Barotrauma

Barotrauma

aWeapons
Showing 41-50 of 74 entries
< 1 ... 3  4  5  6  7  8 >
Update: 2 Dec, 2023 @ 6:53am

- Released LeCrazyy's Item Variety Mod as a separate version to this, but while making it I made many changes, which I've ported back to here and made compatible with this versions blueprint system.
- Added Nail Machine Gun.
- Added Mother's Maul wreck item.
- Added E-COR, a unique weapon that can be obtained via a station event.
- Added contraband event.
- Added Fun Cannon which in new mod is unique event item tied to clown questline, but in this old version of the mod is just a random one off event to avoid overrides.
- Minor tweak to the spikes on top of the Alien Spiker sprite.
- Renamed Benovolent Gift to Husk Claws. (It sounds more lame sure, but makes it easier to find in fabricator and actually matches how other items are named in vanilla, only unique items tend to get unique names)
- Adjusted Combat Priority for weapons and added it to some missing ones, this means AI will be able to use some weapons they previously would not, and will decide foam dart guns are not suitable for combat for the two people who probably gave bots them.
- Honk Hammer stun increased from 0.5 to 0.8.
- Autocannon Explosive Drum Magazine now requires 2 c4 blocks to craft instead of 1.
- Autocannon Drum Magazine now only holds 30 rounds compared to the previous 35.
- Bullshot self stun increased from 2 to 2.5.
- Bullshot now makes a chunkier sound when shot (40mm stun grenade shot sound)
- Unique items inventory sprites have been changed to now have the star to show they are unique.
- Unique items are now hidden in menus(sub editor), you can still access them by using the console with f3. Then typing: spawnitem "name" cursor, e.g: spawnitem "Lead Sprinkler" cursor.
- Slightly edited the Numbing Overdose icon.
- Smallish Redesign to tactical SMG.
- Improved 40mm rubber ball inv sprite.
- Some items no longer spawn at all: Electric Harpoon, Katana, Coalition Justice, Separatist Judgement, Acid Thrower, Marksman Rifle, Tactical SMG, Heavy Pistol, Depleted Fuel Pistol Magazine.
- Lowered spawn chances for several items in campaign mode: Silenced Pistol, Detainer, Shovel, Lead Sprinkler, Hatchet.
- Many small changes that I either forgot or were probably not important enough to note down.
- Cut several items out of the mod (they can be found in "LeCrazyy's Item Variety Pack Cut Content" mod): Spineling Knife, Spineping Dart, Steel Dart, Officer's Cane, Taser Screwdriver, Pistol Pellet, Makeshift Bomb, Pipe Launcher MK2, Mini Harpoon Gun, Grapple Harpoon.

Update: 4 Nov, 2023 @ 5:14am

- Nail damage increased, 2.5 lacerations to 3, 0.5 bleeding to 1.
- Significant damage boost to all Makeshift ammo, however the costs are now more in line with regular ammo with exceptions for the casing on magazines, makeshift ammo is now mainly an option for if you lack the talent to fabricate a weapon's ammo type.
- All Makeshift guns have had weapon damage multiplier raised from 20% less damage to 15% less damage then their regular counterparts.
- Both Shovel stun values have reduced from 0.6 to 0.4. (Too easy to stunlock when dual wielding for almost no costs)
- Hatchet and Shovel reload time increased from 1.25 to 1.5. (Having 2 fast swinging melee weapons is a bit nutty)
- Heavy hammer now similar to heavy wrench requires mechanical 40 to not stun self on swing.
- Depleted Pistol Magazine renamed to Depleted Fuel Pistol Magazine
- Minor adjustment to Sniper Rifle sprite and upped scale from 0.5 to 0.6.
- Minor adjustments to Foam Dart sprite and inventory sprite.
- Changed inventory sprite image for nailgun to share same as regular sprite, like most other guns.
- Changed Pipe Launcher inventory sprite to match the regular sprite.
- Adjusted Spineling Dart inventory sprite, now is at a -45 degree angle to match other dart sprites.
- Adjusted nailgun hold positions. (You will no longer put your hand in front of where the nails are about to be, though this was visual only)
- Adjusted sniper rifle hold positions. (You still no scope but it looks slightly better)

Update: 30 Oct, 2023 @ 3:40am

- Quick forced update, left a 2mb file in download bloating size. Removed that now.

