#SeaToSea
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That reminds me I should reinstall vencord
Vencord is nice, yeah
I need the ability to speak while listening to Spotify without discord muting me for talking for more than a sentence
c2c does not work properly in freedom mode
Aw. What breaks?
half of it is going to simply not work, and i do not just mean stuff related to food and water
i mean entire active systems because they reference things not present in freedom
Wow. Like what?
this includes morale
I did notice the absence of the morale meter
What other stuff breaks?
Enough for you to need to swap to survival to get a full experience
π π 
Sure, but that doesn't mean I'm not curious
there is at least one mod here you cannot use with c2c
yes
but the kind of person who fills the game with OP mods typically is unable to perceive informational dialogs, or really any ingame text
XD
it counts as a safe place
Huzzah, it's not a bug
from a mechanical standpoint it is perfectly safe - rushing known POIs, provided you have the tech to reach them, breaks nothing
keep in mind all of them are disabled except for naultilus and bepinex
but yes it does ruin the "experience", as you are just going to memorized locations and never really exploring or solving puzzles
Does that include snagging stuff below 100-200 meters before I get the rebreather?
Cuz I have it now so it's a moot point, but if I'm going to be restarting the game in Survival Mode, that's important to know
Though, thinking about it, the only places I'd be concerned about are the jellyshroom caves and the biological anomaly
Anything beyond that, I'll have the rebreather for
all mechanically crucial (ie stuff breaks if you push past) gates are "hard", ie impossible to squeak by
Oh okay
a hard gate would be something like needing dive time longer than a max tank w/o rebreather allows
ie something literally unsurvivable without the rebreather
So ultra high capacity plus rebreather, mk
okay i just removed everything unneeded for the mods to work and somehow it isnt working
neither of those are even gated locations
I wasn't expecting them to be, but I wanted to be sure
painful to rush but not something there is an explicit intended "step" to reach
such "i want you to X before Y" get hard gates
Lifepod 15 I assume has at least one, if not multiple hard gates related to it?
soft gates are just things that i either use to nudge you (usially in preparation for a hard gate later, or to do something i like but do not consider sufficiently important to outright force), or even just are incidental results of the mechanics and balancing as implemented
put another way
as a general rule, hard gates are qualitative; soft gates are quantitative
an example hard gate is liquid breathing
In that case, the prereq to survive the journey to lifepod 15 is definitely a hard gate lol
or the electrochemical suit
Makes sense!
It took me way too long to find that suit the first time around
As in, I swam past it multiple times lol
I don't wanna remember how many times I swam past it...
another trend: hard gates tend to be very forceful
Like getting stuff from the ||abyss||, no doubt
I remember it vividly now though!
Hopefully I'll see it before swimming past it 2-3 times
yes
Are you intentionally avoiding answering this for spoiler reasons, or do you just keep missing it? Cuz I've asked about that like 3-4 times now and gotten nothing other than "morale system"
that is another good example
π
anything i hooked to the player tick is a good start
which means the entire void system, liquid beeathing, enviro effects, area progression queuing, and morale
Oh wow
you said you did QA - does that mean you are aware of how uncaught exceptions behave
if so that probably illustrates
That does explain why the liquid breathing system was acting weirdly when I made it that far in my last save
I do tech support for commercial machines, not QA, but I can imagine
Guess I gotta start over, darn.
xP
Not particularly looking forward to dealing with this morale system, but I guess this means I'll be forced to actually interact with the base decoration/specialization aspect of your mods that I've been ignoring lol
Goodbye, 10 hour save x'D
I don't remember ever seeing this before, is this related to your mods?
That's the button you were asking about earlier
Yea, it's basically a panic button
That way people don't break their saves by spamming warp when they get stuck
Good lord, does low morale make the crafting GUI move slower?
hats off
yeah.
that's the ONLY problem I have with morale
lol I can eat acid mushrooms
you can try
I mean
It was kinda funny, seeing the morale meter hit 0 when the 99999 hours thing showed up, but then bounce back up to like 30 cuz I was in the middle of doing things
I appreciate that scanning things gives morale, it's a very good positive incentive to scan everything beyond "complete the Pokedex"
Ok wow almost drowning absolutely obliterates your morale
I hadn't realized just how bad the air bladder is in legacy SN1 lol
"wait timer credit"?
not my doing
initially it made crafting slower or faster but that did not make sense as it is the machine doing the crafting
so i made it, if you use radial tabs which has the rollout animation, make that go slower
to emulate reluctantly half-assedly operating the fab's control UI
I do indeed use Radial Tabs lol
"ugggh, fiiiiiiiine"
If that's the case, I assume your C2C mod suite is designed to work fine without Radial Tabs, assuming there's no other mods installed?
ayy my lifepod
C2C rewards good game knowledge for the most part, I'd say it's almost a requirement to be familiar with the vanilla experience and have done a lot of exploring already, since C2C makes very good use of a lot of unused/underused locations on the map
I remember hearing my friend complain about the morale system and I thought he was making a bigger deal out of it than he should've, but apparently not
By far the easiest way of regaining morale(at least up to 40) is by alternating eating fish and plants. Naturally, you're going to be preparing those while in your base unless you have a thermoblade and a farm set up elsewhere. The problem is that poisonous plankton eventually show up and completely envelop your base, which means every time you enter and leave your base, your morale gets set to 0. What the actual fuck
Why was this considered a good idea to implement??
There are more ways to improve your morale than just eating and scanning things
Also there are ways to deal with the plankton
I'm aware of that, I said the easiest method of getting above 0 morale is food
I meant in relation to the plankton issue
I've seen people complain about the plankton several times in this channel, yet nobody ever says how, and unless there's some sort of electrical base defense thing that drives away the plankton, I have no idea how to get rid of them
And iirc all the modded base upgrades aren't acquired until later in the game
That first one took me 25 hours to figure out
So afaik, the intended experience seems to be "go speedrun a moonpool and never leave/enter your case except with a Seamoth"
Itβll feel stupid once you find it but itβs certainly a solution
The complaints about the plankton are limited to "I don't know how to deal with this right now" because it's not immediately obvious on how to deal with it. There was one complaint about the main solution being relatively missable
Of course that's going to be the main complaint, cuz after you deal with it, it's (I assume) never a problem again
ye
But until you find the solution, it's utterly miserable to play C2C the moment plankton invade your base
I'll say that the solution is available since the start of the game
Yup
This is true
I'm going to assume the solution is in the ||floating islands|| biome cuz that's where all the other base upgrades are iirc
I wouldn't really refer to the floating islands as 'available' since the start of the game
I don't actually remember how deep the first islands are but afaik they're like, mk1 depth module or more in terms of progression, at least when I decide to go for them
I wouldn't either, but at this point I have zero expectations
I mean, I did just narrow down where to find the solution to wherever you could reasonably explore after exiting your lifepod for the first time
Park the Seamoth at around 180m and then swim down with a high/ultra capacity tank and a rebreather
Lol that's my post, I was peeved that the small fish are invulnerable to being hit by my sub.
