spawned in, but the performance drop persisted
wtf
but even then, no, the red sparkle would disappear immediately
i just tested both directions and the proper GOs were created and destroyed
I was talking about the child objects
like I mentioned earlier
notice how the sonarflora and all the blob objects are removed when going from fancy to cheap mode
does that not happen for you
plus
if you are having lag and there is not even either rendering object on it then I really have no idea
aside from the exception which i just fixed
sorry, its been a long work day, and my processing skills are worse than normal given that i stared at code all day for very little reason other than my own morbid curiosity xD
im going to have to boot it all up and test, maybe get some video
ok
this is a video clip of the game performance without ecocean or seatosea
https://www.youtube.com/watch?v=7q430xaBhcg
and with them
https://www.youtube.com/watch?v=0cfg_-seoaU
you can even see a flash of the sonar render at :45ish
i tried to do pretty much the same actions so you can side-by-side them
love when new expensive graphical effects are added (my 10fps are going to drop to 2)
the cheap one should have no meaningful impact
the most bizarre aspect is that it doesn't even seem to be graphically related
my RAM and GPU never exceed operating norms
Something that uses up processing time, but doesn’t fully utilize processing power, then?
possibly? i mean, id be glad to see other people test it out and report their experience xD
@unreal flame do you by chance have a version of the C2C (and possibly Ecocean) mods from Friday or earlier?
im stressing poor Reika out and i figure a nuclear test might be the way to go
last sunday
two days sunday, or nine days sunday?
the 12th
that just might work. do you have a dropbox?
or wait, you can just drop me the DLL for starters
_<
if you would, kindly, please
change the settings in Ecocean_Config.xml. Fancy Creepvine Sonar = False. and you will be happy
he has been having lag issues even with that off
and for that matter the issue has moved around and changed apparent causes
making it a nightmare to track down
i wish SN had a profiler
will that profile code paths
the way VisualVM does for java
something like this https://i.imgur.com/2fPZ7zk.png
I haven't used it so I'm not sure
(Some small i think mid-game spoilers)
Alright, i dont know how to use this thing. I cant scan it, i cant repair it. But now its in my base placed as a deco!
Because it just looks wonderful for some reason
how did you pick it up
and it should have been scannable
do you have a mod messing with both of those properties
I have no issue with it being able to be picked up and placed as deco - in fact I like that - but whatever gave you that ability probably also broke its scannability
@trail ether I only figured it out recently but congratulations on bringing back old unused items from BZ
Propulsion cannon
You can also do the same thing with the ||crate in the mushroom degasi base, with the plasteel ingot||
whuich item
Im not sure why scannability is broken. When did you add the ||tablet fragment||?
The red and white tablets where originally going to be used in below zero. If you use a code to play an old version of BZ you can give yourself the red and white alen tablet
Im actually surprised that ||normal broken purple tablet|| is not in the decor mod tbh
They are also in the base subnautica
You can even obtain them in vanilla with cheats
However, ||the fragment|| is indeed custom
Interesting
Alright then i shall now just unlock it with cheats
before the first release
Have you ever updated it after the 21st version?
Have you ever updated the ||tablet fragment|| in any way after update like 30? Because maybe an update just broke it for me because i havent updated for a while
wait, so you picked up the fragments with the propulsion cannon and put it in your inventory?
how'd you place it indoors?
Yes, exactly, but without the inventory part
oh, you brought it through a moonpool.
I just picked it up with a propulsion cannon and bringed it to the base, then, as cnoTe suggested - put it through the moonpool
does putting it outside let you scan it?
No, it was originally in a particular biome outside
Like idk 500m from my base
I have never touched it
has anyone else had their ||geyser filter|| make a sound when it was full and being hit?
hit by a ||geyser||, specifically
is it a high pitched sound
it is
here is the culprit https://i.imgur.com/W0lQkgt.png
can fix by removing error sound
Hello, i am having some issues with performance. I think it is related to some new things being added, but i'm not sure.
This error is spammed and i encounter a series of lagspikes
It only seems to happen when the kelp forest is rendered
i'm not entirely sure as to what this is, but looking at past posts, this seems to be something related to a sonar?
it is only visible for a single frame, and is accompanied with a massive lag spike
I've been checking the qmodmanager log, and i seem to have some errors regarding textures
one example is on line 11988
[SMLHelper/Error] Error on LoadTextureFromFile call. File not found at F:\Program Files (x86)\Steam2\steamapps\common\Subnautica\QMods\SeaToSea\Textures/Items/World/T2battery_BumpMap.png
i'll try to send more details if i can upon request
I will not be able to respond for another 16-17 hours, seeing as I have to sleep and go to school and what not.
