Barotrauma

Barotrauma

Scientist Job
119 Comments
Глеб 14 Apr @ 12:02am 
Hello, is the mod compatible with hungry European? Is food satisfying?
Maximiliengamer87 6 Apr @ 4:00pm 
Offer a new chapter for scientist with baroverhaul ! For science
King of the Culdesac 29 Mar @ 10:14pm 
I don't think this is compatible with Baroverhaul - Classic
无魄 13 Jan @ 4:07am 
Due to certain reasons, the module cannot be enabled:steamfacepalm:
dawerrr 5 Jan @ 3:27pm 
and maybe as it's suposted to passive support, allowing scientist to produce some better steroids would be nice.
dawerrr 4 Jan @ 8:10am 
Hi, Great mod. Playing it currently in campaing with friend and so far it's fire.
Just a little personal Feedback, in my opinion trait giving you free book +25 to medical after basically every mission that you can also share with others is op, literally not even going further than 2nd biome you can have 5ppl crew maxed out medical everyone, make it maybe that you receive only 5 of those total and all of them give +10.

I honestly as Scientist-Medic after 1 book had maxed out medical and now im just deconstructing it to ballance things out.
Violet 🐕  [author] 3 Dec, 2024 @ 2:18pm 
I think I gave it the same tag as medic for simplicity sake or something
Violet 🐕  [author] 3 Dec, 2024 @ 2:18pm 
I think it might share the tag with medic but it has been like a year, I don't remember.
fram_ 3 Dec, 2024 @ 1:50pm 
Hi! Thanks for this mod. What is the tag of the profession? To restrict access to cabinets.
Violet 🐕  [author] 15 Oct, 2024 @ 5:12am 
Unfortunately I wouldn't know how to make a pet finder, but you could put a portable beacon thingy in their inventory. I could maybe just make some sort of portable beacon-like item that doesn't require batteries so it lasts forever. However, I didn't have plans to support this mod much since my newer mod has taken up all my time. If I have some spare time I can try to make a beacon thing for pets and maybe remove their flee on low health behavior. I don't know about how to code a potential leash though.
Axeblade77 15 Oct, 2024 @ 5:07am 
same kinda happened with the mudraptor, i hadn;t even gotten it into a fight yet and it swam off, though it hadn't matured to veteran yet, still a blarg Jr
Axeblade77 15 Oct, 2024 @ 5:03am 
sorry for the delete, just tested it and while yea they do, mantis ai makes them run when on low health.. the test one just swam away forever into the void and i couldn't give them food to heal since they had gotten too far. maybe a pet finder or something?
Violet 🐕  [author] 15 Oct, 2024 @ 4:52am 
I believe the mantises will follow you, though they sometimes hesitate going through doors because of some quirkiness with the AI. You can drag them out of the ship and they should swim around and follow you I believe.
Axeblade77 15 Oct, 2024 @ 4:46am 
Just poking in here to say this is easily my favourite mod! combine this with hungry europeans and you have a full time job! our neuotrauma doctor is using mudraptor steak to delay death during surgeries, the meat/vegetarian meals are great! easily taking away the downside of the hungry euro foods being temporary

pets actually done well! could use with maybe a leash or something to help carry pet-raptors etc but they're fun! especially since once you're set up, the in the moment uses you have for everything is great!