Didn't expect it would kickstart a week long shit storm over reddit, nolt and discord
maybe a tank and seaglide would make it easier
bone sharks are my nemesis
So probably deep in the kelp forests like the ||drones|| or in the jellyshroom caves
something like that probably
I will say one more thing though
Try to think in relation to what the nature of your problem is. It's plankton, so what kinds of things would help you deal with plankton, either directly or indirectly?
Fire
I mean
if it's hot enough it could probably kill the plankton via boiling the water
hey that's not a bad idea
I assume the stasis pylon doesn't work
_> you don't mean some sort of base plankton scoop, do you?
Closest thing to that would be either the reefbacks or the ghosts
those might be a bit big to have around your base, not to mention the temperment of the ghosties
...Gasopods?
just curious, which biomes have you visited, in no particular order?
cause you may have gotten a voice log that would be quite relevant here
In this current run? Safe Shallows, Grassy Plateaus, Kelp Forests, and the floating island. In the Freedom Mode run I had to terminate a couple hours ago, add the NE mushroom forest, the Degasi base in the jellyshroom caves, and the biological anomaly. My run from last year, I scoured the entire map and had completed the Pokedex up until the Lost River, including the void spikes biome
hm, in your current run you may not have gotten the voice log so I can't really tell you to go check your voice logs
I'd suggest dropping by a couple of the other safe/early biomes, maybe check them out a little
What's the trigger for the plankton to spawn around your base, anyway?
iirc it's just time, but I think Reika is considering adding a trigger for something specific, so you have at least some context
Can't be time, cuz my Freedom Mode save had 3x the playtime and much more time with the base built
In my current save, they showed up almost immediately after I added the 3rd room to my base
I have two multipurpose rooms and a scanner room, last save it was just one of each
oh it's also biome dependent iirc, though that's basically any surface biome that isn't the safe shallows, I think
Same location for the two bases, right next to the southeast entrance to the jellyshroom caves
could also be that it doesn't work in freedom mode, haven't tested that
Nah, I've had them in Freedom Mode before
I just didn't care cuz there's no morale system
but for each of my runs that it existed, it wouldn't be long before my sparse reef base would get overtaken each time
not in long term
I have no doubt about that
But I also expect by the time there's easier methods, the plankton issue will be long solved
how are those related
kelp should be good too
i based between the kelp and grand reef and NEVER experienced them
fair enough I suppose
Touching the plankton sets your morale to zero
Which immediately means C2C is a completely miserable experience the moment plankton invade your base
Until you get a Seamoth and moonpool or whatever the plankton solution is, you're stuck at very low/0 morale
Also I wanna say it's incredibly frustrating that reading the PDA while in my base drains my morale at a notable rate
Cuz half the game of C2C is scouring PDA entries for progression clues, but doing that tanks your morale for no reason
it's less about the PDA and more about the base
Oh
there's a helpful entry about room bonuses that would be helpful with that
yeee fair enough
why would reading the PDA drain morale
Idk, this is my first time playing C2C in survival mode and I'm assuming as little as possible. The only time I've been in my base for any significant length of time is when I'm trying to read the PDA to find new stuff
Welp.... After some digging i found the post you made about a year ago -#1147624004648186009 message - Would that be the way to go, and add FCS?
As much as i do agree Reika does go a bit on the overboard side, that is the nature of a good game dev imo. so particular with taste that they don't care about everything amopngst general game design. I would implore you to consider cutting back on your mod list for c2c, it is meant to be a much slower experience. even the tools are meant to be more of a milestone, than a collectable.
radiation suit much less so, but rebreather is quite powerful in c2c
cyclops is so lategame anyways, it's rather niche
||I still never learned how to deal with the radiation in the lost river π||
the what
|| there's ?? lost river radiation now ?? ||
oh do you mean ||the irradiated base nearby the lost river entrance? you should be able to just wear the rad suit minus the helmet, last i recall||
||yea that one.||
then yeah that shouldnt be too bad
its kind of ass because of the fucking cave crawlers that deal surprisngly non-negligible amounts of damage and the Fucking Warpers that keep warping you out every Four Seconds
(((and also never shoot the stasis rifle inside because you'll end up dislodging various static objects and end up causing a hell of a lot of lag... hopefully that was fixed since my run?)))
i dread the moment i have to do that again when ill restart playing c2c that shit stiiinkssss
by the by how do you download these again
are you supposed to build them as the player
@green bane yo, i think builds should be added to the releases periodically (if there were changes) since most players wouldnt know how to build them & im not finding any sort of compiled build in the repo... except for the dependencies which probably shouldve been gitignored lol but the repo isnt staying anyway so whatever
I ran into it from the other side my first time!
