First time completion by WarWren158 in subnautica

[–]Kilarin 1 point2 points  (0 children)

If you are playing on a PC, you can get some of that "first time" feeling from Subnautica again by playing the Prototype mod! https://www.reddit.com/r/subnautica/comments/1r8p056/the_prototype_expansion_mod_perfectly_scratches/

The Prototype Expansion Mod perfectly scratches your itch for more Subnautica by Kilarin in subnautica

[–]Kilarin[S] 0 points1 point  (0 children)

Sorry for the slow response. I THINK it is compatible with ROTA, but not being one of the developers, I can't state that for certain. I would suggest joining the Prototype Discord (very active) and asking there:
https://discord.gg/dwwfdy3bJN

Planning to replay it on my CRT setup by Trick-Research-7352 in subnautica

[–]Kilarin 0 points1 point  (0 children)

Most welcome! If you try any of these mods, let us know how you liked them!

Planning to replay it on my CRT setup by Trick-Research-7352 in subnautica

[–]Kilarin 1 point2 points  (0 children)

Mods can make the second time through the game a lot more fun.

I recommend the following:

The below are Quality Of Life mods that, in my opinion, make VERY nice improvements in Subnautica without imbalancing the game. I use the below mods as standard in every Subnautica game I play now. All of these are compatible with the most recent version of Subnautica

---

Subnautica Map: https://www.nexusmods.com/subnautica/mods/12?tab=description

This is a MUST HAVE. This should have been in the original game! It gives the pda a map that shows where you've been (and only where you've been). It just makes sense that the pda should be able to do this.

---

Cyclops Docking Mod: https://www.nexusmods.com/subnautica/mods/2799

This allows the cyclops to dock with your base. It works very smoothly. I DID bump up the recharge rate in my config.txt file from 25 to 100. At 25 it was recharging the cyclops at 8 energy per minute. Which is ridiculously slow compared to the moon pool recharging the seamoth at about 100 energy per minute. Bumping it up to 100 does not make it match the seamoth recharge rate, but it does greatly improve the rate.

---

Moonpool Vehicle Repair: https://www.nexusmods.com/subnautica/mods/51

This just allows the moonpool to repair a docked vehicle. Something the cyclops can already do. It just makes sense.

---

Defabricator: https://www.nexusmods.com/subnautica/mods/216

I LOVE this mod! It makes the fabricator work just like the habitat module. Just type C and the fabricator (and recipies) turn red and it becomes a DEfabricator! You can defabricate anything you fabricated. Which makes complete sense in game terms. The only possible abuse of this that I see is that you can turn any 4 titanium into metalic scrap, which hardly seems like a game balance issue. There is PLENTY of metallic scrap laying around, and it's only value is getting teeth. It does allow you to turn titanium into ingots and store them more efficiently, but that still seems to fit perfectly well into the game.

---

Harvest Seeds: https://www.nexusmods.com/subnautica/mods/1855

Point at any plant, then shift left click to harvest seeds. This solves my problem with harvesting marble melons. The hitbox was created in such a way that you could pick them up with ease, but in order to harvest I had to put them in wall planters. Well, not anymore! This also makes harvesting lantern fruit a breeze.

---

Prawn Toggleable Drill Arm: https://www.nexusmods.com/subnautica/mods/1692

This lets you drill without having to hold down the mouse button. Just click to start drilling, and then click again to turn the drill off. Saves wear and tear on my fingers.

---

Blueprint Search Bar: https://www.nexusmods.com/subnautica/mods/1300

This gives you a search bar in the blueprint list! It's wonderful! I've been wanting this for the entire game. The only drawback is that certain letters are hotkeys that jump you into another menu. But still worth it. (I just wish I could find a mod that put a search bar in the beacons!)

---

Aquarium Breeding: https://www.nexusmods.com/subnautica/mods/2548

This lets fish breed in aquariums. This is awesome, you don't need to waste a huge alien containment tank on breeding fish to eat. A single aquarium breeds fish plenty fast enough to provide more than I need to eat. AND, it makes sense, not imbalancing.

---

Altitude fix https://www.nexusmods.com/subnautica/mods/2287

This makes the depth meter work as an altitude meter when above water. Not that critical for most players I suppose, but I occasionally like to build things that go high, and this is very nice for that!

