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thegrandseraph

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thegrandseraph

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About this mod

A redo of my old Alchemy mod, built for the newest version of Custom Craft V2.

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  • Ever wonder why the game gives you so many things to grow, and no reason to grow them?
  • Tired of having incredibly advanced technology, but still having to break rocks to get resources?
  • Do you feel like the primary thing missing from Subnautica is medieval pseudo-science?

Boy do I have good news for you. Thanks to the Custom Craft V2 mod, and no small amount of patience on the authors part, you can now use magic... I mean science to turn all that plant life into usable resources. Simply harvest what you need, then use the fabricator to turn it into whatever raw materials you are lacking.

The first version is "Easy Mode". This one I mostly made as a proof of concept just to make sure I could. You will find the recipes to be relatively easy to follow and it will unbalance your game. Not that there is anything wrong with that of course. Sometimes you want survival without the mindless tedium of hunting for resources. This version has been tested and is working in CustomCraft V2 1.4.3.

But for the more hardcore players, I intend to create a "Hard Mode" version, intended to replace the standard gathering without unbalancing it too much. This version will require a significant increase to the number of each resource needed, as well as increasing recipe complexity. This version will require a large base to be able to produce the quantities of resources needed.

[--Installation--]
To install, simply move the two text files to C:\Program Files (x86)\Steam\steamapps\common\Subnautica\QMods\CustomCraft2SML\WorkingFiles

If you have any questions, feel free to let me know.
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