Barotrauma

Barotrauma

Robo-Trauma - Neurotrauma patch (ALSO DEPRECATED)
145 Comments
Cultist ⁧⁧ ඞ 17 May @ 10:18am 
Can't run Robotrauma and Neurotrauma together, Robot has no heads to select :/
Man, no robotrauma is just sad
Harleymart 29 Mar @ 6:20am 
Shit doesn't even work, the patch needs a patch lmfao
1ablankstare 5 Feb @ 10:29pm 
Has anyone found a way to fix this or is it just broken
Rivulet~ 3 Jan @ 10:42am 
I guess I'll have to unpack my meager knowledge of lua and get into the code. Well, I can only wish myself luck
Rivulet~ 3 Jan @ 10:36am 
Broken, everyone are crawling
Aperson 28 Nov, 2024 @ 1:00pm 
Using Robo-Trauma - Neurotrauma patch NA seems to fix the constantly crawling bug for me
㊰0/90/0 gg izi㊰ 24 Nov, 2024 @ 11:01am 
For those asking: if this is the mod that causes your legs to be 2 bricks.

1- Sir, would you mind if the community updated your mod?
2- In any case, would it be possible to fix it? I like being able to swim and move around the submarine without using a wheelchair xdd

3- Excellent mod, take my points!
Rocky Stone Rogers 23 Nov, 2024 @ 11:46am 
hello sir can you please update the patch it dose not work any more it forces me to crawl on the floor
FrostyWhiskers 23 Aug, 2024 @ 2:38pm 
unsubbed old neurotrama
GameOne 21 Aug, 2024 @ 4:11pm 
any update on the ragdolling issue?
Zellys 21 Aug, 2024 @ 11:11am 
Couldn't load xml document "C:/Users/****/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2776270649/Characters/Human/Animations/HumanWalk.xml"! {Could not find a part of the path 'C:\Users\Ivan\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2776270649\Characters\Human\Animations\HumanWalk.xml'.} at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options) at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at Barotrauma.IO.File.Open(String path, FileMode mode, FileAccess access, Nullable`1 share) in
Zellys 21 Aug, 2024 @ 11:11am 
<DEV>\Barotrauma\BarotraumaShared\SharedSource\Utils\SafeIO.cs:line 513 at Barotrauma.XMLExtensions.TryLoadXml(String filePath, Exception& exception) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Serialization\XMLExtensions.cs:line 111
[EditableParams] The document is null! Failed to load the parameters.
[AnimationParams] Invalid directory: C:/Users/****/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2776270649/Characters/Human/Animations. Using the default animation.
[AnimationParams] Failed to load an animation Barotrauma.HumanSwimSlowParams at C:/Users/****/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2776270649/Characters/Human/Animations\HumanSwimSlow.xml of type SwimSlow for the character Human
The error that appears
Zellys 21 Aug, 2024 @ 10:15am 
Hello, I want to ask for help, when installing the mod, all the characters stop walking and lying around (I installed the mods in the order: RoboTrauma Neurotrauma patch, Neurotrauma, Neurotrauma Cybernetics, Robotrama and Lua) there was also a case when the character stood on his feet but could not move. What do you recommend?
codeaj 12 Aug, 2024 @ 9:46am 
Completely unusable. Main mod robotrauma won't work with neurotrauma patch due to material requirements with screwdrivers.
The Freelancer 9 Aug, 2024 @ 2:34pm 
Having a severe rubber banding issue with my group, specifically in outposts or missions with alive robot npc's. After the npc's die, rubber banding goes away. Is there any way to disable robot npcs?
quinn 31 Jul, 2024 @ 4:40pm 
There's a rubber banding issue that I'm having, is there a fix? I've already unsubscribed from the old neurotrauma.
valveworshipper 19 Jul, 2024 @ 7:36pm 
outdated mod order image, lua for barotrauma should be at the top
unless you use a mod that flips the load order
Uma Musume: Pretty Derby 19 Jul, 2024 @ 12:02pm 
Requirement for x2 iron and x2 screwdriver instead of one of each respectively has been noticed in the logs.

