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Let Me Craft It!

Положительные голоса99%151 голосов игроков
Подписчики18,2 тыс.18 168 в Steam Workshop
Размер файла65,6 КБЗагрузка через Steam
Обновление автора10 авг. 2026 г.Дата обновления материала
Let Me Craft It!

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О материале

«Let Me Craft It!» — материал мастерской Barotrauma. Моды, подлодки, предметы и новые задания для экипажа. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

Adds more talent gear blueprints. Additionally, makes certain vanilla blueprints findable (even with a small chance) in abandoned structures, instead of being exclusively hidden behind faction affiliation.

Trivia

When that rather controversial (judging by the community reaction) blueprint update just landed, I was like: "So, the developers have added this new blueprint thing that unlocks talent gear? Let's take a closer look at it, then..."

Pros: Now, any recipe-related thing can be unlocked as soon as you have the appropriate blueprint (vanilla or modded).

Cons: OF COURSE the devs had to "balance" it in their own contrived measure.


What do I mean? The game suggests that you can buy those from faction merchants (if your reputation is good enough) or find them while exploring. BUT. The ones you can "find" are rather useless, like a clown crate or a machine pistol. Seriously, devs? And if we look at, say, Advanced Gene Splicer, or HMG - no, those are reputation-only. Convenient, isn't it? Besides, I didn't see any other really useful items among the blueprints, like my much-loved slipsuit, or backpack.


Thankfully, the «pros» are way more significant than «cons», as the latter can now be easily "fixed" - because the mechanic is there for us modders to use and tinker with.

Actual useful blueprints hidden behind a reputation wall? Wrong. No blueprints for other useful talent gear? Also wrong - and now, thanks to this new mechanic, easily and painlessly fixed.

Overridden Blueprints

HMG Separatists' Explosives Scrap Cannon Advanced Gene Splicer Cymbals

All of them have been edited to have a tiny (1-2%) chance of spawning inside abandoned containers.

New Blueprints

"Underwater Hunting Kit" - Slipsuit, Harpoon Coil Rifle Exosuit "Hull Fix Solution" - Fixfoam Grenade Assault Rifle "Protective Universal Crisis Suit" - PUCS "Nuclear Gun" - Rapid Fissile Accelerator Thermal Goggles Cargo Scooter Backpack "Heavy Revolver" - Handcannon "Corrosive Explosives" - Acid hand grenade, Acid 40mm grenade Multi-tool Boarding axe Ceremonial sword SMG + ammo Riot shotgun + ammo (standard and explosives) Revolver + ammo Safety Harness Depleted fuel + Hardened tools + Depleted fuel ammunition Pressure Stabilizer Europabrew Crimson Acid Combat Stimulant

All new blueprints can be bought from faction traders or found during world exploration (chances aren't big: around 1-3% - we don't want to make it too easy, do we?)

Compatibility

Overridden blueprints are listed above. All new blueprints are standalone items and shouldn't cause any compatibility issues.


Let me know which items you would also like to have available via blueprints - I'll see what I can do.

However, I will be only including:

Vanilla items. No modded stuff, to prevent any further dependencies. Those items that have an actual fabrication recipe in vanilla game. Example given: Shotgun (normally unlocked with one of Security Officer's talents), but not Boomstick (unique variation of a shotgun; is has no crafting recipe and can only be found). I'm not overriding vanilla items (except for the blueprints mentioned above) to keep this mod as compatible as possible.

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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