Subnautica
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FoxinTale

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23 comments

  1. Felicite
    Felicite
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    I enjoyed this particular battery, I hope to see it updated for Subnautica 2.0
    1. Felicite
      Felicite
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      This is the best battery available.

      Strong in power but you have to do a lot of work to get it built. It is also achievable early game if you can get to the harder areas quickly and have a good life pod location (extreme southern).

      I would also like to see this battery updated for 2.0.
  2. Valthorix
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    I noticed you posted the power units for a normal battery/power cell, but how does this compare to the Ion variants?
    1. wrathfulwiz
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      Ion batteries are 5x the power of regular ones, so they're 500 energy per battery, normal is 100, power cells are double the energy of their constituent batteries. 
    2. Valthorix
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      Wait, so, you're telling me that these batteries made of common elements are more than twice as effective as the alien future tech esoteric crystal batteries?
    3. Krzeszny
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      The description says the default is 1250 (and your comment says it's 500)
    4. Valthorix
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      Yes, these batteries have a default power of 1250. And the ion batteries are 500. Surely I'm not the only one that sees the problem here?
    5. FoxinTale
      FoxinTale
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      I'm going off what the Subnautica wiki is saying, and power cells are 200 power, actual units unknown. Ion being 5x that, it's 1,000 power.  I think I did make a mistake in labeling the default one in the article, and something else is the default though. If I did, feel free to let me know about that.
    6. Krzeszny
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      The config says it's Realistic by default. 750. I checked it in-game.
      I'd partially agree with Valthorix. 500 makes more sense, but you're both missing one point.
      The vanilla battery needs 3 materials (it's somehow a copper-acid battery). This one needs 13 materials but it's the same size. In vanilla Subnautica, 13 materials would be used to craft something very big because of the sheer volume of those materials.

      I'm sure you overdid the realism in this one. I know because I've been there (I modded chemicals for Barotrauma which very conveniently limits the crafting ingredients to 5 at max). Think how many materials you can fit in a battery and limit the recipe. You can even make it with 3 materials. Gas pod, lithium, magnetite. Boom, done. Power capacity between 300 and 500. If you want it to be more expensive, add one more thing, but not 10 more.
      Alternatively, make the recipe craft 4 batteries at once with 500 capacity each. Then you'll preserve the ultra-realism and your battery research, while maintaining balance at the same time. But IMHO 3 to 4 materials per battery fits Subnautica's theme way better.
    7. FoxinTale
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      The reason for it being resource intensive is founded in real world chemistry. I know not everyone wants real chemistry in their game, but that's what this mod adds. I was bored one day, let my mind wander, about a week later, this mod happened. There's a linked spreadsheet towards the top of the main page an IRL chemist helped me put together and calculate the resources needed if you're curious about where the numbers came from.

      Finding the size of everything was...quite an adventure. I measured the in game battery model in  both Blender and the size in game with Unity explorer. It was the size of a small washing machine drum...which is well, absurd. So I dropped those measurements by an order of magnitude or two to get something more reasonable, that could fit in ones hand. I did the same with the Lithium. I don't have the numbers right now, but things made more sense after downscaling the resources.

      As for the default.. I thought I had it on 1250 by default, but I guess I didn't (oops). I also could not think of a proper name for 500 power other than what it is, but better name suggestions for all power levels are welcome.
    8. Krzeszny
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      I don't mind realism in your mod (you can make it whatever you wish, it's your mod), but it's not balanced. That's the point I'm trying to make.

      Frankly, I don't understand your explanation with "scaling down materials". The amount of materials needed to craft these batteries seems like too much because of their physical volume. You're also confusing batteries with power cells, saying that a battery is the size of a small (or very small) washing machine drum but it's the power cell, not the battery. A battery is roughly the size of a glass of water. Consider this:
      Vanilla battery: 100 units
      Ion battery: 500 units
      Vanilla power cell: 200 units
      Ion power cell: 1000 units
      On top of that, the Wiki claims Ion cubes could cause a "small nuclear detonation" which is way more power than a lithium battery fire. I'm also assuming that Ion cubes are harder to find than the materials needed for lithium batteries.

