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original by ahk1221

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Kemsed

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25 comments

  1. taylordevin420
    taylordevin420
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    I really wished this worked... it doesn't. 
     its literally the only thing I want.
    1. Verodor
      Verodor
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      Try moving the asset-file to the base mod folder.
      The install instructions are wrong but with a bit of tinkering you can get this mod to work by yourself (I did it).
      Let me know if you have questions.
    2. Glemt
      Glemt
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      @Verodor

      I know it's a year late but I can't get this to work and I don't understand why no one just posts clear instructions.

      I tried:
      Downloading the original Subnautica mod
      Putting baselightswitch.dll in SubnauticaZero > Qmods > BaseLightSwitch
      Taking files from Assets (lightswitch.assets & lightswitch.manifest) in SubnauticaZero > Qmods > BaseLightSwitch
      Then I downloaded this mod
      I dragged copied the files from this mod into the BaseLightSwitch folder overriding the original ones

      Where do I go wrong?
  2. Stroichik
    Stroichik
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    i wish there was an updated standalone mod for lights, instead of SN1port with obsolete libraries
  3. Tassadar2186
    Tassadar2186
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    Why in the world is this mod set to look for lightswitch.assets in the BaseLightSwitch mod folder when it's originally located in BaseLightSwitch/Assets? I had to move it out of that folder and into the base mod folder just to stop getting the stupid mod error on start up! No wonder there are so many people getting errors here!
    1. toebeann
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      It's because this mod (released in June 2022) is a port of the LEGACY version of the SN1 mod (released in November 2019), which at the time was the only version of the mod available.

      If you look at the LEGACY version in the files tab of the SN1 mod, you can see the files were laid out differently to the newest version (released in January 2023). If you download that LEGACY version of the SN1 mod, this unofficial BZ port works fine without the need to move any asset files around.

      It's not the fault of this mod's author that they couldn't see the future!
  4. DeepEuphoria
    DeepEuphoria
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    [Edit] Does not work If you are using any mod that requires BepInEx and Nautilus 

    Shame, this mod was created in 2022 but for some reason was created for QMods and SMLHelper instead of BepInEx and Nautilus. Sadly, QMods and SML have been obsolete for quite some time and are no longer compatible with the current version and newer mods from the past 2 years.

    As a result, this mod is broken and needs to be remade for BepInEx
    1. RamuneNeptune
      RamuneNeptune
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      • QModManager and SMLHelper work on Below Zero
      • QMods can load fine with BepInEx plugins
      The only choice that needs to be made is whether you will use SMLHelper, or nautilus
    2. DeepEuphoria
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      You are right, I should edit my comment slightly as it's not 100% accurate. 


      • "QModManager and SMLHelper work on Below Zero" = Yes, they do, however, obsolete they now are.
      • "QMods can load fine with BepInEx plugins" = With the latest versions, the BepInEx author says otherwise on the Discord when asked
      • "Choose SMLHelper or Nautilus" = Yes, you can only use QMod and SML mods, but any new mods or updated mods are now on BepInEx & Nautilus, which means you have to choose, newer BepInEx mods or older QMod mods, you can't have both if either of them require Nautilus or SML.
    3. toebeann
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      Shame, this mod was created in 2022 but for some reason was created for QMods and SMLHelper instead of BepInEx and Nautilus.
      The Subnautica community started the migration from QModManager to BepInEx in December 2022, when the Living Large update was released for SN1 (original Subnautica). This mod was released in June 2022, before any of that happened. So naturally, it was made for QModManager, just like the original SN1 version it was based on at the time.

      As a result, this mod is broken and needs to be remade for BepInEx
      This mod is not broken and does not need to be remade for Nautilus. It still works with the LEGACY version of the SN1 mod as intended, assuming you are not using mods which are incompatible with it - i.e. Nautilus. It would be nice if someone came along and made an updated version which targets Nautilus instead, however, because then people using Nautilus can use this mod.

      "QMods can load fine with BepInEx plugins" = With the latest versions, the BepInEx author says otherwise on the Discord when asked
      On BZ (Below Zero), QMods can work fine with BepInEx plugins. They even can on SN1, but in practice they usually won't, because on SN1 QMods only work on the legacy branch, and the vast majority of BepInEx plugins were developed for the latest game version only (Living Large update and newer) and are thus incompatible with the legacy branch.

