Subnautica
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Darth-Cthoras

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DarthStarbrow

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50 comments

  1. Mavoc
    Mavoc
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    The vanilla range of 300 was just to small to be very useful and the speed of 14 was not that punishing to ever consider it over a range upgrade.  I've been enjoying these settings as it gives me a real choice between extra range versus faster speed.

      "ScannerSpeedNormalInterval": 30.0,
      "ScannerSpeedMinimumInterval": 2.0,
      "ScannerSpeedIntervalPerModule": 7.0,
      "ScannerBlipRange": 1000.0,
      "ScannerMinRange": 500.0,
      "ScannerUpgradeAddedRange": 125.0,
      "ScannerCameraRange": 1000.0
    1. belowzeros
      belowzeros
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      thanks for sharing your settings and reasoning.  They worked pretty good for me too.  I think I might set the minrange a bit lower if anything.  Only if to get closer to vanilla so it has more weight vs speed because 500 is still pretty generous vs vanilla. maybe 400?
  2. Sod
    Sod
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    I'm having an issue where everytime I load up my save, all of the items I can scan reset to default so I have to "rediscover" items and resources by dropping them on the ground and picking them up again. They will show up on the scanner menu after that. But having to do that every time I load my save is pretty annoying. Does anyone else have this problem?
    1. PrimeSonic
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      Yes, everyone has that problem, because it's an issue in the actual game itself.
      The list of resources to scan for isn't saved when you exit the game.
      So as you saw, it needs to be repopulated on a fresh load.
  3. Kyowin
    Kyowin
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    im having an issue where after editing the config file my scanner rooms have lost most of their range and i cant seem to be able to fix it even after deleting the edited config and replacing it with the default and deleting the mod from my qmods folder entirely ive also tried to load a save before the edit and still having the same issue

    anyone able to help?
    1. Samustus
      Samustus
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      I'm having the same issue. After editing the config file the range drops to a few meters around the scanner room. 

      I haven't been able to fix it, even after removing the mod and loading an old save. Maybe it's saved in the cache somehow. I don't want to delete those, however.

      EDIT: Ok. So it doesn't work when you're standing in the scanner room watching, but when you're out and about the blips pop up normally. Odd, really.
    2. Mavoc
      Mavoc
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      I assume you are seeing this issue due to exiting the game to change the config and then loading back in directly into the scanner room.  When you load into the game, all the chunks are unloaded and the scanner room will not work correctly until you start swimming around and getting those chunks to load in at least once for that session.

      This mod is suppose to fix that issue.
      https://www.nexusmods.com/subnautica/mods/406
  4. DaVidoSSd1
    DaVidoSSd1
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    Hi. I have scanner room in map centre . I want to set maximum range.How to set it up? This will be something about 2,5km
    I got this {
      "ScannerSpeedNormalInterval": 5.0,
      "ScannerSpeedMinimumInterval": 1.0,
      "ScannerSpeedIntervalPerModule": 2.0,
      "ScannerBlipRange": 1500.0,
      "ScannerMinRange": 1500.0,
      "ScannerUpgradeAddedRange": 250.0,
      "ScannerCameraRange": 3000.0
    }
    but the range upgrade  modules seams to not working at all.
    1. MrPurple6411
      MrPurple6411
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        "ScannerBlipRange": 1500.0,
        "ScannerMinRange": 1500.0,

      they are not working because you have the max range set the same as the min aka starting range

      so what you want is 

        "ScannerBlipRange": 2500.0,
        "ScannerMinRange": 1500.0,
    2. DaVidoSSd1
      DaVidoSSd1
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      THanks i am idiot.
  5. unixcucho
    unixcucho
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    Is there any way to force the scanner room to only show X ammount of locations on the HUD? Just to avoid the HUD covered in markers:

    Edit: For this I got another mod to solve this but I found something that may be problematic.

