Barotrauma

Barotrauma

Vanilla Weapons Overhaul (Draconis)
474 Comments
Draconis🐊  [author] Jul 5 @ 7:17pm 
you will also get it if you have air quality drop on the submarine
Draconis🐊  [author] Jul 5 @ 7:17pm 
Jovian has a pucs style filter I can check it before I update
Moon-Shadow Jul 5 @ 6:56pm 
Is there a problem with this function of the “Jovian Armor” ?

I have only looked at the values of the things in a test, not seen how it looks on the body and what kind of things have places.

Except a few days ago I found a helmet that fits an oxygen tank, unfortunately it starts using the tank right away, not like the "PUCS" that use the air from the submarine and only start using the tanks in the water, this helmet just looks like it is open so a bit strange that it uses the tanks right away. / Probably only meant to be used where there is little air and to have better protection than a diving suit that makes you slow.
Draconis🐊  [author] Jul 5 @ 6:39pm 
autoinjector was turned on from old testing on jovian armor will turn it off later tonight in a hotfix since no one has reported that in months?
DeBaron Jul 2 @ 8:31pm 
Just so you know, you've made a great mod! I was planning on a purely vanilla playthrough but wanted a lil' more weapons and this mod basically fixes it all. Truly recommended!
Moon-Shadow Jul 1 @ 2:31pm 
I wrote that I would look for a new one that, if possible, explains exactly how closely it follows the original, in order to see which directions the various Neurotrauma versions are going in, and to find one that suits me, i to test, and play later.

I can't even find the original, if it still exists, where I could at least read the mod page to compare the things with newer ones and see which directions they are going in.

I didn't know that the original no longer exists, so I first have to look up which mods, this is a Neurotrauma. / And which the a additional mods, these then require the respective Neurotrauma mod, but I don't need it for now.
Draconis🐊  [author] Jul 1 @ 1:06pm 
Last thing I am going to say about NT, OLD VERSION IS OUTDATED DO NOT USE IT.

DO NOT USE OLD NT IT IS AN OUTDATED MOD IT DOES NOT WORK WITH CURRENT VERSION.
Moon-Shadow Jul 1 @ 11:40am 
The original is also nowhere to be found, and I once set it as a favorite, then looked for a language patch that is still there, the previously found Neurotrauma no longer here.

Forked version, so look for one that is called that. / If I can't find one, that a other says it's as close to the original as possible.

Well that explains why there are no links in other mods to the original.
Draconis🐊  [author] Jul 1 @ 11:23am 
Neurotrauma is forked version main version, do not use old version.
Moon-Shadow Jul 1 @ 10:59am 
If I had known that it would take so long and that there would be so many messages, I would have created a post in the forum and sent a link here.

So that I could write about it and find out from you what these lasers are like.

Now I only know that I still have to find a suitable neurotrauma mod to test, why your lasers have to make an explosion, I only know that many people use neurotrauma.

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Well then I'm done, I'll write again when I find bugs.
Moon-Shadow Jul 1 @ 10:48am 
And I only know lasers with fire damage from other mods, I can't find the original Neurotrauma either to test it with your and other lasers, I don't know what all the other mods do differently if you don't know the original which is the more suitable mod.

Is there no original Neurotrauma anymore, only mod offshoots from others. ?
Moon-Shadow Jul 1 @ 10:46am 
Your clothing mod and this weapon mod do not have exaggerated protection values either, and weapon damage is not seen as numbers, only that they all look like they have a good balance to the original game, when i testing.

I would have written in “Bugs Reports/Suggestions” but you said you don't see it anymore, which is why I wrote the last bugs I found here, like being able to load new laser packs into the cauterizer where shots do no damage.

Which is why it became even more text because I report errors here and could also write questions there, only if you don't read it I don't know the balance of the lasers to the other weapons because you don't see damage numbers for weapons.
Moon-Shadow Jul 1 @ 10:39am 
I only know what you see in the game, for everything else you have to look in a wiki, because there is nowhere in the game where damage values are written, and nobody writes in his mods how much damage the weapons do, which is why you have to test it in the game if you are not a modder where you can look at it.

