Barotrauma

Barotrauma

Technician Job
31 Comments
Bobingabout  [author] 8 Jun @ 1:13pm 
The normal Blaster Batteries aren't rechargable.

The rechargable blaster batteries can be recharged in the Charging Belt, Charging slots of the Advanced Exosuit, or in the Blaster Charging Dock.
How to recharge cool blaster battery?
dawerrr 4 Jan @ 8:13am 
Hi, Great mod.
Just wanna give a lil feedback after good 20h on campaign with it, trait that gives you skill while playing intruments...

XP gain is ok, you can grind it but if not stupidly overused its fair enaugh.
BUT skill level gain is horribly op, getting random 15 skill every time your on station is abosolutely off, after couple of stations you can almost max out 5people crew by playing a guitar :secretweapon_hoi: , try maybe to limit it so the buffs lasts only for 1 mission after undocking or make it 1-3 skill per outpost.
Bobingabout  [author] 10 Jun, 2024 @ 1:41pm 
Ah, I see.
It's designed for use with Vanilla, or Hazardous Reactors, and Hazardous reactors changes the fuel rod itself to only stack to 4x, or 1x when not contained. So when I use Hazardous Reactors, you can fit 4 in each pocket slot.

Though in theory, if enhanced reactors does change the fuel rod's max stack size, then it should also change the max stack in the pockets too.
HonFonDon 10 Jun, 2024 @ 1:35pm 
This mod does not seem to be compatible with enhanced reactors, enhanced reactors makes fuel rods non stackable but the inventory pockets in the special tech suit lets them stack as normal.
Bobingabout  [author] 9 May, 2024 @ 7:50pm 
@Zach
No, it does not.
I'd say this mod is 100% override free, but that's not quite true.
It overrides 1 item, and 1 talent, both added by another of my mods. Shouldn't cause any issues related to overrides.

The only Vanilla behaviour that would require an override is done in the LUA script that allows you to hire this job from the HR Manager, and I chose the LUA option to maximise compatability.

If you don't have LUA, then this job won't show up as Hirable, and you might get some issues with spawn points and ID cards on Modded submarines.

(Many Modded submarines lock the doors to access only by players with the ID card of specific Vanilla Jobs, which means the modded Jobs can't open doors and lockers. The LUA script that clones spawn points should make the Technician spawn at (cloned) Engineer spawn points, giving them Engineer level access to the modded sub.)
Zach 9 May, 2024 @ 3:05pm 
Does this overwrite humans.xml?
HonFonDon 9 May, 2024 @ 2:02pm 
I understand, thanks Sir!
Bobingabout  [author] 9 May, 2024 @ 6:22am 
@HonFonDon Ah, a script error.
This is one of those cases where the script is only run IF you're not using the compatibility mod. See link description for "Make the job more recruitable", but that requires all 4 jobs installed.

In any case, I tend to test my mods with them all installed, and this error only shows up in one of the conditions I don't usually test. Should be a pretty easy fix. The problem is that the function it's trying to call is defined AFTER the function call, and it doesn't like that.
HonFonDon 8 May, 2024 @ 8:52pm 
Hey, I saw your comment about being on and off modding currently but my buddy is really enjoying the class you made, we are only getting one error and it's

"[SV LUA ERROR] White C:/Users/White/AppData/Local/Daedalic Entertainment
GmbH/Barotrauma/WorkshopMods/Installed/3005601677/Lua/Autorun/Addtechnician.lua:(52,27-29): attempt to call a nil value"

is there a way you can fix it?
Vault 2 May, 2024 @ 4:29pm 
Understandable.

Baller :thumbsup:
Bobingabout  [author] 2 May, 2024 @ 4:18pm 
@Vault I'm kinda on and off modding right now, not all that dedicated to it because our team stopped playing it as the weekly multiplayer game, so I have less of an incentive to work on mods.

But, I was planning to release updates for the new game update, like minor changes to the diving suits.
Since I haven't been playing, I was unaware that the descriptions were broken. I'll make note to look into it, and include fixes for them in the future.

Release date unknown, but I will get around to it eventually.
Vault 2 May, 2024 @ 6:46am 
I should probably be asking this in the fixes version with all the other mods, but eh, whatever.

Do you plan on updating the mod to display the bio's of the talents properly?
Due to the new update, I believe one or two of the skills got the generic [insert funny number/%].
Believe it still works, but y'anno :shrug:
Bobingabout  [author] 30 Apr, 2024 @ 9:21am 
@Ninisty The charging belt should actually recharge the batteries that you put in them, I did testing before I posted it, and it does actually charge when I tested, it just takes a while, because it charges at the same rate as a charging dock. If it doesn't actually charge the batteries when you put a fuel rod in the other slot, then that's a bug.