If you haven't seen the messages, going into the Ecocean config file and changing the last entry "Fancy Creepvine Sonar" from True to False might help
I'm still getting some lag but it's a lot better with that setting
You guys think it’s possible to build a base in the sparse reef with thermal generators for power?
I’d like to build one in the grand reef but I think the thermal vents are too deep for me since I can only go 300m rn
Sorry for the really late ping, but how do I add Reaper Leviathan to scanned registry using bepinex runtime editor?
Or sorry, unity runtime editor
Like I'm not sure how to even open the menu
random load with this mod pakc causes now the game to crash when entering seamoth no error code receiveed
nvm now it's fixed itself??????
fuck it im just gonna pretend this enver happened
F7 to open the GUI
at least for me
and then call PDAScanner.Add() or something like that
not able to check the code atm because I am at work
This was requested before, but does anyone else happen to have some pre-Nov 19th builds of C2C and ecocean that they could share?
why? what happened on nov 19?
Sonar update. The recent patch helps a lot, but I'm still experiencing meaningful enough lag around kelp fields that I'd like the option to roll back a bit while the causes are being explored (if that's possible to do)
the cheap version should have no meaningful lag
sent ya a DM
And then just the name of the entity?
the TechType of the thing that you would scan
in this case TechType.ReaperLeviathan
oh my god thank you so much i can now play the game
Is there supposed to be something?
(Some after-gun spoilers)
yes. for unknown reasons, those items can take a while to spawn? at least, they did for me
first time around it took quiiiite a while, second time around it was maybe 1-2m
first time i ended up messing around with a combination of leaving the area, revisiting with cameras, saving/reloading, etc. until they finally appeared. dont know if any of that actually worked or was what contributed to it taking so long, tbh
second time i just sat there but they did appear much faster than the first time
Thats a very dangerous prospect when theres a reaper nearby
that happened for me too. so I just turned on invisibility and oxygen cheats while I waited
That's not intended behavior by the way- supposed to be instant as soon as they're pinged by the scanner room
part of the reason why i am now quite a bit better at dodging reapers on a seaglide xD
my nearby moonpool base was used to respawn more tha nonce
I'm in hardcore 💀
decoys yo, lol
has anyone tested EasyCraft alongside C2C recipes
and made sure it does not spawn or void items in the process
I did, it seemed to work fine
yep ive been using it without issue
Yeah, I used it fine
I think I had it void a few pieces of material once or twice with one of the super complex recipes with multiple steps?
there's also a funny thing where it allows you to uncraft an ingot without having any ingots
but it doesn't actually create new material, it crafts your existing material into an ingot and then immediately uncrafts it
so it works fine on the "pull ingredients from seabase" part but the recursive crafting part is broken
alright I know that is an option so i will just disable that from code
my biggest concern was crafting things without using the ingredients, or using up too many ingredients
but I think I had it do weird stuff a couple times on stuff like, craft motor -> use motor in another recipe
I don't think it ever gave me anyhing free, but I think I had it eat a piece of titanium or copper here and there
had someone report that it crafted a thing they could not actually afford, and someone else report that it used too much of a thing
during recursive or even doing "pull from nearby"?
I'm not sure exactly what recursive means, but it was always if I tried to do multi-step recipes in a single step
that is what I meant
so like, crafting a ||nanolathe drone|| without crafting the motors first
it would work but i'm pretty sure it used more resources than it should
any time I was doing a simpler recipe it worked fine
Recursive crafting would be any multi-step craft, yes
hmm, i would have to do testing to make sure it wasnt deleting stuff. i use it the most heavily for chemistry crafting and the rate of supply depletion seems fine
was it any particular recipe presenting trouble?
the people who reported issues never mentioned a specific recipe
but they also never mentioned whether they were using recursive crafting or not
so maybe they were and that is where the issue lies
also unrelatedly I saw an issue with the fancy creepvine sonar myself
for me I get no meaningful FPS issues but it does make saving take well over 90 seconds, and the RAM usage of the game exceeds 10GB
probably serializing all the GOs
and the game hangs while it does this so windows thought it crashed
but if you leave it then it will eventually finish
man, i would love for there to be some stupidly verbose debugging mod that logs everything the game does
some devs do
there is nothing wrong with not making a game with modding in mind
espeially as a small studio where the dev time to do so is not really available
but it does make the modding become painful later on
oh no, nothing wrong with it, just not terribly convenient as you say
oof, this is real bad
can you think of any way to fix that?
