Realistic recipes and increased difficulty (now including cc2 and cc3 version)

⭐ ⭐ (578 endorsements) 📥 27,137 downloads 📌 v1.3.2-2.0 📅 5/13/2018
⚪ Last updated 2023

By Ellinger74 and Quintuple5 for CC2 version · Gameplay

⬇ Download Mod Source: Nexus Mods 📅 Updated: 12/8/2023 📅 Created: 5/13/2018
⚠️ Install Order · 2 steps
1🛠️ BepInEx — BepInEx framework Download ↗
2🧩 QModManager — QModManager Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 2.1% endorsement rate — high engagement, a strong quality signal
  • 🏆 #63 of 456 Gameplay mods in this game by downloads

📋 About This Mod

Once finished Subnitica a first time, you'll quickly realize that the blueprints are not at all realistic and too inexpensive and that the absence of a difficult mode harms the pleasure of replaying. The developers wanted to make a game that ends fairly quickly (about 30h),  where the player does not have time to get tired because of repetitive tasks. The downside is that after a few hours you already have a seamoth, an exoskeleton and a very large submarine built with only few resources collected here and there (not related in any case to the size of the vehicles).

This mod is for all those who want a real challenge, a real exploration before having a first vehicle. The blueprints are more realistic and I did a real research on materials and their properties: Lithium for example is for viscosity and energy accumulation (even if it still reacts quite violently to water, no luck)... Silicon will unfortunately always be the great absent of the game.

To make the beginning of the game even longer and more advanced exploration without vehicle, just mount to 3 copper "copper wires" and 3 sivler "wiringkit".

No need to modify anything else (at the beginning of the file). Has been tested with 2 copper and 2 siver for now, but this is the next step.

This mod changes almost all the blueprints of the game (some may still be too long to do, you'll have to test it and give me feedback)..:

The WiringKit, the basis of the game, is more difficult to produce. I distinguished the basic WiringKit which is a toolkit (4 Titanium, 2 Copper, 2 Silver), from the AdvancedWiringKit which integrates electronics with a microprocessor, gold and copper wire.

Titanium ingots now require 20 Ti to be created but Aurora pieces yield 5 Ti (so it is more effective in inventory to take a piece of aurora (which I estimate is purer metal) than individual titanium ores. I consider ingot as purified titanium and thus more resistant, just like its big brother plastacier ingot (2 ingots of titanium plus diamond).

For example, all tools require a "WinringKit" for wiring, a microprocessor and silicone for the handle.

All recipes are more complex and sometimes require twice as many ingredients (much more for vehicles).

Generators that supply power to the bases must now incorporate batteries.

The vehicles finally have recipes that match their size but whose ingredients all fit in the 48 locations (even for the cyclop) of the inventory.

The cyclop will really take you some time to build.

The bases require titanium ingots for their outer elements and sometimes enamelled glass for strength.

The improvement modules require compounds related to their chemical properties: polyaniline for electrical conductivity or electromagnetic shielding, Aerogel for thermal insulation, enamelled glass for deep water, Kyanite for heat

🤖 AI-enhanced — based on mod data

This mod overhauls blueprint costs in Colony Craft to be more realistic, increasing difficulty while keeping the game fun. It includes versions for CC2 and CC3, with the CC2 version by Ellinger74 and Quintuple5, and the CC3 version by Quintuple5 and Gorillazilla9. With 578 endorsements and 27,137 downloads, it's a popular choice for players seeking a harder experience.

✨ Key Features

Modifies and makes more realistic the cost of almost all blueprints.
Creates a difficult mode that is challenging but not impossible.
Includes versions for both CC2 and CC3, with the CC3 version by Quintuple5 and Gorillazilla9.

📊 Pros & Cons

✅ Pros

  • Community-approved with 578 endorsements and over 27k downloads.
  • Adds a fresh challenge for veteran players tired of vanilla balance.
  • Works for both CC2 and CC3, so you're covered regardless of your version.

⚠️ Cons

  • Last updated in December 2023—might not be compatible with the latest game patches.
  • Difficulty increase might frustrate players who prefer a more relaxed experience.
🎯 Is This For You?
For Colony Craft veterans who want a more realistic and challenging economy. If you're a new player or prefer a chill sandbox, skip this—it's all about making costs hurt.
📦 Install:Easy· Under 5 minutes

💡 Beginner Tips

  • Check if the mod version matches your game version (CC2 or CC3) before installing.
  • Start a new save to experience the full effect, as existing saves might have unbalanced costs.
  • Read the mod comments for player feedback on which blueprints are most affected.

📊 Mod Details

Game
Subnautica Mods
Author
Ellinger74 and Quintuple5 for CC2 version
Version
1.3.2-2.0
Downloads
27,137
Endorsements
578
Category
Gameplay
Created
5/13/2018
Updated
12/8/2023

🔧 How to Install Subnautica Mods

Download from Nexus.

📖 Full step-by-step install guide for Subnautica →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Subnautica commands, item IDs, and more.

Keep browsing — more Subnautica mods await

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