#Deathrun Remade
1 messages Ā· Page 2 of 1
ah. word. i noticed the surfacing electrocution bug but thought it was noted as fixed, but that might be for next release
hmm ok, ive got a few mods that require it so i will trim them away
hehe kk
Going up the lift or using alien arches that take you from deep to shallower will kill you if playing with nitrogen enabled
The lift in the enforcement
aside from aggression, does this modify creature stats or behavior?
pursuit range, bite/retreat behavior, etc
Just their aggression level and damage you take
aight. appreciate the info
Setting the fragment scanning costs option to normal in prerelease 3 also crashes (according to this commit https://github.com/tinyhoot/Deathrun-Remade/commit/599900fb2a04e051bc421808c236e0a11599528e )
As an extra data point, I've been playing with SMLHelper installed and haven't had any issues.
@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
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
my bepinex window also likes to throw a lot of red messages when that happens
i think this is the right file...
Rather relaunch the game before creating a new save or loading a save. Best practice when modding Subnautica.
no worries! didnt bother me, fixed it like you said, just figured id share since i didnt see it on the issues post
as an aside im having a blast dying over and over on hardcore runs now
'oh that kills me'
'oh that kills me too'
i already hated bonesharks, and while im certain they hated me before, its now a vengeful passion
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.
Ah of course. The tooltips must still use parts of the old logic
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?
They unlock when you pick up an acid mushroom.
Ok, but I picked up a ton of mushrooms and they didn't.
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 š
You are sure you downloaded this file?
Yeah, got it from that exact discord post.
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.
Thanks for your help though!
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.
Nice find
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!
@rich sinew Seems pre-22 might be breaking things
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.
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?
It usually happens when I am about 20m or so from the minimum depth
It also occurred in the sea emperor tank, where the minimum depth is well above the max height of the pool.
I've definitely experienced this too. Even if it's a feature, it feels like a bug.
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.
As Raqzas said the āAscending too quicklyā warning should not be ignored
I didn't get an "ascending too quickly" warning.
It defaulted to warnings disabled.
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.
This is an interesting one. The current version of the mod doesn't have N2 purging, but IIRC the original had N2 being purged (your effective depth was 0 and your safe depth vanished over time) if you had the filter chip and were inside a powered base/Cyclops/precursor air pocket, or inside a Seamoth or PRAWN with the nanodecompression module installed.
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.
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.
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? š I've lost so many runs to this and I still couldn't figure out how to avoid that š
Disable the radiation in the settings
turns out im just blind. from the nexus page
the 'pay attention' is for another sentence, but i feel it wraps up this nicely lol
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 :)
Also, can confirm I had the same issue mentioned with the latest version of Nautilus (Pre-22) and the missing battery recipe
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 š¤
Disable radiation for now
Just happened again. Seems any attempt to get near the surface in a certain area of the map just kills me by electricity
The bug has already been fixed for the next release
Awesome!
If you want to understand the details of the bug: #š®āmod-discussion message
And here: #1160113039182405642 message
I that read as amazing to say needless I was shocked
It is quite shocking. I was also shocked.
@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...
Yeah, unexpectedly things have gone a little topsy turvy so I havenāt really had the time to work on this unfortunately. Pre-4 would make sense but Iād at least want to solve whatever issues come with the latest Nautilus. Iāll see if I can squeeze in some time in the next few days
Awesome - thanks!
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.
Would be nice to have an option within the mod that made the planet permanently at night
if memory serves me right that is already a command in console to stop day night cycle just set to 0
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
Yo everyone, does anyone have a working version of the mod on bepin/nautilus?
#āāhelp-and-support message
Any updates on the development on this?
Think Raqzas has had RL get in the way of development for now
is the copper battery cells occasionally being made without power a bug, or a feature?
was able to fix the bug(?) by reloading
There seems to be random patches of radiation underground when installed
It's been a little while. #šāmod-test-builds message
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.
Thanks for this. Will be testing tonight.
How is Lithium Batteries unlocked?
Shouldn't the speciality tanks appear in the Modification Station blueprints in the PDA?
Was this cul-de-sac? Every other start should give the pod enough room to actually sink and stop before it gets this low
cul-de-sac clipped into the terrain for me, had to speedrun a habitat builder before it went oob
No wait, I read the schedule wrong, for fucks sakes
Testing will commence
Pretty sure thatās still on vanilla, which should be acid mushrooms
They should. If they donāt I might have messed up with the grouping. Not sure if something changed about how that is handled in nautilus
Eh, my bad. Lithium to unlock lithium batteries
I need to start writing up a rough guide
It definitely used to
Uhhhhhh lots of scanning and analysis changes in recent nautilus. Could be that, somewhere
On Battery Costs - Normal(No Changes) Lithium Batteries are unlocked from the start, but they cost
And Copper/Zinc Batteries exist
Wait on normal? That shouldnt even be changing the recipe
Normal yes
Beans.
# 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```
Tried a Vanilla starting location
The vanilla starts can be incredibly shallow. Might have to constrain or disable those
Yes, there are some areas that are like 1 m deep
did it phase through the ground?
Yes
It was rolling around at first and then when I went to go catch more food and returned it was gone.
oh by the way, y'know the alien gun, using the elevator to go up is spell of atomize your blood vessels
due to how the bends work
I wrote a patch for that specifically
Are you using today's update?
I was about to be very sad if that for some reason didn't work for you
fair, but I think it'll probably work
though I did notice if I exit then re enter a save the mod experiences a fatal error
but not when I restart subnautica
With mods it's best to always quit to desktop before loading a save or starting a new world
yeah lots of mods absolutely cannot handle that
subnautica doesn't properly clean up its world between loading saves so even in vanilla it can lead to some unexpected stuff/bugs
Oxygen use doesn't seem to increase at +100m
oh was that a thing in the original?
right. wait
But I suggested a more linear increase, to make more sense than sudden increases at 100 and 200
I'm like 80% sure I'm not modifying oxygen increases but tbh I'm not fully back in the project yet
sounds neat for sure
Thanks for these fixes
would adding materials for not just adv diving suits, but other recipes such as the cyclops for example be on the table?
you mean like custom materials?
the recipes are already changed on higher difficulties
They use plants seeds too, right?
Of course, the user can modify any recipe, I believe?
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
recipes are all in Assets/RecipeChanges.json. Except for lithium batteries I think
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
Items from mods that add items should work in there, right?
it goes by techtype so yes
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
It is alphabetical, right?
in all my testing yes, but apparently that's not guaranteed
I have never ever seen it do anything but alphabetical though
So yeah, @serene bridge , there is a mod that adds resources. Think Medicookie made it. It re-adds the early access ores, or so
On Deathrun battery costs now. The 2nd Copper/Zinc battery I made had no charge. Not even zero.
No charge for you
what even
Nautilus
it's not a known issue is it?
Well, the batteries were working fine in pre-3 and then a Nautilus update broke them
odd, but now I know where to look. Thanks
Oh, you're welcomeš
WRT shallow spawns, would it possibly help if you made the pod spawn a few metres above the water?
I'm not read enough into the sinking to say for sure, but it might. It would definitely be odd for the player though
gravity is ~5x until the pod is fully submerged so that would also influence things
That might be why the pod rolls and wiggles about at those spawns, because it never submerges?
Or maybe the anchor doesn't apply then?
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
Oh, must be that then
actually there's a hard limit on the anchor that never lets it engage above 10m depth
Makes sense then what I experienced
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
maybe speed is a bad idea. Maybe this needs more Rays
You did relaunch the game before loading a save?
yes
ok yeah I got all that scanned let me see if I can find an alternative to hold on
it shouldn't. If there's some save/load oddities going on it should flip next time you load that save
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
a little funky but fine with me
From what I understand you canāt change those settings mid game
you can change the settings visually but it won't do anything in game
making them visually inaccessible is on my todo list
They can probably use a dev command to unlock the battery
yeah for now unlock battery will fix that unlock issue
@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.
Those with an atmosphere, anyway
Planning, yes. Iāll be on the (hopefully) last few nitrogen changes in a bit
Pre-5 soon, since I found a pretty major bug. Thatāll also be fixing the battery issue
That should be the last one before a full release, I hope.
Excitement
That specific change didn't make it into pre-5, just to be clear. It's tied to a new option or two I'm planning on, along with some changes to the filterchip. That's a bit more than this bugfix release could wait for
I mean it isnāt game breaking, just slightly immersion
Although, one should probably get the bends from entering such places, but we wonāt go that route Iād thinkš
oh won't we?
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
Canāt wait to see what youāre going to add. Donāt tell please.
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.
There have been times I stopped after getting the warning and the safe depth jumps way low and I die.
Are you on pre-5?
anyway
4 I think... I still need to use the command to unlock the batteries and powercells that use lithium
Sweet! was it relased this week?
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.
@rich sinew This pod is repaired, I did save and relaunch the game. Still toppled.
what is the progress on this mod?
odd. Could you send me the save?
ironing out the last few kinks before full parity with the old deathrun
You'll look into the Oxygen use not increasing at 100m without a rebreather?
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
Pod sinking rewrite was overdue either way
Thanks for the reminder. I will
Yes, I did indeed save before repairing. Help and Support channel preventing me from playing much on that save before having to retire for the evening
so this mod is almost done?
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
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 aboveā¦. 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 themā¦. 𤷠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. š ill keep playing this out until I either die or beat the game. Im on release 5 btwā¦
What is the lategame item for the Seamoth?
Well, sounds like you have the no vehicles challenge enabled
LoL mahbehā¦.
