#SeaToSea
1 messages Β· Page 17 of 1
still not detecting
i gets stuff like stalker tooth but not limestone
even though limestone is closer
yea sandstone is 27 m aways and it still doesnt want to detect it
should i also reinstall qmod manager?
or just mods?
nope
reinstalled all mods
nothing
ig it doesnt matter that much
if i get prawn then its fine
So weird
Gou could
Check game file integrity
Ive...never had that fix anything
But your issue is so weird
could it just be a change from reika?
that you dont see stuff like limestone or sandstone?
no
then i have no idea
It doesnt sound game breaking at least i guess but like idk
I would still personally verify game integrity with steam and reinstall all the mods just to be sure
I know you did the one
Btw...you should build a lotta wiring kits
Like at least a small lockers worth
Ehh probbaly more about a small lockers worth
||hey guys i have a problem. the sunbean didnt drop anything. like its just nothing even though it got shot.|| ||do yall think that if i spawn it with commands again that it will spawn the drops?||
you need a scanner room to pinpoint it
in the mountains
also how can i go below 500m? im getting crushed. (i got the upgraded mask and electrochemical suit but its still not enough.)
yea ig i have to make another scanner room
might be related to some sort of floating landmasses underwater
i didnt do that
yea i got the warning but i never saved when i saw it
its just the scanner room thats broken
And your aurora
Tho i wouod not overcommit to sunbean debris
(I thought there would be lots of comp chips and motors....i found 2 each. Shit tons of copper wiring tho, and so much scrap so so so so so much scrap)
||i found a base in bloodkelp can you do anything with the reactor?||
No.
nope, its just completely overheated and destroyed
wouldve been a cool feature to cover it in lead with a repair tool or otherwise, but eh
nvm that makes the place not dangerous anymore
yea i saw a modification station there and it had something on top of it so i thought that maybe you need to restore power to craft something
they are survivors, of course theyd have the same things you would
but no everything functional other than lockers is just decorative
the medkit generators also work for whatever reason
wtf is this?
idk
this is the second time this happend to that locker
i rebuilded it just in case
a bizarre occasional bug
usually seen with lumenshroom oil
i have no iea why it randomly changes like that
can you place|| Liquid Breathing Recharger|| in cyclops? just wondering it could save me time while traveling
You have a cyclops already?
Jebus
That was one of the last things i got to
All together puzzling out whwre nano carbon fell consistently took awhile
Part of it was from some seeninlgy misinfo in this swrver actuallh
|| mayne seen nano carbon in the safe shallows twice? Its usually beyond either the island or the floating rock||
And getting the first piece is so hard, since it takes about 30 seconds or so from first hearing the sound to landing in the water
So if you arent within 10 m of the surfave, or doing what i didn and doing nothing irl for an hour while watching youtube for it to fall
All in all impressed
Nano carbon is easily the hardeat part of the mod
it is easy when every time you cannot find something you justr spawn it in
no i dont
i was just thinking
i was in void and im preparing to go to lost river rn that where i am in progression
no cyclops and no prawn sadly
but if i go to lost river then i could make it but honestly i dont think i would need it that much. waste of resources
making something like a small base in blood kelp might be better
You def want a 1-3 bases below and around 500.
i have 3 already. one at middle of the map another one in dunes and last on in mountains
Below 500*
Is there any way to increase damage of creatures. I wanna make mesmer bone shark and sand sharks to be able to one shot. Our at least 2 shot. I already raised blood kelp to highest and raised leviathan damage reduction thanks to already made settings. It just makes more sense that these things should be more lethal
Deathrun should be configurable enough to just have the damage multiplier enabled and nothing else, I believe?
Can I combine it with c2c? Sorry I should have been more clear. Within the context of using c2c
possible but not recommended
Has C2C been ported yet, or is it still on legacy version?
not yet reika is waiting for nautilus to come out of pre release so they can port c2c over
Fair enough
if they're just using it to tweak damage values in ways so simple that the consequences should be plainly obvious i think it's fine
the only real problem deathrun presents regarding c2c is incompatible recipe changes
well can't c2c make patches to modify recipes in deathrun to make it work
Can't we just adjust the damage for the creatures within c2c without having to use anything else?
I love my blood kelp death traps ... waba bring other dangerous fishies up to parity
Because itβs not really within the scope of the mod?
I have the same problem. Nothing from the sunbeam rendered in the game. My scanroom marks where all the objects are on the terrain. But when I get on top of it, there is nothing there. I even used warpforward1 to get under the map to see if it spawned below it. Same result. A phantom scan marker.
its around that arae
things spawn, its just not there
I might have posted this before when it first happened (last year) but going to do it again, for those who have strayed kind of close to being like this guy https://media.discordapp.net/attachments/975264185086787634/1151549950476439552/image.png?ex=66fe18b6&is=66fcc736&hm=19c4c0c963ae8466304a56062b468e453608e15be452731c503690775dcf9ad1&=&format=webp&quality=lossless
Basically reminds us that we can't tell anyone where stuff is but only give them hints
Tbh with drone my first idea was that the mod broke something and thatβs why I canβt craft it
Good afternoon π I've got a quick question. Does anyone have any hints as to where the ||Kharaa Symptom Alleviation Canister|| could be? I struggled for hours to make the ||liquid breathing equipment|| just to not even be able to use it. Really took a toll on my progress π
there might have been some other creatures trying to make a cure before they perished aswell
after a fuckup of not-so-insignificant proportions
Hm.. If it is where I think it is, I've got no clue how I would get there without dying. If It's not, I'll figure something else. Regardless though, thank you. That certainly narrows it down a little more
Question, this one regarding mechanics rather than any progression. Why do the fish in my ACU not produce any poop? I've fed them, given them plants and the tank is completely full and yet nothing's been produced. Any ideas?
Is the environment in the ACU consistent and appropriate for the fish contained?
Furthermore, Iβm pretty sure only larger fish can generate waste
So, I tried again today. Stacked two ACUs, added creep vines and metal, a few stalkers, hooverfish and a bunch of peepers for extra productivity. So far, nothing. No teeth, no alien waste.
The only problem the terminal is showing is a 'Biome not shared by all contained species' which so far I've found no solution for It's just kind of there. I'll try again another time, I guess.
peepers dont live in the creepvine forest
Oh trust me, I tried that too. Removed all the peepers and even the hoover fish, the message still remains.
Not entirely sure which fish they would eat then, I only really see hoover fish and stalkers hanging out in the kelp forest
It is, it became green after I started planting and threw some stalkers in
I'll keep trying more fish later, see which ones count towards the shared biome and whatnot. If that doesn't work I'll try with another biome with slightly bigger fish. My idea was to farm both stalker teeth and alien waste, but I guess I'll stick to scanning if I can't get it to work
Truth be told...i think its way easier to do a few poop runs and not mess around with thatπ
is the creepvine fully grown
^
and stalker teeth are easy enough to come by
just gotta get a spot and stock it up with scrap, make sure a few stalkers are there
I'm back home π
1- Yes! I found out that you needed a two tier'd ACU a bit late, so I built another one on top and they are fully grown.
2- Yeah, they are quite easy to get and I sorta live right next to a kelp forest anyway π€£ But I'm a huge fan of automating just about anything I can (proof being the dozens of either random plants or necessary ones sitting outside my home)
3- I've certainly yielded a lot more results just going to the sea treader's path to get more myself, but it tends to be a bit of a pain since I am quite far. The ||platinum|| on the side is nice though.
I'll keep experimenting with it, and if I can't get it to work I'll just stick to doing teeth/sea treader runs
Well, I fixed one problem just to run into another π€ But hey, It's progress!
Now the only issue I'm finding is insufficient plant variety.. except only two plants exist in the kelp forest: Kelp, and those stinger thingies, which I doubt are plant-able.
