#SeaToSea
1 messages Β· Page 54 of 1
fixed
Well, not sure I'll be investigating any more into that, I've got the grains I wanted.
And I've already spent an innordinate amount of time looking into it.
I also have like 10 of those because i started very early on π
I still have no use for them
Their PDA entry doesn't really give much inclination as to their ideal conditions and neither do the places you find them in.
Yes
Also one completely unrelated peculiarity. What is the ||rose lily|| for?
I remember finding it and not being able to scan it, it has no PDA entry, and no apparent use.
And found in only one very specific cave system.
decoration
it was an accidental creation https://i.imgur.com/pq2lAlh.png
no
i see
is it going to get some kind of use though
Lmao, it's a really cool find none the less.
you're very likely to find it (nozzle) with the exploring you need to do around the area lol
it has a use
oh cool last i played it didnt
I think you can put them in the bio reactor.
or not one that i could find
oh so its still useless rip
But pretty
Morrowind says that I can in fact enjoy something resultant from theft.

Of course earning the grandmaster alchemist set is far more fun if you fought for it.
how many items does the lamp generate per second
well this is a completely bad faith argument
zero
my viewpoint is that if it doesnt directly help with progression its not useful
slightly negative in fact if you consider render frames as items
because that's what games are, progression
not living a slow life in a world that's, at best, not very kind to you, and actively malicious from another perspective (the bacterium...)
The world is what I make of it I find, even if it is unobjectively unkind or hostile.
e.g. would you consider a redstone lamp useful in RLCraft
i cannot tell if you are being sarcastic
while it may read so, i am not
my understanding is rlcraft mobs (lycanite's, in particular) always know where you are, will dig through blocks to reach you and some may even spawn in full light
Is that inaccurate?
I assumed rose lilly eas big on deco but never used it post update
is it not a water plant?
oh maybe aquarium plants count towards deco
because im fairly certain acu plants do not
or did not, back during my playthrough
It is a water plant.
Unless there is some integration with an aquarium mod that allows you to plant flora in them then there is no way it can effect room decoration.
Well i can acxept being wrong
It was such a pretty plant even my cold heart was touched
I have never ever used the mod
i see
consider that decorations do in fact help with progression in C2C
they arent vital just qol so you dont shave off six years off your life from crafting
It also affecta swim speed
Which will take more yeara off your life
(Least it did last pacth i touched. Was super noticable. Sometimes my seaglide was slower than swimming tooπ₯²)
i think you should probably know that reika explicitly designs against "I only do what I need to progress"
no shit lol
I keep meaning to update n test a couple things
It's less of that and moreso needing to do everything to progress.
Lmao
But I'm here for it.
Crag fields are definitely a primary source of them.
Tbh i never bothered with getting them from the crags
Normally im apprehensive to go there because i have a long standing problem with how aggressive bone sharks are, but a different menace took that title in my current run...
My fav base biome vorner is nesr craga
The one above one of the main jellucave entrances
That spot is too good
You can scan for basically every resource
Tho some are scarxe
5 stabbings is a dead boneshark
I only reserve killing creatures for bleeders, otherwise i avoid killing stuff as much as possible
so what does swapping back to og legacy do exactly
like is it dangerous in the sense of like
if i download other stuff it can go through subnautica?
something like that
wait wdym
you gotta elaborate on this
because how else am i supposed to play c2c
if an older unity version is installed, malware can use it to elevate its own privileges
would it in your opinion be safe to do this for c2c
because i did the depot thing
because im just
like
dude how do i play c2c
like
just don't donload anything stupid Β―_(γ)_/Β―
wdym by stupid
gotta be extra careful about malware
you literally can't?
i guess if you want to set up a VM for that express purpose or something
wdym
a virtual machine
fucking, i don't know, that's up to you
like downloaded the depot and swapped the files
brother im trying to figure this out
is it even safe to boot up the legacy version then or wha
The legacy version itself isnt dangerous, but it can act as a privelage elevator for any other malware on your computer
i mean the vulnerability technically existed since 2019
i haven't like
booted up the game ever since subnautica forcerfully like
did
the thing
and now i dont even think subnautica works now after doing the depot thing
because its not opening for some reason
i wouldn't be able to help you there
i did what that message said to do exactly guh
oh okay i cant open it from steam then
or no now subnauticas just
insta crashing
great so im just fucked out of c2c then
@unreal flame sorry btw im not mad at you or anything of that caliber im just
like i installed the legacy depot so im just ???
@trail plinth
gen question
have you been like
even able to play
let me try verifying the files i guess
yeah im just
gonna have to wait for mods to go to 2.0 then
stuffs not working how its supposed to trying to go back to legacy
@unreal flame thanks regardless
I never updated my subnautica out of legacy, never used the alternative launchers/depots/etc
I just indefinitely paused the update before it started
These are probably questions that are more relevant to the help/support channel for this kind of thing
public AmbientMoraleInfluence setEnv(float force, float baseline) {
foreach (Environment e in Enum.GetValues(typeof(Environment))) {
setEnv(force, baseline, e);
}
return this;
}
public AmbientMoraleInfluence setEnv(float force, float baseline, Environment e) {
MoraleInfluence inf = new MoraleInfluence(force, baseline);
switch (e) {
case Environment.FREEDIVE:
freeDiving = inf;
break;
case Environment.CYCLOPS:
cyclops = inf;
break;
case Environment.SEAMOTH:
seamoth = inf;
break;
case Environment.PRAWN:
prawn = inf;
break;
case Environment.SEABASE:
seabase = inf;
break;
}
return this;
}```
force meaning per-second constant application
Oh, some planned de-extinction integration.
