Barotrauma

Barotrauma

aWeapons
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Update: 11 Jul @ 3:14am

- Added Shotgun/SMG/Rifle/Pistol/AssaultRifle/Handcannon/Harpoon Gun/Stun Baton tags to applicable weapons. Making them spawn ammunition in by default, letting bots load ammo into them and opening up more opportunities for conditional checks from other things.
- Removed pistolitem from hand shotgun tags, which in vanilla means it wont work with quickdraw now.
- Added anailrifle to nail cartridge autofill settings, added autocannon to autocannon drum magazine autofill settings

Update: 23 Jun @ 6:59am

- Added new "Rifle Scope" item support to Marksman Rifle, Sniper Rifle and Tactical SMG.
- Adjusted Marksman Rifle and Sniper Rifle sprites to match scope not being on by default.

Update: 22 Jun @ 12:18pm

- Removed pocket shotgun talent lingering causing a error/crash with cut content mod.

Update: 16 May @ 2:44am

- Fixed incorrect autofill values for Magnum rounds. No longer spawns naturally in campaign in containers.
- Fixed missing jacket material requirement from recycling pistol magazines.
- Increased dual wield accuracy debuff for Magnums from 8 to 12.

Update: 25 Apr @ 10:55am

- Fixed PvP crate related missing items/typos causing errors.

Update: 25 Apr @ 2:35am

Huge chunky patch, I expect there has to be at least one thing I forgot, so please let me know if you encounter an issue:
- Added New Heavy Turret: Pulse Cannon, with a long charge time that requires good tracking it provides heavy burn damage per shot against the reciever and any unlucky chaps close enough to it.
- Added Assault SMG, a fast firing SMG variant, high dps, lower sustained damage per shot and heavy inaccuracy.
- Added Hunting Shotgun, slow firerate, increased damage shotgun.
- Added Combat Shotgun, slightly increased firerate, slightly decreased damage, slightly increased ammo capacity.
- Added Magnum, higher damage, more expensive ammo and mid game revolver replacement, middle ground between revolver and handcannon.
- Added Hand Shotgun, wreck unique one handed shotgun.
- Added Heavy Revolver, increased damage, slower fire rate.
- Increased amount of Pistol Magazines for sale at all stations, heavily increased in military stores, reduced base price from 90 to 75.
- Nail Cartridge fabrication cost reduced from 3 iron to 2 iron, I want it to be a cheap but ineffective early game option, hopefully this helps achieve that.
- Nails actually come from the nozzle of the Nailgun and Nail Rifle now. Instead of above it.
- Tactical SMG reworked, instead of being a weaker deadeye carbine with a grenade launcher slapped on, it is now a silenced low firerate high accuracy slight penetration SMG variant.
- Autocannon reworked a bit, higher damage per shot but reduced firerate, explosive drum magazine reworked into Dementonite drum magazine which does damage over time instead.
- Hailstorm reworked as it was replaced by Assault SMG effectively, now has increased firerate the longer you fire, sprite also remade.
- Revolver Rifle renamed to Rotating Rifle with increased spread and reduced damage from 0.9 to 0.85.
- Slight visual edit to Bullshot.
- Slight visual edit to Shovel.
- Visual edit to Railgun Solid Shell.
- Visual edit to Railgun Breaker Shell.
- Visual edit to Juggling Ball as well as giving it a inventory icon and reducing its scale by 20%.
- Adjusted holding positions of Alien Knife, Rippa, Honk Hammer, Mother's Maul.
- Condensed sprite files backend.
- Fixed incorrect body size on Incendium Pulse Laser Fuel box (Causing it to visually float when on floor)
- Fixed all ammo box/fuel box/steam barrels potentially firing an additional shot while empty.
- Put Submarine Turret's into sub categories for sub editor/fabricator.
- Edited Assault Perk Option for mission mode: Replaced Double Barrel Shotgun with Combat Shotgun, replaced SMG with Assault SMG.
- Revisited PvP Crates for Outpost Deathmatch, removing/replacing cut items and adding in some new ones for new items.


