Subnautica

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Cattlesquat

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DEATH RUN - 2.2.2 - by Cattlesquat "standing on the shoulders of giants"

Turns Subnautica into a "roguelike" where everything is harder and the only real question is how LONG you can survive.


:: REQUIREMENTS ::
• QMOD manager
• SML Helper v2

:: FEATURES ::
• "Death Timer" and "Cause of Death"
• Escape Pod immediately sinks to the bottom
• Increased damage from all sources
• More aggressive enemies
• Nitrogen management and "The Bends"
• Surface Air not breathable
• Radiation more prevalent and dangerous
• Power costs much steeper
• Vehicles and the Habitat Builder much more expensive

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• 2.2.2 - Costs of Bioreactor/Thermal Plant/Nuclear Reactor increased
• 2.2.2 - "Worse than DeathRun" option added for Scans Required
• 2.2.2 - "Pescatarian" diet challenge (fish ONLY) added
• 2.2.2 - Cyclops fires more likely (depending on your Damage Taken setting)
• 2.2.1 - Patched issue where "Nonviolent" knife couldn't cut Table Coral samples
• 2.2.0 - Integrated Filter Chip now purges nitrogen while you're inside a base
• 2.2.0 - Worse-than-DeathRun "Challenge" option for Radiation to go to 200m implemented
• 2.2.0 - Challenge options for Filter Pump (to not work "in" the Aurora, or optionally "near" it)
• 2.2.0 - Challenge options farming (growing plants) to be 3x or 6x slower
• 2.2.0 - Challenge options "Vegan" and "Vegetarian"
• 2.2.0 - Challenge option for "Nonviolent" (knife does no damage - only collects samples where relevant)
• 2.2.0 - Better unlock messages for upgraded dive suits
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• 2.1.1 - My earlier adjustment to Water Filtration balance didn't take, so have NOW fixed :)
• 2.1.0 - "Decompression Module" vehicle upgrade for Seamoth/Prawn lowers exit cost & speeds bends recovery
• 2.1.0 - "Decompression Module" unlocks when you scan "The Big Alien Skull" or completely unlock Cyclops
• 2.1.0 - In case you've already scanned the big skull, you can also scan a Ghost Ray in same "room".
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• 2.0.0 - After Aurora repaired, can build "Integrated Filter Chip" to allow breathing surface air
• 2.0.0 - "Hull Reinforcement Module" lowers the EXTRA damage caused to vehicles by creatures (stacking 3 removes it)
• 2.0.0 - Stasis Rifle & Propulsion Rifle scans & costs slightly increased (too important a tool not to be made harder!)
• 2.0.0 - "Chernobyl" FX decrease somewhat as you repair each leak
• 2.0.0 - After radiation repair, depth-based radiation phases out more quickly
• 2.0.0 - In "Creative" difficulty mode, tools will spawn with batteries
• 2.0.0 - First Aid Kit going in Quick Slot can be disabled from Options menu (then restart Subnautica)
• 2.0.0 - Adjusted Water Filtration machine energy consumption
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• 1.9.8 - First Aid Kits can be placed in a Quick Slot, and when "held" can be "used" instead of "dropped"
• 1.9.8 - "Chernobyl" Aurora interior FX moved to an optional setting, w/ scoring adjustments.
• 1.9.8 - When repair Aurora and "Surface Air" set to "Hard", all surface air immediately breathable.
• 1.9.8 - Tweaks to "Hard" setting for Nitrogen.
• 1.9.7 - Aurora interior is more Chernobyl-ish before repair, but AFTER repair the air inside it works again
• 1.9.7 - Nitrogen/Bends on "Hard" level falls toward 0 when you go inside a base/vehicle
• 1.9.7 - Setting Batteries to "Worse than Deathrun" gives appropriate scoring credit
• 1.9.7 - Scans Required for Cyclops fragments increased (5 of each type on Death Run, 4 of each type on Hard)
• 1.9.6 - Fix # scans for Prawn that I apparently broke a few builds back
• 1.9.5 - Copper batteries can be "recycled" in the Fabricator -- three batteries returns 2 copper.
• 1.9.5 - First Aid Kits used to purge oxygen are still consumed even if health is 100%
• 1.9.4 - "Alternative" Death Run Vehicles costs wasn't giving proper scoring credit.
• 1.9.4 - Habitat Builder tool recipe no longer includes inappropriate Lithium Battery
• 1.9.3 - Swim Charge Fins rebalanced (will keep up w/ Flashlight. Does not allow infinite Seaglide)
