Barotrauma

Barotrauma

THG Armory - 'Vanilla' Melee Pack
36 Comments
ALE199 2 Jul, 2024 @ 3:34pm 
ALERT FOR EVERYONE
THESE MODS WEREN'T UPDATED IN A WHILE AS SUCH THEY PROBABLY DON'T WORK TOO WELL, INCLUDING THE MANY BUGS THAT WEREN'T FIXED SINCE THE LAST GAME UPDATE, I HIGHLY SUGGEST NO ONE TO USE IT UNTILL THG COMES BACK.
wearyhollow13 24 Dec, 2023 @ 4:16pm 
how can i get a katana?
Jozef kovac 10 Dec, 2023 @ 7:49pm 
chucking bottle has trugen description
sand ford 22 Nov, 2023 @ 4:59pm 
What map do you use for the gifs/screenshots??
中国E.G.O信徒 - 恶意子弹 20 Oct, 2023 @ 10:37am 
IS PICKAXE OK
caninmyham  [author] 4 Sep, 2023 @ 8:48am 
@Enigma Linked!
@Cultist I'll release some hotfixes addressing these incontinuities you pointed out today
Cultist ⁧⁧ ඞ 4 Sep, 2023 @ 7:17am 
Tonfa and Zweihander have the wrong Skill requirement to fabricate.
It should be "weapons" | In the file it is listed as "weapon" so it doesn't scale with the actual skill. (Same with another mod of yours)
Cultist ⁧⁧ ඞ 7 Aug, 2023 @ 1:24pm 
Zweihander is craftable and has a Skill Requirement but the skill itself is not set, some other weapons also suffer from it, hence you can only make Normal Quality ones and always slowest possible speed.
Enigma 7 Jun, 2023 @ 7:01am 
Hello! This mod is now included in Total Russian Translation. I Would really appreciate, if you link me in description.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2986079116
Sushima-Carmine 26 May, 2023 @ 5:06pm 
Gotcha! So no higher quality Cutlass'! Thanks for the reply.
caninmyham  [author] 26 May, 2023 @ 10:07am 
@Sushima-Carmine Cutlass is not meant to be craftable, it's purchased with moderate relations with Coalition at military outposts.

As for tonfa/escoba mistaggery, that'll be fixed soon, working on an update with a few more tools and fixes
Sushima-Carmine 26 May, 2023 @ 3:37am 
Is it normal that you cannot make the Cutlass? Is it bugged like the Tonfa is?
Orbital Gas Strike 17 May, 2023 @ 7:16pm 
it should be
<Fabricate suitablefabricators="fabricator" requiredtime="15">
<RequiredSkill identifier="weapons" level="25"/>
<RequiredItem identifier="aluminium" amount="1"/>
<RequiredItem identifier="rubber" amount="1"/>
Orbital Gas Strike 17 May, 2023 @ 7:11pm 
tonfa bug:
<Fabricate suitablefabricators="fabricator" requiredtime="15">
<RequiredItem identifier="aluminium" amount="1"/>
<RequiredItem identifier="rubber" amount="1"/>
<RequiredItem identifier="weapons" amount="25"/>
Azure Nocte 17 May, 2023 @ 2:18pm 
can't make Tonfa and Escoba at fabricator due to error:
Could not find the ingredient "Barotrauma.FabricationRecipe+RequiredItemByIdentifier (aluminum)".
Could not find the ingredient "Barotrauma.FabricationRecipe+RequiredItemByIdentifier (weapons)".
One in Ten Dentists 11 May, 2023 @ 4:11pm 
Absolutely love this and the gun mod I like how several of the melee weapons take a toolbelt slot something the vanilla game was lacking in though it does leave me wanting a pickaxe to detach minerals for husks players who don't keep oxygen on them
Brianna The Brave 8 May, 2023 @ 1:39pm 
Error in the fabrication recipe for "Tonfa". Could not find the ingredient "Barotrauma.FabricationRecipe+RequiredItemByIdentifier (weapons)".
Doesn't seem to be any issue other than the Tonfa cannot be made in the fab, but is kinda annoying. Maybe conflicting with EKs somehow?
Abkhaz[ABH] 7 May, 2023 @ 3:04am 
Could you please fix the Zweihander? It wants some skill to be lvl33, but there is nothing writed about which one. Just wants something that level, but nothing else. I literally have a crew with all their skills at 100, but still noone can make it
caninmyham  [author] 2 May, 2023 @ 7:03pm 
@GeneralShyguy Really shouldn't be, they're all tagged thg for their actual item identifiers (I.E: Katana is thgkatana in the XML) so even if another mod had something called Katana, they won't conflict/override eachother unless, for whatever ungodly reason, someone else was prefacing their item names with thg
General Shyguy 2 May, 2023 @ 6:55pm 
Only as a point but the weapons in your mods seem to be lacking names, possible conflict with any other mods?
kingmagma111 1 May, 2023 @ 4:30pm 
Hey, I like the Crisis Hatchet but I’d suggest making it the size of a normal axe and calling it a pulaski, which is a real tool used by firemen to do pretty much everything your crisis axe does. They already look very similar, it would just be a matter of lengthening the Crisis Hatchet’s handle.
You could also make them two separate tools, with the pulaski being able to do more damage, but with the crisis hatchet being a faster, more compact one handed option.
kingmagma111 1 May, 2023 @ 4:18am 
@caninmyham sounds good to me. Thanks for listening, by the way.
ALE199 1 May, 2023 @ 12:19am 
this is a minor nitpick but I think it's should be called Greatsword, while yes Zweihander does mean two-handed and is used to refeer as two-handed swords, Zweihander is usually associated to, well, the Flamberge sword in this mod, calling it greatsword would be more clear imo
caninmyham  [author] 30 Apr, 2023 @ 10:01pm 
@kingmagma111 I kind of realized right before updating, i didn't realize the greatsword (and other big weapons) were incorrectly configured to be storable in your inventory. They're now correctly classified as medium items. Also ended up adding a less fancy greatsword and made the flamberge only show up in Wrecks, though it's a little stronger now too as a result.
kingmagma111 30 Apr, 2023 @ 12:13pm 
Ok, fair point. To be honest I think the makeshift armor is a bit silly as well, but I know it has its niche. I see how the flambarge could as well. I would like to see it as a unique weapon, however. I think that makes a lot more sense. I would say the same about makeshift armor too, to be fair.
I wouldn’t mind it too if it were less prominent in the overall mod. There aren’t a lot of weapons in this mod so the Escoba and the flambarge stick out to me a bit more. I’d love to see more bladed weapons for sure. Oh, especially a bonesaw-that would be quite cool.
ALE199 30 Apr, 2023 @ 8:43am 
@kingmagma111
You say this but the makeshift armor is not meant for underwater combat either has it offers NO pressure immunity, if you try to fight mudraptors with the armour you are dead from pressure if not soffucation.

