#Deathrun Remade

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sonic cairn
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buggy, too hard, or both?

quiet cobalt
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Bugged

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Will kill you

sonic cairn
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ah. word. i noticed the surfacing electrocution bug but thought it was noted as fixed, but that might be for next release

quiet cobalt
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Next release yes

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It is recommended to not have SMLHelper installed

sonic cairn
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hmm ok, ive got a few mods that require it so i will trim them away

quiet cobalt
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Also, don’t set batteries to normal

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That is also bugged

sonic cairn
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hehe kk

quiet cobalt
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Going up the lift or using alien arches that take you from deep to shallower will kill you if playing with nitrogen enabled

sonic cairn
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the lift as in the neptune lift?

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or the one in the enforcement platform

quiet cobalt
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The lift in the enforcement

sonic cairn
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aside from aggression, does this modify creature stats or behavior?

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pursuit range, bite/retreat behavior, etc

quiet cobalt
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Just their aggression level and damage you take

sonic cairn
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aight. appreciate the info

winged shale
winged shale
winged shale
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@rich sinew FYI, playing a new game using the mod compiled from the current head of your repo, a freshly-caught boomerang at the start of the game comes up saying Nitrogen: 0

sonic cairn
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I have discovered that if you quit to the menu while playing for whatever reason, whether you saved or died, that subnautica will freeze when you click the mode for a new game

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my bepinex window also likes to throw a lot of red messages when that happens

quiet cobalt
sonic cairn
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no worries! didnt bother me, fixed it like you said, just figured id share since i didnt see it on the issues post

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as an aside im having a blast dying over and over on hardcore runs now

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'oh that kills me'

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'oh that kills me too'

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i already hated bonesharks, and while im certain they hated me before, its now a vengeful passion

winged shale
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Yeah, that's a problem with all Subnautica mods. There are moves afoot to perhaps make Tobey's BepInEx pack show a warning in the main menu if you quit out of a game, saying that all mods are now potentially broken, and you should quit to desktop before loading/starting a new game.

rich sinew
native wigeon
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Hi, I tried the pre3 release of the mod last night. I read beforehand that there were some issues with batteries, but I was under the impression they were fixed? I didn't adjust any of the battery settings, so they were set to the deathrun default, however I didn't have the blueprint unlocked for the acid battery even after much searching, so they were impossible to make. The blueprint to change batteries back into copper was unlocked though.

Do I need to change something, or just disable something?

quiet cobalt
native wigeon
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I am running a couple of other mods, so will try with those disabled, but they didn't feel like mods that could interfere. It's possible I was wrong šŸ˜„

quiet cobalt
native wigeon
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It's probably the other mods as I imagine if it was a common thing you would know about it as it's pretty game-breaking. I'll try to work out which one it was when I can.

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Thanks for your help though!

native wigeon
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Ok, I have solved my problem and it is a problem with Nautilus.

It turns out that a new version was released a few days ago (1.0.0-pre.22) which is currently the default download on NexusMods (and so the one I installed). When I revert to an older version of Nautilus, the battery unlocks when I pick up a mushroom as expected. I double checked this by doing a clean install game with the new version Nautilus version again afterwards and I had the same problem as before.

quiet cobalt
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Nice find

native wigeon
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Hopefully this helps in some way, but I'm just glad to have fixed it. I used to play a combination of mods ages ago to simulate difficulty, but it was awkward. The work you're doing on this mod is amazing. Thanks!

quiet cobalt
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@rich sinew Seems pre-22 might be breaking things

native wigeon
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Is this the correct place for bug reports? I couldn't see anything relevant on the issues page, but I just entered the lifepod via the top entrance while it was upside down. Upon descending the ladder, I got launched up into the air above the water and died to the bends (the other entrace had been fine). Then I respawned standing on the lifepod (which was also now in the air far above the water). This was on the "Quite Deep" start.

sonic cairn
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Sometimes when I am ascending very quickly but am still under my minimum depth, the minimum depth will suddenly plunge to below my depth and I will take damage from the bends. Is this a feature or a bug?

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It usually happens when I am about 20m or so from the minimum depth

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It also occurred in the sea emperor tank, where the minimum depth is well above the max height of the pool.

winged shale
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Like, having the safe depth start to rapidly increase if you're ascending too quickly is fine, but shooting way past your current depth feels wrong.

quiet cobalt
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As Raqzas said the ā€œAscending too quicklyā€ warning should not be ignored

winged shale
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I didn't get an "ascending too quickly" warning.

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It defaulted to warnings disabled.

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But in any case, whether or not you get warnings, it shouldn't behave in a manner which looks like a bug. The N2 mechanics in the original mod also punished you for ascending too quickly, but it didn't increase the safe depth 100 meters below your current depth in one tick.

winged shale
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By the time you got to the Primary Containment Facility, you'd most likely have the filter chip, so N2 would be purged for being inside a precursor building with air, and your safe depth would be 0 when you entered the Sea Emperor tank.

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But I reckon it might be a nice touch if precursor structures with air actually purged N2 even without the filter chip, because they're futuristic alien technology. That would also elegantly handle the corner case of a player making it to the PCF without a filter chip.

civic pulsar
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I'm not sure if this is the right place to ask but... how do I avoid getting shocked while surfacing after the aurora explodes? 😐 I've lost so many runs to this and I still couldn't figure out how to avoid that 😐

quiet cobalt
sonic cairn
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turns out im just blind. from the nexus page

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the 'pay attention' is for another sentence, but i feel it wraps up this nicely lol

winged shale
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Nexus page?

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Oh, the nexus page of the original mod.

chilly salmon
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Very very excited to see this, did a bit of playtesting last night, loving the new UI elements. I've spent nearly 100 hours with the old Deathrun mod, and it so far feels great! Have not found any issues yet that are not already known, but I'll keep at it just in case I find anything else :)

chilly salmon
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Also, can confirm I had the same issue mentioned with the latest version of Nautilus (Pre-22) and the missing battery recipe

chilly salmon
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Somehow just died to electrocution, at 9 meters depth, after slowly ascending along a series of pipes I had placed. I was in the grassy plateaus, so nothing was around that could have electrocuted me šŸ¤”

quiet cobalt
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Disable radiation for now

chilly salmon
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Just happened again. Seems any attempt to get near the surface in a certain area of the map just kills me by electricity

quiet cobalt
chilly salmon
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Awesome!

winged shale
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And here: #1160113039182405642 message

chilly salmon
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Amazing KEKW

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Needless to say, I was shocked

fleet moth
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I that read as amazing to say needless I was shocked

quiet cobalt
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It is quite shocking. I was also shocked.

winged shale
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@rich sinew I presume life has gotten busy and you've been unable to spend as much time on this mod, but do you think you might put out a prerelease4 zip with just what you've currently done? You've made more than a dozen commits since prerelease3, including fixing the electricity bug...

rich sinew
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Yeah, unexpectedly things have gone a little topsy turvy so I haven’t really had the time to work on this unfortunately. Pre-4 would make sense but I’d at least want to solve whatever issues come with the latest Nautilus. I’ll see if I can squeeze in some time in the next few days

winged shale
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Awesome - thanks!

native wigeon
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I can see you have an issue marked "escape pod" as fixed for pre4 so I'm unsure if this was already known: I encountered another weird bug on the jellyshroom start where lifepod 5 was just slowly moving over time. Eventually it ended up inside the solid rock and I died because I couldn't get back to it. After respawning and exiting the pod, I was "swimming" inside the rock.

civic pulsar
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Would be nice to have an option within the mod that made the planet permanently at night

quiet cobalt
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No solar power?

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Freezing cold?

north cloud
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if memory serves me right that is already a command in console to stop day night cycle just set to 0

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daynightspeed is the command thou maybe it cant be set to 0 trying to read it but not home to test but can make the cycle extremely slow as it goes in "A float such as 0.1 will make the day/night cycle 10x slower. " form wiki but could try to input 0

final dune
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Yo everyone, does anyone have a working version of the mod on bepin/nautilus?

fleet moth
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#ā“ā”ƒhelp-and-support message

umbral steeple
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Any updates on the development on this?

quiet cobalt
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Think Raqzas has had RL get in the way of development for now

serene bridge
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is the copper battery cells occasionally being made without power a bug, or a feature?

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was able to fix the bug(?) by reloading

ebon charm
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There seems to be random patches of radiation underground when installed

rich sinew
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It's been a little while. #šŸžā”ƒmod-test-builds message

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The only things left to fix now are balancing issues, I think. All the bigger things that made the mod crash or muck up badly should be gone. There's still more to do before a proper release though, mainly on the usability and interface side of things.

quiet cobalt
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Thanks for this. Will be testing tonight.

quiet cobalt
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First attempt and got clipped under the terrain when exiting the pod.

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Because

quiet cobalt
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How is Lithium Batteries unlocked?

quiet cobalt
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Shouldn't the speciality tanks appear in the Modification Station blueprints in the PDA?

rich sinew
# quiet cobalt

Was this cul-de-sac? Every other start should give the pod enough room to actually sink and stop before it gets this low

quiet cobalt
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Think so

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Had it in Random, but can verify tomorrow. Power about to go off

serene bridge
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cul-de-sac clipped into the terrain for me, had to speedrun a habitat builder before it went oob

quiet cobalt
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It’s fine once the pod is repaired

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Are you playing the latest update?

quiet cobalt
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Testing will commence

rich sinew
quiet cobalt
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Doesn’t

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Mushrooms unlock copper/zinc, though

rich sinew
rich sinew
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I need to start writing up a rough guide

quiet cobalt
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I have picked up lithium

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Didn’t unlock

rich sinew
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It definitely used to

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Uhhhhhh lots of scanning and analysis changes in recent nautilus. Could be that, somewhere

quiet cobalt
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On Battery Costs - Normal(No Changes) Lithium Batteries are unlocked from the start, but they cost

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And Copper/Zinc Batteries exist

rich sinew
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Wait on normal? That shouldnt even be changing the recipe

quiet cobalt
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Normal yes

rich sinew
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Beans.

quiet cobalt
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# Setting type: Difficulty4
# Default value: Deathrun
# Acceptable values: Normal, Hard, Deathrun, Kharaa
BatteryCapacity = Normal

## Increase all power costs and even more so while irradiated. Recharge speeds are also slower.
# Setting type: Difficulty4
# Default value: Deathrun
# Acceptable values: Normal, Hard, Deathrun, Kharaa
PowerCosts = Deathrun```
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Tried a Vanilla starting location

rich sinew
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The vanilla starts can be incredibly shallow. Might have to constrain or disable those

quiet cobalt
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Yes, there are some areas that are like 1 m deep

serene bridge
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did it phase through the ground?

quiet cobalt
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Yes

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It was rolling around at first and then when I went to go catch more food and returned it was gone.

serene bridge
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due to how the bends work

rich sinew
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I wrote a patch for that specifically

serene bridge
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oh nice

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thanks

quiet cobalt
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Are you using today's update?

serene bridge
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that was for yesterday's

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welp that's good

rich sinew
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I was about to be very sad if that for some reason didn't work for you

serene bridge
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fair, but I think it'll probably work

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though I did notice if I exit then re enter a save the mod experiences a fatal error

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but not when I restart subnautica

quiet cobalt
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With mods it's best to always quit to desktop before loading a save or starting a new world

rich sinew
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yeah lots of mods absolutely cannot handle that

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subnautica doesn't properly clean up its world between loading saves so even in vanilla it can lead to some unexpected stuff/bugs

quiet cobalt
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Oxygen use doesn't seem to increase at +100m

rich sinew
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oh was that a thing in the original?

quiet cobalt
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Well, it's supposed to be vanilla

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That is what the rebreather is for

rich sinew
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right. wait

quiet cobalt
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But I suggested a more linear increase, to make more sense than sudden increases at 100 and 200

rich sinew
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I'm like 80% sure I'm not modifying oxygen increases but tbh I'm not fully back in the project yet

quiet cobalt
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Thanks for these fixes

serene bridge
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would adding materials for not just adv diving suits, but other recipes such as the cyclops for example be on the table?

rich sinew
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you mean like custom materials?

