NOTE: starting with 1.9.5 you need to update your QModManager -- if DeathRun fails to patch that means you have an old version of QModManager.
== 2.2.2 == • 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 == • 2.2.1 - Fixed problem in "Nonviolent" challenge where knife wouldn't cut Table Coral samples.
== 2.2.0 == • 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
== 2.1.1 == • 2.1.1 - My earlier adjustment to Water Filtration balance didn't take, so have NOW fixed :)
== 2.1.0 == • 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".
== 2.0.0 == • 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
== 1.9.8 == • 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 == (Fun surprises for your next trip to the Aurora!) • 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 == • 1.9.5 - Fix scans required for Prawn (which I apparently broke a few builds back)
== 1.9.5 == • 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% • 1.9.5 - Misc tips/tweaks/improvements
== 1.9.4 == • 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 == • 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 == • 1.9.2 - Fixed broken targeting (misplaced parenthesis) that was often preventing creatures from attacking.
== 1.9.1 == • 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.
== 1.9.0 == • Depth Modules for certain vehicles have slightly harder ingredient lists • New "Batteries" difficulty setting added (as usual, "Easy" == vanilla Subnautica) • Basic Batteries have less power and are no longer rechargeable (unless Batteries set to "Easy") • Basic Power Cells ARE rechargeable (lead acid batteries) but less power capacity, different costs • Lithium Batteries & Lithium Power Cells now exist (with power & rechargeability of original game) • Batteries found in Aurora, Crates, etc, will be the "good rechargeable kind" so more valuable • When you build a new tool/vehicle it no longer "comes with" a free battery / power cell • Rebreather effect on nitrogen slightly reduced • "Scans Required" is now a separate difficulty setting • Seamoth scans reduced to 12 / 8 (DeathRun / Hard). Even though 15 is super easy, lol! :D • Cyclops costs rebalanced (base Cyclops is easier, depth mods harder) • Fixed an exception in player "OnKill" sequence that may have been causing "invicibility bug"
Ive been told about this mod and as cool it seems I couldnt find a way to play it in version 2.0. I read that theres a dicord where I can try out the prerealece version so what Im really asking is for an invite :D
I'm doing a legacy death run playthrough, but I have no clue how to deal with nitrogen. I can barely make it to creepvine, and I see no way on how to increase it. Can anyone help me?
If you have toxic air above water until ship repaired, one way is used a Pipe and Floating Air Pump. The Floating Air Pump will give oxygen underwater due to the pump purifying the toxic air. Using that with water and any Alien Buildings also have air should be enough. Also use multiple air tanks and Raw Bladderfish restore 15 oxygen, but take like 4 water. Other option is to wait until Aurora is repaired to unlock the mod to breathe above water air.
Is there a way to change the costs of certain items? I tried using the "Realistic Craft 2.0" mod (based on "Custom Craft 3), however, DeathRun (the new version ported by YesImJD) overwrites the recipes and I can't find a way to fix that. Any help or hint is much appreciated :)
how does one do that, ive found 2 differnt general guides online for rolling back steam games one via steam db and one with depot downloader and both have failed me
Your post should be put on a pedestal. I had a hard time figuring out how to install the damn thing correctly but someone pointed out on Reddit you just need to put the contents of that zip file into its own directory in the bepinex plugins folder.
@BladeRunnerBlueTTV that one kinda works, but I have a problem with copper batteries. Their image didn't load, so I can only see "?" as their icon and when I put them into my repair tool, there's no power.
Thanks for replying so quickly, but I still don't understand.
The deathrun zip on your last post contains vague installation instructions that tell me I need to get Bepinex and SMLHelper. Both of those have equally confusing installs.
If it really is just the deathrun zip, where do I extract the files to?
There are 3 files on the GitHub link I posted, I thought you were referring to those. Yeah, you still require Tobey’s BepInEx pack for Subnautica and SMLHelper(Living Large Update), available from the files tab of SMLHelper on Nexusmods.
