This mod is intended for use in the legacy version of the game only and will not be receiving any further fixes/updates. If you are on the latest version of the game, you can grab the updated BepInEx version of the mod here: CustomCraft3 https://www.nexusmods.com/subnautica/mods/1410
your mod is awesome, but from the beginning I miss a feature that was available in CustomCraft v1. The activation of blueprints by scanning items that were made possible via the files KnownTech.analysisTech.json and PDAScanner.mapping.json at least partially.
I find a ForceUnlockAtStart or the activation via another modified recipe insufficient.
I would be very happy if it would be possible to unlock new and modified items via a scan or by picking them up.
For example: scanning a particular fish unlocks the nutrient block
It would also be nice if you could find a way to set which standard items are unlocked when starting a new game. For example, you could only unlock the solar panel after scanning quartz or making glass. I want to lock some by default unlocked items like SolarPanel, Copperwire, Bleach, disinfected water, ... at the start of the game so that the player has to discover them first.
Examples of KnownTech.analysisTech.json and PDAScanner.mapping.json
Hi PrimeSonic, I have a couple of questions I couldn't see the answers to in the description if that's OK. I know you advise people to use Discord but that would be an issue for me right now as my internet is crapping out constantly at the moment with the huge load increase from everyone being at home and online, it's taken me ages just to browse the Nexus to find this mod.
My questions are:
Is it OK to install CC2 and use it on a save game with a lot of hours already played? Or should I really start a new game?
If I used it on my save and change a few recipes, lets say the Moon pool, can I later if I changed my mind revert the recipe back to default or even remove the mod, or would that break my save?
Sorry for the questions, I just want to check first to not to run into issues down the line and corrupt my saves. Thank you for any help and advice, and of course, thank you so much for the mod(s).
[EDIT]
Hi PrimeSonic, it's OK, I felt bad asking on here as you always tell people to go to Discord for help and questions so I spent a couple hours testing the mod to answer my questions for myself. The mod works fantastically and it's easier than I thought it would be to use, it's very easy in fact.
So, to answer my own questions in case anyone else ever asks them:
Yes, it works perfectly with an existing save game, it just works without issue.
Yes, you can change them again or reset to default without issue.
Hi,great mod I''am in a middle of making a content for this mod and I have some questions.
1) I have this line -> "Tooltip: "Fats taken from plants 1 200?.";"
I would like to input "new row" instruction (like "/n" or...... I don''t know) and make it look like Tooltip: "Fats taken from plants {new row instruction} 1 200?."; Is it possible ?
2) Could you share some info about debuging (I didn't found any info). How to enable it and where is the debug log generated and maybe what part of the log i need to read
Adding a new row to your text should be as simple as adding "\n" where you want a line break.
You can enable debug logs with the CustomCraft2Config file you'll find in the CustomCraf2SML folder.
If you really have questions that aren't answered in the Description tab (here on Nexus) or in the README file (in the CustomCraf2SML folder), then I would strongly recommend talk to the folks in the Subnautica Modding Discord. https://discord.gg/UpWuWwq There's an entire channel dedicated to discussing CC2.
Seems like this mod is broken after the Big Little update. I can't see any reciepes from this mod: https://www.nexusmods.com/subnautica/mods/314?tab=description
You can find useful information on: 1. The Description page of the mod 2. The auto-generated files with documentation and examples found in the CustomCraft2SML folder 3. The Subnautica Modding Discord where maybe modders get together to exchange thoughts: https://discord.gg/UpWuWwq 4. Cookie's CC2 Wiki: https://github.com/silvervirus/Cookie-s-CustomCraft2-Mods/wiki
Thanks! Turns out a number of the bugs fixed themselves upon upgrading to the latest SMLHelper that just came out last nite. Custom icons and sprites didn't work until the upgrade. I'll check again but it looked like if you create a custom fabricator, you have to define ALL recipes in the fabricator definition. You can't use a separate file, separate files only appear to work with the default fabricator.
