#SeaToSea
1 messages · Page 9 of 1
cover that
If you don't cover those spoilers, i ain't helping you in the future, just sayng
Never mind I’ll look up the reaper locations
Thanks, the ||cave near reapers|| one too, pls.
Third clue btw: ||You will not be at risk of reaper attack where you find it, even if it is near reapers.||
i cannot for the life of me find this last piece of geyser coral and its driving me crazy
Have you checked at ||the farther-in part on the ceiling of the entrance to the mushroom cave?|| That spot got me too when I first played
lol they gotta make that one more visable
and like. I was 100% sure it was in the ||mushroom forest cave half|| I just couldn't figure out where
for this message, do I need to uninstall and reinstall the entire mod? or just update one folder/file?
yeah it tells you which ones to update, so you only need to update C2C in this case
like, the entire c2c folder?
What is recommended is to delete the original C2C zip and then replace it with the newer version. You don't need to touch the other mods that c2c depends on.
sweet. thanks!
np 
iirc it's better if you overwrite the folder, at least for reika's mods
never "help" like that again
Yeah im not using that, i don't want to cheese the mod, il trying to understand how it work
Ok so it's not for me now, i don't have the seamoth at all so i will looking for something else to do then
So i just didn't explore well enough, my next step is plasma cutter i think for the aurora and all the wreck
I just don't get in mind the cave and stuff i missed/forgot but i will looking after this later, thank youbfor your help anyway !
how did you get the pod 15 radio message before even unlocking the seamoth
I don't remember what i did to trigered this, but i remember i unlock 2 point a the same time, the pod 15 and the ecological anomaly ||behind the aurora||
I don't know if i can give you something to help you find what cause that
sorry for giving out spoilers
If there are no triggers for player having a seamoth - then i guess its just that its pretty hard to find the seamoth for a new player, even with all the hints (funny enough, i once got my vehicle bay cave entrance hint while i was at another cave with volcanic activity)
btw this isnt a spoiler but dont take your seamoth near the alien doorways that cut off water
i did and now i cant get it off the ground
its still in the water
why is spy watch incompadable with c2c now?
Incompatible in like "this mod will cause problems with progression" warning or straight up not loading?
i think after i tried to help someone by sugesting it he made it incompadable on perpous
Again, incompatible as just a warning or straight up not loading?
Try to load into a world and see if the watch is still there
if the mod is on c2c deactivates
Wtf
Hold on let me test that
Alright, its a large 50/50
On one hand it does throw and error, both on the menu and in the log
On the other hand C2C still works
The same goes to the spywatch
It is weird as hell that this particular error was added, but i just hope that its some sort of an error/typo on reika's side
In no world blocking a mod that you just dont like would be allowed
But as long as it still works its fine, just need to change the text a bit
And reika actually has an error message that is just a warning that the mod might break progression
Uh.. No?
i've been trying to get reika to be more lenient with "overpowered" mods like this one
in this case i'd probably suggest adding like, an azurite and an iridium to the recipe or something, instead of trying to prevent the mod outright
And thank you for doing that
Even if makes obtaining an item much harder - its still way better and respectful both to players and the mod author(s)
different story for redundant mods like More Seamoth Depth, though
[QModManager:ERROR] The following mods could not be loaded due to missing dependencies:
- SeaToSea (ReikaKalseki.SeaToSea) is missing these dependencies:
- SMLHelper at version 2.12.0.0 or newer
- ReikaKalseki.DIAlterra at version 1.0.0.0 or newer
Found their site, can't seem to find download for DIAlterra after finding a github update for it yesterday
Dragon Industries Alterra Division
so yesterday I got a message in game that c2c was out of date and needed to be updated. I downloaded the latest version of both c2c and dragon industries, started the game, and now I'm getting this message. any ideas on how to fix it?
upload the log somewhere the whole thing can be viewed
how dose the rockcrusher work?
why does the compass
move on its own
without me looking around
is this like
intended?
i finally got the azure battery ligamental
after the new update of seatosea, does it delete my TechPistol?
That can't be right, can it?
Yes it's intended
certain areas of the map experience magnetic interference which causes that temporarily
AFAIK there's no other indication that its happening or effects as of now
it can also sway globally on occasion
part of a gating mechanism
Use a tool to drag big resource nodes near the rock crusher, if the rock crusher is near enough a seabase so it gets power, it will crush the big resource node into small, pickable resources.
What is a Tech pistol?
iirc that's another mod that adds a gun to the game
a gun that also has tons of other overpowered functionality
including shrink/grow of any entity, such as doors
and mining large resouirce deposits
Yeah I've never really understood why that mod isn't just... a gun
it's a two million in one multitool shaped like a gun
Hey, so I run the mods c2c and alterra hub at the same time. #❓┃help-and-support message tobey told me that c2c balances alterra hub. I have encounterd the problem that both drilling units do not work because you cant put any lubricant in them to start the drilling any way of fixing that?
I think you will get the same answer as me. alterra hub has tons of other overpowered functionality, so that's why it's been disabled 🙂
So c2c just does not allow to use certain things from alterra hub even if hardmode is not enabled?
iirc, reika made them require a custom item instead of lubricant
but which one? The drilling unit still says "add lubricant"
not actually sure. regardless, @trail ether you should probably rectify the vagueness of this
not possible
their UI is too fragmented
and changing all the strings requires too much aSM
ah wait I just saw theres an Item called High performance lubricant, I suppose one needs that
aight so it works with the high performance lubricant, would be nice if the mining unit told you it needed that and not the normal one but maybe im just an idiot
It's not possible to change their UI unfortunately, as Reika just mentioned
glad to hear it does at least function
In order to enable the life pod drift
<!--Enable Lifepod Drift-->
<PODFAIL>
<value>True</value>
<defaultValue>False</defaultValue>
<vanillaValue>False</vanillaValue>
</PODFAIL>
Is that correct?
yes
ty
||do i seriously have to go back to the lost river precursor disease centre to fix my breathing||
||i already WENT there but i think the sickness mechanic got added afterwards||
||all the hints are about who else researched the kharaa which surely is only precursors or degasi, and i re-checked the grand reef degasi base||
such is life when playing a beta game/mod
damn, nice
Good morning, I just discovered a bug, where I cant destroy an alkali vine in the alien containment and thus I cannot deconstruct it
how do you do that? There are no commands for that
building tweaks?
somewhat ig
does not work either
use the toggle that forces build
ah nice now it worked thank you sooo mutch it was such a torture having that imperfekt alien containment
how dose the [phitoplanton filter work]
you need the blueprints for the ||seamoth sampling scoop|| which can be found ||in a wreck in the Crag Field||. Once you have that and build one, you attach the upgrade to the seamoth and just swim around the ||phytoplankton clusters||. They can be found in a few places but for me the most reliable is the Crater Edge, but it only seems to collect the samples when there's a ghost leviathan spawned. You can collect the ||phytoplankton samples|| by clicking the storage on the front left of the seamoth.
for the ||bioprocessor||, is it supposed to like, consume a shitton of power in a short span of time? My base will go from like 700 power to 0 before it's even done making anything
how do i get the invisible to ghost Levithan upgrade for void exploration and the electrothermic suit also
I don't think there's such upgrade
Than how to we progress the “void”
With fear
Ah, wait, I misssunderstood
I thought you meant an upgrade that made you invisible while using the elecrochemical suit
No I’m asking how to get both things separately
For ghost leviathan thinghy:
Clue #1
||You find the blueprints form an Aurora survivor ||
Clue #2
||In an abandoned seabase||
Clue #3
||Inside a cave||
Clue #4
||In a dangerous part of the map||
For electrochemical suit:
Clue #1
||Blueprints are found in a wreck||
Clue #2
||What you need the laser cutter to enter||
Clue #3
||In a biome with leviathans.||
@frank scaffold is there anything you will not immediately ask how to use or how to find upon learning of the existence of
I seriously do look for these things
If you tuned into my lives you would know I don’t instantly ask for help
I am unconvinced, partly because several of the things you ask for are fairly obvious if you are progressing at all and partly because pretty much every other person who asks as much and as often as you has quite blatantly - and often openly admitted to - not doing any finding of their own volition
example for those who might remember: Hull Plating
Yea ok so I don’t like to always progress by looking for stuff but I’m seeing in myself that I’m not using the bobthebuilder command at the least
Anyone got any ideas? Or do I just need to build more power generators?
