Barotrauma

Barotrauma

Spoon's Pirate Vessels Expanded
86 Comments
Facehurt 31 May @ 7:38pm 
Thanks!!! great work!!! the devs should add every pirate like this to the game XD
A Spoon  [author] 31 May @ 7:05pm 
Excellent news! The mod works again, we are so back
A Spoon  [author] 26 Dec, 2024 @ 5:12pm 
Oh, in that case I have no clue. It broke from a previous update and I haven't touched it since
Facehurt 22 Dec, 2024 @ 4:50pm 
oh, I was asking a question I just forgot the question mark.

What i meant to say was: Does this mod work for the new update?
A Spoon  [author] 22 Dec, 2024 @ 8:32am 
Oh shit really? Maybe I ought to work on it again
Facehurt 22 Dec, 2024 @ 1:17am 
SO BTW is this mod work now for the new update
A Spoon  [author] 1 Feb, 2024 @ 6:20pm 
Ah so I had to place an item set its quality then "Save as Assembly" then use that assembly to place it in a cabinet
A Spoon  [author] 1 Feb, 2024 @ 1:45pm 
What do you mean mass?
A Spoon  [author] 21 Jan, 2024 @ 9:12am 
You were talking about it before so maybe you did I dont much mind anyways. Happy modding!
A Spoon  [author] 19 Jan, 2024 @ 2:10pm 
Howdy Beaver unless you are Captain Bomba from discord Im afraid I didnt give you permission to use my work. Since most of these work is from the Barotrauma devs I dont mind you used it I wouldve just appreciated a heads up
A Spoon  [author] 4 Jan, 2024 @ 10:48pm 
Im not too good at focussing on projects especially ones I dont have the skills to do that well, Ive been trying to figure out how to add a new mission event to trigger their spawns in campaign so far its not working out well
Facehurt 4 Jan, 2024 @ 10:43pm 
damn hope it gets fixed soon
A Spoon  [author] 8 Nov, 2023 @ 7:41pm 
Update: I started testing again Pirates WILL spawn in single mission games (I.E Not Campaign) so they do in fact work, they just need to have a mission coded to spawn them in campaign mode. I will look into this so pirates can be re-added as a target
A Spoon  [author] 8 Nov, 2023 @ 7:24pm 
Nah mod stopped working a while ago Ill publish that its currently out of action I do wanna re-add pirates though its just a matter of figuring out the mission and remembering to set some time aside to try
R3DUND4NT o2 8 Nov, 2023 @ 5:49pm 
quick question spoon, does this mod add pirate spawns?
A Spoon  [author] 8 Mar, 2023 @ 2:48pm 
Yea im not experienced with coding so I cant help much sorry pal
A Spoon  [author] 8 Mar, 2023 @ 6:02am 
Possibly will work?
A Spoon  [author] 7 Mar, 2023 @ 9:04pm 
They use base game roles so I believe it is not possible to modify their base skills without modifying their roles
A Spoon  [author] 7 Mar, 2023 @ 2:53pm 
Negative I think you need to do in depth coding to adjust the way the pirate captain AI gives orders youll likely have to talk to an experienced coder
阿玛忒拉斯 7 Mar, 2023 @ 2:59am 
Do you know how to adjust pirate captain's command? I also see that pirates usually only send 2
gunners. i cant find the file about the pirate command in the game directory.
A Spoon  [author] 1 Mar, 2023 @ 8:44am 
Sure I don't mind I probably won't work on pirate vessels until the faction update drops cause I'm going to have to code pirates back in
阿玛忒拉斯 1 Mar, 2023 @ 6:46am 
Can I make some modifications on the basis of your module?The revised contents include the number of pirate crew members, the materials they carry, the combat ability of pirate crew members,the strength of various equipment on pirate submarines , and ammunition.
阿玛忒拉斯 25 Feb, 2023 @ 9:45am 
I don't know if I can improve the skill level of pirate crew. If I can, it should be a good idea. The pirate skill level should be increased to 60-100. Add enough advanced diving suits to pirates for all crew members.
A Spoon  [author] 25 Feb, 2023 @ 7:57am 
Ah sure! I wasnt too sure if people used this mod consistently but Ill start looking into upgrading vessels and maybe variants although I dont know how much thatll help Ive observed pirate AI in combat Captains usually only assign two gunners and dont adjust for when your ship moves out of sight of the assigned guns
A Spoon  [author] 25 Nov, 2022 @ 6:25am 
Aye it does I modified the spawns to include more mechanics engineers and security
Rollye 25 Nov, 2022 @ 3:37am 
Does this mod add more pirates inside the bigger ships?
Petty Officer Egg 2 Oct, 2022 @ 7:04pm 
Hmm
A Spoon  [author] 2 Oct, 2022 @ 7:01pm 
The source code and that code line up Im going to go digging more see if theres anything else I can find
A Spoon  [author] 2 Oct, 2022 @ 7:01pm 
<npcset identifier="piratenpcs1">
<npc identifier="piratecaptain" job="captain" moduleflags="none" behavior="Patrol" healthmultiplier="0.5" aimspeed="0.8" aimaccuracy="0.3">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" showpreview="false" />
<Item identifier="piratecaptainhat" equip="true" />
<Item identifier="pirateclothes" equip="true" outfit="true" />
<Item identifier="headset" equip="true" showpreview="false"/>
<Item identifier="revolver" equip="false">
<Item identifier="revolverround" />
<Item identifier="revolverround" />
<Item identifier="revolverround" />
<Item identifier="revolverround" />
<Item identifier="revolverround" />
<Item identifier="revolverround" />
</Item>
<Item identifier="captainspipe" equip="false" />
</ItemSet>
</npc>
A Spoon  [author] 2 Oct, 2022 @ 7:00pm 
Hang on I think I can pull up a copy of the source code
Petty Officer Egg 2 Oct, 2022 @ 6:57pm 
I am second guessing myself now
Petty Officer Egg 2 Oct, 2022 @ 6:57pm 
I think? I looked at it again and it might not be the correct code.
A Spoon  [author] 2 Oct, 2022 @ 6:45pm 
Maybe I miss named it oh well so change the npc in that to npcset?
Petty Officer Egg 2 Oct, 2022 @ 6:25pm 
<Override>
<npcsets>


