#SeaToSea
1 messages ยท Page 28 of 1
Ok
customcraft also, beucase the mod modifies practically every recipe
that isnt a decoration
Fcs tho?
fcs works but heavily modified to fit c2c
figuring that out is the puzzle
i know that might come as a shock to someone who by the sounds of it has not had to do that yet
because customcraft crashes the moment a mod removes a vanilla recipe
yes
I just started a creative world and i see nothin new?
Is it like a special fabricator or somethin
it is a complete game overhaul basically
majority of crafting recipes are different, you need to go to basically every biome and location to beat the game
isnt there new items too?
wait are you saying it's connected
yes
I cant see them?
then you might have installed the mod wrong
is the battery recipe different?
should need some kind of acid
I put the Sea to sea in qmods?
I did then what
screenshot your subnuatica folder, and qmods folder
u need to download all of reika's other mods
which are the highlighted ones here
bare minimum to run the mod well, including the recommended stuff
Let me check if i works one second.
You also need terrein extender
?
And i think radialtabs
I got radicaltabs already
nope, only patcher is needed
Patcher is what i meant sorry
yeah, extender is 2.0 only
wait I just learned you actually can have the performance booster in legacy
@forest valve does it actually work ?
yea
but u will first need to open the game with no mods in qmods other than performance booster
just the game, no need to open a world
did you experience any performance creep in a world with a lot of progress ?
yeah but that was before the update, lag issues are majority/all resolved now
had a 40 something hour save
Alr i made a sandwich now me testing.
tasting.
damn now I wonder if it would've helped me
if it was getting naer wrecks thing, it wouildnt have helped
i think someone else had a high end system and it was still happening
the performance is great with new update but it really start to pile up with time
yeah I don't expect these to be fixed but by the later stages I was going through safe shallows or around my base with constant stutters
oh no the wrecks lag was fixed
these seem to be caused by the age of the world entirely
I guess except one lol
How to do refill the Liquid oxygen tank
u just installed the mod
u should not be at the LOT right now
but you will find out later
we cant tell you, it takes experimenting
this mod needs very simple things, thinking skills and puzzle solving
ok
Is ||calcite|| related to a certain "long-calcified root system"?
Dont think so
Damn and here i thought i finally got the clue... ๐ข
Don't worry much about it you'll find it when you need it
I dont really need it but it would have been nice to have for the better lysing enzymes recipe. I guess i will have to go deeper then...
reached the same playtime as my old file and im noticebly behind in progression </3
at least my base looks better lol
welcome to the club...
I go out of my way to undermine speedrunners
Say that to my prawn
say that to its recipe
Outjerked
The teasing is diabolical
pray that you do not experience me actually being diabolical in mod design
for example https://i.imgur.com/r9WBODx.png
that feature was dropped on people without warning
very deliberately
those abusing the mechanic learned the hard way
and honestly even they could have learned a harder way
Wtf just shamelessly admitting that in front of new players
that hole is not radioactive, for example
not that that would have made much sense for the coil anyway
my mods, at least the big content-heavy ones, all follow a very similar philosophy
the power ceiling (whatever that may mean for the applicable game) is far in excess of vanilla, but you will work for it, and by "work" I do not mean "wait", "grind", or "spam"
and that being lazy and/or stupid is going to be a very painful experience indeed
Truly the new generation miyazaki vision
I have no idea what that is
but "new generation"? I have been modding for over a decade
hell the blog I posted an image of above is from 2014
the topical feature - ie coil limits - was added in October 2013
I assume you're a bit younger than that guy that's what I mean by generation
I'm no expert in biography but miyazaki pretty much had a unique vision of games which led to the souls genre which has certainly grown in popularity in years
You have a pretty distict vision yourself unless I'm wildly in the dark in this field of creators
I do not know what that is either but I agree on the part about vision
Dark souls and all the derivatives
I think it started out as a bit of a wild guess game that evolved into it's own genre pretty much curated by this guy
But you instead modify the games hehe
The funny thing is this mod is my first ever experience in playing any modded game
It was damn fucking rough but I must admit I liked it
Lol
I wish that the co op mod was a hit better
I jnow in theory some peopel figured hoe to make it work with story events
ah findally found it
ok that is an amusing typo
anyway that discussion is about one of my MC mods but it has exactly the same style of puzzles and solutions (information application, experimentation, observation) as C2C does
to perpetual grumbling, of which that was one part of one upwelling of
in another such discussion - ...argument... - someone complained that most mods just give you "here. content. enjoy", effectively giving you an unstructured collection of toys to use as you please with no greater organization, but mine impose a much more rigid expectation of how you play
and importantly, that this assumes that the player enjoys the intended way to play
but they had it backwards
it is not "here, play the mod, but you have to do it like this, and if you don't enjoy it too bad"; it is "here, this is what the mod is, if you enjoy that, play it, and if not, play something else"
that difference is crucial
this is something i will have to grapple with if I ever make an actual game for actually selling
since obviously commercial success does depend on courting a bunch of people, not "this is what I made, take it or leave it, those who don't want this can find something else"
Oh yeah you would have to trade a lot for it to be mainstream accessible
It might as well lose its soul in the process
and with it my motivation to work on it
got to the nanocarbon right as it dissolved ๐ญ
Bro must've been in the grand reef when it hit the koosh ๐ญ
I have failed to find it a few times, but never just failed
For a ling time the rasioa of where is fell was huge
My last file i basically waa in void when finsing them
Uaually they fell near the floating rock
there's a growing amenability to the concept of "a game for everyone is a game for no one"
my last playthrough they had a very high chance of coming down in the dunes or around the aurora
i am not sure why
but more than 75% landed in one of those two places
They work a lot better now.
