#SeaToSea

1 messages · Page 7 of 1

civic grotto
trail ether
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everything is mismatchbed

civic grotto
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Alright

frank scaffold
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@trail ether where can I find the code for the different fabricators I’d numbers?

frank scaffold
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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

trail ether
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why are you asking me about mods I do not even make

bitter monolith
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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 😦

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also, does it spawn at the surface and then sink, or does it appear right on the bottom?

unreal flame
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It sinks, and looks like black aerogel

trail ether
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it does not sink

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it is neutrally buoyant

spiral coyote
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it also bubbles

bitter monolith
# trail ether it does not sink

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

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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

unreal flame
unreal flame
trail ether
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dropped from the hand it sinks yes

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like all items

bitter monolith
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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

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it never helped much that so many of them seemed to land in the kelp forest lol

trail ether
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more mod compat

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this time added by AE

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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

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going to test

bitter monolith
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er, can that be turned off? i use aquariums with AquariumBreeding for my food fish

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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

trail ether
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not only are aquariums already natively supported by those mods, as they do use StorageContainers, but this does not affect aquariums

bitter kraken
bitter monolith
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right, i tend to keep solo fish in the acu for display reasons and replenishing ones in aquariums

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semi-related, ive noticed that EasyCraft sometimes puts surplus items into the bioprocessor and a few other containers i forget at the moment

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not that it ever causes a problem, simply unexpected

unreal flame
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why do you just have lone fish in the ACU

bitter monolith
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for making biomes without spamming loads of fish

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my stalker acu is loaded with hoverfish, of course

trail ether
trail ether
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it is now blind to them

bitter monolith
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but i cant make biomes in aquariums! lol

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ok, nifty

civic grotto
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So I re-installed all your mods like you recommended, but sea to sea still fails to load

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at least its not all of them though

trail ether
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[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) ```
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that or something very broken with your Ecocean DLL

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[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```
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wtf is unioty audio patcher

spiral coyote
# trail ether 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.'

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basically a 'preset'

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think of it like a photo filter, but for audio

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is this correct? hell if i know.

civic grotto
civic grotto
bitter monolith
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can i ask how AquariumBreeding might affect C2C progression?

trail ether
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you are still using ACUs, as deco

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but most people using aquarium breeding are doing so as a cheap low-effort alternative to ACUs

bitter monolith
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but how is that breaking progression or balance

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i still require ACUs to breed anything that isnt a food fish

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and to generate other resources

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since they dont need 'feeding' in an ACU to breed, how is the aquarium any less effort than an ACU?

trail ether
bitter monolith
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the only difference that i can tell is that one takes up less space and materials

trail ether
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which is actually a point against letting the player ignore ACUs

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as I know from experience that if there are optional make-your-life-easier-with-a-little-added-investment features, most players ignore them

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and then turn around and whine about grind

bitter monolith
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I tend to breed carnivores and release them in the water around my deeper bases to act as a natural barrier to spawns

trail ether
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that is...unusual

bitter monolith
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i also breed crash fish and use them as projectiles

trail ether
bitter monolith
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yes, but how does that break balance or progression, is the question

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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

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im not breeding fish that crap out diamonds or anything

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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

trail ether
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you have a point in that ther eare base game features that also circumvent a lot of the value of ACUs

bitter monolith
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dont get me wrong, i really enjoy using ACUs, i just dont use em for my food fish is all lol

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aquariums are pretty at first, but the swimming pattern in them is predictable and boring to watch

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mobs in ACUs move around with much more freedom and are actually entertaining to watch for a while

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just not when its completely crammed with em, which means only 1 of each

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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 -_-

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i would be amenable to making them require enameled glass instead of reinforced, for instance

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perhaps scanning an ACU unlocks aquariums at the same time, so you know there is at least no tech jump

civic grotto
coral dagger
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i just used that mod because i like cyclops base

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obviously can't do it fully in c2c

unreal flame
unreal flame
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at most, it allows the production of fish aboard the cyclops

trail ether
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a very strange question: has anyone else noticed bright orange very-short-lived flashes around the nearside front of the aurroa

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if you arre close it fills your screen and makes everything light up

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someone else had it happen while streaming - I saw it - and now it is happening to me

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I saw the glare on the ground (including faded edge), so it is an actual in-world light source

