If you're here after an update, note that the changelogs I post here are abridged versions including only the biggest or most important changes. For a full list of changes, see the Releases page on Github.
If you believe you have found a bug, please report it on GitHub. It's where I keep track of what needs doing and the direction this mod is going.
For any other issues or general feedback, you're welcome to post here or find me on the Subnautica Modding Discord.
A note for Legacy users: The last version compatible with the legacy branch of Subnautica is v0.8.2. I have no plans to provide any further updates compatible with the legacy branch; from here on, it's Subnautica 2.0 only.
i unlocked the blueprints and found all fragments, yet it's not showing up with the builder. if i manually try to unlock it it doesn't work, but it does work if i use "unlockall", so it IS there, it's just not unlocking for me. i can't go to Degasi base at 500m because i need a depth module and i can't make a depth module without Moonpool. if i check my spoilerlog Moonpool's recipe consists of things i already have, but if i check my intended_progression_spoilers Moonpool isn't on the list.
there's no titanium under basic materials, instead it's replaced by titanium ingot. the mod should randomize ingredients needed, not remove the item completely. is that supposed to be like that?
Yes, the mod randomises what you get from scrap metal for that seed. So, instead of getting titanium like in vanilla, you’d for example get rubies. You’ll see there should be a random raw material in your blueprints now. This is so, because titanium isn’t worth much when recipes are randomised. In vanilla you need lots of titanium, not in randomiser.
Im using the chaotic randomizer, and everytime i press "Randomise!" It chooses one biome and no matter how hard I try it just stays the same. Anyone able to help?
Hey, firstly, thank a lot for this mod, it and randomized reapers spawns keep the game fresh. A question - what if i hit "randomize" button mid-hardcore game? 5 scans across 5 zones seems to be a wee bit much for me, but I'm too deep to start a new game
The mod will not let you hit the button while in game. If you hit it from the main menu and then keep playing your existing save you can expect to get softlocked due to the changed recipes alone. Also, any regions of the game you have already been to will not spawn anything new, which would be a problem for fragments in particular.
this mod is great for me to actually want to play more tho i cant get vehicles until ive gone to the lava zones because i need nickel for the seamoth and the rest of the stuffs either locked behind radition needing a magma fish or reapers
so unless the cyclops takes more early game stuff the earliest progression i've got is free diving into the blood kelp trench either way i'm free diving to get the membrain tree seeds. I'm talking cyclops because the only reason i dont have it yet is that there weren't enough wrecks in the kelp zones
prawnsuit takes torpedo arm seamoth solar upgrade 3 uraninite and seamoth depth module the arm take 4 membrane tree seeds and a sea crown seed the solar upgrade takes 4 lithium 1 floater 3 acid mushrooms 2 deep mushrooms and 3 copper wire the depth module ive gotten from the aurora and no i didnt edit anything beyond adding the mod
was gonna reoroll because i didnt feel like continueing that seed and looked at its intended progression something doesnt seem right the seaglide depth implies it actually wanted me to get it from the crash zone and not the alternate location i found in the sea treaders path Craft Welder to reach 70m Craft Tank to reach 109m Unlocked LaserCutterFragment. Craft Seaglide to reach 159m Unlocked Fins. Craft DoubleTank to reach 200m Unlocked BaseWaterPark. Unlocked Knife. Unlocked ExoHullModule1. Unlocked LaserCutter. Unlocked VehicleHullModule1. Unlocked Rebreather. Unlocked PropulsionCannonFragment. Craft Cyclops to reach 700m Unlocked ExoHullModule2. Craft Exosuit to reach 1900m Unlocked UltraGlideFins. Unlocked VehicleHullModule2. Unlocked VehicleHullModule3. Unlocked HeatBlade. Unlocked PropulsionCannon. Unlocked RadiationSuit. Unlocked CyclopsHullModule1. Unlocked HighCapacityTank. Unlocked PlasteelTank. Unlocked Seamoth. Unlocked CyclopsHullModule3. Unlocked CyclopsHullModule2. Unlocked RepulsionCannon.
I wish you could just increase the ingredients requirements instead of just randomizing the recipes. I am okay with randomizing fragments, I just also want the blueprints to be more expensive. The expensiveness doesn't work when I turn off "randomize recipes". The recipes aren't including base ingredients like I selected and its not on chaotic. Is what I want available and I am just doing the settings wrong?
