Barotrauma

Barotrauma

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(Abandoned project) EK Ilbis Mk-II
   
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1 Jul @ 8:55am
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(Abandoned project) EK Ilbis Mk-II

Description
EK 'Ilbis' Mk-II
Mobile Ore Processor

I originally designed it as a sort of 'sister ship' to the Solace. Where the Solace class is only designed to scout for potential mining sites, the Ilbis class is designed to carry out large scale mining operations once those ore deposits are discovered.

Submarine is basically entirely functional, I just hadn't built and installed a drone and control systems yet. However the project was abandoned due to recent Barotrauma developments.

The drone would have been mounted in the bottom docking bay.


"BYOD: bring your own drone."

Also it has a sliding door already, which is fully functional.

  • If you want to make a finished version edit just give workshop credit. Though mainly I just intended to publish this if anyone wanted to make their own personal version for campaign.
14 Comments
Leil 17 Oct @ 8:46pm 
its a shame to see your dwindling interest in barotrauma mods but not something I cant understand, hopefully the dlc doesnt completely shit the bed..
Videogames  [author] 12 Oct @ 8:40pm 
More likely I will actually keep the 'legacy' version as-is, and just make a revamped version with new code & new art assets that better fit with the recent changes to the game's artstyle. Also will probably cut-out some stuff that is now redundant such as the mod ammo types that are part of vanilla now.
The_RED_Baron 12 Oct @ 8:36pm 
Will you be working on those mods again if the game picks up speed?

Which of your mods, like EK | EK Armory | EK Utility | EK Artillery | Shipyard, would you recommend for a good experience?
Or is it better not to try them at all?
It might be a bit annoying to answer these questions, haha.
Videogames  [author] 12 Oct @ 7:51pm 
There was alot of issue of 'technical debt' with it - especially EK Armory - to the point that it was using way too much outdated & de-implemented modding functionality. Also the 'talents' system did (and still does) not play nicely with modding as there's no way to modify or add recipes without overwriting the entire skill tree, and issue that affects many other mods too.

I was considering doing a remake of the mod from scratch once Barotrauma reached a "2.0" sort of development status. Mainly around weapon attachments finally being added to the API, and the 'large turret hardpoints' that were added like a year ago. (EK Gunnery was made back when all weapons had 1 type of hardpoint, which is why it doesn't work with the new 'large' railgun hardpoints) - although now with development direction the game is headed I've stopped work on that for now.
The_RED_Baron 12 Oct @ 6:21pm 
I know it's not about this mod, but I want to know if the following mods EK | Armory EK | Utility EK | Gunnery EK | Dockyard will ever receive an update either to improve it or add more content, or simply when a game update arrives the mod is updated
booper02 18 Aug @ 8:07am 
I feel you on the disconnect with the direction the devs are going, but I don't really share the experience with community servers, namely because I don't touch them, the best barotrauma experience is for me is getting together a group of friends and agreeing on a mod set and running that

For me, the most under explored section of the world is probably the war itself, I'd love to see a mod that takes fuller advantage of stuff like dynamic Europa's systems and expands them to the levels themselves or adds more objectives beyond attacking random outposts a more certain and impactful wargoal could be interesting let alone the under explored niche of community designed interceptor subs that aren't just "yet another pirate" or "this thing has all of the hull health" would be an interesting experience, imagine dealing with an actual patrol sub similarly geared to yourself, getting nukes chucked at you by a sub that is more interesting than "the 10,000th camel or dugong"
Cam 31 Jul @ 8:50pm 
imo, the DLC is needed as Barotrauma's gameplay loop is pretty stale after a few runs and outpost ownership is outside of the game's concept
Starempire42 31 Jul @ 8:16pm 
@Videogames what did they do that was ethically bad might I ask? also how is the dlc going to break the playerbase, the devs did say you only needed the host to own dlc to play it, which shouldn't cause that many issues.

Just a question I was asking myself after what you wrote.
Videogames  [author] 29 Jul @ 8:20pm 
Mainly the DLC which is going to fracture the already fairly small playerbase & support community , on top of just generally being something I've decided not support ethically speaking as a direction the studio is going.

However as for why I was already kind of losing interest in the game, mainly I was already playing multiplayer & campaign less and less since around 2022 - due to alot of the changes around game balance, talents, crafting, and campaign progression systems - almost exclusively just making submarines rather than playing the game. ( Though alot of community servers having 80 LUA mods didn't help either. )
Videogames  [author] 29 Jul @ 8:20pm 
I had kind of already checked-out on modding long before that, one big issue was due to alot of new features like 'talents' system being very not mod-friendly ( recipe unlocks for instance requiring overwriting the entire job talents XML file, though recipe unlocks I think were eventually fixed to use a tag system now? ) On top of also just how 'gamey' the new mechanics felt around talents & game progression & submarine 'tiers' & the changes to submarine classes and upgrades. Just alot less campaign freedom in general.