#SeaToSea
1 messages · Page 7 of 1
redownload all of my mods
everything is mismatchbed
Alright
@trail ether where can I find the code for the different fabricators I’d numbers?
???
I have a decoration fabricator from one mod and a pet fabricator from another. But when I use the pet one it shows the setup for the decoration one
why are you asking me about mods I do not even make
what does nanocarbon look like when its sitting in the water after falling?? i can never find a darn thing as i search the alleged landing area 😦
also, does it spawn at the surface and then sink, or does it appear right on the bottom?
It sinks, and looks like black aerogel
it also bubbles
is this implying that it will be floating right at the surface..? man, that would be freaking ironic after ive been scouring the ocean floor each time xD
i have nothing else to do but busywork as i wait for shit to fall randomly from the sky, and if i attempt to go off and do stuff, i will miss the cues every time. so now im sitting in a tower watching the horizon and browsing tubi's catalog lol
no, it sinks at least a little bit
you better have a rapid exit plan
it spawns a couple meters down for visibility but does not move once it does
dropped from the hand it sinks yes
like all items
yeppppp that should help, once i got close to the area i would drop to the seabed and scour for a minute xD silly me, assuming the buoyancy of solid objects
it never helped much that so many of them seemed to land in the kelp forest lol
more mod compat
this time added by AE
the way I implemented this - with a wrapper fake inv on the ACU, rather than patching ResourceMonitor - might also mean EasyCraft now can craft right out of an ACU
going to test
it does https://i.imgur.com/idwTZXc.jpg
er, can that be turned off? i use aquariums with AquariumBreeding for my food fish
also, if i am reading the acu feeder correctly, food fish/herbivores should require plankton to reproduce? for me, possibly due to that mod, they do not
? how is that related
not only are aquariums already natively supported by those mods, as they do use StorageContainers, but this does not affect aquariums
they do not
I feel like this user doesnt want to accidentally use all his fish while crafting water
right, i tend to keep solo fish in the acu for display reasons and replenishing ones in aquariums
semi-related, ive noticed that EasyCraft sometimes puts surplus items into the bioprocessor and a few other containers i forget at the moment
not that it ever causes a problem, simply unexpected
why do you just have lone fish in the ACU
for making biomes without spamming loads of fish
my stalker acu is loaded with hoverfish, of course
that is entirely backwards to how they are suppose dto work
I patched it today to skip scanner rooms and C2C machines
it is now blind to them
I'm not sure how to prevent that myself
So I re-installed all your mods like you recommended, but sea to sea still fails to load
at least its not all of them though
you still have mismatches
[QModManager:ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingFieldException: Field 'ReikaKalseki.Ecocean.EcoceanMod.config' not found.
at ReikaKalseki.SeaToSea.SeaToSeaMod.PreLoad () [0x0000d] in <7fdf1df777aa4ed588f090ff1ddbcecf>:0
at (wrapper managed-to-native) ```
that or something very broken with your Ecocean DLL
[Message:Unity Audio Patcher] Attempting to determine the runtime state of Unity Audio...
[Info :Unity Audio Patcher] You may see warnings from AccessTools about being unable to find methods or types etc. during this operation.
[Warning: HarmonyX] AccessTools.GetTypesFromAssembly: assembly Ecocean, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null => System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at HarmonyLib.AccessTools.GetTypesFromAssembly (System.Reflection.Assembly assembly) [0x0000d] in <474744d65d8e460fa08cd5fd82b5d65f>:0
[Warning: HarmonyX] AccessTools.GetTypesFromAssembly: assembly Nautilus, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null => System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at HarmonyLib.AccessTools.GetTypesFromAssembly (System.Reflection.Assembly a```
wtf is unioty audio patcher
If my google searching serves me right. It is (take this with a grain of salt) 'a single setting or group of settings that are exported out of a software instrument or DAW (desktop audio workstation) that can be imported and used with similar software.'
basically a 'preset'
think of it like a photo filter, but for audio
is this correct? hell if i know.
I fully redownloaded all your mods
I guess I’ll try redownloading that
can i ask how AquariumBreeding might affect C2C progression?
by making you not use ACUs to breed
you are still using ACUs, as deco
but most people using aquarium breeding are doing so as a cheap low-effort alternative to ACUs
but how is that breaking progression or balance
i still require ACUs to breed anything that isnt a food fish
and to generate other resources
since they dont need 'feeding' in an ACU to breed, how is the aquarium any less effort than an ACU?
do you need to breed anything other than food?
the only difference that i can tell is that one takes up less space and materials
and this is a bonus, not a requirement
which is actually a point against letting the player ignore ACUs
as I know from experience that if there are optional make-your-life-easier-with-a-little-added-investment features, most players ignore them
and then turn around and whine about grind
I tend to breed carnivores and release them in the water around my deeper bases to act as a natural barrier to spawns
that is...unusual
i also breed crash fish and use them as projectiles
yes, exactly, which is why people using aquariums to breed food are probably using it as a cheap shortcut
yes, but how does that break balance or progression, is the question
when someone can go for a swim and catch fish in 30 seconds, whats the difference in letting someone skip the swim and have a fish right there
im not breeding fish that crap out diamonds or anything
if i want a truly unlimited food source, it takes me all of 5 minutes to swim over to the island and get some melon pots going, and bam, i will never starve again
you have a point in that ther eare base game features that also circumvent a lot of the value of ACUs
dont get me wrong, i really enjoy using ACUs, i just dont use em for my food fish is all lol
aquariums are pretty at first, but the swimming pattern in them is predictable and boring to watch
mobs in ACUs move around with much more freedom and are actually entertaining to watch for a while
just not when its completely crammed with em, which means only 1 of each
it seems like a really minor QoL mod, and i am really anxious about getting yelled at each time i boot up my game now -_-
i would be amenable to making them require enameled glass instead of reinforced, for instance
perhaps scanning an ACU unlocks aquariums at the same time, so you know there is at least no tech jump
When I do that, they just instantly detonate on me
i removed the dialog
i just used that mod because i like cyclops base
obviously can't do it fully in c2c
and ineffective.
