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Een vertaalprobleem melden
Mods not found and get to server errors
And invincible clothing
I think it should be...
"Mechanic's Jumpsuit": -10% Blunt force trauma, -60% Lacerations, -10% Bite wounds, -10% Burn
"Boiler Suit": -10% Blunt force trauma, -30% Lacerations, -10% Bite wounds, -30% Burn
coilgun.xml contains changes to piercing ammo and physicorium ammo - no stacking. The "source xml" for my mod is on GitHub at https://github.com/Jlobblet/Barotrauma-Jlobblet-Tweaks , which shows a more condensed list of purely the changes in each file.
I'd like to use this mod, but without buffing railguns. I haven't used em yet so I'd rather try out the default first. If I understand correctly, deleting ...Content\Items\Weapons\railgun.xml as well as the reference to it in filelist.xml would do the trick. Is this correct?
Also, i noticed there being a coilgun.xml file, the changes contained in this xml is only the stacking feature, right?
Maybe it should have 2 uses and heal half as much on each use?
If it's because of the deconstruction recipe, why not just modify that?
Now that my Utility balance patch is done, I'll also make that Jlobblet Tweaks + EK : Utility patch if that's ok with you. It'd be easier for me to make a thumbnail image if you sent me the background without the title so I can make it look like JT+ITA's thumbnail.
As for EK Utility I don't have particularly strong urge to make a patch for it, assuming EK was interested in the first place. The main aim of the mod is at editing vanilla content - the patch with ITA is resolving changes that both mods make to vanilla content.
What do you think about a patch for EK : Utility because its reinforced oxygen tanks stack to 8? I could make an XML that changes the stacking. And fail at XML, but succeed after a few tries. EK:U has a recipe that crafts 4 tanks at once, so it might have to be removed.