#SeaToSea
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I'll be streaming both c2c and making my mod so join me then ig
in General VC
Alright let me get started
c2c adds a local depletion system afaict
Step 1: legacy
trying to examine the code i think it maybe means the drill has to be in certain spots? idk
although idk how to find valid spots
theres nothing new added by c2c in the drill's fcs pda entry
@reik wbich terrain extended is needed agin?
oh wait i think i may have an idea here as to what im meant to do hmm
i think the drills have to be used on ||auroresource's mineable deposits||
aka ||the meteor + lava dome||
||okay yeah the drill depletion system in C2C looks for DrillableResourceArea which is what is registered to mark those motherlode ore deposits in Auroresource||
wow the rock crusher is laggy
okay only when unpowered i guess, weird
Barotrauma Spotted
Oh my god
go below 1000m in the void, while keeping an eye on a ghost leviathan ๐
ohh so thats a reference to barotrauma?
it was very much inspired by an experience of mine
Nice
Remind me to never go into the void with a Cyclops
i wont recommend going with any vehicle other than the seamoth
they are expensive as FUCK, you will see the seamoth as an asset, not a disposable
you will treat your vehicles like your firstborn, since the materials are, quite hefty
Yeah...
something reika did on purpose so players arent like "lol its easy to make i can just run to the surface"
I wish players luck from 1000m
With one O2 tank?
well, an o2 tank wont be your only worry, lets jus say the rebreather itself wont be enough :)
Bruh
sorry if i told too much
No its fine, its just like bruh why is everything this difficult
Well its what I signed up for
i wouldnt say difficult
theres only a couple extra things to look out for
which is what difficulty is, making you have to worry for more stuff
its a bit more of a "realistic" approach" in my books
I see my seanoth as very very very slow. I use when i have to and no other time lol
Reikas change made keeping vehcles much easier. Death is mostly less punishing now, long as you save often
Right then, save spam = perfect
The death/save change mostly stops getting a scan early on things
you can only save in bases/lifepod
vehicles also

cacle
im very good at accidentally getting bugged items
wh huh
okay it disappeared after i took the image
its called item locker
๐
it does that sometimes
its a legacy bug afaik
(i didnt spawn it it just appeared in the locker lol)
lolololololololol
Do people realize that piezo crystals are also a baro reference?
probably not
Circling back to this, I just realized that I could make literally every recipe harder in my mod pack and still have beluga + Seamoth + prawn suit + cyclops in early game
Yeah I may have accidentally made my mod pack a little too easy
To be fair, reika specifically worked at making it harder and requireing heavy exploration
True
Your mic was muted if you dodnt notice lol
I noticed
Just, my laptop sucks
and decides that it doesn't wanna work with dicord
so it gives it no mic input
fun
coo
me is playing now
Hello lads! I'm playing C2C/SeatoSea and... Well. I'm struggling to progress. I thought the MK1 was something I was supposed to get later, but scouring Reddit, apparently it was ||in the jellyshroom caves all along||, which was weird to me, since I thought I'd checked every corner. So I go out and plop down a scanner room, and what do you know? There's something there... Yet not. I have the same situation with the ||sunbeam debri between the mountains and bulb zone||. The scanner room picks up tens of fragments, yet I can't see any of them. I even clipped underneath the map to check. On the other hand, lifepod 9 and 14 I've found, as well as the various bases added by the mod. ||I've seen the crag field wreck and the animation for the underwater island wreck splitting||. I'd like some input here - is the version I have broken, or did I manage to corrupt something during download? Does anybody have a downgrade where the missing aspects are still in game? I'm playing v111
(also can someone tell me how to deal with the severe lag after visiting the ||glass biome||)
probably unsolvable if i had to guess
My game drops from 110 FPS to like.. 20
again, probably no solution until the mod gets another update
atleast you werent here when the game used to have a lag spike and freeze every single second when you were near/in a large wreck and it got worse the deeper you went in
but as i told you before, the reddit post is from a previous update, and the fragment is possibly no longer where it was previously
That's sad, though I've yet to find a single sunbeam debri. The scanner room picks them up only at the location I mentioned earlier, and I've manually gone through every surface biome possible for them. Ig I can finally claim I know every nook and cranny of the mountains biome? Never in my life have I used scanner rooms as much as I've had on these save files. I just... Can't believe they're anywhere on the map, unless they sunk somewhere in the void - that, or the scanner rooms show the location, but the debri are actually missing. So far I've been progressing out of sheer stubbornness and brute forcing, I can't go 50 meters without seeing some sort of habitat, but it's getting harder and harder as it's obvious I'm missing something very important. There are things I cannot craft even though I have all materials, or things I can craft that require materials I still don't have access to.
I haven't tested it myself, but is it an insta kill if I go below 500m?
mmno, but it is kinda impossible to proceed without upgrading something
on your person, i mean
I assume the fancy breathing apparatuses aren't what you mean
I'm only missing one of them, and solely because I'm upset about the new reaper ||above the alien vent in the dunes||
well, i dont wanna say much, but the ting you try to exterminate to leave the planet has a purpose now
or, does affect you until you get something
Mm, my scanner room did pick up something inside that I wasn't able to get.
But that's an issue locked behind the door itself
I've yet to find all the tablet pieces
Ohh, I thought you meant the "unidentified object" within the gun. I assumed it was an ion cube until this convo
mod has a few moments where u gotta be risky to get what u want
Because I managed to get there with a seaglide but the ghosties didn't make it easy-
I didn't see a lifepod there.
you need something to perhaps, conceal your noise levels
fuckin what
did you get some unsual fragments in the jellyshroom bases?
I got there, the marker vanished, and it was empty as far as the eye could see
The ones for the base piece? Yeah
for something thats from the mod
Didn't build it yet because of the pipe amount
The games been weird
I thought it had sunk, because the radio message said ||we haven't been attacked yet like the others||
And I didn't go back because I didn't know how deep
mmm
And if I'd be able to do it with just my seaglide and radiation suit
you need something to conceal your noise levels, a module of sorts
but if you got the module they just dont come
Right but I'm also on my third seamoth because apparently the sonar agroes everything
It's not as expensive as it was in the beginning, but I'm running out of names for them
I'm also stubborn
well, reika made the seamoths cost a good bit to make them an asset, not a disposable
Which is why I went to 15 with a seaglide
Which is why I would've gone to 15 with a seaglide*
If it was there.
