Would not recommended with Slot Extender by senna and maybe some other mods which may cause compatibility issues. Problems what i had: Vanilla storage inventories were missing all together, Seamoth & Prawn suit inventories not appearing and could not "rebuild" them cause they had stuff in them which i couldn't remove. have dozens of mods including , ACU, Bioreactor, Filtration, Extender, More. Probably works somewhat with just mildly modified game. *Edit Save worked normally after deleting this mod. containers: OK.
Gotta love when the two QoL mods just, refuse to work together, cool, great to learn, man f*#@ slot extender mods, get your s#*! together guys and talk to the other modders
This should be a list you can just put into the config file, so you can change all the sizes before starting a new game. at least i think thats how it works- The bioreactor didn't show up despite me looking into it's storage, so i assume you can't change that size with this mod. The Vehicle Storage Module doesn't change anything when you configure it, so you have to configure the Exosuit and the Seamoth storages on their own. The Filtration machine doesn't care about having larger storage, it still only produces 2 water and 2 salt before you *have* to take it out for it to continue it's work. The Luggage bag works as well, but idk if you have to change it for other bags, as this one is the one from the aurora
My large room (that came with subnautica 2.0) ACU is bugged. It can only hold 4x4 plants though it is supposed to hold 4x8. I have tried just about everything I have completely removed any mention of "waterpark" from the mod list & tried adding "BaseLargeRoomWaterPark" to the list with custom parameters & nothing works. The multipurpose room ACU works just fine. I am using improved ACU for bepinex, is it possible that is conflicting? I dont see why it would as that mod doesnt affect storage sizes at all as far as I can tell.
My container_types.json file, is located in Subnautica -> BepInEx -> plugins -> StorageSizeMod.
In the file, how to we differentiate between the different lockers? Like the base file has: I have built a few wall lockers but they don't appear in the file
I made something like this, it works: BepInEx |-- plugins ||-- Storage Size Mod (directory 1) |||-- StorageSizeMod (directory 2) |||\-- container_types.json ||\-- StorageSizeMod.dll
Hello, Apologies if I'm not the person to answer this question, but those are the Cyclops lockers. I'm not sure why they are set up immediately, but they are. Once you install the mod, start the game, set up another locker and quit. When you open the file again, your new lockers should show up. Be sure to change the " "custom": false" to "custom": true," and you're new locker should have that many rows and columns.
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https://www.nexusmods.com/subnautica/mods/2177?tab=description
https://www.nexusmods.com/subnautica/mods/1471?tab=description
Problems what i had:
Vanilla storage inventories were missing all together, Seamoth & Prawn suit inventories not appearing and could not "rebuild" them cause they had stuff in them which i couldn't remove.
have dozens of mods including , ACU, Bioreactor, Filtration, Extender, More.
Probably works somewhat with just mildly modified game.
*Edit Save worked normally after deleting this mod. containers: OK.
The bioreactor didn't show up despite me looking into it's storage, so i assume you can't change that size with this mod.
The Vehicle Storage Module doesn't change anything when you configure it, so you have to configure the Exosuit and the Seamoth storages on their own.
The Filtration machine doesn't care about having larger storage, it still only produces 2 water and 2 salt before you *have* to take it out for it to continue it's work.
The Luggage bag works as well, but idk if you have to change it for other bags, as this one is the one from the aurora
{
"Locker02": {
"width": 3,
"height": 6,
"custom": false
},
"Locker04": {
"width": 3,
"height": 6,
"custom": false
},
"Locker03": {
"width": 3,
"height": 6,
"custom": false
},
"Locker05": {
"width": 3,
"height": 6,
"custom": false
},
"Locker01": {
"width": 3,
"height": 6,
"custom": false
},
"EscapePod": {
"width": 4,
"height": 8,
"custom": false
},
"SmallLocker": {
"width": 5,
"height": 6,
"custom": false
},
"Locker": {
"width": 6,
"height": 8,
"custom": false
},
"FiltrationMachine": {
"width": 2,
"height": 2,
"custom": false
},
"SeamothStorageModule": {
"width": 4,
"height": 4,
"custom": false
},
"Exosuit": {
"width": 6,
"height": 2,
"custom": false
},
"VehicleStorageModule": {
"width": 4,
"height": 4,
"custom": false
},
"docking_luggage_01_bag4": {
"width": 3,
"height": 3,
"custom": false
}
}
In the file, how to we differentiate between the different lockers? Like the base file has:
I have built a few wall lockers but they don't appear in the file
"Locker02": {
"width": 3,
"height": 6,
"custom": false
},
"Locker04": {
"width": 3,
"height": 6,
"custom": false
},
"Locker03": {
"width": 3,
"height": 6,
"custom": false
},
"Locker05": {
"width": 3,
"height": 6,
"custom": false
},
"Locker01": {
"width": 3,
"height": 6,
"custom": false
},
"EscapePod": {
"width": 6,
"height": 10,
"custom": true
}
}
Anyone have any info/advice??
BepInEx
|-- plugins
||-- Storage Size Mod (directory 1)
|||-- StorageSizeMod (directory 2)
|||\-- container_types.json
||\-- StorageSizeMod.dll
Apologies if I'm not the person to answer this question, but those are the Cyclops lockers. I'm not sure why they are set up immediately, but they are. Once you install the mod, start the game, set up another locker and quit. When you open the file again, your new lockers should show up. Be sure to change the " "custom": false" to "custom": true," and you're new locker should have that many rows and columns.