Or mayber it's already implemented, I'm not using it after all.
Also some reworks to how much morale you lose while in certain vehicles?
there's a lot of integration already, this is just for a specific gulper having some tendencies to wander where it shouldn't
ambient morale influence from biome
previously it was done entirely using force
I have too. I kept a version on my system
well i just
didnt get a choice in subnautica updating and
trying to revert back is making it not possible
and it updated the save in my attempts so
I assume this means that other morale influencers can be used to negate the negative impacts of certain biomes.
Since it's no longer forcing a morale baseline.
the effect is cumulative but always has been
but it is much easier to counteract baseline influence vs force
So cannot help you but you vould try to pirate an older version if you are desperate but
im
not doing that.
no i got it on steam
Well in that case eventually ill fihure out how to downgrade myself and ill let you know
You could ask reddit subnautica
Or keep fiddling with the downloader
But my interests are mad add so isk when that will be
Can someone verify if you're supposed to have the mk1 depth module for the prawn suit after building it? I have the mk2 but not the mk1.
you do not
that databox is on the newer side - it might be newer than when you got the gating thing there
i am not sure what is more WTF and/or hilarious
the sea treader that fell through the terrain into the deep grand reef
or the fact that it has a large accumulation of poop behind it
can confirm is both
oh hey the large amount of pinned recipes is back again
Huh... for some reason I was expecting a drill arm to be more expensive
The prawn itself is already expensive
for context, I hadn't heard nor seen any reaper activity for like 15 seconds before I got out of my seamoth
thats actually some cool tech
not terribly useful since you're going to be safer by just running away. but cool
you mean the anchor pod or the unlock from being grabbed by a reaper
cause the anchor pods were a surprise and are probably just gonna be set to be immune to being blasted away lmao (if I had to guess)
former
you can navigate to the replied-to message by clicking on the message preview (in this case, "tap to see attachment")
you said running away, which to me implies avoiding something that would be mobile, rather than a stationary sea mine
yes, launching the mine into creatures that are following you
is that not also what you did in the video?
i'd say it should still detonate them
no, I blasted a warper earlier and accidentally caught a membrane tree in the blast, which prompted reika to comment on whether or not it would work on anchor pods
oh yeah for sure, they'll detonate from breathing on them too hard
ah, the tentacles I was seeing flailing about after being hit were the anchor pod's... well, anchor
kind of hard to notice far away details, on mobile more-so
oh yeah that's what was really funny about it, cause the entire thing is one object, so it just kinda spins around wildly when subject to physics
Where in progression would it be? Normally I wouldn't ask so directly but if I did pass it I would like to know.
midgame
slightly pre-LR
Is it a problem that 2 blips of Geyser Coral are under the map?
Specifically scanner blips
One appears and disappears too (I used the stat rifle in the cave with them all once)
Omg I found it.
I was out here fighting the natives for shiny rocks and saw a wreck on the map.
All the way tf out here.
Always wondered why there was nothing out here in vanilla.
My vehicle has been lodged into a wall, how may I get it out, warpforward does nothing.
Seamoth, Prawn Suit or Cyclops?
Because unless its a precursor base, you can just phase back into the playable area if you're on the other side of the wall
They made terrain one sided for some reason
It is a precursor base π
Well try backing out of the wall
that should never ever happen
get in it and run c2cpoi origin
Well it did. I dmed you about it but you never responded
this will take you and it to 000
it probably got buried under 20 other PM requests
Probably
Could the stasis rifle cause it? (I shot it and some parts of the cave ended up at 0,0,0)
(based on their distance from the middle of...something)
Ty 
and before you ask no I did not see Geyser Coral at 0,0,0 and even if I did I can't scan it
Ironically I'm stuck at 19/21
So odd thing, the command warped us to 000 but when I get in the seamoth it cannot move at all. I tried moving it with the propulsion cannon in both modes and it does not help.
Do it again
stasis rifle is just an awful tool in general, it can dislodge things that shouldn't move somehow-or-other
or shove a powercell in it
So can the prop or rep cannon
how do you move an abandoned base with a propulsion/repulsion cannon
the things they can target are intentionally made to be targettable
i guess with the exception of the anchor pods being movable by repulsion in the current update
did you try?
last i tried, it did
and i wasnt the only one to see it happen
Repulsion cannon indiscriminately shoots things to space
the deep grand reef base, specifically
No I didn't
things which don't have their physics set to kinematic/static mode...
well, static isnt exactly right, but they aren't affected by stuff like gravity, which all things that can be pro/repulsed are (afaik)
Everything has gravity. Even without a WorldForces Component. (I know this because I did some testing and my mods that have a hand held fabricator, like UpgradesLIB or AIOHHF, if I drop it, it phases through the floor and ignores all laws of physics except gravity)
great ragebait btw ill keep biting
how much are the table coral, prior to being knifed, affected by gravity
Use stat rifle on them then watch as they either phase through the floor or go crazy around the area
After the stasis ends
yes, which should not happen, but it does anyway because the stasis rifle is shit
Considering its my main way of getting things in dangerous biomes.....
