#SeaToSea

1 messages · Page 27 of 1

jade osprey
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entries ?

worldly valve
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Youd need to collext so much to screw yourself

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Ion cells dont drain

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1 is all thats needed really

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You can get those with rock crusher tho so not really big deal

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I think at least...

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I recall doing a thin

violet shore
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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?

violet shore
# jade osprey ||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.

barren oar
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theres progression locked items like vehicle upgrades

barren oar
barren oar
violet shore
# barren oar ||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.

barren oar
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ah

barren oar
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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

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also please remove the periodic environmental warnings when nodamage is active i beg

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huhm, i biome bloodkelp'd, sending me to the trenches, and now it doesnt work anymore

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have a hunch it might be related to simply leaving the area in general though

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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

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ill do a test without any extra mods too though to be safe

tight creek
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@barren oar Where did you find Calcites?

barren oar
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it'll catch your attention if you're in the right area

barren oar
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its nest fixer lol yep

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i am incredibly confused why because it doesnt do much that should cause any of that

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especially if you dont run fixGens

trail ether
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just modified by C2C

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there is no such object "brine_coral"

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        public static readonly HashSet<string> lrCoralClusters = new HashSet<string> {
            "a711c0fa-f31e-4426-9164-a9a65557a9a2",
            "e1022037-0897-4a64-b460-cda2a309d2f1",
        };```
barren oar
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oh

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lol

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i thought it was bc i once gave myself that instead of the drop

fiery fiber
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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

unreal flame
fiery fiber
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Ahhhhhhh! Stupid! Totally forgot about that

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Thanks!

unreal flame
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lol np

tight creek
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Well, I heard the noise of Falling Nanocarbon. But I chased and found nothing there

barren oar
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its tiny, unnoticeable and disappears after 90s in water

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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

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nah thats an exaggeration but it is very tough to find, even with the module

tight creek
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Okay, and it seems the Enhanced Vehicle Headlamp Module can't be unlocked in current version

tight creek
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As well as the Hull Repair Nanite Controller

tight creek
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Aminos! I installed an Ampeel Antenna in my ACU but it was beneath the roof of my room.

tight creek
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IDK, if it is a bug as it can't be destructed

gilded nova
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youre missing out

tight creek
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Waiting for the Falling Nanocarbon

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Rely on destiny😭

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There it comes!

barren oar
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gl

tight creek
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Nice!

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Got it!

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Finally

tight creek
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Okay, the another one

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Aminos! I chased but found nothing there again!

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Maybe I should hold the Propulsion Cannon to search next time.

trail ether
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everything I have been told about it indicates I would find it stressful and frustrating

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not to mention the "lol you have to be a monster to succeed" memery just alienates me further

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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

gilded nova
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stressfull maybe depends. there are lots of good mods for it

trail ether
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i have been independently told by many people that the game is deliberately designed to be unfair

unreal flame
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I’ll have to independently verify, my understanding of it was “some kind of mix of prison architect, oxygen not included, and frostpunk”

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It’s just that it never goes on sale for more than 20% off so

tight creek
tight creek
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What is the teminal about?

tight creek
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What the aminosal thing is? A question?

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Oh, that's the lightening

unreal flame
tight creek
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I don't know why it didn't work

primal plinth
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How to i get sea to sea?

primal plinth
pallid schooner
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Also don't forget to get it's depencies

primal plinth
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What those?

pallid schooner
primal plinth
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So just THIS and terrainpatcher and ecc library?

pallid schooner
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Let's switch to #❓┃help-and-support if you've done something wrong

worldly valve
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I think you need redials now

magic frost
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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||

jade osprey
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or just build a scanner room there as far as I know

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gotta look really hard without it

magic frost
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I tried using a scanner but nth showed

jade osprey
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you can try seaglide terrain map

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the locations are notable but might be really hard to see

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literally

magic frost
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Well ill have to hunt more when i get home from.work

jade osprey
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yeee good luck it's pretty nasty took me like a few hours and some tinkering it creative

magic frost
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I might just go creative and find them and mark the coords or smth cause this mods already driving me insane enough lmao

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Props to the creator for making smth thats actually giving me a challenge

fiery fiber
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Think heat ... and remember it says to go deeper

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But ya ... use the map from seaside isnhow I found the first time

magic frost
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im still so lost as to where these parts are

barren oar
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yeah tbh scanner rooms kinda suck ngl

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you have to basically already see it for it to take effect

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the biome isnt that big so you could probably sacrifice some distance for speed to help mitigate it a tad

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youll want a scanner there for all the || magnetite || later anyway

