#SeaToSea
1 messages · Page 10 of 1
so
yeh
or ima just wait until a 2.0 port if there is one and use it in my 2.0 modpack 🤷
do not install both together
not gameplay compatible
i blocked any that conflict
:(
so never gonna be able to zap lava dudes
i give up on dnspy sea to sea to confusing
alright
so i got rid of the cyclops mods\
and now it wont allow a bunch of others cause it says they will break progression
and... i tried to make a new game and it wont let me
bruh anth wont work either
bingo
You can still play the game by dismissing the message that tells you it'll disable progression, right?
what mods are incompatable with ecocean, i had a massive glitch session, had infinite oxegen, got out of the water and the aurora was gone, and then got back in the water and it acted like land. i would send the error but i removed ecocean
i really liked what that mod added though :(
wtf
ima sacrifice my self and re add it for the log 🫡
@trail ether the console error:
[Error : Unity Log] System.ArgumentNullException: Value cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary2[TKey,TValue].FindEntry (TKey key) [0x00008] in <567df3e0919241ba98db88bec4c6696f>:0 at System.Collections.Generic.Dictionary2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at Atlas.GetSprite (System.String name) [0x00006] in <b20a3a5ada624fe2a1501d935cca65f7>:0
at Atlas.GetSprite (System.String atlasName, System.String name) [0x00012] in <b20a3a5ada624fe2a1501d935cca65f7>:0
at SpriteManager.GetWithNoDefault (SpriteManager+Group group, System.String name) [0x0000f] in <b20a3a5ada624fe2a1501d935cca65f7>:0
at (wrapper dynamic-method) SpriteManager.DMDSpriteManager::Get(SpriteManager/Group,string)
at CustomBeacons.Patches.uGUI_Pings_OnWillRenderCanvases_Patch.Postfix (uGUI_Pings __instance) [0x0007d] in <84e0bfa379644b6d9caf7a43d40a3af4>:0
at (wrapper dynamic-method) uGUI_Pings.DMD<uGUI_Pings::OnWillRenderCanvases>(uGUI_Pings)
at ManagedUpdate.Execute (ManagedUpdate+Queue queue) [0x00027] in <b20a3a5ada624fe2a1501d935cca65f7>:0
and ill go grab the log
oh no
i grabbed the wrong console error
whatever, heres the log
If you want Reika to actually go though it then you'll have to upload it to pastebin or a similar platform, the way discord embeds text files is unsuitable for proper reading.
alright
ill go do that
is it bad that pastebins webpage literally runs out of memory when i try to paste it 💀
idea
YES
if i remove the file extension, i think it can be downloaded and viewed if opened in notepad
lemme check
yep
that works
alright reika, ping me if you get any idea whats causing this.
ok
know anything like pastebin
because it literally crashes the webpage when i try to paste
oh maybe a google doc
pastebin is the big one but alternatives include hastebin and github gist
but a 10MB log is already extreme
indicative of someting having gone very wrong
I had a 90mb one lol
!
ok now we know why it is 9MB
[Message:Plugin Doctor] indications of whether the plugin is intended for use on a
[Message:Plugin Doctor] specific version of the game, and if so, patient should
[Message:Plugin Doctor] consult with the developer of the plugin and/or the
[Message:Plugin Doctor] modding community for advice on how to resolve this.```
x 100000
wtf is that
you have thousands of errors and many of them look like you mixed legacy and 2.0
you also tried to install a bunch of mods you should not be using alongside c2c
um
2.0 is odd
ill go check
well i see mentions of nautilus
tbats incredibly strange
well someone did tell me to install tobeys for 2.0
i mean
legacy
not 2.0
im starting to think i sent you the wrong log
i fixed all the 2.0 stuff
@trail ether this is the error message
[Error : Unity Log] MissingMethodException: void SMLHelper.V2.Handlers.CustomSoundHandler.RegisterCustomSound(string,FMOD.Sound,FMOD.Studio.Bus)
Stack trace:
ReikaKalseki.Ecocean.GlowOil..cctor () (at <763078c5bd9c4ceebc87e6445b32dfe0>:0)
Rethrow as TypeInitializationException: The type initializer for 'ReikaKalseki.Ecocean.GlowOil' threw an exception.
ReikaKalseki.Ecocean.ECHooks.tickPlayer (Player ep) (at <763078c5bd9c4ceebc87e6445b32dfe0>:0)
ReikaKalseki.DIAlterra.DIHooks.tickPlayer (Player ep) (at <66869558c44343ec9c8fa0fe97d5b960>:0)
(wrapper dynamic-method) Player.DMDPlayer::Update(Player)
are you using a stupidly old SML
uuuuuuh
Do i need to explore 100% of a biome inorder to progress to the next biome?
I restarted my progress and now i will try to explore 100 percent of each biome, i think im done fully exploring safe shallow and now confused what biome i should explore 100 percent next
reika is there anyway to get rid of qmodpatch. (yk what im talking abt) hehehe
...that is not how SN works with any mod
yes it involves deleting the entire SeaToSea folder from your computer
I mean, sea to sea gets pretty close
wait so if sea to sea gives you a progression breaking warning it doesnt load?
is there a list of all incompatible mods somewhere
yeh
its on the page
near the bottom
alright
that one is a bit outdated
but that said it is less of a comprehensive list anyway
more a list of conceptual categories
Alright, I've decided to (for now) remove Deathrun and MLS to do a reasonably simple C2C run. Seaglide and basic tools were a breeze after doing so much DR, just gotta figure out where the hell the Nanolathing Drones and Azurite are. Speaking of stuff to figure out: Is there a lot of stuff locked behind creature/plant scans, or is it more of a "explore the area and you'll find something that looks obvious enough" kind of thing? Just trying to get in the right mindset, because usually I'm the kind of person to go on the wiki if I get stuck and I wanna try not doing that more than I need to here (not that there's really a C2C wiki!) :)
It's mostly exploration and reading area PDA entries
there are a few important scans tohugh
it may not all be obvious - you are rewarded for being observant and curious
a lot of the people who get stuck complain that things are not clearly telegraphed "go here"
which is the point
scans are important for understanding, if anything
Be very aware of new pda messages, they point you towards noteworthy points of interest. Generally you will be combing through biomes a lot. The exploration information in your PDA is very helpful.
Alright, I found the Nanolathing Drones fairly quickly (after a long grind, we have a Seamoth now :)), and also found the ||Shaped Azurite|| in the Jellyshroom Degasi Base (though it doesn't seem like enough to do anything with?), as well as the ||Crash Zone Degasi Base||.
is CC3 compatible with C2C, and what mods does C2C depnd on exactly?
CC3?
custom craft purple edition
it's been my endeavor to shorten that list as much as possible
will there ever be plans to make like, individual mods for each of the features or nah, i would like to have things like the new flora, fauna and items, without the new biomes (even though they probably need to use the biomes i guess) without having it be incompatable with my modpack.
