Thanks to all those who helped make my mod compatible with CC2. I couldn't do this work because of lack of time, even if I still play subnautica with my mod in version 1.3.2.
I have made some adjustments of v1.3.2 that I will publish as soon as I have time (will be compatible cc2 of course).
In the meantime you can download the files made by Quintuple5 and the one given to me by M3dicCookie for fragment booster I haven't tested them, but it seems they work.
You can use Fragment booster MOD from Gorillazilla9 as it is not included in the work done by Quintuple5 https://www.nexusmods.com/subnautica/mods/193 I am waiting for his authorization to put it on my page Made by Gorillazilla9
V2.0 needs custom craft v2 and modding helper v2 Including files compatible with custom craft 2 made by other modders.
v1.3.2 - v1.3.2 should solve problems with mods : CyclopsSolarPower""Exteriorplantpot" & "Baselightswitch" so that you don't have anymore to modify the file yourself (I hope). - Adds compatibility with VModFabricator. - Recipes for some blueprints have been simplified or modified.
Experimental V1.3 is online.
As requested by Greatgreengoo, I modified the number of blueprints needed to discover a technology. I don't have time to test it yet, so it's a beta version. Major technologies like tools, seamoth or cyclop now need twice (or even three times) more blueprints to be discovered.
If you want to keep the vanilla settings, just don't copy the PDAScanner.mapping.json file into user directory. Values can also be changed in the PDAScanner.mapping.json file.
I'm waiting for your feedback to see if it works well and if there are enough plans for the technologies to be discovered. Ellinger
Hey! First of all thanx a lot for this mod - thats exactly what im looking for! However installing this one was a bit challenging if one doesnt know much about other mods (for instance 'purple edition' is a CustomCraft3 version name).
In oder to make this work you need to: 1) Download CustomCraft 3 purple edition (title page suggests old CustomCraft dependency) 2) Download this mod archives 3) Manually extract this to 'Subnautica\BepInEx\plugins\CustomCraft3' (Vortex cant install this on its own)
Thats really simple, but a bit confusing if one is a newcomer to Subnautica mods. So it would probably be nice to have more elaborated installation guide for those different versions at mod title page.
But anyways thanx for your work to make this mod happen! :)
Mate you're the realest MVP in the history of MVP'ing. Followed your instructions to a T and it worked flawlessly, thanks!
I've used this mod alongside Radiation Challenge and unfortunately that was a bit too much, requires too much metagaming. Maybe I'll install Realistic Recipes AFTER repairing the Aurora, that would probably work better.
hello! The resources needed for modified recipes appear in the fabricator but not in the PDA. So when I pin a recipe, the game shows Vanila's resources
I just want to say thanks so much for this mod! It’s exactly what I was looking for to make the game even better. I actually have to use the vast resources the game provides, and therefore I explore far more thoroughly. This is hardly my first or second play through, and thanks to this mod I’m discovering items and areas I’d no idea even existed. I’m forced to really utilize each vehicle (sea glide, seamoth, PRAWN) in turn as I finally construct them rather than just zooming up to the Cyclops. It really reintroduces the “surviving against the elements” feel.
I also appreciate the thoughtful way the recipes have been changed. Nearly all of them make more sense now (of course most things will require computer chips, of course all the tools need rubber for the grips, etc).
The one thing I don’t quite get is why generators (solar panel, bioreactor, thermal plant, etc) require batteries. I’ll admit, I did find the working file and sneakily change the battery requirements to x amounts of lead. I don’t see the need for batteries in things that produce power, and searching for so much silver for wiring kits had resulted in vast amounts of collected lead with nothing else to use it up.
Hands down, this is a great mod, I’m loving it, and thanks for all your hard work!
PSA this works fine with Living Large now Install the latest versions of CC2 / SML Helper for BepInEx Put the file in \Subnautica\BepInEx\plugins\CustomCraft2SML\WorkingFiles
Many thanks for the mod. Though it took hell of a time to install (an instruction, preferably not misleading like the one in readme, would have been very welcome), eventually it works perfectly and adds so-much-needed constant resource shortage.
Oh... I'm horribly sorry, somehow I've managed to miss the messages here.
It's been a while since I've last played Subnautica and I don't have it installed at the moment, but if I remember correctly:
1. Download "Realistic mod and difficulty v2.0 by Quintiple5". Nothing more is needed. It contains "ModifiedRecipes.txt"
2. Download and install (see instruction there) https://www.nexusmods.com/subnautica/mods/114
3. CC2's description says "All txt files should go inside the WorkingFiles folder. (you can include sub-folders here to organize your files)" If I remember correctly it means - create WorkingFiles directory near SampleFiles in that mod and copy ModifiedRecipes.txt in there. It should work now.
