0 of 0

File information

Last updated

Original upload

Created by

mroshaw

Uploaded by

mroshaw

Virus scan

Safe to use

Tags for this mod

28 comments

  1. Nefali
    Nefali
    • supporter
    • 0 kudos
    I dont know why and how- but it seems like this mod breaks stock Perimeter defense module- it just stopped working (i may assume it somehow changes range of this module to 0 or like so). I tested it and it doesnt work when this is the only mode i have installed (besides requirements ofc).
    Ofc im talking about "what the dock" update with newest qmod from discord etc.
    1. mroshaw
      mroshaw
      • member
      • 10 kudos
      Shouldn't do. All the mod does is hook into the collider on the Seatruck. I'll take a look. 
    2. mroshaw
      mroshaw
      • member
      • 10 kudos
      Hey! Took my time, but I think I've fixed this in the latest 2.0.1 release. I've re-jigged the mod, to the perimeter defence damage shouldn't be seen as a collision with the fish scoop, so should now apply it's affect correctly, rather than being over-ridden by the scoop behaviour.
    3. UnicornCake199
      UnicornCake199
      • member
      • 0 kudos
      The mod is still broken because I downloaded the latest version published here and the Seatruck perimeter defense module does not work because it does not do damage.
    4. esd212
      esd212
      • member
      • 0 kudos
      still broke
  2. odragon33o
    odragon33o
    • member
    • 0 kudos
    Thanks for the great mod!
    1. mroshaw
      mroshaw
      • member
      • 10 kudos
      You are very welcome! Thank you for taking the time to post something positive! :)
  3. Roboslime
    Roboslime
    • premium
    • 0 kudos
    This mod is great, makes for easy bio-reactors and food during and after trips.
    Would it be possible to somehow adjust the pickup distance/speed, I play with the Seatruck Speed Upgrades mod and half the time the fish get splatted before they get picked up, resulting in some dead fish in my aquariums.
    1. mroshaw
      mroshaw
      • member
      • 10 kudos
      At the mo, I simply hook into the existing collision handler. Broadening the capture range would need a custom collider config. I'll defo look into this, though! 
    2. mroshaw
      mroshaw
      • member
      • 10 kudos
      At the mo, I simply hook into the existing collision handler. Broadening the capture range would need a custom collider config. I'll defo look into this, though! 
  4. mick00587
    mick00587
    • member
    • 0 kudos
    Hello.
    First, this is an amazing mod, thank you :)

    A quick feature suggestion : can you add the ability to configure the amount of fish we can collect at max? (it's 8 right now per module, i would like to increase this by a lot ^^)

    Thank you.
    1. mroshaw
      mroshaw
      • member
      • 10 kudos
      I'll have a look into this. Currently, I just use the standard Seatruck Aquarium module.
  5. Ruler0fWorlds
    Ruler0fWorlds
    • premium
    • 38 kudos
    Hey, The mod is a great mod but I've noticed a few bugs.
    when the scoop is disabled and im not in the sea truck it still is scooping fish.
    This also causes the scooping sound effect to be played even if you're in your base or swimming around.

    I have Scoop while static and scoop while not piloting unchecked in the mod's config
    1. mroshaw
      mroshaw
      • member
      • 10 kudos
      Thanks for letting me know! I'm trying to reproduce this and when I get to the bottom of it, I'll roll out a patch.
    2. mroshaw
      mroshaw
      • member
      • 10 kudos
      So, I think what you're seeing here is the default behaviour of the Aquarium module. The Aquarium itself will collect fish that collide with it, whether you're piloting the SeaTruck or not. So it's not the Fish Scoop that's nabbing the fish, it's the Aquarium.

      You should be able to confirm that, as the Fish Scoop will generate an "alert" on screen, along with the scoop sound. If it's just the sound, no alert, it's the Aquarium module. If it's an alert AND the sound, it's the Fish Scoop.
    3. Ruler0fWorlds
      Ruler0fWorlds
      • premium
      • 38 kudos
      Sorry for the late reply.
      My bad I didn't realize that the aquarium scoop was in the base game and this just expanded upon that, weird that the sound is global though.
  6. ThePrinceOfHell
    ThePrinceOfHell
    • premium
    • 15 kudos
    Just like to note that this mod uses cut content (this module was in early builds). However I dont know how much work the author has actually put into getting it to work in current versions. So its not just an enabler. 

    Anyways, I am glad to see someone bring this module to life. The devs should have finished it :P.
    1. mroshaw
      mroshaw
      • member
      • 10 kudos
      Hey! Not sure what you mean, can you please explain? Have you posted your comment against the right mod?

      This mod simply captures Seatruck cab collisions and passes them on to the aquarium module. No idea what you're talking about, TBH! 
    2. ThePrinceOfHell
      ThePrinceOfHell
      • premium
      • 15 kudos
      This wasnt against the mod. Was just info. This ability was originally in the game. But they removed it for some reason.
  7. DracoDruid
    DracoDruid
    • member
    • 0 kudos
    Love the idea!
    But could find it in your heart that instead of simply not working if no room is available, the poor fishies just get released back into the ocean?
    (Preferably behind the sea truck and not back in front :P)
    1. mroshaw
      mroshaw
      • member
      • 10 kudos
      Yes, I think that's a great idea! Next version, 1.3, will have this.
  8. domcroy
    domcroy
    • supporter
    • 3 kudos
    I'm getting the "Aquarium full, fish scoop failed" message even without an aquarium attached. I haven't even found all the aquarium fragments yet. I only have the base seatruck. Can you make a fix for the message please?
    Edit: I now have the aquarium module. Could you also change it to not say "Clone", as it breaks the immersion.
    1. mroshaw
      mroshaw
      • member
      • 10 kudos
      Yes, will do. Due a code cleanup, so I'll address these points in an update next week. Thanks for the feedback! 
    2. mroshaw
      mroshaw
      • member
      • 10 kudos
      I've uploaded version 1.2.0 with the changes, mate. Please do give it a go!
  9. d0mini
    d0mini
    • premium
    • 4 kudos
    Awesome additions with the turning on/off when the truck's stationary Love this mod
    1. mroshaw
      mroshaw
      • member
      • 10 kudos
      Thank you! Check the latest version for the new "purge" function! 
    2. d0mini
      d0mini
      • premium
      • 4 kudos
      ohmyglob you did it!
  10. DaWrecka
    DaWrecka
    • member
    • 23 kudos
    #SaveTheHoopfish