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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

bitter monolith
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hmm yeah that rings a bell, i figured i was catching an explosion render or something

trail ether
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but the only modifiation I make to the aurora is adding the Sealed component to it in AR for the laser cutter interaction

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and that would not do this

trail ether
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still trying to figure out what to do about the geyser filter

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i have no good ideas

spiral coyote
trail ether
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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

frank scaffold
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Reika what would it take to put your mods on 2.0?

trail ether
frank scaffold
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ive got your back

spiral coyote
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if false, remain false

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if true, remain true

trail ether
frank scaffold
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post the logs in #❓┃help-and-support

spiral coyote
coral dagger
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could you store the minimum distance to a geyser?

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it's not like the filter moves

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so then even if the geyser is unloaded, the minimum distance is close enough that it keeps going

spiral coyote
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that's the problem

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it can't tell the difference from not being on a geyser, to an unloaded geyser

coral dagger
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but if you store the distance

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then it only needs to be loaded once

spiral coyote
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hm...

coral dagger
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go like "works if (in_geyser) or if (min_distance <= x)"

spiral coyote
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like comparing coordinates to one another?

coral dagger
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you would still need to load the geyser once

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but then it has stored the minimum distance so it "remembers" that it's in range of a geyser even if unloaded

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or even use a bool

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just store a T/F like you said, but never allow F to overwrite T

spiral coyote
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that might work

coral dagger
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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

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if true, remain true

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but if false, check and allow update to true

spiral coyote
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so (sorry if i'm misunderstanding), the geyser gets it's own coordinates, then checks if it is nearby certain coordinates?

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and if they are similar, it returns true?

coral dagger
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there must already be some system to check if it's in a geyser

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clearly, as it works if it is and doesn't if it isn't

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i'm saying just store that value if it's true

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remember that it was true at some point

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so then even if it becomes false, default to the stored value

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similar to what you suggested, but allow updating from F to T, but disallow updating from T to F

spiral coyote
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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?

unreal flame
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i mean, there's no need to even bother with something like that

spiral coyote
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like a range of coordinates

unreal flame
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the filter will be built in a state where finding out if it's above a geyser is easy

coral dagger
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oh true

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you can just do that when it's built

spiral coyote
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that's what i was thinking

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but i didn't express that for some reason

unreal flame
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no need for updating the state if each individual filter simply keeps its state stored

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not like they can be moved, at least

coral dagger
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you'd have to make sure it's robust to saving and reloading

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but other things like chests can "remember" between reload

unreal flame
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and attaching one to a vehicle with building tweaks is at least unwieldy and at most impossible anyway

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wouldn't be very possible to attach one to a cyclops and have it register as a valid filter, for instance

coral dagger
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can you even build the outside base pieces on a cyclops?

barren oar
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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?

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the player will only be able to access it within rendering range, after all

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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)

spiral coyote
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so many ideas... only one could be chosen

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which would be the easiest solution...

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checking, then storing the data might be easier and less buggy...

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but is that simple?

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or a pain in the butt

unreal flame
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i don't think buildables can unload?

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regardless, that still requires tracking a value across unloads/game reloads, so

spiral coyote
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i think storing data is the most reliable

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because there is something the filter can recall to

barren oar
spiral coyote
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The geyser filter could check it's own coordinates, then compare it to preset coordinates: not necessarily the geysers

barren oar
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ive used this approach before in my mod until i realised item transfer would be a big issue

trail ether
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there is a problem with all the suggested ideas

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namely that the geyser is not just there for a "can it work" check

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as it is currently designed the item "production" only runs while the geyser is actively erupting (note the progress meter)

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thus rewarding the use of more active geysers

spiral coyote
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ah yes, forgot about that...

barren oar
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then store the geyser's eruption time

trail ether
unreal flame
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they are pretty regular

barren oar
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elapsed time while inactive / geyser eruption time = number of eruptions

unreal flame
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all things considered, do any of them have different timings?

unreal flame
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huh

spiral coyote
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expanding from that

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(and mine)

unreal flame
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even so, just store the timing of the geyser and generate items based on that as opposed to detecting when it actually erupts

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effectively the same thing anyway

trail ether
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then again i guess i could override the logic to use the actual geyser if it exists

unreal flame
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i feel like that's of minimal importance, honestly

trail ether
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i do like that you can watch the meter rise intermittently

spiral coyote
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the filter could compare it's coordinates to a bunch of prelisted coordinates, maybe like a imaginary box

