#SeaToSea
1 messages · Page 32 of 1
||and to maybe not build my base on a plankton cluster
||
Oh my! Might this explain the weird behaviour I've seen with the sunbeam debris showing up as scanner pings, but nothing there when I check in person? I did delete my CellsCache after hitting https://github.com/ReikaKalseki/Reika_SubnauticaModsShared/issues/27 , which broke my save. Dropping the (undrunk) water, saving, and then clearing the cache allowed me to continue my run, where previously the game would crash on load.
Why is ||Crystalline Sulfur|| not spawning?
it spawns under a different form
Ohhhh thanks
Ok. I thought I just got really unlucky with them showing up around my door 
nope they just do that lol
||got the seamoth depth mk1 and the plankton scoop crafted. Feeling good, gonna go check out the QEP now||
Funny how even with a depth module and a speed upgrade in the seamoth. My super charged seaglide is still faster 
The moth can be a bit quicker although it drains the powercell pretty fast. If the ||speed module|| is activated near the surface you can use it to boost yourself in the air and fly/jump pretty far. I call it the dolphin technique 🐬 😂
||oh yea. Thinking about adding a second speed. And keeping two power cells in it's storage||
I didnt try that yet. Dont know if they stack but that would be awesome!! 🚤
They do. But it increases the power drain in turn
It's not bad though. I got loosely 2km on around 20% of the battery
Damn ok thats nice!! and here i thought the SlotExtender would be enough 😅
I'm not using a slot extender. Seems like it would let me mess up my game balance
I know the mod says so but i dont know in what way other than sparing the player from going back to base several times just to change modules. I guess it reduces playtime but it doesnt change the progression in any way as far as i know.
But i understand that it somewhat cheapens "hardcore aspect" of the mod
||one of the mods in the pack lets's you get infinite raw resources by several means over the course of the game. If I feel like I need to specialize my seamoths that quickly. I'll just make a second one and a second moon pool||
Of course thats also a reasonable method. I guess im just a bit too lazy (i would say perfectionist🤣 ) to build a second seamoth.
Anyone know how to distract a reaper? Because I found a life pod. But he... Really doesn't want me going near it
just dont do something that would make em attack you
also if you hug the ground it cant get you lol
I didn't lol. He's just low circling the life pod 
Also thanks for the ground tip. That actually explains a few times I've avoided getting eaten in the dunes
ah yes
the one reaper whose AI I modified
it is not supposed to be possible to access that pod without Preparation™️
Well... somehow I blundered into it. I was initially launching an expedition into the crag fields. But as you can tell... I got a little lost. I wasn't able to get into the phyiscal pod however. Only it's surroundings
by access i mean the things around it
there is a reason that databox takesl ike 90 seconds to repair
just to make absolutely sure you cannot cheese it by forcing you to stay in one spot for a long time, ie denying you evasive maneuvers
Yea... the only problem being for some reason it's upwards of 90% possible for him to hit you if you hug the floor. Not sure what makes that possible. But I suppose my attainment of the loot in question could be called illegitimate
Yea. I'll admit when I've cheesed something. Whether I knew I was or not
||pod 10||
yes
Apologies. I had no intention of undermining your efforts. I've had so few interactions with reapers that I didn't notice it's ai was modified. I assumed the tip provided by 9th simply reffered to a folly in the construction in general
also have I run into some sort of bugged item here?
an unfinished item
Ok. So I should either update my mods, leave that be, or both 😅

The bigger issue is that ai always stuggles with rocks and objects
Its quite fun || diving around the pod and dodging, sibg azure repair ||
is Resourvce Monitor compatible with c2c? I haven't been able to get it working alongside it
yes
I specifically patch it a little to make it more fitting recipe-wise, as well as to prevent it from pulling from planters, which shows it is compatible
and I used it in both my Dec 2023 and recent playthroughs
do you have any idea why it might not work then?
I am also running easycraft, quickslotsplus, warp shield, performance booster, gravtrapstorage, cyclops docking, and the defabricator mod (which i could not get running either)
funnily enough, it doesn't show an error, but rather the mods just don't seem to be applied
is there anyway to roll back a save? I saved and logged out due to experiencing persistent lag spikes in a location. And now my save won't load beyond this point when attempting to open it
sometimes it crashes during load, but this is a random irregular crash that as best as I can tell is OOM
try a few times
I have run about 10 attempts, as well as having reset my computer and insured that my drivers are up to date. though those factors are likely unrelated
was also able to create a new save with no issues
Is it the Qmods log? I apologize for the need for hand holding. I have very little experience in modding this game
I have this. But I'm not sure what any potential errors might mean
this seems more like the right log
does c2c usually have this many missing textures???
no exceptions being thrown in the log tho
I don't think it should 
can you post this somewhere it does not need to be downloaded
eg pastebin or github gist or something
Oh. Apologies, yes I can
[Info : Console] [SubnauticaMap] Destroyed
huh
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
this log has no errors
it just randomly ends
what about the player.log
does that have a unity-level crash in it
usually bordered with lots of ####################
so much gold lithium no diamonds </3
me when i have to actually go out for a resource instead of item collector + geyser
have you played through the game previously? (not modded)
Contribute to Voidkeep33/SN-crash-log development by creating an account on GitHub.
you may have found some shale outcrops on a very important island then
oh lol i wonder what that is then
oh the solution is probably just a decoy huh
hey are you planning to add a buildable timer that can turn base modules on and off at will because that'd be a fun way to do it (mechanic spoiler ||flash a spotlight or floodlights on and off to keep the reaper away||)
solution could also just be as mundane as a stasis rifle
ooh or something more fun a base nearby that constantly sonar pings so it attracts the reaper to it
out of curiosity, where did you save? I know there's at least one place (it is a spoiler) that increases load times by a lot for some unknown reason
had a 500s load time, i did also install https://www.nexusmods.com/subnautica/mods/763 then only to try and speed it up, no clue how much it helped with though
my standard load times are around 100 mind you
||it was an sea base hidden in a cave, lots of plants, thermoblade, seamoth acoustic suppression module||
interesting, so it could still have the chance to be the same issue
Sorry. Wanted to spoiler it
except theres no way because in my case the log was being spammed hard
Honestly? If, hypothetically speaking. I'm going to be stuck with multi-minute load times and no complete fix. I may simply start a new save
I make a lot of dumb mistakes. And rn dying means reloading the entire game
the fix is not saving in areas where load times increase :p
Ah. Ok. Well that. Should be easy enough to not do again if your theory is true
afaik these kinds of issues should be mostly self contained to c2c POIs
Ah. I wanted to go in blind. So I did zero research on the mod 
Also I completely misread this. I thought those were average times after the incident 🤣
If all I have to do is bounce off and do something else while the game loads, and then manage to actually leave the cave without extrmeme lag spikes. Then i'll be good
this has no explicit crash either but it does look like it is probably OOM
it stops after loading a big object
also
have you tried letting it try and load for like 20 min
oh are you not supposed to just juke it---
i was moreso commenting how i'm not used to going and collecting metals because i live next to a geyser
i ended up going to the ||mushroom tree because c2c adds (?) diamonds to it||
i should probably just spawn them in at this point 😭
||putting an azure battery in the repair tool would've helped. hm.|| (lmao)
oh.
wait i mightve fixed an issue earlier
smart idea
Doing that now. It's slowly but steadily moving along
i got the fixer mod to work by disabling all of my side mods
after a bunch of relaunching the game with different mods;
uhhh it's multiple side mods probably i don't know
Ok, it went up from 14% on entity cells to 34% sort of stalled again but the clocks still going up so I'm gonna let it be
nice lol
timer increasing isnt necessarily a sign its still doing things either, maybe check the logs too from time to time to see if theres any exception or so
And as I say that it jumps to 66% 
there are cases where its an exception so fatal that it stops loading, even though the timer still keeps ticking
oh nice
no idea how the fixer mod breaks seatosea when you add other unrelated mods
its really weird
it breaks at least one c2c mechanic too, despite the code being completely unrelated
minor bug; some of the PDA pages get marked as unread every time you reload your file
i've finally done it!!!!
gg!
||wow this uh. doesn't really last that long||
:)
do not use it
I think I am going to have to explicitly block the fixer mod
seeing as everyone and their dog is pre-emptively adding it
what is the modid
did you fix the bug where they do not spawn
because otherwise how do you expect players to get the items it fixes (legitimately)
SeaToSeaWorldGenFixer, it seems (https://github.com/DiusFirius/SubnauticaMods/blob/master/SeaToSeaWorldGenFixer/mod.json)
may be worth mentioning theres also a c2c-fcs integration remover in the works in the same repo lol if you also want to kill that off
but this is still a problem
surely the answer isnt to cheat it in?
or to tell players to suck it up and start a new save because the crucial item to progression did not spawn (not a byproduct of removing cellcaches, as i never removed them myself and had to install the fixer to get them to spawn)
though there was a hypothesis shared around here that if you first visit ||the bkelp trench, instead of the big bkelp biome where they spawn||, then the generators are setup incorrectly and no longer spawn them in
i tested this in creative a bit ago and don't think it's true?
oh well right back to square one then lol
I'm back in my save!
hell yeah
that was only like... 1:40 of waiting?
hour
there is a chance that fast loading screen actually did help back then, in that case
oh nvm like 0:50, 1:40 wouldve been from reika's suggestion to just suck it up and wait
Yea. Still a hot minute
may be worth sending the logs in case reika can find a pattern with these abyssmal loading times
i know back when i had this problem myself (albeit for a different POI) it was spamming the logs hard
with exceptions originating from one of c2c's dependencies i think(?)
lol
though it seems i did not have the foresight to send the full log over, unfortunately
Yay. Loading times are fixed
Now I need to go track down 30 someodd shock rock. With no protective equipment 
yeah maybe aim for the equipment first lol they drain like a quarter of your hp on pickup only
you can leave the expensive stuff for later
oh I do
well I need more information to do that
information I will not get if everyone just spawns it in and moves on
or uses a mod that purports to fix it
which as we have seen is a case of "cure worse than the disease"
and the existence of the other mod indicates this is seemingly not a concern
from what ive seen it should only setup the generators when you run the fix command and does nothing else of significance
how does that make sense
well theres still the chance of the github source being out of date...
nope its the exact same
minus decompilation differences of course
i'd say those precarious object find and reflection is the culprit but again it only runs when the command is, so it should have no effect before running it, let alone during modloading
my choice in base layout will now make me briefly panic every time i go up this ladder
the game is repeatedly telling me jelly spinners have no ACU data. despite this, they seem to work fine?
That, is still painful then maintaining my ever depleting water supply
Like I swear Riley has to just be constantly taking a piss the way I go through drinking water 
cant say ive had issues with water myself
farming or an acu of bladderfish goes a long way
didnt bother setting up filtration machines or making the 30oz waters, didnt need them
instead opted for outposts with bulbo trees because they're goated as hell
It's really just the rate I consume it. Feels like I use 4x as much water as I do food 😭
not to mention non-bladderfish water is expensive for what it is
thats usually how it goes yeah
I would setup water filters only to passively farm salt. Then just breed occulus and blader fish, infinite cured food on demand
cured food kinda stinks
you have a better method of preparing them available
though of course saying it outright would be a big spoil
||also just got the jailbreak for the multi tool. About to go to turn altera property into bottomless titanium
||
i can say that you've definitely seen it, because you had to go through that area to unlock a required item which you've already crafted and used
reallll
||speed 4 + outpost with fabricator and like four outdoor growbeds 🔥||
Legal consequences be dammed
i think i can confidently say 90% of my titanium was funded by that alone
||also need to setup item collectors on various thermal vents. Because I didn't think about doing that before I saw that mentioned today||
good idea actually didnt think of it either
Do they have an internal inventory? Or do the items hang in stasis like a grav trap?
