#SeaToSea
1 messages · Page 40 of 1
they gave double the amount of creepvines but no seeds
Ohhh
it was my main creepvine source in the lr xD
Idk
Ive never bothered to grow em
I found regulsr vines to be enough
Double wpulda saved me a fee knifes i guess
You know i was thinking i wonder how in gonna solve auto farnes
But i have debug mod on
So radius is an easy solve
I think....
yeah it is/was a very nice trick
Eh, it would save a few mins iver the playthrough i guess
Im unsure itd be worth to setup an extra auto farner tho
i havent built them yet
Im pretty sure id lose more time making it efficient than id save on the stabs
discovered the blueprint way too late
They will ruin hour setup lolololol
exactly what i was thinking
Fortunately a lot of the things that can be good for are actuslly quite useless
Since most plants are bio plants
And auto farmers dont really make that any faster
the only automated thing that is really useful for me is the acu cleaning system
never gotta farm for teeth or 💩 ever again xD
yea no hard suit
got the 600% setup in 4 big tanks
Ph it does work for teeth
do yall know if you can add fcs late into a play through?
could be a problem with the fcs wreck and worldgen but just make a backup save and try ^^
alright
This is de way
Yall automate for effectiveness? I automate for the love of the game
I mean i before this playthrough ran bases on about 1500 power maybe 2k
So automating was never a choice before because how much more base buulding i had to do
starting playing again after a while and now the animals in my acu won't shut up
Yeeaaaaaaahhhhhhhhhhhhhhhhhhhhhh
not sure if that's c2c related but if anyone know what causes that pls tell
that was an obvious bug
why would you ever expect it to be intentional that you can plant amoeboids and get creepvine
relatedly I am getting extremely aggravated by how much people shamelessly exploit obvious bugs and oversights as mainstays of their resources
be it this, farming the prop/repl gun conversion batteries, reload bugs, or anything else
if I had the means to do so I would put out an update that takes everything you have gotten from it away
and since I cannot do that I am tempted to instead tell each and every person that has done it that they are cut off from all support and from having their opinions on anything related to balancing or progression be taken seriously
its creepvines but sure thing your majesty...
it is not about how much it actually affects progression, though that would make it worse if it was a major skip
it is about the mentality
I am not even sure how to describe it
I fully second this notion
C2C is a mod that should be played "seriously" or not at all
frankly that is how SN should be played too
You don't play a mod like this to just undermine it
but that is not my domain
Question would this be a bug? whenever i try to install any depth module in a creative world, it is immediately deleted and marked as cheated in
I have done this in the past, not in C2C and not en masse, but there have been a few people over the years I have flatly told "I will never take anything you say about <mod> seriously again", because of their insistence on cheating/playing really stupidly (usually refusing to do necessary things for flimsy reasons)/insisting on using a version 19 months out of date
Not only that. But relying on bugs or exploits as your mainstay for progression just makes things harder on the mod dev
less a "bug" per se and more a design limitation (ie the code is not doing anything other than what I intended, but this is a context for which it was not designed)
They have every right to eighty-six you at that point
but C2C is not designed for creative and I do not see value in doing so
k
that spawn detection system was designed for "legitimate" saves
which is the only kind I really consider end users using
I'm starting to wonder if some people just get frontal lobotomies for fun
would it not help with testing if it was disabled in creative
assuming you can detect if a world was initially made in creative
I designed it to not prevent my ability to test
and i have never had it cause an issue for me
and what if you need a player to test like many other times
@trail ether It was a different looking kind of creepvine that just gave double the amount of creepvines, no seeds, has to be farmed manually every time you plant it and is only accessible in the river. There is nothing unbalanced about it so i really dont get this aggressive response... it was a simple question that could have been answered with yes.
though i guess then you could just tell them to modify their copy of c2c
I cannot think of a case where I have needed that for C2C
plankton?
that did not involve spawning anything
test "game world" is not the same as testing with some spawned item
and i guess it doesnt really matter since you dont take damage in creative anyway
and as you surely know having seen this channel, the majority of people having issues are not even able to test
dwpth modules dont matter
good point
it is the same reason I force all logging on, no exceptions
the vast majority of people simply either cannot be assed to or cannot even figure out how to turn it on, much less do so and then attempt to reproduce the issue
far superior to have it permanently on and then have them send you a log that was made during the event
c2c is a cool mod. I get it. It's also one of a limited "massive" mods in the subnautica modding community. But if you don't like like it. And also don't like the crazy "leviathan dlc mods" then instead of trying to force c2c to be something it isn't... players should instead ask what's wrong with the subnautica community as a whole
i see
though as I am seeing in the TT discord even that is...far from foolproof
"what's Ctrl F"
"how do I put <file path>"
Why are people only putting out click bait leviathan mods and op or wacky submarine mods instead of innovative mods that actually add to gameplay?
skull emoji?
