#SeaToSea
1 messages · Page 58 of 1
||that "not for very long" was a grand total of exactly 0 seconds in my case, so i guess i mustve done something wrong... despite putting a collector in the relevant key areas, like where it spawns or ends up||
Interesting that it should work somewhat, though?
work is subjective in this case
also I'm assuming that there's something actually wrong because you should know exactly why I say it this way, so I'm unsure if Reika did something intentionally or otherwise
been a long while since i last played so its also possible whatever you're talking about was added later than that
because i actually have no clue lol
i guess its something else to be looking forward to discovering when i get back in
it's been like, several months since I did it
idr when my playthrough was to give a better timeframe
maybe like a year...? but that sounds too long i doubt it
i check on c2c once in an eternity, whats new here
the last time i checked here reika was working on the sea voyager
which was early last year iirc
Is this mod actually compatible with last version? When i tried it a few months ago it didnt work for me maybe i did something wrong
its not compatible with 2.0 (yet? idk if reika started work on the port yet but im fairly certain its planned)
you're still going to ruin it for us. PairaDocksDucks and I know by experience
oh my god
I think morale detriment from same food types should occur less often even by one more time, but thats not up to me
could've been 3 frames :P
Ill come back to you guys with a more informed take once I've played through most of the mod
thank you both for the insight though, I still don't agree much with this feature but these reasons are at least understandable
I'd be sure that'll get more tweaked over time, sanity as a whole doesn't seem near finished yet
In regards to how it's immersion breaking for me: I very much enjoy inserting myself into the player character, as if the protagonist in the story, including their actions and decisions, are mine and myself. What I feel towards everything in the game, I like to extend to the character too. The fact they've been designed as a silent protag I think goes to cement the developers intention of this kind of play.
So then a system like sanity which simulates what the character is feeling mentally, just serves to separate them further from me. It feels as though the game is trying to 'tell me how I feel'. It disallows me from pretending this sanity is an extension of myself, which sort of donks up the immersion a little bit, if all this makes sense.
I'm realizing a lot of this comes from mostly personal feeling. A sanity mechanic, (while I argue needs to be a slowburn mechanic in-order to be less bloating in the face of the other three bars you already have to manage) could probably work well with this game, especially considering the themes of isolation it already has
Its just not really for my specific experience, you know?
Oh, couple things I'd suggest is tying sanity into sleeping and having a cuddlefish
If it's not already
It is iirc
I remember I'd have to top up by sleeping every day
Sleeping is a big thing
I also dislike morale
Base buiiding is the most tedious aspect of subnautica in general for me
And morale is basically just a punishment system
I think it has "some" rwlewards after a certain poiny
But those are very hard to notice
I think it might have something to do with food/water loss, and mayne crafting speed
But i dont know
I know there are 0 positive benefits to movespeed witg high morale
As its against the design philosphy
Tho morale has been balanced to be a lot brtter than it once was
@trail ether do the area logs account for the compat with fcs?
it’s something I’ve been curious about for a while
It’s been weird for me
Sometimes if I add a new furniture and if I deconstruct it and place it back, the deco score (I forgot the name of the value) drops and doesn’t go back up unless I fully deconstruct and replace
Granted I have not played in half a year, it may have been fixed
I’m about to take another run soon
I should preface this by saying that this is entirely my own take on this, rather than some objective "this is exactly how it is." Anything I say here is with my own biases and I can very well be wrong
As you said, it's relatively subjective. I can't say for certain whether the break in immersion comes from the mod or your own preferences (you did say not really for your specific experience, though given your criticism I'd assume that's not the full extent of it), but there is some amount of incompatibility going on. Given that the character you play as isn't exactly you, and said character is more or less silent the entire game except for the odd grunts and heavy breathing (reminds me of a certain nintendo character..), the effects of sanity also serve to help characterize the person you're playing as. You may find it inconvenient to swim through hot areas and get slowed down due to low morale, but the character you're playing as is feeling that pain. They feel the effects of the disease they're struggling against. They feel the effects of being completely and utterly isolated on an alien world with very little hope for survival. The morale mechanic isn't meant to be an extension of you, the one playing the game. It's meant to be an extension of who you're playing as. Having an aesthetic base may not be very important to you, but when you've been stranded for months eating the same stuff each day and fighting for survival while on a timer, it may help the person you're playing as just enough to keep it together. Also base building is an entirely optional and often ignored mechanic (at least in terms of not just slapping everything you need in 1-2 rooms and calling it a day) so Reika wanted to put more incentive into base design. That goes for the room bonuses as well
Overall yeah, if you tend to immerse by self-inserting into the player character, it may not be so great. However, and I dunno how much of it is a perspective thing, immersion can go both ways
Also yeah sleeping can restore morale. It's not the main way of doing it, but it can help. There is a cooldown though, afaik
Does anyone else see this message when they first put on their liquid oxygen tank?
Thank you 👍
some sort of weird race condition regarding player inventory state
why does coffee have to decrease your morale 😭
aaaa
im sorry this system is just so annoying early game
theres no good way to bring it back up (without proper furniture from the aurora im assuming) that isnt stuffing your face full of fish and kelp
and fuck you if you take some damage away from your base
It probably wouldnt be so bad if riley just didnt hate living in my base for some reason
It feels so weird that you get depressed suddenly because you got stung by a random plant, and inorder to feel better you just have to absolutely chow down on peepers and seaweed
Its not a sanity meter its a current mood meter really
And also, if I was depressed and had to swim away from a leviathan, would I be any slower underwater??
Again sorry for complaining about it so much
It’s if you overdrink it
I believe
Starting your day with coffee vs chugging the pot and getting jitters
I just dont have a good sense of when its been long enough since the last cup
I have a bad sense of time and being deep underwater makes telling the dirunal cycles hard lol
just wish the penalty would be less bad based on when the last time you had a cup was
I wait till after Riley sleeps
typically
Yes
Idk, Id be scared as hell if a mountain lion appeared on one of my depression walks
Yeah its not a sanity meter, its a morale meter. Also how early on are you? Like yeah it does go down, but not very aggressively. It should also balance out above zero iirc
2 things--what biome is your base in, and how are you decorating
Iirc theres either diminishing returns or even penalties for spamming the same decor. Also you should be able to see the room decor value any time you add or remove something with a decor value
Can I spam pots but with different decorative plants?
would that work or would I have to vary the pot type
do not try and "outsmart" it
and more generally do not try and outsmart me in finding ways to cheese things
most of these are well accounted for and generally result in unpleasant consequences
Not to cheese but I wanna fill a room with Ming plants and I was wondering if that would negatively impact me
it would
Ah well
it would make an ass out of you and ming
I gotta give you props
that got me
Lmao excellent
Safe shallows, I just have a couple chairs, a desk, and some pots
Would there be any way to disable it?
Its just not really for me if thats obvious lol
Since this feature is made to enforce decorating and taking your time, then I'm not the kind of player to require that
also just dont like the speed penalty from taking damage when Im out and about
do you get morale from achievements btw?
It would be cool if events such as crafting a seamoth for the first time would grant a large bonus to morale
||I have great news!||
Is it because I have two flower pots and that counts as a dup??
I place down two and my rating drops
Is there documentation on how this system works anywhere?