๐ฅฒ
It's weird, because lifepod 9 was where it was supposed to be, and lifepod 14 was also present
Idk if I got turned around or something, but I just didn't see 15 where the marker claimed it was
And circling back, I did find all the fragment pieces of the thing in the jellyshroom caves, but the MK1 depth module thing is not there. I haven't seen the existence of a single sunbeam debri with my own eyes, yet the wreck in ||the crag field exists||
I even went into a creative save to snoop, and even with water volume turned off and gridding off the entire area from the mountains to the blood kelp trench to the dunes, there was nothing
||but the bioprocessor piece under the arch was present. I believe I managed to locate all of them in creative, and in my main save file I have found one, so those also exist||
I had the same problem with the sunbeam frags. But I got it to work, although I don't really know if what i did caused it. Anyway .. what i did was built a scanner at koosh/mountain border and also I have one at alien gun. I have both tuned to frags and they will both detect them. Sometimes they are invisible, but when I turn AWAY from the scan circles that indicate them for a minute then turn back the pieces will appear. Kinda doesnt always work. But I've FINALLY been able to get frags. Personally I've yet to be able to get nanocarbon or whatever from fallen debris. I've been literally trying for weeks and have swam out to at least a hundred falling comets. but I been busy with work so I only get like a couple hours a week to play
Did you build anything there
You have to go a little below 500 before the thing
no, I just dipped down just to check out the biome, got whacked by a slideshow game, swam back up
it kinda floats near the surface
I've kinda started doing mental maths - most debri falls I dont even check out
it's either in the dunes, or too close to the dunes to be comfortable, suspiciously far, so void, or behind the aurora
I reccomend dying and reloading when loaing a moth. Tbh the moth is more troublw then its worth imo
wait what am i missing? im playing something very satisfactory
Has sunbeam crashed? I guess you have moth and the trigger is soemthing with that
sunbeam crashed like... 10 hours ago irl. I have my third seamoth as this point
It might go away after chillin there a bit. Thats a rough one
may I get some peace of mind rq
Just get used to swimming with reapers with azure seaglide
Reapers are just big doggies really
Like how stalkers are little puppies
The seamoth is too slow
Its like half the speed of the azure seaglide
God i hate using it in certoan biomes at all
Warpers are the absolute worse
I did the trip to lifepod 15 with a seaglide, i;m comfortable with it
yknow, other than lifepod 15 not being there, causing me to panic and get double tapped
||is avolite within the sunbeam wrecks?||
||iirc theres just pieces of it, you dont really see the sunbeam wrecks i dont think||
||chief I ain't seen anything that wasn't vanilla, if anybody had a picture of what a piece looks like I'd be happy||
||its a glowing red stick||
Its just itema
for me the debris didnt spawn , so I used command key to spawn them and continued my journey, same with tungsten grain, its these 2 item which are bugged in the mod
everything else works just fine
do we even know the actual intendxced tungstun grain method?
i know there is the mushroom forest theory thats bugged
buit thats aparently the alt method
I search through the code as well, all I found was its connected to mushroomvasestrands, the original method need to me disclosed by someone or even give a clue
hmm lookjing at tonguelillies directly is weird
most plants show their names
tongelillies dont wehen looking at them
im just surprised the bug has been left alone so long
reika was updating the major game breaking bus pretty fast
i also just realised what i thought was dealing with the base p[lankton doesnt
||i thought creature repellent module would do it||
I have pretty much completed the game but lost the file on cloud save, I am restarting today , if anyone wants any clues just drop here
please dont remind me of how my dumbass decided to take the big pit (thats what I use always) and quickly died of extreme hyperthermia due to the temperature being like 300 fuckin degrees
not only did my seamoth explode but I did as well
that is the pod 15 log
are you saying the PDA was there but not the debris?
i mean I got the radio message for lifepod 15 and the notice, and after a bit I went out with a seaglide toward it. Once I made it to the marker, there was nothing there, so I assumed it sank
From what I've been hearing here, it's supposed to be on the surface
the radio message, at least for me, talked about not being attacked(unless im mixing it up with lifepod 9?)
most of the PDA messages don't work for me, and I distinctly remember a voice saying it
Aww man! That's what I thought you were hitting at. I was going that direction and
i've gotten the warning a few times, but I haven't saved
did you save, exit, and reload the game without closing first?
if you saved and exited, fully close the game
I have indeed fully closed the game
every single time I go to the main menu ๐ฅฒ
There's also some weird thing in my safe shallows, where at a certain spot it loads some assets weirdly
Yeah thats normal
one day when I visited the mushroom forests, I had like the mushroom parts of the trees floating there
past few days it's been the azurite sparkling
there's also this thermal pit next to my base that duplicates resources
C2c enhances it a lil
Now that is interesting
GameObjects which do not load properly end up losing their position data, and thus end up at 000
Not looking for the anwwr, just wondering if dedicsting play time to it is worth atm
I have said several times that it is
that I recently completed a playthrough
I had to collect 4 glass lockers worth of quartz, uranite, lithium, magnetite, etc from there
The last message i saw was that it was bugged with the forest nethid
and every time I save more appears
Is it plausible its bugged in a similar way to the || blood kelp stuff ||
Not super surprising. Not super game breaking either.
no
is there a way to downport so I'd be able to get the missing wrecks?
๐ฅฒ
wreck/debri
Sunbeam isnt a wrekc is just items on the ground. But i thini you said you set up a acanning room in the mountains for that already
You could try forcing the sunbeam to crash again
I saw at least like 20 pings there, and each had nothing
That might retrigger it
I even warpforwarded to check in the terrain
You could try circling around a bit, sometimea it stuggles to load in a lil
I've had at least 4 testing creative worlds where I've done it as well, nothing
Otherwise try respawning sunbeam crash
Might help
Weird
Redownload the mods mayba
done that as well
Do you use mods outside c2c?
And course in legacy cause woruld work
Terrein acrually is required now but fair
Hum
since again, the glass biomes wreck and crag field exist
You said 110 fps...so solid i bet
ryzen 7, rtx4060
You got a weird asa problem sir
I know ๐
Lifepod 9 was where it was supposed to be, I even stumbled upon lifepod 14 in my relentless debri searches
I've found 2 of the custom habitats
It?
15 is all broken up btw
Its not fully there
But there should be stuff there
fun fact, idk if it's a me issue
lumenshroom is global and I went crazy searching for it
main base scanner room is set between the red grass and safe shallows, mountains biome side
it kept picking up lumenshroom while my mountains island scanner didn;t
I wasnt happy when I finally did find it >:(
is the border the only place with sunbeam debri?
I think the ghost leviathan in the blood kelp has seen some things, and that's my 10 scanner room bases propped everywhere
Would the data of the text for tongelilly does not ahow up when lookong at them relevent @trail ether
???
it shows for me?
Unlike other flora
nah what version am I even playing at this point
It tells you if its wrong
what part are you looking at
that probably is stealking the mouseover
If you wear the breathing things in creative, it kinda shadows you into survival. Leviathans become aggressive toward you, try to kill you, and if you take off the mask you drown @trail ether
Dunno if it's an important enough glitch though
Weird. Well thendrowning bit less si hahahaha thats more the liquid
I find levathans mostly ignore me
And mister down below can yeet you to the other side of the map
I didn't even know what happened but suddenly I was from the aurora to the mountains
There was some weird moment where I started blacking out before I even put the mask on, which went away once I did put it away
Next thing I know a ghost leviathan was trying to push me into the fifth dimension
Hmmm maybe to get tungaton what i need is
Liek a full base under a mushroom tree
I think a ppanter isnt enough
Is the sparkly stuff from the mushroom trees important?
