Barotrauma 潜渊症

Barotrauma 潜渊症

EK Mods - Definitive Edition
83 条留言
AM  [作者] 11 月 29 日 下午 10:48 
you can change it with <override/> encapsulating your changes
ALE199 11 月 29 日 下午 9:07 
Right when I did it for myself personally :(
AM  [作者] 11 月 29 日 下午 8:21 
NEW UPDATE
ALE199 11 月 27 日 下午 4:18 
(also personally I think the dense resources is a bit outdated design, I don't think it's that needed anymore)
ALE199 11 月 27 日 下午 4:12 
I could do it personally and send you the files
ALE199 11 月 27 日 下午 4:12 
Hey AM, could I ask if there's a way to tone down some annoying stuff that's in campaign? mostly the crate of X that can spawn on subs in campaing and in general starting with re-inforced stuff oxygen and welding fuel and more.
It's going to be like a tall ask but could you add notcampaign="true" to a lot of things?
Gcloud 11 月 26 日 上午 9:00 
I'm running Immersive Repairs, and I've noticed that the new turrets in this mod do not take durability damage like the vanilla ones do.
Could we get a patch to make them compatible?
AM  [作者] 10 月 27 日 下午 7:46 
check patch notes
Diver_Dave 10 月 27 日 上午 11:00 
AM can you please answer my question?
AM  [作者] 10 月 21 日 下午 9:08 
no clue on guns enhanced but it works with EA
Aozora 10 月 21 日 下午 8:52 
Is this compatible with Guns Enhanced or Enhanced Armaments? I've been wanting to try out some ships with EK mods, but EK Armory is somewhat needed for those ships.
Diver_Dave 10 月 14 日 上午 6:11 
Also, the chinese remastered version that deals with the Marine Rocket Launcher has functional sonar scope version. I think you should do something like that, or if not possible then remove the sonar scope item from being able to be fabricated as it will have no use otherwise.
Diver_Dave 10 月 14 日 上午 5:55 
Can you make the oxygen cells work with the "Backpacks" mod's Deep Diving Operations Suit? For some reason, the EK's reinforced oxygen tanks work in it but the oxygen cells do not.
Zapobedysh 10 月 10 日 上午 8:33 
кул
Kaiser_Beep 10 月 1 日 上午 3:43 
thank you so much for not just updating this mod but bringing it back to life :luv:
Roadsigns 8 月 23 日 上午 11:42 
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 8 月 18 日 下午 7:58 
I don't now how to make patches or coding in general
AM  [作者] 8 月 18 日 下午 7:54 
no, feel free to make your own patch
Starempire42 8 月 18 日 下午 7:37 
Any chance for a patch for immersive repairs where it removes the sprayer? (so the welding torch/tool is actually used)
AM  [作者] 8 月 10 日 下午 11:00 
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 8 月 10 日 下午 9:04 
Somehow bots don't use a arc welder to fix a hull breach
Roma Kelapa 8 月 10 日 下午 6:40 
um can you upload the mod into separate mod? i don't wanna use the weapon mod and the diving suit
GAGO 8 月 10 日 上午 3:59 
id use this if the tactical backpack would be still the old...
AM  [作者] 8 月 1 日 下午 3:34 
You dont, its supposed to be a one time use ammo
Tony da lord 8 月 1 日 上午 8:04 
how do you recharge the alien rifle ammo?
keaml411 7 月 29 日 下午 8:26 
super nice and clean compared to earlier ek mods and more balanced imo thanks for the hard work !
AM  [作者] 7 月 25 日 上午 10:33 
seems like the capacity was half of vanilla amounts, fixed
Doc Nox 7 月 24 日 下午 3:58 
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  [作者] 7 月 20 日 上午 7:52 
yes but the box spawns have been properly weighted and now take up the storage container slot
Кирилл Амурный 7 月 20 日 上午 5:11 
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  [作者] 7 月 18 日 下午 3:32 
@|FANTOM| Also if you read the description you'll find exactly the reasons why some items wont be making a return
AM  [作者] 7 月 18 日 下午 3:27 
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 7 月 18 日 下午 2:41 
@|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| 7 月 17 日 下午 4:15 
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  [作者] 7 月 17 日 下午 3:20 
7 + 1 that was never implemented in any version
ThePhantomX64 7 月 17 日 下午 12:22 
How many shell types did the mod have originally?
AM  [作者] 7 月 17 日 上午 9:54 
@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 7 月 17 日 上午 4:02 
пропали все виды патронов для дробовика+пропала капитанская сабля+ пропала дубинка, прошу обновить и вернуть недостающие предметы
ShiroixLotus 7 月 12 日 下午 5:56 
Thanks for this Update for being faithful to the original without to many forks!
ThePhantomX64 6 月 29 日 下午 6:36 
neat! I always loved that part of Immersive Ammo boxes, glad to see you thought of something similar for this.
AM  [作者] 6 月 29 日 下午 6:33 
Yes, ammoboxes have quality and can be combined
ThePhantomX64 6 月 29 日 下午 6:29 
Ah ok, does this mod do something similar to the ammoboxes that it adds?
AM  [作者] 6 月 29 日 下午 5:57 
yes it should compatible
ThePhantomX64 6 月 29 日 下午 5:28 
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 6 月 29 日 下午 4:01 
Does this mod happen to be compatible with Immersive Ammo Boxes?
AM  [作者] 5 月 15 日 下午 5:29 
@FRAG TOSS the buying stations were explicitly made for Into the Abyss if you aren't running it you cant use it
FRAG TOSS 5 月 15 日 下午 12:52 
@Пулемётчики The salvage backpack's inventory can only be seen by placing it. Makes sense imo, I like the change.
FRAG TOSS 5 月 15 日 下午 12:50 
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 5 月 9 日 下午 5:18 
thanks for adding the tags so fast
Пулемётчики 5 月 9 日 下午 4:16 
NvM remote buying stations sucks, it's same fabricator but only with few weapons.. bruh