#SeaToSea
1 messages · Page 27 of 1
Youd need to collext so much to screw yourself
Ion cells dont drain
1 is all thats needed really
You can get those with rock crusher tho so not really big deal
I think at least...
I recall doing a thin
I'm having the same problem with brine coral. It seems that sometime between play sessions, all the coral in my world entered a bugged state where they exist and can be moved around, but won't emit degradation particles when removed from the brine, no longer show up in the scanner room, and most importantly can't be crushed by the rock crusher so I can't make electrolytes. If I had to guess, at some point when loading the area the game considered them as "not in the brine anymore" so they all degraded.
What's their spawn IDs so I can make more?
||brinecoralpiece||
Alright, thanks. Out of curiosity, what's the ID for the the objects themselves, not the item? I want to see if newly spawned brine coral works as intended.
theres progression locked items like vehicle upgrades
yes i know please do reread
thats the intended method until prawn but its bugged for me
||brine_coral||
Unfortunately I couldn't get it to work. Trying the "spawn" command just has the game tell me it couldn't find the prefab. The "item" command worked, but trying to drop it into the world from my inventory just resulted in the ol' invalid item black box. Oh well, at least the command for spawning the chunks work, so I can still make progress.
ah
so its most definitely not any of the extra mods i have (building tweaks, DE, power order, radial tabs, nest fixer, map) because on a new creative save it all works fine
also please remove the periodic environmental warnings when nodamage is active i beg
huhm, i biome bloodkelp'd, sending me to the trenches, and now it doesnt work anymore
have a hunch it might be related to simply leaving the area in general though
yeah okay so i biome lostriver'd, went far enough to where the drillables i'd initially spawned were despawned, coming back they are no longer drillable
ill do a test without any extra mods too though to be safe
@barren oar Where did you find Calcites?
it'll catch your attention if you're in the right area
hm nope doesnt happen without extra mods
its nest fixer lol yep
i am incredibly confused why because it doesnt do much that should cause any of that
especially if you dont run fixGens
because it is the vanilla prefab
just modified by C2C
there is no such object "brine_coral"
public static readonly HashSet<string> lrCoralClusters = new HashSet<string> {
"a711c0fa-f31e-4426-9164-a9a65557a9a2",
"e1022037-0897-4a64-b460-cda2a309d2f1",
};```
Holy moly .... weeks, no months and I got my first nanocarbon. And prolly only cuz it fell on top of my head. But it doesn't show up as a choice in scanner .... even dropped it to see if I could hand scan it but that was not possible
did you make the module that lets you detect falling objects
lol np
Well, I heard the noise of Falling Nanocarbon. But I chased and found nothing there
its tiny, unnoticeable and disappears after 90s in water
give up on finding it if it happens to fall during the nighttime, and accept that youre going to grab it once every 3-4 tries otherwise
nah thats an exaggeration but it is very tough to find, even with the module
Okay, and it seems the Enhanced Vehicle Headlamp Module can't be unlocked in current version
As well as the Hull Repair Nanite Controller
Aminos! I installed an Ampeel Antenna in my ACU but it was beneath the roof of my room.
IDK, if it is a bug as it can't be destructed
youre missing out
gl
Okay, the another one
Aminos! I chased but found nothing there again!
Maybe I should hold the Propulsion Cannon to search next time.
I disagree
everything I have been told about it indicates I would find it stressful and frustrating
not to mention the "lol you have to be a monster to succeed" memery just alienates me further
my flagship stellaris mod was created as a counter to the - at least circa 2018 - bonuses the genocidal empires got because I wanted to be able to destroy them without being evil myself
you dont have to be its just edgy people on reddit repeating the joke for the 20th time
stressfull maybe depends. there are lots of good mods for it
i have been independently told by many people that the game is deliberately designed to be unfair
I’ll have to independently verify, my understanding of it was “some kind of mix of prison architect, oxygen not included, and frostpunk”
It’s just that it never goes on sale for more than 20% off so
Good
What is the teminal about?
Oh, I kitbashed that thingy. Can’t remember what it’s for though
How to i get sea to sea?
This?
What those?
All of those????
So just THIS and terrainpatcher and ecc library?
Yep
Let's switch to #❓┃help-and-support if you've done something wrong
I think you need redials now
Can someone please give me a hint/the coords for the ||seamoth depgh mk1, ive done about 20 circles of ghe jullyshroom caves and only found 1/3||
||they're within 50 m of each other||
or just build a scanner room there as far as I know
gotta look really hard without it
I tried using a scanner but nth showed
you can try seaglide terrain map
the locations are notable but might be really hard to see
literally
Well ill have to hunt more when i get home from.work
yeee good luck it's pretty nasty took me like a few hours and some tinkering it creative
I might just go creative and find them and mark the coords or smth cause this mods already driving me insane enough lmao
Props to the creator for making smth thats actually giving me a challenge
Think heat ... and remember it says to go deeper
But ya ... use the map from seaside isnhow I found the first time
im still so lost as to where these parts are
yeah tbh scanner rooms kinda suck ngl
you have to basically already see it for it to take effect
the biome isnt that big so you could probably sacrifice some distance for speed to help mitigate it a tad
youll want a scanner there for all the || magnetite || later anyway
because i dont think ive ever seen it spawn anywhere else
finally found them only to not even be able to craft it lmao
cause i havent unlocked ||microfilters|| yet
now to try and figure out how to get them
time to go hit all the wrecks i couldnt cause of lack of equipment lmao
dont forget 3-4 distance upgrade scanner rooms are your friend in this mod
though i cant lie the time i found it myself was purely accidental because i just so happened to start building a base nearby
also exploration findings pages are the goat
Yea im realizing i cant purely rely on my knowledge of the game anymore
Which is annoying me the most cause im having yo reroute my entire game just to figure this mod out lmao
And realizing i might need to consider building bases in more of the biomes
you have an infinite supply of titanium when you exit the pre-early game so you arent losing much by building bases everywhere
myself i think i have one base in every biome
at least one, rather
Except fps
Gotta clean up after yourself
nah you constantly need to access every biome wym
The game teaching good habits
i genuienly can not think of a biome where you wouldnt need to come back later for resources
maybe safe shallows at best
floating island i guess too
i should deconstruct that base i got the pda i'd missed way back then
You also gotta rely on every quirk of the game and optional locations too
i finally made it to the ||new biome|| and my fps fuckin tankeddddd
lol expected
with a 4090 i had maybe 5fps
I watched a vid recently about these "hidden" subbiomes that are just for the atmosphere but now they're all useful
thats the main trigger that makes the game near unplayable
have fun! its not getting better
Lmao
yea i havent explored a lot of the game tbh, usually would just speed blitz to important areas for the items i need in vanilla games
Sameee
so got a lot of exploring to do
painful exploring but itll be so worth once i finally manage to 100% the mod
(yes im going for the 100%

100% ing i think would just be completing
i dont think ive seen any other side content in c2c
i mean all scannables etc
unless all the scannable stuff is required to complete
hm well thats also a lie, theres a few qol buildables that you dont need necessarily
but youll find them just playing normally i think
which i just now realizied ive missed a ton of scannable creatures and stuff among the biomes ive gone to
can you config the ||autofarmer|| its so slow lmao
its actually shit i wouldnt bother with it
rip
maybe try to fit two nearby to double its speed
but that also means double power consumption and its an actual tank
was really banking on that to make it so i could not worry about my farms
youll tend to your farms often enough that youll start enjoying it :)
fair lmao
just wish i could use some of the mods from 2.0 sn to make farming more player friendly
the seed extracting qol one?