      If you asked me on Discord whether QMods work with BepInEx plugins and I said simply "no" with no further context, I probably assumed you were talking about SN1, since most people are when they ask this question on the discord. So let me set the record straight. The TL;DR is:

      for sn1: no, not usually, though there are exceptions.

      for bz: yes, assuming the mods aren't incompatible for some other reason.

      There are really only a couple of things to bear in mind when installing mods for BZ:

      • If a mod hasn't been updated since the "What the Dock" update, it might not work. Some will, some won't. It depends.
      • SMLHelper and Nautilus are incompatible with each other, which essentially means ALL mods which require SML are incompatible with ALL mods which require Nautilus, and vice versa.

      QModManager and BepInEx are completely compatible with each other. QModManager even requires BepInEx, it just comes packaged with (an older version of) BepInEx instead of marking it as a dependency. The problem is that the people who make mods for QMM or for BepInEx decide to do things which make their mods incompatible with each other, which has nothing to do with either QModManager or BepInEx.

      SML and Nautilus are incompatible with each other because they are both doing the same things. Think of Nautilus as basically SML v3 - it's a utility for mod developers just like SML was, it's made by the same people, does all the same things, but has new features and some breaking changes which make it incompatible with the older version.

      SO if you have mods which are incompatible with one another, you have to choose between them.

      And in the case of SML vs Nautilus, the choice really comes down to the mods which require them. If you have lots of mods which require SML but only a couple which require Nautilus, you might prefer to use SML over Nautilus, and forego the Nautilus mods. BUT if one of those Nautilus mods is a "must have" for your playthrough, then you will have to use Nautilus to use it, and forego the SML mods.

      It's worth noting however that you can pay attention to mods' changelogs and old versions. If a mod has recently been updated to use Nautilus when it used to use SML, you can probably find an old version of that mod in the files tab which requires SML instead, and just use that old version alongside other mods which require SML - but this will only work if that old version is compatible with the BZ What the Dock update. Click "preview file contents" in the files tab - if you find a version which includes a mod.json file, there's a good chance that version of the mod is for QModManager, and Nautilus has never been available for QModManager.

      Another thing to note is SML has been deprecated, and going forward new mods (or updates to old mods) should be targeting Nautilus, not SML. So it is mostly old mods which have not been updated requiring SML. In practice, this means there are many mods for BZ which still require SML, and they will still work as long as they are compatible with the What the Dock update.

      And just for the sake of clarity:

      • Not all QMods require SML. Many do, but many don't.
      • Not all BepInEx plugins require Nautilus. Many do, but many don't.
  5. toebeann
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    Make sure when downloading the original SN1 mod that you go to the files tab and download the file marked LEGACY, as this unofficial port was based on the legacy version of the mod!
  6. Verodor
    Verodor
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    In order this one to work I had to install the original mod from subnautica but move all files (but the icon) to the base mod folder. So my file structure now looks like this:

    BaseLightSwitch/BaseLightSwitch.dll
    BaseLightSwitch/lightswitch.assets
    BaseLightSwitch/lightswitch.manifest
    BaseLightSwitch/mod.json
    BaseLightSwitch/Assets/LightIcon.png
    1. Almalexya
      Almalexya
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      This was the solution. Thank you for the info
    2. toebeann
      toebeann
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      This only matters if you downloaded the latest version of BaseLightSwitch from SN1. If you download the one marked LEGACY in the files tab (which this port was based on), you don't have to do this.
  7. ThancredLux
    ThancredLux
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    [QModManager:ERROR] The following mods failed during patching:
    - Ultra Glide Fins (UltraGlideFins)
    [QModManager:ERROR] The following mods had no patch methods to run:
    - Base Light Switch (BaseLightSwitch)
    [QModManager:ERROR] The following mods could not be loaded for patching due to a missing mod.json file:
    - PrawnRepairAndCharge_BZ (PrawnRepairAndCharge_BZ)
  8. ViroMad
    ViroMad
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    [QModManager:ERROR] Invoking the specified entry method "Patch" failed for mod "BaseLightSwitch"
  9. edgyxscientist
    edgyxscientist
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    cannot get it to work, I'm not sure what's wrong. downloaded the assets folder from Subnautica and the rar file from here, no light switch option
  10. Vecktar
    Vecktar
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    control room gets underrated
    1. Kemsed
      Kemsed
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      it also shuts down power, so eh
      additionally you can use this in any room and it affects whole base