Barotrauma

Barotrauma

EK Turret Vanilla Rework
104 Comments
Draconis🐊  [author] 1 Jun @ 4:58pm 
it should have pretty beefy armor penetration and damage against large monsters as it hits multiple limbs and covers them with large amounts of damage.
Chime 1 Jun @ 4:50pm 
It would give the vortex cannon more use outside of dealing with soft targets. It's great for stuff like crawlers but could use some kind of alternate ammo for harder targets and ships like you mentioned.
Draconis🐊  [author] 1 Jun @ 4:03pm 
that is an interesting idea for vortex alt ammo since it is now ammo based. Implosion is an interesting idea since we already have that for the grav shells and it would complement it.
Possibly a plasma shock bubble that leans in on the collapsing intense bubble to cause a more heated electromagnetic pulse that has mild shorting out near the hull for pirate subs but also hits machines harder with machine specific internal damage and the burn bypasses armor on most creatures and especially husks.
Chime 1 Jun @ 3:55pm 
If I'm not mistaken EK at one point had some kind of guided munition that would seek out creatures and explode is there any plans to re-implement this feature?

Current implementation of the turrets so far as I've used in my current run is really good. It would also be nice to see 1 alternative ammo option for the Vortex cannon if at all possible. Maybe a much more resource costly energy cell with more limited ammo/charges but that produces a larger concussive blast with more damage to armored targets? Or somehow creates an inverse cavitation bubble that sucks enemies to the center and mangles them.
Draconis🐊  [author] 30 May @ 1:20am 
No news is good news, I fixed up a few things and improved mining laser slightly, it still has its own steel/zinc manufacture but only requires lithium and saline to reload making it more cost effective, damage was increased by roughly 2 points a shot.

Heavy SSL rockets 15% more damage and slightly more buoyant for flatter shooting.
Draconis🐊  [author] 5 Mar @ 7:26pm 
Most HEDP is a copper jet, the HEDP SSL is a kinetic kill round with impact fuse that is closer to base fused naval or tank tank shell its more like an APCR that explodes as it tends to get lodged into a ships hull rather than fully penetrating when makes it sort of like HESH but against monsters it tends to penetrate deeply into abyss monsters hide before exploding.

Its DP is that unlike traditional HE shells is that via its dart tip it is able to partially penetrate and do damage to armored targets rather than the lighter damage of flak or other small explosive rounds
ProdiJy2000 5 Mar @ 4:29pm 
Thank you so much for all the amazing work you do on this mod. I really appreciate your dedication and creativity.

I wanted to share some thoughts on the munitions types:

APHE: This is a round with explosive content that detonates after penetration. It's designed to penetrate an armored target and damage people and systems inside by exploding while within the target.

HEDP: High-Explosive Dual-Purpose rounds are a bit different. They have an explosive component that can kill unarmored targets and also shoot out a jet of copper to penetrate armor. They function similarly to HEAT rounds with fragmentation liners. HEAT rounds have a cone-shaped copper liner focused into a kinetic energy beam for penetration. They don't rely on speed, making them effective even in slower projectiles like rockets and grenades. In the mod, the HEDP SSL rounds have APHE capabilities, which they should not typically have.

I hope this feedback is helpful. Thank you again for all your hard work!
Draconis🐊  [author] 5 Mar @ 4:05pm 
Particle effects
ProdiJy2000 5 Mar @ 1:30pm 
So its not compatable with EK dockyard and EK utility? why
Draconis🐊  [author] 1 Nov, 2024 @ 1:03am 
This little side project has almost made it to a modest 3k, I hope everyone has been enjoying the new ship guns.

Added Rare wreck ammo HEFC Light Gun ammo it can hit 2 targets and explodes but it has a short impact fuse after any impact and a small HE bursting charge, does roughly 50% more damage per shot than standard piercing ammo though slightly less armor penetration on the main impact hits. good performance against all targets.
Draconis🐊  [author] 28 Oct, 2024 @ 7:28pm 
I get a lot of questions about the Aftermarket coilgun and how it is either terrible or over powered depending on peoples views and how it operates so I figured I would make a quick post about it.