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the recipes are already changed on higher difficulties

quiet cobalt
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They use plants seeds too, right?

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Of course, the user can modify any recipe, I believe?

serene bridge
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yeah like custom materials, for example like an ore that can only be found in areas with reapers, i.e crash mesas, or the dunes

rich sinew
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I'm not happy with that file. It's not very user friendly but I haven't found a good way to make it both friendly and easy to convert to usable objects

quiet cobalt
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Items from mods that add items should work in there, right?

rich sinew
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it goes by techtype so yes

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assuming the techtype exists at that point. Which is pretty early. Could run into issues if you're trying to add items from a mod that loads after deathrun

quiet cobalt
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It is alphabetical, right?

rich sinew
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in all my testing yes, but apparently that's not guaranteed

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I have never ever seen it do anything but alphabetical though

quiet cobalt
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So yeah, @serene bridge , there is a mod that adds resources. Think Medicookie made it. It re-adds the early access ores, or so

quiet cobalt
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On Deathrun battery costs now. The 2nd Copper/Zinc battery I made had no charge. Not even zero.

fleet moth
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No charge for you

quiet cobalt
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Gonna loot the Aurora

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Just waiting for it to explode

quiet cobalt
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Nautilus

rich sinew
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it's not a known issue is it?

quiet cobalt
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Well, the batteries were working fine in pre-3 and then a Nautilus update broke them

rich sinew
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odd, but now I know where to look. Thanks

quiet cobalt
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Oh, you're welcome😊

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WRT shallow spawns, would it possibly help if you made the pod spawn a few metres above the water?

rich sinew
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I'm not read enough into the sinking to say for sure, but it might. It would definitely be odd for the player though

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gravity is ~5x until the pod is fully submerged so that would also influence things

quiet cobalt
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That might be why the pod rolls and wiggles about at those spawns, because it never submerges?

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Or maybe the anchor doesn't apply then?

rich sinew
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it's more likely that it never sinks for long enough to trigger the anchor. There's a grace period of I think two seconds it has to sink for before the anchor can engage to prevent it accidentally engaging at the surface

quiet cobalt
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Oh, must be that then

rich sinew
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actually there's a hard limit on the anchor that never lets it engage above 10m depth

quiet cobalt
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Makes sense then what I experienced

rich sinew
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the limit is kinda necessary so the slow speeds when the pod first starts sinking aren't confused with the slow speeds from hitting bottom

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maybe speed is a bad idea. Maybe this needs more Rays

serene bridge
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my lifepod seems to be staying flipped when repaired

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is this intentional?

quiet cobalt
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You did relaunch the game before loading a save?

serene bridge
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yes

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ok yeah I got all that scanned let me see if I can find an alternative to hold on

rich sinew
serene bridge
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ok so I might need to start on battery costs normal, and then go to deathrun level battery costs in order to get the base lithium battery unlock

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a little funky but fine with me

quiet cobalt
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From what I understand you can’t change those settings mid game

rich sinew
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you can change the settings visually but it won't do anything in game

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making them visually inaccessible is on my todo list

quiet cobalt
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They can probably use a dev command to unlock the battery

rich sinew
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yeah for now unlock battery will fix that unlock issue

serene bridge
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trying to see if a save and load does it

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but yeah

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fair enough

quiet cobalt
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@rich sinew Think you may already be planning or have already done it, but just to make sure. Save depth and Nitrogen should probably decrease while in Alien bases, sanctuaries and caches.

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Those with an atmosphere, anyway

rich sinew
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Planning, yes. I’ll be on the (hopefully) last few nitrogen changes in a bit

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Pre-5 soon, since I found a pretty major bug. That’ll also be fixing the battery issue

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That should be the last one before a full release, I hope.

quiet cobalt
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Excitement

rich sinew
quiet cobalt
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I mean it isn’t game breaking, just slightly immersion

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Although, one should probably get the bends from entering such places, but we won’t go that route I’d thinkšŸ˜‹

rich sinew
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oh won't we?KEKW

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That's kind of where the config option comes in. From a logical standpoint they really should be pressurised environments, or you'd get instant decompression sickness as you enter. But gameplay does kinda push towards alien structures being safe

quiet cobalt
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Can’t wait to see what you’re going to add. Don’t tell please.

unkempt cosmos
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Using more oxygen when seeing big scary creatures

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to show that fear exists

coral relic
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The bends needs to be fixed. It shows my safe depth is way above my current depth, I try and ascend, then get the warning, then suddenly my safe depth is WAY below my current depth and I die instantly. It is really ruining the game/experience.

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There have been times I stopped after getting the warning and the safe depth jumps way low and I die.

quiet cobalt
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Are you on pre-5?

coral relic
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anyway

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4 I think... I still need to use the command to unlock the batteries and powercells that use lithium

quiet cobalt
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It has been fixed in 5

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Also the batteries

coral relic
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Sweet! was it relased this week?

quiet cobalt
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Yes

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18th

coral relic
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Ya, I kept getting hard stuck in the game at about 4 hours into a playthough becuase the bends would kill me when I needed to start diving deep to get to those areas for progressing. Even setting the bends on more lentient was killing me instantly. Hopefully I can get past 4 hours into the game now.

quiet cobalt
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@rich sinew This pod is repaired, I did save and relaunch the game. Still toppled.

short crown
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what is the progress on this mod?

rich sinew
rich sinew
quiet cobalt
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Okay, just gonna raid this wreck then go back to the pod and save.

quiet cobalt
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You'll look into the Oxygen use not increasing at 100m without a rebreather?

rich sinew
# quiet cobalt

My best guess is the pod never anchored properly during the first play and was repaired after save/load once? That would definitely cause this issue

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Pod sinking rewrite was overdue either way

rich sinew
quiet cobalt
short crown
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so this mod is almost done?

rich sinew
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I wouldn't say done, I do have plans for after the 1.0 release. But close to its first full release where everything is in place and updates can be content rather than bugfixes, yes

coral relic
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So I am a little past getting the reactor fixed on my hardcore playthough with deathrun. The only change in difficulty I made was setting mobs to hard instead of deathrun since they sometimes follow you really far past their intended areas they linger in. I am not dying to the bends randomly anymore when I come up. It has hurt me but I was able to recover, so good change there. The only thing now is I feel like, at this point in the game, I should have at least a seamoth, but I have no vehicles. I need a really late game item to make the seamoth you get near end of the story and I am stuck missing fragments for the prawnsuit and I dont know where to get them.. my workaround since I am playing with no vehicles because reasons above…. Is to just build small bases with a bioreactor for deep areas I need to travel too. I have most of the vehicle mods unlocked but cant build any of them…. 🤷 I am not sure if that was your intent with this mod, but thats where I am at. Just wish I had a vehicle to put into my moonpool. šŸ˜ž ill keep playing this out until I either die or beat the game. Im on release 5 btw…

quiet cobalt
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What is the lategame item for the Seamoth?

coral relic
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I think it was hatching enzymes

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Ill take a screenshot and post when I am home

quiet cobalt
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Well, sounds like you have the no vehicles challenge enabled

coral relic
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LoL mahbeh….

quiet cobalt
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So, you are suppose to not ever use vehicles

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That why the recipe has that

coral relic
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I have all default except fauna difficulty on hard

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If thats the case, im going to finish this out with no vehicles 🤷

rich sinew
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Right. Turns out with pre5 every single run is a no vehicle run

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Small oversight with the json parsing

coral relic
rich sinew
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yup. As I said. Every run is a no vehicle run

quiet cobalt
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😬

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Will it help to edit the recipes mid run

rich sinew
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You could edit RecipeChanges.json yourself

rich sinew
rich sinew
coral relic
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If I change to the update, will it corrupt my current playthrough?

rich sinew
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It will not

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Safe to update and your recipes will adjust to non-challenge

coral relic
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Nice…

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Also, am I supposed to have the prawnsuit unlocked after visiting the arura or am I supposed to find more parts somewhere else? Not sure if its related to the no vehicles challenge or not. I scanned all 5 in the arura but didnt get it unlocked.

rich sinew
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If you have almost every setting on default you'll need a few more fragments. Some wrecks contain it too

coral relic
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Ya ok. I only lowered creature difficulty to hard. Ill find it in the wrecks then. I didnt know that was a thing..

rich sinew
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The Aurora is a cheap and easy way to unlock it in Vanilla, but there's enough of them elsewhere that you don't need to go inside at all

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well, "cheap". It's an easy thing to remember

quiet cobalt
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Tried a Randomiser spawn. Will it be inconvenient to have the escape pod sink slightly faster?

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5.75 m/s, so Riley can't get to it before it hits bottom

rich sinew
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no, I changed the anchoring so that it's no longer tied to speed. Sinking speed is kinda up for grabs. Not sure I understand what you mean though, you want it to sink faster than you can swim?

quiet cobalt
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Yes, when I have a randomised spawn in deep water, I don't want to be able to get back to the pod upon returning from the shallows before it is on the seafloor. Just that added difficulty.😊

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Currently it almost sinks fast enough, but not quite

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Going to be nice and hard now with the increased oxygen use fixed

coral relic
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I don’t think its a good idea, some of my starts have been scuffed because I die once escape pod hits the sea floor getting banged around in the escape pod

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Increasing its sink speed will probably kill more often on start of game

rich sinew
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Yeah that's not intended. I tried to fix that so many times. There's one more thing I can try in reducing the rotation speed

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Main issue is that a lot of the walls are curved so you kind of clip into them a little as the pod turns? Which then either damages you or launches you out of the pod at extreme speeds

quiet cobalt
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It is the rotation throwing you out, not the speed at which it sinks thus?

rich sinew
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yeah. If you don't have toppling on it never happens. It's just the rotation

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Super inconsistent too. About three separate times now I thought I finally fixed it only to have it happen again days later

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physics

coral relic
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Still have not beat deathrun on hardcore. I got to day 36 and had aura fixed with no vehicles since it was on release 5 with the ā€œall runs are no vehicles runsā€ bug.

quiet cobalt
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pre-6 should have fixed that, though?

coral relic
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Release 6 fixed it

quiet cobalt
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Are you still playing that run, you mean?

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@rich sinew Shouldn't copper/zinc batteries not be a thing when battery costs are set to normal?

coral relic
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Ok. I upgraded to release 5. Unlocked the seamoth and had no way to make it. I commented about that here and it was discovered that i was playing no vehicles but didnt have it checked in my deathrun settings. So release 6 fixed it

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I died on day 36 on that run. I started over

quiet cobalt
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I see

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Deathrun hardcore isn't easy, but you'll get there

rich sinew
rich sinew
coral relic
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Day 36 with no vehicles lol.

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Ill get a seamoth this time

quiet cobalt
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If I add DeathRun items to Randomiser, how should I calculate the value? Add up the ingredients' values?

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Although, the DeathRun raw materials don't have a value. Hmm, will figure out a value for them

rich sinew
quiet cobalt
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Cool, thanks

quiet cobalt
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Would it be bad if the pod only topples while the player is not inside?

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That way they can’t be thrown

rich sinew
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That doesn't really fix the issue, only the symptom

quiet cobalt
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I guess I don’t fully understand the issue then

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What happens, as it hasn’t happened to me?

rich sinew
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Sometimes when standing near the walls of the pod the rotation of the topple can cause a physics interaction between the pod and the player that damages, kills, shoves, or catapults them. Seems to happen around 30-50% of the time if you're just standing still after spawn. It's super random but seems to be mostly fine as long as you're standing near the middle of the pod

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The problem isn't the toppling itself, it's the physics going ham for a bit

quiet cobalt
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Did happen to me last night. Threw me out on top of the pod. Took some damage. Anyway, attempting a Kharaa run. Wish me luck.

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Darkest and Chernobyl also, but no challenges for now.

hushed mason
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Hey all, I'm running this Deathrun version along with the SubmersedVR, surprisingly it actually seems to work (with the exception it seems to let me breath surface air), however it does give me an error when loading save games, so I thought I would share the log here.

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Seems to be related to the HarmonyLib Patching

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I doubt this compatibility would be high on your roadmap but thought I would share anyway!

rich sinew
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Yes, deathrun doesn't work the second time you load into the game. Restart between playing and you'll be fine

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For now, that is. It'll work on release. As for the VR there's a ton of errors in there but I don't see much that seems to interact with the mod. If you run into any other issues I'll be happy to look into them too; VR is not a priority but if it isn't too much trouble to fix it'll get done

coral relic
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How much power does the water filtration use? I cant keep up with its power use..

rich sinew
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0.85 power every second in vanilla. Multiplied by whatever your power settings are

uneven yarrow
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unless im misunderstanding how the integrated air filter works, it seems like its not purging nitrogen when indoors.
my nitrogen decreases to 0 when breathing surface air and when off a pump, but not at my base (or in vehicles, which is what i was kind of hoping for?)

quiet cobalt
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67 hp is not enough to survive a crabsnake bite on kharaa settings

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Why I didn't just pop another medkit is beyond my understanding

#

So, I quit to desktop after dying. Launched the game and started a new game and got a vanilla spawn. My StartLocation is still set to Random.

#

@rich sinew You want my save slot or have you already fixed this?

chilly salmon
#

I thought the vanilla spawn was one of the random ones you could get

quiet cobalt
#

Interesting. Could be a fun idea if it is not the case. I'm going to play it anyway.

rich sinew
rich sinew
native wigeon
#

Thanks for the updates. I've been really enjoying the mod so far.

One issue I've found so far was on the cul-de-sac start. The first time I tried this, the pod instantly hit the ground and I took some damage and got teleported outside, but was in walking mode in the water (fixed by entering/exiting the pod). However, the 2nd time it started me on this start, I just instantly died. The third time it worked fine, so clearly there's a bit of randomness to this.

native wigeon
# rich sinew Sounds like this issue ^

Ah right, that makes some sense. It's not a big deal since it happens right at the start, so if it causes issues we can just restart. I suppose it just happens more on this start because the pod starts inside a cave, so instantly topples and you don't have time to exit the pod like on the other starts.

rich sinew
#

I’d assume so, yeah

quiet cobalt
rich sinew
#

I'd laugh if it wasn't infuriating

#

That was the topple, not the impact itself, right?

quiet cobalt
#

It felt like the impact

#

Heard the sound and then had the death screen

rich sinew
#

If you had time to hear the sound it was the topple

quiet cobalt
#

Was just about to click the ladder. I did get the medkit and picked up the extinguisher and got a nutrient block, water and flare from the storage. From now on I'm clicking the ladder immediately

quiet cobalt
#

Was the impact with the inside of the pod?

rich sinew
#

Probably yes

#

heavy impact is collision damage

quiet cobalt
#

Would it be bad to make the player immune to damage then?

#

If that is possible

rich sinew
#

it wouldn't kill anymore but it would absolutely still fling you

#

so not exactly an ideal solution

quiet cobalt
#

Isn't that better than having to restart

rich sinew
#

it is, but I'd rather invest that effort into fixing the fling too

quiet cobalt
#

Oh, that would of course be ideal

native wigeon
#

Just how "disorientating" is the Disorientating start supposed to be? The pod was constantly shaking/rotating, which I assume was part of the challenge, but I also kept getting thrown outside into walking mode on the sea bed, taking damage, and also the pod was halfway into a rock for almost 10 minutes which meant fabricator was entirely blocked and unusable, which almost killed me. Is this all intended? šŸ˜„

quiet cobalt
#

You are using pre 6?

native wigeon
quiet cobalt
#

None of what you mentioned is intended

native wigeon
#

The pod seemed anchored and wasn't drifting away slowly over time like in previous versions, it was just anchored but shaking and rotating on the spot.

#

At least that's how it seemed to me

quiet cobalt
#

I don’t know whether Raqzas might ask for your save slot to try and debug.

#

Might be helpful if you could zip it up and send it here

native wigeon
#

The problem started when I repaired the pod and it tried to tip itself back upright. Prior to that, the pod was wedged between two rocks, which was annoying but fine. After righting itself, it started shaking around and periodically ending upside down, on its side, or even the right way up depending (I guess maybe it never managed to fully right itself due to lack of space since the rocks were so close?). The rock was halfway into the pod for most of this time and it was hit or miss whether I could access the storage, or the fabricator. Like I said earlier, I was also getting periodically thrown out of the pod and sometimes this resulted in me walking on the seabed or taking damage.

However, after the Aurora exploded, it sort of fixed itself in as much now when you load the save, you see the shaking around, but then it settles after a few seconds and seems stable. The only other mods I had on it were QuickSlotsPlus and EasyCraft, so I assume this hasn't affected anything.

#

Hopefully this is still enough to work out what's going on, despite it "sort of" settling down as I progressed.

#

Also, I assume this is the correct way to send a save? I haven't messed around with save files before in Subnautica.

rich sinew
#

That is the correct way, yes. I'll look into the save tonight but just from reading this it sounds like the start might be positioned over a tight spot which the pod used to stay on top of with previous sinking mechanics

#

The shaking is the pod colliding with terrain and trying to get away from it somehow which it cannot do because it's anchored and position locked. Loading a save re-enables rotation for a short time (the shaking you observed) and then puts it into a completely immovable state (where it stopped)

native wigeon
rich sinew
#

The starts can be a little tight sometimes but definitely should not get to the point where things start clipping

#

so yeah, unintended

native wigeon
#

It's all kind of fun anyway! I am really enjoying the mod so far... eventually I will finish it without dying... eventually 😐

rich sinew
#

you can do it ✨

wary steppe
#

Warp Stabilization Suit Mod Makes the Reinforced Deathrun Suits invisible

late vapor
#

It’s likely due to suit lib conflicting with the current way the suits are handled

rich sinew
wary steppe
#

Also i repaired the Aurora and i can breath in the Aurora but once i leave the Aurora and get a couple meters away from it the surface will still be unbreathable (I have surface air poison set to Hard)

#

I just tested on a new save same results

rich sinew
#

That is normal, yes. On hard you cannot breathe irradiated air. It'll be fine once the radiation dissipates

wary steppe
#

Why can i breath in the Aurora tho?

rich sinew
#

Strong air filtration systems

wary steppe
#

Alright cause i thought it was a bug considering the massive hole in the front of the aurora lol

rich sinew
#

I'll make a note to add a PDA entry for this. It isn't the most intuitive thing

chilly salmon
#

Yeah I always just assumed that once the aurora was fully powered back up, its massive supply of onboard air tanks is reactivated and the AC kicks on lol

rich sinew
#

There should be a message more or less to that effect but I can't remember if that's in pre-6 already

rich sinew
late vapor
quiet cobalt
#

Maybe Wesch has older versions

wary steppe
#

tested it out again with and without "Warp Stabilization Suit" "SuitLib" and the bug is gone

rich sinew
# wary steppe

You have SMLHelper installed. That will cause tons of issues and has in the past also been responsible for the disappearing suit bug

late vapor
wary steppe
quiet cobalt
#

@rich sinew Before you asked me about Randomiser and Deathrun. I do have one. Could you make the suits require the previous when ā€œRespect Vanilla upgrade chainsā€ is selected.

rich sinew
#

Definitely, though that would have to happen on the randomiser side with a proper API set up and all. I'll get back to that after I'm happy with where Deathrun stands

high elm
#

Dunno if it's mentioned or not, but there is a bug where Challenge: Island Food is not working on "Edible before and after radiation", food is edible and plantable all the time. Also, with Battery Costs: Normal, both copper and lithium batteries cost 1 copper, 2 acid mushrooms.

wheat galleon
#

Sorry to ask here, idk where else to put it. Is there any link to play this amazing mod with nautilus for the 2.0 update? Is the experience stable enough, or is it recommended to downgrade and use other libraries/tools?

fleet moth
#

In #šŸžā”ƒmod-test-builds if you search 'pre6' you can grab the download from that

wheat galleon
#

Thank you so much

quiet cobalt
#

#šŸžā”ƒmod-test-builds message

#

Hiccup happen right at the start, so you can just restart if you die then

#

Not common

wheat galleon
#

Hi, I would like to submit my LogOutput.log because I got a fatal error with the mod. I started a new game and apparently, it went good, but when I started another new save that's when I got the fatal error. I tried multiple times and for whatever reason every time I restart the game, the first save I create it kinda works, but not the consecutive new saves (they all have the fatal error).

#

The log it's from the first new save (good?) and the next new save (fatal error).

rich sinew
#

That is normal, don’t worry. In it’s current form the mod doesn’t survive loading into the game for the second time. This will change with the next release but for now, restart your game between saves

#

This is a common thing with subnautica mods in general, but it might be changing thanks to pushes by some community members

native wigeon
#

Similar to what I reported about the "Disorientating" start, "Deep Degasi" has some similar issues (though nowhere near as bad) and looks like the pod could just do with being 2-3 metres in one direction to allow it to properly right itself after being repaired. I've played this start twice and both times it has been on its side and periodically turning/shaking after being repaired

manic moss
#

any reason why I cant equip other batteries?