yea
yeah thatd be nice
unless there is a legacy version that im unaware of
unsure if it would work with c2c plants if at all
id assume prolly not
I pray every night for this mod to hit 2.0 one day 🙏🙏
not worth worrying about until its backported (no one will do this) or nautilus exits beta (no one will do this)
also i dont normally get scared playing this game but i was at one of the dune wrecks from vanilla and got fuckin jumpscared by a reaper as i was trying to collect ||azurite|| lmao
like full pause game type beat
i took my seamoth with and as i got close to the dunes i hopped out but as i was collecting resources the damn reaper decided to say hi and swing its tail right by me and roar, i thought i was about to die and hadnt saved in awhile so i panic paused, luckily when i unpaused i realized it was just the tail and it swam away from me
Good times
actually it makes you invisible too because theyre idiots
both work with the seaglide
You should try deathrun you'll love it
loud incorrect buzzer
ive seen deathrun gameplay from the last bacon and i do not have the patience for that
seeing as i almost gave up on this mod when i couldnt find the damn mk1 for seamoth lmao
just gotta figure out how to get the ||microfilter|| so i can craft it
with absolutely no idea has to how to acomplish said goal
so outside of the ||liquid breathing thing and the bioproccesor frags|| is there anything worthwhile in the ||new biome|| trying to figure out if ill ever need to go back cause that fps was terrible
i think there is a ||seamoth upgrade module|| for ...something, though i cannot remember what exactly
rip
youll find it easily enough anyway and it doesnt hurt to have
welp ill have to find time to go back there
yeah cross the bridge etc etc
honestly i think it was just the immense amount of geysers there that killed my fps
second i left it i went back to good fps
thats the leading theory around here yeah
though i dont see how that would cause lag drop the moment you first enter it, since no || ores || had time to spawn from eruptions yet
wonder if the geyser performance fix mod could help but i have no idea if thats 2.0 or legacy
it took a second for the fps change to happen but it happened slowly more and more as i made more progress towards the ||wreck|| there
oh in my case it tanked as soon as i went below like || 400m ||
er
no the biome starts a bit higher
right at the top of the plants i mean
yea it started at like || 350? ||
regardless you dont need to linger too much so it isnt that big a problem
except that the lag follows you for the rest of the save
oh no
maybe i should destroy my base going 200m down in that area
maybe lol
they might load the nearby area like minecraft's chunk system
It won't
And the ||wreck|| really does radiate the fps creep
Also, I found the geyser near my seabase stopped erupting one day.
Make sure to refer to the log too
"More to explore here"
Not all bases cause the fps decay, pay attention to when it changes
Lol
okay im so confused why is there a ||damaging field|| around my base?
Thats the plankton
Just move through it very fast
Do not stop
Even in your base
Its also bugged
So it diesnt do what it is supposed to
But reika doesnt know how to fix
So we just run through dat field o death really fasr
It helps sorta to keep plants away fron your base
But also it doesnt really help
Its rather inconsistent
its stopping me from being able to access my farm lmao
reload ifits super bad\
really you should relocate your main base to the safe shallows
thats the best solution until you can deal with it
i thought id be safe in the grassy pleatue(i know i scuffed this spelling) but apparently not
rip
Just make a really long tube with a hatch going to kelp forest 
Time to oursource your entrance
Deathrun has a funny aggression setting with reapers violently flailing each time you enter 100 m radius dunking on you standing on the island thinking you're finally safe
Hey does anyone know where i could get fcs
#🌍┃related-communities fcs server
but also their link to theirm od
what are you talking about
SN world loading does not work like that
damn rip
plankton sometimes not triggering onTriggerExit
or however the casing goes
bases are global objects, always loaded, including anything parented to them (ie buildables and their contents)
but other objects' load is contingent upon player proximity
so a faraway base will effectively exist in an empty void
literally in fact as even biome lookups in unloaded areas returns void
hah i see
i had to account for that in the base plankton system
so their placement shouldnt be a cause for concern regarding potential lag?
Baae plankton can cause death still. Mostly that. Its still wayy bettee than what it was at one point.
