#SeaToSea
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I'm not good at reading debug information at all, so take my interpretation with a grain of salt: it looks like either there's a requirement missing to make it a leisure room, and that decor value is only one of the requirements, or something buggy is happening
The (0/1*0) to me looks like it's comparing two values of either 0 or 1, and only presenting the option when both are set to 1, so decor being high enough is one value set to 1, but the other requirement isn't met so it's set to 0
Again, I'm not good at reading debug info so don't consider my interpretation as something of particular value by itself
in the log
SNUtil.writeToChat("Room at " + bc.transform.position + " has options " + options.toDebugString() + " & deco value " + decoRating + " (" + plantPanels + "/" + windows + "*" + this.getWindowDecoValue(bb, bc, hasGlassRoof, debug) + ")");
Oh I see.
I know how to read that even less ๐ญ
deco value, deco rating, has plants, has windows, has glass roof?
oooooohhhh okay
private float getLeisureDecoThreshold(BaseCell cell) {
float val = AqueousEngineeringMod.config.getFloat(AEConfig.ConfigEntries.LEISUREDECO);
if (QModManager.API.QModServices.Main.ModPresent("FCSAlterraHub"))
val = val * 1.25F + 5;
if (this.isLargeRoom(cell))
val *= 1.5F;
return val;
}```
this is why the threshold is not listed in the PDA
it is not constant
Code Jumpscare
so the moral(e) of the story is that there are multiple factors being considered for a leisure room
also wait there's a glass roof???
Pretty sure that's for the 2.0 version, the glass roof
c2c isn't on 2.0
The code she's showing is is probably for 2.0.
It even has large rooms in it.
Unless that's just the internal name for multipurpose rooms.
I think that's the case yeah
I don't think reika would post snippets of code for 2.0 in a conversation relating to the reqiurments for a leisure room on legacy
plus yeah, legacy predates the large rooms on 2.0/below zero, so it'd make sense that they'd be called that natively
I mean, there is no debug item code for "LargeRoom", even the ones ported from BZ are "BaseLargeRoom", while regular multipurpose rooms are "BaseRoom"
shrug
Well, I have no idea how to get the depot to work, guess I'm not gonna be playing legacy lmao
added in BZ/2.0
i had someone get me the GO structure for a room with a glass roof in 2.0 and pre-emptively coded it in
Alright, operation ||release a bunch of ampeels into the blood crawler nest|| is a go.
Will report results.
ahhh that explains it
LMAO nice
I'm pretty sure you need that disgusting thing alive 
the ||larvae|| or the ||brood mothers?||
also ||GET CLEMMED||
Omg finally, apparently what was preventing it from being a leisure space was ||it not having a 100% room rating||.
I am curious what a "highly mineralized environment" is listed in the water filtration systems databank entry
ok why the fuck did my sea moth just teleport below 500m out of no where
I need to redo one of the fragment hunts now
you'll find out don't worry
just my theory but it might mean an environment with a high concentration of minerals
not certain, however
oh
yeah
i just looked through my voice logs
oh
I think I know what biome it is
no I mean the one time voice lines from entering biomes
god I completely forgot where the ACU blueprints are, guess ill just go knock out the wrecks I still need to do on this playthrough Nevermind I just go it
btw the animations setting morale to 75 bug is still there for interacting with scanner room camera, opening/closing bulkheads and opening wreck doors
oof, thought that was fixed. Haven't had that issue in weeks
I did have a bug where operating my camera would allow my morale to go up over time as if I wasn't in a locatoin that sapped my morale, but it never got set to 75 like that
so uh turns out the visual bug that removes water is completely unrelated to the elevator getting deleted in my last save
there is just a specific point around the QEP that does this
if you swim through it
Entering and exiting the QEP seems to fix it
dang, all of my efforts to check if that bug still existed have been in vain
iirc it happened to me while piloting the prawn too
need to go into the debug menu (f3?) and play around in there, enabling "water volume" or something
that percentage is literally the percentageo f the leisure threshold
so am I missing something with carnivorous fauna or do they just make feces REALLY slowly
have 3 crabsnakes
ok its been another 20 minutes and nothing so idk
personally, i didnt even get to generate any poop, which apparently was because i had no waste collection system set up? (but why would the creatures shitting be determined by whether a collection system exists?)
nevertheless, you get way more than enough with one trip to the treaders to where i think you really dont need an acu shitting setup
Its more just rhe inventory space issue
Happened in prototype. There were several water related bugs with the Architect structures for Prototype
Actually happened to me while playing Prototype, I had to go into the F3 menu to get it to enable again
Any tips to find ||nano carbon|| i just cant find any for the life of me ?
ok ty
np
What do you know about it
I know how it spawnns and things but after seeing the ||metor ||i would drive there and there would be jack squat
How fast have you manages to get to the meteor, give me more details if you can too
Like within 2 mins
i had a weird visual bug were part of my map were disappering so i had to use perirfal verison i couldnt directly look last time i got this far
weird
so you cant llook directly atit?
tha makes it harder...
it doesnt last in the water too lon
g
Yeah like my auroa would disapper
What mode of transportation are you using?
I was using seamoth cus i couldnt get anything faster
So you haven't made the laser cutter then yet?
No. The recipe has changed since you last played. It doesn't take Nanocarbon in it's crafting anymore
ooh
WAIT IT USED TO TAKE NANO CARBON?
That sounds awful
I've never seen that recipe lol. They must be coming back after ages.
are you using performance booster
because you shouldnt its so ass
I wasnt iirc
i noticed no positive change from it
hm. then im out of ideas
thats the only mod i know that limits render distance
(which is what would cause you to not be able to look at faraway objects head-on)
`"anymore"? it never did
ever
no
Ok good rhat would be insane lol
I knew i needed something that needed nano carbon before i could get laser cutter cus i remember quitting 24 hours in
you dont need it until pretty late in the playthrough
or at least, thats how it currently is
laser cutter you can probably even get before one even has the chance to spawn, really
Huh. Well then they're tripping out ig ๐
dayum i was 24 hours in
I had already been to the void and the crash land areas and stuff
i think i wanted a cyclops iirc
๐ dawg why are you aiming for a cyclops before the cutter
besides the fact that its utter shit, its locked pretty far as well
I cant remeber it was like 1.5 years ago
i ended up deleting c2c and just using fcs mods
lol
Nanocarbon is like, Late-Mid or Early-Late game material from what I can gather. I still haven't found a recipe that needs it (Besides maybe the cyclops, I don't have the recipes for all of it's components) and I was going on a save playtime of around 4 days lol
WoW
TBF, I am spooked by dark and sounds, so I was taking some stuff slow, but still
yeah i think the idea is that you have a sizeable stock by the time you need them
the obvious problem with that, however, being that its a miserable experience trying to obtain it...
