Barotrauma

Barotrauma

Europa Depths Items
41 Comments
zig158  [author] 9 Aug, 2023 @ 6:45pm 
@Zach The edits to the crafting materials adjusts the stack sizes and adds some custom tags so bots are smarter about placing them. The only down side of overriding them is you will loose the tags.
This mod also contains single item storage cases and bulk items that combines 48 items into a single item that is also stackable to 12. When you want the individual items back you just deconstruct the bulk item. That let's you collect a bunch of stuff with less of the performance hit.
If you're making your own mod you can just copy the /Europa Depths Items/items/materials.xml file and edit the stack sizes to whatever you want.
Zach 6 Aug, 2023 @ 7:31pm 
Also if I may ask - what is the "new storage system" you added/implemented? Is it increasing the stack size to 12? My group has a storage cabinet/etc capacity increase mod that we're looking to use and want to make sure its kosher with this mod
Zach 6 Aug, 2023 @ 7:24pm 
Does this mod change anything related to crafting materials? I see that it increases the stack size to 12 for those, I want to use a mod that increases them to 32 stack size. Is that a safe overwrite with this mod or are other things with crafting materials changed?
zig158  [author] 19 Jun, 2023 @ 6:06pm 
@Pedro Alcântara I just posed the new version I have been working on for a while. It removes the custom safety harness for now and totally reworks the bandolier. It also adds a storage system which should help reduce the number of items on the sub late game.
Pedro Alcântara 16 Jun, 2023 @ 3:18pm 
Ehoy zig, The bandolier is not showing up when bring worn
Pedro Alcântara 11 Jun, 2023 @ 3:49pm 
Another Note:
Crawler mask sells for a lower price than it would if you desconstruct it to get the liquid oxgenite and sell it separatedly, There for make the proper calculum of it's desconstructed materials value and add them to crawler mask's price
zig158  [author] 8 Jun, 2023 @ 4:01pm 
@Pedro Alcântara That does appear to be something introduced by this mod. I'll have a fix out for it soon.
Pedro Alcântara 5 Jun, 2023 @ 2:59pm 
Smidge small detail, looks like the safety harness hides torso "otherwearables" without hiding the
torso limb, making so that when you wear it, your abs show up a little, not sure if its vanilla or something this mod has done
Pedro Alcântara 3 Jun, 2023 @ 1:39pm 
Thanks zig
zig158  [author] 3 Jun, 2023 @ 1:01pm 
@Pedro Alcântara Barotraumatic overrides the headset and autoinjectorheadset to add a battery requirement and adjusts the range. As long as Barotraumatic is below this mod you should get their overrides on this overlapping equipment.
Pedro Alcântara 2 Jun, 2023 @ 2:38pm 
Zig, does the radio rework interferes with barotraumatic's radio system?
Pedro Alcântara 13 May, 2023 @ 11:18pm 
Ayyyyy loving the coppered chaingun and that sweet fuel harpoon, P'oon gun dosent get the love it deserves around mods
zig158  [author] 10 May, 2023 @ 12:00am 
@Pedro Alcântara The Depleted Fuel Harpoon is a great idea. I should finally give the Chaingun some love too with a new variant and some new ammo. I am not a super big fan of it so I have neglected it.
I already have a plan for a new rail gun variant that I will be releasing soon.
Pedro Alcântara 6 May, 2023 @ 9:12am 
Zig, Could we Get depleted Fuel Harpoon? (Basically a superior harpoon)
Also, why not copper variants for Railgun & Chaingun too? I allways end up hoarding so much copper
zig158  [author] 23 Apr, 2023 @ 9:15pm 
@Goldmetalman Good question. I will update the description.
When Bites and Bleeds over 20 there is a %45 probability the Sepsis will increase by one every 5-15 seconds. If it reaches 5 then it will start going up rather than down over time. Note that spinling spikes also cause Sepsis.
There are a few ways to prevent it:
1) Bandage or heal bites and bleeds below 20 quickly so it does not have a chance to compound and will go away by itself.
2) Being drunk has a significant affect on Sepsis. As long as you catch it early (Or just drink all the time like a seaman should) you can get rid of it or at least delay it until you reach a station.
3) For extreme cases (Over 75) ABX will be needed.
4) If you end up with someone with a band case and you don't have any ABX, then treat their Organ Damage and get to a station. It kills via Organ Damage and Nausea.
Goldmetalman 21 Apr, 2023 @ 3:32am 
Sepsis seems to occur every time you get bitten even once, is this intentional? also is there a way to treat it other than Broad spectrum?
Pedro Alcântara 15 Apr, 2023 @ 10:57am 
@zip158 Will do zig, cheers
zig158  [author] 15 Apr, 2023 @ 1:17am 
@Pedro Alcântara My version of the crate didn't have the alias tag for metalcrate_event which looks like it cause an issue. I published the fix. Let me know is you see any more issues.
Pedro Alcântara 14 Apr, 2023 @ 12:45am 
It were general metals, Steel,Titanium,Lead,Copper ETC, inside what i think were material crates
zig158  [author] 14 Apr, 2023 @ 12:01am 
@Pedro Alcântara I haven't seen that happen. If you can narrow down the cargo type I can try to replicate it.
Pedro Alcântara 11 Apr, 2023 @ 11:46am 
Hi, i am not too sure myself but it looks like the custom crates are interfering with cargo hauling missions, as i made material transport and by the end of it i got a failed mission with nothing going wrong (My ONLY mods were Crew manager/Barotraumatic/Dynamic Europa and Ammo Extended 2)
Kilo 3 Apr, 2023 @ 8:29pm 
@zig158 wow! what an awesome gesture - I will be trying it out tonight! Thank you!
zig158  [author] 3 Apr, 2023 @ 7:15pm 
@[BW] Kilo I created a standalone mods with the suits here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2957319430
Kilo 31 Mar, 2023 @ 2:11pm 
Really interesting mod. I enjoy specifically the rebalances to radio range (what is the exact range stat now, by the way?) with an option for a longer range headset, and the change to suits to make the built-in lights require a battery. Always thought that was weird.

I think that a mod that JUST adds the suit light/battery requirement to suits might do well standalone, as that's something that I've talked about with a few folks previously. Something I've always wanted to make but haven't had the time to learn :D

Regardless, great work! I will be using this mod for a campaign perhaps in the near future.
『Jexpor』 25 Mar, 2023 @ 11:08pm 
Ay yo, there seems to be a conflicting "Prefab identifier" with something from EuropaWaifu++ causing multiple errors and an issue with "captainscap4".Would love to use the 2 mods together.

Either way thanks for the update!
zig158  [author] 14 Mar, 2023 @ 9:22pm 
Now updated for 1.0. Additional updates will come to 1.0 items.
camo znovarasovi I 29 Jan, 2023 @ 12:18am 
THESE ARE SO UNDERATED..
zig158  [author] 1 Jan, 2023 @ 7:19pm 
@Nyx What mods are you using that you think may conflict? I edit most of the ammo to make it partials combinable and make it deconstruct for a full refund if it is not used. If you're using other mods that change ammo just put it above mine to get their changes instead.
Nyx (She/Her) 29 Dec, 2022 @ 10:57pm 
could the turrets and their ammo be modularized? I'm interested but worried about over-arching conflicts
zig158  [author] 19 Dec, 2022 @ 3:22pm 
@The Pizza is Aggressive I pushed a bad version of the mod to the steam workshop and didn't realize for several hours. Everything should now be working as expected.
@Draconis I am currently running a campaign. Hopefully you can catch me.
Draconis🐊 17 Dec, 2022 @ 7:53am 
oh hey I saw this update, good to see you are still around we have not played in ages
The Pizza is Aggressive 16 Dec, 2022 @ 5:15am 
idk if it's intentional but your item overrides such as suits, revolver ammo, etc. are not working after this update
zig158  [author] 15 Dec, 2022 @ 12:52pm 
Assuming I don't find any more major issues it will be latter today, or tomorrow.
Now 15 Dec, 2022 @ 3:13am 
Niceee what are we gonna see on 0.20.15
zig158  [author] 14 Dec, 2022 @ 10:36am 
Update for 0.20.15 coming soon
Now 21 Nov, 2022 @ 8:59pm 
Yeah, I know about the batteries in which speaking of it i just saw they were wearing the vanilla headsets. It seems that it disables them from being ordered from afar or the headset itself being unuseable. I'll try replacing all of theirs with the ones from this mod
zig158  [author] 21 Nov, 2022 @ 8:25pm 
@Not Today Make sure you put a battery in the Engineering Headset. Bots will get the advantage of the additional range. I set it so that the battery will not drain for bots because they wont change them.
Now 18 Nov, 2022 @ 12:33am 
Update: yeah on the coilgun ammo I think it was the ship made to do that the Sleipnir. Also, regarding the headsets it also affects on bots right? because i'm using a tactical headset on my Captain but somehow I am unable to give orders if they are like 1 room away
zig158  [author] 17 Nov, 2022 @ 7:53pm 
Coilgun ammo should not work in chainguns as they have their own ammo. I can check that.
The different headsets are intended for multiplayer. The standard headset doesn't take a battery but is pretty short range. The long range headsets are better but take a battery. The suits also have a build in headset that is very long range when the suit has a battery in it.
Now 15 Nov, 2022 @ 3:11am 
Coilgun ammo is also being used for chainguns? im not sure if there's a mistake here but yea
Now 15 Nov, 2022 @ 2:58am 
Hey, so far the stuffs are working beautifully. How does the short/long range headsets work? is it for voice chat in multiplayer? or it affects givings orders in campaign?