0 of 0

File information

Last updated

Original upload

Created by

Mades Redo

Uploaded by

MadesRedo

Virus scan

Safe to use

Tags for this mod

28 comments

  1. LeoShanHD
    LeoShanHD
    • member
    • 0 kudos
    I downloaded the mod manuel and via vortex and it doesnt work. Was there an older version that worked fine?
  2. ClarityOS
    ClarityOS
    • member
    • 0 kudos
    I couldnt get it to work
    the file path was correct and i had the required mods
  3. UjnEngineer26
    UjnEngineer26
    • member
    • 0 kudos
    Not Work!!! :(
    1. reaktorpeder
      reaktorpeder
      • member
      • 1 kudos
      I just copy and paste my notes for installing everything required until this mod. Do it manually, don't use vortex.

      (mod xxx) means the number you see in the browser tab when browsing through nexus mods. Every mod has a specific number for each game.


      A) BepInEx Pack for SBZ [mod 344]
      1. Extract the archive into the game folder replacing any files if prompted.
      2. Run the game once to generate all needed files and folders.
      3. Quit the game at the main menu and you're good to go.

      B) Nautilus BZ [mod 373]
      1. Copy "plugin"-content into Subnautica\BepInEx\plugins\

      C) CustomCraft3 [mod 377]
      1. Unpack and drop into \BepInEx\plugins\CustomCraft3

      D) MadesRedo_SBZ_HarderRecipes [mod 480]
      1. Unpack and copy "ModifiedRecipes.json" to \BepInEx\plugins\CustomCraft3

      Hope it helps. If it doesn't work, I recommend either first deleting everything mod related - which is complicated - or reinstall fresh and work through my list.
    2. pallidice
      pallidice
      • member
      • 0 kudos
      Does not work for me.

      [Message:   BepInEx] Chainloader startup complete
      [Info   :CustomCraft3] Started patching. Version 1.0.0 rev:4
      [Info   :CustomCraft3] 1 files found in the WorkingFiles folder
      [Warning:CustomCraft3] Unknown primary key '[{"Name"' detected in file 'ModifiedRecipes.json'
      [Info   :CustomCraft3] 0 entries successfully discovered across files in WorkingFiles
      [Info   :CustomCraft3] Finished patching.
      [Message:Unity Audio Patcher] Attempting to determine the runtime state of Unity Audio...
      [Message: File Tree] E:\steam\steamapps\common\SubnauticaZero
  4. SunBlaze86
    SunBlaze86
    • member
    • 0 kudos
    @MadesRedo
    as far as I can tell you have done all your crafting mods to use the Purple Edition of CC3 but not this one, this is still using the normal Version.
    I loved the harder mod in the base game and would like to do another run in BZ, but now I cannot combine this mod with any other mod of yours.
    as you cannot have both versions of CC3 installed at the same time as far as I know.

    so would it be possible to port this mod over to use the Purple Edition of CC3 as well?
    https://www.nexusmods.com/subnauticabelowzero/mods/400
    1. MadesRedo
      MadesRedo
      • supporter
      • 9 kudos
      I overlooked this one.
  5. reaktorpeder
    reaktorpeder
    • member
    • 1 kudos
    Okay, I made my first Prawn Suit. After about 42 hours in-game. I am now more a less at end-game. I only need to find the three body parts and a few additions to the Sea Truck and the Suit. So whatever issues I will have with the recipes, it can not be that many. So let's give me my general feeling about the list:

    I know we can rewrite your recipes but who has the time? ;)
    The recipes require two many ingredients. At times it feels like you harvest the entire ecosystem of a certain biome, and at a certain point it feels too much like work. Usually I build a much nicer base with a sleeping room, glass roofs and windows everywhere, plants, aquarium and stuff... But this time I had to invest too much time in searching stuff.
    I changed a number of recipes for a future playthrough, and I think it will be a lot more fun and still be difficult - especially the first kyanite you need for the PPUs without having good diving equipment.