I think it is supposed to work that way. You just need to spam some power sources and hope it wont suck your base dry
it is, yes.
perhaps try something more powerful
nuke generator it is
It uses a lot of energy, but you don't need to go that far. Solar panels are actually pretty strong, you will just have to find ways to store all the energy.
hey reika. if you add any new items in the future of your mods. can you add a use for the waterproof locker please
Hi, I've encountered a little problem: I've found a rusty seabase wreck at ||the east side of Aurora|| . There was a damaged databox, but I couldn't repair it - the progress meter was at 0% and the repair tool was just shaking as if there were no repair target available (same problem that sometimes occurs with the ||wreck in the cragfield with the broken door||). When I've returned later, the databox was gone. possibly because previously I've used a repulsor gun to dislodge it from under a bench. I hope it didn't contain the only copy of a critical blueprint that can't be found anywhere else?
It does
Terrific. Can you provide a code for Unlock command? Wouldn't want to abandon mod just for some glitch.
try leaving the area and returning (~500m)
I think you should be able to unlock it with command ||unlock planktonscoop||
wrong databox
Oh
i don't actually recall what's unlocked in that particular databox
It's the one behind a door that you have to repair which often glitches, right?
@trail ether you may want to make your databoxes immovable to the repulsion cannon
For the one ||in the abandoned base next to the aurora? That's heat sealed fabric.||
it takes a while to repair iirc
The ||base wreck is right next to Aurora in the crash field||. It has a door that takes forever to cut through. A cabinet inside among other goodies has a reactor rod.
Oh I've been all over the map before I've decided to return, way farther than 500m
they are
At the very least this one wasn't
No, I've just mentioned that one as an example of a similar repair glitch
you mean like this one which i cant reaper for whatever reason
If you could reaper doors I would be very concerned
lem c mod
What?
Good afternoon, is there a way to power seal the cyclops so your energy doesnt get drained when going to the lost river?
and also the ||sunbeam debris|| is not loading in my world despite the ||sunbeam already having been shot down|| only the strange thing is that it shows up in the scanner room and in my hud after scanning, but then theres nothing where the debris should be
Regarding that second one- it's a bit weird, I THINK it spawns slightly below ground, hence why the scanner shows it but you see nothing.
power seal no but there will be a way later
it should not be doing that
and it worked for me in december
and has not been touched since
later in terms of you' still have to add it to the mod or in terms of progression?
does it require terrain patcher to load in? Because I have only installed that after the sunbeam had already been shot down
the latter
no
any ideas?
Might have been caused by the constant updating
Maybe?
Idk, there are a few inconsistent bugs that don't look directly tied to a given version, like the unrepairable door in the crag fields
and another bug ive noticed is that I cant build the wind surfer operator for the windsurfers from the alterra hub mod properly because its giving me an error message that it cant find the correct data path to it
for every update that got released to you I went through seven
that path error has nothing to do with being able to build one
Yeah, that makes sense. I guess the bugs are caused not by the mod, but by the interaction between the mod and my subnautica installation, somehow.
or another mod
yeah but ive tried removing sea to sea to see if thats the problem, and then it works
it didnt.
meanwhile C2C actively changes how the unlocks work
the one about the missing Light right?
but then why does it work whithout any errors when I remove the sea to sea mod pack?
it did not for me
also
I built a windsurfer
ah here it is https://i.imgur.com/Moxl0an.jpg
oh so the message is supposed to be there?
I mean at least the building is there....
so yeah it is working, I also got the blueprints for the wind surfer- and platform kit
having some trouble figuring out how to tackle a wreck in the ||Glass Forest||. as far as I can tell, I've got the most efficient O2 tank I can find ||the one that adds 180s of O2||, and I even have two extra tanks on me as backup so I can explore a bit longer, but the O2 gets eaten up so quickly. any tips?
my gut says this is where I'll find hte next O2 upgrade since its on teh very edge of where I can currently explore
that is more than enough o2
tip #1) pay close attention
also
but i panic 😭
tip #2) do you have every other piece of hardware you can currently access
or are you attempting - perhaps inadvertently - to "skip a stage"
as far as I'm aware I have everything?
by definition if you had never come across something you would not know you missed it
exactly. so if I am missing something, I'd have no idea
well aside from that PDA page implying as much
does reloading without closing the game out actually mess up the mod?
breaks all sorts of cache clearing
what headgear do you have access to?
So how exactly are you supposed to get the ||seamoth power seal module||? Because you need ||irdium|| for that, but to get ||iridium|| you need to go to the very place you need the module for
think for longer about it
._.
cant use the cyclops either because that is also being drained and besides that you cant even bring some extra power cells cause even if they are in storage they are beeing drained regardless
and ive also checked every POI on the map by now
did you add ||iridium|| to that recipe recently?
not at all recently
since the beginning
huh, I don't think I can recall what the recipe was for me
does the ||power drain alleviate in the cove?||
no
but it is a little less
worst in the ghost canyon
second worst in the bone field
so now I know theres some kind of ||broken module|| in the ||bone fields|| because I read the wiki. In game it just says its somewhere in the lost river so how exactly are you supposed to figure that out? I mean now I'll just trial and error in there and hit alt+f4 everytime I don't make it
not by reading the wiki
so I found it, but that still only was the blueprint and I still need ||iridium|| like dafuq, I have read every single pda entry I have and been to every poi as far as I know. So do I really just have to find ||an area with minimal power loss|| and bolt for it?
it's super difficult to find, i explored there organically several times and repeatedly missed it until i finally read the wiki and knew i had to go back and comb even more thoroughly
yeah
is there any compatible vehicle upgrade slot extender modules
for seatosea
i'm just looking to mess around and build stuff in the new biomes atm
and i want an upgraded seamoth to get around
i have a mod for a cyclops auxiliary slot extender that still works
that is not what C2C is for
did some mods related to c2c update?
not recently
You’ve beaten the game but don’t know how to use the liquid breathing system?

fine
i'm just tired of playing subnautica survival, so i've moved to base building
i got c2c for the biomes
i've seen the game already on youtube
so i didn't feel like playing properly
i'm well aware, i just want to chill
tried it and thats some bs right there cant get anywhere, I mean the power is ok but how tf am I supposed to get iridium when my cyclops is constantly catching fire and I cant swim either because im dead within 30 seconds
you really need to both pay more attention and stop trying to rush things and do what you can currently do
Hey man I want to report a bug
Why are you pinging reika for that, and not just reporting a bug?