Time to knife every plant I find and drop it in, fingers crossed π
there are two kinds of creepvine
mhm, thats pretty important
both the creepvine seeds and the creepvine leaves plant differnet things
well its the same structure, its jsut that one yields the seeds
Huh.. Well, look at that, it worked! No biome alerts.
I knew at first glance that there were two types in the biome (seed and no seed), just not that one of them was artificially farmable, at all. Always figured only the seed variant was.
As soon as I put it in, one of the stalkers lost a tooth too. Fun! Thanks for the help, I don't think my dumb ass would've been able to figure that one out (which apparently the mod thrives on π€ )
Also, funny story: I|| tried using the deepvine since that's what I thought of at first. Of course, it didn't work; but the funny part was that I tried eating one for the first time and ended up just throwing up everywhere. I don't know if I'm way too curious, or way too stupid. ||
I too was killed by new ppants when eating them
Actually it led to a minor bug
Whwre it took 10 mins to load after death
I would like to thank Reika for the absolute heart attack the search for ||abyssoclase|| has produced on my person today. Thank you. I don't think I've been this scared of the game in a good while.
I found none but I sure got scared shitless lol.. I don't think I'll ever forget ||the giant tentacle pulling a ghost leviathan down.||
For someone who hates horror she sure does know how to make things terrifying
I've never hit quit so quick in my life. I had already saved by that point, and I just full sent it all the way down hoping I'd come across what I was looking for..
I didn't, instead I received a lifetime's supply of Thalassophobia; which I thought I had already beaten by this point..
Regardless, fun experience. It's not often you get surprised by this game after finishing it for the millionth time. Although I do wonder why I couldn't come across any ||abyssoclase||, since I'm fairly certain I'm in the right biome. I'd have to go back there again.
You probably didnβt go deep enough into the biome
Hm.. maybe. I did try going deeper than expected, but all it got me was just that jumpscare. I probably just didn't look well enough, not sure. I did find tons of diamond and quartz tho
Once you find it its super easy
I'll try again once I charge my seamoth back and change my pants
Lol
Welp, no luck. I suppose I'll try again on the morrow, see how that goes. Thanks for the ideas tho
If i uad a wish it woukd be to be able to make a base out thereπ
I unironically thought of that, but I had no idea how I would go around doing that in the first place. Popping a scanner room would've made my life easier tho lol
I really wanna find that dang resource though. I've been stuck doing nothing but grinding different minerals for hours π
Indeed I do. I can go around and look.. somewhat safely without drowning, but the problem is just me not being able to see what I'm looking for. I'm either too dumb or something going on lol.
I looked between the ||500|| to ||700m|| range, even deeper but by that point nothing was there.
Deathrun prevents me for exploring for too long, since exiting the seamoth that deep drains most of my energy away, but I make do.
TRUE
god its so unnerving
And I don't know if it's just me tweaking, but I could swear I kept hearing grumbles... Eesh, spine chills right there.
yeah
its ||the abyss monster, the galvanic leviathan||
||an unfinished (to my knowledge) leviathan which you can see its tentacles either dragging in ghost leviathans into the void, or you||
So I wasn't just tweaking... I don't know if I should be relieved or even more worried.
The worst part is that I'll have to return there for the fourth time since I still need to get that resource. I couldn't find it.. but I did get an inventory's worth of quartz.
||it spawns at i think under 800m, comes from quartz and diamonds that slowly form there, in front of your eyes, which then slowly turn into abyssoclase that you can pick up pretty much the exact moment they appear||
I didn't see that, actually. I'm surprised. I went there and stayed for at least 30 minutes twice drowning, draining power, drowning- π
But thank you, I'll try it again once I'm back home. My progression took a halt with that one, but I think I have an idea of the 'timeline' I need to follow in order to continue after... Unless I'm terribly wrong, which I could be.
You canβt simply go deeper after entering to get abyssoclase
The river is a rough time
The lost river changes are honestly pretty stellar
They alone extend the game by at least five hours for a first run
Oh god.. And to think I spent an entire day's worth of playtime and I don't even have a cyclops yet.. Just how much more is waiting for me out there π
To be fair it could've been worse, I did get plenty of much needed help. But damn, getting progress done is a hard process.
Thatβs how it be, certainly
Update: I finally got it. It took me plenty of reloads and many pairs of pants but I managed to get that dang abyssoclase. Hopefully It'll help me progress a little, I've been stuck for a while now.
Hope you grabbed a lot
i spent 40 without a cyclops
or a prawn
the seamoth is gonna be your vehicle for pretty much half the game, little more
It is a tiny bit disappointing to admit, but yeah. I'm nowhere close to getting a cyclops, let alone a prawn.. I barely even made the seamoth in the first place
Between the exotic vehicle costs from Deathrun and the added materials from C2C, I'll be stuck with the tiny sub for a good while
Tho when you can get away with it use the azure seaglide over moth for certain kinds of runs
The moth is so slow in conparison
Rven with having to surface for air a bit higher up its all around faster
this mod still legacy only?
yes
reika wants to wait when nautilus is out of beta
because it currently still is in beta
I somehow managed to build a cyclops. I guess spending all that time grinding resources instead of progressing finally paid off. The energy consumption is insane, but oh how satisfying it is to have one.. (29 hours in)
It was mostly a waiting game for that damn ||nanocarbon||, kept grinding over and over until finally the last piece I needed fell π€£
i love this mod but its laggy as hell for all device i think
Can't help but agree (at least in some areas of the map. It's fine in others). The main problem for me, I suppose, is having too many plants outside my base. I need them all for recipes but damn they really tank my FPS π
I've been meaning to get some of the FCS hydroponic planters or whatever in hopes It'd fix some of the issues (and also create a bit more organization, my base is a mess).
Oooh! Give an update on how the hydroponics works will us please?
I shall! I am not particularly sure if It works on the C2C plants, but I am hoping it will.
At the very least I'm trying to organize all my resources in hopes removing the dozens of lockers I have at my base will somehow reduce the lag π
it should, they still are...plants
Well yeah, but sometimes mod compatibilities are like that.. For example, these lockers I'm using don't seem to show the new modded items, so who knows if the planters work on the modded plants.
I guess It's all about just trial and error
Good evening. I ran into a bit of a problem. While trying to get started on hydroponic planters and some other furniture goodies, all the FCS blueprints appear to be missing from the construction menu.
I'm beginning to doubt it could have something to do with C2C but I would need a confirmation in case I'm wrong.
I'm aware C2C limits you on buying things like benzene and whatnot, which makes sense. But does it also limit/remove the use and placement of FCS items and furniture?
For context: I'm on legacy, already have credits, an ore consumer, depot and the items in my inventory (a screen monitor, some planters, that sort of thing). I have the PDA from the mod and unlocked everything in the wreck.
C2C makes you buy the blueprints
you do not get them immediately
Now that is a very interesting concept.. how do I go about doing that exactly? Is there an added option in the PDA perhaps?
I will try to figure it out somehow though, but thank you. I was quite worried something had gone terribly wrong with my save lol
you buy the item, and get a blueprint for the item with a custom recipe
It seems to have worked now π There was an incompatiblity/bug (apparently) caused by the NoFCSDronePort mod. When obtaining the items immediately, the game would apparently not check something for the blueprints to unlock. I removed it, relaunched the game, returned and reordered the items and I was given the blueprints. Thank you for the help
So, the Hydroponic Harvester unfortunately does not work with the C2C plants (figured as much). It does work with some of the much needed vanilla plants such as the acid mushrooms or blood kelp, so It's not all that bad if you want some passive generation (Although the Autofarming Unit does a very similar job for much cheaper)
i wonder if the issue someone else was reporting a while back was from a similar cause
Cool thx!
Morning! I've got a few questions (love asking them apparently, sorry π€).
