Barotrauma

Barotrauma

64 ratings
TechArmor
   
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File Size
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2.112 MB
19 Oct, 2023 @ 2:17pm
10 Dec, 2024 @ 12:26pm
12 Change Notes ( view )

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TechArmor

Description
This mod adds alternative to genetic material. Can be combined with any inner and outer clothing!
TechChips can be bought at any merchant at cost of 1000 Marks and are key resource for crafting all items added by this mod.

Main content summary:
Chip that reacts to incoming damage by projecting holographic armor around user, granting user protection from damage and powers based on installed modules while armor lasts.
TechArmor, as well as TechActiveModule can be activated by using monster attack (default R)

Item Details and stats:
TechSplicer (TechArmor slot, TechActive slot, TechPassive slot)
AdvancedTechSplicer (TechArmor slot, TechActive slot, TechPassive slot, TechPassive slot)
HybridSplicer (TechArmor slot, TechActive slot, TechPassive slot, Genetic slot)
TechBlade (Dmg 22, Cooldown 1.2, SeverLimbProbability 5.0)

Armor modules:
TechArmor (Red,Green,Blue,Cyan,Pink,Yellow,Orange,Purple,White)

TechArmor specs:
Battery charges in 60 seconds (45 with AuxCharger module).
Active TechArmor discharges battery in 30 seconds, granting bonuses of PassiveModule for duration.
Getting damaged while TechArmor is active refreshes its duration, and drains 5% of battery.

Passive modules:
Juggernaut - Adds Pressure Stabilised and user can't fall unconcious while TechArmor holds, grants stabilised
Deadeye - Increases ranged accuracy, ranged attackspeed and damage (85%/25%/50%)
AuxCharger - Increases TechArmorBattery and TechActiveModuleCharge regen (50%/50%)
ExoPower - Increases melee damage and melee attack speed (100%/50%)
Runner - Increases running and swimming speed (30%/60%)
Mithridatist - Grants rapid breakdown of every poison type to user of TechArmor (3/s)

Active modules:
Combustion - Sets nearby creatures on fire, fire can be put off by submerging in water, cant be used underwater (Range 400, DMG 10, DOT 50, Stun 1, Force 10)
Electrocute - Stuns all creatures within range (Range 300, Burn 10, Stun 10, Force 0 )
Shockwave - Knocks away and damages all nearby creatures (Range 400, DMG 45, Stun 2.5, Force 120)
DemonCore - Showers surroundings in powerful radiation over 5 seconds (Range 300, RAD 25, Nausea 100, Slow 100)
AuxBattery - Recharges your TechArmorBattery to 100%. Can be used only when your battery is under 15%
AcidFumes - User leaves acid clouds behind for 5 seconds (3.75dps, clouds lasts 10s)

Technical notes:
TechArmor can be activated only if TechBattery is fully charged, or TechArmor still holds.
Clicking R once activates TechArmor, clicking R again uses TechActiveModule if any is installed and ready.
TechActiveModule recharges (60s) only when TechArmorBattery is fully charged.
TechCalibrator is manufactured in Fabricator, can be placed by aiming at place and clicking E and is detachable by crowbar.
Getting hit by EMP completely discharges battery.
66 Comments
DefaultString  [author] 26 Nov, 2024 @ 1:33pm 
Its getting huge rework in near future, its mostly done just gotta finish some things
Vangorich 26 Nov, 2024 @ 1:17pm 
supermod :steamthumbsup:
DefaultString  [author] 28 Aug, 2024 @ 10:02am 
Use editor or console, it can not be fabricated.
yhh59978 27 Aug, 2024 @ 10:02pm 
bro where can i get cheatsplicer
DefaultString  [author] 4 Jul, 2024 @ 11:48am 
Not sure what you mean. I had arm something in files but it was unused.
Partnerbot 3 Jul, 2024 @ 1:53pm 
was the arm blaster thing removed
Havel L. Krik 28 Jun, 2024 @ 12:20pm 
Phew!
DefaultString  [author] 28 Jun, 2024 @ 11:49am 
No Lua, i code only in Xml and avoid overriding anything to make my mod compatible with as many mods as possible.
Havel L. Krik 28 Jun, 2024 @ 11:40am 
Your new mod won't be using Lua, will it?
(Is it Lua or Luna, I forget.)
Havel L. Krik 20 Jun, 2024 @ 2:06pm 
Ok, if you say it's a downright upgrade.