Subnautica

File information

Last updated

Original upload

Created by

djskratta

Uploaded by

djskratta

Virus scan

Safe to use

About this mod

Draegona's Retreat is a custom game mode save state mod. In Adventure Mode, you can discover lost derelict bases and sunken submarines. Crack open these treasure troves with your handy habitat builder and repair tool. In Billionaire Mode, live comfortably in your underwater lifestyle.

Permissions and credits
Changelogs
Draegona's Retreat
Adventure Mode
and
Billionaire Mode
 
Author's Note
SUBNAUTICA HAS FINALLY RELEASED!!! I am certainly going to get started on making sure the current version of the modded save state is working and then get to work on making more content for Adventure Mode. I believe I'm going to add more to Billionaire mode for those that want a bit more of a surprising adventure. Look out for spooky deep sea crawlers! I think we've got an infestation on our hands!
 
 
INSTALLATION 
(README)
 
  • Download your preferred save state game mode.
  • Locate file location: ..\Steam\steamapps\common\Subnautica\SNAppData\SavedGames
  • The easiest way to find your save game folder is by going to your Steam library, right click on Subnautica, click 'Properties,' click 'Local Files' tab at the top of the properties page, click 'Browse local files...', click SNAppData, and finally click 'SavedGames'. This should bring you to your proper savegame folder on either a MAC or PC. There may be any number of save slots already in your saved game folder depending on how many games of your own that you have saved.
  • Make sure to back up your save files or choose to create a different save slot. I am not responsible for you breaking your own saved games. 
  • To create a new save slot, merely add a new folder in '..\SNAppData\SavedGames' called 'slot00##', where you replace the 2 # signs with numbers and don't include the parentheses. Must be all lowercase and contain no spaces. 
  • Just unzip the file into the new save slot folder that you have named, and you're all set. You can use just about any free codec software. I recommend 7-zip because it's free and easy to use. All files go inside of your new folder. 
  • Example for Windows: 
  • C:\Program Files (x86)\Steam\steamapps\common\Subnautica\SNAppData\SavedGames\slot0009
  • Start up the game, load the save state, and enjoy! :)
 
 
Here... Have some background music while you read...

 
MOD DESCRIPTION
 
Draegona's Retreat is a custom game mode save state mod. Currently, there is two featured custom modes, Adventure, and Billionaire Modes. Each will suit drastically different play styles for various players. 
 
The first is Adventure Mode. Discover lost derelict bases and sunken submarines. Crack open these treasure troves with your handy habitat builder and repair tool. Be careful though, these bases are ready to implode! Build a hatch, reduce the pressure on the base, repair the hull, power the base, and drain the water. Don't forget to clear out the infestation of cave crawlers. Once you do this, you'll have a lightly furnished base ready to go! You might even find little treasures hidden inside!
 

The second is Billionaire Mode. All the amenities of a home have been provided at this Retreat. Featuring a fully furnished home base and cyclops, this Home Base makes you feel like you belong. Never go hungry, and you'll have plenty of water. Beautifully decorated with a filled aquarium and creepvine lighted bedroom. Also features a fabricator room with essential supplies and equipment, scanner room, well-placed observatory, moon pool with a mod station, decompression chamber, a storage room, water filtration room, nuclear reactor with reactor rods, hydroponics grow room, and a comfortably decorated office with laboratory equipment. Zoom around in your brand new seamoth or cyclops at a depth of up to 500 meters. Upgrades not included. This mode is a great option for veteran players who don't really want to start from scratch to be able to just jump in the game for exploration or even just the story.
 
Do you want an extra challenge for just about any playthrough of Subnautica? Can you handle the ultimate scuba diving challenge? Then head on down the page to the section titled Subnautica: The Adventurer's Challenge and check out the rules and regulations. This challenge is based on real-world scuba diving scenarios, rules, physics, and biology. This is absolutely for bragging rights! There are many more things that can kill you besides running out of the air in your Oxygen tanks or being eaten by a Leviathan. The ocean is way more deadly than you initially think. 
 