Coalescing the 128 objects per creepvine into 1 per
but will stalkers take off with them? lol
oh god
don't give her ideas
XD
I'm guessing ecotargettype.shiny makes stalkers go at it?
yes
there is one problem with this idea
you will have a hard time finding them again
oh wait i know
now the scanner room can see it
The idea is cool, but I don't see myself using them anywhere near stalkers, ever, if stalkers will take them
is it possible to add a config option for toggling geysers spawning minerals?
even if you can grab them back?
also they are intended for a specific use case
generally areas with large depth changes
Even if
because i'd be very annoyed to go have to get them back every other time I come to my base
But if thre's a specific case use where they work, then that's another thing
I mean, i've only just unlocked the blueprint for the bioprocessor and feel quite stuck, so i'm pretty sure there's a lot of things I still need
to know
Yeah, this would result in just never using them near stalkers, since they could disconnect important machinery like power generation
but I think it's fine for them to have limited use cases, so they don't just entirely replace the normal ones
I mean they are also more expensive... aren't floaters a limited resource
technically yes but in practice there are hundreds
far more than you would ever make relays
what if I want to make a massive power network connecting all my bases /s
power transmitters cannot even do that
damn maybe they should
instead of the stalker actually grabbing them, they should deploy a perimeter defense sphere
not because that's included in the recipe but because the stalker is biting into something with a load of power going through it
I do not want stalkers to take damage randomly
knifing ancient floaters to get a regular one
i kind of like that idea
so long as that will never kill the ancient floater
i am pretty sure they do not have a livemixin
it'd be a little weird for them to
then have it deal like 1 damage. electrical shocks have a 10x response rate or something anyway
but i added it https://i.imgur.com/JR6StpE.png
budding
because then if you killed them all the island would be floating with nothing holding it up
using the same code i already had for amoeboids
?
explaining it as the ancient floater is budding and the player is just taking them, basically
and I like floaters being renewable
oh no I meant it'd be weird for them to have livemixins
I also will probably never use this mechanic because floaters are like the only thing that scares me in this game
floaters?
the harveting
because of the leech mouth?
in response to lily
oh, them attaching to the player
yes
i tried to stick some to myself earlier
and the weird cyclops interaction
to carry them home with a full inventory
they did not stick
they just did 10 damage
these bugs specifically
https://youtu.be/t00kYLF368c
Excerpt of my Subnautica gameplay from my Twitch stream over on http://twitch.tv/closetyeti showcasing the true horror of Subnautica that puts all Leviathans to shame! This is my first time ever playing Subnautica, and I'm not entirely sure what to even expect!
Subnautica Playlist: https://www.youtube.com/playlist?list=PLhu1IU-H0hU3fZhZptLPPlyJ2...
i have a video of me launching my cyclops with one
wow that video's old now
why are you letting us see the code
showing i moved the floater harvesting to Ecocean from C2C
it's not like we cant decompile it... and also see it on GitHub...
isn't all of your code visible-source anyway
yes
i accdently saw the code behind someones mod and got banned from there server
for the mods anyway
the code for my website builder, for FCompile, and the like is private repos
also DRCore
that is also private repo
i wont but i think i know how to access it
people who insist on closed-source are weirdos
that's weird
c# is super easy to decompile
still have the mod and code lol
cant update it till a public release tho
i payed for a beta
40 goshdarn dollers to
for a subnautica mod?
it was his premium
pardon?
i got my name is the thanks
yeah but was it a subnautica mod?
a BZ multiplaer mod
?? but that mod's visible source too?
not suppose to but yea
no, like
and since he got rid of me just like that after i payed 40$ for the mod
the bz multiplayer mod linked in #🌍┃related-communities is visible source
i'm just wondering, can i talk about ideas here?
yea man frre rain
like, for sea to sea specifically?
yes
probably
ok, I have an idea for a change to the Electrical Sealant Module, but i'm not sure if it would be balanced
could it be a common module instead?
just tossing an idea out
the seamoth one?
