![]() ![]() In several cases, the player will be presented with a barrier to their progression or exploration, but not given any explicit instruction on how to surpass it it is left to the player to make the connections between the pieces of knowledge they have and synthesize potential solutions. The bioprocessor is quite power-hungry, necessitating substantiative power generation infrastructure, and as such is best placed in a base that is more than a simple minimalist outpost. That is, for early-game items like lubricant, the original recipe continues to exist in a less efficient form, with the bioprocessor alternative being far more convenient once available. Some of the recipes are not replacements for the original recipes, but simply efficiency improvements. All of these work in the same general manner, taking some number of the raw input ingredient and some processing enzymes, and gradually consuming these enzymes until the final product is created. The bioprocessor is a processing (ie crafting, but automatic and over time) machine which is now the primary way you produce most plant- and animal-derived crafting products, such as benzene and hydrochloric acid, as well as several new ones including luminol and sealant. Other examples of emphasizing game mechanics include extending the amount of time the player will spend with each "tier" of vehicle (including "no vehicle"), and increasing the need to interact with Sea Treaders for their.resource yields. Note that to encourage multiple bases across the map, the harvest yield of farmed flora in their native biomes has been doubled for all knife-type harvest plants and increased by 50% for "collectible fruit" plants. Or does scavenging this from the wild by hand every time sound fun to you? This includes visiting all Degasi outposts and the Disease Research Facility, and witnessing the Sunbeam's landing attempt. ![]() In other cases, a previously largely-useless area was given completely new content, such as a wreck or new material.Īdditionally, several key story events and locations have been made absolutely required for progression, to ensure the player experiences the full story. In some cases, these points of interest or resources are ones already present in the vanilla game, but which normally have little reason to venture towards (for example wrecks with no blueprints that are not more easily found elsewhere) with Sea to Sea installed those will take on new importance, often with the addition of select new blueprint unlocks or new uses for the materials featured in the region. ![]() It is from this property that the mod derives its name you will be crossing the entire ocean, from the Dunes to the Grand Reef to the northern Mountains, exploring reefs, cave systems, and more. With the mod installed, you will find yourself traversing large areas of the map, either in search of points of interest or for resources which can only be found where certain environmental conditions exist. The chief effect of Sea to Sea is to add the need for the player to have explored nearly the entire map, rather than only a small handful of regions absolutely required to progress the story or collect important resources. This page details changes to vanilla progression, and will contain many unmarked spoilers of locations, features, and their related story elements! As such, a C2C playthrough should still have strong thematic similarities, and a nearly-identical narrative experience, to that of the vanilla game. ![]() Sea to Sea aims to preserve the original gameplay as much as possible, building upon it rather than replacing it. This is done by making many more regions of the map and game mechanics necessary for the core progression (both story completion and escape in the Neptune rocket), primarily by adding location-unique resources, blueprints, items, or knowledge, and situational needs for those resources, tools, or knowledge. Sea to Sea (abbreviated C2C) is a very large progression and exploration expansion mod for Subnautica, designed to dramatically expand and extend the gameplay of a typical playthrough, both in terms of duration and amount of used content. ![]()
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