#Deathrun Remade

1 messages · Page 3 of 1

silk zodiac
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...? I don't see the relevance?

lavish python
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That's the one I meant.

quiet cobalt
lavish python
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I was merely asking if he had. I'm hoping that he either doesn't or can't fix it.

quiet cobalt
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Why?

silk zodiac
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I just always carry around a surface air filter with pipes

chilly salmon
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Does seem to trivialize the on land traversal a bit. Might as well just play with breathable atmosphere

silk zodiac
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Does the air bladder fully refill you instantly?

lavish python
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So Tormuse doesn't suffer when trying to fix the Aurora.

lavish python
silk zodiac
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Sounds like it's as if you stepped into a seabase or something

lavish python
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But you can hop up to the surface, Bladder refills, sink a bit, use Bladder for 15 again, and repeat.

chilly salmon
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Ah so it can't be refilled repeatedly while on land

lavish python
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So it's easily chainable.

chilly salmon
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I suppose that's not really any different from the air filter and a pipe

silk zodiac
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Oh it just gives you 15 seconds?

chilly salmon
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Just one less item slot

silk zodiac
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I'd rather just use the air pump then

quiet cobalt
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Filter and pipe can’t be used in the Aurora if you have that setting on

lavish python
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The Air Bladder doesn't require you to stay still for several seconds though.

silk zodiac
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That way as long as there's no hostile fauna around I can just sit there for however long it takes to refill instead of having to bob up and down who knows how many times

chilly salmon
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True but a filter and pipes are things you’re probably carrying around places anyways

lavish python
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You need two item slots for the Air Filter and Pipes though. You only need one for the Air Bladder.

silk zodiac
chilly salmon
lavish python
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If you pack it up and redeploy each time, then it takes up two slots.

chilly salmon
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If I'm going to deeper places I might bring 10-14

lavish python
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If you're setting it up to stay for a deep location, then Pipes are a better solution.

silk zodiac
lavish python
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Like the entrance to the Jellyshroom Caves, especially if you're waiting for the explosion to pass.

silk zodiac
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I use the tank manifold mod and I love it 😄

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Having 405 seconds of oxygen at once is nice, though it means sitting at a pump takes forever

quiet cobalt
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The Air Bladder exploit is only really relevant when you have the setting on that the pump doesn’t work near the Aurora

chilly salmon
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Yeah. Or if your inventory is stuffed with so much titanium that you NEED the extra slot I guess

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But where are you going with that much of anything that you don't intend to go down deep. Because the time it takes to get back up would be tricky to account for given you'd be taking safety stops along the way

lavish python
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One of the nice things about the Pipes is that you can chain more than one from the same Pump.

silk zodiac
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I don't use the nitrogen/bends difficulty setting

chilly salmon
silk zodiac
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😄

chilly salmon
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I was wondering HOW you can do that

silk zodiac
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I'm also still playing legacy SN

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I'm waiting for FCStudios to update

lavish python
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In that case, Air Bladder's not going to help you, unless you need to surface.

quiet cobalt
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The Air Bladder doesn’t have that feature in Legacy

silk zodiac
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ah

lavish python
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I know. It only got the burst of O2 in the Living Large update.

silk zodiac
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Unfortunately I also had to disable the crush depth setting cuz I'm using C2C and that setting just isn't compatible with how C2C gates personal depth

lavish python
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Living Large update gave the QoL features of Below Zero to the OG Subnautica.

silk zodiac
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I've played BZ so little that idk what those are x'D

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I didn't enjoy BZ

lavish python
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The game pausing while in PDA, pausing while renaming things, and the Air Bladder changes that allow you to either get a 15 second burst of air or a rocket boost to the surface.

chilly salmon
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don't accidentally use the surface boost when playing with the bends, made that mistake once lol

silk zodiac
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Tbh I don't mind the game not pausing in the PDA, it means if I wanna look at something else while I wait for something ingame, I can without pausing

lavish python
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It's an option, meaning you can opt out of it.

vivid yarrow
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shockwave?

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does this mean...

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i cant watch aurora get BLOWN UP TO PIECES?

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:c

quiet cobalt
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You can, but will die in the process

vivid yarrow
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This... This is a paradise (bladderfish)

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1.5h and finally got a seaglide

vivid yarrow
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alr uhh

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bends... THEY ARE THE WORST

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WHO MADE EM

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4 deaths cuz of em...

lavish python
# quiet cobalt You can, but will die in the process

Ironically enough, watching such an explosion IRL is probably going to deafen and disorient you, but if you were far enough away (read: Degassi Island) or on the lee (far side) of an island, then you'd probably survive the initial blast without problem.

rich sinew
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as long as you're out of the water. irl the danger radius is much higher underwater than on land since the it's the shockwave that causes internal bleeding

lavish python
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That's due to water being incompressible and internal organs being a bit less incompressible, isn't it?

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Theoretically the blast of the Aurora would be able to dissipate into the air IRL, while a Crashfish would be almost instant death wherever you went.

bleak plover
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does challange island food keep track per item or globally? like if i had it set to edible before and after radiation would i still be able to eat food i retrieved/planted before the radiation started?

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i assume its prolly tracked globally but thought id ask

rich sinew
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globally. While there is any radiation active at all, you cannot harvest food grown on the island/surface.

lavish python
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Wait, does that mean that land edibles planted inside your base are inedible while there's radiation?

rich sinew
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inside your base is fine, even if it is a surface base. Outside is not

vivid yarrow
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mm

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there's a trick

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to get infinite air

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air bladder can in fact take air from atmosphere

hardy jacinth
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@rich sinew

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so the text on ms store for the mod options is all squished

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also with ms store

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those two were new deathrun saves

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i think msstore isn't syncing the mod save files with it

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[Warning: Unity Log] [HootLib] Tried to access filesystem, but user storage is not UserStoragePC!
[Warning: Unity Log] [HootLib] Tried to access filesystem, but user storage is not UserStoragePC!
[Warning: Unity Log] [HootLib] Tried to access filesystem, but user storage is not UserStoragePC!
[Warning: Unity Log] [HootLib] Tried to access filesystem, but user storage is not UserStoragePC!```
quiet cobalt
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I’m suspecting the file is not with the save

hardy jacinth
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well it gets created and is with the tempsave when you make it

quiet cobalt
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Oh

hardy jacinth
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but i think the deathrun folder and files aren't getting synced with the save

quiet cobalt
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Makes sense

hardy jacinth
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microsoft blah

quiet cobalt
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What if you do it manually

hardy jacinth
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what move it in once it loaded

quiet cobalt
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Just before you load the save

hardy jacinth
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well problem is you can't move it in unless its loaded and you can't load it because its not there

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so deathrun thinks its not a deathrun save

quiet cobalt
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So it only gets created when you load the save?

hardy jacinth
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yep

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thats so you can back it up

quiet cobalt
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Hence unresolvable

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Unless Deathrun puts it elsewhere and looks for it there

hardy jacinth
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ms store is annoying they could have just done it all the same but noooooo

rich sinew
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Is it a different game version altogether?

rich sinew
hardy jacinth
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Oh yeah MS stores aversion below or something I'll have to give you the version number I don't have it

quiet cobalt
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The bigger issue is the saves not wanting to load

rich sinew
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I could resolve that probably? MS store version just flat out not using UserStoragePC is a problem though

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like what. That means ms store treats its save files as if it were a console

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I'd need to know if it's using something special instead

hardy jacinth
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Yeah it's not using the user storage

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And if you wanted to transfer your save to another platform you have to load the save and then check the program that unknown world temp-save

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And that one's only there if you load the save

rich sinew
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All your saves have to be getting kept somewhere

