Barotrauma

Barotrauma

Tougher and Healable Pets with Hats!
24 Comments
Rendoe  [author] 26 Jun @ 12:00am 
@Necrobama I've updated the mod to work with the recent base game update!
Necrobama 22 Jun @ 7:48am 
a recent base game update to pets seems to have made this mod cause a visual bug with at least some pets
Farbott 18 Feb @ 9:19pm 
very swag
Rendoe  [author] 18 Feb @ 6:18pm 
Rendoe  [author] 18 Feb @ 6:17pm 
@Freedom It should work fine with neurotrauma, but I haven't explicitly tested how every medical items and addons would interact with pets.
Farbott 17 Feb @ 6:52am 
Freedom 16 Feb @ 2:20pm 
Is this compatible with Neurotrauma fork & its patches?
Patriots1007 10 Feb @ 6:29pm 
Coolio, ty!
Rendoe  [author] 10 Feb @ 2:30am 
@Patriots1007 Ah yeah, I noticed the same which is caused by Petduffelbag having despawncontainer tag which gives it the belongs to name feature. I've updated to remove this feature to resolve the issue along with a fix for the current vanilla bug of husk containers not being able to be interacted with!
Patriots1007 9 Feb @ 5:57pm 
Okay, so a bug that seems to be happening is that all bodies will have the pet duffel bag, not just the pets. This means that most items will drop on the floor when a person dies, either letting items sink into the abyss or clutter the floors.
Patriots1007 30 Dec, 2024 @ 10:26am 
Woo! Thankies
Rendoe  [author] 30 Dec, 2024 @ 3:32am 
@Patriots1007 I've reworked some of the pets' combat (Orangeboy, Psilotoad and Cthulhu) so they can be more of a supportive role where they all can slowly 1v1 a crawler but may end up with low health. The trio alone can somewhat put up a 3v1 fight with a mudraptor but will take heavy damages.
Rendoe  [author] 28 Dec, 2024 @ 8:26pm 
@nehuenvl Yep, it should be fine! If existing pets disappear, quit to lobby without saving or restore to previous save but I haven't encountered any issues from testing.
nehuenvl 28 Dec, 2024 @ 7:57pm 
can i use it mid-campaign?
Rendoe  [author] 28 Dec, 2024 @ 2:24am 
@Patriots1007 You can use genes to increase the damage but I feel like small pets aren't really suited for combat due to their size where it's more for petraptors. Pets engage in combat whenever their owner is attacked nearby (reactdistance="200") otherwise I believe that small pets will try to flee from danger if owner is out of range or if on low health. I will look more into pet combat where I'm thinking of adding afflictions (Orangeboy: stun, Psilotoad: paralysis, Cthulhu: zapped) so that pets can assist you more during combats in a supportive role. I could also just double the pets damage a bit as well but will leave petraptors unchanged, thanks for the idea!
Patriots1007 27 Dec, 2024 @ 6:34pm 
I have an idea, could you make the pets deal more damage? I feel like the smaller pets should at least be able to put up a fight against one crawler and consistently survive. The added health doesn't mean a whole lot if the damage they do is negligible.
And an idea for Cthulu, maybe it has a 1-5% chance to just instant implode an enemy on hit, because it's Cthulu?
I dunno, you're the modder here and I've never touched on characters before so it's completely up to you. Enjoy your day!
Rendoe  [author] 26 Dec, 2024 @ 7:39pm 
That's great to hear!
kenanthebarbarian 26 Dec, 2024 @ 9:51am 
Actually, Deinonycorvus already make a fork of Better and Larger Petraptors that is patched for this mod. That was lightening quick!
kenanthebarbarian 26 Dec, 2024 @ 9:42am 
Thank you for updating the hunger functionality! The author of More and Better Petraptors said this mod will not affect the pet from that mod, but the two can run side by side. Good enough for me!
Rendoe  [author] 26 Dec, 2024 @ 6:58am 
@kenanthebarbarianta From a quick look, it seems like the More and Larger Petraptors already has the Health Window [H] enabled. It does not include some features from this mod such as the falling unconsciousness to 0 health before dying at -100, the name tag slot, the hat slot (it doesn't really fit well on Petraptors anyway), the gene slot and the pet duffel bag feature. The author of that mod could update it to include these features or create a patch for it, as I don't use the mod and lack the motivation to maintain a patch for it and all other pet mods.
Rendoe  [author] 26 Dec, 2024 @ 6:27am 
I've updated the mod. Seems like the hungerincreaserate is by default at 0.03 (rate per second). Basically it will take 55mins for hunger to go from 0 to 100. Pets will show the hungry icon and eat food when hunger is at 30-100 thus every 16 mins where eating reduces hunger by 50. When pets are at 70+ hunger, they can eat dead bodies to reduce hunger by 100. I have adjusted the min hunger from 30 to 45 to also reduce overfeeding which would result in hungry icon every 25 mins. Orangeboy, Psilotoad and Cthulhu by default has a higher priority to defend the owner over eating so you end up needing to stand further back but I already adjusted the order to make it less annoying with the mod.
Rendoe  [author] 26 Dec, 2024 @ 5:01am 
@kenanthebarbarian I can half the hunger rate, will do on next update. I will check out More and Larger Petraptors to see but you could place that mod above this mod if your prefer its content while still having this mod for other pets.
kenanthebarbarian 26 Dec, 2024 @ 4:24am 
Excellent work!

Would it be possible to decrease their hunger rate as well? I love pets, but it's super annoying having to drop whatever I'm doing just to feed them, especially when they're being stubborn and I have to move them and drop the food several times before they'll eat.

Also, how do you think this will interact with other pet overrides like More and Larger Petraptors?
M1911A1 Oversize® 26 Dec, 2024 @ 3:41am 
thank you for makeing this