is there any specificity
Ans not bt standing still*
i asssume you just have a "last biome" cache for that? since the player has to be in range (and thus, biome loaded) at least once in their lifetime when constructing it
ive had it happen a fair few times, though i havent noticed much of a pattern
sometimes i'd enter the base and be fine
Tonguelillies are a bigger problem
sometimes i would still have the poison effect
yeah like the problem's null after like 40 hours its not that big of a deal
and the mod constantly nags you about saving so you dont lose much when it does happen
the computation for plankton spawn points - if any - is mainly done in BaseCell loading, so the solution was to make bases far from the player keep postponing the computation to avoid a false void result and effect
not until the player gets within 300m or so will it finally compute
sometimes i'd go inside the cloud in water, then exit the cloud while still underwater, yet still poisoned
and since bases never unload it can then just be cached for the session
sometimes it just works as perfectly coded
ah lol
wait maybe thats it then
building big bases and not loading them might be the cause of lategame lag
well, big bases or several small bases, doesnt matter much since all pieces are one cell
this code is new, added in march
yeah i didnt play recently before then so from my perspective it could still be the cause lol
the lategame "lag if loaded from inside a base" behavior predates it
i experienced it in dec 2023
i think its definitely worth looking into having it save in the save file though
just to avoid extra unneeded computations
but again small issue
oh
yeah i dont mean just that but general mod becomes too laggy to reasonably play when in the midgame
I still think its connected ti building structures
couldnt even get to the alz and honestly 10 fps is hard to play with
Twice ive had a base by tye blood kelp base drstroy my fps
actually prob closer to 15 i dont remember its beena while
My fps has been relatively okay long as i watch things like that
also do take my measurements with a tad of salt as my 1050 is probably the cause for a fair bit of render lag
because legacy stinks
I run a 2070 super
Tho whats weird to me is that
Gou use and cpu use actuslly drop down to realllly low
When my fps goes down
Unlike other games
Is it possible to turn off the kick to menu when dying?
Damn... i wouldnt even know how to do that xD
actually tbh why does that say to return to menu when you should be quitting the game entirely
it warns you on reload but eh
whatever yeah tldr just live with it
I definitely can but its just tedious to restart the game every time i die
im 3 days into my current run so ive gotten used to it but was just wondering if theres a way to not waste time restarting 😅
but if its to prevent cheesing i get it
So when will sea to sea come to 2.0 ( If it will )? Its honestly the only legacy mod that I wish we had on 2.0.
after nautilus releases a stable/non-pre version
whenever that is, or however much time will be required to update, are unknown factors
I have a question to share with you guys. If I wanna implement multilingual voice of Sea To Sea. Can these voice files work normally after changing the vocal content? (The file name is remained)
For example, I wanna let PDA speak in Chinese. Firstly, train a PDA model for preparation to speak Chinese. Secondly, use translation website to input Chinese words and play what the AI said then record it. Thirdly, use the PDA model to infer the record to generate the result. Finally, download the output file and override the original PDA voice of Sea To Sea.
Now the main problem is, whether the overridden file works normal.
presumably it would work just fine
hopefully it doesnt have a hardcoded voice length for voicelogs, otherwise (if it does) then you need to make sure translation the same length
I’m not sure why you’d use an AI, considering the PDA is an existing text to speech voice
Well, I think PDA maybe an AI because its intonation and speed of speech. For example, "Short range scans show" in Void Spikes is same as in "Grassy Plateau".
sea to sea's PDA lines were produced via sentence-mixing, not AI
And I use AI as I think there's no better method to do that. I don't know Reika use what kind of ways to do that
anyhow, if you want the voicebank for the PDA, it's IVONA Amy
nope, just sentence mixing
i believe there have even been offers to give reika properly vfx'd original lines that have been denied
So, is that the voice source? Ivona?
correct.
we also have a source for the Cyclops voice but it's much more heavily edited and i can't remember which company made it
I searched Ivona Amy on YouTube. There's some results that her voiceline was used in buses.
||can't repair the door in the crag wreck :(||
seems to be a common problem :/ "warpforward 1" 😉
Is the bioprocessor supposed to be passively draining power? Edit: Resolved itself...
It works over time
i thought that was fixed
It's a bug that a spike emitted by one of Tiger Plants surrounding the wreck hit the inner of the wreck
God, I should be here in the morning. Anyway, if players wanna repair the circuit beside the door successfully. A Propulsion Cannon is the best solution.
Just shoot something at those Tiger Plants
wait what?
The bug that the circuit of the wreck in Crag Field can't be repaired.
Tiger Plants are to blame
is there evidence of this or is it just speculation/an educated guess
I tried.
There was another person with the same solution
reloading my save on it didn't work so idk if that's how that works?
i actually didn't experience the bug the first time i played the mod
shrug
do ||pyro pods|| regrow
they do i'm just impaitent
||can't collect the data thing in the mushroom tree either :((((||
may have taken a bite out of trhe aurora
You mean the data card of the upgrade Laser Cutter and you can't interact with it?
the databox at lifepod 15 having to be repaired really is a ****move... 😑
yes. the hit box ended up being in the ground?
Lifepod 15 repair wasnt too bad
...it used to be do able with creature decoya
...you still theoretically couls but that sounds awful now lol
Uou pribably dont have the tech you need
Will falling debris drop into the void? I tried to grab it several times but never found it and it looks so far out...
No
You should bring a Stasis Rifle and a Repair Tool with an Azurite Battery (The Azurite Battery-equipped tool will enhance efficiency).
And you need a Acoustic Suppression Module to pilot Seamoth safely in void (It can delay the spawn of Ghost Leviathans).
When you get there, you gotta use Stasis Rifle at your Seamoth at first to create stasis field to ensure your safety (Once you get off Seamoth, Ghost Leviathans will spawn and come to you).
i guess i need a stasis rifle (and the suppression module, and another azurite battery) 😅
You don't need another azurite battery
Just unload one from Laser Cutter and load it to your Repair Tool
i know i can unload but i cant bring myself to give up the azurite seaglide in the void 😅
atm my struggle is tungsten though...
The Tungsten Grains can't be acquired in normal game process in current version, you need to use command.
Damn thats a letdown :/
Well, there's a lot of things not be done yet.
Spend at least couple hours searching ingame and in the discord... why are they even required if they can only be spawned in?