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the bigger issue is that UserStoragePC makes it super simple to track those saves down, and whatever else ms store is using might not do that

hardy jacinth
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They get saved in the cloud Xbox cloud

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Which it seems like it's not transferring the modded save information

rich sinew
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what all the time??

hardy jacinth
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Yeo

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Those two were created with deathrun loaded

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Saved and then exited

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Loaded up and then they were like this

rich sinew
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I get that. That's down to save files not being saved via UserStoragePC, so the mod has no idea how to look for the files

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but like. There's no way they're just in the cloud

hardy jacinth
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Yep I will hand you the manged folder

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So you can look at the code to find a solution I guess

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But I'm at work right now

silk zodiac
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Watching The Last Bacon's Deathrun video, I feel vindicated in never enabling nitrogen lol

chilly salmon
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It's really not very hard to deal with

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But I suppose that's hard for me to say since I can't enjoy the game without nitrogen lol

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Only ever have to deal with its consequences if you aren't using enough pipes really

silk zodiac
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I tend to craft an initial 5 pipes and then never again

chilly salmon
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You mean you never made 25 pipes to go down to a deep biome?

silk zodiac
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Without nitrogen to worry about, I can go up and down as fast as I feel like

chilly salmon
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I'm curious what do you like about DeathRun without nitrogen? Bc for me it was pretty much... the pivotal mechanic that the rest of the mod kinda revolves around

silk zodiac
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For me it's the lack of oxygen on the surface, the wildly increased aggression from everything, the omnipresent radiation, and increased fragment/crafting requirements

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There's a lot more to Deathrun than just nitrogen

chilly salmon
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I see

silk zodiac
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Tbh nitrogen is the only feature I don't play with

chilly salmon
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Well yeah I just mean like it feels like all the mod's extra challenge is only actually really "extra challenge" when you have to deal with nitrogen

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Mob aggression is trivial when you can ascend and descend rapidly. I can out-maneuver a ghost leviathan while maintaining safe nitrogen levels

silk zodiac
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It's the bone sharks and sand sharks that are the most annoying ones to deal with, mostly when scanning fragments

chilly salmon
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Finding more fragments is just padding the game time without a challenge involved in actually exploring the depths

silk zodiac
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When you die in 3 hits and there's half a dozen of them swarming your location, scanning fragments is a PITA

chilly salmon
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But I guess you learn to deal with it differently when playing with nitrogen. I've safely descended and ascended while building a pipe column all the way down to the wreckage in the zone with tons of bone sharks, only taking a single hit with dozens surrounding me

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Strafing and calm ascent and descent are enough. I suppose nitrogen really only actually comes into play in shallower depths. By the time you’re a couple hundred meters down, you have a ton of breathing room to move up and down really quite fast in short bursts without putting yourself in harms way

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And proper preparation with pipes

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I carry like 1-2 pipes when exploring shallow areas and that's enough. Then I haul a ton when exploring deeper areas

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The rule of thumb I always follow is the cave diving rule of thirds. One third of your air going in, one third of your air leaving, and a third in the event something goes wrong so you have some breathing room

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Of course, the game is pretty forgiving with air, and knowing how many meters per second you swim under different conditions helps you account for whether you can make it back to a life pod or sub in time

chilly salmon
silk zodiac
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I've never used them, what are they even for? Temporary illumination?

chilly salmon
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Light. And also they distract enemies

silk zodiac
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huh

chilly salmon
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Throw a flare and the bone sharks will leave you alone for the most part for a bit

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That's the other reason I like the nitrogen. I feel it forces you to actually interact with a wide breadth of the games mechanics most people gloss over. Without it, you still have to carry around an air pump and pipe to breathe surface air, but you’re not really using pipes for their intended purpose, to deliver air to much deeper depths

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Same for flares. Less freedom of movement means tools like flares and stasis rifles become a lot more valuable

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Mob aggression is the way more challenging part of the mod imo. Having leviathans bug you from wayyyy further away, and having to constantly deal with biters is a huge pain

silk zodiac
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Absolutely

chilly salmon
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Nitrogen is just a catalyst to make the rest of the features more purposeful. Otherwise the increased recipe requirements is just extra padding on effectively the same underwater gameplay. You just have to account for a few more seconds to toss out the air pump and a pipe

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But, to be fair, I've played DeathRun for years and I've also taken scuba certification myself and I'm obsessed with the science of it. So I'm already thinking of safety stops, slow ascent, nitrogen levels, and air management

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You can see just how much I swim up to escape the situation, with plenty of room between my depth and the nitrogen safe depth to ascend almost full speed, just as quick tapping bursts instead of full speed

lavish python
chilly salmon
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True. That's part of why I think without nitrogen the surface air breathability is silly. It only really comes into play when you're exploring a surface base, which isn't hard to do in like two trips with a high or ultra capacity tank

lavish python
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Assuming you're playing the Living Large update, of course.

chilly salmon
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combined, both give you the reason to use the pipes for air. But with no nitrogen, you're basically just adding a couple extra seconds of setup time to breathe at the surface like normal

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which could be a matter of life or death if you misjudged your air time

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but you'll learn pretty quickly to deal with that

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or, if you use the air bladder exploit, the surface air breathability limitation is actually just meaningless

lavish python
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Air Bladder only works near the surface (like the Safe-ish Shallows or the Aurora) though. Doesn't work for deep dives.

lavish python
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Out of curiosity, what would happen if Lifepod 5 started beyond the Crater's Edge in this mod?

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Would it eventually respawn in the Safe Shallows as usual, or would it continue an endless cycle of teleporting back to the top of the void?

rigid gull
chilly salmon
# rigid gull where the fuck did the reaper come from

This was the entrance closest to the crash zone. Lifepod spawned just above basically, and the increased aggression meant I was dealing with reapers all the time at my lifepod. This one I guess was chasing me as I went down and Subnautica decided it was gonna let the Reaper clip through the terrain lol

rigid gull
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bro I was playing yesterday (still in my playthrough of SeaToSea) and I was going through the lost river over to the cove tree and then I heard a sea dragon below me...

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there was floor below me.

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about 15 seconds later a fireball narrowly missed my seamoth

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shook me a tiny bit

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if the sea dragon comes up into the lost river itself I'm grabbing my propulsion cannon and locker full of gas pods (4 gastropods like swimming around my base for some reason so I have an excess) and killing it

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...anyway

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how does Deathrun Remade compare to the original in terms of difficulty?

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cause I've finished the original Deathrun twice, both times deathless

grizzled merlin
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https://www.nexusmods.com/subnautica/mods/1599?tab=description Hey! Someone is redistributing the files with the russian translation in them
That was probably not done with the bad meaning in mind, so i already told them to reupload the mod with only the translation files, and make deathrun remade a requirement

Nexus Mods :: Subnautica

Перевод на русский язык мода DEATHRUN REMADE. Русский перевод мода, который повышает сложность игры. С гибкими настр�

rich sinew
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I don't really mind them reuploading the full mod. My only concern would be that it could prevent russian users in future from having access to any eventual updates if the author does not update their reupload

plain junco
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Out of curiosity, is 6.4x the highest multiplier?

rich sinew
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I don't know the max off the top of my head but if that's the number that shows up with everything set to the highest difficulties and all challenges checked then yes

wise ruin
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Folks - does the mod softlock on Pacifist, is it still possible to obtain scales etc for the enhanced suits needed to go deeper?

lavish python
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Yes, it does softlock if you aren't willing to use a console command.

plain junco
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So an odd behavior; not sure if bug or a setting, but I no longer see the countdown for the explosion on screen. It showed up on my first deathrun attempt (and I died shortly after) but on subsequent tries, I get the audio queue and then no countdown.

