If you are able to help out with giving me more time to Mod/Fix bugs and less time to working in retail then please consider donating to the cause at one of the following locations. Paypal: paypal.me/MrPurple6411 Patreon: patreon.com/MrPurple6411 Github: github.com/sponsors/MrPurple6411 Support for mod issues can be found by the wonderful community on our Community Modding Discord @ discord.gg/UpWuWwq
Nautilus and SMLHelper are incompatible and cause up to and including save corruption when installed together. (Not every time but enough to be worrying) So I have made the decision that any mod of mine that uses Nautilus will not load when SMLHelper is installed.
Also Nautilus is the Replacement for SMLHelper and when Nautilus 1.0.1 releases we will be removing SMLHelper support for 2.0 completely meaning all mod makers need to update their mods to Nautilus.
for some reason the modification station's icons are really small, would it be possible to make them larger?
also, would be cool to have the old modification station hud back, or at least partially (maybe divided like the fabricator, with tools on one side and equipment on the other maybe?), idk, i just liked the old version more than now.
controller support would be really cool and probably not that hard to execute, I say just have the left stick be moved in the direction of the desired item to select it similarly to a weapon wheel
Biggest problem with this is that the original maker of the mod didn't actually make it a true radial system and instead just made the mod calculate the screen position to move each icon to but the ui itself still thinks its 1 line.
In effect making proper controller support would actually require fully remaking the mod in its entirety and unfortunately I am struggling to even stay off the street right now let alone have time to update and remake mods like this one.
Sorry to write that, but your mod support cramps. Will it ever be compatible with gamepads/controller? If not... would you give someine the right to modiefy it and release a updated version?
Right now it's actually both, with the subnautica extention in vortex it installs correct in the bepinex plugin folder.
Got another issue tho. In the Seamoth it installs the mods, but not visual in the slots except the 4 default unless i save and reload the game, leaving the moonbay and return, no visual installed . Trying to figure out what mods that are making this happen, using slotextender, andafter some testing this mod is ruled out. Same behaviour without this mod.
98 comments
Paypal: paypal.me/MrPurple6411
Patreon: patreon.com/MrPurple6411
Github: github.com/sponsors/MrPurple6411
Support for mod issues can be found by the wonderful community on our Community Modding Discord @ discord.gg/UpWuWwq
Nautilus and SMLHelper are incompatible and cause up to and including save corruption when installed together.
(Not every time but enough to be worrying)
So I have made the decision that any mod of mine that uses Nautilus will not load when SMLHelper is installed.
Also Nautilus is the Replacement for SMLHelper and when Nautilus 1.0.1 releases we will be removing SMLHelper support for 2.0 completely meaning all mod makers need to update their mods to Nautilus.
also, would be cool to have the old modification station hud back, or at least partially (maybe divided like the fabricator, with tools on one side and equipment on the other maybe?), idk, i just liked the old version more than now.
In effect making proper controller support would actually require fully remaking the mod in its entirety and unfortunately I am struggling to even stay off the street right now let alone have time to update and remake mods like this one.
Got another issue tho. In the Seamoth it installs the mods, but not visual in the slots except the 4 default unless i save and reload the game, leaving the moonbay and return, no visual installed . Trying to figure out what mods that are making this happen, using slotextender, andafter some testing this mod is ruled out. Same behaviour without this mod.