Barotrauma

Barotrauma

EK Mods - Definitive Edition
Showing 41-50 of 66 entries
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Update: 13 Jun @ 4:51pm

-Fixed EK ammunition not being allowed in vanilla bandolier
-Rebalanced EK Bandolier to have a total of 6 slots instead of 8
-Update EK Bandolier sloticon textures and description

Update: 9 Jun @ 3:28pm

-updated prefered container tags for Clothing items

Update: 9 Jun @ 3:00pm

-Added Prefered container tags to weapons missing them
-updated Dartgun to use 1x2 layout (experimental)
-updated Micro Dartgun and Dartgun to use textured inventory containers

Update: 8 Jun @ 6:57pm

-Fixed a small issue with Marine SMG mags not being cleaned up

Update: 7 Jun @ 3:24pm

-All Hardsuits can now be equipped from lockers without holding them first
-MK 1 hardsuits now functions in parralell to PUCS (no more oxygen regeneration)
-optimized Hardsuit status effects code

Update: 6 Jun @ 6:10pm

-Mercenary hardsuit are now best in class for gunshot protection

Update: 6 Jun @ 5:43pm

-Updated EK Gunnery box ammunition to utilize "munition_core" tags
-Edited some EK Gunnery fabrication requirements

Update: 4 Jun @ 12:00pm

-Replaced "ammocontainer" with "ammoboxcontainer" on preferedcontainer for EK box ammunition (should stop bots from leaving EK ammo on the floor)

Update: 4 Jun @ 2:00am

-Removed "Crate" tag from box ammunition (should lead to bots putting ammo in proper places rather than crate storage)

Update: 3 Jun @ 1:47am

-removed unused/proprietary tags from reinforced tanks
-removed reactorfuel tag from reinforced tanks
-fixed MK 1 hardsuits not benefiting from oxygenite movement buff
-fixed Military MK1 and MK2 not having low oxygen warnings
-MK2 hardsuits cannot benefit due to their recompression function
-removed remote "buying" stations as they were made for ITA