

- #BEST SUBNAUTICA MODS 2019 HOW TO#
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Then grow it with the Hydroponic Harvester or 3D-Print it with the Replicator. This Catalog brings you the very best in automated production. This Catalog brings you devices to keep you alive in hostile environments, supplying Oxygen, Water, Medical Attention, and other tools to help you manage any crisis. Energy from the environment (turbines, solar, bio reactors) or use Alterra’s concentrated Bio Fuel, store it for the base with PowerStorage or in batteries and power-cells with the Universal Charger, and send it where it’s needed by creating a global distribution web with the Alterra Telepower Pylon your claim on a bit of ocean with the Alterra Wind Surfer and built up to 15 open air platforms or floating turbines that can send energy to any receiving Telepower Pylon.

Required by all FCStudios Mods for Subnautica/Below ZeroĬatalog brings contains machines for the Production, Storage, and Transmission of Energy.
#BEST SUBNAUTICA MODS 2019 DOWNLOAD#
Here is a Chart of all the mods and the place to download on our website. If you have any question or need support for our mods please visit the Subnautica Modding Discord or FCStudios Discord visit our Facebook, Artstation to see what we are currently doing.
#BEST SUBNAUTICA MODS 2019 HOW TO#
I don't know which mods work or don't work since I haven't tested or played with them all, personally the ones I am using don't appear to cause any though any mod adding more tabs in the fabricator will make the list a bit bigger which in turn can push recipes up or down out of the screen view, this can be partly solved by making more branching tabs for items which is simple to do if you know how to open notepad or use notepad ++.Thanks you for visiting our git repo for our mods information in this readme should update you on whats avaliable in the current version of this repo.

Those are just some examples don't blindly download a mod until you have read the most recent posts and especially if the mod has a forum threads for bugs, read up about the mod first before adding it to your game. Docked vehicle storage access has issues as well.
#BEST SUBNAUTICA MODS 2019 UPGRADE#
Prawn upgrade access also has issues with two mods which is the Customized Storage and Slot extender mods. The toggle machines mod has issues where the math is buggered up. The Cyclops "spazzing out" has always been a thing.Ĭyclops hasn't spazzed out on me so far so it's not a bug the devs have kept around by not patching it, it's a bug introduced by the Torpedo Improvement mod which you can see people reporting on on the mod page on Nexus in the posts section of the mod. So far, I've only had all beacons disappearing with the Habitat Control Module (which I removed). Surely you can tell us WHICH mods you're talking about then? I'd been wondering about that too, since I've never engaged in modding games beyond fiddling with XML files for Civilization IV and making Traits and stuff for Stellaris (Which by the way, we can recreate Alterra with now since they've added MegaCorps ) Modders have given us maps, they're on the way to giving us multiplayer, and if UWE pulls through with their considering making a Map Editor? Well, then we're pretty much set! Server-only Subnautica with MTX'es thrown in for example? Yeah, a little stubbornness is fine considering what other people have been doing with their games. By far their team and Subnautica's a huge net positive for me, enough that I'm willing to overlook relatively small matters like this and they could be doing far far worse. That would be perhaps my only negative opinion of them. Which makes me worried about the Ice Dragon, but at least it's only a "Candidate" for now and not firmly in the "Removal" category. Otherwise, chances are it's a foregone conclusion (Maybe if someone like Jack spoke up about it but even then I have my doubts). They'll listen and maybe even consider it. If there's something they're on the fence about, sure. If there's something they don't want to include (or want to remove) it doesn't matter how much community support it gets. Yeah the stubbornness can be a bit peeving for me as well. Might have to look into modding it myself if it isn't too difficult just to change a few values. My other big pet peeve is the game balance, especially around energy/O2/survival needs and I was hoping there would be some mods to tweak those values. One type of mod that I don't see well represented are rebalance mods. Skimming through the top mods was my fallback plan, thanks for the tips on the buggy mods so I don't get a bunch of weird issues. A map mod is already at the top of my list, the dev's stubbornness on refusing to include a map is one of my biggest pet peeves with them.
