Barotrauma

Barotrauma

More Pirate Vessels for Europa
37 Comments
UFO GALLIMIMUS  [author] 4 Jun @ 5:30am 
[TLP] Lucazz Tuoi, sorry for the delay. I haven't had much time lately because of college. I'll check out what you told me. Thanks for letting me know.
[TLP] lucazz'tuoi 4 Jun @ 3:43am 
Ok the guy from the artefact mod fix It, but can you do something for the cultist ship?, they realy dont like using the turrets
Havel L. Krik 2 Jun @ 3:23pm 
Wait a minute, this is the wrong mod... I thought this was your More Submarines (player-controlled). My bad.
UFO GALLIMIMUS  [author] 2 Jun @ 9:51am 
Hey Havel :captainsmooth: You need the pirate idcard to open the toxin cabinets.
Havel L. Krik 1 Jun @ 9:02pm 
The two Toxin Cabinets can NOT be opened on the Large Mongolian.
[TLP] lucazz'tuoi 27 May @ 5:05am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3169653196 and seem like if you have this one installed all the diving suit Will change to the one inside this mod "bots cant use them"
[TLP] lucazz'tuoi 18 May @ 1:36pm 
cultist ship dont use the coilgun
TortuousAugur 29 Apr @ 11:44am 
Oh, okay. I thought that it might have had an impact on the sub in general. I'm playing with the sellable pirate subs and I've been repairing the subs after they are cleared and then piloting them to the end station and have been noticing the subs have a lot of difficulty ascending and when I put it on autopilot to stay put, it's usually got a long arrow pulling the sub up in an attempt to counteract the strong downward pull. This is, of course, after I've fully repaired the sub's hull and electrical/mechanical systems so that it is as seaworthy as can be since I know I'll be fighting the sub's desire to sink. Thanks for the reply!
UFO GALLIMIMUS  [author] 28 Apr @ 3:56pm 
The submarines I made have their electric coils on automatic, so they can defend themselves against wildlife (the coalition submarines have automatic turrets for wildlife). But, as I said, these are random events. :barotrauma:
UFO GALLIMIMUS  [author] 28 Apr @ 3:55pm 
Hey TortuousAugur , pirate submarines default to the optimal neutral ballast level (5000) set on their navigation terminal. Yes, I understand what you're saying, but I also understood that as long as the value is closer to 5000 (between 4900 and 5100), it's not necessary to change it. Bots usually drive on automatic, so they don't fully accelerate like a player in manual mode; that's why they seem to be driving slowly, and even worse if the submarine is huge. The fact that wildlife can take down the submarine is more a matter of randomness in the game; it depends on many factors such as the size of the map, the difficulty of the level (because that creates more difficult animals), or whether there's a mission to hunt animals. Normally, the game tries to keep them far apart, but sometimes they coincide and fight each other. In fact, even groups of mudraptors fight against packs of Crawlers or Molochs. :barotrauma:
UFO GALLIMIMUS  [author] 28 Apr @ 3:18pm 
Hey Joki, I don't know if it's compatible, so you might want to try it out. The mod you mention works with Lua, but mine doesn't. :captainsmooth:
TortuousAugur 28 Apr @ 10:30am 
Just a heads up but I've opened about five random pirate subs from this mod and none of them have had their optimal neutral ballast level set in their navigation terminal (found under the steering component of the nav terminal in the editor). This allows the sub to automatically correctly fill the ballasts in order to achieve as close to a neutral buoyancy as possible when you switch to auto pilot mode. I don't know if this affects the sub's pirate bot crew's ability to pilot or not but I've also seen that at least the separatists subs drive like bricks. I feel like most of the time when I encounter a pirate sub, it's either getting attacked by monsters and is about to sink or is already resting on the sea floor from the attack.
Joki 21 Apr @ 5:43pm 
Does this mod work with Sellable Pirates?
UFO GALLIMIMUS  [author] 5 Apr @ 10:49am 
Yes, I recently added items for each faction's sightings.

How did you make a deal? :captainclown:
Draconis🐊 5 Apr @ 10:37am 
Huh this adds weapons and items now, I did not know that. Just had a deal with cultist pirates.
Havel L. Krik 25 Mar @ 7:47am 
Excellent.
UFO GALLIMIMUS  [author] 25 Mar @ 6:54am 
The modified cultist revolver also uses modified syringe bullets. There are two types: an acid bullet and a bullet that temporarily paralyzes you. It doesn't use conventional syringes so as not to diminish the effectiveness of the conventional syringe gun. In fact, revolver bullets generate less stacking effects than a conventional syringe. You can find them on the bodies of pirate cultists. :diverhusk:

