Barotrauma

Barotrauma

Talent Additions
86 Comments
Sedfid 19 hours ago 
broke
Big Dicks ♥♥♥ Twice 23 Jun @ 10:37pm 
where do you get the recipe for the genetically modified crawler egg?
DICK STEEL 18 Jun @ 2:06am 
hello, your mod has been broken in the previous update, any chance on a fix?
PuzzyDiztroier 26 Feb @ 1:37am 
Kk
Thx!
Violet 🐕  [author] 26 Feb @ 1:25am 
It should still work, though Battle Medic might be broken. I don't really plan on supporting this mod since I moved on to a bigger mod I made called Baroverhaul
PuzzyDiztroier 25 Feb @ 10:11pm 
Is this mod works fine?
Havel L. Krik 15 Jul, 2024 @ 6:58am 
Are you able to add the Wrenchdriver to this mod? Maybe add it as a craft to Modular Repairs? Just asking, don't mean no fuss.
Violet 🐕  [author] 27 Jun, 2024 @ 2:44pm 
Possibly, unless I did something totally wrong, but I took the code directly from other magazines in Barotrauma. I can't figure out why it happens. I can look into it again but every time I do I find no explanation for why it happens.
Havel L. Krik 27 Jun, 2024 @ 10:22am 
So this is a "devs need to fix it" not "you need to fix it" situation?
Violet 🐕  [author] 26 Jun, 2024 @ 6:12pm 
I'm not sure either, it's a problem I've experienced with the base game with SMG mags leaving SMG bullets, and so I don't know how to fix it. The game removes things for some reason when transferring subs, so I just coded them that you can drop them and they delete themselves. Not sure why they take up space after being removed.
Havel L. Krik 26 Jun, 2024 @ 7:21am 
I'm not sure what the cause is, but when I switch subs (with item transfer on) a bunch of steel pellets get added to my metal containers and when I try to remove the, their "ghosts" linger in the crate, taking up space.
Havel L. Krik 13 Jun, 2024 @ 5:52am 
Thinking on it now, I think you should keep this mod up to date because it offers new flavor to the vanilla talents without being too over powering. Think of it like Baro+, if what I've said makes sense.
Havel L. Krik 4 Jun, 2024 @ 1:25pm 
Oh, that one, switching now.
Violet 🐕  [author] 4 Jun, 2024 @ 12:56pm 
Havel L. Krik 4 Jun, 2024 @ 12:52pm 
Oooh, which mod is is that? Also, thanks for the fix.
Violet 🐕  [author] 4 Jun, 2024 @ 8:11am 
I believe it should be fixed now. Something in the last update broke a few things. Also I may not support this mod forever as I focus more on my newer mod which includes all the content from this mod and a ton more.
Havel L. Krik 4 Jun, 2024 @ 12:44am 
I think the Leech isn't working, no matter how long the barb is in, I don't get any blood. Also, I couldn't find the recipe in the fabricator.
Dexetro 26 Apr, 2024 @ 11:44am 
Huh. Im very thankful for the answer. Im gonna try playing it normally today and it looks really exciting!
Violet 🐕  [author] 26 Apr, 2024 @ 11:39am 
I'm pretty sure my mod doesn't even modify the talent "An Apple a Day." Believe it or not, that's a problem with the base game currently. I noticed too, they updated the effects of a handful of talents without properly updating the localization meaning they have broken tooltips. :lilcutie:
Dexetro 26 Apr, 2024 @ 5:14am 
There are several skills that dont have their respective numbers and instead have [amount2]% instead. Mainly tested on assistants skill "An apple a day" Id like to know if this is a problem exclusive for me or anyone else has it.
Violet 🐕  [author] 23 Apr, 2024 @ 7:12pm 
@SrJarbas When playing with languages that don't have localization modded names don't show up and show up as presets. I don't know if you're playing with a language other than English or Russian but those are the only languages I have localized currently. Other than that I'm not sure, unless it's some kind of mod compatibility issue I don't know of.
SrJarbas 23 Apr, 2024 @ 6:23pm 
:barotrauma: In my game, the descriptions and names of new items and skills that are added do not appear in the talent tree, only a preset appears with the name of the item's file
Will X. Pyre 21 Mar, 2024 @ 10:35pm 
Thank you very much.
Violet 🐕  [author] 21 Mar, 2024 @ 3:50pm 
It's a small crawler egg, dropped by crawler brood mothers. You can loot them from their bodies or grab them out of the water as they fall.
Will X. Pyre 21 Mar, 2024 @ 2:37pm 
Hey there, I can't seem to figure out what the middle item for the Genetically Modified Crawler Egg is. I can see the broken diving suit, and the blood pack, but the third item has no name or description.
ShaMedic 12 Mar, 2024 @ 5:08pm 
I wrote a pretty big suggestion list. Added to share.
ShaMedic 12 Mar, 2024 @ 2:44pm 
I will think about some ideas and get back to you.
Violet 🐕  [author] 12 Mar, 2024 @ 2:41pm 
Also if you have any more suggestions for captain's talents I'd be happy to hear them out and give them a try. As it is I wasn't sure what else to add to captain.
Violet 🐕  [author] 12 Mar, 2024 @ 2:39pm 
Thank you for your feedback. My goal was to make it so apprenticeship buffs benefit the whole crew but if it's not working properly that is unfortunate. It's not something I can easily fix because the way the game determines apprenticeship is defined in the source code. I can do a temporary fix and change the talent to give buffs like you suggested but it is a bit underwhelming compared to the original idea. Unfortunate, but it will have to do until/unless I think of a different idea or solution.
ShaMedic 12 Mar, 2024 @ 11:29am 
My potential fix/suggestion is to just give a flat stat boost or, if you are feeling really creative, give them a small list of bonuses all pertaining to each of the 5 jobs, they get 10% Damage, 10% Health, 10% Faster Deconstruction, etc. Another potential suggestion is to make it similar to graduation where it doubles down on their existing specialization, giving an added layer of bonuses specific to their role, but I imagine that would be hard to code.

Lastly, I am eager to see more additions to the captain's talent tree! Thank you for making this mod!
ShaMedic 12 Mar, 2024 @ 11:29am 
Hey! Your mod is amazing, and I just wanted to give a bug report I got figured out:

The Assistant Talent "Collaborative Project" is really creative and awesome, but it bugs out (at least in my game). When you take it, since you had to take the "Treacherous Scum" or "Loyal Assistant" Talent beforehand, the game cycles through the specializations the Assistant has when trying to determine who gets those buffs. As a result, it causes the affliction they give the crew to flash constantly. Worse still, because they are toggling on and off the effect is intermittent; you can end up crafting something and partly through it lose the +1 Item quality. Additionally, with the alternate version of this mod, the Graduation talent will grant a single perk tree from any valid tree [Maybe this is intended, but it kind of makes Graduation even more random].
Violet 🐕  [author] 19 Feb, 2024 @ 9:22pm 
Yes, you can add it mid save, but since there's no way to refund talents, if there's a talent you want but you already picked talents you will miss out on them.
Title Fight Enjoyer 19 Feb, 2024 @ 1:52pm 
is this compatible mid save
Violet 🐕  [author] 19 Feb, 2024 @ 6:24am 
It's a melee weapon that deals blunt and "drunk" damage, with an inventory slot that holds ethanol. If you put ethanol in it, while holding right click to aim you will consume the ethanol and get its effects. It will not completely deplete and consume the ethanol, leaving it at 1% so it doesn't disappear. When the grail touches water it will refill the condition on the ethanol. Basically in water, you can use it to drink ethanol to your hearts content, or you can sell it if you're desperate for money or get more than one.
Craniac 19 Feb, 2024 @ 4:06am 
How does the Jovian Grail work exactly?
Title Fight Enjoyer 13 Feb, 2024 @ 8:08pm 
thank you so much
Violet 🐕  [author] 13 Feb, 2024 @ 7:29pm 
Alright, the mods should be compatible now
Violet 🐕  [author] 13 Feb, 2024 @ 7:10pm 
I think it's the dementonite welding tool from what I see on their mod page. I may be able to change its identifier and see if that fixes it.
Title Fight Enjoyer 13 Feb, 2024 @ 5:01pm 
incompatible with baroplus because of dupe demonite ammo or something?
Lloyd3005 7 Feb, 2024 @ 6:23pm 
No, I thought it was possible to make the mugs use from that modification, and you could make coffee on the stove. I assume it's hard, and it's only for one function, so take it just as an idea left here
Violet 🐕  [author] 7 Feb, 2024 @ 5:24pm 
@Lloyd3005 As far as I can tell there are no incompatibilities preventing you from using both mods. That being said they aren't exactly *compatible* either, hence the lack of light. That only occurs if you use Hungry Europans because that mod overwrites how planters work and adds custom lights for each plant, so new plants wouldn't have one. I don't know how to make any compatibility changes without making the mod actually incompatible. If we both modify the same thing that's where compatibility issues come in. Currently it seems like we haven't so it should work together, albeit not seamlessly as far as I know.
Lloyd3005 7 Feb, 2024 @ 9:39am 
I would very much like to add compatibility with the "hungry European." And refine the coffee a little, for some reason its seedlings do not glow. It's just that this coffee fits so well into the fact that you can brew a lot of beer, and then just call the captain to pour coffee.
Rasputin 30 Jan, 2024 @ 7:30pm 
I appreciate the dementonite weapons, but depleted fuel just has a more practical, efficient use than it. Maybe the talent for unlocking it could be munitions expert or gun rammer. I was also thinking of active fuel for the pulse laser, a box (made by the engineer for 4 steel bar and 6 lead, capable of absorbing the rad from a volatile rod) that can use 3 fuel rods as ammo, similar to the fissile accelerator. This would also make sense, considering how easy it is to make nukes in this game
Violet 🐕  [author] 30 Jan, 2024 @ 4:14pm 
I could add more depleted fuel ammo variants. As it is I added dementonite because it has currently next to no uses in game and the things you need consistently are ammo and meds, so I went with ammo as a constantly usable source for dementonite.
Rasputin 30 Jan, 2024 @ 2:58pm 
I think this mod is missing depleted fuel ammo for all submarine weapons, adding it in would make sense alongside the other depleted fuel ammo. I know that there are dementonite variants, but the ability to make ammunition out of depleted fuel would allow for cost and material saving. :captainsmooth:
Violet 🐕  [author] 29 Jan, 2024 @ 1:48am 
You do good mods, @Battle Engineer. All I did for the trophies was crop part of the monsters' models, add the trophy base from the mudraptor head trophy sub editor item thingy, slap them together, and give them the attachable quality like electrical components have so you can just slap them on walls and detach them. I wanted something like old Bounty Hunter that made killing abyss creatures fun and more worthwhile and I've seen lots of people talk about and want trophies so I just did it.
Battle Engineer 28 Jan, 2024 @ 11:32pm 
good to see someones doing the trophies better then i can
Violet 🐕  [author] 28 Jan, 2024 @ 3:43pm 
Link's at the bottom of this page
Violet 🐕  [author] 28 Jan, 2024 @ 3:18pm 
@Mikis No, unfortunately I don't think it's possible to make it compatible, but what I can do is essentially recreate the mod in my mod. I'll add a link to the mod page in a few minutes with an unlisted version that has parallel trees unlocked.
Mikis 28 Jan, 2024 @ 2:39am 
Is it somehow possible to make this mod work with Unlock Parallel Talents mod?