Hi all. Anybody know, this terrible bug with teleportation has been fixed? When you undock Cyclop from base, and somewhere else, 2 km away, you try to exit sub, and you teleported to base instead.
It appears this mod has an issue with naming lockers when this mod is enabled. You can name and or rename the lockers but upon reentering the game (yes ... saving before exiting) the names are lost and the lockers are blanked. You can rename the lockers again but again they are lost exiting the game. There are no errors when loading and it does not crash. Thus the reason I did not report it as a bug unless you want me to. Disabling the mod then the locker names are retained from the last saved file ... etc.
Yeah, also "Tweaks and Fixes" + "Cyclops Docking Mod" conflict on the locker labels. They get loaded from the "config.json" of "Tweaks and Fixes", but vanish as soon as you load your save. I won't remove the docking mod, as it seems to work as intended, which is so damn nice. ^^ For now, I live without locker labels. Yet another feature, which should have been in vanilla.
Don't get me wrong, the "Cyclops Docking Mod" is working in-game (build the dock in one go or it becomes a normal ladder tube, I noticed), but the locker signs of "Tweaks and Fixes" won't with the docking mod installed. The author of "Tweaks and Fixes" wrote "Cyclops Docking Mod is to blame for empty locker labels. I cant do anything about it."
@OSubMarin Is a compatibility patch possible for that conflict or could we manually edit some code with DnSpy?
EDIT: Okay, I seem to have found a fix/workaround for that problem. Use DnSpyEx, open the "CyclopsDockingMod.dll" and navigate to the method "CyclopsDockingMod > CyclopsDockingMod.dll > CyclopsDockingMod.Fixers > MySignFixerComponent > MyRestoreSignState". Here, right-click the line "component.OnProtoDeserialize(null);" and select "Edit IL Instructions...". Now press nothing else on your keyboard than "Del" to delete and "Enter" after that to confirm your edit. At last, click "File > Save Module... > Ok" to save the edit into the DLL.
This fixed it for me completely and both signs (Cyclops Docking Mod + Tweaks and Fixes) work as intended. You can name locker signs (they populate at save loading) and you can color, resize etc. the docking sign as it seems so far. My Cyclops is still docked, the docking tube looks as it should (arms visible etc.). So I assume, it works this way. =)
At first, I tried to delete any "sign" part in the DLL with DnSpy, but this is very complicated, as you can't edit methods/classes the usual way, though IL instructions work. ^^ As you can see, a simply small edit do wonders sometimes.
I don't recommand doing what is suggested just above. The call you are deleting is needed to fix a bug that is related to signs, as you can see in this video: https://www.youtube.com/watch?v=8eGj40Xzkag The mod "Tweaks and Fixes" is also patching the same method, but in a more aggressive manner since it uses prefix-patching taking over the function. You could eventually do that if you have both these mods installed, and this can also be achieved by: 1) opening "Tweaks and Fixes.dll" in dnSpy. 2) going in left menu into "Tweaks_Fixes" -> "Storage_Patch" -> "Sign_Patch". 3) right-click on "OnProtoDeserializePrefix" function and click "Delete". 4) save modification ("Files" -> "Save module" -> "Ok").
After further testing it seems that this sign bug is not present anymore in latest Subnautica version. So they found some time to fix it between 23 May 2020 and now. I will remove the associated bugfix function in next update.
Nice to hear OSubMarin! I mean, both, your sign (incl. power info) and the locker signs of TaF work as they should with my small edit. Both mods are essential for me, and yours is working great so far. =) That's all, it was nothing against you.
Excellent. I can't believe it is not implemented in the default game. By the way, I noticed that mods that add new base pieces are extremely rare. It seems like there should be a multi-purpose room with glass all around, or a large room with a regular rectangle or something, but is there a difficult problem with creating new base pieces like this?
Can you please make this attachable to a vertical connector? I also wish this was rotatable - or any means to control which side the ladder goes - as it is just random enough that it reliably screws up my base loadouts and can't work around it.
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Please report any bug or issue and I will try to fix it quickly.
Changelogs below:
When you undock Cyclop from base, and somewhere else, 2 km away, you try to exit sub, and you teleported to base instead.
@OSubMarin
Is a compatibility patch possible for that conflict or could we manually edit some code with DnSpy?
EDIT:
Okay, I seem to have found a fix/workaround for that problem. Use DnSpyEx, open the "CyclopsDockingMod.dll" and navigate to the method "CyclopsDockingMod > CyclopsDockingMod.dll > CyclopsDockingMod.Fixers > MySignFixerComponent > MyRestoreSignState". Here, right-click the line "component.OnProtoDeserialize(null);" and select "Edit IL Instructions...". Now press nothing else on your keyboard than "Del" to delete and "Enter" after that to confirm your edit. At last, click "File > Save Module... > Ok" to save the edit into the DLL.
This fixed it for me completely and both signs (Cyclops Docking Mod + Tweaks and Fixes) work as intended. You can name locker signs (they populate at save loading) and you can color, resize etc. the docking sign as it seems so far. My Cyclops is still docked, the docking tube looks as it should (arms visible etc.). So I assume, it works this way. =)
At first, I tried to delete any "sign" part in the DLL with DnSpy, but this is very complicated, as you can't edit methods/classes the usual way, though IL instructions work. ^^ As you can see, a simply small edit do wonders sometimes.
The mod "Tweaks and Fixes" is also patching the same method, but in a more aggressive manner since it uses prefix-patching taking over the function. You could eventually do that if you have both these mods installed, and this can also be achieved by:
1) opening "Tweaks and Fixes.dll" in dnSpy.
2) going in left menu into "Tweaks_Fixes" -> "Storage_Patch" -> "Sign_Patch".
3) right-click on "OnProtoDeserializePrefix" function and click "Delete".
4) save modification ("Files" -> "Save module" -> "Ok").
I mean, both, your sign (incl. power info) and the locker signs of TaF work as they should with my small edit. Both mods are essential for me, and yours is working great so far. =) That's all, it was nothing against you.
By the way, I noticed that mods that add new base pieces are extremely rare. It seems like there should be a multi-purpose room with glass all around, or a large room with a regular rectangle or something, but is there a difficult problem with creating new base pieces like this?
Absolutely seamless. Like it's always been in game.
I also wish this was rotatable - or any means to control which side the ladder goes - as it is just random enough that it reliably screws up my base loadouts and can't work around it.