    Mostly I reduced ingredients when I had the feeling that you change a biome too much by removing everything. For example the Flowering Spores (LilyPadResource) do not respawn and they are needed a lot with Benzene and Polyaniline (which requires three Benzenes). They also give a nice to glow their biome and every time you remove one, this light source goes away.
    Or anything requiring Advanced Wiring Kits and CPUs and/or Wiring Kits. You have to pick clean pretty much an entire scan radius of gold, silver and table corals. Also I reduced some ingredients when it required more than six of a certain thing (apart from pure elements).

    And for the Prawn Suit: it needs more ingredients than you have slots in your inventory. I reduced certain things (like the 8 plasteel ingots, which is more than the large base room), and came up with a recipe that fills every last slot without me being able to carry even a simple knife any more.

    If you are interested in my file, just for comparison (WinMerge), I'd be glad to share it with you. I just don't know how.


    Also: I found the Cyclops in the list. Is this mod for SN & BZ? Or is this just a residue from the copied template file?
  6. reaktorpeder
    reaktorpeder
    • member
    • 1 kudos
    If I'm getting annoying, just tell me. ;)

    Again for the Test Module: It requires "Polyaniline", which requires again Preston's Delight.


    And since we are at the Test Module... I think it's a bit tooooo complicated. If I may explain:

    I have to take dives to extreme depths, long before I have the second Depth Module for the Sea Truck, or the big Oxygen Tank. And it (the TOM) consumes a s#*! ton of ressources over all. It seems that the region around my starting base with 500m radius is running out of gold and silver.
    I spent the last days grinding copper, silver and gold because of all the Computer Chips, Wiring Kits and Advanced Wiring Kits. The rest of the mod is great, but the TOM (with its two Parallel Processing Units) is a bit too hard - and it isn't even end-game yet. I still have no Exo Suit or any other Module for the Sea Truck. Not because I need Maida for it, but because I was working for the TOM. So, just a suggestion to chill down on the TOM. ;)

    I think you should have a playthrough with your mod. (Again, no critique - that is the greatest SNBZ mod in my view)
    1. MadesRedo
      MadesRedo
      • supporter
      • 9 kudos
      Removed Polyaniline from Test Module.
      Decreased number of Computer Chip from 4 to 2
      Decreased number of Silver and Gold to 3 in Power Processing Unit

      You are not annoying. Your comments are valuable.

      If you are running low on resources you should try my latest new mod:
      Mades Redo Facilitate Crafting BZ
      You can get various resources from scrap metal in Better Salvage menu.
  7. reaktorpeder
    reaktorpeder
    • member
    • 1 kudos
    So... This time it's getting more complicated. ^^ To avoid any mistakes on my part, I visualised the problem.

    - The Test Module needs Hydraulic Fluid
    - Hydraulic Fluid needs Synthetic Fibre (AramidFibers)
    - Synthetic Fibre however needs Preston's Plant Leaf (SnowStalkerPlantLeaf)
    - And this again you can only obtain after you have used the Test Module.

    I have no good idea how to break this chain. I find the idea of hydraulic fluid not bad. It's annoying enough for me to want to keep it. ;)
    On the other hand, hydraulic fluid doesn't make much sense in an electronic device. Maybe punish us with another AdvancedWiringKit instead of hydraulic fluid?


    1. MadesRedo
      MadesRedo
      • supporter
      • 9 kudos
      Nice visualization. I went with the idea of making the least amount of changes so I just replaced the Aramid Fibers with AdvancedWiringKit x3 in the Hydraulic Fluid recipe.
  8. reaktorpeder
    reaktorpeder
    • member
    • 1 kudos
    - I want to chime in on the Test Module. As far as I remember the story line, the recipe is impossible to make. It requires Preston's Delight, which you can only get in Maida's greenhouse after sabotaging the tower - which again requires the Test Module. So, it's kind of a circular thing. Preston's Delight should be removed from this recipe.

