#SeaToSea
1 messages · Page 51 of 1
congratulations on ruining the surprise/discovery
along with presumably many other times
besides that wiki suffers not only from the game of telephone but from just being outdated as well
The void spikes were spoiled by someone from this discord.
I'm not going to say who.
cough
I looked at the wiki for a short time to find out how to get the mk1 depth module but of course there was nothing about it there.
If it's any consolation, I have no idea what the biome looks like.
So there's that at least.
good
In vanilla arent all the depth modules unlocked with the seamoth?
Also have no idea what fauna there are, but I have to assume there are ||ghosties||.
Or at least with each respective vehicle
Yes
Theres definitely some fun things
Don't say that 
Too late
||i think its kinda chill down there. Dark as fuck tho. Depending on your monitor seeing shit is hard. My first time down there i couldnt see anything. But i have a good monitor now and its all easy to see but still dark ||
I'm bringing a legion of ampeels with me, they will keep the evil at bay.
||mmmm spicy plankton||
I have all the resources to build a stasis rifle except ||avolite|| because the sunbeam debris still won't spawn (yes I built a scanner room for it).
I hate to do it but I may just have to spawn it in manually.
No, do not tell me that means what I think it means.
oh, it does say that doesn't it
I'm gonna ask a question that's probably been asked plenty of times but I gotta ask just in case: ||are you scanning specifically for sunbeam debris and going to the location where it's supposed to spawn (and then it doesn't spawn even after several seconds), or is the option not there at all||
and also ||did the sunbeam explode in your save||
I scan for it and then go there and search every locations it indicates to me.
And yes, it of course has.
hm, okay yeah I got nothing then
I'd imagine there might be something to indicate what's going on in the runtime editor but I wouldn't recommend playing around with that unless you know exactly what you're doing, or if you have reika guiding you along like I did
And why not? I enjoy the technical inner workings of things I know and love.
(That's if I know them)
basically if you're trying to play it in an unintended way, prepare for unintended consequences kind of thing
What if I already experienced the non-technical side?
I don't generally think there's as much of an 'intended' way of playing as there is just 'unintended' ways of playing that go outside of the natural experience. Things like following guides and wikis instead of figuring things out yourself, or looking at sourcecode in order to figure things out instead of just playing the game and exploring. Avoiding the use of exploits, or 'unintended mechanics', stuff like htat
As I mentioned here
I did it cause I was pissed at morale okay? 😭
If you've already looked at the sourcecode, you may have spoiled a lot of things you would otherwise experience in-game, but that also doesn't have to be where you base your means of exploring and learning of the game from either
You can look through the sourcecode and still have a relatively untainted experience of the game depending on what you looked through
In a word, the "unintended" way of playing c2c is metagaming
Or minmaxing, take your pick
ie trying to get the biggest bang for as little buck as possible
My definition of minmaxing is doing literally everything while exploring
Hm. Okay
minmaxing is taking it to more of an extreme. Think speedrunning techniques
True
I think metagaming would fit better then, since there are some things that aren't necessarily minmaxing but are still just using outside knowledge, exploits, unintended mechanics, etc in gameplay, which will result in anything from missing sometihng important that you were meant to find/discover while doing something, or just completely breaking the progression
I do see her point about not knowing technical information about where you're going to go as long as it's all just fun and games
Where you can retry
If you don't succeed (in SN's case, die)
Metagaming also discourages thinking outside the box, or problem solving in novel ways beyond 'what the best way usually is'. If you're basically just following some pre-determined path meant for vanilla play, you're gonna miss stuff in c2c. Sure something like the super seaglide may not have a lot of implications if you just want to get around the map easier, but it can break progression by getting you to something you're not supposed to be able to get to yet. Even moreso with multiple oxygen tanks--if progression is balanced around having 1 oxygen tank, then having spare ones to swap to will inherently break it, because there's not really a middle ground between 1 and 2 oxygen tanks, and anything that relies on gating something behind 'increased oxygen consumption' suddenly becomes available before it normally would have been
Admittedly the only reason I would use ssg anymore is if I'm in a bind like I was when I said I was "forced to warp back" (i was low morale, hunger, and water)
Thank you. Exactly what I always fail to say
I think the only time a death was painful, despite saving right before attempting the thing that led to my death, was ||my first trip to the void||. And the only reason it was painful is because of how difficult it is to get there and back safely
Well, fair, but you still gained knowledge making your next attempt easier. I don't encourage save scumming
I do get that, and it may just be a case of perspective where I don't find much value in saving however much time it takes to get back to a location in a seamoth vs a super seaglide, but then someone else may find that time loss more painful
I just don't like being stuck in a death loop. In that case, SSG is like twice as fast as the moth even with 0 morale
Ah it wasn't ||my first trip to the void||, it was actually ||my second trip to the void spikes||, my mistake. The first trip I did some stupid stuff and died, and my second attempt was a lot smoother, but I just got unlucky a few times in a row and as a result died. I probably could have done better in that attempt but it was painful nonetheless due to the amount of time it takes for each attempt
Ah
That's understandable yeah. I don't tihnk I've ever been stuck in a death loop honestly, so I can't really say one way or another how I would have done something differently
I've been stuck in one like 2-5 times while playing C2C. I don't remember exactly
Also generally with c2c's "only save in safe places" mechanic, wouldn't that not be possible? Outside of like, really niche situations
Reika should add a check for main base distance and low morale (have the player set a main base)
Specifically that case
What would that do? Do you not put crops in your outposts?
Not at the time
Also there are still fish outside
No thermo blade iirc, water would kill me eventually
no fabricator either?
what kinda outposts are you making lmao
Trying to make*
ah
A hand held fabricator would be fun as hell but I'm not sure how Reika would balance it
I mean depending where you are, you could still sustain yourself a little bit off of wild plantlife
I would love an all in one hand held fabricator but idk how to make it or balance it
long enough to get to your lifepod at least
Mountains, also not quick enough to find gel sacks
And it ultimatley boils down to preparation
I also had a base there, and I actually almost died of dehydration on my way back to base. I just ||took some samples of the nearby koosh bulbs to refill a bit||
Isn't that harmful to the player?
Extremely?
Bulb zone bush???
yeah
They are now
oop
They have been for like 3 months
I might be thinking of an older run then
Maybe
There was a point in this run where reika saw me nearly starving to death and just told me "you know you have a thermoblade right"

either way, if you have a base in the mountains area....the mountain island also has sustenance
The underwater caves sure, bur I don't think water but certainly the thing below a ||lifepod|| there
??? There are trees there that are edible??!
you knife em and you get a sample to shove in your face
high water content
this is vanilla stuff lmao
this is legacy too
Why would they remove a feature from legacy in 2.0?
It's in 2.0 as well
You just never bothered to try the trees
My first file got into an endless death loop in the river
To escape it i had to unequip my liquid breathing tank whioe yhr exreen was black
Since my base was broken
But this tied into when i discovered using 2 liquod tanks is the worst decision one can make in the game
So i had no liquid reserves at all
So then i had 10 secodns of air until death
I had to get into a locket, get out the titanium, and get to my fabricator
Took many deaths but did succeed
Made small air tank
Refilled air in scanner room
I think i maye have repaired base around now
Tho that doesnt matter
I considered unmaking my base, but i opted to make a new base
Needed to upgrade my airtank a little, i thini i managed to get it to ultra hogh, which gives 10ish seconds to build inside the river (ballpark)
Buiot it all
Unmade it all
Teleported to pod
You didnt know about bulbo trees🥲
So wait, in order to get into an endless death loop in the lost river, you made 2 liquid breathing tanks, went into the lost river, made a base and swapped liquid breathing tanks at some point, then managed to get into your base without realizing you lost some amount of breathing fluid, and then saved?
And your base was broken somehow?
or was all of this before the saving changes, where you can only save in safe locations
I think this is just a handwave for the creature Collider issues SN has
which are most pronounced with long creatures
in a lesser part because it "ruins the magic", which matters a hell of a lot for a game like SN
but much more significantly it leads you to metagaming, playing to implementation, often in a borderline cheating way, with zero acknowledgement and likely little awareness of the intended, far superior, experience
if you already completed a playthrough that is different - then it is okay to "look under the hood"
but I would NEVER condone doing that any earlier, and never EVER even think of doing such a thing like that muself
minmaxing means playing in a very specific way to get maximum result for minimum effort
i see you are also in the SF and factorio servers so I will use an example
imagine a player who eschews the obvious intended gameplay for stuff like tons of handcrafting, or ignoring entire sections of the techtree because they are not strictly necessary for the end goal, or building exactly what they need - and not one belt more - to achieve completion, often with said needs having been calculated by some external calculator application
@trail plinth this is distinct from metagaming
metagaming is leveraging implementation, stuff like "well I know that this system is incapable of detecting the difference between X and Y, and since Y is easier, I will do it, even though X is the natural and obviously intended way and noone would think to Y without having explicitly seen that the code cannot tell the difference"
or "I see that with this status effect active every third enemy you kill has a chance of doubled drops, so I will make a point of following a "weak and useless, weak and usless, highly lucrative, repeat" pattern when farming"
Ah okay. I'm learning calculus if math is any helpful of an example (derivatives i'm learning)
Well before changes
or "I know the NPC AI in this game can only track one target at a time, so every time i aggro everyone for stealing i just make sure to spawn a monster to clear their aggro"
And I'm going to agree with you there
except costs scale up way too fast for handcrafting to be any player's choice past red science and many (vital) crafts aren't even handcraftable
the other two points are jusr efficiency lol
and the "best" way is always mechanically following some proscripted path, involving no real "engagement" on your part
the more efficient the factory, the better
e.g. factory geared towards a specific purpose
there is no such concept
Sounds like me with my mods (i get that it's different, and my mods are 300x simpler, but it still applies because I cannot experience what the player experience when playing mod)
Ah okay then
I may have even refilled the tanks😂. I was confused that it felt so short but thought maybe the efficiency modifer mighta been it
if your goal is to launch the rocket... then any normal player is going to try launch the rocket, any means necessary
So the tidbit about ||being able to use automated mining equipment on the dunes meteorite||. Is that an FCS thing or can you use the rock crusher on it?
or, if you were in a cove tree base and had only 40 seconds left of fluid in your liquid breathing system
relevance?
you say that
but that is the meta everyone tells you to do for DSP with high Dark Fog settings
dsp?
and it is so pervasive in Factorio itself that I added something to one of my mods to encourage actually automating that shit
Eh I wondered if there was a math example that fit what was being talked about
namely I split several recipes into a handcrafted and automated version
whats dark fog, also?
But none ig
that is FCS
I overrode their miner in C2C
for most of the map it is limited, in both total yield and drop table
but on the two AR motherlodes it gets its drop table replaced with theirs, and is infinite
handcrafting really ive only seen viable in extreme challenge runs, like rampant death world with max bases and lowest visibility, or modpacks like seablock until you get a proper factory going like 93 hours in
Or in base vanilla (istg i spent less time automating than crafting my first run)
former because you really cant waste any time on setting up the industry, latter because you really dont have the resources for setting up the industry
Ah. Older runtime editor?
aggressive rogue von neumann machines
they fill much the same gameplay role as biters
what?
Looks different than current runtime editor (black vs blue at least on 2.0)
blue is the subnautica custom version
Ohhhhhh Dyson Sphere Program!
you can still use the original in 2.0, which is gray
Oh ok
and personally i like it more too, but the subnautica vers helps for materials in particular
Same. Blue is just better
no, gray is
Nuh uh
objective fact sorry
Irrelevant convo. Argument invalidated
this dsp thing looks kinda interesting i should check it out sometime
Dyson Sphere Program on steam, check it out its peak
assuming DF is enabled at all, and its AI is not set to passive - mostly
it gains "threat" over time, in correlation to power consumption
when threat reaches 100%, it launches an attack wave
if you ever played FCE it is like that
because honestly biters stink ass and factorio is only fun without them
caaaaant say ive heard of that, either
Nuh uh. Making over a full box of lasers was peak
a logistics game that takes a muhc more literal interpretation of tower defence
and one that has a lot of...rough spots, though it is overall still enjoyable enough, especially with a little modding
and its biome/exploration system is nice
you know the new caves update for MC
Pov: Reika has played more games than you have Hours in Factorio
"ore thief" what lol
oh eugh exploration in my factory game
cave image https://i.imgur.com/SQh5Tn6.jpeg
the only exploration should be finding new veins to exploit
Oh nvm I have 109 hours in factorio
if the planet's atmosphere isn't 90% carbon dioxide by the time you're off the planet you're doing something wrong
grabs ore from your inventory and puts it on logistics
i have no idea why the hint system is so pushy about building one
but @trail plinth knows it is a running joke
ah huh
Basically the ||abyssal stalkers|| with ||platinum||
i was thinking it'd be like the equivalent of an ore miner
Have you played over 109 games?
