Barotrauma

Barotrauma

36 ratings
Tougher and Healable Pets with Hats!
   
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File Size
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26 Dec, 2024 @ 3:30am
26 Jun @ 12:20am
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Tougher and Healable Pets with Hats!

In 2 collections by Rendoe
Content + QoL + Performance [Modpack]
40 items
Vanilla+ [Modpack]
30 items
Description
Features:

  • Pets can wear hats! Added Orange Boy's Hat, Psilotoad's Hat, Peanut's Costume and Cthulhu's Basket as seen in the thumbnail as rewards for making pets happy. They can only be crafted in a fabricator using 1x Organic Fiber and 1x corresponding pet drop (Chitin Chunk, Hallucinogenic Bufotoxin, Mucus Ball and Dementonite).
  • Pets can be given medical items via the Health Window [H]!
  • Pets' health has been increased to 100, where they fall unconscious at 0 and die at -100, like humans!
  • Pets take half damage from all sources!
  • Pets recover health, bleeding and burns at a rate of 0.2/s!
  • Pets will be tougher in combat when dealing damage by temporarily gaining up to 50% of their maximum health, 30% damage resistance, and inflicting damage vulnerability. These effects will scale cumulatively but will wear off quickly.
  • Pets such as Orangeboy, Psilotoad, and Cthulhu will respectively have "special attacks" (afflictions with visual & sound effects) of burning, stun, and bleeding; acid burns, paralysis, and infection; and electric shocks, stun, and radiation to play a supportive role in combat.
  • Pets will lose happiness at a halved rate!
  • Pets will eat food at 45 hunger (every 25mins) instead of default 30 hunger (every 16mins).
  • Pets will receive a starvation affliction alongside internal damage when hunger reaches 100, where they will now fall unconscious instead. You can put them out of their misery or attempt to revive them with fentanyl and feed them food right after before they fall back into the unconscious state. For higher success, drop food close to 1% right in front, then administer fentanyl and walk away.
  • Pets will flee at 25% health.
  • Pets can be given genes to further enhance their survivability (e.g., Moloch, Hammerhead Matriarch, Mollusc, and Skitter) or combat (e.g., Hammerhead and Hunter)!
  • Pets such as Orangeboy, Psilotoad and Cthulhu will now prioritise eating over protecting their owner to avoid starving to death.
  • Pets have a name tag slot and a hat slot above their inventory.
  • Pets will eventually despawn into Pet Duffel Bags if items were left on the body after dying.

Compatibility

Place the mod order above other mods that override pets such as BaroTraumatic and other pet mods but below mod patches for this mod or the order it states.

It should be safe to add the mod mid-campaign, but not to remove it afterwards.
24 Comments
Rendoe  [author] 26 Jun @ 12:00am 
@Necrobama I've updated the mod to work with the recent base game update!
Necrobama 22 Jun @ 7:48am 
a recent base game update to pets seems to have made this mod cause a visual bug with at least some pets
Farbott 18 Feb @ 9:19pm 
very swag
Rendoe  [author] 18 Feb @ 6:18pm 
Rendoe  [author] 18 Feb @ 6:17pm 
@Freedom It should work fine with neurotrauma, but I haven't explicitly tested how every medical items and addons would interact with pets.
Farbott 17 Feb @ 6:52am 
Freedom 16 Feb @ 2:20pm 
Is this compatible with Neurotrauma fork & its patches?
Patriots1007 10 Feb @ 6:29pm 
Coolio, ty!
Rendoe  [author] 10 Feb @ 2:30am 
@Patriots1007 Ah yeah, I noticed the same which is caused by Petduffelbag having despawncontainer tag which gives it the belongs to name feature. I've updated to remove this feature to resolve the issue along with a fix for the current vanilla bug of husk containers not being able to be interacted with!
Patriots1007 9 Feb @ 5:57pm 
Okay, so a bug that seems to be happening is that all bodies will have the pet duffel bag, not just the pets. This means that most items will drop on the floor when a person dies, either letting items sink into the abyss or clutter the floors.