11 March 2025, 11:44PM As of 2025.03.11, you can get most of Senna's sea truck mods to work. You do need to modify and create a text document. The recipes show up in the "Fabricator."
(1) Make a text file in you " ..... SubnauticaZero/BepInEx/plugins/CustomCraft3/WorkingFiles (2) Title the text "MovedRecipes.txt (3) Past the following information exactly: MovedRecipes: ( ItemID: SeaTruckArmorMK2; OldPath: Workbench; NewPath: Fabricator/Upgrades/Seatruck Upgrades; ), ( ItemID: SeaTruckArmorMK3; OldPath: Workbench; NewPath: Fabricator/Upgrades/Seatruck Upgrades; ), ( ItemID: SeaTruckDepthMK4; OldPath: Workbench; NewPath: Fabricator/Upgrades/Seatruck Upgrades; ), ( ItemID: SeaTruckDepthMK5; OldPath: Workbench; NewPath: Fabricator/Upgrades/Seatruck Upgrades; ), ( ItemID: SeaTruckDepthMK6; OldPath: Workbench; NewPath: Fabricator/Upgrades/Seatruck Upgrades; ), ( ItemID: SeaTruckDrillArmModule; OldPath: Workbench; NewPath: Fabricator/Upgrades/Seatruck Upgrades; ), ( ItemID: SeaTruckClawArmModule; OldPath: Workbench; NewPath: Fabricator/Upgrades/Seatruck Upgrades; ), ( ItemID: SeaTruckPropulsionArmModule; OldPath: Workbench; NewPath: Fabricator/Upgrades/Seatruck Upgrades; );
I found a fix for the upgrades not showing up in the workbench, even when the prerequisites are met.
It requires CustomCraft3.
Paste the following text in a .txt file.
MovedRecipes: ( ItemID: SeaTruckDepthMK4; OldPath: Workbench; NewPath: Workbench; ), ( ItemID: SeaTruckDepthMK5; OldPath: Workbench; NewPath: Workbench; ), ( ItemID: SeaTruckDepthMK6; OldPath: Workbench; NewPath: Workbench; ); Then place that in the WorkingFiles folder.
The upgrades should now show up in the workbench like they're supposed to!
Edit to include more details:
> Download CustomCraft 3 > Run the game once to generate folders (Main Menu will suffice) > Go to where your Subnautica folders are located (Typically SteamLibrary > steamapps > common > SubnauticaZero) > Navigate to BepInEx > plugins > CustomCraft3 > If you do not see a "WorkingFiles" folder, create one > Place your txt file in that folder >> It does not need to be named anything specific. I named mine ModuleFixes because I included all fixes in the same file. You can name yours DepthFixes or something like that.
something seems to be broken with the original depth upgrades. if i insert a mk 1 depth upgrade it first disappears, then if i close and reopen the upgrades it looks like its there but has no effect on the crush depth of the sub.
---- edit: so i went back and messed around with this a bit. i had just installed the following mods when i experienced the behavior: arms, armor upgrades, depth upgrades, speed upgrades, scanner module, solar, thermal, storage, slotextender0, sml helper
i uninstalled them and reinstalled them one by one, running the game after each install to see if i could add and remove the depth mk 1 module... and well... it started working again and kept on working after loading each mod one by one... so now i have all of the above mods installed and they seem to be working...
---- edit #2:
btw, thanks very much for the nice mods. i know it takes a lot of effort to create and maintain these things and i know you guys don't get enough thanks. i would love to see your version of the planter module for the seatruck... i think that would truly make a great step toward the portable base that its supposed to be... or maybe a "build module" that has some empty space in that allows the player to build what they want with the hab builder...
Hey plz may you add a depth module 7? becuse i have set up a base at the bottom of the void and the 6th module only goes to 2050 meters! plz make a 7th one!! that goes to 100000meters!
33 comments
As of 2025.03.11, you can get most of Senna's sea truck
mods to work. You do need to modify and create a text document. The
recipes show up in the "Fabricator."
(1) Make a text file in you " ..... SubnauticaZero/BepInEx/plugins/CustomCraft3/WorkingFiles
(2) Title the text "MovedRecipes.txt
(3) Past the following information exactly:
MovedRecipes:
(
ItemID: SeaTruckArmorMK2;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
),
(
ItemID: SeaTruckArmorMK3;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
),
(
ItemID: SeaTruckDepthMK4;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
),
(
ItemID: SeaTruckDepthMK5;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
),
(
ItemID: SeaTruckDepthMK6;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
),
(
ItemID: SeaTruckDrillArmModule;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
),
(
ItemID: SeaTruckClawArmModule;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
),
(
ItemID: SeaTruckPropulsionArmModule;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
);
It requires CustomCraft3.
Paste the following text in a .txt file.
MovedRecipes:
(
ItemID: SeaTruckDepthMK4;
OldPath: Workbench;
NewPath: Workbench;
),
(
ItemID: SeaTruckDepthMK5;
OldPath: Workbench;
NewPath: Workbench;
),
(
ItemID: SeaTruckDepthMK6;
OldPath: Workbench;
NewPath: Workbench;
);
Then place that in the WorkingFiles folder.
The upgrades should now show up in the workbench like they're supposed to!
Edit to include more details:
> Download CustomCraft 3
> Run the game once to generate folders (Main Menu will suffice)
> Go to where your Subnautica folders are located (Typically SteamLibrary > steamapps > common > SubnauticaZero)
> Navigate to BepInEx > plugins > CustomCraft3
> If you do not see a "WorkingFiles" folder, create one
> Place your txt file in that folder
>> It does not need to be named anything specific. I named mine ModuleFixes because I included all fixes in the same file. You can name yours DepthFixes or something like that.
Hopefully that helps!
MovedRecipes:
(
ItemID: SeaTruckArmorMK2;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
),
(
ItemID: SeaTruckArmorMK3;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
),
(
ItemID: SeaTruckDepthMK4;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
),
(
ItemID: SeaTruckDepthMK5;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
),
(
ItemID: SeaTruckDepthMK6;
OldPath: Workbench;
NewPath: Fabricator/Upgrades/Seatruck Upgrades;
);
edit: nvm i got it
Required tech to unlock:
----
edit:
so i went back and messed around with this a bit. i had just installed the following mods when i experienced the behavior: arms, armor upgrades, depth upgrades, speed upgrades, scanner module, solar, thermal, storage, slotextender0, sml helper
i uninstalled them and reinstalled them one by one, running the game after each install to see if i could add and remove the depth mk 1 module... and well... it started working again and kept on working after loading each mod one by one... so now i have all of the above mods installed and they seem to be working...
----
edit #2:
btw, thanks very much for the nice mods. i know it takes a lot of effort to create and maintain these things and i know you guys don't get enough thanks. i would love to see your version of the planter module for the seatruck... i think that would truly make a great step toward the portable base that its supposed to be... or maybe a "build module" that has some empty space in that allows the player to build what they want with the hab builder...
the 6th module only goes to
2050 meters! plz make a 7th one!! that goes to 100000meters!