Before you comment about it not working Check these things: - All dependencies installed and up to date - SML helper should not be installed because of incompatibility with nautilus
That's good to know. I was asking the same questions. By the time I could mine the resources needed, I'd already have the Cyclops base parked just below the tree anyway. Being able to alter the resource cost makes it worth building earlier in the game. I don't mind high resource costs, it's a beast of a sub, after all. But just eliminating Kyanite and Nickel makes it a solid mid-game sub.
First you edit the recipe in the directory. It's a simple text file. Then when you load the game, hit F5. This brings up the editor screen. If you scroll down to the entry for the Beluga, it has a selectable button for "use custom recipes" or something like that. Activate that, and then tap F5 to close the window. It should use your custom recipe after that.
For my purposes, I just took out the kyanite and the recipe which required nickel. That kept it firmly in mid-game territory, which suits it. I also kept the sea treader poop as a nod to the development sub, which *only* required sea treader poop. Must be some really awesome poop, there...
One of the resources required to craft the Belgua is the Cyclops shield generator but i dont want to craft the entire cyclops just for that one thing! Is there another way to get it?
There's a "purple" VF Fabricator mod out there. It has support for every fabricator in the game, including the cyclops-specific mods. That might be a usable workaround.
I was wondering. if I load the "more cyclops consoles" Nautilus version, and then build cyclops mods, will they work with Beluga? The console will load the mods, easily enough. Some are redundant, since Beluga already has shields. But some of them are kind of useful, and could improve the Beluga if they work. Any word on that?
One of the ones I'm particularly interested in is Sonar. The existing sonar array on the sub is entirely passive, and doesn't seem to be something I can control. Being able to toggle "One Ping only, Vasily!" <spoken with a thick Scottish accent> would be very useful navigating the depths of the game.
i think i have a bug the color's don't save when i log back in. if i save and exit and then log in again they are still there but if i do it again they just disappear so the color's only last for like one log in i was thinking it was a vehicle framework thing but the odyssey does not lose it's color. it's not super bad for me but still a bug :P
I may have found a bug. I put three nuclear rods into the reactor, and the next time I loaded up my save, all three rods were missing.
Also, I believe someone already mentioned this, but if I use the VF mods to put arms on the seamoth, docking breaks things. I had the seamoth launch bay doors stay stuck open, sometimes I load in and I'm somehow merged with the mid-floor line, and have to warpforward to get out, and sometimes the seamoth is just not recognizing its docked, and I have to move the whole sub away from it to get back in.
works great for me so far! loving it! cant wait for more features <3
one complaint as of right now: i get jumpscared every time i dock or board the Beluga. its too loud and i nearly wet myself every damn time
Edit: sometimes when i use a ladder, it behaves as if im using a different ladder and i wind up outside or in a different room. Funny thing is, i had NO IDEA there was that little top viewing deck until it teleported me there by accident lol
okay so there is a bug where i get teleported outside the sub when using ladders. seems to only happen when i use a ladder to go up, not down. Also seems to happen more often when i am on a slight angle, so when i am below deck where the walls slope upwards a little. Still happens when i am standing firmly upright though, often when trying to access the top cabin.
Did you find a fix for this by any chance? I've had the same issues along with the Beluga just infinitely rolling itself randomly, makes me not want to use it
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Check these things:
- All dependencies installed and up to date
- SML helper should not be installed because of incompatibility with nautilus
Also please do not reply to this message
For my purposes, I just took out the kyanite and the recipe which required nickel. That kept it firmly in mid-game territory, which suits it. I also kept the sea treader poop as a nod to the development sub, which *only* required sea treader poop. Must be some really awesome poop, there...
surely this shouldnt happen
One of the ones I'm particularly interested in is Sonar. The existing sonar array on the sub is entirely passive, and doesn't seem to be something I can control. Being able to toggle "One Ping only, Vasily!" <spoken with a thick Scottish accent> would be very useful navigating the depths of the game.
Also, I believe someone already mentioned this, but if I use the VF mods to put arms on the seamoth, docking breaks things. I had the seamoth launch bay doors stay stuck open, sometimes I load in and I'm somehow merged with the mid-floor line, and have to warpforward to get out, and sometimes the seamoth is just not recognizing its docked, and I have to move the whole sub away from it to get back in.
one complaint as of right now: i get jumpscared every time i dock or board the Beluga. its too loud and i nearly wet myself every damn time
Edit: sometimes when i use a ladder, it behaves as if im using a different ladder and i wind up outside or in a different room. Funny thing is, i had NO IDEA there was that little top viewing deck until it teleported me there by accident lol