Barotrauma

Barotrauma

Magneto-laser pistol
49 Comments
Moon-Shadow May 13 @ 8:27pm 
This Info in Yellow, on the F3 Menu.

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[Magneto-laser pistol] WARNING: Could not compress a texture because the dimensions aren't a multiple of 4 (path:

C:/Users/Name/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2856832058/TalentIons.png, size: 759x119
Moon-Shadow Jun 19, 2024 @ 5:51pm 
The thing down there is only important if it happens again often.

It's strange that it came back at all, the other mod was already adjusted, where it didn't come back.

The other mod still needs an update because of the new game update where you can carry 2 ammo boxes together.
Moon-Shadow Jun 19, 2024 @ 5:49pm 
I had this information again in the current game update.

[Vanilla] Container tag "wreckchaingunloader" defined in ContainerTagPrefab is not used in any item prefabs, did you misspell it

Where the mod "Magneto-laser pistol" was shown to me again, with Icons as Info.

Both were previously always displayed when starting the game, now they are not displayed all the time.

Just only 1x said it cannot connect to the server, I am not playing online at all, I just created a new character to test other mods in single player.

Both mods have nothing to do with each other and both work normally.
EnderBaig May 22, 2024 @ 4:35pm 
Agree. Sad story. And thanks for the answer.
Lagmanor  [author] May 22, 2024 @ 4:31pm 
Well, not exactly; there's a character in Fallout 2 named Algernon who can upgrade your standard laser pistol into magneto-laser one - I named him after that character.
But as far as I know, Algernon in Fallout 2 is quite likely a tribute to said Flowers for Algernon book, so you're not either wrong!

I honestly glad some people do notice that little detail; I absolutely loved that book myself.
EnderBaig May 22, 2024 @ 4:25pm 
Sorry, but the scientist's name is a reference to "Flowers for Algernon"?
Moon-Shadow May 5, 2024 @ 3:15am 
Combinable Ammo Revived (NOW WORKS WITH ALL AMMO)

For Turret ammunition, and only for that which is included in the mod, has no effect on weapon mods with their own ammunition.
Moon-Shadow May 5, 2024 @ 3:13am 
Combinable Ammo Revived (NOW WORKS WITH ALL AMMO)

[Vanilla] Container tag "wreckchaingunloader" defined in ContainerTagPrefab is not used in any item prefabs, did you misspell it?

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This gun ammo merge mod, in red text, causes the “Magneto-laser pistol” mod to display a text in yellow that says it is something with the perk icons.

If the gun ammunition mod is moved to the deactivated list and you restart the game, there is no more info, not even from the “Magneto-laser pistol”.

So it is unknown whether the “Magneto-laser pistol” has a problem or not.

It works normally, just like the other mod.
Moon-Shadow Apr 24, 2024 @ 12:35pm 
Info , the Mod Work , Normal.

You NOT Deactivate , for Update.
Moon-Shadow Apr 24, 2024 @ 12:21pm 
Once again when starting the game in the main menu, the info for major new game updates.

That something was not recognized, but I don't know what.

You mod must not be deactivated until it is fixed, or all Player otherwise will lose everything have achieved until then, otherwise will not be allowed to play until it is fixed.
GoonerpocalypseNou TugLife Dec 27, 2023 @ 8:15am 
so far so good, let's try the new update, shall we?
Moon-Shadow Dec 26, 2023 @ 12:17pm 
I had already looked at items, but then overlooked something like this.

It probably has a strange name in my language, so it wasn't clear to me.

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Quality on weapons gives automatic increase in damage.

10 % , 20 % , 30 %

Which is why I test weapons in the editor in different qualities than just in the standard version.

Of course, weapons that are only available as one quality, which you can only find but not build, I can only test without quality.
Lagmanor  [author] Dec 26, 2023 @ 11:47am 
@Moon-Shadow
Talents only increase the quality of newly created items, they have nothing to do with weapon damage by themselves.
To change item quality in editor, select the item that has quality modifier (works with these pistols too), then scroll down the window until you find "QualityStat" tab. There you should able to change item quality between Normal (0), Good (1), Excellent (2) and Masterwork (4).
Moon-Shadow Dec 26, 2023 @ 11:41am 
I don't know what didn't fit.

But if no one had reported it before, no one had ever had a problem with it.

Either to be over it, or to have something else before.

In the editor I had a Test put everything in a submarine, and read in the skill books and then these, everything worked, because I also tested the damage values of the without quality and with 30%, and I don't know how I can give weapons quality in the editor except to build them.
Lagmanor  [author] Dec 26, 2023 @ 9:38am 
[Upd]
So yeah I've checked it myself and it works smoothy, as long as the character has enough points in Electrical and Weapons skills, just as it was intended.

