#SeaToSea
1 messages ¡ Page 55 of 1
thats the bulk of the point
why would you throw it all away because of something so small
because from that moment on there is no longer any enjoyment
and replaying the 20 hours you've already done (30 hours if assuming the 2/3 cost is equivalent to 2/3 playtime) is?
the analogy i will use is how you can lose all enjoyment in something after someone associates it with something negative for you
you can hear criticism about something you enjoy and still enjoy it
whether or not that is is irrelevant
that is not what i mean
then i wholly missed the point because i do not see how its not what you meant
i guess criticism isnt inherently negative either
I mean like how someone can sometimes just permanently shatter all possibility of suspension of disbelief ("once you see it, you never unsee it") or stuff like making you associate something with a negative IRL event
maybe something closer to "bashing X thing"?
oh irl
i dont truly see how that correlates though
"i can't enjoy X anymore because now it just makes me think of Y"
that is the level of total irreversible loss of enjoyment i am comparing to
i can't say i've had something more severe than harmless "misheard lyrics" happen to me on this front
not gone through enough life as of yet lol
the two most common ways it happens in my experience are one i mentioned above - what the internet with its love of meme phraseology calls a cognitohazard regarding something that will prevent you from ever not noticing it and thus shattering any immersion - and by associating it with something so toxic that any positive emotion is impossible as long as that concept is in mind
i've not been on the internet enough for the former (i guess the closest would be something like the amongi abstract shape or "sus" and things of this calibre) and second i have no experience with
i do understand what you're getting at, even if only in theory
My offer still stands to do many consecutive playthroughs of c2c, both before and after 2.0 :p I say offer as if I won't just do it anyway lmfao
I'll be the source of 90% of the bug reports
Probably
I'll proabably be making PRs since I'll beat the legacy version
I might actually be making Nautilus PRs too as this mod finds a way to showcase a Nautilus bug 
would it be unwise to play with the Decorations mod with C2C
I wanted to maybe play with it but I don't want to break the intended progression with a leisure room for example
I'd imagine if they count as decorative for the sake of C2C then reika would have balanced it, otherwise they wouldn't interact, but I don't actually know for sure
(I don't know if there's some kind of 'default' decor value that reika has implemented to allow other mods' decoratives to have an effect)
Decomod is an incompatible addition for other reasons, iirc
Or maybe reika addressed the decomod red and white tablets
And craftable plantsâŚ
Ill hold off on it till i get some sort of feedback from em then
while i like the decor id rather have the gameplay be not borked
do not use it
that mod makes all sorts of things craftable for basically free
"for decoration"
I should (get someone else to) make a better decoration mod that doesnât break things as much as decomod does
No âplaceablesâ, just add them to a new âdecorationsâ build tool
Same goes for every other decoration in the mod of course, no need to clutter up the real buildtool
Decomod is still broken?
in what sense?
not just that, but it does make like a shitload of basegame inventory items placeables
which has a lot of bad knock-on effects
yeah that seems
mm
I don't like that actually
im just looking for a decent deco mod for legacy đ
FCS?
where would i go about getting it/would it brick my current save
dunno, and ... dunno
ough
yeah i saw the website was down
#1439028287241322673 message
okay one question is down
fcs stuff is started from one specific area of the map at least, so maybe?
do not recommend adding it mid-save
C2C adapts itself to the presence of FCS
and changes progression
oof
alright well I'm only to like
mmm
I'm tempted to add it but should I add any besides HomeSolutions
Cause I don't really need autocrafting, or anythging else in the thing, really
Storage solutions might be nice with a storage network
does not matter
I meant more to deciding whether or not I should just continue my save as is or restart again
eh I'll wipe
so I just grabbed the "latest" versions in that mega link
unfortunately I'm met with a failed to load
[QModManager:ERROR] Invoking the specified entry method "PostLoad" failed for mod "ReikaKalseki.SeaToSea"
[QModManager:ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Could not find FCS TechType for 'BaseOxygenTank'
at ReikaKalseki.SeaToSea.FCSIntegrationSystem.findFCSItem (System.String id) [0x0004b] in <903c84daa492452d91dd5c89487e1c7a>:0
at ReikaKalseki.SeaToSea.FCSIntegrationSystem.assignRecipe (System.String id, System.String[] refItem) [0x00013] in <903c84daa492452d91dd5c89487e1c7a>:0
at ReikaKalseki.SeaToSea.FCSIntegrationSystem.doApplyPatches () [0x0164f] in <903c84daa492452d91dd5c89487e1c7a>:0
at ReikaKalseki.SeaToSea.FCSIntegrationSystem.applyPatches () [0x00034] in <903c84daa492452d91dd5c89487e1c7a>:0
at ReikaKalseki.SeaToSea.C2CIntegration.addPostCompat () [0x01407] in <903c84daa492452d91dd5c89487e1c7a>:0
at ReikaKalseki.SeaToSea.SeaToSeaMod.PostLoad () [0x00339] in <903c84daa492452d91dd5c89487e1c7a>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <567df3e0919241ba98db88bec4c6696f>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, ```
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at QModManager.Patching.QModPatchMethod.TryInvoke () [0x00034] in <17412a3abc4a4e4196c5a94d73183573>:0
oh shoot do i need all the mods installed to run them together?
I don't have life support solutions
i did design my integration with the assumption that FCS was monolithic
ahh, i see
this may not be correct but resolving that is not a priority as A) FCS is almost never used partially and B) largely disappeared from online
me when I use FC but not S
why do they call it FCS if you field creator the studio of out creator field the studio
repairable
gonna of in you the fabricator
in case anyone was curious whether i was making an autodownloader: https://discord.com/channels/324207629784186882/1440202130102419537 
does All platforms work? (assuming java FX works on all platforms)
Seriously though yeah I need you to upload the version somehow so I can see which versions are newer/older, unless java allows for checks which check the date modified/date of file creation
this is what im making just FYI
JFX has binaries for at least windows and linux
but you need to include these in the release for it to work
and if you use a packager like jpackage to make a "launcher EXE" that is platform-specific
oh fuck so i have a special mac version don't i?
and mac
Roadmap Release GA Date Latest version Minimum JDK Long Term Support Extended or custom support Details 26 March 2026 early access 23 no 25 September 2025 25.0.1 (October 2025) 23 yes upon request details 24 March 2025 24.0.2 (July 2025) 22 no upon request details 23 September 2024 23.0.2 (January 2025) 21 no upon request [âŚ]
the SDK includes the native binaries
??
maybe not special but I code on a macbook
that does not connect at all to what i was saying
@trail ether what would you like for me to implement to do version checking? What are willing to encode into your release files that I can read?
