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For Science! Subnautica Configuration modpack.
Welcome to a config modpack that works together for Subnautica
- Closer to real recipes - Fragment Scans that don't suck - Swapping Batteries actually means something - New Chunks and Drillables
Requirenments: - CustomCraft2 - EasyCraft (as some recipes may not fit in player inventory and/or become hard to track) - Defabricator - IngredientsFromScan - CustomizeYourSpawns - ConfigurableChunkDrops - Rm_PowModifier - SNHardcorePlus - Derbis Recycling
Recomended: - Custom Food Mod 2 - Improved Power network
Changes made:
Resources are everywhere - Added new resources to mid/late game areas - drillable Ruby / BasltChunks (magnetite,sulfur and nickel) - Fragments provide salvagable resources from that tool/vechile - Recycling mod provides a practical titanium source - Unlocking the Cyclops adds alturnative recipes for Lead, Quartz, Ruby+Glass (and makes endgame resources more useful)
Recipes more realistic and actually make chemical/engineering sence. (eg. matierals for the cyclops don't actually include matierals needed for the engine! What about the copper needed for that seamoth motor? Titanium is alloyed with nickel or Aluminum - not Lithium for structural items etc.etc...) - Computer Chips are made cheaply in batches - computer chips everywhere! make everything "smart"! - Farmable plant resources also considered in the balancing of recipes.
- Compress/Decompress your titanium with the Fabricator - Made a mistake? Uncook Regie the reganld before you eat him! - Defabricator balanced out to not refund any crystal or plant based matierals.
- All electronics take up more energy , all power generators capacities reduced. Battery/Battery chargers matter now. SwimCharging fins doesn't make your tools immortal. - Solar Panels nerfed - but are organicly built
- Cyclops and Exosuit moved to late game via. resource requirenments - Other Equipment & Weapons moved to late game via. resource requirenments