ccgould / fcstudios_subnauticamods Goto Github PK
View Code? Open in Web Editor NEWMods made for Subnautica Game
License: MIT License
Mods made for Subnautica Game
License: MIT License
For some odd reason my account was suspended even though I did not do anything wrong now I need a new link
Some recipes added by CustomCraft2, which features aLinkedItemIDs
different than its ItemID
, are supposed to produce only the item regarding itsLinkedItemIDs
, as is the case with the vanilla fabricator. But if the Autocrafter is used to craft these recipes, bothLinkedItemIDs
and ItemID
will be spawned, with the latter being a placeholder pseudo-item that serves no purpose other than taking up space.
The Mods Are Not Working In Subnautica
If I change the max capacity while the game is running all existing depots will have their contents corrupted. They do not display their contents and can not be deconstructed as they are not empty. Changing the file while the game is closed does not cause this issue.
Ex-StorageDepot: 1.3.3
SMLHelper: 2.8.3.0
QModManager: 4.0.2.2
FCS Tech Fabricator 2.0.8.0
Hi,
I liked your storage solutions for Subnautica. Will this appear in BZ as well? :)
Mike.
QModManager has been depricated and does not support Subnautica 2.0. BepInEx is the new standard and thus updating the mod has become necessary.
Per the discord:
Hello @everyone,
We're taking the opportunity provided to us by the Subnautica update to retire QModManager in favour of BepInEx.
As a matter of fact, QMM is not actually a mod loader, but a middle step in the mod loading chain. BepInEx was the mod loader we used, then it loads QModManager, then QModManager loads other mods. So QMM is a mod loader for a mod loader.
This middle step in QMM was very problematic for us and usually caused hundreds of mods to die on the spot after each Subnautica update. Maintaining and developing QMM was also more complicated than it needed to be because any change made caused problems for already existing mods.QMM will be archived and only used for Subnautica's Legacy branch on steam and moving on, mods will instead use BepInEx as the mod loader.
What does this mean to me as a mod user?
If you're using the Legacy branch in steam for Subnautica, you're fine and no further actions are required.However, if you're using the latest Subnautica update, "Living Large", you must uninstall QModManager from your game, and look for mods that use BepInEx instead. You can find out how to uninstall QMM in the <#902110747801301023> channel.
What does this mean to me as a modder?
This means you'll need to update your mods to use BepInEx instead of QMM.
Your mod's entry point must be converted from:using QModManager.API.ModLoading; using QModManager.Utility; using HarmonyLib; [QModCore] public static class QPatch { [QModPatch] public static void Load() { var harmony = new Harmony("Your unique mod identifier"); harmony.PatchAll(); } }To BepInEx:
using BepInEx; using HarmonyLib; [BepInPlugin(GUID, MODNAME, VERSION)] public class MyPlugin : BaseUnityPlugin { // You may also use Awake(), Update(), LateUpdate() etc.. // as BepInEx plugins are MonoBehaviours. private void Start() { var harmony = new Harmony(GUID); harmony.PatchAll(); } }For more information on BepInEx, please visit their docs at https://docs.bepinex.dev.
At the meantime, we're also working on an SMLHelper migration to BepInEx, so stay tuned.
Miner mk II mod is here but they are not in game
so how do you install the mods the right way and to get them to work
If I request 6 items from the depot and only have 3 available inventory spaces the remaining 3 items will be lost.
Ex-StorageDepot: 1.3.3
SMLHelper: 2.8.3.0
QModManager: 4.0.2.2
FCS Tech Fabricator 2.0.8.0
See title.
I have been trying to Find instructions on how to put custom music into the juke box. The tablet doesn’t say and the internet doesn’t say either. We need a way to know how to put music into the juke box please.
what do we do to put music into the jukebox?
so I'm kinda new to github stuff, and when I try to build in vscode + vscommunity it throws over a thousand errors and fails
can someone help me build
buildLog.log
As described in the title, if you were to build the mod in Visual Studio it will throw an error for these methods. I'm not that great with C# at the moment, and I may have missed a few references, but I am largely certain these methods are not available in Subnautica's required SDK 4.7.2 after researching the .NET framework (see dotnet/runtime#15619 and its resolving merge dotnet/corefx#12047). So my question is, how do you build it?
The use of TryDequeue occurs in CraftMachine.cs and the uses of AddIfNotPresent occur in StoveController.cs, for reference.
Hello everyone. I really like the ExStorageDepot but I couldn't find a way to put it in a base. Is there a way to do it? Or could you make a mode that can put it in bases?
Hi there!
I know that Nitrox don't support the mod sync yet, but I was wondering, is there any command to repair the AlteraHub Fabrication Station? So I don't have to repair everything again every time i connect in the server.
Thanks in advance!
If you need to contact me somewhere else, text me on Discord:
ElQCduChat#1234
I have been unable to find the issue with the mods. On some of the items I bought the kits, but as soon as I went to build them, inside the habitat builder and my PDA, the required materials show a ?. Can anyone help?
The PDA is almost impossible use in VR because there’s no mouse cursor. The Mouse works, but you can’t see it. You CAN see when button changes color when the invisible cursor is floating over it, but the color change is extremely subtle. If you’re not interested in making it VR compatible at least make the color change more obvious when the mouse cursor is over a button. That should be very easy to do and would help a lot.
First off, Thanks for a freaking awesome Mod... I have played with previous versions, but this looks great.
I just started a fresh game and did what needed to be done at the new location. (Trying to avoid mentioning spoilers).
I got the Alterra PDA, but when I open it, it glitches and does not show it.
It kinda looks like it's half loaded or loading behind/through me or off-screen.
All I see is my left arm holding it and obviously the scenery/world around me, but the PDA is open.
The default PDA does load fine.
Cheers.
I'm very new to mod development and github usage, so this question might be stupid, but in the old version of the mod, when you download the released .zip file, it includes a folder with all the assets required by the mod, like icons, sounds and PDA texts. I can't find those assets on this repo
For logs see pastebin here: https://pastebin.com/1M2x2NaG I have truncated the last two statements as it repeats over and over again.
Title sort of says it all - I suspect given items I have built recently that it is either:
Can't see directly what is causing and I am trying to selectively turn them off and on to figure it out. Has only recently started but the amount being made is ridiculous will fill storage in a matter of minutes.
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