Donât the file names have some version listed
Not the dll, no
Zip file probably
I'd need to figure out how to get the latest release first
It's been a while since the last visit.
are you seeking to check the latest available or the version of the currently installed file
current-version.txt is the way my mods check it
the one on the github remote for the mod's repo is the latest
both
okay ty
and I am implementing this in Java FX
JavaFX is a java GUI library
90% of your application logic is not affected by it
it is "plain" java
which can do all of the things I listed
I would link you my MC mod version checker but it is a HELL of a lot more complex, having many more integrated features
I am not reading this while walking
I know. I've just never touch applications themselves or even GUIs
Sorry I heard minecraft modding and was forced to appear
Rotarycraft: the coelacanth of Minecraft modding
Ancient and persistent
has the performance gotten better with the mod?
....elaborate?

If I had to guess, the various performance drops in certain locations
Ive heard that it has a bit, and i havent seen anyone conplain about building near a certain deep location in a long time
But it has areas that ive seen be a bit shaky in some streams at times
Tho i havent tested myself in a few months
Im currently suffering through celeste
@trail ether do you mind if I scrap your site's HTML code for the zip file? (Nexus doesn't want me to, so I ask in case you have similar policies)
Well, it does change between mods and I'm lazy so I don't really wanna put in that much work to try to identify the name for which mod is what
Plus the user has a near infinite amount of possible combinations to name the mod and other than the name I'm not sure how to identify it without the link
The humble checksum:
tf is (a(n)) checksum:
You donât⌠know what a checksum is?
No?
My java class ony goes so far
Not only that I never touched it in other languages either
if it exists in other languages
A checksum is a small-sized block of data derived from another block of digital data for the purpose of detecting errors that may have been introduced during its transmission or storage. By themselves, checksums are often used to verify data integrity but are not relied upon to verify data authenticity.
The procedure which generates this checks...
That doesn't help against an incorrectly named mod
It does for version checking
but not for an incorrectly identified mod
Then donât checksum the filename?
Why would I need to check the file name?
unless for version checking
which even then i dont need to check the file name
If the file is incorrectly named, either you can check the content of the file against what you know to be the correct file contents for a given set of mods via checksum, OR it doesnât matter as reikaâs mods already check themselves for integrity and will fail if that check includes the filename anyway
god dammit i never touch a single file except for when installing which i automatically get the file name once the user clicks a "download selected mods" button which im yet to code in
I'm looking for the link
How I download the mod
I asked to scrap the HTML since the mod link changes between each mod and there isn't one good way to identify the mod based on user input
Unless I hardcode the mod names too then I have to figure out how to get the boxes to appear when I want them to
I still have to download the mod for that
That's wasted HDD (or SSD depending on the mod)
Is this not a mod updater anyway
No
It's a full mod manager which downloads mods from when the user commands it
Even if the mod is already installed
And youâre what, not able to reference the existing modâs data to see if it doesnât match an online source?
Not without downloading the mod first if it already doesn't exist on the user's computer (which, when the user is using the app, they probably don't or just ignore their mods folder so they don't know)
The mod may or may not be installed on the user's computer when they are adding the mod to the mod manager
Well if itâs not on the computer then just download it???
Or ask the user to input the path to the mod
And what if its the wrong mod? Or the mod the user identified doesn't exist
Or ask them to put it in a known location
Then check it against the info on GitHub?????
I don't personally trust any users enough to know how to do that even given a power point presentation
What if someone put in "deez" for the mod name just for no reason?
Then just download the mod.
How would I properly identify the mod without another way to identify it
I know for one a mod named "deez" doesn't exist. And which mod without a link?
Keep a list of references to known real mods?
How would I download the mod?
Maybe if I coded for the Nexus API, GitHub API (and somehow managed to identify the correct release to download, that API is a nightmare), and Reika's site to check each database every time the app is launched it could work, but how would the user search for their favorite mod buried under like idek 1000 mods?
With a search function?
So you want me to create a glorified database?
Is that not in part what a mod manager of this caliber would need to be?
The scope your thinking of is not the scope I'm going for
you brought up the 1000 mods requirement, did you not?
What is the scope youâre going for
but also i think you really should be focusing on one thing at a time
maybe just get the ball rolling for reika's mods specifically first, since this is probably the reason you started this endeavor and you've got your work cut out for you already (a text file in the repository detailing the most recent version)
A mod manager that can apply to many games, not just Subnautica. Like Minecraft, Satisfactory (except maybe not SF they already have a half-decent mod manager), Factorio, etc
github releases would be more difficult, in that regard (you could try to check the most recent release's SHA256 hash, since github does seem to expose it, but i dont know if its exposed in the API, and you'll also have issues w.r.t. alpha releases or such)
nexus releases. lol
i really think you're stretching it too far
trying to be too ambitious right from the beginning
consider how these games may or may not be modded differently, too
minecraft you need to handle multiple potential modloaders and it works with java files, for one
Same with SN
also minecraft launchers already exist and are more than enough for modpack use, factorio already has a built-in mod manager...
what?
Legacy VS. 2.0?
oh i guess
Fair
though qmod is a bepinex plugin nowadays so it doesnt differ all too much
but that is a good point
just what version you need to fetch changes
Sure but both of those versions I know all too well
And I know each legacy mod has a "mod.json" file
cool so start with them and focus on them only as a starting point
I know what I should be doing for SN
and you need to start somewhere
if you keep planning, you won't end up with anything material
This i'll release as like version 0.5 then Nexus or GitHub at 1.0
I already started
I'm planning as I'm going
i see
Probably the former at 1.0 because there are like 3 mods that are GitHub exclusive
Thatâs a much broader scope than what I was envisioning, yes
Every, and I mean every mod manager of the caliber you describe is linked to a self-contained database
Nexusmods, curseforge, thunderstore
Even game-specific managers do this
And why should I form my own when all of those already exist?
Not really an argument I'm trying to spark this discussion again
Is that a rhetorical question
No.
I guess it might be worth it (and/or fun) to compile a database such that a user can look through it and select a mod based off of that, but I'd have to look at Nexus Mod's policy about data scraping because they are against not using their API
I suppose thatâs a question only you can answer, then
are you insane
No I just have ADHD and im gonna start small
just your site and SN only
then 1.0 will drop with Nexus Support
"start small" "I want to build a modloader and mod database for all these different games, multiple of which already HAVE integrated or mainstream mod managers"
Fair point but I'll think of something else
very blunt but appropriate lmao
That is small for what it assuming is hyper focus type adhd 
(They will not finish it
)
Idk I can tell everyone when my mom actually takes me to get diagnosed
Also, i have to start somewhere
I'm mostly joking on the not finishing part. I have both high functioning autism and combined type adhd 
I may never finish it if I don't want it in my portfolio to show to jobs that I apply to
maybe i can convice you to finish this for me...Hey, do you know java?
No
....is that kibitz
Yes
Funny enough... I did try to learn so that I could better mod skyrim. That phase lasted a whole 2hrs total before my perfectionism and anxiety disorder pushed me out
while i do not eve nknow of that game i rather doubt iti s written in java
very very few games are
12th level autist. Lots of games use a variation of C. C# or C++ typically
C# is popular because of unity
the most common language for games by far is C++
also do not forget C# and Java are newer languages
I concur because of UE5
they are???
C++ has been around since the 80s and mainstream since the 90s
learn something new everyday
both java and C# were invented in the 90s and only became mainstream in the 2000s
daang
not just UE
"classic"/engineless games are almost always C++ too
and most other engines also use C++
Source, Clausewitz, COBRA, etc
intersting...i wonder what BLAM is coded in (Early Halo era game engine. I think until Halo Reach, so not very early lol)
I actually don't remember the name for Bungie's game engine
Do you know one that isn't Minecraft? I genuinely can't think of one
neither can I
between it being newer, initially clunky, less popular and so less chosen, and licensing issues, it is rare
it was unsuitable until recently
recently meaning 2010s
original java was a lot less performant
and the license under oracle was very restrictive
java's main uses are in webservers and android apps
also formerly java applet browser apps
the mentioning of which reminds me of one game written in java
that is one of the games that got me into modding
a lot of people still meme about java being unperformant because of this
aghhh im scouring for the Ore Consumer
the what
Although
I will say the mod has been a blast so far
Wrangling the damn morale meter has been a struggle
but itâs been refreshing
Wrangling is definitely a good word for it
thats how it feels 
half the time i have no idea what is going on and I'm trying to attribute a personality to my player character
fine with getting a chunk bitten out of em but completely loses any and all motivation when a single bacteria zaps em
This seems like a bad thing
???
I find the way my player character loses morale hilarious
Not sure what else to say
||the location of that new wreck is extremely evil, perfect for the mod||
||it's pretty good yeah||
is there anyway to revert subnautica to play this mod anymore
i played a few months ago but now the legacy versions just gone
yea a few ppl are playing it
risk of malware btw if u do
yeah that sucks
not meaningfully
yea yea
what mods are generally required/suggested for sea to sea
like on the sea to sea mod wiki it says that ECCLibrary is a dependency but it leads to a 404 page atm
I cant remember all the req ones off hand not too many
But there a few thats advised
Easycraft i think itz called is borderline required
Not having it immediately adds like 10 hours of playtime(at least)
easycraft is for the weak
ECC can be found on nexus
mods with integrations include FCS suite, de-extinction, and seamoth arms
map mod is useful
there's a couple others but it's been a while and i don't remember
though there are a couple caveats for FCS, namely that you need to use the right version and have the entire suite
de-ex and seamoth arms has integration?
seamoth arms mostly just makes the seamoth drill arm gated at the same time as the prawn iirc
that makes sense
the drill is integral for the meteor and whatnot
more than just that, it's gating for a particular set of lategame resources
||can't recall if the loose kyanite gets removed in c2c||
yeah thats what i was unsure about as well
i'm gonna like
see if i can install it and if it doesnt make my save ridiculous
if it does im just gonna restart and live in the damn mountains out of spite
seems like it spawns fragments so'p
NEW SAVE FILE IT IS FOR ME
alright where is my main base gonna be located, its up to you
i dunno, i usually just base in the shallows, personally
there's a vaguely interesting spot where you can go vertically from the floating island to the deep grand reef but that's not really useful
i mean it's kinda pretty
last time i asked someone he made me base in the sparse reef
I don't think that was me but I know of a spot in the sparse reef that I base in that I would have 100% recommended :p
I mean if you like running back and forth from inventories đ
I recall dragging a mining node off kyanite out to the river on my first file
I liie to base above jelly shroom caves
One if the entrances is almost in range of every reasource scanning wise
Excrpt for things that ate truly too deep or on opposite sides of map
How do you guys typically spread out your scanner upgrades
I usually hit 4 range ones
IndeedâŚ
I usually do 3 range 1 speed
ExS makes three range hit the cap
cant you just put the Secret Upgrade Module in a new scanner with just it installed
I should've read the wiki better 
Oh, you know I forgot it's total coverage
you really don't need to sacrifice some other upgrade like range or speed last i recall
ye
oh also it might be worth pointing out 2.0 i think has a bug where range upgrades do shit-all
in other words its always max range regardless of upgrades
idk if legacy had that too and exs patched it but it might be worth keeping in mind for the eventual update
fairly certain
hello sea
quick question
i finally figured out how to downgrade my subnautica thanks to steam depots, but what version of the game should i be running?
i know its before 2.0, but idk if thats like the minor patch right before the 2.0 update or all the way back to the big little update
my build says dec 2021 on the title screen https://i.imgur.com/Cx9fv0h.jpeg
oh cool thats the one i downloaded
so im trying to run the mod, but whenever i open the game, it shows the mods list, doesnt give any errors, and shows the dependencies all loaded fine in the options menu, but when loaded a creative world to verify it worked properly, it looks like its just vanilla
any ideas as to what could possibly be wrong
this is the mod list im using in case it helps
before with the other errors i had i was able to sort them out but without errors im kinda directionless
so yes
is that what i was supposed to do?
yeah i did
well
đ¤
it says code
but i thought downloading the zip was downloading all of the code, essentially downloading the mod
omg it worked
i found the actual mods đ
thank you so much đ
3 range 1 speed
also power consumption used to be 15 in the lifepod no?
Augh I have to config slotextender back to vanilla amounts
Oh slot extender is about to piss me off
I canât set the value to 4 slots I HAVE to add at least 1 slot
just remove it
the default amount of slots is 5 isnt it
ah
but i only know of slot extender extending module slots
Seamoth arms has integration with c2c so I wanted to try it out
Needs Slotextender as a prereq
alright so im just gonna
push it down to the min value and just run an engine efficiency or something in there idk
A strangely interesting idea is seed-based personality for the player character
certain foods that they prefer/dislike
i keep swimming around and forgetting im about to die of thirst
so i just nuke my morale by chugging creepvine clusters
water is probably pretty important
just like me fr fr
thats ridiculous wtf
yes we need TWELVE module slots
- statements dreamed up by the deranged
the intended purpose of mods like that is to be ridiculously overpowered
since that is what gets hyperexcitable youtube videos and 100000 downloads from children
fair point there, but at a certain point it really gets too much
"hard mod is too hard"
slot extender itself isn't necessarily unbalanced imo
it's whatever modules you're capable of adding in that make it unbalanced
though, i wonder how far you could get with doing something that tries to make more slots (and arm slots) a material investment into a sub
imagine for instance, a module that places a two-module hatch on the sub (for the seamoth, in similar positions to where the storage modules go)
(a counterpart module would also exist to add arms to the seamoth, though only one of this module can be used)
this has multiple factors that would allow for it to be more balanced aside from just the material requirement:
module expansion modules could not be placed recursively, as they require the four slots of the sub's main module hatch to know where they go (which is to say, you have a maximum of 8 possible modules with four expansions)
Storage modules and torpedo modules (though, who gives a fuck about the latter) would also not be applicable to expanded slots
if you really wanted to be evil, make depth modules also require an unexpanded slot
though all things considered this would probably be extraordinarily complicated to implement, let alone do good UX for
like, how would you determine how hotkeys get assigned to a given slot? it seems obvious to grant the slot being "consumed" to one of the expanded slots, but what about the other one? just whichever number is the lowest unused (which would probably have to be recalculated when a new expansion is added)
Very VERY good point here
highkey depends on that
I do like the upgradable nature idea though
Yeah I think it really depends on the modules. For the most part I dont see much use of extra module slots outside of more storage or stacking energy efficiency upgrades for either the seamoth or prawn. The cyclops i can understand since it has a wider array of modules, and modded increases that number substantially
Otherwise for the seamoth, even in modded, I find myself only really using a depth module, some 'important' module for the area im going, and 2 storage modules. Havent had much issue with that getup yet
The prawn having the jump jet, reactor, depth, and a storage module
you would not add the mod unless you also had mods adding modules, most of which are ALSO ridiculously overpowered
most module mods are like "seamoth teleport module", "cyclops invincibility module", "nuclear battery recharging module", "creature stealth module", "resource farming module", "laser cannon module", etc
The cyclops invincibility module already exists
planning to play c2c?
Not on the map (visually)
Already am and have
Me
ah?
do you mean its just the dots in the room's hologram that are bugged?
Yeah maybe
I see the dots off the map commonly
i see
I thought it was just some visual bug, but apparently it's the opposite
The map updates correctly but the practical backend doesn't ig
That doesnât really exist, though
#1440202130102419537 message I seriously might be able to meet this ETA
||i remembered that last time i played i was grinding for a million resources and i forgot why until i looked at the || cyclops ||recipe and audibly frowned đ ||
i havent played sea to sea in a year or so, and i dont remember ||the seamoth depth module mk 1|| being this difficult to get. ||I have a maxed out scanner room in the jellyshroom cave and can scan end to end but i could only find 2/3 of the data cards. are all 3 supposed to be there or am i stupid đ||
ive been looking for like over an hour at this point lo
i believe that was reworked at some point, yes
it has not changed since late february
ah i found it nvm. it was just in a really weird spot that seemed to barely be out of my scanners reach or something
is dis legacy
for now yes
no
well, kinda
years
reika also waiting for nautilus to be out of beta
which is the mod library fot non legacy mods
ok
Not soonâ˘
it's fairly easy for me i just set my scanner to a decent depth and it worked
ah yeah
disregard
i had to go into a creative world and placed like 4 scanner rooms with max upgrades, before just stumbling across ||a magma ravine in a tiny little cave, which i saw someone here mention one had spawned on magma for them, and checked it, before finding it||
OHH YEAH THAT ONE'S A FUNNY ONE
yeah i dont know how much i like that one đ
the other two were fine but that one was just a pain...
Are all the ||purple tablet fragments in the mountain island? i combed it head to toe and only have 11 (one from the floating island)||
||Comb it better. Pro tip: markers||
||i looked harder, and found one more. on a scale of to 10 how blind am i||
||5||
||is there like a conglomeration of 5 of them that are notoriously hard to find at least or is there just one place i havent looked||
||no they're just in random spots you never think to look||
np
yeah i think im just super blind
||me and my friend are playing alongside eachother, keeping pace with eachother progression wise and we're both tearing this mountain apart, and we've found a grand total of an additional one more đ(13/17)||
hard mod is indeed hard
Took me a while to find my last one, it was indeed in a spot ive never looked before
Same
ok so
to clarify
are they ||on/in the mountain islands, or in the mountains biome||
cuz ive spent way too long looking đ
The former
so that means we're EXTRA blind, awesome
whats your count
Can someone give tips on base decoration early game before posters and things are unlocked? Even with several decorative plants in pots, a desk, chair, windows, and being in a biome that shouldn't have many negative modifiers (kelp forest), I only get to like 4 decoration score and my morale drains to zero. It's getting really frustrating that I physically cannot use a base other than the lifepod early on, which is upsetting because everything else about the mod is awesome. Please tell me if it's just me being stupid and missing something obvious
i remembered what you said when i wrote this
"choose your balance"
+12 module slots
thats like trying to balance on one toe on a wire with a 2 ton weight on one side
yeah i agree with the points you made there honestly
I think the tension with SN with me atp is not that the creatures are big scary, but because it's quiet in a place i know i can get ganked and I do not want to lose my seamoth
i remember back in the day, the only reason i ever wanted more module slots was for more storage upgrades because i was REALLY bad at inventory management lol
thank god c2c buffs the storage upgrades for the seamoth đ
12 slots being the default is honestly egregious, even for me, where I love "cheat" mods.
As for cheat mods, it's absolutely hilarious to break the game by going mach 100 with a seaglide or even breaking progression is fun when it leads to complete and utter chaos.
But that's when I wanna break the game, when I wanna have a fun play through, I break out some QOL mods and All-In-One-Hand-Held-Fabricator (AIOHHF, it is balanced)
Slop mods like Prototype is fun to play through the first time because cool new thing but my love for it quickly dies. Sub is cool looking ig. Not much more useful than the Cyclops. RotA I could genuinely care less about. The hype was overrated
As for The Red Plague, ehhhhh until Act 3 with space and stuff I wont play through it. It's not that cool. I love the tiny details with the previous acts though
Sound track is cool for some of them
random question
im trying to ||repair the databox at lifepod 9, but every tick of percentage it goes up, it goes right back down one, so it flicks to 3%, then back to 2%, and then repeat. i tried for like 30 seconds until my repair tool ran out of battery and it never got any progress.|| is this intended or is this a bug?
It's an intended progression gate.
cool cool
i dont remember that being in the game when i played it way back then so thats cool
so uh... ||Whats the prerequisite for the databox at lifepod 9? i have the bioprocessor and such and it still wont work. im like 99% sure this is the recipe for lyzing enzymes and now im just progression locked because of it rn||
||did you happen to find a broken battery at the gun island?||
i did
||fix that.||
bruh
wait but thats kinda crazy
||if it IS lyzing enzymes, then i cant make the electrochemical suit to protect myself from collecting azurite||
||am i just intended to tank it??||
||How much damage does it tend to do?||
/I can nor confirm or deny. I'm already using too much spoiler chat
like 30-50 or something
i dont really remember
i grabbed one and almost died lo
||Well what doesn't kill you..||
fair.
...fair enough
i dont remember that being a pre-req for the ||bioprocessor|| before đ
Well this mod isn't technically finished. Probably nowhere close to it actually. But good news is that new challenges come with new goodies.
Keep your peepers peeled and treat everything as a new potential resource
yeah ikik
I just really didnt consider that could possibly be the order of progression since it felt completely unrelated yk
|| does the liquid breathing system databox not spawn as a result of a pre-requisite?||
So I'm picking SN back up for the first time in like a year or more, and apparently these won't go away until I update. I assume C2C is still a legacy branch mod?
Is there a changelog somewhere?
If someone replies to me, please ping me cuz I likely won't see it otherwise
Yes. C2C is still legacy and will continue to be so for the foreseeable future
Awesome, thanks đ
Yea, it's gonna be a hot minute before a 2.0 update is anywhere near released 
I'm waiting on FCStudios to release on 2.0 anyway, so I'm in no rush
At this point I'd be shocked if FCStudios released their automation before SN2 releases
um...
should i be concerned
context: ||just equipped liquid breathing tank for the first time||
its fiiiiiiiiiiiine right
I think that's normal. You might have missed a progress flag somewhere. Happened to me too
Yeah I've had that in my game as well, with no progress flags missed afaik. Nothing's gone wrong with it just yet
wait Reika why dont you fix all your progress problems by prevent the player from progressing if they haven't completed X or Y instead of bricking their save?
wtf?
that's certainly a question of all time
am i missing something about the ||rock crusher||
it like never functions for me 99% of the time
I don't know. It feels reasonably on point for law 
what was i on when i wrote this? I know what I meant, but I worded this horribly.
Theres progression barriers to prevent someone from completing Y before doing X. iirc, you have a need for a lot of progression barriers, but I'm not really sure how many there are (I know at least 3 exist), nor if you actually need to put one that doesn't soft/hard lock the player from progressing at all (look at me and my saves 4 times over).
why not more progression barriers that don't soft/hard lock the player?
is the TLDR
is it powered? And what are you putting in it
...
istg it doesnt need power
on my life
ive gotten it to work sometimes without power
but its just super duper weird and barely works
does it just
work better with power
and in the past id used quartz, ||mercury||, and ||oxegenite||. I only did a single complete node with the 2nd one, and half of one for the third one. And the time i tried quartz i couldnt even get it to start. i ended up closing the game earlier today because i felt completely progress locked because it just refused to work after like 20 minutes of fiddling with it for like the 10th time
i have some choice words if it just requires power
ok go kiss a reaper
To be fair that's oddly survivable
ACTUALLY
Speaking of
I do have a question
Idk if I'm like
Major tweaking, and this is in vanilla subnautica, but I could SWEAR it's not
When a reaper grabs your sea moth, have you always been able to flash your lights really fast at it and it'll just let go of you
Like you just give it a seizure and you escape unscathed
Is that vanilla cuz I have never even heard of it before, nor did Google yield any results lol
Interesting
Why would that be a feature tbh that's kinda busted
I honestly thought it was a bug
It turns reapers from something that can break your sea moth if you're not careful into an annoying little fly that you just have to jitter click to make buzz off
yeah but morale should still make them enough of a threat i'd assume
haven't really gotten to playing much with it but i do think it decreases if you're attacked
You mean like with the sea glide and regular swimming?
Oh like that
I mean
Morale is very cheesable tbh
3 gel sacks and 3 cured fish and you get 60 morale almost instantly
didnt the gel sack poison you?
It gives you like an LSD effect
ah
But it has like no negative consequences other than a 15 second light show lol
Morales only really a nuisance when I'm on like resource gathering runs and get nicked by like a stalker or a thermal vent or smthn
Cuz morale plummets from something breathing a little too hard on you
Oh yeah, backtracking to the reaper thing
The ecocean thing feels really op đ
Im actually curious does it work on the other leviathans
I avoid ghost leviathans like the plague and reefbacks are well... Reefbacks
I would assume its a bug if it works without power. I mean, it is an outdoor seabase machine, one would assume something like that would require power to function
if its so niche even google dont have an answer, its probably reika's mods
honestly if it needs power thats just about as frustrating. Because either you need a propulsion cannon to haul it a thousand miles to your rock crusher or build an entire power source to get it to function, which is really just such a huge nuisance.
also on my life ive seen the words "doesnt require power" and "rock crusher" in the same sentence before
Okay.... that might be the most bothered I've ever seen you 
What in the nine are you doing in here bread?
