#SeaToSea
1 messages · Page 29 of 1
okay so im not dumb
that doesn't show for whatever reason
theres a seaglide fragment less than 100m from it
thid one get
???
still struggling with || the tongues||
ive lost my plankton
tho i have a damagin spot
try forcibly registering its ResourceTracker, and then refresh the scanner room
found a lava geyser nearby
one side at the bottom
another
and that side doesn't have a fragment
not one
none
found out after exploring it
how?
ok i think i had too many lillies...or it was the accidental
||lumenshroom||
SO i think too many = no plankton
it was green for a half second
i tink i want oit to be green/purple
why\
why was it green
ive checked both lava geysers in the safe shallows and ive found nothing related to the ||mobile vehicle bay recipe item||
aw80m deep
cave
pretty sure you missedit
ill join vc to prove it
i cant find shit
ive searched almost every kelp area and havent found shit
im exploring a mushroom forest cave and i'll go explore the last area
which tech though
Tbh i thought you were in thr right cave
|| drones||
cause i havent gotten there yet
||nano lathing drones||
||define drones||
||wdym get the tech for nano lathing drones?||
Check deployables in
they dont exist there'
Check deployables tab
only thing there is the mobile vehicle bay
And it requires 4 ||drones yes?||
and beacon and seaglide and water proof locker and grav trap but not the point
I think yiur world is bugged:( but im unsure
||also spoiler that. yes||
It looked like tue cave you wanted to me
I i too am wondering if im missing something or if there is still an issue🫠
I have the alt method but i still cant get it to work
Reika might have change sonething it what in tryna consider from the clues and convo a few days ago
open that component on it with runtime editor and invoke the method
did you install C2C properly
people missing worldgen has - very rarely - happened before but it was always the mod not actually being installed properly
define installed properly
and heres my current QMods folder
as in "actually working properly"
are other features from the mod present
appears to be. everything is there
is any worldgen from the mod present
i believe so
yes cause i found ||mercury||
go to pod 6
on it
ill check pod 15 as well cause i got the radio message for it in my main save
command is goto lifepod6?
do not
ok
no but c2c adds its own - c2cpoi pod6base
here in creative
yea
and i found several other bases in survival as well
the ||QEP|| one as well
crashed when loading survival save
i did update recently (today)
here
and
even their names
read one just by staring at the screen dont remember it
i am not sure
frag gen isnt there but base gen is
oh
but...
the ||pod's|| there, just not the base
i cursed my 10 hour save 😭
well there you go
the mod is installed properly now
but it apparently was not previously
i updated a few hours ago so i wouldnt be surprised if i installed it improperly before updating
but heres my SS of when I installed it
that does not show anything of significance
it does not show the internal folder - for example if you had SeaToSea/SeaToSea
it does not show the actual mod files
ah
and hell one of the most common reasons for a broken install is not even visible from a cursory explorer screenshot anyway - some people's AV empties the DLL but keeps the file
that has come up a few times
well that would be hyper weird considering i'd have done the same thing if i just updated today
unless that was changed today in the release
it did not
but you have to install the zip manually so it is entirely possible to do it correctly once and incorrectly once
"extract here" vs "extract to <dir>"
it is also entirely possible for a download to break
i didnt hit the extract button i just opened the zip and dragged the mod into the "QMods" folder
not common, but it can happen
this is true
What should I do now?
your save is not recoverable
as there is good reason to believe that the mod was not active at time of creation, as well as the time of a number of major milestones, your save is invalid in two separate ways
one any progression is likely invalid
and more importantly two there is all kinds of stuff that was never added or initialized
and you cannot know what in advance
Is it possible to recreate the same amount of progress on a new save with commands?
If not, I'd rather
- Play something else
OR - Make a new modpack without C2C
Because it would just be that much easier than speed run 10 hours of grindy progress
Or continue the corrupted save
Cause I just think I'd be funny
no
because the environment in which you got the progress cannot be trusted
moreover much of the progression is not just items
it cannot be simply cheated in
and for that matter the act of cheating stuff in itself has effects
thought so
was thinking about the scan data, the tech, the bases, and everything i explored. not just items
most of that has no way to cheat it in
and you also have to worry about stuff like world state tracking
this is just an example but imagine something that spawns a collectable so long as you have not previously collected it
hell I said that was just an example but there are some cases of exactly that
so I should re-install SN + the mods (not redownload) and make a new save is what I gather from this message?
also is it possible QuickSlotsPlus broke it?
