Subnautica

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Fenolpthalien

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Fenolphthalien

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65 comments

  1. LukeWCS
    LukeWCS
    • supporter
    • 37 posts
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    Locked
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    To know when a day starts and ends, here the times. I mean the times when the Solar Panels starts and stops producing electricity.

    24-hour format (config.json -> "UseTwelveHourFormat": false)
    Day begins at: 02:47 (Day/Night scalar in console: 0.12)
    Night begins at: 21:13 (Day/Night scalar in console: 0.88)
    2018_04_08_00001.jpg

    12-hour format (config.json -> "UseTwelveHourFormat": true)
    Day begins at: 02:47AM (Day/Night scalar in console: 0.12)
    Night begins at: 09:13PM (Day/Night scalar in console: 0.88)
    2018_04_08_00002.jpg
  2. zwiti
    zwiti
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    • 1 posts
    • 0 kudos
    Works great, thanks!
  3. mrpp777
    mrpp777
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    • 45 posts
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    just want to know, is this mod working with Daynightspeed mod? ty
  4. DeepEuphoria
    DeepEuphoria
    • supporter
    • 282 posts
    • 1 kudos
    Just wanted to post a quick thank you for this mod, it works perfectly and is a really nice addition to the game.

    GJ, thank you.
  5. kajb139
    kajb139
    • member
    • 368 posts
    • 1 kudos
    problem... mod not working. i cant find the log files for qmods 3.0 but based on what i can see in game the only mod that has failed is this one as it isnt in my build menu any longer. the only recent change post game update. is an upgrade from qmods 1.2 to 3.0
    1. Antioche
      Antioche
      • supporter
      • 376 posts
      • 12 kudos
      *Same 1/25/2020*
    2. Aryell
      Aryell
      • premium
      • 485 posts
      • 9 kudos
      Install SMLHelper It's a required mod for this one to work.
  6. Keradon
    Keradon
    • member
    • 145 posts
    • 3 kudos
    Endorsement earned from me - works fine in Creative mode so far.Trying now in a regular, lightly modded playthrough.
  7. NIAPOREZ
    NIAPOREZ
    • member
    • 6 posts
    • 0 kudos
    Downloaded and tested 2019-12-26. In general it works.

    I have a little problem though: Sometimes when constructing the digital clock, the habitat builder will place the clock's ghost (shining blue outlines) but after that not continue to fully build it. Also the ghost can not be removed anymore using the habitat builder. It just sits where it is and is inaccessible. No resources are taken from the inventory if this happens. Other things, eg another clock can be built over the ghost/in the same place. The ghost persists over a save/load and continues to be inaccessible. As a workaround I always save before building a clock, so I can revert to the moment before, if this bug happens.
  8. RealityShaper
    RealityShaper
    • member
    • 14 posts
    • 0 kudos
    Working, Creative Mode, November 15th 2019
  9. aqwer66
    aqwer66
    • member
    • 26 posts
    • 0 kudos
    Thank You.
  10. gettps
    gettps
    • member
    • 146 posts
    • 3 kudos
    Updated version looks good! Thanks!
  11. DaltonB
    DaltonB
    • member
    • 158 posts
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    big and little update mod no longer works