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like 0≤x≤30 , 0≤y≤30 , 0≤z≤30

trail ether
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that is also an option

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hardcode a list of geyser locations

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their geometry is consistent

spiral coyote
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and is independent from the geysers

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instead of checking if it is near a geyser

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it checks if it is in this certain range of coordinates

trail ether
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not sure that actually helps much though

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as n8 said there will be a loaded geyser nearby when you build it

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assuming you are not a moron

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as such it can save "i was built correctly"

unreal flame
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there either will or will not be

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you can't build one outside of loading range, at least

spiral coyote
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yeah that seems to be the best course of action

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when built, check if it near a geyser

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if so, remain so

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it could also compile the data into a file so it can recall back to it when loading

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like a .json file or something similar

trail ether
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which has been working for me

spiral coyote
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sorry for the silence, i am new to this level of programming, the highest level i've achieved is understanding basic levels of c++

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so i may or may not have searched for 5 minutes trying to understand what serialization means...

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but i think i understand now... so the data would already be compiled somewhere?

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in that case... the code could refer to those files

spiral coyote
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ah. Thank you

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This is a rough outline of how the filter could behave to make it work even when not rendered.

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if there are flaws with the design, i'll try to fix it

unreal flame
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more complicated than would be necessary

spiral coyote
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well crap

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i'll keep it here juuuuust in case (and update it accordingly)

bitter monolith
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or make it so a geyser filter cannot be built unless it is in range of a geyser

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then have it generate based on the geyser timer

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would actually help me with placement since it takes me a couple tries to get them deep enough to activate

trail ether
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there is a framerate implication

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since an AoE check is not cheap

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but it would not be low enough to really markedly hurt the game

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I like this idea best so far

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as it is the simplest

barren oar
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oh yeah ! that sounds nice

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ive had trouble with deciding where exactly the filter should go in the past, myself

frank scaffold
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@vague lark will the Architect ever have availably on your patron again

vague lark
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It did for a few days, but got claimed just yesterday!

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Not sure why we're in Sea to sea btw I am unaffiliated with this mod

frank scaffold
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but still

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can you send me a dm plz

vague lark
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I dont have public DMs, sorry

frank scaffold
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ok

bitter monolith
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ive wiped and downloaded fresh copies of all the mods, and re(ef)balance seems to be failing to load for some reason

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[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

trail ether
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oh this is another me-outsmarting-git thing

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does that dll fix it

trail ether
sudden raven
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#🎮┃mod-discussion message would s2s work with nitrox?

unreal flame
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nobody knows

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reika sees it as being extremely unlikely

trail ether
unreal flame
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probably pretty easy to find out

civic grotto
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Alright so I fully reinstalled ecocean and C2C, but it is still having them fail to load

unreal flame
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Do you have all of the dependencies

civic grotto
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I believe so

trail ether
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no you have version mismatches still

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[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```
pastel comet
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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.

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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

pastel comet
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and found this, its just not very useful other than at least being a log correlating to the gc error

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tbf i should probably also update the mods, since i see theres new updates

trail ether
trail ether
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I do not have that low level of control to be able to cause a memory leak

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and 16GB is far in excess of what SN needs

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mine is running at <4GB right now

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with a late midgame world with a giant seabase loaded in

pastel comet
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ah okay so memory leaks can't be caused by SN mods good to know

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and to be more specific my computer has 16GB

trail ether
pastel comet
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I'm not actually sure what's allocated to Subnautica, it'd be whatever the steam default is, I'd have to check

trail ether
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like I could create infinite C# objects sure but that is not a memory leak in the typical sense

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your issue looks like a leak of low-level memory

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which should all be deep inside unity's internals

pastel comet
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most of my mod and modding experience is with minecraft and I think that shows here lmao

pastel comet
trail ether
pastel comet
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but yeah if it cant be caused by the mod then thats definitely a weird issue thonk i guess i will have to see if that pagefile fix does anything

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if it doesnt ill probably just go to #❓┃help-and-support

trail ether
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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

pastel comet
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classic

trail ether
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if this was a common issue resulting from core behavior there would definitely be more reports of it

