Please report any bug or issue and I will try to fix it quickly. Changelogs below:
v2.1.1:
Added: A "Stop recording route" tooltip dedicated to "Record route" HUD button. You can edit language string in Config.txt file.
Fixed: Cases where Cyclops HUD would display a tooltip while it should not.
Fixed: Cases where Cyclops Docking Hatch base piece could transform into a vertical connector.
Fixed: Cases where signs would not display properly due to an old bugfix https://www.youtube.com/watch?v=8eGj40Xzkag (could cause conflict with mods also patching the Sign Deserialize function).
Nice quality of life for Cyclops, but BEWARE- I've lost a few hours due to lack of auto saves and the 'docking sequence' causing me to get stuck in the map.
If you have a charging station for the cyclops, build it in a VAST OPEN AREA, away from any and all obstructions/obstacles, otherwise you'll be stuck with only loading saves to save you.
I just built my Cyclops but the option to build the compartment for this is not showing up with my Habitat Builder. I don't know if there is something wrong or there is another method of unlocking it (i.e. blueprint to find). There is no mention when the compartment is unlocked in the description and it should be.
Had some glitching with the animation, the forced backup motion slammed me into a rock face. After that happened my game would no longer save, just freeze until i clicked again with no save file having been made.
This is the most WONDERFUL mod. Thank you! I'm using Steam, and using linux. In addition to CyclopsDockingMod I have installed: BepInEx, Nautilus, Defrabicator, GroundedItems, MoonpoolVehicleRepair, PrawnSuitArmSwitcher, SubnauticaMap I've got one question: How fast is the Cyclops battery supposed to charge while docked? Because mine is charging VERY slowly. At a rate of about 8 energy per minute. Whereas my seamoth docked in a moonpool in the same base is charging at about 100 energy per minute. Is 8 energy per minute the intended rate? It seems like it ought to charge at about the rate the seamoth is charging. (in energy per minute I mean, not percentage)
In my CyclopsDockingMod folder config.txt has powercellsChargeSpeed=25
Again, thank you so VERY much for this Mod. This makes the game so much better!
537 comments
Please report any bug or issue and I will try to fix it quickly.
Changelogs below:
If you have a charging station for the cyclops, build it in a VAST OPEN AREA, away from any and all obstructions/obstacles, otherwise you'll be stuck with only loading saves to save you.
I'm using Steam, and using linux. In addition to CyclopsDockingMod I have installed: BepInEx, Nautilus, Defrabicator, GroundedItems, MoonpoolVehicleRepair, PrawnSuitArmSwitcher, SubnauticaMap
I've got one question:
How fast is the Cyclops battery supposed to charge while docked? Because mine is charging VERY slowly. At a rate of about 8 energy per minute. Whereas my seamoth docked in a moonpool in the same base is charging at about 100 energy per minute. Is 8 energy per minute the intended rate? It seems like it ought to charge at about the rate the seamoth is charging. (in energy per minute I mean, not percentage)
In my CyclopsDockingMod folder config.txt has powercellsChargeSpeed=25
Again, thank you so VERY much for this Mod. This makes the game so much better!