Subnautica
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PrimeSonic - MrPurple6411

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MrPurple6411

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  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. SSD80Md10
    SSD80Md10
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    i dont know but this module just overheats too FAST. and plus i dont think nuclear reactors overheat
  3. CrazyRussian24
    CrazyRussian24
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    Does the module passively produce power?
    1. Szaszy
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      Yes.
      What I don't get is instead of regulating its output the module recharges power cells quite fast, overheats, shuts down and enters a cooldown period before restarting (even if the cells are full but some consumer uses them like the headlight) which is absolute madness as fission power does not work this way. It takes too much energy (and effort and risk for that matter) to restart a nuclear reactor therefore its practice to slow down the chain reaction rather then shutting it down completely. This is very important.
      Nuclear reactors usually run 24/7 for many years without interruption for a reason.
  4. Szaszy
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    Could you please create a 'Nuclear Fabicator'-less version? I prefer to simply build rods with the cyclops fabricator without the need of placing another fabricator that floats in front of a glitchy wall.
    Also the recipe seems a bit pricey. I'm not sure throwing a computer chip, an aerogel and that many titanium at every mini reactor is worth to gain 6000 random energy in a form of a self-failing coitus interruptus reactor upgrade module.
  5. WapperJaw
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    Hmmm ... the description is not very clear as to how to use this mod. It appears that this mod & cyclops upgrade mod are working or I have the Nuclear Fabricator and I can build and install the reactor module into the console ... etc. Where do I install reactor rods???  I don't see a Reactor to build for the Cyclops to use the reactor rods. So I'm a bit confused ... it's not working like the reactor for the base ... do we need to build a reactor and install reactor rods ... etc????
    1. MrPurple6411
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      These are reactors in an upgrade module.

      Think of it as a reactor rod with a upgrade casing on it to be able to shove into the cyclops upgrade slot.

      Kinda like a powercell but uses the upgrade slot instead.
    2. WapperJaw
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      Thanks for responding ... so all you need is to insert the Reactor Module into an upgrade slot and no need for Reactor Rod if I understand you correctly? The other thing is, I just noticed the Nuclear Fabricator only has the Reactor Module and Reactor Rods icons ... can't make out the image you have posted but it has 5 icons ... I only have the 2 icons for the devices it makes. Is there something wrong?
    3. MrPurple6411
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      The other icons are from other mods that have not been updated at this time and are compatibility features that only show up if those mods are also installed. 
    4. WapperJaw
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      Again thanks for responding ...
  6. maxlaton
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    Will there be the Cyclops Bioreactor mod in the future? Really love that one but it is outdated.
    1. MrPurple6411
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      The Cyclops Bioreactor and Cyclops Nuclear Reactor mods are being taken over by FCS as he originally made their models and is just going to fix them up when he has time away from fixing the FCS suite of mods and his new baby.
  7. nameh3
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    I am always grateful for your efforts.
    Of course, I'm still enjoying the game a lot thanks to that, but my greed is endless.
    So I ask, Do you have any plans to work on ‘Solar Charger’ or ‘Bioreactor’?
    Hmm, writing this makes me feel like a vicious petitioner.
    Sorry if it sounded that way.
    Even if you don't plan on doing the work, you deserve recognition for your efforts so far.
    Thank you always.
  8. FireNinetails1
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    Whole cyclop update mode line have conflicts with SML helper.
    It's not critical considering how smal amount of mods that use it today.
    But kinda sad because Cyclop docking mod (that could fit in this cyclop mod line perfectly) require SML. 
    1. aeonstarlight
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      this is an issue with nautilus and smlhelper, not this mod. smlhelper is deprecated anyways, and mods using it should move to bepinex or nautilus.
  9. spikedllel
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    I can't get this mod to work in Subnautica 1.0, using Bepinex.
    The files are in the correct location and I can see the mod as loaded in the Mod Manager plugin and that its dependencies are installed but when I'm inside the game using the Habitat builder, the cyclops reactor doesn't show up (only the regular one), also the nuclear fabricator is missing.
    Any idea?
    1. aeonstarlight
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      why are you trying to use a subnautica 2.0 mod with dependencies in other subnautica 2.0 mods that all explicitly don't support the legacy branch of the game on the legacy branch of the game?

      it doesn't work on 1.0 because it's not supposed to work on 1.0.
  10. SpyPengling3
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    is there a legacy version oof this?
    1. MrPurple6411
      MrPurple6411
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      Legacy version is on PrimeSonic's Github.