#SeaToSea
1 messages Β· Page 44 of 1
yeah pipes&pumps unfortunately stink and you cannot connect a pre-existing pipeline to a pump
that said, i do wonder if pipes work to have an oxygen replenish area without consuming your ||one dive kharaa treatment item||, which would make getting the upgrade a breeze
i think it might only act as a "fluid recharge" station instead of main going into supply, though
try it
unfortunately switching to legacy fucking sucks
why do you let the morale system fester?
or like, its very low
I don't know.
I use the pumps alot! Used them in the tree and for ash. I consider that my cheese π . Btw just started a new save haven't been around for a while. This purple face is something ... I like it ... just gotta figger it out.
Read some stuff about deco. If it DOES work, will fcs deco stuff possibly work?
I know, its beautiful
Test it for us pls
Little longer than you might think lol. The three data boxes aren't in the main fcs wreck this time 
I didn't find where they are before I decided to take a break though. So I can't help you there
yes FCS stuff has deco integration
in fact a lot of its deco stuff has higher ratings than anything in vanilla
I first developed the deco system during my FCS playthrough in Dec 2023
Okay. That actually makes a lot of sense π
Woohoobpeeper fountain is back!
?
Peeper fountain thing in fcs. I have a use for it now hopefully
Actually it's an aquarium table thingy π
is it recomended to restart my playthrough because of the new update?
it is a big update but it is not a huge progression change
if you only hav a couple hours in why not
but do not throw away 20-50 hours
pain
guess ill try there
i see membrane tree
question,
will updating my mods (eg. Sea to Sea) break my save?
not sure
cause ive had my save break lots of times and the only consistency is C2C updating (Reika and I do not think it is this)
update anyway
No, it won't
i found something funny
people might have noticed that if you sit through the intro cinematic your morale starts at 15 rather than the 50 it should
this made no sense and i was not able to track it from the code, so I made every adjustment to morale print a stacktrace
it pointed to the damage callback, ie where you lose morale for taking damage
in turn called by...IntroLifepodDirector in the vanilla code
...you know how you start with 80 health? that is not because you spawn with 80
you spawn with the default value, ie 100%...but that panel to the face in the cinematic actually does 20hp of damage
It should have gave him a concussion as well.
I beliebe you fall unconcious
IRL he would be dead
LoC from a head impact, if it lasts longer than a couple seconds, is a strong indication of an intracranial hemhorrage
untreated that will kill you as the rising pressure from the bleed, due to the lack of surplus space in the cranial vault, forces the brain away, across sharp structures or even out the foramen magnum
and brain herniation is an almost guaranteed death sentence
Yeah falling u concious no joke
Especially due to trauma
In not medically trained but i have my ofa level 2 and lots of backgrouns
(I dont consider first aid to be medical for reference, largely to do with training levels)
there is a reason the GCS is one of the first and most definitive indications of long-term prognosis
also IRL the LoC tends to come in two phases - the person passes out for a second from the initial impact, then wakes up and seems fine...until they gradually fade over the next couple hours, as the blood accumulates and the ICP rises; by this point it is too late so if people assumed it was fine after they woke up...they tend to die
i think some famous actor died that way
after a skiing accident
Someone got semi lucky in my work circles in the last year
Metal truck door was pressurizing and basically spring loaded onto the guys fave
Face
First aid couldnt get him concious
time for an emergency head CT
no neuro deficits? or did he not even have an actual head trauma beyond the structures of the face
it is pretty shock absorbent, almost like a car's crumple zone...
Well probably permanent damage of a kind. They did return to work though
I dont have access to any of the files and even if i did i couldnt give specifics
yes
Im walking around rules as is, though im comforable with what ive said
First aid atrendant was shook
generally you can describe the case so long as you do not include anything identifying
be that actual PII or something so unique about the case that anyone would be able to identify it
Yeah im not too too concerned. Just like to be minsful
Its really easy to say a bit too much with these thinga
You get told that sometimes people wont respond
But you also get taught a few of the "this will wake them" techniquws
Scissors into nail bed n shit like that
I believe that one did not wake the victim
Which is pretty fuckin scart
I miss ny old first aid teacher
So if you happen to be bleeding profusly from your broken arm
Guess which injury i just ignore
Grab that zap strap and put that extreme pressure down, let em know their arm is gonna hurt a fuck of a lot more in a second
My ither fav quote was
i heard it with a toothpick
but same idea
if pain reflexes fail then...that is a very bad sign
"When you hear them screaning at the top of their lungs, that tells you its ownly 2 or 3 more turns foe the touriquette being ready"
That should do it too yes
yes a tourniquet hurts like hell
ischemia does that
Hey quick question, is SeatoSea compatible with legacy?
Better than dying though
Oops sorry for ping
c2c is only on legacy
Ah, that makes it simple
Are there any guides for manual installation?
you download the mods from reika's site, then extract and put them in your qmod folder
i think it wasnt head/brain trauma. coulda been much much worse
i can hop in vc for a bit
I'll try it myself first, but thank you, I'll hit you up if I run into problems
Its mostly just unzipping and making sure its in your.....qmods folder....
Yeah qmods folder
When you unzip, a lot of files will have the correct folder hidden inside a folder
So make sure its the folder in the folder and not the folder that holds the foldee
Also find yourself blueprint tracker
Radial tabs
And most importantly, easycraft
(Or dont use easycraft ans have lyzing enzymes be the most lengthy 3 step crafting process you ever did subnautica)
its really not that bad
Internal admantium skull receiver for alterea wetware is what saved gim and why he went unconscious. And of course there's that standard spacer wolverine healing factor for all space goers π
a more rigid skull does not help for a lot of injuries, though for a simple low-mass impactor it would
Anyone else feel like by the time you get the cyclops in C2C, its nearly irrelevant?
if i recall correctly, i do think you need it to progress at... One point
but generally prawn and outpost bases are the goats otherwise
I mean I don't really care how relevant it is. If made the sub then I'm gonna use it
Anyone think theres a good middle ground to do with commands?