Yes I probably should use the repulsion cannon I just keep forgetting to shove it in my inventory
you have limbs
That doesn't stop a bus sized predator from dealing 70+ damage to me
it does if it can't land a hit
Unless I have SSG active or a Stat rifle or Rep cannon
Are you suggesting small rock?
im suggesting you just move out of the way
And I still need a seaglide for that. Base one works
the only creature you can't maneuver around with just a standard seaglide is the ghost leviathan
(which who doesn't have a seaglide at all times once they get it the first time?)
crab squid is kind of annoying because it can emp the glide but take it out of your hands right before contact or just always be diagonal from the squid
Yeah you need a better one
upgraded does jack shit to change that sentence
Yeah Lucky i encounter those only like 5 times in my play through while swimming
fair. β¨ repulsion cannon β¨
repulsion cannon does jack shit to change that sentence
if rep cannon doesn't stun them i will be shocked
does it not stun them like it stuns the reapers?
also it eats through batteries like no tomorrow
3 shots and its depleted
not worth using
no?
Not 3 shots
like....10 or 15
also just shove a better batery in it
C2C is great for that
too expensive to be worth making more than 2 of
- how
- you can decraft it if you need to
- it makes a lot of tools not god awful (except the flashlight its still not useful because Seaglide)
i dont think it changes the flashlight at all actually
not like you could do anything with it
I ended up having to drag the seamoth back to the moon pool with the propulsion cannon, removing the modules, destroying it, and making a new one.
oh
I'm pretty sure the seamoth was eternally in a 'land' state and just couldn't move.
hm
What caused this is that every time I went to the portal to the thermal plant it would phase through the floor while the area was loading in.
And I had left it parked inside of the thermal plant for obvious reasons.
you can solve this by pushing it through a medium interface
such as the water surface
I'm going to guess yes because the same thing happens with Table Coral which looks like what ||Geyser Coyal|| clone
Although you do remove some component that lets you stab the coral so idk
What should i do? I can't scan the last 2 I need to complete the bp needed to start making plasteel
That did not rectify it.
It was just completely innert.
Though it wasn't in a complete land state as it would float in water.
It just could not move on its own.
@trail ether That special feature of the ion power cells, do you need to have them in every power cell slot to take effect or does it just effect the seamoth?
I had one in my prawn suit and it wasn't doing anything, beyond providing more power.
Probably needs them all
Prawn only uaes 2 so its an easy test
Tho i recall not needing them all on my original playthrough way back when
But thats super old data
Stasis rifle is extremely janky yeah, it really fucks with a lot of wrecks and their components
@trail ether what should i do since im unable to play legacy subnautica now
no it arises from the placement logic
Either way what should I do?
I can't get the bp without those two
wait
or just ignore this mod until SN2 drops
becaue I just don't see Reika finishing C2C 2.0 before then.
Lmao, the ||security nodes||, my ape brain came in handy for once on how to deal with them.
Guh...
I shouldn't just use unlock right?
If I should, whats the TechType for it?
Man, finally having the hardware to properly explore the ILZ without constantly being on the edge of becoming charcoal is so fulfilling.
can't wait until i get there...
It's by far the most inhospitable biome in the game. Feels like most of my playtime was spent just getting to the point where I could survive here.
pov: me when i try to get to lr (i think my special o2 tank that requires 3 other things to function doesn't exist)
(idk i'd have to go back to the purple kelp biome again)
also @trail ether Why do you dislike the F1 menu being open while playing? What tabs does it have that I forgot about? (i only look at the cords and the biome. im too lazy to find it here)
most effecctive way: delete them from the world and from the worldgen cache, so they regenerate
tysm, but how can I tell which ones that I need to delete?
by coordinate
fair
Healthy tip, if you're going to the ILZ, for the love of god get the vehicle repair module for the cyclops.
@trail ether I think there may be a bug with the "new mechanic" in the ILZ.
The ones I've already destroyed seem to be regenerating.
that will not affect progression but that definitely needs to be fixed for visual telegraphing
that said i would avoid messing with them until i push a fix
it will be an hour or so
Uh, well it's a bit late for that.
The pda was saying that they were still counting towards the total.
they would yes
I didn't really notice until I had looped the entire lava castle chamber at least once.
there is still a way to clean up
though
that is not strictly necessary if you do a cleanup pass ingame afterwards
ie go around and do them all again, once fixed
that will ensure the progression is conisstent
If the amount of progression flags were measured in the amount of hate Reika has for me, I'd say it's 2
-# (x10^12)
boatloads
Got it
Thenk u 
When C2C updates is there a quicker way to update other than downloading zips from the github page? Or am I doing it the correct way?
No, and Yes
I'm going to work on something to change that though
I have got the process down pretty quickly now so not a problem. Just didn't know if that was the intentional way to update.
Will you still have to pay for c2c when it releases for the 25 version
Still have to pay?
Have you been paying someone money for the mod?
i thought you had to pay money for it so thats why i never thought about installing it
The mod be free
@trail ether I have unfortunate news.
That fix did not work.
At least for me.
I break a node, go the other side of the lava castle chamber, come back, and it has regenerated.
???????
wtf I tested it
and not just like that but a full save reload
oh
that is why
save
well you have just found a huge hole in my serialization system
this goes WAY deeper than these objects
i am not sure i can fix this
though for the nodes i can make a workaround
split the prefab into two, and swap it out on...the event
but for other objects...i have no fix
Also it says 19/19, did you add another one?
this might explain some of the issues people have reported over the years with resetting plant growth for a few plants, resetting "scanned" state for things like tree colonies...
yes
Ok, just wanted to make sure.