Wouldnt it make more sense to delete the requirement
to be more specific, it can be obtained, but it's not hinted at and very expensive for what it is
the main way to obtain them is bugged lol so you're stuck with the side method
Well, what's even more ridiculous is, after drilling Crystalline Sulfur deposit. Player can acquire Sulfuric Acid
thats to lock sulfur to be later and because... something something something sulfur + water + crusher => chemical reaction => acid
Ive read alot about that 😄 If its expensive i guess it has to be crafted then?
crafting is part of it yes
But I don't understand, why the Sulfuric Acid drilled by Rock Crusher is loaded by a bottle?
same reason the water filtration machine creates a bottle
or the fabricator can make plastic from the bladderfish
or it making plastic from salt and chlorine
its just game convenience, dont think too hard about it
Okay
would have been interesting if you had to also collect it as it spills after the reaction, the acid polluting the nearby area if uncollected, but that sounds like too much of a pain for the player since you need a fair few samples before you can get sulfur proper
Is the method mentioned in any way shape or form in the game? PDAs or biom related hints?
well wtf... 😢
there is theoretically a hint, but i think its meant to hint towards other things
and it doesnt make much sense if you know basic science
well i think you have a hint after you obtain your first tungsten samples
is it related to the bioprocessor maybe? a recipe not mentioned in the databank
which is how the secondary method is supposed to be discovered(?)
all bioproc recipes are shown in the pda, you'd have known if it was related to it
at this point it seems more lickely to win the lottery than figuring it out on my own... i guess ill spawn it in then xD
haha thats fair
at least i just found my first nanocarbon 🙂
for reference, you need to ||craft a c2c compacted salt cube and then throw it in front of the rock crusher... for a ~35% chance to get tungsten||
so do that about 3 times for each sample you need, or save-scum to have a 1:1 ratio? lol its too expensive
ok thats ridicoulous 😅 how in the world did you figure this out?
it was mentioned in the channel at some point, albeit more vaguely and didnt directly mention the byproduct :p
and the chance i calculated myself from checking the code, unsure if it's correct but it should be close
That this is even possible without a single hint is insane 🤣 Now im wondering if there are more crazy hidden recipes like this xD
again, you do get a vague hint after you obtain the item itself, but prior to that (considering the main method is bugged and doesnt generate it) you really have no idea going in blind
this and nanocarbon are the weakest points of the mod imo, at least in their current state
gotta agree at this point (although i havent finished yet). One nanocarbon took me the whole day 😅
Is the falling material detector even worth it? I guess it only works in the radius of the scanner room and if particles fall all around the map and only every few hours it seems more practical to just swim in a straight line...
Not to mention the time limit
its 100% worth, it works for the entire map
somehow
dont sweat the lore details lol
ok nvm then its awesome 😄
Salt is literally free?
||you either have to go looking for it or setup like 6? filtration devices to run at once? is that how many it takes to compress i forget||
||that or 8 i dont remember which||
||because otherwise it's going to be too slow to be able to progress within the next good few hours||
||idr if bioreactors or thermal plants can keep up with so many at once but i'd wager you aren't going to be able to run so many until nuclear||
like dont get me wrong it works very nicely as a side method, but as the main method it's just... eugh
Nah it's all part of the plan to entice you to set up a nuclear filtration machine outpost in the infamous salty river 🗣️ 🔥
main method because the real main method is currently bugge lol
oh yeah fair point its like a 2.5x output increase there yeah?
and actually with the room power specialisation it probably won't be such an issue if you have like 4 bioreactors
Peak design don't tempt me to raise my hands
I think 1-2 thermals with specialisation do suffice
please do tell how you plan to specialise thermals? lol
yeah but how are you going to get the power bonus from thermals if it applies to a room and they're usually, not in a room
oh thats what you meant
mb
I had 4 running I guess from a single 95% thermal
oh thats better than i expected
and yet two of them cant keep up a moonpool whats up with that
just goes to show how shit bioreactors are anyway lol
Oh, I thought the large Salt Deposit
that would have been actually shit and nonrenewable lol
Okay, I got the first Tungsten Grain
@barren oar It's true that use Crusher to drill Salt Block
yes
Just, ridiculous😂
not quite so if you use filtration machinery which i was sure consumed much more energy than it does
and especially not if you do it in the lr
I guess the blue things are also Brine Corals
are they?
But they can't be interacted with
brine corals arent bugged
Okay, it doesn't work again as I used command "fixgens"
I used Propulsion Cannon to compare with them. Those things on the fossil are surely Brine Corals
And those Brine Corals can be removed from the fossil by Propulsion Cannon but can't be acquired or drilled
just remove the genfix mod
should work after
regardless of if you ran the command or not
that is false
stop spreading misinformation
that is not true
||from my testing, GrownPlant is never given to the tonguelily though||
||and it exits early without doing anything if it doesnt find it||
no
that is not the main way
i am well aware
you have a very bad habit of concluding random shit and then going "lol mod broke"
hmm where did i get the ||grownplant part from|| i dont see it around here
it worked perfectly fine for me
i may be mixing it with something else one second
oh yeah there we go
||ive tested in a few biomes in creative, just giving myself the seed and planting it in growbeds, and in none of the times did it either have the GrownPlant component nor create bacteria around for it to feed on||
||fully honest though i did not think of harvesting it naturally and planting that, though i dont see anything here that would cause that to not work properly?||
||and if that were the issue, then the survival save where i did harvest it naturally should have worked just fine - i have tonguelilies planted at a mushroom forest outpost and at my main base in the grassy plateaus, both of which should be locations where plankton can spawn||
it does not work if you plant a random farming thing not tied to a base
I am not sure why
that is enough
and that worked fine for me
I mi8ght have a screenshot
hold on
bingo
yeah i assumed so considering the last update to these was 3 months ago
mhm
its weird though
also their location is not coincidental
there is another mechanic they connect strongly to
and it is in fact that mechanic that is supposed to lead you to their other use
however people seem to largely be instead ignoring that first mechanic and the amount of misinformation people are peddling about things is not helping
huh... what are you talking about? ||that their database entry mentions something along the lines of "ability to filter"? filter => salt => salt cube + rock crusher => chemical reaction(???) => tungsten?||
wait no thats about other method of obtainment for
hm
hint: look at their placement
Wasn't there like 3 separate persons testing the tonguelilies in forests with no results ?
who said anything about forests
i do not see any filtering or rules in place regarding ||in which biome they have to be placed in order to achieve results|| though
Oh you mean their location in the pic
the tree spores thing is not fully implemented, but people started telling each other that that is how you get tungsten
and since it is not functional people then confidently but wrongly concluded that there was no legitimate means
yeah that seems to be a different thing entirely considering you can obtain them another way
and the broken game of telephone ensured seemingly everyone believed it
Sorry, I just didn't know that before
no, you did not know, but that has not stopped you from deciding things and then telling people them
You're talking about lilies ||filtering plankton|| ?and that is supposed to hint at filtering ||tungsten||
||https://github.com/ReikaKalseki/Ecocean/blob/main/Objects/MushroomVaseStrand.cs#L19 oh so thats it... redgrass is part of it, which is grassy plateaus, no?||
not so much hint at as become an incidental finding in short order after you use them for the former
||well in the first place it looks like they should be spawning the plankton anywhere it can already spawn, so thats a moot point||
anywhere it can spawn and anywhere adjacent to it, hence the inclusion of eg grass and mountains
I don't mean to misguide people here.