i see no reason you need to reinstall anything now that it is confirmed working, assuming you have not messed with it since
and reinstalling SN itself is never necessary unless you had edited it
Okay then
there is no mechanism by which that could happen unless that mod either broke C2C loading entirely - so that C2C was not even installed, or somehow QMM never tried to load it - or it somehow broke SML's CoordinatedSpawn system
but as a mod that has nothing to do with worldgen the latter is extremely unlikely and as to the former I have never seen another mod break C2C silently
you always get the red error dialog
interesting
that said i recommend against adding tweak mods alongside C2C unless they are proven compatible
you never know how patches might interact
breaking c2c completely is unlikely but breaking some feature is a lot less so
there is a dump of my current QMods folder, which is the set I used in my last playthrough
all of those are known safe
FCS also is
Im noticing no QuickSlotsPlus...or any hotbar increase mods
that does not necessarily mean there is a code conflict, just that I have never tested it
that said hotbar increase is a balance conflict
Which I like
C2C is balanced against having four modules in vehicles
Thats just me
SlotExtender is also confirmed safe but I patch it to keep things from getting too overpowered
I'd honestly prefer that, I just HATE having only 5 tools to be in the hotbar when I also wanna hold Jerry the Hoverfish
and when I say "Balance" you need to realize that "balance" means something more fundamental here than it typically does in game design
it is not just like "the right level of difficult"
The game play loop
no it is even harder
it is literally things like "if you use 20% less air then you can do something that is otherwise impossible, and skip the need to do this other chain of 30 things"
bruh
that is why I said 90s of air from the bladder is such a problem
that 90 seconds will make the difference for a number of things
yeah im backporting air bladder upgrades (jk, but making a few tweaks and shoving in it a mod)
C2C's progression is built around a series of "gates"
I mean tweaks like the repair tool doing 1% increments instead of 10 or 5%
every single one of which is supposed to have one and only one method of passing
but still doing the same job
all of these methods are interlocking, and form the progression of the mod
Which I also like
and with it, yes, the gameplay loop
for example the need to visit X region, because that is where the sole databox is for something that enables you to pass some gate in an entirely different region Y
it is a complex web, building on vanilla
it makes C2C very sensitive to the game mechanics
not just binary behaviors but even numerical balancing
this is no exception
ah ok
there is a situation in which this limitation will be very relevant
and which you as the player are intended to realize the solution
if you were to use SlotExtender to have say six slots there is no such bottleneck and you will never even find yourself considering the matter
Which I dislike, but I want more hot bar slots. Might make a mod that does that and only that
I cannot go into detail or even list all the things C2C cares about as that would be massively spoilery
shove it in the tweaks mod or something
fair
I mean you can always just not use the additional slots
Tempted to do that tbh
so if you have a mod that adds more tool slots but also adds module slots, you can ignore the latter without meaningful gameplay effect
but yeah i see your points
and limiting held tool count is not something C2C ever makes use of
good
ohhhh ok
I suppose I will say this - if something is proving grindy or onerous, travel aside (this is a known annoyance but one I have not found a good way around), chances are it is not the correct approach and there is an amelioration mechanism you are not using, or even you are pushing the envelope of what is even supposed to be possible
and outright getting yourself killed is never intended
do you have any suggestions as to what I could tweak in C2C and still not impact the game play (like the Air Bladder giving you 15s of O2 just like in 2.0 or BZ)?
in fact I made death end the session (not delete the save, just force a reload, like in say HZD) to avoid people exploting suicide runs
Yeah. I can tell.
that said there will be places where something is close, but not razor-edge close
places were you need to do something risky and which does not have a huge margin of error, but is still plenty doable even by me and my very poor player control
and preparation is always good advice
List is:
- Make repair tool do 1% instead of 5% but still perform the same job in the same time
- More tool slots
- Make the air bladder give 15s of 02 just like in Vanilla 2.0 or BZ
that is basically the inverse of the "list of things it cares about"
YYYup :)
while avoiding spoilers really the best i can do is answer to specific items
like this
none of those are a problem
let me get to decompiling rq
the most significant is the 15s of o2 but the margins are never that thin, and places where additional air could present a gate skip are harsh enoug hthat 15s would not be enough
especially given the way I implemented it
Could always make it less or more. Intentionally avoiding more
the mod's page on my site does list a few things that are known to be problematic for balance but that list is spoilery, though written t o minimize that, and it is also written with the primary perspective of "what kind of mod is a problem"
Perfect ty
that was written in response to, and is primarily about, the tendency for people to install C2C alongside super overpowered bullshit like player teleport chips and Red Baron
it also predates my outright blocking using C2C alongside the worst offenders
cough cough sea voyager cough cough
sea voyager is more of an edge case since by defition it never gets you anywhere but the surface
but gets you places and give O2 for FREEEEEEEEEEEEEEEE and is a portable base
that said i have plans to address what impact it does have, but those got stalled by the fact it seemed not actually released and the way it was implemented
so I can see why its avoided/blocked
there are also mods I just "Warn" about
edge case mods go in that list
including I think Sea Voyager
so you get a warning dialog but it is not sufficiently problematic that I outright prevent you
just repeatedly (ie once per boot) remind
how many are on that list (dont name)
25 or so I think
let me check
ok the list has 49 items of which about 2/3 are blocked, the rest warn
okay
and yes SeaVoyager is on the warn list
despite not working for me...interesting
also a couple are duplicates, rpobably because the mod went by two different IDs
that was like a month ago though
ahh
also the list is public
it is plainly there in the source
Ah ok
most of its content is something you would see coming if you knew the mods it refers to
that will give me an idea on what will directly impact the gameplay and not give spoilers (right?)
thisis true
CC2 makes sense
note that a couple of those are blocked for technical rather than balance reasons
CC2 is one of them
oh
weeeirrrrd
uiaerhuighrteuhguy4guybrthugryuhgahigrhgihaheruighrtuyigbnuo the pain of porting 2.0 air bladder to legacy is going to SUCK
a couple are blocked not so much because of "direct" balance stuff but because they jeopardize fundamental assumptions
ah ok
stuff like customizing spawns
you could use that either way, and if it was totally rerandomized it is not necessarily broken
but it could well be
true true very true
it could also make something impossible by removing something C2C assumes you have, from the sole place you can get it when you need it
eg if it moved nickel below the LR
C2C assumes you will gain nickel via the LR, and your means of passing the LR depend on it
why can you eat the stalker chew toy 😭
...oops
😂
the answer is because it is templated on a cooked hoopfish
OOPS
based on a nutrient block?
🤣
yes
generally I template my items based on the world model they will use, before the retexturing and render material property changing
at least for basic items that do not have explicit behaviors
those get templated on whatever is closest
this goes for non-item things too
eg one plant is templated on voxel lily, another on redwort, another on rouge cradle
hell the seed of the last of those is templated on sea treader poop
||is the chew toy for helping to farm teeth or "bait" for abyssal stalkers to not take your platinum?||
I guess thats something Ill need to figure out
that is a clver idea
the former but i kind of like the latter
that said it would not be fully effective
that mechanic cannot be something the player can completely negate
quite odd but I've found that a lot of fish are attracted to it when I drop it, not just stalkers
the hoopfish in the left there ran into it as well
im really sad now
is that also why they heal on hit
because i dont remember the database mentioning much about being vampires lol
wanted to get rid of them once and for all once i obtained the prawn but they just would not let go
If sea voyager only warns me, then I'll be fine I think
It'll still be fun i hope
I think it will get me back into C2C even with my corrupted save
Should I do anything with that corrupted save btw? Can it stay there or does it ABSOLUTELY have to be deleted?
you wouldnt know if something had gone wrong until its too late and you've invested time into it
I'd say to just cut your losses so you dont have to redo a 30h save or something
Yeah I have 10 hours in that save and most of that time was poured into to it today
But new mods
additionally, since a lot of C2C is figuring things out and finding locations of things, catching back up will not take as long
new mods will not fix missing progression or invalid world state
well there is one mod that does that but its specifically coded to be so, as the generators it fixes dont spawn even on a healthy save sometimes
I swear there was an entry on the azurite battery but I cannot find it anymore
I just need to remember where everything is and im good?
I dont remember where half the stuff is
well then exploration time?
well the only C2C things youve found are ||the azurite battery in the mountains and the nanolathing drones right?||
Mostly yeah
Didn't even find the latter. And only ||mercury|| as well
and i know where those are so I think as soon as I get sea voyager Ill Be Fine™
how the fuck did you reach the third thing before finding the second
not an explicit progression gate but its way farther than you'd go before your first seamoth
||Mushroom forest||. Thats how
3 Tanks OP
Fair
🤷
i dont like using multiple tanks myself i want usable inventory and speed
real
I wonder if Reika should add some sort of penalty to multiple oxygen tanks
also does taking more inventory slow you down? I don't remember it doing that
I think for Ultra Capacity Tanks it does
it may be only when you're wearing it though
I mean...........The best way to counter that would be speed/ weight per seconds of O2 but otherwise idk
do they not? ive heard there's slowdown a lot of times
I don't recall any, but I used a seaglide
though i never really tested it either because of the aforementioned inventory issues
imagine subnautica but with like a valheim type of weight system
that would be awwful
oh it might just slow down normal swimming speed which is basically nothing compared to the glide?
that'd just be insane yeah
or you could pick certain large items up and had to drag them haha
propulsion cannon
Yeah IIRC swimming speed is entirely separate from the Seaglide speed
that could actually make for some interesting stuff
certain items locked behind the cannon
i do wonder if that was the intended method to get fragments back when the fragment analyser existed
haul them back to your base for half an hour
c2c does add some things you have to use cannon for
have sub 2 devs talked about any better modding tools/api for it
prop and rep alike
last i recall it was a non-answer in the ballpark of "we'll first focus on early access then worry about thinking about mods"
ye, but those are ||locked behind areas, I mean actually having to move the item back with you using the cannon. Unless that is a thing and I haven't gotten there yet.||
in other words sn2 will be unbearably hard to mod because c++ stinks and, unlike c#, cant be easily traced back to its source
ah nvm then i misunderstood
i feel it'd get more annoying than anything though
yea probably, maybe as a one time thing it could make for an interesting mechanic
force you to make a temporary base nearby the location until you finish whatever you need
not like you wont have bases in pretty much every single biome in a c2c run though
You're missing things we discussed in other channels. Such as UE (Unreal Engine) Blueprints
Mod Loaders, tons of other things
Which reminds me @trail ether will you be modding SN2 at all? How about BZ?
have you got it to work post fix?
is it even worth modding bz?
Few people do. I'm not one of them
Mikjaw is, FalseLight_ is
those two I can name off the top of my head
yup
its why i say moth isnt that good
real
I think I'm going insane
I thought there was a log for azurite batteries but I cannot find it 😭
maybe ill try to do on creative
really? dont remember ever hearing it
i have volume down
it'll be splcied off parts from other PDAs
so no i cant
ah
it does not attract creatures
that is not what it does
well yea but they weirdly swim up to it when I drop it
BZ is not good enough to justify it
and SN2 is not likely to be moddable for years and never to the same degree SN1 is
fair and valid
moreover if you have to install a 400GB UE5 SDK I am not even going to bother
is this supposed to be here?
pretty sure its part of that wreck
and its not like it'd be game breaking progression
thats not a wreck
bioreactor frags are everywhere
thats a sea voyager fragment
ah
no but while it is a bit ominous it is not an issue in its own right
I need to figure out whats causing sounds produced by C2C to be singnificantly louder than regular sounds
are those not just compiled into c++ much like how c# compiles into il
sure, but theres a program that will compile C# into C++
just run the genfix then remove it lol
i mean i guess but it does still just about double your inventory space for about 25% longer expeditions or so
besides allowing you to go deep and not worry about base plankton until you have the means to deal with them
i dont see how that helps?
lets us use what we know to mod SN2
you still need to know how to read assembly to understand what a method compiled in c++ does
idk, but lets take this somewhere else
i mean i guess you can make a similar copy in c# until you get the same instructions?
