Barotrauma

Barotrauma

UwU — Basic
45 Comments
Nattie98 20 Dec, 2022 @ 10:50am 
@Lagmanor Okay I will test these to make sure they work and I will go there from here on to report any more or just open up a discussion if its real bad.
Lagmanor  [author] 20 Dec, 2022 @ 3:58am 
[INFO]

I should also notify that I'll be closing comments section for this module in a day or two (making it just as it is for other modules) - you may leave your feedback inside comment section of the "Update (was) Undone" collection, since it is now considered the main mod page containing most information about it.
Lagmanor  [author] 20 Dec, 2022 @ 3:50am 
>>Hopefully now the output's fixed.

As about bandages - they give a half part of organic fiber because you craft 2 at once; I made it work the same with most of the items you craft more than one at the time; with some other items (like flares) I simply made them undeconstructible.
Nattie98 20 Dec, 2022 @ 1:09am 
Yha If I encounter any bugs Ill let you know immediately.

Thankfully we encountered the ammo box thing at the end of our session and i was gonna call it a night then and it should give you ample time to look into it.
Lagmanor  [author] 20 Dec, 2022 @ 1:03am 
@Nattie98
Ahh hell me, did I use the wrong parameter once again in exact same mod? That's hilarious.
I'll look at it
Nattie98 20 Dec, 2022 @ 12:59am 
@Lagmanor while me and my friends were playing we did find select bugs

*Bandages (Supposedly from what my brother told me) would not give a partial return in organic fabric.
*And ammo boxes did not consider the amount of ammo in them on deconstruction giving you the full yield (Which is useally Steel, Lead, and Titanium) even if they were empty. Resulting in the ability to deconstruct empty boxes and turn them to full for free.

Everything else was pretty much fine so id recommend a recheck on the ammo boxes and a recheck on the bandages as Empty ammo boxes are suppose to only give you aluminum as the amount of the other materials in said should be equivalent to the ammo in the box. And bandages should give one half of a organic fabric since one organic fabric creates 2.
Lagmanor  [author] 19 Dec, 2022 @ 3:52am 
@zachtac,
Should be fixed now!
zachtac 18 Dec, 2022 @ 6:09pm 
I'm getting an error related to it not having the xml for Sprite "C:/Users/****/AppData/Local/Daedalic Entertainment
GmbH/Barotrauma/WorkshopMods/lnstalled/2824568682/ltems/Weapons/TurretsAndDepthCharges.png" not found!
Lagmanor  [author] 18 Dec, 2022 @ 5:51pm 
@Nattie98,
No, Basic module doesn't cover crates/other subdivided categories, they are completely standalone.
As for the crates, there's always 1:1 for both variants - the only difference is if they become craftable or not (and it's the common principle for all modules you have to choose one from - one version only edits output and another also adds new features).
Nattie98 18 Dec, 2022 @ 12:55pm 
Also @Lagmanor as a question does the base apply to the things the modules would apply like 1:1 crates and what not is that in the Basic like if I apply the Basic and then craftable crates would I get both 1:1 crates and craftable crates or do I have to choose between one or the other.
Lagmanor  [author] 18 Dec, 2022 @ 8:40am 
@Nattie98
You are too kind; thanks a bunch tho!
Still, I do really hope it haven't came out too buggy; I had next to none of the chance to test it properly, so I can only rely on my own focus during the work.
Nattie98 18 Dec, 2022 @ 8:27am 
I actually made a mistake and when giving the unicorn I put it on the medical items. So because of the extra effort I deem it appropriate despite it being a accident to give you 2 one on medical items (The Accident and may as well nominate that to Neurotrauma players cause they are something else dealing with all that.) And one on the bundle because you didn't have to do that and make it into separate modules but you did so anyways and I have to award the unicorn for maximum effort.
Lagmanor  [author] 18 Dec, 2022 @ 7:35am 
Okay folks, sorry for a long absence, I'm sure you know how the life goes, I have other things to care about besides modding and stuff.

The whole Update Undone mod hits 2.0; this time I've made a collection with different content packages for you to choose from, so you could exclude things you don't need/those which could cause conflicts with other mods you use.

Now this page relates to the "Basic" module, including most of craftable items. For other modules, see Update (was) Undone collection.

And just as usual, feedback will be highly appreciated, because with such amount of items it's very easy to overlook for something.
Lagmanor  [author] 17 Sep, 2022 @ 6:01am 
Alright, will make a quick patch for it, then. Thanks for the heads up!
EchoFort 17 Sep, 2022 @ 5:51am 
1. Sorry for assuming, I didn't play with this mod for a while so that's my bad
2. Yeah SMG Ammo or Magazines now stack 2x
horse 17 Sep, 2022 @ 5:49am 
SMG magazines are stackable 2X.
Lagmanor  [author] 17 Sep, 2022 @ 5:18am 
@EaStount,
What do you mean they don't, we've been playing our campaign for the recent month and things like shotgun shells and flares were stacking exactly x12.
As for SMG magazines, they weren't stackable from the beginning and they aren't in the current vanilla game.
horse 15 Sep, 2022 @ 5:30am 
Awesome.
godfallout10 10 Aug, 2022 @ 2:44pm 
I COULD KISS YOU
EstrogenAndroid ΘΔ 23 Jul, 2022 @ 12:21am 
absolute saint :praisesun:
Persica 14 Jul, 2022 @ 3:55pm 
blessed mod
Lagmanor  [author] 13 Jul, 2022 @ 10:18am 
@Solodric
Glad to hear it's not only our crew who needed those reverts :D
Solodric 12 Jul, 2022 @ 10:38pm 
You're our hero you madlad
Sharcc 2 Jul, 2022 @ 8:16pm 
indy devs putting all their work into making the worst possible fucking update ever
Lagmanor  [author] 2 Jul, 2022 @ 4:38pm 
@[CIS] [ADDITIONAL INFORMATION]

You're welcome! X)
[CIS] the racist robot 2 Jul, 2022 @ 4:36pm 
thank you so much:captainsmooth:
Lagmanor  [author] 26 Jun, 2022 @ 9:31am 
@Casual

Only if you make a different override that only changes the crafting output values. Or overriding this override to returnin things you don't need to their vanilla state.

There are no many huge changes in here other than crafting recipes, if you don't count the duffelbags that are held with one hand and not deteriorate with time.
Other than that change, the rest of those little additions can be simply ignored (like crafting cargo crates), they don't make a big change unless you're planning to farm aluminium and rubber by killing your crew in order to get them wearing respawn suits, heh.
Lagmanor  [author] 26 Jun, 2022 @ 9:16am 
Depletable items output should be back to normal now.
Lagmanor  [author] 26 Jun, 2022 @ 6:52am 
@Nattie98 yep, I've already got a heads up by @Fort, I'll try to fix that soon, haven't yet turned on my computer since then
Nattie98 26 Jun, 2022 @ 12:59am 
If I had to take a guess on the error @Lagmanor it probably has something to do with Item conditioning not being considered on Deconstruction so an adjustment will need to be taken into account with ammo boxes and Fuel rods.

You need to make sure the steel and materials outside aluminum that the materials gotten are in ammount = to ammo left. And that fuel rods and there fuel source like Uranium are equatable to fuel left in the rod.
Casual 26 Jun, 2022 @ 12:13am 
Is there any way for there to be a version that only undoes the deconstruction changes? I'm more than fine with the rest of the update and my only issue is not getting any resources back for deconstructing some items.
Lagmanor  [author] 25 Jun, 2022 @ 6:51pm 
Thanks for the feedback, will check that one whenever I'll go online again
EchoFort 25 Jun, 2022 @ 5:03pm 
heads up, this mod is kind of cheating.
Founded out when something (an item) like fuel rods that are empty can be deconstructed with Uranium 100% intact. Same with like ammo boxes and etc. If there is a possible way to fix this, it will be appreciated so I or other players don't accidentally "cheat" by reusing infinite fuel rods cause they can just be reconstructed to 100% again with no cost.
Lagmanor  [author] 25 Jun, 2022 @ 3:06pm 
Whoa thanks man, glad you liked it that much :D
fireball0836 25 Jun, 2022 @ 2:37pm 
take my points, good sir. we immediately implemented this mod in our campaign
Musti 25 Jun, 2022 @ 11:57am 
This definitely should have been a vanilla thing. While I like increased difficulty, I also think that the decon resource change discourages experimenting/figuring stuff out youself, and instead pushes you to find recipes on the wiki, because of fear of wasting resources.
Funy man 25 Jun, 2022 @ 9:22am 
i will undo this earth then
Lagmanor  [author] 25 Jun, 2022 @ 7:16am 
That's a nice plan and good approach, but thing is, you cannot undo something that never been complete. >:']
Funy man 25 Jun, 2022 @ 6:59am 
if you undo the update then i must undo you *racks remington 870*
Lagmanor  [author] 25 Jun, 2022 @ 4:51am 
>My opinion on the additions Is im fine with them if not sometimes happy with them especially with the ability to craft the crates as you can craft storage containers but not crates, Here there cheaper but cant be stored in storage only on racks and they take two hands so it makes sense.<

Well, basically their fabrication require just as much as toolboxes, the difference is in their item capacity and places they can be stored in. I just made a mod for my own submarine to use, adding the crate racks that doesn't fill up with cargo when you take a delivery mission, so you could safely use them as your own garbage resource storage.

>Here is hoping mods wont be are only solution to freedom of choice.<

You and me both, pal.
Nattie98 25 Jun, 2022 @ 3:29am 
Instant Golden Unicorn, this is a great stop gap until more choice in the settings about the fabricator and decon are available.

My opinion on the additions Is im fine with them if not sometimes happy with them especially with the ability to craft the crates as you can craft storage containers but not crates, Here there cheaper but cant be stored in storage only on racks and they take two hands so it makes sense.

I don't have a problem with the price, I have a problem with the decon not being 1:1 as the tedium and trial and error it wraps things in over an exploit that can be achieved by other means that not everyone will use. That im glad mods work to lend everyone freedom of choice the devs failed to give on this when making huge rather big changes at the drop of a hat. And even people like me who use that exploit it should still fall on you to enable or disable such things not be forced into one or the other.

Here is hoping mods wont be are only solution to freedom of choice.
Lagmanor  [author] 25 Jun, 2022 @ 3:05am 
@hUbert, indeed they don't — just as cargo crates are not originally craftable and respawn suits don't give you anything on deconstruction.
That's one of the featues I've added because of personal need, in order to not make an additional override mod for this override.
If you don't need that feature, just don't use it; nobody stops you from dropping dufflebags at outposts in order to get rid of them, just as you had to before the update.
hUbert 2 25 Jun, 2022 @ 2:38am 
Duffel bags didn't give resources before the update
ButterBro 23 Jun, 2022 @ 3:27am 
Yeah this is very much a must sub mod. Especially given how this newest update even severely gimped people's ability to recycle fuel rods into newer and potentially better ones.
Ccstewy 22 Jun, 2022 @ 4:19pm 
holy shit you are a god send thank you so much