You only see protection values on clothing, there is even no information whether clothing under a diving suit offers protection or only the diving suit counts as if you were in it without clothing, because you can't see anywhere what damage weapons and enemies do, and bots also take off diving suits where you can't test whether clothing counts damage and I couldn't find the information in a wiki.

So in a wiki I can see if a modder thinks this or that weapon is stronger or weaker than the originals, but nobody writes how much damage the weapons do, only how much stronger or weaker it is.
Draconis🐊  [author] Jul 1 @ 8:54am 
You have a lot of things wrong about how damage works in vanilla or modded to the point I don't think we can have or should have a conversation about it further.

Also this comment section is to discuss VWO and report bugs or issues with it.
Moon-Shadow Jul 1 @ 2:10am 
Neurotrauma

Never played it because it was only in English , there has been a language patch mod for 2 years , but didn't want to use any mods that change the game except more submarines , only now also mods after I've seen pretty much everything of the game .

But the Neurotrauma I made as a favorite was probably not the original, since it is no longer there, when I search for Neurotrauma I only find offshoots and patch and supplement mods, but none has a link to the original, and I can't find the original in the search either.

So I can't even read what the mod says about how the health mechanics are reworked.

To see why “Draconis” keeps calling neurotrauma, that laser musst make explosion.

Does anyone know what the original mod is called exactly. ?
Micheny  [author] Jul 1 @ 1:55am 
Jesus christ you're still going?
Moon-Shadow Jul 1 @ 1:33am 
Now at least the part explaining why they should have explosive was there.

If that was already written before, then it was written more complicated, normally the translator can read that well, I use 2 if one can't do it.

I just kept understanding it had to do explosive, but not why it had to.

And I don't know “neurotrauma” not played it, so it's always a bad comparison to explain why something is the way it is if it refers to something that someone else has never used, where they don't know how it works.

“Neurotrauma” I only know that it reworks the whole health mechanic, but not how it works because I've never used that mod.
Moon-Shadow Jul 1 @ 1:15am 
Fire damage, the original clothing has weak protection against fire.

The other things like diving suit except the player and the own bots no NPC uses such things, and many mods already have as a disadvantage that the weapons that come to it are only there for the player and NPC's never use them which is why you do not see fire on you.

Actually, all damage heals over time if you don't take too much damage or have too many injuries, except internal tissue injuries which can be fatal over time.

I understood some of your lasers were supposed to be make stun, I haven't seen it, and games that have lasers that stun do almost no damage or none at all, all of yours do damage, ah that's what it meant, they all have it as a small effect that is so weak that you don't really notice it, so you would only see it if everyone had more lives.

I hadn't played “Neurotrauma” yet, only seen mods that think they are compatible with this mod or directly intended for it.
Moon-Shadow Jul 1 @ 1:13am 
Laser, fire and explosion.

Nowhere did I write that it shouldn't be like that.

Asked why it should be like this with yours, so I can't give any reasons why it should be different if there are questions and examples of how it is with others.

Since I've only ever seen fire Damag lasers in mods so far, the ones I've seen so far haven't made any explosions.

Also how they should work, with plasma it would be clear, it exists as liquid as gas and as energy, so your plasma weapons are also automatic from it, these normally also make Heat Damag, I don't know what all yours do, but plasma can explode.

But laser is just energy or is generated in a gas area but is then still energy, how does it explode.

It is actually stupid that there is not the damage type energy in the game, which then splits into other types.
Moon-Shadow Jul 1 @ 1:10am 
It looks like a lot of text because there are only 1000 characters per message, you have to split everything up differently if something belongs together so that it makes sense, and translators sometimes make more out of less text, which makes it unnecessarily much, and then the problem with where what belongs to it.

I wrote that I've rarely seen anyone add Bleeding to weapons at all.

