Barotrauma

Barotrauma

EK Mods - Definitive Edition
69 Comments
Kaiser_Beep 1 Oct @ 3:43am 
thank you so much for not just updating this mod but bringing it back to life :luv:
Roadsigns 23 Aug @ 11:42am 
Hey, the weapons that can't be placed in your hot bar appear too large on the player models back, Its really cool to see this implemented though because the old way of being able to place a beast SSL in the hot bar was nutty
Starempire42 18 Aug @ 7:58pm 
I don't now how to make patches or coding in general
AM  [author] 18 Aug @ 7:54pm 
no, feel free to make your own patch
Starempire42 18 Aug @ 7:37pm 
Any chance for a patch for immersive repairs where it removes the sprayer? (so the welding torch/tool is actually used)
AM  [author] 10 Aug @ 11:00pm 
The AI does not consider the ARC welder as a proper welding tool, even with proper tagging the AI bugs out and refuses to weld with the ARC welder. i have to presume this is entirely due to batteries being used as "welding fuel" causes the AI to spaz out and why it wasn't fixed in any version of EK
woo wooo wooo wooo 10 Aug @ 9:04pm 
Somehow bots don't use a arc welder to fix a hull breach
Roma Kelapa 10 Aug @ 6:40pm 
um can you upload the mod into separate mod? i don't wanna use the weapon mod and the diving suit
GAGO 10 Aug @ 3:59am 
id use this if the tactical backpack would be still the old...
AM  [author] 1 Aug @ 3:34pm 
You dont, its supposed to be a one time use ammo
Tony da lord 1 Aug @ 8:04am 
how do you recharge the alien rifle ammo?
keaml411 29 Jul @ 8:26pm 
super nice and clean compared to earlier ek mods and more balanced imo thanks for the hard work !
AM  [author] 25 Jul @ 10:33am 
seems like the capacity was half of vanilla amounts, fixed
Doc Nox 24 Jul @ 3:58pm 
I wasnt sure whether to make a bug report or what, but from what i've tested the Standard ammunition boxes hold more ammo than Extended ammunition boxes (Normal Coilgun, Explosive coilgun, Armor Piercing Coilgun, HEFC are all the ones i tested out).
AM  [author] 20 Jul @ 7:52am 
yes but the box spawns have been properly weighted and now take up the storage container slot
Noi 20 Jul @ 5:11am 
hey there. does this one spawn boxes of resources in shelves like in EK utilities remastered? it kinda ruins the scarcity of resources when the game decides to spawn 2 boxes of calyxanide in a wreck
AM  [author] 18 Jul @ 3:32pm 
@|FANTOM| Also if you read the description you'll find exactly the reasons why some items wont be making a return
AM  [author] 18 Jul @ 3:27pm 
i haven't touched any of the sprites except for the contained icons for some extended ammunition as of the current version, plus i hate to be pretentious but i did secretly remove the move speed for uniforms and buffed diving gear move speed though it is so slight you might not have even noticed it
ThePhantomX64 18 Jul @ 2:41pm 
@|FANTOM| The whole point of the mod is to keep it balanced similar to the vanilla game I believe. Also the description states they wanted it to be balanced more. If you prefer OP than balanced there is other EK mod options than this one.
|FANTOM| 17 Jul @ 4:15pm 
I decided to try the mod, I found it interesting to have a full set in one mod and the idea of refreshing sprites and items in general. In the end, I don't really like the idea of such a strong nerf as cutting suit stats and disabling slots for the Marine kit, but I really like how the MK1 and MK2 suits look now. Unfortunately, at the moment, the mercenary suits are broken, they have parts of regular clothes sticking out and they don't look like the other two options.
I mainly use EK mods for the wide selection, powerful items and their insanely cool appearance, but their cool appearance is reinforced by their great power. I don't think it's bad that the items are so strong and I don't fully understand their cuts. So far, unfortunately, I liked the mod 50/50. I like the new look of the suits, but I would like to return them a little more speed. I will keep an eye on this modification. I really hope that you have enough desire to transform all the elements of the mod.
AM  [author] 17 Jul @ 3:20pm 
7 + 1 that was never implemented in any version
ThePhantomX64 17 Jul @ 12:22pm 
How many shell types did the mod have originally?
AM  [author] 17 Jul @ 9:54am 
@Призрак Ленина the shotgun ammunition variants will not be reintroduced to this mod (I would maybe reintroduce slug but nothing more), because vanilla introduced explosive slugs. I would also need to redo the textures for it as they are pretty ugly
Призрак Ленина 17 Jul @ 4:02am 
пропали все виды патронов для дробовика+пропала капитанская сабля+ пропала дубинка, прошу обновить и вернуть недостающие предметы
ShiroixLotus 12 Jul @ 5:56pm 
Thanks for this Update for being faithful to the original without to many forks!