(Hey now, I'm not writing all these long descriptions just for my own pleasure - there might be actually useful info sometimes! :captainclown:)

However, while looking at it I've discovered and solved a talent description bug - it must've been there for looong time now, and I'm quite surprised nobody ever reported me with this one.
So I thank you regardless. :P
Lagmanor  [author] Dec 26, 2023 @ 2:55am 
What are your Electrical and Weapons skills? Make sure you're qualified enough (skill requirements should be shown under the description of each book) otherwise your character won't able to read them at all.
GoonerpocalypseNou TugLife Dec 26, 2023 @ 2:05am 
Hey, little sidenote to my BTW comment, microfusion synthesis (nuclear cell) and the MK2 pistol books ...are kinda bugged, i can read the other 2 books just fine, i even tried to use em as medicine, lol but the former 2 are unreadable books now.
Lagmanor  [author] Dec 24, 2023 @ 4:43am 
Thanks, noted lol :D
GoonerpocalypseNou TugLife Dec 24, 2023 @ 4:40am 
BTW using the word balanced is not very descriptive, because most of us dont know if it's boosted or nerfed... because you use a vague word, lol... just saying. :LewdVirus:
Lagmanor  [author] Dec 19, 2023 @ 9:19pm 
Oh wow, appreciate it!
Alright, noted x)
GoonerpocalypseNou TugLife Dec 19, 2023 @ 3:54pm 
i made a copy of it, so i can repost my own private copy of it, at any point in the future :2017meatball: (personal use only, of course) thanks!
GoonerpocalypseNou TugLife Dec 19, 2023 @ 3:46pm 
nah, i was just boosting your visibility by having it on the sub i uploaded, no biggie i removed it but it's still on my list of currently used mods. :Chief_Knife:
Lagmanor  [author] Dec 19, 2023 @ 2:30pm 
Nah, I've seen your message on my profile so I reopened it in case it was something urgent to you, though it is still not updated (diesn't seem to cause trouble in game anyways).
Will be working on this one a bit later.
GoonerpocalypseNou TugLife Dec 19, 2023 @ 2:27pm 
confused, i thought you took this down a hour or 3 ago :megusta:
Moon-Shadow Sep 12, 2023 @ 5:20am 
PUCS Plus , and other PUCS Mod.

They don't help much either, because human opponents don't wear them, events on stations, and pirates die anyway after 4 to 5 hits of these weapons, because clothing has no burn protection except 10 %.

Genes don't help either, because only the player can use genes.

Here in the mod is not even specified whether the enemy weapons list has been expanded so that they can have these weapons, so they will lack it, and the player is the only one who has these weapons.

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"Swarm Shredder 16+"

U-boat is described with Godmode , brings nothing at all if you are looking for balance.
GoonerpocalypseNou TugLife Sep 11, 2023 @ 9:36am 
there are genes you can use if you want to heal burns quickly and PUCS Plus mod is great for avoiding burn death, also mudraptors got armor. check my mod list (16+) linked on my profile...if you want . (for cool armor and gear mods, but also some other surprises)
Moon-Shadow Sep 6, 2023 @ 7:31pm 
spawn mudraptor cursor

That's how it worked, everything else didn't work, and "help" didn't say exactly how to write it either.

But it doesn't work together with a veteran, it's probably called something else.

At least i can always spawn some without having to go back to build mode.

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The two laser pistols normal and 30% quality, tested with all types of ammunition, in a "Winterhalter" where Modraptor can walk around nicely downstairs.

The weapons aren't too strong against Mudraptor, more against Crawler, but they come in larger quantities, and green ammo is what you want against strong opponents anyway, Mudraptor and higher.

The lasers do primary burns, that's why they are so strong against bots, protective vests don't help much either, they only have 10% protection against burns.
Moon-Shadow Sep 6, 2023 @ 2:14am 
Thanks to the Info for Editor Test.
Moon-Shadow Sep 6, 2023 @ 2:09am 
A super mod, should have at least 4 stars, especially the players who always think they want balance not too powerful things but that is also something for the end game.

Ammunition the red and purple not too much ammunition, and can be recharged at a battery charging station.

Purple ammunition also needs rarer material.

Green ammunition is extremely strong, but cannot be recharged at a battery charging station.

And since you need plans, it is at least not too light, but the normal laser pistol is at least available early.

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Other laser weapon mods, similarly strong but with far too much ammo and even higher rate of fire, partly for battery station or refull or mixed typs.
Lagmanor  [author] Sep 6, 2023 @ 2:09am 
Appreciate the testing!