|| i came from the river||
Iirc reika fixed the warper line of sight issue, since ||wrecked seabase pieces|| didnt block line of sight for warper shots before
Vanilla thing, kinda silly
That might be one of the things she's patched to be immune to the stasis rifle. There are so many things that break from being hit by the stasis rifle, mostly vanilla stuff too
Oh shit fr? Very nice
Ahh cool cool
True
Will post one later today then I think
I've just seen your repo and I've been trying to do the same thing too π . Right now I've ported over 6 of the other mods and they work with 95% of the features, but I'm just starting on the actual sea to sea mod now so I'd love to help test or debug some stuff and build on top of what you've done when I've got some time, if you need
Prototype sub is 100% incompatible forever
oh I can only imagine what it does π
odyssey sub is "probably incompatible unless integration has already been addressed"
hydra would need compat even more but is at least a balanced sub (arguably)
no idea what ion exchanger is
beluga... would probably be tough to balance, is my guess
Well, good news - the plankton vanished when I booted up the game today, so evidently they have to respawn every time I load in
So that's good, at least
Its a bit of a saving grace sometimes yeah
Trying to find any fragments to scan in the mushroom forests is like trying to find a needle in a haystack with all the plankton blocking the view
It's very pretty, but it gets old in about 3 seconds flat with how much it blocks and with how laggy the biome now is
Scanner bases. In every biome
That is the goal eventually, but I don't have the materials on me for one rn
No gold and no rare metals
Start with one in the safe shallows. The grassy platue are good place to get said rare metals. And the barnacle on the reef back specifically only drop silver and copper
For the rooms themselves you want the hud chip and max range upgrades
Yea, I'll admit that takes a second to get
Partly cause of the enameled glass
Welp, my base is in the irradiated zone and I don't have a radiation suit lol
I dun goofed
But ye, once you can get the mag for a hud chip. And a scanner room in literally one multi-biome range that has both sandstone and limestone nodes. You're safw
Rookie mistake
My base straddles the boundary of the irradiated zone, my crafting area is inside the zone while my scanner room isn't
Oooh, actually for those rare metals. Make some medkits, and hang around the largest thermal vent in the safe shallows
It spews up all kinds of stuff. Just try to avoid the heat spikes
Radiation sickness causing the fabricator GUI to move slowly is making me die to radiation before I can put the suit on lmao
Took another attempt, but I survived x'D
1hp and a dream π
"morale boost" my ass
try as you might, the player will still find a way to softlock themselves
so, funny thing
you did manage to get out though
I probably gotta wait till I heal first lol
being on death's doorstep is going to limit your--yeah lmfao
health, hunger and thirst being low will limit your maximum morale, even if you would otherwise have an increase to it
imo low morale shouldn't affect the seaglide movement speed
it does?
I'd imagine even on an implementation level that would be a pain to do tbh, since the seaglide is just a modifier
so there would have to be a check of "using seaglide with battery" that would basically revert the low speed from low morale
iirc seaglide ignores the speed penalty from weight, no?
i cant see it as anything other than "if seaglide equipped: dont()"
I don't think there's a weight mechanic in subnautica?
unless you're using a mod that adds encumbrance
What's the point of the lightweight high capacity tank, then?
you can carry more in your inventory without it slowing you down as much i think
same
it's a slight bonus to your ability to move
but I don't think it adds any speed in terms of moving in a straight line
The Lightweight High Capacity Tank (henceforth LW-HCT) is an equipment upgrade for the High Capacity Oβ Tank, giving the same +90 units of oxygen (for a total of 135), but with a slightly lower Swimming Speed penalty, -0.1 m/s underwater and -0.13 m/s on the surface, rather than the High Capacity tank's -0.4 and -0.53 m/s.
From the wiki
iirc the seaglide completely ignores those modifiers, so you could probably have morale piggyback off of that if we wanted the seaglide to ignore morale speed penalties
not really much of a difference tbh, especially given all hte modifiers and the existence of the seamoth, but fair enough I suppose
really? I thought the seaglide was just a bonus of like 1.45x or something
oh i thought it was just for that hoarding oxygen tanks gameplay types
now I gotta check
While not equipped, the LW-HCT takes up six slots (2Γ3) in the inventory with no speed penalty. Speed penalties only affect unassisted swimming, and do not matter while using a Seaglide.
Also from the same wiki page
oh you know what
I might be thinking of the ||azurite battery|| bonus π
I might be a bit dumb
The speed penalty is only relevant while wearing the tank itself, not while it's in your inventory. Which makes sense, cuz the penalty for having a tank in your inventory is the massive amount of space it uses
Do the ion batteries have a similar bonus?
Ah, I assume C2C changes that then
That makes sense, gotta make the ion batteries the best somehow
actually nope, ion batteries stay the same iirc
oh
Cuz ion batteries have a capacity of 500 while the azurite batteries have a capacity of 750
oh maybe they did get buffed then
for capacity anyway
not actually sure, I'd have to check at some point
I miss when I could trust my compass
I love magnets
idk why I crafted this thing, it's so useless in C2C
it works sometimes
It's not working in my base
its useful for the like 15 minutes after you craft it
mostly if there's no ongoing geomanetic event or if you're in a magnetic biome
oh yeah hardmode C2C makes geomagnetic events more frequent
"geomagnetic event" wat
after that you have constant magnetic field shifts or however the fuck it was explained so it isnt useful ever anymore
it's literally just compass spinny time
they aren't constant, they're just frequent
thankfully beacons are unaffected and much more useful anyway
I've used my compass plenty in my last playthrough
i do not remember a single time i could rely on it
Ok my decoration rating in my main crafting area is now above 0, so I assume my morale won't tank anymore while I'm chilling there
maybe just to make sure im roughly following the same straight line for one of the mechanics (you know the one), but it still sways to the side uncontrollably
so you have to kind of guess where the middle of that oscillation is
it sucks
atm it's rock solid, actually
It decided it wanted to work properly
welp, the plankton have arrived
Time to Alt + F4
Cuz I'm not dealing with that rn
Oh good, that worked and is consistent
making note of it this much is a good way to find out they've become pestilent persistent in the future
yeah ik
With how close my base is to the jellyshroom cave, you'd think the scanner room would pick up the magnetite, but nooo
have you loaded the area previously
I think so? My scanner room scanned a databox before I even left the room, I think
Yeah I know I went in here once before cuz I have a piece of jellyshroom in my base storage
Wow, the stasis rifle is expensive af
So what's the reasoning for making the "please update C2C" message permanently across the entire top half of the screen to make the game unplayable?
people reporting bugs from older versions
Yeah, that's about what I expected
are you playing on an older version?
Atm no, but my run where I was trying to access the lost river got nuked because I was forced to update C2C
ahh, not sure why it'd be showing up for you then
atm it's not, I was just curious
oh derp
Huh, I was expecting the propulsion cannon to be more expensive
e.e is this the thing?
...what the fuck is a microfilter
I mean if you want more plankton...
:)
Huh, I can't save in the life pod anymore
Weird
and now it works fine?