      Hence, a lithium battery should never be able to exceed exceed 500 units and a lithium power cell shouldn't exceed 1000. I would personally suggest you to make it 300 for batteries and 600 for power cells because one Ion cube is used to fabricate one vanilla Ion battery. The wiki claims there are only 26 Ion cubes to be found until a specific point in the game, after which you can get an infinite supply, so keep that in mind. It's hard to balance it, I know.

      One vanilla battery requires 3 materials. The lithium battery, while the same size, requires 13. 13 would be enough to fabricate up to 4 batteries from one recipe. Then you could make the power level balanced for batteries and power cells while not making them too expensive.
    9. Krzeszny
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      As for the list, I suggest this:

      Balanced = 300 or 400 (could be the default)
      Powerful = 500
      Realistic = 750
      Unrealistic = 1250
      Delet This = 2000 (take this literally; 2000 vs 2500 is not a difference big enough to have both)
      Consider deleting these, too:
      Absurd = 2500
      It's over 9000 = 9001 (at this point you could as well make them have 9999999 power capacity)

      If you decreased the power density, the batteries would be too expensive. If you increased it, they would be even more overpowered than they already are. These are inherent problems. Balancing the power levels is impossible until you either limit the materials or, to keep the realistic chemistry, increase the yield (more batteries from one recipe) while decreasing the power density to below their ion equivalents.
    10. Valthorix
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      Yes, this is the point of my original comment. The default power is absurd when compared to the ion sources.
    11. FoxinTale
      FoxinTale
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      Those values seem good to me. If I'm being honest, what I currently have was somewhat arbitrarily chosen. What I remember is including the fact that past a point, Ion cells are unlimited, and based it off there.  Though you're essentially end of the game at that point.

      As for actually changing that in the mod, it'll take a bit. I'm in the process of re-installing everything after Windows f*cking died during a feature update a few days ago. Bad Wondows.
    12. Krzeszny
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       Bad Wondows.
      oof
    13. Darknoor
      Darknoor
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      Over 9000, I see what you did there...
    14. MoldyTeapot
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      Apologies for replying to this comment chain over one year later, but its possible (and very easy) to make the batteries have whatever capacity you want. You just need to change the config.json file to:
      {
          "Mode": 250
      }
      I chose 250 in this example, although you can choose practically any integer. Note that the powercell capacity is hardcoded to be double the battery capacity. Changing the recipe to produce multiple batteries requires custom craft 2, but is also relatively simple. In the "WorkingFiles" directory in that mod, create a text file named "ModifiedRecipes.txt" and add this:
      ?ModifiedRecipes:(
      ?ItemID:LithiumIronBattery;
          AmountCrafted:4;
          Ingredients:
           ( ItemID:LithiumIronCathode; Required:1;)
          ,( ItemID:LithiumIronAnode; Required:1;)
          ,( ItemID:LithiumIronElectrolyte; Required:1;)
          ,( ItemID:Copper; Required:1;)
          ,( ItemID:Silicone; Required:1;)
          ,( ItemID:Titanium; Required:1;)
          ;
       );
      The only thing this changes is how many batteries the recipes produces; 4 in this example. I hope this helps you enjoy the mod in (IMO) a much more balanced way. Huge props to FoxinTale for making the source code available on GitHub.
  3. OracleGaymer
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    Can you please include install instructions and file path for people who are new to modding. I know but many others don't. Appreciate it. :)
  4. Krzeszny
    Krzeszny
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    (moved to bug reports)
  5. oskurd
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    i tried install mod but game gives error and cant use mod for some reason. i  tried restart game many times cause some mods seems give that error when first time launch game, but no. and tried reinstall mod it self but still give bright red. 
    1. FoxinTale
      FoxinTale
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      I would suggest joining the modding Discord server. Just search "subnautica modding discord" and you'll find it.  This mod alone wouldn't cause a red error, even if you didn't have Custom Batteries installed.
  6. ztensity
    ztensity
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    Looks like one of the best mods for Subnautica!
  7. Sardasss
    Sardasss
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    Looks awesome !