The ship laser and yours are not the same, even if they have explosion, you don't have a laser that charges a shot by delaying it for each shot, otherwise they are similar, except your new ones with rapid fire.

Friendly fire from bots and players I don't know from bot as they only fire when the path to the target is clear.
Draconis🐊  [author] Jun 30 @ 11:47pm 
Burn can be blocked by burn resist on clothing/pucs/divesuits and even the safety harness.

Pure burn damage heals over time without medicine or rest.

To prevent complete safety of friendly fire and to bypass high burn resist enemies like ruin guardians AND to be compatible with mods like Neurotrauma the laser beam is considered to cause an explosive thermal event on contact with material due to the sudden increase in surface temperature. However large solid objects like ship hulls and doors are more able to resist this due to the lack of kinetic impact or sustained beam penetration.

Laser stun is lower than bullet weapons and most of it is on low chance on each hit. It is more representative of flinching due to injuries rather than sprawling from impacts.
Draconis🐊  [author] Jun 30 @ 11:47pm 
I gave you a succinct rundown of why explosion damage occurs with lasers in regards to modified damage vs burn and instead of understanding or just accepting you put out several multi paragraph posts about why it just shouldn't without giving good reasons and then try to use other mods pure burn lasers as an example after I said how pure burn damage does not take into account the resistances in the game with regard to armor and outfits. I will explain it again but do not sit and blog on my mod page.
Draconis🐊  [author] Jun 30 @ 11:35pm 
After testing lasers all will require Advanced Part Kit boxes.

Laser pistol fixed to properly be small, pistolitem and 100 shots per pack.

Damage and penetration normalized between laser rifle and pistol.

Charge packs additionally require copper (to repair the FPGA) to recycle and their price was increased to where it should be for such an expensive item.

Rare Laser Carbine deployed to the regulators. Occasionally turns up in wrecks.
Moon-Shadow Jun 28 @ 8:13pm 
https://en.wikipedia.org/wiki/Space_Station_13

I have all read, I don't know the game, I generally don't know games if they are only online and not on Steam. / So everything single player that you could buy in stores, and games on Steam.

The Wikie say. / The game served as a direct inspiration for the role-playing video game Barotrauma

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Space Station 13

From what I have read, the traitor system also makes sense, as it is only played as a round, i.e. one run. / There is supposedly a rescue system, but the whole game has a different structure from infiltration to invasion, where goals are also different, and where it does not go on at the end for the survivors or dead as in Barotrauma where something like that without rescue system makes no real sense.

Barotrauma / Can be played with or without a campaign, and with a lot of runs, and the Betrayal System makes no sense without the Rescue System.
Moon-Shadow Jun 28 @ 7:47pm 
I have not played the game so far multiplayer and also no co-op with one or more, the ever-present traitor system makes no sense to me, because there is no escape system, so only relies on everything is stupid and do not betray anyone in a traitor system.

Friendly Fire generally a problem in 2D games, and the bots can not duck by themselves that the one behind you can then shoot while standing while the crouched also shoots, so only the one has a free way to the enemy.

In a 2D game it makes sense if you have weapons that are exactly, where someone can always be in the way, bots always hit with the Revoler and Lasers without shooting past, unlike with automatic weapons where it can happen.

Neurotrauma, many mods that were not made as a target for it, are made compatible by patch mods.
Moon-Shadow Jun 28 @ 7:47pm 
But the ship laser is also something different than portable weapons, you can of course give it completely different values, it is also charged briefly when shooting, instead of being set to fire immediately as in other games, where you then make plasma weapons as charging weapons.

Here the laser then just has explosion because of oh extreme density of energy hit a target, if it were just fire then it would just be an extreme damage value of it to achieve similar strength, but the enemies should also be slowed down as with the other weapons where projectiles are, and fire doesn't do that.