item collectors transfer collected items to a storage present in the base, unsure if it picks closest or random or whatever
so for best organisation it would be a good idea to have a separate base that it would push into
it seems to be random
Yea. I was thinking basically storage silo's supported by foundations, and loaded with full size lockers
||not sure where calcite is. i got sulfuric acid i suppose||
actually an external, big storage silo would be sick
Which is honestly fine. Resource monitor is a premium mod to have. And c2c already lets me compact all my resources
and would work wonders with item collectors
go deep
as is usually the answer
well actually you dont need to go any deeper, just noticed the second half
Well since we don't have a prefab for that. I'm just gonna stack multi purpose rooms
||yeah i figured that was the rough depth. havent seen it?||
it should catch your attention if you're looking into the distance
a region that's clearly unique
though im unsure if there's one for each entrance or you need to go through the correct entrance to find it easily
i think its a central enough area for it to not really matter, though
||i am not sure why i expected not to have to go near the ghost leviathans||
thankfully they're dogshit
How do i get ||Calcite||? Does it have anything to do with ||Fosillized Remains||?
if you look around and pay attention, you should notice an unique area
that just means nothing was registered for them by DE
so it falls back to some default values
this is fine for you but still an oversight in DE, hence the message
i strongly recommend having big water for crafting
that is the point - it removes the Titanium pressure of basebuilding, thus encouraging more
i like the idea but would it be a normal inv or something more like a DSU
and what mesh would I use
also two people asking where to find calcite while 100m from calcite is disheartening
also grav traps do not put things in stasis
in my first playthrough my gravtrap grabbed a very unhappy stalker along with a bunch of other fish
the other ingredients used (||calcite||) make it not worth it i think lol
you dont even save on the ingredients you use in the lesser crafting recipe
what the hell is a DSU
good question
as long as its a cylinder you can reasonably retexture it to look like a silo
oh but gotta have the ladder too to finish the look
which does bring about the question for if it should be allowed underwater at all
I used the wrong term. Sometimes I my vocabulary real mixed up 😅
And in mine caught a mesmer pretty early in my run. It was a pain to kill even trapped
Ok I think I'm going insane
it's been a good 10 hours since the last falling debris
as soon as I got my first one they stopped spawning
you could try "day" or whatever the command is, maybe your cycle just got fucked
Deep Storage Unit
originally from Minefactory Reloaded but the concept got imitated 500 times in other mods
basically near-infinite storage of a single item type, as internally it is just an item ID and an int, rather than an ItemStack[]
but what object fits that description
MFR has been superseded and brought back under a new name and dev several times
personally I have not used it since 2014
too many balance issues when combined with my own mods
I have not played that in some time. Nor have I used a DSU in some time... they are normally over thrown by popular digital storage solutions unless the player is promted to otherwise via custom progressions
DSUs could be used with AE
and indeed that is one of the primary use cases of the storage bus
I never needed that because ChromatiCraft has the void cell, which is basically a DSU in AE cell form
or with similar DSU-like objects like JABBA, ThermalExpansion caches, StorageDrawers, etc
Yes. It can, but most, from my own personal experience. Would simply opt to expand their drive collection. As opposed to pathing out the infrastructure required to support off-site connected storage
that is very expensive
personally I always used things like caches for bulk storage over larger (>16k) cells until quite late into progression
hard to beat that for cost-effective storage of 12000 oak saplings or 8000 canola seeds
canola seeds in particular is one of those things that even in the early midgame you need an absurd quantity of, and having a huge buffer is very prudent
unless you like damaged, chewed-up gearboxes, I suppose
I never claimed the methodology present was intellegent or effective. It was merely what was most apparent. Likely as a result of a falsely percieved "time cost fallacy" where a player likely believes that it is more work in the extended time, to create a barrel system, the space to house it, and the infrastructure required to support it. Then it is to simply create drives and have the problem solved in the immediate time. Only to be left with the problem of having to create more drives or dramatically reorganize one's storage at a later date.
I do not think you want to get me started about players taking the lazy-but-actually-more-painful way out
my modpack is designed specifically to force players out of that and it is extremely contentious as a result
As I am currently reading a paper on behaviorism.... that is a fair assumption and I'll agree with it 😅
and this applies in SN too
look at the people who say building a scanner room is too much work and then proceed to spend 12 hours combing the ground for items
and then bitch about how long that took
It's most likely why I appreicate the flavor of SeatoSea so much. It puts me in a position where I have to regularly stop and be contentious of my actions and methodologies
actual images of the time
It is not present in gaming alone either. Rather it's a general problem of a mass social disconnect from principles such as integrity, discipline, paitence, or critical thought
I can't imagine the sea puppy was pleased with his predicament 
Speaking primarily of 1st world, western cultures. As I am fairly ignorant of eastern cultures
Hehe. Funny how a single word being absent entirely twisted the context of my editited statement
So while i dont think reika will approbes
How do we get to the void lifepod and live long enough
I mean the answer would be very clever use of creature decoys, vortex torpedos, and possible savrificing a seamoth
I may fiddle with this dumb idea tonight lol
I think the simpliest solution. In keeping with the practices of c2c, the apparent ideology of the mods, and the way they are intended to be played. Is simply to ignore the pod until you are presented with a problem for which it is the only possible solution.
At that time the solution to the problem of the pod itself should be relatively apparent
I can't count the number of times in my save. Where I have found my biggest difficulty by attempting to play the mod as you would regular subnautica and strugged for hours to obtain resources that I'm not close to ready to obtain
Agreed
But that is kind of
My motive lol
And you are absolute in your thinking that you are missing no more prominent technology needed in reaching the pod?
Oh i know the tech sir
Then it is truly just a method of obtaining the required finesse to obtain the loot
RotA has a "compressed storage" silo/DSU object
You know how sometimes devs make a game mode that isnt meant to be beaten
And the played go
Hold my beer
No developer of any game. Witin any mental capactiy willing creates a game full of problems that a player cannot solve. For they themselves are players. And create games so that the enjoyment they feel may be shared with others. But that said, some challanges do require fair amounts of critical thought and intuition to overcome
I uh
Know that there are many difficulties in games made like that
Not all but
Many games have a
"Fuck it nightmare mode"
That was never meant to be beatabke or even to be tested
But people figure them out
In outer wilds
There are a few areas you can use a jetpacj to brute force a puzzle
Its harder, unintended, but plausible within the ohysics system
And its very fun to complete a puzzle in an unintended way
Becuase they aren't made to be truly uneatable. They are made to be apparently unbeatable to provide a memorable challange and experience to the most skilled of gamers
This isnt exactly the best game example
But i can say with pretty high certaininty in sat fnaf for example
The custom nights were never designed to be beatable
outside ultimate custom night
As that one had its own design philosophies
I guess the beat way i can explain it is
The knowledge that the task is meant to be inpossible, is the primary notivating factor
The bioprocessor being a power sink was no exaggeration...
and on hard it is 250% power cost on top of that
I'd read that yes 
But honestly I like it's cost
Gives me a motivation to build actual power infrastructure
Id love see to see a bit more on how you went about your playthrough Reika
Thi i also know why you are quiet about it
8 geothermal generators in the jelly shroom caves should be a sufficient start
I um... need to be more careful when placing those
🤣
I think it every okaythrough ny power has been 2 bio reactors....
