Barotrauma

Barotrauma

Not enough ratings
Upgrade Everything
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
33.047 KB
18 Dec, 2022 @ 4:56am
10 Aug @ 11:49am
5 Change Notes ( view )

Subscribe to download
Upgrade Everything

Description
Submarine tiers? Nonsense! Classes? Who needs them anyway? Now you're free to upgrade everything... using everything you've got!

===========

This mod removes all those purely artificial Tier-Class restrictions of the submarine upgrades and adds a price in resources for each upgrade - something that developers have apparently found really difficult to do in all these three years since the shipyard update was released.

It also reintroduces the oxygen generator upgrade category and adds a completely new one - doors.

Since I have made submarine tiers negligible in the context of the shipyard, I have also changed two mechanic perks that interacted with them.

Why would I do that? Because I am the type of player who does not like being told how to play the game. And even more importantly, because I see no logic in the situation when humanity colonizes Europa, practices full-blown genetic engineering, and invents a bloody nuclear rifle, but cannot install a simple mineral scanner on a battleship or upgrade its hull because "it is only tier 2".

Oh, and also this:

Originally posted by BaroDevs, Hoist the Sails update announcement:
Only Deep Divers have been able to get through the last few levels of the campaign, because even the fully upgraded hull of a ship other than a Deep Diver did not offer enough pressure resistance. We want to change that and allow you to finish the campaign by upgrading the ship of your choice.
(See here)

Originally posted by also BaroDevs, Hoist the Sails release notes:
- Added submarine tiers. Higher-tier submarines can be upgraded further than lower-tier submarines.
- Submarine class now affects which upgrades are available for the sub.
(See here)

...Gee, thanks...

==================

So what makes it different from the other "Upgrade Cost Resources" mods out there in Workshop?

>Different resource costs, obviously. We don't share the same brain, after all. Tried to keep them logical and progressively more expensive though.
>Added oxygen generator upgrades, reducing its power consumption and improving durability.
>Added Doors upgrades that improve the durability of all your doors and hatches. (Hear those mudraptor cries? No more of them opening your fully upgraded sub as easily as if it was a tin can!)
>The Mechanic's "Retrofit" talent now gives you a permanent discount at any shipyard you visit.
>The Mechanic's "Iron Storm" talent now gives you scrap with a 25% chance of receiving it whenever you repair a mechanical item; up to four times per round.

Technical info and compatibility

I would not recommend turning on or off this mod during the active campaign. While turning it on in the middle of the game may be harmless (you will just miss a few upgrades that you would have otherwise had to pay for), turning it off definitely isn't an option, as this mod introduces new upgrade categories, and I can't guarantee that the game won't break if you suddenly turn those off.

As for compatibility, it's simple - as long as you don't have any mods that override the upgrade modules or two mechanic talents (Retrofit and Iron Storm), everything should be fine.
1 Comments
Sainti4 11 Apr, 2024 @ 1:51pm 
Thanks <3