If you are looking for base concepts, a place to start over at a stable base since your save corrupted, you have no idea how to use console commands, or if you simply just want to jump in and experience everything all at once, then this mod is certainly for you. If you have ideas that you want to add to this mod, you have noticed a bug particular to this mod, or you simply have a critique of something particular or game breaking, then feel free to contact me.
 
Let us know your scariest moments in either The Adventurer's Challenge or Adventure Mode by posting your stories, links, videos, and pictures in the Nexus Mod Forum.
 
If you enjoyed this mod or anything I have provided, be sure to endorse this mod on the Nexus page. Simply clicking the endorse button at the top of the mod page, if you are a Nexus Community registered user, lets me and the rest of the community know just how much you are enjoying what I've provided, just short of a direct comment on the forums. I wish you the best of luck on your adventures!
 
 
Adventure Mode CURRENT FEATURES 
(VERSION AM1.4.0) [UPDATED 02/26/18]
 
Discover lost derelict bases and sunken submarines. Crack open these treasure troves with your handy habitat builder and repair tool. Be careful though, these bases are ready to implode! Build a hatch, reduce the pressure on the base, repair the hull, power the base, and drain the water. 
It seems that since nobody has been home for a long time, some new creatures have taken up residence. They could be hiding just about anywhere. Get rid of them for peace of mind. Once you do this, you'll have a lightly furnished base ready to go! You might even find little treasures hidden inside!
 
Derelict Base Details: 
Must have repair tool and habitat builder to access the bases, repair, and power to drain the water. Once the water has been drained, and the base repaired, the base is ready to be used. 
Just getting into the base isn't enough. Derelict bases were designed to start crushing the moment you add something to it that reduces hull integrity. You must either add reinforcement or remove an aesthetic item to stop the crushing effect. Cave crawlers have infested the derelict bases. Clear out the cave crawler infestation for a creature-free home. Starter bases have been provided and are designed to replace the use of the life pod. These starter bases are located in shallow waters or above water. There will not be any starter bases located in deep water.
 
Derelict Wreck Details: There are ships out there in distress! Two cyclops class submarines have popped their distress beacons, and now that you are on the planet's surface, you can see them. Activate the distress beacon pings in the ping manager on your PDA.
 
Derelict Base Locations:
Bases are named based on environment, aesthetics, or story lore. Multiple large solid titanium structures detected both above and below sea level on planet 4546B. Caution is advised when exploring these structures. Coordinates have been provided.

 
  • Shallowed Starter Base (-80 0 30) 
  • Drae's Breach Starter Base (-825 0 -950)
  • Red Grass Retreat (-550 -50 50)
  • Jelly Reach Outpost (-365 -85 -225)
  • The Fissure (-770 -180 -845)
  • Bones of the Degasi (-740 -30 -1035) 
 
Derelict Wreck Locations:
Wrecks are named based upon environment, aesthetics, or story lore. Multiple cyclops class submarine distress beacons detected under the ocean's surface on planet 4546B... Awaiting arrival of emergency response crew... Coordinates have been provided.
 
  • USS Dreagona (-550 -50 0) 
  • USS Bones (-940 -400 -590) 
 
Derelict Base Additional Details:
  • Bases lightly furnished. 
  • Bases destroyed and damaged. Filled with water. Removed hatches. 
  • No game breaking items/equipment/furnishings. 
  • Starter bases are an exception. Starter bases have a bed, lockers, fabricator, relay, medical fabricator, trash can, and power. These bases serve as staging areas. There will be 3 in total. They are intended to replace the use of the life pod if players can locate these small structures. These structures will not be built deep underwater. Any deep oceanic bases will be derelict. 
  • Any items/equipment/power are absent from derelict bases. There are lootable resources hidden. Everything is upgradable at the abandoned stations.
 
