Barotrauma

Barotrauma

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EK Mods - Definitive Edition
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107.249 MB
29 Mar @ 12:07am
9 Jul @ 1:15pm
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EK Mods - Definitive Edition

Description
EK IS BACK!
Do you miss the simplicity of old EK, whilst despising certain liberties taken with remasters?
Do you want to just put ammo in your laser rifle and expect it to work?

Say no more cause with EK Mods - Definitive Edition the items you loved are BACK without all the needless fuel requirements and pseudo "reloads" with some much needed fixes and modernization as well as an active developer

NOTABLE IMPROVEMENTS INCLUDE
EK Armory
-Modernized weapon attachment system, no more 7 battle rifle variants
-No more needing exactly 2 of a given magazine to recycle
-Streamlined inventory slots (No more shotguns with 9 slots)
-Added container tags to weapons and clothing allowing bots to clean up layabout items
-Small arms ammunition now have container stack sizes 3-4 times the character stack size
-Some ammunition uses the munition_core item tags bringing more choice to what resources are spent/saved
-EK Ammunition can now be placed in vanilla bandoliers
-MK1 Hardsuits utilize Hull breathing whilst MK2 Recharges oxygen whilst in a hull
-All non heavy weapons can be stored in inventory

EK Gunnery
-Various fixes to preferred item containers and tags. No more hybrid ammo being left in cargo
-Ammunition now uses the munition_core item tags bringing more choice to what resources are spent/saved

EK Utility/Dockyard
-Indcendium fuel rods are now better than thorium rods
-Job lockers no longer send status updates increasing performance
-EK Lockers are now linkable
-Hardsuits are no longer held before equipping from a locker
-Fire suit is actually useful now providing a 99% burn immunity, just don't go jumping into hell with it you will be stunned by the fire and will die that way instead

Other
-Shops have been decluttered to improve campaign stores
-Buffed the Exo-suit so it isn't left behind with all the new toys added
-Edited the Vanilla Assault rifle to be stored in character inventory

Notable Concessions (I will not work on these)
  • working Sonar scope attachments, until someone figures out a way to draw hud when contained a Drag and Drop solution will remain but a dream
  • Suppressors, outside of RP, these provide no real use in game in fact you would do 10% less damage with suppressed weapons, plus i cant get the Drag and drop solution into an elegant state, i know that its possible but the past implementation is really sloppy and performance heavy for what is supposed to be a simple function
  • Any item with a functional vanilla equivalent (portable pumps, etc)
  • Any item put in the "Legacy" Category (they can still be used but builder beware)
  • Speed Loader for the 357 (Redundant due to container stack size updates)
  • Grapple hook (Broken due to harpoon code rewrite/Ruins being fixed to not have dry areas)
  • Ramming plow (Broken due to vanilla code adjustments and rewrites)

It should be glaringly obvious this mod is INCOMPATIBLE WITH ANY OTHER VERSION OF EK

Load Order
There should be no Issues unless you are running Barotraumatic, which if you most likely are, this mod needs to be loaded before Barotraumatic

Balance Philosophy/Design intention
As over 200,000 people are currently subscribed to Dynamic Europa and Barotraumatic the mod will be balanced as if one is running those 2 mods in tadem with this mod, Some recipes have been tweaked and given modernization but overall item functionality should be similar to legacy EK series to how i remembered it with some changes have been made to account for additions like PUCS, Bandoliers, and backpacks

The overall goal of this mod is to update it to current vanilla standard to the best of my abilities as Videogames has gone on the record stating that an official remaster of the EK mods is off the table, as such it is my intention to give proper treatment to this mod, instead of quickly repackaging 6 year old code and calling it a remaster I truly intend for this mod to be the definitive version.

The game has changed a lot during EA and many of these items came out before things like talents and mid round re-spawn

This *should* be compatible with any ship that uses EK items as no item names have been changed
This started as a fork of EK forked, not the Chinese remasters

please bear in mind if something isn't immediately broken then it will most likely be fixed along with other items that aren't Priority 1 issues

PLANNED UPDATES
-Add items and properly integrate and modernize items that were disabled/missing, this will not include reactivating legacy labeled items
-Some Texture updates to look more cohesive with the vanilla texture update 3 years ago this wont include everything

KNOWN ISSUES
-When using a sub that was made with a different version of EK, some of the fixtures may be picked without the use of a tool until it is placed again, as far as i am aware this is a problem with only the legacy versions of EK

FAQ
Q:How buggy is this mod?
A: As limited as my feedback is, currently during a 15+mod campaign this mod is throwing ZERO bugs

Q: Something is broken where can i report it
A: The unofficial official bug reports discussion is what i have used so put it there

Q: Something from the Original EK isn't there, can you fix it?
A: If it was removed it was for either (A) A vanilla equivalent was introduced, or (B) is so functionally broken it might as
well be deleted, to keep the fabricator menu from being bloated it will not be fixed or re-enabled

Q: Are you going to add new stuff? like extended Flak ammo?
A: Probably not, maybe extended shredder ammo but that would be all, the Flak gun is already very ammo efficient

Credit to Videogames for literally everything in the mod
If you find that something is not working please list it in the bug reports discussion, ill try to see if i can fix it or devise an alternative solution

Running Dynamic Europa and find station garrisons are too easy? With Dynamic Europa - EK Weapons it gives stations a reasonable run for their money
Popular Discussions View All (2)
2
1 Jul @ 2:47pm
Official Bug Reports
AM
11
29 Jun @ 10:34pm
Unofficial Bug Reports
Darinon De Vries
44 Comments
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