Rebreather acquired! π
It's weird that getting stabbed or blown up does nothing to morale, but the moment I get near a source of heat or poison (or electricity, I assume) my morale tanks to 0
i'm waiting to give a proper opinion on the morale system until I've had a chance to actually use it myself, but it does seem to have a bunch of odd quirks
lol Cyclops depth module mk1 acquired before the Seamoth depth module mk 1
Ugh, there's supposed to be moonpool fragments in that one Grand Reef wreck, but no, all I get is thermal plant fragments
some fragments were moved around, i think
As much as that annoys me, I can't bring myself to disagree with the sentiment behind doing that
just wait until you start finding more of the unlocks that have puzzles between you and them
I found one, though!
So now I'm at 3/4
Once I get that 4th one, I can completely ignore the seabase plankton
I think that's more of a function of damage amount per hit, hence why when you're being burned or poisoned your morale your morale drops to 0 because it's a lot of hits
don't worry, getting bit by a reaper will hurt your morale a lot too
Nah, cuz then I'll just die and reload lol
C2C: The mod that (sort of) encourages save scumming by way of forcing it to happen if you die outside your seabase
Why does my morale drop to 0 in the crash zone??
Trauma
So I'm just meant to hope and pray that no reapers will show up?
...or feed them fish, I guess
Is it just in the skid mark where my morale drops to 0, or everywhere in the biome?
iirc it's the entire biome yeah
Ew
it has the highest morale drain of any biome iirc
If you couldn't eat food while already at 100+ food satisfaction, C2C would be actually unplayable in the early game
And I mean that with 100% sincerity
You'd be permanently stuck in the single digits unless/until you find some other way of boosting morale
I love it when I get in my Seamoth crooked
Honestly? As someone who has legitimately lived through several traumatic events? You'd never really get over that. Plus the biome itself just sort of sucks for the human mind in general. It has way too many conditions that can generate fear, anxiety, and depression
Sweet ultra high capacity air tank
That's entirely fair, I just wasn't expecting realism to win out over "oh fuck I need a way to survive the half-dozen Reapers in the area and MORALE BEING 0 IS NOT HELPING!"
It's a matter of game balance/mechanics vs realism
Oh yea, I mean it does add an element of reward to risk. And creative solutions to make the reapers fuck off. Because you only go to that biome for crazy important upgrades.
So it's a challenge.
mhm
And once you solve that challenge. There's a euphoric satisfaction to that
I mean, there's already alternate methods of surviving reapers in vanilla
||except for the data box at the life pod. That just sucks period.||
I plan to bring a bunch of fish with me and feed the fish to any reapers that come calling
And if that doesn't work, idk
Make a few quick excursions and hope that I find one more moonpool fragment
Never mind, found one above Offer Keen's life pod π
Oh yea, life pod 19 is loaded. I always make sure to swing through the blood trench entrance that's there and grab a piece of blood oil
That way I can start producing an infinite amount of it later on
Oh shit, that's convenient
Gonna be using a consistent benzene later on
That's actually a vanilla spawn for that databox
It always takes me forever to find it
I usually end up having to look it up on the wiki
wtf my morale is max
I'm sure that won't last long tho
Yea, just grab a single blood oil and get out
Oddly enough, even after grabbing 2 and scanning a few things, I took no hit to my morale. I assume there's a delay for when morale starts dropping?
Maybe.
I've ended up memorizing a lot of weird databox and fragment locations over time
Oh boy, I love having to find out where new modded resources spawn x'D
Oh you don't wanna bother with that for a long while 
Oh that's new
Man. I remember one c2c run where I got crazy lucky early on. I found a time capsule with swim charge fins
Hm. My morale is slowly draining in my base, clearly I need more decoration in my main room
Somehow the wall planter does nothing??
The fuck
Yea, you need it to qualify as a "leisure space"
No clue
But I wanna craft π
Make another room. Different room types have different bonuses
HOW IS IT STILL NOT WORKING
It helps to have different rooms for everything
All I want is for my morale to stop going down while I'm crafting
I think a proper leisure room results in an overall slower morale drain following a recharge
Which means you want one in multiple bases across the map. I'm not sure how many of them you're actually capable of making though
Oh, I see you're using Rekai's extra mods as well
is there anything wrong with this that could cause the 2.0 port to fail to load
I have a lot of mods
88 of them, not counting SMLHelper
logs arent saying anything is wrong with the loading
Very descriptive scanner room, thank you
its either im missing something incredibly obvious or the port is truely that unstable
Something special
Something is wrong here
odd
its not loading
oh wait nvm i thought it said nothing is wrong here
(its the 2.0 port thats why its in bepinex not qmod)
whats the thing thats wrong? ive been trying to get this working for literal hours
I see things like submersed vr and epic structure loader. Given how experimental thesr ports are. And how complex c2c already is. I'd highly doubt it's stable enough to consitently work with other mods
ah i just removed submersed i thought structure loader was a dependancy lol
I mean I haven't looked over the ports. I just know that they do work. Based on... well the people who have been testing them π
c2c in legacy already breaks if you try to inject complex mods.
okay im down to the bare minimum of mods
aka only c2c and its dependencies
OH
nautilius needed an update

lets try now
This is the best way to do it if you're aim is to help in play testing to accelerate the official port timeline
Try making a secondary fresh save to compare logs with
i make a fresh save every attempt
Oh
Atlas...?
If you don't have the atlas submarine installed. Then I can't image what's happening
its not even called the atlas in the mod
Above my pay grade
its called the beluga
Withdrawing
so LETS GET GOOGLING
Whatever you do. Don't use the gemini summaries 
i say as i look at the gemini summaries
They are very capable of miscompiling information
okay lets try verifying the file integrity idk why i havent done this
this is not it bugging out
this is not true
I have great news! There are more ways to increase your morale!
oh
99 messages
My mistake. I'm too far late to be commenting on the current state of the morale skill
leisure rooms are not the only way not to lose morale in bases
System*
yeah i still got no idea what that error is about
and where i always go
who doesnt go to that spot?
this happens occasionally to me too - i have absolutely no idea why
People like my brother yesterday. Who hasn't played the game since early access 
π
bro went to the dunes didnt he
my favourite part was when my seamoth would flip upwards in the moonpool as I got into it and dropped out of the moonpool facing upwards
they only reason they are not is it helps cull excess
No. He didn't. He knows that reaper territory. But for some reason is also convinced that creatures like reapers can roam between multiple biomes 
different mod buddy
remove it
already is
this is a C# version incompatibility
you have mods from different and incompatible C# versions
odd
okay lets try reinstalling terrain patcher and ecc library
yeah that did literally nothing
I would attempt an installation myself to compare. But I am currently unable to reach my computer
i THINK its an error with ecc considering the error occurs right after ecc attempts to create "example creatures"
I wasn't expecting it to be bugging out lol, I was just making a fun comment π
I usually see it happen when I'm moving quickly and approaching my Seamoth from a weird angle and try to get in while still moving
I've had my character get stuck holding my repair tool when getting in my moth (Definitely didn't leverage this bug against bone sharks when it happened on accident);
Nice lol
Are there any logs in the PDA that describe ways to improve/preserve morale?
