#Deathrun Remade
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That's the one I meant.
Because there is a way to cheat, doesn’t mean you have to
I was merely asking if he had. I'm hoping that he either doesn't or can't fix it.
Why?
I just always carry around a surface air filter with pipes
Does seem to trivialize the on land traversal a bit. Might as well just play with breathable atmosphere
Does the air bladder fully refill you instantly?
So Tormuse doesn't suffer when trying to fix the Aurora.
No. It fills you in a burst of 15 seconds.
Sounds like it's as if you stepped into a seabase or something
But you can hop up to the surface, Bladder refills, sink a bit, use Bladder for 15 again, and repeat.
Ah so it can't be refilled repeatedly while on land
So it's easily chainable.
I suppose that's not really any different from the air filter and a pipe
Oh it just gives you 15 seconds?
Just one less item slot
I'd rather just use the air pump then
Filter and pipe can’t be used in the Aurora if you have that setting on
The Air Bladder doesn't require you to stay still for several seconds though.
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
True but a filter and pipes are things you’re probably carrying around places anyways
You need two item slots for the Air Filter and Pipes though. You only need one for the Air Bladder.
...is there a second reason to carry around an air filter and pipes?
No im just saying I normally carry around a filter and around 6 pipes to account for most generally shallow waters
If you pack it up and redeploy each time, then it takes up two slots.
If I'm going to deeper places I might bring 10-14
If you're setting it up to stay for a deep location, then Pipes are a better solution.
I carry around a full set of 5 pipes, but I only ever use one, so
Like the entrance to the Jellyshroom Caves, especially if you're waiting for the explosion to pass.
I use the tank manifold mod and I love it 😄
Having 405 seconds of oxygen at once is nice, though it means sitting at a pump takes forever
The Air Bladder exploit is only really relevant when you have the setting on that the pump doesn’t work near the Aurora
Yeah. Or if your inventory is stuffed with so much titanium that you NEED the extra slot I guess
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
One of the nice things about the Pipes is that you can chain more than one from the same Pump.
I don't use the nitrogen/bends difficulty setting
That explains everything lol
😄
I was wondering HOW you can do that
In that case, Air Bladder's not going to help you, unless you need to surface.
The Air Bladder doesn’t have that feature in Legacy
ah
I know. It only got the burst of O2 in the Living Large update.
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
Living Large update gave the QoL features of Below Zero to the OG Subnautica.
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.
don't accidentally use the surface boost when playing with the bends, made that mistake once lol
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
It's an option, meaning you can opt out of it.
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.
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
That's due to water being incompressible and internal organs being a bit less incompressible, isn't it?
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.
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?
i assume its prolly tracked globally but thought id ask
globally. While there is any radiation active at all, you cannot harvest food grown on the island/surface.
Wait, does that mean that land edibles planted inside your base are inedible while there's radiation?
inside your base is fine, even if it is a surface base. Outside is not
mm
there's a trick
to get infinite air
air bladder can in fact take air from atmosphere
@rich sinew
so the text on ms store for the mod options is all squished
also with ms store
those two were new deathrun saves
i think msstore isn't syncing the mod save files with it
[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!```
I’m suspecting the file is not with the save
well it gets created and is with the tempsave when you make it
Oh
but i think the deathrun folder and files aren't getting synced with the save
Makes sense
microsoft blah
What if you do it manually
what move it in once it loaded
Just before you load the save
well problem is you can't move it in unless its loaded and you can't load it because its not there
so deathrun thinks its not a deathrun save
So it only gets created when you load the save?
ms store is annoying they could have just done it all the same but noooooo
Not sure why that would happen considering I do nothing special about it and just let TMPro handle it
Is it a different game version altogether?
That would be a Nautilus issue then
Oh yeah MS stores aversion below or something I'll have to give you the version number I don't have it
The bigger issue is the saves not wanting to load
I could resolve that probably? MS store version just flat out not using UserStoragePC is a problem though
like what. That means ms store treats its save files as if it were a console
I'd need to know if it's using something special instead
Yeah it's not using the user storage
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
And that one's only there if you load the save
All your saves have to be getting kept somewhere
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
They get saved in the cloud Xbox cloud
Which it seems like it's not transferring the modded save information
what all the time??
