Barotrauma

Barotrauma

LeCrazyy's Item Variety Pack
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Update: 11 Jul @ 3:16am

- 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
- Updated Weapon Rack to now let you quickly remove weapons from it similar to weapon holders from vanilla.
- Added Plasma Cutter/Welding Tool/Underwater Scooter/Powered Container tags to applicable tools. Making them spawn with fuel/batteries/oxygen in by default, letting bots load ammo into them and opening up more opportunities for conditional checks from other things.

Update: 23 Jun @ 7:00am

- 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.
- Thermal Scanner now increases camera offset range by 500 like a scope would, but also obstructs vision while active.

Update: 16 May @ 2:45am

- Added Laser Pointer, a weapon attachable flashlight alternative.
- 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: 11 May @ 10:23am

- Fixed an error relating to locked crate event being unable to find _LCmakeshiftroll which no longer exists.

Update: 10 May @ 5:32am

- Removed pointless override of bag it up that has been hiding around for a while. Pushed this update to help ease conflicts from wrong load orders for talent rework patch.

Update: 25 Apr @ 11:11am

- Patched lingering Coalition Justice references in npc prefabs.

Update: 25 Apr @ 10:56am

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

Update: 25 Apr @ 2:39am

- Quick patch to remove unused harpoon quiver sprite that snuck in.

Update: 25 Apr @ 2:37am

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.
- Added Plasma Drill, a increased ore mining speed plasma cutter that pales in comparison for broader general use.
- 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.
- Revisited NPCPrefabs to remove cut weapons and replace with other stuff.
- Updated Destillery Drinks to use new sounds and particles.
- Moved Wall light into electrical category.
- Visual edits to Double Timer to line up nozzles to pipes better.
- Moved Battery Power Pack and Personal Log into Equipment category.
- Removed Industrial Mech Suit/Heavy Welder perk option for mission mode. (You can find a slightly edited version of this in cut content mod now)
- Updated Workshop Thumbnail.

- 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.)
> Industrial Mech Suit. (It's too situational and practically exists in smaller form via heavy welder, the one handed nature makes it extreme cumbersome but is also the main purpose of it. So I've decided to finally dump it into cut content.)
> Portable Mining Drill.
> Glasses.
> Sunglasses.
> Harpoon Quiver. (Originally this was created mainly because storage containers couldn't store harpoons, but now stack size in cabinets is increased, so it's not needed really anymore, sure it can be used for more harpoon storage on your back, but so can your hotbar where you would prefer to have ammo ready to go.)
> Earmuffs.

Update: 16 Mar @ 9:48am

- Added Scrap Shotgun Shell as part of the "Retrofit" talent.
- Moved Nail Rifle to "Pump N Dump talent", it's a pretty early game weapon that is tied to a fairly late talent, so I hope by moving it up it can find a niche.
- Buffed Heavy Hammer, Penetration raised from 0.4 to 0.5, reload from 1.7 to 1.6.
- Nav Terminal PDA now reduces Helm skill by 40 while held, updated description to reflect this.

Just a small update of stuff I had hanging around to prepare for patching another upcoming mod.