Barotrauma

Barotrauma

ID Cards Enhanced
85 Comments
Clocksmith 14 May @ 6:53pm 
Alright as a quick update, I found out that when I when Captain and Host buys Wallets from the Merchant, it acts as an ID and that's the reason it doesn't matter what cards are in the wallet. Weird little bug.
Clocksmith 14 May @ 6:47pm 
Hello, I have an issue if this gets seen. Not too much of big issue but I have a Wallet in my campaign that when I put all my IDs into it works for everything around the sub when it's in my ID Slot on my character. Yet the mod description says you are supposed to pull the IDs out as the rest of my crew does, but I (As Captain role) am able to use the Wallet in my ID slot and open everything on the sub without taking the IDs out. Even setting up Wallets how I have them and handing them to the crew, they still need to pull IDs out to access certain containers.

I am the host so I'm wondering if it's just a host thing, I cannot replicate these Wallets.
Xiivait 28 Apr @ 8:14am 
HEE HEE
Gwill 22 Apr @ 11:47am 
i figured it out ty tho
_]|M|[_  [author] 20 Apr @ 12:32pm 
@Gwill: You'll need an ID card with captain access on it to be able to use the printer. If you're using a custom submarine it is possible the builder of that sub either forgot to put the ID tags onto the spawnpoints or used custom ID tags not supported by the mod in which case you won't be able to access the printer unfortunately. In that case you'd need to go into the submarine editor and adjust the spawnpoint ID tags or place an ID card with the id_captain or id_idprinteraccess and save it as a new submarine to then buy in your ongoing campaign or start a new campaign with.
Gwill 19 Apr @ 2:27am 
How do i access the id printer?
_]|M|[_  [author] 30 Mar @ 10:12am 
@alexo: Yes, EHA is a weapon mod. Unless it overrides the ID card for a specific reason, it is compatible.
нарколепсия 23 Mar @ 1:30pm 
Compatible with EHA?
_]|M|[_  [author] 17 Mar @ 10:30am 
@vvhalefccd: Ah ok. You need to equip the recipe item and use it to apply it to your character. You use it by holding RMB + LMB.
vvhalefccd 16 Mar @ 11:25pm 
Thanks for the reply. I got the ID cards working opening the lockers but still cant get the recipe to work. I'm using the deathwish modlist, for reference. Are you supposed to do something with the recipe or just have it on your person?
_]|M|[_  [author] 16 Mar @ 7:28am 
@vvhalefccd: I've tested it just now and I can unlock the recipe via the "Print Personal Locker Blueprint" button and using the printed item, craft the locker at a fabricator and access it with the correct ID Card just fine. You might be experiencing a compatibility issue with another mod.
vvhalefccd 16 Mar @ 7:04am 
The crafting recipe for the personal lockers doesn't work. All lockers remain uncraftable. I tried adding the lockers manually in sub-editor but then the ID cards aren't giving me access to the lockers.
To be clear: I printed a C-1 access card and cannot open Locker C-1 with it.
_]|M|[_  [author] 13 Jan @ 10:02am 
Sorry for the late replies! I haven't checked on this mod page in quite some time...

@Cultist ඞ: Unfortunately no progress on that regard. Haven't found someone willing and capable of making this happen with lua.

@A Literal Patch of Moss: Are you perhaps using a custom submarine that uses custom tags on the doors/buttons/cabinets? If so that's the reason. This mod requires the submarine to be built with the vanilla or Jobs Extended tag system in mind to function properly. If the submarine builder decided to use different tags that are not listed here, the mod won't work on that submarine.

@mleszzor: Yes, nothing should be broken from game updates as nothing was changed by the game in regards to how ID cards function.
mleszzor 12 Jan @ 8:00am 
Does the mod work with the current game version?
A Literal Patch of Moss 9 Dec, 2024 @ 10:49am 
for some reason the captains printed id card doesn't allow him to access the armory and other locked parts of the ship he was able to access before
Cultist ⁧⁧ ඞ 3 Sep, 2024 @ 9:43am 
Hey, has this got any updates in relations to the tags thing? Cause that is the key thing I been looking at but carrying multiple ID Cards would be the exact same thing as just yoinking a Captain ID Card.
Any chance of making so ID Cards from Backpacks/Tool Belts count for doors/lockers? That way I could get a new ID and keep it stored in it so it is less of strain.
_]|M|[_  [author] 23 Aug, 2024 @ 10:41am 
@Prolg De Al'mar: Yes. Only downside is you can't take donor cards back out of the ID card and instead have to craft a new donor card, but other than that it's compatible :steamthumbsup:
Prolg De Al'mar 16 Aug, 2024 @ 2:55pm 
does it work with neurotrauma?
_]|M|[_  [author] 11 Aug, 2024 @ 7:36am 
@nrnz: You'd have to adjust the spawnpoints on your submarine via the submarine editor and make the captain spawnpoint spawn them with id_captain.
Alternatively changing the submarine to a submarine that uses the vanillla spawnpoints and then killing the captain to respawn at the vanilla spawnpoint should give them an ID card with the id_captain tag which would allow access. Then you can switch back the submarine to yours and access the printer.
nrnz 11 Aug, 2024 @ 5:58am 
The submarine me and my friends are using doesn't give the tags that lets the captain access the printers. Is there any other way to access the printers?
Narzgot 26 Jul, 2024 @ 10:55pm 
thanks
_]|M|[_  [author] 26 Jul, 2024 @ 12:05pm 
Updated the mod and added the Wallet item which can be worn in the ID card slot and can hold up to 12 ID cards.
_]|M|[_  [author] 26 Jul, 2024 @ 9:49am 
@Narzgot: Yeah ok just wanted to make sure that it is known that when I add a "wallet" or something, it won't let you unlock the correct doors without pulling out the correct ID.
The wallet itself would just have the regular "idcard" tag to allow opening regular doors.
Narzgot 25 Jul, 2024 @ 10:42pm 
not the point really, as long as we dont need to clog our inventory with cards its fine, when we need a specific card we can just pull it out of the holder, just make sure we can also program it so it acts as the main card like captains
_]|M|[_  [author] 25 Jul, 2024 @ 9:48am 
@Narzgot: The problem with this is that the game does not check inventories within inventories for ID permissions so any ID within another item like the toolbelt inside your inventory don't work until you put them into your inventory directly.
Narzgot 25 Jul, 2024 @ 1:29am 
how about you add an id card holder that goes into id card slot and has an inventory for id cards only,then we wont need to clog up our inventory with cards and devs dont need to make any adjustments
ArcticFox 5 Jul, 2024 @ 10:45am 
Gotcha, thanks. Just planning to have door access as 'sub crew only' and need something to apply to new IDs, since custom tags aren't a thing here.
_]|M|[_  [author] 5 Jul, 2024 @ 10:43am 
@ArcticFox037: Yeah they're just there for anyone who wants to build or modify a submarine or map with those tags as requirements for specific doors. I don't think anyone uses this for published submarines tho so it's more something for custom campaigns with a custom built submarine with friends I'd say.
ArcticFox 5 Jul, 2024 @ 10:38am 
Random question but what are the accesslevel perms for? Just modded subs?
Undead 15 Jun, 2024 @ 3:24pm 
im sorry to hear that good mod either way
_]|M|[_  [author] 15 Jun, 2024 @ 12:30pm 
@Undead: That's due to the game removing the previous info from the ID since it's currently not possible to keep existing info unfortunately which is why it's recommended to create a new ID card for each new access you want to grant to a person. I'm thinking about adding a wallet or something to store ID cards in, however you'd still have to take the ID you currently need for access out of it as the game doesn't check item inventories for ID cards when interacting with something that requires an ID card...
I'm hitting limitation after limitation with this mod... :D
Undead 15 Jun, 2024 @ 1:38am 
so currently if i give my crewmates access to one of the private lockers the no longer show up on the status monitor of the ship like the little icons that swap rooms
_]|M|[_  [author] 12 Jun, 2024 @ 9:57am 
@Cultist ඞ: Yeah it's annoying me too. I opened it as a bug report, but it got shifted to a discussion. Go upvote, comment and nag the devs on their discord about it to hopefully get it implemented at some point. (Tho chances seem rather slim as lots of highly upvoted features were never considered...)

