Barotrauma

Barotrauma

Combinable Ammo Revived (NOW WORKS WITH ALL AMMO)
109 Comments
BombWife May 13 @ 8:49am 
yappster alert
Moon-Shadow May 5 @ 7:18pm 
Nevertheless it is strange that the mod says [Vanilla] at the beginning, nowhere does it appear in the name of the mod, and when info is displayed in the window the first thing is always the name of the mod.
Moon-Shadow May 5 @ 7:14pm 
You report an error, but do not write what kind of error it is, so that you can not see what it should be.

Would have been useful to write that at the beginning, then I would have looked immediately to see if it is the one, and would have confirmed that it is the one to report it to the other mod, where the info only comes when this mod is active here.

I always write in detail.

Deepl is one of the best translators, but I still have to adjust my texts manually, because he doesn't recognize some things at all, normal if you have dyslexia, especially if it's things that have to do with games, he also prefers to write Player when I write Game, he tries to translate unique names that have no translation, other translators make this more worse.
Varlun May 5 @ 2:02pm 
You really need to stop responding to everyone with walls of text. You speak in broken English half the time too.
Moon-Shadow May 5 @ 3:24am 
Combinable Ammo Revived (NOW WORKS WITH ALL AMMO)

It's just strange that it doesn't call this mod by its name like all mods.

And only says [Vanilla]
Moon-Shadow May 5 @ 3:22am 
I have to the hand weapon mod also wrote an info, from this mod from the weapon calls a yellow text because of perk icons.

And that no info comes when the turret ammo together merge mod is deactivated.
Moon-Shadow May 5 @ 3:07am 
The submarine with the name Deactivated, and also deleted once, info was still there after each restart.

Deactivated this mod, restarted, no more info, even the hand weapon is no longer displayed as info.

Usually the first thing it says is the name of the mod , then the problem , which is why I assume it means the sub I have that is called that , even though I have never used it , many I look at in the editor .

It is strange that it calls a hand weapon mod that would have a problem with perk icons.

The hand weapon text in yellow, and the ammo mod in red.

It should call the ammo mod by name why does it say [Vanilla] the mod does not have that in its name.
Moon-Shadow May 5 @ 2:24am 
This is supposed to be part of this mod , have a submarine mod called that , thought the submarine called that would be something with the loader.

“wreckchaingunloader” because that is a weapon loader and not ammunition.

And the mod here only does something with the ammunition.

Since the weapon mod at the beginning also calls its name first in brackets like the [Vanilla] which I have as a submarine mod.
Varlun May 4 @ 8:26pm 
When I launch the game, this error pops up.

[Vanilla] Container tag "wreckchaingunloader" defined in ContainerTagPrefab is not used in any item prefabs, did you misspell it?
Moon-Shadow May 4 @ 12:24pm 
And I have no error.

As info that it's not on mine so, so it doesn't necessarily have everyone.

And the info that I don't have any other mods that affect anything this mod has.
Varlun May 4 @ 8:35am 
Stop replying to everyone's comments. I just wanted to let people know I narrowed it down to this mod causing one of the errors when launching the game.
Moon-Shadow May 4 @ 8:07am 
Only 2 mods are displayed.

Once a hand weapon, which is because of icons of perks.

And 1 submarine because it uses a loader that is somehow misnamed.
Moon-Shadow May 4 @ 8:05am 
Is that the window that appears when starting the game, top left, when there is a new game update and then displays some mods.

If it is, then I am not shown this mod that I have in the active list.

If it is, then this mod must have a problem with another one, and only this one is displayed.

I have submarine mods, and of everything else I have only few mod that changes something, so no 2 mods that have to self, do with Turret, or ammunition.
Varlun May 4 @ 7:36am 
This mod causes an error in the debug console, but works fine.
Moon-Shadow Jan 24 @ 8:44am 
Read the info the mod is original by someone else, and is maintained by that person with permission, as are many others who also use the original mod to make mod ammo compatible with original ammo.

