Barotrauma

Barotrauma

Enhanced Armaments
3,728 Comments
Risk 1 Oct @ 2:46pm 
Deconstructing the Experimental Combat Shotgun gives a demontonite even though it doesn't need it when making it, just wanted to let you know
ZOLOMAXXING 26 Sep @ 9:21pm 
Consider making even more ladder crafting as if we were in a minecraft new horizons mod. End game equipment must be only available after achieving at least 5,000 hours in game, still too little effort. Oh and make the storage stick spawn even more rare and at least at the end of the 4th biome, or better yet eye of europa. So no one gets overpowered for sure, because the starting equipment is very strong already and requires little to no effort and resources to get, especially on DE. Too ez
Le_Chevalier_DEon 25 Sep @ 2:04pm 
how does fororendekanon work and what does it shoot with?
Micheny  [author] 25 Sep @ 6:10am 
Not really any need to, we're definitely not making a new 7.62x39 drum just for 1 weapon.
Пивной Лорд 21 Sep @ 2:11pm 
ADD RPD PLS!!!!!!!:barotrauma: :barotrauma::barotrauma::barotrauma::barotrauma::barotrauma:
Infested 20 Sep @ 1:44pm 
oh thanks
SGT. Shorty  [author] 19 Sep @ 8:03pm 
@Infested

You put a magazine in it when it's broken, as to reload it. It spawns broken for unknown reasons, but it can be justified as having a round unchambered, as you wouldn't want to leave a gun cocked-and-locked when going on break.

@Sandwrong

No, but AMR ammunition is made in the Ammunition Fabricator, as it's an Anti-Materiel Round
Infested 19 Sep @ 7:55pm 
no its still broken
Infested 19 Sep @ 7:47pm 
maybe i am dumb i think it just needed a update but ill see
Infested 19 Sep @ 7:41pm 
am i just doing something wrong or does every weapon have zero durabilty when i spawn them in map creator?
Sandwrong 19 Sep @ 6:43pm 
Is there actual searchable documentation for this mod, like a wiki or something?

How is AMR ammo acquired? I have not seen it in any shops, nor does it appear to be craftable in the workstations I have. Note - I have not found a prototype stick yet to make the prototype workstation.
Matthias von Oben 19 Sep @ 12:11pm 
ahhhhhh I see thank yoooouuuu
SGT. Shorty  [author] 19 Sep @ 12:06pm 
It's a small chance in wrecks almost exclusively, and it's a chance to be deconstructed from a wrecked weapon parts.
Matthias von Oben 19 Sep @ 12:02pm 
where do i find this Prototype stick, i have looked in wrecks, bodys, merchants and similar shit and i cant find it. Im already in hydrophermal waste and im getting desperate.
Deathblade 17 Sep @ 7:46am 
Will an updated eha small arms showcase come out soon?
SGT. Shorty  [author] 14 Sep @ 7:04am 
@S6yu2

Some weapons support a scope like the Marksman Rifles and Experimental Assault Rifle, others have them built-in.
S6yu2 13 Sep @ 11:04pm 
Add a rifle scope that can enhance the field of vision pls
Micheny  [author] 11 Sep @ 3:22pm 
i really don't know why you're so desperate for 3 weapons that were barely used to begin with.
Rhyufer 11 Sep @ 3:18pm 
If you could possibly get the version from the older device, that'd be awesome. If not, could I have your permission to try and give them functionality from scratch?
Micheny  [author] 11 Sep @ 8:06am 
Unless some random ass fork has them then from the workshop not really, I do have an older version on my own device that I think has them.
Rhyufer 11 Sep @ 2:04am 
Heya, I was looking at the vintage weapons sprites and noticed some unused guns including the LR-300, and the nitro express rifle and revolver from SIGNALIS. Is there any chance there is some old version of the code from when they used to be implemented, or could I have permission to go in and restore functionality myself?
Eldritch 10 Sep @ 1:25pm 
Then you know what I mean with looking at these in notepad lol

I'm curious though Roanoke, what are you up to?
SGT. Shorty  [author] 10 Sep @ 12:27pm 
Hey, Eldritch, I started my modding ventures on Windows Notepad, and I used it for a month before going to VS Code.