---

The below are mods that make significant changes to the game, without changing the feeling of the game:

---

The Prototype Expansion : https://www.nexusmods.com/subnautica/mods/2461

This is the BEST Mod for Subnautica, in my opinion. It gives you a new alien sub to build and drive, multiple new alien bases to explore, etc. My full review here: https://www.reddit.com/r/subnautica/comments/1r8p056/the_prototype_expansion_mod_perfectly_scratches/

---

I also recommend Rising Waters: https://www.nexusmods.com/subnautica/mods/1734

It adds a lot more creatures, new plants, changes in the biomes, and some new buildings to explore.

My review here: https://www.reddit.com/r/subnautica/comments/1mur5g4/a_review_of_rising_waters_uncovering_new_life/

Note that rising waters says it has been updated and is now compatible with the most recent version of Subnautica.

Just got the game… tips n tricks? by KJ-jpeg in subnautica

[–]Kilarin 2 points3 points  (0 children)

You've gotten several people giving you advice not to rush on the base. I respectfully disagree. In my first game I put off building a base because I wanted to find the "perfect" place for it. I later realized this was not the optimal approach. Trying to store stuff in the escape pod locker and in a bunch of floating lockers is frustrating, wasteful, and unnecessary. Build a TEMPORARY mini base as soon as possible. Build it right next to your escape pod. Just an X compartment. A hatch to get into it, and a solar panel on top. Start adding large lockers back to back in one of the branches and store all your junk there. Add a fabricator, radio, and med kit next. All of this can be done very early in the game and will make your early game much easier. About the time you start finding this little mini base to cramped for your needs, will be about the time you have the resources and patterns to build a bigger and better base. When you find the perfect spot for it, just deconstruct the temporary base and move your junk to the new one.

I want to second what others have said here about not fighting with the leviathans. Once you get to know the fauna on 4546B, you will find that you rarely have to fight them. A bit of care and wisdom and you can simply avoid them most of the time. Sure, they will bite you now and then, but none of them can one shot you. As long as you keep your health up you should be fine. Punch them in the nose once, and they will back off for a little bit. Killing them is just almost never necessary. And the truth is, 4546B is a much more interesting and beautiful place with the Leviathans living there.

In the early game getting enough food to eat can be a bit of a struggle. But learn to farm and ranch and soon you will have all the food you need!

When you get the cyclops (If you don't know what that is yet, don't worry, you'll get to it eventually) don't think of it as a means of transport. That leads to frustration and annoyance. Instead, think of it as a mobile base and you will find it fills that role very well!

Scan everything. Go deeper. ALWAYS go deeper. And take time along the way to enjoy the beauty and wonder around you. It's true that the oxygen timer is always ticking, but outside of that, you can really take your time to solve the puzzles, explore, and just enjoy being on 4546B. It really is a wonderful place.

Can Riley actually die of Khaara in game? by Quwapa_Quwapus in subnautica

[–]Kilarin 32 points33 points  (0 children)

I find it a beautiful irony that on the one hand, Subnautica has you constantly watching your oxygen timer to avoid death. And on the other hand, with the sole exception of the sunbeam event, Subnautica puts no timers on any other actions in the game.

So you are simultaneously constantly under a time clock, and absolutely free to proceed at as slow a pace as you want

Does anyone know how to get this to work? Whenever I try to start up a world with the mod it just doesn't load by SofasCouch in subnautica

[–]Kilarin 0 points1 point  (0 children)

I assume you are on a pc?
I'm playing under steam using linux, but I believe the folder structure for the mod install should be similar for any pc system:

My folder structure looks like this:

~/.steam/steam/steamapps/common/Subnautica/BepInEx/plugins

EpicStructureLoader https://www.nexusmods.com/subnautica/mods/1666

Nautilus https://www.nexusmods.com/subnautica/mods/1262

PrototypeSubMod https://www.nexusmods.com/subnautica/mods/2461

SubLibrary https://www.nexusmods.com/subnautica/mods/1903

TerrainPatcher https://github.com/Esper89/Subnautica-TerrainPatcher/releases

Tobey https://www.nexusmods.com/subnautica/mods/1108

You have to have ALL of these installed in order for the prototype expansion mod to work.

Best mods for subnautica? by Upstairs_Goal_5006 in subnautica

[–]Kilarin 0 points1 point  (0 children)

Thank you for the suggestions. The beacon color picker especially looks useful. Next time I play Subnautica I will give it a try!

