
Adds a new buildable locker to the game that automatically transfers compostable items into your Bioreactors! No more manually refilling them.
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Description
Do you absolutely love using Bioreactors, and keeping them all on Overdrive so your base has a constant, unfathomable amount of power? But have you grown weary of manually refilling the very limited amount of storage space inside your reactors with biofuel every time you return from an extended trip out into the deep ocean? Then this is the mod for you!
Reactor Autofill adds a brand-new type of floor-locker to your game called the Bio Locker, that is both functionally and visually distinct from it's vanilla counter-part. You simply fill the Bio Locker with all of the fuel you can get your hands on, and it'll fill all of the empty Bioreactors it finds within a 50m radius of it in priority-order, ensuring that the reactor that needs the fuel the most is always the first one to get it. And when all of your reactors are full? It'll keep the extra reserve Biofuel in it's 30-slot inventory container until a reactor needs some once again. So if you love Bioreactors, and you love automation, try Reactor Autofill today!
Installation instructions
Because this mod is a content-plugin, as opposed to a Lua mod, it's installation process may be slightly different than what you've grown used to with most other mods. Once you've downloaded the .zip file, open it up, and copy the folder named ReactorAutofill to the Subnautica2/Mods directory inside your root game folder. The entire path should read Subnautica2/Subnautica2/Mods/ReactorAutofill. If there isn't already a folder called Mods in your Subnautica2/Subnautica2 directory, create one, and keep in mind that it's case-sensitive. Then, launch your game, and you should be good to go!
Important notes for troubleshooting
To avoid any potential confusion when using this mod, there are a few key details you should keep in mind about how the Bio Locker itself operates.
Firstly, keep in mind that the Bio Lockers have a hard-coded 50-meter radius. This means that if a Bioreactor is more than 50 meters away from a Bio Locker, the locker will not be able to find it. 50 meters is a large enough range that you should be able to build the Bio Lockers in a different room as the reactors if you wish, but keep in mind that they should at least be on the same side of larger bases as the reactors themselves, so you don't run into issues with the lockers not finding your bioreactors.
Second, I strongly recommend that you always build the Bio Locker after you've built at least a couple of the bioreactors you plan to have in your base. The process the Bio Locker has to use to find nearby Bioreactors is relatively expensive, so the system is designed to do it as infrequently as possible, to make sure even people with lower-end PCs can use the mod. As soon as you put your first item inside the Bio Locker, it checks to see if it has already found and connected to at least one Bioreactor before. If it hasn't, it searches for any Bioreactors in a 50m range of it every 10 seconds. Once it has found at least one Bioreactor, it starts only checking for new ones every 5 minutes. So if you build a Bio Locker, and start using it with one or two Bioreactors, then build another bioreactor, it will take up to 5 minutes for it to identify the new one you built, and will not start funneling items into that reactor until it does. You can deconstruct and reconstruct the Bio Locker to force it to update it's list of Bioreactors, if you don't want to wait for that process to happen naturally. If you still run into issues with the locker not seeing any of your Bioreactors after that, make sure that the reactor(s) it's missing are within 50 meters of the locker itself, and if they're not, move the locker closer to the reactors.
Thanks and Credits
This mod would not have been possible without the amazing, custom, unofficial SN2 modkit created by Buckminsterfullerene, and so many others! If you've got a moment, I highly recommend that you check out the project's github page here. And if you're interested in learning how to create a mod like this of your own, Buckminster has an amazing walkthrough of the entire process on their youtube channel here.
No bugs reported yet. If you hit a problem, let the author know.
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