• 1.9.3 - Seamoth "Depth 3" module costs were incorrect - have fixed/patched
• 1.9.2 - Fixed broken targeting (misplaced parenthesis) that was often preventing creatures from attacking.
• 1.9.1 - Can always exit vehicles for free inside Alien facilities & Primary Containment
• 1.9.1 - More effective fix for getting bends in Precursor base elevator, etc.
• 1.9.1 - Player no longer chokes/gasps for air when getting into e.g. Seamoth.
• 1.9 - Depth Modules for certain vehicles have slightly harder ingredient lists
• 1.9 - New "Batteries" difficulty setting added (as usual, "Easy" == vanilla Subnautica)
• 1.9 - Basic Batteries have less power and are no longer rechargeable (unless Batteries set to "Easy")
• 1.9 - Basic Power Cells ARE rechargeable (lead acid batteries) but less power capacity, different costs
• 1.9 - Lithium Batteries & Lithium Power Cells now exist (with power & rechargeability of original game)
• 1.9 - Batteries found in Aurora, Crates, etc, will be the "good rechargeable kind" so more valuable
• 1.9 - When you build a new tool/vehicle it no longer "comes with" a free battery / power cell
• 1.9 - Rebreather effect on nitrogen slightly reduced
• 1.9 - "Scans Required" is now a separate difficulty setting
• 1.9 - Seamoth scans reduced to 12 / 8 (DeathRun / Hard). Even though 15 is super easy, lol! :D
• 1.9 - Cyclops costs rebalanced (base Cyclops is easier, depth mods harder)
• 1.9 - Fixed an exception in player "OnKill" sequence that may have been causing "invicibility bug"
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• 1.8 - Damage increases WEREN'T WORKING. Now they are! FEAR THE DAMAGE INCREASES!!!
• 1.8 - Won't take Bends damage while inside your own base
• 1.8 - Can adjust the frequency with which Bends / Air Breathability / Etc warnings (aka "tips") appear
• 1.8.2 - Alternative "Death Run Costs" for Vehicles available
• 1.8.2 - Fixed lack of bends damage w/ warnings turned off
• 1.8.2 - Spotlights back to only requiring one scan (since they don't despawn when you scan them, no point)
• 1.8.3 - Elevator and Teleporters should no longer give you The Bends
• 1.8.3 - "Primary Containment Facility" no longer causes crush depth damage, nor exit-vehicle energy costs.
• 1.8.3 - Launching Rocket now saves the score
• 1.8.3 - Swim Charge Fins charging penalty reduced
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• 1.7 - Vehicles and certain other items require more "scans" to research
• 1.7 - Escape Pod will now "right itself" when repaired
• 1.7 - Enhanced aggression no longer applies to vehicles you aren't currently piloting
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• 1.6 - Creatures can no longer see you "through terrain" (unless you use new "Worse than Death Run" setting)
• 1.6 - Preference added to disable showing of "tips" on menu screen
• 1.6 - Continued improvement of Escape Pod's data display
• 1.6 - Misc tuning and improvements of nitrogen model. Display shows blue when bonus from pipe, etc.
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• 1.5 - Saved games now show current score & start spot
• 1.5 - (Fixes) Fixed an occasional null pointer in nitrogen code
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• 1.4 - Improved the Deco/Nitrogen meter with color coding.
• 1.4 - Gradually adding to "Tips" section
• 1.4 - (Fixes) Various bugfixes
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• 1.3 - "High Scores List" now tracks your 10 best runs
• 1.3 - Normal (non-sinking) Escape Pod start supported
• 1.3 - (Fixes) Better mod stability when returning to main menu
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• 1.2 - Exiting from Seamoth or Prawn suit "at depth" causes battery drain
• 1.2 - The "Data Wall" in the Escape Pod has been updated
• 1.2 - When you repair the secondary systems, you get a one-time infusion of pod energy
• 1.2 - You can now configure the Escape Pod to stay "upright" if you want
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:: GENERAL OTHER STUFF ::
• Option to make water murky
• Option to make food from the island less available
• Option to have Escape Pod stay upright
• Option to pick specific starting location instead of randomizing

