Barotrauma

Barotrauma

EK Turret Vanilla Rework
126 Comments
speeks 24 Oct @ 10:16pm 
Glad to alert, thank you.
Draconis🐊  [author] 24 Oct @ 9:15pm 
yeah it was the patch, fixed
Draconis🐊  [author] 24 Oct @ 8:52am 
Sounds like I need to check preffered container tags on the patch
speeks 23 Oct @ 1:55pm 
I'm not sure why it uninstalled, was weird.

Easily reinstalled

Sidenote, the autocannon ammunition boxes are used to 0%, but that's still above the complete lack of durability that say, a vanilla pulse laser box can get to. So, I noticed my bots will reload the same 0% box into the loader repeatedly.

Curious if anyone else is seeing this
Draconis🐊  [author] 23 Oct @ 8:41am 
No clue, everything seems fine with the mod check your settings
speeks 22 Oct @ 6:40am 
Huh? Why was this unsubscribed forcefully?
Draconis🐊  [author] 21 Oct @ 8:15am 
The new hybrid launcher adjustments should be good. I got reports that it wasn't doing damage to small enemies but that seems to be incorrect as it pulps crawlers and threshers and does a number on larger creatures. The damage and cost per box have been tweaked and it fires a fairly hefty round that functions similar to a tiny railgun shell, though it does not have the power of even a half shell it has reasonably large magazine of 20 micro torpedoes.
giakhang6397 21 Oct @ 6:56am 
Oh....I didnt know that. Thank you so much <3
Draconis🐊  [author] 21 Oct @ 1:29am 
I tested it 6 hours ago it detached ore after a few hits, are you putting the ore on a WALL or just in open water? Cause it can't hit the ore if its just floating in space, it hits the WALL and detaches the ore nearby
giakhang6397 20 Oct @ 9:48pm 
Im tested in sub editor but It cant detach any ore :( I dont know why
Draconis🐊  [author] 20 Oct @ 7:08pm 
It detaches ore in only a few shots what are you talking about? Do you have a bunch of mods that mess with this since its a simple check every shot to increase detach timer by 0.34 which means roughly 4 shots for all ore in 150 units of impact.
giakhang6397 20 Oct @ 6:51pm 
Why laser mining is not effective :< I mean it cant detach any mine stone
Orphan of Star 18 Oct @ 3:54pm 
You're da goat, keep cooking with this mode!:steamhappy:
Draconis🐊  [author] 8 Oct @ 1:43am 
Yeah the code is really getting on, I was still using some of the old ammo code and it broke hard had to redo a bunch of it but I am trying to keep the EK spirit alive with my own take and tweaks.
speeks 7 Oct @ 11:54pm 
Oh holy shit, thank you. I've been hoping for solely EK turrets/turret ammo for a while
Draconis🐊  [author] 26 Sep @ 9:25pm 
will get another update out, its uh rough
Draconis🐊  [author] 26 Sep @ 9:24pm 
So deep comb has found a lot of issues in ammo boxes that should all be fixed including the ammo patch for immersive ammo
Draconis🐊  [author] 25 Sep @ 2:23pm 
Bugs fixed, bots putting empty ammo in loaders big whoops! should have been caught a lot sooner.

Railgun half shells updated to vanilla changes.

SSL Torpedos buffed to be better and more on par with railgun changes, big shrapnel here.

Autocannons and new Hybrid Launcher dump magazines from loader on empty.

Some changes and fixes to Autocannon and SSL rounds.

New Weapon Hybrid Launcher an amalgam of several different early Europan weapon technologies combined into one argueably dated platform. Fire from 20 round standarized boxes like an autocannon. Uses a gauss armature to magnetically accelerate a oxygen powered micro torpedo at low velocity, however these heavy projectiles do a lot of damage as they plow through enemies like a low velocity rail gun, standard kinetic rounds however are not as effective against structure though they produce large amounts of spalling.
Draconis🐊  [author] 21 Sep @ 3:07am 
Yeah checked it out looks like the inventory was selectable by NPC bots who could then pull out the ammo as though it were a crate/container and not grabbing the whole shell. I locked the inventory and made the container not selectable and fired about 20+ rounds with multiple bots trying to load only half shells from racks + the floor and didn't have the issue happen again.

Thanks again, update is live.
Ulysses 20 Sep @ 12:21pm 
I experienced some really odd behavior with the railgun halfshells. Whenever a bot has orders to reload ammo or cleanup or even without any orders, it looks like they separate the shells from the clip.These shells act as normal but the problem is that the clip becomes "fake" and WILL cause the Railgun to not fire, forcing you to take it out and deconstruct it.
I wish I could provide more details but I can't even replicate it consistently... the only method I found was to go into sub editor (any sub with a railgun); removing any other available ammo from the loader and racks; spawn in or craft 2 or 3 halfshell clips (no more); drop them in the floor; order a bot to load ammo and then you should be unable to fire these "fake" clips
Draconis🐊  [author] 4 Sep @ 4:08am 
I am unsure why? I have a test submarine that uses all of those and they are not hidden. So as you can make subs using these.
ToxicRebelPCG 2 Sep @ 10:53am 
i am unable to find the mining laser, heavy autocannon, and heavy SSL in the sub editor?
Draconis🐊  [author] 1 Jun @ 4:58pm 
it should have pretty beefy armor penetration and damage against large monsters as it hits multiple limbs and covers them with large amounts of damage.
MRKS 1 Jun @ 4:50pm 
It would give the vortex cannon more use outside of dealing with soft targets. It's great for stuff like crawlers but could use some kind of alternate ammo for harder targets and ships like you mentioned.
Draconis🐊  [author] 1 Jun @ 4:03pm 
that is an interesting idea for vortex alt ammo since it is now ammo based. Implosion is an interesting idea since we already have that for the grav shells and it would complement it.
Possibly a plasma shock bubble that leans in on the collapsing intense bubble to cause a more heated electromagnetic pulse that has mild shorting out near the hull for pirate subs but also hits machines harder with machine specific internal damage and the burn bypasses armor on most creatures and especially husks.
MRKS 1 Jun @ 3:55pm 
If I'm not mistaken EK at one point had some kind of guided munition that would seek out creatures and explode is there any plans to re-implement this feature?

Current implementation of the turrets so far as I've used in my current run is really good. It would also be nice to see 1 alternative ammo option for the Vortex cannon if at all possible. Maybe a much more resource costly energy cell with more limited ammo/charges but that produces a larger concussive blast with more damage to armored targets? Or somehow creates an inverse cavitation bubble that sucks enemies to the center and mangles them.
Draconis🐊  [author] 30 May @ 1:20am 
No news is good news, I fixed up a few things and improved mining laser slightly, it still has its own steel/zinc manufacture but only requires lithium and saline to reload making it more cost effective, damage was increased by roughly 2 points a shot.

Heavy SSL rockets 15% more damage and slightly more buoyant for flatter shooting.
Draconis🐊  [author] 5 Mar @ 7:26pm 
Most HEDP is a copper jet, the HEDP SSL is a kinetic kill round with impact fuse that is closer to base fused naval or tank tank shell its more like an APCR that explodes as it tends to get lodged into a ships hull rather than fully penetrating when makes it sort of like HESH but against monsters it tends to penetrate deeply into abyss monsters hide before exploding.

Its DP is that unlike traditional HE shells is that via its dart tip it is able to partially penetrate and do damage to armored targets rather than the lighter damage of flak or other small explosive rounds
ProdiJy2000 5 Mar @ 4:29pm 
Thank you so much for all the amazing work you do on this mod. I really appreciate your dedication and creativity.

I wanted to share some thoughts on the munitions types:

APHE: This is a round with explosive content that detonates after penetration. It's designed to penetrate an armored target and damage people and systems inside by exploding while within the target.

HEDP: High-Explosive Dual-Purpose rounds are a bit different. They have an explosive component that can kill unarmored targets and also shoot out a jet of copper to penetrate armor. They function similarly to HEAT rounds with fragmentation liners. HEAT rounds have a cone-shaped copper liner focused into a kinetic energy beam for penetration. They don't rely on speed, making them effective even in slower projectiles like rockets and grenades. In the mod, the HEDP SSL rounds have APHE capabilities, which they should not typically have.

I hope this feedback is helpful. Thank you again for all your hard work!
Draconis🐊  [author] 5 Mar @ 4:05pm 
Particle effects
ProdiJy2000 5 Mar @ 1:30pm 
So its not compatable with EK dockyard and EK utility? why
Draconis🐊  [author] 1 Nov, 2024 @ 1:03am 
This little side project has almost made it to a modest 3k, I hope everyone has been enjoying the new ship guns.

Added Rare wreck ammo HEFC Light Gun ammo it can hit 2 targets and explodes but it has a short impact fuse after any impact and a small HE bursting charge, does roughly 50% more damage per shot than standard piercing ammo though slightly less armor penetration on the main impact hits. good performance against all targets.
Draconis🐊  [author] 28 Oct, 2024 @ 7:28pm 
I get a lot of questions about the Aftermarket coilgun and how it is either terrible or over powered depending on peoples views and how it operates so I figured I would make a quick post about it.

The gun fires 3 shots to the normal coils 4 using the same amount of energy per second. However it has 17% more damage which with a normal coilgun is 10 per hit with 2000 damage per box of ammo, the aftermarket coilgun instead does a respectable 11.7 a hit for 2340 total damage but it does 35.1 damage per second vs 40 of a standard, though its higher velocity makes it easier to hit.

