Barotrauma

Barotrauma

Botanophobia
243 Comments
Iron_Phildo69  [author] 1 Jul @ 2:53am 
@Wave5 This mod does no overrides of any kind, all content is self contained and separate :)
Wave5 30 Jun @ 6:23pm 
I was wondering how well this mod works with barooverhaul, hungry European, and enhanced reactors. Would they fight each other with overrides, or is your mod separate enough that it shouldn't cause issues?
PBL 23 Jun @ 2:13pm 
Thanks i might look into that soon. i probably already have it installed from some multiplayer sessions with randoms
Iron_Phildo69  [author] 22 Jun @ 8:41pm 
@PBL might I recommend the excellent mod Hungry Europans? The plant system in that is custom, but because it uses items not seeds it might be possible to have NPCs use it :)
PBL 22 Jun @ 10:07am 
Thanks for the feedback. ive been looking for mods that add some extra immersion, but some arent very single player friendly. Ill keep an eye out for future updates.
Iron_Phildo69  [author] 21 Jun @ 8:56pm 
@PBL It isn't sadly, as NPCs cant water plants but might be able to in the new DLC thats coming :)
PBL 21 Jun @ 9:15am 
How friendly is this for NPC?
Iron_Phildo69  [author] 1 Jun @ 7:12pm 
@Люба Фентанил It isn't finished, but i'm working on it :)
Люба Фентанил 30 May @ 12:42pm 
How you can unlock chaos seed recipe?
kylenegaard 24 May @ 3:42pm 
Alright thank you!
Iron_Phildo69  [author] 23 May @ 9:19pm 
@kylenegaard either one works, you shouldnt have a problem with overvolting as the reactor should automatically power down :)
kylenegaard 23 May @ 3:36pm 
What should I connect the power generating planters too? Junction box? Batteries? Will it cause Junction boxes to be overcharge and take damage?
Drift_Duke 15 May @ 3:53pm 
@Iron_Phildo69 Yeah, my buddy started building a sub with basically no help from guides and stuff so he kinda forgot about stuff like AI spawnpoints lol. If we switch sub we'll have a nuclear meltdown since we're playing with hazardous reactors, so that's probably never getting fixed either haha
Iron_Phildo69  [author] 15 May @ 2:26pm 
@Drift_Duke thank you :)

Just an FYI, that sounds like there is a spawnpoint outside the custom sub, might want to check it in the sub editor
Drift_Duke 15 May @ 1:09pm 
@Iron_Phildo69 bro you are so nice, thank you so much for trying to help me, mod developers like you is what makes modding communities like this so great. Anyways, the reason the botanist kept spawning outside was because we have custom sub. I solved it by turning on godmode, docking in a station, then turning off godmode.
Iron_Phildo69  [author] 14 May @ 4:11pm 
@Drift_Duke the endocrine boosters is a clever idea but unfortunately in the code it has a set amount of talents and specific ones, it doesnt do modded ones (and interestingly having someone administer it with the medical check can give you additional talents) so you wouldnt be able to get the botanist talents that way.

I'm glad you solved it but i'm just curious what the issue was in the end? I keep a keen eye on any mod conflicts as they shouldn't exist.

If there is still an issue, i can make a side mod that is the same as the endobooster that gives all the botanist talents to someone on use. :)
Drift_Duke 14 May @ 1:35pm 
Nvm, we solved everything, sorry for any inconvenience.
Drift_Duke 14 May @ 8:21am 
(instadies= instantly dies)
Drift_Duke 14 May @ 8:21am 
@Iron_Phildo69 - I tried spawning a botanist in with the "Spawn botanist addtocrew" command, but he just instadies. Any idea why? We are docked at a friendly military outpost, for context, in the second to last zone.
Drift_Duke 14 May @ 8:04am 
@Iron_Phildo69 I see. But it seems I can't make the gases either without being a botanist... would it work if I managed to get some endocrine boosters and managed to spec into the botany class? Or would it be possible to release a version of this mod where the crafting of the things did not require the Botanist role? This mod is super cool and I would love to use its features but as it stands me and my friends are just three in total, making the Botanist too non-essential to be worth playing...
Iron_Phildo69  [author] 13 May @ 4:24pm 
@Drift_Duke you could always place it in the sub editor :)

Its basically just a deconstructor limited to seed and other plant stuff but works 2-3 times faster. :)
Drift_Duke 13 May @ 11:27am 
@Iron_Phildo69 AHA! Is there anyway to get that without it?
Iron_Phildo69  [author] 12 May @ 4:21am 
@Drift_Duke the botanist deconstructor is a botanist talent unlock if that helps :)
Drift_Duke 11 May @ 5:10am 
Do you need to be the botanist role?
Drift_Duke 11 May @ 2:38am 
Great! But, @Iron_Phildo69 , it seems we can't craft the mod's deconstructor for some reason. Any idea why?
Iron_Phildo69  [author] 8 May @ 4:35pm 
@Drift_Duke you can craft it in a fabricator :)
Drift_Duke 8 May @ 12:49pm 
Ah, thank you @Iron_Phildo69 , but the manual is one I don't have since we added this mid-game. Is there any way to get it mid game?
Iron_Phildo69  [author] 8 May @ 1:51am 
@Drift_Duke You find them/craft them/get them from researching unidentified seeds :)

The manual the botanist spawns with should explain everything.
Drift_Duke 7 May @ 2:03pm 
How do you get the new seeds?
Hollow Sorrow 21 Apr @ 4:36pm 
my fav mod
kylenegaard 8 Mar @ 3:11pm 
Thanks Iron Phil! Now at least the superior man is useful perk till you fully implement it.
Narvath 8 Mar @ 6:50am 
The next DLC will be implemented with the same tools we will have to mod, they are adding vanilla C# modding support.
I don't have anything to really link, i've seen a few commits regarding Growables recently, i don't know if it'll come for Spring or Summer update yet, i guess we'll see in the next few unstable builds
Iron_Phildo69  [author] 7 Mar @ 10:49pm 
@Mach 5 Gemrunner Thats quite handy to know, thanks for that info :)
Mach 5 Gemrunner 7 Mar @ 8:38pm 
While I personally don't have a link on me, I've heard that an upcoming DLC will add official support for lua modding and whatnot, though that's just the extent what I know.
Iron_Phildo69  [author] 7 Mar @ 5:27pm 
@Narvath I wasnt aware of these changes, is it possible to post a link here where you read that? :)

Many thanks
Narvath 7 Mar @ 6:36am 
Hooray o/
Thanks a lot !
I'm glad you are still maintaining this mod, Theres some upcoming changes to plants in the next update, it will probably need some fixes to accommodate them
Wish you a nice day ^^
Iron_Phildo69  [author] 7 Mar @ 1:18am 
@Narvath Also did what you suggested, you can now research seeds in the research terminal for twice the speed :)
Iron_Phildo69  [author] 7 Mar @ 1:07am 
@kylenegaard ask and you shall receive :)

The latest update does exactly that.
kylenegaard 5 Mar @ 9:18am 
I wondered if you could just make the superior man something like the endocrine booster just as placeholder? So at least the skill has some kind of use.
Narvath 10 Feb @ 5:30am 
Hey ^^
I just remembered they've added "researchmaterial" tag in containables of the research station.
I'm pretty sure you could use it so we can research seeds on the vanilla table.
It's not much but could be nice for ships that comes with one or on outpost breaks.
Wish you well :)
Witch ~ 6 Feb @ 6:34pm 
Sounds cool, gonna test it
nomSlime 1 Feb @ 3:24pm 
The fucking go go juice was so powerfull it turned my friend playing the husk job into a chimera and then made him explode lmaoooo
Mach 5 Gemrunner 13 Jan @ 12:26am 
plees update at speed of light or u big stinky

In all seriousness, I'm appreciative you've uploaded this! Gardening in Barotrauma was so dreary and had no fun to it other than the resources. Not to mention the missed potential. I do find it funny that you carry giant machine installations around in your hand when installing them though!

The niches of curing chem addictions is also quite clever, something I've surprisingly never seen done before. I imagine the captain's gonna be taking it frequently lol

Personally, I'd tweak some ambient plant effects to make them more impactful (maybe acting as a battery, pacifying husks that managed to get on-board, fighting off regular ballast flora, etc), and making a sort of compost machine that accepts raw plant (or shroom/myxobacteria) matter to slowly fill up a bag of the mod's fertilizer, but... well, it's your mod, not mine. Take it wherever you want to take it. I'll respect that :-)
Helitor 7 Jan @ 11:25pm 
I love this mod so much! I'm looking forward to another update!
Iron_Phildo69  [author] 1 Jan @ 4:12pm 
@Boshstock the superior man is going to be a talent that literally transforms you into a superhuman for the round, but I havn't figured out how to implement it yet hence why it's unused :)
Бочсток 1 Jan @ 9:01am 
Hello, so I know on the talent superior man it says unfinished but is the unfinished part in the mod? I can't find anything related in the recipe list.
Iron_Phildo69  [author] 31 Dec, 2024 @ 3:17am 
@archerkitty123 might be something with the recent winter update, ill look into it :)
archerkitty123 30 Dec, 2024 @ 7:57pm 
i used to find lots of seeds in outpost lockers and such, but can't anymore, did you change the spawn rates in outposts or is something with my game wrong?
Iron_Phildo69  [author] 24 Dec, 2024 @ 1:14am 
@Yonsim they do indeed, they work on anything :)
Yonsim 23 Dec, 2024 @ 6:27pm 
Hey so minor question, do these chemicals produced from this mod work on other modded ctreatures? just curious.