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because i dont think ive ever seen it spawn anywhere else

magic frost
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finally found them only to not even be able to craft it lmao

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cause i havent unlocked ||microfilters|| yet

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now to try and figure out how to get them

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time to go hit all the wrecks i couldnt cause of lack of equipment lmao

barren oar
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dont forget 3-4 distance upgrade scanner rooms are your friend in this mod

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though i cant lie the time i found it myself was purely accidental because i just so happened to start building a base nearby

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also exploration findings pages are the goat

magic frost
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Yea im realizing i cant purely rely on my knowledge of the game anymore

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Which is annoying me the most cause im having yo reroute my entire game just to figure this mod out lmao

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And realizing i might need to consider building bases in more of the biomes

barren oar
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you have an infinite supply of titanium when you exit the pre-early game so you arent losing much by building bases everywhere

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myself i think i have one base in every biome

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at least one, rather

barren oar
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yeah lol

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its abysmal on legacy anyway though 20 -> 15 isnt that big a difference

jade osprey
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Gotta clean up after yourself

barren oar
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nah you constantly need to access every biome wym

jade osprey
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The game teaching good habits

barren oar
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i genuienly can not think of a biome where you wouldnt need to come back later for resources

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maybe safe shallows at best

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floating island i guess too

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i should deconstruct that base i got the pda i'd missed way back then

jade osprey
magic frost
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i finally made it to the ||new biome|| and my fps fuckin tankeddddd

barren oar
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lol expected

magic frost
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with a 4090 i had maybe 5fps

jade osprey
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I watched a vid recently about these "hidden" subbiomes that are just for the atmosphere but now they're all useful

barren oar
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thats the main trigger that makes the game near unplayable

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have fun! its not getting better

jade osprey
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Lmao

magic frost
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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

jade osprey
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Sameee

magic frost
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so got a lot of exploring to do

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painful exploring but itll be so worth once i finally manage to 100% the mod

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(yes im going for the 100%

jade osprey
barren oar
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100% ing i think would just be completing

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i dont think ive seen any other side content in c2c

magic frost
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i mean all scannables etc

barren oar
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oh i can think of one thing yeah

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but usually youll need just about everything

magic frost
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unless all the scannable stuff is required to complete

barren oar
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hm well thats also a lie, theres a few qol buildables that you dont need necessarily

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but youll find them just playing normally i think

magic frost
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which i just now realizied ive missed a ton of scannable creatures and stuff among the biomes ive gone to

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can you config the ||autofarmer|| its so slow lmao

barren oar
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its actually shit i wouldnt bother with it

magic frost
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rip

barren oar
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maybe try to fit two nearby to double its speed

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but that also means double power consumption and its an actual tank

jade osprey
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You can always speed it manually

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Kek

magic frost
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was really banking on that to make it so i could not worry about my farms

barren oar
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youll tend to your farms often enough that youll start enjoying it :)

magic frost
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fair lmao

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just wish i could use some of the mods from 2.0 sn to make farming more player friendly

barren oar
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the seed extracting qol one?

magic frost
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yea

barren oar
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yeah thatd be nice

magic frost
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unless there is a legacy version that im unaware of

barren oar
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unsure if it would work with c2c plants if at all

magic frost
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id assume prolly not

jade osprey
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I pray every night for this mod to hit 2.0 one day 🙏🙏

barren oar
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not worth worrying about until its backported (no one will do this) or nautilus exits beta (no one will do this)

magic frost
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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

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like full pause game type beat

barren oar
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lol thankfully the seaglide makes you damn near invisible

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er.

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invincible

magic frost
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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

jade osprey
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Good times

barren oar
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actually it makes you invisible too because theyre idiots

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both work with the seaglide

jade osprey
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You should try deathrun you'll love it

barren oar
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loud incorrect buzzer

magic frost
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ive seen deathrun gameplay from the last bacon and i do not have the patience for that

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seeing as i almost gave up on this mod when i couldnt find the damn mk1 for seamoth lmao

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just gotta figure out how to get the ||microfilter|| so i can craft it

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with absolutely no idea has to how to acomplish said goal

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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

barren oar
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i think there is a ||seamoth upgrade module|| for ...something, though i cannot remember what exactly

magic frost
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rip

barren oar
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youll find it easily enough anyway and it doesnt hurt to have

magic frost
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welp ill have to find time to go back there

barren oar
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yeah cross the bridge etc etc

magic frost
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honestly i think it was just the immense amount of geysers there that killed my fps

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second i left it i went back to good fps

barren oar
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thats the leading theory around here yeah

