
At this point, all crafting in the mod has been reworked. I fully completed the second game with the mod installed and tested all the recipes. The game balance has been preserved. In my estimation, the mod will make a playthrough take about 20% longer, since you’ll need to farm a
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If you have any ideas for improving and supplementing the mod, please let me know. I will definitely try to make it a reality!
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About Realistic Survival
Some time ago, I made the Realistic Craft 2.0 mod for Subnautica 1, focused on more realistic and varied crafting.
After finishing the second game, I got the desire to create a similar mod for Subnautica 2. Unfortunately, at the moment, a lot of the flora in the game cannot be harvested, even though it can be scanned.
I started a new playthrough and have been gradually changing recipes as I progress through the game story, following these principles:
• More diverse crafting, making greater use of rarely used resources.[/*]
• More challenging survival, but without making it tedious. I’m trying to maintain a good balance. In the original game, gathering and crafting take up only a small portion of the total playtime. I want to shift those proportions a bit so players have more motivation to explore the hidden corners of the planet.[/*]
• More realistic item crafting, as much as possible. The crafting logic is preserved across similar types of items.[/*]
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Development plans
The mod will consist of several packages. You will be able to choose which ones to enable for your survival experience:
• Realistic Craft. This is the core of the mod. It will completely overhaul crafting recipes. Only base-building blueprints will remain unchanged. [/*]
• Realistic Scan. Currently not implemented. The plan is to slightly increase the number of scans required to unlock recipes. Mostly by making 3 scans necessary for items that currently require fewer.[/*]
• Realistic Storage. Currently not implemented. The plan is to slightly increase storage capacity, since players will need to gather and store more resources.[/*]
Hopefully this list will continue to grow over time for a more comprehensive overhaul of the game.
If there are any developers who like the concept of my mod and are interested in further developing it or contributing new survival elements to Subnautica 2, I would be happy to collaborate in any way.
I have no experience in modding or working with 3D software, but I have plenty of ideas and motivation.
I would also really like to see the ability to harvest flora that currently can only be scanned, and use it in crafting. This would make the mod even more interesting and engaging.
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Main features of Realistic Craft
You can view most of the recipes in the Media section. Below, I will describe only the most significant crafting changes.
Changes in Material crafting:
• Salvaged Titanium now gives 6 Titanium.[/*]
• Wiring (Cooper, Silver, Gold) now requires actual metal and Fiber as insulation/braiding.[/*]
• Fiber and Rubber now requires Mild Acid.[/*]
• Mild Acid now requires Pent instead of Acidic Raion.[/*]
• Strong Acid now additionally require Lead.[/*]
• Basic Battery now additionally requires Pent. Power Cell need Lead.[/*]
• Chips now requires Coral Shavings.[/*]
• Enameled Glass now requires Celestine instead of Glass.[/*]
Changes in Personal Tools crafting:
• All items require Titanium for the casing and Rubber for grip handling.[/*]
• Electrical tools require Copper Wire.[/*]
• If the tool has moving parts, Grease is also required. [/*]
• For buoyant tools, the Water Slug fish has been added. Its air bladder is used for storing air inside the tool.[/*]
Changes in Builder crafting:
• All electrical machines require a Сhip (except the Fabricator) and Wiring. [/*]
• Crafting machines require Sulfur, Coral Shavings, and Quartz to power their laser during crafting. [/*]
• All machines require Titanium for their casing, with the amount depending on the size of the structure. If the model includes glass, Glass is also required for crafting. [/*]
• If the machine has moving parts, Grease is also required.[/*]
Changes in Modification Station:
• Modification Station and all clever modules now require Dedicated Core and Wiring Kit.[/*]
• Modules for tools now require Dedicated Core and Wiring Kit too.[/*]
Changes in Base building:
• All light fixtures require Quartz instead of Copper. [/*]
• All other base crafting remains as default, as intended by the developers. There is no need to complicate these recipes or make them expensive. Build large and creative bases in terms of size and structure, just like in the original game, without having to worry too much about resources.[/*]
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Installation instructions
Unpack and drop all files into /Subnautica2/Subnautica2/Content/Paks/~mods (create ~mods folder if it doesn't exist).
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Requirements
At the moment, no additional installation is required.
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Basic tips for new players
Where to find first Pent for crafting Mild Acid and Lucifer Rotsac for Rubber:
Swim from Lifepod exactly 100 meters North, and you’ll find blue flora below you. That is Pent.
The yellow spheres are Lucifer Rotsac.
Where to find first Cooper for crafting Mild Acid:
Beneath the Lifepod there is a cave, where you will find Copper.
Where to find first Silver:
Swim 230 meters North from the Lifepod, and you will find Silver on the slope.
Good started cave with Cooper and Silver:
Swim 130 meters North from the Lifepod to entrance. The cave is large, and inside you will find plenty of Copper and Silver. There are also several places where you can surface for air.
Where to find first Sulfur:
Swim 230 meters South East from the Lifepod.
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Shout outs
Since I have almost no experience in modding, marksmango really helped me a lot with advice in the early stages. A very responsive and great person!
No bugs reported yet. If you hit a problem, let the author know.
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