this mod doesn't play nice with Improved Storage Info. if using both it stops Improved Storage Info to show the info on how many items are inside a locker. the mod also only changes colour of the letters and not the entire locker as seen in the screenshots. not sure if the first button on the locker is supposed to change the entire locker but i can only press the second one to change the letters. and yes i tested it by removing all other mods except this one and Autosort Lockers.
i thought it changed the whole locker because of the screenshot. also thought Autosort Locker was required because it's listed under requirements. i guess that's the mistake you referred to that will be removed with the next update? also Improved Storage Info works as intended alongside this mod if Autosort Lockers is removed, if anyone is wondering. will it be possible for all 3 mods to work together or will there always be certain conflicts with each other?
Not sure if it's really a bug, or just a consequence of how this works. But, if I turn and move towards a room with a lot of lockers in it (e.g. 12 of the small wall lockers) the game stutters for a few moments. This happens in bases or when in the Cyclops (with additional small wall lockers installed).
Removing the mod and loading the game without it gets rid of the stutter when doing the same thing.
I have to assume it's just the nature of the way the mod scans and hooks into all the lockers to work its magic.
it doesn't scan anything really nothing is on update() so i didn't know there is an odd stutter the hook is on awake it might just be the color reloading
I did build a test base yesterday, well away from my main base, and populated a multipurpose room with 20 small wall lockers. Turning and walking down the corridor towards that room after reloading the game resulted in a few seconds of stuttering. Once that had occurred, there was no reoccurrence of the stuttering...as long as I stayed within that general area.
Leaving the area, travelling a distance to force the game to unload the base resources, and then returning resulted in the same few seconds of stuttering when approaching the 'locker room'.
As mentioned before, without the mod there is no stuttering in either case.
Personally, I wouldn't rate this as a bug. It seems to be just the way the mod operates to hook to the lockers, and there appears to be no other ill effects from this. Obviously, it would be great if anything can be done to reduce or remove the stutter. But, since your skill set with Unity/Harmony is clearly way above my own, I really don't know personally.
In any case; thank you for the mod and for sharing it with us. :)
Thanks for the mod. I have a question though: I noticed that after I changed the colors of wall lockers labels, then saved the game, upon loading the save, the colors reset to default colors, so is there a way to keep the colors after loading a save?
M3dicCookie I think the two versions in the files tab are the same (tried replacing the files and didn't notice any change in file size or date modified), and both won't trigger the mod to load. I think both files depend on Auto Sort Lockers, which I didn't install hence why the mod fails to load I presume.
If you don't have the mod folder correct none of the patches will run. I will fix this to make it a little more compatible with different folder names and just in case people mess that up. I'll double check to make sure I uploaded the right one.
I never installed AutoSortLockersSN(Bepinex) and I still don't use it. What I did was that I just dropped the folder LongLockerNames inside the zipped file to \Subnautica\BepInEx\plugins folder like I normally did with all other Subnautica mods, replacing the previous 5 files from the mod's previous version. I did so once the update dropped, but I only realized the problem today. FYI: I don't use any mod manager, so everything mod installation is performed manually, and I usually double check the installation process to avoid making any mistakes.
Before the 1.0.0.0a update, the mod worked, but after upgrading to 1.0.0.0a, it simply didn't load, and I said so because while editing a locker name and color, it reset to default game behavior. I made no changes to the game (didn't add, upgrade, or remove any other mods except for this one, and didn't edit any game or other mods settings).
I tried deleting the entire mod folder LongLockerNames, then re-installing the update, once with the version that required AutoSortLockersSN(Bepinex) and another with the version that didn't require it, and still the mod didn't work. After some inspection, I realized when I copied the files from one mod file over the other that the files in both had the same date and size, which is why I stated in my previous comment that I suspected the two mod files are the same; probably both are for the version that requires AutoSortLockersSN(Bepinex), but I am no mod author, so I could be wrong.
In addition, I believe it is normal behavior that while the game is running, attempting to delete any loaded mod's files won't be successful because the files are used by the game, but surprisingly, deleting the entire folder just worked while the game was running, adding to my suspicions that the game just didn't load the mod!
I noticed something very strange. The wall locker colors added by this mod are duplicated, as shown in the picture below, after loading a save. I noticed this behavior consistently occur, and upon further inspection I was able to replicate it as follows:
1- Launch game and load a save (or start a new game - I tested on creative mode) 2- Build a new wall locker and check colors, which seem to be displayed as intended 3- Save then quit (no need to exit the entire game) 4- Load the saved game in step 3 5- Check the wall locker you just built, and it shows colors duplicated as shown in the picture below (all 18 rows are duplicated except for the last row where a dot in the lowest right is missing)
On further save/load attempts, no more rows are added.