I have all default except fauna difficulty on hard
If thats the case, im going to finish this out with no vehicles š¤·
Right. Turns out with pre5 every single run is a no vehicle run
Small oversight with the json parsing
Ok, so I went through my mod settings for "deathrun" I do NOT have "no vehicle" checked. And with that, here is a screenshot of the requirements to make the seamoth:
yup. As I said. Every run is a no vehicle run
You could edit RecipeChanges.json yourself
#šāmod-test-builds message 
Or you could just do a quick update
If I change to the update, will it corrupt my current playthrough?
Niceā¦
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.
If you have almost every setting on default you'll need a few more fragments. Some wrecks contain it too
Ya ok. I only lowered creature difficulty to hard. Ill find it in the wrecks then. I didnt know that was a thing..
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
well, "cheap". It's an easy thing to remember
Tried a Randomiser spawn. Will it be inconvenient to have the escape pod sink slightly faster?
5.75 m/s, so Riley can't get to it before it hits bottom
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?
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.š
Currently it almost sinks fast enough, but not quite
Going to be nice and hard now with the increased oxygen use fixed
I donāt 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
Increasing its sink speed will probably kill more often on start of game
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
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
It is the rotation throwing you out, not the speed at which it sinks thus?
yeah. If you don't have toppling on it never happens. It's just the rotation
Super inconsistent too. About three separate times now I thought I finally fixed it only to have it happen again days later
physics
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 āall runs are no vehicles runsā bug.
pre-6 should have fixed that, though?
Release 6 fixed it
Are you still playing that run, you mean?
@rich sinew Shouldn't copper/zinc batteries not be a thing when battery costs are set to normal?
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
I died on day 36 on that run. I started over
Yeah, probably. There's no real point to them existing on Normal
day 36 is pretty damn good
If I add DeathRun items to Randomiser, how should I calculate the value? Add up the ingredients' values?
Although, the DeathRun raw materials don't have a value. Hmm, will figure out a value for them
Add up the ingredients and add 5-10. That's generally the method I followed
Cool, thanks
Would it be bad if the pod only topples while the player is not inside?
That way they canāt be thrown
That doesn't really fix the issue, only the symptom
I guess I donāt fully understand the issue then
What happens, as it hasnāt happened to me?
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
The problem isn't the toppling itself, it's the physics going ham for a bit
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.
Darkest and Chernobyl also, but no challenges for now.
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.
Seems to be related to the HarmonyLib Patching
I doubt this compatibility would be high on your roadmap but thought I would share anyway!
Yes, deathrun doesn't work the second time you load into the game. Restart between playing and you'll be fine
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
How much power does the water filtration use? I cant keep up with its power use..
0.85 power every second in vanilla. Multiplied by whatever your power settings are
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?)
67 hp is not enough to survive a crabsnake bite on kharaa settings
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?
Here it is anyway
I thought the vanilla spawn was one of the random ones you could get
Interesting. Could be a fun idea if it is not the case. I'm going to play it anyway.
Correct, vanilla is a valid choice for random spawns
True, good catch. Looks like filterchip and decomodule both are missing their dissipating functionality
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.
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.
Iād assume so, yeah
I'd laugh if it wasn't infuriating
That was the topple, not the impact itself, right?
If you had time to hear the sound it was the topple
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
Okay
Was the impact with the inside of the pod?
it wouldn't kill anymore but it would absolutely still fling you
so not exactly an ideal solution
Isn't that better than having to restart
it is, but I'd rather invest that effort into fixing the fling too
Oh, that would of course be ideal
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? š
You are using pre 6?
Yes
None of what you mentioned is intended
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
I donāt 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
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.
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)
"Tight" may be an understatment š Even with it repaired, it's still on its side wedged between two rocks š
The starts can be a little tight sometimes but definitely should not get to the point where things start clipping
so yeah, unintended
It's all kind of fun anyway! I am really enjoying the mod so far... eventually I will finish it without dying... eventually š
you can do it āØ
Warp Stabilization Suit Mod Makes the Reinforced Deathrun Suits invisible
Itās likely due to suit lib conflicting with the current way the suits are handled
You got any ideas what it could be?
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
That is normal, yes. On hard you cannot breathe irradiated air. It'll be fine once the radiation dissipates
Why can i breath in the Aurora tho?
Strong air filtration systems
Alright cause i thought it was a bug considering the massive hole in the front of the aurora lol
I'll make a note to add a PDA entry for this. It isn't the most intuitive thing
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
There should be a message more or less to that effect but I can't remember if that's in pre-6 already
I cannot actually reproduce this. The two mods play along just fine on my side. Can you send me your LogOutput.log?
Not sure. Iāll look at the deathrun suit code when I get the chance
Raqzas says it works fine
Maybe Wesch has older versions
tested it out again with and without "Warp Stabilization Suit" "SuitLib" and the bug is gone
here is a vid of the bug https://www.youtube.com/watch?v=T8jwdhVoImg
You have SMLHelper installed. That will cause tons of issues and has in the past also been responsible for the disappearing suit bug
Didnāt see that. Thanks
Yeah I figured that might be one of the causes, im using it cause lots of good mods haven't been updated to Nautilus yet. No major problems so far
@rich sinew Before you asked me about Randomiser and Deathrun. I do have one. Could you make the suits require the previous when āRespect Vanilla upgrade chainsā is selected.
