#SeaToSea
1 messages Ā· Page 12 of 1
Yeah it doesnāt clear all of them for some reason
Hopefully itāll be less of an issue if c2c ever updates to modern versions
is it normal for the liquid breathing recharger to use power when I'm not in my base
Yeah
its an absolute power hog
Yeah that's intended
You need way way way way more power generation than in vanilla
Can't get by just covering a base in solar panels and building a single bioreactor
also why are the ||void spikes|| under the center of the map
well uh
idk how I get the fabric needed for the reinforced diving suit
oh nvm I think I might of foudn where it is
Technical reasons
I'd like a more in-depth explanation
please
Stuff canāt normally persist beyond 2km from 0,0,0
and it gets actively deleted whike you are right next to it if you try
I have neither the tools nor knowledge to do so
Didnāt I help you get unity editor working and up to date a month or so ago?
(This question has probably been asked a million times, but I'm too lazy to scroll) will this mod be updated to 2.0? I'd love to use it in a pack there
Hopefully
ok
I heard that changes are made to fcs when installed with c2c
What are these?
Are there even any?
....no?
95% sure not ever, and definitely not in the last month or few
this is correct
I feel like you at least installed a newer version of the unity editor
that does not sound familiar either
I swear that happened at some point
Check what version of the editor you have installed
none
so that answers that
???
does the replicator count as overly-gamebreaking?
Install the unity hub then, I guess
Yes
understandable
it complains i have no license
just use the free one
I was kinda expecting the reinforced dive suit to be.. well.. better at keeping the lava zone heat out?
if anything it feels like it's not even protecting against the extreme temperatures and I'm just getting the normal damage halved by its default function
oh.
ok yeah I see why its not doing much now.
Ok so apologies in advance for asking this so commonly asked question but search reveals many conflicting answers. So first off ... people talk about socknautica and fcs as separate things aren't they one and the same? Next ... and I go off of wiki .... my research reveals thT socknautica is not compatible with c2c, also that socknautica has dependencies like custom craft that (from wiki) state will crack c2c. So they are compatible now? Doing c2c run now ... but would be fun to do a combined run after if they work together.
socknautica and fcs are two separate projects
other than that, i don't believe there have been developments with regards to socknautica-c2c compatibility, although fcs does work, i believe
Hmmm thx. I think I'll go check that out
Socknautica isnāt really worth the work that compatibility would take in the eyes of most modders
But there is compatibility put into FCS on c2cās part
Customcraft is actually the mod that breaks when c2c is installed
socknautica is like 75% a meme mod, I wouldn't expect any form of c2c compatibility with it
FCS does have full compatibility with C2C as far as I know, going as far as to rebalance a lot of stuff in FCS to fit better in C2C's pacing
that is C2C's doing but yes
oh, yeah I probably hsould have reversed the order there since it's on C2C's end
cool ... I always thought they were together cuz .. i dunno ... anyways .. that's good to hear ... the FCS stuff is really fun. Some of the stuff they have could build really fun bases. After I finish this c2c run I'll try it with FCS see if it changes things up a bit. On another note ... anyone ever have problems with intermittent disconnect of power transmitters and then when you reset them you have to set them basically 20 yards from each other to connect?
Or is it possibly just a visual thing where the line disappears .. cuz that what I'm seeing ... it appears and disappears
Expect lower fps with the pair
Ahhhh! Well even now I get crazy fps drops but it only happens in wrecks and decreases as I scan stuff. We'll see ... I'm too busy having fun with c2c. Just finally built a nuke reactor and of course now I can't use it cuz I can't make rods ... sulfuric answer. Btw ... props to Reiko for not straight up telling people clues. His last clue was perfect. Now back to the grind š
I mean reducing the number of objects would reduce lag, a tiny incremental amount
but it is very strange that the issue only starts with C2C
in wrecks I do not add a lot - or even anything - to
But if itās noticeable, itās substantial
In what ways do you interact with fragments/scanning/related systems?
i have hooks in on scan
and a system to generate custom fragment prefabs
I can also say that this didn't apply to my playthrough
that wreck outside the jellyshroom caves was a lag machine even when I cleaned out every single fragment
May be worth checking for leaks
stop spamming and reika will make 2.0 when she wants too.
Womp womp
Problem with a 2.0 more mods to check out to make sure you would want it to work with c2c
I'm guessing that's why it has a moreingots feature in it
I think itās mostly a convenience thing, since c2c requires a lot of materials overall
It does have a ton more add-ons to it the crafting felt longer
There are longer crafting chains, definitely
I donāt recall individual crafting cycles taking longer (Iām pretty sure titanium ingots craft faster, even)
It was a collecting of all the other items that made it felt longer
Ah, definitely
Like having to make the acid
But I do know that once you do the annoying crafts some other simpler crafts unlock
short of some IO stuff leaks are not really a thing in C#
also the hook is pretty simple
and if there was a leak the issue wpuld get worse as you scanned stuff
how the fuck do I explore the lava zone... my seamoth dies very quickly within once I get about a 100 meters in, and the reinforced dive suit is not very effective
lava zone kinda spicy
I cant even take my cyclops down there because it requires kyanite
well ||there are pockets near the roof where the temperature is lower, but they are at the very top of the corridor||
most of it is not 320C
try going places that do not have literal lava meters away
It is kinda noticeable, but doesn't completely remove lag. Definitely helps. Haven't totally confirmed this but I noticed happens alot in wrecks that have what's it called the nano repair fragments? But that's not totally confirmed
in retrospect you are making me feel like an idiot
how exactly do you check what areas are near lava?
I had a thought that occured to me
dang
also it occurred to me about if the water down here would boil if it was not under pressure
so I just decided to do a scuffed calculation of the water pressure in the inactive lava zone (ignoring the rock above which would make the calculation much more of a headache)
inactive lava zone range is from 900 - 1300 meters.. so the water pressure at the top is ~90 atm, and the water pressure at the bottom is ~129.6 atm
so uh
the boiling point of water at 129.6 atm is ~320 degrees celcius
we may have a problem.
A couple points: The seamothās temperature isnāt accurate to ambient outdoor temperature in sea to sea, itās more of a combination of external temperature and sub temperature
Furthermore, the rock encompassing the lava zone may be contributing to a higher than normal ambient pressure (?)
