Anyone else having a compatibility issue with this mod and Vehicle Framework 1.8.6? I keep getting spammed about non-compat, but they were working together just fine beforehand, at least from my experience.
Might wanna add an ON/OFF switch to the turrets so they don't waste ammo. And the targeting system could use some work. I've caught my turret targeting ME just now, along with smaller fish.
had the same issue, built a base into the side of the Quarantine cannon island, and every time I would go below 200m, the rocket turrets would fire at nothing, straight down, glad they don't do base damage lol. When I would use the seamoth and got about 200m in distance away from them, they would fire at me, I think, I would see torpedoes flying past the seamoth headed in the same direction, through the entire island sometimes, even with SolidTerrain being used.
Also something so that turrets can target creatures with The Red Plague. My base keeps getting attacked by spadefish and shuttlebugs. Also the stasis rifle doesn't always stop hostile creatures from damaging the base.
will there be aditional settings and options? the turrets seems to deal very little damage per shot. it takes waay too many shots to kill even a boneshark in my opinion. as well as the firing sounds can be too loud. but overall, this mod is fantastic, to have buildable turrets are amazing
torpedo works best. as other turrets seems to do little damage or perhaps misses a lot. and yea the sound can be deafening especially after i put six turrets on the cyclops LOL
Any known reasons why this mod doesn't play at all with Cheat Manager (as in CM will not load in at all with this mod enabled)? I have confirmed it is this mod causing the issue, CM loads just fine after disabling/removing this mod.
***EDIT*** works as of version 2.1, nothing afterwards.
I can't really do much with mod conflicts as diagnosing the problem can be a pain, but either way I'm not playing Subnautica atm so >_< it's either rip CM or VE for your case
the in game mod configuration was moved to an xml file with the base attack event update, head to the mod's folder and you can change alot of settings including the difficulty
navigate to the mod's folder -> and open config.xml -> locate the line '<baseAttackEventEnabled>' something and you will see 'true' next to it, disable attack event by replacing 'true' to 'false', did mention in the mod's description but I guess I should have mentioned with more details for those who aren't familiar with xml and game configs
Third attack event on my base was a diseased reaper leviathan plus a shark.
Is an easier setting for the base attacks, below "Normal"?
I personally would not classify reaper leviathan attacks as a "Normal" level of difficulty if four rifle turrets aren't enough to keep one from trashing my scanner room.
I like the base attack idea, but it's a bit too frustrating for me at current difficulty levels.
Edit: for anyone else getting frustrated by the base attack, the config.xml is located in the mod's directory, rather than with the other BepInEx configs.
The settings I've settled on greatly reduce the impact of the attacks. This makes the attacks mostly flavor, while keeping the turret defenses necessary to prevent the slow picking apart of the base. The changes I made are as follows:
baseAttackStartDelayInDaysMinMax increased to 15,21
basePieceRepairAmount increased to 200
minMaxCreaturesPerWave reduced to 1,5
allattackingCreaturesmeleeDamage values reduced to 5% of their default
somebase_pieces adjusted to increase hitpoints by a factor of two or three.
IMPORTANT: It seems the mod will add various base_pieces over time to the config.xml. If you update hitpoints you will need to periodically check the config. That is why I recommend such a high meleeDamage drop, rather than messing with base_pieces hitpoints every time a new item is added to the config.
This seems so far to be a good "flavor" version of the attack events, without making them a constant headache for me and putting me in a near-endless cycle of repair/rebuild/rearm/fight. Figured I'd share for anyone else who would like a "TRIVIAL" difficulty setting
yea might have spiced up the difficulty a bit, the mod update was mostly for my play with deathrun remade mod so I kinda made things a little extreme, I guess users who wants to chill without the extreme could use ur settings
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***EDIT*** works as of version 2.1, nothing afterwards.
Is an easier setting for the base attacks, below "Normal"?
I personally would not classify reaper leviathan attacks as a "Normal" level of difficulty if four rifle turrets aren't enough to keep one from trashing my scanner room.
I like the base attack idea, but it's a bit too frustrating for me at current difficulty levels.
Edit: for anyone else getting frustrated by the base attack, the config.xml is located in the mod's directory, rather than with the other BepInEx configs.
The settings I've settled on greatly reduce the impact of the attacks. This makes the attacks mostly flavor, while keeping the turret defenses necessary to prevent the slow picking apart of the base. The changes I made are as follows:
IMPORTANT: It seems the mod will add various base_pieces over time to the config.xml. If you update hitpoints you will need to periodically check the config. That is why I recommend such a high meleeDamage drop, rather than messing with base_pieces hitpoints every time a new item is added to the config.
This seems so far to be a good "flavor" version of the attack events, without making them a constant headache for me and putting me in a near-endless cycle of repair/rebuild/rearm/fight. Figured I'd share for anyone else who would like a "TRIVIAL" difficulty setting