#

lithium batteries work but copper would be so much more convenient in the early game

quiet cobalt
#

I see you mention using More Batteries here: #ā“ā”ƒhelp-and-support message

#

More Batteries require SMLHelper. SMLHelper and Nautilus aren’t compatible.

#

So, uninstalling SMLHelper should fix your issue.

quiet cobalt
#

@rich sinew MrPurple makes his mods refuse to load if they detect SMLHelper. Maybe a consideration

rich sinew
#

I’d considered it. I didn’t really want to shut that down and essentially shut people out of their own choice but more often than not it’s just led to issues

#

I’d be curious to know if anyone has been running SMLHelper without any issues at all

#

Because if not there’s really no reason not to go the same way Purple did

hardy jacinth
#

Purple just wants smlhelper dead so he blocks loading

#

Kind of forcing them to ask modders to update

quiet cobalt
#

It causes issues in DeathRun Remade

rich sinew
#

Deathrun is a bit larger than your average mod so it's almost guaranteed to run into at least one of the many issues SMLHelper causes

umbral elbow
rich sinew
#

I've personally encountered issues with pretty bad lag as soon as they both start overwriting the same recipes, prefabs like playermodels disappearing, duplicated spawns in things like databoxes and supply crates

#

Not to mention the entire mod menu being messed up

umbral elbow
#

Not sure why either of those first two would happen

rich sinew
#

I made an issue on the first one at some pont

#

Just recipes getting overwritten every single frame

umbral elbow
#

The fuck are they doing for that to be an issue though

rich sinew
#

They both have the same code to check whether the recipes are in the "correct" state and every time one of them changes it it's "wrong" to the other one so they change it and back again

#

It just keeps going

umbral elbow
rich sinew
#

Either way, that one's a pretty big reason why they don't go too well together

umbral elbow
#

Only if you have two mods fucking with the same recipe

#

But if you do have two mods fucking with the same recipe then yea

#

But there’s no way nautilus still checks every frame right?

rich sinew
#

It's not a check every frame per se, iirc they just kept setting each other off as soon as they re-applied their changes

umbral elbow
#

Ah alright

#

Still odd

rich sinew
#

Absolutely not dealing with taking screenshots and setting up mod pages right now. It'll be up on Submodica and Nexus soon though

umbral elbow
#

If you save and reload right when you breach the waters surface the nitrogen doesn't update properly. This was actually a vanilla bug with oxygen too until 2.0

hushed mason
#

Hey, thinking of changing surface air poisoning to Deathrun setting, wanted to ask if the integrated air filter item will allow you to breath on the islands or not

hardy jacinth
#

Make the filter a charge item that slowly runs out lol

#

So kind of a battery operated filter

quiet cobalt
rich sinew
#

#šŸ“¢ā”ƒmod-updates message
There we go.

quiet cobalt
#

One minor issue with the mod page. The installation instructions say to extract to plugins, but the mod is packaged in plugins

chilly salmon
#

So excited to hop into it tonight. Great work!

quiet cobalt
#

Me too

wary steppe
#

Why did you make the official release incompatible with SML?

quiet cobalt
#

Breaks things

wary steppe
#

guess ima have to stick with the older version then

hardy jacinth
#

or just give up on smlhelper

wary steppe
hardy jacinth
#

well the big ones are updating them

#

their just big mods

#

what the mod you wanted to use

wary steppe
hardy jacinth
#

got it

quiet cobalt
#

Loving the Nitogen UI

quiet cobalt
#

@limpid lotus Don't know whether you might be interested: #šŸ“¢ā”ƒmod-updates message

limpid lotus
plain junco
#

Where would be the best place to discuss the deathruns? e.g. tips, gameplay questions etc. is there another discord channel/server?

quiet cobalt
#

I think here is good

plain junco
#

Ok, just wanted to make sure it wouldn't be off topic, about to start a my first ever deathrun, thanks for updating this to 2.0!

quiet cobalt
#

Good luck. Let us know how long you last

rich sinew
plain junco
#

I get the green radiation effect around the entrances to caves (when I go deeper into the cave it stops to it appears to just be the transition), but I'm not taking radiation damage, nor does the radiation warning appear

quiet cobalt
#

Yeah, nothing more than an annoyance

rich sinew
#

This bug popped up every once in a while and I've never been able to reproduce it. Super weird

grizzled merlin
#

Oh, i thought that that was just a feature? Like at one point the radiation is not bad, it just gets in your vision, but if you go too near you start getting damage

rich sinew
#

That's how it's meant to work, yeah. It's meant to start showing the green overlay before you actually start taking damage but if it appears in random spots during cave transitions that's obviously not the point

quiet cobalt
#

Why would the game have a transition, for solar panel/seamoth module reasons?

#

Or just for lighting reasons?

#

I think I’ve mostly seen this happening in the Jellyshroom cave and caves with drooping stingers. So maybe the colour purple has something to do with it.

plain junco
#

Nah it definitely happens in un-illuminated caves or sometimes even just under a large arch; like the one by the Furrows starting point

quiet cobalt
#

Shading then

plain junco
# quiet cobalt Good luck. Let us know how long you last

So first run ended at the 45 min mark (just as the Aurora was exploding) with a score of 13,608, I was down below 100m near the Furrows starting point, hiding in the big wreck. I thought I was safe from the sand sharks but one of them clipped through the wall or the ground or something and got me. But so far very fun, the nitrogen/cant breath the air mechanics really change how you plan exploration and force you to use multiple air tanks and the floating air pump, which is great.

The Furrows seems like a really good starting point, easy access to several biomes and all the starting resources you need, plus it's right next to a big wreck and a jellyshroom cave entrance.

Will probably try the Furrows start again, was checking some of the other starts out and one starts ~130 m down and had a bone shark visible from just outside the pod, that one seems brutal.

rich sinew
#

Some of them are definitely easier than others. Imo Barren Trench is the most brutal one

plain junco
#

Anything in particular that makes it hard or is it just very barren of resources and remote?

rich sinew
#

It's kind of remote, pretty deep, and there's not a lot of resources around. Kelp and shallows are both far off. Plus there's a really cheeky tiger plant taking pot shots at you

native wigeon
#

It's annoying with the reduced visibility and weird, but really just a minor annoyance and you get used to it.

quiet cobalt
#

I haven't had it in shallow caves, weird that it is different for different players

native wigeon
#

It is very strange indeed. I assumed it was just like that every cave for everyone and when he said he couldn't reproduce it I was extremely surprised.

quiet cobalt
#

So, where and for who it happens are either system specific or settings specific or a combination of both.

native wigeon
#

The only other mods I use are EasyCraft, Snapbuilder and QuickSlotsPlus, but I wouldn't have thought any of those were responsible... no idea though.

chilly salmon
#

I've nearly died several times in the past to reapers clipping into the jellyshroom cave. DeathRun teaches you that you can survive any threat if you strafe enough

#

The start in the old version that was on the border of the crash site was tough. Increased aggression from enemies made reapers frequently visit my sunken lifepod lol

quiet cobalt
#

If you know about the threat yes or there is only one coming for you at any given moment

chilly salmon
#

True. Bonesharks are terrifying

quiet cobalt
#

My last run ended by a silent Boneshark blindsiding me

chilly salmon
#

Strafing around 4 bonesharks while trying to build an air pipe down to a wreck at night was quite intense

#

Silent enemies are also pretty frustrating yeah. I one time had a reaper sneak up on me in the mushroom forest. Didn't make any sound until it was about 50 meters from me

quiet cobalt
#

I almost always have to visit the underwater islands wreck, because randomiser. So, I know all about that.

chilly salmon
#

I always visit it to get the Alien Containment data. If there is an easier place to get that, I don't know it. I normally scour the wiki and interactive maps, and I think I picked that one because it seemed the easiest to do

rich sinew
quiet cobalt
#

Yes

#

Right at the start

quiet cobalt
native wigeon
rich sinew
#

could I ask someone to send over a save file at a location where it happens?

native wigeon
#

Next time I play I can do, although if you haven't been able to reproduce it, that is so bizarre to me that it must be something related to other mods/weird settings rather than the mod, so using my save might not show it?

rich sinew
#

That'd be great. If me loading up a save with the exact location doesn't do it for me then that'll confirm it's some setup/maybe other mods

chilly salmon
#

I'll give it a whirl

rich sinew
#

If I do get it, all the better

quiet cobalt
#

Going to remove all my other mods and see

#

Still happens

#

Maybe I should start a new game without other mods at that same location.

#

Still happens, seems to be consistent

plain junco
native wigeon
# plain junco Did you have to do anything in particular to get EasyCraft to work? When I tried...

No, I didn't do anything special so that is weird. The only time I had problems with things not appearing was when I was using a version of Nautilus that wasn't working well with the Deathrun Remade mod and it was preventing me unlocking the deathrun items properly. The only issue I have with EasyCraft is (I think) totally unrelated to Deathrun Remade: it doesn't calculate the power cost very well and if you are low power and try to craft something that requires multiple crafts, it can tell you it is craftable, use up your power and end up not crafting the item at all.

plain junco
# rich sinew It's kind of remote, pretty deep, and there's not a lot of resources around. Kel...

oof yeah gave this a try this morning, very hard, had to convert salvage to titanium just to get enough for two tanks, air pump and pipes. Could make it to kelp and shallows but for the life of me couldn't find any sulfur nearby (maybe just bad luck). Was also really struggling with having enough power to make all the tools and water I needed. Didn't have the stuff to make a rad suit by the 45 min mark so RIP.

manic moss
#

Hi

#

Can leviathans be killed in death run?