Also, saltwater has a higher boiling point than fresh water
Plus the gravity of the planet and the atmospheric composition may be different, resutliing in a different pressure at that depth
To my understanding, 4546b is smaller than earth but also more dense due to higher metal content
of course those factors make calculation more complicated soo
Well, I found a not problem: crabsquid getting caught in blood kelp
1.21 jigowatts is my only answer to water pressure and temperature š
I saw a crab squid kitty pride phase into rock at sea treader's with the top of his head just popping out of the rock. I got cocky and tried to scan it and somehow it still was able to kill me .... sigh. But I've died so much now its no big thing. Yeesh! I'm dying almost as much with c2c as I did with darkness falls mod in 7dtd š. Freaking bacteria samples and volcanic samples ... blech!
I just went full safety nerd and made pipe systems into those caves
I'd regret that if I were even okay at navigating caves, but hoo boy
Dang! Good idea. But that's a crap load of pipes!
How do I activate the seamoth tether?
select it
|| https://prnt.sc/XBO0NXOJYH4A || It's equipped, it's selected, I can't seem to use it with a click or with f. What am I missing?
why would it grab a gravtrap
the tether does not grab just anything
Grabbing a grav trap would be funny but itās probably good that it canāt
Just explain it away as the tether being unable to grab it due to both of them using the same technology
Sort of like trying to use the north end of a magnet on the north end of another magnet
alright
I cant for the life of me find the way to make azurite batteries... Any ideas guys? I really don't wanna visit the wiki and from what I heard some information is plain wrong on there
Plus this being a hardcore run makes exploring much much harder (I have made 15 scanner rooms so far)
beams of sunlight will lead you to what you seek
Brother Ive set up three bases with scanner rooms near the sunbeam crash
Nothing
I suppose ill read the entirety of the PDA once again
Funny how this mod has become harder than deathrun hardcore with all of these detours one has to make
Hey there guys, checking in after a while away, is this mod updated to work with the current version of Subnautica now? or still working on the version from before the big update?
a scanner room won't help with the battery. follow the breadcrumbs
The breadcrumbs (whatever that means) weren't very helpful...
But I did find it thankfully
"breadcrumbs" meaning "trail of things to follow"
||there should've been a couple light sticks and fixtures to follow||
it actually will
it can? interesting
Hm yeah fair I suppose those did help a little
Loving the mod so far btw
Big ups reika

UH
WHERES THE WATER
guess I'm relaunching the game
relaunching the game did not bring back the water
what the fuck happened
had to press f3 and uncheck 'water volume' and 'water surface'
...how long does the ||kharaa treatment|| last
I noticed this issue too, triggered by a small (room-sized) area right around that spot, near the back side of the gun's entrance tunnel - get out of theseamoth and run warpforward 1 to fix it
it is probably some kind of trigger for derendering the water inside the gun "leaking" outside
I have two questions related to the lost river power drain
- What's the reasoning behind Ion Power Cells not being affected by the drain?
- Is it intentional that the lost river power drain doesn't apply in these two caves?
what the fuck happened to my cyclops
its completely bugged now?
I mean it still works but like
its in a limbo state
it was at full health when I left it like 15 minutes ago, and I come back and its like this
I'm just gonna move the stuff store in it over to my prawn suit just in case
hope my cyclops doesnt randomly fucking explode in this limbo state
Lights just off
did you even watch the clip?
its a little more than the lights being off
its visually as if its about to explode but it still somewhat functions as normal
oh and those buttons on the hud are functional?
despite me not having the module
...the health on the bridge says full
what if I like, ram it into something
oh no nothing I do damages my cyclops
what the fuck happened
I'm gonna figure out a way to destroy this one and then spawn in a new one
not abusing an indestructible cyclops
welp
time to spawn in a new (hopefully not bugged) one
unless I like
restorecyclops restored it and it was still buggy so I destroyed it again
so you can avoid it in the very endgame
in particular with the cyclops
no - run biomeAt while in those places
what does it say
uh I'll do that a bit later and tell you
I'm having massive lag in my base and around it, I even stopped playing because of it and came back now, and I discovered that the cause is probably my GPU usage dropping to 5% or less, and my CPU dropping to 20% or less (usually it stays at around 50%) does anyone have any idea on how to fix it? I have a RTX 2060 super and a ryzen 5 3600
How interesting
Do you have a second monitor? Iād suggest displaying your PCās individual processor usage on it while you play
(Open task manager, click more details if you need to, go to performance, then CPU, then right click the graph and select āchange graph toā > ālogical processorsā)
If you like, you can check the same for GPU performance, though it wonāt display gpu cores or anything like that
If a single CPU core is being maxed out and the others are sitting idle, thatād explain it maxing out at 20% usage
Try to also verify that your game isnāt using integrated graphics when running (in particular you might want to check what your primary monitor is plugged into on the back of your PC)
Other than that, make sure youāve updated your system drivers
so the final prawn suit depth upgrade requires ||smart polymer||... considering I haven't found a recipe for that in the thermal plant I'm gonna assume that's something I unlock in the PCF...
Do I just have to take the cyclops down there and wing it to the PCF?
Also I feel like power leakage should occur in the brine regardless of what power cell type you use to encourage staying out the brine and maybe encourgaing ||equipping a propulsion cannon arm on the prawn suit to lift the sulphur deposits out of the brine pits||
Hm, interesting proposal
Just out of curiosity, does the mod change the location of leviathans/their roaming ai?
I've played this game a lot and I've found reapers in places they usually aren't at
not for most of them
but ecocean adds three reapers
And a ghost
yes, but that is C2C
how does reika not have senior modder role 
legacy mod smlhelper shun the legacy modders jk
you asked this before
the reasoning behind senior modder isnt just about coding prowess, itās also to some degree about assisting other modders where youāre able is what was said by someone else
I did? Sorry i have a bad memory
ah
hows your day going reika?
oh where are they
correction, two, both in the dunes
it did feel like there were more reapers than normal over there, guess that explains why
is there a reason for adding them there?
something like the ||azurite|| over there?
||also the kharaa treatment lasts really long for how easy it is to make, I made one at day 97 and I had to use another one at about day 126||
there were some POIs that did not have a reaper nearby
now there are not
it used to only last 30 minutes of play period
now it lasts 30 minute4s of consumption
people really complained about the former
and it is mostly there to force you to unlock it, rarther than be an ongoing cost
Not playing currently due to general fps issues, but I just wanted to point out I had the same thing: large stutters with GPU usage dropping to (near?) 0%, while cpu usage was mostly unaffected (had the stats up on second monitor as N8crafter suggested). If I remember correctly, the wreck-/c2c-base-stutters followed this pattern too.