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
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.
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?
This Deathrun Remade is a remake/update to the old Deathrun specifically for Nautilus and the 2.0 update, Ray or Raqzas or someone else will be able to comment on the stability as I haven't actually used this one yet
In #šāmod-test-builds if you search 'pre6' you can grab the download from that
Thank you so much
Stable enough. Some hiccups here and there, but nothing that ruins it
#šāmod-test-builds message
Hiccup happen right at the start, so you can just restart if you die then
Not common
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).
That is normal, donāt worry. In itās current form the mod doesnāt 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
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
any reason why I cant equip other batteries?
lithium batteries work but copper would be so much more convenient in the early game
I see you mention using More Batteries here: #āāhelp-and-support message
More Batteries require SMLHelper. SMLHelper and Nautilus arenāt compatible.
So, uninstalling SMLHelper should fix your issue.
@rich sinew MrPurple makes his mods refuse to load if they detect SMLHelper. Maybe a consideration
Iād considered it. I didnāt really want to shut that down and essentially shut people out of their own choice but more often than not itās just led to issues
Iād be curious to know if anyone has been running SMLHelper without any issues at all
Because if not thereās really no reason not to go the same way Purple did
Purple just wants smlhelper dead so he blocks loading
Kind of forcing them to ask modders to update
It causes issues in DeathRun Remade
Which is fair, but tbh the uncertainty of having to check for SMLHelper first on any bug report is super annoying
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
For what itās worth I ran with smlhelper and nautilus together and I only ever got surface level issues (equivalent exchange not properly categorizing nautilus techtypes, both smlhelper and nautilus patch the tooltip gui and add the mod name at the bottom, just basic shit like that)
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
Interesting
Not sure why either of those first two would happen
I made an issue on the first one at some pont
Just recipes getting overwritten every single frame
The fuck are they doing for that to be an issue though
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
That sounds like a terrible design choice
Either way, that one's a pretty big reason why they don't go too well together
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 thereās no way nautilus still checks every frame right?
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
Absolutely not dealing with taking screenshots and setting up mod pages right now. It'll be up on Submodica and Nexus soon though
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
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
Make the filter a charge item that slowly runs out lol
So kind of a battery operated filter
Hi. Pretty positive it would
Biggest mod for 2.0 Awesome, man.ā¤ļø
It would, yes
#š¢āmod-updates message
There we go.
@stoic flint Hi! It's been a while. Last we talked you expressed interest in poking around in the rewrite's guts when it's finally complete, and here it is. https://github.com/tinyhoot/Deathrun-Remade
One minor issue with the mod page. The installation instructions say to extract to plugins, but the mod is packaged in plugins
So excited to hop into it tonight. Great work!
Me too
Why did you make the official release incompatible with SML?
Breaks things
guess ima have to stick with the older version then
or just give up on smlhelper
i just did got rid of the mods that required it
just gotta hope the creator comes back to life and updates them
well the big ones are updating them
their just big mods
what the mod you wanted to use
Scanner Module
Kionite Batteries
Seamoth Warp Module
Cyclops Docking
Brine Update
got it
Loving the Nitogen UI
@limpid lotus Don't know whether you might be interested: #š¢āmod-updates message
Thanks for drawing my attention to it. š I've been considering getting back to streaming Deathrun, and it sounds like it's a good time for it. š Maybe after I've finished my current "The Long Dark" game, I'll give it a whirl. š
Where would be the best place to discuss the deathruns? e.g. tips, gameplay questions etc. is there another discord channel/server?
I think here is good
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!
Good luck. Let us know how long you last
This is a good place, yes. It was mostly for bugs and balancing during prereleases but I'd be happy to see more general gameplay start to come in
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
Yeah, nothing more than an annoyance
This bug popped up every once in a while and I've never been able to reproduce it. Super weird
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
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
Why would the game have a transition, for solar panel/seamoth module reasons?
Or just for lighting reasons?
I think Iāve mostly seen this happening in the Jellyshroom cave and caves with drooping stingers. So maybe the colour purple has something to do with it.
Nah it definitely happens in un-illuminated caves or sometimes even just under a large arch; like the one by the Furrows starting point
Shading then
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.
Some of them are definitely easier than others. Imo Barren Trench is the most brutal one
Anything in particular that makes it hard or is it just very barren of resources and remote?
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
It happens in basically every shallow cave for me, every single run, like when I'm looking for cave sulphur. I see it basically every cave that's less than 100m deep. Weirdly, I didn't see it in Jellyshroom at all.
It's annoying with the reduced visibility and weird, but really just a minor annoyance and you get used to it.
I haven't had it in shallow caves, weird that it is different for different players
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.
So, where and for who it happens are either system specific or settings specific or a combination of both.
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.
