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For the AP ammo, MC is spelled M.C. while the standard is spelled MC without the periods.
Nothing big, just wanted you to know.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2986079116
You know what, I now have one more weapon planned to add
It's still a WIP so there are not too many categories, but I guessed this was the right time to share it since I don't want to clutter this comment section (Kind of my bad for not adding a suggestion discussion honestly)
These are some interesting points you bring up! I'll consider all of this when I do an update to this mod (which should be after my containers receive the latest game patch update). I'll admit that I wanted an easy crafting recipe because this mod was made before the cave update and finding stuff outside the sub was a gamble, so it's slightly outdated. Never really came to mind to re do them as they seemed fine for me and no complain on balance was made
Normal ammunition can't be fired under water because it stops almost immediately. Real-life underwater bullets are tungsten-tipped. Therefore, tungsten must be so rare on Europa that you can't find or buy it and the traders have a monopoly on tungsten-tipped munitions. Coilguns fire bolts which don't have to be tungsten-tipped.
The problem with this theory is the existence of Physicorium and the possibility to make depleted uranium, but maybe Physicorium or depleted uranium doesn't cavitate like tungsten does. But who knows?
If I were you, I'd make ammunition use physicorium or depleted uranium, or make the guns shoot bolts instead of bullets, but I still support using flash powder.
Why I'm suggesting flash powder (and actually, not only that, see below) is because vanilla is designed with the idea of ammunition being very rare. Being able to craft bullets already breaks the presumed lore, but making it more expensive to craft would likely solve the problem.
The first reason for non-craftable ammunition would be because fabricators could be banned from creating bullets to prevent black markets and gangs from existing - if you can't buy ammunition, you can't attack outposts. I presume that only some captains have the right to buy ammunition, and that the right can be revoked (which we don't see in-game).
If you want to go deep lore is like this: It utilizes a lot of 'pseudo science', utilizing huge mechanical forces through gears, the firing mechanisms spin at ludicrous speed when the trigger is pressed. The bullet is in the middle of these two high speed rotating devices, so it is propulsed at bullet speed without the need of ignition
As to where the energy comes from? Well, that's the pseudo science part. It just does it. I wanted to make a fun mod to use but with some mechanics that can't exist in a real universe, and that's why I love videogames so much: I can say that it's possible
Also, they technically don't have casings, they just like like the part. I believe I did say that in one of the descriptions "They are one sole thing" or something like that
- what's the power source?
- how do you charge it with energy?
- why do the bullets have casings?
As for the non craftable ammo, is not going to happen. Imo the game should allow you to craft ammo for even vanilla and I personally find it annoying that you can't
Also, there could be a version of this mod without craftable ammo.
Yes, I have it planned to add an auto shotty plus a grenade launcher (With around 6 slots), However it's pretty low in my priority list. Right now I'm working on a new suit (though I've distracted myself with a sub project cuz' I got inspired to make something more complex than I would normally do xI)