Can you build modules, not the outside of subs? And if so when i do (specifically beluga) it disappears when i log back into the game
also i was trying to use this mod docked vehicle unloader, and it doesn't seem to work with modded vehicles would it need VF to be fixed or the unloader mod its self
Hey, thanks for the comment, but I'm not sure I understand. What do you mean when you say "modules, not the outside of subs?"
If you mean building things on the exterior of the sub, this isn't supported, but maybe you're able to do it because of Building Tweaks or something like that.
About the DockedVehicleStorageAccess, that mod is designed to specifically work with Seamoths and Prawns, so it doesn't look for any other kind of vehicle.
There was a bug report for this issue, so I'm repeating my response here:
""" It seems like the decorations fabricator and the VF fabricator have the same "craft tree type," which would cause one set of craft nodes to perhaps override the other.
Unfortunately, I think this is due to the use of both SMLHelper and Nautilus, and I'm afraid there's nothing I can do about it.
You can revert to VF 1.5.3, which is the last version that doesn't have the fabricator. """
okay bit of a weird issue here i play the echelon mod with this mod obviously but twice now the battery module as well as the repair and depth module will be erased out of my vehicle. what happens is sometimes ill get in the sub and all of a sudden i cant turn only go back and forth when i get out i wont be able to access the upgrade panel ill save, quit and reload and itll be fixed but the modules are gone which are quite expensive on materials.
im not sure whose side i should be posting this on framework or echelon i was hoping you could help as im lost since both seem pretty updated. already cleaned up my mod list but yeah im lost on what to do with this one. id hate to have to get rid of the echelon mod or this since it adds so much immersion.
I don't recognize that error, but the Echelon author mentioned a while back sometimes the modules disappearing on reload. While I'm not sure what's going on, you can send your BepInEx log to me next time it happens. If you can make it happen again (have the modules, save, reload, and they're gone), that log would probably really help us both understand what's going on. The author of the Echelon and I are both fairly active on my discord server, which you can find linked on the description for this mod.
I like the idea of playing such that I never leave a sub/base when deep underwater. This is mostly achievable with the mods that exist. The one major thing that is missing is a habitat builder arm. I am suddenly wondering if one would also need a knife arm for collecting certain plants at depth.
Regarding Depth Modules for Vehicle Framework added vehicles: They are constructed via a specially added wall FABRICATOR. The MOD adds a new type of Fabricator to your Habitat Builder hand held tool. It is called VF Fabricator. It will appear along side the normal in-game fabricator in your available screen of buildable objects. To be clear, depth modules for additional vehicles are NOT NOT NOT constructed in the Modification Statation or the Vehicle Upgrade Console. Hope that helps someone.
I am not sure how hard this would be, but there is a bug I have experienced with many vehicles (mostly phantom and beluga, but also has happened with the cyclops before) where you glitch out of them and are stuck in a walking animation meaning you have to jump off and swim back to it after it corrects you into the swimming state. I think it would be realistically possible to create a way to teleport you back into the submarine if you are found outside of it when you shouldn't be (maybe if you are in an area where there should be water while not having exited a submarine normally).
Those sorts of things are very dependent on the vehicle in question, and so I don't have a lot of power to resolve that issue. When you return to the swimming state is the moment VF realized you're outside of the vehicle. Better handling than that will need to be done by each vehicle.
My idea is that maybe instead of putting you in swimming state when you are unexpectedly found outside the vehicle, it could activate the hatch from a distance to put you back in.
I'll think about making that an option. Thanks for the feedback 😄
I've avoided teleporting the player like that because of how disruptive it would feel if it happened at the wrong time. For example, I frequently use the "warpforward" cheat to get out of vehicles fast; if it teleported me back inside, that wouldn't really work.
If you warp out of the cyclops, you also fall until you get far enough away. But the cyclops is such that you never really glitch outside of it. In that way, VF mirrors the game's normal behavior. It's just that some vehicles have, for example, tight spaces that sometimes pinch the player.
What I mean is that it isn't VF that's causing that to happen. I can treat a symptom of the problem from within VF (being too far away from the vehicle), but it would be better for the affected vehicles to resolve the root of the issue (the player being able to clip out).
ive been using a new customized storage mod and ive noticed at least with crush, the storage percentage stops at 30% when i have more crush inventory slots, could there be a way to make VF compatible with it?, hope this makes sense
I actually started on such an upgrade, but I got a little stuck.
When the Crush attaches to something, its colliders are turned off. That means you could swim straight through it. Otherwise, some nasty vehicle on vehicle collision interactions can happen, which slow the game down and can damage both vehicles.
But when I do that for a Seamoth, you can't click on it anymore, so there's no longer a way to get inside. I have to think of a way around all this before I can finish that mod.
469 comments
also i was trying to use this mod docked vehicle unloader, and it doesn't seem to work with modded vehicles would it need VF to be fixed or the unloader mod its self
If you mean building things on the exterior of the sub, this isn't supported, but maybe you're able to do it because of Building Tweaks or something like that.
About the DockedVehicleStorageAccess, that mod is designed to specifically work with Seamoths and Prawns, so it doesn't look for any other kind of vehicle.
so about the docked vehicle unloader, I build the unloader locker in a modded sub then I dock the prawn or seamoth to it, but it doesn't unload
"""
It seems like the decorations fabricator and the VF fabricator have the same "craft tree type," which would cause one set of craft nodes to perhaps override the other.
Unfortunately, I think this is due to the use of both SMLHelper and Nautilus, and I'm afraid there's nothing I can do about it.
You can revert to VF 1.5.3, which is the last version that doesn't have the fabricator.
"""
im not sure whose side i should be posting this on framework or echelon i was hoping you could help as im lost since both seem pretty updated. already cleaned up my mod list but yeah im lost on what to do with this one. id hate to have to get rid of the echelon mod or this since it adds so much immersion.
Wow, how did I never think about knife arm? 😂
They are constructed via a specially added wall FABRICATOR. The MOD adds a new type of Fabricator to your Habitat Builder hand held tool. It is called VF Fabricator. It will appear along side the normal in-game fabricator in your available screen of buildable objects.
To be clear, depth modules for additional vehicles are NOT NOT NOT constructed in the Modification Statation or the Vehicle Upgrade Console.
Hope that helps someone.
I've avoided teleporting the player like that because of how disruptive it would feel if it happened at the wrong time. For example, I frequently use the "warpforward" cheat to get out of vehicles fast; if it teleported me back inside, that wouldn't really work.
If you warp out of the cyclops, you also fall until you get far enough away. But the cyclops is such that you never really glitch outside of it. In that way, VF mirrors the game's normal behavior. It's just that some vehicles have, for example, tight spaces that sometimes pinch the player.
What I mean is that it isn't VF that's causing that to happen. I can treat a symptom of the problem from within VF (being too far away from the vehicle), but it would be better for the affected vehicles to resolve the root of the issue (the player being able to clip out).
Lots of folks ask for torpedoes, so maybe I should try to figure something out!
When the Crush attaches to something, its colliders are turned off. That means you could swim straight through it. Otherwise, some nasty vehicle on vehicle collision interactions can happen, which slow the game down and can damage both vehicles.
But when I do that for a Seamoth, you can't click on it anymore, so there's no longer a way to get inside. I have to think of a way around all this before I can finish that mod.