arguably, aquarium breeding isn't really circumventive of any gates
at most, it allows the production of fish aboard the cyclops
a very strange question: has anyone else noticed bright orange very-short-lived flashes around the nearside front of the aurroa
if you arre close it fills your screen and makes everything light up
someone else had it happen while streaming - I saw it - and now it is happening to me
I saw the glare on the ground (including faded edge), so it is an actual in-world light source
I also saw it happen far enough away that I could see it was localized, lighting an area a couple times the size of a cyclops, about where the prawn or drive bays are i think
roughly in the spot where my cursor is (entry holes on the front near side are immediately to my right) https://i.imgur.com/pBaR1CH.jpg
with fog off https://i.imgur.com/PbsVFOB.jpg
hmm yeah that rings a bell, i figured i was catching an explosion render or something
I am almost wondering if some GameObject is becoming active for only a frame or two before being inactivated again
but the only modifiation I make to the aurora is adding the Sealed component to it in AR for the laser cutter interaction
and that would not do this
in what way? like bug fixes or qol improvements?
geysers unload at a pretty short distance, meaning the filter stops producing items unless you babysit the geyser
fundamentally this results from the fact the geyser filter cannot know the difference between not being placed near a geyser at all and being placed near one that is currently unloaded
Reika what would it take to put your mods on 2.0?
a lot of work
hm... what if instead of constantly checking the area for a geyser, it only checks once?
if false, remain false
if true, remain true
then it fails permanently when you first load a world and never resolves itself
post the logs in #❓┃help-and-support
hm... ok, i'll try to think of something
could you store the minimum distance to a geyser?
it's not like the filter moves
so then even if the geyser is unloaded, the minimum distance is close enough that it keeps going
that's the problem
it can't tell the difference from not being on a geyser, to an unloaded geyser
hm...
go like "works if (in_geyser) or if (min_distance <= x)"
like comparing coordinates to one another?
you would still need to load the geyser once
but then it has stored the minimum distance so it "remembers" that it's in range of a geyser even if unloaded
or even use a bool
just store a T/F like you said, but never allow F to overwrite T
that might work
not an issue because the filter doesn't move, so if it's ever in a geyser then it will always be in a geyser
if true, remain true
but if false, check and allow update to true
so (sorry if i'm misunderstanding), the geyser gets it's own coordinates, then checks if it is nearby certain coordinates?
and if they are similar, it returns true?
there must already be some system to check if it's in a geyser
clearly, as it works if it is and doesn't if it isn't
i'm saying just store that value if it's true
remember that it was true at some point
so then even if it becomes false, default to the stored value
similar to what you suggested, but allow updating from F to T, but disallow updating from T to F
This is just another idea - not discarding yours -. What if, instead, it never even checks for a geyser; it checks if it's in a volume?
i mean, there's no need to even bother with something like that
like a range of coordinates
the filter will be built in a state where finding out if it's above a geyser is easy
no need for updating the state if each individual filter simply keeps its state stored
not like they can be moved, at least
you'd have to make sure it's robust to saving and reloading
but other things like chests can "remember" between reload
and attaching one to a vehicle with building tweaks is at least unwieldy and at most impossible anyway
wouldn't be very possible to attach one to a cyclops and have it register as a valid filter, for instance
can you even build the outside base pieces on a cyclops?
alternative idea, c2c has no item conveyor belts/pipes/automatic transfer options, yeah? so why not unload the filter at the same range that the geyser unloads and calculate how many items it should have after X seconds of being unloaded instead?
the player will only be able to access it within rendering range, after all
it could also then check if its above a geyser (and quit out if not) which should also solve the vehicle issue (filter not above geyser while on vehicle? nothing filtered; vehicle moves? vehicle within render range and as such filter and geyser must be loaded, no issues there)
so many ideas... only one could be chosen
which would be the easiest solution...
checking, then storing the data might be easier and less buggy...
but is that simple?
or a pain in the butt
i don't think buildables can unload?
regardless, that still requires tracking a value across unloads/game reloads, so
i think storing data is the most reliable
because there is something the filter can recall to
im pr sure they can, at least on 2.0
The geyser filter could check it's own coordinates, then compare it to preset coordinates: not necessarily the geysers
ive used this approach before in my mod until i realised item transfer would be a big issue
there is a problem with all the suggested ideas
namely that the geyser is not just there for a "can it work" check
as it is currently designed the item "production" only runs while the geyser is actively erupting (note the progress meter)
thus rewarding the use of more active geysers
ah yes, forgot about that...
then store the geyser's eruption time
true this is a field on Geyser
they are pretty regular
elapsed time while inactive / geyser eruption time = number of eruptions
all things considered, do any of them have different timings?
huh
even so, just store the timing of the geyser and generate items based on that as opposed to detecting when it actually erupts
effectively the same thing anyway
except when you can see it
then again i guess i could override the logic to use the actual geyser if it exists
i feel like that's of minimal importance, honestly
i do like that you can watch the meter rise intermittently
the filter could compare it's coordinates to a bunch of prelisted coordinates, maybe like a imaginary box
like 0≤x≤30 , 0≤y≤30 , 0≤z≤30
that is also an option
hardcode a list of geyser locations
their geometry is consistent
and is independent from the geysers
instead of checking if it is near a geyser
it checks if it is in this certain range of coordinates
not sure that actually helps much though
as n8 said there will be a loaded geyser nearby when you build it
assuming you are not a moron
as such it can save "i was built correctly"
there either will or will not be
you can't build one outside of loading range, at least
yeah that seems to be the best course of action
when built, check if it near a geyser
if so, remain so
it could also compile the data into a file so it can recall back to it when loading
like a .json file or something similar
i already have a serialization engine
which has been working for me
sorry for the silence, i am new to this level of programming, the highest level i've achieved is understanding basic levels of c++
so i may or may not have searched for 5 minutes trying to understand what serialization means...
