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Primesonic - Updated by MrPurple6411

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MrPurple6411

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93 comments

  1. MrPurple6411
    MrPurple6411
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    If you are able to help out with giving me more time to Mod/Fix bugs and less time to working in retail then please consider donating to the cause at one of the following locations. 
    Paypal: paypal.me/MrPurple6411
    Patreon: patreon.com/MrPurple6411
    Github: github.com/sponsors/MrPurple6411
    Support for mod issues can be found by the wonderful community on our Community Modding Discord @ discord.gg/UpWuWwq

    Nautilus and SMLHelper are incompatible and cause up to and including save corruption when installed together. 
    (Not every time but enough to be worrying)
    So I have made the decision that any mod of mine that uses Nautilus will not load when SMLHelper is installed.

    Also Nautilus is the Replacement for SMLHelper and when Nautilus 1.0.1 releases we will be removing SMLHelper support for 2.0 completely meaning all mod makers need to update their mods to Nautilus.
  2. TheVoidScreams
    TheVoidScreams
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    Hey so, I'm new to this whole thing. How do you actually do this? Like how do I get the menu open to actually input the new recipe? I've looked all over and can't figure it out and I'm feeling really frustrated. :(
    1. N6Nomad
      N6Nomad
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      Copy the Original files from the mods folder somewhere to your computer. Open the .txt files and edit them like you want. When you are done paste the edited files to the working files folder of this mod and start the game.
  3. Verodor
    Verodor
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    This mod seems to be missing a proper Localisation and thus is not compatible with other language versions of the game which is a shame.
    I used to love this mod and would love to make a translation. But if that isn't possible I will not be able to use it anymore :(
  4. DKnexus
    DKnexus
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    Здравствуйте, нужна помощь
    MovedRecipes: 
    (
        ItemID: VehicleHullModule2;
        OldPath: Workbench/????;
        NewPath: SeamothUpgrades/SeamothModules;
    );
    1. fotolit
      fotolit
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      Help file with crafting nodes here:
      ...\BepInEx\plugins\CustomCraft3\OriginalRecipes\CraftingNodes.txt
    2. SpectralSpiral
      SpectralSpiral
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      Thanks, this info needs to be in MovedRecipes_Sample.txt
  5. ferstreal
    ferstreal
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    A little tricky in configuration but very helpful!

    Only issue for me is why aren't the items (eg. food) colorized by Colorful Inventories?
    Could there be a way to do this?

    Thx
  6. Dxthwxvx
    Dxthwxvx
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    My CustomSizes file is not working, am I missing something? 
    CustomSizes:
    (
      ItemID: PropulsionCannon;
      Height: 1;
      Width 1;
    ),
    (
      ItemID: RepulsionCannon;
      Height: 1;
      Width 1;
    ),
    (
      ItemID: StasisRifle;
      Height: 1;
      Width 1;
    ),
    (
      ItemID: SeaGlide;
      Height: 2;
      Width 2;
    );

  7. RYUchan
    RYUchan
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    For some reason I can't get ModifiedRecipes to work. I can get new recipes(AddedRecipes) and items, but not modifications of original ones. I tried creating my own and using the mods that are already on nexus. Can you point me in the right direction? I think that this maybe a priority issue, but there is no priority options in subnautica mods.
    1. Dxthwxvx
      Dxthwxvx
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      Share your file, I got mine to work so the Repair Tool required a battery to craft with no problems. 
  8. Cosmicfrost128
    Cosmicfrost128
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    I can't find the readme file or the WorkingFiles in the manual download
    1. gwerith
      gwerith
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      Start the game once, and it will make the files and folder
    2. Cosmicfrost128
      Cosmicfrost128
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      Ok, thank you. I didn't realize starting the game would make more files lol
  9. gwerith
    gwerith
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    Is there a way to add a second recipe to craft an item that already has a recipe? Like Filtered water being able to be made with either a bladderfish OR 4 koosh chunks?
    I got the kooshchunk recipe in the AddedRecipes, but it just overwrites the bladderfish version.