Additional features regarding the storyline of Subnautica:
  • Reset story elements 
  • Locked ALL blueprints. They can be unlocked through normal game progression.
  • Start at the game's beginning, just after the crash. 
  • Spawn inside of Lifepod 5.
  • Aurora countdown reset 
  • Inventory reset  
  • Voice logs locked 
  • Data downloads locked
 
 
Billionaire Mode CURRENT FEATURES 
(VERSION BM2.5.0) [UPDATED 02/25/18]
 
All the amenities of a home have been provided at this Retreat. Featuring a fully furnished home base and cyclops, this Home Base makes you feel like you belong. Never go hungry, and you'll have plenty of water. Beautifully decorated with a filled aquarium and creepvine lighted bedroom. Also features a fabricator room with essential supplies and equipment, scanner room, well-placed observatory, moon pool with a mod station, decompression chamber, a storage room, water filtration room, nuclear reactor with reactor rods, hydroponics grow room, and a comfortably decorated office with laboratory equipment. Zoom around in your brand new seamoth or cyclops at a depth of up to 500 meters. Upgrades not included.
 
This mode is a great option for veteran players who don't really want to start from scratch to be able to just jump in the game for exploration or even just the story.
 
It seems that when you arrive at The Retreat, everything is powered down. Find the power cells in the upper floor glass storage containers, in the cyclops class submarine, and place them in the power slots in the back of the ship to power up the cyclops. The Retreat also needs to be powered up. The reactor rods are located on the upper floor of the reactor room. Find the 8 reactor rods and place them in the nuclear reactors to power up the facility.
 
Home Base (The Retreat) Additional Details:
  • Fully furnished Retreat with all the accommodations of a comfortable home.
  • "Simulated" Decompression Chamber. 
  • Seamoth, Sea Draegona. Max crush depth of 500 meters. Upgradable.
  • Fully furnished Cyclops, USS Draegona. Max crush depth of 500 meters. Upgradable.
  • The base is stocked with essential equipment and supplies. Supplies are located in the rooms with fabricators.
 
Additional features regarding the storyline of Subnautica:
  • Reset story elements 
  • Locked ALL blueprints. They can be unlocked through normal game progression.
  • Start at the game's beginning, just after the crash. 
  • Spawn inside of Lifepod 5.
  • Aurora countdown reset 
  • Inventory reset  
  • Voice logs locked 
  • Data downloads locked
 
 
Subnautica: The Adventurer's Challenge
Can you handle the ultimate scuba diving challenge?
 
These are playable scuba diving rules for any Subnautica playthrough. Use them on your own save if you want to. They aren't gameplay mechanics from the mod per se but a clever use of vanilla gameplay mechanics. These rules are mindful of what is already there in the game and of what you can typically do on a vanilla version of a playthrough. These rules were initially intended to be used in correlation with Draegona's Retreat Adventure Mode. 
 
There are several real-life PHYSICAL and BIOLOGICAL rules when scuba diving in the real world. One of the first questions you are obviously going to ask me is... "Well, how would you know? You're not an expert!". You're right, I'm not an expert. I am however a certified scuba diver with several dozens of hours of experience, so I think I know what I'm talking about here. I was certified as an Open-Water Diver by PADI (Professional Association of Diving Instructors) at the Jupiter Dive Club in Florida. I have roughly 20-30 hours of total scuba diving experience.
 
Directly below, is a list of real-world guidelines when scuba diving. 
Below the list of guidelines is The Adventurer's Challenge Rules and Regulations.
 
 
The Adventurer's Challenge Guidelines For The Real World
There are several major physical and biological factors to consider when scuba diving in the real world...
 
  • Oxygen is everything... Never hold your breath.
 
  • Always have a way out or a way up to the surface. Never get yourself trapped in a cave or ship wreckage. In fact, avoid caves and shipwrecks altogether without proper training and certification. It's dangerous, disorienting, and you will eventually get caught on something sooner or later. Many people die while cave or shipwreck diving. 
 