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so it is probably either some weird edge case or caused by (or at least requires heavy contribution from) external factors

pastel comet
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yeah makes sense

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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

trail ether
pastel comet
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lol yeah

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all ive been doing is staying in the safe shallows and trying to manage my resources 😂

upper dock
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I also have weirdly high RAM usage in pre-2.0 subnautica

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certainly no 16GB though, at worst like 6-8

trail ether
upper dock
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In general as best as I can tell

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it's definitely worse in C2C

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but even vanilla has higher ram usage than post-2.0

trail ether
upper dock
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no clue why

trail ether
pastel comet
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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

trail ether
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x eleventy billion

upper dock
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yeah the early game acid mushroom grind can be a little funny

pastel comet
upper dock
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thankfully the safe shallows has 92348 of them

trail ether
upper dock
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hate defacing the environment though 😔

trail ether
trail ether
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hence why i rush farming\

upper dock
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I wish they regrew after like, an in-game week

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something where it's not feasible to just wait it out to avoid farming

pastel comet
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yeah dw i like having these extra crafting stages, gives me more to think about with resource management

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and its nice and fresh for starting the game again

pastel comet
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ahh i think i might understand lol

trail ether
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the lubricant recipe is similar

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i deliberately made the earlygame one expensive on raw materials and take a lot of inv space

pastel comet
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okay considering i havent even been getting any lag spikes at all, i think the issue might be fixed

civic grotto
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am I missing one?

trail ether
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but yes redownload everything, since I made an update last night

loud python
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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?

shell drift
loud python
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The productivity factor is 300%, might not be the best, but certainly not the worst.

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I've waited over an hour

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Something's wrong

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Do I have to be away? closer?

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can it happen while i'm looking at the tank?

shell drift
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Distance to the acu doesnt matter when it comes to waste generation

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If you wish you can up the poo rate in the Aqueous Engineering config

loud python
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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

civic grotto
bitter monolith
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and exscansion

bitter monolith
trail ether
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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

loud python
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I see.

upper dock
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yeah the poop is basically to reduce how frequently you have to go hunt down the treaders

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not replace doing it

trail ether
brave fox
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so what do i do to ||use the liquid breathing system efficiently?|| wasn't a thing when i played the mod before

bitter monolith
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||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||

brave fox
trail ether
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it was a thing in may 2022

trail ether
trail ether
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did you do what your PDA said

unreal flame
#

look at the recipe again

trail ether
#

oh wait

#

the power cell

unreal flame
#

lmao

trail ether
#

ok that did notwork

unreal flame
#

maybe: just make it output a power cell instead of two batteries

trail ether
#

ok fixed

trail ether
unreal flame
#

not like there isn't enough azurite for every tool and then some

trail ether
#

also the ion power cells require additional items

unreal flame
#

every tool that sees regular use and then some

trail ether
#

especially once you need to spend 18 azurite (two batteries' worth) on a blue tablet

unreal flame
#

you set it to what?

loud python
#

I don't think the game gets better for not being able to have your late game tools have super energy.

trail ether
#

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

unreal flame
#

alternate bleach source?

trail ether
#

or

#

maybe i make pyrocoral also give coral samples when knifed

unreal flame
#

HCL+salt

trail ether
#

also that

unreal flame
#

then again salt doesn't appear deep either, does it

trail ether
#

no but water filters

unreal flame
#

which is weird because the lost river is literally brine

trail ether
#

so you have a salt supply

unreal flame
#

true

shell drift
#

What if there was a machine to extract salt from LR brine?

unreal flame
#

water filter lol

trail ether
shell drift
#

True

#

I mean N8 is right, you could just put down a water filter machine lol

unreal flame
#

anyway isn't deep shroom available in the LR (not to mention growbeds?)

#

should be a good lategame solution for bleach

#

gives more, perhaps

trail ether
#

but remember HCL is bioproc

unreal flame
#

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

unreal flame
trail ether
#

as lysing enzymes themselves require materials from outside the area

loud python
#

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

trail ether
#

bioproc recipes always use enzymes

#

not two random items

trail ether
bitter monolith
#

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

bitter monolith
#

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

loud python
#

I forget, does the passive sonar also attract reapers, or just using the active sonar?

shell drift
#

Only active sonar attracts reapers

#

Passive sonar is fine

loud python
#

ty

trail ether
trail ether
#

basically a storage taxi

#

used it to cart back 200 ingots from the drill or lumenshroom oil from the dunes

trail ether
#

the liquid breathing one?