Tldr: if the mod isn't your style... don't fucking play it
its easier and attracts more views you answered your own question lol
tons of people do like the former and just want more, an endless procession of what N8 calls jangling keys
and they need the perpetual novelty, so they rapidly exhaust the mods that are like that and go to mods like C2C
also
vehicles and creatures are absolutely not easy there's a lot of work put into them
Yup. You summed it up perfectly
to answer your "what is wrong with the community"...half of it is people who either are or think like they are 12
but being creative like c2c generally is does require a different skillset
honestly that depends
Oh. My statement was made to be rhetorical to prove a point. I could've worded it better 😅
the modelling is the primary work of mods like that
bc for creatures and vehicles there is a library for them that handles most of the dirty work
and that is not even something the "creator" does, just something they bankroll
all the "creator" does is pay someone to make a model and then slap it on a vanilla template
like that precursor submarine
it is just a seamoth with a custom skin
as I found out a year or so ago when C2C code started throwing exceptions because of that fact, having tricked C2C into thinking it was a seamoth
that kinda sounds more difficult than using vf
Wth would you even think of running a mod like that with c2c.... oh... wait... people are dumb
though i dont know if maybe it extends a seamoth itself too
that mod is actually less problematic for C2C than you would think so I did not block or I think even warn about it
because why would you think that would be a problem
I am far more hostile to shit like red baron
which I keep naming because it is the poster child for it
Also ladies and gents. This is why she blacklists mods.... not this specific case. But scenarios that can arise from similar cases
"vehicle might work off of the seamoth so its bound to cause issues with c2c" is not something you think about even as a moddev
Not a problem per say
Just seems like a weird thing to add to me
is that the fighter jet mod
Doesn't fit the vibe
also though this is obviously external to SN and thus not something most people here would have awareness of, this just builds on pre-existing frustrations with similar Bullshit Mods™ in the MC community
stuff like MooFluids (cows that can be milked to give any fluid in the registry)
initially a joke meant-to-be-OP mod
Oh I actually have some experience with that 💀
became popular and a mainstay of every major pack for a decade
avaritia? lol
Now that's the original poster child
just more "on the nose"
literal kill command locked behind 810 hours
Mechanism is another one I'm frankly tired of seeing
because why bother making a production line for jet fuel when you can get a cow to piss it instead
actually remember that "archive of idiots"
one of them is a guy who did exactly that
create too despite having a lot of exploits that cant really be patched
....uh oh.
not MooFluids but a mystcraft age with lakes of jet fuel
hehe funny area gimmick
whats your opinion on create?
Looks like you better go grab your suit lol
no
||the base is just gone||
...oh
I see a bioproc but what am I looking for
Probably a #🌐┃off-topic thing. But I thinj it's immensely popular for all the wrong reasons
is the ||base|| missing?
lower the resolution a bit more i can almost read it
haha
i cant tell if it being very pixelated is a mobile discord issue
never used it and not a fan of that aesthetic, nor am I a fan of how it has seemingly taken over the entire community (I see tons of people unironically being told not to bother making new mods because create exists and is assumed to be the ideal final endpoint of mods)
but none of that is really a commentary on its quality
and what I have seen indicates that it is a very large technical achievement
As I said. Popular for all the wrong reasons
also did you pick Create deliberately?
It's that "Dangling keys" effect you mentioned earlier
true i dont like thats it all thats talked about but I do enjoy its capacity for automation and ability to create custom trains
pft
sorry
did not pick create deliberately
What in the Marcus Notch is that?
my first and flagship MC mod
create's aesthetic is fucking awesome i love seeing the entire factory spin and move
factorio style
oh are you considering it that
people tell me it is that and they are similar on the surface
dont know why but I thougjt you didnt really like comparisons with it
their actual power systems are quite different
I'm honestly disappointed that I've never come across any of your stuff before... I hate how mod launchers and even websites filter by popularity
I went with a much more "physical" as opposed to "gamey" model
Popularity is never an indicator of quality
actually, relevant: I made this back in 2013 after a string of people failing to grasp/apply that distinction
ignore the cert it is just a site that predates widespread HTTPS, and you are not submitting anything anyway
i think version alao plays a big role
that quiz is basically testing your ability to think "physically" as opposed to "gamey"
plus basic math/spatial skills
stuff like "steam is made from water being hot. lava is hot. why did my steam engine melt?"
that is still a classic
Well yes. Because people are more likely to make eye catching mods for newer and more popular versions of the game

oh yeah why dont you update to modern is it just the time and effort required to get reacquainted with the changes since 1.7?
People I swear
to be fair minecraft isnt a very realistic game in itself either
or, for an SN example:
1.7 is honestly a golden age for me. It's where I started and is where I'm most comfortable
you cant expect players will come and apply real world physics to minecraft of all things
how many people have posted in this channel with a complaint/bug report/etc, having failed to really think through that module physically anda instead assuming gamey logic of "magic spawn blocker"
you can when you tell them at the outset
lava may be hot but it doesnt do anything except for light some blocks nearby on fire
You can if they actually understand the mods they're installing
I have 817k lines of code
Oh
at least, I did in early 2023 when I did that check
?? hiw the fuck did you code that much
a large fraction of it is render-related
Ah.
which the OGL update breaks
yeah that checks out
an even larger fraction is world interaction
stuff that takes xyz coords
which the BlockPos bullshit in 1.9 breaks
less unfixably but that is still an extreme amount of busywokr
I'll admit. It took me a while to look at that module like that as well. But eventually I started to look at as an actual part of the sub instead
another large fraction is inventory handling
which the ItemStack.EMPTY bullshit in 1.12 breaks
oh yeah this one i thought it'd help against already spawned creatures too
in the sense that if they havent seen you yet but they could hear you, you'd still be fine with it and still undetected
I am more referring to what the module says it is, and how it says it works (and how it actually works internally, mimicking that) vs what might be expected in a simplistic "Status effect" based game
like how the cyclops slowrunner does... but i think that one may just disable aggression entirely
Er. I replied to the wrong message i now notice
i meant this ^
ie the module makes you inaudible
Oh. That's what I was trying to word in my head 😅
inaudible != invisible, especially at close range
and few people would fail to understand that, if they actually thought about it
but most never do
Yea that is not how that works 
People....
