Barotrauma

Barotrauma

Robotrauma Medical Conversion Tweaked
74 Comments
Rilln 16 Feb @ 3:10am 
Sadly the mod Literally Vaporizes you and makes bots EXTREMELY sensitive to damage by centralizing all of it on the torso, and making the damage extremely high. and yea i understand the mod is (Temporarily) Abandoned. The ballast flora and fire literally just.. Instant kill ya. Hope you enjoy modding Rimworld!
Creedmoor 20 Nov, 2024 @ 1:34pm 
OH GOD IM SO STUPID YOU LITERALLY PUT IT IN HEADER TEXT im so sorry if i came off as an asshole when asking

will do! i'll figure out a way to post it in the links somehow
ImJustJoshin  [author] 20 Nov, 2024 @ 9:00am 
You can send it if you want and I'll give you credit in the description for it.
ImJustJoshin  [author] 20 Nov, 2024 @ 8:08am 
Im no longer playing Barotrauma and got interested in playing rimworld so I lost interest in working on it.
Creedmoor 20 Nov, 2024 @ 4:06am 
wait. hang on whats stopping you from doing it? i just took a peek and theoretically it shouldn't be hard to do- heck i can do it for you and send you the code to update LMFAO

another 500 tiny mods for simple changes to the Barotrauma workshop
ImJustJoshin  [author] 18 Nov, 2024 @ 8:05pm 
Feel free. It's what I did with TheSimpleDude42 and now its your turn.
Creedmoor 18 Nov, 2024 @ 4:20pm 
can i edit this in order to allow the vanilla multitool to fix things the screwdriver and wrench can?
Kara Vaki 4 Oct, 2024 @ 6:31pm 
My EK patch however seems to be working just fine which is confusing
Kara Vaki 4 Oct, 2024 @ 6:30pm 
Am noticing an issue and I'm not sure of it's just robotrauma itself, or this very patch, for some reason the welder is not appearing on the medical menu even though the useinhealthinterface function is set to true
Tyler Blevins 26 Jul, 2024 @ 3:46pm 
could you make a patch that allows robots to use diving suits without taking damage ? I feel like its a worthless mechanic that only serves to fuck over ai since people are already incentivised to go after exo suits
ImJustJoshin  [author] 1 Jul, 2024 @ 9:47am 
@Bexibou I haven't been able to find a lot of time to update this mod so its very likely this mod causing problems
Bexibou 1 Jul, 2024 @ 2:24am 
I'm not sure if the original mod or this is causing this issue but damage overlays on human is the same as the one on robots, so instead of blood you have what looks like exposed circuitry when you get lacerated as a human
King Mox 17 May, 2024 @ 6:08pm 
Any kind of burn damage seems to obliterate you at the moment
Explosiv 'n' Eskort 15 May, 2024 @ 6:38am 
The acid damage does way too much damage, either from ballast flora or sulphuric acid itself.
Which makes killing flora as a robot impossible.
Maybe you can change it to like acid burns.
Explosiv 'n' Eskort 15 May, 2024 @ 5:43am 
Acid damage from ballast flora near instantly kill my characters, I think it needs a nerf.
Kara Vaki 15 Jan, 2024 @ 2:32pm 
Neat
Admiral_Miner 11 Jan, 2024 @ 7:33pm 
Awesome
ImJustJoshin  [author] 11 Jan, 2024 @ 6:10pm 
@Admiral_Miner @Xendaka Korva Frame update and Robotrauma Extended patch both uploaded. Description updated.
Admiral_Miner 11 Jan, 2024 @ 5:33pm 
I understand that it simply reintroduces the power mechanic. My suggestions were given with the understanding that the overhaul required to introduce them would be highly unlikely.
ImJustJoshin  [author] 11 Jan, 2024 @ 5:20pm 
@Admiral_Miner The other version of this mod simply re-introduces the power mechanic I removed in this version for my own personal reasons. I'm not introducing any new power mechanics at this time and your most of your suggestions, while admittedly pretty cool, go beyond the scope of this mod.

Notably however, there exists a charging dock (image) inside Robotrauma that is simply not being used.
Admiral_Miner 11 Jan, 2024 @ 5:11pm 
Blood packs and alien blood can be consumed when you have the prototype frame equipped. With alien blood being better as it isn't diluted. This can create some interesting strain on alien blood as a resource between munitions, crew health, and you. (2/2)
Admiral_Miner 11 Jan, 2024 @ 5:10pm 
@ImJustJoshin in the case that you ever do make a complete overhaul of the power system I have some suggestions.

Batteries still work but add a very small amount of power (1-3 minutes worth for the basic battery) so mechanics can revive you if you run out of power.

