Best Of
The Seamoth, Cyclops, and PRAWN are not at all necessary to finish the game: [UPDATED]
[Post 1.0 update: At the time I wrote this, "finishing" the game meant "deactivating the QEP" and the recipe for the rocket was not yet finalized. Suffice it to say that with the 1.0 you will *at least* have to build a Cyclops in order to build the Cyclops Shield Generator, because you can't finish the game without one of those. But now that one can get Kyanite without the use of a PRAWN drill arm or spawning it in, that may be the only vehicle necessary to complete the game. After having their values adjusted, Bulbo Trees are now an entirely adequate source of food as well as water (decay notwithstanding).
In any case I won't be uploading a run to Youtube any time soon; I waited too long and as of last Christmas GPU prices went from unreasonable to completely absurd (don't even get me started on that). Also, I'd like to give special thanks to the one person who read this admittedly long post when I made it, left a "Disagree," and didn't explain what they disagreed with. That feedback was invaluable.]
Building a vehicle beyond a Seaglide is 100% completely optional. There, I said it. (Here there be spoilers:)
Now, if you do things this way, you'll probably never even so much as hear a Reaper Leviathan, but you'll also miss many PDAs, wrecks, and huge chunks of the backstory. You'll likely miss the Mushroom Forests and Bulb Zones entirely. If you've never played the game before it would be a shame as well as a waste of money to ignore the tremendous amounts of work the devs have put into Subnautica (and to stunning effect, I might add).
The devs could prevent all this with a few tweaks, of course. For now, however, doing things this way is an option.
In any case I won't be uploading a run to Youtube any time soon; I waited too long and as of last Christmas GPU prices went from unreasonable to completely absurd (don't even get me started on that). Also, I'd like to give special thanks to the one person who read this admittedly long post when I made it, left a "Disagree," and didn't explain what they disagreed with. That feedback was invaluable.]
Building a vehicle beyond a Seaglide is 100% completely optional. There, I said it. (Here there be spoilers:)
The caveats, of course, are that, once 1.0 is finished, you have to be able to spawn in Kyanite, that the rocket require only two Ion Power Cells, and that the upcoming Ion Cube Matrix require only 5 Ion Crystals. But other than that? Nope.
Let me explain: I thought it would be a fun challenge to do a Seaglide-only run in Hardcore Mode. I'm testing out a Seaglide-only Survival Mode run, and you would not believe how non-stressful it is. I'm not doing it as a speedrun (you can do one in ~15 minutes with nothing more than a Seaglide) but following the major story points.
When I say "non-stressful," I mean I don't have to worry about a vehicle taking damage from anything. That sounds trivial, but until I experienced what it was like, I just assumed it wouldn't matter as much. Turns out the more advanced vehicles need recharging and periodic repairs, as well as time to hunt down fragments and databoxes, and not worrying about any of that means that you literally don't worry about any of that. The substantial investment in time and resources required to build a Cyclops and fully kit it out makes even coming close to losing one a giant pain in the butt (although you may have an interesting and dramatic story to tell later on). Warpers can zap you out of both your Seamoth and your PRAWN; if they do so in the vicinity of a Reaper Leviathan, though, you're in for at minimum an enormous metaphorical headache.
Frankly, you can outrun just about anything with a Seaglide (although you're much safer trapping the leviathan-class lifeforms in a stasis bubble first). Warpers can still be annoying, but only if you choose not to deal with them proactively. Now, while you do no longer have a portable source of oxygen generation, you do find the Modification Station early on, and once you've got 2 UHC O2 tanks and a Rebreather, the distance you can swim expands greatly. Once you've got a Thermoblade, you've also got cooked food on the fly. (Water's a different story, but I'll get to that.)
Inventory space is, of course, a problem, but only until you get to the Alien Thermal Plant. As long as you have a base on/near the Mountain Island, and a preliminary mini-base near said ATP, you can fill the former with things you'll need to expand the latter. Gathering resources near the surface is, of course, much easier than gathering them in even the Lost River, let alone deeper than that.