Its okay, just say what the bug is
I thought I had unlocked recipes but I couldn’t craft them
Somehow it took me more than 48 hours to realise that I needed the bioprocesser to craft them
Sorry
how dose the seamoth water sampling scoop work. I already made one but I can’t figure out how to get bidoplanton with it
ok
scoop inventory is accessed from the front of the seamoth when undocked
but slot extender breaks this
Slot extender has an option to allow certain modules to only be in first 4 slots. For vanilla that includes the storage and the torpedo modules. Can that be modified somehow?
how does thatr help
Is there an unmentioned voice-cameo by Christopher Odd in this mod? That unnamed technician's voicelog sounds suspiciously like him (not trying to sound like himself 😂 ).
And another question (while I try not to spoil myself too much): Has creature-behavior been modified? Things feel way more aggressive.
i have no idea who the hell that is
Ecocean makes some things agitate certain species
He makes Let's Plays on youtube: https://www.youtube.com/@ChristopherOdd I'm pretty familiar with his voice by now, the voicelog instantly rang my bell... it sounds very much like him - but I might be mistaken 😉
I enjoy all different genres of gaming. If I had to break it down to a few it would be Squad Based Strategy, a great story based RPG, or Rogue-Likes with a lot of replayability.
This channel is aimed at mature audiences considering some of the game themes, but I try to keep it light, focus on the story and as long time viewers would know, "Set T...
He loved Subnautica very much, so I wouldn't have been surprised if he supported your mod.
the guy who voiced that PDA went by the name clinton westover
I see. Funny how his voice sounds very much like Odd's "robot-voice" 😄
Ah, thanks. Yeah, I already got a suspicion how I "agitated" everyone's favorite creature... If its indeed|| the sonar provoking reapers||, I love it! I had that fear when playing vanilla originally, but unfortunately it wasn't the case.
It’s known that something about storages and torpedo launchers break if they’re in slots other than 1-4
So it is quite possible that this factors
This is imo the weakest part of the mod because it is indeed annoying more than anythign else. I may be missing something, but the way I did it was tedious yet effective.
If I did miss something, then whatever it is is very well hidden, unnecessarily so.
So this part of the game could be a lot better.
Yes more clues on how to progress would be nice
it is not at all hidden
it is a plain vanilla mechanic that the game shoves in your face
that for some reason 90% of players seem to forget exists unless explicitly told to do it
So what is it im in that 90% apparently
Well, unless we can clarify the exact way, i'm going to assume it is the way I did it, because it was a very obvious way, which is rather tedious and I did not enjoy it.
Not trying to be mean or anything btw, it's just feedback: imo that's the weakest part of the mod.
Overal the mod is still absolutely amazing
Is it ||building seabases||?
That's what I did and I found it very tedious.
If so, i understand I might be in the minority here.
Yeah I kinda had the idea to build bases all the way through but that sounded completely stupid to me since the cyclopy already is something of a mobile base
think harder
Noted, that was not the way to do it.
xD
Ok, i'll look for a different way next time I do a playthrough through that area.
And I guess my feedback is invalid then lol
Only partially because it seems to still be fairly well hidden
But you can brute force it by building lots of bases, Ryconn. Evidently, there's a better, less tedious wau
*way}
Hmm, maybe not. It could be like getting disinfected water as oposed to filtered water. It took me a while to figure it out, but honestly? It was fairly obvious and in your face.
If it's a similar scenario, then I have no complaints
It's just me being bad at making conections despite the information being right there
But until I find the intended way, I can't say
Hahaha I had issues with finding that recipe to
Same
Right, and you agree with me the mod really isn't to blame? If the lost river puzzle is the same way, then I take back all my critisism.
Yeah nah I think I'll die of age before I am able to think of something
Yes
I mean the other way to do it, I guess, is to use ||pipes||? I guess it's less tedious than ||multiple seabases||, just make a seabase relatively close to the entrance and make a ||big pipe network||. Still feels tedious, just less so.
But you still wouldnt be able to get Iridium would you? The terrain still kills you rather quick
Doesn't the ||reinfocred dive suit|| let you go down there?
Yes but in the area where iridium spawns you still take heat damage
Yeah, but you're still able to get some of the|| iridium ||back to safer areas before it kills you, right?
idk havent tried that hard yet
I mean..
Would be worth a try
Carry some medkits or upgraded medkits and you should be able to get enough iridium
Yay lets start the grind only to find out later there was an easier way
Same lol
As long as there's farming you can bruteforce it
Ig that just is how the first playthrough always goes
Can you attach an air pump at sea base so you dont have to go all the way down?
But hold on hold on how could the air pumps work if you have to use the ||liquid breathing system|| ?
So that cant be the way
Yes
Oh shit, that's right
That's why I didn't use air pumps the first time, and instead bruteforced it with seabases!
I was wondering why I hadn't tried pipes
Nice so we still have no idea
I mean, you can use seabases still. It works, it's just tedious. But agan, there's obviously a better way
As Reika mentioned yes but idk if it has something to do with a vanilla tool except the base builder then idk
Why isnt there just a progression guide in the wiki :(
those work if the base has the module
C2C is not that kind of mod
Yeah ik I just like to have things well structured so I dont miss out on something
???
Oh. That absolutely helps.
Huh
Well, that's rpobably a good thing to try then ||Seabases with liquid breathing systems attached with a pipe network, and bring enough healing to make it to the iridium deposits (while using the reinforced suit) and back to bring your iridium)||
Now that this is cleared up @trail ether any idea now on why the sunbeam debris dont show up in my world? I mean I shurely would like to use the ||avolite|| on the teleporters from alterra hub
have you tried looking for it in prudent ways
And also prep the items for the ||heat thing module for cyclops and seamoth|| and also maybe enough for a prawn suit
Wdym?
I have looked all over the mountains and even used the scanner room, it shows their there but if I swim to them myself theres nothing
another day, another bug with the sunbeam debris
does this mod support legacy version? it says it failes patching
does seatosea use qmod?
yes
from what I understand it only works in the legacy version
Only works for legacy, yeah
it kind of does not
no matter how many times I reinstall etc this comes up:
nice now I had to cheat those
also why do the portals from alterra hub not properly
they only work when I just opened the world and after that their kind of off
Post log
an unknown risk is a high risk
Isn’t that the one with the bloop and stuff?
I mean, if you’re comfortable with getting expensive things destroyed on the regular because you need to pass by the grassy plateaus, go ahead
ill check but ive never seen it
yes and no
Can i start using seatosea after progressing a bit already
just found it it hadnt been enabled lmao
not really
Nope
ok i need a visual image i have the seamoth water sampling scoop equipped but there is no storage on my seamoth to access the samples it collects
where do i find it????
jerk your cursor aroudn the very, very front of the seamoth until the prompt appears
i think my games bugged
no only quick slots plus which effects the players max equip slots
more quickslots is very buggy in its own right, to my recollection
no its a seprate mod
yeah and i'm telling you that it's got a lot of bugs.
ahh ok
i dont have slot exstender on
could this be effecting it
The upgrades in
you cant access it while its docked
I’ll check again
there is no storage on my seamoth even with the plackton collector mod on
Please. I need help. I can’t progress until I solve this problem
What’s your full modlist
Best practice would be to remove all other mods aside from the ones being tested (in this case all of reika’s mods) and checking to see if the issue persists
Check, quit without saving, then add back half of the removed mods. Check, quit without saving. If the issue returns, then the issue is between reika’s and one of the mods you added back.
If this is the case, remove half of the mods you added back. Repeat the above steps
In the case that you launch with a set of other mods and the issue doesn’t present, then the issue is between reika’s and one of the mods not currently present in your mods folder
Either keep track of them or remove all mods to continue testing with the other sets of mods
Continue in this manner of adding and removing parts of your modset to determine which mod is causing the error in a manner that would be faster than individually testing each mod by itself
Ok
I don’t understand
I just don’t
I removed the mods that could have done it
I just don’t understand
Is there any other way to get it
Could I get a few hints on where to find that ||plankton collector||?
