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Releases: DaWrecka/DaWreckasSubnauticaStuff

Subnautica 2.0 + Nautilus release

29 Jul 21:44
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Initial Nautilus- and Living Large-compatible releases. These do not contain any new functionality compared to the previous QMM/SMLHelper versions, but bring the mods up to the current date.

Notes
DW Equipment Bonanza: Requires Custom Databoxes release from 27 July 2024 or later
Fuel Cells: requires Custom Batteries

Note: This version of DW Equipment Bonanza does not yet have compatibility with the current version of Deathrun.

My Subnautica 1 mods

DWEquipmentBonanza (requires CustomDataboxes)

A mod initially inspired by Alexejhero's More Modified Items, and expanded as and when I receive new ideas.
The following are crafted from the Workbench:

  • Plasteel High Capacity Tank: a duplication of the Lightweight Ultra High Capacity Tank. Not currently-craftable.
  • Ultra Glide Swim Charge Fins: a duplication of the same from More Modified Items.

The following are crafted from the Machines section of the Fabricator:

  • Powerglide: unlocked by scanning fragments or databox. (see below for list of spawn biomes) Holding Shift provides significant speed bonus, although at significant energy cost.

The following are crafted from the Vehicle Upgrade Console fabricator:

  • Exosuit Lightning Claw Generator: when equipped, attacks with the Exosuit's claw inflict Electrical damage, instantly repelling most marine fauna, including Leviathans.
  • Exosuit Solar Module: Charges Exosuit power cells in sunlight. Limited stacking ability.
  • Exosuit Solar Module Mk2: Charges Exosuit power cells in sunlight, and has an internal battery. Limited stacking ability.
  • Exosuit Thermal Module Mk2: Charges Exosuit power cells in heat, and has an internal battery. Limited stacking ability.
  • Exosuit Unified Chargine Module: Charges Exosuit power cells in sunlight and/or heat. Has an internal battery. Limited stacking ability.
  • SeaMoth Solar Module Mk2: Charges SeaMoth power cell in sunlight, and has an internal battery. Limited stacking ability.
  • SeaMoth Thermal Module Mk2: Charges SeaMoth power cell in heat, and has an internal battery. Limited stacking ability.
  • SeaMoth Thermal Module Mk2: Charges SeaMoth power cell in heat, and has an internal battery. Limited stacking ability.
  • SeaMoth Unified Chargine Module: Charges SeaMoth power cell in sunlight and/or heat. Has an internal battery. Limited stacking ability.

The following are crafted from a new tab in the Personal>Equipment tab of the Fabricator:

  • Diver Perimeter Defence Chip: a chip which inflicts electrical damage on predators just before they inflict damage. This is enough to repel everything up to and including a Void Leviathan; however, the chip only works once and is then burned out. Mk2 and Mk3 versions are available.

The following are crafted from the Personal>Equipment menu

  • Headlamp: Head-mounted light

The following are crafted from the new Suit Upgrades tab in Workbench:

  • Brine Suit: combination of Radiation Suit and Reinforced Dive Suit. Has body suit, helmet and gloves. Unlocked with both Radiation Suit and Reinforced Dive Suit. Provides immunity to corrosive damage, including acid mushrooms and the corrosive brine in the Lost River.
  • Survival Suit: upgraded Stillsuit which passively regenerates food and water, instead of dumping water packs in inventory. Unlocked with Stillsuit.
  • Ultimate Survival Suit: combination of Brine Suit and Survival Suit.
  • Light Rad Helmet: combination of Radiation Helmet and Headlamp.
  • Light Rebreather: Combination of Rebreather and Headlamp
  • Ultimate Helmet: Combination of Brine Helmet and Headlamp. Can be made by directly combining Headlamp, Radiation Helmet and Rebreather, or from combining intermediate items. (e.g. Brine Helmet + Headlamp, or Light Rebreather + Radiation Helmet) Other components may be required.

Powerglide fragments spawn in the following biomes:
Dunes_TechSite
Mountains_TechSite
SeaTreaderPath_TechSite
SparseReef_Techsite
UnderwaterIslands_TechSite

However, these fragments are scarce.
A databox is also available; It can be found aW4gd3JlY2s2LCBpbiB0aGUgRHVuZXMuIFRoaXMgaXMgdGhlIGxhcmdlc3Qgd3JlY2sgaW4gdGhlIGJpb21l. (Base64 to decode)

KNOWN BUGS

  • Completing the Powerglide blueprint from fragments provides no message - it's only discernible from an incomplete scan by the lack of a message.

CustomiseOxygen

A mod for customising capacities of oxygen tanks. Also contains a mode harkening back to newman55's SN1 mod Refillable Oxygen Tanks

CustomiseYourStorage

A mod for customising capacities of storage lockers, including modded lockers.

FuelCells (requires CustomBatteries)

Adds mid-game batteries, by default positioned somewhere between standard and ion batteries. Also enables Lithium Ion Batteries and Power Cells as minor upgrades to the standard cells.
Requires CustomBatteries.

GravTrapBeacons

Adds beacons to Grav Traps, and allows them to be seen from any distance.
Compatible with Improved Grav Traps.

HabitatBuilderSpeed

Increases or decreases the time taken required to build objects with the Habitat Builder. Fully-configurable from in-game options.

PartsFromScanning

A conversion of my mod Ingredients from Scanning; scanning fragments you already have the blueprint for will grant ingredients from that recipe.

TrueSolarPowerCells

Changes the solar power cells in the Escape Pod so that they actually charge from the sun, at a comparable rate to a craftable solar panel.

UnlockCustomisation

Customise what blueprints unlock and when. Samples and help can be found in the config files.

Power Over Your Power

Customise capacities of vanilla batteries. Could be used to customise mod batteries too, but this should only be done if they have no configuration themselves.

Unaggressive Flora

Makes Spike Plants ignore players. They may still target fauna, just not players.