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These backpacks can be placed there so that they are not lying around everywhere, if you have more than one depending on the task.
Problem they also appear as large on the holder as they are, depending on where you place them, it can visually cover other things if you put a backpack in it.
If a submarine is very small and has little space, you can hardly find a place to put them.
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Then should “Draconis”
A note on how to use it to get it on the wall.
Then I realized that you can put a simple modular backpack on the container shelf, and store the modules separately in boxes. This way, the mod started to make much more sense. But there are still a couple of things that get in the way.
1) Why can't you put both the large and small holsters in a regular steel container, even though you can store all the other modules there? I think this is a minor oversight.
2) I think it would make sense to make the railgun shell rack a module as well. Right now, it can only be deconstructed into resources and crafted back from them. Although I realize this change is optional, since in its normal form the rack is probably too big.
If you want a mod that expands backpacks with the ability to give utility light, built in scooters or carry medium weapons and ammo crate but at the cost of movement speed as trade offs this is the mod for you.
If you want to carry dozens of loadouts for every situation and do everything I would suggest looking elsewhere.
That it is not too cheap, how should the recipe be, you have to have them all once and make each group into a new one, and then make the groups into one, because not all of them go into the Fabricator and they don't fit into cupboards to pull them out when building.
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You can use the cheat backpacks that are available, which have a large cupboard as space, or even more space, and has no movement disadvantages and is visually small.
There may also be some where you can put suitcases on a normal place as it was before the update before they got their own places, and since it is a cabinet, of course, heavy weapons go in everywhere, and maybe one even made the additional ammunition boxes and railgun shells go in.
The question is whether it is possible to add a backpack with all the improvements from the mod
https://drive.google.com/file/d/1IxKM7kLtTH41VxtZq8mgg2jqK-joDUKY/view?usp=sharing
And thanks for your hard work to keep your mods always updated.
Start the Game, Info say this Mod have a Updates, start test ah an additional Weapon Holder.
Practical if another mod also uses the original.
The original mod has the weapon holder as a recipe in Fabricators , this mod has no recipe anymore.
The editor does all things that are changed by mods in a different edge color and calls the mod name.
How are you supposed to build the weapon holder without a recipe to be able to attach the backpacks from the mod there, since only a few modders install them in their submarines, smaller submarines often have so little space that they are not optically installed by modders, but with a recipe you could then attach one to some places in the running game without having to store them permanently in the Fabricators where they are safe but always have to be taken out when you build something, which is inconvenient because you can't take them by hand to put them back in.
And customizing a submarine before buying it is also far too cumbersome to have enough, as it can only be saved as a separate submarine and is then missing from the original.
Both types together are even better.
And no rope, and no pulling effect.
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"Draconis"
There are also other mods to be found via his Steam profile at Workshop, more suitable if you already know the game better, i.e. the weapon and clothing mods.
I'm also using a clothing mod that he's also reworked and which I'm still looking at, as the originals do a lot of things the same way and all the originals have a use for that, but his versions are all better for certain tasks.
More Marks / I prefer doing more missions than having more money, but both mods work together. There are other mods for more missions, some of which work with this one.
Geth Pulse Rifle / Only found in ruins, from biome 2 and upwards, and rare, a normal strength compared to similar original projectile weapons.
Magneto-laser pistol / Only buildable and very rare in wrecks, the stronger weapon and the green ammunition can only be learned from books about how to build them, this battery ammunition comes into battery charging stations that every submarine has, so in this case there is infinite ammunition, the damage is also quite normal.
It doesn't really make sense for the harpoons to do that anyway, since you'd need a crank system for that, and that wouldn't work properly if you fired more harpoons.
Good, the mod is useful for me, too: glowing ones for caves, and floating ones for outside.
And skills improve when you make things that use the respective skill, which you can also level up with enough material by making a lot of simple things that contain little and cheap material, because you can disassemble everything again and get half of the material back.
Material is only available if the material type to be disassembled has at least 2 pieces.