I can include pirate submarine designs in my other submarine mods.:captainsmooth:
Havel L. Krik 25 Mar @ 1:03am 
What ammo does the Modified Sectarain use? It says it takes syringes, but noting I have will fit the slop.
Also, for enemy submarines, can you make a mod that lets the player use them? Some of the designs look pretty cool.
UFO GALLIMIMUS  [author] 26 Nov, 2024 @ 8:43am 
Thanks friend, the name of that clothing apparently changed in the last update and that's why the game couldn't find it in my mod.
Hanling 25 Nov, 2024 @ 10:11pm 
‖color:#9370DB‖[More Pirate Vessels for Europa]‖color:end‖ Tried to spawn "separatistmedicrecruit" with the item "pirateclothes". Matching item prefab not found.
UFO GALLIMIMUS  [author] 28 Jul, 2024 @ 7:41pm 
RextollBar Thank so much , I'm going to add it :captainsmooth:
RexTollBar (Reiss) 28 Jul, 2024 @ 12:50pm 
I translated it to Brazilian Portuguese and put the translation code in the discussions in case you want to add it to the mod.
UFO GALLIMIMUS  [author] 23 Jun, 2024 @ 7:11pm 
There is no conflict if you add it in the middle of the game friend. If it works normal.
阿根廷蓝啄湖鸭 22 Jun, 2024 @ 11:28pm 
May I ask if your MODs can be added to the game midway through the save? Are there any conflicts with other pirate MODs
UFO GALLIMIMUS  [author] 20 May, 2024 @ 2:56am 
Try now Rondson 7u7
UFO GALLIMIMUS  [author] 18 May, 2024 @ 3:12pm 
Hello friend, I was looking at the code but the truth is that I don't know how to do exactly what you're asking me for. If you know of any tutorial, I'd be happy to do it.
Rondson 30 Oct, 2023 @ 1:12pm 
Greetings.

This mod is incompatible with Dynamic Europa because they're both using/overwriting outpostevents set. In Barotraumatic discord I've been said the following:


"both mods overriding the outpostevents set. If the author of the pirate vessel mod would change his events to be in a custom eventset which is configured as additive="true", it should automatically work fine with any other event mod and vanilla"
Draconis🐊 23 Oct, 2023 @ 9:25pm 
it only happens at certain stations with missions relating to pirate subs and we end up fighting a Mongolian submarine.
UFO GALLIMIMUS  [author] 23 Oct, 2023 @ 6:34pm 
Try it now. I don't get the error but just in case I copied and pasted the original code for the pirate missions in that section again in case the update changed something and I didn't notice. :barotrauma:
UFO GALLIMIMUS  [author] 23 Oct, 2023 @ 6:22pm 
How weird . When I tried it, that doesn't appear and it's not that I touched anything in the prefabs. I'm going to check that.
Draconis🐊 23 Oct, 2023 @ 12:40pm 
Been noticing this issue with coalitioncaptain from combatmissioncoalitionnpcs in mission and on station when certain missions spawn, seen it on my own server and several others with more pirates. I think the normal desiginator is coalitioncaptainlord

https://i.imgur.com/0Hahg0h.png
UFO GALLIMIMUS  [author] 19 Apr, 2023 @ 9:13pm 
You are the second person to say that to me mmm. In this case, I will carry out a "balance update".
Sooner535{UFIP} 18 Apr, 2023 @ 3:37pm 
Has the unbalanced nature of the subs been addressed? Just now seeing your mods and this is the only one I have reservations about, other ones I DLed :D
UFO GALLIMIMUS  [author] 30 Mar, 2023 @ 9:41pm 
The truth is, I admit that they are a bit unbalanced (in fact, once I had to get out of my submarine and with those engines to explore, I advanced towards the submarine and I got in to kill its crew myself to avoid risks, but obviously I didn't It came out the first time), perhaps I should increase the payment for eliminating them because in risk factor they pay very similar to vanilla.

A trick that you could use is to accept a mission to hunt groups of crawlers or other creatures from Europe, because they usually find pirate submarines and when you arrive you have the advantage that they are fighting and you can give them the coup de grace.

I'm glad you liked it because this mod was hard for me to do haha ​​because I didn't understand the code.
Mzargeot 28 Mar, 2023 @ 3:21am 
After playing with it for about half a playthrough I've gotta say that these subs are quite unbalanced, I think it's mainly because of how overpowered exploding ammo is against submarines. Other than the fact that I have to retry 2 times to avoid my whole crew being turned into red paste it's a good mod
UFO GALLIMIMUS  [author] 21 Mar, 2023 @ 4:40am 
Jaja Thank you
Mzargeot 17 Mar, 2023 @ 9:47am 
Ebic:captainclown: