#SeaToSea
1 messages · Page 62 of 1
seamoth of lies and deceit
Welp, nanocarbon's just gonna have to be blind luck to get, cuz I had a double drop just now and I see nothing in those two headings
RIP
fortunately it's not necessary for a while
checked out 0 0 0, did not disappoint
hmmm
there is a port for it
Yea
should probably have someone pin htis tbh
Probably a good idea to make backups of your save.
I got a weird bug where there was no fog anywhere and a bunch of other rendering issues, and if I looked up at the right angle I was getting the effects for a Mesmer, I suspect I interacted with one strangely and it got bugged out, and it persisted through saving and reloading. Warping to 0, 0, 0 fixed it, though I'm not sure if that's because of warping or because the bugged mesmer was "at" 0, 0, 0
where did you find the last one?😅
Well, there's 1 on the floating island, and the rest are on the mountain island. idk where your last one is, but my last one was ||towards the southern tip of the island, up a cliff||
thank u
My problem with c2c is that every time I try to solve a single problem I find that I need some resource or blueprint that I can't find. And when I do find something it's usually something that's from vanilla sn and not craftable for a long time.
Also when I think I have a solution I find out that I still can't make it for some reason.
That's a big vague, can't really comment much on it. If you're doing a lot of exploring within your means early on, you'll find a lot of solutions to future problems. It's very open ended up until you start venturing into the lost river
Example: Hmm I think I should get the laser cutter to get databox from that wreck... Need a funny blue battery, maybe the ingredient is deeper. Seamoth depth 1 then... Okay blueprint there that was interesting... HEHE MICROFILTER
Also when I actually search I find things like cyclops dock repair or upgrade for the laser cutter I don't have.
Vanilla stuff is shifted around yeah. The laser cutter is gated to a certain point, as is the seamoth mk1 depth module. The answer is almost always going to be to explore within your means. You're not intended to see an unknown item in a recipe and scour the entire map for it until you find it. For the most part, you just kind of do what you can. If you can't figure out or find something that you would need for a particular tool or upgrade, maybe you aren't progressed enough
There are a lot of sequences in parallel to each other, rather than one big linear "do this, then this, then this, then this"
also scanner rooms, scanner rooms are super important
Nice colors
The thing is, with this mod it's often difficult to discern if I should be able to do something already or am I try harding too much.
At the point you seem to be at, there shouldn't really be anything that would require you to tryhard to accomplish. You're limited to general exploration, utilizing scanner rooms across the map to discover things you may have missed, a few different scavenger hunts, and basically just kind of gradually finishing up each and every biome within reason. If you focus too much on one thing, like the laser cutter, you'll get frustrated because there is no obvious path forward, you start grasping at straws. If your seamoth is limited to 200m, that also more or less gives you an idea of how deep you can dive as well, and what you would reasonably expect to have access to
If you're at a point where you can't discern whether or not you can reasonably accomplish something, like with a new ingredient you know nothing about, it's best to just put a pin in it and check something else out in the meantime
Well at this point I'm just looking for the microfilter recipe and maybe where azurite spawns
That's my point though, you've decided you need those two things. How are you going to find them if you have no idea where to look? Is there nothing else that you've stumbled across that would require a closer look?
Oh well then. Guess scanner room goes brr
do not just tell people where stuff is
i like doing gold and purple
normally i would do purple dominant, eg
but in SN that would have contrast issues and I would never find my seamoth XD
he is ű̸̦̟͝n̴͎̂b̶̹̾o̴̠̿̔u̸̢̨̽n̵̮̓̃d̸̥̄̏͜
wait that last one is actually kind of cute, using the coral tube as a little hidey hole hte same way they do with the mushrooms
i could explain the crabsnake - the terrain unloading above him, letting him out
likely related to the jellyshroom reefbacks
but this...
this has a huge lateral distance
anyway, progress https://i.imgur.com/VNCWHQp.jpeg
Is anything actually gated with the acu or is it just convenient?
you'll have it by the time you realise you need it
technically yes
Back again, did the morale system get any balances in the last 6 ish months? I remember it to be relatively punishing early game but easily abusable past that
May have had it's home point reset to 0, 0, 0 by something?
i am nowhere near 000
also moving to a proper final base is going to be painful
it is going to be like 12 trips
Ah ok lol, I remember seeing that title and getting confused
What's with that 0, 0, 0 bug in this game? Random junk confusing its position?
Something like that? Idk
Hmm for me it's a lethal cloud of electric particle
It's the default value, so if the position for anything gets set to a value that wasn't properly initialized, it goes there.
Are you doing 2.0 or legacy reika
I don't think I've heard of anyone being able to boot it properly 
i really should stop saying 2.0
I've been able to boot up the port lol but there are an insane amount of bugs and a lot of features not working entirely
When redstone wizard released the port I had already been working on making a port too so I've already managed to get the 6 other mods almost fully working and was just starting to port Sea to Sea. So when I've got some time I'll try to help debug a lot of the stuff
How to get enough decor for a leisure room to work?
Add the purple tablets to the scanner room like you did with the other scavenger hunts
most of them are not added
🙁
That does not bode well
Cuz there's 3 you can scan for, so that means there's at least 4 you can't scan for
And, at least for me, these scavenger hunts are the most frustrating feature of C2C
They're basically everywhere iirc
I recognize that Reika has full creative control over C2C, as it's his mod and he can do whatever the fuck he wants with it, but I would argue that including(apparently) at least half a dozen different scavenger hunts that seem to have the explicit purpose of wasting hours of the player's time is taking it a bit too far
"wasting the player's time" is just another way of saying "extending the length of a playthrough"...not to mention that the core goal of C2C is to make more of the game, both mechanic and world, necessary for progression, so by definition this forces the player to run around to places they would otherwise ignore
also, though this is not a big deal, it might be the case that noone ever told you: https://i.imgur.com/ZNWCB4h.png
I have no issues with the additions of the extra lifepods, Aurora survivor bases, and other stuff like that. My issue is spending hours scouring a single location of twisty turny caves searching for upwards of a dozen fragments of the same thing
those "scavenger hunts" were added specifically to caves and similar POIs
Ah. I never think to check profiles
as they are interesting
and the scavenger hunt is the best way to have you experience that
to actually explore it in full
"explore it" yes, I have no issues with that. "explore it in full" is what I have issues with. Finding the caves and wandering around them for the first time is fun! Being forced to scour every inch of a spaghetti mess of caves that end up all looking identical for hours for each scavenger hunt is not fun
I was fully expecting to find a fragment by that campfire most of the way up the mountain and was disappointed when there wasn't one, for example
At least, iirc there wasn't one, it's been a few days by now and most of those fragments have blended together in my head
...hm. I would have suggestions about where to place the tablet fragments if I were doing it, and I came up with that list completely independently of where they actually are, but given that some of my chosen locations do coincide with where you've placed tablets, idk if you'd want me to post my suggestions list
Of course, that also assumes you're open to suggestions, which I'm also unsure of
Really though. An alternate ending. REALLY
I would be 100% down for an alternate ending if you kill leviathans
the proposed one i feel like would fit more with sn2 imo
Though I disagree with having her seal the primary containment facility while you're inside
and the sea emperor should know that its survival of the fittest anyways
Sure, but there's a difference between fighting for survival and going out of your way to kill the things that really shouldn't be killable
considering how philosophical she is it wouldn't make sense for her not to know the basic rule of life
fish try kill me i kill fish
simple
it sounds like you need better markers and waypoints
the pathfinder tool does exist, though it isn ot very good
I tried using it once while inside the giant mushroom tree, and it was completely useless
i could probably improve it somewhat but i am not sure if that is enough
i am always willing to hear them
😄 Not everyone is
and where my implementation does not optimally achieve my intended goals, suggestions can be actioned upon
and historically have
but the goals themselves are never subject to debate
Ah, cool. I haven't been super active in here all that often, so I've missed all those lol
imo the pathfinder tool should be replaced with a weaker flare to distract creatures
maybe it makes a hologram of sorts
...but the regular flare does the job just fine, no?
