If you encountered a bug, please submit a report in the "BUGS" section.
Be sure to add the game log to your report (%SubnauticaFolder%\qmodmanager_log-Subnautica.txt). You can use pastebin.com or something like this for posting the log.
Also, if this is some visual bug, a screenshot will be really helpful.
As many people already thanked you for this mod, I'm sure you understand how much it's appreciated. I too found it to be a pretty nice QOL mod way back when I first started playing Subnautica. Here cuz, I need to download all my fav mods again due to losing a PC drive. So, again....thanks for this wonderful QoL mod.
Absolutely. Yeah, I'm going to wait on the new 2.0 till they get it fixed all up. Meantime, I'm getting all the legacy mods archived on my system and planning a another play thru with legacy version. Thx.
Would it be possible to create a mod with a constructable cargo crate that has weight to it so it sinks until you attach some floating jellyfish things and can dynamically push it into place like floating rocks?
i really like this, especially the beacon attachment and that they can be deconstructed, plus the fact there's an actual use for the Air Bladder now since i'm sure a lot of people never used it before. plus with the Randomizer mod to make it so that Air Bladders are not made from Bladderfishes (no creature killings!! Marblemelons FTW!!) it makes it even better.
I liked the idea of this MOD, very cool, but, can you create a hook to attach it and the seamoth? Sometimes I want to make a change of housing and I have to keep taking all the items little by little. :D
Well, I thought about something like that while I making that mod, but actually you can use prawn suit with two propulsion arms and take two crates with you. Also, there is Seamoth Arms mod, you can do this with seamoth too, if you want (though I don't think you can use two arms simultaneously).
Got it! Particularly I don't use MODS that run away from the original concept, that is, arm in the seamoth is unthinkable for me. hahHAha I made my game extremely difficult, I modified the recipes, all the MODs I found to make it even more difficult I used it, I liked the improved sleep MOD but I was unable to use it due to the difficulty, I talked to the creator and he updated by making a bed available at the beginning of the game . I also use creative and well made MODs, this is one of them, really good, configuration modes, the physics of the box, really cool. But, who knows when I will get Prawn HahHAHa Seamoth I increased it to 15 parts to get the recipe. Madness?? But anyway congratulations on the MOD, I used it and liked it too much. I'll hope to get a Prawn to test the box's transportation. Thanks for the feedback.
Yeah, I try to keep my mods closer to the vanilla and I like to make game more difficult :) For more difficulties, you can check my Day/Night Speed mod and also Prawn Suit Settings when you get one.
Nice. I will test these MODS later. But I lost the fun of playing Subnautica, yesterday after I made the micro update, the game got stuck in the movement inside the bases. Now wait for a new update or maybe a MOD that solves this. Before the update it was working perfectly.
Congradulations, it works and I just realise, all the crates has the same serial numbers.....btw I discover the hard way, need to delete the original mod to install this new version, else it will crash the game...
Hmm, it shouldn't crash, you can just overwrite old files. About numbers - yes, they are in the texture. Maybe later I'll look into it. BTW, you can switch to model without numbers and labels in config, cargoModelType: 2.
Send me your log after the crash, I'll look into it. Crash logs are in separate folders in game folder, named like 2019-07-31_123456. You had that with jet mod, as I remember, maybe there is some conflict with other mods.
Thanks! From what I see, the last output before the crash is from FCSPowerStorage mod and next loaded mod should have been FCS_AMMiniMedBay and only after that is FloatingCargoCrate. So probably there is some conflict between some mods, not necessary these mods. The more mods you installing the more unstable and unpredictable game is, so my advice is to try to minimize active mods count. If you can live without some mods then try to deactivate them (in their mod.json), maybe it will be better. Until I able to reproduce crash on my machine, it's all I can advice :/
Thanks! :) I tried adding beacons to each crate, but it quickly become cluttered when you build several crates near each other. So I decided that vanilla beacon tool would be enough. Hmm, I just got the idea, what if when you place beacon near the crate it just sticks to it? :)
You could switch these beacons off in beacon manager, but you couldn't rename beacons. And if you make ten crates for example, you have to switch off ten beacons and you can't remove these beacons from beacon manager. I wanted some way to choose do I need beacon or not for this particular crate and all I can come up with is having two separate blueprints for this and I don't liked it :)
But with sticking beacons you don't need extra functionality and you can decide whether you need beacon or not. And I tried now quick and dirty prototype and it kinda works.
Well, maybe wrong choice of word :) I mean when you drop beacon really close to a crate that beacon become attached to that crate and when you move crate that beacon moves with it as a whole. And you able pick it up back whenever you want. So you don't need to decide do you need crate with beacon or not, you just make crate and later when you need beacon you just attach it to crate.
And I thinked about crate beacons while making mod, but didn't come up with good enough idea. And idea about attaching beacons came later :)
46 comments
Be sure to add the game log to your report (%SubnauticaFolder%\qmodmanager_log-Subnautica.txt).
You can use pastebin.com or something like this for posting the log.
Also, if this is some visual bug, a screenshot will be really helpful.
Edited: yup, this mod crashed my game, need to revert back to the old version. Too bad, no beacon....
https://drive.google.com/file/d/14CWlte1ptONXJx8aR4xBtiodlIaIhtOJ/view?usp=sharing
The more mods you installing the more unstable and unpredictable game is, so my advice is to try to minimize active mods count. If you can live without some mods then try to deactivate them (in their mod.json), maybe it will be better. Until I able to reproduce crash on my machine, it's all I can advice :/
Hmm, I just got the idea, what if when you place beacon near the crate it just sticks to it? :)
But with sticking beacons you don't need extra functionality and you can decide whether you need beacon or not. And I tried now quick and dirty prototype and it kinda works.
a) I don't know what "sticking beacons" really means so I can't tell if I like it or not (is chewing gum involved??)
b) it never hurts to consider alternative ideas b/c you never know what will spring to mind
The only thing I ask is don't make it complicated or annoying to use, and you seem to already be thinking of that.
And I thinked about crate beacons while making mod, but didn't come up with good enough idea. And idea about attaching beacons came later :)