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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

magic frost
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wonder if the geyser performance fix mod could help but i have no idea if thats 2.0 or legacy

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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

barren oar
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oh in my case it tanked as soon as i went below like || 400m ||

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er

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no the biome starts a bit higher

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right at the top of the plants i mean

magic frost
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yea it started at like || 350? ||

barren oar
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regardless you dont need to linger too much so it isnt that big a problem

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except that the lag follows you for the rest of the save

magic frost
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oh no

barren oar
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maybe i should destroy my base going 200m down in that area

magic frost
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maybe lol

barren oar
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they might load the nearby area like minecraft's chunk system

jade osprey
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And the ||wreck|| really does radiate the fps creep

tight creek
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Also, I found the geyser near my seabase stopped erupting one day.

worldly valve
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"More to explore here"

worldly valve
worldly valve
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You had to anyways😝

magic frost
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Lol

magic frost
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okay im so confused why is there a ||damaging field|| around my base?

worldly valve
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Thats the plankton

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Just move through it very fast

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Do not stop

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Even in your base

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Its also bugged

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So it diesnt do what it is supposed to

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But reika doesnt know how to fix

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So we just run through dat field o death really fasr

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It helps sorta to keep plants away fron your base

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But also it doesnt really help

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Its rather inconsistent

magic frost
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its stopping me from being able to access my farm lmao

worldly valve
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reload ifits super bad\

barren oar
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really you should relocate your main base to the safe shallows

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thats the best solution until you can deal with it

magic frost
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i thought id be safe in the grassy pleatue(i know i scuffed this spelling) but apparently not

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rip

jade osprey
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Just make a really long tube with a hatch going to kelp forest Clueless

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Time to oursource your entrance

jade osprey
primal plinth
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Hey does anyone know where i could get fcs

trail ether
trail ether
barren oar
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damn rip

barren oar
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or however the casing goes

trail ether
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but other objects' load is contingent upon player proximity

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so a faraway base will effectively exist in an empty void

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literally in fact as even biome lookups in unloaded areas returns void

barren oar
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hah i see

trail ether
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i had to account for that in the base plankton system

barren oar
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so their placement shouldnt be a cause for concern regarding potential lag?

worldly valve
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Baae plankton can cause death still. Mostly that. Its still wayy bettee than what it was at one point.

trail ether
worldly valve
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Ans not bt standing still*

barren oar
trail ether
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eg plankton being deleted does not call it

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or entering a hatch not calling it

barren oar
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sometimes i'd enter the base and be fine

worldly valve
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Tonguelillies are a bigger problem

barren oar
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sometimes i would still have the poison effect

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yeah like the problem's null after like 40 hours its not that big of a deal

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and the mod constantly nags you about saving so you dont lose much when it does happen

trail ether
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not until the player gets within 300m or so will it finally compute

barren oar
trail ether
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and since bases never unload it can then just be cached for the session

barren oar
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sometimes it just works as perfectly coded

barren oar
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wait maybe thats it then

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building big bases and not loading them might be the cause of lategame lag

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well, big bases or several small bases, doesnt matter much since all pieces are one cell

trail ether
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this code is new, added in march

barren oar
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yeah i didnt play recently before then so from my perspective it could still be the cause lol

trail ether
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the lategame "lag if loaded from inside a base" behavior predates it

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i experienced it in dec 2023

barren oar
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i think its definitely worth looking into having it save in the save file though

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just to avoid extra unneeded computations

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but again small issue

barren oar
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yeah i dont mean just that but general mod becomes too laggy to reasonably play when in the midgame

worldly valve
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I still think its connected ti building structures

barren oar
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couldnt even get to the alz and honestly 10 fps is hard to play with

worldly valve
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Twice ive had a base by tye blood kelp base drstroy my fps

barren oar
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actually prob closer to 15 i dont remember its beena while

worldly valve
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My fps has been relatively okay long as i watch things like that

barren oar
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also do take my measurements with a tad of salt as my 1050 is probably the cause for a fair bit of render lag

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because legacy stinks

worldly valve
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I run a 2070 super

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Tho whats weird to me is that

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Gou use and cpu use actuslly drop down to realllly low

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When my fps goes down

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Unlike other games

flint aspen
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Is it possible to turn off the kick to menu when dying?

barren oar
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no

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its to prevent using deaths to progress without proper gear or a plan

flint aspen
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Damn... i wouldnt even know how to do that xD

barren oar
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actually tbh why does that say to return to menu when you should be quitting the game entirely

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it warns you on reload but eh

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whatever yeah tldr just live with it

flint aspen
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I definitely can but its just tedious to restart the game every time i die

barren oar
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get used to it

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lol

flint aspen
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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 😅

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but if its to prevent cheesing i get it

river finch
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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.

barren oar
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after nautilus releases a stable/non-pre version

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whenever that is, or however much time will be required to update, are unknown factors

tight creek
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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)

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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.

tight creek
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Now the main problem is, whether the overridden file works normal.

barren oar
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presumably it would work just fine

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hopefully it doesnt have a hardcoded voice length for voicelogs, otherwise (if it does) then you need to make sure translation the same length

unreal flame
tight creek
unreal flame
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sea to sea's PDA lines were produced via sentence-mixing, not AI

tight creek
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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

unreal flame
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anyhow, if you want the voicebank for the PDA, it's IVONA Amy

barren oar
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fr? i thought the pda's effects were known

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and reika recreated em

unreal flame
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nope, just sentence mixing

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i believe there have even been offers to give reika properly vfx'd original lines that have been denied

tight creek
unreal flame
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correct.

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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

tight creek
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I searched Ivona Amy on YouTube. There's some results that her voiceline was used in buses.

solar vortex
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||can't repair the door in the crag wreck :(||

flint aspen
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Is the bioprocessor supposed to be passively draining power? Edit: Resolved itself...

worldly valve
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It works over time

forest valve
tight creek
tight creek
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Just shoot something at those Tiger Plants

tight creek
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Tiger Plants are to blame

unreal flame
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is there evidence of this or is it just speculation/an educated guess

tight creek
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I tried.

jade osprey
solar vortex
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reloading my save on it didn't work so idk if that's how that works?

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i actually didn't experience the bug the first time i played the mod

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shrug

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do ||pyro pods|| regrow

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they do i'm just impaitent

solar vortex
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||can't collect the data thing in the mushroom tree either :((((||

solar vortex
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may have taken a bite out of trhe aurora

tight creek
flint aspen
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the databox at lifepod 15 having to be repaired really is a ****move... 😑

solar vortex
worldly valve
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Lifepod 15 repair wasnt too bad

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...it used to be do able with creature decoya

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...you still theoretically couls but that sounds awful now lol

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Uou pribably dont have the tech you need

flint aspen
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Will falling debris drop into the void? I tried to grab it several times but never found it and it looks so far out...

tight creek
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And you need a Acoustic Suppression Module to pilot Seamoth safely in void (It can delay the spawn of Ghost Leviathans).

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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).

flint aspen
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i guess i need a stasis rifle (and the suppression module, and another azurite battery) 😅

tight creek
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Just unload one from Laser Cutter and load it to your Repair Tool

flint aspen
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atm my struggle is tungsten though...

tight creek
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The Tungsten Grains can't be acquired in normal game process in current version, you need to use command.

flint aspen
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Damn thats a letdown :/

tight creek
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Well, there's a lot of things not be done yet.

flint aspen
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Spend at least couple hours searching ingame and in the discord... why are they even required if they can only be spawned in?

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Wouldnt it make more sense to delete the requirement

barren oar
barren oar
tight creek
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Well, what's even more ridiculous is, after drilling Crystalline Sulfur deposit. Player can acquire Sulfuric Acid

barren oar
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thats to lock sulfur to be later and because... something something something sulfur + water + crusher => chemical reaction => acid

flint aspen
barren oar
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crafting is part of it yes

tight creek
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But I don't understand, why the Sulfuric Acid drilled by Rock Crusher is loaded by a bottle?

barren oar
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same reason the water filtration machine creates a bottle

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or the fabricator can make plastic from the bladderfish

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or it making plastic from salt and chlorine

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its just game convenience, dont think too hard about it

tight creek
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Okay

barren oar
#

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

flint aspen
barren oar
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:)

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no

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:)

flint aspen
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well wtf... 😢

barren oar
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there is theoretically a hint, but i think its meant to hint towards other things

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and it doesnt make much sense if you know basic science

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well i think you have a hint after you obtain your first tungsten samples

flint aspen
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is it related to the bioprocessor maybe? a recipe not mentioned in the databank

barren oar
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which is how the secondary method is supposed to be discovered(?)

barren oar
flint aspen
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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

barren oar
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haha thats fair

flint aspen
#

at least i just found my first nanocarbon 🙂

barren oar
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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||

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so do that about 3 times for each sample you need, or save-scum to have a 1:1 ratio? lol its too expensive

flint aspen
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ok thats ridicoulous 😅 how in the world did you figure this out?

barren oar
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it was mentioned in the channel at some point, albeit more vaguely and didnt directly mention the byproduct :p

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and the chance i calculated myself from checking the code, unsure if it's correct but it should be close

flint aspen
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That this is even possible without a single hint is insane 🤣 Now im wondering if there are more crazy hidden recipes like this xD

barren oar
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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

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this and nanocarbon are the weakest points of the mod imo, at least in their current state

flint aspen
#

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...