I still think its.more or less the roughest part to fjnd the first one
But this pmaythrough i got like 4 without even builsing the scanner
Tho i did stop around thr tungsten grain barrier
i hope so
because it still seems, at least in many circles, like the dominant attitude is still Player Choice Is King And Only Tyrants Defy It
I generall am on the side of player options, though i beluev restrictions do have high interest and capability
ironically pretty much but swap the locations
My fav games in the pasr decade have been outer wilds and perhapa the witness
Tge witness is great
I always heard that outer wilds is like the closest feeling you can get to subnautica
I guess actually it was the closest feeling you can get to this mod
Vanilla subnautica didn't really have that much of a puzzle in it
The witness had some fantastic teaching methods and out of box puzzles but it's really not a mix of genres like this haha just plain raw puzzles
i found a time capsule that i assume c2c filtered the contents of but i read the message and no someone put a single piece of titanium in their time capsule
Fair
But can you actually put anything useful in it even in vanilla tho except the ion battery exploit
i got one that was swim charge fins
which im surprised wasn't filtered
Holy progression break
I hope I'll find a prawn in it in my next playthrough
useful things i've gotten in not c2c:
stasis rifle
thermoblade (although this one is pretty easy to get non-c2c)
am i supposed to stay still or move when collecting plankton
hardened?
I think it collect momentarily
You just gotta hit it
Yeah hardenned
The one thay only got from the older knife that was removed alters into a different name in the capsul
Yes and no. I prefer outer wilds to subnautica. Tho i cqnt really play outerwilds anymore
But they habe a similar concept in explore for answers
This mod does a prettt good job of outwildsy. The only issue is all the survivability
update released
mostly unimportant bug
So does anyone have any insight to the other hidden mechanic no one jnkws
?
Base plankton
Weve been more or less told there is a enchanic with it that one one has even looked at
what the fuck is the coil made out of to produce a goddamn explosion
well probably the same idea behind wrong voltage causing an explosion in many electric mods which is actually kinda bullshit tbh just fry the machinery so it cant be used anymore
what fish is this so i can get rid of this wall of text ๐ญ
ok i was right it was the blighter
The latest ver for C2C/Ecocean/DragonIndustries isn't breaking for existing saves I'm assuming?
Ive never had a save break but i havent updated
Thats fair, didn't seem like anything breaking from the commits
Always want to make sure though
steel but the explosion is actually computed realistically
the steel variant explodes at 240TJ I think
convert that to kilotons, and compare with a cubic meter of TNT, which has an explosion power of 4.0...
huh well im finding something about exploding wires but nothing about using steel to do it... i dont think its a good conductor anyway?
is this a creative liberty to force a setup to deal with it or based in reality? since i cant find much on the latter, myself
right i forgot rotary's idea was to use rotation than current
what the fuck are these formulas for the charg
well torque required to be able to charge it
based on the spring equation
im losing my mind
went down the whole reika mods rabbit hole, so i finally installed C2C and all its dependencies. and each time i launched the game, i downloaded the missing mod it told me that i needed. except now it doesnt tell me whats wrong, it just says Ecocean and C2C specifically are failing to launch
screenshot your mod folder
u need all those at the very least, including mods the game or reika recommends
yeah i dont see anything missing i dont think
radialtabs shouldnt be 100% dependancy, but i can see
im desperate enough lol
let's see the log
all the other errors had a nice easily noticeable section before it went into the big long folder structure tree, but after i got all the legacy versions of QMod and ECC, the exact issue isnt very clearly stated any more
the thing that gets me is that the C2C update version shows yesterday as having an update, which makes me think that maybe theres an undiscovered issue with creating a first time save, so maybe i should just wait for the next patch?
13 mb is definitely unnatural
it looks like ecocean failed to load for some reason
fuckton of you
[QModManager:ERROR] Invoking the specified entry method "Load" failed for mod "ReikaKalseki.Ecocean"
[QModManager:ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at ReikaKalseki.Ecocean.EcoceanMod.Load () [0x00294] in <6ba6e853cb834b00ab7606c8f624ba26>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <567df3e0919241ba98db88bec4c6696f>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at QModManager.Patching.QModPatchMethod.TryInvoke () [0x00034] in <17412a3abc4a4e4196c5a94d73183573>:0```
yeah i have no idea. im not good enough at programming to recognise anything major in that, other than the System.NullReferenceException which tends to be an internal issue, right?
ill look at it tomorrow. i uninstalled, fully wiped all remnants of modded game files, reinstalled, manually installed all mods and dependents, and its still mad. if theres another step that i could take, ill try it when i wake up
@prime moth I'm no expert but it seems like there are more mods in the log than in the folder screenshot
PrawnSuitGrapplingArmUpgrade.txt (140.00B)
| | | | |---- AutosortLockersSML.txt (427.00B)
nope, just the language folder
why do these persist through a complete reinstall ?
becuase steam does not uninstall mods that it does not recognise
or files i mean
so to do a complete reinstall I would have to copy mod folders from the web again
no, steam does not uninstall files that were not installed from steam
u can put as many folders as you want in steam, it will not uninstall folders that it did not touch
but these untouched files could carry something over potentially right ?
i dont think so
a regular old language file should not mess with your mods, thats either incredibly shitty coding or just not possible
computers are made with a set of instructions, if they are made to sift through folder number 3 but theres a folder number 4, they dont touch or interact with folder number 4, they are made to interact with folder number 3
a text file should not fuck your game unless its a modified file from the game which the game is not recognizing
and evne then there are failsafes so only the mod doesnt work, not your entire game
as you can see there
though this is not a case of that, it seems that some mod is unrecognized and simply has to be reinstalled
its possible that this person installed the source code
happeend a few times with rota
bro
I just remember having one weird ass problem that carried over savefiles
at some point my save fucked up and I couldn't interact with anything above water level but then I thought well no problem I will just replace this save file with my back up and go on my merry way
well no fucking merry way for me because apparenty every version of by backup ended up with the same problem
so its a problem with one of your mods
and literally nothing helped it no reinstalls no batch clearing no sequence of fresh install and backup worlds made me be able to interact with anything every again on this specific world
I could however create a new world and it'll be completely fine
I stripped my game of any unnecessary mods literally just sea to sea at some attempt at reinstalling
still I couldn't do anything even when loading the backup world before the bugged one
I was just wondering how could that be possible that the issue persisted to the backed up save but didn't appear in a new world
the backed up saves are the same as the main save
new saves are entirely new
I didn't have the issue in the main save at some point but then it just happened
so its the same for your backups aswell
why wouldn't the backup version of this save at least follow the same sequence ?