  • Oh, by the way never panic. Higher heart rates consume more oxygen. You start to breathe heavier, and then you pass out from hyperventilation, the bends, or just plain getting stuck on a rock. By the way, getting knocked unconscious underwater is a death sentence, obviously...
 
  • Nitrogen Narcosis is a huge problem as well as The Bends, otherwise, known as decompression sickness or Caisson Disease. To be honest, I had to find some sources to explain this medically and accurately. Research always pays off. Narcosis is when the Nitrogen dissolves in your bloodstream and overpowers the Oxygen, causing intoxication and under extreme circumstances, paralyzes you. It doesn't matter how much Oxygen you have, spend too long on the bottom of the ocean and you'll always get Nitrogen Narcosis. You can't avoid it. When deep in the ocean, the Nitrogen molecule shrinks in size and fits between the tiny gaps in your body tissue. When you come up to the surface of the water, that Nitrogen expands and wants to escape those tissues. Nitrogen acts as an anesthetic and makes you sleepy once it hits the brain, much like a dentist's Nitrox. Falling asleep or becoming intoxicated underwater is certainly a death sentence.
 
  • Getting The Bends usually means you have ascended too fast and the tiny Nitrogen bubbles in your bloodstream and tissues expand exponentially fast. "A clear example to illustrate this bubble formation process is that of a bottle of carbonated soda. A bottle of carbonated soda is filled with gas (carbon dioxide), which cannot be seen because it is dissolved in solution under pressure. When the bottle is opened, the pressure is released and the gas leaves the solution in the form of bubbles. A diver returning to the surface is similar to opening the bottle of soda. As a diver swims to the surface, the pressure decreases. The nitrogen, which has dissolved in tissues, wants again to leave because the body can hold only a certain amount based on that nitrogen pressure. If a diver surfaces too fast, the excess nitrogen will come out rapidly as gas bubbles. Depending on which organs are involved, these bubbles produce the symptoms of decompression sickness. The risk of decompression illness is directly related to the depth of the dive, the amount of time under pressure, and the rate of ascent." You will go into a possible coma, and you can certainly die from hypoxia above or below the water, in which the brain cells break down and die after about 6 minutes without air. The Nitrogen overpowers the Oxygen and your brain can't breathe. You're brain-dead by about 8 minutes usually. That is just the brain. In extreme cases, the entire body can undergo decompression sickness and multiple organs may shut down upon surfacing. Scary stuff to learn, right?
 
  • Keep an eye on your oxygen, buoyancy, and weight. Never carry too much and always have enough emergency equipment. Better safe than sorry. Having something akin to an air bladder to ascend quickly is really handy. Having a dive reel to get out of a cave? Even better. Equipment is everything. But if you have too much, you use up more oxygen and lose buoyancy. Fewer lead weights that you carry, means the slower you ascend when you drop them in an emergency. You guys did know that's why we carry weights right? They keep us on the bottom of the ocean, but they have a quick release to gain that extra buoyancy in that emergency.
 
  • Always follow the rule of thirds. Keep 1/3 oxygen for your trip to the location, 1/3 oxygen for the return trip back, and 1/3 oxygen for emergencies.
 
  • Following the rule of thirds allows you to follow some of the final rules: Take a decompression stop. The deeper you go, the more stops you need to make. Under normal circumstances in the real world, divers going down to about 100 meters would usually stop at 50 meters on the way up and wait a few minutes, then go up to 30 meters and wait a few more minutes, then up to 15 meters for the final stop before finally reaching the surface. This is to avoid Nitrogen Narcosis or The Bends. 
 
