#SeaToSea
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Exscansion increases the max range to 600
aah
I always cheat and give myself the blueprint for the multipurpose room from day 1
Makes the game better
it is an excited scream. i love checklists!
if i want to move my save to another pc is there anything else apart from SNAppData that i need to move assuming ijust install the mods regularly there again?
yes - the QMods folder
and not just to move the mods
DI and my other mods often save data in their install dirs
thx
what sort of data is saved in this way..? this might explain funkiness when i fully replace all the mod files with a fresh download..! xD
the persistence system for example
like machine state saving
and the sunbeam debris cache
and now the tracker for that page i showed yesterday
working on an overhaul to nuclear reactors
assigning a capacity and max PPS to each fuel
and made the reactor work on each slot independently https://i.imgur.com/4dmjqSP.jpg
4.16666 was the old max PPS of the reactor in vanilla
now you can get 4x that by putting in four rods, but all four will burn down simultaneously https://i.imgur.com/A9l5c9n.jpg
this system also will allow me to do things like add "burns hot and fast" type rods, for quick power infusions, or long-lived ones
Hey @trail ether
I think there is a way for you to add an emergency oxygen supply to your own mod for bases
???
So you know how you made the special oxygen tank that uses the purple liquid
To let you breathe as long as the tank continues some of the liquid
What if you could run that liquid into the base for when it floods
Ic2 reactor Designs in subnautica when
no
advanced reprocessing that gives different rods
plutonium time
i could do that too
there is only one major limitation here: you cannot swap active rods
so if you put all four rods in and then decide you need a big power boost you would have to build a new nuclear reactor, even if temporarily
you could not take out the old rods to put in new ones
while i could lift that requirement it creates new issues because the "amount used" is not a property of the fuel item, but of the reactor
in vanilla the reactor just keeps track of how many energy units it has produced and every X amount consumes a rod
in my impl i track each slot separately, but it is still the same core principle
what if you could destroy one of the fuel rods to make space
so if you dont plan out correctly (dont build a second nuclear reactor as a backup) and need the power right now with not enough materials to make a new reactor, it could dispose (presumably safely) of one of its rods, freeing up the slot
Alternatively Just Add A Fuel Remaining Component To Cells Lol
I had to fresh install subnautica, and I forgot how to add mods again lol
You probably wanna go to #āāhelp-and-support for that
it would not be persistent
with a custom save system that references its id yes it would be persistent
it does feel a bit silly to say it is nuclear fuel with these decidedly non-nuclear materials, but this game does not have any nuclear resources besides uranium
Hey exscansion was flagged by chrome since it might be āhackedā, should I just go forward
Oh yeah my chrome marks alot of Reika's mods as "suspicious downloads", dw abt it you're fine
Sweet
Havenāt played in a while and my old c2c file was acting weird too when I deleted it off vortex hope I didnāt f sum up
@trail ether will your mods ever be on 2.0
Is Mob agressiveness somehow buffed? I swear everything tries to kill me so hard lok
certain species are more aggressive under certain conditions
I think i've finally defeated my fear of reapers, thanks to c2c forcing exposure therapy on me for so long
They're just missunderstood sea puppies after all
Can I get a hint on where to go from? ||Iāve got a Mk3 seamoth dearth rating, still canāt find avolite, no idea on how to get nano carbon, and donāt know how to mine iridium since I need a prawn suit to get iridium||
Oh boy, my pet stalkers are growing fast. Look at the size of that
||1. Mountains.
2. Look for fireballs falling from the sky.
3. Beats me, haven't reached that stage yet.||
- ||Iāve seen the sunbeam fall outs the sky a couple times, and just sat for 30minutes waiting for another one||
Thatās what I figure you mean at least
Anyway Iāve looked all over the general area on where I think the wreckage will be but I canāt find it for the life of me
||It's in the mountains. I recommend you get a scanner room and scan for "Sunbeam debree", one of the debree pieces will be avolite, once you scan it you can then scan for avolite only.||
I'm a bit confused about the liquid breathing system
Do you only get 150 seconds and must recharge at a base?
You can hop in a vehicle to charge it back up
So you equip it when you leave the vehicle at unequip it when you get back in, right?
Oh
That makes more sens
sense
Does the vehicle need a module to recharge it?
hmmm
No
Do you put the breathing liquid in the vehicle's storage then?
No
Just put it on and get back in the vehicle to recharge it
The pack has the fluid in it it just canāt use it all at once
You put the fluid in the recharger thatās in the base
Ok, I get it
Fill the pack up
That makes a lot more sense
I feared Reika would be a total sadist
If I were you just stick with the normal pack outside of 500+ diving
Also the liquid rebreather is better than the normal rebreather and negates the huge O2 loss past 400m
ok. I think i'm ready for the ||biome beyond the crater's edge|| then.
Liquid breathing system, depth module, ||the module that should theorically stop ghosts from killing me (which wasn't working so well when I got the data box),|| anything else I need?
||ghosts donāt bother you much in the void spikes, the rebreathing system is necessary, sonar is useless if you wanna swap it for a storage module, and the ore is way farther down than where the biome starts||
I'm more afraid of getting there.
And real quick, where did you set that scanning room at? My base is in the grand reef (maxed scanner) and wondered if thatās too far away to pick up the dept is
*depris
Can't be worse than|| glass forest ||though, that place is unfair and stupid and I don't like it
Keep the lights off, and spend as little time out of the vehicle as possible to not attract anything
Real
That red eyed b and screw off
||The one for Avolite?
Mountains, i think 4 pieces are in range of the scanner if you build the scanner room on the alien moonpol||
haven't found the others, haven't really tried since I have no real use for ||the stasis rifle.|| Reapers are sea puppies and ghosts are easy to evade.
Thatās really weird, because whenever I looked for the debris it looks like it falls in the dunes
That might have been the problem, it's hard to tell if the light is on in the void
No, you're confusing the two debrees
The fireballs that keep falling throughout the game are form the Aurora, ||that's for the nanocarbon.||
The subneam debree ||spawns after the cutscene, and is only found in the mountains.||
And that second one is for the ||Avolite||
I went to all three of those wrecks in the dunes and youāre telling me thereās probably more stuff in them?
No. The fireballs don't create wrecks
Oh
They just spawn the ||nanocarbon|| slighly below the water, where they fall. It floats kind of like ||lumenshroom oil||, but it disappears quickly.
I wish they remastered SN with this mod as default, but i'm realizing it's waaaay to complex for the casual player lol
shoot
Do you have the ||rock crusher||?
Afraid not.
