Barotrauma

Barotrauma

BaroTraumatic
2,368 Comments
Alivgen 9 Jul @ 5:49am 
nice
Draconis🐊  [author] 6 Jul @ 7:43am 
no clue on that error code

no batteries are gone for good.
Art_fire 6 Jul @ 2:27am 
the headsets doesnt requires battery anymore?
Tereq 25 Jun @ 12:54pm 
The question is, should it be this wy? (im not Joona)
C:\Users\joona\Documents\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Events\Event.cs:line 57
barotrauma-server-preloaded | at Barotrauma.EventManager.Update(Single deltaTime) in C:\Users\joona\Documents\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Events\EventManager.cs:line 842
barotrauma-server-preloaded | at Barotrauma.GameScreen.Update(Double deltaTime) in C:\Users\joona\Documents\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Screens\GameScreen.cs:line 140
barotrauma-server-preloaded | at Barotrauma.GameMain.Run() in C:\Users\joona\Documents\Barotrauma-
MasonMachineGuns  [author] 24 Jun @ 8:14am 
should be that plus the event manager
ZeFeR 23 Jun @ 10:49am 
Which file is responsible for the multiplayer campaign, randomcampaignevents?
MasonMachineGuns  [author] 22 Jun @ 6:33pm 
yes
ThePhantomX64 22 Jun @ 1:15pm 
So I had scavenged from the dead creatures in the deep, and managed to get two strange eggs. is it a good idea to give them saline and hatch them?
Draconis🐊  [author] 21 Jun @ 10:04am 
you have a bug/old save/non official mod
Ghoster 21 Jun @ 8:45am 
headsets still requires battery or is it just me who is having a bug ?
MopxyxH 21 Jun @ 8:42am 
I also noticed a bug that isn’t directly related to this mod. If you’re playing with Soundproof Walls, make sure to enable the “muffle sound in diving suits” option, otherwise the advanced headset won’t muffle external sounds.

But honestly, I think the muffling effect itself is pretty weak anyway. That’s just my opinion though.
MopxyxH 21 Jun @ 7:37am 
It seems that advanced headset is now incompatible with standard. If one player has advanced headset and the other has standard, they will not hear each other. Is that the intention?
Nic 18 Jun @ 4:54pm 
Nvm, the creature pack has the mod in it, just ignore me
Nic 18 Jun @ 4:50pm 
btw, on the Creatures of the Depths mod page, it says they solved the compatibility issue between these two mods so that warning may be outdated
Nic 18 Jun @ 4:47pm 
yes, I love my biomes having a unique
JAID 18 Jun @ 1:36am 
Peak Mod HB :steamthis:
Lark 16 Jun @ 6:59pm 
I sure am, sorry!
Draconis🐊  [author] 16 Jun @ 1:04pm 
I have no idea what you are talking about. Are you on the wrong page?
Lark 16 Jun @ 11:48am 
Is the All + Parallel mod version swappable in a campaign with this version? or would it require a new version. In a multiplayer campaign and should have read the mod more thoroughly cus now we are trying to figure out how to get certain crafting recipes with a limited amount of players lol
Draconis🐊  [author] 15 Jun @ 7:35am 
nothing has changed, it will just delete any items that are from the mod.
ryangoslinglover306 15 Jun @ 5:59am 
are this mod and the derivatives still safe to add and remove from an ongoing campaign? just making sure
Draconis🐊  [author] 11 Jun @ 11:08pm 
Remake or buy new headsets if you spawn them in via console do so by spawning them to inventory not on the floor. Your headset likely doesn't work either due to being made before the battery or some issue with finding a wreck/loot headset that is set to team 2. This is a vanilla issue with captured headsets.
SKITES 11 Jun @ 10:35pm 
I have a problem with radio communication: I can't give commands to bots (via the command menu) from a distance, but the radio itself works, the bots communicate with each other through story dialogues, and the chat also works. I think this problem is related to the recent change in the communication system in fashion, when the need for batteries was removed.
Bone Hed 11 Jun @ 12:44pm 
This was quite recent, from a month ago to last week we've been having these types of encounters with crazy enemy spam
Draconis🐊  [author] 11 Jun @ 12:03pm 
When was this like last few weeks or a year plus ago, cause I get reports from people who have not played the mod in 1-2 years and I go look at the spawnlists and they go oh we don't play BTC anymore cause back in early 2023 spawns were bad so I was just like letting you know.
Bone Hed 11 Jun @ 12:01pm 
I think in general the Fault might be worth a second look, it seems to spawn in narrow passages making it impossible to avoid or outrun, and it also seems like a generally low-quality creature compared to most others in this pack, having almost no animation, and very janky hitboxes where it will hit the ship from a long distance away, not to mention that it seems to break every wall on the sub at once. Overall I found them just tedious and annoying to fight in their current state
Bone Hed 11 Jun @ 11:58am 
I mainly had issues with the 4th biome, where for some reason a lot of the levels would cause about 5-6 spawns at the same time, meaning at one point we are fighting a Fault, an Observer, molochs, tiger threshers, etc. all at the same time, not only being very chaotic but also tanking the game's performance severely.
Draconis🐊  [author] 11 Jun @ 11:44am 
I drastically toned down the late game spawns. If you are doing traitor ruse cruises I think you need to shift the focus away from heavy combat monster mash. Though I think the possibility is you might also be doing late game long haul where due to the monsters and general nature of the late game being a lot of driving to conserve fuel and ammo you are more briskly moving through levels and less monsters isn't going to change that.

Though I can certainly take a look at the packs spawning late game and if there are any that are particularly egregious
Bone Hed 11 Jun @ 10:39am 
Would you ever consider making a version of this mod with spawn rates closer to vanilla? I really enjoy the creature variety it adds, especially in the first couple of biomes, but the last 2 biomes quickly become a slog with how much stuff spawns, and in general this mods works very poorly for things like playing with traitors because nobody has any down time. I would love to be able to have all these cool creatures, without the gameplay element of always being under attack.
DICK STEEL 7 Jun @ 1:14pm 
hello
Draconis🐊  [author] 7 Jun @ 1:05pm 
hi
Ghoster 7 Jun @ 12:28pm 
I think it don't work, the radio usually need battery and now it doesn't, Why ? Idk if its the mod that don't work or just an update from barotraumatic
MasonMachineGuns  [author] 6 Jun @ 5:51pm 
yes, thats crazy, that was what i used when we made this. lua wont work with ping perfect tho
Draconis🐊  [author] 6 Jun @ 3:24pm 
no idea
mark 6 Jun @ 2:38pm 
does this mod work with pingperfect dedicated server?
Draconis🐊  [author] 5 Jun @ 2:09pm 
I spent some time getting the ai pathing a bit beetter as well and there is a little ID card slot if you want it to open ID locked doors as it patrols around. Follows very well outside the sub.
Roadent 5 Jun @ 7:20am 
Just tested the Petraptor. Eats properly now. ✅
Draconis🐊  [author] 5 Jun @ 5:42am 
So sub and character editor can have this really weird quirk of introducing errors via saving you don't see in other games, I had a hull move on a ship recently and under a gap so the blank space filled with water now due to the gap this water should spill out into the two adjacent hulls from the outside pressure gap but due to a bug in how it rounded up the hull slightly it made a strip of water where water could pass from one side of the room to the other and but not into or out of the pressure strip.

In this case it caused a default value to flip in the xml on save, it sometimes rarely happens to joints or limbs but usually not static checkbox values like can eat or can interact.
Roadent 5 Jun @ 3:41am 
Perfect. :) 👌
Draconis🐊  [author] 4 Jun @ 3:07pm 
Fixed next update
Draconis🐊  [author] 4 Jun @ 3:07pm 
Yeah looks like something borked on the character variant where it had "eat=false" but the normal raptor has eating behavior so it somehow defaulted to false on a character editor save, odd.
Roadent 4 Jun @ 1:39pm 
The way I see it is this - the Petraptor, like all other pets, has an "item eating" animation, where it "picks up" a food itemand gently wiggles its head back and forth. The item floats in front of the Petraptor's head and its condition gradually decreases - once it turns to 0the Petraptor has eaten. Petraptors still eat pet food and diver's remains in this mod.

However, vanilla Petraptors also have a "monster eating" animation, where they target a corpse body, aggressively wiggle their heads up and down, and deal damage it, tearing body parts off or completely destroying them. That's what monster Mudraptors do to enemies they kill as well, both vanilla and in this mod.

Barotraumatic, at least for me, overrides the mudraptor_pet "monster eating" animation for bodies with the "item eating" animation. The petraptor attempts to pick up the body and reduce its condition to 0 - because a monster body isn't an item, nothing is happening. This occurs both inside the submarine and in water.
Roadent 4 Jun @ 1:37pm 
Weird. I just cannot get it to work no matter what.

When you say "Mudraptors", do you mean the hostile type of Mudraptors, or mudraptor_pet specifically? Because I think it's only mudraptor_pet (the Petraptor) that has the problem.

I really doubt that it's a tracking issue, since I start a new Submarine Editor instance, spawn a mudraptor_pet inside a room, spawn a crawler inside the same room, kill the crawler, and watch the mudraptor_pet try to eat the crawler body as if it were an item, and failing to actually do anything with it.
Draconis🐊  [author] 4 Jun @ 3:59am 
possibly other food item is being tracked on another deck due to the issues with pet AI not being great.
Draconis🐊  [author] 4 Jun @ 3:58am 
Tested and found mudraptors will pick up and eat monster food, food tagged items or bodies.
Roadent 4 Jun @ 2:39am 
Found a bug.

Petraptors refuse to eat with this mod enabled. :( They just hover over their food, shimmying left and right, not actually digging in. Removing the mods (Barotraumatic & Barotraumatic creature pack) fixes this behavior.
Dr.Vaфе!ь 31 May @ 8:27am 
Do I need to somehow setup creature config from Performance Fix? I have no idea what values do I have to put in use for this mod
Captain Dickärd 31 May @ 12:07am 
I think there's something wrong with this mod. I canceled the update six times before it finished and now every time I launch the game my garage door opens. I'm pretty sure it has nothing to do with the 16 depreciated mods I'm running with barotraumatic.
inga26r 28 May @ 10:06pm 
Nightmare mode for me (I was testing in sandbox)
wasn't that hard but i dont know if I just was playtesting with Nomadic Fleet (Mutiple ships following)
Draconis🐊  [author] 28 May @ 6:57am 
There are roughly 4 main spawns every level, 3 minor spawn passing fish events and 3 minor abyss events along with wreck, wreck encounter, ruins, cave and abyss island spawns along with a special long time in mission spawn in the last 3 biomes that all have to be hand tweaked to get them to nightmare levels.

Then the issue is all of that is done and like its not popular to run in a game that rarely has 25 and more like 5 playable public servers at any given time. Then the complaints roll in about nightmare is too hard why is beyond hardmode nearly unplayable or the deep gloating of people running a ton of power fantasy mods to stomp it just for the brag. Also last time I updated it I has people directly contacting me because they found it impossible to play singleplayer and asked for it to be adjusted. Which I told them I didn't understand why they would play it or mods like haz reactor singleplayer.