Only downside is the Mudraptor armor is.. well very weak/unsubstancial, the chitanium does the same if not better (5% extra bleed resist on raptor. +5% all other damage resistances or chitanium) which feels poor saying you make the chitanium. you have to chance find and collect the mudraptor ones, maybe add some extra benifits for the extra chore?... the perk is still my favorite for the raptor in a top hat tho~
Violet 🐕  [author] 3 Oct, 2024 @ 9:38pm 
Mostly just multiplayer, the bots do not show up at recruitment offices
lolic_lol 3 Oct, 2024 @ 8:59pm 
This mod only for multiplayer, or I can hire scientist bot in single campaign?
Yamamot0 26 Aug, 2024 @ 12:01pm 
We keep our fingers crossed for you, if everything goes well, then we will connect the mod on our streams :)
Violet 🐕  [author] 24 Aug, 2024 @ 10:29am 
I have talked to them about working together, but I still don't know if I will be making many more changes to this mod. I'm sorta on a hiatus from modding right now.
Yamamot0 24 Aug, 2024 @ 10:17am 
man i think you need to coop with Hungry Europien mod author actually/ Its could be good in this mod
Max 24 Jul, 2024 @ 1:50pm 
Hi there, what incompatibility is there between this and Hungry Europans? Could it cause crashes, or is this unlikely? We ran into a crash issue with some plants, and were wondering if it might be a conflict.
Fenperson 20 Jul, 2024 @ 3:26am 
It would be weaker on its own, but wouldn't it provide significant buffs in larger groups?
Violet 🐕  [author] 20 Jul, 2024 @ 1:30am 
@KurtisPrime I'm aware, I figured there wasn't much point in making this mod compatible with Baroverhaul since the scientist would have fewer talents and be weaker anyway, so I reused some of the talents, ideas and assets in Baroverhaul
KurtisPrime 20 Jul, 2024 @ 12:47am 
There a incompatibility between this mod and Baroverhaul since both mod add the "Mantis Pet", just wanna let you know.
Violet 🐕  [author] 28 May, 2024 @ 10:50am 
Yeah, I'm not entirely sure if there's a way to fix it, the code was from the old Atmos Machine talent, and that's how that talent used to work.
Castle 27 May, 2024 @ 11:21pm 
So when you decon fruits and it spawns plants it spawns them in the other decon input slots and not the output slots.
Violet 🐕  [author] 26 May, 2024 @ 12:23pm 
Yeah, thank you for letting me know :GardenLove:
Violet 🐕  [author] 26 May, 2024 @ 12:23pm 
I made a small typo that broke everything. Ain't that always how it goes. Should no be fixed for real.
catmanmlio 26 May, 2024 @ 12:23pm 
nvm, you caught it.
catmanmlio 26 May, 2024 @ 12:22pm 
Violet. friend me for a moment, the mod wont load. I have pictures and a log for you.
Violet 🐕  [author] 26 May, 2024 @ 12:08pm 
Okay, I removed the cap on the Mineral Mollusc and Sea Bunny. You should be able to update the mod to get it.
brufisz 26 May, 2024 @ 11:51am 
might make sense to uncap them or atleast increase the limit, i usually have about 30+ pets going about bbc its funny and can make decent money so limiting it to 1-2 makes it kinda reduntant for that kind of playstyle (being a dedicated farmer) unless the drops/drop rate is insane
Violet 🐕  [author] 24 May, 2024 @ 4:36pm 
The production rate of blimberries is the same as pomegrenade. Pets cannot eat blimberries because it's not possible as far as I know to change what food pets eat other than the vanilla pet food groups. I've tried. You can make petfood out of blimberry with the kibble talent though. Also the pets were limited because some people expressed they thought they might be overpowered, but I can uncap them.
brufisz 24 May, 2024 @ 4:19pm 
and whats the production rate of blimberries?
brufisz 24 May, 2024 @ 4:08pm 
do pets like psilotoads eat blimberries? and whats the reason behind being limited to only 1 bunny/mollusc?
Violet 🐕  [author] 23 May, 2024 @ 4:03am 
You should be able to swap between the two mods in a multiplayer save with no problems. Just disable this version and enable the parallel unlock version.
Violet 🐕  [author] 23 May, 2024 @ 3:59am 
So the problem is compatibility with that mod, and I cannot figure out why. It only modifies humans and the scientist mod shouldn't modify humans at all. I can confirm though that the scientist parallel unlock mod has no issues with passive experience gain.
Kaizer 23 May, 2024 @ 12:54am 
I was able to reproduce it. There's a mod that lets you set passive exp at any rate of your choosing to expedite testing. I suspect it has something to do with their ability that grants an extra level.
Kaizer 22 May, 2024 @ 2:46pm 
They picked the middle path and when they leveled up up after getting the last one they couldn't pick either of the other 2
Violet 🐕  [author] 21 May, 2024 @ 3:07am 
@Kaizer do you know which tree they went down? I can try to look into it if it's a bug.
ObsessedWithDuaLipa 21 May, 2024 @ 2:20am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?source=Facepunch.Steamworks&id=2949082804

there are usually mods you can find to improve jobs a bit, like this one should make it unlock all trees, i guess. no idea i didnt try Scientist yet....load Plus mod above, i assume.
Kaizer 20 May, 2024 @ 11:35am 
Was playing this in a multiplayer game and the scientist said that once they went down one tree they were locked out of the other 2.
HonFonDon 8 May, 2024 @ 6:35pm 
Absolute Saint
Violet 🐕  [author] 8 May, 2024 @ 6:05pm 
The rum recipe should be fixed, and the Mantis sprite and animation should be updated to be more like the new mantis
HonFonDon 8 May, 2024 @ 12:48am 
Rum recipe seems to be removed for some reason? [Vanilla] Error in the fabrication recipe for "Rum". Could not find the ingredient "Barotrauma.FabricationRecipe+RequiredItemByTag (distillable)". I can not find a why to fix said error.
Violet 🐕  [author] 8 May, 2024 @ 12:22am 
The sea bunny eats pet food 2 (ethanol) and the universal petfoods I believe like saline, pet food, pomegrenade, and raptor bane
parison123 7 May, 2024 @ 7:38pm 
Hello, what does the sea bunny eat for food.
Violet 🐕  [author] 30 Apr, 2024 @ 9:11pm 
Currently it just checks every time you attack an enemy it spawns meat in their inventory. I don't think it checks if they are alive or not, but it spawns the item on attack, not upon looting the enemy. I may make it so it checks if the enemy is alive when you attack them if it's exploitable, but I'm not sure. Been a while since I checked.
Destrobuk 30 Apr, 2024 @ 2:53pm 
Hello! I wanted to ask about the gastronomy tree, do you have to kill the monster to get its food or would using the right tool on a corpse also work?
Alan 11 Apr, 2024 @ 3:54pm 
Speaking of making scientist hireable - makeshift "fix" that I did and that may give you insight:
1. Download https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939605314
1.5. Probably download Dynamic Europa, who plays without it anyway lololol
2. In LocationTypes.xml add a line <Hireable identifier="v_scientist" commonness="2" /> under the line <Hireable identifier="acolyte" commonness="1" />
3. Do the same for each line that involves "acolyte"
4. Save and check the crew manager at the starting outpost

The way the lines should look like:

<Hireable identifier="acolyte" commonness="1" />
<Hireable identifier="v_scientist" commonness="2" />