People are fascinating creatures
they have been trained by gamey logic in most games to just assume simple binary flags
yeah thats what im saying
since i think you mentioned even it only impacts ghost spawna in the void and nothing else
Er. and audio of seamoth engine while driving it
now to be fair there are a LOT of systems-based games out there, where mechanics like this are commonplace
Pavlovian conditioning at it's finest
ie stuff where you might be told not "this module prevents X from Ying" but "this module has a 20% reduction in X"
but they are the minority
especially where X is not just some stat
Huh... I have an elden ring mod that actually plays in that logical minority
thats also dumb yeah it should tell you if its additive or multiplicative because one is much stronger than the other
also I should point out that gamey logic is not inherently bad
but regardless
No it's not. I just don't like it
... actually do creatures even listen to sounds
where the mechanics like that are not the focus simple gamey logic is perfectly serviceable
i assumed they would since it seems they always know your location
as in literal sound detection system ingame? no
I like thinking, failing, being forced to think harder, and learning
regardless of if theyve seen you or not
I learned that after a good while with bone sharks 
and does it like increase in size if youre louder
or in other words hearing you from farther away
no sight range is a function of the searcher
If you just keep your distance then they fuck off
at its core every creature is doing a "find target within range" call
what counts as a valid target can vary
and in theory they could have done something like "Bonesharks cannot see stationary seamoths as far away as moving ones" or any other condition
but no such things are implemented that I can recall seeing
thats unfortunate it would be a fun mechanic
I do not think the target search even does LoS
which to be fair makes sense as LoS is expensive
That would be neat. And would reallt lean into the games general atmosphere. Shame
if you had to stop your moth's engine nearby a nest of sharks and hope they dont notice you
until they pass
it would, and I like adding lots of mechanics like that
adding to pre-existing though is a pain as it requires a lot of patching
which is hard to justify for a simple "this is a neat idea"
And I appreciate those mechanics when I play. The ones I've noticed thus far though
much of where I do add that kind of stuff I "cheat"
for example the biter swarming Ecocean adds
that is entirely outside their targeting logic
it literally is just an on damage hook that does a big SphereCast for nearby biters and sets them to aggro on you too
could you not have a custom component that simply sets the creature's target and let the basegame component handle the rest, perchance
oh you just mentioned that
nvm
in theory that could be immediately undone by their normal target logic, though for most creatures they will not drop a target until having attacked it at least once
it is not even a component, it is just a fire-and-forget
oh I lied
it is a component
to get around this
ie it keeps re-setting the target to what I said until i allow it to be dropped
foreach (MeleeAttack a in attacks)
a.lastTarget.SetTarget(target.gameObject);
foreach (AggressiveWhenSeeTarget a in targeting)
a.lastTarget.SetTarget(target.gameObject);```
that is the core of it right there
Oh speaking of eco-ocean I have to apologize for a previous misconception
Player ep = dmg.target.gameObject.FindAncestor<Player>();
if (ep) {
float f = 0;
switch(dmg.type) {
case DamageType.Normal:
case DamageType.Puncture:
f = 1;
break;
case DamageType.Collide:
case DamageType.Drill:
f = 0.67F;
break;
case DamageType.Heat:
case DamageType.Acid:
case DamageType.Explosive:
case DamageType.LaserCutter:
case DamageType.Fire:
f = 0.33F;
break;
}
if (f > 0) {
//dmg.target.GetComponent<ExplodingAnchorPod>());
//SNUtil.writeToChat("Player '"+ep+"' took damage");
foreach (Biter b in WorldUtil.getObjectsNearWithComponent<Biter>(ep.transform.position, 60*f)) {
AttractToTarget.attractCreatureToTarget(b, ep, false);
//SNUtil.writeToChat("Attracted biter "+b+" @ "+b.transform.position);
}
}
}```
I assumed that the thermal vents in general weren't worth farming because the one I tried to farm produced nothing but fish
But what I didn't stop to do was consider what vents were actually fit to be setup for collection
And which ones weren't
Lack of thought on my part
...they differ?
I did make them differ a while back
a few months ago
originally they were all the same because it was a pain to do otherwise
but I eventually dumped a table of all the vents
and yes this is one of the things i did
because of their number their rate was sharply reduced
both for lag and balance reasons
yep
certain mats can only appear in certain biomes too
based on some amount of geological sensibility and some amount of progression
glass forest vent has mats that shallows cannot
though the two koosh vents are the best overall i think
a balance of rate and drop table
Well yes. Take a vent in the shallows vs the bulb zone from a phyiscal aspect. The bulb zone vents are more shallow meaning you can get the collector closer to the bottom of vent. And therefore catch a better balance of minerals and dead fish. Then a deep shallows vent where the base has to be built so far up. That the item collector is forced into a spot where it's going to catch more fish than metals
Oh
I had totally different logic there

I was not thinking technically in the slightest
but then you have to build a silo base in fuckall on the other side of the map so you have to travel 15m just for some msterials
come to think of it do vents even do anything if you're too far away
damn maybe they should
this has been an unending hassle for me
yeah but like how the filter works
it is one of the reasons the geyserfilter keeps having issues
does the filter like produce at a constant rate depending on the vent
last i recall that was how it worked
yes, while the vent is firing
in theory vents can have any duty cycle
though I am not sure any actually do vary
so they dont generate while its deloaded?
they do not
while the vent is unloaded*
at least, they did not for a looooooong time and unless I changed that it is still true
I mean I don't use the vents anyway. I prefer a seamoth with 3 storage modules and a scanner room (pre-prawn) anyway. It was just an observation I had.
and in my playthrough in Febrary i remember not having mats in it after hours and hours of leaving it unattended
maybe they should then just remember the last duty cycle time the vent had when it unloads
so it can generate even while unloaded
player wont notice shit anyway if this only applies while they're far away
the issue is that 99% of unloaded time is "from the beginning" for that session
so it never had a Geyser to check
save data
I never wrote them with the assumptin of multiple but I think it would
no promises
you get more storage but it does not multiply your rates
this is cheatable
so is every other data you are currently saving
and for that matter so is the mod itself because you can just modify it
your local copy is legally 100% modifiable as long as you dont redistribute it
Oh I'm not gonna attempt it because I think it would undermine some things. But it occurred to me yesterday that they're actually larger than regular storage modules 😆
there is a difference between editing save data in an XML and compiling a custom copy of the mod
for one there is an established pattern of people doing the former
And so I was using it own to hold more cargo then the actual storage mods
yep they're goated for that
fair i guess
then just hardcode some generic duty cycle that it always uses if unloaded and leave it at that
though for the record you dont need to set up an ide or anything im pretty sure dnspy is capable of recompiling after modifications
it seems I DID do this https://i.imgur.com/2h3yBOI.png
ah
however notice the 300m range limit on functionality
fallback yes
if the tag is not present
why is that
probably anti-lag, as findGeyser is otherwise expensive
however
liveGeyser does not need to be non-null anymore
so i might be able to make it just only do the check when in range
rather than gate all of the update loop
oh right i didnt notice that i thought that was stopping it from generating if you're 300+m away
there
see this is not cheap https://i.imgur.com/jS9Hh6e.png
and if you are far away it will return null, since the geysers are unloaded
hence it will keep running unless blocked
it is rate-limited but still
honestly why not just like hardcode a list of geysers
or pick them up and store them in save data or whatever as the player "discovers" them by getting close enough to load them
I did do that since writing this
a
for aR
aR?
though it might be in DI
it is
geysers.xml
seemingly only used for FCS current generator and the regional description at the moment
I should use it for the geyser filter too
nice so you have most of the work already done
ah right drops and cycle too
yes
its much cheaper to find the closest geyser for one
but you still need to do that check once you have the position
then a spherecast of maybe 2m (to account for float inaccuracies) from the geyser position to find the actual Geyser object?
that's probably cheap enough
even 1m i assume would be enough
though i dont know if thats radius or diameter
...wait neither geysers nor the machine will be able to move. why not just look for geysers in Start only
if a mod is added that happens to add a geyser nearby an already placed filter, then the game has to be restarted anyway to load it so it'll still pick it up
and obviously doing something once is much cheaper than every frame
because the geyser will not likely be loaded when the machine loads in
the machine does load in in Global
argh right
i forgot
then the other way: patch the geyser so when it loads, it looks for filters nearby
filter will always be loaded because its global as you'd just mentioned
it's way cheaper for sure
though you also dont ever need more than one filter, and even that you only need to run for a few hours to get all the resources you'll need
This reads like a troll to me😅
Jimmyfallonfellow i mean to be clesr
you can read it fine ?
Id have a hard time articulating exactly why
But my starting point would be the 2 naes they use being jinmy falon and bobdole
I wish i had the greentext saved that i would also like to reference, but i dont even know how to find it its so confusing lololol
yeah obvious troll
if it were in good faith it wouldve ended when it was mentioned the version was very old
eyyyyyyyyy the liquid breathing charger isnt borked
hmmm my tank didnt fill nearly as much as aespected...
okay maybe it is a bit borked...still confused on the liquod transfer tratio but i have theory
HUM
well i fixed it, and i got it all back at once
ro Reika, liquid breathing recharger still seems to rapidly drain base power, even aftwer a tank it full
how can i help you troubleshoot that? or is it meant to drain power even when my tank is good
i just had a new thought on how power might work
i keep thinking my reactors are breaking under certain conditions
but considering that each bank, and generator has its own bank
and each power room is its own thing
what if my machines are only draeing from one rooms bank
and thus imy power generation slows, as i have one full "battery" and one uncharged "battery"
does it consume more than an energy a second after using the machine once in an instance https://github.com/ReikaKalseki/SeaToSea/blob/main/Objects/RebreatherRecharger.cs#L127
Er. An energy every 2 seconds
that'd be a bug caused by Or-ing at https://github.com/ReikaKalseki/SeaToSea/blob/main/Objects/RebreatherRecharger.cs#L164, then
(false | false = false, false | true = true, true | false = true, true | true = true, so the moment it becomes in use, it will never be out of use until reloading the save)
assuming i got the logic right, hence no ping just yet
Still awaiting my sanctions for the shameful act of "playing the game" and "asking a question"...
after it gets used its a constant drai
also hard mode seems to cap liquid breathing supply tanks at 1800 on refill
yeah you get way less as part of hardmode
which honestly i think is kinda bullshit all it really does is make you craft more
reika'll probably see the recharger issue anyway because of the reply ping right after
Oooor.... instead of making you drag more tanks around.... places more value on having efficient and well connected bp system to produce breathing fluid, a number of well spaced bases to recharge at more pressing depths. And I higher, more creative emphasis on your vehicles which you already have to grind the hell out of just to get down there? 🤔
Just ya know
Food for thought
Oh and pressing an actual sense for when you should start using liquid breathing. And that you've found everything you could possibly need above it's depth threshold before you do
multi tanks just dont even work lol i mean that you need to craft more liquid
thats a reality, multiple bases or not
vehicles point is fair though yes
Vehicle getting down there can take quite some time depending
Im only using it below 500, it wont be suoer bsd for me but i wont be affected by the ribers rnjesus haha. Its actually not as big of a deal tho, as the liquid still comes in packs of 2700.
I didnt explain it fully
I do find it a strange alteration that wont really affect gameplay
still looking for a rock crusher
What biomes have you completed
What biome?
grand reef, crag, crash, crater edge, deep degasi, dunes arch, dunes meteor, Eastern Grassy, Floating Island, Glass forest, Grand Reef, Island Degasi, Jellyshroom, Mt Island, Mushroom Disk forests, Mushroom Tree, Northern Blood kelp, Northern kelp, Southern Grassy, Sparse Reef Fissures, Dunes, Underwater Degasi, Underwater Mountains, || void Spikes ||, and Western Grassy.
Wherr have you built bases?
Is your fps always low? Or does it decay over time qith this weird pausw pf all frames every few seconds?
going to go search Underwater Islands
It drops a bit there and below it
Ny fps is never too bad, but my pc while not a beast is decent enough
Lag "cascades" can occur when you have bases buikt new survivor bases sometimes
One of them esepcially
hmmmmm I wonder which one 👀 👀 👀 👀 👀 👀
mine is like 40 to 60
im not sure whats causing it to be this little
how would i go about checking my exact FPS?
ive just created a new world to test if my mods worked
i have a few limestone chunks scanned
also gotta love the broken face mask texture due to widescreen
fps command
u just type
fps in the console
im averaging 60-70 in the safe reef
mine varies a little
from 30 to 60
might be because of de extinction
im not surewhy
ive got 37 mods installed tho
that might be a sign
👀
yea
its mostly just
also you can infact not add FCS to a save late
yea
i know
yeaaa i tried
do u play with de extinction
3hh i was wprried till i saw 40 to 60 fps
Sone of thw areas just arent optimised
I dont
I still don't know how to get that (don't tell me)
nope
yeah but
its kinda annoying
to see my frames just
fair
all i can say is when you first aquire one, spend it wisely
I already know what it needs to be spent on
Finding that is far easier than finding the actual material
ah
Its probably thr worst part of the mode hands down byt a big margin
Thats all ill say
Whats that old award insomniac games used to give to the dev who made the worst idea in each ratchet game?
Nanocarbon gets dat award in c2c🫠
Most of my playthrough it between 40 to 80 rps depending on bione
C2c runs a bit laggier than standard subnautica
And idk what your mods are doin
I run a 2070 super 32gigs ram ddr4 3600, cant recall processor exact, 6 cores
yeah i run a similiar build just 16 gigs
but i cant get over 60 seems like
im just using fcs + c2c and easycraft + blueprint tracker + map
but i guess those two mods are big
i could probably get better fps if i turned down quality settings
I mean... it also unlocks some of the strongest stuff
So it feels like a fair enough trade
now to start my search for tungsten
Gl
i keep hearing about a ||salt lottery|| so im gonna try and grind up a salt big block
the large deposits
Have to get Sulphur anyways
Maidaing a reaper
Im pretty sure
Okay naybe not
I was goonna say its easiet than nanocarbon
pft
But they do have a lotta health lolol
seriously?
There is a better method, theoretically
i mean i was gonna go for a stasis rifle anyway
the phyto plankton feeder
?
Maida used no rifles sir
oh i know
Mmmm im nit really supposed to give you the answer, i think you should do a bit more digging your pda logs
Super azurite seaglide be all
So actuwlky i wanna test something at some point
I kbow it just leads me to a broken teleporter
But see i think the changes to the ghostiboys, kindda makes it easiee to dodge void ghosties than before
no because people do not accept no when i refuse to help on that basis
i have a great deal of experience on that end
....what?
So i wonder if getting to the void spikes without moth is easier than it used to be
Tho i expect it to also be more tedious lol
which strongly increases the incentive to do things like farm plants
Itle be fun to try
that is the primary reason for the recipe of the breathing fluid
it is specifuically designed to be very painful and tedious to craft "from wild ingredients"
I actuwlly dont think the 1800 size tank changes much gameplay compared to the 27
It doesnt make you craft much more
As the batches are still 2700
Lairian picked the correct river entrance
stumbled upon this https://www.reddit.com/r/gaming/comments/1mr2xeh/i_already_like_hell_is_us_2_minutes_in/
never heard of the game and unlikely to be something i would enjoy
but i approve
and that is exactly the kind of disclaimer i was talking about t he other day
of course the reason for all the handholding is less because of creative decisions and more because if they do not a bunch of mouthbreathing morons get stuck and leave bad reviews, negatively impacting sales
hence why for example every single relic puzzle in HFW lasts all of 30 seconds before she starts saying things like "I should move that box over here to reach that ledge" and "i bet i can get the train over here if I use that switch, and use it as a ledge"
Keep in mind Guerrilla need to tailor the hints towards idiots. There's an area relatively early on that should take you around twenty minutes to complete at most. Players have literally given up or have taken hours to get through that area despite Aloy's hints at the numerous ladders scattered around that area. Can you imagine these players without these hints?
i might be one of the only people who think this
but i hate the stasis rifle
its just kinda...bad
like why would i use inventory space for he plausibility i might have to use it
when usually just moving away from a levathan is an easier, and more effective emthod
okay officailly entering thr river for a bit
traditionally i dont use superseaglide down there, as movement speed is part of the puzzle down there
good bye my friend
I don't agree with using the super seaglide in general
i see it about the same level as easycraft
actually i lied
easycraft is much much stronger
Easycraft is a qol mod. Super seaglide isn't meant to exist
ive also seen reika coment that she knows the travel time is a bit of a problem, but she doesnt know how to solve it without mass unbalance
super seaglide is basically qol>.>
they both just save time
movement speed isnt revelent to most gameplay, outside of about
4 or 5 puzzles
easycraft saves literaly eons
also without easycraft, things like auto farmers are in fact counter productive
as they no longer canave time
i use SASG for movin around and gatherin stuffs
also noteable, it actually is often harmful and makes the game harder
such as in wrecks, or coming an area visuallty to find a small thing
easycraft again, has a higher power level than ssg ever could dream of
with aving inventory space, time moving while crafing, skilling crafting steps which bypasses fabrication speed entirely, makes techs that would have no value have great value
essentially what im saying is someone using ssg and not using ssg wuill have about the same experience in this mod
(my last file i actually didnt use it at all as a bit of a test, tho that file doesnt get past river since the lava zone beaame lag central due to coral )
oh yeah
easycraft alo makes organization a waste of time too
because dump
and i think organizg inventory is one of the most key elements in any survival game
but easy craft just
removes that entirely
SSG falls in the same family as the shit i mentioned last night
now if you are just using it to save time going between bases that is one thing
that i can tolerate
but using it for pod 15, as one person proudly said?
fuck no
Lifepod 15 doesnt really need it, you can get there with creature decoys just fine
Can theoreticatlly do with void spikes too but rhat leads to hilarity
(Tho still a cinematically amazing moment, if you could find a way to get that in somehow reika)
Tho the 3 ghostboys with grapple attacks make survicing there harder
tho think you wouldnt like my solve the triple reaper pod
but tbh im surprised other people dnt try that first
all i really did was make a cage
creatures cant really harm anyone in a cage
it was also kinda cool, tho three vanishing ghostis still tops it
My rigidity comes from the ways people have personally twisted justification in my own experience
Give someone an inch and they will surely take a mile
So I stopped giving shit
But I do see where you're coming from
Also travel time between bases is... just part of the game
If you attempt to shorten it too much then you end up accelerating and unbalancing other aspects of the gameplay loop
may i ask which aspects you believe those are?
, I sorta noted a few negative aspects it affects
Raw resource acquisition, the devaulation of farming certain resources at your base, exploration, wildlife threats...
To name a few
fair enough
is there a data entry log that points you in the direction of tungsten grains or is it complete guess work?
you do have one entry that points you to the main method, and guesswork for the secondary method
well, the item's description points you towards the secondary method, so until you can get one sample then it is guesswork
grand
so does avolite respawn or is there a set number
set number, you will have exactly as many as you need
k
except maybe if using fcs i dont know where you use the extra you gain
i ask because i cannot find any more than 4
keep rolling
i have the entire mountain range covered with scanners
dont forget to pick up the items you've already found
in my experience more dont spawn unless you do that
yeaaaa
ive done that
im gonna try and deload and then reload the region
see if anymore spawn
or if theres no stasis rife for me
@trail ether ||am i meant to be able to scane for calcite before hand scanning it? ||
one scanner there should be enough
you are scanning for sunbeam debris yeah?
ill scan for both
not sure if I added it to the "must scan to ping" list or not
no
scanToScannerRoom.Add(CustomMaterials.getItem(CustomMaterials.Materials.PLATINUM).TechType);
scanToScannerRoom.Add(CustomMaterials.getItem(CustomMaterials.Materials.PRESSURE_CRYSTALS).TechType);
scanToScannerRoom.Add(CustomMaterials.getItem(CustomMaterials.Materials.VENT_CRYSTAL).TechType);
scanToScannerRoom.Add(CustomMaterials.getItem(CustomMaterials.Materials.OBSIDIAN).TechType);
scanToScannerRoom.Add(C2CItems.voidSpikeLevi.TechType);
scanToScannerRoom.Add(C2CItems.alkali.TechType);
scanToScannerRoom.Add(C2CItems.healFlower.TechType);
scanToScannerRoom.Add(C2CItems.kelp.TechType);
scanToScannerRoom.Add(C2CItems.broodmother.TechType);```
that is what c2C adds to that map
(the behavior is controlled by ExS)
do yall reccomend the performance booster mod
i cant seem to get over 60 fps at safe shallows
I accidentally took my happy meds instead of my adhd meds even though I just took my happy meds last night.... I'm gonna need to play so much c2c to keep myself stimulated 
Dawg... are you sure your rig is even built to be doing this?
i mean tbh i dont care much about fps
as llong as i dont have stutter
you could try performance booster but idk how much will help
not many have used it
do u run any other mods than c2c and possibly fcs
only some basic ones, nothing fancy
i usually only worry in im under 30
anyone else find thepyro pods sometiems grow glitchy
like when ihop on, they often only ave 1 thing per plant , when i saved the night before it would have had close to 6 each
only ends up being a thing when i need to craft a certain thing a bunch but
its sad when 6 pyro pods isnt enough lol
dont ever use it
things which you need to see from afar in c2c will be culled away
one of them obviously being the aurora which you occasionally need to orient yourself
and most of all, it really doesn't help with much
you'd be making your experience actively worse for no tangible benefit
might just be that they dont save how many they have
and so when you get on they have their default amount which is 0 or 1 is my guess
its not the biggest of deals, they grew
fast
i just happened to want micro filters right away
acus have a really have energy drain i guess
i built a second one and my base now cant handle anything lol
HUM
ive decided i wanna unbuild my auto farmer
...this is gonna be a puzzle
plan is empty inventory, transfer all, drop rapidly, transfer all again , unbuild before it farms
lolo;
oh right liquid breathing recharger drain
supposedly intended to be relevant for ||the void spikes||
realistically you're just hurting your power consumption
who said that
i did ...?
hence supposedly
maybe i just wasnt too clear my bad
but i dont see any other place where light would help
unless theres some interaction ||between that and ghosts, making them spawn more frequently and thus spawning more plankton... but since the void is so dark and only using an "audio suppression" system is enough to make them not spawn, i highly doubt that'd be the case||
oh maybe it could ||make reapers detach you faster if you're flashing them, but thats already only 15 damage or even less if you get the timing right, last i recall, so not too helpful there either||
actually now im severely doubting the "even less" part of that statement, but my point does still stand i think
||I just found out the azurite battery makes the repair tool able to repair those data boxes||
is it necessary for that now
?
last i recall i didnt use ||an azurite repair tool except for lifepod 15||
i only had one that i kept on the seamoth at all times
except for that time
ah the || mountains || data box you do need a repair tool
and || the sea treader data box ||
yes but an ||azurite|| repair tool specifically?
yep
must be a very recent change then
~1-2 months ago when i did my playthrough it wasnt truly necessary
Excluding my rush for the mask (finally got it) and the em suit. I'm taking a more wide path to progression than a linear one. That way the next time I hit a big ass wall. I'm ready for it
Also I kind of see what you mean about travel time... I am going to seriously need to move my nearest not bioprocessor base
That way I don't have to drive half way across the map to collect plankton
And I really gotta get acu poop sorted 😭
||I found the funny radiation cave. Lets see if I can make it to the bottom||
im loosing my mind trying find tungsten
well what have you tried
I've checked the meteor, I've ground down pretty much every type of deposit, and I have checked all of the data entries on all my equipment, geological data, and biomes that I have explored
hmm
ive ground down salt many times
how are ypou grinding salt?
the large salt deposits, and the rock crusher
what biome/s are your base/s in?
in areas with photoplankton or with the feeder?
photo
have not built a base yet in any areas with phytoplankton
im unsure how to give a hint on this, perhaps you dont have the method quuite right
Just got my electro suit and I now have no clue what to do 
funny little blue razzberry flavored rocks
Gonna put a base in the crash zone cause why not
👍🏼
Oh yea. I'm gonna farm a load of that
i mean i dont think he likes my base location
Well did you install the perimeter thingy?
I mean the mod has at least two items for maintaining bases in dangerous places 
||One thing I can't ever seem to find is Electrolytes||
ah
Would really like to so I can make swim charge fins
do not take the game of telephone at face value
yea
and to kill this rumor once and for all I am removing this method as a viable primary means
i cant even find the normal primary method
it is not the same as other materials
i understand that
The amount of space in the bioprocessor makes me worried for later recipes
yea
its also to allow for large quantities of product
ok so
having read the description of tungsten grains
|| leads me to believe i need to use the Geyser Particulate Filter, or i need to use the filtration machine in some way||
because of this line
am I completely crazy or am I nearing the mark?
what biomes have you not completed?
nearing the mark
filtering is the right idea
Phytoplankton is only supposed to spawn in the presence of ghost leviathans right?
currently its spawning in the presence of a reaper leviathan
who told you that
apparently my delusion of understanding this mod
i also cant seem to find the pda entry on phytoplankton
Lifeforms/Flora/Sea
thanks
so maxmmum plant limits?
yes
the main point behind the feature being preventing abuse of the food plants to largely ignore food as a mechanic
with some secondary things like reducing the power of blood oil in bioreactor
not literally power yield but how powerful that item is because of its high yield per plant and high power yield per item
so slower growth?
no
ah
it is not coincidence that the class is named BlightBehavior
I was confused for a litttle awhile , i was thinking blighter. But i was pretry sure it was more a plant bkight when i asked
oooooooooh
growth will depend on depth light level?
or atleast it's production oils
????
