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.
If you're having trouble with your batteries not showing up as one of your craftable items, I think what might be the issue is not having the KEY materials for the battery.
For example: I had MK2 batteries/Power cell and a mod for stronger Ion batteries/Power cell, and they didn't show up until I actually PUT an Ion Cube or Kyanite in my inventory. What I'm guessing is that the game doesn't read that you have the materials until you put them in your inventory. My game acted like I had just found the materials when I'd already picked them up before I downloaded the mods.
I can see the Blueprints after unlocking (in this case Phazon Batteries ) but I cant fabricate them. The fabricator does not give me the Options to build them, nor do they even show up.
I have every requirements, everything is up to date, subnautica mod manager doenst give me "missing dependencies"... I put the CustomBatteries into the Plugin folder of BepInex. Where did I go wrong?
Will the unobtanium batteries be readded to 2.0 at some point? they were the only way of getting pet reapers and warpers legitimately and i kinda miss that XD
I made some battery packs manually, copying an editing text files from sample battery packs to make the new ones work, but I'm having a bit of a conflict here and I'd like to know if there's a possible solution to this.
battery x
power cell x
battery y
power cell y
Battery x works perfectly fine, all is good there, I can make it, and it works in my devices just how I want it to. Battery y is where the problems occur. Two things I want to happen aren't. I want battery y to unlock when you craft and obtain your first battery x, it's not doing that, and instead it's just automatically unlocked when i get in game. Second, I want battery y to require one battery x in the recipe, so I can make battery y a more expensive recipe. It just deletes battery x from the recipe, so the recipe for battery y ended up being easier than battery x, which is backwards. Would you mind looking into this? A way to get battery packs to play with each other, instead of completely ignoring each other?
Sincerely, Auric Sage
PS. Battery y works as intended otherwise, it's capacity is as labeled in the text doc, and it too works in my devices, but it's just refusing to play with the fact that I want it to require battery x in the recipe and it's unlock function. Thanks for your time~
I seem to have come to the conclusion I can do it with the mod as it is, but I'd need to *actually* learn coding. Which I've been wanting to do for a long time now. But the guide you linked to in the description is for SMLHelper, which doesn't work for the Nautilus version of the game I'm playing on. Also, The guide uses code language I don't understand since I'm baby new to coding. Things like Classes, how to write the patch method, how to make my model and it's effects and lighting, all of this:
Patching your items
This couldn't be simpler. The basic steps are:
Instantiate a new instance of CbBattery or CbPowerCell
Populate all required properties (and any optional properties)
Invoke the Patch() method on the instance And that's it! You're done and have the TechType value of your new item ready to use elsewhere in your mod.
Never mind I was wrong. According to Cookay on the Modding Discord, there need to be a Load Order introduced to the code for Custom batteries so it doesn't load all of the Packs at the same time, and instead can load batteries in a order to allow for things like adding previous batteries to unlock conditions and recipes.
how do i get the mod with out Deep Batteries and Enzyme Charged Batteries. i need to get the mods Kionite Batteries and Lithium Batteries but i dislike it how it makes you get the batteries and you cant get rid of them. can any one find out how pls
You can just remove the battery packs from the mod manually. Go to "C:,ProgramFiles(x86),Steam,steamapps,common,Subnautica,BepInEx,Plugins,CustomBatteries" you should see two folders in there, "MidGameBatteries" and "EnzymeChargedBatteries". You can just delete them if you really don't like them, but if you plan to use them later then you can just move them from that folder to somewhere else on your computer. Personally, I kept them both, and just edited the BateryCapacity values of them, so they worked better with my BatteryMK2 mod I downloaded.
I have never been able to get custom batteries to work even in the long distant past. I feel like I'm the closest I've ever been but some little thing is getting in the way.
[Error : BepInEx] Could not load [Custom Batteries (Purple Edition) 1.0.0.0] because it has missing dependencies: com.snmodding.nautilus (v1.0.0.25 or newer)
Seems like its targeting a version of Nautilus which simply doesn't exist. The current version I have which is the newest one I've managed to find (1.0.0-pre.33)
I was able to make my custom battery, and it shows up in the fabricator, but the power cell won't, can anyone see an Issue? CustomBatteriesPack:
( # Originally created by SedrickMongwarr # PluginPackName:EnderBatteries; BatteryCapacity:100000; UnlocksWith:kyanite; BatteryID:EnderBattery; BatteryName:"Ender-Powered Battery"; BatteryFlavorText:"The ultimate combination of Altera and Precursor tech, awakening the true potential of Ion Crystals."; BatteryParts: kyanite,aluminumoxide,precursorioncrystal, titanium; BatteryIconFile:"EnderBattery.png"; PowerCellID:EnderPowerCell; PowerCellName:"Ender-Powered Power Cell"; PowerCellFlavorText:"The ultimate combination of Altera and Precursor tech, awakening the true potential of Ion Crystals."; PowerCellAdditionalParts:; PowerCellIconFile:"EnderPowerCell.png"; );
And yes the filenames do match and are in the same folder.