#

it has a passive draw

#

this is intentional

#

and i have never heard of that mod

upper dock
#

yeah the cyclops didn't see much use in my playthrough either, though I didn't finish the game

loud python
#

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

bitter monolith
#

...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

bitter monolith
#

seemed a little excessive for a device not doing anything

loud python
#

Yeah, seaglide, sorry

#

seamoth

#

AHH

#

seamoth

bitter monolith
#

i dont have the recharger in that base but i do have the bioprocessor and that doesnt show on there either

loud python
#

I actually appreciate how much more useful the seamoth is now. But it does make the cyclops unnecessary.

bitter monolith
#

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

trail ether
#

do you have FCS installed

bitter monolith
#

i do not, but i do have BetterBioReactor, which i thought would actually improve the bioreactor performance to generate power faster when its full

loud python
#

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.

trail ether
#

2.5/s when active

pastel fox
#

can we see the leviathan at the void spikes?

shell drift
pastel fox
#

K ty

slender stone
#

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.

bitter monolith
#

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... >_>

ornate nimbus
unreal flame
#

sea to sea introduces player crush depth, it's just deeper than deathrun's

trail ether
#

given thta i made pyrocoral also drop coral samples then all you need is that and you can make bleach in the LR easily

shell drift
trail ether
#

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

shell drift
#

I JUST GOT A GREAT IDEA

#

Buildavle electrolysis nachine

unreal flame
#

what would the recipes be, though

#

other than HCl

shell drift
#

Not only for this HCl idea, but it could expand on many other recipes!

unreal flame
#

but what other items are there in the game that could be feasibly electrolyzed

shell drift
#

Shoot you got me there, I can't think of any more..

unreal flame
#

you've got water, but that's somewhat useless as oxygen is everywhere and hydrogen is in the HCl recipe

shell drift
#

Now that I think of it, an entire machine for one recipe is a tad cumbersome

unreal flame
#

and a recipe that is to some degree redundant, at that

ornate nimbus
#

(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

unreal flame
#

do you have ECC installed

ornate nimbus
#

Yes

unreal flame
#

are all mod versions up to date?

ornate nimbus
#

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

bitter monolith
#

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

shell drift
#

Yeah! I was wondering if there could ever be a feasable way to farm gas pods via ACU

#

I like that idea

unreal flame
#

i still say having the ACU cleaner collect gas pods is a good direction

civic grotto
#

just tried it now that I was able to get subnautica to run finally lol

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

quit command?

bitter monolith
#

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

frank scaffold
#

The fact that reika was able to code in his own oxygen system is nothing short of amazing

bitter monolith
#

but yes, i agree

#

i 'beat' subnautica in 20 hours

frank scaffold
#

Oh shit I never checked

bitter monolith
#

ive been playing C2C for 4+ days

frank scaffold
bitter monolith
#

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

frank scaffold
#

Don’t you need steam to play old subnaughtcia

bitter monolith
#

yup, legacy subnautica on steam is what i use for C2C

frank scaffold
bitter monolith
#

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

frank scaffold
#

By using it you can remove the requirement for base reinforcement

bitter monolith
#

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

shell drift
bitter monolith
#

i can get behind it affecting ones in your inventory when you go out with them, but these didnt make sense xD

bitter monolith
shell drift
#

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

bitter monolith
#

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 👍

civic grotto
# trail ether quit command?

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

trail ether
trail ether
#

plus the cyclops is made of conductive metal

bitter monolith
bitter monolith
bitter monolith
#

||...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

trail ether
bitter monolith
#

storing batteries in a way so both ends make contact with a metal object is just silly

trail ether
#

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

bitter monolith
#

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

trail ether
bitter monolith
#

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?

trail ether
bitter monolith
#

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

bitter monolith
trail ether
bitter monolith
#

i am quite certain i did. ill go back to that later and update you if im not dumb and it was real

civic grotto
#

Is there any way to improve performance in C2C? After the most recent update, my framerates appears to have halved

shell drift
#

You could try clear000

civic grotto
shell drift
#

In the console by pressing Enter, yeah

#

It removes any objects spawned at coordinates 0,0,0 which may reduce lag

civic grotto
#

I was talking about this earlier

bitter monolith
civic grotto
#

wwhich when I try I get this

civic grotto
#

Wait hold on, it seemed to work this time for some reason

bitter monolith
# civic grotto Is there any way to improve performance in C2C? After the most recent update, my...