silk zodiac
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I'm playing Deathrun legacy(still waiting on FCS lol)

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and I can't find the 8th PRAWN Suit fragment

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I got all 4 from the Aurora, and one each from Mountains, Underwater Islands, and Sea Treader Path

late vapor
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There’s one in the ||floating islands|| and ||mountains|| iirc

silk zodiac
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Yup, mentioned those

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As far as I can tell, there's 7 total - 4 in the Aurora, and 3 outside of it

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And Deathrun legacy (at max difficulty) wants 8

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It also wanted 20 Seamoth fragments and the best I could do was like 15

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I didn't specifically search for those though, so there's likely some fragments I missed

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So here I am, building my rocket with only a Cyclops to my name lol

late vapor
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One of them is hanging above the water and it’s kinda hard to reach

silk zodiac
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I'm 90% sure I got all the ones in the Aurora

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But atm it's a moot point cuz I don't need to go deep anymore

alpine ledge
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is there a limit for pipes? i cant get them through an entrance to the jellyshroom cave

rich sinew
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There’s no limit, but for some reason the game does not allow you to build pipes past two of the jellyshroom entrances. It’s a vanilla thing

alpine ledge
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does deathrun stop the looting of stalker teeth from dead stalkers on high difficulty?

rich sinew
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From dead stalkers?

alpine ledge
chilly salmon
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You don't loot stalker teeth from dead stalkers

alpine ledge
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oh wait

chilly salmon
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Maybe you played with a mod that added that but isn't working?

alpine ledge
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tweaks & fixes mod...

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i wish there was an only fixes mod

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thanks

somber swan
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@rich sinew I'm not sure if you're tinyhoot on Github, but I've opened a few pull requests if you are and wanna take a look

rich sinew
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That’s me, yes. Sorry about that, I haven’t checked in on github lately. I’ll take a look

somber swan
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no worries! Just thought I'd let you know 🙂

proven summit
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Does anyone have an idea why Im not losing oxygen? Its not on creative, im on newest subnautica version, and only mod besides the mod and its requirements is the bepinex radial tabs

rich sinew
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I'm not 100% sure if I'm reading this correctly but it looks like BepInEx technically does not load SMLHelper but Defabricator relies on it, which triggers an assembly load from outside the usual chainloader which succeeds because the file is still in its usual place so you do end up with a game where SMLHelper is kinda semi active

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Whatever the case, it's clear Vortex is messing up. Remove all mods from your mod folder except the ones you're actually using

alpine ledge
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huh what defabricator relies on it? i was running it without smlhelper

unkempt cosmos
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Vortex makes me mad at this point

unkempt cosmos
proven summit
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thanks it worked, whats weird is before I restarted the game I came out of the lifepod with gravity upside down lol

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so it really messed stuff up

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although for some reason even with surface air turned off I can breathe surface air

rich sinew
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You might have set surface air to be breathable up until the Aurora explodes

proven summit
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ohh I thought it was the other way around

pulsar steppe
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game doesnt wanna load stuff, deathrun may be involved since theres an error for it alot

rich sinew
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I see the error, although it doesn't make much sense. This should technically only be possible if crush depth is set to normal, but that in turn should stop crush depth systems from loading at all. Which doesn't seem to be the case here. What's your config?

pulsar steppe
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gimme a sec

rich sinew
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The error doesn't seem to be present at the start of your logs. Did you play with crush depth on first and then try for a new game with it off?

pulsar steppe
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my first save with deathrun had it on deathrun difficulty (crush depth needs 3 suits)

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and this one has it completely off

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putting the latest log here

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gonna turn off deathrun for now and just copy over the recipes to cc3

pulsar steppe
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how do i get recipes for the decompression modules. is it just as soon as i leave my seamoth/prawn at a low enough depth to cause crush depth?

pulsar steppe
pulsar steppe
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ok so the issue was from decorationsmod, not deathrun remade

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but i dont know what the crush depth issue was, is crush depth supposed to also work before the vehicle's base depth?

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ok, so it seems that crush depth just doesnt work, in the world's settings i have it on depth/20

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in this specific save, i have personal cd set to off, and vehicle crush depth set to depth/20

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in my last save (which i did not complete, just left it to rot after i got kyanite) i had pcd set to all 3 suits, and vcd set to none

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and it does seem to be referencing the saves

pulsar steppe
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would the improved vehicles mod be the thing causing issues (gives vehicles 15% power efficiency, speed, and "defense" for each depth module)

pulsar steppe
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is this maybe causing issues?, can't make my game load at all (the bar stops pretty short) and the logs say something about the fragment costs

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is the PurpleVasePlantSeed not in your techtypes?

rich sinew
rich sinew
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In the previous save you sent the issue was from the setting somehow persisting across saves

pulsar steppe
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oh i meant the power loss thing

rich sinew
pulsar steppe
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im not losing any power

rich sinew
pulsar steppe
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cuz im using customdataboxes to make the blueprints for things not require scans, but going to certain wrecks instead

rich sinew
# pulsar steppe i never touched that file

I suppose it's possible that the file did not manage to load before you started a game but that seems a bit odd. There's so much time in between the game booting and you getting to press any button at all

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Looking at things more broadly that would actually be the first point of failure if any of the files weren't loaded fast enough

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Still, I'm not sure how that would happen. The files are tiny and shouldn't take more than a fraction of a second in total

rich sinew
# pulsar steppe mmnope

Even if something messes up the power deduction the message should still trigger. Question is whether the method runs at all

pulsar steppe
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and same thing when i went to the lost river with it

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no power lost

rich sinew
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You exited the vehicle?

pulsar steppe
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yes

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how else would i check for power loss

lavish python
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Hi

lavish python
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How's it going

carmine pilot
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alright

silent rune
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I'm so glad this mod is still being updated. It's a major component for the "Reaper Infestation" game mode.

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my only wish is a setting for better control over lifepod spawn locations

silent rune
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could i make a feature request? i want the kharaa infection to impose a time limit and health deterioration effect over time, as well as maybe some options to mitigate it

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like eating those sparkling peepers raw, but then noting that they no longer appear in their given area after doing so

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also maybe avoiding contact with infected creatures might keep the infection down

pulsar steppe
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i feel like that'd more be an annoyance than a feature people would like

silent rune
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its more or less the concept of a time limit

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it would go well with a feature to randomize recipes or something, but theres other mods for that

pulsar steppe
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if it were, to be implemented, id say like an hour or two between doses is good

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but it should be after the infection develops

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not instantly

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like hwen entering the lost river for example, some parts of it, advances it one stage iirc

silent rune
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it could begin when you get the alert from your computer for a self scan

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as with the drive core explosion, the infection start could have its own ETA setting

pulsar steppe
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radiation meds

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after you fix the reactor

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one time use of course

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but is gonna costa bit, u can optionally not fix it as a "hard" mode

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with reduced stats n stuff

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little slower, hunger and thirst drain faster, sometimes you drop your tools due to miscommunication of the nerves

silent rune
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cool

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also maybe the warpers get more aggressive

pulsar steppe
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nah that won't make sense

silent rune
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they only attack infected targets

pulsar steppe
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theyre already extremely aggressive in full aggro deathrun

pulsar steppe
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radiation poisoning can't just spread

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you get the rad pois after fixing the reactor, becuase you were just near an insane amount of radiation

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approximately 200x the lethal dose, or so

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nd so it makes sense, sometimes worms can take off your gloves so u gotta pick em back up

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and have like 10 seconds before you die of radiation, unless you put the gloves back on

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or it could just be an addition to something that makes sense in the deathrun sense