Most of the features you would reasonably want standalone already are
just download the prereqs but don't use C2C
all of the rest of the new content C2C adds wouldn't really work outside of C2C's progression overhaul
yeh i have em, i just specifically wanted the abyssal stalker, and some of the new ores
What use would the new ores be without the new recipes?
im lagging super bad in wrecks is that normal?
It's not normal but it is a known issue
i forgot to say new recipes, my bad, that too lol
whenever i go near a wreck i stutter like crazy
Fps drops to 15 with constant freezes
It happens a lot
I use the oxygen and invisible cheats on wreaks because navigating them is a fucking nightmare
Multipurpose rooms feel cramped with an acu in them. Missing those large rooms
Yeah. It feels weird to build a seabase without the large room
So while lots of diligent searching is somewhat the point of C2C, at times it can be somewhat frustrating/tedious... this reddit thread was very helpful to me when I felt totally clueless at some points: https://www.reddit.com/r/subnautica/comments/13czsx5/subnautica_c2c_modded_question/
It doesn't include everything and I think not everything is up to date, but still very helpful and I really liked that I could get a couple of hints without directly spoiling locations/solutions.
My recommendation is still to use the least hints/spoilers possibly, after all C2C is still like the original Subnautica - you can only play it for the first time once 🙂
ty bro !
i am late af to this and what i am about to say could be outdated but placing your seamoth a bit further away from the wreck can reduce issue a bit
what does this mod do?
Content expansion
does it have a legacy version
Revamps recipes, adds new points of interest, new buildables, new resources, new biomes, new creatures, new plants…
It only has a legacy version, at the moment
bouta download this rn seems amazing
(Stuff like making FCS drills “deplete” underground resources from a nearby over time, and making each buildable FCS recipe cost resources, while the item purchase becomes a blueprint recipe purchase)
oh lets go
You should still feasibly be able to complete both mods simultaneously, is my understanding
I 100% agree
i cant buy anything cause it dosent show my base as a base
even though i have a altera hub thingy
wait is this on nexus or is it a seperate mod like fcs
Ah ok
I did it in december
that does not matter - buy from the PDA as normal
from my playtrhrough in december
What pc specs you use and how much fps you get?
Fcs combined with c2c is laggy as hell for me
the FPS varied but even in the very endgame it was good enough
less than I would prefer
but good enough
Especially near that one wreck and glass biome
I did notice that if I reloaded a save from inside a base it took a lot longer to load, and had lag spikes for a bit after it did
but this was solved by just going outside before I saved, every time
Is there way to reduce glass biome density?
I never did find a cause
That the most laggiest part for me
what do you mean density
either way the answer is no
Ooh
when i click buy all it says chose a base and no bases show up
has nothing to do with this mod you were answered twice in other places so please dont come to threads now.
it's normal that i can't get rid of the fire in front of the prawn bay door in the aurora?
Had the same "issue". There are also other small fires which you can't completely extinguish, but you can make them small enough to quickly move past/through them - but I think the prawn bay is a different issue. I could move past the fire, but died instantly behind it to the heat. I'm assuming you need protection against the general high heat to enter.
yeah, that must be a different fire that can't be extinguish now, but that's a bit confusing
Intentional mechanic
@trail ether how feasible would it be to ||turn the prawn bay fires blue||
they are particle systems so i cannot just swap the textures but i might be able to apply the general color multiplier
but there is not a way to turn orange blue that way
would be nice if it had a hue value
what about white, then?
something that indicates higher temps
you know multiply mode color blending right
that is what the _Color property is
it is already white
onto an orange and yellow texture
I can set it to > 1 in RGB
sure, i'm pretty sure that's normal
but the blue component is probably already zero
what happens when you alter it?
meaning at best even if I max it out it would go pure yellow
?
i'm still curious what the fire might look like if _Color is changed
so there are actually several renderers https://i.imgur.com/yBAYlJI.jpeg
if i set all to blue this happens
oh
this one is orange by dfault
also irange https://i.imgur.com/XtxaAzk.jpeg
definitely gets somewhere, at least
this appears to be the main one https://i.imgur.com/0MKBEyU.jpeg
ok i take back what i said earlier
they used color to tint the flame
sweet
this is not how 99% of SN is done
99% of SN things are color white on a colored texture
i'd suggest a cyan or blue for the "main" and then keeping the one present here orange, or maybe yellow/white
my only other real experience here is with the ion cube shader, and that one also has the colors applied like this
arguably, a fire like this probably wouldn't emit smoke
this is pretty https://i.imgur.com/5j9LOqe.jpeg
would not fade to blue/lavender on top
mostly as a reference
(actually, what color does titanium usually burn at, anyway?)
is the lighting baked or are you able to alter local lights to be more blue as well?
white
blindingly white
what do you mean
there are lots of Light objects around
so probably not baked into a lightmap, then
no
that is not how SN does it for the most part
@unreal flame the fire itself has a light
which is the reason for that orange glow
Interesting
I cannot change its intensity
it is fluctuating wildly so that means the Fire component is modifying it, to simulate flicker
but the color is not being modified by the fire
Unfortunate
Anyhow, this looks good to me
range too
only question then becomes - why is this one fire burning so much hotter
there is not even anything on the floor there
That’s arguably still a question based solely on the mechanics of this fire
And existing tells that you’ve already implemented
I am not following
I can throw any prop i want onto the floor there
but i do not know what to put there
This started out because people have consistently been confused by this fire as a progression point
the fire is not even an insurmountable barrier
I run through it
but people are conflating the heat kill in this room with that of the fire
people who get to the prawn bay without the appropriate protection die to the heat and assume the fire is what killed them
But that’s part of the point, was it not?
