#SeaToSea
1 messages · Page 43 of 1
Ot the dounle reaper bit
The mod slready protects on death tho
And death in this game is...rather punishing
One of the heaviest survival game punishments ibe seen tbh
Which is odd because subnautixa is mostly a friendly survical game
Ans if i compare it to ark
Which is normally a brutal as fuck survical game
Ark has one of the nicer deaths in survial games
But death in subnautica def is more of a punishment then being forced to reload, but again thos mod is balanced around that
Slowly respawning azurite would sold the problen
Whqt i should do is go get some scren shots of wild plankton colliders
unless you're trashing your items (including losing them in a seamoth death) or tossing them and forgetting about it, you will not run out of azurite
Was talking about if you lose a sound modiule
which, as indicated by n8's and reika's messages, is probably going to be changed
^ though maybe it should also trigger if its part of the seamoth's storage
or for storage specifically maybe there should be some "refund" system, with items having a chance to be ejected out (and said module should have a 100% chance)
I don’t personally see an issue with vehicle-based inventories dropping a floating locker
storage size?
idk if the default seamoth storage or the ecocean scoop storage are bigger than the waterproof locker, but the (c2c modified) prawn storage definitely is
though i guess it could just. spawn multiple to fit them all
but you then have problems w.r.t. free resources, unless you make those unpickupable... but then they become ocean litter...
It’d be more like a dummy storage object that disappears once everything’s removed from it, ideally.
maybe they could just self-destruct if emp-yeahy
And which prevents you from inserting items into
so a question
one of the effects of low morale is to slow crafting speed
just as high deco (now high morale) improved it
but if you think about it this does not make a lot of sense
fabs are machines
you are not actively using them to make them craft, you initiate the process and let it run
this is not like a crafting table with a "work progress" bar like you see in eg ONI/Stranded Alien Dawn/etc, it is more like a machine in any automation game or even things like the space engineers assembler or stationeers crafting machines
i had one idea for an alt approach
you know how the crafting UI is animated, wiht that nested tree of circle buttons that all folds out
I could slow that down instead, making it sort of emulate an "ugggh, fiiiiine" feel for very lazily and half-assedly operating the fab's implied control panel
however slowing UI is going to feel...well extremely sluggish
in a way that I am not sure people will consider acceptable, even if it makes a lot more thematic sense
there is another benefit to that impl though in that that will not scale so much wiht long craft times
one system feels more like a punishment sytem, one feels more like a reward
the reward is less natural, but will have a better feel when utilizing
this has nothing to do with punishment vs reward
also is the animation even vanilla? or is it only in radialTabs
i can find no code for it in vanilla but can in the mod
unsureon the animation id have to take off
I like it
also on the note of crafting. do you have plans to add easycraft compat to you custom resource ingots?
in regards to the mod being able to uncraft them for recipes
can you even do that, though? does it offer some api
items in subnautica can only have one recipe (at most) because its tied to the type of the item (works well in vanilla, sucks for modded)
(so unless it offers some api to add alternative recipes, its not going to spend the time required to look through every type in the game in hopes of finding said recipe)
ah. yea sort of an uneducated question on my part. I don't really know how the game works on a technical level
???
easycraft is not a thing you add "compat" to
it applies to the crafting process itself
it is not a thing you need to put into individual recipes
they patch the way it searches for and finds ingredients
I apologize. As 9th explained. It was an ignorant question
love when the minerals dont accumulate
has anyone actually figured it out?
so does || obsidian|| just evaporate
I don't think that's how the phyiscal composition of obsidian works 
The lava zones be wild
The lava is just hot enough to undo the obsidian 
ye lava giveth and lava taketh away
Killer of hardcore saves on god
In other news
I have made it to the lost river
you did it!
Yes. And you saved me from the lag beast
happy tpo help avoid the bubble of lag
Can't wait to have a fucking brain tumor exploring that
listen, its just really cvostly every time you got a bad ide lol
it is to force you to actually be observant and find its production source ,not just happen upon a huge pile of it
I know there's a mechanical reasoning
I was cracking a little sarcasm 🤣
Oh you don't know the half of it 
No trust me. My c2c fuckery is nothing compared to the rest of my day 🤣 🤣 🤣
on the topic of them, is this also why item collectors dont pick them up
no and that was not something I did intentionally
huh
buildt another scanenr rom near sunbeam debris
its mostly all still buggy, tho i found some scrap
i never did fidn the second nanolathing drone
i got hardsuit, staring to build the rocket because why not
What to do indeed
Have Fun :)
I would love to join you.... but I got too much shit to do for deep sea diving to be on the schedule 😭
im glad to hear you have more of a life than i
Oh no I do not. I spend all my time at home and at least 60% of it infront of my pc. There's just housework to be done (and learning how to make more money than I do now)
Just keep being more producive than i and ill keep being proud of you😁
save and reload
it clears the plankton
reload as in exit and relaunch your game
this does not fully solve the problem though
there are other irreplaceable items that can be lost with a vehicle
none in the form of modules though, no?
even just dropping them is not sufficient as a dropped item is an easily lost item
no but that does not matter
drop a temporary floating locker
and the system as it exists actively forbids dropping them for that reason
i am not sure "temporary" is a trhing
but it is easy to spawn one
also that is going to be a huge pain come 2.0
because async
locker size determined by number of contained items, items cannot be added, and it is deleted when all items are removed
SN has 'item type exclusions' for certain inventories, right?
the locker is not something you can spawn and then access, it is something you have to request a spawn of and then wait for it
and it may never happen
esp if the game is closed or somerthing
not quite - inventories can have filters applied, on a per-inventory basis
not necessarily per type - of item or inv
but it can be used to block all additions
right, that's good
not to mention there is no callback
if the game is closed within a timeframe that would prevent this drop-chest from spawning, it doesn't matter as the sub's destruction will not have been saved anyway
this is also not a state in which saving is theoretically viable
yeah, in this instance it'll spawn by the time the average player is going to notice what even happened
they'd have to be trying to softlock themselves in such a situation
worst case scenario, lock saving until its spawned like n8 said
hell, sure
since you already have a precedent for that (cant save outside bases/vehicles if not hard mode, cant save while hungry or thirsty, ...)