I feel like I should have found it way earlier... I've got so many technologies higher up in the tech-tree, which are all held back by not having access to the ||Lysing Enzymes|| because I can't ||collect Phytoplankton||...
And another thing:
I've got constant (every couple of seconds) microstutters which remain even after clearing the cache. Besides directly SeaToSea-related mods I only got PerformanceBooster and GeysersPerformanceFix, previously also had De-extinction and Snap-Builder, but removed both by now (removing Snap-Builder fixed some heavy, constant stuttering, to my surprise … maybe some legacy-conflict, although its supposed to be compatible and did "work").
And advice on how to diagnose/fix this, or is this just a legacy-issue I need to accept?
I’ll tell you if you help me fix my problem
How am I supposed to know the fix to your problem?
You were asked for a complete modlist - you didn't post that.
You wrote "I think I know what’s doing it" - but didn't tell what. Why?
Have you tried removing all mods but the SeaToSea mods? You were told to try that.
did you remove all other mods
clearing the cells cache isn't usually recommended with sea to sea, to my understandding
regardless, what are the results of removing the remaining two mods in your list?
sea to sea and related mods make some changes to geysers that may be conflicting with geyser performance fix
it's in a ||new wreck added by c2c, in a biome that doesn't normally have any wrecks||
i don't have nitro so i couldn't send a file with all the all the mods
you couldn't send a text file of their names?
ill do that
good point
how do i go about that
@unreal flame
writing them down in a text file
or sending your log i guess. that probably contains all of them
try removing any seamoth-related mods
seamoth shield, seamoth thermal, upgraded vehicles...
what does "softlocks of subnautica" do, anyway
Its not really optional for me... the legacy-issues regarding wrecks tanking the performance somewhat permanently made it unplayable without clearing the cache - and thats coming from someone with a high tolerance to jank and stuttering... but my PC specs aren't that great, although vanilla subnautica runs just fine (at least at later patches). Wrecks still "wreck" my game though - in some wrecks, I've got about 2 seconds of freeze for every 2 seconds of gameplay D: I try to play it off as "wreck-related hazard", but its really stretching my patience.
Any wreck does this for you?
Not all, certain ones (especially the bigger ones) very heavily as soon as I get closer to them.
In vanilla, or with c2c
currently playing with c2c, havent played legacy vanilla. didnt have that issue with later patches
My first playthrough was somewhat before 2.0, but I didn't have any mayor performance issues back then.
I see. And these performance patches help alleviate the issues with wrecks?
Performance Booster helps with general performance (less pop-in and all that), but don't seem to resolve the wreck-issue. From what I've read, there is a issue in legacy with wrecks "multiplying", which causes the problems. this seems to have been patched in later subnautica versions.#
Wait, is that what’s happening??
@trail ether when you have the time, see if you can verify this
Apparently something like Wrecks doubling themselves, causing constant collision and tanking performance permanently
This can be reset by clearing cache
Collisions not necessarily, but if a single object kept getting cloned into the same spot it’d eventually tank performance just through sheer number
If the cloned wrecks were colliding with one another you’d see shit flying everywhere
Apparently its related to people experiencing multiple-cut-through-doors or picking up stuff more than once
Whenever I approach a wreck, even the smallest ones in the kelp forest, my game DIES. Like 1fps as long as I'm looking at the wreck.
But as far as I know, fixed objects don’t calculate collisions with other fixed objects
Oh, this is a much older issue than the legacy version
Yeah, the collision-part was just me guessing. Felt similiar to when things get "trapped" in geometry or so in other games
Doesn’t tend to happen in Subnautica because there’s no limiter on intersection force
On a random note... I think I just had my most tense Subnautica experience so far, thanks to C2C - holding two reapers (constantly screaming at me) at bay with the repulsion cannon while desperately trying to ||repair the broken datapad next to Pod 10||. Funnily enough, this made me discover you can move lifepods with the repulsion cannon 😄
never ever seen this
and they would quickly start jittering if they did
something i have also never seen
or even a report of
Nevermind my collision comment, thats probably just me not understanding stuff. But getting close to certain wrecks does tank performance hard.
I've only read about it in the context of the wreck issue. But note that those aren't explicit C2C problems, just (very) old subnautica things.
Just updated to the latest versions, but unfortunately now I get told SeaToSea could not be loaded. I currently have no other mods besides the C2C-related ones.
Ok
The mod’s description says it removes arias that where commonly known to soft look the player
??? like what
did the new sea to sea update change anything about mod compadability
hey im having a new problem with c2c
the mod wont load
I believe there is a bug with the latest update that prevents it from loading
@trail ether Don’t know what to make of this, the users don’t have CameraDroneStasisUpgrade installed QModManager:ERROR] Invoking the specified entry method "PostLoad" failed for mod "ReikaKalseki.SeaToSea" [QModManager:ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: An item with the same key has already been added. Key: CameraDroneStasisUpgrade at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <567df3e0919241ba98db88bec4c6696f>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0 at ReikaKalseki.SeaToSea.SeaToSeaMod.PostLoad () [0x002fd] in <6e99b2beebb44dea9f8c188018161065>: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 DRAGON INDUSTRIES - ALTERRA DIVISION: Fetching item 'IRIDIUM'
Works, thanks for the quick fix 👍🏻
@trail ether the new update didnt patch the problem with the plankton feeder
that was not the goal
fair enough
106
that's a shitload to be trying to combine them with a total game overhaul
I'm honestly surprised it doesn't just completely break somewhere
the break is the fact i cant use the plancton collector
dose sea to sea do this
ok good to know
now that i know im not looking
ive tested multiple mods related to storage and vehicles but i still cant use the plankton collector
and by test i mean disabled
@trail ether
i found out something and i just want to let you know
All of these mods depend on QModManager and SMLHelper; they will not work without them. Download the latest SML here
while this is true you forgot to state that one of your mods requires ecc library
it says it on the mod thta needs it
you should read the pages before saying they are missing things
k
@trail ether i found the mod that was causing the problem with the plankton collector https://www.nexusmods.com/subnautica/mods/61
this mod alone is why i couldent access the inventory
but its gone now
also sorry for missgendring you
ok now that it works. how do i use it?
why this was not one of your first suspects is beyond me
how dose the plankton collector work?
I've started a playthrough recently with this mod, Deathrun, and More Leviathan Spawns. Seeing how exploring is going to be very costly thanks to the map being covered in Reapers and survival being harder in general thanks to Deathrun, I figured I'd ask: Is there anywhere that I should visit early on, or anything I need to look out for? I noticed the ||Liquid Breathing|| thing in the Jellyshroom Cave, and I've also noticed that the Thermoblade probably needs to be found... somewhere? Basically, general advice for a high-risk run
@wispy kelp ^
honest advice
this will take months.
im doing death run c2c fcs but nerfed hard and de extinction
everything on the highest difficulty
you playing early with so many levithans and increased agression is frankly just going to be overkill though
they will seek you out constantly
and they will practically 1 hit you
and what youre looking for will NOT just be there
||it's all around the map.||
||nor will you be able to access that for a very. very long time.||
and this is not meant to put you down by the way
if you want to go for this kinda challenge by all means go ahead i just want you to be entirely aware of how HARD its going to be
what is your spawn
Precipice, ie. right at the south of the NW Mushroom Forest
I was looking for a challenge when I picked my mods out, so it's at the very least meeting my expectations!