Get it at a time thats fair and doesnt trivialize other vehicles but still lets you enjoy arguably the best part of the game with the arguably coolest sub
can someone test something
spawn, with commands, a smoked peeper
item smokedpeeper
does your game hang about 20 seconds later
well not hang
get incredibly laggy
0.05 FPS
correction it is not sudden
it gradually gets worse and worse, even in the main menu
because i have noticed a bizarre issue when adding these https://i.imgur.com/tigP5pG.jpeg
also fun fact those sprites are generated at runtime, from the smoked ones, using RGB/HSV transformations
so i can dynamically generate smoked variants of ANY cooked fish now
Ive been consumed by overcooked
When would you guys recommend using commands to get the cyclops a little earlier thatβs not progression breaking?
do not cheat with C2C
How do you hide the outdated version thing?
Because I just updated yesterday and didnt wanna go through it again lol
this update fixes a few serious issues
So low key i actually think an early cyclops can harm your plau throigh
And i dont mean by having a nice thing too early
The niceness of it will work against you for a few reasons
I'm not playing right now. But I'm still curious
I have my own I deas. But I wanna hear yours
Several angles
There is a shit ton of exploring and backtracking
If the cyclops is your unit of choice then eeeg
Im uncwetain about ceetain base pieces working insidr the clops as well
Which also ties in to the base building being a part of sone of the puzzles
Ans it hinders the ability to naturally explore
The stuff being moveable would still ne really handy, but im not sure you'd gain time from getting it early
Especially blind
As myaelf and you could use and early cyclops very effevtively
(Accudentally coasts into the river power starts melting away, tun faster pls lls pls pls pls)
Where would I find this mod
I dont see it on the github under dependencies
Oh wait its dragon industries
except I have that mod?
I wonder why it acts like I dont
Yeah it seems like it wonβt run anything based on dragon after the update
Even rolling back to the only version causes the mods to fail to load
what
copy this somewhere it can be browsed in its entirety
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
[B]Bind exception: System.Net.Sockets.SocketException (0x80004005): Only one usage of each socket address (protocol/network address/port) is normally permitted.
what the hell is THAT
[QModManager:WARN] The following mods are not listed as compatible with Nitrox and have been skipped:
- Aqueous Engineering (ReikaKalseki.AqueousEngineering)
- Ecocean (ReikaKalseki.Ecocean)
- SeaToSea (ReikaKalseki.SeaToSea)
- Dragon Industries - Alterra Division (ReikaKalseki.DIAlterra)
- Terrain Patcher (TerrainPatcher)```
Yeah I'm doing an unholy amalgamation
Oh thats the issue
I forgot I'd have to enable compat with all of them again
Yeah now it works
silly me lol
If youβre so worried about a random person who is clearly just playing your mods secretly trying to serve you Trojans through a newly discovered zero-day exploit in the text editor of your choice (one which the supposed attacker has no actual way of knowing which editor it is!)
Then could you at least just make a sandbox for all the text files youβre suspicious of
dude please lemme knoiw how this goes
or the server
thats cool as fuck...but i expect problems for you
on its own it wont for sure
ive seen people get it atnleast partially working
but even regular nitrox has big issues like
"where is my seamoth"
random exploding seamoths
so wi dould advise module never get left inside>.>
cyclop player rocket
but if it works even kinda thats pretty fuckin neat
c2c would be awesome multiplayer tbh
reika might road block it XD
well ive lost ccess to my shared copy of silksong....i guess ill upate and continue
that would be so sad 
one person can just gather endlessly while the other explores
busted sauce
I know, I am expecting unexpected consequences
very expected consequences, because mp is not moddable wlel
I know
so just started, im curious how you are meant to get acid mushroom mushroom samples safely
you can grow them yourself
so if they are in planter beds they don't explode?
think so
either that or you'll have defenses against the damage later, im truly not too sure now
in a planter they shouldnt have the chain reaction though, anyhow
...seeing as C2C does not change how acid mushrooms behave whatsoever, did you just...never realize they were farmable?
you do not need to do so in vanilla ever, either
@worldly valve the adhd calls. It tells me to play c2c again π
Trust meeee save yourself
Hahaha ADHD we don't have that kind of attention span unless we're medicated
All jokes
I am medicated. And I'm practicing self compassion based coexistence
you should love yourself, now
Embracing all my adhd has to offer with open arms and fusing with my asperges type autism
Working on it π
Problem with the medicine is it can heighten some things so if you get depressed when you're on it, it can be pretty enhanced. But it also fixes a lot of your mood problems.
I recognize this is from a place of compassion, but consider that lines like this are often as helpful as "just be happy" "that's nothing to be mad about" "dont be ssd"
Emotion states and actions dont always fully align
i know
are bone sharks meant to chase me down forever?
Yes
Try flashing high beams at it. Sometimes makes then go away. But not 100% sure on that
I realised they were farmable just never did in the original game, mainly was concerned about the damage they did when I collected samples
good god phytoplankton either kills me nigh instantly or doesn't
i don't believe farmed mushrooms explode
yeah I realised they dont
so uhh, is instantly dying whenever I leave my base and there happens to be phytoplankton intended???
im assuming so because it seems to only spawn outside hatches but like
I have a feeling this isn't intentional
Good Luck And Have Fun π
...come to think of it, why do they accumulate at entrances
is it the lights bleeding outside from inside? that would make them accumulate at windows too, and would mean they wouldn't if the base is unpowered
they like light
iirc reika makes the descriptions of creatures actually valid
things like reapers going after noise detection, and bonesharks going after ligt
ok I keep gettign stuck at 0 morale at it is confusing me
like when I rest itll increase by a bit for like a single second before almost instantly dropping to 0
is it really "instant"
that is not decreasing from a rest - you never slept - and does not look like it is even increasing at all, but instead that is the bar smoother - same reason losing 70 health causes an animation - handling sudden jumps in the amount
however I have no idea why your morale is briefly being set to a large value only to immediately - and likely correctly - be restored to zero
so do I need to find a bed?