saving is limited enough as it is that nobody would even notice
you dont need a callback since you already yield return myLockerPrefabRequest;
well. i dont really see why you mentioned callbacks when in the message you're replying to, you already know what you'd be doing
but yeah I see no reason why this ought not to work in 99.9% of cases
you still lose the sub and all modules, which is definitely punishment enough, and you can't lose dumped cargo.
if you wanted to, the storage container object could even use the seamoth's storage mesh
implying it just blew off
(pay no mind to the fact that multiple storages may or may not have merged into one)
(the plankton scoop might need to be addressed. possibly just exclude everything other than plankton from it?)
that is not true
there are no guarantees about when an async operation completes - though unlikely it could be hours later
really there are no guarantees it ever completes
and this too
will it ever though
it is not like in legacy where you can spawn an object and you have a reference to that object
you would have to submit the request...and then later, in isolation, find the thing you spawned
there are no guarantees you wont get hit with... solar flares? no not that, whatever the bitshifts from the sun is called
and hope it is right
and yet, you dont believe that's going to happen because its such a small chance for it to do anything
or to even hit
no
this falls under 0.1% of cases
(and that's generous)
request it, yield return, then do stuff
var request = ...
yield return request;
// do stuff with request because it is now filled
assuming this is in a method returning IEnumerator and a coroutine's been started
maybe but losing the seamoth and not automatically rolling back already does
it is VERY rare that people accept that kind of loss and continue, especially with the way C2C scales the cost
and yes that includes me
so it's .0001% of cases, then
you cannot do that in 99% of cases
?
if you're in a non-coroutine just CoroutineHost.StartCoroutine(MyCoroutine());
which overwhelmingly likely is not such a method
class in subnautica's codebase
to be perfectly clear
even then, all it does is ensure some MonoBehaviour exists, and calls StartCoroutine on it
the rest is all unity magic
async really isnt that big of a problem once you get familiar with it
it can spread to methods calling it if they require the result, though (even then, thats not something Action<GameObject> or whatever type cant fix, meaning you retain your syncness in the caller)
the callback system you were mentioning before, i mean
true, delegates might be a way out
I just know from a brief abortive attempt at 2.0 a couple years ago that I ran into innumerable problems with this
where I make some non-async vanilla function call my own, which spawns a GO, that i then do something with or to
then callbacks are the way to go
nice and simple and you still have most of the structure pre-2.0
...for the hooks, at least
personally, i just have something like
public static class PrefabUtils {
public stafic void RunOnPrefab(string classId, Action<GO> callback) {
CoroutineHost.StartCoroutine(RunOnPrefabAsync(classId, callback));
}
private static IEnumerator RunOnPrefabAsync(string classId, Action<GO> callback) {
var request = ...
yield return request;
callback(request.result);
}
} ```
heavily simplified and culled out any error checking with the result since im on mobile but the idea is there
personally i do enjoy just calling some method and not having to remember to StartCoroutine it, hence the sync and async versions
i know ive had that bite me a few times in the ass...
that would be a lot nicer yes
though
there is still possibility of issues
many of my hooks are not simple fire and forget
they affect the vanilla game logic
where I intercept some value being calculated
a good example of this is water temperature
I patch the function that computes it, and that computation does, among other things, depend on proximity to some GOs
now proximity to != spawning of
but the point is you can see how that might be an issue in other cases
oh here is a good example - creepvine seamoth clogging
being in creepvine slows the seamoth
yes
exactly
so what about this does this require async exactly
oh wait hold on i misremembered something
cant say i ever remember something like this though despite plowing through creepvines with my moth in several instances
not just for firing an event
but for being able to change what is picked up
obviously that involves spawning a new GO
and that new GO is the value used in the vanilla function's logic thereafter
any chance you could forego that and instead just have a "clone"
er
wait
aby chance you could forego that and do what scrap metal does for instance
multiple possible models for one given techtype
that is not what the hook is for
i dont know how exactly either your hook or metal works for the record
that hook is used for two main classes of things
one is for items that pick up as others
think lumenshroom oil or the C2C heatblade
...the heatblade is a new techtype?
the C2C one is
otherwise it falls through the floor
it is a copy that has no physics
but picks up into the vanilla one
huhhh
anyway the other is for progression-dependent stuff
uwe does have utils for disabling physics i think
that are called when the item is put into storage for instance
you could look into them and just have a component that does the heavy lifting instead
that only addresses that one speific use case
i am aware, yes
and introduces its own edge cases
why are there natural and picked up versions of this btw
does natural like despawn
oh third thing is preventing cheating by farming 000
or something
yes, and also it picks up as > 1
right
obviously if it was not a different type that would be ah uge exploit
the giving of extra items i think you can safely transfer to async
few frames where the player doesnt have the extra ones really wont be noticeable
no it has to intercept the existing pickup
with the item pickup animation onscreen taking up like a second or so
otherwise unwanted things happen
because the game runs all the adidtional logic on the old item type
and again that too is just addressing a specific use case
this is not the only example where I intercept a value at runtime
address one specific usecase at a time until you're out of usecases :p
one of the biggest being tech/recipe unlocks
like i get what you're trying to say but you will have to deal with all this sooner or later
if you plan to move to 2.0 eventually
might as well start planning ahead of time so you're ready when the time comes, yeah?
