#SeaToSea

1 messages · Page 43 of 1

worldly valve
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Subnautica is well known for things suddenly being inside

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Ot the dounle reaper bit

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The mod slready protects on death tho

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And death in this game is...rather punishing

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One of the heaviest survival game punishments ibe seen tbh

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Which is odd because subnautixa is mostly a friendly survical game

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Ans if i compare it to ark

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Which is normally a brutal as fuck survical game

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Ark has one of the nicer deaths in survial games

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But death in subnautica def is more of a punishment then being forced to reload, but again thos mod is balanced around that

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Slowly respawning azurite would sold the problen

worldly valve
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Whqt i should do is go get some scren shots of wild plankton colliders

barren oar
worldly valve
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Was talking about if you lose a sound modiule

barren oar
#

which, as indicated by n8's and reika's messages, is probably going to be changed

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^ though maybe it should also trigger if its part of the seamoth's storage

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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)

unreal flame
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I don’t personally see an issue with vehicle-based inventories dropping a floating locker

barren oar
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storage size?

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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

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though i guess it could just. spawn multiple to fit them all

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but you then have problems w.r.t. free resources, unless you make those unpickupable... but then they become ocean litter...

unreal flame
barren oar
#

maybe they could just self-destruct if emp-yeahy

unreal flame
#

And which prevents you from inserting items into

worldly valve
#

I was abke to get plankton to scoop

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I forgot to sxreenshot wild plankton

trail ether
#

so a question

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one of the effects of low morale is to slow crafting speed

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just as high deco (now high morale) improved it

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but if you think about it this does not make a lot of sense

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fabs are machines

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you are not actively using them to make them craft, you initiate the process and let it run

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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

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i had one idea for an alt approach

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you know how the crafting UI is animated, wiht that nested tree of circle buttons that all folds out

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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

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however slowing UI is going to feel...well extremely sluggish

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in a way that I am not sure people will consider acceptable, even if it makes a lot more thematic sense

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there is another benefit to that impl though in that that will not scale so much wiht long craft times

worldly valve
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one system feels more like a punishment sytem, one feels more like a reward

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the reward is less natural, but will have a better feel when utilizing

trail ether
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this has nothing to do with punishment vs reward

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also is the animation even vanilla? or is it only in radialTabs

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i can find no code for it in vanilla but can in the mod

worldly valve
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unsureon the animation id have to take off

karmic drum
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also on the note of crafting. do you have plans to add easycraft compat to you custom resource ingots?

karmic drum
barren oar
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can you even do that, though? does it offer some api

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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)

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(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)

karmic drum
trail ether
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easycraft is not a thing you add "compat" to

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it applies to the crafting process itself

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it is not a thing you need to put into individual recipes

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they patch the way it searches for and finds ingredients

karmic drum
abstract knoll
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love when the minerals dont accumulate

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has anyone actually figured it out?

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so does || obsidian|| just evaporate

barren oar
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ywah

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grab it before its gone

karmic drum
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I don't think that's how the phyiscal composition of obsidian works KEKW

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The lava zones be wild

barren oar
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just trust bro it works

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fully accurate fr

karmic drum
barren oar
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ye lava giveth and lava taketh away

karmic drum
#

In other news

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I have made it to the lost river

worldly valve
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you did it!

karmic drum
worldly valve
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happy tpo help avoid the bubble of lag

karmic drum
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Can't wait to have a fucking brain tumor exploring that

worldly valve
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listen, its just really cvostly every time you got a bad ide lol

trail ether
karmic drum
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I was cracking a little sarcasm 🤣

karmic drum
worldly valve
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SIR

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i believe i do KEKW

karmic drum
worldly valve
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oh dear

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the real life drama

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s

barren oar
trail ether
barren oar
#

huh

worldly valve
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buildt another scanenr rom near sunbeam debris

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its mostly all still buggy, tho i found some scrap

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i never did fidn the second nanolathing drone

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i got hardsuit, staring to build the rocket because why not

vocal crane
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so my base

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entrance

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is surrounded by plankton

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what do i do

worldly valve
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What to do indeed

barren oar
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Have Fun :)

worldly valve
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ok gonna hop on for a bit