Randomised recipes active. Don’t include fish, eggs and seeds. This will still give you more expensive recipes with randomised resources. If you don’t want them randomised, use a mod that increases recipe costs. Like the Realistic Recipes mod or Trollnautica or something.
Fantastic mod, but I've noticed a curious bug in that you become wholly unable to craft food or water (outside of the recipe for water that requires bleach) if you disable using fish in recipes, which I did after having 4 back-to-back seeds that all demanded basic tools have some form of magma fish and/or have 70% of the recipes demand I have a specific form of fish on hand, which sounds obnoxious to facilitate. It'd be nice if those sustenance recipes were just left untouched for that setting, because having to randomize time and time again just to be able to craft a knife before reaching end-game areas is a gigantic mood killer for wanting to even bother.
Haven’t heard of that before. What version of the game are you using and what version of this mod and what version of Nautilus if applicable? Are you using any other recipe mods?
I would just like to try to understand something in the recipeInformation file. I noticed that the depth for some materials is a bit inconsistent in some places. Ignoring raw material, seeds, fish, and eggs. assuming maproomupgradescanrange for example: Is depth meant to recognize how deep you need to go to craft the item (such as getting magnetite for scanner range), how deep you need to go to get its recipe (finding a scanner room, but not being able to go deep enough for magnetite), or a combination of both (setting max depth to which ever value is highest)? This question assuming the file is looking for vanilla information.
Depth is an approximation of when the item becomes available to the player, i.e. at what point it becomes craftable. The depth of the recipe would be BlueprintUnlockDepth, which is generally only set for items unlocked by fragments and databoxes. Depth determines at what point non-craftables automatically unlock, but iirc it doesn't do much for anything you can craft. So for maproomupgradescanrange it's based on its vanilla recipe but in effect does not do much because it is a craftable.
197 comments
If you're here after an update, note that the changelogs I post here are abridged versions including only the biggest or most important changes. For a full list of changes, see the Releases page on Github.
If you believe you have found a bug, please report it on GitHub. It's where I keep track of what needs doing and the direction this mod is going.
For any other issues or general feedback, you're welcome to post here or find me on the Subnautica Modding Discord.
A note for Legacy users:
The last version compatible with the legacy branch of Subnautica is v0.8.2. I have no plans to provide any further updates compatible with the legacy branch; from here on, it's Subnautica 2.0 only.
i unlocked the blueprints and found all fragments, yet it's not showing up with the builder. if i manually try to unlock it it doesn't work, but it does work if i use "unlockall", so it IS there, it's just not unlocking for me. i can't go to Degasi base at 500m because i need a depth module and i can't make a depth module without Moonpool. if i check my spoilerlog Moonpool's recipe consists of things i already have, but if i check my intended_progression_spoilers Moonpool isn't on the list.
when i boot up the game every thing is the same
A question - what if i hit "randomize" button mid-hardcore game? 5 scans across 5 zones seems to be a wee bit much for me, but I'm too deep to start a new game
Craft Welder to reach 70m
Craft Tank to reach 109m
Unlocked LaserCutterFragment.
Craft Seaglide to reach 159m
Unlocked Fins.
Craft DoubleTank to reach 200m
Unlocked BaseWaterPark.
Unlocked Knife.
Unlocked ExoHullModule1.
Unlocked LaserCutter.
Unlocked VehicleHullModule1.
Unlocked Rebreather.
Unlocked PropulsionCannonFragment.
Craft Cyclops to reach 700m
Unlocked ExoHullModule2.
Craft Exosuit to reach 1900m
Unlocked UltraGlideFins.
Unlocked VehicleHullModule2.
Unlocked VehicleHullModule3.
Unlocked HeatBlade.
Unlocked PropulsionCannon.
Unlocked RadiationSuit.
Unlocked CyclopsHullModule1.
Unlocked HighCapacityTank.
Unlocked PlasteelTank.
Unlocked Seamoth.
Unlocked CyclopsHullModule3.
Unlocked CyclopsHullModule2.
Unlocked RepulsionCannon.
assuming maproomupgradescanrange for example:
Is depth meant to recognize how deep you need to go to craft the item (such as getting magnetite for scanner range), how deep you need to go to get its recipe (finding a scanner room, but not being able to go deep enough for magnetite), or a combination of both (setting max depth to which ever value is highest)? This question assuming the file is looking for vanilla information.
Depth determines at what point non-craftables automatically unlock, but iirc it doesn't do much for anything you can craft. So for maproomupgradescanrange it's based on its vanilla recipe but in effect does not do much because it is a craftable.