Crafting Tree Categorization
🟡 Updated this yearPreview

🔍 Analysis
- 👍 1.2% endorsement rate — high engagement, a strong quality signal
- 🏆 #106 of 146 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Adds most modded Sea Truck and Seamoth modules to the crafting menus, and groups all modules, upgrades and equipment into sub-menus, under the crafting stations you'd expect them to be in.
DESCRIPTION
WHY?
The crafting trees get a bit messed up when adding mods. Especially the Modification Station, where root nodes that are not sub-menus DISAPPEAR when you enter a sub-menu, and then you can't go back without backing out of the station completely :(
I've made a set of CustomCraft3 scripts, which categorize and group up both vanilla recipes and many modded recipes, so we get something neat and less annoying.
FEATURES:
- Makes all Seamoth modules from Subnautica craftable (the "Seamoth Fixes" mod also does that, but in case you don't use that, which you should, this mod also does it).
- Makes all vehicle MODULES incl. MK1s craftable in both the Fabricator and the Vehicle Upgrade Console Fabricator.
- Moves all vehicle module UPGRADES and equipment UPGRADES to the Modification Station, i.e., MK2+ modules, thermal knife, scuba tanks, etc.. The first three scuba tanks are still available from the Fabricator, for the early game.
- Puts Torpedoes in a new sub-menu in the Fabricator, like they have in the Vehicle Upgrade Console Fabricator.
Check out the screenshots to see what you get (note that I use Radial Tabs; it's a good life...join me!).
INSTALLATION
Install the Custom Craft 3 (Purple Edition) mod first !!!
Then, just unpack this mod directly into your SubnauticaZero/BepInEx/plugins/ folder.
You should end up with 10 files like this:
SubnauticaZero/BepInEx/plugins/CustomCraft3/WorkingFiles/Crafting Tree Categorization - <different stuff>.txt
USAGE NOTES
The console will log about a bunch of harmless warnings/errors.
"Prevented attempt to add node with duplicate id..."
"Skipped removing craft tree node..."
This is "on purpose"! Some items don't show up in the crafting menu, unless they're "poked" by doing a Move-Recipe operation on them, where it tries to move them to the spot they're already at, which then fails, but now the item shows up in the crafting menu. There are also some calls to remove obsolete nodes added by certain mods, that you may not have. You can ignore all of these messages.
CUSTOMIZABILITY
You can edit the files to your liking, like adding more modded items that I haven't addressed. I've left comments in there about how and why I've chosen to do things the way I have. Also, CustomCraft3 has excellent documentation and LOADS of example files under SubnauticaZero/BepInEx/plugins/CustomCraft3/SampleFiles and SubnauticaZero/BepInEx/plugins/CustomCraft3/OriginalRecipes.
Here is some general information about each set of fil
📊 Mod Details
- Game
- Subnauticabelowzero Mods
- Author
- Ultroman The Tacoman
- Version
- 1
- Downloads
- 665
- Endorsements
- 8
- Category
- Gameplay Effects and Changes
- Created
- 5/16/2026
- Updated
- 5/16/2026
🔧 How to Install Subnautica: Below Zero Mods
Download from Nexus Mods.
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Visit the official mod page for specific installation instructions for this mod.
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