Barotrauma

Barotrauma

Immersive Crates
71 Comments
[]Herz[] 10 Jul @ 5:16am 
Hey, why not return half the material during deconstruction? Because it's realistic. Or, conversely, it's unrealistic if you shred something and nothing remains.
_]|M|[_  [author] 18 Jun @ 12:03pm 
@El Charlatan: Put it higher in your load order. Another mod might be overriding it otherwise.

@Valkyrie: Finally fixed it. It was me being silly all along...
El Charlatan 17 Jun @ 7:49pm 
It does not work for me, any suggestion?
Valkyrie 17 May @ 12:21pm 
I tried crafting a new crate but I still can't craft a clown crate.
_]|M|[_  [author] 11 May @ 1:00pm 
@timzyxel: I'd say no since this mod is specifically for crates.
timzyxel 29 Apr @ 9:29am 
is it possible to add a death bag to this mod?
Gesugao-san 18 Mar @ 6:34pm 
I really like how this mod handles crate movement, but since the mod has the Crate Floater, I won't be able to add it to my main mod collection, the point of which is that mods can be safely removed from an existing save.
_]|M|[_  [author] 25 Jan @ 5:20am 
@BellaBelial: It's a vanilla bug with crafting recipes not identifying the ingredients correctly. Try to deconstruct your old crate and craft a new one to potentially bypass the issue.
BellaBelial 22 Jan @ 5:23pm 
i cant craft the clown crate because it requires the base game version of the crate instead of the mod variant. :c
_]|M|[_  [author] 4 Nov, 2024 @ 10:54am 
@Call Me Mañana: If you happen to come across the error again at some point, please post the error so I can take a closer look :steamthumbsup:
tulpa 4 Nov, 2024 @ 10:46am 
it appears the bug i was having was unrelated from the immersive crates (i think?) or is fixed now, i got some sort of error from it which made me think it was due to immersive crates but i think it was unrelated.
_]|M|[_  [author] 4 Nov, 2024 @ 10:40am 
@Zethronar: Hm that's interesting and good to know I guess. Not sure why it only accepts crafted metal crates tho as it's literally the exact same item as the others spawned from purchasing stuff or preplaced ones... Anyway glad there's a solution. Thanks for sharing!

@Call Me Mañana: I don't know how a mod overriding crates exclusively should impact a pvp load out lobby menu that doesn't feature crates. Anyways I've gone ahead and tested PvP mode and found no issues with just this mod installed.

@Real Canadiens Never Die: Yes, you can add and remove this at any time as stated at the bottom of the description :steamthumbsup:
Patriote 3 Nov, 2024 @ 1:18pm 
Is this safe to add? Im seeing all the comments but id like a genuine input from the dev if possible :p
tulpa 25 Oct, 2024 @ 5:33am 
think it might be an incompatibility with the new team selection screen idk
tulpa 25 Oct, 2024 @ 5:33am 
for some reason this mod fucks up playing multiplayer pvp with friends, the clothing selection screen just bugs and fucks itself up till the entire server crashes
Drago 23 Oct, 2024 @ 6:44pm 
@Zethronar, I don't know why that worked but it did. Thank you. A freshly crafted steel crate dragged over to the ingredients bar somehow fixes that. I don't think that was the intended idea though, but I'll take it.
Zethronar 23 Oct, 2024 @ 4:49pm 
@Shamoo, I couldn't get them to craft unless I used a freshly fabricated steel crate. Before the mod updated that is.. Might be worth a shot though.
Drago 23 Oct, 2024 @ 3:06pm 
I've tried testing load orders, removing/adding mods. The likely culprit has to be Baroverhaul since it directly impacts perks, but even that turned up no results after disabling it. I enjoy your mods _]|M|[_, but I think this one will have to be deactivated for now. I just want to be able to store my clowns.
_]|M|[_  [author] 23 Oct, 2024 @ 12:47pm 
@Shamoo: Not intended and it uses the exact same recipe as vanilla... I have honestly no idea why it doesn't work.
Drago 23 Oct, 2024 @ 12:16pm 
I can't craft clown crates even with the perk unlocked. I removed Immersive crates and the compatibility patch from the active list and I can now craft them. Was this crate disabled intentionally or is it a bug?
[95th] Phantom Civet 22 Oct, 2024 @ 4:01pm 
No problem and.... yea, that sounds familiar to me as well.
_]|M|[_  [author] 20 Oct, 2024 @ 9:12am 
@Phantom Civet: You are correct... Once again steam corrupted the image files. I have a support ticket open about this issue happening all across my workshop mods, but they couldn't figure it out this far... I'll keep having to re-export and re-upload the images from time to time. Thanks for making me aware of it!
[95th] Phantom Civet 19 Oct, 2024 @ 8:09pm 
is it just me or did the photos for this mod vanish?
Midnight 25 Sep, 2024 @ 4:43pm 
nice
_]|M|[_  [author] 25 Sep, 2024 @ 4:04pm 
Crates from other mods have now been removed from this mod and are available via the Immersive Crates - Mod Crates Compatibility Patch (Linked in the description)

@kooll: This is now fixed in the mentioned compatibility patch :steamthumbsup:
kooll 25 Sep, 2024 @ 3:05pm 
the medical start create seams to be bork
_]|M|[_  [author] 14 Sep, 2024 @ 9:51am 
@DefaultString: Sure thing!