It feels silly that placing down lockers and plant pots would decrease my rating
(its not)
okay the way the morale reacts to the ||sunbeam explosion|| is very cool though, I must admit
theres certainly a pleasing degree of attention to detail in this mod
does the rating stay lower than before once the plant pot is finished being built?
@trail ether QUICK QUESTION
can i quickly turn on hard mode on an existing save where I JUST got the seaglide
or is it a full wipe for me
Decided on just restarting
Literally made a base with a desk, a chair, and a fabricator, large room
Sanity rapidly drops
leave the base
Sanity recovers
My face when
It’s in the kelp forest near the grand reef
I knoww right!!
I argue the decor system should just be simplified heavily
How it is in its current state is ridiculous
ie: morale gain that caps at 2 placements for each furniture type, and removing the sanity loss completely
I haven't seen much of the room specialization feature tbh, but some of the players criticism of this feature that's deeper down in this channel is well written enough
how rapidly are we talking, how many per second
also keep in mind there's a resting point for sanity, so if there's nothing to force it above that resting point, like a room with minimal decor (chair and desk are considered part of the "work room" preset and I'm not sure how much they contribute to decor, if anything) then it will definitely feel much more rapid
but yeah, unless your sanity is going from 100 to 0 within a minute or two, that's probably within normal amounts
For me, who has a similar setup, it goes down in about a couple minutes yeah
The important part is that it's a very noticeable difference from morale gain outside
not sure then, I've either not had these issues for the most part or I haven't noticed quite as much. My base was in a negative morale area as well, and was barely decorated for the most part until later
40 down to 0 in 10 minutes
oh wow yeah that's slow
Excansion is supposed to skip Databoxes that have been opened, right?
Not presently happening for me
supposed to yes
is that a "fresh" ping (like is the scan newer than it being open)? or is this a case of the ping not being removed when the databox is opened?
I get that also on a regular basis, a ping that is not being removed when the scan object has been interacted with or been obtained.
"fresh" ping
However, I hit the scanner well after I opened the databox albeit in the same session
When I get back on tonight, I'll try and see if it still picks up
Yes, It happens when it is during the same sessions as far as I can recollect. When I restart the ping is usually gone. Sometimes it remains if it is a forcefield door lock that I've already unlocked.
you are saying opposite things yet saying you are agreeing in experience
Ive had inconsistent data boxes being scanned that are open
I never mentioned it becayse its extremely minor mostly
Never once did i tinker
But certain boxes always pined as i recall
But thats all my data i trust
I am going to play Reika's mods, and am wondering if there are any other good legacy mods that pair well with the progression/immersion/enjoyment.
there's compat with de-extinction, and supposedly fcs but I have not played the latter yet
i thiunk there is a pin with the mods reika uses actively as well
i would not play this mod without easycraft
easycrafgty will literally save multiple hours of a playthrough
tbh my biggest use case for easycraft is coming back with a 4x storage module prawn and crafting everything into ingots lmfao
What pin?
Easycraft is boring
Does anyone have reccomendations other than easycraft?
mediumcraft
also ^
otherwise there's some qol and such mods, I can check mymodlist
BatteryChargeIndicator
BetterBioReactor
BlueprintTracker
BuildingTweaks
CyclopsAutoZapper
CyclopsEngineUpgrades
CyclopsEnhancedSonar
CyclopsSpeedUpgrades
CyclopsThermalUpgrades
DebugHelper
DeExtinction
EasyCraft
ECCLibrary
FastLoadingScreen
Fix_thermo
GroundedItems
Modding_Helper
MoreCyclopsUpgrades
MoreScannerRoomBlips
PlayerAcidFix
RadialTabs
ReplenishReactorRods
ResourceMonitor
RotateMoonPool
RunningWithTools
RuntimeUnityEditorForSubnautica
SeamothEject
SnapBuilder
SolidTerrain
TerrainPatcher
UITweaks```
Plus all of reikas mods
Running back and forth in chests is more boring
Man
I wont lie
Better bio reactor reads as power
Not quality of life
Maybe not fukly
But i think you can jigger it to charge much faster
Does...reija run all these mods?
Half of these read as power...not quality
I wilk never understand reija
RadialTabs is so lovely :)
Can I install DeExtinction mid-run?
and then delete the uh
Creature cache or whatever it was
It's less boring than it is tedious. Because subnautica doesn't have item stacking
I think I can compare it very similar to mods for ARK that something similar to easy craft. Having huge storage units around your base feels more visually satisfying. And sure you have item stacking... but having an abysmal weight limit makes that immersive task of moving things from station to station by hand... feel like a hindrance on the actual gameplay experience
Especially in the case of something like c2c where you have very complex recipes
or would this mess up my current save
yeahh agreed
I think if you use a storage bag mod it might not be as bad
Because then you're spending more time at the lockers loading. And less time running back and fourth
Or you coukd run ez crafr
I actually have been theory crafting somethibg i could do with a base to basically fully autonate it
Because if you can manage the enrgy reqs
You could build a 1 to 1 planter to auto grabber
And never have to cut plants ever again
I mean I use easy craft. But they were saying how they didn't like it. So because I was bored I tried doing a little bit of analysis and solution crafting
Fair
lots of games I have played recently have "easycraft mechanic" built in
PlanetCrafter and Aethus being good examples
oh and Pacific Drive
It does streamline the player experience so I'm all for it
indeed i was pointing it out as a thing in its favor
it is clearly something a lot of people see value in
Oh shit i didnt realize you also had planetcrafter
Wrong message to reply to but close enough
I could've guessed they played that
i even made a mod for it
though i never released it
had a few other ideas too
but did not play the game long enough
not a fan of the fact it is basically an incremental game at heart
again quick question, if there's integration with De-Extinction, should I be able to install it mid-playthrough with no issue?
also would clearing my cache also cause similar issues for my save
do not install major content mods mid-playthrough
So Reika's mods should work with FCS studios and de-extinction?
if you use the right FCS version
is there no more legacy version? its been like 2ish years since ive picked this mod up and still have legacy versions of qmod sml and ecc
tbh i rage quit following ||the lost river||, i just brute forced my way to ||iridium|| by carrying 20 power cells and medkitting down into the ||ILZ to get prawn||
I reinstalled the new version od c2c +dependencies but upon loading into my OG save it was just a vanilla world, radial tabs didnt even work
and if there is no more legacy, is c2c even compatible anymore?
Would the FCS 1.0.2 version work? If not, is there a way to get the older ones?
There are other ways of getting the legacy version of subnautica, though I wouldn't be able to help much with that. You can probably find info about it online or even elsewhere in this discord
I found this guide a while ago somewhere in this discord.
Thanks, this is helpful.
my version is tagged 1.0.1.91
1.0.2 sounds prtty close but i have no iea what they changed
I'm gonna go on such a massive subnautica kick the day this all is up to date.
Actually I'll probably play c2c again before that. Just when I have more brain power to spare
I’m gonna get my shi stolen doing this😭, very sad I can’t finish this mod out, I hope UW can work around this but it probably won’t happen until Subnautica 2 drops
If anyone has a guide to downloading though I’d greatly appreciate it, I personally use vortex for mod loading but I wouldn’t mind working around that
There is an faq on how to use the stean depot downloader
Vortex wont work for c2c afaik but someone may have done it
Its a fairly simple process
My experience with manually ibstalling mods tells me it usually feels like in missing steps, but its deceptively simple
One you had qmod setup, you got drop the extracted files into the mods folder
Once you figure it out it hwlps you understanding of file directories a little too so well worth it
how would that even work
I don't know. But the idea makes me ill thinking about it
Here is an image if you are suspicious, you just have to manually type out the link.
How did this work?
This sounds....horrendous
I know i did debate on using the nano kits on a specific dive but
May have been before the implementation of ||all powercells drain even in your inventory in the lost river||
I can commit to some insane strats but that just is too much🥲
nope, just got REALLY good at hopping in and out rly fast
also built a moonpool in between the LR and ILZ by the bulb LR entrance with aq scanner and full hull reinforcments, it just happened to be the closest so i could get what i needed, few nano kits and a lot of waiting for bulbo trees to grow got the job done
and 2 ||flourocarbon ||tanks
im just a dawg like that ig. seriously tho i never figured out how to get past LR. and i did EVERYTHING in the LR using this strat, precursor bases, ghost tree, and managed to kill one of the ghosts
i mean, its how i got it to work for so long
tysm btw
it did before legacy got the boot
also to make my brute forcing make sense, there were MANY moonpools in the LR with much time spent swapping out cells to recharge them
how tf did you need 20 cells then
did you ever build scanner rooms in the lost river
also yeah, this
i had like 5 moonpools and they were enough to reach the ilz with some power to spare
like having spares in each moonpool?
correct
ahhh that makes more sense
cause i was gonna say, no matter where you put them they'll ||drain if you're trying to bring them with you through the LR||
i only had like some bulbo trees for food and water in each
i would usually have 8 to 10 at a time in inventory if i remember correct
actually yeah, what does having that many power cells do anyway
not while sitting in the seamoth tho, the drain only took maybe 8% per swap
cause they'll be ||at 0%|| or close to it each time you get to a moonpool
hm, I don't actually know how much ||the drain|| is in that case
even still, it should affect every power cell individually
im fairly certain its pretty big
||the drain||
||cant be just 8% per swap unless the moonpools are at like 10m away from each other or something||
thats exagerated maybe like 40
||i never had issues and had a moonpool at each ILZ entrance and LR entrance, i could also get my seamoth down into the ILZ and into the moonpool to circumvent drainage and be fast enough as not to overheat and destroy iy||
it was jank, i agree
||overheat is slow enough in the ILZ corridor (not sure about the other entrance) that you don't have to worry about overheat too much||
||im fairly certain the seamoth still gets overheated even in a moonpool? thats something i tried in a creative world and it exploded near instantly lol||
||drain was NOT that bad||
shouldn't, no
no
hmm maybe it was the crush depth then, but i thought that didnt take effect in creative
My point is that it probably should have been that bad, depending on the state of implementation at the time you did it
i had ||mk4 ||at that point anyway
the ||power cell drain in inventories|| is supposed to be an anti-cheese mechanic to force you to find the intended solution
when did you do this playthrough again?
holdup
2024?
ish
the extra batteries i had on me before making it from one moonpool to the next would usually have a charge around 60%
I think there was stuff being done with ||the lost river|| at htat point yeah
if that makes it make more sense
this was post nanocarbon ik that
like i remember nanocarbon being added if memory serves
i miss my base too, shi was lowkey epic. i built it under the arch rock in the grand reef to be close to sea treaders for ||lysing enzymes,|| its on that corner where the sea treaders turn around and walk back towards the dunes, poop would roll down the hill and just collect in heaps
great for titanium too, was NEVER short on titanium, but this mod definitely makes it abundant
They tend to leave their locati9ns in c2v a lot of the tine anyways
Indeed, same thing happened to that ||red eyed one under the floating mountains||, this was 100% a good thing tho
huh, none of the (predatory) leviathans really strayed from their usual patrol routes in my run. There was a sea treader that fell through the terrain and got stuck though, along with the usual reefbacks getting stuck on the ground in shallow areas
I had an ampeel get in an argument with one of the reapers near the bulb zone, leading both to eventually enter the safe shallows
The ghosties were the main roamers for me
Never where i expect em
Reapers can kinda roam too but i think tgey leash back better? Tho in uncertain exsctly how they spawn and remember position
I remember that
will c2c get ported to 2.0 or is it legacy only?
Currently it is legacy-only, last I heard was that Reika was waiting for something else to get 2.0 support to build on top of before starting the work on porting it
i think its currently a wait on nautilus to get out of beta but ill let reika talk if im talking out my ass
but even then itll take a year after that or more to get it ported
I lost track of where Reika's initial message was, but from what I remember it's somewhere between "development will probably start in 2026" and something to do with waiting for nautilus maybe
i think she meant if she started in 2025 she'd most likely end in like 2027 and thats not including making it fully work
ah here it is
holy text wall ive never seen a text wall bigger
In any non-dangerous biome sure
||I'm finally here to deliver the news! Did you know what||
8 days late oh my days yeah ima stop typing until i get to yesterday
I think I have it installed...Idk tho
you cant do that anymore for sure
Outa curiosity, how many of you are waiting for full SN2 to drop before playing it?
building a skyscraper with my own words
depends how you play--any biome I would consider dangerous isn't a biome I'm freediving in a way that can get me killed explicitly due to lack of morale. I don't really see how other people are playing, so I don't have much context for how anyone else is playing compared to me. I hear a lot of "seamoth sucks I'm gonna freedive everywhere" and then find complaints about morale making freediving super dangerous and such, so the stuff I have to go off of isn't all that flattering in terms of cause and effect
I'm gonna do another run in the coming months whenever reika gets off her ass finishes with the fcs + c2c pack that she told me (and I think N8) to wait for. tbh I forget the context of it
Probably waiting for an 80% off sale🤪
LMAO true
i meant non-dangerous biome in relation to morale 😭
Seamoth is a counter to morale as I see it. If you are somehow low on morale the seamoth will get you back to home in time to feed and drink if you need it
This is because its better to swim in some biomes than others simply for the morale gain
I mean, I would personally disagree outside of a few specific scenarios (ie the "I need table coral and my ||azurite seaglide|| is slightly faster if I have good morale")
The way I see it, morale has (either intentionally or unintentionally) made it so that freediving is as dangerous as it should be most of the time, and more or less forces the player to utilize the seamoth as soon as you can get it. From what I've heard the meta for base subnautica is just freediving most of the time, and breaking that meta seems to be something a lot of people have trouble with. Honestly there are a lot of common practices for the base game that break in c2c that some people have a hard time adjusting to
uh
i would argue the meta in base SN is never ever leaving the seamoth behind by any meaningful distance, once you unlock it
and that is what i see most do
and C2C forces a lot MORE freediving than would otherwise come naturally
Yea no, you're not wrong. In most cases once you get access to an actual vehicle with a oxygen refilling environment in SN... you basically never take the thing farther than you could dive without needing air.
i remember two time in my first playthrough i extended myself past the seamoth's range
one, diving into the jellyshroom caves, and two, diving down to keen's pod
in both cases i got to 200m and freedived (freedove?) the remaining 100m
but that was a very unusual case because of all the playthroughs i watched most people had depth 1 before they looked at either area
I think personally that some free diving is good. It creates adrenaline as well as a sense of accomplishment when you do something that "convention" dictates you shouldn't be able to do
which is why C2C forces more freediving
Like when I got the electric dive suit on one dive tank and some nano hp packs (not sure if I was supposed to use those) by just diving the same wreck multiple times so that I could clear obstacles and learn my route
As opposed to trying to run pipes or spam multiple o2 tanks
Different context than what i was referring to
Again im not familiar with the metas of base SN, im only going off of whats been said here. SSG being one of the main things brought up in terms of meta
I just saw that an update was released and checked the bug where the data recording status isn't visible to Degasi PDA #4. Unfortunately, the bug hasn't been fixed yet, and it's still impossible to complete the game.
hellexar literally completed the game a couple weeks ago
it may just be in your instance of the game, even if there was a fix for that particular issue it may not be recursive. To clarify, you picked up the PDA itself right? And it just didn't register?