  • Finally, using an air bladder all the time to ascend is extremely dangerous. The rate of ascent needs to be maintained at a steady pace. If you ascend too fast and hold your breath at the same time, your lungs will literally explode in your chest. I'm not joking. They will literally pop like balloons inside your chest. This is due to, you guessed it, water pressure. At only 30 meters below the surface, the pressure is 4 times that of the surface. That means if you ascend at 30 meters with your breath held, your lungs would expand to 4 times the size. You have now made yourself a poppable balloon, congratulations. The way to resolve this issue... Follow rule #1, never stop breathing, and never hold your breath. For the love of God and everything holy, NEVER HOLD YOUR BREATH. You're basically asking for death if you don't follow that simple rule. On emergency ascents with an air bladder or other devices, you need to be breathing out the entire time, never breathe in until you reach the surface. The reason? You may be going too fast to breathe out again in time and you'll get the bends or your lungs will expand faster than you can breathe out. It really is dangerous to ascend that fast.
 
Knowing these real-world guidelines has given me the idea to create Subnautica: The Adventurer's Challenge, which is custom tailored to the vanilla version of the game. This means that these rules are self-imposed and completely optional. These are guidelines to follow the challenge. Follow them all and never divert for bragging rights. I have opened a forum for you to post your vids, stories, pics, etc. Please navigate to the forum section of this mod page to for your personal posts.
 
 
ADVENTURER'S CHALLENGE RULES AND REGULATIONS
Rules are subject to changes to balance gameplay. Check back often on the Nexus change list page for this mod, for changes in the challenge rules. Submit any problems and inquiries at the mod page's forum.
 
[UPDATED ON 08/01/17]
Updated rules on penalty decompressions and submarines. Failures outlined explicitly at the end of each paragraph.
 
  • You may play this challenge in either survival mode or hardcore mode. This is the only time you may use developer console commands. Using any other console commands is considered a FAIL.
 
  • Oxygen, shelter, safety, equipment, light, weight, depth, pressure, temperature, sleep, and memory. These are all factors for these rules. Your Oxygen meter in the bottom left corner is also acting as your timer for timed events, such as mandatory decompressions. 
 
  • Your diving equipment may only take up 20 inventory slots. This includes all equipment, food, water, and medkits. Gatherable items for building and crafting are of course an exception. This is more than enough weight. Any more and you would sink to the bottom of the seafloor. Abandoning this rule is considered a FAIL.
 
  • Plan your dives carefully and accordingly. Following the rule of thirds will save your life. You must make a 10-second decompression stop for each technical dive between 50-200 meters. 1 10-second stop for every dive between 50-100 meters, at 30 meters. 2 10-second stops for dives between 100-200 meters, at 70 and 30 meters and then you may surface. Dives below 200 meters require major mandatory decompression. You must stay in a sub or deep oceanic base for at least 1 minute before going outside at shallower depths. Failing any mandatory decompression is considered a FAIL and DEATH.
 
  • Going out scuba diving at night without a flashlight, flare, or other lighting is considered a FAIL. You can't see. Point blank. End of story. You are going to have a bad time without light. You're smart. You can figure out why not. You have limited flares at the beginning of the game. The flares are located inside of the life pod 5 storage container. I suggest making a flashlight and some batteries quickly. Abandoning this rule is considered a FAIL.
 
  • No air bladder use within the 0-50 meter range. This piece of technology is hazardous if not used correctly. The reason I say ABOVE is that air expands at an exponentially faster rate at shallow depths than in the deeper parts of the ocean. Abandoning this rule is considered FAIL and DEATH.
 
  • No sea glide on technical dives, unless in open water. You may not use the sea glide to ascend ABOVE 50 meters. You may ascend while BELOW sea level 50 meters or deeper. You may NOT use the sea glide for wreck or base dives. Open water only. You certainly wouldn't want to be traveling too fast in a wreck, because almost certainly a piece of metal is going to grab your air tubes and yank your air supply right out of your mouth. You need to be slow and methodical on wreck dives. DON'T PANIC and use the rule of thirds. Abandoning this rule is considered FAIL and DEATH. 
 
  • No vehicle beacons. Turn them off in the ping manager. You may have beacons placed at the bases. In real life, you are never going to know where your submarine is located all the time. Underwater is extremely disorienting to humans. If your balance and equilibrium get thrown off, you would literally not know which way is up/down without that depth meter at the top. You must remember where you left it, or it gets lost in the emotionless sea. Losing your vehicle deep underwater is also considered a failure, but ever so lightly. You must either look for your vehicle before you can continue onwards or load up that ye old save from 5 minutes ago. Turning on the vehicle beacons is considered a FAIL.
 
  • You must fabricate a dive reel in order to start any and all technical wreck dives, accessing derelict bases, or going into caves at the surface. If you lose your dive reel, you must fabricate another one or find your old one before you may wreck dive again. You must place your anchor at the entrance to the cave/base/wreck and leave it tied up until your dive is finished. This piece of equipment will help you find your way out when you start to run low on air. If you don't finish your dive in one go and plan on going back, you must leave your dive reel on the ground, get your air, and then travel back into the cave/base/wreck and retrieve your dive reel. This will help you find your way back to where you left off on your last trip. Completing a wreck/base/cave dive without your dive reel is considered a FAIL.
 
  • For derelict bases between depths of 0-100 meters, you must swim to the surface before you run out of the air in your Oxygen tanks. Remember the rule of thirds. If you dive below 50 meters, you must make a mandatory 10-second decompression stop at 30 meters before reaching the surface. Don't forget your mandatory decompression stop or it counts as a FAIL and DEATH. In real life, this is a deadly detail to forget.
 
  • For derelict bases between depths of 100-200 meters, you must have an air pump to access these bases, build a piping system for the air down to the base entrance and then access the base normally. You may deconstruct the air pump and piping once the tech/wreck dive is complete. During wreck/base dives into the Jelly Shroom Biome Caves and everything from the Lost River Biome Caves or deeper is an obvious exception unless the base has a direct route up to the surface above it. All SMALL caves are an exception. This is where maintaining your Oxygen actually becomes a good skill to remember. If you swim to the surface from this depth, you must make your mandatory 2 decompression stops. 1 stop at 70 meters for 10-seconds and 1 stop at 30 meters for 10-seconds for decompression. Failure to decompress results in a FAIL and DEATH. 
 
  • Derelict bases at 200 meters below sea level may typically be accessed by submarine or various other methods. 
 
  • At any area 300 meters below sea level or deeper, you are required to perform a significant decompression if you leave your submarine for more than a minute. This is the world scuba diving record depth set by humans and is near impossible to reach by normal scuba diving methods. If you leave your vehicle/base for more than a minute in these depths, you must decompress in your sub or base for at least 30-seconds. Failure to decompress is considered a FAIL and DEATH. 
 
  • You may NOT swim in hot, boiling water in the Lava Zone without a Reinforced Dive Suit. You must make a reinforced dive suit or have access to an exosuit to access these dangerous areas. Abandoning this rule is considered a FAIL.
 
  • You may NOT use the seamoth or cyclops to get air for a derelict base, wreck dive, or cave dive between 0-100 meters.  Abandoning this rule is considered a FAIL.
 
  • You MAY use your seamoth and cyclops for air while 100 meters below sea level or deeper, but you must complete a mandatory 30-second penalty decompression or this is considered a FAIL. Avoid using your submarine for air on wreck dives and derelict base dives between 100-200 meters.
 
  • You may NOT perform 2 consecutive penalty decompressions on wreck dives, derelict base dives or cave dives while between 100-200 meters. Abandoning this rule is considered a FAIL.
 
  • You may NOT remove pieces of derelict bases until you have fully repaired and powered them. To stop the crushing effects on individual bases, you MUST place a reinforcement such as a reinforced wall, bulkhead, etc. Once the base is repaired and is ready to be moved into, you MAY do whatever you want to the base; it's yours at that point. Removing a piece of the base before repairing is considered a FAIL.
 