but i think i understand now... so the data would already be compiled somewhere?
in that case... the code could refer to those files
saving to disk
ah. Thank you
This is a rough outline of how the filter could behave to make it work even when not rendered.
if there are flaws with the design, i'll try to fix it
more complicated than would be necessary
or make it so a geyser filter cannot be built unless it is in range of a geyser
then have it generate based on the geyser timer
would actually help me with placement since it takes me a couple tries to get them deep enough to activate
that...is actually doable
there is a framerate implication
since an AoE check is not cheap
but it would not be low enough to really markedly hurt the game
I like this idea best so far
as it is the simplest
oh yeah ! that sounds nice
ive had trouble with deciding where exactly the filter should go in the past, myself
@vague lark will the Architect ever have availably on your patron again
It did for a few days, but got claimed just yesterday!
Not sure why we're in Sea to sea btw I am unaffiliated with this mod
my oof
but still
can you send me a dm plz
I dont have public DMs, sorry
ok
example https://i.imgur.com/PqMsv24.jpg
ive wiped and downloaded fresh copies of all the mods, and re(ef)balance seems to be failing to load for some reason
[QModManager:DEBUG] Completed patch method for mod "ReikaKalseki.Ecocean" at NormalInitialize
[QModManager:DEBUG] Starting patch method for mod "ReikaKalseki.Re(ef)balance" at NormalInitialize
[QModManager:ERROR] Invoking the specified entry method "Load" failed for mod "ReikaKalseki.Re(ef)balance"
[QModManager:ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingMethodException: SMLHelper.V2.Crafting.TechData ReikaKalseki.DIAlterra.RecipeUtil.getRecipe(TechType)
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
[QModManager:DEBUG] Starting patch method for mod "ReikaKalseki.SeaToSea" at NormalInitialize
i put out another release which fixes these issues and more
#🎮┃mod-discussion message would s2s work with nitrox?
people say it works but i think iti s unlikely that it is bug-free
probably pretty easy to find out
Alright so I fully reinstalled ecocean and C2C, but it is still having them fail to load
Do you have all of the dependencies
no you have version mismatches still
[QModManager:ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingMethodException: void ReikaKalseki.DIAlterra.SNUtil.addPDAEntry(TechType,string,string,single,string,string,string,System.Action`1<PDAScanner/EntryData>)
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```
there's an issue I've run into while running the Dragon Industries mods, but due to a lack of any issue trackers I'm not sure where to ask about this but here.
as I run this collection of mods for an hour or two, there becomes a growing issue of lag spikes. the only time i've been able to correlate it to something in-game is when atmospheric debris spawned in. it seems to also occur during animations/transitions like pulling out equipment or entering or exiting the lifepod, or when moving the player camera too quickly. it doesnt seem to correlate to graphics, as turning all settings down to minimum seems to have no effect. normally the lag spikes wouldnt be too big of a deal to me to face but once that hour or two has passed, i get a popup for "virtualalloc remapping failed" "fatal error in gc [assumedly garbage collector]", and my computer soft crashes (screen turns black and becomes unresponsive, although the power is still on). it sounds like this is a memory related issue of some sort, but subnautica normally runs fine without mods, and with mods im running the game with 16gb of ram anyways. my only theory is this is maybe a memory leak of some sort. im not sure if there are any logs that get created from this and if so then where they would be, and i dont know if i can even get a screenshot of the error considering it crashes the computer.
I'm not entirely sure which of the mods is causing the issue, but if this is a yet unheard of bug I can do some further testing.
one thing i'm going to attempt to do is see if a fix reported for another game happens to work for this, since it doesnt seem to be limited to said game as the fix is adjusting the windows pagefile size for game memory
oh wait I found this in the subnautica folder from the time of the crash, yeah definitely a memory issue, wonder if its a memory leak or something
and found this, its just not very useful other than at least being a log correlating to the gc error
tbf i should probably also update the mods, since i see theres new updates
there is an issue tracker but this is a fine place too
yes, you have a memory leak of some kind, but I have no idea why
I do not have that low level of control to be able to cause a memory leak
and 16GB is far in excess of what SN needs
mine is running at <4GB right now
with a late midgame world with a giant seabase loaded in
ah okay so memory leaks can't be caused by SN mods good to know
and to be more specific my computer has 16GB
I'm not actually sure what's allocated to Subnautica, it'd be whatever the steam default is, I'd have to check
not the usual sources at any rate
like I could create infinite C# objects sure but that is not a memory leak in the typical sense
your issue looks like a leak of low-level memory
which should all be deep inside unity's internals
okay I don't think this is something thats normally editable for steam games so yeah I'm not exactly running subnautica with an entire 16GB I don't think
most of my mod and modding experience is with minecraft and I think that shows here lmao
where's the issue tracker located? I tried searching for it on the github site but couldn't find any links
so is mine https://i.imgur.com/CBDLvaR.png
ah I see, its on a shared repo
but yeah if it cant be caused by the mod then thats definitely a weird issue
i guess i will have to see if that pagefile fix does anything
if it doesnt ill probably just go to #❓┃help-and-support
i have had no issues, and only one other person has reported unusually high RAM usage, and never really followed up when asked for more info
classic
if this was a common issue resulting from core behavior there would definitely be more reports of it
so it is probably either some weird edge case or caused by (or at least requires heavy contribution from) external factors
yeah makes sense
well other than this weird issue these have been fun mods to play so far and i havent even left the safe shallows 👍 , can't wait to see what else ill find since i know theres quite a bit from the mod page but ive tried to stay unspoiled
if you have not even left the shallows yet you have seen very little of what you are in for 😛
lol yeah
all ive been doing is staying in the safe shallows and trying to manage my resources 😂
I also have weirdly high RAM usage in pre-2.0 subnautica
certainly no 16GB though, at worst like 6-8
for C2C or just in genreal
In general as best as I can tell
it's definitely worse in C2C
but even vanilla has higher ram usage than post-2.0
how many resources are there even to manage that ear-oh I know
no clue why
for me I don't think its a general subnautica issue since i completed the whole game awhile ago just fine without many issues on this pc as far as i remember
x eleventy billion
yeah the early game acid mushroom grind can be a little funny
carboxylic acid moment
thankfully the safe shallows has 92348 of them
and you can farm them
hate defacing the environment though 😔
there is a reason i did that
I wish they regrew after like, an in-game week
something where it's not feasible to just wait it out to avoid farming
yeah dw i like having these extra crafting stages, gives me more to think about with resource management
and its nice and fresh for starting the game again
ahh i think i might understand lol
the lubricant recipe is similar
i deliberately made the earlygame one expensive on raw materials and take a lot of inv space
okay considering i havent even been getting any lag spikes at all, i think the issue might be fixed
Should I just try reinstalling ecocean, because I just got fresh versions of all your mods recently
am I missing one?
