Subnautica
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'Liquid Water Mod' - Task areas for Modders
От Sputnik
Like it says on the can. PM me if you're interested in taking up part of this project.
   
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What's this all about then?
A huge mod obviously

See this other Steam Guide for the big picture:
https://steamproxy.net/sharedfiles/filedetails/?id=3020052016
Task Areas
1. Ambient pressure damage
Coding
- Exposed player receives minor damage-over-time below 100m
- Damage rate increases with depth (exact rate TBD)
- 900m soft barrier for divers (damage becomes unmanageable)

Suggest starting out with something like this, then tweaking a set variable
Variables:
AmbiDamage (Ambient Damage depletes health each second)
setDamageVariable = 1

if depth > 99m
then AmbiDamage = (depth/100)* setDamageVariable

2. Hatch operation code tweaks
Coding
- Standard wall and ceiling hatches trigger the base flooding animation
- All standard hatches inoperable below 100m

3. Wet airlock
- modelling (simple)
- coding functionality
(see link below for details)

4. Dry airlock
- modelling (simple)
- coding functionality

5. Alien Containment Airlock
- modelling (complex)
- coding functionality

6. Seamoth 'wet sub' animations
- flooding
- draining
- on-board scuba regulator

7. Prawn 'dry sub' features
- Hatch made inoperable whilst submerged
- Remains still afloat immediately after construction for first time entry

8. Prawn Tools
Couple of options:
- Several module 'tool arms' (Builder, Scanner, Cutter)
- Animate existing Prawn arm Claw to use any tool from player's inventory (PDA could merely comment that the Prawn features a 'Tool Airlock' that allows this).

9. Cyclops diving chamber
- coding functionality

10. Cyclops docking tube
- Obtain permission / participation from existing mod creator?
(see link below for details)
Useful Links
Cyclops Docking Tube (an existing mod):
https://www.nexusmods.com/subnautica/mods/554

Wet Airlock (detailed notes for modellers and coders - PM me for this)
https://steamproxy.net/sharedfiles/filedetails/?id=3023447963&preview=true