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i want to play withlillies more but i may just progress

karmic drum
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I would love to join you.... but I got too much shit to do for deep sea diving to be on the schedule 😭

worldly valve
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im glad to hear you have more of a life than i

karmic drum
worldly valve
abstract knoll
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it clears the plankton

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reload as in exit and relaunch your game

trail ether
#

this does not fully solve the problem though

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there are other irreplaceable items that can be lost with a vehicle

unreal flame
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none in the form of modules though, no?

trail ether
#

even just dropping them is not sufficient as a dropped item is an easily lost item

trail ether
unreal flame
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drop a temporary floating locker

trail ether
trail ether
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but it is easy to spawn one

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also that is going to be a huge pain come 2.0

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because async

unreal flame
#

locker size determined by number of contained items, items cannot be added, and it is deleted when all items are removed

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SN has 'item type exclusions' for certain inventories, right?

trail ether
# trail ether because async

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

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and it may never happen

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esp if the game is closed or somerthing

trail ether
#

not necessarily per type - of item or inv

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but it can be used to block all additions

unreal flame
#

right, that's good

trail ether
unreal flame
#

this is also not a state in which saving is theoretically viable

barren oar
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yeah, in this instance it'll spawn by the time the average player is going to notice what even happened

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they'd have to be trying to softlock themselves in such a situation

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worst case scenario, lock saving until its spawned like n8 said

unreal flame
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hell, sure

barren oar
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since you already have a precedent for that (cant save outside bases/vehicles if not hard mode, cant save while hungry or thirsty, ...)

unreal flame
#

saving is limited enough as it is that nobody would even notice

barren oar
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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

unreal flame
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but yeah I see no reason why this ought not to work in 99.9% of cases

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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

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implying it just blew off

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(pay no mind to the fact that multiple storages may or may not have merged into one)

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(the plankton scoop might need to be addressed. possibly just exclude everything other than plankton from it?)

trail ether
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there are no guarantees about when an async operation completes - though unlikely it could be hours later

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really there are no guarantees it ever completes

trail ether
barren oar
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will it ever though

trail ether
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it is not like in legacy where you can spawn an object and you have a reference to that object

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you would have to submit the request...and then later, in isolation, find the thing you spawned

barren oar
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there are no guarantees you wont get hit with... solar flares? no not that, whatever the bitshifts from the sun is called

trail ether
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and hope it is right

barren oar
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and yet, you dont believe that's going to happen because its such a small chance for it to do anything

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or to even hit

unreal flame
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(and that's generous)

barren oar
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request it, yield return, then do stuff

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var request = ...
yield return request;

// do stuff with request because it is now filled
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assuming this is in a method returning IEnumerator and a coroutine's been started

trail ether
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it is VERY rare that people accept that kind of loss and continue, especially with the way C2C scales the cost

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and yes that includes me

unreal flame
trail ether
barren oar
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?

trail ether
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you do not control the "root" method

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it is some hook you patch into a vanilla one

barren oar
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if you're in a non-coroutine just CoroutineHost.StartCoroutine(MyCoroutine());

trail ether
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which overwhelmingly likely is not such a method

barren oar
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class in subnautica's codebase

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to be perfectly clear

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even then, all it does is ensure some MonoBehaviour exists, and calls StartCoroutine on it

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the rest is all unity magic

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async really isnt that big of a problem once you get familiar with it

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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)

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the callback system you were mentioning before, i mean

trail ether
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true, delegates might be a way out

trail ether
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where I make some non-async vanilla function call my own, which spawns a GO, that i then do something with or to

barren oar
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then callbacks are the way to go

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nice and simple and you still have most of the structure pre-2.0

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...for the hooks, at least

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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);
}
} ```
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heavily simplified and culled out any error checking with the result since im on mobile but the idea is there

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personally i do enjoy just calling some method and not having to remember to StartCoroutine it, hence the sync and async versions

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i know ive had that bite me a few times in the ass...

trail ether
#

that would be a lot nicer yes

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though

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there is still possibility of issues

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many of my hooks are not simple fire and forget

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they affect the vanilla game logic

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where I intercept some value being calculated

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a good example of this is water temperature

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I patch the function that computes it, and that computation does, among other things, depend on proximity to some GOs

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now proximity to != spawning of

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but the point is you can see how that might be an issue in other cases

barren oar
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i dont think accessing a go requires async

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ah yeah fair

trail ether
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oh here is a good example - creepvine seamoth clogging

barren oar
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of course this ends up being on a hook-by-hook basis

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...the huh what?

trail ether
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being in creepvine slows the seamoth

barren oar
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does creep vine clog its fucking engine when you run through i

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oh

barren oar
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so what about this does this require async exactly

trail ether
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oh wait hold on i misremembered something

barren oar
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it spawns the item in the engine? or nearby?