Fuel rods require a special reactor frame that allows you to put a fuel rod into it, giving you power while the fuel rod slowly loses condition. Certain things can cause it to overheat though, potentially exploding when you go critical. Standing in a fire for too long, dying, suffering from the effects of an emp, and being dead all build heat at different rates. Though a special chip can help by shutting down your reactor when certain conditions are met, however it take a few seconds for it to start up again and the chip takes away a slot for other upgrades. (1/2)
Admiral_Miner 11 Jan, 2024 @ 4:36pm 
If it does to that by default then that's cool.
Kara Vaki 11 Jan, 2024 @ 4:33pm 
Admiral_Miner
Yeah it actually does that by default from my experience, granted it was when I was using neurotrauma so I could be wrong on that
Admiral_Miner 11 Jan, 2024 @ 4:12pm 
Neat
ImJustJoshin  [author] 11 Jan, 2024 @ 3:25pm 
@Admiral_Miner I will be pushing the frame corrections and the robotrauma extended patch in a little bit. Also @Xendaka Korva I saw your patch on the workshop, haven't tried it yet but I'll take a crack at that next when I come back.
Admiral_Miner 11 Jan, 2024 @ 1:12pm 
I'm guessing the prototype frame is based off of Ultrakill. I have a suggestion for the power drain version of this mod for that item. Blood could also restore some power, not enough to negate batteries but enough so you don't have to retreat mid battle for a snack.
Kara Vaki 11 Jan, 2024 @ 11:38am 
yeah I figured as much
ImJustJoshin  [author] 11 Jan, 2024 @ 11:26am 
@Xendaka Korva I see. Prototype frame is still fixing "damage" and not "rdamage".
Kara Vaki 11 Jan, 2024 @ 10:51am 
Hey I'm not sure if this is across both versions of this mod, but I've found that the prototype frame is downright USELESS, normally when in contact with blood the robot wearing it gets repaired from the blood of your enemies
Admiral_Miner 5 Jan, 2024 @ 7:02pm 
Glad to hear it too
Kara Vaki 5 Jan, 2024 @ 4:42pm 
Glad to hear it, tho on my own I decided to try my hand at making one by using the already existing EK patch to add the needed medical code, but holy CRAP did the arc welder send my head SPINNING before I found out what code was needed to make it work, funny how the welder was the only one that needed the suitable treatments code to even work compared to the heavy wrench
ImJustJoshin  [author] 5 Jan, 2024 @ 3:50pm 
@Admiral_Miner @Xendaka Korva Alright by tomorrow I'll be working on it
Admiral_Miner 30 Dec, 2023 @ 6:44am 
Thank you and Happy New Year
ImJustJoshin  [author] 29 Dec, 2023 @ 11:43pm 
@Admiral_Miner @Xendaka Korva When I come back from holiday some time after new years I'll see what I can do
Kara Vaki 29 Dec, 2023 @ 11:31pm 
Thought i'd ask about a possible patch, it involves the robotrauma EK patch that allows the use of the EK mod's arc welder as a repair tool but with this mod active the welder is unable to fix the damage since said damages are converted into the robot ones
Admiral_Miner 21 Dec, 2023 @ 3:06pm 
I don't mind waiting, I have a different campaign to finish anyways.
ImJustJoshin  [author] 21 Dec, 2023 @ 1:18pm 
@Admiral_Miner Two modules it adds will most likely not function as intended but it should be a simple patch I can whip up if you give me some time.
Admiral_Miner 21 Dec, 2023 @ 11:32am 
Does the piercer from Robotrauma extended work with this mod or the other patches? As I'd like to use Robotrauma extended and would prefer if nothing broke.
Kara Vaki 17 Dec, 2023 @ 4:44pm 
yeah seems like Items 2 and 3 were conflicting with eachother, I excluded items2 from the filelist and it's working now
Kara Vaki 17 Dec, 2023 @ 3:39pm 
atleast I know that everything else such as the wrench, screwdriver and iron work as they have done alright so far
Kara Vaki 17 Dec, 2023 @ 3:38pm 
Thanks
ImJustJoshin  [author] 17 Dec, 2023 @ 3:23pm 
@Xendaka Korva I understand what's going on. The welding tool is located in the items folder under items2.xml. I'll take a deeper dive into this patch and see what I can do about compatibility
Kara Vaki 17 Dec, 2023 @ 3:10pm 
and the items XML from your mod was renamed to items3 in order to function
Kara Vaki 17 Dec, 2023 @ 3:09pm 
I used the patch made by Ulasp who made it to allow Robotrauma and EuropaWaifu++ (non-xpath) to work together, all I did was include the files related to the medical system and even copied the code needed to use the transform function for the robot afflictions and put them in the Human XML file
ImJustJoshin  [author] 17 Dec, 2023 @ 2:58pm 
@Xendaka Korva what custom mod is it that's causing problems? Did you make it yourself or did you download it from the workshop? Perhaps I can make a compatibility edit/mod.
ImJustJoshin  [author] 17 Dec, 2023 @ 2:53pm 
@Xendaka Korva Inside my mod the Items.XML inside the items folder has the welder edit. If your talking about EuropaWaifu++ I have no idea.
ImJustJoshin  [author] 17 Dec, 2023 @ 2:48pm 
@Xendaka Korva This incident helped me notice that the burn effect is applying when lacerations are present so that's getting fixed.

However, internally human lacerations are identified as "lacerations" and my tweak creates a new damage type "Torn Frame" identified as "rlacerations" which is specifically reduced as to prevent human players from seeing a welding tool as a possible means to treat their human lacerations.

<ReduceAffliction identifier="rlacerations" amount="13" />

Base Robotrauma uses human injuries and adds mechanical ways for fixing them as a work around due to the difficulty of actually creating brand new human playable characters. If you are using the EuropaWaifu++ Robotrauma Patch it will probably inherit that workaround which doesn't work for my mod.
Kara Vaki 17 Dec, 2023 @ 2:48pm 
do you know which file properly effected the welder?
Kara Vaki 17 Dec, 2023 @ 2:34pm 
so far the one that comes up is the custom one i'm using to allow your mod and Europawaifu++ to work together without the medical system getting screwed up, and like i said only the welder seems to be none functional as when I apply it to fix the damage it seems to be trying to fix lacerations instead of torn frame