being confused lo
thats about it
rock crusher has worked for both me and my friend without even considering power before (although super jank)
thats about the extent of it
that ||oxygenite|| took the better half of 15 minutes to break up
but like it did work đ¤ˇââď¸
yeah mine genuinely took 15-20 minutes to get half of it
i saved as i started and got the 15 minute save warning
i had an easier time than you and i did 2 whole ones
ive had times when it worked without power way back, but i think that was more of a bug than anything - regardless, building a bioreactor and a planter with some bulbo trees really isnt all that difficult or expensive
you'll probably want outposts damn near everywhere anyway unless you're replaying c2c and remember where everything is down to the metre
the what
somewhat surprised theres still new stuff being added but nice
"I bet my life on <false thing>"
Yup đ¤Ł
i mean.... if youre taking it THAT literally...
all i meant was that i thought that was how it was đ
its not that deep lo
well even if it needs power it definitely works without it
just poorly
intended or not it worked đ
also what do i do if the phytoplankton scooper just doesnt feel like working
ok nvm it works now
also there is a bug that when i reload the game my laser cutter just acquires a brand new fully charged azurite battery no matter what battery was in it before
ive accidentally gotten 3 free azurite batterys until i found the culprit
that does not make any sense and that code is all vanilla
given the other errors i am suspecting you either have something messed up in your instance or you have other mods interfering
i dont have any other mods installed besides radial tabs
so its probably just my save
its weird tho
but ive just stopped taking the battery out of my laser cutter so now everytime i reload all it does is recharge it fully
im not entirely sure if it does it like all the time but a lot of the time it does
theres also this one area in the safe shallows that ive always just kind of assumed is like a test area because theres always just a bunch of shit ther
like electricity and random plants and stuff
but honestly that could just be my save idek atp\
this one area just has random shit everytime
now realizing its at 0 0 0 its probably just some weird loading
Oh god no ez craft. Motors man motors
nope đ
oh i also have resource monitor
I highly reccomend wz crafr
But if you reaaaally like your 2/3 step motors
Before eazy crafr i had a locker just for when i was crafting to shove my junk
i might
Depends on how you're playing. There are other things that encourage you to make outpost bases around the map for various reasons, and it wouldn't be that much extra effort to just move the rock crusher between them depending on which resources you need. There's also ||something that makes longer-range transport of chunks much easier that can be used in tandem with the rock crusher|| available fairly early to my knowledge. If you're only making one base in the run, you'll run into more substantial issues far before the rock crusher becomes relevant. If you are making more bases, then that should minimize the frustration of using the rock crusher anyway. Also the "doesn't require power" thing is likely a product of people talking about it not realizing that it requires power, and assuming that it doesn't require power similarly to you did based at least partially on the fact that there's a bug (I'm assuming it's a bug anyway) that causes it to function when unpowered, albiet extremely slowly/jank. You mentioned taking 15-20 minutes to get through an entire oxygenite, when normally it's supposed to take like 30-40 seconds to chew through something like that (at least in my experience). It's industrial seabase machinery, it's not much of a stretch to assume it needs to be powered
anyone know how to fix this? the mod works but this message will always pops up and won't go away and i can't open the QMod console either to run the command to hide it despite having developer mode turned on. either opening the QMod console or fixing the error would work for me.
Im assuming thats still on legacy branch? Otherwise i got nothin :/
yep it's on legacy, downpatched the game to july 2020
are you behind a firewall or something blocking github
might be, i also downloaded the mods directly from the C2C website and not github itself i dont know if that matters
the c2c website takes from github
aka latest release
||void spikes|| is a 10/10 experience for someone with thalassophobia đ
The website is itself a GitHub page
Even without thalassophobia i felt so much tension and dread every time i had to go there too
bro i noped outa there as soon as ||i hit 500m|| đ
i need to go back after i get liquid breathing
and a seamoth that can survive the trek
we were playing alongside eachother and went at the same time. I (apparently) strayed too far away from the ||void spikes biome|| and an ||abyssal terror yoinked me and absolutely molly whopped my ass|| and it had the both of us tweaking đ
yea i didnt know how to say that
how does one obtain ||ghost membrane||
ive tried everything i can think of that could be the answer
i thought it had something to do with the cove tree, so i tried cutting the leviathan egg in the tree
tried scannig/cutting a ghost ray
tried scanning/cutting both adult/juvenile ghost leviathans
tried scanning the void bubbles because i was running out of ideas
im progress locked trying to figure it out bc i need it for making ||heat sealed fabric||
i have everything else easily
i have one more idea but im really reluctant to try it because its both terrifying and outlandish as hell
something to do with ||an abyssal terror||
but i really, really, REALLY doubt thats it
im a genius
i guessed what you gotta do
Ya know what I have the dame question
Bruh I used QMod SAM to disable Upgraded Vehicles and C2C is still having a conniption over it
Also the last version of C2C I had didn't care about Upgraded Vehicles đ
I swear I just disabled this toooooo
Haven't seen this before
Reika what the hell, why does C2C detect mods that are installed but not enabled?
I regret updating my C2C installation
there is no such thing as "enabled" in SN modding
ok actually what is up with ||electrolytes||
I went in a creative world just to see the recipe for them, and i have everything to craft it
i found a message in this thread from a couple months back that said you unlock the recipe when you "find the appropriate ingredient"
i genuinely can not fathom what the answer is, I'm so lost đ
I wouldn't take a comment from months ago (or even recently) as the most accurate information--things have changed in the past several months, and that could have been something that changed. I'm not sure how extensively you've explored, so I can't say whether or not you should have the recipe, but for context I've had the recipe ||long before getting the ingredients, and the only ingredient I did have at the time didn't unlock it for me||
To be fair, it could have changed since I unlocked it myself, so maybe my own information is outdated
I clicked Play Game after C2C told me that it refused to load
I noticed that there was still a single C2C setting under the mod settings menu, so I got curious as to what would happen
How does QMod SAM disable mods, then?
Also C2C had no issues with me disabling mods using QMod SAM with the old version, so idk what changed since then to change that
i think theres something about some mods being deliberately disabled when c2c is installed because it fucks with how the code for it is done
My main question is why/how C2C cares about mods that have been disabled. They're not getting loaded, so unless mod dependencies work by checking for actual files being present in the QMods folder, this doesn't make any sense
And it makes even less sense because it didn't work like this before. The 2024 version of C2C that I was using worked just fine when I disabled mods that it threw error messages for
probably by changing/zipping files
Actually it just adds "enabled" and "disabled" inside mod.json. I would assume that qmm has some functions for this?