yeah
there's another feature that would end up making it redundant anyway
the thermal reactor module?
not quite. you'll probably find it pretty quickly
ooh you got me excited
will the mods come out for 2.0
eventually
wait 40 dollars 💀
for what mod?
a BZ multiplayer mod
BZ multiplayer mod
Not the one in #🌍┃related-communities
There is another one
40 dollars is way to much for a mod imo
And its also in early access
there was a cheeper option but i was nice
Oh ok
why did he get rid of you tho
apperntly in attempts to start coding myself i accessed the code of his mod without permmission
thats what everyone else says
yeah
nice to meet you btw
nice to meet you too
would you play sub or BZ with me sometime
this is not the channel for this
Is this because I haven't fixed the Aurora's radiation leak?
Figured if it put it in my inventory it'd go away since it's a bug, but that's a mutant peeper right there lol
No, just that one peeper
My ACU has been really weird tho
Remember the immortal kelp? I had to turn "instagib" on to be able to kill them
yes
Make it a feature
If you take too long to repair the aurora, this happens
I'm dying to see the mutan leviathans comming after you
nom
that didnt work, this is what I'm using, in case you have experience with it
that is not the same thing at all
I thought someone said unity explorer worked the same, I wasnt able to find bepinex runtime editor
also @lunar glen this thing is a big part of the inspiration for the thing Ecocean adds to the void https://www.youtube.com/watch?v=Y2HovVwKu6A&t=223s
This video is going to look at the different biomes found underneath the Europan ice in Barotrauma. We are going to be cover the 5 main biomes that you will explore as you make your way through the games main campaign.
Cold Caverns | (00:00)
The cold caverns is the 1st biome in Barotrauma, there will be minimal monster spawns, wide open spaces ...
there is also something else in that video that inspired an ecocean feature...see if you can guess what it is 😛
Is there a reason to go into the void in C2C?
Ah
Big thank you
the use case https://i.imgur.com/WXJzDX2.jpg
and there is a kelp nearby and it has not been an issue https://i.imgur.com/uDk4ql8.jpg
you can actually do that without the floating things, I did it for my base
you can, and I did in my last playthrough
but it takes a ton of fiddling to find valid placements for the normal ones that do not clip the line through terrain
is clipping a problem? I thought it works anyway
ah
speaking of power
you did not
now we just need an autoharvester for plants and a way to automatically transfer items to chests /hj
Now that's a game I'd love to play
barotrauma looks cool but it requires both a decent PC and friends
this puts in chests and AE has had a harvester for months
currently it has an inventory but I am going to remove that and make it drop at the plant, so you use a collector
it is currently 50% off https://store.steampowered.com/app/602960/Barotrauma/
"Work together to explore and survive, and/or sabotage one another and let the ship go down in fire and flood."- Rock Paper ShotgunWELCOME TO EUROPABarotrauma is a 2D co-op survival horror submarine simulator, inspired by games like FTL: Faster Than Light, Rimworld, Dwarf Fortress and Space Station 13. It’s a Sci-Fi game that combines ragdoll ph...
$19.94
41719
81
no to both
?
it is 2D and not demanding on any resource, even disk space
and I just completed the entire campaign with AI crew
oh I wasn't aware that was an option
I mean
my PC lags playing late game beecarbonize
notice I didn't say good PC. I said decent
although weirdly I can run Terraria.... apparently Terraria is stupidly well optimized
fair enough
their AI makes them unsuited to EVAs but they are better gunners than humans, excel at finding damage and repairing it and perfectly fine reactor controllers and item managers
they are subpar medics but passable, and if you need extreme medical intervention you fucked up anyway
so things like this I had to do myself https://i.imgur.com/zOMqvQ7.jpg
every one of these crew (top left) are AI https://i.imgur.com/9y86Vjn.jpg
aside from me obviously
honestly my two biggest complaints about the game are 1) inventory management is a lot of fiddly work if you have a lot of stuff and 2) if you cannot handle scary, it is very stressful
lots of moments like this https://i.imgur.com/4D01WCn.jpg https://i.imgur.com/dezooEk.jpg
ok one downside to AI gunners - they shoot every creature, regardless of hostility
made mommy moloch very angry that way once https://i.imgur.com/YEWz8i4.png https://i.imgur.com/3ZwskLX.png https://i.imgur.com/lqL6StS.png
I've encountered an issue.