So this content could also be in the original mod, and then it would be in every other mod that adapts this original mod.

-

I don't even understand what they found there, nor what it means. ?
Slump_Lord Jan 24 @ 12:51am 
lol, am i the only one that noticed this dude has a file labeled "rick rolled" in the mod folder? im guessing you know it's intended function. yes it's the full track. noice.
Moon-Shadow Nov 15, 2023 @ 5:56pm 
Ah the well known problem of some modders.

Oh I made this mod, like this one weapon, oh I might as well customise everything in the game as I want, in the end 20 new weapons, and the originals all too weak, and all enemies stronger, instead of just a few new weapons with balance to the others.

So unfortunately there is not a single weapon mod that only changes the alien pistol, so removes the psychosis effect that makes no sense, the other alien weapon actually tool does not do it either, so every mod that does anything with weapons has removed this effect, but there is not a Mod this as alone make.

-

Making ammunition in quality would be good, but then make an extra mod for it, for all those who only want to assemble ammunition first. / Problem is anyway whether the different construction materials and different qualities merge properly.
Echo Nov 15, 2023 @ 12:46am 
Have you considered implementing quality for the ammo boxes as well? The author of the other mod that does that has lost his mind and doesn't understand separation of concerns.
Started to implement random stuff that has nothing to do with making ammo boxes combinable.
Moon-Shadow Oct 22, 2023 @ 8:42am 
When a box is completely empty, the original is always empty, and the mod does not change this.

So yes you keep the hassle of having an empty box, and having to disassemble it or refill it, so no joy in submarines that don't have machinery for it.

You would lose 1 aluminium if they disappeared when combined, even though aluminium is not exactly rare now.

So deleting empty crates would already be bad if you get original material back.

-

You need less aluminium, because you don't stack bottles in the inventory anymore, in cabinets still.

Except to level the Mechanics Skill by building bottles and taking them apart again to get half the material back.
Noble (Milord)  [author] Oct 22, 2023 @ 5:45am 
@Anthrix
No
Anthrix Oct 22, 2023 @ 2:22am 
does this delete the ammo box that you used to combine?
Noble (Milord)  [author] Oct 21, 2023 @ 5:35am 
@Robotagas
yes, just install lua, as instructed
Noble (Milord)  [author] Oct 21, 2023 @ 5:34am 
@Moon-Shadow
i meant you can combine ammo boxes, same as you can combine oxygen tanks.
Moon-Shadow Oct 21, 2023 @ 1:52am 
I Just read the text above.

Weren't oxygen bottles always to combine, because the developers had also written last that you can combine them, and they will not remove that, because of the update that they are twice as big and you can no longer stack them in the inventory.

Just tested, these also go without mod to combine.
Moon-Shadow Oct 21, 2023 @ 1:41am 
I Since have just tested a few things in the editor, as well as another mod.I

I took out another mod for testing that does something with weapons, and actually nothing with ammunition, because I also have this one turned off for a test.

-

Only these 3 original weapons have magazines , and can be joined together without mods , so you only need a mod for ammo from turrets.

SMG , Assault Rifle , HMG

-

Unfortunately the on original no Mods , Alien Energy Cells can't be merged, and can't be recharged, but at least you get all the material they have, no matter if they are full or empty.
Moon-Shadow Oct 20, 2023 @ 11:19am 
Ammunition boxes that have been modified by other mods, only if the other mod that connects these mods together.

This mod here is also available as adapted versions for mod ammunition and for modified original ammunition.

If they are not yet up to date to the new game version, then it must still be adapted, you see if you use these mods and a recipe does not jump through the components and when pointing to no alternative materials, then you should write to them that the mod must still be adapted to the current recipes.
Robotagas Oct 20, 2023 @ 3:55am 
does it work with modded ammo boxes?
Noble (Milord)  [author] Oct 19, 2023 @ 9:59pm 
Updated for 1.1!
- fixed recipes
- removed smg ammo combining, its now vanilla
- fixed name issue that caused problems for dedicated servers
Noble (Milord)  [author] Oct 19, 2023 @ 9:46pm 
Working on it atm. update soon
Moon-Shadow Oct 19, 2023 @ 9:16pm 
The mod needs an update for Game Version 1.1.18.0

Because all new recipes for Weapon ammunition does not work.