I'm just only preparing to start diving below 500m
Have fun
Oh yeah, 20,000 fragments needed
But make sure the liquid breathing is charged
Yup
Ya
good news, if you got enough of the material, you dont ever have to go back
can i update the files without damaging my progres
(already answered in #š®āmod-discussion)
Yes
But isnt that advice wrong? Pretty Sure reika Said He does save some stuff in the qmods folder so replace existing should be safer than deletinf
Hm. I mean besides the configs what is being saved? And im sure (or at least hope) that its some temp data, because anything that is being saved per subnautica save should be saved in a subnautica save itself
See from here
@bitter kraken
Why reika š
I really hope that its unneccesary data
well i guess now i know why people have been reporting things like the liquid breathing machine forgetting how much fluid it has stored
Are you really storing that sort of data in the mod's folder?
PLEASE do that in save's folder. A lot of mods are doing that even for small things
I delete mine from vortex and then drag and drop the new downloads from the browser, no problems
I'm a bit confused, how do you use the ||enzyme 42 traces? ||I have the flask but idk how to actually use it.
I figured theyāre probably used in the containment unit to clear fish disease
I thought you'd use it to remove the penalty from using the liquid breathing system
Also, does anyone know how long the periods in between aroura chunks falling from the sky is
Good thought
Can you put it in the liquid breathing station?
Maybe like a temporary upgrade to use the entire thing?
I can, but it doesn't get consumed and it doesn't seem to do anything
Darn
What happens when you drop it outside?
Is it just the bottle or does it look like what the baby emperors produce
Not much
Maybe in the bio processor?
Nvm abt that one there would probably be a recipe for something if so
Oh ya
Maybe in the hatching enzymes for later use
Which in that case we wait till end game
I threw two poor live peepers into the blender for this?
Also
Womp womp to the peepers
Wonderful. I used repulsion cannon inside a seabase, it magically yeeted my seamoth that was outside, and it blew up
10/10. Thanks, unknown worlds
Do i ever actually need a prawn suit?
or rather, will I?
The last seamoth upgrade goes as deep as you need to go.
it cannot mine the large resource deposits though
i would say it is quite long, but it is unlikely to hold you up if you dont have the material it provides
i think there are only a few recipes that use it and they arent until late-mid-game, really
its an ingredient for another recipe
in the medical section of the modification station
Also cause I donāt wanna have to wait forever end game to get a shield generator
true enough
well, the good news is you only need 2
what ive noticed is that if the ||noise of the debris falling is not very loud and you dont hear the splash it might be too far away to retrieve in the time before it despawns||
I'm like 50 hours into the game
I want a new vehicle
I hope I get the prawn suit soon
So i need to go wreck searching again, don't i?
quite possibly. i straight recommend a map mod to keep track of ones youve already searched, makes things so much easier
Does anyone know where the vehicle fabricator thing ?
Or hint on where is it?
I tried to find cave system where it apperently sit at 80m
And it give warning about volcanic activity
#1147624004648186009 message look up here
shouldnt the seamoth require reinforced glass instead of normal?
C2C isnt hard enough for wildgot, it seems. apparently it needs a 'hardcore' mode where resources disappear after two minutes if not used, or something
normal glass can be strong, like pyrex for instance
the seamoth doesnt go that deep on the base recipe
applying realism wont work out well in the end though lol
true
i was just thinking that aquariums needs reinforced glas
so that would make sense if the seamoth needed it to
that is an oversight
wdym
i think the vanilla recipe for the aquarium is normal glass
Anyone else think warpers are overtuned? I never really noticed until I had to go to all the biomes theyre in with C2C
how do you mean?
theyre annoying to be sure, but a few whacks with a thermoblade will send em off
They also get absolutely owned by the repulsion cannon
oh true, I gotta get me one of those
Man building in bulb zone is so rough
Is the alterra fabricator vehicle thing actually those drone thing?
Warpers are genuinely scary in C2C
Whatās different about them?
No idea
probably they're the same but I'm not afraid of reapers anymore
I think Reika just added a bunch of warpers near wrecks to make life difficult, because I don't remember so many
Or maybe you've never been to these wrecks often in vanilla and are maybe just noticing them now that you'll be spending time in areas that aren't as useful/important in vanilla?
Yeah. That could be it too
Can anyone throw a hint about where to find ||the whatever it is you use to alleviate the khara infections in your lungs||?
the only real penalty is reduced efficiency with the liquid breathing, its not a huge problem tbh
||who else investigated the kharaa?||
||I've been chasing the bastard around but I can't find anything! I got all three bases, PDA does say there's something on the floating islands that I can't find for whatever reason.||
But i was in the right track then, I just need to insist, stubbornly
ty
||who else?||
how do i made hull platingš
after the last 2-3 updates there are again terrible lags on wreck2, wreck5, etc. itās impossible to play
Where are mercury ore spawn?
You're going to get a radio transmission that will lead you to the recipe as you progress the story. You're extremely unlikely to find it on your own, unless you're kind of insane.
Semi-openly in one of the surface biomes. It's not too hard to find but I recommend a scanner room when you do, else you might end up serching for it in a place that certainly has a lot of it, but will probably kill you.
No spoiler on what biome?
Give me spoiler or something im desperate
You're not desperate enough to look into every surface biome. That is not true desperation.
Tag me back when you've been trying to find out how the fuck to alliviate the khaara symptoms after like 8 hours of not finding anything. Maybe by that time i'll have found out lol.
No, really man. It's pretty in the open. Take your time and explore each biome. You have to, anyway.
I live very close to the dunes, Iāve heard it three times and havenāt heard it since
Does the cyclops suffer the same problems the seamoth does in the lost river?
Nah. It's worse
Mm
Because apparently lost river sucks the neregy out of all the power cells simultaneously
In for 1 minute? lost 30% on all of your power cells in addition to the normal power loss
insanity
Figured maybe not cause the power cells are inside and not outside
no
the power cells could even be in your inventory, apparently,
and the drain still happens
To be fair there's a PDA that tells you that's the case
I tried and was sad when that happened to me
And can I get a hint on the ||rock crusher||? Ik where to get a special metal I just canāt mine it with out that build
Needing a hint on how to use it?
||think back to how you found the databox for it||
most metals can also be found as individual ores on the edges of caves and whatnot. which one areyou needing?
||what i need to do at ecologial anomaly thing?||
I already confused on where to go firstš
||should i try to visit the wreck that i think fell down near floating island?||
||after going to lifepod 15 and picked up the pda i hear "signal uploaded to pda" and when i check the map i dont see any new signal, am i going crazy or something||
š
Does the sunbeam wreck is located in void just near the big gun or what?
Itās not in the void, no
||does that one transmission where it says it detected a large rock arch prob mean dunes ?||
no, where to get it, shouldve been more specific
the special one needed from the dunes meteor
The ||rock crusher canāt be used on the meteorite||
Is c2c known to be laggy
still testing but
3060 and a 7 2700x and 24 gigs of ram
barely able to run 60 fps
ill test sometime tmr
Yeah my game has been really laggy as I play, I also have the FCS suite of mods installed and one of my worlds is UNPLAYABLY LAGGY!! (As in FPS drops)
probably bc subnautica is not the best for performance but
what do i know
the game is pretty old at this point
December 2014
š„²
it's the magnet code probably
??
sea to sea makes some objects magnetic, but determining which things a magnetic object will pull itself toward has a performance overhead
Is there an option to disable this?
i'd say there should be, since it's a completely inconsequential feature that spawned from me making a joke
please don't judge me for asking this - do console cheats still work for this mod?
and is there an idiot's guide for installing - I've got the legacy version downloaded on steam
yes
though ideally you shouldn't need them unless a bug screws something up
do you know how to install QMM?
ah, I've got it, thank you. I'm in!
only thing that seems weird is I have 2 unread items in my PDA on the databank tab but I can't see anything that's unread?
Yeah that happens, dw about it
i shall not then...ty!
From my 10 hour play trough 8 of them are trying to look for new transmission
what transmission
im going insane
again, what are you looking for
don't forget to vote for your favorite modder before the 31st! ;D
https://submodica.xyz/moty
How am i supposed to make electrochemical suit when lasser cutter requires mercury ore,not quite sure where the dunes wreck were
by finding mercury ore
do this
- reveal the entire map
- explore all wrecks
- read all pda entries
just about all your questions will be answered
could anyone help me?
c2c has been lagging my game and ray suggested i removed it
still lots of lag tho
i have a ryzen 7 2700x
rtx 3060
and 24 gigs of ram
c2c causes some serious lag under specific circumstances
some wrecks, particularily the "U" shaped ones, lag like a motherfucker
Once your seabeses are big (I think this is triggerd by having more than 1 ACU), if you load the game and you start in your base, you get a stutter every 2-3 seconds
Oddly enough, if you save while away from your base, and reload, the stutter goes away, even if you return to your seabase
You can get mercury ore much earlier than you require the electrochemical suit
If you're wondering how to get azurite without the electrochemical suit... well....
First aid kits
A lot of first aid kits
I think every 2 azurite will require about 3 first aid kits more or less
You only need 1 battery to make the laser cutter though, and once you have that you can go for the electrochemical suit if you know where to find it
Are you saying Reika made her mod laggy af as a joke?
NO WAY IT ACTUALLY WORKED
I've been dealing with that kind of lag for a while now
so much so that I ended 3 different worlds because of it
I never knew the solution was so simple š„¹
i noticed a huge lag spike when first loading while inside a base
but never this intermittent lag
It uh... has to go in the machine, you gotta push it IN
just launch the damn titanium into the machine and if you hear machine noises you did it right
power?
nice
whats the laggiest out of all of reikas mods?
idrk what to choose
somehow one of the mods is detroying my fps
i uninstalled c2c and get 10 fps extra
All of the mods are needed, from what i understand
they don't do much without each other
and they all seem to be support mods for c2c
if you remove c2c, you might as well remove everything
nah, even without C2C the individual mods do a lot
C2C is kinda the sauce in the middle that strings them all together and reworks the game around them
without it they're just neat addons
@trail ether 1. Question about the "ResourceMonitor" mod
This can be corrected by adding the mod "NoBattery" (The mod removes batteries and power supplies from crafted tools and vehicles). However, in c2c, the laser cutter and stasis cannon are made with azurite batteries, and are not affected by this mod. Could you make sure that these tools are made with regular batteries, so as not to produce 100500 azurite batteries?
have you confirmed that the azurite batteries get duplicated..?
- Another such moment - with the help of BrainCoral or on a surface where you can breathe freely, the oxygen cylinder is filled automatically. Is it possible to do something like the "RefillableOxygenTanks" mod, where you need to refill the cylinders manually (over 45 initial units), which seems more like the truth.
- You can also add chips from the "BetterScannerBlips" mod to the "Exscansion" mod (the distance to the target is shown and automatic scaling depending on this distance. additionally, use a keyboard shortcut to temporarily toggle them on and off.)
I am not changing the recipes
and I used ResourceMontior and never had it spawning batteries
im lagging hard in wrecks even with 4090
what map mod is this would you recommend playing with map on
i would, for the primary purpose of being able to see where youve already been and check off wrecks. id go insane trying to keep track without one
pretty sure its just called SubnauticaMap
Ok, i'm desperate at this point
I've spent too many hours looking for a damn way to explore the lost river, but I can't fix my lungs nor find a way to insulate my vehices vs. power loss
Please someone give me a pointer š¦
you don't need a way to recharge to be found for you, perhaps you create the solution yourself
||Are seabases affected by the power drain? Can I resort to building a really long tube for oxygen?||
No, No.
show me your map
Just downloaded it, so it's not complete lol
I found what I needed.
Turns out I wasn't missing anythign, except that I was supposed to go into the damn place without preparation
can you send me that mod?
Is there a way to reduce glass biome density or something
Just type "map" on nexus mod submautica and you will find it
This is the laggiest part of the mod lol
Yo @trail ether , is there a reason that your mods don't mention each other in the mod.json dependencies list? We get people turning up in help and support who have missed one of your mods and can't figure out from the log what went wrong - if you add the mods to the dependencies in the mod.json, qmm will print the missing dependency in the log in a more human-readable format than:
QModManager:ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.FileNotFoundException: Could not load file or assembly 'Auroresource, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
at ReikaKalseki.SeaToSea.SeaToSeaMod.PreLoad () [0x0000d] in <950e97dd467b41e7af1f3e07030c7f15>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <567df3e0919241ba98db88bec4c6696f>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at QModManager.Patching.QModPatchMethod.TryInvoke () [0x00034] in <17412a3abc4a4e4196c5a94d73183573>:0
It will also stop qmm from even attempting to load the mod if it's dependencies aren't installed.
At the minute your mod.json specifies the other mods as "LoadAfter", which is intended for optional dependencies. Why not instead specify them in the "Dependencies" array, which will have the same effect (your mod will load after them) but also mark them as requirements for your mod to qmm?
