Barotrauma

Barotrauma

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EK Gunnery Remastered(EK Gunnery 重製版)
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33.069 MB
8 Jul, 2023 @ 3:28am
20 Apr @ 12:57am
34 Change Notes ( view )

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EK Gunnery Remastered(EK Gunnery 重製版)

In 1 collection by Lucifinel
Lucifinel's MOD
13 items
Description
This is the EK branch mod with the fewest bugs on the entire Workshop.

・Introduction・
EK Gunnery Remastered
True to its name, I've gone through the entire mod, addressing issues wherever possible, and ensuring it functions smoothly in the latest version of Barotrauma.

Even in the remastered edition, this MOD still belongs to the original creator, Videogames.

The following are his original modules.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2390126010



Due to the author's prolonged inactivity, their MOD has long been incompatible with the new versions. However, the EK MOD is truly excellent, so I've balanced the crafting recipes and damage in my own way, fixing over 99% of the bugs.
This includes not only critical bugs rendering items unusable but also various crafting table design issues, price balancing, natural item generation probabilities, usage level requirements, ammunition damage, and the redesign of some item mechanics achieved in new ways for the intended effects.





・Installation Order・

Installation is straightforward; the order of the four EK Remastered MODs can be swapped freely (mostly without issues). The original EK or EK Mods for 1.x.x.x is no longer required (many content annotations have undergone significant changes).
However, there are two points that need special mention.

  • If you have installed the BaroTraumatic MOD, make sure to place EK Utilities Remastered above BaroTraumatic.
  • If you have installed MODs that can overwrite ores, place EK Dockyard Remastered above them (e.g., mods related to larger stack sizes, which can easily cause conflicts; it's recommended to place them at the bottom).




    ・Changes Made・
      Here is a list of the major changes made:
    • Complete English, Traditional Chinese, Simplified Chinese, including some past item descriptions completion, and new item introductions.

    • Adding a subcategory for easier item location in the Submarine Editor.

    • Corrected the issue in the original MOD where there were numerous crafting recipes allowing skill points to be obtained without cost. Organized overly cluttered crafting tables.


    • For convenience, most ammunition, similar to 搬砲彈 MOD, can now be placed in the inventory. If this feature is undesired, it can be overwritten by installing an accompanying MOD.

    • Rewrote the damage for the Warhead. Unfortunately, the issue of "swallowing explosives when repeatedly inserting items in good condition" has not been improved.

    • Corrected the texture display issue of the Ammunition Box on the Ammunition Shelf (Wrecked).

    • Adjusted SeverLimbsProbability for some weapons to prevent high attack speed from instantly killing small creatures.

    • Significantly adjusted the damage and increased the targetforce for Heavy Railgun Shell.

    • Overhauled Heavy Railgun Flechette Shell; you can refer to the modifications made to the Railgun Flechette Shell.

    • Modified various Physicorium bullets' penetration, target force (significantly increased), added stun damage, SeverLimbsProbability (about twice that of regular ammunition), and increased attack power. The positioning is similar to the original Physicorium bullets, with higher damage and lower penetration, while armor-piercing bullets have enhanced penetration for specific purposes.

    • Removed multi-hit detection for certain weapons (Small SSL, Autocannon, Medium SSL, etc.), retaining dual-hit detection only for specific piercing ammunition (similar to the official Piercing Ammunition Box).

    • Simplified some damage types (e.g., exploding ammunition primarily causes Deep tissue injury), removing various miscellaneous effects like Internal damage.

    • Increased penetration for the explosive part of the Medium SSL Shell.

    • Optimized the performance of Acoustic-Kinetic Pulse and Vortex-Ring Cannon.

    • Shell Spike has been redesigned and is now functional outside the submarine. The damage range has been narrowed to minimize instances where the spikes miss the target but still inflict damage, ensuring more consistent damage determination.




    ・Special Changes・

    • Added a new type of Medium SSL Shell, the Medium SSL Shell (solid). It features more affordable materials, but due to the minimal explosive damage, the quality correction effect is lower.

    • Added a new type of Heavy Railgun Shell, the Heavy Railgun Flak Shell. It explodes and releases shrapnel upon approaching the target.

    • The Medium SSL Shell (Flak) has reduced damage on the outer circle of the explosion and increased damage on the inner circle. As compensation, penetration has been added to the explosion, and some actual shrapnel has been introduced (inspired by the Flak Cannon's shrapnel but with different damage).

    • Remove Missile, as the original author did not complete this item, rendering it non-functional.




  • This module involves a considerable amount of work, and there may be a need for further adjustments to weapon balance.
    If you come across any bugs or have suggestions, please feel free to leave a comment. Naturally, I'll carefully consider the feasibility of any suggestions.
    Your feedback is highly appreciated.
Popular Discussions View All (2)
0
13 Apr @ 9:21pm
备忘录:你是否想使用模组遗产里的撞角?
天启洪流apocalyptic
0
25 Jan @ 11:13pm
Regarding turret installation for this mod(關於此MOD的砲塔安裝)
Lucifinel
263 Comments
user049 11 Oct @ 11:09pm 
@Lucifinel 也许可以试试直接用两个原版的贫化弹药箱来合成扩展贫化弹药?这样也许可以规避改天赋树
Lucifinel  [author] 11 Oct @ 9:28am 
@user049 故意的,因為本來這東西要配方,但我又不想改原版天賦樹(怕會增加MOD衝突),所以只能用撿的
user049 11 Oct @ 4:49am 
请问扩展贫化燃料弹药箱无法制作是bug还是说本来就无法制作
West_Side Vla-d_d 9 Oct @ 11:55am 
why can't i build heavy railgun shells?
JossyFoxxy 9 Oct @ 8:24am 
Bug report: When firing the second railgun half-shell, the railgun loader spits out an unusable half-shell, it cannot be used or put in any containers.
Draconis🐊 8 Oct @ 3:35pm 
rounding bug and issue with an old hack where the boxes are coded to degraded but also put condition back into the box while trigger is held not lose condition on projectile fired.
Kalen 9 Sep @ 1:30am 
Hey. I'm having somewhat of an issue regarding the Flare ammo box. It shows it has 0% ammo left when 10 shots are fired but there is always one 11th round left. This was a bug on the vanilla guns that has since been fixed but apperantly not in EK. Is it possible for you to fix this? I want to make an ammo counter for a flare launcher on my ship and the fact that the box is empty but still holds another flare poses a lot of technical difficulties in wiring that together correctly. Would be glad if you'd fix that.
Lucifinel  [author] 29 Aug @ 8:14am 
@mike1a1 草,原來是真實聲納直接給它震死了XDD
生物阿,因為是生物才能自由追蹤敵人,是碰到敵人時他會自殺然後爆炸:lilith_heh:
mike1a1 29 Aug @ 7:17am 
@Lucifinel Ok, 还一点就是跟踪导弹发射后射会直接引爆,后来我发现是Real Sonar导致的,关掉Real Sonar生物伤害就好了(发现导弹是生物时的我:stimulation:),除此之外核能跟踪导弹是真好玩
Lucifinel  [author] 29 Aug @ 5:36am 
@mike1a1怪了,我之前有改過這東西了,應該比較不容易發生這種情況才是

追蹤彈本質是生物,我讓他會盡量遠離人類了,但AI這種東西很難控制,所以我建議是船外確認有怪物在射,通常會炸到自己都是因為船外沒有怪物讓他鎖定(如果飛回來,可以用子彈引爆它)