Barotrauma

Barotrauma

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EK Dockyard Remastered(EK Dockyard 重製版)
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File Size
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75.705 MB
Jul 30, 2023 @ 2:51am
Apr 20 @ 1:35am
23 Change Notes ( view )

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EK Dockyard Remastered(EK Dockyard 重製版)

In 1 collection by Lucifinel
Lucifinel's MOD
13 items
Description
PS:The translation here is not yet complete, so for now, a temporary translation using ChatGPT has been provided. The terminology is likely different from what is used in the game.

This is the EK branch mod with the fewest bugs on the entire Workshop.

EK Dockyard Remake

As the name suggests, I’ve reviewed the entire mod, fixed issues, adjusted balance, and matched it to the new version.

Even though it is a remake, this mod still belongs to the original creator, Videogames.

Here is the original mod:
https://steamcommunity.com/workshop/filedetails/?id=2390137099

Installation Order
There is no longer a need for EK Mods for 1.x.x.x or EK Mods Traditional Chinese (many comments have changed significantly). The order of the four EK Remake files can be arranged freely, with no major issues.

However, if you have the BT mod installed, be sure to place EK Utilities Remake above the BT mod. Other than that, the order doesn’t matter.

The following lists most of the changes made (it’s normal if I’ve forgotten some, as I made too many changes):

Full Chinese translation, including some new item descriptions, and fixes for incomplete or incorrect translations in previous EK patches and Traditional Chinese mods.
Fixed display bug caused by missing alphablend="false" in some lighting.
Added subcategories for easier item search in the Submarine Editor (other EK Remakes will gradually be added).

Item Changes:

Small Ground Pump: Depth slightly reduced (a bit higher than wall height), minor reduction in power consumption.
Added Tritium (same as EK Armory Remake, to prevent errors when Armory is not enabled, but you can choose not to enable Armory).
Added Helium-3, used in crafting certain items.
Rotatable Exhaust Pipes depth modified (set to 0.959).
Power Fins optimized for better performance (Note: If you want them indestructible, set durability to 99, otherwise, the texture for damage indicators won’t disappear).

Reactor and Power Systems:

Reactor and Generator: Redesigned for better balance, adjusted power generation and fuel consumption (updated the code to prevent bugs). Added extra fuel slots.
Hydrocarbon Fuel: Material changes, quality adjustment (10% durability per level), stack limit increased to 8, explosion mechanism changed to the same as welding fuel tanks.
New Fuel Enhancer fuel, with twice the durability of Hydrocarbon Fuel, and 15% durability per quality level.
Diesel Generator: Power generation boosted; Large (10,000), Medium (6,500), Small (3,500).

Fusion Reactor:

Fusion Reactor: Modified meltdown time to match real-world behavior (Fusion reactors are known for safety, unlikely to explode). Medium reactor significantly increases power output.
Fusion Fuel (Tritium-Deuterium): Material change (requires Tritium to craft), increased quality (10% durability per level).
Fusion Fuel (Oxygen Ore): Material change (requires Uranium, setting up a reaction between Oxygen Ore and Uranium to generate fusion fuel). Durability increased to 120 (+15), quality added (10% durability per level).
Fusion Fuel (Helium-3): Requires Helium-3 for synthesis, increased quality (10% durability per level).
Fusion Fuel (Alien Battery): Synthesis output halved (materials doubled), but durability doubled, quality increased (15% durability per level).

Crafting and Tools:

Adaptive Workbench: Increased power consumption, accelerated crafting speed, added skill requirement for repairs, damage on repair failure.
Fixed Thrusters: Performance optimization.
Control Chair: Added effects to alleviate nausea, drunkenness, and hallucinations.
Stun Coil: Mechanism modified (now a true Electromagnetic Coil, not a turret imitation, which allows no need for virtual projectiles).

Miscellaneous:

Advanced Emergency Lights: Removed power input interface, all lights no longer have PowerTransfer elements (they can no longer transfer power).
Distribution Box: More painful to
106 Comments
Lucifinel  [author] Apr 18 @ 11:46pm 
@TortuousAugur You mean it brings up a window where you can set an output value? (Like the output configuration interface used for other logic circuits?)
TortuousAugur Apr 18 @ 4:15pm 
I've been able to replicate it very easily by having nothing but this mod and any modded sub, starting a new game with the modded sub and then interacting with any periscope. This must be a new sub, purchased with this mod active and this issue will persist with that sub even after this mod is unloaded as the alteration to the periscope is now permanently baked in to the sub that is in the player's save game due to how subs the player has purchased are stored.
TortuousAugur Apr 18 @ 4:15pm 
@Lucifinel
No, it's a window that opens whenever I interact with the periscope in any way. It is especially inconvenient when it shows up on the lower weapons platform since most hostile targets appear at the bottom right, exactly where this settings window shows up. The window is titled "Periscope" and has a single option that can be altered titled "output" that comes default to 1. This is not a screwdriver required interaction window for wiring, although it also appears while the wiring window is present. I've not tested this in depth but I would imagine it also appears on the repair window.
Lucifinel  [author] Apr 16 @ 9:18pm 
@TortuousAugur Are you talking about the two buttons on the periscope? This is a solution to control external devices from the periscope (EX: switch turrets, start discharge coils through buttons). You can refer to the buttons of the navigation terminal. You need to connect wires to the two newly added ports to use it. If there is no connection, it will have the same function as the original periscope.
TortuousAugur Apr 16 @ 6:03pm 
I've come across an issue added from this mod where a periscope settings window opens up with an option to configure an output setting whenever the periscope is used on any non-vanilla sub. I'm not even sure what this setting is used for as I can't seem to bring it up on a vanilla sub at all or on any modded sub outside of having this mod enabled.
JangoRedpaws Apr 13 @ 6:27pm 
how to make the steering wheel for engine speed?
AprendizZK Mar 26 @ 5:28am 
I SEE.!!! Thank you! My bad for not getting it right. :steamfacepalm:
Lucifinel  [author] Mar 26 @ 4:35am 
@AprendizZK If you are referring to those placeable machines, you need to aim at the spot first and then press the 'Use' key. The default 'Use' key is E. Simply aiming and left-clicking will not place them.
AprendizZK Mar 26 @ 3:37am 
I was trying to understand which of the mods you remastered were the one but it seems that i ended up comment in the wrong one :steamsad:
AprendizZK Mar 26 @ 3:34am 
Yes, probably. I was trying to place the things you can craft in the fabricator.