Roanoke, you go to
(Barotrauma's Steam Drive):\Steam\steamapps\workshop\content\602960\2764968387

Copy the folder in it's entirety, and paste it in Barotrauma/LocalMods and rename the base file, then go into and open "filelist" and change the mod's internal name, scratch out the workshopid, remove the hash, and you may start editing as desired.
Eldritch 10 Sep @ 11:46am 
Go into the mod folder, look at the xml files with a text editor. VS Code, Notepad++, or (if you're brave), Notepad
Roanoke 10 Sep @ 12:06am 
how to edit item stat files?
SGT. Shorty  [author] 7 Sep @ 6:36pm 
You find it in wrecks
Seltas 5 Sep @ 10:24am 
How do i get particle accelerator parts kit?
Rhyufer 28 Aug @ 3:19pm 
What is the blue/black double barrel rifle/shotgun called? I don't see anything like it in-game.
SGT. Shorty  [author] 27 Aug @ 6:46am 
Analgesic Reagent is practically the more effective option, since it gives a temp +50 Vitality alongside some minor healing.
I did set it to be a solution for most damage types, as to make the AI recognize and use it, though I can see this becoming an issue as they will spend the supply with very little healing actually done.
Eldritch 27 Aug @ 5:50am 
I think the AI will generally use the most effective solution available to them. Not sure if locking up your stash of ARs would be enough for them to switch to using morphine. Shot in the dark, sorry I usually pair this with neurotrauma
Sparky✨ 26 Aug @ 3:43pm 
Okay now the only cure for almost everything, to my AI medics is... Analgesic Reagent? They don't use Morphine anymore and for that I'm poor ingame, that thing is expensive.
SGT. Shorty  [author] 26 Aug @ 12:41pm 
No, there isn't, really.

It uses the Charging Weapon mechanic, just using no vfx, only a sound that it's being fired.
Doggifast 26 Aug @ 10:31am 
Hello! Sorry if this is a question that has been asked somewhere, is there any config or other way to disable heavy weapon triggers? I'm playing on really low fps and aiming the assault revolver is already hard enough.
SGT. Shorty  [author] 25 Aug @ 6:06pm 
It has to be found.
HK416 25 Aug @ 5:44pm 
What or where is this "heat coil" for the flammendegevar? Can it be crafted or bought or does it have to be found?
SGT. Shorty  [author] 22 Aug @ 6:35pm 
I'm sorry if that was the case.
TADA! 22 Aug @ 5:03pm 
It may have been fixed, but basically all multiplayer saves that were using this mod have been bricked
SGT. Shorty  [author] 21 Aug @ 7:23pm 
Also, about the new Portable Fab thing, all sockets can hold a crate still, the extra one is where you put it to craft anything normally.
SGT. Shorty  [author] 21 Aug @ 7:20pm 
I ran it back, made sure the changes I made after are still gold, should be good now.
SGT. Shorty  [author] 21 Aug @ 7:12pm 
I think I never updated my EHA from Micheny's update.
4sunnyh 21 Aug @ 6:56pm 
I did reinstall. Actually I tried both times.
Basically I remember that in Conversations.xml on line 5, the term "PMC" was changed in some recent update, and it is back after the August 19th update, so something must've been wrong.
SGT. Shorty  [author] 21 Aug @ 5:36pm 
All I did was re-upload the most recent version, and that only contained some minor fixes.
Andrea·Desilin 21 Aug @ 5:28pm 
After the update, I can't load my multiplayer game saves.
SGT. Shorty  [author] 21 Aug @ 1:57pm 
You have to recycle magazines in the dedicated Reloading Fabricator, regardless of faction.
ShootNyaRa 21 Aug @ 1:48pm 
i cant recharge renegade assault rifle magazine (not AP, Extnd. or DU)
what is the reason for this?
SGT. Shorty  [author] 21 Aug @ 11:53am 
Now, please reinstall the mod and check before we start this dance, since it's going to be a jankfest from both ends.
4sunnyh 20 Aug @ 5:54pm 
Now *only* the version number has changed. I'd advise to download the August 6th version from steam workshop to your local folder and re-implement the marauder uniform fix.
By the way, there was no problem with the fuel for the fire expansion. The update for that mod today didn't fix or break anything except for the version number.
SGT. Shorty  [author] 20 Aug @ 2:14pm 
I'll shoot 'em again, Steam Maintenance probably caused some issues when uploading yesterday.
4sunnyh 20 Aug @ 12:37pm 
it seems that updates 1.2.8 and 1.2.9 were accidentally reverted
Echo 19 Aug @ 11:58pm 
Rimworld has such a nice "IfModActive" function for loading XMLs
If only Barotrauma had that too