I don't know that the guardians are almost immune to fire, you can't get them out of the ruins that you can shoot them with ship pulse lasers, with the mod I'm still in biome 1, and originally there are no portable lasers, except the electric lightning launcher with low Ammo and low Stun, and the nuclear laser I don't want to put my valuable fuel rods in there.
Moon-Shadow Jun 28 @ 7:43pm 
Blood, Lasers make this not, it's very rare that anyone adds bleeding to a weapon that can cause it, even with weapons that are expected to bleed, where that would make sense.

Bleeding only stops in the game when you use an item, unless the character heals himself from the injury, so your own character only through the genes for it, otherwise only with items that can do that.

I don't know anything about artificial bleeding effects like in other games that make you bleed for a few seconds in Barotrauma, neither original nor mods.

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Stun on Lasers / No laser does that, all the mods I've seen so far that have lasers only do burn or normal damage, only yours do additional explosion.
Draconis🐊  [author] Jun 28 @ 8:20am 
Lasers do explosive damage because the ship laser does explosive and it simulates the high intensity laser temperature and pulse causing thermal shock rupture and ablation of the target similar to concentrated explosive at the point of impact, it also causes a damage type that is not easily resisted like burns allowing it to still do damage to targets like ruin guardians which are nearly immune to normal burn effects. As well as making it both still dangerous in friendly fire/pvp (as if that is even popular) situations with engineer outfits and pucs involved, though they do help a lot! Finally modders have to take into account things like Neurotrauma where burn damage works differently with first, second and third degree burns and explosive damage functions similar to gunshot damage.
Draconis🐊  [author] Jun 28 @ 8:13am 
If you are doing long form station RP like in Space Station 13 rechargeable laser/taser guns allow you to avoid a finite ammo economy while making guns the like the detective .38 special a very finite resource.

With Baro being primarily a game about resource management and rarity I am not going to firstly make a weapon that has infinite ammo but a cruddy gimmick or gate like it burns you badly, is overly expensive/rare or other issues to try to balance that nor elevate such a weapon over the already established weapons.

Its why the stun on lasers and lack of bleed is so important as they have lower damage than traditional firearms but do good damage to soft unarmored targets as the damage type isn't normally resisted by most things. A basic SMG is going to send most human sized targets spawling across the deck with a short burst while the laser is not going to stop a mudraptor mid charge but will accurately and efficently cook it over time.
Moon-Shadow Jun 27 @ 8:59pm 
Primarily I only know rechargeable things.

Disposable batteries, for the most part, are no longer used because of the waste.

In the game, disposable doesn't bother you, who cares about waste of Europe.

It's only when you realize that not everything is infinite or always available that you opt for rechargeable batteries rather than something you throw away.

In real life you can't replace disposable batteries yourself anyway, so you can't rebuild them like in the game, if you could do that in real life with the materials that are available in masses it wouldn't be a problem either, and there would only be partial waste, but rechargeable is still better.

In the game it works, because of balance for your Mod, and the have a large amounts of ammunition.
Draconis🐊  [author] Jun 27 @ 6:26pm 
batteries are not always rechargeable, what are you on about, lots of high output or long life cells are one use. Including alkaline the most common type.
Moon-Shadow Jun 27 @ 3:46pm 
Also nice design of the new lasers, matching the “Laser Cauterizer Rifle”

“Laser Cauterizer Rifle” with the Red magazine, which is clearly different from the new laser rifle.
Moon-Shadow Jun 27 @ 3:42pm 
The new laser weapons are rapid fire, and large ammunition quantity.

And the rifle can also use the scope, which makes it a laser sniper rifle with high rate of fire.

“Laser Cauterizer Rifle” can also use the scope, as a sniper rifle this makes more sense because of slow firing.