I still don't actually know what the mechanic unlocks, but I can hazard a guess.
it is not exactly one that would be surprising
it is also fully "transparent"
ie if you have completed the condition there will be no evidence the condition even exists at the time it would otherwise block you
i fully expect that in the majority of cases the player will not have pre-emptively completed it as you did
It will be after SN2
Ok nice
And my cat already predicted sn2 to release in march or may
Reika told us not to expect it until 2026 at the bear minimum iirc
Alright
the earliest i will consider working on an update is around easter 2026
I am not spending my fall and christmas on it
and early winter is going to be dedicated to factorio
maybe hopefully redoing all my mods for SA
which i need to redo from scratch (minus lib functions) because so so much has changed, and a lot of features are no longer valid conceptually
EgC needs a complete rework of its turret balancing and application, with a lot being outright removed (eg turret range), orbital everything needs t4o be completely redone, NVDay needs tons of custom work for the other planets, if such a thing is even a thing, et cetera
Oh hell yes
I'll play them πββοΈ
Once they drop on SA ofc
I don't have the SA DLC though..
also I said 2026 I didn't specify what date
I still think we'll get SN2 EA before C2C 2.0
Which might forever kill it depending on the state of SN2
nah, sn2 won't kill sn1 modding, regardless of how fantastic it ends up being
especially since this is just an EA release
sn2 wont kill sn1 modding period, how the fuck do people still believe this
what the hell is thel logic behind it lowkey
if you want rota, it wont just explode into nothingness, its still there
this will only make a dent and ill bet itll make it more popular as people will come back to subnautica and be like "woah alot has changed in modding"
I didn't say modding. I said C2C, but who knows
c2c is one of the last things sn2 would kill??!
probably tbh
But I guess I'm the exception
I'll be getting it when it first drops
c2c got updated ?
Nope
@trail ether are all of your mods going to be for SA or base game?
It says that I got v126 but I need v127.
so download it
c2c 2025 yet?
SA
i might not make them actually require SA to run
but they will be designed and balanced against SA
and those which cannot be made to work in the new environment - such as EE and RubberBelts - will be discontinued entirely
The problem isnt the money its convincing my dad to let me buy the thing π
RadioNetwork, FastFurnaces, and ChokePoint are also going to be discontinued
Don't know what EE (besides Equivalent Exchange mod for SN) or RubberBelts are so sadge
and several mods, notably TreePlant and DirtyMining, may also be, or at the very least will be unrecognizable
it is well worth it
SA has some questionable singular blaancing/progression points yes
Reika
but this is still the first release
@trail ether Is there supposed to be a way to get up there?
The solution is nice to find, nothing complicated.
I initially thought it was the grappling hook but then remembered that it does next to nothing outside of water.
And at the end of my long journey, the seamoth explodes in the ILZ, a fitting end.
I certainly hope I have all the materials needed for the rocket, cause I can't go back to the void spikes now.
Oh, it didn't explode, it just phased through the floor below the Containment facility.
Outstanding
Wahooo, my survery status is complete.
And the only thing missing is the rocket launch blueprint and captain's log.
OH damn, the solution to getting the Captain's door open is so funny.
I actually figured it out largely by accident, still really good though
I expected what I tried to fail, then I would have to actually think about how to get the door open but nope.
Also I actually figured out what the tongue lillies need to accumulate resources and in my defense, there was a very valid reason why I didn't see it earlier.
I had tongue lillies planted at my base, close to the entrance hatch, but they were just out of range of the [substance] apparently so I never thought that was the solution.
Oh and here i thought you may have made a base without thebstuff before finding lillies
Nah, they were in the cloud visually, but they just weren't close enough.
So sad too, I only figured it out at the very end.
I was so very confused when you said you hadnt done themπ
Of course, all of this will serve me well on the second playthrough.
By reika word, it had a collision problem
Ah
I believe she argurd it wasnt a bug
Well I imagine she gets a lot of complaints and reports that are just people misunderstanding something.
But im like 90% sure in muted from reikas view hahahah
The mod isn't easy after all.
The data points were hard to collect
I talked with a lot of players
Reika and i beliebe 1 other had gotten it to work, whi h added to the confusion
Very true, and the amount of people who have made it through to the end are probably in the double digits.
Yeah I remember the morale bugs.
It might be better now but id still have problems
See i throw out alnost all the extra swag
Because uhh...tbh even irl i dont value looks very much at all
Probably my most male traitπ₯²
Lmao
Also apparently my baseline morale is so high that swimming in the crash zone doesn't bring it down
I had this vision that id have to make a base in every biome just to be the happy pod
But it sounds like its not quite so bad
Really i find decoratung stressfulπ₯²π€£π€£π€£
I get anxious thinking about it
Time to go farm platinum again 
The tonguelillies? I think I mentioned in here before that I got them to work. Unless there is a collider issue going on, you're either seeing ||phytoplankton spawning out of range because any phytoplankton that had spawned in range were consumed||, or ||the tonguelillies aren't in very good spots/some other mechanic||. I've got them ||in planters spread around my base, near entrances but also just to encompass most of the space my base takes up anyway|| and the only clusters that tend to spawn are ||a fair but underneath my moonpool||
Well it's for a rocket component, so hopefully it's the last time
why is this channel perpetually claiming to be unread for me
negative clue (probably because discord is being dicord)
I never have that issue so no clue.
My posts were in reference to the past when it had an issue
Has anyone else been unable to load the mod? Auroraresource updated yesterday but sea to sea did not and now neither mod will load on startup.
c2c's latest commit being 14 hours ago implies it should've
actually every mod should be updated
er. except exscan and reef
lmao
Why does S2S always crash every time I add Socknautica or Return of the Ancients Legacy? How do I fix that?
You don't, they're not compatible.
Well,|| lumafish|| can't breed in captivity, so I guess we're going back to the ||void spikes||, one last time.