the issue is not that you have a missing mod, it is that the versions you have do not align
but yes redownload everything, since I made an update last night
Having a bit of problem getting my stalkers to poop. I have plants, kelp forest biome, 3 stalkers and the rest are hoopfish and hoverfish, what am I missing?
An enzyme host peeper will help with productivity (productivity meaning rate of breeding and pooping). I recommend that you put an ACU status monitor to see your productivity factor. Other than that, it takes some time. Do be patient.
The productivity factor is 300%, might not be the best, but certainly not the worst.
I've waited over an hour
Something's wrong
Do I have to be away? closer?
can it happen while i'm looking at the tank?
Distance to the acu doesnt matter when it comes to waste generation
If you wish you can up the poo rate in the Aqueous Engineering config
I think there ought to be a bug somewhere. I don't buy it takes over an hour. But allright, i'll try to speed it up there
and to be clear the mods are reefbalance, ecocean, dragon industries, aqueous engineering, auroresource and C2C?
and exscansion
as it was explained to me, the poop is not truly a feature but a useful side effect, if you need volume for processing then you are better off hitting the path
it is very slow
yes
the poop is not designed to supplant the need for treader poop until you are in the late game and have a half dozen highly boosted ACUs
I see.
yeah the poop is basically to reduce how frequently you have to go hunt down the treaders
not replace doing it
also made an adjustment https://i.imgur.com/hLdS1An.jpg
so what do i do to ||use the liquid breathing system efficiently?|| wasn't a thing when i played the mod before
why
||there are four parts: the tank, the mask, the base module, and the fluid itself||
||wear the mask all the time since its an upgrade, swap to the tank before diving under 500m, fluid goes in the module which refills the tank when being worn in base||
Yep i know, i’m talking about the ||”breathing efficiency reduced”|| or something along those lines after equipping it, it has a little ||bacteria symbol||
it was thing since long before the mod was ever first released, so that is not true
it was a thing in may 2022
so you do not need two power cells per ion power cell
ok that is new
did you do what your PDA said
reika
look at the recipe again
I doubled the cost of everything else to keep it consistent
oh wait
the power cell
lmao
ok that did notwork
maybe: just make it output a power cell instead of two batteries
ok fixed
then you cannot make ion batteries
not like there isn't enough azurite for every tool and then some
also the ion power cells require additional items
there is not
every tool that sees regular use and then some
finding the opposite myself
especially once you need to spend 18 azurite (two batteries' worth) on a blue tablet
you set it to what?
I don't think the game gets better for not being able to have your late game tools have super energy.
that is not new
that is how it has been since the beginnign
also
unrelated except for it also being a recipe thing
remember how i added bleach to the nanowrap bandage recipe
which makes sense and i like the idea
but now you cannot produce them except on the surface
like you cannot make a self-sufficient production of them in deeper bases
i have noticed this
alternate bleach source?
maybe an LR bleach plant?
or
maybe i make pyrocoral also give coral samples when knifed
HCL+salt
also that
then again salt doesn't appear deep either, does it
no but water filters
which is weird because the lost river is literally brine
so you have a salt supply
true
What if there was a machine to extract salt from LR brine?
water filter lol
almost makes sense but A) lr brine is also toxic and B) salt is normally in such abdundance that this is not useful
anyway isn't deep shroom available in the LR (not to mention growbeds?)
should be a good lategame solution for bleach
gives more, perhaps
it is available all the way down to and including ILZ
but remember HCL is bioproc
there are deep shrooms in the ILZ for sure
only flora there, in vanilla
iirc you can find them in at least the treecove too
and that's the reason for making the recipe efficient
but this is still not self-sufficient
as lysing enzymes themselves require materials from outside the area
How about a recipie that duplicates bleach?
You add bleach + Something else on bioprocesor = 2 bleach
And that smeting could be harvested from the lost river
So it's self sufficient so long as you bring bleach and don't use it all
what if i made an alternate shaped azurite recipe that uses kyanite and less azurite i have a better idea
welp, while youre on the topic of recipes, in my humble opinion the cyclops and the MK1+2 depth module for it should be flipped a bit. as it stands, the cyclops recipe includes hull plating, meaning you cannot build a cyclops until you have already attained diving beyond the cyclops starting max depth using the seamoth. once you build the cyclops, you do not actually gain any dive depth at all until you add the MK2 module, which then allows the cyclops to dive several hundred more meters with only the addition of a few rubies and some materials already used in the base recipe. obtaining the MK3 module requires a jaunt in a prawn suit which making takes a few hoops that again only require you making it as far as 900m, cutting the cyclops out of the picture as a necessary technical step at all
I would greatly enjoy the ability to build the cyclops while i am still in the range of exploring between 500m and 900m. in that time i am still expanding my exploration boundaries and establishing bases all over the map, for which the cyclops would come in exceptionally handy. once i am exploring to 900m, i have already 'conquered' the surface biomes, and the cyclops has absolutely zero reason to ever see anything above the Lost River. rather than become an enjoyable part of the mid-game, it is only a late-game taxi for the prawn suit
the recharger uses a lotta power even when its not refilling, is that intentional? also the power consumption doesnt register for the BetterPowerInfo mod, just fyi
I forget, does the passive sonar also attract reapers, or just using the active sonar?