might be something that the initial save just triggered
so since the backups were the same as the first save
they triggered too
no clearly sea to sea hates you and your save in particular
that's what I'm saying lmao
it's no longer a bug it's literally a curse
lol
cursed my entire saving bloodline
I was just wondering if that kind of thing could exist in this game since it just doesn't make sense to me really
like where that kind of trigger would even be located
and why does it even exist
i faintly recall c2c not working with multiple saves at one point, though im not sure if that was ever the case - if it were, maybe you were playing during that time?
yeah at some point I really wanted to get to the bottom of this trying to isolate each compenent but ultimately I just gave up
more realistically, c2c has a lot of its files that it keeps in the save file, so perhaps your backup just wasnt overriding it when you were copying it over for it did not exist in your backup
I literally was playing yesterday's version of the mod
my bad then i thought you were the one who's finished it a while ago
i dont see anything else that c2c keeps that might be a concern and go over saves
it couldn't have happened when I fresh installed and then copied the backup before the bugged one ever got there
but it did
it's probably not c2c since I don't actually see anyone having the same issue
but it's still just so bizarre man
is it rendering the entire biome tag list in the PDA
I did that while testing a change
so no
moreover that exception is on game load, not save load
and is the main mod loading path
the entire thing is in the screenshot idk
i know it was trying to say the blood kelp trench (west of the sparse reef)
giving myself a scanner in a creative world results in this
I just checked and it is working fine for me https://i.imgur.com/V9wGaqr.jpeg
and looking at it, you are not even seeing the same label for the biome even aside from the tag list
see VanillaBiomes Safe Shallows [...]
you are seeing the toString
but that is not what the PDA uses
are you using an old version or something
WHAT? how???
mod actually being gatekept fr
getting scammed
i caved and hard wiped everything, which included my reshade files. but theres no way reshade is what was giving issues to Ecocean, right?
bottom line is that i have qmod and ecc through vortex. if thats somehow the issue, id be surprised
you have a mix of mods between vortex and not vortex?
u can just drag the zips into vortex' "drop mod(s)" box
i just completely purged vortex to run 100% manual installs
C2C still has the NullReferenceException
i give up man
on a positive note, the QMod log is no longer 10MB
Are there folders in the folders of your mods?
Thats a common issue
Like in in ecoocean, is there ecoocean folder?
You only want the "innie"
But idk
alterra might have some things to say when i leave the planet
Is there a special button i have to press to activate the sea moth tether module? I know that it should be selected but i tested every slot and i cant...
you just press the number key of the slot where its in and the slot should light up
do note though that the trucking module only works for a few, select objects
ohh thanks that worked like a charm
strange though that i couldnt select it through the mousewheel like the radar ^^
mousewheel user tax
holy is it normal that it drops the framerate like hell?
i guess the main base isnt a good location ๐
yes
huhh
ive never had issues with it specifically that i can recall
well nothing discernable over the sub 20 fps i usually had
i drops to literal 2 fps as soon as i activate it... ๐
yeah thats incredibly odd idk whats happening
you have any mods relating to the propulsion cannon? or other such?
do also try just restarting the game lol maybe it calms down after
not really but i guess it has got to do with the moonpool...
perhaps
disclaimer this mod breaks seatosea now i think
to anyone who's been using it
is terrain patcher installed here
it is only a recommendation, iirc
wont break the mod, but itll just make added terrain look jagged
||
did i also break this???? or am i in the wrong place??||
looks broken :/
the fixer works fine though
seatosea doesnt load when i have it on
https://www.nexusmods.com/subnautica/mods/2328 this one? I did test it yesterday the only thing you have to do is create a folder in qmods for it because it doesnt come with one
yeah doesnt load when i have it
it only adds a commandso that is strange... maybe try reinstalling the fixer
Hmm im not a programmer so i cant really interpret that... it just seems strange that the whole mod wouldnt load because of an added command. Did you retrack your steps until the problem occured? Does it work when the fixer is removed? Did you change something else before that or after?
yeah it loads with just the fixer taken out of the folder
And in your qmods folder the fixer itself (.dll and .json) is in a selfnamed folder? I named it "Blood Larva Nest Fixer" although i dont think that would affect it. Thats the last thing i can think of otherwise i also have no clue.
Ive reached a kind of dead end. I need mk3 depth to go into the void but the one material missing is located in the lost river... How am i supposed to go down there without mk3? 1 km air pipe?
I've only recently started playing the mod and am trying to avoid as many spoilers as possible. Are "building a 1km pipe down" or building a seabase incredibly deep ever the solution Reika intended for anything?
They feel a bit hacky to use sometimes
until this point i didnt use a single pipe although it would have made some parts easier so i feel im missing something...
Im considering it but im not even sure if i can attach pipes to a base xD
building giant pipes is never intended
Which material
it would still have to be a pretty long pipe to get from a 500m base into the lost river... i feel like there should be a mk2.5 module xD
||calcite||
Tjats needed on mk 3?
Hum
Maybe you need to do river first
You shouod have liquid right
yes
but its efficiency is reduced so ive maybe got a minute of air if i dive from my moth
not enough to even reach the place i think it is
How about, say, a seabase between 400-500m before acquiring liquid breathing.
the light
There might be a way to help
Turn off bloon
Uou vould be really dumb and make a second liquid tank. Dont do this. Not worst the cost with whatbhappens to the second tank
hmm i was wondering about that but couldnt think of a way
Tho with 2 liquid tanks and a bit of creativity you can get a full just shy of 600 seconds
I dont think i can say much else without giving it away
is it more a trick or an upgrade?
