how do i get this to work im confused i looked at the files and read them but i dont understand how to get it running i have it in bepinx plugins so it should run?
So I'm not sure if this was a mod conflict or just a bug with this mod, but I came home from a few days away in my Cyclops to find over 300 peepers in my breeding tank. Clearing them out, deconstructing the tank, removing the mod, and building it again resolved the issue, so its either this mod or something this mod interacts with that caused it.
Same issue here. The game became unplayable (less than 1 fps on an i5-12600 + RTX3070ti) with that many fish being simulated. I gave up on trying to clear out all the fish from the alien containment - just disabled the mod and tried to let the game run for a while, to let enough of the fish die out by the build-in overpopulation elimination mechanic .. obviously there were so many, or the mechanic is so slow, that I could not see any diff after an hour. I guess this specific savegame is dead now, because of this mod..
ok so Ampeel wouldn't hatch no matter what i did. i tried placing the egg down, i tried throwing it. tried planting Bulb Bush before putting the egg into ACU and after. nothing worked. so i changed "shocker" in the .json to "ampeel" and it hatched without a problem.
the version for Legacy makes Ampeel in ACU give power to the base. could the same be applied to this version as well? just a tiny bit of power that doesn't break immersion.
i checked and rechecked, removed every other mod except this one, Nautilus & BepInEx, and Ampeel just won't hatch if .config says:
], "Shocker": [ "KooshChunk"
i have to change it to Ampeel for it to hatch, but like you said that seems to break the code since all other fishies start hatching as well if i do that. can i provide any info that might explain why "Shocker" won't hatch for me?
It take sometime . I tested it it's not instantaneous If you want them to hatch right away you can just use the cheat fasthatch. And it also checks if the plant is there so if you didn't have the plant it's still wouldn't hatch
Hey there! I'm loving the concept here, but I've got a few questions.
Is this mod compatible with BetterACU (https://www.nexusmods.com/subnautica/mods/1120?tab=description)? Both mods seem like they do different things, but I don't know enough about Subnautica modding to know if they conflict or not.
I like the plant-based progression scheme, but the current implementation's got some issues. Because the plant requirements aren't listed in-game, it's kind of hard to know how to know which plants to put in each ACU. Also, some of the requirements seem a bit strange. Crashfish, for example, needs spiked horn grass, but the plant doesn't seem all that common around the shallows, where crashfish are normally found. I could easily be wrong, however; but the issue to me is that I wouldn't have thought to pick that particular plant to make the egg hatch.
I don't know if it's this mod, another mod, or vanilla behavior; but I put a variety of eggs in my first ACU, and out of those, only a cuddlefish hatched. The other eggs seemingly disappeared.
I don't know if it's in-scope for this mod, but sometimes the eggs fall somewhere where the context hint gets overridden by the planter storage. Because of the above issues, I really can't use those eggs unless I use a propulsion gun or something.
I really don't know but you can edit those eggs The plants are totally configurable I mostly tested the stalker I don't know if it's compatible with better ACU I need to test it with that. I would need a log with better ACU in my mod. You need egg info on those only unlock as you hatch eggs
Thanks for the quick reply! I scrolled down farther in the JSON and saw what you meant, so I can work with that. I don't know how to get a log from BetterACU, but I'll try enabling logging on this mod to see what happens.
you might have damaged your json file for Improved Alien Containment(BepInEx) i would Reget the json file , so it seems mine works better ACU i didn't see anything stopping mine.
25 comments
ENGLISH ID FRENCH
Acid mushroom: AcidMushroom Champignon acide
Bloodroot: BloodRoot Racine de sang
Bloodvine: BloodVine Vigne sanguine
Blue palm: BluePalm Palmier bleu
Bulb bush: KooshChunk Échantillon de Pompon
Cave bush: PurpleBranches Buisson des grottes
Creepvine: Creepvine Vigne d'Orin
Deep shroom: WhiteMushroom Champi Abyssal
Eye stalk: EyesPlant Scrutine
Furled Papyrus: RedRollPlant Papyrus roulé
Gabe's feather: GabeSFeather Plume de Gabe
Gel sack: JellyPlant Sac Gélatineux
Ghost weed: RedGreenTentacle Herbe Fantôme
Jellyshroom: SnakeMushroom Champi-Gelée
Membrain tree: MembrainTree Arbre Cerbrane
Pygmy fan: SmallFan Éventail Pygmée
Redwort: RedBush Redwort
Regress shell: RedConePlant Cornet rouge
Rouge cradle: RedBasketPlant Berceau rouge
Sea crown: SeaCrown Couronne de mer
Spiked horn grass: ShellGrass Herbe hérissée cornue
Spotted dockleaf: SpottedLeavesPlant Feuilles à Pois
Tiger plant: SpikePlant Plante Tigre
Veined nettle: PurpleFan Ortie Nervurée
Violet beau: PurpleStalk Violine Galante
Writhing weed: PurpleTentacle Mauvaise herbe putride
the version for Legacy makes Ampeel in ACU give power to the base. could the same be applied to this version as well? just a tiny bit of power that doesn't break immersion.
also for anyone stumbling upon this, Better ACU has the setting for Ampeel to give power to the base. the two mods compliment each other perfectly.
],
"Shocker": [
"KooshChunk"
i have to change it to Ampeel for it to hatch, but like you said that seems to break the code since all other fishies start hatching as well if i do that. can i provide any info that might explain why "Shocker" won't hatch for me?
That's about it. Thanks!
Didn't see any conflicts, but this mod had a lot of errors showing up.