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  1. in1tiate
    in1tiate
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    Is the water filtration machine's power consumption supposed to be so punishing? I'm using Hard power cost (2x) and the water filtration machine's power consumption is so high that a single nuclear reactor can only barely sustain it. It seems like the reactor's power gen has been halved from about 4 per second to 2 per second, and the filtration machine has been doubled from about 1 per second to about 2 per second, but I'm concerned that this makes the water filtration machine completely unusable without constructing multiple endgame power sources while not even on the hardest setting.

    If this is an intentional design decision I understand but it seems to me like more of an unintended consequence.
    1. Raqzas
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      It's intentional, yes. It makes mid game water acquisition less of a solved problem and pushes you towards solutions you might not otherwise consider.
    2. in1tiate
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      That's understandable and I definitely see how that fits into the ethos of the mod, I just finished my playthrough and I was really impressed with the way it made me engage with things there wasn't really a reason to before. I got used to not having the water purifier eventually, it didn't end up being as much of a handicap as I thought. Really good mod, thanks for making it
  2. Pajoonk
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    Just finished first play-through with this mod (mostly default settings). Just Background Noise on YT inspired me to try it.
    It's excellent. It's the only reason I've returned to SubNautica after first play-through, and it did not disappoint.
    Completely changed early to mid game. Made me use vanilla items I've never even constructed in my normal play-through. They weren't needed. Now some of them are necessary, others greatly increase QoL and survivability (i.e. Grav Traps...in some area, no spoilers ;-) ).

    Some critique:
    - Bases are still OP. Especially for exploration. I thought maybe some pressure mechanic could be implemented to make building large bases, on great depths harder? Maybe costly reinforcement panels, few tiers for i.e. 250-500m, 500-1000m, and below 1000m. Tweaked hull integrity so building some base modules would be virtually impossible on great depths? New, costly modules for deep bases? Just some ideas.
    Also, creatures ignore bases and player in them (like in vanilla?) this also clashes a little with otherwise ruthless atmosphere of Deathrun.
    - Late-game is pretty straight-forward. I would love to see some complications to end-game "quests".

    Question.
    Is it my imagination or did the mod add more leviathans to surface biomes at endgame? Or made them even more aggressive?
    In my final return from depths to surface I was attacked by Reaper in Dunes, but in place it should not have been. I've had an eye on the ones that are normally there, and could have sworn I was in safe distance between their normal territories. And it chased me to grassy plateau! And stayed there! I've reloaded a save thinking it was a bug, but it still was there. I've had default Deathrun aggression settings.
    Anyone experienced something like this?

    PS:
    Unknown Worlds should hire developers of this mod to prepare hardcore mode for SN2. Petition? 
    1. Raqzas
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      Thanks for the kind words.


      • I've played around with trying to make bases less of a safe space, but haven't yet found a solution that's interesting rather than tedious. New panels/modules would veer into new base piece territory, which is an awful behemoth no modder wants to touch. Limiting which pieces can be built at great depths could be something, perhaps.
      • Creatures ignore bases for now. I have some experiments on the backburner, but do not want this to turn into leviathan killing simulator.
      • The mod is a little front loaded, yes. What kind of complications were you thinking of?
      • There are no new leviathans added by this mod. What can happen though is that leviathans move around. They're usually leashed to a point they won't move too far away from but this point is set to their current position when they're unloaded/reloaded. If a reaper is far away from their leash point when you move away from them and end up despawning them, that will move their "zone" quite a bit. This is entirely vanilla, but you're much more likely to run into this kind of thing because of the increased aggression settings making leviathans chase you farther for longer.
    2. Pajoonk
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      |Somehow [ spoiler ] tag does not work for me, so consider this post as containing spoilers for the mod. I assume all people here are familiar with base game so there is no need for spoiler warning for vanilla.|

      In regards to bases.

      Maybe increased costs of modules (especially those responsible for structural integrity) will be enough?
      It's little silly that I-section costs the same as locker (I know it's vanilla problem).
      Also removing most modules from default list you acquire by simply building Habitat Builder. Making it so other modules must be obtained by scanning fragments or recovering data boxes?
      Is it possible to split base to smaller fragments to avoid such exploits like building one extremely reinforced part to offset "all glass" part on the other end? 

      Creatures and bases.
      Maybe you could force players to use terrain as protection from bigger creatures?
      Is it possible to make some areas off-limits to certain creatures? I.e. leviathans are pretty buggy in more enclosed spaces like those "craters" in Dunes or cracks in cliffs. So maybe it would be possible to ban them entirely from such areas. Player would have to find those safe spaces, confirm by trial and error that they are truly safe and try to fit his base there. Also, like in real life - if you build in certain hi risk areas you have only yourself to blame.

      Late game ideas...
      Those are hard.

      Spoiler:  
      Show
      Generally last obstacle for me was getting Kyanite. I've finally reached it by using two O2 tanks, and previous knowledge of teleporter in Inactive Lava Zone. After that it was smooth sailing, especially with use of the teleporter network.
      So maybe disabling them, making them one way or making them costly to use every time will work?


      Generally what I appreciated most with your mod was forcing me to think out of the box.
      Spoiler:  
      Show
      Like aforementioned use of two tanks, grav traps for sulphur so I wouldn't dissolve in brine etc.