Not a trick
(Tho i know another way to extend your range down deep that is a trick...not your time tho)
Man calcite is a bried but rough period
Brief*
You "might" be able to do ||void spikes|| with mk 2 but its gonna be hard
lol, so the habits i built playing deathrun are gonna bite me in the ass then?
i already tried but it was impossible for me :/ the moth would always get destroyed by the ghosts due to lack of cover...
This is a puzzle mod. Reika dislikes tricks and brute force mostly
I dont think you would be much immediate progress anyways atm luls
It occurs to me some people have gotten prawn suit via the 1/20 scan version๐
And i cant imagine not getting it after harssuit
yeah the calcite is what i really need but i havent got a clue how to get down there :/ i thought of the prawn but i cant imagine getting it without the prawn bay.
and i just noticed that i cant even attach an air pump to a docking bay so my last idea isnt gonna work ๐ข
it cant be the solution to craft 4 liquid tanks can it?
I think the better way of doing this are to find a way to increase efficiency of your liquid breathing first.
Dont craft more than 1 is the real adbice
Yes
3 wouldnt work i think
It would empty before trading to the third
Espeically if you figure out efficiency
Efficiency not equals just crafting multiple tanks
You could craft a second
Efficieny works with 2
It keeps it on the swap
So if you have a plan...its not absolutely awful
(But dont use it to search for calcite)
The second tank drains while in inventory in river and its awfuuuulll
Super expensive
But the third one i think woukd hit 0๐
Thoo...thats just the secondary tank
So i guess they would work
Its just a terrible idea
ok yeah at the rate its currently draining it seems like suicide even with 4 tanks working fine... im trying to find something mentioned about efficiency in my pda ๐
Plausibly check your techs too
Its pretty crazy the khara didnt kill the whole planet you know
great i have to start a new save to use all those updates from the past year
that's like the fourth time i try to complete this mod
How to prevent plankton from swarming my base?
- you dont :)
always enter/exit the base through a vehicle, and if you cant then hope that the cloud isnt going to die and kill you even after exiting it
and preferably just dont build in a location where plankton spawn until you have the means to avoid their effects
its supposed to not kill you but the exitting logic doesnt run sometimes so it just kills you unfairly
mod constantly reminds you to save though so you arent losing much progress at any given point
Does the mod add any new alien caves?
what do you mean by "alien caves"
Alien caches
don't believe so
ok thanks
there is one for a required technology
it's a basegame cache though, no?
i think im looking for that one
i think so?
then again it's been a while
the update two days ago fixed that
no
oh nice
huh. nevermind then
oh well
because you were still inside the collider even when in the base
the fix was tojust make the tick code skip players not in the water
fair lol
I'm in japan right now. It's been interesting watching all this inteplay, and can't wait to get back and finally get my lilies to start working on these stupid plankton. My only problem with them has been they someone's interfere with my hotbox on my fabricator cuz I always build it on the wall next to the hatchway. But no biggie. Excited to see some magenta plankton now
Can't lie I specifically went back to check out the new plankton mechanics and it still didn't work for me no matter the configuration
I even tried to replicate the screenshot configuration but still it just keeps spawning and no interaction ever occurs for me
Im kinda playing ark atm working on 10k shotgun shells. But i kinds wanna boot it up with the troubleshooting mods reika was mentioning
pointless question what color is seatosea
The blinding blue of the plankton
||microfilters?||
something strange i noticed while scouring my log
AQUEOUSENGINEERING: TechType 'CitrineClownPincher' not found!
(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)
AQUEOUSENGINEERING: TechType 'GulperLeviathanBaby' not found!
(Filename: C:\plastic_workspace_unity\Runtime/Export/Debug/Debug.bindings.h Line: 35)
AQUEOUSENGINEERING: TechType 'GulperLeviathan' not found!```
despite having disabled, uninstalled, and wiped all game files several times, the De-Extinction mod fish are still present somewhere. could this be brought from past game versions via steam cloud? im running out of ideas as to what could be giving me the NullReferenceExceptions
Are you wiping the log as well? Perhaps it's from the time you had it
Have you tried wiping the games contents and then verifying integrity ? I think that should give you the cleanest install and then you could add all the mods from web to be certain
yeah, ive gone through the full wipe and file verification several times. i think theres just some really obscure issue thats causing problems specifically with C2C. smh ill just have to wait for it to be updated to the modern version in 2050
Whats SeaToSea? What would it add to my gameolay?
the main page https://reikakalseki.github.io/subnautica/mods/seatosea.html has a lot of information on what you'd be dealing with, depending on how much you want to spoil yourself (though i don't think its fully up-to-date either, so you'll still have surprises, but decidedly less so)
changes the progression of the game tldr
60 hour playthrough
takes a normal amount of brain power
Genuinely curious how long a second playthrough would be with the knowledge of locations and steps in progression
20-30 hours?
Maybe longer, I did a Deathrun Remade run with all the settings cranked up and harder recipes and it still took me 15 hours and I had the whole thing planned out, and SeaToSea is definitely lengthier
Oh yea, are multiple (regular not liquid) tanks ever an intended solution for anything, or does Reika not approve?