Update: 30 Oct, 2023 @ 3:39am

- Alien Spiker and Incendium ball are now classed as Alien (Mainly just a thing for submarine editor)
- Coalition Justice and Separatist Judgement were meant to be recipe locked for a very long time, but my dumbass only just noticed they haven't been. (I put requiresrecipe="true" on the wrong line)

Update: 20 Oct, 2023 @ 2:04am

- Increased Fabrication cost for makeshift pistol magazines from 1 jacket material to 2.
- Increased Fabrication cost for makeshift shotgun shells from 1 jacket material to 2.
- Increased Fabrication cost for makeshift revolver rounds from 1 jacket material to 2.
- Fixed fabrication of pistol magazines to actually create 2.
- Adjusted recycle magazine cost for pistol magazine.
- Adjusted Deconstruction for magazine ammo types (drum magazines included, most now deconstruct into steel)
- Rubber rifle bullets now use propulsion material instead of just magnesium.
- Reduced Makeshift Shotgun Shells fabricated amount from 24 to 12. (minor booboo)

I will probably be revisiting makeshift ammo in the future, as with the new fabrication having multiple material options makes a lot of them no longer as relevant or "makeshift", so I have just resulted to pretty much doubling the amount crafted for now.

Update: 19 Oct, 2023 @ 11:14am

- Revisited most ammo recipes to match them to the new tag system vanilla ammo has. (Ammo can now have multiple items for the propulsion, jacket and core required items, whereas before it would usually just be magnesium, copper and lead)
- Reduced Pistol Pellet scale from 0.5 to 0.3.
- Reduced Pistol round damage: Gunshot wound from 22 to 20, bleed from 15 to 10.
- Reduced Makeshift Pistol round damage: Gunshot wound from 11 to 10, bleed from 7 to 6.
- Reduced Pistol Rounds stun from 0.2 to 0.15 and Makeshift Pistol Rounds stun from 0.15 to 0.1.
- Increased inventory stack size for all pistol magazines from 2 to 3.
- Reduced Depleted Pistol Rounds sever limb chance from 0.1 to 0.05.
- Reduced price for regular pistol magazines from 180 to 90.
- Increased fabricated amount of regular pistol magazines from 1 to 2.
- Increased fabricated amount of makeshift pistol magazines from 2 to 4.
- Increased container stack size for most items, too many to list each one.
- Removed Old Electric Discharge Mine Code, freeing up a whopping 2kb.

Update: 24 Aug, 2023 @ 4:15am

- Added "Makeshift Molotov", technically this already was part of the mod a long time ago, but just before release onto the workshop the baro devs announced they were adding a Molotov Cocktail themselves, so I scrapped it, now it's back, less effective than a regular Molotov Cocktail though, only potentionally starting a small flame with no explosion dealing burn damage.

Update: 17 Aug, 2023 @ 8:21am

- Updated most of the images for the steam page as many had outdated sprites, unfortunately I need to use this in game updater for the workshop preview image meaning a technically pointless update will pop up to download.

Update: 16 Aug, 2023 @ 8:50am

- My dumbass put the new Discharge Coil Trap text data in aEquipment's text data file (Both are named English.xml) Fixed now.

Update: 16 Aug, 2023 @ 8:28am

- Electric Discharge Mine has been completely replaced with Discharge Coil Traps, the traps instead of being motion detector based are now provocative item with health based, this means monsters will attack it, and when they do it will explode. This is a change to make them more viable, as previously any movement (ie water) could cause it to explode prematurely. The sprite has completely changed, you now get 8 instead of 3 when crafted and each one does less damage than the previous versions. If you happen to already have Electric Discharge Mines, they will turn into the new traps when next contained in an inventory or container. The original Electric Discharge Mine will be deleted from the code for that sweet like 7kb in a couple of weeks to give some time for people to get the new ones from it.
- Improved Sniper Rifle reload clarity, 3rd load sound announces that the gun is about to be reloaded and ready to fire.
- Added Skill Requirement Hints to all weapons that needed it.
- Increased Spread on Revolver Rifle from 0-4 to 5-8.
- Completely redid sniper rifle sprite, the old look was more of an anqitue hunting rifle look and didn't really seem like something you'd make in a fabricator, the new look I think better represents its fabricator origins and hopefully fits well within barotrauma's artstyle.
- Steel dart sprite has completely changed, I never really liked the old look, it looked more like a throwing weapon than a dart for a syringe gun.
- Updated Antique Sabre sprite slightly, as a result it is also slightly longer now.
- Updated Bad Medicine's Sprite, it now looks more unique than a regular bloody diving knife.
- Updated Clown Bullet sprites.
- Very minor edit to a lot of sprites (most are just adding a transparent border around to maake them appear smoother in game, some had a bit more done but nothing big enough to be worth mentioning): nailgun, taser screwdriver, hatchet, officer's cane, pistol pellet, incendium spike, revolver rifle, rippa, acid thrower, blueprints (held sprite), 40mm incendiary grenade, makeshift smg, heavy pistol, pipe launcher mk2)