@Midnight: Yes that's still coming. I'm splitting this mod and this one will be the vanilla crates and another one will be published only containing the modded crates. (Almost done)
Midnight 11 Sep, 2024 @ 10:59am 
only vanilla crates mod?
DefaultString 31 Aug, 2024 @ 11:42am 
You have set golden standard for crates. Will use your code in my mode if i may with your blessing.
Slawiek Bebrow♡ 25 Aug, 2024 @ 8:02am 
Cool
Stov_bro 10 Aug, 2024 @ 10:26am 
донт спик фор энглиш
:captainclown:
_]|M|[_  [author] 4 Aug, 2024 @ 11:55am 
@SEN steve: I wasn't aware it existed so it's not included yet. I'll add it when I split the mod into vanilla and modded crates :steamthumbsup:
Karvode 3 Aug, 2024 @ 6:42am 
Does surgery tool crate from NT pharmacy add-on also work?
[95th] Phantom Civet 31 Jul, 2024 @ 4:48pm 
a crate floater? why isn't this in the base game?! this would make mining so much better before you get the cargo scooter XD

but i guess tool belts, cases, and backpacks are a lot to the devs concerning eyes already.... but i still love this idea. i'll try this once i get my own crew and season them.
_]|M|[_  [author] 14 Jul, 2024 @ 3:45am 
@Arri: Ah ok thank you! Will do :steamthumbsup:
Arri 13 Jul, 2024 @ 10:54am 
Additionally I suggest reverting the Lua hook's initializer element entirely to

<ItemComponent>
<StatusEffect type="OnSpawn" target="This" disabledeltatime="true">
<Conditional scale="0.4" />
<LuaHook name="NT.medstartercrate.spawn" />
</StatusEffect>
</ItemComponent>

(sourced from Neurotrauma's "medstartercrate" XML def itself)
Arri 13 Jul, 2024 @ 10:54am 
Hi, the Neurotrauma's "medstartercrate" Lua hook fails to run due to wrong initial scale of the item which results in the starter items not filling the crate on spawn

Despite the removal of <Conditional scale="0.4" /> in your XML def of the crate inside the hook initializer, the Lua hook's code itself within Neurotrauma has an additional internal check for the scale of the item which must equal 0.4

To fix the issue, the scale="0.5" of "medstartercrate" must be changed to scale="0.4" in the moddedcrates.xml to allow the Lua hook to run, which after filling the crate with items returns the crate to scale="0.5" permanently, preventing the crate's inventory respawns on every following roundstart
_]|M|[_  [author] 25 Jun, 2024 @ 10:37am 
@masło: No that shouldn't affect savegames at all. The only thing that can happen is a one-time error message about the item now missing, if you had one of the other mods crates on your submarine. :steamthumbsup:
masło 25 Jun, 2024 @ 10:35am 
oh alright, will my save corrupt if you move the modded crates to a different mod?
_]|M|[_  [author] 25 Jun, 2024 @ 10:33am 
@masło: Because I have over 100+ mods and more than half of them are compatibility patches and I'm simply fed up with doing individual compatibility patches and clutter up my workshop even more... I'll eventually separate them into a single "Modded Crates" patch, but I don't know when yet.
masło 25 Jun, 2024 @ 7:27am 
actually just overall mod crates, why?
masło 25 Jun, 2024 @ 7:25am 
why the hell am i getting neurotrauma refrigerated crates
_]|M|[_  [author] 5 Jun, 2024 @ 10:13am 
@Starempire42: Ahh ok yeah that makes more sense :D
But nah, what's done is done. And for some mods it does make sense to make patches due to the otherwise quite large mod file size since I would have to include everything from the main mods I want to make compatible like textures and sounds to avoid people needing to use all of these to play without errors... So not worth it. For the crates it's just a few kb of texture space basically so that's ok to include.
Starempire42 4 Jun, 2024 @ 1:04pm 
@_]|M|[_ Oops my bad I was looking at the wrong thing when you were talking about the “ That is true, however I'm really fed up with making a ton of compatibility patches. More than half of my 100+ published mods are just compatibility patches...” And I was saying you should just include those patches into those main mods to fix that issue.
_]|M|[_  [author] 4 Jun, 2024 @ 10:33am 
@KitsuneKas: Yeah I might split it into vanilla crates with a modded crates add-on. That would be the optimal way to avoid making several compatibility patches while not bloating the fabricator of people who only need the vanilla crates.

@Starempire42: I gotta be honest I'm a little confused about your suggestion. Currently there are no patches, because everything is already included here.

@John Shaft: Sadly my modding time is now severely limited to only weekends causing things to drastically slow down from now on. So don't expect "amazing" mods and mod updates as frequent anymore. I'll still try my best to deliver fun and quality stuff, but it will just take longer.
Sand Echidna 3 Jun, 2024 @ 11:08pm 
My man cannot stop making amazing mods
Starempire42 31 May, 2024 @ 10:00am 
@_]|M|[_ can't you just implement the patches into the main mod? instead of multiple different mods that you probably have to update. I'm not a coder nor a mod creator just wondering.
Voided_Oni 30 May, 2024 @ 8:34pm 
mb it was another mod i was just getting a error about one of the crates that was conflicting with it mb
Voided_Oni 30 May, 2024 @ 8:29pm 
for me this mod doesn't work i think its because of not running dynamic europa and not building things but not for sure
StickVerts 20 May, 2024 @ 8:16am 
Enchanced armanents has an animated outfit, so its gotta be possible in some way? you could ask the creator of it or just peep his code