Id assume sheโd implement some sort of punishment like with liquid breathing if so
probably longer
it even took reika, the creator of the mod, 60 ish hours
like even if u beeline for stuff its still gonna be in the 40 hour or more range
but its also a bad idea to rush shit becuase of how much you need in the mod
Yea fair, Im 25 hours in and have a feeling I may push the 100 hour range. Trying not to spoil as much as possible.
||blood kelp cave still empty :(||
If you're gatekept you could just cheat the item you know
It may even be better overall since the fix may break something else
I think the reported finishers all have around 100 hours
this is not an error if it is just mod compat code not finding the thing to add compat with
no but having one of each type is recommended
I do not rush though
and I deliberately avoid leveraging my knowledge of where stuff is
pretending not to know until I "stumble" upon it via the intended methods
Ive found having 2 ultra capacity tanks useful for exploring places I donโt want to bring my seamoth like the dunes/mountains/crash zone
I dont even bring my seamoth anywhwre 9/10
Above 200m azure is in place, ans you should be above 200m when traveling
Well its the only vehicle I have rn ๐ญ
And even past 400ish its only like 30 seconds tosurface
You have the azure seaglide
Its faster
And doesnt get attacked by the 10000 bone sharks on the mod
No idea what that is
Ill be on the lookout I guess
You gotta go super saiajin blue
Its the only way
(Not the only way but it is really fuxkin fast good lucj)
||Does putting an azurite battery in it โoverchargeโ it?||
|| you should def give it a shot||
||Does that go for most tools?||
|| experimenting is key||
Gotcha, I just wonโt be on for a bit
I should have figured something like that would happen based on the ||azurite battery description||
There probably a lot of smaller things like that Iโve totally missed
Have any mechanics not been found?
Well reika has hinted that we all missed a mechanic with plankton a lot
But i havent seen anyone notice it
Has Reika ever changed the way something works or where something spawns after it becomes incredibly common knowledge?
I dont think so , well.mostly
I believe the liquid air tank and the fluid swapped a long time ago
I think there might have been sone laterations of chests but am unsure
I havent noticed any major "differences" in that sense
Also is there any sort of roadmap or planned features or is just whenever she feels like updating/patching?
More the second
||Was the purple tablet always in fragment? I played a bit on a different save a year ago and donโt remember it being in fragments.||
That was new
But i considered that different than what you asked
As it wasnt trying to "hide" the purp tablet
wait so i shouldnt use that mod
Alright spoil me on this, ||Where are the locations of ion cubes prior to getting into any precursor base? The only one Ive found is outside the cache in the southern grassy plateau. Additionally were there any hints? I found it kinda by chance just when exploring. Well thats not really true, I knew there was something down there from a scanner room.||
Same places theyโd be in the basegame?
||Are there any outside of precursor bases/caches in the base game?||
Why would there be?
Well I asked if there were any outside of the precursor bases in seatosea besides ||the one next to the cache in the grassy plateaus||
Are all the extra bone sharks intended jn this mod?
I think there is a second but dont know whre
But once you get your first it chains into more no matter what so
Ye ofc, it took me forever to find it though haha
Same with the ||purple tablet fragment in some random hole in the underwater mountain island||
I havenโt played unmodded in a while but it feels like there may be a few extra bonesharks
Very annoying to deal with by the underwater islands and ||glass forest||
Yeah this mod causes extra spawns
I think its accidental
But everyine plays comments kn how bonesharks are the worst thing in the world
*except me because why would i use the moth outside the few times its needex)
I have a history of doing that with my "the player is meant to figure it out" mods when I find out that people have made "follow me, don't think about it, just do as i say" guides and those guides start to be followed
I do not add a single extra boneshark
what the hell are you talking about
this being the most (in)famous example https://i.imgur.com/n6JMu4q.png
I deliberately slightly changed the mechanics - mostly the actual numbers, plus a couple behavioral requirements/limitations - to break that tutorial
a goodly number of people STILL hate me over that
either because they personally got "caught" or because they ideologically oppose the very idea of forcing people to not just copy someone else
Most people ive seen plag have noted the extra bone sharks or perhaos bonehsakrk increased aggression
I think thats actually pretty funny and if anything makes it fresh since you need to find another solution
Tbh i think its an unitebded thibg that happens
Like how the nushrroms and bases overparticled
there is definitely increased aggression added by Ecocean
they actually care about lights now
Ahhh
like the PDA says they do
I elevated a number of PDA-only behaviors to actual ingame existence
(But its so bad conpared to the seagkide anyways soooo)
including a memetic one
in practice this is what happens instead https://i.imgur.com/AbETeVQ.png
Its like following programming tutorials haha
Just writing it and it works but not actually knowing why its working
funny you mention that
back in 2013 I had a guy come to me for help fixing something in his mod because he just followed a guide - successfully making a mod in the process, if a basic one - and i was unable to do so because he did not even have any awareness of concepts like variables and conditions
Its even worse now cause of vibe coding/AI agents
Do you ever let anyone make PRs to seatosea repo or is it moreso just a public repo?
people can submit code improvements - though such a thing has never happened for C2C, but it has occasionally for my MC mods - but I do not merge PRs "directly" for a number of reasons
at most I might copy it in in-source but more likely I reimplement the patch myself
Thats fair, I imagine fixes are OK, but actual features youโd want to keep as your ideas
I mean it is not like it is unheard of - or even really rare - for people to suggest ideas that I end up liking and implementing
that said there is a difference between suggesting a new idea and a change to an existing idea
then it depends on the existing idea's underlying purpose, ie being a means to an end (in which case it is often subject to change) or an actual goal in itself (in which case it is nonnegotiable)
example https://i.imgur.com/1wRvVKG.png
the phrasing there - "reika pulls a reika" is pretty indicative of that being a common gripe
and it is
Are there any plans to make the PDA audio/radio messages have their audio levels use the game settings? I swear I always brace for it when going somewhere new cause it makes me jump.
Nah I think its valid and actually pretty respectable that you keep an eye on your content enough to actively change it around what people are doing
do they not?
