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ViroMad

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ViroMad

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17 comments

  1. ViroMad
    ViroMad
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    Anyone got any suggested changes or comments about the mod? Flattery is also always welcome. :)
  2. Karfunkelstein
    Karfunkelstein
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    There´s a change in the Tweaks&Fixes-Mod described as follows: "Overheated cyclops engine can catch fire anytime, not only when you are piloting. You have to turn the engine off to avoid catching fire."
    What would you think: Does your mod conflict with this in any way, or can I use both together?

    And did I understand correctly that the BepInEx-version is preferable over the Nautilus-version (for the recent version of subnautica..)?
    1. ViroMad
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      ohh, will have to look into the Tweeks&Fixes changes then. There is a way to tell if a mod is loaded and load later to override them. May have to do that for it.

      Yes the bepinex version is preferable. I still have to do some more work on the nautilus version... but no one seems to know whats going on. That said I have not played the game in a good while so that is why no progress has been made since the last time I tried fixing it.
    2. Karfunkelstein
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      Thank you! :-)
      FYI - I wrote the same question over in the Tweaks&Fixes comments section and received the following answer from qqqbbb: "I dont know what exactly Cyclops OverHeat mod does but next version of my mod will be compatible with it." And while that´s good news, it also sounds like that it could cause problems when I use both together right now... Thing is with Subnautica that some mods can be added or removed during a playthrough (seemingly) without any problems at all, while in other cases, the changes of a specific mod are instantly included in the save, and you would have to start all over again to actually remove it (been there, done that, several times - mostly because of mods changing predator behaviour and spawning...). So, I don´t know about the "nature" of your mod´s changes in that regard - but I reckon that in this case, as long as I play a save where I haven´t even built a cyclops yet, it shouldn´t be a problem to add or remove your mod amidst a playthrough, right?
      BTW happy new year! :-)

      EDIT: The new version of Tweaks & Fixes is there, and compatibility with this mod is now (apparently) granted. Just so you know... Thank you for your mod - I have it included in my new installation, looking forward to (finally) play it! :-)
  3. MrPh1l
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    Hello ViroMad, I have downloaded the nautilus version of your mod and must confess I'm quite confused. Generally, mods come in a folder, folder that you then drop in the plugin directory. However, your mod is archived in a zip that has no such directory and is just a .dll . Reading one of the posts you wrote on here, I gather the file should probably be in a directory called "CyclopsOverheat" and would probably contain other files such as config.json and...? Can you help me figure this out, please?
    1. ViroMad
      ViroMad
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      Hello, yes its possible to come in a directory but, I stopped doing that long ago. The subnautica extension handles that automatically if you download via vortex or Subnautica Mod Manager. Doing it manually you can either drop it directly in the plugins folder(frowned upon) or you can indeed create a directory called "CyclopsOverheat" and plop the dll in there. The json config file is auto generated on first run. You can make changes in the mod menu shown in the images above the comments section. Also I warn you that there may be something odd with the nautilus version. While doing testing for more changes I noticed a deviation from the way the bepinex version handles. I was unable to figure out why... and no one else was able to figure it out as well. You may find that the vehicle may heat faster then what you set. It has been some time since I last looked into it. I will see about setting some time aside to look into that matter again.
  4. timeday22
    timeday22
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    I have a question about mod settings.How do i open them?Bc there is no .json file,so....
    How?
    1. ViroMad
      ViroMad
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      Sorry for the late reply... this damn site never emails me when there is a new message... and I don't check this site every day.

      If you want to edit them manually it depends on what version you downloaded but for both go to Subnautica\bepinex\config
      if you have the bepinex only version you are looking for ViroMan.SN1.CyclopsOverheat.cfgif you have the nautilus version you need to go into CyclopsOverheat directory and find the "config.json" in there.

      If you want to edit the settings while IN GAME:

      The nautilus version can be changed via the mod menu when you hit esc -> Options -> Mods In there you will find your listed mods that use nautilus.

      The bepinex only version can be edited in game IF you have ConfigurationManager installed... usually its F5 or F8 but those can be changed with the config file found in the config directory.

      Small note... there seems to be a bug with nautilus causing the overheat timing to be off... it overheats in 2 seconds... I have contacted nautilus devs about it and have not made progress... still trying to figure it out.
  5. MinerTV
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    i have been looking at the settings and the "Overheat Timer" setting says i can set how many game ticks i can drive without overheat
    i have tried looking up how long a game tick in subnautica is but most of the time i either find results on minecraft or something about oxygen
    so i wanted to ask, how long is a game tick?
    1. ViroMad
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      each tick in this case is about a second... most of the games code is per frame.
  6. louskam
    louskam
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    Hi, I like this mod, but I don't understand the notifications. When I go Flank Speed, there is notification about 10%, then 100%, so I stop and then 190% and fire brake loose. It would be nice if we got notification more often, for example every 20% or 10%. And for better understanding I would prefer to have maximum overheat at 100% where fire is starting. I hope theese make sense.
    1. ViroMad
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      I know what you mean about notification times being weird. I will look into putting some code in another area for notifications of the heat. The notifications happen when the game does an update on that section of the code(not often enough).
    2. louskam
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      Thank you for explanation, that makes sense. Also, thank you for great idea and great mod.
  7. WatcherCCG
    WatcherCCG
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    Any ETA on a full Nautilus-only version? SML is getting dodo'd, after all.
    1. ViroMad
      ViroMad
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      Ya, I noticed. I keep thinking about doing it but, I still have to even read into nautilus to see what changes I need to make. I hope its just as simple as the conversion from qmod to bepinex.
    2. ViroMad
      ViroMad
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      Its up.
  8. royvaldez
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    Honestly, I like this. Having a set idea as to WHEN it will overheat instead of just being random is nice. The configuration is just an added bonus!
    1. ViroMad
      ViroMad
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      Thinking of uploading version that doesn't need SML. "Should" be completely compatible with legacy SN if I do. Would configure via config files.. but if you loaded config manager to bepinex it would work in game too.