Its pretty close for more damage in the log run though that 5 extra DPS does add up. I am considering moving the needle from 3 shots to 2.5 shots a second making the damage per second gap more stark possibly upping the capacitor as well so it really earns that extra damage at a lower rate
Draconis🐊  [author] 15 Oct, 2024 @ 6:47pm 
So I tweaked how the visuals for the piercing autocannon shell are displayed so it doesn't have as much flare on long distance shots but more when hitting hull/enemies.

Aftermarket coilgun has been pegged to 33.5% more power use with the 3 shots per seconds vs 4 per second of the normal coilgun so it uses roughly the same amount of power at a slower fire rate, with the shots doing a bit more damage and much high velocity.
Draconis🐊  [author] 8 Oct, 2024 @ 10:34am 
Thanks for the report this small issue has been a complete pain, first the png was missing, second the defined area of the PNG was incorrect when ported over, shouldn't be possible but it was. Third the png had old bad gradients which caused the sprites on it to have funky white oulines, will update a fix here shortly
S.S.Mogeko 8 Oct, 2024 @ 4:07am 
"Items/Containers/containers_ek.png" not found!"
Got this error while in the sub editor... anything to worry about?
Draconis🐊  [author] 8 Oct, 2024 @ 1:08am 
oh besides the vortex tweak and fixed I added rare HEFC coilgun ammo where it hits multiple targets and a tiny explosion +1 shrapnel on each hit.
Draconis🐊  [author] 5 Oct, 2024 @ 2:24pm 
Looking into it, the arguments don't seem to work anymore for some reason for the contained sprite switching to the empty version.

So going forward there is going to be some new rare wreck ammo and first out the gate is the new dissolver acid round for the Large SSL, this experimental 100m rocket was considered too dangerous to produce and now the only place they are found is in abandoned ammo caches, each contains a viscous slowly dissolving gel that corrodes armor and slows enemies moving through the resultant cloud.

Each of the standard vanilla turrets will be getting at least one rare ammo type that you can either utilize or sell at the next station for a decent amount.
[]Herz[] 4 Oct, 2024 @ 9:58am 
And the empty autcannonboxes doesnt fit(graphically) in the ammoshelf.
Draconis🐊  [author] 3 Oct, 2024 @ 6:38pm 
oversight I will work it into next update.
Gonenoculer5 3 Oct, 2024 @ 5:58pm 
Mining lasers currently don't have a valid pin for auto control; and will instead drop a wire if the hardpoint had one connected. May also affect other EK turrets; would be worth investigating. Thanks!
Draconis🐊  [author] 19 Sep, 2024 @ 6:23pm 
If a projectile is going too fast especially with server lag it can actually clip through an enemy similar to Fallout 3/New Vegas so having really fast projectiles can actually cause big issues where they go through doors and other things because they didn't touch them during a frame.
Dehydrated my sister 19 Sep, 2024 @ 6:17pm 
Aye, fair enough. I just assumed the metal crates where for subs that didn't have a rack to put the rockets into.

Speaking of the 'Large SSL' and it's ammo, I think it would be cool if you could load some additional propellant into the rockets to get them some extra speed. A nice little treat for those who went the extra mile to make a salt or potassium farm on their sub.
Draconis🐊  [author] 19 Sep, 2024 @ 7:56am 
Totally different firing systems this is meant as a small slot railgun analog and its lower overall damage but has experimental warheads. The railgun on the other hand wrecks shop with even a basic empty shell and putting anything from a shotgun shell, grenade up to nuke lets you customize your railgun warhead.
Dehydrated my sister 18 Sep, 2024 @ 10:39pm 
Could you modify the large SSL rockets so that they can go on rail gun shell racks? Surely they are big enough to fit on the racks
Draconis🐊  [author] 7 Sep, 2024 @ 6:19pm 
I should clarify that EK and EKM subs are different, This won't work with EKModded submarines as they require EK mods, However EK normal submarines do not require any mods to function so this is fine.
Skyfinder 3 Sep, 2024 @ 4:18am 
ah damn.
Draconis🐊  [author] 2 Sep, 2024 @ 11:16am 
yeah I know what you mean the old EK subs made using Dockyard, problem is this is not a complete version of gunnery and actually pretty different so you will likely have to manually adjust the submarines assuming you get it working without EK 1.x.x.x which is incompatible with this. likely the modern chinese fork of Dockyard for all the conduits and stuff.
Skyfinder 1 Sep, 2024 @ 9:27pm 
no i mean like, if an old EK sub with the old EK mods in it. if i load this mod instead of the old EK mod, will this override the old turrets instead of having to replace all the wiring and mounts and shit.
Draconis🐊  [author] 1 Sep, 2024 @ 4:33am 
Technically it might be possible? its not compatible with EK Gunnery at all and most if not all EK mods. Loading an older EK sub would likely be missing huge amounts of items and stuff like conduits.

This mod was designed purely to get classic EK_Gunnery style turrets back into modern Barotrauma by trying to make them closer to the vanilla turrets and utilize the split between small and big slots that did not exist when EK_Gunnery was last updated. As well normalized sight ranges and far less ammo types.