ah yeah fair
oh those i didnt try no
switching to legacy and setting up the mods again stinks
so yk im putting it off indefinitely
Its not that big a deal
failsafe
presumably because you cant starve yourself to death to respawn with full and to not accidentally softlock yourself
which is great
yeah
Also huh what plenty of people mod bz
now why cant i save
well i know very few who mod specifically bz
oh hold on
there we go
okay time to sleep now
its the vanilla message for growbeds but itll play early if you load in a growbed made by a survivor
whats thw new rehinforcement pillar ment for?
the what
oh yeah found it in the source, seems to just give reinforcement as the name suggests... but only for the first two placed in the base?
comment mentions its not finished though so who knows what the plan is
oh did that get left in
it is a feature that got put on ice
as base hull recalc is done only on geometry change
as such you would need to change the physical base structure in order for the pillars to be queried
and as that is not really acceptable the feature got shelved
...I could have sworn I commented it back out...
could you not just make it rebuild then add the extra hull in the Base.onPostGeometryChanged event
or add the hull without rebuilding and re-add it when onPost runs
i am very leery of forcing an "unauthorized" geometry rebuild
with how much of a clusterfuck base code is I do not trust that not to break things
bases stink whats a bit mroe jank
theres always the second option
biggest thing i can think of is finding where the hull message is displayed in case it isnt just in the hull's set method like it should be
no hooking into the computation is not the hard part
oh i guess it wouldn't make sense since it probably adds to it when rebuilding
I already replaced all the logic with my own implementation
(which is behaviorally identical if no modded features are applicable)
the issue is triggering the code that - ultimately - triggers that recalculation
ie the base rebuild
and it is a full rebuild
have you ever noticed that when you add any snapping piece - the only things that can affect hull strength - the moonpool drops and regrabs the seamoth
that is because the old moonpool GO is destroyed, freeing the seamoth, and a new one is spawned and its grab collider does its thing
yeah good code i dont see why only the affected and neighbouring basecells would be the one that needs rebuilding and instead the whole base should be rebuilt
but my fear is that triggering such a rebuild when the game is not expecting it will break things
for example maybe there are references to the base GOs that will not be updated
again could always just add to the strength when built, and re-add it when geometry changes
you have no issues about an unexpected rebuild then
and the player will be none the wiser since it's essentially what the game does already
that will not have the effect of actually increasing the strength then
is the strength not dictated by BaseHullStrength.totalStrength
the field will be updated yes but all the things that care about its value will still have saved the old value
the value of that field only matters during the rebuild cycle
changing it later will not make it actually "take effect"
hm, fair
then postfix OnPostRebuildGeometry and add it then?
i dont see anything using GetTotalStrength() anyway but maybe thats a legacy <-> living large difference
but how does that help? building free-placeables, like the pillar, does not call OnPostRebuildGeometry, because it does not trigger a base rebuild
uh. good point. i lost the train of thought there sorry i was focusing on something else
what uses the strength, anyway? i dont see either of the public methods returning it being used anywhere... or at least, dnspyex isn't reporting any
neither GetTotalStrength nor GetStructualIntegrity, i mean
the primary gameplay thing is the crush damage
which happens in the class using the private field? unless thats a legacy difference
I remember it making caches based on the value of the field as it is during recalculation, and the caches are what are actually checked in ongoing tick code
huh so just legacy being shit got it
maybe i am misremembering
unrelated
I was going through my post history looking for something else
but I came across this
And it gets even worse when people's idea of documentation starts to include not just "how to use <device>" but the entire mod's progression system, where rather than letting things unlock naturally as you do or learn things, as is the intended mechanism, people would rather be given a checklist of arbitrary "chores" (and yes, they are chores when given in such a contextless and explicit format) that they can work through. Because apparently those people only go into caves, look for a specific biome, go to the nether, or craft something when explicitly told that it is a required step. Then those same people complain that they spent hours running around doing "pointless things" "just to unlock things". As I said, it becomes a chore when you turn it into a dry checklist that you do explicitly for its own sake. Kind of like how hunting for hours to find a specific ore or structure is painful but if you stop looking and then make use of it later once you do find it in the process of doing something else, suddenly it all works smoothly.
it, like several of the things I posted the other day, was written about ChromatiCraft but it applies just as well to C2C, just with a slightly different flavor
I have never seen C2C or any SN build take so long to load into the main menu (like 3 or 5 minutes)
Idk if its relevant but I'm on hotspot cause my internet is worse
might be the version checking c2c does
i also have version checker so yeah
it should phone home to check if theres an update without it too
i think so yeah
who ever said i need to get a shit ton of acid shrooms was right i still need more
Battery charger saves the safe shallows from becoming barren
what for?
im not sure if the thing i want to do is bugged
i used colsole commands to get an item at one point
so im unsure if thats why i cant do what i want
or if its just still a bit wonky
or if im missing something
reika mighta changed how it works just a little bit during the change right
||tongue lillies||
are you talking about gathering them or the ||collecting minerals||
yes that is relevant
DI has its own version checker
however there is a config to move the check to its own thread
then your internet speed will not matter as much...except
the version checks have to complete before the game finishes loading
so while they can run in parallel with loading, if your internet is slow enough that they take longer than loading does, you will still have to wait
though a couple seconds less
hey reika
i know i always bother you wish "issues n stuff"
but do you have any thoughts on why sometimes sunbeam items tajke awhile to spawn?