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so you have to collect it?

trail ether
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aha here is a good one

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item pickup

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i intercept item puickup

barren oar
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cant say i ever remember something like this though despite plowing through creepvines with my moth in several instances

trail ether
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not just for firing an event

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but for being able to change what is picked up

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obviously that involves spawning a new GO

barren oar
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hmm

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yeah that is difficult indeed

trail ether
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and that new GO is the value used in the vanilla function's logic thereafter

barren oar
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any chance you could forego that and instead just have a "clone"

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er

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wait

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aby chance you could forego that and do what scrap metal does for instance

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multiple possible models for one given techtype

trail ether
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that is not what the hook is for

barren oar
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i dont know how exactly either your hook or metal works for the record

trail ether
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that hook is used for two main classes of things

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one is for items that pick up as others

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think lumenshroom oil or the C2C heatblade

barren oar
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...the heatblade is a new techtype?

trail ether
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the C2C one is

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otherwise it falls through the floor

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it is a copy that has no physics

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but picks up into the vanilla one

barren oar
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huhhh

trail ether
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anyway the other is for progression-dependent stuff

barren oar
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uwe does have utils for disabling physics i think

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that are called when the item is put into storage for instance

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you could look into them and just have a component that does the heavy lifting instead

trail ether
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that only addresses that one speific use case

barren oar
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i am aware, yes

trail ether
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and introduces its own edge cases

barren oar
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does natural like despawn

trail ether
barren oar
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or something

trail ether
barren oar
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right

trail ether
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obviously if it was not a different type that would be ah uge exploit

barren oar
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the giving of extra items i think you can safely transfer to async

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few frames where the player doesnt have the extra ones really wont be noticeable

trail ether
barren oar
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with the item pickup animation onscreen taking up like a second or so

trail ether
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otherwise unwanted things happen

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because the game runs all the adidtional logic on the old item type

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and again that too is just addressing a specific use case

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this is not the only example where I intercept a value at runtime

barren oar
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address one specific usecase at a time until you're out of usecases :p

trail ether
barren oar
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like i get what you're trying to say but you will have to deal with all this sooner or later

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if you plan to move to 2.0 eventually

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might as well start planning ahead of time so you're ready when the time comes, yeah?

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at least, thats my view on it

barren oar
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its not like sn's code has to be reverse engineered, after all

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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

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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

trail ether
trail ether
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that would be a huge patch

trail ether
barren oar
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ah

trail ether
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that is how you end up with an unmaintanable mess of spaghetti patches

barren oar
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maybe thats just worded bad

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i really do mean just work on an issue at a time until they're all gone

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ykn standard software dev stuff

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not keep hooking and patching till it works

trail ether
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no I know

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but 100 dedicated fixes is worse than one general-purpose fix

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so much so that i refuse the former

unreal flame
trail ether
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if you change the prefab you change its behavior

unreal flame
#

how do all existing resources do it, then?

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loose lithium, nickel, kyanite, ruby, etc

trail ether
#

that is a specific property on rigidbody

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isKinematic

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when true the object is fixed in place

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but you are missing my point

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the point is if you set that every time it spawns, you make a thermoblade always go stationary

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remember prefabs are loaded from template every time they are loaded

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there is no persistence of modifications

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this was something I struggled with hard in early 2022

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with worldgenned prefabs that i modified reverting to defaults when reloaded

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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

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you can modify an existing prefab, and in many places i do, but that is for permanent/global changes, ie nothing conditional

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stuff you can safely know need to run every time the prefab is recreated

trail ether
#

they kept reverting and it is because my removal of the eatable and farmable and such did not "stick"

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since 2023 they have been a custom "dead marblemelon" object

