Subnautica: Below Zero
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  1. toebeann
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    I wish this was available for the original Subnautica!

    It is! Head over to the SnapBuilder for Subnautica page and go build some perfectly aligned bases!
  2. toebeann
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    Need help?

    Most issues are resolved by carefully re-reading the installation instructions or stickies above, but if you have stumbled on a bug, please file a bug report on the Bugs tab with as much information as possible to help me find the cause of the issue and get it squashed in an update.
  3. Monsterrrrr
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    would be nice if it had option to allign multipurpose room to north or south or other directions
    1. toebeann
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      Perhaps it would, but I have no plans at this time to have SnapBuilder change anything about placing rooms beyond extending the build range, primarily because the way the base system works in these games is extremely fragile - it's a miracle any of it works at all. It's why you don't really see mods coming out that add brand new rooms which hook up to your other base pieces and you can walk around inside of, because the base code is a nightmare to work with.

      I have certainly been asked for a feature like this before, and I've considered it, but frankly I'm not sure it's something I'll ever have the time, motivation and sheer insanity required to add.
  4. Maszka1999
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    Thanks to that one number you can't change for six months (buid range) everything is messing up because several of the mods don't work with Configuration Manager and I'm done with it. ONE NUMBER!
    1. toebeann
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      You can change it manually by editing BepInEx\configs\SnapBuilder.cfg (just open it in notepad or your favourite text editor, very easy for you to edit), or you can downgrade to a previous version in the meantime.

      If you had posted here at any time that you were having difficulty using Configuration Manager with some mods, I could have very quickly informed you how to edit the config file manually. But as nobody has reported an issue with Configuration Manager having issues with some mods on BZ, I was unaware there was a problem, so I have had no reason to believe I needed to to give info on how to edit the config file manually.

      More detail on which mods have issues with Configuration Manager would be useful, as would specific detail of what you mean when you say they "don't work" with it. When my time is more generous I can investigate this issue, likely at a higher priority than the SnapBuilder config issue (since it has a VERY simple workaround).

      For more information on why the config issue has not (yet) been fixed, please see the sticky posts at the top of SN1 SnapBuilder page.
    2. toebeann
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      Still no answer to what mods have issues with Configuration Manager, 6 months later*. Guess that problem you had will never get fixed.

      * It's actually been almost 4, but you exaggerated roughly the same amount, so...
  5. y2kdman97
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    After hitting B to change build distance, it says Mouse4/Mouse3 to change range. Mouse3 is middle mouse - doesn't work. Using Mouse4 and Mouse5 works. I think you have this labelled incorrectly.
    1. toebeann
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      Unfortunately this is because the Unity game engine considers left click to be mouse0. You can see this for yourself if you go into configuration manager and rebind something to one of these buttons. They have done it as a 0 based indexing system, which is very programmery of them. The keybinds are configurable, not hard-coded, and I am passing the binding you have set to the game's built-in system for formatting keybinds for display on screen, which is why left click, mouse click and middle mouse have icons.

      That said, I agree this is confusing, and I'll see what I can do.
  6. Fnhatic
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    Doesn't work with placeable pictures/decorations like the framed photos you find in ruins. BepInEx dumps an enormous error and the items simply delete from your inventory. Not good considering they're unique. 
    1. toebeann
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      The error dump has been resolved in 2.4 which I have just released. I've done testing with placeable items and they generally seem to work, however I haven't tested those unique ones yet. If the issue persists in version 2.4, It would be useful if someone could leave me some coords for finding those particular items so I can test with them.
    2. Fnhatic
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      Seems like that did it. Note that I was also having problems with the QuickSlots mod, which I only later learned is functionally broken with deployables (switching to QuickSlotsPlus_BZ fixed that). I can't promise that the issues I was having was unrelated to the problems QuickSlots have.

      Either way, with 2.4, I can now place posters/pictures without problems. I'm new to Below Zero so thus far I only found the two picture frames in the Delta base which previously would just completely break when trying to place.

      So, hell yeah, thanks man!
  7. toebeann
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    Why am I having issues building rooms? Please fix!

    UPDATE 29th May 2023

    This issue should now be fixed as of SnapBuilder v2.4 which I have just released!

    The update completely reworks the way the build range feature works, starting with the fact that it is now disabled by default, requiring a keybind to toggle on or off. It is also possible to adjust the extended build range via keybinds. All of these options are configurable with Configuration Manager or by editing your [game dir]\BepInEx\config\Tobey.SnapBuilder.cfg file manually.

    I would like to thank you all again for your patience and understanding for the delays in getting this update out.