The problem I'm having is there are a LOT of caveats that aren't explained anywhere...
Such as "ColorRGB" isn't working at all. At least on Custom Fabricators. In fact, the sample file "CustomFab_Sample2.txt" doesn't work. The item doesn't even show up if the ColorRGB line is used.
Custom Foods can't be used in a separate file with a custom fabricator. If you use a separate file, you must use the default fabricators. If you want to use a custom fabricator, you must define all recipes in the fabricator definition "CustomFabricators:". That in itself isn't a big deal. It just makes the files sloppy. I'd rather have one file for fabricator, one for food, one for drinks. Better for organization.
Also, there's a problem in Custom Fabricators with the "UnlockedBy" tag. It doesn't seem to work if you use multiple unlocks. Can't figure that out. It works just fine if you use only a single UnlockedBy item.
I would encourage you to connect with the people in the Discord server as well as double check the generated Readme file you'll find in the top level of the CustomCraft2SML folder.
Quote frankly, this avenue of communication right here (comments on the mod page) is the slowest and least effective way to get information exchanged with me.
I believe you're on the right path. But I must insist you reach reach out to other people as the feature set of CC2 grew faster than the efforts to document all that complexity.
I am trying to put in MoreIngots and Replenish Reactor Rods but I cant seem to get them to work. I put the working files and assets in the right folders.
ok so the moreingots files are assets and workingfiles which both go into the customcraft2sml folder which should overwrite yes also the same with Replenish Reactor Rods should be the same assets and workingfiles
if you need quick help join https://discord.gg/UpWuWwq
EDIT EDIT EDIT: This Problem is now solved... Thanks to "MrPurple6411" and "PrimeSonic" on the Subnautica Modding Discord.
Either there is a bug somewhere in the code, or something i did is wrong...
You can download my mod from here: https://www.dropbox.com/s/lfdn7669424t29o/VaB_CC2SML_v1.2.zip?dl=0 I will upload the mod to Nexus when it works, but i hope you'll pop by, take a look at what the heck i'm either doing wrong, or what CC2 is reading wrong.
--- The actual issue: --- If i make all custom tabs and recipes appear in the original/vanilla fabricator, everything is fine. BUT if i replace "Fabricator" with my custom "VaB_Fabricatur" (Yes, it's spelled that way on purpose), activating the workbench opens up the machine, but not the menu.
At this point, i'm convinced CC2 has a bug somewhere but not severe enough to report anything in the log.
NOTE: Output_log.txt supplied with the rest of the files in the .zip
The mod is about 95% done, i JUST need to make my recipes work with the custom fabricator and it's done for my full personal enjoyment.
I have asked for help in the Nexus Discord, but it's been two days since, not a single word from anyone... My experience with the Nexus community is that no one is interested in helping anyone, and it's rather sad really.
Hope PrimeSonic or someone else will look at what i'm doing wrong... (Though if it's CC2, then there is little i can do...)
EDIT: Oh and i call myself "Copper Boltwire" in Nexus Discord
EDIT EDIT EDIT: This Problem is now solved... Thanks to "MrPurple6411" and "PrimeSonic" on the Subnautica Modding Discord.
So I installed a few mods today and this was one of them and I am having a small problem. When I go to make Disinfected water it asks for a jug of water instead of the original ingredients. I did not do any editing of files yet I was testing to see how it looked first.
https://cdn.discordapp.com/attachments/604443925675245598/612862118240321547/watererror.png is the ss
I found that when I remove the file called AddedRecipes_unpack_water.txt it makes it go back so I think this may be another mod's file but not sure how to fix it because if you pack the water then you cant unpack it
CustomCraft2 doesn't do anything on its own. It only does what you tell it to do with the files you add in the WorkingFiles folder.