at least, up until you have [thing]
well, [thing 1] and [thing 2]
Time to figure out how to get my mods to actually work
I had basically gone everywhere except for like, the 2 ||Redacted|| lifepods, or Lost River and beyond
Dayum
So if you need nanocarbon, it's after one of those lmao
There's a thing 2? Dang sounds like I only ever found thing 1.
one's helpful by way of being helpful across the board, the other's specific
if that helps narrow it down
there is not, in fact, an upgraded version of [thing] that does what it does but better
I'm gonna guess Reika accounted for this, but I still think it would be funny if you got like, super lucky and a meteor landed within range of an item collector lmao
I just realized that azurite batteries ||charge when near intense heat||.
I got my face scorched repeatedly to confirm it but that's really cool.
Also
I'm stinking rich lads
Azurite battery propulsion cannon to pull azurite off of the thermal geyser stalks is so good.
Bro has a ||scroll wheel for an inventory||
Also how and why
Bag inventory mod
Has two upgrades for inventory size
Oh my sweet jesus
Nanocarbon actually spawned
There is hope
TWO spawned
I found another on the way back.
It crashed right above my base
Now you just have to find the thing. And then getting it isn't as much of a gamble
I'm sort of suprised that hasn't been blacklisted honestly
Doesn't seem the type of think Reika would like very much
If seamoth arms got integration, not sure something like bag inventory would be the breaking point.
If the crafting chains weren't so intensive then I wouldn't consider using it.
Well, I probably would, but it definitely makes it more warented in my eyes.
I think passed a certain point, inventory capacity becomes less relevant because you've already passed all the hurdles to do a given thing. The only thing I could see it being too strong for is the ||void spikes|| considering the challenges present there don't really go away with progression level
It definitely makes it to where you have to go back there less.
The fact of the matter is this, I wanted more inventory space to hoard the many items you need in this mod so I installed an inventory upgrade mod. There is no justification necessary for how each individual person enjoys their playthrough of the mod, short of simply having earlier tier equipment or spawning materials sooner than you are intended to obtain them.
There is a list on the mod site of things that compromise the integrity of the mod as a whole and expanded inventory space is not among them.
That being said, I would still use it regardless.
The last two bag upgrades are only obtainable after getting access to synthetic fiber. In vanilla this is not a difficult task, in C2C however that is a much different story.
so i think the area is pretty chill>.>
getting there is a bit harder
oh interesting, an inventory upgrader that requires progression
does the player start off with the base inv size?
Yes
There are three tiers, each tier unlocks two more rows to your inventory.
the last two require synthetic fiber.
i might try that mod myself
I had used it on 2.0 first and was surprised to see it in legacy.
Link for anyone interested.
it says it needs "advanced inventory" and nautilus...
there's a version whose description contains legacy, is there not?
interestingly, it has 7x the amount of downloads
i see.
honestly could be interesting to have it limit the player inv early on (maybe 2-4 rows) as extra tiers needed to craft
i'm thinking very early for 6 rows total, early midgame for basegame rows (8)
certainly pre-seamoth
Does it start you with fewer inventory slots by default?
I figured it might be a case where you get upgrades to your inventory based on depth progression, starting at liquid breathing or something, to help keep the relative balance in c2c at least, but thats just me
nope, i mostly just floated it as an idea
It doesn't. Nexus just says that because that's how it's set up, I don't even think you can set it up on Nexus to have different requirements per file
The legacy version does not need nautilus.
Yea replace Nautilus with SMLHelper
Fuckers caused me too much trouble in Terror From the Deep.
Yes
Oh man, found the wreck for the FCS depot and drone bay.
Didn't think there would be entirely new wrecks for FCS stuff.
hmmmm, judging by the image and text..........a full english breakfast
I left my sons here long ago, I never thought I'd be back in the crash site but I decided to visit.
three
so water escaped the planet with a time capsule thar had water bottles
if watwr cna become sentient and escape, then u can too bro
I'm jealous. I've only been to the old wrecks so far
I wouldn't be so jealous, who knows were Reika put the ore consumer blueprint.
Oooh. It's 3 separate wrecks....
Diabolically genius
wait you have to go to all of them?
Oh wait...
He said
Wreck
Not wrecks
So it seems like the two parts are in one new one. While the ore processor is somewhere else
The depot and drone were in one wreck.
The ore consumer is probably in the void spikes for all I know lmao.
Ah here we go again, the famous game of hunt down the last geyser coral piece.
oh I love that game!!
I genuinely have no idea where it is, I got both of the ones at each entrance to the cave and the one in the geyser itself. Now I'm just lost.
I was lost for a bit too, reika put them in some sneaky spots
there are a couple brain corals in that cave system so it's okay to take your time and be thorough
My seamoth got pushed through the floor by a bone shark when I was in the cave and has now exploded.

This is the second time this has happened.
Ok so apparently you can scan for geyser coral now.
There was one piece ||in the middle of the mushroom forest|| for some reason, just chillaxing.
I don't thibj think that's supposed to go there 
Reika can chime in on whether it's a bug or not.
What is a bug is that I still can't seem to get sunbeam debris to generate.
Built a scanner, I go to where it tells me it is and there's still nothing.
Does your seamoth go haywire in the cave?
It kicks it at some point after 50%
Tho it used to be a bit quicker
At least it felt quicker
Get em boys, this is our nest now!
I hope the crawlers aren't... required for the larva to regenerate
๐
They're still alive, the ampeels did shock them quite a bit though.
They deload whenever you get even slightly far away from them so it's fine.
Haha die trash
The giant particle that floods the screen when they get shocked never gets old.
Yes
More
Torture them more
Channel your anger
And hatred towards
I mean what?
Howโd you get that
Get what? The coral piece in the forest? Not sure man.