Least for main base
I would rather have more power than I need. Especially since
||raw resources aren't limited as you get further in||
You just trail power from base to base if need be. And have a centralized energy production facility
Though that would be tedious
Probably a handful of self sufficient power centers
Each acting as a hub for a different area
Id need to have buily an entirely differnet baee
Dear lords running power to the river fron ny surface
I think i did get nuclear at one pojnt
Oh ueah , with the free photoplankton and seep vines you couls get to liquid breathing without scoop...i used the free reactor rod to fund that first playthrough
Ok. The bioprocessor kicks. Totally worth power consumption
Theres a couple recipea that are rough
But if you found the secret sauce its not so bad
I think in total you cann add like
175% efficiency?
Fabricator room may add more
I love the bioprocessor. It's one of my favorite structure as well of the mechanic of making g stuff in it
|| 50 from a card, 100 from the sauce, 25...from something...maybe a tech gave it passively?||
|| and i assunr that fabricator room helos too. Ir is it a machine?||
As for storage fcs has digital storage although o haven't got far enough to get it yet
||I found out you can basically multiple it's fuel enzyme. At least with it's 4x craft||
Lairian and leiland had their eers bleed a bit last strean
I think reika shouod tell people that she uses easycraft
See my brain would have told me its probably too powerful and itms cheating lololol
The amount of time id have saved going through my 20k chests
As for power I always build my first base near a thermal. Then build a foundation in it and place as many thermals as I can fit on it. Until I can start using some fcs power options. Once again tho that's quite a grind
It doesn't make things easier. Just less tedious in terms of time
Which ... I do t mind .. I'm in no rush to co.plete the game. Sheeh I haven't even gotten liquid breathing yet and I been playing c2c foe almost a year now 😪
Bio needs little grind. Tho occulus acu is a bit
Ya true ... that's one thing I do t like about it
I like how things can feel like a bit of a grind. But that grind has purpose. It challenges me and gives me new experience
Probably gonna make some water filtration plants after I get power setup. For both a steady supply of water. And an in-house supply of salt
Does power get less efficient the further you move it?
Because either I'm going mad.... or 4 thermal reactors is somehow less powerful than 1 bioreactor
I wonder if you are being hit by a similar limiter of the solar panals
Im unsure how reika linited solar panels
But i suspect its in the generation
Maybe thermals have a similar current limit?
I mean if that's the case it's fine. I can take them apart
I like bios becauae thwy can be a bad nuclear reactor
Full of occuli is 10k power
The current is the real limit
||just about have the electromechanical suit. Just need a bit more poo||
Dude. I'm legitimately short one piece of crap. For the entire suit recipe 
Why do you need a stool sample, when you think im just a nut?
Because the ansers now in your head my dear, ita in your buuuuuuut
Everything comes down to poo
I found a potential explanation for the missing worldgen
however if true it affects every WorldGenerator - not specifically-placed objects like most of my worldgen, nor ore-type slot-based gen, but anything using a WorldGenerator object, which includes a number of things - not just the ||redacted||
this right here https://i.imgur.com/2u6CMep.png
since writing that i learned from testing that setting fields of non-serializable on components during prefab definition usually fails
specifically here https://i.imgur.com/vdLqTgn.png https://i.imgur.com/tMGXtFZ.png
these commented-out bits are from failed initial implementation attempts at the "get random resources from grinding salt blocks" thing added in march
and I remember looking this up and realizing that when you set fields in a prefab what you are setting is fields in a template, which is then copied with UnityEngine.Object.Instantiate
anything that is not serializable - this is the bit i found online - is just skipped since unity has no idea how to copy that
and this made some past headaches over the years with similar issues in "seemingly populated in prefab but never taking effect" properties
including DI data chits - the little orange PDA-like things used in C2C - and more
every time the fix was to, rather than set it directly in the prefab, set the data into a cache and have the prefab just store a serializable key (usually a string, usually i went with the classID), ie like this https://i.imgur.com/70QEWM9.png https://i.imgur.com/U8yxFAm.png
now for worldgen that is...harder
there is no such easily conceptualized unique key, since the same WorldGenerator object might be run many times with different parameters
wait
no
they are positioned
each WG is a unique one
though that is not true for their type
ie a given instance might not be reused but there may be 200 instances of a given class
Neat(i wish i had relevent info to add but i did genuinely enjoy the read above)
I added code for the ||redacted|| to attempt respawn if none are present
this will also help if for some reason you actually collected them all
see how much better actually solvinga problem is than using some half-assed patch mod
I also added logging, separate from the main log, for worldgen
that will help debug for people having no worldgen
and I added more validation to warn if the mod is loaded but worldgen is not, and in fact will not let you continue playing
@errant cairn that one is for you
Thank you so much. However, my 30+ hour save is still broken.
I don't think I'll be getting back into C2C unless there's some way I can recover even half of my progress
In like an hour
I just back read...I'll have to check out my C2C save...hopefully something magically fixed itself or C2C stops me from playing it
When I get back to my PC 
Try for/while loops for repeated WorldGen. Or set it on awake if you have a custom component for them
I'd be willing to help solve some problems...once this camp is done and I can get set up for Legacy modding
also I am giving the mushroom disk spores a sprite and a use
they will be usable in the AE ACU feeder, and will be much stronger than plankton
there is a way to try and force the generators to re-run
look at coordinatedSpawnsInitialized.smlhelper in your save dir
it is a JSON of every "completed" CoordinatedSpawn
anything you remove from that will respawn
Perrrrrfect tysm
What about the plankton feeder outa curiosity?
but you presumably know how to find the specific things to hit
not a good idea to boost that
I know virtually nothing about coding. But I have been reading papers on human and animal behaviors. And it's interesting how computer seems to emulate many biological neural processing systems and patterns. So that made this an interesting read.
I do...just thinking like if I should use code to hit em all or just go through them and hit em all based of CTRL+F
Lololol
I seeeee
Does the plankton feeder have any other mechanics other than the boosted animal spawns?
Noy looking for the answer, but that if there is one
Probably too vague of a question but what could have happened that broke falling debris in my save
Or maybe its not broken and Im extremely unlucky but its been a good 15 hours now
Define deep
lost river or deeper
hmm well im not that deep
probably an hour or so of those 15 were in the LR
otherwise I've been out collecting azurite and getting a bunch of stuff to get ready to go to ||the void||
after I got my first ||nanocarbon|| one hasn't fallen, I've got the scanner room upgrade for it too and theres been nothing
I have debris falling quite regularly. But I lack the skills to manually triangulate them myself. And also don't have the technology to locate them otherwise. Or more accurately the resources to fabricate the technology
building update now
I fiddles with it for a bit when i was tryna get tungsten
||alright now my biggest progression gate is the liquid breathing apparatus||
||and I should probably start messing with ACU's and food/power production soon as well||
check exploration findings you might be able to see where it is for free lol
it was unlocked in the findings for me before getting it, i assume its just range-based or something
I haven't seen anything just yet. But I'm happy to just work on my base for now, explore a bit here and there, setup in house food and water production, figure out power. I think If i reduce my thermal gen count to around 2... then I should be able to get that system under the current limit
damn rip
I already fixed that
oh nice
^
also completely unrelated
but rather well related to C2C and SN as a whole
so, many many (>10, probably closer to 20) years ago I was watching some piece of "edutainment" media, probably related to either space exploration (more likely) or anthropology (less likely) that made a remark about humans' drive to explore, specifically using phrasing like "humans are born explorers" who "always want to see what is over the next hill"
now over the 12 years I have been making mods that depend on exploration I have gotten a lot of complaint from people who lack any such drive and in fact actively avoid anything even resembling exploring, and then either get forced to do something they hate, get blocked in progression because they refuse, or get stuck with no idea how to proceed because the idea of leaving their base is so foreign to them that it never occurs to them as a thing to try
to this I usually reference the above sentiment, which I have seen echoed in similar ways in the intervening years
but I have never been able to find the original thing I first heard it from, and which was the best delivery
part of me wonders if it was from some segment with Sagan but some searching did not find anything
Should I use code to hit it all or go through 10k entries and select which ones I haven't hit (yet. I think the latter will give me spoilers I don't want)
What will hitting it all give me in an advantage?
i do not understand the question
Its very easy for me to change all of the entries in my .json in my save to the opposite value using a language like C++ or C#. I can also look through all 10,000 entries and manually set them, but I will probably find spoilers. Which should I do?
are you asking if you should clear the entire cache of what generated? absolutely not
Real quick is the value type that store if X has generated bool?
parse error
speakingof https://youtu.be/YH3c1QZzRK4
For more information and stills gallery, please turn to: http://www.erikwernquist.com/wanderers/
For the original vimeo version, please go here: https://vimeo.com/108650530
Wanderers is a vision of humanity's expansion into the Solar System, based on scientific ideas and concepts of what our future in space might look like, if it ever happ...
Will the mod ever be ported to 2.0?
sometime after a nautilus stable version is released
(then reika has to go through all her code and port it to living large standards...)
(aka rewrite adapt it)
If you dont have epic i do recxomend trying out the mod
Ever since LR I’ve been getting really bad stutters around 20-30 minutes after opening my save, it’ll start with my game running perfectly smoothly then after a bit my game will drop to 0fps every second or so for a tenth of a second
Ik thats not very descriptive
But I’ve removed every scanner room or most things I’d assume would be causing the issue
Im solid sure its not a PC issue either
Any suggestions?
I have 16gb, the game is usually sitting around 4100mb and other stuff on my pc is adding to around 8000
Ill see if I can reduce the other stuff
Yea. Check to see if you have any applications which you open yourself. Like chrome or Spotify. Running on their own in the task manager
As they are just absolute RAM sinks 😭
I have a lot of junk open, but I never really had this issue or any performance issues until the LR
So I didn’t know if it was anything tied to that
I can't say. I have 48 total gigs of ram. So I'm not the best for diagnosing memory issues 
nah thats fair, I've honestly never had issues with running out of memory
Hey y'all, I have a question, on one of the longer to repair databox, it keeps going 2->3->2%, is this intended or ? (it's the only one I have found yet where this issue arrives)
Hey randal can yiu give us your cpu/gpu usgae number
I have an issue where the cascading lag causwa my pc to use less and less of itself till nothing it used
Its weird
from task manager or somewhere more specific?
idk if im just lazy or
the fish in the acu always seemed to reproduce fast enough
other stuff being open is less relevant to GC
GC thrashing happens within a specific process, when that process starts approaching the maximum allocated memory
in Java this is the max heap size, ie -Xmx
in C# there is probably an equivalent
i suppose this is me when i power the bioreactor by throwing random junk in
the last update I made them degrade if not repaired
for three reasons
Where is this databox
Ohhh hahhaahhaah
I bet i know which one
i mean it could just be ||the underwater islands one or something||
They def do. Especially if occulus
Interesting. I didn't know any of that was a thing before
10k stored power babyyy
Nah with what reika just said
I bet its
|| crash zone||
Yeeeee
that is one of the three reasons
||super aggresive 2 reapers you mean ||
I actually didnt have a problem with that one using an ||azurite battery and some creature decoys||
I added two separate things to prevent cheese on that databox
nah
no world changes were necessary
Ive gotten so used to just juking out reapers
So im really fat when there?
Maybe ill remember tonight to try and
|| see if i can recreate my creature decoy strat in the void now with vortex torpedos ||
I mean the thing i wanna do i would never reccomend to someone
I also need to find out whats wrong with my falling debris
As i imagine what im gonna try to do will take a few hours
I don't want to just ||spawn in nanocarbon||
but its all im waiting for and its been 20 hours
as soon as I got my first one it just stopped falling
do you have runtime editor installed
if not add it
alrighty
^ This one, I get the degrading but no matter how long I repair it doesn't go higher then 3% (I am using repair tool + copper battery so if it's just progression locked lmk hahaha)
alright thanks
I think I have an idea, just didn't want it to be a bug or something hahaha
then search for FallingMaterialSpawnerTag
||is it intended that you use a stasis rife there?||
yes
that is the explicit gate that it was always designed around
that too is one of the original C2C progression gates
Tho its been easy to get tbh
But thats because of creature ai
But thats why you made player fat
wheres the legacy version of the runtime editor
technicallyyyy it's not like you're making it after unlocking it early
progression is not that simple
it is not about "Early"
it is about "does it need the thing it is explicitly designed to need"
ty
i do not care how early or late it is, only that requirement
Hey reika, what are the list of extra mods you use for c2c. I know a couple of em
I listed them
I waa gonna reccomend them to Lairian
multiple times
^
reika can't pin stuff i think
Oh
Man discord such a poopy progran
The amount of stuoid iasues it has
Anyways
And cheers
i should probably make the stasis rifle.
i remembered what you said earlier about people being stubbornly inefficient
Well that applies to some of the things
|| tho see i saw building the rifle as innefficient. Mostly because levithans arent really a threat once you know how the ai works. I mean lazily dodging the the left ans up is pretty easy ||
Auto farners are in a weird apot
Spot
They take a heavy amount of resources
And a heavy amount of power
Experiementing with the setup to make it work could easily take 2-4 hours
And like even if i assume it would only take about 30 mins
Still need to access the seperate inventories
Would that really make it any faster than stabby stabby?
Because as they are and how ive seen the ezperimebts
I just cant imagine them being worth it
hypothetically it could let you have less growbeds i guess
Yeah but growbeds basically cost nothing
Ive never come remotely close to eating up all the free scrap on the map
moreso a space thing rather than titanium. because titanium is easy
I guess i never buikt the auto farmer
I figured it would be rather large
But fair i suppose
here @trail ether ?
Still, they are expensive
yes
Ao hard to imagine time ever beinf saved with them
if you have none that is a sign something is rather seriously wrong
Maybe if you know exactly how to use auto farmers alrrady it could be woeth the time
But an average person wouod probably reasonably take 4 or 5 itterations before they could get it efficient
And again, stabby stabby ia real fast
Nit to mention auto farmers are gonna be founs very late in a playthrough
i wonder if using an autofarmer with a bioreactor is a net gain or loss of power
not really
I belueve loss
They are below 400 in floating ailes
Its possibke to find earliwr
(Might be 300/350 actually)
You will have an extremely substantial base by then
i did not need the recirc mask for them im pretty sure
You dint "need" recirc for 400, but i think most people would find the farner with a scan room
But even if you find it earlyish
am i misremembering where the databox is??
Its below the "main" wreck
400 is do-able without liquid breathing. But it takes some finesse
I guess i always run with 2 uktra highs for the 5 mins of air bwfore mod
Technically we are just talking recirc mask
That amkes 400 very do a ble
Oh. I don't even know what that is 
You need it for liquid
I'm just exploring while my acu get's itself up and running
i never really ran multiple tanks
hmm yea I have no idea whats wrong with my game
no FallingMaterialSpawnerTag in the scene
What is the maximum fish capacity per single ACU?
but I dont know what I would have done to remove it in the first place
it sounds like it is failing to be added
let me check where it gets put into the scene
Does matching an acu to a given creatures biome type grant it a boost in productivity?
oh wait
the spawner is a "queued" event
not the actual manager object
there is no manager GO, as I do not do things that way
that said
@pine ginkgo run queueFallingDebris
that will force-queue an event
might take a while to actually occur
Alrighty
but that should reboot the timer cycle
as a spawn clears the existing item and triggers a new queue
I think I've only had it crash once when loading
so yea probably
otherwise its never crashed when my save is fully loaded
pretty sure it does
for a full biome in an acu you need || only species from that biome, at least 2 plants from that biome, and a sufficient predator/prey ratio||
||then I'm fine with just the bonus from the feeder for rn.||
Damn fish are breeding too fast for my single acu. Gotta stack this thing more 
Do you have something like geforce overlay?
I think I have it disabled let me check
Tbh i dont think i can be helpful injust wanna know if its the sane thibg
an incomplete biome might give a partial boost. i have no idea
nope
Im curuous if it droos your cpu usgae like mine
like over time or once I launch the game
the mountains are eerily quiet
did all the reapers starve or something
there are some patches where its quiet
Over time
They travel a bit more in this mod, mostly because you do lol
it seems t ostay around 30% after opening but Ill run it for a bit and see
So they can move out of their areas easier
Then they stop moving when not loaded in
So i think the ai strugfles to circle it back
Its a cacading problem for me
The longer it runs, the lower usage my cpu and gpu dies
Till ge gets real low, cant recall the number off hand id be pullin outa my ass
But it gets low
Then fps drops
Yes. Yes it does
would too many seabases cause problems like that?
I have one in ||the glass forest that I never removed, maybe that could be causing problems, but my problems didn't really start until the LR||
||I have one by the entrance near the cache where the alleviation tank is found, one inside the skull of the large fossil, and one next to the disease research facility||
one of them noticed i was looting the mountains too easily. darn
Ive found in all my playthroughsa baae next to blood kelp trench || by the survivor base || casues my lag decay
Hmm maybe Ill move that one, its pretty close the ||the base||
I can reach the one next to ||the skull without stopping there so its pretty useless||
assuming ||one of the azurite batteries|| is just consumed when you make the ||stasis rifle||?