Not sure if reika wrote it down as a 'to be fixed' or what happened with this
my point is that you could complete the game
so it clearly is not an issue anymore
I may not have run into the issue, but that doesnt mean it isnt still an issue for others
There are plenty of issues that youve fixed that I havent run into
not all issues are equal
I mean, yes, obviously, but the point still stands that it is currently an issue being reported that is preventing them from completing the game. If you did not make any intentional changes to fix the issue in the recent updates, there wouldn't be any reason to assume that it is no longer an issue simply because someone else completed the game. I simply could have been lucky to not run into that particular bug, in the same way(s) I've been unlucky in many other instances throughout my playthrough
100% agreed
I like the emphasis on freediving in the mod
It does come across as very intentional in a good way
I'm getting whiplash from people in this thread 😭 4 months ago I was hearing complaints about being forced to use the seamoth more, and that there's not much use for it in base SN, and now it's the complete opposite
hence why i said this system is simple - there is no plausible mechanism by which the issue could only affect some people
4-6 months
it is like saying some people have an issue with a recipe not unlocking and some people having it work
If you do not know the underlying mechanism as to why some people are having it work while others are not, can you really assume that it can't be the case?
Remember the issue I had with the ||glass coral||?
There are numerous bugs across many different games that you and I both play, across many different mods that you and I both play, that have instances of "bugs out for some, but not others" despite the logic being fairly straightforward
Forgive me if I'm making incorrect assumptions on this, as I have comparatively little understanding of mod compiling and such, but it does sound kind of backwards to assume that everything will work the same way across every player simply because the system is simple
how many ways something can break, and what it is vulnerable to, is a direct function of how complex something is
no, those bugs are always either because the underlying system is a lot more complex, or actually are that simple and the cause is equally simple and direct, like "other mod removes this"
Even in cases where the game has a hiccup at a critical point and just misses a check for something?
Im a bit moth disliker🥲
the systems may be simple, but they're still reliant on the game they're built into behaving
Might be me seeping into ur brain
define
iirc it was at least you and law
the "game" is not a single monolith
it is a collection of parts and systems
the issue I had with the ||glass coral|| comes to mind
this is why i mentioned the recipe unlock example
that is literally just a big list of TechTypes
if you add to the list, it is in the list
ther is no "but maybe list broke?"
and if some recipe is suppose to be locked or unlocked, it would have to have some kind of way to check the criteria, right?
that is "what if 1+1 started equalling 3" levels of "nothing makes sense anymore"
the code literally just checks if it is in the list yes
these are dead-simple operations
on an equally simple data structure
are we assuming there are no progression-based unlocks
not a thing
what
there is just in the lsit or it is not
what causes it to be added to the list is entirely irrelevant
for example unfolding a databox
this would be the--okay yeah
that adds it to the list
completing the final scan of a fragment set
same thing
you can even do it direct from code, like i do for a few things
I thought it was the reverse, where everything is on the list, and there is another mechanism which sees progression and hides it from the player
no
so, in that example then, of the list
it is literally "it gets put on the list when you unlock it"
if something simply failed to get added to the list
I created new saves and checked them, everything works except this one.
i addressed that
^
^
"lists just stopped working" would break everything, not to mention is not within the realm of plausibility
Overall the main question I had was that you said something about the PDA not getting populated, but never really formed a full answer when you were initially replying to the report
ahhhhh that makes sense then
that last one is just StoryGoalManager.completedGoals
it is a HashSet<string>
and my code is literally just checking what is in that list
or rather going through a list I define and seeing which are in the list of completed
it wouldn't be that the list stopped working then, it would be the "add to list if criteria are met" breaks, and simply misses one or more checks to add it to the list
I found this file and it had the wrong type for this object. I can't find it in this update (I forgot where it is😅)
i remember you said that yes, that the key in my list was wrong
but StoryGoal keys are fixed
they are literally just a property of the object - PDA, terminal, whatever
so if it was incorrect for you it would also be incorrect for hellexar
there is no possibility of "maybe the PDA gave me one storygoal and gave hellexar another"
not unless you assume a total breakdown of everything fundamental
I can send you the recording if you don't take my word for it.
am i misunderstanding something, wasn't the pda collected before this was reported as an issue (and subsequently fixed)?
I would be more inclined to think that there's just something else going on, less about it being impossible to have an issue with that in the first place
ie if something sounds impossible, it probably is and there's something else causing problems
woukd not matter since the PDA is vanilla and unchanging - it is my list of checks that would have had the error
Okay, I understand this might be just my problem, but is there a way to fix it just for me? For example, a console command or removing this PDA from the list
I have found providing as nuch evidence as you can helpful
^
I should repost my negastructure on the project i did🤣
oh i see, i thought that log was c2c
(really? there's four vanilla degasi pdas?)
the what
yee
Tonge lillies
points to jellyshroom
My 200 or so planters
#4 points to jellyshroom? I thouht #4 was the return from the deep
oh the fuckass one no one knows about because its the opposite way from towards the aurora/lifepod
unless there's more than 4, or they're ordered weirdly
it's on the path to the observatories on hte floating island wdym 😭
What the fuck?
You dont remember?
When i was trying to prove the collider issues
I nade...a very very big grid of planters
hmm i remember three being in the bases (tablet room and the two peaks) and the last being on a random path you don't come to naturally
if you just go to the cloid
genuienly no recollection but i can picture it
And many hatches, also had hatches are varying levels to try and manipulate the collders
You asked ne why i didnt use the pots at all
So i changed the design a little
god the colliders not working because of the lack of rigidbodies on either collider
great time
you should convert that to an mp4
fair
i know mkv is the default on obs but discord doesn't support previews of it unfortunately
myself i just made it output mp4 so i didnt need to bother converting it every time
fegasi not bart - also that is #3
oh wait you're right
I knew there were more pdas I just forgot they were categorized differently
there are like 12...
In MP4 it weighs 3 times more
What
yeah that does kinda suck
5 on island, 2 or 3 in jellyshroom, 2 or 3 in DGR
iirc it's 3 in the jellyshroom 2 in DGR
oh i forgot shroom and deep are also degasi
what else would they be 😭
dude the fuckass pda next to the shroom on the ground it sucks i found it like after reaching the lost river and it was apparently the single hint you have about ||seamoth depth 1||
scanner room the goat
anyway
guess i missed one on the island too
it'll be fun to figure that one out when i get back into c2c
By the by try 8mb.video
good video compressor if the video's too big for discord
idk what the upload limit is here i havent been keeping up
oh nvm 50mb that should be plenty no?
yes, it is
So has anyone else encountered this problem?
if I didn't have prior knowledge of a lot of things from previous runs I'd be building scanner rooms in almost every biome 😭
i thought #4 was the one outside but the numbering does not really matter
do it again with runtime editor installed, and rather than clicking the PDA, back away, enter freecam, and inspect the object
it will have a StoryHandTarget
what is the goal (or maybe it is called key) field on that object
its exact value, including all spaces, markings, and so on
kinda wanna play C2C again
gotta downpatch and get a modslist together for it first tho
we got another one
I too keep meaning yo reset my suffering
Blue prince kinda drew me back in to its endless puzzles
I saw the matric
I did the ouzzle so fast
Ans you know what it gave me
I GIVE YOU 1 GUESS
a shiny rock
Well recently i did find a key actually
But that time
It was just...anither puzzle
Sometimes the challenge is it's own reward type shit 
It is..
Its just
I thought i did something so much bigger🤣🤣🤣🤣
And then all it did was just...you know
Ive veen theory crafting my next beggining
Im oretty sure it wont be reika approved but im already cursed with knowledge
Gonna fuck around a lot with the || auto farmer||
Essentially i want to basically never have to manuall grab farming stuff again...
I apologize. It really depends on if I find it is a corrupted playthrough or not. On an uncorrupted playthrough, the ping remains after I scan or collect the item, the ping remains on the map. But as far as I remember after I save, quit and restart the save, the the pings of the afore mentioned items/objects are gone. The only object that I have ever had with a ping that never removed ||was the forcefield door lock to the chamber where you get the alleviation canister, after it was unlocked.|| But that may have been the playthrough I had to revert back 9 days to an earlier save and I never had that problem again.
I'm trying to play catchup on all the convo's I've missed. My recipe list broke. I paused my game for a minute and came back and when I resumed Every recipe was unlocked. Every recipe on every menu for all crafting devices. So I'm guessing that some factors for bugs lay in the system executing the program suffering instability, and changing aspects of the game. I saved and quit the game hoping it would fix the error but it remained. I made a backup before I made the new save so no harm was done. So I can understand how it can be hard to weed out the actual bugs from the issues caused from bugs mixed with unstable systems.
Why you workin so hard to save a dead savefile?
Just reset already luls
Because it's not dead😎
Its died several times.
But I am able to revert to a stable save with only a hours or even as little as a few minutes lost.
Man, Adhd dual thought trains don't type well.
Oh, and this was already the reset. ☠️🎉
I think these are my consequences for buying "inexpensive" or "affordable" ram. I suffer data corruption more frequently and proportionally to the amount of building that I do. I had just build a new large base and fortunately saved not long before I paused. When I came back all game craftables were unlocked. I'm beginning to recognize other parallels with big constructionporjects, long plays sessions resulting in corruption. (Not to mention game crashes). This is very relieving.
What did you so to break your recipes
How old is your file
Oh nvm on the age
It says only 6 day 17 hrs. But I've been play it for months.
I wondwr if things coukd be borked due to semi big uodates? Idk
All I did was build my farm base, I used a crafting station to uncraft two titanium ingots to make two more reinforcement platforms so all were normal then. I made two outdoor planting beds, planted seaweed and literally sat and watched it grow to 50%. I paused for 10 -15 minutes to help my kids, came back and had no food, went to home base to cook some peeper, everything was unlocked.
Whats your mod list?
How long do you leave it paused for? Im wondering if the length of time the game is running/is paused for has some amount of correlation. Any time i need to pause for more than say 10 minutes ill just save and exit if i can, since the longer the game is open the laggier it gets
So im curious if something similar is happening with you, only more detrimental in your case
Can someone point me to what mods are recommended for a playthrough of this? I can't find the message
Radial tabs and easycraft are common
It has integrations for de-extinction and FCS
I think it also has something for seamoth arms?
Had, I don't remember it getting anywhere
I really don't remember lol. it could have been 15 minutes, or it could have been an hour. My boys are special needs. I loose track of time easily. Your hypothesis is very plausible. But in the case of me building my massive base 500 depth down to where a certain crucial "thing" is took hours. It got super laggy after that and it took me 9 days to notice my geyser had been deleted. the lag and errors got so crazy!!!! Sections of the containment platform started appearing where the falling debris crashed instead of nano carbon.
If I hadn't started making backups of my game save, I would have had to restart my gameplay for the 14th time by now.
I still have issues with falling debris only falling when the game starts during the loading screen. It rarely falls while I'm playing the game.
bag mod i think it was called?
moreso a thing i use i believe
just lets you add more rows with upgrades that get more expensive (2 rows for each upgrade, 3 bags)
6 rows more space
So who here also was extremely disapointed that the bags in yhr auroror were not inventory space
🙋
Is there any documentation on the mood / morale / happiness mechanic? I don't want to read source.
most of it is common sense or story driven stuff
the most "unintuitive" part perhaps just the simple "that of it which you can control is primarily driven by base decoration"
Thanks
Also bug report. The game keeps spamming "Found no (pro/re)pulsion gun to swap" when I scroll in most pda tabs
Not sure if a compatibility issue
it is the mouse wheel
did you rebind the swap hotkey in the game options
however i have seen others do so and still have it triggered by mouse wheel
It's bound to backslash as it should. It generally happens on a freshly loaded world. Perhaps a compatibility issue with some mod, but I'm not sure.
I have a glitch where sometimes upon trying to swap batteries, the prompt stays but I cannot switch batteries until I restart the game
not sure if it's related to this mod or not
I got that too once in a bit
that is an effect of the ghost inventory thing
for whatever reason battery swap breaks for the rest of the session when that bug becomes active
@unreal flame
hey can you help me get legacy subnautica working again?
i really wanna play it with people
w hat
can't really help with that, just follow whatever instructions exist
Could base plankton please be nerfed a bit? Or at least have some form of earlier barely effective mitigation? I was thinking a grav trap could work.
There is an early form of full mitigation
Its as annoying as it is in order to encourage players to find the solution, since said solution is necessary for progression
It is a bit of a needle in a haystack imo
Deoending on how one explores the map it coukd take a long time to find
It's less of a needle in a haystack than you think, because people are expected to look through at PDA entries. Some things aren't going to have an obvious solution unless you do a little bit of thinking. What is the nature of the problem you're faced with? Is there anything that you're familiar with that has any similarities that may prove useful, even indirectly? Go out and figure out if your hypothesis is correct or not, explore, experiment, all that jazz
I struggled with seabase plankton as well, but I made it work even before I found the solution to it, though I think it's since been nerfed maybe?
i am reluctant to add other mitigations because that could easily lead to players just using those and then dealing with residual effect and never feeling compelled to find the proper solution
Happens on my save too. Few months old
Want my save(s) Reika?
Such that you can find out why they're broken
The current one has a few unknown perks I'm just seeing how far I can get. Also I can't acquire liquid breathing because I can't get one of the necessary components for some reason (that's a lie I just need to start a new save and beat it within 20 hours)
It might be UITweaks or the map mod perhaps
Its more i think its easy to not go to the biome and end up doing a lot of other things...pretty sure its in one location
It's, uhhhh, not difficult to get to honestly
I never said difficult
I woulda say hay in the needlestack
Its more that you coukd explore 5-6 biomes quite easily before finding the cotrect one
Wuite easily
yeah, and I say not really because of associative reasoning
What is the nature of the problem you're having? What knowledge do you currently have that is even tangentially related to it?