  • You must go to sleep every night. You may skip a night in an emergency situation, but you may not skip 2 nights of sleep in a row. Someone who is delirious and not fully awake is probably going to get themselves killed making a tiny mistake that could've been easily avoided. Skipping 2 nights of sleep is considered a FAIL.
 
  • Before you go to sleep, you MUST empty your entire inventory into a storage container. Sleep for the night, and when you wake up, save immediately. Each morning is your save point. Beds inside of a cyclops submarine are okay to use. You may NOT save outside of your morning saves if you have access to a bed. You MAY save your game in the middle of the day or night, but you MUST go to bed first. Abandoning this rule is considered a FAIL.
 
  • Here's a hint... sleep often when you're tired to follow one of the gaming golden rules: SAVE OFTEN. Once you're awake, you may gather your equipment and get on with your next day. This is why memory is important. Nobody goes to bed with all of their equipment on and their bags packed, and everyone needs to keep track of their stuff consistently or lose hundreds of dollars of equipment. Also, when you unpack your gear, you need to wash the salt water off or risk the rubbers and metals rotting quickly. Salt water is bad for just about everything you own. Forgetting an important piece of equipment or not sleeping could mean you're putting your life at serious risk. This also reinforces the idea to plan your dives carefully and according to what kind of dive you're planning on that day, what equipment you'll need for that dive, your depth and time calculations, and finally what you are planning on eating/drinking for the day's rations.
 
  • SAVING AND RESPAWNING RULES: Abandoning any of these rules or getting a FAIL and/or DEATH based upon your actions sure is embarrassing. However, this is a video game, of course. So, if you obtain a FAIL, DEATH, or forget to follow any of the above rules, you must restart the entire day from your last save just after waking up. If you don't have a bed, don't worry. Just respawn or go to your last save. Those without beds may only save while inside of the life pod or a base. You may not save in the water. Those that obtain a bed, must build that bed ASAP. It becomes top priority the very moment you get it. This bed is where you'll save your game from now on. If you have access to a bed, then you must follow this rule with NO exceptions whatsoever. YOU MAY NOT SAVE OUTSIDE OF THESE SAVE CONDITIONS.
 
 
Adventure Mode Recent Updates and Future Plans
 
Adventure Mode is a work in progress mod and might be for some time. This paragraph will outline future updates. Will be adding dozens of derelict bases and hidden sunken ships with tiny treasures hidden inside. Will update often with plenty of hidden bases/cyclops/treasures. The deeper the base and the more dangerous the area, the better the treasures. Bases at or below 250 meters will have hatches, moon pools, and other nifty things, but nothing game breaking. The reasoning for this is that you need a moon pool and vehicle modification station to make a pressure compensator. Meaning you need to build a moon pool before you're able to access a base with a moonpool. Bases below 350 meters will have a modification station. This ensures that the player has made a pressure compensator mk2 on their own modification station to reach these bases, or they have an exosuit. Sort of like scaling difficulty based on environment/depth. If you have ideas for a base concept or location, please feel free to contact me. I give credit where it's due. Speaking of which, a massive thank you to Steam Community user Jeffbomford f
or the Adventure Mode idea. 
 
Updates for Version AM1.4: Subnautica 1.0 Update
  • Added cave crawlers to derelict bases for added survival and difficulty.
  • Removed pop-up message for damage due to low base hull integrity. Bases will now properly respond to players building on it and start crushing after any additions are added or reinforcements have been taken away.
  • Removed most of the unnecessary power transmitters. I may have missed a few. I hid them well apparently -_-

Updates for Version AM1.3:
  • Added 3 new bases and 1 derelict cyclops. 
  • Derelict cyclops USS Bones has been sunk in the Blood Kelp Zone. 
  • Drae's Breach Starter Base has been added to the floating island on the Northside. 
  • Bones of the Degasi derelict base had been added to the floating island in the central pool. 
  • The Fissure base has been added in the Sparse Reef Biome just North of the floating island.
  • Areas added to Jelly Reach Outpost. 
  • The derelict cyclops USS DREAGONA and USS BONES have popped their distress beacons. These beacons may now be activated manually in the ping manager.
 