I would assume yes, but confirmation would be nice
They don't produce those types of acid
good thing i dont care
And Riley doesn't have a nano composite body 
Oh cool, my Northern Kelp Forest Exploration Findings log is complete, that was fast
Man... yall making me wanna play c2c again...
okay it appears to be an ECC library error as it has the error during ECC library loading
Maybe you need to try get a slightly older ECC version?
idk the ecc file im using is from the dependencies folder for the port
Hmm. Gotta get in touch with who made the port then.
Are you playing on the 2.0 version?
Not sure that will work
worked for others apparently
plus it wouldnt be released if it couldnt load
yeah
"working"
okay imma try restarting the pc
Have tou gotten c2c to work without the ecc?
i think so and if not i am not against adding it
its a dependency
idk if it would even work without it
worth a shot ig
||isn't it needed for the alt stalker things?||
Huh, TIL the Seamoth stops moving when it gets down to 10% HP
The seamoth gets progressively slower the lower it's hp gets
I can't remember if it's speed is effected by your morale or not
The acceleration definitely is
Last I played morale was still a highly experimental feature
You'll need to talk with the port creature. They may well have miscompiled something
Or listed the wrong mod version
huh can i cook the creature?
how much hunger does it give
It seems crafting a new piece of equipment for the first time gives a huge morale boost, neat
idk im just gonna leave a github report and leave it at that for now
Oh yea, first time discoveries are huge
Item stands are also huge in leisure spaces when used in moderation
There's a spadefish flying inside my base! π
rip
it has ||fish cancer||
yup
Average legacy moment
This seems to have been a one-off, I can't replicate that in my new run
Oh nice, fixing the Aurora also gives a morale boost
Welp, that's probably in the jellyshroom caves
Doesn't look like any plants have joined the party. That's when it really gets fun
lol ive seen something with the prototype mod like that
one of the ||alien fabricators|| spawned at 0,0,0 for some reason
oh reika has so many screenshots from my playthrough of the shit that's happened at 0 0 0, that place is wild
hmmmmmmm, how interesting
I think I know what that is
I'm itching to play c2c again god dammit, I still need to edit the 220 hours of footage I recorded π
XD
i kind of want to do a playthrough myself soon too
Downside of making the mod. You never have time to play it 
i am not even working on SN mods right now
by which i mean "these last few months"
I was gonna say "it's been like half a year" but then i remembered you did a patch in like february or something
Oooh. Very nice.
I just published the map
https://steamcommunity.com/sharedfiles/filedetails/?id=3728190369
https://soundcloud.com/reikakalseki/test-chamber-ruins
The OST to my new (first in five years!) Portal 2 Map "Ultraviolet".
https://steamcommunity.com/sharedfiles/filedetails/?id=3728190369
This is the first music track I have completed in full since I
I was thinking wrong mod sorry
People asked for an experimental precompiled build, here ya go
Guys, I am trying to play SeaToSea for the first time, but it requires Terrain Patcher. The only versions of that I can find require Bepinex. Can someone help me?
Thanks!
I could've sworn there was a base in the ||mountain caves||, but I can't find it for the life of me. I found the ||damaged azurite battery|| and 10 ||purple tablet|| fragments, but at this point I'm coming up blank
Checked the PDAs and got nothing
And apparently I'm stuck at 0 morale for god knows how long
if you're on my build i am aware that the world loading is really broken rn lol
im working on it in my spare time
Nah, I'm using Reika's live build in legacy branch
ah
I just saw the Sunbeam explode and now I'm stuck at 0 morale
Among other things, but that's the most annoying concern
well that explains why nothing was loading considering my checks were checking the ||glass forest|| and the ||mobile vehicle bay recipe||
Still stuck at 0 morale, is there something specific I have to do to get Riley to stop being stuck at 0??
On the bright side, I no longer about biome morale penalties cuz I can't go lower than 0
I stg someone punctured a hole in his bladder cuz he goes through water like crazy now
...is that supposed to represent him crying?
MARK 3???
WHERE THE FUCK ARE MARKS 1 AND 2??
Also that particular databox would 100% be impossible to repair with DeathRun on because the bone sharks would be way too aggressive. They'd just kill you long before you finished fixing it
yeah the terrain patches are borked rn
i gotta figure out how to remake them
Oh finally, he's no longer locked to 0 morale
yaaaaaaaaaaaaaaaaaaaaaay
Wonder if it was time-based or if I just had to start progressing again
lmao running myself over with the Seamoth obliterates my morale
Fair enough
Is it just me, or does going above a certain speed threshold increase Riley's morale?
Are ||eye flames|| the only thing you get from the eco anomaly area itself?
I cuz I covered every inch of that thing and I see nothing else useful there, and I don't see a section for it in the PDA
This isnt useful per say but
Look directly down at an eyeflame and look at its shadow
Btw when I open doors in wrecks, the morale meter goes partially invisible
Riley is so focused on opening the door he forgets about his terrible situation
I think it would be a good idea, for those databoxes that can't be fixed until you ||upgrade the battery in the repair tool|| that there's some sort of pop-up/PDA entry or something giving a hint, because my first thought when I saw a databox stuck at 2% wasn't "Oh, I need to explore more and come back later", it was "Damn, this is bugged"
tfw the scariest thing to happen to me in years when playing SN1 isn't getting eaten by a leviathan, but accidentally yeeting myself into the sky by accidentally using the propulsion cannon on an external growbed
TIL there's a few tiny caves/tunnels in the eastern wall of the floating islands biome, but there's nothing of note in there. Missed opportunity
yes i hide it during cinematics, which those doors are
that is a side effect of a fix of the floating happy face and bar during the intro cutscene
I now have both the mk2 and mk3 depth modules for the Seamoth, but I'm somehow still missing the mk1 lmao
i cannot check which cinematic is active
Fair!
only that there is a cinematic active
given how much he has to strain to open those i can imagine
I appreciate the reminders
yeah I pointed that out to Reika during my playthrough, I think there's just not much incentive to put anything there that would be important/noteworthy that would make in-world sense
ye saves are very important in c2c
can be unstable at times
Yup
Scanner rooms. Scanner rooms in every biome possible. No matter how insignificant it might seem
And track down literally every pda possible. You can't leave the planet without getting scan data on everything and finding every pda entry
Huh, the PDA only says the Aurora/Degasi survivor info pages are required, not the wildlife scans
Does the mk 1 depth module count as a fragment or a databox?
wait fr?