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u got rad pois cuz you still got hurt with the suit equipped

rich sinew
pulsar steppe
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the recipe could be something like a stalker tooth (calcium), deep shroom (iodide), salt (sodium)

silent rune
# pulsar steppe radiation meds

i mean, would you treat an infection with radiation as if some kind of cancer? that's sorta what i thought this was describing

pulsar steppe
rich sinew
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safe to say whatever I settle on will not be just another glorified hunger bar to keep from filling up, and it won't put a hard time limit on the overall duration of the run

silent rune
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would hunting sparkling peepers be annoying? what if scanner rooms could detect them

pulsar steppe
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yeah, its just "go to this area, eat a couple guys, leave"

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and you can just put an ACU with 2 sparkling peepers, and have a sparkle peeper farm

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so like u can jsut go to your base

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eat a few peepers

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and go about your day

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we need something dangerous, but not insane

silent rune
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the problem with breeding sparkling peepers is they get their sparkle from a specific source

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according to lore

rich sinew
silent rune
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like, the more infected you are, the further away they aggro you

pulsar steppe
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dont warpers just spawn there

hardy jacinth
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i already was talking about a dangerous infection

pulsar steppe
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its not like everything is pre rendered

hardy jacinth
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they didn't want players annoyed by something annoying to keep doing

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or a dangerous infection

silent rune
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maybe kharaa could just be like any usual infection in that it gets worse if you take damage

rich sinew
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there's not much that can be done there, and you wouldn't be likely to notice an increase either

pulsar steppe
#

do deathrun remade modders know that you can use the air bladder for refilling air?

rich sinew
#

he does know, there just hasn't been an update in a little while

pulsar steppe
#

fair

pulsar steppe
rich sinew
#

scroll up, basically. I'm aware of a host of issues but haven't had the time to deal with them

pulsar steppe
#

oop, aight

pulsar steppe
#

which lifepod location is closest to the safe shallows?

#

gonna add deathrun changes to my run but i wanna make it feel mostly vanilla

silent rune
#

with the new setting on increased scans for recipes, how do i unlock the prawn?

#

i could only find the ones in the prawn hangar in the aurora so far

#

are there more in wrecks around the ocean?

night cove
#

Although I can't tell if the total is 7, which is shown after I scan one, or 20, which is shown in the PDA menu but doesn't update when I scan for some reason...(are there even 20 exosuit fragments in the entire map?)

pulsar steppe
#

i feel like the deathrun fragment scans were most likely tested before launch, so yes, there is probably more than or just 20 prawn suit fragments

night cove
#

I remember getting a bug from early access where wreck fragments weren't spawning and I might be getting that again...

#

Also are the small and normal photosynthesis tanks both supposed to hold 90s?

pulsar steppe
#

so far i fonud 11, only checked 2 wrecks and the aurora

night cove
#

Which wrecks?

night cove
# pulsar steppe yep

So what sets them apart? Does the regular one just make you move slightly faster since its an upgrade to lightweight tank?

pulsar steppe
#

oh uh

#

yeah the lightweight one makes you move faster

#

buut, it does not affect the seaglide speed

#

seaglide speed is fixed, not affected by anything "heavy" or "light"

pulsar steppe
night cove
#

I feel like the small photo one should hold like 45s or 60s or something since its easier to craft than high capacity if you get the mod station early

night cove
pulsar steppe
night cove
#

And aurora has 3, right?

pulsar steppe
#

aurora has 3

#

5 i mean

#

2 hung up, and 3 on a pad or a stage or something

#

a platform

night cove
#

Welp time to backtrack...

pulsar steppe
#

15 found so far

#

ah

#

welp, it seems 15 is the max prawn fragments i found

#

both body and claw fragments, add up to 15

night cove
#

Where were the others?

hardy jacinth
#

You also have the small ones and that's 20

#

And the large ones

pulsar steppe
#

i found 15 total

#

nothing in small wrecks tho

night cove
#

So that bug where wreck fragments sometimes dont spawn is still a thing years later, right?

pulsar steppe
#

hmm, im not sure

#

cuz i went in freedom, which should just be like survival without food and water

#

but the fragments did all seem to be in the same room, which does look like it stores a prawn suit or two

night cove
#

Maybe I'm just blind then

#

But I'm still finding empty wrecks occasionally

pulsar steppe
#

weird

night cove
#

Anyway could I suggest a feature here?

pulsar steppe
#

yeh

#

deathrun feature

night cove
#

Something to adjust enemy spawn points would be cool
I'm came back to the mod after like 2 years but I still remember most of the Leviathan spawn points and can often just avoid them

pulsar steppe
#

well like, where else would you want them to spawn

night cove
#

Like alternative spawn points within their normal biomes
E.g. that reaper spawn on the north side of mountain island could have a chance to spawn on the other side instead

pulsar steppe
night cove
#

Yeah 😈

pulsar steppe
#

welp, run's over lmao

#

bad example

night cove
#

I mean there's already one that guards the aurora entrance which often destroys a seamoth with the increased aggro but doesnt kill runs

pulsar steppe
#

feels like a good spread ngl

night cove
#

I mean most of them are in locations you don't really explore anyway

#

Getting into the aurora is a bit risky, but the largest wreck in dunes and one of the mountains wrecks have a safe paths, and the one near mountain island is irrelevant as long as you stay on one side of the island
The ghost leviathans are also really spread out, a chance for one to spawn in the trench or koosh zone would be neat

pulsar steppe
#

that wont really make sense tho

#

since ghosties are basically light blue flashlights, they probably reside in deep/dark areas

#

250-300+

#

they reside in different areas than reapers do

night cove
#

Iirc blood trench and koosh zone both have that kind of depth, although koosh still gets some light I guess

pulsar steppe
#

there's already enough to deal with in both biomes

#

also that would mostly just be irritating, not really entertaining or challenge increasing

#

more of a temporary inconvenience

night cove
pulsar steppe
#

warpers

#

ampeels

night cove
#

I never found the ampeels dangerous ngl

pulsar steppe
#

i think the levi spawns we have rn are plenty

#

i dont want danger wherever i go

#

if you want more leviathan spawns, add the de-extinction mod

#

adds gulpers i think in every entrance to the lost river

#

and also the bloop and blaza mod

#

adds a blaza in the trench

#

or you can also add more spawns in, i think CustomizeYourSpawns allows that

night cove
pulsar steppe
night cove
night cove
pulsar steppe
#

yeh

night cove
#

something like this for a concept where each of the red arrows is like a 50% chance to adjust the spawn position when starting a save

silent rune
#

i finally got my seamoth in my test playthrough

#

i might tweak the settings so vehicles dont require getting so many exotic ingredients

hardy jacinth
#

So your hosting the mods without permission or is it linked to the mod

night cove
#

I'll finish my current run then try out all these

hardy jacinth
#

But they are hosting the mod files themselves which isn't really allowed without permission

pulsar steppe
#

oh

hardy jacinth
#

Configs that fine

#

Links to the mods fine at modding sites

#

Fine

pulsar steppe
#

yueah, just dont have the downloads for the original mods offsite

#

(without permission from the creators)

night cove
#

Does anyone have favorite deathrun spawns?

silent rune
#

idk, but anywhere not in kelp forest, in my game mode at least

pulsar steppe
#

first two links

#

might wanna get rid of them, not allowed without permission from the mod developers

pulsar steppe
#

yes or no?

#

you can't link the mod files (configs are fine) on a place the mod dev didnt put them on

#

but you can after you ask permission and they say yes

silent rune
#

done

#

it gets confusing because almost all the mods i see are hosted on github and stuff

hardy jacinth
#

Ya from modders to use on submodica

night cove
silent rune
#

im not totally sure how the aggression settings work, but i do know i left the DeathRun aggression setting on Hard as well

#

either way, reapers are definitely more aggressive

night cove
#

i get the sense that the human hunter thing only works on the new spawns

silent rune
#

i only set them to BloodThirsty

#

if you want to really have to watch your back, feel free to use Human-Hunter

#

but again, idk if DeathRun interferes with this behavior

night cove
#

and the spawn locations from that mod are random or in like a grid?

silent rune
#

i know the More Leviathan Spawns are "hand picked", but i'll guess Persistent Reapers are random

#

reapers move around a bunch too so its not like it will matter a lot after a while

night cove
#

is that bloop/blaza mod well made? i could add that too i guess

silent rune
#

idk. try it

#

let me know how it works

night cove
#

i was planning to finish my current deathrun playthrough before going nuts with mods

pulsar steppe
night cove
pulsar steppe
#

yyyep

#

try scanning diff parts

#

sometimes what i call "scanning hitboxes" are quite silly

night cove
#

no part of it works...

#

is there a dev console command that might help or am i stuck with exploring dunes to finish the exosuit?

pulsar steppe
#

itys only that wreck

night cove
#

well here and aurora

#

although i dont think i found any claw parts in aurora

#

that was the UI wreck

pulsar steppe
#

i thought they was merged

late vapor
#

The claw and body fragments are separate

pulsar steppe
#

oh what

#

well theres far more than 4 prawn suit fragments around the map

#

not really 5x more tho

late vapor
#

How many do you need for deathrun?

night cove
#

it says 7 when i scan them

pulsar steppe
#

ah

#

should be good

night cove
#

i have 4 or 5 but the pda isnt tracking them properly and says im at 0/20

pulsar steppe
#

weird

late vapor
#

It’ll unlock when you get the 7. It’s just confused because you scanned one of the claw fragments

night cove
#

the thing is i cant scan the claw fragments

pulsar steppe
#

then just scan body

night cove
pulsar steppe
night cove
pulsar steppe
#

there's the massive wreck in the grassy plateaus

night cove
#

which GP?

pulsar steppe
#

the one with ozzy

#

the marked lifepod

silent rune
pulsar steppe
#

i was able to scan them

silent rune
#

some of them

night cove
silent rune
#

that one isnt a drill arm though

pulsar steppe
#

or otherwise before legacy

silent rune
#

and hence, unscannable

#

unless im missing something

pulsar steppe
#

i was able to scan the claws in legacy just fine

night cove
pulsar steppe
night cove
#

is it lifepod 17? i have my base next to that wreck

late vapor
# night cove wym exactly?

The larger body pieces need 7 scans to unlock (4 in vanilla) and the claw arm fragments require 20 scans to unlock

night cove
#

but what do the claw arms contribute to?

#

does the game like check if you scanned a body or claw first and only those would count towards exosuit progress?

late vapor
#

No, both contribute to the prawn iirc. They just require different scan amounts

night cove
#

so do you have any idea why i cant scan claws at all?

late vapor
#

I’m not sure. I don’t think I’ve had that issue before

#

But also, I don’t think there’s even 20 claw fragments on the map, so I don’t think you can actually unlock the prawn that way

night cove
#

so should i just deal with it and explore dunes?

#

also where might i find a single cyclops engine fragment outside of a wreck?

late vapor
#

The mushroom forest usually has a lot of cyclops fragments

pulsar steppe
#

not engine

#

only bridge and hull

late vapor
#

Pretty sure they have engine fragments too? The dunes wrecks have some too iirc

pulsar steppe
#

cragfield

late vapor
pulsar steppe
#

does it?

#

i didnt find anything on the wiki

late vapor
#

I think so. I haven’t gone to it in a while but it has the same layout as the floating islands one iirc

night cove
#

that one doesnt have prawn frags

pulsar steppe
#

i dont think it does

night cove
#

ill check cragfield again

pulsar steppe
#

crag has cyclops engine

#

i think also scanner room

night cove
#

i cant find any engine parts here
ran into a ghost leviathan tho so i must have hit the void

winged shale
night cove
#

Yeah I got the blueprint done, turns out I missed one in the aurora

#

How many fragments are required on the highest difficulty? Does it effectively require you to explore the mountains wreck?

thorn haven
#

my current spawn however "land ahoi" or something like that is complete ass. It's in the kelp next to the mountain island cry

night cove
#

I saw the location of far from kelp and its almost better than a vanilla spawn

pulsar steppe
#

is coral enthusiast or shallow arch closest to the vanilla spawn

#

becuase both of them seem to have low xy coords

#

i guess i could check myself later nvm

night cove
#

What are the hardest spawns?

pulsar steppe
#

hmmm

#

seems to be either barren trench (you spawn at the biome barrier between grassy plateaus and sparse reef)

#

or grand reef (spawns you near a little trench bordering the dunes, grassy plateaus, grand reef, and kelp forest)

#

prolly barren trench

night cove
#

...dunes?

#

Someone should label them on the map at some point if that hasn't been done before...

pulsar steppe
pulsar steppe
#

you can also make your own spawn wherever you want

night cove
#

Is that a feature in deathrun? I haven't noticed

pulsar steppe
#

give it a name, and coordinates, and u good

night cove
#

Neat

pulsar steppe
#

follow this format

hardy jacinth
#

isn't the point of playing a game to play the game and not get a direct pointer to the location

#

reminds me of my brother when i finished black the xbox game he wanted me to help him beat for beat

pulsar steppe
#

rtue

#

altho to compensate cuz i basically pulled up alot of wiki stuff, i generally play with harder than vanilla difficulties

thorn haven
thorn haven
pulsar steppe
#

idk i found it kinda fun after doing seatosea, or a portion of it

#

i even make vanilla recipes harder for components

#

and like everything important

pulsar steppe
#

so fr this playthrough i enabled the thing of the oxygen in the aurora being unbreathable, but i could still breathe in it

#

ok maybe a bad screenshot but

#

i was able to breathe inside the aurora before fixing the engine

#

nevermind i thought it was surface air poisoning

#

confused the settings

pulsar steppe
thorn haven
#

I just commented on you seemingly not abusing the bug with the airbladder which makes deathrun a lot easier

pulsar steppe
thorn haven
#

ohhhh

pulsar steppe
#

didnt know that the filter pump thing and air poisoning was diff things

pulsar steppe
#

bladder*

#

deathrun devs know of this issue

#

will proll be dealt with next update

night cove
#

as in what? like you dont get nitrogen buildup while using it?

pulsar steppe
#

you can use it for air poisoning

#

to completely avoid it

night cove
#

oh
wow you can save a single inventory slot

pulsar steppe
#

you can use it on the go

#

no need to stop, can just keep going, go up and down constantly to use it

#

(cant be used abovewater)

night cove
#

i mean otherwise the air bladder would be completely useless

pulsar steppe
#

not supposed to be used

#

kinda the same as jst going up for air normally

night cove
#

i mean the filter pump does that too

pulsar steppe
#

filter is intended

#

air bladder is not

#

overlooked item

night cove
pulsar steppe
#

aight play however u want

night cove
#

although would the game still be possible if a "no surface filter pump" option was there?

pulsar steppe
#

but airbladder is not intended

pulsar steppe
#

there literally is a no filter pump challenge

night cove
#

i thought it was only for auroras normal radiation range

pulsar steppe
#

oh well yeah

night cove
#

yeah theres only "not inside aurora" and "not near aurora" for filter challenges

pulsar steppe
#

u can suggest a "no filter at all" option but ehh

night cove
#

i think it would be cool

#

i should try it for my next run or something

pulsar steppe
#

suggest it ig

#

in the channel i thnk

night cove
#

which channel?