    EDIT: There is! The instructions are at the top of the Alias Recipes text file.

    (
        ItemID: FilteredWater;
        AmountCrafted: 1;
        Ingredients:
        (
            ItemID: KooshChunk;
            Required: 4;
        );
        ForceUnlockAtStart: NO;
        Path: Fabricator/Survival/exp;
        UnlockedBy:KooshChunk;
    );
  10. giannoide
    giannoide
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    so, i've been modifying many recipes to make the game harder but when i modify the swim charge fins all the recipes i changed before do not anymore and i cant find the error, here's the code if anyone notices: 
    (
        ItemID:swimchargefins;
        AmountCrafted: 1;
        Ingredients: 
            ( ItemID:polyaniline; Required:1; ),
    ( ItemID:wiringkit; Required:1; ),
    ( ItemID:fins; Required:1; ),
    ( ItemID:copperwire; Required:1 );
    );
    1. gwerith
      gwerith
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      I think you need a    ),      before the last     );

      Nevermind, I am incorrect.
  11. Alexius25
    Alexius25
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    When I move A recipe the Original recipe still is there. How can i make it so it doesnt show up?
    1. Rambo98765
      Rambo98765
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      Send your code and I'll have a look.
    2. Alexius25
      Alexius25
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      Here, The batteries are another Mod

      MovedRecipes:
      (    ItemID: PrecursorKey_Purple;
          OldPath: Fabricator/Personal/Equipment/PrecursorKey_Purple;   
      NewPath: Fabricator/PrecursorTab/PrecursorKeysTab;
      ),
      (    ItemID: PrecursorKey_Orange;   
      OldPath: Fabricator/Personal/Equipment/PrecursorKey_Orange;   
      NewPath: Fabricator/PrecursorTab/PrecursorKeysTab;
      ),
      (    ItemID: PrecursorKey_Blue;
          OldPath: Fabricator/Personal/Equipment/PrecursorKey_Blue;
          NewPath: Fabricator/PrecursorTab/PrecursorKeysTab;
      ),
      (    ItemID: PrecursorIonBattery;
          OldPath: Fabricator/Resources/BatteryTab/PrecursorIonBattery;
          NewPath: Fabricator/PrecursorTab/PrecursorTabBatteries;
      ),
      (    ItemID: PrecursorIonPowerCell;
          OldPath: Fabricator/Resources/BatteryTab/PrecursorIonBattery;
          NewPath: Fabricator/PrecursorTab/PrecursorTabBatteries;
      ),
      (    ItemID: RedTabletInfusedBatteryV1;
          OldPath: Fabricator/Resources/BatteryTab/RedTabletInfusedBatteryV1;
          NewPath: Fabricator/PrecursorTab/PrecursorTabAdvBatteries;
      ),
      (    ItemID: WhiteTabletInfusedBatteryV1;
          OldPath: Fabricator/Resources/BatteryTab/WhiteTabletInfusedBatteryV1; 
        NewPath: Fabricator/PrecursorTab/PrecursorTabAdvBatteries;
      ),
      (    ItemID: RedTabletInfusedPowercellV1;
          OldPath: Fabricator/Resources/PowCellTab/RedTabletInfusedPowercellV1;
          NewPath: Fabricator/PrecursorTab/PrecursorTabAdvBatteries;
      ),
      (    ItemID: WhiteTabletInfusedPowercellV1;
          OldPath: Fabricator/Resources/BatteryTab/WhiteTabletInfusedPowercellV1;
          NewPath: Fabricator/PrecursorTab/PrecursorTabAdvBatteries;
      );
    3. Rambo98765
      Rambo98765
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      You're not supposed to include the item ID in the path.
      Example:

      Wrong

      Fabricator/Personal/Equipment/PrecursorKey_Purple;   

      Right
      Fabricator/Personal/Equipment
    4. Alexius25
      Alexius25
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      Oh ok thanks
    5. Yoda25025Legion
      Yoda25025Legion
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      did you get them to completely move? instead of just copying it?