Barotrauma

Barotrauma

Jobs+
59 Comments
d_mini10 24 Jun, 2024 @ 5:56pm 
Hey do you think that you can make this mod work with Hungry europans
thecrazy13 16 Mar, 2023 @ 6:10pm 
@MoonCapri they're probably not going to, seeing as it looks like they've abandoned this for a while now, I would check out MasonMachineGuns version for now which from what I know is currently in progress for updating to 1.0 (knowing Mason, it won't take too long)
MoonCapri 14 Mar, 2023 @ 10:54pm 
ay buddy, guess what? Barotrauma 1.0 came out recently (3/13/2023) so you planning to revisit this mod?
Заря 26 Dec, 2022 @ 4:07am 
Who can help create a mod where there will be only 1 role without things?
MasonMachineGuns 18 Dec, 2022 @ 10:35am 
ryanrockstar2008 2 Nov, 2022 @ 4:35am 
what happened to the mod
Pilot 16 Jul, 2022 @ 8:27am 
Dosent work
when enabling mod game shit out many errors and cant toggle it to play
DEADLEAD 14 Jul, 2022 @ 10:41am 
can you not get talent trees for the charecters we are kinda stuck cuz only our captain can use his tallent tree lol
IAmSpartacus 29 Dec, 2021 @ 7:58pm 
well legs and arms/bodies? Not sure why?
IAmSpartacus 29 Dec, 2021 @ 7:54pm 
I think this mod is making civillians on base missing their legs for some reason?
imkat98 23 Dec, 2021 @ 5:24pm 
this mod still up to date?
thecrazy13 21 Dec, 2021 @ 9:38am 
If you have a discord I could give some suggestions for new talent trees, it would be a little long for steam comments
Dundee 23 Nov, 2021 @ 1:10am 
Maybe make a variation of 2/3?
Public Universal Friend 19 Nov, 2021 @ 12:10pm 
I like 3 the best.
shmuckas 18 Nov, 2021 @ 6:55am 
Option two sounds most reasonable, I don't think making whole new trees for classes that are so similar (And can be classified by one of the said trees) would be good
Zero 11 Nov, 2021 @ 11:59am 
I think solution 2/3 would be nice options, three sounds like a nice idea if I were to say so myself @BuzZoiD
SNAFF 6 Nov, 2021 @ 5:03am 
broke af
Beuford B. Pikl 31 Oct, 2021 @ 8:45am 
probably just copy paste the traits to the new jobs, i doubt many people will care too much if it takes that much work:steamthumbsup:
BuzZoiD  [author] 30 Oct, 2021 @ 3:16am 
I've updated it recently, so for the most part it should work without throwing a bunch of errors at the beginning.

Though all the custom roles don't have talents. There are a few possibilities regarding this:

1. Create new talents for them (Not possible at this time for me, this is a huge task)

2. Copy paste the vanilla talents (eg. HoS, Diver and Guard would have all the same trees)

3. Split the trees, so each role has only one or two trees (eg. Skipper tree only for Navigator)
Beuford B. Pikl 29 Oct, 2021 @ 4:45pm 
@BuzZoiD, okay cool, well I cant wait for this to get updated for the new release so we can use it again with the update. :VBCOOL:
BuzZoiD  [author] 29 Oct, 2021 @ 5:44am 
@Classic, it should be better now when starting a new campaign. For missions, I'm not sure yet if I can change the ratio. So far I'm only aware of limiting them by count number, which isn't really what I want for engineers and mechanics.
Beuford B. Pikl 23 Oct, 2021 @ 5:17am 
anyway to make it so bots arent mostly just mechanics and engineers? seems to be like 2 unique roles then the rest are just those two roles lol
Aether♢Astra 28 Sep, 2021 @ 11:35am 
Hey I lost access to my old discord mind adding me on steam or on discord again to talk about where we left off on that mod idea?
zerofournine 19 Sep, 2021 @ 5:59pm 
buggy mod
Aether♢Astra 7 Jul, 2021 @ 11:18am 
I added you as a friend - Would you be willing to have a chat on steam/discord? I have a proposition I would like share with you!
BuzZoiD  [author] 19 Jun, 2021 @ 2:08am 
I still wasn't able to reproduce it. I can load up a campaign and start a mission without any errors. You might have another mod loaded, which uses locationtypes or Jobs+ hasn't updated for you properly. You could try to delete the Jobs+ folder in the mods folder to re-download the files.
Hanzee 18 Jun, 2021 @ 8:40am 
error appears when first instancing a campaign and that's it. looks like an issue changing npcs on new station types, other than that it is still working!
BuzZoiD  [author] 18 Jun, 2021 @ 4:26am 
@ArmlessRobot, I was not able to reproduce an error so far, though my testing methods are not very extensive. When exactly does the error appear? The vanilla location type file hasn't been updated for me and I can't see any newly added things in there. If I'm right, the core things are two new missions and new events, which shouldn't affect roles/jobs. Also, did you have any other mods loaded?
Hanzee 17 Jun, 2021 @ 12:32pm 
Hey there can you update the jobs to function with the newest update? causes errors due to new location types
BuzZoiD  [author] 10 May, 2021 @ 12:22pm 
@Gronk

You can easily build them in the editor. Just define tags in the spawnpoint of a job and use these tags in the properties from the doors. If you need an example you can download the submarine linked above and load it in the editor.
Thing 2 8 May, 2021 @ 7:55pm 
Would it be possible to add custom buttons to certain jobs that restrict access to that certain job?
Mechanos 29 Apr, 2021 @ 4:11pm 
Assuming these are all playable, I suggest the ability to disable selecting passenger as a player (if it's not bot only). Because lets be honest, Assist Ants should all be banned REEE.

