Barotrauma

Barotrauma

Plant Scanner Vanilla
35 Comments
SUSMAN 14 Apr @ 9:18am 
simple yet useful mod, amazing
Gregarius 13 Oct, 2024 @ 12:56pm 
Oh. oops.

I think you just raided by two dudes with very "matter-of-fact" personalities that didn't have all the facts :lunar2019grinningpig:. I apologize as well if I seemed prickish. I appreciate you and this mod :steamthumbsup:
Sneaky Foxx 13 Oct, 2024 @ 12:34pm 
Very well, as I said I apologize. I shall not inflict myself upon you any further.
Noxious Stimuli  [author] 13 Oct, 2024 @ 11:39am 
@|FNN|Grey Foxx

Mate, take your patronising elsewhere.

"A Modder" would also tell you to shove it for talking down to them for their *free* labour not being up to your standards.

Use the mod, or don't, that's entirely up to you.

@Gregarius

Yeah that's probably because I haven't updated the mod in 2 years and there have been game changes since. Seeing as how the core functionality and intended purpose of the mod still 100% worked, I didn't feel the need to look into it further.

When it isn't my day off and when I'm not being talked down to, I'll update it.
Sneaky Foxx 13 Oct, 2024 @ 11:27am 
Looking into this more I owe you an apology. According to other modders in the undertow discord modding section, it's not possible using XML to make minor alterations like what I was suggesting. So I am sorry.
Gregarius 13 Oct, 2024 @ 9:20am 
Wait, you did an override on the *entire* file? That's not what the Override modding docs suggest. Overrides are for individual parts of the page like in @Grey Foxx's example: https://regalis11.github.io/BaroModDoc/Intro/Overrides.html

I compared your medmaterials.xml to the game's version using VSCode - that explains why paralyxis no longer spawns when this mod is enabled - the entire paralyxis section has been removed in your override.

Cave commonness is also borked all throughout the file. It's basically an old version of medmaterials.xml that will never update to any new changes the game makes to it so long as this mod is enabled.

No judgement, but @Grey is right. This could be done better.
Sneaky Foxx 13 Oct, 2024 @ 9:10am 
I appreciate the response and am glad it works for you. Most people who make mods do so for themselves anyway. However, your statement, "I spent 10 minutes reading modding documentation and even less time publishing the mod," says something that would stop me from using a mod quickly.

Modding isn't one and done. Yes, it partly works, but others have said parts are broken. A modder would try to find, figure out, and fix issues. A modder would also care about file size, as it's a big deal in coding.

You're someone who made a mod, which is fine. If it works for you, great—like I said, most mods are for personal use, and sharing is a bonus. I wish you the best and hope it doesn't break, and as mentioned, I'll try again if there's an update. But if you want to be a modder, learn coding, optimization, and organization. Your subscribers will appreciate saving drive space, and future edits will be easier.

Have a good day.
Noxious Stimuli  [author] 13 Oct, 2024 @ 7:07am 
@|FNN|Grey Foxx

The mod works fine, so calm down. I've been playing recently and could still find all the plants using my mod so all I can suggest is putting it at the top of your load order.

Yes, the spawning is a little fucky, but until plants get their own tag that I can just add to the Mineral Scanner, this is the best that I can do.

Why all the junk in the file? Because that was the vanilla file copied over. I spent 10 minutes reading modding documentation and even less time publishing the mod, I wasn't concerned with filesize.
Gregarius 12 Oct, 2024 @ 6:46pm 
@Grey Yeah I talked about this below. I still have that .save file that spawns you in right beside a group of plants if anyone wants it for testing. It's a little old now but I assume it still works. Discord: same as Steam name, or add me as a friend here in Steam.

Technically yes this mod works, but it's bugged - it replaces some plants with ore.
Sneaky Foxx 12 Oct, 2024 @ 4:42pm 
Ok, having officially found some plants without the mod, I reloaded a backup save and added the mod and yeah.. it completely overwrote the plants to be ores (quartz, and a few others) so it looks like whatever this is doing it is breaking plants, at least for me. Maybe your load order is key or something, I don't know but I am officially considering this mod broken so until it's updated I sadly cannot use it.
Sneaky Foxx 12 Oct, 2024 @ 12:28pm 
You say you only changed the tags, then why all the other stuff in your code? You could have just easily left it with something like:

<Override>
<Items>
<Item identifier="fiberplant">
<AddTags>ore</AddTags>
</Item>
<Item identifier="elastinplant">
<AddTags>ore</AddTags>
</Item>
<Item identifier="aquaticpoppy">
<AddTags>ore</AddTags>
</Item>
</Items>
</Override>

and been done with it. Also, I haven't been able to find a single plant since I installed the mod. I don't know if the mod is working or not. So, if this ever gets updated I might give it a try again, but in its current state I think it's broken as I have not been able to find any plants to test it. To anyone reading this, my opinion of its working ability is based strictly on this and could be seriously off. Finding plants has never been easy to begin with but at least I used to find them. It's up to you.
Dilopho-Mos! 10 May, 2024 @ 11:22am 
Splendid!
Noxious Stimuli  [author] 9 May, 2024 @ 2:02pm 
@Dilopho-Mos!

Yup, still works.
Dilopho-Mos! 7 May, 2024 @ 10:49pm 
Does this mod still work?
Gregarius 13 Mar, 2024 @ 11:05am 
Crap. Looks like the links were removed. If you want, I'll add you and send them that way. Or, my Discord handle is the exact same as my Steam one.
Gregarius 13 Mar, 2024 @ 10:56am 
I went ahead and recorded video of it happening (happens the same way each time): {LINK REMOVED}

And here's a zip containing the level that has plants immediately top-left of the sub when you start that I used to test. I figure this might help you if you wanted to mess around with some settings to see if it changes anything: {LINK REMOVED}

With the mod disabled, those 4 nodes are (from top to bottom):
yeast
slime
yeast
fiber

With the mod enabled, they become:
slime
lazulite
quartz
elastin

Every time.
Gregarius 13 Mar, 2024 @ 10:29am 
@noxious I was thinking it might be some kind of logic that dictates how ores spawn, and since you've made all plants have the "ore" tag, or whatever it's called, maybe the game is thinking there's too many ores in the level, hence the weirdness. I don't know.
Noxious Stimuli  [author] 13 Mar, 2024 @ 8:38am 
@Gregarius

Huh, that's either incredibly lucky or I have no idea what I'm talking about. Probably the latter.

In theory it shouldn't affect game balance a huge amount beyond a slight increase in plants versus ore, but that is still incredibly weird.
Gregarius 10 Mar, 2024 @ 12:19pm 
@Noxious I haven't tested it dozens of times, but I did do it 3-4 times - enabled/disabled the mod back and forth and looked each time. Each time it was the same two plants turning into ore. While disabled, I'm fairly certain the 4 plants were all exactly the same types. I'm 100% certain that they all spawned (plants and ores that replaced two plants) in exactly the same spot each time, because they're immediately visible when the round starts and I flip on my sonar and mineral scanner.

I got kinda lucky with the plants spawning almost right beside the sub on this level, that's why it was easy to check.
Noxious Stimuli  [author] 10 Mar, 2024 @ 9:54am 
@Gregarius

I think that might be a by-product of the resource spawning the game does during map generation. I don't think map generation is 100% fixed per level seed, so restarting the round and loading the round from a save will give slightly different results despite them being the same map.

As far as I know anyways. I'm not even sure if this is a bug or intended engine behaviour.
Gregarius 9 Mar, 2024 @ 2:37am 
I've been testing this mod using console commands to quickly get around and look at plants, and there's something odd happening - with a purely vanilla round (no mods), a group of 4 plants spawn to the upper left of the sub without fail. When I leave the game and re-enable the mod, then load back in, only 2 plants spawn in this area, and the other two are replaced with ore. I can share the campaign with you if you want to see for yourself.
Noxious Stimuli  [author] 8 Jan, 2024 @ 8:34am 
@HomyakNT

That sounds new to me, in my testing all it changed was making plants ping on the sonar.

I'll take a look.
HomyakNT 5 Jan, 2024 @ 8:05am 
So, with that mode plants generates along with minerals in mineral clusters (or however it is called - when 3-4 mineral dotes appear on scanner, some of them are plants).
Skogaholmslimpa 13 Nov, 2023 @ 12:20pm 
Well to my surprise it works, my scanner picks up plants, I swear my modpack is held together through sheer willpower sometimes.
Noxious Stimuli  [author] 8 Nov, 2023 @ 10:19am 
@Skogaholmslimpa - Highly unlikely. The LUA mod probably changes the same file, so only the mod at the bottom of the load order would take effect.
Skogaholmslimpa 8 Nov, 2023 @ 7:15am 
Will this work with x62 stack LUA by any chance ?
Sulfure 8 Nov, 2023 @ 3:57am 
works well with EK 1.x.x.x, thanks
ilmo (Dude83) 30 Jun, 2023 @ 1:17am 
nice.
operationgday 13 Apr, 2023 @ 1:10pm 
Ah nevermind, was more because i set the 32x mod above it.
operationgday 13 Apr, 2023 @ 7:41am 
Cant find any plants since the 1.0 release, maybe im just unlucky?
Noxious Stimuli  [author] 20 Mar, 2023 @ 6:46pm 
I think just by the sheer nature of the modification it would be server side.

Happy to be proven wrong, I did basically zero testing beyond "yup, that's working".
Doctor Kaboom 20 Mar, 2023 @ 12:50am 
Just wanted to mention that this mod still works, and it's great!
yhunjure 18 Mar, 2023 @ 8:15am 
I wonder if this is client side since this is better quality of life to have it personally
Noxious Stimuli  [author] 17 Mar, 2023 @ 11:38am 
Haven't had a chance to test it personally, but I don't see why it wouldn't.
yhunjure 6 Mar, 2023 @ 11:18am 
is it still working?