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

civic grotto
#

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

civic grotto
#

It does seem to have resolved more or less now btw, the framerate that is

trail ether
#

weird

bitter monolith
civic grotto
bitter monolith
#

uhh ... something tells me this was not the intended result from this interaction

trail ether
#

nomaybe

#

where is this

#

N bkelp?

#

also it is supposed to require power

trail ether
bitter monolith
#

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

trail ether
bitter monolith
#

...

#

i need you to stop putting information in the information area of the game, its entirely counter-intuitive xD

shell drift
#

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.

shell drift
#

Oh lmao my bad

#

Hard to tell through text

bitter monolith
#

s'ok, my autism agrees, lol

shell drift
#

Mine too lol

bitter monolith
#

i just feel bad when i force reika to tell me to read the pda

#

again

trail ether
#

not as in a page about stuff coming soon

#

but a page that is coming soon

shell drift
#

cool! Can't wait to read all about it SMUG

trail ether
#

there will come a time where if you have not read and internalized the majority of the PDA information, you will regret so immediately

loud python
#

Is the ||silver|| scarcity intended to force you to mine around the ||dunes||?

#

Because it worked

trail ether
#

no i have other ways of making you go there

#

repeatedly

loud python
#

Yeah, it's one of the places you should make an outpost at

trail ether
#

definitely

#

my last playthrough I made five outpost bases

#

this time around only two

loud python
#

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!

civic grotto
#

Huh, Im trying to get my game to run better but it doesnt seem theres any graphics settings anymore?

civic grotto
#

My 15 silver ingots in my base:

loud python
#

HOW

#

God damn wiring kits got me starving for that shit

shell drift
#

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

loud python
#

Is there RNG involved? I thought the game used a "resource bucket" system that made that a non-issue

shell drift
#

I'm pretty sure outcrop drops are down to a percentage

#

lemmie look it up rq

loud python
#

Then maybe that's it

#

But i think the problem was that I stuck to kelp forests/plateaus/shallows for sandstone outcrops

shell drift
#

Gold - 25%
Lead - 37.5%
Silver Ore - 37.5%

loud python
#

I had no idea there were so many in the dunes

trail ether
#

I posted an image like three days in where I had more silver than fit in a locker

#

same for many other materials

trail ether
#

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

civic grotto
#

I could have sword SN used to have graphics options beyond resolution and fullscreen

trail ether
#

many cannot be accessed except from main menu

civic grotto
#

I meant on the main menu

#

mb

loud python
pastel fox
#

when the leviathan will have a model and textures

pastel fox
#

where i can find Captain´s Quarters Door Code?

unreal flame
#

read your PDA logs

sudden raven
#

what are all of the stuff i need for this? If possible could anyone send a list like this:
QMOD Manager 4.44
SMLHelper

bitter monolith
sudden raven
bitter kraken
sudden raven
#

thx thumbsup_green

bitter kraken
#

Yes

#

Why are most of them in ZIPs tho? Or is it a vortex thing?

sudden raven
#

vortex import thing

#

gets called zip if its downloaded as a zip?

#

also this one

#

is this how its supposed to look?

bitter kraken
#

No

sudden raven
#

something went wrong

#

but i have the right stuff installed?

bitter kraken
#

Did you have QMods installed before?

sudden raven
#

yuh

#

it was the first thing i enabeld

bitter kraken
#

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?

sudden raven
#

i think so

#

i havnt used it since the latest update

bitter kraken
#

What version of subnautica are you on?

sudden raven
#

legacy

#

could it be the wrong Qmod?

bitter kraken
#

No, i think that you are using the latest one

#

At least the mods tab should have appeared

sudden raven
#

yeah

sudden raven
#

im using legacy

#

i could try manually

#

like without vortex

bitter kraken
#

Nono, i mean like latest version of qmod

bitter kraken
sudden raven
#

oooh

#

yeah its the latest qmod verison

#

4.44

bitter kraken
sudden raven
#

yeah

#

i think so too tbh

#

but i took a break from sb and forgot how to mod manualy

shell drift
#

It's not too hard

bitter kraken
#

Eh, its pretty easy

sudden raven
#

yeah ik

#

but i didnt get it to work when i treid and was told to use vortex

shell drift
#

I believe there are installation instructions in the qmod files

sudden raven
#

oh ok

bitter kraken
#

And its still easy even without that

sudden raven
#

is this the wrong one?