The gun fires 3 shots to the normal coils 4 using the same amount of energy per second. However it has 17% more damage which with a normal coilgun is 10 per hit with 2000 damage per box of ammo, the aftermarket coilgun instead does a respectable 11.7 a hit for 2340 total damage but it does 35.1 damage per second vs 40 of a standard, though its higher velocity makes it easier to hit.

Its pretty close for more damage in the log run though that 5 extra DPS does add up. I am considering moving the needle from 3 shots to 2.5 shots a second making the damage per second gap more stark possibly upping the capacitor as well so it really earns that extra damage at a lower rate
Draconis🐊  [author] 15 Oct, 2024 @ 6:47pm 
So I tweaked how the visuals for the piercing autocannon shell are displayed so it doesn't have as much flare on long distance shots but more when hitting hull/enemies.

Aftermarket coilgun has been pegged to 33.5% more power use with the 3 shots per seconds vs 4 per second of the normal coilgun so it uses roughly the same amount of power at a slower fire rate, with the shots doing a bit more damage and much high velocity.
Draconis🐊  [author] 8 Oct, 2024 @ 10:34am 
Thanks for the report this small issue has been a complete pain, first the png was missing, second the defined area of the PNG was incorrect when ported over, shouldn't be possible but it was. Third the png had old bad gradients which caused the sprites on it to have funky white oulines, will update a fix here shortly
S.S.Mogeko 8 Oct, 2024 @ 4:07am 
"Items/Containers/containers_ek.png" not found!"
Got this error while in the sub editor... anything to worry about?
Draconis🐊  [author] 8 Oct, 2024 @ 1:08am 
oh besides the vortex tweak and fixed I added rare HEFC coilgun ammo where it hits multiple targets and a tiny explosion +1 shrapnel on each hit.
Draconis🐊  [author] 5 Oct, 2024 @ 2:24pm 
Looking into it, the arguments don't seem to work anymore for some reason for the contained sprite switching to the empty version.

So going forward there is going to be some new rare wreck ammo and first out the gate is the new dissolver acid round for the Large SSL, this experimental 100m rocket was considered too dangerous to produce and now the only place they are found is in abandoned ammo caches, each contains a viscous slowly dissolving gel that corrodes armor and slows enemies moving through the resultant cloud.

Each of the standard vanilla turrets will be getting at least one rare ammo type that you can either utilize or sell at the next station for a decent amount.
[]Herz[] 4 Oct, 2024 @ 9:58am 
And the empty autcannonboxes doesnt fit(graphically) in the ammoshelf.
Draconis🐊  [author] 3 Oct, 2024 @ 6:38pm 
oversight I will work it into next update.
Gonenoculer5 3 Oct, 2024 @ 5:58pm 
Mining lasers currently don't have a valid pin for auto control; and will instead drop a wire if the hardpoint had one connected. May also affect other EK turrets; would be worth investigating. Thanks!
Draconis🐊  [author] 19 Sep, 2024 @ 6:23pm 
If a projectile is going too fast especially with server lag it can actually clip through an enemy similar to Fallout 3/New Vegas so having really fast projectiles can actually cause big issues where they go through doors and other things because they didn't touch them during a frame.
Dehydrated my sister 19 Sep, 2024 @ 6:17pm 
Aye, fair enough. I just assumed the metal crates where for subs that didn't have a rack to put the rockets into.