- Would it ever be possible to add the C2C materials to the Autosort Lockers for better storage?
-In the same vein to that question, would it be possible to add the plants to the hydroponic harvester? Most of the time you already have enough with the automatic harvester, but it would be convenient (and a bit faster).
-For future runs, once I finish the one I'm currently in. I know it defeats the purpose of the mod a bit, but could you somehow bypass the 'ban' on buying chemicals and other resources from the FCS shop, and even add some of the others? With a lower income from resources and higher prices it wouldn't be too bad.
@ripe topaz well you can do all that stuff like autosortlocker with the json files in assets folder
Type_reference.json
filters.json
"Name": "Stalker",
"Value": 2512
},
{
"Name": "Cutefish",
"Value": 2538
}```
you would go down to the bottom where cutefish is { "Name": "Cutefish", "Value": 2538 }, <-- add this { "Name": "Cutefish", <-- techtype "Value": 2538 <--- techtypes Int value } all this can be found in Smlhelpers TechTypeCache..
if C2C plants do not work then it is probably FCS using a hardcoded list or something, as they are mechanically identical to vanilla plants
that is not something on my end to fix
as for buying resources, no, absolutely not
as for the plants it must have a list that might be able to be patched
Filters.json { "Category": "Torpedoes", <--- name of Category "Types": [ 2119, <--- the Int Values you added to the Type_Reference found in the techtypecache 2111 < --- the last entry in the list needs no , ] },
might be where a patch can be made
I am not patcing other mods to fix design problems
i'm just showing you where a patch can be made i'm not forcing anything
also not seeing any list just checks if its plantable so its odd that doesn't work
and my plants all have the Plantable component on the item
if anything its a load problem i would do like loadbefore thing in the mod.json
I thought so, if you do manage to get a sustainable amount of credits you can easily skip most of the mod discovery/progression.
As for the plants, It's a shame. I would have loved to be able to produce at least some of the plants like amoebas and stuff of that sort
I could check how to add the autosort stuff but I'm pretty stupid (specially with programs) so I'll do my best
well i gave you everything you need to understand adding stuff to the autosortlocker
I'll give the assets folder a peep next time I'm able to. I reckon I would need to find the ID's for each C2C item and then add them there?
TechTypeCache in Smlhelper folder in bepinex config or something in qmods i don't remember where the legacy stuff is
remember those are json files and you need to keep the formating
I think I know how It should be done, thank you. I'll try adding some item ID's in the filters and type_reference and see if it works π
I seem to have gotten it to work! Took me a while to figure it out (despite how simple it was) but I managed. I also had to deconstruct the lockers in order for them to work, but they do
Now I just got to add all the rest of the items, which will take a minute
Nice
Quick question (I've been copying and pasting numbers for a bit now π€ ). Is there any way I can check the TechType name from items, in-game? Because I'm missing a couple of resources/plants, but they might have different names and I'm totally missing them (Mercury, for one).
At the very least tho, I made lots of progress. I'm able to store most materials now, which is amazingly handy
Nice
Remember your number will be different from another person's mods
So if you share it they would have to change their numbers to match
SML has a config to show them in the tooltips
@ripe topaz example
just be warned that several of my techtypes are "synthetic" (borrowing the terminology from programming), in that they are runtime generated for technical reasons, eg https://i.imgur.com/evjRq44.jpg
this includes basically all ingots, any "alt recipe" items, all bioprocessor recipes, and more
see all these delegates?
I managed to get the rest of the resources working with the Autosort Lockers. I had no idea you could show the IDs with the SML mod setting. Thank you very much! (Too much code brain too dumb to understand)
Lol Good enjoy
I have... 23 hours... on Sea to Sea... || I've found all the lifepod 9 stuff, and impact survivor. I know of Lifepod 14, but cannot find it whatsoever on the mountain. I am at the point where I don't even think it exists π Is there a possibility after probably 12 hours of searching for Lifepod 14 someone could just tell me the cords or something for it π I've found the PDA on the Mountain island and have looked for pictures and any possible way (even checking this server) for exact location of it! I don't think it exists in my game at this point!||
sorry, we cant tell locations
it definitely exists in your game if you found a pda before
π23 hours
dont worry seatosea is over 60 hours
Over 60 hours?
Could I maybe get a hint at the bare minimum?
explore the mountains near the wrecks (there are two vanilla wrecks)
I never knew that there were two wrecks in the mountions. I thought there were only 1. Maybe you mean the dunes have 2 wrecks. Because i don't think mountions has 2 wrecke
there are 2 wrecks in the mountains
i believe theres 3 or 4 in the dunes
Too late I'm sure.
But my advice as someone who's struggled just as much ( I think we all have, really) is to check every ounce of the map and mark off any wrecks you have already explored. Make sure to check the big wrecks and whatever trails of debris there are around the area too.
With the map mod, check every hole and/or caves you see. You'll be surprised by how easy some areas are to miss.
Read everything, look at everything, scan everything. Think outside the box, but not far enough as to get lost, common sense appears to be a big factor in this mod π
common sense, curiosity, being observant, information retention/recall/application, and creativity
oh and not being lazy
especially of the "spend tons of hours to avoid doing the slightly more complex thing" variety
like all those people who complain they spent hours searching by hand because they do not want to bother with building a scanner room
Scanner screen my beloved. It really helped a great deal finding resources and stuff.
Also make sure to check the PDA's Exploration Findings tab, It'll help you a lot tracking what you have found and whatnot. Usually It's something easy to discover
so anyone with a basic human mind can play seatosea, they just gotta use all parts of it
unfortunately a lot of people seem lacking at least one of those components
as this channel aptly demonstrates
I lack in the 'patience' part, yet end up exploring for far longer than I should.. while complaining all the way π. You may question my methods but not my results, I still managed to get far enough in DeathRun (I still need to finish my run, but I'm getting closer)
im gonna guess its information retention
going off my experiences with ChromatiCraft, yes, information retention and application is the big one
page for item A says it is full of energy but this energy is trapped inside and needs to be released
page for item B describes it as being a powerful solvent
page for item C says you need energy leached out of things to put into it
people: "how am I supposed to figure that out! this mod is so opaque, you have to look at the source code to figure out how to use C!"
so its like emc but power instead of emc
and inside a tablet, you gotta put the power
so charging it
yes
Building a scanning room in every biome, while overkill, kill helo you find evergthing
Counter: be lazy in the creative/time-saving ways
Scanner rooms are both lazy and time-saving, for instance
I would say c2c is much harder than say outer wilds
All the best automation is wrought from a source of laziness. Leverage it
Outer wilds is a game i expect most people could finish
To be fair most people donβt really know what a βsolventβ is beyond βword of a liquidβ
This too is the geologist XKCD
there are a lot of people who are lazy in a very specific way, inthat they will preferentially spend hours on a simplistic task so as to not do something more difficult/involved
like it is more "work" to build a seabase compared to mindlessly swimming around
the same way it is more work to build a factory to produce heavy modular frames as opposed to handcrafting them
Iβm aware, thatβs the sucky way to be lazy
but a lot people insist on doing the latter, even when it takes 60x as long
most of them also complain about how long they spend
a specific person who heavily criticizes both CC and SF comes to mind
|| the only thing i thought was bad was nano carbon.
The alkali vines werent bad but i never expected the anseer to be occular, i assuned still suit was needed most of the game. Then the glitches were a bit rough too in the deep biones||
if thye were to play C2C I am sure they would do so as well
|| Using two liquid breathing packs is also the nost punishing moment of the game. ||
that is never remotely necessary
||was rhe actual source of my soft lock first playthrough||
|| saved on making a few extra air bases in river ||
||well it would, but its actually thr worst possiblething one can do in the mod. Very easy to have no liquid breathing in river left due to it ||
So guys
How do we speed run reikas mod here
I guess first thing is calculate espected nescesary advanced parts and see what bare minimum rivering is needed
I do wonder how much you could even optimize for
I bet you could get it under 10
I think srep one is get azure sea glide
Also would assume full uae of super sea glide for this
NMG
Nmg?