It will also make it possible for 3rd party tools (vortex, QMod SAM, etc.) to inform the user that they're missing a dependency
two reasons: 1) QMM is deprecated and will be dropped for 2.0 so this is not really worth a lot, and 2) I was specifically told that marking mods as dependencies, due to a QMM bug, made your mod load first
The assemblies are loaded in the correct order, but the patch method of yours runs first
It's not a bug but a design feature of qmm because of how qmm and sml worked. There's a way around it tho
(if you asked me it's a flawed design feature but yeah)
I understand it may not be worth it to you, since you plan to move to 2.0 (and this is great).
But please consider that in the meantime, users who have missed a mod will have a hard time figuring out the log error and will either give up, or end up in help and support channels
So it would be worth it to us lol
Of course there will still be people who miss a mod and end up in help and support either way, but if the log message about the error is more human-readable, at least some of them will be able to figure it out themselves x)
(or with 3rd party tools)
Anyway the way around it if patch method order is important is to make use of pre- and post-patch annotations
https://github.com/SubnauticaModding/QModManager/wiki/Pre-&-Post-Patching-with-Attributes-(Advanced)
So for example you could pretty much just swap "LoadAfter" for "Dependencies" in seatosea's mod.json, and swap its [QModPatch] attribute for a [QModPostPatch] attribute and be done
(assuming you're not already using post-patch, if you are then it gets more complicated)
the average user cannot even find the log, and the ingame error will be the red "mod could not be loaded" with no reason either way
so either way the user will be asking why
With a button to open the log
Which users do click
that button exists now
not what i mean
Since qmm isn't getting updated š
my point is that the error people get right now has that button and the overwhelming majority either do not click it or do not read the log it opens
searching the log for error A is no less work than searching for error B
This is a hypothesis, not based on experience
I'm an active mod support staff in the help and support channels and from my experience, people DO try to understand the log and end up in help and support when they can't
The reason I'm bringing it up is we just had (another) such case
If you don't want to do it then don't do it, I'm just asking you to consider it because in the meantime it's more support cases for us š
And like I said, 3rd party tools can also parse the mod.json
no, it is based on experience
They can also parse the log file, but most of them don't attempt this from what I've seen, and of course that's only useful after the fact.
ten years of it
In the help and support channels?
no of modding
Let's not get into a pissing contest
and support when people invariably have issues
I asked politely there's no need for this
For argumentative responses
...
all I said is that I know from experience that the overwhelming majority of people will not put in any attempt to decode the issue and will instead ask for help
in my MC mods most of the installation errors explicitly say at the top "this is not a mod bug, do not post it"
guess how often people post text saying not to post it
Yeah but my experience as someone who is actively helping users in help and support channels is we DO end up with users coming in who tried to read it and couldn't figure it out. So a human readable error message which qmm automatically prints when using the dependencies field, could help those particular users. That's all I'm saying.
and in light of this I am not convinced that exchanging one error in the log for another will have any meaningful effect
And as I said, we just had another one of those users turn up š
Alright well you do you
and I am using post patch
extensively
overall this would be a huge pain in the ass for what I am confident is minimal gain
pain in the ass for me and gain for anyone
Gain for help and support staff, gain for the people who do read the logs and are able to parse the more human readable error š
Gain for people who do use the 3rd party tools š
(which is a non-zero number)
Anyways, forget it. You have your reasons!
Anyways if you started with "it will be a huge pain in the ass because I'm already using post-patch," then it would have been a more reasonable conversation than replying immediately with essentially "no one reads the logs anyway" (which is not true) and being dismissive/argumentative about my request. It's likely the majority don't, it's not true nobody does, and it's not true that it would help no one. It IS likely that the majority probably wouldn't be helped, so that's fair š
Was just asking to consider it, because it could potentially mean less support cases winding up in help and support. If it's a lot of effort though I understand - it just would have been useful to communicate that before being argumentative about whether people read logs or not (some do, that's why I asked, and I also made sure to communicate in a friendly tone that I understand that many people will still end up in help and support even if you do make the change).
How tho?im being dead serious my 22 hour playtime 15 hour of those are looking for mercury ore
Im real desperate not joking i have been search around the map for it and the closest i could get was glass biome and its 500 meter underwater
I pretty much use scanner room camera
||explore the biome with lifepod 12 in it||
solution: have a specific instruction appear if the mod fails to load due to dependency error in the meantime
there should have been an audio hint when you entered a certain biome
||Bulb zone||
where would this instruction appear?
bc adding this to qmm would require a sizable change to qmm, and qmm isn't being updated.
regardless, it wouldn't apply to this issue since qmm wouldn't be able to know it's a dependency error, bc the mods seatosea depends on aren't marked as dependencies by seatosea.
DI has functionality to raise custom QMM error boxes, but even that would not help if the user failed to install DI
Indeed, I don't think the suggestion would work from either side.
Anyways it's not a big deal, just thought I'd ask if it would be possible without too much effort for you. If not, it's fine
š
i update qmm for u
š
Will putting bladderfish in a bulb zone aquarium ruin its biome bonus?
Even peepers ruin biome bonuses
Reject the bladderfish tho, embrace|| the green farts ||as your source of hydration.
enzyme peepers do not, though
Best way to find your first falling meteor?
Come to think of it, I havent heard one in a long time
it's gotta connect to a nearby locker
How nearby?
you mean a floating locker?
I'm not sure about that one, but it does connect to buildable wall lockers and floor lockers, I assume the range for locker connection is the same as the range for item pickup
play for 60 hours.
It just takes a fuckton of time
You won't need them until the very late game
And "Need" is a strong word.
I literally just want a cyclops
The cyclops is frankly quite useless by the time you can build it.
It's very disappointing
Damn, that is disappointing
My advice: cheat. Use console commands to get your cyclops early.
Makes the game much better
I was literally just going to suggest that
Think if I cheat for carbon it would take the difficulty out of it?
What I did was as soon as I got the recipie for hull plating, I gathered all the materals save for ||nickel|| and ||nanocarbon,|| and used nocost to build all I needed.
I wouldn't say getting that is difficult
It's just tedious
You just wait for RNGesus to spawn a falling debree close enough for you to get to it before it disappears
Honestly my biggest issue will probably be the honeycomb plating since I still havenāt found the seamoth mk 2 depth upgrade I canāt go to blood kelp to get it
Seamoth mk2 depth upgrade can be obtained pretty much as soon as you get the mk1 upgrade
it's hard to find though
also yeah unfortunately the cyclops is pretty useless in C2C. Mostly just for ferrying resources from A->B since it has so much storage space
by the time you get it you're already approaching the point it's not useful any more
I dunno how that could be adjusted, if you move it too early it breaks seamoth progression
Honestly at the stage Iām at it makes it useful
I have an idea about that actually, full of spoilers tho
||Basically rework the seamoth sealant module into a cyclops one that is 100% efficient, and make it so seabases also lose power in the lost river, so the only way to explore the lost river is through the cyclops, and to get a vehicle to the lava zone you must transport it on the cyclops moonpol.||
That way the cyclops is absolutely necessary for a significant part of the game. You can't skip it and you must use it.