To spawn enemies in editor, you should enter testing mode, open debug console (F3) and type the following:

spawn [mudraptorveteran] <cursor>

Where [this] is the creature identifier and <this> is the spawn location - can be set to "near", "outside" (outside the active submarine) and "cursor" (where your cursor is currently pointing). You can also use Tab to autofill commands and parameters in console.
Moon-Shadow Sep 6, 2023 @ 1:58am 
Just tested the laser pistols in the editor.

A large submarine with lots of space, everything necessary for building and medicine in it, and more cabinets, so that everything is close together, and skill books.

Then from this mod single weapons and directly building material.

Give all bots tasks that they also do something, in the editor everything is normally go broken with a normal play in the submarine, and doctor on healing that I can test the weapons on bots.

And I test weapons by shooting at doors and then at the bots to see how the damage behaves.

The green ammunition is extremely strong, a single shot at the door took away about 80% of the life of a bot at the other end of the submarine, normal white weapon.

Unfortunately I can't set enemies in the editor so I only have bots, oh forgot I could put armour on them then I would have similar stats.
Lagmanor  [author] Sep 6, 2023 @ 12:29am 
@Moon-Shadow

Yeah, because it basically is. :P
At least the sprite I took for it
Moon-Shadow Sep 6, 2023 @ 12:03am 
Magneto-Laser Pistol MK 2

Looks like the Plasma Defender from "Fallout New Vegas"
GoonerpocalypseNou TugLife Jul 25, 2023 @ 2:04pm 
ooooo awesome, great recommendation, i try this after i ruin this campaign run or if i actually manage to finish the campaign :InkRibbon: now back to figuring out what i gotta feed to my mudraptor pet... new talents are interesting, still miss my 200 lvl assistants though.
RUSSIAN_LADA 2.0 May 22, 2023 @ 6:24am 
не могу прочитать книгу про магнитно-лазерные пистолеты 2 уровня
Lagmanor  [author] Mar 23, 2023 @ 9:20am 
[Ouch, sorry, I didn't mean to delete the previous message, my mouse double-clicked!]

Yeah, I'm currently having a break from mods and Barotrauma in overall (haven't even loaded the update yet); I'll be updating all my stuff later when I return.
Sorry for inconvenience, but I have my life to live, hehe
Aleccia Rosewater Mar 15, 2023 @ 9:01am 
best energy weapon it is everything you want from a battery gun without making vanilla weapons outdated
Lagmanor  [author] Feb 14, 2023 @ 2:02pm 
The mod got a "global update" adding new features and items that should turn this mod into something more than simple crafting a pistol and shooting it.
There are still some things I'm planning to add in the future (mostly lore stuff), but by now I'm kinda sick of working on it, no to mention the lack of spare time.
Lagmanor  [author] Sep 20, 2022 @ 8:26am 
Fixed.
Castle Sep 20, 2022 @ 1:35am 
So I hate to say it but I think the last update broke this. I get an error when I craft batteries for it and when I fire there's no laser.
Castle Sep 15, 2022 @ 7:02pm 
No worries my man, just thought i'd throw that out there.
Lagmanor  [author] Sep 15, 2022 @ 7:21am 
You just caught me right in time, heh. x)

Well that thing should be already spawning in such places as wrecks and abandoned outposts, though the chance is still higher.
That shouldn't be a difficult operation, just make some spawn chance corrections and remove crafting recipe/make it perk-dependant. Basically everyone who've messed with items in this game can do that, I suppose.

I might do one later if no one does it first - for right now however I'm little busy with other my projects, and, to be perfectly honest, this damn pistol already makes my eye twitch... Sorry.
Castle Sep 15, 2022 @ 6:53am 
Damn, fast response man. Any chance you could slap together a version of this that's a bit more multiplayer balance by getting rid of the crafting recipe for the pistol it's and have it spawn rarely in wrecks like the boomstick and stuff?
Lagmanor  [author] Sep 15, 2022 @ 6:49am 
[UPD]
Updated for Captain's pistol talent, should be fully functional now.
Lagmanor  [author] Sep 15, 2022 @ 6:33am 
@Castle,
Unfortunately it doesn't, because that talent only inflicts damage dealt with items having "pistolammo" tag, which are revolver rounds; however the Quickdrawing buff is still being shown, because that pistol also has "pistolitem" tag. Probably useless though.
I could try editing that talent though, to make it work...
Castle Sep 15, 2022 @ 6:25am 
Any idea if this pistol gains benefits from the Quickdraw talent?
-Lone.Ra- Sep 13, 2022 @ 12:37pm 
Good, very good!:gk_energy:
DankWraith Sep 1, 2022 @ 2:30pm 
Goes well with my PA
DankWraith Sep 1, 2022 @ 2:29pm 
:praisesun: