doesnt work in config manager says targets a wrong version of bepinex (5.4.22.0) and might not work until you update and just doesnt work but shows up in mods folder help
FYI, as of now (May 5th), you cannot find the fragments in the game to gain the research tech. Instead you have to enable the consode (F3) and then use the Enter key to enter commands like 'unlock SeaTruckClawArmModule'. See the mod's info page for the full list of item names. Then you can build the items and use them. The arms look great and work perfectly. I have the author's Storage mod and all mods required for this mod, and resources drilled with the arm go into the storage correctly. This mod effectively replaces any use for the Prawn, except maybe for land exploration. I never liked the Prawn much anyway :)
I tried using the console commands to unlock the claw arm module but nothing is showing on the fabricator and/or the work station. I do have the Drill, grappling and torpedo arm tho when I installed the mod. but for some reason the claw arm is not available
Mod completely broken. Both arm slots belong to the left arm model, when you try to install arms in both slots, one of them breaks and disappears. The rest just doesn't work. A mod conflict is unlikely, as I used only four mods for the test: QModManager, SMLHelper_BZ, SlotExtenderZero and SeaTruckArms.
In logs, game spammed by errors
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array. Stack trace: SeaTruckUpgrades.IQuickSlots.GetSlotProgress (System.Int32 slotID) (at <921f314b57714103b7af0f111d9095ce>:0) uGUI_QuickSlots.Update () (at <921f314b57714103b7af0f111d9095ce>:0)
Issue "solved". This mod requires another mod - More Quick Slots, which is obsolete, and doesn't work with QuickSlotsPlus. This should definitely be noted in the requirements. PS Actually it works with QuickSlotsPlus, but only if Nautilus is NOT installed. Actually, NAUTILUS breaks this mod.
on a side note, it would be nice for the mod to be updated to be able to have two torpedo arms on the seatruck. if any reason, just cause i find the idea of turning the seatruck into some sort of juggernaut vehicle that can vortex torpedo leviathans, lock them in place, then gas them with the other torpedo launcher oddly amusing.
It was recently brought to my attention by a user that they couldn't get the SeaTruck arm slots to show up until they removed BepInEx Tweaks, and then it all worked fine.
After I investigated this report I determined it to be accurate - something BepInEx Tweaks was doing was somehow preventing the SeaTruck arm slots from showing up.
Senna, if you're interested, the culprit turned out to be my dynamically inspecting all loaded runtime types to find those which are subclasses of MonoBehaviour and have a custom TweakAttribute so that I can then add and apply their tweaks. As soon as I removed this line suddenly the arm slots would show up. I'm not sure exactly how another mod using reflection to inspect loaded runtime types would break your mod? You may want to investigate how this caused your mod to fail, so that you can insulate yourself from it.
I have now released an update to BepInEx Tweaks which should resolve this conflict. Please make sure to update BepInEx Tweaks if you use it and are having problems getting the SeaTruck arm slots to show up.
88 comments
By adding a module with prawn suit leg that can be attached to the seatruck
Both arm slots belong to the left arm model, when you try to install arms in both slots, one of them breaks and disappears. The rest just doesn't work.
A mod conflict is unlikely, as I used only four mods for the test: QModManager, SMLHelper_BZ, SlotExtenderZero and SeaTruckArms.
In logs, game spammed by errors
[Error : Unity Log] IndexOutOfRangeException: Index was outside the bounds of the array.
Stack trace:
SeaTruckUpgrades.IQuickSlots.GetSlotProgress (System.Int32 slotID) (at <921f314b57714103b7af0f111d9095ce>:0)
uGUI_QuickSlots.Update () (at <921f314b57714103b7af0f111d9095ce>:0)
Issue "solved". This mod requires another mod - More Quick Slots, which is obsolete, and doesn't work with QuickSlotsPlus.
This should definitely be noted in the requirements.
PS Actually it works with QuickSlotsPlus, but only if Nautilus is NOT installed. Actually, NAUTILUS breaks this mod.
on a side note, it would be nice for the mod to be updated to be able to have two torpedo arms on the seatruck. if any reason, just cause i find the idea of turning the seatruck into some sort of juggernaut vehicle that can vortex torpedo leviathans, lock them in place, then gas them with the other torpedo launcher oddly amusing.
It was recently brought to my attention by a user that they couldn't get the SeaTruck arm slots to show up until they removed BepInEx Tweaks, and then it all worked fine.
After I investigated this report I determined it to be accurate - something BepInEx Tweaks was doing was somehow preventing the SeaTruck arm slots from showing up.
Senna, if you're interested, the culprit turned out to be my dynamically inspecting all loaded runtime types to find those which are subclasses of MonoBehaviour and have a custom TweakAttribute so that I can then add and apply their tweaks. As soon as I removed this line suddenly the arm slots would show up. I'm not sure exactly how another mod using reflection to inspect loaded runtime types would break your mod? You may want to investigate how this caused your mod to fail, so that you can insulate yourself from it.
I have now released an update to BepInEx Tweaks which should resolve this conflict. Please make sure to update BepInEx Tweaks if you use it and are having problems getting the SeaTruck arm slots to show up.
Thanks, and apologies for any inconvenience.