Neither. You'll know what it is when you see it
Hint. Start building max range scanner bases in the shallow and move outward in all directions
I've got one in the southern grassy plateaus with max range
It used to have two "unidentifiable" things, now there's just 1, but it's under the surface of the ground but not accessible from the jellyshroom caves π
Those "unidentifiable" things might actually be accessable for those willing to search well enough.....
I didn't have a rebreather at the time, I should check it out again now, hm
Yes, yes you should
xP
God dammit im gonna drop my other projects and do another run of c2c at this rate why do i keep looking at this channel
You cannot escape the call (of the tree)
I didn't accidentally post something did I?
Never in a million years
I see that part of the compatibility between C2C and FCStudios now involves moving the FCStudios databoxes elsewhere instead of just changing the recipes
Or at least, the two FCS databoxes weren't in the wreck
Yes, two are moved. And instead of buying items, you buy blueprints
I was aware of the "buying blueprints" bit, but the databoxes didn't used to be moved
Yea, they've been shuffled to match c2c's progression pace
Turns out these things are just the vanilla precursor caches π
Or the warp gates that connect to the primary containment facility
and what do those have in common
All made by precursors lol
Given that I'm searching for the Seamoth depth module mk1, I doubt I'll find it by following any of those
They're all locked by purple tablets anyway, so they're all inaccessible
Shhh, it's sleeping...
...Huh. Can't say that that's what I was expecting to find in the jellyshroom caves, but I'm not complaining
Oh. Well, fuck.
This is gonna take awhile
Oh good, they show up in the scanner room now that I've gotten one
._. it lies
The other two blips are underneath the ground
...never mind
Never would've found this hole without the scanner room smh
There's no clues for this
Might as well explore the rest of the Aurora since I have a laser cutter now
Okay never mind, I need the reinforced dive suit first
there isnt even one there?
Idk, but regardless of anything else, it takes a purple tablet, which I don't have access to
I have no idea where I'm going to find that microfiber mesh recipe, it's gating so much content now
π
Is there a way to run c2c on 2.0?
There is an unfinished fork by RedstoneWizard08
ok
How do in install the 2.0 version?
https://github.com/RedstoneWizard08/ReikasModsPort
under releases
the builds are there
presumably install them as any other bepinex mod, i.e. in subnautica root/bepinex/plugins
I am a little concerned wiht the idea of the people testing the 2.0 port being randoms who likely are only asking for 2.0 because they have done no reading
that both will result in a lot of intended things reported as issues with the port by people who just cannot figure stuff out, as well as any real issues in the 2.0 being blamed on me
My thoughts exactly
There needs to be some kind of discouraging disclosure. Or some method to weed out anyone who's only installed it out of impatience
Do you want me to
ok thanks
you will definitely "know better", as it were, though this jeopardizes the "integrity" of the playthrough you were going to do, as i fully expect there will be nonfunctional mechanics
As a former s2s player I was just about to ask about that before I started setting my modlist up, you could probably make a disclaimer on the site or qna to filter the mistaken issues out
I would be really hyped to try playing it myself alongside my other mods
As a fallout new vegas player I will tear my own pc apart before blaming an issue on a mod dev without clear reason lmfao
I mean they didn't make the ports. It's on @green bane to leave any disclaimers
Ah
I personally think if you want to test the ports. Your reports should only be considered valid if you only play to test, and don't run anything besides Reika's 6 needed mods. Or otherwise approved mods
Well with the existence of ports imma play to have fun, if I have an error I will see what can be done if its bad and i can guarantee it would be a major fuckup on my end
I wont report anything unless Its absolutely certain it's not a gameplay feature and from a single mod alone, mod collision can be anything from item overlap to a single typo making an entire separate mod completely break (which yes I've experienced that in new vegas)
Or a mod just not working cause another revamped a crafting bench
Mucho texto made short, imma play the port and have fun, making sure to appreciate reikos hard work making the mod and Redstone wizard for porting it
comprehension is harder for c2c players
?? are fallout mods held together with HOPES and DREAMS
ive heard horror stories about modding fallout games to be fair
You ever modded skyrim? 
no never played it
That shit is both the rice fields and the trenches
i dont think ive heard stuff about skyrim modding actually
Exactly why I have experience with it being the game and not the mod author lol
Oh crap I should have made a disclaimer true
I forgor
I modded console fallout 4 and skyrim before
Some how
It's a closed art lol
Much gatekeeping. And instance that people actually display reading comprehension skills
Can add a disclaimer when I get home - schools about to start and I have some stuff after school
You're all good. I doubt we'll be swimming in false crash reports before the day is done
Nah just regular crash reports
XD

fallout games are held together by hopes and dreams
i crash nearly daily in fo76
not while playing, just while tabbed out
if ur tabbed out, every second is a gamble
Bethesda games in general are held together by spit and pencil shavings
The fact that they can even classify as entertaining. Should be illegal
ive been enjoying 76 quite alot personally, and i like to be hopeful about things, so hopefully the "next gen update" for 76 will be mindblowing and not like the one for 4 which did uhhh, nothing for graphical fidelity lmaoo
and it would be very helpful if you did
Aight ill havevto load it up tn, gotta restart my save cause idk what I was doing outside ragebaiting a garg in the void
i can try helping and give you logs, and try to report issues ig, also like look into the unity values or whatever for some objects like doors
i know its gonna be a very unproper c2c experience
yeah it's gonna be a bit of a mixed bag
forgot to check but @trail ether
@green bane any dependencies other than reikas mods i gotta install?
backpedaling to redownload some stuff due to a potential lack of files in releases section, sorry for the ping
2.0 or legacy
2.0 through redstones port
might have a lead, testing it rn
nope didnt work
alright kept running into the same error of build tool and item info missing so its not gonna work, unfortunately
at least not yet
testing at least auroresource shows promising info, it let me jailbreak the cutter
nevermind only worked once then stopped cutting
and that was after stripping down to only the direct mods needed
i came, i saw, i tried, and then i was found torn limb from limb in the engine of a cyclops
only reason im hesitant to revert to legacy is because i gotta relocate all my ancient faves in legacy mode
its broken currently
Im just wanting to have the 2.0 stuff and try the mod out
Be a good way to validate it's integrity as a testing platform
Well that's new to me
Perhaps regarding that i lost my previous c2c saves during a system reinstallation....
