Barotrauma

Barotrauma

Enhanced Armaments
3,701 Comments
Rhyufer 14 hours ago 
What is the blue/black double barrel rifle/shotgun called? I don't see anything like it in-game.
[ST] SGT. Shorty  [author] Aug 27 @ 6:46am 
Analgesic Reagent is practically the more effective option, since it gives a temp +50 Vitality alongside some minor healing.
I did set it to be a solution for most damage types, as to make the AI recognize and use it, though I can see this becoming an issue as they will spend the supply with very little healing actually done.
North Aug 27 @ 5:50am 
I think the AI will generally use the most effective solution available to them. Not sure if locking up your stash of ARs would be enough for them to switch to using morphine. Shot in the dark, sorry I usually pair this with neurotrauma
Sparky✨ Aug 26 @ 3:43pm 
Okay now the only cure for almost everything, to my AI medics is... Analgesic Reagent? They don't use Morphine anymore and for that I'm poor ingame, that thing is expensive.
[ST] SGT. Shorty  [author] Aug 26 @ 12:41pm 
No, there isn't, really.

It uses the Charging Weapon mechanic, just using no vfx, only a sound that it's being fired.
Doggifast Aug 26 @ 10:31am 
Hello! Sorry if this is a question that has been asked somewhere, is there any config or other way to disable heavy weapon triggers? I'm playing on really low fps and aiming the assault revolver is already hard enough.
[ST] SGT. Shorty  [author] Aug 25 @ 6:06pm 
It has to be found.
HK416 Aug 25 @ 5:44pm 
What or where is this "heat coil" for the flammendegevar? Can it be crafted or bought or does it have to be found?
[ST] SGT. Shorty  [author] Aug 22 @ 6:35pm 
I'm sorry if that was the case.
TADA! Aug 22 @ 5:03pm 
It may have been fixed, but basically all multiplayer saves that were using this mod have been bricked
[ST] SGT. Shorty  [author] Aug 21 @ 7:23pm 
Also, about the new Portable Fab thing, all sockets can hold a crate still, the extra one is where you put it to craft anything normally.
[ST] SGT. Shorty  [author] Aug 21 @ 7:20pm 
I ran it back, made sure the changes I made after are still gold, should be good now.
[ST] SGT. Shorty  [author] Aug 21 @ 7:12pm 
I think I never updated my EHA from Micheny's update.
4sunnyh Aug 21 @ 6:56pm 
I did reinstall. Actually I tried both times.
Basically I remember that in Conversations.xml on line 5, the term "PMC" was changed in some recent update, and it is back after the August 19th update, so something must've been wrong.
[ST] SGT. Shorty  [author] Aug 21 @ 5:36pm 
All I did was re-upload the most recent version, and that only contained some minor fixes.
Andrea·Desilin Aug 21 @ 5:28pm 
After the update, I can't load my multiplayer game saves.
[ST] SGT. Shorty  [author] Aug 21 @ 1:57pm 
You have to recycle magazines in the dedicated Reloading Fabricator, regardless of faction.
ShootNyaRa Aug 21 @ 1:48pm 
i cant recharge renegade assault rifle magazine (not AP, Extnd. or DU)
what is the reason for this?
[ST] SGT. Shorty  [author] Aug 21 @ 11:53am 
Now, please reinstall the mod and check before we start this dance, since it's going to be a jankfest from both ends.
4sunnyh Aug 20 @ 5:54pm 
Now *only* the version number has changed. I'd advise to download the August 6th version from steam workshop to your local folder and re-implement the marauder uniform fix.
By the way, there was no problem with the fuel for the fire expansion. The update for that mod today didn't fix or break anything except for the version number.
[ST] SGT. Shorty  [author] Aug 20 @ 2:14pm 
I'll shoot 'em again, Steam Maintenance probably caused some issues when uploading yesterday.
4sunnyh Aug 20 @ 12:37pm 
it seems that updates 1.2.8 and 1.2.9 were accidentally reverted
Echo Aug 19 @ 11:58pm 
Rimworld has such a nice "IfModActive" function for loading XMLs
If only Barotrauma had that too
Azure Aug 19 @ 6:33pm 
no cheap recipes
you are incapable of fabricating cheap advanced nuclear shell :captainclown:
[ST] SGT. Shorty  [author] Aug 19 @ 6:10pm 
But then we'd need to overwrite talents, which I would rather not do.
[ST] SGT. Shorty  [author] Aug 19 @ 6:10pm 
Still going to be 2 confusing recipes, one that uses the "Cheap" amount of resources, and the other standard.
Azure Aug 19 @ 6:04pm 
you could also replace nuclear shell in recipes as raw materials
no confusing two recipes