2 pistols can be used together without problems, which makes sense because they are energy, make you a disadvantage like some other pistols. ? ( But I don't know which pistols it concerns anyway, so how to recognize which dual have a disadvantage. )

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In the editor, the “Laser Cauterizer Rifle” is automatically loaded with “Laser Rifle Fuell Cell”, even if you have previously inserted the other one, so if a mod puts them in submarines or anywhere else or opponents equip them with them, they will have the appropriate ammunition.
Moon-Shadow Jun 27 @ 3:28pm 
Is it intentional that your “Laser Cauterizer Rifle” can also use the new “Laser Charge Pack”, if you put them in there and shoot you do no damage to submarines or crew, you see shots and you hear something, but ammunition is not consumed.

The new lasers cannot use the “Laser Rifle Fuell Cell”, only if the others are intentional, because the “Laser Bore” uses the “Laser Rifle Fuell Cell”.

The “Laser Bore” cannot use the new laser ammunition.

2 “Laser Rifle Fuell Cell” can be pulled together to refill one and the other becomes a little empty, just like any other magazine in the game, for projectile it makes sense, for this ammo it is practical that you do not have to shoot the rest so empty until you can recharge.

2 “Laser Charge Pack” can not be pulled together like the other ammunition. / But it doesn't matter as they are large magazines.
Moon-Shadow Jun 27 @ 2:20pm 
It's good that the game doesn't have to follow realism. / Otherwise all the lasers with explosives wouldn't work.

Lasers do damage in real fire, or others that go in the direction of pulse or electrical discharges, also possible simple impact of energy.

But no explosion like in the game with your lasers.

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In real life, batteries are always rechargeable.

In the game the pulse laser gun turrets, the ammunition for it need alien blood is already strange.

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I then use your mod and the other two weapon mods, they don't interfere with each other.

Since it is easier for bots to have single bullets and magazines that you can refill other magazines, and recharge with Load Station, your lasers are impractical because you can only use them yourself with one character, bots that then run around with several batteries only cram too many ID's into a running game.
Draconis🐊  [author] Jun 27 @ 2:02pm 
Standard laser weapons are less complicated than the cauterizer that was previously added and they have a large amount of low damage shots and are gated through a similar supercapitor/heatsink system that prevents mag dumping the massive charge pack reserve. They benefit from pistol and rifle buffs respectively and do a decent amount of burn/explosive per shot. Though they are low on stun and do less damage per shot than conventional weapons and do not inflict bleed, radiation or other status effects.

Charge packs are heavy magazine siz solid state battery that cannot be topped off or altered, only recycled when low and are fairly expensive to make. They also cannot be damaged by EMP like standard battery cells. They are interchangeable between weapons though they drain differently.
Draconis🐊  [author] Jun 27 @ 1:56pm 
So new Laser Rifle and Pistol sharing a new ammo charge pack that will see use with other weapons in the future.
Moon-Shadow Jun 17 @ 10:43am 
Then no infinite weapons with cooldowns. / And no batteries with rechargeable, swappable batteries.

It also becomes useless when the weapons are huge and make the character extremely slow, and then they cool down because you only have to get to the target, where being slow is less of a problem.

Unless you can think of something sensible to balance things out without using multiple weapons per character.
Moon-Shadow Jun 17 @ 10:38am 
I don't know, but laser weapons have built-in batteries, but these can only be charged by placing the entire weapon in the charging station. / Then it would be rechargeable, but the disadvantage would be that the battery can't be changed. / But that would probably just mean that you'd have multiple weapons to switch between, which doesn't make it any better.

Infinite energy, with very slow and long cooldown times, is bad so only use multiple weapons.

An energy pack on your back and a weapon with a cooldown, just inconvenient and nobody would use it except for bots.

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Yes, finding the right balance is difficult.

I use the laser pistol mod primarily for the bots. It was necessary on my older PC because it didn't have single-core optimization, which the game requires, and a huge number of IDs is a problem. All the ones I don't control require one laser pistol and batteries to charge, which requires less ID Power than several cabinets with building materials.
Moon-Shadow Jun 17 @ 10:22am 
The two laser pistols use batteries that must be recharged at the charging stations.