    If you have any issues with the build range or other features of SnapBuilder, please let me know.
  8. dannymae
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    If I'm using Nautilist and the update bz do I still need the tweaks/config manager?
    1. toebeann
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      A new mod simply existing does not change the dependencies of pre-existing mods, however both BepInEx Tweaks and Configuration Manager are optional dependencies. You don't need optional dependencies unless they are providing something you want which is not being provided by another plugin you are using.

      BepInEx Tweaks prevents this and other plugins from being shut down when you exit to main menu, prevents the BepInEx ThreadingHelper API from being shut down when you exit to main menu, and also prints some useful debug info in your logs which can aide troubleshooting, so if you don't care about any of that or have another plugin providing those features you do care about then you don't need it.

      Configuration Manager automatically allows you to edit the settings of this and other plugins in-game using the built-in BepInEx plugin Config API, if you don't care about that or have another plugin providing that then you don't need it. Note that while Nautilus does have a feature to configure some mods, it doesn't include mods which only use the built-in BepInEx plugin Config API - only those which use its own API.
  9. DanVayder
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    Мод работает, но после установки мода, объекты строительства появляются в 10-15 метрах от меня. Снаружи мне приходится отплывать на расстояние 10-15 метров, что бы установить нужную секцию. Но вот внутри настоящая беда, например, что бы установить большой аквариум, мне надо это делать с соседнего помещения, вблизи поставить нереально. Прошу объяснить как это исправить или из-за чего подобное может быть.
    The mod works, but after installing, construction objects appear at 10-15 meters from me. Outside, I have to sail a distance of 10-15 meters to set the desired section. But inside it's a problem, for example, in attempt to install a large aquarium, I have to do it from the next room, it’s unrealistic to put it close. Please explain how to fix this or because of what this can be.
    1. toebeann
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      Apologies for this, it's a known issue with the most recent update. I added a feature to let you customise your build range so that the models aren't constantly right against your nose anymore, but I made the default setting too high without thoroughly testing it in every situation and that's my bad.

      For now to get around it, if you open Configuration Manager, go to SnapBuilder > General > Build range multiplier and set this to 1.0 and it'll be like normal again.

      I'm going to be releasing an update soon to take better care of this. Very sorry for the botched update.
    2. DanVayder
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      Thank you for the answer, and especially I want to thank you for this mod, with it the installation and arrangement of the base turns into an act of pleasure for me)











  10. memergerdave65
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    NOT Compatible with 1.0.2  "What the Dock Update" Doss NOT WORK!
    1. toebeann
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      I've looked at this, and this bug does not appear to be with SnapBuilder. I have tested this by updating QMM and SMLHelper_BZ
      and SnapBuilder (BZ) is working fine with the latest Below Zero patch.

      Please ensure you have updated the required mods, and it should work fine.
  11. nahilton
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    Would you consider adding an attachment point on the centre of the foundation so the mutli-purpose and large room room can be mounted centrally?
    1. toebeann
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      So, SnapBuilder doesn't manually add any attachment points to anything. It operates using pure mathematics. The snapping factor, which you can tweak in the settings, is what defines the distribution of the snapping points.

      The mod features two sliders for this in the settings: Snap rounding, and Fine snap rounding. You can switch to fine via a keypress, which again can be changed in the settings. By utilising these features, you should be able to set it up to snap how you like it.

      However, as I write this, I have an idea for an improved UI/UX feature that I will consider implementing in a future version of the mod; that is the ability to change the snapping factor without opening the settings menu, and visualising it so you can see the distribution of snapping points around you. This would make it easier and far more intuitive to tweak SnapBuilder for your preferences.

      I've set up an issue for this on GitHub, and it is a planned feature for SnapBuilder 1.5.
  12. ShadoxLunik
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    Can't you make a vortex version please ?
    1. toebeann
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      I'm not sure what you mean exactly. If Vortex works, this mod should work with it. Vortex is just an automation tool that automatically installs the mod for you. This mod has the same set up as other QMM mods, and is enabled for use with Vortex. So, the issue is likely with Vortex.

      There used to be an extension for Vortex that was created by the community to help Vortex be compatible with Subnautica mods. This extension would be automatically installed when you attempted to install a Subnautica mod with Vortex. But the author of the extension took it down because they disagreed with the direction Nexus Mods was taking at the time.

      In short, this mod is as compatible with Vortex as every other Subnatucia and BZ mod: not very. Sometimes it will work, sometimes it won't, and there's nothing I can do besides taking up the mantle of developing and maintaining the Subnautica Vortex extension myself, which I presently have no time or capacity for.

      So if Vortex isn't working for you with the mods you want to install, install them manually (which with SN and BZ is incredibly easy: you just unzip a file), or don't use them.