Yeo
Those two were created with deathrun loaded
Saved and then exited
Loaded up and then they were like this
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
but like. There's no way they're just in the cloud
Yep I will hand you the manged folder
So you can look at the code to find a solution I guess
But I'm at work right now
Watching The Last Bacon's Deathrun video, I feel vindicated in never enabling nitrogen lol
It's really not very hard to deal with
But I suppose that's hard for me to say since I can't enjoy the game without nitrogen lol
Only ever have to deal with its consequences if you aren't using enough pipes really
I tend to craft an initial 5 pipes and then never again
You mean you never made 25 pipes to go down to a deep biome?
Without nitrogen to worry about, I can go up and down as fast as I feel like
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
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
There's a lot more to Deathrun than just nitrogen
I see
Tbh nitrogen is the only feature I don't play with
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
Mob aggression is trivial when you can ascend and descend rapidly. I can out-maneuver a ghost leviathan while maintaining safe nitrogen levels
It's the bone sharks and sand sharks that are the most annoying ones to deal with, mostly when scanning fragments
Finding more fragments is just padding the game time without a challenge involved in actually exploring the depths
When you die in 3 hits and there's half a dozen of them swarming your location, scanning fragments is a PITA
True true. Bone sharks especially
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
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
And proper preparation with pipes
I carry like 1-2 pipes when exploring shallow areas and that's enough. Then I haul a ton when exploring deeper areas
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
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
Oh also flares. Flares are your best friend. Don't forget about them
I've never used them, what are they even for? Temporary illumination?
Light. And also they distract enemies
huh
Throw a flare and the bone sharks will leave you alone for the most part for a bit
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
Same for flares. Less freedom of movement means tools like flares and stasis rifles become a lot more valuable
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
Absolutely
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
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
Here's an old clip of mine when I was playing DeathRun classic
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
Until Raqzas fixes it (if he can fix it), you can use an Air Bladder as an air filter.
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
Assuming you're playing the Living Large update, of course.
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
which could be a matter of life or death if you misjudged your air time
but you'll learn pretty quickly to deal with that
or, if you use the air bladder exploit, the surface air breathability limitation is actually just meaningless
Air Bladder only works near the surface (like the Safe-ish Shallows or the Aurora) though. Doesn't work for deep dives.
Out of curiosity, what would happen if Lifepod 5 started beyond the Crater's Edge in this mod?
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?
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
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...
there was floor below me.
about 15 seconds later a fireball narrowly missed my seamoth
shook me a tiny bit
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
...anyway
how does Deathrun Remade compare to the original in terms of difficulty?
cause I've finished the original Deathrun twice, both times deathless
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
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
Out of curiosity, is 6.4x the highest multiplier?
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
Folks - does the mod softlock on Pacifist, is it still possible to obtain scales etc for the enhanced suits needed to go deeper?
Yes, it does softlock if you aren't willing to use a console command.
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.
I'm playing Deathrun legacy(still waiting on FCS lol)
and I can't find the 8th PRAWN Suit fragment
I got all 4 from the Aurora, and one each from Mountains, Underwater Islands, and Sea Treader Path
There’s one in the ||floating islands|| and ||mountains|| iirc
Yup, mentioned those
As far as I can tell, there's 7 total - 4 in the Aurora, and 3 outside of it
And Deathrun legacy (at max difficulty) wants 8
It also wanted 20 Seamoth fragments and the best I could do was like 15
I didn't specifically search for those though, so there's likely some fragments I missed
So here I am, building my rocket with only a Cyclops to my name lol
I think there’s 5 in the aurora
One of them is hanging above the water and it’s kinda hard to reach
I'm 90% sure I got all the ones in the Aurora
But atm it's a moot point cuz I don't need to go deep anymore
is there a limit for pipes? i cant get them through an entrance to the jellyshroom cave
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
does deathrun stop the looting of stalker teeth from dead stalkers on high difficulty?
