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I have decided to remove ability to see plants with minerals scanner, because of the way how I have implemented it. It breaks balance of the game. Every cave spawn less resources than it should. So now you need to explore caves to find plants.
I have tested the changes, everything looks ok, but let me know if you see any issues.
ps. Keep in mind, that if you have a quest to mine a specific mineral - it will NOT glow in darkness. This mechanic is hardcoded on the other side of game, which I don't want to override because of complecsity of this chage...
If you will find any bugs or problems - please, let me know.
Have a nice gaming!
Changelog:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2850591365
Default range for Sonar is 6000 (SteeringComponent).
I am going to override that value to 18000 for Nevigation Terminal, Shuttle Navigation Terminal and Sonar Monitor.
Handheld Sonar will still have 6000 range.
Monsters will still hear your sonar from distance of 6000 even for overriden items.
I have decided to add this feature, because mod "Super Mining Sonar" is no longer maintained by it's owner.
Sorry, I haven't been playing Barotrauma for a while.
At current moment I am trying to prepare an update for this mod.
Upcoming update will contain such features:
1. Fixed sprites.
2. I am trying to ensure that every resource will have a LightComponent (will glow in darkness). Testing this update at the moment.
3. Old version of the mod was able to recognize two types of resources: common and uncommon. But now I want to make even 'rare' resources with biggest sonar spot (for alien materials).
I am on my way to test changes. Hopefully I will post an update in closest few days.
sprites broken
I am not playing Barotrauma at the moment, so I haven't noticed issues with texture. I will update this mod on Monday (09.01.2023).
Ranu, I have set "pickingtime" for "Holdable" to 0 and I have removed requirement to use cutting equipment from ore.
I assume that developers have some kind of bug. Because logic says that they need to use:
deattachduration="%NUMBER%" of "LevelResource" instead of "pickingtime". But who knows how their logic works? :)
How'd you do the mod? Change settings in the "natural spawning" items and turn off the cutter requirement, or just make the pick-up time so fast you dont notice it?
I think that it's because you have added this mod in the moment when your level was already built (you have loaded a save game which has been created at the moment of undocking from outpost). Try to finish this level and changes from mod will get applied for you on the next one. That's a physic of the game. I can't do nothing with that.
This mod should be safe to be added/removed in existing saved games.
At the bad side, Now I'm paranoid on what is alive or an ore/piezo crystal (POV : No Mineral Scanner).
Still, it makes things easier. (Made my own rule of thumb if it doesn't move for 5 seconds it's probably dead excluding sinking)