bitter kraken
#

Looks good

sudden raven
#

aight

bitter kraken
#

Alright, just open the zip if you still have it and put everything you see inside in into the subnautica folder

sudden raven
#

so you got any idea what the problem is+

#

aight

bitter kraken
sudden raven
#

oh this might be the problem

#

i thought nexus removed and added them as i turned them on/off

bitter kraken
sudden raven
#

then its realy wierd

bitter kraken
#

Lets just reinstall it

sudden raven
#

ill just wait til reika is online and ask ig

sudden raven
trail ether
sudden raven
#

oooh

#

where?

#

cuz like

#

that was made by nexus

bitter monolith
#

also, i personally dont like nexus, i just slap all the mods into the game folder, works like a charm

sudden raven
#

but i do have all of the mods allready tho

bitter monolith
#

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...

bitter monolith
#

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

sudden raven
bitter kraken
#

QMod works on BepInEx

sudden raven
#

oooh

bitter kraken
sudden raven
#

hold on let my reinstall everything manualy

bitter monolith
sudden raven
#

so now ive enabled bep in ex

#

whats wrong?

bitter kraken
#

Alright, QMod works, thats good
Please send me the log

bitter monolith
#

in your game folder, toss in your log

sudden raven
bitter kraken
#

Alright then

bitter monolith
#

well heyo

sudden raven
#

makes a whole lotta sense

#

ik something is wrong with my log, ive heard i got like 20 errors

bitter monolith
sudden raven
#

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?

trail ether
bitter monolith
sudden raven
#

nope

sudden raven
#

reika do you have any idea why that happens?

trail ether
sudden raven
sudden raven
#

idk if this is supposed to happen

#

you also instantly unlock this

shell drift
sudden raven
#

Oh ok

sudden raven
shell drift
sudden raven
sudden raven
#

i need so many mushrooms 😔

sudden raven
#

How do i get Rare Elements?

#

like how do i unlock it?

trail ether
#

asking this many questions for the literal entry-level materials is not a good sign

bitter monolith
#

You should maybe play vanilla subnautica a bit or something

shell drift
#

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

pastel fox
#

how can i use liquid breathing recharger?

bitter monolith
pastel fox
unreal flame
#

databoxes

bitter monolith
#

its not something you need to worry about

pastel fox
#

Ty

#

And what about oxygen depletion faster when I'm below 300m

bitter monolith
#

what does the PDA say

pastel fox
#

Idk

civic grotto
#

anyone else have no graphics quality settings in main menu?

bitter monolith
civic grotto
#

I'll have to send a screenshot tomorrow, but when I go into the settings its just the general settings

brave fox
#

how long does the ||kharaa symptom alleviation|| thing last?

sudden raven
sudden raven
trail ether
sudden raven
bitter monolith
#

look at the vanilla recipes

#

you should be able to guess from there

sudden raven
#

yeah ive already found out how to do it

gilded nova
#

can you change to hardmode after you started a run?

loud python
loud python
#

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

sudden raven
loud python
#

It does!

#

||The entry for table corals mentions that they have trace elements essential for microchip or computer fabrication, or something along those lines.||

sudden raven
#

oh

#

well i dont scan stuff

#

i prolly should d o that

sudden raven
#

thru commands

#

but you wont get any advanchments

gilded nova
# sudden raven yuh

you mean vanilla? im talking about c2c isnt that a config option or does c2c have its own achievmenets

shell drift
sudden raven
#

i meant for vanila achivments

trail ether
gilded nova
trail ether
#

then yes you can change it, as it does not change very many unlocks

#

and nothing critical

gilded nova
#

thx

sudden raven
#

Is this something i can like deconstruct?

trail ether
#

no

sudden raven
#

so is there like any point for it?

gilded nova
#

maybe to get the tech for farming outside earlier

sudden raven
#

maybe

#

but i cant scan anything

unreal flame
#

Have a look around

gilded nova
#

jeez the amount of lubricant u need

#

and the plants are 2x2 yikes

bitter monolith
#

they make for excellent external base lighting though

gilded nova
#

what does the there is more to explore prompt actually refer to?