From dead stalkers?
yeah
but im thinking this is a bug on my end as it doesnt say "dead" on stalker corpses
You don't loot stalker teeth from dead stalkers
oh wait
Maybe you played with a mod that added that but isn't working?
yeah that was a different mod that conflicted with deathrun remade
tweaks & fixes mod...
i wish there was an only fixes mod
thanks
@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
That’s me, yes. Sorry about that, I haven’t checked in on github lately. I’ll take a look
no worries! Just thought I'd let you know 🙂
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
The other mods besides those are disabled in vortex
Not sure what you mean by the only other mod is radial tabs, you have quite a few running including SMLHelper, which is known to cause issues. Although I'm not sure how Deathrun loaded at all, it should have thrown out a big red error message and refused to do anything.
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
Whatever the case, it's clear Vortex is messing up. Remove all mods from your mod folder except the ones you're actually using
huh what defabricator relies on it? i was running it without smlhelper
another vortex issue?
Vortex makes me mad at this point
theres a version that does run on it
thanks it worked, whats weird is before I restarted the game I came out of the lifepod with gravity upside down lol
so it really messed stuff up
although for some reason even with surface air turned off I can breathe surface air
You might have set surface air to be breathable up until the Aurora explodes
ohh I thought it was the other way around
game doesnt wanna load stuff, deathrun may be involved since theres an error for it alot
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?
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?
yes
my first save with deathrun had it on deathrun difficulty (crush depth needs 3 suits)
and this one has it completely off
putting the latest log here
gonna turn off deathrun for now and just copy over the recipes to cc3
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?
huh, still getting the issue
ok so the issue was from decorationsmod, not deathrun remade
but i dont know what the crush depth issue was, is crush depth supposed to also work before the vehicle's base depth?
ok, so it seems that crush depth just doesnt work, in the world's settings i have it on depth/20
in this specific save, i have personal cd set to off, and vehicle crush depth set to depth/20
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
and it does seem to be referencing the saves
would the improved vehicles mod be the thing causing issues (gives vehicles 15% power efficiency, speed, and "defense" for each depth module)
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
is the PurpleVasePlantSeed not in your techtypes?
You'll run into it eventually. It's more of a mid game thing
I'm not sure what you mean there. There is no setting for vehicle crush depth
In the previous save you sent the issue was from the setting somehow persisting across saves
oh i meant the power loss thing
It'd be in the ScanNumberChanges.json file. It's not getting parsed properly, so you might have missed a comma somewhere
im not losing any power
i never touched that file
Are you getting the message that you should be losing power?
cuz im using customdataboxes to make the blueprints for things not require scans, but going to certain wrecks instead
mmnope
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
Looking at things more broadly that would actually be the first point of failure if any of the files weren't loaded fast enough
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
Even if something messes up the power deduction the message should still trigger. Question is whether the method runs at all
i tried it, went 220 meters under with the seamoth, and i didnt lose power
and same thing when i went to the lost river with it
no power lost
You exited the vehicle?
Hi
How's it going
alright
I'm so glad this mod is still being updated. It's a major component for the "Reaper Infestation" game mode.
my only wish is a setting for better control over lifepod spawn locations
here's the game mode, by the way https://www.reddit.com/r/subnautica/comments/1eagpq0/finally_a_proper_survival_horror_subnautica_game/
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
like eating those sparkling peepers raw, but then noting that they no longer appear in their given area after doing so
also maybe avoiding contact with infected creatures might keep the infection down
i feel like that'd more be an annoyance than a feature people would like
its more or less the concept of a time limit
it would go well with a feature to randomize recipes or something, but theres other mods for that
if it were, to be implemented, id say like an hour or two between doses is good
but it should be after the infection develops
not instantly
like hwen entering the lost river for example, some parts of it, advances it one stage iirc
it could begin when you get the alert from your computer for a self scan
as with the drive core explosion, the infection start could have its own ETA setting
radiation meds
after you fix the reactor
one time use of course
but is gonna costa bit, u can optionally not fix it as a "hard" mode
with reduced stats n stuff
little slower, hunger and thirst drain faster, sometimes you drop your tools due to miscommunication of the nerves
nah that won't make sense
they only attack infected targets
theyre already extremely aggressive in full aggro deathrun
infected with kharaa
radiation poisoning can't just spread
you get the rad pois after fixing the reactor, becuase you were just near an insane amount of radiation
approximately 200x the lethal dose, or so
nd so it makes sense, sometimes worms can take off your gloves so u gotta pick em back up
and have like 10 seconds before you die of radiation, unless you put the gloves back on
or it could just be an addition to something that makes sense in the deathrun sense