Look sometimes, the mechanic would make something impractical and obsolete alright? It's not an insane concept if he's the same guy who made medieval armour.

even then an easy fix would to change it to a greatsword or long sword but keep the stats the same if you really think it destroys immersion that much or heavy it spawn in wrecks instead and have a greatsword as an more lore friendly alternative.
caninmyham  [author] 30 Apr, 2023 @ 8:25am 
@Dan Murphy :lunar2019coolpig: awww yeah errors, i'll get that fixed here shortly.
kingmagma111 30 Apr, 2023 @ 6:40am 
The difference I see between the makeshift armor and the Flambarge is that the makeshift armor is more easily stored. The body armor sprite indicates it has some points of flexibility so it can be ‘folded’ and set inside of a diving cabinet. The helmet is inherently limited in size and so can also be stored easily. The flambarge, on the other hand, appears to be around 2/3rds to 3/4ths of the player’s body hight and does not flex like armor. Thus, it should logically be only storable in weapon holders. Additionally, the flambarge is huge, impractical to swing on land, let alone underwater where most combat occurs, and like I said earlier can’t be stored easily. It makes a wonderful display piece, but on Europa, anything with a blade that big is rendered obsolete by the environment. That’s my thinking on the katana too, though the katana is much slimmer and a decent bit shorter so it makes more sense to me.
ALE199 30 Apr, 2023 @ 5:40am 
@kingmagma111
Counter point: If the Mechanic can build Medieval Knight armour, he is able to build a Flambarge.

The only weapon I'd move to the proposed Joke Weapons is the Escoba
ALE199 30 Apr, 2023 @ 5:39am 
Also I wanna say there might be some mistakes with the weapons, especially the skills required to craft them, it shows the level but not the skill needed, making them always unable to craft them normally
Dan Murphy Jr. 30 Apr, 2023 @ 4:32am 
Error in the fabrication recipe for "Tonfa". Could not find the ingredient "Barotrauma.FabricationRecipe+RequiredItemByIdentifier (weapons)".
I keep seeing this error pop up in the dev console :barotrauma:.
caninmyham  [author] 29 Apr, 2023 @ 7:59pm 
@kingmagma111 It's all good, the whole reason i split these packs up is so people can pick and choose as they like anyhow. I might end up making a "Joke" pack at some point to break a few things off and into like the Pickelhaube from the armor mod, but for now they're stuck to the individual packs for the sake of not really having enough to form a core of their own.
kingmagma111 29 Apr, 2023 @ 6:38pm 
I really like it, but it doesn’t quite fit with your other stuff. It’s less vanilla than the other mods you’ve made, and while I’d love to add it to my campaign, I’m keeping it serious as much as I can so certain items here don’t quite fit. I also don’t see some of these weapons actually being used on Europa commonly. The ones I really think make sense are the truncheon, the cutlass, the sledgehammer, and maybe the tonfa. The flamberge and the katana, as awesome as they are, seem unplausible to me because of how unwieldy a long blade like that would be on Europa. I’d love to see a separate mod that fits in more with your other content.
Sorry for the text wall, I hope it’s not too troublesome. Thank you!
ALE199 29 Apr, 2023 @ 9:37am 
Agreed, also finally the Mechanic can have a propper sword for his knight armour
Jozef kovac 28 Apr, 2023 @ 12:48pm 
your skill is unmatched
Jozef kovac 28 Apr, 2023 @ 12:47pm 
he just keeps making some of the best mods in the game