ty
neing able to bring the cyclops down brings additonal value compared to just getting the seamoth down
that said i noticed recently in my playthrouh it felt underused yes
basically a storage taxi
used it to cart back 200 ingots from the drill or lumenshroom oil from the dunes
recharger?
the liquid breathing one?
it has a passive draw
this is intentional
and i have never heard of that mod
yeah the cyclops didn't see much use in my playthrough either, though I didn't finish the game
I haven't made it to the cyclops yet
but i'm quickly running out of reasons to use it
I think UW made the right choice when making the seaglide never be able to go too deep. Makes the cyclops more useful
...there is a depth limit on the seaglide??
OH seamoth ok nvm i get ya
but yeah, i dwelled on it a bit more and realized the irony of a mod that spreads out the game content all over the map but then doesnt even touch the mechanic advertised on the game cover xD
i had just noticed the passive draw entirely outpaced the generation potential of my bioreactor
seemed a little excessive for a device not doing anything
it does this:
i dont have the recharger in that base but i do have the bioprocessor and that doesnt show on there either
I actually appreciate how much more useful the seamoth is now. But it does make the cyclops unnecessary.
not gonna lie, i installed the Odyssey mod to try and get a mid-game 'mobile outpost', but you cannot change the modules in it because C2C has that feature locked behind being docked, which makes complete sense for the seamoth/prawn, but sadly, there is no dock for the Odyssey and thus the module panel cannot be accessed
really?
do you have FCS installed
i do not, but i do have BetterBioReactor, which i thought would actually improve the bioreactor performance to generate power faster when its full
Looking into the odyssey- it looks like it'd be a great thing to have on C2C
And could be kept balanced by making it a low-depth thing only
It'd be great for resource runs, so you only had to really have 1 big base in the surface biomes.
Well actually, not really
It'd only be good for quick resource runs
Which is nice I guess.
same
passive draw for the rebreather charger is 0.5/s
2.5/s when active
can we see the leviathan at the void spikes?
It doesn't even have a model or textures yet...
K ty
It would be good to introduce, as in the “death run” mod, a crushing depth of around 100m. and significant depths, such as: 120m (point 17, 6), 260m (cave of jellyfish mushrooms), 360m (point 9) and others, are regulated by putting on a certain suit, hat or chip. then, for example, it will not be possible to immediately scan the base room for yourself from the beginning of the game. in general there is a large field for activity.
those features are in Deathrun and not C2C for the plain reason that Deathrun is the mod that makes the game harder, while C2C is the mod that makes the game 'wider', so to speak. also, i would not play C2C if it was the same as Deathrun because I already completed the Deathrun content... >_>
Well, in older version it had an untextured model that you could spawn with a command but it got deleted
sea to sea introduces player crush depth, it's just deeper than deathrun's
thinking about it, the fix for this is to instead add a farmable source of chrloine
given thta i made pyrocoral also drop coral samples then all you need is that and you can make bleach in the LR easily
Would it make sense to be able to get chlorine from LR brine? Or maybe from a plant such as brine lilys?
by what mechanism
i am thinking a new plant, derived from the cinese potato, that gives gas pods as harvest yield
that, combined with the pyrocoral samples and a buff to water filter salt production (3x) in the LR, means bleach is readily producible there
electrolysis of HCl
Not only for this HCl idea, but it could expand on many other recipes!
but what other items are there in the game that could be feasibly electrolyzed
Shoot you got me there, I can't think of any more..
you've got water, but that's somewhat useless as oxygen is everywhere and hydrogen is in the HCl recipe
Now that I think of it, an entire machine for one recipe is a tad cumbersome
and a recipe that is to some degree redundant, at that
(SOLVED)Hi, I'm having problems with running the latest version of Sea to Sea. This message pops up when I launch Subnautica: "Failed to load these mods correctly: Sea to Sea". All of the other Reika's mods work well and I've never had this problem with C2C. This is the log
do you have ECC installed
Yes
are all mod versions up to date?
Wait I figured it out
While updating the dependencies I accidentally deleted reefbalance
Thanks for trying to help me
and then somehow still counted 6 dependencies
Sorry for bothering
honestly i would say farming gasopods is the most enjoyable resource farming there is, as resource runs go
however, chlorine is not only obtainable from salt/seawater, but is also a volcanic byproduct, so do with that what you will
could make a gasopod farmer attachment for the acu, for 'safe' farming
Yeah! I was wondering if there could ever be a feasable way to farm gas pods via ACU
I like that idea
i still say having the ACU cleaner collect gas pods is a good direction
just tried it now that I was able to get subnautica to run finally lol
easier than implementing a new plant too
oh Add is private - replace it with AddByUnlockable
thank you
heres what it gave me
the return value appears to be whether it was already scanned so false is normal
Oh ok, one other thing, I’m sure this is a very basic solve, but it seems like the quit command isn’t closing the UI?
quit command?