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if you have ever noticed DI-generated GOs having long XML strings for their names, that is an artifact of this

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originally I wrote a system that spawned a vanilla prefab and then applied modifications

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that had the issues described

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eventually I modified it to generate a custom prefab defined as - ie whose GetGameObject is - the template + those modifications

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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

trail ether
#

my system is per-item

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i would need to toally rewrite it to do "aggregated" behavior like that

worldly valve
#

it kinda sounds loike currently you presume a reload on most moth deaths

unreal flame
#

if any azurite or avolite based item is in a seamoth locker, do the same explode

worldly valve
#

yeah, back to the oundsplosion idea

worldly valve
trail ether
#

oh

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I found the problem with base plankton not being detected properply

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for OnTriggerStay to fire, at least one of the two GOs must have a RigidBody

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ie a physics component

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for obvious reasons neither does

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I am not sure which would be laggier

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adding physics to plankton or making the ||redacted|| check for it every few frames

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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.

worldly valve
#

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

trail ether
#

i know the problem

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i know multiple fixes but they are all bad ideas

worldly valve
#

that is rough

trail ether
#

so i will readd it

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yes it works now

worldly valve
#

fuck ya\

trail ether
#
        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

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and to some plants via ecocean

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this will replace the damage on koosh

trail ether
#

also gave a small morale bonus to spotted dockleaf

trail ether
#

you know what I think I can release this

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there is still stuff to do but it is all improvements, not core functionality

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note this is a huge update by code change since I started using VS, which helped me do a ton of code cleanup

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plus there are a lot of new features and mechanics

worldly valve
#

i look forward to more testing on my illy outpost

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(and hopefully reclaiming all my titianium)

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new features are neat oo

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too

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are spores added in yet?

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dont really need to answer...im gonna check

barren oar
#

oh shit moodpdate out?

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thats going to be interesting to look at

worldly valve
#

uhhhhhh my fpssssssss

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umm

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my batteries

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so no batteries....

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um

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i have questions

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.>

barren oar
#

you sure the mod is installed lol

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that looks like a standard "missing techtypes" issue

worldly valve
#

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,

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ill double check if i didn soiemhting wrong

barren oar
#

would also probably help debugging if you posted your log

worldly valve
#

oh

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lolololol

barren oar
#

if you have the mod installed, then its some error along the way that made it so it didnt get to register the items

worldly valve
#

im dumb

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tyvm

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'

barren oar
#

no mod?

worldly valve
#

i put it in the wrong folder

barren oar
#

gg

worldly valve
#

im lauhghing so har

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d

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seamoth solar charger

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little worried about found no repulsion fun to swap

barren oar
#

freezing [...] for 2?

barren oar
worldly valve
#

oh is it?

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i want to go down there to check but i have something more pressing to check

barren oar
#

at the very least, its no longer through a recipe so you cant fabricate batteries out of thin air

worldly valve
#

seaglide was acting weird

trail ether
#

also is anyone having an issue with the air meter randomly not going down

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and, VERY oddly, pausing with the ESC menu for a second causes it to go down one unit, then stop again

worldly valve
#

i have not had that yet but i will keep you posted on my experience

#

are you using lliquid?

trail ether
#

no

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this is in a brand new save

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just freediving around it pauses the o2 at whatever it happens to be, only resuming some length of time later

barren oar
#

ryley just got better at holding his breath

worldly valve
#

nevermind i can now report the issue

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it seems to be after i pause?

trail ether
#

pausing makes the issue go away for a second

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wtf

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i changed nothing about o2 handling

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well

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except the huge code refactor

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but no intended changes to logic

worldly valve
#

my seaglide acts funny until i pause

trail ether
#

how

worldly valve
#

it wiggles back and forth

trail ether
#

what

worldly valve
#

my arms and glide wiggles back and forth and it uses no power

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not when i leave from lifepod, i think only when i leave from moth

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but not 100% gimme a bit

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o2 is workng again after leaving from pod

worldly valve
#

when leaving from unpowered base its just not powered, no wiggle

trail ether
#

not my video

trail ether
#

this makes no sense

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and i HAVE used the seaglide in this version