Jokes aside, it's not a big deal but giving players the option to not have any responsibilities, generally goes bad for everyone, in both SS13 and Barotrauma. On the gameplay side, "jobless" wander looking for something to do and most heads will ignore them - eventually they grief or annoy people. On the RP side, "jobless" end up asking to help positions they should have chosen to begin with - but have to jump through hoops to do so because of door access and starter items - or again they just grief or annoy people. This isn't SS13 so it may be less of an issue, and having the option to just ride along does sound kinda fun. But it also means higher likelihood of people not helping, if that makes sense.
BuzZoiD  [author] 24 Apr, 2021 @ 12:36am 
Thanks for the report. Testing the new missions with the old files became an unexpectedly comical outcome. :)

Should be fixed now.
Ricky 23 Apr, 2021 @ 1:41pm 
This mod is not working right with the new update if you start a destroy outpost mission or a rescue mission with the mod enabled you will understand what i mean
LykosNychi 15 Mar, 2021 @ 10:49pm 
Aight, thanks mate!
BuzZoiD  [author] 15 Mar, 2021 @ 2:39pm 
Hey, that's no problem. As long as my work is somehow mentioned in the description, I'm fine with it. :)
LykosNychi 15 Mar, 2021 @ 2:09pm 
Well. It's currently created. I'm setting it to unlisted so my friends and servers I host can still use it, but it will not show up in searches at the moment until I get your blessing.

I'll set you as a contributor (considering I am still using your icons);You'll be able to see what it does & uses, and be able to let me know if you want any of your stuff removed from it.
LykosNychi 14 Mar, 2021 @ 7:08pm 
Hey there fella. I'd like to create a workshop file using this as a base.

My intention is to override the jobs to use the weapons/equipment from EK Armoury, as well as adding a Marine job, and removing some superfluous jobs. I say superfluous not as an insult to your wonderful mod, but because my file's sole purpose will be for Station Roleplay servers (IE, removing the navigator)
BuzZoiD  [author] 8 Mar, 2021 @ 9:04am 
@Artemis Entreri Zero offense taken, I appreciate your comment. :) The jobs are loosely based on the roles in Space Station 13 (which the devs took inspiration of as well). So I didn't look much into naval ranks and such. While creating the roles, I wanted to go for a simple approach, which hopefully works for most people.
Artemis Entreri 7 Mar, 2021 @ 9:00pm 
just a comment, if you're basing this off of naval roles, QMs are basically navigators, their main purpose is navigation and communication between vessels in real life. Not trying to be rude, just a military guy with a little insight. Great mod though, appreciate all the hard work.
Rad Mack 7 Mar, 2021 @ 11:51am 
I do love jobs+ it brings a lot of things to the table especially the roleplay aspect. Thank you!
BuzZoiD  [author] 21 Feb, 2021 @ 6:51am 
@Fallen Star Thanks for the report. The campaign file was still outdated. Now it should be gucci.
Fallen Star 19 Feb, 2021 @ 8:25pm 
For what ever reason with this mod (not with the ITA version) Colony icons on the map are non existent (I get the error Sprite "content/map/mapiconatlas.png" not found. I have no idea what the problem is and wanted to report this bug.
BuzZoiD  [author] 17 Jan, 2021 @ 3:00am 
There is now a version for ITA available. The link is in the description. Please read the description in the ITA version to avoid possible issues.
BuzZoiD  [author] 15 Jan, 2021 @ 9:58am 
That's unfortunate. Do they recieve any crash message? Were other mods active too?
Exhale 15 Jan, 2021 @ 9:45am 
(me being the host of the lobby)
Exhale 15 Jan, 2021 @ 9:45am 
There is a strange bug in multiplayer when I run this mod with ITA. Whenever I start a multiplayer mission or campaign, it causes everyone in the lobby except me to crash. Happened with vanilla subs as well as with custom subs that were designed to work with your mod.
BuzZoiD  [author] 15 Jan, 2021 @ 9:20am 
I looked into ITA's files and it does some changes regarding the engineer and it seems it overwrites my engineer. However,only the starting items and clothing options differ, while the stats remain the same, so it shouldn't be a big deal.
Exhale 15 Jan, 2021 @ 2:34am 
Incompatible with ITA?
The Flaming Pike 26 Dec, 2020 @ 9:48am 
Pretty much the only mod you need if you want additional jobs. Plenty of choices. :captainsmooth: