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feniterchemicalmunition1 to 4
feniterrailgunshell
feniterhazmats/feniterhazmatsred
feniternerveagentcure
feniterpulmonaryagentcure1 to 2
feniterpsychoagentcure
feniterchemicalblisterbandage
feniterdecontaminant
that should be most of the mod, I can't remember the other smaller items. When I give out the update I can take a look at the identifiers and tell it here.
Neurotrauma
Hazardous Reactors
Mechtrauma
Standard hazmat suits that don't require thermal goggles
Cheaper antidotes (fr the nerve gas antidote is crazy expensive)
Using gas canisters to release gas into areas rather than just using them for chemical shells
Using gas to get rid of ballast flora (sorta like fumigation)
Maybe some kind of gas nozzle or sprayer that can be hooked up to a button and a canister (like setting up gas nozzles in the ballast to deal with ballast flora or fumigating the captain's quarters with blister agent for some trollsome fun)
And where could i optain it?
I have a chemical weapon container but it does not seem strong enough to protect me or my bot crew from the effects. (As the description of the weapon container indeed states)
@Fritzy the Fox, EK mods like the hardsuits? I'll do it tomorrow.
@Jasper1222, no I don't have plans to make a safe container for the Unknown Chemical Container
@AcousticHITMAN45,
1) Sure no problem, do you want the NVGs kept or also removed.
2) I'll tweak it and update it tomorrow.
3) Uhh gas canisters sure, I'll throw it in, you can't throw it tho, just releasing gas into an area as soon as you trigger it(make sure to drop it).
4) Ok, tomorrow as well.
P.S Sorry for the late reply, I only got back to barotrauma today.
Can you use the chemical agents effectively on bosses?
.
provided they're biological by the entities' data in the code then yeah which is usually the norm.