What makes you say that? Also, may want to spoiler both of those names
What makes me say that is that they don't reproduce even in the proper biome, unless that was a recent fix.
Are there enough plants/plant variety for them? Also which biome is it emulating?
Blood Kelp Trench, Reika said that was the placeholder biome for them.
Hm, do you have an acu terminal on it that you can check for issues?
There were no issues.
Which plants are you using?
Blood vine and gabe's feather.
Mind you this was two weeks ago.
I really should try again.
It's just I'm literally on the last stages of the rocket so not sure if there's much of a point.
o7
Goodbye Arcturus, go be with your friends 
I fixed that
but it will not retroactively apply to pre-existing ones
Oh, so that's why.
also I just pushed a hotfix finishing the feature recently added to C2C
so if you updated an hour ago you need to update again
I didn't, but I will now.
I don't believe that I'll see it as I'm about to leave this wonderous planet. But there's always next time.
you can fix them with runtime editor
take them into your inventory and delete the WaterParkCreature component on them
that will force a regeneration of all ACU params when re-inserted
including, crucially, timeUntilNextBreed
Fair
did you finish building the rocket
because your messages say you are still doing it yet the pictyure shows it being done
that and it seems like it is going too fast
Too Fast? I put the cockpit on it. that's the only thing I posted. @trail ether
Of course now there's other things to deal with.
: )
It sure didn't feel like it was going too fast when I had to go back down into the ILZ to farm more azurite and obsidian.
when did you build thr rest
I built the fuel reserves and the cockpit today.
Oh, you mean the launch pad.
Pretty sure it was yesterday, along with the thrusters.
Please do not make the ingredient list for the rocket components any larger 
I thought I was going to get to leave today, but that will have to wait until the weekend it seems.
You know why 
including the new...raw material?
Those are some pretty interesting jellyray variants, I kinda wished they were in 2.0/2025 patch.
@trail ether My play session yesterday was like 4 hours long, so if that update was during the later hours of the day then I probably built it before it was added. Whatever IT is.
I don't see anything "new", much less a raw material.
The recipe now is the same as when I built it.
ok
hint: orange
Orange
I think I know what you mean but I don't think that is part of the recipe for me. Unless qmod is just not telling me there was another commit again.
Is it spicy?
Yeah I'm on v150, there is nothing orange that I can see in the recipe.
@trail ether
Wasn't the orange material used for the ||hatching enzymes||?
Is that what you're thinking of?
yes
which is in turn, eventually, used for the rocket
Ooooh, that's what you mean.
The wall.
Of the tank
That was a terrible way to disguise that item but if that's what you mean then yes.
that feature is almost brand new so it almost seemed like you just managed to outrun it
No unfortunately.
I did not.
Thanks for that.
I made about 6 total enzymes before leaving because I had a feeling I would need them.
That and ||all of the materials have to be on site to|| make them so it would have just been lazy to not make extra.
Oh, should I spoiler that.
Better safe than sorry.
this too
I got there just in time to have to collect our new globular friends : )
When are we getting C2C for the 2025 patch aka 2.0?
Eventually a long ways away
Not anytime soon
Does anyone know where to find shuttlebug eggs?
Of all the things I can't seem to find one.
WHY does my lumenshroom oil keep disappearing?
I know I had more than that.
yeah it just kinda does that
dont worry about it and make the 732nd trip to the dunes
i think just throughout the safe shallows?
i dont remember seeing them anywhere else, at least
What are the coordinates of void islands?
Fall 2026 or Spring 2027
Just do the thing to get the signal for it
also where did you pull those from lol
reika's said she hasn't started work on the port yet and that she won't until 2026 at the earliest, as well as the port likely taking a long time because of how different 2.0 is from legacy
Probably un realistic but it was based on the start of development
Maybe fall 2027 long after SN2 enters EA
For certain Fall 2028
i see
Well, the run is finished, I'm kind of at a loss for words.
gg!
I thought something else would come up that I needed to do mid launch or something lmao.
Hard to believe that it's over.
@trail ether I'd like to personally thank you for cultivating what has been the most enjoyable subnautica experience to date. All of the hardships, fear, terror and joy pale in comparison to the almost melancholy feeling I have finishing the run. This mod has captivated me in a way that few other things have in a mod or otherwise. You breathed new life into this game of already unparalleled beauty and discovery and I cannot understate how much I look forward to the mod's future.
Also thanks to all of the people here, it's been quite the playthrough.
So out of curiosity when do we think this will get updated? Some time in 2026?
And also , def not the right place to ask but i will anyways, anbody heard any updates on fcs 2.0? Because unlike sea to sea ive heard nothin on whether thats even being worked on now?
I mean if you read uo juuust a little
Youd see some discussioj on that
No real official date for it
2026 is when Reika (creator) said they will start seriously work on porting the mod to 2.0. As for FCS, they had a beta in their patreon for the 2023 version of the game, haven't heard much else.
2026 at the earliest, and even that is kind of an assumption
Ah right. Well mb i guess. Looking forward to it though
Yeah i know fcs has a patreon beta but the longer we wait for it though the more i worry it will be just a patreon thing
Maybe end of 2026 for sea to sea port then? That would be awesome
Well the harsh reality is that the legacy builds going down hasn't really helped things.
And they were already kind of silent on FCS development before then.
I know
Im kinda worried about that
Not even a "hey were still working to ipdate this so non patrons can play it"
At least we know this and rota are still at work despite both being relarively quiet teaser wose
thats
insane bro
good job
if im running updated mods if they are updated)
do i need to make a new world
im bout to play a world made a while ago
?
oh wait
theres no longer any legacy?
