Subnautica
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40 comments

  1. 7aichi
    7aichi
    • member
    • 1 kudos
    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.
  2. bumrocky
    bumrocky
    • member
    • 0 kudos
    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!
  3. cantor1616
    cantor1616
    • supporter
    • 2 kudos
    worked right off the bat, thank you!
  4. imperialdog
    imperialdog
    • member
    • 2 kudos
    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.
    1. Tylo95
      Tylo95
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      • 0 kudos
      I got it to work using instructions on github.
    2. M3dicCookie
      M3dicCookie
      • supporter
      • 30 kudos
      if you use 2.0 you need bepinex configuration for the opens
  5. PuterPro
    PuterPro
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    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. :)
    1. M3dicCookie
      M3dicCookie
      • supporter
      • 30 kudos
      Unknown I have never froze when using this also this is for bz 
    2. PuterPro
      PuterPro
      • premium
      • 1 kudos
      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!
    3. M3dicCookie
      M3dicCookie
      • supporter
      • 30 kudos
      your welcome
  6. Glenn81
    Glenn81
    • member
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    Can I use BepInEx with Qmods? I have mods that work for Qmods and others come for BIE.

    Qmods install creates Bepinex folders
    1. M3dicCookie
      M3dicCookie
      • supporter
      • 30 kudos
      You can use both
  7. georgehank
    georgehank
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    Waiting for a BepInEx version with bated breath.  Though I expect you need a BIE version of SMLHelper?  Hope the folks get that done soon.
    1. M3dicCookie
      M3dicCookie
      • supporter
      • 30 kudos
      updating as we speak
    2. RadModder
      RadModder
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      • 49 kudos
      Thanks for the update!  Working good for me!
  8. jonath4n
    jonath4n
    • member
    • 0 kudos
    dont know why it doesnt seem to work for me, i have installed qmods
    1. you also need SMLHelper
  9. ender81
    ender81
    • member
    • 0 kudos
    Hi,

    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.
    1. 7aichi
      7aichi
      • member
      • 1 kudos
      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.
    2. belowzeros
      belowzeros
      • premium
      • 2 kudos
      that would be great I agree
    3. M3dicCookie
      M3dicCookie
      • supporter
      • 30 kudos
      the power drain should happen now
    4. RumbleRyan
      RumbleRyan
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      • 0 kudos
      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.
    5. M3dicCookie
      M3dicCookie
      • supporter
      • 30 kudos
      i can test this it shouldn't because it hooks on to the docking code.
  10. jamesduen
    jamesduen
    • supporter
    • 0 kudos
    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.
    1. M3dicCookie
      M3dicCookie
      • supporter
      • 30 kudos
      fixed
    2. Benville
      Benville
      • member
      • 0 kudos
      Still showing 1.1.5 in Vortex