on default the mod repairs and charges too fast on default settings, so i reduced it down to a more realistic setting but it's VERY DIFFICULT trying to set it to 0.5, 1 or 5. the rest of the 99% of the bar is redundant for me and having to try and adjust the 1% of the bar is a pain. do we really need .99999 value? can't we just get 0 to 100 with .5 values only like 1, 1.5, 2, 2.5 and so on? i understand options are there for different players to set their own values, but for ones like me that don't wanna completely ruin the immersion trying to work with 1% of the slider is incredibly frustrating.
It works but is repairing the seamoth to 100% as soon as I doc instead of "trickle repair". I have the settings at 35/1/25. Is this based on percent repair or repair points? I took it down to 80% and it was instantly repaired. Thanks!
This mod does not seem to work. I started a new game and run the latest QMOD version and also SML Helper. Mod does not show up in the in game mod menu either.
Hi! Just loaded 23 Dec 22 Update via Vortex. All my other updated (2.0) Mods work fine (I'm running Epic Games version) now that QMods is no more and BepInEx rules supreme ... ;-)
Just wanted you to know installing this Mod and opening an existing game that worked hours ago caused my mouse movement to no longer work and "E" to exit the Seamoth also died. Uninstalling this Mod fixed it.
I had a Moonpool already in the game when I loaded this, if that's a factor. I'll be glad to supply any info to help you debug. :)
Hi Cookie! I wanted to thank you for this, I got it working, I finally gave in and dumped Vortex, uninstalled/reinstalled all mods to BepInEx Plugins folder and all's well! Thx!
My Prawn gets fixed in the Cyclops without the required module for it. That means this mod not only works for the base and moonpools but also for the cyclops. Ideally, this should not happen as the cyclops has a specific module for it.
Maybe some people want it, maybe some don't. It could be setup as an option in the menu to choose this.
just tried it out and the mod doesn't repair Seamoth or Prawn in Cyclops so it works as intended. would be nice to drain power from the base while repairing though.
Yeah, but does it continue to use the base power after the cyclops is finished repairing and all that? Hopefully there is an automatic shut off. As to not waste base power.
So what is the actual version number? At the top of the mod page it shows v1.3 but under files it shows v1.1.5. It's making the mod loader freak out trying to constantly update the mod.
40 comments
do we really need .99999 value? can't we just get 0 to 100 with .5 values only like 1, 1.5, 2, 2.5 and so on? i understand options are there for different players to set their own values, but for ones like me that don't wanna completely ruin the immersion trying to work with 1% of the slider is incredibly frustrating.
Just wanted you to know installing this Mod and opening an existing game that worked hours ago caused my mouse movement to no longer work and "E" to exit the Seamoth also died. Uninstalling this Mod fixed it.
I had a Moonpool already in the game when I loaded this, if that's a factor. I'll be glad to supply any info to help you debug. :)
Qmods install creates Bepinex folders
My Prawn gets fixed in the Cyclops without the required module for it. That means this mod not only works for the base and
moonpools but also for the cyclops. Ideally, this should not happen as the cyclops has a specific module for it.
Maybe some people want it, maybe some don't. It could be setup as an option in the menu to choose this.
Thanks.
would be nice to drain power from the base while repairing though.