This could mean
Another opportunity for a playthrough
On a second thoght, bad idea. I still have a semester to pass
would probably help you seeing issues that others may not notice
yeah same thats why its taking me so long to do stuff LMAO
it is VERY unstable rn and i havent had too much time to fix things yet (school)
soonβ’
theres like 15 new mechanics, which ones dont work right
Uhhh none of it worked when I tried
But I was on october 2025 Nautilus so it mightve been outdated mods, ill give it one more go with them after updating when im out of work tn
for 2.0?
JESUS CHRIST DISCORD
I PRESSED IT ONCE
Yeah
@green bane hey btw what version of nautilus works with it?
he really needs to put Nautilus in dependencies
https://www.youtube.com/watch?v=Pdlt64QBJ4w
more testing fo me
first mashup. this was a mistake
sources:
justice - waters of nazareth
home depot theme (authorless. it materialized from the void)
"weird al" yankovic - hardware store
crappyblue - water and water and water water
trying with modern nautilus rn
PROGRESS
NOT A MASSIVE WHEEL NO MO
and building doesnt softlock
phase 2 is trying to get the icons and shi to load
auroresource jailbroken cutter still only worked one time
no progress after getting past softlock
Just watching you guys is giving me warm fuzzies. Good luck all!
latest
yeah when i get home I've gotta check if .net framework is causing issues
Maybe it updated since I last looked?
Sorry been busy with life things like school and such
just test versions until it works then
Trial and error method wins once again
I think i got net framework from modding a different game
.NET framework is just the C# runtime
you need it to run C# applications (which includes any unity game that is not IL2CPP)
it ships with windows now, and has for like a decade
it used to be a separate installer you had to run, like java still is
π no ecc library for me
Is it incomplete with mods as it showed no issues installing the new version but nothing from the mod is in my game. Also the dependencies don't include nautilus which is like the Qmod/smlhelper of 2.0 I think
Easy craft and building tweaks are two great choices
Do we have a c2c safe mod that let's me actively monitor my bases power drain. As in how many units of power are being used compared to what's being produced?
Oh, and resource monitor too
Similar to what they introduced in subnautica 2
doesnt fcs do that
idk been like a year since i last played sn modded
sn2 got me in a mood for subnnautica again
I mean it might. Doesn't help me dodge the hidden base game mechanic where your power grid absolutely dies and goes full negative if you accidentally spend more than you actually make. (Generator rates are different from what you see on your base hud, those are the generators internal energy storages)
ah
Guess I'll just have to be careful and make sure to have a strong power grind honestly
i never got to the part where i needed alot of power
24h in and still no laser cutter last time
Because I accidentally trigfer that mechanic SO MUCH π
Ah, yea once you get to the bioprocessor things get fun
just couldnt got the ||Nanocarbon || iirc
Well fortunately for you. That's no longer an ingredient in the laser cutter.
i had a werid visual bug so i literally just couldnt find any
Ah, yea that's something alright. A bug that just stops you from seeing the "signals" for it spawning sounds awful
if i looked a certain way the map just disappered
west from the lifepod the auroa disappered from perphial version
was really annoying
||nanocarbon and electrolytes were the big things that killed my motivation on my last run||
"sea to sea didnt load" π
Oof. Yea the install process can trip you up if you've been gone a while
espically since no vortex for me
I never use vortex. So manually installing is second nature for me.
i just dont know why which is the more annoying thing
For me getting tripped up by the install is just my adhd putting a folder in the wrong spot 
reika's mods arent on nexus so vortex wouldnt help you anyway
Vortex is more annoying for me because I can't personally understand it when things go wrong. File paths are a lot easier on my brain
i just drop the file
any way to know why sea to sea isnt loading
Does this mod buff the hull reinforcement or is it still useless? (the seamoth kind)
I think the hull reinforcements were improved...? But they're also an item that's very tedious to get your hands on.
is there specfic fcs version i need
really funny of reika to make the upgrade explode
i forgot where I should get the depth 1 properly
moonpool vehicle fabricator if its still vanilla
i wish it was
is there any mods that are incompatible?
Nautilus is the core Subnautica modding library that aims to enhance developer productivity by offering common helper utilities as easy to use and robust as possible.
these are the latest for rn @green bane
and idk if you can but can you make it work with Epic Structure loader and Mod Structure Helper so you and i can do Struture mods with the stuff in it?
how should i fix this error?
wipe your install dir and start over
and given that it works for everyone else i would be far more careful about what mods you are adding that might be messing stuff up
or maybe you just have file issues on your PC
I believe based on hells reports the power issues got cleaner, specifucally with the batteries
Can you post logs?
I guess it's not actually a bug. Rather it's just a hidden trick in the games power system
Im not 100% sure of the issue you are speaking of
I recall getting a current issue
With the batteries
But its been a bit so its all hazy
Oh, I'm talking about the bit where the game will nuke your grid into the stone age if you accidentally use more raw power per second than you're making. Forcing you to reset all your generators. I am today years old learning that is a legitimate base subnautica mechanic
Ohhh...interesting
It must be basically imppsaible to do that in vanilla
But probably exceedingly easy in c2c
Mmm
I should have a seperate base just for my farm then
Even tho that kinda defeats the purpose...
|| i have a plan with auto farmers||
Yea. Especially because the power display on your hud isn't a true representation. That ui is more akin to... each generator having an internal battery. Whenever a machine runs out of currently produced power. Your base starts pulling from those "battiers" one, by one, by one. In the order they were built. When each battery is drained, that machine stops producing. And when the last generator you built runs out... you don't have a power grid again until you rebuild them all
This is where Reika's power storages are a god send. They store anything that isn't being used. And the base can pull from those instead of any generator batteries
They did work funny for awhile but again, pretty sure via hell it got fixed
One of those things were its basically impossible to adequately explain whats going on without knowing all the detaila
Just ends up as "base power seems weird af, sometimes i craft fast, sometimes it slows"
(Pre morale btw)
Hi all. Just wasted 5 hours of my life trying to get smlhelper on belowzero and other mods to work and faild.
then i came across this mod for sn1. Is there a good solid guide or step by step to get this all installed correctly (only thing i have currently for sn1 is just the vanilla game)
I cant seem to install legacy from steam beta thing like i used to
but yah... that'd be step one if i could get help with that
Wow, morale drops even faster in the blood kelp trench than by the Aurora
Alright, thanks. From there once i have legacy is there a how to guide / step by step to get everything needed for sea to sea work?