Using a Nvidia Geforce GTX 1050 TI.
well this mod was never well optimized i get huge drops near the custom wrecks with a 4090
Yeah, its a known issue.
Am I missing something?
was exploring this theme, run command called farplane 1000
yes you do, wanna have a hint? the hint is ||The Void||
||I already visited the Void Spikes though...||
uh then ||go under 1000 meters, and you will die to unknown thingy||
||void spikes?|| didnt ever heard of it. is kind of a new update?
oh i see, is just ||floating islands||...
spoiler it
does sea to sea avaible on 2.0
oh
why are you in this thread if you haven't played the mod?
ah ok
if i was annoying, sorry
nah its fine
anyway
I'm doing my first playthrough, which I started back in.. the middle of april
currently gathering stuff for hatching enzymes lol
do you like void theme
maybe 10 if I'm really trying
the void is quite cool
Hey @trail ether (sorry for the ping) if someone were to manage to port S2C (and its dependencies) to 2.0, would you be willing to accept that as a PR?
i highly doubt someone would port c2c due to its size, only exception being reika
you will need to clarify:
- if someone were to supply ported code for me to use, yes I would be willing, provided it is feature-equivalent (ie not "ported" by simply removing everything that broke, or adding "your own choices" on features or balancing) and that they release the code with no expectations of eg creative control or right to revoke use at some future date
- if someone wanted to make an independent ported branch (not as in git branch but as in a literal independently maintained project) of the mods I would not accept that
basically "help me port" is 100% fine provided it is an actual honest effort and does not come with strings attached; "can I port your mods and then own/control the port" is not
Well if I remember from what purple saw of the source code you were using your own coding program which was pretty outdated and it was missing stuff that purple could use to assist with helping with ports. Has the programming program changed since the last time
the IDE has not changed
I do have VS installed now but it cannot even do an SN workspace anyway
it just cannot "understand" it or the dependencies
Alright š I can try and look at getting the dependency updated and maybe switch to nugets also would just check out the source code to see how complicated some of it is.
Ohhh, some hope for C2C 2.0 !?
Rare elements? ||You make them from coral iirc.||
Hey, this mod is for 2.0 ?
it is legacy only for now
ok
...did you not read the discussion literally three messages up
Well we're doing good ... it hasn't been asked in over 24 hours now š„³
Hooray
If I deconstruct my thermals sending energy when I finish nuke reactor. Think that'll help alleviate base lag? Otherwise I just keep doing that trick of save outside base, log out and log back in
Any tips on getting better performance with C2C? I have a decently modern rig. In my base I get around 30-40 FPS and stuttering, the fps and stuttering get worse the longer I play.
unavoidable unfortunately
you have to just leave and go to other areas and it should alleviate
What other mods do you use?
Wreck lag will always happen
What the? What happened to our entire discussion KooKoo?
still happening :P
Not saving inside your base might help to a degree (literally: Go outside before you save), but generally performance can be poor.
I still have my suspicions about why this issue happens but Iām not sure if the suspicion has been addressed
remind me
magnetism config option
indeed the person never did the thing we said to try
but it does not make sense as a mechanism anyway
like why would that only come into play when you load the save inside a base
not sure
but from personal experience the magnetism entails a sizeable amount of general overhead, so making it toggleable isn't a bad idea as a performance fix anyway
i fixed that overhead
huh, okay
I really hope the soruce of the performance issues in or near wrecks/base can be figured out some day. it's like literally the only thing holding the mod back IMO (2.0 would be nice for a lot of general game improvements, but eh)
Where is the thermoblade š
what i dislike about the project file you have no csproj file
but i guess one could be made from making the same project with the same name and just import all the files needed
ok i have all the stuff in a project with the rest with their own projects of the same name converting your utils will make the other things easier nautilus has no preloader at least i don't know i would have to check with the devs
it is above the root folder of the repo
there are also custom build actions but those are involved in my autopackaging and release
you do not need them
I do not follow
For me it keeps things organized and able to load up in virtual studio
I wasn't able to load everything together without it so now seatosea is the base that loads the rest for me and uses the nugets for the main references
I have an issue with some base item's orientation not being correct when bulding, like the ACU info panel and I believe the seabase battery bank. I can't even find a place to build it because of that. I can build an ACU info panel but its perpendicular through the ACU tank
try a different position on the ACU
I usually build it on the diagonals
and the battery can only go in rooms
not tunnels
For the battery, I'm trying to build it in an empty multipurpose room and it's always red
I built three in my last playthrough
It seems like the orientation is bugged or something, is it supposed to go on a wall? I can only get it to go in the middle of the floor, when pointing at a very specific point. Could snap builder be affecting this?
Also thank you for your hard work on this mod. It's everything I wanted from SN
yes it goes on the wall
it does not have snapping
Ill try removing snap builder. Any wall I try to put it on, it never lines up, always goes through the wall
having this issue now
issue happens when this happens
[Info : Unity Log] PerformGarbageAndAssetCollection, Time.time=5227.997, Time.frameCount=593858, DateTime.Now=06/08/2024 22:27:46 [Info : Unity Log] L0: PerformGarbageCollection -> GC.Collect total ms: 104.4446 self ms: 104.4446
audio still plays but subnautica is not responding
it will protrude through the wall yes
this is why it can only be placed in rooms
that way it will not clip to outside
im aware this is garbage collection but it freezes up my game
Could someone explain the ACU features? Why should I make it so I have no ecosystem alerts? Like no carnivores, biome not shared by all contained species, etc.
I removed snap builder and I don't have an issue anymore. Figured out I can also middle click not snap it
you get production bonuses for a healthy ecosystem
and a sufficiently unhealthy one will kill your fish
it has to be pretty bad for that though
Ah okay, so fish will breed quicker?
and produce other things
Oh....other things I see
Does the biome type matter?
Im currently overflowing with oculus in a jellyshroom biome
What does this mod do and can I added to a prexsiting world?