u got rad pois cuz you still got hurt with the suit equipped
I've had an eye on kharaa infection as a threat in the late game for a bit, but haven't yet found a way to make it interesting rather than annoying/tedious
the recipe could be something like a stalker tooth (calcium), deep shroom (iodide), salt (sodium)
i mean, would you treat an infection with radiation as if some kind of cancer? that's sorta what i thought this was describing
as those 3 have high amounts of materials used in actual radiation curing remedies
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
would hunting sparkling peepers be annoying? what if scanner rooms could detect them
yeah, its just "go to this area, eat a couple guys, leave"
and you can just put an ACU with 2 sparkling peepers, and have a sparkle peeper farm
so like u can jsut go to your base
eat a few peepers
and go about your day
we need something dangerous, but not insane
the problem with breeding sparkling peepers is they get their sparkle from a specific source
according to lore
they're already oppressive. Unless you mean before the infection starts
like, the more infected you are, the further away they aggro you
dont warpers just spawn there
i already was talking about a dangerous infection
its not like everything is pre rendered
they didn't want players annoyed by something annoying to keep doing
or a dangerous infection
maybe kharaa could just be like any usual infection in that it gets worse if you take damage
there's a limit to how far away things can act, and with maxed aggression that limit is about 2/3 of the way to being reached
there's not much that can be done there, and you wouldn't be likely to notice an increase either
do deathrun remade modders know that you can use the air bladder for refilling air?
he does know, there just hasn't been an update in a little while
fair
are there any other known things the update might fix if it comes out?
scroll up, basically. I'm aware of a host of issues but haven't had the time to deal with them
oop, aight
which lifepod location is closest to the safe shallows?
gonna add deathrun changes to my run but i wanna make it feel mostly vanilla
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?
A bunch of wrecks have them yeah
I remember finding a few in the underwater islands wreck
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?)
i think its because for some reason the prawn suit claw counts as something else
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
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?
yep
so far i fonud 11, only checked 2 wrecks and the aurora
Which wrecks?
So what sets them apart? Does the regular one just make you move slightly faster since its an upgrade to lightweight tank?
read the description
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"
underwater islands, wreck laying on the mountain island
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
I found like 2 in the underwater islands wreck...
theres 1 body and 2 claw
And aurora has 3, right?
aurora has 3
5 i mean
2 hung up, and 3 on a pad or a stage or something
a platform
Welp time to backtrack...
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
Where were the others?
oh really?
i found 15 total
nothing in small wrecks tho
So that bug where wreck fragments sometimes dont spawn is still a thing years later, right?
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
weird
Anyway could I suggest a feature here?
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
well like, where else would you want them to spawn
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
...the side you usually come from?
Yeah 😈
I mean there's already one that guards the aurora entrance which often destroys a seamoth with the increased aggro but doesnt kill runs
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
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
Iirc blood trench and koosh zone both have that kind of depth, although koosh still gets some light I guess
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
I think blood trench is rather safe
I never found the ampeels dangerous ngl
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
I disagree, unexpected leviathan encounters make you come up with ways to deal with them
Like with my first deathrun playthrough a few years ago I spawned in that grassy plateaus near the southern end of the crash site and a reaper came near the lifepod after I went to gather batteries
dealing with them in deathrun is also called "swimming for my life"
I will check this out, but I was thinking of something more along the lines of moving some of the redundant ones to higher traffic areas
And also so an experienced player doesnt know where they are before entering the area
oh...
yeh
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
i finally got my seamoth in my test playthrough
i might tweak the settings so vehicles dont require getting so many exotic ingredients
So your hosting the mods without permission or is it linked to the mod
I think it will, thanks
I'll finish my current run then try out all these
oo, what did you add
But they are hosting the mod files themselves which isn't really allowed without permission
oh
yueah, just dont have the downloads for the original mods offsite
(without permission from the creators)
Does anyone have favorite deathrun spawns?
idk, but anywhere not in kelp forest, in my game mode at least
do you have permission to host the download files for the mods?
first two links
might wanna get rid of them, not allowed without permission from the mod developers
its a simple question
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
done
it gets confusing because almost all the mods i see are hosted on github and stuff
Ya from modders to use on submodica
so the persistent reapers mod adds a bunch of reapers which wander randomly around the entire map, and adds aggression settings that only work on new enemies?