    You can adjust the values in the config.json but there are missunderstandings

    ScannerBlipRange --> This affect both the maximum range of the scanner room (after the upgrades) and the holomap in the scanner room. So if you want to see all the map and set this value to 2000.0 after the upgrades the holomap will glitch out the scanner room, neither it will not show all the area that can scan.
    ScannerMinRange --> This is the range value that the scanner room have without any upgrade

    And the units are measured by the "meters" in game.
    1. DarthStarbrow
      DarthStarbrow
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      The area of the map it can show it bound by the invisible box that the scanner room is in, so the map can't be seen past that hard border. About blips, though, you could take a look into More Scanner Blips: https://www.nexusmods.com/subnautica/mods/406
    2. BlackWolf93DK
      BlackWolf93DK
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      By hard border, you mean something like this, DarthStarbrow?
    3. jagill
      jagill
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      BlackWolf93DK, how did you accomplish that?
    4. DarthStarbrow
      DarthStarbrow
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      Not quite. The map can be larger than the entire chamber itself. The scanner room LOOKS round but is surrounded by an invisible rectangle collision box. The map won't extend past that rectangle.
  6. blasterdude8
    blasterdude8
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    I am having an issue with this mod where I cannot click to install scanner room mods (there's no prompt when I hover over the mod installation area). Any ideas?
    1. korgie
      korgie
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      I can click to install mods but can't click on the crafting console...
  7. ArkRipper
    ArkRipper
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    What are the original settings for the scanner room? I only want to change the Scanner Speed Interval.
    1. DarthStarbrow
      DarthStarbrow
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      The original settings are on the mod page, listed as (Default: )
  8. MasterVegito2012
    MasterVegito2012
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    If I wanted 1 scanner room to cover the entire map, with blips not dissapearing until I am literally in front of the resoruce, what values would I need to input?

    I think I figured it out.:
    "ScannerSpeedNormalInterval": 14.0,
    "ScannerSpeedMinimumInterval": 1.0,
    "ScannerSpeedIntervalPerModule": 4.0,
    "ScannerBlipRange": 2500.0,
    "ScannerMinRange": 2500.0,
    "ScannerUpgradeAddedRange": 2500.0,
    "ScannerCameraRange": 10000.0
    }
    The way the scanner works in the game is that it will not find anything unless you make it spawn. You make items spawn by closing in on them ,so the engine basically wont create anything unless you are in the area. The problem with multiple scanners is that you have to constantly move from scnaner to scanner, while with 1 huge cheaty one, you simply select what you need and you will find what you want eventually in one biome or another. Cameras work in this regard as well.
    1. DarthStarbrow
      DarthStarbrow
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      You may want to look into this as well.

      More Scanner Room Blips: https://www.nexusmods.com/subnautica/mods/406
  9. Tabbs72
    Tabbs72
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    does this mod still work after the last two updates can anyone confirm thanks in advance..
    1. ParadoxEdge
      ParadoxEdge
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      I think I can confirm that it does still work just fine. I've not had it on for too long but it's not immediately corrupted everything. So it should be fine to use.
  10. delamer
    delamer
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    Great mod. Too bad Map Mod have Scanner Room access not working for me :(
    Edit: my problem solved :)
    1. vangelisk
      vangelisk
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      how did you solve i ? i have them both and cant see the blips :(
    2. lolic99
      lolic99
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      Maybe you press L hotkey and disable them. Hotkeys - pure evil in Subnautica, especially if you renamed some boxes.
    3. LBraden
      LBraden
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      I'm going to add this to here (since it's related) but I've noticed that this one breaks the "Scanner room unlocks map" via the Map Mod if you have fog enabled, I've tried several ways I can think of to fix it but I've drawn a blank there.

      Still enjoy the mod though.
    4. DarthStarbrow
      DarthStarbrow
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      From what others have mentioned, this does indeed seem to be a bug (one I never noticed myself until it was brought to my attention, which shows how little I actually needed or wanted that feature), but it's not a problem I can solve since I don't know C#. All I did was cut down on the rest of QMM's code and then update existing references so the mod wouldn't complain the rest of QMM was gone.