REQUIRED MODS::
- QMod Manager
- SML Helper v2

:: CREDITS ::
♦ Cattlesquat - mod creator and maintainer
♦ Seraphim Risen - code and assets from Nitrogen Mod used with permission
♦ oldark - code from Escape Pod unleashed used with permission
♦ libraryaddict - code from Radiation Challenge used with permission
♦ PrimeSonic - code from MidGameBatteries used with permission. Thanks for coding advice and making SMLHelper
♦ MrPurple - thanks for coding advice and making SMLHelper
♦ AndreaDev3d - thanks for help with several technical problems

:: SETTINGS DETAILS ::

(In all cases "Easy" setting disables that part of the mod and makes it like vanilla Subnautica)

1. DAMAGE TAKEN - slight variance by source of damage, but w/in these bounds.
a. "No Way" - Damage x2 to x3. Respawn health 10%
b. "Death Run" - Damage x1.5 to x2. Respawn health 25%
c. "Hard" - Damage x1.25 to x1.5. Respawn health 50%
d. "Love Taps" - Damage x1.10 to x1.25. Respawn health 75%

2. SURFACE AIR - whether surface air is breathable
a. "Death Run" - never breathable until "Integrated Filter Chip" built - enabled at time of Aurora repair.
b. "Hard" - not breathable while Aurora radiation is active (breathable before and after)

3. RADIATION - radiation even when not near Aurora
a. "Worse than Death Run" - max radiation extends to 200m below surface
b. "Death Run" - max radiation extends to 60m below surface
c. "Hard" - max radiation extends to 30m below surface

4. NITROGEN and THE BENDS
a. "Death Run" - Nitrogen & The Bends fairly strict (penalizes fast ascents, possibility of damage)
b. "Hard" - Less strict version (slower penalties, less damage, no N2 accumulation while "inside")

5. PERSONAL DIVING DEPTH - you have a "crush depth" just like your vehicles.
a. "Death Run" - Basic crush depth 200m. Radiation Suit to 500m. Reinforced Dive Suit up to 800m. Need to upgrade it to Mark2 and Mark3 for 1300m and unlimited levels, respectively. An upgrade of Stillsuit is also available.
b. "Hard" - Same as above, except Reinforced Dive Suit has unlimited depth, so no need to upgrade it.

6. EXPLOSION DEPTH
a. "Death Run" - Aurora explosion varies w/ depth and reaches about 100m deep. 50% reduced if "inside".
b. "Hard" - Aurora explosion varies w/ depth and reaches about 50m deep. 50% reduced if "inside".

7. EXPLOSION TIME
a. Random - the random range is the same as the vanilla game (I believe between just over 45 minutes to about 75 minutes)
b. Short - Explosion 45 minutes after game start
c. Medium - Explosion 60 minutes after game start
d. Long - Explosion 90 minutes after game start

8. POWER COSTS
a. Death Run - most power costs are x3, but x5 while "in radiation". (So 15 per fabrication, or 25 in radiation). Recharge 1/6 speed, or 1/10 speed in radiation.
b. Hard - most power costs are x2, but x3 while "in radiation". (So 10 per fabrication, 25 in radiation). Recharge 1/3 speed, or 1/5 in radiation.

9. BATTERY COSTS - also no tools "come with" batteries while any of these settings active
a. Worse than Death Run - basic copper batteries only hold 25 power.
b. Death Run - basic copper batteries hold 50 power. Not rechargeable, but can be "recycled" (3 dead batteries into 2 copper). Must build Lithium batteries for rechargeable: Lithium + Salt + Diamond + Rubber
c. Hard - same as above except Copper batteries hold 75 power and Lithium batteries only cost Lithium + Salt.

10. POWER TO EXIT VEHICLES
a. Worse than Death Run - power drain to exit away from Moon Pool is Depth / 2.5 for Seamoth. Half for Prawn. Halved for every Nano-Decompression upgrade module.
b. Death Run - power drain to exit away from Moon Pool is Depth / 10 for Seamoth. Half for Prawn. Halved for every Nano-Decompression upgrade module.
c. Hard - power drain to exit away from Moon Pool is Depth / 20 for Seamoth. Half for Prawn. Halved for every Nano-Decompression upgrade module.