Mechanics Skills , oxygen bottles , each costs 2 aluminum and you get 1 aluminum back.
Electrics Skill , Batteries does not work so well at the beginning because you lack the material.
Medicine with bandages and saline solutions.
Weapons Skill , goes the slowest , harpoons do not bring much and give no material when disassembling because you only need 1 steel. / At the beginning Diving Knife very cheap with 2 Iron where it gives 1 back, from a certain value only higher weapons bring what.
In the following 2 mods, I use the upper one it also contains Plants, and to get ore additionally displayed lights does not bother me if you have an ore upgrade in the submarine. / The lower one is only for plants and does not make the ore visible so only suitable if you do not use combat submarines.
Sonar Extension
Sonar Extension Plants
Original can't see plants, not even with the Hand Sonar / While the Hand Sonar can also strangely see ore if you have a combat submarine, regardless of what kind of submarine it is.
If you take “Sonar Extension” you can also skip the sonar upgrade on the submarines where it is available if you want.
If you like other weapons for outside but the amount of ammo is a problem because you need so many stacks of ammo, the ammo box for the hotbar makes more sense.
If you only want to use harpoons outside because of the ammo cost, then find the other mod for easier.
I haven't used any of them yet.
Found some interesting mods for me, and some that are also useful for a new player, also one that is useful that the normal weapons are more usable outside because of the amount of ammunition you need.
Info as Vanilla Function from few Updates: Original you can refill every magazine and bottle with another one, only empty magazines disappear. / Only with the right type, of course.
Retrievable Harpoons / Useful for collecting again.
ZPackAmmoBoxes2 / Newer version, I will use them, saves space, don't know yet if the light harpoons go in there probably not but useful for original ammo.
ZPackAmmoBoxes / Old version which is more of a cheat.
The harpoons rarely get stuck in the enemy, and unfortunately the rope doesn't help the harpoons to be collected more easily.
Harpoon Gun
Harpoon Coil-Rifle / Still needs a battery that gets less with every shot and then has to go into the battery charging station of a submarine, so I always have fully charged batteries in this charging station, and later I replace them all with the next battery type anyway, but before that I always take the normal batteries as improved as possible.
Both harpoons can use a flashlight, this is automatically on when you aim, and only then consumes energy, I actually do not need to have a spare battery with me, quality of the battery lights this longer, the type and quality unfortunately does not change the light strength.
https://barotraumagame.com/wiki/Handheld_Weapons
Battery Cell (12 Shots)
Fulgurium Battery Cell (24 Shots)
And several shots each when the quality of the batteries is improved.
@Moon-Shadow I am new to the game, I didn't realize there was another harpoon gun, what is the other one, and does it also have the rope? I hate the rope so much but it is the only weapon with reusable ammo...
Except that it's not in the original mod, and this mod just takes the original mod and removes the problems where the game gets problems with the original stability over time.
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I don't use backpacks with small holsters at all, small weapons go in the hotbar, and every character has at least one small weapon, my combat diver has the best harpoon available at the moment, these types also work without water, and only for station or make beacon I take another weapon and that is then in the hotbar instead of a harpoon.
So I prefer a suitable weapon to change from cabinet, and heavy weapons need a large holster if they come from a mod that does not have hotbar compatibility.
Original and with backpack mods, you can't take everything with you, you also need space for loot, but without mods it's even more swimming.
Clothes only the 2 original doctor uniforms have inventory slots and only for medicine, all other clothes only bring a few skill points.
Original few wreck types and a few beacon types.
Original before some update you got 10 missions, but it was save and load necessary, or with mod to get 9 offered and with Save and Load ob to 20, stupid update and you only get 3 no matter if you save and load, the mod allows 9+1 with save and load instead of 20+ missions before the update, you can only do a maximum of 8 anyway and they are spread out so at least you have a choice, than by the update boredom in a world that says everyone has missions for you because hardly anyone wants to do it.