Here's the link to the discussion on Github:
https://github.com/FakeFishGames/Barotrauma/discussions/13214
Cultist ⁧⁧ ඞ 11 Jun, 2024 @ 1:00pm 
Ah shame, this was exactly what I needed but with the previous tags being deleted the point kinda goes mot
Demi 18 May, 2024 @ 3:01pm 
more of the issue with previous tags being deleted? the person i saw bring it up (Zachary129) talked about barocraftables so i just said that.
_]|M|[_  [author] 15 May, 2024 @ 9:59am 
@Demi: I'm not exactly sure what issue you're talking about. What exactly about this mod doesn't work with barocraftables?
Demi 14 May, 2024 @ 9:59am 
any updates on the issue with barocraftables?
_]|M|[_  [author] 2 May, 2024 @ 12:24pm 
@Leonidas: I agree, but that's sadly not possible. You can't detect who is admin and who is not.
Leonidas 2 May, 2024 @ 12:15pm 
oh you are totally correct, but it should be decided by host, not by "sub"
_]|M|[_  [author] 1 May, 2024 @ 12:05am 
@Kookoorooza, @Leonidas: Yes a captain is required at least at the start to print access for the printer to another ID card. It wouldn't make sense for any other crew member to have access to something that allows them to gain unlimited access to all submarine systems.
Leonidas 30 Apr, 2024 @ 9:04pm 
captain bot required to use a sub. the classic developer mistake that keeps on giving, ensuring your playerbase can't play how they want to play
Kookoorooza 26 Apr, 2024 @ 4:16pm 
I dont get it. Me and my friend is playing alone with bots and we cant give ourselves rights, because it require captain rights for first. So i need captain-bot or even bandit to operate it?
Kyrox 27 Feb, 2024 @ 8:54am 
Agreed. Super awesome mod dev offering us high quality content. Thank you.
A_Simple_Boi 19 Feb, 2024 @ 11:47am 
Can we just appreciate how cool this guy is? Like I've seen alot of his mods, and he is awesome!
Shino 19 Feb, 2024 @ 5:47am 
it's possible to ad some options; one for remove all the acess, and one for rename the id card?
_]|M|[_  [author] 15 Feb, 2024 @ 9:17am 
@Galaxy: Check the captain spawnpoint on the submarine you're using. It might not use the vanilla id_captain tag or jobs extended tags for it and thus your ID will be missing the required tag. The spawnpoint has to give one of these tags for your ID card to be valid for the printer:

id_captain
id_commanding_officer
id_commandingofficer
commanding_officer
id_idprinteraccess
Galaxy 14 Feb, 2024 @ 11:06am 
It doesn't work when I have my Captains's ID and tried to access the various ID Printer, I am also using Neurotrauma but Enhanced ID is above it.

Does it have a key to access the Printer or just left click

I tried having the ID in my ID slow and simply putting it in my hotbar, either doesn't seem to work?
Shadowm60 6 Feb, 2024 @ 3:52pm 
damn
_]|M|[_  [author] 6 Feb, 2024 @ 6:26am 
@Shadowm60: Sadly not possible unless I make an item variant for each possible ID since it's not possible as of now to access and adjust the ID requirement code on existing objects while playing with only XML. So I'd need someone with lua knowledge to make this a thing.
Shadowm60 5 Feb, 2024 @ 8:31pm 
you should make an id card reader for use on certain area's of the ship where you can swipe an id , and a step further would be to add a terminal to it so it says who entered with the id.