ThePhantomX64 29 Jun @ 6:36pm 
neat! I always loved that part of Immersive Ammo boxes, glad to see you thought of something similar for this.
AM  [author] 29 Jun @ 6:33pm 
Yes, ammoboxes have quality and can be combined
ThePhantomX64 29 Jun @ 6:29pm 
Ah ok, does this mod do something similar to the ammoboxes that it adds?
AM  [author] 29 Jun @ 5:57pm 
yes it should compatible
ThePhantomX64 29 Jun @ 5:28pm 
The mod changes how Ammoboxes work by being able to merg two not full boxes and basically transfer ammo between them to fill one up to full.
ThePhantomX64 29 Jun @ 4:01pm 
Does this mod happen to be compatible with Immersive Ammo Boxes?
AM  [author] 15 May @ 5:29pm 
@FRAG TOSS the buying stations were explicitly made for Into the Abyss if you aren't running it you cant use it
FRAG TOSS 15 May @ 12:52pm 
@Пулемётчики The salvage backpack's inventory can only be seen by placing it. Makes sense imo, I like the change.
FRAG TOSS 15 May @ 12:50pm 
I think the shop machines (densified material crate shop and shop) should be made unobtainable in campaign, but not removed outright. They're useful for station RP kinda stuff, but are kinda OP/non-thematic for campaign. Also the regular shop only gives the requisition cards, and no other items.
Mrpugglez 9 May @ 5:18pm 
thanks for adding the tags so fast
Пулемётчики 9 May @ 4:16pm 
NvM remote buying stations sucks, it's same fabricator but only with few weapons.. bruh
Mrpugglez 9 May @ 4:06pm 
please add the divinggear_wearableindoors to the tags of the military hardsuits so bots can wear them
Пулемётчики 6 May @ 11:07pm 
Bro please do not remove remote buying stations!
Пулемётчики 5 May @ 10:25pm 
Why can't I see the miner's backpack inventory!?!?
Big Brain Luigi 25 Apr @ 8:55pm 
would be awesome if this were split into modules
myru 17 Apr @ 8:44pm 
rename this mod to EK Forked definitive edition in honor of his other abandoned mods on other games; he made this extremely popular mod for a niche rts game and then abandoned it, but then another guy came along and rebranded it as EK definitive edition
Darinon De Vries 10 Apr @ 3:56pm 
I've finalized my speed loader patch and fixed an ammo count bug. This can now be run with the host mod.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3461105417
FRAG TOSS 10 Apr @ 11:40am 
I got the game only a year or two ago, so I never experienced the older version of EK, only the newer remaster, I see stuff about 'needless fuel requirements,' but what does that mean, if someone would enlighten me please? Also, is the drone dupe glitch gone in this version?
Darinon De Vries 9 Apr @ 9:45pm 
Revolver should no longer break your hand.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3461105417
I will now take my leave so these comments don't flood the place.
Darinon De Vries 9 Apr @ 9:31pm 
Nevermind, speed loader works but loading individual rounds will make them fire all at once. I'll work on fixing that bug
Darinon De Vries 9 Apr @ 9:26pm 
After realizing I misinterpreted the intent of the speed loaders, I worked to better align them to the original code.
The loaders have been updated to resemble magazines, spawning ammo when needed. The revolver, however, had OnUse code that sabotaged the loader and prevented it from firing. It has since then been simplified to "OnUse -> Contained, Use".
All three speed loaders should now work if the fix, linked in a previous comment, is implemented.
AM  [author] 9 Apr @ 7:28pm 
@Пулемётчики the latter error i know about and am willingly ignoring because it isnt breaking anything, ill address it later. as for the mod just not working i cannot replicate your issue, and as such cannot fix whatever is causing it
Darinon De Vries 9 Apr @ 2:41pm 
I've uploaded a fix for the speed loader that adds an ItemContainer
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3461105417
It works with all 3 ammo types. I suggest changing the recipe if this fix is incorporated.
Пулемётчики 9 Apr @ 2:40pm 
@AM I just removed the Prometheus submarine as it was mentioned, and it kind of activated and kind of not, well that is, it is in the column of active addons but at the same time it is red, there in the errors says something about ekdockyard_lazynavterminal_switchboard
from “your addon”, well, this text was when I did not remove the submarine Prometheus, and then there was just one warning from your addon, more often because of recipes for crafting:

WARNING: Potential error in item variant “ekutility_Utility_hardsuit_mk2”: the item defines deconstruction recipes using 'RequiredItem' instead of 'Item'. Overriding the base recipe may not work correctly.
Darinon De Vries 9 Apr @ 2:13pm 
The 357 speed loader lacks an internal ItemContainer. I'm working on a fix for it but I will assume that it acts as a magazine and is intended to be loaded into the gun.