- #Subnautica mods disappear after downloading multiplayer install#
- #Subnautica mods disappear after downloading multiplayer mod#
Please just state the name of the tool, don't copy random articles from their github page
#Subnautica mods disappear after downloading multiplayer mod#
PS - The mod devs specifically discourge the use of the mod for causual play among you plebs, as stated above. Type in the console command mplayer playername (defaults to localhost) Verify Subnautica logs Subnautica/Subnautica_Data/output_log.txt (Search for nitrox / verify no errors) Inject startup code: NitroxPatcher Main.Execute(). Inject NitroxPatcher into Assembly-CSharp:įind a suitable method that gets executed before the actual game starts(GameInput Awake()) If this file is present, this location will be used regardless of the usual folder. If your Subnautica installation folder is not located in the usual folder (C:\Program Files (x86)\Steam\steamapps\common\Subnautica), a file called DevVars.targets will be generated in the solution directory where an alternative path can be set up. We discourage the use of this mod for casual play until a stable public release has been made.īuild entire solution to generate binaries
#Subnautica mods disappear after downloading multiplayer install#
These steps are not for a regular install of this mod. Please be aware that this mod is in it's early stages of development, and that the steps below are to set up a development environment for Nitrox. Originally posted by B〄F Altonator:You still haven't told me what tool you need. You still haven't told me what tool you need. Maybe you should go back to making cheesy Skyrim mods. Guess the mod just isn't "suited" for you yet. Originally posted by B〄F Altonator:May i direct you to my steam workshop. Please be patient as we work to build a great enhancement for the game. Until a stable version is released, this mod is not recommended for casual play. This requires compilation of the mod, and injecting it into Subnautica not suited for the faint-hearted. Those who are keen to try can follow the guide on the wiki. This mod is still in it's early stages of development, and a public, easy to install version has not been released yet. I guess maybe you're faint of heart and listened to their github? If the guy who can barely speak English figured it out, why can't you? I runned this, but i have much bugs with syncĬompile then edited Assembly CSharp(with dnspy) Here's literally the first one from the second video. There are multiple comments on the Youtube videos. Woah there buddy! I'm a person, not a pretzel, no need to bury me in salt.
I bet you don't even know what tool you need to compile nitrox I used to work with game engines in my spare time at college. Originally posted by adversity187: I can tell you're lying about making mods for games. As modders we get the freedom of a lower bar. Sunrunner - Today at 9:41 we support the subnautica developer's decision to not include multiplayer. There are some edge cases around cross-batch syncing that we have not fully ironed out (you can see my previous conversation with nes to get context) In the current version, most entities are spawning, moving, and syncing appropriately We'll look to adding a server.cfg to fix this I can give some background on fish not movingįirst, the server doesn't start up with any environmental configs so there is a hard coded entity spawning path. P.S here is the mod's plan for what they are going to do!ĮDIT: they changed there plan find it here! But we don't have any misconceptions about how much work it is going to be to get a fully working and polished multiplayer version of SN done." "We fully support the effort Sunrunner is putting into this mod, and are as interested as everyone else to see how it turns out.