Cyclops is now craftable in version 3.0! (and in 2.0, but its easier and balance between it and the Prawn suit isnt great)
Changelog 2.0: Prawn suit is 37 items instead of 43. Cyclops is 40 items instead of 70. I thought vanilla inventory size was 40...
Changelog 3.0: Cyclops is 48 items instead of 40. I kept the Prawn suit at 37 items instead of reverting it to 43 for balance reasons. 70 is A LOT more than 43, but I didnt want to make the Prawn suit any cheaper. The seamoth is 30ish items but its also Titanium Ingots instead of Plasteel Ingots, so I dont think it need any balance changes at all.
The Cyclops still does not require 6 Power Cells to craft, but I cant fit that in with everything else it needs. It also just wouldnt be fun. Each power cell requires 3 cave sulfur. THREE! That would have been 18 Cave sulfur! That's so much worse than Stalker Teeth!
yo 3.0 ModifiedRecipies.json is completely broken as the code in it is in an entirely different format from what the mod accepts, the other 2 files work fine
Maybe a dumb question, but do i have to manually change every recipe from "OriginalRecipes" folder to "ModifiedRecipes" values? Cuz putting "ModifiedRecipes" file into "WorkingFiles" folder doesn't change anything in game.
So it never crossed my mind before, but currently I am trying to find a way to alter the food value of foods. I just, stopped eating planted food a while ago because I found it boring, but that nutrient bar recipes requires me to farm some plants. I am going to try and change the food value of things like marblemelon to not be so overpowered Oh my god this just invigorated my excitement to replay Subnautica yet again, if I can figure out a way to change food values I am going to upload a v4 to this mod (CC3 already has food values for custom foods, but I'd rather not replace every food in the game... It also would solve the marblemelon problem...)
I think food value is fine in vanilla Subnautica, you can alter it even more with "Hunger update interval" in Tweaks and Fixes mod.
Adding new unused materials to existing blueprint might encourage exploration and new reason to visit certain biome ^^
Or maybe reintroduce MercuryOre for any light source and thermal blueprint (since Mercury is temp sensitive and also used in fluorescent lighting irl) ^^
Yeah I'll probably add Sea Treader poop to plant boxes. As said I just dont eat planted food and I primarily use the growbeds for farming, which is intentional on my part, I like farming plants in Subnautica. But personally I find most food in Subnautica to be quite overpowered, at least for what I'd like. (Especially the plants) So I'd prefer to reduce it by like, 5ish for the fishes and A LOT for the plants.
Good catch. Until it gets fixed you may try to use older version of Cyclops (from a very similar mod for older version of Subnautica). I played with this receipt in my last playthrough and it worked: ( ItemID:Cyclops; AmountCrafted:1; Ingredients: ( ItemID:PlasteelIngot; Required:8;) ,( ItemID:EnameledGlass; Required:3;) ,( ItemID:Lubricant; Required:5;) ,( ItemID:AdvancedWiringKit; Required:3;) ,( ItemID:Lead; Required:10;) ,( ItemID:ComputerChip; Required:4;) ,( ItemID:Aerogel; Required:5;) ,( ItemID:Diamond; Required:7;) ,( ItemID:AluminumOxide; Required:2;) ; ),
Ooh yeah, I also play with an Inventory Size mod. I completely forgot about that. I got an inventory of 72 size At least its better than the 130 items the Cyclops originally took before I altered the recipe. Either get a mod to customize your inventory size, or go to the text file and reduce the Cyclops recipe.
Edit: while on this I am also using a mod that adds a previously removed item. Mercury or something I think... I should go back and make this mod more accessible so people dont have to go and fix this themselves...
This has now been fixed. Cyclops has gone from 70 items to 40 items I also made the Prawn suit craftable by making its recipe 37 items instead of 43 items
19 comments
Changelog 2.0:
Prawn suit is 37 items instead of 43.
Cyclops is 40 items instead of 70.
I thought vanilla inventory size was 40...
Changelog 3.0:
Cyclops is 48 items instead of 40.
I kept the Prawn suit at 37 items instead of reverting it to 43 for balance reasons. 70 is A LOT more than 43, but I didnt want to make the Prawn suit any cheaper.
The seamoth is 30ish items but its also Titanium Ingots instead of Plasteel Ingots, so I dont think it need any balance changes at all.
The Cyclops still does not require 6 Power Cells to craft, but I cant fit that in with everything else it needs. It also just wouldnt be fun. Each power cell requires 3 cave sulfur. THREE! That would have been 18 Cave sulfur! That's so much worse than Stalker Teeth!
Notice
This comment is too large to display.display the commentFor anyone still having trouble, this mod is not compatible with SMLHelper and will prevent the custom recipes from showing up.
Edit. Problem solved. I found what was wrong.
Those two appliances is so OP, survival became trivial matter once unlocked :(
Maybe something like SeaTreaderPoop, PinkMushroom, and PurpleRattle, compost from waste products of organisms and decomposed mushroom substrate. ^^
I just, stopped eating planted food a while ago because I found it boring, but that nutrient bar recipes requires me to farm some plants.
I am going to try and change the food value of things like marblemelon to not be so overpowered
Oh my god this just invigorated my excitement to replay Subnautica yet again, if I can figure out a way to change food values I am going to upload a v4 to this mod (CC3 already has food values for custom foods, but I'd rather not replace every food in the game... It also would solve the marblemelon problem...)
Adding new unused materials to existing blueprint might encourage exploration and new reason to visit certain biome ^^
Or maybe reintroduce MercuryOre for any light source and thermal blueprint (since Mercury is temp sensitive and also used in fluorescent lighting irl) ^^
But personally I find most food in Subnautica to be quite overpowered, at least for what I'd like. (Especially the plants) So I'd prefer to reduce it by like, 5ish for the fishes and A LOT for the plants.
No more easy AeroGel and BloodOil ^^
(
ItemID:Cyclops;
AmountCrafted:1;
Ingredients:
( ItemID:PlasteelIngot; Required:8;)
,( ItemID:EnameledGlass; Required:3;)
,( ItemID:Lubricant; Required:5;)
,( ItemID:AdvancedWiringKit; Required:3;)
,( ItemID:Lead; Required:10;)
,( ItemID:ComputerChip; Required:4;)
,( ItemID:Aerogel; Required:5;)
,( ItemID:Diamond; Required:7;)
,( ItemID:AluminumOxide; Required:2;)
;
),
I got an inventory of 72 size
At least its better than the 130 items the Cyclops originally took before I altered the recipe.
Either get a mod to customize your inventory size, or go to the text file and reduce the Cyclops recipe.
Edit: while on this I am also using a mod that adds a previously removed item. Mercury or something I think... I should go back and make this mod more accessible so people dont have to go and fix this themselves...
I also made the Prawn suit craftable by making its recipe 37 items instead of 43 items
... Wait inventory size is 48.
3.0 is on its way.