PrimeSonicSubnauticaMods
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Bepinex Conversion/Subnautica 2.0 Update
Converted mods to Bepinex Updated to async Spawning systems Updated HandReticle interaction text to new system Converted Loading saveData to asyc due to the need to spawn items in coroutines Removed mod.jsons for QMM Set all versions to 1.0.0.0 for new Bepinex releases. Setup PostBuildEvent to auto zip produced builds for upload with new folder structure.
Still needs LOTS of testing and probably fixes but this is just the start + some fixes.
So far, I've encountered following issues:
- the orb and finished product in ion cube generator are purple
- More importantly, I saved the game with 2 cubes inside the generator and 3rd one at 10%. After I reloaded the game, the generator got darker textures for some reason and it got stuck on loading screen Log from before the game reload: qmodmanager_log-Subnautica.txt And after: qmodmanager_log-Subnautica.txt Another game reload restores the generator to normal and removes it's contents
Another issue I found: Custom Batteries spam this in the log:
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)
at SkyApplier.HasMoved () [0x00000] in <8fa37f01eb4e4445bf8f132f9c235569>:0
at SkyApplier.UpdateSkyIfNecessary () [0x00000] in <8fa37f01eb4e4445bf8f132f9c235569>:0
at SkyApplierUpdater.Update () [0x00031] in <8fa37f01eb4e4445bf8f132f9c235569>:0
I'm saying it's that mod cause it's the only mod from this PR I'm using that uses SkyApplier
in some way.
qmodmanager_log-Subnautica.txt
The log will say about missing mods but these I removed to get to the bottom of the problem.
how far is this done?
any updates for this pr?