If you have having issues with a mod that was created using CC2, then you need to talk to the author of that mod. If you need further help, you can ask for assistance in the Subnautica Modding Discord. https://discord.gg/UpWuWwq
Reactor rods themselves have no capacity. How much energy each rod yields is entirely determined by the reactor its put in. And before you ask, no, CC2 doesn't have any way of affecting that energy amount.
309 comments
Comments locked
The author has locked this comment topic for the time beinghttps://discord.gg/UpWuWwq
We even had a #customcraft2 channel created just for these topics.
This mod is intended for use in the legacy version of the game only and will not be receiving any further fixes/updates. If you are on the latest version of the game, you can grab the updated BepInEx version of the mod here:
CustomCraft3 https://www.nexusmods.com/subnautica/mods/1410
your mod is awesome, but from the beginning I miss a feature that was available in CustomCraft v1.
The activation of blueprints by scanning items that were made possible via the files KnownTech.analysisTech.json and PDAScanner.mapping.json at least partially.
I find a ForceUnlockAtStart or the activation via another modified recipe insufficient.
I would be very happy if it would be possible to unlock new and modified items via a scan or by picking them up.
For example: scanning a particular fish unlocks the nutrient block
It would also be nice if you could find a way to set which standard items are unlocked when starting a new game.
For example, you could only unlock the solar panel after scanning quartz or making glass.
I want to lock some by default unlocked items like SolarPanel, Copperwire, Bleach, disinfected water, ... at the start of the game so that the player has to discover them first.
Examples of KnownTech.analysisTech.json and PDAScanner.mapping.json
KnownTech.analysisTech.json
"BladderFish": {
"unlockMessage": "NotificationCreatureDiscovered",
"unlockTechTypes": [
"CookedBladderFish",
"CuredBladderFish",
"AirBladder"
],
"unlockSound": "new_creature",
"unlockPopup": "Airsack"
},
PDAScanner.mapping.json
"CrashHome": {
"key": "CrashHome",
"locked": false,
"totalFragments": 1,
"destroyAfterScan": false,
"encyclopedia": "CrashLair",
"blueprint": "Sulphur",
"scanTime": 4.0
},
Hi PrimeSonic, I have a couple of questions I couldn't see the answers to in the description if that's OK. I know you advise people to use Discord but that would be an issue for me right now as my internet is crapping out constantly at the moment with the huge load increase from everyone being at home and online, it's taken me ages just to browse the Nexus to find this mod.My questions are:Is it OK to install CC2 and use it on a save game with a lot of hours already played? Or should I really start a new game?If I used it on my save and change a few recipes, lets say the Moon pool, can I later if I changed my mind revert the recipe back to default or even remove the mod, or would that break my save?Sorry for the questions, I just want to check first to not to run into issues down the line and corrupt my saves.Thank you for any help and advice, and of course, thank you so much for the mod(s).[EDIT]
Hi PrimeSonic, it's OK, I felt bad asking on here as you always tell people to go to Discord for help and questions so I spent a couple hours testing the mod to answer my questions for myself. The mod works fantastically and it's easier than I thought it would be to use, it's very easy in fact.
So, to answer my own questions in case anyone else ever asks them:
Awesome mod, thank you, PrimeSonic.
1) I have this line -> "Tooltip: "Fats taken from plants 1 200?.";"
I would like to input "new row" instruction (like "/n" or...... I don''t know) and make it look like
Tooltip: "Fats taken from plants {new row instruction}
1 200?."; Is it possible ?
2) Could you share some info about debuging (I didn't found any info). How to enable it and where is the debug log generated and maybe what part of the log i need to read
You can enable debug logs with the CustomCraft2Config file you'll find in the CustomCraf2SML folder.
If you really have questions that aren't answered in the Description tab (here on Nexus) or in the README file (in the CustomCraf2SML folder),
then I would strongly recommend talk to the folks in the Subnautica Modding Discord. https://discord.gg/UpWuWwq
There's an entire channel dedicated to discussing CC2.
I tried adding a custom food item in a custom fabricator and it doesn't work at all. It makes the entire fabricator disappear.