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not extensively, but enough that stuff like "does not work after leaving a base" would be noticed

worldly valve
#

im in vc i can stream it a bit if you'd like

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the seagide is minor, pausing fixes

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gonna go check on my grinder clone thing

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whatever that means

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the 02 thing is super weird

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..i hope saving wasnt a mistake

barren oar
#

worst case scenario you just revert to your backup yeah

trail ether
#

i do not have a backup

barren oar
#

youve made a brand new save you dont have anything to rollback to, do you

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is your mood supposed to go down to near 0 when you start

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i dont remember if it was at like 50% before

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i cant seem to repro the o2 issue though

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ouchh the fab icon expand speed is slowwwww

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do you also move slower with low morale?

trail ether
trail ether
#

"well fuck"

barren oar
#

worldgen presumably is the only thing you dont have an immediate backup of through gh

trail ether
barren oar
worldly valve
#

happiness affects seaglide speed

barren oar
#

is fair

trail ether
#

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

barren oar
#

harassing a gaspod for free early morale meta strat?

trail ether
#

the comment on the top of the biggest ones literally reads "hope falls, discontent rises"

barren oar
#

well you get like 12 per new item

trail ether
#

that said i do need to nerf it a bit

trail ether
worldly valve
#

speeds affected a lot ny moral

barren oar
#

but i guess thats how survival games work

worldly valve
#

im hearing dnt play the death monolofue in mushroom cave

barren oar
#

so you dont lose as much from said events

trail ether
#

morale is not a limited resource you need to ration

barren oar
#

or like 50% so you arent slowed too much by anything

trail ether
#

it reacts primarily to your environment

#

and having high morale comes with benefits

barren oar
#

ah

worldly valve
trail ether
worldly valve
#

my o2 meter

barren oar
#

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

trail ether
#

for now the latter

barren oar
#

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

trail ether
#

oh i should probably adjust those rates

barren oar
#

oh haha license added to the repo nice

trail ether
#

there adjusted

trail ether
#

7 of 9 preconditions and all that

barren oar
#

yeah i recall you mentioning that

trail ether
#

LOTS of voice lines like that one got made into mechanics

barren oar
#

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

trail ether
#

maybe but that gets into being too difficult to implement

#

and at that late in the game morale-increasing measures are abundant

barren oar
#

ooh i wonder how much the dunes voicelog removes

#

fair enough

barren oar
#

hahah omg rescue

#

does it go down another 200 when it goes down

trail ether
#

that is not an impulse

#

that is a baseline shift

barren oar
#

...when the sunbeam gets sunbeamed

#

whats the difference

trail ether
#

for that 1h period the "resting point" is shifted 200% downwards

#

so it always decays to 0% no matter what

barren oar
#

ah

#

ahh yep i just saw the latter half

trail ether
#

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

barren oar
#

the morale system is an aqueous eng system?

#

not a c2c system?

trail ether
#

yes

#

since it is what adds deco

barren oar
#

but like

#

aq eng isnt a game progression modifier... mod

#

c2c is

trail ether
#

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

barren oar
#

uh oh?

trail ether
#

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```
barren oar
#

gg

trail ether
#

now i need to fiture out why

#

hell i might have just fixed it with a tweak for another issue

trail ether
#

i could move it

#

rather easily

#

we shall see

barren oar
#

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)

trail ether
#

hm

barren oar
#

because you now get an altered gameplay loop just for downloading some new deco or machinery

trail ether
#

true

#

ok i will look into moving it

#

but not for the next update

#

i do not want to delay the fixes

barren oar
#

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

trail ether
#

i think so

barren oar
#

(couldnt it just have been a "seen any" flag yet, that just doubles the first time it's seen?)

trail ether
#

what?

barren oar
#

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

trail ether
#

and tracking that again gets messy

#

if this was more important it might be worth it

#

but as it stands not really

barren oar
#

tf is ep

trail ether
#

player

#

a holdover from minecraft

#

EntityPlayer ep

barren oar
#

ah

#

in what instances would ep be null though

trail ether
#

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

barren oar
#

oh the problem is amb being null potentially

#

yeah

trail ether
#

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

worldly valve
#

IT WORKS

#

HUZAAAAAHHHHHHYH

#

REIKA!

#

HUZZAH

trail ether
#

what dies

#

oh

#

i know

worldly valve
#

im just so happy i see the purple

trail ether
#

ok testing fixes now

#

confirmation

worldly valve
#

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

trail ether
#

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

worldly valve
#

so i now tink my glife might be slower than swimming....

#

im at 50% happy

trail ether
#

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

barren oar
#

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

worldly valve
#

ah fair, i was gaining happiness teadily during that time i think

barren oar
#

because the bkelp is horrifying

#

in terms of morale mechanic

worldly valve
#

make ahappy bubble base

trail ether
#

i nerfed it a lot

worldly valve
#

"keep calm:

trail ether
#

still negative

barren oar
#

looks like it was changed to -0.5/s

trail ether
#

but a 1/5 as bad

#

or even 1/10

worldly valve
#

noice

barren oar
#

1/4

#

2/0.5 = 4

worldly valve
#

fun fact

#

i threw out...basicallty all the posters and stuff i found!

barren oar
#

yeah i did too because who unironically decorates their base

#

though it seems that may have become a necessity

worldly valve
#

Im really so happy the plankton works now

#

I was feeling a little insane for a bit

barren oar
#

haha yep

worldly valve
#

And i mean more than the usual reasons😅🥲

barren oar
#

playing league of legends is not the meta for tungsten anymore

worldly valve
#

Im over 2 years clean🥲🥲🥲🥲🥲

#

the lillies give more than tungsten

#

i see now how the salt roulette was meant to work in tnadem

barren oar
#

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

tight creek
#

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.

vocal crane
#

whats the new updates about

vocal crane
#

also what is that icon next to the thirst icon

#

a smily face

barren oar
#

Morale :)

trail ether
#

ever

vocal crane
forest valve
worldly valve
#

Yeah does seem to be the case

#

I think they meant a different form of share

#

As in "share video footage"

magic shard
#

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.

trail ether
trail ether
magic shard
#

Thanks for your quick response. Which log exactly?

#

The regular qmodmanager_log-Subnautica.txt?

trail ether
#

yes

magic shard
#

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 🙁

trail ether
#

the first two are not likely repevant but the next two could be

#

what is after them

#

like I need the full stacktrace

magic shard
#

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.

trail ether
#

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

magic shard
#

Could it be fixed with a reinstall while keeping the current save?

worldly valve
magic shard
#

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

barren oar
#

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

magic shard
#

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?

trail ether
#

could the reverse be true, ie you using 2.0 mods

magic shard
#

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

trail ether
#

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

magic shard
#

DockingCyclops is not really installed. RadialTabs is a must with mods that adds recipes. Which version do you use? Got mine from Nexus

trail ether
magic shard
#

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 🙂

trail ether
#

there is already a config for the magnitude of the impact deco has

#

which is the main mechanism of morale increase or decay

magic shard
#

Cool 🙂

barren oar
#

(its in aqueous engineering's config, at least for the time being)

#

er. seems it may be hard-locked by c2c anyway?

trail ether
#

yes

unreal flame
worldly valve
#

Pretty sure Junshen is ESL, i think some meanings got lost in translation

#

(I could be super wrong but)

unreal flame
#

oh, right

tight creek
#

Anyway, I both use B-Web and YT. Just for info about games and something else.

unreal flame
#

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

trail ether
#

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

magic shard
#

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.

trail ether
#

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

magic shard
#

That was my first thought, so already toggled off any "only read" permissions in the Subnautica folder. Will report tomorrow.

magic shard
#

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 😄

forest valve
#

what does it do

magic shard
#

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.
forest valve
magic shard
#

What do you mean?

barren oar
#

a machine caring about your morale really does not make much sense

forest valve
barren oar
#

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

forest valve
#

it should just alwyas try working its hardest

barren oar
#

that too

forest valve
#

like all ur machines know ur in a really bad place

barren oar
#

you're in a situation where you arent going to have any morale anyway

forest valve
#

or probably do atleat

trail ether
#

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

magic shard
#

I like the concept, but the implementation seems rushed. It's way too punishing early game.

trail ether
# magic shard It was just implemented, so maybe I won't be 100% correct on everything. That's ...
  • 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
trail ether
trail ether
trail ether
#

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

barren oar
#

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?

forest valve
#

yea understandable

forest valve
#

u jus need to hold shift

barren oar
#

so you could still click off on the side

trail ether
#

here is what I will do

forest valve
#

or install a mod for it

barren oar
#

no i mean like when its expanding out

#

what makute also mentioned

trail ether
#

I will reduce the craft speed penalty cap (from 10 to say 6)

barren oar
#

second-to-last point i think?

trail ether
#

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

barren oar
#

oh i thought you just made radial tabs a required dep for c2c

#

that would solve any problems wrt radial tabs not being installed

trail ether
#

it is not required

#

it is optional

#

heavily recommended

#

but optional

magic shard
trail ether
#

I think TerrainPatcher is the one I made required

barren oar
#

ye

trail ether
#

also, if Ryley is anything like me then the morale impact would instead be strongly negative XD

barren oar
#

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

forest valve
#

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

trail ether
#

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);
            }
        }```
barren oar
#

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

worldly valve
#

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

worldly valve
#

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?"

karmic drum
#

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 KEKW

worldly valve
#

Essentially yez

#

Its a bit strong atm

karmic drum
worldly valve
#

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"

karmic drum
#

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

barren oar
#

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

karmic drum
#

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 KEKW

worldly valve
#

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🥲

trail ether
trail ether
#

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

trail ether
barren oar
#

i mean you do you i guess

trail ether
#

but it also has been leveraged for things like amusement and narrative depth

barren oar
#

thats fair

karmic drum
trail ether
karmic drum
#

It works really well with how your mods completely change how subnautica feels

barren oar
#

ah

trail ether
#

but sometimes they have to happen

#

the longer it has been since an update the more likely one is to occur

karmic drum
#

It feels less like a game and more like... I don't know... an experience?

barren oar
#

could add some "version" property on saves

karmic drum
#

I gotta see if it's possible to do it vr some day

barren oar
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so you can unbrick the save, in case of a breaking change

trail ether
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it would require me having every historical impl of everything still implemented and accessible

karmic drum
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That just sounds like a pain

barren oar
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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

karmic drum
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Probably better to watch the update notes as a player. And make sure you don't accidentally update into a critical change

barren oar
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something as simple as "give the depth module recipes" (or the equivalent, in case of other changes, of course) would suffice, im thinking

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not a complete history of every change ever

barren oar
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and its not like c2c has many patch notes in itself, either

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or at least i havent seen them

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aside from scouring the public repo i guess

karmic drum
barren oar
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there's no guarantee you'll have full patch notes from an answer either

karmic drum
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Eh I don't really have a good answer

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Just spit balling off thoughts

magic shard
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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.

trail ether
trail ether
worldly valve
trail ether
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ignore the 199%

worldly valve
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Is the new thing the green screens?

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Or are those always there....

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God the way i play games is weied. My brain cuts out so much of what i look at when i think its useless

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Same reason i throw out things like decos

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I juzt see something that cant help and i toss

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I was so disapointed my first playthrough onthe duffel bags

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I thought i found my hydrodrick cube 🙃

magic shard
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Personally, I like it and am using it right now. But some people may find it very unforgiving in its current iteration.

worldly valve
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Oh that will never happen

trail ether
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it is getting moved to C2C though

worldly valve
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Reika is clearly tinketing with its balance and liate ing to our feedback though ao keep reporting what you notoce

magic shard
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Oh sure! I want it to stay. Just chiming in for those that don't want it in their current games. That's all.

worldly valve
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I get ya. I pronise it wont get fully turned off though.

barren oar
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how does that happen

trail ether
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my site, or rather all the input data and the application that processes it, was on that drive

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i have a good chunk on git but i would still need to reconstruct the workspace

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and there is risk of data rollback

barren oar
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ahh

barren oar
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shortest path to success

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unfortunately, that is not the winning route in c2c

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and you have to do shit like... eugh... decorate... and make your base of operations look nice...

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though on a more serious note i do wonder how you're supposed to combat ||blood kelp morale loss||

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...does morale loss from the ambience trigger if you're inside a base?

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i feel like it shouldn't, especially since no windows. because yknow. you quite literally do not see it

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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

barren oar
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well, without modifying your local copy of the mod. or patching into it with another. or something

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but obviously you can do anything at that point its a no brainer

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oh shit i just realised this makes ||the campfire|| significantly less useful now since you have to eat several different types of food

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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

worldly valve
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Thermoblade is really nice

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Stab 3 fish

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Thats 6 fish to swap between

magic shard
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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 🙁

barren oar
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well not really its only like 20h in

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also this method is invalidated by the lbs

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because you cant eat with it enabled, and disabling the system to eat kills you by lack of oxygen

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er. Lack Of Oxygenated Fluid

karmic drum
barren oar
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admittedly, i forgot doing so does not instantly asphyxiate you

karmic drum
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The mask it's actually has a note about being able to expel excess gas when needed in it's item description

barren oar
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?? wait do you now need to switch to an o2 tank

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oh

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nvm

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taking off mask kills you, taking off tank does not

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is what you're saying

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sorry im just slow

karmic drum
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Think about it from a mechanical sense

barren oar
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yeah in one instance you still have Fucking Fluid In Your Lungs and are missing the sole mechanism capable of pulling it out

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it makes sense for sure

worldly valve
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Switch click clicl switch

worldly valve
barren oar
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to go that far down you have progression before you

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also huh. playing in freedom means you do not have a morale bar

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i do not know if this means no morale

worldly valve
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I dont think its hard to get at tbh

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But i am aparently unique in my 2 ultra tanjs style

barren oar
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seems to not have decreased after the initial pda voicelog

worldly valve
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Byt 2 ultras and rebreather

barren oar
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the morale

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interesting

worldly valve
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So more invisible in creative

barren oar
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ohh okay nvm it did lower

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and you still have the morale effects

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just dont have a bar to show for it

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wack

worldly valve
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Weird

barren oar
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though it seems to be slowed

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despite having zero(0) decoration around

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which does just make ||the bloodkelp zone|| a morale drain where you just have to suck it up?

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there's gotta be some way to combat it though...

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ah! i think it'd be cool if you could do this somehow too

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on initial bioreactor construction

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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?

worldly valve
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Im all

trail ether
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there are separate freediving/seamoth/cyclops values

trail ether
barren oar
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ah

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oh then thats just how you're supposed to ||navigate the bkelp|| right

worldly valve
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How much will i be punished if i spawn a few decos in😅😂

barren oar
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build a base spanning the entire area

worldly valve
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Lololol

trail ether
barren oar
trail ether
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but anyway it is only freediving there that has a substantial morale hit

barren oar
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its a bar and it is very low number

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Scary

barren oar
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that may or may not be giving it away already

worldly valve
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The food thing i kinda noticed, but tbh eating food was the main way i fought deco

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Havent logged on since patcg

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Mostly i confirmed i had tge ourple and fucked around a little

barren oar
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honestly the worst part of the food situation is the recently added food wilting mechanic

worldly valve
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My only real guess is you mean acu, i think there are a couple buildablea that seem obvious too

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I would omagine gardens really help

barren oar
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though i do now realise i should have tested my idea while i was still on the legacy branch...

worldly valve
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Ill need to make a proper garden but it hard to think a garden would be anything except a massive morale boost

barren oar
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not decorate

worldly valve
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Oh

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Thats a bit sad

barren oar
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well the small planters should decorate, last i checked

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but big planters specialise into the agricultural room type

worldly valve
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I woukda thought an exellent happy roon is filled with all the plants

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Maybe specific plants have bonuses?

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Theres a few very pretty onea that serve no purpose otherwise

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Rose lillies, vine nossles

barren oar
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i would provide more info on this though i do not recall much more than the Thing™ i was (hopefully) vaguely alluding to earlier

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uh. good luck have fun? figuring it out? Lol

worldly valve
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Lolol

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Is narkiplier doll 2.0?

barren oar
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oh fr?

trail ether
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yes

barren oar
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i assumed it did

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oh then food is still free

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water too

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why'd you decide against it in the end

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since it was fully implemented & all

trail ether
barren oar
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i see

worldly valve
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Huh

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I juat learned a way to get air to a lower base without power

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Its....not a good method mostly but

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Air pumps babyyyyyy

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Oh nvm

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I dont tjink will work

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Was a bad comment

karmic drum