Mine are ridiculously loud compared to any base game ones
Is there any sort of โcompleteโ for you in terms of content for C2C? Or is it sort of just an ongoing thing? Like in terms of major progression (especially things like new biomes), would you say youโre done?
that depends on how you define "done"
the basic form of "done" is simply "does what it is meant to do, well enough, and is playable start to finish", aka "ready for release"
that was achieved at the beginning of 2023, ie 9 months dev
but new ideas always come up, pain points and solutions to them are identified, and there is a large amount of content that was originally thought of but just never made it in
so you have "ready for release", "everything originally planned has been added", and "development is now over", and the last of those will never occur
Well I definitely think youโre past the point of the most sophisticated mod
the primary limit on new content is just "am I actively dedicating that much time to it anymore"
In a good way
like referring to my (biggest) MC mods again they reached "release" in 2013 and 2014 respectively, and reached something basically the same as their "modern" form in 2014 and 2016
but they both got content updates as recently as 2023, and the only reason it stopped then was a drive failure
it will resume once I can
actually C2C is not even at the second one yet
Do you plan on migrating to 2.0 once Nautilus is stable or will it be just โsomething to do somedayโ
it is exactly one feature away
well two
one is PDA VO
the other is ||spoiler||
but both of those are not something i can unilaterally finish, and that is why they remain unfinished
nautilus stability is a definite prerequisite
but it is not something I plan to ignore in perpetuity
ie I am not planning to ignore updates in SN the way I have in MC
Would it really allow you to do anything extra or just make it more appealing since its not legacy
it has little to no value to me
Understandable
as a player it adds a little since large room
but as a dev it adds nothing i care about
well
ther eis one thing it will enable but that thing is very minor
Theres some QoL improvements but otherwise yea
namely I can repurpose the recipe pinning UI to use to show the seamoth tether contents
Theres little incentive outside of people wanting it to not be legacy
its significantly more performant somehow or other which ive personally felt is a bit of a problem with c2c
I can see this
Its not a major issue but I can definitely feel it sometimes
though I've never done a sn run where i built many bases either so entirely possible most of it is coming from there
Not like I need to be running 60+fps at all times in subnautica though
but 10fps at the alz stage? i find that hard to believe
prefab loading is async in 2.0
as such there is not a possibility of a minor lag spike loading in objects
however that makes it an enormous pain as a developer
doubly so to update existing code
since async propagates up the calling stack like a fucking virus
that it? i wouldnt have thought prefabs get loaded nearly enough to be a big game changer idle
but yep async sucks for sure haha
it has never been that bad for me
I still need to get a profiler going
if I could profile the code it would help me find and address lag like nothing else
maybe i just have one too many bases ig i cant think of other things i couldve done for my fps to fall off a cliff
but SN is not built with Debug inside
what comps do you have
comps?
to have a bit of a comparison
pc comps - mine are some ryzen5 cpu whose exact identificator i forgot and gtx1050
oh
one moment
however I want to say that I only got this PC in Feb 2023, and my first C2C playthrough, in Sep 2022, was on a far weaker machine
moreover the GPU - which should not matter much for SN, but still - is even newer, installed just this last christmas
before that it was a GTX 1060
ahh
my worst FPS experiences, barring some buggy states like the plankton lag this March, was in my Dec 2023 save
that is when i noticed the pattern of lag if you load a save from inside a base
so i started going just outside to save every time, which helped enormously
and that was right before the end of the game too
like post-ILZ, building nepture and then some
and that save had FCS too
so lots of additional buildables, plus maybe i have some issue in my compat code
Would you consider C2C to be โharderโ? Iโve seen people refer to it as that, but Iโd just say lengthier. I wouldnโt consider subnautica โdifficultโ in the first place.
depends on how you define "hard"
as in "hardcore", like harder to survive? no
this is not deathrun
grindier? perhaps - there is certainly more resource gathering necesasry, and sometimes more waiting
longer, a la "expert" modpacks for MC, which are all about manually-crafted progression trees to last weeks or even months (or decades, for GTNH)? very
conceptually harder, ie requires more cognitive investment from the player? also very much so
or another example - AngelBobs for factorio
that is not really harder to survive on either (unless you start adding mods that affect biters), but it sure as hell is longer and progression is much more granular
now SN does not have progression trees per se but it does have a lot of necessary exploration and a long series of tech unlocks
of which I add many
How do you feel about how the mod has been received? Honestly I only heard about it from a random reddit thread after doing deathrun. Iโd be interesting to see some YouTubers attempt it, but it might be too much of a time-sink or โboringโ to watch. Are you happy with whats come of it?
ok there are a couple cases where I markedly ramp up the danger level
refer again to my elevation of PDA-only behaviors
Well Id say forcing players to explore things like the dunes/mountains/crash zone makes it a little harder
But its not really that difficult to avoid reapers
And death is very unpunishing
I am very unhappy with it
Oh
Personally I think it should be significantly more popular, especially against things like the gargantuan leviathan and such, which I find to just be content slop for youtube and whatnot.
the reception has been 80% total lack of acknowledgement (and probably lack of awareness), 18% clickbaity "cool shit!" that greatly misleads people as to the nature of the mod, and is responsible for the bulk of the people coming here with zero skills or interest in the mod as it is designed but just want to see this or that feature, 2% actual "genuine" interest
reapers in c2c (ecocean i think was the one that added it?) are just a mild annoyance because you can just flash them to get away with 15 damage or so
thats about how reception goes of anything really
I can avoid them manually most of the time or just drop a creature decoy
unless the clickbait is the intention of the mod
and the mod only being available to find through the discord and your own page definitely helps to lower the findability a tad
brb
posting them on nexus would for sure bring eyes to it - the audience you're looking for? probably not
the best course of action? most likely not either because in their tos they state they have full control over your work once you upload it, or along those lines :(
decoys are consumable though and take up inventory space
what were they, 2x1 last i recall?