Look up QMod SAM on Nexus and follow the instructions on that page
Then launch Subnautica to have QMod SAM do its thing
Exit the game and find Reika's website where she has all her downloads, and download every single Subnautica mod she's made and drop them into your QMods folder
After that, you need a specific version of Terrain Patcher, iirc 0.4.0 or something
This one specifically
I would highly recommend downloading Radial Tabs too, make sure you download the Legacy version
As well as Easy Craft
the mod also recommends installing radial tabs iirc
id personally also install the bag mod, adds 3 bags (3 different tiers, upgradable from the first to the last) which each increase your inventory capacity by 2 rows
oh that's neat
think i got it all thanks a lot! green on everything QmodSAM.
π yw
tho i need to ask lol... not noticing anything on launch thats different, dont see any mods in "options" is there something that should jump out at me letting me no its sea to sea lol?
I would assume there should be a Mods section under settings/options
Yes, there's an option for C2C, so it should show up as long as everything's loaded properly
https://www.nexusmods.com/subnautica/mods/201 Did you get this?
ha, i did tho i put the folder in mods folder. was last piece to the puzzle tho i think we got it this time^.^
not see'n a bag mod that does not game brokenly op tho haha
Man, this mod loves scavenger hunts
I've done 3 already
They increase in difficulty as you go
witch one?
nvm think i found it
theres an option for superbag. not forced in so XD
started off the day thinking man sub 2 was great cant wait for more. ive done enough vanilla runs i thought no way ill do it again without mods.
5 hours later think im finally setup tho 2-3 were wasted on trying to mod BZ and failed... probably something to do with not have'n legacy im sure.
tho i think this modpack gunna be way fun'r then any of that anyways and its all thanks to you Speedy! godsent for sure lol.
keep in mind sn2 is still in early access and will be for like 2-3 years, so mods still have a long time to advance, though dont expect anything ambitious (like vehicles or new creatures) until sn2 is finished
ah to be honest, that was the one play-through i'll do of sn2 untill its full release. i did way to many of the below-zero playthroughs with each release and by the time it came out... well... lol
ye i might also wait until ea is done tbh
Yeah I finished the current story of SN2 over the release weekend, I'll probably hold off on playing it again for like a year or something
wrong ping?
how did that get here
Oh thats where reefy went
can you bring him to me my address is #### Dunes ave
look for sammy
that happened to me constantly my last two playthroughs
Is there any specific version of FCS mods I need to use
i have seen people report issues with others so i would lean to yes
I built all my compat for this one
ok ty
is there one that is actually newer?
though FCS keeps undergoing rewrites so i am not sure it is worth updating yet
on the website it says 1.0.2
i would be very surprised if such a small increment had a lot of breaking changes
then again maybe they rewrite and refactor when they feel like it
Cus im really confused that i add altera hub (the core fcs mod) and then c2c wont load anymore
what
idk what the error is it just says it couldnt load
in the log
Where do i find the error?
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: Method GetMultiplier not found in FCS_EnergySolutions.Mods.AlterraGen.Mono.AlterraGenPowerManager
at ReikaKalseki.DIAlterra.InstructionHandlers.patchMethod (HarmonyLib.Harmony h, System.Type methodHolder, System.String name, System.Reflection.Assembly patchHolder, System.Action`1[T] patch) [0x0008a] in <8edd89f072414e079208a12a13b1e259>:0
at ReikaKalseki.SeaToSea.FCSIntegrationSystem.doApplyPatches () [0x008d8] in <3b7fc83aaeaf451bb159b90d4d2f4b2c>:0
at ReikaKalseki.SeaToSea.FCSIntegrationSystem.applyPatches () [0x00034] in <3b7fc83aaeaf451bb159b90d4d2f4b2c>:0
at ReikaKalseki.SeaToSea.C2CIntegration.addPostCompat () [0x01407] in <3b7fc83aaeaf451bb159b90d4d2f4b2c>:0
at ReikaKalseki.SeaToSea.SeaToSeaMod.PostLoad () [0x00339] in <3b7fc83aaeaf451bb159b90d4d2f4b2c>: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, System.Globalization.CultureInfo culture) [0x00048] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at QModManager.Patching.QModPatchMethod.TryInvoke () [0x00034] in <17412a3abc4a4e4196c5a94d73183573>:0
been told thats the error
Is freely swapping propulsion/ repulsion cannons intended, or should it be an unlock?
It's intended iirk
rare c2c buff
It was actually to solve a pesky bug with dupping the mods battery iirk
not sure why my setup considers scrolling as backslash
Yeah its a bit annoying to see the popup but you quickly forget about it
I think its also since both have their own use
Both have their own uses in c2c. And there's no sense in taking up 8 inventory slots for equipment
Was it upon first load or did you exit a save and try to go right back in
I vaguely remember a disclaimer about mod loading potentially breaking when reloading a save without closing the game and reopening
Yee inventory space already limited
it was upon loading a new game.
Oh god, 2.0 im assuming?
What else is in/attached to the acu?
Me, humbly hauling my laser cutter into the ILZ
In all seriousness i regularly have between 1/3 and 1/2 of my inventory dedicated to tools and equipment
I gotta say, it's quite concerning, seeing my morale meter drop by 25 in one shot while tooling around in the shallow areas of the blood kelp zone
I just load up my seamoth storages with resources during bulk resource collection. At least until i get the prawn
Well, it does match 9 of the 13 things that instill fear in humans
Or something like that