Sns theres been a few hints about the plankkyon
So i think i need sparkles and plankton with the tonguelily
And maybe anither tech on top
But noticeable :(
The place i get massive lag is one of the survavor bases
It causes game speed decay if i build there too
Lop
Honestly these things were scarier when I thought they were worms
I know this is a few days old, but just wanted to mention that yes, it is a bug in vanilla as well
I had a similar tohught and feeling
so how far does the FCS support go? can i safely grab the entire set of FCS mods and it integrate relatively well?
it should
sweet. also, i went to redownload the whole thing (had to refresh my whole PC, major headache) and it looks like ECC link on your website goes to submodica still
I cannot currently edit my site
are there any ways to improve the search for ||geyser coral|| i have ||20/21 rn and im struggling to find one of the last 2||
||tbh i cant even seem to get 21 or 22 scanner blips to appear||
||i can get like 15 to appear and it seems like all ones ive been to||
be sure to close any doors you don't need opened as leaving them opened drops the fps for some reason
||okay after doing some debugging ive found there are at least 3 geyser coral that seem to spawn out of bounds?||
||but i assume that shouldnt matter since other people have been able to complete the scans and the file for their generation doesnt seem to have been updated any time recently||
appearing out of bounds should NOT happen
this is what id found
if i go out of bounds they dont seem to be scannable either they stop rendering if i get close
although ive also noticed the coordinates in the xml file dont seem to line up with a lot of the actual locations so im not quite sure how this works fully
actually hm i should check this again with collision debug
ah right yeah they do have collision though
if theyre not scannable maybe theyre ones i scanned already that got displaced ๐ค
try using the lklgiht disk thing to assist
the what
oh the pathfinder tool?
ye pathfinder
yeah ive tried that im pretty sure ive found all the cave
ive stopped checking through though because now im not sure if my cave is bugged
i mean i guess i could try again and track by writing down coordinates of each one i find to see what it adds up to in count
the plates are subobjects whose position is adjusted relative to the parent to fit the terrain
and the XML only specifies the position of the parent
early on there was an issue where if the terrain failed to load the plates would then endlessly phase downards in search of terrain, but that was fixed a long time ago, and it worked fine in mine and several other people's playthroughs
uhhhhh okay i found one out of bounds that was scannable but it disappeared when i tried, thats worrying
ive found 5 in total out of bounds but they also dont render until in a certain range so honestly there could be more
ive tried writing down the coordinates of everything i can find not out of bounds and only can count 15
well if i spawn one in it works i guess
Hmm, the geyser in safe shallows seems to have died?
So I think that tungsten grains can only be obtained by using tonguelily. The tonguelily itself can be used in two ways: the main one and the additional one (mushroom tree spores).
How are you marking recipes. Whenever I try to do so it doesn't work
How do you access the plankton scoop module? it does not appear anywhere on the front of the seamoth
If its anything, i have storage and torpedo modules
thank you ๐
why are all of my seamoth depth modules "spawned in" even in creative (all the other modules work fine)
it provides a standard storage access mount now
I didn't see it on my seamoth
Are there any known mod incompatibilities?
Or why it wouldn't work
try putting it in different slots
I tried two slots but I'll try them all when I can
should just appear like a normal storage compartment on the side
If you bave a storage it might just be merging with jt
Ok i moved it through all of the slots and it appears when in Slot 2 or 4 but there is no physical storage visible, in slot 4 it says "Access torpedo bay 4" same with slot 2, but i guess it takes it as a torpedo upgrade. Well atleast i can now accesss my phytoplankton
so what is this mod for? i tried scrolling to the top but theres 22k messages here and i am NOT doing that ๐ญ
Sea to sea is a progression overhaul mod, adding new tools, resources, POIs, and mechanics to extend how long a save game lasts
woah, thats awesome!! thank you!
extends your playthrough to be easily 60 hours
It's not easy and it does NOT follow normal progression. It will challenge you to explore and really use your resources
Plus out of respect to reika and what was done foe the rationale foe the mod we won't give spoilers here really. Hints are good to go though ๐
i'd disagree with "not following normal progression"
only a few things get completely shifted around, the rest of it is just inserting new portions into the existing progression
the single largest upset is probably the prawn (and associated loss of the drill arm) but this is largely circumvented by the rock crusher being introduced around the same relative point
oh you dont have access to the drill arm?
not until the lava zone
the rock crusher breaks large deposits moved into it
it is not any more or less efficient at doing so
if you give it power its way faster than drill arm
also some large deposits are movable with grav trap
that's fire
Huh?! I found like 7/11 fragments of it and I haven't even went into the grand Reef
you'll see.
Ya ... mis worded I mean does not follow progression paths that we are used to from vanilla by adding more elements and requirements for the progression path. Heh .. thank you for keeping me accountable to being more articulate ๐
wait... i can move the deposits and pull them into the crusher with a grav trap?
Not all of them, some of the non-vanilla ones like mercury and crystaline sulfur
Its faster than propultion cannon + you can pull more of them at once, ita great for taking them out of caves/acid pits
Is C2C for 2.0?
No
All I know is if sub 2 needs it .... hope hope hope reika does c2c magic for it
Reika stated in the past she is waiting for Nautilus to hit 2.0
More likely Nautilus' release
that makes sense
The few benefits of 2.0 sinply arent worth waiting for
Especually since the game doea add new bugs n issues with 2
to be entirely fair, some people might have the came on Epic and therefore unable to play on Legacy
I always forget that epic sucks
Its funny that steam put bare minimal effort in forever ago
And is just a better platform accross the board lol
to get out of beta**
nautilus was on 2.0 ever since it came out
well technically not really but thats because nautilus is smlhelper renamed
nautilus will never come out of beta.
it will
It better be out soonโข๏ธ
Hey can anyone tell me exactly what options I would need to mess with in order to make C2C and Deathrun play nicely together?
After looking around I know I'll need to disable the personal crush depth, but the only options are Easy, Hard, and Deathrun? I guess I'll set it to Easy but thats not really the same as off. I wish the options would be a little more specific with what they mean
Also are there any other settings that need changed from the default?
if they need options to be messed with to work together, then they probably wont work together
I have seen other people in this thread saying they run them together, so I know it can be done
@wispy kelp For instance, I see you have played over 200 hours of Deathrun + C2C. What are your settings if I may ask?
I would say disable anything depth related as well as the disposable batteries thing
sea to sea has its own mechanics for player depth and Deathrun's batteries are incompatible with sea to sea's battery changes at the moment
haha
hahahah
ahHAAHAH
way more then 200 brother
honestly deathruns batteries are abysmally bad
(intended to be)
@sour aurora what i do
is keep personal crush limit on until i get breathing equipment from C2C
the liquid breather n all
i set its vehicle recipes to easy to have c2cs way harder vehicle recipes
yeah do NOT use deathrun to modify ANY recipes when using c2c
Ok thanks! Quite helpful
guys how to get the depth module mk1 for seamoth?