If you're referring to the impact prediction in the corner, it's ||a device you can build when you get a piece of nanocarbon. It's constructed in the scanner room.||
Well you need the bp as well as the nanocarbon
what in the fuck, I don't think that's supposed to be there
Not really, unless you mean the ||hotter|| caves
Oh baby a triple
Two of them landed in the crater edge 
That happens
I always love when im xping then they go behind the aurora or island clouds
Then i turn around and give up๐
One landed on the aurora, probably spawned underneath it.
Ok so my performance started shitting itself when I placed a particulate filter down. Does geyser performance fix have anything to do with that?
Never heard of that mod
The geyser filtwrs def ate a lag source
I leave mine at 99% built normally
Its odd though because last playthrough it was fine.
Things like that are also a little inconsistent report wise
Ive also had jt be okay
But i still take precautions
An area i wish didnt always have big lag
Is putting a baze a certain river entrance
Its sad because that entrance is the best one
But i always take down any bases ive put withing like...700m of thay spot
It may just depend on the geyser you place it in.
The ones in the bulb zone were fine.
Very likely
Tho ive had issues in the biome
But its hard to troublwshoot these things
huh, I don't tihnk I've had any noticeable lag from geysers or filters
Never tried to run it but I'll bet my PC could handle it 
It's not "geysers or filters" it's just the filter.
When built over certain geysers the framerate drops to single digits.
Welp, havent had any issues with the geyser i put mine over
Ok so equiping another liquid breathing system mid dive emptied both of them of their breathing fluid supply.
Is that intended?
idk but it sound correct
I'm not so sure that it is.
That's a massive resource investment to just have all your breathing fluid disappear.
I didn't even switch breathing tanks and it emptied it out anyways.
Something is off for sure.
Oh nvm, I did, but even switching tanks inside of the seamoth empties one of them.
It sounds like it is. I don't particularly think that packing in multiple lq tanks is an intended exploration mechanic
Ok you don't even need to swap them out, one just empties out when you use the other for some reason.
I guess you just can't use two at all.
Welp, that's a fair amount of resources down the drain.
Play stupid ganes and win stupid prizes 
The liquid breathing system works by filling your respiratory system with breathing fluid
To remove it, you also have to remove the liquid from your lungs
Now, it probably shouldnโt be dumping the reserve tank if it is, but it is intended for swapping it out to not work in situ
Yeah but the breathing liquid is thicker than water, it wouldn't just rush out of your lungs when you take it off to switch out another one.
Anyways, that wasn't really what was happening, the other tank wouold just empty itself when you went into water with two of them, very rapidly at that.
If you're not supposed to have two on you to extend breathing time then it ultimately doesn't matter but I do think it's an unintended interaction.
Also the respirator feeding liquid into your lungs isn't being removed, you're just changing out the tanks (in theory).
it's very much the case that you aren't meant to try and use two, yes. very direct choice by reika
It sucks but i believe its intended...tbo it makes little sense
Couldnt there be a similar valve system that would work sinilar to switching air tanks underwater?
Its lame that there is no warning about it
Shoukd be in the pda entry maybe
Uaing 2 systems causes malfunctions or somethib
warnings would probably be warranted, yes
both a note about switching underwater being ill-advised, and maybe a confirmation prompt if you try to take one off or swap one out underwater
arguably this is how the "active" and "reserve" tanks work anyway
just assume that any tank that is not equipped has everything in the reserve tank
does that make sense realism-wise? not really, but the two tanks existing in the first place doesn't either.
it also doesn't make sense for the basegame tanks to only ever go up to like, two and a half minutes of oxygen; we're not going for realism here in the first place
subnautica most realstic game
if unequipped tanks still display a value in the "active" tank, i'd suggest that the "active" tank be emptied upon unequip from the tank slot
emptied into the reserve tank, for clarity
no fluid loss, just better clarification on "you can't actually use this like that"
(i kinda want to make an argument for the ability to reconstitute "used" breathing fluid, since it's literally just a medium that can still bear dissolved oxygen to the lungs)
I was just referring to how Reika doesn't appreciate people cheesing her mod xD
Reika has expressed disdain for the 'swapping air tanks mid-dive for extra air' thing before, so I would imagine she did that on purpose. Even if it isnt intended I dont imagine she would make it viable since it would break intended mechanics
The path to true game dev is finding all the ways people cheesed your creation, making them into a compilation, and watching it all for some laughs.
Also, my base has a breach somewhere that cannot be fixed or found. Guess I have a dedicated pool room now.
Super agree with this
When i first encountered this problem
I didnt realsie it until i refilled my tanks a couple times
Its a very quiet problem
I wonder, is there some kind of cheat or something to fix a base instantly? I really don't want to rebuild all parts one by one to fix some 4th dimensional hull breach.
Is the dependices for c2c only ecclibrary and the other reika mods
Making it unviable is one thing
But you lose air in the bigger tank suuuuuuper fast
I'd say this is as close to pure c2c as it gets. 7 mods for the experience itself, two separate dependencies (ECCLibrary and Modding Helper, which is called SMLHelper) and Terrain Patcher as an optional but recommended addition.
Radial Tabs were also recommended because quite a lot of new options in crafting may look weird.
Did you make sure you were playing on Legacy?
Because I remember seeing something about the actual game devs removing Legacy options, whatever that was about.
You will need to do some troubleshooting, like remove FCS and see if it launches then.
Sea to sea cannot be loaded what
Maybe it got corrupted during download or something?
On a side note, I hate how every game restart causes the propulsion gun swap to reset back to mouse scroll up for some reason.
just redownloaded it so unless the websites is corrupted
The big air tank or the liquid breathing tank? Either way thats still an intended mechanic. Losing air/breathing fluid quickly is part of the design and balance
Its recxomendes to uae easycraft
Without it your playtime goes uo by several hours๐
Liquid
Not what i mean
Just using it normally?
So your second liquid tank in the inventory
The primary tank is the big portion right?
It's already going up because I can't find the devilish creation that is the Bioprocessor.
The one with 1800 seconds
What?
The liquid breathing tank has the main storage you fill from, and the one you actively use when diving
Yeah
And the other sidr that holds the 18pp
The 1800 is the one that drains while in inventory
The 1800 is the one that recharges in a vehicle/powered seabase
Its liquid breathing, so yeah
If the 1800 doesnt drain while youre outside of a vehicle/seabase with power
Its be better if it was the 150 second tank drained
If it does theres probably something wrong
It does
Below 500m
Ive never had that happen
Go try it for a minute
It only hapoens if in inventory
Not when equiped
So ig you decide to use two
It usually uses like
So, if you dive below 500m with the liquid breathing unequipped?
3000 seconds of ait
Correct.
It essentially is for punishing someone useing two tanks
Ive never done that because if im below 500m for an extended period of time i have my liquid breathing tank equipped, and I only make one
Yeah? I dont know if thats the point but it would still be justified imo
Why?
Why woukd the tank drain?
It would be a less punishing mechanic if it was just the 150 seconds that drained
I just said i dont know if that was the point or if thats just a bug
I meant punishing players for using multiple tanks like that, since that would break progression to an extent
I didnt specifically mean draining the second tank
I just dont understand reikas dislike for using muktiple tanks
Its diving 101
Its weird that its not expected
Because it isnt an intended mechanic, and ive explained it before that diving irl is not 1:1 with diving in subnautica
I think we went over this as well
And again, there are ways of disabling the second tank
Without just punishing the player
And it also gives 0 warning which is the roughest part
If its an intended mechanic in the base game then yeah, but as far as im aware it is more of a byproduct of how air tanks were implemented, and so there doesnt need to be a warning for 'hey dont abuse this unintended mechanic'
Its an obviously intended mehcanic
Reference the lighr high capaciry tank
And ultra high capacity tanj
Tank
If you didnt have reikas words, you could not know the mechanics was unintended
Ive played base subnautica before meeting reika, and not once did i swap airtanks like that
It should be madr aparent in the game its unintended
Yeah but as per the coding snd design of subnautica
Its a pretty onviously intended mechanic
Also the lightweight air tank says increased maneuverability, while the ultra high capacity tank only specifies the penalty
And again, my main argumebt is she could make using multiple liquid tanks possible
Without actively punishing the player for trying an obvious idea
I think we both have different understandings of what 'obvious' is
Just because you and a lot of other people do it doesnt mean its obvious and intended
I mean the tanks show how much air they habe currently in inventory
The coding and descriptipns prove its intended
Yes, because they also show how much air they have when equipped
Theyre items with a 'charge' like a battery
No reason for it to show in inventory if unintended
If unintended in inventory should be dead weight unless surface and either show no data or 0 s
You would judge whats intended in the game based on how it implements things? That must mean super seaglide is intended as well
Super seaglide is a more obvious bug
You can tell as there is no coding for it
Or descriptions for it
Yes there is
No code specifically for swapping air tanks?
Theere are air tanks that describe how they affevt your movespeed while in inventory
Your equipment slots are also part of your inventory yknow
If it was unintended air tanks would hold no air in inventory
Disagree
But fair
Would they magically empty when you put them in? How would you equip them if they ran out of air as they entered your inventory?
Oversight doesnt mean intended design
But they are mehcnaicaly different enough to be diffwrent things
You wouldny
I might start a new save soon
It would be an unintended mevhanic
What has changed in the last 2-3 months
Moral
Morale and probably a bunch of new mechanics that are spoilers
Its a nixed bag, im not a fab, hellraxr and void are
Depends on what point in the game they are at
If there was new mechanics otherwise it wiuld be deep
A certain big mechanic got fixed
The one that progression locked...everyone
|||lillies?||
Yeeeeee
Damn nice
Was super happy about that
I more mean spoilers for general things in this channel, and spoilers for returning players that havent played in a while
I made a mega structure eith around 100 foundations at different levels
Yeeee
Reika was specific on how it was broken but
Well thats nice
Yeeee
Is morale it for major things really
Becsuse it was a big frustration
Maybe Ill do hard mode this time
I remember reika showing ne a screenshot as a hint
And i started to wonder how my setuo was different
I came up with windows
Oh yea I scoured for any screenshots in the channels I could find lmao
Tho i missed that it used a single planter in her lic
(Tho it doesnt matter what type younuse )
I tried every planter, all biomes, different depths, etc.
Ended up just doing ||salt in the crusher||
You can. It doesnt affect things too much mostly tbh
I mean costs are higher i guess but
Most of the other mechanics like needing more scans is just superfluous
Since normally just scanning a tech doesnt mean shit๐๐๐
Yeah she changed how the collider was working
I cant recall the spefics
Well that isnt what stopped me necessarily in my last run, just got caught up with stuff and didnโt have time to play and now I feel mentally disconnected from the save I had
Its probably broken too
I think I was in the process of ||getting my moth into the LR and using the trucker module to grab sulfur||
Also started moral when you are deep in the gane is rough
Yea Id rather just start fresh
Ive realised oart of why moral was so awful for me was that it was applied to my save mid save
So none of my bases had any decpration
I was also frustrated because i throw out useless garbage like posters๐๐๐
I mean its a pretty interesting mechanic imo
I dislike it
Is it all interior or does it apply to things like windows and whatnot
It mostly constraints of making happy places in your rooms๐
Could I just make a room with a shit ton of decorations?
Windows have a limited range of what kind of decor theyll see
Esch room has its own rating
Mostly for performance reasons iirc
Oh
Tbh the moral mechanic is the most intensive mechanic in the game so fat
You can make individual room types, and it doesnt take much to get a positive decor value in non-leisure rooms
And it affects crafting speed?
Or the dial speed
Below 15 morale or so yeah
Which the dial speed is worse than cragting speed๐
Does it effect anything else?
Swim speed
Seaglide speed
General swim speed
Like outside of the base? How does that work?
Getting hit can be devastating
Its easy for a amp eel to kill you if you get hit and they dont de aggro
Is morale tracked across all bases in the world or smthn
Morale is a meter, like hunger/thirst/health
Ah does it deplete when youโre away from a base for a while
Not really, depends where you are and what youre doing
Weird
It can be pretty fasr
My base was on the crux of blood kelp and mush forest and crash zone and kelp forest
Certain areas have a negative modifier, there are some permanent negative/positive modifiers that youll pick up, and damage will reduce morale
My morale would plummet to below 20 from above 100 within the tine of 1 tank
1 air tank?
So, within like 3 minutes?
Ok ok, I thought it was a pretty small mechanic in the realm of bases but it seems like a game changer
I wish i had a way to record my stuff sometimes
I have a theory why it was so fast tho
I think i was being hit by multippe negative biome bonuses
Okay if youre in a negative decor biome in a negative decor base room, then yeah itll probably drop pretty fast
Is max morale just base swim/craft or can you go above the normal speed
Also my base did have no decoration anywhere
Im told there are benefits above 80 but i dont know what they are
How odd
Honestly not sure, i dont think a speed bonus from morale would be good for balancing, but higher morale will reduce the hunger/thirst rate iirc
This is making me want to play, but it sounds almost like more of an annoyance than anything
Food and water above 80 gives super fast healing
Dont let people complaining about a mechanic they dont like deter you
Well not super fast but
Thatll be nice actually
Its always been like that
I'm trying to play but my subnautics is mean and won't load c2c
Its nice
Oh it was usually pretty slow for me
Its slows if you are below 80 yhe natural regen
Morale did go through some changes in the past month or 2 actually, mostly to fix some issues with the modifiers being too strong or not strong enough one way or anothee
But if you keeo stabbing fish and keeo it above 80 health is rarely low long
My save was noteably loaded uo int he middle of all the patches
I also vould have been affected by a billion bonuses at once
Which can probably affect things yeah
Its not impossible that all the radio queues triggered somehow retroactively
Thats a wild idea, but something akin to that drf
I dont know how updating midsave would affect all of the permanent triggers
No idea
Mostky spitballing possibilities i cant double check
But id say they roughest actusly likly nehcanic or morale is basically being instagibbed
If you get bit by a reaper you arr not getting awat anymore
Whar
I mean youll lose a chunk of morale sure, but the speed penalty wouldnt make or break whether or not you can escape a reaper after the first bite
You dont think it would?
At least i never had that issue, even at 0 morale
I swam like 200m after being attacked by a reaper numerous times
On 0 morale
In the crash zone
Seaglide speed on its own can only just dodge a reaper
Using my techniques at least
Fair
Mostly people i talk do avouf reapers at all and dont even have reaper dodge techniques
I could be wrong, but last time i played before morale, I was able to circle a reaper while scanning it without being bitten
That is pretty impressive
I tried to do that again this save but i got bitten near the end
Thats a very high skill maneuver
It took like 3 passes to finally bite me
I can check the recording to see how long i lasted
I pose you might be more skilled than you belueve this are
Call it the platinum rank affect
I dont know if this memory is entirely accurate though, so im not gonna pose myself as a high skill reaper circler
You arr better than you think
There are a few moments i really should clip and send here lmao
I might do that when i get home
Fair fair
And when reika says my report couodnt have happened or something and i try to create the good data she needs
Then i work myself into a wave
I dont think ive really been frustrated unless i missed something really obvious, like not seeing a recipe i had unlocked a while ago while frantically searching for how to progress lmao
Wasn't the latest legacy build Dec 2021?
Just say "fuck you" to steam. There is a way to do it manually
Maybe not "fuck you," rather, "git gud"
I will admit the manual way is annoying as hell when constantly swapping between builds
Lemme go see smth rq
looks like windows itself is denying it btw.
when i had that issue I sometimes just moved the damn branch manager into the common folder to make it work because windows does not like things in downloads folder or such places from being able to move files that are in program files
wait...
thats not in program files
one moment
hrmmm very odd... but yea thats windows some how telling the program that it doesn't have permission to move the folder
Man, this mod made me love the lost river all over again.
Those acloves in the roof of the cave ||where all the calcite is||, I never even knew those were there.
Yes, absolutely. The thing i love most about the mod is getting to see all these neat and interesting little locations that you normally wouldnt see in a standard vanilla playthrough without making an effort to explore every part of the map
I'm nearing the point where I'm going to need to go to the void spikes 
That is after I craft the acoustic supression module in 7 years from now.
Yeah i gotta go back too, ||this time i gotta go deeper than 500m...||
I just had a small heart attack, my save crashed during load 3 times in a row.
Do you need a drill for ||brine coral||?
Im not sure ive ever been happy with any brine coral methods ive come up with
Its one of those hardcore ending resources lololol
I "think" its one of the things that a certain upgraded item is good for
Are you...in a base neer da trench with the big thing
The non biological big thibg
Would launching with admin perms fix it?
It should prompt for that already as it is required to be allowed to move folders.... have you just been saying no when it asks?
(Not me so idk)
Lemme know if you get cascading lag
what are people's thoughts on these curves? https://i.imgur.com/u7dMh3D.png
I can't read
I've spent a good few minutes looking at it and I'm not quite sure what I'm looking at. I get that this is a table for calculating ampeel power generation in an acu, but what are voltfish?
I'm guessing Voltiac Bladderfish are a new thing.
I deliberately wanted local maxima
so that you have to do some testing or math to get the optimal value
rather than just spamming it
and implemented
relatedly I added a new line to the ACU terminal
also I added this for you too https://i.imgur.com/lEbop2H.jpeg
Unless I'm reading this wrong, what's the point of expanding the acu if you can reach maximum pps with two ampeels?
atleast i think it was you
Oh yeah, we have room specifics now.
at small size ACU you get very limited PPS
not until a size 3 can you get the full 15 theoretical limit
Oh you need ACU size 3 to max out, my bad
and bigger ACUs need fewer ampeels per PPS
since influence of the voltaic fish is exponential
Because more voltfish.
public static float computeACUValue(WaterPark acu) {
float ampeels = 0;
float exponent = 1;
foreach (WaterParkItem wp in acu.items) {
if (wp is WaterParkCreature wpc) {
Shocker s = wpc.GetComponent<Shocker>();
AmpeelAntennaCreature aac = wpc.GetComponent<AmpeelAntennaCreature>();
if (s && s.liveMixin.IsAlive()) {
ampeels += s.liveMixin.GetHealthFraction();
}
else if (aac != null && aac.live && aac.live.IsAlive()) {
float f = aac.live.GetHealthFraction();
ampeels += aac.ampeelValue * f;
exponent += aac.powerExponentAddition * f;
}
}
}
return Mathf.Min(AMPEEL_CAP, Mathf.Pow(ampeels, exponent)) * ACU_COEFFICIENT * POWER_GEN;
}```
AmpeelAntennaCreature being an interface component I added which the voltaic fish's unique component implements
The only thing about the ampeel antenna is that it kind of goes through the ceiling of the acu and I can't disassemble it sometimes.
Ooooh, alright.
I tried placing it a few times there but I guess the ampeels were in the way.
Also ampeels bite you if you get in their way, even if you raise them in captivity, so rude.
I left a juvinile ampeel in front of a precursor vent so I bred some crabsquid to get rid of it. Surely this will not end badly.
also @trail plinth found an old bug https://i.imgur.com/2qrdrl1.png
component is the power generator, ie the "caller"
who can spot the issue
Would that make Gatorade instead of water? ๐
it makes pain if you try using it for that
it is basically a living electrolytic capacitor
hence why it is bladderfish-based
well that and one other reason
Is that code from the precursor power tap?
no, though mentioning thta has caused me to find an impl issue in it as well
ok trying a fix
Something to do with subs.. is the double "AddEnergy" call?
And power interfaces
no
and there is no double call anyway
...do you not know what a ternary is
aha
that worked
i fixed it https://i.imgur.com/qzHUfrn.jpeg
i had to basically build a network, incrementally
kind of like how I do a lot of stuff in ChromatiCraft actually
No
public static bool addPowerToSeabaseDelegate(IPowerInterface pi, float amount, out float stored, MonoBehaviour component) {
PowerSourceBaseReference pref = component.GetComponent<PowerSourceBaseReference>();
SubRoot sub = pref ? pref.sub : null;
SNUtil.writeToChat(component+" adding " + amount.ToString("0.0000")+" energy to "+(sub ? sub.name+" ("+sub.powerRelay.internalPowerSource + "/"+sub.powerRelay.inboundPowerSources.toDebugString()+")" : "self"));
return sub ? sub.powerRelay.AddEnergy(amount, out stored) : pi.AddEnergy(amount, out stored);
}
public static void linkPowerRelayToBase(PowerRelay pr, IPowerInterface ipf) {
if (ipf is MonoBehaviour mb) {
PowerSourceBaseReference pbr = mb.gameObject.EnsureComponent<PowerSourceBaseReference>();
pbr.target = pr;
if (pr is BasePowerRelay bpr)
pbr.sub = bpr.subRoot;
}
}
internal class PowerSourceBaseReference : MonoBehaviour {
internal SubRoot sub;
internal PowerRelay target;
void Update() {
if (!sub && target) {
PowerSourceBaseReference pref = target.GetComponent<PowerSourceBaseReference>();
if (pref)
sub = pref.sub;
}
}
}```
with linkPowerRelayToBase patched into PowerRelay::AddInboundPower

PowerRelay being the "power handler", held by bases and transmitters, and "inbound sources" being something a power relay has
crucially a thermal plant or the like does not necessarily have to connect to the base
Idk what that means (I haven't touched the base system, PowerRelay is the extent of my power related knowledge)
so to have it store a reference to its final target, that target needs to store a reference to its target, and so on
until the final one stores a reference to the base
which then back-propagates
Interesting
when you cannot be sure of update order, and cannot build the link directly, this is what you have to do
Are the crabsquids from the ACU attacking your craft a c2c thing or is that a legacy thing?
Happens in 2.0 iirc, so not a C2C thing
And I'm not talking about the emp blast
They certainly do not in 2.0
They will emp blast you if you shine lights on them though.
I remember a game version where I got emp blasted, I also think Nitrox did it even if the lights were off
Pre 1.8
I'm talking about them making aggro sounds and then biting the seamoth.
I know about them emp blasting you.
Yea that happens in Nitrox 1.7.10
Is Nitrox what the latest legacy build is called, I've never heard that term before.
Multiplayer mod. And was legacy is now 2.0 since Nitrox 1.8 dropped (shocked u haven't heard this)
Ngl I would LOVE C2C multiplayer
I know both Reika and Nitrox have no intentions of it
But like
I'm just imagining my friends going crazy with the damn base alone
I'd have to teach all the systems
But I could see them straight up playing it solo
Reika what's with the patch.
I cant, and apparently i found the bug
?
what does the log say
it boots fine for me
Sorry to ask but can someone show me the convo link on how to get back to legacy please? Finally pissed of enough to try ands figger this out
added a thing
Nobody look at this foolishness, look away in fact.
@unreal flame you suggested this
addItemMorale(CraftingItems.getItem(CraftingItems.Items.CrystalLens), 50);
addItemMorale(CraftingItems.getItem(CraftingItems.Items.Nanocarbon), 20);
addItemMorale(CraftingItems.getItem(CraftingItems.Items.DenseAzurite), 10);
addItemMorale(CraftingItems.getItem(CraftingItems.Items.Motor), 2);
addItemMorale(CraftingItems.getItem(CraftingItems.Items.BioEnzymes), 5);
addItemMorale(CraftingItems.getItem(CraftingItems.Items.LathingDrone), 25);
addItemMorale(CustomMaterials.getItem(CustomMaterials.Materials.PLATINUM), 10);
addItemMorale(CustomMaterials.getItem(CustomMaterials.Materials.IRIDIUM), 20);
addItemMorale(CustomMaterials.getItem(CustomMaterials.Materials.PRESSURE_CRYSTALS), 10);
addItemMorale(CustomMaterials.getItem(CustomMaterials.Materials.VENT_CRYSTAL), 5);
addItemMorale(CustomMaterials.getItem(CustomMaterials.Materials.PHASE_CRYSTAL), 50);
addItemMorale(CustomMaterials.getItem(CustomMaterials.Materials.IRIDIUM), 20);
addItemMorale(C2CItems.bandage, 10);
addItemMorale(C2CItems.breathingFluid, 20);
addItemMorale(C2CItems.rebreatherV2, 20);
addItemMorale(C2CItems.t2Battery, 10);
addItemMorale(TechType.VehicleHullModule1, 5);
addItemMorale(TechType.VehicleHullModule2, 10);
addItemMorale(TechType.VehicleHullModule3, 20);
addItemMorale(C2CItems.depth1300, 30);
addItemMorale(TechType.Silver, 10);
addItemMorale(TechType.Gold, 10);
addItemMorale(TechType.Nickel, 10);
addItemMorale(TechType.Kyanite, 25);
addItemMorale(TechType.Magnetite, 5);
addItemMorale(TechType.PrecursorIonCrystal, 10);
addItemMorale(TechType.PrecursorKey_Purple, 10);
addItemMorale(TechType.PrecursorKey_Orange, 20);
addItemMorale(TechType.PrecursorKey_Blue, 30);
addItemMorale(TechType.PrecursorKey_Red, 40);
addItemMorale(TechType.PrecursorKey_White, 50);
addItemMorale(TechType.HighCapacityTank, 25);
addItemMorale(TechType.LaserCutter, 25);
addItemMorale(TechType.Rebreather, 10);
addItemMorale(TechType.Seaglide, 15);
addItemMorale(TechType.Fins, 5);
addItemMorale(TechType.BaseRoom, 40);
addItemMorale(TechType.BaseMoonpool, 25);
addItemMorale(TechType.BaseFiltrationMachine, 20);
addItemMorale(TechType.BaseMapRoom, 10);
addItemMorale(TechType.BaseNuclearReactor, 30);
addItemMorale(TechType.Workbench, 25);
addItemMorale(C2CItems.processor, 50);
addItemMorale(TechType.HatchingEnzymes, 50);```
Oh shit
this is for first pickup (which includes from craft) or build, depending on what the item is
these are all single impulses
Single impulse meaning first time contructing them is effected?
no
meaning as opposed to continuous upward pressure on morale
either as a flat per time or as a baseline shift
neat
Ok well that will help offset the process of building bases in dangerous locations.
So fighting the gremlins in the sea treader's path for the shinies will give morale now, that's a relief.
not repeatedly
why is iridium listed twice
A good question.
I'm assuming it's 2 baseline shifts, ie positive 'baseline morale' is shifted positively twice (once for the first pickup, once for the second), I'm not understanding somehting, or it's an accidental duplicate
typo
oh good god I think I need to do lifepod 10 soon
maybe
||Im kind of confused how you are meant to get blood crawler larva considering its below 500m I think?||
||ESPECIALLY WITH THE MORALE LOSS||
|| simply be brave lol ||
||yeah you could barely scrape by even before, i have no idea how you're to get them now||
||does a flare distract them? can you perhaps use the repulsion cannon to grab the items remotely?||
...propulsion. whatever same thing
||I understand the biome passive morale loss kinda but it makes some biomes just, so much worse to explore and not in a "oh you should come back later" way but in a "discourages you from exploring" way||
maybe the age old trick of building a base works lol
||crash zone is especially annoying with this but I can assume that every biome as you get lower is also going to have passive morale decay||
Good Luck Have Fun
This Is Completely Referring To An Experience In Particular
One Which You May Find Later
||Like the way that morale loss works with frequent damage ticks is kind of really fucking annoying as well||
which just so happened to also be ass before the changesโข
hopefully its been changed since? but ive been mostly keeping up with source code changes and havent noticed anything of the sort
oh my god I hate exploring areas with passive morale drain
it is one of the least fun things ever
i watched hellexar do it, and he was recording
why
i should take a look at that then
last time i tried, i'd almost died lol
way before being slowed down because gray plant scary or something (morale) existed
it has not been published yet
...morale? i assume you were talking about something else before i clarified in my edit, though
well I would assume getting deeper is more scary especially with a bunch of lava around you
the video has not been published yet
ahh
Isn't it magma not lava?
no
magma is when it is still underground
also fun fact about magma
C2C had a scrapped new biome
a half-filled magma chamber, under the dunes
think a giant underground open space, with large rough rock pillars supporting the ceiling, and the bottom half a sea of lava
this is the reason it got scrapped https://i.imgur.com/vmVPuBl.jpeg https://i.imgur.com/LF5SM4S.jpeg
some sortof batch/voxel optimization resulting in a lot of my patches not being used
and thus a cubey mess of randomly cleared and "native" terrain
What even would have been put here?
I know there used to be a passage to the ILZ long before my time in the dunes.
Not sure if this would have been in the same spot.
it was the originally planned location of obsidian
no that was under the aurora
and this was not going to lead anywhere except to itself
a new biome around 550-700m deep
also I just pushed a BIG update
not so much in terms of amount of changes, but in implications
including the most cursed mixing of contexts I have ever done in SN XD
@trail ether This from the wiki and other sources
i see
I only heard of the aurora one
but this predates my knowing about SN by half a decade
more actually
I think I first heard of SN in 2017
Yeah, it's really early stuff, as in pre ghost leviathan stuff.
but people kept going on about how it was a horror game full of jump scares
so I actively refused to look at it
i was incredibly anxious and unenthusiastic while loading the game for the first time in feb 2022
Well there certainly can be full of jumpscares (no thanks to you for making us swim through the crash zone ๐ )
only shortly thereafter did I realize everyone was just parroting youtuber meme bullshit
this is a big part of why I am so hostile both to "game streamers" as a general concept and to SN "reacters" in particular
the other big part being that they invariably never pay any real attention to the game because they are constantly focused on chat and screaming "OMG THANK YOU FOR THE BITSSSSS"
whatever the fuck "bits" are
Currency essentially, I don't fully understand it but apparently it's a good way to give the streamer money directly as third parties get the least of it.
Its really funny bevause when I played subnautica I had one reaper encounter and one ghost encounter
And that was it
Sea2Sea on the other hand
Anyway, Reika you have no idea how scared I was when I played chromaticradt and went to the end and saw the fucking dark bramble lights
Wow. Actually making you engage with the dangerous areas means you deal with dangerous things more
I had a few of each but only one even came close to being a jumpscare, and was because I was not paying attention
I went off the map edge by the sea treader path, and was continuing to move while not looking where I was going
such that i turned around and was met with thishttps://i.imgur.com/jALlVWA.jpg https://i.imgur.com/zKzInxl.jpg https://i.imgur.com/VGpSlZW.jpg
you can even see me not looking in the direction of motion in that second image
Yeah they werent jumpscares, one was just me having to ditch a seamoth and the other was a ghost leviathan gently pushing my cyclops and dealing no damage because subnautica is jank
I wish you could pacify ghost leviathans in some really difficult way, they're not even predators technically, they're just really territorial filter feeders.
I have had the same thought
but that would require them have a significant level of intelligence
which...speaking of...is a thing i had in mind for another context...
So odd but I'm downloading the mods again from github and they don't have config files.
Yeah can anyone else confirm if the downloads are weird rn, still no config files with them.
twitch microcurrency
basically equivalent to a cent
People who call subnautica a horror game. Or even a scary game.
Annoy the piss out of me. Because it tells me that they didn't once stop to pay attention to how the game actually works.
The only person scaring them is themselves.
Can i have some help i think the other mods are loading but i cant tell as i aint getting any configs
Dude the best thing you can do is post your issue and then wait for someone to get back to you.
Ok i am
Bumping your own request a whole 4 minutes later is just going to turn people away from you.
Just stating that im asking for help
As i forwared it from help support people may of been confused so i was adding context
I would argue subnautica does horror bettwe than most horror games, tho its fullly unitentional
You can get annoyed at people for being sensational but being angry at people who are scared of subnautica is just nonsense.
I do not buythat any of the big-name streamers were ever genuinely finding it scary
they were just overreacting for clicks and shares, as youtubers and streamers do
Yup. Content farming.
Subnautica does have a decent amount of psychological horror elements, mostly abandonment, being alone without rescue, unknown planet with unknown threats, etc. Even the known threats could be scary, ie being afraid of reapers/ghost leviathans. I dunno if that would classify subnautica as a horror game though
Only paying attention to streamers and youtubers for their fake fear is antithetical to what you're saying though. There are people that are scared by subnautica, you only paying attention to streamers and youtubers is literally giving them the attention you hate that they get for faking reactions. I never mentioned them specifically, my point was that ignoring that genuine fear for the game exists because of your negative feelings towards streamers is just not right.
wtf c2c works if i remove fcs mods?
second fcs alterrahub is installed c2c no longer loads
Thatโs weird
ive re downloaded fcs mods again
Hey, there's some pretty phytoplankton in the crater edge.
He he shiny
Sure am glad it's peaceful rn because of the acoustic module.
: )
Can anyone help or are fcs mods rn just high
I'm loading them just fine so idk man.
Make sure you have the latest versions of FCS, there should be a mega link from somone on the discord, make sure you download from the folder called "latest" and nothing else.
ok ty
I'm stressing that point because there are multiple versions on the mega link, the ones in "latest" are the ones you want, the others are literally incomplete and outdated.
Its peaceful for a bit...they all come out after a bit no mattwr what
Especially around thr plankton
Oh, so it's innevitable that they find you.
So you can avoid them if you don't stay in the same place.
So if you are good at doing sircles n loops they may not see you
As well as creature decoys
Ah, I'll bring both of those.
Ans they dont lock eyes on ya
The increased creature aggression makes that a little harder 
Ooo return of dobra dnn on sale
I've also noticed that if you enter the void without the accoustic module, the ghosts spawn almost instantly.
Oh
no?
Lol
No, so if you enable the module and stand still they won't spawn?
those two things are entirely unrelated
Oh god i feel the pain in that smile
Ive had them spawn when staying still or moving to the far place
however I will relink this
I'm about to make my first voyage into the void spikes so I'd like to know as much as possible before I go.
Im not sure what triggerrs them spawning
But them spawning doesnt mean they notice you
But they will spawn
I will also repeat this
that may have been said in response to a different mechanic but it applies to all mechanics
because people do this constantly
Read the description of the module, and then compare that to whats happening when the module 'doesnt work'
All we can do it write down the observations
ie draw incorrect conclusions based on poor evidence and then confidently repeat them, often vaguely or inaccurately even for their own conclusions, which then others pick up and repeat in a similarly broken manner
Eyesight and plankton are the only things ive noticed
I never said the module didn't work, it works fine, but I just don't know how it works exactly. Admiteddly I knew I wouldn't get a direct answer because it's against the nature of the discord, but I thought someone may let something slip.
When going to spikes i avoid blooms
I also do circles in case of vision
I still sometimes bet bit
I usualy am too lazy to make the torpedo launcher
I mean the description of how the module works is on the module itself
I mean more technical information ๐
which people either do not read or read and largely ignore because they assume it to be just "lore fluff"
Also not sure if a torpedo will deter 1-3 aggressive creatures the size of a train
They help
Originally i well it doesnt work but
I got to the void spike teleport
With seaglide and decoys
And circles
that is not how you should be playing C2C
But that was also only when 1 spawned at a time so i had more spacing n stuff
you should not be tuning your gameplay to how you know things are implemented
It hasn't been, because I don't have a choice to play otherwise.
There is little information and you can only succeed by experimenting.
that is not very true either, but the information is often not "in your face"
Wouldn't have got this far if I hadn't grasped that by now.
however this is one of the more direct examples
since
sure there is still some connecting of dots to do
but hardly anything obscure
If you get to void spikes with just the seaglide
You get treated to a super cinematic moment
But good luck
Its much harder than it used to be
All the ghost leviathans will just be about to eat you
And then they all poof
You could always test out your theories without going all the way out
The nature of the mod means that people are likely to draw incorrect conclusions now and again. This is natural in the process of discovery.
this is true
however
what they should not do is then confidently tell everyone they can reach about their conclusions
Agreed lmao
both because of the misinformation angle and the spoiling of puzzles/surprises angle
yet they do this
almost incessantly
Yay my subnautica finnaly works its only like a power point but idc
and seemingly people fail to realize just how suspect this information is
because I have to keep repeating "do not just trust what others are saying about X or Y or Z"
I dont think anything ive said today sounded very confident
Maybe not, but some people will still use that as a reference point
I said methods ive experiemented with
Which is why whenever im giving my thoughts on something, I try to make it extremely clear that im speculating and uncertain
I had to ||repair the data box|| at lifepod 15 without decoys, I forgot them at home. 
I do not think decoys would help there
I'm going to go release the tears in another room.
You guys were using decoys?
You shouldnt really need decoys for that one
Oh, I was wondering that.
I think its vanilla
Well, they had a hard time getting me when I hid behind the box so it turned out okay.
Interesting
I wonder why my orignal method worked way back when
Probably just got outside of vision range in my dropping
Also you only have 1 to deal witj for awhile
what is
I dont think they necessarily have a vision range based on how theyre implemented in vanilla
they basically exist in two states, which i will call inactive and active
I will say that my incorrect assumption about how the accoustic module works stems from the wiki entry having some blatantly false information.
when inactive they will not spawn, and if already spawned will immediately break off pursuit and turn around and swim directly away from you, regardless of anything
when active they will spawn if not already, and will always pursue you
you should not be using the wiki either