I don't see why you'd want a second flare
for example "make X area necessary" is a core nonnegotiable goal; how to do that is subject to debate
though that does not mean all suggestions and ideas are equal
Going to the safe shallows EVERY TIME i need more flares is a hassle
there are other considerations, such as thematic appropriateness, difficulty of implementation, fragility, et cetera
sometimes something just "Feels" right, or looks really nice
plus it would only take one hit and would have like a 30 sec cool down
then i kill you
I don't really understand why you're using flares in SN1 to begin with
still feel up to it?
i dontt
im just saying if i use it the intended way its a pain
flares are not very good in sn1
they got massively buffed in sn2
but that disconnect has led to a lot of people ignoring them in sn2
and since aggression is balanced against using them that causes some friction
They did?? The one time I tried using one, it did absolutely nothing. Granted, I tried using it on the collector leviathan during an attack, but still
though my idea for the pathfinder would make decoys redundant so idk
and i have seen them distract marrowbreaches
Huh, neat
I kinda wish it would go after the flare when you throw it lol
"You see the ball? GO GET IT!"
it looked like it was about to
maybe if it had not gone so far it would have
i do love the idea of flare fetch
maybe i should add that to ecocean, stalker and boneshark flare fetch
There really aren't any, though, unless you mean that I should bring who knows how many beacons to drop everywhere to mark where I've been
achievement on full release
GO BOY FETCH (get a collector to return a flare to you)
well a way to do that that is not a slog
they would much rather munch on my seamoth
they need better priorities for attack
Well, I suppose you can just tell me to delete my list of suggested purple tablet fragment locations if you think it's too similar to what you did
If it were me, I'd put like 2-3 on the beaches(including the vanilla one next to the gun building), 1-2 by the lake inside the mountain, one by the campfire, and one in that one cave with the green glowy plants that take forever to spawn.
how many frags do you need?
Having them in completely random locations that have no natural landmarks or POIs is the biggest issue imo
17
1 from the floating island, then 16 on the mountain
That was my reaction lol
One way to make us actually go to the mountains ig
I don't disagree with the concept, only the execution
what next they put an important material in the void 
Without C2C, I never would've learned about the teleporter between the mountain and the floating island, for example
Yes, actually
Bro forgot to read the emoji name
Not everyone uses it for sarcasm
huh i thought that was common knowledge
Nope! In vanilla there's no reason to explore either the mountain or floating island extensively enough to find those, so I never did
though ig if you are going in blind its harder
what does the mod change to make you look there?
The purple tablets lol
or did you mean the fragments were IN the mountain not the underwater biome called the mountains
The purple tablets are in the cave system on the mountain itself
ah
There's other stuff in the mountains biome added by C2C, but not the purple tablet fragments
i have been hitting my head against a wall trying to get the 2.0 port working
ecc had a stroke or smth i gotta check if the new update solved it when i get home
In a nutshell, imo any scavenger hunt that doesn't put all of its fragments on natural POIs should have the ability to scan for the items you're hunting for at some point. If you don't wanna make them scannable, then please put all the fragments in/on/near the POIs you want the players to encounter
The mountain is a POI, and a few of the locations in the caves could qualify as interesting things to look at, like the cave with the green glowy plants and the lake inside the mountain. Having the tablets in completely random locations in a spaghetti mess of a cave system is too much
I'd go into more specific gripes about locations of specific purple tablet fragments, but that would qualify as spoilers
Damn, Curse is really pushing their bid to be the SN2 modding repository of choice down everyone's throats
I only use Curse for Minecraft modpacks cuz it's basically the only choice at this point
I've tried Prism and MultiMC in the past and had issues every time
that is what I did
it is just that by nature the POIs in a cave cannot be seen at a distance
There's several purple tablets that are in completely random spots in the spaghetti cave network
that is exploitation
$3000 prize POOL, split 10 ways
they want me to spend hours making a mod for $300?
For a chance at $300, mhm
there is also modrinth but that is quite limited
people always ask me to move to modrinth but most of them just refuse to touch curse on principle
i asked modrinth some important questions regarding rights and logistics for modrinth hosting, whose answers are required to be within acceptable bounds for me to consider using it as a host
i never got good answers
RIP
they are in the main chambers, little alcoves, or interesting lookouts
most of what you could make is basic, menial crap like "speed up the processor"
I do think the scavenger hunts should all show up in the scan room, possibly only once you have scanned half or more of them, because it's very frustrating to search around for the last couple of them. I often end up searching the same areas multiple times, and miss some small route that leads to where I actually need to go.
You do still have to explore to find how to actually reach the location in the scan, and searching for enough to get the initial scan. It also doesn't force players to use the scan room to find them, it just gives the option.
and even that would take more than $300 worth of dev hours
100% agreed, and afaik that's basically how the first 3 scavenger hunts work
the problem is if it is an option people will default to that option
and the scanner room marks the exact location of things
so when something shows on the scanner room people do not do any exploration at all
they just beeline the marker
often while not even noticing their surroundings
I don't see a problem with it, given that the current placement of the fragments forces you to cover all the ground anyway
we see this with basic resources
people follow the scanner room to X or Y and completely miss something huge they swam right past
because they tunnel visioned onto the marker
this is a well-demonstrated problem in open-world games in general
Sure, but that's why you force players to find X% of the fragments before they can use the scanner room, no?
give the players a waypoint and they go directly to it, ignoring and not even perceiving everything along the way
The most annoying ones are always the last couple
that is not how scanner rooms work
not on an implementation level and not on a behavioral one
Oh. I could've sworn that's how you had it work for the bacteria samples and the heat coral
i tried for the heat coral
it does not work
people still continuously complain about not finding the last few
and for that matter people do not even think to try the scanner room because they see it does not show up at the outset so they never bother trying later
The heat coral not changing colors after you scan them certainly makes it more frustrating than the bacteria samples, that's for sure
it would be one thing if they already had a permanent base in the area
but most players do not do this
most players build a minimum of bases, usually only one
unless emphatically forced otherwise
meanwhile i always build these three green ones, every playthrough
the white one is my mai nbase this one
Having multiple large/permanent bases on the surface kinda feels bad cuz if you have items at one base but not another and you're trying to craft, you just end up going back and forth a bunch
That's part of why I like FCS so much, the remote base connection
i suually always build an aurrora one too
What're those skulls?
yes that is one of FCS's main QoL features
leviathans
the map marks them
faded ones are in the caves
Ah, I assume the faded ones are in the lost river or deeper
Up-to-date interactive Subnautica and Subnautica: Below Zero map of biomes, resources, lifepods, wrecks and all the other points of interests and collectibles.
So do the ||geyser coral|| and ||mushrooms samples|| scan room functions not work correctly, or do people just not use them and complain about finding the last couple?
People not using it could be mitigated by having a databank entry that appears on the first scan of one of those items, which includes some of the basic details, and says something like "once analysis is mostly complete, the scanner room will be calibrated to detect this".
As long as you have to scan most of them normally before using the scan room, you may as well try to find them normally since you are already in the cave/area, and would need to leave, set up the scan room, and then come back to find the last few.
And if the message is vague about how many need to be scanned before the scanner room works, it prevents people from scanning exactly to that point, knowing that they can now scan, and then using the scanner room.
