1/6/2024 0 Comments Food subnautica mods![]() As moon sugar is magical and hard to get I thought this would still be balanced. Also when adding magicka to other items this became barely better than everything else. Is now buffed because many mages are playing with magic mods like multiple enchantments, invested magicka, and so on so they have a lot more magicka than maybe the base game intended. As for balanced I'd love your input on that! Even though I was worried it would be OP I found that it was not as effective as I first thought in gameplay I still have to use potions and other buffs etc. Is it OP/Balanced? At first it kind of feels that way because we're not used to using food to restore magicka, however, many food items are made with ingredients that have magicka effects (including salt piles!) so I feel like this should have been in the game anyway. So I've added potion effects instead which work really well. ![]() When I got into the creation kit my goal was simple: add magicka buffs to everything that has stamina buffs.but I soon realised there's not even a food effect for this, they only have the Elsweyr Fondue effects in there! I feel like this completely confirms my suspicion that the ball was heartbreakingly dropped for mages. So I decided I would learn how to make a mod and make the mod I wanted, one that overhauls existing food but doesn't add food, so that mages can eat and restore themselves just like other warriors. Also none of these mods did what I wanted (as far as I could tell) and gave magicka buffs to existing food, they just added a couple of magicka related recipes and I didn't want to sort through and learn them. I always felt like mages were forgotten. I could have gotten a food overhaul mod but I didn't want to add 3000 new foods and ingredients to my game to get a few added magicka recipes in the list. I've always been really frustrated there's basically only one food that restores magicka (3ish with DLC) but a wild and wonderful assortment of food for people who need stamina. But even if better sources are available, it still provides easy additional energy for demanding seabases.PLEASE NOTE: THIS IS MY FIRST MOD, IT SHOULD BE FINE BUT JUST TO BE SAFE SAVE BEFORE USING PLEASE. Thanks to its low costs and easily renewable fuel it is perfectly suited to power outposts with low power devices like a Battery Charger (Subnautica) or Power Cell Charger (Subnautica), especially if the area lacks the requirements for both Solar Panels and Thermal Plants. Egg-hatched fish in particular provide the most energy. It is also useful for disposing of any excess or spoiled flora and fauna that the player has no more need of. It is also easy to supply a Bioreactor with fuel if one keeps an Exterior Growbed (Subnautica), Interior Growbed or Alien Containment (Subnautica) full of fish nearby. It does not affect power in creative mode.īioreactors work well in biomes where organic matter is plentiful, such as Kelp Forests or Mushroom Forests, where Solar Panels may be less efficient. It can only be placed in the center of a Multipurpose Room (Subnautica). The Bioreactor produces 1 energy every 1.2 seconds (50 per minute) with a maximum capacity of 500 units per Bioreactor. It can break down any organic matter into reliable energy for Seabases (Subnautica). ![]() It has a 4×4 inventory grid to place organic items into, and items placed inside it cannot be removed once placed. The Bioreactor is constructed with the Habitat Builder (Subnautica) and composts organic matter into Energy.
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