Barotrauma

Barotrauma

Retrievable Harpoons
17 Comments
Moon-Shadow 21 May @ 1:03pm 
One line per item, so a stack of say 4 and you get 4 lines of info that says the item is missing bandages.
Moon-Shadow 21 May @ 1:00pm 
When building the one with glow sticks, it says it needs bandages, none are used.

When disassembling them the game stops the F3 info menu is open and says that there are missing bandages in this item.

Closing the menu and disassembling them works, but whenever you put them in the machine for disassembling, the F3 menu opens, and also when you take them out without disassembling them.

When disassembling, no bandages are created, the item would have to use the bandages when building, which it does not, and could then return some.
Eoin Lynne 15 May @ 3:31pm 
The glowing harpoons stop glowing after being retrieved. Is there any way you can fix this?
Havel L. Krik 3 Aug, 2024 @ 10:02am 
Update when?
トミー (Tommy) 25 May, 2023 @ 2:28am 
Seems to be a bit of an issue with the glow sometimes not working, and the speed of the harpoon is way faster than default. Possible to get that update?
Working Joe  [author] 28 Jan, 2022 @ 3:57am 
Yes, no problem. Though I may at some point update this mod myself too. (:
DogKing 26 Jan, 2022 @ 4:52pm 
Hello.
I made a version of add Physicorium and Ahab spear that use this mod and textures.
May I post it on workshop?
Working Joe  [author] 15 Dec, 2021 @ 5:02pm 
Ask on the undertow discord it's a lot more convenient (:
Celestite 15 Dec, 2021 @ 10:30am 
hey i wanted to ask some questions in terms of electronic systems i could pack in my sub
rocks 17 Nov, 2021 @ 7:22pm 
super useful mod, but can you add the effects to the other harpoon variants?
like physicorium or ahabs spear. much thanks for creating the mod :almu:
Working Joe  [author] 3 Oct, 2021 @ 4:23am 
Should be fixed now, I made the harpoons lose their condition only once they are in the deconstructor
Working Joe  [author] 2 Oct, 2021 @ 4:52pm 
Rather than having to deconstruct them and then craft new ones with new glowsticks
Working Joe  [author] 2 Oct, 2021 @ 4:49pm 
Not fully anyways. I did make it so that the harpoons with 0% condition can still be fired, but being able to use only 1 at a time is inconvenient. That reminds me, I should also add a recipe to recycle empty ones
Scale 2 Oct, 2021 @ 4:28pm 
overriding the harpoon gun to use 6 slots instead of one would work. The only problem with not being able to stack is the gun can't be loaded.
Working Joe  [author] 2 Oct, 2021 @ 4:25pm 
The condition loss was intented, as the glowstick still loses condition while on the harpoon. It is used to determine when the light goes out. Deconstructing the glowstick also gives you a glowstick with this reduced condition.

The stacking problem is annoying though. I'll have to write a fix for that tomorrow. Either I'll remove the condition and add a different timer or I'll give the harpoongun 6 slots again (similar to JT)

Scale 2 Oct, 2021 @ 4:16pm 
The harpoons lose condition when fired, making them unstackable. At least on unstable.