and ask here or elsewhere how to get past the fire
no the fire was just a prop designed to discourage using this door
but not prevent it
You could change the other fires in the area to also be blue
and to deal a little extra damage to make it damage-total-equivalent wiht the long way
the issue is identification
but true
the prawn bay is not axis-aligned
so "get all fires in this area" is difficult
i have a sort of rough definition of its volume already but that would not be reliable for this
internal readonly static Vector3 auroraPrawnBayDoor = new Vector3(984, 8.5F, -36.2F);
private readonly static Vector3 auroraPrawnBayLineA1 = new Vector3(995, 2.6F, -38.6F);
private readonly static Vector3 auroraPrawnBayLineA2 = new Vector3(1023.5F, 2.6F, -12.7F);
private readonly static Vector3 auroraPrawnBayLineB1 = new Vector3(981.3F, 2.6F, -21.4F);
private readonly static Vector3 auroraPrawnBayLineB2 = new Vector3(1010.9F, 2.6F, 9.9F);```
public bool isPlayerInAuroraPrawnBay(Vector3 pos) {
double d1 = MathUtil.getDistanceToLineSegment(pos, auroraPrawnBayLineA1, auroraPrawnBayLineA2);
double d2 = MathUtil.getDistanceToLineSegment(pos, auroraPrawnBayLineB1, auroraPrawnBayLineB2);
double d3 = MathUtil.getDistanceToLineSegment(pos, (auroraPrawnBayLineA1+auroraPrawnBayLineB1)/2F, (auroraPrawnBayLineA2+auroraPrawnBayLineB2)/2F);
return Math.Min(d1, Math.Min(d3, d2)) <= 6.25;
}```
basically "is that position in the prawn bay"
which is used for whether you are under the heat effect
but that may exclude corners for example
worth a shot i suppose
well
all the fires are on one side of the prawn bay
so that might make this better
except
the ceiling fire effect
not the falling debris
this fire on the celing
it does not even have a hitbox so i cannot even select it by clicking
so i do not know its prefab
ok found the root https://i.imgur.com/1R8SIy2.jpeg
Looks complicated
it has no unique identifier https://i.imgur.com/YSln109.jpeg
it is two layers
one inside the ceiling and one coating the surface
the sleected GO is the latter
and these are just GOs with a texture too
not even identified as fire
does have a color though https://i.imgur.com/Oo5Ux96.jpeg
still going to try this
it is not working
but i remember why
the fire component adds the various FX objects later
during its tick
i had this problem trying to modify another fire at some other time
but
second problem
@unreal flame no SkyApplier component on these fires https://i.imgur.com/n6xCysO.jpeg
which is the component I watch for my "on GO spawned" hook
that said i might be able to patch the Fire spawn
still this is growing substantially in effort
i think it'll be worthwhile, for the moment
oh joy it is async too https://i.imgur.com/WctiBeH.png
@unreal flame remember i said it was unreliable? https://i.imgur.com/lV0ZDg1.jpeg
it definitely looks...special though https://i.imgur.com/JF9dgT0.jpeg
this will have to do though
i suppose one could handwave it as prawn bits burn hotter
and that explains the blue fire
seems fine to me
whereas orange fire is normal stuff burning
not like actual blue-hot fire doesn't have orange portions
they are entirely distinct fire patches
not orange spots within
still, seems fine to me
add new lights, maybe?
I could do that
I overdid it XD https://i.imgur.com/7YJdZqZ.png
ok there are way more lights than i expected
oh I added one every frame
derp
instant death
nice
some adjustmetns for better contrast https://i.imgur.com/0GJPuLu.jpeg
now someone just needs to finally get around to testing that hardcore patch
noone has yet
I'll do it, but I'll need a little bit to do a clean install of my game since I have lots of 2.0 mods installed right now
What exactly needs to be tested?
boot the game, check the recipes, and look for Integrating deathrun recipe change in the log
Seems like the recipes integrated correctly, assuming the vehicle recipes are intended to be as shown, but things like the nanolathing drone seem to incorporate deathrun items correctly. Also I could not find any specific mention of Integrating deathrun recipe change in the qmod log, using ctrl + F.
Used Ctrl + F for any mentions of "error" and I did not find anything relating to deathrun. Anything related to deathrun just seemed to be the mod loading.
that is not what errors look like in the console
look for Exception:
also look at the end of the C2C harmony log file
is there an exception or does Running harmony patch from <deathrun method> exist
wait quick question, is there any reason why wrecks lag so much with c2c installed
its super odd
Couldn't find an exception nor a deathrun harmony patch, only running harmony patch from I saw was for resource monitor in the C2C harmony log. Looking for exceptions in the qmod log didn't bring up anything related to deathrun, only c2c itself.
Here's one of them:
(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)
SEATOSEA: System.Exception: Unable to construct object from xml block of type 'customprefab': <customprefab><prefab>databox</prefab><tech>AlterraHubDepot</tech><position><x>75.0898742675781</x><y>-418.361907958984</y><z>1450.34375</z></position><rotation><x>4.80002498626709</x><y>147.999954223633</y><z>3.20002198219299</z><quaternion><x>0.0383547097444534</x><y>0.959721624851227</y><z>-0.0325484164059162</z><w>0.276412546634674</w></quaternion></rotation><scale><x>0.75</x><y>0.75</y><z>0.75</z></scale><xmlID>ff797a07-21c3-49d6-bd53-43e7da55b90c</xmlID></customprefab> ---> System.Exception: Unable to load object xml block of type 'customprefab': <customprefab><prefab>databox</prefab><tech>AlterraHubDepot</tech><position><x>75.0898742675781</x><y>-418.361907958984</y><z>1450.34375</z></position><rotation><x>4.80002498626709</x><y>147.999954223633</y><z>3.20002198219299</z><quaternion><x>0.0383547097444534</x><y>0.959721624851227</y><z>-0.0325484164059162</z><w>0.276412546634674</w></quaternion></rotation><scale><x>0.75</x><y>0.75</y><z>0.75</z></scale><xmlID>ff797a07-21c3-49d6-bd53-43e7da55b90c</xmlID></customprefab> ---> System.Exception: TechType for worldgen container ReikaKalseki.DIAlterra.GenUtil+Databox was null!
at ReikaKalseki.DIAlterra.GenUtil+ContainerPrefab..ctor (TechType tech, System.String template, System.Action1[T] m, System.String pre, System.String suff, System.String disp) [0x00053] in <66869558c44343ec9c8fa0fe97d5b960>:0 at ReikaKalseki.DIAlterra.GenUtil+Databox..ctor (TechType tech, System.String template, System.Action1[T] modify) [0x00000] in <66869558c44343ec9c8fa0fe97d5b960>:0
at ReikaKalseki.DIAlterra.GenUtil.getOrCreateDatabox (TechType tech, System.Action`1[T] modify) [0x0002a] in <66869558c44343ec9c8fa0fe97d5b960>:0
at ReikaKalseki.DIAlterra.CustomPrefab.loadFromXML (System.Xml.XmlElement e) [0x002a6] in <66869558c44343ec9c8fa0fe97d5b960>:0
at ReikaKalseki.DIAlterra.ObjectTemplate.construct (System.Xml.XmlElement e) [0x000c9] in <66869558c44343ec9c8fa0fe97d5b960>:0
--- End of inner exception stack trace ---
at ReikaKalseki.DIAlterra.ObjectTemplate.construct (System.Xml.XmlElement e) [0x000f2] in <66869558c44343ec9c8fa0fe97d5b960>:0
--- End of inner exception stack trace ---
at ReikaKalseki.DIAlterra.ObjectTemplate.construct (System.Xml.XmlElement e) [0x00117] in <66869558c44343ec9c8fa0fe97d5b960>:0
at ReikaKalseki.DIAlterra.WorldgenDatabase.loadXML (System.String file) [0x001a2] in <66869558c44343ec9c8fa0fe97d5b960>:0
^ from the qmod log
There were a few errors
this is indicative of a problem but an entiurely unrelated proble,
This is actually a giant improvement to know that workaround, thanks! Having every session (as I usually return to base and save there) start with massive stuttering and (what I thought to be necessary) move away from my base to restart&reload to have acceptable fps was kind of a bummer.
this mod is going to be great if it comes out in 2.0, we dont have many big mods for 2.0 and this would be great, especially since my legacy modpack isnt comp- i mean it would make this mod probably even more popular than it already is 👀
Reika herself has said that this mod will eventually be ported to 2.0, but it will be in the distant future because of how big of an undertaking that would be
yeh. alot of the mods are really good but lag my game. ill definitley use them sometimes tho
I'm dying for that future tbh
Same. Having started in 2.0, legacy feels like a sulky, passive-aggressive teenager version of subnautica. If I thought c2c would be ported in less than a year, I'd just wait, but here we are
do the dependencies cause lag? i feel like my game lags alot since i added them to my modpack
Did the big c2c update release i havent been around modding for a long time
hello
Big meaning what
like the first large update
i honeslty dont really remember what it was about but iirc it changed alot of stuff and it was supposedly nearly done
Ill try to find something about it
#🎮┃mod-discussion message
big updaye referred to here
If you're asking if it has been ported to 2.0, then no, sorry, it hasn't yet.
that was released in september at the latest
and there have been many updates since, of varying sizes
oh ok
There’s the FCS integration update which was pretty big too
that was done across three updates though
fair enough
is it 2.0 or legacy
Legacy
and mod reqs?
have you tried reading the webpage
then you are not going to enjoy C2C very much
you are going to be one of those people who come back here after 90 minutes going "omg how the hell do I make batteries"
or "omg can someone give me the coords for the databoxxxxxx"
or "I've been looking for days and never got a radio message telling me how to find this lifepod"
IT's definetly not the mod for someone who doesn't want to make a lot of effort investigating stuff
it is a challenge mod after all
i have some struggle to know what i need to do to go at 500m, but im still exploring the map, but im scared as hell in some area
?
In the same position as you right now, explore everything in the surface biomes first, then you'll be fully equipped to start making progress downwards.
(And yes, that means the biomes you'd usually avoid, too.)
If you're scared, I'd suggest building scanner rooms on the borders of high-danger biomes to scout out places ahead of time. It works wonders. :)
i forgot there was a ghost leviathan in the grand reef and i was so scared, i open the debug menu without knowing it
@trail ether Browsing through some of C2C's code, and I'm suddenly reminded that there was no ||Mercury Ingot||. I assume this is an oversight?
I mean, it’s a liquid
I don't really think anyone would be using such a large amount of ||mercury|| to warrant adding a compressed version of it.
That's fair?
...no?
It's fine, you never really need to compress it. It's less abundant than magentite in my experience.
and not used for much, either
in sea to sea you take everything that you can pick up and check if it adds a new craftable
thanks
where are the depth upgrades for seamoth mk2+ and theyre talking about some suit when in the aurora prawn bay, is it the normal reinforced dive suit or something else
why
That's exactly what reika was saying
thanks for being helpful
Well, the mod is based on exploration so....
yeah and i dont have time dealing with 3 reapers located next to eachother
¯_(ツ)_/¯
download challenge mod
look inside
challenge
what the hell are you on abou
This is what the mod is about
There's a good way of dealing with those reapoers. A couple, even.
But you have to find it.
*them
If you don't like having to find new puzzle pieces to unlock others, the whole mod will be a misserable experience.
i dont like dealing with reaper
You will deal with many reaper and other leviathan in the futur so it's maybe not the best mod for you
The reaper is the easiest leviathan to deal with in C2C
I mean it is a single player game, so you can go ahead and use console commands if you want.
You can dodge it easyli with a seaglide by going up or down him while he charge you
#1147624004648186009 message
frankly "dealing with" leviathans is very rarely necessary
avoidance is 99% of the time what you should do
as the base game is also designed around
I can really only think of one specific reaper that absolutely needs otherwise, and one that benefits a lot from it
and I did that on purpose
After my DR+MLS playthrough, 100% agree. Reaper survival is not about dealing with them directly, but knowing how to evade them and remain aware of their location while completing objectives. They're pretty tame once you get to know them. :)
Honestly, be it C2C or vanilla, once you get the electric shock thing for the seamoth, they're harmless
sea puppies, if you will
True
But even without, you can work around Reapers. You just have to be extra careful.
Which one?
C2C hard mode makes that...a bit evil XD
the only one i never understand how to avoid is the ghost leviathan, i never understand how he can see me/hear me sometime, and when he find me i just pray and run in the opposite direction with a seamoth
No way, is getting attacked by a Reaper the unlock requirement? That's pretty sick!
I was playing with the one in the Grand Reef the other day, since it wouldn't leave me alone. I just went up, and then he gently nudged me and did no damage. And then it happened again a few more times :)
Now that I think about it, that's gonna be crazy with DeathRun's increased damage
Might have to trade the unlock for an entire Seamoth
i don't have the seamoth on my c2c save now, so i avoid the grand reef at all cost until it's the last biome i need to go
and this big lizard is really fast whn you only have a seaglide
my honest reaction
im not theperson
to read 500000 pages to find out one thing
and where am i supposed to find this information
destroy 50 seamoths to cross the entire map?
no way in hell a sane person will do that
i think this mod is not for you
and im looking for a mod that is actually a big mod
and this is the only one that i could find
that i didnt beat/play and find almost everyrhing in it
maybe, but this mod is based on exploration, finding everything by yourself and explore all the map to find the hint, it's almost like a metroidvania in my opinion
i know
i am not exploring the entire map for a depth upgrade
yes
???
incoming call
by using the information you get ingame
not just ignoring it
you get clues, you need to work it out from those clues
like i went to lifepod 15 and i found hull plate
how did you get to pod 15
I do not think you understood the question - how did you live long enough to make it to pod 15
UHHHHHHH
wait
i dont remember
how did you get the seamoth that quickly too?
that make sense
and i afkd
like what
that is very vague
No silly, you use your seaglide.
Jokes aside, the mod is very well designed. Whatever you need you can access it without putting yourself in unreasonable danger, with the tools you already have. You just have to explore a lot, and be very observant.
You don't need to swim next to reapers until like 25 hours into the mod, if that helps.
you mean the dunes right?\
observant and curious
Dunes, crash zone and mountains.
and be able to piece together incomplete but related information
so i dont have to go there
You don't need to deal with reapers early on.
No. You can continuously progress through the game and build up your base and blueprints for like 25 hours before you HAVE to go to either of those places.
aight
more if you are in no hurry
Once you must have to go to reaperland without the electrck shock thingy, it'll just be for short spans of time.
i did what id usually do, gather stuff wait for aurora to explore, explore aurora start building my base in grassyplateus and then do everything else
At the point of the game where you have to hang around reapers, you have the ability to unlock and build the shock thing, making reapers sea puppies.
and i think i went into places i shouldnt have gone into
i was block for like 2 or so hours because i was dumb, now i have the laser cutter
So basically, if you're stuck, you have to look elsewhere. The mod is well designed, it doesn't really put you in impossible possitions
or force you to die
Yeah
though it will unhesitatingly kill you for being careless or stupid XD
You wll have to change you usual route
I completed a hardcore run with C2C in december
yeah because i dont play mods that are so complicated
Imagine vanilla SN was an early access demo
welcome to the kind of mods I make
and i have stuff from the dunes and i dont think im supposed to have azurite
And C2C is the REAL release with a new campaign
The progression is changed a lot.