I only mentioned beds because you mentioned resting
and sleeping is a cause of morale going up
but it is not the primary mechanism by which morale is controlled
I think it would help if there was documentation of a basic mechanic like this in game, though I am very aware that isn't your jam
It is meant to be mostly transparent
the morale system serves two primary goals, with everything else being "bonus" that does not result in a significant influence on the overall system:
it also resets back to zero when I do things like have a varied diet
- make base decor matter
- punish metagaming, ie strategies that obviously do not make in-universe (or balance) sense but which nonetheless are convenient by way of leveraging game limitations or implementation quirks
the need for food variety is a good example of the latter
you mean it does the same thing as your video, ie increases and then is immediately set to zero again?
yeah
well fortunately I built in a debugger
run the command debugMorale true
this will spam the upper left text with all modifications to morale
oh yeah where do I run commands? I'm pretty new to subnautica
`
I obviously have no clue how to interpret stuff so uhh
wait never mind % vs out of 1 mixup
still losing 0.4% a frame is huge
I am going to make a test build
@pearl pier
try this
and then run debugMoraleDetail all
this will dump a ton of stuff to the log, including every single reason for morale adjustment
while that is running, trigger the thing you show in the video with it going up and down
and then run debugMorale false to turn it off again
then upload the log file somewhere it can be browsed
Ill test it out tommorrow I need yo sleep
Ok so I inevietably fixed it, I think what was happening was that morale loss might have gone yo extreme numbers? Like it was at -70 when I first started but after doing a bunch of morale boosting methods it went back to a more reasoble loss metric?
Ill give that file a try after doing a shit ton of morale losing shit
there is another bug i just noticed
any cinematic - ie where you lose control of the camera - resets morale to 75
this is fixed but not yet released
atleast a log that actually records the morale stuff
are the dunes meant to just passively drain morale?
I'd be just a little shidded if I were surrounded by giant peppermint bitch sea lizards, territorial sand sharks, annoying ass crabs with anger management problems, and was down so deep I couldn't see the sun anymore

Thats true
the depression over time is intentional
Depression over time.... fuck off π π π π π π
Lolololol
hah
i think the first 9 shouldnt decrease it though
having rescue coming in not even half a day when you've survived for much longer than that should be good news
maybe even with a slight morale boost at the beginning
the same way the sunbeam gives you a morale boost(?) until they get Fucking Shot Down
LMAO
i will do that
also leave a little morale for the "hours"
at first it drops down slowly, tho it could be that riley knows that it would specify less time, maybe he thought it was 9 minutes
After struggling through completing chromaticraft it is nice that areas have a log telling you if there is still more to do in an area
funny you say that because C2C takes heavy inspiration from ChC
Ah. We have a Reika veteran in the chat π
Welcome friend
A shame I lost my Java account. Otherwise I might give it a look
I'll jot that down for later once I feel like buying a new account
Hows your run going void
the logs definitely help (and it also helps that Subnautica is a better fit for this sort of gameplay experience)
Didn't actually go back yet lol
Luls
by logs you mean the exploration findings?
because i had an idea like that for CC a long time ago
but it is very unclear how that would work with procedural - and thus entirely unpredictable - generation
you cannot know where anything is relative to anything else
that's part of what i mean in terms of "better fit"
though at the same time, you could probably still base a findings log on biomes of interest
"there is more to search for in this biome"
and then categories like "the nether" "plains" "forest" "rainbow forest" "underground" "ocean"
except odds are high that a given biome is not the best place to find X, and odds are decent that a given instance of it does not even contain X
that is why we use such huge territories on the DR server
to make the odds of a player missing any given X low
but even still it has happened
this is part of the reasoning behind the stronghold changes
this is probably super performance-sucky but "if the player spends too long within a given area away from "their bases" try and tell them what they're looking for might not be here"
define bases
at runtime
overall though distance ch3cks are cheap
easiest would be "radius around a set of known "machine" objects
that however is not
though
some CC things do have saved locations
just store their pos when placed and delete it when not
casting table is a good bet, for instance
most obviously the crytal network
ah, good bet
far too many ways that gets out of sync
of minimal importance overall
ideally you have at least a couple machines that would be 'coincident' and nobody's moving base once they've settled down
not at all
i have been repeatedly burned this way
worst case you end up with a distance check to a position that used to have a machine on it
that is the other issue - lots of people make a dedicated CC base nowhere near anything else
or no distance check to a machine that does exist (this is alleviated by other machines existing)
toss in some Rotarycraft machines and maybe stuff from one or two other mods (AE2, thaum, tinkers, mekanism etc)
fallback case: if the player is spending the majority of their time in an area, define that as a "base" as well
or have something ask the player if this is a base
none of those cache their locations
why do you think TE movers crash the crystal network
base definition block?
reminds me of a very old idea i had for CC
Maybe
not a block but a perimeter fence
you know how some Horizons bases have tresspass zones around them
defined by a fence of spires
Again youβd really only need to intercept block placement and destruction
there are way too many nonstandard ways that happens
there is not one core function for it
For the same given block?
hell a mod could direct edit the chunk data, and some do
yes
removal is dictated by the remover not the block
Right
Again that doesnβt entirely matter that much unless youβre defining fairly off objects as βbase machinesβ
Like quarries or digiminers
what
any block can be removed weirdly
and i have seen exactly that
many many times
this is how you get half-complete yet complete multiblocks
nonstandard removal that bypasses the usual "listeners"
If youβre checking against a stored position for an object that no longer exists, thatβs perfectly acceptable as long as that position is still likely to be within the playerβs base
true
I think my main issue with CC was trying to find enough fragments without twilight forest, but with twilight forest the process was so insanely easy that it felt cheaty.
Like when its meant to be slowly finding fragments in locations but then twilight forest ore hills just have tons of them it kinda removes the point
||other issue was just how vague certain mechanics purposefully are, I never worked out what the locus actually does but I was atleast proud of myself for finishing the mod even if I cheesed sudoku||
ok so im trying to find a way into this specific section of the mountain cave near lifepod 14 that has thermal vents and drooping stingers blocking the way, I found an alternate "entrance" but it has a current blocking entry
I feel like this area is important for several reasons but hard to know if im meant to come back later or not
currents are not all-powerful
where do you think a good place to make a base would be?