No major glitches
I'd say much less than 50 hours. With previous knowledge, no other mods like DeathRun and or more difficulty ones, you could easily make it in less than 24 hours.
I'm not that experienced in the game, but some people are I'm sure. Speedrunners always figure something out π€£
Deathrun and C2C will make the game like 80+ hours long
Reika would probably disable deathrun. Because it kinda makes progression longer
It certainly does, specially with some settings like deathrun vehicle costs / exotic ones (I picked exotic for 'easier' gameplay and it still took me forever to get a seamoth). The bends are no joke, the energy consumption on exit is extremely debilitating, and so is pretty much everything else about the mod π€£
Base locations would be huge
You could do a nmg run, tho i would argue ssg isnt nesvesarily a majot glitch
But that would be up fpr debate
I think one of the best spots for a basr is the northern mushroom biome rught by the blood kelp
That way you are super close to the island, dunes, kelp, mushroom,
Islands
Paging @wispy kelp
For sea to sea it likely would be, especially if it were used to skip anything
Speedrunners usually define major glitches as βglitches that result in significant breaks in the sequence and/or logic of the gameβ
Though technically thereβs that one wreck with the non-functional repair door that canβt actually be opened
Unless reika fixed or made a workaround for that at this pointβ¦
HAH
HAHAHHA
HAHHAAHAHA
AHAHHAHAHAHAHAHHAHA
AHAHAHAHAHAHAAHAH
YOU DONT KNOW.
Y O U D O N T KNOW.
IVE BEEN PLAYING IT
WAY WAY LONGER THEN 80 HOURS
HAAHAHAAHHH
stares in c2c deathrun (all the way up to 200) dextinction fcs (no this is not as good as youd think it is)
enhanced sleep
so i have to sleep
i have been here longer then you
Im not sure the super azure seaglide can really skip anything. It makea the river a bunch easier. Since you dont need the extra air bases/
in the ocean
At river depths, azure doesnβt do anything
Thatβd probably be considered a skip, though
Really? Does the seamoth also get a massive speed reduxtion there
Nope
The seamoth feels so bad to use
And the speeduo is worthless
Since only useable after get to river and you dont need to go so wide
And useing it in the river is probably the worst idea one can have
Are you trying to multithrust
Its just a large risk unless you make 3-4 properly powwred moonpools
But no
It clearly doesnt give extra power until the sound ends
I only used 1 moonpool tbh, but also i avouded using moth as much as possible tbh its so slow
I didnt notice the azure didnt do anything that deep, but even down there the glidw feels fine
The boost?
Yeah
Extra speed*
I probbaly coulda used bettwr words
Wprst idea is a atrong phrase
A very high level of risk, is more apt
Itβll probably get reworked somewhat. Eventually.
Since if you do strand the moth...well good thing seaglide is fast
I know its all waiting for 2.0
I just felt the speed boost woulda bee more useful before going below 500
Speed is kinda eh Below 500
Coukd say to outrun levaithan i guess, but itle never see you if you have the thing
Not that the baby leviatjans down there really are threarening on any level lol
What do you think the optimal base locations are
And how few do you think one coukd get away with , with and without ssg
When i think about it, base near mushroom /kelp trench. Maybe another in the souther mushroom. Mostly a scanner base there.
The real base quanitity i thunk goes up in the river.
I also think there is a bit of luck involved. My first playthrough the new areas lagged tje first time i saw them then never again. The second playthrough had all these lines of mega lag spikes
there's a deep one you can get to from the mushroom forest by heading north, to the east of the mountain island, at ~350m, and then there's another one to the east ish of that? over the ridge of mountains, much shallower (around 200m)
dang it took me 90 hours
its fine as long as u took ur time
C2C is still unfinished tho. Like there will be more content added and also once nautlius comes out of pre release it will be ported to 2.0
I have played some of the mod and uhhh. It's cool. Just wish i had the bz compartments
seatosea is not unfinished tho?, its completely playable start to finish
Some aspects of it
i believe reika is thinking of adding some features
and modifying some
thats all ima say
Yea that's what i meant
turn it into subnautica satisfactory
Sounds like FCS to me
Iβd want to make it a different game, tbh
What would happen if I did this with a multiplayer mod and a friend?
Has anyone done that before?
i wish we had a c2c like mod with below zero
not because it was impossible, this mod just needs a bit of brains to beat
but its just that content mods do not play nice with nitrox, at all
since nitrox basically has to remake subnautica's code from the getgo so shit doesnt hit the fan
Yo, i've got a question, ||amoeboid samples|| are received from hitting ||amoeboids|| with a knife no? cause im not getting any
I did not write the code in a multiplayer-driven way
there are many MANY places where I reference the player, and do things to or based on the player state
for example determining whether something is active vs "sleeping"/idle based on player proximity
or spawning things around the player (eg plankton)
or checking the player inventory or equipment, or damaging the player
it is entirely possible that with multiple players you end up with weird behaviors like plankton only spawning for one player, or player A being damaged because player B is swimming without a certain piece of equipment
do you have other mods which might be messing with it
did you try a different ||amoeboid||
I have 100 other mods, any idea which would be incompatible?
I did
you need to try removing mods in groups and seeing if it starts working
ehh too much of a deal tbh
Dang
Youβd need to list them first
Of course, i was just thinking maybe she made a list of known incompatibles
There is such a list, yes
Is it the one that keeps appearing as "mod incompatible" on the subnautica main menu?
i dont think it shows on the main menu
it just secretly disables them
here are all the things that mods do that reika disables
no
also no
Woohoo subnautica 2 incoming
What qol mods do you all like to run with c2c? :)
17/05/2023 6:23 PM batteryChargeIndicator
17/05/2023 6:23 PM BetterBioReactor
17/05/2023 6:23 PM BuildingTweaks
17/05/2023 6:23 PM CyclopsAutoZapper
17/05/2023 6:23 PM CyclopsEngineUpgrades
17/05/2023 6:23 PM CyclopsEnhancedSonar
17/05/2023 6:23 PM CyclopsSolarUpgrades
17/05/2023 6:23 PM CyclopsSpeedUpgrades
17/05/2023 6:23 PM CyclopsThermalUpgrades
17/05/2023 6:23 PM DataBoxScannerFix
17/05/2023 6:23 PM DebugHelper
26/11/2023 4:22 PM EasyCraft
17/05/2023 6:23 PM ECCLibrary
15/02/2023 1:06 PM FastLoadingScreen
15/02/2023 1:06 PM fix_thermo
15/02/2023 1:06 PM GroundedItems
02/08/2023 5:43 PM Modding_Helper
15/02/2023 1:06 PM MoreCyclopsUpgrades
15/02/2023 1:06 PM MoreScannerRoomBlips
15/02/2023 1:06 PM PlayerAcidFix
02/10/2023 10:46 PM RadialTabs
02/04/2023 2:06 AM ReplenishReactorRods
29/11/2023 7:22 PM ResourceMonitor
24/05/2023 11:35 PM RuntimeUnityEditorForSubnautica
15/02/2023 1:06 PM SeamothEject
15/02/2023 1:07 PM SnapBuilder
15/02/2023 1:07 PM SolidTerrain
15/02/2023 1:07 PM SubnauticaMap
23/06/2024 2:31 PM TerrainPatcher
15/02/2023 1:07 PM UITweaks
my mod list, with my mods removed
Ahhb with mods removed! I was gonna say ... thought cyclops mods and easy craft was completely incompatible
Yeah I'm curious about easy craft as well
Oh wait nvm that makes it so you can craft from nearby lockers
I was thinking it was custom craft
I'm having trouble loading certain things? The ||wreck nearby Lifepod 14|| is still there, along with the Thermal Plant. But the Lifepod and wreck ||ontop of the cave|| won't load in, along with the base isn't here.
what iother mods do you have and/or did you do something weird with your save
if so either way your save is probably irreversibly ruined
I have a Map mod, Habitat Platform mod, along with performance fix.
I installed the map mod 10 hours in thinking it be easier to explore with it. I downloaded to performance fix 10 hours in aswell bc my PC isn't the best. Then installed the Habitat Platform Mod 15 hours in thinking it be cool. Right now I'm 30 hours in and have had no problems till now.
I dont think Ive touched the save for c2c at all. Only recent thing I've done with Subnautica is switched to the newest version of Subnautica to speedrun a friend. Then I switched back to Legacy to continue playing with c2c.
the map mod is not an issue but i do not know the other two or trust the latter
did you ever save after a hot reload
can anyone help me i am playing currently sea2sea and i have ABSOLUTELY no idea where to find azurite i found the blueprint for it and also some of it in degasi base but no more i just dont know where to find the material.
Wdym? I always save my c2c.
reika is asking if you ever saved and reloaded your c2c save without exiting the game first
Yes, on accident. But I haven't saved when reloading it.
good
u should be fine
In that case I will just stop using those two mods.
perf booster shouldnt make any issues
i use it personally
if you wanna, you can test hab platform on a new world by spawning it in or something
Didn't work... guess I'm starting over.... I can probably speedrun since I know where stuff is though!!!
Hehe ... speedrun c2c .... hehe funny π
Do you know where the azurite is
i cant progress since i have no clue where to find it
its in areas with thermal activity
like termal geysers or lava zones
not in ones that are facing down
dont think ur supposed to explore the lava zones so early on
yea
maybe idk im missing smth
wait does it mean i can harvest it thru geyser harvesters
uhh no
you can pick them up
so they spawn in geysers?
on
i still cant find any either my luck is shit or my world is shit
do you mean those big one that go from below the ground to the surface like in safe shallows or those like that look like volcanos
the thermal vents
on these ?
?
this was grand reef
pretty sure the area that you end up in if you run the biome smokers command is a hydrothermal vent area
idk the area relative to anywhere else though
there are atleast a couple other biomes that have thermal vents
which are are on the surface (not in a cave or smth)
Then my save is corrupted i tped to there and there and guess what its ofc grand reef
its not in the grand reef
other areas with thermal vents
I used the smokers tp
your pda should have a list of biomes
that you have visited
if there is more to explpore they will let youy know
you dont need to 100% each and every biome, there is a bit of overlap for sure especially on some more basic tech information
c2c expects you to explore every biome
On any biome i didnt yet discover it
Il check dunes i havent been there much maybw just entered
good start for sure,
but yeah keep exploring
alkready at the dunes so just be careful of reapers
Ill check dunes then after them i can get full squad of vehicles
btw how do i get electrochemical suit
we cant tell you how to get stuff, merely just hints, and no general locations
yea found it
π
now im want to kill myself bc of the amount of prawn suit fragments and other
please dont say that
oh just a question the pda said my technology blueprints have been updated but i dont see anything new
Habitat platform simply adds a flat version of the rocket launch platform that has snappable points for base pieces, iirc
yep
how about you play the game and the mod properly
start by reading your information and actually playing the game rather than teleporting around to get struff
ah
that sounds perfectly fine
Is sea to sea coming to subnautica 2? π
you are kidding right
nah i think it would be greatπ
I think he means 2.0?
Erm
How can you make a mod for a game that doesn't yet exist?
How would you even plan for it?
I mean when its gonna finally fully realise in 2026
i'd hope early access lasts a bit longer than that
Sure but, you don't know what the game is like, you have no clue what mechanics it will have and what you could improve with mods
SN has a ton of gorgeous enviornments that you have 0 reason to visit, C2C fixes that.
Will that apply to SN2? impossible to say
yeah it took 2 years for bz
probably not
which everyone is completely fine with
also it would likely take sea2decadessea
idk why that question made such a big fuss just press the subnautica 1 to subnautica 2 button and it converts it automatically
its pretty simple all things considered
so true smh
not like its a different engine, and a different coding language, and a (i think) different mod file system
You could probably use Adobe pdf converter to move everything over to subnautica 2 I bet
I have seen you enough to know you are being facetious but there are a lot of people who genuinely believe such things
I have been getting that kind of thing for eight years for my MC mods
sometimes even from people who are trying to help
"ok i downloaded the code, where do I add 1.8()"?
Can you get gas pods from the ACU?
Im here again and with a new problem i managed to move on and now i have no idea where to find sealant can anyone help?
βΉοΈ ** **
you know that sn2 is a complete different engine, right?
like porting sn1 mods to bz is hard, so think about how hard that would be for an entire different game in an entire different engine
Can anyone help by idk atlest hints
Im on my other acc
well no, porting sn1 mods to bz isnt really too bad, since its the same unity version and all
engine alone, yeah, affects things, since you might need to remake stuff from scratch
but its also a different coding languge
anyone plsss help with finding sealant hints or smth i didnt even properly visit aurora and im past the point when i finished my first game of subnautica vanila
perhaps alterra is related to it somehow
thanks
tbh im still looking π’
its in one of the wrecks
Thanks
Im doing great i am almost in i think half of the wrecks at least vanilla ones
is it in moded wrecks or what i literaly searched most of the wrecks from vanilla since ik where they are and i still dont have it
is it in one of the modded wrecks or what?
anyone else can tell me where to find sealant
idk
bro i searched i think most of them
only not those in safe shallows and kelp
every biome other than those ive been to
its a modded wreck
thanks can i know what biome?
no
atleast is it in the new biome bc i dont really know where they are
I said you wwre a sweet summer childπ€
yo question do the moded wrecks apear on minimap mod
yeah, since they are still just vanilla wrecks but modified
thanks
How had your plant collecting and scanning been going?
Something that will help you as a general strat janus
Cobine the pda list of biomes
With scanning rooms
Its a bit tedious
You can easily spend an hour combing a biome depending on biome.ecen with it
The earlier biomes arent as critical to comb
Lots more oberlap
Even if you get the sealant
You may find you need more than that
Getting to 500m is the bigfezt challenge in the mod
If a biome has more to explore
It has an organge line of text saying there is more
The main ways to get techs are
1.scanning shit
- Gathering new resources you havent had
- Databoxes
- Couple plot points
BRO I KNOW EVERY TIME I FEEL LIKE IM ABOUT TO GET LIQUID BREATHING PRAWN AND EVERYTHING BASICLY GAME SPITS IN MY FACE THEN SHITS ON IT
So uh
Stop dreamin about the prawn suit
Is my adbite hahaha
Its gonna be a minute
im currently exploring 5 very safe bioms
The more dangerous the biome the more lucrative it usually is
Again dont forget to check the biome in pda
To make sure its not ckmplete
If its complete not much reason to be here
im gonna do dunes
things would be a lot less painful if you did something other than complain every time something was not immediately obvious, and actually did things like use the information you have as opposed to asking for help with literally every little thing
my mods are not designed for 12 year olds, especially ones that play as if they are illiterate
yeah, the mod does need atleast somewhat of a good thought process, including reading information and such
I think
You could hve a friendlier tone in your messages. I agree their phrasing is rather annoying and has a young side tone to it
Yeah, C2C is a constant barrage of "Just ONE more thing so you can reach that location. One more bro. I promise, just ONE MORE."
..no
I think it's just the same question over and over again. People just need to explore and take time reading and thinking. (Yes, I just asked where something was last week before realizing it's a 60+ hour game and Sea To Sea means you go from one side of the sea to another π) This has been a channel/thread? Idk what's this called, for over a year now. Imagine how many questions have been asked and how many time Reika has answered them.
It is not simply repetition - a huge fraction of players refuse - either explicitly or effectively - to do things like read databank entries or explore areas without certain equipment, and an equally large or even larger fraction (with heavy overlap) has the first and only instinct of "new requirement? look up/ask where to find it", ie not only do they not bother to work anything out on their own, it never occurs to them to do so. Arguably worse still are the numerous people who have no interest in what the point of C2C actually is, and instead just want to "try the cool stuff", or saw That One YouTube Video and want to see "the cool new leviathan"
and as is pretty typical for me, I would rather people not play the mod at all than not do it at least somewhat "properly"
not only because people who "like" some bastardized "just looked up coords and teleported to the databoxes" version of the experience tend to be very aggravating in the long term - this is the primary demographic who continuously demands the most ridiculous shit and reacts most poorly to its refusal - but also because it irks me on a very deep level to see something I put as much time into as I did go largely ignored because a large number of people are so lazy or stupid that even something like table coral is something they need to be told to harvest because there is not a flashing neon arrow saying to do so
also you are close on the basis of the name - it is indeed a reference to the fact that you will need to cover much more of the map, akin to how someone might say "from top to bottom", but playing on the "From Sea To Sea (to Sea)" 'slogan' used to refer to Canada's huge size and span https://en.wikipedia.org/wiki/A_mari_usque_ad_mare
A mari usque ad mare (Latin: [aΛ ΛmariΛ ΛuΛskαΆ£Ι ad ΛmarΙ]; French: D'un ocΓ©an Γ l'autre, French pronunciation: [dΕΜnΙseΛΓ£ aΛloΚΜ―tΚ]; English: From sea to sea) is the Canadian national motto. The phrase comes from the Latin Vulgate translation of Psalm 72:8 in the Bible:
"Et dominabitur a mari usque ad mare, et a flumine usque ad terminos terrae...
ive been looking for a sealant for around 4 hours now
ive given up now i plan to slowly fully visit all biomes
small question tho do the laser upgrade is automaticly instaled or not
i got it havent tested it tho
yes you can automaticly use when you picked it up
k
How is your plant life collecting going janus?
Wow, that's pretty cool. I didn't know that.
history lesson with reika
meant to turn off ping
im not trying to ask any questions but i need a hint i found a modded wreck from i think seatosea in ||mountains|| and i scanned a blueprint box inside i have absolutely no idea on how to get to it i tried for 30 minutes already and i just cant. The wreck is ||690 1193 at ~340 meters. ||
i tried using the laser cutter looking for possible space to move boxes around and i didnt have any luck
maybe you can help?
note: if you dont recognise this wreck it might be from altera hub if thats true ill delete it here and post there
the alterrahub wreck has a fancy looking signal on it
as soon as you create a world
maybe you can try figure it out yourself?
Ive spent so long on that i see fragment in the vents i checked where they go to and i still cant figure it out
C2C adds an additional wreck when FCS is installed
it is used to gate the entry to FCS
oh then i got it i found both 1 the main with ping and one with schematics for some ||for some drone platform and smth||
then this wreck is c2c
yea i found it already
then the wreck is c2c but i still cant find the entrance i saw the box thru scaning room and now i cant find an entrance
i have a feeling that i checked everywhere
can i get any help
plz
Why cant we use teleport stuff in sea to sea?
u mean commands or fcs
fcs
It kinda defeats alot of thr pont of c2c. But I thought he allowed base to base teleporters to work
yeah, reika did allow that
Is slot extender allowed?
i mean yeah she did because that isnt really that gamebreaking
dont think so
but does it really matter if you use it?
Discouraged, but not actively disabled
Mb then last time i played sea to sea it wasnt working
What is the requirerment for sunbeam?
u just visit the qep i think
comes after 5 ingame days
I was there I have 14+ playtime on that world and still no sunbeam
I dont think its the qep
Could be wrong
I just think i tend to do tjat early and it took awhile for sunbeam to go boom
you need to trigger all of the radio messages first
I believe one of the requirements for them is having built a seamoth
Hey guy, need some help using the plankton scoop. I got the bp and found some plankton, but when i drive thru it or stay directly inside, nothing happens. I cant use it directly either (like the defense module) am i doing something wrong?
if its equiped it will work
keep in mind you need to check the scoops sotrasge note thr regular
Hmm i tried that but the scoop module doesent show a storage module, so i thought i needed aregular as well...
Does it need to be in a specific slot maybe?
Oh man... im stupid, thanks. I looked at the sides where the storage normally is xD
How do I make the compass more stable? it's swinging around like crazy. I thought I tweaked something in the config to make it better but it's not working on my new save file
I restarted the game after crafting it and that helped.
Went to the eco ocean config and set the magnetic anomaly frequency to 0.01, left the game, set it to 0.00 and then went back in. It stabilized shortly after
Not sure if you need to set it to 0.01 first or not but that's what worked for me
nvm it's doing it again
if you have C2C it is clamped
you cannot turn it off completely
Is the compass even useful besides for 2 spots?
Does the rock crusher in fact NOT work on the meteroite, or am i using it wrong? Had a powered base right next to it, but no mining, no activity..
it does not work on the meteor
would break progression really quick
I kind thought so just wanted to make sure. Thx
I'm not sure what you mean. Is it not always useful to know where you are going?
there are other ways of navigation besides memorizing "follow the arrow"
I use it if I'm heading from one place to another. It's not fun thinking I'm going one way and then it turns out I'm going another
so navigate
Yeah the compass helps me do that
So just to make sure im not just incapable of using it: got the breathing fluid, the basepiece and the circulation mask. I loaded the base piece with 2700s fluid but cant fill my o2 tank with it. This means im still missing a bp for a special tank right?
Wait don't you literally have the map mod in your mod list why can't you just "navigate"
there are other ways
and the nerfing of the compass is done specifically because of the kind of reaction you are having now
ie a seeming complete blindness to the ability to know where you are or are doing without being explicitly told
yes
I use it in development
Subnauticas map is pretty easy to get flipped around in
If compass trohnles is that bad i would advise setting up beacons everywhere
Or use the many in game beacons to triangulate
In caves use the liggt ring thingy
it really is not, at least not on a large scale
and having to pay attention to where you are also means you notice more
Why are you assuming this I just want it to accurately tell me if I'm going north east
I don't stare at the compass when going from place to place
I orient myself and then go
I get sidetracked constantly
This is just strange to me
I just triangulate using.my markers for life pods and such.
Ngl tho sometimes I have a picture of the map on a web page I just alt tab to for a quick look. But don't really need it now as much
i used the map for the first time mid game c2c. maaan i had such different ideas for a few of where the biomes/biome barriers were
it's certainly pretty easy to miss whole biomes
if never prompted to go there yes
as vanilla well demonstrates
Not working π¦
There you go then. Confirmed no teleporters
teleporters work in c2c
not used properly
^
Whara do wrong?
i think you need to put an ion cube in both of the tp areas
something contains an ion cube, u gotta put it in there
Heya, i have finished creating a translation into Russian for modification, I would like to know where I can publish it
You translated c2c to russian?
That is extremely fucking cool. You win the best comment in this entire thread if its true
have you translated it such that all progression hints in databanks and PDA lines are preserved adequately?
Thatβs certain to be a sticking point for any translation, as itβs very likely for any mistakes to go unnoticed for quite some time
without just turning into "here are the answers" too
With regards to Russian, @bitter kraken is probably your best bet for verifying a translation
yeah thats also really important
Hey! Im looking at the files and i wonder. Everything inside header is written in one word. Is this an ID? Should it be translated?
Oooooooooooooh
Alright, thanks!
So just to make sure: bases are depowerd as well in the caustic biome? Or is this indeed the way to progress?
||Bases will not be drained||
Alr back to playing sea to sea tried to put the ion cubes somewhere near/into it but cant do it any other suggestions?
How do i use thise?
find out yourself
only one species before you tried figuring out, perhaps they know something?
alr ty for the tip
I wish there was a version that added the new resources and creatures somehow but didnt add the new biomes for compatability (would be hard, and unnecessary though so i understand why they wont do it)
Any tips on reducing the lag created after about an hour playtime? Been restarting as a way of dealing with it, but was wondering if there is a mod for some Performance fixes
Which is in fact compatible with c2c
is there a way to fix the lag from the || geyser particle fitler|| or the fcs drills?
On my two playthroughs one had next to no lag after i visited a place once
The second had giant lag barriers arpund certain biomes
Wallks of sheet lag for like 2 feet around a box
The geyser filters def can generate lag too? Fortunately you can gather most all you need fairly fast from it
I left like 80% built usually
Checj where your bases are built. Anything near/around a new biomr can cause lag to build
I built in the safe shallows near one of the volcanos/gyseres. Got a particle filter there as well, maybe ill just deconstruct it. Also those volcanos generate a lot of items, which is perfect for a nearby base, but maybe it contributes to the lag?
You only need a couple small chests of the stuff it gives really. Id deconstruct or leave 80% like i did
If you can read code better than me the logs may help you
But i still mostly advise tinkering with bases near the new stuff and the geyaers in particular
Once the filter is full deconstruct it, I find having it running causes alot of lag, plus you don't really need all that much ash. At least pre 500 depth that I've found anyways
It generates really fast anyways if you ever need it again
Thx for the tip. It kinda works a little better a little longer.
Got another q regarding nanocarbon. I know where to find it, tried every time i heard the noise but couldnt find it. Now im in a state where i NEED it to progress. So my questionis:
- How often does it occur?
- Where is a good spot to wait?
It takes forever to occur sometimes
I recxomend waiting on surface of water with azure seaglide at the ready
Itd pretty hard to see in the water
reika says its around every 20 minutes or so
It can take longer
But basically i recoomend staying at the surface of the water, some sya can do within 100m of surfave but easier on surface so you know what dirextion to travel asap
Im not really supposed to say best location, but beat general location woukd be center of map and really pay attention to where the meteors land
Also note you only have 90s after it hits the water
Got it! Posting up on the lifepod π
Hmm i kinda need some more help i think. Waiting for an hour now and nothing. Is there any way to look up the cooldown or the frequency of the thing? In a config or xml?
Is there anything that prevents it?
Be at the ready
nothing prevents it
Tbh i didnt lime nanocarbon very mucj
Are you really at the point of nreding it?
How deep are you
Im at 900 got everything to go further down except the depth module. I could maybe go with just the glide, but i dunno how im supposed to get kyanite then
Found one nanoc finally but boy that was tedious. Got the scanner so its easier.
So next hurdle where im not sure what to do or know if its intended or a bug: getting kyanite. My plans involved moving a deposit bit by bit, but it did disappear. Now, the pda says it forms at 1100 depth, but does that also mean it dissolves at lower depths? Or did i run into a bug here?
Mighta fallen into ground
Ive been slowly tackling a hardcore playthrough
Very different for me
I usually decide if im going out to collect or explore and act com0letley differently depending on what it is
I also have a habit of relying on death teleporting, just so useful
Soentimes making a tiny base for just a ssecond and deconstructing to tele resources home fast lol
For exanple i usually embrace dying in the small caves a bit. Easier to pyt a small base next to usually
could someone remind me how to install the mod? its been a minute and i cant remember how
??
you download qmodmanager, smlhelper, terrainpatcher v0.4, ecclibrary (legacy), and download reika's mods off https://reikakalseki.github.io/subnautica/index.html
same process as downloading mods normally
ok thank you:)
Im nearly throu the mod, but im struggling with the last complication. I dont want the solution, but maybe a tiny hint how to || get into the capains quarters || ?
Werenβt you given a databank for it?
I was yes, somehing like || not the traditional way || i tried all tools, || jailbroken lasercutter, re and prpulsion cannon, tried to cut open the air vent next door. Only thing left to try is bringing the prawn, but im not sure if i can get it there through all the doors. ||
how long does ||nanocarbon|| typically take to spawn in? Iβve been waiting for what feels like forever
or perhaps a command to make the entity spawn in? If it never comes ofc
20-30 minutes, iirc
Thereβs more to try
Not necessarily in terms of other tools, though
Can be as long as an hour
Be at the ready
Nooooo
Im told it likes to land centrally in the map
My experience says otherwise
My advice is be in a centeal location and watch the meteor on its first fall
There are 3 specific map markers that will give you a visual hint on if its too far
Rge carbon is hars to see in the water
Also lives for 90s
I sometimes cannot get there if i have super azure seaglide glitch active. If its beyind the markers
Stayon the surfave
Be at tue ready
I think nano carbon was a neat concept
But it often spawns in very hard to get to spots, the 20 min timer def can be upwards of an hour, the visual effect in the water is rather minimal.
Also once it lands in the warer its rather easy to lose your direction
Since if you lose your line you are fucked
ya not excited
also still hasnβt spawned in yet
im mostly doing other things before I go and get it but still
I feel like I woulda heard it by now
have you not built the scanner room for it
Im really at a loss here. Maybe i glanced over some stuff. Maybe you could nudge me in the right direction.
What i tried so far, additional to the tools: ||
- built a rock crusher in front of the door with a thermal plant and power lines to the crusher
- checked the other rooms to check if i can maybe depower anything, remove a fuse somewhere.
- triedrepulsion cannon the electric wires to short circuit the door, but i cant grab the power lines
- brought every acid i could produce and tried throwing it at the door
- checked for another entrance all around the aurora, dint find any
- used the stasis rifle, that did work, but im sure that was a bug, as the whole aurora got skewed, so thats not it either
||
||something you tried before, but with more power behind it||
Oh man thanks. I coul have sworn i already tried it, but maybe i just hit a strange vector before. It worked now π
You maybe didnt use the right battery
You can only do that afrer finding thr carbon
I would not do anythibg elsee wwhen lookinv for the nanocarbon
I would watch youtube, sit on surfacr of water, sounds boosteed a little so tge neteor is hearable
Wow what a ride. This way the most awesome, terrifying (looking at you || void spikes ||), satisfying and impressive subnautica experience ive had. Thanks Reika for putting so freaking much work, effort and love into this one of a kind mod!
||is it just me or is there a glitch with the rock crusher where when its not powered it creates massive lag||
I do not see a reason that that should occur
My experience with lag in the mod is very inconsistent. Two and a half playthroughs atm, first playthrough had no lag for any new stuff save the first time i entered a new zone
Second playthrough felt like it had bubbles around the new areas that would spike every time i went through, i also found any of the nww tecgs had potential to generate lag. My volcanic traces did a bit, especially when they were full.
I also found building bases near the new stuff could also cause cascading lag over 30 mins that would just get worse
But also all of the above was super inconsistent, i made sure to use words like could and sometimes because...well 8t was all sometimes
Sometimes everything was super fine and no big deal
lines up with my experience roughly
new areas would sometimes lag to varying degrees
and saving in areas that lagged was generally a bad idea
the worst instance of lag I had was anywhere around the jellyfish caves would have a consistent stutter at all times (I think because of the huge wreck nearby)
and I built a base there and saved in it and it took like 4 attempts + 10 minutes to load that save
is ecocean compatable with socknautica? or do those void orb things frick stuff up
no
i wont recommend it one bit
and also i think c2c disables socknautica
i dont use C2C, i just have all the dependencies lol
socknautica isn't compatible with much of anything
is there a possibility that since I made my world before the release of nano carbon, it wouldnβt spawn? But also, upon its release I did see the touch down of 1 whole wreck
or am I just rambling?
because Iβve been playing more consistently for long periods of time and still nothing has spawned in
you need to be around 100 or so meters or less from sea level to hear it
and then you can look up
ig Iβll try when I get home and just sit βcentrallyβ
like western grassy plateaus?