And don't worry, my previous playthrough was running DR+MLS too, I'm quite used to having to avoid Reapers the instant I get out of my lifepod! :)
And since you have experience, I had a thought: What with the "personal crush depth" thing in Deathrun, will that cause issues with C2C's suits?
Just to get back on this... I've removed the Performance Booster and Geyser Fix and played a while.
Overall performance is down (FPS while traveling were much better with Performance Booster), Wrecks still have their problems (but only problematic with the bigger ones, goes from fluid gameplay to 1 FPS depending on where you are in the wreck and where you look), Microstuttters seem to be mostly related to my base, but are still there. Loading saves far from my base seems to avoid the microstutters.
Maybe I'll experiment a bit with adding in Performance Booster again, but most likely I'll just stay with purely the C2C mods.
Try the booster, yeah
We’re still not sure what’s been causing the issues with the wrecks, but this micro stutter thing isn’t something I believe I’ve heard of before
Don't know if this is in any way relevant, but I noticed that my GPU usage drops to 0 during the wreck problems. Its also one of these stutters where the screen freezes, but the game (and sound) continues, input seems to "freeze" too (continuing to cut through doors and if the stutters happens while you move the view,, you end up further in the direction you turned than before the stutter. Sometimes looking into a different direction instantly lessens the problem (especially from outside), but sometimes it doesn't (noticeably when inside the "worst spots" of a wreck).
How do I get past the fire in the Aurora prawn bay?
Oh, I've reported the microstutter before actually
In my case we narrowed down that it was localized to near the Jellyshroom Caves
leaving the grassy plains would cause it to recover over some time
and it'd return if I came back to the area
(this was months ago, I am not aware if it's been fixed in any way or if it's even replicable)
(this was with zero mods other than C2C + reqs)
Yeah, I did notice I was getting a rather significant amount of stuttering close to the wreck outside the Jellyshroom Cave, glad to know it's not just me.
Is it caused by C2C itself, or could it be one of the dependencies causing issues?
That might be worth trying sometime, if someone feels like experimenting
Oh no 😦
I got unbearable stuttering at the|| Underwater Mountain abandoned base||, just like with wrecks... decided to save, quit&reload right there. Then my savegame didn't load, always got stuck at 14% of loading entity cells. Decided to delete the cache once more, trying to get back into the game... and now ||the base|| has vanished from my map. 😮 I think I had one more section of it to explore... is my save-file essentially bricked? :/ Is there any way to reset this part of the map or so?
Yeah, I've build my base there and thats where the stuttering occurs to me.
why did you delete the cells cache
you just ruined your save
it is unrecoverable
start a new playthrough
Because it didn't load after many tries. It already was kinda ruined.
I think saving in a janky position was worse than deleting the cache... but I know that deleting the cache isn't recommended.
Oh well... 30+ hours down the drain 😦 Thanks for confirming my screw-up at least.
"not recommended" is beyond an understatement
you just deleted tons of things required for progression
it is a fatal error
I understand that. Will try not to delete cache again in the next playthrough, but when you run into permanent, game-ruining stuttering that only seems to be fixed by deleting the cache, what else do you do?
not that
Yes, you made your point very clear 😅 I totally understand that I was on "on your own risk" territory and paid for it.
Probably.
You really need to figure out what’s causing this stuttering though, reika
If I can provide logs or something to help, I'd be happy to.
Happens with nearly all of the custom bases, and at least a few of the wrecks you add things to
it was unrecoverable either way
its either delete the cache and miss out on any item/blueprint or be unable to load back in
ive had this happen in the ||bloodkelp base|| too (save&reload, unloadable) although that was arguably better because it isn't progression-required as far as i know
how does saving into the cache work, anyway? is it not possible to detect if the custom objects are no longer cached, and create them so this sort of scenario doesn't softlock?
as a temporary measure until the root problem is fixed, if any
Yep... saving while in a janky situation was the main culprit, should have known better. 😒 Bad save-hygiene I guess.
But I think maybe this was for the best in the long run... Game seems to run better on a safe which didn't have mods removed midway (or started with potentially incompaible mods) - not very surprising though.
i mean if the game allows saving anywhere (save for during player animations) you'd expect that anywhere would be fine
and it is in vanilla, I'm not sure what the source is of the wreck and jellyfish caves issues in C2C
Yeah, idk where to find the item that allows me to get past it
For reference, I have the reinforced dive suit, but it does nothing to protect me from the fire, and i can't use the fire extinguisher to put it out.
go around it
that base is progression-required
no POI C2C adds is optional
does it not only have the ||bioprocessor efficiency upgrade||?
i went through it in creative on another save to see what i'd missed and didn't find much besides that and basic supplies
I can do that?
I thought I've finished my playthrough, but the rocket won't launch and it states something like "exploration is incomplete." Any idea what that's about?
read the pda page
You should have a databank entry by the name of ||Alterra Desired Research Sample Manifest|| or something similar. You should also make sure the scan survey you get at the start of the game is complete as well. Make sure that every listed item in the ||Research sample manifest is stored inside the rocket lockers|| before you can launch. You'll know when you have collected everything.
OH, I didn't know there was that first thing, thank you
I have the ||scan survey|| completely filled out already that's why I was confused
damn
Here I was thinking I'd be free after the torments of making tank walls
Okay, so I have good news and bad news. The good news is, I got past the fire in the prawn bay. The bad is that the code to the captain's quarters doesn't work. I got a PDA message saying I need to find another way to get in, but I've explored the entire Aurora and don't see any loose vents or any other passageways
The bad is that the code to the captain's quarters doesn't work.
Did you get the message containing the code? It wouldn't surprise me if C2C gated using the code behind actually hearing the code.
I did. I put in and the PDA told me it was changed and to find another way past it
Thing is, the code does not work regardless of hearing it.
Here's a hint: ||Try brute force.||
With what, tho? The laser cutter doesn't work, neither does the propulsion/repulsion cannon
One of the tools you mentioned is correct.
Idk, the propulsion cannon can't launch stuff far or fast enough to break the door down, nor can the repulsion cannon, and I don't really see anywhere to use the laser cutter
Let me answer your question with a question: ||Can you make your tool more powerful?||
I got the laser cutter upgrade, but idk if there's one for the repulsion cannon as well
It's not a specific upgrade to look for, rather something you can craft yourself and apply to it. I think you'll know what I'm talking about since you already made a laser cutter at this point.
The laser cutter, or the door?
Okay okay one more hint then no more: ||What's blue, cylindrical, and powerful? Try that plus a repulsion cannon.||
Luminol?
Nope
Azurite battery?
I've been looking into the stutters using the runtime editor and Creative mode, and I'm noticing a massive jump in time for Player.Update (as in, <1ms to up to 76ms when touching the wreck) to complete near the Grassy Plateaus wreck that's causing me issues on my survival. Maybe that's a start?
how did you profile this
I have been wanting a profiler for a long time
to track down sources of lag
and that is a huge spike, but Player is a vanilla component so that is not something I add, at least not directl;y
it is possible player.update() is doing something like iterating things and I add more things
i would need to look at its code
Interestingly, using this to delete the wreck object instantly cleared all the stuttering! So it's the wreck itself, not its contents?
deleting the wreck also deletes the contents
almsot all of them are child GOs to the parent
i lost some of my unlocked things. can someone remind me how to get sealed fabric please
losing unlocks is not a thing in SN
you are trying to trick people into giving you the IDs so you can cheat it with commands
Hm... I got a wreck (||Crag Field one with the plankton scooper I think||) with one of those repair-tool-doors (panel to fix next to it). Unfortunately the repair percentage stays at 0 when I try to repair it, although it recognizes that I point the repair tool at it.
