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Fragment Requirement Booster
About This Mod
Inspired by Ellinger74's original Realistic Recipes and Increased Difficulty mod, it changes the number of items that need to be scanned to unlock the drawing.
Dive deeper.
Have you ever sunk on a sunken ship and been stunned by scanning items you unlocked a few months ago? Want hundreds of Sea Glide mobile pods and parts to make more sense than two pieces of titanium? Look for the simplest machine parts and find the coolest parts. You don't need to look any further.
Every scanned detail you find in this fashion will become a treasure. This is because you'll need all the parts you find to unlock anything. The number of scanned parts required to unlock almost all drawings is at least doubled with this mode.
A bit of history
If you're reading this now and you think, "Wow, this will make the game very difficult," then you're absolutely right. This mod is inspired by Ellinger74's "Realistic Recipes and Increased Difficulty" fashion, which attempts to make the game's recipes more realistic while making the game more difficult (at least compared to vanilla). Ellinger74 went even further, increasing the number of scanlays needed to unlock drawings as an optional feature.
If you're wondering why I don't recommend Ellinger74's great mod, it's because it's based on an early unsupported version of Custom Craft and can cause serious conflicts with other mods. If you are only interested in Ellinger74 mod, I highly recommend it. If you are using other mods that use Custom Craft 2, you should refer to the Quintuple5 mod port that works with Custom Craft 2. However, Custom Craft 2 was created to work with SMPHelper V2. A change to the plan unlock terms has failed to migrate to the new version.
What can this mod do?
This mod again adds changes to the plan's unlock conditions that can be scanned as a separate feature. This mod is a must for anyone who wants to use realistic recipes and increased complexity in Custom Craft 2 and make Subnautica the challenging game it should be. In addition, the amount of fragments required to unlock each drawing can be easily configured using a simple txt file.
If you don't agree with Ellinger's numbers74 and consider yourself a masochist, feel free to set the number of scanned fragments required for Seaglide to 30 or any other number that you're willing to torture yourself to reach (Subnautica will intervene if you exceed 30). Theoretically they can be reduced to zero, but it has never been tested, so the game may fall, some drawings may be permanently blocked, the world may collapse in the sun, or all three options. So don't do it if you don't like masochism.
Personally, I recommend adhering to the values adopted by Ellinger47. It takes a lot of research to discover, but not so much that it becomes boring and frustrating. In fact, this is exactly what should be played by postponing some important technical milestones to a later date in order to serve as a reward for hard (but fun) work, rather than doing everything to the funny quickly and easily, starting in the middle of the game. Some examples include:
Seaglide requires 6 scanwards, forcing you to explore shallow water and kelp forests before unlocking them, which puts you in the middle of the game from the start.
Beacons become much harder to get as they require six scanwards, making you think how to navigate the map without them.
Unlocking Mobile Bay and Seamoth also requires six scanwords, and all motorized vehicles move into the late middle of the game.
Small spoilers on the ******.
The Cyclops' drawing requires 6 scanlays for all levels, making it a real reward in the endgame rather than an easy way to win in the middle of the game.
The PRAWN costume requires 6 scanlays and cannot be unlocked simply by detecting an exploding Aurora. For players who fear that it is impossible to obtain it, there are many other pieces of the full PRAWN costume in the deep-sea wreckage.
****** Spoiler warning.
This mod works without conflicts with other mods. The only exception may be the original Custom Craft, since the code I wrote to implement this mod is based on how they originally implemented it. Conflicts can also occur if other mods attempt to modify existing scanned values. This is my first attempt to create this mod, and I can't promise to support it after the release.
Theoretically, custom scanned values can be processed. I don't know of any mods that add new scanned values to the game world, but if you want to change the values in this mode, just add the string customItemID:[frag count] to the txt file of the custom scanned values to be added.
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