Yeah no
i feel like nexus has already solidified its place
Would there be any way to hook into the scan ping and like, blur it? Make it sort of a larger aoe that blends into other pings of the same type?
Mechanically i would assume you would somehow replace the ping visual with a very distorted and blurry visual that makes it difficult to pinpoint the exact locations
But im not a mod dev so i dont know how feasible that would be
Ill be honest, i struggle a lot with directions in 3d games. I get lost super easy, i miss stuff all the time. I find it a bit difficult to believe that it takes people hours to complete these scavenger hunts. Yes, the areas you have to look through are winding and maze like, but they are also relatively small. Without scanning anything, it only takes up to a few minutes to explore each scavenger hunt zone. Even if you cant use the scanner room to ping for things, you can still map the area out on the 3d projector. Its frustrating to run passed something you didnt notice, yes, but you can say that for just about any other game. The point is to have to look through these caves for anything interesting, like you would do for a fresh playthrough of subnautica
While having experience with the base game helps with map knowledge, it also seems like people are trying to follow vanilla progression and expectations in an overhaul mod, which doesnt exactly work in their favor
Maybe not an overhaul mod necessarily, but it overhauls the progression significantly
no
||Purple tablets|| took me an hour or two on my first playthrough, because I kept missing one of the paths, and I think ||geyser corals|| took a couple hours. Mostly due to missing a couple of them, and repeatedly needing to go back for air, and occasionally healing.
Over half that time for each of them was looking for the last 1-3 of them, most of them I found on the first pass through.
tbh i feel like this mod would work best for a first time player
Honestly maybe, they may be without map knowledge but at the very least they'd have that sort of "first time experience whimsy and curiosity" to just kinda go around and look at things
This might just be on me then, I genuinely do not understand how. Like yeah I get missing a path, having to manage your oxygen in some areas, that kind of thing. Do you mark paths you've already been? Do you go down the same paths dozens of times just to make sure you checked everything? I don't really understand where the time is being spent. Maybe I'm wrong and it takes a lot longer to explore these areas, even without scanning things. It just feels like there's not enough space to move to spend that much time there
Purple tablets, the bacteria samples, and the data sticks all either change appearance or vanish when you scan them, but the heat corals just sit there so you have to check every single one you find just in case it's the last one you haven't scanned yet
they change too
No they don't
just put down a beacon on each one or smth
I'll have to check my footage then, iirc they change too
or put a portable locker it that's cheaper
I assure you, I just scanned them myself a few days ago and they most definitely do not change color
There's two different colors of them, orange and blue, but they don't change when you scan them
The first time I did the heat coral scavenger hunt, the last one I found was one of the easiest to find(in theory) simply because I wasn't expecting there to be one that far out
the emissives do change
but not in hue
How do they change, then? Cuz I saw absolutely no difference from before and after
I KNEW I WASN'T CRAZY
intensity, dramatically
I've found azurite, but yeah I'm stuck on the microfiber too. Also struggling to find the Seamoth depth module, and the thing I need to collect plankton. I know what it is, got it in a previous unfinished playthrough a year or two ago, but I forget how/where to get it.
I have just discovered an unexpected mechanic that massively worsens the impact of both morale and base plankton
or rather, it makes morale and base plankton interact in an unwanted extremely punishing way
poison damage directly saps the food meter
are you using any other mods with it?
i have a ton of mods but none that should do this
Hiya skeeters, it's been a while since I've been around. Thought I'd see how things were going. Surely Sea2Sea for subnautica 2 is entering it's final stages at this point right? 
How are you supposed to get started with FCS with C2C? The databoxes are missing (which I think is intentional?), and I seem to recall getting the initial blueprints when making the first purchase previously. However, I have no credits to be able to make an initial purchase, and don't appear to have a way to get credits.
you are missing something
there actually is a port
but it is unofficial and apparently not very functional
I'm really not sure what to say to that. How is that even possible?
the living large version differs in a lot of aspects compared to the legacy version
it does water for me
odd
or is that intended
I said Subnautica 2, not Subnautica 2025.
But that is good to know that there is a functional version for the release build.
Is there any sort of documentation on what does and does not work properly?
and this is why we need to stop saying 2.0 for living large XD
broken | functional
everything | something....maybe?
|
|
|
Just out of curiosity, is the orange "There's more to explore here." text in the exploration findings supposed to be an Outer Wilds reference, or is that just a coincidence?
Hypothesis: It is indeed a reference.
@turbid jungle
I guess I'm headed to the ecological anomaly. Only been there once in this playthrough so far, and I don't have a depth module, so I'll have to dive for it. 😅
yeee
you cannot see it in that location
it is obscured by grass

That's so cool.
It was fun to witness these being designed
:3
those outer leaves look vaguely arabic
how so
they do not have text...
disgregard, I had an autistic pattern recognition moment
How difficult is it to backport to legacy to use c2c
#❓┃help-and-support message
It's not that hard if you can follow directions.
I suggest you make a backup of the folder when you do, so you don't have to do it again though.
It was all fun and games until I realized that the ||rays|| there were a unique species and I needed them to ||leave the planet||.
And then had to go back.

That should probably be spoilered
I'm rather determined to actually finish sea to sea this time. Thankfully I have free time
I wonder what is the c2c completion rate
Well it's still unfinished
true but it still worked for the guy making the port
every single mod apart from nautilus and bepinex were from the repository the port was found in
now I COULD ask the person making it but i dont want to interrupt whatever he is doing and im socially awkward
Windows help a lot, but it depends on biome and to some extent what is outside the window, and wall planters can also be decent. Make sure to partially deconstruct and reconstruct an interior decoration after placing the window/planter to update the deco score.
So it is biome based damn
Imo I would I find more relaxing to be shallow but I guess
Update: I still can't find the last purple tab fragment
goddamn it, It was underwater
Not that much of an influence imo, I had my base in a more "unsightly" biome and I still managed
Finally seamoth depth 1 on day 81
okay so im late to this but nautilus isnt technically a dependency for the mod itself but it is for ECC. also did you ever get it running?
okay so i got it working. sort of
okay EVERYTHING BUT SEA2SEA LOADED
yeah something messed up
okay so trying to place anything from the mods just softlocks me
PROGRESS
whats in your mod folder
okay so all that is currently missing is crafting recipes for vanilla items and item sprites
okay i generated infinite speed
why are you playing with a big warning on your screen telling you not to do that
testing purposes
aka im in creative
so progression doesnt matter to begin with
you do realize the C2C is not possible to play without the worldgen, right?
oh wait..... i must be stupid.. but i installed it not like that but the whole folder containing them
you essentially need to go into the releases tab and install the ZIP files all seperately
weird i dont know why it isnt loading terrain
im pretty sure this error is what is causing it
oh yeah the xmls arent there for some reason
can you explain which ones i add and which ones i dont. also can you link me the file
https://github.com/RedstoneWizard08/ReikasModsPort/releases ALL the zips from assets apart from the source code and download nautilus,terrain patcher, and ECC library
make sure you dont have any other mods installed idk what would happen
im going to see if it works with other mods for us, i have the 3 requirements and some main mods except the red plague for obvious reasons. but most mods are either building or creature related
i would say add radial tabs and thats it
i have 103 mods already in my subnautica, i would think it "could" work as i remember C2C was compatible with any mod back in 1.0
this is an experimental port
well its being loaded
loading and actually working are two different things
it said terrain was loading but here we are
still i'll figure it out too dont boss me around as im not to you
intresting
just missing reefbalance but it is showing it
well it does work like i thought. C2C isnt a big mod like Rota as it doesnt change story events. its really just a collection of mods
i do feel like having prototype could cause some balance issues but oh well
im also seeing that all assets exist too as i have epic structure loader
i think your definition of "big mod" is flawed
like i mean ya it adds a lot but not at the depth of mods like how rota changes the sunbeam stuff or TRP changing the entire in game story. like its all working here fine so it isn't conflicting with any of them. not downplaying it but just as a saying
Ah, you mean in terms of scope
Bear in mind that C2C adds several survivor stories and locations
But no, there’s nothing currently preventing RotA and C2C compatibility
Though I sort of doubt that’s the case for TRP
And the prototype definitely isn’t
to be fair i dont have TRP installed but i have the prototype mod in it too
Prototype isn’t compatible with RotA either
well the early access version of it im using does work with ROTA
It’s more to the effect of having conflicting locations and the proto dev having expressed and unwillingness to work on compat
He’s also kind of a dickhead
oh? i thought he said on one of his videos there would be compat?
damn i didnt know that myself
maybe there will be compat in the new update they are working on
at best, messaging has been mixed
do you know more about the conflict or is that all you know. just asking
the conflict in the mod?
for the moment it's that both mods use the QEP moonpool for different things
good news it works with the prototype mod for sure and i decided to fix the Sanctuary biome as the flowers arent showing up X3
what do you mean "you decided to fix"
im pretty sure in the files there is compat but it wouldnt work in practice
i will need to check that
yes. despite me being English speaking I'm crap at typing the words 😓 also forgive my autism too for it.
though yeah idk how to fix the worldgen error
what do you think causes it?
uhhhhhhhhhhhh
or this
idk i just play games i dont know how to code lol
wait prototype got an update?
its only on their server and in the early access builds for the phase gate update
ah
im surprised 2 experimental builds didnt kill eachother
especially since the ||defense facility|| and ||sanctuary|| are in similiar locations
they are close but thankfully not in the same place
as can be seen here
also how did you get sanctuary fixed?
just built it with epic structure loader, it lets you do structure mods
also the lifepods are missing so I'm fixing those too. now ofc the assets for the lifepods don't exist but ROTA has sunbeam lifepods so I'm using those which ya don't have numbers but its the best method i have.
the lifepod numbers are in the files btw
i can object to that. there not only the PDA's are
more info lots of creatures mainly the Abyssal Stalker's don't spawn so in the same structure mod for it I'm adding them in. and there official website says they are on the sea treader path
when the dev of the port comes on i will ask him
wdym?
the guy who is making the port to 2.0
he is technically on rn but he is on dnd so i would rather no
as in what are you asking him?
how to fix like half these issues of if he has the same issues
okay 👍
this is not a comprehensible sentence
also it will not even let me follow to replies https://i.imgur.com/sj6vDS5.png
what the hell are you doing
unfortunately i cant fix that bug in my end. you see i was hacked on my old account and as i was adding my friends from it o this one discord hit me with a spam strike for 2 years...
Wdym? im trying my best you know. its not easy typing when you are born with it? its a mental condition so ofc you dont understand it
and which image are you on about?
the two images and your descriptions
"building the biome with epic structure loader"
hes essentially rebuilding stuff via epic structure loader
Well it's because the port that @green bane did of your mod is kinda broken. Like the life pods aren't in the mod but the pdas are, and the sanctuary location has no flowers, also the Abyssal stalkers are not spawning nor the void spikes are, so I'm just doing this to let anyone here play it without having stuff missing. Also I'm kinda conflicted about how you're messaging me. Are you mad or just curious. For me it felt a bit aggressive but I don't know now. Not judging but saying.
hes on dnd i dont think you should ping him
this is not how you "fix" it
How then?
wait for it to be updated
by fixing the issue that causes the worldgen to not load
not just trying to reimplement it all using another process
this error was the best i could find
that is like saying "oh the recipe unlocks are not working so i will just use commands"
that defeats the point
well that definitely is wrong
No like the ports world Gen is broken that's why I'm doing it
does the port lack the .gen files?
so the port's gen needs to be fixed
otherwise it will never be valid
i think i see where the issue
by trying to build workarounds you just prevent it from ever being fixed
all of the files in terrain patcher are just microsoft edge files somehow
Ya. when it's fixed I won't really need to do the structure mod. I'm only making it as a bandaid fix until it is
Your more of a mod pro than we are but how would you fix it. For 2.0
wait nvm lol those are xml files
As for this issue here's why
though idk what to do about the missing ones in dragonindustries
worldgen and terrain patcher have nothing to do with each other
and this is not terrain patcher
i meant the xml files my bad i was looking at the wrong one
and by making your bandaid you are ensuring it will never be fixed
because people will just use the bandaid and noone will ever bother to fix it properly
lemme cross reference with the original mod rq
yeah thats not helpful
same thing
are there meant to be files there?
Listen Reika I'm just trying to be polite and helping here but I won't stand for this unnecessary hate at me. Besides it will most likely never get fixed anytime soon whether I do or not. I'm not your punching bag here. I'm getting genuinely annoyed with how you're telling me that is an awful idea and telling me what I do is a crappy idea.
Oh here we go.
are there any in dragon industries as that is where the problem seems to be located?
Bro.... you're just gonna gaslight now?;
stop complaining and try to help find where the issue is
ah bingo
the issue is all of .gen files were replaced with XML files
I'm trying to god Damn it and she's telling me that my bandaid idea is awful I never even confirmed I'd even release it
this is what i mean
There have been a great many issues over the years, in C2C, in other SN mods, and in my mods for other games, that went years without being fixed because people just found or built workarounds and never bothered to try to investigate them because "why bother, just <workaround>"
some of these spiralled into major issues, either in terms of gameplay or causing me problems
though idk what to do about that in general
I know from extensive experience that the only way an issue gets properly addressed is for that to be the only way to not experience it
that as soon as there is an easier, even if less functional option, people will do that instead
(really, that pattern of "if there is a worse but easier option, people will do it" is a constant in game design too, as you no doubt see in C2C's progression system)
turn off extension hiding
are they still .gen and just being mislabelled as edge files
or have they actually been renamed
all .xml instead of .gen
same in aqueous
wtf
oh
i see what he has done
or not done
and what is wrong with C2C
the worldgen in all my mods, as sent to CoordinatedSpawns, is stored in XML, in my dev environment
however, this is not what is used at runtime
my script that compiles the mods - literally compiles the C# into the DLL, packs the assets, etc - processes those XMLs and generates equivalent .gen files
additionally, because I got sick of people datamining the repo/mod files to cheat, ie skip exploration, the C2C repo does not have those XMLs
they are stored in a private repo instead
but his LL port of my mods is based on my github repos, not on the released builds
and as such it has the XML form of the worldgen for all the other mods and nothing for C2C
idk if these scripts do anything
🤷♂️ i just found them in a folder in the repo
@green bane the LL port repo needs to redo the worldgen files - pull the .gen files from a released build I produce, and delete any and all XML-form worldgen
the .gen files from legacy will still work for LL as they are just parsed into my own code; there is nothing legacy about the parser
okay then ig im just gonna do that rq considering i had the legacy builds pulled up anyways. thank you
you can do that yourself for your own instance yes
just make sure to maintain the same relative paths
does dragonindustries have something for worldgen because even after i replaced the files it still isnt working
still getting this error
what do you mean
all the worldgen parsing code is in DI
but the worldgen data is not
the logs are saying that dragonindustries xml file not found
though there werent any other xml files there apart from the locale file
my locale is also stored in XML
and that is shipped with the mod
in fact deleting that will break loading entirely as my TechType IDs come from there too
it is present so i dont know what it is talking about
aka i tried deleting it and the game wouldnt load so yeah
this probably has something to do with it though im not sure
that does not look good
Idk what's wrong with my modlist, but the one poster I've found so far(the Prawn poster) I can't place anywhere 🙁
posters are not built with the build tool
they are put on the hotbar and placed
That's what I tried
Just like the toy Aurora and stuff like that
But it never goes green
I'm playing C2C with all the FCS mods, and I could've sworn there was supposed to be databoxes on the wreck, but I'm not seeing any. Didn't get a single blueprint out of that wreck, just the FCS PDA. Does C2C change it, am I remembering wrong, or is my game just bugged?