Without the mod it shows the possible materials as they switch through.

Also the new recipes for hand weapons are not shown.

Handguns I do not know now which ammunition can be originally merged as with this mod, only briefly tested Turret ammunition in the editor, and a few SMG magazines used a few shots to test the magazines, because when the mod is active the new possibilities are missing here, and the ammunition of SMG can be merged without mod.
Grahdens Oct 12, 2023 @ 10:39pm 
This recently has made one of my players in my group game to hard crash when we shoot one of our ship guns. Hope you can update it soon in general
spaceweezle Oct 3, 2023 @ 3:47am 
Glorious! I needed this. Many thanks!
HouseOfTheElectricSpiders Jul 4, 2023 @ 6:49am 
that comedy stuff sounds interesting for... a stand-alone mod with cool weapons, make like a Toxic Yakuza Mod with a baseball bat, i found a cool baseball bat mod, but it kinda disappeared, thought it was made by the guy who made Gravity Gun and Random LootBox, but like i said, i lost it somehow.

(maybe it was just linked to his page until it wasnt)

BTW, i should get to the point, what's different from this mod that isnt in the original?

since i just noticed im subbed to both, i only dropped this one because it's easier to find.

Also, 2) will you expand this mod to tackle ammo from other mods like More Unique Weapons, & Girl's FrontLine could use an infinite ammo mod or something, some of those guns are really fun, but ammo runs out too fast, maybe triple clip ammo? lol. i stop wasting your time with my brainstorming now.
NosVladimir Apr 2, 2023 @ 7:35am 
@Noble Thanks, I'll do some mod conflict debugging
Noble (Milord)  [author] Apr 2, 2023 @ 5:55am 
@NosVladimir
i reverted to previous version, not possible. you must have some mod conflict.
NosVladimir Apr 2, 2023 @ 5:48am 
For some reason today's version doesn't allow me to combine ammo anymore... was fine yesterday with rick roll though, lol
Terminator™ Apr 2, 2023 @ 5:15am 
"can you add a secret option to turn it back"
I second that!
We was laughing all evening.
[LGBT] Bill Apr 1, 2023 @ 6:13pm 
It was awful, I'm so glad it's over, thanks for doing it though lol!
Foxtrot Apr 1, 2023 @ 5:32pm 
Thought he was going insane because everytime ammoboxes got changed, I was off the ship, lol.

V
AlphaToOmega Apr 1, 2023 @ 5:18pm 
make it so it has a random chance to play >:D
Noble (Milord)  [author] Apr 1, 2023 @ 5:09pm 
@Ccstewy9000
stockholme syndrome is quite a drug lmao

i might
Ccstewy Apr 1, 2023 @ 5:07pm 
can you add a secret option to turn it back on because it's awful but mildly amusing when i hear bots across the ship blasting comedy
Noble (Milord)  [author] Apr 1, 2023 @ 3:42pm 
@Nebula
@OwO;
@Rummy
@Ccstewy9000
@Frankius
@The Warrior Cat
comedy has been removed
The Warrior Cat Apr 1, 2023 @ 7:43am 
You mother trucker


Nice one lmao :D
Frankius Apr 1, 2023 @ 3:07am 
Why would thou do this
Ccstewy Mar 31, 2023 @ 6:42pm 
why
Cummy Mar 31, 2023 @ 5:58pm 
Blast my ears out with rick roll daddy, make me cum until I uninstall.
OwO; Mar 31, 2023 @ 4:59pm 
Yes, it's this one. Disable till next update.
Nebussy Mar 31, 2023 @ 4:50pm 
i love the update xD