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Releases: tinyhoot/SubnauticaRandomiser

Update to v0.11.1

06 Sep 15:02
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  • Fixed an issue that prevented fish hatched from eggs from appearing in recipes.

Update to v0.11.0

20 Jul 22:26
0ed9ca5
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Updated for Nautilus. Now features a fully reworked options menu with detailed explanations of every single option and even more details (and options!) in the equally reworked config file.

  • Add: Random spawns can now exclude spawns in the radiation zone.
  • Add: Recipes on Balanced have a global value multiplier
  • Add: Recipes can use different random distribution weighting
  • Add: Split spoilerlog into multiple files and added recipe log
  • Add: Separated save game from the config into its own file
  • Fix: Databoxes no longer despawn when the blueprint has not been collected
  • Fix: Errors visibly show up rather than silently disappearing
  • Fix: Fragments spawn at reasonable rates
  • Fix: Rare scan rewards are actually rare
  • Fix: Radiation warning on spawn calculates more accurate time remaining
  • Fix: Recipes on Chaotic respect all config options
  • Fix: Recipes can no longer exceed their maximum allowed size.

Update to v0.10.1

27 Jan 19:28
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  • Fix: Harmony patches are no longer applied multiple times if the button to randomise is pressed.
  • Fix: Door key codes are updated correctly in the PDA entries, even for people with fast computers.
  • Fix: Prerequisites require their dependencies recursively.

Update to v0.10.0

26 Jan 07:55
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From this point on, the underlying logic of the Randomiser makes full use of the Unity Component system to compartmentalise and modularise wherever possible. Combined with an event system, this allows the logic to be much more flexible, react to many more situations than before, and be spaced out over several frames using coroutines.

As a result, the game no longer freezes for a second whenever the button to randomise is pressed.

  • Add: Eggs may start identified, which skips the need for an ACU.
  • Add: Door codes can be randomised.
  • Add: Supply box contents can be randomised.
  • Add: Fragments may now spawn inside the Aurora.
  • Balance: Duplicate fragment scans use a loot table, with a chance for rare, valuable rewards
  • Balance: When an ingredient becomes overused, its parent recipes are no longer considered valid ingredients. This cuts down on overuse by proxy.
  • Balance: Random starts no longer include CrashZone because of the possibility of spawning behind the Aurora. The option is still part of Chaotic Random and selectable on its own.
  • Fix: Priority entities no longer ignore their dependencies.
  • Fix: Remove leftover harmony logging to the desktop.

Update to v0.9.2

04 Jan 17:39
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  • Add: The mod options menu now has tooltips and is overall more intuitive to use.
  • Balance: A few shallow wrecks now have higher spawn rates for fragments.
  • Fix: Base pieces made from fish hatched from eggs were not deconstructable.

Update to v0.9.1

30 Dec 16:13
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Some bugfixes.

  • Balance: Habitat builder is always available by 100m.
  • Fix: Eggs and seeds showing up in recipes before it should be possible for them to do so.
  • Fix: Scanner room upgrades are now properly counted as upgrades.

Update to v0.9.0

24 Dec 11:55
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The first release updated to work with Subnautica 2.0, the "Living Large" update. This release no longer uses QModManager, but instead relies on BepInEx.

While everything should work well enough, fragment spawns are still a bit unstable. If you randomise fragment locations, be aware that you may or may not find enough fragments to complete the game.

Update to v0.8.2

07 Nov 22:08
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This is the last release for legacy Subnautica.

  • Fix: Reading CSV files no longer crashes for players using languages that use commas in floating-point numbers (notably French).

Update to v0.8.1

08 Oct 20:05
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Fixes and extensive testing for the more crippling bugs present in the previous release.

  • Add: Config option for adjusting solo diving depth.
  • Add: Config option for maximum number of fragments per biome.
  • Add: Random Start option that is less punishing. Previous "Random" option has been renamed to "Chaotic Random".
  • Balance: Default solo diving depth reduced to 200m.
  • Balance: Default for Tools and Upgrades as ingredients is now "Never".
  • Balance: Fragments are much more abundant and scale to the required number of scans.
  • Balance: Certain fragments are no longer available from depth 0m, which reduces cluttering in the starting areas.
  • Balance: Reduced maximum number of fragments per biome.
  • Balance: Seaglide is now always available by 100m.
  • Fix: Fragments are now randomised properly if recipe randomisation is disabled.
  • Fix: Fragments no longer spawn exclusively at Degasi Seabase 2.
  • Fix: Fragments respect laser cutter restrictions.
  • Fix: Prawn suit fragments no longer need upwards of 20 scans.
  • Fix: Prawn suit fragments no longer look like Seamoth fragments.
  • Fix: Recipes are now able to have only 1 ingredient, instead of 2.
  • Fix: Spoiler log now displays fragment spawn locations correctly.
  • Removed: Mod options menu randomising button no longer asks you to press it twice.

Update to v0.8.0

12 Aug 16:00
17ee395
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The modularisation update. It is now possible to switch on or off every aspect of the randomiser individually. This also means that fragments can now be randomised independently of recipes!
Additionally, this release includes a fix for a vanilla bug where deconstructing certain base pieces would not return the correct building materials.

  • Add: Config options for turning recipes on/off.
  • Add: Fragments now use the full range of prefabs available to them.
  • Add: Fragments can now use a random number of scans to unlock.
  • Add: Fragments can now yield a random raw material when scanning one that was already unlocked, rather than just two titanium.
  • Add: Random starting locations for the lifepod.
  • Balance: Fragments more closely approximate vanilla spawn rates.
  • Cleanup: Lots of code style and clarity updates, along with general complexity reduction for easier maintainability.
  • Fix: Remove vanilla bug to ensure deconstructing base pieces always returns the correct materials.
  • Fix: Fragments properly remove vanilla spawns when loading a saved game.
  • Fix: Priority items now work properly for all depths.
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