#

I accidently made my base right above a reaper spawn and he's kinda blocking my progress bc If i make a seamoth I fear hes gonna destroy that thing. SO ive been wailing on this man with knife and a bunch of floaters just throwing my body at him getting some knives and dying but I feel like hes not dying

#

i dunno if they regen all their health on reload either

quiet cobalt
#

They can be killed and don’t regenerate health. I think they have 5k HP, so takes quite some hits

manic moss
#

k thanks

hushed mason
#

Hey, I'm looking to make a YouTube video with this mod, is there anyway you know of to remove just the visual effect from radiation? I'm also experiencing the bug where it randomly appears and shallow caves and it would be better for the video if I could just disable the whole radiated shader somehow

quiet cobalt
#

Oh, wow. @rich sinew That was quick

rich sinew
#

As for removing the overlay altogether, it disappears completely if you put on a complete radiation suit with RadiationFXReminders set to Normal. If that's not enough you'd probably need a mod that removes it, though I don't know if any exist and whether they'd remove the overlay in a way that's compatible with Deathrun at all

hushed mason
rich sinew
#

There's a Deathrun folder in your save file with a DeathrunRemade.json in it which contains all the information about the run associated with that file. The locked-in settings are in there too

hushed mason
#

Hey, so I am playing this with the SubmersedVR mod as well, so its possible it's contributing to this problem, but I fully clipped through the world when the aurora explodes on my most recent run. I've had a lot of difficulty surviving the explosion, sometimes the blast would send me flying straight up and above the 100m mark where I then die, leading me to try being in a cave with a roof, however as you can see this did not end well for me this time haha

#

Cool lightshow though

manic moss
#

how are you supposed to get the seamoth mk II depth upgrade or the prawn or the cyclops if they all require nickel and the lost river is so far down

quiet cobalt
#

I think you must make a plan

rich sinew
#

Tbh the blast should send you back a few meters, not hundreds. Wonder if the shockwave somehow hits multiple times in VR

quiet cobalt
#

@rich sinew I updated to 1.0.1 last night and all my scores got wiped. Is there a specific file I should not overwrite? highscoreswindow?

rich sinew
#

highscoreswindow is just an asset bundle that contains the window UI

quiet cobalt
#

Hmm. I’m sure I just pasted the update into plugins

rich sinew
#

yeah, it shouldn't cause issues as long as you just merge and overwrite

quiet cobalt
#

Could be that I for some reason deleted the folder before then, can’t say. Apologies for disturbing

rich sinew
#

all good. Might want to update to 1.0.2 while you're at it

quiet cobalt
#

Saw the update. Will tonight. Thanks

quiet cobalt
#

@rich sinew|| ThermophileSample do still get generated even when the special tanks setting is disabled, right? Want to know whether I can add them to Randomiser while having the tanks disabled?||

quiet cobalt
#

Awesome, thx

quiet cobalt
#

@rich sinew I did this, but I don't think it is working, because don't see any of these in the spoilerlog: ||DecompressionModule,VehicleUpgrades,300,BaseUpgradeConsole,260,3,BaseUpgradeConsole, LavaLizardScale,RawMaterials,950,Knife,30,,, ReinforcedFiltrationSuit,Equipment,550,,300,3,SpineEelScale, ReinforcedSuitMk2,Equipment,550,,265,3,SpineEelScale, ReinforcedSuitMk3,Equipment,950,,450,3,LavaLizardScale, SpineEelScale,RawMaterials,550,Knife,30,,, ThermophileSample,RawMaterials,950,Knife,20,,,||

rich sinew
#

prefix the techtypes with ||deathrunremade_||

quiet cobalt
#

Ah, thx

wary steppe
quiet cobalt
wary steppe
#

no the new version 1.02

quiet cobalt
#

Send your LogOutput.log

rich sinew
#

Also this is the log from a new game where the game didn't even close properly. You didn't have the suit bug in this one, did you?

wary steppe
#

both on new games/saves

rich sinew
#

Yes, but not in the game of the log you sent? That one loaded way more mods and I’m assuming you didn’t start the game with reinforced suits

#

There’s a chance an error shows up in a game where you equip the suit but it might not otherwise

wary steppe
#

I can send a full on video to clarify

rich sinew
#

That’s not necessary, I just need to know whether the log you sent me is from a game where you saw the suit go invisible

wary steppe
#

Yes the log was from when I closed the game after seeing it was invisible with those two mods

rich sinew
#

I was hoping you wouldn’t say that cause there’s nothing in the logs pointing at a possible cause

wary steppe
#

I can try to find if it's a mod conflict by removing mods

quiet cobalt
#

Earlier you said you only had WarpStabilization suit and Deathrun Remade installed and the suit was invisible?

wary steppe
quiet cobalt
#

But without any other mods installed?

wary steppe
#

With other mods installed

quiet cobalt
#

Try with only WarpStabilization, Suitlib and DeathRun Remade. Quickest way to establish whether there is another mod besides those responsible

wary steppe
#

Currently doing it

#

here is the new log of the only mods containing:
SuitLib
WarpStabilizationSuit
Nautilus
Deathrunremade

#

still invisible

#

removed suitlib and warp now visible again

unkempt cosmos
#

Hello

#

Raqas i believe this might be a issue

#

thats the forum

wide python
#

not sure if its been reported already but whenever i exit the lifepod my oxygen never reduces?

rich sinew
#

I've not heard of that one before, no. Can you go in game to the point where it happens and then send me your LogOutput.log?

wide python
#

how do i do that sorry?

rich sinew
#

Your LogOutput.log is a file that is automatically generated whenever you play. You'll find it in your Subnautica folder under Subnautica/BepInEx/LogOutput.log

#

Just load up any game where you encounter the oxygen bug, play until it happens, and then quit the game. Then drag the log file in here.

wide python
#

sorry if its messy never uninstalled the sml dependant mods, the oxygen bug happens as soon as i exit the lifepod

hardy jacinth
#

screenshot of your game folder

rich sinew
#

Your log file is full to the brim with errors resulting from mods that complain about not finding SMLHelper. I'd start with removing those first and having a clean slate

wide python
#

k thanks ill test it after removing them

wide python
#

seems to have done the trick thanks

quiet cobalt
#

@rich sinew I have a hard time opening the escape pod storage while the pod is sinking. Riley does like a funny movement with his left hand and then the storage doesn't open.

#

I manage to get it opened about 1/20 clicks

rich sinew
#

Might be the pod sinking too quickly and interrupting the opening animation

native wigeon
quiet cobalt
#

It was the radiation effect in caves and telepoting shallower killing you. Doesn’t feel like any of those two fixes should have affected it

quiet cobalt
#

I’d rather have this than the sinking speed being reduced. It is already sinking a little too slowly for my liking.šŸ˜…

rich sinew
quiet cobalt
#

Wasn’t that done prior to release?

rich sinew
#

Huh, you're right

#

You have a better grip of this project than I do apparently

quiet cobalt
#

Lol

#

I have been following on GitHub

rich sinew
#

That's about the only culprit I can think of though, nothing else I can think of really touches this

quiet cobalt
#

Maybe we just didn’t notice before

rich sinew
rich sinew
quiet cobalt
#

It is not a serious issue for the most part. DeathRun Remade starts aren’t that deep.

#

Just me with my weird need to use whole map Randomised starts

#

I have no issue with just emptying the storage with Accelerated start and spawning the items

rich sinew
#

It would be nice for it to just work though

#

Yes, not the biggest issue but the pod could also just not be mean about it

quiet cobalt
#

DeathRun Remade DeathRun creature aggression is real

#

I think Cattlesquat was soft

rich sinew
#

I pretty much took that over 1:1, there's nothing making it harder

#

Cleaned it up for readability but no content changes

quiet cobalt
#

I guess I was just ranting after by latest death

#

Not complaining. It is doing what it says on the package

split hare
#

Batteries are missing from my current run's fabricator, but I had them on a previous attempt (and they worked fine). Is there some way to force the recipes to appear?

quiet cobalt
#

Would be helpful if you could send your log and say what your battery settings are on

split hare
#

I actually just rebooted the game (should've just tried that first face_palm ) and they're there now. Settings were deathrun tho

quiet cobalt
#

Were you loading a save/creating a new run without relaunching the game?

split hare
#

Yeah, this one was started immediately after my previous run ended

quiet cobalt
#

I think Raqzas wants it to work properly even then, so your log might still be helpful to see whether other mods might be preventing it from

split hare
#

Okay, I'll see if I can hunt it down

quiet cobalt
#

Will be in your BepInEx folder

split hare
quiet cobalt
#

I think for some of those other mods you’d want relaunch anyway, especially the vehicle ones

rich sinew
#

You're the second person to report this. The only mod you two have in common is Radial Tabs, but I just tested with that running and everything is working fine. No idea what could be causing the issue. Unfortunately the log file doesn't help out either

wide python
#

how do you unlock lithium power cellls?

quiet cobalt
#

I think by picking up Lithium

#

Or rather by picking up a Lithium battery probably

wide python
#

hmm i already picked up some on the mountain island maybe from picking lithium in jellyshroom caves

quiet cobalt
#

Have you picked up a battery?

#

You have the battery unlocked?

wide python
#

yep copper zinc ones but not lithium

#

they're required for the mobile vehicle bay

quiet cobalt
#

You say you have picked up Lithium?

#

They are supposed to unlock when you pick up lithium

wide python
#

they seem to be there now didnt give me the jingle for a new blueprint thanks

wary steppe
keen latch
#

Hey, I was asked to submit a bug report in this channel (Im really happy about DR Remade, I loved the original)

The recipe for the zinc/copper battery is not available in hardcore/survival, even after collecting the required materials (copper, acid mushrooms)--

as I was writing this, I restarted the game, opened a creative game, and then closed the creative file and opened the hardcore game I was playing, and now the recipe is now available; entertaining! (so something went wrong, Im not experienced enough in subnautica modding yet to give something intuitive, sorry!)

Here is the output log

quiet cobalt
keen latch
#

IIRC this bug is exsisting or some other person had the same issue?

quiet cobalt
#

Maybe they did a similar thing

#

I’m not sure how hard file path coded Raqzas made the mod and whether that could cause this behaviour. He’ll have to answer on that. Just an observation from me.

keen latch
#

Ugh

#

lots of the custom data for the recipes is overriden, might be the issue

#

god i LOVE human error

#

alright, cleared the issue (the copy in the plugin/plugin folder)

#

aaaand, it looks good

#

may just be correlation, will test later

rich sinew
#

paths are relative to the .dll of the mod

rich sinew
# keen latch

this is normal. Resetting recipes between runs causes this to show up

rich sinew
keen latch
#

guh, bug occured again

#

Restarting the game seems to fix it

keen latch
#

additionally, im taking damage to radiation with the radsuit on

late vapor
#

If so, make sure you update to the newest version

keen latch
#

many thanks ā¤ļø

late vapor
#

Well it is now. The old way I did it was kind of lazy and I should’ve just done it the way it is now

quiet cobalt
#

@rich sinew Could the file Vortex adds to the Localization folder cause issues?

rich sinew
#

It could. That would be a Nautilus thing though, I don’t know if it accounts for Vortex’s absolute insistence to mess with everything

quiet cobalt
#

@rich sinew Will a Legacy Deathrun save work. I don’t think so, but maybe you know otherwise?

rich sinew
#

An ongoing save no, but old scores can be imported

quiet cobalt
#

Okay. Thought that much

limpid lotus
quiet cobalt
quiet cobalt
#

@limpid lotus You’ll want to get back on the latest stable version of the game and delete your BepInEx folder to get rid of QModManager. I know you like More Quickslots, but use QuickSlotsPlus instead. More is bugged

limpid lotus
#

And yeah, I definitely want more quickslots. Five just isn't enough. šŸ™‚

hardy jacinth
#

i think it funny that default game was five and that should be fine because it inventory management lol

limpid lotus
hardy jacinth
#

imagine 2 quickslots challagne

#

we need the res4 inventory management system

#

rotation mostly

#

stacking

limpid lotus
hardy jacinth
#

why no slot challange jk

#

2 slots you have two hands

#

unless you lost a limb in the crash XD

limpid lotus
#

I mean... we would hypothetically be doing this because it's "challenging," not because it's logical or plausible. šŸ˜› How about "no limb challenge?" You can't use items except by clicking on them from the inventory screen. šŸ˜› (Disclaimer: This is a joke; no one do this) šŸ˜„

quiet cobalt
#

As we only have two hands and no backpack, 2 items in inventory challenge sounds right

hardy jacinth
#

no slot would have some kind of button activator with a inventory detector to active the item in the players mouth and you could only bite catch fish XD

limpid lotus
# quiet cobalt <@363457215291457556> You’ll want to get back on the latest stable version of th...