neither of which spawn "natural" plankton
fair fair
If you want me delete wrong info, I'd like to do.
correction mountains do but very little
but red grass does not, but "inherits" it from sparse reef
So the answer was ||to filter natural plankton with lilies ||?
no
I will be honest the whole saga of people failing to figure out plankton is painting a picture for me, and not a good one
C2C is full - hell made - of a series of puzzles like this where people have to figure out how to do/get/etc something or somewhere
however most are older and there is a lot of "community knowledge" so few people are actually having to figure it out
meanwhile I add a new one (or perhaps related pair), which is of course too new to have such community knowledge, and suddenly everyone is stuck
@trail ether You did really well, it's just that I have too little experience.
you are not meant to solve C2C by having experience with C2C
that does not even make sense
Well if anyone is willing no one is stopping them from figuring everything on their own but here we just have a class group project pretty much a circle jerk if you will
To each their own
you need experience with the base game sure but beyond that, all you need is, as I usually put it, curiosity, ability to apply information, and memory
oh and being observant
it was three years ago now but people were just as lost trying to figure out how to, for example, unlock the geyser filter, get to the liquid breathing tank (though the databox back then unlocked the fluid, and the two were later swapped), or make it through the lost river with a vehicle
but eventually someone figured it out and posted how, and soon everyone was sharing that with each other and nowadays people all kind of automatically know, either because 2/3 of people start a puzzle mod by reading all the solutions on a wiki (not a C2C-specific problem) or because they cannot avoid being presented all the solutions the moment they engage with the community
oh yeah viable strategy was to make tanks until you found the fluid lol
i dont remember does the tank need the fluid now
yes
also I was referring to how to make it to the databox alive while not using liquid breathing
i dont remember how i did it back then i think just left the seamoth at the entrance and hope it wouldnt get eaten by the bonesharks and ghost leviathan nearby
300m ladder base kinda carries in this aspect
but the fact I had to implement the death reset mechanic because more people were deciding that you obviously needed to make a suicide run is strongly indicative that even a solution as simple as ||keep to the upper portions of the rooms, which are above 500m - something that is blatantly obvious given the fact you are IN the room with a depth gauge|| eluded most people
ah that was the deciding factor? thought it wouldve been the void databox
no I had other means of dealing with that, though the death reset helps there too
though i guess the latter is significantly less useful than the former
at the stage of the game you can/could get them
I should mention that people were confidently concluding this (ie that you needed to make a suicide run) and telling each other this
just like is now happening with the tungsten
something something player will always lock into the first method they find
yes
unless they see another, decidedly better solution (e.g. better recipe unlocked in the techtree later on) theyll do the same thing over lol
and corollary if that first idea does not work they will usually conclude there is NO method
right lets see booting up a creative save to see if the plant gets the component correctly
this is also not a C2C or even SN-specific issue
mhm that too
oh i forgot creative limits you to 30fps for some reason
oh well it runs better than my 4d survival save
wtf
that is not my doing
atleast not directly
yeah idk what your mod's doing but it does not like creative lol
seems to be unlocking exploration findings without even being in the area which may be a part of it
oh
does the log have anything odd
all the unlock spam will cause some lag spikes at first yes
but not a consistent lock of fps in perpetuity
the log file
qMM whatever the name is
doesnt everything that gets logged also get sent through that
?
its just more convenience for looking stuff up quickly
hm ill start a survival save to see any differences
@trail ether weren't resident evil games your inspiration by any chance ?
well creative does seem to have two exceptions that arent in my survival save
||```
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)
at ReikaKalseki.Ecocean.GlowOilTag.Update () [0x00557] in <1befd9b801ab4d24bb81ca099ec5123e>:0
...
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr)
at UnityEngine.Component.GetComponent[T] () [0x00020] in <11d76d5f2da344218c391ad1f20978b4>:0
at UnityEngine.UI.Graphic.get_rectTransform () [0x00008] in <b6860fb8419b4294917a021b7582b21f>:0
at uGUI_Equipment.OnUnequip (System.String slot, InventoryItem item) [0x0002d] in <b20a3a5ada624fe2a1501d935cca65f7>:0
at (wrapper delegate-invoke) <Module>.invoke_void_string_InventoryItem(string,InventoryItem)
at Equipment.NotifyUnequip (System.String slot, InventoryItem item) [0x00008] in <b20a3a5ada624fe2a1501d935cca65f7>:0
at Equipment.RemoveItem (System.String slot, System.Boolean forced, System.Boolean verbose) [0x0005f] in <b20a3a5ada624fe2a1501d935cca65f7>:0
at Equipment.IItemsContainer.RemoveItem (InventoryItem item, System.Boolean forced, System.Boolean verbose) [0x00011] in <b20a3a5ada624fe2a1501d935cca65f7>:0
at Pickupable.SetInventoryItem (InventoryItem newInventoryItem) [0x00021] in <b20a3a5ada624fe2a1501d935cca65f7>:0
at Pickupable.OnDestroy () [0x00000] in <b20a3a5ada624fe2a1501d935cca65f7>:0
the latter admittedly with significantly less information than the former, and neither of which i assume to be the leading cause of potential lag
do feel free to look through them i guess but most of it seems to just be localisation anyway
interestingly, the moment you switch from creative e.g. freedom command it goes away
never seen the latter before but the former is an old old thing
I get 1-3 instances of it at random, including one on startup
I have never been able to solve it but since it only happens a couple times here and there and has no measurable effect ingame I have largely left it
now that is very strongly suggestive that there is some creative-specific code
but the only place I can think of where I do that is in gating some commands
which obviously does not run continuously
oh
wait never mind
no all of these are either code that only runs if creative is NOT enabled or are something that does not run continuously
people could do that on their own system
hm i wonder if my issues were caused from using the day cheat...
