Very neat mod! However, when unzipping getting a bizarre little windows error for only this file and nothing else, ever. Never seen anything like it. It's: Error Code 0x80004005. Entirely likely it's a me thing, but if you've encountered this issue at all lemme know if you came up with a fix. Running all the commands I can find and trying to play with permissions - no dice so far. Just thought I'd toss it out there in case anyone was experiencing the same thing.
7Zip was actually my file manager of choice, but since you brought it up I thought it possible that an update might be in order. I've since updated 7Zip from a version a few years old and it functions! Thanks for reaching out!
PSA: UPDATE 7Zip/File Manager if experiencing extraction issues.
1) Can you clarify what you mean with "upward compatible"? This mod includes and IMHO greatly improves the functionality of the mod you are referring to. So you can remove the mod you are using and only use mine. Hope this answers the question.
2) Yes, you should remove the old PowerOrder from the Plugin folder. (However, if a mod is badly written, it could be rigged to your save file. If this is the case, you can not uninstall the mod for the current save. Just give it a try. Keep in mind, it can never hurt to backup your save!).
How does this interact with the Better Bio-Reactor mod which makes the bioreactor process items in parallel and adjusts the charging speed based on the number of items in the reactor (vanilla at half full, faster if more than half full, slower if less than half full)?
Thanks for the question, I added Better Bio-Reactor to the compatibility section of the mod description. Sadly the mod is buggy and does not do what you think it does:
"Fully compatible with Better Bio-Reactor. (Bugs from Better Bio-Reactor: Shows the wrong max-capacity on the overlay if modified, but works correctly. Production speed is all over the place, but the power modifier works as intended. Check my bug reports for more info or use the Energy Info and try for yourself.) Explanation: the game requests an amount of energy production every update. This mod alters only the requested amount, but does not modify how it is produced."
Instant endorsement. While I changed the values to set solar to .7 instead of .3, I tripled the bio-reactor output, buffed nuclear by 1.6, and then set the max for both to 5k and 20k respectively. Way I figured, I'm ok with solar being powerful if your very close to the surface, but a bio reactor should be equal to at least 4 solars. This overall balance sets it to be equal to about 6ish solar panels. I might further nerf solar to say, .5 but bio reactor seems far, far more viable with these adjustments.
Solar was just to powerful and the bio reactor was laughable in comparison considering the work you had to put in to make a reactor work with farming crops/fish to feed it.
NO WAY can a solar panel charge a fusion-based molecular assembler enough to build unlimited items during the daytime.
One item charge per day would be more realistic. This would mean the residual charge of the escape pod would be a precious commodity in the early game. Nicely done on all counts!
when i downloaded it i didnt get a file just a zip with the json dll and such but not in a folder and ofc wouldnt work. just said failed to load when i started the game. i do have sml and qmods ofc.
i tried to as you said make a new folder in qmods i put the mod json file the config json file and the dll into the new folder ran the game and i still got that failed to load message. then i tried to use it directly through changing the config.json file my base is mainly run by 4 bio generators so i put the max capacity very high up o i could see if that changed anything. but when i tried to save the changes it for some reason took me into my customized storage folder which was empty. i dont know if that has anything to do with it tho.
I cannot 100% follow you. When installing you should just use the option slider. Alternatively you can use the config outside of the game, while the game is not running.
I hope you managed to install the mod. Additionally you can come to discord mentioned in the mod description, maybe we can help you there :)
48 comments
It's: Error Code 0x80004005. Entirely likely it's a me thing, but if you've encountered this issue at all lemme know if you came up with a fix. Running all the commands I can find and trying to play with permissions - no dice so far.
Just thought I'd toss it out there in case anyone was experiencing the same thing.
You could give it a try..
I've since updated 7Zip from a version a few years old and it functions!
Thanks for reaching out!
PSA: UPDATE 7Zip/File Manager if experiencing extraction issues.
1) Is this mod fully upward compatible with Power Order from “https://www.nexusmods.com/subnautica/mods/1304”?
2) I am already using PowerOrder above, can I just delete “PowerOrder” in the Plugin folder to use this mod?
1) Can you clarify what you mean with "upward compatible"? This mod includes and IMHO greatly improves the functionality of the mod you are referring to. So you can remove the mod you are using and only use mine. Hope this answers the question.
2) Yes, you should remove the old PowerOrder from the Plugin folder. (However, if a mod is badly written, it could be rigged to your save file. If this is the case, you can not uninstall the mod for the current save. Just give it a try. Keep in mind, it can never hurt to backup your save!).
"Fully compatible with Better Bio-Reactor. (Bugs from Better Bio-Reactor: Shows the wrong max-capacity on the overlay if modified, but works correctly. Production speed is all over the place, but the power modifier works as intended. Check my bug reports for more info or use the Energy Info and try for yourself.) Explanation: the game requests an amount of energy production every update. This mod alters only the requested amount, but does not modify how it is produced."
Solar was just to powerful and the bio reactor was laughable in comparison considering the work you had to put in to make a reactor work with farming crops/fish to feed it.
NO WAY can a solar panel charge a fusion-based molecular assembler enough to build unlimited items during the daytime.
One item charge per day would be more realistic. This would mean the residual charge of the escape pod would be a precious commodity in the early game. Nicely done on all counts!
You can ask for this on their mod page..
Good luck!
i do have sml and qmods ofc.
./QMods/Rm_PowerModifier/mod.json
In the future i will include the folder in the zips, thank you for the hint!
I hope you managed to install the mod.
Additionally you can come to discord mentioned in the mod description, maybe we can help you there :)