C2C changes it
Okay good 😅
The spawning for the ||bloodstalker larva|| seems to be buggy, with a significant delay. I entered the area, looked around for a bit, and they had not yet spawned, so I thought they had been moved, and left. I checked the code and confirmed that they were still supposed to spawn there, went back, and stared at it for about 30 seconds or so, when they suddenly spawned in in front of me. It's especially problematic because ||you need to dive below safe depth, so you don't want to spend any time there, and it seems like you need to spend time there for it to spawn.||
that is not how it is supposed to work
The first time I came from safe shallows, built a small base relatively nearby, then went and did not see them. Later attempts were from a save loaded from the nearby base.
Once it had spawned in, reloading the save did maintain it, although I think there's supposed to be ||3|| of them and only one spawned. I'll try again from one of my backup saves.
Same behavior from a backup, they don't spawn until ~30 seconds after I get close, I will try again from a fresh creative save
Yeah theyve been a bit buggy unfortunately, sometimes they just dont spawn. Unsure if a fix was attempted and it just didnt work
Will try again with a minimal mod list, and post the logs
The tone being used is flat and direct, matter of fact and focused on what youre saying, not who you are as a person. I get she can come across as standoffish sometimes, but she is not being hateful or aggressive. Dont take shit from others, but make sure youre not jumping the gun either
also maybe try and ask for help first?
i did that and I made decent progress making it sonewhat playable
idk why it still isn't though
Still get the same thing with a minimal list. In this case, ||one spawned first, then the other two in the back shortly after. One of the two in the back only spawned the broodmother, without the larvae, despite the logs claiming otherwise.|| They seem to be able to spawn 10-20 seconds after I get within 50m or so, about the same distance that the Deep Shrooms render in.
Dependencies should?
Once exams are all done (couple weeks) I'll be able to come back and fix all these issues
why is my base so bright now
plankton probably
What are those posters from?
is that why i also nearly die when i leave my base
Possibly. There is some counter to that from I've heard or just build in the shallows
Anyone who is more knowledgeable, is there a reason for building a main base deeper than the shallows?
i dont like the shallows cus its not very spacious
I feel like there should be some kind of "adrenaline" mechanic that overrides morale under certain circumstances, like getting chased by a leviathan, cuz idc how sad someone is, I think adrenaline would prevent most people from swimming slowly and lazily while trying to fend for their life.
+1
oh thats why i randomly go really fast
I like this idea
and it has occurred to me too
same with crafting food andwater while about to run out
a mod, and one that is not very good
and i am not even talking about how the posters are obvious AI art
Oh god, yeah, that happened to me earlier. Dying of thirst, managed to craft some water just in time with 5 hp to spare. As the crafting menus were slowly opening, I accidentally clicked before it had fully opened and it closed the fabricator UI 😭
can that be patched out so it doesnt close you out by the by 🙏 unless it is in latest i havent played c2c in a while
feels like it punishes you for not realising that it was actually 90% open instead of fully
how do you plan to check for this, though?
if you make it so the crafting ui appears faster the closer you're to dying of thirst or hunger, it's going to work for non-consumables too... or can you set the speed of each menu individually? but that might feel weird
New meta, starve and dehydrate yourself when at low morale to have faster crafting
Tbh thats more just subnautica, yes its more pronounced in c2c due to the morale but if youre too quick in the base game you can do the same thing afaik
And the only indicator that its clickable is when the buttons stop moving outward
i mean yeah it's how the radial tab mod works (iirc in vanilla subnautica they just appear instantly, and this is why c2c affects crafting speeds if it isnt installed, and tab movement speed if it is?)
definitely way easier to do and way more annoying if it happens in c2c though
Another bug: Deco score from windows doesn't get calculated properly after reloading a save, forcing an update (by deconstructing/reconstructing, or picking up and re-placing an item in an item display) causes it to update, changing the deco score. This is most visible if you have a room info panel.
I suspect this is because it gets calculated before (most?) objects load in, and therefore gets reduced due to the lack of objects outside. Maybe add something to delay the update by a few seconds, or queue a second update a few seconds after the base loads in/is entered? Possibly with a bit of randomness to the delay to avoid hitting a ton of updates on the same tick, if it could be performance heavy.
Would you prefer me to be filing bugs on the issue tracker, posting them here, or both? The issue tracker doesn't seem to have been used in a while
this gives me ideas https://www.youtube.com/watch?v=ZwuVpNYrKPY
This is an exclusive clip from the Deep episode of Blue Planet II. At the bottom of the ocean there are brine pools which have a salinity level three - eight times the usual sea level. When a Cutthroat eel gets too close it goes into toxic shock and is lucky to make it out alive. Subscribe: http://bit.ly/BBCEarthSub
WATCH MORE:
New on Earth: ...
also yes that happened to me and greatly irritated me
that is entirely radial tabs' doing
it is their UI
yep, and you already patch into it to affect the open speed, i'd assume?
presumably one more patch would be all that's needed
yes
no that is a complete logic change
not just intercepting a float
at least, stopping it from closing it out while it's still being opened/a second or two after i guess
i would need to redo its mouse handlign
both
hm
I feel like an override to make crafting not get slowed down if you're in an emergency situation would be neat, I can't imagine how frustrating it is to die in the middle of crafting due to morale
wouldnt the river prowlers be adapted to it though
was not thinking of them
also those eels are adapted to the environment, but not that of the pool
i had the idea of a new species, derived from a very mini crabsnake, that dives into the LR brine periodically, and occasionally spends too long and comes out and does...seomthing
ah hell is radial tabs source really not open anywhere
dnSpy
dont want to login just to decompile iitt
yeah that sucks
hm i cant say i can actually find anywhere it closes out the ui if clicking outside
i think thats just vanilla behaviour
well i looked in the living large version but you did say you weren't going to add anything besides fixes to legacy so whatevever
looks like its just uGUI_CraftingMenu.OnDeselect?
a prefix to stop that from running would probably do it
Where is geyser coral? I thought I'm in the right cave, but there aren't any
Check one of the other caves in the area, there are multiple and only one of the cave systems has it
is there any other ways of boosting the 🙂 meter then eating different foods
many
A couple others are going fast in a Seamoth, or being in a base room that looks nice (||multipurpose room with high deco score or observatory||).
