Barotrauma
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EK Mods for 1.x.x.x
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107.126 MB
28 mar. 2023 às 20:28
19 jun. 2023 às 15:08
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EK Mods for 1.x.x.x

Descrição
Introduction
In order to warm up for an upcoming patch cycle for another title, I've decided to take some time to fix issues for the now-deprecated EK mod series. With that in mind, I'm going to keep this short and to the point: Here's a version of the EK mods that (mostly) works as intended.

Credit obviously goes to Videogames for the original content and three years of support thereof.

Features
  • All four EK mods in one package (Armory, Dockyard, Gunnery, and Utilities)
  • Fixes for almost all EK items. See Known Issues for exceptions.
  • All EK content has been rebalanced for Barotrauma 1.0. You can probably still get away with using EK to make something like ITA "fun", but the outright busted OP stuff has been reigned in.
  • Dozens of new recipes for handheld containers, clothing, armor, and other items - including recycling recipes for many items which previously lacked them.

Compatibility
  • All subs which previously used EK objects should function perfectly fine with this update. Note, however, that some objects may need to be placed again (sprinklers are the only problem object encountered so far).
  • This continues to make use of EK's artifact and tool overrides, and is thus not compatible with anything that overrides the same items.
  • It should be glaringly obvious that this is not compatible with any of the older EK mods.
  • Due to bug reports that appear to involve it, there may be compatiblity problems with LUA for Barotrauma or any similar mods.

Known Issues
  • Several EK Dockyard objects (Ramming Prow, Fixed Thrusters) are fatally broken due to a vanilla bug. Though they have not been removed to prevent annoyance by sub builters, using them WILL crash your game until 1.0.9.0 releases.
  • The Grappling Hook is completely broken due to the new harpoon dragging function. It has been disabled as a result.
  • Due to issues with several crates, the GUI element for all material crates has been disabled. Deconstruct crates to retrieve their contents.
  • A handful of environmental objects (read: ROCKS)for the submarine editor were removed because their sprites no longer exist.

FAQ

Q: Something not listed is broken!
A: First off, that's not a question. Second, there's an appropriate thread for reporting. Please make sure to provide exact reproduction steps where possible.

Q: I would like to contribute to this!
A: Refer to FAQ item #1.

Q: You screwed something up/ A patch broke something.
A: Refer to FAQ item #1. Also, my insomnia thanks you for the detailed report.

Moreover, there's a decent chance that the issue is a result of a workshop update bug. BEFORE you report some issue that arose after an update, kindly follow these steps:

Go to Steam/steamapps/common/Barotrauma/Mods and delete the EK Suite folder.
Unsubscribe from this mod and make sure that Steam/steamapps/workshop/602960/2954237072 does not exist. If it does, delete it.
Resubscribe.
If the issue persists, report it.

Q: Will you be adding new content?
A: At present, that is beyond the scope of this project, though the introduction of several contributors means that new content is not off the table completely.

Q: Will you make a version that's compatible with X, Y, or Z?
A: No, that is outside of the scope of this project.

Q: Can I use X in another mod?
A: This is already lifted from a deprecated mod, so knock yourself out.

Q: Would you make a list of every single change ever made?
A: To quote Moe Syzlak: "DEAR GOD, NO!"

To further abuse quotes so as to illustrate this point: "Hey, cut me some slack here, okay? Can you even begin to imagine 500 uninterrupted hours of consciousness? Forget mole people - about halfway through, I swear I saw the face of God!"

Q: Will you split these up into their respective mods?
A: No. I am not maintaining four mods where I can maintain one. 4 > 1 is basic math. Feel free to do it yourself, however.

Shameless Plug

Normally, I'd shill all of my other workshop pages here, but I really don't feel like going through the effort at this time. If you know who I am, you know.

If you enjoy this mod, make sure to

It improves mod visibility
Discussões Populares Ver todos (3)
309
19 de ago. às 11:13
List of all Known Issues and their Status →→→ Bug Reports Go Here ←←←
Commisar Jon Fuklaw
24
10 de jan. às 22:04
If you would like to contribute...
Commisar Jon Fuklaw
1
9 de abr. às 16:15
To anyone still using this mod, there are better options avalible!
ThatCat
635 comentários
Reduviid 1 de set. às 22:06 
are there any mods like this that haven't been utterly abandoned?
Roninonix 14 de ago. às 17:13 
Duplicate Affliction bug shows in console, something i have to worry about?
Lost Weapon Master 13 de ago. às 11:29 
Is it safe to add mid game?
lol 10 de ago. às 15:50 
How to disable radio interference and bobbling in water when talking without a suit or a mask?
Please help
ALHIMIK 9 de ago. às 6:55 
How can I fill a crate of something like tin? It crafts only with 50%
Trevorluck 5 de ago. às 19:01 
My electric drill just dissapeared after the new update...

Hope you come back, man :(
<†>Baigle1<†>™ 20 de jul. às 17:30 
So far to help with the reported lag I've made a circuit box with a stair-step oscillator set to 0.01 Hz, a multiplier to change the range from 0-100, a memory component set to 100 seconds and a subtract component to create a countdown, a floor component for a stable readout, a memory and concatonator feeding to a text display for the labeled countdown, and a signal check delay and relay component off the floor value for triggering the signal on at 0 and off again after 8-10 seconds of watering, but I'm not sure this circuit is the most optimized or efficient, nor does it take arbitrary time-lenghts beyond 100 ticks/seconds*. Each water detector is also wired to a signal check from a smoke detector that outputs a blank value except when there is smoke detected which puts out mutated fruit fires with speed and effectiveness.
<†>Baigle1<†>™ 20 de jul. às 3:00 
There are a lot of game hosts that won't use or allow the use of the portable sprinkler powered items because they claim it causes lag. Looking at the files, each sprinkler produces at least 50-120 particles per second (including optional mist), each potentially having variable lifetimes, speed, drag physics player and environmental effects, collision, animations, and other features while active. Browsing the custom_devices, ekutility_placeablemachines, and particleprefabs files, it seems like these might have been a fun and passionate feature.

Is there a way to reduce the performance impact of these sprinklers so either players can run them continuously or be told to design periodic watering circuits?

Does the game require the ekutility_sprinklerdrops to collide with the planter pots to register them being watered, or can this be simplified with less engine-taxing mechanisms?

Thank you for your time and care having revived this project. It is almost irreplaceable! :KOh:
Harry P. Nuz 16 de jul. às 23:38 
How do the walker drone work? It does not defend me when I am attacked, It doesn't defend itself when attack, how does one use it properly?
Malikyte 5 de jul. às 19:15 
Surprised people are too stupid to read timestamps and see this mod hasn't been updated in over a year, meanwhile the base game just keeps getting updated thus pushing this mod further and further into the realm of outdated.