Idk how it got there, it just... appeared, one by one
*the locker item
when i transferred it out, it turned into 'Player'
(as shown)
I can't take it out of my inventory
so i reverted to a recent save to get rid of it
So, how do I catch ||phytoplankton?||
Do I need a blueprint for seamoth or something like that?
there is a module yeah
i dont suppose the bulb chain is pulled from the redwort code? xD
this happened on replant too
Hmm, the only databox i can think of (because i've been exploring a lot) is inaccesible because of a bug
Will have to use the warpforward command to get to it
Yup, that was it. That's why I had missed it
yeah that wreck's been bugged for a while
Is that the only wreck for that blueprint?
That's a very important blueprint, seems like a priority to fix
I had been looking for the bacterial samples and the bioprocessor for so long
I forgot what I wanted to do with them
and only for some people
have you attempted to find a pattern in the people reporting it? If I was in that situation I'd try to gather general information about their setup to try and narrow down the scope
because if it's pc-dependant there's presumably an external factor
yes and people say it has happened with only C2C
will these mods be on bepinx at any point
Ah, yeah i remembered- I wanted the seamoth electric defense thingy
It's so much less stressful to drive around reapers with that thing on!
It's amazing how much of the crater I had not seen in my vanilla playthrough.
SeatoSea feels like the proper version of subnautica
i wish there was a reduced grinding mode
i really enjoy the exploration and discovery and new challenges
i don't enjoy randomly needing to find 3x as much silver
to my knowledge, most of the justification for the additional grind is to incentivize plant farming, but it desn't make much sense for mineral resources
the plants are fine
i can farm those
the wiring kits are miserable
i have cracked every sandstone in scanner room range of my base
we need so many more than vanilla and every single one is 50% more expensive than vanilla
and actually minerals are less accessible than vanilla because of the prawn being locked until endgame
makes it feel even more grindy chasing basic resources when you have to build a whole ass base to mine one silver outcrop
with the exception of auroresource titanium, the grind for basic vanilla materials in c2c is unbearably tedious
all of mine are doing it too https://i.imgur.com/BRXwT2d.jpg
....more like 40% more...
minerals require going out into the world to collect
that is how you stumble upon things
did you make a rock crusher
yes
if it worked without a battery it would be ok
but having to either cart the resource chunks across the world with the prop cannon or keep on building a whole mini base is very boring
foundation > room > hatch > bioreactor > crusher > disassemble all > repeat
would a seamoth tether module help
@unreal flame suggested thta some months ago
the only thing is it needs to not supplant the azurite battery pull
so either it needs to come later or have a very high seamoth power cost or something
prop gun is power hungry so i guess that idea makes the most sense
ohhhhhhh
I have a nidea
I can make its power cost per time and not per thing pulled
and give it the ability to tow many at once
thus making it VERY incentivized to use the prop gun to drag a handful of nearby drillable deposits together, then take the seamoth there
as opposed to you taking the seamoth to each one
oh you mean attach the seamoth to the deposits
yes
i thought you meant use the seamoth to power the crusher
a cyclops cargo bay or something would be cool as well... to just grab a bunch that way
no idea how balanced it'd be I haven't gotten that far
that is not implementable
rip
oh you had something in mind like using the seamoth's power to power a base
as a kind of emergency portable battery backup
the only problem is I do not want people just building the rock crusher and moving it over and over
that feels silly
the only part of the resource changes I found annoying was the battery change
that seriously got on my nerve early, I had like 4 growbeds full of acid mushrooms at every base at all times but before I could build those it was super obnoxious
also out of copper like 90% of the time for a varietyo f reasons
outdoor pots?
hm?
The silver grind is pain, yeah
And I have way too much gold and lead
I have to admit i'm begining to cheat a little because it is pain, and i'm using the console to "exchange" 4 lead ores or 2 gold ores for 1 silver. I helps balance it out, and I don't think it's too unfair considering they all come from sandstone.
Copper is also a bit scarce, but not too much
I think if the drop rate of silver was increased relative to gold and lead, the game would feel better, and you'd still demand the player to go and explore all biomes.
Another sugestion: nanowrapping bandages or whatever they're called should be a 1x1 item.