But ideally make it available earlier, still during the surface-biome resource gathering phase, because as a mobile base, it does wonders to eliminate the tedium of building outposts, gathering resources and then go back, since you can carry all the materials for outpost building in the lockers, so you save on all of the resources you have to gather for the outposts themselves.
yeah ferrying building resources around was probably the single most annoying thing about C2C, you need a fairly large number of bases ideally and I would frequently have to make several seamoth trips
the cyclops makes that exponentially less of an issue, but by the time I got it I barely had anything left to build lol
(in terms of starting brand new bases, at least)
Exceptionally shit advice honestly
I do agree that the first nanocarbon needs to be easier to get, but I donāt think thatās the solution
I've had a lot of fun with my cyclops, I regret nothing
This man I am replying to needs a promotion.
yeah I feel like the build order of the cyclops materials could be adjusted to make for much more expansive gameplay earlier in the mid game. the recipes are a little contrary, and I really think the materials used for the MK1 or maybe MK2 module could be swapped out for the plating.
i remember reika putting together the first iteration of the tech/exploration tree for sea to sea and I can say the placement of each vehicle along that tree is 100% intentional
the intention was to increase the amount of time that the player needs to use the seamoth for
the cyclops definitely gets its own era to shine in, though. at least it did in my playthrough
prawn kinda gets shelved
like I said though, the difficulty of getting that first nanocarbon really is too much (and I did try to get reika to make the meteor scanner not require it)
prawn seems to basically just be your victory lap in C2C
outside of like the 1 or 2 things you absolutely need it for it's kinda just "you did it now meme on the game"
you mean ||other than the literal word-for word victory lap?||
im sure it was intentional, but as you say, that was at the beginning of C2C development, and this is feedback coming directly from several players
if there is no desire for adjusting the mod in a reasonable way, it will have to be acknowledged that players will use the console or mods to make it happen
The design of C2C feels like erasing all vehicles except for seamoth tbh
And while it has really increased my opinion of the seamoth, the seamoth is the least cool of the vehicles
Not saying that's a bad thing, i'm saying I enjoy the game more with my cyclops
I can't adjust the mod in any meaningful way to make room for the cyclops, so I used the console, which I know how to use. I'll probably do the same thing with the prawn suit tbh.
the biggest drawback i noticed was the inability to change out modules on vehicles without being docked. there have been multiple times where i would have liked to take the seamoth to go out and do things, but between the hull and depth modules, there isnt much space left to do more than one job effectively. would have been nice to have a cyclops nearby i could dock at and swap modules quickly without going back to base
I've decided to ignore the existance of the seamoth depth module IV precicely because it seems to me there's no need for the prawn suit with that module.
Cyclops also helps a lot when forgetting to equip the right things. Going back to your cyclops is much less annoying than having to go back to your base.
It's just a huge QoL thing. It doesn't enable anything you can't do with the seamoth and it doesn't replace the seamoth.
the real purpose of the prawn is the drill, there are a few resources in the game you need it for
I see no reason to gatekeep it for so long
By few I assume you mean "none".
The rock crusher is right there
you need it for one particular resource which the rock crusher cannot harvest
ah
the other one is simply to odeep to retrieve with seamoth
I would imagine that the author wants us to make more bases, little and big ones, for different reasons
Also personally i actually really like not being in a prawn suit from the start of the game tbh. I now feel like having prawn suit too soon is just cheating, seeing as how powerful it is
I have not actually gained the prawn suit in the survival playthrough yet, so i dont know when i will actually get it. But it looks not really that far, unless the recipe for the prawn suit is just too bad
||The meteor and the lava things in the lava zone||
oh i forgot the first one, that too
I haven't minded the prawn suit's absence so far. It's the cyclops that is gatekept too far down your playthrough
Altho yes, i feel like with all the additions like the rock crusher and the depth module the prawn suit becomes a little bit useless, unless you really like moving in it instead of the seamoth, which some people do, but that is not enough. It needs more power somehow
i am a 'backpacker' so i tend to travel with everything i need in the way of tools and supplies
Cyclops doesn't replace seamoth and just makes things very much more convenient. And you still need your main base and the bases/ouposts in reaper territory, so I don't think getting it earlier makes the mod lose anything
And to avoid replacing the prawn suit with the ultra seamoth except for those 2 things, i'm just ignoring the depth module IV and gving myself an early prawn if necessary for progression at that point.
That's a personal preference though
Nothing wrong with how the mod is right now.
yes, thats the point of feedback, lol
I do have a lot of feedback, actually, but i'm waiting to finish the game.
Strongest feedback is "Cyclops go brr. Where is my brrr?"
Do benzene recipe unlocked only trough databox again ?
I already got blood oil,but the benzene vlueprint didnt show up or work
do you have all the other processing materials
Don't really remember finding a bezene recipie anywhere. I think you get it with the materials and the tech.
Have you unlocked the ||bioprocessor|| yet?
from the comment history, it would seem geary is trying to do a lot of things out of order
Yeah
I still too used for looking for certain things
Im talking about going to specific biome
And not fully exploring it
Maybe in my second play trough after i beat this one i will try to do it correctly
I sometime forgot sea to sea encourages to explore map fully
if youre not going to do it correctly, then just spawn in what you need
To encourage base building
That's fair
i do think the placements for each sub are reasonable, it's just that the prawn gets shafted by being at the tail end of the game
solution there? extend the endgame
That's a cool idea! But how could Reika go about doing so? š¤
i wasn't really meaning reika should do so
Do not leave the planet till you have punched every reaper to death. noted.
I have built exactly zero more bases in C2C than I do in vanilla subnautica
I have one big sucker near the shallows (because center of the map) and then multiple scanner room bases in various biomes
The big draw of the cyclops in mid-game is storage. With a lack of storage, that just means you are ferrying resources far more often. Forcing more travel to do basic things is not a gameplay mechanic, it's a penalty
Personally, I don't find building "bases" fun.
1 big base with various ACUs, a huge garden, and areas dedicated to crafting? Yes
One big cool base is very fun. C2C does that really well. You need that one big base.
