Barotrauma

Barotrauma

Simple Gene Rebalance
54 Comments
Aragog 22 Jun @ 10:27am 
Awsome matriarch genes > ugly and laughable penis beak. Ok I'm exagerrating, it's not your fault, I have no idea what the developers were thinking while adding this beak, it looks nothing like the cool mudruptors. Why don't mudraptor genes give the ability to latch onto submarines? Could be helpful to not get yanked by the stream or to break doors and borard other submarines. I guess ugly beak is peak? Just let mudraptor genes sink into the abyss and be forgotten, it's impossible to make it better man, but thanks for trying
Aragog 22 Jun @ 10:07am 
yeah no, I still hate mudraptor genes
Havel L. Krik 9 Mar @ 4:51pm 
As of the Treacherous Tides Update, skitter and mollusc genes were buffed officially. This mod should still work, it just buffs them far less than it used to compared to the current version of the vanilla game. (Nov.24.2023)

Then why not have them both at 100% max? Or just have the vanilla version?
Azure 4 Jan @ 1:30am 
gene buffs are visible in health scanner interface which makes it difficult to find actual wounds
vanilla has changed this
Savage Servant 15 Nov, 2024 @ 2:51am 
What are the new values for Hammerhead Matriarch? Or what's the scale of "slightly increased healing"?
oblivi0ngate 20 Oct, 2024 @ 7:12am 
I got a better idea, perhaps add anti infection properties to the Moloch gene alongside the damage resistance. o7
oblivi0ngate 20 Oct, 2024 @ 4:01am 
Brother, can you improved the Moloch genes to 30-40 percent damage reduction? so people will have to contemplate further of combining it against other genes benefit, also, reduce the necessity of combining 2 Moloch to create a tanker character setup.
Havel L. Krik 28 Jun, 2024 @ 11:38am 
Ohhhh, I have some testing to do then.
Kenny  [author] 27 Jun, 2024 @ 10:57am 
Yes, actually, you don't get the vigor/hyperactivity unless you take at least 5 or more damage at once. This isn't just my mod though, that's normal non-modded behavior. In my testing I used a revolver against unarmored crew members, if in your case you're taking less than 5 damage from gunshots because of armor or other damage reductions, that would explain why you aren't getting the buff.
Havel L. Krik 27 Jun, 2024 @ 10:21am 
"Are you using any other mods that might interact with genes, damage, or afflictions in general?"
No, but could damage reduction play a part?
Kenny  [author] 26 Jun, 2024 @ 6:27pm 
I can't reproduce the problem, and looking at the current version of the mod and vanilla, the only difference between the two is how much vigor/hyperactivity they give.
Are you using any other mods that might interact with genes, damage, or afflictions in general?
[Eagle] Everautumn 20 Jun, 2024 @ 10:13pm 
Same problem, genes do not work. Fix it please, your mod is too good to delete
Havel L. Krik 12 Jun, 2024 @ 12:39pm 
I don't know if this is a problem, but (when using) the Mollusk ans]d Skitter gene, Gunshot Wound does not proc. the effect. Does it not count?
Kenny  [author] 14 Apr, 2024 @ 11:53am 
It doesn't modify the research bench, no.
I wouldn't know where any incompatibility with Robotrauma would be coming from, but if I had to guess it'd be the 'genetics overhaul' listed towards the bottom of its features list
Cultist ⁧⁧ ඞ 14 Apr, 2024 @ 11:29am 
Does the genetic.xml modify the ResearchBench? I think it is this mod that conflicts with Robotrauma which is quite unfortunate.
ChimiChonga 10 Feb, 2024 @ 8:19pm 
V
|UDG| Maybe Your Doom 2 Sep, 2023 @ 10:30am 
What’s the scale for the effects of the mudraptor genes? Does it stack with securities increased bleeding heal talent?
Malhavoc 13 Apr, 2023 @ 2:12pm 
Never mind. The transformations were due to a load order goof. I had this mod below the others, then installed the genes. Then I went to the menu and moved the mods, but the transformations remained. I had to remove the mods, use the "heal target all" command to remove all health shenanigans, then reload the game and things were fixed.
Kenny  [author] 13 Apr, 2023 @ 2:03pm 
Load order shouldn't matter, none of those mods from what I checked should overwrite any of the same files that mine does, and since they don't do anything but add new items they should have no reason to overwrite anything at all.
When these genes improperly cause transformations, do their tooltips and effects stay vanilla or do they change as they should?
Malhavoc 13 Apr, 2023 @ 1:59pm 
Is there any specific load order this has to be in? The spineling and mudraptor genes keep causing transformations. I'm also running Abyss Gene, Genes+ Revived, and Waifu Genetic, but this mod is above all of them in the load order already.
BrotherVarga 12 Apr, 2023 @ 1:40pm 
sorry couldn't be any help
Amilé 12 Apr, 2023 @ 12:34pm 
@WelshMetalHead I know about that one, unfortunately I don't think it has the buffs that this version has... Unless you can combine the two mods by having them both installed? Ideally I'd like to keep the transformations alongside the increased bleeding recovery and stun/toxin resistances
BrotherVarga 12 Apr, 2023 @ 1:53am 
Simple Gene Rebalance (With Transformations)
is the one you want
BrotherVarga 12 Apr, 2023 @ 1:52am 
@Amile it says in mod description that it doesn't
but there is a version of the mod that does
Amilé 12 Apr, 2023 @ 12:51am 
Does this retain the appearance change for the spineling and mudraptor genes? I love how they turn you into a goofy monster, but dislike how underwhelming they are. And I really like the changes this mod adds to them. If not, would there be any possible way I could add both to the mix?
BrotherVarga 10 Apr, 2023 @ 1:32pm 
this probably a stupid question will this work with Baro-Traumatic?
LeCrazyy 10 Apr, 2023 @ 9:56am 
This might seem a bit petty, but you could reduce the download size of the mod massively by moving the workshop thumbnails into a separate folder btw.
pyr0kid 3 Apr, 2023 @ 9:29pm 
im reposting here incase you arent subbed to the other thread, but the "with transformations" mod completely breaks husks
charlie 22 Mar, 2023 @ 5:47pm 
great rebalance. idk what undertow was thinking when they created the moloch and skitter genes, 2-10% is a tremendously underwhelming benefit especially if somebody spent valuable resources refining to get to a high condition
BirdOfPray 21 Mar, 2023 @ 1:19am 
Thank you for your work! Awesome mod
MilfMobile 20 Mar, 2023 @ 9:31pm 
TBH I would not worry about PVP balance at all for genes.
But I totally get where you're coming from with it effectively translating to immunity to any first tap with a poison (Ignoring any modifiers), didn't even think about that interaction.