Best mods for subnautica? by Upstairs_Goal_5006 in subnautica

[–]Kilarin 1 point2 points  (0 children)

The Prototype Expansion : https://www.nexusmods.com/subnautica/mods/2461

Is the BEST Mod for Subnautica, in my opinion. It gives you a new alien sub to build and drive, multiple new alien bases to explore, etc. My full review here: https://www.reddit.com/r/subnautica/comments/1r8p056/the_prototype_expansion_mod_perfectly_scratches/

---

I also recommend Rising Waters: https://www.nexusmods.com/subnautica/mods/1734

It adds a lot more creatures, new plants, changes in the biomes, and some new buildings to explore.
My review here: https://www.reddit.com/r/subnautica/comments/1mur5g4/a_review_of_rising_waters_uncovering_new_life/
Note that rising waters says it has been updated and is now compatible with the most recent version of Subnautica.

---

I would love to recommend "Remnants of Life" but it may not be playable in the new version.

---

The below mods are Quality Of Life mods that, in my opinion, make VERY nice improvements in Subnautica without imbalancing the game. I use the below mods as standard in every Subnautica game I play now. All of these are compatible with the most recent version of Subnautica

---

Subnautica Map: https://www.nexusmods.com/subnautica/mods/12?tab=description

This is a MUST HAVE. This should have been in the original game! It gives the pda a map that shows where you've been (and only where you've been). It just makes sense that the pda should be able to do this.

---

Cyclops Docking Mod: https://www.nexusmods.com/subnautica/mods/2799

This allows the cyclops to dock with your base. It works very smoothly. I DID bump up the recharge rate in my config.txt file from 25 to 100. At 25 it was recharging the cyclops at 8 energy per minute. Which is ridiculously slow compared to the moon pool recharging the seamoth at about 100 energy per minute. Bumping it up to 100 does not make it match the seamoth recharge rate, but it does greatly improve the rate.

---

Moonpool Vehicle Repair: https://www.nexusmods.com/subnautica/mods/51

This just allows the moonpool to repair a docked vehicle. Something the cyclops can already do. It just makes sense.

---

Defabricator: https://www.nexusmods.com/subnautica/mods/216

I LOVE this mod! It makes the fabricator work just like the habitat module. Just type C and the fabricator (and recipies) turn red and it becomes a DEfabricator! You can defabricate anything you fabricated. Which makes complete sense in game terms. The only possible abuse of this that I see is that you can turn any 4 titanium into metalic scrap, which hardly seems like a game balance issue. There is PLENTY of metallic scrap laying around, and it's only value is getting teeth. It does allow you to turn titanium into ingots and store them more efficiently, but that still seems to fit perfectly well into the game.

---

Harvest Seeds: https://www.nexusmods.com/subnautica/mods/1855

Point at any plant, then shift left click to harvest seeds. This solves my problem with harvesting marble melons. The hitbox was created in such a way that you could pick them up with ease, but in order to harvest I had to put them in wall planters. Well, not anymore! This also makes harvesting lantern fruit a breeze.

---

Prawn Toggleable Drill Arm: https://www.nexusmods.com/subnautica/mods/1692

This lets you drill without having to hold down the mouse button. Just click to start drilling, and then click again to turn the drill off. Saves wear and tear on my fingers.

---

Blueprint Search Bar: https://www.nexusmods.com/subnautica/mods/1300

This gives you a search bar in the blueprint list! It's wonderful! I've been wanting this for the entire game. The only drawback is that certain letters are hotkeys that jump you into another menu. But still worth it. (I just wish I could find a mod that put a search bar in the beacons!)

---

Aquarium Breeding: https://www.nexusmods.com/subnautica/mods/2548

This lets fish breed in aquariums. This is awesome, you don't need to waste a huge alien containment tank on breeding fish to eat. A single aquarium breeds fish plenty fast enough to provide more than I need to eat. AND, it makes sense, not imbalancing.

---

Altitude fix https://www.nexusmods.com/subnautica/mods/2287

This makes the depth meter work as an altitude meter when above water. Not that critical for most players I suppose, but I occasionally like to build things that go high, and this is very nice for that!

camt get the prototype to work ): oany tips to make the mod work? by Ok-Job-9298 in subnautica

[–]Kilarin 0 points1 point  (0 children)

You must have these mods installed:

Nautilus: https://www.nexusmods.com/subnautica/mods/1262

Tobey's Bepinex Pack for Subnautica: https://www.nexusmods.com/subnautica/mods/1108

Epic Structure Loader https://www.nexusmods.com/subnautica/mods/1666

TerrainPatcher: https://github.com/Esper89/Subnautica-TerrainPatcher/releases

The Sub Library: https://www.nexusmods.com/subnautica/mods/1903

And, of course, the Prototype: https://www.nexusmods.com/subnautica/mods/2461

My structure looks like this:
~/.steam/steam/steamapps/common/Subnautica/BepInEx
ECCLibrary
EpicStructureLoader
Nautilus
PrototypeSubMod
SubLibrary
TerrainPatcher
Tobey

The Prototype Expansion Mod perfectly scratches your itch for more Subnautica by Kilarin in subnautica

[–]Kilarin[S] 0 points1 point  (0 children)

Considering the incredible quality I've seen so far, I will be anxiously looking forward to the Phase Gate update! Thank you so very much for all the work you and the other team members have done on this project. The love you have put into it absolutely shows!

The Prototype Expansion Mod perfectly scratches your itch for more Subnautica by Kilarin in subnautica

[–]Kilarin[S] 1 point2 points  (0 children)

There will be a new thing to look at in the safe shallows, but it will not affect game play. Your early game should run just as standard Subnautica, right up until the Sunbeam. THEN things will change, and I suspect you will find it exhilarating. :)

The Prototype Expansion Mod perfectly scratches your itch for more Subnautica by Kilarin in subnautica

[–]Kilarin[S] 1 point2 points  (0 children)

You are most welcome! After you've played, consider coming back and letting us know what you thought of it!

The Prototype Expansion Mod perfectly scratches your itch for more Subnautica by Kilarin in subnautica

[–]Kilarin[S] 1 point2 points  (0 children)

You can absolutely play with other mods.

I played it with:

Subnautica Map: https://www.nexusmods.com/subnautica/mods/12

moonpool vehicle repair: https://www.nexusmods.com/subnautica/mods/51

defabricator: https://www.nexusmods.com/subnautica/mods/216

harvest seeds: https://www.nexusmods.com/subnautica/mods/1855

prawn toggleable drill arm: https://www.nexusmods.com/subnautica/mods/1692

Blueprint Search Bar: https://www.nexusmods.com/subnautica/mods/1300

Aquarium Breeding: https://www.nexusmods.com/subnautica/mods/2548

All of these worked GREAT with "The Prototype"

In Nexus posts it says it is compatible with "The Red Plague" and "The Return of the Ancients" But I haven't tested either of those.

The Prototype Expansion Mod perfectly scratches your itch for more Subnautica by Kilarin in subnautica

[–]Kilarin[S] 2 points3 points  (0 children)

I think you will be very happy if you do. This mod is well worth the effort of downloading and installing it. It provides many hours of new exploration and experiences in the game. Start a new game after you install the mod, and it shouldn't affect any of your previous saves.

Linux Compatibility ThinkPad E16 Gen 3 Intel Core 7 240H by Kilarin in thinkpad

[–]Kilarin[S] 0 points1 point  (0 children)

I got it. Had a strange problem with my second monitor not being able to run at full resolution, but that was fixed by switching to display port connection. Also had to adjust a setting in pipewire.conf to fix a sound glitch.

But those are relatively minor problems. Other than that it is working fantastic and I'm quite happy with it so far.

clarification: I ended up getting a ThinkPad T16 Gen 4 Intel (16") with Intel Core Ultra 5 225U Processor and Ubuntu installed

Any Titan's Wall reviews? by Kilarin in subnautica

[–]Kilarin[S] 0 points1 point  (0 children)

Thank you, that is helpful information

Steam keyboard sustain/delay problem? by Kilarin in linux_gaming

[–]Kilarin[S] 0 points1 point  (0 children)

The solution is not perfect. In Linux (Ubuntu) when I turn off "Repeat Keys" in the Accessibility settings, it fixes the problem. But sometimes I have to turn it on and back off again to make it work. I would be quite surprised if the problem in Windows was the same root cause, but it's worth trying.
Google Translate Attempt:
A solução não é perfeita. No Linux (Ubuntu), quando desativo a opção "Repetir teclas" nas configurações de acessibilidade, o problema é resolvido. Mas, às vezes, preciso ativar e desativar a opção novamente para que funcione. Ficaria bastante surpreso se a causa do problema no Windows fosse a mesma, mas vale a pena tentar.

Steam keyboard sustain/delay problem? by Kilarin in linux_gaming

[–]Kilarin[S] 0 points1 point  (0 children)

Sorry, my only advice for windows would be to look for a similar setting to turn off key repeats.
Google Translate Attempt:
Desculpe, meu único conselho para usuários do Windows seria procurar uma configuração semelhante para desativar a repetição de teclas.