I think repairing the Aurora might
idk
please tell me it's not the extremely hot cave
I wouldn't call the cave they are in extremely hot, most of them are accessible without entering a heated area
And once you find a couple you know you are in the correct cave
mhm the hot cave you're probably referring to will become relevant a bit later down the line
i doubt you didn't yet notice that you don't have the necessary preparations to explore it
Considering this is reika's pack I wasn't sure
none of anything you currently have at your disposal would be helpful for that area iirc
i would imagine you can think of at least one thing you'd need to obtain before it becomes viable
I was gonna check if the lead suit does anything but I guess not
it's a radiation suit
so? realistically having anything over your skin could insulate slightly
wait actually how do you not have the radiation suit yet you went down far enough to access the cave
I had but I don't need it anymore
ah, i see
idea: breaching the seamoth gives a single boost
with big cooldown
i like doing that a lot
the meta becomes to carry an explosive in your pocket for the occassional speed boost due to the seamoth nearly exploding
are crashfish hostile to you if you hatch them?
because i don't think the gas pod hurts the seamoth in any meaningful way and i can't remember any other way to deal a lot of damage like that
Assuming that by breaching you mean jumping out of the water, while it would be fun, that might incentivise people to travel along the surface, and miss things on the seafloor
ramming the seamoth into something could cause a lot of damage... over a lot of rams... at which point you would have been better off just driving without the speed boost
ohh breaching the water line not breaching the seamoth
Cetacean surfacing behaviour is a grouping of movement types that cetaceans make at the water's surface in addition to breathing. Cetaceans have developed and use surface behaviours for many functions such as display, feeding and communication. All regularly observed members of the infraorder Cetacea, including whales, dolphins and porpoises, sh...
this is fair but people tend to do that already
for two reasons
one is that shallow depths are typically safer
and second is that it is more "open", so you can point-and-go
i rarely see people hugging the seafloor when going say to the dunes from the koosh zone
they just stay at <50m depth
also the cooldown would mean there is no incentive after that first time
the cooldown would be like 5 minutes
a full trip and then some
also my mind is going funny places with this idea
like...the newer NFS games all have stunt and/or drift zones/events where you gain score by pulling off longer "maneuvers", as well as chaining things
just imagine that in a seamoth XD
360 no scope torpedo hit maxing your sanity for the next 3 minutes
I think it would be worth doing a small update to legacy to add a cooldown for morale loss due to damage, even with the 2.0 port on the way.
It should be a pretty small change, and the current morale loss is extremely annoying when you are required to make short trips into heated areas.
For example, placing a thermal plant, ||placing/collecting from a geyser filter||, or ||harvesting the fire plants||, the latter two of which are required to be done quite a few times before getting the reinforced dive suit. A player is guaranteed to encounter the issue multiple times in a playthrough, probably dozens, and there are also a lot of non-guaranteed ways (like plankton) to accidentally wipe your morale due to the lack of cooldown.
Cool ass maneuver
Would get me stoked for sure if the torpedo upgrade had any semblance of worth whatsoever
this is the kind of thing i was referring to https://youtu.be/LaeANGW5t1w?t=1824
A no commentary full walkthrough of Need For Speed Payback's Speedcross DLC [Hard Difficulty] achieving all 4 epic scores for Drift, Speed, Jump and Smash with the Mini JCW Countryman speedcross spec. Played with keyboard and manual transmission.
I'm a little late in this walkthrough, the past few days I had issues with the upload, oh well.
Ti...
Oh just driving solely
Fuckass ads
when i did that event i kept slamming into the walls XD
Video doesn't seem too far off from that regardless
this is fair
but i am at work right now
That said, there isn't really much to ""port"" over to subnautica in this case i think
You don't have drifting or anything like that, partly because you can't really... Drift in open water? Probably?
Wouldn't any sort of standard drift require friction by way of interacting with the ground
I don't actually know these physics i should just shut up
Hmm it might be interesting if the seamoth constantly rolling like the piece of shit it is would be relevant somehow
well NFS physics is fictional anyway
IRL drifting is an entirely different thing
and relies on partially having traction yes
Lost count of how many times i wanted to go up or down and ended up rotating 360 degrees around the "forward" axis because ??????
rolling?
it has a component on it specifically preventing that
keeping it upright
What
there is a mod to disable that
Oh yes it does rotate constantly to try and keep it upright ur right ye
Doesn't quite have the desired effect when going mostly vertically in my experience though
no, but that is gimbal lock
Gimbal lock is the loss of one degree of freedom in a multi-dimensional mechanism at certain alignments of the axes. In a three-dimensional three-gimbal mechanism, gimbal lock occurs when the axes of two of the gimbals are driven into a parallel configuration, "locking" the system into rotation in a degenerate two-dimensional space.
The term can...
it happens in all eulerian rotation systems
Oh the fuckass thing that makes 3d rotations fucking suck and require the 4 dimensional complex number for whatever reason
quaternions? yes
fuck quaternions
unity DOES use quaternions under the hood but the seamoth upright logic is all euler angle based
Unintuitive bitches but it is the best solution to the problem so whatever
i was never able to get my head around them
Thankfully it's just the smarter people that implement them for game engines need to worry about how they truly work
I struggled hard in Attitude Dynamics and Control
Yo crazy idea what if the seamoth being very damaged would disable the upright component
i love that idea
Something something navigational systems exploded
But the repair tool is all powerful so it manages to repair it anyway doesn't really make sense how it works anyhow
I think that might be better, even if more confusing, than the current slowdown when damaged.
I've had a couple cases where I get damaged, then am too slow to get away as a result before they come back and attack again, and it ends up in a death spiral.
It's only actually killed my Seamoth once, with a Reaper Leviathan, but I've had a lot of annoyingly close calls with Bone Sharks where I repeatedly need to get out and repair to be able to get away.
A lot of events impact it, such as a bonus for hearing a distress signal from a lifepod, or a penalty for finding a lifepod that has no survivors.
Certain biomes (||Crash Site, Blood Kelp, and Dunes||) have penalties over time for being in them. ||Crash Site|| is especially bad.
Another possible case is that you lose a flat amount of morale every time you take damage, so DOT will tank your morale extremely fast, but this one is a bug.
Last time I uninstalled this game I was on the legacy branch with c2c and some other mods installed. Does anyone know if it'll restore that version when I redownload it through steam, or will it install the latest version?
you don't have Subnautica installed at all currently? it will simply download the normal game files, likely on the most recent version of the game. The Legacy branch was disabled a while back, and you have to do weird stuff to download it through Steam
Nooooo
I saw that there was a risk of malware with the legacy branch download idk if I want to risk it
https://steamcommunity.com/sharedfiles/filedetails/?id=3613280186
Does this method work?
Yes, that one works
The malware risk is pretty minor.
As I understand it, an attacker needs to have already downloaded files to your computer (which could admittedly be included in a malicious mod, though a malicious mod would already be able to execute arbitrary code). Steam also has some mitigation for it and will detect if something is trying to exploit the vulnerability and block it.
The more you play C2C, the more you know that not having decoys on your craft is a death sentence.
i never ever use decoys
also, speaking of the crash zone
....shit ||https://i.imgur.com/SuVVQUE.png||
i got the unlock while freediving and i realized
it worked fine for me https://i.imgur.com/uCiOyuY.png https://i.imgur.com/93Ovj0H.jpeg
In other news, I'm playing the new mod for the release build that adds random events and a bunch of randomized spawn points around the map.
A school of 3 ghost leviathan juveniles and 1 adult have decided to visit and hang out around my base.
maybe if you feed them they will go away
tohugh in the real world that has the opposite effect
You know for all my talk of liking decoys, I don't actually know if they work on the Ghost Leviathans in the crater edge.
In C2C I mean.
There's also that mod that released recently that procedurally generates terrain at 3000m deep in the crater edge.
As far as I understand, there used to be actual terrain down there in early access.
I do often wonder why they did away with it, especially seeing as how they actually brought it back for below zero.
And it has large resource deposits in it.
