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M3dicCookie

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25 comments

  1. SnowyClutch4
    SnowyClutch4
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    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?
    1. M3dicCookie
      M3dicCookie
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      Bepinex plugin
    2. SnowyClutch4
      SnowyClutch4
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      i do 
  2. MamylaPuce
    MamylaPuce
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    Hi M3dicCookie, very good idea for this mod, thank you. I would like to offer french translations for sea ID plants :

      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
  3. ExcessiveParanoia
    ExcessiveParanoia
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    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.
    1. storm79
      storm79
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      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..
    2. M3dicCookie
      M3dicCookie
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      I will check it out 
    3. M3dicCookie
      M3dicCookie
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      • 65 kudos
      might be a vanilla bug making this happen i'm gonna check itout
  4. 7aichi
    7aichi
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    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.
    1. M3dicCookie
      M3dicCookie
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      I will fix it thanks 
    2. 7aichi
      7aichi
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      yeah no problem.

      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.
    3. M3dicCookie
      M3dicCookie
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      i removed the give power so BACU can do it and this could focus on making you do more for breeding and hatching
    4. 7aichi
      7aichi
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      oh, neat. yeah, makes sense.
    5. M3dicCookie
      M3dicCookie
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      if you put Ampeel you break the code because Shocker is the techtype for the breeder and Shockeregg is the techtype for the eggg
    6. 7aichi
      7aichi
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      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?
    7. M3dicCookie
      M3dicCookie
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      I will have to check 
    8. M3dicCookie
      M3dicCookie
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      so its not KooshChunk its SmallKoosh testing so the name you need to hatch has to be the full plant techtype
    9. 7aichi
      7aichi
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      i changed all KooshChunks to SmallKoosh and Ampeel still wouldn't hatch. i don't get why the problem lies only with Ampeel.
    10. M3dicCookie
      M3dicCookie
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      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
    11. 7aichi
      7aichi
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      i know, i do that. i always test plants and eggs with both fastgrow and fasthatch on.
  5. CartoonFan
    CartoonFan
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    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.

      That's about it. Thanks!

    1. M3dicCookie
      M3dicCookie
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      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
    2. CartoonFan
      CartoonFan
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      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.
    3. CartoonFan
      CartoonFan
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      Log is here: improved_alien_containment_log

      Didn't see any conflicts, but this mod had a lot of errors showing up.
    4. M3dicCookie
      M3dicCookie
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      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.