1. The Description page of the mod
2. The auto-generated files with documentation and examples found in the CustomCraft2SML folder
3. The Subnautica Modding Discord where maybe modders get together to exchange thoughts: https://discord.gg/UpWuWwq
4. Cookie's CC2 Wiki: https://github.com/silvervirus/Cookie-s-CustomCraft2-Mods/wiki
Turns out a number of the bugs fixed themselves upon upgrading to the latest SMLHelper that just came out last nite. Custom icons and sprites didn't work until the upgrade.
I'll check again but it looked like if you create a custom fabricator, you have to define ALL recipes in the fabricator definition. You can't use a separate file, separate files only appear to work with the default fabricator.
Such as "ColorRGB" isn't working at all. At least on Custom Fabricators. In fact, the sample file "CustomFab_Sample2.txt" doesn't work. The item doesn't even show up if the ColorRGB line is used.
Custom Foods can't be used in a separate file with a custom fabricator. If you use a separate file, you must use the default fabricators. If you want to use a custom fabricator, you must define all recipes in the fabricator definition "CustomFabricators:". That in itself isn't a big deal. It just makes the files sloppy. I'd rather have one file for fabricator, one for food, one for drinks. Better for organization.
Also, there's a problem in Custom Fabricators with the "UnlockedBy" tag. It doesn't seem to work if you use multiple unlocks. Can't figure that out. It works just fine if you use only a single UnlockedBy item.
Quote frankly, this avenue of communication right here (comments on the mod page) is the slowest and least effective way to get information exchanged with me.
I believe you're on the right path. But I must insist you reach reach out to other people as the feature set of CC2 grew faster than the efforts to document all that complexity.
if you need quick help join https://discord.gg/UpWuWwq
Either there is a bug somewhere in the code, or something i did is wrong...
You can download my mod from here: https://www.dropbox.com/s/lfdn7669424t29o/VaB_CC2SML_v1.2.zip?dl=0
I will upload the mod to Nexus when it works, but i hope you'll pop by, take a look at what the heck i'm either doing wrong, or what CC2 is reading wrong.
--- The actual issue: ---
If i make all custom tabs and recipes appear in the original/vanilla fabricator, everything is fine.
BUT if i replace "Fabricator" with my custom "VaB_Fabricatur" (Yes, it's spelled that way on purpose), activating the workbench opens up the machine, but not the menu.
At this point, i'm convinced CC2 has a bug somewhere but not severe enough to report anything in the log.
NOTE: Output_log.txt supplied with the rest of the files in the .zip
The mod is about 95% done, i JUST need to make my recipes work with the custom fabricator and it's done for my full personal enjoyment.
I have asked for help in the Nexus Discord, but it's been two days since, not a single word from anyone...
My experience with the Nexus community is that no one is interested in helping anyone, and it's rather sad really.
Hope PrimeSonic or someone else will look at what i'm doing wrong... (Though if it's CC2, then there is little i can do...)
EDIT: Oh and i call myself "Copper Boltwire" in Nexus Discord
EDIT EDIT EDIT: This Problem is now solved... Thanks to "MrPurple6411" and "PrimeSonic" on the Subnautica Modding Discord.
https://cdn.discordapp.com/attachments/604443925675245598/612862118240321547/watererror.png is the ss
I found that when I remove the file called AddedRecipes_unpack_water.txt it makes it go back so I think this may be another mod's file but not sure how to fix it because if you pack the water then you cant unpack it
It only does what you tell it to do with the files you add in the WorkingFiles folder.
If you have having issues with a mod that was created using CC2, then you need to talk to the author of that mod.
If you need further help, you can ask for assistance in the Subnautica Modding Discord.
https://discord.gg/UpWuWwq
And should I start new game after implementation?
How much energy each rod yields is entirely determined by the reactor its put in.
And before you ask, no, CC2 doesn't have any way of affecting that energy amount.