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Shaanig03

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Shaanig03

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222 comments

  1. HarrSvastik
    HarrSvastik
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    will there be aditional settings and options? the turrets seems to deal very little damage per shot. it takes waay too many shots to kill even a boneshark in my opinion. as well as the firing sounds can be too loud. but overall, this mod is fantastic, to have buildable turrets are amazing
    1. Shaanig03
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      try out the torpedo one, and the firing sound, I might have forgotten or avoided adding a volume slider >_< for it
    2. HarrSvastik
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      torpedo works best. as other turrets seems to do little damage or perhaps misses a lot. and yea the sound can be deafening especially after i put six turrets on the cyclops LOL
  2. tlanders327
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    Any known reasons why this mod doesn't play at all with Cheat Manager (as in CM will not load in at all with this mod enabled)?  I have confirmed it is this mod causing the issue, CM loads just fine after disabling/removing this mod.

    ***EDIT*** works as of version 2.1, nothing afterwards.
    1. Shaanig03
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      I can't really do much with mod conflicts as diagnosing the problem can be a pain, but either way I'm not playing Subnautica atm so >_< it's either rip CM or VE for your case
  3. Noxx55
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    Some in game options on difficulty would be greatly appreciated. When I go to mod options or mod manager there is nothing but the title of the mod.
    1. Shaanig03
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      the in game mod configuration was moved to an xml file with the base attack event update, head to the mod's folder and you can change alot of settings including the difficulty
  4. luisgamer275
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    Someone answer me as soon as you can, how do you disable attacks at the base, it's extremely annoying
    1. Shaanig03
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      navigate to the mod's folder -> and open config.xml -> locate the line '<baseAttackEventEnabled>' something and you will see 'true' next to it, disable attack event by replacing 'true' to 'false', did mention in the mod's description but I guess I should have mentioned with more details for those who aren't familiar with xml and game configs
  5. CabooseCorsair
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    Third attack event on my base was a diseased reaper leviathan plus a shark.

    Is an easier setting for the base attacks, below "Normal"?

    I personally would not classify reaper leviathan attacks as a "Normal" level of difficulty if four rifle turrets aren't enough to keep one from trashing my scanner room.

    I like the base attack idea, but it's a bit too frustrating for me at current difficulty levels.


    Edit: for anyone else getting frustrated by the base attack, the config.xml is located in the mod's directory, rather than with the other BepInEx configs.

    The settings I've settled on greatly reduce the impact of the attacks. This makes the attacks mostly flavor, while keeping the turret defenses necessary to prevent the slow picking apart of the base. The changes I made are as follows:

    • baseAttackStartDelayInDaysMinMax increased to 15,21
    • basePieceRepairAmount increased to 200
    • minMaxCreaturesPerWave reduced to 1,5
    • all attackingCreatures meleeDamage values reduced to 5% of their default
    • some base_pieces adjusted to increase hitpoints by a factor of two or three.

    IMPORTANT: It seems the mod will add various base_pieces over time to the config.xml. If you update hitpoints you will need to periodically check the config. That is why I recommend such a high meleeDamage drop, rather than messing with base_pieces hitpoints every time a new item is added to the config.

    This seems so far to be a good "flavor" version of the attack events, without making them a constant headache for me and putting me in a near-endless cycle of repair/rebuild/rearm/fight. Figured I'd share for anyone else who would like a "TRIVIAL" difficulty setting
    1. Shaanig03
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      yea might have spiced up the difficulty a bit, the mod update was mostly for my play with deathrun remade mod so I kinda made things a little extreme, I guess users who wants to chill without the extreme could use ur settings
  6. xxxHeavyArms117xxx
    xxxHeavyArms117xxx
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    I don't know what is causing this, but can anyone here tell me why all of my deployables would suddenly be about 3km+ away from where I deployed them? Scanner room cameras did it as well. I didn't move anything, and I had a bunch of materials in some floaty storage boxes, and now they're just gone.
  7. mba75
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    Anyone can tell me where I can find the settings for the config file? I see some in the description but no clue to what the syntax has to be in the file.
  8. BlueGiant24
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    i have the newest version, but for some reason there is still a fps lag
    1. KirisakiShiji
      KirisakiShiji
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      Yeah i have the same problem, it still lag out, though a little better than the older version.
  9. Shaanig03
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    NOTE: for all users having the previous file not working, I accidently uploaded the source code instead of the released build, so try the new file and it should make things work

    @mba75, @BlueGiant24, @amoxicillan @waznow
    1. waznow
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      Thank you!
    2. KirisakiShiji
      KirisakiShiji
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      well i think for some reason the big solar panel is not working any more on the new update...
    3. amoxicillan
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      That seems to have done the trick. Thank you kindly!!
  10. mba75
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    Hello all, first off thanks for the mod, it is great. I just upgraded from 2.915 to 2.916 and my game would not load and I would end up to into a new game. I downgraded back to 2.915 and all went back to normal. Just in case someone has the same issue.
    1. BlueGiant24
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      Yeah, I'm having the same issue, the mod files kinda look like it's not compiled?
    2. amoxicillan
      amoxicillan
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      Mine is behaving similarly. I disabled all other mods beside Nautilus and bepinex, and still can't access my inventory it seems.