I've been looking for it like 10 hours already
What biomes have you completed?
Also keep in mind that double big air tanks is real busted and can safeky get you to 400m
like every exept blood kelps and dunes
and deep biomes
what falls under "deep biomes"
biomes that deeper then 400m
you should go back through some biomes, then
okay
I had the Depth Module, and now it's gone. I can't make them anymore. Does anyone know why?
did you update recently?
reika recently changed it to be acquired differently, and made the one found in the Aurora non-functional
does anyone know where it is now
I saw the cyclops recipe change so its a good thing I made it beforehand.
if this save predates the update you need a new save
Hey ducks! Regarding plankton... ||I started a new save and planted lilies next to my hatch in a pot. Haven't seen any plankton yet. And I do reika said about having to start the process early. I'm wondering if we over thought this|| in any case I will continue to monitor abs report. But so far appears to be working
That was aorta one of the ideas i had, because i built.my planter in a slightly different apot
Maybe ill pop on again toniggt
Yup! Seems to be working good. Just built a moonpool and no lil buggers so far
how are we supposed to use the compass when it just keeps spinning? Looked on the github and found no mention of how its supposed to work
The compass was pretty heavily nerfed unfortunately
Get used to triangualting with beacones and the survivor pods n stuff
or navigating by actually seeing
Thats good once in a biome. Easier to trianguate on near surfave level otherwise imo
Subnautica has the kind of map whetr evetytbing looks very similar until you can find the key landmarls
And even then, extremely easy to get lose even in a small area
how do i get a microfilter just started a new save after update
The real advice is to not worry about it for now
Just keep combing the biomea you havent completed
afaik microfilter is way too early for you rn
hey can I get a hint on seamoth depth module mk1? I kinda already have mk2 and mk3 so it's a bit uncomfortable. I found 1/3 elements and searched pretty much every corner of the biome but nothing more. Please don't tell me I have to search every mushroom urethra there is
or is there any way to look up the new stuff? I enjoy blind playthroughs as much as the next guy but at some point backtracking 20 wrecks is getting tedious
Go back to where you found the first, you should have a hint where the others are
Using the map from the sea glider may also help you to find where you haven't looked possibly
Yeah I'm currently doing grid search of the whole map with them
But this thing definitely isn't picked up by them
I'll try looking there again soon with the seaglide map
It should be after you picked uo the first
1 of the 3 data carda are easy the find
The other two are a lot tricker
1 especially
that's really reassuring
Well they are alao in the ||jelly||
Look for hard to get spots
The scanning room should pick up the othet two cards if you swim around there for awhile
I really wish it did
I found the second
and see a similar spot
and it makes me wanna get a second medkit fabricator
the second was safe maybe 20 metres away from the first
I just spent 30 minutes burning my medkits trying to get into an opening above a vent that for some reason doesn't have the opening and is straight up out of bounds
|| you are looking for a vert tiny cave down low||
nah bro I found it
the tricky part was seeing it
I passed through it probably 10 times
but there actually is a false crevice just above the vents that looks exactly the same on the seaglide terrain scanner
with a passage and all
but it's just out of bounds
I found it onoy woth the scanning room
I dislike the seamoth so i found the first data card and came bacm way way later whrn i needed to get deptch modules. Scan room picked it up for me, i could have spent hours searching for that hardestbone
Yabthat IS the tricky part. It's hard to see cuz the colors
I wonder why mine doesn't detect that it's pretty much directly above it 24/7
well honestly it could just barely miss it by a few meters with no upgrades
i am the complete opposite i love the seamoth
too sloooowwww
Just keeping thread alive ๐
But question. I finally made it to a comet that fell right on top of me. I checked the water and there was nothing around me. Is the comet rng or should thee have been something?
there shoudl always be something
and it should be a black brick falling down
oh wow reapers are annoying
why do they kill you off in half a second
cant even see the entire animation
pretty annoying you have to restart the game completely on each death too, but i assume it's there for some sort of workaround
i can't say i remember that existing last i played but its been a while anyway
oh or maybe its just to make suicide runs much more annoying to do?
but if thats the case maybe adding a bit of extra delay when respawning on every death, that slowly ticks down, would work better
such that 'legit' deaths arent punished by a few minutes long restart and save reload, while suicide runs are punshied by way of it taking longer and longer to respawn on each death (maybe with some sort of bullshit lore reason like atom reconstructors overheating due to working too much, and needing to cool down for a while)
||multiple titanium signatures|| is a very interesting line too, which i assume foreshadows ||the base you find in the crash zone? assuming that it hasn't been changed/moved since last i played, i mean||
Look up is my advice
nah not looking for sorts of advice just commenting on what i find new
(aurora) ||what the hell lool the depth module just spawned a seamoth that instantly exploded in the wall||
||at least the cyclops module didnt explode in my fucking face||
(nearby aurora) ||you really should be able to scan this room to get the blueprint tbhh||
oh well back to the search i guess
the crash zone turning a deep red when it turns night is so fucking cool
well its more like an intense orange but whatever
Does anybody found how to obtain tungsten grains?
I havent played this game for a while and now curious about progress on this topic.
All still trying to get there
anyone got a hint on where to find ||lithogel?||
suicide runs are now completely impossible
if you die you get kicked out
so you lose whatever you gained
ah! that makes sense
is it intended to also somewhat punish normal deaths? or just a side-effect that can't really be done away with considering the situation
the latter
damn rip
oh damn the cause behind c2c world items (e.g. filtered water in the container at the island) not disappearing on use hasnt been found yet?
just had it occur with the item mentioned above (||at the damaged azurite battery location||), sending log in case it helps any
although i see theres no error before all the tooltip exceptions, so i assume its not very helpful either
maybe some islands?
I believe that was related to a vanilla issue. But it only really happens to those items. I believe they disappear on reload, or just do them in a trash can or something
yep its still somewhat annoying to need to reload when you use em
esp bc you need to quit completely using c2c
i love ||campfire|| (de extinction fishes cannot be processed :( )
alr ill try to look through those
i haven't 100% them yest
huhh hmm i just emptied a tool with an azurite battery with full inventory, shouldnt it have gone in the pending items list
bc i then threw out a regular battery to make space and it (azurite battery) didnt pop up
oh nvm it has 2 spots yep
yeah ignore i truly did just forget; (post laser cutter) ||i really like how there isnt any safe place to put your seamoth at the crash zone base due to the reaper, such that you're way better off making 2 trips to get everything & going 'by foot' so gameplay doesnt become to take your vehicle actually anywhere you need||
azurite speed boost helps greatly in this regard
also is (still post laser cutter) ||the crash zone base reaper's aggression turned up? felt like i was getting assaulted every 5 seconds, although i was also doing it in the night time and the laser cutter was bright as hell, does that change anything about the behaviour?||
oh shit you cant progression skip lifepod 15 anymore ||it spawns 2-3(?) ghost levis at the same time|| lool
I could probably add that if they can be cooked
glad to know that measure is effective
I wonder how automatic the process could be made
Considering the ever-expanding number of mods that add edible fish
it needs sprites
Which could be automated by applying a hue adjustment to the cooked/cured sprite
I suppose then itโs a matter of not knowing where the sprites are
Could just be a process you put them through once rather than being something the mod does on the userโs device
it is not that simple
and the sprites are not stored that way in SN
or really in unity
I did write a way to extract texture data from a UnityEngine.Sprite but it basically relies on a pixel-by-pixel copy
it is NOT cheap
??? do i need to teach you how to use asset studio then??