at least, thats my view on it
worst comes to worst, mirror everything that it does into your own hook
its not like sn's code has to be reverse engineered, after all
obviously i also dont know the full extent of how 2.0 affects your mods specifically, so i do apologize if i make it sound like i think its easy/ier than it truly is
server is always also open to questions i assume and you can abstract your implementation, or word it in such a way that it wont give out what its truly used for in c2c or whatever
yes that is why i am reluctant to do things that will be difficult to port
it is across 20 classes
that would be a huge patch
but I am not doing this
ah
that is how you end up with an unmaintanable mess of spaghetti patches
maybe thats just worded bad
i really do mean just work on an issue at a time until they're all gone
ykn standard software dev stuff
not keep hooking and patching till it works
no I know
but 100 dedicated fixes is worse than one general-purpose fix
so much so that i refuse the former
You’re not able to set it as some sort of static/fixed object?
that would have that effect all the time
if you change the prefab you change its behavior
how do all existing resources do it, then?
loose lithium, nickel, kyanite, ruby, etc
that is a specific property on rigidbody
isKinematic
when true the object is fixed in place
but you are missing my point
the point is if you set that every time it spawns, you make a thermoblade always go stationary
remember prefabs are loaded from template every time they are loaded
there is no persistence of modifications
this was something I struggled with hard in early 2022
with worldgenned prefabs that i modified reverting to defaults when reloaded
to have a "prefab but changed" persist across reloads - where here "reload" does not just mean save/load but even the equivalent of chunk unloading - you need a custom prefab
you can modify an existing prefab, and in many places i do, but that is for permanent/global changes, ie nothing conditional
stuff you can safely know need to run every time the prefab is recreated
a good example - those dead marblemelons
they kept reverting and it is because my removal of the eatable and farmable and such did not "stick"
since 2023 they have been a custom "dead marblemelon" object
if you have ever noticed DI-generated GOs having long XML strings for their names, that is an artifact of this
originally I wrote a system that spawned a vanilla prefab and then applied modifications
that had the issues described
eventually I modified it to generate a custom prefab defined as - ie whose GetGameObject is - the template + those modifications
with the XML tag from which it was created being the ClassID so that two identical tags would only result in one new prefab, referenced twice
another problem with this idea
my system is per-item
i would need to toally rewrite it to do "aggregated" behavior like that
it kinda sounds loike currently you presume a reload on most moth deaths
if any azurite or avolite based item is in a seamoth locker, do the same explode
yeah, back to the oundsplosion idea
ohhhh are those the shrived ones? I've never even triied plating thm
oh
I found the problem with base plankton not being detected properply
for OnTriggerStay to fire, at least one of the two GOs must have a RigidBody
ie a physics component
for obvious reasons neither does
I am not sure which would be laggier
adding physics to plankton or making the ||redacted|| check for it every few frames
For a trigger collider to work, at least one GameObject involved in the collision must have a Rigidbody. Trigger colliders can be any collider type (static or Rigidbody), but in most cases it’s good practice to make the trigger collider a static collider. and add a Rigidbody to the GameObject that passes through the trigger. If several GameObjects are passing through one trigger, there must be a Rigidbody on at least one GameObject in each collision pair.
isthere aything i can po in the current version to assist in this trouble shooting reika? i know you have a directipon already but am happy to help in this
that is rough
it appears I removed the rigidbody for performance reasons in march https://github.com/ReikaKalseki/Ecocean/commit/96d54f812a5df0ec59581230eff4dac2761b9da5#diff-d92f7f13a9fd2001aee9382f156d63d28687b04952f544b6cd226e42f3c7b1d3
so i will readd it
yes it works now
fuck ya\
public static void onEat(Survival s, GameObject go) {
if (go) {
Pickupable pp = go.GetComponent<Pickupable>();
if (pp) {
TechType tt = pp.GetTechType();
if (tt == TechType.BigFilteredWater || tt == TechType.DisinfectedWater || tt == TechType.FilteredWater)
return;
int morale;
if (tt == TechType.StillsuitWater) {
morale = -50;
}
else {
ReadOnlyCollection<ConsumableTracker.ConsumeItemEvent> li = ConsumableTracker.instance.getEvents();
int eatsSinceDifferent = 999999;
int back = 1;
for (int i = li.Count - 2; i >= 0; i--) { //this event is already in the list so start an extra item back
ConsumableTracker.ConsumeItemEvent evt = li[i];
if (!evt.isEating)
continue;
if (evt.itemType != tt) {
eatsSinceDifferent = back;
break;
}
back++;
}
string msg;
switch (back) {
case 1: //different from last item -> boost
morale = 10;
msg = "Morale boost from dietary variety";
break;
case 2: //if same as last two items then no effect
case 3:
morale = 0;
msg = "Dietary variety recommended for optimum morale";
break;
case 4: //if have to go back five items then small penalty
case 5:
morale = -10;
msg = "Lack of dietary variety slightly harming morale";
break;
case 6: //if have to go back five items then moderate penalty
case 7:
case 8:
morale = -20;
msg = "Lack of dietary variety substantially harming morale";
break;
default: //eight or more and you are always eating the same thing, so big penalty
morale = -40;
msg = "Lack of dietary variety severely harming morale";
break;
}
SNUtil.writeToChat(msg);
}
MoraleSystem.instance.shiftMorale(morale);
}
}
}```
every time you change food items - ie what you eat is not what you last ate - you get +10 to morale
if you go a long time eating the same thing, you get a penalty on eat, worse with longer strings, maxing out at 40% at > 8x the same thing
actually I am going to add a penalty to raw fish
and to some plants via ecocean
this will replace the damage on koosh
also gave a small morale bonus to spotted dockleaf
you know what I think I can release this
there is still stuff to do but it is all improvements, not core functionality
note this is a huge update by code change since I started using VS, which helped me do a ton of code cleanup
plus there are a lot of new features and mechanics
see
i look forward to more testing on my illy outpost
(and hopefully reclaiming all my titianium)
new features are neat oo
too
are spores added in yet?
dont really need to answer...im gonna check
uhhhhhh my fpssssssss
umm
my batteries
so no batteries....
