Hi lukevo, First of all a huge thank you for creating this mod, the Mineral detector is pretty useless in its vanilla state, so this mod is amazing and very lore-friendly subtle Improvement.
I have a question, as QMods and SMLHelper have both been obsolete for some time now, this means most new mods or updated mods are being made for BepInEx and Nautilus which causes compatibility issues with QMods. I tried using older legacy versions of Nautilus and BepInEx to see if it would work so I could still use this mod but sadly it causes issues.
I just wondered if you had any plans to update it to BepInEx?
Bit offtopic, but I always thought it'd be cool if we had the option to have scanner room show the distance to the items it finds. I know it might fill up the screen a ton but it would be cool toggle-able option nonetheless. Since this is kind of a similar idea, how difficult in theory would that kind of thing be to mod in the game? Not asking you to make anything like that just curious
Yay! I hated the original tool. Before, mine would tell me I'm right on top of it and turns out, it was actually in a cave below me--which, as a new player, I didn't even know existed. I had originally thought it was a bug in the game where it wasn't spawning where it was supposed to. Thank you gigantic tons. Now I just need to make sure I don't get eaten (or drown) when I'm focused on the little indicator thing...
Terrific mod for the mineral finder. With the original finder, It always was tough to interpret the flashing node, and guessing if the depth up or down was just awful. This, along with the long-range mod, gets you right there. It takes some getting used to, but it works a treat. I have been eaten a couple of times as I was busy watching the little screen :)
Agreed there. I was sneakily hoping someone would have modded in a way to just show the found items the same way the scanner hud chip does but this is nearly as good. Thanks!
That's my original plan (you may guess from the mod DLL file name) but turned out it's beyond my ability (the blips are tied to a prefab of Scanner Room) and I don't know how to modify graphical object/model so I thought of this workaround.
Sorry I don't know what Vortex is or how it works. I have always downloaded mods manually and paste into the QMods folder. Any documentation on how to make it work?
17 comments
I have a question, as QMods and SMLHelper have both been obsolete for some time now, this means most new mods or updated mods are being made for BepInEx and Nautilus which causes compatibility issues with QMods.
I tried using older legacy versions of Nautilus and BepInEx to see if it would work so I could still use this mod but sadly it causes issues.
I just wondered if you had any plans to update it to BepInEx?
Definitely giving this mod a try right now
https://www.nexusmods.com/subnauticabelowzero/mods/246