yeah thats fair
wait no i wouldnt have any issues in my survival save then
i cannot find anything that both runs continuously - so that it would actually cause lag - and where the code is activated by creative
lets see waiting in the dunes with speed 10 whats going to happen
eg this runs continuously - every second or so - but having creative on actually skips the most expensive part
private string generatePDAContent() {
string desc = SeaToSeaMod.miscLocale.getEntry("TrackerPage").pda+"\n";
bool incomplete = false;
bool any = false;
foreach (Finding f in findings.Values) {
if (!f.trigger.isVisible)
continue;
if (SeaToSeaMod.trackerShowAllCheatActive || (GameModeUtils.currentGameMode != GameModeOption.Creative && f.trigger.isTriggered.Invoke())) {
desc += "\t • "+f.desc+"\n\n";
any = true;
}
else if (!f.trigger.isOptional || f.trigger.triggerMoreToExplore) {
incomplete = true;
}
}
if (!any)
desc = "";
if (incomplete)
desc += string.Format("{1}<color=#FF9D14FF>{0}</color>", SeaToSeaMod.miscLocale.getEntry("TrackerPage").getField<string>("incomplete"), any ? "\n" : "");
return desc;
}```
if creative is on f.trigger.isTriggered.Invoke() will never be called
and that is the progression check, which is the most expensive part
huh they do have the component now
meanwhile this DOES activate with creative but is only run when you click it
public static void onClickedVehicleUpgrades(VehicleUpgradeConsoleInput v) {
if (v.docked || SeaToSeaMod.anywhereSeamothModuleCheatActive || GameModeUtils.currentEffectiveMode == GameModeOption.Creative)
v.OpenPDA();
}```
that said, nothing seems to be spawning with speed 10
i noticed it took a save reload for the ones not on a base to lose their components
i do have half a planter filled with them but from what ive seen that shouldnt impact spawning
back in 2023 I noticed Eye Flames had a similar issue where they would randomly change GO structure after a save/reload
notably to one without a light
my best guess was that since the Rouge Cradle has two variants of the prefab - the lit one used as a wild setpiece, and the farmed one which is more stripped-down - it was getting the wrong one
but tonguelilies are templated on redwort
well for one it seems to have everything it should?
and yet no spawning is occurring...
oh there goes the aurora
ooh it changes color when its done thats nice
still cant say ive gotten it to do it naturally though
oh
wait
how long does it take plankton to spawn on average
im in the dunes and ive build a corridor with 6 hatches
oh heck
rate also scales with size above that
a square of four rooms is plenty to get a good rate
but be warned there is also a few minutes grace period
2-5
it progresses not with time but actually "feeding"
also there is a penalty if you pack it densely
yeah ive seen the sibling count
about enough to negate the benefit of parallelism
though from rough calculations i think about 12 in a planter would be the most yield you can get
and either way 0.05 > 1/24 so you're still going to be slightly faster even with the entire area filled i think
even if just slightly
internal float getResourceFilterEfficiency() {
return (float)MathUtil.linterpolate(siblingCount, 1, 24, 1, 0.05F, true);
}```
1/24 = 0.041
it is at 5% at 24
24 * 5 = 120% efficiency?
yeah just make it like 1/48 or something lol
lemme see if i can find the image
i guess i never sent it here though ugh
anyway in the meantime i did plant a lone filter in a planter yet its still at 0 resource gather
despite plankton existing in the area
is the plankton turning magenta
no it is not
then it is not touching
plankton turns magenta when it takes damage
this has always been true, and originally was the scoop activation indicator
ah yeah now that you mention it
hm the only hatches are there and yet it does not seem to be touching
i think so
yes
because that plankton still looks not close enough to touch
but the collider would be the final answer on that
yep restarting the game now
oh wait i should probably get the legacy version
nvm no uploaded legacy ver
i have one
appreciate it
might as well add that too if you do not have it
it gives you the ability to inspect GO structure and run arbitrary C#
wait never mind you have it already
yeah runtime's kinda goated when it comes to making mods
or even just when playing unity games
I installed it in PlanetCrafter recently just to allow me to nudge objects
yeah there we go that took a while too long
its 1.2 with 24 of them
idk where the 0.00036 came from but i needed it to make it start at 1
13 i think is just slightly better but really lowering 0.05 to below 1/24 should suffice for everything
curve has been adjusted
MathUtil.linterpolate(siblingCount, 2, 12, 1, 0.033F, true);
edges are clamped
oh yeah thats a lot of colliders alright
what are these red bubbles floating around that i can bump into
oh schools of fish but one of them didnt have any fish
red means a solid collider attached to a mobile rigidbody
the ones we want are white
trigger colliders
we looking good?
the plant will have an upright capsule one, a lot larger than the mesh, and the plankton will have two large concentric spheres, the outer far larger
plant's on the bottom right
the inner one has to intersect the capsule
the outer is the "leviathan sensor"
but plankton seem to spawn all around the outer collider
so one would naturally see it spawn nearby the plant, see nothing is happening, and discard the possibility
the visual is centered on the object, as is the collider pair
the spots of light are just part of a particle texture
the actual particle object is a billboarded plane with many spots within
this is true
yes, but a player will see these glowy spots and think thats plankton
that anything that can collide with it should be able to collide with the glowy spots
making the inner collider larger is not an option as that is also the main effect AoE
including toxicity
i suppose I could add a third collider
make them spawn closer to the center?
of intermediate size
or is this a vanilla thing you cant really affect
they are particles - the only control is the size of the particle which just makes the whole sheet smaller
particles are difficult to tweak but stuff like that is not too bad
something has to be telling them what range to spawn in, relative to the center
yes, particles have an emission shape
oh deactivating them removes them completely rip
however I do not seemto have adjusted it
so it inherits from the vanilla entity
I can edit it
but it means i do not know what it is offhand
i do adjust the radius though
however
there
I think rather than the "spawn scatter" the primary variable here is the particle size itself
unfortunately not editable through runtime because it uses structs and it sucks
i am pretty sure the plane is like 10 meters across
it is but unity particles need to be edited through REPL
this particle system stinks why did they design like this
also the component sets it every frame in Update()
so your change would be immediately overridden
float r = (float)MathUtil.linterpolate(f, 0, 1, PlanktonCloud.BASE_RANGE, PlanktonCloud.MAX_RANGE)*f3;
aoe.radius = r*0.75F*(isBaseBound ? 0.75F : 1);
particleCore.startColor = currentColor;
particleCore.startSize = ((minParticleSize + (maxParticleSize - minParticleSize) * f)*(1+f2))*1.5F*(isBaseBound ? 0.75F : 1);
particleCore.startLifetimeMultiplier = 1+f*1.5F+f2*2.5F;
ParticleSystem.EmissionModule emit = particles.emission;
emit.rateOverTimeMultiplier = (2+f+2*f2)*(isBaseBound ? 0.5F : 1);
ParticleSystem.ShapeModule shape = particles.shape;
shape.radius = r*2;```
yeah bc you gotta var g = system.thing; g.property = ...; system.thing = g;
this shit sucks
private float minParticleSize = 2; private float maxParticleSize = 5;
internal static readonly float BASE_RANGE = 10; internal static readonly float MAX_RANGE = 18;
f and f2 are the activation scalars but at blue they are both 1.0
for base plankton it almost always stays at 1.0
i should make base plankton have smaller more tightly-placed planes
to better fit the inner collider
but should also increase the contact area for interacting with the plant
You dont rrally need the rifle
Nit entirely true
Honestly why does the system has to be more complicated than say "plant the lily near a base that has plankton around it"
It seems tldr here is that no one guessed the precise location relative to a hatch correctly so everyone agreed that the system is bugged
Or at least I didn't see a single mention of lilies actually doing something
Noje of us got em to
Tho a few of us were onky looking at base plankton tongue lilly placements id like to say
there is no necessity for "a precise location relative to a hatch"
because few people actually tried
once a couple people started posting about how the intended way was this or that - or even that it was impossible - noone bothered to try after that
I got demoralized
Tried planting them near a base ?
I for one did try in like 5 different spots of my base but got absolutely zero results
So I just assumed the shit is bugged and not worth my time
Well I was biased at that point but still I did try
I am interested in this first nechanic that no one has even found
assumedly ||its being placed right next to hatches, where plankton would spawn||
going off the hint
which the fact it hasnt been discovered is just hitbox issue
I tried placing it on a platform directly in the poison bubble of plankton and it didnt do a thing...
the cloud itself is much smaller than the glowy bits make it seem
see here
the part that gotta collide with the plant is the small circle inside, as reika pointed out
and the glowy bits extend outside of the big circle
well. spheres. whatever
did it work for you?
actually yeah i did not test what am i doing
switched branches since i wanted to look at living large code immediately after
i mean i placed it in the poison bubble which i know is much smaller than the glowy bits but nothing :/
yeah idk then im speaking out my ass sorry
maybe make sure you dont have too many in the same planter? also do you have runtime editor
so you can check if the plant has the GrownPlant component
Well going off the screenshot by reika it seems it's just "right next to a hatch"
although i gotta say people cant be faulted for giving up on this if there are no hints whatsoever and its so finicky you got to download additional software to check if its working... 😅
And it seems none of us guessed correctly still
i assumed the hatch plankton was a bug
Well it seems logical if you think about it when you know the plankton is tied to a hatch but honestly I would never in a million years even think about that connection when I was playing all by myself
To me it was just that the plankton is for some fucking reason taking over my base
thats what i mean not to mention that the hatch plankton isnt even consistent for everyone because inever saw it in my 200hours of c2c...
And my solution to a plankton problem would be "just build a second hatch at the opposite side of the base lol"
I played the whole mod with that opposite hatch of shame
Did you build your base in a biom with plankton spawning? Maybe shallow bases are safe.
who said anything about knowing that
once plankton did start spawning you would obviously know where it is
I am the living proof the opposite
I heard programming is about taking into account every dumb move the end user could think of
Well that's pretty much my perspective as that dumb person
Lol I just went for my usual favorite spot at then found myself living with an awful fucking roommate and just accepted it
rip 😅 at least you (probably) dont have warpers spawning at your shallow base teleporting into your fish tank and killing all reginalds xD
Lmaooo
you are telling me you had plankton spawning around your base but looking at it offered you no information as to its location?
you are probably antagonizing them
they're flabbergasted at the crime of using an extended hotbar mod
Well my conclusion was "I guess it will just spawn around my base"
sorry not sorry xD
well i did use the map mod so i have no space to judge either :p
I viewed my base as a whole not which structure actually triggers it
come to think of it moonpools are also an entryway where plankton can spawn i think
and?
why does that matter
i wonder if its more space efficient to plant them around a pool
moreover given time you can refine that conclusion with additional information
well probably not though i dont think plankton scales with entry type
yes
It matters that to me it should have sufficed to build a planter with a lillly anywhere around my base since it spawns kinda around my base
Which I had a planter of for a long time probably 10 m away from hatch
🎉 ** **
if this works I made the particles smaller and tighter for base plankton, and added a new collider, 1.5x the size of the main one, for clearing intersection test
big
Why does this channel starts to feel like politics committee arguing where to put the capital or something lol
the only political model that my mods will follow is that of...amusingly, one of my mods 
You really have a dictatorship here .....
We gotta form the senate or something
Just saying it worked for governments..... Some of them lol
well the collider part works but looking at it...even the inner collider is almost as big across as a multipurpose room
the sphere just right of center is an inner one
tinted for visibility https://i.imgur.com/l8hYQbk.jpeg
@barren oar was it that big for you
ive already switched from legacy back to living large but looking at the screenshot i sent... i think so?
because this +50% size outer sphere seems ridiculous https://i.imgur.com/8jglcOr.jpeg
Looks good to me
maybe you could just cheat it a bit and make them spawn nearby tonguelilies if the hatch is close enough to some?
if the collider is too big
that is very expensive to check
currently they spawn within 5 meters of a hatch
which is about half a room's radius I think
correction it is the radius
half a room is not much
wait what the hell
a new one spawned and it is MUCH smaller https://i.imgur.com/7BokiS6.jpeg
colorized https://i.imgur.com/FBFtGOA.jpeg
blue for levi sphere, white for new sensor, purple for core
oh derp
right
activation makes it big
from 10 base range to 18
that said this seems like more than 1.5x again... https://i.imgur.com/vYnO6px.jpeg
oh correction
it spawns within 5m of the bounding box of the BaseCell
which is the entire base gridcell
so for a tube with a hatch on one end for example that is the entire footprint of the tube, including the far end
I am almost wondering if the collider visualization in the debug helper mod is not really good at dealing with colliders whose size changes constantly
I should probably set the new collider here to a fixed radius
it must be because there is no way that blue is 6m while purple is 5, which are the real values https://i.imgur.com/vvEyQzy.jpeg
Reika is giving a change/fix. Ill settle on that. Reikas a creatoe, xant blame them for digging in a little. We are getting some consession here
maybe spawn the collider as a sphere primitive for the time being?
that should be 100% accurate
that is how the debug mod does it
or what do you mean
Thank you for looking into this btw reima
Yes I know that part
basically ya
so that i have a visible object and am operating on its radius instead
it might push the plankton around when it intersects with the base
set collider to be a trigger then, yeah?
ye
go = GameObject.CreatePrimitive(...)
var collider = go.EnsureComponent<SphereCollider>();
collider.isTrigger etc etc
thats about what im doing here https://github.com/9thCore/ModularilyBased/blob/main/Library/BaseFaceIdentifier.cs#L95 and it worked very nicely for debugging because i was not aware debughelper allowed visualising colliders lol
ok spawn adjusted
used it exclusively for spawnc goated mod
rather than spawning anywhere on the BaseCell bb it now only queries hatches
UseableDiveHatch[] hatches = GetComponentsInChildren<UseableDiveHatch>();
boundingBoxPlanktonSpawns = new Bounds[hatches.Length];
hasHatch = false;
for (int i = 0; i < hatches.Length; i++) {
UseableDiveHatch h = hatches[i];
boundingBoxPlanktonSpawns[i] = new Bounds(cell.transform.position, Vector3.zero);
if (!h.isForEscapePod && !h.isForWaterPark) {
hasHatch = true;
foreach (Collider c in h.GetComponentsInChildren<Collider>()) {
boundingBoxPlanktonSpawns[i].Encapsulate(c.bounds);
}
}
} ```
oh crap right
ok i can adjust
there
public void computeBaseCell() {
UseableDiveHatch[] hatches = GetComponentsInChildren<UseableDiveHatch>();
boundingBoxPlanktonSpawns.Clear();
hasHatch = false;
for (int i = 0; i < hatches.Length; i++) {
UseableDiveHatch h = hatches[i];
if (!h.isForEscapePod && !h.isForWaterPark) {
hasHatch = true;
Bounds bb = new Bounds(cell.transform.position, Vector3.zero);
foreach (Collider c in h.GetComponentsInChildren<Collider>()) {
bb.Encapsulate(c.bounds);
}
boundingBoxPlanktonSpawns.Add(bb);
}
}
boundingBox = new Bounds(cell.transform.position, Vector3.zero);
foreach (Collider c in cell.GetComponentsInChildren<Collider>()) {
if (c.gameObject.GetFullHierarchyPath().Contains("/AdjustableSupport/"))
continue;
boundingBox.Encapsulate(c.bounds);
}
hasMoonpool = (bool)GetComponentInChildren<VehicleDockingBay>();
if (hasMoonpool) {
boundingBoxPlanktonSpawns.Clear();
boundingBoxPlanktonSpawns.Add(boundingBox);
}
if (!seabase)
seabase = gameObject.FindAncestor<Base>();
baseSize = seabase.GetComponentsInChildren<BaseCell>().Length;
}```
now if it is a moonpool it does use the whole BB since that is an entire room
gg
God I hope whatever you two are saying is making it big 🙏🙏 lol
rather than making it scale with activity or anything else i made it fixed at 10m
combined with the substantial width of the plant's own zone it should be fine
Hells ya🥳
the particles however are being obstinate
😂
Still now
I wonder what the othwr mechanic we have all nissed it😂
Because reika has mentioned it several times
another variable that is confusing things - the sub-spheres have non-unity localScale
i am not sure why but I am going to fix that
but that was likely influencing perceived sizes
both today and back in march when I developed this
I would still make it bigger tho its not completely idiotproof but perhaps I don't grasp the lilly sphere
Damn could someone just say that before I began my playthrough lol
Anyway we're making it out safe shallows with this one 🗣️ 🔥🔥
also I just fixed the glass coral
the lag when its in view? or the gigantic amount of resources generated by it
both really
oh nice
the reproduction logic was uncapped
so as more and more spawned the checks to find clear space to spawn, plus the render load of them, accumulated
your thoughts do not seem to have that strong a correlation to reality
LMAO
he got off easy https://i.imgur.com/bKPaTi0.png
the poop mod 🔥🔥
actually great mod idea drink coffee to shit and use it in the bioreactor
This guys shits
I had a poop locker in my save I always pretended it was mine anyway
Finally, the mod you've all been waiting for....
THE POOP MOD!!!
The Poop Mod aims to bring several feces related items and blocks and mobs to your Min...
OMEGA POOP SWORD 🗣️🔥💯
Btw reika please ||add tungsten to the drop table of these cursed water filtration machine extra slots|| and my life is yours 🙏🙏
While the forge is hot
absolutely not
They're not easy to figure out
Ill concede the tongue lillies werent really bugged
it very clearly does not
yeah just pretty damn obscure
though i was certain i had tests when GrownPlant wasnt added
I bet you did 9th
probably the use of the day command
Because even post the larva fix
only thing i can think of
|| the hint says biome contains high concentration of mineral resources in the water at the seafloor, the tungsten is filtered from water, why not? ||
Some people havent had larvas spawn right
And we know there are i consistencies in things
But those are more lilely sunnauticas fault itself usually lol
|| What is the point of these slots anyway ? Renewable magnetite ? Doesn't seem to be worth the trouble ||
I don't mean to just be able to get it from anywhere to be clear
||clearly renewable titanium||
||is titanium even part of the loot table i have no clue||
ah yes "build the thing and wait" is "challenging"
Hey uhh ima need help with sea to sea again
challenging because you are unable to navigate your base in one digit fps conditions 💔
wheres the mod and its dependances
||are we talking about the same thing ? these slots don't naturally fill. I guess it's all about the location which is pretty damn challenging. Also it's literally the same concept with lillies which is "build the thing in the right spot and wait"||
and then theres the various other reika mods you can access through the same page
mods > grab everything
and then you also need terrainpatcher, and recommended to also get radial tabs so you can accesss everything in crafter
qmodmanager and smlhelper
make sure u dont download the source code