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
If you know about the threat yes or there is only one coming for you at any given moment
True. Bonesharks are terrifying
My last run ended by a silent Boneshark blindsiding me
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
I almost always have to visit the underwater islands wreck, because randomiser. So, I know all about that.
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
Wait so it happens before radiation is even meant to be active?
The small wreck in the bulb zone
Yeah it happens before the Aurora explodes too.
could I ask someone to send over a save file at a location where it happens?
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?
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
I'll give it a whirl
If I do get it, all the better
Right in front of a cave where it happens for me
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
Did you have to do anything in particular to get EasyCraft to work? When I tried it, deathrun specific recipes like batteries didn't appear in the fabricator menus so I had to remove it.
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.
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.
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
They can be killed and donāt regenerate health. I think they have 5k HP, so takes quite some hits
k thanks
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
Oh, wow. @rich sinew That was quick
Fixed now, thanks to @quiet cobalt's save file
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
Oh okay! I didn't really pay much attention to that setting when making my game. I know they are locked in during a playthrough, but is there any backend way I can change it by editing my savefile maybe?
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
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
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
I think you must make a plan
The force of the explosion originates from the Auroraās centre so it blasting you up is super weird, and Iāve never seen it happen before. I do not know how any of the VR stuff works but if it changes some things about the player model/collisons I could see that being the cause
Tbh the blast should send you back a few meters, not hundreds. Wonder if the shockwave somehow hits multiple times in VR
@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?
DeathrunStats.sav in your plugins/DeathrunRemade folder
highscoreswindow is just an asset bundle that contains the window UI
Hmm. Iām sure I just pasted the update into plugins
yeah, it shouldn't cause issues as long as you just merge and overwrite
Could be that I for some reason deleted the folder before then, canāt say. Apologies for disturbing
all good. Might want to update to 1.0.2 while you're at it
Saw the update. Will tonight. Thanks
@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?||
All the drops do, yes
Awesome, thx
@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,,,||
prefix the techtypes with ||deathrunremade_||
Ah, thx
Back to this topic i recently got rid of SML helper and i am still having the invisible suit bug if i have warp stabilization suit loaded
You got rid of SMLHelper? Are you still using a prerelease version of the mod?
no the new version 1.02
Send your LogOutput.log
I'm not convinced it's entirely between these two mods. I loaded up warp stabilization suit after your last report and things were working fine, both suits displaying correctly
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?
Only mods i load up was Warp Stabilization Suit and Suit Library and it causes the reinforced suits to be invisible once i removed SuitLib And WarpStabSuit the reinforced suits were visible
both on new games/saves
Yes, but not in the game of the log you sent? That one loaded way more mods and Iām assuming you didnāt start the game with reinforced suits
Thereās a chance an error shows up in a game where you equip the suit but it might not otherwise
I can send a full on video to clarify
Thatās not necessary, I just need to know whether the log you sent me is from a game where you saw the suit go invisible
Yes the log was from when I closed the game after seeing it was invisible with those two mods
I was hoping you wouldnāt say that cause thereās nothing in the logs pointing at a possible cause
I can try to find if it's a mod conflict by removing mods
Earlier you said you only had WarpStabilization suit and Deathrun Remade installed and the suit was invisible?
yes and when i removed those two the reinforced suits from the deathrun mod was visible again
But without any other mods installed?
With other mods installed
Try with only WarpStabilization, Suitlib and DeathRun Remade. Quickest way to establish whether there is another mod besides those responsible
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
not sure if its been reported already but whenever i exit the lifepod my oxygen never reduces?
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?
how do i do that sorry?
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.
sorry if its messy never uninstalled the sml dependant mods, the oxygen bug happens as soon as i exit the lifepod
screenshot of your game folder
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
k thanks ill test it after removing them
seems to have done the trick thanks
@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
Might be the pod sinking too quickly and interrupting the opening animation
I've been having this problem too, but only since I updated from 1.0.0 to 1.0.2. It seems weird unless something changed with the pod sinking, but I suppose only a minor inconvenience.
It was the radiation effect in caves and telepoting shallower killing you. Doesnāt feel like any of those two fixes should have affected it
Iād rather have this than the sinking speed being reduced. It is already sinking a little too slowly for my liking.š
I did increase the sinking speed by a fair amount, hence why that was my first thought
Wasnāt that done prior to release?
That's about the only culprit I can think of though, nothing else I can think of really touches this
Maybe we just didnāt notice before
My secrets, exposed
Possible
It is not a serious issue for the most part. DeathRun Remade starts arenāt 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
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
I pretty much took that over 1:1, there's nothing making it harder
Cleaned it up for readability but no content changes
I guess I was just ranting after by latest death
Not complaining. It is doing what it says on the package
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?
Would be helpful if you could send your log and say what your battery settings are on
I actually just rebooted the game (should've just tried that first
) and they're there now. Settings were deathrun tho
Were you loading a save/creating a new run without relaunching the game?