    - The recipe for the Exosuit contains two lines with power cells. One line with three power cells, one line with two. Since the Exosuit will actually only have two power cells, I'd delete the line with three cells.
    1. MadesRedo
      MadesRedo
      • supporter
      • 9 kudos
      Corrected Test Module and removed 2 Power Cells from Exosuit. Thanks for info.
  9. ntropist
    ntropist
    • member
    • 0 kudos
    Hey there. Appreciate the effort in making this mod. Some issues I've noticed during the couple of hours I've played with it (version 1.11):

    • The "main" file of the mod doesn't work when installed via Vortex, only the "fix" file does. I assume the same for manual installation since the main file is a .txt instead of a .json. Why even keep the "main" file around then? Just introduces possible confusion and installation issues for less technically savvy users.
    • Some recipes have typos in the file making the game not recognize them and thus use the default recipe - namely the seatruck (should be SeaTruck to be properly recognized by the game) and the seatruck storage module.
    • Some recipes require unobtainable materials - KelpRootPustuleSeeds as far as I know are unobtainable even though they can be spawned in via console. The seatruck aquarium module and alien containment recipes require this material.
    • Some recipes are missing from the file and thus require default materials - coffee vending machine and thermos, water filtration suit, cold suit, first aid kit, headlamp, air bladder (this one is listed in the file but strangely enough uses the same recipe as the unmodded game), thumper, spy pengling and remote, seatruck sleeper module, vortex and gas torpedos, the seatruck dock, basically everything pertaining to the snowfox, etc.
    • Some recipes require materials that make little sense - why would the test override module, basically a computer-like gadget, require polyaniline and preston's delights? Admittedly, this is less of a bug but more of a design choice.
    1. SirRexuz1234
      SirRexuz1234
      • supporter
      • 0 kudos
      I too just noticed some of these changes last night. Mainly the seatruck not having more advanced recipe requirements like other recipes. Thanks and I hope the mod author sees this and provides some explanation. Especially on the seeds if they arent accessible without console commands. I prefer not to use the console if i can help it. Thank you for the great mods they make our games so much fun :)

      Also yes one file being a .txt file and the other a .json file was confusing at first until I caught it lol
      If need be I will just edit the config file until everything is conflict free and how I like it
    2. MadesRedo
      MadesRedo
      • supporter
      • 9 kudos
      OK. I removed the main file. Only json version is availble in current files.
      SeaTruck corrected. Thanks for info.
      KelpRootPustuleSeeds removed. I thought I checked all ingredients to be obtainable, but if you say so - I removed the seed. It's only 2 recipes.
      Yes, I know that some recipes are missing. Maybe I will add them in the future.
      Test Override Module should be difficult to make. Thus additional ingredients. It will stay that way.
    3. SirRexuz1234
      SirRexuz1234
      • supporter
      • 0 kudos
      Thanks so much :) appreciate all the effort. Endorsed and kudos given!
  10. reaktorpeder
    reaktorpeder
    • member
    • 1 kudos
    There are some recipes in the json-file (1.01) which require "GenericRibbon". Apparently this is case sensitive, so all "genericribbon" ingredients (written without Caps) are ignored by the game and thus not needed by the fabricator. Changing it to "GenericRibbon" fixes it.

    Opinion: Getting 12 Titanium from one scrap metal seems a lot compared to a) the scrap metal from SN and b) the amount of Titanium we find in BZ. Maybe it is adequate when it comes to all the other recipes, but I'm only 15 minutes in the game - so, I can't judge that yet. (Same for Ti ingot. Too few Ti required. In my opinion)

    Apart from that, I was waiting for this mod for years! Thank you!

    The only thing missing now is a mod changing the number of required blueprints. *cough*
    1. MadesRedo
      MadesRedo
      • supporter
      • 9 kudos
      I am glad you like the mod.
      Thank you for info. I change genericribbon to GenericRibbon. As for titanium anybody can change the recipe, it is only a matter of editing text file.
    2. reaktorpeder
      reaktorpeder
      • member
      • 1 kudos
      Found another one. There are two occurences of "LilyPadResource" written in lower case, which won't be recognized by the game.
    3. MadesRedo
      MadesRedo
      • supporter
      • 9 kudos
      Corrected. Thank you for sharing.