It works well imo. I ran with it for a bit and since you can configure it to your liking, it can be a minor detail or a serious issue you need to keep up with. This is also meant as a soft nerf to vehicles without going the deathrun way of massive power losses every exit. I could add oxygen consumption to bases, sure. Was thinking of doing that, even light consumption, but since there's no vanilla way to turn off lights, I probably won't do it, like I didn't do light consumption in the prawn.
"Tweaks and Fixes" also includes a light switch for the prawn suit (and the base); of course that one unfortunately has quite a lot of incompatibilities, but on the other hand it´s offering some really great features... The other mod which provided the same function unfortunately is set to hidden: https://www.nexusmods.com/subnautica/mods/1312 EDIT: However, there´s still a working download link, in case you don´t want to use Tweaks & Fixes.
So, having those two options available for prawn suit light toggle, it would be really great to have an energy slider for the prawn suit as well - even if it´s set to "0" by default, so that one could have it optionally activated... Think it´s possible to add this? Gonna try it, but without prawn lights it just feels a little "incomplete"..
Oh, and speaking of (base) power - there is a great old mod for legacy: https://www.nexusmods.com/subnautica/mods/656 That´s one of those few old mods that unfortunately never has been updated for 2.0... If you ever fancy to create a mod for base power, that mod could be a great inspiration. I really miss that one...
And yet another lights-related mod I´m really missing is one of the elements of the great "SeamothEnhancementSystem": It had a toggle to switch between standard light which was softer and had a greater spread, perect for near field illumination (for example when leaving the seamoth to search the vicinity for resources), and a "full beam"-light which had a more narrow, but much stronger and focussed light cone for greater distances while traveling. That really came in handy. But this admittedly is something quite different from the purpose of this mod. Just sayin´... ;-)
WOW. This is AWESOME, man. This actually makes for so much ooportunities to control your power consumption and generation, this is really one of the better ideas for making the game "harder", but not difficult, you know what I mean? Wonderful! Keep it up.
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https://www.nexusmods.com/subnautica/mods/1312
EDIT: However, there´s still a working download link, in case you don´t want to use Tweaks & Fixes.
So, having those two options available for prawn suit light toggle, it would be really great to have an energy slider for the prawn suit as well - even if it´s set to "0" by default, so that one could have it optionally activated... Think it´s possible to add this?
Gonna try it, but without prawn lights it just feels a little "incomplete"..
Oh, and speaking of (base) power - there is a great old mod for legacy:
https://www.nexusmods.com/subnautica/mods/656
That´s one of those few old mods that unfortunately never has been updated for 2.0... If you ever fancy to create a mod for base power, that mod could be a great inspiration. I really miss that one...
And yet another lights-related mod I´m really missing is one of the elements of the great "SeamothEnhancementSystem": It had a toggle to switch between standard light which was softer and had a greater spread, perect for near field illumination (for example when leaving the seamoth to search the vicinity for resources), and a "full beam"-light which had a more narrow, but much stronger and focussed light cone for greater distances while traveling. That really came in handy. But this admittedly is something quite different from the purpose of this mod. Just sayin´... ;-)
Thank you!