And where do I download it
it's a total game progression revamp focused on (somewhat) increased difficulty and requiring you to explore ~80% of the map instead of the vanilla ~40%
you cannot add it to an existing save
you can read more on it here (unmarked vanilla spoilers within) https://reikakalseki.github.io/subnautica/mods/seatosea.html
thx
and you also have to have the legacy version of subnautica which you can only use on steam
Learned that the hard way
Do you know of any mods that are simalar
so this is how i redid the structure of the Source code so its can be worked on with Visual Studio or whichever IDE that can also use the files
so the SeaToSea.csproj opens all the files and also all the projects uses nugets so no need to referance any dlls unless you have special ones
i have now linked the Required Source code as a reference in the projects that need them not sure i'm missing anything still need to go through and check for missing references
||a seabase in a cave, its near a MAJOR story location||
that looks similar to what I have
well you have an SLN file thats not with the source code XD
indeed, because it is above the repo level
XD
well good know that you have one
it seems most of the work would done on base systems.... like items and stuff to convert to natuilus
Dear god, How the hell do you deal with the bone sharks in the glass forest?
Perimeter defence system doesnt do jack
Im about to breed a bunch of gasopods and let them loose down there or something
Hows the fps there?
Its okay, nothing bad
ok so DIAlterra port is WIP
still got 128 errors as reported by rider
but i'm getting through them!
then it's on to runtime bug fixes
Its a start, good luck and good job so far
thanks
hey @trail ether what did the csproj files look like? I want to make sure I'm copying assets correctly (I just need the DIAlterra one - I can figure it out from there)
do not do things that attract them
in particular...read their databank page
are you working with cookay or are two people independently working on ports
i didnt know cookay was doing that lol
assets have no relationship to csproj files...
copying to bin folder is what i meant
that is done with a java CLI program I wrote
^
ok
for now ig im just gonna copy the dll manually
ok time to see if subnautica instantly crashes
š¤
oh wait i need to switch back to the main branch
ok
š¤
temporarily disabling the hash check
e
but hey a ton of stuff registered properly!
i think the error might have been that i had forgotten to change QMods to plugins in the mod assembly finder
nvm that wasnt all of it
what the hell is that extra Api
I swear i cant find it
If its where i think it is then its covered by 60 reapers
Geez! I can't understand anything they are talking about but it sounds like progress ... very exciting! š
I like how every time I come back to this mod, it just gets cooler and cooler.
is there a fix for structures not spawning?
cos its happened on most saves ive done 
on the most recent save the mountain cave base disappeared after reloading a save
last one the recirculation mask wreck didnt spawn
like saving and quitting and fully closing subnautica?
||yeah its in the mountain cave||
noone else has reported this
and they use the standard SML spawning system
that suggests you either are deleting files from your save, have some kind of dumb "cleanup" mod, or have something wrong with your install
I've been there, at that ||seabase inside a cave, has its glass corridor broken|| and didnt find it
be more observant
its a clean install and i havent done anything to my save 
i didnt think any mods i have mess with it
maybe autosave for some weird reason
i dont have anything in this set that edits the world other than c2c afaik
i would use normal saves
- terrain patcher ofc
Terrain patcher shouldnt effect the spawning of structures
it helps with the biomes
they're more consistent, ive lost progress cos of forgetting before and crashing 
oh wait, maybe building tweaks being weird
the list of stuff i use with it, scuffed but it works
your scanner room mod is redundant with exscansion but that is unrelated to this issue
there are no obvious sources of issues in the list but maybe autosaved saves are not complete somehow
iirc there isnāt a functional autosave mod
All such mods are older and only used to work
Are you kidding me, where am i supposed to check, under the map?
Where could you possibly hide it
o i didnt know that, cool
ill delete it then, frees ram 
I moved things around to make things easier for me to work with, sorry if it messes something up, I think I have all the refs fixed
Yknow I should prob like push the code to github or something o.o
Ok it still doesn't work properly yet but it's on github now
I'll make a PR when I'm done
...is it on ||land or underwater??||
||underwater||
Oh well havent found it
Are we talking about the same location?
Dood! Ngl is been hard not to look at the spoilers š but in being good
I'm trying to use the Rock Crusher like Reika's wiki shows, but none of the resource chunks I'm trying to feed it are getting crushed?
I'm prolly wrong but isn't it only supposed to work in the crater?
iirc it needs power?
you gotta feed stuff into it with the prop cannon in my experience
cos its the only way to get a certain resource
Itās a base-powered object, yes
āThe craterā meaning what?
The playable area of the game, or the impact crater in the dunes?
I thought it might've been base-powered, but there's no tooltip or info blurb anywhere saying it needs power
Thanks tho
Is there a buildable that performs a function which doesnāt though?
Aside from maybe the decoratives with extra, minimal features (coffee maker, vending machine, trash can)
Ahhh nvm. I was wrong like I thought. And o was meaning crater in dunes .... I dunno something is tickling my memory about something only working there
How does the Item Collector work?
like a gravtrap that can also insert its collected items into nearby storage
Like waterproof lockers?
Nice
yes
or base pieces
which is the main thing it was intended for
that and the cyclops lockers
it autolinks to a cyclops and can be towed
oh wait that isa buildable https://i.imgur.com/43sGJB7.jpg https://i.imgur.com/tSPjHSG.jpg
also I am toying with another idea to help
I see... I see... 
good idea!!
OMG THAT would be sooo cool! Would it work on seamoth too? Or maybe needs a mod that enables seamoth to adjust coloring to match surrounding plants in limited circumstances š
it would probably not apply to the seamoth
Awww well one could only hope š
Dood! I totally forgot about that. I tried to use it by hand to collect azurite thinking it would make it safe for me and I still got zapped and I was all stupid thing! Lol NOW it makes sense. Gotta run about cyclops but still working finding liquid tank thingy
Oh wow, the ||geyser particulate filter|| is causing so much lag. From 80FPS i went down to max 30
???
Alkali vines are a fun one
Yeah. I noticed that as well. Luckily you can just start the deconstructing process and leave it at 99% and get your frames back.
what does it even do?
You build them in volcanic geysers and they will generate Volcanic Traces. An item used in Plasteel Ingots.
is that STILL a thing
i guess š¤·āāļø
Unless you released an update today yes
reika i have a question
C2C tries to find an object of name light_parent every frame on all non-cyclops sub roots
is there a specific reason why it does this?