yes
or some sort of upgrade which extracts ore from local creatures you can keep and feed, maybe
slime rancher but they poop out iron
Exactly how many games have you played?
the local fauna is limited to passive/minor nuisance, the TD waves, and fuck-you jumpscare worms
which i modded to be not-jumpscare
these bastards https://i.imgur.com/B2HeOFS.jpeg https://i.imgur.com/l77vw3k.jpeg
they hide in that wavy block
and in vanilla only erupt when you are within a few meters
with a loud sound
i made them always erupt, regardless of distance
includes the sound
not the warble, the loud roar and crashing
oh also never ever criticize FCE in the dev's presence, especially not things like stylistic inconsistency, default unity assets, performance, or overall balance tuning
if you think I take criticism poorly...
is there a way to check
Search on your profile (public page) by least hours
Games by least hours specifically
For reference, heres my top 12
And least 9
(One doesn't count)
I haven't even played the last one
here, color coded
green is completed and liked, chartreuse is not quite completed, but not really because of complaints (eg SF i just lost steam in my only post-1.0 playthroughs), yellow is "completed, but was ambivalent about", orange is completed and did not like, red is incomplete because I refused to even continue
I gotta play through FCE again sometime
ONI teeters between orange and red
also i realize i forgot to tint BZ - it should be yellow
also this chart does not have MC, which is green
blanks are either too little information, eg tried it for 5 min and never again, not because i was repelled, or stuff like "Game is super incomplete so cannot be given a meaningful rating", like astrometica
i updated all my mods, and released a bunch of new ones, last december
Ooooo very nice
Do i incluse the hunsrws of flash gamea or no
??
this does not show a count
Kind of a mix of surprise and non-surprise that you were ambivalent toward Frostpunk. Ill take a guess that the whole 'problems were not apparent until later in the run when they could not be fixed in time' was a big part of that
so uhh
Which would be about the only grievance id have with the game as well
the blood crawler larva isn't spawning
Uh oh
people told me I would hate it
i did not
or the brood mothers
Are you in the area theyre supposed to spawn in and they didnt show up?
Oh
it was not as punishing as claimed, nor was it like ONI where you can be in a death spiral for hours before realizing, meaning you wasted that many hours
my main complaint is that the main campaign is too damn rushed
I went and explored in creative to see if I was in the right place in my normal world and I was
not like rushed development but like "you are pushed forward through the story too quickly"
and the whole thing is forced to be over before you even unlock 50% of the techtree and explore more than ~60% of the map
check the log
I think this might be a known issue? Reika mentioned to me ||that I was missing a spot for larvae as well||
you were missing two
but i made the logic run on each spot independently
instead of only regenning if all of them are missing
I think i understand that yeah. I would replay the main campaign using knowledge of past runs in order to do better, and Ive since been able to clear through all the tech before the end of each campaign
in constrast the FP2 story is take-it-at-your-own pace, where the major story beats only happen after you explicitly trigger them
and as a result I like FP2 a lot more
which i understand is a highly unusual and controversial opinion
I think the feeling of being rushed is intentional, due to the pressure of the narrative
Feeling like youre running out of time at every challenge kind of thing
How do I pull it up?
i am sure
but you know what i think of that?
Not a fan?
where it VERY EXPLICITLY is designed to put you under pressure like that, as part of its story/theme
Brood mothers spawned eventually
No clue what is up with that
But having to wait around in an area for something to spawn is odd
Honestly not familiar with any of them except from the depths, and only very little familiarity with that. But yeah Im not saying that the intention should mean you should enjoy it, i more meant that it feels that way on purpose rather than as a byproduct of something else, and not everyone is going to appreciate the feeling of being rushed, even for narrative effect
no
hint: THIS GДMЭ ШДS STЯЭSSFЦL ДИD CДИ GФ FЦCK ITSЭLF - THЭ ФИLЧ ШДЧ I ШILL PLДЧ IS ШITH ДИ IИFIИITЭ TIMЭ CHЭДT, ШHICH DФЭS ИФT ЭXIST
Weird...I had most of them spawn in when i got in range, so I got no idea
caps only to sell the text effect
Yeah I still dont know which one youre referring to, I only know of a handful of the games youve listed in red, and im not particularly familiar with their gameplay beyond early impressions
Unless its a game which youve shared knowledge of with me through screenshots and such, but if its a game youre particularly not a fan of then I would be even less likely to remember lmao
you finished No Man's Sky?
no
noteven close
wait where is the message where i clarified that a few yellows are "not completed but did not hate"
you can definitely work around this to get everything, incidentally. delaying Winterhome as long as possible, maximizing scout techs, multiple workshops...
one the turorial bugged out and i could not figure out what to do
Oh boy! time to see how out of date C2C is for me!
yeah the tutorialization is pretty poor
two i HATE how every system and body is named by previous players and no i cannot abide by landing on Planet McPlanetFace or MrBeanWorld
three the game loop just fails to grab me, like it feels...empty somehow
2 might be alleviable by turning off networking, 3 is... kinda valid
it's a content depth thing, i guess
it is utterly incompatible with immersion when you fly to a new planet named Fred the fucking cat
no
I asked on the discord
people name real stuff stupid crap too, tbh
if there was a way to COMPLETELY negate all influence from other players
as if i was the only person who had ever played the game
response: "No why would you want that"
reminds me of one of the reasons i hate death stranding
could dive into a black hole
hang out there for a min
Reika, is there a way to just autodownload and install ur stuff?
enough jumps and you should be somewhere with minimal to no player presence, at least
real appealing prospect when it takes like an hour of fucking around on a planet to get enough fuel to jump once
also
i can help with that
every damn story beat involved a fight to the death
either robot drones or green xenobullshit
i can also just like, take you aboard my freighter and jump you somewhere random
oh yeah, that
doesn't help that combat is so sucks...
i am not opposed to an autodownloader in principle, as long as certain criteria are met (and/or problems are not present)
also good god c2c is massive in bytes
assets
hm
no asset bundle moment
real
mildly surprised to see slime rancher in 'ambivalent'
i assume that's for aesthetical rather than mechanical reasons
would not make a diference
partly, but also the gameplay felt kind of pointless
the gameplay itself was 90% fine
fuck quantum slimes
i threw all the bastards in the ocean
name them and ill get some help to make one (most likely only for me, it will end up on my pc anyway)
having had covid at the time did not make me any more patient
Why are there ||scary noises 800 m out from the void spikes beacon,|| I'm not unpausing the game : (
you mean like how there's not a whole lot of purpose in automation after having 'gotten everything' so to speak?
hmmmmmm
i don't understand
(crash fish)
then again i haven't played the original game in years so can't recall what they even do
the yellow teleporting shits
i know
not much at all, and the story itself was extremely underwhelming
i don't recall them being a particular issue when i was ranching them, and i made sure to get every type covered
though not actively unpleasant like say CP2077
remind me tomorrow
it is 11pm
I don't have an exosuit (see image 1)
Morale is having issues for me (probably the source of my hate for it, when i used it)
And that's all the exceptions even after loading a save
So the plaform that ||had the pda entry for lifepod 15 vanished along with the platform that held it when I attacked a ghost leviathan with a kniferepeatedly||
well thats a new one
tho ive heard stabbing reapers to death is both hard and has some form of punishment
i keep meaning to go stab a few
i just wanna know what hppens
U going to sleep then?
(It's probably midnight she might be already asleep)
no
these are normal
Oh ok
oh yeah I know nothing about that game lmao
I wanna go home, there's no light here, the water is dead. Something killed the water...
its not so baaaaad
its chill!
i swearsies
would i lie to you about something spoopy?
YES
This game is trying to kill me, I got wedged into a wall somehow and could't move, had to eject myself out with the propulsion cannon, of course by now the leviathans are on me, they push the seamoth 10 meters below crush depth, I have to frantically repair my vehicle while it's on 12% and immediately rise above crush depth.
Most dangerous biome and I almost die to SN jank.
SOMETHING JUST GRABBED MY SHIP.
This isn't funny anymore Reika
Oooh, wonder what that was. ||How deep were you?||
I don't think I was very deep, might have just hit something.
It didn't seem like a good idea to go deeper.
I unironically love the ||void spikes|| and hate it at the same time. I love everything about it, but I hate that I cant really save my progress while Im there, and its extremely dangerous the entire duration im there or trying to go back
Perhaps
Yeah not being able to save or build there kind of hurts.
It seemed like it teleported me when I entered the biome so that's probably why you can't save there.
If it were possible to have a function sort of like a quicksave/checkpoint that doesnt overwrite your existing save, but allows you to go back to it if you were to die
Just cause its a huge loss if you end up dying after all that progress there, and its basically a constant pressure of 'you can die at any moment if you slip up'
Which i dont mind the danger, but more just the loss of progress
I brought enough supplies to build a base and ampeels to power it indefinitely only to find out you couldn't build anything while there.
is there really something physical in that area?
Yeah, i think thats either by design, game limitations, or both
last i went, it was just the occasional ||electric discharge that leaves you without current at all for the next 15s||
:^)
intriguing
I wont be saying any more
i know there were plans to have The Thing in The Area but i thought they fell through
or at least, to have it more present than I'd experienced
glad to hear they didn't
the repository contains unused things too (translations, mainly) so i thought the existence of Assets was also left unused
Honestly even if there isnt anything physical there, I like to add to the suspense that there might be
what you are refering to i believe are correct about
not "fell through"
on ice because i cannot make models
what
||voidlevi||
what does that contain
if not the model
"asset in the repository" would have been a more clear wording
close enough welcome back void monster
lol there probably was an attempt to make it look decent
i do know what this is supposed to be
@unreal flame do you like this one better
i split the scales
color indicates liking - some adjustments frmo the last one - and the overlay indicates finished or not (red patterning is "finished is not really a thing", either because the game is open-ended or just extremely unfinished)
blue is loved, green is quite liked, charteuse is liked, but only weakly, yellow is "it was okay, minor issues", peach is "it was okay but i had some significant issues with it", orange is "i did not like it, i had serious problems", red is "i hate it"
good system
No man's sky is technically open ended, but in the same way as any other sandbox game
also "minor issues" for yellow can include "it was just not that great" rather than an active problem
eg abzu
other than some bits at or near the end i had no real issues
but i did not get much out of it either
i'm certainly well aware of the issues you had with outer wilds
it's also almost certainly one of your favorites aesthetically
that definitely makes sense
i don't agree per se, but i can make sense of it for both
will updating be fine still if its a big update?
yes
oh thats an interesting update
how tf did you think that one up
well, it doesnt sound terribly difficult to cheese either
though i cant test any ideas until c2c2.0 is out since im not trying out the sketchy ass depotdownloader
though its open source and probably just calls home to steam's devconsole for what it does
Ok which one of you sleeps?
I swear only I have a half decent sleep schedule not just here in the whole damn server
I just woke up
but that also means I am now at work
i can see that now by searching for your messages
does mean i dont get the guidelines for an autodownloader?
👍
My energy levels are flat shit cause of my anxiety and double mental disorders
Sleep is important to me 
K i found the exact dependencies needed for Bag Equipment Legacy to work
Advanced inventory and Customised storage (non-2.0)
I'm excited to get back into c2c
I've been really out of it lately. But I'm getting my energy back. And should be able to enjoy the game without having a freak out
i dont think my bio processor fragments exist
And you checked every location?
Dms
Required Functionality:
- Download of the latest, as of that moment, versions of my mods
- Clear markings that the tool is not my creation, that I do not provide help with it, and that using the tool can provide no guarantees of functionality
- Related to the above, clear marking that if the mods fail to function after downloaded from the tool, a manual download - with either provided instructions or a link to my site - should be tried first, before reporting issues with the mods to me
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Nice to have:
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- Optional install functionality, ie not just downloading the zips but actually putting their content in the correct places in the QMods folder
You are free to do this but I see no value in it:
- You are free to embed a web browser which can view my site within your application, however if you do it must be displayed accurately
Forbidden things:
- The application must not provide a means to download older versions of my mods, nor have an archive (local or remote) of all previously downloaded versions, with the sole exception of it being fine to keep a copy of the immediately previous version for rollback purposes, as long as this copy is deleted/overwritten by subsequent updates
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- Files downloaded by the application must go straight from online host to the user's PC; they may not pass through another machine (for example being downloaded to a server you control, and then distributed from there, or being uploaded to a ZIP unpacking website with the result being redownloaded)
- The application may not imply any ownership or creative influence of the mod files themselves
- The application may not perform any unnecessary and not-functionally-related "parallel process" when downloading my mods (for example simultaneously downloading unrelated files, backing up SN save games, or deleting log files, let alone completely unrelated things like editing user documents)
- The application must not have background-running automated update functionality - all updates must be explicitly initiated by the user
- There can be no monetization scheme within the downloader (even a donate button), as all the downloader is doing is fetching my own content
10 hours of sleep here
it is a lot but most of these are pretty obvious stuff I am spelling out anyway just in case
And that's fair
I may use Java or C++ to make the application
Also I just need the version that is downloaded vs. the latest version (I'll probably have it check somehow...
actually I will make a carve-out for the first forbidden item - you can keep a copy of the very next most recent download, ie the one actively being replaced, as a backup, but only one version "deep" (so this backup gets overwritten with a new backup after a subsequent update)
Seems easy enough (store zip file in folder then delete it once the mod updates)
C++ or C#
Either
If the former then you really are on your own
I know all 3 of Java, C++ and C#
While I technically know C++ I am FAR from good at it, and am not willing to spend more time with it than I absolutely have to (ie work)
Granted my knowledge is limited on graphical interfaces
for C++ at work we use imgui
Sounds like me!
Got it
My programming fundamentals 3 course is currently covering Java
There was some notes on JavaFX
using the default style
but it supports CSS stylig
for example https://i.imgur.com/Lay51fg.png
unrelated...or is it
not my image though
I find it incredibly diffocult to sleep more than 6 hours on most days
I've checked my watch, and it is latcher o' clock madame.
oh so you DO recognize it XD
How could I forget. 
Yeah, it is supposed to be, apprently it's the only abyss encounter you can have at the lower level routes.
yes, despite being the most dangerous by far
It certainly is the most terrifying one.
speaking of which, people complain that SN is scary, they have no idea
i mean hell even the soundtrack drives home the point https://youtu.be/YaRGuE__Jkc?t=78
I didn't found it on YouTube so I decided to upload it.
Soundtrack from the 2019 game Barotrauma.
Part of barotrauma supporter pack:
ht tps://store.steampowered.com/app/1197651/Barotrauma__Soundtrack/
P. S. Artwork: ht tps://steamcommunity.com/sharedfiles/filedetails/?id=2849056282
Seeing an endworm on sonar is pretty spooky but latchers always catch you by surprise.
and they seem far more able to do catastrophic damage, while also never giving you a chance to escape
even in the late game they cause fatal problems for me ~30% of the time
meanwhile i have never ever lost a fight with the other two
or really even had difficulty
Are latchers hostile to other creatures? I don't think I've ever encountered more than one abyss creature at the same time.
i doubt it
and no you never get more than one
I've heard they eat lesser creatures outside of the abyss if they are spawned or somehow get out of the vent.
I've been tempted to try that mod that adds husk variants of every creature.
Real
and then i burned the pieces
SN isn't really that scary. I've seen other games that do better
I can't quite tell what I'm looking at here, is that a thalamus outpost or something?
though another later mission forced me to recover one intact https://media.discordapp.net/attachments/342503334227214338/1377060079420965085/image.png?ex=683796a3&is=68364523&hm=a6e380707103e1bc6276ebd03e272d2bb1ce1f05dd46749086385b7e99d7b879&=&format=webp&quality=lossless
i was afraid it would make me recover it alive too
Oh is that a chimera?
like the crawler one
yes
Fuck chimeras, I would take literally anything else.
I almost said thalami do not bother me
almost
that used to be true
used to be https://i.imgur.com/28Hqphl.jpeg
Before they added the thalamus ships probably 
no
the issue is that, while blacklisted from using nukes, the ammo blacklist is exactly that, a blacklist
so if you have mods adding new shells...
I do miss the carriers though, don't see why they had to get rid of them.
The sounds they made were beyond creepy.
though my new sub would survive a nuke hit so i think i can be less on edge again
plus it has two depth charge tubes and a ventral railgun
for extra long-range fuck-you power
Oh, I was meaning to ask, you've some knowledge of base game SN. Do the sounds that the leviathans make when they are injured indicate anything mechanically?
what sounds
Barotrauma is right at my limit
They make sounds when they take some amount of damage.
like literally straddling the line - there are activities i can just about do and some i cannot bring myself to do
Is that the signal that they'll retreat.
ruins and caves being examples of the latter
i have not seen anything like that
I may just be imagining it, it just sounds like a higher pitched version of their charge attack sound.
Why are you fighting the leviathans? They're hungry. Not malicious
Is my hunger for what lies in their domain any less valid?
They seem to be a little too strong to kill, so it's a moot point.
They'll live, this time.
I do wish if you did enough damage then they simply wouldn't bother attacking you anymore.
not quite but I made them have 95% damage resistance
Lmao, well that'll do it.
Looking forward to the next update when we'll be able to feed them brine coral to tame them and then ride them into the ILZ to win the game.
What in the content slop?
I just want some interaction with leviathans other than them serving as stage hazards.
You get the empress. That's it.
Now that one you can poke
No, they're good boys, they just don't like the lights.
Although I'm not sure if you've noticed but the ones bred in the acu home in on your vehicle like a missile when released into the wild.
Like as soon as you get in range they immediately attack.
Oh hell yeah, a fellow Civ: Beyond Earth enjoyer!
@trail ether My ||voltaic bladderfish|| vanished from the acu after I reloaded. Are they supposed to 'deplete' over time?
You would not believe how many references reika has made to Civ:BE
Like ingame references in her mods?
Mine are still there last i checked, so I dont think so, could be a bug?
hellexar had a twisteel follow him in
I like CivBE
people tell me I am crazy
It's unironically one of my favorite civ games. I just like the idea of it, I love space colonization games, and I like that you can actually befriend the alien wildlife
yes
(Yes that does mean I am a Harmony player generally)
I love the whole aesthetic
and people bitch that it is a thin veneer over Civ5 but V is the best Civ anyway
by a huge margin
I did harmony my first run
Civ V is what got me into 4X games, so
and part of the abandoned 2018 run
plus like three of the ores, a text entry...
I am also working on playing the Dragonrealm Pack, it's really fun too
<teleport>
<desc>
Being the prudent designer you are, you have decided to split your base into multiple structures spread across the landscape. However, this created a problem: Simply getting to them becomes something of a chore. However, another idea occurs to you: You could build a link of sorts, a gate, at any number of locations and be able to link between any two points at will. As long as the purity of the link is maintained, the two gates should work in harmony, and the supremacy of this method of travel will act as an emancipation from your current commute.
</desc>
<note>
Can be toggled into private mode (purple), as well as between arrival/departure only (red/yellow).
GUI Color Statuses:
White = Fully Available
Red = Owned by Other
Yellow = Unpowered
Magenta = No Structure
Blue = Other Dimension
</note>
</teleport>```
I do also like Supremacy, I just can't bring myself to do Purity though. To authoritarian coded for me
I did one purity run as PAC
early on
since then I almost always do supremacy
or supremacy-harmony
that is what my last run in 2020 was
I mainly do hybrid Supremacy-Harmony

though not that kind of authoritarian
lol
also I like how in BE the different powers are not so wildly out of balance with one another that you feel forced to pick the mechanically best one
I have played as Thakur, PAC, Russia, the middle-eastern lady from Rising Tide, and more
compare V where I played as...Rome a few times, then almost always Japan, and then after I got the DLC nothing but Babylon
I did one playthrough as russia and one as something else, but they were almost entirely forgettable
I've done India, Russia, the PAC, and Franco-Iberia
the only ones I would absolutely never do are Brasilia, ARC, and Korea
because they so wildly diverge from my playstyle
Oh, and ARC once, that was my first, but I only played for a few turns
why have I not looked into civ:be yet this looks awesome
Oh the music is great
The forty-second (and last!) track for the Official Civilization: Beyond Earth Soundtrack!
All tracks from Civilization: Beyond Earth were composed and designed by: Geoff Knorr, Griffin Cohen, Michael Curran and Grant Kirkhope.
Please support the game's official release, where you can also get this Soundtrack for free included with the game. I...
and it is also amazingly beautiful, as a game
I think what happened was an ampeel egg hatched after I added them in, overpopulating the unit and killing the fish.
Ok I went back to the acu again and the ||lumafish ||were once again gone. If there are too little of them do they just get eaten and not replenished?
They're there.
It's interesting that it would tell you about it if you hadn't scanned it.
||The pda updates all of the valid exploration findings pages those fragments are mentioned in, regardless of which wreck you actually pulled them from. Mostly to avoid spam, and unnecessary entries of 'Theres more to explore here'||
I just spoilered all of it cause i wasnt certain what would be spoilery or not
@trail ether I would love to see which class handles this (i cloned the whole thing onto my macbook, I'll avoid every thing else
Unless it contains lr and past stuff
mostly because the triggers are common
stuff like "is tech unlocked" or "is scan entry complete"
it contains every single biome, POI, and thing in said POI
it is very literally the most spoilery class in the entire mod
Awww 😭
okay yeah fair enough lmao
What classes/systems are safe for me to read?
Oh man, I love when this game breaks sometimes.
Haven't played since January... how much have I missed?
A little bit : )
I would recommend playing again.
Also this is the first time I've had to dock my seamoth manually with the propulsion cannon. (Thanks lost river)
Heh, yeah... Lost River is where I got stuck when I was playing, so I know exactly why.... but i'll leave out the reason because spoilers
none
I had to make that work
by default a dead seamoth will not dock
Oh yeah I remember having to do that in my last playthrough
How long does it take ||brine coral|| to lose the ability to produce ||electrolytes|| cause I put it through a drill 30 seconds after I pulled it out, it exploded and gave me nothing.
Seeing the witness be clarly ery uncomplwted makes me sad on reikas list
I thought maybe thatd be one she liked
Since its all about observing everything and using that
Omg, you do have to put the ||crystalline sulfur|| through the rock drill.
I thought for sure there was no way Reika was going to make us do that.
Wait, you can't scan for ||crystalline sulfur||, even after analyzing it.
What does that mean?
Does it mean I haven't found out about it yet?
Hm, I would hazard a guess that's a bug
What recipe?
||Heat sealed fabric||
Oh I have no idea
Yeah that's supposed to either be ||lumenshroom oil|| or ||tungsten grains||
or both and it just bugged out
or the recipe changed in the most recent update
I'm pretty sure it's just bugged because other recipes told me about ||tungsten grains|| long ago.
I just took the materials needed for the fabric, tossed them in the trash can and used nocost as a workaround for now.
Hallelujah I have the reinforced dive suit.
Near the QEP I assume?
@trail ether why is my morale above 90 but im slower than a snail? (i was hit by a reaper 10 minutes ago)
Yeah, now it's stuck like this everywhere.
On the upside, it helped me get the last part of this goD DAM- uhh... very enjoyable Bioprocessor. Only took me a total of two days and a half to get it.
Would prefer it fixed now though, wonder if any of the debug options can help
If you go into the QEP anf out it the glitch fixes itself
Just a decent way into it
By "go into" you mean past the actual entrance? Because I do not even have a complete blueprint for those tablets, much less the resources to craft one even if I did.
If you are getting bioprocessor fragments I don't see why you arent able to
I do thi k you should have just reloaded your save when the bug first occured
Well, by the time I realized I already popped a save.
I do not know where to find the rest of the tablet fragments. Explored the island and the surrounding waters including the inner cave. Guess I'll just find them along the way.
I saw a ping, yet no new messages. How curious.
A lot of important item placement is based on 'interesting areas that people don't normally explore during vanilla playthroughs.' From what I understand, c2c basically forces people to seek out and find a bunch of areas that didn't serve much use in vanilla
It's all about exploration
there is a serious bug
congratulations you cheated and skipped a major puzzle and recipe gate
your progression is now invalid, and if you saved your save is ruined
warpforward <some small number> will fix it
and delete this
spoiler is not good enough
fix uploading
and i put in something that will prevent the mod from booting if this kind of error ever happens again
What are you actually talking about, "My progression is invalid".
is it really that deep though
isnt [item] used in... at least one other recipe? so its still going to be needed to be figured out
as well as... the steps taken to obtain it, themselves, still being required anyway...
Who knows, I'm going to bed. If the save really is "invalid" then I'm not investing 48 hours into another one.
and will not work properly going forwards
out of order flags? what does it matter if flag 1 was raised then flag 2, or flag 2 then flag 1, if both result in both of them being raised 1 1
if this sounds confrontational or malicious i really dont mean it, but i just dont see how this can really "ruin" a save
are you saving when a flag was raised somewhere in the save data? cant say i remember seeing that however, nor what use it could really have besides debugging perhaps
No use questioning it, I'll enjoy the mod all over again when 2.0 comes around.
because there is a complicated dependency chain
where X triggers Y but only if Z
yes, not in terms of time - though that gets saved too, but not for progression so much as logging, analytics, and the like - but in terms of "game state"
its just interesting because c2c and co. is coded very differently from "your average mod" at parts (not sure how it compares to smlhelper era mods, however)
and not so much explicitly as the fact it influences what happens
The scope of C2C is unlike anything that currently exists in the subnautica modding community, there is no questioning that.
and I made a lot of simplifying assumptions when designing the progression trigger system, knowing what would normally be required for something else to occur
e.g. nowadays you'd probably want to modify a vanilla prefab directly (unless you explicitly don't want mod prefabs extending from said vanilla prefab to also extend your custom components and such), but c2c instead, for every instance spawned, decides if it should or should not apply its custom components to it (which is the way you'd do it if you want it to be exclusive to vanilla prefabs)
that said, i dont think c2c modifies much that would be extended to warrant the extra overhead from deciding at runtime, instead of editing the prefab itself
hmm i see (to the message above, too)
Now that I think of it, I did make a backup save before I want into the ||void spikes||. That being said I will probably wait for 2.0.
I suppose you could say that one of the best anticheat mechanisms you can have is not so much explicit anticheat but just fundamentally designing with the assumption that everything is always as expected and not building in any kind of robustness
"things break if you cheat" is not some additional layer added on top, it is baked right into how the progression tracking and trigger system is implemented
as a very simplistic and fabricated-for-the-sake-of-illustration example, imagine that, since you cannot legitimately obtain nickel without liquid breathing (not as a direct recipe dependency but as a functional progression-based one), then the things that happen once you collect nickel assume that the liquid breathing events have already fired, and are implemented accordingly; if they have not, and you cheated, then they fail and suddenly the things that happen when you find nickel do not
and this just cascades
does this truly apply in this case, though? cant say ive seen any flags arising from [item], just flag that would lead to discovering [item]
is the issue more about future proofing? like if a flag is added to [item] discovery
that is already tracked too, in fact
ah, automatically?
yes
i see, that'd explain it
Sooooo because i got the stat rifle before bioprocessor (i can't find the last fragment for the life of me), my save is fucked?
But that still doesn't really explain why my last 5 saves got bricked just from warp and warpforward
i love 20fps gameplay right next to the wreck you get ||final liquid breathing||
esp on a 6950xt
bro that can run (insert shittily optimized game here) at 30 fps fsr 1080p
cyberpunk?
so ur saying i should spend $500+ on an upgrade?
cyberpunk is well optimized from what i see
meanwhile $2000 gpus barely running it at 100fps
my gpu was around $400 when my dad bought it for me
goddamn
uts still around 400
I think that's like an extra model
or smth
cause mine was cheap as hell at microcenter directely from amd iirc
oh damn what
if u got a 6950xt for like 400 then what the hell would a 3070 ti cost
Does the stasis rifle have any ingredients that require a bioprocessor? If so, then maybe, otherwise probably not. And from what I understand, warp and warpforward issues arent relevant to the progression flag thing unless youre specifically going to areas earlier than intended that have those flags
Polyaniline
Which, with a good battery, you can get
oh yeah if there are any flags for the stasis rifle that's absolutely going to be out of order
||how did you even get the polyaniline before the bioprocessor||
Did this mod remove wall reinforcements or are they simply moved to appear much later in the progression?
use hulls instead
i mean
later
the door thingies
Bulkheads. Though my main issue is with the feeling that I could be doing something with the wall segments in the big rooms. Reinforcements add more integrity for the future.
ye u can use them later, tho bulkheads are buffed heavily i think
Well, at least they stop water from rising in some rooms of my permanently flooded base. Still can't find where the breach is and rebuilding rooms one by one would be too annoying.
There's also reinforcement pillars, which are fairly cheap as well
why is part of your base permanently flooded lmao
Is Freedom mode like, acceptable with Sea2Sea? I'm thinking of starting a new save after updating the mod and downgrading SN, and Freedom would make retracing all my progress a lot more palatable
@trail ether ?
no because those are not chained in the same way
it is not balanced against that and more importantly a lot of things are not designed for it, and you are likely to have issues
the core stuff I usually test in freedom, so it will likely be playuable
but for example there are probably things that will hard-reference the food system
that might break some things
and I know the morale UI is broken on freedom, and I am not going to waste effort on that
unrelated
this is a great example of metagaming
biters spawn at fixed positions relative to the spawner, and a spawn fails if the location is occupied
so you can block all of those, and only those, locations with arbitrary objects and now the spawner is totally inert
I do not think it is even remotely debatable that this is wildly departing from intended gameplay
and an extremely clear demonstration of this
both that the cheesy approach is far simpler and easier than the intended one, and the fact that you would only ever know it works because of reading code or exhaustive testing
yeah obviously thats unintended but its warranted because biters suck
its funny however
it is not just that it is unintended
metagaming is defined by three crucial factors, of whjich being unintended is only one
it is important that it is also both far superior in terms of risk/cost-to-reward to the intended method, and, most of all, that you would only ever know it works by analyzing the actual implementation of the game, rather than the "in universe logic"
it is vastly more effort to walk all the way back and forth with pipes, be presented with a high risk dying because you're attacked by a 40 wide biter army, and just generally that you'll have to spend all your time to do this since new chunks constantly get generated by pollution, as well as biter areas expanding themselves(?)
when you could just. set up a stone mine. leave it for the next 26 minutes and you can surround your base in walls
like yes it is metagaming but it really doesnt matter unless you're doing something absurd like max level biters from day 0
killing biters guarding a nest is a hell of a lot easier than killing the nest itself
also blueprints are a thing
it is a single click
all you need to do is throw a few poison capsules or lead away the ambient guards, then rush in and place the BP
admittedly, military tech weapons are something i keep not thinking of since i dont research military science ever (because biters suck)
that said, by the time you have construction bots and they're upgraded enough for blueprints to be even remotely helpful in this, you can already afford artillery
so just. bomb them. there's really no point
Thank god
My battery dupe glitch didn't brick my save
reika, holding a brick: are you sure about that

I haven't abused it (except getting free power cells (well "free" i had to spend rubber))
(I only have all my tools with a good battery + 4 in a charger plus 7 more (i think, might be 5))
Also opinions on a decrafter?
I don't recall it being patched out
...what?
even before SA - which gates artillery after Vulcanus, and practically Fulgora as well - it is a near-endgame thing
Or 3 researches from the end of the game without SA
(In 2.0)
??? so late, really? i recalled it was pretty early on
i do retract part of my statement, then
well, as "early game" as one might consider construction bots
how far along are tanks again
they're also pretty effective, even if its not as convenient as sitting in your base
Might be 15
though I'd rather die than have to drive in factorio
Spidertron
never used it in all honesty
12/10 experience in all honesty
You do need the belt equipment though
The thing that lets you stay not moving on belts
It's peak otherwise
not at clearing nests
in vanilla nests have massive explosive resist
it makes no sense given their construction
and indeed I changed that in one of my mods
but they have like 75% resist in vanilla
it is just a few
tanks use military tech yes but unless you have been ignoring all military tech until that point, once you unlock cars you are likely to have only 2-5 techs left to go for a tank
Oh
Yeah, tanks are Mil 3, Cars, and Explosives. Even if you haven't been doing military, that's like, 4 techs at most
You should have explosives anyway because Cliffs are annoying lmao
i have a wall locker in resource monitor...
it gives me a "player" item
i keep losing grav traps
iirc artillery before SA was also yellow and/or purple science as well
Stalkers always run off with mine.
basically on par with the rocket itself
lmao
stalkers kept running off with my cameras
they do that? so like, 2 grav traps have phased through the floor then? cause they dont exist
Oh they take those too
(one of them embedded a camera into the terrain somehow)
Yea, stalkers can take them
And do shit like this
i had one in my inventory (or so i thought, i crashed and that may not have saved) and that vanished too
anything that they can grab that attracts their attention (so probably most of the deployable metal things)
me trying to peacefully farm stuff in the jellyshroom caves
random ahh crab snake (or all of them within a 100m radius of my seamoth): "ooo a seamoth!"
stalker swimming away with a full floating locker
dang really? where are you parking, I've only ever had 1 or 2 issues with a crab snake going after my seamoth, every other problem was when I was swimming
my seamoth went below 30 hp the first time
oof
ok can confirm my save IS cursed, but not bricked
you should watch me https://discord.com/channels/324207629784186882/324207630211874816
I'm in another voice channel playing league 😭
all I got is my phone and that screen is tiny
samsung galaxy s8
TINY
LMAO
fair
but until i know what this does
ima figure out something else
ill figure it out when i need to
does it not have a PDA entry on what it does
also I don't think it'd be much of a spoiler to let you know that it does just put items into nearby lockers, as far as I'm aware
that is lumenshroom oil
it randomly and rarely does this
and sometimes even turns back
i have no idea why
this is so sad, what will you do without that lumenshroom oil??
So I kind of wonder... what is the idea behind the morale system? Does it do anything positive when kept up?
Because from my still early-ish point of view, it looks like a mechanic that is there just to make it harder with no real substance behind it. I could be wrong with that statement, maybe there is something going on that I am not seeing; however, from what I can currently see, it feels like I either let it deplete and do everything like a snail (both movement and for some reason crafting station opening also gets slowed down?) or keep it up and just... do everything as I would in vanilla.
I did see some mention that it is a work in progress, so that's why I am asking.
Before anyone asks, I made sure to keep it at like half for a long time, didn't feel much reason to keep it at 100% from the few times I somehow noticed it going that high on its own.
Afaik it serves a similar purpose to the hunger and thirst meters, it's there to add a bit more to the player character's experience than just surviving. It's also intended to make base decorating actually mean something I think
I could be wrong but it may also act as a hurdle in certain areas, or at least impose some amount of extra difficulty when there otherwise wouldn't really be any
@rapid cloud
this is also true - I have very little data to go on and the balance is still being tuned, as well as there are still edge cases resulting in unintended behavior being discovered
plus early on, which is the time period a lot of people formed their opinions, it had a couple serious bugs
pretty much just hellexar's playthrough, which I am watching
which goes slowly because that involves scheduling real-time interaction
So, the crafting menu opening at a glacial pace when morale is depleted is also meant to be an extra incentive to keep up with the mechanic or is it some movement speed-related side effect?
but that is my only useful input, because all other input I have received is either too vague, too "casual" (as in not really caring to be meaningful, just being eg idle whining or "it sounds cool"), or too sporadic
@rapid cloud
see that entire paragraph
Well, as someone that went through a period of deeper depression, I can honestly relate to the explanation you provided.
what do you think my reference point was
Honestly, while slowing down the crafting UI is definitely annoying, I find myself having a hard time coming up with other ways to make the morale system affecting the Player when ignored. I'm not quite sure if there is all that much to go on, because if that part was removed, the movement speed decrease would not be all that much noticeable since Seamoth + ||Azurite powered|| Seaglide are fast enough even at 0 morale.
Though adding positive sides to keeping it up is definitely worth looking into, maybe bonus healing from medical items? Sort of like how when you are in peak shape, you do not find it particularly hard to do all the necessary treatment steps by-the-book and stuff like that.
IMO, a mechanic that is not directly deadly when ignored (hunger, thirst) should always have rewards and punishments related to how well the Player is interacting with it. Yes, if ignored, negative effects get applied, but there cannot be just negatives or it's just difficulty for the sake of it.
So as I said, maybe bonus healing for the character being very attentive to proper procedures, perhaps slight hunger/thirst depletion reduction as a form of your body is functioning properly and efficiently
Riley could be a stress eater, you never know.
(Man I suck at coming up with ideas, even though I work in game FQA)
Reika when you were saying that my progression was invalid, what were you referring to exactly? I never spawned any items in to make the ||heat sealed fabric||. the ||ghost membrane|| was craftable at the fabricator for free after I scanned both the juvinile and the adult.
that is already athing in leisure/work rooms
you still got the suit before the gates for it
that said your mention just revealed another bug to me
which i am uploading a fix for
I hate when a new feature has two entirely independent bugs with it
What gate are you referring to?
and then i get a report for one and am in such a rush to fix it that I miss the second
but that rush is necessary when it is a huge progression bug
Functional Quality Assurance, I test games for a living. Groaning a bit because we are sometimes asked to write feedback to clients, not normal daily reports but actual feedback.
And, well, I am racking my brain to give some ideas here while I tend to have no such issues during working hours.
in which case you are probably far better positioned than most to provide meaningful feedback, at least for anything you know well enough
that said C2C obviously has some major differences in its design process compared to a commercial game, in both core motivations driving the design and in "development policy"
Well yeah, it is ultimately a mod so it will have some limitations because it is not working on pure raw source code of the game (unless the devs released it).
while true that is not what I meant
also I do have the source
not from them releasing it
but SN in C#
and C# can be decompiled
Oh nice, that does change stuff a bit. Not to the point of redesigning the game for legal reasons but it still does open up a lot.
Though I would like to know what you actually meant, to not keep the topic at an uncertain position.
Alright, that is very handy.
it is absolutely necessary to write transpilers
dnSpy has an IL view https://i.imgur.com/6WVlNPD.png
as in A) how my design goals and priorities are fundamentally different than that of a commercial product and its authoring company, and as such it is very possible for something that is a standard comment in a commercial QA environment to mean nothing to me because I fundamentally do not care about that the way they would (the inverse is also potentially true, though a lot less likely) and B) how with the mod being made by me and me alone, there is no collaborative development, no impositions on development process or criteria, no administrative concerns, no proposal/review process necessary for features or development, et cetera