11. VEHICLE COSTS - generally designed to require player to reach deeper depths or more locations before acquiring vehicles
a. "No Vehicles Challenge!" - Seamoth/Prawn/Cyclops can't be built until Hatching Enzymes produced. Seaglide is same as DeathRun
b. "Death Run" - the two options vary only the Seamoth recipe
Seaglide - 2xLubricant, 1xCopperWire, 2xLead, 2xGold
Seamoth (exotic costs) - Plasteel + 2xEnameled + 2xLubricant + 4xLead + one of each Hatching Enzyme ingredient except the super-rare one.
Seamoth (alternative costs) - Plasteel + 2xEnameled + 2xLubricant + 4xLead + 3xHydrochloricAcid + Aerogel
Prawn - 2xPlasteel + 2xAerogel + 2xEnameled + 2xDiamond + 3xSulfur + 3xNickel + 3xLubricant
Cyclops - 3xPlasteel + 3xEnameled + 3xNickel + AdvancedWiringKit + 6xUraninite + 4xLubricant
(Various depth module costs also increase)
c. "Hard"
Seaglide - 2xLubricant, 1xCopperWire, 1xLead, 1xGold
Seamoth - Plasteel + 2xEnameled + 3xLubricant + 4xLead
Prawn - 2xPlasteel + 2xAerogel + Enameled + Diamond + Sulfurx2 + Nickelx2 + Lubricantx2
Cyclops - 3xPlasteel + 3xEnameled + 4xLubricant + AdvancedWiringKit + 2xUraninite + 2xNickel
(Depth module costs remain as in basic game)

12. HABITAT BUILDER - now misnamed, really controls several recipes for important "one-time-build" tools, buildings, and weapons. Requires exciting out-of-my-comfort-zone adventures! :)
a. Death Run
Habitat Builder - 2xComputerChip, 2xWiringKit, 2xLithium, 1xMagnetite
Stasis Rifle - ComputerChip, 4xMagnetite, 2xUraninite, Benzene
Propulsion Cannon - WiringKit, 2xMagnetite, 2xLead
Repulsion Cannon - PropCannon + ComputerChip + 4xMagnetite
First Aid Cabinet - ComputerChip + FiberMeshx4 + Silver + Titanium
Moon Pool - 2xTitaniumINGOT, 2xWiringKit, 2xLubricant, 4xLead
Bioreactor - 1xTitaniumINGOT, 1xWiringKit, 1xFiberMesh, 2xLubricant
Thermal Plant - 1xTitaniumINGOT, 3xMagnetite, 2xAerogel
Nuclear Reactor - 2xPlasteel, 2xAdvancedWiringKit, 8xLead
a. Hard
Habitat Builder - 2xComputerChip, 2xWiringKit, 1xLithium
Stasis Rifle - ComputerChip, 2xMagnetite, 1xUraninite
Propulsion Cannon - WiringKit, 1xMagnetite, 1xLead
Repulsion Cannon - PropCannon + ComputerChip + 3xMagnetite
First Aid Cabinet - ComputerChip + FiberMeshx3 + Silver + Titanium
Moon Pool - 1xTitaniumINGOT, 1xWiringKit, 1xLubricant, 3xLead
Bioreactor - 1xTitaniumINGOT, 1xWiringKit, 1xFiberMesh, 1xLubricant
Thermal Plant - 1xTitaniumINGOT, 2xMagnetite, 1xAerogel
Nuclear Reactor - 1xPlasteel, 1xAdvancedWiringKit, 8xLead