I did stuff to fix it in december
already fixed
Didn't get fixed it seems
when was this?
i played last week and was getting thousands of messages about the sea voyager
fixed != released
^
Are any of these mods known to be incompatible or unrecommended?
'BetterScannerBlips'
'CreatureFleeFix'
'DockedVehicleStorageAccessSML'
'FastLoadingScreen'
'GeysersPerformanceFix'
'LongLockerNames'
'MoreScannerRoomBlips'
'PrawnsuitLightswitch'
'Rm_VehicleLoadFix'
'SignColorFix'
'WhiteLights'
'SeaglideMapControls'
'AgonyRadialCraftingTabs'
'MusicFadingOut'
'MoonpoolVehicleRepair'
'HabitatControlPanelSML'
'fix_thermo'
'DoorCutSoundFix'
'CustomBeacons'
'BlueprintTracker'
'AnisotropicFix'
'AttitudeIndicator'
'FreeLook'
'QuickSlotsPlus'
'SeamothEject'
'GroundedItems'
'CyclopsDockingMod'
if you launch the game it will check (if you have the complete set of reikas mods)
those look fine
and I use about half
hey, I would like to start translating mods into Russian
Yeah and I'd like to translate to polish when I beat this mod. I'm not even sure if you can translate subnautica mods
well you can modders would need to add the language
Are these planned to push c2c and your other mods to 2.0 ?
at one point yes
not any time soon tho
i know someone was trying to help with that
yea
redstone wasn't it
.
this person
and you (with the tools)
Holy hell. The Repulsion Cannon works very effective with the Rock Crusher.
repulsion cannon, huh? i suppose so
Does this mod make any changes to the seaglide, apart from the recipe?
I wrote things to be localizable
all major strings are fetched from an XML but there might not curr3ntly be a selection mechanism
some why
i change its speed code
faster in some contexts and slower in others
i might have another patch too but forget
Something broke the seaglide map controls mod for me and i'm wondering if it might be your changes. It's not a high priority issue
i did not touch its map
Specifically switching on its flashlight broke
i touch seamoth light
i do not remember touching seagl8de light
or it not working when I played in devember
Something in the dragon industries alterra division breaks the compat. It used to work.
hello, came here to ask where i could find the ||"Kharaa Symptom Alleviation Canister"||, since some things on the wiki seem to be outdated, ||like the breathing fluid works at 30% efficiency unless you use the canister (temporarily of course) but in the wiki it says 50%||
my best guess would've been the ||offsite laboratory|| but i did not go there, and i currently can't since for some reason legacy just stopped working for me
i did make the ||enzyme 42 traces|| beforehand, but it was before i got the ||liquid breathing system||
so is that maybe some sort of softlock becuase i created them long before i got the ||breathing system?||
it also said something about a ||medical suite on the aurora||, but im not sure if it'd be in the ||laboratory from aurora||, since the ||aliens probably knew alot more about the bacteria than the aurora||
Hello divers!
I have an issue with a blueprint required for the mobile vehicule bay (||nanolathing drones||) and have been searching the internet for some info for the past two hours now so I'm now asking here...
I was going to Lifepod 3 when || I got the pda voice message for the nanolathing drone fragments|| in a nearby cave system in the kelp forest next to a thermal vent. According to the wiki, ||"these fragments are sprinkled about the cave, and are obvious due to their electrical flashing"|| , but I can't find any.
I have checked with exact coordinates and player descriptions online and I'm 99% sure to be in the right cave (|| tons of drooping stingers and crashfish||) but it seems that the fragments aren't there. Could this be an error with how I installed the mods ? A compatibility issue (I'm also running the FCS mods and few other QoL mods)? Or have I just missed it somehow?
My coordinates:|| -45, -95, 245||.
This is the first time I mod the game so I might have done some mistakes I guess...
I can't wait to freshly explore Subnautica again with these mods, seems like a lot of fun ahead :)
Thanks for the help and have a great day!
hmm
do you have the map mod installed?
||it's the kelp forest nearest to the one lifepod 3 was in||
try making a new save and go to the same coordinates
just to test if they even spawn
if you still can't find them, just cheat it in
I don't. Does it cause issues? Cause I was thinking about getting it haha
And for cheating them in, I was semi-ok with that, I just wonder if I'll have the same issue for other fragments or anything. It could break the immersion and how I experience the mod imo...
no it doesnt cause issues
it just shows you the borders between biomes in a way
to easily discern the biomes
im not sure about the other fragments not working part, that's gonna need you to well, find more fragments
That does sound like the right spot
FCS shouldnāt have any incompatibilities
Iām pretty sure the blueprint fragments youāre looking for were manually placed, too
So should be fairly robust in terms of spawning
Did you happen to install c2c after starting the save? Just to be certain
Its by a ||geyser, after going down it leads to a small cave that has the fragments||
this is the reason i asked them to make another world
If it does happen to be the case my suggestion would have been to just start over, since theyāre so early anyway
i'm not sure if the way of obtaining the ||canister|| was changed in any way, since the wiki says you ||get it by making/discovering the enzyme 42 traces||
but it does have some information that seems to have been changed in the mod
i'd understand if it takes a bit for someone to answer since it took me like 36 hours of playtime to get to this point
Well I just created a new world and warped there as you recommended @forest valve and here it is haha
@unreal flame well i think that might explain it (sorry for the ping)
yeahh unfortunately you might have to redo your playthrough in that case
should be fine, just about like 2-3 hours iirc
I'm pretty sure I created the save after installing all the mods tho :/ But I did add a few other ones (unrelated to C2C) after creating the save file so idk.
some mods have weird interactions with the game
I wouldnāt trust that save tbh
even if they dont add anything crazy or change the physics
Also, be sure youāre not quitting to main menu and reloading saves without restarting your game
yeah there's probably a chance that other scannables might not have spawned
Oh it's fine, I only had 2 hours in :) And I love Subnautica way to much to complain haha (+ I'm super hyped to play C2C)
it sticks a warning about that in like the middle of your screen
telling you to exit since things break
Oh ok, why is that?
i can confirm that things might break
Causes problems on at least legacy SN for mods
Definitely not as bad as my playthrough of c2c, wherein my save was forcibly reverted to a version from a week or so prior due to steam cloud saving being broken
Btw disable steam cloud when youāre modding
oof, that must've sucked
huh?, why?