<npcset identifier="piratenpcs2">
<npc identifier="piratecaptain" job="captain" moduleflags="none" behavior="Patrol" healthmultiplier="0.5" aimspeed="0.8" aimaccuracy="0.3">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true" showpreview="false" />
<Item identifier="piratecaptainhat" equip="true" />
<Item identifier="pirateclothes" equip="true" outfit="true" />
<Item identifier="headset" equip="true" showpreview="false"/>
<Item identifier="revolver" equip="false">
<Item identifier="revolverround" />
<Item identifier="revolverround" />
<Item identifier="revolverround" />
<Item identifier="revolverround" />
<Item identifier="revolverround" />
<Item identifier="revolverround" />
</Item>
<Item identifier="captainspipe" equip="false" />
</ItemSet>
</npc>
A Spoon  [author] 2 Oct, 2022 @ 5:33pm 
Ncps1? Strange that's a base game file
Petty Officer Egg 2 Oct, 2022 @ 5:13pm 
At the end of the code for "Piratenpcs1"
A Spoon  [author] 2 Oct, 2022 @ 3:48pm 
I dont fully understand coding terms where is line 23 exactly?
Petty Officer Egg 2 Oct, 2022 @ 3:27pm 
You are welcome my friend
A Spoon  [author] 2 Oct, 2022 @ 3:10pm 
But if this actually works you mightve actually allowed me to spawn custom pirates thanks!
A Spoon  [author] 2 Oct, 2022 @ 3:09pm 
Thats weird there shouldnt be new combat npcs? That was a project I was working on before... Ill have to remove it and reset the code sorry about that
Petty Officer Egg 2 Oct, 2022 @ 12:39pm 
I don't mess with npcs in that way so I do not know how <npc> and <npcset> works however I had a similar error with <Conversation> lines.
Petty Officer Egg 2 Oct, 2022 @ 12:38pm 
Hey I got an error when updating the mod!
combatmissionnpcs.xml The npcset start tag on line 6 position 4 does not match the end tag.
I just fixed a bug with a similar error in my mod.
Replace the code on line 23 with </npcset> and it should work. (</npc> to </npcset>)
VelxraTV 1 Oct, 2022 @ 12:40pm 
thanks for checking it out!
A Spoon  [author] 1 Oct, 2022 @ 9:51am 
Alright ive tested it and I can comfirm that sellable pirates and my mod is compatible so you shouldnt have any issues but do let me and the folks at sellable know if something comes up
A Spoon  [author] 1 Oct, 2022 @ 9:14am 
I havent had anyone ask this question Ill give it a test Velxra and run it by you
VelxraTV 30 Sep, 2022 @ 10:08pm 
does this work with sellable pirates? Any conflicts?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2810462005
A Spoon  [author] 23 Dec, 2021 @ 10:49pm 
Just letting everyone know there is a strange bug with Pirate Captain AIs in specifically mission mode where they will only order one gunner to man the guns and never give more orders to man the guns campaigns are not effected by it however and Ive checked it has nothing to do with the Expanded Mods
Oh and Catface (m going to call you catface I dont have any other names) Thats interesting I wouldnt consider it a bug and honestly thats probably a quirk of Barotrauma so I cant do much even if I wanted to fix it
(=^ • . • ^=) 17 Dec, 2021 @ 5:06am 
If I find a pirate vessel mission, then "save & quit" and reload the save, the mission changes to one of the vanilla pirate missions. The same happens if I "retry" a mission. Both happens in singleplayer, not tested in MP. Seems like modded missions are changed to vanilla ones in the save file (which is probably intended behavior by the devs). Just thought you might want to know. I have yet to encounter one of your vessels (without retrying because I get sunk into the abyss - again) because the pirate missions are - extremely - rare.
A Spoon  [author] 16 Dec, 2021 @ 5:19pm 
Thanks Kellym
kellym 16 Dec, 2021 @ 2:28pm 
such a neat mod, well done