That said, you're going to need to build a few waystations to get from the Safe Shallows to the Alien Thermal Plant, and Beacons to help navigate toward them. I prefer sustainable, build-&-forget solutions to things like power management and sustenance, so these waystations are basically a Multipurpose Room with a battery charger, Fabricator, Medical Kit Fabricator, and Interior Growbed filled with Bulbo Trees, and powered by nothing more than a single Thermal Plant. But because you swim for kilometers without starving or becoming dehydrated, you can strategically build external growbeds filled with Brain Coral samples, and stop to refill your tank(s) there. (This will be particularly helpful if you'd prefer to swim past the Ghost Leviathan in the Lost River rather than kill it.)
Once you've built your ATP base, however, you will no longer need any of your waystations. You can make the ATP base a full-fledged base with WFMs and Containment Units if you so choose, and stock up on cured Reginalds and Large Filtered Water bottles for your trip to the Primary Containment Facility. You will take damage on the way there even with a Reinforced Dive Suit because it's just that hot, but the damage will be negligible. Just don't forget to take the appropriate keys.
Let me explain: I thought it would be a fun challenge to do a Seaglide-only run in Hardcore Mode. I'm testing out a Seaglide-only Survival Mode run, and you would not believe how non-stressful it is. I'm not doing it as a speedrun (you can do one in ~15 minutes with nothing more than a Seaglide) but following the major story points.
When I say "non-stressful," I mean I don't have to worry about a vehicle taking damage from anything. That sounds trivial, but until I experienced what it was like, I just assumed it wouldn't matter as much. Turns out the more advanced vehicles need recharging and periodic repairs, as well as time to hunt down fragments and databoxes, and not worrying about any of that means that you literally don't worry about any of that. The substantial investment in time and resources required to build a Cyclops and fully kit it out makes even coming close to losing one a giant pain in the butt (although you may have an interesting and dramatic story to tell later on). Warpers can zap you out of both your Seamoth and your PRAWN; if they do so in the vicinity of a Reaper Leviathan, though, you're in for at minimum an enormous metaphorical headache.
Frankly, you can outrun just about anything with a Seaglide (although you're much safer trapping the leviathan-class lifeforms in a stasis bubble first). Warpers can still be annoying, but only if you choose not to deal with them proactively. Now, while you do no longer have a portable source of oxygen generation, you do find the Modification Station early on, and once you've got 2 UHC O2 tanks and a Rebreather, the distance you can swim expands greatly. Once you've got a Thermoblade, you've also got cooked food on the fly. (Water's a different story, but I'll get to that.)
Inventory space is, of course, a problem, but only until you get to the Alien Thermal Plant. As long as you have a base on/near the Mountain Island, and a preliminary mini-base near said ATP, you can fill the former with things you'll need to expand the latter. Gathering resources near the surface is, of course, much easier than gathering them in even the Lost River, let alone deeper than that.
That said, you're going to need to build a few waystations to get from the Safe Shallows to the Alien Thermal Plant, and Beacons to help navigate toward them. I prefer sustainable, build-&-forget solutions to things like power management and sustenance, so these waystations are basically a Multipurpose Room with a battery charger, Fabricator, Medical Kit Fabricator, and Interior Growbed filled with Bulbo Trees, and powered by nothing more than a single Thermal Plant. But because you swim for kilometers without starving or becoming dehydrated, you can strategically build external growbeds filled with Brain Coral samples, and stop to refill your tank(s) there. (This will be particularly helpful if you'd prefer to swim past the Ghost Leviathan in the Lost River rather than kill it.)
Once you've built your ATP base, however, you will no longer need any of your waystations. You can make the ATP base a full-fledged base with WFMs and Containment Units if you so choose, and stock up on cured Reginalds and Large Filtered Water bottles for your trip to the Primary Containment Facility. You will take damage on the way there even with a Reinforced Dive Suit because it's just that hot, but the damage will be negligible. Just don't forget to take the appropriate keys.
Now, if you do things this way, you'll probably never even so much as hear a Reaper Leviathan, but you'll also miss many PDAs, wrecks, and huge chunks of the backstory. You'll likely miss the Mushroom Forests and Bulb Zones entirely. If you've never played the game before it would be a shame as well as a waste of money to ignore the tremendous amounts of work the devs have put into Subnautica (and to stunning effect, I might add).
The devs could prevent all this with a few tweaks, of course. For now, however, doing things this way is an option.
Re: Funny Subnautica pictures and memes
I just translated the subnautica steam description into every google translate language up to french, and got this:
Plate of Ota, volcano, hump All trips
Plate of Ota, volcano, hump All trips
Re: Ammo Crate & Medical Crate - Team based commander supply drops
FYI this model exists somewhere...