The red ones have the least ammo and are the weakest, the purple ones are slightly stronger and have more ammo, and the green ones, with very little ammo, can only be reloaded with uranium.

The Mk 2 pistol and the green Ammo, require plans found in wrecks.

The weapons each require one diamond to build. With higher skills, the weapons and ammo can also be built in better quality.

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The rifle from one of the mods overheats like your Cauterizer, but has infinite ammo and is rather weak vs other Weapons and energy weapons.

I don't know what perks he uses, but it takes me longer with one character to kill a Husk than he does in the video. You can also only carry them on your back and on the weapon holder of the backpack mod, the original and your "Fork" version.
Draconis🐊  [author] Jun 17 @ 8:39am 
The basis for the mods weapon design is 12 revolver rounds for 1 jacket, 1 bullet tip metal and 1 propellant. Everything in the mod follows this by either adding more materials to a magazine, penetrators or rare materials.

This keeps to the games resource based economy and scarcity so that there are more or less economical options with no clear cut best option or infinite ammo situation the bypassed this.
Draconis🐊  [author] Jun 17 @ 8:32am 
It's notbthat I can't make them work ir is I do not want infinite ammo as it is bad game design in barotrauma
Moon-Shadow Jun 17 @ 7:19am 
I am only modding submarines and the ones I am modding I have asked if it is ok, one is already there and one is not finished yet.

I don't know how to make other mods , if I had made lasers like one of these two , then I would have written in the other thread that you should look at my mod how to do it .

But I can't make mods like that, and I don't know how they work, so you'll have to see for yourself how to do it.

If I had made a mod I would also write that you should have a look at it and not that you have to integrate.
Moon-Shadow Jun 17 @ 7:13am 
I didn't write that you should take them to add to your mod, but that these mods include how you can make your lasers rechargeable yourself.

One contains batteries that are rechargeable, the other has a weapon that is infinite and only has overheating as compensation.

You have written that you have tried to make lasers that have infinite energy, but have not been able to make them work.

Therefore 2 weapons that you can look at how they work.

And you can also ask the modder if you look but don't know how to apply them to your lasers if it still doesn't work.

Nothing about adding these weapons to your mod.
heheboi Jun 17 @ 12:55am 
What the sigma (c) panman
Draconis🐊  [author] Jun 16 @ 11:19pm 
Stop suggesting i steal other people's mods.
Draconis🐊  [author] Jun 13 @ 2:32am 
no
Moon-Shadow Jun 13 @ 2:16am 
Did you not read your thread.

Bugs Reports/Suggestions

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I linked the mod “Geth Pulse Rifle”.

You could take a look at it, it's an energy weapon that has infinite ammo that overheats when used.

In the files you should be able to see how it works to build a pistol and rifle yourself.

Or ask the modder, if it is not possible for you that it works, how he made it work.
Moon-Shadow Jun 13 @ 2:04am 
How about night vision scopes, in real life there is such a thing.

In the game there are portable energy weapons that one person can use alone, so the technology should be advanced enough to build night vision scopes.

These night vision scopes could then also have less range than the others without night vision.
Draconis🐊  [author] Jun 13 @ 1:32am 
So trying to get the updates ready for the new patch out in a week or two. Scopes are going to be in and like Vanilla scopes will be sharing the Flashlight/Laser sight so the idea is to use your team to spotlight enemies for you and/or use thermals with long range weapons.

All Rifles Light Machine Guns and Carbines will be getting scopes besides those with very low velocity or wonky mechanics like the Spasm Gun.

Defensive Carbine will be the earliest gun to mount scopes.

The Rifle styled Light Machine Guns will be the only automatic support weapon to get a scope option to keep the LMG/Automatic rifle relevant.

I want to get an earlier game lower power laser rifle and pistol out but testing has been rough. Recharging infinite ammo is out I am thinking of doing something similar to the Medic Laser and having a very large battery gated through a super capacitor but more forgiving due to the lower power drain. Somewhere between the Sub Service and Light pistols with a gimmick.