Barotrauma

Barotrauma

aEquipment
32 Comments
LeCrazyy  [author] 15 Jul @ 5:29am 
Sounds like a mistake on my end if you have that while not running the item variety pack version. As in that version its talent locked while here it isnt. I'll have a look when I get home.
CloakTheMailman 15 Jul @ 5:20am 
How do I put down the hammock? It says I need special training to do so
Chime 31 May @ 11:00pm 
Okay thank you, I will keep an eye out : )
LeCrazyy  [author] 31 May @ 10:48pm 
Individual versions are maintained but I dont notice bugs on them as much because I dont personally use them, so if you notice something wrong, I am probably not aware yet.
Chime 31 May @ 10:22pm 
Hey, the tools you add are super cool. I'm using another weapon mod that overhauls some things so I'm limited to using only the tools and not the unique items pack. I was hoping to add this to an upcoming really long run but just wanted to make sure you planned on still maintaining the individual versions now that the unique items mod is released?
LeCrazyy  [author] 16 May @ 4:12pm 
Should be fixed now, lemme know otherwise. As seems fine on my end.
LeCrazyy  [author] 16 May @ 4:10pm 
Shouldn't crash the game, but I see the error you are talking about, I'll fix that now.
MonsterKillers1973 16 May @ 2:12pm 
laser pointer make my game crash bro's
LeCrazyy  [author] 10 Dec, 2023 @ 10:23am 
Apart from using the command: spawnitem "name here" cursor, you can also type: debugdraw

Which will show all hidden items/entities.
LeCrazyy  [author] 10 Dec, 2023 @ 10:19am 
Aye, intentionally so, the last update hid unique items from menus, vanilla also does this.
Fweggigun 9 Dec, 2023 @ 4:14pm 
I cant find afterburner in the submarine editor but i can spawn it
Fweggigun 9 Dec, 2023 @ 4:13pm 
Cannot find the afterburner :(
LeCrazyy  [author] 20 Aug, 2023 @ 12:24am 
There added a suggestions discussion, according to a online post its character limit is 8k rather than 1k so that should help lol.
LeCrazyy  [author] 19 Aug, 2023 @ 3:59pm 
Its probably very simple to add a discussion but I'll figure it out tomorrow, gonna head to sleep now, but yeah a I'll see about divers tool belt, and probably maybe yes to the exosuit thing. Cheers for your time and the suggestions.
Pedro Alcântara 19 Aug, 2023 @ 3:17pm 
Aha, me too, you could open a forum tread in the mod for suggestions, i think on it there's no character limit

When looking at stats of the cargo suit, truly having it behind the puc is actually an overkill for something that is fine as it is, As for the industrial mech, i stand the same

As for the quiver, The idea was less about the harpoons, and more about an "givers tool belt", you could actually change theharpoon slot into an "any ammunition" slot, with the main attraction being the weapon bonus, because when it comes to ammo while diving, You NEVER want it in your belt, you want it in your hotbar
LeCrazyy  [author] 19 Aug, 2023 @ 2:48pm 
1000 character limit really killing my whole paragraph
LeCrazyy  [author] 19 Aug, 2023 @ 2:48pm 
For the harpoon quiver, I've never been much of a coil rifle user myself so I never really thought about it from that point of view, I probably won't rework the existing harpoon quiver into that as it would no longer be a harpoon specific quiver so would require a complete rebrand and re-texture, but I could work on a separate tool belt slot item like that, though it might feel overly gimmicky at that point and I doubt would feel like something you could find in vanilla (which while I'm not the greatest at it, I try to aim for a vanilla feel with this and aWeapons). Also about that oxygen tank change, they are likely doing in next update, the oxygen tanks will drain slower too I believe.
LeCrazyy  [author] 19 Aug, 2023 @ 2:48pm 
As for precision welder I haven't noticed the bots in multiplayer having issues with it, but I also have noticed they often use the regular welder instead, there is one major intended issue with the precision welder which is the reduced range and cannot repair through walls like regular welder can, some repairs are straight up impossible because of it and that might cause AI issues but is a pretty important part of its function, that and it's a slight bit more of a hassle to manage because of battery requirement, of course that only really affects players mentally than anything else. Skill requirement like the vanilla welding tool only currently effects welding speed, I don't think it would make sense to burn yourself easier on such a small flame with lower skill, though maybe a slight increase in fuel consumption could be an option as you are being "sloppy" with the welding.
LeCrazyy  [author] 19 Aug, 2023 @ 2:47pm 
The Cargo suit on the other hand I'm not too fussed about, as its defence is weak compared to any upgraded suits with the exception of a rare damage type to see in combat that is blunt force trauma and that's the big trade off for it's 3 extra slots, it also doesn't really match the PUCs at all in defence or style fields.
LeCrazyy  [author] 19 Aug, 2023 @ 2:46pm 
Thanks for the suggestions, good to see such an in depth look into my mod :captainsmooth:
As for the Industrial Suit I am somewhat mixed on due to it's difference in design and utility but also kinda agree, it is very easy to get early on and is a pretty powerful suit when used correctly, having it require Exosuit would make it a later game choice so I might consider that when I next roll out an update (There are a few things I'm working on first, most of which is cleaning up and editing sprites. But also the upcoming circuit box item might make the wiring belt useless meaning I should remove it too. So going to see the game's new update before this gets its next update)
Pedro Alcântara 19 Aug, 2023 @ 1:50pm 
Another thing, as a harpoon coil rifle main, The quiver is pointless, here's the math, firstly because i allways keep my harpoons in my hotbar, and sacrifcing the slot 6/9+ slots to carry 24 harpoons that take 4 slots when i can just have them in my hotbar is absolutely not worth it, considering that after any engagement, its common to just take the harpoons back

I suggest a rework to the quiver, based on what on what i generally experienced as a Coil Rifle diver:
- Just 2 slots For harpoons in the quiver
- 2 Non stackable slot for a battery cell for the rifle (They dont need to be stackable because hardly you'd shoot more than 50 Times assuming their quality is above good)
- 2 "Stackable" slots for oxygen tanks (Because the slip suit eats sooo much O2, plus, in the next update they are making Oxygen tanks not stackable, so this might be a nice gimmick to have)
- 1 Stackable slot for medicine
-+10 Weapon bonus
This effectively makes the quiver a frogman's toolbelt
Pedro Alcântara 19 Aug, 2023 @ 1:27pm 
You should make it so that the exosuit is a required component to craft the industrial mech suit, And maybe PUC are required to craft the cargo suit

Otherwise, it barely 1 biome to get enough mechanical skill to craft it long before i've unlocked the exosuit talent, considering the industrial suit is pretty muit a support exo, it just makes sense

When we give the precision welder to bots (i am a single player 80% of the time) dosent the smaller flame mess with their AI while dealing with the range? Also, do they know how to change the batteries in it?
Another thing, you should give a drawback to the precision welder, just like the HMG, it requires 80x80 Eletrical + Mechanical otherwise you cant use it/Burn yourself to death

Or, maybe you can "split" the precision welder in two, A "mechanical welder" that needs 100 mechanic or you lacerate yourself to death, And an "Eletrical Welder" That needs 100 eletrical or you burn yourself to death
LeCrazyy  [author] 1 Jun, 2023 @ 11:02am 
That below update is out, apologies if anyone's painted items get deleted.
LeCrazyy  [author] 28 May, 2023 @ 3:01am 
IMPORTANT UPDATE TO EXISTING USERS OF THIS MOD: On June 1st, I will be removing the Painted Items and related from this mod, they have been moved into a separate mod Paintable Items: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2976945410 BUT WAIT, these two mods are currently incompatible, if you want to keep the painted items you have on your save then download the mod but do not enable it until after the June 1st update, it will just throw an error if you do. Alternatively deconstruct existing painted items so you at least get something back before June 1st update drops
LeCrazyy  [author] 3 May, 2023 @ 12:09pm 
I don't think you can colour a specific section unfortunately (The only way I could see this being done is using "lights" on top of the item, as I've seen someone use a solid light texture to make a toy gun shoot a bang flag before), briefcases absolutely doable if its a solid recolour.
TheSharpFixer 3 May, 2023 @ 12:05pm 
Oh damn, I didnt know that system was actually what was used to recolor tools for the hardened/demonite varients. Any idea how flexible that varient system is, like could it allow for file size effective color marking of Diving suits (like maybe coloring a section of the suit instead of the whole sprite recolored) or color coding of Storage briefcases?
LeCrazyy  [author] 3 May, 2023 @ 10:44am 
I should probably do a similar guide for my weapons mod too, its got more items though so that'll take some time.
LeCrazyy  [author] 3 May, 2023 @ 10:43am 
You would be correct yeah, it uses the variant system to create a copy of the vanilla item then recolour it effectively, an example of a vanilla item using variant system would be the hardened tools as variants of regular iron tools. It doesn't look as pretty as hand colouring the actual image file, but it also 41kb instead of 41mb of images.
TheSharpFixer 3 May, 2023 @ 10:06am 
Many thanks for the guide! Looks right up my session's alley with how balanced things are. I do agree on your side note of maybe making paintable items its own mod just for added user choice.

Im guessing the item painting taps into the sprite color property function normally only used in the sub editor to apply the effect without creating a separate item entry?
LeCrazyy  [author] 3 May, 2023 @ 4:46am 
Done apart from paintable stuff: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2970756134
Might consider moving paintables into there own mod soon tbh, so might not put it in that guide
LeCrazyy  [author] 2 May, 2023 @ 11:44pm 
Sure I can work on a linked guide with more details on them (The description has a limit on how much text can be put in) Might take some time though so if you wanna know anything specific lemme before then lemme know
TheSharpFixer 2 May, 2023 @ 4:24pm 
Any chance we can get a item "encyclopedia" or equivalent in the screenshots section or description so stats and special functionality can be read before mod download? I really like the surface level stuff shown but I want to read up on the items both on a interest and a "find out how balanced these are" basis.