Yeah, I ended up having to redo like 24 hours of content
See my anecdote about losing save data
ah
It just wasnāt saving my save to the cloud after a certain point
Damn, I'll disable it then š I have the autosave mod enabled btw. Is that an issue?
would you know anything about changes to the way of obtaining the ||kharaa symptom alleviation canister|| btw?
legacy seems to have broken for me recently so i cant get into my save file to know where it is, but i wont be surprised if it changed since some info on the wiki is also different
It seems to basically create a new save file each time it autosaves. You're scaring me with the save issues haha so I prefer asking beforehand
yeah its a good idea to have a mod that autosaves, incase of power outage or something too
if u have any questions later in the game, i may be able to answer them, just anything before the lost river
(about the mod i mean)
incase other people arent there
Okay, thank you so much!
welcome
Thank you @forest valve and @unreal flame, you really helped! It's awesome to have such a modding community here :] I'll be sure to help if another player encounters the same issue haha
If it functions, itās using the gameās save system and then moving the saved data elsewhere, so should be fine. Might not move everything that sea to sea saves but you should be mostly okay
are you on hard difficulty
not hardcore gamemode but literal C2C hard mode config
I would ask if C2C is even installed but your getting the PDA message indicates it is
someone else once reported spawned stuff not appearing but I do not use anytyhing special to spawn such things, so you might have another mod - or an installation issue - interfering
there are other required conditions for the unlock
also @forest valve and @mint notch do not simply follow the wiki to progress
nope
what are they if i may ask?
bioproc is one if I remember correctly
then maybe I just nerfed it
i got to the lost river, and got everything in the destroyed facility
i feel like getting the liquid system would probably say "i have the bioproc"
since benzene needs it
true
well, what other requirements are there?
i got the system, the traces, the bioprocessor, what else is there?
i have the red plants, the nanoweaving bandages
aerogel too
i mean the gel sack
Why is debrisrecycling incompatible? Does it mess with the worldgen?
Probably allows deconstruction of objects used to block entrances and so forth
Or does debris recycling do something else
Yeah that's about right
Yeah itās probably what I said then
gives resources
titanium pretty sure
Not what I meant
ah sorry
Like, if it were one of those mods where deconstructing scrap gave randomized materials
Objects that you can deconstruct include big and small cargo crates, metal lockers, some furniture and some debris of the Aurora. and theres a config for it
to give you even more titanium
destroying objects can also cause bugs
I do not have it all memorized but those are the big two
but it sounds like you did not find the actual recipe unlock trigger
fair
i went into the destroyed research facility
it is not an "automatic" unlock
oh ok
and got everything there
it is not unlocked there
is it the offsite laboratory?
i remember one of the lifepods being a medical suite (added in by seatosea) and theres also a lab in the aurora
as far as i remember those 3 could be it (im just guessing)
I have no idea what you are talking about with this
the medical lifepod
im saying could those maybe be a trigger?
it might have been a medical one, i dont remember too well
no I mean you are describing something that does not exist
I am not going to say where the unlock is
alright
im probably gonna have to wait until c2c is on 2.0 either way cuz in alot of custom areas its pretty laggy
not shoved into a random hole sonewhere
thats good to know
would not be fun to search every single hole in subnautica
thats for sure lol
every C2C POI is "telegraphed", either having its location hinted at in logs or a proximity alert, having a breadcrumb trail from a known-visited location, or as here, only having a couple logical places to exist
for the most part, the best way of checking if it contains something useful, is if it's laggy š (not to discredit the mod, but legacy seems to not be stable)
most people who cannot find something are either not trying a known option, not paying attention to available info (logs/PDA/in-world objects), or unable to extrapolate from hints
hence why one of my most common replies is to be more observant and/or curious
loading lag or ongoing lag
ongoing, when im near an area
for example, the place where u get the liquid rebreather is really really laggy
and also when im in a wreck that has electricity coming out of it, the game has a growing lag spike every second
the glass forest is known to have ongoing lag related to deepvine rendering
altho some areas dont lag
for some at least
yeah
i have loading lag there but no ongoing lag
but thats for the oxygen tank which has the breathing fluid
and I am on a 2017 GPU
im on a 2017 gpu aswell
and not integrated graphics or something like that?
i know very little about hardware so that model name means nothing to me
that said i have heard of cases of windows or games using the iGPU instead of a dedicated one so you might want to look into that
i have no idea how to xheck
also do you know these to be related
because sparks are vanilla GOs
and aside from one FCS-spevific wreck I do not add any to my wrecks, let alone vanilla ones
my cpu doesnt have an igpu
well that is the end of that then
usually other mods cause lag
dont think its c2c itself
Depending on each cpu, you can disable it a couple ways
in the graphics settings of windows you can find subnautica and force it to use a dedicated gpu
C2C definitely has its own lag, though I do test to make sure things I add work properly
but sometimes lag is situational or only affects some machines/instances
plus potentially different definitions of "lag" - some people call every time it drops below solid 60+ FPS "lag"
whereas I only call it lag if FPS either becomes erratic or so low as to affect gameplay or break animations
could it be that i have a hard drive instead of an ssd?
Could be a reason
that would not cause active lag unless new prefabs or assets are perpetually being loaded
it will worsen asset load lag but has no effect on on-tick behavior
that said an endless loading cycle might also explain ongoing lag in general
Ive done it before, seen like 3 fps difference lol
i am reminded of the waves of chunk loading and unloading in Minecraft
minecraft sure is a masterpiece
would rushing for the bioproc be a good idea?, since it makes alot of recipes easier, and with like 10 solar panels on a base thats near all 3 starter biomes (grassy plateaus, kelp forest, safe shallows) it should be pretty easy to make
maintain i mean
probably gonna take like 4 ish hours of gameplay due to needing a seamoth and stuff
Reikaās mods are generally resistant to ārushingā
For instance, it took me a good 12+ hours to get back to where I originally was when my save got reset
yeah i remembered how many steps it was to even get the seamoth 
also even the bacterial samples are gonna need me to enter the tree
Dood spoilers. We try not to spoil locations and stuff here please
Question ... for the camera attenuation thing-a-bob ... i'm still getting blur with the cameras past ~300m or so? I plopped the thing right on top of my scanner room ... is there something else I need to do activate this or something?