- All Makeshift Weapons have been cut and moved into "LeCrazyy's Makeshift Weapons" Mod, it has always felt a bit out of place to say its vanilla like to have all those weapon available even if they are terrible, so I finally decided to cut them into their own mod so you can choose if you want that or not.
- Many other items have been cut and moved into the Cut Content mod: (Some replaced by other weapons effectively as listed below in brackets)
> Pocket Shotgun. (Now Hand Shotgun that can be found in wrecks)
> Husk Claws
> Double Barrel Shotgun (Now "Hunting Shotgun")
> Coalition Justice/Separatist Judgement (Now "Heavy Revolver")
> Antique Rifle
> Antique Sabre
> Annihilator MK IV
> 40mm Rubber Ball
> Katana
> Slab Revolver (Now "Magnum")
> Racker (Kind of spread into "Hunting Shotgun" and "Combat Shotgun" )
> Tactical SMG MK1 (This never existed in reality, this is actually just a renaming of Tactical SMG with the old sprite and behaviour, as it has been changed quite a bit now so I thought I'd supply the old version for people who may be upset about that.)

Update: 16 Mar @ 9:46am

- Added Scrap Shotgun Shell which can be unlocked via a blueprint.
- Buffed Heavy Hammer, Penetration raised from 0.4 to 0.5, reload from 1.7 to 1.6.

Update: 12 Dec, 2024 @ 3:54pm

- A small fix to ecorwander sub event (The npc that returns to ecor weapon) to tag the ecor weapon holder instead of a random research terminal which could be wrong in custom modules with more than one available.
- Fixed split coconut pieces not despawning from funcannon if round switched after you shot.
- Added Ammo amounts out for wiring to steam turret and twin turret.
- Increased Deep Tissue Injury, of explosive autocannon drum rounds from 10 to 20 as well as the explosion radius deep tissue injury from 25 to 35.
- Removed the 10% chance of self stun on Autocannon which could trigger regardless of skill if you weren't "Recoil stabilized" (Exosuit)
- Increased shots per magazine of both autocannon drum magazine types from 24 to 30(regular) and 20 to 25(explosive). (Its cost vs shots was a bit unforgiving when you can get other weapons like HMG which cost less rare resources)

Update: 9 Dec, 2024 @ 4:46am

- Added Carbine, effectively a larger, better smg that cant fit into your hotbar to balance it out, can be unlocked via blueprint or bought from shops above 40% level difficulty.
- Added Slab Revolver, a heavy two handed revolver variant, offering higher firepower at the cost of firerate, accessibility and the loss of dual wielding, can be unlocked via blueprint.
- Added Racker, a wreck unique shotgun that offers a minor increase to damage and 2 more shell capacity at the cost of firerate.
- Improved ECOR event, now spawns an npc to make it more obvious the event has triggered and giving directions as to where you could find it.
- Improved Contraband Event to actually have the guy be at the deconstructors and holding the crate, as well as "actually" using it in failstates.
- Buffed Coalition Justice/Separatist Judgement reload from 1.5 to 1.2.
- Increased radius on shrapnel mine larger radius explosion damage from 300 to 750.
- Increased shrapnel mine explosion damage values, small explosion lacerations from 20 to 75. Big explosion lacerations from 50 to 100.
- Reduced actual shrapnel count for shrapnel mine from 22 to 16.
- Increased deep tissue injury on deployable mines explosion from 600 to 700.
- Increased velocity on the Deployable Acid Mine mist spawners, effectively increasing the distance the mist spawns outwards a little.
- Reduced flash range for muzzle flash on silenced pistol and marksman rifle.
- Fixed the pistol outpost pvp crate not inheriting properties correctly from vanilla.
- Removed the blueprint for the cut discharge coil mine item.

Update: 22 Nov, 2024 @ 3:39pm

- Quick patch to update the steam turret sprite as it was missing acid barrel making it invisible.