About this mod
Experience Subnautica anew! This mod randomises many aspects of the game such as recipes, fragment spawn locations, databox contents, door codes and more!
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
- Install BepInEx
- Install Nautilus
- Extract this mod into your Subnautica/BepInEx directory
- (Optional) Configure the in-game options menu to your liking
- Start a new game
- Have fun!
Configuring the in-game options menu
This mod offers a detailed in-game menu where you can switch each and every component on or off and further customise their behaviour to your liking. For example, if randomising recipes isn't your thing, you can disable that module!
Every option comes with tooltips explaining what it does. For even more detailed information, including advanced options which are not exposed in the in-game menu, please have a look at your config file in Subnautica/BepInEx/config.
Important: Any options you change will not have any effect on a save that is already in progress. If you want to e.g. turn off recipe randomisation you have to start a new save.
This mod randomises:
- Most recipes in the game except for decorative base pieces and food/water
- Fragment spawn rate, locations, required number, and reward for scanning duplicates you already unlocked
- Blueprints found in databoxes
- Lifepod spawn location
- Door codes and supply box contents
This mod does not randomise:
- Food and water recipes
- Decorative base parts like beds or vending machines
- Spawn locations of fish and raw materials
Mod Compatibility
Most mods should work just fine when combined with the Randomiser. However, mod items will not be randomised or part of the progression logic since that requires a lot of extra information which cannot be extracted from the game. If you want to have a mod's recipes included in the logic, you can add them yourself in the recipeInformation.csv in your Subnautica/BepInEx/plugins/SubnauticaRandomiser/DataFiles folder. For instructions on how to do this, take a look right here, section 3.
Built-in Support
Confirmed to work well
Problematic and/or broken
- Customize Your Spawns (do not use with fragment or databox modules)
Known Issues
- If you use eggs in your run, you will be unable to craft any recipes with an egg until you have identified it by hatching one in an alien containment. This is because the game treats undiscovered and discovered eggs as two completely different items. I’ve introduced a config option to let you start with all eggs discovered if you want to.
FAQ
Does this mod work with Subnautica: Below Zero?
No, it is made for the original Subnautica only.
Can I softlock myself?
No, there is logic in place to ensure every run is 100% completeable. However, the randomiser only guarantees one path to your next objective. For example, you may have to get down to the lava zone without getting access to a cyclops first, using only a prawn suit.
The knife requires seeds, I'm softlocked!
Remember that the knife is not the only knife in the game. If the knife requires seeds, the logic expects you to craft a thermoblade instead.
I need materials which I don't have the blueprints for?
Several blueprints in the game only unlock when you pick up or manufacture one of their ingredients. Notably, enamelled glass unlocks when you pick up your first stalker tooth or scan an observatory, and plasteel unlocks once you get the blueprint for your first vehicle (Seamoth, Prawn, or Cyclops). Many of the other advanced materials only unlock once you grab their vanilla ingredients (such as Polyaniline when you get your first Deepshroom). If you're still having trouble, feel free to post here and ask for help!
How do I share my seed with a friend?
First, make sure you’re both using the same version of the Randomiser. Then, simply press the "Export to Clipboard" button in the options menu and send the settings string to your friend. Once your friend copies said string into the settings textbox and presses "Import", they'll have the exact same seed and settings as you do, making their experience identical to yours.
Wasn't there already a randomiser?
Yes! Unfortunately, that mod never implemented full randomising of all recipes in the game or any of the other changes I've since added, and has been inactive for a long time. With permission from its original creator, this mod builds on it to provide many more features.
Changelog
See the handy drop-down list near the top of the page to get the gist of each update. For a full list of changes, see the Github release page.
Licence
This project is licenced under MIT. You can obtain a copy of the licence here.
The source code can be found on GitHub.