β¦in Minecraft?
oh i thought we were talking about c2c π
nah reika just likes making mods about C's
by near anything else I meant not to things in the world but to other infrastructure
CC in particular seems to frequently inspire the creation of dedicated "CC bases" that are hundreds, thousands, or even infinite (ie another dimension) blocks from the main base
to some degree I get it, as half the things need to be outside, there are a lot of very large multiblocks, and the main structures all need access to the crystal network; I do a very mild version of that, putting it 50-100 blocks away in a dedicated "side area" of the base
however one of the most often cited reasons for this isolation is lag sequestration, which is baseless
people see large flashy renders and assume laggy
but CC areas have fewer TESRs, by a factor of 20, than say a RotaryCraft area or most other "machine areas", as the latter are dense arrangements of machines, each one being a TESR, compared to one TESR with big FX surrounded by 500 basic blocks
jesus christ this databox is being defended by 3 repears
WAIT NO FOUR
I have no clue how I am meant to get this other then brute force killing the leviathans
ITS A BROKEN DATA BOX??????
jesus christ
now im even more confused how you are meant to get this
leave it be fore now. trust me when I say you won't need it till later
u gotta repair a tiny bit, then back off and stay still
it breaks back if you dont repair it for like a second or two
might even be continuous damage you can barely outheal, im not too sure
i honestly dont know how you're supposed to do it, because even the somewhat obvious solution ||of bringing a stasis rifle with you is not viable, as it'll just break down while you shoot with the like 4s shoot charging time the rifle has||
||and decoys obviously last for much less time than you need to in order to fix it properly||
unless stuff changed since i last played around with it
which is, of course, highly plausible
oh wow its been almost a month since then
i know the solution, tho we're told not to spoil, not exactly spoilers tho
||let's just say the descriptions of other power sources for handheld items could have unique effects, according to the PDA||
||yes you are literally unable to fix it without the azure battery on the repair tool past like 2%||
damn what
||...oh my god is the solution to azure battery the flashlight and flashbang the reapers into oblivion||
i'd be surprised if that even does anything lol its such a waste of a tool
oh yeah any hint to which biome the plant I need to unlock microfilter is in? Because ive been going through all of them wacking shit with my knife but haven't unlocked anything yet
its not obtained from a plant
and as usual, biome exploration logs are your best friend
maybe you should look close and scan around for what might be useful in one of them?
ok i missearched earlier lol
you're going to want at least a seed of all things anyhow
not that they're all used, but rather that many are and you won't know in advance which
better to be prepared than be blindsided by some plant you now have to search for
to be fair with the second part half the time shit doesn't come up on the scanner until you have already found it because you can't scan for anything that hasn't loaded yet
yeah it kinda sucks LOL but its better than nothing
there was this mod that makes the room remember i think
ngl I am kinda getting bored of needing to setup a lantern fruit tree literally everywhere just because my moral drops to zero while exploring sometimes
like im eating a diverse set of shit but my moral just drops so much faster then my hunger does so most of the food I eat is exclusively for morale
like if i skim azurites electricty field it just instantly drops to zero meanwhile my health is still maxe
yeah no this one is
what did you try?
oh wait it prolly isn't, its just that getting lightly tickled by the fire damage in that location instantly set my morale to 0
FUN
well, perhaps your feeble body may not be enough?
so great I need to go find the microfilter
love having to explore the entire map for one single thing
haha you'll do that a lot in c2c
idk if I am going to play again until I get a proper explanation on why losing morale seems so insanely variable
the past 5-10 hours of play time it barely even budged
and now its just dissapearing at the drop of a hat
I was able to do it fine in my playthrough
somewhat hair-raising yes
but perfectly doable
morale is still a work in progress, being very new, but that is in regard to balancing, not outright issues like "randomly all disappearing"
and it does not ambiently increase (or decrease) on its own without cause
so "it never budged" is to be expected if nothing was acting upon it
when was your last play through
also whats this new morale system? from what ive already read, ||you take damage you lose it, to gain it you eat???||
and whats the fucking point?!?!?!
February and March
no
One time I went into the mushroom tree and had full morale going in the it droppef to zero on the way out, it didn't do that the next time I went in?
Is it intended for phytoplankton clusters to despawn after partially being used to fill a tonguelily's material progress bar? (10-15%)
been considering trying this mod out as an alternative to deathrun, i feel it might be much more interesting. only issue so far is figuring out where/how to acquire the dependencies, some of the links are broken but i've found what i needed so far
been a while since i've touched legacy
i'm especially fascinated by the "liquid breathing" mechanic, and that led me down a rabbit hole discovering that it's actually been researched and considered IRL as a possible solution to allow for deeper diving without submersible support
with the realization that there is now a morale system (anyone have any documentation on it?), i can only imagine having your lungs filled with fluid and feeling like you're constantly drowning before getting used to it would cause quite a drop in morale
Oh god, please donβt suggest a realism change
oh no....
what have i done?
uhhhh what does this button do? it doesn't say anything about its purpose when i hover or click on it, it just asks "are you sure you want to do this?"
goddamn, okay then alterra
read the databank
ohhhh is that the emergency rescue warp?
yep the message that just popped up confirms it, thanks
from what I know, morale mainly affects swim speed, how fast you lose hunger or thirst and how fast you're able to fabricate stuff. eating too much of the same food causes drops in morale along with getting hurt, while eating a variety of foods boosts it. I've probably missed some things but thats what ive noticed so far in my playthrough.
You did evil, or good
Seoensing on your point of view
In partially responsible for some changes!
So cheeers!
Join the club!
I wonder if reika fixed my laat cheese
I made a shark tank
Much wasier than...tbh im not sure i k ow the "intended" method anymore
We used to think it was stasis rifle there, but the nee changes might not make that viable anymore
I wonder if reika has considered lowering yhe "total" amount required to repair on those since now they get damaged
So morale actuwlly makes me tend to carry a little bit of food around now
But all its really done mechanically is make trips leaving basr a bit shorter
this is ignoring the main mechanic that drives morale
Honestky
Morale can replace food
One currently would be hard pressed to fins themaelves ever falling unswr like 70 foos
Food
Ans 70 means your morake is 0
Lwast when i laat fucked around
that is not true at all
It was early on
Tho i wasnt thinking inside base to be fair
But outside a base
Moreale drpps pretty darn fast
You usually wanna pop a fish every minute or less due to it
Water is still relevent outside base
But i have a hard time inagine a scenario where you hit 0 food before 0 moral
I dont know how much slower one is with morale tho
I know being below 20 food is alnost a death sentence on its own
Since now the averagr snail outpaces one below 20 food
Admittedly.im working from at least 3 patches ago info
Probably more
oh, base decorations right?