It seems to be unintentional, and caused by the lack of an override for the amount of ingredients required in the child classes recipe.
Bill 9 Jun, 2024 @ 5:15pm 
Any damage taken by robots shows up on afflictions, but does not show on the vitality bar, so it looks like robots have full HP all the time, until they die
Numidyum 18 May, 2024 @ 2:23pm 
Cant put FPGA circuit into research station with this
guns 13 May, 2024 @ 1:34pm 
hello! @Zoinkz @dingy

Unsubscribe from author's Neurotrauma . Otherwise it WILL cause the bug regarding no walking/no animations/ragdolled forever.
Zoinkz 13 May, 2024 @ 1:26pm 
Are there any updates on news referring to the walk bug? I've been using the guns fork but I still have the bug.
Versus  [author] 12 May, 2024 @ 8:35pm 
Ok so I have been informed that: You have to use the Neurotrauma Fork by Guns, and uninstall the old NT
Versus  [author] 12 May, 2024 @ 6:25pm 
I honestly don't know, just don't use this neuropatch until I fix the issues
Purpyy 12 May, 2024 @ 4:58pm 
I've been having some weird issues relating to this mod. My mod list is primarily just this mod, its dependencies, soundproof walls, immersive crates, and a couple ship mods.
Whenever a server leaves the lobby 2 things happen, players (host included) rubber band excessively, despite having 20-60 ping, and voice chat is completely broken, except for flashing on.
I'm assuming that this mod is the main player in the conflict since the issue vanishes when this mod is removed. Like I'm completely open to the whole point and laugh thing if the bug is obvious or not related to this mod. I just wanna enjoy some robots whilst I repair the flesh bags.
Miasma 11 May, 2024 @ 8:37am 
@dingy you cant use the old Neurotrauma you have to use the updated version
dingy 5 May, 2024 @ 11:39pm 
Cant walk :isaac:
Ravu4 4 May, 2024 @ 6:41pm 
Yeah works, thanks! I'm honestly still just wondering what changed for this to happen.
guns 4 May, 2024 @ 5:07pm 
@mood @AgenericUser @Wrenthree <3 @Ravu4 Replace Neurotrauma with the new dependency from here in your mod list, unsubscribe from deprecated one for now to avoid mod naming confusion.
AgenericUser 4 May, 2024 @ 4:41pm 
Cannot walk no more gg.
SolsticeOfTheWinter 3 May, 2024 @ 5:39pm 
A heads up, the not being able to walk issue is solvable by simply allowing the "Human.xml" Folder to search for the human animations in either its own folder (Add a folder), the Neurotrauma forks folder, or the base-game human animations folder. Not sure how to fix the issue of flesh-bag afflictions on robots, LUA isn't my expertise.
Tice 3 May, 2024 @ 3:00pm 
Make sure that A.) load order is the same and B.) client-side lua was reinstalled after the update. Also, if you are using the Neurotrauma Fan Fork, make sure you are not using NT Unstunned as that has been incorporated into the main fork.
SolsticeOfTheWinter 3 May, 2024 @ 2:57pm 
can't walk at all
piyade 3 May, 2024 @ 6:10am 
yeah characters are bugged can't walk at all after the patch
Ravu4 3 May, 2024 @ 3:54am 
String is used to replace C:/Users/xxxxxx/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2776270649/Characters/Human/Animations\HumanRun.xml
Ravu4 3 May, 2024 @ 3:53am 
Characters go limp and are nigh impossible to control apart from being able to use items in their hands.

[Robo-Trauma - Neurotrauma patch] [AnimationParams] Failed to load an animation Barotrauma.HumanRunParams at string of type Run for the character Human
[Robo-Trauma - Neurotrauma patch] [AnimationParams] Invalid directory: C:/Users/xxxxxx/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2776270649/Characters/Human/Animations. Using the default animation.
[Robo-Trauma - Neurotrauma patch] [EditableParams] The document is null! Failed to load the parameters.
Couldn't load xml document "string"! {Could not find a part of the path 'string'.}
anaïs 3 Mar, 2024 @ 7:06pm 
Hi, I'm not sure how exactly to do bug reports but I've noticed that cybernetic limbs do not have visuals. I believe this is the mod that would fix it as it patches Robotrauma into Neurotrauma. I tried to mess around with the modload order to see if there was a sweet spot but either Neurotrauma and NT Cybernetics work and the visual cybernetic limbs work or Robotrauma, Neurotrauma and NT Cybernetics work but the visual cybernetic limbs do not work and they are instead just regular humanoid limbs.
smart guy with glasses 2 Mar, 2024 @ 11:01am 
how do you recover amputated limbs as a robot ?? I've pretty much tried everything, but nothing seems to work
S.S.Mogeko 25 Feb, 2024 @ 2:25am 
"Potential error in item variant "screwdriverhardened": the base item "screwdriver" requires x2 "iron" to fabricate. The variant only overrides the required item, not the amount, resulting in a requirement of x2 "screwdriver". Specify the amount in the variant to fix this."
The Viral Divinity 13 Feb, 2024 @ 12:14pm 
just randomly, idk if it was the Neuroeyes addon or what
The Viral Divinity 13 Feb, 2024 @ 10:25am 
a buddy of mine is a robot and has copious vomiting, does this patch still work?
Eebly sheembly 7 Jan, 2024 @ 2:18pm 
is this usable with Neurolite?
Kara Vaki 3 Jan, 2024 @ 5:06pm 
Btw I think I noticed an issue and it involves the microbots drive, it appears to not be functioning as intended
Kara Vaki 3 Jan, 2024 @ 5:05pm 
you simply throw steel into the broken limb and it will come back after a bit of welding if bent metal is on that limb
Pee Warmer 28 Dec, 2023 @ 3:31pm 
what about lost limbs? how does one restore them
Phantom Fox 21 Dec, 2023 @ 10:52am 
So, after small tests, I discovered that robots... are invulnerable because of this patch... but it is impossible to use robots without this patch, so here is a request-question: is it possible to make robots killable in the torso, and what would they had some debuffs from wounds in the torso (walks slower - the arms stop working) I just understood the cause of death in the torso is a short circuit WHICH only works without an exosuit, if you put on any even the simplest exosuit, I can’t kill you in the body - AT ALL , and it's honestly annoying
Reed_33 9 Dec, 2023 @ 2:31am 
Or you can somehow stitch in or implant the 'Neurotrauma Transference' mod, they react against each other and interfere and prevent them from being used in 1 assembly. I would like to have both of them in the assembly
Renj 25 Nov, 2023 @ 6:19pm 
Acidburn damage is not working properly, it sits permanently on the player but hidden from the UI (only visible in character xml).

Steps to recreate:
1. Enable mods and order as per image on this page.
2. Go to sub editor, spawn in and get a robot char.
3. Spawn in an acid grenade and drop at feet.

Result: Permanent vitality damage, no visible debuffs on UI. Cyberlimbs 100% health.
Expected: Acid burns should turn to bent mental or something like humans with cyberlimbs
hunters01 16 Nov, 2023 @ 8:35pm 
But you could always combine the first idea and the last, so it heals non lethal damage types (warped metal, lose screws, electronics damage) at a fairly good speed but heals material loss VERY slowly as if the microbots are trying to gather materials from around to fix it (so its more effective short term to just use the steel to repair yourself)
hunters01 16 Nov, 2023 @ 8:35pm 
I can think of 3 good options
one make the nanobots work INSANELY slowly like you could heal up a good amount of damage given an entire mission (like in a jiffy it may save some materials but not much unless you just let the robot suffer with all the damage for a good while)
or make it so it only repairs damage below a specific severity (if that is even possible) so that it it can repair minor damage but if a major hit is taken they reqire atleast some manual repairs to get them into the auto fixable range
lastly you could make it only fix things like warped metal and lose screws, and electronics damage, as material loss is both the most lethal(only thing that kills them) and would make the least since for a bunch of microbots to fix (as its hard to fix something that is just gone)