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
i get the sense that the human hunter thing only works on the new spawns
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
and the spawn locations from that mod are random or in like a grid?
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
is that bloop/blaza mod well made? i could add that too i guess
i was planning to finish my current deathrun playthrough before going nuts with mods
yes, it was released when it was ready
so i should be able to scan this thing?
yyyep
try scanning diff parts
sometimes what i call "scanning hitboxes" are quite silly
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?
itys only that wreck
well here and aurora
although i dont think i found any claw parts in aurora
that was the UI wreck
i thought they was merged
The claw and body fragments are separate
oh what
well theres far more than 4 prawn suit fragments around the map
not really 5x more tho
How many do you need for deathrun?
it says 7 when i scan them
i have 4 or 5 but the pda isnt tracking them properly and says im at 0/20
weird
It’ll unlock when you get the 7. It’s just confused because you scanned one of the claw fragments
the thing is i cant scan the claw fragments
then just scan body
wym exactly?
in previous versions of the game, the claw fragment was its own thing
what wrecks have body fragments besides underwater islands and aurora?
there's the massive wreck in the grassy plateaus
which GP?
afaik i think some of those were rendered unscannable since an update?
nope
i was able to scan them
some of them
which update changed this?
that one isnt a drill arm though
i think is some update between 2.0 and legacy if i had t guess
or otherwise before legacy
i was able to scan the claws in legacy just fine
what number
100m depth
is it lifepod 17? i have my base next to that wreck
The larger body pieces need 7 scans to unlock (4 in vanilla) and the claw arm fragments require 20 scans to unlock
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?
No, both contribute to the prawn iirc. They just require different scan amounts
so do you have any idea why i cant scan claws at all?
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
so should i just deal with it and explore dunes?
also where might i find a single cyclops engine fragment outside of a wreck?
The mushroom forest usually has a lot of cyclops fragments
Pretty sure they have engine fragments too? The dunes wrecks have some too iirc
cragfield
nope
There’s a pretty unguarded wreck west of the northwestern mushroom islands that has a prawn fragment I think
I think so. I haven’t gone to it in a while but it has the same layout as the floating islands one iirc
that one doesnt have prawn frags
i dont think it does
ill check cragfield again
i cant find any engine parts here
ran into a ghost leviathan tho so i must have hit the void
...
I've found a large prawn suit fragment in the wreck near the Sea Treader's path.
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?
"far from kelp" is pretty good. you can get the habitat builder in like 20min
my current spawn however "land ahoi" or something like that is complete ass. It's in the kelp next to the mountain island 
I like the unique and challenging ones rather than the easy ones
That island one sounds neat
I saw the location of far from kelp and its almost better than a vanilla spawn
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
What are the hardest spawns?
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
...dunes?
Someone should label them on the map at some point if that hasn't been done before...
oh i meant crag field
you can also make your own spawn wherever you want
Is that a feature in deathrun? I haven't noticed
literally in the files
give it a name, and coordinates, and u good
Neat
follow this format
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
rtue
altho to compensate cuz i basically pulled up alot of wiki stuff, i generally play with harder than vanilla difficulties
in deathrun for sure because of the uncontestet magnetide close to the lifepod
yes I had that one time. The early game is incredibly tedious
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
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
no airbladder in quick access 
i turned on the wrong setting bruh
I just commented on you seemingly not abusing the bug with the airbladder which makes deathrun a lot easier
i didnt have the setting on that made the surface actually poisonous
ohhhh
didnt know that the filter pump thing and air poisoning was diff things
what exactly is this bug?
u can still use air blatter for air
bladder*
deathrun devs know of this issue
will proll be dealt with next update
as in what? like you dont get nitrogen buildup while using it?
no
you can use it for air poisoning
to completely avoid it
oh
wow you can save a single inventory slot
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)
i mean otherwise the air bladder would be completely useless
i mean the filter pump does that too
yeah but i feel like it makes the poison air kinda redundant
aight play however u want
although would the game still be possible if a "no surface filter pump" option was there?
but airbladder is not intended
there is, actually
there literally is a no filter pump challenge
i thought it was only for auroras normal radiation range
oh well yeah
yeah theres only "not inside aurora" and "not near aurora" for filter challenges
u can suggest a "no filter at all" option but ehh
which channel?