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Not to mention the time limit

barren oar
#

its 100% worth, it works for the entire map

#

somehow

#

dont sweat the lore details lol

flint aspen
#

ok nvm then its awesome 😄

barren oar
#

||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

jade osprey
#

Nah it's all part of the plan to entice you to set up a nuclear filtration machine outpost in the infamous salty river 🗣️ 🔥

barren oar
#

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

jade osprey
#

Peak design don't tempt me to raise my hands

#

I think 1-2 thermals with specialisation do suffice

barren oar
#

please do tell how you plan to specialise thermals? lol

jade osprey
#

Filtration machines are separate

#

You can have them at a discounted rate if grouped

barren oar
#

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

jade osprey
#

I had 4 running I guess from a single 95% thermal

barren oar
#

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

jade osprey
#

Well I had 3 of them but they were topped at all times

#

(thermals)

tight creek
barren oar
#

that would have been actually shit and nonrenewable lol

tight creek
#

Okay, I got the first Tungsten Grain

#

@barren oar It's true that use Crusher to drill Salt Block

barren oar
#

yes

tight creek
#

Just, ridiculous😂

barren oar
#

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

tight creek
#

I guess the blue things are also Brine Corals

barren oar
#

are they?

tight creek
#

But they can't be interacted with

barren oar
#

brine corals arent bugged

tight creek
#

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

barren oar
#

should work after

#

regardless of if you ran the command or not

trail ether
#

stop spreading misinformation

barren oar
#

||from my testing, GrownPlant is never given to the tonguelily though||

#

||and it exits early without doing anything if it doesnt find it||

barren oar
#

i am well aware

trail ether
barren oar
#

hmm where did i get the ||grownplant part from|| i dont see it around here

trail ether
barren oar
#

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||

trail ether
#

I am not sure why

barren oar
#

i put them on foundations

#

in my testing

trail ether
#

that is enough

#

and that worked fine for me

#

I mi8ght have a screenshot

#

hold on

#

bingo

barren oar
#

yeah i assumed so considering the last update to these was 3 months ago

#

mhm

#

its weird though

trail ether
#

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

barren oar
#

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

trail ether
jade osprey
#

Wasn't there like 3 separate persons testing the tonguelilies in forests with no results ?

trail ether
#

who said anything about forests

barren oar
#

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

trail ether
#

is that picture in a forest?

#

this is part the misinformation people are assuming

jade osprey
#

Oh you mean their location in the pic

trail ether
#

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

barren oar
#

yeah that seems to be a different thing entirely considering you can obtain them another way

trail ether
#

and the broken game of telephone ensured seemingly everyone believed it

tight creek
trail ether
#

no, you did not know, but that has not stopped you from deciding things and then telling people them

jade osprey
barren oar
trail ether
barren oar
#

||well in the first place it looks like they should be spawning the plankton anywhere it can already spawn, so thats a moot point||

trail ether
tight creek
trail ether
#

neither of which spawn "natural" plankton

barren oar
#

fair fair

tight creek
#

If you want me delete wrong info, I'd like to do.

trail ether
#

but red grass does not, but "inherits" it from sparse reef

jade osprey
#

So the answer was ||to filter natural plankton with lilies ||?

trail ether
#

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

jade osprey
#

Lmao

#

Tells a lot about society

trail ether
#

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

tight creek
#

@trail ether You did really well, it's just that I have too little experience.

trail ether
#

you are not meant to solve C2C by having experience with C2C

#

that does not even make sense

jade osprey
#

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

trail ether
#

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

tight creek
#

Yeah.

