
Adds a 100 m scanner-style radar to the Tadpole with vehicle-relative radar blips.
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Tadpole Radar adds a functional 2D radar overlay while piloting the Tadpole. Radar contacts represent nearby scannable items and intelligent progression-aware filtering helps prioritize discoveries that are still relevant to the player.
The radar is centered on the player and oriented to the Tadpole's heading. The top of the display always points toward the Tadpole's nose. Looking around, changing camera pitch, or changes in Tadpole pitch and roll do not affect radar positioning. Contacts maintain stable bearing and distance representation while moving or turning.
Radar targets are filtered using the game's native scanner data and progression systems. Technology and inorganic targets are displayed only while their normal Scanner entries remain incomplete. Organic targets remain visible until their BioScan is completed, allowing BioScanner progression even after ordinary scans are finished. To reduce clutter, multiple eligible actors of the same scannable species, resource, or technology type are represented by the nearest instance only.
Targets are displayed as cyan blips with elevation-aware symbols:
• ● Circle: within ±10 m of player elevation[/*]
• ▲ Triangle: more than 10 m above[/*]
• ▼ Triangle: more than 10 m below[/*]
Blip color has no gameplay significance.
The radar appears when piloting the Tadpole and is removed when exiting. The implementation uses stable native scanner queries and efficient local selection logic with no world enumeration requirements.
Why did I create this mod
• Exploring large areas in a Tadpole often means repeatedly stopping to locate nearby scan targets. Tadpole Radar keeps relevant scanner discoveries visible while piloting, making it easier to find incomplete scans without constantly leaving the vehicle. [/*]
Features
• 100 meter radius radar sweep[/*]
• Progression-aware radar filtering[/*]
• BioScanner-aware organic target handling[/*]
• Duplicate scan types collapsed to the nearest representative to reduce radar clutter[/*]
• Elevation-aware target symbols[/*]
• Uses the game's native scanner candidate system[/*]
• Efficient local vehicle selection[/*]
• Supports multiple Tadpoles[/*]
• UE4SS Lua-only[/*]
• No external configuration or settings files[/*]
• For the latest version information, planned features, and known issues, see the sticky comment.[/*]
Requirements
• Subnautica 2[/*]
• UE4SS[/*]
Installation
Extract the TadpoleRadar folder into: Subnautica2 Binaries Win64 ue4ss Mods
The final structure should look like:
ue4ss
└── Mods
└── TadpoleRadar
├── enabled.txt
├── README.txt
└── Scripts
└── main.lua
Start the game and enter a Tadpole. The radar will appear automatically while piloting it.
Uninstallation
Remove the TadpoleRadar folder.
Configuration
Configuration values are located near the top of Scripts main.lua.
Default radar range: local RADAR_RANGE_M = 100.0 (this value is the radius, not the diameter.)
Release logging is disabled by default: local LOG_ENABLED = false
Enable it only if diagnostic logging is needed.
Technical notes
The radar does not reuse the handheld radar's screen-space coordinates. Those coordinates can vary based on camera orientation.
Instead, Tadpole Radar uses the native scanner system to identify candidate targets, resolves their world positions, and projects them onto a flat 2D radar using: Player Position → Target XY Position → Tadpole Heading → Radar Position
Only Tadpole yaw is used for radar orientation. Camera direction, Tadpole pitch, Tadpole roll, and target elevation do not affect horizontal blip placement on the radar.
Native scanner queries are executed through a single scheduler that serializes UE4SS query operations and prevents overlap.
Credits
Created using UE4SS and reflected Subnautica 2 SDK data.
Manual installation only.
No bugs reported yet. If you hit a problem, let the author know.
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