If you're having power problems, do you do a blind sweep search for anything and everything, or do you narrow your focus onto things related to power production and/or power consumption reduction?
Following this type of reasoning, I thought of two potential candidates to solve the seabase plankton problem. The first one I tried was incorrect, but the second one ended up being correct
But if you dont find the thing you dont find the thibg
I more mean you coukd easily not have the thing that is the solution
They're not exactly difficult to find. Once you get an idea of what kind of thing you're looking for, you'll find it pretty quick, even if you haven't already stumbled upon it beforehand
Yeah but there are many biomes
One could easily just not go to that forest for a fairly long time
You narrow down which biomes provide what you theoretically need
And esch biome takes a few hours to conb
Again, you're talking as though you're just blindly looking for anything and looking through every possible corner of each biome to find this
By understanding the nature of the problem you're having, and understanding what kind of thing you would need to solve said problem, you can problem-solve from there. You're dealing with phytoplankton, so you likely don't need to get something that can kill leviathans, or grow food faster, or harvest titanium more efficiently. You're looking for something that can help deal with phytoplankton, and by understanding what phytoplankton is, you can narrow down where a solution for that might be by process of elimination
And it's not like the solution is hidden anywhere, it's out in the open and likely one of the first things you'll run into
It's a good teaching moment as well, because this isn't the last time you'll need to use this line of reasoning in your first playthrough of the mod
I think the sokution is pretty small and missable
Not to mention there are two identical biomes and only one has the solution
UITweaks is a good guess given what it does for recipe crafting
It's not like you can't explore both, you just don't need to do it with such scrutiny as you're implying. Also they aren't very missable, they are new and bioluminescent, and also spread throughout a large chunk of the biome
Again, if you haven't experienced it before, the moment you see something new in the area you think has the solution, you're going to go check it out assuming you don't think it'll kill you
I'm also wondering what causes my fabricators to open their menus exceedingly slow.
low morale tends to do that
Oh really? I thought it was a bug. Thanks
I dont think they glow all that much
And i though it only grew around the
||MUSHRROOM||
epic spoiler fail
Perhaps there could be written a PDA entry, something along the lines of "Alterra Wellness ™ sponsored guide for keeping workplace productivity" that details the morale mechanic.
you know damn well alterra would not write up any sort of mental health upkeep guide
fair
Is there like an initial summary pda entry? Like "hey the aurora crashed, you gotta survive, here's some tips" and then shove it in there
there are a few informational pda entries that I'm thinking of, and one of them may touch on morale but I don't remember entirely
I dont see how its hard to believe someone could be well beyond 10 hours in before they find the thing
There are at least 3 biomes that all cater yo || filtering||
2 of the obvious and also one other that should be obvious but doesnt have a direct connection
Not to mention there are tons of things to be working towards at the start
And since there is only one....circle? Where they live, if you dont have it you dont have it
Depending on what you find too
|| microfilters|| could seem like a route of some sort,
Deoending on where one outs their base they may not even deal with a lot of the plankton early on
Early game there are many biomes that are easy to access
You didn't say anything about how many hours in. I was over a hundred before I ended up looking at the PDA for it, because I just never really bothered to look for a solution to it
Both reds, parts of the aurora, either island, both kelps and i know im missing
I totally did
You said each biome takes a few hours to comb
Yeah that's not hte same as being 10 hours into a playthrough
This one
Def implies time
Puzzle solving skills buddy😉
It also implies the lack of exploration, which I'd say is more important than total time spent in a run
Noy really
You could have comes like
8+ biomes
Before going there
Easily
Eaasily
It has like 4 separate progression-related things in it, some of which directly tell you to go there
Each iome requires a lot of exploration
Yes, but you rarely comb through the entire biome on the first visit, or even in one go
uh
Especially with the biome tracker
Yes
or rather the same mod
because there are many things you have to return to hte biomes for before you can finish combing it
Not to mention basing back n forth
mainly due to depth, but there are many other limitations
Depth isnt that big a limitation early on. Caves maybe
so you quite literally can'tcomb through 8+ biomes before getting to the mushroom forest because you don't have the tech required
for the kelp forest, grassy plateaus and safe shallows sure
those are above 0m and I'd be hard pressed to call hte islands themselves biomes
also the mountain one has the gun, so again, progression is gated there too
They are one of the important early game stops if you want a functional base
yes, and it doens't take long to comb through them either
The gun platform isnt all too importabt
Purplw turtles broski
you find them by exploring the island
But you would need to go back for story purposes eventually, but arent all its flags ignorable
not really, no
no, I was responding to the flags bit
Which flag matters ther
Iirc there's gating related to attempting to shut the gun off for the first time
in c2c I think yeah
hell if I know, I just know that there are a lot of flags related to the infection, and it wouldn't surprise me if the gun being attempted would be one of them
not like you'd know anyway, since you'd only find out if you never tried it during a run, or if you looked at the source code
Gun you have to come back for regardless due to purple turtles
But im oretty sure future khara flags override the gun
can't comment on that cause I wouldn't know
but also yeah that's my point, you come back to the island multiple times
I can acept not 7 or 8 biomes
due to gating for the most part
I don't think I fully combed through a single biome by the time I had access to the lost river
maybe like, 1 or 2 of the smaller biomes
seems so
I largelt just think it would be nice if there was a second needle to find
I mostly explored most of the biomes, but there were still some things left to explore and I ended up just knocking all of those out before going deeper
Possibly in a sister biome
I..get obsessive about it
I dont like to leave a biome uncombed
Which is probably why you're spending 3+ hours combing biomes
Yeah that's not really a normal playstyle
It totally is
Or maybe it is, who am I to know what normal is
We dont have the data to argue this adequately
But not one I've heard of, and it's likely to cause headaches like this when trying to play c2c
I nean you still need to cpmplete it anyways
because there's a lot of return visits to a lot of different biomes at different points in progression
It just adds game length to come back and look later
Shortens the game as a whole to get it done now
Comming back later meabs memory on the smaller bits will fade too
So more lijely to look at the same cave again
For 1-time things yeah, but a lot of the progression points are resource-related
Exploration is via travelling, gathering is mostly via travelling as well
Yeah but the intent of the actions are different
and there are a lot of things that require travel to gahter resources for
One may even bring a diffetent inventory for gathering compared to exploring
I find noticing things when doing sine a to b travel quite difficult
If im nust gatheting, im probably not bringing the mith, using azure seaglide on surface of water with little to no gear
that's unfortunate then, since afaik the way reika plays is a big part of how the mod was designed
Grab my stuff n get out
and so far you and some others play almost incompatibly compared to how reika has designed it
I beat this mod once
I felt rather compatable woth the mod
Ive half beaten it 3 times
Morale uodate more or less murdered my last playthrough, still havent solved why my depot downloadet didnt work right as it should have
I mean you were literally just highlighting multiple things that would contribute to having trouble with figuring things out and discovering new htings
If one is fathering
namely this
They lnow they exact locstion they need to gl
You go there
You grab
Your inve tory fills
You go back to base
yes, for the thing you're actively gathering
and if you aren't paying attention, you end up missing a lot of other things
If you are exploring, you liekly are only gathering tiny amounts and is not the focus
Vather is not exploring
They are completely different activities, even if they have small overlap
I dont think you do gathering runs ever then really abasrd on your description
how stationary are you when you're gathering materials
Well depends what im gatheting
Say im gathing the green stuff
Im certainly not loooing at rhe ground
Say im looking for the shiny stuff, im actually largely staying still as i wait for it to be available
Say im grabbing the deep purple
...thats actually super stationary
If its generic resource gathering, i use a single scanner room just by the jelly cave entrance and plateau
common materials that are scattered arund
As you can scan for a littoe bit of everything when there
wdym, you can only scan for 1 type of thing at a time, unless you mean you just switch the scan after gathering a small amount of things
I only ever gather 1 resource at a time i guess?
or use multiple scanner rooms in hte same base
I don't understand what you think is efficient
Multiple scanner rooms in the same base?
That's probably fine, just a bit of a mess visually because of all the popups on your hud
I use 1
so you just use the scanner room normally then
if you see it while you're swimming to the limestone?
Id just get the limestone scanner
And spend the 3 mins gathering beacons
Probabyl elss than 3 mins with azure glife tbh
since generally speaking you'll be low on both unless you just spent a bunch of time gathering sandstone outcrops
More like a min or 2 to grt full inventory
Tgen i dump into the right chests
Have more than 3 resources gathered
Woukd make basing much worde
As youd havr to sort between 5 or 6 chests rather than 2 or 3
I assume you have 1 resource to 1 chest
I really can't tell what your point is, because it sounds like you're describing normal material acquisition methods, but it sounds like you're trying to differentiate that with what I've been saying
do you not look at your surroundings when you're gathering stuff?
thats exploring
the act of looking around is exploring
You are dexcritping e plroing
you don't need to comb the biome to explore
Wgere you gather
Not gathetinh when you explore
If you are gatheitng you are eithet going to an e trenely specific apot of the map
Or you are beacon hopping
it is not that binary
Neither of which involves chrcking out random caves
many materials require me to go all over hte place to gather them
especially before access to the prawn
You would never go explroin in a random vave if you are gathetinh plancton
Makes no sebse
yeah but I'd go exporing in random caves if I'm looking for gold
or mercury
not mercury actually
very specific caves for mercury
All i was originally saying
Is that is it very very very fucking easy
To miss the only way to deal with base planlton
You are more likely to find they way to avoid plankton
Befoe you are liekly to find tge needle
it's also easy to just sit in your base and not explore
it's easy to make a lot of mistakes
but that doesn't make the solution to hte problem so painfully obscure that you think it needs to be changed
simply because it isn't obvious to you and some other people
if you don't think about it yeah
You are blind
You you think its bkt
Not
Vecause you could spent a few hours exploring the auror alone
You are an aas
I genuinely do not understand your time management then
My first foray into the aurora in c2c was less than an hour
My aurora trip took around 20 mins aye
then I came back I think 2 more times, both of which were under an hour, probably lcoser to 20 minutes because there was less to explore and I knew where things were
I actually can't do that because my morale goes way too low
I prefer to be out and that keeps my morale manageable but prevnts me from sitting down and reading
which SUCKS
well there are several tools that help with that, I generally found myself sitting down and reading in a specific room
yee fair enough, I can't really comment on basing early on because I never bothered with decorations until way later
My save be only 5 hours old
but I'm fairly certain there's enough variety even without collecting much furniture
oh yeah that's super early still
my save ended at about 200 hours 😭
you have a looooooot of content to discover
I'm jealous, I'd love to go into this mod blind again
this brings me much joy
????
because you play the game with a very narrow vision? I don't even play what most would call efficiently, I'll take my seamoth to places where I could have just swam with my seaglide, because until I've gotten to the point where there's nothing left to explore, I'm going to keep my eyes open for anything new
Is that such a difficult concept to grasp?
Also ironic that you say I lack understanding of people, when it seems like neither of us understood the other's points that were being made
also I'll be so real I don't understand being elitist in this context
He's elitlist because he can use critical thinking and basic reasoning and deduction skills?
Not to psychoanalyz. But I think you might need a therapist to work through some things.
I'm not gonna harp on it too much more until they respond, I just don't understand it in this context. There was a complaint about the solution to seabase plankton being too easy to miss, and I disagreed. We both provided context as to why it would either be easy or not easy to miss from our perspectives. From my understanding, they focus on the task at hand to the detriment of seeing unrelated things around them. I think there may have been a breakdown in communication when we talked about resource gathering compared to exploring, because outside of a select number of resources, there is a lot of 'exploration' involved in order to collect resources. Outside of that, it's just a difference in playstyle, a difference that, to my understanding, matters when it comes to C2C. I've found that my playstyle is fairly similar to Reika's, which means I end up aligning more with the 'intended' way to play, so to speak. I just thought that was an important thing to point out, since playstyle does matter when it comes to how you experience the game, and how you play will make it easier or harder. I don't understand where the hostility came from, maybe my exasperation came across as hostile first? I'm sorry if that was the case. Otherwise I have no idea, I was just trying to express why I don't think the seabase plankton solution needs to be changed
Oh I read it all. And that's where my confusion came from.
this is about as much of a summary I can offer
did this not start as a discussion about the base plankton
and its mitigation measure
Generally it seems to be an ideological Debate about how easy a problem needs to solve and what is the appropriate amount of effort needed in reaching that resolution
With Hell taking the scientific method approach
And ducks taking the much more "common" I should be able to find it easily" approach
ye I was saying that it would be natural to figure out where to look for it by virtue of understanding what plankton is, what can prey upon it, and where you might find something like that
assuming you didn't stumble upon it beforehand and read the PDA entry for it
i mean it is fair to say that nothing exists that tells you where to look
it is very true that once you find the thing you should need to figure out that it is applicable
when i designed it i sort of envisioned that you would have found it around the same time you start building a base
so there is the possible issue of having built a base long before naturally finding it
Also how do I stop my subnautica guy from being really depressed? I feel the vibe, but it really kills the mood.
well you're stranded on an alien planet after your ship crashed and you aren't sure if everyone's dead, so, some potted plants and a poster might help
in all seriousness there's a lot of ways to deal with low morale, most importantly there's something in the rooms PDA entry
For claiming ithers arent usibg any thinking repeatedly which is an absurd claim
When did I say other people aren't thinking? I'm highlighting the thought process that is intended
If you're referring to this, in context I'm still referring to the thought process that I highlighted immediately after saying "you need to do a little bit of thinking" rather than saying that people aren't thinking at all. There are probably instances of people choosing not to give it much thought and then get stuck, but I was addressing the idea of it being easy to miss. It's similar to the ||nanolathing drones|| bit, since the location they're in are specifically described, and you can figure out where they are purely based on the text since there are only 2 locations that match the description. I can certainly assume the level of thought put into something, but I generally give the benefit of the doubt and try to understand where the thought process was going, hence why we had such a back and forth with me asking you questions about your process rather than just asserting that you were somehow wrong without hearing how you get to your conclusions
This
Implying that the only way someone could not find the needle in a haystack because they didnt think
Its absurd
As if this isnt an open ended mod that can go a thousands paths
By thinkibg you might think filter feeders and fungi
But untik you have the specific needle which is only in a hard to describe the size of circle
I dont think its that hard once you have said needle
My argument is that its a needle
This mod is filled with needles in a haystack
Its...how i would describe most of the things
Its not designed like outer wilds
Where there are always 4 things at least pointing to a thing
Its more designed like blue prince
Where is gives no fucks if you didnt notice that the back of a statue had 4 letters placed on it in a specific way
C2c is in the no fucks given if you miss iy category for the locations of needles
Sometimes logs help guidw
I just think its very reasonable that someone wont find the mentioned needle, untio late in a playthrough
Im a bit heated so im sorry that came through so much
so what is the information in your mind that tells you
"i should specifically go to the mushroom biome as it is the only biome that may have my solution."