Small bases are fine too, just once or twice. I make one in the dunes and one in the mountains, mainly for ||azurite & avolite|| gathering. And I guess I have to make another in ||the Lost River too since it's the only way to explore it.|| I'll say that without a cyclops, making that base in ||the lost river||, would be hell.
i honestly found the lost river base gameplay loop pretty engaging
though that was pre-breathing nerf
said nerf has minimal effect on gameplay
Arent hull Modules useless vs angry Fauna anyway or is that Changed in SEA to sea
Passive sonar is kinda useful, sometimes. Active sonar is absolutely useless tho. Kind of a trap item. Feels like a cruel joke.
Perimeter defense system still trivializes reapers making them borderline harmless so long as you're IN your seamoth when you get them.
Sound suppression module is useful in the grand reef and glass forest. Glass forest is still hell due to the bonesharks but not drawing the leviathan to you makes it more manageable.
I did finding the ability to not have to go back to the seabase to change modules really useful.
Congrats on the honorable mention, Reika!
?
#š¢āserver-news message
oh
||i found a 4rd old degasi base on the right side of aurora , is it part of the mod?||
Yes
I'm looking to use a pervious version of seatosea, as the current version doesn't want to work with a good portion of other mods, but I know the previous version did. Is there a way to go back to a pervious version?
there is no such difference between versions
Huh very strange, I wonder why it totally is crashing out my game then. I had it working perfectly with these same mods back in the summer months
It did this and then also has a pop up saying it doesn't like 90% of the mod list I have installed
the UI stack like that is caused by things failing during a specific period of loading
Ok cause as soon as I take seatosea out of my mods it goes away. I'll grab the log and maybe people can help me figure that out because I have no clue where to look in the log
Here's the log when I add seatosea
i added a little section to terrain patcher's readme explaining how to install the legacy version. it mentions sea to sea by name lol. hopefully that helps with the issues i saw
how do i open the cragfield wreck/
this one has databox inside it
but i cant seem to open it
oh alr
and I cannot even debug it because it only affects some people and I am not one of them
put this on pastebin or similar
Does this mod actually planned to be converted to 2.0 or nah?
Reika has said no before
Here's what Reika actually said #1147624004648186009 message
guessing you can't put 2 enzyme host peepers in an ACU and get more right? need to get them from the vents?
any hints on where to find the blueprint for the ||kharaa medication thing that lets you breathe?|| running out of ||breathing fluid|| and the blueprint for that seems to have been moved since i last played the mod too, no longer in the ||glass forest wreck|| also any hints for where to find ||nanocarbon?||
either you'd get additional regular peepers, or they wouldn't do anything at all
and that'd probably be a basegame function
It's in an area you'd think you should already have it to explore. But no.
any other hints? that doesn't narrow it down much xD
Ill find the message
It was a long while back
Cant find it
š¤¦āāļø
She said it's not coming to 2.0 until Nautilus is out of pre-release and she's happy with the current featureset
IIRC
ye
How do I deal with water pressure?
by making sure your insides aren't collapsible
There's a technology that helps you with that.
Hey is anyone else having performance issues in wrecks ONLY while using c2c?
known issue, unknown solution
It prob has something to do with rendering system
Unfortunately, my insides are collapsible by virtue of being empty space
Gotta fill that space up with something then
How does the mod mess with the wreck that caused the wreck thingy
Unknown solution = remove c2c and cry
š
yes but general performance outside of wrecks also isnt the best there are occasional stutters still
yeah C2C unfortunately runs significantly worse than vanilla for me, some areas just die like outside the jellyshroom caves and in wrecks
Hey just wanted to report that my subnautica keeps freezing whenever i try to open it. this is the log with all the mods that are dependand and required by c2c to my knowlage
@trail ether
that doesn't look like the whole log
and definitely doesn't include any relevant error message
Its a BepInEx logoutput. I feel like only qmod log contains truly everything
Also its legacy so thats expected
this?
do you by any chance tab out while starting the game? when i do that that happens for me
whenever i start it up it just stops responding right away
how long are you giving it to start up?
also this
also, try not to make any inputs while a save is loading
being nonresponsive according to windows doesn't mean it's frozen
yeah
but part of that is reika's mods lacking a proper asset bundle, which increases loadtime and instability at launch
well thank you very much haha
does the map mod work properly with sea to sea?
Mostly
It won't show new stuff IIRC, but the mod itself works fine
It actually can
The wrecks all show up as wrecks, whatever form they take
And map icons will largely show up correctly as well
Huh, neat
where do i find the mk2 seamoth depth module blueprint?
where it exists
a place found by playing through the mod
and paying attention
Nice
How does the ||metoer look like when it landed i cant find it||
when do i get the radio signal from the lifepod 14?
The last time i tried to find it using freecam, its look like texture for medpack removed, not quite sure if it is the
||meteor||
@Reika Someone on Reddit having an issue when running AlterraHub Not sure, I think I saw you mentioning making it compatible with C2C
my guess is a partial FCS installation
I assume version 0.4 for TerrainPatcher is the best compatible version for Sea2Sea, right?
yes, it's mentioned in terrain patcher's readme (and on the submodica pages) that version 0.4 is the legacy-compatible version, for mods like sea to sea
- releases page for v0.4
- documentation for v0.4
don't send me bug reports for stuff encountered on an old version of terrain patcher

||why i cant play lifepod 14 crew logs and mountain island crew log||
No one's voiced them yet
yeah, they don't have VA
How do i use the seamoth scoop thingy
it functions automatically when installed in your seamoth
you can access it's inventory by interacting with the front of the seamoth (the area between the two "vents")
besides some lifepods does the mod only made to make the entire story longer/
no its supposed to add exploration and more fun
and adventure
Also to make the game harder and to add new things
Holy canola oil! 21 SCANS just for an item to get volcanic remnants or whatever it is?!
Yeah, ||there's two different instances of mass scans like that||
Vanilla has some weirdly intricate map geometry in spots that just goes completely unused
and the scanquests are how they get used in C2C lol
volcanic traces for plasteel ingots yes
21 is a bit excessive.
if u go to the big tree in the mushroom forest that is facing the bulb zone big cave system under it with 20 of them
(yes the game did not want to add that 1 extra)
Oh good! I'm glad we went to the same cave system and had the same experience. XD
yea....
had to go to the other mushroom forest
i wanted to suicide in that moment
worst day of my life
i ran through that cave for an extra 30 minutes praying for just 1 that i missed but i didnt miss any
I found my last one beneath the wreck that hangs off the cliff side in the Bulb Zone.
Same...
facing crash zone? or craters edge
This one.
Somewhat, yeah.