whats the problem with making your life easier by being smart and farming to your advantage
also wtf is the purple vegetable plant
i never said i am disabling farming
but if you just have a growbed full of lantern or bulbo trees then you have nullified food as a mehcanic
yeah but you're changing it from 12 bulbos a room to 3
chinese potatoes
i would prefer something like a nutrition system that forces you to actually balance your diet
actually thats still probably enough to fill you up since you get like 5 samples per
just means more replanting❓
you'd need to rush the floating island then to have something other than Meat no?
by balance i mean you can't just eat 6 marble melons and be good, you would need to make a balance of fish, fruit and vegs
you also don't have much of a good way to keep fruits or vegetables good over an expedition, you can only really do that with fish
true
i guess it'd tie into the outposts with farms idea
then someway to craft the nutrient bricks through an additive preservative
ooh but what if you could cook or salt plants too
er
no that doesnt make much sense they'd still go bad
freeze them?
true
but again unless you rush the island you're kinda fucked early game
maybe it could give buffs rather than debuffs, in that case
more hp, more speed, slower oxygen usage (? might be busted in combination with the lbs)
even though it doesn't make much sense but to have an incentive to keep it balanced
that, while more interesting, is also FAR harder to imlpemnt and has no way to telegraph to the player
also
you are describing the Spice Of Life mod
which I have toyed with adding to my pack since I really like the idea
but it is one of the most controversial mods that has TONS of people who absolutely despise it and find it nothing but aggravating
part of me suspects they are just the people that want to largely ignore food as a mechanic
not ignore, but simplify, i do think
im a big fan of the... carrot edition, i think it is? where you have to try new foodstuffs and you get small, permanent buffs when you fill out your discovered flavours
A lot actually. I'm just at this point where I can reach for liquid breathing and go deeper... but I'm not sure it's worth the constraints that the lq system will put on me
where food yield drops with repetition and you need to eat something different to reset it
Also dang. I completely undervalued blood oil since it takes up so much space 😅. Didn't realize it was great for the reactors. That will really help my setup
yeah that means you're always carrying your main source of food like steak or golden carrot then some additives to keep your diet stable
I want to add it to DR but the backlash has been extreme
isnt oculus best by far
or does c2c modify bioreactor yields
yes but it is harder to mass produce
Dude I have no clue. I was throwing random fish in and wondering why my power was lacking so badly 😅
That's not gonna be enough for hardmode lol
last i recall its like 400 in a 1x1 item
itdoes but not much
blood oil is trivial to produce in huge quantity
each plant produces 6 or so items
times six per growbed
and it respawns them in a few minutes
ACUs are nowhere near that fast
isnt it going to be limited to 2 per
that is why i added that yes
plenty for bioproc use but enough to throttle mainstay bioreactor fuel
and make nuclear more important
oh well nothing 2 more planters cant fix
or 1-2 more acus
Ig I could get the seamoth mk3.... but I'd still be going down the liquid breathing system to make use of it....
hell i had an entire floor dedicated to acus and i think that paid off since i had like 5 by the time i stopped playing
i should also use the acu auto-bioreactor system a bit more
I assume there are probably upgrades for liquid breathing you can find later. Because when I used it for the first time on a pervious save. Even with respiratory treatment... it felt like I'd dropped down to using the basic 02 tank in terms of dive time
also i think having free energy used first is a big help for power usage
power order mod is great
ooh reika you think you could add that functionality to the wall mounted
Ah
i was thinking of the wall mounted config buildable but ig that works too
less power use priority and more like built-in circuit control a la redstone or factorio circuits or ONI logic or something like that
that sounds fun
just without actually building a circuit
aw
but same "only turn on generator when you need it" core effect
SN has no foundation on which to build inter-machine anything
same thing put the item router on ice
simply just make a wire system
"just"
if i can manage it anyone could
so not ordering them?
though same end result ye
that is what i just sid yes
also holy crap spice of life has suffered horrible fork disease
its in.,, percentages...?
yes
i guess meant to make you constantly update it as you expans
it is a config, so it is not meant to be adjusted much if at all after being set
so no
and you typically do not adjust thresholds for these either as you expand
because you'd use raw number thresholds i would imagine
you wire your steam engines to come on at accumulators below 20 when you only have five of them and 8 engines
but it stays that way long after you have 5000 and 40 respectively
but i guess if you expand your power equally its still the same ratios
the ratios do not matter
the point is that you pick values that are "indicative of load exceeding what the previous "tiers" can meet"
or, relatedly, "indicative of imminent exhaustion"
like this
if your accumulators drop below 20% then odds are you are soon going to have a full blackout
like sure maybe load would drop to stop that, or maybe that 20% still represents enough capacity to survive the power spike, but odds are that you need to kick on the backup generator
thats.. fair, yeah i get it now
cant say ive had much reason to have backup gens in factorio, myself
though I've only ever reached oil in vanilla and... catalyst ore generation i think in seablock
and you dont have much variety for power uptill those points haha
I always move my steam engines to backup-only once i have enough other sources to supply most of my power
in pure vanilla that is not strictly necessary because solar does have priority
(though it can if you want to use nuclear first, as I do)
but once you have other "tier 2" generators involved like KSPower diesel it really matters
Oh good lord are you adding crop rotation
not literally
Whether technically, or effectively, or metaphorically, or rhetorically, bad idea
Unless it’s for the food items specifically I guess
oh shit wait how does overcrowding work
like does it just take that plant specifically into account in the given planter
almost exclusively
Er. That type of plant*
“Almost”
blood oil and pyropod