my friend, Lairian, is streaming this mod atm and they are able to scan for the sunbeam items, but they often arent loaded in for a good while
im not sure theyve even got them to spawn in
i could link you their playthrough, ill find the vid with it if you want
||collecting||
hmmm
i think power rooms work a bit easier now
bioreactor seems to make them now
||grinding salt blocks for it feels a bit better, dunno if its just luck||
well...i have what i need now...not through the correct method but whatever
||using rock crusher felt way better, maybe 1/3 ratio?||
Is there a fix for Brine Corals not being crushable? Edit: Nvm i tried crushing the poor Brine_Lily. Still cant be crushed though :/
remove the nest gen fix
somehow or other it makes them not drop anything
makes them actually uninteractable too
ohhh that could be it... i could scan them but nothing else. thanks ill try that 🙏
yeah its fucked
thankfully you only need to run the genfix once and it stays fixed, as far as im aware
im saving the fix in a separate folder but that would be neat 😄
i just hope the game doesnt take 2 hours to load the save again...
lol get used to it
i guess there is no fix for that... 😅
Loaded on first try and immediately crushed the coral in front of the crusher!! Thanks again :))
||Found em in a Mushroom Forest does that help?||
Also when I ||Harvested/Broke|| them it spawned multiple (seemed to be non pickupable, just objects with physics on them, cursed save) so yeah world was omega bugged
is the intended way of getting ||liquid breathing|| to ||park your seamoth right outside the glass forest wreck and make short trips?||
strange
that is 2/3 of it
There is another trick or two that can help
well Ive gotten it so im kinda curious what they are haha
Your method might have already included it a little
||also wtehr ot not you have rebreather or reciruclation mask is a huge difference ||
But its essentially ||controlleing your depth||
||Tho a second way to helo is dual ultra high capacity tanks||
Ah ||I was doing the last two, I thought the recirc was only for liquid breathing.||
I just need acid now then progression is back to me. || Grinding for tungsten grains frlt a lot better. There was a higher number of multi items grinded. ||
I too made that error
Can anyone point me to where the noise/stealth stuff can be found in the repo? I'm trying to get ideas for my own system which currently uses colliders, but that introduces a bug where they trip vanilla colliders like the one for the moonpool
seems to be Ecocean/Components/PlantHidingCollider and PlantHidingTracker, the latter of which is on the player or vehicle
it's still colliders, just that PHC uses onTriggerEnter/Exit to find if the player is inside it or not
so it's visual stealth, nothing with sound?
well anyway, I forgot that OverlapSphere exists, so now I'm going with that
could pick up some cool things off that though so thanks
audio/silencer module only plays a part for ghost levi spawning, I think
that's far from the only stealth feature
hm, i dont remember there being anything else stealth-like from c2c though maybe i just didnt progress far enough? (ended pre-alz)
i guess stuff like the cyclops' silent running making you less of a target, but that's in vanilla
there's the ||changes to sonar and other sounds to make them draw aggro|| and the ||hiding in kelp||
oh right true
latter yep i assume is handled by ||planthiding[collider/tracker]|| through some or other magic
what other sounds?
always bothered me that breaking outcrops creates such a sharp noise and it never alerts anyone
what necessitates hiding in foliage anyway, were there tweaks to creature aggro behavior?
like aggro now breaks their leash or something
@trail ether I've had the same issue where the items don't spawn from the sunbeam, I have to spawn them in, likewise with the tonguelily tendrils.
Holy moly this is awesome. I don't half of those mods and I thought cyclops upgrade would be blocked! Thank you! This helps alot!
||the water in my inventory shows as if its there and takes up space, but i consumed both of them while opening the spawned water proof lockers under the mountain island|| what?? is this supposed to happen?
||are you supposed to be able to save in the seamoth??||
yep that happens if you consume items you get from c2c-added world storage for some reason
save and reload to make them go away; next time, drop and pickup the items before consuming and that should fix them
||if so its another cheese im not using||
why couldnt you
||i thought it was bases only||
well depends on the game mode it seems
but it is explicitly blocked if you shouldnt be allowed to
huh interesting
||should i try to unlock the qep?||
||i forgot how to unlock chlorine can someone remind me? 😭||
||Have you gotten a tablet yet?||
||im at the island with the fragments to get one||
||Itll be a while before you get a tablet, its impossible to ”open the wrong thing” with the first one though.||
||is it not the front door? you know, where you find the pda and the first fragment?||
||Nope. You need to find 17 fragments, unless you’re on an older version.||
Ik. ||was that an answer to my question or was that just telling me to find those first?||
||You should unlock the recipe while you’re there. You probably won’t be able to make one for a bit but its a necessary point in progression.||
||i just left to get mercury ill go back after getting the lazer cutter||
||(not specifically the QEP, but what else you can do with the tablet)||
||a lot||
||couldn't find mercury in the mushroom forest where it used to be. ill make a bigger effort in the bulb zone but where is it really?||
||I think its exclusively in the bulb zone||
||looking around there. Been unsuccessful cause lack of depth module in my moth and lack of O2||
I usually would park my moth near the back of the wreck and go from there
I don’t think it’s ever been ||in the mushroom forest?||
it has not
||is the geyser particulate filter cave not in the biome||
I had it in my cursed save so yeah makes sense
fair
Mighta been in a conencting cave
||it was before the big update, the forest near the bulb zone, the same place where there was a geyser under the big tree and you had to scan 20 something of that weird plankton or bacteria stuff||
refer to what I said above
There is something seriously wrong when i enter the inactive lavazone. The game deteriorates to a slide show after swimming about 50m into the biom entrance and i managed to find this which looks like its not right... Is this a known issue?
the update a few days ago fixed this
but it will not undo the effects of the issue from before the update
also spoiler that
well damn...
Clear them out and it will not reoccur
i guess i got a cleanup day before me xD
One day ill figure out machine room
2 fabricators, 1 modification statuon, 1 water filter and bio not ebough
Unless one of those arent considered a machine?
All that stuff is crafting machine stuff tho
Do i just need more?
I feek like most people accidebtally did the machine room lol
I feel like one of the things i out in is not cinsidered a machibe
Water filter maybe
But then what room gives those mythical extra spots
Whats the point of the room ratings? I haven’t looked into it at all
Storage is kinda meh, i use roughyl 10k wall lockers anywats and i dont notice the extra space
Plabt room is pretty sweet
Machine room sounds fabtastic becsuse it increases efficiency
In hoping it will be bioprocessing a bit better
Eith output and power use
Something in machines? I know deployables is called "Machines" in Nautilus (I don't think thats it). Could be large machines such as yeah the water filtration or anything of the sort/size
Well peopoe early talked about fabrication speed
Which also excited me a bit
But also probably wont matter much unless maas doing ingots
Duak fabircators is how i ibsread speed usually
Im not super worried about it...i was just surprised and didnt want to add rooms to my base to trouble shoot
Fabricators are for working and production room
Modification station too I think
Bioprocessor not sure but it was sitting in my working and production room
And I think battery and cell chargers belongs to machine room
Ok after 3 hours of trying to fix the accumulated ||brinecoral|| lag of 9 days of playtime by farming them with 1 fp10s i found the instant fix by deleting the CellsCache. I dont know if this is common knowledge but it may help people who are on a current playthrough.
Although as i am writing this it seems like they disappeared completely...
never delete cellscache because that removes vital c2c objects and they will not be spawned back
though in this case i dont think there's anything very relevant from the objects you removed in particular
unless they get a new use later on that I'm not aware of, if you scanned them prior then you should be good regardless
Oh they are seperate things i see
brine coral is absolutely essential
without it you cannot progress
oh i thought that was about glass coral
because lag was part of the conversation
and because the ilz's entrance was part of it
actually why isnt there a system to reinstate missing objects? retroactive worldgen-like
because they are part of the vanilla map data
and for that matter the ore spawner slot entities are too
and they delete themselves on spawning an ore
well yeah thats fair actually it'd be more in the territory of smlhelper/nautilus than individual mods since i assume you're using coordinatedspawn or whatever the one for ores is
well not that they could do much since they cant know what happens with the object either
yeah nvm there isnt a nice way to do retroactive worldgen in this instance
coordinated spawns is the most feasible to have retrogen
as there is already a list of entities and positions
i was thinking simple 1m "does this exist" check and respawning if not but that doesnt take into account movables
with everything else you do not even have that
...which, because everything becomes movable once you fire the stasis at it, not a great solution lol
well except terrain or stuff with no colliders i think
DI added a ton of exclusions to that
normally almost any object can be moved with the prop or stasis guns
I moved the DRF in testing
lol sounds like sn
i know i got glass corals and the ||blood kelp base's bioprocessor|| to move about a bit of time ago, didnt test on latest patch though
fun fact about the latter
fun fact is that it caused an immediate drop into 1fps because it was constantly colliding with 30 stuff at the same time :)
for reasons i am not sure of my custom machines are not properly reparented to the SubRoot on save load
so I add some code to reparent them myself
which works great
fundamentally it just finds the closest subroot and parents to it
huh... wonder why
however, back in fall 2023 this system had an oversight, along with another in the ||base bioprocessor, where I forgot to remove the actual logic Component||
first someone else experienced it, then I did in my own playthrough
imagine driving a cyclops through the lost river, through the lost river corridor...and then all of a sudden it starts tilting and veering wildly, acting like it is getting stuck on terrain
was that what was causing unending loading if you happened to save in the area lol
well, seems my issue #❓┃help-and-support message was about the filtration machine actually
because the oversight is that it was not prevented from parenting to the nearest SubRoot - of which the ||abandoned bases|| are not - if it was a cyclops
so as you moved into range, it parented to the cyclops, and thus became physics-linked to it
does it not have a maximum distance btw
so you were driving when suddenly you effectively have part of the sub stuck in an alcove
it does, and that range is why it happened as you moved into the LR corridor
oh fair i thought it was when it loaded
hmmm to play c2c or work on my 5 modding projects....
Hey everyone does anyone know how to fix the missing blueprint for Seamoth depth module MK1 in the mod Sea to Sea? I tried:
- Console Commands (says that module is cheated)
- Exploring wrecks for any databoxes
- The aurora module explodes when i try picking it up
Thank's for any help
the blueprint isn't missing, you have to find pieces of it similar to finding fragments for other technology
it's not just sitting in the Aurora
start exploring areas you would usually explore in the base game and read PDAs, some of them drop hints
highly recommend using scanner rooms as well (honestly I doubt I would have been able to find them without)
Ohhhh then where is the best place for my base?
it would be best if you have a main base somewhere you want (although do be wary there are mechanics that pretty much block you from making your base in some locations, until later) and build outposts with scanner rooms in every biome you need to explore
since you're going to be using scanners a lot, when you dont have knowledge from prior runs
Do you know like a specific location with the module?
Not really supposed to say that
Tbh its not super needed
Use 2 air tanks to increase depth range if needed
But my advice is keep exploring for now
You have to go really "wide" atm anyways and collect a lot of things
Eventually pathways open uo
Dobt worry about the next step as it were
And always check what biones are conpleted
Ok
Yea I didn’t really need to get it for a while, you can pretty much traverse anywhere between 400-500ish meters without needing a vehicle
are you sure C2C is the mod for you if you are going to just ask where the unlocks are
Ye no idk but the mod interested me
we cant tell you, you gotta work for it
Ok
Oh btw reika
On the twitch playthrough of Lairian
His wife specifically is trained heavily on chemistry
Unaure if its a masters or a phd, besides thebpoiny
She specifically liked your change for rare elements
Noted her chemistry brain
i'm curious about these streams too
I believe so but give me a bit
Alao stream is live on twitch atm
is there a command to ||force spawn sunbeam debris?||
||something to trigger the sunbeam event in the first place i think||
life is.... life. anything major ive missed the last couple months?
last i remember, the new plankton at base was killing people and that was trying to be solved
I think it's fixed but haven't had a chance to play yet
Real
||Could it be that to get any of my vehicles into the lost river i have to go into the lavazone 😖? ||
No actually
I mean of course i could somehow cheese it with docking bays every 100 meters but i mean the effective/probably intended way. I thought so because of ||Iridium|| being required for the ||Sealant Module|| and ||Kyanite|| for the Cyclops thermal reactor not to mention all the things required for the prawnsuit...
The moth has.limited range in riber
The sealant increases the range
you can def make it further than 100m if you dont skill issue
|| my issue with the river is there is one "room" that has like 80% of what you need||
is that not a good thing
I dislike it
|| most of thr time its a waste to explore the rooms in the lost river.||
||fair but lr stinky anyway so its all good||
I also dislike how below xero has the two important holes, like 5 feet apart
good thing this isn't bz yeag
I mean of course i could do that but it would simply transport my moth into the next biome where i still cant use it to explore... just seems a bit cheesy to me if i build 7 bases just for that 😅
but its no big deal its still doable
do keep in mind the moth is not the only vehicle im the game
everything else will also be affected by the local environment
The river is a big barrier
|| tho i really dislike that it punished people for using multiple liquidtanks||
yeah but it seems to me that i need the thermal reactor to get the cyclops through there and ||to get a prawn i definitely need to go into the lavazone||
really you either go mothless, make the insulation and kick the outpost can later down the road (though you can eventually get rid of it completely, thankfully), or use the moth and make the outposts ahead of time
how so? does it deduct liquid from inactive tanks?
oh lol
might just be an oversight because tank data isnt per tank but rather a singleton
||Isnt it the only way to get alleviation?|| I found no other way to make it to that room...
fair
||just pop a temporary relief capsule simce you can get it in one dive session||
Did you ever solve efficiency?
I mean the temporary relief recipe. To get there and back again you need two tanks...
there really isnt any special unlock for the single dive session relief, as far as i can remember
i got the upgrade blueprint with just one of those
wait there is a single session relief???? ive got 7 and a half days of playtime in my current run and never found it...
wtf
is it not required in the upgrade's recipe
Yes
i know because i have the 2h alleviation unlocked but i never heard of a "single session relief"...
Never got enzyme peepers did you
i know its required for the long alleviation but i didnt know of any effects before that
I think it mentions it on them jn description
well its not really relevant for me anymore but its nice to know there would have been an easier way to get the long alleviation. 😅 it already seemed ridiculous to craft a second dive tank just to|| get the alleviation recipe in a cache you would never try to get to if you didnt knew it was there...||
well its good knowledge for future runs in case you plan to do that? lol
ive relied on them a fair bit bunch too much myself, ||exploring the disease research facility in its entirety|| because thats the most likely place where the upgrade would be in all honesty
and surely it wouldn't be an item that sees one use and gets thrown away after a 10min trip (it's an item that sees one use and gets thrown away after a 10min trip)
though it is used in the recipe so it does have a second use by technicality
i didnt even try that because it was absolutely impossible without the alleviation so im glad it wasnt there 😅
lol
It wears off
Its not...impoasible but
you still only use its ability one time
it used to not do the thing. tho i think the oxygen reduction was a bit lett bad
oh fr?
that is my memory
not always the best but i had a complete playthrough before big updates
i used multiple tanks...
i didnt figure out what was wrong...for a bit
i lost so much fluid
this playthrough i actually still did thesame thing to get to perma cure lol
|| i used 2 tanks and made 2 air bubbles ||
||mighta been 3 bubbles, but i used the temp cure each one. it gives the extra air for the duration. only the liquid from the bigger tank drains, so the 150 in eachank is safe from river. but it was costly ||
||what bubbles you talking bout? outposts to regen auxiliary tank -> main tank liquid at?||
yes
ah ic
1 room 1bio
||thats what i did too except i built several moonpools instead of the 2/3 outposts you did||
||but i feel the seamoth's utility is worth enough to bother with so many, really||
your's it kinda a btter method
||plus you can use it for the prawn after, considering you still have to progress a bit to be able to get rid of the brine cell drain completely||
mine leads to underdevelopedmain river base
its still a sandbox at the end of the day anyway
you can go about how you progress as you wish
well. in the idea of a sandbox
https://youtu.be/mzJ8NpueWoQ?si=2F0LJ4UIL6MVHU24 IDK whether to be proud or annoyed that C2C is the reason why I've been to almost all of these locations lol
In this video, I count down my favorite obscure, out-of-the-way locations in Subnautica. None of these locations are required or provide much in-game advantage, but they're all still really cool in their own right.
I mean, that’s like a good chunk of the point of C2C
@trail ether https://www.nexusmods.com/subnautica/mods/1121?tab=files Lets you clip things from the habitat builder into other things
Full override letting you do whatever you want
Shouldn't this be banned from C2C?
Cause it lets me use the Sea Voyager as a full portable base
I'm not going to install that as I think it defeats the purpose, but my question still stands
its also the only thing that allows you to deconstruct an ACU under specific conditions which i dont know about, so maybe dont ban it
see here
unless its been patched recently bc i havent tested
ill try in a creative world
should try various actions like putting creatures in, planting plants, dropping items, building the ACU attachment so on and so forth
one/multiple of them definitely leads to the issue
im trying to load my game now but on steam link it kinda sux
i just built the ACU and it didnt deconstruct so I kinda need building tweaks I think
until its fixed
lol
you could always just not do that if you feel it's cheating
the main reason i see the sea voyager as an "edge case" is because i still need a base and power to get most of the plants growing
ah?
not o mention it kills passive exploring
and building tweaks makes it so i can go anywhere to get anything i want and keep it at my sea voyager until i need it for something
on top of being able to build non-outdoor/module buildables inside it
like Fabricator and those I can but ACU I can't
well i guess i still cant build ACU i cant but it lets me infinitely expand power in my Sea Voyager until I can't make anymore solar pannels
And, well, I guess, limited space on it for grow beds but not the point
your sea voyager is hurting your playthrough more than you think it is sir
really? tell me. How?
i already have a laser cutter
several base mechanica you cant touch
i had a seamoth before Ghosty ate it
how mnay biomes have you completed>.>
none cause I haven't explored. Actually like 3 but that was the same as my last playthrough
before that save got corrupted
als ithas fairly limited sorage
but yeah i plan to plop down somewhere and ditch the voyager
HMMMMMMMMMMM (you're forgetting about the lower deck that can hold another 300 lockers)
Also I can build a LOT more lockers on the outside with building tweaks
(Probably)
Mainly early game boost and portable vehicle dock. With the portable O2 Generator (moth) I could do a little bit with it
Does not count as Moonpool
it is also necessary for working around a lot of issues in the vanilla building system
stuff like building a tunnel and then being unable to deconstruct it because it is too close to something else
yes
cant say ive encountered that myself but it sounds like subnautica for sure lol
I run into it all the time
have a room with stuff on the walls
build a corridor attaching to it
suddenly be able to deconstruct because there are things too close to the tunnel
Ah okay thats why its not banned
i might just blacklist building on the sea voyager
i have hooks for controlling buildability already
i can just entirely prevent it when the mount target is a sea voyager or part thereof
and i advise you to dismantle whatever you have on it because I will destroy all existing buildables
Wait...Building entirely???
I mean it's valid honestly
OOOkay time to take everything in my lockers and shove em in my moonpool, glad I built a small main base before saving
i don't really care too much about the sea voyager, but it is cyclops sized and preventing building on it would make it completely useless
it's also surface-only
what is its intended use cae
idk ask lee
"A shallow-water alternative to the Cyclops submarine that provides extensive mobility and a large building space." From the piloting manual
I would think to either decrease building space (i would know how for 2.0, not for legacy) or make it more expensive/harder to get
There are soooo many things you can decrease about it (make it worse than it was/rebalance it) in a simple patch to make it more balanced for C2C
reika, why do I have infinite computer chips
i just spent my last computer chip and it regenerated into my locker
its gone...HEH?!
I still feel like any sort of portability with bases is massively undermining the emphasis on seabases in C2C
You can play it however you want though
I think removing building will make me plan what to do....I think its a positive
and I'll need to do things to get things
okay Reika i removed everything from my sea voyager release the hotpatch
Fair, though I’d argue it would be fine to gate the construction of a sea voyager somewhere after the cyclops can be built
I'd argue a little earlier since you will no longer be able to build on it, but who am I to say anything
actually idk. I'm not sure if Reika is actually going to make it so you cant build in the sea voyager but if so what do you think then
Is a solar array of 900 max power enough for a main base?
The amount of solar required to be “enough” for a main base is much higher than 12 panels and is generally meant to be unviable
not evne close
Well I consider myself in early-mid game so I think a solar array of 900 max power will be enough for now
Good to know ty
it is not coming today
okay
I am still recovering - barely - from surgery
Oh my bad
Have a good time recovering, and in the mean time i will not build in my Sea Voyager
the amount of pain ensures it will not be a good time
i am
ok
but it is hard to focus
ok
Oh boy! Time to look at the Cyclops recipe!
Okay that isnt that bad
I already have a little bit of the requirements
The one that you don’t have is insanely difficult to get. The ||plating||
Actually I just thought. Would the sea voyager make it easy to get ||to lifepod 15?||
No. ||I tried and failed. Mainly cause I got bluetooth hit by the ghost levis||
||I took my Sea Voyager to lifepod 19 and found the island
||
Kinda mad that its ||unlocked at lifepod 15|| cause i'd have to ||bring my moth docked at my sea voyager with a bunch of med kits and hope I don't get bluetooth hit twice in a row||
And also ||the sea voyager isn't invincible it just has really high health so it takes until SN2 is released to repair from 1 health||
Like what? ||Creature decoys||? I thought they go after the player not the vehicle
And also I think I need some kind of repair tool upgrade and I already have all of the vanilla tools except the stasis rifle
No, ||a module for the seamoth||
Ohhhhh its not the ||perimeter defense system|| is it?
No that I know of
Or at least its not important in this case
I’m genuinely not even sure where you unlock this because at some point I just explored every wreck mindlessly
Define "every wreck you can reach." Cause I can reach all of them. Except the ones really deep
No idea what that is yet so thanks for the hint on pogression. I'm guessing its in one of the grassy plateaus wreaks or sparse reef but idk
If you go below 400m you should get a PDA in Advanced Theories about ||liquid breathing||
I'll find out tmr morning cause I just unlocked the multipurpose room and want to sleep
Which biome is it in? I explored the ||mushroom forest one|| and I think that one's lifepod 12
Cause I'll know then
Or some kind of land marker hint that I may or may not know depending on pogression