at that point I would just do it myself
could you not just change the sprite renderer's color field to brown or something
although then's the question of figuring out if a given item is a raw fishe or not i assume?
that is a color multiplier
so anything not red to yellow will just turn black
oh rip
then a shader that just lowers brightness or so? assuming you can apply shaders to sprite renderers idk if you xan
there are no custom shaders
Not true
why the fuck are there SEVEN BONESHARKS constantly following you in the crag fields
like i get dissuading against taking the seamoth everywhere but this isnt a threat its just a nuke waiting to go off inside of your seamoth for no apparent reason
right i guess i stumbled into a hot spot bc i took another route and theres only 3 this time
(grand reef) ||the anchor pods can EXPLODE?||
it does make the local fauna a bit more of a threat to worry about at least
in my game the path in the aurora to the captains quarters is glitched there is only water; the rooms are missing, its like falling through to the bottom,
can I gnore this ? or is my game broken
ow the || glass forest || is as laggy as ever
although i didnt linger much because i dont have the gear to do anything down there yet
huh. the containers at the ||damaged azurite battery|| location, when despawned by moving away then respawned by coming back, keep respawning their contents
not too game breaking through since theres only a first aid kit + powercell in there
it feels like the waterproof containers also respawned their loot but i cant replicate that as easily, at least
ohh lol you can cheese || alkali vines || by positioning your seamoth nearby them, and they're very easy to get to at the || mountains || area
unless thats intended and getting the || propulsion cannon || as a prerequisite is overcomplicating it
this is actually intended
huh
and also planting || deepvine || doesnt make the item 2x2 in the planter, while also not allowing you to plant more than 6, like usual
??? i tried planting || lumenshoom ||, and at first, it transformed into a "Jellyshroom" item in the planter's gui, but in-world it was the correct model/texture/color; then, i look at it again after planting a second, and they reverted into the seed, look selectable, but aren't actually grabbable?
also nothing's planted there in-world anymore
had a slight feeling that saving and reloading while like this would somehow break something so i deconstructed the planter to get rid of them completely; but if they arent supposed to be plantable, maybe blacklist them from the planter?
they're meant to be plantable, but it isn't useful to do so
oh do they just not do the thing they do in their natural habitat
vaguely remembered that was their deal but wasnt too sure
huh why is || nozzlevine || a sea-based flora if you can find it in the || mountains ||, above water
didnt realise it was under flora > sea until i tried planting it into an external growbed just now
they arent plantable iirc
i mean
i think its made specifically so that you have to go back to everytiem
you cant plant them yourself
woah weird plant
when it was growing it had a very different model and its color is vastly different from its natural variant and the item texture
hopefully this doesnt end up bricking my save? lol
why does putting a room info panel unspecialise the room </3
plant pots unspecialise an agricultural center ??
oh wow collecting nearly every sample ahead of time (except fucking rouge cradles for some sort of reason) made my life a lot easier
wahaha i ended up uncovering || salve bushes || so a blessing in disguise?
oh the natural variant of the plant appeared at 0, 0, 0
as things tend to when playing c2c
sorry to ask again are there any important blueprints I could miss later?
oh yeah sorry ive kinda buried you
are || sunbeam debris || a limited resource that i have to move base for? i saved and reloaded, then cancelled the scanner room's.. scanning on it as there were 0 around anymore, but now it's no longer being listed
nvm i just had to wander around a bit i guess
that seems pretty bad
they're scattered in a limited area, probably fully coverable by one or two scanner rooms, but to be detected the chunks will need to be loaded in at least once
the pings also have a tendency to disappear if you're too far from the scanner room
ive noticed i get pings but no actual item at the location
thought it was just that theres a spawn cap, but ive got 0 items since my last reload
well ive had this particular issue way back when i last played too but i was hoping there'd been a fix found for it by now
Ahhhhh that would explain it. That's why when I built a second scanner room that over lapped the pieces didn't despawn. They still do but if I wait a bit they'll respawn
Ya so ... one way to overcome i did was to have a scanner room on alien base side of mtn, and another one at the bulb,mushroom, mountain tri state intersection.
The pieces don't disappear as much when I got those 2 scanners running
ToSeaTo
||is there a debug to spawn blood larva bc in my main survival world I found the cave where they normally spawn and had no luck (verified that it was the right cave in a separate world)||
The seamoth is bad. The azure seaglide is the way
Seaglide is slow and bulky and not all that useful
Azure seaglide is always less than 30 seconds from surface
Carry 2 big air tanks for great justice
I found mk 4 before mk 1...to be fair i knew whwre it was lolololol
Your deacription earlier sounded crazy tbh might be broken
Sometimes the items take a bit to spawn. Its annoyong tbh
This isnt what you asked for but
||liquidairtank||
hi i dont get ACUs what do you mean no plants and no biome
the creepvines are still growing at ~50% each but they dont seem to be progressing any, and i cant seem to be able to cut them down either to replace or whatever
mostly im just looking for free stalker teeth i left some scrap there for a while and nothing dropped though
as far as i can tell theres only stalkers, stalker eggs, (indefinitely growing) creepvines and the scrap i just re-dropped rn, so all species should be of the same biome?
fwiw 3 of the creepvines are growing from sample and 1 of them is from the seed, but i doubt that'd be the problem?
Maybe the acu has to be 2 rooms tall for them iirc ?
it likely doesn't count plants that aren't fully grown
and yes the ACU needs to be at least two tall for creepvine
same applies for bloodvine
they all require 2 floor aquariums
oh shit that makes sense yeah
ive never really used acus before bc you really didnt need them past decoration in vanilla
i was sure i'd ended up in some unfortunate state achieved... somehow where my options were to live with it or replace and hope it wont happen again
does reloading a world without reopening the game permanently break the save file even if I didn't save after reading the warning ?