JohnnyEvgeS's comment below finally helped me instally this mod correctly, and it now seems to work together with DeExtinction, Decorations and other crafting-affecting mods. That's fantastic, thanks to everyone who has contributed to this!
For anyone who does not yet know how to install this mod. (this mod just recipes for CC2) Version for CC2: - download "Realistic mod and difficulty v2.0 by Quintiple5" - place the downloaded .txt in \Subnautica\QMods\CustomCraft2SML\WorkingFiles
Additionally, you can also download "Fragment booster compatible cc2". Install exactly the same. (Changes the number of fragments for blueprints)
110 comments
Thanks to all those who helped make my mod compatible with CC2.
I couldn't do this work because of lack of time, even if I still play subnautica with my mod in version 1.3.2.
I have made some adjustments of v1.3.2 that I will publish as soon as I have time (will be compatible cc2 of course).
In the meantime you can download the files made by Quintuple5 and the one given to me by M3dicCookie for fragment booster
I haven't tested them, but it seems they work.
You can use Fragment booster MOD from Gorillazilla9 as it is not included in the work done by Quintuple5
https://www.nexusmods.com/subnautica/mods/193
I am waiting for his authorization to put it on my page
Made by Gorillazilla9
V2.0
needs custom craft v2 and modding helper v2
Including files compatible with custom craft 2 made by other modders.
v1.3.2
- v1.3.2 should solve problems with mods : CyclopsSolarPower""Exteriorplantpot" & "Baselightswitch" so that you don't have anymore to modify the file yourself (I hope).
- Adds compatibility with VModFabricator.
- Recipes for some blueprints have been simplified or modified.
Experimental V1.3 is online.
As requested by Greatgreengoo, I modified the number of blueprints needed to discover a technology. I don't have time to test it yet, so it's a beta version.
Major technologies like tools, seamoth or cyclop now need twice (or even three times) more blueprints to be discovered.
If you want to keep the vanilla settings, just don't copy the PDAScanner.mapping.json file into user directory.
Values can also be changed in the PDAScanner.mapping.json file.
I'm waiting for your feedback to see if it works well and if there are enough plans for the technologies to be discovered.
Ellinger
First of all thanx a lot for this mod - thats exactly what im looking for!
However installing this one was a bit challenging if one doesnt know much about other mods (for instance 'purple edition' is a CustomCraft3 version name).
In oder to make this work you need to:
1) Download CustomCraft 3 purple edition (title page suggests old CustomCraft dependency)
2) Download this mod archives
3) Manually extract this to 'Subnautica\BepInEx\plugins\CustomCraft3' (Vortex cant install this on its own)
Thats really simple, but a bit confusing if one is a newcomer to Subnautica mods.
So it would probably be nice to have more elaborated installation guide for those different versions at mod title page.
But anyways thanx for your work to make this mod happen! :)
I've used this mod alongside Radiation Challenge and unfortunately that was a bit too much, requires too much metagaming. Maybe I'll install Realistic Recipes AFTER repairing the Aurora, that would probably work better.
Vanila's resources
--solved after simple restart game--
I also appreciate the thoughtful way the recipes have been changed. Nearly all of them make more sense now (of course most things will require computer chips, of course all the tools need rubber for the grips, etc).
The one thing I don’t quite get is why generators (solar panel, bioreactor, thermal plant, etc) require batteries. I’ll admit, I did find the working file and sneakily change the battery requirements to x amounts of lead. I don’t see the need for batteries in things that produce power, and searching for so much silver for wiring kits had resulted in vast amounts of collected lead with nothing else to use it up.
Hands down, this is a great mod, I’m loving it, and thanks for all your hard work!
Install the latest versions of CC2 / SML Helper for BepInEx
Put the file in \Subnautica\BepInEx\plugins\CustomCraft2SML\WorkingFiles
It's been a while since I've last played Subnautica and I don't have it installed at the moment, but if I remember correctly:
1. Download "Realistic mod and difficulty v2.0 by Quintiple5". Nothing more is needed. It contains "ModifiedRecipes.txt"
2. Download and install (see instruction there) https://www.nexusmods.com/subnautica/mods/114
3. CC2's description says "All txt files should go inside the WorkingFiles folder. (you can include sub-folders here to organize your files)" If I remember correctly it means - create WorkingFiles directory near SampleFiles in that mod and copy ModifiedRecipes.txt in there. It should work now.
Version for CC2:
- download "Realistic mod and difficulty v2.0 by Quintiple5"
- place the downloaded .txt in \Subnautica\QMods\CustomCraft2SML\WorkingFiles
Additionally, you can also download "Fragment booster compatible cc2". Install exactly the same. (Changes the number of fragments for blueprints)