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Nexus subnautica mods
Nexus subnautica mods




nexus subnautica mods
  1. #Nexus subnautica mods mod#
  2. #Nexus subnautica mods upgrade#
  3. #Nexus subnautica mods mods#

However, this does not mean you can't sort stuff. Storages can only have one single channel, and the transfers do not have any form of sorting built in.

nexus subnautica mods

You can also have multiple storages on transfer and only one on reciever. a storage set to transmitter will send items to any storages set to reciever that have the same id.

nexus subnautica mods nexus subnautica mods

From there, you can set it to transmit/recieve, and change the id of it. Simply craft the storage transfer controller with some magnetite, and then look at a storage container.

#Nexus subnautica mods mod#

I'm proud of this thing.ĭependencies: SmlHelper Changelog Auto Storage TransferĪ very simple, yet powerful mod that allows you to link storages to automatically transfer to or from each other. I tried to make the conversion alright, but admittedly it's not the best conversion, so there's a config for EMC => FCS credit conversion rate if you don't feel like the default rate is fair!

#Nexus subnautica mods mods#

Whats more is this mod also pairs with the FCS mods if you have those installed (no worries if you don't, mod still works), and allows you to convert EMC to alterra credits and back. This isn't super useful for casual play, but becomes incredibly good for combining with the ExchangeUnlockAll command to unlock all items in the exchange menu, and the nocost cheat to effectively turn it into a creative menu. You can also blacklist certain items from getting unlocked, or blacklist all items with a specific string in their name. You can change the costs of specific resources, or even fully crafted items if you desire by simply adding an entry into the BaseMaterialCosts config. You can set an inefficiency multiplier for making items cost slightly more than you get from them. I have tried to make this mod as balanced as I could, but if you aren't a fan of it, there are many configs in it to change things. This also allows the mod to work almost perfectly with modded items, with the only exceptions being modded items that may not have a recipe attached to them. The EMC cost for items is calculated based off of their recipes, with unknown items that don't have a recipe havin a default value of 100. You can also hold shift while selecting an item to create five of those items, at five times the cost. Once you're done admiring, you can choose an item from one of the five tabs and, assuming you have the EMC required, spawn that item directly in your inventory. You can then open the Exchange Menu by pressing the two menu keys at the same time (temporary until I get a model in place) and then admire the beauty of it. Still looks nice tho) which will allow you to deposit items in in order to unlock them for exchange, and gain EMC from them. After Picking up an ion cube, you can build the Item Research Station (mod still kinda beta, no real model yet. Also adds in a button on the left of the terminal to allow you to deconstruct any vehicle currently docked in the cyclops, giving your resources back.ĭependencies: SmlHelper Changelog Equivalent ExchangeĪ very cool mod allowing for transmutation of items into other items. Supports easy craft's pulling of resources from other containers. More importantly, allows you to fabricate a new seamoth/prawn suit directly inside the cyclops' empty docking bay. Meaning you can change the color and name of your vehicle.

#Nexus subnautica mods upgrade#

Improves the vehicle management terminal inside the cyclops (the terminal above the docking bay) to also function as a vehicle upgrade console. Should work with modded torpedoes, although I'm not certain if it works with all of them or just some of them.ĭependencies: SmlHelper, More Cyclops Upgrades No Changelog Yet Cyclops Vehicle Upgrade Console From there, just press the torpedo button and, assuming you have the cyclops module equipped, the cyclops will shoot out the torpedo in whatever direction the camera is facing. Simply place torpedoes into the Cyclops' decoy tube and then enter the cyclops external cameras. I trust github users a bit more, please don't disappoint.) and allows the lockers to function as an autosort target meaning that any placed autosortlocker within the cyclops can automatically deposit to the lockers.ĭependencies: AutosortLockers, SmlHelper Changelog Cyclops TorpedoesĪdds a new cyclops module that allows you to shoot torpedoes from the cyclops. Increases the width and height of the cyclops lockers by a configurable amount (1-15 each on nexus, 1-100 each from this file.






Nexus subnautica mods