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
on regular deathrun difficulty or the higher one?
i think deathrun just needs 7 which are in the underwater islands wreck and aurora
and more fragments would be found in the mountains
deathrun difficulty
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
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
the ultra tank? i understand its value, but thats supposedly what vehicles are there to help with
I mean before I got the ultra tank I was just carrying 3 photosynthesis tanks
also habitats with solar panels arent hard to get
So what would be the point of restricting the ultra tank
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
But you could just fill your inventory with large tanks and accomplish the same thing
but then you have no inventory space
Large tanks give 15 seconds per inventory slot, ultra gives 20
I feel like freeing up inventory space is more of a convenience thing than making the game easier
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 
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
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
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 
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
You mean the repulsion cannon?
Does it work on leviathans?
yes it stuns them
they might still charge you after it dissipates, but another blast or 2 and they give up
The issue is getting out to actually use the thing and draining tons of power in the process
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
I turned the aggro to not ignore line of sight checks so maybe thats why I dont have issues with them
me too. they still find a way
Dont those only reduce collision damage? Like from hitting spadefish
Is the collision damage even increased in deathrun?
is that all it does? oh dang
I mean spadefish chip damage is huge
well ya those stupid fish and little bumps in the mushroom forest do add up
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)?
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
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
does deathrun change the punishment for death? I havent died yet and im not sure if i want to find out the hard way...
same rules of death iirc
but theres a mod that makes you drop everything when you die
how does it affect score?
i mean death in just deathrun
aight
<@&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 
well if you want to you could do that yourself
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
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
i think you and nicken chugger would get along well
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
or maybe a databox of something depending on the importance of the item, it is put in deeper/more dangerous wrecks
databoxes*
or just take the existing randomizer mod and copy paste the code into deathrun 
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.
better to not ping mod support...
then u should make it not pingable

Well spooky should have just pinged me not the mod support
I'm the databox updater
He moreso meant that it’s for help installing mods, not making mods/modpacks, and isn’t really applicable to your situation
Sounds like a neat mod, I think I'll add it for my next run
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
the randomiser mod always has a path if you wanna randomise alot of stuff
so there is no failing seed
Does it randomize creature spawns too?
And which randomizer mod was he referring to because I found 3
no
subnautica randomiser remade i believe
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
There's a cave randomizer too but it hasn't been updated...
I'll see if its possible to do something similar by manually making a config for customized spawns
customizeyourspawns cant randomise stuff
yeah but you could change it manually according to a random number picker
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
it randomises them completely
no way that was random
one thing isnt simply replaced with snother
prawn might swap with seamoth fragments
but seamoth might swap with nuclear reactor fragments
it can also randomize door codes so you actually have to go to the aurora twice like intended This mod basically ensures you cant rely on your knowledge of the game or google to complete it. That's why I think it should be part of deathrun.
I kinda get why its separate but I'll use it
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
I'm responsible for both. I do have long term plans to make them talk to each other a little, but I won't be integrating one into the other

If 1st death is freebie does playing on hardcore increase the score?
otherwise there wouldnt be a point
It does. The bonus is pretty substantial too
Stars above I just reproduced the missing battery recipe bug. It's been months
Does the reinforced stillsuit include the same damage reduction effect as the reinforced dive suit?
It does
makes sense, your suit is already strained enough from protecting you from turning into human paste
thats good to know
what about the rebreather? does that become obsoleted at any point?
well if a stillsuit does that, i figure i should at least ask
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
Is the damage taken deathrun modifier applied when the seamoth hits terrain or spadefish?
It is. The seamoth in particular tends to get banged up
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
surely this is enough power to support the cyclops
<semijoke> There's something in vanilla that does one better. It's called Hardcore difficulty.
I found the cause for that yesterday. It happens if you start a new game after a game where you never interacted with a fabricator. Unfortunately will not be pretty to fix
how close to the crush depth can you leave a seamoth without draining the battery?
nvm lol
mod is the definition of cant have shit 😭
love it though its amazing
you can make it only need 10/depth
or 5
or 2.5
just divide depth by 10 and u have powerloss
or 5, or 2.5
oh ok thank you
Where can lone kyanite chunks be found?
I took a peek in the lava zone and only found drillables...
||lava castle||
That is...quite a swim
Can the drillable nodes be moved using the propulsion cannon?
by the looks of it, nothing can
how do you get the scales if playing on pacifist?
By grabbing the update I just uploaded
oh lmao
(someone was having that exact problem over at #❓┃help-and-support which is why i asked)
It's been noted a few times over the months, yeah. Should be fixed for good now
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
Everything listed in the nexus changelog or the github release page https://github.com/tinyhoot/Deathrun-Remade/releases/tag/1.0.4
What's the softlocking one you're referencing?
oh no i mean the scales being previously unobtainable
practically softlocking you unless commands are used
Yeah that's fixed, for all three drops
was confused what the third drop was until i remembered the thermal tank

anyone else getting the reinforced dive suit upgrades darkening when inside a base?
mmm, thats new
it might be night
well its day rn
do you have any sort of reshade addon?
yes, without is still broken
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
the reinforced water filtration suit also behaves the same
i just tried launching with only bepinex, nautilus and deathrun remade (all latest versions) and its behaving the exact same
ill see if its not at normal
your gamma definitely looks higher than usual
gamma is at 1, its just the reshade and the suit still darkens only in a base without it
i think the suit is being rendered differently to vanilla suits in some way?
idr 1 sec
thanks:
https://www.nexusmods.com/subnautica/mods/731
curves disabled in the reshade settings, neutral color grading
curves is enabled in all the comparison images on the page so it has that kinda overly reshade aesthetic in some of them
got another bug to report, aurora explosion damage can go through the nodamage command
oops nvm i forgot to enable it
💀
did you know that in vanilla, the cyclops explosion can kill you in nodamage and creative?
thats crazy
u can also be crushed by the neptune rocket elevator
in creative
which iirc is the only way to die in it
that one makes more sense as a failsafe
well yes
should i @ raqzas about the upgraded dive suit thing since he keeps going online and then offline again
for me it just showed the default dive suit when using stillsuit or reinforced suit upgrades
what was changed in the 1.0.4 update anyway?
maybe its a see-through suit and he's a brother 
1.0.4 fixed that actually
@rich sinew
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
alright @ me if you figure it out
Are the specular maps still there? Idk why they wouldn’t be but that kinda looks like when they have the incorrect or missing specular maps
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
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
its like a steep dropoff in difficulty from one to the other
when i try playing my reaper challenge with that DeathRun setting i'm pretty much always getting reapers right in my face
maybe set the DeathRun setting default to wider range and reserve Kharaa for the current 'all range' of the current DeathRun setting
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
There's another mod that has customizable changes to aggro range
I keep getting lifepod spawns next to reaper spanws...is the game even possible like this?
I think having 2 reapers on top of my lifepod is too much....
whats the name of that spawn? I never had that anywhere with maxed out settings
i tihnk hes using a mod that adds more leviathan spawns

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
it was near the only jellyshroom entrance that you can place pipes down in vanilla
ironically the reaper also wasnt what killed me that run (playing hardcore)
I think the spawn was called terrace which spawns you on a cliff where the northwest mushroom forest intersects with kelp forest and grass
The more leviathan spawns mod with reapers set to 6 adds some in the mushroom forest and grassy plateaus
The purple delight spawn also has a reaper right above the lifepod with said mod
The jellyshroom spawn is pretty close to a reaper without the more leviathans mod which might wander towards the lifepod
I'm actually curious if going down that one entrance makes the biome look different visually, since the trigger for biome/mood is what used to block the pipes at the other entrances
oh interesting it probably does
is there a way to fix the floatation devices on the lifepod?