You see the little alcoves underneath it? Yeah I found my last one in one of those.
yea im aware of the small cave system under it
i was not aware
that there is 1 there tho
well a bit late for that but thanks

Reika, thoughts on a pda voiceline meant to hint towards ||the scanner room being usable on tree bacteria and geyser coral past the threshold||
...why would you have a pda voiceline that the scanner room works on somethig
Something like:
āDetecting reactive bacteria and coral colonies in the local cave systems. Use of scanning technology is highly advisedā
that uses far too many words not already said by the PDA
i cannot create new ones
not unless someone manages to recreate the necessary audio postprocessing steps
no, not like that. that sounds like something you'd play to try and get people to notice them in the first place
what i'm thinking would be more like "biological markers sequenced. remote scanning is now available"
though that also probably can't be spliced
the only one of those words i know the PDA says is "biological" (and I already use that one in another voiceline so it would be noticeably identical)
maybe "scanning" too
so are you adding more updates tot he mod and then switchig to 2.0?
I think heās asking if the mod is porting to 2.0
havent touched subnautica in a few months, any important changes to the sea to sea modpack?
last i remember room specialization was just released kinda
eventually
the last releases were in mid december
I have done no SN since then
alr
taking a break from development?
leave her alone omg
and working on other things
I mod many many games https://i.imgur.com/uD6kV6L.png
and i also play games I do not mod
ah
Does this mod actually require you to explore 100% of the map?
Becuz i literally gave up after having 2 real life days playtime in one save alone
It do.
Yeah you have to explore more or less the entire map
not literally 100%, but every major location
Iād go further than just āmajor locationsā even. A lot of more minor locations are required too
Phytoplankton Cluster
i got the module
i go inside it
it turns purple
i have storage
produces nothing
;-;
after it turns purple it just disappears
and gives me nothing
the module has its own storage, accessed at the front of the seamoth
oop
i see all of the samples now
thanks
glad i didnt risk my life in craters edge for nothing then
basically anything interesting
not my mods
any hints on where to find the blueprint for the ||kharaa symptom alleviation canister?||
hint: refer again to that first word
hint 2: who?
can i reach it with a seamoth that can go 500m?
find out š
been searching for it for a while now, also running out of ||breathing fluid|| as it seems the blueprint for that has been moved since i last played the mod, any more hints?
i swapped fluid anda the tank
You put the tank where???
Oh
swapped the two databoxes
since you get liquid breathing "free" with the tank for the first time - and i have never been able to fix that - i swapped them so you cannot use it until finding both
as was always intended
?? i thought the intent was to use the free breathing from the tank initially to get deep enough to get the fluid
don't you have to go under 500m in the ||glass forest||
Only briefly
no
there is another cleverer thing you can do
@surreal mauve
Can yall update teh mod to 2.0 PLEASE PLEASE PLEASE PLEASE** PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE**
bro stop
the source code is here go ahead and update it yourself
no I do not want people trying
relevant to @surreal mauve
Patience
I really want a 2.0 version too, but it's kinda mean to demand it. It's not like Reika is working for us
Does the ||leviathan in void island thingy || will get modelled?
Once someone makes a model, yeah
why?
we js gotta wait
If I had money i'd try to bribe Reika lol
relevant, despite being for MC and not SN: https://i.imgur.com/r2IBDuo.png
I estimate dozens of hours minimum to update to 2.0
and the numbers are even worse now than they were in 2018 because of inflation and the fact my current income is quite a bit higher than $26 to $45 an hour
I took a commission once, last year, and that was only an option because it only took about 5 hours and the guy was willing to pay $400
I'll correct.
"If I had a LOT of money" haha
hey reika what new eggs dose your mod add?
DI adds eggs for nonleviathan vanilla creatures lacking them (eg river prowler, biter, etc), except the two spider-type creatures, and C2C adds an egg for each of its large creatures
upload this somewhere it does not get truncated
Are you telling me c2c adds a leviathan egg
....what
What eggs do c2c include
Ok
Iām sorry for the misunderstanding but things like the reaper are big creatures
leviathan is a size class
Can anyone give me a hint as to where the seamoth depth upgrade mk II is at, I'm ripping my hair out trying to find it
Secondly, I'm looking for the safest way to get azurite as I'm on hardcore and I really dont want to grind through C2C progression again
in retrospect it might have been a poor idea, having never played through C2C before
the method does not change and though death is never necessary, nor do I expect the player to willingly get themselves killed, C2C was not balanced for hardcore
you get a hint ingame
and here is another: be observant when going to places you are led to
do not just focus on the thing you are directly led to
If only I could change it mid save lol
Is it ||in the pda you find near the mushroom forest lifepod talking about search and rescue||
I cant exactly look at it as it seems everything but ACU status is gone from my data downloads tab
wait nvm, it fixed itself
you have the right "kind" of hint in mind
Cause I've searched up and down all around the mushroom forest and any cave system that it could possibly be referring to and I have had no luck
notice I said "kind"
Reika hasn't released a new mod this year, however they were an honourable mention in 2023 MOTY. Plus it'll be hard to compete with ROTA when it finally releases on ||made you look||
By the way I voted for you in 2023 Reika. Good job building such a fantasticly deep modded experience š
i don't think we ever publicly revealed the solid numbers, but I can say that reika's honorable mention status wasn't by any slim margin for MotY relative to the person after her
The votes were revealed but only for the top 4 modders: #š¢āserver-news message
oh right
Any more hints on where to find the ||symptom alleviation canister||? I found the ||fluid blueprint|| but not being able to breathe for long is becoming really annoying
||who else was researching the kharaa?||
Yeah ofc but is it really ||that far down?||
||think smaller||
Alright
still nothing... checked ||all 3 caches and the QEP||
You probably want that item to explore deeper, an area that you're having trouble going into, right?
||You should just go into that area anyway.||
||i just want it to make breathing less annoying lol, is the area you're speaking of the deep grand reef/lost river?||
||I get you. Imo it is one of the few weak spots of the mod because it indeed does nothing but being annoying. You just have to bear with it explore those deep areas anyway.
Yes, it's one of the two.||
i really hope it's not the ||lost river|| lol
i did try to caution against this feature
The mod doesn't have many weak spots, I really can only think of two: ||this one and the glass forest. Seriously fuck that place.||
Personally I feel once you have the LBS you should be good to go in that regard forever.
i'm guessing it's the lag, right?
Does anyone have any recomendations for mods that add decorations and don't conflict with Reika's mods?
Custom Posters by Mr.Purple. You can basically make any poster you want
there's versions for it in both legacy and 2.0
Oh, and does C2C work with de-extintion?
ehhh it works in the way that de-extincition plankton wont spawn with C2C installed, because ecocean and C2C make plankton gathering necessary so I guess it can work
to be clear
DE plankton does not spawn, C2C plankton does
Would this mod be playable with radiation challenge?
anyone know why the cyclops is locked if ive scaned all the parts
define locked
Iāve scanned 4 engine fragments 4 hull fragments and 4 bridge fragments but the cyclops is still locked
you defined everything except "locked"
The cyclops is still grey and itās not telling me what I need to build it
ok then i have no idea
What is sea to sea and what does it add?
