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RussLeeIV

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russleeiv

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43 comments

  1. 2503991612
    2503991612
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    Dear author, hello. I'm not sure if you can still see this comment. I hope you can update the mod to BEPINEX because QMOD is not available in my current version, at least I don't know how to use QMOD. Sincerely thank you for your dedication to this game.
  2. Vylayan
    Vylayan
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    • 17 kudos
    Anyone getting this mod to work post-update? It doesn't matter what number I put in the config, the drill behaves the same now (i.e. 20, 60, 160, 1160)
    1. bgweldon
      bgweldon
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      • 1 kudos
      I'm having the same issue. This mod is not working since the update, and I really like this mod.
    2. russleeiv
      russleeiv
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      • 5 kudos
      Sorry for the delay, I wasn't getting updates when there were comments. I also didn't know about the Subnautica update. I will look and see what is needed to fix this.
      Thanks for the message

      ---edit: Are you using this with or without MoreSeamothUpgrades?---
      edit 2: I see that it has been split into separate parts. Are you using the SeamothDrillArm mod? I haven't pulled it apart yet to see if it has the same issues as its predecessor.
    3. CrispGamer
      CrispGamer
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      I am. Any luck pulling it apart?
    4. russleeiv
      russleeiv
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      I did. It was done exactly the same as the More Upgrades version, so the fix was to handle it the same as I did for that one.
      This mod will work with or without the SeamothDrillArm mod.
    5. Vylayan
      Vylayan
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      • 17 kudos
      Can you adapt this to work with the Seamoth Arms mod?
    6. drakeguy
      drakeguy
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      • 0 kudos
      HOW DO you use it HOW
  3. Iggy891
    Iggy891
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    Whoops, posted this in the wrong version of this mod... Don't see any way to delete it.

    Hi, thanks for the mod, it's a nice QOL improvement.

    I suspect either the description is misleading or I have some kind of mod conflict or problem causing it to work differently to how it's described.

    I wanted to leave everything at default settings and up damage as desired, so I set all options to disabled and set additional damage to 0.
    This seemed to break things - I couldn't mine a large quartz deposit (spent like 20 seconds and didn't break anything).
    Then I set additional damage to 30 and restarted and it mined it quickly as expected.

    If I understand correctly setting additional damage to 0 should give vanilla speeds.

    Is this correct?

    Any idea why that didn't happen in my game?

    [Not sure if this belongs in bugs - I'm not 100% certain how it's meant to work]
  4. Malatar
    Malatar
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    Just a note to say that this is a wonderful mod.  I always thought it took too long to drill resources, and this completely fixes the problem without also unbalancing using the drill as an attack against animals.  Wonderful job, thank you.
  5. Phishinabowl
    Phishinabowl
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    Hey absolutely love the mod but I had a question/idea that I was tossing around in my head after seeing this mod and would love your feedback. I know this is a big ask but would there be any chance of getting a rework of this mod to instead have the drill speed upgrades be a module that can be added to the prawn suit/seamoth? You could have a Mk1 do x2 speed craftable in the upgrade bay of the moon pool and then a Mk2 for x3 and Mk3 for x4 that are done in the modification station from each previous tier plus more items. Additionally for balance you could have the arms progressively use more power as you upgrade the tiers. As it is now I love this mod and it's super handy but it DOES feel a little like cheating as it's just a base edit to the game's default damage values. Doing it with modules would make it feel "balanced" between having to use resources to craft the upgrades (progressively more expensive as you go up in tiers), taking up a module slot in the prawn suit (which I'll admit I'm struggling to fill right now even with 85 mods installed), and the increased power usage.

    Overall this is just a thought but it could be really cool and I'd be interested to hear your feedback.