Okay, um... Subnautica is failing to read any mods and I'm not sure what the issue is. I had previously been using the Legacy version of Subnautica, so I went into Steam options and turned that off by selecting "None" under "Beta participation" and it loaded up the current version of Subnautica. So far, so good. Then I removed all the previous mod files that had been there under the Legacy version, including folders entitled "BepInEx" "BepInEx_Shim_Backup" and "Qmods" as well as the files "qmodmanager_log-Subnautica.txt" and "qmodmanager-config.json" and once that was done, I downloaded the applicable ZIP files from the Nexusmods link in this post: #šŸ“¢ā”ƒmod-updates message I put the folder called "BepInEx-master" in the base Subnautica folder and put the "plugins" folder for Nautilus, Deathrun remade, and Quick Slots Plus within the "BepInEx-master" folder. As far as I can tell, I followed all steps as laid out in the Deathrun remade page, but when I load up Subnautica, all I get is base game.

#

Did I do something wrong? Was there some other step I was supposed to follow?

quiet cobalt
#

It sounds like you downloaded BepInEx source code. You need to instead install Tobey’s BepInEx pack

#

Don’t click on the BepInEx link in the description, that leads to the source code

limpid lotus
#

Okay, thanks, I'll check that out. šŸ™‚

quiet cobalt
#

Yeah, I’ve seen a few people clicking that link and then downloading from there

#

On the Nexus page there is a Manual button next to the blue Vortex button. You want to click that Manual button

limpid lotus
#

Okay, this looks a lot more promising. šŸ™‚

#

Mod settings and "Deathrun stats" are displaying on the menu now. šŸ™‚

#

Okay, I'm gonna reboot, and then I'll get this stream started. šŸ™‚

quiet cobalt
#

Cool, will watch the start, but have to leave for work soon

limpid lotus
#

Well, as usual, I didn't start when I intended, but hopefully, you'll get to see a bit of it. šŸ™‚ Here I go... https://www.twitch.tv/tormuse

limpid lotus
#

Okay, first impressions of Deathrun Remade are very good! šŸ™‚ It's a nice recreation of Cattlesquat's version, with some nice additions to keep me on my toes. šŸ™‚ (Like the fact that fabrications take even more power and the fact that lithium battery requirements are further increased) šŸ™‚

#

I did run into some problems using oxygen pumps where pipes refused to go where I placed them and frequently clipped into themselves in weird ways, so I didn't know where to go to get the oxygen. I don't know if this is an issue with the mod or an issue with the base game, since I've never played since the "Living Large" update dropped, but it's obviously incredibly dangerous to be unsure of where your oxygen is gonna come from. šŸ˜›

quiet cobalt
#

The pipes is a game issue

#

You can always get air, though, even if the pipe connects a bit funky

limpid lotus
#

That said, I did appreciate the fact that the oxygen pump gurgles when I'm holding it, thus acting as an indicator of how far away the Aurora is. (Which is important when using the challenge mode where pumps don't work near the Aurora) I still died from asphyxiation once due to carelessness, but it was nice to know I had the option. šŸ™‚

#

Also, something really strange happened during my first attempt at the challenge when the Aurora exploded. (I had to review the recording to find out what the heck happened) I had been carefully staying below 100m so I wouldn't take damage from the shockwave, but when the explosion happened, I spontaneously got hurled upward 20m out of safe depth and it knocked three quarters off my health. Is this intended? Like... if the shockwave is supposed to jostle you, then cool; nice addition... but having it hurl me upward is kind of weird, and potentially lethal.

quiet cobalt
#

What I have found with the pipe not wanting to extend down and then connecting in that weird way seems location specific

#

The shockwave does have a physical force yes. Best to take cover

#

Usually it throws you away from the source of the explosion, though

limpid lotus
#

Sure, fair enough... but again, having an explosion hurl me into itself is kind of weird. šŸ˜›

#

If it's supposed to throw me away from the source of the explosion, it definitely shouldn't have thrown me up.

quiet cobalt
#

I see you were over a hole. Doesn’t a liquid or gaseous medium moving over a hole create an upward flow out of the hole

limpid lotus
#

There are a lot of problems with that statement, but rather than get bogged down in a discussion of the laws of physics, I'm gonna point out that it isn't relevant anyway. We're talking about game mechanics in a game, and I specifically went to a safe depth so I would be safe.

#

If you want to have a game mechanic where the shockwave jostles you, that's all well and good, but in my view, if you're at a safe depth, it shouldn't damage you. Having it hurl you out of the safe depth and then damage you is not a good design choice.

rich sinew
#

The shockwave is meant to push you away, not up. It catapulting you upwards is weird, since it takes the reactor room as the origin for the force so at first glance I have no clue why that would push you up of all things

quiet cobalt
#

I’ve seen some weird things with people flying 100m up in vanilla

rich sinew
#

Ah yes physics

#

There was the person playing with VR a few weeks ago who had that issue iirc. Looked over the code back then as well and everything seems okay? Really not a fan of issues that I can't make happen to myself

quiet cobalt
#

Maybe it involves pressing a specific movement key at that moment

#

I know the fastest death speedrunners use a glitch where climbing the escape pod outer ladder is involved

limpid lotus
#

Here you go, timestamped to when it happened. https://www.youtube.com/watch?v=XzHFb8uweTo&t=4005s

Trying out the "Deathrun Remade" mod by Raqzas for Subnautica. This version works with the "Living Large" update for Subnautica, unlike previous versions I have played, so I get to play with all those nice quality of life enhancements. Looks good so far; Looking forward to trying it out again in the near future. :)

Broadcasted live on Twitc...

ā–¶ Play video
#

My best guess is that it attempted to hurl me horizontally, and I hit a bit of sloped ground that caused me to ricochet upward?

#

And I flew up 20 metres?

#

Also, I wasn't over the hole at the time, so that explanation doesn't fit. šŸ™‚

#

In any case, I imagine this to be an easy fix; make it so the shockwave deals its damage at the same time it hurls you, rather than after it hurls you as in this clip.

rich sinew
rich sinew
# limpid lotus In any case, I imagine this to be an easy fix; make it so the shockwave deals i...

That's a bit harder than it sounds unfortunately. I can't patch into the concept of a force hitting the player without patching every physics interaction of an object with a force ever, which I don't want to get into for its potential performance implications, so instead the damage is on a timer which roughly lines up with the impact. But the exact timing can change depending on hardware and framerate

limpid lotus
#

Okay, maybe I'm misunderstanding what's happening here, then. I would have thought it was a simple boolean along the lines of "if the player is above 100m, do damage, otherwise don't do damage."

rich sinew
#

It is, but the point at which this code is executed cannot be part of the shockwave impact itself because otherwise I'd be doing that check every single time anything gets hit by physics

#

It's a timing issue

limpid lotus
#

Okay, then perhaps it could do that check before the shockwave, then? Or would that look weird?

#

(Just tossing ideas out there) šŸ™‚

#

Incidentally, while you're here, I just want to say great job with the mod. šŸ™‚ I'm looking forward to trying it again in the near future. šŸ™‚

rich sinew
#

That does introduce a little bit of delay into the math, which could be frustrating if you're trying to do a last second dive to safe depth and then get hit anyway despite seemingly having made it far enough. But the idea is good, will look into it

limpid lotus
#

Yeah, I can see that being an issue. Like I said, just tossing out ideas, in case there's an easy fix.

limpid lotus
#

Trying Subnautica again with the "Deathrun Remade" mod. Let's see if I can survive a little longer this time. šŸ™‚ https://www.twitch.tv/tormuse

Twitch

I play a variety of games, mostly the kind of games where you start with nothing and have to continually build yourself up. Also, I sometimes make mods for Doki Doki Literature Club.

ā–¶ Play video
quiet cobalt
#

@rich sinew Pretty please can we have medkits made usable while health is full.

hardy jacinth
#

Why

#

So you can waste med kits

quiet cobalt
#

Medkits purges nitrogen

hardy jacinth
#

Why don't you just have a nitrogen kit or some breathing inhaler

quiet cobalt
#

We do have the Floating Air pump that also purges nitrogen

hardy jacinth
#

Seems like a waste to use medkits lol but each their own

quiet cobalt
#

Well, sometimes that is what you got

hardy jacinth
#

I understand

quiet cobalt
#

Lol

hardy jacinth
#

A uses able 100% oxygen tank can work lol

#

Which could just be a medkit that doesn't restore health

#

They could possibly even make a med station that creates oxygen tanks

quiet cobalt
#

Breathing 100% will kill you

#

*o2

hardy jacinth
#

Pulmonary effects can present as early as within 24 hours of breathing pure oxygen. Symptoms include pleuritic chest pain, substernal heaviness, coughing, and dyspnea secondary to tracheobronchitis and absorptive atelectasis, which can lead to pulmonary edema

#

It's basically called a nitrogen washout

rich sinew
# hardy jacinth Why

It’s a readily available resource that’s already associated with healing that’s easy to carry and can be produced for free through the medkit boxes

quiet cobalt
#

Also, maybe an option to disable the first getting out of the escape pod cutscenes. As they are a bit silly when the pod is under water and/or not in the Safe Shallows. I mean I use Accelerated Start, so have it not playing, but not everyone has it.

#

My current run I’m playing with the atmosphere breathable and the Filter Chip still unlocked and is craftable, not sure whether that is intended. It does have the benefit of lowering nitrogen in bases, so IDK.

limpid lotus
# hardy jacinth Why don't you just have a nitrogen kit or some breathing inhaler

You're probably joking, but just in case you're not, I don't think it's a good or necessary solution to make up extra craftable items. Making it so med kits are usable while at full health would be a better solution that takes a lot less work for the mod author while making for a more streamlined experience for the player.