That door worked in my last playthrough and so far I had no other troubles with repairing things. Save, restart and reloading didn't help either.
Any idea whats up with that?
this is a known issue but you have now seen firsthand that it is inconsistent, and might be the first person to have had it happen and not happen and have a chance of tracking down why
has your mod list changed
or your SN installation
Last game where it worked I had a few mods at the start, soon reduced them to Performance Booster and Geyser Fix, then to only C2C.
This game I only have C2C related mods and have not modified the modlist since starting the run (runs way better btw), nothing else. The only other change is that I deactivated steam cloud-saves before starting this run. Weird that it happened during the "clean" run - seems inconsistent indeed.
To progress I'll probably just warp in and out to get the tech.
Oh, and I think your last wave of updates (when SeaToSea failed to load before you fixed it) was in between.
Feel like I'm going insane, from my question yesterday ||I started filling out the requirements of the research sample manifest and I've gotten everything besides one that I've been stuck on. It's "A vibrantly pink plant almost wiped out by the impact". I'm 99% sure I've tried every flora option that was pink, red, purple, then eventually every single plant besides the ones it obviously couldn't be. Can someone please tell me what the right answer is so I don't pull my hair out any more|| 🙃
that one is only found in one specific niche
but you have a strong hint as to where to look
also depending on how old your save is it might have been added after you went there
My save shouldn't be too old, I think the last version update I got was a few weeks ago when I started playing again
Couldn't hurt to update again and check that area out again but it'd be pretty funny if what I was looking for literally wasn't in the game. I did check there last night though and only found the regular residents
I am referring to the fact tat the area around the aurora is a place lots of players go early on and then never again
as such anything added after they do that one visit will be missed
During my playthrough I've made several laps around the ship trying to find the ||buried degasi base|| that the pda says I apparently passed by in that area but never found it
.....how would one miss that
I don't know, I even built a max range scanner room to search for pda's and databoxes but none turned up on the radar
My progress was never hindered by anything that could have been there so I carried on
...what
how would you have made it to the point of launching the rocket without what is there
What point should I have been gatekept by without visiting that base?
Did I accidentally sequence break the game lol
quite late but well before the rocket
show me your reinforced dive suit recipe
I can launch and take a look no problem, although I did update my mods already so something might have changed
How do I empty/harvest the item collector? I hope I don't have to break it open with my knife 😮
||4 diamond, 9 abyss, electrochemical suit/gloves, 2 heat sealed fabric|| looks the same as i remember it
and how did you unlock that last one
The recipe or how I made it? I think I always had that recipe
On another note I've opted to take another lap around the ship and found the base this time, and now I get it
Really not sure what happened, and I can promise I didn't cheat that recipe to myself
that recipe is not unlocked from the start
in fact I added it a week before i even added the databox
back in june
I don't know what it could have been then, oh well
Unrelated to all of that, but I thought I'd ask: On the run I was doing (unfortunately needs to be reset because I didn't know about not deleting the cell cache for C2C) I managed to craft a laser cutter. That's all well and good, but is it supposed to come with an Azurite Battery built-in? Because it did.
it also needs one to craft
normal batteries in tools work the same way
Alright, I guess that means I wasn't supposed to have that yet! :P
how did you make one without the battery
I'll check in a minute to see if it changes at all with Deathrun gone
Because it's quite possible that's changing something here too
yeah that's the wrong recipe entirely
I know people use Deathrun + C2C, so I'm not sure why it'd be breaking the recipe
Yeah, I had a feeling that something was up when I saw some shiny advanced thing in earlygame! I'll start pulling mods in a sec to see if anything in particular is causing it
your save is also corrupt
you cannot start C2C midway through
I didn't. :)
yes you are
if C2C was not installed/loaded properly then you are in effect starting it midway through
And I'm promising you I didn't. :)
C2C crafting recipes were there since the beginning
I'm reinstalling some stuff anyway right now, so I'll have another look in a sec
Removed everything except for C2C-related mods, now I'm seeing the recipe
Yep, recipe went back to Deathrun's no-battery recipe as soon as I reintroduced Deathrun :P
@wispy kelp
sorry my adhd kicked in
but yeah it kinda does later on
yeah dont you recall i
for my challenge specificially like
kept in mind c2c's recipe
and used thatt
then threw it out and crafted the laser cutter
because i had the c2c stuff
that's just
how it starts for some reason
i even asked uh @unreal flame for images of the c2c recipe
p sure theyre somewhere in this thread ??
yeah i told you about this months ago reika
yeah
it affects the stasis rifle too and the uh..seaglide i think?
neither i use tho so pblblb
that C2C integrations with deathrun would involve exceptions to the personal crush depth when liquid breathing is equipped, as well as addressing recipe changes
as for now its basically up to player trust with that
mhm
which is what ive been doin so
i don't think deathrun and C2C need to be considered incompatible or otherwise not worthwhile together
C2C handles game complexity and Deathrun handles outright game difficulty, they can coexist
why do I have no memory of this
like my o2 just plumets
are you sure I understood what you were saying
because this is a "i need to stop allowing the mod to be used together" problem
telling != i understand what you mneant
i'd rather you didnt do that.
in concept yes
you seemed to dismiss any effort for compatibility as being not worthwhile
but if it breaks the recipes I will not allow this
because it would brick my literal months long save.
but i think that together they may be exactly what a "hardcore" player is looking for in a playthrough
you could probably put a warning
or maybe try to figure out how to change stuff with deathrun ???
or more so just override it p much
outright making it incompatiable frankly would be a really shitty move
i agree
you put in the effort to make FCS compatible, and i'd have to assume that will end up being a lot more effort than deathrun compat
btw n8 how goes making new terrain in subnautica
the only things deathrun interferes with that C2C needs compat for are:
tool recipe changes
earlygame battery changes
personal crush depth balancing for C2C suits, negation of personal crush depth as a factor when liquid breathing is equipped, or recommending against this feature
negation of nitrogen sickness when liquid breathing is equipped
i saw something about someone named sora ???
ask metious lol
kk
Yep. Making C2C incompatible with Deathrun makes no sense when you went out of the way to add a compat layer for FCS
or maybe Esper
Cosmic, could you post the default recipes for the disposable and rechargable Deathrun batteries, as well as any other recipes that deathrun alters?
Does C2C change vehicle recipes at all? Because I can see that interfering with Deathrun's increased costs too if so...
btw can i lik
partner my project with this place?
i've been working on an mc mod and i figured id ask?
off top of my head its like.
for lithium batteries its
salt diamond rubber and lithium
which are rechargeable
and for rechargable lithium power cells
confused
Oh yeah for sure. I know that it definitley changes the Cyclops and Prawn recipies, not sure about the seamoth though but I think it does too.