Future Plans:
  • Add several new derelict bases and sunken submarines, each with varying depths and difficulties.
 
Billionaire Mode Recent Updates and Future Plans
 
Billionaire Mode is fully functional and may still be updated in the future. I will make small tweaks in the save state from time to time. I will have to decide if I want to do something similar to Adventure Mode, except with extravagant bases dotting the landscape. Still have yet to decide. For right now, the main focus is going to be adding more content to Adventure Mode. Until I feel that the new Adventure Mode has enough content, updates for Billionaire Mode are going on the backburner for a while. Don't let this stop you though. Billionaire Mode is fully ready to play and has plenty of nifty equipment that you'll find useful.
 
Seeing as how Unknown Worlds and Charlie Cleveland, Subnautica's Director, had intended for the game to be gun-free, and to have the players find creative solutions instead of violent solutions, I have removed the torpedo module and torpedoes from the moon pool storage. If you want to defend yourself, you need to work for it. Sorry about that... #neverforgetObraxisPrime
 
Updates for Version BM2.5: (Subnautica 1.0 Update)
  • Removed power transmitters. Their functions are for other uses.
  • Added new pathways through the base and changed the layout very slightly.
  • Updated the save state file to Subnuatica 1.0.
Future Plans:
  • Add derelict bases and sunken submarines. Maybe add a base next to or inside of the quarantine enforcement platform.
 
Video walkthrough of how I reset the story and kept the bases, vehicles, and base inventory intact:

Song in the background of video: Gravity [Rewind Remix Release]
 
Tutorial Details for New Game +

Be sure watch the above video and to click the link below to see the in-depth tutorial.
 
You will start at the beginning just after the crash, and all story elements will be fresh and new. Want to experience the story again without losing all of those hard earned items? Use this tutorial.
 
You can also put your global-objects.bin file from your old save, into the new save game as well. Really, what matters here is that global objects pertain to the base, vehicles, base inventory, etc. and the scene objects pertain to the story elements/timing, player positioning, life pod 5 equipment, player inventory, blueprints, data logs, and voice logs. These files are interchangeable between save files as they control completely separate elements of the game. You can also do this at any point in any save file. So you can literally pop in your old bases at any time on your new save by simply switching over global-objects.bin. Now it absolutely goes without saying to back up your save files. I can't be held responsible for you accidentally deleting your saved game or overwriting it. 
 
Make sure to empty your player inventory into the base inventory and then save your game. What you want to do is have 2 separate save files, each with their own global-objects.bin and scene-objects.bin. Exchanging either of these with another will give you the properties of that particular part of the save. For example, imagine you have a base and a new game on one save, and no base with plenty of story progression on the other save. Take the global-objects.bin file from the save with the base and placing it into the save state folder with story progression, overwriting the other global-objects.bin. Now you have a hybrid save that has both story progression with a custom player inventory and various blueprints/data logs/voice logs unlocked and you have brought over all your bases from the other save.
 
The Steam Community version of the tutorial:
http://steamcommunity.com/sharedfiles/filedetails/?id=961258107
 
The Steam Community discussion thread for this mod:
http://steamcommunity.com/app/264710/discussions/0/2592234299568138961/?ctp=2
 
 
 
THESE SAVE STATE MODIFICATIONS, AND BASE BUILDS ARE STILL A WORK IN PROGRESS. BILLIONAIRE MODE IS FULLY FUNCTIONAL. ADVENTURE MODE IS STILL IN DEVELOPMENT. NEXUS MOD PAGE FORMATTED AND UPDATED 2/26/17.