#

Also, I know the whole "bends" programming was redone for this mod, but I've had a number of instances when it behaved really wonkily, as in this point early in my latest session where the "safe" depth suddenly went several metres below my current depth. (Timestamped to relevant part) https://www.youtube.com/watch?v=8QjG1OPg-1I&t=1097s

Trying again at the "Deathrun Remade" mod by Raqzas for Subnautica. In this episode, I fare a little better, but ultimately, it looks like I'm gonna have to restart again. :P

Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/tormuse

ā–¶ Play video
#

I recognize that the programming for that is super difficult to balance, but I don't think it should be able to spontaneously drop below your current depth like that, guaranteeing that you take damage even if you're being careful to stay below it.

chilly salmon
#

Idk, you’re not really being careful enough if you’re ascending that quickly. You went from 128 to 110 meters in about 3 seconds. The safe depth didn't lower all that quickly, and given it was just shy of 100 meters, it only needed to decrease by 10-15 meters in those 3 seconds to pass where you had ascended to in those 3 seconds

#

I do feel like the old version of the mod was quite a bit more forgiving because of how it worked. It felt like I could severely decrease the bends rate by just tapping upward at almost the same speed, which didn't make much sense

#

I definitely agree that medkits should be able to be used at full health. You can eat and drink at full hunger and thirst, why not use a medkit at full health? I could have sworn you always could!

quiet cobalt
#

Yeah, don’t ignore the words ā€œAscending too quickly!ā€

rich sinew
#

You can comfortably keep the meter in the yellow by going up diagonally (basically holding forward+up)

#

In this case you got unlucky and were close enough to the limit that the increase overshot it once the depth lowering kicked in

rich sinew
limpid lotus
#

Regarding safe depth, if that's intended, then fair enough. It's just different from the previous version; that's all. I'll just have to be more careful. šŸ™‚

#

Trying Subnautica again with the "Deathrun Remade" mod. Too many false starts in the last couple of sessions. I'll do better this time for sure. šŸ™‚ https://www.twitch.tv/tormuse

Twitch

I play a variety of games, mostly the kind of games where you start with nothing and have to continually build yourself up. Also, I sometimes make mods for Doki Doki Literature Club.

ā–¶ Play video
waxen sigil
#

hello everyone. This deffinitely is a nice twist with added difficulty for the game. Does anyone have the starting locations mapped out or where i can find them? I tried googling but no luck.

quiet cobalt
#

Hi. Haven’t seen anything like that.

waxen sigil
#

dang okay. do you have a prefered one. random hurts my brain esp when you get one of the deep drops like bullseye lol

quiet cobalt
#

You could go through the file, forget now which file, but there is one with all the start locations and their coordinates. You can even edit the file and add your own.

waxen sigil
#

oh nice thanks. ill go digging

limpid lotus
#

Continuing the "Deathrun Remade" mod. Last time, I managed to not die. Let's see if I can continue that trend. šŸ™‚ https://www.twitch.tv/tormuse

Twitch

I play a variety of games, mostly the kind of games where you start with nothing and have to continually build yourself up. Also, I sometimes make mods for Doki Doki Literature Club.

ā–¶ Play video
quiet cobalt
#

Can confirm SwimCharge fins don't charge the battery in your held tool

limpid lotus
#

During my last session, I discovered what I think is an unintended exploit.

#

The Living Large update gives you the ability to get 15 seconds of oxygen out of the "air bladder" craftable item, and you can refill it at the surface.

#

This makes the air bladder a cheaper, easier, and safer alternative for reoxygenating compared to using a pump and pipe. Just go up to the surface and spam the use button until your O2 metre is full.

#

I think it would make sense if you're only able to refill it somewhere there is breathable air, like your lifepod or habitat.

chilly salmon
#

Trueeee if it's just filled with surface air it shouldn't be breathable based on the difficulty settings

limpid lotus
#

As it is, it makes the challenge mode for not using the pump near the Aurora trivial. šŸ˜›

quiet cobalt
#

It should thus also be refillable at a pipe

#

Basically any place a regular tank is refillable

quiet cobalt
# rich sinew prefix the techtypes with ||deathrunremade_||

This didn't work. The items just came up as None in game too, so I couldn't craft items with None in their recipes. The suits and decompression module also just had their DeathRun recipes. Is there maybe an issue with the case I was using?

limpid lotus
#

Continuing the "Deathrun Remade" mod. I think I'm about ready to take on the Aurora. šŸ™‚ https://www.twitch.tv/tormuse

Twitch

I play a variety of games, mostly the kind of games where you start with nothing and have to continually build yourself up. Also, I sometimes make mods for Doki Doki Literature Club.

ā–¶ Play video
limpid lotus
#

In my last session, I completed the Aurora, and noticed some wonkiness in when it decides to display the radioactivity visual effects... like there are certain sectors that cause the visual effects to disappear, or at least lessen, when I enter them. Most notably, the visual distortion seemed strongest in the room outside the reactor room, but once I crossed the threshold, my vision got all cleared up, which made fixing the reactor a breeze.

#

Also, there were no Geiger Counter sounds when I was in there, which made the whole experience of fixing the reactor quite calm and chill, compared to previous versions of Deathrun, where the audio/video effects make the whole sequence of fixing the reactor quite intense.

#

Considering that most of the changes between "Deathrun" and "Deathrun Remade" seem to be about making things harder, I was surprised to find that the Aurora was considerably easier.

#

(To say nothing of the fact that the power drain on batteries while repairing the breaches and cutting open doors was less than I expected)

limpid lotus
#

Just so you can see the comparison, this is me fixing the reactor in Deathrun Remade. (Time-stamped to relevant portion) https://www.youtube.com/watch?v=NFmB99mDw7k&t=1989s

Continuing the "Deathrun Remade" mod by Raqzas for Subnautica. In this episode, I take a lot of steps toward improving my survivability, including fixing the Aurora, and building defensive and protective equipment. :)

The Deathrun Remade mod can be downloaded here: https://www.nexusmods.com/subnautica/mods/1495

Broadcasted live on Twitch --...

ā–¶ Play video
#

And this is me fixing the reactor in the previous version of Deathrun. (Time-stamped to comparable point) https://www.youtube.com/watch?v=TcGPWpCT3Os&list=PL5IBRQAZA3zkUFvr69aZx49zJQ7MYV_6o&t=7707s

Continuing the Deathrun mod for Subnautica with all challenge modes turned up to max. Somehow, I continued to manage to not die, though not for lack of danger. :P

Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/tormuse

ā–¶ Play video
#

It's so much tenser in the previous version, in part because of the audio/visual effects going on in there.

#

(Also, battery drain was four times higher before? Wow!) 😮

#

Disclaimer: I'm not saying this to dump on your work or anything, Raqzas; I still enjoy your mod very much and I'm looking forward to continuing it. šŸ™‚ I'm mostly just expressing my surprise at how much easier and less tense the Aurora was this time around; I expected it to be more... "exciting." šŸ˜›

#

From the in-game description of the radiation, I expected the battery drain to get worse and worse, the closer I got to the actual reactor, but that didn't seem to be the case?

#

Oh, and speaking of in-game descriptions, I noticed that some of the databank entries don't seem to reflect the Deathrun changes. Some examples... the radiation suit and reinforced dive suit don't mention that they increase your personal diving depth. Also, boomerang fish don't mention that they have nitrogen purgative effects. I mean I don't know how often people actually read those things, (I'm probably just a big nerd that likes to read too much) šŸ˜› but I think it could be neat to look over the databanks and add notes here and there, where applicable. šŸ™‚

chilly salmon
#

True, especially for those who don't read up about the mod in deep detail

limpid lotus
#

It's also neat how in the earlier version, each breach you seal makes the visual distortion get progressively clearer and clearer, so it feels like you're being rewarded as you go along. šŸ™‚ (Not that everything has to be like the previous Deathrun; I actually think some of your changes are an improvement, including the programming for the nitrogen hazard, despite my earlier complaint) šŸ˜›

limpid lotus
#

Continuing the "Deathrun Remade" mod. Time to make like Inception and go deeper. šŸ™‚ https://www.twitch.tv/tormuse

quiet cobalt
#

@bright galleon Could you send your BepInEx\LogOutput.log

limpid lotus
#

Continuing the "Deathrun Remade" mod. Heading into ever increasing danger. šŸ™‚ https://www.twitch.tv/tormuse

Twitch

I play a variety of games, mostly the kind of games where you start with nothing and have to continually build yourself up. Also, I sometimes make mods for Doki Doki Literature Club.

ā–¶ Play video
rich sinew
#

I'm not replying much here, things got a little busy irl. But know that I'm keeping tabs on it and taking notes of the issues you bring up

quiet cobalt
#

🫔

limpid lotus
#

In that case, I've been meaning to mention... considering the fact that the filtered water's in-game description says "non vegetarian," shouldn't it be exempted from the vegan challenge mode? šŸ™‚

#

Anyway, Continuing my "Deathrun Remade" game again. Will I reach the lava zone today? šŸ™‚ https://www.twitch.tv/tormuse

lavish python
#

While watching Tormuse's stream I found out that the River Prowler doesn't drop it's scales on getting hit.

quiet cobalt
#

They have been for me and others

lavish python
#

It worked for Badvock, so I'm assuming that it's the Pacifist Challenge.

quiet cobalt
#

Possibly

#

He might have to punch them with the prawn arm

#

Oh wait

#

He’s doing no vehicle too, isn’t he

#

Hmm

#

Might have to spawn the scales in then

#

item deathrunremade_spineeelscale

lavish python
#

If Raqzas can do a hotfix, he might not have to do that.

quiet cobalt
#

#1160113039182405642 message

limpid lotus
#

Yeah, as JetEngine expressed, my current game seems to be unwinnable. (I guess no one playtested the pacifist challenge... or at least didn't try it in conjunction with no vehicle challenge) šŸ˜› In the previous version of Deathrun, you could still hit the river prowlers with the knife to get the scales; it just didn't do any damage to them. It should presumably be an easy fix.

#

(I considered just tanking the crush damage, but it seems to increase the deeper you go, so without vehicles, reaching 1600m seems impossible)

limpid lotus
#

It's either that or build a continuous tube that travels several hundred metres. šŸ˜›

kind shuttle
#

Youtube taught us that you can in fact build from spawn to the lava castle, but the engine gets SAD at you about a tube that long

quiet cobalt
#

You going to play the Remade, John?

#

Maybe I should check your channel before asking

lavish python
#

Badvock seems to be playing Deathrun Remade.

quiet cobalt
#

Seems?😜

limpid lotus
#

Continuing the "Deathrun Remade" mod. Hopefully, I can counteract the bug I encountered last time. šŸ˜› https://www.twitch.tv/tormuse

limpid lotus
quiet cobalt
limpid lotus
limpid lotus
#

When I was building my lava zone base, a warper teleported me while the construction menu was on the screen and my controls got locked out. You can hear me hammering buttons in the recording, and nothing worked. I couldn't even push "escape" to pause the game. 😐

#

Somehow, I managed to not die for a few extra seconds, despite being completely immobile. šŸ˜›

quiet cobalt
#

How did you get out of it?

limpid lotus
#

I died.

quiet cobalt
#

😟

limpid lotus
#

There is a non-zero chance that when I was startled by the warper, I clicked off the game without realizing it, and clicked on my other monitor, and that's why my controls stopped working.

#

But I can't rule out the possibility that getting teleported while you have the builder menu open just messes up the game in general.

quiet cobalt
#

Right clicking did nothing?

limpid lotus
#

If that's the case, it's most likely a base game thing, rather than a Deathrun Remade thing.

limpid lotus
#

Right-clicking should have closed the builder menu. So should escape.