Re: This scanner was not made for titanium
Sorry, but I see a lot of major negatives for nearly no positive.
You'd have to convert it all over to generic "fragments" and have it award progress on random blueprints. Part of the design brilliance of the fragment system is that you can tell what the fragment belongs to by looking at it. If I scan a laser cutter fragment, I jolly well expect a laser cutter for my trouble, not a blueprint I don't want and don't need as much. Personally, I'd view that as a serious step backward.
If you already know how to build a wheelbarrow, you don't learn about the construction of a microwave by looking at one. Messing with the blueprint research system would really only destroy immersion and logical consistency. Having to hunt for fragments is a major part of the game. Yes, it can be very frustrating sometimes, I agree, but nerfing the fragment system to that degree isn't the answer.
The titanium consolation prize was added to make surplus fragments have some value - before that change, scanning a fragment for which you already had a blueprint did nothing - and that was a fair compromise. When titanium gets tight during major build and expansion, that extra titanium makes a huge difference in gameplay.
Rather than scanning every fragment you see, keep an eye on what blueprints you have and don't scan those fragments unless you need more titanium. Like any survival game (or, for that matter, survival situation), it's about making good choices based on circumstances, needs, and resources.
You'd have to convert it all over to generic "fragments" and have it award progress on random blueprints. Part of the design brilliance of the fragment system is that you can tell what the fragment belongs to by looking at it. If I scan a laser cutter fragment, I jolly well expect a laser cutter for my trouble, not a blueprint I don't want and don't need as much. Personally, I'd view that as a serious step backward.
If you already know how to build a wheelbarrow, you don't learn about the construction of a microwave by looking at one. Messing with the blueprint research system would really only destroy immersion and logical consistency. Having to hunt for fragments is a major part of the game. Yes, it can be very frustrating sometimes, I agree, but nerfing the fragment system to that degree isn't the answer.
The titanium consolation prize was added to make surplus fragments have some value - before that change, scanning a fragment for which you already had a blueprint did nothing - and that was a fair compromise. When titanium gets tight during major build and expansion, that extra titanium makes a huge difference in gameplay.
Rather than scanning every fragment you see, keep an eye on what blueprints you have and don't scan those fragments unless you need more titanium. Like any survival game (or, for that matter, survival situation), it's about making good choices based on circumstances, needs, and resources.
[MOD] suspensions railway's Modding Emporium
Welcome to my mod emporium!
This post serves as a catalog for all the mods I have made and how to install them!
Follow the instructions below to find out how to install my mods
Please report any bugs in the comments below
This post serves as a catalog for all the mods I have made and how to install them!
Follow the instructions below to find out how to install my mods
Please report any bugs in the comments below
IMPORTANT NOTE: These mods were made for the latest stable update! If they do not work, update to the latest stable!
ModLoader
This modloader serves as the basis for all my mods and is completely necessary for all of them
Installation Instructions:
SOURCE: Click Here
NOTE: After a game update, repeat step 3 of the installation. If the game does not launch correctly after this, please see the troubleshooting section
Installation Instructions:
- Download the latest version of the modloader
- Extract the contents of the downloaded zip file into the main Subnautica directory
- Run the provided patch.bat or goto Subnautica_Data/Managed and run ModInstaller.exe
SOURCE: Click Here
NOTE: After a game update, repeat step 3 of the installation. If the game does not launch correctly after this, please see the troubleshooting section
More Eggs
This mod adds Eggs for creatures that are missing them and a command that let's you spawn any creature into an alien containment
The command is used as follows: waterparkspawn [creature spawn code/id] [amount]
When this command is used inside an alien containment, it will spawn baby versions of whatever creature you want (this includes reapers and ghost leviathans. Go wild)
Current Eggs:
Crimson Ray eggs can be found in the inactive lava zone chamber or spawned with the code GhostRayRedEgg and look like red capsules
Installation Instructions:
NOTE: If the game does not launch correctly, please see the troubleshooting section
The command is used as follows: waterparkspawn [creature spawn code/id] [amount]
When this command is used inside an alien containment, it will spawn baby versions of whatever creature you want (this includes reapers and ghost leviathans. Go wild)
Current Eggs:
- Ghost Ray
- Crimson Ray
- Reaper Leviathan
- Ghost Leviathan
- River Prowler
- Warper
Crimson Ray eggs can be found in the inactive lava zone chamber or spawned with the code GhostRayRedEgg and look like red capsules
Installation Instructions:
- Install the latest version of the ModLoader
- Download the latest version of the mod
- Extract the contents of the downloaded zip file into the Mods folder in the main Subnautica Directory
- Enjoy!