If the instructions are too difficult for you to follow, maybe use Vortex to install everything or come over to the Subnautica Modding Discord server for expert personal support. https://discord.gg/5MHsRn3g
Hi, I love this mod, and I'm making a mod pack for Subnautica legacy. I was wondering if it would be possible to simply have a folder with the configurations, but without the death run side to have the configurations (or a mod) to allow a mod pack that is by default not compatible with the death run mod?
Yeah, I thought the same but after trying a new run with the game I just found it too boring and am now downloading the legacy branch just for this mod. It truly is a must-have. Hope they port it to the new version ASAP.
Unfortunately the mod author has not been active on nexus for 2 years, making it unlikely for us to see an update.
However on the git page for this mod it looks like some work has been done to update this mod for bepinex. Seems like there's a bunch of bugs that still need to get sorted out though.
RedstoneWizard08 seems to be the main driving force behind the update, you can download his version here: https://github.com/RedstoneWizard08/subnautica/releases
550 comments
NOTE: starting with 1.9.5 you need to update your QModManager -- if DeathRun fails to patch that means you have an old version of QModManager.
== 2.2.2 ==
• 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 ==
• 2.2.1 - Fixed problem in "Nonviolent" challenge where knife wouldn't cut Table Coral samples.
== 2.2.0 ==
• 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
== 2.1.1 ==
• 2.1.1 - My earlier adjustment to Water Filtration balance didn't take, so have NOW fixed :)
== 2.1.0 ==
• 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".
== 2.0.0 ==
• 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
== 1.9.8 ==
• 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 == (Fun surprises for your next trip to the Aurora!)
• 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 ==
• 1.9.5 - Fix scans required for Prawn (which I apparently broke a few builds back)
== 1.9.5 ==
• 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%
• 1.9.5 - Misc tips/tweaks/improvements
== 1.9.4 ==
• 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 ==
• 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 ==
• 1.9.2 - Fixed broken targeting (misplaced parenthesis) that was often preventing creatures from attacking.
== 1.9.1 ==
• 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.
== 1.9.0 ==
• Depth Modules for certain vehicles have slightly harder ingredient lists
• New "Batteries" difficulty setting added (as usual, "Easy" == vanilla Subnautica)
• Basic Batteries have less power and are no longer rechargeable (unless Batteries set to "Easy")
• Basic Power Cells ARE rechargeable (lead acid batteries) but less power capacity, different costs
• Lithium Batteries & Lithium Power Cells now exist (with power & rechargeability of original game)
• Batteries found in Aurora, Crates, etc, will be the "good rechargeable kind" so more valuable
• When you build a new tool/vehicle it no longer "comes with" a free battery / power cell
• Rebreather effect on nitrogen slightly reduced
• "Scans Required" is now a separate difficulty setting
• Seamoth scans reduced to 12 / 8 (DeathRun / Hard). Even though 15 is super easy, lol! :D
• Cyclops costs rebalanced (base Cyclops is easier, depth mods harder)
• Fixed an exception in player "OnKill" sequence that may have been causing "invicibility bug"
HAVE FUN AND KEEP THE FEEDBACK COMING!
Cattle
Can someone send me a discord link? I've tried the few that I see in the comments, but all are invalid/expired.
Thanks!
However there is an updated for bepinex version here.... https://github.com/RedstoneWizard08/subnautica/releases
What exactly do I need to download to make this work? There's just quite a few links and I'm a little confused which is the correct one.
Cheers!
The deathrun zip on your last post contains vague installation instructions that tell me I need to get Bepinex and SMLHelper. Both of those have equally confusing installs.
If it really is just the deathrun zip, where do I extract the files to?
If the instructions are too difficult for you to follow, maybe use Vortex to install everything or come over to the Subnautica Modding Discord server for expert personal support. https://discord.gg/5MHsRn3g
Hope they port it to the new version ASAP.
However on the git page for this mod it looks like some work has been done to update this mod for bepinex. Seems like there's a bunch of bugs that still need to get sorted out though.
RedstoneWizard08 seems to be the main driving force behind the update, you can download his version here: https://github.com/RedstoneWizard08/subnautica/releases