@untold kiln it also flickers a lot more
like incredibly obviously
performance
also scanned ones do not have the prompt
I mean yeah, but you have to go up to it to see whether or not it has the prompt
fair
but the emissive flicker is incredibly obvious at a distance
also: idea: brain coral as save points
or at least certain brain coral, which i slightly modify into a visually distinct but functionally equivalent subspecies
also...that took 5 minutes https://i.imgur.com/jnCABj9.png
and no I do NOT have their locations memorized
certain meaning certain cave and similar "breather spots"
i can think of three offhand
overall this has been an extremely fruitful trip
- FCS Wreck
- Plankton scoop wreck
- Sanctuary
- Pod 14 and related POIs
- Tons of mercury
- Geyser coral
- Headlight module
- Eggs for several species
- Tons of rubies and other materials
- Advanced wiring kit
I also got all the geyser corals in a bit over 5 minutes this time around, it's nice that ||there's one extra, so you don't need to go for the one in the lava||
there is only one extra on easy
I play on hard
which is doubly why i find it hard to believe all the people claiming stuff is so hard or punishing, when i have a harder setting than they do and it is still working fine
They might not expect the progression to require you to take damage, or free dive deeper than your vehicles can go, neither of which are required in the base game. And it is a fair bit more difficult in terms of resource requirements, and needing to actually spend time in dangerous situations
I can also see people calling it punishing with forcing reloading a save on death, and forcing a restart to load a save, even if those might be more technical limitations.
Wasn't this known to be caused by the tiger plant nearby or something?
Iirc it's been discussed in this channel and through tests that seemed to be what caused it to not work
Perhaps more generally just taking damage would be the cause(?)
And the tiger plant just so happens to be what triggers it because it's the only thing in range that can hit it
there was no tiger plant nearby for me
Huuh okay maybe not then
Unless they're part of the spawn system like ore chunks are? I don't know that far into technicalities
That would explain why it seemingly only happens for a few and others are perfectly fine, at least
they are
Could test whether it is the issue by just running the damage method on its livemixin(presumably?) with some sort of runtime editor
"I do not have the locations memorized"
Says the person who placed them all manually in the world.

Think you'd shown using that at sooome point
more than two years ago
do you honestly think i memorized that
almost three years ago actually
that was part of the summer 2023 content bundle
also, woo all four meters maxed https://i.imgur.com/aVFy5ev.jpeg
Do I think the woman who created the most complex subnautica mod to date would memorize flora placements from two years ago? Yes, yes I do.
this is what i have explored so far ||https://i.imgur.com/Vr6DkKX.jpeg||
flattering - and affirming - i suppose but inaccurate
I can think of some less than flattering things to say about a certain biome you created.

You know the one.
ooh, map? what mod?
...is that a ROTA peeper smoking cannabis
literally called subnautica map
i only use it as a progress indicator
Yeah, that emote has been around for a while.
working theory is as follows:
the "base" of all the terrain in the game was originally procedurally generated.
up until a certain version of the game, that terrain generator was still in the game, but would only be invoked for areas that didn't have their chunks 'committed to'
in that version, to reduce the game's footprint, they removed the generator
Roughly when in the progression do FCS items become available? I think I'm done with everything that doesn't require liquid breathing, and a couple things that do, but I still don't have access to them.
farmable and plantable
Aye I didn’t have an issue with it either
The search for those is easier than the tablet search imo
Leagues easier
Never mind, I found it
despite the tablet search having neither oxygen pressure, heat damage, or hostile fauna?
The tablet search's caves look a lot more similar to each other, it's easier to get lost
I think that's the main reason it always seems harder
Two tanks, a rebreather, and patience around brain coral
Essentially yeah
My first tablet search took me an hour or two, first coral search took me a solid 15-30m
I think the juvenile ghost leviathan just saved my life in the Lost River, I wasn't going to make it to the portal area behind the brine fall for an air refill, but it rammed me and pushed me another ~15m closer to it, I made it in after the screen had turned entirely black
Although it softlocked me, because my morale tanked and I couldn't get back to my seabase with the slow speed
fair
you are never softlocked
I guess I could have used the emergency teleport button
How do you access the item collector's inventory? The only option I see is pick up, which deletes the items inside
it has no inventory
So how do you collect the items it collects?
it automatically puts it in nearby containers iirc
complete lack of any sort of order it just puts it somewhere
Another thing that people probably would consider making the game hard is that C2C has multiple situations where you are required to do things in close proximity to leviathans, including ghost leviathans in the void. There is a very high risk of death there that is made much worse by the need to spend a few minutes restarting the game after each death. If you aren't using the Stasis Rifle, you are extremely likely to die.
Before the morale mechanic was added, I remember dodging reapers with my seaglide. There was one point where I had to repair a databox that was being guarded by a reaper, and I didn't have a stasis rifle, and it was genuinely the most exciting experience I had ever had in Subnautica.
First time Subanutica had ever truly made me feel "alive"
Yeah, that databox still exists, but you can't do it by dodging the reaper anymore, ||you need to spend 100 seconds repairing it (with an azurite battery in your repair tool, or you won't make progress at all) without stopping, every second you pause loses you 1 second. You basically need to either stasis the reaper, distract it with a decoy (which might not actually last long enough?) or flare (which doesn't seem to work at all), or tuck yourself into a bit of geometry where the reaper can't get close enough to hit you but you can still do the repair||
If you try dodging the reaper, you'll end up losing too much progress and probably run out of air before you finish the repair
💔
Reika removed peak gameplay by trying to make it harder
It's a shame there are too many progression-related things dependent on the stasis rifle, cuz honestly, I feel it should be post-Lost River. Having to outmaneuver leviathans is awesome.
Yeah, but when you need to deal with ||3 ghost leviathans at once||, there really aren't any other options
Yeahhhh, the ||void stuff|| kinda necessitates it.
Or at least, the ||lifepod out there does. The ghosts were actually surprisingly docile when I went to that floating islands biome in my last playthrough a year or two ago. I think I just used that booster upgrade for the Seamoth to stay away from them. If I recall correctly, the stasis rifle would actually cause the terrain to break, so I stopped using it out there.||
||In the biome itself, you can also use the terrain a fair bit to keep them away. I have managed to get the databox in the lifepod by using the databox itself for cover.|| However, ||I think the seamoth stealth upgrade used to make the ghosts almost immediately passive when you got in the Seamoth, but now the ghosts that had spawned kept chasing me for at least a couple minutes, and I had to stasis them multiple times to get away.||
||Ohhh yeah, that's right, I remember the stealth upgrade being super effective, making ghosts almost a non-issue. Stealth + booster was the meta||
that kind of gameplay is never acceptable to require
this is not a "gamer skill" game
and i am also not about to make a mod that i myself cannot manage to play
also also there are cases where such dodging is in fact an exploit - I am reminded of how people were at first managing to make it to pod 15 without any of the required progression by just dodging ghost leviathans
ending that is why all three instantly spawn on you now
yeah that's fair
i mean in that instance it was less that you could dodge them and more that they're very stupid and barely manage to hit you even with 3 active
so it was no wonder one or two wasn't enough of a deterrent
plus you cant do anything with the blueprint for the next like 20 hours so it's not like it affected anything longterm anyway
the point of morale is not to make anything "harder"
So, wait, is putting them in stasis the intended approach? Because I would always just gun it with the Seamoth's booster upgrade (I forget what it's actually called)
yeah, I was referring to that particular databox degrading over time, requiring constant repair
for example encouraging doing interesting things
and making you not ignore certain progression milestones
and of course just selling the "sim"
what milestones could you ignore in c2c? when it makes nearly everything in vanilla required
i am not entirely against the stasis rifle being post LR
the only hard requiremetns for it in progression are themselves both post LR as is
even stuff like the propulsion cannon which no one ever uses besides for boosting with a dropped item i reckon
and one of those is semi soft as it is not strictly necessary, nor is it intended to be
however the ||depth 3 databox|| is damn near impossible without it
don't you need it for ||the seamoth mk2||? or was it the next one after it
oh okay yeah that one
repairing the lifepod for example
"near" impossible? is there still a way designed to do it without?