#

It's probably worth noting that just before this happened, I had covered the area with a stasis field to minimize the chance of anything interrupting my building work. Stasis rifle freezes lava lizard fireballs, but I'd never confirmed whether or not it freezes warper projectiles... until now. šŸ˜›

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The warper must have fired its projectile from outside the stasis field.

quiet cobalt
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Maybe a weird interaction when building inside a stasis bubble and being warped

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Or just being warped while the menu is open

limpid lotus
# quiet cobalt Maybe a weird interaction when building inside a stasis bubble and being warped

Here you go. Time-stamped to the moment in question. šŸ™‚ https://www.youtube.com/watch?v=MQXvIDZS5Kc&t=7125s

Continuing the "Deathrun Remade" mod by Raqzas for Subnautica. In this episode, I overcome a bug to enter the lava zone... only to be done in by another bug. :P

The Deathrun Remade mod can be downloaded here: https://www.nexusmods.com/subnautica/mods/1495

Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/tormuse

ā–¶ Play video
quiet cobalt
#

Played it at 0.25 speed

limpid lotus
#

Yeah, that lends itself to the possibility that I clicked off the game altogether.

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But that doesn't explain why clicking the thermal plant option didn't bring it out of the menu in the first place.

quiet cobalt
#

Maybe the teleport happened prior to clicking

limpid lotus
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Maybe. It's hard to tell.

solar iron
#

what do I need to support a water filtration machine? bioreactor and several solar panels aren't enough

limpid lotus
winged shale
#

Hey! I haven't looked at Subnautica for a few months. Congrats on getting a release version of Deathrun Remade out the door!

winged shale
#

Regarding the bug with the Pacifist challenge and getting the scales for the upgraded reinforced suits: making the zero-damage knife still able to harvest scales would be a straightforward fix, but knifing living creatures for their scales isn't really in the spirit of a "pacifist challenge" even if the knife is nerfed.

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One of the things I love about Deathrun (all versions) is how it forces you to find alternative, often lateral solutions to problems you could just solve directly in vanilla, so it would be cool if you could continue that trend here, and make this problem of the pacifist challenge a feature - the direct approach of knifing them is off the table for you in this challenge, so now you have to find some other way.

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Perhaps there could be ||riverprowler scales scattered around in the brine you have to search for and pick up||, or some ||dead riverprowlers sunk into the brine near the Ghost Leviathan juvenile (chomped by the ghosty) which you can harvest the scales from||. Perhaps you could make it that ||the propulsion cannon can pull a scale or two from a live riverprowler (which is especially tricky because a lot of players have converted their propulsion cannon into a repulsion cannon by that stage of the game)||. You could have similar lateral options for the other scales too, or maybe ||lava lizards occasionally shed scales when they first emerge from lava, and you have to try to grab them before they sink back into the lava and become inaccessible.||

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Anyway, you said you have some IRL demands on your time, and I don't want to create a ton of new work for you, but I thought I'd throw out some ideas just because they occurred to me. Thanks again for the new version of Deathrun! I especially like the little "danger meter" next to your N2 max depth indicating how close you're pushing your ascent.

solar iron
#

how is deathrun aurora fix different from the vanilla one?

After fixing, air got breathable inside aurora, but not outside. And there is radiation close to the surface as well

quiet cobalt
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If you are on the setting where the air is not breathable while the Aurora is not fixed, then you can breathe the air where the radiation has cleared.

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If you are on the setting where the air is never breathable, then you can use the filter chip that unlocks when you fix the reactor to breathe the surface air

solar iron
#

I have that setting like this

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but then, maybe it doesn't work for already started saves? because I have the bends disabled and still need to surface slowly

quiet cobalt
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Yeah, so after fixing the reactor leaks, the radiation will start clearing up. You can breathe where the radiation has cleared

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Yes, you can’t change settings after you have started a save

solar iron
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ah, so that's how it works, ty!

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well, need to make more oxygen tanks xD

lavish python
quiet cobalt
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It does, yes

kind shuttle
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I'm gonna do a deathrun Prawn only run at some point

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Work has been kicking me squarely in the dick lately though

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I did an early run when it was barely working on Living Large

steep grotto
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Hi, Ive been checking out the new version of the mod and I keep dying from electrocution every time I reach to the surface. I dont know if Im doing something wrong or I missed something, so what do I do?

quiet cobalt
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Sounds like you have one of the pre releases installed

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Go to Nexusmods or Submodica and get the release there

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These pre releases should probably be removed @rich sinew

rich sinew
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I don't think those should be taken down seeing as they're quite obviously in a channel called test builds, but I added a link to the nexus page just in case

steep grotto
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thanks

winged shale
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I had a pretty good hardcore deathrun - I died in the ILZ, trying to find that darn entrance to the Lava Castle. Question: did this mod add ||a second sea-dragon outside the Lava Castle||, or has it always been there and I've just been lucky/unobservant in the past?

late vapor
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Yeah, there's always been 2. They spawn on opposite sides of the castle though so it's possible you managed to avoid one in the past

winged shale
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Wow. I've been there so many times across all my previous games, and only ever saw one. I thought there were only 3 in total in the game - one outside the Lava Castle, one inside, and one in the active lava zone.

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There you go šŸ™‚

wide python
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There’s 2??? Been playing for nearly decade and I always thought there was just one near the castle

winged shale
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Yeah, it was a surprise for me too. That's why I wondered if this mod had added the 2nd one, as a surprise, to make what is probably one of the most risky late-game tasks in Deathrun more challenging.

quiet cobalt
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Seems that the battery not appearing in the fabricator for some sometimes could be caused by having too fast a computer. Someone on Reddit reported that after installing the Solid Terrain mod they stopped having the issue.

lavish python
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Sorry I'm late with this report.

quiet cobalt
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What are you reporting?

lavish python
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The stream itself. As a promotion.

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Unless you don't want me to do that?

quiet cobalt
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I’m fine with that, just an odd choice of a word

ebon charm
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does this mod overlap with More Modified Items like the og did?

quiet cobalt
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Both this mod and that mod made provision for each other

ebon charm
#

Oh

quiet cobalt
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The authors, I should say

ebon charm
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sorry that was just a weird way to word it lol

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got it

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thx

quiet cobalt
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Not really

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You’re welcome

ebon charm
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so I didnt get it at first

quiet cobalt
#

šŸ‘Œ

ebon charm
# quiet cobalt šŸ‘Œ

was just rebuilding my modpack since I havent played since 2.0 so I need to catch up lol, still miss the FCS mods 😭

wise ruin
#

Hi Deathrun Remade team, THANK YOU, I’m overjoyed to have a new version of this outstanding mod to play with again. I’m encountering an intermittent bug where the copper/cheap battery doesn’t turn up in the fabricator menu. A handful of times quitting and reloading has fixed it, other times not … I’m a tech dinosaur but willing; how can I best share information about this bug to help the team tackle it?

quiet cobalt
#

Hi. I haven’t experienced this, but from what I’ve seen saving and relaunching the game once has been enough.

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You can install the Solid Terrain mod and see if that makes it stop happening. I’ve seen one report of that being the case.

ebon charm
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does this mod work with custom craft 3 mods?

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also the addition of harder recipes in general would be nice

quiet cobalt
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It should work fine, just set Deathrun Remade’s applicable recipes to normal. That is what I do with Randomiser and it works fine

ebon charm
quiet cobalt
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Why?

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Too hard?

ebon charm
quiet cobalt
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Did you set Deathrun Remade’s recipes to normal?

ebon charm
quiet cobalt
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If it still isn’t showing send your log file in #ā“ā”ƒhelp-and-support

winged shale
silk zodiac
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iirc there's a Warper or two, but no ||Sea Dragon Leviathans||

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I know there's Warpers cuz one warped me out of the building and I died of fall damage SadOato

winged shale
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I can't really recall, put it's possible one of the two outside (that I didn't realise was there) clipped through the walls on some game ages ago (or its breath did) and that's why I thought there was one inside.

silk zodiac
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That would be terrifying x'D

late vapor
vivid yarrow
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is this in the mod?

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cuz like... it feels kinda normal when going to surface for air

quiet cobalt
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You have to set it to be permanently poisonous in the settings. By default it is only while in radiation

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You can’t change settings mid game

vivid yarrow
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hmm

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should i turn it on?

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what do yall think

chilly salmon
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I feel like it's pretty core to the DeathRun experience. Makes repairing the Aurora a much more rewarding task because you unlock the integrated air filter to let you breathe air like normal

vivid yarrow
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ah, so i should set it for aurora repair

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alr

chilly salmon
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Idk. Does that setting just make all air breathable one the Aurora is repaired?

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I'm not familiar with the DR Remade settings

quiet cobalt
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It does

vivid yarrow
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idk tbh, i had this turned on yet, i could resurface

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alr, anything else i should change?

rich sinew
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I personally like playing with the filter pump challenge on. Feels almost core to me too

vivid yarrow
rich sinew
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the air yes, and the floating pump does not work properly in radiation

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it's a mad dash to gather everything before the explosion, as afterwards you'll run out of air fast

chilly salmon
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Yeah fr

vivid yarrow
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always it is

chilly salmon
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Repairing the Aurora just needs the repair tool, lots of batteries, and a few air tanks at least

vivid yarrow
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les go, kelp forest start

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last time i had cave

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Yo this is good

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this is very good

quiet cobalt
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Good to see you using the provided flares. So many people don’t

vivid yarrow
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uhh....

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i never use em...

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i took em to throw em out...

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they are useless

quiet cobalt
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Lol

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Definitely not

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They are an excellent light source, especially at night and on dark settings

vivid yarrow
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yeah i noticed its darker than usual

rich sinew
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watermurk on max makes the night impossible without lights. I genuinely get lost in the kelp

vivid yarrow
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also idk why

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but this mod makes my pc 10 degrees hotter than vanilla

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usually 62, now 72

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aaand i died...

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should i make new world?

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wah... first time using flare...

vivid yarrow
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no vehicle strat

chilly salmon
vivid yarrow
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wait uh

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how do i unlock batteries in crafting

chilly salmon
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Pick up an acid mushroom

vivid yarrow
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i did

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i still dont have recipe

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(got copper too)

chilly salmon
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You wouldn't happen to be running a beta version of the mod would you?

vivid yarrow
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dont think so

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latest

chilly salmon
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I seem to remember there being a bug in the beta version that caused that. Hmm

vivid yarrow
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(in previous world, i did have batteries)

chilly salmon
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try just restarting your game

vivid yarrow
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alr

rich sinew
lavish python
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Has the exploit that allows one to use the Air Bladder as a filter been fixed yet? Or is it fixable at all?

silk zodiac
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I assume you mean filling an Air Bladder and then breathing from the bladder?

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I never thought of that ThonkConga

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Mostly cuz I've never once crafted an Air Bladder

quiet cobalt
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Well, you could also refill your oxygen with a developer command, doesn’t mean you have to