@barren oar is there any workaround for this?
not sure why i was pinged specifically, but there should be a guide in #ββhelp-and-support
that said, i dont think its pinned anymore so you'll have to use discord's search function
???
Oh my god, the current version of subnautica is so smooth.
I had forgotten how well it ran.
C2C is not a "teleport around to see cool shit" mod
π
Yeah I know but I want to see the Void Spikes biome first then start a survival game because there is no way in hell that I'm surviving the void in survival mode
π
Oh hell no, I turned around to repair the ship and this thing was just there.
He's pretty chill though.
I'm not sure if that smile is hiding pain or not, but I wont take implications from it
the hell is that
Ancient Bloop @trail ether
From Sockfauna
Normally it is in the void, in the sockfauna mod for the 2025 build there are two patrolling the sparse reef apparently.
The perspective is decieving, it is larger than a reaper.
It's supposed to be the genetic ancestor of this goober.
it always bothers me how seemingly these youtube bait mods have all the asset pipelines necessary to perfectly mimic vanilla - PDA images, PDA voice, etc - yet no good mod has managed to do so
there's a grand total of like, three youtubeslop creature mods
anyway you can probably ask for the ency image files
the PDA voice is because Anthomnia has Simon Chylinski on speed dial
it is not a simple matter of having "some image files" - extracting those from the game data is trivial
it is being able to make the rest of it
elaborate?
getting the creature rendered in a way that fits, getting the various "focus" spots like the vanilla creatures have, et cetera
are u playing the newest version of subnauitca rn?
it seems so yes
not seatosea tho
obviously
yeah i see
if i played on a world with c2c quite a while ago, do i need to make a new world if im updating the mods?
There are a lot of new features so if it was months ago, it would be advisable to make another world.
Most likely
If the farthest you got was the seamoth then you're fine, even if it is a fairly big early game milestone.
Fine to restart I mean.
yeah to i saw how to get to legacy again was kinda a hassle
also
is the performance in c2c better now?
i remember i was always on 50 to 30 fps
@faint summit
I'll admit, my framerate was pretty bad in the late game, not sure why. I think it may have been related to a mod I was forced to remove halfway through.
That being said, a few people have mentioned spiraling framerates in the later half of the mod.
both c2c and uhh fcs is very heavy on framerate i think
also do u know what happened to fcs?
i cant access their website no more
Nothing that couldn't be played through, but some certain biomes were pretty bad on my frames.
FCS for legacy can be download through a megaupload link somewhere on this discord (not this channel).
You'll have to search for it.
The FCS site has been down for months.
dang yeah since i havent played in quite a while
think of making a small modpack for a new playthrough
not sure yet what to actually play tho
legacy with c2c and fcs or modern subnautica with rota and some other mods idk
when c2c will be ported to modern it will be crazy
think im gonna start with rota then maybe later if i still wanna play subnautica ima head to c2c
just not so sure
i tend to overthink what to actually play
cant ever decide
If you are indecisive then start with the RotA playthrough first. C2C is not a short endeavor.
The total playtime for my playthough I completed recently was 8 days.
That's in-game time, not the time completed.
yeah i know ive played some other mods for example in minecraft making everything more hard adding microcrafting, etc just extra stuff plus technology. tho i love how c2c adds so much cool stuff like meteors. no mod creator besides reika can make that happen!
tho id love putting alot of time in one world
160 hours makes me very proud considering most AAA open-world story games are 40-80 hours
I spent 83h in HZD my first time, doing everything
I'm assuming that's Horizon Zero Dawn. Never actually seen any gameplay of it. As for the C2C playthrough, it was worth every hour. It's been a while since a game kept pulling me in like this.
Itβs sad that legacy is goneβ¦
still ur able to get to legacy, its just a hassle and "not reccomended"
tho when or if this is getting ported
ima get right on this mod again
Same.
yes, and i strongly advise against spoilers
it is a heavily narrative-driven game, as well as having many instances of the same "first look at the vista" that SN and other exploration games are built on, and which I try to make use of in C2C
Will do, it's on the endless backlog of games to try.
π
Definitely before Fall 2029. 2.0 development starts Spring, Summer, or Fall 2026 I think
it should say a lot that i loved it, when it is so hard for a game to appeal to me, especially AAA-style games
did you ever find a fix
I tried constructing another above mine but it refuses to construct
Yeah that odd acu deconstruction bug happened to me as well.
Wish I could say exactly when but the acu is something you set up and leave running so it's hard to notice if anything odd is happening with them.
@trail ether I miss your ACU changes already, the ACU feels so sterile without them.
π
XD
Please bring the ACU changes to 2.0 first
You'll get a little bit of credit for it alone
And of course more haters?
Eh even i like a large chunk of the acu aesthetic stuff
..not that i use it much but
oh they're literally just cheating after a certain point, ok
'practice run' and instead of learning the mechanics or figuring things out, they just ignore all the challenges and teleport to every poi, completely ignoring the requirements and prerequisites that make getting to those pois challenging and interesting
Not worth getting worked up over with that viewcount tbh
It's the matter of principle honestly
I think the overall concern (at least for me) would be that they're showcasing it as a playthrough of c2c, but cheating their way through all the progression just to look at the new stuff, and even with a low view count those are still people who could have otherwise had a better experience of the modpack if htere wasn't cheating
thjey even cheat the vanilla - turning on infinite oxygen, no damage, etc
Should I try and make a c2c run
recorded
I notice a significant lack of content regarding this mod and Iβve had a whale of a time so far
Is there a βdocked bay vehicle storage accessβ equivalent in the mod? I wanna see if Iβm able to just install the mod to fit the niche
And is the storage increase also applicable to sortingstoragelockers?