Someone could try adding this line manually and seeing the results
But yeah it doesnt really disable the mod from loading, it just prevents it from adding anything
i think this might have actually helped me figure out where it is
opening the game to check :)
Quick question, just woke up after a year of hibernation and wanted to continue playing c2c when I heard that the game forces you to update from legacy versions. Is it worth the hustle to try and make the mod playable or should I go back to sleep until better times come?
The mods in good shape and I'd call it worth playing. But the 2.0 update won't be for a good unconfirmed while. So yes, going through the hassle would be worth it. But do so at your own discretion and potential risk
Thanks for the advice!
1-5 years is my guess
Reika's said that the earliest she would start working on it is sometime in 2026, so depending on how much time she can spend on it, and how difficult it would be to port/redo content for the updated version, it may take a while
definitely not 1 or 2
I can hear my conscience driving me away from the idea of continuing my c2c run because of the ridiculous amount of time I am gonna spend playing it.
Nothing sounds better than building another outpost in crash zone mesas when you have 3 assignments due at uni
Okay, I just lost a battle with myself. As soon as I finish disco elysium c2c it is
See you then
We got another one
Oh that's new đ
I don't have C2C enabled atm, decided to explore the new updates for all the other Reika mods
Oookaaay... Whatever psychedelic effect those ||plankton have when you swim through them|| has the honor of being the first thing I've seen in SN to actually unsettle me in years
Some poison plankton decided to take up permanent residence directly on my main base
it begins
That's intentional hage fun
Yes, it can be cleared. But I don't actually know how to. And even if I did... I'd be publicly executed for telling you how đ
XD
But hey, at least the solution is available already!
and worjks
Getting a bit antsy for a new playthrough after having worked on some new SN stuff recently
can someone help me with something. I am trying to play sea to sea and i am having some issues. I downloaded the latest versions of all the mods, sml helper, terrain patcher and ecc. Even so i am getting errors and the game doesnt work. i am using subnautica version 65786. Does the latest version of sea to sea work for everyone else normally?
WE GOT ANOTHER ONE
Im assuming that version number is the latest legacy (i could be wrong), how are you launching the game?
Afaik if the game ever updated out of legacy after the force update in the steam launcher, you would need to find another way to launch the legacy version. Apparently branch manager works, and theres some helpful links in the pins for that
I am not sure it is the latest version of legacy. I thought it was no longer possible to access a legacy version through steam so i downloaded this version cracked.
Then yeah it definitely wouldnt work--youll need to use the branch manager to use the legacy version
There should be a pinned message in the help and support channel for using branch manager
Or somewhere in this discord, I actually have no idea
and if i do that would it change the files of the living large version? i have mods for that version too, will doing this delete them?
i think it is ready, though i would want to double-check
there are ideas to investigate and some minor things to fix but generally yes
the most proiminent "to do" is the repairable door thing
No clue, I haven't used branch manager--I just cancelled the steam subnautica update before it could start
you need to have the files for legacy on disk
branch manager just uses symlinks
to change which install steam points to
it does not provide any game files
so i do need to just find a cracked version of the latest legacy version
There is this thing called steam db
You can find all of the files there
i mean
not the files
my mistake
version id
and with it you can use steam to download the old version
wish I had any idea about the consequences of letting the game update back when it happened
or more like wish i gave a damn back then
I was in the middle of my c2c run, so I just turned steam offline for a few weeks, only to go online and cancel the update
well now its time to correct this mistake, hope this branch manager thingamajig works
Hey, do I remember correctly that c2c was compatible with fcs?
and if it is, then should i combine them? Or will it destroy my c2c experience?
fcs is already an overhaul mod, and c2c has a lot of inter-mod compatibility, so it would be a different experience, but it wouldn't break anything
my next c2c run will be with fcs
Im thinking about doing a run like this right now, assuming i can get the game running on legacy build again
just wait for mod pack manager to drop this week.........iiiii think.
probably only supporting mac and windows unless i can somehow convince my dad to boot my linux drive while im gone on vacation
im running c2c AND fcs. its not close to hell with how c2c is normally until you get the fcs stuff im guessing. idk havent gotten there yet
I run FCS with C2C and it works well, C2C has a lot of compatibility with FCS to prevent it from breaking the intended C2C balance
So, I followed all the steps but when I launch the old version steam just says: An Error has occurred: Downloading disabled, and I can't find any info about this problem. Any idea where should I look for a solution?
A: Have you deleted the old installation
B: Did you move the new files to where Steam expects SN to be?
Yesssss
Try the procedure found in the 2nd answer on this page, that might help
By "write protected" that means just set it to Read Only
At which point I'd recommend you launch the game directly from the executable at least once
Thank you!!
Awesome!
It shouldn't effect your experience until later in your playthrough. much later on
That was made sure of 
I heard that c2c makes some addition to fcs that makes sure you cant just start with fcs content right away, so yeah, I bet its gonna be a fun one
just to make sure i got the right version, is the latest legacy version 68598? also is the link for terrain patcher in the sea to sea dependencies on github the right one or do i need to have another version of it?
Yea, you won't really be getting into it until what would normally be considered endgame for subnautica
okay, so what's with the smiley face? It wasn't here when I played the last time
Ah, I don't remember them lol
Out of curiosity, those extra nuclear reactor rods, are they compatible with the Cyclops nuclear reactor?
the cyclops does not have a nuclear reactor
nah they added it last week wdym smh
Unless there referring to a mod that adds a nuclear reactor to the cyclops?
They must be
Can't wait for it to hit the black list 
Actually its a pretty solid mod made by the fcs
definitely not balanced
but its really well polished, especially considering the models
And also incompatible with c2c it would seem
Itâs funny you think it wasnât already
Okay so, my lifepod radio fixed itself on its own and when I listened to the radio message my morale plummeted and the fabricator menu opens veryyyy verrryyy sloooowlyyy. Any idea what is going on?
The lifepod radio fixing itself is weird, but everything else seems like an expected sequence of events
Id recommend keeping an eye on your morale meter during all the story events
I have only played for 30 minutes and this new mechanic is already making me ask questions I would normally never think of
There is
Hi all
Im planning on starting a new save over the holidays
Just wanted to make sure there are no major updates planned within the coming weeks since Id rather wait if thats the case
i have not played since August so I have not played with the ||morale system||
Should I consider doing hard mode

no
Gotcha, thank you
Was the ||bloodcrawler larva issue fixed? I had to install a fix mod in my previous save.||
I heard ||tungsten grains were fixed as well.||
Well I mean... if they were using it.... đ
It was
Picked up a diamond for the first time
3 million credit message played
Morale droped to 0
Drowned
Peak c2c expierience
sounds about right
I'll be so real, I think I've only had 1 death directly caused by my morale dropping to 0 at an inopportune time
I keep meaning to come back to this. My file got so mucked uo when morale first came id have to reset for sure
But been on binges. Hollow knight, silk song, the highly stressful celeste and now blue prince
Correct, I was referring to the FCS Cyclops nuclear reactor mod
is there a tut for downgrading to legacy since you can't get to it from steam betas anymore
found one nvm
i was playing and noticed that i can only save in my lifepod. Also when i died, i didnt respawn and instead was forced to load from my save. Is this from sea to sea? If yes, is there a way to disable it?
Yes its from c2c
no you can't disable it
but do not worry, being in the lifepod is not the only way to save your game
play, experiment and soon you will learn how does this mod change some basic concepts of the game
is there a changelog or something like that that lists the changes? I had checked out the github and didnt see anything about this save system and the "happy" system which i also assume is from sea to sea
morale system is pretty new, save system is a base mod addition so its likely it won't be mentioned in any changelogs
Also, the joy of playing this mod is not knowing what you are getting into
I would advise not to spoil your experience by reading changelogs
well, you arent supposed to die
the death system is to prevent various 'cheese' and the saving system is to ensure you can't accidentally put yourself in a softlock as a result of the former
even breathedge does something similar, you were interrogated by robots so you cant tell them you died when you died
oh this also makes sense
becuase if u were dead u wouldnt be there
saveable states tend to include "wherever you have air" and "you don't have low food/hunger/health"
or in other words, you can save when you are safe
correct
||OH MY GOD THE WRECK FELT DOWN IN FRONT OF MY EYES||
Almost had a heart attack
hope it crushed some bonesharks on the way down lol
I fuckin love that one lmao
i dont remember seeing it during my previous c2c run, but wow
seeing something actually new after 300+ hours in game
that was quite a suprise
I had the pleasure of seeing a bunch of new things being changed/added during my playthrough
for how long does morale stay at 0 after the sunbeam accident?
its been 20 minutes and I still can't get my morale up, should i panick?
it'll be like that for a while yeah, shouldn't be too much longer iirc
Ok my game just had a stroke
hud elements from the gravity gun showed up
couldnt swap batteries
couldnt use some items in inventory
and my bottles of water were named "injection"
no idea how this happened
can we please have opioids in the next update to help with riley's mood swings?
lmao
How were the void islands created?
Were they made using patches?
Or something else
Wait a damn minute are these just the grand reef spikes???
they are!
those both postdate my losing the ability (not truly permanently, but functionally for a long while) to edit my site
which is where the changelog is
specifically deliberate suicide runs to get some kind of unlock, exploiting the persistence of such things across death, something people were very much doing for a few things in particular
spoiler all of this
now
alternatively6 @unreal flame delete it
So sorry
i can speak from experience that the only opioid that seems to have an actual mood impact is oxycodone
seemingly at the expense of actual analgesic effect
add SSRI manufacturing but the player has to figure out which one works for them over the course of several in-game days
mfw trying every medication possible without any professional oversight or guidance on an alien planet
This mod already makes you do unreasonable things, so I wouldnt be suprised if something like this was added
Also it would be super usefull to lock players morale in place just for a few minutes
Yeah, I cant reload now
god fckn dammit
there has to be a way to unfuck this
okay, the ancient way called restarting the pc worked
for a ||whole hour||, if someone was intrested
Under completely normal conditions what should morale be at
I just started my new save
Currently working on making a leisure room
I donât think Ive seen my morale over like 50
And what benefits does it give for having it high? Ive only seen negatives to have it low so far.
I think the crafting menu opens a lil faster, but asides that I think benefits are yet to be added
Depends a lot on where you are and how you eat

In my case riley is non stop having mood swings
Im at the most northeastern spot of the safe shallows
Its like between the safe shallows, kelp, and grassy plateau
safe shallows dont seem to have negative mood modifiers
but there are tons of actions that lower morale
Ye Ive noticed
so its not an easy thing to take care of
Feels like its constantly depleting when I go out
it is
thats why i wished for opioids to be added lol
morale also affects swim speed
which... will probably be important :)
My base is ugly af and I have enough negative permanent modifiers that any time Im outside of my leisure room or specific areas my morale drops to 0 in just a few minutes lmao, but unless youre as lategame as I am your morale shouldnt be dropping nearly that quickly in neutral areas
okay but i don't think your swimming speed increases at high morale
I dont think it's increased at high morale, compared to just not having any penalties, but I cant say for certain
well like it doesnt go above normal
Okay yeah so thats not increased, its just without any decrease
you just move like a fat lady in a walmart at 0
tbf it feels like your zooming at 100 morale
Guess who just missclicked at alkali vines without having saved in the last 20 minutes
food is NOT the primary actuator, regardless of the game of telephone
is this a bug or a normal thing now lol?
there are things there
you will see more
I think it goes up to 3? maybe even more
can i get some hint on how to raise morale inside a base? I thought putting some posters and some furniture would do it but it didnt help. Also is there a way to deal with plankton cause i havent found one yet
assign rooms to different things ig
fcs can really hel0 with this but u dont hsbe it installed ig
im gonna lock in and wrap up my modpack manager before playing sea to sea again
they can occur in clusters now
it will but not much if you half-ass it
hell if you half-ass it badly enough it might actually detract
What counts as that? Just spamming the same thing?
i just had to cut some buttons, but i think its fine ill just add them when i have less pressure to get this done
that is a strong example yes
or something very obviously lazy
eg an item display with some random non-visually-appealing item in it
The creeping urge to play c2c
No need to resist it
same, but I gotta wait until after the holidays đ
i am not available until after