Completely different
You can no longer ignore 50% of the map
if you think C2C is complicated and involves exploration and clue-finding, you should try https://github.com/ReikaKalseki/ChromatiCraft
And no blueprint is useless
what abt stick light
Okay, some blueprints are not super useful
But I did use light sticks
Just not a lot
C2C's core premise is making every major mechanic and content item absolutely required
Fuck, even pipes are eventually usefull in this mod
notice "major"
Goddamn pipes
i used stick light at the beginning
minor content becomes just incentivized
even the air bladder
which people jokingly said I could never make useful
well I did
Huh, how is the air bladder useful? Never found a good use for it
rapid ascent
also emergency asphyxiation prevention
But doesn't C2C made the ascent slower than vanilla SN?
you get 15s of air by breathing it, which also resets the darkening you get when air is depleted
Or maybe i'm thinking SZ
it does not
Probably thinking SZ then
this is especially useful in one particular wreck
Oh, BZ i meant, not sub zero haha
and not the one most people are probably thinking of
sometime i make tiny progress in so much time because of my stupidity and because im bad, it's almost scary
Sometimes I spend half the game looking for ways to make chlorine before ||I think maybe the green gas the gas-mask themed fish around my base keep farting ||MAY be related to chlorine.
also the medkit has a cool gimmick oin tis mdop
also reika why should the decorations mod not be used with sea to sea
iirc, decorations mod allows you to make some alien tablets with cheap materials
in C2C those same tablets ae part of the progression and require more difficult to find components to build
it adds fabricators and trivial recipes for many advanced things
oke
they be giving me everything
THERES A SNAKE FROM THE JELLY SHROOM CCAVE NEXT TO ME
just in case, i have some massive freeze when i go in this wreck, idk what can cause this, but it's just in some specific zone of the wreck (||where you get the strange audio log and some other place in the wreck||)
im not this far in the mod to know how to use it either
i aint touching this
well ok then
and i still have no idea where to find the depthmodule mk2 for seamoth
if you really don't want to play the intended way of the mod, you can use this https://www.reddit.com/r/subnautica/comments/13czsx5/subnautica_c2c_modded_question/
but it ruin the purpose of the mod
Yeah i can see that
Combining this with DeathRun makes pipes very useful
The neat part is that they also suck at turning :)
But do you have time and speed to do this with a seaglide?
More than enough!
In fact, that's usually the situation I'm in when I go into Reaper territory
Hmm.... Ghosts are more a matter of putting something between you and them. They're a lot more maneuverable, but not a whole lot smarter.
know that if you do just follow a guide I will not give the slightest shadow of a shit about any opinion you have on the mod, and will do absolutely nothing about any issues you might find
Hmm ok, in the grand reef it's pretty hard to dodge them, but it's maybe too soon for me to go in this biome
i see a leviathan in pretty much every biome next to me
SPOILER WARNING!!! kinda...actually its not that important, but yeh
||It installs firmware hacks on your laser cutter to be able to harvest infinite metal salvage from the aurora ||
||free titane||
better
yes
if rthey find out they gonna confiscate it and i wont be able to pay off my debt
Yeah, I wouldn't recommend the Grand Reef until a bit later on, thanks to the elevated O2 consumption
that jumpscared me because it was louder than every other sound in the game
that is not even part of C2C
though C2C is balanced around having it
that is AR
aka the whole point
The thing that scared me is i might have missed some important thing in all the wreck i explore
yeh
we know
a dependancy
to c2c
i just didnt want to spoil it lol
nevermind
its the one mod that it doesnt depend on

im never speaking again

C2C still needs AR
not strictly for progression perhaps but its resource costs are very much built around having it
and the C2C FCS integration code assumes AR presence as well, and makes hard reference to AR code
I just refer to any of the features of your mods that C2C integrates (meaning all of them) as being part of the C2C suite
me like titanium
need to get around to playing c2c
just to know, is the rare element above 400m or it's below that?
Way above. It's very basic. Maybe one of these "too obvious" ones in your case?
probably yeah, my brain is not working properly i think
Think vanilla chip ingredients 😉
On a similar note: Is the recipe for sulfuric acid something you discovery reasonably late (beyond 500m?) or did I miss something obvious?
the vanilla chip craft is with plate coral, gold and copper wire, but the coral give me normal coral piece
ok i have it now, i had to redownload the mod for unlocking the craft
I wondered how you'd not find out about the rare element...
i had the same problem when i started to play the mod, my game is kinda brocken sometime
like i had all the coral, but nothing was available
Are you playing with more mods than the C2C ones?
nop
but i had some problem already, like the sunbeam never land and i had to force it with a command
Then you shouldn't have such errors. Something must be wrong with your install.
I had some issues at the start I think because I had the wrong Bepinex version, but everything was fine after a clean re-install of everything with the right versions.
finally
To be fair, the vehicle bay is 90% of the work! :)
P l o m b
yeah, french version 🧙♂️
and apparnetly they translated power cell to "high capacity battery"
and my motors are not localized at all XD
though I do have a locale system in the mod
so if someone were to localize all the items I could have them become french for you
it could be cool, even if my english is ok, and if i you need help to translate some stuff and text im available
really wish i downloaded legacy sn and c2c before being sent into the wilds (no internet for months) wouldve been a nice thing to kill time
the names and descriptions for things are stored in XMLs in the mod file
simply make a copy - keeping the actual tag names, as well as programmatic content like sound and graphics paths - and translate the actual user-facing text
usually in name, desc, and pda tags
eg
<DeepStalker>
<name>
Abyssal Stalker
</name>
<desc>
A deep-sea relative of the common stalker.
</desc>
<pda>
A relative of the stalkers found in shallow creepvine forests, this species has adapted to the low-light conditions of its environment, using the darkness for camouflage in lieu of hiding in dense foliage.
One trait that has been preserved or even amplified, however, is the Stalker's attraction to metallic materials; Abyssal Stalkers will congregate around sources of such materials, and will aggressively defend them from potential rivals.
The purpose of the bioluminescent features on the stalker may be to aid this intimidation, or they may be designed to attract small prey fish.
</pda>
<category>
Lifeforms/Fauna/Carnivores
</category>
<header>
deepstalker
</header>
</DeepStalker>
<SanctuaryJellyray>
<name>
Lantern Ray
</name>
<desc>
A peaceful ray species that feeds on the glowing cores of eye flame plants.
</desc>
<pda>
Lantern Rays slowly drift around their native biome, occasionally grazing on the glowing cores of the eye flames below. Like all other ray species so far encountered on the planet, they are both behaviorally passive and inedibly poisonous.
</pda>
<category>
Lifeforms/Fauna/LargeHerbivores
</category>
<header>
sanctuaryray
</header>
</SanctuaryJellyray>
<PurpleBoomerang>
<name>
Pulsefish
</name>
<desc>
A variant of the boomerang, adapted for the hot, dark, bacteria-laden waters of the Glass Forest.
</desc>
<pda>
The pulsefish is largely identical to its shallow-water counterpart, save for one notable difference: For reasons unknown, members of this species will rapidly alter the brightness of the ends their fins. This is unlikely to be an attempt at communication, but it may perhaps be a mechanism to avoid predation by the numerous aggressive fauna in the region.