Yeah, this one was started immediately after my previous run ended
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
Okay, I'll see if I can hunt it down
Will be in your BepInEx folder
I think for some of those other mods youād want relaunch anyway, especially the vehicle ones
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
how do you unlock lithium power cellls?
hmm i already picked up some on the mountain island maybe from picking lithium in jellyshroom caves
You say you have picked up Lithium?
They are supposed to unlock when you pick up lithium
they seem to be there now didnt give me the jingle for a new blueprint thanks
these guys left me on read lol
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
I see you do have the mod twice inside the BepInEx\plugins folder. Once directly in it and again inside a plugins folder inside the plugins folder. So, maybe the one inside the plugins inside the plugins sometimes loads and other times the one that is correctly installed.
bleeeh, might of happened as I reinstalled it, had to dump my subnautica folder nd reverrify the files before hand to get bepinex to work again
IIRC this bug is exsisting or some other person had the same issue?
Maybe they did a similar thing
Iām not sure how hard file path coded Raqzas made the mod and whether that could cause this behaviour. Heāll have to answer on that. Just an observation from me.
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
as long as the file structure within the deathrun folder is intact it will work wherever
paths are relative to the .dll of the mod
this is normal. Resetting recipes between runs causes this to show up
that could explain things. I never considered this might happen at all so I'm not sure exactly how the mod behaves in that kind of situation
additionally, im taking damage to radiation with the radsuit on
Are you using this mod? https://www.nexusmods.com/subnautica/mods/1512
If so, make sure you update to the newest version
I was thinking that, huh... subnautica coding must be goofy, the default rad suit should be untouched
many thanks ā¤ļø
Well it is now. The old way I did it was kind of lazy and I shouldāve just done it the way it is now
@rich sinew Could the file Vortex adds to the Localization folder cause issues?
It could. That would be a Nautilus thing though, I donāt know if it accounts for Vortexās absolute insistence to mess with everything
@rich sinew Will a Legacy Deathrun save work. I donāt think so, but maybe you know otherwise?
An ongoing save no, but old scores can be imported
Okay. Thought that much
So I think I'm ready to try the new Deathrun mod now. š I'm thinking of streaming it tomorrow. I assume this link leads to the latest version?
Awesome, will try to make it. It does lead to the latest, downloadable from either Nexusmods or Submodica
@limpid lotus Youāll 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
Thanks for the tip. š I'll look into it. š
And yeah, I definitely want more quickslots. Five just isn't enough. š
i think it funny that default game was five and that should be fine because it inventory management lol
Well, as I like to say, in the game, you should be battling the elements, not the interface. š Adding more quickslots is just a quality of life thing. Yeah, you can argue that technically, it makes things more "challenging" to have fewer quickslots, but having to go into your inventory more frequently is the kind of "challenge" that's more annoying than fun. š
imagine 2 quickslots challagne
we need the res4 inventory management system
rotation mostly
stacking
Why stop there? 1 quickslot challenge! Go! š
why no slot challange jk
2 slots you have two hands
unless you lost a limb in the crash XD
I mean... we would hypothetically be doing this because it's "challenging," not because it's logical or plausible. š How about "no limb challenge?" You can't use items except by clicking on them from the inventory screen. š (Disclaimer: This is a joke; no one do this) š
As we only have two hands and no backpack, 2 items in inventory challenge sounds right
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
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: #š¢āmod-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?
It sounds like you downloaded BepInEx source code. You need to instead install Tobeyās BepInEx pack
Donāt click on the BepInEx link in the description, that leads to the source code
Okay, thanks, I'll check that out. š
Yeah, Iāve 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
Okay, this looks a lot more promising. š
Mod settings and "Deathrun stats" are displaying on the menu now. š
Okay, I'm gonna reboot, and then I'll get this stream started. š
Cool, will watch the start, but have to leave for work soon
Well, as usual, I didn't start when I intended, but hopefully, you'll get to see a bit of it. š Here I go... https://www.twitch.tv/tormuse
Okay, first impressions of Deathrun Remade are very good! š It's a nice recreation of Cattlesquat's version, with some nice additions to keep me on my toes. š (Like the fact that fabrications take even more power and the fact that lithium battery requirements are further increased) š
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. š
The pipes is a game issue
You can always get air, though, even if the pipe connects a bit funky
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. š
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.
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
Sure, fair enough... but again, having an explosion hurl me into itself is kind of weird. š
If it's supposed to throw me away from the source of the explosion, it definitely shouldn't have thrown me up.
I see you were over a hole. Doesnāt a liquid or gaseous medium moving over a hole create an upward flow out of the hole
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.
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
Iāve seen some weird things with people flying 100m up in vanilla
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
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
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...
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. š
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.
Definitely looks like that was it. You were close to it already and the speed was enough to send you flying
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
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."
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
Okay, then perhaps it could do that check before the shockwave, then? Or would that look weird?
(Just tossing ideas out there) š
Incidentally, while you're here, I just want to say great job with the mod. š I'm looking forward to trying it again in the near future. š
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
Yeah, I can see that being an issue. Like I said, just tossing out ideas, in case there's an easy fix.
