Barotrauma

Barotrauma

Nanomachines
75 Comments
DefaultString  [author] 26 Feb @ 9:37am 
Lefts also!
Mister Cashmoney Bill 26 Feb @ 8:09am 
so each time you hit someone they lose their rights for a second?
Farbott 19 Feb @ 12:40pm 
splendid
DefaultString  [author] 19 Feb @ 5:59am 
Its just affliction, nothing should break it
Farbott 19 Feb @ 1:55am 
Still worky?
Niimmaaa 5 Nov, 2024 @ 8:24am 
Finally, I can do the clown initiation with an increased 20% survivability
Hammer Goblin 3 Nov, 2024 @ 10:27am 
Chill bro, its not that deep.
DefaultString  [author] 3 Nov, 2024 @ 10:26am 
Well, i dont give a f about neurotrauma, so if u want to save same hassle for people with same question as u had for the future...
Hammer Goblin 3 Nov, 2024 @ 9:18am 
Sweet, credit me for lazily finding you the findings lol
DefaultString  [author] 3 Nov, 2024 @ 1:18am 
I dont know. Try it and let me know, i will put info into description.
Hammer Goblin 2 Nov, 2024 @ 5:28pm 
How does it fair with Neurotrauma
zty2228 3 Sep, 2024 @ 8:52am 
Oh, my God. Thank you so much. You're a real hero
DefaultString  [author] 3 Sep, 2024 @ 8:41am 
Updated price to 15 000 mk
zty2228 3 Sep, 2024 @ 8:18am 
Can you make the price of Armstrong nanomachines more expensive, please:bodybag:
DefaultString  [author] 17 Jul, 2024 @ 11:26am 
No prob, i even forgot about it until i went to add it into code and there it was.
Patriots1007 17 Jul, 2024 @ 11:17am 
Sorry about that haha, didn't see it in the patch notes until now.
DefaultString  [author] 17 Jul, 2024 @ 10:51am 
Regeneration included since april. Stun resistance included since beginning, scaling is same as resistance to damage.
ТоварищЬ Иван (Ivan) 15 Jul, 2024 @ 9:04pm 
anyway Armstrong nanomachines could make you immune to stun?
Patriots1007 22 Jun, 2024 @ 1:06pm 
If you still support this mod, do you think that it would be possible to add a passive healing buff as long as you have the affliction? Sort of in the way that Armstrong will heal himself when he gets injured. Maybe you could add a switch that drains the Nanomachines affliction and applies combat stimulant? That way the nanomachines can function both for healing and defense
Havel L. Krik 17 Jun, 2024 @ 10:58am 
Hmmm... I'll have to test them again then.
DefaultString  [author] 16 Jun, 2024 @ 6:10am 
Armstrong nanomachines are more powerful, completely unbalanced. Made it on request
Havel L. Krik 11 Jun, 2024 @ 7:37am 
What is the difference between the two genes?
Havel L. Krik 7 Jun, 2024 @ 12:38am 
Me: I'm not going to download any more mods. I've tooled around with the load order enough.
(Browses through Steam Workshop; finds a cool mod.)
Load Order: God damn it, not again.
DefaultString  [author] 29 Apr, 2024 @ 4:22pm 
Not to worry, nobody knows all mods, and thanks for giving it a shot. I worked my ass off on that one just didnt market it properly so it wasnt big hit.
The Seraph of Tomorrow 29 Apr, 2024 @ 8:34am 
@DefaultString maybe i'll have to check out the tech-armor mod. I can't say I have tried it yet. So pardon my ignorance on that matter.
DefaultString  [author] 29 Apr, 2024 @ 3:22am 
Added in new item and added passive regen to nanomachines, details are in patch notes.
DefaultString  [author] 29 Apr, 2024 @ 2:32am 
Its almost like you are describing what i did in my TechArmor mod, implant with internal battery (as stackable affliction, not item due to balance) that activates shield when user is under attack. I made it after nanomachines but it serves basically same function just with much more content.
The Seraph of Tomorrow 28 Apr, 2024 @ 4:17pm 
@ТоварищЬ Иван (Ivan)