Else I think i'm just not going to make any more of thm and just bring 2 medkits instead.
case in point https://i.imgur.com/Dq6A0Ll.jpg
to get out of this situation, i use the "FCS_AlterraGen" mod. foundation > alterragen + crusher > disassemble all > repeat
same
the fps drops are insane
they get up to 2 fps
i*
as of the next version I am locking it to cheap sonar until I can import N8's meshes
try to change the Fancy Creepvine Sonar to 'False' in the Ecocean_Config and restart, might help?
did that work for you
seems so, with the current build i dont see any lag with that toggled off
made a small patch to ResourceMonitor in C2C since I add so many items https://i.imgur.com/wluZtwF.jpg https://i.imgur.com/bapmcqc.jpg
this is MUCH better than 27 pages
I should also make it scan ACU contents
it would be nice if you could drag-and-drop what you want to show on a particular page
just for the monitor mod in general i mean
ty man this fixed the issue
Ah, love it when reapers drag you INTO the terrain
The problem with the resource monitor has not gone away. There is a duplication of azurite batteries. If you remove an azurite battery from a laser cutter or stasis gun, it will reappear every time you remove something from the monitor (provided you have the tool in your hands at the time).
wait resourcemonitor spawns items?
item collector cannot be added to a quick slot; you cannot choose what exactly will be attracted. I use three mods for the gravitrap: "GravTrapBeacons" (if stalkers drag it away, it will be quickly found), "GravTrapImproved" (setting up what exactly is attracted by the gravisphere. In particular, you can apply it to the attraction of "drillable" objects. The gravisphere attracts these objects, and you yourself are already pulling the gravisphere with a throughput cannon.), "GravTrapStorage" (analogous to item collector, but with the advantage of these mods).
is anyone aware of this issue?
(sorry for the inconvienent times between posts, its hard being halfway across the planet in Australia)
based off the Subnautica Map, these plants (and white tablet) are at coordinates 0, 0, 0
which tells me the plants tried to spawn, but couldn't find any coordinates, so they defaulted to 0
ah, does resource monitor just summon fresh game objects while deleting the original?
if so that's honestly really dumb
clear000 in the console iirc
didn't work
Hm... then i dont remember the command, sorry
But there is a particular command to clear things like those
ok, it's no biggie
just it changes from time to time
sometimes, it redirects the power transmitters
OH, speaking of transmitters, there is another bug
the blue lines connect to nothing
selecting the power transmitter on the habitat builder fixes this, but is undone after save-quit
also (i'm not sure if this can be fixed), but the geyser particulate filters only work when they're rendered
It’s the correct command
huh, that's weird
It just doesn’t work properly on some objects for some reason
This will cause a lot of lag if it goes on for a while. "Clear000" works sometimes, i had to use it several times until it did. Else I recommend you activate "instagib" cheat, go there, and smack the crap out of everything with your knife until there's nothing left.
That's really cool
can pull up to 5 targets
Let us tow the dunes meteor to our base
Oh my goood that is cool
first screenshot is actually pretty funny
probably because of how unhappy wit hthe situation the boneshark appears to be
then again bonesharks always look pissy
reminds me of:
https://www.youtube.com/watch?v=OE2NPmqZ9nM
🐬 bonk donk
Original video: https://www.youtube.com/watch?v=6M92OA-_5-Y (clip taken from approx. 1:05).
Fair Use - The original video was educational content, and has now been changed to comedic content by adding sound effects.
I don't understand how or why, but crafting all the stuff is kinda satisfying, despte taking like 30 minutes to do so
4 nanolathing drones for the vehicle bay is a bit expensive cause of the nanolathing drone crafting
I'd be very annoyed by that if Reika hadn't placed a very convenient exterior planting bed near the landing zone
So you can just farm them
they can spawn in the crash zone which is what that area is in vanilla
so that makes sense
reika why was the compass bugged in older versions of the mod
like it was spinning all the time
that does not happen now
because the code was half implemented
and scattered outdoor pots all over the place
sometihng added by C2C
This run I found 4 time capsules in the dunes, 3 of which had cuddlefish.
