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Modernize CyclopsDockingMod and improve compatibility

Refactored namespaces and constructors for consistency and updated
BaseItem to use UnityEngine.Sprite. Migrated dependency
management to NuGet packages, replacing manual DLL references
with modernized <PackageReference> entries in CyclopsDockingMod.csproj.

Refactored CyclopsHatchConnector and BuilderFixer for improved
readability, maintainability, and compatibility with updated
Subnautica modding frameworks. Enhanced animation handling,
prefab instantiation, and asset loading logic.

Performed general code cleanup, removing redundant logic and
improving formatting. Updated the build process to ensure proper
plugin deployment to the BepInEx directory.

@FennexFox
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FennexFox commented Nov 9, 2025

If it's confirmed that the author not active anymore, would you publish your own version?

  • I built this mod myself and tried to load it with the old asset from 2024 version. I can build the docking hatch, but the construction doesn't finish. Also, I have to deconstruct it twice to completely remove it. The log says a few NRE and such.
    Player.log

  • Found the issue: BaseFloodSim.OnBulkheadFaceChanged has NRE on IndexOutOfRange, Base.InstantiateOrReuse. I had a bulkhead built on the corridor where I put the Cyclops Docking Hatch, which caused the problem. Removing it resolved the issue. This is my very first time working on a Subnautica mod, so I have no idea how to fix it.

  • Update:
    This bulkhead thing was not because of this mod; it's a universal thing.

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2 participants