And for the full technician effect, you need to use the recruitable+fixes mod linked above (which unfortunately needs all 4 of my jobs, due to the way mods in this game works. The alternative would be to make a version of the fixes mod for every job, and every possible combination of my jobs mods.)
With that mod, The Assistant will gain new specialisation options, so Technician will be on their list.

Also the technician requires the other classes to make their APUCS and Advanced Exosuit, as to not make the Engineer and Mechanic redundant. It's an Extra class, not a combination class, so to make it fair, this guy makes upgrades.
Ninisty 30 Apr, 2024 @ 1:17am 
This job is so weird. You need an actual Mechanic and Engineer with the PUCS and Exosuit to create the Advanced Variants down the Engineer tree. I thought the charging belts would charge batteries, but they're just three exclusives slots over the standard toolbelt. Assistants don't give their bonuses to the Technician when picking Mechanic or Engineering. It's honestly better to have this on a bot as a Repair Man then the Engineer tree as a player.
Maximiliengamer87 16 Feb, 2024 @ 12:53am 
yes thk for the belt:steamthumbsup:
Hitilit 5 Dec, 2023 @ 5:05am 
Thx :steamthumbsup:
Bobingabout  [author] 4 Dec, 2023 @ 12:54pm 
The latest change only changed a couple of tags, based on changes in Hazardous reactors.
I edited the nodes to add this.
Hitilit 4 Dec, 2023 @ 4:19am 
Changelog? :cleanseal:
Bobingabout  [author] 26 Oct, 2023 @ 6:29am 
@JosieUndecided Yes, it specifically adds blasterammo to the crafting bonus quality list.
This is the only place you'll get a crafting quality boost to Blaster power cells. (unless it boosts everything, like the Assistant's bonus.)
JosieUndecided 25 Oct, 2023 @ 9:41pm 
Question, does More Juice under the middle skill tree allow Blaster Power Cells to be crafted at a higher quality to increase your ammo capacity per reload?
General_JOE 16 Oct, 2023 @ 7:53am 
This looks super cool but some of the stat and resistance bonuses seem horrifically OP compared to vanilla talents
tzer 14 Oct, 2023 @ 12:53am 
Fun fact: You can get the APUCS without an engineer if you ally yourself with the europa coalition due to the fact that if you get a high enough rep they can sell pucs sometimes at colonies. Not only does this increase the want for coalition but also the want for engineers as well(to save on money instead).
Bobingabout  [author] 26 Aug, 2023 @ 5:06pm 
@Versificateur Yes, this guy requires you to have a PUCS or Exosuit, or an Engineer/Mechanic that can make them before he can make his APUCS or Advanced Exosuit. That's partly why they're on the same talent, rather than having one each, as the talent becomes useful if you have either the Engineer or Mechanic able to make those items. The only real reason why I don't give this job the ability to make the PUCS and Exosuit directly is because these items are one of the ultimate items for the Engineer/Mechanic, and this guy's versions are a direct upgrade for those items. If this Job's items could be made without that lock, it would make the Engineer/Mechanic less useful. This job is meant to supplement them, not replace them.
TUNG TUNG TUNG TUNG TUNG SAHUR 26 Aug, 2023 @ 11:24am 
Is it intentional that you get recipes for "APUCS" and "Advanced Exosuit" but not for "PUCS" and "Exosuit". Like this you need an extra Mechanic and Electrical Engineer in your team to build them, thereby making the job a bit useless.
horse 22 Jul, 2023 @ 11:57am 
And to get the designated slots, check a gun. It's just a simple thing of tags allowed per sub container.
horse 22 Jul, 2023 @ 11:32am 
Alright, hear me out.
Go into the XML of items like the captains pipe and figure out how to put little pictures there, I'm not a teacher so I won't explain how. Then, with that you could designate some slots for wires, some for tools etc. Would be really neat :)
Bobingabout  [author] 22 Jul, 2023 @ 11:18am 
Wires and Electronics mostly. Should also be able to put a Screwdriver and Blaster power cell in there.
godfallout10 22 Jul, 2023 @ 11:03am 
what am i able to fit in the technician jumpsuit?
Bobingabout  [author] 21 Jul, 2023 @ 2:32pm 
That's easy enough to fix, I'll do it for the next update.

I must have overlooked it because it's also on the scavenger class.
horse 20 Jul, 2023 @ 2:05pm 
Handheld monitors has an issue with an entityname. It's displaying entityname.handheldmonitor. Check english.xml :3
Handheld monitor in itself is missing a name.. and a description. Sprite is there though.