Other than the purging of the boneshark population, any tips on exploring the ||glass forest?||
there are a lot less of them now than there used to be
i did but was greatly disappointed
btw in the end the answer was genocide
glass forest feels like it was meant to be there, if the transition was a bit more seamless
It's a very cool area, but man is it hard to navigate
for stuff like this it kidn of has to https://i.imgur.com/UcUyc36.jpg
VERY dubious about how it handles this https://i.imgur.com/QbdsVal.jpg
i'm confused as to what is being illustrated here
regardless, summoning fresh game objects is bad when you've got at least a few that have states that can differ from "default"
like, that already makes it an infinite battery glitch from the get-go
does it harvest them for you reika??
in my experience using it it just took items from storage
so those eye cores would have been manually harvested and then stored and it's pulling them from a chest?
could be wrong though, never used it with c2c
it lists the contents of planters as collectable items
how does it plan to give me the item when i click it
especially for the eye flames which have custom harvest behavior
you cannot just take items from planters though
i have no eye flames in chests
also now buying buildables in FCS only unlocks them https://i.imgur.com/kCSp4kI.jpg https://i.imgur.com/Un4N8dV.jpg
but I have removed the "do not use these mods together" warning for FCS
I think I have sufficiently reworked and gated things that FCS no longer seriously breaks C2C
i get the same error. im not finding where in the log it shows what needs fixing...
oh wait, heres something
[QModManager:ERROR] Invoking the specified entry method "Load" failed for mod "ReikaKalseki.Ecocean"
[QModManager:ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingMethodException: void ReikaKalseki.DIAlterra.WorldgenDatabase.load()
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <567df3e0919241ba98db88bec4c6696f>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at QModManager.Patching.QModPatchMethod.TryInvoke () [0x00034] in <17412a3abc4a4e4196c5a94d73183573>:0
same error lower down?
wtf
this one is caused by not updating all the mods
a DI/C2C mismatch
waaaaaaaaait
fuck i think i outsmarted git
c2c should have loaded fine but everything else would fail
but this one makes no sense
let me force a synch update
see if that helps
ok every mod is being updated
oop, think i updated too quick, ecocean loaded this time but not c2c yet, ill give it a sec and redownload lol
yeah :/
what is the error now
[QModManager:ERROR] Invoking the specified entry method "PostLoad" failed for mod "ReikaKalseki.SeaToSea"
[QModManager:ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.FileNotFoundException: Could not load file or assembly 'FCS_AlterraHub, Version=1.0.1.91, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
at ReikaKalseki.SeaToSea.C2CIntegration.addPostCompat () [0x00c9c] in <47080e07c33d485c99528ca1f1a80a3d>:0
at ReikaKalseki.SeaToSea.SeaToSeaMod.PostLoad () [0x00154] in <47080e07c33d485c99528ca1f1a80a3d>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <567df3e0919241ba98db88bec4c6696f>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at QModManager.Patching.QModPatchMethod.TryInvoke () [0x00034] in <17412a3abc4a4e4196c5a94d73183573>:0
at least, thats the only error i see
That actually looks really really cool. I always loved the "build it yourself, with your own materials" mechanic more than "just stay afk, wait for the money and buy everything you need"
However, just one question. Would it be possible to instead craft the kits? Because they are really useful
Also isnt polyaniline a material that you only get in the bioprocessor? Or am i confusing it with something?
Polyaniline does require the bioprocessor because it requires hydrochloric acid
So now i need another machine for my ore processor? Aw :(
Also i might need to unbuild my ore processor before updating
no; kits are entirely supplanted, and that is a deliberate choice
they do not align with how SN works and fitting entire machines in inventory slots is wrong
you do not get it in the bioproc directly but it does require bioproc materials to make
this is alsao intentional
FCS enters the picture in midgame
yes
also I never mentioned it above but I add some azurite and +3 avolite if you have FCS installed
to help compensate for the costs of FCS things using these mateirals
ive never used FCS, is it just a massive building mod or something or another overhaul similar to C2C?
and i also wonder if it is something you personally want to work with C2C, or if it is just a frequently-used mod that you'd like to make room for people to use if they insist on doing so
argh!
it seems every now and then a random blueprint will be forgotten
normally it isnt a big issue, but i cannot remember where i originally found the mk3 module now
ive gone around and hit just about all the wrecks and bases already
I don't remember either. Maybe dunes?
or...
||I think it was in the crash zone, actually. In the added destroyed Degasi base||
it is a large tech and decorations mod
see the posted images for some of its machines
for some reason my fluid recharger is having its buffer emptied on game load
that has been reported by others
i have no idea why it is failing
I'm getting a weird stutter from the game, every one or two seconds the game stops for a moment, like lagging, but it isn't the 000 glitch, and it happens anywhere
This just started happening, has anyone experienced this?
also the item collector doesnt seem to be ... well, collecting
it needs an inventory to put things in
it does not have one of its own
Aalso, just wondering
Do you also need to unlock the deco, or is it just the machines?