Yeah that never worked for me
Shucks
it works fine
a lot of people just assume it does something it does not
^
it extends the signal range of a camera on the same seabase
as viewed from other seabases
it does not make cameras on that base not have distance attenuation to their own base
nor does it make the seabase with the antenna able to see other bases' cameras at extended range
essentially it makes it so you can view that camera from other seabases
so like, if I have a seabase in the shallows and I put the antenna on it
I can go to my base in the lava reef and still view those cameras
it's an admittedly niche upgrade. I'm not really sure what I'd use it for.
I guess I missunderstood what the module was supposed to do. Ok, good to know
Not currently playing C2C, but getting the itch again. I was hoping to be patient until 2.0 but wth, maybe large room isn't so important for me š
Ahhhhhhh! Ok got it!
I been playing c2c for weeks now and only got my bio processor up and running. This is a most excellent mod and greatly stretching out my playtime on this. I could almost say don't really need a 2.0 update with how much fun it still is in legacy
ther eare still some things 2.0 will bring that will help
given the emphasis on base building, the large room will be welcome
and there might be performance improvements
also the recipe pinning will be of great use
not just directly but also because I can then reuse that UI element for the seamoth tether module to show currently-tethered items
oooh thats pretty smart
Hi, I'm having a problem with Sunbeam Debris not loading in. I've searched for a fix in this thread but I can't find one. Is there anything I can do to force the game to reload the debris? I've got 22 hours on this save because I enjoy faffing about, it'd be a shame if I were softlocked.
I constructed another scanner room and it detected other debris elsewhere, and that had no problems with spawning in the items! Problem solved, I was too hasty in posting.
damn i mustve been the one actually faffing about, i spent like 36 hours and still didnt see use for the debris
why are your colors washed out
they probably have a problem with saturation, or like their eyes dont like some colors
or colorblindedness
if i had to guess atleast
Probably a reshade shader or something
Eye fatigue, yeah. Faffing about is the Subnautica ideal, you're just succeeding even harder than I am.
Is the terminal ||in aurora's lab|| intended to be broken? It just gives out "null".
that was half-implemented and then my drive crashed
the actual function is implemented
the locale is not
stupid drive
you really gotta take your PC to a shop and have the new parts installed
only if you can afford it 
Nah bro, better to assemble it yourself and then have it crash, because you incorrectly connected the cpu power cord and it doesn't supply enough electricity. (definitely didn't happen to me i swear)
Would be a lot cheaper than a shop for a skill you can learn yourself
better to assemble yourself and have a few cpu pins break cuz u incorrectly placed it in, then u had to fix them yourself and act like a surgeon (definitely didn't happen to me i swear)
tbh its easy to slot in a cpu
it was my first time and i had to bend the pins back in place
didnt look at any tutorials

not when your hands shake
it took me two weeks to assemble this PC
:(
and it was a stressful experience I have no intention of ever doing again
yea it is very stressful
next time I will take the parts to a store and pay them $100 to assemble it
inflation
tbh yeah, the fear of breaking something that will cost you hundreds to replace is crazy.
I have the feeling something aint right
nope not right
when that happened to me it was because I tried instantiating world GOs during game load
what's a GO?
Maybe? š
GameObject
the fundamental "entity" representing anything in the world - or UI - of a unity game
equivalent to UObjects in UE and GodotObjects in godot
^
GOs are what contain components, which are basically building blocks that define traits and behaviors (each component can do active on-tick code as well as react to various events like collisions), and most GOs contain trees of child GOs, each with their own components
@forest valve some sample scene trees showing a bunch of GOs for world objects
https://i.imgur.com/UDZZ8Ph.jpg https://i.imgur.com/VWtz6as.jpg https://i.imgur.com/Kau65aS.jpg https://i.imgur.com/jw3z3p6.jpg
every entry in that tree view at top right is GO
and you can see the nested structure of GOs with many child GOs
the list of components is the list in the bottom right
for example LiveMixin is what gives things health and makes the knife work on them
ResourceTracker makes scanner rooms detect it
SphereCollider is a native unity physics component (as opposed to a type defined by SN code) and does what it sounds like - gives an object a spherical collision box (or trigger AoE)
and here is a similar view showing GOs in the UI https://i.imgur.com/MVgeLsT.jpg
uGUI_PopupNotification is what defines things like the text in the unlock popup
most world objects have (Clone) in their name because thye are technically all instantiated from a template ("prefab", hence why they have a PrefabIdentifier, basically a component storing the prefab ID which is usually the only thing actually saved to disk so a new instance can be created when necessary), not constructed outright ex nihilo
singleton-type objects like HUD elements and the player tend to be "unique" and lack that
^
that shows many of the components on Player, such as OxygenManager (manages your O2 counter and whether you can breathe), GroundMotor and UnderwaterMotor that handle mobility, GUIHand which is what processes mouseover and click, etc
if you want more detail this structure is called Composition, and is pretty much universal in major game engines
Minecraft notably does not use composition and everything is inheritance-based
so EntitySpider (contains spider-specific properties and behaviors) extends EntityMob (contains hostile mob behaviors) extends EntityLiving (contains things like basic AI) extends EntityLivingBase (contains things like health and potion effects) extends Entity (the base class for all "free-moving" world objects from mobs to players to minecarts to arrows to XP orbs)
a lot of people consider that total garbage but honestly it works fine for MC and is less of a trap than most people make it out to be
the big issue is that since inheritance is one-way and singular (ie you cannot inherit from two parents at once), you end up with cases where you need to inherit from something to get some of its behavior and end up with something silly like cars subclassing living entity
or what I had to do with my base TileEntity classes and have a variant of the base class for every combination of item and fluid (and power) IO since I cannot just define an inventory handling TE, and a fluid handling TE, and a power handling one and make things inherit from one or the other or both as needed
Wow. That power drain in the Lost River is a real detriment to my exploration.
Does the Cyclops have some sort of immunity to that power drain?
probably does if i had to guess, since its massive
So can someone explain how to get rid of this?
not that anything else does not also have
something is wrong with your install
find a way to combat it, ie make it not nearly so much of a problem
Energy Efficiency? š
why would engine power consumption mods affect leakage to the environment
I dunno... it kinda just worked in my head.
Also, gamers. Don't bring Power Cells into Lost River. Worst mistake of my life.
it even just drains them?
Yeah. Including the inventory and storages. They are drained as soon as you spend like five minutes in the Lost River.