Trying Subnautica again with the "Deathrun Remade" mod. Let's see if I can survive a little longer this time. š https://www.twitch.tv/tormuse
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.
@rich sinew Pretty please can we have medkits made usable while health is full.
Medkits purges nitrogen
Why don't you just have a nitrogen kit or some breathing inhaler
We do have the Floating Air pump that also purges nitrogen
Seems like a waste to use medkits lol but each their own
Well, sometimes that is what you got
Lol
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
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
Itās a readily available resource thatās already associated with healing thatās easy to carry and can be produced for free through the medkit boxes
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 Iām 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.
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
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.
Idk, youāre not really being careful enough if youāre 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!
Yeah, donāt ignore the words āAscending too quickly!ā
At the timestamped time you can see from the accelerometer next to your depth that you were ascending pretty rapidly for a good chunk of time (in the red), which will always increase your safe depth. It's not just about staying below the number, it's also about going up slowly at all times.
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
Intended. It's primarily useful for the breathable atmosphere but as you said the nitrogen benefits in bases are good to have in all other games too
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. š
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. š https://www.twitch.tv/tormuse
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.
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.
Hi. Havenāt seen anything like that.
dang okay. do you have a prefered one. random hurts my brain esp when you get one of the deep drops like bullseye lol
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.
oh nice thanks. ill go digging
Continuing the "Deathrun Remade" mod. Last time, I managed to not die. Let's see if I can continue that trend. š https://www.twitch.tv/tormuse
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.
Can confirm SwimCharge fins don't charge the battery in your held tool
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.
Trueeee if it's just filled with surface air it shouldn't be breathable based on the difficulty settings
As it is, it makes the challenge mode for not using the pump near the Aurora trivial. š
It should thus also be refillable at a pipe
Basically any place a regular tank is refillable
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?
Continuing the "Deathrun Remade" mod. I think I'm about ready to take on the Aurora. š https://www.twitch.tv/tormuse
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.
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)
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 --...
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
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!) š®
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. š 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." š
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) š but I think it could be neat to look over the databanks and add notes here and there, where applicable. š
True, especially for those who don't read up about the mod in deep detail
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. š (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) š
Continuing the "Deathrun Remade" mod. Time to make like Inception and go deeper. š https://www.twitch.tv/tormuse
@bright galleon Could you send your BepInEx\LogOutput.log
Continuing the "Deathrun Remade" mod. Heading into ever increasing danger. š https://www.twitch.tv/tormuse
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.
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
š«”
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? š
Anyway, Continuing my "Deathrun Remade" game again. Will I reach the lava zone today? š https://www.twitch.tv/tormuse
While watching Tormuse's stream I found out that the River Prowler doesn't drop it's scales on getting hit.
They have been for me and others
It worked for Badvock, so I'm assuming that it's the Pacifist Challenge.
Possibly
He might have to punch them with the prawn arm
Oh wait
Heās doing no vehicle too, isnāt he
Hmm
Might have to spawn the scales in then
item deathrunremade_spineeelscale
If Raqzas can do a hotfix, he might not have to do that.
#1160113039182405642 message
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) š 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)
I'm probably gonna have to give this a try, then. š
It's either that or build a continuous tube that travels several hundred metres. š
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
You going to play the Remade, John?
Maybe I should check your channel before asking
Seems?š
Continuing the "Deathrun Remade" mod. Hopefully, I can counteract the bug I encountered last time. š https://www.twitch.tv/tormuse
By the way, it occurs to me that I'm gonna need the lava lizard scales as well. What's the name for those?
deathrunremade_lavalizardscale
Thanks, I figured it out in the end. š (Not that it saved me from another apparent bug) š
š„ŗWhat would that be?
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. š
Somehow, I managed to not die for a few extra seconds, despite being completely immobile. š
How did you get out of it?
I died.
š
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.
Right clicking did nothing?
If that's the case, it's most likely a base game thing, rather than a Deathrun Remade thing.
Nothing did anything.
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. š
The warper must have fired its projectile from outside the stasis field.
Maybe a weird interaction when building inside a stasis bubble and being warped
Or just being warped while the menu is open
Here you go. Time-stamped to the moment in question. š 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
I donāt see your pointer moving after clicking on the thermal plant. It looks like the pointer disappeared when you got teleported
Played it at 0.25 speed
Yeah, that lends itself to the possibility that I clicked off the game altogether.
But that doesn't explain why clicking the thermal plant option didn't bring it out of the menu in the first place.
Maybe the teleport happened prior to clicking
Maybe. It's hard to tell.
Incidentally, here's a playlist of all the videos of my run. š The first two videos are a trio of false starts; the run starts properly at the beginning of "part 3." š https://www.youtube.com/playlist?list=PL5IBRQAZA3znaM0KUKkrc2xolyJhe1Aso
what do I need to support a water filtration machine? bioreactor and several solar panels aren't enough
That was my experience as well. A full bioreactor and six solar panels right at the surface were drained of power in seconds before the water filtration machine could even produce a piece of salt. Perhaps a nuclear reactor would fare better?
GO NUCLEAR
Hey! I haven't looked at Subnautica for a few months. Congrats on getting a release version of Deathrun Remade out the door!
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.
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.
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.||
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.
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
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.
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
I have that setting like this
but then, maybe it doesn't work for already started saves? because I have the bends disabled and still need to surface slowly
Yeah, so after fixing the reactor leaks, the radiation will start clearing up. You can breathe where the radiation has cleared
Yes, you canāt change settings after you have started a save
Doesn't the Filter Chip also clear out Nitrogen while you're inside regardless of the difficulty?
It does, yes
I'm gonna do a deathrun Prawn only run at some point
Work has been kicking me squarely in the dick lately though
I did an early run when it was barely working on Living Large
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?
Sounds like you have one of the pre releases installed
Go to Nexusmods or Submodica and get the release there
These pre releases should probably be removed @rich sinew
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
thanks
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?
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
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.
There you go š
Thereās 2??? Been playing for nearly decade and I always thought there was just one near the castle
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.
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.
What are you reporting?
Iām fine with that, just an odd choice of a word
does this mod overlap with More Modified Items like the og did?
Both this mod and that mod made provision for each other
The authors, I should say
I shouldnt say weird way I just dont hear that word used in that way that often
so I didnt get it at first
š
was just rebuilding my modpack since I havent played since 2.0 so I need to catch up lol, still miss the FCS mods š
Hi Deathrun Remade team, THANK YOU, Iām overjoyed to have a new version of this outstanding mod to play with again. Iām encountering an intermittent bug where the copper/cheap battery doesnāt turn up in the fabricator menu. A handful of times quitting and reloading has fixed it, other times not ⦠Iām a tech dinosaur but willing; how can I best share information about this bug to help the team tackle it?
Hi. I havenāt experienced this, but from what Iāve seen saving and relaunching the game once has been enough.
You can install the Solid Terrain mod and see if that makes it stop happening. Iāve seen one report of that being the case.
does this mod work with custom craft 3 mods?
also the addition of harder recipes in general would be nice
It should work fine, just set Deathrun Remadeās applicable recipes to normal. That is what I do with Randomiser and it works fine
wouldnt get this one to work https://www.nexusmods.com/subnautica/mods/767
no the recipes wont show up
Did you set Deathrun Remadeās recipes to normal?
O shit forgot that one sec
If it still isnāt showing send your log file in #āāhelp-and-support
There's one inside???
I thought so, but maybe not? There doesn't really seem to be enough room in there, does there?
iirc there's a Warper or two, but no ||Sea Dragon Leviathans||
I know there's Warpers cuz one warped me out of the building and I died of fall damage 
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.
That would be terrifying x'D
There's 3 total. 2 outside on opposite corners of the castle, and one in the active lava zone
is this in the mod?
cuz like... it feels kinda normal when going to surface for air
You have to set it to be permanently poisonous in the settings. By default it is only while in radiation
You canāt change settings mid game
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
Idk. Does that setting just make all air breathable one the Aurora is repaired?
I'm not familiar with the DR Remade settings
It does
idk tbh, i had this turned on yet, i could resurface
alr, anything else i should change?
I personally like playing with the filter pump challenge on. Feels almost core to me too
u mean the always toxic air ye?
the air yes, and the floating pump does not work properly in radiation
it's a mad dash to gather everything before the explosion, as afterwards you'll run out of air fast
Yeah fr
always it is
Repairing the Aurora just needs the repair tool, lots of batteries, and a few air tanks at least
les go, kelp forest start
last time i had cave
Yo this is good
this is very good
Good to see you using the provided flares. So many people donāt
Lol
Definitely not
They are an excellent light source, especially at night and on dark settings
yeah i noticed its darker than usual
watermurk on max makes the night impossible without lights. I genuinely get lost in the kelp
also idk why
but this mod makes my pc 10 degrees hotter than vanilla
usually 62, now 72
aaand i died...
should i make new world?
wah... first time using flare...
tbh for starter, you can counteract that with bladder fish
no vehicle strat
Also a life saver when dealing with bonesharks with deathrun enemy aggression lol
Pick up an acid mushroom
You wouldn't happen to be running a beta version of the mod would you?
I seem to remember there being a bug in the beta version that caused that. Hmm
try just restarting your game
alr
should be there by default. It's an odd bug that's common but I cannot pin down. I think ray's working theory was that it's related to how fast your computer is. A restart usually fixes it
Has the exploit that allows one to use the Air Bladder as a filter been fixed yet? Or is it fixable at all?
I assume you mean filling an Air Bladder and then breathing from the bladder?
I never thought of that 
Mostly cuz I've never once crafted an Air Bladder
Well, you could also refill your oxygen with a developer command, doesnāt mean you have to