I made a Battery Mod using the public Mod API but one of the Users posted this: "The batteries and power cells appear in my inventory, but for some reason they are not able to be used in vehicles like the cyclops, prawn suit, or seamoth and items like the seaglide, repair tool etc. Can you please help me?"
Do someone know if this is from my Mod or from the CustomBatteries Mod in general or to the User's Side?
29 comments
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.
For example: I had MK2 batteries/Power cell and a mod for stronger Ion batteries/Power cell, and they didn't show up until I actually PUT an Ion Cube or Kyanite in my inventory. What I'm guessing is that the game doesn't read that you have the materials until you put them in your inventory. My game acted like I had just found the materials when I'd already picked them up before I downloaded the mods.
I can see the Blueprints after unlocking (in this case Phazon Batteries ) but I cant fabricate them. The fabricator does not give me the Options to build them, nor do they even show up.
I have every requirements, everything is up to date, subnautica mod manager doenst give me "missing dependencies"...
I put the CustomBatteries into the Plugin folder of BepInex.
Where did I go wrong?
I made some battery packs manually, copying an editing text files from sample battery packs to make the new ones work, but I'm having a bit of a conflict here and I'd like to know if there's a possible solution to this.
Battery x works perfectly fine, all is good there, I can make it, and it works in my devices just how I want it to.
Battery y is where the problems occur. Two things I want to happen aren't. I want battery y to unlock when you craft and obtain your first battery x, it's not doing that, and instead it's just automatically unlocked when i get in game.
Second, I want battery y to require one battery x in the recipe, so I can make battery y a more expensive recipe. It just deletes battery x from the recipe, so the recipe for battery y ended up being easier than battery x, which is backwards.
Would you mind looking into this? A way to get battery packs to play with each other, instead of completely ignoring each other?
Sincerely,
Auric Sage
PS. Battery y works as intended otherwise, it's capacity is as labeled in the text doc, and it too works in my devices, but it's just refusing to play with the fact that I want it to require battery x in the recipe and it's unlock function. Thanks for your time~
Also, The guide uses code language I don't understand since I'm baby new to coding. Things like Classes, how to write the patch method, how to make my model and it's effects and lighting, all of this:
Patching your items
This couldn't be simpler. The basic steps are:
Unfortunately I don't understand any of this XD
and Lithium Batteries but i dislike it how it makes you get the batteries and you cant get rid of them. can any one find out how pls
[Error : BepInEx] Could not load [Custom Batteries (Purple Edition) 1.0.0.0] because it has missing dependencies: com.snmodding.nautilus (v1.0.0.25 or newer)
Seems like its targeting a version of Nautilus which simply doesn't exist. The current version I have which is the newest one I've managed to find (1.0.0-pre.33)
CustomBatteriesPack:
(
# Originally created by SedrickMongwarr #
PluginPackName:EnderBatteries;
BatteryCapacity:100000;
UnlocksWith:kyanite;
BatteryID:EnderBattery;
BatteryName:"Ender-Powered Battery";
BatteryFlavorText:"The ultimate combination of Altera and Precursor tech, awakening the true potential of Ion Crystals.";
BatteryParts:
kyanite,aluminumoxide,precursorioncrystal,
titanium;
BatteryIconFile:"EnderBattery.png";
PowerCellID:EnderPowerCell;
PowerCellName:"Ender-Powered Power Cell";
PowerCellFlavorText:"The ultimate combination of Altera and Precursor tech, awakening the true potential of Ion Crystals.";
PowerCellAdditionalParts:;
PowerCellIconFile:"EnderPowerCell.png";
);
And yes the filenames do match and are in the same folder.
I made a Battery Mod using the public Mod API but one of the Users posted this:
"The batteries and power cells appear in my inventory, but for some reason they are not able to be used in vehicles like the cyclops, prawn suit, or seamoth and items like the seaglide, repair tool etc. Can you please help me?"
Do someone know if this is from my Mod or from the CustomBatteries Mod in general or to the User's Side?