Could not findout if his mods are converted for BepInex or not, not found any description of anything, just a list of mods, many I used as qmod for legacy version, but since I moved to 2.0 this GitHub is all but user friendly, maybe if you a engineer or something it make sense, but for me with only basics it's just a mess and a hit the X button. To sad.
At least, if I understood correctly: The Github version is for Legacy, with Qmods, so it doesn't work on subby 2.0 sadly. I tried slapping the plugin into BepInex, and I could not get it to function.
To anyone looking for Better ACU and saddened that it's no longer on the Nexus, you can find MrPurple6411's mods here: https://github.com/MrPurple6411/Subnautica-Mods/releases/tag/0.0.0-Nexus-Removal
Thanks for that -- I found a couple other mods there that I also needed updated, since I haven't played this in almost two years. Apparently, there's been removal-drama :)
Can someone please make a version of this mod but instead of the fish going into the bioreactor, they go in lockers. Or maybe you can even just tell it where to put the fish.
This mod is an absolute godsend. It literally changes how you play the game, and makes bioreactors an ACTUAL feasible power source. I don't think I'd ever live without this mod.
I usually don't write here, but when I saw this mod I knew I wanted it, yet when I saw the comments I was dis encourage about it, so I decided to do some testing in creative. I have a lot more mods installed, but the once I think could affect somehow this one that I have installed are: QModManager 3.0 (Which is a requirement), SMLHelper (Modding Helper) and BetterBioReactor (Which are not requirements). I don't know wether or not any of this mods may or may not be interfering with Fish Overflow Distributor. But for my testing I pretty much when into creative, build 2 multipurpose rooms, one on top of each other, build an alien habitat, and a bioreactor on the room on top (Obviously I also build hatch, stairs, etc), put some lamps so there was something draining power. Then I went into survival, caught 9 peepers, and drop them into the tank as one would normally do on survival, I waited inside the base which didn't have power so there was no oxygen running (I also build a the tank with the most amount of oxygen so I could survive longer and a chair so I didn't have to worry about thirst and hunger), after waiting for a while, going for oxygen, etc. it started working, the bioreactor was the only power source and it worked.
TL;DR; It works, I don't know why people are having trouble, but the mod might require SMLHelper (Modding Helper), BetterBioReactor, or both. As a side-note: I'm not too active on nexus, but if you do your own testing and it doesn't work, I could share my mod list.
Edit: I decided to expand my testing, and while I didn't isolate my mods because I'm too lazy, I added more bioreactors while leaving only one containment tank, for a while the power stayed on 0-1/2500, just the minimum to keep oxygen, after a long long while, more than an in real time hour, it slowly started filling the other bioreactors, and right now the power is at 1230/2500. Now this has to do with the slow energy generation of the bioreactors, and the fact that I have only one alien containment aka just 10 fish (Which gives me 5 as far as I have been able to see on every reproduction cycle). the way I placed the Bioreactors was 1 bioreactor above the containment. then one compartment (tube), on the same level as the next bioreactor, then again in the same direction tube, bioreactor, and finally another tube, and then 2 bioreactors one on top of the others. As far as this 4 long distance rooms goes, distance is not a problem, what I would say tho, is that it takes a lot of time to even fill the first bioreactor this way, even more filling the others, and this is in a base with not a lot of power consumption, there's some lights outside and I don't craft nor produce nor anything. So I would really suggest having more than one alien containment with the 10 fishes. For a small base it may work just 1 alien containment and 1 reactor, but it still takes a lot of time, and it won't be instantaneous since you have to wait for the fish to reproduce.
Mod seems dead. To bad. Hopefully someone can do a simulare but as a Control panel for just the tank in the room, so you can have different tanks with different purposes. Glove thrown :)
64 comments
The Github version is for Legacy, with Qmods, so it doesn't work on subby 2.0 sadly.
I tried slapping the plugin into BepInex, and I could not get it to function.
Thankfully, there's a better/current mod replacement by MrPurple6411 called "BetterACU" https://www.nexusmods.com/subnautica/mods/433
P.S. Don't forget to remove "Fish Overflow Distributor" mod from your QMods subdirectory folder.
https://github.com/MrPurple6411/Subnautica-Mods/releases/tag/0.0.0-Nexus-Removal
Never mind, I'm an idiot and downloaded the source code, not the mod archive
how can i change the max amount of fish?
TL;DR; It works, I don't know why people are having trouble, but the mod might require SMLHelper (Modding Helper), BetterBioReactor, or both.
As a side-note: I'm not too active on nexus, but if you do your own testing and it doesn't work, I could share my mod list.
Edit: I decided to expand my testing, and while I didn't isolate my mods because I'm too lazy, I added more bioreactors while leaving only one containment tank, for a while the power stayed on 0-1/2500, just the minimum to keep oxygen, after a long long while, more than an in real time hour, it slowly started filling the other bioreactors, and right now the power is at 1230/2500. Now this has to do with the slow energy generation of the bioreactors, and the fact that I have only one alien containment aka just 10 fish (Which gives me 5 as far as I have been able to see on every reproduction cycle). the way I placed the Bioreactors was 1 bioreactor above the containment. then one compartment (tube), on the same level as the next bioreactor, then again in the same direction tube, bioreactor, and finally another tube, and then 2 bioreactors one on top of the others. As far as this 4 long distance rooms goes, distance is not a problem, what I would say tho, is that it takes a lot of time to even fill the first bioreactor this way, even more filling the others, and this is in a base with not a lot of power consumption, there's some lights outside and I don't craft nor produce nor anything. So I would really suggest having more than one alien containment with the 10 fishes. For a small base it may work just 1 alien containment and 1 reactor, but it still takes a lot of time, and it won't be instantaneous since you have to wait for the fish to reproduce.
Glove thrown :)