i guess im not sure what the recharger is doing to draw so much power when idle. as you can see the bioreactor is running at +50 with nothing else in the base, and power is still dropping, so this seems the only culprit
a bit later
i usually have to disassemble it by 1%ish so it stops running
luckily it keeps the buffer value when i do this xD
The fact that reika was able to code in his own oxygen system is nothing short of amazing
Oh shit I never checked
ive been playing C2C for 4+ days
I want to play it but I’ve been on 2.0 for a while so
i hear ya lol
i got it for free on epic
then bought it on steam so i could roll back to play the craptons of legacy mods
Don’t you need steam to play old subnaughtcia
yup, legacy subnautica on steam is what i use for C2C
Try the habitat platform mod
dont regret the buy
i also bought it for a friend so we could play nitrox xD but that is getting a little off topic lol
By using it you can remove the requirement for base reinforcement
oh lol yeah i did notice that the reinforcement recipe in C2C is steep, so i just throw down several foundations and that does the trick
also, the ||power drain in lost river|| seems to be affecting cells in storage aboard the cyclops
Bulkheads are great for hull reinforcement as they give +12 points
i can get behind it affecting ones in your inventory when you go out with them, but these didnt make sense xD
apparently im dumb because i cant figure out where bulkheads snap to
They connect between hallway pieces, and do not fit in small connections (for example, if you put a moonpool directly next to a multipurpose room you can't put a bulkhead in the mini hallway that is generated between the two) you can only put bulkheads on either end of any hallway peice
ohhhhh
see, i make my bases like tetris blocks lol
i will keep that in mind though, thatll help me place them a bit higher i think than right on a foundation 👍
Whatever the command is to close it, I forget the name, but I’m not sure how to get out of the editor after running the code
just hit f7 again
and then your power stops dropping?
yes, because that would otherwise be exploitable
plus the cyclops is made of conductive metal
correct, the power number started going back up
oh no, i meant the cells literally in lockers aboard the cyclops. the installed ones makes perfect sense
yes that is what I meant too
||...how is hypersaline water draining batteries that arent touching any circuits?||
i mean, its an easy workaround to just carry them, so its not truly a big deal
they are connected via the metal chassis of the cyclops
storing batteries in a way so both ends make contact with a metal object is just silly
maybe but there is no visible insulation in the locker
also this is a feature so you cannot bypass the leak by just bringing a bunch of full power cells in storage
titanium is extremely not conductive, for starters, maybe less than 5% of copper. also why is a resource sink not considered a solution?
you cant recharge them aboard, i havent tried thermal yet but i assumed it would not fully counter the effect even when i did get it, similar to the one found for the seamoth
establishing a base or two with enough power generation to counter the drain takes about the same effort
the LR leakage is there for a reason, to make you not able to linger there without a local resupply facility
ok. i totally get it. i honestly dont linger there anyway because it looks gross xD
the fact i have to scour it for the ||sealant module and nickel and sulfur deposits|| is rough enough. it just seemed odd to have an effect meant to discourage staying in the area yet effectively forcing you to return to it and draw out the time spent there even longer xD
its fine, in the end there are ways around it
in the interests of your intent which is counter to mine, however
i should point out that ||camera drones do not suffer the drain||
if you really want to make it interesting, could add retrieving dead ones that may or may not even be marked anymore, would have to scan for them or something
or just give in that you are gonna lose a lot of them out there. maybe add a self-destruct if they are drained and sit in the water for too long?
i noticed this and it is on my todo list
...scour?
oh, ok, weird story, i was scanning for one of them, and it would not register on the scanner, i even rebuilt the whole base station, and was floating about 150m away staring at some
i didnt bother pursuing that since i found some but i can troubleshoot that some more later
and i still gotta move around and establish new rooms! 😛
i do feel confident in saying that there is ||no sulfur on the entrance at the NW kelp trench|| since i performed multiple visual scans of the whole section up to the drop xD
oh, or maybe add a resistant version to build? well, whichever!
did you scan it with the handheld scanner?
i am quite certain i did. ill go back to that later and update you if im not dumb and it was real
Is there any way to improve performance in C2C? After the most recent update, my framerates appears to have halved
You could try clear000
in game in the command thing?
In the console by pressing Enter, yeah
It removes any objects spawned at coordinates 0,0,0 which may reduce lag
So I tried that and it doesnt seem to close it
I was talking about this earlier
i dont believe it
I dont either because it doesnt seem to get me out of it so I can play the game to see if what I ran worked lol
Wait hold on, it seemed to work this time for some reason
so, i sometimes get a bunch of lag when i load up a save game because my base is near a geyser, and when the game loads it would seem all the minerals that settled get re-dropped into it all at once, and so the game which was just fine when i saved and quit, suddenly lags like crazy when i go back to it. i usually go creative and suffer through the lag until i clear the area, then save and relaunch and that usually helps
Alright so having done some testing after running the code, after having a camera drone within scanning range (non-reaper leviathan things near it are able to be scanned at this distance) be right up next to a reaper, it still appears like they dont show up as an option to select as a target
hold on, I'm gonna backup my save and do some testing
Aright I spawned one in 300m from my scanner room, well within its fully upgraded range, went right next to it with a camera drone, and it did not appear on the list
idk I'm stumped, I might just have to deal with it
....only having updated?
It does seem to have resolved more or less now btw, the framerate that is
weird
just curious, but what were you trying to do?
Was trying to forcefully add reaper leviathans to the scannable list, because for me it seems like regardless of the config, I don’t have them as a scannable target, even though I’ve scanned them
uhh ... something tells me this was not the intended result from this interaction
overall yes it is intended
NW kelp entrance yeah
ive got a base behind me which theoretically is in range to provide power
well ok then!
is there a special way to find the smaller pieces, then?
or do i just have to look elsewhere
read the pda page on the rock crusher
...
i need you to stop putting information in the information area of the game, its entirely counter-intuitive xD
What? I mean one of the big things about this mod is using information and connecting the dots with no explicit instructions, of course the pda databank will be utilized a lot.
s'ok, my autism agrees, lol
Mine too lol
including a coming soon page
not as in a page about stuff coming soon
but a page that is coming soon
cool! Can't wait to read all about it 
you think it feels bad when you get told to read the PDA now...
there will come a time where if you have not read and internalized the majority of the PDA information, you will regret so immediately
Is the ||silver|| scarcity intended to force you to mine around the ||dunes||?
Because it worked
Yeah, it's one of the places you should make an outpost at
definitely
my last playthrough I made five outpost bases
this time around only two
Speaking of which, I finally figured out why you added ||damage done to the player when picking azurite||
||It makes reapers actually dangerous by making you be at risk of being at one-hit-kill hp.||
Makes a lot of sense!
