Stationeers

Stationeers

ZoopMod [StationeersMods]
77 Comments
AlienXtream 14 Jul @ 5:15am 
ah. thats fair enough. not a bug, just a quirk of the implementation. still, as a new player (and im sure older players would find the QoL nice too) this is all very overwhelming. if you are open to another suggestion on the subject, is handling of overlapping tiles to "splice" the appropriate shape in something that could be considered? perhaps requiring pliers in the other hand to actually do?
Nivvdiy  [author] 14 Jul @ 12:50am 
Hello, yeah as church.exe said it's not a bug, how the path is calculated. He explain it well on how to connect. But i think it would be an idea to add the possibility to autoconnect but not by default, maybe by adding a key to switch mode while zooping
Church.exe 13 Jul @ 7:34pm 
@AlienXtream in these cases you can just add an additional waypoint where you want the corner piece, then drag one cable into the line you want to connect to. The 'zoop' functionality doesn't mind placing cables 'inside' of other cables, so it'll connect as you expect it to. I wouldn't consider this a bug since there are many cases where you want lines to run next to each other but NOT connect to each other, so if the mod tried to auto-connect ends for you it'd likely cause more headaches.

The one exception would be if the connection point it already 'open'. (e.g. : a data/power port on a machine, an exposed casble-end, etc.) In that case I could definitely see an argument for Zoop auto-connecting to it. (esp. for wiring up logic circuits!) With that said I could still see that causing issues, and it could definitely be difficult to implement some sort of 'smart connecting' feature like that.
AlienXtream 12 Jul @ 9:23pm 
when you do next work on it, it seems there might be some jank with connecting to existing points (such as in the 2nd tutorial) where it won't select the correct end piece if the line comes in from the sides (i.e end point only seems to use straight piece)
Anex 4 Jul @ 11:55am 
Thanks for this god tier mod,
One request, just like build mode, please add a delete/remove mode.
adigyran 4 Jun @ 8:26pm 
oh thanks a lot ! great mod
Nivvdiy  [author] 4 Jun @ 9:55am 
Hello, yes it will when i'll have time to work on it again
adigyran 2 Jun @ 5:37pm 
will walls be supported?
Nivvdiy  [author] 19 May @ 3:01am 
Hello, new version of the mod available with a fix from tsholmes and the use of
https://github.com/StationeersLaunchPad/StationeersLaunchPad
Nivvdiy  [author] 19 May @ 1:30am 
Hello Wikus, the mod is paused due to lack of time
WIKUS 18 May @ 8:16am 
Is the mod development discontinued or just paused?
Nivvdiy  [author] 30 Mar @ 7:19am 
Hello! Yes, it's available on GitHub here:
https://github.com/Nivvdiy/ZoopModRecovered

Unfortunately, I don't have enough time to work on the mod. I actively work on my own game and for my work.
_sashkaa 29 Mar @ 5:03am 
Is the source code available anywhere?
Devil 3 Feb @ 12:11am 
Nice mod that would also save time later in creative. Unfortunately, the shift key blocks the backwards rotation of components. I haven't been able to fix this yet.
Nivvdiy  [author] 30 Jan @ 11:22am 
Thanks for that report, i have little time to work on the mod for the moment, i hope to be able to work on it more, soon
Maxxam80 29 Jan @ 11:33pm 
it works only using Coils. It doesn't works with pipes, frames, etc etc
Mainframe 14 Jan @ 3:57am 
I had to downgrade the stationeersmod to get rid of the method error.
Nivvdiy  [author] 11 Jan @ 10:58am 
Thanks for that report, i will check that soon, when i'll have time next week.
[MaD] 11 Jan @ 10:52am 
Seems to cause a crash when using QuietPipesMod .
Nivvdiy  [author] 10 Jan @ 8:04am 
A friend and I can't reproduce the error you report.

This error as been already been corrected before.

To be sure have you unfollowed the old mod? (Old mod still have the error in the code)
Nivvdiy  [author] 10 Jan @ 7:24am 
Thanks for the report, i will check that.
Mainframe 9 Jan @ 2:16am 
I think it was mentioned before. It will throw an error when placing cables.



MissingMethodException: Method not found: void .OnServer.UseMultiConstructor(Assets.Scripts.Objects.Thing,int,int,UnityEngine.Vector3,UnityEngine.Quaternion,int,bool,ulong,int)
at ZoopMod.ZoopUtility.BuildZoop (Assets.Scripts.Inventory.InventoryManager IM)
Nivvdiy  [author] 17 Dec, 2024 @ 7:54am 
Thanks for the report Squingus, i will see that soon :)
Kastuk 16 Dec, 2024 @ 9:46pm 
StationeersMods framework got updated with new config menu system and no more inventory errors.
Squingus 16 Dec, 2024 @ 6:08pm 
Authoring tool no longer works in current update, only mods installed are

BepinEx
StationeerMods
Zoop
Nivvdiy  [author] 15 Dec, 2024 @ 5:13am 
Thanks for your report
Version fixed, happen since last stationeers version, they updated some code which was used in the mod.
Stryth 14 Dec, 2024 @ 11:15pm 
I like you're updating this mod, but I'm gonna have to go back to the old version. Every time I try to zoop anything it fails and give me this error message.

MissingMethodException: Method not found: void .OnServer.UseMultiConstructor(Assets.Scripts.Objects.Thing,int,int,UnityEngine.Vector3,UnityEngine.Quaternion,int,bool,ulong,int)


There's more to it in the log, but Steam comments have a 1000 character limit.
Nivvdiy  [author] 12 Dec, 2024 @ 10:55am 
Universal82 12 Dec, 2024 @ 8:37am 
It may be because I am on Linux or something but after downgrading to v1.0.22.0 it keeps throwing a method not found error for the usemulticonstructor method, Do you have a github page where I can make a bug report?
Nivvdiy  [author] 12 Dec, 2024 @ 12:13am 
❗ For anyone having issues with StationeersMods framework on current stable branch.
Reverting back to v1.0.22.0 should get you going until this is updated to v1.0.25.0.
https://github.com/jixxed/StationeersMods/releases
Nivvdiy  [author] 11 Dec, 2024 @ 11:40pm 
Thanks for the report, i will check it and correct it if that come from zoopmod
Squingus 11 Dec, 2024 @ 6:24pm 
Broken by new update, probably a bepinex update needed
Nivvdiy  [author] 8 Dec, 2024 @ 2:31am 
Hello, yes, but you can deactivate it from zoopmod by deleting the file you can find here:
steamapps\workshop\content\544550\3310094883\GameData\ZoopMod.xml
Stryth 7 Dec, 2024 @ 11:22pm 
Does the stack size changes from this interfere with other stack size mods? I'm using Decxi's "Stacked!" mod.
Nivvdiy  [author] 20 Nov, 2024 @ 10:48pm 
Hello, yes sadly for the moment it only work for the one who host the game, i have to work on it to make it available for multiplayer.
I needed a feedback on this part to know if it worked, i was not sure, so thanks for your feedback.
Ricky 20 Nov, 2024 @ 9:37am 
good afternoon, my friend and i absolutely love this mod, thank you for doing this, however for each of us it only seems to work in single player, whomever joins a world no longer can access the zoop mod, whereas the host still does just not the joiner, would there be a workaround to make it work for us both in a single save together? many many thanks for the mod though <3
Squingus 16 Nov, 2024 @ 8:27am 
aaaaaah thank you so much
Nivvdiy  [author] 16 Nov, 2024 @ 3:07am 
I think you talked about having a curve at first piece of cables?
It can't be done, calculation take first piece as straight
If you want to do cables on short distance i think it's better to do it without zooping. But if there is a straight starting piece and final piece you can use zooping mode
Squingus 15 Nov, 2024 @ 5:24pm 
how do I make curve cables onto multiple devices?
Andriel Chaoti 11 Nov, 2024 @ 9:42am 
Thanks. I appreciate that it may be coming as a setting. I went ahead and just commented all that stuff out in a local copy for myself, and maybe one other friend.
Nivvdiy  [author] 11 Nov, 2024 @ 2:52am 
I want to provide a setting that allows players to change this value with fixed values. Personally, I set a new stack size because it allows for creating longer lines when using waypoints.

If you want to change this, you can easily do so by editing the stack size in the following file:
steamapps\workshop\content\544550\3310094883\GameData\ZoopMod.xml
Andriel Chaoti 10 Nov, 2024 @ 12:53pm 
I'd really rather this mod didn't mess with stack sizes for things. If I wanted that, I'd get a mod to do that, that's not why I use this mod.
Nivvdiy  [author] 30 Oct, 2024 @ 11:16am 
Weird, but i'm glad you fixed it ^^
When have you fixed it?
Have you reinstalled StationeerMods?
DredD_Fall 30 Oct, 2024 @ 10:56am 
Hey I fixed it , was a booked stationeermods install that only seemed to affected zoop mod
Nivvdiy  [author] 30 Oct, 2024 @ 4:17am 
New version of the mod
Added possibility to zoop frames
Nivvdiy  [author] 28 Oct, 2024 @ 3:25pm 
Hello DredD_Fall, first can you confirm you only have one version of ZoopMod?
DredD_Fall 27 Oct, 2024 @ 12:21pm 
doesnt seem to work , i have bepinex and stationeersmods set up, as network paint and infinite spraycans is working. but zoop isnt functional? does it need to be in a specific place in the mod list?
Tren 26 Oct, 2024 @ 9:44am 
ok thanks for info im hoping it will work some day on dedicated server also because larger bases are insane for piping and wiring
Nivvdiy  [author] 18 Oct, 2024 @ 12:57am 
You're welcome :)
Was a big rethink for window chute, and was a bit tricky to make it work properly to consume exact amount of item
garyp156 17 Oct, 2024 @ 12:18pm 
AWESOME Nivvdiy! Thank you so much!