New loot system and tech tree design

If you’ve been playing the Experimental branch of Subnautica on Steam Early Access this week, you may have noticed that the entire loot system and crafting tech tree have been reworked. I wanted to write something quick detailing the what and why of these big changes.
There were a few basic problems I wanted to solve:
- It wasn’t clear for players where to find a particular type of loot. Sometimes this was due to the loot being in too many different places or because the loot element itself was abstract or overly-scientific (Carbon, Membrane, Rutile, etc.). Players would see what elements they need in the crafting menu, but then have no idea where to find it.
- Many recipes were very