#

Well, the people around me don't actually have these abilities either.

trail ether
#

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

barren oar
#

oh yeah viable strategy was to make tanks until you found the fluid lol

#

i dont remember does the tank need the fluid now

trail ether
#

yes

trail ether
barren oar
#

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

trail ether
#

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

barren oar
#

ah that was the deciding factor? thought it wouldve been the void databox

trail ether
#

no I had other means of dealing with that, though the death reset helps there too

barren oar
#

though i guess the latter is significantly less useful than the former

#

at the stage of the game you can/could get them

trail ether
#

just like is now happening with the tungsten

barren oar
#

something something player will always lock into the first method they find

trail ether
#

yes

barren oar
#

unless they see another, decidedly better solution (e.g. better recipe unlocked in the techtree later on) theyll do the same thing over lol

trail ether
barren oar
#

right lets see booting up a creative save to see if the plant gets the component correctly

trail ether
#

this is also not a C2C or even SN-specific issue

barren oar
#

mhm that too

trail ether
#

god knows I have that issue in ChromatiCraft

#

and have had for 10 years now

barren oar
#

oh i forgot creative limits you to 30fps for some reason

#

oh well it runs better than my 4d survival save

trail ether
#

that is not my doing

#

atleast not directly

barren oar
#

yeah idk what your mod's doing but it does not like creative lol

trail ether
#

I use creative for testing

#

and everything works fine

barren oar
#

seems to be unlocking exploration findings without even being in the area which may be a part of it

#

oh

trail ether
#

does the log have anything odd

barren oar
#

checking 1s

#

oh i reinstalled bepinex so i dont have the console opening anymore

trail ether
#

but not a consistent lock of fps in perpetuity

trail ether
#

qMM whatever the name is

barren oar
#

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

jade osprey
#

@trail ether weren't resident evil games your inspiration by any chance ?

barren oar
#

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
#

interestingly, the moment you switch from creative e.g. freedom command it goes away

trail ether
#

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

trail ether
#

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

barren oar
#

haha great method name

#

why not just a system environment variable you check to exist

trail ether
#

no all of these are either code that only runs if creative is NOT enabled or are something that does not run continuously

trail ether
barren oar
#

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

trail ether
#

i cannot find anything that both runs continuously - so that it would actually cause lag - and where the code is activated by creative

barren oar
#

lets see waiting in the dunes with speed 10 whats going to happen

trail ether
#

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

barren oar
#

huh they do have the component now

trail ether
#

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();
        }```
barren oar
#

that said, nothing seems to be spawning with speed 10

trail ether
barren oar
#

i do have half a planter filled with them but from what ive seen that shouldnt impact spawning

trail ether
#

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

barren oar
#

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

trail ether
#

there is a minimum base size

#

one tunnel is not enough

barren oar
#

oh heck

trail ether
#

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

barren oar
#

there we go its coming online

#

still 0 progress though

trail ether
#

it progresses not with time but actually "feeding"

#

also there is a penalty if you pack it densely

barren oar
#

yeah ive seen the sibling count

trail ether
#

about enough to negate the benefit of parallelism

barren oar
#

though from rough calculations i think about 12 in a planter would be the most yield you can get

trail ether
#

uh

#

how

barren oar
#

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

trail ether
#
            internal float getResourceFilterEfficiency() {
                return (float)MathUtil.linterpolate(siblingCount, 1, 24, 1, 0.05F, true);
            }```
barren oar
#

1/24 = 0.041

trail ether
#

it is at 5% at 24

barren oar
#

24 * 5 = 120% efficiency?

trail ether
#

true

#

but...oh

#

i see

#

at 12 it is still 52%

barren oar
#

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

trail ether
#

is the plankton turning magenta

barren oar
#

no it is not

trail ether
#

then it is not touching

barren oar
#

fair

#

lets see i removed every hatch and moonpool besides the ones right next to them

trail ether
#

plankton turns magenta when it takes damage

#

this has always been true, and originally was the scoop activation indicator

barren oar
#

ah yeah now that you mention it

#

hm the only hatches are there and yet it does not seem to be touching

trail ether
#

do you have the debug mod

#

with showcolliders

barren oar
#

unfortunately i do not

#

debughelper you mean?

trail ether
#

i think so

#

yes

#

because that plankton still looks not close enough to touch

#

but the collider would be the final answer on that

barren oar
#

yep restarting the game now

#

oh wait i should probably get the legacy version

#

nvm no uploaded legacy ver

trail ether
#

i have one

barren oar
#

uh do you have a legacy build for it since its expecting nautilus

#

yeah

trail ether
barren oar
#

appreciate it

trail ether
#

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#

trail ether
barren oar
#

yeah runtime's kinda goated when it comes to making mods

trail ether
#

or even just when playing unity games

#

I installed it in PlanetCrafter recently just to allow me to nudge objects

barren oar
#

its 1.2 with 24 of them

#

idk where the 0.00036 came from but i needed it to make it start at 1

trail ether
#

i would have just used calculus XD

#

really i should have to not make 12 so efficient

barren oar
#

13 i think is just slightly better but really lowering 0.05 to below 1/24 should suffice for everything

trail ether
#

curve has been adjusted

#

MathUtil.linterpolate(siblingCount, 2, 12, 1, 0.033F, true);

#

edges are clamped

barren oar
#

gg

#

oh so now any higher than 12 doesnt affect anything?

trail ether
#

you hit max penalty at 12 yes

#

but even with 24 that is only 80% yield

barren oar
#

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

trail ether
#

red means a solid collider attached to a mobile rigidbody

#

the ones we want are white

#

trigger colliders

barren oar
#

we looking good?

trail ether
#

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

barren oar
#

plant's on the bottom right

trail ether
#

the inner one has to intersect the capsule

barren oar
#

oh yeah inner does not even get close

#

why not just use the outer

trail ether
#

the outer is the "leviathan sensor"

barren oar
#

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

trail ether
#

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

barren oar
#

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

trail ether
#

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

barren oar
#

make them spawn closer to the center?

trail ether
#

of intermediate size

barren oar
#

or is this a vanilla thing you cant really affect

trail ether
#

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

barren oar
#

something has to be telling them what range to spawn in, relative to the center

trail ether
#

yes, particles have an emission shape

barren oar
#

oh deactivating them removes them completely rip

trail ether
#

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

barren oar
trail ether
#

I think rather than the "spawn scatter" the primary variable here is the particle size itself

barren oar
#

unfortunately not editable through runtime because it uses structs and it sucks

trail ether
#

i am pretty sure the plane is like 10 meters across

trail ether
barren oar
#

this particle system stinks why did they design like this

trail ether
#

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;```
barren oar
#

yeah bc you gotta var g = system.thing; g.property = ...; system.thing = g;

#

this shit sucks

trail ether
#

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

worldly valve
jade osprey
#

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

worldly valve
#

Noje of us got em to

#

Tho a few of us were onky looking at base plankton tongue lilly placements id like to say

trail ether
trail ether
#

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

worldly valve
#

I got demoralized

jade osprey
#

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

worldly valve
barren oar
#

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

flint aspen
#

I tried placing it on a platform directly in the poison bubble of plankton and it didnt do a thing...

barren oar
#

the cloud itself is much smaller than the glowy bits make it seem

barren oar
#

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

flint aspen
#

did it work for you?

barren oar
#

actually yeah i did not test what am i doing

#

switched branches since i wanted to look at living large code immediately after

flint aspen
#

i mean i placed it in the poison bubble which i know is much smaller than the glowy bits but nothing :/

barren oar
#

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

flint aspen
#

no

#

but i guess ill have to try that

jade osprey
#

Well going off the screenshot by reika it seems it's just "right next to a hatch"

flint aspen
#

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... 😅

jade osprey
#

And it seems none of us guessed correctly still

flint aspen
jade osprey
#

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

flint aspen
jade osprey
#

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

flint aspen
#

Did you build your base in a biom with plankton spawning? Maybe shallow bases are safe.

trail ether
#

once plankton did start spawning you would obviously know where it is

jade osprey
#

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

jade osprey
flint aspen
jade osprey
#

Oddly specific

#

Lol

flint aspen
#

they taunt me...

jade osprey
#

Lmaooo

trail ether
trail ether
barren oar
#

they're flabbergasted at the crime of using an extended hotbar mod

jade osprey
flint aspen
barren oar
#

well i did use the map mod so i have no space to judge either :p

jade osprey
#

I viewed my base as a whole not which structure actually triggers it

barren oar
#

come to think of it moonpools are also an entryway where plankton can spawn i think

trail ether
#

why does that matter

barren oar
#

i wonder if its more space efficient to plant them around a pool

trail ether
#

moreover given time you can refine that conclusion with additional information

barren oar
#

well probably not though i dont think plankton scales with entry type

jade osprey
# trail ether why does that matter

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

trail ether
#

ok I did a rework

#

testing it now

barren oar
#

🎉 ** **

trail ether
#

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

barren oar
#

big

jade osprey
#

Why does this channel starts to feel like politics committee arguing where to put the capital or something lol

trail ether
#

the only political model that my mods will follow is that of...amusingly, one of my mods alerans

jade osprey
#

You really have a dictatorship here .....

#

We gotta form the senate or something

#

Just saying it worked for governments..... Some of them lol

trail ether
#

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

#

@barren oar was it that big for you

barren oar
#

ive already switched from legacy back to living large but looking at the screenshot i sent... i think so?

trail ether
jade osprey
#

Looks good to me

barren oar
#

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

trail ether
#

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

#

blue for levi sphere, white for new sensor, purple for core

#

oh derp

#

right

#

activation makes it big

#

from 10 base range to 18

trail ether
#

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

trail ether
#

I should probably set the new collider here to a fixed radius

trail ether
worldly valve
barren oar
#

maybe spawn the collider as a sphere primitive for the time being?