Medical Suitcase mod, and a mod to get more missions offered, and more types of beacons and wrecks.
And a lot of different submarines, from small to large.
And a powerful editor that allows a lot of what you can build from small to large submarines without the editor saying there is something missing or too much there, which some games have as a limitation.
And clothing mod that gives all profession clothing slots and not just the few that have original ones, and use a mechanic for combat divers to put screwdrivers and wrenches in the profession slots, and the additional 2 slots for mining laser and sensor.
There are also 2 oxygen bottles in the backpack.
And all this is necessary if you play single player where you have to do everything alone, taking bots outside is useless because they don't do anything there.
And I use a mod to get more missions so that I have more to do per trip instead of a mod where you get more money, because I prefer to do more than just drive from one side to the other and transport missions don't do much for small submarines with little cargo space.
So every trip takes much longer and it would just be unnecessarily cumbersome if you have to swim around all the time because you don't have enough space for your equipment.
Scooters have light, the two types of harpoons have a place for a flashlight.
Harpoon ammo does not go in the original backpack, I don't know if it goes in the mod backpacks, I don't think it goes in the original mod backpacks, I don't know about this one.
LMG and HMG are only possible in hands and on the back and therefore the backpacks for the big weapons places / I prefer to use a mod for these weapons that makes them for the hotbar to put down, and use the backpack with 9 places and big weapons place for mod weapons that were not made for the hotbar compatible.
Also the hotbar is big enough that you can carry everything you need there, it is useful to leave 2 slots free for mining, because often 2 different types are close together, and then put them in the ore backpack which has an extra 6 slots, and if there are several types of ore, put them in the hotbar and others in the backpack.
If I add a MB + Large Holster + Searchlight then that takes away from the specialty of that backpack and Ledouxs original design philosophy, which I also share. Which is about making the player think about what they are doing and what gear they should take. If you want to subvert that and just have a 63 slot backpack or w/e there are a ton of cheaty backpack mods that call it Quality of life, just don't come complaining to me that you can no longer load into the game due to a stack overflow causing the game to disconnect you because your character has 350+ items stored in their backpack and pockets and thinks you are uploading bad packets.
Ok so looking at the combos you have Large Firearm backpacks specialized with less options than other backpack combos such as small holster or tools. This is to incentive the players who have a light source backpack or specialized into mining to only have a small holster for the SMG or revolver. While security types with harpoons (basic and coil), assault rifles, fission guns or other large bulky weapons to have to make a distinct tactical choice. The harpoon guns are Medium Items as Harpoons are Medium items, they are bulky yet cheap to fire with reuseable ammo.
This one already has improvements, because the original is outdated and the mechanics have strong disadvantages due to the main game update.
If you want funny or light backpacks, you can use one of the all cheat backpacks that are the size of large lockers or even larger, have no disadvantages, or give additional bonuses on something.
The original backpack that the game developers have made already has a slight disadvantage.
If someone wants something easy, they have to look for something that does it.
So no crate where you put several backpacks, but one of the backpacks instead of one of the crates.
I've just never tried it because I don't have enough spaces there either, which are then deducted from missions for freight when space is used up.
I would have to use this one anyway as the other one will no longer be adapted to the changes in the game.
I don't know that many of the backpacks have 12 slots, because of the disadvantages of the backpacks I only had the one for 1 heavy weapon slot which has 9 inventory slots, the medicine and ore backpack which each have their special feature with 6 slots where only that is possible, and 9 normal slots, and 1 heavy one where you can carry railgun shells and ammunition boxes which is in the Fabricator because there is nowhere to put it.
Original from the Game developer the belt 6 places and the backpack 12 places.
Supposedly all these mod backpacks also go in the cargo crate storage, but there is no room for them on small submarines, and for the only assistant I have I never use the skill to make cargo crate storage because there is no room for it in small submarines anyway except. / In the ballast tank. ?
Build the backpack holders if you need to switch or keep extras around.