Stationeers

Stationeers

ZoopMod [StationeersMods]
98 Comments
The Lapis Fox 7 Oct @ 1:54am 
This doesn't seem to work in authoring mode. I use the authoring tool, hit z, drag out the green frames, click like normal, and nothing.
Nivvdiy  [author] 5 Oct @ 2:35am 
Oh bad, that was not supposed to be possible, but it might be forget to lock the possibility.
Thanks for that report
Dakkanor 4 Oct @ 4:29pm 
ive noticed there is the ability to zoop the hydroponics trays, but it makes them sideways for some reason for me
Nivvdiy  [author] 30 Sep @ 6:44am 
Not a real incompatibility, it overide the value of the stack but you just have to delete the ZoopMod.xml file and it's ok
Sokky 30 Sep @ 3:29am 
Will this have an incompatability with stacked? Since it changes the stack sizes.
AlienXtream 25 Sep @ 2:37pm 
a perfectly viable option. i believe tweaker is a good option as users only need to add a single line in tweakers in game UI to set their stacksize to anything they want; "prefabs{is Cable}.MaxQunatity=250". that should also work on modded cables too if they register as the "cable" prefab
Nivvdiy  [author] 25 Sep @ 8:24am 
I think i will just remove this part and just add suggestion for using stack mods.
AlienXtream 25 Sep @ 2:51am 
this is the solution the discord helped me with too. it works in the mean time but a proper solution that isn't likely to get reset with updates or other steam workshop jank would be ideal, especially for newer players. at the instruction of some of the discord folks i have copied the workshop files to the local mods to prevent auto updates "breaking" the "fix". i am really loving the game and the community as a whole (modding and vanilla) so thankyou regardless of your decision on the matter :)
Nivvdiy  [author] 25 Sep @ 1:39am 
Hello, AlienXtream, you can deactivate stack by deleting the file you can find here:
steamapps\workshop\content\544550\3310094883\GameData\ZoopMod.xml
AlienXtream 22 Sep @ 9:19pm 
soft incompatibility with stack mods. can the stack size change be made a config option to disable if from loading at all so other stack mods work?
robert 16 Sep @ 5:26pm 
It works well. Sometimes it doesn't connect to a machine when I'm trying to do a complex curve but overall a huge time saver
robert 15 Sep @ 4:31pm 
Uh oh now I'm gonna start playing again. Thanks
Nivvdiy  [author] 15 Sep @ 3:49pm 
Updated the mod for new version of the game. It should work, don't hesitate to report error
robert 13 Sep @ 5:48pm 
Hope this works in the beta soon. Kupie got it working somehow?
Nivvdiy  [author] 31 Aug @ 1:56pm 
@Kupie You made an update of the mod for beta? If yes is it working for both version?
Kupie 31 Aug @ 12:58pm 
So far I built it against the beta version myself and it's been working great!
starqueen 23 Aug @ 9:36pm 
or maybe make the mod look for the game version?
starqueen 23 Aug @ 8:19pm 
maybe make a test version of the mod?
Nivvdiy  [author] 23 Aug @ 3:49pm 
Hello,
Yes the mod have not yet been tested in beta version.
I don't if that can break the mod in stable branch if i update it for beta
Morpheus222cz 23 Aug @ 3:39pm 
Mod does not work in beta version
starqueen 20 Aug @ 10:45am 
this mod does not seem to work on the beta
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?