NOTE: If the game does not launch correctly, please see the troubleshooting section
Shock Therapy
This mod adds an electric shock device with the ability to pacify hostile creatures with "harmless" periodic electric shocks
Simply equip the Shock Device and right click on the creature you'd like to place it on or hit it with a propulsion cannon. The pacification effect is permanent for creatures smaller than a leviathan, and up to 3 minutes for leviathan sized creatures. The spawn code is ShockCollar
TODO:
NOTE: If the game does not launch correctly, please see the troubleshooting section
Simply equip the Shock Device and right click on the creature you'd like to place it on or hit it with a propulsion cannon. The pacification effect is permanent for creatures smaller than a leviathan, and up to 3 minutes for leviathan sized creatures. The spawn code is ShockCollar
TODO:
- Proper item model
- Shock Device sticking to the creature when placed on it
- Sticking on the Shock Device with a propulsion cannon
- Install the latest version of the ModLoader
- Download the latest version of the mod
- Extract the contents of the downloaded zip file into the Mods folder in the main Subnautica Directory
- Enjoy!
NOTE: If the game does not launch correctly, please see the troubleshooting section
Decay Timer
This mod adds a simple timer to the tooltip of all food that decomposes. It tells you how long until that food becomes useless, or when it's food value hits zero due to decomposition.
Installation Instructions:
NOTE: If the game does not launch correctly, please see the troubleshooting section
Installation Instructions:
- Install the latest version of the ModLoader
- Download the latest version of the mod
- Extract the contents of the downloaded zip file into the Mods folder in the main Subnautica Directory
- Enjoy!
NOTE: If the game does not launch correctly, please see the troubleshooting section
Seamoth Warper Upgrade
This mod adds an upgrade for the seamoth that allows you to blink up to 30 meters forward.
The upgrades spawn code is WarperUpgrade
Installation Instructions:
NOTE: If the game does not launch correctly, please see the troubleshooting section
The upgrades spawn code is WarperUpgrade
Installation Instructions:
- Install the latest version of the ModLoader
- Download the latest version of the mod
- Extract the contents of the downloaded zip file into the Mods folder in the main Subnautica Directory
- Enjoy!
NOTE: If the game does not launch correctly, please see the troubleshooting section
And many more mods to come!
TROUBLESHOOTING:
- When I try to use them in-game, the mods don't work/load!
This most likely means that you didn't install the modloader or the mods correctly, or the game has updated. Please double check that you followed the installation instructions for the modloader and the mods, or make sure you follow the procedure for a game update. - When I open the game, I get stuck at empty screen with the Subnautica Logo in the background
This most likely means that the modloader failed at patching the game. This could either be because of some catastrophic failure, or the game updated and broke one or more mods. Make sure that all the mods you're using are at their latest version. If they are, feel free to leave a comment about it. MAKE SURE YOU INCLUDE YOUR OUTPUT_LOG.TXT This log file is located in Subnautica_Data
Feel free to leave any bugs, feedback, or mod suggestions in the comments. I can be reached on the official Subnautica Discord under the name mountain cableway#4467
Re: Ammo Crate & Medical Crate - Team based commander supply drops
ChrisStark wrote: »Just place an armory?! Sorry guys. Ambition and ideas okay. But thats almost the same thing but costs worthfully time that can be used otherwise to implement.
No, it isn't. You can't just build the power node & armory when you're pushing a hive. It is not the same as dropping 4 packs of ammo right onto your marines.
But then again, you're playing ns2large fine on hardware from 2001, so anything might be possible.
Re: Flooding bugged version 55670
VoidSeeker wrote: »I tried it in a one-story base i have for water filtration by adding one corridor too much until it had about 9 holes, yet no flodding occured.
This should be fixed in 55784. The scanner room and moonpool have a separate bug that should be fixed tomorrow.