Thats what happened to me
So yea probably
Makes sense since its not like it can hold two
I went from needing like 0 azurite to crafting the stasis rifle and refractive lenses back to back haha
Genuinely curious if the ||seamoth towing module is meant for carrying rocks to the rock crusher?||
||its annoying to set up a base for power and move a rock slowly towards the crusher with a prop cannon, so I thought the moth might make it easier if you set up the crusher at your base and drag the rock there||
I also have a base near the ||mountains cave base, so I wonder if that may be causing issues too||
omg dude
||as soon as I deconstructed the base next to the LR surivivor base it immediately stopped my lag||
Yeah its usualyl like that
I dont know what causes it
Gpu used and cpu usage goes doen to nothib
Super weird
No one else has ever found the xaused base when i tell em😂
That was actually ruining my playthrough
honestly im just occasionally checking here for things
avoiding spoilers where i can, but watching...lurking
wait can you deconstruct all survivor bases?
||so I built a base in the floating islands, my scanner pigged a tag for sunbeam debris, I swam out there, and when I arrived. The marker vanished, there was no wreck, and my scanner room had completely lost the selection for it... what?||
No, but there is a bug that ove incocnsistently noticed
Now thats a new variant
Actually wait
Were you far away from scanning room?
||found the seamoth tether module. But I don't think that's gonna help me much||
The range of the scann room os a bit biggwr than the hud chip
Its good for a few things...in the river it is super handy.
No. It wasn't more than maybe 200 meters out
On thr surface tho...its not fastet then azure seaglide collecting stuff
I'm gonna do a fragments scan to see if there's anything worth while. But without liquid breathing I don't think this floating island recon base is going to be worth very much
||yea. Still giving me vanishing sunbeam pings. But now they're scattering. Vanishing and reappearing. Leading me into the ecological deadzone. Like some weird triangulation mechanic||
One things for certain. They do not want us down there
Wowsers
I love exiting my seamoth and it launching me into an obiect...
"south of the west grassy plateaus at 731m" why does it think i haven't been to the lost river 😭
spoilered because random pda pages on the side and i guess some fauna
Finally got out ||to the void and got some abyssoclase. Now I need to get sulfuric acid. I can only assume I need crystaline sulfur, so I think Im going to get the seamoth towing module and a rock crusher down into the LR.||
Building recon bases today did not go as planned. Identified more then a handful of POI's but all beneath my diving distance. Also finding the scanner room being slighly less effective at locating critical data then I'd like (I really just suck at using it) so I'll probably go back to manual sweeps tomorrow
While Exterminating every bone shark I come across
trucker module user spotted my MAN 🤝
might be the single most useful item that isnt strictly required for progression in c2c
I actually can't think of a use case other than dragging rocks to the crusher
getting it right now so I guess Ill see
is ||the acoustic surpression just for the void or does it actually work against other hostile creatures?||
former
||in the idea that the others can actually just See you||
||ghosties attack you solely because they hear you far away inside their territory and ascend to fuck you up and get you to leave||
I also kinda wanna make the ||propulsion module but im not sure how to actually get brine coral for the enzymes (ive found it just not sure how to collect it yet).||
||first thing turn off the c2c nest fix mod if you have it, it makes collecting brine coral impossible for some unknown reason||
other than that yeah glhf lol
I deleted it as soon as I got the nests to spawn
gg
i had it enabled long after that and before it was found out to be the culprit, so i thought mine were just bugged and cheated them in lol
ill do a proper c2c save sometime when it doesnt end up at 10fps in the midgame
||oh yea I guess I also have to figure out how to negate the higher power consumption in the LR, or just build moonpools||
I guess I could try ||engine efficiency, but I feel like itd be a bit more complicated than that||
Anything above 500
Steam
Then I would heavily endorse the mod collection as well
Now I gotta figure out how to get tungsten grains
I have a question if i back up my save play on 2.0 for a while and then switch back on legacy install the mod will my progress save?
If you dont enter the save then it should be completely fine
Thanks
So, is it normal that my heatblade is duplicating cooked fish on kill?
Ok. I just wanted to point it out incase it's a bug 
(Please leave the bug if it is reika iy just saves a bit o time)
yes
Not to mention its usefulness drops like a rock in river
it was a buff I added to the thermoblade, but it does feel kind of wrong
It mostly just mitigates food grinding in the mid game a little bit
(Course water is the real problem)
I find its best use case is stabbing a peeper or bladderfish for the +8 -+10 water
Water is my eternal struggle (I can probably automate 90% of it. But it's gonna take a lot of infrastructure)
Ehhh one water filter is enoigh nostly
could you perhaps instead tack on extra food/water value to the fish maybe?
Had their speed been substantially buffed?
inverse decay
I only remeber them being slow in base game
With one at my baze above jelly cave it mostly gives me the water i need and on occasion i even store it
I dont exlusively drink it, therm9blade helps a bit
And i also eats lots of marblemelons
Oh. Yea for me it makes more sense to have an extensive water infrastructure system that way I can have as much as I want without needing to ever worry about running out
Plus for me it's just another project to work on
i am not sure that will work persistently
ie i think the values will reset on reload
...unless i make a better copy of every cooked fish prefab
sounds like as much of a pain as the smoked fish
That does sound like an exhausting solution
Seems the easiest option overall is to just necessiate the player having a proper food production system
Which between autofarmers
||upgradable ACU's and phytoplankton being stupid easy to get once you have the scoop||
Should incredibly easy
that is done automatically with a for loop XD
acually i could repurpose that same loop
just make two copies in each cycle
and then just define the other copy
If I put Gasopod in an ACU, will they be able to passively produce gas pods?
no
the collector should definitely do that (doesn't it already do that for stalker teeth?)
That's fair
Fortunately ou dont need gasopods too too often
@trail ether I updated and my larva still dont spawn
oh nvm i just had to wait
omg i got jumpscared so hard
the spawned while i was there extremely suddenly
Lop
oiookkkaaay
huh
didnt know you shouldnt save in a seamoth
game crashes on load
just had to load twice
it work now ™
Huh. I always save in mine 
That way I don't loose a bunch of progress when I die and have to totally restart the game
saving in a vehicle is where you should be saving
because saving in a base causes constant microstutters... or at least did, back when i last played about two updates ago
:(
I found there are some updated info about C2C in Subnautica modding wiki
updated how?
Just someone has edited. A user created a page named "Tongue Lily"
Does the reinforcement pillar raise a bases integrity rating?
Idk try it. What's the harm in trying?
That isn't maintained by anyone here
its intended to but the base system stinks so it isnt implemented yet
Let alone Reika
I'll try it out Ig. Just looking to redo my bases in a way that doesn't involve spamming foundations (I can't make reinforcements yet)
||gonna go finally setup a vent collection base. We'll see how this works||
Isn't the item collector made to send items to the nearest base?
