EK IS BACK!
Do you want a version of EK that has some semblance of balance?
Do you miss the simplicity of old EK, whilst despising certain liberties taken with remasters?
Do you want to just put ammo in your laser rifle and expect it to work?
Do you want to use EK mods and expect them actually work?
This revitalization has many fixes and improvements not present in any other version of EK and is bug free*
Say no more cause with EK Mods - Definitive Edition the items you loved are BACK without all the needless fuel requirements, pseudo "reloads", and bugs with some much needed fixes and modernization as well as an active developer
NOTABLE IMPROVEMENTS INCLUDE
EK Armory
-Modernized weapon attachment system, no more 7 battle rifle variants
-No more needing exactly 2 of a given magazine to recycle
-All ammunition now uses the vanilla munition tagging system eliminating the need for loading kits and weapon components
-Streamlined inventory slots (No more shotguns with 9 slots)
-Tactical shotgun reload and firing sounds decoupled
-added case ejections to most firearms
-Added container tags to weapons and clothing allowing bots to clean up layabout items
-Small arms ammunition now have container stack sizes 3-4 times the character stack size
-EK Ammunition can now be placed in vanilla bandoliers
-All non heavy weapons can be stored in inventory
-Drones now use vanilla behaviors eliminating the need for beacons
-the beast is now hitscan beast that will hurt both you (if under level) and the enemy with proper penetration values
EK Gunnery
-Modernized railgun penetration system
-Modernized Flak ammunition to actually spawn shrapnel
-View ranges for turrets are now consistent with vanilla turrets
-Various fixes to preferred item containers and tags. No more hybrid ammo being left in cargo
-Fixed extended ammunition having less ammunition that standard boxes
-Ammunition now uses the munition_core item tags bringing more choice to what resources are spent/saved
-All ammunition has vanilla recycling thresholds and box tagging allowing for any box of a given ammo type to be reloaded as another.
EK Utility
-Added Portable Power Distributors
-Reworked the supply pouch into a waterproof container
-Resource Crates can no longer have their deconstruction outputs duplicated via the Residual Waste talent
-Incendium fuel rods are now the 2nd best rod type in the game, at the cost of burning its handler and emitting twice as much radiation as the volatile fulgurium rod
-Job lockers no longer send status updates increasing performance
-EK Lockers are now linkable
-Hardsuits are no longer held before equipping from a locker
-Fire suit is actually useful now providing an effective 99% burn immunity. (Please note this does not protect you from the stun of the fire)
EK Dockyard
*To be worked on when DLC drops*
Other
-Removed 1:1 Deconstruction/Fabrication recipes
-Blueprints being added to give the mod some sense of progression with campaign unlocks
-Shops have been decluttered to improve campaign stores
-Weapons and Items now use vanilla contained textures
-Not campaign spawns have been added for some items (mostly weapons)
This Mod is backward compatible with ships using other versions of EK (as long as they don't use any disabled parts)
It should be glaringly obvious this mod is INCOMPATIBLE WITH ANY OTHER VERSION OF EK
Load Order
-Barotraumatic
-EK Mods - Definitive Edition
-Other Mods
Balance intentions
This mod is balanced around Campaign with Hard/Abyssal preset with High/Hellish hostility
The overall goal of this mod is to update it to current vanilla standard to the best of my abilities as Videogames has gone on the record stating that an official remaster of the EK mods is off the table, as such it is my intention to give proper treatment to this mod, instead of quickly repackaging 6 year old code and calling it a remaster I truly intend for this mod to be the definitive version.
please bear in mind if something isn't immediately broken then it will most likely be fixed along with other items that aren't Priority 1 issues
PLANNED UPDATES
-When the new DLC drops thats when ill start focusing on EK dockyard items, theres alot of new functions being introduced that will drastically changes how engines work which will allow me to unjank the auxiliary thrusters
-Maybe add some blueprints for certain items?
-Add items and properly integrate and modernize items that were disabled/missing, this will not include reactivating legacy labeled items
-Some Texture updates to look more cohesive with the vanilla texture update 3 years ago this wont include everything this will mainly include items such as the extended ammunition boxes which use legacy ammo box textures
KNOWN ISSUES
-When using a sub that was made with a different version of EK, some of the fixtures may be picked without the use of a tool until it is placed again, as far as i am aware this is a problem with only the legacy versions of EK
-The Prometheus submarine cannot be used with this mod, as Prometheus bundles items from EK Dockyard under the same identifiers having this mod loaded alongside Prometheus will result in an Identifier clash which means they cant be used together
FAQ
Q: Why wait until the DLC to fix Dockyard Items?
A: From what is being teased, the DLC will introduce many new functions for modders to play around with, prematurely fixing items in Dockyard runs the risk of implementations being made obsolete, or worse, broken upon update. A good example would be the vertical engines, making them work as intended is impossible without lua but custom propeller placement is going to be added in the DLC/Update, so no need to work on it until it drops
Q:How buggy is this mod?
A: As limited as my feedback is, currently this mod is throwing zero bugs
Q: Something is broken or not working correctly, where can i report it
A: The official bug reports discussion is what i have used so put it there
Q: Can you stop constantly pushing updates?
A: No, there is little reason to wait and bundle fixes/reworks, as this mod has had 231 updates as time of writing it has very much entered into the "fine tuning" era where fixes can be expected to come quick along with individual reworks/balancing to be more thorough
Q: Something from the Original EK isn't there, can you fix it?
A: If it was removed it was for either (A) A vanilla equivalent was introduced making the item no longer needed, (B) is so functionally broken it might as well be deleted or (C) the item breaks balance so bad it needs to be disabled (explosive ammo)
Q: Are you going to add new stuff? like extended Flak ammo?
A: Maybe, depends on the item
Q: Can you make a patch for x mod?
A: No, I personally don't play with any overhaul or "immersive" mods, if you wish to make a patch for them feel free to do so, existing patches may work
Credit to Videogames for the Original EK mods and Vladmirangel for the Medical Laser Rifle
Running Dynamic Europa and find station garrisons are too easy? With Dynamic Europa - EK Weapons it gives stations EK weapons and Uniforms