Ew
Unlimited game but no game
I'm pretty sure a legacy version does exist.
that is a thing in vanilla
not my image
I knew I could do that at the cyclops bay. But I've never checked if I could do it at the moon pool... 
I just run between my different containers and suffer
Oh my Iβm foolish
I think I remember using a modded locker or something to access it
moon pool definitely doesnt have it since the
..sent too early
since the moonpool control panel only has color & name customisation
ignoring the fabricator that comes with it of course
i guess this can be thought of as a qol that the cyclops offers, but unfortunately too late
Why? Is there not a mod for legacy that has it? I know theres one for 2.0
idk if there is i was thinking within the context of pure c2c and vanilla since reika proposed it as a solution
fair
Has legacy
thought so
oh pog
This mod is still legacy??
ye
yea its a really big mod bro dont expect it to come to 2025 update anytime soon
the earliest reika would even consider updating it is in like 2026
he literally joined the server today
I has been in subnautica modding since like 2022
This is my third account after my second one got hacked
so uh, it would appear discord fucked up majorly and deleted every single pinned message in every server. if you were using those for anything important in here they're gone now
hopefully they still have them stored and can somehow restore them
For you
I still see them
Seems to have just come back for me as well
other people in other servers were getting the issue too
hm
guess it was a weird very localized outage
Likely an API error
I can think of big mods that are on 2.0 like the red plague and prototype expansion
but i guess those are newer mods and red plague is unfinished
i think that in trp's case (and possibly in proto's as well, though i am unsure) it's a mod that started development in 2.0, whereas c2c has many systems that rely on how the game worked in legacy which can't be ported over directly to 2.0
(as well as generally requiring a lot of work to bring the mod to the nautilus standard, rather than SML)
i am still afraid of undocumented prefab changes in 2.0
like internal GO structure
the kind of thing that breaks code like this
https://github.com/ReikaKalseki/SeaToSea/blob/main/Objects/Campfire.cs#L101-L103
https://github.com/ReikaKalseki/AqueousEngineering/blob/main/Machines/SeabaseBattery.cs#L43
https://github.com/ReikaKalseki/AqueousEngineering/blob/main/Machines/ItemDisplay.cs#L81
Expansions and improvements to seabases and content you can build on them. - ReikaKalseki/AqueousEngineering
Expansions and improvements to seabases and content you can build on them. - ReikaKalseki/AqueousEngineering
since you're using it immediately after, you're going to get an exception on prefab first use anyway
so it's a much more "friendly" change than moving to async or how you'd need to port over to nautilus' method of patching in new prefabs/building off vanilla prefabs
this is really one of the things you shouldn't be worried about, all things considered haha
i am not talking about the sync/async
I am talking about stuff like if a GO no longer has those child objects
Yes
it'd be an immediate null ref exception if it doesn't have it any more
and the prefab won't load in
yes exactly
that is what i am afraid of
that i need to adapt hundreds of similar places like this
or worse, that stuff will silently break and it will go unnoticed for years
something for which I have precedent
thats what im saying its not going to be silent
which is why i view it as much nicer than other potential porting issues
you'll have traces of it either in the log or in noticing that Hey this buildable just Doesn't Appear what's going on
that said, I can't say i can see a reason they'd modify prefabs, either really
er. they'd have* modified prefabs
maybe i just have MCPTSD
because they change the most random shit every single update, even stuff that is not at all mentioned in changelogs, even in ways that do not actually change anything behaviorally but necessitate meticulous error checking, debugging, and busywork-fixing
I can't say I've heard horror stories of this calibre in modern times, but I'll take your word for it for the ancient 1.7 era since I've never properly interacted with the modding scene for that period
still though, if something is removed that you're trying to access, surely the mod just would not compile or it would throw a null ref exception also?
often times the error only arises during gameplay, such as when a given TE's tick behavior is invoked, or even more specific than that
also sure lots of errors are compile failures
it is still incredibly unpleasant when there are 7100 of them
good point
when I went from 1.6 to 1.7 I had about 30000 errors to fix
about half of those were just because they changed how block and item IDs worked
and that predates ChromatiCraft, which is the largest mod by a factor of three
1.7 to 1.8 would probably be well over a million
not only did they redo the entire render engine, making all my rendering code invalid, but they changed every single world function that takes a xyz
did BlockPos not exist back then and it was just passing raw coordinates everywhere?
i think the changes were overall healthy (im sure you can agree numerical IDs suck for one) but yeah i can see how they'd be difficult to handle given large enough mods
if not at least time consuming
yes
Awful
better
not only better for performance but also far easier to do things like incremental operations
like a machine with an AoE on the block grid
modern manages with no real issue since you're going to be boxing all the time because of primitives and how they just suck
in java
i will say im a fan of reducing parameter count too and removing two for fairly cheap is really nice
i assume the types changing isnt really relevant since I'd think minecraft still uses ints for block pos
2bil blocks in either direction is a lot, after all
uh...calling a method that takes a primitive does not box
primitives and full objects are very different on the stack
wtf?
no, but throwing them into an array, list or map does right?
hm?
yes, but how is that relevant here
because that's a very common usage? keeping track of many of them at once?
reducing the count
that is a very rare usage
i dont want to call a function with 7 parameters repeatedly for instance
few use cases benefit from caching coordinates
would you not actually want to cache coordinates as much as possible because world lookups are slow?
the overwhelming majority of usage is just passing them on to other functions, often with some increment
....
one, world lookups are actually very fast
provided you do not need to load the chunk anew
two, how would caching the xyz save you anything
three, even if you cached the result, that result is not valid
because the world can and constantly does change
pretty much any time you cache anything about the world the first thing you need to do when using that cached value is checking that it is still true
eliminating any speed benefit
cant you just like check if the object you have a reference to still exists?
like the uh
the TileEntity i mean
i see
even WeakReference<TileEntity> is risky
why is it so, however?
MC constantly destroys and recreates TEs and the like as needed
as it happens my machines do cache their neighbors, but not the TEs
only if like the chunk is unloaded or whatever
they cache a kind of "marker" of the neighbor
and even that is only possible because for neighbors changing that causes a block update
so my block gets notified
the actual performance savings on this is not even significant
mhm
and calling it with five when you have to replace x, y+1, z with new BlockPos(bp.x, bp.y+1, bp.z) is better?
parameter count is of zero importance
you can just construct the position beforehand
total length, and more specifically typing complexity, is what matters
and have a much smaller line length for calling lol
you have still doubled the amount of typing necessary
and introduced a lot of possibility for a copy-paste error if you are doing things across multiple coorrdinates
and also separate coordinates requires loading more parameters but this isnt an era where this really matters anyway
calling function A on the block above, function B on the block below, and function C on the four horizontal neighbors
and then oops you pass the wrong blockpos to one
at least with x+1, etc, the error is very obvious
and the conseqeunces of that can include permanently corrupting the world
also i would like to mention BlockPos.above(), .below(), .north() exist (see https://lexxie.dev/forge/1.20.1/net/minecraft/core/BlockPos.html)
I can name a dozen causes of such corruption caused by, ultimately, passing in the wrong coordinate to a function
if you're looking for neighbours in particular
which results in semantically invalid operations at that coordinate
an early (in 1.7) example was TC tainted nodes
the world-eating logic sometimes did the equivalent of getBlock(x1, y1, z1).doFunction(x2, y2, z2)
for blocks with nontrivial logic that can seriously corrupt them
for example ones who use those parameters to perform a TE lookup on that coordinate, to know what the value to return is
for a simple example, a TE-controlled light level
another more serious example was glenn's gases, incrementing the metadatas of the wrong coordinates
rather than its own fluid blocks, it accidentally incremented the metadata of some things it touched
for vanilla blocks that rarely matters
meta 1 stone is identical to meta 0
but then you have a machine where the ID-metadata pair determines which TE class it is...
or stuff like wool right
that has visual impact but is still largely harmless
was that also meta-based rather than seperate ids like it is today
yes it was
ye
that is true too its awful for anything
not like you have a - example - woodcutter that just got morphed into the ID-meta pair of a pile driver, but the TE is still that of a woodcutter...
cue immediate ClassCastException as soon as the block is queried about anything
have you ever had "classical" ID corruption in modded MC
where modded blocks get randomly converted to other blocks
eg trees with trunks of TiC smeltery and leaves of IC2 wires, the ground dotted with flowers of TC arcane alembics
think that
no i cant say i have
that happens if you play around with loaded mods in a save, last i recall?
as in literally "mod X now takes id Y that was previously of mod Z"
no that happens when the ID map gets scrambled, or a chunk loses the more significant ID bits
forge repurposes the unused 16 bits in the metadata int in the chunk data for an extra 16 bits of ID space
sometimes this gets lost
as it is not part of vanilla data, it is not saved through the vanilla systems, and thus the two can decouple
as such every ID saves with a value equal to itself with those four bits zeroed
so small IDs are unaffected but higher ones collide
hm? how can a chunk reasonably store an extra 16 values that would help in any fashion
id and metadata are both ints internally
in the chunk data
a chunk is just a glorified pair of int[][][]
you regularly have more than 16 blocks in a chunk so its definitely not unique block count... not that that would help any, anyway
but since metadata is never more than 15, the upper 16 bits are unused
they are always zero
oh 16
yeah that sounds somewhat more reasonable to store some stuff in... but what, really?
its still not a whole load of space
forge basically does some bitwise math on IDs to allow IDs to exceed the usual limit
saving the "surplus" in those unused bits in the chunk data
oh is metadata per-block
yes
i was thinking it was per-chunk
it is an entirely independent int[][][]
in my early 2019 playthrough i had an area undergo exactly this kind of corruptionj
the leaves of ic2 wire was not a random example
they were BoP cherry trees
hardly
its a whole lot more useful than leaves
not only was that section of the world ruined - i deleted it, but there remained a seam in the snow cover, tree generation, and so on - but harvesting "bugged" blocks like that would ruin the playthrough
might as well just spawn stuff in at that point
would not feel any different
i guess
the fastest way to eliminate any sense of value and meaning, and consequently motivation to continue, in a playthrough - in this kind of game at least - is to cheat, or knowingly be accelerated by cheating
it might be of limited impact if the thing is something you can readily make tons of, and there is no progression skip nor major time skip (nor anything like skipping very intentionally limited resources)
eg one or two pieces of titanium in SN
but if i found a piece of nickel at 000 five minutes in i would start a new playthrough
and if i found out 20 hours in that my fabricator was only using 2/3 of the ingredients (assume use of EasyCraft to make this go unnoticed) I would not feel like continuing
i cant say i'd throw out my save just for that though
its going to be 20 more hours of moving slowly (assuming still being in the seamoth stage) and mostly farming for materials, and with a high chance of taking even longer to get back, because resources and fragments are spawned randomly
??