Speaking of the 'Large SSL' and it's ammo, I think it would be cool if you could load some additional propellant into the rockets to get them some extra speed. A nice little treat for those who went the extra mile to make a salt or potassium farm on their sub.
Draconis🐊  [author] 19 Sep, 2024 @ 7:56am 
Totally different firing systems this is meant as a small slot railgun analog and its lower overall damage but has experimental warheads. The railgun on the other hand wrecks shop with even a basic empty shell and putting anything from a shotgun shell, grenade up to nuke lets you customize your railgun warhead.
Dehydrated my sister 18 Sep, 2024 @ 10:39pm 
Could you modify the large SSL rockets so that they can go on rail gun shell racks? Surely they are big enough to fit on the racks
Draconis🐊  [author] 7 Sep, 2024 @ 6:19pm 
I should clarify that EK and EKM subs are different, This won't work with EKModded submarines as they require EK mods, However EK normal submarines do not require any mods to function so this is fine.
Skyfinder 3 Sep, 2024 @ 4:18am 
ah damn.
Draconis🐊  [author] 2 Sep, 2024 @ 11:16am 
yeah I know what you mean the old EK subs made using Dockyard, problem is this is not a complete version of gunnery and actually pretty different so you will likely have to manually adjust the submarines assuming you get it working without EK 1.x.x.x which is incompatible with this. likely the modern chinese fork of Dockyard for all the conduits and stuff.
Skyfinder 1 Sep, 2024 @ 9:27pm 
no i mean like, if an old EK sub with the old EK mods in it. if i load this mod instead of the old EK mod, will this override the old turrets instead of having to replace all the wiring and mounts and shit.
Draconis🐊  [author] 1 Sep, 2024 @ 4:33am 
Technically it might be possible? its not compatible with EK Gunnery at all and most if not all EK mods. Loading an older EK sub would likely be missing huge amounts of items and stuff like conduits.

This mod was designed purely to get classic EK_Gunnery style turrets back into modern Barotrauma by trying to make them closer to the vanilla turrets and utilize the split between small and big slots that did not exist when EK_Gunnery was last updated. As well normalized sight ranges and far less ammo types.
Skyfinder 1 Sep, 2024 @ 3:40am 
is this able to be hot swaped onto the old EK subs? because i know in some mods in some games, that can be done if you use all the same file names so thought i should ask.
Draconis🐊  [author] 31 Aug, 2024 @ 7:03pm 
Ok ton of sprite adjustment in game and in editor guns and barrels are properly centered will update tomorrow morning maybe? might make more changes its kind of an issue
Draconis🐊  [author] 31 Aug, 2024 @ 6:45pm 
its super indepth where I have to go in a hosted server with the guns mounted to a solid platform for which I use my Polythreme sub and replace the coilgun and laser with the turrets, adjust the sprite origin to match where it would sit if it was a coilgun as close as possible then readjust the barrel to the new sprite offset.
Draconis🐊  [author] 31 Aug, 2024 @ 6:17pm 
ah I missed that I will correct both next update
Qradle 31 Aug, 2024 @ 6:13pm 
Thanks! Although the volley gun gap still persists, it is not such an urgent matter.
Draconis🐊  [author] 31 Aug, 2024 @ 5:39pm 
Fixed and put in some new changes.

All heavy turrets are for the larger heavy slot as intended. The Heavy SSL is a 20mm multi launch tube while the Large SSL fires 100m rockets from a Small hardpoint

Heavy SSL issue with wrong loader fixed.

Light/Semiautomatic whatever gun is now Light Swivel Gun and the larger Heavy Rotary Gun share ammo, their sizes have been slightly altered to make them more reasonable to be the same calibre, the light gun was too small and the heavy too big previously.
Draconis🐊  [author] 31 Aug, 2024 @ 4:01pm 
will test and update here in a minute
Draconis🐊  [author] 31 Aug, 2024 @ 3:59pm 
let me double check that sounds like a copy error
Qradle 31 Aug, 2024 @ 3:50pm 
The Large SSL seems to come with the wrong loader being heavy rather than double SSL loader.

I also found that the gap between the hull and the base of the Volley Gun turret is uncommonly large compared to other turrets. The Mining Laser, I'd say suffers the same issue although to a lesser extent, presenting a slightly bigger gap than the vanilla Coilgun, only really obvious when installed on vacant hardpoints which tend to sit quite shallow on a lot of the vanilla subs.

