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@joyce manor enjoyer
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3152631266
Didn't see that before I responded, currently no my past attempts to retroactively change IDs to work with standard id perms started corrupting character files so i'm hesitant to try anything with them.
Should be yeah, you'll just need to avoid taking the Wrecker helmet talent on the Scrapper job. Shouldn't break anything you'll just blow a point for a talent that can't do anything.
If anything pops up let me know.
If you credit the mod that's fine yeah
would you mind if i took the Toothpick and added it to my sub pack after screwing with it some?
if not theres an id printer mod on the front page rn
Finnity to infinite items
Whenever Refilling in the fabricator or recharging an "infinite item" (The alluminium in welding/Oxygen tanks,Harpoon spears,Battery Cells)
There is a gradual casual chance this item can break & dissapear from the fabricator or the recharge/refill station the older that item is
This can keep a constant demand of recources such as alluminium/zinc&lithiun that you'd otherwise are only ever really looking for at the start of the campaing or if you use it as ammo for pulses, and i at least CONSTANTLY horde them up later in without having much use for them
Putting an end to the ever lastingness of that good quality battery cells & tanks that you are only ever crafting again if you lost them for some reason
If you just need to get into lockers it's just a small tag in the item attributes that determines what job ids are required.
Roles are a core aspect of what I want to do with this mod and separating out every little bit of this mod into little tiny mods makes it far harder to keep everything maintained.
That being said, I can look into using lua to auto remove job requirements on containers or swapping them somehow, there's also lua code I have commented out that was supposed to auto add the original job tag ids but it worked badly and may have caused character profile corruption.
One of these days i'll be looking into using Lua to fix the bots priorities for diving gear, hopefully making it so they'll use the diving helmet with the suit. Diving mask wise they should still be around, if they aren't spawning and aren't around that's a bug.
The diving mask problem on my crew solved itself by just getting rid of them completly, i figured you removed them from the fabricator recipe
Thing is that, you can still see pirates and other NPC having a diving mask for a helmet, as well finding some by ocasion in outposts, you might want to completly outright delete masks from the game
The separation of diving Rig/Diving helmet is pretty pointless (For single players)
It sure does fine for players, but for the mess that is AI crew and NPCS swapping masks for helmets, Wich wont let me swtich to them because they dont pressurize without a helmet, plus it looks bad,As well as AI behavior of leaving them on the floor for us to trip, let alone to place them back where they found it
Is that feature really worth the tradeoff?
Probably gonna get that bot payroll system pretty soon, i've got a basic framework working decently just need to polish it a bit.
Y'know till it lights on fires again in everyone games.
It'll be opt in though, you'll need to type a console command in to activate it.
Currently after a certain amount of rounds when you dock to a station the bots will all receive payroll and an amount of EXP based on how much they received.
I'm looking into some fun workarounds like handcuffing them before they get to the station to skip it but giving them a chance to act out if they're shorted to much money based on personality
I was purposing is yet another pressure stablizer that just lasts some 15 seconds without any build up and no talent requirement for those moments, and you can definitively make its recipe expensive, working as an effective wallet eating mistake punishment emergency recource
And i DEFINITIVELY love the death by not having the suit before the breach, Its just that haivng this "pinch stablizer" as a recource/wallet eater mistake punisher but life sparer a great idea
Dying because the suit didn't pressurize fast enough is kind of the point, death to lack of a plan and all that.
Best I can tell the pressure stabilizer already only lasts 10 seconds, though I could consider making it less material intensive so that it can actually be useful as emergency equipment.
That's also an auto turret, the one at the top of the sub is attached to the shuttle.
Generally for the Picker you'll want to ensure you're directly above and to the left of anything you want to kill. The shuttle can auto pilot above the outer ballast tank to provide gun coverage or it can stay docked for a smaller vision cone.
If you want to be able to directly control the auto turret on the bottom left you can pretty easily wire it to a signal relay switch circuit on one of the other two periscopes.
As it's a ship specifically built for salvaging wrecks it's balanced almost entirely around keeping things within the vision cone of the b i g l a s e r and is difficult to take into the later regions of the game. I recommend using it from Ice caverns into the Aphotic Plateau, but it's actually the only sub I finished the campaign in.
I was talking about the one on the bottom left near the airlock. I don't even see one on the top of the sub.
I do like the idea of paying bots, i'd been trying to think of a good tax system that wasn't overbearing and scaled well with crews but a bot tax makes sense. Whether it's possible i'll have to look into.
Captain wise, the captain isn't really a thing as far as the mods concerned. Guy who drives the sub isn't necessarily the leader and the traits will eventually be more focused on the Quacks charlatan tree but I could certainly look into adding stuff there. Once the pilot rework comes out I'll probably just make a tiny addon mod that restores exclusively the captain role in parallel with the pilot one for the bigger public lobbies that need that kind of order.
But i'd be cool if you could also let us choose in between the stalwart option to the abusive option in the talent tree, giving a distinction in play styles with different benefits from each kind,
perhaps the stalwart discipline loving captain gets permanent crew buffs but every crewmember levels up much slower, and every lost crewmember drains from the captain's wallet 1000 to 5000 mk, While the drunken abusive has got nothing of that, and might even have a bonus on XP rate, increased profit share, but none of that permanent buff, and perhaps a harder time gaining reputation?
Thus, the abusive one is the loss resilient and solid progress playstyle, and the stalwart is the only long term reward harsh mistake punishing playstyle
Keep the good work.
to accompany the economy rework, based on the bot's experience you must pay each bot an X amount of marks anytime you dock in an outpost/city
One weird aspect of barotrauma, is that you really have no reason to NOT fill your submarine with as much bots as you can
by having to pay 100/500mk depending on the bot's experience, for every time you dock, the game rewards you for taking risks in the form of completing dangerous missions in small, meeker submarines that require fewer crew, as opposed of getting the same reward for completing the same mission in a fully manned giant sub that should have a bigger upkeep, it also forces you to make the most out of every level, as going through a level without making sure to profit from it drains your savings
I mention it should only count for outposts because having to pay such wage for every cross of natural formation wich you can't sell your loot back would be unviable in later levels
The one on top is automatic
Mostly in maintenance mode right now after the burnout of doing all the Slippery When Wet changes, probably next time I get into another Baro binge it'll come along.
I'm starting to recruit for the campaign run on the custom Mechtrauma ship that'll be added to the capability mod so if that works out i'll probably end up fleshing out the pilot tree a bit more for it.
So far I have no plans to separate out the jobs, most of them are vanilla anyway
Do you see
>Using LuaForBarotrauma revision 6b149e0498 version 1.0.67
in the top left of your main menu screen?
Yes, all the conditions for the complete sealing of the spacesuit are met. I only run these mods, nothing more. The print has appeared. But the pressure still acts like there is no suit