I may have done that at the beginning of my save but then everything was pretty much fine up until the larvae point when I clearly get an exception in the logs and the stuff isn't spawning
is there even a point in playing further or am I going to get more and more of those
are there any more unspoken modding rules that I should be aware of other than properly reloading worlds ? sorry I'm clearly a noobie here
that's the modding list I hope nothing conflicting
considering it only warns you to exit without saving when you reload, i assume it should still be fine if you didnt save back then
and ive only ever seen this as a measure when using c2c specifically, myself, so most certainly not an unspoken rule
that said, it would probably help with identifying the issue if you also sent the log
the ocassional exception is pretty common in c2c, last i've seen
it's really messy and there's multiple worlds as I tried to spawn in it creative and it worked the second time
it should be fine
but it's pretty much DRAGON INDUSTRIES - ALTERRA DIVISION: WorldGen holder @ (coords) had no generator!
and maybe a bunch of missing textures here and there for some reason
It is overall highly recommended to reopen the game when reloading a save, with any subnautica mod, including SML/nautilus itself (i know that you are running on legacy, just wanna warn if you decide to switch to 2.0)
If not done this may lead to various problems, from almost none to game breaking, highly depends on how the mods work
And also the save itself
I would personally recommend you to create a new save, but i would also first hear other peoples opinion
I remember playing this mod 1.5 years ago and it was a complete bugfest for me but I also stepped into the trap of reloading not sure if I saved back then
so I gave up
and now I have 30+ hours and it's mostly been great especially the performance improvements
but I don't know if I got in me another attempt
You can either create a new save and cheat everything you had in the previous one, or just roll with the original save until it is unplayable
I'm 100% sure I didn't save this time but still here I am
I think there's a lot of stuff that has to be scanned and triggered and collected for the ending so still not that easy
Yeah, you will be set back quite a lot in this case
it's just according to Reika the complete playthrough is possible as I understand
so I'm really curious where I have gone wrong
why tf is there a warper in one of them || dune || wreck :( how are you supposed to cut the door
oh you can bait it out but it just comes back
that'd be the game's fault
can there really not be anything done to || glass forest || (or whatever its called) lag? going from about 50-60 to 10-14 isnt very fun to play with
to be fair my rig isnt exactly good either (gtx 1050 2gb vram, ryzen 5 3600, 16gb ram even though i assume the latter doesnt matter any) but surely something's being done there for that drastic a change
actually it looks like it goes up to about 20 after a while, but thats still a big drop
Thatโs kind of a misunderstanding of sea to seaโs goals
Things like leviathans being present somewhere are a means to the end of pointing the player towards a particular solution
They arenโt there to test reflexes or just purely be a nuisance
ahh yeah, fair
also argh can you really not breathe under 500m in a base without || liquid breathing ||
or at least cant if you go outside and then back in
unsure if the latter is relevant bc i didnt get to experiment much before i died
oh theres just a buffer of a few seconds before ryley remembers he can breathe
unfortunately that means i cant look around in the Deep Place Where The Thing Fellโข๏ธ
presumably intended prog skip patch?
what the hell is this
unsure if its c2c related bc i also have de extinction & radial tabs
cant seem to be able to do much with it
coords are ||-712, -315, -1080||
empty items found in the ||sea trader area, at 175m away from lifepod 9, NW, at some wreckage on the ground||
de-extinction adds a couple of unused assets, including these
i don't think de-extinction has the grand reef crystals anymore though
Its meant to be you strugfling for air...but it can be the msot brutal death
Sometimes you take danage for like a solid 30 seconds
that makes sense
considering its the || depth pressure || that does you in, at that depth
Tbh i think there is major bugs Reika only partially fixed
There has been a few people reporting bloodclawer issues post the fix
the ||grand reef ghost leviathan|| ONESHOTS?
well i dont actually remember how much hp i had couldve been like 80 damage or some shit
but im just trying to set up a scanner my guy chill tf out
also how far in progression is this seamoth mk1 bc im reaching the point where i can make my own ||azurite batteries|| with relative ease (minus damage taken from harvesting the resource, but im leaving worrying about the equipment until later)
also at the point where stasis rifle is just annoying bc of the item mentioned above, although i do assume thats way earlier in progression
it's like very early game actually
???
damn guess just blind then
yeah whatever ill build scanner rooms everywhere theyre cheap anyway
ill deal with it when i feel like it ty
was sure itd just be later because i hadnt seen a trace of it besides... the mk1 depth module in the aurora that spawns an instantly-exploded seamoth
oh yeah im just skill issued i have like 50 hp
doesnt really help that it disappears long before the fog hides it but i assume thats just subnautica thing
how the fuck do you link power transmitters btw the line doesnt seem to draw no matter how close i get them
is there like a practical distance cap bc im trying to move thermal power like 400m lol
well this is only tangentially a c2c question bc im using the floating ones
yeah okay so you just cant transmit power longer than 20m i assume bc its not relaying no matter how i place them
through terrain, avoiding terrain, avoiding objects, making sure they have a direct line of sight in general, using vanilla transmitters it really doesnt change much about the max distance, as far as i can tell
unless its some bullshit external factor like warpers... warping the electric field so it cant transmit well or something
huh thats interesting to keep in mind
weird that it doesnt mention that under the actual item though
is this just a localisation error or is it an actual mechanic
||the immediate first thought of just dropping it above an active geyser does jack shit so i assume its related to the lava zone... if it actually does hint at any sort of mechanic||
databank entry doesnt mention it at all though :( couldve been a fun mechanic if handled properly
although i guess water doesnt exactly have o2 either so this wouldnt come into effect in an aquatic environment anyway?
Once you get too far from the thermal vent it stops working even if you connect it to a base
oh thatd explain it
Tried doing it with a jellyshroom cave to safe shallows base and it stopped
I could build the base far enough to get it to connect, but once I moved out of range the base power just dropped
I still wish I knew what stopped the safe shallows geyser from erupting
scanner rooms should spawn with no camera bc you can repeatedly construct and deconstruct it for free cameras which invalidates the camera recipe
also theyre more of a liability just polluting your beacons 90% of the time tbh
also could || platinum || just have its gravity disabled and lock to the seafloor (when spawning) bc it suffers the usual subnautica problem of gravity pulling it through the fucking floor
usually its not much of an issue because whatever fell you can probably find somewhere else also, but this resource is only in this particular area and falls relatively quickly too
oh well actually this wouldnt solve much because they're moved within a few seconds of spawning anyway nvm
why the hell did it hatch with a mutation lolol
i see no differences otherwise but actually how does an object spawn a second model of itself thats parented correctly and the such
oh this happened on a bladderfish too but its way less noticeable
the latter's description is changed in C2C but it sounds like the ingot unpacking delegate item is fetching the old one
oh so it really isnt anything rip
cut planned feature?
or is that old vanilla item description since i think subnautica was planned to have it?
oh yeah it is the vanilla lore ahaha
yep found it on the wiki
isnt || base plankton || poison supposed to go away after exiting its area
i entered the poison area, entered my base through hatch, poison kept going, left base, left poison area, poison kept going... died
also do stalkers just eat the scrap left in their acu bc i left a few pieces a few minutes ago and now theres nothing
if you have to continuously supply scrap its probably much better if you construct an unethical cage out of base pieces where you drop them together with some scrap and let them do their thing
which i highly doubt is an intended farming method
may be worth noting my stalker acu is in a separate base 150m away from my main base, but base pieces last i recall should be global anyway so that shouldnt matter any?
plus i havent seen any scrap on the ground under the base so i dont think any fell through the base
yes
it sounds like the OnTriggerExit never fired
no?
it would fall through the terrain too
in fact bases are more reliably solid than terrain is
fair point yeah hng
so is there a way to attach items to something in the acu then, such that they wont be affected by gravity?
i saw theres a || stalker chew toy || item which i assume is the best, but im hesitant on using it because of the Third Resource In Its Recipeโข๏ธ, as it takes a while to get to the gathering area
at least until i can ensure stuff never falls out, which at least i havent seen any tech counteracting?
