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.
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)
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.
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.
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]
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.
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.
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
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.
43 comments
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.
This mod will work with or without the SeamothDrillArm mod.
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]
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!
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
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.
I like how intelligently you programmed the damage to always let the game code do the killing blow.
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.
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.
Great mod however!