Re: ns2_descent_goodvents
You should have kept _andbelow for mineshaft.
The correct term for descent is descent_andfreefall or descent_andfalling, provided the name isn't refering to the meaning origin/lineage.
Much to learn you have, young mappawan, but I can teach you all about it, when you visit me next time above the summit on cloud 9
Now to the less important stuff..
Great changes, looking forward to playing them!
The correct term for descent is descent_andfreefall or descent_andfalling, provided the name isn't refering to the meaning origin/lineage.
Much to learn you have, young mappawan, but I can teach you all about it, when you visit me next time above the summit on cloud 9

Now to the less important stuff..
Great changes, looking forward to playing them!
Re: Minor Update Released - Subnautica
Xbox version is in development and will be released soon-ish.
ns2_descent_goodvents
Updated with new modid and stuff, now called ns2_descent_goodvents! Please update your workshop links!
Workshop link!
I've limited the scope of this mod from its previous iteration. The intent is simply to make the vents more fair as well as remove a couple minor gameplay greviances that players have had. It should make the map a little bit more fun for players (particularly marines).
The layout!

Balance
* Removed Launch-Shipping vent
* Removed Monorail-Water vent
* Removed Shipping-Hydro vent on South side of room
* Added additional Shuttle Bay-Gravity vent
* Added Gravity-Shipping vent
* Added Water-Silo vent
* Fixed Hydro broken glass tube to prevent dumb shotgun marine hijinks
* Added pipe and cables to block LOS from northern Hydro vent entrance to
prevent Gorges from biling structures from an invincible spot (Thanks, Psyk!)
* Broke down catwalk in Shuttle-Grav hallway to increase marine speed to the top
* Increased size of Nebula sign in Receiving northward to better block LOS to Receiving-Hydro staircase
* Broke glass and opened door in desk/kiosk thing in Receiving to offer some additional way into/out of Shipping
* Broke glass on rounded corner of room East of Gravity to give LOS to vent for marines to kill escaping aliens
* Removed crates and a support beam to upper Shipping to make the area a bit better for combat
* Added additional crates to right conveyor in Shipping to help protect Gorges biling arcs from above
* Removed ability to stand on wall in Shipping-Hydro connector
Visual
* Added reflective glass reflections and geo to props that don't have it (big ones being room in between Observation-Drone and the tubes in Hydro)
* Fixed a number of areas with misaligned textures and holes (don't remember where, but all over the map)
* Removed a bunch of lights that were inside the walls
* Changed the signs in Plaza and other areas to have proper aspect ratios (the Descent Station signs should show a round planet now instead of an oval one)
Workshop link!
I've limited the scope of this mod from its previous iteration. The intent is simply to make the vents more fair as well as remove a couple minor gameplay greviances that players have had. It should make the map a little bit more fun for players (particularly marines).
The layout!

Balance
* Removed Launch-Shipping vent
* Removed Monorail-Water vent
* Removed Shipping-Hydro vent on South side of room
* Added additional Shuttle Bay-Gravity vent
* Added Gravity-Shipping vent
* Added Water-Silo vent
* Fixed Hydro broken glass tube to prevent dumb shotgun marine hijinks
* Added pipe and cables to block LOS from northern Hydro vent entrance to
prevent Gorges from biling structures from an invincible spot (Thanks, Psyk!)
* Broke down catwalk in Shuttle-Grav hallway to increase marine speed to the top
* Increased size of Nebula sign in Receiving northward to better block LOS to Receiving-Hydro staircase
* Broke glass and opened door in desk/kiosk thing in Receiving to offer some additional way into/out of Shipping
* Broke glass on rounded corner of room East of Gravity to give LOS to vent for marines to kill escaping aliens
* Removed crates and a support beam to upper Shipping to make the area a bit better for combat
* Added additional crates to right conveyor in Shipping to help protect Gorges biling arcs from above
* Removed ability to stand on wall in Shipping-Hydro connector
Visual
* Added reflective glass reflections and geo to props that don't have it (big ones being room in between Observation-Drone and the tubes in Hydro)
* Fixed a number of areas with misaligned textures and holes (don't remember where, but all over the map)
* Removed a bunch of lights that were inside the walls
* Changed the signs in Plaza and other areas to have proper aspect ratios (the Descent Station signs should show a round planet now instead of an oval one)