After you repair it it will flip upright but it doesn’t go back up to the surface
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
(cant make it go afloat and not make itself upright, because the floaters wouldve done that, kinda a realistic thing)
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
yeah, and a setting to enable/disable either of these things happening
like making the floatation pods unfixable
but it felt like it was better hwen the lifepod was deeper, because you usally have to go down for resources
its like a pre builder tool base
yeah
never played with nitrogen, sure as hell looks bad tho
i play on like mostly maxed settings apart from dark water, vehicles allowed, non pacifist, omnivore
im trying to beat it on hardcore
with a few mechanics from tweaks and fixes and radical radiation on too
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
Issue: Knifing a River Prowler with a ThermoBlade does not drop any River Prowler Scales. Pacifist Mode is not active
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"
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?
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)
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
i have noticed i have the wrong version of dockedvehiclestorageaccess, but that still shouldnt cause this issue...
It shouldn't, no
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
until deathrun and its requirements is left^^
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
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"
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
There's one more thing I can think of actually
you're hitting these guys, yeah? Bang on the head?
the hitbox can be kinda wonky and not count unless it's the very front
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
would a corpse still count to drop it?
because uh... yeah, shockingly knifing them over and over kills them
I'm not 100% sure but I think it has to be alive
yeah, it does. It counts as a live harvest, living fish only
oook, Docked Vehicle storage Access has not yet fixed the massive fps drop issue! now my eyes are bleeding, YAY
Nope
Lone dev trying to fix that
I think the vehicle check needs to go through on start
And then have check if it needs to update the list on update or late update
some of the 'Kharaa' settings for recipes arent much worse than 'DeathRun'
vehicle recipe cost for 'DeathRun' seamoth, for example
you can very easily modify them yourself
i know, but i'm just saying
also the number of scans for 'Hard' prawn might be 1 or 2 too high
there's 8 prawn suits around the entire map
i had to go to the aurora and 2 deep wrecks before i found enough
5? are you sure?
i must have missed some
And some aren't different at all. I might add Kharaa recipes to tools but all the existing ones are fine as is
i do hope its not something as diabolical as "repair tool needs sulphur now"
the cyclops on 'Hard' shouldnt need nickel
that almost defeats the point of getting a cyclops
nah i think its fair, especially since it's base depth is 500m
nickel is at 500m? i could only find it at the lost caves blue tree thing
huh?
the blood kelp entrance
the one farther from the degasi base
has abunch of nickel at around 600-700
cave sulphur sure, but not crystalline
hard, not tedious
yea i meant crustalline
that's a very reliable place but also a very low one. There's plenty nickel all around the walls of the lost river
i couldnt find any, but admittedly with only diving tanks its a bit tedious to try
the highest you can get it is around 450-500m with good spawns, reliably at 600m
could also get it at the roof of the blood kelp entrance
I think technically that also counts as "walls" for spawning purposes, but yeh you can
Hey guys do reapers return to their regular paths and or spawn points after being disturbed?
They patrol around a leash point but that point can get moved if they chase you a long distance
They return to some degree but likely stay closer to you than before
ah. horrifying.
thank you for the answer. sorry for the silly question but are you the creator of this mod?
I updated it, but the creator of the original for legacy was Cattlesquat
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.
another day of thanking john cattlesquat for thinking of and creating deathrun 🙏
thank you john cattlesquat we say in union
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!
been in that situation before, look around near different lost river entrances the resource distribution varies depending on the lost river area
It helps. Any damage you would take is reduced inside a seabase, but you still won't live at sea level
I wish we had pressure in the vanilla game
does this mod have any plans of releasing for below zero or is that just not gonna happen
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
good point
ill think of some different environmental changes to add other the ones that exist currently
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
How do I get ghost weed? I need the Seamoth, and I can't get to the lost river
there are places far less deep
i tihnk its the western blood kelp forest
That's the one near the mushroom forest, correct?
yes
👍kk. I'll check there
could also check the trench
I tried the trench, but I couldn't get far enough down before I passed my personal crush depth
Is there an easier way to get nickel besides going to the lost river? I need the Seamoth mk2 upgrade
2 ultra tanks and some planning will get you there
How do I get those? They're not available at the modification station.
mushroom caves
Ye, I found it. It was in the degasi base
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...
Fair. Tbh my main concern with that is water pressure, tho