#

that should be 100% accurate

trail ether
#

or what do you mean

worldly valve
#

Thank you for looking into this btw reima

barren oar
#

like just GameObject.CreatePrimitive(PrimitiveShape.Sphere)

#

or along those lines

trail ether
#

Yes I know that part

barren oar
#

when you create the go with collider

#

ho

#

oh

trail ether
#

oh

#

you mean instead of a collider

barren oar
#

basically ya

trail ether
#

so that i have a visible object and am operating on its radius instead

barren oar
#

ye

#

you get a builtin collider so it should be a 1:1

trail ether
#

it might push the plankton around when it intersects with the base

barren oar
#

set collider to be a trigger then, yeah?

trail ether
#

oh of the primitive youmena

#

true

#

I am currently adjusting the spawn bounds

barren oar
#

ye
go = GameObject.CreatePrimitive(...)
var collider = go.EnsureComponent<SphereCollider>();
collider.isTrigger etc etc

trail ether
#

ok spawn adjusted

barren oar
#

used it exclusively for spawnc goated mod

trail ether
#

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);
                    }
                }
            }    ```
barren oar
#

nice

#

not moonpools?

trail ether
#

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

barren oar
#

gg

trail ether
#

ok testing it all now

#

so this is the new clearing zone

jade osprey
#

God I hope whatever you two are saying is making it big 🙏🙏 lol

trail ether
#

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

jade osprey
worldly valve
#

Hells ya🥳

trail ether
#

the particles however are being obstinate

worldly valve
#

😂

#

Still now

#

I wonder what the othwr mechanic we have all nissed it😂

#

Because reika has mentioned it several times

trail ether
#

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

jade osprey
#

I would still make it bigger tho its not completely idiotproof but perhaps I don't grasp the lilly sphere

trail ether
#

C2C is not supposed to be idiot proof

#

it is supposed to be idiot-ingesting

jade osprey
#

Damn could someone just say that before I began my playthrough lol

#

Anyway we're making it out safe shallows with this one 🗣️ 🔥🔥

trail ether
#

also I just fixed the glass coral

barren oar
#

the lag when its in view? or the gigantic amount of resources generated by it

trail ether
#

both really

barren oar
#

oh nice

trail ether
#

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

jade osprey
#

Holy

#

Oh I thought you were talking about glass forest lag

trail ether
#

your thoughts do not seem to have that strong a correlation to reality

barren oar
#

LMAO

jade osprey
#

It do be like that sometimes

trail ether
barren oar
#

the poop mod 🔥🔥

#

actually great mod idea drink coffee to shit and use it in the bioreactor

jade osprey
#

This guys shits

#

I had a poop locker in my save I always pretended it was mine anyway

trail ether
barren oar
#

OMEGA POOP SWORD 🗣️🔥💯

jade osprey
#

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

trail ether
#

absolutely not

jade osprey
#

They're not easy to figure out

worldly valve
#

Ill concede the tongue lillies werent really bugged

jade osprey
#

And it fits perfectly

#

It doesn't have to be the only method it would be torture

trail ether
barren oar
#

though i was certain i had tests when GrownPlant wasnt added

worldly valve
#

I bet you did 9th

barren oar
#

probably the use of the day command

worldly valve
#

Because even post the larva fix

barren oar
#

only thing i can think of

jade osprey
worldly valve
#

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

jade osprey
#

|| 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

barren oar
#

||clearly renewable titanium||

#

||is titanium even part of the loot table i have no clue||

jade osprey
#

Precisely

#

No one even knows

#

You can make it and it will be useful and challenging

trail ether
#

ah yes "build the thing and wait" is "challenging"

primal plinth
#

Hey uhh ima need help with sea to sea again

barren oar
#

challenging because you are unable to navigate your base in one digit fps conditions 💔

primal plinth
#

wheres the mod and its dependances

jade osprey
barren oar
#

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

forest valve
#

qmodmanager and smlhelper

primal plinth
#

Oh is that it

#

.....

forest valve
#

make sure u dont download the source code

primal plinth
#

ok

#

Ty so much guys.

forest valve
#

the mod will disable some mods on its own so u dont cheese it

#

things like "qol" mods in quotations, and vehicle mods

primal plinth
#

Wait i got a question would rise of cuthulu be good with it?

#

Or should i take it out?