13. SCANS REQUIRED
a. Worse than DeathRun
Seaglide, 6
Seamoth, 20
ExosuitFragment, 8
CyclopsBridgeFragment, 7
CyclopsDockingBayFragment, 7
CyclopsEngineFragment, 7
CyclopsHullFragment, 7
Beacon, 6
Gravsphere, 4
StasisRifle, 6
PropulsionCannon, 6
LaserCutter, 6
LaserCutterFragment, 6
BatteryCharger, 6
PowerCellCharger, 6
Constructor, 10
BaseBioReactor, 6
BaseNuclearReactor, 6
ThermalPlant, 6
BaseMoonpool, 6
PowerTransmitter, 4
BaseMapRoom, 6
b. Death Run
Seaglide, 4
Seamoth, 12
ExosuitFragment, 7
CyclopsBridgeFragment, 5
CyclopsDockingBayFragment, 5
CyclopsEngineFragment, 5
CyclopsHullFragment, 5
Beacon, 4
Gravsphere, 4
StasisRifle, 6
PropulsionCannon, 6
LaserCutter, 6
LaserCutterFragment, 6
BatteryCharger, 6
PowerCellCharger, 6
Constructor, 10
BaseBioReactor, 5
BaseNuclearReactor, 5
ThermalPlant, 5
BaseMoonpool, 5
PowerTransmitter, 2
BaseMapRoom, 5
c. Hard
Seaglide, 3
Seamoth, 8
ExosuitFragment, 6
CyclopsBridgeFragment, 4
CyclopsDockingBayFragment, 4
CyclopsEngineFragment, 4
CyclopsHullFragment, 4
Beacon, 3
Gravsphere, 3
StasisRifle, 4
PropulsionCannon, 4
LaserCutter, 4
LaserCutterFragment, 4
Welder, 4
BatteryCharger, 4
PowerCellCharger, 4
Constructor, 6
BaseBioReactor, 4
BaseNuclearReactor, 4
ThermalPlant, 4
BaseMoonpool, 4
PowerTransmitter, 2
BaseMapRoom, 4

14. CREATURE AGGRESSION
a. Worse than DeathRun (like Death Run except creatures can see you through terrain)
b. Death Run
Creatures must have "line-of-sight" to you (no blocking terrain), but will notice you even if you're behind them (i.e. out of field-of-view of their eyes)
You are always at least "twice as attractive" a target when picking among multiple targets
After 20 minutes, creatures can notice you from 2x the distance, and you are now "four times as attractive"
After 40 minutes, creatures can notice you from 3x the distance, and you are now "infinitely attractive"
c. Hard
Creatures must be able to see you within their field-of-view from their eyes
After 20 minutes, you are "twice as attractive" to creatures, and creatures can see you from a bit further (2x for small creatures, 1.25x for big creatures)
After 40 minutes, you are "3x as attractive" to creatures, but aggro range does not increase

15. START LOCATION
a. BASIC GAME - Life Pod starts exactly as in regular Subnautica (floats on surface, at a location determined randomly by the basic game)
b. RANDOM - Life Pod sinks to the bottom at a specially chosen random location. It will also be at a funny angle until you repair its secondary systems.
c. Special Locations - you can choose from among the specific sink-to-the-bottom locations - in this case everything will function the same as B apart from picking your specific start point

16. RADIATION FX IF IMMUNE
a. Aurora as Chernobyl - even while wearing a radiation suit, the green radiation FX will increase as you approach the Aurora and will be drastically increased inside the Aurora (until you repair it). The difficulty of seeing while reaching and repairing the reactor is the challenge.
b. Mild Reminder - even while wearing a radiation suit, a mild green radiation FX will appear on the screen as a reminder, but it will not ramp up as you enter the Aurora

17. FILTER PUMP
a. Challenge - not NEAR Aurora -- the filter pump will not work for breathing when within the Aurora's normal radiation radius (does not include the extra permanent depth-based radiation)
b. Challenge - not INSIDE Aurora -- the filter pump will not work for breathing while you are inside the Aurora (until you repair the radiation leaks)
c. Works Anywhere - Filter pump works like normal, and can filter air for you even inside the irradiated Aurora

18. NONVIOLENT CHALLENGE - the knife now does 0 damage. You can still theoretically kill things by crashing your vehicle into them, hurling them into walls, etc.

19. FARMING CHALLENGE - plants grow either 1/6 or 1/3 speed, so it's harder to "farm" them

20. FOOD CHALLENGE
a. Vegetarian Challenge - you can't eat fish, only plants & nutrient blocks
b. Vegan Challenge - you can only eat plants, no nutrient blocks
c. Radical Pescatarian Challenge - you can only eat fish, no plants or nutrient blocks