But anyway good work on all that! Making an individual recipe for every item is pretty hard tbh
Wth?! There's a third biome added to this mod?!
What the hell is that supposed to mean?
i also was curious, so i found this?
https://villains.fandom.com/wiki/Jevil
perhaps it is meant to imply a descent into insanity
everything is unlocked
the store is pretty clearly based on the Satisfactory Awesome Sink and Shop so I made it work like that does
plus that is MUCH more in line with how SN is meant to work
the third was added in july so it might be newer than your last playthrough
what
||you found the floating lockers?||
yes
i found the battery like 3 times there
now its not there
how tf can i progress without a lasercutter
Yeah I haven't played in a while.
use console commands to give yourself a broken azurite batery
||item brokent2battery 1||
Command hidden to avoid unnecessary temptations
btw does this just go into the plugins folder?
it is a standard QMod
wtf
it was there for me a few days ago and noone else has complained about it being missing
So I can just throw it into the qmods folder?
Cause I put it into qmods and F7 doesnt seem to do anything
yes
but make sure you installed it properly
eg no nested folders
same rules as usual
but once you do https://i.imgur.com/vi6sfLc.png
rar is an archive format
last mod i installed was auto save
hey guys i install all mods but cant find the void biome
Sea to sea and related mods are gameplay enhancements, not just “new biome” mods. You’ll have to play through the game to encounter them
you ok
Non-sequitur?
Not even in creative mode?
Alright, I've finally gotten around to attempting this, sorry for the multi-week endeavor, and I got this
technically the void biome is the one that completely surrounds the game map
if you mean the void spikes, there is only one way to get to it, and yeah, that requires a story prompt
if you would like to hurry that part up, you could try ||solving the radiation problem||
You're still required to go to the void biome right?
yeah the newbiome is within that biome
But you cant go to that biome without a story prompt correct?
essentially I want to make sure I need to just go sail out into the void aimlessly before I do it lol
if you want the technical breakdown, ||the void spikes actually exists under the game map, and only approaching the exact right area of the void will teleport you there||
the story gives you a beacon to aim at, is all
Ah ok
Well I have done the thing you mentioned, so I assume I simply wait/progress to the appropriate point
explicit spoiler: ||lifepod 15 out in the void has a PDA which gives the beacon, which in itself requires a certain tech to reach safely||
what story prompt?
see immediately previous post lol
Alright, I'm not gonna read that spoiler, I'll just assume I will be led to it when I need to be
i will say this, there is only one reason to go out there, and its pretty late-game
So how do you unlock the volcanic filter?
Also I’ve gone to most places I’m able to with seamoth depth upgrade 1, and I still haven’t found the next upgrade for it
I haven’t gone extensively in the dunes, mountains, or crash zone for obvious reasons
Is this available for nitrox (I dont really think it is but its worth asking)
Nope
||look near the bulb zone||
I’m told it works surprisingly well, but is not built for it, so don’t expect much
Seamoth depth 2 is funny to find, it's in a very specific location that I can't really think of how to point you towards
Ah, I was going there anyways
You can get it without much tech beyond seamoth depth 1
Is there a clue or lead that’s given in game?
I think there is but I didn't findit
just remember to follow the lifepods
I just happened to stumble into the upgrade
Hm, from that I assume it’s not locked behind a sealed door or something
I can't remember, but you do have access to the laser cutter already
I don’t actually, I have the blueprint, but lack the avolite or azurite because of cowardice lol
that's the stasis rifle, yes
The recipe to make new batteries does require avolite iirc, but the repair recipe does not
azurite
The repair recipe does I think
the azurite batteries don't require avolite
Need azurite I meant
so you've got the broken battery as well, then?
Yup
just stock up on bandages and grab some azurite, tbh
It’s more the funky creatures that tend to be near them
I can also assume it’s not somewhere out of the way, if you stumbled across it
No it is out of the way I just happened to explore the right random spot
Oh
Maybe I should just use my scanner room arrays to scan for data boxes, but it shows ones that have been looted already
this is not valid C# syntax - it needs to be the argument
???
people say it works but I strongly expect there to be various behavioral issues
for example
Ah, my bad, I’ve never really used C#
What would correct syntax look like?
PDAScanner.Add(TechType.ReaperLeviathan)
Thank you