I will say as a side note, having trash genes isn't THAT bad, because they're basically just there to be used to buff up other important genes when you wanna dual splice stuff with your 80% molusk gene. But I love how horrifying it is with that buff. Very viable to just rely on it entirely, and build a playstyle around it.
Kenny  [author] 20 Mar, 2023 @ 9:07pm 
(1/2)
The reason for the lower numbers on spineling genes' resistances is because of the weird way the game handles paralysis and poisons. I didn't want to make the stun resistance too strong because of how the genes' other resistances work.

Basically, if the affliction is between 0-10, it will gradually decay to 0. If it is 11 or above, it will gradually increase until treated. Both paralyzant and cyanide for example, on a failed application by a low-skill medical user, give 10 and will decay to 0, and on a successful application by a high-skill medical user will give 11, and will eventually increase to 100. What this basically means is that unskilled use of these items require at least two doses for their effects to apply at all. Giving anyone resistance to these two afflictions at all means that even skilled medical users will still need at least two doses to successfully paralyze or poison somebody. All of the poisons work this way, though deliriumine is untouched.
Kenny  [author] 20 Mar, 2023 @ 9:07pm 
(2/2)
That's why the numbers are kind of low, because while the resistance does slow the rate at which paralysis and poisoning will climb, it also means that in order to be paralyzed for poisoned at all you need to be hit at least twice by either of those items.
Leucocytes do a different kind of paralysis but it's such a small number that I didn't want to make them a complete non-threat.

Does this make spineling genes kind of a shitty choice of a gene to refine? Yeah, kind of, but there's no workaround for it unless I changed how paralysis and poisons work or changed what the gene does, and I wanted to add something that was kind of unique by giving people a way to get some resistances you don't usually see.
MilfMobile 20 Mar, 2023 @ 8:45pm 
Very cool mod.
Spineling change seems UP relatively. .25 less time stunned for a 1 second stun? not so hot.

Would like to see gene splicers lost on death reverted, that and just a buff to the spawn rate.
(Especially if you could tweak it to the number of players on a ship.) or something similar.
:kissy:
Comrade Zerus 20 Mar, 2023 @ 4:37pm 
It'd be really nice if the game had a mod configuration menu, so we could tune the game to have the combination that we want. Wouldn't need to have 2-3 different variations of the same mod to discern between the same stuff with slightly different mechanics. Imagine if we could just go into the mod settings and toggle transformations back on, or even have both transformations and buffs. Anyways, thanks for the cool mod, and for making a version with the transforms.
Kenny  [author] 20 Mar, 2023 @ 3:46pm 
A version of this mod that keeps the transformations now exists and is available here
Heartnire 20 Mar, 2023 @ 2:24am 
It's super cool of you to do that. Thank you.

I ran into the character limit in my previous message, but I want to also thank you for a tidy and descriptive mod page that clearly expresses the changes made. It seems like an easy thing to take for granted, but it's infuriating how many modders give lackluster descriptions for the mod that they presumably worked hard on. So thank you!
Kenny  [author] 19 Mar, 2023 @ 9:57pm 
Like others have requested, I probably will make a version of this mod that keeps the transformations, as for whether I'll buff said transformations, keep the new bonuses, or both, I don't know yet, but I will make a version where the transformations are left intact and I will comment again when it's done.
Heartnire 19 Mar, 2023 @ 7:47pm 
I want to begin by saying that I appreciate the restrained approach to balance here. I will complain, however, that the mudraptor and spineling monster attacks are missing.

Regarding the mudraptor beak attack: One second of stun is a long time on a melee attack, providing safety to the attacker, and it uniquely doesn't occupy a hand or hotbar slot. Also, I recall the beak attack dealing pretty good structure damage.

Regarding the spineling quill attack: Aiming the wobbly quills is awkward at best when dry, but easier out in the open water. However, they inflict 10 laceration and 10 bleeding, each quill striking up to three times.

These attacks are weak and awkward to use when compared to more practical weapons, but still have their niches and, even if they are bad, some players want them for reasons other than min-maxing—who simply like being a weirdo mutant. I hate to whine and ask you to put in more work than you have, but I hope you'll consider re-including these attacks.
Marii Wukruk 19 Mar, 2023 @ 5:46am 
Honestly, the studio/publisher needs to hire modding community members, you're all doing a worlds more of actual work and a far better job than the developers themselves... thank you for the mod! :stella_hearts:
Cultist ⁧⁧ ඞ 18 Mar, 2023 @ 4:15pm 
Cool mod, just shame for the Spineling Genes, it was very fashionable hehe
MasonMachineGuns 18 Mar, 2023 @ 2:06pm 
yes it simply needs to come below, works great!
Kenny  [author] 18 Mar, 2023 @ 1:26pm 
I've done some short testing with Genes+ Revived and Expanded and the two mods seem to work together perfectly fine. My modified genes work fine in that mod's expanded gene splicers, and the genes seem to work together perfectly fine.

Since that mod doesn't modify any of the pre-existing genes, it only adds new ones, this behavior makes sense.
If anyone runs into any issues using the two let me know the error it throws and I can see if I can do anything about it, but a compatibility patch that merges the two together shouldn't be necessary.
BioX853 18 Mar, 2023 @ 10:10am 
Yes, please fix that
MasonMachineGuns 18 Mar, 2023 @ 9:26am 
no, but i can fix that
HOODINI 16 Mar, 2023 @ 8:43am 
Is this compatible with genes expanded?
ALE199 16 Mar, 2023 @ 8:37am 
sure but why do you NEED to remove them? is there something on the code that makes it so that if you have transformation and stats change the game will explode? I don't understand why it has to be removed other then "it's useless" which is a valid but if they are useless then keeping them as a vestegial thing wouldn't hurt either, right?
Kenny  [author] 16 Mar, 2023 @ 8:16am 
I removed them because in my opinion they didn't have much practical use; mudraptor beak attacks aren't an improvement over basically any melee weapon. Mudraptor beak attacks deal 5 bite damage and 1s stun, even a normal wrench does 4 damage with a .25s stun. The only melee weapons that mudraptor beak even comes close to being able to compete with are not even weapons at all, but tools. I could make a version where instead of removing the transformation, I instead just make the bite better, but with how many choices of weapons you have in this game I don't know why investing the time into gathering genes would be something you would do for weapon that is neither good early game nor should be able to compete with weapons late game.

Spineling genes pretty much have the same problem, too unreliable to be useful.
Or at least that's my opinion anyway, I'm sure there will be other people who want the transformations kept, so I'll probably make a version of the mod that does just that.
ALE199 16 Mar, 2023 @ 7:45am 
I mean why even remove them? can't we have the buffs AND the weird funky transformations?
Kenny  [author] 16 Mar, 2023 @ 7:26am 
I never found much use for the active ability transformation genes, with husk at least you get a bunch of passive buffs and debuffs but the mudraptor beak and the spineling spines always seemed useless to me, even if they were cool additions
I could make an alternate version where mudraptor and spineling are unchanged, maybe one where the spike regeneration cooldown is lower