Official Twitter Account for updates on The mc project for rainworld : Coalescence
Im working with a team for a rainworld mc mod
like im the owner of the project
i'm confused as to what you mean by 'partner' and 'this place'
extremely
ah
fixable if you turn it off
also i want to work on subnautica modding at some point
the only situation i will accept is full control over the recipes
ie the recipes are what i say they are
exactly
it's a few recipes
fine but the point is i am not interested in "integrating" changes
I will override them
unsure. most of our related communities stuff relates to either specific subnautica mods, or communities that help make mods work like harmony, bepinex, etc
also SN official
Entirely understandable
most of deathrun's changes are basically just additional resource costs, no removals
im trying to reach out to other games as well such as starbound for partnering not the official starbound but projects and such
the same can largely be said for C2C, so there's no real reason to just ignore them, basically
still opens the possibility of softlock
by having more titanium in the recipe or whatever?
how does this cause a soft lock???
genuinely asking
are you more so meaning sequence breaking?
also real shit enjoy talking to u guys
appologies if it seems like ignoring u guys at all just adhd brain
i legit can be like an orange cat
ever need me or wanna talk ping me
by adding something new
that is gated by C2C
that deathrun makes no compensation for
increasing numbers inot a softlock
but adding new items can be
I mean, respecting those settings is also important if you add compatibility. If a Deathrun veteran comes into C2C knowing it has compat, they'd 100% expect Deathrun's recipe settings to change therecipe. By all means, change the recipe! But if you add compat, scaling costs in a manner similar to Deathrun would make a much more consistent experience than a "blind" recipe.
This is why I wanted a full list of deathrun’s recipes
Apart from making rechargeable batteries require diamonds and lithium and shit, I don’t think it gates anything later on into Subnautica’s progression?
Just makes it require more
https://github.com/Cattlesquat/subnautica
And the Remade version is here, if you're interested in porting C2C to 2.0 someday:
https://github.com/tinyhoot/Deathrun-Remade
i found his recipe code
he literally just overwrites thenm
this is sloppy as fuck
who the fuck just overwrites the recipe to change counts
I am not going to try fixing this
I am going to just wipe it
I am not spending hours teasing his changes out of this mess when I can just delete it with two lines of code
aighty
wait could you do that with the decorationgs mod too
for the like
tablets??
ah kk
also i just wanna like make it clear
i hope me voicing disagreement with ya didnt come off assholish
i know i can to some come off like crass but its not intentional
oh there is more here i have to revert
he fucks with the fragment scan counts too
often making them less than C2C
Proof that C2C is the hardest version of Deathrun :)
How so?
the easiest way to ASM it is in fact not to just junk his IL
but to redirect his "override recipe" method to a method i iniitally planned to make a no-op
and just junk the invocation
but in theory i can use that to do a max() on the counts
and reject adding new items
and since it would be using my recipe code, it would update recipes not overwrite them
hah
rejecting new items also makes the C# easier
there
done
so the new recipe will be the C2C one but if he adds more of anything already in the recipe that will be accounted for
and fragment count patch too
t = InstructionHandlers.getTypeBySimpleName("DeathRun.DeathRun");
if (t != null)
InstructionHandlers.patchMethod(SeaToSeaMod.harmony, t, "Patch", SeaToSeaMod.modDLL, filterDeathrun);
FCSIntegrationSystem.instance.applyPatches();
ItemUnlockLegitimacySystem.instance.applyPatches();
}
private static void filterDeathrun(List<CodeInstruction> codes) {
for (int i = 0; i < codes.Count; i++) {
CodeInstruction ci = codes[i];
if (ci.opcode == OpCodes.Call) {
MethodInfo call = (MethodInfo)ci.operand;
if (call.Name == "SetTechData") {
codes[i] = InstructionHandlers.createMethodCall("ReikaKalseki.SeaToSea.C2CHooks", "mergeDeathrunRecipeChange", false, new Type[]{typeof(TechType), typeof(TechData)});
}
else if (call.Name == "EditFragmentsToScan") {
codes[i] = InstructionHandlers.createMethodCall("ReikaKalseki.SeaToSea.C2CHooks", "mergeDeathrunFragmentScanCount", false, new Type[]{typeof(TechType), typeof(int)});
}
}
}
//int idx = InstructionHandlers.getInstruction(codes, 0, 0, OpCodes.Call, "SMLHelper.V2.Handler.CraftDataHandler", "SetTechData");
//
}```
public static void mergeDeathrunRecipeChange(TechType tt, TechData td) {
TechData real = RecipeUtil.getRecipe(tt);
if (real == null) {
SNUtil.log("Discarding deathrun "+tt+" recipe, as there is no vanilla recipe");
return;
}
SNUtil.log("Integrating deathrun recipe change: "+tt+" = "+RecipeUtil.toString(td)+" into "+RecipeUtil.toString(real));
Dictionary<TechType, int> cost = RecipeUtil.getIngredientsDict(real);
foreach (Ingredient i in td.Ingredients) {
if (cost.ContainsKey(i.techType)) {
cost[i.techType] = Math.Max(cost[i.techType], i.amount);
}
}
RecipeUtil.modifyIngredients(tt, i => { i.amount = cost[i.techType]; return false;});
}
public static void mergeDeathrunFragmentScanCount(TechType tt, int amt) {
PDAHandler.EditFragmentsToScan(tt, Math.Max(amt, ReikaKalseki.Reefbalance.ReefbalanceMod.getScanCountOverride(tt)));
}```
What about the batteries
what about them
deathrun's batteries probably need to be separately accounted for
it's probably valid to apply the existing C2C battery recipe to deathrun's disposable battery, while either leaving the renewable battery unchanged or altering it to fit with c2c
I guess this is why Deathrun is getting remade entirely for 2.0 instead of ported
seems like the original is a total mess internally
Do I assume correctly that I cannot collect from the Geyser Filter until I got the heat-resistant suit (or something else - just want to exclude the possiblity of it being bugged or me being to dumb to figure it out)?
you do not assume correctly
be both more careful and more clever
usure exactly the ratio
What?
of how much more careful vs clver you need to be
So far I tried collecting from it via hand ("repelled", like the fumbling of storage), tried the item collector and the propulsion gun... I wondered if I had to move the filter for it to cool down and be touchable, but deconstructing is probably not the way to go.
But good to know I need to experiment more...
hint: what do geysers do
Oh... I think I just stumbled upon it
lets say I had the correct thought when trying to "empty" the item collector
funny how easily one can miss details and think way to complicated
Where can i find jumper egg ?
in a cave system where "a common complication is loss of orientation, followed by asphyxiation"
Had some strange buggyness happing... I lagged whenever something entered my inventory and this got worse over time. Somewhat reset after reloading the save, but still very noticeable right after loading and proportional to the amount of items received. Each mineral node gave me a stutter, picking up an unpacked ingot froze my game for about 2-3 seconds. Subnautica froze when I tried to exit to main-menu when this got really bad.
I only recently built the geyser filter and it *massively *spammed up my bepinex log (not knowing how to empty it at first, I left it full and running for a while). Now I partly deconstructed the filter to "pause" it and the above problem has vanished along with it.
Maybe it would be wise to somehow make the filter deactivate when full or so?
i did
Hm. Well, I still get endless lines of this:
[Info : Unity Log] SEATOSEA: Adding GeyserMinerals(Clone) (UnityEngine.GameObject) to GeyserFilterLogic inventory
Ocasionally interupted by
[Error : Unity Log] Material doesn't have a texture property '_SpecGlossMap'
As you can see by the scrollbar at the right, there are a lot of lines of this 🙃
it should not be spamming that
one line every time it adds one yes
ignore the material thing
It does so endlessly, even when full.
ok that should not be happening
So while I for sure haven't seen all, that one big wreck at|| the underwater mountains (shaped like a upside down U leaned against a mountain, with somewhat many nanites in it)|| seems like one of the worst offenders of the wreck-lagging. A bit before I reached that wreck, I had a similar laggy experience, where my game slowed to a crawling 1-2 fps when I entered a certain area (essentially touching the surface right where my view points in the screenshot). While that massive lag happened, I had many of these in the log:
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace: ReikaKalseki.AqueousEngineering.MountainWreckRoomDebrisItem.fixInPlace () (at <69fba6b654524232ab700f57e3330a82>:0)
I've got a log of the massive-lag-event as well as the log of me exploring that wreck afterwards (while lagging appropriately). Would that maybe be of any use?
that wrecj gas a ton of of physics in it
but it sounds like the code that stops the physics is erroring out
for some reason
which is going to lag you out in two separate ways
one is that exceptions are expensive
and secondly because it means the physics never stops
but nothing here applies to any other wreck
like you have found an issue that affects this wreck and this wreck alone
why does this issue seem to happen to a number of other U-wrecks, like the one in the grassy plateaus or the one in the dunes?
this particular issue cannot
i only add these objects to that one wreck
look at the name
I got the issue twice that items I use don't vanish from the inventory and become unclickable but still take up inventory space (once gel pods in my last run, now some water) - they do vanish after save&load though. Here is a log of that. For context, I'm at ||the underwater mountain base, just explored it and drank some filtered water from one of the lockers||. That water remained in my inventory. No lag at that base btw.
this is a known issue i have not been able to get to occur at will and even when it occurs naturally nothing seems to have gone wrong mechanically
I see. I'll just work around it then.