I wonder if I put the collector too close to the base of the vent then
Becuase I tested with a piece of copper and a silo base on the edge of the vent. And it's just holding the copper like it's caught in a grav trap
it seems it finds every base within range, actually
Ok. Yea that was it.
range being 20... probably meters?
lol
Not really looking to store fish at a raw mats base 😂
honestly i think you just have to deal with it
kind of unfortunate there isnt really a way to sort stuff though
but aqueous engineering isnt very much about automation and more towards general qol so its understandable
I mean you could technically install something like autosort lockers. But I'm not sure if she's balance flagged something like that or not
the item collector'd just insert wherever it feels like anyway lol
it picks a random container from every base in range
True
kind of hard to sort things when you dont even know where they're coming in
Solution is just stupid amounts of storage, resource monitor, and a trash can next to it 
as long as it works yeah
I got rid of my item collector
I got sick of random fish ruining my storage
I didnt find much use for it
This is just a temporary test until I get access to the prawn
Have you made it to river?
No. I'm still pre-liquid breathing unfortunately
Nowhere near I feel. Haven't even found 2/3 custom ingredients to build the cyclops. And I'm almost certain you need the reinforced dive suit to finish exploring the aurora.
And I know where the custom mat for the dive suit is... and I don't want to go there anytime soon 😭 
||its only the void ||
|| just dont be afraid of the dark. Just like outer wilds dlc ||
||I just need to do the Azurite farming for the autistic module||
it doesnt take nearly as long as it sounds like it would
actually one of the most chill grinds in c2c
Oh It's not gonna take long. I have a scanner base setup in the caves below the mountain island
9th speaks truth
I just need to actually go do it lol
Tho depending on wherr you are
It may be worth delayint a little
Till you get something
what
it spawns there?
Not in the cave. But in the surrounding biome
I go full range on all my scanner rooms
So it'll be able to pickup a fair bit of it
@barren oar can confirm. The reinforcement pillars work
They just don't give an immediate notification that they do
oh right yeah mountains has a few || heat areas || of itself
i dont think theres enough to get everything needed though?
No. Likely not. But I know other areas. I'm just gonna loot that spot first since the others are more reaper intensive
i found they dont really bother to attack you unless you're in a vehicle
There is somethubg that helps with azurite farming a bit
It's cause the seaglide makes far less noise
This. Reapers are weak to rocks, and casually moving up and to the left with azure seaglide
(Or down and right or any combo. It also helps to be brave and joust)
Huh. I've already got half the Azurite I need. Dope
nice gg
||do you really expect someone to farm them knowing full well that'd be like 19 nanowraps to tank through the damage||
||thats definitely an exaggeration iirc azurite damage is only like 30 after the damage from being nearby||
still not a grind anyone getting this far into the mod would do lol thats just dumb
Yup got the suit the other day
Also man... props of building my main base where I did.
I was sitting on a treasure trove of the shit
I did but i did super slowly
I would grab 2 or 3 when nearby
I had eniugh before it😂
you're crazy did anyone tell you that
I mean it wasnt a high level of effort
i couldn't stomach the incredible damage it does before The Upgrade
I didnt "grind" them
mostly because first aid kits suck and nanowraps are too expensive to be worth
until you absolutely need them (in a crafting recipe)
I was more grinding sunbeam
I'm gonna need to make some Nanowrap. Gotta go mercury grinding
First aid kits i found to be enough long as i keep food/water abive 80 since increased healing speed in c2c(i think) when high
And the best place I kmoe for it rn is that hot ass cave
Now nanowraps are something i jave never grinded. Tho i can think of uses for them
in my experience, you can find enough outside of it until you have the reinf dive suit
Im not sure creating najowraps will save me healing time
I dont remember mercury being a pain to get
in theory they're an upgrade as they heal +10 and much faster
|| there are also a few big nodes of it if you have tether||
in practice however you're sacrificing an entire slot and precious resources for no real reason
True but, i can just pasively generate shit tons of nedkits with low effort
And not need to grind a bunch of semi pain to get materials
And if you keep food water high, healings not a big deal mostly
||I have the tether, but not the rock crusher or the heat sink||
yeah unless kits are changed to be like 2 hp and it takes four and a half hours to heal it then they're still king
|| heat sink for bulb cave?||
and obviously that would make early game healing too shit
And wouod just make the inporved food mechanics that much more pronoubced
Oh.
I won’t be able to play for the next week since Im on vacation but I want to know if Im on the right track with ||tungsten grains. Does it have something to do with tonguelillies? Im thinking they filter it out either in plankton or the lost river brine.||
||also maybe something with the rock crusher based on its description in the PDA, but Id have to idea what to do.||
|| right track based on my intel. Ive never gotten it to work in full. ||
|| clever girl. I know i did this wrong refer below||
Jurassic Park - Clever Girl: Muldoon (Bob Peck) is ambushed by a second raptor and gets taken down.
BUY THE MOVIE: https://www.vudu.com/content/movies/details/Jurassic-Park/5052?cmp=Movieclips_YT_Description
Watch the best Jurassic Park scenes & clips: https://www.youtube.com/playlist?list=PLZbXA4lyCtqrd-fXvh6kIIEpRDBLEnJs9
Subscribe and cli...
Yea but the description is very vague so I’ve got a lot of testing to do I guess
I put some exterior beds in ||the brine. Should I put the tonguelillies by one of the plankton dispensers, or is it fine to put them next to one of the clouds surrounding my base. I suppose this is something I should test instead of asking though||
Mmm my knowledge is incomplete
I never managed to get it yo work
Lol
During my testing the other way completed itself firsr
|| im unsure what the plabkton feeder does , but reika hinted it does more than nultiply. I did experiemnt a little with gettifn it to work with base plabkton||
|| the one major pitfall that i think is hard to solve is using too many lillies||
that is the plan but it is not finished yet
👍
does anyone know ||exactly what triggers the sunbeam debris||? I really don't want to look at the source code then realize im stupid and didnt ||trigger the spawns ||in first place
Scan
though im unsure if that spawns them or merely enables them to create an item
yeah just that worked for me just fine
well nothing has spawned