it should work with everything, i kinda just like had an anxiety attack when listing the required mods, the save file has large rooms in it so it should be working but i really am not too sure myself :<
large rooms are only 2.0 tho, so its on 2.0 edit : qmod does not work on 2.0, nor does smlhelper, so disable both edit 2 : remove qmod, night vision chip, and terraforming ability, since those 3 dont do anything in 2.0, and may break the game due to code changes edit 3 : remove SMLHelper (becuase Purple Edition mods dont work with any sml version, and also sml is outdated)
after playing the mod, i have no idea how this could be considered playable, with all due respect, but you start in a massive multipurpose room full of tiny surface crabs, and its in creative, none of the bases have enough hull strength and you will need to get a bulk door ready to make them so (cheaper than reinforced walls), you start in the ghost river with 6 floaters and a bunch of tools from different stages of the game, and a nonfunctional tool, also the seamoth you see does not have the required depth module and explodes after a bit
I just used a terraforming mod that makes the Terraformer work and then used the debug menu for spawning plants and creatures. I am not that smart (am just silly)
Hi! Thank you for leaving a comment on my dumb mod thingy, so um, heres the thing right, I DO NOT know what I am doing AT ALL and im very bad with like basically everything so I will try to look into that but like I am chronically stupid :p
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edit : qmod does not work on 2.0, nor does smlhelper, so disable both
edit 2 : remove qmod, night vision chip, and terraforming ability, since those 3 dont do anything in 2.0, and may break the game due to code changes
edit 3 : remove SMLHelper (becuase Purple Edition mods dont work with any sml version, and also sml is outdated)
hopefully v1.2 isnt still like that because if so then oops
I am not that smart (am just silly)