</pda>
<category>
Lifeforms/Fauna/SmallHerbivores
</category>
<header>
purpleboomerang
</header>
</PurpleBoomerang>```
header and category are technical and should not be changed
but the others are player-facing text
some are a little more complicated
eg ```xml
<bulkheadLaserCutterUpgrade>
<name>
Laser Cutter Temperature Upgrade
</name>
<desc>
<color=#FFA622FF>Laser Cutter</color>\n<color=#74C8F8FF>Temperature Upgrade</color>
</desc>
<pda>
Can now also cut reinforced titanium plating
</pda>
<error>
Reinforced bulkheads require increased cutting temperatures
</error>
</bulkheadLaserCutterUpgrade>
<bioprocessorBoost>
<name>
Bioprocessor Efficiency Upgrade
</name>
<desc>
<color=#FFA622FF>Bioprocessor</color>\n<color=#74C8F8FF>Efficiency Upgrade</color>
</desc>
<pda>
Now completes recipes with 33% less energy required
</pda>
</bioprocessorBoost>
<HUDAlerts>
<name>
</name>
<desc>
</desc>
<pda>
</pda>
<chemwarn>
Poisoning Detected
</chemwarn>
<o2warn>
Elevated O2 Consumption
</o2warn>
<pressurewarn>
Extreme Pressure Detected
</pressurewarn>
<leakwarn>
Power Loss Detected
</leakwarn>
<heatwarn>
Extreme Temperature Detected
</heatwarn>
<influngwarn>
Reduced Liquid Respiration Efficiency
</influngwarn>
</HUDAlerts>```
you need to not damage the encoded html tags in those desc entries but can change the text Temperature Upgrade and Efficiency Upgrade, and the other "custom" elements are also player-facing text, eg Extreme Pressure Detected
i think i understand, im gonna try working on some text and see if i don't mess up
what is remote version invalid
i launched game wirh mods once and it was fine but after i closed it and restarting i got this message for c2c and every dependency
ok so having my internet on makes it not happen
i had no idea that was even possibl
failed to fetch the remote version
so does that actually mess with anything or can i just hide it
also works for me to just launch the game while connected and then turn it off after
if you are already updated it is safe
okay, thank you
Not sure if it has been told here before but that is actually a normal subnautica behavior
The prawn suit has 2 fragment types - just arm (not a module arm like drill arm, but arm like prawn arm), which requires 20 of them to unlock the prawn suit (which is iirc impossible to do. There is a really high chance that you will not get all 20 of them, there are only like 10 across the map) and the large parts, which require 4 of them
So once you scan the big parts this count should be fixed
ah
is this the right cave to find nanolathings?
why not look and see
I need a lawnmower mod for this grass lol
Hi! Someone please help with mod, it's already 39th day and sunbeam didn't arrive yet. There is no message about landing, last message was about scanning planet. Does anyone have this problem with sunbeam? What can i do to trigger sunbeam landing?
And if I use console command to force landing, does it broke sunbeam debris mechanic?
Btw, take this opportunity to greatly thanks to Reika for this amazing mod! It's incredibly work and I want so much to finishing walkthrough this mod until end.
I had that happen, too, but the message eventually came. I think it still comes at a certain time, just later than in vanilla.
About 40 days long?
do not use the console
Most radio messages have triggers aside from time. This might be the case for the sunbeam radio messages too. Can’t remember
with C2C it is
do yk what day sunbeam comes then?
I just said they don’t appear based on day
oh sorry i wasnt reading mb
How far along are you progression-wise?
how is it like genuinely possible to get plankton in survival because i had to go into creative and get it and while i was getting it i was just constantly being attacked and if i wasn’t in creative i would’ve just instantly died
or just even go anywhere with reapers because they seem to be hella aggressive in this mod
look elsewhere
So what should I do?
And what exactly trigger last message and sunbeam timer?
Find some wrecks, not build seamoth yet
Didn't go into avrora
Find both island, grab all degasi island pda, some pda from another island
You don't pick it up by hand, if that's what you tried... there are also places where you can get it rather safely. I didn't have much problems except for finding the required tech.
Wait until nighttime :)
Okay, so you're still pre-Sunbeam. Try working on a few things you haven't completed yet! :)
ohh
Can you be more specific please? 😄
I'm not gonna completely give it away, but it's one of the things you mentioned. :)
Whoa.... yup yup I get it!
Thx so much
There are other places where plankton spawns.
Yep. Do some exploring at night, cover some ground, and you'll find a ton of them. My first expedition filled the collector and I still had plenty of time to spare. :)
nah i had the scoop but alright i guess there are safer ways to get it but what about like just going to places like the dunes in general the reapers are relentless do not stop following
like i mean i have the seamoth defense thing now but is it really enough to get rid of like 3 reapers constantly following me
They shouldn’t be any more aggressive than normal unless you’re being loud
Or you use the sonar.
That falls under being loud
They can hear that?
In lore, yeah. But it doesn't work like that mechanically, does it? At least, not according to the wiki.
That's good to know, I've been using sonar quite a bit!
I gotta make sure to be a bit more careful now
Honestly the sonar is pretty useless due to this.
unless you are trying to lure leviathans somewhere, I guess
It doesn't seem to draw them when they're at near max range of the sonar, but when you're close, yeah, they'll bite you
Alright, maybe that's why I didn't notice, then?
Does this affect other creatures too, or only Reapers?
I'm assuming the Ghosts in the Void are affected.
Wrong
Sonar has additional features/functions in c2c
I haven't noticed anything new yet?
Sonar goes both ways
That they definitely have better observational skills than I do!
The sonar module is not useless, but the sonar function kinda is.
The passive sonar is very decent.
Active sonar also has uses
Have you followed the instructions that have already been listed?
I mean, it's literally spelled out for you.
But... re-download and reinstall all listed mods, or type hideversions
they were fine before.
i launched and no error
and when i launched again in the same hour it showed that
Happened once to me
Apparently, Reika is just really active in updating her mods
Which is awesome
Actually, from what it seems, the problem is not the user's versions, but actually the versions that are on github. So he doesnt really need to update
so how do i fix it or shall we wait for a response from reika
Download all the mods and reinstall them like it say
Are you playing without an internet connection? maybe the error messages just appear because they can't check the versions online - not necessarily because your ones are actually out of date.
I’m pretty sure that returns a different value than “invalid” but it’s possible
I do not think it does
in MC java yes I do check for "is there an internet connection at all"
but in SN C# I do not
That might be worth doing?