    Thanks for a great mod either way!
  6. ForcedUser666
    ForcedUser666
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    Mod no longer works:
    System.MissingMethodException: void Harmony.HarmonyInstance.PatchVoid(System.Reflection.MethodBase,Harmony.HarmonyMethod,Harmony.HarmonyMethod,Harmony.HarmonyMethod)
      at RALIV.Subnautica.DrillDamage.QMod.Patch_Drillable (Harmony.HarmonyInstance harmony) [0x00015] in <7fc9bbb87d1147fe947895152ad8a32c>:0 
      at RALIV.Subnautica.DrillDamage.QMod.Patch () [0x0001a] in <7fc9bbb87d1147fe947895152ad8a32c>:0
    [QModManager:ERROR] Invoking the specified entry method "Patch" failed for mod "DrillDamage"
    [QModManager:ERROR] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingMethodException: void Harmony.HarmonyInstance.PatchVoid(System.Reflection.MethodBase,Harmony.HarmonyMethod,Harmony.HarmonyMethod,Harmony.HarmonyMethod)
      at RALIV.Subnautica.DrillDamage.QMod.Patch_Drillable (Harmony.HarmonyInstance harmony) [0x00015] in <7fc9bbb87d1147fe947895152ad8a32c>:0 
      at RALIV.Subnautica.DrillDamage.QMod.Patch () [0x0004a] in <7fc9bbb87d1147fe947895152ad8a32c>:0 
      at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <567df3e0919241ba98db88bec4c6696f>:0 
       --- End of inner exception stack trace ---
      at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <567df3e0919241ba98db88bec4c6696f>:0 
      at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0 
      at QModManager.Patching.QModPatchMethod.TryInvoke () [0x00034] in <e5201b7381ab455e9d160b6c7334eb46>:0
    1. deleted79214503
      deleted79214503
      • account closed
      • 4 kudos
      +1
    2. itsjustcatto
      itsjustcatto
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      • 0 kudos
      +2
    3. Messajah
      Messajah
      • supporter
      • 8 kudos
      -3

      Update your QMM and ModHelper. And update Subnautica to latest version.

      The DrillDamage mod works perfectly (February 12, 2021). There is no error message in the log files. The error you describe does not happen.

      If it still fails for you, it's caused by another mod you are using.
    4. ForcedUser666
      ForcedUser666
      • supporter
      • 3 kudos
      yeah I no longer get this error whatever updates QMM and SMLhelper got after I wrote this must have fixed it
    5. mastergamerxd
      mastergamerxd
      • member
      • 0 kudos
      I'm using the most up to date version of both and still get this issue.
  7. Messajah
    Messajah
    • supporter
    • 8 kudos
    Thanks for creating a perfect mod with great defaults (2x speed by default)! It's fantastic! :)

    I like how intelligently you programmed the damage to always let the game code do the killing blow.
  8. fotolit
    fotolit
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    Works perfectly now with Seamoth Arms. Drilling a big deposit only takes 5-7 secs (with dmg set to +15). Thank you!
  9. NewJosh83
    NewJosh83
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    • 0 kudos
    Will this be updated for BZ 
  10. cfum2g
    cfum2g
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    I didn't understand what you mean?

    The drill does 5 damage. If AdditionalDamage is 5 (default) the time to drill a piece off is halved, 10 the time is1/3, and 15 the time is 1/4.
    The AdditionalDamage is configurable to values greater than -4, minimum 1 damage. So you sadists out there can make it take longer if you like.
    1. russleeiv
      russleeiv
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      The deposits have 200 hp, the drill normally does 5 damage per tick.

      The additional damage is added to the normal 5 damage per tick needing 40 ticks to break off a piece.

      Addition Damage being set to 5 doubles that damage.
      5 + 5 = 10 = x2 = 1/2 = 20 ticks
      5 + 10 = 15 = x3 = 1/3 = 14 ticks.
      5 + 15 = 20 = x4 = 1/4 = 10 ticks.

      It is poorly written. I will update the description later when I get a chance.
      Sorry and thank you.
    2. cfum2g
      cfum2g
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      The new discovery, good idea, it's great
    3. CloudLamda
      CloudLamda
      • supporter
      • 12 kudos
      Still kinda not clear on this......

      Great mod however!