Oh! maybe gravtrap but idk how that plays with stalkers ill have ta test
I think scanner room might not helo you find it
Mk 1 requires 3 hard as heck to find things
(Also the seamoth is sloe you have azur3 seaglide baby why would you wanna move at like half speed)
On occasion the glith exists
I usualy move further into base because move speed when it triggers
Big favts here subnatuica terrains eats shit all the time
im unsure what the second half of the sentence means but ig yeah ill try wandering in the base next time
Moving in thr water is slow
yep shouldve been fully aware i got my moth absorbed like 4 times this save
oxygen, storage and access into bases without being poisoned to death
i use 4 storage modules which is absolutely goated though ill have to replace one with depth soon
its still not bad either the map is 5km diameter and it only takes 50s to traverse that at 10m/s, about the speed of the moth i think
wait
nvm i cant do math 500s
still fast considering you probably dont have to travel more than 1/5 of that distance to get to any biomes
excluding the POIs way outside the playable area ig
Encountered the problem that was mentioned before with ||blood crawler larva nests not spawning. Found the caves where it should happen judging by coordinates in source code but nothing there. Even built a base nearby with fully upgraded scanner room but not luck||
I suppose there is no immediate fix and I will have to spawn what I need manually
I also have these in log files but can't understand if generator itself worked correctly in the end
||(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)
SEATOSEA: Queuing world generator BKelpBumpWormSpawner @ (-847.5, -533.8, 1273.7)
(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)
SEATOSEA: Queuing world generator BKelpBumpWormSpawner @ (-863.8, -535.9, 1302.3)
(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)
SEATOSEA: Queuing world generator BKelpBumpWormSpawner @ (-841.1, -539.0, 1304.4)||
I suppose that is related
DRAGON INDUSTRIES - ALTERRA DIVISION: WorldGen holder @ (-847.5, -533.8, 1273.7) had no generator!
DRAGON INDUSTRIES - ALTERRA DIVISION: WorldGen holder @ (-863.8, -535.9, 1302.3) had no generator!
DRAGON INDUSTRIES - ALTERRA DIVISION: WorldGen holder @ (-841.1, -539.0, 1304.4) had no generator!
quick question ?????
I kinda shot something with a stasis rifle nearby once upon a time but I didn't think that would persist forever in the save file
generator var for WorldGeneratorHolder is null for some reason. When I assigned new generator, needed object spawned
oh my fucking god please make || base plankton || poison go away after entering the base or something i BEG
i have no clue how youre supposed to survive even the slightest entry into its area
oh you've come into contact with this invisible collider for half a second lose your progress since last save lol play better
at least c2c warns you to save frequently
that's why I save before each entry and exit to the base
most of the time I get through it just fine and my health stop dropping
sometimes I die because it bugged
the other thing that helps in critical situation when health still drops inside base - save right away. When you load this save, you will not have this effect anymore
and don't place several entrances to base nearby or these fields stack
workarounds but still good to know
oh it doesnt save through... saves? i thought it was and never saved in fear of not fucking my entire world
thats good to know yep yep ty
yep, stumbled upon this accidentally
by the by how the fuck do you harvest the || falling meteors ||
save-scummed 5 times, 2 times i'd completely missed it, 2 times i saw its glow (but nothing actually at the location), 1 time i got so close i could touch it with my hand (methaphorically) yet there was no sign of even a glow
edit: 6th time's the charm, guess its just really hard to see under night time
is it even anything relevant surely it wouldnt just be a useless red herring decoration with such a presentation (sound, ||big thing coming down, relation with the debris field mentioned by the sunbeam||)
at least i happened to stumble upon || lifepod 10 || because thats the general area it drops
would you guys wanna see me make my way through this mod? im streaming in vc
Where should I build my base? I remember the way to the jelly shroom caves
can i continue my save from like 2 years ago when i update or should i start fresh
very recommended to do a new save
alright. was there new content or just "save breaking" changes
Both, as i understand
Like 2 years is a long long time, especially for a mod which frequently updates
yeah forgot that reika is such a workhorse lol
made a fix that can be applied to any save with missing ||blood crawler larva nests||. It reapplies generator value so entities spawn again
https://www.nexusmods.com/subnautica/mods/2328
holy hell
irght imma take it real slow now in case this guy finds and fixes everything before I get a chance to mess it up
ah it generated after first launch
lot of stuff is redone iirc
or like theres a bunch of stuff added and gone
i believe reika uses it
I do
bro there is phytoplankton in front of my base that oneshots me when i try to get in
๐
can i somehow get rid of this
yes
Reika uses easy craft
But
I recall you hesitated to add extra storage to inventory
But thats
Much atronger๐คญ
There is a tech tjat makes it do no damage.
At one point i thought the tech that stops mobs from boppin was it
The real thinf is
You need that plankton
lol yep have fun
never leave/enter the base without a vehicle otherwise you just cant
you cant collect these ones, no?
i'd imagine it would just trivialise the challenge of... whatever you need to do since you need to make that anyway (and it would also make it inaccessible with 2/3 available vehicles?)
either way yeah they're annoying, you arent allowed to build a base anywhere outside the safe shallows and kelp forest until some arbitrary point in progression where you get some arbitrary piece of tech
not a main base featuring growbeds, at least
Not what needed for
I havent had the same death ossues you guys have had
I can get killed by planton
But usually moving forward in my base for a couple steps does it
Or it doesn't and you die anyway
Good thing I made a second hatch on the opposite side of the base just in case right ??