Maybe what you aught to do is talk to the guy who made Robotrauma, as adding a battery drain effect that powers "implant" item might be what you are looking for. Where so long as you have power it acts like an over-shield, though I imagine trying to tie a power / battery drain effect to an implant tied to the hot bar isn't something I have seen someone do before since tying power consumption to "suits" is typically the easier solution.
DefaultString  [author] 28 Apr, 2024 @ 3:26pm 
Another item and affliction obtainable only in editor or console coming up soon then. Your Armstrong fantasy is about to become reality
ТоварищЬ Иван (Ivan) 28 Apr, 2024 @ 3:23pm 
maybe make a separate one thats "cheaty" with like a 500 full recharge rate and can take about 35 hits or 40.
DefaultString  [author] 28 Apr, 2024 @ 1:24pm 
sure thing, how much do you reckon it should be?
ТоварищЬ Иван (Ivan) 24 Apr, 2024 @ 8:24pm 
any possibility you can buff the recharge rate a little?
Jametto Kudasai 29 Feb, 2024 @ 3:18am 
broooooo, i cant make it work with neurotrauma, the effect doesnt work
The Seraph of Tomorrow 15 Feb, 2024 @ 2:42pm 
Basically, just voicing that I had the funny thought of if the MGR characters where jobs in the game.
DefaultString  [author] 15 Feb, 2024 @ 3:20am 
What do you mean? Armstrong job?
The Seraph of Tomorrow 14 Feb, 2024 @ 8:03pm 
Now if only his was a job. xD
The Seraph of Tomorrow 11 Feb, 2024 @ 7:47pm 
It has to be this way.
DefaultString  [author] 2 Feb, 2024 @ 6:27am 
changed store selling from this
<Price storeidentifier="merchantcity" minavailable="2"/>
<Price storeidentifier="merchantresearch" minavailable="2" />

to this
<Price storeidentifier="merchantoutpost" minavailable="2" />
<Price storeidentifier="merchantcity" minavailable="2" />
<Price storeidentifier="merchantresearch" minavailable="2" />
<Price storeidentifier="merchantmilitary" minavailable="2"/>
<Price storeidentifier="merchantmine" minavailable="2" />
Twomoon 2 Feb, 2024 @ 3:03am 
do they appear after a certain point in the game? i made a new campaign, and for now i cant seems to find any, maybe there is a recipe to make your own too?
crazy dave 24 Dec, 2023 @ 12:29am 
Nanomachines, сан
DefaultString  [author] 27 Oct, 2023 @ 6:40am 
Yes, whole status effect works there, go check my TechArmor mod and go trough gifs, you can spawn particle effects periodically such as fire
SydWad 27 Oct, 2023 @ 1:58am 
so type="OnDamaged" works in afflictions now?
In the past when i tried anything like this it would fail, only worked on limbs of creatures.
Mamba922 25 Oct, 2023 @ 8:05pm 
imagine how cool it would be to depending on how many hits you get taken the more hardening is active
DefaultString  [author] 22 Oct, 2023 @ 4:58pm 
I would mind
Partnerbot 22 Oct, 2023 @ 3:36pm 
mind mentioning what the mudraptor armor genetic material is
DefaultString  [author] 20 Oct, 2023 @ 4:28pm 
Hardening is damage resist based on stacks, visual effect has duration but damage reduction is based on main affliction stacks and has nothing to do with secondary affliction. And i don't care about compatibility with Waifu or any other mod. I make mods specifically without overriding anything to avoid compatibility issues but thats as far as im willing to go. You can test it and let me know and i will post it into description. Mod basically creates genetic material with one affliction so i dont see reason why it should not work with something else.
RageAgainstTheillegalAliens 20 Oct, 2023 @ 7:00am 
cool, so this is like essential to stop bullets or something? i am just asking because it doesnt state how long the hardening lasts... wait, is this compatiable with Waifu++ nonxpath? probably nah, huh?
turbo 9 Oct, 2023 @ 9:44am 
WHY WONT YOU DIE?!
DC2 30 Sep, 2023 @ 9:56am 
@AwsomeCrzyPro NAHHHHHHHHHHH
froogy 30 Sep, 2023 @ 8:19am 
Nanonigerians, son. They harden in response to racial trauma.