Yea
Theyโre not the best
Another thing for when you come back Reika. How would you feel about a playthrough? Iโm sure it would be nice for exposure (if it gains any traction) but it would also act as a โtutorialโ for people.
posting on nexus incurs unacceptable costs
as in a recorded one? I want those
uh oh! situation all good on your end?
hm? anything more than the aforementioned permissions?
ah right i forgot abt that
yep nexus stinks lol but not like theres a better alternative
at least until submodica is confirmed to be run by the original dev
Interesting, I wish I would have recorded my fresh gameplay, I feel like recording a second playthrough would ruin a lot of the โexplorationโ and โexperimentingโ that takes up a lot of the time.
yeah thats a bit of a problem with c2c
well. not a problem
but prior knowledge does pretty much stop you from being able to have a truthful playthrough
not like i am going to make a copy of - or worse, abandon - my site either
though on the flipside that is not the most engaging content to view
though it can be
as tends to be the case for puzzle games and such, of course
Yea, but I feel like cutting some of those parts would cut out a lot of the core parts
Definitely more interesting to play than watch
A friend of mine is treaming atm on twitch. Lairian. Well not right this second this second but
what is the item id for tonguelily dosent seem to drop
||dunno if this is a spoiler because I have yet to test this, but I kinda recall once seeing a moth mod for brighter hi beams. Try flashing them in bobeahark eyes and see if that'll scare them away. I SWEAR I've been able tonget bone shark to turn away by hi beaming them in the eyes. However I haven't for it to work consistently so I could be wrong. And every time mention this nobody responds so either its way off, or it works and nobody wants to spoil it.|| For what it's worth ๐ and I love the mod just the way it is. Thanks Reika
||flashing the headlights in general should be able to cause creatures to behave in response to them||
What kind of a biome which has rich mineral resources and support Tongue Lilies to grow?
As I wanna use Tongue Lilies to accumulate mineral resources to get Tungsten Grains more effectively.
Bold of you to assume you'll get an answer
It's yet to be figured out by the whole collective consciousness
Well, I'm getting bored with using Salt Blocks to get them.
There is one mention of such biome in pda messages
But for starters apparently we have to figure out their basic function mechanics
|| ye ||
Wait, I haven't used Plankton Feeder in that biome. But I'm not sure it would work.
I wonder if the seamoth headlight module was intended for that since it seemed kinda pointless otherwise
Have you gotten them to function normally ?
For the base plankton I mean
You mean, the plankton around the base several days ago, someone posted picture on here?
Yes and I think you mean reika's pic
How to implement that base plankton?
Thats the neat part you dont
No one knows
I couldn't get it to work with the same setup unless I'm missing something
I'll be salt carrier again.
To get Tungsten Grain that my enermy in my C2C life.
Welcome to the club buddy
You know you could still try perhaps you'll have a better idea
I'm pretty sure you'll be mentioned in the credits as well if you get it
So it's a bounty list to reward who get Tungsten Grains in a effective way, right?
whats your source senator
Alright. I didn't say that.
Nice save bro
Fine, I gave up editing info now.
Maybe Reika was right, she wants everyone to explore the mod and overcome challenges by themselves.
+300000000 social credit
Okay, finish the conversation, I'm going to take a bath and go to sleep.
Gn bro may you find lilies solution in your dream as I always do
And, I'll introduce the mod to other Chinese Subnautica player (Don't know whether Reika agrees someone to introduce her mod), I'll tell them, "Play it by yourself. If you really don't know how to solve certain problem, you can tell me your situation in my Bilibili message."
That's it, bye.
can someone please give me a hint on harvesting tonguelily. Im pretty stuck atm
man we really are missing out on some hint station in game
https://www.youtube.com/watch?v=WgZiGnCpX04
would do wonders
all of the above is about them
I'm serious @trail ether it could be an amazing troll / easter egg
@jade osprey i think i got it thanks for that motivational video.
Yeah bro you're not far behind everyone else it's the local bottleneck / brainstorming point
@jade osprey how are you supposed to get the tonguelily tendrils?. Im still stuck
Do you mean their location ?
no im using a knife but nothing drops?
and they're fully grown ?
Yes
in a planter or naturally?
that's really weird but I remember being able to do it myself very recently
yeah ive never been able to harvest them
like every single one of them does nothing ?
try a creative world see if it works okay
well as usual each copy of the mod is personalized
yeah right. i cant progress without it. do you know the techtype for that item? so i can spawn it in.
I was able to havest them with a knife without problems
I donโt have any insight as to why it may not work though
I think I read recently we're not supposed to harvest then with a knife
It was about a different kind of harvest I believe
This person couldn't even get a seed for some reason
so should i be using the|| giant blood crawler fix|| mod?
if you dont have them spawned, yes to run the fix, then remove after
keeping it around creates issues with extracting at least one raw resource which you'll need
so experimenting, i intuitivelky found a spot where i think the blue stuff actually is
took off my suit for a second, killed me faster than ever before
instagibbed
i...also became inspired just a little bit
i was considering where i found the lillies...and have partially done a thing
this time i had the thing where i cant get way from it no matter how far i go away
||made a creative world and the nest is actually there. still empty in my normal file ;/||
|| I had exactly the same experience (I just wrote down the id and cheated in my save) ||
im guessing that is later in the game
i have made things worse trying to fix them.
???
does the nest patcher break c2c loading for anyone else
I think someone pointed it out the other day
ack i dont want to just give myself worms but idk what else i can do at this point ;v
idk
Does Reika have planned fixes for things that require separate mods to patch
i have another idea i sorta tried before but
wdym
id imagine she does
if its the worms she does iirc
This is very strange, for me larvae started spawning after the march update, but for others it still doesnt work.
I wonder what causing this difference.
I used the Scanner Room to search an unknown object remaining in the Lost River Laboratory. But there's nothing
God, I just one step to the ending...
One scannable away ?
I'm tired now.
If you are talking about scannable, then it is a scanner thing located near fish skeleton.
im about to explore the aurora anything i should know or have other than the radiation suit?
and the many tools needed (other than the builder
)
what do i do if this happens?
