Barotrauma

Barotrauma

TechSeries
34 Comments
shoolgate 2 hours ago 
is Freezing plug-in ,It can freeze the other things(human monster ). into ice cubes
DefaultString  [author] 5 hours ago 
@shoolgate elaborate.
shoolgate 7 hours ago 
hope to add a freezing effect ?
DefaultString  [author] 9 Jul @ 1:35am 
Patch has been rolled out, addressing some of the known issues. If you find any suspected bugs don't hesitate to let me know.
DefaultString  [author] 7 Jul @ 12:38am 
@The IRS it should not, will have a look at that.
The IRS 6 Jul @ 8:43pm 
The techsplicer seems to remove husk even when i have husk genes in it which kind of removes the purpose of the genes is that intentional?
DefaultString  [author] 30 Jun @ 5:31pm 
@Volitile no effects don't stack, but increasing quality of splicer will increase your charge gain from all sources including aux charger.
Volitile 30 Jun @ 4:39pm 
Quick question since i don't want to search through the description for something that might not be there. Do the aux-charger and runner passives stack?
Red_T.B.S 28 Jun @ 12:32am 
this mod is looking great mate looks and feels preety good to play with
DefaultString  [author] 28 Jun @ 12:20am 
@Karma Hound No it does not grant pressure immunity, don't think it would make sense.
DefaultString  [author] 28 Jun @ 12:19am 
@l0gunat0r Aux battery has to be recycled in fabricator. And im not going to override human.xml for second slot as TechSplicer already has genetic slots that you are looking for.
Karma Hound 27 Jun @ 9:22pm 
Without downloading the mod just wondering, do any of these protect against water, or just combat? I'm assuming not but I just think the idea of popping into water gear seems rather useful in a futuristic sub world but I guess it'd make sense if water shorts them out, also you wouldn't have oxygen unless you have a mask on. Anyway neat mod though.
l0gunat0r 27 Jun @ 8:15pm 
I know this may not be fixable as no other mod has been able to do it, but would it be possible to make a secondary splicer slot because I want to use both the tech splicer and the gene splicer but I can only use one, also, is there a way to charge the auxiliary battery?
DefaultString  [author] 27 Jun @ 2:17pm 
@l0gunat0r None of module effects stack.
Also just rolled out patch, TechSplicer can now be crafted with quality, masterwork for both splicer and auxbattery can be reached if you unlocked last tier of Tech recipes.
l0gunat0r 27 Jun @ 2:12pm 
@DefaultString tysm for adding those, one last question, do the faster charging modules stack or does having 2 have the same effect as having 1?
DefaultString  [author] 27 Jun @ 6:03am 
@l0gunat0r due to your feedback i was able to pinpoint what was causing issue with splicer, fixed one critical bug that was discovered because of it, and was able to expand splicer passive slots by 2! Having more than that would definitely be too much.
DefaultString  [author] 27 Jun @ 2:44am 
Craft and place Tech-Calibrator, its crafting station for chips.
Пулемётчики 27 Jun @ 2:42am 
How can i get Tech-chip?
DefaultString  [author] 27 Jun @ 2:08am 
@Everyone I'm looking for somebody who would translate this mod into different languages, mainly Russian and Chinese.
DefaultString  [author] 27 Jun @ 2:04am 
@Lü Bu Glad to hear that!
Lü Bu 27 Jun @ 2:03am 
This mod cured my friends mental retardation.
DefaultString  [author] 27 Jun @ 1:44am 
@l0gunat0r Mod is using monster attack so i can't check for holding, nor can i make double clicks as there is minimum cooldown about 2 seconds on player monster attacks. I wanted more Module slots in splicer but having more than 4 slots in container broke down something and afflictions were not removed if u took down splicer. There is Passive module for faster charge speed.
I will have a look and try to make at least quality splicer charge faster by 10-20-30% but no promises. One last thing that however complicated this mod seems at first look, i did my best to keep it as simple and clean as possible and multiple splicers might interfere with that philosophy. Your suggestions were put on list and will be looked into.
l0gunat0r 27 Jun @ 1:35am 
@DefaultString it would be cool if holding the button disabled the shield or crouching and pressing it, just some sort of manual way because it keeps draining all my battery when im not using it :/, also, making different tiers of spinal implants with like different charge speeds or more passive slots would be cool :)
DefaultString  [author] 27 Jun @ 1:29am 
@Пулемётчики That is matter of personal taste. There is plenty of effects with them, Barriers showing up is subtle otherwise you would effects everywhere at all times. Right now effects are limited to when player agenda is in play.
DefaultString  [author] 27 Jun @ 1:27am 
@l0gunat0r CombatBarrier disables after 20 seconds unless summoned Ultimate is held in hands. If you hold Ultimate you are considered in combat. Working here with one button only so some compromises had to be made.
l0gunat0r 27 Jun @ 12:44am 
how do i manually disable the combat shield?
La Ego 26 Jun @ 10:44pm 
sighs


installs
Пулемётчики 26 Jun @ 9:39pm 
I just downloaded it and I can say that, mm, there is a lack of animation of the appearance of these barriers, both combat and normal, and not just a sudden appearance.
DefaultString  [author] 26 Jun @ 5:02pm 
@d_mini10 sorted, thanks for letting me know.
d_mini10 26 Jun @ 4:33pm 
Hey not sure if its due to other mods such as EA but the kinetic repulsor does not seem to work
Runis 26 Jun @ 2:10pm 
ЭТО ПРОСТО НЕЧТО чел ты супер :captainsinful:
John Helldiver 26 Jun @ 12:23pm 
Peak
Hammer Goblin 26 Jun @ 8:06am 
First
horse 26 Jun @ 7:53am 
Possibly a mod of all time