um
i have questions
.>
you sure the mod is installed lol
that looks like a standard "missing techtypes" issue
all bases were super broke...lost ability to do reinforcement pillars tho that may be intentional. lost recirc mask, lots of the questionmarsk in inventory,
ill double check if i didn soiemhting wrong
would also probably help debugging if you posted your log
if you have the mod installed, then its some error along the way that made it so it didnt get to register the items
no mod?
i put it in the wrong folder
gg
im lauhghing so har
d
seamoth solar charger
little worried about found no repulsion fun to swap
freezing [...] for 2?
swapping's with a keybind now yes?
oh is it?
i want to go down there to check but i have something more pressing to check
at the very least, its no longer through a recipe so you cant fabricate batteries out of thin air
for some reason the default keybind of pgup is firing when you use mouse scroll for UITweaks batch crafting
also is anyone having an issue with the air meter randomly not going down
and, VERY oddly, pausing with the ESC menu for a second causes it to go down one unit, then stop again
oh..lol i have backscroll set to item pikcup
i have not had that yet but i will keep you posted on my experience
are you using lliquid?
no
this is in a brand new save
just freediving around it pauses the o2 at whatever it happens to be, only resuming some length of time later
ryley just got better at holding his breath
pausing makes the issue go away for a second
wtf
i changed nothing about o2 handling
well
except the huge code refactor
but no intended changes to logic
my seaglide acts funny until i pause
how
it wiggles back and forth
what
my arms and glide wiggles back and forth and it uses no power
not when i leave from lifepod, i think only when i leave from moth
but not 100% gimme a bit
o2 is workng again after leaving from pod
when leaving from unpowered base its just not powered, no wiggle
not my video
wtf
this makes no sense
and i HAVE used the seaglide in this version
not extensively, but enough that stuff like "does not work after leaving a base" would be noticed
im in vc i can stream it a bit if you'd like
the seagide is minor, pausing fixes
gonna go check on my grinder clone thing
whatever that means
the 02 thing is super weird
..i hope saving wasnt a mistake
worst case scenario you just revert to your backup yeah
i do not have a backup
youve made a brand new save you dont have anything to rollback to, do you
is your mood supposed to go down to near 0 when you start
i dont remember if it was at like 50% before
i cant seem to repro the o2 issue though
ouchh the fab icon expand speed is slowwwww
do you also move slower with low morale?
I thought you meant the mod release
"zero human life signs detected"
"well fuck"
i mean
worldgen presumably is the only thing you dont have an immediate backup of through gh
yes, though not by a huge amount
that
happiness affects seaglide speed
is fair
but yes
it starts at 50
and then that line forces it to 10
the real start value
I added lots of story-reactionary bits like that
harassing a gaspod for free early morale meta strat?
the comment on the top of the biggest ones literally reads "hope falls, discontent rises"
well you get like 12 per new item
discovery, not collection
that said i do need to nerf it a bit
and yes this means there are a couple places that ryley will figuratively have a complete meltdown
speeds affected a lot ny moral
making the early game even more of a drag 💔
but i guess thats how survival games work
im hearing dnt play the death monolofue in mushroom cave
would it be better to keep low morale always then
so you dont lose as much from said events
morale is not a limited resource you need to ration
or like 50% so you arent slowed too much by anything
ah
it is not like there is a limited amount of morale increase you can have
my o2 meter
dietary variety huh...
does this mean like actual food types or just different types of fishe because im not sure how different types of fishe would offer variety in your diet in any meaningful capacity
for now the latter
oh shit new foodstuff incoming?
oh wow the bkelp drains your morale holy shit
im at depth 1 aint even seeing anything and its going down 2/s
or somesuch
oh i should probably adjust those rates
oh haha license added to the repo nice
there adjusted
but it is meant to slowly reduce it
7 of 9 preconditions and all that
yeah i recall you mentioning that
LOTS of voice lines like that one got made into mechanics
but like you'd get used to it right
after exploring it enough times
since with c2c you're going to be going through it a lot
maybe but that gets into being too difficult to implement
and at that late in the game morale-increasing measures are abundant
for that 1h period the "resting point" is shifted 200% downwards
so it always decays to 0% no matter what
i read a couple fanfictions from ryley's perspective and a common theme was what amounts to a complete meltdown after that event
which makes sense
and I implemented it
WAIT I JUST REALIZED
the o2 thing
i have had this before
and the cause was an exception being thrown in the player update loop
uh oh?
BINGO
NullReferenceException: Object reference not set to an instance of an object
at ReikaKalseki.AqueousEngineering.MoraleSystem.tick (Player ep) [0x00673] in <8d2dfeebd1f84ae4bcf6faea3f3ff0e8>:0
at ReikaKalseki.AqueousEngineering.AEHooks.tickPlayer (Player ep) [0x0007a] in <8d2dfeebd1f84ae4bcf6faea3f3ff0e8>:0
at (wrapper delegate-invoke) System.Action`1[Player].invoke_void_T(Player)
at ReikaKalseki.DIAlterra.DIHooks.tickPlayer (Player ep) [0x00118] in <d409f138118e40ed9ee0ba23af50e60a>:0
at (wrapper dynamic-method) Player.DMD<Player::Update>(Player)
NullReferenceException: Object reference not set to an instance of an object```
gg
now i need to fiture out why
hell i might have just fixed it with a tweak for another issue
thisis true but the main point of morale is to add a use for deco
i could move it
rather easily
we shall see
my view is aq eng is for deco, machines etc (engineering) and c2c is for modifying the core gameplay loop (liquid breathing, morale, new recipes, exploration)
hm
because you now get an altered gameplay loop just for downloading some new deco or machinery
true
ok i will look into moving it
but not for the next update
i do not want to delay the fixes
fair enough
is the "x2 strength" supposed to be on the next entry
i do notice the story goal keys dont necessarily line up with the Object™ nearby though
i think so
(couldnt it just have been a "seen any" flag yet, that just doubles the first time it's seen?)