      Increased cost of enzyme would be one easy step - forcing you to really explore and know most of flora and fauna.
      Spoiler:  
      Show
      I.e. new recipe for Seamoth positively surprised me and made me search deep in my Databank. Databank I've mostly ignored before, since I got all the entries in vanilla play-through, and wasn't interested in reminder.


      Maybe something with creature eggs, to make collecting them and breeding some rare, species necessary. I.e. some materials could be harvested only from live, domesticated specimens.
      Also forcing matching flora in the tank to eggs you try to hatch. Making some creatures incompatible with each other to force building multiple tanks. Need to feed the creatures with their respective food (additional tanks for carnivore food, growbeds for plants). Making tank size matter for bigger creatures with increased tank costs (in both materials and structural integrity). All with minimal hints, just trial and error, and common sense like the pioneer zoologist you are on this planet.
      Maybe some vague feedback i.e. creature X eggs have Y% chance to hatch in this tank and hatchings have Z% chance to grow to adulthood. Where percentages are guided by tank contents and size.

      Making building Neptune more costly in terms of materials, and also requiring lots of energy, so you'll have to build network of power stations to satisfy those needs.
      Especially forcing player to use geothermal plants would make us to not only choose platform location wisely but also invest time and effort to build vast power connectors network. It also helps that many of geothermal vents are located in dangerous areas.
      You could even justify the need for geothermal connection by pretending those gasses are part of fuel mixture. Would it be possible to make a requirement for pump/pipe connection to the platform?

      Those are some ideas from the top of my head. I don't know how viable anything of those are. I have no moding experience and knowledge like you, so don't be angry if some of them seem ridiculous from viability standpoint.

      I've enjoyed every minute of play with your mod so much that I was sad when gameplay returned, mostly, to vanilla level and soon ended. That is my motivation for asking for more. But I'm grateful and in awe for everything you achieved with Deathrun as it is.

  3. SergeSK
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    This mode is awesome!
    I did not pass this mod on my first attempt, although it was not bad. This mod forces you to be even more vigilant and careful than just in HardCore. Great mod!
  4. JokingOregon1
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    This is like the universe where the nestle CEO that said that water isn't a basic human right made that a reality and also applied that to breathable air. 10/10 Im enjoying the challenge so far
  5. Eisemberg
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    I loved this new realistic and challenging mechanic added to diving. However, it gets a bit frustrating that the safe ascent distance before taking damage is so short (only 10 meters), especially considering how quickly you can ascend. It would be great if you could add a setting option to adjust that safe ascent distance. You might also consider implementing a mechanic similar to the Slow Ascent mod, which was created for the first version of Deathrun: (https://www.nexusmods.com/subnautica/mods/885)
    1. Raqzas
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      I'm not entirely sure what you mean by ten meters. Your safe depth evens out at roughly 3/4 of your current depth, so at 100m depth you have 25m that are safe to play around with. If you're talking about the ascension speed that is entirely determined by, well, speed. Distance does not matter for that at all, it's how quickly you're surfacing. The moving bar next to your safe depth hud shows you whether you are currently surfacing too quickly. Keeping it in the green/yellow area is fine, but you start taking damage once it moves into the red.

      The slow ascent mod seems like a good qol addition. I'll consider it.
  6. mm712334
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    I love this mod and do a fresh run once or twice a year. However, it's not too hard to memorize where certain fragments can be found for scanning. I'm wondering if you could add a fragments randomizer.
    1. RayRobertson
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      https://www.nexusmods.com/subnautica/mods/764
  7. 26zspears
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    This Mod doesn't seem to be working for me
  8. OverPokerFace
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    As of 1.0.6, the bug with the uncraftable Reinforced Water Filtration suit is still present. Specialty O2 tanks crafting icon covers it, making it possible to only craft Reinforced Dive Suit mk2.
  9. Stokestix
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    Be careful though: once you start a run, you can no longer change its difficulty settings!

    Is this by design or is it a technical impossibility? I'd love the option to change things up if the run is too easy or too difficult depending on my mood.
    1. Raqzas
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      By design, since you're meant to fail and try again.
  10. drstage
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    Hi, 

    I was trying another run with the "Coral enthusiast" start and I found it to be nearly(?) impossible.
    You start at ~50m within the large coral in the save shallows and the start itself is easy.

    But by the time the aurora explodes, I don't know how to survive the radiation. The next 100m spot is a couple of hundreds of meters away
    and by the time it takes me to get back to the pod, I die of radiation (and the suit gets unlocked with the explosion...).
    Building a habitat is nearly impossible too because magnetite is either too far away or below 200m.

    Any input on this?
    1. RayRobertson
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      Get the seaglide and gather as many medkits as you can muster to heal on your way back to the pod. Have the 2 fibre mesh and 2 lead on your person, so you can craft the radiation suit as soon as you get into the pod.
    2. SergeSK
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      магнетит можно найти в дыре в грибной пещере на глубине менее 200 м. Я нырял с 2-мя баллонами большой ёмкости и глайдером, хватило воздуха с запасом для безопасного всплытия. Главное - не забывать пополнять 2-й баллон воздухом. Я тогда утонул, потому что понадеялся на 2-й баллон, который забыл пополнить