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I've already listed a few common mods that I've tested, however newer mods that may emerge (or older ones that I haven't tested) will need to be tested by both of us and i'll update the list accordingly.
It's commonly just the server owner not having the most up to date version of the mod (A new MD5 hash is generated for each change of the XML files i make). Barotrauma may also not automatically update mods and require you to manually reinstall the mod (Unsubscribe, find mod folder in Mods directory, delete it and then resubscribe or go into Steam Workshop on the main Menu and reinstall).
Maybe, but I doubt this mod needs any more weapons (unless they're a good addition).
No, that isn't my mod causing that which is evident through my testing, it's Barotrauma's innate lack of optimisation and being single core dependant for processing, bottle-necking hardware such as your GPU and CPU (yeah it's pretty cringe I know but I didn't program Barotrauma to function that way).
Your choice of submarine is a factor in why your game runs horribly, most large (or even medium sized) modded submarines cause horrific performance losses in light of recent Barotrauma updates.
Because that would require me to override the talents, which is quite problematic when it comes to mods that also override talents (Weapons basically become unobtainable unless spawned with commands), as a result I'm going to try and steer clear of doing so for the sake of compatibility.
For one, they are. It's become very apparent that having all the recipes in just the vanilla fabricator is not only really obtrusive to scroll through, but also causes a significant degree of lag upon opening it.
And two, you clearly haven't made a mod, have you? Balancing is by far the most awkward thing to do in Barotrauma as a result of having little to really change up when it comes to handheld weapons or even wearable gear for that matter.
Arguably the most controversial (and subjective) question, it entirely depends on what you want, however I've attempted to keep the mod as campaign focused as possible, using things such as:
- level locked spawn rates (most good weapons aren't available until 30% diff and are rare spawns)
- Overheating for most automatic weapons (to prevent constant mag-dumping)
- Skill handicaps on more powerful weapons (slow fire rates, low accuracy, stunning and blunt damage to arms or head)
- Outposts are better equipped to prevent completely wiping them with little difficulty
- Multiple fabricators to both increase fabricator performance and limit availability
Though like everything chance plays a roll and I can't please everyone, so if you're not happy it's best off either playing different or using a different mod, no one's really forcing you to use EHA.
Okay, why? All well and good saying that but that doesn't help me or any modder in the slightest, give examples please...