Barotrauma

Barotrauma

44 ratings
TechSeries
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
8.241 MB
26 Jun @ 6:09am
14 Jul @ 2:23am
10 Change Notes ( view )

Subscribe to download
TechSeries

Description
Powerful alternative to gene splicers. Allows for more build customization and gives access to abilities some consider to be, unnatural.

Brief Item Summary:
Tech-Splicer
The backbone of this mod, allows the user access to the powers of modules. Must be installed within health interface. Quality increases barrier/ultimate gain from all sources by 10% per quality.
Barrier-Modules
Protects user by creating barrier between them and the environment when needed or cloaking them. Consumes charge when active.
Passive-Modules
Enhances the attributes of the user only while barrier is active.
AI-Modules
Job related utility modules, mostly for increasing skill and increasing the learning rate.
Ultimate-Modules

Only compatible with the CombatBarrier, and offers the user powerful but limited abilities.
Tech-Auxiliary Battery
Battery pack to power your modules, uses the bag slot and can be equipped only when the splicer is present, gradually regenerates equipped modules.
Tech-Rifle
Large gun that can be modified by Tech-Rifle Cores, uses Tech-Rod as an fuel.
Tech-Rifle Cores

Can be contained within Tech-Rifle, changing function of gun drastically.
Tech-Rifle Rods
Fuel rods for Tech-Rifle.
Tech-Calibrator
Can print, install, uninstall and reinstall chips and cores, needs to be crafted and deployed.
Important note: Recipes can be unlocked by purchasing Tech-Breakthrough documentation in any shop at certain diffculty, usually after crossing to next biome.


Detailed list of items:

Barriers:
Personal
Standard barrier that is active at all times but limits power of passive modules, great for supporting staff. Does not give access to use of Ultimate Modules.
Combat
Combat barrier is activated in danger automatically or by user manually. This allows for access to ultimate modules (first monster attack R activates barrier, the second equips the user with an ultimate ability, if the relevant chip is present).
Cloak
Similar in function to the Combat Barrier, but instead of offering the protection it bestows complete invisibility on the user. Does not give access to use of Ultimate Modules.
Important note: Combat and Cloak types can be activated manually by using monster attack (Default R).


AI Modules:
Weapons
Increases Weapons skill by 25 and Weapons learning by a rate of 25%.
Helm
Increases Helm skill by 25 and Helm learning by a rate of 25%.
Medical
Increases Medical skill by 25 and Medical learning by a rate of 25%.
Electrical
Increases Electrical skill by 25 and Electrical learning by a rate of 25%.
Mechanical
Increases Mechanical skill by 25 and Mechanical learning by a rate of 25%.
Specialist
Increases Experience gain from all sources by a rate of 25%.
Quartermaster
Increases crafting and deconstructing at a rate of 50%.
Important note: AI modules are permanently active at their full power, no matter status or presence of Barrier/Cloak.

Passive Modules:
Melee Power
Increases melee damage by 100%.
Melee Speed
Increases melee attack speed by 60%.
Runner
Increases running speed by 40%.
Swimmer
Increases swimming speed by 80%.
Aux Charger
Increases charge speed of tech modules and ultimates by 50%. (Full power for all types, at all times)
Aux Ultimate
Using Tech-Ultimates draws 60/40 from the Ultimate/Barrier charges.
Aux Battery
Exchanges Ultimate charge to the Battery charge when needed.
Camo
Decreases your visibility to hostiles by 60%.
Sentry
Increases turret attack-speed, charge rate and power cost reduction by 15%.
Deadeye
Greatly increases accuracy with ranged weapons.
Important note: Passive modules are active only when CombatBarrier/Cloak is active. As for Personal type is active permanently, Passive modules are diminished to approximately 30% of their original power.

