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31 comments

  1. zorgesho
    zorgesho
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    If you encountered a bug, please submit a report in the "BUGS" section.

    Be sure to add the game log to your report (%SubnauticaFolder%\qmodmanager_log-SubnauticaZero.txt).
    You can use pastebin.com or something like this for posting the log.

    Also, if this is some visual bug, a screenshot will be really helpful.
  2. MorticiaM
    MorticiaM
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    Is there a version for Bepinex?
    Thanks for this amazing mod!
    I love it, although I learned about it at the end of the game Subnautica, but it was very useful to me there in the lava zone!
  3. Devais96
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    are the features enabled(in any version) as in GravTrap Storage (https://www.nexusmods.com/subnautica/mods/1128?tab=files) or can you add them?) That mod was an amazing addition to a similar one in the S1
  4. TBrash
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    Hello,

    I can't find where in the config files I can change the hotkeys used to switch between what my traps will pick up. Am I missing something obvious?

    Thank you so much for this mod, it's improved my quality of life a lot :D
    1. zorgesho
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      Hi, it's "keyNext" and "keyPrev" in config.json
  5. cartesianlogic
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    Hiya, love the mod! the latest revision removed the ability to configure type switching between scrolling and clicking the middle mouse button, i'd always preferred the later 'cause i use the expanded inventory mods and can easily accidentally change my type settings while scrolling my inventory. Would it be possible to get that back in a future version?
    1. zorgesho
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      "Every change breaks someone's workflow". Damn, I thought no one will notice :)
    2. cartesianlogic
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      The struggle is real xD
  6. SilverThorn12345
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    I love this mod it helps a lot.  But I found one issue when using it to gather resources it slightly picks up the crystals and then drops them.  For some reason, you cannot use it for collecting crystals.
    1. zorgesho
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      Glad you like it :) Wdym by "crystals" ?
  7. HeyImaBird
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    Hello, can the grav trap mk2 be configured to capture creatures and other item the mk1 cannot? Specifically I would like the mk2 to trap the larger predators like snowstalkers much like MasterVegito2012 has setup, but only have the mk2 capable of that. Thank you, I really appreciate the mod. 
    1. zorgesho
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      Hi, it's an interesting idea, but no, not possible rn, those lists are shared between vanilla gravtrap and MK2.
      The closest thing you can do to what you want is to make "Creatures-MK1" and "Creatures-MK2" lists and add additional creatures to MK2 list. Both lists will still be visible for both types of trap, so you'll need to choose the correct list manually.
  8. MasterVegito2012
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    Could you trap predators with this?
    1. zorgesho
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      You can add any creature to the config and trap it, but big creatures most likely will just drag the trap with them.
    2. MasterVegito2012
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      You are probably right, sounds fun thou, gotta check it out


      @edit
      You can, by editing tech_type config file, but the trap even with insnae force, cannot hold them in place. Shadow Leviathan and the red fish are in this category, snowstalkers, brutesharks etc can be trapped
  9. PauperPrince
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    I found this mod Most Rewarding. I wonder, would you be willing to make a propulsion cannon do what this grav trap does? Meaning, pull in many items at once?
    1. zorgesho
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      Tbh, I don't see much sense in that. These are different tools for different tasks.
    2. PauperPrince
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      Thank You for a reply mate. 
  10. DaWrecka
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    Suggestion: Make Grav Trap Mk2s immune to damage.

    Or at least, make it so that they don't evaporate within 20 seconds because you happened to release them in the same postcode as a lava geyser.

    That'd be grand. Thanks.
    1. zorgesho
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      You can adjust damage reduction for MK2 in config.json, there are three damage modificators for different damage sources. If you set all three to zero, MK2 will be indestructible.
  11. BuliwyfWolfgar
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    @zorgesho, This is a really cool mod...  could you tell me what large resource deposits are called to try adding to the list when deep underwater areas... then I just use the prawn suit to drill them...?  Or where to find more info for making mods in Subnautica Below Zero, Thank you...
    1. zorgesho
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      Ha, interesting idea :) Tech types for drillable deposits are called "DrillableTechType", e.g. "DrillableSalt", "DrillableQuartz" etc. You can add them to "Resources" list, or you can create new separate list for them.
    2. BuliwyfWolfgar
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      Thank you very much, going to try it now... Will let you know... Worked like a charm with exceptions to the ones the Dev's placed in the mining buckets and on the platforms that have no physics added.

      my types_config: - (between my Resources and Eggs)
      {
          "name": "DrillableTechType",
          "techTypes": [
              "DrillableCopper",
              "DrillableDiamond",
              "DrillableGold",
              "DrillableKyanite",
              "DrillableLead",
              "DrillableLithium",
              "DrillableMagnetite",
              "DrillableMercury",
              "DrillableNickel",
              "DrillableQuartz",
              "DrillableAluminiumOxide",
              "DrillableSalt",
              "DrillableSilver",
              "DrillableTitanium"
            ]
          },

      got the idea from having to stop, get out of the Prawn, (due to full inventory in Prawn Storage), pickup pieces or empty Prawn Storage...  Now it's just throw out the GravTrapMk2 and it pulls it all together (just not the ones in the buckets or on platforms and Drill all then grab from the GravTrapMK2...  btw, I removed the fish and eggs and just use it for resources after I turned up the number of objects, range and force, I go up toward the surface launch the GravTrapMK2, then after nodes kind of settle toward the bottom I grab the GravTrapMK2 and start picking up the nodes as they fall to the ocean floor...  This has to be one of the better or best mod on here...
      Thank you again...