what?
the first time you see any ||destroyed lifepod|| just double the amount it gives
so you dont have to rely on the "its usually the first youll find"
though i guess this isnt anything too relevant either
since players probably wont care enough to remember exactly how much one of them lowers morale by
and tracking that again gets messy
if this was more important it might be worth it
but as it stands not really
also i think i found the iossue https://i.imgur.com/L7Yip4S.png
tf is ep
anyway no idea why this got made into two ORed conditions
it should be one big AND
and so it was checking amb - which is usually nulLOH
THAT EXPLAINS WHY IT WAS NOT AN ISSUE IN THE SHALLOWS
because that one has an amb
but the shallows caves and the kelp do not
i am going to prevent issues like this in the future
no more silent exceptions in player tick
im just so happy i see the purple
low happiness with aazure seaglide seems to be basically as fast as swimming
its like the swimming ebuff from happiness is fully applied to the glide as well
pausing seems to fix...
i take that back
yes it would be
though that does not make as much sense the alternative is it basically never being in effect
pushing fixes now
not all the fixes, but for everything super important
plus a few balnace twaks
that is not true
the penalty only kicks in at 25%
private static void affectSwimSpeed(DIHooks.SwimSpeedCalculation calc) {
float morale = MoraleSystem.instance.moralePercentage;
if (morale < 25) {
calc.setValue(calc.getValue() * Mathf.Lerp(1, 0.5F, morale / 25F));
}```
howver i see a bug there
above 25% it is 100%
but then it goes the wrong way from 0-25
so 24 is slower than 1
easy fix but will push that tomorrow along with the rest of the less urgent fixes
oh shit i just realised this makes ||the bkelp base, reaching the liquid breathing cure and early entries into the lr|| an absolute nightmare
the morale system
ah fair, i was gaining happiness teadily during that time i think
make ahappy bubble base
i nerfed it a lot
"keep calm:
still negative
looks like it was changed to -0.5/s
noice
yeah i did too because who unironically decorates their base
though it seems that may have become a necessity
haha yep
And i mean more than the usual reasons😅🥲
playing league of legends is not the meta for tungsten anymore
Im over 2 years clean🥲🥲🥲🥲🥲
the lillies give more than tungsten
i see now how the salt roulette was meant to work in tnadem
they give anything that || drilling salt || wouldve
...though i do now realise that technically conflicts with the || refund || mechanic that's been added since... but i guess there isn't really a better approach, with the current tools
I think Reika can consider registering an account on Bilibili to share her mod.
TheSteveKong, one of developers of Return of the Ancient, is there too.
I originally planned to share C2C on Bilibili but most of the time I have been just slacking off.
whats the new updates about
Morale :)
what the hell is bilibli
if "share" here means upload the mod for others to download, you are not to reupload C2C yourself
ever
what is the new update about?
bilibili is basically like a youtube for chinese people
Yeah does seem to be the case
I think they meant a different form of share
As in "share video footage"
Hi. Didn't get help on reddit, so I'll try here 🙂
First of all, thanks Reika for the mod. It adds a lot of stuff for a second or third run of SN.
Problem is, the game glitches after a while (apparently at random times), and both the fabricator and builder tools stops working.
They show the full catalog of known items at that time (even if I don't have the available resources) but can't click on neither. Reloading the game fixes it briefly, until it breaks again.
ohhh
check your log for errors, specifically the string Exception:
Thanks for your quick response. Which log exactly?
The regular qmodmanager_log-Subnautica.txt?
yes
Hmm... how do I paste code in discord?
Línea 8739: IndexOutOfRangeException: Index was outside the bounds of the array.
Línea 8773: Win32Exception: ApplicationName='SubnauticaMonitor.exe', CommandLine='29908 10 C:/Users/Admin/AppData/Local/Temp/Unknown Worlds/Subnautica\monitor.in C:/Users/Admin/AppData/Local/Temp/Unknown Worlds/Subnautica\monitor.out', CurrentDirectory='', Native error= El sistema no puede encontrar el archivo especificado.
Línea 9145: ArgumentException: The Object you want to instantiate is null.
Línea 10141: NullReferenceException: Object reference not set to an instance of an object
Doing my best 🙁
the first two are not likely repevant but the next two could be
what is after them
like I need the full stacktrace
ArgumentException: The Object you want to instantiate is null. at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean awake) [0x0004b] in <11d76d5f2da344218c391ad1f20978b4>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean awake) [0x0000d] in <11d76d5f2da344218c391ad1f20978b4>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean awake) [0x00001] in <11d76d5f2da344218c391ad1f20978b4>:0 at EditorModifications.Instantiate (UnityEngine.GameObject prefab, UnityEngine.Transform parent, UnityEngine.Vector3 localPos, UnityEngine.Quaternion localRot, System.Boolean awake) [0x00000] in <96e7a0f5e8ab4082be73ddac2f91bfd5>:0 at UWE.Utils.InstantiateDeactivated (UnityEngine.GameObject prefab, UnityEngine.Vector3 localPosition, UnityEngine.Quaternion localRotation) [0x00000] in <96e7a0f5e8ab4082be73ddac2f91bfd5>:0 at SMLHelper.V2.MonoBehaviours.EntitySpawner+<SpawnAsync>d__2.MoveNext () [0x000ef] in <21ae6a9b90624ee6a507253882306786>:0
NullReferenceException: Object reference not set to an instance of an object at uGUI_WaterBar.Awake () [0x00079] in <b20a3a5ada624fe2a1501d935cca65f7>:0
BTW, I'm using RadialTabs and MoreQuickSlots too, which according to tour guide seems ok to use along your mod.
this one is harmless
this...does not look like mine but it does suggest a serious problem
it is worldgen failing to work, which for C2C is fatal
however I do not see why it would happen
and besides it does not affect UIs
Could it be fixed with a reinstall while keeping the current save?
This is a visual bug mostly yeah?
It represents visually by showing every item on the fabricator and builder tools, but can't click on any item so I can't make anything new
Reloading the save fixes it for a while, though
are you sure you dont have some forgotten item in a fabricator or workbench somewhere
that typically happens because you havent picked an item up
Not to my knowledge. It happened since I built my first fabricator.
But now I think about it... I toggled on the pod drift. Could the fabricator in the now gone pod glitch the others?
I did a quick search and found this similar report: https://discord.com/channels/324207629784186882/1409104699491090482
could the reverse be true, ie you using 2.0 mods
I did my best to follow your instructions and only use the legacy versions of QM and SMLH
This is what I'm using, with the exception of the Cyclops dock
i use most of those myuself
but cyclops docking is known buggy
could it be involved
also
what radialtabs is that
of all the mods most likely implicated in the UI behaviors you describe THAT is a real suspect
mine is just called 0.0.6
DockingCyclops is not really installed. RadialTabs is a must with mods that adds recipes. Which version do you use? Got mine from Nexus
I use their legacy version: https://www.nexusmods.com/subnautica/mods/207?tab=files
Just stumbled into this reddit thread: https://old.reddit.com/r/subnautica/comments/1b1fkyt/why_doesnt_radial_tabs_work/
I'll give a try and will report later o7
BTW, the new morale stat is nice (anything that makes the game more challenging is a plus). But, perhaps we could have a setting in the config file to tune it around?
Thank you so much for your time again, Reika 🙂
there is already a config for the magnitude of the impact deco has
which is the main mechanism of morale increase or decay
Cool 🙂
(its in aqueous engineering's config, at least for the time being)
er. seems it may be hard-locked by c2c anyway?
yes
since when was he a developer
Pretty sure Junshen is ESL, i think some meanings got lost in translation
(I could be super wrong but)
oh, right
Bilibili is a Chinese video platform like YouTube, I meant you can upload video to share your C2C mod.
Anyway, I both use B-Web and YT. Just for info about games and something else.
to the best of my understanding, Reika is the type of person to prefer to maintain as few accounts as is feasible for a given situation
less "accounts" specifically and more "shit I have to remember and spend time on"
if creating an account on a site made uploading to YT automatically mirror my upload to that site it would be totally fine
having to maintain two hosts however is not
Alright @Reika, a combination of thoroughly reinstalling everything again and your RadialTabs file seemed to work. Thanks a lot.
But now I face another challenge. Out of nowhere, after a while, can't save my game. I click the "save" button, the menu dissapears (only the cursor stays) but the Alterra logo and the "game saved" popups doesn't show.
I have run into that before, and though I do not remember specifically it too had a cause like throwing an exception in the save handler
that will also appear in your log, though the first thing I would check is if you have anything weird going on with eg file permissions or disk space
That was my first thought, so already toggled off any "only read" permissions in the Subnautica folder. Will report tomorrow.
On an unrelated note: did the Morale mechanic change the food and water depletion rates? Because I'm consuming whole ecosystems since the update...
Also, it's possible to keep the Fabricator menu responsiveness at its normal speed and only slow down the fabrication process? It's driving me crazy 😄
theres a morale mechanic now?, fuckin hell
what does it do
It was just implemented, so maybe I won't be 100% correct on everything. That's what I learnt so far:
- 4th status bar "Morale": At 0% the fabrication process gets slowed to a crawl. To the point that it may worth investing in several Fabricators to offset it. The slow down gets reversed until the morale gets at 100%, at which time it works at its normal speed. I just go do other things while stuff gets made.
- Base decorations set the baseline Morale (think Grounded decorations). It forces you to make your base pretty, which I like.
- Food variety makes it go up (I like it, but there is not that much different foods to begin with). Repeatedly eating the same thing lowers morale. That alone made me get a coffee machine.
- There are other ways to rise morale that I won't spoil 🙂
What I don't like: - The whole fabrication mechanic is slowed down. That means that the "opening" animation of the Fabricator interface is ssslllooowwwwww, which will make you click by mistake before it finishes and it starts again and you want to smash that thing.
- You burn through food and water. Not sure if there is a hidden "stats depletion multiplier" on lower morale levels, or it's just the fact that taking 30 seconds to make a single ingot takes a toll on your supplies. It's an interesting way to make you invest in the "food technology tree", but early game is a pain in the a**.
Suggestion to @Reika: An MRE like item with a high calorie and hidration values I can carry around in my scouting trips without them taking half my inventory.
why would you feeling like shit stop the machine tho
What do you mean?
yeah she did ponder about it after adding ^
a machine caring about your morale really does not make much sense
why would having 0 morale make the fab run badly
honestly i do not like that you can end up with a 10x duration extension, from what i can gather through the public source
well that is at 0 morale
which i dont think you can even hit
especially if its in damn emergency modde
it should just alwyas try working its hardest
that too
like all ur machines know ur in a really bad place
you're in a situation where you arent going to have any morale anyway
or probably do atleat
low morale increases food and water rate yes
I got that idea from Stationeers
however the feature is going to be moved to C2C, though with you using C2C that will not change much on your end
I like the concept, but the implementation seems rushed. It's way too punishing early game.
- Morale slows crafting yes, though there are conceptual complications as I will get into in a moment; however the speed curves you described do not make sense; it should be slow until 100% speed at 50%, and above 80 or 90 you get a speed boost
- yes, and that is the core purpose of morale, and why it was initially conceived
- Adding a use for the coffee machine is actually a plus to me
- The interface is actually something I discussed here a few days ago, for the same reason as the conceptual complication
- I might want to look at tweaking the numbers but the increase in rate is intentional
- That is what a nutrient block is, and though those are not craftable, there are a lot of the on the map
yes, and i talked about this
ah yes you linked it
less rushed and more only lightly playtested
this is the kind of thing that i cannot really get a good feel for the exact numbers without someone actually doing a survival run
come to think of it, since you're already patching into radial tabs, could you make it so clicking on a node doesnt turn off the ui, perhaps?
yea understandable
already exists in the game
u jus need to hold shift
so you could still click off on the side
here is what I will do
or install a mod for it
I will reduce the craft speed penalty cap (from 10 to say 6)
second-to-last point i think?