(water vanished)
Oh I had this one
how'd you fix it
I think you press f3 and then check 2 boxes
Or uncheck
It's like water volume / surface something somehting
Bro I thought I was condemned to playing subspacika when it happened to me ๐ญ๐ญ (it didn't go away after a restart)
lol
im having real trouble finding these ||Nanolathing Drones||
idek where they could be
have you gotten any sentencemixed pda lines yet?
Define that.
a pda voiceline that isn't in the basegame
but is spliced together from basegame voicelines
oh i can look at the source to find what i need >:)
Thats not intended
cause im one of the very few people that play this mod who can read code
this displeases the dragon
source should be visible, yes
Who's stopping me (other than Reilka) from looking at the source or playing the game my way?
Read PDA logs and item descriptions to figure out locations of new items/hidden mechanics
I did I couldn't find shit
if she starts obfuscating shit for no reason i'll be kinda mad
would work but harm the majority
im not going to do that
regardless. did you ever get a random message about something like ||alterra signatures in nearby dangerous caves while on your way to a lifepod||
Nah it doesnโt receive many PRs
yes many times
i can search through my logs and find em
Yea, this mod is about scouring every single possible nook and cranny you can reach with the resources you have
(also ima be honest i never used the pda databank throughout my first play through of base SN)
I mean no one is necessarily stopping you from looking I guess
sea to sea will basically always give you some sort of hint regarding something interesting being nearby when you're looking for it (or more likely, looking for something else)
correct, nobody's stopping you
its not in the data bank though the only hint is in my logs and yet even those arent helping
just saying this has been a problem before
ive found a lot of things related to the voice logs
but not one has lead me to those things
Well they definitely donโt tell you directly where they are
It would be nice to see where the locations of PDAs came from
i mean think about it from my perspective, im a new ish modder who knows what hes doing with code and can probably read C2C, but I wouldn't appreciate it either if someone read my source to figure out what my mods do, esp when theres hint or an easier way to find that information (on the damn front page, tangent, but this is a huge frustration for me)
sure and thats fine, but i need more hints than the pda voice logs
Hmm Im not sure how to phrase this without sounding too vague or giving too much away
yeah that
Yea
oh do you guys mean this one from my earliest logs?
Yes
okay i dont remember what happened then cause that line came in like my first hour of the save which was like a month or two ago
Think of places that have volcanic activity near the start of the game
it's meant to trigger during ||travel between your pod and one of the shallows pods||
theres several lava geysers
||lifepod 3?||
||The message shows up over part of the kelp forest on the way to lifepod 3||
Well theres only a few around 80m close to the start of the game, so check around those
Another thing to note
Scanner rooms are your friend in this mod much more than base sn
You're gonna hate this
buff at base scanner room (no upgrades)?
i think i won't
Lmao edited
I sometimes just have the resources to build one on me if I canโt find something Im looking for haha
Not everything will show up on it but its generally much easier to just use them
||Not sure if Nanolathing Drone fragments show up on it. A lot of unknown things may appear as โUnknown Objectโ||
check the early biome trackers for early biomes
Good
got the full thing or?
found enough to get it yes
For the most part, follow the progression of the base game and look everywhere around the areas it brings you to
||I totally missed the azurite battery one of my first saves||
found that in a ||mushroom forest||
btw i can almost get all the cyclops fragments if i just find the northwestern mushroom forest wreck (vanilla)
do not do that
will not
For the most part just do a 112% run
no idea what that is
It is a troll
ah ok
Not really a hint but this mod makes heavy use of ||every biome. So places not necessary in the base game (dunes, mountains, crash zone, etc.) have use.||
btw how would you feel if i backported my air bladder upgrades mod to make the air bladder actually worth it?
||||
nice
For a while I avoided ||anything with reapers cause I always viewed them as sort of a โborderโ in the base game, and that was a big mistake.||
need to click the eye to spoiler image
eh they were okay to dodge with a seaglide
I have a chat with Reika about PRs a couple nights ago
i thought i saw something that ||improved scanner range outside of vanilla||?
even trie adding thi for a bit
huh
interesting
maybe im in the wrong place:/
Dony worry it they only work with admin priviliges
?
????
ignore him
how it feels to be removed from the channel
no objections
bet
provided that it does not make it cheaty
for example if it just makes it like the BZ one that is 100% fine
if it makes it teleport you or add 90 seconds of air that is not
Teleports you straight to the surface
i mean an extra 90 seconds of O2 is nothing to scoff at esp in one slot
not yetโข
...does it actually do that
Yes. Is expensive to upgrade to 90 seconds of O2 though
and yeah does make it like the BZ one
then I am going to prevent that alongside C2C
that is a massive balance problem
nevermind its not expensive thats gonna be changed
is it configurable? if so I can just reflectively clamp the values
i'd say a max of like, however much you get from eating a raw bladderfish would be fine, personally
By the player? No. Has variables that can be tweaked by coders? yes.
so like 10s or whatever
but I want to make it absolutely clear that if there is no proper way to prevent this from being cheaty I will block the mod from existing alongside C2C
enough to make sure you don't die on the way up
thats less than the vanilla BZ Air Bladder ๐
I meant like config files or ingame settings
is it?
but if it is just a bunch of constants in code that is fine too
I could do it but I don't have it that way right now
honestly i didn't realize the air bladder gave oxygen at all lmao
fields yes
yeah bladder fish worse than vanilla 2.0 air bladder ๐
i spread my cursed game to you on accident ๐
oh my bad
you are good
scanner rooms are a portable beacon...I LOVE IT
also
I advise people not to test me https://i.imgur.com/saKjZ6c.png https://i.imgur.com/Ebyu5FW.png
what
I just wiped the worldgen XMLs from the public github
including retroactively frmo the commit history
I did not remove anything from it
but remember the object has to load in to appear
not saying you did