Ultimate Modules:
Electric Arc
Conjures an arc of lighting from your fingertips dealing short burst of lethal damage, a standard power of the dark side.
Fire Arc
Similar to the lighting arc, this ability is restricted to oxygen rich environments but is leagues more economical.
Tech-Blade
Chops smaller opponents to tiny bits, not so effective against massive targets. Executes humans and husks on hitting 0 vitality.
Tech-Katana
Chops all nearby creatures to tiny pieces on use.
Tech-Spear
A Space sailor's main tool on their quest to hunt down the giant white space whale. Deals bonus damage to larger targets.
Tech-Shield
Offers a great deal of protection and a passive ability to stun targets that are near to the shield.
Animated Projection
An Autonomous summon that acts as the user's protector. Gradually inflicts self damage.
Important note: Using monster attack (Default R) while combat barrier is active will equip both your hands with ability determined by chip.



Tech-Rifle Cores and Elements:
Assault Cores
• Gamma
• Disruptor
• Kinetic
• Plasma
Scatter Cores
• Gamma
• Disruptor
• Repulsor
• Plasma
Sniper Cores
• Gamma
• Disruptor
• Kinetic
Ray Cores
• Disintegrator
Plasma Element
• Burn type for dry enviroments.
• Has no penetration but higher base damage.
• Generally good against husks and humans, sets creatues on fire.
Gamma Element
• Strong counter to burn/damage/radiation resistance.
• Fully functional underwater.
• Weaker against opponents with small resistances.
Kinetic/Repulsor Element
• Standard physical type.
• Many opponents have strong resistances unless weakspot is hit.
• Repulsor knocks back opponents and causes extra damage on hitting environment.
Disruptor Element
• Strong against machine types.
• Applies EMP.
• Stuns organics on burst.



Custom User Interface:
Interface in top right corner of the screen that informs player of levels for Barrier/Ultimate/Rod/Core charges without having to visit health interface.


Crafting tree:



Tags: Armor Barrier Protection Neon Light Lighting Lightning Electric Shock Hardlight Hard MassEffect Mass Effect Dune SciFi Sci-Fi Energy Hex Futuristic Cyberpunk Implant Implants Modular Customizable
31 Comments
DefaultString  [author] 9 Jul @ 1:35am 
Patch has been rolled out, addressing some of the known issues. If you find any suspected bugs don't hesitate to let me know.
DefaultString  [author] 7 Jul @ 12:38am 
@The IRS it should not, will have a look at that.
The IRS 6 Jul @ 8:43pm 
The techsplicer seems to remove husk even when i have husk genes in it which kind of removes the purpose of the genes is that intentional?
DefaultString  [author] 30 Jun @ 5:31pm 
@Volitile no effects don't stack, but increasing quality of splicer will increase your charge gain from all sources including aux charger.
Volitile 30 Jun @ 4:39pm 
Quick question since i don't want to search through the description for something that might not be there. Do the aux-charger and runner passives stack?
Red_T.B.S 28 Jun @ 12:32am 
this mod is looking great mate looks and feels preety good to play with
DefaultString  [author] 28 Jun @ 12:20am 
@Karma Hound No it does not grant pressure immunity, don't think it would make sense.
DefaultString  [author] 28 Jun @ 12:19am 
@l0gunat0r Aux battery has to be recycled in fabricator. And im not going to override human.xml for second slot as TechSplicer already has genetic slots that you are looking for.
Karma Hound 27 Jun @ 9:22pm 
Without downloading the mod just wondering, do any of these protect against water, or just combat? I'm assuming not but I just think the idea of popping into water gear seems rather useful in a futuristic sub world but I guess it'd make sense if water shorts them out, also you wouldn't have oxygen unless you have a mask on. Anyway neat mod though.
l0gunat0r 27 Jun @ 8:15pm 
I know this may not be fixable as no other mod has been able to do it, but would it be possible to make a secondary splicer slot because I want to use both the tech splicer and the gene splicer but I can only use one, also, is there a way to charge the auxiliary battery?