Yeah, I've had it happen as well
updating the inventory in some way (usually save and load) always fixes it and it's just a visual bug for all intents and purposes
it's annoying when it happens though
In a few games that I tried I've always had severe stutter at those same two U-shaped wrecks at the Mountains and Dunes. None of the others ever gave any problems.
I experienced the dunes one myself
but i add VERY little to it
i still think it is the lumenshroom oil
that wreck happens to have a bunch of those mushrooms all around it
and so it is not the wreck but the specific location
you could tst by deleting the wreck
and i could add a command to clear all such oil to also testthat
But the issue doesn’t happen in the rest of the dunes, to my knowledge
Does c2c filter stasis rifles from time capsules?
yes
as well as a number of other items
(including addressing the ion batteries that snuck their way into a few capsules)
yeah it basically removes any major progression items from capsules, the ones I found only had consumables and basic materials like normal batteries
I did find one that had a ludicrous amount of the large filtered waters in it which was really funny
no but that area is in a "larger spot"
like the dunes is pretty long and narrow
but in a couple spots it is wider
plus the lumenshroom spawns are concentrated into a few hot zones
many of which are in the north of the biome around that wreck
you will still be able to send such time capsules though
just if you find one it will only give you the nongating items
I've been thinking more about Deathrun/C2C recipe integration since it was discussed here, so I figured I'd make some comparisons between each mod's recipes! Assuming I've read both the DR repo and the C2C repo correctly, the recipes should (hopefully?) be correct, aside from some stuff with power cells/batteries:
https://docs.google.com/spreadsheets/d/1MU76zkbhjKr_cn_LrmGm1a0L0L2DRgX2ZSKqs0PiLNw/edit?usp=sharing
does this mod change the vanilla story, and if so, is there a way to just get the new features without the new story
define "change"
like, is any new story a no-go or just things that outright alter existing story content
like, atleast keep the basic story structure, not like, an entire new story. with a new objective
and stuff
sea to sea only adds new story POIs and doesn't alter the basegame storyline
think like new lifepods
epic
Yeah, it "modifies" the story structure in that it requires you to actually go everywhere instead of just a few key points
but the story itself is unchanged
let me guess a purple A led you to think C2C added a whole new story, replacing the original
no actually
this did
also i am not sure i approve of that being the mod's header image
to help remember the two, remember this timeless tom scott classic https://youtu.be/k7fXbdRH9v4?t=74
At $8.3 million dollars for around 40 milligrams, the British Guiana 1c magenta is the world's most expensive object by weight: it's a postage stamp from 1856, the only one of its kind. More about the stamp and Stanley Gibbons: https://www.stanleygibbons.com/collecting-stamps/one-cent-magenta
🟥 MORE FROM TOM: https://www.tomscott.com/
(you can ...
I think it happened again... 🥺 Previously in the run I went to he mountain base and explored it without any problems. Now, much later but and after having already played for a bit, I returned to the base. At some distance to the base (~cave entrance), the game froze for several seconds and then lagged briefly afterwards. Soon things seemed normal again, so I moved back a little and saved. Now I'm having trouble loading the game: It starts to lag hard at Loading Entity Cells 14% and while it seems to slooowly progress, I doubt it will work. Only C2C mods, never cleared cache.
I do have a backup save his time at least... any chance on saving this one?
The log is from the gameplay leading up to the lag.
Oh wow, while I wrote the post it actually finishing loading... lets see.... 😅
Lagged strong when it first finished loading but was good again after a first pause. Besides one more, a few seconds long freeze, the game seems to be fine again. 🤨
Moved away from the base, saved and could load again normally. Went back and forth between the base and the spot further away.
Each time when getting close to the base, I got a couple of few-seconds-long freezes (and small freezes when I approached the "spot", but that seemed on a normal scale). I could probably continue to play, but wonder a bit if my save could be partly corrupted or something along these lines 😕
Yeah I noticed that in my own playthrough, I just couldn't save the game near any stutter-inducing wrecks or bases
or it would take 5+ minutes to load the next time
I never had it fail entirely
but it would take an extremely long time
Some wrecks come close for me to unplayable, at least they test your patience. I consider it like a very dangerous hazard, it can take ages to get out of certain wrecks 😅 I think I didn't save during the worst parts, but seems like something to avoid.
This base doesn't lag constantly for me, only very few but long screen-freezes.
Yeah, its doable. I play on a potato, so people with better PCs might be off even better.
It's not just your potato that's causing it to run badly, if my experience with the Grassy Plateaus wreck is anything to go by?
I've got a very powerful computer and there's still areas that would lag me awfuly, one of the unique bioms was basically unplayable, to the extent I'm just waiting to see if/when this gets ported to 2.0 it will "fix" it
Yeah unfortunately same experience here, I got to the ||Glass Forest|| and it was straight up unplayable, sub-20 FPS
northern grassy plateau also stutters like hell
@unreal flame you busy?
what do you need me for?
trying to find something
Any plan to fix the lag this mod gets ? Like wreck stuff etc
How much did reika pay for the voice actor for the lifepods logs
They were all volunteer work, I can confirm I voiced one. =)
For what pod
||Unknown trapped survivor in dunes wreck||
Oh
I wish theres option to reduce the glass biome density, its the laggiest part for some people here
I think there's a config for I think ecocean where you can toggle high/low quality creepvine/deepvine sonar disruption. That may be a cause of lag in kelp forests/glass forest
What file?
this is why I only have three or four entries voiced
How much average voice actors to voice like 1-2 lifepods lines or something
no idea
but a lot
i have seen VAs on YT charge several hundred dollars for a paragraph
i hope it doesnt lag too bad for me, im about to make a youtube series with my massive modpack, so we'll see i guess. probably need to test later
make absolutely sure everything is installed and working if you are going to stream
yes lol, luckily ive already tested most of it. im coming back to subnautica to do a series or whatever. i could decide on legacy or 2.0 so im just going to kinda switch between em 💀
wait, this wont conflict with socknautica too much right? these both seem like huge mods
ok nevermind, im looking at the incompatabilities, this will probably be a mod i use in a different playthrough
but some of the cool dependencies might work
U had fcs?
If you do remove it
ive always had fcs
why
i said i might use this in a different playthrough
so there should be no incompatabilities with fcs if im not using it in my modpack with fcs
why though 💀, your acting like its a deadly trojan bouta end my entire life
Lag
For some reason c2c if combined with fcs is laggy
yeh
If you mind having 10 fps/s then i dunno