Azure Aug 19 @ 5:59pm 
I know but it causes compatibility issues that you can avoid in the first place
Azure Aug 19 @ 5:58pm 
add another recipe that uses cheap nuclear shell for advanced nuclear shell instead of overriding nuclear shell
add mediumitem or bandolier tag to body armors so they can not be stored inside toolbelt
remove syringe tag of autoinjector syringe so they wont fit in syringe gun but you can still put it inside headset
[ST] SGT. Shorty  [author] Aug 19 @ 5:56pm 
We overrided the Nuclear Shell and Nuclear Shell (Cheap) as to give them both tags to allow the Advanced Nukes to be made with either, without multiple recipes.
Azure Aug 19 @ 5:44pm 
avoid overriding unnecessary vanilla items: nuclearshell, syringegun and toolbelt
when you can solve the issue in more compatible way
猫雷Kiss Aug 15 @ 9:22pm 
After testing I found it is this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3539579595
Put EA above it and problem solved.
[ST] SGT. Shorty  [author] Aug 15 @ 8:18am 
You likely have a mod that overrides the Nuclear Shells, like Hazardous Reactors, and we override them as to give them a tag so either nuclear shell can be used in the Advanced Nuclear Shells’ crafting.
猫雷Kiss Aug 15 @ 7:19am 
Guys,what does ‖color:#9370DB‖[Enhanced Armaments]‖color:end‖ Error in the fabrication recipe for "". Could not find the ingredient "Barotrauma.FabricationRecipe+RequiredItemByTag (nuclearshell)". mean and what should I do to fix it
Amaris Aug 14 @ 10:27am 
iirc it's a random chance to obtain one of the Vintage weapons
Irisu Aug 14 @ 9:33am 
Regarding the old weapons crates, is it just a random chance to get something if I use sulphuric acid to break the lock or am i doing it wrong?
Deathblade Aug 13 @ 1:21pm 
or maybe a spreadshot cannon type thing? where instead of being shells its more like a big ass shotgun somewhat like the canister shells on the railgun but its designed explicitely to be a big ass submarine shotgun?
or maybe instead of a whole new gun maybe just new ammo for the railgun based on knockback or pinning enemies to walls? though that might be VERY hard to code idk im just spewing ideas incase yall see anything that would be good
Deathblade Aug 13 @ 1:19pm 
oh my bad didnt see the previous messages it was delayed
Deathblade Aug 13 @ 1:19pm 
cause one hella basic idea could just be a bigger stronger pulse laser OR a laser beam focusser thingy where instead of a laser BURST its just a slow damage over time continuous beam
or just a much bigger chaingun-like weapon but that feels like its truly scraping the bottom of the barrel
Micheny  [author] Aug 13 @ 12:53pm 
i do but without an idea, the rest of the turret can't exactly happen.
[ST] SGT. Shorty  [author] Aug 13 @ 12:51pm 
Moreso that I have no clue how to make turrets.
Deathblade Aug 13 @ 12:39pm 
is it just the lack of ideas orr?
North Aug 13 @ 12:10pm 
Depth Charge Launcher :)
Micheny  [author] Aug 13 @ 11:46am 
Not really, we don't have any ideas for starters.
Deathblade Aug 13 @ 10:27am 
would the addition of new large hardpoint submarine weapons be possible in the future? all of the added submarine weapons from the mod are for light hardpoints and i think itd be cool to see new variety for heavy submarine weapons
[ST] SGT. Shorty  [author] Aug 12 @ 1:00pm 
The Volatile Fulgurium Fuel Rod doesn't check the Container tags for anything, but it does target Holdable, which means if it's not in a structure storage, it has a fun time.
[ST] SGT. Shorty  [author] Aug 12 @ 12:57pm 
the CBRN suits of either side trade utility for a larger protective spectrum, focusing more on the Hazard/Contaminants of Chemical Weaponry than Radiation.

For the Fulgurium Fuel Rod, I will take a look-see.
Spoodaloo Aug 12 @ 5:33am 
Neither the heavy hazmat uniform nor the CBRN suit have the tag "radiationproof", meaning they don't apply the Engineer perk Danger Zone, I feel like they should.
It also feels like the lead lined containment toolbox should shield the radiation from a volatile fulgurium fuel rod, but I less idea how that would be done.
[ST] SGT. Shorty  [author] Aug 12 @ 3:18am 
It was the Big Bore, if you check FFE, the Prototype Assault Shotgun looks a little familiar.
General Shyguy Aug 12 @ 12:32am 
Correct me if im wrong but didnt this mod have a massive prototype shotgun at one point? Or was that removed?