silent rune
#

finally got a prawn suit

#

only had to scour the entire map looking for scannables

#

i had to resort to using a map to find all the places though

#

by the time i got it i had already unlocked practically everything else and had staging bases all around the lost river

#

sorta defeats some of the point of a prawn, but whatever

#

i wish Required Segment Scans had a setting separate for vehicles

#

recipe costs have that

#

also a setting to reduce the number of resource rocks and metal chunks would be handy

#

i could basically always find all i need within the range of my starter base

night cove
#

and more fragments would be found in the mountains

silent rune
#

one other thing: the ultra capacity air tank is such a huge upgrade, i sorta wish it was a kyanite-tier thing, with maybe an intermediate level tank in its original place

night cove
#

I mean we sorta need it when we can't surface because of the bends and vehicles require materials from such depths

#

Without it inventory management would just be even more of a nightmare in early game

#

And by the time you get kyanite the game is nearly done anyway

silent rune
#

the ultra tank? i understand its value, but thats supposedly what vehicles are there to help with

night cove
#

I mean before I got the ultra tank I was just carrying 3 photosynthesis tanks

silent rune
#

also habitats with solar panels arent hard to get

night cove
#

So what would be the point of restricting the ultra tank

silent rune
#

because i can practically traverse the entire lost river with 2 ultra tanks

#

for example

#

nickle and sulfur basically takes me straight to (pre) end game tier

night cove
silent rune
#

but then you have no inventory space

night cove
#

Large tanks give 15 seconds per inventory slot, ultra gives 20

silent rune
#

hmm. i thought it was more

#

regardless, its very high

night cove
#

I feel like freeing up inventory space is more of a convenience thing than making the game easier

silent rune
#

it could be, unless you do something mad like jack up the reaper count to nutty levels such that its a life or death risk just to swim up for air most of the time

#

who would do a silly thing like that though OkayChamp

#

otherwise, 'convenience' could also just mean amount of time to bother spending, unless warpers or sharks are hard to deal with in general or something

night cove
#

I feel like creatures aren't that much of an issue if you aren't in a vehicle since seaglide is enough to outswim most and stasis rifle exists

#

Maybe stasis rifle specifically should have its power costs jacked up dramatically in deathrun

#

Like 2 fully charged shots per lithium battery tier jacked up

silent rune
#

it could be jacked up, but the recipe requirements for the stasis rifle kept it at bay for me

#

and its only real use was outright killing reapers, which is a massive PITA even still

#

simply having the propulsion cannon solved most hazards long before i got the stasis rifle

#

i did end up killing a few reapers, but only because they were annoyingly persistent unwelcome guests near my main base

#

when you end up greeting your local reapers on a first name basis, its maybe time you did something about them kekwhat

#

by the way, the propulsion cannon is completely underrated

#

it yeets warpers straight into neverland

#

i wish it did more against bone sharks, but its effective enough

#

those things are more dangerous to my seamoth than reapers sometimes

night cove
#

You mean the repulsion cannon?

silent rune
#

yes sorry

#

the yellow one

night cove
#

Does it work on leviathans?

silent rune
#

yes it stuns them

#

they might still charge you after it dissipates, but another blast or 2 and they give up

night cove
silent rune
#

if youre going in to a wreck or navigating around an area filled with sharks, they can chew you up fast

#

it gets so bad i dont want to go anywhere without hull upgrades

night cove
#

I turned the aggro to not ignore line of sight checks so maybe thats why I dont have issues with them

silent rune
#

me too. they still find a way

night cove
#

Is the collision damage even increased in deathrun?

silent rune
#

is that all it does? oh dang

night cove
#

I mean spadefish chip damage is huge

silent rune
#

well ya those stupid fish and little bumps in the mushroom forest do add up

silent rune
#

i'm getting a report that surface air is always breathable, despite settings

#

is it just the case that a given playthrough locks in the settings it was begun with (ignoring subsequent changes)?

rich sinew
#

It does, yes. Which is why the config menu warns about this and the in-game version displays the active settings for the current run without allowing you to press any buttons

silent rune
#

so i spent almost 2 hours getting a lost river base up and running properly
all because i got stubborn and insisted i needed a fancy water purifier
due to DeathRun mod settings, the energy cost of a water purifier was only able to be balanced out by having 2 geothermal plants, 1 bioreactor, and 1 nuclear reactor
not even slightly worth it with a single growbed and some bulbo trees, which provide loads of hydration
long story short, i would need to write a mod to rebalance a ton of crap to even begin to make such things worthwhile for challenge mode

#

nuclear reactors, cyclops, water purifiers, and a bunch of other things are almost completely worthless. even in regular vanilla, to an extent

#

cyclops has novelty and can do base stuff, but in my reaper challenge its such a liability

#

i guess its more useful in regular deathrun

#

...after you finally unlock it, at least

night cove
#

does deathrun change the punishment for death? I havent died yet and im not sure if i want to find out the hard way...

pulsar steppe
#

but theres a mod that makes you drop everything when you die

night cove
#

how does it affect score?

pulsar steppe
#

it doenst

#

it is not a deathrun thing

#

so it does not affect your score

night cove
#

i mean death in just deathrun

pulsar steppe
#

i think when you die your score resets

#

or it logs it

night cove
#

aight

thorn haven
#

<@&1071165582101188629> Idk if it's just me but if you find the time why not include the Blueprint/ Databox Randomizer mod into Deathrun itself (with permission of course) for extra score multipliers. Imo it plays very well together.

#

the kharaa setting could put the reinforced suite databox in the dunes kekw

pulsar steppe
#

theres a mod called CustomDataboxes

#

incredibly easy to use

#

i was able to make databoxes and locations for everything that needs fragments within like 6 hours

thorn haven
#

I already do but it's a shame it doesnt modify the highscore

#

since it's much harder to pull off in hardcore with max deathrun settings

#

It's just an idea maybe im alone though

pulsar steppe
#

i think you and nicken chugger would get along well

hardy jacinth
#

I could just make a mod that makes a crap ton of data boxes but like randomizes what's the in them

#

But it's going to look kind of weird cuz you'll have a bunch of data boxes everywhere

pulsar steppe
#

or maybe a databox of something depending on the importance of the item, it is put in deeper/more dangerous wrecks

#

databoxes*

thorn haven
#

or just take the existing randomizer mod and copy paste the code into deathrun yehehe

pulsar steppe
#

gonna need permission from the creator

#

to add that feature in

thorn haven
#

yep. As I said I just wanted to feel out if anyone else thinks that's a cool idea. Ik that stuff takes effort and time.

unkempt cosmos
thorn haven
#

then u should make it not pingable

unkempt cosmos
#

then you should re-read rules..

thorn haven
hardy jacinth
#

Well spooky should have just pinged me not the mod support

thorn haven
#

I thought it was only the support for deathrun

#

mbmb

hardy jacinth
#

I'm the databox updater

late vapor
night cove
#

Although it probably wouldn't affect deathrun all that much since I usually explore all the wrecks before diving deep for vehicle materials

#

I kinda want to max out fragment requirements but turn off increased vehicle cost anyway

#

If nexus had modpacks you could make a randomizer deathrun thing with that custom spawns mod and the databox randomizer

pulsar steppe
#

so there is no failing seed

night cove
#

Does it randomize creature spawns too?

#

And which randomizer mod was he referring to because I found 3

pulsar steppe
pulsar steppe
#

the one that has a lifepod in the thumbnail

#

there's a mod that randomises what creature you hit

#

idk if its 2.0 tho

night cove
#

There's a cave randomizer too but it hasn't been updated...

night cove
# pulsar steppe no

I'll see if its possible to do something similar by manually making a config for customized spawns

pulsar steppe
#

customizeyourspawns cant randomise stuff

night cove
#

yeah but you could change it manually according to a random number picker

silent rune
#

subnautica randomiser remade does bizarre stuff with the scannable debris, and i wasnt able to find what settings correct it (if any)

#

for example, i found an entire red grass area covered in nothing but prawn and seaglide scannables

pulsar steppe
#

it randomises them completely

silent rune
#

no way that was random

pulsar steppe
#

one thing isnt simply replaced with snother

#

prawn might swap with seamoth fragments

#

but seamoth might swap with nuclear reactor fragments

thorn haven
night cove
#

I kinda get why its separate but I'll use it

rich sinew
# night cove how does it affect score?

The first death is a freebie. After that your score tanks with every death, but the malus is capped at 70% after 7 deaths, meaning you only get 30% of the score you would have gotten deathless

rich sinew
thorn haven
#

otherwise there wouldnt be a point

rich sinew
#

It does. The bonus is pretty substantial too

rich sinew
#

Stars above I just reproduced the missing battery recipe bug. It's been months

night cove
#

Does the reinforced stillsuit include the same damage reduction effect as the reinforced dive suit?

rich sinew
#

It does

pulsar steppe
#

makes sense, your suit is already strained enough from protecting you from turning into human paste

silent rune
#

thats good to know

#

what about the rebreather? does that become obsoleted at any point?

pulsar steppe
#

no

#

why would it

silent rune
#

well if a stillsuit does that, i figure i should at least ask

pulsar steppe
#

if u want to u can add something like enameled glass to make getting it make sense

#

cus diamonds are hella tough

#

and with a machine that replaces stuff atomically (fabricator) youre pretty much never gonna have it break

night cove
#

Is the damage taken deathrun modifier applied when the seamoth hits terrain or spadefish?

rich sinew
#

It is. The seamoth in particular tends to get banged up

silent rune
#

i encountered a bug when beginning a new run with tweaked settings where the copper/zinc battery recipe did not appear

#

this is after i was playing a previous run with different settings, and not before exiting the game between each

night cove
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surely this is enough power to support the cyclops

lavish python
rich sinew
tawdry loom
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how close to the crush depth can you leave a seamoth without draining the battery?

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nvm lol

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mod is the definition of cant have shit 😭

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love it though its amazing

pulsar steppe
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or 5

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or 2.5

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just divide depth by 10 and u have powerloss

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or 5, or 2.5

tawdry loom
#

oh ok thank you

night cove
#

Where can lone kyanite chunks be found?
I took a peek in the lava zone and only found drillables...

night cove
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That is...quite a swim

night cove
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Can the drillable nodes be moved using the propulsion cannon?

pulsar steppe
pulsar steppe
#

how do you get the scales if playing on pacifist?

rich sinew
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By grabbing the update I just uploaded

pulsar steppe
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oh lmao

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(someone was having that exact problem over at #❓┃help-and-support which is why i asked)

rich sinew
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It's been noted a few times over the months, yeah. Should be fixed for good now

pulsar steppe
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does this update include all the hotfixes or is it just specifically that one, since it seems to be a softlocking one in a certain scenario

rich sinew
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What's the softlocking one you're referencing?

pulsar steppe
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oh no i mean the scales being previously unobtainable

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practically softlocking you unless commands are used

rich sinew
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Yeah that's fixed, for all three drops

pulsar steppe
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was confused what the third drop was until i remembered the thermal tank

thorn haven
night cove
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what kind of scores have you guys gotten?

hallow crater
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anyone else getting the reinforced dive suit upgrades darkening when inside a base?

hardy jacinth
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it might be night

hallow crater
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well its day rn

pulsar steppe
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do you have any sort of reshade addon?

hallow crater
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yes, without is still broken

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the issue is only present when in a base or the lifepod, seamoth and prawn suit are fine but the cyclops also has the bug present

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the reinforced water filtration suit also behaves the same

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i just tried launching with only bepinex, nautilus and deathrun remade (all latest versions) and its behaving the exact same

pulsar steppe
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mmm

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maybe put your gamma back to normal?

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idk if thatd change anything

hallow crater
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ill see if its not at normal

pulsar steppe
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your gamma definitely looks higher than usual

hallow crater
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gamma is at 1, its just the reshade and the suit still darkens only in a base without it

pulsar steppe
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oh

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which reshade mod are you using btw?, it looks pretty good

hallow crater
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i think the suit is being rendered differently to vanilla suits in some way?

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idr 1 sec

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curves is enabled in all the comparison images on the page so it has that kinda overly reshade aesthetic in some of them

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got another bug to report, aurora explosion damage can go through the nodamage command

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oops nvm i forgot to enable it

pulsar steppe
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💀

pulsar steppe
hallow crater
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thats crazy

pulsar steppe
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in creative

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which iirc is the only way to die in it

hallow crater
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that one makes more sense as a failsafe

pulsar steppe
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well yes

hallow crater
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should i @ raqzas about the upgraded dive suit thing since he keeps going online and then offline again

night cove
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what was changed in the 1.0.4 update anyway?

pulsar steppe
night cove
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oh so the no suit models was fixed

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cool

thorn haven
hallow crater
rich sinew
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I have an idea of what could be causing that but it makes no sense if it is. The suit visuals should be a 1:1 copy

hallow crater
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alright @ me if you figure it out

late vapor
rich sinew
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that was my gut feeling too. I'll be double checking those but I straight up clone the existing suit models so I'd be a little surprised if the spec maps got messed up during that

silent rune
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i wish there was an enemy aggro setting between Hard and DeathRun such that enemies see in a wider range instead of just all directions

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its like a steep dropoff in difficulty from one to the other

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when i try playing my reaper challenge with that DeathRun setting i'm pretty much always getting reapers right in my face

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maybe set the DeathRun setting default to wider range and reserve Kharaa for the current 'all range' of the current DeathRun setting

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line of sight doesnt seem to matter quite so much due to how much open space there is in the game, and how much traversal is needed to even use cover

night cove
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I keep getting lifepod spawns next to reaper spanws...is the game even possible like this?

night cove
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I think having 2 reapers on top of my lifepod is too much....

thorn haven
pulsar steppe
thorn haven
hallow crater
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ive only ever had 1 reaper near my lifepod i think the spawn was natural floatation devices but it might have been a different one

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it was near the only jellyshroom entrance that you can place pipes down in vanilla

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ironically the reaper also wasnt what killed me that run (playing hardcore)

night cove
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The purple delight spawn also has a reaper right above the lifepod with said mod

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The jellyshroom spawn is pretty close to a reaper without the more leviathans mod which might wander towards the lifepod

rich sinew
hallow crater
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oh interesting it probably does

hallow crater
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is there a way to fix the floatation devices on the lifepod?

late vapor
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After you repair it it will flip upright but it doesn’t go back up to the surface

pulsar steppe
#

about that, maybe some sort of setting that lets repairing the lifepod do one of 3 things; make the lifepod upright, make it upright AND float up to the surface, or do nothing

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(cant make it go afloat and not make itself upright, because the floaters wouldve done that, kinda a realistic thing)

hallow crater
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yeah i think itd be best if the physical floatation device on the outside could be repaired separately to the internal panel thing with the internal bit only righting it and not having it float to the surface

pulsar steppe
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yeah, and a setting to enable/disable either of these things happening

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like making the floatation pods unfixable

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but it felt like it was better hwen the lifepod was deeper, because you usally have to go down for resources

hallow crater
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oh definitely

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the lifepod being on the surface is terrible for nitrogen

pulsar steppe
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its like a pre builder tool base

hallow crater
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yeah

pulsar steppe
hallow crater
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i play on like mostly maxed settings apart from dark water, vehicles allowed, non pacifist, omnivore