Moreover, this seems to only affect wall lockers, not the other lockers.
😂😂 Oh well, I think maintaining the color after loading a save is more important.
I am not well versed in coding or modding, but I have a suggestion: Would it possible to set a limit to the overall available colors (vanilla + added via this mod), such that if the trigger to duplicate the colors came into effect, it won't function since the limit would have already been reached?
Thanks a lot for your effort. The good news is that the colors remain after loading a save, and the duplication error after loading a save is gone, but right now a new bug was introduced. Upon building a locker for the first time, the new colors won't show up, while the original colors would show vertically stretched inside the black box containing the colors.
The colors are still clickable, but they just look funny! This is fixed by saving/loading. Just I tiny inconvenience I presume, but I could live with that.
you first have to build the locker and then save and reload and then the picker is there. good knew i found why the colors were duping XD and why they aren't loaded when the locker is built
30 comments
the mod also only changes colour of the letters and not the entire locker as seen in the screenshots. not sure if the first button on the locker is supposed to change the entire locker but i can only press the second one to change the letters. and yes i tested it by removing all other mods except this one and Autosort Lockers.
also thought Autosort Locker was required because it's listed under requirements. i guess that's the mistake you referred to that will be removed with the next update?
also Improved Storage Info works as intended alongside this mod if Autosort Lockers is removed, if anyone is wondering.
will it be possible for all 3 mods to work together or will there always be certain conflicts with each other?
Removing the mod and loading the game without it gets rid of the stutter when doing the same thing.
I have to assume it's just the nature of the way the mod scans and hooks into all the lockers to work its magic.
I did build a test base yesterday, well away from my main base, and populated a multipurpose room with 20 small wall lockers. Turning and walking down the corridor towards that room after reloading the game resulted in a few seconds of stuttering. Once that had occurred, there was no reoccurrence of the stuttering...as long as I stayed within that general area.
Leaving the area, travelling a distance to force the game to unload the base resources, and then returning resulted in the same few seconds of stuttering when approaching the 'locker room'.
As mentioned before, without the mod there is no stuttering in either case.
Personally, I wouldn't rate this as a bug. It seems to be just the way the mod operates to hook to the lockers, and there appears to be no other ill effects from this. Obviously, it would be great if anything can be done to reduce or remove the stutter. But, since your skill set with Unity/Harmony is clearly way above my own, I really don't know personally.
In any case; thank you for the mod and for sharing it with us. :)
Before the 1.0.0.0a update, the mod worked, but after upgrading to 1.0.0.0a, it simply didn't load, and I said so because while editing a locker name and color, it reset to default game behavior. I made no changes to the game (didn't add, upgrade, or remove any other mods except for this one, and didn't edit any game or other mods settings).
I tried deleting the entire mod folder LongLockerNames, then re-installing the update, once with the version that required AutoSortLockersSN(Bepinex) and another with the version that didn't require it, and still the mod didn't work. After some inspection, I realized when I copied the files from one mod file over the other that the files in both had the same date and size, which is why I stated in my previous comment that I suspected the two mod files are the same; probably both are for the version that requires AutoSortLockersSN(Bepinex), but I am no mod author, so I could be wrong.
In addition, I believe it is normal behavior that while the game is running, attempting to delete any loaded mod's files won't be successful because the files are used by the game, but surprisingly, deleting the entire folder just worked while the game was running, adding to my suspicions that the game just didn't load the mod!
I noticed something very strange. The wall locker colors added by this mod are duplicated, as shown in the picture below, after loading a save. I noticed this behavior consistently occur, and upon further inspection I was able to replicate it as follows:
1- Launch game and load a save (or start a new game - I tested on creative mode)
2- Build a new wall locker and check colors, which seem to be displayed as intended
3- Save then quit (no need to exit the entire game)
4- Load the saved game in step 3
5- Check the wall locker you just built, and it shows colors duplicated as shown in the picture below (all 18 rows are duplicated except for the last row where a dot in the lowest right is missing)
On further save/load attempts, no more rows are added.
Moreover, this seems to only affect wall lockers, not the other lockers.
Would you please look into this?
I am not well versed in coding or modding, but I have a suggestion: Would it possible to set a limit to the overall available colors (vanilla + added via this mod), such that if the trigger to duplicate the colors came into effect, it won't function since the limit would have already been reached?
Thanks for your effort.
Thanks a lot for your effort. The good news is that the colors remain after loading a save, and the duplication error after loading a save is gone, but right now a new bug was introduced. Upon building a locker for the first time, the new colors won't show up, while the original colors would show vertically stretched inside the black box containing the colors.
The colors are still clickable, but they just look funny! This is fixed by saving/loading. Just I tiny inconvenience I presume, but I could live with that.