It will.
At least, it did for me
no
when i was exploring|| the wreck in the crag field|| the repair panel wouldnt let me repair it. is this normal?
i did find a way past it but am just wondering
it is not supposed to happen but it is common
however it does not affect me
so i have a very hard time debuggin
ok
Hello guys, anyone can help me? Im trying to install sea to sea, but i don't know why it doesn't work. I did by this video https://www.youtube.com/watch?v=LfQf10Jr-8k
Steam Legacy. QMODS 4.4.4, SML Helper 2.1.5, ECC Library 1.2.1, Terrain Patcher 0.4 and all needed Reika mods are installed in QMOD folder. Of the other mods I only have Subnautica map and QuickSlots by legacy version.
I have logs if it can help.
TimeStamps
installing Manually Sea2sea and dependencies 0:01
Mods used in the video SN1 Legacy
Sea2sea Main Website https://reikakalseki.github.io/subnautica/mods/seatosea.html
Sea2sea releases https://github.com/ReikaKalseki/Reika_SubnauticaModsShared/releases
Bepinex https://www.nexusmods.com/subnautica/mods/1108?tab=files&file_id=4950(...
Maybe it has something to do with the missing dxgi.dll file. I did a file restore in steam and even reinstalled the game, it didn't appear.
Left pic is in video, my pic is right.
nope, nothing with the dxgi file
thats something for ReShade
something used for unity games and otherwise to change lighting adn stuff
basically, shaders
send your qmodmanager log
https://imgur.com/M4RaPyY
Your QModManager log file can be found in the game root folder.
for Subnautica: Below Zero, the file is named qmodmanager_log-SubnauticaZero.txt. Once you've found the log file, you can just drag it into Discord to send it.
ill respond after a while, gotta go somewhere real quick
Before i had install Reshade for 2.0 version, but then i deleted it
i believe you downloaded the source code, not the actual mods
should contain all the mods
scroll down to the bottom of each list and click the button that says "Download via GitHub Releases"
yeah, i see
i downloaded a source code

thanks, the mod works

Quick question, is the cyclops subject to the same ||power drain in the lost river|| as the seamoth is?
yes
Will it like, despawn eventually? I wanna make the tank 1 longer and heβs stopping that from happening
just now finding out that if you enter the ||inactive/active lava zone in the cyclops without i assume a proper module, its just fire everywhere|| great job making the game a living hell, i love it!/srs
Also for some reason I the creepvines are capped at growing to 54%, and no, I cannot add a tank underneath, and for some reason I canβt get rid of the tank in the picture without reason
they will not grow to full size in a size-1 ACU
they do not fit
I didnβt think so, now im just concerned as to why I canβt add another acu below the original one
And why when I try to disassemble the first one it says thereβs nothing I need to get rid of the disassemble, but still wonβt let me
im about 15 hours into my new playthrough and am now starting to experience lag when picking up items. is this normal?
Same thing happened to me. I had to destroy the whole thing and start over. 1 level aquarium will bug out if you put creepvines in there
Couod you be more specific?
My experience with the lag is hit and miss. Ive seen different people report different thing
New techs can cause lag, building /putting stuff near aome of the new content can cause a slowdown/buildup of lag
What was weird about the second for me is my cpu n thinfs got less intenaive and used
just whenever i pick up an item my game experiences a lag spike
any area
Thats suoer weird
Well I cast my vote for Reika π
for some reason I cannot deconstruct an acu (didnβt know it needed to be 2 tall for plants to fully grow), does anyone have a fix for this? Iβm guessing itβs the growing creepvines but I canβt destroy them either
And after deconstructing half of my base I canβt place a mpr on top of the existing one with the acu in it, or deconstruct the mpr below it (I thought I could add an acu underneath)
And it tells me this?
you can just keep knifing them
and they break
any certain amount of knife slashing? Cause 50 or so odd swings from a heated knife did nothing
guh
I will continue knifing
I feel like 100 hits would make im disappear
Damage multiplier also does nothing
And I mean a big multiplier, and still nothing
Is there a console command I could use maybe?
i dont think so
should
ok, and hb the mpr underneath the acu room, itβs just kind there now?
Yep. I actuality restarted my hand cuz sane thing happened to me
Just remember to make your acu at least 2 high if ye'r gonna add creep vines to it. Otherwise theywill never reach 100% growth
hi, i just wanted to know if someone made a let's play of this mod?
it doesnt need one
and it seems that so far no one did a playthrough
you could be the first!
i don't think i could do one with my pitiful skill, but i just wanted to know if it was done because i just lost my save and speed up the beginning, but too bad
the mod doesnt really require skill tbh
if you played subnautica a few times, shouldnt be hard at all
just takes a bit more methodical thought than subnautica usually takes
yeah, but i remember missing so much thing because i am so dumb, like missing the cave under gun island, or missing a part of a cave for thermo blade
add the building tweaks mod and use its force-allow option
G i think
not yet but a couple people might
Ok Iβll try it, thank youuuu
ho ok nice !
did you change the air bladder?
No air bladder is just rather terrible in legacy
Like moves slower than basic seaglide badlol
Also has no 15s air tank
Ho ok, il was wondering why it lift me up so slowly, terrible idea i will trash it
Hey has anyone experienced this really annoying bug where in this particular spot random items spawn and lags the hell out of the game, these are the coordinates 5.3 -2.6 0.1. I've had this bug in all of my playthroughs, if anyone knows how to fix this that would help greatly thanks.
Use the command clear000
that isnt in legacy, the bar around tools
there is a mod that adds it
I use it
and the o2 font is that of legacy
i see
Battery Charge Indicator And UI Tweaks
@trail ether Do you have any suggestions I've tried the command clear000 but the bug is still present
clear000 does not "fix the bug", it just removes items accumulated there
new ones will still appear over time
Ok all good thanks
@trail ether Will there ever be a fix for this in the future and also i absolutely love this mod. This really is an amazing mod!!
it is not a C2C bug
@trail ether oh ok but do you know what causes it because I've spent hours trying to figure it out including deleting every other mod but C2C and even then it's still happening
how would reika know what causes it when it isnt a c2c bug
might be a bug of subnuatica itself afaik
atleast in the old versions, when shit failed to load, it put it at 000
@forest valve Yeah all good I'm just trying to figure out why its happening because its very annoying.
I've literally tried everything I can think of, deleting every mod but c2c trying to see if there is an issue or any errors within subnauticas console even diving in subnauticas files to see if there are any errors.
Pr9nanly easier just to clear 00 once in a bit
Thatnpart never caused me lag
But the lag in c2c seems to be insonsistent
it didnt fix their issue
Oh. Lame. Lag was a different source then
this thread seems to have been archived
So I found this strange recipe under the Electronics tab, when I use it I get a vanilla battery and a bunch of other random crafting materials, as well as an "Azurite Battery (Uncrafting)" item that, while it says it has 750 energy, it does nothing and can't be used in anything. I assume this is some sort of weird mod compatibility issue?
I dont think that its supposed to give the last item, but all the other ones are fine
Essentially, as i understand it, this is a way to uncraft the azurite battery. You get all the materials needed to craft a new one
I've yet to find the recipe to make one in the first place, for some weird reason I get azurite batteries from crafting the laser cutter
...well, that's not good
This didn't happen without C2C on
Guess I'm rolling back to an earlier save
Just ignore it
Thats because C2C does goofy stuff with the light parents
Given that it increases infinitely, I don't exactly want it sitting there forever