unfortunately i'm now having this issue quite frequently as well
I had that issue as well, turns out this only happens during a ||nanocarbon spawn||, so until you are able to create a ||falling materials detector module|| for the scanner room you can't really do much other than save as frequently as possible. After the ||nanocarbon spawns|| saving is perfectly functional. π
huh. i'm quite early on in my save with no idea what ||nanocarbon|| is
its from a rare event where ||some material can be seen burning up in the sky and landing somewhere,|| when you go and check where it landed you get greeted with ||nanocarbon|| which is used for later recipes like ||hull plating||
weird, that event has definitely not happened in my save yet
wonder if it has something to do with having both bepinex and QMM on legacy branch
qmm (in its current state);is a bepinex plugin so you cannot have qmm without bepinex
ahhh okay good to know i'm not doing something stupid there lol
you could drop your logs here, so reika could potentially look at fixing whatever is stopping you from saving
though i cant say i remember which one is the logs specifically
would it do me well to use an old bepinex version from before the living large update?
here's another message i've already shared with my logs: #1411016433764270222 message
its usually signalled by ||a loud sound (crackling) near the surface ish area and seeing something burning up in the atmosphere in that direction|| but from what ive observed the save issue occurs straight after a warning from the ||falling materials detection module (an upgrade for the scanner room which tells you a countdown and shows you where the next nanocarbon spawns)|| rather than when the visual and audio cues occur.
bepinex itself is a general unity utility which has no connection with subnautica so that should not matter, but as for tobey's pack i havent heard of latest being unusable for legacy by any means...
you could try i guess but i doubt that'd be the issue, really
oh the exception unfortunately only mentions a generic component field save handler
problem, i can't find a version of tobey's bepinex pack released before 2.0 was
probably doesn't matter then
yeh
does at least mention something from Reika so hopefully that helps her track it down?
CFS is reika's approach to saving, yes - its convenient in that she doesn't have to do much work for every component in particular, and it instead handles the dirty work - however, this also means that if one errors, it isn't very helpful as to which component is the culprit
ahhhh
@trail ether could you add a try/catch when a component field save handler is serializing? that'd help in at least figuring out where it may go wrong, because I'd assume you probably dont want to follow through with saving at that point as its in an "invalid" state (see replied-to message)
for now i'll probably keep playing, saving frequently, and uploading my log whenever the save error does happen - maybe there's a pattern to it that could be found
also, feel free to ping me if/when this update is pushed out so i may help test it
got it again! last thing i did was exit my seabase, swim around the shallows and grab some fish, then re-enter and try to save - luckily only lost 3 minutes this time because i've been saving every second possible
here's another one. unfortunately lost the exploration of a whole wreck this time
both seem to have the same exception, which is as useful as the first time unfortunately
NullReferenceException: Object reference not set to an instance of an object
at ReikaKalseki.DIAlterra.SaveSystem+ComponentFieldSaveHandler`1[C].save (PrefabIdentifier pi) [0x0003b] in <a0741991c546451b8e817168ec8188ca>:0
at ReikaKalseki.DIAlterra.SaveSystem.handleSave () [0x000c2] in <a0741991c546451b8e817168ec8188ca>:0
at (wrapper delegate-invoke) <Module>.invoke_void()
at SMLHelper.V2.Patchers.IngameMenuPatcher.InvokeSaveEvents () [0x00009] in <21ae6a9b90624ee6a507253882306786>:0
at (wrapper dynamic-method) IngameMenu.DMD<IngameMenu::CaptureSaveScreenshot>(IngameMenu)
at IngameMenu+<SaveGameAsync>d__40.MoveNext () [0x0006c] in <b20a3a5ada624fe2a1501d935cca65f7>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <11d76d5f2da344218c391ad1f20978b4>:0
and i doubt it'd get any clearer with any new logs, either
I've reinstalled every, thrice. Adding and substracting mods trying to pinpoint the cause, to no avail.
So my best guess is that it's something with Sea to Sea, but quite hard to replicate, otherwise, there would be more people affected .
yes that is the cause and I have already fixed it, but it can be fixed by using the runtime editor to delete all FallingMaterialSpawner objects
see above
yes
cheers π
but wait that event hasn't happened for me yet, huh
regardless, will acquire runtime editor and try this next time it happens
will doing this mess up any progression?
it shouldnt i dont feel
maybe just reset all ||nanocarbons spawned|| but thats it
reika wouldn't mention things that would mess your save up i think
she'd know her own mods best, after all
its prob due to subnautica having "chunks" like minecraft chunks, and when u unload a chunk, the items are still there but are frozen in time, and they wont despawn either
but they still gotta be saved
the entity you are deleting is the queueing agent for the event
that is fair lol
got it - will report back on how this works
I just figured out how to get through the captains quarters door. never have I ever felt so satisfied after being stumped on something
alright! save glitch is happening again, but little does it know.... i came prepared this time >:3
.... well, partially prepared. first time i'm using the runtime editor, and unsure how i'd go about deleting all FallingMaterialSpawners
got this far, time to figure out what this means
huh. i suddenly have gained even more respect for modders who know how to deal with this shit
use the scene browser
you could use REPL but the former is easier
YEP THAT DID IT >:3
the scene browser was indeed much easier for a first-time user. object deleted and now my game saves flawlessly, thank you so much for your help
now to figure out why my morale keeps dropping in my starter base even though i'm trying to decorate it every chance i get
does the interior size/how cramped it is play a part in it?
Hard to get strqight answers from reika
Ahea protective of her nechanics
Kinda gotta make it aparent you have solved it but its not working
I think you have the most commubity knowledge on morale atm
Outside of reddit but i dont scour there much, ans you still may be ahead of the game
Ooo sweet
Keeo jotting down your obawrvations salira
I think you have good ones
You have bettwr notea that like 70% of the last major disussion mechanic
..... i literally just started with this mod??!?!?
ah
I waa being vague on the previous major discussion too
Nit rhat sceollibg up wont find it
Hows your suffering going so far sali?
i will admit, the (apparent) lack of methods to get my morale to not take a nosedive by existing inside my seabase is tempting me to metagame anyways by making a beeline towards ||the floating island for the interior plants and larger multipurpose room||
possibly just a skill issue but i do wish there was a bit more guidance on this, though i understand it's a new mechanic that's still being worked on
sidenote - this time i only had to delete FallingMaterialSpawner(Clone) and left a FallingMaterialSpawner (not-clone apparently) intact, and that allowed my game to save
-# why is my compass spinning why is my compass spinning why is my compass spinning why is my compass spinning
.... i think it may have been caused by the ||moon being eclipsed by the planet in the sky??||
the (clone)-less one is the "prefab", an inactive object that all the objects (of this type) you see in-game are based on, and the (clone) one is the actual object you see in-game
i think it may be short for "pre-fabricated", as in its constructed earlier on such that subnautica doesn't have to recreate it from scratch every single time and can just use that as the template
haha yeah compass is damn near useless in c2c
but... but
c2c is supposed to make things more useful, right??
-# ..... right?
besides it only happened for a short time
its less about making things more useful and more about increasing depth of various mechanics (or otherwise through new mechanics)
the compass is way too useful and c2c is instead trying to put the focus on keeping watch and being mindful of your surroundings for navigation
at least, that's how i interpret it
imo the amount of morale you lose whenever you take damage should depend on how much damage you're taking.... it's slightly frustrating to lose basically all my morale from something that does like 5 damage to me over 10 seconds just because it's spread out over several ticks of up to 1 damage, and thus be confined to unbearably slow swim speed
and i just learned the hard way about making outposts so i can save closer to where i'm exploring in case i die
yep outposts are goated
so many benefits and cheap to boot (goated reefbalance lowering the cost of a room to 3 titanium)
it does
float amt = dmg.getAmount();
if (amt > 0.01 && !IntroVignette.isIntroActive) { //the panel to the face actually DOES DAMAGE...
float dmgRef = Mathf.Clamp(amt, 0, 50);
MoraleSystem.instance.shiftMorale(-Mathf.Lerp(5, 80, dmgRef / 50F));
}```
??!??!
???? it does ???
what the fuck lol why'd they make it like that
whats the range for morale again, 0-1000?
i assume not 0-100 because 5% morale loss from 0.01 damage sounds like a lot
well whatever from stuff like 1 damage
hm
nothing actually does <1 damage
really <10 is rare\
poison?
last i recall thats pretty slow acting
though i guess youre no longer Forced To Tank Plankton ever since the rigidbody fix so you dont really have any real sources of poison aside from stinger
this probably makes || obsidian || a hell of a lot more painful to get though
since heat damage is constant and small, and you could barely get enough without ending up at a body composition of approximately 90% bandage before the morale system
oh my god kyanite's gotta be ass too now
not like it wasnt already since you and the vehicle would melt in seconds... unless that's been changed since?
Itβs actually just a random event
Iβve suggested that it should involve some VFX in the sky though. ||its supposed to be a geomagnetic storm||
ohhh okay, that makes a lot more sense than what I thought. yeah that could probably eliminate a lot of confusion as to why it's happening
-# also it'd just be cool as hell :3
VFX is not really something i can do
I believe in you
i must say i have no sympathy and a hell of a lot of derision for those people who get completely stumped by the various keycode doors in C2C
because they just pull the (vanilla) codes off the wiki, and then when that fails to work due to C2C randomizing them, they are too dumb to think of reading the PDA page and instead bitch at me about the door being "broken"
You could maybe pull something like βprevious code not acceptedβ as a popup
Incidentally ||is every other code-operated door cannonable||
||Perhaps it may be better to have that door activate with the code, but then fail to actually open (with sparks and a fail message on the touch console to match)||
except that is not why the code does not work
and I have a whole PDA page written to justify the disagree in-universe
I guess?
a popup where? just in the game UI? that does not make any sense in-universe
Alongside some kind of voice, yes
the popup still does not make sense
a voice does
would have to be a distinct voice from the PDA, cyclop,s and seamoth
but this idea does have precedent
think the AI on the radio
"pod has sunk beyond safe diving distance. do not attempt retrieval without submersible support."
Popups happen for any voice
Oh
like the "you died" one
Yeah a subtitle and voice
subtitles happen automatically
as long as the voice has an associated StoryGoal
which it would anyway
Youβd even get to choose your own TTS and filter schema
it just needs to be the appropriate type
i only know a few free ones
like the google set
which got a lot more limited recently
I mentioned the paywalling of A.D.A. recently
i would need to look around
but this is implementable
I do not know how to filter a TTS to sound synth though
Probably varies from voice to voice
Lee has the pda site you can make the pda voice for your use
Allows for the creation of text-to-speech to replicate the PDA voice from the game Subnautica.
Made three
Me just make wrong code spam 6 gist Levi's π
Btw is there a cool down on save? I'm getting a weird thing where I can't save. No error just nothing happens. It's intermittent. Sometimes I can save again and then so.etimes I can't. No crash or anything tho
scroll up
wait for the new update coming in a few minutes
New update?
this sounds nothing like the real thing
and besides the onboard aurora AI would have its own voice anyway
I did a stupid
that converts it from a field to a property
i've been saved!!!
okay for some reason my morale was instantaneously nuked from 100% to 0% once i got to the ||floating island||. i haven't taken any damage and i'm well fed and hydrated
update: reloaded my save to test, and it happens right when i pick up the ||Rendezvous Voicelog||. it indeed was an instantaneous drop from 100 to 0, and since then it just stays stuck at 0% - anything i do to raise it gets negated in seconds
i don't know if this is intentional or not
i don't, haven't unlocked the mod station yet
Well i had some pocket cheese for ua but
pun intended?
the magnitude needs to be adjusted
but overall this should make sense, perhaps not 0% but a lasting malus
argument: by the point you get to ||the rendezvous||, ryley should at least be used to some level of disappointment
would such a malus be "morale decays to x value faster for y length of time"
ooh what about when ||the sunbeam gets blown to bits||
instant 0
yea
u just saw ||a bunch of dudes get blown by something with the theoretical power of two tsar bombas||
tho youd have to time it for the ||explosion||
regardless of how jaded ryley would be at that point, you're still witnessing ||actual deaths, and the reason for why your ass is stuck here in the first place||
actually it might already do that
oh also, speaking of, does ||ryley get reduced morale everytime he picks up a pda and it ends with static or a "im not gonna make it"||
||or from any of the survivors||
||if that does happen, it should be reduced by a smaller amount for each PDA in such a category||
yea bc he gets used to it
||fairly certain theres no dampening systems, since reika said its unwieldy...? or difficult...? one of the two||
||the moment the gun is deactivated you should get a permanent bonus to morale||
should also drop for ||all stages of infection he gets told of he has||
that or ||curing||
||curing does make you happier||
||former for "i'm no longer trapped and can leave at my leisure" and latter for "i'm no longer dying of the Kills You Disease"||
permanently?
for the record, as far as i can tell, all code for the system is in ||https://github.com/ReikaKalseki/SeaToSea/blob/main/Systems/MoraleSystem.cs|| (obvious spoilers ahead)
ye
huh, fair enough
||as a joke his morale should drop to fuck when he sees the sea emperor, then slowly go back to normal and go up when he gets told hes close to curing the planet, and also himself||
hah i like that
OHG ALSO
Thats so late in the gameπ₯²
May barely notice it but yea
at minimum, a point where you no longer get morale reductions from it?
||each piece of the rocket should increase your morale, and also scanning everything in the game as alterra tells you to||
||well i guess every vehicle crafted should also increase morale lmao||
||every piece of the rocket improves morale, until you get the checklist notification||
That reminds my of ny suffering summoni g plan
is that an idea you got or does that already happen
idea
Tho i need to 100% the silksong before i cab sunmon for suffering
implement that shit right now
||rocket gives you permanent +10 when you finish it||
that's like half of all the ideas I send reika
good
good luck, which act are you in
About to hit 3
any endings yet?
I looked uo a few flea locations but managed to find all the wishes
First ending
||weaver queen||
you can get a second ending if you ||haven't had an abortion yet|| nor entered act 3
I am a bit aware of one of those 2
Didnt know about the othwe
Ive looked up a couple things for locations, regretabky once because the guide started with "before going here, do this, in x, find x and do x"
I was so mad
I just wanted to know where a bench easπ
First sinner was my favoutite boss so fsr
Cogwork dancers are a close second, i cant wait for an arena to be added where we fight a third dancer like sisters if battle
Oh you are refering to the same ending here
:)
||cursed child||
Ye. I discovered it by looking through chievos. I will replay to get itπ
||somehow ppl were shocked that there was a child in her in the first place when they did the abortion||
But ya once i finish all my bosss fight swag, ill pop back in c2c and do my great suffering summoning
just don't try for it on a speedrun or steel soul ig
And also maybe try to see if i can get reika to trouble sboot the glirchy sunbeam debris
(I rrally really want that second nano lathing drone i was promised)
Yeeeee so healing be rough
||rough is an understatement (what healing)||
Just got back to playing c2c in a new save after a few months and
What's this morale thing...

Im a turtle
im guessing it has to do with the room decoration and such but damn is it hard early game
Morale stuck at 0 anytime im indoors makes it very painful to do anything at all
eat unique shit, and u get morale
You have to decorate your bases. Would you feel like you were in a good mood if you were stranded on an alien planet and surrounded by wildlife you don't understand outside and nothing but lifeless unthinking machines inside?

I figured
the thing is, getting decoration early game is very tricky
I mean... literally everything in c2c is a power creep lol. You have to have the self forgiveness and paitence to find the reward and satisfaction in whatever small edge you csn give yourself with whatever resources you have available.
I'm aware... it's not my first time playing
I just found it strange how this new mechanic is so restrictive especially in early game, where everything is slowest
Didn't expect reika to make it even more of a crawl
But hey I'm here for the pain, I guess
Still strange how it works
And how there's no explanation for it in the pda
yes, I'm going to pretend that was intended :3
every PDA gives a boost followed by a fall
there is no system for "enough" but Khasar gets half penalty
you do
as well as several other major milestones
also already a thing
including this
fair enough
it does
I kind of like the notification bit though
that is NOT the primary mechanism
It's the only one I have available atm 
yeah for a significant portion of the game it's the only way to tangibly and reliably raise it aside from just being outside (at least that i could find)
and even when you can start building a base, until you go to the ||floating island|| and get blueprints from the ||degasi base|| none of the "decoration" available to you from the nearby wrecks actually does anything which is weird
and being inside a base, even with windows and a place to sit and a table and such, and a picture frame, your morale just drops
Very fun
doesn't make sense to me how the escape pod doesn't drain morale while a basic seabase does - makes it unnecessarily frustrating to play in the beginning stages imo
Especially when you have pod drift on 
oh god that's a thing???
I turned it on but it hasnt drifted an inch and im 2 hours in
Maybe I did something wrong
Hm?
i do believe other mods like deathrun also feature some pod drift option
its not a c2c exclusive mechanic
i guess it'd be more accurate to call it the worst mechanic in modded subnautica
oh huh?
yeah, at least with default settings. dunno if it drifts with different ones in deathrun
Well its off by default for a reason
Oh yeah, I never changed my deathrun config cause I thought the default was the most challening
Maybe ill try it again one day
In another spawn too
I was blesssed with plateu spawn
it is true that I can't see it mentioned on the modpage
i fear stepping up the difficulty settings from "Deathrun" to "Kharaa"
What's it change?
maybe im just misremembering the sinking as drifting
no clue
One day I wish to do c2c with some deathrun mechanics
aside from it being harder lol
Not sure if theyre in any way compatible
oh apparently drift was a vanilla feature they since removed
that makes a lot more sense
I'll have to give it a try...
I dont remember there being any options to make it even harder
reddit post from 9yr ago mentioning it lol
im not old enough to have been part of the community back then idk where i remembered drift from
oh well case closed irregardless
gonna take a bit of fine tuning most likely, before C2C i was playing Prototype Expansion + Deathrun, and without revealing too much about the Prototype story itself there's a point where ||you get teleported from pretty deep underwater to the surface||, which would be completely fine normally - but since i had Deathrun as well it instantly killed me from decompression sickness
i do think that some people have attempted it
and talked about their experiences here
i dont think theres anything that makes them inherently incompatible...
Well they both change recipes a bit so maybe that
deathrun's personal depth crush system (which i think requires a special suit, yes?) may or may not be compatible with c2c's progression, though
i would assume reika added some level of compatibility since she did that for other (arguably less popular, and smaller) mods, but i havent looked into it
iirc in the compatibility notes Reika states that anything that messes with the vanilla recipes will most likely break?
"While it is still possible to play C2C alongside them, doing so is not going to resemble the designed gameplay, and this is not recommended."
So they might work, but they'll mess up the progression
so probably for a second or third playthrough
Yeah I'll see what I can do when I actualyl finish c2c for once
hah that's fair
Deathrun was surprisingly quite easier than c2c
π
Oh it started drifting alright!
what are you made of
Finally
i think they're different types of mods altogether though, can't really compare them i think
deathrun mostly aims to make the game harder from what I've seen, c2c adds depth through puzzles
Deathrun was difficult in that it made everything have more steps and you had to approach every decision with caution
and significantly increased resource costs so scanner rooms arent useless
But c2c makes me not know what to do at all times
mhm c2c hides away a lot of information
there are only a few compat changes that'd need to be made for deathrun to be fully compatible with c2c
As with most subnautica runs, they become trivial once you get the stasis rifle
In deathrun it was quite achieveable without a lot of trouble
Here...
Ohhh that's great to hear
you cant even use the stasis rifle half the time because it ends up dislodging solid structures like the degasi bases π
in c2c i mean
unless thats been patched out recently haven't checked
one: allowing the player to ignore nitrogen and safe depth mechanics with liquid breathing
two: adjusting for deathrun's battery changes (basically, accounting for the basic battery becoming a disposable one and the "basic, rechargeable" battery being added)
oh god i just looked at the stasis rifle recipe...
I wouldnt know
The time I did get it my game froze because I was using cameras
lost like 5 hours of progress
Yeaup
||avolite|| my beloved
The Funny Mystery Ingredient
screams in "where the hell do i find all this"
Now how should I go about doing so?
patching deathrun
Easy! Just build 28 different scanner rooms
AND THE PROP CANNON IS UNCHANGED LOL
avolite is really funny because it's a reference nobody ever gets
No hablo
...it is?
it is?
you would need to make a compatibility patch mod for deathrun + c2c
propulsion damn near useless anyway it isnt that big of a deal lol
or prod reika enough but i've already tried that and it didn't work
Guess it'll stay a dream
Oh well
Surely subnautica 2 will be out by the time im done with c2c and the other deathrun run i want to do
clueless
hold my cave crawlers
oh yeah is the propulsion <-> repulsion in-inventory switching added now
i think it is right
also useful for yoinking materials from the ||brine in the lost river|| i think? haven't been there in C2C yet
i dont know if its mentioned anywhere but it should be possible to switch between the two with a key press
before it was through the modif station so you could dupe batteries or void your battery by mistake lol funny mechanic
yeah every time i scroll up in the PDA i get a notification about me not having a propulsion cannon in my inventory lol
2028 here we go
could be
oh thats actually pretty clever
i should probably not spoil further though but yes that is you can do that
I like how I get adviced to save the game because it's been long since last I saved
Yet the only option is to save and quit
Huh?
there should definitely be have a save button, do you have a mod that combines the two?
c2c very heavily warns against loading a save in the same game instance, so i really dont think thats a c2c addition
wouldnt make much sense to remind of saving but also only allow exitting to menu (and by extension, requiring a game restart to continue playing)
yep
DIdnt know there was supposed to be a save button lol
admittedly i cant check ingame right now, but i really dont see why it would've been changed
yeah uhhh
skull emoji
hmm whats your mod list then @mighty grail
one of them is definitely merging the two
unless its a smlhelper feature...? heavily doubt it though
Huh
...Oh
hardcore does that?
Figures
ahhhh yeah
That's it then
right you could savescum otherwise
I just like to save in case there's a blackout or something
oh ffs not being able to savescum makes one c2c mechanic so fucked
Good Luck With That Lol
And in case the cameras freeze the game...
Oh I never intended to play anything other than hardcore im ready for the suffering
the main purpose of a "hey you should save" reminder from C2C is pretty much made redundant by hardcore - in C2C normally, dying ||forces you to reload your last save||
I've never died in C2C before somehow
as i found out the hard way
yep prevents suicide runs
Im very glad we have the new panic teleport feature
I manually implemented mine
no shit you did if its since been removed from vanilla
but they are semantically barely compatible
what purpose does the panic teleport give btw? so far i can't think of a (common) situation that would call for it
not to mention insanely punishing
stuck at a base very far down with no real method of reaching the surface, for one
Makes it so youre able to escape a situation when youre about to die?
Without losing the entire save
the worst offenders are all blocked from being used alongside C2C
At least for hardcore it seems like a blessing
its designed for the very rare situations where you could have completely softlocked yourself otherwise
Ohh
ahhhh okay
Thats the point!
so?
this gives zero context besides its coloring
i just found it funny lol, though it makes sense for the amount of utility each gives you
well and its use, lore-wise i guess
hardcore mode?
hardcore mode does that
prop cannon has its situational uses, while the stasis rifle is an almost universal get-out-of-jail-free card
yeah I kinda forgot that hardcore did this
been so long since i last played anything other than hardcore
this
this happened to me several times
i'm guessing C2C makes that kind of situation much more likely?
yep
Never happened to me quite yet but I guess I havent gone too deep
Most progress I did was ||getting enough avolite for the stasis rifle||
C2C is not a "make everything expensive and difficult" mod
Never finished my last playthrough after a very bad crash because of the cameras in the scanner room
that is fundamentally missing the intent of the mod
the purpose of C2C is to make much more of the game - especially the map itself - necessary for progression
it is even in the name
Which consequently, makes a lot of things more expensive and difficult
I like the means
yes i'm aware, i didn't mean to imply it was arbitrary
But I understand
fundamentally the only diagetic way to make something necessary for progression is to either make it require materials found in some area or to use the various unlock systems (recipes, PDA codes, etc) and put that in the area