The latter half doesn't impact gameplay at all, just looks a tad unusual.
Draconis🐊  [author] 30 Aug, 2024 @ 5:31am 
Yeah people have asked for all the old ammo back and the old gunnery had the problem where there was ammo so good it beat out the infinite ammo coil gun boxes. Like infinite ammo wasnt as good as HEFC.
Qradle 30 Aug, 2024 @ 4:36am 
Rare ammo found only in wrecks would certainly be exciting. Not going overboard I think is a great move, I really quite enjoy your mods for their simplicity.
Draconis🐊  [author] 30 Aug, 2024 @ 4:19am 
Yeah sorry if I was brusque but on a ton of the mods I get stuff like "clown exosuit OP plz fix" and I miss stuff on the first couple passes because they do not elaborate the error thinking I will check the entire functionality of the item and its situational as was a misplaced line caused an additional 10 container slots which could contain crates or any item on the exosuit as the containable argument was not properly in place.

Also I want to get some more solid content onboard the mod, I am thinking of putting some of the stranger ammo in as rare wreck loot, I don't want to go over the top with all of the specialized ammo boxes or add too many more new turrets with their own ammo.
Qradle 30 Aug, 2024 @ 4:13am 
Thank you, sorry for the inconvenience.
Draconis🐊  [author] 30 Aug, 2024 @ 4:12am 
Thank you! so the issue seems to be the foot contains the actual ore item and it was being targeted by the detach beam.

<StatusEffect type="OnImpact" target="NearbyItems" comparison="and" targettags="ore" range="150.0" stackable="false" DeattachTimer="0.3" >
<Conditional attached="true" />
</StatusEffect>

used that in the update, no more errors on any ore containing items or containers.
Qradle 29 Aug, 2024 @ 11:41pm 
Exception thrown by the target of SerializableProperty.TrySetValue {Object reference not set to an instance of an object.}
at Barotrauma.Items.Components.LevelResource.set_DeattachTimer(Single value) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Items\Components\Holdable\LevelResource.cs:line 58

I have no other mods active.
Draconis🐊  [author] 29 Aug, 2024 @ 5:14pm 
If i have to spend 20-30 minutes troubleshooting vague bug reports I would never get to actually play the game. So I need a little be more to go on than "seems to cause an error" it could be me, it could be another mod or it could be something completely oddball.
Draconis🐊  [author] 29 Aug, 2024 @ 3:38pm 
how so, mod list?
Qradle 29 Aug, 2024 @ 1:59pm 
Shooting certain parts of mudraptors for long enough with the mining laser seems to cause an error.
Draconis🐊  [author] 28 Aug, 2024 @ 6:09pm 
More importantly Heavy SSL rockets had some tweaks and fixes to make them perform better, slug rounds properly hit twice as do APHE which have a much improved fuse especially against hammerhead sized creature. Dense flak has several small tweaks to improve its performance against near direct hits, reduced its far damage slightly and item damage heavily it is still very strong, terrible against hull but if one were to explode inside a breached sub that is basically it for them.
Draconis🐊  [author] 27 Aug, 2024 @ 12:37pm 
Some small tweaks and improved visuals on half shells slightly by removing the blank pixel space on the top and bottom
Draconis🐊  [author] 27 Aug, 2024 @ 2:20am 
Also there is a new Ammo Crate reworked from the old EK industrial crate. Only 12 slots and Waterproof, not fireproof. It can also hold medium items. Allows you to store items, specifically Heavy SSL rockets on Ammo Shelves. Kind of expensive to make, you shouldn't need many and sold at most outposts. Sinks slowly so you could also use them for wrecks/mining.
Draconis🐊  [author] 14 Aug, 2024 @ 11:58am 
Added mining laser, uses small non rechargeable battery cells made using steel, zinc, lithium and saline. The zinc plates and steel casing are refunded when recycled. Also the industrial batteries are available at most outposts especially mines. Power use per shot is slightly higher than the coilgun and it fires faster so watch those supercaps.

Roughly 13 damage a shot of mixed damage types w/ klight bleeding due to laser ablation and generous 30% armor piercing means this damage will go through even on armored targets. The laser quickly cuts through soft material like ice and rock to quickly detach ore nodules for collection by divers.