I didnt have wifi during then but when did subnautica use wifi lol
maybe for the news tab?
doing that would make people less dumb abt errors caused by outdated versions
When c2c would be port to 2.0
i remember all i had to do before was use a older version with more bugs to get rid of stuff i didnt like in new updates
not anytime soon
reika's mods use the internet for version checking
and that's precisely why it's done, yes
then why did reika say this “but in SN C# I do not”
Or am i being stupid
no, that was not having a distinct check for "is there an internet connection"
ohh
Hello everyone, can anyone explain one thing to me. I received a signal from lifepod 9. I found ||a data bank around it with a enzymes recipe, some platinum and Sea Treader.|| The PDA says that there is something else in the area of this lifepod. I've been floating around the lifepod for several hours now. Out of misunderstanding what exactly I should find, I went to the wiki about mods, and there I found information that next to Lifepod 9|| there is a base of another survivor.||
Actually, my question is the following: how exactly or in what way or with what help should the player guess what exactly to look for in this zone when seeing a hint in the PDA? I know that the creator of this mod sometimes appears here in this thread, it would be great if she also answered this question. I don’t understand the logic of this mod, and the fact that there are no instructions here in what order to go through and where to move next - scares me. I feel confused and lost. If there is anyone here who finished the game with this mod and is willing to help me - let me know, I would be incredibly grateful.
Visual clues in the area
||Check the caverns in the grand reef. You don't have any reason to explore them in SN, but you do in C2C||
If you've found the lifepod, you might've noticed all of the ||metal salvage|| in the area. It must be coming from somewhere, right? Try following that ||salvage|| and see where you end up. :)
Or if in doubt, 4-range scanner rooms can be useful to survey the terrain and scan for clues at the same time.
does anyone know why my base power shuts off when i go too far and turns back on when i go back in range
To save memory, I guess
i mean
air pipes dont work because they need base power
and i assume theres other things that wouldnt work too like filtration systems and battery chargers
Your pipe network would have to be huge tho, wouldn't it?
No, the range is pretty short
It's like 50 meters
i get a message from the pda about emergency power only too
Huh. nvm then, a bug maybe?
i thought so aswell, i have no mods except c2c and its requirements and radial tabs
I don't think this is intended.
I can't imagine it is
If it means anything my only base power source is a solar panel and it's connected with a floating power transmitter I'll try some other power sources and see if it still happens
So i tried it with a bioreactor and it didnt happen, then when i deconstructed the bioreactor and placed a new solar panel the issue didnt happen anymore
it only happens when using a floating power transmitter
Strange, but it seems like a bug @trail ether might want to fix
maybe the floating power transmitter is unloading
Non-global moment
anything i can do as a player to maybe prevent it?
Using regular power transmitters, I guess?
fair, shouldnt be too much of a problem
It sure does feel nice playing subnautica and not knowing where everything i need is again, having to actually figure it out
okay, maybe it's not so obvious with metal salvages clue. And its not so obvious with everything new tech in game.
What about step-by-step guide? i tried following radio messages and it got me into lifepod 15 crater's edge. And as I understand, it’s too early for me to visit there. But I already received the radio message. And I thought that maybe here I will get the progress I need. But i didnt heh ':D
So my question is, do you guys have 101 instruction in which order i should going throug this mod, what should i do first and the second etc
Reika’s opposed to guides on principle; the intent of her mods in general is to encourage more in-depth exploring and critical thinking
Sometimes it works well, sometimes it’s entirely unclear
I’d say ||placing more debris near pod 9|| is a valid course of action
@trail ether thoughts on using flares as another “look here” indicator in this instance?
Yes
Given C2C higher dependency on farming, Reika added that for early access to outdoor plantbeds iirc
There’s other reasons it’s there
I'm sure this is a double-edged sword. If you want to encourage more in-depth exploring and critical thinking you get it, but many players just can't through it.
This lack of an objectively understandable steps simply scares off most, and I emphasize, most players. Perhaps that’s why I never found a single walkthrough of this mod on YouTube. Of course, this decision remains with Reika, but she loses many players without making any guide at all. This could have been done, for example, in a separate section on her website. With a disclaimer maybe. Saying about, it is recommended that you first try to do everything by yourself. And then anyone who is already tired of scouring the ocean bottom for several hours could get their answers.
Reika’s never been one to focus on popularity, I know that much
there are already lights
that flash no less
Oooh I felt it. Perhaps this was done on purpose to scare away all sorts of ignoramuses and fools.
IDK, this mod is incredibly interesting and detailed, it deserves to be famous and popular.
Flares are much louder, though
It’s definitely good to try and strike a balance, and I agree
There are a couple of early challenges that usually act as a good filter for “can you complete this mod yourself” imo
sure hope i passed them all
Nanolathing drones are the main one people often have issues with
the only thing im concerned about is that i havent found the blueprint for nanolathing drones yet (dont tell me what i have to do i will figure it out eventually)
ah!
Anyway, do you know other mods that would be as interesting and huge as the Reika's mod?
For Subnautica? Not many that are out yet
i assume im well past the point i should've unlocked them
Oh god damn it! That sure it is
Hold on, you got to pod 9 without a sub?
If you’re a couple hours in, most likely
I got there on a moth, left it at a depth of about 290
And dived to the pod on a seaglider
i also feel like i shouldve probably gotten an azurite battery by now, but i havent
Ah, I misunderstood your statement then
That one’s a little later
every time i see a laser cutter door its just....
A lot of these things are breadcrumb puzzles and such
oh also quick question, does scanning things give you the blueprints that it is used in or do you actually have to pick it up?
I know that feel bro
for example if i scan a plant and it has a recipe for some chemical idk will it give me the blueprint or do i have to actually stab it and get a seed
Pardon?
i dont know how to word this lmao
I think you need get a sample
You should scan things preferentially, I’d say
i've been scanning pretty much everything i see just worreid i maybe missed out on a few blueprints because i didn't get an actual sample
Some stuff might trigger on pickup? Not sure
I dont get some crafts blueprints just scanning, only after picking up
Anyhow, keep following signals, read entries and your environment carefully, and check your ship’s log occasionally to make sure you haven’t missed something
i dont assume im meant to check out the ||behind the aurora signals|| before i get a vehicle
spoilin just cus idk whats considered a spoiler
Who's going to object
The reapers, probably
Oh yeah those
i assume this random advanced wiring kit i found means something but im probably too stupid to figure it out for now
||In this cave in the northern kelp forest with a brain coral in it and mesmers and stuff, big tunnel leading up to it||
i was thoroughly exploring that area cause exploration log says something is still to be discovered there
Didn’t know there was an advanced wiring kit there. Wack
Crash fish
yeah C2C has some pretty hard walls early that filter out people who likely won't end up enjoying the mod
saves em time I suppose
there's some pretty extensive grinding you gotta do early (alleviated heavily by finding the ||lifepod 6 planters||), the nanolathing drones, and then the actual process of building the mobile vehicle bay which is needed to do much else unless you're OK with extremely slowly manual diving
I can't remember for sure but IIRC the habitat builder is also kind of a filter, and is absolutely neccessary to go further in the mod
Overall, absolutely not a mod built for "mass appeal" (which, sometimes people show up who just want to use the mod as a custom creature + biome mod which doesn't work at all), can respect the vision even if it's definitely not for everyone
The mod is more intuitive than it seems at first
But a coomunity made list of hints would be nice
I volunteer, i just don't know where to post it
(Also i'd have to start a new run)
in hard mode that is how you unlock the recipe
you do not start with it unlocked
and me hassle
"somtimes", as in more than half the time 😛
will there be 2.0 version of mod cuz im only playing 2.0
yea not for a while
reika has better things to do then sit infront of a computer and work on porting mods
all the mods are very very large so it would also take time
I'm starting to think the Seamoth is more effort than it's worth, honestly. Especially when Reapers are involved, I'd rather not risk the resources I had to dump into making it unless I need to. Much easier to evade on a Seaglide.
I'd like to make one sometime, seeing as this playthrough is mainly just training for a DR+MLS+C2C run.
And seeing how that'll be really really hard, I'm gonna have to be extra efficient
Is there a way to choose which locker the item collector places items in
It's me or the seamoth is really slow?
The seamoth’s uni-directional speed is unchanged
Multi-axis speeds were nerfed such that maximum speed in any direction doesn’t exceed forward uni-directional speeds
Ho that's why
I finally built the seamoth and it nearly got destroyed by a warper after like 5 minutes that was terrifying
I'm not gonna save scum if it gets destroyed
unless i get into a softlock somehow idk
or from a bug
Good luck
I lost my first Seamoth in this run.. from gravity.
It clipped through the floor and I was powerless to do anything but watch
Also, FINALLY managed to make polyaniline, I can go into the Crash Zone properly now :D
this doesnt sound like a hopeful good luck
im kinda worried
i assume i need the ||falling detection material module||before the sunbeam but its coming in 40 minutes
Don't be! As long as you're careful with it and your Seamoth doesn't experience gravity, you'll be fiiine!
Reika isn’t exactly opposed to reloading to a previous save herself, so
Nope, that’s a different thing
oh okay
i assume thats the thing i need to use my single piece of azurite on
since i havent seen anything else really relevant that needs azurite
wowi use the word assume way too much
lol
Speaking for that, how are you supposed to get the ||Nanocarbon|| for that upgrade anyway?
i have got no idea
thats why i was worried
rn im trying to make a depth module for the seamoth cause i lost the one from the aurora (died)
That’s one of the harder challenges for people to actually work out
I’ve been trying to find a solution to at least make it more obvious
Yay
The bioprocessor is quite power-hungry
Understatement of the century, I can't even craft luminol yet :(
Oh well, I only needed the Perimeter Defence to get into the Crash Zone so I could start building my base anyway
I have been procrastinating building more bases
i only have one above the jellyshroom caves rn but i want one in the bulb zone and sparse reef
Good, do it
the pda tell me that i miss something in the jellyshroom cave but i explore it like crazy without finding anything else than the base in it
My current bases are:
- Safe Shallows (starter base for getting resources)
- NW Mushroom Forest / Dunes border (Safe Dunes entry)
- Bulb Zone / NE Mushroom Forest / Mountains borders
- Grand Reef / Sparse Reef
- Grassy Plateaus / Crash Zone border (checkpoint base for the next one, which is...)
- Crash Zone (main base, in the process of setting up)
you clearly missed something because i've fully explored it
Which things do you have explored?
like whats written down there
Try scanning some things in the Cave :)
yeah that
hmm, ok im gonna try
Okay, this probably isn't a C2C thing, but since when could Bonesharks attack a Seamoth that's docked?
I think it's a vanilla thing
chat
i survived with 8
that was going to be extremely painful if i had to make the seamoth and upgrade again
The upgrade is the problem, imo
And that is why I waited for Perimeter Defense before taking my Seamoth into the Crash Zone!
I was in the dunes
Well i was leaving the dunes
but then Reaper Leviathan used Burrow and went through the blood kelp trench walls and got me
Wouldn't be the first time!
i seriously hate the mountain island cave becasue of the fear that the reaper will go through the island and get me while im in there
but im missing something at the mountain island and i need to find it
Don't worry, it's fine~!
Besides, if it is in there, there's nothing you can do except tank the hit anyway!
actual #1 reason to want a 2.0 update is so you can use Solid Terrain with C2C
(I jest, but)
pretty
Keep looking
Do those things move or will they stay there
i always forget how bad bone sharks are until i encounter them again
Oh yeah, speaking of solid terrain and the Mountains: Where is the ||Sunbeam Debris||? There's nothing there at the scan markers for them.
i like the changes to food in this game
i got eye stalks and didnt read it and just ate a bunch caues the nutrition was good and died for it lmao
i settled for a base in the crag field so i can send drones to the grand reef and crash zone and its also safe with alot of materials, just wanna explore it overall
Huh, never tried the Eye Stalks! I did eat the Gel Sacks and Bulb Bush Samples, though. So what do the Eye Stalks do?
You get slowed, and vomit up all the stuff you just ate so you get nothing from it
basically I converted it from cartesian coordinates to spherical coordinates
specifically for this purpose, ie making people not constantly slewing around
becauase that strongly negatively correlates with ability to see and notice things
provided it was not me being stupid reckless or something
"even" - luminol is one of the most power-hungry recipes
I wonder if it’d be possible to list a recipe’s power requirement
in my "main" C2C playthrough I built the main base in the red grass area, not far from pod 17, then built satellite bases next to the aurora, in the grand reef under the south ghost leviathan, in the tree cove, in the dunes, and in the mountains; in december I skipped the grand reef one since it was largely unneeded (it was mostly a scanner room outpost)
reapers never kill a seamoth in a single attack
the sea dragon can but that is it
This system’s always been rather buggy
though people warn of that I have never actually seen it happen, even secondhand
plankton despawns over time, but new ones will spawn
that was a joke feature idea too
but I liked it
so I made Ecocean make many more things edible, but not alwaysa...safely
some of the effects are not really a big deal
Can’t remember, was that part of the “make FCS alcohol make you drunk” joke?
eg the hallucination
no that was aseparate thing
there is also some Natura Nether Berry stuff going on with a few where they have an immediate negative effect but a longer-lasting positive one
Eye Flame cores are a good example
and for clarity the motion wobble is not me doing that, I literally apply a randomly varying delta to player input controls
as if you are, well, drunk
It happened to me once in that cave, and one time it nearly happened while i was in the aurora laboratory, the reaper stuck its head through the wall
I think for it to happen the reaper has to already be inside of the ground and then spot you since terrain is solid if youre close to it
persistent reapers
would be cool for that run
Yep, that's the cause
terrain collision doesn't load until you're fairly close to it, so if you're in a specific range where the reaper is loaded but the collision isn't they can go through the wall
I'm pretty sure there's a mod called Solid Terrain by MrPurple6411 that extends terrain collision range to prevent reapers from noclipping
No there's a legacy version as well
Although it is harder to find since a lot of MrPurple's older mods are privated on nexus
usually this just results in them getting popped out of the wall. I had a really funny instance of this where the bulb-zone-adjacent reaper swam slightly into a hill, and then when I got close enough it got rocketed out at mach 5 so I just heard a reaper roar for 1 second as it flew past and assumedly despawned, because I never actually saw it again
Oh god, More Leviathan Spawns and Persistent Reapers would be too much.
Two hyperaggressive Reapers at a time is bad enough, let alone... like, four.
I've tried setting PR high before, it's hopeless.
persistent reapers makes me not want to leave my habitat