C2C works much more off of "what makes in-universe mechanical sense" than "magic game logic"
the same way tons of people assume the ||Redacted|| module is a magic ||redacted|| spawning prevention module, and not what it literally says it is and does
and then report "bugs" that ||redacted|| still spawned when they did things that the module does not help for
I'm not sure why, but some locations cause immense lag for me. And there isn't an obvious reason why.
For example in my current playthrough so far the area around ||the wreck near ozzy's lifepod|| causes persistent lag when in the vicinity. Maybe it's caused by some structures underground idk.
oh that's above most of the underground biomes, maybe that's why
Yeah... makes sense. Just wasn't expecting it was all.
most of the map is above "the underground biomes"
people complain about that area a lot but it is very strange because I do not add anything substantial to that wreck nearby, nor to any cave nearby
let alone the open ocean
C2C focuses on progression, not difficulty
it makes you do more things but it does not appreciably affect how difficult it is to not die, or the consequences of the average mistake
Yea
the superficial similarity is because one of the primary ways to enforce progression is with environmental barriers
especially in a game like SN
too easy normally
but mechanically it is no different from the classic "enemies here are higher level" thing every RPG ever uses
or "you need to unlock the recipe to craft this key to open this door to get here"
How long did it take you to make c2c and the likes?
idea in late march 2022
some very early development that did not help very much in the end over most of april
late april or early may is when real "this code and feature set is still around and actually used ingame" development started
less dev occurred between june and august 2022
and none between mid dec 2022 and mid jan 2023
and no dev since dec 2023
cause its practically finished
at least until the port
take your time :)
guh?
idk some areas like ||the 600m deep lifepod were pretty dangerous||
ah wait i read that again nvm
not too bad
say that when a warper is there and for some reason can warp you ||when ur inside of the 600m base||
i also decided to go into the ||inactive lava zone|| to see if any ||iridium|| is there, i found none
i deal with warpers all the time
best is too statis them
Or use the repulsion cannon
bit hard to do when u cant find the ||sunbeam debris||
||scanner room|| 
because warpers can warp you whenever you are swimming
you are not "in a base" inside those bases
that is not useful for the sunbeam debris
wait, you can ||scan the debris as soon as you get the scanner room??||
as soon as it exists
oh
For some reason, the large electricity sparks are what cause a lot of my lag there.
Frames seem to go down by just looking at them.
someone else reported that recently but they are simple billboarded textures
Was Avolite moved? I'm not seeing any of it in the Mountains. Nor am I seeing any of scavengable salvage from the Sunbeam.
Wait... Iirc, the Scanner Room detects Sunbeam Debris, right?
Nevermind. I'm dumb
for me i dont even have to look at them, the game just has a lag spike every second that seems to get bigger the more i stay inside a wreck
anybody know the frequency of falling materials?
random
and somewhat configurable i think
but typically every 10-20 minutes if I remember correclty
I still have no clue as to what falling materials are.
are u constantly looking at the sky?
it makes noise
though by popular request - it did not originally have this limitation - it is not audible if you are below 100m
i still think the detector for it requiring ||what you get from falling debris|| is a bad move
Is SeaToSea for 2.0 or just for Legacy?
just legacy for now
so ur saying i should just constantly look at the sky
uhhhh
occasionally make sure you are above 100m
and keep hearing for a sound
ok
i mean, basically the only way to actually get one is to happen to be near enough to the impact site anyway
is the impact site random
and then mark a beacon there or something
Thatād be useless
oh you meant that one would be constrained to an area
Until you manage to actually acquire one, yes
And the area itās constrained to still encompasses like, 90% of the safe shallows
so ur saying only 1 falling material can spawn in each area
No
Just that until you pick up your first one, theyāll all fall in a smaller area around the shallows
After that, the area widens
Finally got my Stasis Rifle. I hope it wasn't nerfed! :D
Where can I find older versions of this modification?
reika's github page
lemme pull it up brb
As far as I know, Github does not have a function for viewing older versions of a publication
In function? No
Reika doesnāt keep old versions public
then what's this?
The regular download link?
i think they meant just downloading the mod
They wanted a older version
ah
you cannot
am i missing something? The x12 cost for making lysing enzyme is MORE than 3x the cost of making lysing enzyme the regular way
Because I get 4x lysing enzymes from the regular recipe
also ... could i get a hint on where to find the tehter mod for seamoth possibly? I been searching ever since you explained how to use the rock crusher ... and I've scoured everywhere for this stupid thing ... well ... that is everywhere above 500m that is
its more of the convenience of it than easiness to make
Ahhhh! Higher cost for the convenience of bulk mfg. Got it!
wait what
I do not remember
Ahh well back to scouring every inch .... sea to sea š
Hello ... question ... um it's been days since sunbeam has been destroyed and I've scoured the mountain but I can't seem ti find ||debris|| Am I doing something wrong? I've built scanning rooms and It doesn't appear on list of items. Also for fallen debris ... does it fall to the ground or do I got to the surface where it hits the water?
are the ||scanner rooms|| near/around the ||crash site?||
Yes
no it's the ||sunbeam wreck||
||There is no specific sunbeam wreckage||
ah
Can anyone tell me one basic new location added to see if it loaded correctly?
The coordinates if possible
Nvm I found a new biome everything is working!
these 4 mods keep failing
can't really do anything, game just crashes instantly
i verified game files, deleted some mods that seem to just always be enabled
reverified game files, same story
Do u have dragon industries?
i recounted the mods 3 times, there are 7 mods, including dragon industries
i installed the 7 mods, including DI
in the qmods folder
I would manually install instead of using vortex
i did that
ah
here's the latest-est qlog if this makes a difference
this seems to be the final thing it said
hm?
do i reinstall it from the github page or through the zip file?
cuz i still have all the zipped files for all the mods
do you have an antivirus?
no, if i remember, even the windows thing is off
does this work?
i seem to already have check apps and files turned off
Initializing Steam services
Could not load [lib]steam_api.dll/so/dylib
DllNotFoundException: CSteamworks
at (wrapper managed-to-native) Steamworks.NativeMethods.SteamAPI_InitSafe()
at Steamworks.SteamAPI.Init () [0x00005] in <96e7a0f5e8ab4082be73ddac2f91bfd5>:0
could try reinstalling legacy branch
selecting none, updating, then selecting legacy
hmm, you'd thing verifying game files twice would fix that