Huh, Im trying to get my game to run better but it doesnt seem theres any graphics settings anymore?
"silver scarcity"
My 15 silver ingots in my base:
Yeah tbh I think rng might just be bad for you, I've not had any issues with silver amounts in terms of collecting via sandstone outcrops
Is there RNG involved? I thought the game used a "resource bucket" system that made that a non-issue
Then maybe that's it
But i think the problem was that I stuck to kelp forests/plateaus/shallows for sandstone outcrops
Gold - 25%
Lead - 37.5%
Silver Ore - 37.5%
I had no idea there were so many in the dunes
...no
same
I posted an image like three days in where I had more silver than fit in a locker
same for many other materials
it is RNG but a biased one
one that actively tries to force itself towards the desired averages
when I wrote a similar randomizer for ChromatiCraft I described it as "RNG as if the gambler's fallacy was actually true"
in SN they just call it FairRandomizer
Am I just crazy
I could have sword SN used to have graphics options beyond resolution and fullscreen
many cannot be accessed except from main menu
Well it ended up working that way, which is nice, lol
when the leviathan will have a model and textures
where i can find Captain´s Quarters Door Code?
read your PDA logs
what are all of the stuff i need for this? If possible could anyone send a list like this:
QMOD Manager 4.44
SMLHelper
ask for help getting started with mods in here: https://discord.com/channels/324207629784186882/324210292194279424
wouldnt it make more sense to ask in here tho?
QModManager
SMLHelper
ECC Library
Dragon Industries
Auroresource
AqueousEngineering
Ecocean
Exscansion
Reefbalance
Sea to Sea
And optionally: Terrain Patcher
thx 
so these sgould be right?
vortex import thing
gets called zip if its downloaded as a zip?
also this one
is this how its supposed to look?
No
Did you have QMods installed before?
I dont really know much about vortex, havent used it before, so cant help you that much, sorry
But it looks like QMod itself just doesnt work
Did it work before?
What version of subnautica are you on?
No, i think that you are using the latest one
At least the mods tab should have appeared
yeah
im using legacy
i could try manually
like without vortex
Nono, i mean like latest version of qmod
If you want to
Always thought that doing it manually is just much easier
It's not too hard
Eh, its pretty easy
I believe there are installation instructions in the qmod files
oh ok
And its still easy even without that
aight
Alright, just open the zip if you still have it and put everything you see inside in into the subnautica folder
Nope tbh, something with QMods
oh this might be the problem
i thought nexus removed and added them as i turned them on/off
That all looks.. Fine?
then its realy wierd
Lets just reinstall it
ill just wait til reika is online and ask ig
imma try that in while
this looks like you downloaded their source code
not really, because by the question you asked, you dont have ANY mods working at all. best to start there, then come here
also, i personally dont like nexus, i just slap all the mods into the game folder, works like a charm
get your C2C downloads from here: https://reikakalseki.github.io/subnautica/index.html
aight
but i do have all of the mods allready tho
does the bepinex console window pop up when you launch subnautica
try checking your logs
@trail ether this time i think i did it right but...
nope
bepinex version should be 5.4.22.0, qmod is 4.4.4.0, smlhelper 2.15.0
obviously that doesnt include reikas mods themselves
those are the downloads for the versions i launch with
well technically the tweaks and config manager arent required, but they are helpful to have in there. nor is the radial tabs required by the code, but youll definitely need it as the menus get quite big
i shouldnt need bepinex for it tho, its on legacy?
QMod works on BepInEx
oooh
And comes with it pre-installed
hold on let my reinstall everything manualy
Alright, QMod works, thats good
Please send me the log
in your game folder, toss in your log
oooh
well heyo
makes a whole lotta sense
ik something is wrong with my log, ive heard i got like 20 errors
im not sure how to check the versions of reikas mods, but if vortex/nexus whatever youre using doesnt have the latest versions, you can get them from her site https://reikakalseki.github.io/subnautica/index.html
yeah im downloading the new ones rn
this should be the latest
so this
why did that happen?
idk where to see the information in the log, could anyone cheack for me?
no but i need to create a way for this to make logical sense
try loading your game anyway and see if it tells you if one of the other mods are out of date?
nope
reika do you have any idea why that happens?
why what happens
this thing
Oh that weird thing with your pda that sticks to your hand if you start/load a world? That happens to me all the time, it goes away if you open your pda
Oh ok
so with this the LE is just a visual bug, you aperently only need the mushrooms
No, there are two categories: Chemistry and Bioprocessor. You're looking at the bioprocessor crafting category, the chemistry crafting category has the other, earlygame recipie
Ooooh ok
i need so many mushrooms 😔
asking this many questions for the literal entry-level materials is not a good sign
You should maybe play vanilla subnautica a bit or something
Yeah, C2C's target audience are people who have played vanilla a few times and who want: "More subnautica in their subnautica" if you know what I mean
how can i use liquid breathing recharger?
it recharges your liquid breathing system
How can i get liquid breathing system?
databoxes
explore the whole dang map and read your PDA entries
its not something you need to worry about
what does the PDA say
Idk
anyone else have no graphics quality settings in main menu?
?
I'll have to send a screenshot tomorrow, but when I go into the settings its just the general settings
how long does the ||kharaa symptom alleviation|| thing last?
no but like i dont have the blueprint For it, and i cant seem to figure out how to get it, since i need to build a habititat builder
ive beaten normal subnautica multible times
2.5h on easy mode, 45 min on hard
could you atleast tell me if i get it in a databox or do i have to scan it?
what do you need it for?
look at the vanilla recipes
you should be able to guess from there
yeah ive already found out how to do it
can you change to hardmode after you started a run?
I don't think it's supposed to, but it happens to me every time I load the game, goes away as soon as I open the pDA
the general advice here is "read the pda". The entries are consistent with the locations of resources.