thank you
i feel is nescesary to say im not refering to this as directly a bad thing
there are flaws with the method, but the vice versa just has the opposite flaws so that is not a fix, and flaws themselve i think somethings arent fully bad, espeically in games that are works of art
if i give a realy weird example
i think kh 358/2 days is actually a good game
but only because it's bad and not very fun
if it was more fun to play, it would harm the overall narrative
since...well main characvter is supposed to essentially hate all of it, in a paraphrasing sense
As I said before, 20 hours of a playthrough does not mean 20 hours spent looking for the solution. We've been over this. When I said if you don't think about it, I quite literally meant if you weren't looking for the solution. I even explained that I didn't find it until way later, because I didn't think about it. I was not actively looking for the solution until I decided to, and then I figured it out shortly after
As for this, I think I may have said it already but I don't remember all the points I made, so here it is potentially a second time:
The area they spawn is integral to progression, you won't be able to progress passed a certain point without going to it. You're railroaded into it relatively early in the run, probably before the halfway point if I had to guess. If they aren't actively looking for the solution, then yeah they may not end up finding it
Alright here's the full thought process, spoilered because I would have preferred not giving answers away. ||Phytoplankton are microbes, yeah? Microbes can be filtered out of the water. My initial idea was some kind of base piece, but obviously I didn't have anything like that, so either I was wrong, or I had to unlock it somehow. The usual way of unlocking something like that is to get scan data either for it, or something that has the function I'm looking for (see: geyser coral). The function I'm looking for is essentially filter feeding. Where would I find a filter feeder? In a place with a lot of microbial life about. What biome(s) have a lot of microbial life? Looking at the PDA, the mushroom forests are described as having high amounts of microbial life. Then I go and see if my hypothesis is correct.||
If I didn't already have the scan data for it, I would have done exactly that. I've done exactly that for other things, and I have on video my various attempts at figuring things out and failing because I wasn't on the right track. You can probably simplify the thought process down to just "I need something to deal with these microbes" and checking places that are full of microbes
see what i said about building a base way before you have such pda entries
it is trivial to check biome discovery and StoryGoals more generally so i am wondering if i shpuld delay plankton formation until after those flags are set
How long would that delay plankton formation though? Iirc the first big progression point in the biome is ||the bacteria||, or if it counts both biomes, ||geyser coral||. Depending on how long it takes for the player to be more or less 'forced' to explore the biome, there may be even more confusion when the plankton does start showing up. They may have access to the information they need, but it may cause even more confusion if it were to suddenly show up without any discernible reason
To my memory, the earliest you would need ||volcanic traces|| would be for the ||seamoth depth module mk2|| right? If that would be enough of a trigger for plankton to spawn, I think that should be early on enough, and would align with when the player starts exploring those kinds of biomes. Otherwise I don't know when the ||bacteria|| become necessary, so I can't comment on how early that would be
What about lowering the density before the biome discovery and StoryGoal(s), and then increasing the density to normal levels after those are checked?
this is a valid point, though i would be surprised if it was more than a dozen hours tops
more likely 4-6
i mean that is just as easy
yo wait this is still going on?
damn thats awesome
I know i can have long pedntic rants n thoughts on game mechanics, but j only think about mods and games that i enjoy playing
is this mod updated to the latest version?
if so are there any mods other than the dependencies that have compatibility?
Its still on legacy, not 2.0
shame
looks like an interesting mod but i dont feel like dealing with changing versions
is there an estimate on 2.0 currently?
Work begins sometime next year maybe late this year? I cant recall it exact. If your ctrl+f reikas messages it is somewhere in therr
Reika's last mention of it was that the earliest she would begin work on it is easter of 2026
I dont think shes mentioned starting yet though
wont be for a while i dont think
dont expect it this year or the next if ur hoping for an experience like legacy
what do you mean, "an experience like legacy"?
i mean as stable as the current version of legacy
as playable, etc
like its not buggy or like only 30% of the mod is avialable on 2.0
it will be 100% from the beginning
i doubt it
ryley deliberately swims downwards such that the air bladder becomes absolutely useless because he's depressed from being in the blood kelp biome for two picoseconds
Comforting to hear
haven't used the air bladder, but I'd imagine it's a force applied to the character rather than some kind of speed modifier. I can't imagine low morale would slow down how fast you're pushed around by underwater currents, as a comparison
Hey @trail plinth was it you who posted the mod list that you used while playing?
I cant remember. 😅
I found the old post, it was you. I had forgotten about the grounded item fix. Thank you for reminding me. After I installed it and went to the geyser next to my main base, the volcanic eruption of resources coming from it was EPIC! Lol, it's going to take some time to organize my storage. I have an item collector in the geyser and my base has been grown large enough to be inside its reach. It's amusing playing find the rss when I come back from long missions.
Is the update for this mod still planned?
yes
evtnaully
no real timeline but is planned to be worked on. Should even have all the features from legacy to the new
yes we just dont know when
Good shit
I'm not sure what to feel about most of morale improvements gated behind the multipurpose room
I mean it works with how C2C basically requires that you spam bases for exploration. But at the same time. And maybe these are there already, I haven't played in a while. But it'd be neat if more items like higher tier diving fins or o2 tanks gave litte counter balances to how fast morale drains in stressful situations
That says... as someone who lives with anxiety disorders. I can see the more psyco-realistic angle Reika is taking with the system. And it works well.
imo it shouldn't be much of a hassle to get the multipurpose room blueprint, you could probably make a beeline to the floating island if you really wanted to
Actually got the ||250m degasi base|| first. I remember it feeling much deeper on my first playthrough
Huh I first tried sea to sea 3 years ago it seems
I mean... don't most of us already do that anyway? 
The only real difference is how painfully slow the swim is with morale
Hmm... I could start a new c2c run... it would make SN2 feel like a pure dopamine rush by comparison
Hmm.. no. Bad idea. My anxiety isn't ready for Rekia's more psyco-realistic approach
I still think youd love blue prince
Its super low stress but still insane puzzles
And i hard respect any game where the tutorial is
|| getting the ending||
I mean it's actually not the anxiety. It's actually what the anxiety does to my non-existent dopamine levels. Less progress = less fun. Less fun = more stress. Dumbass untrained adhd
Well...ill admit blue prince can be slow progress
But it is the deep puzzle thing you like
There might be say, a white helm of a ship, and that all has relevent meaning to the game and world
It's all a matter of pacing. I'm putting internal thoughts in an external thought space. I should probably not do that