
# SN2PowerTweaks **Three sliders for the things that actually run out of power in Subnautica 2.** A lightweight UE4SS Lua mod that lets you tune battery capacity, charger speed, and base power generation independently — all configurable in-game via SN2ModSettings.
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# SN2PowerTweaks
**Three sliders for the things that actually run out of power in Subnautica 2.** A lightweight UE4SS Lua mod that lets you tune battery capacity, charger speed, and base power generation independently — all configurable in-game via SN2ModSettings.
No `.pak` overrides, no save-file modification, no permanent changes — slide a value to `1` and the mod is effectively off for that category.
Please note: this mod only works on craftables such as batteries after you install the mod and create new items (batteries etc)
---
## What it does
| Slider | Default | Range | Effect |
|---|---|---|---|
| **Battery Capacity Multiplier** | 2× | 1–10× | Multiplies `MaxEnergyLevel` on every battery and power cell. Covers Basic Battery, Acid (Advanced) Battery, Power Cell, and Fusion Power Cell V2. Preserves current charge ratio — a half-full battery stays half-full at the new cap. |
| **Charger Speed Multiplier** | 2× | 1–10× | Multiplies `ChargeRate` on every Battery Terminal and Power Cell Terminal. |
| **Power Generation Multiplier** | 2× | 1–10× | Multiplies `BasePowerGeneration` on every power generator component — solar panels, thermal plants, bioreactors, and hydro turbines. Sunlight / temperature / fuel scaling still applies on top, so the multiplier is to your **peak** output. |
Each multiplier has its own enable toggle. A debug-logging toggle is included for troubleshooting.
---
## Requirements
1. **UE4SS for Subnautica 2** — [Nexus](https://www.nexusmods.com/subnautica2/mods/36) / [GitHub](https://github.com/Subnautica2Modding/Subnautica2-UE4SS)
2. **SN2ModSettings** — [Nexus](https://www.nexusmods.com/subnautica2/mods/20) — provides the in-game slider UI. The mod will load without it, but you'll have no way to change the defaults short of editing `enabled.txt`.
---
## Installation
1. Make sure UE4SS is installed correctly: `dwmapi.dll` next to `Subnautica2-Win64-Shipping.exe`, and the `ue4ss/` folder beside it.
2. Extract this archive so the `SN2PowerTweaks/` folder lands inside:
```
<game> Subnautica2 Binaries Win64 ue4ss Mods
```
Final structure should look like:
```
ue4ss Mods SN2PowerTweaks
├── enabled.txt
├── README.md
├── LICENSE
└── Scripts
├── ConfigManager.lua
└── main.lua
```
3. **Important:** open `ue4ss Mods mods.txt` and add this line anywhere:
```
SN2PowerTweaks : 1
```
This ensures the mod loads *before* SN2ModSettings, otherwise the SN2ModSettings UI won't see Power Tweaks until you restart the game a second time. (See **Troubleshooting** for the reasoning.)
4. Launch the game. Open **Settings → Mods** — you should see **"Power Tweaks"** in the list with three sliders.
---
## Configuration
**In-game (recommended):** open Settings → Mods → Power Tweaks, move the sliders, changes apply within ~1 second to every existing battery / charger / generator in your save.
**Manual file edit:** the live values live in `ue4ss Mods SN2ModSettings saved SN2PowerTweaks.lua` after you've touched the settings once. Edit while the game is closed if you prefer.
---
## Compatibility
- **Other power mods (Better Batteries, Faster Chargers, PowerBoost 10x, etc.):** technically they all target the same underlying properties. If you stack them, the effects multiply — e.g. Better Batteries x1.5 + Power Tweaks 2× = ~3× capacity. Stable, but easy to over-tune. Pick one approach.
- **Save files:** no save-file modifications. Uninstall the mod at any time and your save reverts cleanly — values snap back to vanilla on next load.
- **Multiplayer / co-op:** untested. Should be safe for the host, but joining players will likely see desync if they don't have the same multipliers.
---
## Troubleshooting
### "Power Tweaks doesn't show up in Settings → Mods"
SN2ModSettings only scans its `registrations/` folder once at startup. If SN2PowerTweaks loads *after* that scan, its registration file is written too late and the UI won't see it.
**Fix:** make sure `SN2PowerTweaks : 1` is in `ue4ss Mods mods.txt`. Mods listed in `mods.txt` load before auto-discovered ones, so the registration file is on disk before SN2ModSettings scans.
**Alternative quick fix:** just restart the game once. The registration file persists between runs, so on the second launch SN2ModSettings will see it during its startup scan regardless of load order.
### "Values don't seem to apply"
Toggle **Enable Debug Logging** on in the mod's settings, reproduce the issue, then check `ue4ss UE4SS.log` for lines starting with `[SN2PowerTweaks]`. The mod logs every snapshot and apply. If nothing logs at all, the mod isn't running — check that `enabled.txt` exists in the mod folder.
### "I uninstalled but my batteries still have the boosted capacity!"
The mod only modifies values in-memory while the game is running — it doesn't write anything to your save. Loading your save without the mod will restore vanilla values. If a battery still looks boosted, it's because UE4SS injected old values into that object before you removed the mod. Drop and re-pick the battery, or save-and-reload.
---
## How it works (technical)
Three target classes, identified from a UE4SS CXX header dump:
| Class path | Property | Notes |
|---|---|---|
| `/Script/UWEEquipment.UWEBattery` | `EnergyLevel`, `MaxEnergyLevel` (float) | Parent class of every battery type. One FindAllOf catches all subclasses. |
| `/Script/UWEPower.UWEPowerTerminal` | `ChargeRate` (float) | Parent class of both Battery and Power Cell terminals. |
| `/Script/UWEPower.UWEPowerGeneratorComponent` | `BasePowerGeneration` (float) | Component attached to every generator (solar / thermal / bio / hydro). Updates are applied via the `SetPowerGeneration()` UFunction, which fires `OnRep_BasePowerGeneration` so UI elements update too. |
For each instance, the mod snapshots the vanilla base value on first sight (using the object's full name as a stable key), then enforces `current = base × multiplier`. This means sliding the multiplier later always computes from the true vanilla baseline, never compounds.
Spawn-time hooks via `NotifyOnNewObject` catch newly built / crafted items immediately (with a 100 ms delay so the game has finished initialising the object). A 1 Hz check polls SN2ModSettings for slider changes and re-applies when something moves.
---
## Credits
- **UE4SS** by the UE4SS team, ported for Subnautica 2 by the [Subnautica2Modding](https://github.com/Subnautica2Modding/Subnautica2-UE4SS) group.
- **SN2ModSettings** by [Just-Chaldea](https://github.com/Just-Chaldea/SN2-ModSettings) — provides the in-game slider UI.
- **ConfigManager pattern** adapted from **Capacity & QuickBar Tweaks** by [iTestor](https://www.nexusmods.com/subnautica2/mods/252). The pattern of writing a settings manifest into `SN2ModSettings/registrations/` is theirs.
- Inspired by the existing power-tweak `.pak` mods (Better Batteries, Faster Chargers, PowerBoost 10x) — same targets, just driven by Lua so you get sliders.
---
## License
MIT — see [LICENSE](./LICENSE). Use it, fork it, ship modified versions, no need to ask.
---
## Changelog
### 1.0.0
- Initial release.
- Battery capacity, charger speed, power generation multipliers (1–10× each).
- SN2ModSettings UI integration.
- Per-instance baseline snapshotting so slider changes never compound.
No bugs reported yet. If you hit a problem, let the author know.
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