For instance, you can get chlorine right of the get go
It's a bit obvious, really
but if you play assuming everything is like vanilla, you'll be like me and be chlorine-less for liek 15 hours
yeah ive allready figurded it out, but it says nothing abt it in the pda
It does!
||The entry for table corals mentions that they have trace elements essential for microchip or computer fabrication, or something along those lines.||
yuh
thru commands
but you wont get any advanchments
you mean vanilla? im talking about c2c isnt that a config option or does c2c have its own achievmenets
As much as I wish it did, C2C does not have it's own acheivements.
oh
i meant for vanila achivments
hardcore or C2C hard mode
c2c hard mode
then yes you can change it, as it does not change very many unlocks
and nothing critical
thx
Is this something i can like deconstruct?
no
so is there like any point for it?
maybe to get the tech for farming outside earlier
Have a look around
they make for excellent external base lighting though
It just means there's some object of interest left in that area
that may or may not be mandatory, but is certainly helpful
what mods did u install
finally got the mobile vehicle bay what a grind 😄
yeah id try launching with no mods and see what happens? if youve tried that, do a file verification for subnautica in steam
If that doesnt work you gotta do a clean install, you do that by going to the game directory and renaming the "Subnautica" file (under steam/steamapps/common) to "Faulty_subnautica" or anything that isn't the original name, once you do that uninstall and re-install the game. If you have some save files you wish to keep, back those up because EVERYTHING will be reset.
You should be able to scan the exterior growthbed, allowing you to farm acid musrhooms, so you don't deplete the population making batteries
If you can't scan it, it's a bug or a conflict with another mod
oh ok
alright, my qmods folder is empty, ran it, still no settings, so I'm gonna do the file verification
Yeah that didnt help, beyond Qmods and saves is there anything else I should pull before reinstalling?
should I grab the bepinex folder, or just reinstall that after the fresh install
well your save games are in SNAppData
If you have mods that are heavily customized or configured you might want to snag those config files at least
but yeah id redownload everything after
how do i get these robots for the mvb?
what exactly does the electrochemical suit do?
|| Try looking deeper in the kelp forest||
||how deep?||
complete spoiler following
|| Its in a cave next to the underground geysir in the kelp forest||
||close to lp3?||
what is that
||Find the geyser on the safe shallows. The cave entrance is in the kelp forest and it connects to that geyser, so once you find that geyser, find the closest kelp forest and explore the walls where it borders with the safe shallows.||
Your PDA will give you a clue the first time you're near.
kk
You have probably already heard it and forgot, tho
there?
||That's the geyser, yeah. The cave we're talking about should be nearby.||
||Hell, I'm pretty sure you cna reach it from within the geyser,||
If you don't like taking a while to create crucial pieces of equipment
C2C is not for you
ok, i will do this
exactly? ||lets you pick up azurite without hurting yourself||, and ||prevents the lost river brine effect from damaging the player||
i think both are manageable without the suit, if you are careful
although you should certainly have it by the time you are encountering the latter issue anyway
Hrmm
yep that took a while to grind
feels like gregtech for subnautica
i love it
I mean that's not useless at all. ||It'll help with not having to carry an inventory's worth of FA kits when gatherting azurite||
But it's a bit disappointing tbh.
How tf do I repair the aurora? I'm just so confused. Game tells me I need fire resistant equipment, but I can't find the materials for the reinforced suit
You don't need that, just go to the drive core room
However you will need it in terms of COMPLETLEY exploring the aurora
||yay i caught an azurite plant ||
where does the new biomes of the game spawn?
that is for you to discover yourself, but I will say that the game does point you towards all 3 of them
protects u against electro and chemical
by signals?
for two of them, yes
any way to improve performance seem to be pretty cpu bottlenecked only getting 90-100 fps
is this seatosea feature? please dont start this creepypasta again
||abandoned bases from other crash survivors of the aurora, adds a little flavor, as in, they started to do what youre doing but got disappeared :O||
its all in the PDA logs tbf
oh, yes, its part of C2C. not guaranteed everywhere
do not let the last bacon see this mod
There’s a Subnautica Creepypasta now?
you know the last bacon?
If you've ever youtubed "Subnautica" you gotta
The algorithm won't let you avoid it
tbf he's pretty entretaining
youre not alone creepypasta
I don't think this is what you mean, but I ocacionally get a mean stutter.
Seems to happen when I am near certain wrecks, usually around reapers for some reason
Or when I load my game and I am in my seabase
If I go somewhere else, save and relaunch the game, the stutter goes away even if I go back to my base
what are these? (||blue plants that look like its for the azurite battery||)
Uhm, those plants are not for azurite batteries, you'll find out what they're for if you can collect them
how i do it?
the pda dont give any tips
wait
nothing but how that thing got destroyed
how do i get it?
Try figuring it out for yourself, study their behaviour and see how you can "outsmart" it
maybe by getting close and staying still
It's another of those "Ffs, was it THAT obvious!?" things you spend hours trying to figure out before you realize
Just in case you want to avoid falling into the trap I did
||No, you do not need to get the static rifle to harvest them.||
can u give at least a tip :-
what?
start reading the PDA
It's nowhere near as intense as Gregtech lol, but I can definitely see the comparison
Gregtech made me go insane and realize I don't like tech packs lmao
if this one didnt make you go insane, and this other one did, i will definetely explode if i use this other one
wich entry do i read?
everything you get
yes
The PDA entry for the alkali vines has the information you need
yeah same but the general fps level is really bad for my hardware
😱
Have fun travelling from sea to sea!
this is not an additional task
it is just a visualizer and general hint guide for a task you already have
oh no water filtration machine is expensive
but it will be so nice once i have it
is the scanner room behaviour somehow changed? It shows mostly stuff that is a few hundred meters away but nothing in proxmity
i feel like i shouldnt be seeing stuff this far away without any range upgrades
the limestone in the red grass is only found in some places
also the object does have to havebeen loaded
fair