As of 1.0.6, the bug with the uncraftable Reinforced Water Filtration suit is still present. Specialty O2 tanks crafting icon covers it, making it possible to only craft Reinforced Dive Suit mk2.
I love this mod and do a fresh run once or twice a year. However, it's not too hard to memorize where certain fragments can be found for scanning. I'm wondering if you could add a fragments randomizer.
Be careful though: once you start a run, you can no longer change its difficulty settings!
Is this by design or is it a technical impossibility? I'd love the option to change things up if the run is too easy or too difficult depending on my mood.
I was trying another run with the "Coral enthusiast" start and I found it to be nearly(?) impossible. You start at ~50m within the large coral in the save shallows and the start itself is easy.
But by the time the aurora explodes, I don't know how to survive the radiation. The next 100m spot is a couple of hundreds of meters away and by the time it takes me to get back to the pod, I die of radiation (and the suit gets unlocked with the explosion...). Building a habitat is nearly impossible too because magnetite is either too far away or below 200m.
Get the seaglide and gather as many medkits as you can muster to heal on your way back to the pod. Have the 2 fibre mesh and 2 lead on your person, so you can craft the radiation suit as soon as you get into the pod.
магнетит можно найти в дыре в грибной пещере на глубине менее 200 м. Я нырял с 2-мя баллонами большой ёмкости и глайдером, хватило воздуха с запасом для безопасного всплытия. Главное - не забывать пополнять 2-й баллон воздухом. Я тогда утонул, потому что понадеялся на 2-й баллон, который забыл пополнить
Just wanted to say this mod played on hardcore paired with Persistent Reapers with HumanHunter mode makes this game nerve-wracking as hell and has made me think that any sequel to Subnautica won't be as good as this mod. So thank you for putting the effort into making this mod and I hope you can add a few more starter locations that are not so friendly if possible.
I have a big question though about resource tables though, does this mod reduce the amount of resources and if so, how can I make that not happen? I don't know if it's some other mod or if it's my shader making it impossible for me to find lithium but it seems like there is 75% less lithium in the Mushroom Forest where I will swim around the mushroom forest for like 30 minutes and only find 5 total lithium in that amount of time compared to vanilla where I find like 20+ in 20 minutes without a scanner.
Ну, зоны приводнения иногда попадаются такие, что выжить невозможно. Я попадал, когда вблизи капсулы не было титана, я не мог скрафтить баллон и, соответственно, отплыть от капсулы
I really enjoy this mod, thanks for updating/remaking it!
During my games I found 2 "issues" (not that bad, but I wanted to report them):
Crafting energy: somehow it takes more energy to craft items than shown. Eg. it does not take 15, but 20+ (without radiation). I don't know if there a mod causing this, but if I craft something and have below 20 energy, it still takes 5 away so I have to wait again. This increases with the radiation debuff.
Vehicle decompression. If I exit a vehicle after a deep dive I still get the bends. E.g. going up in a seamoth from 300m to 0 and exiting nearly kills me. Does not happen in bases but outside.
Edit:
Maybe an idea for the mod: base/vehicle power drain. Lights cost power. Oxygen generation costs power.
The mod is made not to consume any power at all when a craft fails due to low power, but other mods could be interfering with that. Chaincrafting mods like EasyCraft in particular have been known to cause issues in the past. Are you using anything like that?
Your safe depth stays displayed while inside vehicles for this reason. Are you waiting for it to adjust?
So it seems the issue is on my end. I installed EasyCraft after encountering the issue, but maybe it is CustomCraft3?
I ...maybe... not have waited long enough to exit the vehicle. I thought inside a vessel you are in a pressure container so it should equalize more quickly. But not a real issue here if it is intended behaviour :)
I use Subnautica Randomiser Remade and its spawn overrides Deathrun Remade's spawn. Does LifepodUnleashed not do that? I mean the Deathrun text still appears on the screen, but I'm not spawning at that Deathrun preset.
Don't know if anyone else has experienced this. I'm using the default fragment cost setting and it the prawn suit requires 7 when there are only 5 on the map... I've already started my game so I don't want to restart. Is there any solution? Thanks.
There are actually 8 prawn suit fragments in the world. 5 of which are in the Aurora. These 8 fragments are guaranteed to spawn and always in exactly the same spot.
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Is this by design or is it a technical impossibility? I'd love the option to change things up if the run is too easy or too difficult depending on my mood.
I was trying another run with the "Coral enthusiast" start and I found it to be nearly(?) impossible.
You start at ~50m within the large coral in the save shallows and the start itself is easy.
But by the time the aurora explodes, I don't know how to survive the radiation. The next 100m spot is a couple of hundreds of meters away
and by the time it takes me to get back to the pod, I die of radiation (and the suit gets unlocked with the explosion...).
Building a habitat is nearly impossible too because magnetite is either too far away or below 200m.
Any input on this?
I have a big question though about resource tables though, does this mod reduce the amount of resources and if so, how can I make that not happen? I don't know if it's some other mod or if it's my shader making it impossible for me to find lithium but it seems like there is 75% less lithium in the Mushroom Forest where I will swim around the mushroom forest for like 30 minutes and only find 5 total lithium in that amount of time compared to vanilla where I find like 20+ in 20 minutes without a scanner.
During my games I found 2 "issues" (not that bad, but I wanted to report them):
Edit:
Maybe an idea for the mod: base/vehicle power drain.
Lights cost power. Oxygen generation costs power.
Cheers!
I ...maybe... not have waited long enough to exit the vehicle. I thought inside a vessel you are in a pressure container so it should equalize more quickly. But not a real issue here if it is intended behaviour :)
Всё уже получил.
Thanks.