doesnt it spawn at all entrances at once
or did i just always place the moonpool and hatch just close enough for one to cover the other
@trail ether someone made a patch for the thing if ur interested in checking it out and applying it
oh my fucking god base plankton sucks you cant even repair your docked vehicle with them
cant wait to get the legendary piece of technology that allows sending them to the deepest pits of hell
not testing because i dont have enough power to do it yet but i assume activating || seabase sonar || somewhere far from entrances would redirect them there? since || phytoplankton ||, which looks to be roughly the same """species""" as you can't scan the base variant, mentions movements activate them: ||sound -> movement -> attracts -> entrances are free||
alternatively just something dumb like a floodlight pointing in another direction
It's more of a retroactive console command fix
Can't find the reason for this behavior still + would like to make it automatic
And it seems I'm going to have the same problem with ||avolite||
||coz in my previous game I saw it all the time and now I didn't find even one||
i see
yep, for some reason has error message in log
SEATOSEA: Invalid sunbeam debris location, deleting @ (219.6, -386.0, 1425.1)

yep average ||avolite|| experience lol
just keep gambling youll probably get it within two hours
do there really need to be that many || spore "rainfalls" in the mushroom forest || it drags me to 10fps whenever im in a like 100m vicinity of the biome or something
makes the game almost unplayable and the constant ||loss of vision (because theres no way im going to maneuver a seamoth between the trees while playing a slideshow|| makes it more annoying than anything
fucking OW SIX FPS
istg if im gonna have to setup outposts around here to collect The Lag Causersโข๏ธ or at least i assume them to be lag causers
probably will have to considering there arent really red herrings in c2c (that i've seen?) but its going to be annoying as hell
I don't have problem with this biome, though I thought that I would
But I had insane lags near base when I had plankton and nooslevine (don't remember correct name)
Turned out that my problem was resolved by clearing this insane amount of object at 000 coordinates
I run "clear000" console command that Reika implemented in mod
It helped to go from 20 to 45 fps at base
Maybe it can help you too
That is new since the last time i played. looks gorgeous
yeah ive done that a few times but it didnt seem to affect much
goddamn the || seamoth mk2 depth upgrade || costs so many slots
had only the last row empty or somesuch
ENTERING THE EARLY GAME ๐ฅ
i shudder to think what hard mode does
and yet no matter how far you progress you're still going to get 10 damage from every small fish hitting your windshield
holy shit || lifepod 2 || is brutal without the Lung Upgradeโข๏ธ
holy fuck why are there so many crabsquids in my local area...
WHERE the fuck did the || ghost leviathan || come from (|| northern bloodkelp zone ||)
is that vanilla and i was always lucky enough to not find it or a c2c addition
well this is awkward
warpforward 1 my beloved
also gave myself a medkit to heal a tad because i feel its only fair when i end up walking on the seafloor and take half my hp damage as a result
oh i consumed one that i had previously by accident so now i have a tainted "this item was spawned etc etc into the game" medkit until further damage rip
i assume it doesnt do much except help with bugfixing in case someone reports an issue with an item and leaving a permanent stain on the savefile for permanent items
do not touch it
its pretty harmless as c2c custom mechanics go
unless it does something more in hard mode
||leviathan|| is vanilla, but amount of crabsquids is something new I suppose. There was only one in vanilla
huhh
oh no is this supposed to be repairable (||crag wreck with dragon industries pda||)
this is a save made on whatever the latest version is right now
bc i didnt update it ever since it was created
oldest file i can find with a cursory search inside of the save file
hm removed extraneous mods (map, deextinction, perfbooster) and nothing changed
oh looking it up here i see its a common issue even postfix
yeah ill just warpforward through it
??? do reapers let the seamoth go earlier if you maniacally move the mouse/steering wheel, and/or flash the lights on and off, and is this a c2c thing if so?
a reaper in the crash zone let me go after 15 damage as opposed to 75 damage as is usual
i cant seem to find much about this online also im unsure on that 75 damage pivot because its the only other time a reaper caught my seamoth and it was in the dunes
why does the ||medical fabricator in the dunes base|| function lol
the lights yes
that is an Ecocean feature
huhh
does it function or just spawn with a kit
function
grabbed kit, came back after exploring the rest and it was at 62%
it was at 1% when i grabbed
ok that is a bug
lol yep figured
think of it like how using cheats disables achievements
it is a similar system
invalid here probably just means out of acceptable spawn spots
eg not in the right biome or the like
rather than invalid on some technical level
I would rather fix the root cause
though I do not have nearly enough information to do that yet
i see
ah okay so nothing tangible should change
fck i hate collecting the purple fragments
how does easycraft work when there are alternate recipes for something
fiber for example
i have a hypothesis as to why the ||large blood crawlers|| dont spawn
i have tested multiple times in creative and found that if you visit them they will spawn however if you go to the blood kelp trench before the northern zone they wont
by "blood kelp trench" you mean blood kelp zone on the south?
Will check tomorrow too
My main base is in western grassy plateau and I was in this trench many times before ever visiting North blood kelp
So it seems legit
i think i will download ur mod
I uploaded new version an hour ago and it now displays message in-game on running command
Along the way rechecked that it works
My game where I applied fix yesterday spawns everything correctly and when I tested old save backup, it did work too
So I'm sure it will help
ok i will test it out
those are separate crafting nodes
the command is not working
nvm i fixed it
it works well
yeah but the mod does recursive crafting so for example if i wanna craft a medkit which of the subrecipes will it use
or will that lead to problems if i do it like that
easycraft does not do recursive crafting
and any mod that does is likely going to pick the default recipes, since the way recipes and items are implemented there is no such thing as an alt recipe, only a recipe that has no "normal" output but yields the original item as a byproduct (but which is still registered as crafting some other item, even if you get zero of it)
im pretty sure it does. crafted the nanoloathing drones without making the motors in between for example
autocraft is the feature im talking about
here you were talking about that part a while ago actually
but yeah it seems like it probably wont be a good idea to use it for complex recipes
most likely it'll just use the "base" recipe for an item
because on a technical level, alternate recipes are recipes for a different dummy item that just gives the item it is an alternative for
does the scanner room work properly
i have it on max range and it only detets 3 fragments that cant be right i find a lot more if i look manually
oh thats probably the reason
yeah vanilla stuff
so i ride around the biome once then activate the scanner and it should work i guess
should work if you have the scanner activated from the beginning too
just gotta wander around is all
is that a vanilla feature or added by c2c
what the fuck is this?
im unsure how i ended up with it, ||best guess is that it has to do with the mushroom tree particles, and there being a tonguelily under it specifically||, although im yet unsure how it ended up in my seamoth of all places (though it may be worth mentioning i do not have any storage inside the base itself)
oh it was in the || plankton scoop module || i think i can piece together what happened (EDIT: yep it sure is, question still remains for what the fuck is it used for)
although i then immediately died from the poison of an inconveniently spawned Underwater Cloud Of Doom so i didnt get much time to tset
ohh fuck the propulsion cannon <-> repulsion cannon recipe voids the battery and replaces it with a full battery, ||so you can accidentally void your azurite battery like this and have it replaced with a normal one||
maybe it should automatically take the battery out into the players inventory, and have the pro/repulsion cannon come with no battery instead
seamoth supplied for exploration
Doesn't seem to have enough materials for a scanner room ๐๐
i have a few scanner rooms already in some places but yeah ur right
what r u using
regular food will go bad ๐ฆ
filtered water the goat
set up an acu with bladderfish and youll never have water issues again
idk i collected salt and gaspods for like 5 minutes and i can make like 100 bottles of disinfected
there is a third method of preparing fish if you didnt know already, and it has the benefits of salting and cooking at the same time, without any of the downsides of either (going bad or being way too expensive)
just gotta keep exploring then
its way too good although it doesnt support de extinction fishes be wary of that
use vanilla fishy only and ur golden
dont have that mod anyways
Im feeling the vanilla plus style of c2c a bit more