TL;DR adds a bunch of features that get in the way of your exploration, and then adds a bunch of items to overcome these features, these items usually require new resources and new middle-step crafted items.
EDIT: Also adds 3 new biomes and a bunch of other things to explore which add a lot to the game's atmosphere.
As a result:
- You will have to explore virtually all the map to be able to reach the lava zones, which is the main attraction of the mod (imo) because this will take you to many very cool places that you wouldn't really see, nevermind explore, in vanilla.
- You must build a base and probably half a dozen outposts, it can't be skipped.
- Playtime is extended like five times. Expect like 100 hours.
C2C makes vanilla feel as if it were a beta that was still missing 30% of its final content.
9/10, I highly recommend.
Ok thanks KooKoo and sinclairlim
As I said on reddit to someone a couple hours ago: ...The mod's core premise is "make the player do more of the game, experience more of the content, visit more of the map, and try more activities"...
also ...A big part of C2C is exploration and following clues, much like in the base game (and much to the frustration of a certain kind of "just give me a guide to follow!" type player)...
Is this normal this making me feel weird (dont even have the laser cutter yet)
...the door was pre-lasered?!
i have never heard of such a thing
do you have a mod that does this
I knew it! When I was exploring the missing wrecks I always say that one and was like "I guess I already checked it" but for the life of me I couldn't remember to have actually done so.
i used the mapmod as a checklist since you can toggle the wreck icons between a "dull" and "bright" state
Im unsure if there is a mod that does that but some databoxes were opened already i thought that was a feature to make it feel like there were other survivers...
Is there a chance that my saves got mixed up
yes
When are you supposed to be able to build a mobile vehicle bay
Not super early but before you have to go anywhere super dangerous
Fairly quickly, but only by C2C standards.
So maybe 10 hours in?
20 hours in if you don't know what you're doing.
I can build the mobile vehicle bay but I canāt build the drones needed to construct it
Yeah, it takes you about 10-20 hours to find, scan and gather the materials necessary for the drones
are the drones there own scanned object
also how to you learn the azure battey nedded for the lazer cutter
What is the exact syntax of the clear 000 command?
does anyone know if Sea to Sea affects the fire in the prawn bay in the aurora? I've sprayed it with like five fire extinguishers but it isn't going down
@bronze cairn Seems to be clear000
Nah, havenāt played that far yet, but I wouldnāt be surprised if you needed something else
im thinking i probably need an upgrade for the diving suit
clear000
it does, yes
note for @trail ether regarding the above: ||you should add the "extreme heat warning" to the hud when the player is near that doorway without proper precautions||
yes. ||follow the game's story and remember that it's about the journey||
don't worry about that yet, the laser cutter is much further down the line than you are currently
ive unlocked the cyclops
i'm basing that assertment on "you don't have the mobile vehicle bay"
...have you been following the radio?
the only pod ive been given that i havent uncoverd is lifepod 15
which radio signals have you visited?
1 sec
also by abusing another mod i got the blueprint from lifepod 15 yay
and also 17
@unreal flame
hm. have you been taking note of whenever the PDA pipes up and tells you something?
yea
The message "||Detecting faint alterra vehicle signals||" or something like that plays the first time you're in the biome where the drones spawn for scanning.
You may have skipped it, since you would normally get it fairly early.
yeah, it's supposed to trigger when you're on your way from your lifepod to one of the other lifepods
it remains sea to sea's biggest filter, i'd wager
there is someting like that
mouseover text
same way I added that heat glow to the door
clearly, more indication is necessary
Where dose that appear again
when you get near enough
I forgor what biome that happens in
Iām already past that point and forgot the biome it appears in
||Northern kelp forest||
Thanks
In what way does the "Decorations" mod hurt C2C progression?
I believe it lets you craft vanilla-unobtainable tablets that c2c uses, very early
yep
there's a few objects that it adds as "decorations" because they're unused in vanilla, IIRC
crafting of red and white tablets for cheap, crafting like, plants and stuff from salt(?) etc
where can i learn the recipie for the battery needed for the lazer cutter?
what version of subnautica is this for
legacy, use Qmod and SMLhelper
ok
i wish there were mods that are more than just minor additions available for 2.0 :(
It'll happen eventually, AFAIK most of the big mods are undergoing major rewrites for 2.0 to bring them more up-to-snuff
(C2C is coming to 2.0 eventually, sometimes after Nautilus is fully finished)
oh
how long has it even been since 2.0? i thought it would've been long enough that most things would've been ported by now...
i guess i was too optimistic
plz
how do i get murcury ore
anyone here
i really need the lazer cutter to progress
Exploring the map is usually the best way to find anything. Its pretty hard to miss important things like the mercury ore in this mod
Are you still listening to the radio
Its found in one of the surface biomes. and not actually that hidden. There's a lot of it in caves in said biome. You must explor the whole map.
ok but why dont i have the battery for the lazer cutter yet
I pressume it's because you haven't found the blueprient and crafted it
Iāve kept an eye out for. Iām stumped on its location
hi, i need help for something i have this point and i don't know how to go there without dying because it's in ||the void|| someone have some tips for me or maybe it's for later when i have a sub or something faster?
To do it I used a set of mods on submodica
Use this with its requirements. Stay on the wreck and bring a 100% charged repair tool
Also use the passive reaper leviathan mod to get past the back of the Aurora
Could you like, not recommend people just completely bypass the intended functionality of the mod with other mods?
there is an intended way to get there
Nooooo
Dont do that ll
lol
Yes, there is an intended way to reach that location.
If you want to go about it differently thatās your choice
There's a seamoth module that allows you to hide from ghost leviathans so long as your lights are off and you don't get off the seamoth.
Iām just trying to help
I get that, and i share the opinion, you can't cheat a single player game anyway, but if that's where we are, just use console commands.
I shamelessly used console commands to get an early cyclops because I really like the cyclops.
My save is over 20 hours and I still canāt build the laser cutter
Sounds about right
C2C is big and long
Expect a 100 hour playthrough
Still I have everything I need except the azure battery
You missed a spot then.
We avoid spoilers as much as we can because spoling C2C kills the experience, and its sometimes hard to resist the temptation
Buuuut
Well first off, you should explore ALL the map, not just half, all the map will be necessary eventually
The parts I havenāt explored are 400m deep or below