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Remodor

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Remodor

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About this mod

Complementary mod to "Vehicle Lights Improved". Added a noise based silent running energy cost. Added some alternative Cyclops camera controls. Added a highly customizable Debugging energy info overlay. You can now set the annoying Cyclops camera rotation damper. Moved some changes from Vehicle Lights Improved to this mod.

Requirements
Permissions and credits
Changelogs
Introduction:
Some of you mentioned that some changes in "Vehicle Lights Improved" do not belong there and I agreed with this. So I made this as a complementary mod to my other mod, go check it out as I updated it as well! Additionally I wanted to add my debugging energy overlay. So I created this mod to adjust this!

Description:
First up, nearly everything is configurable and therefore optional! The mod itself is created with as little performance impact as possible. Please let me know if you notice anything. I also created a better more exact energy info overlay, but it had some heavy performance impact, around 5-8 fps so I decided to went for the current implementation, not as accurate but very lightweight.

Additions:
  • Added the ability to add energy costs to the Cyclops engine when idle
  • Cyclops silent running is now changed (later more).
  • Added alternative Cyclops camera controls: The light state are now changed with both mouse buttons: Right to increase light, left to decrease light. I also added the possibility to use the Quick Slot short cuts to swap to a certain light. (The short cuts are to this point not configurable and more like how I think it makes the most sense) The first slot is the top light, the second slot is the back light and the third slot is the bottom light.
  • Added the ability to configure the annoying Cyclops camera rotation damper. The default is 3 and i think 1 is the only reasonable setting. Now it is up to YOU.
  • Added the ability to have the Cyclops vehicle docking bay automatically closing the hatch of the docking bay after entering the cyclops with a Seamoth or a Prawn Suit (which hatch is seen in the pictures). Can be toggled off!
  • Added a highly customizable energy info overlay which states the current energy consumption/change approximated to a day "Draw Debug Energy Info":
    The overlay can be turned completely off at which it has no performance impact. If turned on, it is only visible inside a Base/Cyclops/Vehicle. It looks at the current change of charge of the energy source and calculates the approximated change in relation to an ingame day. For me it is only used for debugging purposes, as the developer of Subnautica decided, or rather not decided, to go for an inconsistent energy consumption/production. E.g. most of the energy is consumed every game tick but some are consumed every 1,2,3 seconds as a bulk. This results in annoying spikes in consumption/production. An example are some of the power generators. However, especially in vehicles, it is quite useful to see the energy recharge at thermal sources or the energy costs for performing certain actions. Just test it for yourself.
  • The option "Debug Energy Info Modify" lets you modify the overlay using the numpad, which is later stored inside the config file:
    Up/Down: 8 | 2
    Left/Right:4 | 6
    Fontsize + | - :   + | -
    InvisibleRectangleSize + | - :      / | *
    Reload from Configfile:                5
    You can alter the written Text before the number with the config file. The default is "Energy: " I only use nothing, like this "" to only see the numbers. Change the text either outside the game or press Num5 with "Debug Energy Info Modify" active to save/ see the changes.
    I recommend you to turn the "Debug Energy Info Modify" off when you are done with the changes. To reset just delete the config file.
Non optional changes:
  • Cyclops silent running is now changed:
    Silent Running: Previously the silent running ability consumed a fixed amount of 1 energy per second (No matter what game speed was set). This is completely changed now. You can now set the amount of energy used per ingame day. A value of 1200 is the equal to the default amount as a day has 1200 seconds. However, now the consumed energy is also related to the avoided noise. If the engine is off, the silent running energy is set to 1% the amount of the set "Cyclops silent running energy per day" setting. If the engine is running, the consumed amount is related to the produced noise. The noise goes from 0 - 1. 1 is reached when the Cyclops is used in the third speed with full throttling. The default speed is at 0.5 and the slow speed is somewhere at 0.2 or so. This value is then multiplied with the set "Cyclops silent running energy per day". Creeping around with the Silent Running on is not stupid anymore, as previously.
  • When the Cyclops has no power anymore and the idling costs are set to more than 0, the engine powers off.
  • Now it is not possible to turn on the engine, if the cyclops has no power.
  • Removed the annoying "press to Exit" overlay for Seamoth and Prawn Suit. You installed this mod, so you should be able to know how to exit the vehicles!

Options:
The options for this mod can be changed either ingame within the mod/options or with the help of the config.json file.
The vanilla config values are, when you delete the config file, these values will be set:
{
  "CyclopsIdlingEnergyPerDay": 0.0,
  "CyclopsSilentRunningEnergyPerDay": 1200.0,
  "CyclopsAlternativeCameraControls": false,
  "CyclopsCameraRotationDamper": 3.0,
  "CyclopsAutoCloseHatch": false,
  "DebugEnergyInfo": false,
  "DebugEnergyInfoModify": false,
  "DebugEnergyHud_Position_X": 15.0,
  "DebugEnergyHud_Position_Y": 395.0,
  "DebugEnergyHud_Size_X": 500.0,
  "DebugEnergyHud_Size_Y": 250.0,
  "DebugEnergyHud_FontSize": 20,
  "DebugEnergyHud_Text": "Energy: "
}
The default config values I am currently playing with, (Also shipped when downloading this mod and the default values in the mod options) are :
{
  "CyclopsIdlingEnergyPerDay": 20.0,
  "CyclopsSilentRunningEnergyPerDay": 1200.0,
  "CyclopsAlternativeCameraControls": true,
  "CyclopsCameraRotationDamper": 1.0,
  "CyclopsAutoCloseHatch": true,
  "DebugEnergyInfo": false,
  "DebugEnergyInfoModify": false,
  "DebugEnergyHud_Position_X": 15.0,
  "DebugEnergyHud_Position_Y": 395.0,
  "DebugEnergyHud_Size_X": 500.0,
  "DebugEnergyHud_Size_Y": 250.0,
  "DebugEnergyHud_FontSize": 20,
  "DebugEnergyHud_Text": "Energy: "
}

Hint: I play with a 5 times slower game, so i multiplied all values by 5. Also, these are just estimations if you find better or more suitable values let me know!

Mod recommendations:
Day Night Speed by zorgesho 
My other mods, especially:
"Vehicle Lights Improved"

Installation:
This mod requires QModManager and SMLHelper (Modding Helper).
Extract the Rm_VehiclesImproved archive into your QMods folder:
"./QMods/Rm_VehiclesImproved/mod.json"

Compatibility:
Hard to tell. I tried to keep everything as compatible as possible!
I will update this in the future if incompatibilities occur.




Please let me know if you find any bugs and post them in the bugs section or if you are not sure, just as a comment!

Visit the modding community for help or additional information!

Sourcecode: Github
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