I will also made the radial tabs UI integration take the place of the speed penalty
ie you will only get the craft speed penalty if you do not have radial tabs, so you at least have something
oh i thought you just made radial tabs a required dep for c2c
that would solve any problems wrt radial tabs not being installed
That would be great.
Also, adding a morale boost to coffee seems logical.
I think TerrainPatcher is the one I made required
ye
on one hand yes, but that is also abusable
also, if Ryley is anything like me then the morale impact would instead be strongly negative XD
maybe just add a cooldown period
consume coffee and get a bit of morale but you wont get any for the next. half a day? or whatever
any from the coffee*
does make it into a bit of a process you have to remember and do every so often for free morale, if that means much
orrrrrr
make it so after the effect of coffe it instead ruins morale
because of caffiene/sugar crash or smth
or make it become less effective the more times you drink it
upto 50% less effective
u can have a bit of fast crafting if ur fine with slow crafting later
there
internal void onDrinkCoffee() {
float time = DayNightCycle.main.timePassedAsFloat;
float diff = time-lastCoffeeTime;
lastCoffeeTime = time;
if (diff >= 3600 && DayNightCycle.main.GetLightScalar() > 0.2F) {
shiftMorale(10);
}
else {
shiftMorale(diff < 300 ? -15 : -5);
}
}```
is this in seconds
well 10% morale is pretty significant so i guess a long cooldown is kindof fair
...wait is there any way to see just how long passed since the last drink
because an hour long cooldown is horrible otherwise
I thought the mroale only affected crafts icons showing
I mostly just stab different fish while swimin around atm tho havent played much last couple xays
Theres a pda that has a recipe. It would be sweet it they were craftable
In the aurora the cook talks about makin em
Also i saw a great youtube comment to share with all of you
"You have detected multiple lawsuit class actions in the region. Are you sure whatever you are doing is worth it?"
Okay. So basically morale adds an additional depth element to the game by incentivizing the player to actually take care of their players physical and psychological health?
Like that's the gyst I'm getting? I haven't been on in almost a week so I haven't checked out the update. ADHD decided it was time to cycle out the hyper games 
Strong game side? Or strong player side? (Hard to manage or op)
Hard to manage a bit
You lose morale and food pretty fast depending
Tho morale bounces back pretty easy
The best tool for it is heated knife
Just 2 or 3 fish at once
Get the 3-6 in the inventory from doubles
Then rotate what you eat
Ie dont eat 2 bladder fish then 2 hoop dish
Do 1 1 1 1
Or 1 2 1 2 if you want a "pattern"
Seems like it would work pretty well if we had some custom food items we could prepare.
Cause honestly just stuffing down fish seems like it'd be pretty bad for a persons morale in general
Definitely gonna put a new spin on exploration though
And what goes into a given base in a given biome
Hmmm....
I may take a long term break from actually playing c2c
Just to watch where development goes
Because with each update to each mod the actual playtime investment seems to increase
So it makes more sense in my mind to just wait until the mod is closer to being "developed" before I committ to a save
yeah thats my mindset too
breaking changes arent something reika's shying away from, either
(see: seamoth depth mk1 progression change made some time ago)
so you could very well make your save unplayable at any point, at least until its "completed" more or less
honestly the best update c2c could have i think is working with save reloads in the same instance (without having to restart your entire game)
halves your actual playtime all by itself
or like 3/4ths it
I really like the idea of c2c turning subnautica into an in depth and immersive experience
I just don't want to go ahead and do like... 20 little saves before it reaches that point 
Nit sure when we will get a more major update
I wanna conplete my current run
Makes me a bit sad i wont hsve you to journry with anymore void🥲
the times? yes
you are not supposed to try and game it
ie you are not supposed to look at a timer and go "ok i have 20 min until i can drink coffee again"
it is to reward coffee used non-cheesily
that is the other thing the morale system is used for
punishing cheese
its core purpose is to add value to deco and to punish metagaming
i mean you do you i guess
but it also has been leveraged for things like amusement and narrative depth
thats fair
I 100% fuck with that
I try to avoiud those
It works really well with how your mods completely change how subnautica feels
ah
but sometimes they have to happen
the longer it has been since an update the more likely one is to occur
It feels less like a game and more like... I don't know... an experience?
could add some "version" property on saves
I gotta see if it's possible to do it vr some day
so you can unbrick the save, in case of a breaking change
how would thta help
it would require me having every historical impl of everything still implemented and accessible
That just sounds like a pain
if its a serious enough change like the save being completely unplayable because the mk1 depth module is no longer obtainable (and by extension, none of the upgrades, since you cannot even cheat them in without the cheating system triggering and glitching out your seamoth), i think it's warranted
Probably better to watch the update notes as a player. And make sure you don't accidentally update into a critical change
something as simple as "give the depth module recipes" (or the equivalent, in case of other changes, of course) would suffice, im thinking
not a complete history of every change ever
kind of hard to not update when youve got a big, yellow warning text at the top of your screen telling you to
and its not like c2c has many patch notes in itself, either
or at least i havent seen them
aside from scouring the public repo i guess
I mean... if it's telling me to. Then I'm probably gonna ask why 
there's no guarantee you'll have full patch notes from an answer either
IMHO, having to put some care onto your character is a great idea. It adds immersion and a challenge, but needs some tweaking.
I'll put an option to toggle it off in the settings, so people can still play their current runs while it gets sorted.
it used to but I lost the ability to edit my site with the drive failure
what do you mean you will put an option to toggle it off
I threw out all my decorations😂😂😂😂😂
Is the new thing the green screens?
Or are those always there....