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im trying to beat it on hardcore

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with a few mechanics from tweaks and fixes and radical radiation on too

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farthest i got currently was fixing the drive core and getting a seamoth but i died because i thought i could just tank the radiation damage from picking up uraninite

dusky vector
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Issue: Knifing a River Prowler with a ThermoBlade does not drop any River Prowler Scales. Pacifist Mode is not active

dusky vector
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my only theory so far is that either MoreModifiedItems messes with the drop table somehow OR there is a mislabeled drop table as i notice the fandomwiki (yeah i know, not the greatest source) says the item name is "spineeelscale" while its actual item name in-game is "deathrunremade_spineeelscale"

rich sinew
#

It's strange. There's nothing relating to it in the log either. I didn't notice anything off during testing and you're the first to have this issue, so I'm leaning towards a mod conflict of some kind?

dusky vector
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that what i thought except to my knowledge no mod i have would affect drop tables either! (i do not want to type all that lol)

rich sinew
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There's no table to it, just a single item that can be set. If another mod were to overwrite the scale that would explain things but none of these jump out to me as mods that would have reason to do anything like that

dusky vector
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i have noticed i have the wrong version of dockedvehiclestorageaccess, but that still shouldnt cause this issue...

rich sinew
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It shouldn't, no

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At this point I'd recommend a bisect. Make a backup of your save first, then disable half your mods. If you still can't get scales, halve your mod list again, continuing until either it works or only Deathrun is left

pulsar steppe
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until deathrun and its requirements is left^^

dusky vector
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well, sadly at this point doing that is very likely to just spit out so many errors that is just... breaks at a basic level... and if im the only known case of this, im fine with just going "screw it" and spawning them with commands, as iirc only 2 of this item are needed for one recipe, which is to upgrade the suits. with this done again with Lava Lizard.
So once i get down there ill try Lava Lizards and see if the problem persits to them or if its just the prowlers somehow

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as i cant even find another mention anywhere of this problem, as even google stops giving me results even remotely related to subnautica anymore on page two of "Subnautica River Prowler Scale not dropping"

rich sinew
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Oh yeah it would absolutely break. I wouldn't play like that at all, it's just for finding the cause. Even though things would break the save should still load and all the breaking things shouldn't touch scale dropping. It does take time to do though

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There's one more thing I can think of actually

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you're hitting these guys, yeah? Bang on the head?

dusky vector
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yup, iv knifed every point on them

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even got bit in the process

rich sinew
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the hitbox can be kinda wonky and not count unless it's the very front

dusky vector
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ill try that on my way down again, as im at the surface again fixing my docked vehicle access moment and making a prawn toa ctually reach Lava Zone to whack a Lava Lizard

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would a corpse still count to drop it?

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because uh... yeah, shockingly knifing them over and over kills them

rich sinew
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I'm not 100% sure but I think it has to be alive

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yeah, it does. It counts as a live harvest, living fish only

dusky vector
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oook, Docked Vehicle storage Access has not yet fixed the massive fps drop issue! now my eyes are bleeding, YAY

hardy jacinth
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Nope

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Lone dev trying to fix that

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I think the vehicle check needs to go through on start

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And then have check if it needs to update the list on update or late update

silent rune
#

some of the 'Kharaa' settings for recipes arent much worse than 'DeathRun'

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vehicle recipe cost for 'DeathRun' seamoth, for example

pulsar steppe
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you can very easily modify them yourself

silent rune
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i know, but i'm just saying

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also the number of scans for 'Hard' prawn might be 1 or 2 too high

pulsar steppe
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there's 8 prawn suits around the entire map

silent rune
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i had to go to the aurora and 2 deep wrecks before i found enough

pulsar steppe
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well

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5 prawns in the aurora

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and 3 around other wrecks

silent rune
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5? are you sure?

pulsar steppe
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yes

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i am very sure

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since i went to the aurora a few days ago

silent rune
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i must have missed some

pulsar steppe
#

3 fragments on the stages

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and 2 fragments hung up

rich sinew
pulsar steppe
silent rune
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the cyclops on 'Hard' shouldnt need nickel

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that almost defeats the point of getting a cyclops

pulsar steppe
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nah i think its fair, especially since it's base depth is 500m

silent rune
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nickel is at 500m? i could only find it at the lost caves blue tree thing

pulsar steppe
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huh?

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the blood kelp entrance

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the one farther from the degasi base

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has abunch of nickel at around 600-700

rich sinew
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hard, not tedious

pulsar steppe
pulsar steppe
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you can jus risk a death if u aint on hardcore

rich sinew
silent rune
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i couldnt find any, but admittedly with only diving tanks its a bit tedious to try

rich sinew
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the highest you can get it is around 450-500m with good spawns, reliably at 600m

pulsar steppe
rich sinew
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I think technically that also counts as "walls" for spawning purposes, but yeh you can

strong grail
#

Hey guys do reapers return to their regular paths and or spawn points after being disturbed?

rich sinew
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They patrol around a leash point but that point can get moved if they chase you a long distance

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They return to some degree but likely stay closer to you than before

strong grail
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ah. horrifying.

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thank you for the answer. sorry for the silly question but are you the creator of this mod?

rich sinew
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I updated it, but the creator of the original for legacy was Cattlesquat

strong grail
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i see. either way it's a very great mod. it's making me feel fear in subnautica that i haven't felt in a very long time so thank you for updating it.

pulsar steppe
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another day of thanking john cattlesquat for thinking of and creating deathrun 🙏

strong grail
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thank you john cattlesquat we say in union

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just for context i have my lifepod middle of the mushroom and kelp forest that is close to dunes and i made a grave of not knowing how to use a compass and might have swam directly into the dunes. now i'm just stuck with a grumpy neighbor reaper!

hallow crater
thorn haven
#

does a seabase protect against the aurora explosion, while not being below 100m?

rich sinew
half cove
#

I wish we had pressure in the vanilla game

pulsar steppe
#

does this mod have any plans of releasing for below zero or is that just not gonna happen

rich sinew
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A long term plan, maybe. A 1:1 port just wouldn't make sense though and that's a lot of time I don't have right now

pulsar steppe
#

good point

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ill think of some different environmental changes to add other the ones that exist currently

rich sinew
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Ideas are not the problem. It took me 350 hours over 8 months to update an already existing Deathrun where all the features and ideas were already set

pulsar steppe
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oh god

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so making a bz version is literally gonna take over a year

raw heart
#

How do I get ghost weed? I need the Seamoth, and I can't get to the lost river

pulsar steppe
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i tihnk its the western blood kelp forest

raw heart
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That's the one near the mushroom forest, correct?

pulsar steppe
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yes

raw heart
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👍kk. I'll check there

pulsar steppe
raw heart
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I tried the trench, but I couldn't get far enough down before I passed my personal crush depth

raw heart
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Is there an easier way to get nickel besides going to the lost river? I need the Seamoth mk2 upgrade

silent rune
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2 ultra tanks and some planning will get you there

raw heart
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How do I get those? They're not available at the modification station.

silent rune
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mushroom caves

raw heart
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Ye, I found it. It was in the degasi base

thorn haven
#

Or just pack the resources to build a room/hatch/bio reactor to replenish oxygen. For me thats a lot safer than actually using vehicles in Deathrun also they are so expensive to build/maintain at depth...

raw heart
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Fair. Tbh my main concern with that is water pressure, tho

raw heart
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Okay, so just as as a refresher, nickel spawns under the brine in the lost river, correct?

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Nvm, I found it