lots of people play as if they are speedrunning and ignore things that are not strictly necessary
as in it is meant to be impossible but some people clearly manage
hence
other than hiding in that spot under the Structure Nearby™ i couldnt find any other way
oh right that
i see
You could probably spam stasis rifle, but I think it would time out, if not multiple times, and firing it again would lose a lot of progress
yeah it takes a hellalot of time last i tested that route
lemme see if i can pull it up
oh okay i guess i never shared any sort of video here
ngl, I wasn't even trying to bypass intended progression, I thought outmaneuvering the reaper was intended lol
my last mentions of it seem to be in the minutes range which definitely does not sound intended
It's 100s if you just sit there repairing it without doing anything else
idk if this is a thing or not but it would be really funny lol considering what ecocean already adds in relation to it
oh so it should be correct roughly
because the stasis takes like 3 or 4 seconds to charge up and another one to hit
hopefully the life drain is lower nowadays if it's past like 5%? idk that would help it a lot but feels kind of like a copout
that sort of thing is NEVER intended
Unfortunately it's often not clear what is intended
also unrelated am i misremembering or does FCS have a way to share power between bases
For an example that I'm about to run into: is it intended to build multiple air refill/recharging bases in Lost River in order to get through it initially, or is there some other method?
It does, the Telepower Pylon
you do have another thing you can use in order to combat the mechanic halfway, coincidentally also found in the lost river
so you'd be fine with 1 maybe 2 stations at most
although building multiple stations is definitely easier and makes it way more convenient for exploration and grinding
Doesn't it require an ingredient from the ||ILZ|| to craft? Or did that get changed
i always have one at first and later two
i don't think you need to go that far for what i'm thinking about
yes building bases as recharging points is intended
spamming bases like some do is not
some people build a base every 100m
always start with the cove, then later one in the bones field
I usually just guage how far i would need to swim to make it to the next base with some buffer time to spare
I usually end up with 3 bases total in the LR, going from the blood kelp trench to the cove tree
can i have two of opposing directions so each base can fill the other if full
i recognize that if neither are full then there will be no net flow
i genuienly don't get how this many is enough in any capacity ever
or reika's metric of 1-2
you need at least ||one at each end, one in the big center, and one at the drf because parking the seamoth outside in no moonpool is suicide|| and that's four
I don't think so? It sounds like they have to be explicitly set to push or pull
and i always find needing at least one more to bridge the gap between some of them
because the seamoth is either not fast enough or the mechanic kills it off way too fast
The ones on the ends can be outside though, it's just a bit tight to get from the outside to the middle
And I seem to recall that I usually just swim between the bases rather than taking the seamoth
....what?
I know
i am asking if you can have one push and one pull on each base
you have way less storage that way and you don't have a good way to harvest the local resources below the brine otherwise
so A pushes to B and B pushes to A
C2C is designed to encourage freediving throughout the playthrough
a lot of people, once they make the seamoth, never leave it
oh
the hell?
okay yeah maybe saying the synonym of suicide isnt allowed lol
uh
well. phrase meaning the same thing
moving on
rephrasing: medkits in c2c are healing over time instead of instant and you take way too much damage taking the resources under the brine manually
(we stan the seamoth trucking upgrade in this house)
you are not supposed to do that
at least not more than maybe a couple of times ever in emergencies
????????
how else you going to grind the material you need a lot of
unless im misremembering just how much you need throughout?
iirc the processor takes up a lot of them
I think I just dipped briefly into the brine, grabbed one with the propulsion cannon, and dragged it over, and repeated as necessary
very little only occurs under the brine
and that which does is not hand mineable
I do recall there were some pockets with enough density that I could grab multiple at once with the ||seamoth tether||, but it was very awkward due to ||needing to keep them in the brine||
yeah that's the one i'm talking about
don't you need a lot of it?
huh? why would you need to do that (the second spoiler block)
If you don't, ||it will die after a minute or so and not give resources||
it is linear, with a 30s grace period or so
no
not at all
again
not that kind of game
throwback to when they would be fucked by the c2c spawn patch mod lol
oh
Can you ||put the ore extractor actually in the brine||? I always ||put it right outside, keeping them in the brine until right before I processed them||.
ore extractor?
the machine you use to process that object
||Rock crusher||
no
So you do need to be a little bit quick, but only for the last bit
not at all
^
i have never had a problem
also the 30s timer resets if it re-enters the brine before it has elapsed
so accidental edges out of the brine do nothing
also it makes a green fog when it is leaking
Oh, I misread that, I read it as a 30s linear decay, not a 30s grace period, then linear decay starts. It's pretty clear but I somehow read it wrong anyway
It still seems weird to me that air refill bases are intended as part of the progression through LR, since you could also use air refill bases to skip a lot of other progression
In LR's case you also need a base there in general for progression, but a player on their first run might not know that
outposts are generally very useful in c2c
and even necessary in some situations in case you need to find something (whether it be the first time or you just forgot and have a general idea)
scanner rooms the goat
But everywhere else, you take a sub and set up the outpost next to the sub, while in LR, you either just swim out from the previous outpost to the next, or take the sub and abandon it for a while
that is true
And you could repeat that "swim from outpost, set up new outpost", I think for most of the rest of the game, at least once you got the reinforced dive suit
Hmm, now I am considering trying a "low%" run of Sea2Sea, where I try to get the cure and/or build the rocket with as few scans as possible, by abusing outposts
Actually that would be pretty miserable if you took it to the full extreme, since you would basically just build a base that runs the length of the world, or bases every 50m or so with tons of medkits, to avoid getting the rebreather or liquid breathing system. But if you did limit yourself to diving reasonable distance between bases and needing to get the rebreather/liquid breathing, I think it could be reasonably interesting.
Huh, I think crabsquids can be used to generate power
I set up a base with a bioreactor, a crabsquid has taken offense to it, and even though I haven't fueled the bioreactor, it's gotten power from the crabsquid doing pulses near it
That's pretty annoying, there was exactly 8 ||calcite|| close enough that I could get it without building an air base, which is ||one short of the mk3 seamoth depth upgrade||.
I released a bunch of ampeels into the ||void spikes|| to combat the leviathans on my playthrough.
Something ||took|| them. Something in the darkness.
I don't build in the DRF area
I have a dumb issue with ampeels getting stuck in important cave entrances
Like how would I even solve that
That's the silliest soft lock I've seen so far
don't ask me how I dealt with it
sorry joe was hungry ||run||
I cant seen to find any mention of Morale on Reika github site. Im so confused about it
May I ask, if anyone knows, what is it, how does it work, what does it effect, anything
As of the current version (subject to change from what Reika has been saying recently): low morale increases the drain on food/water, slows movement outside of vehicles, and slows either the crafting speed of the fabricator, or slows down how quickly the UI of the fabricator opens up if using a certain UI mod that I forget the name of
Outside of external modifiers, morale tends to settle around 20, which is more or less fine and doesnt affect anything. Things like taking damage, distressing events, biome type, and base decor will all have positive or negative impacts on morale
There are also a number of modifiers that affect morale long-term, usually making it drain faster slightly
From what Reika has said in here though, paraphrasing so take my word with a grain of salt--the speed penalty is supposedly being removed or changed when using the seaglide, increasing battery drain at low morale but keeping normal speed, the drain on food/water may be adjusted, and the fabricator UI may be faster in moments of extreme hunger/thirst rather than extremely slow
Overall morale is intended to simulate how the character is supposedly feeling given the situation but there has been much discourse revolving around it