God the way i play games is weied. My brain cuts out so much of what i look at when i think its useless
Same reason i throw out things like decos
I juzt see something that cant help and i toss
I was so disapointed my first playthrough onthe duffel bags
I thought i found my hydrodrick cube 🙃
I mean, having the option to turn off the morale mechanics.
Personally, I like it and am using it right now. But some people may find it very unforgiving in its current iteration.
Oh that will never happen
it is getting moved to C2C though
Reika is clearly tinketing with its balance and liate ing to our feedback though ao keep reporting what you notoce
Oh sure! I want it to stay. Just chiming in for those that don't want it in their current games. That's all.
I get ya. I pronise it wont get fully turned off though.
is this more clear https://i.imgur.com/TCEBtRJ.jpeg
huh?
how does that happen
my site, or rather all the input data and the application that processes it, was on that drive
i have a good chunk on git but i would still need to reconstruct the workspace
and there is risk of data rollback
ahh
thats called being productive and efficient
shortest path to success
unfortunately, that is not the winning route in c2c
and you have to do shit like... eugh... decorate... and make your base of operations look nice...
though on a more serious note i do wonder how you're supposed to combat ||blood kelp morale loss||
...does morale loss from the ambience trigger if you're inside a base?
i feel like it shouldn't, especially since no windows. because yknow. you quite literally do not see it
but if it does (and should, only with windows), maybe the observatory should be checked if it works correctly lol since its a different biome as far as the game's concerned
c2c isnt the type of mod where you can turn off mechanics
well, without modifying your local copy of the mod. or patching into it with another. or something
but obviously you can do anything at that point its a no brainer
oh shit i just realised this makes ||the campfire|| significantly less useful now since you have to eat several different types of food
well, i think just having 3 types you rotate through should be enough to stave off the bad effects and have the consistent good effects, from what i recall through the repo
Super is
Thermoblade is really nice
Stab 3 fish
Thats 6 fish to swap between
On an unrelated note: after a while playing, can't save my game anymore. I click the "save" button, the menu disappears (only the cursor stays) but the Alterra logo and the "game saved" popups doesn't show. Did this happened to anyone else?
Both Google and Reddit failed me in this one 🙁
thermo is unfortunately really late in progression
well not really its only like 20h in
also this method is invalidated by the lbs
because you cant eat with it enabled, and disabling the system to eat kills you by lack of oxygen
er. Lack Of Oxygenated Fluid
You gotta be in a base or a moth to eat yea. Cause you gotta cycle off the lbs tank
admittedly, i forgot doing so does not instantly asphyxiate you
Yea no. It does a quick jitter. But cutting off the supply from the tank. And flushing the remaining fluid like that. Makes a lot more sense than just trying to take off the mask
The mask it's actually has a note about being able to expel excess gas when needed in it's item description
?? wait do you now need to switch to an o2 tank
oh
nvm
taking off mask kills you, taking off tank does not
is what you're saying
sorry im just slow
Ye
Think about it from a mechanical sense
yeah in one instance you still have Fucking Fluid In Your Lungs and are missing the sole mechanism capable of pulling it out
it makes sense for sure
You van totes plaued a little mini game and its cool
Switch click clicl switch
...younknow some peopl3 probably dont know whwre yo nab it real quicksy
to go that far down you have progression before you
also huh. playing in freedom means you do not have a morale bar
i do not know if this means no morale
I dont think its hard to get at tbh
But i am aparently unique in my 2 ultra tanjs style
seems to not have decreased after the initial pda voicelog
Byt 2 ultras and rebreather
So more invisible in creative
ohh okay nvm it did lower
and you still have the morale effects
just dont have a bar to show for it
wack
Weird
aww it does
though it seems to be slowed
despite having zero(0) decoration around
which does just make ||the bloodkelp zone|| a morale drain where you just have to suck it up?
there's gotta be some way to combat it though...
ah! i think it'd be cool if you could do this somehow too
on initial bioreactor construction
though of course detecting what is and is not an achievement would be a tremendously difficult task... maybe just a picture frame set to something giving you a bit of morale when you look at it? sometimes?
Im all
no
there are separate freediving/seamoth/cyclops values
zero deco is a negative baseline
How much will i be punished if i spawn a few decos in😅😂
build a base spanning the entire area
Lololol
zero morale is a lot less severe of a handicap than you seem to think
you do have other means of decorating, for the record
but anyway it is only freediving there that has a substantial morale hit
there is one that is very good at deco value, though you do need to pair it with hard to get things
that may or may not be giving it away already
The food thing i kinda noticed, but tbh eating food was the main way i fought deco
Havent logged on since patcg
Mostly i confirmed i had tge ourple and fucked around a little
honestly the worst part of the food situation is the recently added food wilting mechanic
My only real guess is you mean acu, i think there are a couple buildablea that seem obvious too
I would omagine gardens really help
though i do now realise i should have tested my idea while i was still on the legacy branch...
Ill need to make a proper garden but it hard to think a garden would be anything except a massive morale boost
unfortunately gardens specialise
not decorate
well the small planters should decorate, last i checked
but big planters specialise into the agricultural room type
I woukda thought an exellent happy roon is filled with all the plants
Maybe specific plants have bonuses?
Theres a few very pretty onea that serve no purpose otherwise
Rose lillies, vine nossles
i would provide more info on this though i do not recall much more than the Thing™ i was (hopefully) vaguely alluding to earlier
uh. good luck have fun? figuring it out? Lol
that never made it in
oh fr?
yes
i assumed it did
oh then food is still free
water too
why'd you decide against it in the end
since it was fully implemented & all
some technical issues and it being no longer necessry with the morale system
i see
Huh
I juat learned a way to get air to a lower base without power
Its....not a good method mostly but
Air pumps babyyyyyy
Oh nvm
I dont tjink will work
Was a bad comment
Burning an excessive amount of titanium and making intrusively long pipes is not a "method"