#

technology?#

bitter monolith
#

i feel like it is vague on purpose

#

could be tech, could be a POI, who knows

upper dock
#

It just means there's some object of interest left in that area

#

that may or may not be mandatory, but is certainly helpful

civic grotto
#

I dont know why this is

gilded nova
#

what mods did u install

gilded nova
#

finally got the mobile vehicle bay what a grind 😄

bitter monolith
#

yeah id try launching with no mods and see what happens? if youve tried that, do a file verification for subnautica in steam

shell drift
#

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.

loud python
#

If you can't scan it, it's a bug or a conflict with another mod

sudden raven
#

oh ok

civic grotto
#

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

bitter monolith
#

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

steep rivet
#

how do i get these robots for the mvb?

loud python
#

what exactly does the electrochemical suit do?

gilded nova
steep rivet
#

||how deep?||

gilded nova
#

complete spoiler following

#

|| Its in a cave next to the underground geysir in the kelp forest||

steep rivet
#

||close to lp3?||

gilded nova
#

what is that

steep rivet
#

lifepod

#

there?

loud python
#

||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.

steep rivet
#

kk

loud python
#

You have probably already heard it and forgot, tho

steep rivet
#

there?

loud python
#

||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,||

steep rivet
#

why does it needs 1 power cell each

#

AND 1 MOTOR

loud python
#

If you don't like taking a while to create crucial pieces of equipment

#

C2C is not for you

steep rivet
#

ok, i will do this

bitter monolith
#

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

loud python
#

Hrmm

gilded nova
#

feels like gregtech for subnautica

#

i love it

loud python
#

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

shell drift
#

You don't need that, just go to the drive core room

loud python
#

oh

#

wonderful.

#

So i've been scanning every inch of the game in vain

#

cool, cool

shell drift
#

However you will need it in terms of COMPLETLEY exploring the aurora

gilded nova
#

||yay i caught an azurite plant ||

steep rivet
#

where does the new biomes of the game spawn?

shell drift
#

that is for you to discover yourself, but I will say that the game does point you towards all 3 of them

unreal flame
steep rivet
#

by signals?

shell drift
steep rivet
#

k, motor part is done

#

now i need 4 gold and 4 titanium

gilded nova
#

any way to improve performance seem to be pretty cpu bottlenecked only getting 90-100 fps

steep rivet
#

is this seatosea feature? please dont start this creepypasta again

bitter monolith
#

its all in the PDA logs tbf

steep rivet
#

i have no ai survivors mod :D

#

||but there is none close to the lifepod 13?||

bitter monolith
steep rivet
#

do not let the last bacon see this mod

unreal flame
#

There’s a Subnautica Creepypasta now?

steep rivet
#

you know the last bacon?

loud python
#

If you've ever youtubed "Subnautica" you gotta

#

The algorithm won't let you avoid it

#

tbf he's pretty entretaining

steep rivet
#

youre not alone creepypasta

loud python
#

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

steep rivet
#

what are these? (||blue plants that look like its for the azurite battery||)

shell drift
#

Uhm, those plants are not for azurite batteries, you'll find out what they're for if you can collect them

steep rivet
#

how i do it?

#

the pda dont give any tips

#

wait

#

nothing but how that thing got destroyed

#

how do i get it?

shell drift
#

Try figuring it out for yourself, study their behaviour and see how you can "outsmart" it

steep rivet
#

maybe by getting close and staying still

loud python
#

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.||

steep rivet
#

seaglide not work

#

swim backyard dont work

steep rivet
steep rivet
#

what?

trail ether
steep rivet
#

wich entry

#

i may have understood but thats too hard to do

upper dock
#

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

steep rivet
steep rivet
trail ether
steep rivet
#

the plant one?

#

or the ||mountain crew||

bitter monolith
#

yes

loud python
#

The PDA entry for the alkali vines has the information you need

gilded nova
bitter monolith
#

😱

shell drift
#

Have fun travelling from sea to sea!

trail ether
#

it is just a visualizer and general hint guide for a task you already have

gilded nova
#

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

trail ether
#

also the object does have to havebeen loaded

gilded nova
#

fair